From 4e0975f3873f0fe3c49941e8697fa7c8d4256abe Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 19 Sep 2019 20:13:36 +0200 Subject: [PATCH 001/153] distance counter cab control, load exchange fix --- Driver.cpp | 12 ++++-- Driver.h | 1 + DynObj.cpp | 12 +++++- Train.cpp | 83 +++++++++++++++++++++++++++++++++++------ Train.h | 11 +++++- command.cpp | 3 +- command.h | 1 + driverkeyboardinput.cpp | 28 +++++++++----- drivermouseinput.cpp | 3 ++ translation.cpp | 5 ++- translation.h | 1 + version.h | 2 +- 12 files changed, 132 insertions(+), 30 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 42a3504d..b6f4a838 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -981,9 +981,14 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN UpdateDelayFlag(); // perform loading/unloading - auto const platformside = static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10; - auto const exchangetime = simulation::Station.update_load( pVehicles[ 0 ], *TrainParams, platformside ); - WaitingSet( exchangetime ); + // HACK: manual check if we didn't already do load exchange at this stop + // TODO: remove the check once the station system is in place + if( m_lastexchangestop != asNextStop ) { + auto const platformside = static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10; + auto const exchangetime = simulation::Station.update_load( pVehicles[ 0 ], *TrainParams, platformside ); + WaitingSet( exchangetime ); + m_lastexchangestop = asNextStop; + } if (TrainParams->DirectionChange()) { // jeśli "@" w rozkładzie, to wykonanie dalszych komend @@ -3891,6 +3896,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N else TrainParams->NewName(NewCommand); // czyści tabelkę przystanków tsGuardSignal = sound_source { sound_placement::internal, 2 * EU07_SOUND_CABCONTROLSCUTOFFRANGE }; // wywalenie kierownika + m_lastexchangestop.clear(); if (NewCommand != "none") { if (!TrainParams->LoadTTfile( diff --git a/Driver.h b/Driver.h index 852b3282..43107cb1 100644 --- a/Driver.h +++ b/Driver.h @@ -434,6 +434,7 @@ private: Mtable::TTrainParameters *TrainParams = nullptr; // rozkład jazdy zawsze jest, nawet jeśli pusty std::string asNextStop; // nazwa następnego punktu zatrzymania wg rozkładu int iStationStart = 0; // numer pierwszej stacji pokazywanej na podglądzie rozkładu + std::string m_lastexchangestop; // HACK: safeguard to prevent multiple load exchanges per station double fLastStopExpDist = -1.0; // odległość wygasania ostateniego przystanku int iRadioChannel = 1; // numer aktualnego kanału radiowego int iGuardRadio = 0; // numer kanału radiowego kierownika (0, gdy nie używa radia) diff --git a/DynObj.cpp b/DynObj.cpp index a0568347..8663c2e7 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -3132,8 +3132,16 @@ bool TDynamicObject::Update(double dt, double dt1) modelRot.z }; // McZapkie-260202 - dMoveLen przyda sie przy stukocie kol dDOMoveLen = GetdMoveLen() + MoverParameters->ComputeMovement(dt, dt1, ts, tp, tmpTraction, l, r); - if( Mechanik ) - Mechanik->MoveDistanceAdd( dDOMoveLen ); // dodanie aktualnego przemieszczenia + if( Mechanik ) { + // dodanie aktualnego przemieszczenia + Mechanik->MoveDistanceAdd( dDOMoveLen ); + } + if( ( simulation::Train != nullptr ) + && ( simulation::Train->Dynamic() == this ) ) { + // update distance meter in user-controlled cab + // TBD: place the meter on mover logic level? + simulation::Train->add_distance( dDOMoveLen ); + } Move(dDOMoveLen); if (!bEnabled) // usuwane pojazdy nie mają toru { // pojazd do usunięcia diff --git a/Train.cpp b/Train.cpp index 7e98b6bf..f541aba4 100644 --- a/Train.cpp +++ b/Train.cpp @@ -365,7 +365,8 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::springbrakeshutofftoggle, &TTrain::OnCommand_springbrakeshutofftoggle }, { user_command::springbrakeshutoffenable, &TTrain::OnCommand_springbrakeshutoffenable }, { user_command::springbrakeshutoffdisable, &TTrain::OnCommand_springbrakeshutoffdisable }, - { user_command::springbrakerelease, &TTrain::OnCommand_springbrakerelease } + { user_command::springbrakerelease, &TTrain::OnCommand_springbrakerelease }, + { user_command::distancecounteractivate, &TTrain::OnCommand_distancecounteractivate } }; std::vector const TTrain::fPress_labels = { @@ -471,6 +472,7 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "converter", mvControlled->ConverterFlag ); dict->insert( "converter_overload", mvControlled->ConvOvldFlag ); dict->insert( "compress", mvControlled->CompressorFlag ); + dict->insert( "pant_compressor", mvControlled->PantCompFlag ); dict->insert( "lights_front", mvOccupied->iLights[ end::front ] ); dict->insert( "lights_rear", mvOccupied->iLights[ end::rear ] ); // reverser @@ -500,6 +502,7 @@ dictionary_source *TTrain::GetTrainState() { // other controls dict->insert( "ca", TestFlag( mvOccupied->SecuritySystem.Status, s_aware ) ); dict->insert( "shp", TestFlag( mvOccupied->SecuritySystem.Status, s_active ) ); + dict->insert( "distance_counter", m_distancecounter ); dict->insert( "pantpress", std::abs( mvControlled->PantPress ) ); dict->insert( "universal3", InstrumentLightActive ); dict->insert( "radio_channel", iRadioChannel ); @@ -581,6 +584,7 @@ dictionary_source *TTrain::GetTrainState() { driver->TrainTimetable()->serialize( dict ); dict->insert( "train_stationstart", driver->iStationStart ); dict->insert( "train_atpassengerstop", driver->IsAtPassengerStop ); + dict->insert( "train_length", driver->fLength ); // world state data dict->insert( "scenario", Global.SceneryFile ); dict->insert( "hours", static_cast( simulation::Time.data().wHour ) ); @@ -988,6 +992,20 @@ void TTrain::OnCommand_tempomattoggle( TTrain *Train, command_data const &Comman } } +void TTrain::OnCommand_distancecounteractivate( TTrain *Train, command_data const &Command ) { + // NOTE: distance meter activation button is presumed to be of impulse type + if( Command.action == GLFW_PRESS ) { + // visual feedback + Train->ggDistanceCounterButton.UpdateValue( 1.0, Train->dsbSwitch ); + // activate or start anew + Train->m_distancecounter = 0.f; + } + else if( Command.action == GLFW_RELEASE ) { + // visual feedback + Train->ggDistanceCounterButton.UpdateValue( 0.0, Train->dsbSwitch ); + } +} + void TTrain::OnCommand_mucurrentindicatorothersourceactivate( TTrain *Train, command_data const &Command ) { if( Train->ggNextCurrentButton.SubModel == nullptr ) { @@ -5989,18 +6007,18 @@ bool TTrain::Update( double const Deltatime ) ( true == mvControlled->ResistorsFlagCheck() ) || ( mvControlled->MainCtrlActualPos == 0 ) ); // do EU04 - if( mvControlled->StLinFlag ) { - btLampkaStyczn.Turn( false ); + btLampkaStyczn.Turn( + mvControlled->StLinFlag ? + false : + mvOccupied->BrakePress < 1.0 ); // mozna prowadzic rozruch + + if( ( ( mvControlled->ActiveCab == 1 ) && ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) ) + || ( ( mvControlled->ActiveCab == -1 ) && ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) ) ) { + btLampkaUkrotnienie.Turn( true ); } else { - // mozna prowadzic rozruch - btLampkaStyczn.Turn( mvOccupied->BrakePress < 1.0 ); - } - if( ( ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) && ( mvControlled->CabNo == 1 ) ) - || ( ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) && ( mvControlled->CabNo == -1 ) ) ) - btLampkaUkrotnienie.Turn( true ); - else btLampkaUkrotnienie.Turn( false ); + } // if // ((TestFlag(mvControlled->BrakeStatus,+b_Rused+b_Ractive)))//Lampka drugiego stopnia hamowania @@ -6119,6 +6137,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaMotorBlowers.Turn( ( mvControlled->MotorBlowers[ end::front ].is_active ) && ( mvControlled->MotorBlowers[ end::rear ].is_active ) ); btLampkaCoolingFans.Turn( mvControlled->RventRot > 1.0 ); btLampkaTempomat.Turn( mvControlled->ScndCtrlPos > 0 ); + btLampkaDistanceCounter.Turn( m_distancecounter >= 0.f ); // universal devices state indicators for( auto idx = 0; idx < btUniversals.size(); ++idx ) { btUniversals[ idx ].Turn( ggUniversals[ idx ].GetValue() > 0.5 ); @@ -6183,6 +6202,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaMotorBlowers.Turn( false ); btLampkaCoolingFans.Turn( false ); btLampkaTempomat.Turn( false ); + btLampkaDistanceCounter.Turn( false ); // universal devices state indicators for( auto &universal : btUniversals ) { universal.Turn( false ); @@ -6325,6 +6345,7 @@ bool TTrain::Update( double const Deltatime ) ggScndCtrl.Update(); } ggScndCtrlButton.Update(); + ggDistanceCounterButton.Update(); if (ggDirKey.SubModel) { if (mvControlled->TrainType != dt_EZT) ggDirKey.UpdateValue( @@ -6860,6 +6881,24 @@ TTrain::update_sounds( double const Deltatime ) { else if( fTachoCount < 1.f ) { dsbHasler.stop(); } + + // power-reliant sounds + if( mvControlled->Battery || mvControlled->ConverterFlag ) { + // distance meter alert + if( m_distancecounter > Dynamic()->ctOwner->fLength ) { + // play assigned sound if the train travelled its full length since meter activation + // TBD: check all combinations of directions and active cab + m_distancecounter = -1.f; // turn off the meter after its task is done + m_distancecounterclear + .pitch( m_distancecounterclear.m_frequencyoffset + m_distancecounterclear.m_frequencyfactor ) + .gain( m_distancecounterclear.m_amplitudeoffset + m_distancecounterclear.m_amplitudefactor ) + .play( sound_flags::exclusive ); + } + } + else { + // stop power-reliant sounds if power is cut + m_distancecounterclear.stop(); + } } void TTrain::update_sounds_runningnoise( sound_source &Sound ) { @@ -6947,6 +6986,14 @@ void TTrain::update_sounds_radio() { } } +void TTrain::add_distance( double const Distance ) { + + auto const meterenabled { ( true == ( m_distancecounter >= 0 ) ) && ( mvControlled->Battery || mvControlled->ConverterFlag ) }; + + if( true == meterenabled ) { m_distancecounter += Distance * Occupied()->ActiveCab; } + else { m_distancecounter = -1.f; } +} + bool TTrain::CabChange(int iDirection) { // McZapkie-090902: zmiana kabiny 1->0->2 i z powrotem if( ( DynamicObject->Mechanik == nullptr ) @@ -7036,6 +7083,12 @@ bool TTrain::LoadMMediaFile(std::string const &asFileName) dsbSlipAlarm.deserialize( parser, sound_type::single ); dsbSlipAlarm.owner( DynamicObject ); } + else if (token == "distancecounter:") + { + // distance meter 'good to go' sound + m_distancecounterclear.deserialize( parser, sound_type::single ); + m_distancecounterclear.owner( DynamicObject ); + } else if (token == "tachoclock:") { // cykanie rejestratora: @@ -7161,7 +7214,7 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) &dsbSwitch, &dsbPneumaticSwitch, &rsHiss, &rsHissU, &rsHissE, &rsHissX, &rsHissT, &rsSBHiss, &rsSBHissU, &rsFadeSound, &rsRunningNoise, &rsHuntingNoise, - &dsbHasler, &dsbBuzzer, &dsbSlipAlarm, &m_radiosound, &m_radiostop + &dsbHasler, &dsbBuzzer, &dsbSlipAlarm, &m_distancecounterclear, &m_radiosound, &m_radiostop }; for( auto sound : sounds ) { sound->offset( nullvector ); @@ -7421,6 +7474,10 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) if( dsbBuzzer.offset() == nullvector ) { dsbBuzzer.offset( btLampkaCzuwaka.model_offset() ); } + // HACK: alerter is likely to be located somewhere near computer displays + if( m_distancecounterclear.offset() == nullvector ) { + m_distancecounterclear.offset( btLampkaCzuwaka.model_offset() ); + } // radio has two potential items which can provide the position if( m_radiosound.offset() == nullvector ) { m_radiosound.offset( btLampkaRadio.model_offset() ); @@ -7641,6 +7698,7 @@ void TTrain::clear_cab_controls() ggMainCtrlAct.Clear(); ggScndCtrl.Clear(); ggScndCtrlButton.Clear(); + ggDistanceCounterButton.Clear(); ggDirKey.Clear(); ggBrakeCtrl.Clear(); ggLocalBrake.Clear(); @@ -7824,6 +7882,7 @@ void TTrain::clear_cab_controls() btLampkaMotorBlowers.Clear(); btLampkaCoolingFans.Clear(); btLampkaTempomat.Clear(); + btLampkaDistanceCounter.Clear(); ggLeftLightButton.Clear(); ggRightLightButton.Clear(); @@ -8181,6 +8240,7 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co { "i-motorblowers:", btLampkaMotorBlowers }, { "i-coolingfans:", btLampkaCoolingFans }, { "i-tempomat:", btLampkaTempomat }, + { "i-distancecounter:", btLampkaDistanceCounter }, { "i-trainheating:", btLampkaOgrzewanieSkladu }, { "i-security_aware:", btLampkaCzuwaka }, { "i-security_cabsignal:", btLampkaSHP }, @@ -8410,6 +8470,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "cablightdim_sw:", ggCabLightDimButton }, { "battery_sw:", ggBatteryButton }, { "tempomat_sw:", ggScndCtrlButton }, + { "distancecounter_sw:", ggDistanceCounterButton }, { "universal0:", ggUniversals[ 0 ] }, { "universal1:", ggUniversals[ 1 ] }, { "universal2:", ggUniversals[ 2 ] }, diff --git a/Train.h b/Train.h index 46439150..0a0766a3 100644 --- a/Train.h +++ b/Train.h @@ -104,11 +104,12 @@ class TTrain { float lv_voltage; }; +// constructors + TTrain(); // methods bool CabChange(int iDirection); bool ShowNextCurrent; // pokaz przd w podlaczonej lokomotywie (ET41) bool InitializeCab(int NewCabNo, std::string const &asFileName); - TTrain(); // McZapkie-010302 bool Init(TDynamicObject *NewDynamicObject, bool e3d = false); @@ -117,6 +118,7 @@ class TTrain { inline std::string GetLabel( TSubModel const *Control ) const { return m_controlmapper.find( Control ); } void UpdateCab(); bool Update( double const Deltatime ); + void add_distance( double const Distance ); void SetLights(); // McZapkie-310302: ladowanie parametrow z pliku bool LoadMMediaFile(std::string const &asFileName); @@ -365,7 +367,7 @@ class TTrain { static void OnCommand_springbrakeshutoffenable(TTrain *Train, command_data const &Command); static void OnCommand_springbrakeshutoffdisable(TTrain *Train, command_data const &Command); static void OnCommand_springbrakerelease(TTrain *Train, command_data const &Command); - + static void OnCommand_distancecounteractivate( TTrain *Train, command_data const &Command ); // members TDynamicObject *DynamicObject { nullptr }; // przestawia zmiana pojazdu [F5] @@ -522,6 +524,8 @@ public: // reszta może by?publiczna TGauge ggMotorBlowersRearButton; // rear traction motor fan switch TGauge ggMotorBlowersAllOffButton; // motor fans shutdown switch + TGauge ggDistanceCounterButton; // distance meter activation button + TButton btLampkaPoslizg; TButton btLampkaStyczn; TButton btLampkaNadmPrzetw; @@ -617,6 +621,7 @@ public: // reszta może by?publiczna TButton btLampkaMotorBlowers; TButton btLampkaCoolingFans; TButton btLampkaTempomat; + TButton btLampkaDistanceCounter; TButton btCabLight; // hunter-171012: lampa oswietlajaca kabine // Ra 2013-12: wirtualne "lampki" do odbijania na haslerze w PoKeys @@ -649,6 +654,7 @@ public: // reszta może by?publiczna sound_source m_radiosound { sound_placement::internal, 2 * EU07_SOUND_CABCONTROLSCUTOFFRANGE }; // cached template for radio messages std::vector>> m_radiomessages; // list of currently played radio messages sound_source m_radiostop { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; + sound_source m_distancecounterclear { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; // distance meter 'good to go' alert /* int iCabLightFlag; // McZapkie:120503: oswietlenie kabiny (0: wyl, 1: przyciemnione, 2: pelne) bool bCabLight; // hunter-091012: czy swiatlo jest zapalone? @@ -702,6 +708,7 @@ private: float m_mastercontrollerreturndelay { 0.f }; int iRadioChannel { 1 }; // numer aktualnego kana?u radiowego std::vector> m_screens; + float m_distancecounter { -1.f }; // distance traveled since meter was activated or -1 if inactive public: float fPress[20][3]; // cisnienia dla wszystkich czlonow diff --git a/command.cpp b/command.cpp index f1e1dbaa..2a0ad3e5 100644 --- a/command.cpp +++ b/command.cpp @@ -244,7 +244,8 @@ commanddescription_sequence Commands_descriptions = { { "springbrakeshutofftoggle", command_target::vehicle }, { "springbrakeshutoffenable", command_target::vehicle }, { "springbrakeshutoffdisable", command_target::vehicle }, - { "springbrakerelease", command_target::vehicle } + { "springbrakerelease", command_target::vehicle }, + { "distancecounteractivate", command_target::vehicle } }; diff --git a/command.h b/command.h index 064d49cf..b20b0281 100644 --- a/command.h +++ b/command.h @@ -238,6 +238,7 @@ enum class user_command { springbrakeshutoffenable, springbrakeshutoffdisable, springbrakerelease, + distancecounteractivate, none = -1 }; diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index 6ee2c2a9..849882d6 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -45,6 +45,9 @@ driverkeyboard_input::default_bindings() { { user_command::independentbrakedecreasefast, GLFW_KEY_KP_7 | keymodifier::shift }, // independentbrakeset, { user_command::independentbrakebailoff, GLFW_KEY_KP_4 }, + // universalbrakebutton1, + // universalbrakebutton2, + // universalbrakebutton3, { user_command::trainbrakeincrease, GLFW_KEY_KP_3 }, { user_command::trainbrakedecrease, GLFW_KEY_KP_9 }, // trainbrakeset, @@ -64,6 +67,9 @@ driverkeyboard_input::default_bindings() { { user_command::alarmchaintoggle, GLFW_KEY_B | keymodifier::shift | keymodifier::control }, { user_command::wheelspinbrakeactivate, GLFW_KEY_KP_ENTER }, { user_command::sandboxactivate, GLFW_KEY_S | keymodifier::shift }, + // autosandboxtoggle, + // autosandboxactivate, + // autosandboxdeactivate, { user_command::reverserincrease, GLFW_KEY_D }, { user_command::reverserdecrease, GLFW_KEY_R }, // reverserforwardhigh, @@ -103,6 +109,9 @@ driverkeyboard_input::default_bindings() { // compressorenable, // compressordisable, { user_command::compressortogglelocal, GLFW_KEY_C | keymodifier::shift }, + // compressorpresetactivatenext, + // compressorpresetactivateprevious, + // compressorpresetactivatedefault, { user_command::motoroverloadrelaythresholdtoggle, GLFW_KEY_F | keymodifier::control }, // motoroverloadrelaythresholdsetlow, // motoroverloadrelaythresholdsethigh, @@ -229,15 +238,16 @@ driverkeyboard_input::default_bindings() { { user_command::motorblowerstogglefront, GLFW_KEY_N | keymodifier::shift }, { user_command::motorblowerstogglerear, GLFW_KEY_M | keymodifier::shift }, { user_command::motorblowersdisableall, GLFW_KEY_M | keymodifier::control } - // coolingfanstoggle - // tempomattoggle - // springbraketoggle - // springbrakeenable - // springbrakedisable - // springbrakeshutofftoggle - // springbrakeshutoffenable - // springbrakeshutoffdisable - // springbrakerelease + // coolingfanstoggle, + // tempomattoggle, + // springbraketoggle, + // springbrakeenable, + // springbrakedisable, + // springbrakeshutofftoggle, + // springbrakeshutoffenable, + // springbrakeshutoffdisable, + // springbrakerelease, + // distancecounteractivate }; } diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 39b500a3..0e872f5d 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -774,6 +774,9 @@ drivermouse_input::default_bindings() { { "nextcurrent_sw:", { user_command::mucurrentindicatorothersourceactivate, user_command::none } }, + { "distancecounter_sw:", { + user_command::distancecounteractivate, + user_command::none } }, { "instrumentlight_sw:", { user_command::instrumentlighttoggle, user_command::none } }, diff --git a/translation.cpp b/translation.cpp index 0465e7b7..2bc83509 100644 --- a/translation.cpp +++ b/translation.cpp @@ -85,6 +85,7 @@ init() { "second controller", "shunt mode power", "tempomat", + "distance counter", "reverser", "train brake", "independent brake", @@ -202,7 +203,7 @@ init() { " Cisnienie: %.2f kPa (przewod glowny: %.2f kPa)", "!CZUWAK! ", "!SHP!", - " Wsiadanie/wysiadanie pasazerow (do zakonczenia %d s)", + " Wymiana pasazerska (do zakonczenia %d s)", " Inny pojazd na drodze (odleglosc: %.1f m)", "Scenariusz", @@ -252,6 +253,7 @@ init() { "nastawnik dodatkowy", "sterowanie analogowe", "tempomat", + "miernik odleglosci", "nastawnik kierunku", "hamulec zespolony", "hamulec pomocniczy", @@ -372,6 +374,7 @@ init() { "scndctrl:", "shuntmodepower:", "tempomat_sw:", + "distancecounter_sw:", "dirkey:", "brakectrl:", "localbrake:", diff --git a/translation.h b/translation.h index cb64123b..b8511290 100644 --- a/translation.h +++ b/translation.h @@ -74,6 +74,7 @@ enum string { cab_scndctrl, cab_shuntmodepower, cab_tempomat, + cab_distancecounter, cab_dirkey, cab_brakectrl, cab_localbrake, diff --git a/version.h b/version.h index e4cf28bb..0a6ea607 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 906 +#define VERSION_MINOR 916 #define VERSION_REVISION 0 From 41834c4d4c8103340be00bb69cfbce326c460bae Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 25 Sep 2019 18:18:33 +0200 Subject: [PATCH 002/153] vehicle visualization config file parameters, vehicle attachments support, axle clatter fix, disabled vehicles smoke fix --- Driver.cpp | 16 ++---- DynObj.cpp | 139 +++++++++++++++++++++++++++++---------------- DynObj.h | 1 + EvLaunch.cpp | 42 +++++++------- TrkFoll.cpp | 2 +- driveruipanels.cpp | 9 +-- parser.h | 6 +- particles.cpp | 12 +++- renderer.cpp | 30 ++++++++-- version.h | 2 +- 10 files changed, 167 insertions(+), 92 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index b6f4a838..0d3ad5eb 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1784,8 +1784,7 @@ void TController::OrdersClear() void TController::Activation() { // umieszczenie obsady w odpowiednim członie, wykonywane wyłącznie gdy steruje AI - iDirection = iDirectionOrder; // kierunek (względem sprzęgów pojazdu z AI) właśnie został - // ustalony (zmieniony) + iDirection = iDirectionOrder; // kierunek (względem sprzęgów pojazdu z AI) właśnie został ustalony (zmieniony) if (iDirection) { // jeśli jest ustalony kierunek TDynamicObject *old = pVehicle, *d = pVehicle; // w tym siedzi AI @@ -1794,7 +1793,7 @@ void TController::Activation() ZeroSpeed(); ZeroDirection(); mvOccupied->SpringBrakeActivate(true); - if (TestFlag(d->MoverParameters->Couplers[iDirectionOrder < 0 ? 1 : 0].CouplingFlag, ctrain_controll)) { + if (TestFlag(d->MoverParameters->Couplers[iDirectionOrder < 0 ? end::rear : end::front].CouplingFlag, ctrain_controll)) { mvControlling->MainSwitch( false); // dezaktywacja czuwaka, jeśli przejście do innego członu mvOccupied->DecLocalBrakeLevel(LocalBrakePosNo); // zwolnienie hamulca w opuszczanym pojeździe // mvOccupied->BrakeLevelSet((mvOccupied->BrakeHandle==FVel6)?4:-2); //odcięcie na @@ -1806,20 +1805,17 @@ void TController::Activation() mvOccupied->ActiveCab = mvOccupied->CabNo; // użytkownik moze zmienić ActiveCab wychodząc mvOccupied->CabDeactivisation(); // tak jest w Train.cpp // przejście AI na drugą stronę EN57, ET41 itp. - while (TestFlag(d->MoverParameters->Couplers[iDirection < 0 ? 1 : 0].CouplingFlag, ctrain_controll)) + while (TestFlag(d->MoverParameters->Couplers[iDirection < 0 ? end::rear : end::front].CouplingFlag, ctrain_controll)) { // jeśli pojazd z przodu jest ukrotniony, to przechodzimy do niego d = iDirection * d->DirectionGet() < 0 ? d->Next() : d->Prev(); // przechodzimy do następnego członu if (d) { - drugi = d->Mechanik; // zapamiętanie tego, co ewentualnie tam siedzi, żeby w razie - // dwóch zamienić miejscami + drugi = d->Mechanik; // zapamiętanie tego, co ewentualnie tam siedzi, żeby w razie dwóch zamienić miejscami d->Mechanik = this; // na razie bilokacja - d->MoverParameters->SetInternalCommand( - "", 0, 0); // usunięcie ewentualnie zalegającej komendy (Change_direction?) + d->MoverParameters->SetInternalCommand("", 0, 0); // usunięcie ewentualnie zalegającej komendy (Change_direction?) if (d->DirectionGet() != pVehicle->DirectionGet()) // jeśli są przeciwne do siebie - iDirection = -iDirection; // to będziemy jechać w drugą stronę względem - // zasiedzianego pojazdu + iDirection = -iDirection; // to będziemy jechać w drugą stronę względem zasiedzianego pojazdu pVehicle->Mechanik = drugi; // wsadzamy tego, co ewentualnie był (podwójna trakcja) pVehicle->MoverParameters->CabNo = 0; // wyłączanie kabin po drodze pVehicle->MoverParameters->ActiveCab = 0; // i zaznaczenie, że nie ma tam nikogo diff --git a/DynObj.cpp b/DynObj.cpp index 8663c2e7..4cde4156 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2009,12 +2009,18 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" smBuforPrawy[ i ]->WillBeAnimated(); } } - for( auto &axle : m_axlesounds ) { - // wyszukiwanie osi (0 jest na końcu, dlatego dodajemy długość?) - axle.distance = ( - Reversed ? - -axle.offset : - ( axle.offset + MoverParameters->Dim.L ) ) + fDist; + if( Track->fSoundDistance > 0.f ) { + for( auto &axle : m_axlesounds ) { + // wyszukiwanie osi (0 jest na końcu, dlatego dodajemy długość?) + axle.distance = + clamp_circular( + ( Reversed ? + -axle.offset : + axle.offset ) + - 0.5 * MoverParameters->Dim.L + + fDist, + Track->fSoundDistance ); + } } // McZapkie-250202 end. Track->AddDynamicObject(this); // wstawiamy do toru na pozycję 0, a potem przesuniemy @@ -3155,12 +3161,19 @@ bool TDynamicObject::Update(double dt, double dt1) if( MyTrack->fSoundDistance != -1 ) { if( MyTrack->fSoundDistance != dRailLength ) { - dRailLength = MyTrack->fSoundDistance; - for( auto &axle : m_axlesounds ) { - axle.distance = axle.offset + MoverParameters->Dim.L; + if( dRailLength > 0.0 ) { + for( auto &axle : m_axlesounds ) { + axle.distance = + clamp_circular( + axle.distance - dRailLength + + axle.offset + /* - 0.5 * MoverParameters->Dim.L */, + MyTrack->fSoundDistance ); + } } + dRailLength = MyTrack->fSoundDistance; } - if( dRailLength != -1 ) { + if( dRailLength > 0.0 ) { if( MoverParameters->Vel > 0 ) { // TODO: track quality and/or environment factors as separate subroutine auto volume = @@ -3182,35 +3195,37 @@ bool TDynamicObject::Update(double dt, double dt1) break; } } - - auto axleindex { 0 }; - for( auto &axle : m_axlesounds ) { - axle.distance -= dDOMoveLen * Sign( dDOMoveLen ); - if( axle.distance < 0 ) { - axle.distance += dRailLength; - if( MoverParameters->Vel > 2.5 ) { - // NOTE: for combined clatter sound we supply 1/100th of actual value, as the sound module converts does the opposite, converting received (typically) 0-1 values to 0-100 range - auto const frequency = ( - true == axle.clatter.is_combined() ? - MoverParameters->Vel * 0.01 : - 1.0 ); - axle.clatter - .pitch( frequency ) - .gain( volume ) - .play(); - // crude bump simulation, drop down on even axles, move back up on the odd ones - MoverParameters->AccVert += - interpolate( - 0.01, 0.05, - clamp( - GetVelocity() / ( 1 + MoverParameters->Vmax ), - 0.0, 1.0 ) ) - * ( ( axleindex % 2 ) != 0 ? - 1 : - -1 ); + if( dRailLength > 0.0 ) { + auto axleindex { 0 }; + for( auto &axle : m_axlesounds ) { + axle.distance += dDOMoveLen * DirectionGet(); + if( ( axle.distance < 0 ) + || ( axle.distance > dRailLength ) ) { + axle.distance = clamp_circular( axle.distance, dRailLength ); + if( MoverParameters->Vel > 0.1 ) { + // NOTE: for combined clatter sound we supply 1/100th of actual value, as the sound module converts does the opposite, converting received (typically) 0-1 values to 0-100 range + auto const frequency = ( + true == axle.clatter.is_combined() ? + MoverParameters->Vel * 0.01 : + 1.0 ); + axle.clatter + .pitch( frequency ) + .gain( volume ) + .play(); + // crude bump simulation, drop down on even axles, move back up on the odd ones + MoverParameters->AccVert += + interpolate( + 0.01, 0.05, + clamp( + GetVelocity() / ( 1 + MoverParameters->Vmax ), + 0.0, 1.0 ) ) + * ( ( axleindex % 2 ) != 0 ? + 1 : + -1 ); + } } + ++axleindex; } - ++axleindex; } } } @@ -4268,11 +4283,24 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co std::string asAnimName; bool Stop_InternalData = false; pants = NULL; // wskaźnik pierwszego obiektu animującego dla pantografów - cParser parser( TypeName + ".mmd", cParser::buffer_FILE, asBaseDir ); - if( false == parser.ok() ) { - ErrorLog( "Failed to load appearance data for vehicle " + MoverParameters->Name ); - return; + { + // preliminary check whether the file exists + cParser parser( TypeName + ".mmd", cParser::buffer_FILE, asBaseDir ); + if( false == parser.ok() ) { + ErrorLog( "Failed to load appearance data for vehicle " + MoverParameters->Name ); + return; + } } + // use #include wrapper to access the appearance data file + // this allows us to provide the file content with user-defined parameters + cParser parser( + "include " + TypeName + ".mmd" + + " " + asName // (p1) + + " " + TypeName // (p2) + + " " + ReplacableSkin // (p3) + + " end", + cParser::buffer_TEXT, + asBaseDir ); std::string token; do { token = ""; @@ -4430,15 +4458,30 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co parser.getTokens(); parser >> asModel; replace_slashes( asModel ); - if( asModel[ 0 ] == '/' ) { - // filename can potentially begin with a slash, and we don't need it - asModel.erase( 0, 1 ); - } + erase_leading_slashes( asModel ); asModel = asBaseDir + asModel; // McZapkie-200702 - dynamics maja swoje modele w dynamic/basedir Global.asCurrentTexturePath = asBaseDir; // biezaca sciezka do tekstur to dynamic/... mdLowPolyInt = TModelsManager::GetModel(asModel, true); } + else if(token == "attachments:") { + // additional 3d models attached to main body + // content provided as a series of values together enclosed in "{}" + // each value is a name of additional 3d model + // value can be optionally set of values enclosed in "[]" in which case one value will be picked randomly + // TBD: reconsider something more yaml-compliant and/or ability to define offset and rotation + while( ( ( token = parser.getToken() ) != "" ) + && ( token != "}" ) ) { + auto attachmentmodelname { deserialize_random_set( parser ) }; + replace_slashes( attachmentmodelname ); + Global.asCurrentTexturePath = asBaseDir; // biezaca sciezka do tekstur to dynamic/... + auto *attachmentmodel { TModelsManager::GetModel( asBaseDir + attachmentmodelname, true ) }; + if( attachmentmodel != nullptr ) { + mdAttachments.emplace_back( attachmentmodel ); + } + } + } + else if(token == "loads:") { // default load visualization models overrides // content provided as "key: value" pairs together enclosed in "{}" @@ -4982,18 +5025,18 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co // add another axle entry to the list axle_sounds axle { 0, - std::atof( token.c_str() ), + std::atof( token.c_str() ) * -1.0, // for axle locations negative value means ahead of centre but vehicle faces +Z in 'its' space { sound_placement::external, static_cast( dSDist ) } }; axle.clatter.deserialize( parser, sound_type::single ); axle.clatter.owner( this ); - axle.clatter.offset( { 0, 0, -axle.offset } ); // vehicle faces +Z in 'its' space, for axle locations negative value means ahead of centre + axle.clatter.offset( { 0, 0, axle.offset } ); m_axlesounds.emplace_back( axle ); } // arrange the axles in case they're listed out of order std::sort( std::begin( m_axlesounds ), std::end( m_axlesounds ), []( axle_sounds const &Left, axle_sounds const &Right ) { - return ( Left.offset < Right.offset ); } ); + return ( Left.offset > Right.offset ); } ); } else if( ( token == "engine:" ) diff --git a/DynObj.h b/DynObj.h index bae28d60..b6c72a0d 100644 --- a/DynObj.h +++ b/DynObj.h @@ -200,6 +200,7 @@ public: TModel3d *mdLowPolyInt; // ABu 010305: wnetrze lowpoly std::array LowPolyIntCabs {}; // pointers to low fidelity version of individual driver cabs bool JointCabs{ false }; // flag for vehicles with multiple virtual 'cabs' sharing location and 3d model(s) + std::vector mdAttachments; // additional models attached to main body struct destination_data { TSubModel *sign { nullptr }; // submodel mapped with replacable texture -4 bool has_light { false }; // the submodel was originally configured with self-illumination attribute diff --git a/EvLaunch.cpp b/EvLaunch.cpp index 39011426..275be42d 100644 --- a/EvLaunch.cpp +++ b/EvLaunch.cpp @@ -78,25 +78,6 @@ bool TEventLauncher::Load(cParser *parser) } parser->getTokens(); *parser >> DeltaTime; - if (DeltaTime < 0) - DeltaTime = -DeltaTime; // dla ujemnego zmieniamy na dodatni - else if (DeltaTime > 0) - { // wartość dodatnia oznacza wyzwalanie o określonej godzinie - iMinute = int(DeltaTime) % 100; // minuty są najmłodszymi cyframi dziesietnymi - iHour = int(DeltaTime - iMinute) / 100; // godzina to setki - DeltaTime = 0; // bez powtórzeń - // potentially shift the provided time by requested offset - auto const timeoffset { static_cast( Global.ScenarioTimeOffset * 60 ) }; - if( timeoffset != 0 ) { - auto const adjustedtime { clamp_circular( iHour * 60 + iMinute + timeoffset, 24 * 60 ) }; - iHour = ( adjustedtime / 60 ) % 24; - iMinute = adjustedtime % 60; - } - WriteLog( - "EventLauncher at " - + std::to_string( iHour ) + ":" - + ( iMinute < 10 ? "0" : "" ) + to_string( iMinute ) ); // wyświetlenie czasu - } parser->getTokens(); *parser >> token; asEvent1Name = token; // pierwszy event @@ -145,6 +126,29 @@ bool TEventLauncher::Load(cParser *parser) parser->getTokens(); // słowo zamykające *parser >> token; } + + if( DeltaTime < 0 ) + DeltaTime = -DeltaTime; // dla ujemnego zmieniamy na dodatni + else if( DeltaTime > 0 ) { // wartość dodatnia oznacza wyzwalanie o określonej godzinie + iMinute = int( DeltaTime ) % 100; // minuty są najmłodszymi cyframi dziesietnymi + iHour = int( DeltaTime - iMinute ) / 100; // godzina to setki + DeltaTime = 0; // bez powtórzeń + // potentially shift the provided time by requested offset + auto const timeoffset{ static_cast( Global.ScenarioTimeOffset * 60 ) }; + if( timeoffset != 0 ) { + auto const adjustedtime{ clamp_circular( iHour * 60 + iMinute + timeoffset, 24 * 60 ) }; + iHour = ( adjustedtime / 60 ) % 24; + iMinute = adjustedtime % 60; + } + + WriteLog( + "EventLauncher at " + + std::to_string( iHour ) + ":" + + ( iMinute < 10 ? "0" : "" ) + to_string( iMinute ) + + " (" + asEvent1Name + + ( asEvent2Name != "none" ? " / " + asEvent2Name : "" ) + + ")" ); // wyświetlenie czasu + } return true; } diff --git a/TrkFoll.cpp b/TrkFoll.cpp index d1dba363..d7f2aebe 100644 --- a/TrkFoll.cpp +++ b/TrkFoll.cpp @@ -244,7 +244,7 @@ bool TTrackFollower::Move(double fDistance, bool bPrimary) { // gdy zostaje na tym samym torze (przesuwanie już nie zmienia toru) if (bPrimary) { // tylko gdy początkowe ustawienie, dodajemy eventy stania do kolejki - if (Owner->MoverParameters->CabNo != 0) { + if (Owner->MoverParameters->ActiveCab != 0) { pCurrentTrack->QueueEvents( pCurrentTrack->m_events1, Owner, -1.0 ); pCurrentTrack->QueueEvents( pCurrentTrack->m_events2, Owner, -1.0 ); diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 34267430..cb4be4be 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -44,6 +44,7 @@ drivingaid_panel::update() { auto const *mover = controlled->MoverParameters; auto const *driver = controlled->Mechanik; + auto const *owner = ( controlled->ctOwner != nullptr ? controlled->ctOwner : controlled->Mechanik ); { // throttle, velocity, speed limits and grade std::string expandedtext; @@ -60,8 +61,8 @@ drivingaid_panel::update() { gradetext = m_buffer.data(); } // next speed limit - auto const speedlimit { static_cast( std::floor( driver->VelDesired ) ) }; - auto const nextspeedlimit { static_cast( std::floor( driver->VelNext ) ) }; + auto const speedlimit { static_cast( std::floor( owner->VelDesired ) ) }; + auto const nextspeedlimit { static_cast( std::floor( owner->VelNext ) ) }; std::string nextspeedlimittext; if( nextspeedlimit != speedlimit ) { std::snprintf( @@ -117,7 +118,7 @@ drivingaid_panel::update() { { // alerter, hints std::string expandedtext; if( is_expanded ) { - auto const stoptime { static_cast( std::ceil( -1.0 * controlled->Mechanik->fStopTime ) ) }; + auto const stoptime { static_cast( std::ceil( -1.0 * owner->fStopTime ) ) }; if( stoptime > 0 ) { std::snprintf( m_buffer.data(), m_buffer.size(), @@ -126,7 +127,7 @@ drivingaid_panel::update() { expandedtext = m_buffer.data(); } else { - auto const trackblockdistance{ std::abs( controlled->Mechanik->TrackBlock() ) }; + auto const trackblockdistance{ std::abs( owner->TrackBlock() ) }; if( trackblockdistance <= 75.0 ) { std::snprintf( m_buffer.data(), m_buffer.size(), diff --git a/parser.h b/parser.h index f47f349b..fb44f55d 100644 --- a/parser.h +++ b/parser.h @@ -50,20 +50,24 @@ class cParser //: public std::stringstream bool expectToken( std::string const &Value ) { return readToken() == Value; }; + inline bool eof() { return mStream->eof(); }; + inline bool ok() { - return !mStream->fail(); }; + return ( !mStream->fail() ); }; cParser & autoclear( bool const Autoclear ); + inline bool autoclear() const { return m_autoclear; } bool getTokens( unsigned int Count = 1, bool ToLower = true, char const *Break = "\n\r\t ;" ); // returns next incoming token, if any, without removing it from the set + inline std::string peek() const { return ( diff --git a/particles.cpp b/particles.cpp index 23ab6b5c..0889fe8a 100644 --- a/particles.cpp +++ b/particles.cpp @@ -167,10 +167,16 @@ smoke_source::update( double const Timedelta, bool const Onlydespawn ) { std::min( m_spawncount + ( m_spawnrate * Timedelta * Global.SmokeFidelity ), m_max_particles ) ); - // HACK: don't spawn particles in tunnels, to prevent smoke clipping through 'terrain' outside - if( ( m_ownertype == owner_type::vehicle ) - && ( m_owner.vehicle->RaTrackGet()->eEnvironment == e_tunnel ) ) { + // consider special spawn rate cases + if( m_ownertype == owner_type::vehicle ) { + // HACK: don't spawn particles in tunnels, to prevent smoke clipping through 'terrain' outside + if( m_owner.vehicle->RaTrackGet()->eEnvironment == e_tunnel ) { m_spawncount = 0.f; + } + if( false == m_owner.vehicle->bEnabled ) { + // don't spawn particles for vehicles which left the scenario + m_spawncount = 0.f; + } } // update spawned particles for( auto particleiterator { std::begin( m_particles ) }; particleiterator != std::end( m_particles ); ++particleiterator ) { diff --git a/renderer.cpp b/renderer.cpp index d94d2984..4ce99e6c 100644 --- a/renderer.cpp +++ b/renderer.cpp @@ -2393,8 +2393,13 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) { } } if( Dynamic->mdModel ) { + // main model Render( Dynamic->mdModel, Dynamic->Material(), squaredistance ); } + // optional attached models + for( auto *attachment : Dynamic->mdAttachments ) { + Render( attachment, Dynamic->Material(), squaredistance ); + } // post-render cleanup m_renderspecular = false; if( Dynamic->fShade > 0.0f ) { @@ -2411,10 +2416,18 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) { Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); // } } - if( Dynamic->mdModel ) + if( Dynamic->mdModel ) { + // main model Render( Dynamic->mdModel, Dynamic->Material(), squaredistance ); - if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku + } + // optional attached models + for( auto *attachment : Dynamic->mdAttachments ) { + Render( attachment, Dynamic->Material(), squaredistance ); + } + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } // post-render cleanup break; } @@ -3523,11 +3536,18 @@ opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) { // } } - if( Dynamic->mdModel ) + if( Dynamic->mdModel ) { + // main model Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance ); - - if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku + } + // optional attached models + for( auto *attachment : Dynamic->mdAttachments ) { + Render_Alpha( attachment, Dynamic->Material(), squaredistance ); + } + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } // post-render cleanup m_renderspecular = false; diff --git a/version.h b/version.h index 0a6ea607..05bc72ea 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 916 +#define VERSION_MINOR 925 #define VERSION_REVISION 0 From 2f5b6dee70a5883839adadc97b6eca7cc19c735a Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 25 Sep 2019 18:21:42 +0200 Subject: [PATCH 003/153] refactoring: cab logic partially separated from cab activation --- Train.cpp | 331 +++++++++++++++++++++++------------------------------- Train.h | 6 + 2 files changed, 148 insertions(+), 189 deletions(-) diff --git a/Train.cpp b/Train.cpp index f541aba4..7be1e6b6 100644 --- a/Train.cpp +++ b/Train.cpp @@ -456,14 +456,14 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) dictionary_source *TTrain::GetTrainState() { - auto const *mover = DynamicObject->MoverParameters; - if( mover == nullptr ) { return nullptr; } + if( ( mvOccupied == nullptr ) + || ( mvControlled == nullptr ) ) { return nullptr; } auto *dict { new dictionary_source }; if( dict == nullptr ) { return nullptr; } dict->insert( "name", DynamicObject->asName ); - dict->insert( "cab", mover->ActiveCab ); + dict->insert( "cab", mvOccupied->ActiveCab ); // basic systems state data dict->insert( "battery", mvControlled->Battery ); dict->insert( "linebreaker", mvControlled->Mains ); @@ -476,13 +476,13 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "lights_front", mvOccupied->iLights[ end::front ] ); dict->insert( "lights_rear", mvOccupied->iLights[ end::rear ] ); // reverser - dict->insert( "direction", mover->ActiveDir ); + dict->insert( "direction", mvOccupied->ActiveDir ); // throttle dict->insert( "mainctrl_pos", mvControlled->MainCtrlPos ); dict->insert( "main_ctrl_actual_pos", mvControlled->MainCtrlActualPos ); dict->insert( "scndctrl_pos", mvControlled->ScndCtrlPos ); dict->insert( "scnd_ctrl_actual_pos", mvControlled->ScndCtrlActualPos ); - dict->insert( "new_speed", mover->NewSpeed); + dict->insert( "new_speed", mvOccupied->NewSpeed); // brakes dict->insert( "manual_brake", ( mvOccupied->ManualBrakePos > 0 ) ); bool const bEP = ( mvControlled->LocHandle->GetCP() > 0.2 ) || ( fEIMParams[ 0 ][ 2 ] > 0.01 ); @@ -508,10 +508,10 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "radio_channel", iRadioChannel ); dict->insert( "door_lock", mvOccupied->Doors.lock_enabled ); // movement data - dict->insert( "velocity", std::abs( mover->Vel ) ); - dict->insert( "tractionforce", std::abs( mover->Ft ) ); - dict->insert( "slipping_wheels", mover->SlippingWheels ); - dict->insert( "sanding", mover->SandDose ); + dict->insert( "velocity", std::abs( mvOccupied->Vel ) ); + dict->insert( "tractionforce", std::abs( mvOccupied->Ft ) ); + dict->insert( "slipping_wheels", mvOccupied->SlippingWheels ); + dict->insert( "sanding", mvOccupied->SandDose ); // electric current data dict->insert( "traction_voltage", std::abs( mvControlled->RunningTraction.TractionVoltage ) ); dict->insert( "voltage", std::abs( mvControlled->Voltage ) ); @@ -571,7 +571,10 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( ( "slip_" + caridx ), bSlip[ i ] ); } // ai state data - auto const *driver = DynamicObject->Mechanik; + auto const *driver { ( + DynamicObject->ctOwner != nullptr ? + DynamicObject->ctOwner : + DynamicObject->Mechanik ) }; dict->insert( "velocity_desired", driver->VelDesired ); dict->insert( "velroad", driver->VelRoad ); @@ -2194,7 +2197,7 @@ void TTrain::OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_d if( ( Train->mvControlled->TrainType == dt_EZT ? ( Train->mvControlled != Train->mvOccupied ) : - ( Train->mvOccupied->ActiveCab != 0 ) ) ) { + ( Train->iCabn != 0 ) ) ) { // tylko w maszynowym return; } @@ -2220,7 +2223,7 @@ void TTrain::OnCommand_pantographcompressoractivate( TTrain *Train, command_data if( ( Train->mvControlled->TrainType == dt_EZT ? ( Train->mvControlled != Train->mvOccupied ) : - ( Train->mvOccupied->ActiveCab != 0 ) ) ) { + ( Train->iCabn != 0 ) ) ) { // tylko w maszynowym return; } @@ -3372,7 +3375,7 @@ void TTrain::OnCommand_motordisconnect( TTrain *Train, command_data const &Comma if( ( Train->mvControlled->TrainType == dt_EZT ? ( Train->mvControlled != Train->mvOccupied ) : - ( Train->mvOccupied->ActiveCab != 0 ) ) ) { + ( Train->iCabn != 0 ) ) ) { // tylko w maszynowym return; } @@ -3498,14 +3501,11 @@ void TTrain::OnCommand_lightspresetactivateprevious( TTrain *Train, command_data void TTrain::OnCommand_headlighttoggleleft( TTrain *Train, command_data const &Command ) { - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { // turn on OnCommand_headlightenableleft( Train, Command ); } @@ -3524,20 +3524,17 @@ void TTrain::OnCommand_headlightenableleft( TTrain *Train, command_data const &C } if( Command.action == GLFW_PRESS ) { - // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); - - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) != 0 ) { return; } // already enabled - - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; // visual feedback Train->ggLeftLightButton.UpdateValue( 1.0, Train->dsbSwitch ); + // implementation + auto const vehicleend { Train->cab_to_end() }; + + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_left; + } // if the light is controlled by 3-way switch, disable marker light if( Train->ggLeftEndLightButton.SubModel == nullptr ) { - Train->DynamicObject->iLights[ vehicleside ] &= ~light::redmarker_left; + Train->DynamicObject->iLights[ vehicleend ] &= ~light::redmarker_left; } } } @@ -3551,14 +3548,11 @@ void TTrain::OnCommand_headlightdisableleft( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + int const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_left; // visual feedback Train->ggLeftLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3566,14 +3560,11 @@ void TTrain::OnCommand_headlightdisableleft( TTrain *Train, command_data const & void TTrain::OnCommand_headlighttoggleright( TTrain *Train, command_data const &Command ) { - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { // turn on OnCommand_headlightenableright( Train, Command ); } @@ -3592,20 +3583,17 @@ void TTrain::OnCommand_headlightenableright( TTrain *Train, command_data const & } if( Command.action == GLFW_PRESS ) { - // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); - - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) != 0 ) { return; } // already enabled - - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; // visual feedback Train->ggRightLightButton.UpdateValue( 1.0, Train->dsbSwitch ); + // implementation + auto const vehicleend { Train->cab_to_end() }; + + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_right; + } // if the light is controlled by 3-way switch, disable marker light if( Train->ggRightEndLightButton.SubModel == nullptr ) { - Train->DynamicObject->iLights[ vehicleside ] &= ~light::redmarker_right; + Train->DynamicObject->iLights[ vehicleend ] &= ~light::redmarker_right; } } } @@ -3619,14 +3607,11 @@ void TTrain::OnCommand_headlightdisableright( TTrain *Train, command_data const if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_right; // visual feedback Train->ggRightLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3634,14 +3619,11 @@ void TTrain::OnCommand_headlightdisableright( TTrain *Train, command_data const void TTrain::OnCommand_headlighttoggleupper( TTrain *Train, command_data const &Command ) { - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) == 0 ) { // turn on OnCommand_headlightenableupper( Train, Command ); } @@ -3661,14 +3643,11 @@ void TTrain::OnCommand_headlightenableupper( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) != 0 ) { return; } // already enabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_upper; // visual feedback Train->ggUpperLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } @@ -3683,14 +3662,11 @@ void TTrain::OnCommand_headlightdisableupper( TTrain *Train, command_data const if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_upper; // visual feedback Train->ggUpperLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3700,12 +3676,9 @@ void TTrain::OnCommand_redmarkertoggleleft( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) == 0 ) { // turn on OnCommand_redmarkerenableleft( Train, Command ); } @@ -3725,14 +3698,11 @@ void TTrain::OnCommand_redmarkerenableleft( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) != 0 ) { return; } // already enabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_left; // visual feedback if( Train->ggLeftEndLightButton.SubModel != nullptr ) { Train->ggLeftEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); @@ -3742,7 +3712,7 @@ void TTrain::OnCommand_redmarkerenableleft( TTrain *Train, command_data const &C // this is crude, but for now will do Train->ggLeftLightButton.UpdateValue( -1.0, Train->dsbSwitch ); // if the light is controlled by 3-way switch, disable the headlight - Train->DynamicObject->iLights[ vehicleside ] &= ~light::headlight_left; + Train->DynamicObject->iLights[ vehicleend ] &= ~light::headlight_left; } } } @@ -3756,14 +3726,11 @@ void TTrain::OnCommand_redmarkerdisableleft( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_left; // visual feedback if( Train->ggLeftEndLightButton.SubModel != nullptr ) { Train->ggLeftEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); @@ -3780,12 +3747,9 @@ void TTrain::OnCommand_redmarkertoggleright( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) == 0 ) { // turn on OnCommand_redmarkerenableright( Train, Command ); } @@ -3805,14 +3769,11 @@ void TTrain::OnCommand_redmarkerenableright( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) != 0 ) { return; } // already enabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_right; // visual feedback if( Train->ggRightEndLightButton.SubModel != nullptr ) { Train->ggRightEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); @@ -3822,7 +3783,7 @@ void TTrain::OnCommand_redmarkerenableright( TTrain *Train, command_data const & // this is crude, but for now will do Train->ggRightLightButton.UpdateValue( -1.0, Train->dsbSwitch ); // if the light is controlled by 3-way switch, disable the headlight - Train->DynamicObject->iLights[ vehicleside ] &= ~light::headlight_right; + Train->DynamicObject->iLights[ vehicleend ] &= ~light::headlight_right; } } } @@ -3836,14 +3797,11 @@ void TTrain::OnCommand_redmarkerdisableright( TTrain *Train, command_data const if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_right; // visual feedback if( Train->ggRightEndLightButton.SubModel != nullptr ) { Train->ggRightEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); @@ -3863,23 +3821,22 @@ void TTrain::OnCommand_headlighttogglerearleft( TTrain *Train, command_data cons return; } - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::rear : - end::front ); - if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc + auto const vehicleotherend { ( + Train->cab_to_end() == end::front ? + end::rear : + end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_right ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_right; // visual feedback Train->ggRearLeftLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_right; // visual feedback Train->ggRearLeftLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3893,23 +3850,22 @@ void TTrain::OnCommand_headlighttogglerearright( TTrain *Train, command_data con return; } - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::rear : - end::front ); - if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc + auto const vehicleotherend { ( + Train->cab_to_end() == end::front ? + end::rear : + end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_left ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_left; // visual feedback Train->ggRearRightLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_left; // visual feedback Train->ggRearRightLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3923,22 +3879,21 @@ void TTrain::OnCommand_headlighttogglerearupper( TTrain *Train, command_data con return; } - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::rear : - end::front ); - if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) { + auto const vehicleotherend { ( + Train->cab_to_end() == end::front ? + end::rear : + end::front ) }; + if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_upper ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_upper; // visual feedback Train->ggRearUpperLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_upper; // visual feedback Train->ggRearUpperLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3952,23 +3907,22 @@ void TTrain::OnCommand_redmarkertogglerearleft( TTrain *Train, command_data cons return; } - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::rear : - end::front ); - if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc + auto const vehicleotherend { ( + Train->cab_to_end() == end::front ? + end::rear : + end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::redmarker_right ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_right; // visual feedback Train->ggRearLeftEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_right; // visual feedback Train->ggRearLeftEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3982,23 +3936,22 @@ void TTrain::OnCommand_redmarkertogglerearright( TTrain *Train, command_data con return; } - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::rear : - end::front ); - if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc + auto const vehicleotherend { ( + Train->cab_to_end() == end::front ? + end::rear : + end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::redmarker_left ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_left; // visual feedback Train->ggRearRightEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_left; // visual feedback Train->ggRearRightEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -4614,7 +4567,7 @@ void TTrain::OnCommand_doorpermitleft( TTrain *Train, command_data const &Comman if( Command.action == GLFW_PRESS ) { auto const side { ( - Train->mvOccupied->ActiveCab == 1 ? + Train->cab_to_end() == end::front ? side::left : side::right ) }; @@ -4650,7 +4603,7 @@ void TTrain::OnCommand_doorpermitright( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { auto const side { ( - Train->mvOccupied->ActiveCab == 1 ? + Train->cab_to_end() == end::front ? side::right : side::left ) }; @@ -4716,7 +4669,7 @@ void TTrain::OnCommand_dooropenleft( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::left : side::right ), true ); @@ -4762,7 +4715,7 @@ void TTrain::OnCommand_doorcloseleft( TTrain *Train, command_data const &Command else { // TODO: move door opening/closing to the update, so the switch animation doesn't hinge on door working Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::left : side::right ), false ); @@ -4784,7 +4737,7 @@ void TTrain::OnCommand_doorcloseleft( TTrain *Train, command_data const &Command Train->mvOccupied->signal_departure( false ); // now we can actually close the door Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::left : side::right ), false ); @@ -4881,7 +4834,7 @@ void TTrain::OnCommand_dooropenright( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::right : side::left ), true ); @@ -4926,7 +4879,7 @@ void TTrain::OnCommand_doorcloseright( TTrain *Train, command_data const &Comman } else { Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::right : side::left ), false ); @@ -4948,7 +4901,7 @@ void TTrain::OnCommand_doorcloseright( TTrain *Train, command_data const &Comman Train->mvOccupied->signal_departure( false ); // now we can actually close the door Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::right : side::left ), false ); @@ -5334,10 +5287,11 @@ void TTrain::OnCommand_radiocall3send( TTrain *Train, command_data const &Comman void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { - auto const movedirection { - 1 * ( Train->DynamicObject->ctOwner->Vehicle( end::front )->DirectionGet() == Train->DynamicObject->DirectionGet() ? - 1 : - -1 ) }; + auto const *owner { ( + Train->DynamicObject->ctOwner != nullptr ? + Train->DynamicObject->ctOwner : + Train->DynamicObject->Mechanik ) }; + auto const movedirection { 1 }; if( false == Train->CabChange( movedirection ) ) { auto const exitdirection { ( movedirection > 0 ? @@ -5365,10 +5319,11 @@ void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Comm void TTrain::OnCommand_cabchangebackward( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { - auto const movedirection { - -1 * ( Train->DynamicObject->ctOwner->Vehicle( end::front )->DirectionGet() == Train->DynamicObject->DirectionGet() ? - 1 : - -1 ) }; + auto const *owner { ( + Train->DynamicObject->ctOwner != nullptr ? + Train->DynamicObject->ctOwner : + Train->DynamicObject->Mechanik ) }; + auto const movedirection { -1 }; if( false == Train->CabChange( movedirection ) ) { // current vehicle doesn't extend any farther in this direction, check if we there's one connected we can move to auto const exitdirection { ( @@ -5790,14 +5745,13 @@ bool TTrain::Update( double const Deltatime ) // youBy - prad w drugim czlonie: galaz lub calosc { - TDynamicObject *tmp; - tmp = NULL; + TDynamicObject *tmp { nullptr }; if (DynamicObject->NextConnected()) - if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, ctrain_controll)) && + if ((TestFlag(mvControlled->Couplers[end::rear].CouplingFlag, ctrain_controll)) && (mvOccupied->ActiveCab == 1)) tmp = DynamicObject->NextConnected(); if (DynamicObject->PrevConnected()) - if ((TestFlag(mvControlled->Couplers[0].CouplingFlag, ctrain_controll)) && + if ((TestFlag(mvControlled->Couplers[end::front].CouplingFlag, ctrain_controll)) && (mvOccupied->ActiveCab == -1)) tmp = DynamicObject->PrevConnected(); if( tmp ) { @@ -6105,8 +6059,8 @@ bool TTrain::Update( double const Deltatime ) btLampkaRadioStop.Turn( mvOccupied->Radio && mvOccupied->RadioStopFlag ); btLampkaHamulecReczny.Turn(mvOccupied->ManualBrakePos > 0); // NBMX wrzesien 2003 - drzwi oraz sygnał odjazdu - btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ] ); - btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ] ); + btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::left : side::right ) ] ); + btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::right : side::left ) ] ); btLampkaDoors.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ side::right ] || DynamicObject->Mechanik->IsAnyDoorOpen[ side::left ] ); btLampkaBlokadaDrzwi.Turn( mvOccupied->Doors.is_locked ); btLampkaDoorLockOff.Turn( false == mvOccupied->Doors.lock_enabled ); @@ -6210,10 +6164,8 @@ bool TTrain::Update( double const Deltatime ) } { // yB - wskazniki drugiego czlonu - TDynamicObject *tmp; //=mvControlled->mvSecond; //Ra 2014-07: trzeba to - // jeszcze wyjąć z kabiny... + TDynamicObject *tmp { nullptr }; //=mvControlled->mvSecond; //Ra 2014-07: trzeba to jeszcze wyjąć z kabiny... // Ra 2014-07: no nie ma potrzeby szukać tego w każdej klatce - tmp = NULL; if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, ctrain_controll)) && (mvOccupied->ActiveCab > 0)) tmp = DynamicObject->NextConnected(); @@ -6885,7 +6837,11 @@ TTrain::update_sounds( double const Deltatime ) { // power-reliant sounds if( mvControlled->Battery || mvControlled->ConverterFlag ) { // distance meter alert - if( m_distancecounter > Dynamic()->ctOwner->fLength ) { + auto const *owner { ( + DynamicObject->ctOwner != nullptr ? + DynamicObject->ctOwner : + DynamicObject->Mechanik ) }; + if( m_distancecounter > owner->fLength ) { // play assigned sound if the train travelled its full length since meter activation // TBD: check all combinations of directions and active cab m_distancecounter = -1.f; // turn off the meter after its task is done @@ -8016,21 +7972,18 @@ void TTrain::set_cab_controls( int const Cab ) { // lights ggLightsButton.PutValue( mvOccupied->LightsPos - 1 ); - int const vehicleside = - ( mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { cab_to_end() }; - if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_left ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_left ) != 0 ) { ggLeftLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_right ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_right ) != 0 ) { ggRightLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) != 0 ) { ggUpperLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) != 0 ) { if( ggLeftEndLightButton.SubModel != nullptr ) { ggLeftEndLightButton.PutValue( 1.f ); } @@ -8038,7 +7991,7 @@ void TTrain::set_cab_controls( int const Cab ) { ggLeftLightButton.PutValue( -1.f ); } } - if( ( DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) != 0 ) { if( ggRightEndLightButton.SubModel != nullptr ) { ggRightEndLightButton.PutValue( 1.f ); } @@ -8071,15 +8024,15 @@ void TTrain::set_cab_controls( int const Cab ) { 0.f ) ); // doors permits if( ggDoorLeftPermitButton.type() != TGaugeType::push ) { - ggDoorLeftPermitButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ].open_permit ? 1.f : 0.f ); + ggDoorLeftPermitButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit ? 1.f : 0.f ); } if( ggDoorRightPermitButton.type() != TGaugeType::push ) { - ggDoorRightPermitButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ].open_permit ? 1.f : 0.f ); + ggDoorRightPermitButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit ? 1.f : 0.f ); } ggDoorPermitPresetButton.PutValue( mvOccupied->Doors.permit_preset ); // door controls - ggDoorLeftButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ].is_closed ? 0.f : 1.f ); - ggDoorRightButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ].is_closed ? 0.f : 1.f ); + ggDoorLeftButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].is_closed ? 0.f : 1.f ); + ggDoorRightButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].is_closed ? 0.f : 1.f ); // door lock ggDoorSignallingButton.PutValue( mvOccupied->Doors.lock_enabled ? @@ -8311,8 +8264,8 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co } // TODO: move viable dedicated lights to the automatic light array std::unordered_map const autolights = { - { "i-doorpermit_left:", &mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ].open_permit }, - { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ].open_permit }, + { "i-doorpermit_left:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit }, + { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit }, { "i-doorstep:", &mvOccupied->Doors.step_enabled } }; { diff --git a/Train.h b/Train.h index 0a0766a3..570c17fb 100644 --- a/Train.h +++ b/Train.h @@ -157,6 +157,12 @@ class TTrain { void update_sounds( double const Deltatime ); void update_sounds_runningnoise( sound_source &Sound ); void update_sounds_radio(); + inline + end cab_to_end() const { + return ( + iCabn == 2 ? + end::rear : + end::front ); } // command handlers // NOTE: we're currently using universal handlers and static handler map but it may be beneficial to have these implemented on individual class instance basis From 7ddc198171faa9750d3666b2809df4900e70e598 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sun, 15 Sep 2019 21:48:03 +0200 Subject: [PATCH 004/153] Fix for wheel flat calculation when going backwards --- McZapkie/Mover.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index b92d6d0f..8d46fbcb 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -4504,7 +4504,7 @@ void TMoverParameters::ComputeTotalForce(double dt) { Fb *= factor; FTrain *= factor; } - if (nrot < 0.1) + if (std::abs(nrot < 0.1)) { WheelFlat = sqrt(square(WheelFlat) + abs(Fwheels) / NAxles*Vel*0.000002); } From e56702cdedc9a12d6fa41da31baad5c1e1913742 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sun, 22 Sep 2019 18:39:16 +0200 Subject: [PATCH 005/153] Fix for 6d66bfea --- McZapkie/Mover.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 8d46fbcb..3310b0dc 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -4504,7 +4504,7 @@ void TMoverParameters::ComputeTotalForce(double dt) { Fb *= factor; FTrain *= factor; } - if (std::abs(nrot < 0.1)) + if (std::abs(nrot) < 0.1) { WheelFlat = sqrt(square(WheelFlat) + abs(Fwheels) / NAxles*Vel*0.000002); } From 0e62593121b6a8da75390d4483d177d82d8bb847 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 30 Sep 2019 14:53:47 +0200 Subject: [PATCH 006/153] build 190929. jointctrl cab control animation tweak, vehicle attachment support fixes, axle clatter fix, python module error logging fix --- DynObj.cpp | 34 +++++++++++++++++++--------------- PyInt.cpp | 11 +++++------ Train.cpp | 5 ++++- version.h | 2 +- 4 files changed, 29 insertions(+), 23 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index 4cde4156..05a9f09b 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -3163,12 +3163,7 @@ bool TDynamicObject::Update(double dt, double dt1) if( MyTrack->fSoundDistance != dRailLength ) { if( dRailLength > 0.0 ) { for( auto &axle : m_axlesounds ) { - axle.distance = - clamp_circular( - axle.distance - dRailLength - + axle.offset - /* - 0.5 * MoverParameters->Dim.L */, - MyTrack->fSoundDistance ); + axle.distance = axle.offset; } } dRailLength = MyTrack->fSoundDistance; @@ -3197,8 +3192,14 @@ bool TDynamicObject::Update(double dt, double dt1) } if( dRailLength > 0.0 ) { auto axleindex { 0 }; + auto const directioninconsist { ( + ctOwner == nullptr ? + 1 : + ( ctOwner->Vehicle()->DirectionGet() == DirectionGet() ? + 1 : + -1 ) ) }; for( auto &axle : m_axlesounds ) { - axle.distance += dDOMoveLen * DirectionGet(); + axle.distance += dDOMoveLen * directioninconsist; if( ( axle.distance < 0 ) || ( axle.distance > dRailLength ) ) { axle.distance = clamp_circular( axle.distance, dRailLength ); @@ -4470,15 +4471,15 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co // each value is a name of additional 3d model // value can be optionally set of values enclosed in "[]" in which case one value will be picked randomly // TBD: reconsider something more yaml-compliant and/or ability to define offset and rotation - while( ( ( token = parser.getToken() ) != "" ) + while( ( ( token = deserialize_random_set( parser ) ) != "" ) && ( token != "}" ) ) { - auto attachmentmodelname { deserialize_random_set( parser ) }; - replace_slashes( attachmentmodelname ); - Global.asCurrentTexturePath = asBaseDir; // biezaca sciezka do tekstur to dynamic/... - auto *attachmentmodel { TModelsManager::GetModel( asBaseDir + attachmentmodelname, true ) }; - if( attachmentmodel != nullptr ) { - mdAttachments.emplace_back( attachmentmodel ); - } + if( token == "{" ) { continue; } + replace_slashes( token ); + Global.asCurrentTexturePath = asBaseDir; // biezaca sciezka do tekstur to dynamic/... + auto *attachmentmodel { TModelsManager::GetModel( asBaseDir + token, true ) }; + if( attachmentmodel != nullptr ) { + mdAttachments.emplace_back( attachmentmodel ); + } } } @@ -5770,6 +5771,9 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co mdLoad->Init(); if (mdLowPolyInt) mdLowPolyInt->Init(); + for( auto *attachment : mdAttachments ) { + attachment->Init(); + } Global.asCurrentTexturePath = szTexturePath; // kiedyś uproszczone wnętrze mieszało tekstury nieba Global.asCurrentDynamicPath = ""; diff --git a/PyInt.cpp b/PyInt.cpp index e36fd903..cbaac2e9 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -192,8 +192,7 @@ auto python_taskqueue::run_file( std::string const &File, std::string const &Pat if( lookup.first.empty() ) { return false; } std::ifstream inputfile { lookup.first + lookup.second }; - std::string input; - input.assign( std::istreambuf_iterator( inputfile ), std::istreambuf_iterator() ); + std::string const input { std::istreambuf_iterator( inputfile ), std::istreambuf_iterator() }; if( PyRun_SimpleString( input.c_str() ) != 0 ) { error(); @@ -215,7 +214,7 @@ void python_taskqueue::release_lock() { PyEval_SaveThread(); } -auto python_taskqueue::fetch_renderer( std::string const Renderer ) ->PyObject * { +auto python_taskqueue::fetch_renderer( std::string const Renderer ) -> PyObject * { auto const lookup { m_renderers.find( Renderer ) }; if( lookup != std::end( m_renderers ) ) { @@ -296,7 +295,9 @@ void python_taskqueue::run( GLFWwindow *Context, rendertask_sequence &Tasks, thr { // execute python code task->run(); - error(); + if( PyErr_Occurred() != nullptr ) { + error(); + } } // clear the thread state PyEval_SaveThread(); @@ -318,8 +319,6 @@ void python_taskqueue::run( GLFWwindow *Context, rendertask_sequence &Tasks, thr void python_taskqueue::error() { - if( PyErr_Occurred() == nullptr ) { return; } - if( m_stderr != nullptr ) { // std err pythona jest buforowane PyErr_Print(); diff --git a/Train.cpp b/Train.cpp index 7be1e6b6..9e1cb264 100644 --- a/Train.cpp +++ b/Train.cpp @@ -6244,10 +6244,13 @@ bool TTrain::Update( double const Deltatime ) if( ggJointCtrl.SubModel != nullptr ) { // joint master controller moves forward to adjust power and backward to adjust brakes auto const brakerangemultiplier { + /* NOTE: scaling disabled as it was conflicting with associating sounds with control positions ( mvControlled->CoupledCtrl ? mvControlled->MainCtrlPosNo + mvControlled->ScndCtrlPosNo : mvControlled->MainCtrlPosNo ) - / static_cast(LocalBrakePosNo) }; + / static_cast(LocalBrakePosNo) + */ + 1 }; ggJointCtrl.UpdateValue( ( mvOccupied->LocalBrakePosA > 0.0 ? mvOccupied->LocalBrakePosA * LocalBrakePosNo * -1 * brakerangemultiplier : mvControlled->CoupledCtrl ? double( mvControlled->MainCtrlPos + mvControlled->ScndCtrlPos ) : diff --git a/version.h b/version.h index 05bc72ea..f70838da 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 925 +#define VERSION_MINOR 929 #define VERSION_REVISION 0 From 07ba31cd7bd44805d969853369c4d0024a978c32 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 2 Oct 2019 22:45:41 +0200 Subject: [PATCH 007/153] ai brake release logic tweak, auto sandbox cab control fix, sound source fixes --- Driver.cpp | 10 ++++++++-- PyInt.cpp | 3 ++- Train.cpp | 20 ++++++++++++++++---- Train.h | 2 +- sound.cpp | 9 ++++++++- 5 files changed, 35 insertions(+), 9 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 0d3ad5eb..35b9917e 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -6072,7 +6072,10 @@ TController::UpdateSituation(double dt) { // jeśli opóźnienie większe od wymaganego (z histerezą) luzowanie, gdy za dużo // TBD: check if the condition isn't redundant with the DecBrake() code if( /*GBH mvOccupied->BrakeCtrlPos*/BrakeCtrlPosition >= 0 ) { - DecBrake(); // tutaj zmniejszało o 1 przy odczepianiu + if( VelDesired > 0.0 ) { + // sanity check to prevent unintended brake release on sharp slopes + DecBrake(); // tutaj zmniejszało o 1 przy odczepianiu + } } } else if( mvOccupied->Handle->TimeEP ) { @@ -6115,7 +6118,10 @@ TController::UpdateSituation(double dt) { // yB: luzuje hamulec dopiero przy różnicy opóźnień rzędu 0.2 if( OrderCurrentGet() != Disconnect ) { // przy odłączaniu nie zwalniamy tu hamulca - DecBrake(); // tutaj zmniejszało o 1 przy odczepianiu + if( VelDesired > 0.0 ) { + // sanity check to prevent unintended brake release on sharp slopes + DecBrake(); // tutaj zmniejszało o 1 przy odczepianiu + } } fBrakeTime = ( mvOccupied->BrakeDelayFlag > bdelay_G ? diff --git a/PyInt.cpp b/PyInt.cpp index cbaac2e9..ea7720af 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -111,7 +111,7 @@ auto python_taskqueue::init() -> bool { // release the lock, save the state for future use m_mainthread = PyEval_SaveThread(); - WriteLog( "Python Interpreter setup complete" ); + WriteLog( "Python Interpreter: setup complete" ); // init workers for( auto &worker : m_workers ) { @@ -319,6 +319,7 @@ void python_taskqueue::run( GLFWwindow *Context, rendertask_sequence &Tasks, thr void python_taskqueue::error() { + ErrorLog( "Python Interpreter: encountered error" ); if( m_stderr != nullptr ) { // std err pythona jest buforowane PyErr_Print(); diff --git a/Train.cpp b/Train.cpp index 9e1cb264..59b96f11 100644 --- a/Train.cpp +++ b/Train.cpp @@ -202,6 +202,9 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::alarmchaintoggle, &TTrain::OnCommand_alarmchaintoggle }, { user_command::wheelspinbrakeactivate, &TTrain::OnCommand_wheelspinbrakeactivate }, { user_command::sandboxactivate, &TTrain::OnCommand_sandboxactivate }, + { user_command::autosandboxtoggle, &TTrain::OnCommand_autosandboxtoggle }, + { user_command::autosandboxactivate, &TTrain::OnCommand_autosandboxactivate }, + { user_command::autosandboxdeactivate, &TTrain::OnCommand_autosandboxdeactivate }, { user_command::epbrakecontroltoggle, &TTrain::OnCommand_epbrakecontroltoggle }, { user_command::trainbrakeoperationmodeincrease, &TTrain::OnCommand_trainbrakeoperationmodeincrease }, { user_command::trainbrakeoperationmodedecrease, &TTrain::OnCommand_trainbrakeoperationmodedecrease }, @@ -1549,7 +1552,7 @@ void TTrain::OnCommand_autosandboxactivate(TTrain *Train, command_data const &Co if (Command.action == GLFW_PRESS) { // only reacting to press, so the switch doesn't flip back and forth if key is held down Train->mvOccupied->SandboxAutoAllow(true); - Train->ggAutoSandAllow.UpdateValue(1.0, Train->dsbSwitch); + Train->ggAutoSandButton.UpdateValue(1.0, Train->dsbSwitch); } }; @@ -1557,7 +1560,7 @@ void TTrain::OnCommand_autosandboxdeactivate(TTrain *Train, command_data const & if (Command.action == GLFW_PRESS) { // only reacting to press, so the switch doesn't flip back and forth if key is held down Train->mvOccupied->SandboxAutoAllow(false); - Train->ggAutoSandAllow.UpdateValue(0.0, Train->dsbSwitch); + Train->ggAutoSandButton.UpdateValue(0.0, Train->dsbSwitch); } }; @@ -6439,6 +6442,7 @@ bool TTrain::Update( double const Deltatime ) ggUniveralBrakeButton3.Update(); ggAntiSlipButton.Update(); ggSandButton.Update(); + ggAutoSandButton.Update(); ggFuseButton.Update(); ggConverterFuseButton.Update(); ggStLinOffButton.Update(); @@ -7679,6 +7683,7 @@ void TTrain::clear_cab_controls() ggUniveralBrakeButton2.Clear(); ggUniveralBrakeButton3.Clear(); ggSandButton.Clear(); + ggAutoSandButton.Clear(); ggAntiSlipButton.Clear(); ggHornButton.Clear(); ggHornLowButton.Clear(); @@ -8153,7 +8158,14 @@ void TTrain::set_cab_controls( int const Cab ) { 1.f : 0.f ); } - + // sandbox + if( ggAutoSandButton.type() != TGaugeType::push ) { + ggAutoSandButton.PutValue( + mvControlled->SandDoseAutoAllow ? + 1.f : + 0.f ); + } + // we reset all indicators, as they're set during the update pass // TODO: when cleaning up break setting indicator state into a separate function, so we can reuse it } @@ -8346,7 +8358,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "universalbrake2_bt:", ggUniveralBrakeButton2 }, { "universalbrake3_bt:", ggUniveralBrakeButton3 }, { "sand_bt:", ggSandButton }, - { "autosandallow_sw:", ggAutoSandAllow }, + { "autosandallow_sw:", ggAutoSandButton }, { "antislip_bt:", ggAntiSlipButton }, { "horn_bt:", ggHornButton }, { "hornlow_bt:", ggHornLowButton }, diff --git a/Train.h b/Train.h index 570c17fb..aa574239 100644 --- a/Train.h +++ b/Train.h @@ -436,7 +436,7 @@ public: // reszta może by?publiczna TGauge ggUniveralBrakeButton2; TGauge ggUniveralBrakeButton3; TGauge ggSandButton; // guzik piasecznicy - TGauge ggAutoSandAllow; // przełącznik piasecznicy + TGauge ggAutoSandButton; // przełącznik piasecznicy TGauge ggAntiSlipButton; TGauge ggFuseButton; TGauge ggConverterFuseButton; // hunter-261211: przycisk odblokowania nadmiarowego przetwornic i ogrzewania diff --git a/sound.cpp b/sound.cpp index f3306e78..b8d6ef5a 100644 --- a/sound.cpp +++ b/sound.cpp @@ -509,7 +509,9 @@ sound_source::update_basic( audio::openal_source &Source ) { // when it happens update active sample counters, and potentially activate the looping update_counter( sound_id::begin, -1 ); update_counter( soundhandle, 1 ); - Source.loop( TestFlag( m_flags, sound_flags::looping ) ); + if( soundhandle == sound_id::main ) { + Source.loop( TestFlag( m_flags, sound_flags::looping ) ); + } } } @@ -574,7 +576,12 @@ sound_source::update_basic( audio::openal_source &Source ) { } else { // the emitter is either all done or was terminated early + /* update_counter( Source.sounds[ Source.sound_index - 1 ], -1 ); + */ + for( auto &soundchunk : m_soundchunks ) { + soundchunk.first.playing = 0; + } } } } From 5deaa1ebc3a380c8ae126db7b91f35b43348a8e3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Mon, 30 Sep 2019 20:45:13 +0200 Subject: [PATCH 008/153] Fix for diesel engine working below 1% --- McZapkie/Mover.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 3310b0dc..253748f0 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -6722,7 +6722,7 @@ bool TMoverParameters::dizel_AutoGearCheck(void) { if (dizel_automaticgearstatus == 0) { - if ((hydro_TC && hydro_TC_Fill > 0.01) || (eimic_real > 0.0)) + if ((hydro_TC && hydro_TC_Fill > 0.01) || (eimic_real > 0.005)) dizel_EngageSwitch(1.0); else if (Vel > hydro_R_EngageVel && hydro_R && hydro_R_Fill > 0.01) @@ -6897,7 +6897,7 @@ double TMoverParameters::dizel_fillcheck(int mcp, double dt) if (EIMCtrlType > 0) { realfill = std::max(0.0, eimic_real); - if (eimic_real>0 && !hydro_TC_Lockup) + if (eimic_real>0.005 && !hydro_TC_Lockup) { dizel_nreg_min = std::min(dizel_nreg_min + 2.5 * dt, dizel_nmin_hdrive + eimic_real * dizel_nmin_hdrive_factor); } @@ -6916,7 +6916,7 @@ double TMoverParameters::dizel_fillcheck(int mcp, double dt) { auto nreg { 0.0 }; if (EIMCtrlType > 0) - nreg = (eimic_real > 0 ? dizel_nmax : dizel_nmin); + nreg = (eimic_real > 0.005 ? dizel_nmax : dizel_nmin); else switch (RList[MainCtrlPos].Mn) { @@ -7001,7 +7001,7 @@ double TMoverParameters::dizel_Momentum(double dizel_fill, double n, double dt) if (hydro_TC) //jesli przetwornik momentu { //napelnianie przetwornika - bool IsPower = (EIMCtrlType > 0 ? eimic_real > 0 : MainCtrlPowerPos() > 0); + bool IsPower = (EIMCtrlType > 0 ? eimic_real > 0.005 : MainCtrlPowerPos() > 0); if ((IsPower) && (Mains) && (enrot>dizel_nmin*0.9)) hydro_TC_Fill += hydro_TC_FillRateInc * dt; //oproznianie przetwornika From c312251580d073826f94c5fca449448fa76f5afd Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 4 Oct 2019 23:50:33 +0200 Subject: [PATCH 009/153] build 191004. static model multiple replacable skins support, retarder state exposed to python scripts, sound source fix --- AnimModel.cpp | 23 +-------- DynObj.cpp | 128 +++++++++++++++++++++++++------------------------- DynObj.h | 3 ++ Train.cpp | 4 +- sound.cpp | 29 ++++++++---- version.h | 2 +- 6 files changed, 91 insertions(+), 98 deletions(-) diff --git a/AnimModel.cpp b/AnimModel.cpp index 71900216..4798b472 100644 --- a/AnimModel.cpp +++ b/AnimModel.cpp @@ -422,28 +422,7 @@ bool TAnimModel::Init(std::string const &asName, std::string const &asReplacable asText = asReplacableTexture.substr( 1, asReplacableTexture.length() - 1 ); // zapamiętanie tekstu } else if( asReplacableTexture != "none" ) { -/* - auto const texturepath { substr_path( asReplacableTexture ) }; - if( false == texturepath.empty() ) { - Global.asCurrentTexturePath = texturepath; - } -*/ - m_materialdata.replacable_skins[ 1 ] = GfxRenderer.Fetch_Material( asReplacableTexture ); -/* - if( false == texturepath.empty() ) { - // z powrotem defaultowa sciezka do tekstur - Global.asCurrentTexturePath = std::string( szTexturePath ); - } -*/ - } - if( ( m_materialdata.replacable_skins[ 1 ] != null_handle ) - && ( GfxRenderer.Material( m_materialdata.replacable_skins[ 1 ] ).has_alpha ) ) { - // tekstura z kanałem alfa - nie renderować w cyklu nieprzezroczystych - m_materialdata.textures_alpha = 0x31310031; - } - else{ - // tekstura nieprzezroczysta - nie renderować w cyklu przezroczystych - m_materialdata.textures_alpha = 0x30300030; + m_materialdata.assign( asReplacableTexture ); } // TODO: redo the random timer initialization diff --git a/DynObj.cpp b/DynObj.cpp index 05a9f09b..3cfd20c4 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -162,6 +162,65 @@ void TAnim::Parovoz(){ */ +// assigns specified texture or a group of textures to replacable texture slots +void +material_data::assign( std::string const &Replacableskin ) { + + // check for the pipe method first + if( Replacableskin.find( '|' ) != std::string::npos ) { + cParser nameparser( Replacableskin ); + nameparser.getTokens( 4, true, "|" ); + int skinindex = 0; + std::string texturename; nameparser >> texturename; + while( ( texturename != "" ) && ( skinindex < 4 ) ) { + replacable_skins[ skinindex + 1 ] = GfxRenderer.Fetch_Material( texturename ); + ++skinindex; + texturename = ""; nameparser >> texturename; + } + multi_textures = skinindex; + } + else { + // otherwise try the basic approach + int skinindex = 0; + do { + // test quietly for file existence so we don't generate tons of false errors in the log + // NOTE: this means actual missing files won't get reported which is hardly ideal, but still somewhat better + auto const material { TextureTest( ToLower( Replacableskin + "," + std::to_string( skinindex + 1 ) ) ) }; + if( true == material.empty() ) { break; } + + replacable_skins[ skinindex + 1 ] = GfxRenderer.Fetch_Material( material ); + ++skinindex; + } while( skinindex < 4 ); + multi_textures = skinindex; + if( multi_textures == 0 ) { + // zestaw nie zadziałał, próbujemy normanie + replacable_skins[ 1 ] = GfxRenderer.Fetch_Material( Replacableskin ); + } + } + if( replacable_skins[ 1 ] == null_handle ) { + // last ditch attempt, check for single replacable skin texture + replacable_skins[ 1 ] = GfxRenderer.Fetch_Material( Replacableskin ); + } + + textures_alpha = ( + GfxRenderer.Material( replacable_skins[ 1 ] ).has_alpha ? + 0x31310031 : // tekstura -1 z kanałem alfa - nie renderować w cyklu nieprzezroczystych + 0x30300030 ); // wszystkie tekstury nieprzezroczyste - nie renderować w cyklu przezroczystych + if( GfxRenderer.Material( replacable_skins[ 2 ] ).has_alpha ) { + // tekstura -2 z kanałem alfa - nie renderować w cyklu nieprzezroczystych + textures_alpha |= 0x02020002; + } + if( GfxRenderer.Material( replacable_skins[ 3 ] ).has_alpha ) { + // tekstura -3 z kanałem alfa - nie renderować w cyklu nieprzezroczystych + textures_alpha |= 0x04040004; + } + if( GfxRenderer.Material( replacable_skins[ 4 ] ).has_alpha ) { + // tekstura -4 z kanałem alfa - nie renderować w cyklu nieprzezroczystych + textures_alpha |= 0x08080008; + } +} + + void TDynamicObject::destination_data::deserialize( cParser &Input ) { while( true == deserialize_mapping( Input ) ) { @@ -4323,6 +4382,8 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co if( asModel[ 0 ] == '/' ) { asModel.erase( 0, 1 ); } + /* + // never really used, may as well get rid of it std::size_t i = asModel.find( ',' ); if ( i != std::string::npos ) { // Ra 2015-01: może szukać przecinka w nazwie modelu, a po przecinku była by liczba tekstur? @@ -4331,76 +4392,15 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } m_materialdata.multi_textures = clamp( m_materialdata.multi_textures, 0, 1 ); // na razie ustawiamy na 1 } + */ asModel = asBaseDir + asModel; // McZapkie 2002-07-20: dynamics maja swoje modele w dynamics/basedir Global.asCurrentTexturePath = asBaseDir; // biezaca sciezka do tekstur to dynamic/... mdModel = TModelsManager::GetModel(asModel, true); - if (ReplacableSkin != "none") - { - if (m_materialdata.multi_textures > 0) { - // jeśli model ma 4 tekstury - // check for the pipe method first - if( ReplacableSkin.find( '|' ) != std::string::npos ) { - cParser nameparser( ReplacableSkin ); - nameparser.getTokens( 4, true, "|" ); - int skinindex = 0; - std::string texturename; nameparser >> texturename; - while( ( texturename != "" ) && ( skinindex < 4 ) ) { - m_materialdata.replacable_skins[ skinindex + 1 ] = GfxRenderer.Fetch_Material( texturename ); - ++skinindex; - texturename = ""; nameparser >> texturename; - } - m_materialdata.multi_textures = skinindex; - } - else { - // otherwise try the basic approach - int skinindex = 0; - do { - material_handle material = GfxRenderer.Fetch_Material( ReplacableSkin + "," + std::to_string( skinindex + 1 ), true ); - if( material == null_handle ) { - break; - } - m_materialdata.replacable_skins[ skinindex + 1 ] = material; - ++skinindex; - } while( skinindex < 4 ); - m_materialdata.multi_textures = skinindex; - if( m_materialdata.multi_textures == 0 ) { - // zestaw nie zadziałał, próbujemy normanie - m_materialdata.replacable_skins[ 1 ] = GfxRenderer.Fetch_Material( ReplacableSkin ); - } - } - } - else { - m_materialdata.replacable_skins[ 1 ] = GfxRenderer.Fetch_Material( ReplacableSkin ); - } - + if (ReplacableSkin != "none") { + m_materialdata.assign( ReplacableSkin ); // potentially set blank destination texture DestinationSign.destination_off = DestinationFind( "nowhere" ); // DestinationSet( {}, {} ); - - if( GfxRenderer.Material( m_materialdata.replacable_skins[ 1 ] ).has_alpha ) { - // tekstura -1 z kanałem alfa - nie renderować w cyklu nieprzezroczystych - m_materialdata.textures_alpha = 0x31310031; - } - else { - // wszystkie tekstury nieprzezroczyste - nie renderować w cyklu przezroczystych - m_materialdata.textures_alpha = 0x30300030; - } - - if( ( m_materialdata.replacable_skins[ 2 ] ) - && ( GfxRenderer.Material( m_materialdata.replacable_skins[ 2 ] ).has_alpha ) ) { - // tekstura -2 z kanałem alfa - nie renderować w cyklu nieprzezroczystych - m_materialdata.textures_alpha |= 0x02020002; - } - if( ( m_materialdata.replacable_skins[ 3 ] ) - && ( GfxRenderer.Material( m_materialdata.replacable_skins[ 3 ] ).has_alpha ) ) { - // tekstura -3 z kanałem alfa - nie renderować w cyklu nieprzezroczystych - m_materialdata.textures_alpha |= 0x04040004; - } - if( ( m_materialdata.replacable_skins[ 4 ] ) - && ( GfxRenderer.Material( m_materialdata.replacable_skins[ 4 ] ).has_alpha ) ) { - // tekstura -4 z kanałem alfa - nie renderować w cyklu nieprzezroczystych - m_materialdata.textures_alpha |= 0x08080008; - } } Global.asCurrentTexturePath = szTexturePath; // z powrotem defaultowa sciezka do tekstur do { diff --git a/DynObj.h b/DynObj.h index b6c72a0d..55a4ba15 100644 --- a/DynObj.h +++ b/DynObj.h @@ -154,6 +154,9 @@ struct material_data { int textures_alpha{ 0x30300030 }; // maska przezroczystości tekstur. default: tekstury wymienne nie mają przezroczystości material_handle replacable_skins[ 5 ] = { null_handle, null_handle, null_handle, null_handle, null_handle }; // McZapkie:zmienialne nadwozie int multi_textures{ 0 }; //<0 tekstury wskazane wpisem, >0 tekstury z przecinkami, =0 jedna + + // assigns specified texture or a group of textures to replacable texture slots + void assign( std::string const &Replacableskin ); }; class TDynamicObject { // klasa pojazdu diff --git a/Train.cpp b/Train.cpp index 59b96f11..c33a0d46 100644 --- a/Train.cpp +++ b/Train.cpp @@ -524,7 +524,7 @@ dictionary_source *TTrain::GetTrainState() { // induction motor state data char const *TXTT[ 10 ] = { "fd", "fdt", "fdb", "pd", "pdt", "pdb", "itothv", "1", "2", "3" }; char const *TXTC[ 10 ] = { "fr", "frt", "frb", "pr", "prt", "prb", "im", "vm", "ihv", "uhv" }; - char const *TXTD[ 10 ] = { "enrot", "nrot", "fill_des", "fill_real", "clutch_des", "clutch_real", "water_temp", "oil_press", "engine_temp", "res1" }; + char const *TXTD[ 10 ] = { "enrot", "nrot", "fill_des", "fill_real", "clutch_des", "clutch_real", "water_temp", "oil_press", "engine_temp", "retarder_fill" }; char const *TXTP[ 3 ] = { "bc", "bp", "sp" }; char const *TXTB[ 2 ] = { "spring_active", "spring_shutoff" }; for( int j = 0; j < 10; ++j ) @@ -5638,7 +5638,7 @@ bool TTrain::Update( double const Deltatime ) fDieselParams[1 + in][6] = p->MoverParameters->dizel_heat.Twy; fDieselParams[1 + in][7] = p->MoverParameters->OilPump.pressure; fDieselParams[1 + in][8] = p->MoverParameters->dizel_heat.Ts; - //fDieselParams[1 + in][9] = p->MoverParameters-> + fDieselParams[1 + in][9] = p->MoverParameters->hydro_R_Fill; bMains[in] = p->MoverParameters->Mains; fCntVol[in] = p->MoverParameters->BatteryVoltage; bFuse[in] = p->MoverParameters->FuseFlag; diff --git a/sound.cpp b/sound.cpp index b8d6ef5a..c3da5ed7 100644 --- a/sound.cpp +++ b/sound.cpp @@ -507,11 +507,14 @@ sound_source::update_basic( audio::openal_source &Source ) { // detect the moment when the sound moves from startup sample to the main if( true == Source.sound_change ) { // when it happens update active sample counters, and potentially activate the looping - update_counter( sound_id::begin, -1 ); - update_counter( soundhandle, 1 ); if( soundhandle == sound_id::main ) { - Source.loop( TestFlag( m_flags, sound_flags::looping ) ); + update_counter( sound_id::begin, -1 ); } + update_counter( soundhandle, 1 ); + Source.loop( ( + soundhandle == sound_id::main ? + TestFlag( m_flags, sound_flags::looping ) : + false ) ); } } @@ -552,10 +555,11 @@ sound_source::update_basic( audio::openal_source &Source ) { // the emitter wasn't yet started auto const soundhandle { Source.sounds[ Source.sound_index ] }; // emitter initialization - if( soundhandle == sound_id::main ) { - // main sample can be optionally set to loop - Source.loop( TestFlag( m_flags, sound_flags::looping ) ); - } + // main sample can be optionally set to loop + Source.loop( ( + soundhandle == sound_id::main ? + TestFlag( m_flags, sound_flags::looping ) : + false ) ); Source.range( m_range ); Source.pitch( m_pitchvariation ); update_location(); @@ -576,12 +580,19 @@ sound_source::update_basic( audio::openal_source &Source ) { } else { // the emitter is either all done or was terminated early + if( true == Source.sound_change ) { + // HACK: sound change flag means when the emitter was stopped our state counters were tracking previous sound in the sequence + // the id of that sound is no longer available, but for basic sounds we can make presumption about it + update_counter( Source.sounds[ Source.sound_index - 1 ] - 1, -1 ); + } + else { + update_counter( Source.sounds[ Source.sound_index - 1 ], -1 ); + } /* - update_counter( Source.sounds[ Source.sound_index - 1 ], -1 ); - */ for( auto &soundchunk : m_soundchunks ) { soundchunk.first.playing = 0; } + */ } } } diff --git a/version.h b/version.h index f70838da..f0b0dee8 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 929 +#define VERSION_MINOR 1004 #define VERSION_REVISION 0 From 936e537a7a3be91fbbf1826ad7db3a7b2caa2fd3 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 12 Oct 2019 18:38:01 +0200 Subject: [PATCH 010/153] refactoring: selectable gfx renderer groundwork --- AnimModel.cpp | 2 +- DynObj.cpp | 20 +++--- Model3d.cpp | 26 ++++---- Segment.cpp | 2 +- Track.cpp | 111 +++++++++++++++++----------------- Traction.cpp | 4 +- Train.cpp | 30 ++++++--- application.cpp | 6 +- drivermode.cpp | 2 +- drivermouseinput.cpp | 4 +- driveruilayer.cpp | 6 +- driveruipanels.cpp | 8 +-- editormode.cpp | 6 +- editoruilayer.cpp | 2 +- editoruipanels.cpp | 22 +++++-- material.cpp | 12 ++-- precipitation.cpp | 6 +- renderer.cpp | 8 ++- renderer.h | 103 ++++++++++++++++++++++--------- scenarioloadermode.cpp | 2 +- scene.cpp | 4 +- scenenode.cpp | 18 +++--- simulationstateserializer.cpp | 2 +- uilayer.cpp | 10 +-- 24 files changed, 245 insertions(+), 171 deletions(-) diff --git a/AnimModel.cpp b/AnimModel.cpp index 4798b472..87d901c6 100644 --- a/AnimModel.cpp +++ b/AnimModel.cpp @@ -918,7 +918,7 @@ TAnimModel::export_as_text_( std::ostream &Output ) const { // texture auto texturefile { ( m_materialdata.replacable_skins[ 1 ] != null_handle ? - GfxRenderer.Material( m_materialdata.replacable_skins[ 1 ] ).name : + GfxRenderer->Material( m_materialdata.replacable_skins[ 1 ] ).name : "none" ) }; if( texturefile.find( szTexturePath ) == 0 ) { // don't include 'textures/' in the path diff --git a/DynObj.cpp b/DynObj.cpp index 3cfd20c4..717463aa 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -173,7 +173,7 @@ material_data::assign( std::string const &Replacableskin ) { int skinindex = 0; std::string texturename; nameparser >> texturename; while( ( texturename != "" ) && ( skinindex < 4 ) ) { - replacable_skins[ skinindex + 1 ] = GfxRenderer.Fetch_Material( texturename ); + replacable_skins[ skinindex + 1 ] = GfxRenderer->Fetch_Material( texturename ); ++skinindex; texturename = ""; nameparser >> texturename; } @@ -188,33 +188,33 @@ material_data::assign( std::string const &Replacableskin ) { auto const material { TextureTest( ToLower( Replacableskin + "," + std::to_string( skinindex + 1 ) ) ) }; if( true == material.empty() ) { break; } - replacable_skins[ skinindex + 1 ] = GfxRenderer.Fetch_Material( material ); + replacable_skins[ skinindex + 1 ] = GfxRenderer->Fetch_Material( material ); ++skinindex; } while( skinindex < 4 ); multi_textures = skinindex; if( multi_textures == 0 ) { // zestaw nie zadziałał, próbujemy normanie - replacable_skins[ 1 ] = GfxRenderer.Fetch_Material( Replacableskin ); + replacable_skins[ 1 ] = GfxRenderer->Fetch_Material( Replacableskin ); } } if( replacable_skins[ 1 ] == null_handle ) { // last ditch attempt, check for single replacable skin texture - replacable_skins[ 1 ] = GfxRenderer.Fetch_Material( Replacableskin ); + replacable_skins[ 1 ] = GfxRenderer->Fetch_Material( Replacableskin ); } textures_alpha = ( - GfxRenderer.Material( replacable_skins[ 1 ] ).has_alpha ? + GfxRenderer->Material( replacable_skins[ 1 ] ).has_alpha ? 0x31310031 : // tekstura -1 z kanałem alfa - nie renderować w cyklu nieprzezroczystych 0x30300030 ); // wszystkie tekstury nieprzezroczyste - nie renderować w cyklu przezroczystych - if( GfxRenderer.Material( replacable_skins[ 2 ] ).has_alpha ) { + if( GfxRenderer->Material( replacable_skins[ 2 ] ).has_alpha ) { // tekstura -2 z kanałem alfa - nie renderować w cyklu nieprzezroczystych textures_alpha |= 0x02020002; } - if( GfxRenderer.Material( replacable_skins[ 3 ] ).has_alpha ) { + if( GfxRenderer->Material( replacable_skins[ 3 ] ).has_alpha ) { // tekstura -3 z kanałem alfa - nie renderować w cyklu nieprzezroczystych textures_alpha |= 0x04040004; } - if( GfxRenderer.Material( replacable_skins[ 4 ] ).has_alpha ) { + if( GfxRenderer->Material( replacable_skins[ 4 ] ).has_alpha ) { // tekstura -4 z kanałem alfa - nie renderować w cyklu nieprzezroczystych textures_alpha |= 0x08080008; } @@ -6327,7 +6327,7 @@ void TDynamicObject::DestinationSet(std::string to, std::string numer) { signrequest += "&" + DestinationSign.parameters; } - DestinationSign.destination = GfxRenderer.Fetch_Material( signrequest ); + DestinationSign.destination = GfxRenderer->Fetch_Material( signrequest ); } material_handle TDynamicObject::DestinationFind( std::string Destination ) { @@ -6348,7 +6348,7 @@ material_handle TDynamicObject::DestinationFind( std::string Destination ) { for( auto const &destination : destinations ) { auto material = TextureTest( ToLower( destination ) ); if( false == material.empty() ) { - destinationhandle = GfxRenderer.Fetch_Material( material ); + destinationhandle = GfxRenderer->Fetch_Material( material ); break; } } diff --git a/Model3d.cpp b/Model3d.cpp index e03111b1..85dd480f 100644 --- a/Model3d.cpp +++ b/Model3d.cpp @@ -371,14 +371,14 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic material.insert( 0, Global.asCurrentTexturePath ); } */ - m_material = GfxRenderer.Fetch_Material( material ); + m_material = GfxRenderer->Fetch_Material( material ); // renderowanie w cyklu przezroczystych tylko jeśli: // 1. Opacity=0 (przejściowo <1, czy tam <100) oraz // 2. tekstura ma przezroczystość iFlags |= ( ( ( Opacity < 1.0 ) && ( ( m_material != null_handle ) - && ( GfxRenderer.Material( m_material ).has_alpha ) ) ) ? + && ( GfxRenderer->Material( m_material ).has_alpha ) ) ) ? 0x20 : 0x10 ); // 0x10-nieprzezroczysta, 0x20-przezroczysta }; @@ -646,7 +646,7 @@ int TSubModel::TriangleAdd(TModel3d *m, material_handle tex, int tri) s = new TSubModel(); m->AddTo(this, s); } - s->Name_Material(GfxRenderer.Material(tex).name); + s->Name_Material(GfxRenderer->Material(tex).name); s->m_material = tex; s->eType = GL_TRIANGLES; } @@ -1076,7 +1076,7 @@ void TSubModel::serialize_geometry( std::ostream &Output ) const { Child->serialize_geometry( Output ); } if( m_geometry != null_handle ) { - for( auto const &vertex : GfxRenderer.Vertices( m_geometry ) ) { + for( auto const &vertex : GfxRenderer->Vertices( m_geometry ) ) { vertex.serialize( Output ); } } @@ -1102,7 +1102,7 @@ TSubModel::create_geometry( std::size_t &Dataoffset, gfx::geometrybank_handle co eType < TP_ROTATOR ? eType : GL_POINTS ); - m_geometry = GfxRenderer.Insert( Vertices, Bank, type ); + m_geometry = GfxRenderer->Insert( Vertices, Bank, type ); } if( m_geometry != NULL ) { @@ -1112,7 +1112,7 @@ TSubModel::create_geometry( std::size_t &Dataoffset, gfx::geometrybank_handle co // since we're comparing squared radii, we need to square it back for correct results m_boundingradius *= m_boundingradius; auto const submodeloffset { offset( std::numeric_limits::max() ) }; - for( auto const &vertex : GfxRenderer.Vertices( m_geometry ) ) { + for( auto const &vertex : GfxRenderer->Vertices( m_geometry ) ) { squaredradius = glm::length2( submodeloffset + vertex.position ); if( squaredradius > m_boundingradius ) { m_boundingradius = squaredradius; @@ -1214,7 +1214,7 @@ float TSubModel::MaxY( float4x4 const &m ) { // binary and text models invoke this function at different stages, either after or before geometry data was sent to the geometry manager if( m_geometry != null_handle ) { - for( auto const &vertex : GfxRenderer.Vertices( m_geometry ) ) { + for( auto const &vertex : GfxRenderer->Vertices( m_geometry ) ) { maxy = std::max( maxy, m[ 0 ][ 1 ] * vertex.position.x @@ -1327,7 +1327,7 @@ TSubModel::offset( float const Geometrytestoffsetthreshold ) const { // TODO: do proper bounding area calculation for submodel when loading mesh and grab the centre point from it here auto const &vertices { ( m_geometry != null_handle ? - GfxRenderer.Vertices( m_geometry ) : + GfxRenderer->Vertices( m_geometry ) : Vertices ) }; if( false == vertices.empty() ) { // transformation matrix for the submodel can still contain rotation and/or scaling, @@ -1596,7 +1596,7 @@ void TModel3d::deserialize(std::istream &s, size_t size, bool dynamic) { Root = nullptr; if( m_geometrybank == null_handle ) { - m_geometrybank = GfxRenderer.Create_Bank(); + m_geometrybank = GfxRenderer->Create_Bank(); } std::streampos end = s.tellg() + (std::streampos)size; @@ -1681,7 +1681,7 @@ void TModel3d::deserialize(std::istream &s, size_t size, bool dynamic) break; } } - submodel.m_geometry = GfxRenderer.Insert( vertices, m_geometrybank, type ); + submodel.m_geometry = GfxRenderer->Insert( vertices, m_geometrybank, type ); } } @@ -1782,12 +1782,12 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, std::vector *t, m_materialname = Global.asCurrentTexturePath + m_materialname; } */ - m_material = GfxRenderer.Fetch_Material( m_materialname ); + m_material = GfxRenderer->Fetch_Material( m_materialname ); if( ( iFlags & 0x30 ) == 0 ) { // texture-alpha based fallback if for some reason we don't have opacity flag set yet iFlags |= ( ( ( m_material != null_handle ) - && ( GfxRenderer.Material( m_material ).has_alpha ) ) ? + && ( GfxRenderer->Material( m_material ).has_alpha ) ) ? 0x20 : 0x10 ); // 0x10-nieprzezroczysta, 0x20-przezroczysta } @@ -1920,7 +1920,7 @@ void TModel3d::Init() iFlags |= Root->FlagsCheck() | 0x8000; // flagi całego modelu if (iNumVerts) { if( m_geometrybank == null_handle ) { - m_geometrybank = GfxRenderer.Create_Bank(); + m_geometrybank = GfxRenderer->Create_Bank(); } std::size_t dataoffset = 0; Root->create_geometry( dataoffset, m_geometrybank ); diff --git a/Segment.cpp b/Segment.cpp index a3f63708..8521b30f 100644 --- a/Segment.cpp +++ b/Segment.cpp @@ -527,7 +527,7 @@ bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Ori void TSegment::Render() { Math3D::vector3 pt; - GfxRenderer.Bind_Material( null_handle ); + GfxRenderer->Bind_Material( null_handle ); if (bCurve) { diff --git a/Track.cpp b/Track.cpp index f4326127..bf0fdfd9 100644 --- a/Track.cpp +++ b/Track.cpp @@ -462,7 +462,7 @@ void TTrack::Load(cParser *parser, glm::dvec3 const &pOrigin) m_material1 = ( str == "none" ? null_handle : - GfxRenderer.Fetch_Material( str ) ); + GfxRenderer->Fetch_Material( str ) ); parser->getTokens(); *parser >> fTexLength; // tex tile length if (fTexLength < 0.01) @@ -472,7 +472,7 @@ void TTrack::Load(cParser *parser, glm::dvec3 const &pOrigin) m_material2 = ( str == "none" ? null_handle : - GfxRenderer.Fetch_Material( str ) ); + GfxRenderer->Fetch_Material( str ) ); parser->getTokens(3); *parser >> fTexHeight1 @@ -584,17 +584,14 @@ void TTrack::Load(cParser *parser, glm::dvec3 const &pOrigin) else if (iCategoryFlag & 2) if (m_material1 && fTexLength) { // dla drogi trzeba ustalić proporcje boków nawierzchni - float w, h; - GfxRenderer.Bind_Material(m_material1); - glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w); - glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h); - if (h != 0.0) - fTexRatio1 = w / h; // proporcja boków - GfxRenderer.Bind_Material(m_material2); - glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w); - glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h); - if (h != 0.0) - fTexRatio2 = w / h; // proporcja boków + auto const &texture1 { GfxRenderer->Texture( GfxRenderer->Material( m_material1 ).texture1 ) }; + if( texture1.height() > 0 ) { + fTexRatio1 = static_cast( texture1.width() ) / static_cast( texture1.height() ); // proporcja boków + } + auto const &texture2 { GfxRenderer->Texture( GfxRenderer->Material( m_material2 ).texture1 ) }; + if( texture2.height() > 0 ) { + fTexRatio2 = static_cast( texture2.width() ) / static_cast( texture2.height() ); // proporcja boków + } } break; } @@ -883,7 +880,7 @@ void TTrack::Load(cParser *parser, glm::dvec3 const &pOrigin) // switch trackbed texture auto const trackbedtexture { parser->getToken() }; if( eType == tt_Switch ) { - SwitchExtension->m_material3 = GfxRenderer.Fetch_Material( trackbedtexture ); + SwitchExtension->m_material3 = GfxRenderer->Fetch_Material( trackbedtexture ); } } else if( str == "railprofile" ) { @@ -1138,11 +1135,11 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { gfx::vertex_array vertices; Segment->RenderLoft(vertices, m_origin, bpts1, iTrapezoid > 0, texturelength); if( ( Bank != 0 ) && ( true == Geometry2.empty() ) ) { - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); } if( ( Bank == 0 ) && ( false == Geometry2.empty() ) ) { // special variant, replace existing data for a turntable track - GfxRenderer.Replace( vertices, Geometry2[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry2[ 0 ] ); } } if (m_material1) @@ -1152,18 +1149,18 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { gfx::vertex_array vertices; if( ( Bank != 0 ) && ( true == Geometry1.empty() ) ) { Segment->RenderLoft( vertices, m_origin, rpts1, iTrapezoid > 0, texturelength ); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); // reuse the scratchpad Segment->RenderLoft( vertices, m_origin, rpts2, iTrapezoid > 0, texturelength ); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); } if( ( Bank == 0 ) && ( false == Geometry1.empty() ) ) { // special variant, replace existing data for a turntable track Segment->RenderLoft( vertices, m_origin, rpts1, iTrapezoid > 0, texturelength ); - GfxRenderer.Replace( vertices, Geometry1[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry1[ 0 ] ); vertices.clear(); // reuse the scratchpad Segment->RenderLoft( vertices, m_origin, rpts2, iTrapezoid > 0, texturelength ); - GfxRenderer.Replace( vertices, Geometry1[ 1 ] ); + GfxRenderer->Replace( vertices, Geometry1[ 1 ] ); } } break; @@ -1188,21 +1185,21 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts3, true, texturelength, 1.0, 0, bladelength / 2, { SwitchExtension->fOffset2, SwitchExtension->fOffset2 / 2 } ); SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength, 1.0, bladelength / 2, bladelength, { SwitchExtension->fOffset2 / 2, 0.f } ); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); // fixed parts SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength, 1.0, bladelength ); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); if( jointlength > 0 ) { // part of the diverging rail touched by wheels of vehicle going straight SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength, 1.0, 0, jointlength ); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } // other rail, full length SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength ); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } if( m_material2 ) { @@ -1211,15 +1208,15 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts4, true, texturelength, 1.0, 0, bladelength / 2, { -fMaxOffset + SwitchExtension->fOffset1, ( -fMaxOffset + SwitchExtension->fOffset1 ) / 2 } ); SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength, 1.0, bladelength / 2, bladelength, { ( -fMaxOffset + SwitchExtension->fOffset1 ) / 2, 0.f } ); - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); // fixed parts SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength, 1.0, bladelength ); - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); // diverging rail, potentially minus part touched by wheels of vehicle going straight SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength, 1.0, jointlength ); - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } } @@ -1232,22 +1229,22 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts4, true, texturelength, 1.0, 0, bladelength / 2, { -SwitchExtension->fOffset2, -SwitchExtension->fOffset2 / 2 } ); SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength, 1.0, bladelength / 2, bladelength, { -SwitchExtension->fOffset2 / 2, 0.f } ); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); // fixed parts // prawa szyna za iglicą SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength, 1.0, bladelength ); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); if( jointlength > 0 ) { // part of the diverging rail touched by wheels of vehicle going straight SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength, 1.0, 0, jointlength ); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } // other rail, full length SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength ); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } if( m_material2 ) { @@ -1256,16 +1253,16 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts3, true, texturelength, 1.0, 0, bladelength / 2, { fMaxOffset - SwitchExtension->fOffset1, ( fMaxOffset - SwitchExtension->fOffset1 ) / 2 } ); SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength, 1.0, bladelength / 2, bladelength, { ( fMaxOffset - SwitchExtension->fOffset1 ) / 2, 0.f } ); - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); // fixed parts // lewa szyna za iglicą SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength, 1.0, bladelength ); - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); // diverging rail, potentially minus part touched by wheels of vehicle going straight SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength, 1.0, jointlength ); - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } } @@ -1274,7 +1271,7 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { if( true == Global.CreateSwitchTrackbeds ) { gfx::vertex_array vertices; create_switch_trackbed( vertices ); - SwitchExtension->Geometry3 = GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ); + SwitchExtension->Geometry3 = GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ); vertices.clear(); } @@ -1297,7 +1294,7 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { auto const texturelength { texture_length( m_material1 ) }; gfx::vertex_array vertices; Segment->RenderLoft(vertices, m_origin, bpts1, iTrapezoid > 0, texturelength); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); } if (m_material2) { // pobocze drogi - poziome przy przechyłce (a może krawężnik i chodnik zrobić jak w Midtown Madness 2?) @@ -1310,13 +1307,13 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { if( ( fTexHeight1 >= 0.0 ) || ( slop != 0.0 ) ) { // tylko jeśli jest z prawej Segment->RenderLoft( vertices, m_origin, rpts1, iTrapezoid > 0, texturelength ); - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) { // tylko jeśli jest z lewej Segment->RenderLoft( vertices, m_origin, rpts2, iTrapezoid > 0, texturelength ); - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } } @@ -1393,22 +1390,22 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) { SwitchExtension->Segments[ 2 ]->RenderLoft( vertices, m_origin, rpts2, true, texturelength, 1.0, 0, 0, {}, &b, render ); if( true == render ) { - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } SwitchExtension->Segments[ 3 ]->RenderLoft( vertices, m_origin, rpts2, true, texturelength, 1.0, 0, 0, {}, &b, render ); if( true == render ) { - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } SwitchExtension->Segments[ 4 ]->RenderLoft( vertices, m_origin, rpts2, true, texturelength, 1.0, 0, 0, {}, &b, render ); if( true == render ) { - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } SwitchExtension->Segments[ 5 ]->RenderLoft( vertices, m_origin, rpts2, true, texturelength, 1.0, 0, 0, {}, &b, render ); if( true == render ) { - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } } @@ -1418,17 +1415,17 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) { SwitchExtension->Segments[ 2 ]->RenderLoft( vertices, m_origin, rpts2, true, texturelength, 1.0, 0, 0, {}, &b, render ); // z P2 do P4 if( true == render ) { - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts2, true, texturelength, 1.0, 0, 0, {}, &b, render ); // z P4 do P3=P1 (odwrócony) if( true == render ) { - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts2, true, texturelength, 1.0, 0, 0, {}, &b, render ); // z P1 do P2 if( true == render ) { - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } } @@ -1483,7 +1480,7 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { cosa0 * u + sina0 * v + 0.5, -sina0 * u + cosa0 * v + 0.5 } ); } - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_FAN ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_FAN ) ); } break; } // tt_cross @@ -1502,7 +1499,7 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { { // tworzenie trójkątów nawierzchni szosy gfx::vertex_array vertices; Segment->RenderLoft(vertices, m_origin, bpts1, iTrapezoid > 0, fTexLength); - Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry1.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); } if (m_material2) { // pobocze drogi - poziome przy przechyłce (a może krawężnik i chodnik zrobić jak w Midtown Madness 2?) @@ -1510,10 +1507,10 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { create_road_side_profile( rpts1, rpts2, bpts1 ); gfx::vertex_array vertices; Segment->RenderLoft( vertices, m_origin, rpts1, iTrapezoid > 0, fTexLength ); - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); Segment->RenderLoft( vertices, m_origin, rpts2, iTrapezoid > 0, fTexLength ); - Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); + Geometry2.emplace_back( GfxRenderer->Insert( vertices, Bank, GL_TRIANGLE_STRIP ) ); vertices.clear(); } } @@ -1791,7 +1788,7 @@ TTrack * TTrack::RaAnimate() // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts3, true, texturelength, 1.0, 0, bladelength / 2, { SwitchExtension->fOffset2, SwitchExtension->fOffset2 / 2 } ); SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength, 1.0, bladelength / 2, bladelength, { SwitchExtension->fOffset2 / 2, 0.f } ); - GfxRenderer.Replace( vertices, Geometry1[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry1[ 0 ] ); vertices.clear(); } if( m_material2 ) { @@ -1800,7 +1797,7 @@ TTrack * TTrack::RaAnimate() // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts4, true, texturelength, 1.0, 0, bladelength / 2, { -fMaxOffset + SwitchExtension->fOffset1, ( -fMaxOffset + SwitchExtension->fOffset1 ) / 2 } ); SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength, 1.0, bladelength / 2, bladelength, { ( -fMaxOffset + SwitchExtension->fOffset1 ) / 2, 0.f } ); - GfxRenderer.Replace( vertices, Geometry2[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry2[ 0 ] ); vertices.clear(); } } @@ -1811,7 +1808,7 @@ TTrack * TTrack::RaAnimate() // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts4, true, texturelength, 1.0, 0, bladelength / 2, { -SwitchExtension->fOffset2, -SwitchExtension->fOffset2 / 2 } ); SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength, 1.0, bladelength / 2, bladelength, { -SwitchExtension->fOffset2 / 2, 0.f } ); - GfxRenderer.Replace( vertices, Geometry1[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry1[ 0 ] ); vertices.clear(); } if( m_material2 ) { @@ -1820,7 +1817,7 @@ TTrack * TTrack::RaAnimate() // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts3, true, texturelength, 1.0, 0, bladelength / 2, { fMaxOffset - SwitchExtension->fOffset1, ( fMaxOffset - SwitchExtension->fOffset1 ) / 2 } ); SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength, 1.0, bladelength / 2, bladelength, { ( fMaxOffset - SwitchExtension->fOffset1 ) / 2, 0.f } ); - GfxRenderer.Replace( vertices, Geometry2[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry2[ 0 ] ); vertices.clear(); } } @@ -2071,7 +2068,7 @@ TTrack::export_as_text_( std::ostream &Output ) const { // texture parameters are supplied only if the path is set as visible auto texturefile { ( m_material1 != null_handle ? - GfxRenderer.Material( m_material1 ).name : + GfxRenderer->Material( m_material1 ).name : "none" ) }; if( texturefile.find( szTexturePath ) == 0 ) { // don't include 'textures/' in the path @@ -2083,7 +2080,7 @@ TTrack::export_as_text_( std::ostream &Output ) const { texturefile = ( m_material2 != null_handle ? - GfxRenderer.Material( m_material2 ).name : + GfxRenderer->Material( m_material2 ).name : "none" ); if( texturefile.find( szTexturePath ) == 0 ) { // don't include 'textures/' in the path @@ -2157,7 +2154,7 @@ TTrack::export_as_text_( std::ostream &Output ) const { } if( ( eType == tt_Switch ) && ( SwitchExtension->m_material3 != null_handle ) ) { - auto texturefile { GfxRenderer.Material( m_material2 ).name }; + auto texturefile { GfxRenderer->Material( m_material2 ).name }; if( texturefile.find( szTexturePath ) == 0 ) { // don't include 'textures/' in the path texturefile.erase( 0, std::string{ szTexturePath }.size() ); @@ -2277,7 +2274,7 @@ TTrack::texture_length( material_handle const Material ) { if( Material == null_handle ) { return fTexLength; } - auto const texturelength { GfxRenderer.Material( Material ).size.y }; + auto const texturelength { GfxRenderer->Material( Material ).size.y }; return ( texturelength < 0.f ? fTexLength : diff --git a/Traction.cpp b/Traction.cpp index d0169b95..7e81285f 100644 --- a/Traction.cpp +++ b/Traction.cpp @@ -168,7 +168,7 @@ TTraction::endpoints() const { std::size_t TTraction::create_geometry( gfx::geometrybank_handle const &Bank ) { if( m_geometry != null_handle ) { - return GfxRenderer.Vertices( m_geometry ).size() / 2; + return GfxRenderer->Vertices( m_geometry ).size() / 2; } gfx::vertex_array vertices; @@ -341,7 +341,7 @@ TTraction::create_geometry( gfx::geometrybank_handle const &Bank ) { } auto const elementcount = vertices.size() / 2; - m_geometry = GfxRenderer.Insert( vertices, Bank, GL_LINES ); + m_geometry = GfxRenderer->Insert( vertices, Bank, GL_LINES ); return elementcount; } diff --git a/Train.cpp b/Train.cpp index c33a0d46..8f1b16af 100644 --- a/Train.cpp +++ b/Train.cpp @@ -3451,7 +3451,7 @@ void TTrain::OnCommand_motoroverloadrelayreset( TTrain *Train, command_data cons void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data const &Command ) { if( Train->mvOccupied->LightsPosNo == 0 ) { - // lights are controlled by preset selector + // no preset selector return; } if( Command.action != GLFW_PRESS ) { @@ -3462,15 +3462,22 @@ void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data con if( ( Train->mvOccupied->LightsPos < Train->mvOccupied->LightsPosNo ) || ( true == Train->mvOccupied->LightsWrap ) ) { // active light preset is stored as value in range 1-LigthPosNo + auto const restartcycle { Train->mvOccupied->LightsPos == Train->mvOccupied->LightsPosNo }; Train->mvOccupied->LightsPos = ( - Train->mvOccupied->LightsPos < Train->mvOccupied->LightsPosNo ? + false == restartcycle ? Train->mvOccupied->LightsPos + 1 : 1 ); // wrap mode Train->SetLights(); // visual feedback if( Train->ggLightsButton.SubModel != nullptr ) { - Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); + // HACK: skip submodel animation when restarting cycle, since it plays in the 'wrong' direction + if( false == restartcycle ) { + Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); + } + else { + Train->ggLightsButton.PutValue( Train->mvOccupied->LightsPos - 1 ); + } } } } @@ -3478,7 +3485,7 @@ void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data con void TTrain::OnCommand_lightspresetactivateprevious( TTrain *Train, command_data const &Command ) { if( Train->mvOccupied->LightsPosNo == 0 ) { - // lights are controlled by preset selector + // no preset selector return; } if( Command.action != GLFW_PRESS ) { @@ -3489,15 +3496,22 @@ void TTrain::OnCommand_lightspresetactivateprevious( TTrain *Train, command_data if( ( Train->mvOccupied->LightsPos > 1 ) || ( true == Train->mvOccupied->LightsWrap ) ) { // active light preset is stored as value in range 1-LigthPosNo + auto const restartcycle { Train->mvOccupied->LightsPos == 1 }; Train->mvOccupied->LightsPos = ( - Train->mvOccupied->LightsPos > 1 ? + false == restartcycle ? Train->mvOccupied->LightsPos - 1 : Train->mvOccupied->LightsPosNo ); // wrap mode Train->SetLights(); // visual feedback if( Train->ggLightsButton.SubModel != nullptr ) { - Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); + // HACK: skip submodel animation when restarting cycle, since it plays in the 'wrong' direction + if( false == restartcycle ) { + Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); + } + else { + Train->ggLightsButton.PutValue( Train->mvOccupied->LightsPos - 1 ); + } } } } @@ -6600,7 +6614,7 @@ bool TTrain::Update( double const Deltatime ) && ( false == FreeFlyModeFlag ) ) { // don't bother if we're outside fScreenTimer = 0.f; for( auto const &screen : m_screens ) { - Application.request( { screen.first, GetTrainState(), GfxRenderer.Texture( screen.second ).id } ); + Application.request( { screen.first, GetTrainState(), GfxRenderer->Texture( screen.second ).id } ); } } // sounds @@ -7407,7 +7421,7 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) ( substr_path(renderername).empty() ? // supply vehicle folder as path if none is provided DynamicObject->asBaseDir + renderername : renderername ), - GfxRenderer.Material( material ).texture1 ); + GfxRenderer->Material( material ).texture1 ); } // btLampkaUnknown.Init("unknown",mdKabina,false); } while (token != ""); diff --git a/application.cpp b/application.cpp index c825d12b..13bbc0f4 100644 --- a/application.cpp +++ b/application.cpp @@ -150,7 +150,7 @@ eu07_application::run() { while( ( false == glfwWindowShouldClose( m_windows.front() ) ) && ( false == m_modestack.empty() ) && ( true == m_modes[ m_modestack.top() ]->update() ) - && ( true == GfxRenderer.Render() ) ) { + && ( true == GfxRenderer->Render() ) ) { glfwPollEvents(); m_modes[ m_modestack.top() ]->on_event_poll(); } @@ -512,7 +512,9 @@ eu07_application::init_gfx() { return -1; } - if( ( false == GfxRenderer.Init( m_windows.front() ) ) + GfxRenderer = std::make_unique(); + + if( ( false == GfxRenderer->Init( m_windows.front() ) ) || ( false == ui_layer::init( m_windows.front() ) ) ) { return -1; } diff --git a/drivermode.cpp b/drivermode.cpp index 17273b94..fa29e622 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -238,7 +238,7 @@ driver_mode::update() { // NOTE: particle system runs on simulation time, but needs actual camera position to determine how to update each particle source simulation::Particles.update(); - GfxRenderer.Update( deltarealtime ); + GfxRenderer->Update( deltarealtime ); simulation::is_ready = true; diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 0e872f5d..ca6e56e4 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -323,7 +323,7 @@ drivermouse_input::button( int const Button, int const Action ) { // left mouse button launches on_click event associated with to the node if( Button == GLFW_MOUSE_BUTTON_LEFT ) { if( Action == GLFW_PRESS ) { - auto const *node { GfxRenderer.Update_Pick_Node() }; + auto const *node { GfxRenderer->Update_Pick_Node() }; if( ( node == nullptr ) || ( typeid( *node ) != typeid( TAnimModel ) ) ) { return; @@ -369,7 +369,7 @@ drivermouse_input::button( int const Button, int const Action ) { } else { // if not release then it's press - auto const lookup = m_buttonbindings.find( simulation::Train->GetLabel( GfxRenderer.Update_Pick_Control() ) ); + auto const lookup = m_buttonbindings.find( simulation::Train->GetLabel( GfxRenderer->Update_Pick_Control() ) ); if( lookup != m_buttonbindings.end() ) { // if the recognized element under the cursor has a command associated with the pressed button, notify the recipient mousecommand = ( diff --git a/driveruilayer.cpp b/driveruilayer.cpp index 1a3ecad7..a160aed1 100644 --- a/driveruilayer.cpp +++ b/driveruilayer.cpp @@ -171,16 +171,16 @@ driver_ui::update() { if( ( train != nullptr ) && ( false == FreeFlyModeFlag ) ) { if( false == DebugModeFlag ) { // in regular mode show control functions, for defined controls - set_tooltip( locale::label_cab_control( train->GetLabel( GfxRenderer.Pick_Control() ) ) ); + set_tooltip( locale::label_cab_control( train->GetLabel( GfxRenderer->Pick_Control() ) ) ); } else { // in debug mode show names of submodels, to help with cab setup and/or debugging - auto const cabcontrol = GfxRenderer.Pick_Control(); + auto const cabcontrol = GfxRenderer->Pick_Control(); set_tooltip( ( cabcontrol ? cabcontrol->pName : "" ) ); } } if( ( true == Global.ControlPicking ) && ( true == FreeFlyModeFlag ) && ( true == DebugModeFlag ) ) { - auto const scenerynode = GfxRenderer.Pick_Node(); + auto const scenerynode = GfxRenderer->Pick_Node(); set_tooltip( ( scenerynode ? scenerynode->name() : diff --git a/driveruipanels.cpp b/driveruipanels.cpp index cb4be4be..9cfbbe41 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -1084,9 +1084,9 @@ debug_panel::update_section_renderer( std::vector &Output ) { auto textline = "FoV: " + to_string( Global.FieldOfView / Global.ZoomFactor, 1 ) + ", Draw range x " + to_string( Global.fDistanceFactor, 1 ) -// + "; sectors: " + std::to_string( GfxRenderer.m_drawcount ) +// + "; sectors: " + std::to_string( GfxRenderer->m_drawcount ) // + ", FPS: " + to_string( Timer::GetFPS(), 2 ); - + ", FPS: " + std::to_string( static_cast(std::round(GfxRenderer.Framerate())) ); + + ", FPS: " + std::to_string( static_cast(std::round(GfxRenderer->Framerate())) ); if( Global.iSlowMotion ) { textline += " (slowmotion " + to_string( Global.iSlowMotion ) + ")"; } @@ -1108,8 +1108,8 @@ debug_panel::update_section_renderer( std::vector &Output ) { Output.emplace_back( textline, Global.UITextColor ); // renderer stats - Output.emplace_back( GfxRenderer.info_times(), Global.UITextColor ); - Output.emplace_back( GfxRenderer.info_stats(), Global.UITextColor ); + Output.emplace_back( GfxRenderer->info_times(), Global.UITextColor ); + Output.emplace_back( GfxRenderer->info_stats(), Global.UITextColor ); } bool diff --git a/editormode.cpp b/editormode.cpp index eb34f510..42a52236 100644 --- a/editormode.cpp +++ b/editormode.cpp @@ -80,7 +80,7 @@ editor_mode::update() { simulation::Region->update_sounds(); audio::renderer.update( deltarealtime ); - GfxRenderer.Update( deltarealtime ); + GfxRenderer->Update( deltarealtime ); simulation::is_ready = true; @@ -203,7 +203,7 @@ editor_mode::on_cursor_pos( double const Horizontal, double const Vertical ) { m_editor.translate( m_node, translation ); } else { - auto const mouseworldposition { Camera.Pos + GfxRenderer.Mouse_Position() }; + auto const mouseworldposition { Camera.Pos + GfxRenderer->Mouse_Position() }; m_editor.translate( m_node, mouseworldposition, mode_snap() ); } } @@ -229,7 +229,7 @@ editor_mode::on_mouse_button( int const Button, int const Action, int const Mods if( Action == GLFW_PRESS ) { // left button press - m_node = GfxRenderer.Update_Pick_Node(); + m_node = GfxRenderer->Update_Pick_Node(); if( m_node ) { Application.set_cursor( GLFW_CURSOR_DISABLED ); } diff --git a/editoruilayer.cpp b/editoruilayer.cpp index b0e75e87..2481ce91 100644 --- a/editoruilayer.cpp +++ b/editoruilayer.cpp @@ -29,7 +29,7 @@ editor_ui::update() { if( ( true == Global.ControlPicking ) && ( true == DebugModeFlag ) ) { - auto const scenerynode = GfxRenderer.Pick_Node(); + auto const scenerynode = GfxRenderer->Pick_Node(); set_tooltip( ( scenerynode ? scenerynode->name() : diff --git a/editoruipanels.cpp b/editoruipanels.cpp index 7ddf59e7..d58fed0a 100644 --- a/editoruipanels.cpp +++ b/editoruipanels.cpp @@ -36,12 +36,26 @@ itemproperties_panel::update( scene::basic_node const *Node ) { auto const &camera { Global.pCamera }; if( node == nullptr ) { - auto const mouseposition { camera.Pos + GfxRenderer.Mouse_Position() }; + auto const mouseposition { camera.Pos + GfxRenderer->Mouse_Position() }; textline = "mouse location: [" + to_string( mouseposition.x, 2 ) + ", " + to_string( mouseposition.y, 2 ) + ", " + to_string( mouseposition.z, 2 ) + "]"; text_lines.emplace_back( textline, Global.UITextColor ); return; } +/* + // TODO: bind receiver in the constructor + if( ( m_itemproperties != nullptr ) + && ( m_itemproperties->node != nullptr ) ) { + // fetch node data; skip properties which were changed until they're retrieved by the observer + auto const *node { m_itemproperties->node }; + if( m_itemproperties->name.second == false ) { + m_itemproperties->name.first = ( node->name().empty() ? "(none)" : node->name() ); + } + if( m_itemproperties->location.second == false ) { + m_itemproperties->location.first = node->location(); + } + } +*/ textline = "name: " + ( node->name().empty() ? "(none)" : node->name() ) + "\nlocation: [" + to_string( node->location().x, 2 ) + ", " + to_string( node->location().y, 2 ) + ", " + to_string( node->location().z, 2 ) + "]" @@ -83,7 +97,7 @@ itemproperties_panel::update( scene::basic_node const *Node ) { // texture auto texturefile { ( ( subnode->Material()->replacable_skins[ 1 ] != null_handle ) ? - GfxRenderer.Material( subnode->Material()->replacable_skins[ 1 ] ).name : + GfxRenderer->Material( subnode->Material()->replacable_skins[ 1 ] ).name : "(none)" ) }; if( texturefile.find( szTexturePath ) == 0 ) { // don't include 'textures/' in the path @@ -106,14 +120,14 @@ itemproperties_panel::update( scene::basic_node const *Node ) { // textures auto texturefile { ( ( subnode->m_material1 != null_handle ) ? - GfxRenderer.Material( subnode->m_material1 ).name : + GfxRenderer->Material( subnode->m_material1 ).name : "(none)" ) }; if( texturefile.find( szTexturePath ) == 0 ) { texturefile.erase( 0, std::string{ szTexturePath }.size() ); } auto texturefile2{ ( ( subnode->m_material2 != null_handle ) ? - GfxRenderer.Material( subnode->m_material2 ).name : + GfxRenderer->Material( subnode->m_material2 ).name : "(none)" ) }; if( texturefile2.find( szTexturePath ) == 0 ) { texturefile2.erase( 0, std::string{ szTexturePath }.size() ); diff --git a/material.cpp b/material.cpp index 91db805b..13791635 100644 --- a/material.cpp +++ b/material.cpp @@ -25,7 +25,7 @@ opengl_material::deserialize( cParser &Input, bool const Loadnow ) { has_alpha = ( texture1 != null_handle ? - GfxRenderer.Texture( texture1 ).has_alpha : + GfxRenderer->Texture( texture1 ).has_alpha : false ); return result; @@ -63,7 +63,7 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c auto const value { deserialize_random_set( Input ) }; if( ( texture1 == null_handle ) || ( Priority > priority1 ) ) { - texture1 = GfxRenderer.Fetch_Texture( value, Loadnow ); + texture1 = GfxRenderer->Fetch_Texture( value, Loadnow ); priority1 = Priority; } } @@ -72,7 +72,7 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c auto const value { deserialize_random_set( Input ) }; if( ( texture2 == null_handle ) || ( Priority > priority2 ) ) { - texture2 = GfxRenderer.Fetch_Texture( value, Loadnow ); + texture2 = GfxRenderer->Fetch_Texture( value, Loadnow ); priority2 = Priority; } } @@ -168,11 +168,11 @@ material_manager::create( std::string const &Filename, bool const Loadnow ) { // if there's no .mat file, this can be either autogenerated texture, // or legacy method of referring just to diffuse texture directly. // wrap basic material around it in either case - material.texture1 = GfxRenderer.Fetch_Texture( Filename, Loadnow ); + material.texture1 = GfxRenderer->Fetch_Texture( Filename, Loadnow ); if( material.texture1 != null_handle ) { // use texture path and name to tell the newly created materials apart - material.name = GfxRenderer.Texture( material.texture1 ).name; - material.has_alpha = GfxRenderer.Texture( material.texture1 ).has_alpha; + material.name = GfxRenderer->Texture( material.texture1 ).name; + material.has_alpha = GfxRenderer->Texture( material.texture1 ).has_alpha; } } diff --git a/precipitation.cpp b/precipitation.cpp index c01cad5c..9f67cbee 100644 --- a/precipitation.cpp +++ b/precipitation.cpp @@ -98,11 +98,11 @@ basic_precipitation::init() { "_medium" ) }; if( Global.Weather == "rain:" ) { m_moverateweathertypefactor = 2.f; - m_texture = GfxRenderer.Fetch_Texture( "fx/rain" + densitysuffix ); + m_texture = GfxRenderer->Fetch_Texture( "fx/rain" + densitysuffix ); } else if( Global.Weather == "snow:" ) { m_moverateweathertypefactor = 1.25f; - m_texture = GfxRenderer.Fetch_Texture( "fx/snow" + densitysuffix ); + m_texture = GfxRenderer->Fetch_Texture( "fx/snow" + densitysuffix ); } return true; @@ -163,7 +163,7 @@ basic_precipitation::update() { void basic_precipitation::render() { - GfxRenderer.Bind_Texture( m_texture ); + GfxRenderer->Bind_Texture( m_texture ); // cache entry state ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); diff --git a/renderer.cpp b/renderer.cpp index 4ce99e6c..f59040fb 100644 --- a/renderer.cpp +++ b/renderer.cpp @@ -24,7 +24,7 @@ http://mozilla.org/MPL/2.0/. #include "Logs.h" #include "utilities.h" -opengl_renderer GfxRenderer; +std::unique_ptr GfxRenderer; int const EU07_PICKBUFFERSIZE { 1024 }; // size of (square) textures bound with the pick framebuffer int const EU07_ENVIRONMENTBUFFERSIZE { 256 }; // size of (square) environmental cube map texture @@ -1610,7 +1610,7 @@ opengl_renderer::Render( world_environment *Environment ) { ::glRotatef( -std::fmod( (float)Global.fTimeAngleDeg, 360.f ), 0.f, 1.f, 0.f ); // obrót dobowy osi OX ::glPointSize( 2.f ); // render - GfxRenderer.Render( Environment->m_stars.m_stars, nullptr, 1.0 ); + Render( Environment->m_stars.m_stars, nullptr, 1.0 ); // post-render cleanup ::glPointSize( 3.f ); ::glPopMatrix(); @@ -4202,12 +4202,14 @@ opengl_renderer::Init_caps() { #ifdef EU07_USEIMGUIIMPLOPENGL2 if( !GLEW_VERSION_1_5 ) { ErrorLog( "Requires openGL >= 1.5" ); + return false; + } #else if( !GLEW_VERSION_3_0 ) { ErrorLog( "Requires openGL >= 3.0" ); -#endif return false; } +#endif WriteLog( "Supported extensions: " + std::string((char *)glGetString( GL_EXTENSIONS )) ); diff --git a/renderer.h b/renderer.h index ec0bb785..692d9625 100644 --- a/renderer.h +++ b/renderer.h @@ -29,6 +29,52 @@ http://mozilla.org/MPL/2.0/. //#define EU07_USEIMGUIIMPLOPENGL2 //#define EU07_DISABLECABREFLECTIONS +class gfx_renderer { + +public: +// types +// constructors +// destructor + virtual ~gfx_renderer() {} +// methods + virtual auto Init( GLFWwindow *Window ) -> bool = 0; + // main draw call. returns false on error + virtual auto Render() -> bool = 0; + virtual auto Framerate() -> float = 0; + // geometry methods + // NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself + // creates a new geometry bank. returns: handle to the bank or NULL + virtual auto Create_Bank() -> gfx::geometrybank_handle = 0; + // creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL + virtual auto Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) -> gfx::geometry_handle = 0; + // replaces data of specified chunk with the supplied vertex data, starting from specified offset + virtual auto Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) -> bool = 0; + // adds supplied vertex data at the end of specified chunk + virtual auto Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) -> bool = 0; + // provides direct access to vertex data of specfied chunk + virtual auto Vertices( gfx::geometry_handle const &Geometry ) const ->gfx::vertex_array const & = 0; + // material methods + virtual auto Fetch_Material( std::string const &Filename, bool const Loadnow = true ) -> material_handle = 0; + virtual void Bind_Material( material_handle const Material ) = 0; + virtual auto Material( material_handle const Material ) const -> opengl_material const & = 0; + // texture methods + virtual auto Fetch_Texture( std::string const &Filename, bool const Loadnow = true ) -> texture_handle = 0; + virtual void Bind_Texture( texture_handle const Texture ) = 0; + virtual auto Texture( texture_handle const Texture ) const -> opengl_texture const & = 0; + // utility methods + virtual auto Pick_Control() const -> TSubModel const * = 0; + virtual auto Pick_Node() const -> scene::basic_node const * = 0; + virtual auto Mouse_Position() const -> glm::dvec3 = 0; + // maintenance methods + virtual void Update( double const Deltatime ) = 0; + virtual auto Update_Pick_Control() -> TSubModel * = 0; + virtual auto Update_Pick_Node() -> scene::basic_node * = 0; + virtual auto Update_Mouse_Position() -> glm::dvec3 = 0; + // debug methods + virtual auto info_times() const -> std::string const & = 0; + virtual auto info_stats() const -> std::string const & = 0; +}; + struct opengl_light : public basic_light { GLuint id { (GLuint)-1 }; @@ -158,7 +204,7 @@ private: // bare-bones render controller, in lack of anything better yet -class opengl_renderer { +class opengl_renderer : public gfx_renderer { public: // types @@ -168,68 +214,65 @@ public: ~opengl_renderer() { gluDeleteQuadric( m_quadric ); } // methods bool - Init( GLFWwindow *Window ); + Init( GLFWwindow *Window ) override; // main draw call. returns false on error bool - Render(); + Render() override; inline float - Framerate() { return m_framerate; } + Framerate() override { return m_framerate; } // geometry methods // NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself // creates a new geometry bank. returns: handle to the bank or NULL gfx::geometrybank_handle - Create_Bank(); + Create_Bank() override; // creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL gfx::geometry_handle - Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ); + Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) override; // replaces data of specified chunk with the supplied vertex data, starting from specified offset bool - Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ); + Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) override; // adds supplied vertex data at the end of specified chunk bool - Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ); + Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) override; // provides direct access to vertex data of specfied chunk gfx::vertex_array const & - Vertices( gfx::geometry_handle const &Geometry ) const; + Vertices( gfx::geometry_handle const &Geometry ) const override; // material methods material_handle - Fetch_Material( std::string const &Filename, bool const Loadnow = true ); + Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override; void - Bind_Material( material_handle const Material ); + Bind_Material( material_handle const Material ) override; opengl_material const & - Material( material_handle const Material ) const; + Material( material_handle const Material ) const override; // texture methods texture_handle - Fetch_Texture( std::string const &Filename, bool const Loadnow = true ); + Fetch_Texture( std::string const &Filename, bool const Loadnow = true ) override; void Bind_Texture( texture_handle const Texture ); opengl_texture const & - Texture( texture_handle const Texture ) const; - // light methods - void - Disable_Lights(); + Texture( texture_handle const Texture ) const override; // utility methods TSubModel const * - Pick_Control() const { return m_pickcontrolitem; } + Pick_Control() const override { return m_pickcontrolitem; } scene::basic_node const * - Pick_Node() const { return m_picksceneryitem; } + Pick_Node() const override { return m_picksceneryitem; } glm::dvec3 - Mouse_Position() const { return m_worldmousecoordinates; } + Mouse_Position() const override { return m_worldmousecoordinates; } // maintenance methods void - Update( double const Deltatime ); + Update( double const Deltatime ) override; TSubModel * - Update_Pick_Control(); + Update_Pick_Control() override; scene::basic_node * - Update_Pick_Node(); + Update_Pick_Node() override; glm::dvec3 - Update_Mouse_Position(); + Update_Mouse_Position() override; // debug methods std::string const & - info_times() const; + info_times() const override; std::string const & - info_stats() const; + info_stats() const override; // members GLenum static const sunlight { GL_LIGHT0 }; @@ -286,8 +329,8 @@ private: typedef std::vector opengllight_array; // methods - bool - Init_caps(); + void + Disable_Lights(); void setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false ); void @@ -365,6 +408,8 @@ private: Render_Alpha( TSubModel *Submodel ); void Update_Lights( light_array &Lights ); + bool + Init_caps(); glm::vec3 pick_color( std::size_t const Index ); std::size_t @@ -459,6 +504,6 @@ private: #endif }; -extern opengl_renderer GfxRenderer; +extern std::unique_ptr GfxRenderer; //--------------------------------------------------------------------------- diff --git a/scenarioloadermode.cpp b/scenarioloadermode.cpp index 0c403aa1..45cb0463 100644 --- a/scenarioloadermode.cpp +++ b/scenarioloadermode.cpp @@ -67,7 +67,7 @@ scenarioloader_mode::enter() { Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" ); m_userinterface->set_progress(); m_userinterface->set_progress( "Loading scenery / Wczytywanie scenerii" ); - GfxRenderer.Render(); + GfxRenderer->Render(); } // maintenance method, called when the mode is deactivated diff --git a/scene.cpp b/scene.cpp index cc4b241e..69e84095 100644 --- a/scene.cpp +++ b/scene.cpp @@ -898,7 +898,7 @@ basic_section::create_geometry() { // since sections can be empty, we're doing lazy initialization of the geometry bank, when something may actually use it if( m_geometrybank == null_handle ) { - m_geometrybank = GfxRenderer.Create_Bank(); + m_geometrybank = GfxRenderer->Create_Bank(); } for( auto &shape : m_shapes ) { @@ -1182,7 +1182,7 @@ basic_region::insert( shape_node Shape, scratch_data &Scratchpad, bool const Tra if( Global.CreateSwitchTrackbeds ) { - auto const materialname{ GfxRenderer.Material( Shape.data().material ).name }; + auto const materialname{ GfxRenderer->Material( Shape.data().material ).name }; for( auto const &switchtrackbedtexture : switchtrackbedtextures ) { if( materialname.find( switchtrackbedtexture ) != std::string::npos ) { // geometry with blacklisted texture, part of old switch trackbed; ignore it diff --git a/scenenode.cpp b/scenenode.cpp index df5c432d..a2a2f288 100644 --- a/scenenode.cpp +++ b/scenenode.cpp @@ -74,7 +74,7 @@ shape_node::shapenode_data::serialize( std::ostream &Output ) const { sn_utils::s_str( Output, ( material != null_handle ? - GfxRenderer.Material( material ).name : + GfxRenderer->Material( material ).name : "" ) ); lighting.serialize( Output ); // geometry @@ -104,7 +104,7 @@ shape_node::shapenode_data::deserialize( std::istream &Input ) { translucent = sn_utils::d_bool( Input ); auto const materialname { sn_utils::d_str( Input ) }; if( false == materialname.empty() ) { - material = GfxRenderer.Fetch_Material( materialname ); + material = GfxRenderer->Fetch_Material( materialname ); } lighting.deserialize( Input ); // geometry @@ -193,17 +193,17 @@ shape_node::import( cParser &Input, scene::node_data const &Nodedata ) { } // assigned material - m_data.material = GfxRenderer.Fetch_Material( token ); + m_data.material = GfxRenderer->Fetch_Material( token ); // determine way to proceed from the assigned diffuse texture // TBT, TODO: add methods to material manager to access these simpler auto const texturehandle = ( m_data.material != null_handle ? - GfxRenderer.Material( m_data.material ).texture1 : + GfxRenderer->Material( m_data.material ).texture1 : null_handle ); auto const &texture = ( texturehandle ? - GfxRenderer.Texture( texturehandle ) : + GfxRenderer->Texture( texturehandle ) : opengl_texture() ); // dirty workaround for lack of better api bool const clamps = ( texturehandle ? @@ -345,7 +345,7 @@ shape_node::convert( TSubModel const *Submodel ) { m_data.lighting.diffuse = Submodel->f4Diffuse; m_data.lighting.specular = Submodel->f4Specular; m_data.material = Submodel->m_material; - m_data.translucent = ( true == GfxRenderer.Material( m_data.material ).has_alpha ); + m_data.translucent = ( true == GfxRenderer->Material( m_data.material ).has_alpha ); // NOTE: we set unlimited view range typical for terrain, because we don't expect to convert any other 3d models m_data.rangesquared_max = std::numeric_limits::max(); @@ -354,7 +354,7 @@ shape_node::convert( TSubModel const *Submodel ) { int vertexcount { 0 }; std::vector importedvertices; world_vertex vertex, vertex1, vertex2; - for( auto const &sourcevertex : GfxRenderer.Vertices( Submodel->m_geometry ) ) { + for( auto const &sourcevertex : GfxRenderer->Vertices( Submodel->m_geometry ) ) { vertex.position = sourcevertex.position; vertex.normal = sourcevertex.normal; vertex.texture = sourcevertex.texture; @@ -429,7 +429,7 @@ shape_node::create_geometry( gfx::geometrybank_handle const &Bank ) { vertex.normal, vertex.texture ); } - m_data.geometry = GfxRenderer.Insert( vertices, Bank, GL_TRIANGLES ); + m_data.geometry = GfxRenderer->Insert( vertices, Bank, GL_TRIANGLES ); std::vector().swap( m_data.vertices ); // hipster shrink_to_fit } @@ -658,7 +658,7 @@ lines_node::create_geometry( gfx::geometrybank_handle const &Bank ) { vertex.normal, vertex.texture ); } - m_data.geometry = GfxRenderer.Insert( vertices, Bank, GL_LINES ); + m_data.geometry = GfxRenderer->Insert( vertices, Bank, GL_LINES ); std::vector().swap( m_data.vertices ); // hipster shrink_to_fit } diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index 5d686521..97a6d3c0 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -119,7 +119,7 @@ state_serializer::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) timelast = timenow; glfwPollEvents(); Application.set_progress( Input.getProgress(), Input.getFullProgress() ); - GfxRenderer.Render(); + GfxRenderer->Render(); } token = Input.getToken(); diff --git a/uilayer.cpp b/uilayer.cpp index c5aea330..dc031ec0 100644 --- a/uilayer.cpp +++ b/uilayer.cpp @@ -265,14 +265,14 @@ void ui_layer::set_background( std::string const &Filename ) { if( false == Filename.empty() ) { - m_background = GfxRenderer.Fetch_Texture( Filename ); + m_background = GfxRenderer->Fetch_Texture( Filename ); } else { m_background = null_handle; } if( m_background != null_handle ) { - auto const &texture = GfxRenderer.Texture( m_background ); + auto const &texture = GfxRenderer->Texture( m_background ); m_progressbottom = ( texture.width() != texture.height() ); } else { @@ -354,9 +354,9 @@ ui_layer::render_background() { if( m_background == 0 ) return; // NOTE: we limit/expect the background to come with 4:3 ratio. // TODO, TBD: if we expose texture width or ratio from texture object, this limitation could be lifted - GfxRenderer.Bind_Texture( m_background ); + GfxRenderer->Bind_Texture( m_background ); auto const height { 768.0f }; - auto const &texture = GfxRenderer.Texture( m_background ); + auto const &texture = GfxRenderer->Texture( m_background ); float const width = ( texture.width() == texture.height() ? 1024.0f : // legacy mode, square texture displayed as 4:3 image @@ -376,7 +376,7 @@ ui_layer::render_texture() { if( m_texture != 0 ) { ::glColor4fv( glm::value_ptr( colors::white ) ); - GfxRenderer.Bind_Texture( null_handle ); + GfxRenderer->Bind_Texture( null_handle ); ::glBindTexture( GL_TEXTURE_2D, m_texture ); auto const size = 512.f; From e43ea7fcfeba101aa62a456eefb33bcbab87061f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sat, 12 Oct 2019 16:54:33 +0200 Subject: [PATCH 011/153] Rework of speed control algorithm for DieselEngine - functions for PESA-DMU --- Driver.cpp | 69 ++++- DynObj.cpp | 10 +- McZapkie/MOVER.h | 40 ++- McZapkie/Mover.cpp | 678 ++++++++++++++++++++-------------------- Train.cpp | 712 ++++++++++++++++++++++--------------------- Train.h | 44 ++- command.cpp | 16 +- command.h | 17 +- drivermouseinput.cpp | 44 ++- 9 files changed, 909 insertions(+), 721 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 35b9917e..d2098ebc 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -3170,10 +3170,24 @@ bool TController::IncSpeed() { // dla 2Ls150 można zmienić tryb pracy, jeśli jest w liniowym i nie daje rady (wymaga zerowania kierunku) // mvControlling->ShuntMode=(OrderList[OrderPos]&Shunt)||(fMass>224000.0); } + if ((mvControlling->SpeedCtrl)&&(mvControlling->Mains)) {// cruise control + auto const SpeedCntrlVel{ ( + (ActualProximityDist > std::max(50.0, fMaxProximityDist)) ? + VelDesired : + min_speed(VelDesired, VelNext)) }; + if (SpeedCntrlVel >= mvControlling->SpeedCtrlUnit.MinVelocity) { + SpeedCntrl(SpeedCntrlVel); + } + else if (SpeedCntrlVel > 0.1) { + SpeedCntrl(0.0); + } + } if (mvControlling->EIMCtrlType > 0) { if (true == Ready) { - DizelPercentage = (mvControlling->Vel > mvControlling->dizel_minVelfullengage ? 100 : 1); + bool max = (mvControlling->Vel > mvControlling->dizel_minVelfullengage) + || (mvControlling->SpeedCtrl && mvControlling->ScndCtrlPos > 0); + DizelPercentage = (max ? 100 : 1); } break; } @@ -3188,11 +3202,12 @@ bool TController::IncSpeed() } } if( false == mvControlling->Mains ) { + SpeedCntrl(0.0); mvControlling->MainSwitch( true ); mvControlling->ConverterSwitch( true ); mvControlling->CompressorSwitch( true ); } - break; + break; } return OK; } @@ -3243,6 +3258,14 @@ bool TController::DecSpeed(bool force) if (mvControlling->EIMCtrlType > 0) { DizelPercentage = 0; + if (force) { + SpeedCntrl(0.0); //wylacz od razu tempomat + mvControlling->DecScndCtrl(2); + } + if ((VelDesired > 0.1) && (mvControlling->SpeedCtrlUnit.MinVelocity > VelDesired)) { + SpeedCntrl(0.0); //wylacz od razu tempomat + mvControlling->DecScndCtrl(2); + } break; } @@ -3257,8 +3280,11 @@ bool TController::DecSpeed(bool force) OK = mvControlling->DecMainCtrl( 1 ); } } - if (force) // przy aktywacji kabiny jest potrzeba natychmiastowego wyzerowania - OK = mvControlling->DecMainCtrl((mvControlling->MainCtrlPowerPos() > 2 ? 2 : 1)); + if (force) { // przy aktywacji kabiny jest potrzeba natychmiastowego wyzerowania + OK = mvControlling->DecMainCtrl((mvControlling->MainCtrlPowerPos() > 2 ? 2 : 1)); + SpeedCntrl(0.0); //wylacz od razu tempomat + mvControlling->DecScndCtrl( 2 ); + } break; } return OK; @@ -3495,6 +3521,22 @@ void TController::SpeedSet() void TController::SpeedCntrl(double DesiredSpeed) { + while (mvControlling->SpeedCtrlUnit.DesiredPower < mvControlling->SpeedCtrlUnit.MaxPower) + { + mvControlling->SpeedCtrlPowerInc(); + } + if (mvControlling->EngineType == TEngineType::DieselEngine) + { + if (DesiredSpeed < 0.1) { + mvControlling->DecScndCtrl(2); + DesiredSpeed = 0; + } + else if (mvControlling->ScndCtrlPos < 1) { + mvControlling->IncScndCtrl(1); + } + mvControlling->RunCommand("SpeedCntrl", DesiredSpeed, mvControlling->CabNo); + } + else if (mvControlling->ScndCtrlPosNo == 1) { mvControlling->IncScndCtrl(1); @@ -3579,8 +3621,13 @@ void TController::SetTimeControllers() { DizelPercentage_Speed = DizelPercentage; //wstepnie procenty - auto MinVel{ std::min(mvControlling->hydro_TC_LockupSpeed, mvControlling->Vmax / 6) }; //minimal velocity - if (VelDesired > MinVel) //more power for faster ride + auto MinVel{ std::min(mvControlling->hydro_TC_LockupSpeed, mvControlling->Vmax / 6) }; //minimal velocity + //when speed controll unit is active - start with the procedure + if ((mvControlling->SpeedCtrl) && (mvControlling->ScndCtrlPos > 0)) { + if ((mvControlling->ScndCtrlPos > 0) && (mvControlling->Vel < 1 + mvControlling->SpeedCtrlUnit.StartVelocity) && (DizelPercentage > 0)) + DizelPercentage_Speed = 101; //keep last position to start + } + else if (VelDesired > MinVel) //more power for faster ride { auto const Factor{ 10 * (mvControlling->Vmax) / (mvControlling->Vmax + 3 * mvControlling->Vel) }; auto DesiredPercentage{ clamp( @@ -3594,7 +3641,7 @@ void TController::SetTimeControllers() } DizelPercentage_Speed = std::round(DesiredPercentage * DizelPercentage); } - else + else //slow acceleration during shunting wth minimal velocity { DizelPercentage_Speed = std::min(DizelPercentage, mvControlling->Vel < 0.99 * VelDesired ? 1 : 0); } @@ -4394,9 +4441,11 @@ TController::UpdateSituation(double dt) { while (p) { // sprawdzenie odhamowania wszystkich połączonych pojazdów auto *vehicle { p->MoverParameters }; + double bp = vehicle->BrakePress - (vehicle->SpeedCtrlUnit.Parking ? vehicle->MaxBrakePress[0] * vehicle->StopBrakeDecc : 0.0); + if (bp < 0) bp = 0; if (Ready) { // bo jak coś nie odhamowane, to dalej nie ma co sprawdzać - if (vehicle->BrakePress >= 0.4) // wg UIC określone sztywno na 0.04 + if (bp >= 0.4) // wg UIC określone sztywno na 0.04 { Ready = false; // nie gotowy // Ra: odluźnianie przeładowanych lokomotyw, ciągniętych na zimno - prowizorka... @@ -4412,8 +4461,8 @@ TController::UpdateSituation(double dt) { } } } - if (fReady < vehicle->BrakePress) - fReady = vehicle->BrakePress; // szukanie najbardziej zahamowanego + if (fReady < bp) + fReady = bp; // szukanie najbardziej zahamowanego if( ( dy = p->VectorFront().y ) != 0.0 ) { // istotne tylko dla pojazdów na pochyleniu // ciężar razy składowa styczna grawitacji diff --git a/DynObj.cpp b/DynObj.cpp index 717463aa..960d2a47 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2831,8 +2831,10 @@ bool TDynamicObject::Update(double dt, double dt1) && (MoverParameters->EngineType == TEngineType::DieselEngine) && (MoverParameters->EIMCtrlType > 0)) { MoverParameters->CheckEIMIC(dt1); - MoverParameters->eimic_real = MoverParameters->eimic; - MoverParameters->SendCtrlToNext("EIMIC", MoverParameters->eimic, MoverParameters->CabNo); + if (MoverParameters->SpeedCtrl) + MoverParameters->CheckSpeedCtrl(dt1); + MoverParameters->eimic_real = std::min(MoverParameters->eimic,MoverParameters->eimicSpeedCtrl); + MoverParameters->SendCtrlToNext("EIMIC", MoverParameters->eimic_real, MoverParameters->CabNo); } if( ( Mechanik->primary() ) && ( MoverParameters->EngineType == TEngineType::ElectricInductionMotor ) ) { @@ -2852,10 +2854,10 @@ bool TDynamicObject::Update(double dt, double dt1) if( ( MoverParameters->Power < 1 ) && ( ctOwner != nullptr ) ) { MoverParameters->MainCtrlPos = ctOwner->Controlling()->MainCtrlPos*MoverParameters->MainCtrlPosNo / std::max(1, ctOwner->Controlling()->MainCtrlPosNo); - MoverParameters->ScndCtrlActualPos = ctOwner->Controlling()->ScndCtrlActualPos; + MoverParameters->SpeedCtrlValue = ctOwner->Controlling()->SpeedCtrlValue; } MoverParameters->CheckEIMIC(dt1); - MoverParameters->CheckSpeedCtrl(); + MoverParameters->CheckSpeedCtrl(dt1); auto eimic = Min0R(MoverParameters->eimic, MoverParameters->eimicSpeedCtrl); MoverParameters->eimic_real = eimic; diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 9856f781..98a16d6b 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -681,7 +681,32 @@ struct neighbour_data { float distance { 10000.f }; // distance to the obstacle // NOTE: legacy value. TBD, TODO: use standard -1 instead? }; - +struct speed_control { + bool IsActive = false; + bool Start = false; + bool ManualStateOverride = true; + bool BrakeIntervention = false; + bool BrakeInterventionBraking = false; + bool BrakeInterventionUnbraking = false; + bool Standby = true; + bool Parking = false; + double InitialPower = 0.3; + double FullPowerVelocity = 3; + double StartVelocity = 3; + double VelocityStep = 5; + double PowerStep = 0.1; + double MinPower = 0.3; + double MaxPower = 1.0; + double MinVelocity = 20; + double MaxVelocity = 120; + double DesiredVelocity = 0; + double DesiredPower = 1.0; + double Offset = -0.5; + double FactorPpos = 0.1; + double FactorPneg = 0.4; + double FactorIpos = 0.04; + double FactorIneg = 0.0; +}; class TMoverParameters { // Ra: wrapper na kod pascalowy, przejmujący jego funkcje Q: 20160824 - juz nie wrapper a klasa bazowa :) @@ -1187,7 +1212,11 @@ public: #endif double MirrorMaxShift { 90.0 }; bool ScndS = false; /*Czy jest bocznikowanie na szeregowej*/ + bool SpeedCtrl = false; /*czy jest tempomat*/ + speed_control SpeedCtrlUnit; /*parametry tempomatu*/ + double SpeedCtrlButtons[10] { 30, 40, 50, 60, 70, 80, 90, 100, 110, 120 }; /*przyciski prędkości*/ double SpeedCtrlDelay = 2; /*opoznienie dzialania tempomatu z wybieralna predkoscia*/ + double SpeedCtrlValue = 0; /*wybrana predkosc jazdy na tempomacie*/ /*--sekcja zmiennych*/ /*--opis konkretnego egzemplarza taboru*/ TLocation Loc { 0.0, 0.0, 0.0 }; //pozycja pojazdów do wyznaczenia odległości pomiędzy sprzęgami @@ -1403,6 +1432,7 @@ public: static std::vector const eimv_labels; double SpeedCtrlTimer = 0; /*zegar dzialania tempomatu z wybieralna predkoscia*/ double eimicSpeedCtrl = 0; /*pozycja sugerowana przez tempomat*/ + double eimicSpeedCtrlIntegral = 0; /*calkowany blad ustawienia predkosci*/ double NewSpeed = 0; /*nowa predkosc do zadania*/ double MED_EPVC_CurrentTime = 0; /*aktualny czas licznika czasu korekcji siły EP*/ @@ -1633,7 +1663,12 @@ public: bool PantRear( bool const State, range_t const Notify = range_t::consist ); //obsluga pantografu tylnego void CheckEIMIC(double dt); //sprawdzenie i zmiana nastawy zintegrowanego nastawnika jazdy/hamowania - void CheckSpeedCtrl(); + void CheckSpeedCtrl(double dt); + void SpeedCtrlButton(int button); + void SpeedCtrlInc(); + void SpeedCtrlDec(); + void SpeedCtrlPowerInc(); + void SpeedCtrlPowerDec(); /*-funkcje typowe dla lokomotywy spalinowej z przekladnia mechaniczna*/ bool dizel_EngageSwitch(double state); @@ -1683,6 +1718,7 @@ private: void LoadFIZ_Security( std::string const &line ); void LoadFIZ_Clima( std::string const &line ); void LoadFIZ_Power( std::string const &Line ); + void LoadFIZ_SpeedControl( std::string const &Line ); void LoadFIZ_Engine( std::string const &Input ); void LoadFIZ_Switches( std::string const &Input ); void LoadFIZ_MotorParamTable( std::string const &Input ); diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 253748f0..9dec9d29 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1001,145 +1001,68 @@ double TMoverParameters::PipeRatio(void) // Q: 20160716 // Wykrywanie kolizji // ************************************************************************************************* -void TMoverParameters::CollisionDetect(int const End, double const dt) +void TMoverParameters::CollisionDetect(int CouplerN, double dt) { - if( Neighbours[ End ].vehicle == nullptr ) { return; } // shouldn't normally happen but, eh + double CCF, Vprev, VprevC; + bool VirtualCoupling; - auto &coupler { Couplers[ End ] }; - auto *othervehicle { Neighbours[ End ].vehicle->MoverParameters }; - auto const otherend { Neighbours[ End ].vehicle_end }; - auto &othercoupler { othervehicle->Couplers[ otherend ] }; + CCF = 0; + // with Couplers[CouplerN] do + auto &coupler = Couplers[ CouplerN ]; - auto velocity { V }; - auto othervehiclevelocity { othervehicle->V }; - // calculate collision force and new velocities for involved vehicles - auto const VirtualCoupling { ( coupler.CouplingFlag == coupling::faux ) }; - auto CCF { 0.0 }; - - switch( End ) { - case 0: { + if (coupler.Connected != nullptr) + { + VirtualCoupling = (coupler.CouplingFlag == ctrain_virtual); + Vprev = V; + VprevC = coupler.Connected->V; + switch (CouplerN) + { + case 0: CCF = ComputeCollision( - velocity, othervehiclevelocity, - TotalMass, othervehicle->TotalMass, - ( coupler.beta + othercoupler.beta ) / 2.0, - VirtualCoupling ) - / ( dt ); + V, + coupler.Connected->V, + TotalMass, + coupler.Connected->TotalMass, + (coupler.beta + coupler.Connected->Couplers[coupler.ConnectedNr].beta) / 2.0, + VirtualCoupling) + / (dt); break; // yB: ej ej ej, a po - } - case 1: { + case 1: CCF = ComputeCollision( - othervehiclevelocity, velocity, - othervehicle->TotalMass, TotalMass, - ( coupler.beta + othercoupler.beta ) / 2.0, - VirtualCoupling ) - / ( dt ); - break; + coupler.Connected->V, + V, + coupler.Connected->TotalMass, + TotalMass, + (coupler.beta + coupler.Connected->Couplers[coupler.ConnectedNr].beta) / 2.0, + VirtualCoupling) + / (dt); + break; // czemu tu jest +0.01?? } - default: { - break; - } - } + AccS = AccS + (V - Vprev) / dt; // korekta przyspieszenia o siły wynikające ze zderzeń? + coupler.Connected->AccS += (coupler.Connected->V - VprevC) / dt; + if ((coupler.Dist > 0) && (!VirtualCoupling)) + if (FuzzyLogic(abs(CCF), 5.0 * (coupler.FmaxC + 1.0), p_coupldmg)) + { //! zerwanie sprzegu + if (SetFlag(DamageFlag, dtrain_coupling)) + EventFlag = true; - if( ( coupler.Dist < 0 ) - && ( FuzzyLogic( std::abs( CCF ), 5.0 * ( coupler.FmaxC + 1.0 ), p_coupldmg ) ) ) { - // small chance to smash the coupler if it's hit with excessive force - damage_coupler( End ); - } + if ((coupler.CouplingFlag & ctrain_pneumatic) == ctrain_pneumatic) + AlarmChainFlag = true; // hamowanie nagle - zerwanie przewodow hamulcowych + coupler.CouplingFlag = 0; - auto const safevelocitylimit { 15.0 }; - auto const velocitydifference { - glm::length( - glm::angleAxis( Rot.Rz, glm::dvec3{ 0, 1, 0 } ) * V - - glm::angleAxis( othervehicle->Rot.Rz, glm::dvec3{ 0, 1, 0 } ) * othervehicle->V ) - * 3.6 }; // m/s -> km/h - - if( velocitydifference > safevelocitylimit ) { - // HACK: crude estimation for potential derail, will take place with velocity difference > 15 km/h adjusted for vehicle mass ratio - if( ( false == TestFlag( DamageFlag, dtrain_out ) ) - || ( false == TestFlag( othervehicle->DamageFlag, dtrain_out ) ) ) { - WriteLog( "Bad driving: " + Name + " and " + othervehicle->Name + " collided with velocity " + to_string( velocitydifference, 0 ) + " km/h" ); - } - - if( velocitydifference > safevelocitylimit * ( TotalMass / othervehicle->TotalMass ) ) { - derail( 5 ); - } - if( velocitydifference > safevelocitylimit * ( othervehicle->TotalMass / TotalMass ) ) { - othervehicle->derail( 5 ); - } - } - - // adjust velocity and acceleration of affected vehicles - if( false == TestFlag( DamageFlag, dtrain_out ) ) { - auto const accelerationchange{ ( velocity - V ) / dt }; - // if( accelerationchange / AccS < 1.0 ) { - // HACK: prevent excessive vehicle pinball cases - AccS += accelerationchange; - // AccS = clamp( AccS, -2.0, 2.0 ); - V = velocity; -// } - } - if( false == TestFlag( othervehicle->DamageFlag, dtrain_out ) ) { - auto const othervehicleaccelerationchange{ ( othervehiclevelocity - othervehicle->V ) / dt }; -// if( othervehicleaccelerationchange / othervehicle->AccS < 1.0 ) { - // HACK: prevent excessive vehicle pinball cases - othervehicle->AccS += othervehicleaccelerationchange; - othervehicle->V = othervehiclevelocity; -// } - } -} - -void -TMoverParameters::damage_coupler( int const End ) { - - auto &coupler{ Couplers[ End ] }; - - if( coupler.CouplerType == TCouplerType::Articulated ) { return; } // HACK: don't break articulated couplings no matter what - - if( SetFlag( DamageFlag, dtrain_coupling ) ) - EventFlag = true; - - if( ( coupler.CouplingFlag & coupling::brakehose ) == coupling::brakehose ) { - // hamowanie nagle - zerwanie przewodow hamulcowych - AlarmChainFlag = true; - } - - coupler.CouplingFlag = 0; - - if( coupler.Connected != nullptr ) { - switch( End ) { - // break connection with other vehicle, if there's any - case 0: { - coupler.Connected->Couplers[ end::rear ].CouplingFlag = coupling::faux; - break; + switch (CouplerN) // wyzerowanie flag podlaczenia ale ciagle sa wirtualnie polaczone + { + case 0: + coupler.Connected->Couplers[1].CouplingFlag = 0; + break; + case 1: + coupler.Connected->Couplers[0].CouplingFlag = 0; + break; + } + WriteLog( "Bad driving: " + Name + " broke a coupler" ); } - case 1: { - coupler.Connected->Couplers[ end::front ].CouplingFlag = coupling::faux; - break; - } - default: { - break; - } - } - } - - WriteLog( "Bad driving: " + Name + " broke a coupler" ); -} - -void -TMoverParameters::derail( int const Reason ) { - - if( SetFlag( DamageFlag, dtrain_out ) ) { - - DerailReason = Reason; // TODO: enum derail causes - EventFlag = true; - MainSwitch( false, range_t::local ); - - AccS *= 0.65; - V *= 0.65; - - WriteLog( "Bad driving: " + Name + " derailed" ); } } @@ -1148,7 +1071,7 @@ TMoverParameters::derail( int const Reason ) { // ************************************************************************************************* double TMoverParameters::ComputeMovement(double dt, double dt1, const TTrackShape &Shape, TTrackParam &Track, TTractionParam &ElectricTraction, - TLocation const &NewLoc, TRotation const &NewRot) + const TLocation &NewLoc, TRotation &NewRot) { const double Vepsilon = 1e-5; const double Aepsilon = 1e-3; // ASBSpeed=0.8; @@ -1182,6 +1105,9 @@ double TMoverParameters::ComputeMovement(double dt, double dt1, const TTrackShap // TODO: investigate, seems supplied NewRot is always 0 although the code here suggests some actual values are expected Loc = NewLoc; Rot = NewRot; + NewRot.Rx = 0; + NewRot.Ry = 0; + NewRot.Rz = 0; if (dL == 0) // oblicz przesuniecie} { @@ -1310,14 +1236,17 @@ double TMoverParameters::ComputeMovement(double dt, double dt1, const TTrackShap // ************************************************************************************************* double TMoverParameters::FastComputeMovement(double dt, const TTrackShape &Shape, - TTrackParam &Track, TLocation const &NewLoc, - TRotation const &NewRot) + TTrackParam &Track, const TLocation &NewLoc, + TRotation &NewRot) { int b; // T_MoverParameters::FastComputeMovement(dt, Shape, Track, NewLoc, NewRot); Loc = NewLoc; Rot = NewRot; + NewRot.Rx = 0.0; + NewRot.Ry = 0.0; + NewRot.Rz = 0.0; if (dL == 0) // oblicz przesuniecie { @@ -1386,11 +1315,10 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { RunInternalCommand(); // automatyczny rozruch - if( EngineType == TEngineType::ElectricSeriesMotor ) { - if( AutoRelayCheck() ) { - SetFlag( SoundFlag, sound::relay ); - } - } + if (EngineType == TEngineType::ElectricSeriesMotor) + + if (AutoRelayCheck()) + SetFlag(SoundFlag, sound::relay); if( ( EngineType == TEngineType::DieselEngine ) || ( EngineType == TEngineType::DieselElectric ) ) { @@ -1402,8 +1330,6 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { // TODO: gather and move current calculations to dedicated method TotalCurrent = 0; - // main circuit - MainsCheck( Deltatime ); // traction motors MotorBlowersCheck( Deltatime ); // uklady hamulcowe: @@ -1445,37 +1371,6 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { PowerCouplersCheck( Deltatime ); } -void TMoverParameters::MainsCheck( double const Deltatime ) { - - // TODO: move other main circuit checks here - - if( MainsInitTime == 0.0 ) { return; } - - if( MainsInitTimeCountdown > 0.0 ) { - MainsInitTimeCountdown -= Deltatime; - } - // TBD, TODO: move voltage calculation to separate method and use also in power coupler state calculation? - auto localvoltage { 0.0 }; - switch( EnginePowerSource.SourceType ) { - case TPowerSource::CurrentCollector: { - localvoltage = - std::max( - localvoltage, - std::max( - PantFrontVolt, - PantRearVolt ) ); - break; - } - default: { - break; - } - } - if( ( localvoltage == 0.0 ) - && ( GetTrainsetVoltage() == 0 ) ) { - MainsInitTimeCountdown = MainsInitTime; - } -} - void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { // TODO: add support for other power sources auto localvoltage { 0.0 }; @@ -1487,13 +1382,7 @@ void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { break; } case TPowerSource::Main: { - // HACK: main circuit can be fed through couplers, so we explicitly check pantograph supply here - localvoltage = ( - true == Mains ? - std::max( - PantFrontVolt, - PantRearVolt ) : - 0.0 ); + localvoltage = ( true == Mains ? Voltage : 0.0 ); break; } default: { @@ -1655,8 +1544,6 @@ void TMoverParameters::HeatingCheck( double const Timestep ) { auto const absrevolutions { std::abs( generator.revolutions ) }; generator.voltage = ( - false == HeatingAllow ? 0.0 : - // TODO: add support for desired voltage selector absrevolutions < generator.revolutions_min ? generator.voltage_min * absrevolutions / generator.revolutions_min : // absrevolutions > generator.revolutions_max ? generator.voltage_max * absrevolutions / generator.revolutions_max : interpolate( @@ -1793,7 +1680,7 @@ void TMoverParameters::OilPumpCheck( double const Timestep ) { OilPump.pressure = std::max( OilPump.pressure_target, - OilPump.pressure - ( enrot > 5.0 ? 0.05 : 0.035 ) * 0.5 * Timestep ); + OilPump.pressure - 0.01 * Timestep ); } OilPump.pressure = clamp( OilPump.pressure, 0.f, 1.5f ); } @@ -1902,7 +1789,10 @@ bool TMoverParameters::IncMainCtrl(int CtrlSpeed) ++MainCtrlPos; OK = true; if ((EIMCtrlType == 0) && (SpeedCtrlAutoTurnOffFlag == 1) && (MainCtrlActualPos != MainCtrlPos)) + { DecScndCtrl(2); + SpeedCtrlUnit.IsActive = false; + } } break; } @@ -2065,8 +1955,10 @@ bool TMoverParameters::DecMainCtrl(int CtrlSpeed) { MainCtrlPos--; OK = true; - if ((EIMCtrlType == 0) && (SpeedCtrlAutoTurnOffFlag == 1) && (MainCtrlActualPos != MainCtrlPos)) + if ((EIMCtrlType == 0) && (SpeedCtrlAutoTurnOffFlag == 1) && (MainCtrlActualPos != MainCtrlPos)) { DecScndCtrl(2); + SpeedCtrlUnit.IsActive = false; + } } else if (CtrlSpeed > 1) OK = (DecMainCtrl(1) && DecMainCtrl(2)); // CtrlSpeed-1); @@ -2212,14 +2104,22 @@ bool TMoverParameters::IncScndCtrl(int CtrlSpeed) { // NOTE: round() already adds 0.5, are the ones added here as well correct? if ((Vmax < 250)) - ScndCtrlActualPos = Round(Vel); + SpeedCtrlValue = Round(Vel); else - ScndCtrlActualPos = Round(Vel * 0.5); + SpeedCtrlValue = Round(Vel * 0.5); if ((EIMCtrlType == 0)&&(SpeedCtrlAutoTurnOffFlag == 1)) { MainCtrlActualPos = MainCtrlPos; } - SendCtrlToNext("SpeedCntrl", ScndCtrlActualPos, CabNo); + SpeedCtrlUnit.IsActive = true; + SendCtrlToNext("SpeedCntrl", SpeedCtrlValue, CabNo); + } + + if ((OK) && (SpeedCtrl) && (ScndCtrlPos == 1) && (EngineType == TEngineType::DieselEngine)) + { + // NOTE: round() already adds 0.5, are the ones added here as well correct? + SpeedCtrlValue = Round(Vel); + SpeedCtrlUnit.IsActive = true; } return OK; @@ -2272,8 +2172,16 @@ bool TMoverParameters::DecScndCtrl(int CtrlSpeed) if ((OK) && (EngineType == TEngineType::ElectricInductionMotor) && (ScndCtrlPosNo == 1)) { - ScndCtrlActualPos = 0; - SendCtrlToNext("SpeedCntrl", ScndCtrlActualPos, CabNo); + SpeedCtrlValue = 0; + SendCtrlToNext("SpeedCntrl", SpeedCtrlValue, CabNo); + SpeedCtrlUnit.IsActive = false; + } + + if ((OK) && (SpeedCtrl) && (ScndCtrlPos == 0) && (EngineType == TEngineType::DieselEngine)) + { + // NOTE: round() already adds 0.5, are the ones added here as well correct? + SpeedCtrlValue = 0; + SpeedCtrlUnit.IsActive = false; } return OK; @@ -2312,7 +2220,7 @@ bool TMoverParameters::CabDeactivisation(void) CabNo = 0; DirAbsolute = ActiveDir * CabNo; DepartureSignal = false; // nie buczeć z nieaktywnej kabiny - SecuritySystem.Status = s_off; // deactivate alerter TODO: make it part of control based cab selection + SecuritySystem.Status = 0; // deactivate alerter TODO: make it part of control based cab selection SendCtrlToNext("CabActivisation", 0, ActiveCab); // CabNo==0! } @@ -2531,9 +2439,8 @@ void TMoverParameters::SecuritySystemCheck(double dt) if ((!Radio)) RadiostopSwitch(false); - if ((SecuritySystem.SystemType > 0) - && (SecuritySystem.Status != s_off) - && (Battery)) // Ra: EZT ma teraz czuwak w rozrządczym + if ((SecuritySystem.SystemType > 0) && (SecuritySystem.Status > 0) && + (Battery)) // Ra: EZT ma teraz czuwak w rozrządczym { // CA if( ( SecuritySystem.AwareMinSpeed > 0.0 ? @@ -2561,29 +2468,30 @@ void TMoverParameters::SecuritySystemCheck(double dt) SecuritySystem.EmergencyBrakeDelay) && (SecuritySystem.EmergencyBrakeDelay >= 0)) SetFlag(SecuritySystem.Status, s_CAebrake); - } - // SHP - if( TestFlag( SecuritySystem.SystemType, 2 ) ) { - if( TestFlag( SecuritySystem.Status, s_SHPalarm ) ) { - // jeśli buczy - SecuritySystem.SystemBrakeSHPTimer += dt; - } - if( TestFlag( SecuritySystem.Status, s_active ) ) { - // jeśli świeci albo miga - SecuritySystem.SystemSoundSHPTimer += dt; - if( ( SecuritySystem.VelocityAllowed >= 0 ) && ( Vel > SecuritySystem.VelocityAllowed ) ) { - SetFlag( SecuritySystem.Status, s_SHPebrake ); - } - else if( ( ( SecuritySystem.SoundSignalDelay >= 0 ) && ( SecuritySystem.SystemSoundSHPTimer > SecuritySystem.SoundSignalDelay ) ) - || ( ( SecuritySystem.NextVelocityAllowed >= 0 ) && ( Vel > SecuritySystem.NextVelocityAllowed ) ) ) { - SetFlag( SecuritySystem.Status, s_SHPalarm ); - if( ( SecuritySystem.EmergencyBrakeDelay >= 0 ) && ( SecuritySystem.SystemBrakeSHPTimer > SecuritySystem.EmergencyBrakeDelay ) ) { - SetFlag( SecuritySystem.Status, s_SHPebrake ); - } - } - } - } + // SHP + if (TestFlag(SecuritySystem.SystemType, 2) && + TestFlag(SecuritySystem.Status, s_active)) // jeśli świeci albo miga + SecuritySystem.SystemSoundSHPTimer += dt; + if (TestFlag(SecuritySystem.SystemType, 2) && + TestFlag(SecuritySystem.Status, s_SHPalarm)) // jeśli buczy + SecuritySystem.SystemBrakeSHPTimer += dt; + if (TestFlag(SecuritySystem.SystemType, 2) && TestFlag(SecuritySystem.Status, s_active)) + if ((Vel > SecuritySystem.VelocityAllowed) && (SecuritySystem.VelocityAllowed >= 0)) + SetFlag(SecuritySystem.Status, s_SHPebrake); + else if (((SecuritySystem.SystemSoundSHPTimer > SecuritySystem.SoundSignalDelay) && + (SecuritySystem.SoundSignalDelay >= 0)) || + ((Vel > SecuritySystem.NextVelocityAllowed) && + (SecuritySystem.NextVelocityAllowed >= 0))) + if (!SetFlag(SecuritySystem.Status, + s_SHPalarm)) // juz wlaczony sygnal dzwiekowy} + if ((SecuritySystem.SystemBrakeSHPTimer > + SecuritySystem.EmergencyBrakeDelay) && + (SecuritySystem.EmergencyBrakeDelay >= 0)) + SetFlag(SecuritySystem.Status, s_SHPebrake); + + } // else SystemTimer:=0; + // TEST CA if (TestFlag(SecuritySystem.Status, s_CAtest)) // jeśli świeci albo miga SecuritySystem.SystemBrakeCATestTimer += dt; @@ -2623,8 +2531,8 @@ bool TMoverParameters::BatterySwitch(bool State) SendCtrlToNext("BatterySwitch", 0, CabNo); BS = true; - if ((Battery) && (ActiveCab != 0)) - SecuritySystem.Status |= s_waiting; // aktywacja czuwaka + if ((Battery) && (ActiveCab != 0)) /*|| (TrainType==dt_EZT)*/ + SecuritySystem.Status = (SecuritySystem.Status | s_waiting); // aktywacja czuwaka else SecuritySystem.Status = 0; // wyłączenie czuwaka @@ -3091,7 +2999,6 @@ void TMoverParameters::MainSwitch_( bool const State ) { if( ( false == State ) || ( ( ( ScndCtrlPos == 0 ) || ( EngineType == TEngineType::ElectricInductionMotor ) ) && ( ( ConvOvldFlag == false ) || ( TrainType == dt_EZT ) ) - && ( MainsInitTimeCountdown <= 0.0 ) && ( true == NoVoltRelay ) && ( true == OvervoltageRelay ) && ( LastSwitchingTime > CtrlDelay ) @@ -3925,8 +3832,13 @@ void TMoverParameters::UpdatePipePressure(double dt) if( BrakeCtrlPosNo > 1 ) { - if ((EngineType != TEngineType::ElectricInductionMotor)) - dpLocalValve = LocHandle->GetPF(std::max(LocalBrakePosA, LocalBrakePosAEIM), Hamulec->GetBCP(), ScndPipePress, dt, 0); + if ((EngineType != TEngineType::ElectricInductionMotor)) { + double lbpa = LocalBrakePosA; + if (SpeedCtrlUnit.Parking) { + lbpa = std::max(lbpa, StopBrakeDecc); + } + dpLocalValve = LocHandle->GetPF(std::max(lbpa, LocalBrakePosAEIM), Hamulec->GetBCP(), ScndPipePress, dt, 0); + } else dpLocalValve = LocHandle->GetPF(LocalBrakePosAEIM, Hamulec->GetBCP(), ScndPipePress, dt, 0); @@ -3955,7 +3867,15 @@ void TMoverParameters::UpdatePipePressure(double dt) || ( ( Handle->GetPos( bh_EB ) - 0.5 ) < BrakeCtrlPosR ) || ( ( BrakeHandle != TBrakeHandle::MHZ_EN57 ) && ( BrakeHandle != TBrakeHandle::MHZ_K8P ) ) ) { - dpMainValve = Handle->GetPF( BrakeCtrlPosR, PipePress, temp, dt, EqvtPipePress ); + double pos = BrakeCtrlPosR; + if (SpeedCtrl && SpeedCtrlUnit.BrakeIntervention && !SpeedCtrlUnit.Standby) { + pos = Handle->GetPos(bh_NP); + if (SpeedCtrlUnit.BrakeInterventionBraking) + pos = Handle->GetPos(bh_FB); + if (SpeedCtrlUnit.BrakeInterventionUnbraking) + pos = Handle->GetPos(bh_RP); + } + dpMainValve = Handle->GetPF( pos, PipePress, temp, dt, EqvtPipePress ); } else { dpMainValve = Handle->GetPF( 0, PipePress, temp, dt, EqvtPipePress ); @@ -4308,6 +4228,7 @@ void TMoverParameters::ComputeConstans(void) double BearingF, RollF, HideModifier; double Curvature; // Ra 2014-07: odwrotność promienia + TotalMass = ComputeMass(); TotalMassxg = TotalMass * g; // TotalMass*g BearingF = 2.0 * (DamageFlag && dtrain_bearing); @@ -4358,28 +4279,29 @@ void TMoverParameters::ComputeConstans(void) // Q: 20160713 // Oblicza masę ładunku // ************************************************************************************************* -void TMoverParameters::ComputeMass() +double TMoverParameters::ComputeMass(void) { + double M { 0.0 }; + // TODO: unit weight table, pulled from external data file + if( LoadAmount > 0 ) { + + if (ToLower(LoadQuantity) == "tonns") + M = LoadAmount * 1000; + else if (LoadType.name == "passengers") + M = LoadAmount * 80; + else if (LoadType.name == "luggage") + M = LoadAmount * 100; + else if (LoadType.name == "cars") + M = LoadAmount * 1200; // 800 kilo to miał maluch + else if (LoadType.name == "containers") + M = LoadAmount * 8000; + else if (LoadType.name == "transformers") + M = LoadAmount * 50000; + else + M = LoadAmount * 1000; + } // Ra: na razie tak, ale nie wszędzie masy wirujące się wliczają - TotalMass = Mass + Mred; - - if( LoadAmount == 0 ) { return; } - - // include weight of carried load - auto loadtypeunitweight { 0.f }; - - if( ToLower( LoadQuantity ) == "tonns" ) { - loadtypeunitweight = 1000; - } - else { - auto const lookup { simulation::Weights.find( LoadType.name ) }; - loadtypeunitweight = ( - lookup != simulation::Weights.end() ? - lookup->second : - 1000.f ); // legacy default unit weight value - } - - TotalMass += LoadAmount * loadtypeunitweight; + return Mass + M + Mred; } // ************************************************************************************************* @@ -4421,11 +4343,6 @@ void TMoverParameters::ComputeTotalForce(double dt) { // juz zoptymalizowane: FStand = FrictionForce(RunningShape.R, RunningTrack.DamageFlag); // siła oporów ruchu - if( true == TestFlag( DamageFlag, dtrain_out ) ) { - // HACK: crude way to reduce speed after derailment - // TBD, TODO: more accurate approach? - FStand *= 1e20; - } double old_nrot = abs(nrot); nrot = v2n(); // przeliczenie prędkości liniowej na obrotową @@ -4718,13 +4635,15 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { auto &othercoupler { othervehicle->Couplers[ otherend ] }; auto const othervehiclemove { ( othervehicle->dMoveLen * DirPatch( End, otherend ) ) }; - auto const initialdistance { Neighbours[ End ].distance }; // odległość od sprzęgu sąsiada auto const distancedelta { ( End == end::front ? othervehiclemove - dMoveLen : dMoveLen - othervehiclemove ) }; + auto const initialdistance { Neighbours[ End ].distance }; // odległość od sprzęgu sąsiada - auto const newdistance { initialdistance + 10.0 * distancedelta }; + auto const newdistance = + initialdistance + + 10.0 * distancedelta; auto const dV { V - ( othervehicle->V * DirPatch( End, otherend ) ) }; auto const absdV { std::abs( dV ) }; @@ -4754,15 +4673,11 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { } coupler.CheckCollision = false; - coupler.Dist = 0.0; - double CF { 0.0 }; if( ( coupler.CouplingFlag != coupling::faux ) || ( initialdistance < 0 ) ) { - coupler.Dist = clamp( newdistance, -coupler.DmaxB, coupler.DmaxC ); - double BetaAvg = 0; double Fmax = 0; @@ -4777,8 +4692,8 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { Fmax = 0.5 * ( coupler.FmaxC + coupler.FmaxB + othercoupler.FmaxC + othercoupler.FmaxB ) * CouplerTune; } auto const distDelta { std::abs( newdistance ) - std::abs( coupler.Dist ) }; // McZapkie-191103: poprawka na histereze - - if (newdistance > 0) { + coupler.Dist = newdistance; + if (coupler.Dist > 0) { if( distDelta > 0 ) { CF = ( -( coupler.SpringKC + othercoupler.SpringKC ) * coupler.Dist / 2.0 ) * DirF( End ) @@ -4789,25 +4704,12 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { - Fmax * dV * BetaAvg; } // liczenie sily ze sprezystosci sprzegu - if( newdistance > ( coupler.DmaxC + othercoupler.DmaxC ) ) { + if( coupler.Dist > ( coupler.DmaxC + othercoupler.DmaxC ) ) { // zderzenie coupler.CheckCollision = true; } - if( std::abs( CF ) > coupler.FmaxC ) { - // coupler is stretched with excessive force, may break - coupler.stretch_duration += dt; - // give coupler 1 sec of leeway to account for simulation glitches, before checking whether it breaks - // (arbitrary) chance to break grows from 10-100% over 10 sec period - if( ( coupler.stretch_duration > 1.f ) - && ( Random() < ( coupler.stretch_duration * 0.1f * dt ) ) ) { - damage_coupler( End ); - } - } - else { - coupler.stretch_duration = 0.f; - } } - if( newdistance < 0 ) { + if( coupler.Dist < 0 ) { if( distDelta > 0 ) { CF = ( -( coupler.SpringKB + othercoupler.SpringKB ) * coupler.Dist / 2.0 ) * DirF( End ) @@ -4818,7 +4720,7 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { - Fmax * dV * BetaAvg; } // liczenie sily ze sprezystosci zderzaka - if( -newdistance > ( coupler.DmaxB + othercoupler.DmaxB ) ) { + if( -coupler.Dist > ( coupler.DmaxB + othercoupler.DmaxB ) ) { // zderzenie coupler.CheckCollision = true; if( ( coupler.CouplerType == TCouplerType::Automatic ) @@ -4872,12 +4774,9 @@ double TMoverParameters::TractionForce( double dt ) { EngineHeatingRPM ) / 60.0 ); } - // NOTE: fake dizel_fill calculation for the sake of smoke emitter which uses this parameter to determine smoke opacity - dizel_fill = clamp( 0.2 + 0.35 * ( tmp - enrot ), 0.0, 1.0 ); } else { tmp = 0.0; - dizel_fill = 0.0; } if( enrot != tmp ) { @@ -5518,7 +5417,7 @@ double TMoverParameters::TractionForce( double dt ) { switch (ScndCtrlPos) { case 0: NewSpeed = 0; - ScndCtrlActualPos = 0; + SpeedCtrlValue = 0; SpeedCtrlTimer = 10; break; case 1: @@ -5532,7 +5431,7 @@ double TMoverParameters::TractionForce( double dt ) { break; case 2: SpeedCtrlTimer = 10; - ScndCtrlActualPos = NewSpeed; + SpeedCtrlValue = NewSpeed; break; case 3: if (SpeedCtrlTimer > SpeedCtrlDelay) { @@ -5545,7 +5444,7 @@ double TMoverParameters::TractionForce( double dt ) { break; case 4: NewSpeed = Vmax; - ScndCtrlActualPos = Vmax; + SpeedCtrlValue = Vmax; SpeedCtrlTimer = 10; break; } @@ -5564,10 +5463,10 @@ double TMoverParameters::TractionForce( double dt ) { if (SpeedCtrlTimer > SpeedCtrlDelay) { int NewSCAP = (Vmax < 250 ? 1 : 0.5) * (float)ScndCtrlPos / (float)ScndCtrlPosNo * Vmax; - if (NewSCAP != ScndCtrlActualPos) + if (NewSCAP != SpeedCtrlValue) { - ScndCtrlActualPos = NewSCAP; -// SendCtrlToNext("SpeedCntrl", ScndCtrlActualPos, CabNo); + SpeedCtrlValue = NewSCAP; +// SendCtrlToNext("SpeedCntrl", SpeedCtrlValue, CabNo); } } } @@ -5624,12 +5523,12 @@ double TMoverParameters::TractionForce( double dt ) { eimv[eimv_Fzad] = PosRatio; if ((Flat) && (eimc[eimc_p_F0] * eimv[eimv_Fful] > 0)) PosRatio = Min0R(PosRatio * eimc[eimc_p_F0] / eimv[eimv_Fful], 1); -/* if (ScndCtrlActualPos > 0) //speed control +/* if (SpeedCtrlValue > 0) //speed control if (Vmax < 250) - PosRatio = Min0R(PosRatio, Max0R(-1, 0.5 * (ScndCtrlActualPos - Vel))); + PosRatio = Min0R(PosRatio, Max0R(-1, 0.5 * (SpeedCtrlValue - Vel))); else PosRatio = - Min0R(PosRatio, Max0R(-1, 0.5 * (ScndCtrlActualPos * 2 - Vel))); */ + Min0R(PosRatio, Max0R(-1, 0.5 * (SpeedCtrlValue * 2 - Vel))); */ // PosRatio = 1.0 * (PosRatio * 0 + 1) * PosRatio; // 1 * 1 * PosRatio = PosRatio Hamulec->SetED(0); // (Hamulec as TLSt).SetLBP(LocBrakePress); @@ -5717,19 +5616,25 @@ double TMoverParameters::TractionForce( double dt ) { eimv[eimv_ks] = eimv[eimv_Fr] / eimv[eimv_FMAXMAX]; eimv[eimv_df] = eimv[eimv_ks] * eimc[eimc_s_dfmax]; - eimv[eimv_fp] = DirAbsolute * enrot * eimc[eimc_s_p] + eimv[eimv_df]; // do przemyslenia dzialanie pp z tmpV + eimv[eimv_fp] = DirAbsolute * enrot * eimc[eimc_s_p] + + eimv[eimv_df]; // do przemyslenia dzialanie pp z tmpV // eimv[eimv_U]:=Max0R(eimv[eimv_Uzsmax],Min0R(eimc[eimc_f_cfu]*eimv[eimv_fp],eimv[eimv_Uzsmax])); // eimv[eimv_pole]:=eimv[eimv_U]/(eimv[eimv_fp]*eimc[eimc_s_cfu]); if ((abs(eimv[eimv_fp]) <= eimv[eimv_fkr])) eimv[eimv_pole] = eimc[eimc_f_cfu] / eimc[eimc_s_cfu]; else - eimv[eimv_pole] = eimv[eimv_Uzsmax] / eimc[eimc_s_cfu] / abs(eimv[eimv_fp]); + eimv[eimv_pole] = + eimv[eimv_Uzsmax] / eimc[eimc_s_cfu] / abs(eimv[eimv_fp]); eimv[eimv_U] = eimv[eimv_pole] * eimv[eimv_fp] * eimc[eimc_s_cfu]; - eimv[eimv_Ic] = (eimv[eimv_fp] - DirAbsolute * enrot * eimc[eimc_s_p]) * eimc[eimc_s_dfic] * eimv[eimv_pole]; + eimv[eimv_Ic] = (eimv[eimv_fp] - DirAbsolute * enrot * eimc[eimc_s_p]) * + eimc[eimc_s_dfic] * eimv[eimv_pole]; eimv[eimv_If] = eimv[eimv_Ic] * eimc[eimc_s_icif]; eimv[eimv_M] = eimv[eimv_pole] * eimv[eimv_Ic] * eimc[eimc_s_cim]; - eimv[eimv_Ipoj] = (eimv[eimv_Ic] * NPoweredAxles * eimv[eimv_U]) / (Voltage - eimc[eimc_f_DU]) + eimc[eimc_f_I0]; - eimv[eimv_Pm] = ActiveDir * eimv[eimv_M] * NPoweredAxles * enrot * Pirazy2 / 1000; + eimv[eimv_Ipoj] = (eimv[eimv_Ic] * NPoweredAxles * eimv[eimv_U]) / + (Voltage - eimc[eimc_f_DU]) + + eimc[eimc_f_I0]; + eimv[eimv_Pm] = + ActiveDir * eimv[eimv_M] * NPoweredAxles * enrot * Pirazy2 / 1000; eimv[eimv_Pe] = eimv[eimv_Ipoj] * Voltage / 1000; eimv[eimv_eta] = eimv[eimv_Pm] / eimv[eimv_Pe]; @@ -5750,7 +5655,7 @@ double TMoverParameters::TractionForce( double dt ) { if( ( RlistSize > 0 ) && ( ( std::abs( eimv[ eimv_If ] ) > 1.0 ) - && ( tmpV > 0.1 ) ) ) { + || ( tmpV > 0.1 ) ) ) { int i = 0; while( ( i < RlistSize - 1 ) @@ -6604,15 +6509,106 @@ void TMoverParameters::CheckEIMIC(double dt) eimic = clamp(eimic, -1.0, eimicpowerenabled ? 1.0 : 0.0); } -void TMoverParameters::CheckSpeedCtrl() +void TMoverParameters::CheckSpeedCtrl(double dt) { - if (ScndCtrlActualPos > 0) //speed control - if (Vmax < 250) - eimicSpeedCtrl = clamp(0.5 * (ScndCtrlActualPos - Vel), -1.0, 1.0); - else - eimicSpeedCtrl = clamp(0.5 * (ScndCtrlActualPos * 2 - Vel), -1.0, 1.0); - else + if (MainCtrlPos < MainCtrlPosNo - 2) { + SpeedCtrlUnit.Standby = true; + } + if (MainCtrlPos > MainCtrlPosNo - 1) { + SpeedCtrlUnit.Standby = false; + } + if (SpeedCtrlUnit.IsActive) {//speed control + if (EngineType == TEngineType::DieselEngine) { + if ((!SpeedCtrlUnit.Standby)) { + if (SpeedCtrlUnit.ManualStateOverride) { + if (MainCtrlPos < MainCtrlPosNo - 1) { + eimic = std::min(eimic, 0.0); + eimicSpeedCtrlIntegral = 0.0; + } + else if (eimic > 0.009) eimic = 1.0; + } + double error = (std::max(SpeedCtrlValue + SpeedCtrlUnit.Offset, 0.0) - Vel); + double factorP = error > 0 ? SpeedCtrlUnit.FactorPpos : SpeedCtrlUnit.FactorPneg; + double eSCP = clamp(factorP * error, -1.2, 1.0); //P module + if (eSCP < -1.0) + { + SpeedCtrlUnit.BrakeInterventionBraking = (eSCP < -1.1) && (Vel < hydro_TC_UnlockSpeed); + eSCP = -1.0; + } + SpeedCtrlUnit.BrakeInterventionUnbraking = (eSCP > 0.0) || (Vel == 0.0); + if (abs(eSCP) < 0.999) { + //TODO: check how to disable integral part when braking in smart way + //double factorI = eimicSpeedCtrlIntegral >= 0 ? SpeedCtrlUnit.FactorIpos : SpeedCtrlUnit.FactorIneg; + double factorI = eimicSpeedCtrlIntegral >= 0 ? SpeedCtrlUnit.FactorIpos : SpeedCtrlUnit.FactorIneg; + eimicSpeedCtrlIntegral = clamp(eimicSpeedCtrlIntegral + factorI * eSCP * dt, -1.0 + eSCP, 1.0 - eSCP); + } + else { + eimicSpeedCtrlIntegral = 0; + } + eimicSpeedCtrl = clamp(eimicSpeedCtrlIntegral + eSCP, -SpeedCtrlUnit.DesiredPower, SpeedCtrlUnit.DesiredPower); + if (Vel < SpeedCtrlUnit.FullPowerVelocity) { + eimicSpeedCtrl = std::min(eimicSpeedCtrl, SpeedCtrlUnit.InitialPower); + } + if ((Vel < SpeedCtrlUnit.StartVelocity) && (MainCtrlPos < MainCtrlPosNo)) { + eimicSpeedCtrl = 0; + eimic = 0; + } + } + else { + eimicSpeedCtrl = 1; + eimicSpeedCtrlIntegral = 0; + } + SpeedCtrlUnit.Parking = (Vel == 0.0) & (eimic <= 0); + SendCtrlToNext("SpeedCtrlUnit.Parking", SpeedCtrlUnit.Parking, CabNo); + + } + else { + if (Vmax < 250) + eimicSpeedCtrl = clamp(0.5 * (SpeedCtrlValue - Vel), -1.0, 1.0); + else + eimicSpeedCtrl = clamp(0.5 * (SpeedCtrlValue * 2 - Vel), -1.0, 1.0); + } + } + else { eimicSpeedCtrl = 1; + eimicSpeedCtrlIntegral = 0; + SpeedCtrlUnit.Parking = false; + } +} + +void TMoverParameters::SpeedCtrlButton(int button) +{ + if ((SpeedCtrl) && (ScndCtrlPos > 0)) { + SpeedCtrlValue = SpeedCtrlButtons[button]; + } +} + +void TMoverParameters::SpeedCtrlInc() +{ + if ((SpeedCtrl) && (ScndCtrlPos > 0)) { + SpeedCtrlValue = std::min(SpeedCtrlValue + SpeedCtrlUnit.VelocityStep, SpeedCtrlUnit.MaxVelocity); + } +} + +void TMoverParameters::SpeedCtrlDec() +{ + if ((SpeedCtrl) && (ScndCtrlPos > 0)) { + SpeedCtrlValue = std::max(SpeedCtrlValue - SpeedCtrlUnit.VelocityStep, SpeedCtrlUnit.MinVelocity); + } +} + +void TMoverParameters::SpeedCtrlPowerInc() +{ + if ((SpeedCtrl) && (ScndCtrlPos > 0)) { + SpeedCtrlUnit.DesiredPower = std::min(SpeedCtrlUnit.DesiredPower + SpeedCtrlUnit.PowerStep, SpeedCtrlUnit.MaxPower); + } +} + +void TMoverParameters::SpeedCtrlPowerDec() +{ + if ((SpeedCtrl) && (ScndCtrlPos > 0)) { + SpeedCtrlUnit.DesiredPower = std::max(SpeedCtrlUnit.DesiredPower - SpeedCtrlUnit.PowerStep, SpeedCtrlUnit.MinPower); + } } // ************************************************************************************************* @@ -7390,7 +7386,6 @@ TMoverParameters::AssignLoad( std::string const &Name, float const Amount ) { if( Name == loadattributes.name ) { LoadType = loadattributes; LoadAmount = clamp( Amount, 0.f, MaxLoad ) ; - ComputeMass(); return true; } } @@ -7410,7 +7405,7 @@ bool TMoverParameters::LoadingDone(double const LSpeed, std::string const &Loadn return true; } - if( Loadname.empty() ) { return ( LoadStatus >= 4 ); } + if( Loadname.empty() ) { return ( LoadStatus >= 4 ); } if( Loadname != LoadType.name ) { return ( LoadStatus >= 4 ); } // test zakończenia załadunku/rozładunku @@ -7433,7 +7428,6 @@ bool TMoverParameters::LoadingDone(double const LSpeed, std::string const &Loadn if( LoadAmount == 0.f ) { AssignLoad(""); // jak nic nie ma, to nie ma też nazwy } - ComputeMass(); } } else if( LSpeed > 0 ) { @@ -7448,7 +7442,6 @@ bool TMoverParameters::LoadingDone(double const LSpeed, std::string const &Loadn LoadStatus = 4; // skończony załadunek LoadAmount = std::min( MaxLoad * ( 1.0 + OverLoadFactor ), LoadAmount ); } - ComputeMass(); } } @@ -8621,6 +8614,14 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) continue; } + if (issection("SpeedControl:", inputline)) + { + startBPT = false; + fizlines.emplace("SpeedControl", inputline); + LoadFIZ_SpeedControl(inputline); + continue; + } + if( issection( "Engine:", inputline ) ) { startBPT = false; @@ -9372,16 +9373,6 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { extract_value( StopBrakeDecc, "SBD", line, "" ); - // speed control - extract_value( SpeedCtrlDelay, "SpeedCtrlDelay", line, "" ); - SpeedCtrlTypeTime = - (extract_value("SpeedCtrlType", line) == "Time") ? - true : - false; - extract_value(SpeedCtrlAutoTurnOffFlag, "SpeedCtrlATOF", line, ""); - - // main circuit - extract_value( MainsInitTime, "MainInitTime", line, "" ); // converter { std::map starts { @@ -9460,9 +9451,9 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { void TMoverParameters::LoadFIZ_Blending(std::string const &line) { extract_value(MED_Vmax, "MED_Vmax", line, to_string(Vmax)); - extract_value(MED_Vmin, "MED_Vmin", line, ""); + extract_value(MED_Vmin, "MED_Vmin", line, "0"); extract_value(MED_Vref, "MED_Vref", line, to_string(Vmax)); - extract_value(MED_amax, "MED_amax", line, ""); + extract_value(MED_amax, "MED_amax", line, "9.81"); extract_value(MED_EPVC, "MED_EPVC", line, ""); extract_value(MED_Ncor, "MED_Ncor", line, ""); @@ -9470,10 +9461,10 @@ void TMoverParameters::LoadFIZ_Blending(std::string const &line) { void TMoverParameters::LoadFIZ_DCEMUED(std::string const &line) { - extract_value(DCEMUED_CC, "CouplerCheck", line, ""); - extract_value(DCEMUED_EP_max_Vel, "EP_max_Vel", line, ""); - extract_value(DCEMUED_EP_min_Im, "EP_min_Im", line, ""); - extract_value(DCEMUED_EP_delay, "EP_delay", line, ""); + extract_value(DCEMUED_CC, "CouplerCheck", line, "0"); + extract_value(DCEMUED_EP_max_Vel, "EP_max_Vel", line, "0"); + extract_value(DCEMUED_EP_min_Im, "EP_min_Im", line, "0"); + extract_value(DCEMUED_EP_delay, "EP_delay", line, "0"); } @@ -9560,6 +9551,51 @@ void TMoverParameters::LoadFIZ_Power( std::string const &Line ) { LoadFIZ_PowerParamsDecode( SystemPowerSource, "", Line ); } +void TMoverParameters::LoadFIZ_SpeedControl(std::string const &Line) { + // speed control + SpeedCtrl = extract_value("SpeedCtrl", Line) == "Yes"; + if ((!SpeedCtrl) && (EngineType == TEngineType::ElectricInductionMotor) && (ScndCtrlPosNo > 0)) //backward compatibility + SpeedCtrl = true; + extract_value(SpeedCtrlDelay, "SpeedCtrlDelay", Line, ""); + SpeedCtrlTypeTime = + (extract_value("SpeedCtrlType", Line) == "Time") ? + true : + false; + extract_value(SpeedCtrlAutoTurnOffFlag, "SpeedCtrlATOF", Line, ""); + + auto speedpresets = Split(extract_value("SpeedButtons", Line), '|'); + int speed_no = 0; + for (auto const &speed : speedpresets) { + SpeedCtrlButtons[speed_no++] = std::stod(speed); + if (speed_no > 9) break; + } + SpeedCtrlUnit.ManualStateOverride = + (extract_value("OverrideManual", Line) == "Yes") ? + true : + false; + + SpeedCtrlUnit.BrakeIntervention = + (extract_value("BrakeIntervention", Line) == "Yes") ? + true : + false; + + extract_value(SpeedCtrlUnit.InitialPower, "InitPwr", Line, ""); + extract_value(SpeedCtrlUnit.FullPowerVelocity, "MaxPwrVel", Line, ""); + extract_value(SpeedCtrlUnit.StartVelocity, "StartVel", Line, ""); + extract_value(SpeedCtrlUnit.VelocityStep, "VelStep", Line, ""); + extract_value(SpeedCtrlUnit.PowerStep, "PwrStep", Line, ""); + extract_value(SpeedCtrlUnit.MinPower, "MinPwr", Line, ""); + extract_value(SpeedCtrlUnit.MaxPower, "MaxPwr", Line, ""); + extract_value(SpeedCtrlUnit.MinVelocity, "MinVel", Line, ""); + extract_value(SpeedCtrlUnit.MaxVelocity, "MaxVel", Line, ""); + extract_value(SpeedCtrlUnit.Offset, "Offset", Line, ""); + extract_value(SpeedCtrlUnit.FactorPpos, "kPpos", Line, ""); + extract_value(SpeedCtrlUnit.FactorPneg, "kPneg", Line, ""); + extract_value(SpeedCtrlUnit.FactorIpos, "kIpos", Line, ""); + extract_value(SpeedCtrlUnit.FactorIneg, "kIneg", Line, ""); + +} + void TMoverParameters::LoadFIZ_Engine( std::string const &Input ) { EngineType = LoadFIZ_EngineDecode( extract_value( "EngineType", Input ) ); @@ -10731,13 +10767,10 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C Battery = true; else if ((CValue1 == 0)) Battery = false; - /* - // TBD: makes no sense to activate alerters in entire consist - if ((Battery) && (ActiveCab != 0) ) - SecuritySystem.Status = SecuritySystem.Status | s_waiting; // aktywacja czuwaka + if ((Battery) && (ActiveCab != 0) /*or (TrainType=dt_EZT)*/) + SecuritySystem.Status = SecuritySystem.Status || s_waiting; // aktywacja czuwaka else SecuritySystem.Status = 0; // wyłączenie czuwaka - */ OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } // else if command='EpFuseSwitch' then {NBMX} @@ -11016,8 +11049,13 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C } else if (Command == "SpeedCntrl") { - if ((EngineType == TEngineType::ElectricInductionMotor)) - ScndCtrlActualPos = static_cast(round(CValue1)); + if ((EngineType == TEngineType::ElectricInductionMotor)||(SpeedCtrl)) + SpeedCtrlValue = static_cast(round(CValue1)); + OK = SendCtrlToNext(Command, CValue1, CValue2, Couplertype); + } + else if (Command == "SpeedCtrlUnit.Parking") + { + SpeedCtrlUnit.Parking = static_cast(CValue1); OK = SendCtrlToNext(Command, CValue1, CValue2, Couplertype); } else if (Command == "SpringBrakeActivate") @@ -11100,9 +11138,3 @@ double TMoverParameters::ShowCurrentP(int AmpN) const return current; } } - -namespace simulation { - -weights_table Weights; - -} // simulation \ No newline at end of file diff --git a/Train.cpp b/Train.cpp index 8f1b16af..174330b9 100644 --- a/Train.cpp +++ b/Train.cpp @@ -17,7 +17,6 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "simulation.h" -#include "Event.h" #include "simulationtime.h" #include "Camera.h" #include "Logs.h" @@ -202,9 +201,6 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::alarmchaintoggle, &TTrain::OnCommand_alarmchaintoggle }, { user_command::wheelspinbrakeactivate, &TTrain::OnCommand_wheelspinbrakeactivate }, { user_command::sandboxactivate, &TTrain::OnCommand_sandboxactivate }, - { user_command::autosandboxtoggle, &TTrain::OnCommand_autosandboxtoggle }, - { user_command::autosandboxactivate, &TTrain::OnCommand_autosandboxactivate }, - { user_command::autosandboxdeactivate, &TTrain::OnCommand_autosandboxdeactivate }, { user_command::epbrakecontroltoggle, &TTrain::OnCommand_epbrakecontroltoggle }, { user_command::trainbrakeoperationmodeincrease, &TTrain::OnCommand_trainbrakeoperationmodeincrease }, { user_command::trainbrakeoperationmodedecrease, &TTrain::OnCommand_trainbrakeoperationmodedecrease }, @@ -349,7 +345,6 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::radiochanneldecrease, &TTrain::OnCommand_radiochanneldecrease }, { user_command::radiostopsend, &TTrain::OnCommand_radiostopsend }, { user_command::radiostoptest, &TTrain::OnCommand_radiostoptest }, - { user_command::radiocall3send, &TTrain::OnCommand_radiocall3send }, { user_command::cabchangeforward, &TTrain::OnCommand_cabchangeforward }, { user_command::cabchangebackward, &TTrain::OnCommand_cabchangebackward }, { user_command::generictoggle0, &TTrain::OnCommand_generictoggle }, @@ -369,7 +364,20 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::springbrakeshutoffenable, &TTrain::OnCommand_springbrakeshutoffenable }, { user_command::springbrakeshutoffdisable, &TTrain::OnCommand_springbrakeshutoffdisable }, { user_command::springbrakerelease, &TTrain::OnCommand_springbrakerelease }, - { user_command::distancecounteractivate, &TTrain::OnCommand_distancecounteractivate } + { user_command::speedcontrolincrease, &TTrain::OnCommand_speedcontrolincrease }, + { user_command::speedcontroldecrease, &TTrain::OnCommand_speedcontroldecrease }, + { user_command::speedcontrolpowerincrease, &TTrain::OnCommand_speedcontrolpowerincrease }, + { user_command::speedcontrolpowerdecrease, &TTrain::OnCommand_speedcontrolpowerdecrease }, + { user_command::speedcontrolbutton0, &TTrain::OnCommand_speedcontrolbutton }, + { user_command::speedcontrolbutton1, &TTrain::OnCommand_speedcontrolbutton }, + { user_command::speedcontrolbutton2, &TTrain::OnCommand_speedcontrolbutton }, + { user_command::speedcontrolbutton3, &TTrain::OnCommand_speedcontrolbutton }, + { user_command::speedcontrolbutton4, &TTrain::OnCommand_speedcontrolbutton }, + { user_command::speedcontrolbutton5, &TTrain::OnCommand_speedcontrolbutton }, + { user_command::speedcontrolbutton6, &TTrain::OnCommand_speedcontrolbutton }, + { user_command::speedcontrolbutton7, &TTrain::OnCommand_speedcontrolbutton }, + { user_command::speedcontrolbutton8, &TTrain::OnCommand_speedcontrolbutton }, + { user_command::speedcontrolbutton9, &TTrain::OnCommand_speedcontrolbutton }, }; std::vector const TTrain::fPress_labels = { @@ -459,33 +467,30 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) dictionary_source *TTrain::GetTrainState() { - if( ( mvOccupied == nullptr ) - || ( mvControlled == nullptr ) ) { return nullptr; } + auto const *mover = DynamicObject->MoverParameters; + if( mover == nullptr ) { return nullptr; } auto *dict { new dictionary_source }; if( dict == nullptr ) { return nullptr; } dict->insert( "name", DynamicObject->asName ); - dict->insert( "cab", mvOccupied->ActiveCab ); + dict->insert( "cab", mover->ActiveCab ); // basic systems state data dict->insert( "battery", mvControlled->Battery ); dict->insert( "linebreaker", mvControlled->Mains ); - dict->insert( "main_init", ( mvControlled->MainsInitTimeCountdown < mvControlled->MainsInitTime ) && ( mvControlled->MainsInitTimeCountdown > 0.0 ) ); - dict->insert( "main_ready", ( false == mvControlled->Mains ) && ( fHVoltage > 0.0 ) && ( mvControlled->MainsInitTimeCountdown <= 0.0 ) ); dict->insert( "converter", mvControlled->ConverterFlag ); dict->insert( "converter_overload", mvControlled->ConvOvldFlag ); dict->insert( "compress", mvControlled->CompressorFlag ); - dict->insert( "pant_compressor", mvControlled->PantCompFlag ); - dict->insert( "lights_front", mvOccupied->iLights[ end::front ] ); - dict->insert( "lights_rear", mvOccupied->iLights[ end::rear ] ); // reverser - dict->insert( "direction", mvOccupied->ActiveDir ); + dict->insert( "direction", mover->ActiveDir ); // throttle dict->insert( "mainctrl_pos", mvControlled->MainCtrlPos ); dict->insert( "main_ctrl_actual_pos", mvControlled->MainCtrlActualPos ); dict->insert( "scndctrl_pos", mvControlled->ScndCtrlPos ); dict->insert( "scnd_ctrl_actual_pos", mvControlled->ScndCtrlActualPos ); - dict->insert( "new_speed", mvOccupied->NewSpeed); + dict->insert( "new_speed", mover->NewSpeed); + dict->insert( "speedctrl", mover->SpeedCtrlValue); + dict->insert( "speedctrlpower", mover->SpeedCtrlUnit.DesiredPower); // brakes dict->insert( "manual_brake", ( mvOccupied->ManualBrakePos > 0 ) ); bool const bEP = ( mvControlled->LocHandle->GetCP() > 0.2 ) || ( fEIMParams[ 0 ][ 2 ] > 0.01 ); @@ -505,16 +510,15 @@ dictionary_source *TTrain::GetTrainState() { // other controls dict->insert( "ca", TestFlag( mvOccupied->SecuritySystem.Status, s_aware ) ); dict->insert( "shp", TestFlag( mvOccupied->SecuritySystem.Status, s_active ) ); - dict->insert( "distance_counter", m_distancecounter ); dict->insert( "pantpress", std::abs( mvControlled->PantPress ) ); dict->insert( "universal3", InstrumentLightActive ); dict->insert( "radio_channel", iRadioChannel ); dict->insert( "door_lock", mvOccupied->Doors.lock_enabled ); // movement data - dict->insert( "velocity", std::abs( mvOccupied->Vel ) ); - dict->insert( "tractionforce", std::abs( mvOccupied->Ft ) ); - dict->insert( "slipping_wheels", mvOccupied->SlippingWheels ); - dict->insert( "sanding", mvOccupied->SandDose ); + dict->insert( "velocity", std::abs( mover->Vel ) ); + dict->insert( "tractionforce", std::abs( mover->Ft ) ); + dict->insert( "slipping_wheels", mover->SlippingWheels ); + dict->insert( "sanding", mover->SandDose ); // electric current data dict->insert( "traction_voltage", std::abs( mvControlled->RunningTraction.TractionVoltage ) ); dict->insert( "voltage", std::abs( mvControlled->Voltage ) ); @@ -524,7 +528,7 @@ dictionary_source *TTrain::GetTrainState() { // induction motor state data char const *TXTT[ 10 ] = { "fd", "fdt", "fdb", "pd", "pdt", "pdb", "itothv", "1", "2", "3" }; char const *TXTC[ 10 ] = { "fr", "frt", "frb", "pr", "prt", "prb", "im", "vm", "ihv", "uhv" }; - char const *TXTD[ 10 ] = { "enrot", "nrot", "fill_des", "fill_real", "clutch_des", "clutch_real", "water_temp", "oil_press", "engine_temp", "retarder_fill" }; + char const *TXTD[ 10 ] = { "enrot", "nrot", "fill_des", "fill_real", "clutch_des", "clutch_real", "water_temp", "oil_press", "retarder_fill", "res2" }; char const *TXTP[ 3 ] = { "bc", "bp", "sp" }; char const *TXTB[ 2 ] = { "spring_active", "spring_shutoff" }; for( int j = 0; j < 10; ++j ) @@ -574,10 +578,7 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( ( "slip_" + caridx ), bSlip[ i ] ); } // ai state data - auto const *driver { ( - DynamicObject->ctOwner != nullptr ? - DynamicObject->ctOwner : - DynamicObject->Mechanik ) }; + auto const *driver = DynamicObject->Mechanik; dict->insert( "velocity_desired", driver->VelDesired ); dict->insert( "velroad", driver->VelRoad ); @@ -590,7 +591,6 @@ dictionary_source *TTrain::GetTrainState() { driver->TrainTimetable()->serialize( dict ); dict->insert( "train_stationstart", driver->iStationStart ); dict->insert( "train_atpassengerstop", driver->IsAtPassengerStop ); - dict->insert( "train_length", driver->fLength ); // world state data dict->insert( "scenario", Global.SceneryFile ); dict->insert( "hours", static_cast( simulation::Time.data().wHour ) ); @@ -620,7 +620,6 @@ TTrain::get_state() const { btLampkaNadmWent.GetValue(), btLampkaWysRozr.GetValue(), btLampkaOgrzewanieSkladu.GetValue(), - static_cast( iCabn ), btHaslerBrakes.GetValue(), btHaslerCurrent.GetValue(), ( TestFlag( mvOccupied->SecuritySystem.Status, s_CAalarm ) || TestFlag( mvOccupied->SecuritySystem.Status, s_SHPalarm ) ), @@ -630,8 +629,7 @@ TTrain::get_state() const { static_cast( mvOccupied->PipePress ), static_cast( mvOccupied->BrakePress ), fHVoltage, - { fHCurrent[ ( mvControlled->TrainType & dt_EZT ) ? 0 : 1 ], fHCurrent[ 2 ], fHCurrent[ 3 ] }, - ggLVoltage.GetValue() + { fHCurrent[ ( mvControlled->TrainType & dt_EZT ) ? 0 : 1 ], fHCurrent[ 2 ], fHCurrent[ 3 ] } }; } @@ -998,20 +996,6 @@ void TTrain::OnCommand_tempomattoggle( TTrain *Train, command_data const &Comman } } -void TTrain::OnCommand_distancecounteractivate( TTrain *Train, command_data const &Command ) { - // NOTE: distance meter activation button is presumed to be of impulse type - if( Command.action == GLFW_PRESS ) { - // visual feedback - Train->ggDistanceCounterButton.UpdateValue( 1.0, Train->dsbSwitch ); - // activate or start anew - Train->m_distancecounter = 0.f; - } - else if( Command.action == GLFW_RELEASE ) { - // visual feedback - Train->ggDistanceCounterButton.UpdateValue( 0.0, Train->dsbSwitch ); - } -} - void TTrain::OnCommand_mucurrentindicatorothersourceactivate( TTrain *Train, command_data const &Command ) { if( Train->ggNextCurrentButton.SubModel == nullptr ) { @@ -1552,7 +1536,7 @@ void TTrain::OnCommand_autosandboxactivate(TTrain *Train, command_data const &Co if (Command.action == GLFW_PRESS) { // only reacting to press, so the switch doesn't flip back and forth if key is held down Train->mvOccupied->SandboxAutoAllow(true); - Train->ggAutoSandButton.UpdateValue(1.0, Train->dsbSwitch); + Train->ggAutoSandAllow.UpdateValue(1.0, Train->dsbSwitch); } }; @@ -1560,7 +1544,7 @@ void TTrain::OnCommand_autosandboxdeactivate(TTrain *Train, command_data const & if (Command.action == GLFW_PRESS) { // only reacting to press, so the switch doesn't flip back and forth if key is held down Train->mvOccupied->SandboxAutoAllow(false); - Train->ggAutoSandButton.UpdateValue(0.0, Train->dsbSwitch); + Train->ggAutoSandAllow.UpdateValue(0.0, Train->dsbSwitch); } }; @@ -2200,7 +2184,7 @@ void TTrain::OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_d if( ( Train->mvControlled->TrainType == dt_EZT ? ( Train->mvControlled != Train->mvOccupied ) : - ( Train->iCabn != 0 ) ) ) { + ( Train->mvOccupied->ActiveCab != 0 ) ) ) { // tylko w maszynowym return; } @@ -2226,7 +2210,7 @@ void TTrain::OnCommand_pantographcompressoractivate( TTrain *Train, command_data if( ( Train->mvControlled->TrainType == dt_EZT ? ( Train->mvControlled != Train->mvOccupied ) : - ( Train->iCabn != 0 ) ) ) { + ( Train->mvOccupied->ActiveCab != 0 ) ) ) { // tylko w maszynowym return; } @@ -3378,7 +3362,7 @@ void TTrain::OnCommand_motordisconnect( TTrain *Train, command_data const &Comma if( ( Train->mvControlled->TrainType == dt_EZT ? ( Train->mvControlled != Train->mvOccupied ) : - ( Train->iCabn != 0 ) ) ) { + ( Train->mvOccupied->ActiveCab != 0 ) ) ) { // tylko w maszynowym return; } @@ -3451,7 +3435,7 @@ void TTrain::OnCommand_motoroverloadrelayreset( TTrain *Train, command_data cons void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data const &Command ) { if( Train->mvOccupied->LightsPosNo == 0 ) { - // no preset selector + // lights are controlled by preset selector return; } if( Command.action != GLFW_PRESS ) { @@ -3462,22 +3446,15 @@ void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data con if( ( Train->mvOccupied->LightsPos < Train->mvOccupied->LightsPosNo ) || ( true == Train->mvOccupied->LightsWrap ) ) { // active light preset is stored as value in range 1-LigthPosNo - auto const restartcycle { Train->mvOccupied->LightsPos == Train->mvOccupied->LightsPosNo }; Train->mvOccupied->LightsPos = ( - false == restartcycle ? + Train->mvOccupied->LightsPos < Train->mvOccupied->LightsPosNo ? Train->mvOccupied->LightsPos + 1 : 1 ); // wrap mode Train->SetLights(); // visual feedback if( Train->ggLightsButton.SubModel != nullptr ) { - // HACK: skip submodel animation when restarting cycle, since it plays in the 'wrong' direction - if( false == restartcycle ) { - Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); - } - else { - Train->ggLightsButton.PutValue( Train->mvOccupied->LightsPos - 1 ); - } + Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); } } } @@ -3485,7 +3462,7 @@ void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data con void TTrain::OnCommand_lightspresetactivateprevious( TTrain *Train, command_data const &Command ) { if( Train->mvOccupied->LightsPosNo == 0 ) { - // no preset selector + // lights are controlled by preset selector return; } if( Command.action != GLFW_PRESS ) { @@ -3496,33 +3473,29 @@ void TTrain::OnCommand_lightspresetactivateprevious( TTrain *Train, command_data if( ( Train->mvOccupied->LightsPos > 1 ) || ( true == Train->mvOccupied->LightsWrap ) ) { // active light preset is stored as value in range 1-LigthPosNo - auto const restartcycle { Train->mvOccupied->LightsPos == 1 }; Train->mvOccupied->LightsPos = ( - false == restartcycle ? + Train->mvOccupied->LightsPos > 1 ? Train->mvOccupied->LightsPos - 1 : Train->mvOccupied->LightsPosNo ); // wrap mode Train->SetLights(); // visual feedback if( Train->ggLightsButton.SubModel != nullptr ) { - // HACK: skip submodel animation when restarting cycle, since it plays in the 'wrong' direction - if( false == restartcycle ) { - Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); - } - else { - Train->ggLightsButton.PutValue( Train->mvOccupied->LightsPos - 1 ); - } + Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); } } } void TTrain::OnCommand_headlighttoggleleft( TTrain *Train, command_data const &Command ) { - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) { // turn on OnCommand_headlightenableleft( Train, Command ); } @@ -3541,17 +3514,20 @@ void TTrain::OnCommand_headlightenableleft( TTrain *Train, command_data const &C } if( Command.action == GLFW_PRESS ) { + // only reacting to press, so the switch doesn't flip back and forth if key is held down + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); + + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) != 0 ) { return; } // already enabled + + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; // visual feedback Train->ggLeftLightButton.UpdateValue( 1.0, Train->dsbSwitch ); - // implementation - auto const vehicleend { Train->cab_to_end() }; - - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_left; - } // if the light is controlled by 3-way switch, disable marker light if( Train->ggLeftEndLightButton.SubModel == nullptr ) { - Train->DynamicObject->iLights[ vehicleend ] &= ~light::redmarker_left; + Train->DynamicObject->iLights[ vehicleside ] &= ~light::redmarker_left; } } } @@ -3565,11 +3541,14 @@ void TTrain::OnCommand_headlightdisableleft( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_left; + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; // visual feedback Train->ggLeftLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3577,11 +3556,14 @@ void TTrain::OnCommand_headlightdisableleft( TTrain *Train, command_data const & void TTrain::OnCommand_headlighttoggleright( TTrain *Train, command_data const &Command ) { - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) { // turn on OnCommand_headlightenableright( Train, Command ); } @@ -3600,17 +3582,20 @@ void TTrain::OnCommand_headlightenableright( TTrain *Train, command_data const & } if( Command.action == GLFW_PRESS ) { + // only reacting to press, so the switch doesn't flip back and forth if key is held down + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); + + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) != 0 ) { return; } // already enabled + + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; // visual feedback Train->ggRightLightButton.UpdateValue( 1.0, Train->dsbSwitch ); - // implementation - auto const vehicleend { Train->cab_to_end() }; - - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_right; - } // if the light is controlled by 3-way switch, disable marker light if( Train->ggRightEndLightButton.SubModel == nullptr ) { - Train->DynamicObject->iLights[ vehicleend ] &= ~light::redmarker_right; + Train->DynamicObject->iLights[ vehicleside ] &= ~light::redmarker_right; } } } @@ -3624,11 +3609,14 @@ void TTrain::OnCommand_headlightdisableright( TTrain *Train, command_data const if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_right; + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; // visual feedback Train->ggRightLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3636,11 +3624,14 @@ void TTrain::OnCommand_headlightdisableright( TTrain *Train, command_data const void TTrain::OnCommand_headlighttoggleupper( TTrain *Train, command_data const &Command ) { - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) { // turn on OnCommand_headlightenableupper( Train, Command ); } @@ -3660,11 +3651,14 @@ void TTrain::OnCommand_headlightenableupper( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) != 0 ) { return; } // already enabled + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; // visual feedback Train->ggUpperLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } @@ -3679,11 +3673,14 @@ void TTrain::OnCommand_headlightdisableupper( TTrain *Train, command_data const if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; // visual feedback Train->ggUpperLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3693,9 +3690,12 @@ void TTrain::OnCommand_redmarkertoggleleft( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) { // turn on OnCommand_redmarkerenableleft( Train, Command ); } @@ -3715,11 +3715,14 @@ void TTrain::OnCommand_redmarkerenableleft( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) != 0 ) { return; } // already enabled + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; // visual feedback if( Train->ggLeftEndLightButton.SubModel != nullptr ) { Train->ggLeftEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); @@ -3729,7 +3732,7 @@ void TTrain::OnCommand_redmarkerenableleft( TTrain *Train, command_data const &C // this is crude, but for now will do Train->ggLeftLightButton.UpdateValue( -1.0, Train->dsbSwitch ); // if the light is controlled by 3-way switch, disable the headlight - Train->DynamicObject->iLights[ vehicleend ] &= ~light::headlight_left; + Train->DynamicObject->iLights[ vehicleside ] &= ~light::headlight_left; } } } @@ -3743,11 +3746,14 @@ void TTrain::OnCommand_redmarkerdisableleft( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; // visual feedback if( Train->ggLeftEndLightButton.SubModel != nullptr ) { Train->ggLeftEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); @@ -3764,9 +3770,12 @@ void TTrain::OnCommand_redmarkertoggleright( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) { // turn on OnCommand_redmarkerenableright( Train, Command ); } @@ -3786,11 +3795,14 @@ void TTrain::OnCommand_redmarkerenableright( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) != 0 ) { return; } // already enabled + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; // visual feedback if( Train->ggRightEndLightButton.SubModel != nullptr ) { Train->ggRightEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); @@ -3800,7 +3812,7 @@ void TTrain::OnCommand_redmarkerenableright( TTrain *Train, command_data const & // this is crude, but for now will do Train->ggRightLightButton.UpdateValue( -1.0, Train->dsbSwitch ); // if the light is controlled by 3-way switch, disable the headlight - Train->DynamicObject->iLights[ vehicleend ] &= ~light::headlight_right; + Train->DynamicObject->iLights[ vehicleside ] &= ~light::headlight_right; } } } @@ -3814,11 +3826,14 @@ void TTrain::OnCommand_redmarkerdisableright( TTrain *Train, command_data const if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const vehicleend { Train->cab_to_end() }; + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; // visual feedback if( Train->ggRightEndLightButton.SubModel != nullptr ) { Train->ggRightEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); @@ -3838,22 +3853,23 @@ void TTrain::OnCommand_headlighttogglerearleft( TTrain *Train, command_data cons return; } + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::rear : + end::front ); + if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc - auto const vehicleotherend { ( - Train->cab_to_end() == end::front ? - end::rear : - end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_right; + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; // visual feedback Train->ggRearLeftLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_right; + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; // visual feedback Train->ggRearLeftLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3867,22 +3883,23 @@ void TTrain::OnCommand_headlighttogglerearright( TTrain *Train, command_data con return; } + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::rear : + end::front ); + if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc - auto const vehicleotherend { ( - Train->cab_to_end() == end::front ? - end::rear : - end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_left; + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; // visual feedback Train->ggRearRightLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_left; + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; // visual feedback Train->ggRearRightLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3896,21 +3913,22 @@ void TTrain::OnCommand_headlighttogglerearupper( TTrain *Train, command_data con return; } + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::rear : + end::front ); + if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const vehicleotherend { ( - Train->cab_to_end() == end::front ? - end::rear : - end::front ) }; - if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_upper ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; // visual feedback Train->ggRearUpperLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; // visual feedback Train->ggRearUpperLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3924,22 +3942,23 @@ void TTrain::OnCommand_redmarkertogglerearleft( TTrain *Train, command_data cons return; } + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::rear : + end::front ); + if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc - auto const vehicleotherend { ( - Train->cab_to_end() == end::front ? - end::rear : - end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::redmarker_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; // visual feedback Train->ggRearLeftEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; // visual feedback Train->ggRearLeftEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3953,22 +3972,23 @@ void TTrain::OnCommand_redmarkertogglerearright( TTrain *Train, command_data con return; } + int const vehicleside = + ( Train->mvOccupied->ActiveCab == 1 ? + end::rear : + end::front ); + if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc - auto const vehicleotherend { ( - Train->cab_to_end() == end::front ? - end::rear : - end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::redmarker_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; // visual feedback Train->ggRearRightEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; // visual feedback Train->ggRearRightEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -4481,6 +4501,80 @@ void TTrain::OnCommand_springbrakerelease(TTrain *Train, command_data const &Com } }; +void TTrain::OnCommand_speedcontrolincrease(TTrain *Train, command_data const &Command) { + if (Command.action == GLFW_PRESS) { + // only reacting to press, so the switch doesn't flip back and forth if key is held down + Train->mvOccupied->SpeedCtrlInc(); + // visual feedback + Train->ggSpeedControlIncreaseButton.UpdateValue(1.0, Train->dsbSwitch); + } + else if (Command.action == GLFW_RELEASE) { + // release + // visual feedback + Train->ggSpeedControlIncreaseButton.UpdateValue(0.0, Train->dsbSwitch); + } +}; + +void TTrain::OnCommand_speedcontroldecrease(TTrain *Train, command_data const &Command) { + if (Command.action == GLFW_PRESS) { + // only reacting to press, so the switch doesn't flip back and forth if key is held down + Train->mvOccupied->SpeedCtrlDec(); + // visual feedback + Train->ggSpeedControlDecreaseButton.UpdateValue(1.0, Train->dsbSwitch); + } + else if (Command.action == GLFW_RELEASE) { + // release + // visual feedback + Train->ggSpeedControlDecreaseButton.UpdateValue(0.0, Train->dsbSwitch); + } +}; + +void TTrain::OnCommand_speedcontrolpowerincrease(TTrain *Train, command_data const &Command) { + if (Command.action == GLFW_PRESS) { + // only reacting to press, so the switch doesn't flip back and forth if key is held down + Train->mvOccupied->SpeedCtrlPowerInc(); + // visual feedback + Train->ggSpeedControlPowerIncreaseButton.UpdateValue(1.0, Train->dsbSwitch); + } + else if (Command.action == GLFW_RELEASE) { + // release + // visual feedback + Train->ggSpeedControlPowerIncreaseButton.UpdateValue(0.0, Train->dsbSwitch); + } +}; + +void TTrain::OnCommand_speedcontrolpowerdecrease(TTrain *Train, command_data const &Command) { + if (Command.action == GLFW_PRESS) { + // only reacting to press, so the switch doesn't flip back and forth if key is held down + Train->mvOccupied->SpeedCtrlPowerDec(); + // visual feedback + Train->ggSpeedControlPowerDecreaseButton.UpdateValue(1.0, Train->dsbSwitch); + } + else if (Command.action == GLFW_RELEASE) { + // release + // visual feedback + Train->ggSpeedControlPowerDecreaseButton.UpdateValue(0.0, Train->dsbSwitch); + } +}; + +void TTrain::OnCommand_speedcontrolbutton(TTrain *Train, command_data const &Command) { + + auto const itemindex = static_cast(Command.command) - static_cast(user_command::speedcontrolbutton0); + auto &item = Train->ggSpeedCtrlButtons[itemindex]; + + if (Command.action == GLFW_PRESS) { + // only reacting to press, so the switch doesn't flip back and forth if key is held down + Train->mvOccupied->SpeedCtrlButton(itemindex); + // visual feedback + Train->ggSpeedCtrlButtons[itemindex].UpdateValue(1.0, Train->dsbSwitch); + } + else if (Command.action == GLFW_RELEASE) { + // release + // visual feedback + Train->ggSpeedCtrlButtons[itemindex].UpdateValue(0.0, Train->dsbSwitch); + } +}; + void TTrain::OnCommand_doorlocktoggle( TTrain *Train, command_data const &Command ) { if( Train->ggDoorSignallingButton.SubModel == nullptr ) { @@ -4514,8 +4608,9 @@ void TTrain::OnCommand_doortoggleleft( TTrain *Train, command_data const &Comman if( Command.action == GLFW_PRESS ) { // NOTE: test how the door state check works with consists where the occupied vehicle doesn't have opening doors if( false == ( - ( Train->ggDoorLeftButton.GetDesiredValue() > 0.5 ) - || ( Train->ggDoorLeftOnButton.GetDesiredValue() > 0.5 ) ) ) { + Train->mvOccupied->ActiveCab == 1 ? + Train->mvOccupied->Doors.instances[side::left].is_opening || Train->mvOccupied->Doors.instances[ side::left ].is_open : + Train->mvOccupied->Doors.instances[side::right].is_opening || Train->mvOccupied->Doors.instances[ side::right ].is_open ) ) { // open OnCommand_dooropenleft( Train, Command ); } @@ -4535,8 +4630,9 @@ void TTrain::OnCommand_doortoggleleft( TTrain *Train, command_data const &Comman else if( Command.action == GLFW_RELEASE ) { if( true == ( - ( Train->ggDoorLeftButton.GetDesiredValue() > 0.5 ) - || ( Train->ggDoorLeftOnButton.GetDesiredValue() > 0.5 ) ) ) { + Train->mvOccupied->ActiveCab == 1 ? + Train->mvOccupied->Doors.instances[side::left].is_opening || Train->mvOccupied->Doors.instances[ side::left ].is_open : + Train->mvOccupied->Doors.instances[side::right].is_opening || Train->mvOccupied->Doors.instances[ side::right ].is_open ) ) { // open if( ( Train->mvOccupied->Doors.has_autowarning ) && ( Train->mvOccupied->DepartureSignal ) ) { @@ -4584,7 +4680,7 @@ void TTrain::OnCommand_doorpermitleft( TTrain *Train, command_data const &Comman if( Command.action == GLFW_PRESS ) { auto const side { ( - Train->cab_to_end() == end::front ? + Train->mvOccupied->ActiveCab == 1 ? side::left : side::right ) }; @@ -4596,7 +4692,7 @@ void TTrain::OnCommand_doorpermitleft( TTrain *Train, command_data const &Comman } else { // two-state switch - auto const newstate { !( Train->ggDoorLeftPermitButton.GetDesiredValue() > 0.5 ) }; + auto const newstate { !( Train->mvOccupied->Doors.instances[ side ].open_permit ) }; Train->mvOccupied->PermitDoors( side, newstate ); // visual feedback @@ -4620,7 +4716,7 @@ void TTrain::OnCommand_doorpermitright( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { auto const side { ( - Train->cab_to_end() == end::front ? + Train->mvOccupied->ActiveCab == 1 ? side::right : side::left ) }; @@ -4632,7 +4728,7 @@ void TTrain::OnCommand_doorpermitright( TTrain *Train, command_data const &Comma } else { // two-state switch - auto const newstate { !( Train->ggDoorRightPermitButton.GetDesiredValue() > 0.5 ) }; + auto const newstate { !( Train->mvOccupied->Doors.instances[ side ].open_permit ) }; Train->mvOccupied->PermitDoors( side, newstate ); // visual feedback @@ -4686,7 +4782,7 @@ void TTrain::OnCommand_dooropenleft( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { Train->mvOccupied->OperateDoors( - ( Train->cab_to_end() == end::front ? + ( Train->mvOccupied->ActiveCab == 1 ? side::left : side::right ), true ); @@ -4732,7 +4828,7 @@ void TTrain::OnCommand_doorcloseleft( TTrain *Train, command_data const &Command else { // TODO: move door opening/closing to the update, so the switch animation doesn't hinge on door working Train->mvOccupied->OperateDoors( - ( Train->cab_to_end() == end::front ? + ( Train->mvOccupied->ActiveCab == 1 ? side::left : side::right ), false ); @@ -4754,7 +4850,7 @@ void TTrain::OnCommand_doorcloseleft( TTrain *Train, command_data const &Command Train->mvOccupied->signal_departure( false ); // now we can actually close the door Train->mvOccupied->OperateDoors( - ( Train->cab_to_end() == end::front ? + ( Train->mvOccupied->ActiveCab == 1 ? side::left : side::right ), false ); @@ -4771,8 +4867,9 @@ void TTrain::OnCommand_doortoggleright( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { // NOTE: test how the door state check works with consists where the occupied vehicle doesn't have opening doors if( false == ( - ( Train->ggDoorRightButton.GetDesiredValue() > 0.5 ) - || ( Train->ggDoorRightOnButton.GetDesiredValue() > 0.5 ) ) ) { + Train->mvOccupied->ActiveCab == 1 ? + Train->mvOccupied->Doors.instances[side::right].is_opening || Train->mvOccupied->Doors.instances[ side::right ].is_open : + Train->mvOccupied->Doors.instances[side::left].is_opening || Train->mvOccupied->Doors.instances[ side::left ].is_open ) ) { // open OnCommand_dooropenright( Train, Command ); } @@ -4792,8 +4889,9 @@ void TTrain::OnCommand_doortoggleright( TTrain *Train, command_data const &Comma else if( Command.action == GLFW_RELEASE ) { if( true == ( - ( Train->ggDoorRightButton.GetDesiredValue() > 0.5 ) - || ( Train->ggDoorRightOnButton.GetDesiredValue() > 0.5 ) ) ) { + Train->mvOccupied->ActiveCab == 1 ? + Train->mvOccupied->Doors.instances[side::right].is_opening || Train->mvOccupied->Doors.instances[ side::right ].is_open : + Train->mvOccupied->Doors.instances[side::left].is_opening || Train->mvOccupied->Doors.instances[ side::left ].is_open ) ) { // open if( ( Train->mvOccupied->Doors.has_autowarning ) && ( Train->mvOccupied->DepartureSignal ) ) { @@ -4851,7 +4949,7 @@ void TTrain::OnCommand_dooropenright( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { Train->mvOccupied->OperateDoors( - ( Train->cab_to_end() == end::front ? + ( Train->mvOccupied->ActiveCab == 1 ? side::right : side::left ), true ); @@ -4896,7 +4994,7 @@ void TTrain::OnCommand_doorcloseright( TTrain *Train, command_data const &Comman } else { Train->mvOccupied->OperateDoors( - ( Train->cab_to_end() == end::front ? + ( Train->mvOccupied->ActiveCab == 1 ? side::right : side::left ), false ); @@ -4918,7 +5016,7 @@ void TTrain::OnCommand_doorcloseright( TTrain *Train, command_data const &Comman Train->mvOccupied->signal_departure( false ); // now we can actually close the door Train->mvOccupied->OperateDoors( - ( Train->cab_to_end() == end::front ? + ( Train->mvOccupied->ActiveCab == 1 ? side::right : side::left ), false ); @@ -5271,7 +5369,6 @@ void TTrain::OnCommand_radiostoptest( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { if( ( Train->RadioChannel() == 10 ) - && ( true == Train->mvOccupied->Radio ) && ( Train->mvControlled->Battery || Train->mvControlled->ConverterFlag ) ) { Train->Dynamic()->RadioStop(); } @@ -5284,44 +5381,15 @@ void TTrain::OnCommand_radiostoptest( TTrain *Train, command_data const &Command } } -void TTrain::OnCommand_radiocall3send( TTrain *Train, command_data const &Command ) { - - if( Command.action == GLFW_PRESS ) { - if( ( Train->RadioChannel() != 10 ) - && ( true == Train->mvOccupied->Radio ) - && ( Train->mvControlled->Battery || Train->mvControlled->ConverterFlag ) ) { - simulation::Events.queue_receivers( radio_message::call3, Train->Dynamic()->GetPosition() ); - } - // visual feedback - Train->ggRadioCall3.UpdateValue( 1.0 ); - } - else if( Command.action == GLFW_RELEASE ) { - // visual feedback - Train->ggRadioCall3.UpdateValue( 0.0 ); - } -} - void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { - auto const *owner { ( - Train->DynamicObject->ctOwner != nullptr ? - Train->DynamicObject->ctOwner : - Train->DynamicObject->Mechanik ) }; - auto const movedirection { 1 }; - if( false == Train->CabChange( movedirection ) ) { - auto const exitdirection { ( - movedirection > 0 ? - end::front : - end::rear ) }; - if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ exitdirection ].CouplingFlag, coupling::gangway ) ) { + if( false == Train->CabChange( 1 ) ) { + if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ end::front ].CouplingFlag, coupling::gangway ) ) { // przejscie do nastepnego pojazdu - Global.changeDynObj = ( - exitdirection == end::front ? - Train->DynamicObject->PrevConnected() : - Train->DynamicObject->NextConnected() ); + Global.changeDynObj = Train->DynamicObject->PrevConnected(); Global.changeDynObj->MoverParameters->ActiveCab = ( - Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? + Train->DynamicObject->MoverParameters->Neighbours[end::front].vehicle_end ? -1 : 1 ); } @@ -5336,25 +5404,12 @@ void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Comm void TTrain::OnCommand_cabchangebackward( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { - auto const *owner { ( - Train->DynamicObject->ctOwner != nullptr ? - Train->DynamicObject->ctOwner : - Train->DynamicObject->Mechanik ) }; - auto const movedirection { -1 }; - if( false == Train->CabChange( movedirection ) ) { - // current vehicle doesn't extend any farther in this direction, check if we there's one connected we can move to - auto const exitdirection { ( - movedirection > 0 ? - end::front : - end::rear ) }; - if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ exitdirection ].CouplingFlag, coupling::gangway ) ) { + if( false == Train->CabChange( -1 ) ) { + if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ end::rear ].CouplingFlag, coupling::gangway ) ) { // przejscie do nastepnego pojazdu - Global.changeDynObj = ( - exitdirection == end::front ? - Train->DynamicObject->PrevConnected() : - Train->DynamicObject->NextConnected() ); + Global.changeDynObj = Train->DynamicObject->NextConnected(); Global.changeDynObj->MoverParameters->ActiveCab = ( - Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? + Train->DynamicObject->MoverParameters->Neighbours[end::rear].vehicle_end ? -1 : 1 ); } @@ -5409,11 +5464,10 @@ bool TTrain::Update( double const Deltatime ) if( ( ggMainButton.GetDesiredValue() > 0.95 ) || ( ggMainOnButton.GetDesiredValue() > 0.95 ) ) { // keep track of period the line breaker button is held down, to determine when/if circuit closes - if( ( mvControlled->MainsInitTimeCountdown <= 0.0 ) - && ( ( fHVoltage > 0.5 * mvControlled->EnginePowerSource.MaxVoltage ) - || ( ( mvControlled->EngineType != TEngineType::ElectricSeriesMotor ) - && ( mvControlled->EngineType != TEngineType::ElectricInductionMotor ) - && ( true == mvControlled->Battery ) ) ) ) { + if( ( fHVoltage > 0.5 * mvControlled->EnginePowerSource.MaxVoltage ) + || ( ( mvControlled->EngineType != TEngineType::ElectricSeriesMotor ) + && ( mvControlled->EngineType != TEngineType::ElectricInductionMotor ) + && ( true == mvControlled->Battery ) ) ) { // prevent the switch from working if there's no power // TODO: consider whether it makes sense for diesel engines and such fMainRelayTimer += Deltatime; @@ -5639,9 +5693,7 @@ bool TTrain::Update( double const Deltatime ) in++; iPowerNo = in; } - if ((in < 8) - && ((p->MoverParameters->EngineType==TEngineType::DieselEngine) - ||(p->MoverParameters->EngineType==TEngineType::DieselElectric))) + if ((in < 8) && (p->MoverParameters->EngineType==TEngineType::DieselEngine)) { fDieselParams[1 + in][0] = p->MoverParameters->enrot*60; fDieselParams[1 + in][1] = p->MoverParameters->nrot; @@ -5651,8 +5703,8 @@ bool TTrain::Update( double const Deltatime ) fDieselParams[1 + in][5] = p->MoverParameters->dizel_engage; fDieselParams[1 + in][6] = p->MoverParameters->dizel_heat.Twy; fDieselParams[1 + in][7] = p->MoverParameters->OilPump.pressure; - fDieselParams[1 + in][8] = p->MoverParameters->dizel_heat.Ts; - fDieselParams[1 + in][9] = p->MoverParameters->hydro_R_Fill; + fDieselParams[1 + in][8] = p->MoverParameters->hydro_R_Fill; + //fDieselParams[1 + in][9] = p->MoverParameters-> bMains[in] = p->MoverParameters->Mains; fCntVol[in] = p->MoverParameters->BatteryVoltage; bFuse[in] = p->MoverParameters->FuseFlag; @@ -5762,13 +5814,14 @@ bool TTrain::Update( double const Deltatime ) // youBy - prad w drugim czlonie: galaz lub calosc { - TDynamicObject *tmp { nullptr }; + TDynamicObject *tmp; + tmp = NULL; if (DynamicObject->NextConnected()) - if ((TestFlag(mvControlled->Couplers[end::rear].CouplingFlag, ctrain_controll)) && + if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, ctrain_controll)) && (mvOccupied->ActiveCab == 1)) tmp = DynamicObject->NextConnected(); if (DynamicObject->PrevConnected()) - if ((TestFlag(mvControlled->Couplers[end::front].CouplingFlag, ctrain_controll)) && + if ((TestFlag(mvControlled->Couplers[0].CouplingFlag, ctrain_controll)) && (mvOccupied->ActiveCab == -1)) tmp = DynamicObject->PrevConnected(); if( tmp ) { @@ -5931,7 +5984,7 @@ bool TTrain::Update( double const Deltatime ) } } // McZapkie-141102: SHP i czuwak, TODO: sygnalizacja kabinowa - if( mvOccupied->SecuritySystem.Status != s_off ) { + if( mvOccupied->SecuritySystem.Status > 0 ) { if( fBlinkTimer > fCzuwakBlink ) fBlinkTimer = -fCzuwakBlink; else @@ -5957,10 +6010,9 @@ bool TTrain::Update( double const Deltatime ) || (true == mvControlled->Mains) ) ? true : false ) ); + // NOTE: 'off' variant uses the same test, but opposite resulting states btLampkaWylSzybkiOff.Turn( - ( ( ( mvControlled->MainsInitTimeCountdown > 0.0 ) -// || ( fHVoltage == 0.0 ) - || ( m_linebreakerstate == 2 ) + ( ( ( m_linebreakerstate == 2 ) || ( true == mvControlled->Mains ) ) ? false : true ) ); @@ -5978,18 +6030,18 @@ bool TTrain::Update( double const Deltatime ) ( true == mvControlled->ResistorsFlagCheck() ) || ( mvControlled->MainCtrlActualPos == 0 ) ); // do EU04 - btLampkaStyczn.Turn( - mvControlled->StLinFlag ? - false : - mvOccupied->BrakePress < 1.0 ); // mozna prowadzic rozruch - - if( ( ( mvControlled->ActiveCab == 1 ) && ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) ) - || ( ( mvControlled->ActiveCab == -1 ) && ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) ) ) { - btLampkaUkrotnienie.Turn( true ); + if( mvControlled->StLinFlag ) { + btLampkaStyczn.Turn( false ); } else { - btLampkaUkrotnienie.Turn( false ); + // mozna prowadzic rozruch + btLampkaStyczn.Turn( mvOccupied->BrakePress < 1.0 ); } + if( ( ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) && ( mvControlled->CabNo == 1 ) ) + || ( ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) && ( mvControlled->CabNo == -1 ) ) ) + btLampkaUkrotnienie.Turn( true ); + else + btLampkaUkrotnienie.Turn( false ); // if // ((TestFlag(mvControlled->BrakeStatus,+b_Rused+b_Ractive)))//Lampka drugiego stopnia hamowania @@ -6076,8 +6128,8 @@ bool TTrain::Update( double const Deltatime ) btLampkaRadioStop.Turn( mvOccupied->Radio && mvOccupied->RadioStopFlag ); btLampkaHamulecReczny.Turn(mvOccupied->ManualBrakePos > 0); // NBMX wrzesien 2003 - drzwi oraz sygnał odjazdu - btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::left : side::right ) ] ); - btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::right : side::left ) ] ); + btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ] ); + btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ] ); btLampkaDoors.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ side::right ] || DynamicObject->Mechanik->IsAnyDoorOpen[ side::left ] ); btLampkaBlokadaDrzwi.Turn( mvOccupied->Doors.is_locked ); btLampkaDoorLockOff.Turn( false == mvOccupied->Doors.lock_enabled ); @@ -6108,7 +6160,6 @@ bool TTrain::Update( double const Deltatime ) btLampkaMotorBlowers.Turn( ( mvControlled->MotorBlowers[ end::front ].is_active ) && ( mvControlled->MotorBlowers[ end::rear ].is_active ) ); btLampkaCoolingFans.Turn( mvControlled->RventRot > 1.0 ); btLampkaTempomat.Turn( mvControlled->ScndCtrlPos > 0 ); - btLampkaDistanceCounter.Turn( m_distancecounter >= 0.f ); // universal devices state indicators for( auto idx = 0; idx < btUniversals.size(); ++idx ) { btUniversals[ idx ].Turn( ggUniversals[ idx ].GetValue() > 0.5 ); @@ -6173,7 +6224,6 @@ bool TTrain::Update( double const Deltatime ) btLampkaMotorBlowers.Turn( false ); btLampkaCoolingFans.Turn( false ); btLampkaTempomat.Turn( false ); - btLampkaDistanceCounter.Turn( false ); // universal devices state indicators for( auto &universal : btUniversals ) { universal.Turn( false ); @@ -6181,8 +6231,10 @@ bool TTrain::Update( double const Deltatime ) } { // yB - wskazniki drugiego czlonu - TDynamicObject *tmp { nullptr }; //=mvControlled->mvSecond; //Ra 2014-07: trzeba to jeszcze wyjąć z kabiny... + TDynamicObject *tmp; //=mvControlled->mvSecond; //Ra 2014-07: trzeba to + // jeszcze wyjąć z kabiny... // Ra 2014-07: no nie ma potrzeby szukać tego w każdej klatce + tmp = NULL; if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, ctrain_controll)) && (mvOccupied->ActiveCab > 0)) tmp = DynamicObject->NextConnected(); @@ -6196,10 +6248,7 @@ bool TTrain::Update( double const Deltatime ) auto const *mover { tmp->MoverParameters }; btLampkaWylSzybkiB.Turn( mover->Mains ); - btLampkaWylSzybkiBOff.Turn( - ( false == mover->Mains ) - && ( mover->MainsInitTimeCountdown <= 0.0 ) - /*&& ( fHVoltage != 0.0 )*/ ); + btLampkaWylSzybkiBOff.Turn( false == mover->Mains ); btLampkaOporyB.Turn(mover->ResistorsFlagCheck()); btLampkaBezoporowaB.Turn( @@ -6261,13 +6310,10 @@ bool TTrain::Update( double const Deltatime ) if( ggJointCtrl.SubModel != nullptr ) { // joint master controller moves forward to adjust power and backward to adjust brakes auto const brakerangemultiplier { - /* NOTE: scaling disabled as it was conflicting with associating sounds with control positions ( mvControlled->CoupledCtrl ? mvControlled->MainCtrlPosNo + mvControlled->ScndCtrlPosNo : mvControlled->MainCtrlPosNo ) - / static_cast(LocalBrakePosNo) - */ - 1 }; + / static_cast(LocalBrakePosNo) }; ggJointCtrl.UpdateValue( ( mvOccupied->LocalBrakePosA > 0.0 ? mvOccupied->LocalBrakePosA * LocalBrakePosNo * -1 * brakerangemultiplier : mvControlled->CoupledCtrl ? double( mvControlled->MainCtrlPos + mvControlled->ScndCtrlPos ) : @@ -6317,7 +6363,6 @@ bool TTrain::Update( double const Deltatime ) ggScndCtrl.Update(); } ggScndCtrlButton.Update(); - ggDistanceCounterButton.Update(); if (ggDirKey.SubModel) { if (mvControlled->TrainType != dt_EZT) ggDirKey.UpdateValue( @@ -6456,7 +6501,6 @@ bool TTrain::Update( double const Deltatime ) ggUniveralBrakeButton3.Update(); ggAntiSlipButton.Update(); ggSandButton.Update(); - ggAutoSandButton.Update(); ggFuseButton.Update(); ggConverterFuseButton.Update(); ggStLinOffButton.Update(); @@ -6466,7 +6510,6 @@ bool TTrain::Update( double const Deltatime ) ggRadioChannelNext.Update(); ggRadioStop.Update(); ggRadioTest.Update(); - ggRadioCall3.Update(); ggDepartureSignalButton.Update(); ggPantFrontButton.Update(); @@ -6507,6 +6550,15 @@ bool TTrain::Update( double const Deltatime ) ggHelperButton.UpdateValue( DynamicObject->Mechanik->HelperState ); } ggHelperButton.Update(); + + ggSpeedControlIncreaseButton.Update(); + ggSpeedControlDecreaseButton.Update(); + ggSpeedControlPowerIncreaseButton.Update(); + ggSpeedControlDecreaseButton.Update(); + for (auto &speedctrlbutton : ggSpeedCtrlButtons) { + speedctrlbutton.Update(); + } + for( auto &universal : ggUniversals ) { universal.Update(); } @@ -6614,7 +6666,7 @@ bool TTrain::Update( double const Deltatime ) && ( false == FreeFlyModeFlag ) ) { // don't bother if we're outside fScreenTimer = 0.f; for( auto const &screen : m_screens ) { - Application.request( { screen.first, GetTrainState(), GfxRenderer->Texture( screen.second ).id } ); + Application.request( { screen.first, GetTrainState(), GfxRenderer.Texture( screen.second ).id } ); } } // sounds @@ -6811,7 +6863,7 @@ TTrain::update_sounds( double const Deltatime ) { } // McZapkie-141102: SHP i czuwak, TODO: sygnalizacja kabinowa - if (mvOccupied->SecuritySystem.Status != s_off ) { + if (mvOccupied->SecuritySystem.Status > 0) { // hunter-091012: rozdzielenie alarmow if( TestFlag( mvOccupied->SecuritySystem.Status, s_CAalarm ) || TestFlag( mvOccupied->SecuritySystem.Status, s_SHPalarm ) ) { @@ -6854,28 +6906,6 @@ TTrain::update_sounds( double const Deltatime ) { else if( fTachoCount < 1.f ) { dsbHasler.stop(); } - - // power-reliant sounds - if( mvControlled->Battery || mvControlled->ConverterFlag ) { - // distance meter alert - auto const *owner { ( - DynamicObject->ctOwner != nullptr ? - DynamicObject->ctOwner : - DynamicObject->Mechanik ) }; - if( m_distancecounter > owner->fLength ) { - // play assigned sound if the train travelled its full length since meter activation - // TBD: check all combinations of directions and active cab - m_distancecounter = -1.f; // turn off the meter after its task is done - m_distancecounterclear - .pitch( m_distancecounterclear.m_frequencyoffset + m_distancecounterclear.m_frequencyfactor ) - .gain( m_distancecounterclear.m_amplitudeoffset + m_distancecounterclear.m_amplitudefactor ) - .play( sound_flags::exclusive ); - } - } - else { - // stop power-reliant sounds if power is cut - m_distancecounterclear.stop(); - } } void TTrain::update_sounds_runningnoise( sound_source &Sound ) { @@ -6963,14 +6993,6 @@ void TTrain::update_sounds_radio() { } } -void TTrain::add_distance( double const Distance ) { - - auto const meterenabled { ( true == ( m_distancecounter >= 0 ) ) && ( mvControlled->Battery || mvControlled->ConverterFlag ) }; - - if( true == meterenabled ) { m_distancecounter += Distance * Occupied()->ActiveCab; } - else { m_distancecounter = -1.f; } -} - bool TTrain::CabChange(int iDirection) { // McZapkie-090902: zmiana kabiny 1->0->2 i z powrotem if( ( DynamicObject->Mechanik == nullptr ) @@ -7060,12 +7082,6 @@ bool TTrain::LoadMMediaFile(std::string const &asFileName) dsbSlipAlarm.deserialize( parser, sound_type::single ); dsbSlipAlarm.owner( DynamicObject ); } - else if (token == "distancecounter:") - { - // distance meter 'good to go' sound - m_distancecounterclear.deserialize( parser, sound_type::single ); - m_distancecounterclear.owner( DynamicObject ); - } else if (token == "tachoclock:") { // cykanie rejestratora: @@ -7191,7 +7207,7 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) &dsbSwitch, &dsbPneumaticSwitch, &rsHiss, &rsHissU, &rsHissE, &rsHissX, &rsHissT, &rsSBHiss, &rsSBHissU, &rsFadeSound, &rsRunningNoise, &rsHuntingNoise, - &dsbHasler, &dsbBuzzer, &dsbSlipAlarm, &m_distancecounterclear, &m_radiosound, &m_radiostop + &dsbHasler, &dsbBuzzer, &dsbSlipAlarm, &m_radiosound, &m_radiostop }; for( auto sound : sounds ) { sound->offset( nullvector ); @@ -7421,7 +7437,7 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) ( substr_path(renderername).empty() ? // supply vehicle folder as path if none is provided DynamicObject->asBaseDir + renderername : renderername ), - GfxRenderer->Material( material ).texture1 ); + GfxRenderer.Material( material ).texture1 ); } // btLampkaUnknown.Init("unknown",mdKabina,false); } while (token != ""); @@ -7451,10 +7467,6 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) if( dsbBuzzer.offset() == nullvector ) { dsbBuzzer.offset( btLampkaCzuwaka.model_offset() ); } - // HACK: alerter is likely to be located somewhere near computer displays - if( m_distancecounterclear.offset() == nullvector ) { - m_distancecounterclear.offset( btLampkaCzuwaka.model_offset() ); - } // radio has two potential items which can provide the position if( m_radiosound.offset() == nullvector ) { m_radiosound.offset( btLampkaRadio.model_offset() ); @@ -7675,7 +7687,6 @@ void TTrain::clear_cab_controls() ggMainCtrlAct.Clear(); ggScndCtrl.Clear(); ggScndCtrlButton.Clear(); - ggDistanceCounterButton.Clear(); ggDirKey.Clear(); ggBrakeCtrl.Clear(); ggLocalBrake.Clear(); @@ -7697,7 +7708,6 @@ void TTrain::clear_cab_controls() ggUniveralBrakeButton2.Clear(); ggUniveralBrakeButton3.Clear(); ggSandButton.Clear(); - ggAutoSandButton.Clear(); ggAntiSlipButton.Clear(); ggHornButton.Clear(); ggHornLowButton.Clear(); @@ -7705,6 +7715,13 @@ void TTrain::clear_cab_controls() ggWhistleButton.Clear(); ggHelperButton.Clear(); ggNextCurrentButton.Clear(); + ggSpeedControlIncreaseButton.Clear(); + ggSpeedControlDecreaseButton.Clear(); + ggSpeedControlPowerIncreaseButton.Clear(); + ggSpeedControlDecreaseButton.Clear(); + for (auto &speedctrlbutton : ggSpeedCtrlButtons) { + speedctrlbutton.Clear(); + } for( auto &universal : ggUniversals ) { universal.Clear(); } @@ -7725,7 +7742,6 @@ void TTrain::clear_cab_controls() ggRadioChannelNext.Clear(); ggRadioStop.Clear(); ggRadioTest.Clear(); - ggRadioCall3.Clear(); ggDoorLeftPermitButton.Clear(); ggDoorRightPermitButton.Clear(); ggDoorPermitPresetButton.Clear(); @@ -7860,7 +7876,6 @@ void TTrain::clear_cab_controls() btLampkaMotorBlowers.Clear(); btLampkaCoolingFans.Clear(); btLampkaTempomat.Clear(); - btLampkaDistanceCounter.Clear(); ggLeftLightButton.Clear(); ggRightLightButton.Clear(); @@ -7994,18 +8009,21 @@ void TTrain::set_cab_controls( int const Cab ) { // lights ggLightsButton.PutValue( mvOccupied->LightsPos - 1 ); - auto const vehicleend { cab_to_end() }; + int const vehicleside = + ( mvOccupied->ActiveCab == 1 ? + end::front : + end::rear ); - if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_left ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_left ) != 0 ) { ggLeftLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_right ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_right ) != 0 ) { ggRightLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) != 0 ) { ggUpperLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) != 0 ) { if( ggLeftEndLightButton.SubModel != nullptr ) { ggLeftEndLightButton.PutValue( 1.f ); } @@ -8013,7 +8031,7 @@ void TTrain::set_cab_controls( int const Cab ) { ggLeftLightButton.PutValue( -1.f ); } } - if( ( DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) != 0 ) { if( ggRightEndLightButton.SubModel != nullptr ) { ggRightEndLightButton.PutValue( 1.f ); } @@ -8046,15 +8064,15 @@ void TTrain::set_cab_controls( int const Cab ) { 0.f ) ); // doors permits if( ggDoorLeftPermitButton.type() != TGaugeType::push ) { - ggDoorLeftPermitButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit ? 1.f : 0.f ); + ggDoorLeftPermitButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ].open_permit ? 1.f : 0.f ); } if( ggDoorRightPermitButton.type() != TGaugeType::push ) { - ggDoorRightPermitButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit ? 1.f : 0.f ); + ggDoorRightPermitButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ].open_permit ? 1.f : 0.f ); } ggDoorPermitPresetButton.PutValue( mvOccupied->Doors.permit_preset ); // door controls - ggDoorLeftButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].is_closed ? 0.f : 1.f ); - ggDoorRightButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].is_closed ? 0.f : 1.f ); + ggDoorLeftButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ].is_closed ? 0.f : 1.f ); + ggDoorRightButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ].is_closed ? 0.f : 1.f ); // door lock ggDoorSignallingButton.PutValue( mvOccupied->Doors.lock_enabled ? @@ -8172,14 +8190,7 @@ void TTrain::set_cab_controls( int const Cab ) { 1.f : 0.f ); } - // sandbox - if( ggAutoSandButton.type() != TGaugeType::push ) { - ggAutoSandButton.PutValue( - mvControlled->SandDoseAutoAllow ? - 1.f : - 0.f ); - } - + // we reset all indicators, as they're set during the update pass // TODO: when cleaning up break setting indicator state into a separate function, so we can reuse it } @@ -8222,7 +8233,6 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co { "i-motorblowers:", btLampkaMotorBlowers }, { "i-coolingfans:", btLampkaCoolingFans }, { "i-tempomat:", btLampkaTempomat }, - { "i-distancecounter:", btLampkaDistanceCounter }, { "i-trainheating:", btLampkaOgrzewanieSkladu }, { "i-security_aware:", btLampkaCzuwaka }, { "i-security_cabsignal:", btLampkaSHP }, @@ -8292,9 +8302,9 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co } } // TODO: move viable dedicated lights to the automatic light array - std::unordered_map const autolights = { - { "i-doorpermit_left:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit }, - { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit }, + std::unordered_map const autolights = { + { "i-doorpermit_left:", &mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ].open_permit }, + { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ].open_permit }, { "i-doorstep:", &mvOccupied->Doors.step_enabled } }; { @@ -8372,7 +8382,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "universalbrake2_bt:", ggUniveralBrakeButton2 }, { "universalbrake3_bt:", ggUniveralBrakeButton3 }, { "sand_bt:", ggSandButton }, - { "autosandallow_sw:", ggAutoSandButton }, + { "autosandallow_sw:", ggAutoSandAllow }, { "antislip_bt:", ggAntiSlipButton }, { "horn_bt:", ggHornButton }, { "hornlow_bt:", ggHornLowButton }, @@ -8431,7 +8441,6 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "radiochannelnext_sw:", ggRadioChannelNext }, { "radiostop_sw:", ggRadioStop }, { "radiotest_sw:", ggRadioTest }, - { "radiocall3_sw:", ggRadioCall3 }, { "pantfront_sw:", ggPantFrontButton }, { "pantrear_sw:", ggPantRearButton }, { "pantfrontoff_sw:", ggPantFrontButtonOff }, @@ -8452,7 +8461,6 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "cablightdim_sw:", ggCabLightDimButton }, { "battery_sw:", ggBatteryButton }, { "tempomat_sw:", ggScndCtrlButton }, - { "distancecounter_sw:", ggDistanceCounterButton }, { "universal0:", ggUniversals[ 0 ] }, { "universal1:", ggUniversals[ 1 ] }, { "universal2:", ggUniversals[ 2 ] }, @@ -8462,7 +8470,21 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "universal6:", ggUniversals[ 6 ] }, { "universal7:", ggUniversals[ 7 ] }, { "universal8:", ggUniversals[ 8 ] }, - { "universal9:", ggUniversals[ 9 ] } + { "universal9:", ggUniversals[ 9 ] }, + { "speedinc_bt:", ggSpeedControlIncreaseButton }, + { "speeddec_bt:", ggSpeedControlDecreaseButton }, + { "speedctrlpowerinc_bt:", ggSpeedControlPowerIncreaseButton }, + { "speedctrlpowerdec_bt:", ggSpeedControlPowerDecreaseButton }, + { "speedbutton0:", ggSpeedCtrlButtons[ 0 ] }, + { "speedbutton1:", ggSpeedCtrlButtons[ 1 ] }, + { "speedbutton2:", ggSpeedCtrlButtons[ 2 ] }, + { "speedbutton3:", ggSpeedCtrlButtons[ 3 ] }, + { "speedbutton4:", ggSpeedCtrlButtons[ 4 ] }, + { "speedbutton5:", ggSpeedCtrlButtons[ 5 ] }, + { "speedbutton6:", ggSpeedCtrlButtons[ 6 ] }, + { "speedbutton7:", ggSpeedCtrlButtons[ 7 ] }, + { "speedbutton8:", ggSpeedCtrlButtons[ 8 ] }, + { "speedbutton9:", ggSpeedCtrlButtons[ 9 ] } }; { auto lookup = gauges.find( Label ); @@ -8757,18 +8779,6 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con gauge.AssignDouble(&mvControlled->AnPos); m_controlmapper.insert( gauge, "shuntmodepower:" ); } - else if( Label == "heatingvoltage:" ) { - if( mvControlled->HeatingPowerSource.SourceType == TPowerSource::Generator ) { - auto &gauge = Cabine[ Cabindex ].Gauge( -1 ); // pierwsza wolna gałka - gauge.Load( Parser, DynamicObject ); - gauge.AssignDouble( &(mvControlled->HeatingPowerSource.EngineGenerator.voltage) ); - } - } - else if( Label == "heatingcurrent:" ) { - auto &gauge = Cabine[ Cabindex ].Gauge( -1 ); // pierwsza wolna gałka - gauge.Load( Parser, DynamicObject ); - gauge.AssignDouble( &( mvControlled->TotalCurrent ) ); - } else { // failed to match the label diff --git a/Train.h b/Train.h index aa574239..c84afd9e 100644 --- a/Train.h +++ b/Train.h @@ -69,10 +69,8 @@ public: find( TSubModel const *Control ) const; }; -class TTrain { - - friend class drivingaid_panel; - +class TTrain +{ public: // types struct state_t { @@ -90,7 +88,6 @@ class TTrain { std::uint8_t ventilator_overload; std::uint8_t motor_overload_threshold; std::uint8_t train_heating; - std::uint8_t cab; std::uint8_t recorder_braking; std::uint8_t recorder_power; std::uint8_t alerter_sound; @@ -101,15 +98,13 @@ class TTrain { float brake_pressure; float hv_voltage; std::array hv_current; - float lv_voltage; }; -// constructors - TTrain(); // methods bool CabChange(int iDirection); bool ShowNextCurrent; // pokaz przd w podlaczonej lokomotywie (ET41) bool InitializeCab(int NewCabNo, std::string const &asFileName); + TTrain(); // McZapkie-010302 bool Init(TDynamicObject *NewDynamicObject, bool e3d = false); @@ -118,7 +113,6 @@ class TTrain { inline std::string GetLabel( TSubModel const *Control ) const { return m_controlmapper.find( Control ); } void UpdateCab(); bool Update( double const Deltatime ); - void add_distance( double const Distance ); void SetLights(); // McZapkie-310302: ladowanie parametrow z pliku bool LoadMMediaFile(std::string const &asFileName); @@ -157,12 +151,6 @@ class TTrain { void update_sounds( double const Deltatime ); void update_sounds_runningnoise( sound_source &Sound ); void update_sounds_radio(); - inline - end cab_to_end() const { - return ( - iCabn == 2 ? - end::rear : - end::front ); } // command handlers // NOTE: we're currently using universal handlers and static handler map but it may be beneficial to have these implemented on individual class instance basis @@ -362,7 +350,6 @@ class TTrain { static void OnCommand_radiochanneldecrease( TTrain *Train, command_data const &Command ); static void OnCommand_radiostopsend( TTrain *Train, command_data const &Command ); static void OnCommand_radiostoptest( TTrain *Train, command_data const &Command ); - static void OnCommand_radiocall3send( TTrain *Train, command_data const &Command ); static void OnCommand_cabchangeforward( TTrain *Train, command_data const &Command ); static void OnCommand_cabchangebackward( TTrain *Train, command_data const &Command ); static void OnCommand_generictoggle( TTrain *Train, command_data const &Command ); @@ -373,7 +360,13 @@ class TTrain { static void OnCommand_springbrakeshutoffenable(TTrain *Train, command_data const &Command); static void OnCommand_springbrakeshutoffdisable(TTrain *Train, command_data const &Command); static void OnCommand_springbrakerelease(TTrain *Train, command_data const &Command); - static void OnCommand_distancecounteractivate( TTrain *Train, command_data const &Command ); + static void OnCommand_speedcontrolincrease(TTrain *Train, command_data const &Command); + static void OnCommand_speedcontroldecrease(TTrain *Train, command_data const &Command); + static void OnCommand_speedcontrolpowerincrease(TTrain *Train, command_data const &Command); + static void OnCommand_speedcontrolpowerdecrease(TTrain *Train, command_data const &Command); + static void OnCommand_speedcontrolbutton(TTrain *Train, command_data const &Command); + + // members TDynamicObject *DynamicObject { nullptr }; // przestawia zmiana pojazdu [F5] @@ -436,7 +429,7 @@ public: // reszta może by?publiczna TGauge ggUniveralBrakeButton2; TGauge ggUniveralBrakeButton3; TGauge ggSandButton; // guzik piasecznicy - TGauge ggAutoSandButton; // przełącznik piasecznicy + TGauge ggAutoSandAllow; // przełącznik piasecznicy TGauge ggAntiSlipButton; TGauge ggFuseButton; TGauge ggConverterFuseButton; // hunter-261211: przycisk odblokowania nadmiarowego przetwornic i ogrzewania @@ -447,7 +440,6 @@ public: // reszta może by?publiczna TGauge ggRadioChannelNext; TGauge ggRadioTest; TGauge ggRadioStop; - TGauge ggRadioCall3; TGauge ggUpperLightButton; TGauge ggLeftLightButton; TGauge ggRightLightButton; @@ -480,6 +472,13 @@ public: // reszta może by?publiczna TGauge ggHelperButton; TGauge ggNextCurrentButton; + // yB 191005 - tempomat + TGauge ggSpeedControlIncreaseButton; + TGauge ggSpeedControlDecreaseButton; + TGauge ggSpeedControlPowerIncreaseButton; + TGauge ggSpeedControlPowerDecreaseButton; + std::array ggSpeedCtrlButtons; // NOTE: temporary arrangement until we have dynamically built control table + std::array ggUniversals; // NOTE: temporary arrangement until we have dynamically built control table TGauge ggInstrumentLightButton; @@ -530,8 +529,6 @@ public: // reszta może by?publiczna TGauge ggMotorBlowersRearButton; // rear traction motor fan switch TGauge ggMotorBlowersAllOffButton; // motor fans shutdown switch - TGauge ggDistanceCounterButton; // distance meter activation button - TButton btLampkaPoslizg; TButton btLampkaStyczn; TButton btLampkaNadmPrzetw; @@ -627,7 +624,6 @@ public: // reszta może by?publiczna TButton btLampkaMotorBlowers; TButton btLampkaCoolingFans; TButton btLampkaTempomat; - TButton btLampkaDistanceCounter; TButton btCabLight; // hunter-171012: lampa oswietlajaca kabine // Ra 2013-12: wirtualne "lampki" do odbijania na haslerze w PoKeys @@ -660,7 +656,6 @@ public: // reszta może by?publiczna sound_source m_radiosound { sound_placement::internal, 2 * EU07_SOUND_CABCONTROLSCUTOFFRANGE }; // cached template for radio messages std::vector>> m_radiomessages; // list of currently played radio messages sound_source m_radiostop { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; - sound_source m_distancecounterclear { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; // distance meter 'good to go' alert /* int iCabLightFlag; // McZapkie:120503: oswietlenie kabiny (0: wyl, 1: przyciemnione, 2: pelne) bool bCabLight; // hunter-091012: czy swiatlo jest zapalone? @@ -668,7 +663,7 @@ public: // reszta może by?publiczna */ // McZapkie: opis kabiny - obszar poruszania sie mechanika oraz zajetosc std::array Cabine; // przedzial maszynowy, kabina 1 (A), kabina 2 (B) - int iCabn { 0 }; // 0: mid, 1: front, 2: rear + int iCabn { 0 }; // McZapkie: do poruszania sie po kabinie Math3D::vector3 pMechSittingPosition; // ABu 180404 Math3D::vector3 MirrorPosition( bool lewe ); @@ -714,7 +709,6 @@ private: float m_mastercontrollerreturndelay { 0.f }; int iRadioChannel { 1 }; // numer aktualnego kana?u radiowego std::vector> m_screens; - float m_distancecounter { -1.f }; // distance traveled since meter was activated or -1 if inactive public: float fPress[20][3]; // cisnienia dla wszystkich czlonow diff --git a/command.cpp b/command.cpp index 2a0ad3e5..faffaa23 100644 --- a/command.cpp +++ b/command.cpp @@ -132,7 +132,6 @@ commanddescription_sequence Commands_descriptions = { { "radiochanneldecrease", command_target::vehicle }, { "radiostopsend", command_target::vehicle }, { "radiostoptest", command_target::vehicle }, - { "radiocall3send", command_target::vehicle }, // TBD, TODO: make cab change controls entity-centric { "cabchangeforward", command_target::vehicle }, { "cabchangebackward", command_target::vehicle }, @@ -245,7 +244,20 @@ commanddescription_sequence Commands_descriptions = { { "springbrakeshutoffenable", command_target::vehicle }, { "springbrakeshutoffdisable", command_target::vehicle }, { "springbrakerelease", command_target::vehicle }, - { "distancecounteractivate", command_target::vehicle } + { "speedcontrolincrease", command_target::vehicle }, + { "speedcontroldecrease", command_target::vehicle }, + { "speedcontrolpowerincrease", command_target::vehicle }, + { "speedcontrolpowerdecrease", command_target::vehicle }, + { "speedcontrolbutton0", command_target::vehicle }, + { "speedcontrolbutton1", command_target::vehicle }, + { "speedcontrolbutton2", command_target::vehicle }, + { "speedcontrolbutton3", command_target::vehicle }, + { "speedcontrolbutton4", command_target::vehicle }, + { "speedcontrolbutton5", command_target::vehicle }, + { "speedcontrolbutton6", command_target::vehicle }, + { "speedcontrolbutton7", command_target::vehicle }, + { "speedcontrolbutton8", command_target::vehicle }, + { "speedcontrolbutton9", command_target::vehicle } }; diff --git a/command.h b/command.h index b20b0281..2d26d895 100644 --- a/command.h +++ b/command.h @@ -126,7 +126,6 @@ enum class user_command { radiochanneldecrease, radiostopsend, radiostoptest, - radiocall3send, cabchangeforward, cabchangebackward, @@ -238,8 +237,20 @@ enum class user_command { springbrakeshutoffenable, springbrakeshutoffdisable, springbrakerelease, - distancecounteractivate, - + speedcontrolincrease, + speedcontroldecrease, + speedcontrolpowerincrease, + speedcontrolpowerdecrease, + speedcontrolbutton0, + speedcontrolbutton1, + speedcontrolbutton2, + speedcontrolbutton3, + speedcontrolbutton4, + speedcontrolbutton5, + speedcontrolbutton6, + speedcontrolbutton7, + speedcontrolbutton8, + speedcontrolbutton9, none = -1 }; diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index ca6e56e4..d3e42c76 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -824,7 +824,49 @@ drivermouse_input::default_bindings() { user_command::none } }, { "universal9:", { user_command::generictoggle9, - user_command::none } } + user_command::none } }, + { "speedinc_bt:",{ + user_command::speedcontrolincrease, + user_command::none } }, + { "speeddec_bt:",{ + user_command::speedcontroldecrease, + user_command::none } }, + { "speedctrlpowerinc_bt:",{ + user_command::speedcontrolpowerincrease, + user_command::none } }, + { "speedctrlpowerdec_bt:",{ + user_command::speedcontrolpowerdecrease, + user_command::none } }, + { "speedbutton0:",{ + user_command::speedcontrolbutton0, + user_command::none } }, + { "speedbutton1:",{ + user_command::speedcontrolbutton1, + user_command::none } }, + { "speedbutton2:",{ + user_command::speedcontrolbutton2, + user_command::none } }, + { "speedbutton3:",{ + user_command::speedcontrolbutton3, + user_command::none } }, + { "speedbutton4:",{ + user_command::speedcontrolbutton4, + user_command::none } }, + { "speedbutton5:",{ + user_command::speedcontrolbutton5, + user_command::none } }, + { "speedbutton6:",{ + user_command::speedcontrolbutton6, + user_command::none } }, + { "speedbutton7:",{ + user_command::speedcontrolbutton7, + user_command::none } }, + { "speedbutton8:",{ + user_command::speedcontrolbutton8, + user_command::none } }, + { "speedbutton9:",{ + user_command::speedcontrolbutton9, + user_command::none } } }; } From 0e20ec7f08b99a276ed5ec3c8f9fd2656b58b77c Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 12 Oct 2019 19:53:42 +0200 Subject: [PATCH 012/153] e43ea7fc conflict mess up fix --- McZapkie/Mover.cpp | 438 +++++++++++++++++++++----------- Train.cpp | 604 +++++++++++++++++++++++++++------------------ Train.h | 34 ++- command.cpp | 6 +- command.h | 2 + 5 files changed, 680 insertions(+), 404 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 9dec9d29..f19bb393 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1001,68 +1001,145 @@ double TMoverParameters::PipeRatio(void) // Q: 20160716 // Wykrywanie kolizji // ************************************************************************************************* -void TMoverParameters::CollisionDetect(int CouplerN, double dt) +void TMoverParameters::CollisionDetect(int const End, double const dt) { - double CCF, Vprev, VprevC; - bool VirtualCoupling; + if( Neighbours[ End ].vehicle == nullptr ) { return; } // shouldn't normally happen but, eh - CCF = 0; - // with Couplers[CouplerN] do - auto &coupler = Couplers[ CouplerN ]; + auto &coupler { Couplers[ End ] }; + auto *othervehicle { Neighbours[ End ].vehicle->MoverParameters }; + auto const otherend { Neighbours[ End ].vehicle_end }; + auto &othercoupler { othervehicle->Couplers[ otherend ] }; - if (coupler.Connected != nullptr) - { - VirtualCoupling = (coupler.CouplingFlag == ctrain_virtual); - Vprev = V; - VprevC = coupler.Connected->V; - switch (CouplerN) - { - case 0: + auto velocity { V }; + auto othervehiclevelocity { othervehicle->V }; + // calculate collision force and new velocities for involved vehicles + auto const VirtualCoupling { ( coupler.CouplingFlag == coupling::faux ) }; + auto CCF { 0.0 }; + + switch( End ) { + case 0: { CCF = ComputeCollision( - V, - coupler.Connected->V, - TotalMass, - coupler.Connected->TotalMass, - (coupler.beta + coupler.Connected->Couplers[coupler.ConnectedNr].beta) / 2.0, - VirtualCoupling) - / (dt); + velocity, othervehiclevelocity, + TotalMass, othervehicle->TotalMass, + ( coupler.beta + othercoupler.beta ) / 2.0, + VirtualCoupling ) + / ( dt ); break; // yB: ej ej ej, a po - case 1: + } + case 1: { CCF = ComputeCollision( - coupler.Connected->V, - V, - coupler.Connected->TotalMass, - TotalMass, - (coupler.beta + coupler.Connected->Couplers[coupler.ConnectedNr].beta) / 2.0, - VirtualCoupling) - / (dt); - break; // czemu tu jest +0.01?? + othervehiclevelocity, velocity, + othervehicle->TotalMass, TotalMass, + ( coupler.beta + othercoupler.beta ) / 2.0, + VirtualCoupling ) + / ( dt ); + break; } - AccS = AccS + (V - Vprev) / dt; // korekta przyspieszenia o siły wynikające ze zderzeń? - coupler.Connected->AccS += (coupler.Connected->V - VprevC) / dt; - if ((coupler.Dist > 0) && (!VirtualCoupling)) - if (FuzzyLogic(abs(CCF), 5.0 * (coupler.FmaxC + 1.0), p_coupldmg)) - { //! zerwanie sprzegu - if (SetFlag(DamageFlag, dtrain_coupling)) - EventFlag = true; + default: { + break; + } + } - if ((coupler.CouplingFlag & ctrain_pneumatic) == ctrain_pneumatic) - AlarmChainFlag = true; // hamowanie nagle - zerwanie przewodow hamulcowych - coupler.CouplingFlag = 0; + if( ( coupler.Dist < 0 ) + && ( FuzzyLogic( std::abs( CCF ), 5.0 * ( coupler.FmaxC + 1.0 ), p_coupldmg ) ) ) { + // small chance to smash the coupler if it's hit with excessive force + damage_coupler( End ); + } - switch (CouplerN) // wyzerowanie flag podlaczenia ale ciagle sa wirtualnie polaczone - { - case 0: - coupler.Connected->Couplers[1].CouplingFlag = 0; - break; - case 1: - coupler.Connected->Couplers[0].CouplingFlag = 0; - break; - } - WriteLog( "Bad driving: " + Name + " broke a coupler" ); + auto const safevelocitylimit { 15.0 }; + auto const velocitydifference { + glm::length( + glm::angleAxis( Rot.Rz, glm::dvec3{ 0, 1, 0 } ) * V + - glm::angleAxis( othervehicle->Rot.Rz, glm::dvec3{ 0, 1, 0 } ) * othervehicle->V ) + * 3.6 }; // m/s -> km/h + + if( velocitydifference > safevelocitylimit ) { + // HACK: crude estimation for potential derail, will take place with velocity difference > 15 km/h adjusted for vehicle mass ratio + if( ( false == TestFlag( DamageFlag, dtrain_out ) ) + || ( false == TestFlag( othervehicle->DamageFlag, dtrain_out ) ) ) { + WriteLog( "Bad driving: " + Name + " and " + othervehicle->Name + " collided with velocity " + to_string( velocitydifference, 0 ) + " km/h" ); + } + + if( velocitydifference > safevelocitylimit * ( TotalMass / othervehicle->TotalMass ) ) { + derail( 5 ); + } + if( velocitydifference > safevelocitylimit * ( othervehicle->TotalMass / TotalMass ) ) { + othervehicle->derail( 5 ); + } + } + + // adjust velocity and acceleration of affected vehicles + if( false == TestFlag( DamageFlag, dtrain_out ) ) { + auto const accelerationchange{ ( velocity - V ) / dt }; + // if( accelerationchange / AccS < 1.0 ) { + // HACK: prevent excessive vehicle pinball cases + AccS += accelerationchange; + // AccS = clamp( AccS, -2.0, 2.0 ); + V = velocity; +// } + } + if( false == TestFlag( othervehicle->DamageFlag, dtrain_out ) ) { + auto const othervehicleaccelerationchange{ ( othervehiclevelocity - othervehicle->V ) / dt }; +// if( othervehicleaccelerationchange / othervehicle->AccS < 1.0 ) { + // HACK: prevent excessive vehicle pinball cases + othervehicle->AccS += othervehicleaccelerationchange; + othervehicle->V = othervehiclevelocity; +// } + } +} + +void +TMoverParameters::damage_coupler( int const End ) { + + auto &coupler{ Couplers[ End ] }; + + if( coupler.CouplerType == TCouplerType::Articulated ) { return; } // HACK: don't break articulated couplings no matter what + + if( SetFlag( DamageFlag, dtrain_coupling ) ) + EventFlag = true; + + if( ( coupler.CouplingFlag & coupling::brakehose ) == coupling::brakehose ) { + // hamowanie nagle - zerwanie przewodow hamulcowych + AlarmChainFlag = true; + } + + coupler.CouplingFlag = 0; + + if( coupler.Connected != nullptr ) { + switch( End ) { + // break connection with other vehicle, if there's any + case 0: { + coupler.Connected->Couplers[ end::rear ].CouplingFlag = coupling::faux; + break; } + case 1: { + coupler.Connected->Couplers[ end::front ].CouplingFlag = coupling::faux; + break; + } + default: { + break; + } + } + } + + WriteLog( "Bad driving: " + Name + " broke a coupler" ); +} + +void +TMoverParameters::derail( int const Reason ) { + + if( SetFlag( DamageFlag, dtrain_out ) ) { + + DerailReason = Reason; // TODO: enum derail causes + EventFlag = true; + MainSwitch( false, range_t::local ); + + AccS *= 0.65; + V *= 0.65; + + WriteLog( "Bad driving: " + Name + " derailed" ); } } @@ -1071,7 +1148,7 @@ void TMoverParameters::CollisionDetect(int CouplerN, double dt) // ************************************************************************************************* double TMoverParameters::ComputeMovement(double dt, double dt1, const TTrackShape &Shape, TTrackParam &Track, TTractionParam &ElectricTraction, - const TLocation &NewLoc, TRotation &NewRot) + TLocation const &NewLoc, TRotation const &NewRot) { const double Vepsilon = 1e-5; const double Aepsilon = 1e-3; // ASBSpeed=0.8; @@ -1105,9 +1182,6 @@ double TMoverParameters::ComputeMovement(double dt, double dt1, const TTrackShap // TODO: investigate, seems supplied NewRot is always 0 although the code here suggests some actual values are expected Loc = NewLoc; Rot = NewRot; - NewRot.Rx = 0; - NewRot.Ry = 0; - NewRot.Rz = 0; if (dL == 0) // oblicz przesuniecie} { @@ -1236,17 +1310,14 @@ double TMoverParameters::ComputeMovement(double dt, double dt1, const TTrackShap // ************************************************************************************************* double TMoverParameters::FastComputeMovement(double dt, const TTrackShape &Shape, - TTrackParam &Track, const TLocation &NewLoc, - TRotation &NewRot) + TTrackParam &Track, TLocation const &NewLoc, + TRotation const &NewRot) { int b; // T_MoverParameters::FastComputeMovement(dt, Shape, Track, NewLoc, NewRot); Loc = NewLoc; Rot = NewRot; - NewRot.Rx = 0.0; - NewRot.Ry = 0.0; - NewRot.Rz = 0.0; if (dL == 0) // oblicz przesuniecie { @@ -1315,10 +1386,11 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { RunInternalCommand(); // automatyczny rozruch - if (EngineType == TEngineType::ElectricSeriesMotor) - - if (AutoRelayCheck()) - SetFlag(SoundFlag, sound::relay); + if( EngineType == TEngineType::ElectricSeriesMotor ) { + if( AutoRelayCheck() ) { + SetFlag( SoundFlag, sound::relay ); + } + } if( ( EngineType == TEngineType::DieselEngine ) || ( EngineType == TEngineType::DieselElectric ) ) { @@ -1330,6 +1402,8 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { // TODO: gather and move current calculations to dedicated method TotalCurrent = 0; + // main circuit + MainsCheck( Deltatime ); // traction motors MotorBlowersCheck( Deltatime ); // uklady hamulcowe: @@ -1371,6 +1445,37 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { PowerCouplersCheck( Deltatime ); } +void TMoverParameters::MainsCheck( double const Deltatime ) { + + // TODO: move other main circuit checks here + + if( MainsInitTime == 0.0 ) { return; } + + if( MainsInitTimeCountdown > 0.0 ) { + MainsInitTimeCountdown -= Deltatime; + } + // TBD, TODO: move voltage calculation to separate method and use also in power coupler state calculation? + auto localvoltage { 0.0 }; + switch( EnginePowerSource.SourceType ) { + case TPowerSource::CurrentCollector: { + localvoltage = + std::max( + localvoltage, + std::max( + PantFrontVolt, + PantRearVolt ) ); + break; + } + default: { + break; + } + } + if( ( localvoltage == 0.0 ) + && ( GetTrainsetVoltage() == 0 ) ) { + MainsInitTimeCountdown = MainsInitTime; + } +} + void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { // TODO: add support for other power sources auto localvoltage { 0.0 }; @@ -1382,7 +1487,13 @@ void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { break; } case TPowerSource::Main: { - localvoltage = ( true == Mains ? Voltage : 0.0 ); + // HACK: main circuit can be fed through couplers, so we explicitly check pantograph supply here + localvoltage = ( + true == Mains ? + std::max( + PantFrontVolt, + PantRearVolt ) : + 0.0 ); break; } default: { @@ -1544,6 +1655,8 @@ void TMoverParameters::HeatingCheck( double const Timestep ) { auto const absrevolutions { std::abs( generator.revolutions ) }; generator.voltage = ( + false == HeatingAllow ? 0.0 : + // TODO: add support for desired voltage selector absrevolutions < generator.revolutions_min ? generator.voltage_min * absrevolutions / generator.revolutions_min : // absrevolutions > generator.revolutions_max ? generator.voltage_max * absrevolutions / generator.revolutions_max : interpolate( @@ -1680,7 +1793,7 @@ void TMoverParameters::OilPumpCheck( double const Timestep ) { OilPump.pressure = std::max( OilPump.pressure_target, - OilPump.pressure - 0.01 * Timestep ); + OilPump.pressure - ( enrot > 5.0 ? 0.05 : 0.035 ) * 0.5 * Timestep ); } OilPump.pressure = clamp( OilPump.pressure, 0.f, 1.5f ); } @@ -2115,14 +2228,14 @@ bool TMoverParameters::IncScndCtrl(int CtrlSpeed) SendCtrlToNext("SpeedCntrl", SpeedCtrlValue, CabNo); } - if ((OK) && (SpeedCtrl) && (ScndCtrlPos == 1) && (EngineType == TEngineType::DieselEngine)) + if ((OK) && (SpeedCtrl) && (ScndCtrlPos == 1) && (EngineType == TEngineType::DieselEngine)) { // NOTE: round() already adds 0.5, are the ones added here as well correct? SpeedCtrlValue = Round(Vel); SpeedCtrlUnit.IsActive = true; } - return OK; + return OK; } // ************************************************************************************************* @@ -2177,14 +2290,13 @@ bool TMoverParameters::DecScndCtrl(int CtrlSpeed) SpeedCtrlUnit.IsActive = false; } - if ((OK) && (SpeedCtrl) && (ScndCtrlPos == 0) && (EngineType == TEngineType::DieselEngine)) + if ((OK) && (SpeedCtrl) && (ScndCtrlPos == 0) && (EngineType == TEngineType::DieselEngine)) { - // NOTE: round() already adds 0.5, are the ones added here as well correct? SpeedCtrlValue = 0; SpeedCtrlUnit.IsActive = false; } - return OK; + return OK; } // ************************************************************************************************* @@ -2220,7 +2332,7 @@ bool TMoverParameters::CabDeactivisation(void) CabNo = 0; DirAbsolute = ActiveDir * CabNo; DepartureSignal = false; // nie buczeć z nieaktywnej kabiny - SecuritySystem.Status = 0; // deactivate alerter TODO: make it part of control based cab selection + SecuritySystem.Status = s_off; // deactivate alerter TODO: make it part of control based cab selection SendCtrlToNext("CabActivisation", 0, ActiveCab); // CabNo==0! } @@ -2439,8 +2551,9 @@ void TMoverParameters::SecuritySystemCheck(double dt) if ((!Radio)) RadiostopSwitch(false); - if ((SecuritySystem.SystemType > 0) && (SecuritySystem.Status > 0) && - (Battery)) // Ra: EZT ma teraz czuwak w rozrządczym + if ((SecuritySystem.SystemType > 0) + && (SecuritySystem.Status != s_off) + && (Battery)) // Ra: EZT ma teraz czuwak w rozrządczym { // CA if( ( SecuritySystem.AwareMinSpeed > 0.0 ? @@ -2468,30 +2581,29 @@ void TMoverParameters::SecuritySystemCheck(double dt) SecuritySystem.EmergencyBrakeDelay) && (SecuritySystem.EmergencyBrakeDelay >= 0)) SetFlag(SecuritySystem.Status, s_CAebrake); - - // SHP - if (TestFlag(SecuritySystem.SystemType, 2) && - TestFlag(SecuritySystem.Status, s_active)) // jeśli świeci albo miga - SecuritySystem.SystemSoundSHPTimer += dt; - if (TestFlag(SecuritySystem.SystemType, 2) && - TestFlag(SecuritySystem.Status, s_SHPalarm)) // jeśli buczy + } + // SHP + if( TestFlag( SecuritySystem.SystemType, 2 ) ) { + if( TestFlag( SecuritySystem.Status, s_SHPalarm ) ) { + // jeśli buczy SecuritySystem.SystemBrakeSHPTimer += dt; - if (TestFlag(SecuritySystem.SystemType, 2) && TestFlag(SecuritySystem.Status, s_active)) - if ((Vel > SecuritySystem.VelocityAllowed) && (SecuritySystem.VelocityAllowed >= 0)) - SetFlag(SecuritySystem.Status, s_SHPebrake); - else if (((SecuritySystem.SystemSoundSHPTimer > SecuritySystem.SoundSignalDelay) && - (SecuritySystem.SoundSignalDelay >= 0)) || - ((Vel > SecuritySystem.NextVelocityAllowed) && - (SecuritySystem.NextVelocityAllowed >= 0))) - if (!SetFlag(SecuritySystem.Status, - s_SHPalarm)) // juz wlaczony sygnal dzwiekowy} - if ((SecuritySystem.SystemBrakeSHPTimer > - SecuritySystem.EmergencyBrakeDelay) && - (SecuritySystem.EmergencyBrakeDelay >= 0)) - SetFlag(SecuritySystem.Status, s_SHPebrake); - - } // else SystemTimer:=0; + } + if( TestFlag( SecuritySystem.Status, s_active ) ) { + // jeśli świeci albo miga + SecuritySystem.SystemSoundSHPTimer += dt; + if( ( SecuritySystem.VelocityAllowed >= 0 ) && ( Vel > SecuritySystem.VelocityAllowed ) ) { + SetFlag( SecuritySystem.Status, s_SHPebrake ); + } + else if( ( ( SecuritySystem.SoundSignalDelay >= 0 ) && ( SecuritySystem.SystemSoundSHPTimer > SecuritySystem.SoundSignalDelay ) ) + || ( ( SecuritySystem.NextVelocityAllowed >= 0 ) && ( Vel > SecuritySystem.NextVelocityAllowed ) ) ) { + SetFlag( SecuritySystem.Status, s_SHPalarm ); + if( ( SecuritySystem.EmergencyBrakeDelay >= 0 ) && ( SecuritySystem.SystemBrakeSHPTimer > SecuritySystem.EmergencyBrakeDelay ) ) { + SetFlag( SecuritySystem.Status, s_SHPebrake ); + } + } + } + } // TEST CA if (TestFlag(SecuritySystem.Status, s_CAtest)) // jeśli świeci albo miga SecuritySystem.SystemBrakeCATestTimer += dt; @@ -2531,8 +2643,8 @@ bool TMoverParameters::BatterySwitch(bool State) SendCtrlToNext("BatterySwitch", 0, CabNo); BS = true; - if ((Battery) && (ActiveCab != 0)) /*|| (TrainType==dt_EZT)*/ - SecuritySystem.Status = (SecuritySystem.Status | s_waiting); // aktywacja czuwaka + if ((Battery) && (ActiveCab != 0)) + SecuritySystem.Status |= s_waiting; // aktywacja czuwaka else SecuritySystem.Status = 0; // wyłączenie czuwaka @@ -2999,6 +3111,7 @@ void TMoverParameters::MainSwitch_( bool const State ) { if( ( false == State ) || ( ( ( ScndCtrlPos == 0 ) || ( EngineType == TEngineType::ElectricInductionMotor ) ) && ( ( ConvOvldFlag == false ) || ( TrainType == dt_EZT ) ) + && ( MainsInitTimeCountdown <= 0.0 ) && ( true == NoVoltRelay ) && ( true == OvervoltageRelay ) && ( LastSwitchingTime > CtrlDelay ) @@ -4228,7 +4341,6 @@ void TMoverParameters::ComputeConstans(void) double BearingF, RollF, HideModifier; double Curvature; // Ra 2014-07: odwrotność promienia - TotalMass = ComputeMass(); TotalMassxg = TotalMass * g; // TotalMass*g BearingF = 2.0 * (DamageFlag && dtrain_bearing); @@ -4279,29 +4391,28 @@ void TMoverParameters::ComputeConstans(void) // Q: 20160713 // Oblicza masę ładunku // ************************************************************************************************* -double TMoverParameters::ComputeMass(void) +void TMoverParameters::ComputeMass() { - double M { 0.0 }; - // TODO: unit weight table, pulled from external data file - if( LoadAmount > 0 ) { - - if (ToLower(LoadQuantity) == "tonns") - M = LoadAmount * 1000; - else if (LoadType.name == "passengers") - M = LoadAmount * 80; - else if (LoadType.name == "luggage") - M = LoadAmount * 100; - else if (LoadType.name == "cars") - M = LoadAmount * 1200; // 800 kilo to miał maluch - else if (LoadType.name == "containers") - M = LoadAmount * 8000; - else if (LoadType.name == "transformers") - M = LoadAmount * 50000; - else - M = LoadAmount * 1000; - } // Ra: na razie tak, ale nie wszędzie masy wirujące się wliczają - return Mass + M + Mred; + TotalMass = Mass + Mred; + + if( LoadAmount == 0 ) { return; } + + // include weight of carried load + auto loadtypeunitweight { 0.f }; + + if( ToLower( LoadQuantity ) == "tonns" ) { + loadtypeunitweight = 1000; + } + else { + auto const lookup { simulation::Weights.find( LoadType.name ) }; + loadtypeunitweight = ( + lookup != simulation::Weights.end() ? + lookup->second : + 1000.f ); // legacy default unit weight value + } + + TotalMass += LoadAmount * loadtypeunitweight; } // ************************************************************************************************* @@ -4343,6 +4454,11 @@ void TMoverParameters::ComputeTotalForce(double dt) { // juz zoptymalizowane: FStand = FrictionForce(RunningShape.R, RunningTrack.DamageFlag); // siła oporów ruchu + if( true == TestFlag( DamageFlag, dtrain_out ) ) { + // HACK: crude way to reduce speed after derailment + // TBD, TODO: more accurate approach? + FStand *= 1e20; + } double old_nrot = abs(nrot); nrot = v2n(); // przeliczenie prędkości liniowej na obrotową @@ -4635,15 +4751,13 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { auto &othercoupler { othervehicle->Couplers[ otherend ] }; auto const othervehiclemove { ( othervehicle->dMoveLen * DirPatch( End, otherend ) ) }; + auto const initialdistance { Neighbours[ End ].distance }; // odległość od sprzęgu sąsiada auto const distancedelta { ( End == end::front ? othervehiclemove - dMoveLen : dMoveLen - othervehiclemove ) }; - auto const initialdistance { Neighbours[ End ].distance }; // odległość od sprzęgu sąsiada - auto const newdistance = - initialdistance - + 10.0 * distancedelta; + auto const newdistance { initialdistance + 10.0 * distancedelta }; auto const dV { V - ( othervehicle->V * DirPatch( End, otherend ) ) }; auto const absdV { std::abs( dV ) }; @@ -4673,11 +4787,15 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { } coupler.CheckCollision = false; + coupler.Dist = 0.0; + double CF { 0.0 }; if( ( coupler.CouplingFlag != coupling::faux ) || ( initialdistance < 0 ) ) { + coupler.Dist = clamp( newdistance, -coupler.DmaxB, coupler.DmaxC ); + double BetaAvg = 0; double Fmax = 0; @@ -4692,8 +4810,8 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { Fmax = 0.5 * ( coupler.FmaxC + coupler.FmaxB + othercoupler.FmaxC + othercoupler.FmaxB ) * CouplerTune; } auto const distDelta { std::abs( newdistance ) - std::abs( coupler.Dist ) }; // McZapkie-191103: poprawka na histereze - coupler.Dist = newdistance; - if (coupler.Dist > 0) { + + if (newdistance > 0) { if( distDelta > 0 ) { CF = ( -( coupler.SpringKC + othercoupler.SpringKC ) * coupler.Dist / 2.0 ) * DirF( End ) @@ -4704,12 +4822,25 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { - Fmax * dV * BetaAvg; } // liczenie sily ze sprezystosci sprzegu - if( coupler.Dist > ( coupler.DmaxC + othercoupler.DmaxC ) ) { + if( newdistance > ( coupler.DmaxC + othercoupler.DmaxC ) ) { // zderzenie coupler.CheckCollision = true; } + if( std::abs( CF ) > coupler.FmaxC ) { + // coupler is stretched with excessive force, may break + coupler.stretch_duration += dt; + // give coupler 1 sec of leeway to account for simulation glitches, before checking whether it breaks + // (arbitrary) chance to break grows from 10-100% over 10 sec period + if( ( coupler.stretch_duration > 1.f ) + && ( Random() < ( coupler.stretch_duration * 0.1f * dt ) ) ) { + damage_coupler( End ); + } + } + else { + coupler.stretch_duration = 0.f; + } } - if( coupler.Dist < 0 ) { + if( newdistance < 0 ) { if( distDelta > 0 ) { CF = ( -( coupler.SpringKB + othercoupler.SpringKB ) * coupler.Dist / 2.0 ) * DirF( End ) @@ -4720,7 +4851,7 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { - Fmax * dV * BetaAvg; } // liczenie sily ze sprezystosci zderzaka - if( -coupler.Dist > ( coupler.DmaxB + othercoupler.DmaxB ) ) { + if( -newdistance > ( coupler.DmaxB + othercoupler.DmaxB ) ) { // zderzenie coupler.CheckCollision = true; if( ( coupler.CouplerType == TCouplerType::Automatic ) @@ -4774,9 +4905,12 @@ double TMoverParameters::TractionForce( double dt ) { EngineHeatingRPM ) / 60.0 ); } + // NOTE: fake dizel_fill calculation for the sake of smoke emitter which uses this parameter to determine smoke opacity + dizel_fill = clamp( 0.2 + 0.35 * ( tmp - enrot ), 0.0, 1.0 ); } else { tmp = 0.0; + dizel_fill = 0.0; } if( enrot != tmp ) { @@ -5523,12 +5657,12 @@ double TMoverParameters::TractionForce( double dt ) { eimv[eimv_Fzad] = PosRatio; if ((Flat) && (eimc[eimc_p_F0] * eimv[eimv_Fful] > 0)) PosRatio = Min0R(PosRatio * eimc[eimc_p_F0] / eimv[eimv_Fful], 1); -/* if (SpeedCtrlValue > 0) //speed control +/* if (ScndCtrlActualPos > 0) //speed control if (Vmax < 250) - PosRatio = Min0R(PosRatio, Max0R(-1, 0.5 * (SpeedCtrlValue - Vel))); + PosRatio = Min0R(PosRatio, Max0R(-1, 0.5 * (ScndCtrlActualPos - Vel))); else PosRatio = - Min0R(PosRatio, Max0R(-1, 0.5 * (SpeedCtrlValue * 2 - Vel))); */ + Min0R(PosRatio, Max0R(-1, 0.5 * (ScndCtrlActualPos * 2 - Vel))); */ // PosRatio = 1.0 * (PosRatio * 0 + 1) * PosRatio; // 1 * 1 * PosRatio = PosRatio Hamulec->SetED(0); // (Hamulec as TLSt).SetLBP(LocBrakePress); @@ -5616,25 +5750,19 @@ double TMoverParameters::TractionForce( double dt ) { eimv[eimv_ks] = eimv[eimv_Fr] / eimv[eimv_FMAXMAX]; eimv[eimv_df] = eimv[eimv_ks] * eimc[eimc_s_dfmax]; - eimv[eimv_fp] = DirAbsolute * enrot * eimc[eimc_s_p] + - eimv[eimv_df]; // do przemyslenia dzialanie pp z tmpV + eimv[eimv_fp] = DirAbsolute * enrot * eimc[eimc_s_p] + eimv[eimv_df]; // do przemyslenia dzialanie pp z tmpV // eimv[eimv_U]:=Max0R(eimv[eimv_Uzsmax],Min0R(eimc[eimc_f_cfu]*eimv[eimv_fp],eimv[eimv_Uzsmax])); // eimv[eimv_pole]:=eimv[eimv_U]/(eimv[eimv_fp]*eimc[eimc_s_cfu]); if ((abs(eimv[eimv_fp]) <= eimv[eimv_fkr])) eimv[eimv_pole] = eimc[eimc_f_cfu] / eimc[eimc_s_cfu]; else - eimv[eimv_pole] = - eimv[eimv_Uzsmax] / eimc[eimc_s_cfu] / abs(eimv[eimv_fp]); + eimv[eimv_pole] = eimv[eimv_Uzsmax] / eimc[eimc_s_cfu] / abs(eimv[eimv_fp]); eimv[eimv_U] = eimv[eimv_pole] * eimv[eimv_fp] * eimc[eimc_s_cfu]; - eimv[eimv_Ic] = (eimv[eimv_fp] - DirAbsolute * enrot * eimc[eimc_s_p]) * - eimc[eimc_s_dfic] * eimv[eimv_pole]; + eimv[eimv_Ic] = (eimv[eimv_fp] - DirAbsolute * enrot * eimc[eimc_s_p]) * eimc[eimc_s_dfic] * eimv[eimv_pole]; eimv[eimv_If] = eimv[eimv_Ic] * eimc[eimc_s_icif]; eimv[eimv_M] = eimv[eimv_pole] * eimv[eimv_Ic] * eimc[eimc_s_cim]; - eimv[eimv_Ipoj] = (eimv[eimv_Ic] * NPoweredAxles * eimv[eimv_U]) / - (Voltage - eimc[eimc_f_DU]) + - eimc[eimc_f_I0]; - eimv[eimv_Pm] = - ActiveDir * eimv[eimv_M] * NPoweredAxles * enrot * Pirazy2 / 1000; + eimv[eimv_Ipoj] = (eimv[eimv_Ic] * NPoweredAxles * eimv[eimv_U]) / (Voltage - eimc[eimc_f_DU]) + eimc[eimc_f_I0]; + eimv[eimv_Pm] = ActiveDir * eimv[eimv_M] * NPoweredAxles * enrot * Pirazy2 / 1000; eimv[eimv_Pe] = eimv[eimv_Ipoj] * Voltage / 1000; eimv[eimv_eta] = eimv[eimv_Pm] / eimv[eimv_Pe]; @@ -5655,7 +5783,7 @@ double TMoverParameters::TractionForce( double dt ) { if( ( RlistSize > 0 ) && ( ( std::abs( eimv[ eimv_If ] ) > 1.0 ) - || ( tmpV > 0.1 ) ) ) { + && ( tmpV > 0.1 ) ) ) { int i = 0; while( ( i < RlistSize - 1 ) @@ -7386,6 +7514,7 @@ TMoverParameters::AssignLoad( std::string const &Name, float const Amount ) { if( Name == loadattributes.name ) { LoadType = loadattributes; LoadAmount = clamp( Amount, 0.f, MaxLoad ) ; + ComputeMass(); return true; } } @@ -7405,7 +7534,7 @@ bool TMoverParameters::LoadingDone(double const LSpeed, std::string const &Loadn return true; } - if( Loadname.empty() ) { return ( LoadStatus >= 4 ); } + if( Loadname.empty() ) { return ( LoadStatus >= 4 ); } if( Loadname != LoadType.name ) { return ( LoadStatus >= 4 ); } // test zakończenia załadunku/rozładunku @@ -7428,6 +7557,7 @@ bool TMoverParameters::LoadingDone(double const LSpeed, std::string const &Loadn if( LoadAmount == 0.f ) { AssignLoad(""); // jak nic nie ma, to nie ma też nazwy } + ComputeMass(); } } else if( LSpeed > 0 ) { @@ -7442,6 +7572,7 @@ bool TMoverParameters::LoadingDone(double const LSpeed, std::string const &Loadn LoadStatus = 4; // skończony załadunek LoadAmount = std::min( MaxLoad * ( 1.0 + OverLoadFactor ), LoadAmount ); } + ComputeMass(); } } @@ -8614,7 +8745,7 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) continue; } - if (issection("SpeedControl:", inputline)) + if (issection("SpeedControl:", inputline)) { startBPT = false; fizlines.emplace("SpeedControl", inputline); @@ -8622,7 +8753,7 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) continue; } - if( issection( "Engine:", inputline ) ) + if( issection( "Engine:", inputline ) ) { startBPT = false; fizlines.emplace( "Engine", inputline ); @@ -9373,6 +9504,8 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { extract_value( StopBrakeDecc, "SBD", line, "" ); + // main circuit + extract_value( MainsInitTime, "MainInitTime", line, "" ); // converter { std::map starts { @@ -10767,10 +10900,13 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C Battery = true; else if ((CValue1 == 0)) Battery = false; - if ((Battery) && (ActiveCab != 0) /*or (TrainType=dt_EZT)*/) - SecuritySystem.Status = SecuritySystem.Status || s_waiting; // aktywacja czuwaka + /* + // TBD: makes no sense to activate alerters in entire consist + if ((Battery) && (ActiveCab != 0) ) + SecuritySystem.Status = SecuritySystem.Status | s_waiting; // aktywacja czuwaka else SecuritySystem.Status = 0; // wyłączenie czuwaka + */ OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } // else if command='EpFuseSwitch' then {NBMX} @@ -11138,3 +11274,9 @@ double TMoverParameters::ShowCurrentP(int AmpN) const return current; } } + +namespace simulation { + +weights_table Weights; + +} // simulation \ No newline at end of file diff --git a/Train.cpp b/Train.cpp index 174330b9..13547570 100644 --- a/Train.cpp +++ b/Train.cpp @@ -17,6 +17,7 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "simulation.h" +#include "Event.h" #include "simulationtime.h" #include "Camera.h" #include "Logs.h" @@ -201,6 +202,9 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::alarmchaintoggle, &TTrain::OnCommand_alarmchaintoggle }, { user_command::wheelspinbrakeactivate, &TTrain::OnCommand_wheelspinbrakeactivate }, { user_command::sandboxactivate, &TTrain::OnCommand_sandboxactivate }, + { user_command::autosandboxtoggle, &TTrain::OnCommand_autosandboxtoggle }, + { user_command::autosandboxactivate, &TTrain::OnCommand_autosandboxactivate }, + { user_command::autosandboxdeactivate, &TTrain::OnCommand_autosandboxdeactivate }, { user_command::epbrakecontroltoggle, &TTrain::OnCommand_epbrakecontroltoggle }, { user_command::trainbrakeoperationmodeincrease, &TTrain::OnCommand_trainbrakeoperationmodeincrease }, { user_command::trainbrakeoperationmodedecrease, &TTrain::OnCommand_trainbrakeoperationmodedecrease }, @@ -345,6 +349,7 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::radiochanneldecrease, &TTrain::OnCommand_radiochanneldecrease }, { user_command::radiostopsend, &TTrain::OnCommand_radiostopsend }, { user_command::radiostoptest, &TTrain::OnCommand_radiostoptest }, + { user_command::radiocall3send, &TTrain::OnCommand_radiocall3send }, { user_command::cabchangeforward, &TTrain::OnCommand_cabchangeforward }, { user_command::cabchangebackward, &TTrain::OnCommand_cabchangebackward }, { user_command::generictoggle0, &TTrain::OnCommand_generictoggle }, @@ -364,6 +369,7 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::springbrakeshutoffenable, &TTrain::OnCommand_springbrakeshutoffenable }, { user_command::springbrakeshutoffdisable, &TTrain::OnCommand_springbrakeshutoffdisable }, { user_command::springbrakerelease, &TTrain::OnCommand_springbrakerelease }, + { user_command::distancecounteractivate, &TTrain::OnCommand_distancecounteractivate }, { user_command::speedcontrolincrease, &TTrain::OnCommand_speedcontrolincrease }, { user_command::speedcontroldecrease, &TTrain::OnCommand_speedcontroldecrease }, { user_command::speedcontrolpowerincrease, &TTrain::OnCommand_speedcontrolpowerincrease }, @@ -467,31 +473,36 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) dictionary_source *TTrain::GetTrainState() { - auto const *mover = DynamicObject->MoverParameters; - if( mover == nullptr ) { return nullptr; } + if( ( mvOccupied == nullptr ) + || ( mvControlled == nullptr ) ) { return nullptr; } auto *dict { new dictionary_source }; if( dict == nullptr ) { return nullptr; } dict->insert( "name", DynamicObject->asName ); - dict->insert( "cab", mover->ActiveCab ); + dict->insert( "cab", mvOccupied->ActiveCab ); // basic systems state data dict->insert( "battery", mvControlled->Battery ); dict->insert( "linebreaker", mvControlled->Mains ); + dict->insert( "main_init", ( mvControlled->MainsInitTimeCountdown < mvControlled->MainsInitTime ) && ( mvControlled->MainsInitTimeCountdown > 0.0 ) ); + dict->insert( "main_ready", ( false == mvControlled->Mains ) && ( fHVoltage > 0.0 ) && ( mvControlled->MainsInitTimeCountdown <= 0.0 ) ); dict->insert( "converter", mvControlled->ConverterFlag ); dict->insert( "converter_overload", mvControlled->ConvOvldFlag ); dict->insert( "compress", mvControlled->CompressorFlag ); + dict->insert( "pant_compressor", mvControlled->PantCompFlag ); + dict->insert( "lights_front", mvOccupied->iLights[ end::front ] ); + dict->insert( "lights_rear", mvOccupied->iLights[ end::rear ] ); // reverser - dict->insert( "direction", mover->ActiveDir ); + dict->insert( "direction", mvOccupied->ActiveDir ); // throttle dict->insert( "mainctrl_pos", mvControlled->MainCtrlPos ); dict->insert( "main_ctrl_actual_pos", mvControlled->MainCtrlActualPos ); dict->insert( "scndctrl_pos", mvControlled->ScndCtrlPos ); dict->insert( "scnd_ctrl_actual_pos", mvControlled->ScndCtrlActualPos ); - dict->insert( "new_speed", mover->NewSpeed); - dict->insert( "speedctrl", mover->SpeedCtrlValue); - dict->insert( "speedctrlpower", mover->SpeedCtrlUnit.DesiredPower); - // brakes + dict->insert( "new_speed", mvOccupied->NewSpeed); + dict->insert( "speedctrl", mvOccupied->SpeedCtrlValue); + dict->insert( "speedctrlpower", mvOccupied->SpeedCtrlUnit.DesiredPower); + // brakes dict->insert( "manual_brake", ( mvOccupied->ManualBrakePos > 0 ) ); bool const bEP = ( mvControlled->LocHandle->GetCP() > 0.2 ) || ( fEIMParams[ 0 ][ 2 ] > 0.01 ); dict->insert( "dir_brake", bEP ); @@ -510,15 +521,16 @@ dictionary_source *TTrain::GetTrainState() { // other controls dict->insert( "ca", TestFlag( mvOccupied->SecuritySystem.Status, s_aware ) ); dict->insert( "shp", TestFlag( mvOccupied->SecuritySystem.Status, s_active ) ); + dict->insert( "distance_counter", m_distancecounter ); dict->insert( "pantpress", std::abs( mvControlled->PantPress ) ); dict->insert( "universal3", InstrumentLightActive ); dict->insert( "radio_channel", iRadioChannel ); dict->insert( "door_lock", mvOccupied->Doors.lock_enabled ); // movement data - dict->insert( "velocity", std::abs( mover->Vel ) ); - dict->insert( "tractionforce", std::abs( mover->Ft ) ); - dict->insert( "slipping_wheels", mover->SlippingWheels ); - dict->insert( "sanding", mover->SandDose ); + dict->insert( "velocity", std::abs( mvOccupied->Vel ) ); + dict->insert( "tractionforce", std::abs( mvOccupied->Ft ) ); + dict->insert( "slipping_wheels", mvOccupied->SlippingWheels ); + dict->insert( "sanding", mvOccupied->SandDose ); // electric current data dict->insert( "traction_voltage", std::abs( mvControlled->RunningTraction.TractionVoltage ) ); dict->insert( "voltage", std::abs( mvControlled->Voltage ) ); @@ -528,7 +540,7 @@ dictionary_source *TTrain::GetTrainState() { // induction motor state data char const *TXTT[ 10 ] = { "fd", "fdt", "fdb", "pd", "pdt", "pdb", "itothv", "1", "2", "3" }; char const *TXTC[ 10 ] = { "fr", "frt", "frb", "pr", "prt", "prb", "im", "vm", "ihv", "uhv" }; - char const *TXTD[ 10 ] = { "enrot", "nrot", "fill_des", "fill_real", "clutch_des", "clutch_real", "water_temp", "oil_press", "retarder_fill", "res2" }; + char const *TXTD[ 10 ] = { "enrot", "nrot", "fill_des", "fill_real", "clutch_des", "clutch_real", "water_temp", "oil_press", "engine_temp", "retarder_fill" }; char const *TXTP[ 3 ] = { "bc", "bp", "sp" }; char const *TXTB[ 2 ] = { "spring_active", "spring_shutoff" }; for( int j = 0; j < 10; ++j ) @@ -578,7 +590,10 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( ( "slip_" + caridx ), bSlip[ i ] ); } // ai state data - auto const *driver = DynamicObject->Mechanik; + auto const *driver { ( + DynamicObject->ctOwner != nullptr ? + DynamicObject->ctOwner : + DynamicObject->Mechanik ) }; dict->insert( "velocity_desired", driver->VelDesired ); dict->insert( "velroad", driver->VelRoad ); @@ -591,6 +606,7 @@ dictionary_source *TTrain::GetTrainState() { driver->TrainTimetable()->serialize( dict ); dict->insert( "train_stationstart", driver->iStationStart ); dict->insert( "train_atpassengerstop", driver->IsAtPassengerStop ); + dict->insert( "train_length", driver->fLength ); // world state data dict->insert( "scenario", Global.SceneryFile ); dict->insert( "hours", static_cast( simulation::Time.data().wHour ) ); @@ -620,6 +636,7 @@ TTrain::get_state() const { btLampkaNadmWent.GetValue(), btLampkaWysRozr.GetValue(), btLampkaOgrzewanieSkladu.GetValue(), + static_cast( iCabn ), btHaslerBrakes.GetValue(), btHaslerCurrent.GetValue(), ( TestFlag( mvOccupied->SecuritySystem.Status, s_CAalarm ) || TestFlag( mvOccupied->SecuritySystem.Status, s_SHPalarm ) ), @@ -629,7 +646,8 @@ TTrain::get_state() const { static_cast( mvOccupied->PipePress ), static_cast( mvOccupied->BrakePress ), fHVoltage, - { fHCurrent[ ( mvControlled->TrainType & dt_EZT ) ? 0 : 1 ], fHCurrent[ 2 ], fHCurrent[ 3 ] } + { fHCurrent[ ( mvControlled->TrainType & dt_EZT ) ? 0 : 1 ], fHCurrent[ 2 ], fHCurrent[ 3 ] }, + ggLVoltage.GetValue() }; } @@ -996,6 +1014,20 @@ void TTrain::OnCommand_tempomattoggle( TTrain *Train, command_data const &Comman } } +void TTrain::OnCommand_distancecounteractivate( TTrain *Train, command_data const &Command ) { + // NOTE: distance meter activation button is presumed to be of impulse type + if( Command.action == GLFW_PRESS ) { + // visual feedback + Train->ggDistanceCounterButton.UpdateValue( 1.0, Train->dsbSwitch ); + // activate or start anew + Train->m_distancecounter = 0.f; + } + else if( Command.action == GLFW_RELEASE ) { + // visual feedback + Train->ggDistanceCounterButton.UpdateValue( 0.0, Train->dsbSwitch ); + } +} + void TTrain::OnCommand_mucurrentindicatorothersourceactivate( TTrain *Train, command_data const &Command ) { if( Train->ggNextCurrentButton.SubModel == nullptr ) { @@ -1536,7 +1568,7 @@ void TTrain::OnCommand_autosandboxactivate(TTrain *Train, command_data const &Co if (Command.action == GLFW_PRESS) { // only reacting to press, so the switch doesn't flip back and forth if key is held down Train->mvOccupied->SandboxAutoAllow(true); - Train->ggAutoSandAllow.UpdateValue(1.0, Train->dsbSwitch); + Train->ggAutoSandButton.UpdateValue(1.0, Train->dsbSwitch); } }; @@ -1544,7 +1576,7 @@ void TTrain::OnCommand_autosandboxdeactivate(TTrain *Train, command_data const & if (Command.action == GLFW_PRESS) { // only reacting to press, so the switch doesn't flip back and forth if key is held down Train->mvOccupied->SandboxAutoAllow(false); - Train->ggAutoSandAllow.UpdateValue(0.0, Train->dsbSwitch); + Train->ggAutoSandButton.UpdateValue(0.0, Train->dsbSwitch); } }; @@ -2184,7 +2216,7 @@ void TTrain::OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_d if( ( Train->mvControlled->TrainType == dt_EZT ? ( Train->mvControlled != Train->mvOccupied ) : - ( Train->mvOccupied->ActiveCab != 0 ) ) ) { + ( Train->iCabn != 0 ) ) ) { // tylko w maszynowym return; } @@ -2210,7 +2242,7 @@ void TTrain::OnCommand_pantographcompressoractivate( TTrain *Train, command_data if( ( Train->mvControlled->TrainType == dt_EZT ? ( Train->mvControlled != Train->mvOccupied ) : - ( Train->mvOccupied->ActiveCab != 0 ) ) ) { + ( Train->iCabn != 0 ) ) ) { // tylko w maszynowym return; } @@ -3362,7 +3394,7 @@ void TTrain::OnCommand_motordisconnect( TTrain *Train, command_data const &Comma if( ( Train->mvControlled->TrainType == dt_EZT ? ( Train->mvControlled != Train->mvOccupied ) : - ( Train->mvOccupied->ActiveCab != 0 ) ) ) { + ( Train->iCabn != 0 ) ) ) { // tylko w maszynowym return; } @@ -3435,7 +3467,7 @@ void TTrain::OnCommand_motoroverloadrelayreset( TTrain *Train, command_data cons void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data const &Command ) { if( Train->mvOccupied->LightsPosNo == 0 ) { - // lights are controlled by preset selector + // no preset selector return; } if( Command.action != GLFW_PRESS ) { @@ -3446,15 +3478,22 @@ void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data con if( ( Train->mvOccupied->LightsPos < Train->mvOccupied->LightsPosNo ) || ( true == Train->mvOccupied->LightsWrap ) ) { // active light preset is stored as value in range 1-LigthPosNo + auto const restartcycle { Train->mvOccupied->LightsPos == Train->mvOccupied->LightsPosNo }; Train->mvOccupied->LightsPos = ( - Train->mvOccupied->LightsPos < Train->mvOccupied->LightsPosNo ? + false == restartcycle ? Train->mvOccupied->LightsPos + 1 : 1 ); // wrap mode Train->SetLights(); // visual feedback if( Train->ggLightsButton.SubModel != nullptr ) { - Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); + // HACK: skip submodel animation when restarting cycle, since it plays in the 'wrong' direction + if( false == restartcycle ) { + Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); + } + else { + Train->ggLightsButton.PutValue( Train->mvOccupied->LightsPos - 1 ); + } } } } @@ -3462,7 +3501,7 @@ void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data con void TTrain::OnCommand_lightspresetactivateprevious( TTrain *Train, command_data const &Command ) { if( Train->mvOccupied->LightsPosNo == 0 ) { - // lights are controlled by preset selector + // no preset selector return; } if( Command.action != GLFW_PRESS ) { @@ -3473,29 +3512,33 @@ void TTrain::OnCommand_lightspresetactivateprevious( TTrain *Train, command_data if( ( Train->mvOccupied->LightsPos > 1 ) || ( true == Train->mvOccupied->LightsWrap ) ) { // active light preset is stored as value in range 1-LigthPosNo + auto const restartcycle { Train->mvOccupied->LightsPos == 1 }; Train->mvOccupied->LightsPos = ( - Train->mvOccupied->LightsPos > 1 ? + false == restartcycle ? Train->mvOccupied->LightsPos - 1 : Train->mvOccupied->LightsPosNo ); // wrap mode Train->SetLights(); // visual feedback if( Train->ggLightsButton.SubModel != nullptr ) { - Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); + // HACK: skip submodel animation when restarting cycle, since it plays in the 'wrong' direction + if( false == restartcycle ) { + Train->ggLightsButton.UpdateValue( Train->mvOccupied->LightsPos - 1, Train->dsbSwitch ); + } + else { + Train->ggLightsButton.PutValue( Train->mvOccupied->LightsPos - 1 ); + } } } } void TTrain::OnCommand_headlighttoggleleft( TTrain *Train, command_data const &Command ) { - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { // turn on OnCommand_headlightenableleft( Train, Command ); } @@ -3514,20 +3557,17 @@ void TTrain::OnCommand_headlightenableleft( TTrain *Train, command_data const &C } if( Command.action == GLFW_PRESS ) { - // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); - - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) != 0 ) { return; } // already enabled - - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; // visual feedback Train->ggLeftLightButton.UpdateValue( 1.0, Train->dsbSwitch ); + // implementation + auto const vehicleend { Train->cab_to_end() }; + + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_left; + } // if the light is controlled by 3-way switch, disable marker light if( Train->ggLeftEndLightButton.SubModel == nullptr ) { - Train->DynamicObject->iLights[ vehicleside ] &= ~light::redmarker_left; + Train->DynamicObject->iLights[ vehicleend ] &= ~light::redmarker_left; } } } @@ -3541,14 +3581,11 @@ void TTrain::OnCommand_headlightdisableleft( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + int const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_left; // visual feedback Train->ggLeftLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3556,14 +3593,11 @@ void TTrain::OnCommand_headlightdisableleft( TTrain *Train, command_data const & void TTrain::OnCommand_headlighttoggleright( TTrain *Train, command_data const &Command ) { - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { // turn on OnCommand_headlightenableright( Train, Command ); } @@ -3582,20 +3616,17 @@ void TTrain::OnCommand_headlightenableright( TTrain *Train, command_data const & } if( Command.action == GLFW_PRESS ) { - // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); - - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) != 0 ) { return; } // already enabled - - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; // visual feedback Train->ggRightLightButton.UpdateValue( 1.0, Train->dsbSwitch ); + // implementation + auto const vehicleend { Train->cab_to_end() }; + + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_right; + } // if the light is controlled by 3-way switch, disable marker light if( Train->ggRightEndLightButton.SubModel == nullptr ) { - Train->DynamicObject->iLights[ vehicleside ] &= ~light::redmarker_right; + Train->DynamicObject->iLights[ vehicleend ] &= ~light::redmarker_right; } } } @@ -3609,14 +3640,11 @@ void TTrain::OnCommand_headlightdisableright( TTrain *Train, command_data const if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_right; // visual feedback Train->ggRightLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3624,14 +3652,11 @@ void TTrain::OnCommand_headlightdisableright( TTrain *Train, command_data const void TTrain::OnCommand_headlighttoggleupper( TTrain *Train, command_data const &Command ) { - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) == 0 ) { // turn on OnCommand_headlightenableupper( Train, Command ); } @@ -3651,14 +3676,11 @@ void TTrain::OnCommand_headlightenableupper( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) != 0 ) { return; } // already enabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_upper; // visual feedback Train->ggUpperLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } @@ -3673,14 +3695,11 @@ void TTrain::OnCommand_headlightdisableupper( TTrain *Train, command_data const if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_upper; // visual feedback Train->ggUpperLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3690,12 +3709,9 @@ void TTrain::OnCommand_redmarkertoggleleft( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) == 0 ) { // turn on OnCommand_redmarkerenableleft( Train, Command ); } @@ -3715,14 +3731,11 @@ void TTrain::OnCommand_redmarkerenableleft( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) != 0 ) { return; } // already enabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_left; // visual feedback if( Train->ggLeftEndLightButton.SubModel != nullptr ) { Train->ggLeftEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); @@ -3732,7 +3745,7 @@ void TTrain::OnCommand_redmarkerenableleft( TTrain *Train, command_data const &C // this is crude, but for now will do Train->ggLeftLightButton.UpdateValue( -1.0, Train->dsbSwitch ); // if the light is controlled by 3-way switch, disable the headlight - Train->DynamicObject->iLights[ vehicleside ] &= ~light::headlight_left; + Train->DynamicObject->iLights[ vehicleend ] &= ~light::headlight_left; } } } @@ -3746,14 +3759,11 @@ void TTrain::OnCommand_redmarkerdisableleft( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_left; // visual feedback if( Train->ggLeftEndLightButton.SubModel != nullptr ) { Train->ggLeftEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); @@ -3770,12 +3780,9 @@ void TTrain::OnCommand_redmarkertoggleright( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) == 0 ) { // turn on OnCommand_redmarkerenableright( Train, Command ); } @@ -3795,14 +3802,11 @@ void TTrain::OnCommand_redmarkerenableright( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) != 0 ) { return; } // already enabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_right; // visual feedback if( Train->ggRightEndLightButton.SubModel != nullptr ) { Train->ggRightEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); @@ -3812,7 +3816,7 @@ void TTrain::OnCommand_redmarkerenableright( TTrain *Train, command_data const & // this is crude, but for now will do Train->ggRightLightButton.UpdateValue( -1.0, Train->dsbSwitch ); // if the light is controlled by 3-way switch, disable the headlight - Train->DynamicObject->iLights[ vehicleside ] &= ~light::headlight_right; + Train->DynamicObject->iLights[ vehicleend ] &= ~light::headlight_right; } } } @@ -3826,14 +3830,11 @@ void TTrain::OnCommand_redmarkerdisableright( TTrain *Train, command_data const if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) { return; } // already disabled + if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_right; // visual feedback if( Train->ggRightEndLightButton.SubModel != nullptr ) { Train->ggRightEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); @@ -3853,23 +3854,22 @@ void TTrain::OnCommand_headlighttogglerearleft( TTrain *Train, command_data cons return; } - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::rear : - end::front ); - if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc + auto const vehicleotherend { ( + Train->cab_to_end() == end::front ? + end::rear : + end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_right ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_right; // visual feedback Train->ggRearLeftLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_right; // visual feedback Train->ggRearLeftLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3883,23 +3883,22 @@ void TTrain::OnCommand_headlighttogglerearright( TTrain *Train, command_data con return; } - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::rear : - end::front ); - if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc + auto const vehicleotherend { ( + Train->cab_to_end() == end::front ? + end::rear : + end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_left ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_left; // visual feedback Train->ggRearRightLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_left; // visual feedback Train->ggRearRightLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3913,22 +3912,21 @@ void TTrain::OnCommand_headlighttogglerearupper( TTrain *Train, command_data con return; } - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::rear : - end::front ); - if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) { + auto const vehicleotherend { ( + Train->cab_to_end() == end::front ? + end::rear : + end::front ) }; + if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_upper ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_upper; // visual feedback Train->ggRearUpperLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_upper; // visual feedback Train->ggRearUpperLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3942,23 +3940,22 @@ void TTrain::OnCommand_redmarkertogglerearleft( TTrain *Train, command_data cons return; } - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::rear : - end::front ); - if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc + auto const vehicleotherend { ( + Train->cab_to_end() == end::front ? + end::rear : + end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::redmarker_right ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_right; // visual feedback Train->ggRearLeftEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_right; // visual feedback Train->ggRearLeftEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3972,23 +3969,22 @@ void TTrain::OnCommand_redmarkertogglerearright( TTrain *Train, command_data con return; } - int const vehicleside = - ( Train->mvOccupied->ActiveCab == 1 ? - end::rear : - end::front ); - if( Command.action == GLFW_PRESS ) { // NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc + auto const vehicleotherend { ( + Train->cab_to_end() == end::front ? + end::rear : + end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) { + if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::redmarker_left ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_left; // visual feedback Train->ggRearRightEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left; + Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_left; // visual feedback Train->ggRearRightEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -4608,9 +4604,8 @@ void TTrain::OnCommand_doortoggleleft( TTrain *Train, command_data const &Comman if( Command.action == GLFW_PRESS ) { // NOTE: test how the door state check works with consists where the occupied vehicle doesn't have opening doors if( false == ( - Train->mvOccupied->ActiveCab == 1 ? - Train->mvOccupied->Doors.instances[side::left].is_opening || Train->mvOccupied->Doors.instances[ side::left ].is_open : - Train->mvOccupied->Doors.instances[side::right].is_opening || Train->mvOccupied->Doors.instances[ side::right ].is_open ) ) { + ( Train->ggDoorLeftButton.GetDesiredValue() > 0.5 ) + || ( Train->ggDoorLeftOnButton.GetDesiredValue() > 0.5 ) ) ) { // open OnCommand_dooropenleft( Train, Command ); } @@ -4630,9 +4625,8 @@ void TTrain::OnCommand_doortoggleleft( TTrain *Train, command_data const &Comman else if( Command.action == GLFW_RELEASE ) { if( true == ( - Train->mvOccupied->ActiveCab == 1 ? - Train->mvOccupied->Doors.instances[side::left].is_opening || Train->mvOccupied->Doors.instances[ side::left ].is_open : - Train->mvOccupied->Doors.instances[side::right].is_opening || Train->mvOccupied->Doors.instances[ side::right ].is_open ) ) { + ( Train->ggDoorLeftButton.GetDesiredValue() > 0.5 ) + || ( Train->ggDoorLeftOnButton.GetDesiredValue() > 0.5 ) ) ) { // open if( ( Train->mvOccupied->Doors.has_autowarning ) && ( Train->mvOccupied->DepartureSignal ) ) { @@ -4680,7 +4674,7 @@ void TTrain::OnCommand_doorpermitleft( TTrain *Train, command_data const &Comman if( Command.action == GLFW_PRESS ) { auto const side { ( - Train->mvOccupied->ActiveCab == 1 ? + Train->cab_to_end() == end::front ? side::left : side::right ) }; @@ -4692,7 +4686,7 @@ void TTrain::OnCommand_doorpermitleft( TTrain *Train, command_data const &Comman } else { // two-state switch - auto const newstate { !( Train->mvOccupied->Doors.instances[ side ].open_permit ) }; + auto const newstate { !( Train->ggDoorLeftPermitButton.GetDesiredValue() > 0.5 ) }; Train->mvOccupied->PermitDoors( side, newstate ); // visual feedback @@ -4716,7 +4710,7 @@ void TTrain::OnCommand_doorpermitright( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { auto const side { ( - Train->mvOccupied->ActiveCab == 1 ? + Train->cab_to_end() == end::front ? side::right : side::left ) }; @@ -4728,7 +4722,7 @@ void TTrain::OnCommand_doorpermitright( TTrain *Train, command_data const &Comma } else { // two-state switch - auto const newstate { !( Train->mvOccupied->Doors.instances[ side ].open_permit ) }; + auto const newstate { !( Train->ggDoorRightPermitButton.GetDesiredValue() > 0.5 ) }; Train->mvOccupied->PermitDoors( side, newstate ); // visual feedback @@ -4782,7 +4776,7 @@ void TTrain::OnCommand_dooropenleft( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::left : side::right ), true ); @@ -4828,7 +4822,7 @@ void TTrain::OnCommand_doorcloseleft( TTrain *Train, command_data const &Command else { // TODO: move door opening/closing to the update, so the switch animation doesn't hinge on door working Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::left : side::right ), false ); @@ -4850,7 +4844,7 @@ void TTrain::OnCommand_doorcloseleft( TTrain *Train, command_data const &Command Train->mvOccupied->signal_departure( false ); // now we can actually close the door Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::left : side::right ), false ); @@ -4867,9 +4861,8 @@ void TTrain::OnCommand_doortoggleright( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { // NOTE: test how the door state check works with consists where the occupied vehicle doesn't have opening doors if( false == ( - Train->mvOccupied->ActiveCab == 1 ? - Train->mvOccupied->Doors.instances[side::right].is_opening || Train->mvOccupied->Doors.instances[ side::right ].is_open : - Train->mvOccupied->Doors.instances[side::left].is_opening || Train->mvOccupied->Doors.instances[ side::left ].is_open ) ) { + ( Train->ggDoorRightButton.GetDesiredValue() > 0.5 ) + || ( Train->ggDoorRightOnButton.GetDesiredValue() > 0.5 ) ) ) { // open OnCommand_dooropenright( Train, Command ); } @@ -4889,9 +4882,8 @@ void TTrain::OnCommand_doortoggleright( TTrain *Train, command_data const &Comma else if( Command.action == GLFW_RELEASE ) { if( true == ( - Train->mvOccupied->ActiveCab == 1 ? - Train->mvOccupied->Doors.instances[side::right].is_opening || Train->mvOccupied->Doors.instances[ side::right ].is_open : - Train->mvOccupied->Doors.instances[side::left].is_opening || Train->mvOccupied->Doors.instances[ side::left ].is_open ) ) { + ( Train->ggDoorRightButton.GetDesiredValue() > 0.5 ) + || ( Train->ggDoorRightOnButton.GetDesiredValue() > 0.5 ) ) ) { // open if( ( Train->mvOccupied->Doors.has_autowarning ) && ( Train->mvOccupied->DepartureSignal ) ) { @@ -4949,7 +4941,7 @@ void TTrain::OnCommand_dooropenright( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::right : side::left ), true ); @@ -4994,7 +4986,7 @@ void TTrain::OnCommand_doorcloseright( TTrain *Train, command_data const &Comman } else { Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::right : side::left ), false ); @@ -5016,7 +5008,7 @@ void TTrain::OnCommand_doorcloseright( TTrain *Train, command_data const &Comman Train->mvOccupied->signal_departure( false ); // now we can actually close the door Train->mvOccupied->OperateDoors( - ( Train->mvOccupied->ActiveCab == 1 ? + ( Train->cab_to_end() == end::front ? side::right : side::left ), false ); @@ -5369,6 +5361,7 @@ void TTrain::OnCommand_radiostoptest( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { if( ( Train->RadioChannel() == 10 ) + && ( true == Train->mvOccupied->Radio ) && ( Train->mvControlled->Battery || Train->mvControlled->ConverterFlag ) ) { Train->Dynamic()->RadioStop(); } @@ -5381,15 +5374,44 @@ void TTrain::OnCommand_radiostoptest( TTrain *Train, command_data const &Command } } +void TTrain::OnCommand_radiocall3send( TTrain *Train, command_data const &Command ) { + + if( Command.action == GLFW_PRESS ) { + if( ( Train->RadioChannel() != 10 ) + && ( true == Train->mvOccupied->Radio ) + && ( Train->mvControlled->Battery || Train->mvControlled->ConverterFlag ) ) { + simulation::Events.queue_receivers( radio_message::call3, Train->Dynamic()->GetPosition() ); + } + // visual feedback + Train->ggRadioCall3.UpdateValue( 1.0 ); + } + else if( Command.action == GLFW_RELEASE ) { + // visual feedback + Train->ggRadioCall3.UpdateValue( 0.0 ); + } +} + void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { - if( false == Train->CabChange( 1 ) ) { - if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ end::front ].CouplingFlag, coupling::gangway ) ) { + auto const *owner { ( + Train->DynamicObject->ctOwner != nullptr ? + Train->DynamicObject->ctOwner : + Train->DynamicObject->Mechanik ) }; + auto const movedirection { 1 }; + if( false == Train->CabChange( movedirection ) ) { + auto const exitdirection { ( + movedirection > 0 ? + end::front : + end::rear ) }; + if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ exitdirection ].CouplingFlag, coupling::gangway ) ) { // przejscie do nastepnego pojazdu - Global.changeDynObj = Train->DynamicObject->PrevConnected(); + Global.changeDynObj = ( + exitdirection == end::front ? + Train->DynamicObject->PrevConnected() : + Train->DynamicObject->NextConnected() ); Global.changeDynObj->MoverParameters->ActiveCab = ( - Train->DynamicObject->MoverParameters->Neighbours[end::front].vehicle_end ? + Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? -1 : 1 ); } @@ -5404,12 +5426,25 @@ void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Comm void TTrain::OnCommand_cabchangebackward( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { - if( false == Train->CabChange( -1 ) ) { - if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ end::rear ].CouplingFlag, coupling::gangway ) ) { + auto const *owner { ( + Train->DynamicObject->ctOwner != nullptr ? + Train->DynamicObject->ctOwner : + Train->DynamicObject->Mechanik ) }; + auto const movedirection { -1 }; + if( false == Train->CabChange( movedirection ) ) { + // current vehicle doesn't extend any farther in this direction, check if we there's one connected we can move to + auto const exitdirection { ( + movedirection > 0 ? + end::front : + end::rear ) }; + if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ exitdirection ].CouplingFlag, coupling::gangway ) ) { // przejscie do nastepnego pojazdu - Global.changeDynObj = Train->DynamicObject->NextConnected(); + Global.changeDynObj = ( + exitdirection == end::front ? + Train->DynamicObject->PrevConnected() : + Train->DynamicObject->NextConnected() ); Global.changeDynObj->MoverParameters->ActiveCab = ( - Train->DynamicObject->MoverParameters->Neighbours[end::rear].vehicle_end ? + Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? -1 : 1 ); } @@ -5464,10 +5499,11 @@ bool TTrain::Update( double const Deltatime ) if( ( ggMainButton.GetDesiredValue() > 0.95 ) || ( ggMainOnButton.GetDesiredValue() > 0.95 ) ) { // keep track of period the line breaker button is held down, to determine when/if circuit closes - if( ( fHVoltage > 0.5 * mvControlled->EnginePowerSource.MaxVoltage ) - || ( ( mvControlled->EngineType != TEngineType::ElectricSeriesMotor ) - && ( mvControlled->EngineType != TEngineType::ElectricInductionMotor ) - && ( true == mvControlled->Battery ) ) ) { + if( ( mvControlled->MainsInitTimeCountdown <= 0.0 ) + && ( ( fHVoltage > 0.5 * mvControlled->EnginePowerSource.MaxVoltage ) + || ( ( mvControlled->EngineType != TEngineType::ElectricSeriesMotor ) + && ( mvControlled->EngineType != TEngineType::ElectricInductionMotor ) + && ( true == mvControlled->Battery ) ) ) ) { // prevent the switch from working if there's no power // TODO: consider whether it makes sense for diesel engines and such fMainRelayTimer += Deltatime; @@ -5693,7 +5729,9 @@ bool TTrain::Update( double const Deltatime ) in++; iPowerNo = in; } - if ((in < 8) && (p->MoverParameters->EngineType==TEngineType::DieselEngine)) + if ((in < 8) + && ((p->MoverParameters->EngineType==TEngineType::DieselEngine) + ||(p->MoverParameters->EngineType==TEngineType::DieselElectric))) { fDieselParams[1 + in][0] = p->MoverParameters->enrot*60; fDieselParams[1 + in][1] = p->MoverParameters->nrot; @@ -5703,8 +5741,8 @@ bool TTrain::Update( double const Deltatime ) fDieselParams[1 + in][5] = p->MoverParameters->dizel_engage; fDieselParams[1 + in][6] = p->MoverParameters->dizel_heat.Twy; fDieselParams[1 + in][7] = p->MoverParameters->OilPump.pressure; - fDieselParams[1 + in][8] = p->MoverParameters->hydro_R_Fill; - //fDieselParams[1 + in][9] = p->MoverParameters-> + fDieselParams[1 + in][8] = p->MoverParameters->dizel_heat.Ts; + fDieselParams[1 + in][9] = p->MoverParameters->hydro_R_Fill; bMains[in] = p->MoverParameters->Mains; fCntVol[in] = p->MoverParameters->BatteryVoltage; bFuse[in] = p->MoverParameters->FuseFlag; @@ -5814,14 +5852,13 @@ bool TTrain::Update( double const Deltatime ) // youBy - prad w drugim czlonie: galaz lub calosc { - TDynamicObject *tmp; - tmp = NULL; + TDynamicObject *tmp { nullptr }; if (DynamicObject->NextConnected()) - if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, ctrain_controll)) && + if ((TestFlag(mvControlled->Couplers[end::rear].CouplingFlag, ctrain_controll)) && (mvOccupied->ActiveCab == 1)) tmp = DynamicObject->NextConnected(); if (DynamicObject->PrevConnected()) - if ((TestFlag(mvControlled->Couplers[0].CouplingFlag, ctrain_controll)) && + if ((TestFlag(mvControlled->Couplers[end::front].CouplingFlag, ctrain_controll)) && (mvOccupied->ActiveCab == -1)) tmp = DynamicObject->PrevConnected(); if( tmp ) { @@ -5984,7 +6021,7 @@ bool TTrain::Update( double const Deltatime ) } } // McZapkie-141102: SHP i czuwak, TODO: sygnalizacja kabinowa - if( mvOccupied->SecuritySystem.Status > 0 ) { + if( mvOccupied->SecuritySystem.Status != s_off ) { if( fBlinkTimer > fCzuwakBlink ) fBlinkTimer = -fCzuwakBlink; else @@ -6010,9 +6047,10 @@ bool TTrain::Update( double const Deltatime ) || (true == mvControlled->Mains) ) ? true : false ) ); - // NOTE: 'off' variant uses the same test, but opposite resulting states btLampkaWylSzybkiOff.Turn( - ( ( ( m_linebreakerstate == 2 ) + ( ( ( mvControlled->MainsInitTimeCountdown > 0.0 ) +// || ( fHVoltage == 0.0 ) + || ( m_linebreakerstate == 2 ) || ( true == mvControlled->Mains ) ) ? false : true ) ); @@ -6030,18 +6068,18 @@ bool TTrain::Update( double const Deltatime ) ( true == mvControlled->ResistorsFlagCheck() ) || ( mvControlled->MainCtrlActualPos == 0 ) ); // do EU04 - if( mvControlled->StLinFlag ) { - btLampkaStyczn.Turn( false ); + btLampkaStyczn.Turn( + mvControlled->StLinFlag ? + false : + mvOccupied->BrakePress < 1.0 ); // mozna prowadzic rozruch + + if( ( ( mvControlled->ActiveCab == 1 ) && ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) ) + || ( ( mvControlled->ActiveCab == -1 ) && ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) ) ) { + btLampkaUkrotnienie.Turn( true ); } else { - // mozna prowadzic rozruch - btLampkaStyczn.Turn( mvOccupied->BrakePress < 1.0 ); - } - if( ( ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) && ( mvControlled->CabNo == 1 ) ) - || ( ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) && ( mvControlled->CabNo == -1 ) ) ) - btLampkaUkrotnienie.Turn( true ); - else btLampkaUkrotnienie.Turn( false ); + } // if // ((TestFlag(mvControlled->BrakeStatus,+b_Rused+b_Ractive)))//Lampka drugiego stopnia hamowania @@ -6128,8 +6166,8 @@ bool TTrain::Update( double const Deltatime ) btLampkaRadioStop.Turn( mvOccupied->Radio && mvOccupied->RadioStopFlag ); btLampkaHamulecReczny.Turn(mvOccupied->ManualBrakePos > 0); // NBMX wrzesien 2003 - drzwi oraz sygnał odjazdu - btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ] ); - btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ] ); + btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::left : side::right ) ] ); + btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::right : side::left ) ] ); btLampkaDoors.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ side::right ] || DynamicObject->Mechanik->IsAnyDoorOpen[ side::left ] ); btLampkaBlokadaDrzwi.Turn( mvOccupied->Doors.is_locked ); btLampkaDoorLockOff.Turn( false == mvOccupied->Doors.lock_enabled ); @@ -6160,6 +6198,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaMotorBlowers.Turn( ( mvControlled->MotorBlowers[ end::front ].is_active ) && ( mvControlled->MotorBlowers[ end::rear ].is_active ) ); btLampkaCoolingFans.Turn( mvControlled->RventRot > 1.0 ); btLampkaTempomat.Turn( mvControlled->ScndCtrlPos > 0 ); + btLampkaDistanceCounter.Turn( m_distancecounter >= 0.f ); // universal devices state indicators for( auto idx = 0; idx < btUniversals.size(); ++idx ) { btUniversals[ idx ].Turn( ggUniversals[ idx ].GetValue() > 0.5 ); @@ -6224,6 +6263,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaMotorBlowers.Turn( false ); btLampkaCoolingFans.Turn( false ); btLampkaTempomat.Turn( false ); + btLampkaDistanceCounter.Turn( false ); // universal devices state indicators for( auto &universal : btUniversals ) { universal.Turn( false ); @@ -6231,10 +6271,8 @@ bool TTrain::Update( double const Deltatime ) } { // yB - wskazniki drugiego czlonu - TDynamicObject *tmp; //=mvControlled->mvSecond; //Ra 2014-07: trzeba to - // jeszcze wyjąć z kabiny... + TDynamicObject *tmp { nullptr }; //=mvControlled->mvSecond; //Ra 2014-07: trzeba to jeszcze wyjąć z kabiny... // Ra 2014-07: no nie ma potrzeby szukać tego w każdej klatce - tmp = NULL; if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, ctrain_controll)) && (mvOccupied->ActiveCab > 0)) tmp = DynamicObject->NextConnected(); @@ -6248,7 +6286,10 @@ bool TTrain::Update( double const Deltatime ) auto const *mover { tmp->MoverParameters }; btLampkaWylSzybkiB.Turn( mover->Mains ); - btLampkaWylSzybkiBOff.Turn( false == mover->Mains ); + btLampkaWylSzybkiBOff.Turn( + ( false == mover->Mains ) + && ( mover->MainsInitTimeCountdown <= 0.0 ) + /*&& ( fHVoltage != 0.0 )*/ ); btLampkaOporyB.Turn(mover->ResistorsFlagCheck()); btLampkaBezoporowaB.Turn( @@ -6310,10 +6351,13 @@ bool TTrain::Update( double const Deltatime ) if( ggJointCtrl.SubModel != nullptr ) { // joint master controller moves forward to adjust power and backward to adjust brakes auto const brakerangemultiplier { + /* NOTE: scaling disabled as it was conflicting with associating sounds with control positions ( mvControlled->CoupledCtrl ? mvControlled->MainCtrlPosNo + mvControlled->ScndCtrlPosNo : mvControlled->MainCtrlPosNo ) - / static_cast(LocalBrakePosNo) }; + / static_cast(LocalBrakePosNo) + */ + 1 }; ggJointCtrl.UpdateValue( ( mvOccupied->LocalBrakePosA > 0.0 ? mvOccupied->LocalBrakePosA * LocalBrakePosNo * -1 * brakerangemultiplier : mvControlled->CoupledCtrl ? double( mvControlled->MainCtrlPos + mvControlled->ScndCtrlPos ) : @@ -6363,6 +6407,7 @@ bool TTrain::Update( double const Deltatime ) ggScndCtrl.Update(); } ggScndCtrlButton.Update(); + ggDistanceCounterButton.Update(); if (ggDirKey.SubModel) { if (mvControlled->TrainType != dt_EZT) ggDirKey.UpdateValue( @@ -6501,6 +6546,7 @@ bool TTrain::Update( double const Deltatime ) ggUniveralBrakeButton3.Update(); ggAntiSlipButton.Update(); ggSandButton.Update(); + ggAutoSandButton.Update(); ggFuseButton.Update(); ggConverterFuseButton.Update(); ggStLinOffButton.Update(); @@ -6510,6 +6556,7 @@ bool TTrain::Update( double const Deltatime ) ggRadioChannelNext.Update(); ggRadioStop.Update(); ggRadioTest.Update(); + ggRadioCall3.Update(); ggDepartureSignalButton.Update(); ggPantFrontButton.Update(); @@ -6550,8 +6597,8 @@ bool TTrain::Update( double const Deltatime ) ggHelperButton.UpdateValue( DynamicObject->Mechanik->HelperState ); } ggHelperButton.Update(); - - ggSpeedControlIncreaseButton.Update(); + + ggSpeedControlIncreaseButton.Update(); ggSpeedControlDecreaseButton.Update(); ggSpeedControlPowerIncreaseButton.Update(); ggSpeedControlDecreaseButton.Update(); @@ -6666,7 +6713,7 @@ bool TTrain::Update( double const Deltatime ) && ( false == FreeFlyModeFlag ) ) { // don't bother if we're outside fScreenTimer = 0.f; for( auto const &screen : m_screens ) { - Application.request( { screen.first, GetTrainState(), GfxRenderer.Texture( screen.second ).id } ); + Application.request( { screen.first, GetTrainState(), GfxRenderer->Texture( screen.second ).id } ); } } // sounds @@ -6863,7 +6910,7 @@ TTrain::update_sounds( double const Deltatime ) { } // McZapkie-141102: SHP i czuwak, TODO: sygnalizacja kabinowa - if (mvOccupied->SecuritySystem.Status > 0) { + if (mvOccupied->SecuritySystem.Status != s_off ) { // hunter-091012: rozdzielenie alarmow if( TestFlag( mvOccupied->SecuritySystem.Status, s_CAalarm ) || TestFlag( mvOccupied->SecuritySystem.Status, s_SHPalarm ) ) { @@ -6906,6 +6953,28 @@ TTrain::update_sounds( double const Deltatime ) { else if( fTachoCount < 1.f ) { dsbHasler.stop(); } + + // power-reliant sounds + if( mvControlled->Battery || mvControlled->ConverterFlag ) { + // distance meter alert + auto const *owner { ( + DynamicObject->ctOwner != nullptr ? + DynamicObject->ctOwner : + DynamicObject->Mechanik ) }; + if( m_distancecounter > owner->fLength ) { + // play assigned sound if the train travelled its full length since meter activation + // TBD: check all combinations of directions and active cab + m_distancecounter = -1.f; // turn off the meter after its task is done + m_distancecounterclear + .pitch( m_distancecounterclear.m_frequencyoffset + m_distancecounterclear.m_frequencyfactor ) + .gain( m_distancecounterclear.m_amplitudeoffset + m_distancecounterclear.m_amplitudefactor ) + .play( sound_flags::exclusive ); + } + } + else { + // stop power-reliant sounds if power is cut + m_distancecounterclear.stop(); + } } void TTrain::update_sounds_runningnoise( sound_source &Sound ) { @@ -6993,6 +7062,14 @@ void TTrain::update_sounds_radio() { } } +void TTrain::add_distance( double const Distance ) { + + auto const meterenabled { ( true == ( m_distancecounter >= 0 ) ) && ( mvControlled->Battery || mvControlled->ConverterFlag ) }; + + if( true == meterenabled ) { m_distancecounter += Distance * Occupied()->ActiveCab; } + else { m_distancecounter = -1.f; } +} + bool TTrain::CabChange(int iDirection) { // McZapkie-090902: zmiana kabiny 1->0->2 i z powrotem if( ( DynamicObject->Mechanik == nullptr ) @@ -7082,6 +7159,12 @@ bool TTrain::LoadMMediaFile(std::string const &asFileName) dsbSlipAlarm.deserialize( parser, sound_type::single ); dsbSlipAlarm.owner( DynamicObject ); } + else if (token == "distancecounter:") + { + // distance meter 'good to go' sound + m_distancecounterclear.deserialize( parser, sound_type::single ); + m_distancecounterclear.owner( DynamicObject ); + } else if (token == "tachoclock:") { // cykanie rejestratora: @@ -7207,7 +7290,7 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) &dsbSwitch, &dsbPneumaticSwitch, &rsHiss, &rsHissU, &rsHissE, &rsHissX, &rsHissT, &rsSBHiss, &rsSBHissU, &rsFadeSound, &rsRunningNoise, &rsHuntingNoise, - &dsbHasler, &dsbBuzzer, &dsbSlipAlarm, &m_radiosound, &m_radiostop + &dsbHasler, &dsbBuzzer, &dsbSlipAlarm, &m_distancecounterclear, &m_radiosound, &m_radiostop }; for( auto sound : sounds ) { sound->offset( nullvector ); @@ -7437,7 +7520,7 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) ( substr_path(renderername).empty() ? // supply vehicle folder as path if none is provided DynamicObject->asBaseDir + renderername : renderername ), - GfxRenderer.Material( material ).texture1 ); + GfxRenderer->Material( material ).texture1 ); } // btLampkaUnknown.Init("unknown",mdKabina,false); } while (token != ""); @@ -7467,6 +7550,10 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) if( dsbBuzzer.offset() == nullvector ) { dsbBuzzer.offset( btLampkaCzuwaka.model_offset() ); } + // HACK: alerter is likely to be located somewhere near computer displays + if( m_distancecounterclear.offset() == nullvector ) { + m_distancecounterclear.offset( btLampkaCzuwaka.model_offset() ); + } // radio has two potential items which can provide the position if( m_radiosound.offset() == nullvector ) { m_radiosound.offset( btLampkaRadio.model_offset() ); @@ -7687,6 +7774,7 @@ void TTrain::clear_cab_controls() ggMainCtrlAct.Clear(); ggScndCtrl.Clear(); ggScndCtrlButton.Clear(); + ggDistanceCounterButton.Clear(); ggDirKey.Clear(); ggBrakeCtrl.Clear(); ggLocalBrake.Clear(); @@ -7708,6 +7796,7 @@ void TTrain::clear_cab_controls() ggUniveralBrakeButton2.Clear(); ggUniveralBrakeButton3.Clear(); ggSandButton.Clear(); + ggAutoSandButton.Clear(); ggAntiSlipButton.Clear(); ggHornButton.Clear(); ggHornLowButton.Clear(); @@ -7742,6 +7831,7 @@ void TTrain::clear_cab_controls() ggRadioChannelNext.Clear(); ggRadioStop.Clear(); ggRadioTest.Clear(); + ggRadioCall3.Clear(); ggDoorLeftPermitButton.Clear(); ggDoorRightPermitButton.Clear(); ggDoorPermitPresetButton.Clear(); @@ -7876,6 +7966,7 @@ void TTrain::clear_cab_controls() btLampkaMotorBlowers.Clear(); btLampkaCoolingFans.Clear(); btLampkaTempomat.Clear(); + btLampkaDistanceCounter.Clear(); ggLeftLightButton.Clear(); ggRightLightButton.Clear(); @@ -8009,21 +8100,18 @@ void TTrain::set_cab_controls( int const Cab ) { // lights ggLightsButton.PutValue( mvOccupied->LightsPos - 1 ); - int const vehicleside = - ( mvOccupied->ActiveCab == 1 ? - end::front : - end::rear ); + auto const vehicleend { cab_to_end() }; - if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_left ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_left ) != 0 ) { ggLeftLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_right ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_right ) != 0 ) { ggRightLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) != 0 ) { ggUpperLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) != 0 ) { if( ggLeftEndLightButton.SubModel != nullptr ) { ggLeftEndLightButton.PutValue( 1.f ); } @@ -8031,7 +8119,7 @@ void TTrain::set_cab_controls( int const Cab ) { ggLeftLightButton.PutValue( -1.f ); } } - if( ( DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) != 0 ) { + if( ( DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) != 0 ) { if( ggRightEndLightButton.SubModel != nullptr ) { ggRightEndLightButton.PutValue( 1.f ); } @@ -8064,15 +8152,15 @@ void TTrain::set_cab_controls( int const Cab ) { 0.f ) ); // doors permits if( ggDoorLeftPermitButton.type() != TGaugeType::push ) { - ggDoorLeftPermitButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ].open_permit ? 1.f : 0.f ); + ggDoorLeftPermitButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit ? 1.f : 0.f ); } if( ggDoorRightPermitButton.type() != TGaugeType::push ) { - ggDoorRightPermitButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ].open_permit ? 1.f : 0.f ); + ggDoorRightPermitButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit ? 1.f : 0.f ); } ggDoorPermitPresetButton.PutValue( mvOccupied->Doors.permit_preset ); // door controls - ggDoorLeftButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ].is_closed ? 0.f : 1.f ); - ggDoorRightButton.PutValue( mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ].is_closed ? 0.f : 1.f ); + ggDoorLeftButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].is_closed ? 0.f : 1.f ); + ggDoorRightButton.PutValue( mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].is_closed ? 0.f : 1.f ); // door lock ggDoorSignallingButton.PutValue( mvOccupied->Doors.lock_enabled ? @@ -8190,7 +8278,14 @@ void TTrain::set_cab_controls( int const Cab ) { 1.f : 0.f ); } - + // sandbox + if( ggAutoSandButton.type() != TGaugeType::push ) { + ggAutoSandButton.PutValue( + mvControlled->SandDoseAutoAllow ? + 1.f : + 0.f ); + } + // we reset all indicators, as they're set during the update pass // TODO: when cleaning up break setting indicator state into a separate function, so we can reuse it } @@ -8233,6 +8328,7 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co { "i-motorblowers:", btLampkaMotorBlowers }, { "i-coolingfans:", btLampkaCoolingFans }, { "i-tempomat:", btLampkaTempomat }, + { "i-distancecounter:", btLampkaDistanceCounter }, { "i-trainheating:", btLampkaOgrzewanieSkladu }, { "i-security_aware:", btLampkaCzuwaka }, { "i-security_cabsignal:", btLampkaSHP }, @@ -8302,9 +8398,9 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co } } // TODO: move viable dedicated lights to the automatic light array - std::unordered_map const autolights = { - { "i-doorpermit_left:", &mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::left : side::right ) ].open_permit }, - { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( mvOccupied->ActiveCab == 1 ? side::right : side::left ) ].open_permit }, + std::unordered_map const autolights = { + { "i-doorpermit_left:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit }, + { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit }, { "i-doorstep:", &mvOccupied->Doors.step_enabled } }; { @@ -8382,7 +8478,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "universalbrake2_bt:", ggUniveralBrakeButton2 }, { "universalbrake3_bt:", ggUniveralBrakeButton3 }, { "sand_bt:", ggSandButton }, - { "autosandallow_sw:", ggAutoSandAllow }, + { "autosandallow_sw:", ggAutoSandButton }, { "antislip_bt:", ggAntiSlipButton }, { "horn_bt:", ggHornButton }, { "hornlow_bt:", ggHornLowButton }, @@ -8441,6 +8537,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "radiochannelnext_sw:", ggRadioChannelNext }, { "radiostop_sw:", ggRadioStop }, { "radiotest_sw:", ggRadioTest }, + { "radiocall3_sw:", ggRadioCall3 }, { "pantfront_sw:", ggPantFrontButton }, { "pantrear_sw:", ggPantRearButton }, { "pantfrontoff_sw:", ggPantFrontButtonOff }, @@ -8461,6 +8558,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "cablightdim_sw:", ggCabLightDimButton }, { "battery_sw:", ggBatteryButton }, { "tempomat_sw:", ggScndCtrlButton }, + { "distancecounter_sw:", ggDistanceCounterButton }, { "universal0:", ggUniversals[ 0 ] }, { "universal1:", ggUniversals[ 1 ] }, { "universal2:", ggUniversals[ 2 ] }, @@ -8471,7 +8569,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "universal7:", ggUniversals[ 7 ] }, { "universal8:", ggUniversals[ 8 ] }, { "universal9:", ggUniversals[ 9 ] }, - { "speedinc_bt:", ggSpeedControlIncreaseButton }, + { "speedinc_bt:", ggSpeedControlIncreaseButton }, { "speeddec_bt:", ggSpeedControlDecreaseButton }, { "speedctrlpowerinc_bt:", ggSpeedControlPowerIncreaseButton }, { "speedctrlpowerdec_bt:", ggSpeedControlPowerDecreaseButton }, @@ -8485,7 +8583,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "speedbutton7:", ggSpeedCtrlButtons[ 7 ] }, { "speedbutton8:", ggSpeedCtrlButtons[ 8 ] }, { "speedbutton9:", ggSpeedCtrlButtons[ 9 ] } - }; + }; { auto lookup = gauges.find( Label ); if( lookup != gauges.end() ) { @@ -8779,6 +8877,18 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con gauge.AssignDouble(&mvControlled->AnPos); m_controlmapper.insert( gauge, "shuntmodepower:" ); } + else if( Label == "heatingvoltage:" ) { + if( mvControlled->HeatingPowerSource.SourceType == TPowerSource::Generator ) { + auto &gauge = Cabine[ Cabindex ].Gauge( -1 ); // pierwsza wolna gałka + gauge.Load( Parser, DynamicObject ); + gauge.AssignDouble( &(mvControlled->HeatingPowerSource.EngineGenerator.voltage) ); + } + } + else if( Label == "heatingcurrent:" ) { + auto &gauge = Cabine[ Cabindex ].Gauge( -1 ); // pierwsza wolna gałka + gauge.Load( Parser, DynamicObject ); + gauge.AssignDouble( &( mvControlled->TotalCurrent ) ); + } else { // failed to match the label diff --git a/Train.h b/Train.h index c84afd9e..cc5b949d 100644 --- a/Train.h +++ b/Train.h @@ -69,8 +69,10 @@ public: find( TSubModel const *Control ) const; }; -class TTrain -{ +class TTrain { + + friend class drivingaid_panel; + public: // types struct state_t { @@ -88,6 +90,7 @@ class TTrain std::uint8_t ventilator_overload; std::uint8_t motor_overload_threshold; std::uint8_t train_heating; + std::uint8_t cab; std::uint8_t recorder_braking; std::uint8_t recorder_power; std::uint8_t alerter_sound; @@ -98,13 +101,15 @@ class TTrain float brake_pressure; float hv_voltage; std::array hv_current; + float lv_voltage; }; +// constructors + TTrain(); // methods bool CabChange(int iDirection); bool ShowNextCurrent; // pokaz przd w podlaczonej lokomotywie (ET41) bool InitializeCab(int NewCabNo, std::string const &asFileName); - TTrain(); // McZapkie-010302 bool Init(TDynamicObject *NewDynamicObject, bool e3d = false); @@ -113,6 +118,7 @@ class TTrain inline std::string GetLabel( TSubModel const *Control ) const { return m_controlmapper.find( Control ); } void UpdateCab(); bool Update( double const Deltatime ); + void add_distance( double const Distance ); void SetLights(); // McZapkie-310302: ladowanie parametrow z pliku bool LoadMMediaFile(std::string const &asFileName); @@ -151,6 +157,12 @@ class TTrain void update_sounds( double const Deltatime ); void update_sounds_runningnoise( sound_source &Sound ); void update_sounds_radio(); + inline + end cab_to_end() const { + return ( + iCabn == 2 ? + end::rear : + end::front ); } // command handlers // NOTE: we're currently using universal handlers and static handler map but it may be beneficial to have these implemented on individual class instance basis @@ -350,6 +362,7 @@ class TTrain static void OnCommand_radiochanneldecrease( TTrain *Train, command_data const &Command ); static void OnCommand_radiostopsend( TTrain *Train, command_data const &Command ); static void OnCommand_radiostoptest( TTrain *Train, command_data const &Command ); + static void OnCommand_radiocall3send( TTrain *Train, command_data const &Command ); static void OnCommand_cabchangeforward( TTrain *Train, command_data const &Command ); static void OnCommand_cabchangebackward( TTrain *Train, command_data const &Command ); static void OnCommand_generictoggle( TTrain *Train, command_data const &Command ); @@ -360,6 +373,7 @@ class TTrain static void OnCommand_springbrakeshutoffenable(TTrain *Train, command_data const &Command); static void OnCommand_springbrakeshutoffdisable(TTrain *Train, command_data const &Command); static void OnCommand_springbrakerelease(TTrain *Train, command_data const &Command); + static void OnCommand_distancecounteractivate( TTrain *Train, command_data const &Command ); static void OnCommand_speedcontrolincrease(TTrain *Train, command_data const &Command); static void OnCommand_speedcontroldecrease(TTrain *Train, command_data const &Command); static void OnCommand_speedcontrolpowerincrease(TTrain *Train, command_data const &Command); @@ -429,7 +443,7 @@ public: // reszta może by?publiczna TGauge ggUniveralBrakeButton2; TGauge ggUniveralBrakeButton3; TGauge ggSandButton; // guzik piasecznicy - TGauge ggAutoSandAllow; // przełącznik piasecznicy + TGauge ggAutoSandButton; // przełącznik piasecznicy TGauge ggAntiSlipButton; TGauge ggFuseButton; TGauge ggConverterFuseButton; // hunter-261211: przycisk odblokowania nadmiarowego przetwornic i ogrzewania @@ -440,6 +454,7 @@ public: // reszta może by?publiczna TGauge ggRadioChannelNext; TGauge ggRadioTest; TGauge ggRadioStop; + TGauge ggRadioCall3; TGauge ggUpperLightButton; TGauge ggLeftLightButton; TGauge ggRightLightButton; @@ -472,14 +487,14 @@ public: // reszta może by?publiczna TGauge ggHelperButton; TGauge ggNextCurrentButton; - // yB 191005 - tempomat + // yB 191005 - tempomat TGauge ggSpeedControlIncreaseButton; TGauge ggSpeedControlDecreaseButton; TGauge ggSpeedControlPowerIncreaseButton; TGauge ggSpeedControlPowerDecreaseButton; std::array ggSpeedCtrlButtons; // NOTE: temporary arrangement until we have dynamically built control table - std::array ggUniversals; // NOTE: temporary arrangement until we have dynamically built control table + std::array ggUniversals; // NOTE: temporary arrangement until we have dynamically built control table TGauge ggInstrumentLightButton; TGauge ggDashboardLightButton; @@ -529,6 +544,8 @@ public: // reszta może by?publiczna TGauge ggMotorBlowersRearButton; // rear traction motor fan switch TGauge ggMotorBlowersAllOffButton; // motor fans shutdown switch + TGauge ggDistanceCounterButton; // distance meter activation button + TButton btLampkaPoslizg; TButton btLampkaStyczn; TButton btLampkaNadmPrzetw; @@ -624,6 +641,7 @@ public: // reszta może by?publiczna TButton btLampkaMotorBlowers; TButton btLampkaCoolingFans; TButton btLampkaTempomat; + TButton btLampkaDistanceCounter; TButton btCabLight; // hunter-171012: lampa oswietlajaca kabine // Ra 2013-12: wirtualne "lampki" do odbijania na haslerze w PoKeys @@ -656,6 +674,7 @@ public: // reszta może by?publiczna sound_source m_radiosound { sound_placement::internal, 2 * EU07_SOUND_CABCONTROLSCUTOFFRANGE }; // cached template for radio messages std::vector>> m_radiomessages; // list of currently played radio messages sound_source m_radiostop { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; + sound_source m_distancecounterclear { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; // distance meter 'good to go' alert /* int iCabLightFlag; // McZapkie:120503: oswietlenie kabiny (0: wyl, 1: przyciemnione, 2: pelne) bool bCabLight; // hunter-091012: czy swiatlo jest zapalone? @@ -663,7 +682,7 @@ public: // reszta może by?publiczna */ // McZapkie: opis kabiny - obszar poruszania sie mechanika oraz zajetosc std::array Cabine; // przedzial maszynowy, kabina 1 (A), kabina 2 (B) - int iCabn { 0 }; + int iCabn { 0 }; // 0: mid, 1: front, 2: rear // McZapkie: do poruszania sie po kabinie Math3D::vector3 pMechSittingPosition; // ABu 180404 Math3D::vector3 MirrorPosition( bool lewe ); @@ -709,6 +728,7 @@ private: float m_mastercontrollerreturndelay { 0.f }; int iRadioChannel { 1 }; // numer aktualnego kana?u radiowego std::vector> m_screens; + float m_distancecounter { -1.f }; // distance traveled since meter was activated or -1 if inactive public: float fPress[20][3]; // cisnienia dla wszystkich czlonow diff --git a/command.cpp b/command.cpp index faffaa23..81169f56 100644 --- a/command.cpp +++ b/command.cpp @@ -132,7 +132,8 @@ commanddescription_sequence Commands_descriptions = { { "radiochanneldecrease", command_target::vehicle }, { "radiostopsend", command_target::vehicle }, { "radiostoptest", command_target::vehicle }, - // TBD, TODO: make cab change controls entity-centric + { "radiocall3send", command_target::vehicle }, +// TBD, TODO: make cab change controls entity-centric { "cabchangeforward", command_target::vehicle }, { "cabchangebackward", command_target::vehicle }, @@ -244,7 +245,8 @@ commanddescription_sequence Commands_descriptions = { { "springbrakeshutoffenable", command_target::vehicle }, { "springbrakeshutoffdisable", command_target::vehicle }, { "springbrakerelease", command_target::vehicle }, - { "speedcontrolincrease", command_target::vehicle }, + { "distancecounteractivate", command_target::vehicle }, + { "speedcontrolincrease", command_target::vehicle }, { "speedcontroldecrease", command_target::vehicle }, { "speedcontrolpowerincrease", command_target::vehicle }, { "speedcontrolpowerdecrease", command_target::vehicle }, diff --git a/command.h b/command.h index 2d26d895..6050e03b 100644 --- a/command.h +++ b/command.h @@ -126,6 +126,7 @@ enum class user_command { radiochanneldecrease, radiostopsend, radiostoptest, + radiocall3send, cabchangeforward, cabchangebackward, @@ -237,6 +238,7 @@ enum class user_command { springbrakeshutoffenable, springbrakeshutoffdisable, springbrakerelease, + distancecounteractivate, speedcontrolincrease, speedcontroldecrease, speedcontrolpowerincrease, From a027192f00e6fdf2a589eaae736f252de839fac7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sat, 12 Oct 2019 19:59:31 +0200 Subject: [PATCH 013/153] AI allows for small overspeeding while vehicle's speed control is active --- Driver.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Driver.cpp b/Driver.cpp index d2098ebc..1fce4918 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -6088,11 +6088,12 @@ TController::UpdateSituation(double dt) { // zmniejszanie predkosci // margines dla prędkości jest doliczany tylko jeśli oczekiwana prędkość jest większa od 5km/h if( false == TestFlag( iDrivigFlags, movePress ) ) { + double SpeedCtrlMargin = (mvControlling->SpeedCtrlUnit.IsActive && VelDesired > 5) ? 3 : 0; // jeśli nie dociskanie if( AccDesired < -0.05 ) { ZeroSpeed(); } - else if( ( vel > VelDesired ) + else if( ( vel > VelDesired + SpeedCtrlMargin) || ( fAccGravity < -0.01 ? AccDesired < 0.0 : (AbsAccS > AccDesired && AccDesired < 0.75) ) ) { From fd1df9ad5168413a162a2f7ff8f909e26879d942 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sat, 12 Oct 2019 22:13:00 +0200 Subject: [PATCH 014/153] Changed speed control work on "no force" position --- McZapkie/Mover.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index f19bb393..fb47561b 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -6649,15 +6649,15 @@ void TMoverParameters::CheckSpeedCtrl(double dt) if (EngineType == TEngineType::DieselEngine) { if ((!SpeedCtrlUnit.Standby)) { if (SpeedCtrlUnit.ManualStateOverride) { - if (MainCtrlPos < MainCtrlPosNo - 1) { +/* if (MainCtrlPos < MainCtrlPosNo - 1) { eimic = std::min(eimic, 0.0); eimicSpeedCtrlIntegral = 0.0; - } - else if (eimic > 0.009) eimic = 1.0; + } + else*/ if (eimic > 0.009) eimic = 1.0; } double error = (std::max(SpeedCtrlValue + SpeedCtrlUnit.Offset, 0.0) - Vel); double factorP = error > 0 ? SpeedCtrlUnit.FactorPpos : SpeedCtrlUnit.FactorPneg; - double eSCP = clamp(factorP * error, -1.2, 1.0); //P module + double eSCP = clamp(factorP * error, -1.2, UniCtrlList[MainCtrlPos].MaxCtrlVal); //P module if (eSCP < -1.0) { SpeedCtrlUnit.BrakeInterventionBraking = (eSCP < -1.1) && (Vel < hydro_TC_UnlockSpeed); From 53a176de2f867cc38d79b5f58e136dffed73d50b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sun, 13 Oct 2019 00:10:34 +0200 Subject: [PATCH 015/153] Fix for last fix for speed control --- McZapkie/Mover.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index fb47561b..a6d66e66 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -6657,7 +6657,7 @@ void TMoverParameters::CheckSpeedCtrl(double dt) } double error = (std::max(SpeedCtrlValue + SpeedCtrlUnit.Offset, 0.0) - Vel); double factorP = error > 0 ? SpeedCtrlUnit.FactorPpos : SpeedCtrlUnit.FactorPneg; - double eSCP = clamp(factorP * error, -1.2, UniCtrlList[MainCtrlPos].MaxCtrlVal); //P module + double eSCP = clamp(factorP * error, -1.2, 1.0); //P module if (eSCP < -1.0) { SpeedCtrlUnit.BrakeInterventionBraking = (eSCP < -1.1) && (Vel < hydro_TC_UnlockSpeed); @@ -6673,7 +6673,7 @@ void TMoverParameters::CheckSpeedCtrl(double dt) else { eimicSpeedCtrlIntegral = 0; } - eimicSpeedCtrl = clamp(eimicSpeedCtrlIntegral + eSCP, -SpeedCtrlUnit.DesiredPower, SpeedCtrlUnit.DesiredPower); + eimicSpeedCtrl = clamp(eimicSpeedCtrlIntegral + eSCP, -SpeedCtrlUnit.DesiredPower, SpeedCtrlUnit.DesiredPower*double(UniCtrlList[MainCtrlPos].SpeedUp > 0)); if (Vel < SpeedCtrlUnit.FullPowerVelocity) { eimicSpeedCtrl = std::min(eimicSpeedCtrl, SpeedCtrlUnit.InitialPower); } From 59df08dbee98adfc05fc1ec8fcb0aa12b08c9df8 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 14 Oct 2019 21:59:01 +0200 Subject: [PATCH 016/153] maintenance: opengl and generic gfx class source files split --- DynObj.cpp | 1 + Segment.cpp | 1 + Track.cpp | 1 + application.cpp | 2 +- driveruipanels.cpp | 1 + editoruilayer.cpp | 1 + editoruipanels.cpp | 1 + geometrybank.cpp | 183 ++ geometrybank.h | 209 ++ maszyna.vcxproj.filters | 150 +- material.cpp | 1 + openglcamera.cpp | 61 + openglcamera.h | 78 + openglgeometrybank.cpp | 165 -- openglgeometrybank.h | 213 +- opengllight.cpp | 44 + opengllight.h | 30 + openglparticles.cpp | 158 ++ openglparticles.h | 53 + openglrenderer.cpp | 4088 +++++++++++++++++++++++++++++++ openglrenderer.h | 331 +++ renderer.cpp | 4296 --------------------------------- renderer.h | 448 +--- scenarioloadermode.cpp | 1 + scene.h | 2 +- sceneeditor.cpp | 5 +- scenenode.cpp | 1 + simulationstateserializer.cpp | 3 + 28 files changed, 5350 insertions(+), 5178 deletions(-) create mode 100644 geometrybank.cpp create mode 100644 geometrybank.h create mode 100644 openglcamera.cpp create mode 100644 openglcamera.h create mode 100644 opengllight.cpp create mode 100644 opengllight.h create mode 100644 openglparticles.cpp create mode 100644 openglparticles.h create mode 100644 openglrenderer.cpp create mode 100644 openglrenderer.h diff --git a/DynObj.cpp b/DynObj.cpp index 960d2a47..7f775ab5 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -16,6 +16,7 @@ http://mozilla.org/MPL/2.0/. #include "DynObj.h" #include "simulation.h" +#include "lightarray.h" #include "Camera.h" #include "Train.h" #include "Driver.h" diff --git a/Segment.cpp b/Segment.cpp index 8521b30f..1b232110 100644 --- a/Segment.cpp +++ b/Segment.cpp @@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "Logs.h" +#include "parser.h" #include "utilities.h" #include "Track.h" #include "renderer.h" diff --git a/Track.cpp b/Track.cpp index bf0fdfd9..0a029eba 100644 --- a/Track.cpp +++ b/Track.cpp @@ -18,6 +18,7 @@ http://mozilla.org/MPL/2.0/. #include "simulation.h" #include "Globals.h" #include "Event.h" +#include "MemCell.h" #include "messaging.h" #include "DynObj.h" #include "AnimModel.h" diff --git a/application.cpp b/application.cpp index 13bbc0f4..57f10bd9 100644 --- a/application.cpp +++ b/application.cpp @@ -18,7 +18,7 @@ http://mozilla.org/MPL/2.0/. #include "Train.h" #include "dictionary.h" #include "sceneeditor.h" -#include "renderer.h" +#include "openglrenderer.h" #include "uilayer.h" #include "translation.h" #include "Logs.h" diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 9cfbbe41..02da6086 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -14,6 +14,7 @@ http://mozilla.org/MPL/2.0/. #include "translation.h" #include "simulation.h" #include "simulationtime.h" +#include "simulationenvironment.h" #include "Timer.h" #include "Event.h" #include "TractionPower.h" diff --git a/editoruilayer.cpp b/editoruilayer.cpp index 2481ce91..e250635c 100644 --- a/editoruilayer.cpp +++ b/editoruilayer.cpp @@ -11,6 +11,7 @@ http://mozilla.org/MPL/2.0/. #include "editoruilayer.h" #include "Globals.h" +#include "scenenode.h" #include "renderer.h" editor_ui::editor_ui() { diff --git a/editoruipanels.cpp b/editoruipanels.cpp index d58fed0a..1b69e580 100644 --- a/editoruipanels.cpp +++ b/editoruipanels.cpp @@ -15,6 +15,7 @@ http://mozilla.org/MPL/2.0/. #include "AnimModel.h" #include "Track.h" #include "Event.h" +#include "MemCell.h" #include "renderer.h" #include "utilities.h" #include "scenenodegroups.h" diff --git a/geometrybank.cpp b/geometrybank.cpp new file mode 100644 index 00000000..58bfab50 --- /dev/null +++ b/geometrybank.cpp @@ -0,0 +1,183 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "geometrybank.h" +#include "openglgeometrybank.h" + +#include "sn_utils.h" +#include "Logs.h" +#include "Globals.h" + +namespace gfx { + +void +basic_vertex::serialize( std::ostream &s ) const { + + sn_utils::ls_float32( s, position.x ); + sn_utils::ls_float32( s, position.y ); + sn_utils::ls_float32( s, position.z ); + + sn_utils::ls_float32( s, normal.x ); + sn_utils::ls_float32( s, normal.y ); + sn_utils::ls_float32( s, normal.z ); + + sn_utils::ls_float32( s, texture.x ); + sn_utils::ls_float32( s, texture.y ); +} + +void +basic_vertex::deserialize( std::istream &s ) { + + position.x = sn_utils::ld_float32( s ); + position.y = sn_utils::ld_float32( s ); + position.z = sn_utils::ld_float32( s ); + + normal.x = sn_utils::ld_float32( s ); + normal.y = sn_utils::ld_float32( s ); + normal.z = sn_utils::ld_float32( s ); + + texture.x = sn_utils::ld_float32( s ); + texture.y = sn_utils::ld_float32( s ); +} + +// generic geometry bank class, allows storage, update and drawing of geometry chunks + +// creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk +gfx::geometry_handle +geometry_bank::create( gfx::vertex_array &Vertices, unsigned int const Type ) { + + if( true == Vertices.empty() ) { return { 0, 0 }; } + + m_chunks.emplace_back( Vertices, Type ); + // NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication + gfx::geometry_handle chunkhandle { 0, static_cast(m_chunks.size()) }; + // template method implementation + create_( chunkhandle ); + // all done + return chunkhandle; +} + +// replaces data of specified chunk with the supplied vertex data, starting from specified offset +bool +geometry_bank::replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) { + + if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; } + + auto &chunk = gfx::geometry_bank::chunk( Geometry ); + + if( ( Offset == 0 ) + && ( Vertices.size() == chunk.vertices.size() ) ) { + // check first if we can get away with a simple swap... + chunk.vertices.swap( Vertices ); + } + else { + // ...otherwise we need to do some legwork + // NOTE: if the offset is larger than existing size of the chunk, it'll bridge the gap with 'blank' vertices + // TBD: we could bail out with an error instead if such request occurs + chunk.vertices.resize( Offset + Vertices.size(), gfx::basic_vertex() ); + chunk.vertices.insert( std::end( chunk.vertices ), std::begin( Vertices ), std::end( Vertices ) ); + } + // template method implementation + replace_( Geometry ); + // all done + return true; +} + +// adds supplied vertex data at the end of specified chunk +bool +geometry_bank::append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) { + + if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; } + + return replace( Vertices, Geometry, gfx::geometry_bank::chunk( Geometry ).vertices.size() ); +} + +// draws geometry stored in specified chunk +void +geometry_bank::draw( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) { + // template method implementation + draw_( Geometry, Units, Streams ); +} + +// frees subclass-specific resources associated with the bank, typically called when the bank wasn't in use for a period of time +void +geometry_bank::release() { + // template method implementation + release_(); +} + +vertex_array const & +geometry_bank::vertices( gfx::geometry_handle const &Geometry ) const { + + return geometry_bank::chunk( Geometry ).vertices; +} + +// geometry bank manager, holds collection of geometry banks + +// performs a resource sweep +void +geometrybank_manager::update() { + + m_garbagecollector.sweep(); +} + +// creates a new geometry bank. returns: handle to the bank or NULL +gfx::geometrybank_handle +geometrybank_manager::create_bank() { + + if( true == Global.bUseVBO ) { m_geometrybanks.emplace_back( std::make_shared(), std::chrono::steady_clock::time_point() ); } + else { m_geometrybanks.emplace_back( std::make_shared(), std::chrono::steady_clock::time_point() ); } + // NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication + return { static_cast( m_geometrybanks.size() ), 0 }; +} + +// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL +gfx::geometry_handle +geometrybank_manager::create_chunk( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) { + + auto const newchunkhandle = bank( Geometry ).first->create( Vertices, Type ); + + if( newchunkhandle.chunk != 0 ) { return { Geometry.bank, newchunkhandle.chunk }; } + else { return { 0, 0 }; } +} + +// replaces data of specified chunk with the supplied vertex data, starting from specified offset +bool +geometrybank_manager::replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) { + + return bank( Geometry ).first->replace( Vertices, Geometry, Offset ); +} + +// adds supplied vertex data at the end of specified chunk +bool +geometrybank_manager::append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) { + + return bank( Geometry ).first->append( Vertices, Geometry ); +} +// draws geometry stored in specified chunk +void +geometrybank_manager::draw( gfx::geometry_handle const &Geometry, unsigned int const Streams ) { + + if( Geometry == null_handle ) { return; } + + auto &bankrecord = bank( Geometry ); + + bankrecord.second = m_garbagecollector.timestamp(); + bankrecord.first->draw( Geometry, m_units, Streams ); +} + +// provides direct access to vertex data of specfied chunk +gfx::vertex_array const & +geometrybank_manager::vertices( gfx::geometry_handle const &Geometry ) const { + + return bank( Geometry ).first->vertices( Geometry ); +} + +} // namespace gfx diff --git a/geometrybank.h b/geometrybank.h new file mode 100644 index 00000000..6c9be0b3 --- /dev/null +++ b/geometrybank.h @@ -0,0 +1,209 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include +#include +#include +#include "GL/glew.h" +#ifdef _WIN32 +#include "GL/wglew.h" +#endif +#include "ResourceManager.h" + +namespace gfx { + +struct basic_vertex { + + glm::vec3 position; // 3d space + glm::vec3 normal; // 3d space + glm::vec2 texture; // uv space + + basic_vertex() = default; + basic_vertex( glm::vec3 Position, glm::vec3 Normal, glm::vec2 Texture ) : + position( Position ), normal( Normal ), texture( Texture ) + {} + void serialize( std::ostream& ) const; + void deserialize( std::istream& ); +}; + +// data streams carried in a vertex +enum stream { + none = 0x0, + position = 0x1, + normal = 0x2, + color = 0x4, // currently normal and colour streams are stored in the same slot, and mutually exclusive + texture = 0x8 +}; + +unsigned int const basic_streams { stream::position | stream::normal | stream::texture }; +unsigned int const color_streams { stream::position | stream::color | stream::texture }; + +struct stream_units { + + std::vector texture { GL_TEXTURE0 }; // unit associated with main texture data stream. TODO: allow multiple units per stream +}; + +using vertex_array = std::vector; + +// generic geometry bank class, allows storage, update and drawing of geometry chunks + +struct geometry_handle { +// constructors + geometry_handle() : + bank( 0 ), chunk( 0 ) + {} + geometry_handle( std::uint32_t Bank, std::uint32_t Chunk ) : + bank( Bank ), chunk( Chunk ) + {} +// methods + inline + operator std::uint64_t() const { +/* + return bank << 14 | chunk; } +*/ + return ( std::uint64_t { bank } << 32 | chunk ); + } + +// members +/* + std::uint32_t + bank : 18, // 250k banks + chunk : 14; // 16k chunks per bank +*/ + std::uint32_t bank; + std::uint32_t chunk; +}; + +class geometry_bank { + +public: +// types: + +// constructors: + +// destructor: + virtual + ~geometry_bank() {} + +// methods: + // creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk or NULL + auto create( gfx::vertex_array &Vertices, unsigned int const Type ) -> gfx::geometry_handle; + // replaces data of specified chunk with the supplied vertex data, starting from specified offset + auto replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) -> bool; + // adds supplied vertex data at the end of specified chunk + auto append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) -> bool; + // draws geometry stored in specified chunk + void draw( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams = basic_streams ); + // draws geometry stored in supplied list of chunks + template + void draw( Iterator_ First, Iterator_ Last, gfx::stream_units const &Units, unsigned int const Streams = basic_streams ) { + while( First != Last ) { + draw( *First, Units, Streams ); ++First; } } + // frees subclass-specific resources associated with the bank, typically called when the bank wasn't in use for a period of time + void release(); + // provides direct access to vertex data of specfied chunk + auto vertices( gfx::geometry_handle const &Geometry ) const -> gfx::vertex_array const &; + +protected: +// types: + struct geometry_chunk { + unsigned int type; // kind of geometry used by the chunk + gfx::vertex_array vertices; // geometry data + // NOTE: constructor doesn't copy provided vertex data, but moves it + geometry_chunk( gfx::vertex_array &Vertices, unsigned int Type ) : + type( Type ) + { + vertices.swap( Vertices ); + } + }; + + using geometrychunk_sequence = std::vector; + +// methods + inline + auto chunk( gfx::geometry_handle const Geometry ) -> geometry_chunk & { + return m_chunks[ Geometry.chunk - 1 ]; } + inline + auto chunk( gfx::geometry_handle const Geometry ) const -> geometry_chunk const & { + return m_chunks[ Geometry.chunk - 1 ]; } + +// members: + geometrychunk_sequence m_chunks; + +private: +// methods: + // create() subclass details + virtual void create_( gfx::geometry_handle const &Geometry ) = 0; + // replace() subclass details + virtual void replace_( gfx::geometry_handle const &Geometry ) = 0; + // draw() subclass details + virtual void draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) = 0; + // resource release subclass details + virtual void release_() = 0; +}; + +// geometry bank manager, holds collection of geometry banks + +using geometrybank_handle = geometry_handle; + +class geometrybank_manager { + +public: +// constructors + geometrybank_manager() = default; +// methods: + // performs a resource sweep + void update(); + // creates a new geometry bank. returns: handle to the bank or NULL + auto create_bank() -> gfx::geometrybank_handle; + // creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL + auto create_chunk( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) -> gfx::geometry_handle; + // replaces data of specified chunk with the supplied vertex data, starting from specified offset + auto replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) -> bool; + // adds supplied vertex data at the end of specified chunk + auto append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) -> bool; + // draws geometry stored in specified chunk + void draw( gfx::geometry_handle const &Geometry, unsigned int const Streams = basic_streams ); + template + void draw( Iterator_ First, Iterator_ Last, unsigned int const Streams = basic_streams ) { + while( First != Last ) { + draw( *First, Streams ); + ++First; } } + // provides direct access to vertex data of specfied chunk + auto vertices( gfx::geometry_handle const &Geometry ) const -> gfx::vertex_array const &; + // sets target texture unit for the texture data stream + auto units() -> gfx::stream_units & { return m_units; } + +private: +// types: + using geometrybanktimepoint_pair = std::pair< std::shared_ptr, resource_timestamp >; + using geometrybanktimepointpair_sequence = std::deque< geometrybanktimepoint_pair >; + + // members: + geometrybanktimepointpair_sequence m_geometrybanks; + garbage_collector m_garbagecollector { m_geometrybanks, 60, 120, "geometry buffer" }; + gfx::stream_units m_units; + +// methods + inline + auto valid( gfx::geometry_handle const &Geometry ) const -> bool { + return ( ( Geometry.bank != 0 ) + && ( Geometry.bank <= m_geometrybanks.size() ) ); } + inline + auto bank( gfx::geometry_handle const Geometry ) -> geometrybanktimepointpair_sequence::value_type & { + return m_geometrybanks[ Geometry.bank - 1 ]; } + inline + auto bank( gfx::geometry_handle const Geometry ) const -> geometrybanktimepointpair_sequence::value_type const & { + return m_geometrybanks[ Geometry.bank - 1 ]; } + +}; + +} // namespace gfx \ No newline at end of file diff --git a/maszyna.vcxproj.filters b/maszyna.vcxproj.filters index 26cef8b1..641368cd 100644 --- a/maszyna.vcxproj.filters +++ b/maszyna.vcxproj.filters @@ -52,6 +52,12 @@ {33f7f4ae-692b-4989-a71a-004e0d48ed4f} + + {66a7bd41-ffd6-47cc-af2f-15c36e811142} + + + {77356e25-abc5-4f1c-9caf-6cf554a65770} + @@ -342,6 +348,24 @@ Source Files + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + @@ -356,36 +380,21 @@ Header Files\mczapkie - - Header Files - Header Files Header Files - - Header Files - Header Files - - Header Files - - - Header Files - Header Files Header Files - - Header Files - Header Files @@ -428,15 +437,9 @@ Header Files - - Header Files - Header Files - - Header Files - Header Files @@ -467,33 +470,15 @@ Header Files - - Header Files - - - Header Files - - - Header Files - - - Header Files - Header Files Header Files - - Header Files - Header Files - - Header Files - Header Files @@ -503,15 +488,9 @@ Header Files - - Header Files - Header Files - - Header Files - Header Files @@ -539,9 +518,6 @@ Header Files - - Header Files - Header Files @@ -620,15 +596,81 @@ Header Files\application\mode_editor - - Header Files - - - Header Files - Header Files + + Header Files + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\math + + + Header Files\math + + + Header Files\math + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + diff --git a/material.cpp b/material.cpp index 13791635..a868dcdd 100644 --- a/material.cpp +++ b/material.cpp @@ -11,6 +11,7 @@ http://mozilla.org/MPL/2.0/. #include "material.h" #include "renderer.h" +#include "parser.h" #include "utilities.h" #include "sn_utils.h" #include "Globals.h" diff --git a/openglcamera.cpp b/openglcamera.cpp new file mode 100644 index 00000000..4d3ea590 --- /dev/null +++ b/openglcamera.cpp @@ -0,0 +1,61 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "openglcamera.h" + +#include "DynObj.h" + +void +opengl_camera::update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview ) { + + m_frustum.calculate( Projection, Modelview ); + // cache inverse tranformation matrix + // NOTE: transformation is done only to camera-centric space + m_inversetransformation = glm::inverse( Projection * glm::mat4{ glm::mat3{ Modelview } } ); + // calculate frustum corners + m_frustumpoints = ndcfrustumshapepoints; + transform_to_world( + std::begin( m_frustumpoints ), + std::end( m_frustumpoints ) ); +} + +// returns true if specified object is within camera frustum, false otherwise +bool +opengl_camera::visible( scene::bounding_area const &Area ) const { + + return ( m_frustum.sphere_inside( Area.center, Area.radius ) > 0.f ); +} + +bool +opengl_camera::visible( TDynamicObject const *Dynamic ) const { + + // sphere test is faster than AABB, so we'll use it here + glm::vec3 diagonal( + static_cast( Dynamic->MoverParameters->Dim.L ), + static_cast( Dynamic->MoverParameters->Dim.H ), + static_cast( Dynamic->MoverParameters->Dim.W ) ); + // we're giving vehicles some extra padding, to allow for things like shared bogeys extending past the main body + float const radius = glm::length( diagonal ) * 0.65f; + + return ( m_frustum.sphere_inside( Dynamic->GetPosition(), radius ) > 0.0f ); +} + +// debug helper, draws shape of frustum in world space +void +opengl_camera::draw( glm::vec3 const &Offset ) const { + + ::glBegin( GL_LINES ); + for( auto const pointindex : frustumshapepoinstorder ) { + ::glVertex3fv( glm::value_ptr( glm::vec3{ m_frustumpoints[ pointindex ] } - Offset ) ); + } + ::glEnd(); +} + +//--------------------------------------------------------------------------- diff --git a/openglcamera.h b/openglcamera.h new file mode 100644 index 00000000..2429a67f --- /dev/null +++ b/openglcamera.h @@ -0,0 +1,78 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "GL/glew.h" +#include "frustum.h" +#include "scene.h" + +// simple camera object. paired with 'virtual camera' in the scene +class opengl_camera { + +public: +// constructors + opengl_camera() = default; +// methods: + inline + void + update_frustum() { update_frustum( m_projection, m_modelview ); } + void + update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview ); + bool + visible( scene::bounding_area const &Area ) const; + bool + visible( TDynamicObject const *Dynamic ) const; + inline + glm::dvec3 const & + position() const { return m_position; } + inline + glm::dvec3 & + position() { return m_position; } + inline + glm::mat4 const & + projection() const { return m_projection; } + inline + glm::mat4 & + projection() { return m_projection; } + inline + glm::mat4 const & + modelview() const { return m_modelview; } + inline + glm::mat4 & + modelview() { return m_modelview; } + inline + std::vector & + frustum_points() { return m_frustumpoints; } + // transforms provided set of clip space points to world space + template + void + transform_to_world( Iterator_ First, Iterator_ Last ) const { + std::for_each( + First, Last, + [this]( glm::vec4 &point ) { + // transform each point using the cached matrix... + point = this->m_inversetransformation * point; + // ...and scale by transformed w + point = glm::vec4{ glm::vec3{ point } / point.w, 1.f }; } ); } + // debug helper, draws shape of frustum in world space + void + draw( glm::vec3 const &Offset ) const; + +private: +// members: + cFrustum m_frustum; + std::vector m_frustumpoints; // visualization helper; corners of defined frustum, in world space + glm::dvec3 m_position; + glm::mat4 m_projection; + glm::mat4 m_modelview; + glm::mat4 m_inversetransformation; // cached transformation to world space +}; + +//--------------------------------------------------------------------------- diff --git a/openglgeometrybank.cpp b/openglgeometrybank.cpp index 56bae61e..05f87082 100644 --- a/openglgeometrybank.cpp +++ b/openglgeometrybank.cpp @@ -10,114 +10,10 @@ http://mozilla.org/MPL/2.0/. #include "stdafx.h" #include "openglgeometrybank.h" -#include "sn_utils.h" #include "Logs.h" -#include "Globals.h" namespace gfx { -void -basic_vertex::serialize( std::ostream &s ) const { - - sn_utils::ls_float32( s, position.x ); - sn_utils::ls_float32( s, position.y ); - sn_utils::ls_float32( s, position.z ); - - sn_utils::ls_float32( s, normal.x ); - sn_utils::ls_float32( s, normal.y ); - sn_utils::ls_float32( s, normal.z ); - - sn_utils::ls_float32( s, texture.x ); - sn_utils::ls_float32( s, texture.y ); -} - -void -basic_vertex::deserialize( std::istream &s ) { - - position.x = sn_utils::ld_float32( s ); - position.y = sn_utils::ld_float32( s ); - position.z = sn_utils::ld_float32( s ); - - normal.x = sn_utils::ld_float32( s ); - normal.y = sn_utils::ld_float32( s ); - normal.z = sn_utils::ld_float32( s ); - - texture.x = sn_utils::ld_float32( s ); - texture.y = sn_utils::ld_float32( s ); -} - -// generic geometry bank class, allows storage, update and drawing of geometry chunks - -// creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk -gfx::geometry_handle -geometry_bank::create( gfx::vertex_array &Vertices, unsigned int const Type ) { - - if( true == Vertices.empty() ) { return { 0, 0 }; } - - m_chunks.emplace_back( Vertices, Type ); - // NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication - gfx::geometry_handle chunkhandle { 0, static_cast(m_chunks.size()) }; - // template method implementation - create_( chunkhandle ); - // all done - return chunkhandle; -} - -// replaces data of specified chunk with the supplied vertex data, starting from specified offset -bool -geometry_bank::replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) { - - if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; } - - auto &chunk = gfx::geometry_bank::chunk( Geometry ); - - if( ( Offset == 0 ) - && ( Vertices.size() == chunk.vertices.size() ) ) { - // check first if we can get away with a simple swap... - chunk.vertices.swap( Vertices ); - } - else { - // ...otherwise we need to do some legwork - // NOTE: if the offset is larger than existing size of the chunk, it'll bridge the gap with 'blank' vertices - // TBD: we could bail out with an error instead if such request occurs - chunk.vertices.resize( Offset + Vertices.size(), gfx::basic_vertex() ); - chunk.vertices.insert( std::end( chunk.vertices ), std::begin( Vertices ), std::end( Vertices ) ); - } - // template method implementation - replace_( Geometry ); - // all done - return true; -} - -// adds supplied vertex data at the end of specified chunk -bool -geometry_bank::append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) { - - if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; } - - return replace( Vertices, Geometry, gfx::geometry_bank::chunk( Geometry ).vertices.size() ); -} - -// draws geometry stored in specified chunk -void -geometry_bank::draw( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) { - // template method implementation - draw_( Geometry, Units, Streams ); -} - -// frees subclass-specific resources associated with the bank, typically called when the bank wasn't in use for a period of time -void -geometry_bank::release() { - // template method implementation - release_(); -} - -vertex_array const & -geometry_bank::vertices( gfx::geometry_handle const &Geometry ) const { - - return geometry_bank::chunk( Geometry ).vertices; -} - // opengl vbo-based variant of the geometry bank GLuint opengl_vbogeometrybank::m_activebuffer { 0 }; // buffer bound currently on the opengl end, if any @@ -382,65 +278,4 @@ opengl_dlgeometrybank::delete_list( gfx::geometry_handle const &Geometry ) { chunkrecord.streams = gfx::stream::none; } -// geometry bank manager, holds collection of geometry banks - -// performs a resource sweep -void -geometrybank_manager::update() { - - m_garbagecollector.sweep(); -} - -// creates a new geometry bank. returns: handle to the bank or NULL -gfx::geometrybank_handle -geometrybank_manager::create_bank() { - - if( true == Global.bUseVBO ) { m_geometrybanks.emplace_back( std::make_shared(), std::chrono::steady_clock::time_point() ); } - else { m_geometrybanks.emplace_back( std::make_shared(), std::chrono::steady_clock::time_point() ); } - // NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication - return { static_cast( m_geometrybanks.size() ), 0 }; -} - -// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL -gfx::geometry_handle -geometrybank_manager::create_chunk( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) { - - auto const newchunkhandle = bank( Geometry ).first->create( Vertices, Type ); - - if( newchunkhandle.chunk != 0 ) { return { Geometry.bank, newchunkhandle.chunk }; } - else { return { 0, 0 }; } -} - -// replaces data of specified chunk with the supplied vertex data, starting from specified offset -bool -geometrybank_manager::replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) { - - return bank( Geometry ).first->replace( Vertices, Geometry, Offset ); -} - -// adds supplied vertex data at the end of specified chunk -bool -geometrybank_manager::append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) { - - return bank( Geometry ).first->append( Vertices, Geometry ); -} -// draws geometry stored in specified chunk -void -geometrybank_manager::draw( gfx::geometry_handle const &Geometry, unsigned int const Streams ) { - - if( Geometry == null_handle ) { return; } - - auto &bankrecord = bank( Geometry ); - - bankrecord.second = m_garbagecollector.timestamp(); - bankrecord.first->draw( Geometry, m_units, Streams ); -} - -// provides direct access to vertex data of specfied chunk -gfx::vertex_array const & -geometrybank_manager::vertices( gfx::geometry_handle const &Geometry ) const { - - return bank( Geometry ).first->vertices( Geometry ); -} - } // namespace gfx diff --git a/openglgeometrybank.h b/openglgeometrybank.h index f83d575d..5eee999b 100644 --- a/openglgeometrybank.h +++ b/openglgeometrybank.h @@ -9,154 +9,10 @@ http://mozilla.org/MPL/2.0/. #pragma once -#include -#include -#include -#include "GL/glew.h" -#ifdef _WIN32 -#include "GL/wglew.h" -#endif -#include "ResourceManager.h" +#include "geometrybank.h" namespace gfx { -struct basic_vertex { - - glm::vec3 position; // 3d space - glm::vec3 normal; // 3d space - glm::vec2 texture; // uv space - - basic_vertex() = default; - basic_vertex( glm::vec3 Position, glm::vec3 Normal, glm::vec2 Texture ) : - position( Position ), normal( Normal ), texture( Texture ) - {} - void serialize( std::ostream& ) const; - void deserialize( std::istream& ); -}; - -// data streams carried in a vertex -enum stream { - none = 0x0, - position = 0x1, - normal = 0x2, - color = 0x4, // currently normal and colour streams are stored in the same slot, and mutually exclusive - texture = 0x8 -}; - -unsigned int const basic_streams { stream::position | stream::normal | stream::texture }; -unsigned int const color_streams { stream::position | stream::color | stream::texture }; - -struct stream_units { - - std::vector texture { GL_TEXTURE0 }; // unit associated with main texture data stream. TODO: allow multiple units per stream -}; - -using vertex_array = std::vector; - -// generic geometry bank class, allows storage, update and drawing of geometry chunks - -struct geometry_handle { -// constructors - geometry_handle() : - bank( 0 ), chunk( 0 ) - {} - geometry_handle( std::uint32_t Bank, std::uint32_t Chunk ) : - bank( Bank ), chunk( Chunk ) - {} -// methods - inline - operator std::uint64_t() const { -/* - return bank << 14 | chunk; } -*/ - return ( std::uint64_t { bank } << 32 | chunk ); - } - -// members -/* - std::uint32_t - bank : 18, // 250k banks - chunk : 14; // 16k chunks per bank -*/ - std::uint32_t bank; - std::uint32_t chunk; -}; - -class geometry_bank { - -public: -// types: - -// constructors: - -// destructor: - virtual - ~geometry_bank() {} - -// methods: - // creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk or NULL - gfx::geometry_handle - create( gfx::vertex_array &Vertices, unsigned int const Type ); - // replaces data of specified chunk with the supplied vertex data, starting from specified offset - bool - replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ); - // adds supplied vertex data at the end of specified chunk - bool - append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ); - // draws geometry stored in specified chunk - void - draw( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams = basic_streams ); - // draws geometry stored in supplied list of chunks - template - void - draw( Iterator_ First, Iterator_ Last, gfx::stream_units const &Units, unsigned int const Streams = basic_streams ) { while( First != Last ) { draw( *First, Units, Streams ); ++First; } } - // frees subclass-specific resources associated with the bank, typically called when the bank wasn't in use for a period of time - void - release(); - // provides direct access to vertex data of specfied chunk - gfx::vertex_array const & - vertices( gfx::geometry_handle const &Geometry ) const; - -protected: -// types: - struct geometry_chunk { - unsigned int type; // kind of geometry used by the chunk - gfx::vertex_array vertices; // geometry data - // NOTE: constructor doesn't copy provided vertex data, but moves it - geometry_chunk( gfx::vertex_array &Vertices, unsigned int Type ) : - type( Type ) - { - vertices.swap( Vertices ); - } - }; - - using geometrychunk_sequence = std::vector; - -// methods - inline - geometry_chunk & - chunk( gfx::geometry_handle const Geometry ) { - return m_chunks[ Geometry.chunk - 1 ]; } - inline - geometry_chunk const & - chunk( gfx::geometry_handle const Geometry ) const { - return m_chunks[ Geometry.chunk - 1 ]; } - -// members: - geometrychunk_sequence m_chunks; - -private: -// methods: - // create() subclass details - virtual void create_( gfx::geometry_handle const &Geometry ) = 0; - // replace() subclass details - virtual void replace_( gfx::geometry_handle const &Geometry ) = 0; - // draw() subclass details - virtual void draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) = 0; - // resource release subclass details - virtual void release_() = 0; -}; - // opengl vbo-based variant of the geometry bank class opengl_vbogeometrybank : public geometry_bank { @@ -260,71 +116,4 @@ private: }; -// geometry bank manager, holds collection of geometry banks - -using geometrybank_handle = geometry_handle; - -class geometrybank_manager { - -public: -// constructors - geometrybank_manager() = default; -// methods: - // performs a resource sweep - void update(); - // creates a new geometry bank. returns: handle to the bank or NULL - gfx::geometrybank_handle - create_bank(); - // creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL - gfx::geometry_handle - create_chunk( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ); - // replaces data of specified chunk with the supplied vertex data, starting from specified offset - bool - replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ); - // adds supplied vertex data at the end of specified chunk - bool - append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ); - // draws geometry stored in specified chunk - void - draw( gfx::geometry_handle const &Geometry, unsigned int const Streams = basic_streams ); - template - void - draw( Iterator_ First, Iterator_ Last, unsigned int const Streams = basic_streams ) { - while( First != Last ) { - draw( *First, Streams ); - ++First; } } - // provides direct access to vertex data of specfied chunk - gfx::vertex_array const & - vertices( gfx::geometry_handle const &Geometry ) const; - // sets target texture unit for the texture data stream - gfx::stream_units & - units() { return m_units; } - -private: -// types: - using geometrybanktimepoint_pair = std::pair< std::shared_ptr, resource_timestamp >; - using geometrybanktimepointpair_sequence = std::deque< geometrybanktimepoint_pair >; - - // members: - geometrybanktimepointpair_sequence m_geometrybanks; - garbage_collector m_garbagecollector { m_geometrybanks, 60, 120, "geometry buffer" }; - gfx::stream_units m_units; - -// methods - inline - bool - valid( gfx::geometry_handle const &Geometry ) const { - return ( ( Geometry.bank != 0 ) - && ( Geometry.bank <= m_geometrybanks.size() ) ); } - inline - geometrybanktimepointpair_sequence::value_type & - bank( gfx::geometry_handle const Geometry ) { - return m_geometrybanks[ Geometry.bank - 1 ]; } - inline - geometrybanktimepointpair_sequence::value_type const & - bank( gfx::geometry_handle const Geometry ) const { - return m_geometrybanks[ Geometry.bank - 1 ]; } - -}; - } // namespace gfx \ No newline at end of file diff --git a/opengllight.cpp b/opengllight.cpp new file mode 100644 index 00000000..b28e07eb --- /dev/null +++ b/opengllight.cpp @@ -0,0 +1,44 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" + +#include "opengllight.h" + +void +opengl_light::apply_intensity( float const Factor ) { + + if( Factor == 1.f ) { + + ::glLightfv( id, GL_AMBIENT, glm::value_ptr( ambient ) ); + ::glLightfv( id, GL_DIFFUSE, glm::value_ptr( diffuse ) ); + ::glLightfv( id, GL_SPECULAR, glm::value_ptr( specular ) ); + } + else { + auto const factor{ clamp( Factor, 0.05f, 1.f ) }; + // temporary light scaling mechanics (ultimately this work will be left to the shaders + glm::vec4 scaledambient( ambient.r * factor, ambient.g * factor, ambient.b * factor, ambient.a ); + glm::vec4 scaleddiffuse( diffuse.r * factor, diffuse.g * factor, diffuse.b * factor, diffuse.a ); + glm::vec4 scaledspecular( specular.r * factor, specular.g * factor, specular.b * factor, specular.a ); + glLightfv( id, GL_AMBIENT, glm::value_ptr( scaledambient ) ); + glLightfv( id, GL_DIFFUSE, glm::value_ptr( scaleddiffuse ) ); + glLightfv( id, GL_SPECULAR, glm::value_ptr( scaledspecular ) ); + } +} + +void +opengl_light::apply_angle() { + + ::glLightfv( id, GL_POSITION, glm::value_ptr( glm::vec4{ position, ( is_directional ? 0.f : 1.f ) } ) ); + if( false == is_directional ) { + ::glLightfv( id, GL_SPOT_DIRECTION, glm::value_ptr( direction ) ); + } +} + +//--------------------------------------------------------------------------- diff --git a/opengllight.h b/opengllight.h new file mode 100644 index 00000000..a746861e --- /dev/null +++ b/opengllight.h @@ -0,0 +1,30 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "GL/glew.h" +#include "light.h" + +struct opengl_light : public basic_light { + + GLuint id { (GLuint)-1 }; + + void + apply_intensity( float const Factor = 1.0f ); + void + apply_angle(); + + opengl_light & + operator=( basic_light const &Right ) { + basic_light::operator=( Right ); + return *this; } +}; + +//--------------------------------------------------------------------------- diff --git a/openglparticles.cpp b/openglparticles.cpp new file mode 100644 index 00000000..0e51d3fe --- /dev/null +++ b/openglparticles.cpp @@ -0,0 +1,158 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "openglparticles.h" + +#include "particles.h" +#include "openglcamera.h" +#include "simulation.h" +#include "Logs.h" + +std::vector> const billboard_vertices { + + { { -0.5f, -0.5f, 0.f }, { 0.f, 0.f } }, + { { 0.5f, -0.5f, 0.f }, { 1.f, 0.f } }, + { { 0.5f, 0.5f, 0.f }, { 1.f, 1.f } }, + { { -0.5f, 0.5f, 0.f }, { 0.f, 1.f } } +}; + +void +opengl_particles::update( opengl_camera const &Camera ) { + + m_particlevertices.clear(); + + if( false == Global.Smoke ) { return; } + + // build a list of visible smoke sources + // NOTE: arranged by distance to camera, if we ever need sorting and/or total amount cap-based culling + std::multimap sources; + + for( auto const &source : simulation::Particles.sequence() ) { + if( false == Camera.visible( source.area() ) ) { continue; } + // NOTE: the distance is negative when the camera is inside the source's bounding area + sources.emplace( + static_cast( glm::length( Camera.position() - source.area().center ) - source.area().radius ), + source ); + } + + if( true == sources.empty() ) { return; } + + // build billboard data for particles from visible sources + auto const camerarotation { glm::mat3( Camera.modelview() ) }; + particle_vertex vertex; + for( auto const &source : sources ) { + + auto const particlecolor { + glm::clamp( + source.second.color() + * ( glm::vec3 { Global.DayLight.ambient } + 0.35f * glm::vec3{ Global.DayLight.diffuse } ) + * 255.f, + glm::vec3{ 0.f }, glm::vec3{ 255.f } ) }; + auto const &particles { source.second.sequence() }; + // TODO: put sanity cap on the overall amount of particles that can be drawn + auto const sizestep { 256.0 * billboard_vertices.size() }; + m_particlevertices.reserve( + sizestep * std::ceil( m_particlevertices.size() + ( particles.size() * billboard_vertices.size() ) / sizestep ) ); + for( auto const &particle : particles ) { + // TODO: particle color support + vertex.color[ 0 ] = static_cast( particlecolor.r ); + vertex.color[ 1 ] = static_cast( particlecolor.g ); + vertex.color[ 2 ] = static_cast( particlecolor.b ); + vertex.color[ 3 ] = clamp( particle.opacity * 255, 0, 255 ); + + auto const offset { glm::vec3{ particle.position - Camera.position() } }; + auto const rotation { glm::angleAxis( particle.rotation, glm::vec3{ 0.f, 0.f, 1.f } ) }; + + for( auto const &billboardvertex : billboard_vertices ) { + vertex.position = offset + ( rotation * billboardvertex.first * particle.size ) * camerarotation; + vertex.texture = billboardvertex.second; + + m_particlevertices.emplace_back( vertex ); + } + } + } + + // ship the billboard data to the gpu: + // setup... + ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); + // ...make sure we have enough room... + if( m_buffercapacity < m_particlevertices.size() ) { + // allocate gpu side buffer big enough to hold the data + m_buffercapacity = 0; + if( m_buffer != (GLuint)-1 ) { + // get rid of the old buffer + ::glDeleteBuffers( 1, &m_buffer ); + m_buffer = (GLuint)-1; + } + ::glGenBuffers( 1, &m_buffer ); + if( ( m_buffer > 0 ) && ( m_buffer != (GLuint)-1 ) ) { + // if we didn't get a buffer we'll try again during the next draw call + // NOTE: we match capacity instead of current size to reduce number of re-allocations + auto const particlecount { m_particlevertices.capacity() }; + ::glBindBuffer( GL_ARRAY_BUFFER, m_buffer ); + ::glBufferData( + GL_ARRAY_BUFFER, + particlecount * sizeof( particle_vertex ), + nullptr, + GL_DYNAMIC_DRAW ); + if( ::glGetError() == GL_OUT_OF_MEMORY ) { + // TBD: throw a bad_alloc? + ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" ); + ::glDeleteBuffers( 1, &m_buffer ); + m_buffer = (GLuint)-1; + } + else { + m_buffercapacity = particlecount; + } + } + } + // ...send the data... + if( ( m_buffer > 0 ) && ( m_buffer != (GLuint)-1 ) ) { + // if the buffer exists at this point it's guaranteed to be big enough to hold our data + ::glBindBuffer( GL_ARRAY_BUFFER, m_buffer ); + ::glBufferSubData( + GL_ARRAY_BUFFER, + 0, + m_particlevertices.size() * sizeof( particle_vertex ), + m_particlevertices.data() ); + } + // ...and cleanup + ::glPopClientAttrib(); +} + +void +opengl_particles::render( int const Textureunit ) { + + if( false == Global.Smoke ) { return; } + if( m_buffercapacity == 0 ) { return; } + if( m_particlevertices.empty() ) { return; } + if( ( m_buffer == 0 ) || ( m_buffer == (GLuint)-1 ) ) { return; } + + // setup... + ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); + ::glBindBuffer( GL_ARRAY_BUFFER, m_buffer ); + ::glVertexPointer( 3, GL_FLOAT, sizeof( particle_vertex ), static_cast( nullptr ) ); + ::glEnableClientState( GL_VERTEX_ARRAY ); + ::glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( particle_vertex ), static_cast( nullptr ) + sizeof( float ) * 3 ); + ::glEnableClientState( GL_COLOR_ARRAY ); + ::glClientActiveTexture( Textureunit ); + ::glTexCoordPointer( 2, GL_FLOAT, sizeof( particle_vertex ), static_cast( nullptr ) + sizeof( float ) * 3 + sizeof( std::uint8_t ) * 4 ); + ::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); + // ...draw... + ::glDrawArrays( GL_QUADS, 0, m_particlevertices.size() ); + // ...and cleanup + ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); + if( Global.bUseVBO ) { + gfx::opengl_vbogeometrybank::reset(); + } + ::glPopClientAttrib(); +} + +//--------------------------------------------------------------------------- diff --git a/openglparticles.h b/openglparticles.h new file mode 100644 index 00000000..0b732693 --- /dev/null +++ b/openglparticles.h @@ -0,0 +1,53 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "GL/glew.h" + +class opengl_camera; + +// particle data visualizer +class opengl_particles { +public: +// constructors + opengl_particles() = default; +// destructor + ~opengl_particles() { + if( m_buffer != 0 ) { + ::glDeleteBuffers( 1, &m_buffer ); } } +// methods + void + update( opengl_camera const &Camera ); + void + render( int const Textureunit ); +private: +// types + struct particle_vertex { + glm::vec3 position; // 3d space + std::uint8_t color[ 4 ]; // rgba, unsigned byte format + glm::vec2 texture; // uv space + float padding[ 2 ]; // experimental, some gfx hardware allegedly works better with 32-bit aligned data blocks + }; +/* + using sourcedistance_pair = std::pair; + using source_sequence = std::vector; +*/ + using particlevertex_sequence = std::vector; +// methods +// members +/* + source_sequence m_sources; // list of particle sources visible in current render pass, with their respective distances to the camera +*/ + particlevertex_sequence m_particlevertices; // geometry data of visible particles, generated on the cpu end + GLuint m_buffer{ (GLuint)-1 }; // id of the buffer holding geometry data on the opengl end + std::size_t m_buffercapacity{ 0 }; // total capacity of the last established buffer +}; + +//--------------------------------------------------------------------------- diff --git a/openglrenderer.cpp b/openglrenderer.cpp new file mode 100644 index 00000000..5b5ac491 --- /dev/null +++ b/openglrenderer.cpp @@ -0,0 +1,4088 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "openglrenderer.h" + +#include "color.h" +#include "Globals.h" +#include "Camera.h" +#include "Timer.h" +#include "simulation.h" +#include "simulationtime.h" +#include "Train.h" +#include "DynObj.h" +#include "AnimModel.h" +#include "Traction.h" +#include "application.h" +#include "Logs.h" +#include "utilities.h" + +int const EU07_PICKBUFFERSIZE { 1024 }; // size of (square) textures bound with the pick framebuffer +int const EU07_ENVIRONMENTBUFFERSIZE { 256 }; // size of (square) environmental cube map texture + +bool +opengl_renderer::Init( GLFWwindow *Window ) { + + if( false == Init_caps() ) { return false; } + + m_window = Window; + + ::glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + ::glPixelStorei( GL_PACK_ALIGNMENT, 1 ); + + glClearDepth( 1.0f ); + glClearColor( 51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f ); // initial background Color + + glPolygonMode( GL_FRONT, GL_FILL ); + glFrontFace( GL_CCW ); // Counter clock-wise polygons face out + glEnable( GL_CULL_FACE ); // Cull back-facing triangles + glShadeModel( GL_SMOOTH ); // Enable Smooth Shading + + m_geometry.units().texture = ( + Global.BasicRenderer ? + std::vector{ m_diffusetextureunit } : + std::vector{ m_normaltextureunit, m_diffusetextureunit } ); + m_textures.assign_units( m_helpertextureunit, m_shadowtextureunit, m_normaltextureunit, m_diffusetextureunit ); // TODO: add reflections unit + ui_layer::set_unit( m_diffusetextureunit ); + simulation::Environment.m_precipitation.set_unit( m_diffusetextureunit ); + select_unit( m_diffusetextureunit ); + + ::glDepthFunc( GL_LEQUAL ); + glEnable( GL_DEPTH_TEST ); + glAlphaFunc( GL_GREATER, 0.f ); + glEnable( GL_ALPHA_TEST ); + glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + glEnable( GL_BLEND ); + glEnable( GL_TEXTURE_2D ); // Enable Texture Mapping + + glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Really Nice Perspective Calculations + glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST ); + glHint( GL_LINE_SMOOTH_HINT, GL_NICEST ); + glLineWidth( 1.0f ); + glPointSize( 3.0f ); + glEnable( GL_POINT_SMOOTH ); + + ::glLightModeli( GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR ); + ::glMaterialf( GL_FRONT, GL_SHININESS, 15.0f ); + if( true == Global.ScaleSpecularValues ) { + m_specularopaquescalefactor = 0.25f; + m_speculartranslucentscalefactor = 1.5f; + } + ::glEnable( GL_COLOR_MATERIAL ); + ::glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE ); + + // setup lighting + ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr(m_baseambient) ); + ::glEnable( GL_LIGHTING ); + ::glEnable( opengl_renderer::sunlight ); + + // rgb value for 5780 kelvin + Global.DayLight.diffuse[ 0 ] = 255.0f / 255.0f; + Global.DayLight.diffuse[ 1 ] = 242.0f / 255.0f; + Global.DayLight.diffuse[ 2 ] = 231.0f / 255.0f; + Global.DayLight.is_directional = true; + m_sunlight.id = opengl_renderer::sunlight; + // ::glLightf( opengl_renderer::sunlight, GL_SPOT_CUTOFF, 90.0f ); + + // create dynamic light pool + for( int idx = 0; idx < Global.DynamicLightCount; ++idx ) { + + opengl_light light; + light.id = GL_LIGHT1 + idx; + + light.is_directional = false; + ::glEnable( light.id ); // experimental intel chipset fix + ::glLightf( light.id, GL_SPOT_CUTOFF, 7.5f ); + ::glLightf( light.id, GL_SPOT_EXPONENT, 7.5f ); + ::glLightf( light.id, GL_CONSTANT_ATTENUATION, 0.0f ); + ::glLightf( light.id, GL_LINEAR_ATTENUATION, 0.035f ); + ::glDisable( light.id ); // experimental intel chipset fix + + m_lights.emplace_back( light ); + } + // preload some common textures + WriteLog( "Loading common gfx data..." ); + m_glaretexture = Fetch_Texture( "fx/lightglare" ); + m_suntexture = Fetch_Texture( "fx/sun" ); + m_moontexture = Fetch_Texture( "fx/moon" ); + if( m_helpertextureunit >= 0 ) { + m_reflectiontexture = Fetch_Texture( "fx/reflections" ); + } + m_smoketexture = Fetch_Texture( "fx/smoke" ); + WriteLog( "...gfx data pre-loading done" ); + +#ifdef EU07_USE_PICKING_FRAMEBUFFER + // pick buffer resources + if( true == m_framebuffersupport ) { + // try to create the pick buffer. RGBA8 2D texture, 24 bit depth texture, 1024x1024 (height of 512 would suffice but, eh) + // texture + ::glGenTextures( 1, &m_picktexture ); + ::glBindTexture( GL_TEXTURE_2D, m_picktexture ); + ::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); + // depth buffer + ::glGenRenderbuffersEXT( 1, &m_pickdepthbuffer ); + ::glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_pickdepthbuffer ); + ::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE ); + // create and assemble the framebuffer + ::glGenFramebuffersEXT( 1, &m_pickframebuffer ); + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer ); + ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_picktexture, 0 ); + ::glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_pickdepthbuffer ); + // check if we got it working + GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ); + if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) { + WriteLog( "Picking framebuffer setup complete" ); + } + else{ + ErrorLog( "Picking framebuffer setup failed" ); + m_framebuffersupport = false; + } + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now + } +#endif + // shadowmap resources + if( ( true == Global.RenderShadows ) + && ( true == m_framebuffersupport ) ) { + // primary shadow map + { + // texture: + ::glGenTextures( 1, &m_shadowtexture ); + ::glBindTexture( GL_TEXTURE_2D, m_shadowtexture ); + // allocate memory + ::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize, m_shadowbuffersize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL ); + // setup parameters + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + // enable shadow comparison: true (ie not in shadow) if r<=texture... + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL ); + ::glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE ); + ::glBindTexture( GL_TEXTURE_2D, 0 ); +#ifdef EU07_USE_DEBUG_SHADOWMAP + ::glGenTextures( 1, &m_shadowdebugtexture ); + ::glBindTexture( GL_TEXTURE_2D, m_shadowdebugtexture ); + // allocate memory + ::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize, m_shadowbuffersize, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL ); + // setup parameters + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + ::glBindTexture( GL_TEXTURE_2D, 0 ); +#endif + // create and assemble the framebuffer + ::glGenFramebuffersEXT( 1, &m_shadowframebuffer ); + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_shadowframebuffer ); +#ifdef EU07_USE_DEBUG_SHADOWMAP + ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_shadowdebugtexture, 0 ); +#else + ::glDrawBuffer( GL_NONE ); // we won't be rendering colour data, so can skip the colour attachment + ::glReadBuffer( GL_NONE ); +#endif + ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_shadowtexture, 0 ); + // check if we got it working + GLenum const status{ ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ) }; + if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) { + WriteLog( "Shadows framebuffer setup complete" ); + } + else { + ErrorLog( "Shadows framebuffer setup failed" ); + Global.RenderShadows = false; + } + // switch back to primary render target for now + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); + } + // cab shadow map + { + // NOTE: using separate framebuffer as more efficient arrangement than swapping attachments on a single one + // TODO: for shader-based implementation use instead a quarter of the CSM + // texture: + ::glGenTextures( 1, &m_cabshadowtexture ); + ::glBindTexture( GL_TEXTURE_2D, m_cabshadowtexture ); + // allocate memory + ::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL ); + // setup parameters + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + // enable shadow comparison: true (ie not in shadow) if r<=texture... + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL ); + ::glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE ); + ::glBindTexture( GL_TEXTURE_2D, 0 ); +#ifdef EU07_USE_DEBUG_CABSHADOWMAP + ::glGenTextures( 1, &m_cabshadowdebugtexture ); + ::glBindTexture( GL_TEXTURE_2D, m_cabshadowdebugtexture ); + // allocate memory + ::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL ); + // setup parameters + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + ::glBindTexture( GL_TEXTURE_2D, 0 ); +#endif + // create and assemble the framebuffer + ::glGenFramebuffersEXT( 1, &m_cabshadowframebuffer ); + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_cabshadowframebuffer ); +#ifdef EU07_USE_DEBUG_CABSHADOWMAP + ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_cabshadowdebugtexture, 0 ); +#else + ::glDrawBuffer( GL_NONE ); // we won't be rendering colour data, so can skip the colour attachment + ::glReadBuffer( GL_NONE ); +#endif + ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_cabshadowtexture, 0 ); + // check if we got it working + GLenum const status{ ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ) }; + if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) { + WriteLog( "Cab shadows framebuffer setup complete" ); + } + else { + ErrorLog( "Cab shadows framebuffer setup failed" ); + Global.RenderShadows = false; + } + } + // switch back to primary render target for now + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); + } + // environment cube map resources + if( ( false == Global.BasicRenderer ) + && ( true == m_framebuffersupport ) ) { + // texture: + ::glGenTextures( 1, &m_environmentcubetexture ); + ::glBindTexture( GL_TEXTURE_CUBE_MAP, m_environmentcubetexture ); + // allocate space + for( GLuint faceindex = GL_TEXTURE_CUBE_MAP_POSITIVE_X; faceindex < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6; ++faceindex ) { + ::glTexImage2D( faceindex, 0, GL_RGBA8, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL ); + } + // setup parameters + ::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + ::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + ::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + ::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); + // depth buffer + ::glGenRenderbuffersEXT( 1, &m_environmentdepthbuffer ); + ::glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_environmentdepthbuffer ); + ::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE ); + // create and assemble the framebuffer + ::glGenFramebuffersEXT( 1, &m_environmentframebuffer ); + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_environmentframebuffer ); + ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X, m_environmentcubetexture, 0 ); + ::glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_environmentdepthbuffer ); + // check if we got it working + GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ); + if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) { + WriteLog( "Reflections framebuffer setup complete" ); + m_environmentcubetexturesupport = true; + } + else { + ErrorLog( "Reflections framebuffer setup failed" ); + m_environmentcubetexturesupport = false; + } + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now + } + // prepare basic geometry chunks + auto const geometrybank = m_geometry.create_bank(); + float const size = 2.5f; + m_billboardgeometry = m_geometry.create_chunk( + gfx::vertex_array{ + { { -size, size, 0.f }, glm::vec3(), { 1.f, 1.f } }, + { { size, size, 0.f }, glm::vec3(), { 0.f, 1.f } }, + { { -size, -size, 0.f }, glm::vec3(), { 1.f, 0.f } }, + { { size, -size, 0.f }, glm::vec3(), { 0.f, 0.f } } }, + geometrybank, + GL_TRIANGLE_STRIP ); + // prepare debug mode objects + m_quadric = ::gluNewQuadric(); + ::gluQuadricNormals( m_quadric, GLU_FLAT ); + + return true; +} + +bool +opengl_renderer::Render() { + + Timer::subsystem.gfx_total.stop(); + Timer::subsystem.gfx_total.start(); // note: gfx_total is actually frame total, clean this up + Timer::subsystem.gfx_color.start(); + // fetch simulation data + if( simulation::is_ready ) { + m_sunlight = Global.DayLight; + // quantize sun angle to reduce shadow crawl + auto const quantizationstep { 0.004f }; + m_sunlight.direction = glm::normalize( quantizationstep * glm::roundEven( m_sunlight.direction * ( 1.f / quantizationstep ) ) ); + } + // generate new frame + m_renderpass.draw_mode = rendermode::none; // force setup anew + m_debugtimestext.clear(); + m_debugstats = debug_stats(); + Render_pass( rendermode::color ); + Timer::subsystem.gfx_color.stop(); + // add user interface + setup_units( true, false, false ); + Application.render_ui(); + + if( Global.bUseVBO ) { + // swapbuffers() will unbind current buffers so we prepare for it on our end + gfx::opengl_vbogeometrybank::reset(); + } + Timer::subsystem.gfx_swap.start(); + glfwSwapBuffers( m_window ); + Timer::subsystem.gfx_swap.stop(); + + m_drawcount = m_cellqueue.size(); + m_debugtimestext + += "color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n" + += "gpu side: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " msec\n" + += "frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " msec"; + + m_debugstatstext = + "drawcalls: " + to_string( m_debugstats.drawcalls ) + "\n" + + " vehicles: " + to_string( m_debugstats.dynamics ) + "\n" + + " models: " + to_string( m_debugstats.models ) + "\n" + + " submodels: " + to_string( m_debugstats.submodels ) + "\n" + + " paths: " + to_string( m_debugstats.paths ) + "\n" + + " shapes: " + to_string( m_debugstats.shapes ) + "\n" + + " traction: " + to_string( m_debugstats.traction ) + "\n" + + " lines: " + to_string( m_debugstats.lines ); + + ++m_framestamp; + + return true; // for now always succeed +} + +// runs jobs needed to generate graphics for specified render pass +void +opengl_renderer::Render_pass( rendermode const Mode ) { + +#ifdef EU07_USE_DEBUG_CAMERA + // setup world camera for potential visualization + setup_pass( + m_worldcamera, + rendermode::color, + 0.f, + 1.0, + true ); +#endif + setup_pass( m_renderpass, Mode ); + switch( m_renderpass.draw_mode ) { + + case rendermode::color: { + + m_colorpass = m_renderpass; + + if( ( true == Global.RenderShadows ) + && ( false == Global.bWireFrame ) + && ( true == simulation::is_ready ) + && ( m_shadowcolor != colors::white ) ) { + + // run shadowmaps pass before color + Timer::subsystem.gfx_shadows.start(); + if( false == FreeFlyModeFlag ) { + Render_pass( rendermode::cabshadows ); + } + Render_pass( rendermode::shadows ); + Timer::subsystem.gfx_shadows.stop(); + m_debugtimestext += "shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n"; +#ifdef EU07_USE_DEBUG_SHADOWMAP + UILayer.set_texture( m_shadowdebugtexture ); +#endif +#ifdef EU07_USE_DEBUG_CABSHADOWMAP + UILayer.set_texture( m_cabshadowdebugtexture ); +#endif + setup_pass( m_renderpass, Mode ); // restore draw mode. TBD, TODO: render mode stack + // setup shadowmap matrices + m_shadowtexturematrix = + glm::mat4 { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f } // bias from [-1, 1] to [0, 1] + * m_shadowpass.camera.projection() + // during colour pass coordinates are moved from camera-centric to light-centric, essentially the difference between these two origins + * glm::translate( + glm::mat4{ glm::mat3{ m_shadowpass.camera.modelview() } }, + glm::vec3{ m_renderpass.camera.position() - m_shadowpass.camera.position() } ); + + if( false == FreeFlyModeFlag ) { + m_cabshadowtexturematrix = + glm::mat4{ 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f } // bias from [-1, 1] to [0, 1] + * m_cabshadowpass.camera.projection() + // during colour pass coordinates are moved from camera-centric to light-centric, essentially the difference between these two origins + * glm::translate( + glm::mat4{ glm::mat3{ m_cabshadowpass.camera.modelview() } }, + glm::vec3{ m_renderpass.camera.position() - m_cabshadowpass.camera.position() } ); + } + } + + if( ( true == m_environmentcubetexturesupport ) + && ( true == simulation::is_ready ) ) { + // potentially update environmental cube map + if( true == Render_reflections() ) { + setup_pass( m_renderpass, Mode ); // restore draw mode. TBD, TODO: render mode stack + } + } + + ::glViewport( 0, 0, Global.iWindowWidth, Global.iWindowHeight ); + + if( simulation::is_ready ) { + auto const skydomecolour = simulation::Environment.m_skydome.GetAverageColor(); + ::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 0.f ); // kolor nieba + } + else { + ::glClearColor( 51.0f / 255.f, 102.0f / 255.f, 85.0f / 255.f, 1.f ); // initial background Color + } + ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + if( simulation::is_ready ) { + // setup + setup_matrices(); + // render + setup_drawing( true ); + setup_units( true, false, false ); + Render( &simulation::Environment ); + // opaque parts... + setup_drawing( false ); + setup_units( true, true, true ); +#ifdef EU07_USE_DEBUG_CAMERA + if( DebugModeFlag ) { + // draw light frustum + ::glLineWidth( 2.f ); + ::glColor4f( 1.f, 0.9f, 0.8f, 1.f ); + ::glDisable( GL_LIGHTING ); + ::glDisable( GL_TEXTURE_2D ); + if( ( true == Global.RenderShadows ) && ( false == Global.bWireFrame ) ) { + m_shadowpass.camera.draw( m_renderpass.camera.position() - m_shadowpass.camera.position() ); + } + if( DebugCameraFlag ) { + ::glColor4f( 0.8f, 1.f, 0.9f, 1.f ); + m_worldcamera.camera.draw( m_renderpass.camera.position() - m_worldcamera.camera.position() ); + } + ::glLineWidth( 1.f ); + ::glEnable( GL_LIGHTING ); + ::glEnable( GL_TEXTURE_2D ); + } +#endif + // without rain/snow we can render the cab early to limit the overdraw + if( ( false == FreeFlyModeFlag ) + && ( Global.Overcast <= 1.f ) ) { // precipitation happens when overcast is in 1-2 range +#ifdef EU07_DISABLECABREFLECTIONS + switch_units( true, true, false ); +#endif + setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix ); + // cache shadow colour in case we need to account for cab light + auto const shadowcolor { m_shadowcolor }; + auto const *vehicle{ simulation::Train->Dynamic() }; + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); + } + Render_cab( vehicle, vehicle->InteriorLightLevel, false ); + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( shadowcolor ); + } + } + switch_units( true, true, true ); + setup_shadow_map( m_shadowtexture, m_shadowtexturematrix ); + Render( simulation::Region ); + // ...translucent parts + setup_drawing( true ); + Render_Alpha( simulation::Region ); + // particles + Render_particles(); + // precipitation; done at the end, only before cab render + Render_precipitation(); + // cab render + if( false == FreeFlyModeFlag ) { +#ifdef EU07_DISABLECABREFLECTIONS + switch_units( true, true, false ); +#endif + setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix ); + // cache shadow colour in case we need to account for cab light + auto const shadowcolor{ m_shadowcolor }; + auto const *vehicle { simulation::Train->Dynamic() }; + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); + } + if( Global.Overcast > 1.f ) { + // with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab + setup_drawing( false ); + Render_cab( vehicle, vehicle->InteriorLightLevel, false ); + setup_drawing( true ); + } + Render_cab( vehicle, vehicle->InteriorLightLevel, true ); + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( shadowcolor ); + } + } + + if( m_environmentcubetexturesupport ) { + // restore default texture matrix for reflections cube map + select_unit( m_helpertextureunit ); + ::glMatrixMode( GL_TEXTURE ); +// ::glPopMatrix(); + ::glLoadIdentity(); + select_unit( m_diffusetextureunit ); + ::glMatrixMode( GL_MODELVIEW ); + } + } + break; + } + + case rendermode::shadows: { + + if( simulation::is_ready ) { + // setup + ::glEnable( GL_POLYGON_OFFSET_FILL ); // alleviate depth-fighting + ::glPolygonOffset( 1.f, 1.f ); + + // main shadowmap + ::glBindFramebufferEXT( GL_FRAMEBUFFER, m_shadowframebuffer ); + ::glViewport( 0, 0, m_shadowbuffersize, m_shadowbuffersize ); + +#ifdef EU07_USE_DEBUG_SHADOWMAP + ::glClearColor( 0.f / 255.f, 0.f / 255.f, 0.f / 255.f, 1.f ); // initial background Color + ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); +#else + ::glClear( GL_DEPTH_BUFFER_BIT ); +#endif + ::glScissor( 1, 1, m_shadowbuffersize - 2, m_shadowbuffersize - 2 ); + ::glEnable( GL_SCISSOR_TEST ); + + setup_matrices(); + // render + // opaque parts... + setup_drawing( false ); +#ifdef EU07_USE_DEBUG_SHADOWMAP + setup_units( true, false, false ); +#else + setup_units( false, false, false ); +#endif + Render( simulation::Region ); + m_shadowpass = m_renderpass; + + // post-render restore + ::glDisable( GL_SCISSOR_TEST ); + ::glDisable( GL_POLYGON_OFFSET_FILL ); + + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target + } + break; + } + + case rendermode::cabshadows: { + + if( ( simulation::is_ready ) + && ( false == FreeFlyModeFlag ) ) { + // setup + ::glEnable( GL_POLYGON_OFFSET_FILL ); // alleviate depth-fighting + ::glPolygonOffset( 1.f, 1.f ); + + ::glBindFramebufferEXT( GL_FRAMEBUFFER, m_cabshadowframebuffer ); + ::glViewport( 0, 0, m_shadowbuffersize / 2, m_shadowbuffersize / 2 ); + +#ifdef EU07_USE_DEBUG_CABSHADOWMAP + ::glClearColor( 0.f / 255.f, 0.f / 255.f, 0.f / 255.f, 1.f ); // initial background Color + ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); +#else + ::glClear( GL_DEPTH_BUFFER_BIT ); +#endif + ::glScissor( 1, 1, m_shadowbuffersize / 2 - 2, m_shadowbuffersize / 2 - 2 ); + ::glEnable( GL_SCISSOR_TEST ); + + setup_matrices(); + // render + // opaque parts... + setup_drawing( false ); +#ifdef EU07_USE_DEBUG_CABSHADOWMAP + setup_units( true, false, false ); +#else + setup_units( false, false, false ); +#endif + ::glDisable( GL_CULL_FACE ); + + if( Global.RenderCabShadowsRange > 0 ) { + Render( simulation::Region ); + } + Render_cab( simulation::Train->Dynamic(), 0.f, false ); + Render_cab( simulation::Train->Dynamic(), 0.f, true ); + m_cabshadowpass = m_renderpass; + + // post-render restore + ::glDisable( GL_SCISSOR_TEST ); + ::glEnable( GL_CULL_FACE ); + ::glDisable( GL_POLYGON_OFFSET_FILL ); + + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target + } + break; + } + + case rendermode::reflections: { + // NOTE: buffer and viewport setup in this mode is handled by the wrapper method + ::glClearColor( 0.f, 0.f, 0.f, 1.f ); + ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + if( simulation::is_ready ) { + + ::glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE ); + // setup + setup_matrices(); + // render + setup_drawing( true ); + setup_units( true, false, false ); + Render( &simulation::Environment ); + // opaque parts... + setup_drawing( false ); + setup_units( true, true, true ); + setup_shadow_map( m_shadowtexture, m_shadowtexturematrix ); + Render( simulation::Region ); +/* + // reflections are limited to sky and ground only, the update rate is too low for anything else + // ...translucent parts + setup_drawing( true ); + Render_Alpha( &World.Ground ); + // cab render is performed without shadows, due to low resolution and number of models without windows :| + switch_units( true, false, false ); + // cab render is done in translucent phase to deal with badly configured vehicles + if( World.Train != nullptr ) { Render_cab( World.Train->Dynamic() ); } +*/ + ::glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); + } + break; + } + + case rendermode::pickcontrols: { + if( simulation::is_ready ) { + // setup +#ifdef EU07_USE_PICKING_FRAMEBUFFER + ::glViewport( 0, 0, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE ); +#endif + ::glClearColor( 0.f, 0.f, 0.f, 1.f ); + ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + m_pickcontrolsitems.clear(); + setup_matrices(); + // render + // opaque parts... + setup_drawing( false ); + setup_units( false, false, false ); + // cab render skips translucent parts, so we can do it here + if( simulation::Train != nullptr ) { + Render_cab( simulation::Train->Dynamic(), 0.f ); + Render( simulation::Train->Dynamic() ); + } + // post-render cleanup + } + break; + } + + case rendermode::pickscenery: { + if( simulation::is_ready ) { + // setup + m_picksceneryitems.clear(); +#ifdef EU07_USE_PICKING_FRAMEBUFFER + ::glViewport( 0, 0, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE ); +#endif + ::glClearColor( 0.f, 0.f, 0.f, 1.f ); + ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + setup_matrices(); + // render + // opaque parts... + setup_drawing( false ); + setup_units( false, false, false ); + Render( simulation::Region ); + // post-render cleanup + } + break; + } + + default: { + break; + } + } +} + +// creates dynamic environment cubemap +bool +opengl_renderer::Render_reflections() { + + if( Global.ReflectionUpdatesPerSecond == 0 ) { return false; } + + auto const timestamp { static_cast( Timer::GetTime() * 1000 ) }; + if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdatesPerSecond ) + && ( glm::length( m_renderpass.camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) { + // run update every 5+ mins of simulation time, or at least 1km from the last location + return false; + } + m_environmentupdatetime = timestamp; + m_environmentupdatelocation = m_renderpass.camera.position(); + + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_environmentframebuffer ); + ::glViewport( 0, 0, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE ); + for( m_environmentcubetextureface = GL_TEXTURE_CUBE_MAP_POSITIVE_X; + m_environmentcubetextureface < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6; + ++m_environmentcubetextureface ) { + + ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, m_environmentcubetextureface, m_environmentcubetexture, 0 ); + Render_pass( rendermode::reflections ); + } + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); + + return true; +} + +void +opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear, float const Zfar, bool const Ignoredebug ) { + + Config.draw_mode = Mode; + + if( false == simulation::is_ready ) { return; } + // setup draw range + switch( Mode ) { + case rendermode::color: { Config.draw_range = Global.BaseDrawRange; break; } + case rendermode::shadows: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; } + case rendermode::cabshadows: { Config.draw_range = ( Global.RenderCabShadowsRange > 0 ? clamp( Global.RenderCabShadowsRange, 5, 100 ) : simulation::Train->Occupied()->Dim.L ); break; } + case rendermode::reflections: { Config.draw_range = Global.BaseDrawRange; break; } + case rendermode::pickcontrols: { Config.draw_range = 50.f; break; } + case rendermode::pickscenery: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; } + default: { Config.draw_range = 0.f; break; } + } + // setup camera + auto &camera = Config.camera; + + camera.projection() = glm::mat4( 1.f ); + glm::dmat4 viewmatrix( 1.0 ); + + switch( Mode ) { + case rendermode::color: { + // modelview + if( ( false == DebugCameraFlag ) || ( true == Ignoredebug ) ) { + camera.position() = Global.pCamera.Pos; + Global.pCamera.SetMatrix( viewmatrix ); + } + else { + camera.position() = Global.pDebugCamera.Pos; + Global.pDebugCamera.SetMatrix( viewmatrix ); + } + // projection + auto const zfar = Config.draw_range * Global.fDistanceFactor * Zfar; + auto const znear = ( + Znear > 0.f ? + Znear * zfar : + 0.1f * Global.ZoomFactor ); + camera.projection() *= + glm::perspective( + glm::radians( Global.FieldOfView / Global.ZoomFactor ), + std::max( 1.f, (float)Global.iWindowWidth ) / std::max( 1.f, (float)Global.iWindowHeight ), + znear, + zfar ); +/* + m_sunandviewangle = + glm::dot( + m_sunlight.direction, + glm::vec3( 0.f, 0.f, -1.f ) * glm::mat3( viewmatrix ) ); +*/ + break; + } + case rendermode::shadows: { + // calculate lightview boundaries based on relevant area of the world camera frustum: + // ...setup chunk of frustum we're interested in... + auto const zfar = std::min( 1.f, Global.shadowtune.depth / ( Global.BaseDrawRange * Global.fDistanceFactor ) * std::max( 1.f, Global.ZoomFactor * 0.5f ) ); + renderpass_config worldview; + setup_pass( worldview, rendermode::color, 0.f, zfar, true ); + auto &frustumchunkshapepoints = worldview.camera.frustum_points(); + // ...modelview matrix: determine the centre of frustum chunk in world space... + glm::vec3 frustumchunkmin, frustumchunkmax; + bounding_box( frustumchunkmin, frustumchunkmax, std::begin( frustumchunkshapepoints ), std::end( frustumchunkshapepoints ) ); + auto const frustumchunkcentre = ( frustumchunkmin + frustumchunkmax ) * 0.5f; + // ...cap the vertical angle to keep shadows from getting too long... + auto const lightvector = + glm::normalize( glm::vec3{ + m_sunlight.direction.x, + std::min( m_sunlight.direction.y, -0.2f ), + m_sunlight.direction.z } ); + // ...place the light source at the calculated centre and setup world space light view matrix... + camera.position() = worldview.camera.position() + glm::dvec3{ frustumchunkcentre }; + viewmatrix *= glm::lookAt( + camera.position(), + camera.position() + glm::dvec3{ lightvector }, + glm::dvec3{ 0.f, 1.f, 0.f } ); + // ...projection matrix: calculate boundaries of the frustum chunk in light space... + auto const lightviewmatrix = + glm::translate( + glm::mat4{ glm::mat3{ viewmatrix } }, + -frustumchunkcentre ); + for( auto &point : frustumchunkshapepoints ) { + point = lightviewmatrix * point; + } + bounding_box( frustumchunkmin, frustumchunkmax, std::begin( frustumchunkshapepoints ), std::end( frustumchunkshapepoints ) ); + // quantize the frustum points and add some padding, to reduce shadow shimmer on scale changes + auto const quantizationstep{ std::min( Global.shadowtune.depth, 50.f ) }; + frustumchunkmin = quantizationstep * glm::floor( frustumchunkmin * ( 1.f / quantizationstep ) ); + frustumchunkmax = quantizationstep * glm::ceil( frustumchunkmax * ( 1.f / quantizationstep ) ); + // ...use the dimensions to set up light projection boundaries... + // NOTE: since we only have one cascade map stage, we extend the chunk forward/back to catch areas normally covered by other stages + camera.projection() *= + glm::ortho( + frustumchunkmin.x, frustumchunkmax.x, + frustumchunkmin.y, frustumchunkmax.y, + frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f ); +/* + // fixed ortho projection from old build, for quick quality comparisons + camera.projection() *= + glm::ortho( + -Global.shadowtune.width, Global.shadowtune.width, + -Global.shadowtune.width, Global.shadowtune.width, + -Global.shadowtune.depth, Global.shadowtune.depth ); + camera.position() = Global.pCameraPosition - glm::dvec3{ m_sunlight.direction }; + if( camera.position().y - Global.pCameraPosition.y < 0.1 ) { + camera.position().y = Global.pCameraPosition.y + 0.1; + } + viewmatrix *= glm::lookAt( + camera.position(), + glm::dvec3{ Global.pCameraPosition }, + glm::dvec3{ 0.f, 1.f, 0.f } ); +*/ + // ... and adjust the projection to sample complete shadow map texels: + // get coordinates for a sample texel... + auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } }; + // ...convert result from clip space to texture coordinates, and calculate adjustment... + shadowmaptexel *= m_shadowbuffersize * 0.5f; + auto shadowmapadjustment = glm::round( shadowmaptexel ) - shadowmaptexel; + // ...transform coordinate change back to homogenous light space... + shadowmapadjustment /= m_shadowbuffersize * 0.5f; + // ... and bake the adjustment into the projection matrix + camera.projection() = + glm::translate( + glm::mat4{ 1.f }, + glm::vec3{ shadowmapadjustment, 0.f } ) + * camera.projection(); + + break; + } + case rendermode::cabshadows: { + // fixed size cube large enough to enclose a vehicle compartment + // modelview + auto const lightvector = + glm::normalize( glm::vec3{ + m_sunlight.direction.x, + std::min( m_sunlight.direction.y, -0.2f ), + m_sunlight.direction.z } ); + camera.position() = Global.pCamera.Pos - glm::dvec3 { lightvector }; + viewmatrix *= glm::lookAt( + camera.position(), + glm::dvec3 { Global.pCamera.Pos }, + glm::dvec3 { 0.f, 1.f, 0.f } ); + // projection + auto const maphalfsize { Config.draw_range * 0.5f }; + camera.projection() *= + glm::ortho( + -maphalfsize, maphalfsize, + -maphalfsize, maphalfsize, + -Config.draw_range, Config.draw_range ); +/* + // adjust the projection to sample complete shadow map texels + auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } }; + shadowmaptexel *= ( m_shadowbuffersize / 2 ) * 0.5f; + auto shadowmapadjustment = glm::round( shadowmaptexel ) - shadowmaptexel; + shadowmapadjustment /= ( m_shadowbuffersize / 2 ) * 0.5f; + camera.projection() = glm::translate( glm::mat4{ 1.f }, glm::vec3{ shadowmapadjustment, 0.f } ) * camera.projection(); +*/ + break; + } + case rendermode::reflections: { + // modelview + camera.position() = ( + ( ( true == DebugCameraFlag ) && ( false == Ignoredebug ) ) ? + Global.pDebugCamera.Pos : + Global.pCamera.Pos ); + glm::dvec3 const cubefacetargetvectors[ 6 ] = { { 1.0, 0.0, 0.0 }, { -1.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }, { 0.0, -1.0, 0.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, -1.0 } }; + glm::dvec3 const cubefaceupvectors[ 6 ] = { { 0.0, -1.0, 0.0 }, { 0.0, -1.0, 0.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, -1.0 }, { 0.0, -1.0, 0.0 }, { 0.0, -1.0, 0.0 } }; + auto const cubefaceindex = m_environmentcubetextureface - GL_TEXTURE_CUBE_MAP_POSITIVE_X; + viewmatrix *= + glm::lookAt( + camera.position(), + camera.position() + cubefacetargetvectors[ cubefaceindex ], + cubefaceupvectors[ cubefaceindex ] ); + // projection + camera.projection() *= + glm::perspective( + glm::radians( 90.f ), + 1.f, + 0.1f * Global.ZoomFactor, + Config.draw_range * Global.fDistanceFactor ); + break; + } + + case rendermode::pickcontrols: + case rendermode::pickscenery: { + // TODO: scissor test for pick modes + // modelview + camera.position() = Global.pCamera.Pos; + Global.pCamera.SetMatrix( viewmatrix ); + // projection + camera.projection() *= + glm::perspective( + glm::radians( Global.FieldOfView / Global.ZoomFactor ), + std::max( 1.f, (float)Global.iWindowWidth ) / std::max( 1.f, (float)Global.iWindowHeight ), + 0.1f * Global.ZoomFactor, + Config.draw_range * Global.fDistanceFactor ); + break; + } + default: { + break; + } + } + camera.modelview() = viewmatrix; + camera.update_frustum(); +} + +void +opengl_renderer::setup_matrices() { + + ::glMatrixMode( GL_PROJECTION ); + OpenGLMatrices.load_matrix( m_renderpass.camera.projection() ); + + if( ( m_renderpass.draw_mode == rendermode::color ) + && ( m_environmentcubetexturesupport ) ) { + // special case, for colour render pass setup texture matrix for reflections cube map + select_unit( m_helpertextureunit ); + ::glMatrixMode( GL_TEXTURE ); +// ::glPushMatrix(); + ::glLoadIdentity(); + ::glMultMatrixf( glm::value_ptr( glm::inverse( glm::mat4{ glm::mat3{ m_renderpass.camera.modelview() } } ) ) ); + select_unit( m_diffusetextureunit ); + } + + // trim modelview matrix just to rotation, since rendering is done in camera-centric world space + ::glMatrixMode( GL_MODELVIEW ); + OpenGLMatrices.load_matrix( glm::mat4( glm::mat3( m_renderpass.camera.modelview() ) ) ); +} + +void +opengl_renderer::setup_drawing( bool const Alpha ) { + + if( true == Alpha ) { + + ::glEnable( GL_BLEND ); + ::glAlphaFunc( GL_GREATER, 0.f ); + } + else { + ::glDisable( GL_BLEND ); + ::glAlphaFunc( GL_GREATER, 0.5f ); + } + + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::reflections: { + ::glEnable( GL_LIGHTING ); + ::glShadeModel( GL_SMOOTH ); + if( Global.iMultisampling ) { + ::glEnable( GL_MULTISAMPLE ); + } + // setup fog + if( Global.fFogEnd > 0 ) { + // fog setup + m_fogrange = Global.fFogEnd / std::max( 1.f, Global.Overcast * 2.f ); + ::glFogfv( GL_FOG_COLOR, glm::value_ptr( Global.FogColor ) ); + ::glFogf( GL_FOG_DENSITY, static_cast( 1.0 / m_fogrange ) ); + ::glEnable( GL_FOG ); + } + else { ::glDisable( GL_FOG ); } + + break; + } + case rendermode::shadows: + case rendermode::cabshadows: + case rendermode::pickcontrols: + case rendermode::pickscenery: { + ::glColor4fv( glm::value_ptr( colors::white ) ); + ::glDisable( GL_LIGHTING ); + ::glShadeModel( GL_FLAT ); + if( Global.iMultisampling ) { + ::glDisable( GL_MULTISAMPLE ); + } + ::glDisable( GL_FOG ); + + break; + } + default: { + break; + } + } +} + +// configures, enables and disables specified texture units +void +opengl_renderer::setup_units( bool const Diffuse, bool const Shadows, bool const Reflections ) { + // helper texture unit. + // darkens previous stage, preparing data for the shadow texture unit to select from + if( m_helpertextureunit >= 0 ) { + + select_unit( m_helpertextureunit ); + + if( ( true == Reflections ) + || ( ( true == Global.RenderShadows ) && ( true == Shadows ) && ( false == Global.bWireFrame ) ) ) { + // we need to have texture on the helper for either the reflection and shadow generation (or both) + if( true == m_environmentcubetexturesupport ) { + // bind dynamic environment cube if it's enabled... + // NOTE: environment cube map isn't part of regular texture system, so we use direct bind call here + ::glBindTexture( GL_TEXTURE_CUBE_MAP, m_environmentcubetexture ); + ::glEnable( GL_TEXTURE_CUBE_MAP ); + } + else { + // ...otherwise fallback on static spherical image + m_textures.bind( textureunit::helper, m_reflectiontexture ); + ::glEnable( GL_TEXTURE_2D ); + } + } + else { + if( true == m_environmentcubetexturesupport ) { + ::glDisable( GL_TEXTURE_CUBE_MAP ); + } + else { + ::glDisable( GL_TEXTURE_2D ); + } + } + + if( ( true == Global.RenderShadows ) && ( true == Shadows ) && ( false == Global.bWireFrame ) ) { + + ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); + ::glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, glm::value_ptr( m_shadowcolor ) ); + + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ); // darken the previous stage + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); + + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS ); + } + else { + + ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE ); // pass the previous stage colour down the chain + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS ); + + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS ); + } + + if( true == Reflections ) { + if( true == m_environmentcubetexturesupport ) { + ::glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); + ::glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); + ::glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); + ::glEnable( GL_TEXTURE_GEN_S ); + ::glEnable( GL_TEXTURE_GEN_T ); + ::glEnable( GL_TEXTURE_GEN_R ); + } + else { + // fixed texture fall back + ::glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); + ::glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); + ::glEnable( GL_TEXTURE_GEN_S ); + ::glEnable( GL_TEXTURE_GEN_T ); + } + } + else { + if( true == m_environmentcubetexturesupport ) { + ::glDisable( GL_TEXTURE_GEN_S ); + ::glDisable( GL_TEXTURE_GEN_T ); + ::glDisable( GL_TEXTURE_GEN_R ); + } + else { + ::glDisable( GL_TEXTURE_GEN_S ); + ::glDisable( GL_TEXTURE_GEN_T ); + } + } + } + // shadow texture unit. + // interpolates between primary colour and the previous unit, which should hold darkened variant of the primary colour + if( m_shadowtextureunit >= 0 ) { + if( ( true == Global.RenderShadows ) + && ( true == Shadows ) + && ( false == Global.bWireFrame ) + && ( m_shadowcolor != colors::white ) ) { + + select_unit( m_shadowtextureunit ); + // NOTE: texture and transformation matrix setup are done through separate call + ::glEnable( GL_TEXTURE_2D ); + // s + ::glEnable( GL_TEXTURE_GEN_S ); + // t + ::glEnable( GL_TEXTURE_GEN_T ); + // r + ::glEnable( GL_TEXTURE_GEN_R ); + // q + ::glEnable( GL_TEXTURE_GEN_Q ); + + ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); // choose between lit and lit * shadow colour, based on depth test + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR ); + + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS ); + } + else { + // turn off shadow map tests + select_unit( m_shadowtextureunit ); + + ::glDisable( GL_TEXTURE_2D ); + ::glDisable( GL_TEXTURE_GEN_S ); + ::glDisable( GL_TEXTURE_GEN_T ); + ::glDisable( GL_TEXTURE_GEN_R ); + ::glDisable( GL_TEXTURE_GEN_Q ); + } + } + // reflections/normals texture unit + // NOTE: comes after diffuse stage in the operation chain + if( m_normaltextureunit >= 0 ) { + + select_unit( m_normaltextureunit ); + + if( true == Reflections ) { + ::glEnable( GL_TEXTURE_2D ); + + ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); // blend between object colour and env.reflection + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE ); // alpha channel of the normal map controls reflection strength + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA ); + + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS ); + } + else { + ::glDisable( GL_TEXTURE_2D ); + } + } + // diffuse texture unit. + // NOTE: diffuse texture mapping is never fully disabled, alpha channel information is always included + select_unit( m_diffusetextureunit ); + ::glEnable( GL_TEXTURE_2D ); + if( true == Diffuse ) { + // default behaviour, modulate with previous stage + ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); +/* + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); +*/ + } + else { + // solid colour with texture alpha + ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); +/* + ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE ); + ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); +*/ + } + // update unit state + m_unitstate.diffuse = Diffuse; + m_unitstate.shadows = Shadows; + m_unitstate.reflections = Reflections; +} + +// configures shadow texture unit for specified shadow map and conersion matrix +void +opengl_renderer::setup_shadow_map( GLuint const Texture, glm::mat4 const &Transformation ) { + + if( ( m_shadowtextureunit == -1 ) + || ( false == Global.RenderShadows ) + || ( true == Global.bWireFrame ) + || ( m_shadowcolor == colors::white ) ) { + // shadows are off + return; + } + + select_unit( m_shadowtextureunit ); + // NOTE: shadowmap isn't part of regular texture system, so we use direct bind call here + ::glBindTexture( GL_TEXTURE_2D, Texture ); + // s + ::glTexGenfv( GL_S, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 0 ) ) ); + // t + ::glTexGenfv( GL_T, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 1 ) ) ); + // r + ::glTexGenfv( GL_R, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 2 ) ) ); + // q + ::glTexGenfv( GL_Q, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 3 ) ) ); + + select_unit( m_diffusetextureunit ); +} + +// enables and disables specified texture units +void +opengl_renderer::switch_units( bool const Diffuse, bool const Shadows, bool const Reflections ) { + // helper texture unit. + if( m_helpertextureunit >= 0 ) { + + select_unit( m_helpertextureunit ); + if( ( true == Reflections ) + || ( ( true == Global.RenderShadows ) + && ( true == Shadows ) + && ( false == Global.bWireFrame ) + && ( m_shadowcolor != colors::white ) ) ) { + if( true == m_environmentcubetexturesupport ) { + ::glEnable( GL_TEXTURE_CUBE_MAP ); + } + else { + ::glEnable( GL_TEXTURE_2D ); + } + } + else { + if( true == m_environmentcubetexturesupport ) { + ::glDisable( GL_TEXTURE_CUBE_MAP ); + } + else { + ::glDisable( GL_TEXTURE_2D ); + } + } + } + // shadow texture unit. + if( m_shadowtextureunit >= 0 ) { + if( ( true == Global.RenderShadows ) && ( true == Shadows ) && ( false == Global.bWireFrame ) ) { + + select_unit( m_shadowtextureunit ); + ::glEnable( GL_TEXTURE_2D ); + } + else { + + select_unit( m_shadowtextureunit ); + ::glDisable( GL_TEXTURE_2D ); + } + } + // normal/reflection texture unit + if( m_normaltextureunit >= 0 ) { + if( true == Reflections ) { + + select_unit( m_normaltextureunit ); + ::glEnable( GL_TEXTURE_2D ); + } + else { + select_unit( m_normaltextureunit ); + ::glDisable( GL_TEXTURE_2D ); + } + } + // diffuse texture unit. + // NOTE: toggle actually disables diffuse texture mapping, unlike setup counterpart + if( true == Diffuse ) { + + select_unit( m_diffusetextureunit ); + ::glEnable( GL_TEXTURE_2D ); + } + else { + + select_unit( m_diffusetextureunit ); + ::glDisable( GL_TEXTURE_2D ); + } + // update unit state + m_unitstate.diffuse = Diffuse; + m_unitstate.shadows = Shadows; + m_unitstate.reflections = Reflections; +} + +void +opengl_renderer::setup_shadow_color( glm::vec4 const &Shadowcolor ) { + + select_unit( m_helpertextureunit ); + ::glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, glm::value_ptr( Shadowcolor ) ); // in-shadow colour multiplier + select_unit( m_diffusetextureunit ); +} + +void +opengl_renderer::setup_environment_light( TEnvironmentType const Environment ) { + + switch( Environment ) { + case e_flat: { + m_sunlight.apply_intensity(); +// m_environment = Environment; + break; + } + case e_canyon: { + m_sunlight.apply_intensity( 0.4f ); +// m_environment = Environment; + break; + } + case e_tunnel: { + m_sunlight.apply_intensity( 0.2f ); +// m_environment = Environment; + break; + } + default: { + break; + } + } +} + +bool +opengl_renderer::Render( world_environment *Environment ) { + + // calculate shadow tone, based on positions of celestial bodies + m_shadowcolor = interpolate( + glm::vec4{ colors::shadow }, + glm::vec4{ colors::white }, + clamp( -Environment->m_sun.getAngle(), 0.f, 6.f ) / 6.f ); + if( ( Environment->m_sun.getAngle() < -18.f ) + && ( Environment->m_moon.getAngle() > 0.f ) ) { + // turn on moon shadows after nautical twilight, if the moon is actually up + m_shadowcolor = colors::shadow; + } + // soften shadows depending on sky overcast factor + m_shadowcolor = glm::min( + colors::white, + m_shadowcolor + ( ( colors::white - colors::shadow ) * Global.Overcast ) ); + + if( Global.bWireFrame ) { + // bez nieba w trybie rysowania linii + return false; + } + + Bind_Material( null_handle ); + ::glDisable( GL_LIGHTING ); + ::glDisable( GL_DEPTH_TEST ); + ::glDepthMask( GL_FALSE ); + // skydome + // drawn with 500m radius to blend in if the fog range is low + ::glPushMatrix(); + ::glScalef( 500.f, 500.f, 500.f ); + Environment->m_skydome.Render(); + if( Global.bUseVBO ) { + gfx::opengl_vbogeometrybank::reset(); + } + ::glPopMatrix(); + // stars + if( Environment->m_stars.m_stars != nullptr ) { + // setup + ::glPushMatrix(); + ::glRotatef( Environment->m_stars.m_latitude, 1.f, 0.f, 0.f ); // ustawienie osi OY na północ + ::glRotatef( -std::fmod( (float)Global.fTimeAngleDeg, 360.f ), 0.f, 1.f, 0.f ); // obrót dobowy osi OX + ::glPointSize( 2.f ); + // render + Render( Environment->m_stars.m_stars, nullptr, 1.0 ); + // post-render cleanup + ::glPointSize( 3.f ); + ::glPopMatrix(); + } + // celestial bodies + if( DebugModeFlag == true ) { + // mark sun position for easier debugging + Environment->m_sun.render(); + Environment->m_moon.render(); + } + // render actual sun and moon + ::glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT ); + + ::glDisable( GL_LIGHTING ); + ::glDisable( GL_ALPHA_TEST ); + ::glEnable( GL_BLEND ); + ::glBlendFunc( GL_SRC_ALPHA, GL_ONE ); + + auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW ); + + auto const fogfactor { clamp( Global.fFogEnd / 2000.f, 0.f, 1.f ) }; // closer/denser fog reduces opacity of the celestial bodies + float const duskfactor = 1.0f - clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f; + glm::vec3 suncolor = interpolate( + glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ), + glm::vec3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ), + duskfactor ); + // sun + { + Bind_Texture( m_suntexture ); + ::glColor4f( suncolor.x, suncolor.y, suncolor.z, clamp( 1.5f - Global.Overcast, 0.f, 1.f ) * fogfactor ); + auto const sunvector = Environment->m_sun.getDirection(); + auto const sunposition = modelview * glm::vec4( sunvector.x, sunvector.y, sunvector.z, 1.0f ); + + ::glPushMatrix(); + ::glLoadIdentity(); // macierz jedynkowa + ::glTranslatef( sunposition.x, sunposition.y, sunposition.z ); // początek układu zostaje bez zmian + + float const size = interpolate( // TODO: expose distance/scale factor from the moon object + 0.0325f, + 0.0275f, + clamp( Environment->m_sun.getAngle(), 0.f, 90.f ) / 90.f ); + ::glBegin( GL_TRIANGLE_STRIP ); + ::glMultiTexCoord2f( m_diffusetextureunit, 1.f, 1.f ); ::glVertex3f( -size, size, 0.f ); + ::glMultiTexCoord2f( m_diffusetextureunit, 1.f, 0.f ); ::glVertex3f( -size, -size, 0.f ); + ::glMultiTexCoord2f( m_diffusetextureunit, 0.f, 1.f ); ::glVertex3f( size, size, 0.f ); + ::glMultiTexCoord2f( m_diffusetextureunit, 0.f, 0.f ); ::glVertex3f( size, -size, 0.f ); + ::glEnd(); + + ::glPopMatrix(); + } + // moon + { + Bind_Texture( m_moontexture ); + glm::vec3 mooncolor( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ); + ::glColor4f( + mooncolor.r, mooncolor.g, mooncolor.b, + // fade the moon if it's near the sun in the sky, especially during the day + std::max( + 0.f, + 1.0 + - 0.5 * Global.fLuminance + - 0.65 * std::max( 0.f, glm::dot( Environment->m_sun.getDirection(), Environment->m_moon.getDirection() ) ) ) + * fogfactor ); + + auto const moonposition = modelview * glm::vec4( Environment->m_moon.getDirection(), 1.0f ); + ::glPushMatrix(); + ::glLoadIdentity(); // macierz jedynkowa + ::glTranslatef( moonposition.x, moonposition.y, moonposition.z ); + + float const size = interpolate( // TODO: expose distance/scale factor from the moon object + 0.0160f, + 0.0135f, + clamp( Environment->m_moon.getAngle(), 0.f, 90.f ) / 90.f ); + // choose the moon appearance variant, based on current moon phase + // NOTE: implementation specific, 8 variants are laid out in 3x3 arrangement + // from new moon onwards, top left to right bottom (last spot is left for future use, if any) + auto const moonphase = Environment->m_moon.getPhase(); + float moonu, moonv; + if( moonphase < 1.84566f ) { moonv = 1.0f - 0.0f; moonu = 0.0f; } + else if( moonphase < 5.53699f ) { moonv = 1.0f - 0.0f; moonu = 0.333f; } + else if( moonphase < 9.22831f ) { moonv = 1.0f - 0.0f; moonu = 0.667f; } + else if( moonphase < 12.91963f ) { moonv = 1.0f - 0.333f; moonu = 0.0f; } + else if( moonphase < 16.61096f ) { moonv = 1.0f - 0.333f; moonu = 0.333f; } + else if( moonphase < 20.30228f ) { moonv = 1.0f - 0.333f; moonu = 0.667f; } + else if( moonphase < 23.99361f ) { moonv = 1.0f - 0.667f; moonu = 0.0f; } + else if( moonphase < 27.68493f ) { moonv = 1.0f - 0.667f; moonu = 0.333f; } + else { moonv = 1.0f - 0.0f; moonu = 0.0f; } + + ::glBegin( GL_TRIANGLE_STRIP ); + ::glMultiTexCoord2f( m_diffusetextureunit, moonu, moonv ); ::glVertex3f( -size, size, 0.0f ); + ::glMultiTexCoord2f( m_diffusetextureunit, moonu, moonv - 0.333f ); ::glVertex3f( -size, -size, 0.0f ); + ::glMultiTexCoord2f( m_diffusetextureunit, moonu + 0.333f, moonv ); ::glVertex3f( size, size, 0.0f ); + ::glMultiTexCoord2f( m_diffusetextureunit, moonu + 0.333f, moonv - 0.333f ); ::glVertex3f( size, -size, 0.0f ); + ::glEnd(); + + ::glPopMatrix(); + } + ::glPopAttrib(); + + m_sunlight.apply_angle(); + m_sunlight.apply_intensity(); + + // clouds + if( Environment->m_clouds.mdCloud ) { + // setup + Disable_Lights(); + ::glEnable( GL_LIGHTING ); + ::glEnable( GL_LIGHT0 ); // other lights will be enabled during lights update + ::glLightModelfv( + GL_LIGHT_MODEL_AMBIENT, + glm::value_ptr( + interpolate( Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f ) + * interpolate( 1.f, 0.35f, Global.Overcast / 2.f ) // overcast darkens the clouds + * 0.5f // arbitrary adjustment factor + ) ); + // render + Render( Environment->m_clouds.mdCloud, nullptr, 100.0 ); + Render_Alpha( Environment->m_clouds.mdCloud, nullptr, 100.0 ); + // post-render cleanup + ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( colors::none ) ); + ::glDisable( GL_LIGHTING ); + } + + ::glDepthMask( GL_TRUE ); + ::glEnable( GL_DEPTH_TEST ); + ::glEnable( GL_LIGHTING ); + + return true; +} + +// geometry methods +// creates a new geometry bank. returns: handle to the bank or NULL +gfx::geometrybank_handle +opengl_renderer::Create_Bank() { + + return m_geometry.create_bank(); +} + +// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL +gfx::geometry_handle +opengl_renderer::Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) { + + return m_geometry.create_chunk( Vertices, Geometry, Type ); +} + +// replaces data of specified chunk with the supplied vertex data, starting from specified offset +bool +opengl_renderer::Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) { + + return m_geometry.replace( Vertices, Geometry, Offset ); +} + +// adds supplied vertex data at the end of specified chunk +bool +opengl_renderer::Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) { + + return m_geometry.append( Vertices, Geometry ); +} + +// provides direct access to vertex data of specfied chunk +gfx::vertex_array const & +opengl_renderer::Vertices( gfx::geometry_handle const &Geometry ) const { + + return m_geometry.vertices( Geometry ); +} + +// material methods +material_handle +opengl_renderer::Fetch_Material( std::string const &Filename, bool const Loadnow ) { + + return m_materials.create( Filename, Loadnow ); +} + +void +opengl_renderer::Bind_Material( material_handle const Material ) { + + auto const &material = m_materials.material( Material ); + if( false == Global.BasicRenderer ) { + m_textures.bind( textureunit::normals, material.texture2 ); + } + m_textures.bind( textureunit::diffuse, material.texture1 ); +} + +opengl_material const & +opengl_renderer::Material( material_handle const Material ) const { + + return m_materials.material( Material ); +} + +// texture methods +void +opengl_renderer::select_unit( GLint const Textureunit ) { + + return m_textures.unit( Textureunit ); +} + +texture_handle +opengl_renderer::Fetch_Texture( std::string const &Filename, bool const Loadnow ) { + + return m_textures.create( Filename, Loadnow ); +} + +void +opengl_renderer::Bind_Texture( texture_handle const Texture ) { + + m_textures.bind( textureunit::diffuse, Texture ); +} + +opengl_texture const & +opengl_renderer::Texture( texture_handle const Texture ) const { + + return m_textures.texture( Texture ); +} + +void +opengl_renderer::Render( scene::basic_region *Region ) { + + m_sectionqueue.clear(); + m_cellqueue.clear(); + // build a list of region sections to render + glm::vec3 const cameraposition { m_renderpass.camera.position() }; + auto const camerax = static_cast( std::floor( cameraposition.x / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2 ) ); + auto const cameraz = static_cast( std::floor( cameraposition.z / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2 ) ); + int const segmentcount = 2 * static_cast( std::ceil( m_renderpass.draw_range * Global.fDistanceFactor / scene::EU07_SECTIONSIZE ) ); + int const originx = camerax - segmentcount / 2; + int const originz = cameraz - segmentcount / 2; + + for( int row = originz; row <= originz + segmentcount; ++row ) { + if( row < 0 ) { continue; } + if( row >= scene::EU07_REGIONSIDESECTIONCOUNT ) { break; } + for( int column = originx; column <= originx + segmentcount; ++column ) { + if( column < 0 ) { continue; } + if( column >= scene::EU07_REGIONSIDESECTIONCOUNT ) { break; } + auto *section { Region->m_sections[ row * scene::EU07_REGIONSIDESECTIONCOUNT + column ] }; + if( ( section != nullptr ) + && ( m_renderpass.camera.visible( section->m_area ) ) ) { + m_sectionqueue.emplace_back( section ); + } + } + } + + switch( m_renderpass.draw_mode ) { + case rendermode::color: { + + Update_Lights( simulation::Lights ); + + Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) ); + if( EditorModeFlag ) { + // when editor mode is active calculate world position of the cursor + // at this stage the z-buffer is filled with only ground geometry + Update_Mouse_Position(); + } + // draw queue is filled while rendering sections + Render( std::begin( m_cellqueue ), std::end( m_cellqueue ) ); + break; + } + case rendermode::shadows: + case rendermode::cabshadows: + case rendermode::pickscenery: { + // these render modes don't bother with lights + Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) ); + // they can also skip queue sorting, as they only deal with opaque geometry + // NOTE: there's benefit from rendering front-to-back, but is it significant enough? TODO: investigate + Render( std::begin( m_cellqueue ), std::end( m_cellqueue ) ); + break; + } + case rendermode::reflections: { + // for the time being reflections render only terrain geometry + Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) ); + break; + } + case rendermode::pickcontrols: + default: { + // no need to render anything ourside of the cab in control picking mode + break; + } + } +} + +void +opengl_renderer::Render( section_sequence::iterator First, section_sequence::iterator Last ) { + + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::reflections: { + + break; + } + case rendermode::shadows: + case rendermode::cabshadows: { + // experimental, for shadows render both back and front faces, to supply back faces of the 'forest strips' + ::glDisable( GL_CULL_FACE ); + break; } + case rendermode::pickscenery: { + // non-interactive scenery elements get neutral colour + ::glColor3fv( glm::value_ptr( colors::none ) ); + break; + } + default: { + break; } + } + + while( First != Last ) { + + auto *section = *First; + section->create_geometry(); + + // render shapes held by the section + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::reflections: + case rendermode::shadows: + case rendermode::cabshadows: + case rendermode::pickscenery: { + if( false == section->m_shapes.empty() ) { + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset { section->m_area.center - m_renderpass.camera.position() }; + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + // render + for( auto const &shape : section->m_shapes ) { Render( shape, true ); } + // post-render cleanup + ::glPopMatrix(); + } + break; + } + case rendermode::pickcontrols: + default: { + break; + } + } + + // add the section's cells to the cell queue + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::shadows: + case rendermode::cabshadows: + case rendermode::pickscenery: { + for( auto &cell : section->m_cells ) { + if( ( true == cell.m_active ) + && ( m_renderpass.camera.visible( cell.m_area ) ) ) { + // store visible cells with content as well as their current distance, for sorting later + m_cellqueue.emplace_back( + glm::length2( m_renderpass.camera.position() - cell.m_area.center ), + &cell ); + } + } + break; + } + case rendermode::reflections: + case rendermode::pickcontrols: + default: { + break; + } + } + // proceed to next section + ++First; + } + + switch( m_renderpass.draw_mode ) { + case rendermode::shadows: + case rendermode::cabshadows: { + // restore standard face cull mode + ::glEnable( GL_CULL_FACE ); + break; } + default: { + break; } + } +} + +void +opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator Last ) { + + // cache initial iterator for the second sweep + auto first { First }; + // first pass draws elements which we know are located in section banks, to reduce vbo switching + while( First != Last ) { + + auto *cell = First->second; + // przeliczenia animacji torów w sektorze + cell->RaAnimate( m_framestamp ); + + switch( m_renderpass.draw_mode ) { + case rendermode::color: { + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset { cell->m_area.center - m_renderpass.camera.position() }; + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + + // render + // opaque non-instanced shapes + for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } + // tracks + // TODO: update after path node refactoring + Render( std::begin( cell->m_paths ), std::end( cell->m_paths ) ); +#ifdef EU07_USE_DEBUG_CULLING + // debug + ::glLineWidth( 2.f ); + float const width = cell->m_area.radius; + float const height = cell->m_area.radius * 0.2f; + glDisable( GL_LIGHTING ); + glDisable( GL_TEXTURE_2D ); + glColor3ub( 255, 128, 128 ); + glBegin( GL_LINE_LOOP ); + glVertex3f( -width, height, width ); + glVertex3f( -width, height, -width ); + glVertex3f( width, height, -width ); + glVertex3f( width, height, width ); + glEnd(); + glBegin( GL_LINE_LOOP ); + glVertex3f( -width, 0, width ); + glVertex3f( -width, 0, -width ); + glVertex3f( width, 0, -width ); + glVertex3f( width, 0, width ); + glEnd(); + glBegin( GL_LINES ); + glVertex3f( -width, height, width ); glVertex3f( -width, 0, width ); + glVertex3f( -width, height, -width ); glVertex3f( -width, 0, -width ); + glVertex3f( width, height, -width ); glVertex3f( width, 0, -width ); + glVertex3f( width, height, width ); glVertex3f( width, 0, width ); + glEnd(); + glColor3ub( 255, 255, 255 ); + glEnable( GL_TEXTURE_2D ); + glEnable( GL_LIGHTING ); + glLineWidth( 1.f ); +#endif + // post-render cleanup + ::glPopMatrix(); + + break; + } + case rendermode::shadows: { + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset { cell->m_area.center - m_renderpass.camera.position() }; + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + + // render + // opaque non-instanced shapes + for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } + // tracks + Render( std::begin( cell->m_paths ), std::end( cell->m_paths ) ); + + // post-render cleanup + ::glPopMatrix(); + + break; + } + case rendermode::cabshadows: { + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset { cell->m_area.center - m_renderpass.camera.position() }; + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + + // render + // opaque non-instanced shapes + for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } + // NOTE: tracks aren't likely to cast shadows into the cab, so we skip them in this pass + + // post-render cleanup + ::glPopMatrix(); + + break; + } + case rendermode::pickscenery: { + // same procedure like with regular render, but editor-enabled nodes receive custom colour used for picking + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset { cell->m_area.center - m_renderpass.camera.position() }; + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + // render + // opaque non-instanced shapes + // non-interactive scenery elements get neutral colour + ::glColor3fv( glm::value_ptr( colors::none ) ); + for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } + // tracks + for( auto *path : cell->m_paths ) { + ::glColor3fv( glm::value_ptr( pick_color( m_picksceneryitems.size() + 1 ) ) ); + Render( path ); + } + + // post-render cleanup + ::glPopMatrix(); + + break; + } + case rendermode::reflections: + case rendermode::pickcontrols: + default: { + break; + } + } + + ++First; + } + // second pass draws elements with their own vbos + while( first != Last ) { + + auto const *cell = first->second; + + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::shadows: + case rendermode::cabshadows: { + // opaque parts of instanced models + for( auto *instance : cell->m_instancesopaque ) { Render( instance ); } + // opaque parts of vehicles + for( auto *path : cell->m_paths ) { + for( auto *dynamic : path->Dynamics ) { + Render( dynamic ); + } + } + // memcells + if( ( EditorModeFlag ) + && ( DebugModeFlag ) ) { + ::glPushAttrib( GL_ENABLE_BIT ); + ::glDisable( GL_TEXTURE_2D ); + ::glColor3f( 0.36f, 0.75f, 0.35f ); + for( auto *memorycell : cell->m_memorycells ) { + Render( memorycell ); + } + ::glPopAttrib(); + } + break; + } + case rendermode::pickscenery: { + // opaque parts of instanced models + // same procedure like with regular render, but each node receives custom colour used for picking + for( auto *instance : cell->m_instancesopaque ) { + ::glColor3fv( glm::value_ptr( pick_color( m_picksceneryitems.size() + 1 ) ) ); + Render( instance ); + } + // memcells + if( ( EditorModeFlag ) + && ( DebugModeFlag ) ) { + for( auto *memorycell : cell->m_memorycells ) { + ::glColor3fv( glm::value_ptr( pick_color( m_picksceneryitems.size() + 1 ) ) ); + Render( memorycell ); + } + } + // vehicles aren't included in scenery picking for the time being + break; + } + case rendermode::reflections: + case rendermode::pickcontrols: + default: { + break; + } + } + + ++first; + } +#ifdef EU07_USE_DEBUG_SOUNDEMITTERS + // sound emitters + if( DebugModeFlag ) { + switch( m_renderpass.draw_mode ) { + case rendermode::color: { + + ::glPushAttrib( GL_ENABLE_BIT ); + ::glDisable( GL_TEXTURE_2D ); + ::glColor3f( 0.36f, 0.75f, 0.35f ); + + for( auto const &audiosource : audio::renderer.m_sources ) { + + ::glPushMatrix(); + auto const position = audiosource.properties.location - m_renderpass.camera.position(); + ::glTranslated( position.x, position.y, position.z ); + + ::gluSphere( m_quadric, 0.1, 4, 2 ); + + ::glPopMatrix(); + } + + ::glPopAttrib(); + + break; + } + default: { + break; + } + } + } +#endif + +} + +void +opengl_renderer::Render( scene::shape_node const &Shape, bool const Ignorerange ) { + + auto const &data { Shape.data() }; + + if( false == Ignorerange ) { + double distancesquared; + switch( m_renderpass.draw_mode ) { + case rendermode::shadows: + case rendermode::cabshadows: { + // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees + distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + default: { + distancesquared = glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + } + if( ( distancesquared < data.rangesquared_min ) + || ( distancesquared >= data.rangesquared_max ) ) { + return; + } + } + + // setup + Bind_Material( data.material ); + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::reflections: { + ::glColor3fv( glm::value_ptr( data.lighting.diffuse ) ); +/* + // NOTE: ambient component is set by diffuse component + // NOTE: for the time being non-instanced shapes are rendered without specular component due to wrong/arbitrary values set in legacy scenarios + // TBD, TODO: find a way to resolve this with the least amount of tears? + ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( data.lighting.specular * m_sunlight.specular.a * m_specularopaquescalefactor ) ); +*/ + break; + } + // pick modes are painted with custom colours, and shadow pass doesn't use any + case rendermode::shadows: + case rendermode::cabshadows: + case rendermode::pickscenery: + case rendermode::pickcontrols: + default: { + break; + } + } + // render + m_geometry.draw( data.geometry ); + // debug data + ++m_debugstats.shapes; + ++m_debugstats.drawcalls; +} + +void +opengl_renderer::Render( TAnimModel *Instance ) { + + if( false == Instance->m_visible ) { + return; + } + + double distancesquared; + switch( m_renderpass.draw_mode ) { + case rendermode::shadows: + case rendermode::cabshadows: { + // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees + distancesquared = Math3D::SquareMagnitude( ( Instance->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + default: { + distancesquared = Math3D::SquareMagnitude( ( Instance->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + } + if( ( distancesquared < Instance->m_rangesquaredmin ) + || ( distancesquared >= Instance->m_rangesquaredmax ) ) { + return; + } + // crude way to reject early items too far to affect the output (mostly relevant for shadow passes) + auto const drawdistancethreshold{ m_renderpass.draw_range + 250 }; + if( distancesquared > drawdistancethreshold * drawdistancethreshold ) { + return; + } + + switch( m_renderpass.draw_mode ) { + case rendermode::pickscenery: { + // add the node to the pick list + m_picksceneryitems.emplace_back( Instance ); + break; + } + default: { + break; + } + } + + Instance->RaAnimate( m_framestamp ); // jednorazowe przeliczenie animacji + Instance->RaPrepare(); + if( Instance->pModel ) { + // renderowanie rekurencyjne submodeli + Render( + Instance->pModel, + Instance->Material(), + distancesquared, + Instance->location() - m_renderpass.camera.position(), + Instance->vAngle ); + } +} + +bool +opengl_renderer::Render( TDynamicObject *Dynamic ) { + + Dynamic->renderme = m_renderpass.camera.visible( Dynamic ); + if( false == Dynamic->renderme ) { + return false; + } + + // lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom + float squaredistance; + glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.camera.position(); + switch( m_renderpass.draw_mode ) { + case rendermode::shadows: { + squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor; + if( false == FreeFlyModeFlag ) { + // filter out small details if we're in vehicle cab + squaredistance = std::max( 100.f * 100.f, squaredistance ); + } + break; + } + case rendermode::cabshadows: { + squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor; + // filter out small details + squaredistance = std::max( 100.f * 100.f, squaredistance ); + break; + } + default: { + squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + } + + // crude way to reject early items too far to affect the output (mostly relevant for shadow passes) + auto const drawdistancethreshold { m_renderpass.draw_range + 250 }; + if( squaredistance > drawdistancethreshold * drawdistancethreshold ) { + return false; + } + + // debug data + ++m_debugstats.dynamics; + + // setup + TSubModel::iInstance = reinterpret_cast( Dynamic ); //żeby nie robić cudzych animacji + Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu + ::glPushMatrix(); + + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + ::glMultMatrixd( Dynamic->mMatrix.getArray() ); + + switch( m_renderpass.draw_mode ) { + + case rendermode::color: { + if( Dynamic->fShade > 0.0f ) { + // change light level based on light level of the occupied track + m_sunlight.apply_intensity( Dynamic->fShade ); + } + m_renderspecular = true; // vehicles are rendered with specular component. static models without, at least for the time being + // render + if( Dynamic->mdLowPolyInt ) { + // HACK: reduce light level for vehicle interior if there's strong global lighting source + auto const luminance { static_cast( 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) }; + m_sunlight.apply_intensity( + clamp( ( + Dynamic->fShade > 0.f ? + Dynamic->fShade : + 1.f ) + - luminance, + 0.f, 1.f ) ); + + // low poly interior + Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); + // HACK: if the model has low poly interior, we presume the load is placed inside and also affected by reduced light level + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku + Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } + + m_sunlight.apply_intensity( Dynamic->fShade > 0.f ? Dynamic->fShade : 1.f ); + } + else { + // HACK: if the model lacks low poly interior, we presume the load is placed outside + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku + Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } + } + if( Dynamic->mdModel ) { + // main model + Render( Dynamic->mdModel, Dynamic->Material(), squaredistance ); + } + // optional attached models + for( auto *attachment : Dynamic->mdAttachments ) { + Render( attachment, Dynamic->Material(), squaredistance ); + } + // post-render cleanup + m_renderspecular = false; + if( Dynamic->fShade > 0.0f ) { + // restore regular light level + m_sunlight.apply_intensity(); + } + break; + } + case rendermode::shadows: + case rendermode::cabshadows: { + if( Dynamic->mdLowPolyInt ) { + // low poly interior +// if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) { + Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); +// } + } + if( Dynamic->mdModel ) { + // main model + Render( Dynamic->mdModel, Dynamic->Material(), squaredistance ); + } + // optional attached models + for( auto *attachment : Dynamic->mdAttachments ) { + Render( attachment, Dynamic->Material(), squaredistance ); + } + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku + Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } + // post-render cleanup + break; + } + case rendermode::pickcontrols: { + if( Dynamic->mdLowPolyInt ) { + // low poly interior + Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); + } + break; + } + case rendermode::pickscenery: + default: { + break; + } + } + + ::glPopMatrix(); + + // TODO: check if this reset is needed. In theory each object should render all parts based on its own instance data anyway? + if( Dynamic->btnOn ) + Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli + + return true; +} + +// rendering kabiny gdy jest oddzielnym modelem i ma byc wyswietlana +bool +opengl_renderer::Render_cab( TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha ) { + + if( Dynamic == nullptr ) { + + TSubModel::iInstance = 0; + return false; + } + + TSubModel::iInstance = reinterpret_cast( Dynamic ); + + if( ( true == FreeFlyModeFlag ) + || ( false == Dynamic->bDisplayCab ) + || ( Dynamic->mdKabina == Dynamic->mdModel ) ) { + // ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka + return false; + } + + if( Dynamic->mdKabina ) { // bo mogła zniknąć przy przechodzeniu do innego pojazdu + // setup shared by all render paths + ::glPushMatrix(); + + auto const originoffset = Dynamic->GetPosition() - m_renderpass.camera.position(); + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + ::glMultMatrixd( Dynamic->mMatrix.readArray() ); + + switch( m_renderpass.draw_mode ) { + case rendermode::color: { + // render path specific setup: + if( Dynamic->fShade > 0.0f ) { + // change light level based on light level of the occupied track + m_sunlight.apply_intensity( Dynamic->fShade ); + } + if( Lightlevel > 0.f ) { + // crude way to light the cabin, until we have something more complete in place + ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( Dynamic->InteriorLight * Lightlevel ) ); + } + // render + if( true == Alpha ) { + // translucent parts + Render_Alpha( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); + } + else { + // opaque parts + Render( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); + } + // post-render restore + if( Dynamic->fShade > 0.0f ) { + // change light level based on light level of the occupied track + m_sunlight.apply_intensity(); + } + if( Lightlevel > 0.f ) { + // reset the overall ambient + ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr(m_baseambient) ); + } + break; + } + case rendermode::cabshadows: { + // cab shadowmap mode skips lighting setup and translucent parts + // render + if( true == Alpha ) { + // translucent parts + Render_Alpha( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); + } + else { + // opaque parts + Render( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); + } + // since the setup is simpler, there's nothing to reset afterwards + break; + } + case rendermode::pickcontrols: { + // control picking mode skips lighting setup and translucent parts + // render + Render( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); + // since the setup is simpler, there's nothing to reset afterwards + break; + } + default: { + break; + } + } + // post-render restore + ::glPopMatrix(); + } + + return true; +} + +bool +opengl_renderer::Render( TModel3d *Model, material_data const *Material, float const Squaredistance ) { + + auto alpha = + ( Material != nullptr ? + Material->textures_alpha : + 0x30300030 ); + alpha ^= 0x0F0F000F; // odwrócenie flag tekstur, aby wyłapać nieprzezroczyste + if( 0 == ( alpha & Model->iFlags & 0x1F1F001F ) ) { + // czy w ogóle jest co robić w tym cyklu? + return false; + } + + Model->Root->fSquareDist = Squaredistance; // zmienna globalna! + + // setup + Model->Root->ReplacableSet( + ( Material != nullptr ? + Material->replacable_skins : + nullptr ), + alpha ); + + Model->Root->pRoot = Model; + + // render + Render( Model->Root ); + + // debug data + ++m_debugstats.models; + + // post-render cleanup + + return true; +} + +bool +opengl_renderer::Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle ) { + + ::glPushMatrix(); + ::glTranslated( Position.x, Position.y, Position.z ); + if( Angle.y != 0.0 ) + ::glRotatef( Angle.y, 0.f, 1.f, 0.f ); + if( Angle.x != 0.0 ) + ::glRotatef( Angle.x, 1.f, 0.f, 0.f ); + if( Angle.z != 0.0 ) + ::glRotatef( Angle.z, 0.f, 0.f, 1.f ); + + auto const result = Render( Model, Material, Squaredistance ); + + ::glPopMatrix(); + + return result; +} + +void +opengl_renderer::Render( TSubModel *Submodel ) { + + if( ( Submodel->iVisible ) + && ( TSubModel::fSquareDist >= Submodel->fSquareMinDist ) + && ( TSubModel::fSquareDist < Submodel->fSquareMaxDist ) ) { + + // debug data + ++m_debugstats.submodels; + ++m_debugstats.drawcalls; + + if( Submodel->iFlags & 0xC000 ) { + ::glPushMatrix(); + if( Submodel->fMatrix ) + ::glMultMatrixf( Submodel->fMatrix->readArray() ); + if( Submodel->b_Anim != TAnimType::at_None ) + Submodel->RaAnimation( Submodel->b_Anim ); + } + + if( Submodel->eType < TP_ROTATOR ) { + // renderowanie obiektów OpenGL + if( Submodel->iAlpha & Submodel->iFlags & 0x1F ) { + // rysuj gdy element nieprzezroczysty + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::reflections: { +// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains +// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled +#ifdef EU07_USE_OPTIMIZED_NORMALIZATION + switch( Submodel->m_normalizenormals ) { + case TSubModel::normalize: { + ::glEnable( GL_NORMALIZE ); break; } + case TSubModel::rescale: { + ::glEnable( GL_RESCALE_NORMAL ); break; } + default: { + break; } + } +#else + if( true == m_renderspecular ) { + ::glEnable( GL_NORMALIZE ); + } +#endif + // material configuration: + // textures... + if( Submodel->m_material < 0 ) { // zmienialne skóry + Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); + } + else { + // również 0 + Bind_Material( Submodel->m_material ); + } + // ...colors... + if( Submodel->fVisible < 1.f ) { + // setup + ::glAlphaFunc( GL_GREATER, 0.f ); + ::glEnable( GL_BLEND ); + ::glColor4f( + Submodel->f4Diffuse.r, + Submodel->f4Diffuse.g, + Submodel->f4Diffuse.b, + Submodel->fVisible ); + } + else { + ::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub + } + // ...specular... + if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { + // specular strength in legacy models is set uniformly to 150, 150, 150 so we scale it down for opaque elements + ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * m_sunlight.specular.a * m_specularopaquescalefactor ) ); + ::glEnable( GL_RESCALE_NORMAL ); + } + // ...luminance + auto const unitstate = m_unitstate; + auto const isemissive { ( Submodel->f4Emision.a > 0.f ) && ( Global.fLuminance < Submodel->fLight ) }; + if( isemissive ) { + // zeby swiecilo na kolorowo + ::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( /* Submodel->f4Emision */ Submodel->f4Diffuse * Submodel->f4Emision.a ) ); + // disable shadows so they don't obstruct self-lit items +/* + setup_shadow_color( colors::white ); +*/ + switch_units( unitstate.diffuse, false, false ); + } + + // main draw call + m_geometry.draw( Submodel->m_geometry ); +/* + if( DebugModeFlag ) { + auto const & vertices { m_geometry.vertices( Submodel->m_geometry ) }; + ::glBegin( GL_LINES ); + for( auto const &vertex : vertices ) { + ::glVertex3fv( glm::value_ptr( vertex.position ) ); + ::glVertex3fv( glm::value_ptr( vertex.position + vertex.normal * 0.2f ) ); + } + ::glEnd(); + } +*/ + // post-draw reset + if( Submodel->fVisible < 1.f ) { + ::glAlphaFunc( GL_GREATER, 0.5f ); + ::glDisable( GL_BLEND ); + } + if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { + ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( colors::none ) ); + } + if( isemissive ) { + // restore default (lack of) brightness + ::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) ); +/* + setup_shadow_color( m_shadowcolor ); +*/ + switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections ); + } +#ifdef EU07_USE_OPTIMIZED_NORMALIZATION + switch( Submodel->m_normalizenormals ) { + case TSubModel::normalize: { + ::glDisable( GL_NORMALIZE ); break; } + case TSubModel::rescale: { + ::glDisable( GL_RESCALE_NORMAL ); break; } + default: { + break; } + } +#else + if( true == m_renderspecular ) { + ::glDisable( GL_NORMALIZE ); + } +#endif + break; + } + case rendermode::shadows: + case rendermode::cabshadows: + case rendermode::pickscenery: { + // scenery picking and shadow both use enforced colour and no frills + // material configuration: + // textures... + if( Submodel->m_material < 0 ) { // zmienialne skóry + Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); + } + else { + // również 0 + Bind_Material( Submodel->m_material ); + } + // main draw call + m_geometry.draw( Submodel->m_geometry ); + // post-draw reset + break; + } + case rendermode::pickcontrols: { + // material configuration: + // control picking applies individual colour for each submodel + m_pickcontrolsitems.emplace_back( Submodel ); + ::glColor3fv( glm::value_ptr( pick_color( m_pickcontrolsitems.size() ) ) ); + // textures... + if( Submodel->m_material < 0 ) { // zmienialne skóry + Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); + } + else { + // również 0 + Bind_Material( Submodel->m_material ); + } + // main draw call + m_geometry.draw( Submodel->m_geometry ); + // post-draw reset + break; + } + default: { + break; + } + } + } + } + else if( Submodel->eType == TP_FREESPOTLIGHT ) { + + switch( m_renderpass.draw_mode ) { + // spotlights are only rendered in colour mode(s) + case rendermode::color: + case rendermode::reflections: { + auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW ); + auto const lightcenter = + modelview + * interpolate( + glm::vec4( 0.f, 0.f, -0.05f, 1.f ), + glm::vec4( 0.f, 0.f, -0.25f, 1.f ), + static_cast( TSubModel::fSquareDist / Submodel->fSquareMaxDist ) ); // pozycja punktu świecącego względem kamery + Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.f, 0.f, -1.f, 1.f ) - lightcenter ), glm::normalize( -lightcenter ) ); + + if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) { + // kąt większy niż maksymalny stożek swiatła + float lightlevel = 1.f; // TODO, TBD: parameter to control light strength + // view angle attenuation + float const anglefactor = clamp( + ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle ), + 0.f, 1.f ); + lightlevel *= anglefactor; + // distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation + // we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances + float const distancefactor { std::max( 0.5f, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / Submodel->fSquareMaxDist ) }; + auto const pointsize { std::max( 3.f, 5.f * distancefactor * anglefactor ) }; + auto const resolutionratio { Global.iWindowHeight / 1080.f }; + // additionally reduce light strength for farther sources in rain or snow + if( Global.Overcast > 0.75f ) { + float const precipitationfactor{ + interpolate( + interpolate( 1.f, 0.25f, clamp( Global.Overcast * 0.75f - 0.5f, 0.f, 1.f ) ), + 1.f, + distancefactor ) }; + lightlevel *= precipitationfactor; + } + + if( lightlevel > 0.f ) { + // material configuration: + Bind_Material( null_handle ); + // limit impact of dense fog on the lights + auto const lightrange { std::max( 500, m_fogrange * 2 ) }; // arbitrary, visibility at least 750m + ::glFogf( GL_FOG_DENSITY, static_cast( 1.0 / lightrange ) ); + + ::glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT ); + ::glDisable( GL_LIGHTING ); + ::glEnable( GL_BLEND ); + ::glAlphaFunc( GL_GREATER, 0.f ); + + ::glPushMatrix(); + ::glLoadIdentity(); + ::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian + + auto const unitstate = m_unitstate; + switch_units( m_unitstate.diffuse, false, false ); + + auto const *lightcolor { + Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override + glm::value_ptr( Submodel->f4Diffuse ) : + glm::value_ptr( Submodel->DiffuseOverride ) }; + + // main draw call + if( Global.Overcast > 1.f ) { + // fake fog halo + float const fogfactor { + interpolate( + 2.f, 1.f, + clamp( Global.fFogEnd / 2000, 0.f, 1.f ) ) + * std::max( 1.f, Global.Overcast ) }; + + ::glPointSize( pointsize * resolutionratio * fogfactor ); + ::glColor4f( + lightcolor[ 0 ], + lightcolor[ 1 ], + lightcolor[ 2 ], + Submodel->fVisible * std::min( 1.f, lightlevel ) * 0.5f ); + ::glDepthMask( GL_FALSE ); + m_geometry.draw( Submodel->m_geometry ); + ::glDepthMask( GL_TRUE ); + } + ::glPointSize( pointsize * resolutionratio ); + ::glColor4f( + lightcolor[ 0 ], + lightcolor[ 1 ], + lightcolor[ 2 ], + Submodel->fVisible * std::min( 1.f, lightlevel ) ); + m_geometry.draw( Submodel->m_geometry ); + + // post-draw reset + switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections ); + + ::glPopMatrix(); + ::glPopAttrib(); + ::glFogf( GL_FOG_DENSITY, static_cast( 1.0 / m_fogrange ) ); + } + } + break; + } + default: { + break; + } + } + } + else if( Submodel->eType == TP_STARS ) { + + switch( m_renderpass.draw_mode ) { + // colour points are only rendered in colour mode(s) + case rendermode::color: + case rendermode::reflections: { + if( Global.fLuminance < Submodel->fLight ) { + + // material configuration: + ::glPushAttrib( GL_ENABLE_BIT ); + + Bind_Material( null_handle ); + ::glDisable( GL_LIGHTING ); + + // main draw call + m_geometry.draw( Submodel->m_geometry, gfx::color_streams ); + + // post-draw reset + ::glPopAttrib(); + } + break; + } + default: { + break; + } + } + } + if( Submodel->Child != nullptr ) + if( Submodel->iAlpha & Submodel->iFlags & 0x001F0000 ) + Render( Submodel->Child ); + + if( Submodel->iFlags & 0xC000 ) + ::glPopMatrix(); + } +/* + if( Submodel->b_Anim < at_SecondsJump ) + Submodel->b_Anim = at_None; // wyłączenie animacji dla kolejnego użycia subm +*/ + if( Submodel->Next ) + if( Submodel->iAlpha & Submodel->iFlags & 0x1F000000 ) + Render( Submodel->Next ); // dalsze rekurencyjnie +} + +void +opengl_renderer::Render( TTrack *Track ) { + + if( ( Track->m_material1 == 0 ) + && ( Track->m_material2 == 0 ) + && ( ( Track->eType != tt_Switch ) + || ( Track->SwitchExtension->m_material3 == 0 ) ) ) { + return; + } + if( false == Track->m_visible ) { + return; + } + + ++m_debugstats.paths; + ++m_debugstats.drawcalls; + + switch( m_renderpass.draw_mode ) { + // single path pieces are rendererd in pick scenery mode only + case rendermode::pickscenery: { + // add the node to the pick list + m_picksceneryitems.emplace_back( Track ); + + if( Track->m_material1 != 0 ) { + Bind_Material( Track->m_material1 ); + m_geometry.draw( std::begin( Track->Geometry1 ), std::end( Track->Geometry1 ) ); + } + if( Track->m_material2 != 0 ) { + Bind_Material( Track->m_material2 ); + m_geometry.draw( std::begin( Track->Geometry2 ), std::end( Track->Geometry2 ) ); + } + if( ( Track->eType == tt_Switch ) + && ( Track->SwitchExtension->m_material3 != 0 ) ) { + Bind_Material( Track->SwitchExtension->m_material3 ); + m_geometry.draw( Track->SwitchExtension->Geometry3 ); + } + break; + } + default: { + break; + } + } +} + +// experimental, does track rendering in two passes, to take advantage of reduced texture switching +void +opengl_renderer::Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last ) { + + ::glColor3fv( glm::value_ptr( colors::white ) ); + // setup + switch( m_renderpass.draw_mode ) { + case rendermode::shadows: + case rendermode::cabshadows: { + // NOTE: roads-based platforms tend to miss parts of shadows if rendered with either back or front culling + ::glDisable( GL_CULL_FACE ); + break; + } + default: { + break; + } + } + + // TODO: render auto generated trackbeds together with regular trackbeds in pass 1, and all rails in pass 2 + // first pass, material 1 + for( auto first { First }; first != Last; ++first ) { + + auto const track { *first }; + + if( track->m_material1 == 0 ) { + continue; + } + if( false == track->m_visible ) { + continue; + } + + ++m_debugstats.paths; + ++m_debugstats.drawcalls; + + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::reflections: { + if( track->eEnvironment != e_flat ) { + setup_environment_light( track->eEnvironment ); + } + Bind_Material( track->m_material1 ); + m_geometry.draw( std::begin( track->Geometry1 ), std::end( track->Geometry1 ) ); + if( track->eEnvironment != e_flat ) { + // restore default lighting + setup_environment_light(); + } + break; + } + case rendermode::shadows: + case rendermode::cabshadows: { + if( ( std::abs( track->fTexHeight1 ) < 0.35f ) + || ( track->iCategoryFlag != 2 ) ) { + // shadows are only calculated for high enough roads, typically meaning track platforms + continue; + } + Bind_Material( track->m_material1 ); + m_geometry.draw( std::begin( track->Geometry1 ), std::end( track->Geometry1 ) ); + break; + } + case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach + case rendermode::pickcontrols: + default: { + break; + } + } + } + // second pass, material 2 + for( auto first { First }; first != Last; ++first ) { + + auto const track { *first }; + + if( track->m_material2 == 0 ) { + continue; + } + if( false == track->m_visible ) { + continue; + } + + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::reflections: { + if( track->eEnvironment != e_flat ) { + setup_environment_light( track->eEnvironment ); + } + Bind_Material( track->m_material2 ); + m_geometry.draw( std::begin( track->Geometry2 ), std::end( track->Geometry2 ) ); + if( track->eEnvironment != e_flat ) { + // restore default lighting + setup_environment_light(); + } + break; + } + case rendermode::shadows: + case rendermode::cabshadows: { + if( ( std::abs( track->fTexHeight1 ) < 0.35f ) + || ( ( track->iCategoryFlag == 1 ) + && ( track->eType != tt_Normal ) ) ) { + // shadows are only calculated for high enough trackbeds + continue; + } + Bind_Material( track->m_material2 ); + m_geometry.draw( std::begin( track->Geometry2 ), std::end( track->Geometry2 ) ); + break; + } + case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach + case rendermode::pickcontrols: + default: { + break; + } + } + } + // third pass, material 3 + for( auto first { First }; first != Last; ++first ) { + + auto const track { *first }; + + if( track->eType != tt_Switch ) { + continue; + } + if( track->SwitchExtension->m_material3 == 0 ) { + continue; + } + if( false == track->m_visible ) { + continue; + } + + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::reflections: { + if( track->eEnvironment != e_flat ) { + setup_environment_light( track->eEnvironment ); + } + Bind_Material( track->SwitchExtension->m_material3 ); + m_geometry.draw( track->SwitchExtension->Geometry3 ); + if( track->eEnvironment != e_flat ) { + // restore default lighting + setup_environment_light(); + } + break; + } + case rendermode::shadows: + case rendermode::cabshadows: { + if( ( std::abs( track->fTexHeight1 ) < 0.35f ) + || ( ( track->iCategoryFlag == 1 ) + && ( track->eType != tt_Normal ) ) ) { + // shadows are only calculated for high enough trackbeds + continue; + } + Bind_Material( track->SwitchExtension->m_material3 ); + m_geometry.draw( track->SwitchExtension->Geometry3 ); + break; + } + case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach + case rendermode::pickcontrols: + default: { + break; + } + } + } + // post-render reset + switch( m_renderpass.draw_mode ) { + case rendermode::shadows: + case rendermode::cabshadows: { + ::glEnable( GL_CULL_FACE ); + break; + } + default: { + break; + } + } +} + +void +opengl_renderer::Render( TMemCell *Memcell ) { + + ::glPushMatrix(); + auto const position = Memcell->location() - m_renderpass.camera.position(); + ::glTranslated( position.x, position.y + 0.5, position.z ); + + switch( m_renderpass.draw_mode ) { + case rendermode::color: + case rendermode::shadows: + case rendermode::cabshadows: { + ::gluSphere( m_quadric, 0.35, 4, 2 ); + break; + } + case rendermode::pickscenery: { + // add the node to the pick list + m_picksceneryitems.emplace_back( Memcell ); + + ::gluSphere( m_quadric, 0.35, 4, 2 ); + break; + } + case rendermode::reflections: + case rendermode::pickcontrols: { + break; + } + default: { + break; + } + } + + ::glPopMatrix(); +} + +void +opengl_renderer::Render_particles() { + + switch_units( true, false, false ); + + Bind_Material( null_handle ); // TODO: bind smoke texture + + // TBD: leave lighting on to allow vehicle lights to affect it? + ::glDisable( GL_LIGHTING ); + // momentarily disable depth write, to allow vehicle cab drawn afterwards to mask it instead of leaving it 'inside' + ::glDepthMask( GL_FALSE ); + + Bind_Texture( m_smoketexture ); + m_particlerenderer.render( m_diffusetextureunit ); + + ::glDepthMask( GL_TRUE ); + ::glEnable( GL_LIGHTING ); +} + +void +opengl_renderer::Render_precipitation() { + + if( Global.Overcast <= 1.f ) { return; } + + switch_units( true, false, false ); + +// ::glColor4fv( glm::value_ptr( glm::vec4( glm::min( glm::vec3( Global.fLuminance ), glm::vec3( 1 ) ), 1 ) ) ); + ::glColor4fv( + glm::value_ptr( + interpolate( + 0.5f * ( Global.DayLight.diffuse + Global.DayLight.ambient ), + colors::white, + 0.5f * clamp( Global.fLuminance, 0.f, 1.f ) ) ) ); + ::glPushMatrix(); + // tilt the precipitation cone against the camera movement vector for crude motion blur + // include current wind vector while at it + auto const velocity { + simulation::Environment.m_precipitation.m_cameramove * -1.0 + + glm::dvec3{ simulation::Environment.wind() } * 0.5 }; + if( glm::length2( velocity ) > 0.0 ) { + auto const forward{ glm::normalize( velocity ) }; + auto left { glm::cross( forward, {0.0,1.0,0.0} ) }; + auto const rotationangle { + std::min( + 45.0, + ( FreeFlyModeFlag ? + 5 * glm::length( velocity ) : + simulation::Train->Dynamic()->GetVelocity() * 0.2 ) ) }; + ::glRotated( rotationangle, left.x, 0.0, left.z ); + } + if( false == FreeFlyModeFlag ) { + // counter potential vehicle roll + auto const roll { 0.5 * glm::degrees( simulation::Train->Dynamic()->Roll() ) }; + if( roll != 0.0 ) { + auto const forward { simulation::Train->Dynamic()->VectorFront() }; + auto const vehicledirection = simulation::Train->Dynamic()->DirectionGet(); + ::glRotated( roll, forward.x, 0.0, forward.z ); + } + } + if( Global.Weather == "rain:" ) { + // oddly enough random streaks produce more natural looking rain than ones the eye can follow + ::glRotated( Random() * 360, 0.0, 1.0, 0.0 ); + } + + // TBD: leave lighting on to allow vehicle lights to affect it? + ::glDisable( GL_LIGHTING ); + // momentarily disable depth write, to allow vehicle cab drawn afterwards to mask it instead of leaving it 'inside' + ::glDepthMask( GL_FALSE ); + + simulation::Environment.m_precipitation.render(); + + ::glDepthMask( GL_TRUE ); + ::glEnable( GL_LIGHTING ); + ::glPopMatrix(); +} + +void +opengl_renderer::Render_Alpha( scene::basic_region *Region ) { + + // sort the nodes based on their distance to viewer + std::sort( + std::begin( m_cellqueue ), + std::end( m_cellqueue ), + []( distancecell_pair const &Left, distancecell_pair const &Right ) { + return ( Left.first ) < ( Right.first ); } ); + + Render_Alpha( std::rbegin( m_cellqueue ), std::rend( m_cellqueue ) ); +} + +void +opengl_renderer::Render_Alpha( cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last ) { + + // NOTE: this method is launched only during color pass therefore we don't bother with mode test here + // first pass draws elements which we know are located in section banks, to reduce vbo switching + { + auto first { First }; + while( first != Last ) { + + auto const *cell = first->second; + + if( false == cell->m_shapestranslucent.empty() ) { + // since all shapes of the cell share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset{ cell->m_area.center - m_renderpass.camera.position() }; + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + // render + // NOTE: we can reuse the method used to draw opaque geometry + for( auto const &shape : cell->m_shapestranslucent ) { Render( shape, false ); } + // post-render cleanup + ::glPopMatrix(); + } + + ++first; + } + } + // second pass draws elements with their own vbos + { + auto first { First }; + while( first != Last ) { + + auto const *cell = first->second; + + // translucent parts of instanced models + for( auto *instance : cell->m_instancetranslucent ) { Render_Alpha( instance ); } + // translucent parts of vehicles + for( auto *path : cell->m_paths ) { + for( auto *dynamic : path->Dynamics ) { + Render_Alpha( dynamic ); + } + } + + ++first; + } + } + // third pass draws the wires; + // wires use section vbos, but for the time being we want to draw them at the very end + { + ::glDisable( GL_LIGHTING ); // linie nie powinny świecić + + auto first{ First }; + while( first != Last ) { + + auto const *cell = first->second; + + if( ( false == cell->m_traction.empty() + || ( false == cell->m_lines.empty() ) ) ) { + // since all shapes of the cell share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset { cell->m_area.center - m_renderpass.camera.position() }; + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + if( !Global.bSmoothTraction ) { + // na liniach kiepsko wygląda - robi gradient + ::glDisable( GL_LINE_SMOOTH ); + } + Bind_Material( null_handle ); + // render + for( auto *traction : cell->m_traction ) { Render_Alpha( traction ); } + for( auto &lines : cell->m_lines ) { Render_Alpha( lines ); } + // post-render cleanup + ::glLineWidth( 1.0 ); + if( !Global.bSmoothTraction ) { + ::glEnable( GL_LINE_SMOOTH ); + } + ::glPopMatrix(); + } + + ++first; + } + + ::glEnable( GL_LIGHTING ); + } +} + +void +opengl_renderer::Render_Alpha( TAnimModel *Instance ) { + + if( false == Instance->m_visible ) { + return; + } + + double distancesquared; + switch( m_renderpass.draw_mode ) { + case rendermode::shadows: { + // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees + distancesquared = Math3D::SquareMagnitude( ( Instance->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + default: { + distancesquared = glm::length2( ( Instance->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + } + if( ( distancesquared < Instance->m_rangesquaredmin ) + || ( distancesquared >= Instance->m_rangesquaredmax ) ) { + return; + } + + Instance->RaPrepare(); + if( Instance->pModel ) { + // renderowanie rekurencyjne submodeli + Render_Alpha( + Instance->pModel, + Instance->Material(), + distancesquared, + Instance->location() - m_renderpass.camera.position(), + Instance->vAngle ); + } +} + +void +opengl_renderer::Render_Alpha( TTraction *Traction ) { +/* +// NOTE: test disabled as this call is only executed as part of the colour pass + double distancesquared; + switch( m_renderpass.draw_mode ) { + case rendermode::shadows: { + // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees + distancesquared = Math3D::SquareMagnitude( ( Traction->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + default: { + distancesquared = glm::length2( ( Traction->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + } +*/ + auto const distancesquared { glm::length2( ( Traction->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor }; + if( ( distancesquared < Traction->m_rangesquaredmin ) + || ( distancesquared >= Traction->m_rangesquaredmax ) ) { + return; + } + + if( false == Traction->m_visible ) { + return; + } + // rysuj jesli sa druty i nie zerwana + if( ( Traction->Wires == 0 ) + || ( true == TestFlag( Traction->DamageFlag, 128 ) ) ) { + return; + } + // setup +/* + float const linealpha = static_cast( + std::min( + 1.25, + 5000 * Traction->WireThickness / ( distancesquared + 1.0 ) ) ); // zbyt grube nie są dobre + ::glLineWidth( linealpha ); +*/ + auto const distance { static_cast( std::sqrt( distancesquared ) ) }; + auto const linealpha { + 20.f * Traction->WireThickness + / std::max( + 0.5f * Traction->radius() + 1.f, + distance - ( 0.5f * Traction->radius() ) ) }; + ::glLineWidth( + clamp( + 0.5f * linealpha + Traction->WireThickness * Traction->radius() / 1000.f, + 1.f, 1.75f ) ); + // McZapkie-261102: kolor zalezy od materialu i zasniedzenia + ::glColor4fv( + glm::value_ptr( + glm::vec4{ + Traction->wire_color() /* * ( DebugModeFlag ? 1.f : clamp( m_sunandviewangle, 0.25f, 1.f ) ) */, + linealpha } ) ); + // render + m_geometry.draw( Traction->m_geometry ); + // debug data + ++m_debugstats.traction; + ++m_debugstats.drawcalls; +} + +void +opengl_renderer::Render_Alpha( scene::lines_node const &Lines ) { + + auto const &data { Lines.data() }; +/* + // NOTE: test disabled as this call is only executed as part of the colour pass + double distancesquared; + switch( m_renderpass.draw_mode ) { + case rendermode::shadows: { + // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees + distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + default: { + distancesquared = glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + } +*/ + auto const distancesquared { glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor }; + if( ( distancesquared < data.rangesquared_min ) + || ( distancesquared >= data.rangesquared_max ) ) { + return; + } + // setup + auto const distance { static_cast( std::sqrt( distancesquared ) ) }; + auto const linealpha = ( + data.line_width > 0.f ? + 10.f * data.line_width + / std::max( + 0.5f * data.area.radius + 1.f, + distance - ( 0.5f * data.area.radius ) ) : + 1.f ); // negative width means the lines are always opague + ::glLineWidth( + clamp( + 0.5f * linealpha + data.line_width * data.area.radius / 1000.f, + 1.f, 8.f ) ); + ::glColor4fv( + glm::value_ptr( + glm::vec4{ + glm::vec3{ data.lighting.diffuse * m_sunlight.ambient }, // w zaleznosci od koloru swiatla + std::min( 1.f, linealpha ) } ) ); + // render + m_geometry.draw( data.geometry ); + ++m_debugstats.lines; + ++m_debugstats.drawcalls; +} + +bool +opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) { + + if( false == Dynamic->renderme ) { return false; } + + // setup + TSubModel::iInstance = ( size_t )Dynamic; //żeby nie robić cudzych animacji + glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.camera.position(); + // lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom + float squaredistance; + switch( m_renderpass.draw_mode ) { + case rendermode::shadows: { + squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + default: { + squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor; + break; + } + } + Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu + ::glPushMatrix(); + + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + ::glMultMatrixd( Dynamic->mMatrix.getArray() ); + + if( Dynamic->fShade > 0.0f ) { + // change light level based on light level of the occupied track + m_sunlight.apply_intensity( Dynamic->fShade ); + } + m_renderspecular = true; + + // render + if( Dynamic->mdLowPolyInt ) { + // low poly interior +// if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) { +/* + // enable cab light if needed + if( Dynamic->InteriorLightLevel > 0.0f ) { + + // crude way to light the cabin, until we have something more complete in place + ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( Dynamic->InteriorLight * Dynamic->InteriorLightLevel ) ); + } +*/ + Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); +/* + if( Dynamic->InteriorLightLevel > 0.0f ) { + // reset the overall ambient + ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( m_baseambient ) ); + } +*/ +// } + } + + if( Dynamic->mdModel ) { + // main model + Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance ); + } + // optional attached models + for( auto *attachment : Dynamic->mdAttachments ) { + Render_Alpha( attachment, Dynamic->Material(), squaredistance ); + } + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku + Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } + + // post-render cleanup + m_renderspecular = false; + if( Dynamic->fShade > 0.0f ) { + // restore regular light level + m_sunlight.apply_intensity(); + } + + ::glPopMatrix(); + + if( Dynamic->btnOn ) + Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli + + return true; +} + +bool +opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance ) { + + auto alpha = + ( Material != nullptr ? + Material->textures_alpha : + 0x30300030 ); + + if( 0 == ( alpha & Model->iFlags & 0x2F2F002F ) ) { + // nothing to render + return false; + } + + Model->Root->fSquareDist = Squaredistance; // zmienna globalna! + + // setup + Model->Root->ReplacableSet( + ( Material != nullptr ? + Material->replacable_skins : + nullptr ), + alpha ); + + Model->Root->pRoot = Model; + + // render + Render_Alpha( Model->Root ); + + // post-render cleanup + + return true; +} + +bool +opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle ) { + + ::glPushMatrix(); + ::glTranslated( Position.x, Position.y, Position.z ); + if( Angle.y != 0.0 ) + ::glRotatef( Angle.y, 0.f, 1.f, 0.f ); + if( Angle.x != 0.0 ) + ::glRotatef( Angle.x, 1.f, 0.f, 0.f ); + if( Angle.z != 0.0 ) + ::glRotatef( Angle.z, 0.f, 0.f, 1.f ); + + auto const result = Render_Alpha( Model, Material, Squaredistance ); // position is effectively camera offset + + ::glPopMatrix(); + + return result; +} + +void +opengl_renderer::Render_Alpha( TSubModel *Submodel ) { + // renderowanie przezroczystych przez DL + if( ( Submodel->iVisible ) + && ( TSubModel::fSquareDist >= Submodel->fSquareMinDist ) + && ( TSubModel::fSquareDist < Submodel->fSquareMaxDist ) ) { + + // debug data + ++m_debugstats.submodels; + ++m_debugstats.drawcalls; + + if( Submodel->iFlags & 0xC000 ) { + ::glPushMatrix(); + if( Submodel->fMatrix ) + ::glMultMatrixf( Submodel->fMatrix->readArray() ); + if( Submodel->b_aAnim != TAnimType::at_None ) + Submodel->RaAnimation( Submodel->b_aAnim ); + } + + if( Submodel->eType < TP_ROTATOR ) { + // renderowanie obiektów OpenGL + if( Submodel->iAlpha & Submodel->iFlags & 0x2F ) { + // rysuj gdy element przezroczysty + switch( m_renderpass.draw_mode ) { + case rendermode::color: { + +// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains +// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled +#ifdef EU07_USE_OPTIMIZED_NORMALIZATION + switch( Submodel->m_normalizenormals ) { + case TSubModel::normalize: { + ::glEnable( GL_NORMALIZE ); break; } + case TSubModel::rescale: { + ::glEnable( GL_RESCALE_NORMAL ); break; } + default: { + break; } + } +#else + if( true == m_renderspecular ) { + ::glEnable( GL_NORMALIZE ); + } +#endif + // material configuration: + // textures... + if( Submodel->m_material < 0 ) { // zmienialne skóry + Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); + } + else { + // również 0 + Bind_Material( Submodel->m_material ); + } + // ...colors... + if( Submodel->fVisible < 1.f ) { + ::glColor4f( + Submodel->f4Diffuse.r, + Submodel->f4Diffuse.g, + Submodel->f4Diffuse.b, + Submodel->fVisible ); + } + else { + ::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub + } + if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { + ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * m_sunlight.specular.a * m_speculartranslucentscalefactor ) ); + } + // ...luminance + auto const unitstate = m_unitstate; + auto const isemissive { ( Submodel->f4Emision.a > 0.f ) && ( Global.fLuminance < Submodel->fLight ) }; + if( isemissive ) { + // zeby swiecilo na kolorowo + ::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( /* Submodel->f4Emision */ Submodel->f4Diffuse * Submodel->f4Emision.a ) ); + // disable shadows so they don't obstruct self-lit items +/* + setup_shadow_color( colors::white ); +*/ + switch_units( unitstate.diffuse, false, false ); + } + + // main draw call + m_geometry.draw( Submodel->m_geometry ); + + // post-draw reset + if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { + ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( colors::none ) ); + } + if( isemissive ) { + // restore default (lack of) brightness + ::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) ); +/* + setup_shadow_color( m_shadowcolor ); +*/ + switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections ); + } +#ifdef EU07_USE_OPTIMIZED_NORMALIZATION + switch( Submodel->m_normalizenormals ) { + case TSubModel::normalize: { + ::glDisable( GL_NORMALIZE ); break; } + case TSubModel::rescale: { + ::glDisable( GL_RESCALE_NORMAL ); break; } + default: { + break; } + } +#else + if( true == m_renderspecular ) { + ::glDisable( GL_NORMALIZE ); + } +#endif + break; + } + case rendermode::cabshadows: { + // scenery picking and shadow both use enforced colour and no frills + // material configuration: + // textures... + if( Submodel->m_material < 0 ) { // zmienialne skóry + Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); + } + else { + // również 0 + Bind_Material( Submodel->m_material ); + } + // main draw call + m_geometry.draw( Submodel->m_geometry ); + // post-draw reset + break; + } + default: { + break; + } + } + } + } + else if( Submodel->eType == TP_FREESPOTLIGHT ) { + + if( ( Global.fLuminance < Submodel->fLight ) || ( Global.Overcast > 1.f ) ) { + // NOTE: we're forced here to redo view angle calculations etc, because this data isn't instanced but stored along with the single mesh + // TODO: separate instance data from reusable geometry + auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW ); + auto const lightcenter = + modelview + * interpolate( + glm::vec4( 0.f, 0.f, -0.05f, 1.f ), + glm::vec4( 0.f, 0.f, -0.10f, 1.f ), + static_cast( TSubModel::fSquareDist / Submodel->fSquareMaxDist ) ); // pozycja punktu świecącego względem kamery + Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.f, 0.f, -1.f, 1.f ) - lightcenter ), glm::normalize( -lightcenter ) ); + + if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) { + // only bother if the viewer is inside the visibility cone + // luminosity at night is at level of ~0.1, so the overall resulting transparency in clear conditions is ~0.5 at full 'brightness' + auto glarelevel { clamp( + std::max( + 0.6f - Global.fLuminance, // reduce the glare in bright daylight + Global.Overcast - 1.f ), // ensure some glare in rainy/foggy conditions + 0.f, 1.f ) }; + // view angle attenuation + float const anglefactor { clamp( + ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle ), + 0.f, 1.f ) }; + glarelevel *= anglefactor; + + if( glarelevel > 0.0f ) { + // setup + ::glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT ); + + Bind_Texture( m_glaretexture ); + ::glDisable( GL_LIGHTING ); + ::glDisable( GL_FOG ); + ::glDepthMask( GL_FALSE ); + ::glBlendFunc( GL_SRC_ALPHA, GL_ONE ); + + ::glPushMatrix(); + ::glLoadIdentity(); // macierz jedynkowa + ::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian + ::glRotated( std::atan2( lightcenter.x, lightcenter.z ) * 180.0 / M_PI, 0.0, 1.0, 0.0 ); // jedynie obracamy w pionie o kąt + // disable shadows so they don't obstruct self-lit items + auto const unitstate = m_unitstate; + switch_units( unitstate.diffuse, false, false ); + + auto const *lightcolor { + Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override + glm::value_ptr( Submodel->f4Diffuse ) : + glm::value_ptr( Submodel->DiffuseOverride ) }; + ::glColor4f( + lightcolor[ 0 ], + lightcolor[ 1 ], + lightcolor[ 2 ], + Submodel->fVisible * glarelevel ); + + // main draw call + m_geometry.draw( m_billboardgeometry ); +/* + // NOTE: we could do simply... + vec3 vertexPosition_worldspace = + particleCenter_wordspace + + CameraRight_worldspace * squareVertices.x * BillboardSize.x + + CameraUp_worldspace * squareVertices.y * BillboardSize.y; + // ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible +*/ + // post-render cleanup + switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections ); + + ::glPopMatrix(); + ::glPopAttrib(); + } + } + } + } + + if( Submodel->Child != nullptr ) { + if( Submodel->eType == TP_TEXT ) { // tekst renderujemy w specjalny sposób, zamiast submodeli z łańcucha Child + int i, j = (int)Submodel->pasText->size(); + TSubModel *p; + if( !Submodel->smLetter ) { // jeśli nie ma tablicy, to ją stworzyć; miejsce nieodpowiednie, ale tymczasowo może być + Submodel->smLetter = new TSubModel *[ 256 ]; // tablica wskaźników submodeli dla wyświetlania tekstu + ::ZeroMemory( Submodel->smLetter, 256 * sizeof( TSubModel * ) ); // wypełnianie zerami + p = Submodel->Child; + while( p ) { + Submodel->smLetter[ p->pName[ 0 ] ] = p; + p = p->Next; // kolejny znak + } + } + for( i = 1; i <= j; ++i ) { + p = Submodel->smLetter[ ( *( Submodel->pasText) )[ i ] ]; // znak do wyświetlenia + if( p ) { // na razie tylko jako przezroczyste + Render_Alpha( p ); + if( p->fMatrix ) + ::glMultMatrixf( p->fMatrix->readArray() ); // przesuwanie widoku + } + } + } + else if( Submodel->iAlpha & Submodel->iFlags & 0x002F0000 ) + Render_Alpha( Submodel->Child ); + } + + if( Submodel->iFlags & 0xC000 ) + ::glPopMatrix(); + } +/* + if( Submodel->b_aAnim < at_SecondsJump ) + Submodel->b_aAnim = at_None; // wyłączenie animacji dla kolejnego użycia submodelu +*/ + if( Submodel->Next != nullptr ) + if( Submodel->iAlpha & Submodel->iFlags & 0x2F000000 ) + Render_Alpha( Submodel->Next ); +}; + + + +// utility methods +TSubModel * +opengl_renderer::Update_Pick_Control() { + +#ifdef EU07_USE_PICKING_FRAMEBUFFER + if( true == m_framebuffersupport ) { + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer ); + } +#endif + Render_pass( rendermode::pickcontrols ); + // determine point to examine + glm::dvec2 mousepos; + glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y ); + mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl + +#ifdef EU07_USE_PICKING_FRAMEBUFFER + glm::ivec2 pickbufferpos; + if( true == m_framebuffersupport ) { +// ::glReadBuffer( GL_COLOR_ATTACHMENT0_EXT ); + pickbufferpos = glm::ivec2{ + mousepos.x * EU07_PICKBUFFERSIZE / std::max( 1, Global.iWindowWidth ), + mousepos.y * EU07_PICKBUFFERSIZE / std::max( 1, Global.iWindowHeight ) }; + } + else { +// ::glReadBuffer( GL_BACK ); + pickbufferpos = glm::ivec2{ mousepos }; + } +#else +// ::glReadBuffer( GL_BACK ); + glm::ivec2 pickbufferpos{ mousepos }; +#endif + unsigned char pickreadout[4]; + ::glReadPixels( pickbufferpos.x, pickbufferpos.y, 1, 1, GL_BGRA, GL_UNSIGNED_BYTE, pickreadout ); + auto const controlindex = pick_index( glm::ivec3{ pickreadout[ 2 ], pickreadout[ 1 ], pickreadout[ 0 ] } ); + TSubModel *control { nullptr }; + if( ( controlindex > 0 ) + && ( controlindex <= m_pickcontrolsitems.size() ) ) { + control = m_pickcontrolsitems[ controlindex - 1 ]; + } +#ifdef EU07_USE_PICKING_FRAMEBUFFER + if( true == m_framebuffersupport ) { + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); + } +#endif + m_pickcontrolitem = control; + return control; +} + +scene::basic_node * +opengl_renderer::Update_Pick_Node() { + +#ifdef EU07_USE_PICKING_FRAMEBUFFER + if( true == m_framebuffersupport ) { + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer ); + } +#endif + Render_pass( rendermode::pickscenery ); + // determine point to examine + glm::dvec2 mousepos; + glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y ); + mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl + +#ifdef EU07_USE_PICKING_FRAMEBUFFER + glm::ivec2 pickbufferpos; + if( true == m_framebuffersupport ) { +// ::glReadBuffer( GL_COLOR_ATTACHMENT0_EXT ); + pickbufferpos = glm::ivec2{ + mousepos.x * EU07_PICKBUFFERSIZE / Global.iWindowWidth, + mousepos.y * EU07_PICKBUFFERSIZE / Global.iWindowHeight + }; + } + else { +// ::glReadBuffer( GL_BACK ); + pickbufferpos = glm::ivec2{ mousepos }; + } +#else +// ::glReadBuffer( GL_BACK ); + glm::ivec2 pickbufferpos{ mousepos }; +#endif + + unsigned char pickreadout[4]; + ::glReadPixels( pickbufferpos.x, pickbufferpos.y, 1, 1, GL_BGRA, GL_UNSIGNED_BYTE, pickreadout ); + auto const nodeindex = pick_index( glm::ivec3{ pickreadout[ 2 ], pickreadout[ 1 ], pickreadout[ 0 ] } ); + scene::basic_node *node { nullptr }; + if( ( nodeindex > 0 ) + && ( nodeindex <= m_picksceneryitems.size() ) ) { + node = m_picksceneryitems[ nodeindex - 1 ]; + } +#ifdef EU07_USE_PICKING_FRAMEBUFFER + if( true == m_framebuffersupport ) { + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); + } +#endif + m_picksceneryitem = node; + return node; +} + +// converts provided screen coordinates to world coordinates of most recent color pass +glm::dvec3 +opengl_renderer::Update_Mouse_Position() { + + glm::dvec2 mousepos; + Application.get_cursor_pos( mousepos.x, mousepos.y ); +// glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y ); + mousepos.x = clamp( mousepos.x, 0, Global.iWindowWidth - 1 ); + mousepos.y = clamp( Global.iWindowHeight - clamp( mousepos.y, 0, Global.iWindowHeight ), 0, Global.iWindowHeight - 1 ) ; + GLfloat pointdepth; + ::glReadPixels( mousepos.x, mousepos.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &pointdepth ); + + if( pointdepth < 1.0 ) { + m_worldmousecoordinates = + glm::unProject( + glm::vec3{ mousepos, pointdepth }, + glm::mat4{ glm::mat3{ m_colorpass.camera.modelview() } }, + m_colorpass.camera.projection(), + glm::vec4{ 0, 0, Global.iWindowWidth, Global.iWindowHeight } ); + } + + return m_colorpass.camera.position() + glm::dvec3{ m_worldmousecoordinates }; +} + +void +opengl_renderer::Update( double const Deltatime ) { + + // per frame updates + if( simulation::is_ready ) { + // update particle subsystem + renderpass_config renderpass; + setup_pass( renderpass, rendermode::color ); + m_particlerenderer.update( renderpass.camera ); + } + + // fixed step updates +/* + m_pickupdateaccumulator += Deltatime; + + if( m_updateaccumulator > 0.5 ) { + + m_pickupdateaccumulator = 0.0; + + if( ( true == Global.ControlPicking ) + && ( false == FreeFlyModeFlag ) ) { + Update_Pick_Control(); + } + else { + m_pickcontrolitem = nullptr; + } + // temporary conditions for testing. eventually will be coupled with editor mode + if( ( true == Global.ControlPicking ) + && ( true == DebugModeFlag ) + && ( true == FreeFlyModeFlag ) ) { + Update_Pick_Node(); + } + else { + m_picksceneryitem = nullptr; + } + } +*/ + m_updateaccumulator += Deltatime; + + if( m_updateaccumulator < 1.0 ) { + // too early for any work + return; + } + + m_updateaccumulator = 0.0; + m_framerate = 1000.f / ( Timer::subsystem.gfx_total.average() ); + + // adjust draw ranges etc, based on recent performance + auto const framerate = 1000.f / Timer::subsystem.gfx_color.average(); + + float targetfactor; + if( framerate > 90.0 ) { targetfactor = 3.0f; } + else if( framerate > 60.0 ) { targetfactor = 1.5f; } + else if( framerate > 30.0 ) { targetfactor = 1.25; } + else { targetfactor = std::max( Global.iWindowHeight / 768.f, 1.f ); } + + if( targetfactor > Global.fDistanceFactor ) { + + Global.fDistanceFactor = std::min( targetfactor, Global.fDistanceFactor + 0.05f ); + } + else if( targetfactor < Global.fDistanceFactor ) { + + Global.fDistanceFactor = std::max( targetfactor, Global.fDistanceFactor - 0.05f ); + } + + if( ( framerate < 15.0 ) && ( Global.iSlowMotion < 7 ) ) { + Global.iSlowMotion = ( Global.iSlowMotion << 1 ) + 1; // zapalenie kolejnego bitu + if( Global.iSlowMotionMask & 1 ) + if( Global.iMultisampling ) // a multisampling jest włączony + ::glDisable( GL_MULTISAMPLE ); // wyłączenie multisamplingu powinno poprawić FPS + } + else if( ( framerate > 20.0 ) && Global.iSlowMotion ) { // FPS się zwiększył, można włączyć bajery + Global.iSlowMotion = ( Global.iSlowMotion >> 1 ); // zgaszenie bitu + if( Global.iSlowMotion == 0 ) // jeśli jest pełna prędkość + if( Global.iMultisampling ) // a multisampling jest włączony + ::glEnable( GL_MULTISAMPLE ); + } + + if( ( true == Global.ResourceSweep ) + && ( true == simulation::is_ready ) ) { + // garbage collection + m_geometry.update(); + m_textures.update(); + } + + if( true == DebugModeFlag ) { + m_debugtimestext += m_textures.info(); + } + + if( ( true == Global.ControlPicking ) + && ( false == FreeFlyModeFlag ) ) { + Update_Pick_Control(); + } + else { + m_pickcontrolitem = nullptr; + } + // temporary conditions for testing. eventually will be coupled with editor mode + if( ( true == Global.ControlPicking ) + && ( true == DebugModeFlag ) + && ( true == FreeFlyModeFlag ) ) { + Update_Pick_Node(); + } + else { + m_picksceneryitem = nullptr; + } + // dump last opengl error, if any + auto const glerror = ::glGetError(); + if( glerror != GL_NO_ERROR ) { + std::string glerrorstring( ( char * )::gluErrorString( glerror ) ); + win1250_to_ascii( glerrorstring ); + Global.LastGLError = std::to_string( glerror ) + " (" + glerrorstring + ")"; + } +} + +// debug performance string +std::string const & +opengl_renderer::info_times() const { + + return m_debugtimestext; +} + +std::string const & +opengl_renderer::info_stats() const { + + return m_debugstatstext; +} + +void +opengl_renderer::Update_Lights( light_array &Lights ) { + // arrange the light array from closest to farthest from current position of the camera + auto const camera = m_renderpass.camera.position(); + std::sort( + std::begin( Lights.data ), + std::end( Lights.data ), + [&camera]( light_array::light_record const &Left, light_array::light_record const &Right ) { + // move lights which are off at the end... + if( Left.intensity == 0.f ) { return false; } + if( Right.intensity == 0.f ) { return true; } + // ...otherwise prefer closer and/or brigher light sources + return ( glm::length2( camera - Left.position ) * ( 1.f - Left.intensity ) ) < ( glm::length2( camera - Right.position ) * ( 1.f - Right.intensity ) ); } ); + + size_t const count = std::min( m_lights.size(), Lights.data.size() ); + if( count == 0 ) { return; } + + auto renderlight = m_lights.begin(); + + for( auto const &scenelight : Lights.data ) { + + if( renderlight == m_lights.end() ) { + // we ran out of lights to assign + break; + } + if( scenelight.intensity == 0.f ) { + // all lights past this one are bound to be off + break; + } + auto const lightoffset = glm::vec3{ scenelight.position - camera }; + if( glm::length( lightoffset ) > 1000.f ) { + // we don't care about lights past arbitrary limit of 1 km. + // but there could still be weaker lights which are closer, so keep looking + continue; + } + // if the light passed tests so far, it's good enough + renderlight->position = lightoffset; + renderlight->direction = scenelight.direction; + + auto luminance = static_cast( Global.fLuminance ); + // adjust luminance level based on vehicle's location, e.g. tunnels + auto const environment = scenelight.owner->fShade; + if( environment > 0.f ) { + luminance *= environment; + } + renderlight->diffuse = + glm::vec4{ + glm::max( glm::vec3{ colors::none }, scenelight.color - glm::vec3{ luminance } ), + renderlight->diffuse[ 3 ] }; + renderlight->ambient = + glm::vec4{ + glm::max( glm::vec3{ colors::none }, scenelight.color * glm::vec3{ scenelight.intensity } - glm::vec3{ luminance } ), + renderlight->ambient[ 3 ] }; + + ::glLightf( renderlight->id, GL_LINEAR_ATTENUATION, static_cast( (0.25 * scenelight.count) / std::pow( scenelight.count, 2 ) * (scenelight.owner->DimHeadlights ? 1.25 : 1.0) ) ); + ::glEnable( renderlight->id ); + + renderlight->apply_intensity(); + renderlight->apply_angle(); + + ++renderlight; + } + + while( renderlight != m_lights.end() ) { + // if we went through all scene lights and there's still opengl lights remaining, kill these + ::glDisable( renderlight->id ); + ++renderlight; + } +} + +void +opengl_renderer::Disable_Lights() { + + for( size_t idx = 0; idx < m_lights.size() + 1; ++idx ) { + + ::glDisable( GL_LIGHT0 + (int)idx ); + } +} + +bool +opengl_renderer::Init_caps() { + + std::string oglversion = ( (char *)glGetString( GL_VERSION ) ); + + WriteLog( + "Gfx Renderer: " + std::string( (char *)glGetString( GL_RENDERER ) ) + + " Vendor: " + std::string( (char *)glGetString( GL_VENDOR ) ) + + " OpenGL Version: " + oglversion ); + +#ifdef EU07_USEIMGUIIMPLOPENGL2 + if( !GLEW_VERSION_1_5 ) { + ErrorLog( "Requires openGL >= 1.5" ); + return false; + } +#else + if( !GLEW_VERSION_3_0 ) { + ErrorLog( "Requires openGL >= 3.0" ); + return false; + } +#endif + + WriteLog( "Supported extensions: " + std::string((char *)glGetString( GL_EXTENSIONS )) ); + + WriteLog( std::string("Render path: ") + ( Global.bUseVBO ? "VBO" : "Display lists" ) ); + if( GLEW_EXT_framebuffer_object ) { + m_framebuffersupport = true; + WriteLog( "Framebuffer objects enabled" ); + } + else { + WriteLog( "Framebuffer objects not supported, resorting to back buffer rendering where possible" ); + } + // ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur + { + GLint texturesize; + ::glGetIntegerv( GL_MAX_TEXTURE_SIZE, &texturesize ); + Global.iMaxTextureSize = std::min( Global.iMaxTextureSize, texturesize ); + WriteLog( "Texture sizes capped at " + std::to_string( Global.iMaxTextureSize ) + " pixels" ); + m_shadowbuffersize = Global.shadowtune.map_size; + m_shadowbuffersize = std::min( m_shadowbuffersize, texturesize ); + WriteLog( "Shadows map size capped at " + std::to_string( m_shadowbuffersize ) + " pixels" ); + } + // cap the number of supported lights based on hardware + { + GLint maxlights; + ::glGetIntegerv( GL_MAX_LIGHTS, &maxlights ); + Global.DynamicLightCount = std::min( Global.DynamicLightCount, maxlights - 1 ); + WriteLog( "Dynamic light amount capped at " + std::to_string( Global.DynamicLightCount ) + " (" + std::to_string(maxlights) + " lights total supported by the gfx card)" ); + } + // select renderer mode + if( true == Global.BasicRenderer ) { + WriteLog( "Basic renderer selected, shadow and reflection mapping will be disabled" ); + Global.RenderShadows = false; + m_diffusetextureunit = GL_TEXTURE0; + m_helpertextureunit = -1; + m_shadowtextureunit = -1; + m_normaltextureunit = -1; + } + else { + GLint maxtextureunits; + ::glGetIntegerv( GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits ); + if( maxtextureunits < 4 ) { + WriteLog( "Less than 4 texture units, shadow and reflection mapping will be disabled" ); + Global.BasicRenderer = true; + Global.RenderShadows = false; + m_diffusetextureunit = GL_TEXTURE0; + m_helpertextureunit = -1; + m_shadowtextureunit = -1; + m_normaltextureunit = -1; + } + } + + if( Global.iMultisampling ) { + WriteLog( "Using multisampling x" + std::to_string( 1 << Global.iMultisampling ) ); + } + + return true; +} + +glm::vec3 +opengl_renderer::pick_color( std::size_t const Index ) { +/* + // pick colours are set with step of 4 for some slightly easier visual debugging. not strictly needed but, eh + int const colourstep = 4; + int const componentcapacity = 256 / colourstep; + auto const redgreen = std::div( Index, componentcapacity * componentcapacity ); + auto const greenblue = std::div( redgreen.rem, componentcapacity ); + auto const blue = Index % componentcapacity; + return + glm::vec3 { + redgreen.quot * colourstep / 255.0f, + greenblue.quot * colourstep / 255.0f, + greenblue.rem * colourstep / 255.0f }; +*/ + // alternatively + return + glm::vec3{ + ( ( Index & 0xff0000 ) >> 16 ) / 255.0f, + ( ( Index & 0x00ff00 ) >> 8 ) / 255.0f, + ( Index & 0x0000ff ) / 255.0f }; + +} + +std::size_t +opengl_renderer::pick_index( glm::ivec3 const &Color ) { +/* + return ( + std::floor( Color.b / 4 ) + + std::floor( Color.g / 4 ) * 64 + + std::floor( Color.r / 4 ) * 64 * 64 ); +*/ + // alternatively + return + Color.b + + ( Color.g * 256 ) + + ( Color.r * 256 * 256 ); + +} + +//--------------------------------------------------------------------------- diff --git a/openglrenderer.h b/openglrenderer.h new file mode 100644 index 00000000..65ad8ca4 --- /dev/null +++ b/openglrenderer.h @@ -0,0 +1,331 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "GL/glew.h" +#include "renderer.h" +#include "opengllight.h" +#include "openglcamera.h" +#include "openglparticles.h" +#include "lightarray.h" +#include "scene.h" +#include "simulationenvironment.h" +#include "MemCell.h" + +#define EU07_USE_PICKING_FRAMEBUFFER +//#define EU07_USE_DEBUG_SHADOWMAP +//#define EU07_USE_DEBUG_CABSHADOWMAP +//#define EU07_USE_DEBUG_CAMERA +//#define EU07_USE_DEBUG_SOUNDEMITTERS +//#define EU07_USEIMGUIIMPLOPENGL2 +//#define EU07_DISABLECABREFLECTIONS + +// bare-bones render controller, in lack of anything better yet +class opengl_renderer : public gfx_renderer { + +public: +// types +// constructors + opengl_renderer() = default; +// destructor + ~opengl_renderer() { gluDeleteQuadric( m_quadric ); } +// methods + bool + Init( GLFWwindow *Window ) override; + // main draw call. returns false on error + bool + Render() override; + inline + float + Framerate() override { return m_framerate; } + // geometry methods + // NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself + // creates a new geometry bank. returns: handle to the bank or NULL + gfx::geometrybank_handle + Create_Bank() override; + // creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL + gfx::geometry_handle + Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) override; + // replaces data of specified chunk with the supplied vertex data, starting from specified offset + bool + Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) override; + // adds supplied vertex data at the end of specified chunk + bool + Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) override; + // provides direct access to vertex data of specfied chunk + gfx::vertex_array const & + Vertices( gfx::geometry_handle const &Geometry ) const override; + // material methods + material_handle + Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override; + void + Bind_Material( material_handle const Material ) override; + opengl_material const & + Material( material_handle const Material ) const override; + // texture methods + texture_handle + Fetch_Texture( std::string const &Filename, bool const Loadnow = true ) override; + void + Bind_Texture( texture_handle const Texture ); + opengl_texture const & + Texture( texture_handle const Texture ) const override; + // utility methods + TSubModel const * + Pick_Control() const override { return m_pickcontrolitem; } + scene::basic_node const * + Pick_Node() const override { return m_picksceneryitem; } + glm::dvec3 + Mouse_Position() const override { return m_worldmousecoordinates; } + // maintenance methods + void + Update( double const Deltatime ) override; + TSubModel * + Update_Pick_Control() override; + scene::basic_node * + Update_Pick_Node() override; + glm::dvec3 + Update_Mouse_Position() override; + // debug methods + std::string const & + info_times() const override; + std::string const & + info_stats() const override; + +// members + GLenum static const sunlight { GL_LIGHT0 }; + std::size_t m_drawcount { 0 }; + +private: +// types + enum class rendermode { + none, + color, + shadows, + cabshadows, + reflections, + pickcontrols, + pickscenery + }; + + enum textureunit { + helper = 0, + shadows, + normals, + diffuse + }; + + struct debug_stats { + int dynamics { 0 }; + int models { 0 }; + int submodels { 0 }; + int paths { 0 }; + int traction { 0 }; + int shapes { 0 }; + int lines { 0 }; + int drawcalls { 0 }; + }; + + using section_sequence = std::vector; + using distancecell_pair = std::pair; + using cell_sequence = std::vector; + + struct renderpass_config { + + opengl_camera camera; + rendermode draw_mode { rendermode::none }; + float draw_range { 0.0f }; + }; + + struct units_state { + + bool diffuse { false }; + bool shadows { false }; + bool reflections { false }; + }; + + typedef std::vector opengllight_array; + +// methods + void + Disable_Lights(); + void + setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false ); + void + setup_matrices(); + void + setup_drawing( bool const Alpha = false ); + void + setup_units( bool const Diffuse, bool const Shadows, bool const Reflections ); + void + setup_shadow_map( GLuint const Texture, glm::mat4 const &Transformation ); + void + setup_shadow_color( glm::vec4 const &Shadowcolor ); + void + setup_environment_light( TEnvironmentType const Environment = e_flat ); + void + switch_units( bool const Diffuse, bool const Shadows, bool const Reflections ); + // helper, texture manager method; activates specified texture unit + void + select_unit( GLint const Textureunit ); + // runs jobs needed to generate graphics for specified render pass + void + Render_pass( rendermode const Mode ); + // creates dynamic environment cubemap + bool + Render_reflections(); + bool + Render( world_environment *Environment ); + void + Render( scene::basic_region *Region ); + void + Render( section_sequence::iterator First, section_sequence::iterator Last ); + void + Render( cell_sequence::iterator First, cell_sequence::iterator Last ); + void + Render( scene::shape_node const &Shape, bool const Ignorerange ); + void + Render( TAnimModel *Instance ); + bool + Render( TDynamicObject *Dynamic ); + bool + Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle ); + bool + Render( TModel3d *Model, material_data const *Material, float const Squaredistance ); + void + Render( TSubModel *Submodel ); + void + Render( TTrack *Track ); + void + Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last ); + bool + Render_cab( TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false ); + void + Render( TMemCell *Memcell ); + void + Render_particles(); + void + Render_precipitation(); + void + Render_Alpha( scene::basic_region *Region ); + void + Render_Alpha( cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last ); + void + Render_Alpha( TAnimModel *Instance ); + void + Render_Alpha( TTraction *Traction ); + void + Render_Alpha( scene::lines_node const &Lines ); + bool + Render_Alpha( TDynamicObject *Dynamic ); + bool + Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle ); + bool + Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance ); + void + Render_Alpha( TSubModel *Submodel ); + void + Update_Lights( light_array &Lights ); + bool + Init_caps(); + glm::vec3 + pick_color( std::size_t const Index ); + std::size_t + pick_index( glm::ivec3 const &Color ); + +// members + GLFWwindow *m_window { nullptr }; + gfx::geometrybank_manager m_geometry; + material_manager m_materials; + texture_manager m_textures; + opengl_light m_sunlight; + opengllight_array m_lights; +/* + float m_sunandviewangle; // cached dot product of sunlight and camera vectors +*/ + gfx::geometry_handle m_billboardgeometry { 0, 0 }; + texture_handle m_glaretexture { -1 }; + texture_handle m_suntexture { -1 }; + texture_handle m_moontexture { -1 }; + texture_handle m_reflectiontexture { -1 }; + texture_handle m_smoketexture { -1 }; + GLUquadricObj *m_quadric { nullptr }; // helper object for drawing debug mode scene elements + // TODO: refactor framebuffer stuff into an object + bool m_framebuffersupport { false }; +#ifdef EU07_USE_PICKING_FRAMEBUFFER + GLuint m_pickframebuffer { 0 }; + GLuint m_picktexture { 0 }; + GLuint m_pickdepthbuffer { 0 }; +#endif + // main shadowmap resources + int m_shadowbuffersize { 2048 }; + GLuint m_shadowframebuffer { 0 }; + GLuint m_shadowtexture { 0 }; +#ifdef EU07_USE_DEBUG_SHADOWMAP + GLuint m_shadowdebugtexture{ 0 }; +#endif +#ifdef EU07_USE_DEBUG_CABSHADOWMAP + GLuint m_cabshadowdebugtexture{ 0 }; +#endif + glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space + // cab shadowmap resources + GLuint m_cabshadowframebuffer { 0 }; + GLuint m_cabshadowtexture { 0 }; + glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space + // environment map resources + GLuint m_environmentframebuffer { 0 }; + GLuint m_environmentcubetexture { 0 }; + GLuint m_environmentdepthbuffer { 0 }; + bool m_environmentcubetexturesupport { false }; // indicates whether we can use the dynamic environment cube map + int m_environmentcubetextureface { 0 }; // helper, currently processed cube map face + int m_environmentupdatetime { 0 }; // time of the most recent environment map update + glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update + // particle visualization subsystem + opengl_particles m_particlerenderer; + + int m_helpertextureunit { GL_TEXTURE0 }; + int m_shadowtextureunit { GL_TEXTURE1 }; + int m_normaltextureunit { GL_TEXTURE2 }; + int m_diffusetextureunit{ GL_TEXTURE3 }; + units_state m_unitstate; + + unsigned int m_framestamp; // id of currently rendered gfx frame + float m_framerate; + double m_updateaccumulator { 0.0 }; +// double m_pickupdateaccumulator { 0.0 }; + std::string m_debugtimestext; + std::string m_pickdebuginfo; + debug_stats m_debugstats; + std::string m_debugstatstext; + + glm::vec4 m_baseambient { 0.0f, 0.0f, 0.0f, 1.0f }; + glm::vec4 m_shadowcolor { colors::shadow }; + float m_fogrange { 2000.f }; +// TEnvironmentType m_environment { e_flat }; + float m_specularopaquescalefactor { 1.f }; + float m_speculartranslucentscalefactor { 1.f }; + bool m_renderspecular{ false }; // controls whether to include specular component in the calculations + + renderpass_config m_renderpass; // parameters for current render pass + section_sequence m_sectionqueue; // list of sections in current render pass + cell_sequence m_cellqueue; + renderpass_config m_colorpass; // parametrs of most recent color pass + renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass + renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass + std::vector m_pickcontrolsitems; + TSubModel *m_pickcontrolitem { nullptr }; + std::vector m_picksceneryitems; + scene::basic_node *m_picksceneryitem { nullptr }; + glm::vec3 m_worldmousecoordinates { 0.f }; +#ifdef EU07_USE_DEBUG_CAMERA + renderpass_config m_worldcamera; // debug item +#endif +}; + +//--------------------------------------------------------------------------- diff --git a/renderer.cpp b/renderer.cpp index f59040fb..3a0955c4 100644 --- a/renderer.cpp +++ b/renderer.cpp @@ -8,4304 +8,8 @@ http://mozilla.org/MPL/2.0/. */ #include "stdafx.h" - #include "renderer.h" -#include "color.h" -#include "Globals.h" -#include "Camera.h" -#include "Timer.h" -#include "simulation.h" -#include "simulationtime.h" -#include "Train.h" -#include "DynObj.h" -#include "AnimModel.h" -#include "Traction.h" -#include "application.h" -#include "Logs.h" -#include "utilities.h" std::unique_ptr GfxRenderer; -int const EU07_PICKBUFFERSIZE { 1024 }; // size of (square) textures bound with the pick framebuffer -int const EU07_ENVIRONMENTBUFFERSIZE { 256 }; // size of (square) environmental cube map texture - -void -opengl_light::apply_intensity( float const Factor ) { - - if( Factor == 1.f ) { - - ::glLightfv( id, GL_AMBIENT, glm::value_ptr( ambient ) ); - ::glLightfv( id, GL_DIFFUSE, glm::value_ptr( diffuse ) ); - ::glLightfv( id, GL_SPECULAR, glm::value_ptr( specular ) ); - } - else { - auto const factor{ clamp( Factor, 0.05f, 1.f ) }; - // temporary light scaling mechanics (ultimately this work will be left to the shaders - glm::vec4 scaledambient( ambient.r * factor, ambient.g * factor, ambient.b * factor, ambient.a ); - glm::vec4 scaleddiffuse( diffuse.r * factor, diffuse.g * factor, diffuse.b * factor, diffuse.a ); - glm::vec4 scaledspecular( specular.r * factor, specular.g * factor, specular.b * factor, specular.a ); - glLightfv( id, GL_AMBIENT, glm::value_ptr( scaledambient ) ); - glLightfv( id, GL_DIFFUSE, glm::value_ptr( scaleddiffuse ) ); - glLightfv( id, GL_SPECULAR, glm::value_ptr( scaledspecular ) ); - } -} - -void -opengl_light::apply_angle() { - - ::glLightfv( id, GL_POSITION, glm::value_ptr( glm::vec4{ position, ( is_directional ? 0.f : 1.f ) } ) ); - if( false == is_directional ) { - ::glLightfv( id, GL_SPOT_DIRECTION, glm::value_ptr( direction ) ); - } -} - - -void -opengl_camera::update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview ) { - - m_frustum.calculate( Projection, Modelview ); - // cache inverse tranformation matrix - // NOTE: transformation is done only to camera-centric space - m_inversetransformation = glm::inverse( Projection * glm::mat4{ glm::mat3{ Modelview } } ); - // calculate frustum corners - m_frustumpoints = ndcfrustumshapepoints; - transform_to_world( - std::begin( m_frustumpoints ), - std::end( m_frustumpoints ) ); -} - -// returns true if specified object is within camera frustum, false otherwise -bool -opengl_camera::visible( scene::bounding_area const &Area ) const { - - return ( m_frustum.sphere_inside( Area.center, Area.radius ) > 0.f ); -} - -bool -opengl_camera::visible( TDynamicObject const *Dynamic ) const { - - // sphere test is faster than AABB, so we'll use it here - glm::vec3 diagonal( - static_cast( Dynamic->MoverParameters->Dim.L ), - static_cast( Dynamic->MoverParameters->Dim.H ), - static_cast( Dynamic->MoverParameters->Dim.W ) ); - // we're giving vehicles some extra padding, to allow for things like shared bogeys extending past the main body - float const radius = glm::length( diagonal ) * 0.65f; - - return ( m_frustum.sphere_inside( Dynamic->GetPosition(), radius ) > 0.0f ); -} - -// debug helper, draws shape of frustum in world space -void -opengl_camera::draw( glm::vec3 const &Offset ) const { - - ::glBegin( GL_LINES ); - for( auto const pointindex : frustumshapepoinstorder ) { - ::glVertex3fv( glm::value_ptr( glm::vec3{ m_frustumpoints[ pointindex ] } - Offset ) ); - } - ::glEnd(); -} - - - -std::vector> const billboard_vertices { - - { { -0.5f, -0.5f, 0.f }, { 0.f, 0.f } }, - { { 0.5f, -0.5f, 0.f }, { 1.f, 0.f } }, - { { 0.5f, 0.5f, 0.f }, { 1.f, 1.f } }, - { { -0.5f, 0.5f, 0.f }, { 0.f, 1.f } } -}; - -void -opengl_particles::update( opengl_camera const &Camera ) { - - m_particlevertices.clear(); - - if( false == Global.Smoke ) { return; } - - // build a list of visible smoke sources - // NOTE: arranged by distance to camera, if we ever need sorting and/or total amount cap-based culling - std::multimap sources; - - for( auto const &source : simulation::Particles.sequence() ) { - if( false == Camera.visible( source.area() ) ) { continue; } - // NOTE: the distance is negative when the camera is inside the source's bounding area - sources.emplace( - static_cast( glm::length( Camera.position() - source.area().center ) - source.area().radius ), - source ); - } - - if( true == sources.empty() ) { return; } - - // build billboard data for particles from visible sources - auto const camerarotation { glm::mat3( Camera.modelview() ) }; - particle_vertex vertex; - for( auto const &source : sources ) { - - auto const particlecolor { - glm::clamp( - source.second.color() - * ( glm::vec3 { Global.DayLight.ambient } + 0.35f * glm::vec3{ Global.DayLight.diffuse } ) - * 255.f, - glm::vec3{ 0.f }, glm::vec3{ 255.f } ) }; - auto const &particles { source.second.sequence() }; - // TODO: put sanity cap on the overall amount of particles that can be drawn - auto const sizestep { 256.0 * billboard_vertices.size() }; - m_particlevertices.reserve( - sizestep * std::ceil( m_particlevertices.size() + ( particles.size() * billboard_vertices.size() ) / sizestep ) ); - for( auto const &particle : particles ) { - // TODO: particle color support - vertex.color[ 0 ] = static_cast( particlecolor.r ); - vertex.color[ 1 ] = static_cast( particlecolor.g ); - vertex.color[ 2 ] = static_cast( particlecolor.b ); - vertex.color[ 3 ] = clamp( particle.opacity * 255, 0, 255 ); - - auto const offset { glm::vec3{ particle.position - Camera.position() } }; - auto const rotation { glm::angleAxis( particle.rotation, glm::vec3{ 0.f, 0.f, 1.f } ) }; - - for( auto const &billboardvertex : billboard_vertices ) { - vertex.position = offset + ( rotation * billboardvertex.first * particle.size ) * camerarotation; - vertex.texture = billboardvertex.second; - - m_particlevertices.emplace_back( vertex ); - } - } - } - - // ship the billboard data to the gpu: - // setup... - ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); - // ...make sure we have enough room... - if( m_buffercapacity < m_particlevertices.size() ) { - // allocate gpu side buffer big enough to hold the data - m_buffercapacity = 0; - if( m_buffer != (GLuint)-1 ) { - // get rid of the old buffer - ::glDeleteBuffers( 1, &m_buffer ); - m_buffer = (GLuint)-1; - } - ::glGenBuffers( 1, &m_buffer ); - if( ( m_buffer > 0 ) && ( m_buffer != (GLuint)-1 ) ) { - // if we didn't get a buffer we'll try again during the next draw call - // NOTE: we match capacity instead of current size to reduce number of re-allocations - auto const particlecount { m_particlevertices.capacity() }; - ::glBindBuffer( GL_ARRAY_BUFFER, m_buffer ); - ::glBufferData( - GL_ARRAY_BUFFER, - particlecount * sizeof( particle_vertex ), - nullptr, - GL_DYNAMIC_DRAW ); - if( ::glGetError() == GL_OUT_OF_MEMORY ) { - // TBD: throw a bad_alloc? - ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" ); - ::glDeleteBuffers( 1, &m_buffer ); - m_buffer = (GLuint)-1; - } - else { - m_buffercapacity = particlecount; - } - } - } - // ...send the data... - if( ( m_buffer > 0 ) && ( m_buffer != (GLuint)-1 ) ) { - // if the buffer exists at this point it's guaranteed to be big enough to hold our data - ::glBindBuffer( GL_ARRAY_BUFFER, m_buffer ); - ::glBufferSubData( - GL_ARRAY_BUFFER, - 0, - m_particlevertices.size() * sizeof( particle_vertex ), - m_particlevertices.data() ); - } - // ...and cleanup - ::glPopClientAttrib(); -} - -void -opengl_particles::render( int const Textureunit ) { - - if( false == Global.Smoke ) { return; } - if( m_buffercapacity == 0 ) { return; } - if( m_particlevertices.empty() ) { return; } - if( ( m_buffer == 0 ) || ( m_buffer == (GLuint)-1 ) ) { return; } - - // setup... - ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); - ::glBindBuffer( GL_ARRAY_BUFFER, m_buffer ); - ::glVertexPointer( 3, GL_FLOAT, sizeof( particle_vertex ), static_cast( nullptr ) ); - ::glEnableClientState( GL_VERTEX_ARRAY ); - ::glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( particle_vertex ), static_cast( nullptr ) + sizeof( float ) * 3 ); - ::glEnableClientState( GL_COLOR_ARRAY ); - ::glClientActiveTexture( Textureunit ); - ::glTexCoordPointer( 2, GL_FLOAT, sizeof( particle_vertex ), static_cast( nullptr ) + sizeof( float ) * 3 + sizeof( std::uint8_t ) * 4 ); - ::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); - // ...draw... - ::glDrawArrays( GL_QUADS, 0, m_particlevertices.size() ); - // ...and cleanup - ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); - if( Global.bUseVBO ) { - gfx::opengl_vbogeometrybank::reset(); - } - ::glPopClientAttrib(); -} - - - -bool -opengl_renderer::Init( GLFWwindow *Window ) { - - if( false == Init_caps() ) { return false; } - - m_window = Window; - - ::glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); - ::glPixelStorei( GL_PACK_ALIGNMENT, 1 ); - - glClearDepth( 1.0f ); - glClearColor( 51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f ); // initial background Color - - glPolygonMode( GL_FRONT, GL_FILL ); - glFrontFace( GL_CCW ); // Counter clock-wise polygons face out - glEnable( GL_CULL_FACE ); // Cull back-facing triangles - glShadeModel( GL_SMOOTH ); // Enable Smooth Shading - - m_geometry.units().texture = ( - Global.BasicRenderer ? - std::vector{ m_diffusetextureunit } : - std::vector{ m_normaltextureunit, m_diffusetextureunit } ); - m_textures.assign_units( m_helpertextureunit, m_shadowtextureunit, m_normaltextureunit, m_diffusetextureunit ); // TODO: add reflections unit - ui_layer::set_unit( m_diffusetextureunit ); - simulation::Environment.m_precipitation.set_unit( m_diffusetextureunit ); - select_unit( m_diffusetextureunit ); - - ::glDepthFunc( GL_LEQUAL ); - glEnable( GL_DEPTH_TEST ); - glAlphaFunc( GL_GREATER, 0.f ); - glEnable( GL_ALPHA_TEST ); - glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); - glEnable( GL_BLEND ); - glEnable( GL_TEXTURE_2D ); // Enable Texture Mapping - - glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Really Nice Perspective Calculations - glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST ); - glHint( GL_LINE_SMOOTH_HINT, GL_NICEST ); - glLineWidth( 1.0f ); - glPointSize( 3.0f ); - glEnable( GL_POINT_SMOOTH ); - - ::glLightModeli( GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR ); - ::glMaterialf( GL_FRONT, GL_SHININESS, 15.0f ); - if( true == Global.ScaleSpecularValues ) { - m_specularopaquescalefactor = 0.25f; - m_speculartranslucentscalefactor = 1.5f; - } - ::glEnable( GL_COLOR_MATERIAL ); - ::glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE ); - - // setup lighting - ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr(m_baseambient) ); - ::glEnable( GL_LIGHTING ); - ::glEnable( opengl_renderer::sunlight ); - - // rgb value for 5780 kelvin - Global.DayLight.diffuse[ 0 ] = 255.0f / 255.0f; - Global.DayLight.diffuse[ 1 ] = 242.0f / 255.0f; - Global.DayLight.diffuse[ 2 ] = 231.0f / 255.0f; - Global.DayLight.is_directional = true; - m_sunlight.id = opengl_renderer::sunlight; - // ::glLightf( opengl_renderer::sunlight, GL_SPOT_CUTOFF, 90.0f ); - - // create dynamic light pool - for( int idx = 0; idx < Global.DynamicLightCount; ++idx ) { - - opengl_light light; - light.id = GL_LIGHT1 + idx; - - light.is_directional = false; - ::glEnable( light.id ); // experimental intel chipset fix - ::glLightf( light.id, GL_SPOT_CUTOFF, 7.5f ); - ::glLightf( light.id, GL_SPOT_EXPONENT, 7.5f ); - ::glLightf( light.id, GL_CONSTANT_ATTENUATION, 0.0f ); - ::glLightf( light.id, GL_LINEAR_ATTENUATION, 0.035f ); - ::glDisable( light.id ); // experimental intel chipset fix - - m_lights.emplace_back( light ); - } - // preload some common textures - WriteLog( "Loading common gfx data..." ); - m_glaretexture = Fetch_Texture( "fx/lightglare" ); - m_suntexture = Fetch_Texture( "fx/sun" ); - m_moontexture = Fetch_Texture( "fx/moon" ); - if( m_helpertextureunit >= 0 ) { - m_reflectiontexture = Fetch_Texture( "fx/reflections" ); - } - m_smoketexture = Fetch_Texture( "fx/smoke" ); - WriteLog( "...gfx data pre-loading done" ); - -#ifdef EU07_USE_PICKING_FRAMEBUFFER - // pick buffer resources - if( true == m_framebuffersupport ) { - // try to create the pick buffer. RGBA8 2D texture, 24 bit depth texture, 1024x1024 (height of 512 would suffice but, eh) - // texture - ::glGenTextures( 1, &m_picktexture ); - ::glBindTexture( GL_TEXTURE_2D, m_picktexture ); - ::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); - // depth buffer - ::glGenRenderbuffersEXT( 1, &m_pickdepthbuffer ); - ::glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_pickdepthbuffer ); - ::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE ); - // create and assemble the framebuffer - ::glGenFramebuffersEXT( 1, &m_pickframebuffer ); - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer ); - ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_picktexture, 0 ); - ::glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_pickdepthbuffer ); - // check if we got it working - GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ); - if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) { - WriteLog( "Picking framebuffer setup complete" ); - } - else{ - ErrorLog( "Picking framebuffer setup failed" ); - m_framebuffersupport = false; - } - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now - } -#endif - // shadowmap resources - if( ( true == Global.RenderShadows ) - && ( true == m_framebuffersupport ) ) { - // primary shadow map - { - // texture: - ::glGenTextures( 1, &m_shadowtexture ); - ::glBindTexture( GL_TEXTURE_2D, m_shadowtexture ); - // allocate memory - ::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize, m_shadowbuffersize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL ); - // setup parameters - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - // enable shadow comparison: true (ie not in shadow) if r<=texture... - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL ); - ::glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE ); - ::glBindTexture( GL_TEXTURE_2D, 0 ); -#ifdef EU07_USE_DEBUG_SHADOWMAP - ::glGenTextures( 1, &m_shadowdebugtexture ); - ::glBindTexture( GL_TEXTURE_2D, m_shadowdebugtexture ); - // allocate memory - ::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize, m_shadowbuffersize, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL ); - // setup parameters - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - ::glBindTexture( GL_TEXTURE_2D, 0 ); -#endif - // create and assemble the framebuffer - ::glGenFramebuffersEXT( 1, &m_shadowframebuffer ); - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_shadowframebuffer ); -#ifdef EU07_USE_DEBUG_SHADOWMAP - ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_shadowdebugtexture, 0 ); -#else - ::glDrawBuffer( GL_NONE ); // we won't be rendering colour data, so can skip the colour attachment - ::glReadBuffer( GL_NONE ); -#endif - ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_shadowtexture, 0 ); - // check if we got it working - GLenum const status{ ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ) }; - if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) { - WriteLog( "Shadows framebuffer setup complete" ); - } - else { - ErrorLog( "Shadows framebuffer setup failed" ); - Global.RenderShadows = false; - } - // switch back to primary render target for now - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); - } - // cab shadow map - { - // NOTE: using separate framebuffer as more efficient arrangement than swapping attachments on a single one - // TODO: for shader-based implementation use instead a quarter of the CSM - // texture: - ::glGenTextures( 1, &m_cabshadowtexture ); - ::glBindTexture( GL_TEXTURE_2D, m_cabshadowtexture ); - // allocate memory - ::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL ); - // setup parameters - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - // enable shadow comparison: true (ie not in shadow) if r<=texture... - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL ); - ::glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE ); - ::glBindTexture( GL_TEXTURE_2D, 0 ); -#ifdef EU07_USE_DEBUG_CABSHADOWMAP - ::glGenTextures( 1, &m_cabshadowdebugtexture ); - ::glBindTexture( GL_TEXTURE_2D, m_cabshadowdebugtexture ); - // allocate memory - ::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL ); - // setup parameters - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - ::glBindTexture( GL_TEXTURE_2D, 0 ); -#endif - // create and assemble the framebuffer - ::glGenFramebuffersEXT( 1, &m_cabshadowframebuffer ); - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_cabshadowframebuffer ); -#ifdef EU07_USE_DEBUG_CABSHADOWMAP - ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_cabshadowdebugtexture, 0 ); -#else - ::glDrawBuffer( GL_NONE ); // we won't be rendering colour data, so can skip the colour attachment - ::glReadBuffer( GL_NONE ); -#endif - ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_cabshadowtexture, 0 ); - // check if we got it working - GLenum const status{ ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ) }; - if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) { - WriteLog( "Cab shadows framebuffer setup complete" ); - } - else { - ErrorLog( "Cab shadows framebuffer setup failed" ); - Global.RenderShadows = false; - } - } - // switch back to primary render target for now - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); - } - // environment cube map resources - if( ( false == Global.BasicRenderer ) - && ( true == m_framebuffersupport ) ) { - // texture: - ::glGenTextures( 1, &m_environmentcubetexture ); - ::glBindTexture( GL_TEXTURE_CUBE_MAP, m_environmentcubetexture ); - // allocate space - for( GLuint faceindex = GL_TEXTURE_CUBE_MAP_POSITIVE_X; faceindex < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6; ++faceindex ) { - ::glTexImage2D( faceindex, 0, GL_RGBA8, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL ); - } - // setup parameters - ::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - ::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - ::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - ::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); - // depth buffer - ::glGenRenderbuffersEXT( 1, &m_environmentdepthbuffer ); - ::glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_environmentdepthbuffer ); - ::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE ); - // create and assemble the framebuffer - ::glGenFramebuffersEXT( 1, &m_environmentframebuffer ); - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_environmentframebuffer ); - ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X, m_environmentcubetexture, 0 ); - ::glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_environmentdepthbuffer ); - // check if we got it working - GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ); - if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) { - WriteLog( "Reflections framebuffer setup complete" ); - m_environmentcubetexturesupport = true; - } - else { - ErrorLog( "Reflections framebuffer setup failed" ); - m_environmentcubetexturesupport = false; - } - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now - } - // prepare basic geometry chunks - auto const geometrybank = m_geometry.create_bank(); - float const size = 2.5f; - m_billboardgeometry = m_geometry.create_chunk( - gfx::vertex_array{ - { { -size, size, 0.f }, glm::vec3(), { 1.f, 1.f } }, - { { size, size, 0.f }, glm::vec3(), { 0.f, 1.f } }, - { { -size, -size, 0.f }, glm::vec3(), { 1.f, 0.f } }, - { { size, -size, 0.f }, glm::vec3(), { 0.f, 0.f } } }, - geometrybank, - GL_TRIANGLE_STRIP ); - // prepare debug mode objects - m_quadric = ::gluNewQuadric(); - ::gluQuadricNormals( m_quadric, GLU_FLAT ); - - return true; -} - -bool -opengl_renderer::Render() { - - Timer::subsystem.gfx_total.stop(); - Timer::subsystem.gfx_total.start(); // note: gfx_total is actually frame total, clean this up - Timer::subsystem.gfx_color.start(); - // fetch simulation data - if( simulation::is_ready ) { - m_sunlight = Global.DayLight; - // quantize sun angle to reduce shadow crawl - auto const quantizationstep { 0.004f }; - m_sunlight.direction = glm::normalize( quantizationstep * glm::roundEven( m_sunlight.direction * ( 1.f / quantizationstep ) ) ); - } - // generate new frame - m_renderpass.draw_mode = rendermode::none; // force setup anew - m_debugtimestext.clear(); - m_debugstats = debug_stats(); - Render_pass( rendermode::color ); - Timer::subsystem.gfx_color.stop(); - // add user interface - setup_units( true, false, false ); - Application.render_ui(); - - if( Global.bUseVBO ) { - // swapbuffers() will unbind current buffers so we prepare for it on our end - gfx::opengl_vbogeometrybank::reset(); - } - Timer::subsystem.gfx_swap.start(); - glfwSwapBuffers( m_window ); - Timer::subsystem.gfx_swap.stop(); - - m_drawcount = m_cellqueue.size(); - m_debugtimestext - += "color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n" - += "gpu side: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " msec\n" - += "frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " msec"; - - m_debugstatstext = - "drawcalls: " + to_string( m_debugstats.drawcalls ) + "\n" - + " vehicles: " + to_string( m_debugstats.dynamics ) + "\n" - + " models: " + to_string( m_debugstats.models ) + "\n" - + " submodels: " + to_string( m_debugstats.submodels ) + "\n" - + " paths: " + to_string( m_debugstats.paths ) + "\n" - + " shapes: " + to_string( m_debugstats.shapes ) + "\n" - + " traction: " + to_string( m_debugstats.traction ) + "\n" - + " lines: " + to_string( m_debugstats.lines ); - - ++m_framestamp; - - return true; // for now always succeed -} - -// runs jobs needed to generate graphics for specified render pass -void -opengl_renderer::Render_pass( rendermode const Mode ) { - -#ifdef EU07_USE_DEBUG_CAMERA - // setup world camera for potential visualization - setup_pass( - m_worldcamera, - rendermode::color, - 0.f, - 1.0, - true ); -#endif - setup_pass( m_renderpass, Mode ); - switch( m_renderpass.draw_mode ) { - - case rendermode::color: { - - m_colorpass = m_renderpass; - - if( ( true == Global.RenderShadows ) - && ( false == Global.bWireFrame ) - && ( true == simulation::is_ready ) - && ( m_shadowcolor != colors::white ) ) { - - // run shadowmaps pass before color - Timer::subsystem.gfx_shadows.start(); - if( false == FreeFlyModeFlag ) { - Render_pass( rendermode::cabshadows ); - } - Render_pass( rendermode::shadows ); - Timer::subsystem.gfx_shadows.stop(); - m_debugtimestext += "shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n"; -#ifdef EU07_USE_DEBUG_SHADOWMAP - UILayer.set_texture( m_shadowdebugtexture ); -#endif -#ifdef EU07_USE_DEBUG_CABSHADOWMAP - UILayer.set_texture( m_cabshadowdebugtexture ); -#endif - setup_pass( m_renderpass, Mode ); // restore draw mode. TBD, TODO: render mode stack - // setup shadowmap matrices - m_shadowtexturematrix = - glm::mat4 { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f } // bias from [-1, 1] to [0, 1] - * m_shadowpass.camera.projection() - // during colour pass coordinates are moved from camera-centric to light-centric, essentially the difference between these two origins - * glm::translate( - glm::mat4{ glm::mat3{ m_shadowpass.camera.modelview() } }, - glm::vec3{ m_renderpass.camera.position() - m_shadowpass.camera.position() } ); - - if( false == FreeFlyModeFlag ) { - m_cabshadowtexturematrix = - glm::mat4{ 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f } // bias from [-1, 1] to [0, 1] - * m_cabshadowpass.camera.projection() - // during colour pass coordinates are moved from camera-centric to light-centric, essentially the difference between these two origins - * glm::translate( - glm::mat4{ glm::mat3{ m_cabshadowpass.camera.modelview() } }, - glm::vec3{ m_renderpass.camera.position() - m_cabshadowpass.camera.position() } ); - } - } - - if( ( true == m_environmentcubetexturesupport ) - && ( true == simulation::is_ready ) ) { - // potentially update environmental cube map - if( true == Render_reflections() ) { - setup_pass( m_renderpass, Mode ); // restore draw mode. TBD, TODO: render mode stack - } - } - - ::glViewport( 0, 0, Global.iWindowWidth, Global.iWindowHeight ); - - if( simulation::is_ready ) { - auto const skydomecolour = simulation::Environment.m_skydome.GetAverageColor(); - ::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 0.f ); // kolor nieba - } - else { - ::glClearColor( 51.0f / 255.f, 102.0f / 255.f, 85.0f / 255.f, 1.f ); // initial background Color - } - ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - if( simulation::is_ready ) { - // setup - setup_matrices(); - // render - setup_drawing( true ); - setup_units( true, false, false ); - Render( &simulation::Environment ); - // opaque parts... - setup_drawing( false ); - setup_units( true, true, true ); -#ifdef EU07_USE_DEBUG_CAMERA - if( DebugModeFlag ) { - // draw light frustum - ::glLineWidth( 2.f ); - ::glColor4f( 1.f, 0.9f, 0.8f, 1.f ); - ::glDisable( GL_LIGHTING ); - ::glDisable( GL_TEXTURE_2D ); - if( ( true == Global.RenderShadows ) && ( false == Global.bWireFrame ) ) { - m_shadowpass.camera.draw( m_renderpass.camera.position() - m_shadowpass.camera.position() ); - } - if( DebugCameraFlag ) { - ::glColor4f( 0.8f, 1.f, 0.9f, 1.f ); - m_worldcamera.camera.draw( m_renderpass.camera.position() - m_worldcamera.camera.position() ); - } - ::glLineWidth( 1.f ); - ::glEnable( GL_LIGHTING ); - ::glEnable( GL_TEXTURE_2D ); - } -#endif - // without rain/snow we can render the cab early to limit the overdraw - if( ( false == FreeFlyModeFlag ) - && ( Global.Overcast <= 1.f ) ) { // precipitation happens when overcast is in 1-2 range -#ifdef EU07_DISABLECABREFLECTIONS - switch_units( true, true, false ); -#endif - setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix ); - // cache shadow colour in case we need to account for cab light - auto const shadowcolor { m_shadowcolor }; - auto const *vehicle{ simulation::Train->Dynamic() }; - if( vehicle->InteriorLightLevel > 0.f ) { - setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); - } - Render_cab( vehicle, vehicle->InteriorLightLevel, false ); - if( vehicle->InteriorLightLevel > 0.f ) { - setup_shadow_color( shadowcolor ); - } - } - switch_units( true, true, true ); - setup_shadow_map( m_shadowtexture, m_shadowtexturematrix ); - Render( simulation::Region ); - // ...translucent parts - setup_drawing( true ); - Render_Alpha( simulation::Region ); - // particles - Render_particles(); - // precipitation; done at the end, only before cab render - Render_precipitation(); - // cab render - if( false == FreeFlyModeFlag ) { -#ifdef EU07_DISABLECABREFLECTIONS - switch_units( true, true, false ); -#endif - setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix ); - // cache shadow colour in case we need to account for cab light - auto const shadowcolor{ m_shadowcolor }; - auto const *vehicle { simulation::Train->Dynamic() }; - if( vehicle->InteriorLightLevel > 0.f ) { - setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); - } - if( Global.Overcast > 1.f ) { - // with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab - setup_drawing( false ); - Render_cab( vehicle, vehicle->InteriorLightLevel, false ); - setup_drawing( true ); - } - Render_cab( vehicle, vehicle->InteriorLightLevel, true ); - if( vehicle->InteriorLightLevel > 0.f ) { - setup_shadow_color( shadowcolor ); - } - } - - if( m_environmentcubetexturesupport ) { - // restore default texture matrix for reflections cube map - select_unit( m_helpertextureunit ); - ::glMatrixMode( GL_TEXTURE ); -// ::glPopMatrix(); - ::glLoadIdentity(); - select_unit( m_diffusetextureunit ); - ::glMatrixMode( GL_MODELVIEW ); - } - } - break; - } - - case rendermode::shadows: { - - if( simulation::is_ready ) { - // setup - ::glEnable( GL_POLYGON_OFFSET_FILL ); // alleviate depth-fighting - ::glPolygonOffset( 1.f, 1.f ); - - // main shadowmap - ::glBindFramebufferEXT( GL_FRAMEBUFFER, m_shadowframebuffer ); - ::glViewport( 0, 0, m_shadowbuffersize, m_shadowbuffersize ); - -#ifdef EU07_USE_DEBUG_SHADOWMAP - ::glClearColor( 0.f / 255.f, 0.f / 255.f, 0.f / 255.f, 1.f ); // initial background Color - ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); -#else - ::glClear( GL_DEPTH_BUFFER_BIT ); -#endif - ::glScissor( 1, 1, m_shadowbuffersize - 2, m_shadowbuffersize - 2 ); - ::glEnable( GL_SCISSOR_TEST ); - - setup_matrices(); - // render - // opaque parts... - setup_drawing( false ); -#ifdef EU07_USE_DEBUG_SHADOWMAP - setup_units( true, false, false ); -#else - setup_units( false, false, false ); -#endif - Render( simulation::Region ); - m_shadowpass = m_renderpass; - - // post-render restore - ::glDisable( GL_SCISSOR_TEST ); - ::glDisable( GL_POLYGON_OFFSET_FILL ); - - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target - } - break; - } - - case rendermode::cabshadows: { - - if( ( simulation::is_ready ) - && ( false == FreeFlyModeFlag ) ) { - // setup - ::glEnable( GL_POLYGON_OFFSET_FILL ); // alleviate depth-fighting - ::glPolygonOffset( 1.f, 1.f ); - - ::glBindFramebufferEXT( GL_FRAMEBUFFER, m_cabshadowframebuffer ); - ::glViewport( 0, 0, m_shadowbuffersize / 2, m_shadowbuffersize / 2 ); - -#ifdef EU07_USE_DEBUG_CABSHADOWMAP - ::glClearColor( 0.f / 255.f, 0.f / 255.f, 0.f / 255.f, 1.f ); // initial background Color - ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); -#else - ::glClear( GL_DEPTH_BUFFER_BIT ); -#endif - ::glScissor( 1, 1, m_shadowbuffersize / 2 - 2, m_shadowbuffersize / 2 - 2 ); - ::glEnable( GL_SCISSOR_TEST ); - - setup_matrices(); - // render - // opaque parts... - setup_drawing( false ); -#ifdef EU07_USE_DEBUG_CABSHADOWMAP - setup_units( true, false, false ); -#else - setup_units( false, false, false ); -#endif - ::glDisable( GL_CULL_FACE ); - - if( Global.RenderCabShadowsRange > 0 ) { - Render( simulation::Region ); - } - Render_cab( simulation::Train->Dynamic(), 0.f, false ); - Render_cab( simulation::Train->Dynamic(), 0.f, true ); - m_cabshadowpass = m_renderpass; - - // post-render restore - ::glDisable( GL_SCISSOR_TEST ); - ::glEnable( GL_CULL_FACE ); - ::glDisable( GL_POLYGON_OFFSET_FILL ); - - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target - } - break; - } - - case rendermode::reflections: { - // NOTE: buffer and viewport setup in this mode is handled by the wrapper method - ::glClearColor( 0.f, 0.f, 0.f, 1.f ); - ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - if( simulation::is_ready ) { - - ::glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE ); - // setup - setup_matrices(); - // render - setup_drawing( true ); - setup_units( true, false, false ); - Render( &simulation::Environment ); - // opaque parts... - setup_drawing( false ); - setup_units( true, true, true ); - setup_shadow_map( m_shadowtexture, m_shadowtexturematrix ); - Render( simulation::Region ); -/* - // reflections are limited to sky and ground only, the update rate is too low for anything else - // ...translucent parts - setup_drawing( true ); - Render_Alpha( &World.Ground ); - // cab render is performed without shadows, due to low resolution and number of models without windows :| - switch_units( true, false, false ); - // cab render is done in translucent phase to deal with badly configured vehicles - if( World.Train != nullptr ) { Render_cab( World.Train->Dynamic() ); } -*/ - ::glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); - } - break; - } - - case rendermode::pickcontrols: { - if( simulation::is_ready ) { - // setup -#ifdef EU07_USE_PICKING_FRAMEBUFFER - ::glViewport( 0, 0, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE ); -#endif - ::glClearColor( 0.f, 0.f, 0.f, 1.f ); - ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - m_pickcontrolsitems.clear(); - setup_matrices(); - // render - // opaque parts... - setup_drawing( false ); - setup_units( false, false, false ); - // cab render skips translucent parts, so we can do it here - if( simulation::Train != nullptr ) { - Render_cab( simulation::Train->Dynamic(), 0.f ); - Render( simulation::Train->Dynamic() ); - } - // post-render cleanup - } - break; - } - - case rendermode::pickscenery: { - if( simulation::is_ready ) { - // setup - m_picksceneryitems.clear(); -#ifdef EU07_USE_PICKING_FRAMEBUFFER - ::glViewport( 0, 0, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE ); -#endif - ::glClearColor( 0.f, 0.f, 0.f, 1.f ); - ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - setup_matrices(); - // render - // opaque parts... - setup_drawing( false ); - setup_units( false, false, false ); - Render( simulation::Region ); - // post-render cleanup - } - break; - } - - default: { - break; - } - } -} - -// creates dynamic environment cubemap -bool -opengl_renderer::Render_reflections() { - - if( Global.ReflectionUpdatesPerSecond == 0 ) { return false; } - - auto const timestamp { static_cast( Timer::GetTime() * 1000 ) }; - if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdatesPerSecond ) - && ( glm::length( m_renderpass.camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) { - // run update every 5+ mins of simulation time, or at least 1km from the last location - return false; - } - m_environmentupdatetime = timestamp; - m_environmentupdatelocation = m_renderpass.camera.position(); - - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_environmentframebuffer ); - ::glViewport( 0, 0, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE ); - for( m_environmentcubetextureface = GL_TEXTURE_CUBE_MAP_POSITIVE_X; - m_environmentcubetextureface < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6; - ++m_environmentcubetextureface ) { - - ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, m_environmentcubetextureface, m_environmentcubetexture, 0 ); - Render_pass( rendermode::reflections ); - } - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); - - return true; -} - -void -opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear, float const Zfar, bool const Ignoredebug ) { - - Config.draw_mode = Mode; - - if( false == simulation::is_ready ) { return; } - // setup draw range - switch( Mode ) { - case rendermode::color: { Config.draw_range = Global.BaseDrawRange; break; } - case rendermode::shadows: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; } - case rendermode::cabshadows: { Config.draw_range = ( Global.RenderCabShadowsRange > 0 ? clamp( Global.RenderCabShadowsRange, 5, 100 ) : simulation::Train->Occupied()->Dim.L ); break; } - case rendermode::reflections: { Config.draw_range = Global.BaseDrawRange; break; } - case rendermode::pickcontrols: { Config.draw_range = 50.f; break; } - case rendermode::pickscenery: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; } - default: { Config.draw_range = 0.f; break; } - } - // setup camera - auto &camera = Config.camera; - - camera.projection() = glm::mat4( 1.f ); - glm::dmat4 viewmatrix( 1.0 ); - - switch( Mode ) { - case rendermode::color: { - // modelview - if( ( false == DebugCameraFlag ) || ( true == Ignoredebug ) ) { - camera.position() = Global.pCamera.Pos; - Global.pCamera.SetMatrix( viewmatrix ); - } - else { - camera.position() = Global.pDebugCamera.Pos; - Global.pDebugCamera.SetMatrix( viewmatrix ); - } - // projection - auto const zfar = Config.draw_range * Global.fDistanceFactor * Zfar; - auto const znear = ( - Znear > 0.f ? - Znear * zfar : - 0.1f * Global.ZoomFactor ); - camera.projection() *= - glm::perspective( - glm::radians( Global.FieldOfView / Global.ZoomFactor ), - std::max( 1.f, (float)Global.iWindowWidth ) / std::max( 1.f, (float)Global.iWindowHeight ), - znear, - zfar ); -/* - m_sunandviewangle = - glm::dot( - m_sunlight.direction, - glm::vec3( 0.f, 0.f, -1.f ) * glm::mat3( viewmatrix ) ); -*/ - break; - } - case rendermode::shadows: { - // calculate lightview boundaries based on relevant area of the world camera frustum: - // ...setup chunk of frustum we're interested in... - auto const zfar = std::min( 1.f, Global.shadowtune.depth / ( Global.BaseDrawRange * Global.fDistanceFactor ) * std::max( 1.f, Global.ZoomFactor * 0.5f ) ); - renderpass_config worldview; - setup_pass( worldview, rendermode::color, 0.f, zfar, true ); - auto &frustumchunkshapepoints = worldview.camera.frustum_points(); - // ...modelview matrix: determine the centre of frustum chunk in world space... - glm::vec3 frustumchunkmin, frustumchunkmax; - bounding_box( frustumchunkmin, frustumchunkmax, std::begin( frustumchunkshapepoints ), std::end( frustumchunkshapepoints ) ); - auto const frustumchunkcentre = ( frustumchunkmin + frustumchunkmax ) * 0.5f; - // ...cap the vertical angle to keep shadows from getting too long... - auto const lightvector = - glm::normalize( glm::vec3{ - m_sunlight.direction.x, - std::min( m_sunlight.direction.y, -0.2f ), - m_sunlight.direction.z } ); - // ...place the light source at the calculated centre and setup world space light view matrix... - camera.position() = worldview.camera.position() + glm::dvec3{ frustumchunkcentre }; - viewmatrix *= glm::lookAt( - camera.position(), - camera.position() + glm::dvec3{ lightvector }, - glm::dvec3{ 0.f, 1.f, 0.f } ); - // ...projection matrix: calculate boundaries of the frustum chunk in light space... - auto const lightviewmatrix = - glm::translate( - glm::mat4{ glm::mat3{ viewmatrix } }, - -frustumchunkcentre ); - for( auto &point : frustumchunkshapepoints ) { - point = lightviewmatrix * point; - } - bounding_box( frustumchunkmin, frustumchunkmax, std::begin( frustumchunkshapepoints ), std::end( frustumchunkshapepoints ) ); - // quantize the frustum points and add some padding, to reduce shadow shimmer on scale changes - auto const quantizationstep{ std::min( Global.shadowtune.depth, 50.f ) }; - frustumchunkmin = quantizationstep * glm::floor( frustumchunkmin * ( 1.f / quantizationstep ) ); - frustumchunkmax = quantizationstep * glm::ceil( frustumchunkmax * ( 1.f / quantizationstep ) ); - // ...use the dimensions to set up light projection boundaries... - // NOTE: since we only have one cascade map stage, we extend the chunk forward/back to catch areas normally covered by other stages - camera.projection() *= - glm::ortho( - frustumchunkmin.x, frustumchunkmax.x, - frustumchunkmin.y, frustumchunkmax.y, - frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f ); -/* - // fixed ortho projection from old build, for quick quality comparisons - camera.projection() *= - glm::ortho( - -Global.shadowtune.width, Global.shadowtune.width, - -Global.shadowtune.width, Global.shadowtune.width, - -Global.shadowtune.depth, Global.shadowtune.depth ); - camera.position() = Global.pCameraPosition - glm::dvec3{ m_sunlight.direction }; - if( camera.position().y - Global.pCameraPosition.y < 0.1 ) { - camera.position().y = Global.pCameraPosition.y + 0.1; - } - viewmatrix *= glm::lookAt( - camera.position(), - glm::dvec3{ Global.pCameraPosition }, - glm::dvec3{ 0.f, 1.f, 0.f } ); -*/ - // ... and adjust the projection to sample complete shadow map texels: - // get coordinates for a sample texel... - auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } }; - // ...convert result from clip space to texture coordinates, and calculate adjustment... - shadowmaptexel *= m_shadowbuffersize * 0.5f; - auto shadowmapadjustment = glm::round( shadowmaptexel ) - shadowmaptexel; - // ...transform coordinate change back to homogenous light space... - shadowmapadjustment /= m_shadowbuffersize * 0.5f; - // ... and bake the adjustment into the projection matrix - camera.projection() = - glm::translate( - glm::mat4{ 1.f }, - glm::vec3{ shadowmapadjustment, 0.f } ) - * camera.projection(); - - break; - } - case rendermode::cabshadows: { - // fixed size cube large enough to enclose a vehicle compartment - // modelview - auto const lightvector = - glm::normalize( glm::vec3{ - m_sunlight.direction.x, - std::min( m_sunlight.direction.y, -0.2f ), - m_sunlight.direction.z } ); - camera.position() = Global.pCamera.Pos - glm::dvec3 { lightvector }; - viewmatrix *= glm::lookAt( - camera.position(), - glm::dvec3 { Global.pCamera.Pos }, - glm::dvec3 { 0.f, 1.f, 0.f } ); - // projection - auto const maphalfsize { Config.draw_range * 0.5f }; - camera.projection() *= - glm::ortho( - -maphalfsize, maphalfsize, - -maphalfsize, maphalfsize, - -Config.draw_range, Config.draw_range ); -/* - // adjust the projection to sample complete shadow map texels - auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } }; - shadowmaptexel *= ( m_shadowbuffersize / 2 ) * 0.5f; - auto shadowmapadjustment = glm::round( shadowmaptexel ) - shadowmaptexel; - shadowmapadjustment /= ( m_shadowbuffersize / 2 ) * 0.5f; - camera.projection() = glm::translate( glm::mat4{ 1.f }, glm::vec3{ shadowmapadjustment, 0.f } ) * camera.projection(); -*/ - break; - } - case rendermode::reflections: { - // modelview - camera.position() = ( - ( ( true == DebugCameraFlag ) && ( false == Ignoredebug ) ) ? - Global.pDebugCamera.Pos : - Global.pCamera.Pos ); - glm::dvec3 const cubefacetargetvectors[ 6 ] = { { 1.0, 0.0, 0.0 }, { -1.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }, { 0.0, -1.0, 0.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, -1.0 } }; - glm::dvec3 const cubefaceupvectors[ 6 ] = { { 0.0, -1.0, 0.0 }, { 0.0, -1.0, 0.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, -1.0 }, { 0.0, -1.0, 0.0 }, { 0.0, -1.0, 0.0 } }; - auto const cubefaceindex = m_environmentcubetextureface - GL_TEXTURE_CUBE_MAP_POSITIVE_X; - viewmatrix *= - glm::lookAt( - camera.position(), - camera.position() + cubefacetargetvectors[ cubefaceindex ], - cubefaceupvectors[ cubefaceindex ] ); - // projection - camera.projection() *= - glm::perspective( - glm::radians( 90.f ), - 1.f, - 0.1f * Global.ZoomFactor, - Config.draw_range * Global.fDistanceFactor ); - break; - } - - case rendermode::pickcontrols: - case rendermode::pickscenery: { - // TODO: scissor test for pick modes - // modelview - camera.position() = Global.pCamera.Pos; - Global.pCamera.SetMatrix( viewmatrix ); - // projection - camera.projection() *= - glm::perspective( - glm::radians( Global.FieldOfView / Global.ZoomFactor ), - std::max( 1.f, (float)Global.iWindowWidth ) / std::max( 1.f, (float)Global.iWindowHeight ), - 0.1f * Global.ZoomFactor, - Config.draw_range * Global.fDistanceFactor ); - break; - } - default: { - break; - } - } - camera.modelview() = viewmatrix; - camera.update_frustum(); -} - -void -opengl_renderer::setup_matrices() { - - ::glMatrixMode( GL_PROJECTION ); - OpenGLMatrices.load_matrix( m_renderpass.camera.projection() ); - - if( ( m_renderpass.draw_mode == rendermode::color ) - && ( m_environmentcubetexturesupport ) ) { - // special case, for colour render pass setup texture matrix for reflections cube map - select_unit( m_helpertextureunit ); - ::glMatrixMode( GL_TEXTURE ); -// ::glPushMatrix(); - ::glLoadIdentity(); - ::glMultMatrixf( glm::value_ptr( glm::inverse( glm::mat4{ glm::mat3{ m_renderpass.camera.modelview() } } ) ) ); - select_unit( m_diffusetextureunit ); - } - - // trim modelview matrix just to rotation, since rendering is done in camera-centric world space - ::glMatrixMode( GL_MODELVIEW ); - OpenGLMatrices.load_matrix( glm::mat4( glm::mat3( m_renderpass.camera.modelview() ) ) ); -} - -void -opengl_renderer::setup_drawing( bool const Alpha ) { - - if( true == Alpha ) { - - ::glEnable( GL_BLEND ); - ::glAlphaFunc( GL_GREATER, 0.f ); - } - else { - ::glDisable( GL_BLEND ); - ::glAlphaFunc( GL_GREATER, 0.5f ); - } - - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::reflections: { - ::glEnable( GL_LIGHTING ); - ::glShadeModel( GL_SMOOTH ); - if( Global.iMultisampling ) { - ::glEnable( GL_MULTISAMPLE ); - } - // setup fog - if( Global.fFogEnd > 0 ) { - // fog setup - m_fogrange = Global.fFogEnd / std::max( 1.f, Global.Overcast * 2.f ); - ::glFogfv( GL_FOG_COLOR, glm::value_ptr( Global.FogColor ) ); - ::glFogf( GL_FOG_DENSITY, static_cast( 1.0 / m_fogrange ) ); - ::glEnable( GL_FOG ); - } - else { ::glDisable( GL_FOG ); } - - break; - } - case rendermode::shadows: - case rendermode::cabshadows: - case rendermode::pickcontrols: - case rendermode::pickscenery: { - ::glColor4fv( glm::value_ptr( colors::white ) ); - ::glDisable( GL_LIGHTING ); - ::glShadeModel( GL_FLAT ); - if( Global.iMultisampling ) { - ::glDisable( GL_MULTISAMPLE ); - } - ::glDisable( GL_FOG ); - - break; - } - default: { - break; - } - } -} - -// configures, enables and disables specified texture units -void -opengl_renderer::setup_units( bool const Diffuse, bool const Shadows, bool const Reflections ) { - // helper texture unit. - // darkens previous stage, preparing data for the shadow texture unit to select from - if( m_helpertextureunit >= 0 ) { - - select_unit( m_helpertextureunit ); - - if( ( true == Reflections ) - || ( ( true == Global.RenderShadows ) && ( true == Shadows ) && ( false == Global.bWireFrame ) ) ) { - // we need to have texture on the helper for either the reflection and shadow generation (or both) - if( true == m_environmentcubetexturesupport ) { - // bind dynamic environment cube if it's enabled... - // NOTE: environment cube map isn't part of regular texture system, so we use direct bind call here - ::glBindTexture( GL_TEXTURE_CUBE_MAP, m_environmentcubetexture ); - ::glEnable( GL_TEXTURE_CUBE_MAP ); - } - else { - // ...otherwise fallback on static spherical image - m_textures.bind( textureunit::helper, m_reflectiontexture ); - ::glEnable( GL_TEXTURE_2D ); - } - } - else { - if( true == m_environmentcubetexturesupport ) { - ::glDisable( GL_TEXTURE_CUBE_MAP ); - } - else { - ::glDisable( GL_TEXTURE_2D ); - } - } - - if( ( true == Global.RenderShadows ) && ( true == Shadows ) && ( false == Global.bWireFrame ) ) { - - ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); - ::glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, glm::value_ptr( m_shadowcolor ) ); - - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ); // darken the previous stage - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); - - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS ); - } - else { - - ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE ); // pass the previous stage colour down the chain - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS ); - - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS ); - } - - if( true == Reflections ) { - if( true == m_environmentcubetexturesupport ) { - ::glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); - ::glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); - ::glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); - ::glEnable( GL_TEXTURE_GEN_S ); - ::glEnable( GL_TEXTURE_GEN_T ); - ::glEnable( GL_TEXTURE_GEN_R ); - } - else { - // fixed texture fall back - ::glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); - ::glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); - ::glEnable( GL_TEXTURE_GEN_S ); - ::glEnable( GL_TEXTURE_GEN_T ); - } - } - else { - if( true == m_environmentcubetexturesupport ) { - ::glDisable( GL_TEXTURE_GEN_S ); - ::glDisable( GL_TEXTURE_GEN_T ); - ::glDisable( GL_TEXTURE_GEN_R ); - } - else { - ::glDisable( GL_TEXTURE_GEN_S ); - ::glDisable( GL_TEXTURE_GEN_T ); - } - } - } - // shadow texture unit. - // interpolates between primary colour and the previous unit, which should hold darkened variant of the primary colour - if( m_shadowtextureunit >= 0 ) { - if( ( true == Global.RenderShadows ) - && ( true == Shadows ) - && ( false == Global.bWireFrame ) - && ( m_shadowcolor != colors::white ) ) { - - select_unit( m_shadowtextureunit ); - // NOTE: texture and transformation matrix setup are done through separate call - ::glEnable( GL_TEXTURE_2D ); - // s - ::glEnable( GL_TEXTURE_GEN_S ); - // t - ::glEnable( GL_TEXTURE_GEN_T ); - // r - ::glEnable( GL_TEXTURE_GEN_R ); - // q - ::glEnable( GL_TEXTURE_GEN_Q ); - - ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); // choose between lit and lit * shadow colour, based on depth test - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR ); - - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS ); - } - else { - // turn off shadow map tests - select_unit( m_shadowtextureunit ); - - ::glDisable( GL_TEXTURE_2D ); - ::glDisable( GL_TEXTURE_GEN_S ); - ::glDisable( GL_TEXTURE_GEN_T ); - ::glDisable( GL_TEXTURE_GEN_R ); - ::glDisable( GL_TEXTURE_GEN_Q ); - } - } - // reflections/normals texture unit - // NOTE: comes after diffuse stage in the operation chain - if( m_normaltextureunit >= 0 ) { - - select_unit( m_normaltextureunit ); - - if( true == Reflections ) { - ::glEnable( GL_TEXTURE_2D ); - - ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); // blend between object colour and env.reflection - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE ); // alpha channel of the normal map controls reflection strength - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA ); - - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS ); - } - else { - ::glDisable( GL_TEXTURE_2D ); - } - } - // diffuse texture unit. - // NOTE: diffuse texture mapping is never fully disabled, alpha channel information is always included - select_unit( m_diffusetextureunit ); - ::glEnable( GL_TEXTURE_2D ); - if( true == Diffuse ) { - // default behaviour, modulate with previous stage - ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); -/* - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); -*/ - } - else { - // solid colour with texture alpha - ::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); -/* - ::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE ); - ::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); -*/ - } - // update unit state - m_unitstate.diffuse = Diffuse; - m_unitstate.shadows = Shadows; - m_unitstate.reflections = Reflections; -} - -// configures shadow texture unit for specified shadow map and conersion matrix -void -opengl_renderer::setup_shadow_map( GLuint const Texture, glm::mat4 const &Transformation ) { - - if( ( m_shadowtextureunit == -1 ) - || ( false == Global.RenderShadows ) - || ( true == Global.bWireFrame ) - || ( m_shadowcolor == colors::white ) ) { - // shadows are off - return; - } - - select_unit( m_shadowtextureunit ); - // NOTE: shadowmap isn't part of regular texture system, so we use direct bind call here - ::glBindTexture( GL_TEXTURE_2D, Texture ); - // s - ::glTexGenfv( GL_S, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 0 ) ) ); - // t - ::glTexGenfv( GL_T, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 1 ) ) ); - // r - ::glTexGenfv( GL_R, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 2 ) ) ); - // q - ::glTexGenfv( GL_Q, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 3 ) ) ); - - select_unit( m_diffusetextureunit ); -} - -// enables and disables specified texture units -void -opengl_renderer::switch_units( bool const Diffuse, bool const Shadows, bool const Reflections ) { - // helper texture unit. - if( m_helpertextureunit >= 0 ) { - - select_unit( m_helpertextureunit ); - if( ( true == Reflections ) - || ( ( true == Global.RenderShadows ) - && ( true == Shadows ) - && ( false == Global.bWireFrame ) - && ( m_shadowcolor != colors::white ) ) ) { - if( true == m_environmentcubetexturesupport ) { - ::glEnable( GL_TEXTURE_CUBE_MAP ); - } - else { - ::glEnable( GL_TEXTURE_2D ); - } - } - else { - if( true == m_environmentcubetexturesupport ) { - ::glDisable( GL_TEXTURE_CUBE_MAP ); - } - else { - ::glDisable( GL_TEXTURE_2D ); - } - } - } - // shadow texture unit. - if( m_shadowtextureunit >= 0 ) { - if( ( true == Global.RenderShadows ) && ( true == Shadows ) && ( false == Global.bWireFrame ) ) { - - select_unit( m_shadowtextureunit ); - ::glEnable( GL_TEXTURE_2D ); - } - else { - - select_unit( m_shadowtextureunit ); - ::glDisable( GL_TEXTURE_2D ); - } - } - // normal/reflection texture unit - if( m_normaltextureunit >= 0 ) { - if( true == Reflections ) { - - select_unit( m_normaltextureunit ); - ::glEnable( GL_TEXTURE_2D ); - } - else { - select_unit( m_normaltextureunit ); - ::glDisable( GL_TEXTURE_2D ); - } - } - // diffuse texture unit. - // NOTE: toggle actually disables diffuse texture mapping, unlike setup counterpart - if( true == Diffuse ) { - - select_unit( m_diffusetextureunit ); - ::glEnable( GL_TEXTURE_2D ); - } - else { - - select_unit( m_diffusetextureunit ); - ::glDisable( GL_TEXTURE_2D ); - } - // update unit state - m_unitstate.diffuse = Diffuse; - m_unitstate.shadows = Shadows; - m_unitstate.reflections = Reflections; -} - -void -opengl_renderer::setup_shadow_color( glm::vec4 const &Shadowcolor ) { - - select_unit( m_helpertextureunit ); - ::glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, glm::value_ptr( Shadowcolor ) ); // in-shadow colour multiplier - select_unit( m_diffusetextureunit ); -} - -void -opengl_renderer::setup_environment_light( TEnvironmentType const Environment ) { - - switch( Environment ) { - case e_flat: { - m_sunlight.apply_intensity(); -// m_environment = Environment; - break; - } - case e_canyon: { - m_sunlight.apply_intensity( 0.4f ); -// m_environment = Environment; - break; - } - case e_tunnel: { - m_sunlight.apply_intensity( 0.2f ); -// m_environment = Environment; - break; - } - default: { - break; - } - } -} - -bool -opengl_renderer::Render( world_environment *Environment ) { - - // calculate shadow tone, based on positions of celestial bodies - m_shadowcolor = interpolate( - glm::vec4{ colors::shadow }, - glm::vec4{ colors::white }, - clamp( -Environment->m_sun.getAngle(), 0.f, 6.f ) / 6.f ); - if( ( Environment->m_sun.getAngle() < -18.f ) - && ( Environment->m_moon.getAngle() > 0.f ) ) { - // turn on moon shadows after nautical twilight, if the moon is actually up - m_shadowcolor = colors::shadow; - } - // soften shadows depending on sky overcast factor - m_shadowcolor = glm::min( - colors::white, - m_shadowcolor + ( ( colors::white - colors::shadow ) * Global.Overcast ) ); - - if( Global.bWireFrame ) { - // bez nieba w trybie rysowania linii - return false; - } - - Bind_Material( null_handle ); - ::glDisable( GL_LIGHTING ); - ::glDisable( GL_DEPTH_TEST ); - ::glDepthMask( GL_FALSE ); - // skydome - // drawn with 500m radius to blend in if the fog range is low - ::glPushMatrix(); - ::glScalef( 500.f, 500.f, 500.f ); - Environment->m_skydome.Render(); - if( Global.bUseVBO ) { - gfx::opengl_vbogeometrybank::reset(); - } - ::glPopMatrix(); - // stars - if( Environment->m_stars.m_stars != nullptr ) { - // setup - ::glPushMatrix(); - ::glRotatef( Environment->m_stars.m_latitude, 1.f, 0.f, 0.f ); // ustawienie osi OY na północ - ::glRotatef( -std::fmod( (float)Global.fTimeAngleDeg, 360.f ), 0.f, 1.f, 0.f ); // obrót dobowy osi OX - ::glPointSize( 2.f ); - // render - Render( Environment->m_stars.m_stars, nullptr, 1.0 ); - // post-render cleanup - ::glPointSize( 3.f ); - ::glPopMatrix(); - } - // celestial bodies - if( DebugModeFlag == true ) { - // mark sun position for easier debugging - Environment->m_sun.render(); - Environment->m_moon.render(); - } - // render actual sun and moon - ::glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT ); - - ::glDisable( GL_LIGHTING ); - ::glDisable( GL_ALPHA_TEST ); - ::glEnable( GL_BLEND ); - ::glBlendFunc( GL_SRC_ALPHA, GL_ONE ); - - auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW ); - - auto const fogfactor { clamp( Global.fFogEnd / 2000.f, 0.f, 1.f ) }; // closer/denser fog reduces opacity of the celestial bodies - float const duskfactor = 1.0f - clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f; - glm::vec3 suncolor = interpolate( - glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ), - glm::vec3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ), - duskfactor ); - // sun - { - Bind_Texture( m_suntexture ); - ::glColor4f( suncolor.x, suncolor.y, suncolor.z, clamp( 1.5f - Global.Overcast, 0.f, 1.f ) * fogfactor ); - auto const sunvector = Environment->m_sun.getDirection(); - auto const sunposition = modelview * glm::vec4( sunvector.x, sunvector.y, sunvector.z, 1.0f ); - - ::glPushMatrix(); - ::glLoadIdentity(); // macierz jedynkowa - ::glTranslatef( sunposition.x, sunposition.y, sunposition.z ); // początek układu zostaje bez zmian - - float const size = interpolate( // TODO: expose distance/scale factor from the moon object - 0.0325f, - 0.0275f, - clamp( Environment->m_sun.getAngle(), 0.f, 90.f ) / 90.f ); - ::glBegin( GL_TRIANGLE_STRIP ); - ::glMultiTexCoord2f( m_diffusetextureunit, 1.f, 1.f ); ::glVertex3f( -size, size, 0.f ); - ::glMultiTexCoord2f( m_diffusetextureunit, 1.f, 0.f ); ::glVertex3f( -size, -size, 0.f ); - ::glMultiTexCoord2f( m_diffusetextureunit, 0.f, 1.f ); ::glVertex3f( size, size, 0.f ); - ::glMultiTexCoord2f( m_diffusetextureunit, 0.f, 0.f ); ::glVertex3f( size, -size, 0.f ); - ::glEnd(); - - ::glPopMatrix(); - } - // moon - { - Bind_Texture( m_moontexture ); - glm::vec3 mooncolor( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ); - ::glColor4f( - mooncolor.r, mooncolor.g, mooncolor.b, - // fade the moon if it's near the sun in the sky, especially during the day - std::max( - 0.f, - 1.0 - - 0.5 * Global.fLuminance - - 0.65 * std::max( 0.f, glm::dot( Environment->m_sun.getDirection(), Environment->m_moon.getDirection() ) ) ) - * fogfactor ); - - auto const moonposition = modelview * glm::vec4( Environment->m_moon.getDirection(), 1.0f ); - ::glPushMatrix(); - ::glLoadIdentity(); // macierz jedynkowa - ::glTranslatef( moonposition.x, moonposition.y, moonposition.z ); - - float const size = interpolate( // TODO: expose distance/scale factor from the moon object - 0.0160f, - 0.0135f, - clamp( Environment->m_moon.getAngle(), 0.f, 90.f ) / 90.f ); - // choose the moon appearance variant, based on current moon phase - // NOTE: implementation specific, 8 variants are laid out in 3x3 arrangement - // from new moon onwards, top left to right bottom (last spot is left for future use, if any) - auto const moonphase = Environment->m_moon.getPhase(); - float moonu, moonv; - if( moonphase < 1.84566f ) { moonv = 1.0f - 0.0f; moonu = 0.0f; } - else if( moonphase < 5.53699f ) { moonv = 1.0f - 0.0f; moonu = 0.333f; } - else if( moonphase < 9.22831f ) { moonv = 1.0f - 0.0f; moonu = 0.667f; } - else if( moonphase < 12.91963f ) { moonv = 1.0f - 0.333f; moonu = 0.0f; } - else if( moonphase < 16.61096f ) { moonv = 1.0f - 0.333f; moonu = 0.333f; } - else if( moonphase < 20.30228f ) { moonv = 1.0f - 0.333f; moonu = 0.667f; } - else if( moonphase < 23.99361f ) { moonv = 1.0f - 0.667f; moonu = 0.0f; } - else if( moonphase < 27.68493f ) { moonv = 1.0f - 0.667f; moonu = 0.333f; } - else { moonv = 1.0f - 0.0f; moonu = 0.0f; } - - ::glBegin( GL_TRIANGLE_STRIP ); - ::glMultiTexCoord2f( m_diffusetextureunit, moonu, moonv ); ::glVertex3f( -size, size, 0.0f ); - ::glMultiTexCoord2f( m_diffusetextureunit, moonu, moonv - 0.333f ); ::glVertex3f( -size, -size, 0.0f ); - ::glMultiTexCoord2f( m_diffusetextureunit, moonu + 0.333f, moonv ); ::glVertex3f( size, size, 0.0f ); - ::glMultiTexCoord2f( m_diffusetextureunit, moonu + 0.333f, moonv - 0.333f ); ::glVertex3f( size, -size, 0.0f ); - ::glEnd(); - - ::glPopMatrix(); - } - ::glPopAttrib(); - - m_sunlight.apply_angle(); - m_sunlight.apply_intensity(); - - // clouds - if( Environment->m_clouds.mdCloud ) { - // setup - Disable_Lights(); - ::glEnable( GL_LIGHTING ); - ::glEnable( GL_LIGHT0 ); // other lights will be enabled during lights update - ::glLightModelfv( - GL_LIGHT_MODEL_AMBIENT, - glm::value_ptr( - interpolate( Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f ) - * interpolate( 1.f, 0.35f, Global.Overcast / 2.f ) // overcast darkens the clouds - * 0.5f // arbitrary adjustment factor - ) ); - // render - Render( Environment->m_clouds.mdCloud, nullptr, 100.0 ); - Render_Alpha( Environment->m_clouds.mdCloud, nullptr, 100.0 ); - // post-render cleanup - ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( colors::none ) ); - ::glDisable( GL_LIGHTING ); - } - - ::glDepthMask( GL_TRUE ); - ::glEnable( GL_DEPTH_TEST ); - ::glEnable( GL_LIGHTING ); - - return true; -} - -// geometry methods -// creates a new geometry bank. returns: handle to the bank or NULL -gfx::geometrybank_handle -opengl_renderer::Create_Bank() { - - return m_geometry.create_bank(); -} - -// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL -gfx::geometry_handle -opengl_renderer::Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) { - - return m_geometry.create_chunk( Vertices, Geometry, Type ); -} - -// replaces data of specified chunk with the supplied vertex data, starting from specified offset -bool -opengl_renderer::Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) { - - return m_geometry.replace( Vertices, Geometry, Offset ); -} - -// adds supplied vertex data at the end of specified chunk -bool -opengl_renderer::Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) { - - return m_geometry.append( Vertices, Geometry ); -} - -// provides direct access to vertex data of specfied chunk -gfx::vertex_array const & -opengl_renderer::Vertices( gfx::geometry_handle const &Geometry ) const { - - return m_geometry.vertices( Geometry ); -} - -// material methods -material_handle -opengl_renderer::Fetch_Material( std::string const &Filename, bool const Loadnow ) { - - return m_materials.create( Filename, Loadnow ); -} - -void -opengl_renderer::Bind_Material( material_handle const Material ) { - - auto const &material = m_materials.material( Material ); - if( false == Global.BasicRenderer ) { - m_textures.bind( textureunit::normals, material.texture2 ); - } - m_textures.bind( textureunit::diffuse, material.texture1 ); -} - -opengl_material const & -opengl_renderer::Material( material_handle const Material ) const { - - return m_materials.material( Material ); -} - -// texture methods -void -opengl_renderer::select_unit( GLint const Textureunit ) { - - return m_textures.unit( Textureunit ); -} - -texture_handle -opengl_renderer::Fetch_Texture( std::string const &Filename, bool const Loadnow ) { - - return m_textures.create( Filename, Loadnow ); -} - -void -opengl_renderer::Bind_Texture( texture_handle const Texture ) { - - m_textures.bind( textureunit::diffuse, Texture ); -} - -opengl_texture const & -opengl_renderer::Texture( texture_handle const Texture ) const { - - return m_textures.texture( Texture ); -} - -void -opengl_renderer::Render( scene::basic_region *Region ) { - - m_sectionqueue.clear(); - m_cellqueue.clear(); - // build a list of region sections to render - glm::vec3 const cameraposition { m_renderpass.camera.position() }; - auto const camerax = static_cast( std::floor( cameraposition.x / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2 ) ); - auto const cameraz = static_cast( std::floor( cameraposition.z / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2 ) ); - int const segmentcount = 2 * static_cast( std::ceil( m_renderpass.draw_range * Global.fDistanceFactor / scene::EU07_SECTIONSIZE ) ); - int const originx = camerax - segmentcount / 2; - int const originz = cameraz - segmentcount / 2; - - for( int row = originz; row <= originz + segmentcount; ++row ) { - if( row < 0 ) { continue; } - if( row >= scene::EU07_REGIONSIDESECTIONCOUNT ) { break; } - for( int column = originx; column <= originx + segmentcount; ++column ) { - if( column < 0 ) { continue; } - if( column >= scene::EU07_REGIONSIDESECTIONCOUNT ) { break; } - auto *section { Region->m_sections[ row * scene::EU07_REGIONSIDESECTIONCOUNT + column ] }; - if( ( section != nullptr ) - && ( m_renderpass.camera.visible( section->m_area ) ) ) { - m_sectionqueue.emplace_back( section ); - } - } - } - - switch( m_renderpass.draw_mode ) { - case rendermode::color: { - - Update_Lights( simulation::Lights ); - - Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) ); - if( EditorModeFlag ) { - // when editor mode is active calculate world position of the cursor - // at this stage the z-buffer is filled with only ground geometry - Update_Mouse_Position(); - } - // draw queue is filled while rendering sections - Render( std::begin( m_cellqueue ), std::end( m_cellqueue ) ); - break; - } - case rendermode::shadows: - case rendermode::cabshadows: - case rendermode::pickscenery: { - // these render modes don't bother with lights - Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) ); - // they can also skip queue sorting, as they only deal with opaque geometry - // NOTE: there's benefit from rendering front-to-back, but is it significant enough? TODO: investigate - Render( std::begin( m_cellqueue ), std::end( m_cellqueue ) ); - break; - } - case rendermode::reflections: { - // for the time being reflections render only terrain geometry - Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) ); - break; - } - case rendermode::pickcontrols: - default: { - // no need to render anything ourside of the cab in control picking mode - break; - } - } -} - -void -opengl_renderer::Render( section_sequence::iterator First, section_sequence::iterator Last ) { - - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::reflections: { - - break; - } - case rendermode::shadows: - case rendermode::cabshadows: { - // experimental, for shadows render both back and front faces, to supply back faces of the 'forest strips' - ::glDisable( GL_CULL_FACE ); - break; } - case rendermode::pickscenery: { - // non-interactive scenery elements get neutral colour - ::glColor3fv( glm::value_ptr( colors::none ) ); - break; - } - default: { - break; } - } - - while( First != Last ) { - - auto *section = *First; - section->create_geometry(); - - // render shapes held by the section - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::reflections: - case rendermode::shadows: - case rendermode::cabshadows: - case rendermode::pickscenery: { - if( false == section->m_shapes.empty() ) { - // since all shapes of the section share center point we can optimize out a few calls here - ::glPushMatrix(); - auto const originoffset { section->m_area.center - m_renderpass.camera.position() }; - ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); - // render - for( auto const &shape : section->m_shapes ) { Render( shape, true ); } - // post-render cleanup - ::glPopMatrix(); - } - break; - } - case rendermode::pickcontrols: - default: { - break; - } - } - - // add the section's cells to the cell queue - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::shadows: - case rendermode::cabshadows: - case rendermode::pickscenery: { - for( auto &cell : section->m_cells ) { - if( ( true == cell.m_active ) - && ( m_renderpass.camera.visible( cell.m_area ) ) ) { - // store visible cells with content as well as their current distance, for sorting later - m_cellqueue.emplace_back( - glm::length2( m_renderpass.camera.position() - cell.m_area.center ), - &cell ); - } - } - break; - } - case rendermode::reflections: - case rendermode::pickcontrols: - default: { - break; - } - } - // proceed to next section - ++First; - } - - switch( m_renderpass.draw_mode ) { - case rendermode::shadows: - case rendermode::cabshadows: { - // restore standard face cull mode - ::glEnable( GL_CULL_FACE ); - break; } - default: { - break; } - } -} - -void -opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator Last ) { - - // cache initial iterator for the second sweep - auto first { First }; - // first pass draws elements which we know are located in section banks, to reduce vbo switching - while( First != Last ) { - - auto *cell = First->second; - // przeliczenia animacji torów w sektorze - cell->RaAnimate( m_framestamp ); - - switch( m_renderpass.draw_mode ) { - case rendermode::color: { - // since all shapes of the section share center point we can optimize out a few calls here - ::glPushMatrix(); - auto const originoffset { cell->m_area.center - m_renderpass.camera.position() }; - ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); - - // render - // opaque non-instanced shapes - for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } - // tracks - // TODO: update after path node refactoring - Render( std::begin( cell->m_paths ), std::end( cell->m_paths ) ); -#ifdef EU07_USE_DEBUG_CULLING - // debug - ::glLineWidth( 2.f ); - float const width = cell->m_area.radius; - float const height = cell->m_area.radius * 0.2f; - glDisable( GL_LIGHTING ); - glDisable( GL_TEXTURE_2D ); - glColor3ub( 255, 128, 128 ); - glBegin( GL_LINE_LOOP ); - glVertex3f( -width, height, width ); - glVertex3f( -width, height, -width ); - glVertex3f( width, height, -width ); - glVertex3f( width, height, width ); - glEnd(); - glBegin( GL_LINE_LOOP ); - glVertex3f( -width, 0, width ); - glVertex3f( -width, 0, -width ); - glVertex3f( width, 0, -width ); - glVertex3f( width, 0, width ); - glEnd(); - glBegin( GL_LINES ); - glVertex3f( -width, height, width ); glVertex3f( -width, 0, width ); - glVertex3f( -width, height, -width ); glVertex3f( -width, 0, -width ); - glVertex3f( width, height, -width ); glVertex3f( width, 0, -width ); - glVertex3f( width, height, width ); glVertex3f( width, 0, width ); - glEnd(); - glColor3ub( 255, 255, 255 ); - glEnable( GL_TEXTURE_2D ); - glEnable( GL_LIGHTING ); - glLineWidth( 1.f ); -#endif - // post-render cleanup - ::glPopMatrix(); - - break; - } - case rendermode::shadows: { - // since all shapes of the section share center point we can optimize out a few calls here - ::glPushMatrix(); - auto const originoffset { cell->m_area.center - m_renderpass.camera.position() }; - ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); - - // render - // opaque non-instanced shapes - for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } - // tracks - Render( std::begin( cell->m_paths ), std::end( cell->m_paths ) ); - - // post-render cleanup - ::glPopMatrix(); - - break; - } - case rendermode::cabshadows: { - // since all shapes of the section share center point we can optimize out a few calls here - ::glPushMatrix(); - auto const originoffset { cell->m_area.center - m_renderpass.camera.position() }; - ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); - - // render - // opaque non-instanced shapes - for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } - // NOTE: tracks aren't likely to cast shadows into the cab, so we skip them in this pass - - // post-render cleanup - ::glPopMatrix(); - - break; - } - case rendermode::pickscenery: { - // same procedure like with regular render, but editor-enabled nodes receive custom colour used for picking - // since all shapes of the section share center point we can optimize out a few calls here - ::glPushMatrix(); - auto const originoffset { cell->m_area.center - m_renderpass.camera.position() }; - ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); - // render - // opaque non-instanced shapes - // non-interactive scenery elements get neutral colour - ::glColor3fv( glm::value_ptr( colors::none ) ); - for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } - // tracks - for( auto *path : cell->m_paths ) { - ::glColor3fv( glm::value_ptr( pick_color( m_picksceneryitems.size() + 1 ) ) ); - Render( path ); - } - - // post-render cleanup - ::glPopMatrix(); - - break; - } - case rendermode::reflections: - case rendermode::pickcontrols: - default: { - break; - } - } - - ++First; - } - // second pass draws elements with their own vbos - while( first != Last ) { - - auto const *cell = first->second; - - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::shadows: - case rendermode::cabshadows: { - // opaque parts of instanced models - for( auto *instance : cell->m_instancesopaque ) { Render( instance ); } - // opaque parts of vehicles - for( auto *path : cell->m_paths ) { - for( auto *dynamic : path->Dynamics ) { - Render( dynamic ); - } - } - // memcells - if( ( EditorModeFlag ) - && ( DebugModeFlag ) ) { - ::glPushAttrib( GL_ENABLE_BIT ); - ::glDisable( GL_TEXTURE_2D ); - ::glColor3f( 0.36f, 0.75f, 0.35f ); - for( auto *memorycell : cell->m_memorycells ) { - Render( memorycell ); - } - ::glPopAttrib(); - } - break; - } - case rendermode::pickscenery: { - // opaque parts of instanced models - // same procedure like with regular render, but each node receives custom colour used for picking - for( auto *instance : cell->m_instancesopaque ) { - ::glColor3fv( glm::value_ptr( pick_color( m_picksceneryitems.size() + 1 ) ) ); - Render( instance ); - } - // memcells - if( ( EditorModeFlag ) - && ( DebugModeFlag ) ) { - for( auto *memorycell : cell->m_memorycells ) { - ::glColor3fv( glm::value_ptr( pick_color( m_picksceneryitems.size() + 1 ) ) ); - Render( memorycell ); - } - } - // vehicles aren't included in scenery picking for the time being - break; - } - case rendermode::reflections: - case rendermode::pickcontrols: - default: { - break; - } - } - - ++first; - } -#ifdef EU07_USE_DEBUG_SOUNDEMITTERS - // sound emitters - if( DebugModeFlag ) { - switch( m_renderpass.draw_mode ) { - case rendermode::color: { - - ::glPushAttrib( GL_ENABLE_BIT ); - ::glDisable( GL_TEXTURE_2D ); - ::glColor3f( 0.36f, 0.75f, 0.35f ); - - for( auto const &audiosource : audio::renderer.m_sources ) { - - ::glPushMatrix(); - auto const position = audiosource.properties.location - m_renderpass.camera.position(); - ::glTranslated( position.x, position.y, position.z ); - - ::gluSphere( m_quadric, 0.1, 4, 2 ); - - ::glPopMatrix(); - } - - ::glPopAttrib(); - - break; - } - default: { - break; - } - } - } -#endif - -} - -void -opengl_renderer::Render( scene::shape_node const &Shape, bool const Ignorerange ) { - - auto const &data { Shape.data() }; - - if( false == Ignorerange ) { - double distancesquared; - switch( m_renderpass.draw_mode ) { - case rendermode::shadows: - case rendermode::cabshadows: { - // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees - distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - default: { - distancesquared = glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - } - if( ( distancesquared < data.rangesquared_min ) - || ( distancesquared >= data.rangesquared_max ) ) { - return; - } - } - - // setup - Bind_Material( data.material ); - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::reflections: { - ::glColor3fv( glm::value_ptr( data.lighting.diffuse ) ); -/* - // NOTE: ambient component is set by diffuse component - // NOTE: for the time being non-instanced shapes are rendered without specular component due to wrong/arbitrary values set in legacy scenarios - // TBD, TODO: find a way to resolve this with the least amount of tears? - ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( data.lighting.specular * m_sunlight.specular.a * m_specularopaquescalefactor ) ); -*/ - break; - } - // pick modes are painted with custom colours, and shadow pass doesn't use any - case rendermode::shadows: - case rendermode::cabshadows: - case rendermode::pickscenery: - case rendermode::pickcontrols: - default: { - break; - } - } - // render - m_geometry.draw( data.geometry ); - // debug data - ++m_debugstats.shapes; - ++m_debugstats.drawcalls; -} - -void -opengl_renderer::Render( TAnimModel *Instance ) { - - if( false == Instance->m_visible ) { - return; - } - - double distancesquared; - switch( m_renderpass.draw_mode ) { - case rendermode::shadows: - case rendermode::cabshadows: { - // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees - distancesquared = Math3D::SquareMagnitude( ( Instance->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - default: { - distancesquared = Math3D::SquareMagnitude( ( Instance->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - } - if( ( distancesquared < Instance->m_rangesquaredmin ) - || ( distancesquared >= Instance->m_rangesquaredmax ) ) { - return; - } - // crude way to reject early items too far to affect the output (mostly relevant for shadow passes) - auto const drawdistancethreshold{ m_renderpass.draw_range + 250 }; - if( distancesquared > drawdistancethreshold * drawdistancethreshold ) { - return; - } - - switch( m_renderpass.draw_mode ) { - case rendermode::pickscenery: { - // add the node to the pick list - m_picksceneryitems.emplace_back( Instance ); - break; - } - default: { - break; - } - } - - Instance->RaAnimate( m_framestamp ); // jednorazowe przeliczenie animacji - Instance->RaPrepare(); - if( Instance->pModel ) { - // renderowanie rekurencyjne submodeli - Render( - Instance->pModel, - Instance->Material(), - distancesquared, - Instance->location() - m_renderpass.camera.position(), - Instance->vAngle ); - } -} - -bool -opengl_renderer::Render( TDynamicObject *Dynamic ) { - - Dynamic->renderme = m_renderpass.camera.visible( Dynamic ); - if( false == Dynamic->renderme ) { - return false; - } - - // lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom - float squaredistance; - glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.camera.position(); - switch( m_renderpass.draw_mode ) { - case rendermode::shadows: { - squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor; - if( false == FreeFlyModeFlag ) { - // filter out small details if we're in vehicle cab - squaredistance = std::max( 100.f * 100.f, squaredistance ); - } - break; - } - case rendermode::cabshadows: { - squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor; - // filter out small details - squaredistance = std::max( 100.f * 100.f, squaredistance ); - break; - } - default: { - squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - } - - // crude way to reject early items too far to affect the output (mostly relevant for shadow passes) - auto const drawdistancethreshold { m_renderpass.draw_range + 250 }; - if( squaredistance > drawdistancethreshold * drawdistancethreshold ) { - return false; - } - - // debug data - ++m_debugstats.dynamics; - - // setup - TSubModel::iInstance = reinterpret_cast( Dynamic ); //żeby nie robić cudzych animacji - Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu - ::glPushMatrix(); - - ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); - ::glMultMatrixd( Dynamic->mMatrix.getArray() ); - - switch( m_renderpass.draw_mode ) { - - case rendermode::color: { - if( Dynamic->fShade > 0.0f ) { - // change light level based on light level of the occupied track - m_sunlight.apply_intensity( Dynamic->fShade ); - } - m_renderspecular = true; // vehicles are rendered with specular component. static models without, at least for the time being - // render - if( Dynamic->mdLowPolyInt ) { - // HACK: reduce light level for vehicle interior if there's strong global lighting source - auto const luminance { static_cast( 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) }; - m_sunlight.apply_intensity( - clamp( ( - Dynamic->fShade > 0.f ? - Dynamic->fShade : - 1.f ) - - luminance, - 0.f, 1.f ) ); - - // low poly interior - Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); - // HACK: if the model has low poly interior, we presume the load is placed inside and also affected by reduced light level - if( Dynamic->mdLoad ) { - // renderowanie nieprzezroczystego ładunku - Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); - } - - m_sunlight.apply_intensity( Dynamic->fShade > 0.f ? Dynamic->fShade : 1.f ); - } - else { - // HACK: if the model lacks low poly interior, we presume the load is placed outside - if( Dynamic->mdLoad ) { - // renderowanie nieprzezroczystego ładunku - Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); - } - } - if( Dynamic->mdModel ) { - // main model - Render( Dynamic->mdModel, Dynamic->Material(), squaredistance ); - } - // optional attached models - for( auto *attachment : Dynamic->mdAttachments ) { - Render( attachment, Dynamic->Material(), squaredistance ); - } - // post-render cleanup - m_renderspecular = false; - if( Dynamic->fShade > 0.0f ) { - // restore regular light level - m_sunlight.apply_intensity(); - } - break; - } - case rendermode::shadows: - case rendermode::cabshadows: { - if( Dynamic->mdLowPolyInt ) { - // low poly interior -// if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) { - Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); -// } - } - if( Dynamic->mdModel ) { - // main model - Render( Dynamic->mdModel, Dynamic->Material(), squaredistance ); - } - // optional attached models - for( auto *attachment : Dynamic->mdAttachments ) { - Render( attachment, Dynamic->Material(), squaredistance ); - } - if( Dynamic->mdLoad ) { - // renderowanie nieprzezroczystego ładunku - Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); - } - // post-render cleanup - break; - } - case rendermode::pickcontrols: { - if( Dynamic->mdLowPolyInt ) { - // low poly interior - Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); - } - break; - } - case rendermode::pickscenery: - default: { - break; - } - } - - ::glPopMatrix(); - - // TODO: check if this reset is needed. In theory each object should render all parts based on its own instance data anyway? - if( Dynamic->btnOn ) - Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli - - return true; -} - -// rendering kabiny gdy jest oddzielnym modelem i ma byc wyswietlana -bool -opengl_renderer::Render_cab( TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha ) { - - if( Dynamic == nullptr ) { - - TSubModel::iInstance = 0; - return false; - } - - TSubModel::iInstance = reinterpret_cast( Dynamic ); - - if( ( true == FreeFlyModeFlag ) - || ( false == Dynamic->bDisplayCab ) - || ( Dynamic->mdKabina == Dynamic->mdModel ) ) { - // ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka - return false; - } - - if( Dynamic->mdKabina ) { // bo mogła zniknąć przy przechodzeniu do innego pojazdu - // setup shared by all render paths - ::glPushMatrix(); - - auto const originoffset = Dynamic->GetPosition() - m_renderpass.camera.position(); - ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); - ::glMultMatrixd( Dynamic->mMatrix.readArray() ); - - switch( m_renderpass.draw_mode ) { - case rendermode::color: { - // render path specific setup: - if( Dynamic->fShade > 0.0f ) { - // change light level based on light level of the occupied track - m_sunlight.apply_intensity( Dynamic->fShade ); - } - if( Lightlevel > 0.f ) { - // crude way to light the cabin, until we have something more complete in place - ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( Dynamic->InteriorLight * Lightlevel ) ); - } - // render - if( true == Alpha ) { - // translucent parts - Render_Alpha( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); - } - else { - // opaque parts - Render( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); - } - // post-render restore - if( Dynamic->fShade > 0.0f ) { - // change light level based on light level of the occupied track - m_sunlight.apply_intensity(); - } - if( Lightlevel > 0.f ) { - // reset the overall ambient - ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr(m_baseambient) ); - } - break; - } - case rendermode::cabshadows: { - // cab shadowmap mode skips lighting setup and translucent parts - // render - if( true == Alpha ) { - // translucent parts - Render_Alpha( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); - } - else { - // opaque parts - Render( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); - } - // since the setup is simpler, there's nothing to reset afterwards - break; - } - case rendermode::pickcontrols: { - // control picking mode skips lighting setup and translucent parts - // render - Render( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); - // since the setup is simpler, there's nothing to reset afterwards - break; - } - default: { - break; - } - } - // post-render restore - ::glPopMatrix(); - } - - return true; -} - -bool -opengl_renderer::Render( TModel3d *Model, material_data const *Material, float const Squaredistance ) { - - auto alpha = - ( Material != nullptr ? - Material->textures_alpha : - 0x30300030 ); - alpha ^= 0x0F0F000F; // odwrócenie flag tekstur, aby wyłapać nieprzezroczyste - if( 0 == ( alpha & Model->iFlags & 0x1F1F001F ) ) { - // czy w ogóle jest co robić w tym cyklu? - return false; - } - - Model->Root->fSquareDist = Squaredistance; // zmienna globalna! - - // setup - Model->Root->ReplacableSet( - ( Material != nullptr ? - Material->replacable_skins : - nullptr ), - alpha ); - - Model->Root->pRoot = Model; - - // render - Render( Model->Root ); - - // debug data - ++m_debugstats.models; - - // post-render cleanup - - return true; -} - -bool -opengl_renderer::Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle ) { - - ::glPushMatrix(); - ::glTranslated( Position.x, Position.y, Position.z ); - if( Angle.y != 0.0 ) - ::glRotatef( Angle.y, 0.f, 1.f, 0.f ); - if( Angle.x != 0.0 ) - ::glRotatef( Angle.x, 1.f, 0.f, 0.f ); - if( Angle.z != 0.0 ) - ::glRotatef( Angle.z, 0.f, 0.f, 1.f ); - - auto const result = Render( Model, Material, Squaredistance ); - - ::glPopMatrix(); - - return result; -} - -void -opengl_renderer::Render( TSubModel *Submodel ) { - - if( ( Submodel->iVisible ) - && ( TSubModel::fSquareDist >= Submodel->fSquareMinDist ) - && ( TSubModel::fSquareDist < Submodel->fSquareMaxDist ) ) { - - // debug data - ++m_debugstats.submodels; - ++m_debugstats.drawcalls; - - if( Submodel->iFlags & 0xC000 ) { - ::glPushMatrix(); - if( Submodel->fMatrix ) - ::glMultMatrixf( Submodel->fMatrix->readArray() ); - if( Submodel->b_Anim != TAnimType::at_None ) - Submodel->RaAnimation( Submodel->b_Anim ); - } - - if( Submodel->eType < TP_ROTATOR ) { - // renderowanie obiektów OpenGL - if( Submodel->iAlpha & Submodel->iFlags & 0x1F ) { - // rysuj gdy element nieprzezroczysty - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::reflections: { -// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains -// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled -#ifdef EU07_USE_OPTIMIZED_NORMALIZATION - switch( Submodel->m_normalizenormals ) { - case TSubModel::normalize: { - ::glEnable( GL_NORMALIZE ); break; } - case TSubModel::rescale: { - ::glEnable( GL_RESCALE_NORMAL ); break; } - default: { - break; } - } -#else - if( true == m_renderspecular ) { - ::glEnable( GL_NORMALIZE ); - } -#endif - // material configuration: - // textures... - if( Submodel->m_material < 0 ) { // zmienialne skóry - Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); - } - else { - // również 0 - Bind_Material( Submodel->m_material ); - } - // ...colors... - if( Submodel->fVisible < 1.f ) { - // setup - ::glAlphaFunc( GL_GREATER, 0.f ); - ::glEnable( GL_BLEND ); - ::glColor4f( - Submodel->f4Diffuse.r, - Submodel->f4Diffuse.g, - Submodel->f4Diffuse.b, - Submodel->fVisible ); - } - else { - ::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub - } - // ...specular... - if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { - // specular strength in legacy models is set uniformly to 150, 150, 150 so we scale it down for opaque elements - ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * m_sunlight.specular.a * m_specularopaquescalefactor ) ); - ::glEnable( GL_RESCALE_NORMAL ); - } - // ...luminance - auto const unitstate = m_unitstate; - auto const isemissive { ( Submodel->f4Emision.a > 0.f ) && ( Global.fLuminance < Submodel->fLight ) }; - if( isemissive ) { - // zeby swiecilo na kolorowo - ::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( /* Submodel->f4Emision */ Submodel->f4Diffuse * Submodel->f4Emision.a ) ); - // disable shadows so they don't obstruct self-lit items -/* - setup_shadow_color( colors::white ); -*/ - switch_units( unitstate.diffuse, false, false ); - } - - // main draw call - m_geometry.draw( Submodel->m_geometry ); -/* - if( DebugModeFlag ) { - auto const & vertices { m_geometry.vertices( Submodel->m_geometry ) }; - ::glBegin( GL_LINES ); - for( auto const &vertex : vertices ) { - ::glVertex3fv( glm::value_ptr( vertex.position ) ); - ::glVertex3fv( glm::value_ptr( vertex.position + vertex.normal * 0.2f ) ); - } - ::glEnd(); - } -*/ - // post-draw reset - if( Submodel->fVisible < 1.f ) { - ::glAlphaFunc( GL_GREATER, 0.5f ); - ::glDisable( GL_BLEND ); - } - if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { - ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( colors::none ) ); - } - if( isemissive ) { - // restore default (lack of) brightness - ::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) ); -/* - setup_shadow_color( m_shadowcolor ); -*/ - switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections ); - } -#ifdef EU07_USE_OPTIMIZED_NORMALIZATION - switch( Submodel->m_normalizenormals ) { - case TSubModel::normalize: { - ::glDisable( GL_NORMALIZE ); break; } - case TSubModel::rescale: { - ::glDisable( GL_RESCALE_NORMAL ); break; } - default: { - break; } - } -#else - if( true == m_renderspecular ) { - ::glDisable( GL_NORMALIZE ); - } -#endif - break; - } - case rendermode::shadows: - case rendermode::cabshadows: - case rendermode::pickscenery: { - // scenery picking and shadow both use enforced colour and no frills - // material configuration: - // textures... - if( Submodel->m_material < 0 ) { // zmienialne skóry - Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); - } - else { - // również 0 - Bind_Material( Submodel->m_material ); - } - // main draw call - m_geometry.draw( Submodel->m_geometry ); - // post-draw reset - break; - } - case rendermode::pickcontrols: { - // material configuration: - // control picking applies individual colour for each submodel - m_pickcontrolsitems.emplace_back( Submodel ); - ::glColor3fv( glm::value_ptr( pick_color( m_pickcontrolsitems.size() ) ) ); - // textures... - if( Submodel->m_material < 0 ) { // zmienialne skóry - Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); - } - else { - // również 0 - Bind_Material( Submodel->m_material ); - } - // main draw call - m_geometry.draw( Submodel->m_geometry ); - // post-draw reset - break; - } - default: { - break; - } - } - } - } - else if( Submodel->eType == TP_FREESPOTLIGHT ) { - - switch( m_renderpass.draw_mode ) { - // spotlights are only rendered in colour mode(s) - case rendermode::color: - case rendermode::reflections: { - auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW ); - auto const lightcenter = - modelview - * interpolate( - glm::vec4( 0.f, 0.f, -0.05f, 1.f ), - glm::vec4( 0.f, 0.f, -0.25f, 1.f ), - static_cast( TSubModel::fSquareDist / Submodel->fSquareMaxDist ) ); // pozycja punktu świecącego względem kamery - Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.f, 0.f, -1.f, 1.f ) - lightcenter ), glm::normalize( -lightcenter ) ); - - if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) { - // kąt większy niż maksymalny stożek swiatła - float lightlevel = 1.f; // TODO, TBD: parameter to control light strength - // view angle attenuation - float const anglefactor = clamp( - ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle ), - 0.f, 1.f ); - lightlevel *= anglefactor; - // distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation - // we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances - float const distancefactor { std::max( 0.5f, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / Submodel->fSquareMaxDist ) }; - auto const pointsize { std::max( 3.f, 5.f * distancefactor * anglefactor ) }; - auto const resolutionratio { Global.iWindowHeight / 1080.f }; - // additionally reduce light strength for farther sources in rain or snow - if( Global.Overcast > 0.75f ) { - float const precipitationfactor{ - interpolate( - interpolate( 1.f, 0.25f, clamp( Global.Overcast * 0.75f - 0.5f, 0.f, 1.f ) ), - 1.f, - distancefactor ) }; - lightlevel *= precipitationfactor; - } - - if( lightlevel > 0.f ) { - // material configuration: - Bind_Material( null_handle ); - // limit impact of dense fog on the lights - auto const lightrange { std::max( 500, m_fogrange * 2 ) }; // arbitrary, visibility at least 750m - ::glFogf( GL_FOG_DENSITY, static_cast( 1.0 / lightrange ) ); - - ::glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT ); - ::glDisable( GL_LIGHTING ); - ::glEnable( GL_BLEND ); - ::glAlphaFunc( GL_GREATER, 0.f ); - - ::glPushMatrix(); - ::glLoadIdentity(); - ::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian - - auto const unitstate = m_unitstate; - switch_units( m_unitstate.diffuse, false, false ); - - auto const *lightcolor { - Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override - glm::value_ptr( Submodel->f4Diffuse ) : - glm::value_ptr( Submodel->DiffuseOverride ) }; - - // main draw call - if( Global.Overcast > 1.f ) { - // fake fog halo - float const fogfactor { - interpolate( - 2.f, 1.f, - clamp( Global.fFogEnd / 2000, 0.f, 1.f ) ) - * std::max( 1.f, Global.Overcast ) }; - - ::glPointSize( pointsize * resolutionratio * fogfactor ); - ::glColor4f( - lightcolor[ 0 ], - lightcolor[ 1 ], - lightcolor[ 2 ], - Submodel->fVisible * std::min( 1.f, lightlevel ) * 0.5f ); - ::glDepthMask( GL_FALSE ); - m_geometry.draw( Submodel->m_geometry ); - ::glDepthMask( GL_TRUE ); - } - ::glPointSize( pointsize * resolutionratio ); - ::glColor4f( - lightcolor[ 0 ], - lightcolor[ 1 ], - lightcolor[ 2 ], - Submodel->fVisible * std::min( 1.f, lightlevel ) ); - m_geometry.draw( Submodel->m_geometry ); - - // post-draw reset - switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections ); - - ::glPopMatrix(); - ::glPopAttrib(); - ::glFogf( GL_FOG_DENSITY, static_cast( 1.0 / m_fogrange ) ); - } - } - break; - } - default: { - break; - } - } - } - else if( Submodel->eType == TP_STARS ) { - - switch( m_renderpass.draw_mode ) { - // colour points are only rendered in colour mode(s) - case rendermode::color: - case rendermode::reflections: { - if( Global.fLuminance < Submodel->fLight ) { - - // material configuration: - ::glPushAttrib( GL_ENABLE_BIT ); - - Bind_Material( null_handle ); - ::glDisable( GL_LIGHTING ); - - // main draw call - m_geometry.draw( Submodel->m_geometry, gfx::color_streams ); - - // post-draw reset - ::glPopAttrib(); - } - break; - } - default: { - break; - } - } - } - if( Submodel->Child != nullptr ) - if( Submodel->iAlpha & Submodel->iFlags & 0x001F0000 ) - Render( Submodel->Child ); - - if( Submodel->iFlags & 0xC000 ) - ::glPopMatrix(); - } -/* - if( Submodel->b_Anim < at_SecondsJump ) - Submodel->b_Anim = at_None; // wyłączenie animacji dla kolejnego użycia subm -*/ - if( Submodel->Next ) - if( Submodel->iAlpha & Submodel->iFlags & 0x1F000000 ) - Render( Submodel->Next ); // dalsze rekurencyjnie -} - -void -opengl_renderer::Render( TTrack *Track ) { - - if( ( Track->m_material1 == 0 ) - && ( Track->m_material2 == 0 ) - && ( ( Track->eType != tt_Switch ) - || ( Track->SwitchExtension->m_material3 == 0 ) ) ) { - return; - } - if( false == Track->m_visible ) { - return; - } - - ++m_debugstats.paths; - ++m_debugstats.drawcalls; - - switch( m_renderpass.draw_mode ) { - // single path pieces are rendererd in pick scenery mode only - case rendermode::pickscenery: { - // add the node to the pick list - m_picksceneryitems.emplace_back( Track ); - - if( Track->m_material1 != 0 ) { - Bind_Material( Track->m_material1 ); - m_geometry.draw( std::begin( Track->Geometry1 ), std::end( Track->Geometry1 ) ); - } - if( Track->m_material2 != 0 ) { - Bind_Material( Track->m_material2 ); - m_geometry.draw( std::begin( Track->Geometry2 ), std::end( Track->Geometry2 ) ); - } - if( ( Track->eType == tt_Switch ) - && ( Track->SwitchExtension->m_material3 != 0 ) ) { - Bind_Material( Track->SwitchExtension->m_material3 ); - m_geometry.draw( Track->SwitchExtension->Geometry3 ); - } - break; - } - default: { - break; - } - } -} - -// experimental, does track rendering in two passes, to take advantage of reduced texture switching -void -opengl_renderer::Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last ) { - - ::glColor3fv( glm::value_ptr( colors::white ) ); - // setup - switch( m_renderpass.draw_mode ) { - case rendermode::shadows: - case rendermode::cabshadows: { - // NOTE: roads-based platforms tend to miss parts of shadows if rendered with either back or front culling - ::glDisable( GL_CULL_FACE ); - break; - } - default: { - break; - } - } - - // TODO: render auto generated trackbeds together with regular trackbeds in pass 1, and all rails in pass 2 - // first pass, material 1 - for( auto first { First }; first != Last; ++first ) { - - auto const track { *first }; - - if( track->m_material1 == 0 ) { - continue; - } - if( false == track->m_visible ) { - continue; - } - - ++m_debugstats.paths; - ++m_debugstats.drawcalls; - - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::reflections: { - if( track->eEnvironment != e_flat ) { - setup_environment_light( track->eEnvironment ); - } - Bind_Material( track->m_material1 ); - m_geometry.draw( std::begin( track->Geometry1 ), std::end( track->Geometry1 ) ); - if( track->eEnvironment != e_flat ) { - // restore default lighting - setup_environment_light(); - } - break; - } - case rendermode::shadows: - case rendermode::cabshadows: { - if( ( std::abs( track->fTexHeight1 ) < 0.35f ) - || ( track->iCategoryFlag != 2 ) ) { - // shadows are only calculated for high enough roads, typically meaning track platforms - continue; - } - Bind_Material( track->m_material1 ); - m_geometry.draw( std::begin( track->Geometry1 ), std::end( track->Geometry1 ) ); - break; - } - case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach - case rendermode::pickcontrols: - default: { - break; - } - } - } - // second pass, material 2 - for( auto first { First }; first != Last; ++first ) { - - auto const track { *first }; - - if( track->m_material2 == 0 ) { - continue; - } - if( false == track->m_visible ) { - continue; - } - - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::reflections: { - if( track->eEnvironment != e_flat ) { - setup_environment_light( track->eEnvironment ); - } - Bind_Material( track->m_material2 ); - m_geometry.draw( std::begin( track->Geometry2 ), std::end( track->Geometry2 ) ); - if( track->eEnvironment != e_flat ) { - // restore default lighting - setup_environment_light(); - } - break; - } - case rendermode::shadows: - case rendermode::cabshadows: { - if( ( std::abs( track->fTexHeight1 ) < 0.35f ) - || ( ( track->iCategoryFlag == 1 ) - && ( track->eType != tt_Normal ) ) ) { - // shadows are only calculated for high enough trackbeds - continue; - } - Bind_Material( track->m_material2 ); - m_geometry.draw( std::begin( track->Geometry2 ), std::end( track->Geometry2 ) ); - break; - } - case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach - case rendermode::pickcontrols: - default: { - break; - } - } - } - // third pass, material 3 - for( auto first { First }; first != Last; ++first ) { - - auto const track { *first }; - - if( track->eType != tt_Switch ) { - continue; - } - if( track->SwitchExtension->m_material3 == 0 ) { - continue; - } - if( false == track->m_visible ) { - continue; - } - - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::reflections: { - if( track->eEnvironment != e_flat ) { - setup_environment_light( track->eEnvironment ); - } - Bind_Material( track->SwitchExtension->m_material3 ); - m_geometry.draw( track->SwitchExtension->Geometry3 ); - if( track->eEnvironment != e_flat ) { - // restore default lighting - setup_environment_light(); - } - break; - } - case rendermode::shadows: - case rendermode::cabshadows: { - if( ( std::abs( track->fTexHeight1 ) < 0.35f ) - || ( ( track->iCategoryFlag == 1 ) - && ( track->eType != tt_Normal ) ) ) { - // shadows are only calculated for high enough trackbeds - continue; - } - Bind_Material( track->SwitchExtension->m_material3 ); - m_geometry.draw( track->SwitchExtension->Geometry3 ); - break; - } - case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach - case rendermode::pickcontrols: - default: { - break; - } - } - } - // post-render reset - switch( m_renderpass.draw_mode ) { - case rendermode::shadows: - case rendermode::cabshadows: { - ::glEnable( GL_CULL_FACE ); - break; - } - default: { - break; - } - } -} - -void -opengl_renderer::Render( TMemCell *Memcell ) { - - ::glPushMatrix(); - auto const position = Memcell->location() - m_renderpass.camera.position(); - ::glTranslated( position.x, position.y + 0.5, position.z ); - - switch( m_renderpass.draw_mode ) { - case rendermode::color: - case rendermode::shadows: - case rendermode::cabshadows: { - ::gluSphere( m_quadric, 0.35, 4, 2 ); - break; - } - case rendermode::pickscenery: { - // add the node to the pick list - m_picksceneryitems.emplace_back( Memcell ); - - ::gluSphere( m_quadric, 0.35, 4, 2 ); - break; - } - case rendermode::reflections: - case rendermode::pickcontrols: { - break; - } - default: { - break; - } - } - - ::glPopMatrix(); -} - -void -opengl_renderer::Render_particles() { - - switch_units( true, false, false ); - - Bind_Material( null_handle ); // TODO: bind smoke texture - - // TBD: leave lighting on to allow vehicle lights to affect it? - ::glDisable( GL_LIGHTING ); - // momentarily disable depth write, to allow vehicle cab drawn afterwards to mask it instead of leaving it 'inside' - ::glDepthMask( GL_FALSE ); - - Bind_Texture( m_smoketexture ); - m_particlerenderer.render( m_diffusetextureunit ); - - ::glDepthMask( GL_TRUE ); - ::glEnable( GL_LIGHTING ); -} - -void -opengl_renderer::Render_precipitation() { - - if( Global.Overcast <= 1.f ) { return; } - - switch_units( true, false, false ); - -// ::glColor4fv( glm::value_ptr( glm::vec4( glm::min( glm::vec3( Global.fLuminance ), glm::vec3( 1 ) ), 1 ) ) ); - ::glColor4fv( - glm::value_ptr( - interpolate( - 0.5f * ( Global.DayLight.diffuse + Global.DayLight.ambient ), - colors::white, - 0.5f * clamp( Global.fLuminance, 0.f, 1.f ) ) ) ); - ::glPushMatrix(); - // tilt the precipitation cone against the camera movement vector for crude motion blur - // include current wind vector while at it - auto const velocity { - simulation::Environment.m_precipitation.m_cameramove * -1.0 - + glm::dvec3{ simulation::Environment.wind() } * 0.5 }; - if( glm::length2( velocity ) > 0.0 ) { - auto const forward{ glm::normalize( velocity ) }; - auto left { glm::cross( forward, {0.0,1.0,0.0} ) }; - auto const rotationangle { - std::min( - 45.0, - ( FreeFlyModeFlag ? - 5 * glm::length( velocity ) : - simulation::Train->Dynamic()->GetVelocity() * 0.2 ) ) }; - ::glRotated( rotationangle, left.x, 0.0, left.z ); - } - if( false == FreeFlyModeFlag ) { - // counter potential vehicle roll - auto const roll { 0.5 * glm::degrees( simulation::Train->Dynamic()->Roll() ) }; - if( roll != 0.0 ) { - auto const forward { simulation::Train->Dynamic()->VectorFront() }; - auto const vehicledirection = simulation::Train->Dynamic()->DirectionGet(); - ::glRotated( roll, forward.x, 0.0, forward.z ); - } - } - if( Global.Weather == "rain:" ) { - // oddly enough random streaks produce more natural looking rain than ones the eye can follow - ::glRotated( Random() * 360, 0.0, 1.0, 0.0 ); - } - - // TBD: leave lighting on to allow vehicle lights to affect it? - ::glDisable( GL_LIGHTING ); - // momentarily disable depth write, to allow vehicle cab drawn afterwards to mask it instead of leaving it 'inside' - ::glDepthMask( GL_FALSE ); - - simulation::Environment.m_precipitation.render(); - - ::glDepthMask( GL_TRUE ); - ::glEnable( GL_LIGHTING ); - ::glPopMatrix(); -} - -void -opengl_renderer::Render_Alpha( scene::basic_region *Region ) { - - // sort the nodes based on their distance to viewer - std::sort( - std::begin( m_cellqueue ), - std::end( m_cellqueue ), - []( distancecell_pair const &Left, distancecell_pair const &Right ) { - return ( Left.first ) < ( Right.first ); } ); - - Render_Alpha( std::rbegin( m_cellqueue ), std::rend( m_cellqueue ) ); -} - -void -opengl_renderer::Render_Alpha( cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last ) { - - // NOTE: this method is launched only during color pass therefore we don't bother with mode test here - // first pass draws elements which we know are located in section banks, to reduce vbo switching - { - auto first { First }; - while( first != Last ) { - - auto const *cell = first->second; - - if( false == cell->m_shapestranslucent.empty() ) { - // since all shapes of the cell share center point we can optimize out a few calls here - ::glPushMatrix(); - auto const originoffset{ cell->m_area.center - m_renderpass.camera.position() }; - ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); - // render - // NOTE: we can reuse the method used to draw opaque geometry - for( auto const &shape : cell->m_shapestranslucent ) { Render( shape, false ); } - // post-render cleanup - ::glPopMatrix(); - } - - ++first; - } - } - // second pass draws elements with their own vbos - { - auto first { First }; - while( first != Last ) { - - auto const *cell = first->second; - - // translucent parts of instanced models - for( auto *instance : cell->m_instancetranslucent ) { Render_Alpha( instance ); } - // translucent parts of vehicles - for( auto *path : cell->m_paths ) { - for( auto *dynamic : path->Dynamics ) { - Render_Alpha( dynamic ); - } - } - - ++first; - } - } - // third pass draws the wires; - // wires use section vbos, but for the time being we want to draw them at the very end - { - ::glDisable( GL_LIGHTING ); // linie nie powinny świecić - - auto first{ First }; - while( first != Last ) { - - auto const *cell = first->second; - - if( ( false == cell->m_traction.empty() - || ( false == cell->m_lines.empty() ) ) ) { - // since all shapes of the cell share center point we can optimize out a few calls here - ::glPushMatrix(); - auto const originoffset { cell->m_area.center - m_renderpass.camera.position() }; - ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); - if( !Global.bSmoothTraction ) { - // na liniach kiepsko wygląda - robi gradient - ::glDisable( GL_LINE_SMOOTH ); - } - Bind_Material( null_handle ); - // render - for( auto *traction : cell->m_traction ) { Render_Alpha( traction ); } - for( auto &lines : cell->m_lines ) { Render_Alpha( lines ); } - // post-render cleanup - ::glLineWidth( 1.0 ); - if( !Global.bSmoothTraction ) { - ::glEnable( GL_LINE_SMOOTH ); - } - ::glPopMatrix(); - } - - ++first; - } - - ::glEnable( GL_LIGHTING ); - } -} - -void -opengl_renderer::Render_Alpha( TAnimModel *Instance ) { - - if( false == Instance->m_visible ) { - return; - } - - double distancesquared; - switch( m_renderpass.draw_mode ) { - case rendermode::shadows: { - // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees - distancesquared = Math3D::SquareMagnitude( ( Instance->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - default: { - distancesquared = glm::length2( ( Instance->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - } - if( ( distancesquared < Instance->m_rangesquaredmin ) - || ( distancesquared >= Instance->m_rangesquaredmax ) ) { - return; - } - - Instance->RaPrepare(); - if( Instance->pModel ) { - // renderowanie rekurencyjne submodeli - Render_Alpha( - Instance->pModel, - Instance->Material(), - distancesquared, - Instance->location() - m_renderpass.camera.position(), - Instance->vAngle ); - } -} - -void -opengl_renderer::Render_Alpha( TTraction *Traction ) { -/* -// NOTE: test disabled as this call is only executed as part of the colour pass - double distancesquared; - switch( m_renderpass.draw_mode ) { - case rendermode::shadows: { - // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees - distancesquared = Math3D::SquareMagnitude( ( Traction->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - default: { - distancesquared = glm::length2( ( Traction->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - } -*/ - auto const distancesquared { glm::length2( ( Traction->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor }; - if( ( distancesquared < Traction->m_rangesquaredmin ) - || ( distancesquared >= Traction->m_rangesquaredmax ) ) { - return; - } - - if( false == Traction->m_visible ) { - return; - } - // rysuj jesli sa druty i nie zerwana - if( ( Traction->Wires == 0 ) - || ( true == TestFlag( Traction->DamageFlag, 128 ) ) ) { - return; - } - // setup -/* - float const linealpha = static_cast( - std::min( - 1.25, - 5000 * Traction->WireThickness / ( distancesquared + 1.0 ) ) ); // zbyt grube nie są dobre - ::glLineWidth( linealpha ); -*/ - auto const distance { static_cast( std::sqrt( distancesquared ) ) }; - auto const linealpha { - 20.f * Traction->WireThickness - / std::max( - 0.5f * Traction->radius() + 1.f, - distance - ( 0.5f * Traction->radius() ) ) }; - ::glLineWidth( - clamp( - 0.5f * linealpha + Traction->WireThickness * Traction->radius() / 1000.f, - 1.f, 1.75f ) ); - // McZapkie-261102: kolor zalezy od materialu i zasniedzenia - ::glColor4fv( - glm::value_ptr( - glm::vec4{ - Traction->wire_color() /* * ( DebugModeFlag ? 1.f : clamp( m_sunandviewangle, 0.25f, 1.f ) ) */, - linealpha } ) ); - // render - m_geometry.draw( Traction->m_geometry ); - // debug data - ++m_debugstats.traction; - ++m_debugstats.drawcalls; -} - -void -opengl_renderer::Render_Alpha( scene::lines_node const &Lines ) { - - auto const &data { Lines.data() }; -/* - // NOTE: test disabled as this call is only executed as part of the colour pass - double distancesquared; - switch( m_renderpass.draw_mode ) { - case rendermode::shadows: { - // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees - distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - default: { - distancesquared = glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - } -*/ - auto const distancesquared { glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor }; - if( ( distancesquared < data.rangesquared_min ) - || ( distancesquared >= data.rangesquared_max ) ) { - return; - } - // setup - auto const distance { static_cast( std::sqrt( distancesquared ) ) }; - auto const linealpha = ( - data.line_width > 0.f ? - 10.f * data.line_width - / std::max( - 0.5f * data.area.radius + 1.f, - distance - ( 0.5f * data.area.radius ) ) : - 1.f ); // negative width means the lines are always opague - ::glLineWidth( - clamp( - 0.5f * linealpha + data.line_width * data.area.radius / 1000.f, - 1.f, 8.f ) ); - ::glColor4fv( - glm::value_ptr( - glm::vec4{ - glm::vec3{ data.lighting.diffuse * m_sunlight.ambient }, // w zaleznosci od koloru swiatla - std::min( 1.f, linealpha ) } ) ); - // render - m_geometry.draw( data.geometry ); - ++m_debugstats.lines; - ++m_debugstats.drawcalls; -} - -bool -opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) { - - if( false == Dynamic->renderme ) { return false; } - - // setup - TSubModel::iInstance = ( size_t )Dynamic; //żeby nie robić cudzych animacji - glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.camera.position(); - // lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom - float squaredistance; - switch( m_renderpass.draw_mode ) { - case rendermode::shadows: { - squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - default: { - squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor; - break; - } - } - Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu - ::glPushMatrix(); - - ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); - ::glMultMatrixd( Dynamic->mMatrix.getArray() ); - - if( Dynamic->fShade > 0.0f ) { - // change light level based on light level of the occupied track - m_sunlight.apply_intensity( Dynamic->fShade ); - } - m_renderspecular = true; - - // render - if( Dynamic->mdLowPolyInt ) { - // low poly interior -// if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) { -/* - // enable cab light if needed - if( Dynamic->InteriorLightLevel > 0.0f ) { - - // crude way to light the cabin, until we have something more complete in place - ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( Dynamic->InteriorLight * Dynamic->InteriorLightLevel ) ); - } -*/ - Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); -/* - if( Dynamic->InteriorLightLevel > 0.0f ) { - // reset the overall ambient - ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( m_baseambient ) ); - } -*/ -// } - } - - if( Dynamic->mdModel ) { - // main model - Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance ); - } - // optional attached models - for( auto *attachment : Dynamic->mdAttachments ) { - Render_Alpha( attachment, Dynamic->Material(), squaredistance ); - } - if( Dynamic->mdLoad ) { - // renderowanie nieprzezroczystego ładunku - Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); - } - - // post-render cleanup - m_renderspecular = false; - if( Dynamic->fShade > 0.0f ) { - // restore regular light level - m_sunlight.apply_intensity(); - } - - ::glPopMatrix(); - - if( Dynamic->btnOn ) - Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli - - return true; -} - -bool -opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance ) { - - auto alpha = - ( Material != nullptr ? - Material->textures_alpha : - 0x30300030 ); - - if( 0 == ( alpha & Model->iFlags & 0x2F2F002F ) ) { - // nothing to render - return false; - } - - Model->Root->fSquareDist = Squaredistance; // zmienna globalna! - - // setup - Model->Root->ReplacableSet( - ( Material != nullptr ? - Material->replacable_skins : - nullptr ), - alpha ); - - Model->Root->pRoot = Model; - - // render - Render_Alpha( Model->Root ); - - // post-render cleanup - - return true; -} - -bool -opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle ) { - - ::glPushMatrix(); - ::glTranslated( Position.x, Position.y, Position.z ); - if( Angle.y != 0.0 ) - ::glRotatef( Angle.y, 0.f, 1.f, 0.f ); - if( Angle.x != 0.0 ) - ::glRotatef( Angle.x, 1.f, 0.f, 0.f ); - if( Angle.z != 0.0 ) - ::glRotatef( Angle.z, 0.f, 0.f, 1.f ); - - auto const result = Render_Alpha( Model, Material, Squaredistance ); // position is effectively camera offset - - ::glPopMatrix(); - - return result; -} - -void -opengl_renderer::Render_Alpha( TSubModel *Submodel ) { - // renderowanie przezroczystych przez DL - if( ( Submodel->iVisible ) - && ( TSubModel::fSquareDist >= Submodel->fSquareMinDist ) - && ( TSubModel::fSquareDist < Submodel->fSquareMaxDist ) ) { - - // debug data - ++m_debugstats.submodels; - ++m_debugstats.drawcalls; - - if( Submodel->iFlags & 0xC000 ) { - ::glPushMatrix(); - if( Submodel->fMatrix ) - ::glMultMatrixf( Submodel->fMatrix->readArray() ); - if( Submodel->b_aAnim != TAnimType::at_None ) - Submodel->RaAnimation( Submodel->b_aAnim ); - } - - if( Submodel->eType < TP_ROTATOR ) { - // renderowanie obiektów OpenGL - if( Submodel->iAlpha & Submodel->iFlags & 0x2F ) { - // rysuj gdy element przezroczysty - switch( m_renderpass.draw_mode ) { - case rendermode::color: { - -// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains -// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled -#ifdef EU07_USE_OPTIMIZED_NORMALIZATION - switch( Submodel->m_normalizenormals ) { - case TSubModel::normalize: { - ::glEnable( GL_NORMALIZE ); break; } - case TSubModel::rescale: { - ::glEnable( GL_RESCALE_NORMAL ); break; } - default: { - break; } - } -#else - if( true == m_renderspecular ) { - ::glEnable( GL_NORMALIZE ); - } -#endif - // material configuration: - // textures... - if( Submodel->m_material < 0 ) { // zmienialne skóry - Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); - } - else { - // również 0 - Bind_Material( Submodel->m_material ); - } - // ...colors... - if( Submodel->fVisible < 1.f ) { - ::glColor4f( - Submodel->f4Diffuse.r, - Submodel->f4Diffuse.g, - Submodel->f4Diffuse.b, - Submodel->fVisible ); - } - else { - ::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub - } - if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { - ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * m_sunlight.specular.a * m_speculartranslucentscalefactor ) ); - } - // ...luminance - auto const unitstate = m_unitstate; - auto const isemissive { ( Submodel->f4Emision.a > 0.f ) && ( Global.fLuminance < Submodel->fLight ) }; - if( isemissive ) { - // zeby swiecilo na kolorowo - ::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( /* Submodel->f4Emision */ Submodel->f4Diffuse * Submodel->f4Emision.a ) ); - // disable shadows so they don't obstruct self-lit items -/* - setup_shadow_color( colors::white ); -*/ - switch_units( unitstate.diffuse, false, false ); - } - - // main draw call - m_geometry.draw( Submodel->m_geometry ); - - // post-draw reset - if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { - ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( colors::none ) ); - } - if( isemissive ) { - // restore default (lack of) brightness - ::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) ); -/* - setup_shadow_color( m_shadowcolor ); -*/ - switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections ); - } -#ifdef EU07_USE_OPTIMIZED_NORMALIZATION - switch( Submodel->m_normalizenormals ) { - case TSubModel::normalize: { - ::glDisable( GL_NORMALIZE ); break; } - case TSubModel::rescale: { - ::glDisable( GL_RESCALE_NORMAL ); break; } - default: { - break; } - } -#else - if( true == m_renderspecular ) { - ::glDisable( GL_NORMALIZE ); - } -#endif - break; - } - case rendermode::cabshadows: { - // scenery picking and shadow both use enforced colour and no frills - // material configuration: - // textures... - if( Submodel->m_material < 0 ) { // zmienialne skóry - Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); - } - else { - // również 0 - Bind_Material( Submodel->m_material ); - } - // main draw call - m_geometry.draw( Submodel->m_geometry ); - // post-draw reset - break; - } - default: { - break; - } - } - } - } - else if( Submodel->eType == TP_FREESPOTLIGHT ) { - - if( ( Global.fLuminance < Submodel->fLight ) || ( Global.Overcast > 1.f ) ) { - // NOTE: we're forced here to redo view angle calculations etc, because this data isn't instanced but stored along with the single mesh - // TODO: separate instance data from reusable geometry - auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW ); - auto const lightcenter = - modelview - * interpolate( - glm::vec4( 0.f, 0.f, -0.05f, 1.f ), - glm::vec4( 0.f, 0.f, -0.10f, 1.f ), - static_cast( TSubModel::fSquareDist / Submodel->fSquareMaxDist ) ); // pozycja punktu świecącego względem kamery - Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.f, 0.f, -1.f, 1.f ) - lightcenter ), glm::normalize( -lightcenter ) ); - - if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) { - // only bother if the viewer is inside the visibility cone - // luminosity at night is at level of ~0.1, so the overall resulting transparency in clear conditions is ~0.5 at full 'brightness' - auto glarelevel { clamp( - std::max( - 0.6f - Global.fLuminance, // reduce the glare in bright daylight - Global.Overcast - 1.f ), // ensure some glare in rainy/foggy conditions - 0.f, 1.f ) }; - // view angle attenuation - float const anglefactor { clamp( - ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle ), - 0.f, 1.f ) }; - glarelevel *= anglefactor; - - if( glarelevel > 0.0f ) { - // setup - ::glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT ); - - Bind_Texture( m_glaretexture ); - ::glDisable( GL_LIGHTING ); - ::glDisable( GL_FOG ); - ::glDepthMask( GL_FALSE ); - ::glBlendFunc( GL_SRC_ALPHA, GL_ONE ); - - ::glPushMatrix(); - ::glLoadIdentity(); // macierz jedynkowa - ::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian - ::glRotated( std::atan2( lightcenter.x, lightcenter.z ) * 180.0 / M_PI, 0.0, 1.0, 0.0 ); // jedynie obracamy w pionie o kąt - // disable shadows so they don't obstruct self-lit items - auto const unitstate = m_unitstate; - switch_units( unitstate.diffuse, false, false ); - - auto const *lightcolor { - Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override - glm::value_ptr( Submodel->f4Diffuse ) : - glm::value_ptr( Submodel->DiffuseOverride ) }; - ::glColor4f( - lightcolor[ 0 ], - lightcolor[ 1 ], - lightcolor[ 2 ], - Submodel->fVisible * glarelevel ); - - // main draw call - m_geometry.draw( m_billboardgeometry ); -/* - // NOTE: we could do simply... - vec3 vertexPosition_worldspace = - particleCenter_wordspace - + CameraRight_worldspace * squareVertices.x * BillboardSize.x - + CameraUp_worldspace * squareVertices.y * BillboardSize.y; - // ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible -*/ - // post-render cleanup - switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections ); - - ::glPopMatrix(); - ::glPopAttrib(); - } - } - } - } - - if( Submodel->Child != nullptr ) { - if( Submodel->eType == TP_TEXT ) { // tekst renderujemy w specjalny sposób, zamiast submodeli z łańcucha Child - int i, j = (int)Submodel->pasText->size(); - TSubModel *p; - if( !Submodel->smLetter ) { // jeśli nie ma tablicy, to ją stworzyć; miejsce nieodpowiednie, ale tymczasowo może być - Submodel->smLetter = new TSubModel *[ 256 ]; // tablica wskaźników submodeli dla wyświetlania tekstu - ::ZeroMemory( Submodel->smLetter, 256 * sizeof( TSubModel * ) ); // wypełnianie zerami - p = Submodel->Child; - while( p ) { - Submodel->smLetter[ p->pName[ 0 ] ] = p; - p = p->Next; // kolejny znak - } - } - for( i = 1; i <= j; ++i ) { - p = Submodel->smLetter[ ( *( Submodel->pasText) )[ i ] ]; // znak do wyświetlenia - if( p ) { // na razie tylko jako przezroczyste - Render_Alpha( p ); - if( p->fMatrix ) - ::glMultMatrixf( p->fMatrix->readArray() ); // przesuwanie widoku - } - } - } - else if( Submodel->iAlpha & Submodel->iFlags & 0x002F0000 ) - Render_Alpha( Submodel->Child ); - } - - if( Submodel->iFlags & 0xC000 ) - ::glPopMatrix(); - } -/* - if( Submodel->b_aAnim < at_SecondsJump ) - Submodel->b_aAnim = at_None; // wyłączenie animacji dla kolejnego użycia submodelu -*/ - if( Submodel->Next != nullptr ) - if( Submodel->iAlpha & Submodel->iFlags & 0x2F000000 ) - Render_Alpha( Submodel->Next ); -}; - - - -// utility methods -TSubModel * -opengl_renderer::Update_Pick_Control() { - -#ifdef EU07_USE_PICKING_FRAMEBUFFER - if( true == m_framebuffersupport ) { - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer ); - } -#endif - Render_pass( rendermode::pickcontrols ); - // determine point to examine - glm::dvec2 mousepos; - glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y ); - mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl - -#ifdef EU07_USE_PICKING_FRAMEBUFFER - glm::ivec2 pickbufferpos; - if( true == m_framebuffersupport ) { -// ::glReadBuffer( GL_COLOR_ATTACHMENT0_EXT ); - pickbufferpos = glm::ivec2{ - mousepos.x * EU07_PICKBUFFERSIZE / std::max( 1, Global.iWindowWidth ), - mousepos.y * EU07_PICKBUFFERSIZE / std::max( 1, Global.iWindowHeight ) }; - } - else { -// ::glReadBuffer( GL_BACK ); - pickbufferpos = glm::ivec2{ mousepos }; - } -#else -// ::glReadBuffer( GL_BACK ); - glm::ivec2 pickbufferpos{ mousepos }; -#endif - unsigned char pickreadout[4]; - ::glReadPixels( pickbufferpos.x, pickbufferpos.y, 1, 1, GL_BGRA, GL_UNSIGNED_BYTE, pickreadout ); - auto const controlindex = pick_index( glm::ivec3{ pickreadout[ 2 ], pickreadout[ 1 ], pickreadout[ 0 ] } ); - TSubModel *control { nullptr }; - if( ( controlindex > 0 ) - && ( controlindex <= m_pickcontrolsitems.size() ) ) { - control = m_pickcontrolsitems[ controlindex - 1 ]; - } -#ifdef EU07_USE_PICKING_FRAMEBUFFER - if( true == m_framebuffersupport ) { - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); - } -#endif - m_pickcontrolitem = control; - return control; -} - -scene::basic_node * -opengl_renderer::Update_Pick_Node() { - -#ifdef EU07_USE_PICKING_FRAMEBUFFER - if( true == m_framebuffersupport ) { - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer ); - } -#endif - Render_pass( rendermode::pickscenery ); - // determine point to examine - glm::dvec2 mousepos; - glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y ); - mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl - -#ifdef EU07_USE_PICKING_FRAMEBUFFER - glm::ivec2 pickbufferpos; - if( true == m_framebuffersupport ) { -// ::glReadBuffer( GL_COLOR_ATTACHMENT0_EXT ); - pickbufferpos = glm::ivec2{ - mousepos.x * EU07_PICKBUFFERSIZE / Global.iWindowWidth, - mousepos.y * EU07_PICKBUFFERSIZE / Global.iWindowHeight - }; - } - else { -// ::glReadBuffer( GL_BACK ); - pickbufferpos = glm::ivec2{ mousepos }; - } -#else -// ::glReadBuffer( GL_BACK ); - glm::ivec2 pickbufferpos{ mousepos }; -#endif - - unsigned char pickreadout[4]; - ::glReadPixels( pickbufferpos.x, pickbufferpos.y, 1, 1, GL_BGRA, GL_UNSIGNED_BYTE, pickreadout ); - auto const nodeindex = pick_index( glm::ivec3{ pickreadout[ 2 ], pickreadout[ 1 ], pickreadout[ 0 ] } ); - scene::basic_node *node { nullptr }; - if( ( nodeindex > 0 ) - && ( nodeindex <= m_picksceneryitems.size() ) ) { - node = m_picksceneryitems[ nodeindex - 1 ]; - } -#ifdef EU07_USE_PICKING_FRAMEBUFFER - if( true == m_framebuffersupport ) { - ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); - } -#endif - m_picksceneryitem = node; - return node; -} - -// converts provided screen coordinates to world coordinates of most recent color pass -glm::dvec3 -opengl_renderer::Update_Mouse_Position() { - - glm::dvec2 mousepos; - Application.get_cursor_pos( mousepos.x, mousepos.y ); -// glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y ); - mousepos.x = clamp( mousepos.x, 0, Global.iWindowWidth - 1 ); - mousepos.y = clamp( Global.iWindowHeight - clamp( mousepos.y, 0, Global.iWindowHeight ), 0, Global.iWindowHeight - 1 ) ; - GLfloat pointdepth; - ::glReadPixels( mousepos.x, mousepos.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &pointdepth ); - - if( pointdepth < 1.0 ) { - m_worldmousecoordinates = - glm::unProject( - glm::vec3{ mousepos, pointdepth }, - glm::mat4{ glm::mat3{ m_colorpass.camera.modelview() } }, - m_colorpass.camera.projection(), - glm::vec4{ 0, 0, Global.iWindowWidth, Global.iWindowHeight } ); - } - - return m_colorpass.camera.position() + glm::dvec3{ m_worldmousecoordinates }; -} - -void -opengl_renderer::Update( double const Deltatime ) { - - // per frame updates - if( simulation::is_ready ) { - // update particle subsystem - renderpass_config renderpass; - setup_pass( renderpass, rendermode::color ); - m_particlerenderer.update( renderpass.camera ); - } - - // fixed step updates -/* - m_pickupdateaccumulator += Deltatime; - - if( m_updateaccumulator > 0.5 ) { - - m_pickupdateaccumulator = 0.0; - - if( ( true == Global.ControlPicking ) - && ( false == FreeFlyModeFlag ) ) { - Update_Pick_Control(); - } - else { - m_pickcontrolitem = nullptr; - } - // temporary conditions for testing. eventually will be coupled with editor mode - if( ( true == Global.ControlPicking ) - && ( true == DebugModeFlag ) - && ( true == FreeFlyModeFlag ) ) { - Update_Pick_Node(); - } - else { - m_picksceneryitem = nullptr; - } - } -*/ - m_updateaccumulator += Deltatime; - - if( m_updateaccumulator < 1.0 ) { - // too early for any work - return; - } - - m_updateaccumulator = 0.0; - m_framerate = 1000.f / ( Timer::subsystem.gfx_total.average() ); - - // adjust draw ranges etc, based on recent performance - auto const framerate = 1000.f / Timer::subsystem.gfx_color.average(); - - float targetfactor; - if( framerate > 90.0 ) { targetfactor = 3.0f; } - else if( framerate > 60.0 ) { targetfactor = 1.5f; } - else if( framerate > 30.0 ) { targetfactor = 1.25; } - else { targetfactor = std::max( Global.iWindowHeight / 768.f, 1.f ); } - - if( targetfactor > Global.fDistanceFactor ) { - - Global.fDistanceFactor = std::min( targetfactor, Global.fDistanceFactor + 0.05f ); - } - else if( targetfactor < Global.fDistanceFactor ) { - - Global.fDistanceFactor = std::max( targetfactor, Global.fDistanceFactor - 0.05f ); - } - - if( ( framerate < 15.0 ) && ( Global.iSlowMotion < 7 ) ) { - Global.iSlowMotion = ( Global.iSlowMotion << 1 ) + 1; // zapalenie kolejnego bitu - if( Global.iSlowMotionMask & 1 ) - if( Global.iMultisampling ) // a multisampling jest włączony - ::glDisable( GL_MULTISAMPLE ); // wyłączenie multisamplingu powinno poprawić FPS - } - else if( ( framerate > 20.0 ) && Global.iSlowMotion ) { // FPS się zwiększył, można włączyć bajery - Global.iSlowMotion = ( Global.iSlowMotion >> 1 ); // zgaszenie bitu - if( Global.iSlowMotion == 0 ) // jeśli jest pełna prędkość - if( Global.iMultisampling ) // a multisampling jest włączony - ::glEnable( GL_MULTISAMPLE ); - } - - if( ( true == Global.ResourceSweep ) - && ( true == simulation::is_ready ) ) { - // garbage collection - m_geometry.update(); - m_textures.update(); - } - - if( true == DebugModeFlag ) { - m_debugtimestext += m_textures.info(); - } - - if( ( true == Global.ControlPicking ) - && ( false == FreeFlyModeFlag ) ) { - Update_Pick_Control(); - } - else { - m_pickcontrolitem = nullptr; - } - // temporary conditions for testing. eventually will be coupled with editor mode - if( ( true == Global.ControlPicking ) - && ( true == DebugModeFlag ) - && ( true == FreeFlyModeFlag ) ) { - Update_Pick_Node(); - } - else { - m_picksceneryitem = nullptr; - } - // dump last opengl error, if any - auto const glerror = ::glGetError(); - if( glerror != GL_NO_ERROR ) { - std::string glerrorstring( ( char * )::gluErrorString( glerror ) ); - win1250_to_ascii( glerrorstring ); - Global.LastGLError = std::to_string( glerror ) + " (" + glerrorstring + ")"; - } -} - -// debug performance string -std::string const & -opengl_renderer::info_times() const { - - return m_debugtimestext; -} - -std::string const & -opengl_renderer::info_stats() const { - - return m_debugstatstext; -} - -void -opengl_renderer::Update_Lights( light_array &Lights ) { - // arrange the light array from closest to farthest from current position of the camera - auto const camera = m_renderpass.camera.position(); - std::sort( - std::begin( Lights.data ), - std::end( Lights.data ), - [&camera]( light_array::light_record const &Left, light_array::light_record const &Right ) { - // move lights which are off at the end... - if( Left.intensity == 0.f ) { return false; } - if( Right.intensity == 0.f ) { return true; } - // ...otherwise prefer closer and/or brigher light sources - return ( glm::length2( camera - Left.position ) * ( 1.f - Left.intensity ) ) < ( glm::length2( camera - Right.position ) * ( 1.f - Right.intensity ) ); } ); - - size_t const count = std::min( m_lights.size(), Lights.data.size() ); - if( count == 0 ) { return; } - - auto renderlight = m_lights.begin(); - - for( auto const &scenelight : Lights.data ) { - - if( renderlight == m_lights.end() ) { - // we ran out of lights to assign - break; - } - if( scenelight.intensity == 0.f ) { - // all lights past this one are bound to be off - break; - } - auto const lightoffset = glm::vec3{ scenelight.position - camera }; - if( glm::length( lightoffset ) > 1000.f ) { - // we don't care about lights past arbitrary limit of 1 km. - // but there could still be weaker lights which are closer, so keep looking - continue; - } - // if the light passed tests so far, it's good enough - renderlight->position = lightoffset; - renderlight->direction = scenelight.direction; - - auto luminance = static_cast( Global.fLuminance ); - // adjust luminance level based on vehicle's location, e.g. tunnels - auto const environment = scenelight.owner->fShade; - if( environment > 0.f ) { - luminance *= environment; - } - renderlight->diffuse = - glm::vec4{ - glm::max( glm::vec3{ colors::none }, scenelight.color - glm::vec3{ luminance } ), - renderlight->diffuse[ 3 ] }; - renderlight->ambient = - glm::vec4{ - glm::max( glm::vec3{ colors::none }, scenelight.color * glm::vec3{ scenelight.intensity } - glm::vec3{ luminance } ), - renderlight->ambient[ 3 ] }; - - ::glLightf( renderlight->id, GL_LINEAR_ATTENUATION, static_cast( (0.25 * scenelight.count) / std::pow( scenelight.count, 2 ) * (scenelight.owner->DimHeadlights ? 1.25 : 1.0) ) ); - ::glEnable( renderlight->id ); - - renderlight->apply_intensity(); - renderlight->apply_angle(); - - ++renderlight; - } - - while( renderlight != m_lights.end() ) { - // if we went through all scene lights and there's still opengl lights remaining, kill these - ::glDisable( renderlight->id ); - ++renderlight; - } -} - -void -opengl_renderer::Disable_Lights() { - - for( size_t idx = 0; idx < m_lights.size() + 1; ++idx ) { - - ::glDisable( GL_LIGHT0 + (int)idx ); - } -} - -bool -opengl_renderer::Init_caps() { - - std::string oglversion = ( (char *)glGetString( GL_VERSION ) ); - - WriteLog( - "Gfx Renderer: " + std::string( (char *)glGetString( GL_RENDERER ) ) - + " Vendor: " + std::string( (char *)glGetString( GL_VENDOR ) ) - + " OpenGL Version: " + oglversion ); - -#ifdef EU07_USEIMGUIIMPLOPENGL2 - if( !GLEW_VERSION_1_5 ) { - ErrorLog( "Requires openGL >= 1.5" ); - return false; - } -#else - if( !GLEW_VERSION_3_0 ) { - ErrorLog( "Requires openGL >= 3.0" ); - return false; - } -#endif - - WriteLog( "Supported extensions: " + std::string((char *)glGetString( GL_EXTENSIONS )) ); - - WriteLog( std::string("Render path: ") + ( Global.bUseVBO ? "VBO" : "Display lists" ) ); - if( GLEW_EXT_framebuffer_object ) { - m_framebuffersupport = true; - WriteLog( "Framebuffer objects enabled" ); - } - else { - WriteLog( "Framebuffer objects not supported, resorting to back buffer rendering where possible" ); - } - // ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur - { - GLint texturesize; - ::glGetIntegerv( GL_MAX_TEXTURE_SIZE, &texturesize ); - Global.iMaxTextureSize = std::min( Global.iMaxTextureSize, texturesize ); - WriteLog( "Texture sizes capped at " + std::to_string( Global.iMaxTextureSize ) + " pixels" ); - m_shadowbuffersize = Global.shadowtune.map_size; - m_shadowbuffersize = std::min( m_shadowbuffersize, texturesize ); - WriteLog( "Shadows map size capped at " + std::to_string( m_shadowbuffersize ) + " pixels" ); - } - // cap the number of supported lights based on hardware - { - GLint maxlights; - ::glGetIntegerv( GL_MAX_LIGHTS, &maxlights ); - Global.DynamicLightCount = std::min( Global.DynamicLightCount, maxlights - 1 ); - WriteLog( "Dynamic light amount capped at " + std::to_string( Global.DynamicLightCount ) + " (" + std::to_string(maxlights) + " lights total supported by the gfx card)" ); - } - // select renderer mode - if( true == Global.BasicRenderer ) { - WriteLog( "Basic renderer selected, shadow and reflection mapping will be disabled" ); - Global.RenderShadows = false; - m_diffusetextureunit = GL_TEXTURE0; - m_helpertextureunit = -1; - m_shadowtextureunit = -1; - m_normaltextureunit = -1; - } - else { - GLint maxtextureunits; - ::glGetIntegerv( GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits ); - if( maxtextureunits < 4 ) { - WriteLog( "Less than 4 texture units, shadow and reflection mapping will be disabled" ); - Global.BasicRenderer = true; - Global.RenderShadows = false; - m_diffusetextureunit = GL_TEXTURE0; - m_helpertextureunit = -1; - m_shadowtextureunit = -1; - m_normaltextureunit = -1; - } - } - - if( Global.iMultisampling ) { - WriteLog( "Using multisampling x" + std::to_string( 1 << Global.iMultisampling ) ); - } - - return true; -} - -glm::vec3 -opengl_renderer::pick_color( std::size_t const Index ) { -/* - // pick colours are set with step of 4 for some slightly easier visual debugging. not strictly needed but, eh - int const colourstep = 4; - int const componentcapacity = 256 / colourstep; - auto const redgreen = std::div( Index, componentcapacity * componentcapacity ); - auto const greenblue = std::div( redgreen.rem, componentcapacity ); - auto const blue = Index % componentcapacity; - return - glm::vec3 { - redgreen.quot * colourstep / 255.0f, - greenblue.quot * colourstep / 255.0f, - greenblue.rem * colourstep / 255.0f }; -*/ - // alternatively - return - glm::vec3{ - ( ( Index & 0xff0000 ) >> 16 ) / 255.0f, - ( ( Index & 0x00ff00 ) >> 8 ) / 255.0f, - ( Index & 0x0000ff ) / 255.0f }; - -} - -std::size_t -opengl_renderer::pick_index( glm::ivec3 const &Color ) { -/* - return ( - std::floor( Color.b / 4 ) - + std::floor( Color.g / 4 ) * 64 - + std::floor( Color.r / 4 ) * 64 * 64 ); -*/ - // alternatively - return - Color.b - + ( Color.g * 256 ) - + ( Color.r * 256 * 256 ); - -} - //--------------------------------------------------------------------------- diff --git a/renderer.h b/renderer.h index 692d9625..052a4e4f 100644 --- a/renderer.h +++ b/renderer.h @@ -9,25 +9,8 @@ http://mozilla.org/MPL/2.0/. #pragma once -#include "GL/glew.h" -#include "openglgeometrybank.h" +#include "geometrybank.h" #include "material.h" -#include "light.h" -#include "lightarray.h" -#include "dumb3d.h" -#include "frustum.h" -#include "scene.h" -#include "simulationenvironment.h" -#include "particles.h" -#include "MemCell.h" - -#define EU07_USE_PICKING_FRAMEBUFFER -//#define EU07_USE_DEBUG_SHADOWMAP -//#define EU07_USE_DEBUG_CABSHADOWMAP -//#define EU07_USE_DEBUG_CAMERA -//#define EU07_USE_DEBUG_SOUNDEMITTERS -//#define EU07_USEIMGUIIMPLOPENGL2 -//#define EU07_DISABLECABREFLECTIONS class gfx_renderer { @@ -75,435 +58,6 @@ public: virtual auto info_stats() const -> std::string const & = 0; }; -struct opengl_light : public basic_light { - - GLuint id { (GLuint)-1 }; - - void - apply_intensity( float const Factor = 1.0f ); - void - apply_angle(); - - opengl_light & - operator=( basic_light const &Right ) { - basic_light::operator=( Right ); - return *this; } -}; - - - -// encapsulates basic rendering setup. -// for modern opengl this translates to a specific collection of glsl shaders, -// for legacy opengl this is combination of blending modes, active texture units etc -struct opengl_technique { - -}; - - - -// simple camera object. paired with 'virtual camera' in the scene -class opengl_camera { - -public: -// constructors - opengl_camera() = default; -// methods: - inline - void - update_frustum() { update_frustum( m_projection, m_modelview ); } - void - update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview ); - bool - visible( scene::bounding_area const &Area ) const; - bool - visible( TDynamicObject const *Dynamic ) const; - inline - glm::dvec3 const & - position() const { return m_position; } - inline - glm::dvec3 & - position() { return m_position; } - inline - glm::mat4 const & - projection() const { return m_projection; } - inline - glm::mat4 & - projection() { return m_projection; } - inline - glm::mat4 const & - modelview() const { return m_modelview; } - inline - glm::mat4 & - modelview() { return m_modelview; } - inline - std::vector & - frustum_points() { return m_frustumpoints; } - // transforms provided set of clip space points to world space - template - void - transform_to_world( Iterator_ First, Iterator_ Last ) const { - std::for_each( - First, Last, - [this]( glm::vec4 &point ) { - // transform each point using the cached matrix... - point = this->m_inversetransformation * point; - // ...and scale by transformed w - point = glm::vec4{ glm::vec3{ point } / point.w, 1.f }; } ); } - // debug helper, draws shape of frustum in world space - void - draw( glm::vec3 const &Offset ) const; - -private: -// members: - cFrustum m_frustum; - std::vector m_frustumpoints; // visualization helper; corners of defined frustum, in world space - glm::dvec3 m_position; - glm::mat4 m_projection; - glm::mat4 m_modelview; - glm::mat4 m_inversetransformation; // cached transformation to world space -}; - - -// particle data visualizer -class opengl_particles { -public: -// constructors - opengl_particles() = default; -// destructor - ~opengl_particles() { - if( m_buffer != 0 ) { - ::glDeleteBuffers( 1, &m_buffer ); } } -// methods - void - update( opengl_camera const &Camera ); - void - render( int const Textureunit ); -private: -// types - struct particle_vertex { - glm::vec3 position; // 3d space - std::uint8_t color[ 4 ]; // rgba, unsigned byte format - glm::vec2 texture; // uv space - float padding[ 2 ]; // experimental, some gfx hardware allegedly works better with 32-bit aligned data blocks - }; -/* - using sourcedistance_pair = std::pair; - using source_sequence = std::vector; -*/ - using particlevertex_sequence = std::vector; -// methods -// members -/* - source_sequence m_sources; // list of particle sources visible in current render pass, with their respective distances to the camera -*/ - particlevertex_sequence m_particlevertices; // geometry data of visible particles, generated on the cpu end - GLuint m_buffer{ (GLuint)-1 }; // id of the buffer holding geometry data on the opengl end - std::size_t m_buffercapacity{ 0 }; // total capacity of the last established buffer -}; - - - -// bare-bones render controller, in lack of anything better yet -class opengl_renderer : public gfx_renderer { - -public: -// types -// constructors - opengl_renderer() = default; -// destructor - ~opengl_renderer() { gluDeleteQuadric( m_quadric ); } -// methods - bool - Init( GLFWwindow *Window ) override; - // main draw call. returns false on error - bool - Render() override; - inline - float - Framerate() override { return m_framerate; } - // geometry methods - // NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself - // creates a new geometry bank. returns: handle to the bank or NULL - gfx::geometrybank_handle - Create_Bank() override; - // creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL - gfx::geometry_handle - Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) override; - // replaces data of specified chunk with the supplied vertex data, starting from specified offset - bool - Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) override; - // adds supplied vertex data at the end of specified chunk - bool - Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) override; - // provides direct access to vertex data of specfied chunk - gfx::vertex_array const & - Vertices( gfx::geometry_handle const &Geometry ) const override; - // material methods - material_handle - Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override; - void - Bind_Material( material_handle const Material ) override; - opengl_material const & - Material( material_handle const Material ) const override; - // texture methods - texture_handle - Fetch_Texture( std::string const &Filename, bool const Loadnow = true ) override; - void - Bind_Texture( texture_handle const Texture ); - opengl_texture const & - Texture( texture_handle const Texture ) const override; - // utility methods - TSubModel const * - Pick_Control() const override { return m_pickcontrolitem; } - scene::basic_node const * - Pick_Node() const override { return m_picksceneryitem; } - glm::dvec3 - Mouse_Position() const override { return m_worldmousecoordinates; } - // maintenance methods - void - Update( double const Deltatime ) override; - TSubModel * - Update_Pick_Control() override; - scene::basic_node * - Update_Pick_Node() override; - glm::dvec3 - Update_Mouse_Position() override; - // debug methods - std::string const & - info_times() const override; - std::string const & - info_stats() const override; - -// members - GLenum static const sunlight { GL_LIGHT0 }; - std::size_t m_drawcount { 0 }; - -private: -// types - enum class rendermode { - none, - color, - shadows, - cabshadows, - reflections, - pickcontrols, - pickscenery - }; - - enum textureunit { - helper = 0, - shadows, - normals, - diffuse - }; - - struct debug_stats { - int dynamics { 0 }; - int models { 0 }; - int submodels { 0 }; - int paths { 0 }; - int traction { 0 }; - int shapes { 0 }; - int lines { 0 }; - int drawcalls { 0 }; - }; - - using section_sequence = std::vector; - using distancecell_pair = std::pair; - using cell_sequence = std::vector; - - struct renderpass_config { - - opengl_camera camera; - rendermode draw_mode { rendermode::none }; - float draw_range { 0.0f }; - }; - - struct units_state { - - bool diffuse { false }; - bool shadows { false }; - bool reflections { false }; - }; - - typedef std::vector opengllight_array; - -// methods - void - Disable_Lights(); - void - setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false ); - void - setup_matrices(); - void - setup_drawing( bool const Alpha = false ); - void - setup_units( bool const Diffuse, bool const Shadows, bool const Reflections ); - void - setup_shadow_map( GLuint const Texture, glm::mat4 const &Transformation ); - void - setup_shadow_color( glm::vec4 const &Shadowcolor ); - void - setup_environment_light( TEnvironmentType const Environment = e_flat ); - void - switch_units( bool const Diffuse, bool const Shadows, bool const Reflections ); - // helper, texture manager method; activates specified texture unit - void - select_unit( GLint const Textureunit ); - // runs jobs needed to generate graphics for specified render pass - void - Render_pass( rendermode const Mode ); - // creates dynamic environment cubemap - bool - Render_reflections(); - bool - Render( world_environment *Environment ); - void - Render( scene::basic_region *Region ); - void - Render( section_sequence::iterator First, section_sequence::iterator Last ); - void - Render( cell_sequence::iterator First, cell_sequence::iterator Last ); - void - Render( scene::shape_node const &Shape, bool const Ignorerange ); - void - Render( TAnimModel *Instance ); - bool - Render( TDynamicObject *Dynamic ); - bool - Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle ); - bool - Render( TModel3d *Model, material_data const *Material, float const Squaredistance ); - void - Render( TSubModel *Submodel ); - void - Render( TTrack *Track ); - void - Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last ); - bool - Render_cab( TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false ); - void - Render( TMemCell *Memcell ); - void - Render_particles(); - void - Render_precipitation(); - void - Render_Alpha( scene::basic_region *Region ); - void - Render_Alpha( cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last ); - void - Render_Alpha( TAnimModel *Instance ); - void - Render_Alpha( TTraction *Traction ); - void - Render_Alpha( scene::lines_node const &Lines ); - bool - Render_Alpha( TDynamicObject *Dynamic ); - bool - Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle ); - bool - Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance ); - void - Render_Alpha( TSubModel *Submodel ); - void - Update_Lights( light_array &Lights ); - bool - Init_caps(); - glm::vec3 - pick_color( std::size_t const Index ); - std::size_t - pick_index( glm::ivec3 const &Color ); - -// members - GLFWwindow *m_window { nullptr }; - gfx::geometrybank_manager m_geometry; - material_manager m_materials; - texture_manager m_textures; - opengl_light m_sunlight; - opengllight_array m_lights; -/* - float m_sunandviewangle; // cached dot product of sunlight and camera vectors -*/ - gfx::geometry_handle m_billboardgeometry { 0, 0 }; - texture_handle m_glaretexture { -1 }; - texture_handle m_suntexture { -1 }; - texture_handle m_moontexture { -1 }; - texture_handle m_reflectiontexture { -1 }; - texture_handle m_smoketexture { -1 }; - GLUquadricObj *m_quadric { nullptr }; // helper object for drawing debug mode scene elements - // TODO: refactor framebuffer stuff into an object - bool m_framebuffersupport { false }; -#ifdef EU07_USE_PICKING_FRAMEBUFFER - GLuint m_pickframebuffer { 0 }; - GLuint m_picktexture { 0 }; - GLuint m_pickdepthbuffer { 0 }; -#endif - // main shadowmap resources - int m_shadowbuffersize { 2048 }; - GLuint m_shadowframebuffer { 0 }; - GLuint m_shadowtexture { 0 }; -#ifdef EU07_USE_DEBUG_SHADOWMAP - GLuint m_shadowdebugtexture{ 0 }; -#endif -#ifdef EU07_USE_DEBUG_CABSHADOWMAP - GLuint m_cabshadowdebugtexture{ 0 }; -#endif - glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space - // cab shadowmap resources - GLuint m_cabshadowframebuffer { 0 }; - GLuint m_cabshadowtexture { 0 }; - glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space - // environment map resources - GLuint m_environmentframebuffer { 0 }; - GLuint m_environmentcubetexture { 0 }; - GLuint m_environmentdepthbuffer { 0 }; - bool m_environmentcubetexturesupport { false }; // indicates whether we can use the dynamic environment cube map - int m_environmentcubetextureface { 0 }; // helper, currently processed cube map face - int m_environmentupdatetime { 0 }; // time of the most recent environment map update - glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update - // particle visualization subsystem - opengl_particles m_particlerenderer; - - int m_helpertextureunit { GL_TEXTURE0 }; - int m_shadowtextureunit { GL_TEXTURE1 }; - int m_normaltextureunit { GL_TEXTURE2 }; - int m_diffusetextureunit{ GL_TEXTURE3 }; - units_state m_unitstate; - - unsigned int m_framestamp; // id of currently rendered gfx frame - float m_framerate; - double m_updateaccumulator { 0.0 }; -// double m_pickupdateaccumulator { 0.0 }; - std::string m_debugtimestext; - std::string m_pickdebuginfo; - debug_stats m_debugstats; - std::string m_debugstatstext; - - glm::vec4 m_baseambient { 0.0f, 0.0f, 0.0f, 1.0f }; - glm::vec4 m_shadowcolor { colors::shadow }; - float m_fogrange { 2000.f }; -// TEnvironmentType m_environment { e_flat }; - float m_specularopaquescalefactor { 1.f }; - float m_speculartranslucentscalefactor { 1.f }; - bool m_renderspecular{ false }; // controls whether to include specular component in the calculations - - renderpass_config m_renderpass; // parameters for current render pass - section_sequence m_sectionqueue; // list of sections in current render pass - cell_sequence m_cellqueue; - renderpass_config m_colorpass; // parametrs of most recent color pass - renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass - renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass - std::vector m_pickcontrolsitems; - TSubModel *m_pickcontrolitem { nullptr }; - std::vector m_picksceneryitems; - scene::basic_node *m_picksceneryitem { nullptr }; - glm::vec3 m_worldmousecoordinates { 0.f }; -#ifdef EU07_USE_DEBUG_CAMERA - renderpass_config m_worldcamera; // debug item -#endif -}; - extern std::unique_ptr GfxRenderer; //--------------------------------------------------------------------------- diff --git a/scenarioloadermode.cpp b/scenarioloadermode.cpp index 45cb0463..df30c706 100644 --- a/scenarioloadermode.cpp +++ b/scenarioloadermode.cpp @@ -13,6 +13,7 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "simulation.h" #include "simulationtime.h" +#include "simulationenvironment.h" #include "Timer.h" #include "application.h" #include "scenarioloaderuilayer.h" diff --git a/scene.h b/scene.h index 8a439ee1..c3430ee8 100644 --- a/scene.h +++ b/scene.h @@ -16,7 +16,7 @@ http://mozilla.org/MPL/2.0/. #include #include "parser.h" -#include "openglgeometrybank.h" +#include "geometrybank.h" #include "scenenode.h" #include "Track.h" #include "Traction.h" diff --git a/sceneeditor.cpp b/sceneeditor.cpp index c5843e48..821f8fc0 100644 --- a/sceneeditor.cpp +++ b/sceneeditor.cpp @@ -14,6 +14,7 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "application.h" #include "simulation.h" +#include "MemCell.h" #include "Camera.h" #include "AnimModel.h" #include "renderer.h" @@ -149,8 +150,8 @@ basic_editor::rotate( scene::basic_node *Node, glm::vec3 const &Angle, float con // rotate entire group // TODO: contextual switch between group and item rotation // TODO: translation of affected/relevant events - auto const rotationcenter { Node->location() }; - auto &nodegroup { scene::Groups.group( Node->group() ).nodes }; + auto const &rotationcenter { Node->location() }; + auto const &nodegroup { scene::Groups.group( Node->group() ).nodes }; std::for_each( std::begin( nodegroup ), std::end( nodegroup ), [&]( auto *node ) { diff --git a/scenenode.cpp b/scenenode.cpp index a2a2f288..d0a0abea 100644 --- a/scenenode.cpp +++ b/scenenode.cpp @@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/. #include "Model3d.h" #include "renderer.h" +#include "parser.h" #include "Logs.h" #include "sn_utils.h" diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index 97a6d3c0..e51247a1 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -15,12 +15,15 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "simulation.h" #include "simulationtime.h" +#include "simulationenvironment.h" #include "scenenodegroups.h" #include "particles.h" #include "Event.h" +#include "MemCell.h" #include "Driver.h" #include "DynObj.h" #include "AnimModel.h" +#include "lightarray.h" #include "TractionPower.h" #include "application.h" #include "renderer.h" From 0b2193c7d31386feac7abc3691fd8424e398831b Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 14 Oct 2019 22:39:34 +0200 Subject: [PATCH 017/153] build 191014. minor bug fixes --- Train.cpp | 2 +- driverkeyboardinput.cpp | 16 +++++++++++++++- version.h | 2 +- 3 files changed, 17 insertions(+), 3 deletions(-) diff --git a/Train.cpp b/Train.cpp index 13547570..213da667 100644 --- a/Train.cpp +++ b/Train.cpp @@ -6601,7 +6601,7 @@ bool TTrain::Update( double const Deltatime ) ggSpeedControlIncreaseButton.Update(); ggSpeedControlDecreaseButton.Update(); ggSpeedControlPowerIncreaseButton.Update(); - ggSpeedControlDecreaseButton.Update(); + ggSpeedControlPowerDecreaseButton.Update(); for (auto &speedctrlbutton : ggSpeedCtrlButtons) { speedctrlbutton.Update(); } diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index 849882d6..450c7793 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -247,7 +247,21 @@ driverkeyboard_input::default_bindings() { // springbrakeshutoffenable, // springbrakeshutoffdisable, // springbrakerelease, - // distancecounteractivate + // distancecounteractivate, + // speedcontrolincrease, + // speedcontroldecrease, + // speedcontrolpowerincrease, + // speedcontrolpowerdecrease, + // speedcontrolbutton0, + // speedcontrolbutton1, + // speedcontrolbutton2, + // speedcontrolbutton3, + // speedcontrolbutton4, + // speedcontrolbutton5, + // speedcontrolbutton6, + // speedcontrolbutton7, + // speedcontrolbutton8, + // speedcontrolbutton9, }; } diff --git a/version.h b/version.h index f0b0dee8..4813329f 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1004 +#define VERSION_MINOR 1014 #define VERSION_REVISION 0 From f8275acbb986a01a85568a69226b668f24036de8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Tue, 15 Oct 2019 21:30:41 +0200 Subject: [PATCH 018/153] Added complex speedctrl for EIM --- McZapkie/MOVER.h | 16 ++++++++-------- McZapkie/Mover.cpp | 29 ++++++++++++++++------------- Train.cpp | 4 +++- 3 files changed, 27 insertions(+), 22 deletions(-) diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 98a16d6b..8b8b9678 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -690,21 +690,21 @@ struct speed_control { bool BrakeInterventionUnbraking = false; bool Standby = true; bool Parking = false; - double InitialPower = 0.3; - double FullPowerVelocity = 3; - double StartVelocity = 3; + double InitialPower = 1.0; + double FullPowerVelocity = -1; + double StartVelocity = -1; double VelocityStep = 5; double PowerStep = 0.1; - double MinPower = 0.3; + double MinPower = 0.0; double MaxPower = 1.0; - double MinVelocity = 20; + double MinVelocity = 0; double MaxVelocity = 120; double DesiredVelocity = 0; double DesiredPower = 1.0; double Offset = -0.5; - double FactorPpos = 0.1; - double FactorPneg = 0.4; - double FactorIpos = 0.04; + double FactorPpos = 0.5; + double FactorPneg = 0.5; + double FactorIpos = 0.0; double FactorIneg = 0.0; }; diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index a6d66e66..f6dfdfad 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -6639,28 +6639,31 @@ void TMoverParameters::CheckEIMIC(double dt) void TMoverParameters::CheckSpeedCtrl(double dt) { - if (MainCtrlPos < MainCtrlPosNo - 2) { - SpeedCtrlUnit.Standby = true; - } - if (MainCtrlPos > MainCtrlPosNo - 1) { - SpeedCtrlUnit.Standby = false; + double accfactor = SpeedCtrlUnit.DesiredPower; + if (EIMCtrlType >= 2) { + if (MainCtrlPos < MainCtrlPosNo - 2) { + SpeedCtrlUnit.Standby = true; + } + if (MainCtrlPos > MainCtrlPosNo - 1) { + SpeedCtrlUnit.Standby = false; + } + if (UniCtrlList[MainCtrlPos].SpeedUp > 0) { + accfactor = 0.0; + } } if (SpeedCtrlUnit.IsActive) {//speed control - if (EngineType == TEngineType::DieselEngine) { + if (true) { if ((!SpeedCtrlUnit.Standby)) { if (SpeedCtrlUnit.ManualStateOverride) { -/* if (MainCtrlPos < MainCtrlPosNo - 1) { - eimic = std::min(eimic, 0.0); - eimicSpeedCtrlIntegral = 0.0; - } - else*/ if (eimic > 0.009) eimic = 1.0; + if (eimic > 0.009) eimic = 1.0; } double error = (std::max(SpeedCtrlValue + SpeedCtrlUnit.Offset, 0.0) - Vel); double factorP = error > 0 ? SpeedCtrlUnit.FactorPpos : SpeedCtrlUnit.FactorPneg; double eSCP = clamp(factorP * error, -1.2, 1.0); //P module + bool hydrounlock = (EngineType != TEngineType::DieselEngine) || (Vel < hydro_TC_UnlockSpeed); if (eSCP < -1.0) { - SpeedCtrlUnit.BrakeInterventionBraking = (eSCP < -1.1) && (Vel < hydro_TC_UnlockSpeed); + SpeedCtrlUnit.BrakeInterventionBraking = (eSCP < -1.1) && hydrounlock; eSCP = -1.0; } SpeedCtrlUnit.BrakeInterventionUnbraking = (eSCP > 0.0) || (Vel == 0.0); @@ -6673,7 +6676,7 @@ void TMoverParameters::CheckSpeedCtrl(double dt) else { eimicSpeedCtrlIntegral = 0; } - eimicSpeedCtrl = clamp(eimicSpeedCtrlIntegral + eSCP, -SpeedCtrlUnit.DesiredPower, SpeedCtrlUnit.DesiredPower*double(UniCtrlList[MainCtrlPos].SpeedUp > 0)); + eimicSpeedCtrl = clamp(eimicSpeedCtrlIntegral + eSCP, -SpeedCtrlUnit.DesiredPower, accfactor); if (Vel < SpeedCtrlUnit.FullPowerVelocity) { eimicSpeedCtrl = std::min(eimicSpeedCtrl, SpeedCtrlUnit.InitialPower); } diff --git a/Train.cpp b/Train.cpp index 213da667..06676a16 100644 --- a/Train.cpp +++ b/Train.cpp @@ -501,7 +501,9 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "scnd_ctrl_actual_pos", mvControlled->ScndCtrlActualPos ); dict->insert( "new_speed", mvOccupied->NewSpeed); dict->insert( "speedctrl", mvOccupied->SpeedCtrlValue); - dict->insert( "speedctrlpower", mvOccupied->SpeedCtrlUnit.DesiredPower); + dict->insert( "speedctrlpower", mvOccupied->SpeedCtrlUnit.DesiredPower ); + dict->insert( "speedctrlactive", mvOccupied->SpeedCtrlUnit.IsActive ); + dict->insert( "speedctrlstandby", mvOccupied->SpeedCtrlUnit.Standby ); // brakes dict->insert( "manual_brake", ( mvOccupied->ManualBrakePos > 0 ) ); bool const bEP = ( mvControlled->LocHandle->GetCP() > 0.2 ) || ( fEIMParams[ 0 ][ 2 ] > 0.01 ); From de4692cc842b7a33cb95d11340fef1f9604ef1b0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Wed, 16 Oct 2019 22:36:25 +0200 Subject: [PATCH 019/153] Fix for standby mode for speed control --- McZapkie/Mover.cpp | 18 +++++++++++++++--- 1 file changed, 15 insertions(+), 3 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index f6dfdfad..50fefba2 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -2288,12 +2288,18 @@ bool TMoverParameters::DecScndCtrl(int CtrlSpeed) SpeedCtrlValue = 0; SendCtrlToNext("SpeedCntrl", SpeedCtrlValue, CabNo); SpeedCtrlUnit.IsActive = false; + if (SpeedCtrlUnit.ManualStateOverride) { + eimic = 0.0; + } } if ((OK) && (SpeedCtrl) && (ScndCtrlPos == 0) && (EngineType == TEngineType::DieselEngine)) { SpeedCtrlValue = 0; SpeedCtrlUnit.IsActive = false; + if (SpeedCtrlUnit.ManualStateOverride) { + eimic = 0.0; + } } return OK; @@ -6647,6 +6653,10 @@ void TMoverParameters::CheckSpeedCtrl(double dt) if (MainCtrlPos > MainCtrlPosNo - 1) { SpeedCtrlUnit.Standby = false; } + if (!SpeedCtrlUnit.BrakeIntervention) { + if ((Hamulec->GetEDBCP()>0.4) || (PipePress < (HighPipePress - 0.2))) + SpeedCtrlUnit.Standby = true; + } if (UniCtrlList[MainCtrlPos].SpeedUp > 0) { accfactor = 0.0; } @@ -6686,7 +6696,7 @@ void TMoverParameters::CheckSpeedCtrl(double dt) } } else { - eimicSpeedCtrl = 1; + eimicSpeedCtrl = 0; eimicSpeedCtrlIntegral = 0; } SpeedCtrlUnit.Parking = (Vel == 0.0) & (eimic <= 0); @@ -6717,14 +6727,16 @@ void TMoverParameters::SpeedCtrlButton(int button) void TMoverParameters::SpeedCtrlInc() { if ((SpeedCtrl) && (ScndCtrlPos > 0)) { - SpeedCtrlValue = std::min(SpeedCtrlValue + SpeedCtrlUnit.VelocityStep, SpeedCtrlUnit.MaxVelocity); + double x = floor(SpeedCtrlValue / SpeedCtrlUnit.VelocityStep) + 1.0; + SpeedCtrlValue = std::min(x * SpeedCtrlUnit.VelocityStep, SpeedCtrlUnit.MaxVelocity); } } void TMoverParameters::SpeedCtrlDec() { if ((SpeedCtrl) && (ScndCtrlPos > 0)) { - SpeedCtrlValue = std::max(SpeedCtrlValue - SpeedCtrlUnit.VelocityStep, SpeedCtrlUnit.MinVelocity); + double x = ceil(SpeedCtrlValue / SpeedCtrlUnit.VelocityStep) - 1.0; + SpeedCtrlValue = std::max(x * SpeedCtrlUnit.VelocityStep, SpeedCtrlUnit.MinVelocity); } } From d3797c67dfff9b8ce5ba27194b5c0f0b860739a9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Wed, 16 Oct 2019 23:29:14 +0200 Subject: [PATCH 020/153] Fix for latest fix for speed control --- McZapkie/Mover.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 50fefba2..eaf1ac48 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -6657,7 +6657,7 @@ void TMoverParameters::CheckSpeedCtrl(double dt) if ((Hamulec->GetEDBCP()>0.4) || (PipePress < (HighPipePress - 0.2))) SpeedCtrlUnit.Standby = true; } - if (UniCtrlList[MainCtrlPos].SpeedUp > 0) { + if ((EIMCtrlType >= 3)&&(UniCtrlList[MainCtrlPos].SpeedUp <= 0)) { accfactor = 0.0; } } From 5a85786a42169ef17c8bf68688eaaf1f2cebfcc5 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 20 Oct 2019 13:52:37 +0200 Subject: [PATCH 021/153] cab controls active state visualization support, cab control initialization on cab change fix --- Button.cpp | 1 + Gauge.cpp | 220 ++++++++++++++++++++++++++++++++++------------------- Gauge.h | 14 +++- Train.cpp | 185 +++++++++++++++++++++++++++----------------- Train.h | 7 +- 5 files changed, 276 insertions(+), 151 deletions(-) diff --git a/Button.cpp b/Button.cpp index 24644d24..1236f0b5 100644 --- a/Button.cpp +++ b/Button.cpp @@ -124,6 +124,7 @@ TButton::Turn( bool const State ) { } void TButton::Update( bool const Power ) { + // TODO: remove passing manually power state when LD is in place auto const state { Power && ( bData ? *bData : m_state ) }; diff --git a/Gauge.cpp b/Gauge.cpp index c135e18f..a283c3bc 100644 --- a/Gauge.cpp +++ b/Gauge.cpp @@ -27,11 +27,14 @@ TGauge::TGauge( sound_source const &Soundtemplate ) : { m_soundfxincrease = m_soundtemplate; m_soundfxdecrease = m_soundtemplate; + m_soundfxon = m_soundtemplate; + m_soundfxoff = m_soundtemplate; } -void TGauge::Init(TSubModel *Submodel, TGaugeAnimation Type, float Scale, float Offset, float Friction, float Value, float const Endvalue, float const Endscale, bool const Interpolatescale ) +void TGauge::Init(TSubModel *Submodel, TSubModel *Submodelon, TGaugeAnimation Type, float Scale, float Offset, float Friction, float Value, float const Endvalue, float const Endscale, bool const Interpolatescale ) { // ustawienie parametrów animacji submodelu SubModel = Submodel; + SubModelOn = Submodelon; m_value = Value; m_animation = Type; m_scale = Scale; @@ -41,38 +44,53 @@ void TGauge::Init(TSubModel *Submodel, TGaugeAnimation Type, float Scale, float m_endvalue = Endvalue; m_endscale = Endscale; - if( Submodel == nullptr ) { - // warunek na wszelki wypadek, gdyby się submodel nie podłączył - return; - } - if( m_animation == TGaugeAnimation::gt_Digital ) { - TSubModel *sm = SubModel->ChildGet(); - do { + auto *sm { ( SubModel ? SubModel->ChildGet() : nullptr ) }; + while( sm != nullptr ) { // pętla po submodelach potomnych i obracanie ich o kąt zależy od cyfry w (fValue) - if( sm->pName.size() ) { // musi mieć niepustą nazwę - if( sm->pName[ 0 ] >= '0' ) - if( sm->pName[ 0 ] <= '9' ) - sm->WillBeAnimated(); // wyłączenie optymalizacji + if( ( sm->pName.size() )// musi mieć niepustą nazwę + && ( std::isdigit( sm->pName[ 0 ] ) ) ) { + sm->WillBeAnimated(); // wyłączenie optymalizacji } sm = sm->NextGet(); - } while( sm ); + } + // do the same for the active version + sm = ( SubModelOn ? SubModelOn->ChildGet() : nullptr ); + while( sm != nullptr ) { + // pętla po submodelach potomnych i obracanie ich o kąt zależy od cyfry w (fValue) + if( ( sm->pName.size() )// musi mieć niepustą nazwę + && ( std::isdigit( sm->pName[ 0 ] ) ) ) { + sm->WillBeAnimated(); // wyłączenie optymalizacji + } + sm = sm->NextGet(); + } + } + else { + // wyłączenie ignowania jedynkowego transformu + // a banan może być z optymalizacją? + if( SubModel != nullptr ) { SubModel->WillBeAnimated(); } + if( SubModelOn != nullptr ) { SubModelOn->WillBeAnimated(); } } - else // a banan może być z optymalizacją? - Submodel->WillBeAnimated(); // wyłączenie ignowania jedynkowego transformu // pass submodel location to defined sounds auto const nulloffset { glm::vec3{} }; - auto const offset{ model_offset() }; - if( m_soundfxincrease.offset() == nulloffset ) { - m_soundfxincrease.offset( offset ); + auto const offset { model_offset() }; + { + std::vector soundfxs = { + &m_soundfxincrease, + &m_soundfxdecrease, + &m_soundfxon, + &m_soundfxoff + }; + for( auto *soundfx : soundfxs ) { + if( soundfx->offset() == nulloffset ) { + soundfx->offset( offset ); + } + } } - if( m_soundfxdecrease.offset() == nulloffset ) { - m_soundfxdecrease.offset( offset ); - } - for( auto &soundfxrecord : m_soundfxvalues ) { - if( soundfxrecord.second.offset() == nulloffset ) { - soundfxrecord.second.offset( offset ); + for( auto &soundfx : m_soundfxvalues ) { + if( soundfx.second.offset() == nulloffset ) { + soundfx.second.offset( offset ); } } }; @@ -131,6 +149,8 @@ void TGauge::Load( cParser &Parser, TDynamicObject const *Owner, double const mu // bind defined sounds with the button owner m_soundfxincrease.owner( Owner ); m_soundfxdecrease.owner( Owner ); + m_soundfxon.owner( Owner ); + m_soundfxoff.owner( Owner ); for( auto &soundfxrecord : m_soundfxvalues ) { soundfxrecord.second.owner( Owner ); } @@ -147,10 +167,25 @@ void TGauge::Load( cParser &Parser, TDynamicObject const *Owner, double const mu // got what we wanted, bail out break; } + // there's a possibility the default submodel was named with _off suffix + if( ( source != nullptr ) + && ( submodel = source->GetFromName( submodelname + "_off" ) ) != nullptr ) { + // got what we wanted, bail out + break; + } } if( submodel == nullptr ) { ErrorLog( "Bad model: failed to locate sub-model \"" + submodelname + "\" in 3d model(s) of \"" + Owner->name() + "\"", logtype::model ); } + // see if we can locate optional submodel for active state, with _on suffix + TSubModel *submodelon { nullptr }; + for( auto const *source : sources ) { + if( ( source != nullptr ) + && ( submodelon = source->GetFromName( submodelname + "_on" ) ) != nullptr ) { + // got what we wanted, bail out + break; + } + } std::map gaugetypes { { "rot", TGaugeAnimation::gt_Rotate }, @@ -166,7 +201,7 @@ void TGauge::Load( cParser &Parser, TDynamicObject const *Owner, double const mu lookup->second : TGaugeAnimation::gt_Unknown ); - Init( submodel, type, scale, offset, friction, 0, endvalue, endscale, interpolatescale ); + Init( submodel, submodelon, type, scale, offset, friction, 0, endvalue, endscale, interpolatescale ); // return md2 != nullptr; // true, gdy podany model zewnętrzny, a w kabinie nie było }; @@ -192,6 +227,12 @@ TGauge::Load_mapping( cParser &Input ) { else if( key == "sounddec:" ) { m_soundfxdecrease.deserialize( Input, sound_type::single ); } + else if( key == "soundon:" ) { + m_soundfxon.deserialize( Input, sound_type::single ); + } + else if( key == "soundoff:" ) { + m_soundfxoff.deserialize( Input, sound_type::single ); + } else if( key.compare( 0, std::min( key.size(), 5 ), "sound" ) == 0 ) { // sounds assigned to specific gauge values, defined by key soundFoo: where Foo = value auto const indexstart { key.find_first_of( "-1234567890" ) }; @@ -244,13 +285,11 @@ TGauge::UpdateValue( float fNewDesired, sound_source *Fallbacksound ) { // ...and if there isn't any, fall back on the basic set... auto const currentvalue = GetValue(); // HACK: crude way to discern controls with continuous and quantized value range - if( ( currentvalue < fNewDesired ) - && ( false == m_soundfxincrease.empty() ) ) { + if( currentvalue < fNewDesired ) { // shift up m_soundfxincrease.play( m_soundtype ); } - else if( ( currentvalue > fNewDesired ) - && ( false == m_soundfxdecrease.empty() ) ) { + else if( currentvalue > fNewDesired ) { // shift down m_soundfxdecrease.play( m_soundtype ); } @@ -276,8 +315,9 @@ float TGauge::GetDesiredValue() const { return m_targetvalue; } -void TGauge::Update() { - +void TGauge::Update( bool const Power ) { + // update value + // TODO: remove passing manually power state when LD is in place if( m_value != m_targetvalue ) { float dt = Timer::GetDeltaTime(); if( ( m_friction > 0 ) && ( dt < 0.5 * m_friction ) ) { @@ -292,55 +332,25 @@ void TGauge::Update() { m_value = m_targetvalue; } } - if( SubModel ) - { // warunek na wszelki wypadek, gdyby się submodel nie podłączył - switch (m_animation) { - case TGaugeAnimation::gt_Rotate: { - SubModel->SetRotate( float3( 0, 1, 0 ), GetScaledValue() * 360.0 ); - break; - } - case TGaugeAnimation::gt_Move: { - SubModel->SetTranslate( float3( 0, 0, GetScaledValue() ) ); - break; - } - case TGaugeAnimation::gt_Wiper: { - auto const scaledvalue { GetScaledValue() }; - SubModel->SetRotate( float3( 0, 1, 0 ), scaledvalue * 360.0 ); - auto *sm = SubModel->ChildGet(); - if( sm ) { - sm->SetRotate( float3( 0, 1, 0 ), scaledvalue * 360.0 ); - sm = sm->ChildGet(); - if( sm ) - sm->SetRotate( float3( 0, 1, 0 ), scaledvalue * 360.0 ); - } - break; - } - case TGaugeAnimation::gt_Digital: { - // Ra 2014-07: licznik cyfrowy - auto *sm = SubModel->ChildGet(); -/* std::string n = FormatFloat( "0000000000", floor( fValue ) ); // na razie tak trochę bez sensu -*/ std::string n( "000000000" + std::to_string( static_cast( std::floor( GetScaledValue() ) ) ) ); - if( n.length() > 10 ) { n.erase( 0, n.length() - 10 ); } // also dumb but should work for now - do { // pętla po submodelach potomnych i obracanie ich o kąt zależy od cyfry w (fValue) - if( sm->pName.size() ) { - // musi mieć niepustą nazwę - if( ( sm->pName[ 0 ] >= '0' ) - && ( sm->pName[ 0 ] <= '9' ) ) { - - sm->SetRotate( - float3( 0, 1, 0 ), - -36.0 * ( n[ '0' + 9 - sm->pName[ 0 ] ] - '0' ) ); - } - } - sm = sm->NextGet(); - } while( sm ); - break; - } - default: { - break; - } + // update submodel visibility + auto const state { Power && ( m_stateinput ? *m_stateinput : false ) }; + if( state != m_state ) { + // on state change play assigned sound + if( true == state ) { m_soundfxon.play(); } + else { m_soundfxoff.play(); } + } + m_state = state; + // toggle submodel visibility only if the active state submodel is present, + // keep the default model always visible otherwise + if( SubModelOn != nullptr ) { + SubModelOn->iVisible = m_state; + if( SubModel != nullptr ) { + SubModel->iVisible = ( !m_state ); } } + // update submodel animations + UpdateAnimation( SubModel ); + UpdateAnimation( SubModelOn ); }; void TGauge::AssignFloat(float *fValue) @@ -393,6 +403,11 @@ void TGauge::UpdateValue() } }; +void TGauge::AssignState( bool const *State ) { + + m_stateinput = State; +} + float TGauge::GetScaledValue() const { return ( @@ -407,6 +422,55 @@ float TGauge::GetScaledValue() const { + m_offset ); } +void +TGauge::UpdateAnimation( TSubModel *Submodel ) { + + if( Submodel == nullptr ) { return; } + + switch (m_animation) { + case TGaugeAnimation::gt_Rotate: { + Submodel->SetRotate( float3( 0, 1, 0 ), GetScaledValue() * 360.0 ); + break; + } + case TGaugeAnimation::gt_Move: { + Submodel->SetTranslate( float3( 0, 0, GetScaledValue() ) ); + break; + } + case TGaugeAnimation::gt_Wiper: { + auto const scaledvalue { GetScaledValue() }; + Submodel->SetRotate( float3( 0, 1, 0 ), scaledvalue * 360.0 ); + auto *sm = Submodel->ChildGet(); + if( sm ) { + sm->SetRotate( float3( 0, 1, 0 ), scaledvalue * 360.0 ); + sm = sm->ChildGet(); + if( sm ) + sm->SetRotate( float3( 0, 1, 0 ), scaledvalue * 360.0 ); + } + break; + } + case TGaugeAnimation::gt_Digital: { + // Ra 2014-07: licznik cyfrowy + auto *sm = Submodel->ChildGet(); +/* std::string n = FormatFloat( "0000000000", floor( fValue ) ); // na razie tak trochę bez sensu +*/ std::string n( "000000000" + std::to_string( static_cast( std::floor( GetScaledValue() ) ) ) ); + if( n.length() > 10 ) { n.erase( 0, n.length() - 10 ); } // also dumb but should work for now + do { // pętla po submodelach potomnych i obracanie ich o kąt zależy od cyfry w (fValue) + if( ( sm->pName.size() ) + && ( std::isdigit( sm->pName[ 0 ] ) ) ) { + sm->SetRotate( + float3( 0, 1, 0 ), + -36.0 * ( n[ '0' + 9 - sm->pName[ 0 ] ] - '0' ) ); + } + sm = sm->NextGet(); + } while( sm ); + break; + } + default: { + break; + } + } +} + // returns offset of submodel associated with the button from the model centre glm::vec3 TGauge::model_offset() const { diff --git a/Gauge.h b/Gauge.h index 6d36b67c..f14bd129 100644 --- a/Gauge.h +++ b/Gauge.h @@ -38,24 +38,26 @@ public: inline void Clear() { *this = TGauge(); } - void Init(TSubModel *Submodel, TGaugeAnimation Type, float Scale = 1, float Offset = 0, float Friction = 0, float Value = 0, float const Endvalue = -1.0, float const Endscale = -1.0, bool const Interpolate = false ); + void Init(TSubModel *Submodel, TSubModel *Submodelon, TGaugeAnimation Type, float Scale = 1, float Offset = 0, float Friction = 0, float Value = 0, float const Endvalue = -1.0, float const Endscale = -1.0, bool const Interpolate = false ); void Load(cParser &Parser, TDynamicObject const *Owner, double const mul = 1.0); void UpdateValue( float fNewDesired ); void UpdateValue( float fNewDesired, sound_source &Fallbacksound ); void PutValue(float fNewDesired); float GetValue() const; float GetDesiredValue() const; - void Update(); + void Update( bool const Power = true ); void AssignFloat(float *fValue); void AssignDouble(double *dValue); void AssignInt(int *iValue); void AssignBool(bool *bValue); void UpdateValue(); + void AssignState( bool const *State ); // returns offset of submodel associated with the button from the model centre glm::vec3 model_offset() const; TGaugeType type() const; // members - TSubModel *SubModel { nullptr }; // McZapkie-310302: zeby mozna bylo sprawdzac czy zainicjowany poprawnie + TSubModel *SubModel { nullptr }, // McZapkie-310302: zeby mozna bylo sprawdzac czy zainicjowany poprawnie + *SubModelOn { nullptr }; // optional submodel visible when the state input is set private: // methods @@ -66,6 +68,8 @@ private: UpdateValue( float fNewDesired, sound_source *Fallbacksound ); float GetScaledValue() const; + void + UpdateAnimation( TSubModel *Submodel ); // members TGaugeAnimation m_animation { TGaugeAnimation::gt_Unknown }; // typ ruchu @@ -86,8 +90,12 @@ private: int *iData; bool *bData; }; + bool m_state { false }; // visibility of the control's submodel(s); false : default, true: active + bool const *m_stateinput { nullptr }; // bound variable determining visibility of the control's submodel(s) int m_soundtype { 0 }; // toggle between exclusive and multiple sound generation sound_source m_soundtemplate { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; // shared properties for control's sounds + sound_source m_soundfxon { m_soundtemplate }; // sound associated with switching the control to active state + sound_source m_soundfxoff { m_soundtemplate }; // sound associated with switching the control to default state sound_source m_soundfxincrease { m_soundtemplate }; // sound associated with increasing control's value sound_source m_soundfxdecrease { m_soundtemplate }; // sound associated with decreasing control's value std::map m_soundfxvalues; // sounds associated with specific values diff --git a/Train.cpp b/Train.cpp index 06676a16..660550dd 100644 --- a/Train.cpp +++ b/Train.cpp @@ -42,10 +42,8 @@ extern user_command command; void control_mapper::insert( TGauge const &Gauge, std::string const &Label ) { - auto const submodel = Gauge.SubModel; - if( submodel != nullptr ) { - m_controlnames.emplace( submodel, Label ); - } + if( Gauge.SubModel != nullptr ) { m_controlnames.emplace( Gauge.SubModel, Label ); } + if( Gauge.SubModelOn != nullptr ) { m_controlnames.emplace( Gauge.SubModelOn, Label ); } } std::string @@ -2179,6 +2177,8 @@ void TTrain::OnCommand_pantographlowerrear( TTrain *Train, command_data const &C void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Command ) { + if( Command.action == GLFW_REPEAT ) { return; } + if( ( Train->ggPantAllDownButton.SubModel == nullptr ) && ( Train->ggPantSelectedDownButton.SubModel == nullptr ) ) { // TODO: expand definition of cab controls so we can know if the control is present without testing for presence of 3d switch @@ -2187,29 +2187,64 @@ void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Co } return; } - if( Command.action == GLFW_PRESS ) { - // press the button - // since we're just lowering all potential pantographs we don't need to test for state and effect - // front... - Train->mvControlled->PantFrontSP = false; - Train->mvControlled->PantFront( false ); - // ...and rear - Train->mvControlled->PantRearSP = false; - Train->mvControlled->PantRear( false ); - // visual feedback - if( Train->ggPantAllDownButton.SubModel ) - Train->ggPantAllDownButton.UpdateValue( 1.0, Train->dsbSwitch ); - if( Train->ggPantSelectedDownButton.SubModel ) { - Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); + + if( Train->ggPantAllDownButton.type() == TGaugeType::push ) { + // impulse switch + if( Command.action == GLFW_PRESS ) { + // press the button + // since we're just lowering all potential pantographs we don't need to test for state and effect + // front... + Train->mvControlled->PantFrontSP = false; + Train->mvControlled->PantFront( false ); + // ...and rear + Train->mvControlled->PantRearSP = false; + Train->mvControlled->PantRear( false ); + // visual feedback + if( Train->ggPantAllDownButton.SubModel ) + Train->ggPantAllDownButton.UpdateValue( 1.0, Train->dsbSwitch ); + if( Train->ggPantSelectedDownButton.SubModel ) { + Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); + } + } + else if( Command.action == GLFW_RELEASE ) { + // release the button + // visual feedback + if( Train->ggPantAllDownButton.SubModel ) + Train->ggPantAllDownButton.UpdateValue( 0.0 ); + if( Train->ggPantSelectedDownButton.SubModel ) { + Train->ggPantSelectedDownButton.UpdateValue( 0.0 ); + } } } - else if( Command.action == GLFW_RELEASE ) { - // release the button - // visual feedback - if( Train->ggPantAllDownButton.SubModel ) - Train->ggPantAllDownButton.UpdateValue( 0.0 ); - if( Train->ggPantSelectedDownButton.SubModel ) { - Train->ggPantSelectedDownButton.UpdateValue( 0.0 ); + else { + // two-state switch, only cares about press events + if( Command.action == GLFW_PRESS ) { + // HACK: use current switch position to determine (intended) state + if( Train->ggPantAllDownButton.GetDesiredValue() < 0.05 ) { + // currenty inactive, activate it + // since we're just lowering all potential pantographs we don't need to test for state and effect + // front... + Train->mvControlled->PantFrontSP = false; + Train->mvControlled->PantFront( false ); + // ...and rear + Train->mvControlled->PantRearSP = false; + Train->mvControlled->PantRear( false ); + // visual feedback + if( Train->ggPantAllDownButton.SubModel ) + Train->ggPantAllDownButton.UpdateValue( 1.0, Train->dsbSwitch ); + if( Train->ggPantSelectedDownButton.SubModel ) { + Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); + } + } + else { + // currently active, move it back to neutral position + // visual feedback + if( Train->ggPantAllDownButton.SubModel ) + Train->ggPantAllDownButton.UpdateValue( 0.0 ); + if( Train->ggPantSelectedDownButton.SubModel ) { + Train->ggPantSelectedDownButton.UpdateValue( 0.0 ); + } + } } } } @@ -5834,8 +5869,7 @@ bool TTrain::Update( double const Deltatime ) ((mvControlled->EngineType == TEngineType::ElectricSeriesMotor) || (mvControlled->TrainType == dt_EZT)) && (DynamicObject->Controller == Humandriver)) // hunter-110212: poprawka dla EZT - { // hunter-091012: poprawka (zmiana warunku z CompressorPower /rozne od - // 0/ na /rowne 1/) + { // hunter-091012: poprawka (zmiana warunku z CompressorPower /rozne od 0/ na /rowne 1/) if (fConverterTimer < fConverterPrzekaznik) { mvControlled->ConvOvldFlag = true; @@ -5851,6 +5885,7 @@ bool TTrain::Update( double const Deltatime ) else fConverterTimer = 0; //------------------ + auto const lowvoltagepower { mvControlled->Battery || mvControlled->ConverterFlag }; // youBy - prad w drugim czlonie: galaz lub calosc { @@ -5903,7 +5938,7 @@ bool TTrain::Update( double const Deltatime ) ggClockHInd.Update(); } - Cabine[iCabn].Update( mvControlled->Battery || mvControlled->ConverterFlag ); // nowy sposób ustawienia animacji + Cabine[iCabn].Update( lowvoltagepower ); // nowy sposób ustawienia animacji if (ggZbS.SubModel) { ggZbS.UpdateValue(mvOccupied->Handle->GetCP()); @@ -6012,7 +6047,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaNadmSil.Turn( false ); } - if (mvControlled->Battery || mvControlled->ConverterFlag) { + if( true == lowvoltagepower ) { // alerter test if( true == CAflag ) { if( ggSecurityResetButton.GetDesiredValue() > 0.95 ) { @@ -6199,7 +6234,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaMalfunction.Turn( mvControlled->dizel_heat.PA ); btLampkaMotorBlowers.Turn( ( mvControlled->MotorBlowers[ end::front ].is_active ) && ( mvControlled->MotorBlowers[ end::rear ].is_active ) ); btLampkaCoolingFans.Turn( mvControlled->RventRot > 1.0 ); - btLampkaTempomat.Turn( mvControlled->ScndCtrlPos > 0 ); + btLampkaTempomat.Turn( mvOccupied->SpeedCtrlUnit.IsActive ); btLampkaDistanceCounter.Turn( m_distancecounter >= 0.f ); // universal devices state indicators for( auto idx = 0; idx < btUniversals.size(); ++idx ) { @@ -6282,32 +6317,32 @@ bool TTrain::Update( double const Deltatime ) (mvOccupied->ActiveCab < 0)) tmp = DynamicObject->PrevConnected(); - if (tmp) - if ( mvControlled->Battery || mvControlled->ConverterFlag ) { + if( tmp ) { + if( lowvoltagepower ) { - auto const *mover { tmp->MoverParameters }; + auto const *mover{ tmp->MoverParameters }; btLampkaWylSzybkiB.Turn( mover->Mains ); btLampkaWylSzybkiBOff.Turn( ( false == mover->Mains ) - && ( mover->MainsInitTimeCountdown <= 0.0 ) - /*&& ( fHVoltage != 0.0 )*/ ); + && ( mover->MainsInitTimeCountdown <= 0.0 ) + /*&& ( fHVoltage != 0.0 )*/ ); - btLampkaOporyB.Turn(mover->ResistorsFlagCheck()); + btLampkaOporyB.Turn( mover->ResistorsFlagCheck() ); btLampkaBezoporowaB.Turn( ( true == mover->ResistorsFlagCheck() ) - || ( mover->MainCtrlActualPos == 0 ) ); // do EU04 + || ( mover->MainCtrlActualPos == 0 ) ); // do EU04 if( ( mover->StLinFlag ) - || ( mover->BrakePress > 2.0 ) - || ( mover->PipePress < 0.36 ) ) { + || ( mover->BrakePress > 2.0 ) + || ( mover->PipePress < 0.36 ) ) { btLampkaStycznB.Turn( false ); } else if( mover->BrakePress < 1.0 ) { btLampkaStycznB.Turn( true ); // mozna prowadzic rozruch } // hunter-271211: sygnalizacja poslizgu w pierwszym pojezdzie, gdy wystapi w drugim - btLampkaPoslizg.Turn(mover->SlippingWheels); + btLampkaPoslizg.Turn( mover->SlippingWheels ); btLampkaSprezarkaB.Turn( mover->CompressorFlag ); // mutopsitka dziala btLampkaSprezarkaBOff.Turn( false == mover->CompressorFlag ); @@ -6348,6 +6383,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaHVoltageB.Turn( false ); btLampkaMalfunctionB.Turn( false ); } + } } // McZapkie-080602: obroty (albo translacje) regulatorow if( ggJointCtrl.SubModel != nullptr ) { @@ -6408,7 +6444,7 @@ bool TTrain::Update( double const Deltatime ) dsbNastawnikBocz ); ggScndCtrl.Update(); } - ggScndCtrlButton.Update(); + ggScndCtrlButton.Update( lowvoltagepower ); ggDistanceCounterButton.Update(); if (ggDirKey.SubModel) { if (mvControlled->TrainType != dt_EZT) @@ -6600,12 +6636,12 @@ bool TTrain::Update( double const Deltatime ) } ggHelperButton.Update(); - ggSpeedControlIncreaseButton.Update(); - ggSpeedControlDecreaseButton.Update(); - ggSpeedControlPowerIncreaseButton.Update(); - ggSpeedControlPowerDecreaseButton.Update(); + ggSpeedControlIncreaseButton.Update( lowvoltagepower ); + ggSpeedControlDecreaseButton.Update( lowvoltagepower ); + ggSpeedControlPowerIncreaseButton.Update( lowvoltagepower ); + ggSpeedControlPowerDecreaseButton.Update( lowvoltagepower ); for (auto &speedctrlbutton : ggSpeedCtrlButtons) { - speedctrlbutton.Update(); + speedctrlbutton.Update( lowvoltagepower ); } for( auto &universal : ggUniversals ) { @@ -8102,7 +8138,7 @@ void TTrain::set_cab_controls( int const Cab ) { // lights ggLightsButton.PutValue( mvOccupied->LightsPos - 1 ); - auto const vehicleend { cab_to_end() }; + auto const vehicleend { cab_to_end( Cab ) }; if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_left ) != 0 ) { ggLeftLightButton.PutValue( 1.f ); @@ -8559,7 +8595,6 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "cablight_sw:", ggCabLightButton }, { "cablightdim_sw:", ggCabLightDimButton }, { "battery_sw:", ggBatteryButton }, - { "tempomat_sw:", ggScndCtrlButton }, { "distancecounter_sw:", ggDistanceCounterButton }, { "universal0:", ggUniversals[ 0 ] }, { "universal1:", ggUniversals[ 1 ] }, @@ -8570,30 +8605,44 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "universal6:", ggUniversals[ 6 ] }, { "universal7:", ggUniversals[ 7 ] }, { "universal8:", ggUniversals[ 8 ] }, - { "universal9:", ggUniversals[ 9 ] }, - { "speedinc_bt:", ggSpeedControlIncreaseButton }, - { "speeddec_bt:", ggSpeedControlDecreaseButton }, - { "speedctrlpowerinc_bt:", ggSpeedControlPowerIncreaseButton }, - { "speedctrlpowerdec_bt:", ggSpeedControlPowerDecreaseButton }, - { "speedbutton0:", ggSpeedCtrlButtons[ 0 ] }, - { "speedbutton1:", ggSpeedCtrlButtons[ 1 ] }, - { "speedbutton2:", ggSpeedCtrlButtons[ 2 ] }, - { "speedbutton3:", ggSpeedCtrlButtons[ 3 ] }, - { "speedbutton4:", ggSpeedCtrlButtons[ 4 ] }, - { "speedbutton5:", ggSpeedCtrlButtons[ 5 ] }, - { "speedbutton6:", ggSpeedCtrlButtons[ 6 ] }, - { "speedbutton7:", ggSpeedCtrlButtons[ 7 ] }, - { "speedbutton8:", ggSpeedCtrlButtons[ 8 ] }, - { "speedbutton9:", ggSpeedCtrlButtons[ 9 ] } - }; + { "universal9:", ggUniversals[ 9 ] } + }; { - auto lookup = gauges.find( Label ); + auto const lookup { gauges.find( Label ) }; if( lookup != gauges.end() ) { lookup->second.Load( Parser, DynamicObject ); m_controlmapper.insert( lookup->second, lookup->first ); return true; } } + // TODO: move viable gauges to the state driven array + std::unordered_map > const stategauges = { + { "tempomat_sw:", { ggScndCtrlButton, &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedinc_bt:", { ggSpeedControlIncreaseButton, &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speeddec_bt:", { ggSpeedControlDecreaseButton, &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedctrlpowerinc_bt:", { ggSpeedControlPowerIncreaseButton, &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedctrlpowerdec_bt:", { ggSpeedControlPowerDecreaseButton, &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedbutton0:", { ggSpeedCtrlButtons[ 0 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedbutton1:", { ggSpeedCtrlButtons[ 1 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedbutton2:", { ggSpeedCtrlButtons[ 2 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedbutton3:", { ggSpeedCtrlButtons[ 3 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedbutton4:", { ggSpeedCtrlButtons[ 4 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedbutton5:", { ggSpeedCtrlButtons[ 5 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedbutton6:", { ggSpeedCtrlButtons[ 6 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedbutton7:", { ggSpeedCtrlButtons[ 7 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedbutton8:", { ggSpeedCtrlButtons[ 8 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "speedbutton9:", { ggSpeedCtrlButtons[ 9 ], &mvOccupied->SpeedCtrlUnit.IsActive } } + }; + { + auto const lookup { stategauges.find( Label ) }; + if( lookup != stategauges.end() ) { + auto &gauge { std::get( lookup->second ) }; + gauge.Load( Parser, DynamicObject ); + gauge.AssignState( std::get( lookup->second ) ); + m_controlmapper.insert( gauge, lookup->first ); + return true; + } + } // TODO: move viable dedicated gauges to the automatic array std::unordered_map const autoboolgauges = { { "doormode_sw:", &mvOccupied->Doors.remote_only }, @@ -8803,9 +8852,9 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { if( DynamicObject->mdKabina ) { // McZapkie-300302: zegarek - ggClockSInd.Init( DynamicObject->mdKabina->GetFromName( "ClockShand" ), TGaugeAnimation::gt_Rotate, 1.0 / 60.0 ); - ggClockMInd.Init( DynamicObject->mdKabina->GetFromName( "ClockMhand" ), TGaugeAnimation::gt_Rotate, 1.0 / 60.0 ); - ggClockHInd.Init( DynamicObject->mdKabina->GetFromName( "ClockHhand" ), TGaugeAnimation::gt_Rotate, 1.0 / 12.0 ); + ggClockSInd.Init( DynamicObject->mdKabina->GetFromName( "ClockShand" ), nullptr, TGaugeAnimation::gt_Rotate, 1.0 / 60.0 ); + ggClockMInd.Init( DynamicObject->mdKabina->GetFromName( "ClockMhand" ), nullptr, TGaugeAnimation::gt_Rotate, 1.0 / 60.0 ); + ggClockHInd.Init( DynamicObject->mdKabina->GetFromName( "ClockHhand" ), nullptr, TGaugeAnimation::gt_Rotate, 1.0 / 12.0 ); } } } diff --git a/Train.h b/Train.h index cc5b949d..e4a20388 100644 --- a/Train.h +++ b/Train.h @@ -158,11 +158,14 @@ class TTrain { void update_sounds_runningnoise( sound_source &Sound ); void update_sounds_radio(); inline - end cab_to_end() const { + end cab_to_end( int const End ) const { return ( - iCabn == 2 ? + End == 2 ? end::rear : end::front ); } + inline + end cab_to_end() const { + return cab_to_end( iCabn ); } // command handlers // NOTE: we're currently using universal handlers and static handler map but it may be beneficial to have these implemented on individual class instance basis From d1d5841d60c0de31ae487a2a855fb2d5624323bc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Fri, 18 Oct 2019 23:30:29 +0200 Subject: [PATCH 022/153] Fix for BrakeHandle in DMUs after emergency braking --- McZapkie/Mover.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index eaf1ac48..4bf691a5 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -3987,7 +3987,7 @@ void TMoverParameters::UpdatePipePressure(double dt) || ( ( BrakeHandle != TBrakeHandle::MHZ_EN57 ) && ( BrakeHandle != TBrakeHandle::MHZ_K8P ) ) ) { double pos = BrakeCtrlPosR; - if (SpeedCtrl && SpeedCtrlUnit.BrakeIntervention && !SpeedCtrlUnit.Standby) { + if (SpeedCtrlUnit.IsActive && SpeedCtrlUnit.BrakeIntervention && !SpeedCtrlUnit.Standby) { pos = Handle->GetPos(bh_NP); if (SpeedCtrlUnit.BrakeInterventionBraking) pos = Handle->GetPos(bh_FB); From 2acace52bf66cee80d2b97d800160e52025f6952 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sat, 19 Oct 2019 22:14:29 +0200 Subject: [PATCH 023/153] Speed Control Unit does not override emergency braking --- McZapkie/Mover.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 4bf691a5..41edac64 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -3987,7 +3987,7 @@ void TMoverParameters::UpdatePipePressure(double dt) || ( ( BrakeHandle != TBrakeHandle::MHZ_EN57 ) && ( BrakeHandle != TBrakeHandle::MHZ_K8P ) ) ) { double pos = BrakeCtrlPosR; - if (SpeedCtrlUnit.IsActive && SpeedCtrlUnit.BrakeIntervention && !SpeedCtrlUnit.Standby) { + if (SpeedCtrlUnit.IsActive && SpeedCtrlUnit.BrakeIntervention && !SpeedCtrlUnit.Standby && (BrakeCtrlPos != Handle->GetPos(bh_EB))) { pos = Handle->GetPos(bh_NP); if (SpeedCtrlUnit.BrakeInterventionBraking) pos = Handle->GetPos(bh_FB); From 49c2f9b04bb6f4d98852c9b0783b5ba7138b0ffe Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sat, 19 Oct 2019 22:15:04 +0200 Subject: [PATCH 024/153] Added velocity for brake intervention of speed control --- McZapkie/MOVER.h | 1 + McZapkie/Mover.cpp | 6 ++++-- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 8b8b9678..ca896909 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -706,6 +706,7 @@ struct speed_control { double FactorPneg = 0.5; double FactorIpos = 0.0; double FactorIneg = 0.0; + double BrakeInterventionVel = 30.0; }; class TMoverParameters diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 41edac64..8d61a579 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -6670,10 +6670,10 @@ void TMoverParameters::CheckSpeedCtrl(double dt) double error = (std::max(SpeedCtrlValue + SpeedCtrlUnit.Offset, 0.0) - Vel); double factorP = error > 0 ? SpeedCtrlUnit.FactorPpos : SpeedCtrlUnit.FactorPneg; double eSCP = clamp(factorP * error, -1.2, 1.0); //P module - bool hydrounlock = (EngineType != TEngineType::DieselEngine) || (Vel < hydro_TC_UnlockSpeed); + bool retarder_not_work = (EngineType != TEngineType::DieselEngine) || (Vel < SpeedCtrlUnit.BrakeInterventionVel); if (eSCP < -1.0) { - SpeedCtrlUnit.BrakeInterventionBraking = (eSCP < -1.1) && hydrounlock; + SpeedCtrlUnit.BrakeInterventionBraking = (eSCP < -1.1) && retarder_not_work; eSCP = -1.0; } SpeedCtrlUnit.BrakeInterventionUnbraking = (eSCP > 0.0) || (Vel == 0.0); @@ -9741,6 +9741,8 @@ void TMoverParameters::LoadFIZ_SpeedControl(std::string const &Line) { extract_value(SpeedCtrlUnit.FactorPneg, "kPneg", Line, ""); extract_value(SpeedCtrlUnit.FactorIpos, "kIpos", Line, ""); extract_value(SpeedCtrlUnit.FactorIneg, "kIneg", Line, ""); + extract_value(SpeedCtrlUnit.BrakeInterventionVel, "BrakeIntMaxVel", Line, ""); + } From a550f07b2305f62872c011c65fd754d6b76c0e1d Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 20 Oct 2019 18:03:45 +0200 Subject: [PATCH 025/153] refactoring: vehicle parameters loader boolean import uniformization --- McZapkie/Mover.cpp | 79 ++++++++++++++++++++-------------------------- 1 file changed, 35 insertions(+), 44 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 8d61a579..59392e77 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -10,9 +10,9 @@ http://mozilla.org/MPL/2.0/. #include "stdafx.h" #include "MOVER.h" +#include "utilities.h" #include "DynObj.h" #include "Oerlikon_ESt.h" -#include "utilities.h" #include "Globals.h" #include "Logs.h" #include "parser.h" @@ -2562,7 +2562,8 @@ void TMoverParameters::SecuritySystemCheck(double dt) && (Battery)) // Ra: EZT ma teraz czuwak w rozrządczym { // CA - if( ( SecuritySystem.AwareMinSpeed > 0.0 ? + if( ( false == ShuntMode ) // TBD, TODO: check if alerter inactivity in shunt mode is general rule or vehicle specific, may need a config flag + && ( SecuritySystem.AwareMinSpeed > 0.0 ? ( Vel >= SecuritySystem.AwareMinSpeed ) : ( ActiveDir != 0 ) ) ) { // domyślnie predkość większa od 10% Vmax, albo podanej jawnie w FIZ @@ -9417,10 +9418,10 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { lookup->second : TBrakeHandle::NoHandle; } - Handle_AutomaticOverload = (extract_value("HAO", line) == "Yes"); - Handle_ManualOverload = (extract_value("HMO", line) == "Yes"); - extract_value(Handle_GenericDoubleParameter1, "HGDP1", line, ""); - extract_value(Handle_GenericDoubleParameter2, "HGDP2", line, ""); + extract_value( Handle_AutomaticOverload, "HAO", line, "" ); + extract_value( Handle_ManualOverload, "HMO", line, "" ); + extract_value( Handle_GenericDoubleParameter1, "HGDP1", line, "" ); + extract_value( Handle_GenericDoubleParameter2, "HGDP2", line, "" ); // brakelochandle { std::map locbrakehandles{ @@ -9442,17 +9443,16 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { } // asbtype - std::string asb; - extract_value( asb, "ASB", line, "" ); + std::string const asb { ToLower( extract_value( "ASB", line ) ) }; if( BrakeCtrlPosNo > 0 ) { - if( asb == "Manual" ) { ASBType = 1; } - else if( asb == "Automatic" ) { ASBType = 2; } - else if (asb == "Yes") { ASBType = 128; } + if( asb == "manual" ) { ASBType = 1; } + else if( asb == "automatic" ) { ASBType = 2; } + else if( asb == "yes") { ASBType = 128; } } else { - if( asb == "Yes" ) { ASBType = 128; } + if( asb == "yes" ) { ASBType = 128; } } } // brakesystem != individual @@ -9470,7 +9470,7 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { TLocalBrake::NoBrake; } // mbrake - MBrake = ( extract_value( "ManualBrake", line ) == "Yes" ); + extract_value( MBrake, "ManualBrake", line, "" ); // dynamicbrake { std::map dynamicbrakes{ @@ -9492,17 +9492,16 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { extract_value( ScndInMain, "SCIM", line, "" ); extract_value( MaxMainCtrlPosNoDirChange, "DirChangeMaxPos", line, "" ); - std::string autorelay; - extract_value( autorelay, "AutoRelay", line, "" ); - if( autorelay == "Optional" ) { AutoRelayType = 2; } - else if( autorelay == "Yes" ) { AutoRelayType = 1; } - else { AutoRelayType = 0; } + auto const autorelay { ToLower( extract_value( "AutoRelay", line ) ) }; + if( autorelay == "optional" ) { AutoRelayType = 2; } + else if( autorelay == "yes" ) { AutoRelayType = 1; } + else { AutoRelayType = 0; } extract_value( CoupledCtrl, "CoupledCtrl", line, "" ); extract_value( EIMCtrlType, "EIMCtrlType", line, "" ); - clamp( EIMCtrlType, 0, 3 ); - LocHandleTimeTraxx = (extract_value("LocalBrakeTraxx", line) == "Yes"); - EIMCtrlAdditionalZeros = (extract_value("EIMCtrlAddZeros", line) == "Yes"); + EIMCtrlType = clamp( EIMCtrlType, 0, 3 ); + extract_value( LocHandleTimeTraxx, "LocalBrakeTraxx", line, "" ); + extract_value( EIMCtrlAdditionalZeros, "EIMCtrlAddZeros", line, "" ); extract_value( ScndS, "ScndS", line, "" ); // brak pozycji rownoleglej przy niskiej nastawie PSR @@ -9513,9 +9512,9 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { //hunter-111012: dla siodemek 303E FastSerialCircuit = - ( extract_value( "FSCircuit", line ) == "Yes" ) ? - 1 : - 0; + ( ToLower( extract_value( "FSCircuit", line ) ) == "yes" ) ? + 1 : + 0; extract_value( StopBrakeDecc, "SBD", line, "" ); @@ -9701,7 +9700,7 @@ void TMoverParameters::LoadFIZ_Power( std::string const &Line ) { void TMoverParameters::LoadFIZ_SpeedControl(std::string const &Line) { // speed control - SpeedCtrl = extract_value("SpeedCtrl", Line) == "Yes"; + extract_value( SpeedCtrl, "SpeedCtrl", Line, "" ); if ((!SpeedCtrl) && (EngineType == TEngineType::ElectricInductionMotor) && (ScndCtrlPosNo > 0)) //backward compatibility SpeedCtrl = true; extract_value(SpeedCtrlDelay, "SpeedCtrlDelay", Line, ""); @@ -9717,16 +9716,8 @@ void TMoverParameters::LoadFIZ_SpeedControl(std::string const &Line) { SpeedCtrlButtons[speed_no++] = std::stod(speed); if (speed_no > 9) break; } - SpeedCtrlUnit.ManualStateOverride = - (extract_value("OverrideManual", Line) == "Yes") ? - true : - false; - - SpeedCtrlUnit.BrakeIntervention = - (extract_value("BrakeIntervention", Line) == "Yes") ? - true : - false; - + extract_value( SpeedCtrlUnit.ManualStateOverride, "OverrideManual", Line, ""); + extract_value( SpeedCtrlUnit.BrakeIntervention, "BrakeIntervention", Line, "" ); extract_value(SpeedCtrlUnit.InitialPower, "InitPwr", Line, ""); extract_value(SpeedCtrlUnit.FullPowerVelocity, "MaxPwrVel", Line, ""); extract_value(SpeedCtrlUnit.StartVelocity, "StartVel", Line, ""); @@ -10003,17 +9994,17 @@ void TMoverParameters::LoadFIZ_RList( std::string const &Input ) { extract_value( RlistSize, "Size", Input, "" ); - auto const venttype = extract_value( "RVent", Input ); - if( venttype == "Automatic" ) { + auto const venttype { ToLower( extract_value( "RVent", Input ) ) }; + if( venttype == "automatic" ) { RVentType = 2; } else { - RVentType = - venttype == "Yes" ? - 1 : - 0; + RVentType = ( + venttype == "yes" ? + 1 : + 0 ); } if( RVentType > 0 ) { @@ -10031,9 +10022,9 @@ void TMoverParameters::LoadFIZ_RList( std::string const &Input ) { void TMoverParameters::LoadFIZ_UCList(std::string const &Input) { - extract_value(UniCtrlListSize, "Size", Input, ""); - UniCtrlIntegratedBrakeCtrl = (extract_value("IntegratedBrake", Input) == "Yes"); - UniCtrlIntegratedBrakePNCtrl = (extract_value("IntegratedBrakePN", Input) == "Yes"); + extract_value( UniCtrlListSize, "Size", Input, "" ); + extract_value( UniCtrlIntegratedBrakeCtrl, "IntegratedBrake", Input, "" ); + extract_value( UniCtrlIntegratedBrakePNCtrl, "IntegratedBrakePN", Input, "" ); } From d0ac6bf599bb9b252dfc7a861e51df48acfe10d7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sun, 20 Oct 2019 16:52:49 +0200 Subject: [PATCH 026/153] Added fuel consumption calculation for DieselEngine --- McZapkie/MOVER.h | 7 ++++++- McZapkie/Mover.cpp | 16 +++++++++++++--- driveruipanels.cpp | 9 +++++++++ 3 files changed, 28 insertions(+), 4 deletions(-) diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index ca896909..54ec7408 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1121,6 +1121,10 @@ public: double dizel_minVelfullengage = 0.0; /*najmniejsza predkosc przy jezdzie ze sprzeglem bez poslizgu*/ double dizel_maxVelANS = 3.0; /*predkosc progowa rozlaczenia przetwornika momentu*/ double dizel_AIM = 1.0; /*moment bezwladnosci walu itp*/ + double dizel_NominalFuelConsumptionRate = 250.0; /*jednostkowe zużycie paliwa przy mocy nominalnej, wczytywane z fiz, g/kWh*/ + double dizel_FuelConsumption = 0.0; /*współczynnik zużycia paliwa przeliczony do jednostek maszynowych, l/obrót*/ + double dizel_FuelConsumptionActual = 0.0; /*chwilowe spalanie paliwa w l/h*/ + double dizel_FuelConsumptedTotal = 0.0; /*ilość paliwa zużyta od początku symulacji, l*/ double dizel_engageDia = 0.5; double dizel_engageMaxForce = 6000.0; double dizel_engagefriction = 0.5; /*parametry sprzegla*/ double engagedownspeed = 0.9; double engageupspeed = 0.5; @@ -1401,7 +1405,8 @@ public: bool dizel_spinup { false }; // engine spin up to idle speed flag double dizel_engagedeltaomega = 0.0; /*roznica predkosci katowych tarcz sprzegla*/ double dizel_n_old = 0.0; /*poredkosc na potrzeby obliczen sprzegiel*/ - double dizel_Torque = 0.0; /*poredkosc na potrzeby obliczen sprzegiel*/ + double dizel_Torque = 0.0; /*aktualny moment obrotowy silnika spalinowego*/ + double dizel_Power = 0.0; /*aktualna moc silnika spalinowego*/ double dizel_nreg_min = 0.0; /*predkosc regulatora minimalna, zmienna w hydro*/ /* - zmienne dla przetowrnika momentu */ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 59392e77..4640d8b1 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -5054,7 +5054,8 @@ double TMoverParameters::TractionForce( double dt ) { break; } case TEngineType::DieselEngine: { - EnginePower = ( 2 * dizel_Mstand + dmoment ) * enrot * ( 2.0 * M_PI / 1000.0 ); + dizel_Power = Mm * enrot * (2.0 * M_PI / 1000.0); + EnginePower = ( dizel_Mstand + Mm ) * enrot * ( 2.0 * M_PI / 1000.0 ); if( MainCtrlPowerPos() > 1 ) { // dodatkowe opory z powodu sprezarki} // dmoment -= dizel_Mstand * ( 0.2 * enrot / dizel_nmax ); //yB: skąd to w ogóle się bierze?! @@ -5238,8 +5239,7 @@ double TMoverParameters::TractionForce( double dt ) { case TEngineType::DieselEngine: { - Mm = dmoment; //bylo * dizel_engage - Mw = Mm * dtrans; // dmoment i dtrans policzone przy okazji enginerotation + Mw = dmoment * dtrans; // dmoment i dtrans policzone przy okazji enginerotation if ((hydro_R) && (hydro_R_Placement == 0)) Mw -= dizel_MomentumRetarder(nrot * Transmision.Ratio, dt) * Transmision.Ratio; Fw = Mw * 2.0 / WheelDiameter / NPoweredAxles; @@ -7122,6 +7122,9 @@ double TMoverParameters::dizel_Momentum(double dizel_fill, double n, double dt) if( enrot > 0 ) { Moment = ( dizel_Mmax - ( dizel_Mmax - dizel_Mnmax ) * square( ( enrot - dizel_nMmax ) / ( dizel_nMmax - dizel_nmax ) ) ) * dizel_fill - dizel_Mstand; + Mm = Moment; + dizel_FuelConsumptionActual = dizel_FuelConsumption * enrot * dizel_fill; + dizel_FuelConsumptedTotal += dizel_FuelConsumptionActual * dt / 3600.0; if ((hydro_R) && (hydro_R_Placement == 2)) Moment -= dizel_MomentumRetarder(enrot, dt); } @@ -10036,11 +10039,18 @@ void TMoverParameters::LoadFIZ_DList( std::string const &Input ) { extract_value( dizel_nmax, "nmax", Input, "" ); extract_value( dizel_nominalfill, "nominalfill", Input, "" ); extract_value( dizel_Mstand, "Mstand", Input, "" ); + extract_value( dizel_NominalFuelConsumptionRate, "NomFuelConsRate", Input, ""); if( dizel_nMmax == dizel_nmax ) { // HACK: guard against cases where nMmax == nmax, leading to division by 0 in momentum calculation dizel_nMmax = dizel_nmax - 1.0 / 60.0; } + + //Calculation of fuel consumption coefficient for futher calculation + double dizel_max_power = dizel_nmax * (dizel_Mnmax - dizel_Mstand) * M_PI * 2 * 0.001; //power in kW + double dizel_max_energy = dizel_max_power; //energy per one hour in kWh is equal to power in kW times 1 h + double fuel_density = 850; //g/l + dizel_FuelConsumption = dizel_NominalFuelConsumptionRate * dizel_max_energy / fuel_density / dizel_nmax; } void TMoverParameters::LoadFIZ_FFList( std::string const &Input ) { diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 02da6086..7365cbd7 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -793,11 +793,20 @@ debug_panel::update_section_engine( std::vector &Output ) { // diesel engine data if( mover.EngineType == TEngineType::DieselEngine ) { + double fuel_mean = 0.0; + if (mover.DistCounter > 0.5) { + fuel_mean = 100 * mover.dizel_FuelConsumptedTotal / mover.DistCounter; + } + std::string parameterstext = "param value"; std::vector< std::pair > const paramvalues { { " rpm: ", mover.enrot * 60.0 }, { "efill: ", mover.dizel_fill }, { "etorq: ", mover.dizel_Torque }, + { "power: ", mover.dizel_Power }, + { "f_act: ", mover.dizel_FuelConsumptionActual }, + { "f_tot: ", mover.dizel_FuelConsumptedTotal }, + { "fmean: ", fuel_mean }, { "creal: ", mover.dizel_engage }, { "cdesi: ", mover.dizel_engagestate }, { "cdelt: ", mover.dizel_engagedeltaomega }, From ae40f5486f92fb8102e56b4c7b29091178fa8817 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 20 Oct 2019 18:07:05 +0200 Subject: [PATCH 027/153] debug panel particle stats --- openglparticles.cpp | 12 +++++++----- openglparticles.h | 2 +- openglrenderer.cpp | 5 +++-- openglrenderer.h | 1 + 4 files changed, 12 insertions(+), 8 deletions(-) diff --git a/openglparticles.cpp b/openglparticles.cpp index 0e51d3fe..663b193a 100644 --- a/openglparticles.cpp +++ b/openglparticles.cpp @@ -127,13 +127,13 @@ opengl_particles::update( opengl_camera const &Camera ) { ::glPopClientAttrib(); } -void +std::size_t opengl_particles::render( int const Textureunit ) { - if( false == Global.Smoke ) { return; } - if( m_buffercapacity == 0 ) { return; } - if( m_particlevertices.empty() ) { return; } - if( ( m_buffer == 0 ) || ( m_buffer == (GLuint)-1 ) ) { return; } + if( false == Global.Smoke ) { return 0; } + if( m_buffercapacity == 0 ) { return 0; } + if( m_particlevertices.empty() ) { return 0; } + if( ( m_buffer == 0 ) || ( m_buffer == (GLuint)-1 ) ) { return 0; } // setup... ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); @@ -153,6 +153,8 @@ opengl_particles::render( int const Textureunit ) { gfx::opengl_vbogeometrybank::reset(); } ::glPopClientAttrib(); + + return m_particlevertices.size() / 4; } //--------------------------------------------------------------------------- diff --git a/openglparticles.h b/openglparticles.h index 0b732693..2d464795 100644 --- a/openglparticles.h +++ b/openglparticles.h @@ -25,7 +25,7 @@ public: // methods void update( opengl_camera const &Camera ); - void + std::size_t render( int const Textureunit ); private: // types diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 5b5ac491..b24385ae 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -359,7 +359,8 @@ opengl_renderer::Render() { + " paths: " + to_string( m_debugstats.paths ) + "\n" + " shapes: " + to_string( m_debugstats.shapes ) + "\n" + " traction: " + to_string( m_debugstats.traction ) + "\n" - + " lines: " + to_string( m_debugstats.lines ); + + " lines: " + to_string( m_debugstats.lines ) + "\n" + + "particles: " + to_string( m_debugstats.particles ); ++m_framestamp; @@ -2953,7 +2954,7 @@ opengl_renderer::Render_particles() { ::glDepthMask( GL_FALSE ); Bind_Texture( m_smoketexture ); - m_particlerenderer.render( m_diffusetextureunit ); + m_debugstats.particles = m_particlerenderer.render( m_diffusetextureunit ); ::glDepthMask( GL_TRUE ); ::glEnable( GL_LIGHTING ); diff --git a/openglrenderer.h b/openglrenderer.h index 65ad8ca4..e802bfe0 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -129,6 +129,7 @@ private: int traction { 0 }; int shapes { 0 }; int lines { 0 }; + int particles { 0 }; int drawcalls { 0 }; }; From bc8b3d72f332ced7448acf6a870c875cc7fb3720 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 23 Oct 2019 16:45:56 +0200 Subject: [PATCH 028/153] refactoring: skydome visualization code extraction --- maszyna.vcxproj.filters | 12 +++-- openglparticles.cpp | 6 +-- openglrenderer.cpp | 10 +++- openglrenderer.h | 5 +- openglskydome.cpp | 98 +++++++++++++++++++++++++++++++++++ openglskydome.h | 33 ++++++++++++ precipitation.cpp | 2 + simulationenvironment.h | 10 +++- simulationstateserializer.cpp | 7 ++- skydome.cpp | 52 +------------------ skydome.h | 15 ++++-- 11 files changed, 181 insertions(+), 69 deletions(-) create mode 100644 openglskydome.cpp create mode 100644 openglskydome.h diff --git a/maszyna.vcxproj.filters b/maszyna.vcxproj.filters index 641368cd..e61198c3 100644 --- a/maszyna.vcxproj.filters +++ b/maszyna.vcxproj.filters @@ -366,6 +366,9 @@ Source Files + + Source Files + @@ -629,9 +632,6 @@ Header Files\gfx - - Header Files\gfx - Header Files\gfx @@ -671,6 +671,12 @@ Header Files\gfx + + Header Files\gfx + + + Header Files + diff --git a/openglparticles.cpp b/openglparticles.cpp index 663b193a..adc328cf 100644 --- a/openglparticles.cpp +++ b/openglparticles.cpp @@ -125,6 +125,7 @@ opengl_particles::update( opengl_camera const &Camera ) { } // ...and cleanup ::glPopClientAttrib(); + ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); } std::size_t @@ -148,11 +149,8 @@ opengl_particles::render( int const Textureunit ) { // ...draw... ::glDrawArrays( GL_QUADS, 0, m_particlevertices.size() ); // ...and cleanup - ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); - if( Global.bUseVBO ) { - gfx::opengl_vbogeometrybank::reset(); - } ::glPopClientAttrib(); + ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); return m_particlevertices.size() / 4; } diff --git a/openglrenderer.cpp b/openglrenderer.cpp index b24385ae..8c52ccf9 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -1375,7 +1375,7 @@ opengl_renderer::Render( world_environment *Environment ) { // drawn with 500m radius to blend in if the fog range is low ::glPushMatrix(); ::glScalef( 500.f, 500.f, 500.f ); - Environment->m_skydome.Render(); + m_skydomerenderer.render(); if( Global.bUseVBO ) { gfx::opengl_vbogeometrybank::reset(); } @@ -2955,7 +2955,9 @@ opengl_renderer::Render_particles() { Bind_Texture( m_smoketexture ); m_debugstats.particles = m_particlerenderer.render( m_diffusetextureunit ); - + if( Global.bUseVBO ) { + gfx::opengl_vbogeometrybank::reset(); + } ::glDepthMask( GL_TRUE ); ::glEnable( GL_LIGHTING ); } @@ -3011,6 +3013,9 @@ opengl_renderer::Render_precipitation() { ::glDepthMask( GL_FALSE ); simulation::Environment.m_precipitation.render(); + if( Global.bUseVBO ) { + gfx::opengl_vbogeometrybank::reset(); + } ::glDepthMask( GL_TRUE ); ::glEnable( GL_LIGHTING ); @@ -3769,6 +3774,7 @@ opengl_renderer::Update( double const Deltatime ) { // update particle subsystem renderpass_config renderpass; setup_pass( renderpass, rendermode::color ); + m_skydomerenderer.update(); m_particlerenderer.update( renderpass.camera ); } diff --git a/openglrenderer.h b/openglrenderer.h index e802bfe0..c080ed8e 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -14,6 +14,7 @@ http://mozilla.org/MPL/2.0/. #include "opengllight.h" #include "openglcamera.h" #include "openglparticles.h" +#include "openglskydome.h" #include "lightarray.h" #include "scene.h" #include "simulationenvironment.h" @@ -247,6 +248,8 @@ private: texture_manager m_textures; opengl_light m_sunlight; opengllight_array m_lights; + opengl_skydome m_skydomerenderer; + opengl_particles m_particlerenderer; // particle visualization subsystem /* float m_sunandviewangle; // cached dot product of sunlight and camera vectors */ @@ -287,8 +290,6 @@ private: int m_environmentcubetextureface { 0 }; // helper, currently processed cube map face int m_environmentupdatetime { 0 }; // time of the most recent environment map update glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update - // particle visualization subsystem - opengl_particles m_particlerenderer; int m_helpertextureunit { GL_TEXTURE0 }; int m_shadowtextureunit { GL_TEXTURE1 }; diff --git a/openglskydome.cpp b/openglskydome.cpp new file mode 100644 index 00000000..df190d59 --- /dev/null +++ b/openglskydome.cpp @@ -0,0 +1,98 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "openglskydome.h" + +#include "simulationenvironment.h" +#include "openglgeometrybank.h" + +opengl_skydome::~opengl_skydome() { + + if( m_vertexbuffer != 0 ) { ::glDeleteBuffers( 1, &m_vertexbuffer ); } + if( m_indexbuffer != 0 ) { ::glDeleteBuffers( 1, &m_indexbuffer ); } + if( m_coloursbuffer != 0 ) { ::glDeleteBuffers( 1, &m_coloursbuffer ); } +} + +void opengl_skydome::update() { + + auto &skydome { simulation::Environment.skydome() }; + // cache entry state + ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); + // setup gpu data buffers: + // ...static data... + if( m_indexbuffer == -1 ) { + ::glGenBuffers( 1, &m_indexbuffer ); + if( ( m_indexbuffer > 0 ) && ( m_indexbuffer != (GLuint)-1 ) ) { + ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer ); + auto const &indices { skydome.indices() }; + ::glBufferData( GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof( unsigned short ), indices.data(), GL_STATIC_DRAW ); + m_indexcount = indices.size(); + } + } + if( m_vertexbuffer == -1 ) { + ::glGenBuffers( 1, &m_vertexbuffer ); + if( ( m_vertexbuffer > 0 ) && ( m_vertexbuffer != (GLuint)-1 ) ) { + ::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer ); + auto const &vertices { skydome.vertices() }; + ::glBufferData( GL_ARRAY_BUFFER, vertices.size() * sizeof( glm::vec3 ), vertices.data(), GL_STATIC_DRAW ); + } + } + // ...and dynamic data + if( m_coloursbuffer == -1 ) { + ::glGenBuffers( 1, &m_coloursbuffer ); + if( ( m_coloursbuffer > 0 ) && ( m_coloursbuffer != (GLuint)-1 ) ) { + ::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer ); + auto const &colors { skydome.colors() }; + ::glBufferData( GL_ARRAY_BUFFER, colors.size() * sizeof( glm::vec3 ), colors.data(), GL_DYNAMIC_DRAW ); + } + } + // ship the current dynamic data to the gpu + // TODO: ship the data if it changed since the last update + if( true == skydome.is_dirty() ) { + if( ( m_coloursbuffer > 0 ) && ( m_coloursbuffer != (GLuint)-1 ) ) { + ::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer ); + auto const &colors { skydome.colors() }; + ::glBufferSubData( GL_ARRAY_BUFFER, 0, colors.size() * sizeof( glm::vec3 ), colors.data() ); + skydome.is_dirty() = false; + } + } + // cleanup + ::glPopClientAttrib(); + ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); + ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); +} + +// render skydome to screen +void opengl_skydome::render() { + + if( ( m_indexbuffer == 0 ) || ( m_indexbuffer == (GLuint)-1 ) + || ( m_vertexbuffer == 0 ) || ( m_vertexbuffer == (GLuint)-1 ) + || ( m_coloursbuffer == 0 ) || ( m_coloursbuffer == (GLuint)-1 ) ) { + return; + } + // setup: + ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); + // ...positions... + ::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer ); + ::glVertexPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast( 0 ) ); + ::glEnableClientState( GL_VERTEX_ARRAY ); + // ...colours... + ::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer ); + ::glColorPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast( 0 ) ); + ::glEnableClientState( GL_COLOR_ARRAY ); + // ...indices + ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer ); + // draw + ::glDrawElements( GL_TRIANGLES, static_cast( m_indexcount ), GL_UNSIGNED_SHORT, reinterpret_cast( 0 ) ); + // cleanup + ::glPopClientAttrib(); + ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); + ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); +} diff --git a/openglskydome.h b/openglskydome.h new file mode 100644 index 00000000..e72b06b1 --- /dev/null +++ b/openglskydome.h @@ -0,0 +1,33 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "GL/glew.h" + +class opengl_skydome { + +public: +// constructors + opengl_skydome() = default; +// destructor + ~opengl_skydome(); +// methods + // updates data stores on the opengl end. NOTE: unbinds + void update(); + // draws the skydome + void render(); + +private: +// members + GLuint m_indexbuffer{ (GLuint)-1 }; // id of the buffer holding index data on the opengl end + std::size_t m_indexcount { 0 }; + GLuint m_vertexbuffer{ (GLuint)-1 }; // id of the buffer holding vertex data on the opengl end + GLuint m_coloursbuffer{ (GLuint)-1 }; // id of the buffer holding colour data on the opengl end +}; diff --git a/precipitation.cpp b/precipitation.cpp index 9f67cbee..9db7abdb 100644 --- a/precipitation.cpp +++ b/precipitation.cpp @@ -203,4 +203,6 @@ basic_precipitation::render() { ::glLoadIdentity(); ::glMatrixMode( GL_MODELVIEW ); ::glPopClientAttrib(); + ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); + ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } diff --git a/simulationenvironment.h b/simulationenvironment.h index 69f521c2..5944d613 100644 --- a/simulationenvironment.h +++ b/simulationenvironment.h @@ -37,10 +37,16 @@ public: // calculates current weather void compute_weather() const; // data access - glm::vec3 const & + inline auto const & + skydome() const { + return m_skydome; } + inline auto & + skydome() { + return m_skydome; } + inline auto const & wind() const { return m_wind.vector; } - float const & + inline auto const & wind_azimuth() const { return m_wind.azimuth; } diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index e51247a1..06b701cb 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -706,7 +706,12 @@ state_serializer::deserialize_endtrainset( cParser &Input, scene::scratch_data & } if( Scratchpad.trainset.couplings.back() == coupling::faux ) { // jeśli ostatni pojazd ma sprzęg 0 to założymy mu końcówki blaszane (jak AI się odpali, to sobie poprawi) - Scratchpad.trainset.vehicles.back()->RaLightsSet( -1, light::rearendsignals ); + // place end signals only on trains without a driver, activate markers otherwise + Scratchpad.trainset.vehicles.back()->RaLightsSet( + -1, + ( Scratchpad.trainset.driver != nullptr ? + light::redmarker_left | light::redmarker_right | light::rearendsignals : + light::rearendsignals ) ); } // all done Scratchpad.trainset.is_open = false; diff --git a/skydome.cpp b/skydome.cpp index c09a0d37..eae2147a 100644 --- a/skydome.cpp +++ b/skydome.cpp @@ -116,42 +116,6 @@ void CSkyDome::Update( glm::vec3 const &Sun ) { } // render skydome to screen -void CSkyDome::Render() { - - // cache entry state - ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); - - if( m_vertexbuffer == -1 ) { - // build the buffers - ::glGenBuffers( 1, &m_vertexbuffer ); - ::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer ); - ::glBufferData( GL_ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), m_vertices.data(), GL_STATIC_DRAW ); - - ::glGenBuffers( 1, &m_coloursbuffer ); - ::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer ); - ::glBufferData( GL_ARRAY_BUFFER, m_colours.size() * sizeof( glm::vec3 ), m_colours.data(), GL_DYNAMIC_DRAW ); - - ::glGenBuffers( 1, &m_indexbuffer ); - ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer ); - ::glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), m_indices.data(), GL_STATIC_DRAW ); - // NOTE: vertex and index source data is superfluous past this point, but, eh - } - // begin - ::glEnableClientState( GL_VERTEX_ARRAY ); - ::glEnableClientState( GL_COLOR_ARRAY ); - // positions - ::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer ); - ::glVertexPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast( 0 ) ); - // colours - ::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer ); - ::glColorPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast( 0 ) ); - // indices - ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer ); - ::glDrawElements( GL_TRIANGLES, static_cast( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast( 0 ) ); - // cleanup - ::glPopClientAttrib(); -} - bool CSkyDome::SetSunPosition( glm::vec3 const &Direction ) { if( Direction == m_sundirection ) { @@ -341,23 +305,11 @@ void CSkyDome::RebuildColors() { averagehorizoncolor += color; } } - // NOTE: average reduced to 25% makes nice tint value for clouds lit from behind - // down the road we could interpolate between it and full strength average, to improve accuracy of cloud appearance + m_averagecolour = glm::max( glm::vec3(), averagecolor / static_cast( m_vertices.size() ) ); m_averagehorizoncolour = glm::max( glm::vec3(), averagehorizoncolor / static_cast( m_tesselation * 2 ) ); - if( m_coloursbuffer != -1 ) { - // the colour buffer was already initialized, so on this run we update its content - // cache entry state - ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); - // begin - ::glEnableClientState( GL_VERTEX_ARRAY ); - // update - ::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer ); - ::glBufferSubData( GL_ARRAY_BUFFER, 0, m_colours.size() * sizeof( glm::vec3 ), m_colours.data() ); - // cleanup - ::glPopClientAttrib(); - } + m_dirty = true; } //******************************************************************************// diff --git a/skydome.h b/skydome.h index 9b867499..ad12765b 100644 --- a/skydome.h +++ b/skydome.h @@ -19,13 +19,20 @@ public: // update skydome void Update( glm::vec3 const &Sun ); - // render skydome to screen - void Render(); // retrieves average colour of the sky dome glm::vec3 GetAverageColor() { return m_averagecolour * 8.f / 6.f; } glm::vec3 GetAverageHorizonColor() { return m_averagehorizoncolour; } + std::vector const & vertices() const { + return m_vertices; } + std::vector const & colors() const { + return m_colours; } + std::vector const & indices() const { + return m_indices; } + auto const & is_dirty() const { return m_dirty; } + auto & is_dirty() { return m_dirty; } + private: // shading parametrs glm::vec3 m_sundirection; @@ -44,9 +51,7 @@ private: std::vector m_indices; // std::vector m_normals; std::vector m_colours; - GLuint m_vertexbuffer{ (GLuint)-1 }; - GLuint m_indexbuffer{ (GLuint)-1 }; - GLuint m_coloursbuffer{ (GLuint)-1 }; + bool m_dirty { true }; // indicates sync state between simulation and gpu sides static float m_distributionluminance[ 5 ][ 2 ]; static float m_distributionxcomp[ 5 ][ 2 ]; From fc7b1f22572e3968e749d9e5ca1d4efd155630a9 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 23 Oct 2019 16:53:48 +0200 Subject: [PATCH 029/153] passenger exchange calculation tweak, vehicle brakes logic tweak --- McZapkie/Mover.cpp | 7 ++++++- station.cpp | 4 ++++ 2 files changed, 10 insertions(+), 1 deletion(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 4640d8b1..7e91325d 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -4013,6 +4013,9 @@ void TMoverParameters::UpdatePipePressure(double dt) } // ulepszony hamulec bezp. + auto const securitysystempresent { SecuritySystem.RadioStop || ( SecuritySystem.SystemType > 0 ) }; + auto const lowvoltagepower { Battery || ConverterFlag }; + if( ( true == RadioStopFlag ) || ( true == AlarmChainFlag ) || ( true == TestFlag( SecuritySystem.Status, s_SHPebrake ) ) @@ -4022,7 +4025,9 @@ void TMoverParameters::UpdatePipePressure(double dt) // (if it's supposed to be broken coupler, such event sets alarmchainflag instead when appropriate) || ( true == TestFlag( EngDmgFlag, 32 ) ) */ - || ( true == s_CAtestebrake ) ) { + || ( true == s_CAtestebrake ) + || ( ( true == securitysystempresent ) + && ( false == lowvoltagepower ) ) ) { dpMainValve = dpMainValve + PF( 0, PipePress, 0.15 ) * dt; } // 0.2*Spg diff --git a/station.cpp b/station.cpp index 359785b1..328ee4ce 100644 --- a/station.cpp +++ b/station.cpp @@ -23,6 +23,7 @@ basic_station Station; double basic_station::update_load( TDynamicObject *First, Mtable::TTrainParameters &Schedule, int const Platform ) { + // TODO: filter out maintenance stops when determining first and last stop auto const firststop { Schedule.StationIndex == 1 }; auto const laststop { Schedule.StationIndex == Schedule.StationCount }; // HACK: determine whether current station is a (small) stop from the presence of "po" at the name end @@ -31,6 +32,7 @@ basic_station::update_load( TDynamicObject *First, Mtable::TTrainParameters &Sch auto const trainstop { ( ( ( stationname.size() >= 2 ) && ( stationname.substr( stationname.size() - 2 ) == "po" ) ) || ( stationequipment.find( "po" ) != std::string::npos ) ) }; + auto const maintenancestop { ( stationequipment.find( "pt" ) != std::string::npos ) }; // train stops exchange smaller groups than regular stations // NOTE: this is crude and unaccurate, but for now will do auto const stationsizemodifier { ( trainstop ? 1.0 : 2.0 ) }; @@ -59,12 +61,14 @@ basic_station::update_load( TDynamicObject *First, Mtable::TTrainParameters &Sch TestFlag( parameters.DamageFlag, dtrain_out ) ? parameters.LoadAmount : laststop ? parameters.LoadAmount : firststop ? 0 : + maintenancestop ? 0 : std::min( parameters.LoadAmount, Random( parameters.MaxLoad * 0.15f * stationsizemodifier ) ) ); auto loadcount = static_cast( TestFlag( parameters.DamageFlag, dtrain_out ) ? 0 : laststop ? 0 : + maintenancestop ? 0 : Random( parameters.MaxLoad * 0.15f * stationsizemodifier ) ); if( true == firststop ) { // larger group at the initial station From f26c2315e3bffdb9b3ec65e01a7ec58daa287ce9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Tue, 22 Oct 2019 19:58:51 +0200 Subject: [PATCH 030/153] Separate parking brake is not steered in EIM vehicles --- McZapkie/Mover.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 7e91325d..a5daca97 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -6705,7 +6705,7 @@ void TMoverParameters::CheckSpeedCtrl(double dt) eimicSpeedCtrl = 0; eimicSpeedCtrlIntegral = 0; } - SpeedCtrlUnit.Parking = (Vel == 0.0) & (eimic <= 0); + SpeedCtrlUnit.Parking = (Vel == 0.0) && (eimic <= 0) && (EngineType != TEngineType::ElectricInductionMotor); SendCtrlToNext("SpeedCtrlUnit.Parking", SpeedCtrlUnit.Parking, CabNo); } From 27d5b55ca6b33ed0f62781f278710d8d0dbec3dd Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 24 Oct 2019 17:38:08 +0200 Subject: [PATCH 031/153] refactoring: radio channel variable unification --- Train.cpp | 16 ++++++++-------- Train.h | 5 +++-- 2 files changed, 11 insertions(+), 10 deletions(-) diff --git a/Train.cpp b/Train.cpp index 660550dd..27bec525 100644 --- a/Train.cpp +++ b/Train.cpp @@ -524,7 +524,7 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "distance_counter", m_distancecounter ); dict->insert( "pantpress", std::abs( mvControlled->PantPress ) ); dict->insert( "universal3", InstrumentLightActive ); - dict->insert( "radio_channel", iRadioChannel ); + dict->insert( "radio_channel", RadioChannel() ); dict->insert( "door_lock", mvOccupied->Doors.lock_enabled ); // movement data dict->insert( "velocity", std::abs( mvOccupied->Vel ) ); @@ -5353,9 +5353,9 @@ void TTrain::OnCommand_radiotoggle( TTrain *Train, command_data const &Command ) void TTrain::OnCommand_radiochannelincrease( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { - Train->iRadioChannel = clamp( Train->iRadioChannel + 1, 1, 10 ); + Train->RadioChannel() = clamp( Train->RadioChannel() + 1, 1, 10 ); // visual feedback - Train->ggRadioChannelSelector.UpdateValue( Train->iRadioChannel - 1 ); + Train->ggRadioChannelSelector.UpdateValue( Train->RadioChannel() - 1 ); Train->ggRadioChannelNext.UpdateValue( 1.0 ); } else if( Command.action == GLFW_RELEASE ) { @@ -5367,9 +5367,9 @@ void TTrain::OnCommand_radiochannelincrease( TTrain *Train, command_data const & void TTrain::OnCommand_radiochanneldecrease( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { - Train->iRadioChannel = clamp( Train->iRadioChannel - 1, 1, 10 ); + Train->RadioChannel() = clamp( Train->RadioChannel() - 1, 1, 10 ); // visual feedback - Train->ggRadioChannelSelector.UpdateValue( Train->iRadioChannel - 1 ); + Train->ggRadioChannelSelector.UpdateValue( Train->RadioChannel() - 1 ); Train->ggRadioChannelPrevious.UpdateValue( 1.0 ); } else if( Command.action == GLFW_RELEASE ) { @@ -7085,7 +7085,7 @@ void TTrain::update_sounds_radio() { for( auto &message : m_radiomessages ) { auto const volume { ( true == radioenabled ) - && ( message.first == iRadioChannel ) ? + && ( message.first == RadioChannel() ) ? Global.RadioVolume : 0.0 }; message.second->gain( volume ); @@ -7743,7 +7743,7 @@ TTrain::radio_message( sound_source *Message, int const Channel ) { auto const radioenabled { ( true == mvOccupied->Radio ) && ( mvControlled->Battery || mvControlled->ConverterFlag ) }; auto const volume { ( true == radioenabled ) - && ( Channel == iRadioChannel ) ? + && ( Channel == RadioChannel() ) ? 1.0 : 0.0 }; message @@ -8038,7 +8038,7 @@ void TTrain::set_cab_controls( int const Cab ) { if( true == mvOccupied->Radio ) { ggRadioButton.PutValue( 1.f ); } - ggRadioChannelSelector.PutValue( iRadioChannel - 1 ); + ggRadioChannelSelector.PutValue( RadioChannel() - 1 ); // pantographs if( mvOccupied->PantSwitchType != "impulse" ) { if( ggPantFrontButton.SubModel ) { diff --git a/Train.h b/Train.h index e4a20388..08a43e01 100644 --- a/Train.h +++ b/Train.h @@ -11,6 +11,7 @@ http://mozilla.org/MPL/2.0/. #include #include "DynObj.h" +#include "Driver.h" #include "Button.h" #include "Gauge.h" #include "sound.h" @@ -729,7 +730,6 @@ private: float fPPress, fNPress; bool m_mastercontrollerinuse { false }; float m_mastercontrollerreturndelay { 0.f }; - int iRadioChannel { 1 }; // numer aktualnego kana?u radiowego std::vector> m_screens; float m_distancecounter { -1.f }; // distance traveled since meter was activated or -1 if inactive @@ -739,9 +739,10 @@ private: static std::vector const fPress_labels; float fEIMParams[9][10]; // parametry dla silnikow asynchronicznych float fDieselParams[9][10]; // parametry dla silnikow asynchronicznych - int RadioChannel() const { return iRadioChannel; }; // plays provided sound from position of the radio void radio_message( sound_source *Message, int const Channel ); + inline auto const &RadioChannel() const { return Dynamic()->Mechanik->iRadioChannel; } + inline auto &RadioChannel() { return Dynamic()->Mechanik->iRadioChannel; } inline TDynamicObject *Dynamic() { return DynamicObject; }; inline TDynamicObject const *Dynamic() const { return DynamicObject; }; inline TMoverParameters *Controlled() { return mvControlled; }; From d24fccb4d76b61285586f3d5cbe800d0ca7c7ea2 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 24 Oct 2019 23:03:39 +0200 Subject: [PATCH 032/153] maintenance: fixes for some of cppcheck warnings --- Driver.cpp | 145 +++++++++++++++++++---------------------- Driver.h | 7 +- DynObj.cpp | 20 ++---- McZapkie/Mover.cpp | 3 +- McZapkie/hamulce.h | 2 +- Train.cpp | 12 ++-- Train.h | 4 +- dictionary.cpp | 9 +-- drivermode.cpp | 2 +- driveruipanels.cpp | 21 +++--- mtable.h | 2 +- openglgeometrybank.cpp | 8 +-- openglparticles.cpp | 4 +- openglrenderer.cpp | 8 +-- 14 files changed, 113 insertions(+), 134 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 1fce4918..eea5e34e 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -873,9 +873,9 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN { // porównuje do następnej stacji, więc trzeba przewinąć do poprzedniej // nastepnie ustawić następną na aktualną tak żeby prawidłowo ją obsłużył w następnym kroku - if( true == TrainParams->RewindTimeTable( sSpeedTable[ i ].evEvent->input_text() ) ) { - asNextStop = TrainParams->NextStop(); - iStationStart = TrainParams->StationIndex; + if( true == TrainParams.RewindTimeTable( sSpeedTable[ i ].evEvent->input_text() ) ) { + asNextStop = TrainParams.NextStop(); + iStationStart = TrainParams.StationIndex; } } else if( sSpeedTable[ i ].fDist < -fLength ) { @@ -886,7 +886,7 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } else if (iDrivigFlags & moveStopPoint) // jeśli pomijanie W4, to nie sprawdza czasu odjazdu { // tylko gdy nazwa zatrzymania się zgadza - if (!TrainParams->IsStop()) + if (false == TrainParams.IsStop()) { // jeśli nie ma tu postoju sSpeedTable[i].fVelNext = -1; // maksymalna prędkość w tym miejscu // przy 160km/h jedzie 44m/s, to da dokładność rzędu 5 sekund @@ -894,16 +894,16 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // zaliczamy posterunek w pewnej odległości przed (choć W4 nie zasłania już semafora) #if LOGSTOPS WriteLog( - pVehicle->asName + " as " + TrainParams->TrainName + pVehicle->asName + " as " + TrainParams.TrainName + ": at " + std::to_string(simulation::Time.data().wHour) + ":" + std::to_string(simulation::Time.data().wMinute) + " passed " + asNextStop); // informacja #endif // przy jakim dystansie (stanie licznika) ma przesunąć na następny postój fLastStopExpDist = mvOccupied->DistCounter + 0.250 + 0.001 * fLength; - TrainParams->UpdateMTable( simulation::Time, asNextStop ); + TrainParams.UpdateMTable( simulation::Time, asNextStop ); UpdateDelayFlag(); - TrainParams->StationIndexInc(); // przejście do następnej - asNextStop = TrainParams->NextStop(); // pobranie kolejnego miejsca zatrzymania + TrainParams.StationIndexInc(); // przejście do następnej + asNextStop = TrainParams.NextStop(); // pobranie kolejnego miejsca zatrzymania sSpeedTable[i].iFlags = 0; // nie liczy się już continue; // nie analizować prędkości } @@ -971,9 +971,9 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN Doors( true, static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10 ); } - if (TrainParams->UpdateMTable( simulation::Time, asNextStop) ) { + if (TrainParams.UpdateMTable( simulation::Time, asNextStop) ) { // to się wykona tylko raz po zatrzymaniu na W4 - if( TrainParams->StationIndex < TrainParams->StationCount ) { + if( TrainParams.StationIndex < TrainParams.StationCount ) { // jeśli są dalsze stacje, bez trąbienia przed odjazdem // also ignore any horn cue that may be potentially set below 1 km/h and before the actual full stop iDrivigFlags &= ~( moveStartHorn | moveStartHornNow ); @@ -985,12 +985,12 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // TODO: remove the check once the station system is in place if( m_lastexchangestop != asNextStop ) { auto const platformside = static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10; - auto const exchangetime = simulation::Station.update_load( pVehicles[ 0 ], *TrainParams, platformside ); + auto const exchangetime = simulation::Station.update_load( pVehicles[ 0 ], TrainParams, platformside ); WaitingSet( exchangetime ); m_lastexchangestop = asNextStop; } - if (TrainParams->DirectionChange()) { + if (TrainParams.DirectionChange()) { // jeśli "@" w rozkładzie, to wykonanie dalszych komend // wykonanie kolejnej komendy, nie dotyczy ostatniej stacji if (iDrivigFlags & movePushPull) { @@ -999,7 +999,7 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN if (OrderNextGet() != Change_direction) { OrderPush(Change_direction); // zmiana kierunku OrderPush( - TrainParams->StationIndex < TrainParams->StationCount ? + TrainParams.StationIndex < TrainParams.StationCount ? Obey_train : Shunt); // to dalej wg rozkładu } @@ -1027,18 +1027,18 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN CheckVehicles(); // zmienić światła } - if (TrainParams->StationIndex < TrainParams->StationCount) { + if (TrainParams.StationIndex < TrainParams.StationCount) { // jeśli są dalsze stacje, czekamy do godziny odjazdu - if (TrainParams->IsTimeToGo(simulation::Time.data().wHour, simulation::Time.data().wMinute + simulation::Time.data().wSecond*0.0167 )) { + if (TrainParams.IsTimeToGo(simulation::Time.data().wHour, simulation::Time.data().wMinute + simulation::Time.data().wSecond*0.0167 )) { // z dalszą akcją czekamy do godziny odjazdu IsAtPassengerStop = false; // przy jakim dystansie (stanie licznika) ma przesunąć na następny postój fLastStopExpDist = mvOccupied->DistCounter + 0.050 + 0.001 * fLength; - TrainParams->StationIndexInc(); // przejście do następnej - asNextStop = TrainParams->NextStop(); // pobranie kolejnego miejsca zatrzymania + TrainParams.StationIndexInc(); // przejście do następnej + asNextStop = TrainParams.NextStop(); // pobranie kolejnego miejsca zatrzymania #if LOGSTOPS WriteLog( - pVehicle->asName + " as " + TrainParams->TrainName + pVehicle->asName + " as " + TrainParams.TrainName + ": at " + std::to_string(simulation::Time.data().wHour) + ":" + std::to_string(simulation::Time.data().wMinute) + " next " + asNextStop); // informacja #endif @@ -1074,12 +1074,12 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // jeśli dojechaliśmy do końca rozkładu #if LOGSTOPS WriteLog( - pVehicle->asName + " as " + TrainParams->TrainName + pVehicle->asName + " as " + TrainParams.TrainName + ": at " + std::to_string(simulation::Time.data().wHour) + ":" + std::to_string(simulation::Time.data().wMinute) + " end of route."); // informacja #endif - asNextStop = TrainParams->NextStop(); // informacja o końcu trasy - TrainParams->NewName("none"); // czyszczenie nieaktualnego rozkładu + asNextStop = TrainParams.NextStop(); // informacja o końcu trasy + TrainParams.NewName("none"); // czyszczenie nieaktualnego rozkładu // ma nie podjeżdżać pod W4 i ma je pomijać iDrivigFlags &= ~( moveStopCloser ); if( false == TestFlag( iDrivigFlags, movePushPull ) ) { @@ -1644,9 +1644,9 @@ TController::TController(bool AI, TDynamicObject *NewControll, bool InitPsyche, } // TrainParams=NewTrainParams; // if (TrainParams) - // asNextStop=TrainParams->NextStop(); + // asNextStop=TrainParams.NextStop(); // else - TrainParams = new TTrainParameters("none"); // rozkład jazdy + TrainParams = TTrainParameters("none"); // rozkład jazdy // OrderCommand=""; // OrderValue=0; OrdersClear(); @@ -1694,7 +1694,6 @@ void TController::CloseLog() TController::~TController() { // wykopanie mechanika z roboty - delete TrainParams; CloseLog(); }; @@ -2160,7 +2159,7 @@ bool TController::CheckVehicles(TOrders user) } if (p->asDestination == "none") - p->DestinationSet(TrainParams->Relation2, TrainParams->TrainName); // relacja docelowa, jeśli nie było + p->DestinationSet(TrainParams.Relation2, TrainParams.TrainName); // relacja docelowa, jeśli nie było if (AIControllFlag) // jeśli prowadzi komputer p->RaLightsSet(0, 0); // gasimy światła if (p->MoverParameters->EnginePowerSource.SourceType == TPowerSource::CurrentCollector) @@ -2601,13 +2600,13 @@ bool TController::PrepareEngine() eStopReason = stopNone; } eAction = TAction::actUnknown; - iEngineActive = 1; + iEngineActive = true; iDrivigFlags |= moveActive; // może skanować sygnały i reagować na komendy return true; } else { - iEngineActive = 0; + iEngineActive = false; return false; } }; @@ -2703,7 +2702,7 @@ bool TController::ReleaseEngine() { if (OK) { // jeśli się zatrzymał - iEngineActive = 0; + iEngineActive = false; eStopReason = stopSleep; // stoimy z powodu wyłączenia eAction = TAction::actSleep; //śpi (wygaszony) @@ -3934,22 +3933,19 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N #if LOGSTOPS WriteLog("New timetable for " + pVehicle->asName + ": " + NewCommand); // informacja #endif - if (!TrainParams) - TrainParams = new TTrainParameters(NewCommand); // rozkład jazdy - else - TrainParams->NewName(NewCommand); // czyści tabelkę przystanków + TrainParams = TTrainParameters(NewCommand); // rozkład jazdy tsGuardSignal = sound_source { sound_placement::internal, 2 * EU07_SOUND_CABCONTROLSCUTOFFRANGE }; // wywalenie kierownika m_lastexchangestop.clear(); if (NewCommand != "none") { - if (!TrainParams->LoadTTfile( + if (false == TrainParams.LoadTTfile( std::string(Global.asCurrentSceneryPath.c_str()), floor(NewValue2 + 0.5), NewValue1)) // pierwszy parametr to przesunięcie rozkładu w czasie { if (ConversionError == -8) ErrorLog("Missed timetable: " + NewCommand); WriteLog("Cannot load timetable file " + NewCommand + "\r\nError " + - std::to_string(ConversionError) + " in position " + std::to_string(TrainParams->StationCount)); + std::to_string(ConversionError) + " in position " + std::to_string(TrainParams.StationCount)); NewCommand = ""; // puste, dla wymiennej tekstury } else @@ -3957,10 +3953,10 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N // HACK: clear the potentially set door state flag to ensure door get opened if applicable iDrivigFlags &= ~( moveDoorOpened ); - TrainParams->UpdateMTable( simulation::Time, TrainParams->NextStationName ); - TrainParams->StationIndexInc(); // przejście do następnej - iStationStart = TrainParams->StationIndex; - asNextStop = TrainParams->NextStop(); + TrainParams.UpdateMTable( simulation::Time, TrainParams.NextStationName ); + TrainParams.StationIndexInc(); // przejście do następnej + iStationStart = TrainParams.StationIndex; + asNextStop = TrainParams.NextStop(); iDrivigFlags |= movePrimary; // skoro dostał rozkład, to jest teraz głównym // NewCommand = Global.asCurrentSceneryPath + NewCommand; auto lookup = @@ -3974,7 +3970,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N } else { NewCommand += "radio"; - auto lookup = + lookup = FileExists( { Global.asCurrentSceneryPath + NewCommand, szSoundPath + NewCommand }, { ".ogg", ".flac", ".wav" } ); @@ -3984,13 +3980,13 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N iGuardRadio = iRadioChannel; } } - NewCommand = TrainParams->Relation2; // relacja docelowa z rozkładu + NewCommand = TrainParams.Relation2; // relacja docelowa z rozkładu } // jeszcze poustawiać tekstury na wyświetlaczach TDynamicObject *p = pVehicles[0]; while (p) { - p->DestinationSet(NewCommand, TrainParams->TrainName); // relacja docelowa + p->DestinationSet(NewCommand, TrainParams.TrainName); // relacja docelowa p = p->Next(); // pojazd podłączony od tyłu (licząc od czoła) } } @@ -4048,7 +4044,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N vCommandLocation = *NewLocation; if ((NewValue1 != 0.0) && (OrderCurrentGet() != Obey_train)) { // o ile jazda - if( iEngineActive == 0 ) { + if( false == iEngineActive ) { // trzeba odpalić silnik najpierw, światła ustawi OrderNext( Prepare_engine ); } @@ -4079,7 +4075,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N if (NewLocation) vCommandLocation = *NewLocation; // if (OrderList[OrderPos]=Obey_train) and (NewValue1<>0)) - if (!iEngineActive) + if (false == iEngineActive) OrderNext(Prepare_engine); // trzeba odpalić silnik najpierw OrderNext(Shunt); // zamieniamy w aktualnej pozycji, albo dodajey za odpaleniem silnika if (NewValue1 != 0.0) @@ -4126,7 +4122,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N if (NewCommand == "Change_direction") { TOrders o = OrderCurrentGet(); // co robił przed zmianą kierunku - if (!iEngineActive) + if (false == iEngineActive) OrderNext(Prepare_engine); // trzeba odpalić silnik najpierw if (NewValue1 == 0.0) iDirectionOrder = -iDirection; // zmiana na przeciwny niż obecny @@ -4186,7 +4182,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N // x,-y - podłączyć się do składu (sprzęgiem y>=1), a następnie odczepić i zabrać (x) wagonów // 1, 0 - odczepienie lokomotywy z jednym wagonem iDrivigFlags &= ~moveStopHere; // podjeżanie do semaforów zezwolone - if (!iEngineActive) + if (false == iEngineActive) OrderNext(Prepare_engine); // trzeba odpalić silnik najpierw if (NewValue2 != 0) // jeśli podany jest sprzęg { @@ -4415,7 +4411,7 @@ TController::UpdateSituation(double dt) { if( ( fLastStopExpDist > 0.0 ) && ( mvOccupied->DistCounter > fLastStopExpDist ) ) { // zaktualizować wyświetlanie rozkładu - iStationStart = TrainParams->StationIndex; + iStationStart = TrainParams.StationIndex; fLastStopExpDist = -1.0; // usunąć licznik } @@ -4703,7 +4699,7 @@ TController::UpdateSituation(double dt) { if( ( true == TestFlag( iDrivigFlags, moveStartHornNow ) ) && ( true == Ready ) - && ( iEngineActive != 0 ) + && ( true == iEngineActive ) && ( mvControlling->MainCtrlPowerPos() > 0 ) ) { // uruchomienie trąbienia przed ruszeniem fWarningDuration = 0.3; // czas trąbienia @@ -5153,7 +5149,7 @@ TController::UpdateSituation(double dt) { } // Change_direction (tylko dla AI) if( ( true == AIControllFlag ) - && ( iEngineActive == 0 ) + && ( false == iEngineActive ) && ( OrderCurrentGet() & ( Change_direction | Connect | Disconnect | Shunt | Loose_shunt | Obey_train | Bank ) ) ) { // jeśli coś ma robić to niech odpala do skutku PrepareEngine(); @@ -5170,10 +5166,9 @@ TController::UpdateSituation(double dt) { // no chyba żeby to uwzgldnić już w (ActualProximityDist) VelDesired = fVelMax; // wstępnie prędkość maksymalna dla pojazdu(-ów), będzie // następnie ograniczana - if( ( TrainParams ) - && ( TrainParams->TTVmax > 0.0 ) ) { + if( TrainParams.TTVmax > 0.0 ) { // jeśli ma rozkład i ograniczenie w rozkładzie to nie przekraczać rozkladowej - VelDesired = min_speed( VelDesired, TrainParams->TTVmax ); + VelDesired = min_speed( VelDesired, TrainParams.TTVmax ); } // szukanie optymalnych wartości AccDesired = AccPreferred; // AccPreferred wynika z osobowości mechanika @@ -5537,13 +5532,13 @@ TController::UpdateSituation(double dt) { if( ( OrderCurrentGet() & Obey_train ) != 0 ) { - if( ( TrainParams->CheckTrainLatency() < 5.0 ) - && ( TrainParams->TTVmax > 0.0 ) ) { + if( ( TrainParams.CheckTrainLatency() < 5.0 ) + && ( TrainParams.TTVmax > 0.0 ) ) { // jesli nie spozniony to nie przekraczać rozkladowej VelDesired = min_speed( VelDesired, - TrainParams->TTVmax ); + TrainParams.TTVmax ); } } @@ -6408,7 +6403,7 @@ void TController::OrdersInit(double fVel) // ustawienie kolejności komend, niezależnie kto prowadzi OrdersClear(); // usunięcie poprzedniej tabeli OrderPush(Prepare_engine); // najpierw odpalenie silnika - if (TrainParams->TrainName == "none") + if (TrainParams.TrainName == "none") { // brak rozkładu to jazda manewrowa if (fVel > 0.05) // typowo 0.1 oznacza gotowość do jazdy, 0.01 tylko załączenie silnika OrderPush(Shunt); // jeśli nie ma rozkładu, to manewruje @@ -6417,23 +6412,21 @@ void TController::OrdersInit(double fVel) { // jeśli z rozkładem, to jedzie na szlak if ((fVel > 0.0) && (fVel < 0.02)) OrderPush(Shunt); // dla prędkości 0.01 włączamy jazdę manewrową - else if (TrainParams ? - (TrainParams->DirectionChange() ? // jeśli obrót na pierwszym przystanku - ((iDrivigFlags & movePushPull) ? // SZT również! SN61 zależnie od wagonów... - (TrainParams->TimeTable[1].StationName == TrainParams->Relation1) : - false) : - false) : - true) + else if (TrainParams.DirectionChange() ? // jeśli obrót na pierwszym przystanku + ((iDrivigFlags & movePushPull) ? // SZT również! SN61 zależnie od wagonów... + (TrainParams.TimeTable[1].StationName == TrainParams.Relation1) : + false) : + false) OrderPush(Shunt); // a teraz start będzie w manewrowym, a tryb pociągowy włączy W4 else // jeśli start z pierwszej stacji i jednocześnie jest na niej zmiana kierunku, to EZT ma mieć Shunt OrderPush(Obey_train); // dla starych scenerii start w trybie pociagowym if (DebugModeFlag) // normalnie nie ma po co tego wypisywać - WriteLog("/* Timetable: " + TrainParams->ShowRelation()); + WriteLog("/* Timetable: " + TrainParams.ShowRelation()); TMTableLine *t; - for (int i = 0; i <= TrainParams->StationCount; ++i) + for (int i = 0; i <= TrainParams.StationCount; ++i) { - t = TrainParams->TimeTable + i; + t = TrainParams.TimeTable + i; if (DebugModeFlag) { // normalnie nie ma po co tego wypisywa? WriteLog( @@ -6453,7 +6446,7 @@ void TController::OrdersInit(double fVel) OrderPush(Disconnect); // odczepienie lokomotywy OrderPush(Shunt); // a dalej manewry } - if (i < TrainParams->StationCount) // jak nie ostatnia stacja + if (i < TrainParams.StationCount) // jak nie ostatnia stacja OrderPush(Obey_train); // to dalej wg rozkładu } } @@ -6818,10 +6811,8 @@ std::string TController::NextStop() const if (asNextStop == "[End of route]") return ""; // nie zawiera nazwy stacji, gdy dojechał do końca // dodać godzinę odjazdu - if (!TrainParams) - return ""; // tu nie powinno nigdy wejść - std::string nextstop = Bezogonkow( asNextStop, true ); - TMTableLine *t = TrainParams->TimeTable + TrainParams->StationIndex; + auto nextstop{ Bezogonkow( asNextStop, true ) }; + auto const *t{ TrainParams.TimeTable + TrainParams.StationIndex }; if( t->Ah >= 0 ) { // przyjazd nextstop += " przyj." + std::to_string( t->Ah ) + ":" @@ -6838,7 +6829,7 @@ std::string TController::NextStop() const void TController::UpdateDelayFlag() { - if( TrainParams->CheckTrainLatency() < 0.0 ) { + if( TrainParams.CheckTrainLatency() < 0.0 ) { // odnotowano spóźnienie iDrivigFlags |= moveLate; } @@ -6940,34 +6931,34 @@ void TController::ZeroDirection() { while( ( mvOccupied->ActiveDir < 0 ) && ( mvOccupied->DirectionForward() ) ) { ; } } -Mtable::TTrainParameters const * +Mtable::TTrainParameters const & TController::TrainTimetable() const { return TrainParams; } std::string TController::Relation() const { // zwraca relację pociągu - return TrainParams->ShowRelation(); + return TrainParams.ShowRelation(); }; std::string TController::TrainName() const { // zwraca numer pociągu - return TrainParams->TrainName; + return TrainParams.TrainName; }; int TController::StationCount() const { // zwraca ilość stacji (miejsc zatrzymania) - return TrainParams->StationCount; + return TrainParams.StationCount; }; int TController::StationIndex() const { // zwraca indeks aktualnej stacji (miejsca zatrzymania) - return TrainParams->StationIndex; + return TrainParams.StationIndex; }; bool TController::IsStop() const { // informuje, czy jest zatrzymanie na najbliższej stacji - return TrainParams->IsStop(); + return TrainParams.IsStop(); }; // returns most recently calculated distance to potential obstacle ahead diff --git a/Driver.h b/Driver.h index 43107cb1..4e3037e0 100644 --- a/Driver.h +++ b/Driver.h @@ -14,6 +14,7 @@ http://mozilla.org/MPL/2.0/. #include "MOVER.h" #include "sound.h" #include "DynObj.h" +#include "mtable.h" enum TOrders { // rozkazy dla AI @@ -421,7 +422,7 @@ private: // methods public: std::string TrainName() const; - Mtable::TTrainParameters const * TrainTimetable() const; + Mtable::TTrainParameters const & TrainTimetable() const; private: std::string Relation() const; int StationIndex() const; @@ -431,7 +432,7 @@ private: // tests whether the train is delayed and sets accordingly a driving flag void UpdateDelayFlag(); // members - Mtable::TTrainParameters *TrainParams = nullptr; // rozkład jazdy zawsze jest, nawet jeśli pusty + Mtable::TTrainParameters TrainParams; // rozkład jazdy zawsze jest, nawet jeśli pusty std::string asNextStop; // nazwa następnego punktu zatrzymania wg rozkładu int iStationStart = 0; // numer pierwszej stacji pokazywanej na podglądzie rozkładu std::string m_lastexchangestop; // HACK: safeguard to prevent multiple load exchanges per station @@ -456,7 +457,7 @@ private: double fMass = 0.0; // całkowita masa do liczenia stycznej składowej grawitacji double fAccGravity = 0.0; // przyspieszenie składowej stycznej grawitacji int iVehicles = 0; // ilość pojazdów w składzie - int iEngineActive = 0; // ABu: Czy silnik byl juz zalaczony; Ra: postęp w załączaniu + bool iEngineActive{ false }; // ABu: Czy silnik byl juz zalaczony bool IsCargoTrain{ false }; bool IsHeavyCargoTrain{ false }; bool IsLineBreakerClosed{ false }; // state of line breaker in all powered vehicles under control diff --git a/DynObj.cpp b/DynObj.cpp index 7f775ab5..d001dcf8 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -3328,8 +3328,7 @@ bool TDynamicObject::Update(double dt, double dt1) if (dWheelAngle[2] > 360.0) dWheelAngle[2] -= 360.0; } - if (pants) // pantograf może być w wagonie kuchennym albo pojeździe rewizyjnym - // (np. SR61) + if (pants) // pantograf może być w wagonie kuchennym albo pojeździe rewizyjnym (np. SR61) { // przeliczanie kątów dla pantografów double k; // tymczasowy kąt double PantDiff; @@ -3341,17 +3340,12 @@ bool TDynamicObject::Update(double dt, double dt1) + MoverParameters->TotalCurrent; // prąd pobierany przez pojazd - bez // sensu z tym (TotalCurrent) // TotalCurrent to bedzie prad nietrakcyjny (niezwiazany z napedem) - // fCurrent+=fabs(MoverParameters->Voltage)*1e-6; //prąd płynący przez - // woltomierz, - // rozładowuje kondensator orgromowy 4µF + // fCurrent+=fabs(MoverParameters->Voltage)*1e-6; //prąd płynący przez woltomierz, rozładowuje kondensator orgromowy 4µF double fPantCurrent = fCurrent; // normalnie cały prąd przez jeden pantograf - if (pants) - if (iAnimType[ANIM_PANTS] > 1) // a jeśli są dwa pantografy //Ra 1014-11: - // proteza, trzeba zrobić sensowniej - if (pants[0].fParamPants->hvPowerWire && - pants[1].fParamPants->hvPowerWire) // i oba podłączone do drutów - fPantCurrent = fCurrent * 0.5; // to dzielimy prąd równo na oba (trochę bez - // sensu, ale lepiej tak niż podwoić prąd) + if (iAnimType[ANIM_PANTS] > 1) // a jeśli są dwa pantografy //Ra 1014-11: proteza, trzeba zrobić sensowniej + if (pants[0].fParamPants->hvPowerWire && + pants[1].fParamPants->hvPowerWire) // i oba podłączone do drutów + fPantCurrent = fCurrent * 0.5; // to dzielimy prąd równo na oba (trochę bez sensu, ale lepiej tak niż podwoić prąd) for (int i = 0; i < iAnimType[ANIM_PANTS]; ++i) { // pętla po wszystkich pantografach p = pants[i].fParamPants; @@ -6436,7 +6430,7 @@ TDynamicObject::update_shake( double const Timedelta ) { // ABu: rzucamy kabina tylko przy duzym FPS! // Mala histereza, zeby bez przerwy nie przelaczalo przy FPS~17 // Granice mozna ustalic doswiadczalnie. Ja proponuje 14:20 - if( false == Global.iSlowMotion ) { // musi być pełna prędkość + if( Global.iSlowMotion == 0 ) { // musi być pełna prędkość Math3D::vector3 shakevector; if( ( MoverParameters->EngineType == TEngineType::DieselElectric ) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index a5daca97..c2b53845 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -8416,10 +8416,11 @@ bool TMoverParameters::readCompressorList(std::string const &Input) { return false; } int idx = LISTLINE++; - if (idx > 8) { + if (idx > 8 - 1) { WriteLog("Read CompressorList: number of entries exceeded capacity of the data table"); return false; } + // NOTE: content of slot [x][0] is hardcoded elsewhere parser >> CompressorList[ 0 ][ idx + 1 ] >> CompressorList[ 1 ][ idx + 1 ] diff --git a/McZapkie/hamulce.h b/McZapkie/hamulce.h index 12f43950..8ad460d3 100644 --- a/McZapkie/hamulce.h +++ b/McZapkie/hamulce.h @@ -130,7 +130,7 @@ static double const BPT_394[7][2] = { {13 , 10.0} , {5 , 5.0} , {0 , -1} , {5 , //double *BPT_394 = zero_based_BPT_394[1]; //tablica pozycji hamulca dla zakresu -1..5 // BPT: array[-2..6] of array [0..1] of real= ((0, 5.0), (12, 5.4), (9, 5.0), (9, 4.6), (9, 4.2), (9, 3.8), (9, 3.4), (9, 2.8), (34, 2.8)); // BPT: array[-2..6] of array [0..1] of real= ((0, 0),(0, 0),(0, 0),(0, 0),(0, 0),(0, 0),(0, 0),(0, 0),(0, 0)); -static int const i_bcpno = 6; +static int const i_bcpno = 5; // static double const pi = 3.141592653589793; //definicja w mctools enum TUniversalBrake // możliwe działania uniwersalnego przycisku hamulca diff --git a/Train.cpp b/Train.cpp index 27bec525..708b598d 100644 --- a/Train.cpp +++ b/Train.cpp @@ -603,7 +603,7 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "velnext", driver->VelNext ); dict->insert( "actualproximitydist", driver->ActualProximityDist ); // train data - driver->TrainTimetable()->serialize( dict ); + driver->TrainTimetable().serialize( dict ); dict->insert( "train_stationstart", driver->iStationStart ); dict->insert( "train_atpassengerstop", driver->IsAtPassengerStop ); dict->insert( "train_length", driver->fLength ); @@ -3117,8 +3117,8 @@ void TTrain::OnCommand_compressorpresetactivatenext(TTrain *Train, command_data // active light preset is stored as value in range 1-LigthPosNo Train->mvOccupied->CompressorListPos = ( Train->mvOccupied->CompressorListPos < Train->mvOccupied->CompressorListPosNo ? - Train->mvOccupied->CompressorListPos + 1 : - 1); // wrap mode + Train->mvOccupied->CompressorListPos + 1 : + 1); // wrap mode // visual feedback if (Train->ggCompressorListButton.SubModel != nullptr) { @@ -3139,12 +3139,12 @@ void TTrain::OnCommand_compressorpresetactivateprevious(TTrain *Train, command_d } if ((Train->mvOccupied->CompressorListPos > 1) - || (true == Train->mvOccupied->CompressorListWrap)) { + || (true == Train->mvOccupied->CompressorListWrap)) { // active light preset is stored as value in range 1-LigthPosNo Train->mvOccupied->CompressorListPos = ( Train->mvOccupied->CompressorListPos > 1 ? - Train->mvOccupied->CompressorListPos - 1 : - Train->mvOccupied->CompressorListPosNo); // wrap mode + Train->mvOccupied->CompressorListPos - 1 : + Train->mvOccupied->CompressorListPosNo); // wrap mode // visual feedback if (Train->ggCompressorListButton.SubModel != nullptr) { diff --git a/Train.h b/Train.h index 08a43e01..c6511b8b 100644 --- a/Train.h +++ b/Train.h @@ -22,8 +22,6 @@ http://mozilla.org/MPL/2.0/. // typedef enum {st_Off, st_Starting, st_On, st_ShuttingDown} T4State; -const int maxcab = 2; - const double fCzuwakBlink = 0.15; const float fConverterPrzekaznik = 1.5f; // hunter-261211: do przekaznika nadmiarowego przetwornicy // 0.33f @@ -685,7 +683,7 @@ public: // reszta może by?publiczna bool bCabLightDim; // hunter-091012: czy przyciemnienie kabiny jest zapalone? */ // McZapkie: opis kabiny - obszar poruszania sie mechanika oraz zajetosc - std::array Cabine; // przedzial maszynowy, kabina 1 (A), kabina 2 (B) + std::array Cabine; // przedzial maszynowy, kabina 1 (A), kabina 2 (B) int iCabn { 0 }; // 0: mid, 1: front, 2: rear // McZapkie: do poruszania sie po kabinie Math3D::vector3 pMechSittingPosition; // ABu 180404 diff --git a/dictionary.cpp b/dictionary.cpp index f4e987ec..b33b89da 100644 --- a/dictionary.cpp +++ b/dictionary.cpp @@ -41,13 +41,8 @@ dictionary_source::dictionary_source( std::string const &Input ) { vehicle == nullptr ? nullptr : vehicle->ctOwner == nullptr ? vehicle->Mechanik : vehicle->ctOwner ) }; - auto const *timetable { ( - controller != nullptr ? - controller->TrainTimetable() : - nullptr ) }; - - if( timetable != nullptr ) { - timetable->serialize( this ); + if( controller != nullptr ) { + controller->TrainTimetable().serialize( this ); } } } diff --git a/drivermode.cpp b/drivermode.cpp index fa29e622..1bc8eae0 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -653,7 +653,7 @@ driver_mode::OnKeyDown(int cKey) { int i = cKey - GLFW_KEY_0; // numer klawisza if (Global.shiftState) { // z [Shift] uruchomienie eventu - if( ( false == Global.iPause ) // podczas pauzy klawisze nie działają + if( ( Global.iPause == 0 ) // podczas pauzy klawisze nie działają && ( KeyEvents[ i ] != nullptr ) ) { simulation::Events.AddToQuery( KeyEvents[ i ], NULL ); } diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 7365cbd7..dbf53c15 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -268,8 +268,7 @@ timetable_panel::update() { vehicle->ctOwner ); if( owner == nullptr ) { return; } - auto const *table = owner->TrainTimetable(); - if( table == nullptr ) { return; } + auto const &table = owner->TrainTimetable(); // destination { @@ -310,14 +309,14 @@ timetable_panel::update() { std::snprintf( m_buffer.data(), m_buffer.size(), locale::strings[ locale::string::driver_timetable_consistdata ].c_str(), - static_cast( table->LocLoad ), + static_cast( table.LocLoad ), static_cast( consistmass / 1000 ), static_cast( consistlength ) ); text_lines.emplace_back( m_buffer.data(), Global.UITextColor ); } - if( 0 == table->StationCount ) { + if( 0 == table.StationCount ) { // only bother if there's stations to list text_lines.emplace_back( locale::strings[ locale::string::driver_timetable_notimetable ], Global.UITextColor ); } @@ -331,9 +330,9 @@ timetable_panel::update() { m_tablelines.emplace_back( u8"┌─────┬────────────────────────────────────┬─────────┬─────┐", Global.UITextColor ); TMTableLine const *tableline; - for( int i = owner->iStationStart; i <= table->StationCount; ++i ) { + for( int i = owner->iStationStart; i <= table.StationCount; ++i ) { // wyświetlenie pozycji z rozkładu - tableline = table->TimeTable + i; // linijka rozkładu + tableline = table.TimeTable + i; // linijka rozkładu bool vmaxchange { true }; if( i > owner->iStationStart ) { @@ -366,16 +365,16 @@ timetable_panel::update() { to_string( int( 100 + tableline->Dh ) ).substr( 1, 2 ) + ":" + to_minutes_str( tableline->Dm, true, 3 ) : u8" │ " ) }; auto const candeparture { ( - ( owner->iStationStart < table->StationIndex ) - && ( i < table->StationIndex ) + ( owner->iStationStart < table.StationIndex ) + && ( i < table.StationIndex ) && ( ( tableline->Ah < 0 ) // pass-through, always valid || ( time.wHour * 60 + time.wMinute + time.wSecond * 0.0167 >= tableline->Dh * 60 + tableline->Dm ) ) ) }; auto const loadchangeinprogress { ( ( static_cast( std::ceil( -1.0 * owner->fStopTime ) ) ) > 0 ) }; auto const isatpassengerstop { ( true == owner->IsAtPassengerStop ) && ( vehicle->MoverParameters->Vel < 1.0 ) }; auto const traveltime { ( i < 2 ? " " : - tableline->Ah >= 0 ? to_minutes_str( CompareTime( table->TimeTable[ i - 1 ].Dh, table->TimeTable[ i - 1 ].Dm, tableline->Ah, tableline->Am ), false, 3 ) : - to_minutes_str( std::max( 0.0, CompareTime( table->TimeTable[ i - 1 ].Dh, table->TimeTable[ i - 1 ].Dm, tableline->Dh, tableline->Dm ) - 0.5 ), false, 3 ) ) }; + tableline->Ah >= 0 ? to_minutes_str( CompareTime( table.TimeTable[ i - 1 ].Dh, table.TimeTable[ i - 1 ].Dm, tableline->Ah, tableline->Am ), false, 3 ) : + to_minutes_str( std::max( 0.0, CompareTime( table.TimeTable[ i - 1 ].Dh, table.TimeTable[ i - 1 ].Dm, tableline->Dh, tableline->Dm ) - 0.5 ), false, 3 ) ) }; auto const linecolor { ( ( i != owner->iStationStart ) ? Global.UITextColor : loadchangeinprogress ? loadingcolor : @@ -390,7 +389,7 @@ timetable_panel::update() { ( u8"│ │ " + location + tableline->StationWare + trackcount + departure + u8" │ │" ), linecolor ); // divider/footer - if( i < table->StationCount ) { + if( i < table.StationCount ) { auto const *nexttableline { tableline + 1 }; std::string const vmaxnext{ ( tableline->vmax == nexttableline->vmax ? u8"│ ├" : u8"├─────┼" ) }; auto const trackcountnext{ ( nexttableline->TrackNo == 1 ? u8"╂" : u8"╫" ) }; diff --git a/mtable.h b/mtable.h index b0bea8bd..8a95d074 100644 --- a/mtable.h +++ b/mtable.h @@ -77,7 +77,7 @@ class TTrainParameters bool UpdateMTable(double hh, double mm, std::string const &NewName); bool UpdateMTable( scenario_time const &Time, std::string const &NewName ); bool RewindTimeTable( std::string actualStationName ); - TTrainParameters( std::string const &NewTrainName ); + TTrainParameters( std::string const &NewTrainName = "none" ); void NewName(std::string const &NewTrainName); void UpdateVelocity(int StationCount, double vActual); bool LoadTTfile(std::string scnpath, int iPlus, double vmax); diff --git a/openglgeometrybank.cpp b/openglgeometrybank.cpp index 05f87082..bddc2f8b 100644 --- a/openglgeometrybank.cpp +++ b/openglgeometrybank.cpp @@ -154,7 +154,7 @@ void opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned int const Streams ) { if( Streams & gfx::stream::position ) { - ::glVertexPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), static_cast( nullptr ) ); + ::glVertexPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( 0 ) ); ::glEnableClientState( GL_VERTEX_ARRAY ); } else { @@ -162,14 +162,14 @@ opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned i } // NOTE: normal and color streams share the data, making them effectively mutually exclusive if( Streams & gfx::stream::normal ) { - ::glNormalPointer( GL_FLOAT, sizeof( gfx::basic_vertex ), static_cast( nullptr ) + sizeof( float ) * 3 ); + ::glNormalPointer( GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( sizeof( float ) * 3 ) ); ::glEnableClientState( GL_NORMAL_ARRAY ); } else { ::glDisableClientState( GL_NORMAL_ARRAY ); } if( Streams & gfx::stream::color ) { - ::glColorPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), static_cast( nullptr ) + sizeof( float ) * 3 ); + ::glColorPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( sizeof( float ) * 3 ) ); ::glEnableClientState( GL_COLOR_ARRAY ); } else { @@ -178,7 +178,7 @@ opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned i if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glClientActiveTexture( unit ); - ::glTexCoordPointer( 2, GL_FLOAT, sizeof( gfx::basic_vertex ), static_cast( nullptr ) + 24 ); + ::glTexCoordPointer( 2, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( 24 ) ); ::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); } m_activetexturearrays = Units.texture; diff --git a/openglparticles.cpp b/openglparticles.cpp index adc328cf..b12d6c48 100644 --- a/openglparticles.cpp +++ b/openglparticles.cpp @@ -141,10 +141,10 @@ opengl_particles::render( int const Textureunit ) { ::glBindBuffer( GL_ARRAY_BUFFER, m_buffer ); ::glVertexPointer( 3, GL_FLOAT, sizeof( particle_vertex ), static_cast( nullptr ) ); ::glEnableClientState( GL_VERTEX_ARRAY ); - ::glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( particle_vertex ), static_cast( nullptr ) + sizeof( float ) * 3 ); + ::glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( particle_vertex ), reinterpret_cast( sizeof( float ) * 3 ) ); ::glEnableClientState( GL_COLOR_ARRAY ); ::glClientActiveTexture( Textureunit ); - ::glTexCoordPointer( 2, GL_FLOAT, sizeof( particle_vertex ), static_cast( nullptr ) + sizeof( float ) * 3 + sizeof( std::uint8_t ) * 4 ); + ::glTexCoordPointer( 2, GL_FLOAT, sizeof( particle_vertex ), reinterpret_cast( sizeof( float ) * 3 + sizeof( std::uint8_t ) * 4 ) ); ::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // ...draw... ::glDrawArrays( GL_QUADS, 0, m_particlevertices.size() ); diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 8c52ccf9..68badf83 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -346,10 +346,10 @@ opengl_renderer::Render() { Timer::subsystem.gfx_swap.stop(); m_drawcount = m_cellqueue.size(); - m_debugtimestext - += "color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n" - += "gpu side: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " msec\n" - += "frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " msec"; + m_debugtimestext += + "color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n" + + "gpu side: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " msec\n" + + "frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " msec"; m_debugstatstext = "drawcalls: " + to_string( m_debugstats.drawcalls ) + "\n" From 0fd23a53d9dcbefb235de2816db6baa05ff1fa52 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 26 Oct 2019 15:17:09 +0200 Subject: [PATCH 033/153] milek7/sim branch opengl 3.3 renderer import --- AnimModel.h | 1 + Classes.h | 1 + DynObj.cpp | 46 +- DynObj.h | 7 +- Globals.cpp | 4 +- Globals.h | 20 +- Logs.h | 6 +- McZapkie/Mover.cpp | 4 +- Model3d.cpp | 123 +- Model3d.h | 10 +- PyInt.cpp | 2 +- Texture.cpp | 131 +- Texture.h | 30 +- Timer.h | 2 + Track.cpp | 4 +- Track.h | 1 + Traction.h | 1 + Train.cpp | 2 +- application.cpp | 52 +- application.h | 2 + drivermouseinput.cpp | 163 +- drivermouseinput.h | 3 +- editormode.cpp | 13 +- editoruipanels.h | 14 + geometrybank.cpp | 107 + geometrybank.h | 10 +- gl/bindable.h | 27 + gl/buffer.cpp | 89 + gl/buffer.h | 46 + gl/cubemap.cpp | 38 + gl/cubemap.h | 19 + gl/fence.cpp | 20 + gl/fence.h | 20 + gl/framebuffer.cpp | 103 + gl/framebuffer.h | 33 + gl/glsl_common.cpp | 72 + gl/glsl_common.h | 10 + gl/object.h | 32 + gl/pbo.cpp | 65 + gl/pbo.h | 22 + gl/postfx.cpp | 49 + gl/postfx.h | 25 + gl/query.cpp | 65 + gl/query.h | 36 + gl/renderbuffer.cpp | 27 + gl/renderbuffer.h | 19 + gl/shader.cpp | 334 ++ gl/shader.h | 96 + gl/ubo.cpp | 19 + gl/ubo.h | 113 + gl/vao.cpp | 85 + gl/vao.h | 37 + maszyna.vcxproj.filters | 229 +- material.cpp | 283 +- material.h | 52 +- moon.h | 2 - opengl33light.cpp | 22 + opengl33light.h | 28 + opengl33particles.cpp | 138 + opengl33particles.h | 54 + opengl33precipitation.cpp | 159 + opengl33precipitation.h | 43 + opengl33renderer.cpp | 3904 +++++++++++++++++++++ opengl33renderer.h | 377 ++ openglcamera.h | 5 +- openglgeometrybank.cpp | 4 +- opengllight.h | 1 - openglmatrixstack.h | 4 - openglparticles.h | 2 - openglprecipitation.cpp | 171 + openglprecipitation.h | 44 + openglrenderer.cpp | 116 +- openglrenderer.h | 25 +- openglskydome.cpp | 6 +- openglskydome.h | 4 +- precipitation.cpp | 131 +- precipitation.h | 21 +- ref/imgui/examples/imgui_impl_opengl2.cpp | 2 +- ref/imgui/examples/imgui_impl_opengl3.cpp | 2 +- renderer.h | 13 +- scene.h | 6 + scenenode.cpp | 4 +- simulationenvironment.h | 5 + sky.h | 1 + stars.h | 1 + stdafx.h | 38 +- sun.h | 2 - utilities.cpp | 6 + utilities.h | 11 + version.h | 2 +- 90 files changed, 7629 insertions(+), 549 deletions(-) create mode 100644 gl/bindable.h create mode 100644 gl/buffer.cpp create mode 100644 gl/buffer.h create mode 100644 gl/cubemap.cpp create mode 100644 gl/cubemap.h create mode 100644 gl/fence.cpp create mode 100644 gl/fence.h create mode 100644 gl/framebuffer.cpp create mode 100644 gl/framebuffer.h create mode 100644 gl/glsl_common.cpp create mode 100644 gl/glsl_common.h create mode 100644 gl/object.h create mode 100644 gl/pbo.cpp create mode 100644 gl/pbo.h create mode 100644 gl/postfx.cpp create mode 100644 gl/postfx.h create mode 100644 gl/query.cpp create mode 100644 gl/query.h create mode 100644 gl/renderbuffer.cpp create mode 100644 gl/renderbuffer.h create mode 100644 gl/shader.cpp create mode 100644 gl/shader.h create mode 100644 gl/ubo.cpp create mode 100644 gl/ubo.h create mode 100644 gl/vao.cpp create mode 100644 gl/vao.h create mode 100644 opengl33light.cpp create mode 100644 opengl33light.h create mode 100644 opengl33particles.cpp create mode 100644 opengl33particles.h create mode 100644 opengl33precipitation.cpp create mode 100644 opengl33precipitation.h create mode 100644 opengl33renderer.cpp create mode 100644 opengl33renderer.h create mode 100644 openglprecipitation.cpp create mode 100644 openglprecipitation.h diff --git a/AnimModel.h b/AnimModel.h index 244d26f3..9f8d34c5 100644 --- a/AnimModel.h +++ b/AnimModel.h @@ -125,6 +125,7 @@ class TAnimAdvanced class TAnimModel : public scene::basic_node { friend opengl_renderer; + friend opengl33_renderer; friend itemproperties_panel; public: diff --git a/Classes.h b/Classes.h index a01470cc..3e0bc8e6 100644 --- a/Classes.h +++ b/Classes.h @@ -13,6 +13,7 @@ http://mozilla.org/MPL/2.0/. // Ra: zestaw klas do robienia wskaźników, aby uporządkować nagłówki //--------------------------------------------------------------------------- class opengl_renderer; +class opengl33_renderer; class TTrack; // odcinek trajektorii class basic_event; class TTrain; // pojazd sterowany diff --git a/DynObj.cpp b/DynObj.cpp index d001dcf8..85d69a74 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -204,18 +204,18 @@ material_data::assign( std::string const &Replacableskin ) { } textures_alpha = ( - GfxRenderer->Material( replacable_skins[ 1 ] ).has_alpha ? + GfxRenderer->Material( replacable_skins[ 1 ] ).is_translucent() ? 0x31310031 : // tekstura -1 z kanałem alfa - nie renderować w cyklu nieprzezroczystych 0x30300030 ); // wszystkie tekstury nieprzezroczyste - nie renderować w cyklu przezroczystych - if( GfxRenderer->Material( replacable_skins[ 2 ] ).has_alpha ) { + if( GfxRenderer->Material( replacable_skins[ 2 ] ).is_translucent() ) { // tekstura -2 z kanałem alfa - nie renderować w cyklu nieprzezroczystych textures_alpha |= 0x02020002; } - if( GfxRenderer->Material( replacable_skins[ 3 ] ).has_alpha ) { + if( GfxRenderer->Material( replacable_skins[ 3 ] ).is_translucent() ) { // tekstura -3 z kanałem alfa - nie renderować w cyklu nieprzezroczystych textures_alpha |= 0x04040004; } - if( GfxRenderer->Material( replacable_skins[ 4 ] ).has_alpha ) { + if( GfxRenderer->Material( replacable_skins[ 4 ] ).is_translucent() ) { // tekstura -4 z kanałem alfa - nie renderować w cyklu nieprzezroczystych textures_alpha |= 0x08080008; } @@ -477,12 +477,9 @@ void TDynamicObject::SetPneumatic(bool front, bool red) void TDynamicObject::UpdateAxle(TAnim *pAnim) { // animacja osi - pAnim->smAnimated->SetRotate(float3(1, 0, 0), *pAnim->dWheelAngle); -}; - -void TDynamicObject::UpdateBoogie(TAnim *pAnim) -{ // animacja wózka - pAnim->smAnimated->SetRotate(float3(1, 0, 0), *pAnim->dWheelAngle); + size_t wheel_id = pAnim->dWheelAngle; + pAnim->smAnimated->SetRotate(float3(1, 0, 0), dWheelAngle[wheel_id]); + pAnim->smAnimated->future_transform = glm::rotate((float)glm::radians(m_future_wheels_angle[wheel_id]), glm::vec3(1.0f, 0.0f, 0.0f)); }; // animacja drzwi - przesuw @@ -3210,7 +3207,11 @@ bool TDynamicObject::Update(double dt, double dt1) // TBD: place the meter on mover logic level? simulation::Train->add_distance( dDOMoveLen ); } + glm::dvec3 old_pos = vPosition; Move(dDOMoveLen); + + m_future_movement = (glm::dvec3(vPosition) - old_pos) / dt1 * Timer::GetDeltaRenderTime(); + if (!bEnabled) // usuwane pojazdy nie mają toru { // pojazd do usunięcia bDynamicRemove = true; // sprawdzić @@ -3316,17 +3317,19 @@ bool TDynamicObject::Update(double dt, double dt1) if (MoverParameters->Vel != 0) { // McZapkie-050402: krecenie kolami: + glm::dvec3 old_wheels = glm::dvec3(dWheelAngle[0], dWheelAngle[1], dWheelAngle[2]); + dWheelAngle[0] += 114.59155902616464175359630962821 * MoverParameters->V * dt1 / MoverParameters->WheelDiameterL; // przednie toczne dWheelAngle[1] += MoverParameters->nrot * dt1 * 360.0; // napędne dWheelAngle[2] += 114.59155902616464175359630962821 * MoverParameters->V * dt1 / MoverParameters->WheelDiameterT; // tylne toczne - if (dWheelAngle[0] > 360.0) - dWheelAngle[0] -= 360.0; // a w drugą stronę jak się kręcą? - if (dWheelAngle[1] > 360.0) - dWheelAngle[1] -= 360.0; - if (dWheelAngle[2] > 360.0) - dWheelAngle[2] -= 360.0; + + m_future_wheels_angle = (glm::dvec3(dWheelAngle[0], dWheelAngle[1], dWheelAngle[2]) - old_wheels) / dt1 * Timer::GetDeltaRenderTime(); + + dWheelAngle[0] = clamp_circular( dWheelAngle[0] ); + dWheelAngle[1] = clamp_circular( dWheelAngle[1] ); + dWheelAngle[2] = clamp_circular( dWheelAngle[2] ); } if (pants) // pantograf może być w wagonie kuchennym albo pojeździe rewizyjnym (np. SR61) { // przeliczanie kątów dla pantografów @@ -4530,7 +4533,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } // Ra: ustawianie indeksów osi for (i = 0; i < iAnimType[ANIM_WHEELS]; ++i) // ilość osi (zabezpieczenie przed błędami w CHK) - pAnimations[i].dWheelAngle = dWheelAngle + 1; // domyślnie wskaźnik na napędzające + pAnimations[i].dWheelAngle = 1; // domyślnie wskaźnik na napędzające i = 0; j = 1; k = 0; @@ -4543,13 +4546,13 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co { // wersja ze wskaźnikami jest bardziej elastyczna na nietypowe układy if ((k >= 'A') && (k <= 'J')) // 10 chyba maksimum? { - pAnimations[i++].dWheelAngle = dWheelAngle + 1; // obrót osi napędzających + pAnimations[i++].dWheelAngle = 1; // obrót osi napędzających --k; // następna będzie albo taka sama, albo bierzemy kolejny znak m = 2; // następujące toczne będą miały inną średnicę } else if ((k >= '1') && (k <= '9')) { - pAnimations[i++].dWheelAngle = dWheelAngle + m; // obrót osi tocznych + pAnimations[i++].dWheelAngle = m; // obrót osi tocznych --k; // następna będzie albo taka sama, albo bierzemy kolejny znak } else @@ -6381,6 +6384,11 @@ void TDynamicObject::OverheadTrack(float o) } }; +glm::dvec3 TDynamicObject::get_future_movement() const { + + return m_future_movement; +} + // returns type of the nearest functional power source present in the trainset TPowerSource TDynamicObject::ConnectedEnginePowerSource( TDynamicObject const *Caller ) const { diff --git a/DynObj.h b/DynObj.h index 55a4ba15..ad41c53e 100644 --- a/DynObj.h +++ b/DynObj.h @@ -124,7 +124,7 @@ public: union { // parametry animacji TAnimValveGear *pValveGear; // współczynniki do animacji parowozu - double *dWheelAngle; // wskaźnik na kąt obrotu osi + int dWheelAngle; // wskaźnik na kąt obrotu osi float *fParam; // różne parametry dla animacji TAnimPant *fParamPants; // różne parametry dla animacji }; @@ -162,6 +162,7 @@ struct material_data { class TDynamicObject { // klasa pojazdu friend opengl_renderer; + friend opengl33_renderer; public: static bool bDynamicRemove; // moved from ground @@ -179,6 +180,8 @@ private: // położenie pojazdu w świecie oraz parametry ruchu float fAxleDist; // rozstaw wózków albo osi do liczenia proporcji zacienienia Math3D::vector3 modelRot; // obrot pudła względem świata - do przeanalizowania, czy potrzebne!!! TDynamicObject * ABuFindNearestObject( TTrack *Track, TDynamicObject *MyPointer, int &CouplNr ); + glm::dvec3 m_future_movement; + glm::dvec3 m_future_wheels_angle; public: // parametry położenia pojazdu dostępne publicznie @@ -257,7 +260,6 @@ private: void UpdateNone(TAnim *pAnim){}; // animacja pusta (funkcje ustawiania submodeli, gdy blisko kamery) */ void UpdateAxle(TAnim *pAnim); // animacja osi - void UpdateBoogie(TAnim *pAnim); // animacja wózka void UpdateDoorTranslate(TAnim *pAnim); // animacja drzwi - przesuw void UpdateDoorRotate(TAnim *pAnim); // animacja drzwi - obrót void UpdateDoorFold(TAnim *pAnim); // animacja drzwi - składanie @@ -655,6 +657,7 @@ private: void DestinationSet(std::string to, std::string numer); material_handle DestinationFind( std::string Destination ); void OverheadTrack(float o); + glm::dvec3 get_future_movement() const; double MED[9][8]; // lista zmiennych do debugowania hamulca ED static std::string const MED_labels[ 8 ]; diff --git a/Globals.cpp b/Globals.cpp index b77a9249..6dac0e27 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -404,9 +404,9 @@ global_settings::ConfigParse(cParser &Parser) { else if( token == "gfx.reflections.framerate" ) { auto const updatespersecond { std::abs( Parser.getToken() ) }; - ReflectionUpdatesPerSecond = ( + ReflectionUpdateInterval = ( updatespersecond > 0 ? - 1000 / std::min( 30.0, updatespersecond ) : + 1.0 / std::min( 30.0, updatespersecond ) : 0 ); } else if (token == "timespeed") diff --git a/Globals.h b/Globals.h index 695b06bc..75a89b6e 100644 --- a/Globals.h +++ b/Globals.h @@ -25,6 +25,7 @@ struct global_settings { bool ctrlState{ false }; bool altState{ false }; std::mt19937 random_engine{ std::mt19937( static_cast( std::time( NULL ) ) ) }; + std::mt19937 local_random_engine{ std::mt19937( static_cast( std::time( NULL ) ) ) }; TDynamicObject *changeDynObj{ nullptr };// info o zmianie pojazdu TCamera pCamera; // parametry kamery TCamera pDebugCamera; @@ -91,7 +92,6 @@ struct global_settings { // ui int PythonScreenUpdateRate { 200 }; // delay between python-based screen updates, in milliseconds int iTextMode{ 0 }; // tryb pracy wyświetlacza tekstowego - int iScreenMode[ 12 ] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // numer ekranu wyświetlacza tekstowego glm::vec4 UITextColor { glm::vec4( 225.f / 255.f, 225.f / 255.f, 225.f / 255.f, 1.f ) }; // base color of UI text float UIBgOpacity { 0.65f }; // opacity of ui windows std::string asLang{ "pl" }; // domyślny język - http://tools.ietf.org/html/bcp47 @@ -99,6 +99,7 @@ struct global_settings { int iWindowWidth{ 800 }; int iWindowHeight{ 600 }; float fDistanceFactor{ iWindowHeight / 768.f }; // baza do przeliczania odległości dla LoD + float targetfps { 0.0f }; bool bFullScreen{ false }; bool VSync{ false }; bool bWireFrame{ false }; @@ -115,7 +116,7 @@ struct global_settings { float depth{ 250.f }; float distance{ 500.f }; // no longer used } shadowtune; - int ReflectionUpdatesPerSecond{ static_cast( 1000 / ( 1.0 / 300.0 ) ) }; + double ReflectionUpdateInterval{ 300.0 }; bool bUseVBO{ true }; // czy jest VBO w karcie graficznej (czy użyć) float AnisotropicFiltering{ 8.f }; // requested level of anisotropic filtering. TODO: move it to renderer object float FieldOfView{ 45.f }; // vertical field of view for the camera. TODO: move it to the renderer @@ -175,6 +176,21 @@ struct global_settings { // other std::string AppName{ "EU07" }; std::string asVersion{ "UNKNOWN" }; // z opisem + // TODO: move these to relevant areas + bool render_cab = true; + int gfx_framebuffer_width = -1; + int gfx_framebuffer_height = -1; + bool gfx_shadowmap_enabled = true; + bool gfx_envmap_enabled = true; + bool gfx_postfx_motionblur_enabled = true; + float gfx_postfx_motionblur_shutter = 0.01f; + GLenum gfx_postfx_motionblur_format = GL_RG16F; + GLenum gfx_format_color = GL_RGB16F; + GLenum gfx_format_depth = GL_DEPTH_COMPONENT32F; + bool gfx_skippipeline = false; + bool gfx_extraeffects = true; + bool gfx_shadergamma = false; + bool gfx_usegles = false; // methods void LoadIniFile( std::string asFileName ); diff --git a/Logs.h b/Logs.h index dee95e5f..0d41bffb 100644 --- a/Logs.h +++ b/Logs.h @@ -16,7 +16,11 @@ enum logtype : unsigned int { generic = ( 1 << 0 ), file = ( 1 << 1 ), model = ( 1 << 2 ), - texture = ( 1 << 3 ) + texture = ( 1 << 3 ), +// lua = ( 1 << 4 ), + material = ( 1 << 5 ), + shader = ( 1 << 6 ), +// net = ( 1 << 7 ) }; void WriteLog( const char *str, logtype const Type = logtype::generic ); diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index c2b53845..82860deb 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -8953,8 +8953,8 @@ void TMoverParameters::LoadFIZ_Param( std::string const &line ) { auto lookup = categories.find( category ); CategoryFlag = ( lookup != categories.end() ? - lookup->second : - 0 ); + lookup->second : + 0 ); if( CategoryFlag == 0 ) { ErrorLog( "Unknown vehicle category: \"" + category + "\"." ); } diff --git a/Model3d.cpp b/Model3d.cpp index 85dd480f..fcfa5dc6 100644 --- a/Model3d.cpp +++ b/Model3d.cpp @@ -374,17 +374,34 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic m_material = GfxRenderer->Fetch_Material( material ); // renderowanie w cyklu przezroczystych tylko jeśli: // 1. Opacity=0 (przejściowo <1, czy tam <100) oraz - // 2. tekstura ma przezroczystość - iFlags |= - ( ( ( Opacity < 1.0 ) - && ( ( m_material != null_handle ) - && ( GfxRenderer->Material( m_material ).has_alpha ) ) ) ? + iFlags |= ( + Opacity < 0.999f ? 0x20 : - 0x10 ); // 0x10-nieprzezroczysta, 0x20-przezroczysta + 0x10 ); // 0x20-przezroczysta, 0x10-nieprzezroczysta }; } - else + else { iFlags |= 0x10; + } + + if (m_material > 0) + { + opengl_material const &mat = GfxRenderer->Material(m_material); + + // if material have opacity set, replace submodel opacity with it + if (!std::isnan(mat.opacity)) + { + iFlags &= ~0x30; + if (mat.opacity == 0.0f) + iFlags |= 0x20; // translucent + else + iFlags |= 0x10; // opaque + } + + // and same thing with selfillum + if (!std::isnan(mat.selfillum)) + fLight = mat.selfillum; + } // visibility range std::string discard; @@ -974,73 +991,75 @@ TSubModel *TSubModel::GetFromName(std::string const &search, bool i) // WORD hbIndices[18]={3,0,1,5,4,2,1,0,4,1,5,3,2,3,5,2,4,0}; void TSubModel::RaAnimation(TAnimType a) +{ + glm::mat4 m = OpenGLMatrices.data(GL_MODELVIEW); + RaAnimation(m, a); + glLoadMatrixf(glm::value_ptr(m)); +} + +void TSubModel::RaAnimation(glm::mat4 &m, TAnimType a) { // wykonanie animacji niezależnie od renderowania switch (a) { // korekcja położenia, jeśli submodel jest animowany case TAnimType::at_Translate: // Ra: było "true" if (iAnimOwner != iInstance) break; // cudza animacja - glTranslatef(v_TransVector.x, v_TransVector.y, v_TransVector.z); + m = glm::translate(m, glm::vec3(v_TransVector.x, v_TransVector.y, v_TransVector.z)); break; case TAnimType::at_Rotate: // Ra: było "true" if (iAnimOwner != iInstance) break; // cudza animacja - glRotatef(f_Angle, v_RotateAxis.x, v_RotateAxis.y, v_RotateAxis.z); + m = glm::rotate(m, glm::radians(f_Angle), glm::vec3(v_RotateAxis.x, v_RotateAxis.y, v_RotateAxis.z)); break; case TAnimType::at_RotateXYZ: if (iAnimOwner != iInstance) break; // cudza animacja - glTranslatef(v_TransVector.x, v_TransVector.y, v_TransVector.z); - glRotatef(v_Angles.x, 1.0f, 0.0f, 0.0f); - glRotatef(v_Angles.y, 0.0f, 1.0f, 0.0f); - glRotatef(v_Angles.z, 0.0f, 0.0f, 1.0f); + m = glm::translate(m, glm::vec3(v_TransVector.x, v_TransVector.y, v_TransVector.z)); + m = glm::rotate(m, glm::radians(v_Angles.x), glm::vec3(1.0f, 0.0f, 0.0f)); + m = glm::rotate(m, glm::radians(v_Angles.y), glm::vec3(0.0f, 1.0f, 0.0f)); + m = glm::rotate(m, glm::radians(v_Angles.z), glm::vec3(0.0f, 0.0f, 1.0f)); break; case TAnimType::at_SecondsJump: // sekundy z przeskokiem - glRotatef(simulation::Time.data().wSecond * 6.0, 0.0, 1.0, 0.0); + m = glm::rotate(m, glm::radians(simulation::Time.data().wSecond * 6.0f), glm::vec3(0.0f, 1.0f, 0.0f)); break; case TAnimType::at_MinutesJump: // minuty z przeskokiem - glRotatef(simulation::Time.data().wMinute * 6.0, 0.0, 1.0, 0.0); + m = glm::rotate(m, glm::radians(simulation::Time.data().wMinute * 6.0f), glm::vec3(0.0f, 1.0f, 0.0f)); break; case TAnimType::at_HoursJump: // godziny skokowo 12h/360° - glRotatef(simulation::Time.data().wHour * 30.0 * 0.5, 0.0, 1.0, 0.0); + m = glm::rotate(m, glm::radians(simulation::Time.data().wHour * 30.0f * 0.5f), glm::vec3(0.0f, 1.0f, 0.0f)); break; case TAnimType::at_Hours24Jump: // godziny skokowo 24h/360° - glRotatef(simulation::Time.data().wHour * 15.0 * 0.25, 0.0, 1.0, 0.0); + m = glm::rotate(m, glm::radians(simulation::Time.data().wHour * 15.0f * 0.25f), glm::vec3(0.0f, 1.0f, 0.0f)); break; case TAnimType::at_Seconds: // sekundy płynnie - glRotatef(simulation::Time.second() * 6.0, 0.0, 1.0, 0.0); + m = glm::rotate(m, glm::radians((float)simulation::Time.second() * 6.0f), glm::vec3(0.0f, 1.0f, 0.0f)); break; case TAnimType::at_Minutes: // minuty płynnie - glRotatef(simulation::Time.data().wMinute * 6.0 + simulation::Time.second() * 0.1, 0.0, 1.0, 0.0); + m = glm::rotate(m, glm::radians(simulation::Time.data().wMinute * 6.0f + (float)simulation::Time.second() * 0.1f), glm::vec3(0.0f, 1.0f, 0.0f)); break; case TAnimType::at_Hours: // godziny płynnie 12h/360° - glRotatef(2.0 * Global.fTimeAngleDeg, 0.0, 1.0, 0.0); + // glRotatef(GlobalTime->hh*30.0+GlobalTime->mm*0.5+GlobalTime->mr/120.0,0.0,1.0,0.0); + m = glm::rotate(m, glm::radians(2.0f * (float)Global.fTimeAngleDeg), glm::vec3(0.0f, 1.0f, 0.0f)); break; case TAnimType::at_Hours24: // godziny płynnie 24h/360° - glRotatef(Global.fTimeAngleDeg, 0.0, 1.0, 0.0); + // glRotatef(GlobalTime->hh*15.0+GlobalTime->mm*0.25+GlobalTime->mr/240.0,0.0,1.0,0.0); + m = glm::rotate(m, glm::radians((float)Global.fTimeAngleDeg), glm::vec3(0.0f, 1.0f, 0.0f)); break; case TAnimType::at_Billboard: // obrót w pionie do kamery { Math3D::matrix4x4 mat; mat.OpenGL_Matrix( OpenGLMatrices.data_array( GL_MODELVIEW ) ); float3 gdzie = float3(mat[3][0], mat[3][1], mat[3][2]); // początek układu współrzędnych submodelu względem kamery - glLoadIdentity(); // macierz jedynkowa - glTranslatef(gdzie.x, gdzie.y, gdzie.z); // początek układu zostaje bez - // zmian - glRotated(atan2(gdzie.x, gdzie.z) * 180.0 / M_PI, 0.0, 1.0, - 0.0); // jedynie obracamy w pionie o kąt + m = glm::mat4(1.0f); + m = glm::translate(m, glm::vec3(gdzie.x, gdzie.y, gdzie.z)); // początek układu zostaje bez zmian + m = glm::rotate(m, (float)atan2(gdzie.x, gdzie.z), glm::vec3(0.0f, 1.0f, 0.0f)); // jedynie obracamy w pionie o kąt } break; case TAnimType::at_Wind: // ruch pod wpływem wiatru (wiatr będziemy liczyć potem...) - glRotated(1.5 * std::sin(M_PI * simulation::Time.second() / 6.0), 0.0, 1.0, 0.0); + m = glm::rotate(m, glm::radians(1.5f * (float)sin(M_PI * simulation::Time.second() / 6.0)), glm::vec3(0.0f, 1.0f, 0.0f)); break; case TAnimType::at_Sky: // animacja nieba - glRotated(Global.fLatitudeDeg, 1.0, 0.0, 0.0); // ustawienie osi OY na północ - // glRotatef(Global.fTimeAngleDeg,0.0,1.0,0.0); //obrót dobowy osi OX - glRotated(-fmod(Global.fTimeAngleDeg, 360.0), 0.0, 1.0, 0.0); // obrót dobowy osi OX - break; - case TAnimType::at_IK11: // ostatni element animacji szkieletowej (podudzie, stopa) - glRotatef(v_Angles.z, 0.0f, 1.0f, 0.0f); // obrót względem osi pionowej (azymut) - glRotatef(v_Angles.x, 1.0f, 0.0f, 0.0f); // obrót względem poziomu (deklinacja) + m = glm::rotate(m, glm::radians((float)Global.fLatitudeDeg), glm::vec3(0.0f, 1.0f, 0.0f)); // ustawienie osi OY na północ + m = glm::rotate(m, glm::radians((float)-fmod(Global.fTimeAngleDeg, 360.0)), glm::vec3(0.0f, 1.0f, 0.0f)); break; case TAnimType::at_DigiClk: // animacja zegara cyfrowego { // ustawienie animacji w submodelach potomnych @@ -1063,8 +1082,8 @@ void TSubModel::RaAnimation(TAnimType a) } if (mAnimMatrix) // można by to dać np. do at_Translate { - glMultMatrixf(mAnimMatrix->readArray()); - mAnimMatrix = NULL; // jak animator będzie potrzebował, to ustawi ponownie + m *= glm::make_mat4(mAnimMatrix->e); + mAnimMatrix = nullptr; // jak animator będzie potrzebował, to ustawi ponownie } }; @@ -1783,13 +1802,31 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, std::vector *t, } */ m_material = GfxRenderer->Fetch_Material( m_materialname ); - if( ( iFlags & 0x30 ) == 0 ) { - // texture-alpha based fallback if for some reason we don't have opacity flag set yet - iFlags |= ( - ( ( m_material != null_handle ) - && ( GfxRenderer->Material( m_material ).has_alpha ) ) ? - 0x20 : - 0x10 ); // 0x10-nieprzezroczysta, 0x20-przezroczysta + + // if we don't have phase flags set for some reason, try to fix it + if (!(iFlags & 0x30) && m_material != null_handle) + { + opengl_material const &mat = GfxRenderer->Material(m_material); + float opacity = mat.opacity; + + // if material don't have opacity set, try to guess it + if (std::isnan(opacity)) + opacity = mat.get_or_guess_opacity(); + + // set phase flag based on material opacity + if (opacity == 0.0f) + iFlags |= 0x20; // translucent + else + iFlags |= 0x10; // opaque + } + + if (m_material > 0) + { + opengl_material const &mat = GfxRenderer->Material(m_material); + + // replace submodel selfillum with material one + if (!std::isnan(mat.selfillum)) + fLight = mat.selfillum; } } else { diff --git a/Model3d.h b/Model3d.h index ca479e19..43936838 100644 --- a/Model3d.h +++ b/Model3d.h @@ -12,8 +12,9 @@ http://mozilla.org/MPL/2.0/. #include "Classes.h" #include "dumb3d.h" #include "Float3d.h" -#include "openglgeometrybank.h" +#include "geometrybank.h" #include "material.h" +#include "gl/query.h" // Ra: specjalne typy submodeli, poza tym GL_TRIANGLES itp. const int TP_ROTATOR = 256; @@ -58,6 +59,7 @@ class TSubModel //m7todo: zrobić normalną serializację friend opengl_renderer; + friend opengl33_renderer; friend TModel3d; // temporary workaround. TODO: clean up class content/hierarchy friend TDynamicObject; // temporary etc friend scene::shape_node; // temporary etc @@ -151,7 +153,8 @@ public: // chwilowo private: int SeekFaceNormal( std::vector const &Masks, int const Startface, unsigned int const Mask, glm::vec3 const &Position, gfx::vertex_array const &Vertices ); void RaAnimation(TAnimType a); - // returns true if the submodel is a smoke emitter attachment point, false otherwise + void RaAnimation(glm::mat4 &m, TAnimType a); + // returns true if the submodel is a smoke emitter attachment point, false otherwise bool is_emitter() const; public: @@ -217,6 +220,8 @@ public: return m_material; } void ParentMatrix(float4x4 *m) const; float MaxY( float4x4 const &m ); + std::optional occlusion_query; + glm::mat4 future_transform; void deserialize(std::istream&); void serialize(std::ostream&, @@ -231,6 +236,7 @@ public: class TModel3d { friend opengl_renderer; + friend opengl33_renderer; private: TSubModel *Root; // drzewo submodeli diff --git a/PyInt.cpp b/PyInt.cpp index ea7720af..78eb4f61 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -40,7 +40,7 @@ void render_task::run() { ::glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE ); ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); - if( GLEW_EXT_texture_filter_anisotropic ) { + if( GL_EXT_texture_filter_anisotropic ) { // anisotropic filtering ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); } diff --git a/Texture.cpp b/Texture.cpp index 11872d34..55da13ab 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -17,7 +17,6 @@ http://mozilla.org/MPL/2.0/. #include "Texture.h" #include -#include "GL/glew.h" #include "application.h" #include "dictionary.h" @@ -29,6 +28,9 @@ http://mozilla.org/MPL/2.0/. #define EU07_DEFERRED_TEXTURE_UPLOAD +std::array opengl_texture::units = { 0 }; +GLint opengl_texture::m_activeunit = -1; + texture_manager::texture_manager() { // since index 0 is used to indicate no texture, we put a blank entry in the first texture slot @@ -545,16 +547,56 @@ opengl_texture::load_TGA() { } bool -opengl_texture::bind() { +opengl_texture::bind(size_t unit) { if( ( false == is_ready ) && ( false == create() ) ) { return false; } - ::glBindTexture( GL_TEXTURE_2D, id ); + + if (units[unit] == id) + return true; + + if (GLAD_GL_ARB_direct_state_access) + { + glBindTextureUnit(unit, id); + } + else + { + if (unit != m_activeunit) + { + glActiveTexture(GL_TEXTURE0 + unit); + m_activeunit = unit; + } + glBindTexture(target, id); + } + + units[unit] = id; + return true; } +void +opengl_texture::unbind(size_t unit) +{ + if (GLAD_GL_ARB_direct_state_access) + { + glBindTextureUnit(unit, 0); + } + else + { + if (unit != m_activeunit) + { + glActiveTexture(GL_TEXTURE0 + unit); + m_activeunit = unit; + } + //todo: for other targets + glBindTexture(GL_TEXTURE_2D, 0); + } + + units[unit] = 0; +} + bool opengl_texture::create() { @@ -697,6 +739,38 @@ opengl_texture::release() { return; } +void +opengl_texture::alloc_rendertarget( GLint format, GLint components, int width, int height, int s, GLint wrap ) { + + data_width = width; + data_height = height; + data_format = format; + data_components = components; + data_mapcount = 1; + is_rendertarget = true; + wrap_mode_s = wrap; + wrap_mode_t = wrap; + samples = s; + if( samples > 1 ) + target = GL_TEXTURE_2D_MULTISAMPLE; + create(); +} + +void +opengl_texture::set_components_hint( GLint hint ) { + + components_hint = hint; +} + +void +opengl_texture::reset_unit_cache() { + + for( auto &unit : units ) { + unit = 0; + } + m_activeunit = -1; +} + void opengl_texture::set_filtering() const { @@ -704,7 +778,7 @@ opengl_texture::set_filtering() const { ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); - if( GLEW_EXT_texture_filter_anisotropic ) { + if( GL_EXT_texture_filter_anisotropic ) { // anisotropic filtering ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); } @@ -793,7 +867,7 @@ texture_manager::unit( GLint const Textureunit ) { // ustalenie numeru tekstury, wczytanie jeśli jeszcze takiej nie było texture_handle -texture_manager::create( std::string Filename, bool const Loadnow ) { +texture_manager::create( std::string Filename, bool const Loadnow, GLint Formathint ) { if( Filename.find( '|' ) != std::string::npos ) Filename.erase( Filename.find( '|' ) ); // po | może być nazwa kolejnej tekstury @@ -866,6 +940,7 @@ texture_manager::create( std::string Filename, bool const Loadnow ) { texture->name = locator.first; texture->type = locator.second; texture->traits = traits; + texture->components_hint = Formathint; auto const textureindex = (texture_handle)m_textures.size(); m_textures.emplace_back( texture, std::chrono::steady_clock::time_point() ); m_texturemappings.emplace( locator.first, textureindex ); @@ -888,40 +963,18 @@ texture_manager::create( std::string Filename, bool const Loadnow ) { void texture_manager::bind( std::size_t const Unit, texture_handle const Texture ) { - m_textures[ Texture ].second = m_garbagecollector.timestamp(); - if( m_units[ Unit ].unit == 0 ) { - // no texture unit, nothing to bind the texture to - return; - } - // even if we may skip texture binding make sure the relevant texture unit is activated - unit( m_units[ Unit ].unit ); - if( Texture == m_units[ Unit ].texture ) { - // don't bind again what's already active - return; - } - // TBD, TODO: do binding in texture object, add support for other types than 2d - if( Texture != null_handle ) { -#ifndef EU07_DEFERRED_TEXTURE_UPLOAD - // NOTE: we could bind dedicated 'error' texture here if the id isn't valid - ::glBindTexture( GL_TEXTURE_2D, texture(Texture).id ); - m_units[ Unit ].texture = Texture; -#else - if( true == texture( Texture ).bind() ) { - m_units[ Unit ].texture = Texture; - } - else { - // TODO: bind a special 'error' texture on failure - ::glBindTexture( GL_TEXTURE_2D, 0 ); - m_units[ Unit ].texture = 0; - } -#endif - } - else { - ::glBindTexture( GL_TEXTURE_2D, 0 ); - m_units[ Unit ].texture = 0; - } - // all done - return; + if (Texture != null_handle) + mark_as_used(Texture).bind(Unit); + else + opengl_texture::unbind(Unit); +} + +opengl_texture & +texture_manager::mark_as_used(const texture_handle Texture) { + + auto &pair = m_textures[ Texture ]; + pair.second = m_garbagecollector.timestamp(); + return *pair.first; } void diff --git a/Texture.h b/Texture.h index 626bf07c..7764c523 100644 --- a/Texture.h +++ b/Texture.h @@ -12,8 +12,8 @@ http://mozilla.org/MPL/2.0/. #include #include #include -#include "GL/glew.h" #include "ResourceManager.h" +#include "gl/ubo.h" struct opengl_texture { static DDSURFACEDESC2 deserialize_ddsd(std::istream&); @@ -27,12 +27,20 @@ struct opengl_texture { void load(); bool - bind(); + bind( size_t unit ); + static void + unbind( size_t unit ); bool create(); // releases resources allocated on the opengl end, storing local copy if requested void release(); + void + alloc_rendertarget( GLint format, GLint components, int width, int height, int samples = 1, GLint wrap = GL_CLAMP_TO_BORDER ); + void + set_components_hint( GLint hint ); + static void + reset_unit_cache(); inline int width() const { @@ -49,6 +57,10 @@ struct opengl_texture { std::string name; // name of the texture source file std::string type; // type of the texture source file std::size_t size{ 0 }; // size of the texture data, in kb + GLint components_hint = 0; // components that material wants + + GLenum target = GL_TEXTURE_2D; + static std::array units; private: // methods @@ -63,6 +75,8 @@ private: void flip_vertical(); // members + bool is_rendertarget = false; // is used as postfx rendertarget, without loaded data + int samples = 1; std::vector data; // texture data (stored GL-style, bottom-left origin) resource_state data_state{ resource_state::none }; // current state of texture data int data_width{ 0 }, @@ -70,10 +84,18 @@ private: data_mapcount{ 0 }; GLint data_format{ 0 }, data_components{ 0 }; + GLint data_type = GL_UNSIGNED_BYTE; + GLint wrap_mode_s = GL_REPEAT; + GLint wrap_mode_t = GL_REPEAT; /* std::atomic is_loaded{ false }; // indicates the texture data was loaded and can be processed std::atomic is_good{ false }; // indicates the texture data was retrieved without errors */ + static std::unordered_map precompressed_formats; + static std::unordered_map drivercompressed_formats; + static std::unordered_map> mapping; + + static GLint m_activeunit; }; typedef int texture_handle; @@ -91,10 +113,12 @@ public: unit( GLint const Textureunit ); // creates texture object out of data stored in specified file texture_handle - create( std::string Filename, bool const Loadnow = true ); + create( std::string Filename, bool const Loadnow = true, GLint Formathint = GL_SRGB_ALPHA ); // binds specified texture to specified texture unit void bind( std::size_t const Unit, texture_handle const Texture ); + opengl_texture & + mark_as_used( texture_handle const Texture ); // provides direct access to specified texture object opengl_texture & texture( texture_handle const Texture ) const { return *(m_textures[ Texture ].first); } diff --git a/Timer.h b/Timer.h index ffc15cb7..2aa69728 100644 --- a/Timer.h +++ b/Timer.h @@ -54,10 +54,12 @@ struct subsystem_stopwatches { stopwatch gfx_shadows; stopwatch gfx_reflections; stopwatch gfx_swap; + stopwatch gfx_gui; stopwatch sim_total; stopwatch sim_dynamics; stopwatch sim_events; stopwatch sim_ai; + stopwatch mainloop_total; }; extern subsystem_stopwatches subsystem; diff --git a/Track.cpp b/Track.cpp index 0a029eba..57f2decb 100644 --- a/Track.cpp +++ b/Track.cpp @@ -585,11 +585,11 @@ void TTrack::Load(cParser *parser, glm::dvec3 const &pOrigin) else if (iCategoryFlag & 2) if (m_material1 && fTexLength) { // dla drogi trzeba ustalić proporcje boków nawierzchni - auto const &texture1 { GfxRenderer->Texture( GfxRenderer->Material( m_material1 ).texture1 ) }; + auto const &texture1 { GfxRenderer->Texture( GfxRenderer->Material( m_material1 ).textures[0] ) }; if( texture1.height() > 0 ) { fTexRatio1 = static_cast( texture1.width() ) / static_cast( texture1.height() ); // proporcja boków } - auto const &texture2 { GfxRenderer->Texture( GfxRenderer->Material( m_material2 ).texture1 ) }; + auto const &texture2 { GfxRenderer->Texture( GfxRenderer->Material( m_material2 ).textures[0] ) }; if( texture2.height() > 0 ) { fTexRatio2 = static_cast( texture2.width() ) / static_cast( texture2.height() ); // proporcja boków } diff --git a/Track.h b/Track.h index 2e564c11..67525d7a 100644 --- a/Track.h +++ b/Track.h @@ -144,6 +144,7 @@ private: class TTrack : public scene::basic_node { friend opengl_renderer; + friend opengl33_renderer; // NOTE: temporary arrangement friend itemproperties_panel; diff --git a/Traction.h b/Traction.h index d9e2778f..bb081bea 100644 --- a/Traction.h +++ b/Traction.h @@ -21,6 +21,7 @@ class TTractionPowerSource; class TTraction : public scene::basic_node { friend opengl_renderer; + friend opengl33_renderer; public: // na razie TTractionPowerSource *psPower[ 2 ] { nullptr, nullptr }; // najbliższe zasilacze z obu kierunków diff --git a/Train.cpp b/Train.cpp index 708b598d..b807d13f 100644 --- a/Train.cpp +++ b/Train.cpp @@ -7558,7 +7558,7 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) ( substr_path(renderername).empty() ? // supply vehicle folder as path if none is provided DynamicObject->asBaseDir + renderername : renderername ), - GfxRenderer->Material( material ).texture1 ); + GfxRenderer->Material( material ).textures[0] ); } // btLampkaUnknown.Init("unknown",mdKabina,false); } while (token != ""); diff --git a/application.cpp b/application.cpp index 57f10bd9..4edfabd8 100644 --- a/application.cpp +++ b/application.cpp @@ -25,14 +25,12 @@ http://mozilla.org/MPL/2.0/. #ifdef EU07_BUILD_STATIC #pragma comment( lib, "glfw3.lib" ) -#pragma comment( lib, "glew32s.lib" ) #else #ifdef _WIN32 #pragma comment( lib, "glfw3dll.lib" ) #else #pragma comment( lib, "glfw3.lib" ) #endif -#pragma comment( lib, "glew32.lib" ) #endif // build_static #pragma comment( lib, "opengl32.lib" ) #pragma comment( lib, "glu32.lib" ) @@ -125,10 +123,10 @@ eu07_application::init( int Argc, char *Argv[] ) { if( ( result = init_glfw() ) != 0 ) { return result; } - init_callbacks(); if( ( result = init_gfx() ) != 0 ) { return result; } + init_callbacks(); if( ( result = init_audio() ) != 0 ) { return result; } @@ -255,6 +253,16 @@ eu07_application::set_cursor_pos( double const Horizontal, double const Vertical glfwSetCursorPos( m_windows.front(), Horizontal, Vertical ); } +glm::dvec2 +eu07_application::get_cursor_pos() const { + + glm::dvec2 pos; + if( !m_windows.empty() ) { + glfwGetCursorPos( m_windows.front(), &pos.x, &pos.y ); + } + return pos; +} + void eu07_application::get_cursor_pos( double &Horizontal, double &Vertical ) const { @@ -320,10 +328,12 @@ eu07_application::init_debug() { // memory leaks _CrtSetDbgFlag( _CrtSetDbgFlag( _CRTDBG_REPORT_FLAG ) | _CRTDBG_LEAK_CHECK_DF ); // floating point operation errors + /* auto state { _clearfp() }; state = _control87( 0, 0 ); // this will turn on FPE for #IND and zerodiv state = _control87( state & ~( _EM_ZERODIVIDE | _EM_INVALID ), _MCW_EM ); + */ #endif #ifdef _WIN32 ::SetUnhandledExceptionFilter( unhandled_handler ); @@ -507,18 +517,38 @@ eu07_application::init_callbacks() { int eu07_application::init_gfx() { - if( glewInit() != GLEW_OK ) { - ErrorLog( "Bad init: failed to initialize glew" ); - return -1; + if (Global.gfx_usegles) + { + if( 0 == gladLoadGLES2Loader( (GLADloadproc)glfwGetProcAddress ) ) { + ErrorLog( "Bad init: failed to initialize glad" ); + return -1; + } + } + else + { + if( 0 == gladLoadGLLoader( (GLADloadproc)glfwGetProcAddress ) ) { + ErrorLog( "Bad init: failed to initialize glad" ); + return -1; + } } - GfxRenderer = std::make_unique(); - - if( ( false == GfxRenderer->Init( m_windows.front() ) ) - || ( false == ui_layer::init( m_windows.front() ) ) ) { - return -1; + { + // legacy render path + GfxRenderer = std::make_unique(); + Global.DisabledLogTypes |= logtype::material; } + if( false == GfxRenderer->Init( m_windows.front() ) ) { + return -1; + } + if( false == ui_layer::init( m_windows.front() ) ) { + return -1; + } +/* + for (const global_settings::extraviewport_config &conf : Global.extra_viewports) + if (!GfxRenderer.AddViewport(conf)) + return -1; +*/ return 0; } diff --git a/application.h b/application.h index 86b9993f..815c0e91 100644 --- a/application.h +++ b/application.h @@ -56,6 +56,8 @@ public: set_cursor( int const Mode ); void set_cursor_pos( double const Horizontal, double const Vertical ); + glm::dvec2 + get_cursor_pos() const; void get_cursor_pos( double &Horizontal, double &Vertical ) const; // input handlers diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index d3e42c76..a8dae764 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -245,9 +245,7 @@ drivermouse_input::move( double Mousex, double Mousey ) { Mousex, Mousey, GLFW_PRESS, - // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 - // TODO: pass correct entity id once the missing systems are in place - 0 ); + 0 ); } else { // control picking mode @@ -258,8 +256,7 @@ drivermouse_input::move( double Mousex, double Mousey ) { m_slider.value(), 0, GLFW_PRESS, - // TODO: pass correct entity id once the missing systems are in place - 0 ); + 0 ); } if( false == m_pickmodepanning ) { @@ -275,9 +272,7 @@ drivermouse_input::move( double Mousex, double Mousey ) { viewoffset.x, viewoffset.y, GLFW_PRESS, - // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 - // TODO: pass correct entity id once the missing systems are in place - 0 ); + 0 ); m_cursorposition = cursorposition; } } @@ -287,7 +282,7 @@ drivermouse_input::scroll( double const Xoffset, double const Yoffset ) { if( Global.ctrlState ) { // ctrl + scroll wheel adjusts fov - Global.FieldOfView = clamp( static_cast( Global.FieldOfView - Yoffset * 20.0 / Timer::subsystem.gfx_total.average() ), 15.0f, 75.0f ); + Global.FieldOfView = clamp( static_cast( Global.FieldOfView - Yoffset * 20.0 / Timer::subsystem.mainloop_total.average() ), 15.0f, 75.0f ); } else { // scroll adjusts master controller @@ -323,12 +318,12 @@ drivermouse_input::button( int const Button, int const Action ) { // left mouse button launches on_click event associated with to the node if( Button == GLFW_MOUSE_BUTTON_LEFT ) { if( Action == GLFW_PRESS ) { - auto const *node { GfxRenderer->Update_Pick_Node() }; - if( ( node == nullptr ) - || ( typeid( *node ) != typeid( TAnimModel ) ) ) { - return; - } - simulation::Region->on_click( static_cast( node ) ); + GfxRenderer->Pick_Node( + [this](scene::basic_node *node) { + if( ( node == nullptr ) + || ( typeid( *node ) != typeid( TAnimModel ) ) ) + return; + simulation::Region->on_click( static_cast( node ) ); } ); } } // right button controls panning @@ -349,10 +344,11 @@ drivermouse_input::button( int const Button, int const Action ) { // NOTE: basic keyboard controls don't have any parameters // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 // TODO: pass correct entity id once the missing systems are in place - m_relay.post( mousecommand, 0, 0, Action, 0 ); + m_relay.post( mousecommand, 0, 0, Action, 0 ); mousecommand = user_command::none; } else { + m_pickwaiting = false; if( Button == GLFW_MOUSE_BUTTON_LEFT ) { if( m_slider.command() != user_command::none ) { m_relay.post( m_slider.command(), 0, 0, Action, 0 ); @@ -369,68 +365,77 @@ drivermouse_input::button( int const Button, int const Action ) { } else { // if not release then it's press - auto const lookup = m_buttonbindings.find( simulation::Train->GetLabel( GfxRenderer->Update_Pick_Control() ) ); - if( lookup != m_buttonbindings.end() ) { - // if the recognized element under the cursor has a command associated with the pressed button, notify the recipient - mousecommand = ( - Button == GLFW_MOUSE_BUTTON_LEFT ? - lookup->second.left : - lookup->second.right - ); - if( mousecommand == user_command::none ) { return; } - // check manually for commands which have 'fast' variants launched with shift modifier - if( Global.shiftState ) { - switch( mousecommand ) { - case user_command::mastercontrollerincrease: { mousecommand = user_command::mastercontrollerincreasefast; break; } - case user_command::mastercontrollerdecrease: { mousecommand = user_command::mastercontrollerdecreasefast; break; } - case user_command::secondcontrollerincrease: { mousecommand = user_command::secondcontrollerincreasefast; break; } - case user_command::secondcontrollerdecrease: { mousecommand = user_command::secondcontrollerdecreasefast; break; } - case user_command::independentbrakeincrease: { mousecommand = user_command::independentbrakeincreasefast; break; } - case user_command::independentbrakedecrease: { mousecommand = user_command::independentbrakedecreasefast; break; } - default: { break; } - } - } + m_pickwaiting = true; + GfxRenderer->Pick_Control( + [this, Button, Action, &mousecommand](TSubModel const *control) { - switch( mousecommand ) { - case user_command::mastercontrollerincrease: - case user_command::mastercontrollerdecrease: - case user_command::secondcontrollerincrease: - case user_command::secondcontrollerdecrease: - case user_command::trainbrakeincrease: - case user_command::trainbrakedecrease: - case user_command::independentbrakeincrease: - case user_command::independentbrakedecrease: { - // these commands trigger varying repeat rate mode, - // which scales the rate based on the distance of the cursor from its point when the command was first issued - m_varyingpollrateorigin = m_cursorposition; - m_varyingpollrate = true; - break; - } - case user_command::jointcontrollerset: - case user_command::mastercontrollerset: - case user_command::secondcontrollerset: - case user_command::trainbrakeset: - case user_command::independentbrakeset: { - m_slider.bind( mousecommand ); - mousecommand = user_command::none; - return; - } - default: { - break; - } - } - // NOTE: basic keyboard controls don't have any parameters - // NOTE: as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 - // TODO: pass correct entity id once the missing systems are in place - m_relay.post( mousecommand, 0, 0, Action, 0 ); - m_updateaccumulator = -0.25; // prevent potential command repeat right after issuing one - } - else { - // if we don't have any recognized element under the cursor and the right button was pressed, enter view panning mode - if( Button == GLFW_MOUSE_BUTTON_RIGHT ) { - m_pickmodepanning = true; - } - } + bool pickwaiting = m_pickwaiting; + m_pickwaiting = false; + + auto const lookup = m_buttonbindings.find( simulation::Train->GetLabel( control ) ); + if( lookup != m_buttonbindings.end() ) { + // if the recognized element under the cursor has a command associated with the pressed button, notify the recipient + mousecommand = ( + Button == GLFW_MOUSE_BUTTON_LEFT ? + lookup->second.left : + lookup->second.right + ); + if( mousecommand == user_command::none ) { return; } + // check manually for commands which have 'fast' variants launched with shift modifier + if( Global.shiftState ) { + switch( mousecommand ) { + case user_command::mastercontrollerincrease: { mousecommand = user_command::mastercontrollerincreasefast; break; } + case user_command::mastercontrollerdecrease: { mousecommand = user_command::mastercontrollerdecreasefast; break; } + case user_command::secondcontrollerincrease: { mousecommand = user_command::secondcontrollerincreasefast; break; } + case user_command::secondcontrollerdecrease: { mousecommand = user_command::secondcontrollerdecreasefast; break; } + case user_command::independentbrakeincrease: { mousecommand = user_command::independentbrakeincreasefast; break; } + case user_command::independentbrakedecrease: { mousecommand = user_command::independentbrakedecreasefast; break; } + default: { break; } + } + } + + switch( mousecommand ) { + case user_command::mastercontrollerincrease: + case user_command::mastercontrollerdecrease: + case user_command::secondcontrollerincrease: + case user_command::secondcontrollerdecrease: + case user_command::trainbrakeincrease: + case user_command::trainbrakedecrease: + case user_command::independentbrakeincrease: + case user_command::independentbrakedecrease: { + // these commands trigger varying repeat rate mode, + // which scales the rate based on the distance of the cursor from its point when the command was first issued + m_varyingpollrateorigin = m_cursorposition; + m_varyingpollrate = true; + break; + } + case user_command::jointcontrollerset: + case user_command::mastercontrollerset: + case user_command::secondcontrollerset: + case user_command::trainbrakeset: + case user_command::independentbrakeset: { + m_slider.bind( mousecommand ); + mousecommand = user_command::none; + return; + } + default: { + break; + } + } + + // NOTE: basic keyboard controls don't have any parameters + // NOTE: as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 + // TODO: pass correct entity id once the missing systems are in place + m_relay.post( mousecommand, 0, 0, Action, 0 ); + if (!pickwaiting) // already depressed + m_relay.post( mousecommand, 0, 0, GLFW_RELEASE, 0 ); + m_updateaccumulator = -0.25; // prevent potential command repeat right after issuing one + } + else { + // if we don't have any recognized element under the cursor and the right button was pressed, enter view panning mode + if( Button == GLFW_MOUSE_BUTTON_RIGHT ) { + m_pickmodepanning = true; + } } } ); } } } @@ -457,13 +462,13 @@ drivermouse_input::poll() { // NOTE: basic keyboard controls don't have any parameters // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 // TODO: pass correct entity id once the missing systems are in place - m_relay.post( m_mousecommandleft, 0, 0, GLFW_REPEAT, 0 ); + m_relay.post( m_mousecommandleft, 0, 0, GLFW_REPEAT, 0 ); } if( m_mousecommandright != user_command::none ) { // NOTE: basic keyboard controls don't have any parameters // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 // TODO: pass correct entity id once the missing systems are in place - m_relay.post( m_mousecommandright, 0, 0, GLFW_REPEAT, 0 ); + m_relay.post( m_mousecommandright, 0, 0, GLFW_REPEAT, 0 ); } m_updateaccumulator -= updaterate; } diff --git a/drivermouseinput.h b/drivermouseinput.h index 2932a722..af1928ff 100644 --- a/drivermouseinput.h +++ b/drivermouseinput.h @@ -105,6 +105,7 @@ private: bool m_varyingpollrate { false }; // indicates rate of command repeats is affected by the cursor position glm::dvec2 m_varyingpollrateorigin; // helper, cursor position when the command was initiated std::array m_buttons; + bool m_pickwaiting; }; -//--------------------------------------------------------------------------- +//--------------------------------------------------------------------------- \ No newline at end of file diff --git a/editormode.cpp b/editormode.cpp index 42a52236..a60d278f 100644 --- a/editormode.cpp +++ b/editormode.cpp @@ -229,11 +229,14 @@ editor_mode::on_mouse_button( int const Button, int const Action, int const Mods if( Action == GLFW_PRESS ) { // left button press - m_node = GfxRenderer->Update_Pick_Node(); - if( m_node ) { - Application.set_cursor( GLFW_CURSOR_DISABLED ); - } - dynamic_cast( m_userinterface.get() )->set_node( m_node ); + m_node = nullptr; + GfxRenderer->Pick_Node( + [ this ]( scene::basic_node *node ) { + m_node = node; + if( m_node ) { + Application.set_cursor( GLFW_CURSOR_DISABLED ); + } + dynamic_cast( m_userinterface.get() )->set_node( m_node ); } ); } else { // left button release diff --git a/editoruipanels.h b/editoruipanels.h index efd6f8cd..4ed9a83a 100644 --- a/editoruipanels.h +++ b/editoruipanels.h @@ -11,7 +11,21 @@ http://mozilla.org/MPL/2.0/. #include "uilayer.h" #include "Classes.h" +/* +// helper, associated bool is set when the primary value was changed and expects processing at the observer's leisure +template +using changeable = std::pair; +// helper, holds a set of changeable properties for a scene node +struct item_properties { + + scene::basic_node const *node { nullptr }; // properties' owner + + changeable name {}; + changeable location {}; + changeable rotation {}; +}; +*/ class itemproperties_panel : public ui_panel { public: diff --git a/geometrybank.cpp b/geometrybank.cpp index 58bfab50..31ef6459 100644 --- a/geometrybank.cpp +++ b/geometrybank.cpp @@ -47,6 +47,113 @@ basic_vertex::deserialize( std::istream &s ) { texture.y = sn_utils::ld_float32( s ); } +// based on +// Lengyel, Eric. “Computing Tangent Space Basis Vectors for an Arbitrary Mesh”. +// Terathon Software, 2001. http://terathon.com/code/tangent.html +void calculate_tangent(vertex_array &vertices, int type) +{ + size_t vertex_count = vertices.size(); + + if (!vertex_count || vertices[0].tangent.w != 0.0f) + return; + + size_t triangle_count; + if (type == GL_TRIANGLES) + triangle_count = vertex_count / 3; + else if (type == GL_TRIANGLE_STRIP) + triangle_count = vertex_count - 2; + else if (type == GL_TRIANGLE_FAN) + triangle_count = vertex_count - 2; + else + return; + + std::vector tan(vertex_count * 2); + + for (size_t a = 0; a < triangle_count; a++) + { + size_t i1, i2, i3; + if (type == GL_TRIANGLES) + { + i1 = a * 3; + i2 = a * 3 + 1; + i3 = a * 3 + 2; + } + else if (type == GL_TRIANGLE_STRIP) + { + if (a % 2 == 0) + { + i1 = a; + i2 = a + 1; + } + else + { + i1 = a + 1; + i2 = a; + } + i3 = a + 2; + } + else if (type == GL_TRIANGLE_FAN) + { + i1 = 0; + i2 = a + 1; + i3 = a + 2; + } + + const glm::vec3 &v1 = vertices[i1].position; + const glm::vec3 &v2 = vertices[i2].position; + const glm::vec3 &v3 = vertices[i3].position; + + const glm::vec2 &w1 = vertices[i1].texture; + const glm::vec2 &w2 = vertices[i2].texture; + const glm::vec2 &w3 = vertices[i3].texture; + + float x1 = v2.x - v1.x; + float x2 = v3.x - v1.x; + float y1 = v2.y - v1.y; + float y2 = v3.y - v1.y; + float z1 = v2.z - v1.z; + float z2 = v3.z - v1.z; + + float s1 = w2.x - w1.x; + float s2 = w3.x - w1.x; + float t1 = w2.y - w1.y; + float t2 = w3.y - w1.y; + + float ri = (s1 * t2 - s2 * t1); + if (ri == 0.0f) { + //ErrorLog("Bad model: failed to generate tangent vectors for vertices: " + + // std::to_string(i1) + ", " + std::to_string(i2) + ", " + std::to_string(i3)); + // useless error, as we don't have name of problematic model here + // why does it happen? + ri = 1.0f; + } + + float r = 1.0f / ri; + glm::vec3 sdir((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, + (t2 * z1 - t1 * z2) * r); + glm::vec3 tdir((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, + (s1 * z2 - s2 * z1) * r); + + tan[i1] += sdir; + tan[i2] += sdir; + tan[i3] += sdir; + + tan[vertex_count + i1] += tdir; + tan[vertex_count + i2] += tdir; + tan[vertex_count + i3] += tdir; + } + + for (size_t a = 0; a < vertex_count; a++) + { + const glm::vec3 &n = vertices[a].normal; + const glm::vec3 &t = tan[a]; + const glm::vec3 &t2 = tan[vertex_count + a]; + + vertices[a].tangent = glm::vec4(glm::normalize((t - n * glm::dot(n, t))), + (glm::dot(glm::cross(n, t), t2) < 0.0F) ? -1.0F : 1.0F); + } +} + // generic geometry bank class, allows storage, update and drawing of geometry chunks // creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk diff --git a/geometrybank.h b/geometrybank.h index 6c9be0b3..d3c14007 100644 --- a/geometrybank.h +++ b/geometrybank.h @@ -9,13 +9,6 @@ http://mozilla.org/MPL/2.0/. #pragma once -#include -#include -#include -#include "GL/glew.h" -#ifdef _WIN32 -#include "GL/wglew.h" -#endif #include "ResourceManager.h" namespace gfx { @@ -25,6 +18,7 @@ struct basic_vertex { glm::vec3 position; // 3d space glm::vec3 normal; // 3d space glm::vec2 texture; // uv space + glm::vec4 tangent; // xyz - tangent, w - handedness basic_vertex() = default; basic_vertex( glm::vec3 Position, glm::vec3 Normal, glm::vec2 Texture ) : @@ -53,6 +47,8 @@ struct stream_units { using vertex_array = std::vector; +void calculate_tangent( vertex_array &vertices, int type ); + // generic geometry bank class, allows storage, update and drawing of geometry chunks struct geometry_handle { diff --git a/gl/bindable.h b/gl/bindable.h new file mode 100644 index 00000000..b845dadb --- /dev/null +++ b/gl/bindable.h @@ -0,0 +1,27 @@ +#pragma once + +namespace gl +{ + template + class bindable + { + protected: + thread_local static bindable* active; + + public: + void bind() + { + if (active == this) + return; + active = this; + T::bind(*static_cast(active)); + } + static void unbind() + { + active = nullptr; + T::bind(0); + } + }; + + template thread_local bindable* bindable::active; +} diff --git a/gl/buffer.cpp b/gl/buffer.cpp new file mode 100644 index 00000000..2aa4b5e3 --- /dev/null +++ b/gl/buffer.cpp @@ -0,0 +1,89 @@ +#include "stdafx.h" +#include "buffer.h" + +GLenum gl::buffer::glenum_target(gl::buffer::targets target) +{ + static GLenum mapping[13] = + { + GL_ARRAY_BUFFER, + GL_ATOMIC_COUNTER_BUFFER, + GL_COPY_READ_BUFFER, + GL_COPY_WRITE_BUFFER, + GL_DISPATCH_INDIRECT_BUFFER, + GL_DRAW_INDIRECT_BUFFER, + GL_ELEMENT_ARRAY_BUFFER, + GL_PIXEL_PACK_BUFFER, + GL_PIXEL_UNPACK_BUFFER, + GL_SHADER_STORAGE_BUFFER, + GL_TEXTURE_BUFFER, + GL_TRANSFORM_FEEDBACK_BUFFER, + GL_UNIFORM_BUFFER + }; + return mapping[target]; +} + +void gl::buffer::bind(targets target) +{ + if (binding_points[target] == *this) + return; + + glBindBuffer(glenum_target(target), *this); + binding_points[target] = *this; +} + +void gl::buffer::bind_base(targets target, GLuint index) +{ + glBindBufferBase(glenum_target(target), index, *this); + binding_points[target] = *this; +} + +void gl::buffer::unbind(targets target) +{ + glBindBuffer(glenum_target(target), 0); + binding_points[target] = 0; +} + +void gl::buffer::unbind() +{ + for (size_t i = 0; i < sizeof(binding_points) / sizeof(GLuint); i++) + unbind((targets)i); +} + +gl::buffer::buffer() +{ + glGenBuffers(1, *this); +} + +gl::buffer::~buffer() +{ + glDeleteBuffers(1, *this); +} + +void gl::buffer::allocate(targets target, int size, GLenum hint) +{ + bind(target); + glBufferData(glenum_target(target), size, nullptr, hint); +} + +void gl::buffer::upload(targets target, const void *data, int offset, int size) +{ + bind(target); + glBufferSubData(glenum_target(target), offset, size, data); +} + +void gl::buffer::download(targets target, void *data, int offset, int size) +{ + bind(target); + if (GLAD_GL_VERSION_3_3) + { + glGetBufferSubData(glenum_target(target), offset, size, data); + } + else + { + void *glbuf = glMapBufferRange(glenum_target(target), offset, size, GL_MAP_READ_BIT); + memcpy(data, glbuf, size); + glUnmapBuffer(glenum_target(target)); + } +} + +thread_local GLuint gl::buffer::binding_points[13]; diff --git a/gl/buffer.h b/gl/buffer.h new file mode 100644 index 00000000..c8ff232e --- /dev/null +++ b/gl/buffer.h @@ -0,0 +1,46 @@ +#pragma once + +#include "object.h" +#include "bindable.h" + +namespace gl +{ + class buffer : public object + { + thread_local static GLuint binding_points[13]; + + public: + enum targets + { + ARRAY_BUFFER = 0, + ATOMIC_COUNTER_BUFFER, + COPY_READ_BUFFER, + COPY_WRITE_BUFFER, + DISPATCH_INDIRECT_BUFFER, + DRAW_INDIRECT_BUFFER, + ELEMENT_ARRAY_BUFFER, + PIXEL_PACK_BUFFER, + PIXEL_UNPACK_BUFFER, + SHADER_STORAGE_BUFFER, + TEXTURE_BUFFER, + TRANSFORM_FEEDBACK_BUFFER, + UNIFORM_BUFFER + }; + + protected: + static GLenum glenum_target(targets target); + + public: + buffer(); + ~buffer(); + + void bind(targets target); + void bind_base(targets target, GLuint index); + static void unbind(targets target); + static void unbind(); + + void allocate(targets target, int size, GLenum hint); + void upload(targets target, const void *data, int offset, int size); + void download(targets target, void *data, int offset, int size); + }; +} diff --git a/gl/cubemap.cpp b/gl/cubemap.cpp new file mode 100644 index 00000000..89ef9d1b --- /dev/null +++ b/gl/cubemap.cpp @@ -0,0 +1,38 @@ +#include "stdafx.h" +#include "cubemap.h" + +gl::cubemap::cubemap() +{ + glGenTextures(1, *this); + + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); +} + +gl::cubemap::~cubemap() +{ + glDeleteTextures(1, *this); +} + +void gl::cubemap::alloc(GLint format, int width, int height, GLenum components, GLenum type) +{ + glBindTexture(GL_TEXTURE_CUBE_MAP, *this); + for (GLuint tgt = GL_TEXTURE_CUBE_MAP_POSITIVE_X; tgt <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; tgt++) + glTexImage2D(tgt, 0, format, width, height, 0, components, type, nullptr); + + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); +} + +void gl::cubemap::bind(int unit) +{ + glActiveTexture(unit); + glBindTexture(GL_TEXTURE_CUBE_MAP, *this); +} + +void gl::cubemap::generate_mipmaps() +{ + glBindTexture(GL_TEXTURE_CUBE_MAP, *this); + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); +} diff --git a/gl/cubemap.h b/gl/cubemap.h new file mode 100644 index 00000000..e874c221 --- /dev/null +++ b/gl/cubemap.h @@ -0,0 +1,19 @@ +#pragma once + +#include "object.h" + +namespace gl +{ + // cubemap texture rendertarget + // todo: integrate with texture system + class cubemap : public object + { + public: + cubemap(); + ~cubemap(); + + void alloc(GLint format, int width, int height, GLenum components, GLenum type); + void bind(int unit); + void generate_mipmaps(); + }; +} diff --git a/gl/fence.cpp b/gl/fence.cpp new file mode 100644 index 00000000..92f31663 --- /dev/null +++ b/gl/fence.cpp @@ -0,0 +1,20 @@ +#include "stdafx.h" +#include "fence.h" + +gl::fence::fence() +{ + sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); +} + +gl::fence::~fence() +{ + glDeleteSync(sync); +} + +bool gl::fence::is_signalled() +{ + GLsizei len = 0; + GLint val; + glGetSynciv(sync, GL_SYNC_STATUS, 1, &len, &val); + return len == 1 && val == GL_SIGNALED; +} diff --git a/gl/fence.h b/gl/fence.h new file mode 100644 index 00000000..50564163 --- /dev/null +++ b/gl/fence.h @@ -0,0 +1,20 @@ +#pragma once + +#include "object.h" + +namespace gl +{ + class fence + { + GLsync sync; + + public: + fence(); + ~fence(); + + bool is_signalled(); + + fence(const fence&) = delete; + fence& operator=(const fence&) = delete; + }; +} diff --git a/gl/framebuffer.cpp b/gl/framebuffer.cpp new file mode 100644 index 00000000..6c347ab9 --- /dev/null +++ b/gl/framebuffer.cpp @@ -0,0 +1,103 @@ +#include "stdafx.h" +#include "framebuffer.h" + +gl::framebuffer::framebuffer() +{ + glGenFramebuffers(1, *this); +} + +gl::framebuffer::~framebuffer() +{ + glDeleteFramebuffers(1, *this); +} + +void gl::framebuffer::bind(GLuint id) +{ + glBindFramebuffer(GL_FRAMEBUFFER, id); +} + +void gl::framebuffer::attach(const opengl_texture &tex, GLenum location) +{ + bind(); + glFramebufferTexture2D(GL_FRAMEBUFFER, location, tex.target, tex.id, 0); +} + +void gl::framebuffer::attach(const cubemap &tex, int face, GLenum location) +{ + bind(); + glFramebufferTexture2D(GL_FRAMEBUFFER, location, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, *tex, 0); +} + +void gl::framebuffer::attach(const renderbuffer &rb, GLenum location) +{ + bind(); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, location, GL_RENDERBUFFER, *rb); +} + +void gl::framebuffer::detach(GLenum location) +{ + bind(); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, location, GL_RENDERBUFFER, 0); +} + +bool gl::framebuffer::is_complete() +{ + bind(); + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + return status == GL_FRAMEBUFFER_COMPLETE; +} + +void gl::framebuffer::clear(GLbitfield mask) +{ + bind(); + if (mask & GL_DEPTH_BUFFER_BIT) + glDepthMask(GL_TRUE); + glClear(mask); +} + +void gl::framebuffer::blit_to(framebuffer *other, int w, int h, GLbitfield mask, GLenum attachment) +{ + blit(this, other, 0, 0, w, h, mask, attachment); +} + +void gl::framebuffer::blit_from(framebuffer *other, int w, int h, GLbitfield mask, GLenum attachment) +{ + blit(other, this, 0, 0, w, h, mask, attachment); +} + +void gl::framebuffer::blit(framebuffer *src, framebuffer *dst, int sx, int sy, int w, int h, GLbitfield mask, GLenum attachment) +{ + glBindFramebuffer(GL_READ_FRAMEBUFFER, src ? *src : 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst ? *dst : 0); + + if (mask & GL_COLOR_BUFFER_BIT) + { + int attachment_n = attachment - GL_COLOR_ATTACHMENT0; + + GLenum outputs[8] = { GL_NONE }; + outputs[attachment_n] = attachment; + + glReadBuffer(attachment); + glDrawBuffers(attachment_n + 1, outputs); + } + + glBlitFramebuffer(sx, sy, sx + w, sy + h, 0, 0, w, h, mask, GL_NEAREST); + unbind(); +} + +void gl::framebuffer::setup_drawing(int attachments) +{ + bind(); + GLenum a[8] = + { + GL_COLOR_ATTACHMENT0, + GL_COLOR_ATTACHMENT1, + GL_COLOR_ATTACHMENT2, + GL_COLOR_ATTACHMENT3, + GL_COLOR_ATTACHMENT4, + GL_COLOR_ATTACHMENT5, + GL_COLOR_ATTACHMENT6, + GL_COLOR_ATTACHMENT7 + }; + glDrawBuffers(std::min(attachments, 8), &a[0]); +} diff --git a/gl/framebuffer.h b/gl/framebuffer.h new file mode 100644 index 00000000..37bdefc2 --- /dev/null +++ b/gl/framebuffer.h @@ -0,0 +1,33 @@ +#pragma once + +#include "object.h" +#include "bindable.h" +#include "renderbuffer.h" +#include "Texture.h" +#include "cubemap.h" + +namespace gl +{ + class framebuffer : public object, public bindable + { + public: + framebuffer(); + ~framebuffer(); + + void attach(const opengl_texture &tex, GLenum location); + void attach(const cubemap &tex, int face, GLenum location); + void attach(const renderbuffer &rb, GLenum location); + void setup_drawing(int attachments); + void detach(GLenum location); + void clear(GLbitfield mask); + + bool is_complete(); + void blit_to(framebuffer *other, int w, int h, GLbitfield mask, GLenum attachment); + void blit_from(framebuffer *other, int w, int h, GLbitfield mask, GLenum attachment); + + static void blit(framebuffer *src, framebuffer *dst, int sx, int sy, int w, int h, GLbitfield mask, GLenum attachment); + + using bindable::bind; + static void bind(GLuint id); + }; +} diff --git a/gl/glsl_common.cpp b/gl/glsl_common.cpp new file mode 100644 index 00000000..4215a475 --- /dev/null +++ b/gl/glsl_common.cpp @@ -0,0 +1,72 @@ +#include "stdafx.h" +#include "glsl_common.h" + +std::string gl::glsl_common; + +void gl::glsl_common_setup() +{ + glsl_common = + "#define SHADOWMAP_ENABLED " + std::to_string((int)Global.gfx_shadowmap_enabled) + "\n" + + "#define ENVMAP_ENABLED " + std::to_string((int)Global.gfx_envmap_enabled) + "\n" + + "#define MOTIONBLUR_ENABLED " + std::to_string((int)Global.gfx_postfx_motionblur_enabled) + "\n" + + "#define POSTFX_ENABLED " + std::to_string((int)!Global.gfx_skippipeline) + "\n" + + "#define EXTRAEFFECTS_ENABLED " + std::to_string((int)Global.gfx_extraeffects) + "\n" + + "#define USE_GLES " + std::to_string((int)Global.gfx_usegles) + "\n" + + "const uint MAX_LIGHTS = " + std::to_string(MAX_LIGHTS) + "U;\n" + + "const uint MAX_PARAMS = " + std::to_string(MAX_PARAMS) + "U;\n" + + R"STRING( + const uint LIGHT_SPOT = 0U; + const uint LIGHT_POINT = 1U; + const uint LIGHT_DIR = 2U; + + struct light_s + { + vec3 pos; + uint type; + + vec3 dir; + float in_cutoff; + + vec3 color; + float out_cutoff; + + float linear; + float quadratic; + + float intensity; + float ambient; + }; + + layout(std140) uniform light_ubo + { + vec3 ambient; + + vec3 fog_color; + uint lights_count; + + light_s lights[MAX_LIGHTS]; + }; + + layout (std140) uniform model_ubo + { + mat4 modelview; + mat3 modelviewnormal; + vec4 param[MAX_PARAMS]; + + mat4 future; + float opacity; + float emission; + float fog_density; + float alpha_mult; + }; + + layout (std140) uniform scene_ubo + { + mat4 projection; + mat4 lightview; + vec3 scene_extra; + float time; + }; + + )STRING"; +} diff --git a/gl/glsl_common.h b/gl/glsl_common.h new file mode 100644 index 00000000..85e6cc9f --- /dev/null +++ b/gl/glsl_common.h @@ -0,0 +1,10 @@ +#pragma once + +#include "ubo.h" +#include "Globals.h" + +namespace gl +{ + extern std::string glsl_common; + void glsl_common_setup(); +} diff --git a/gl/object.h b/gl/object.h new file mode 100644 index 00000000..eb200889 --- /dev/null +++ b/gl/object.h @@ -0,0 +1,32 @@ +#pragma once + +#include + +namespace gl +{ + class object + { + private: + GLuint id = 0; + + public: + inline operator GLuint() const + { + return id; + } + + inline operator GLuint* const() + { + return &id; + } + + inline operator const GLuint* const() const + { + return &id; + } + + object() = default; + object(const object&) = delete; + object& operator=(const object&) = delete; + }; +} diff --git a/gl/pbo.cpp b/gl/pbo.cpp new file mode 100644 index 00000000..6923e09d --- /dev/null +++ b/gl/pbo.cpp @@ -0,0 +1,65 @@ +#include "stdafx.h" +#include "pbo.h" + +void gl::pbo::request_read(int x, int y, int lx, int ly, int pixsize, GLenum format, GLenum type) +{ + int s = lx * ly * pixsize; + if (s != size) + allocate(PIXEL_PACK_BUFFER, s, GL_STREAM_DRAW); + size = s; + + data_ready = false; + sync.reset(); + + bind(PIXEL_PACK_BUFFER); + glReadPixels(x, y, lx, ly, format, type, 0); + unbind(PIXEL_PACK_BUFFER); + + sync.emplace(); +} + +bool gl::pbo::read_data(int lx, int ly, void *data, int pixsize) +{ + is_busy(); + + if (!data_ready) + return false; + + int s = lx * ly * pixsize; + if (s != size) + return false; + + download(PIXEL_PACK_BUFFER, data, 0, s); + unbind(PIXEL_PACK_BUFFER); + data_ready = false; + + return true; +} + +bool gl::pbo::is_busy() +{ + if (!sync) + return false; + + if (sync->is_signalled()) + { + data_ready = true; + sync.reset(); + return false; + } + + return true; +} + +void* gl::pbo::map(GLuint mode, targets target) +{ + bind(target); + return glMapBuffer(buffer::glenum_target(target), mode); +} + +void gl::pbo::unmap(targets target) +{ + bind(target); + glUnmapBuffer(buffer::glenum_target(target)); + sync.emplace(); +} diff --git a/gl/pbo.h b/gl/pbo.h new file mode 100644 index 00000000..ba804404 --- /dev/null +++ b/gl/pbo.h @@ -0,0 +1,22 @@ +#pragma once + +#include "buffer.h" +#include "fence.h" +#include + +namespace gl { + class pbo : public buffer + { + std::optional sync; + int size = 0; + bool data_ready; + + public: + void request_read(int x, int y, int lx, int ly, int pixsize = 4, GLenum format = GL_RGBA, GLenum type = GL_UNSIGNED_BYTE); + bool read_data(int lx, int ly, void *data, int pixsize = 4); + bool is_busy(); + + void* map(GLuint mode, targets target = PIXEL_UNPACK_BUFFER); + void unmap(targets target = PIXEL_UNPACK_BUFFER); + }; +} diff --git a/gl/postfx.cpp b/gl/postfx.cpp new file mode 100644 index 00000000..6587475a --- /dev/null +++ b/gl/postfx.cpp @@ -0,0 +1,49 @@ +#include "stdafx.h" + +#include "postfx.h" + +std::shared_ptr gl::postfx::vertex; +std::shared_ptr gl::postfx::vao; + +gl::postfx::postfx(const std::string &s) : postfx(shader("postfx_" + s + ".frag")) +{ +} + +gl::postfx::postfx(const shader &s) +{ + if (!vertex) + vertex = std::make_shared("quad.vert"); + if (!vao) + vao = std::make_shared(); + + program.attach(*vertex); + program.attach(s); + program.link(); +} + +void gl::postfx::apply(opengl_texture &src, framebuffer *dst) +{ + apply({&src}, dst); +} + +void gl::postfx::apply(std::vector src, framebuffer *dst) +{ + if (dst) + { + dst->clear(GL_COLOR_BUFFER_BIT); + dst->bind(); + } + else + framebuffer::unbind(); + + program.bind(); + vao->bind(); + + size_t unit = 0; + for (opengl_texture *tex : src) + tex->bind(unit++); + + glDisable(GL_DEPTH_TEST); + glDepthMask(GL_FALSE); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); +} diff --git a/gl/postfx.h b/gl/postfx.h new file mode 100644 index 00000000..85c57a76 --- /dev/null +++ b/gl/postfx.h @@ -0,0 +1,25 @@ +#pragma once + +#include "shader.h" +#include "vao.h" +#include "framebuffer.h" +#include "Texture.h" + +namespace gl +{ + class postfx + { + private: + gl::program program; + static std::shared_ptr vertex; + static std::shared_ptr vao; + + public: + postfx(const std::string &s); + postfx(const shader &s); + + void attach(); + void apply(opengl_texture &src, framebuffer *dst); + void apply(std::vector src, framebuffer *dst); + }; +} diff --git a/gl/query.cpp b/gl/query.cpp new file mode 100644 index 00000000..d98451b8 --- /dev/null +++ b/gl/query.cpp @@ -0,0 +1,65 @@ +#include "stdafx.h" +#include "query.h" +#include "Globals.h" + +gl::query::query(targets target) + : target(target) +{ + glGenQueries(1, *this); +} + +gl::query::~query() +{ + end(); + glDeleteQueries(1, *this); +} + +void gl::query::begin() +{ + if (active_queries[target]) + active_queries[target]->end(); + + glBeginQuery(glenum_target(target), *this); + active_queries[target] = this; +} + +void gl::query::end() +{ + if (active_queries[target] != this) + return; + + glEndQuery(glenum_target(target)); + active_queries[target] = nullptr; +} + +std::optional gl::query::result() +{ + GLuint ready; + glGetQueryObjectuiv(*this, GL_QUERY_RESULT_AVAILABLE, &ready); + int64_t value = 0; + if (ready) { + if (!Global.gfx_usegles) + glGetQueryObjecti64v(*this, GL_QUERY_RESULT, &value); + else + glGetQueryObjectuiv(*this, GL_QUERY_RESULT, reinterpret_cast(&value)); + + return std::optional(value); + } + return std::nullopt; +} + +GLenum gl::query::glenum_target(targets target) +{ + static GLenum mapping[6] = + { + GL_SAMPLES_PASSED, + GL_ANY_SAMPLES_PASSED, + GL_ANY_SAMPLES_PASSED_CONSERVATIVE, + GL_PRIMITIVES_GENERATED, + GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, + GL_TIME_ELAPSED + }; + return mapping[target]; +} + +thread_local gl::query* gl::query::active_queries[6]; diff --git a/gl/query.h b/gl/query.h new file mode 100644 index 00000000..83114092 --- /dev/null +++ b/gl/query.h @@ -0,0 +1,36 @@ +#pragma once + +#include "object.h" + +namespace gl +{ +class query : public object +{ +public: + enum targets + { + SAMPLES_PASSED = 0, + ANY_SAMPLES_PASSED, + ANY_SAMPLES_PASSED_CONSERVATIVE, + PRIMITIVES_GENERATED, + TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, + TIME_ELAPSED + }; + +private: + targets target; + thread_local static query* active_queries[6]; + +protected: + GLenum glenum_target(targets target); + +public: + query(targets target); + ~query(); + + void begin(); + void end(); + + std::optional result(); +}; +} diff --git a/gl/renderbuffer.cpp b/gl/renderbuffer.cpp new file mode 100644 index 00000000..4d896dab --- /dev/null +++ b/gl/renderbuffer.cpp @@ -0,0 +1,27 @@ +#include "stdafx.h" + +#include "renderbuffer.h" + +gl::renderbuffer::renderbuffer() +{ + glGenRenderbuffers(1, *this); +} + +gl::renderbuffer::~renderbuffer() +{ + glDeleteRenderbuffers(1, *this); +} + +void gl::renderbuffer::bind(GLuint id) +{ + glBindRenderbuffer(GL_RENDERBUFFER, id); +} + +void gl::renderbuffer::alloc(GLuint format, int width, int height, int samples) +{ + bind(); + if (samples == 1) + glRenderbufferStorage(GL_RENDERBUFFER, format, width, height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height); +} diff --git a/gl/renderbuffer.h b/gl/renderbuffer.h new file mode 100644 index 00000000..576cf229 --- /dev/null +++ b/gl/renderbuffer.h @@ -0,0 +1,19 @@ +#pragma once + +#include "object.h" +#include "bindable.h" + +namespace gl +{ + class renderbuffer : public object, public bindable + { + public: + renderbuffer(); + ~renderbuffer(); + + void alloc(GLuint format, int width, int height, int samples = 1); + + static void bind(GLuint id); + using bindable::bind; + }; +} diff --git a/gl/shader.cpp b/gl/shader.cpp new file mode 100644 index 00000000..f4d7f3c7 --- /dev/null +++ b/gl/shader.cpp @@ -0,0 +1,334 @@ +#include "stdafx.h" + +#include +#include +#include "shader.h" +#include "glsl_common.h" +#include "Logs.h" + +inline bool strcend(std::string const &value, std::string const &ending) +{ + if (ending.size() > value.size()) + return false; + return std::equal(ending.rbegin(), ending.rend(), value.rbegin()); +} + +std::string gl::shader::read_file(const std::string &filename) +{ + std::stringstream stream; + std::ifstream f; + f.exceptions(std::ifstream::badbit); + + f.open("shaders/" + filename); + stream << f.rdbuf(); + f.close(); + + std::string str = stream.str(); + + return str; +} + +void gl::shader::expand_includes(std::string &str) +{ + size_t start_pos = 0; + + std::string magic = "#include"; + while ((start_pos = str.find(magic, start_pos)) != str.npos) + { + size_t fp = str.find('<', start_pos); + size_t fe = str.find('>', start_pos); + if (fp == str.npos || fe == str.npos) + return; + + std::string filename = str.substr(fp + 1, fe - fp - 1); + std::string content; + if (filename != "common") + content = read_file(filename); + else + content = glsl_common; + + str.replace(start_pos, fe - start_pos + 1, content); + } +} + +std::unordered_map gl::shader::components_mapping = +{ + { "R", components_e::R }, + { "RG", components_e::RG }, + { "RGB", components_e::RGB }, + { "RGBA", components_e::RGBA }, + { "sRGB", components_e::sRGB }, + { "sRGB_A", components_e::sRGB_A } +}; + +std::unordered_map gl::shader::defaultparams_mapping = +{ + { "required", defaultparam_e::required }, + { "nan", defaultparam_e::nan }, + { "zero", defaultparam_e::zero }, + { "one", defaultparam_e::one }, + { "ambient", defaultparam_e::ambient }, + { "diffuse", defaultparam_e::diffuse }, + { "specular", defaultparam_e::specular } +}; + +void gl::shader::process_source(std::string &str) +{ + expand_includes(str); + parse_texture_entries(str); + parse_param_entries(str); +} + +void gl::shader::parse_texture_entries(std::string &str) +{ + size_t start_pos = 0; + + std::string magic = "#texture"; + while ((start_pos = str.find(magic, start_pos)) != str.npos) + { + size_t fp = str.find('(', start_pos); + size_t fe = str.find(')', start_pos); + if (fp == str.npos || fe == str.npos) + return; + + std::istringstream ss(str.substr(fp + 1, fe - fp - 1)); + std::string token; + + std::string name; + texture_entry conf; + + size_t arg = 0; + while (std::getline(ss, token, ',')) + { + std::istringstream token_ss(token); + if (arg == 0) + token_ss >> name; + else if (arg == 1) + token_ss >> conf.id; + else if (arg == 2) + { + std::string comp; + token_ss >> comp; + if (components_mapping.find(comp) == components_mapping.end()) + log_error("unknown components: " + comp); + else + conf.components = components_mapping[comp]; + } + arg++; + } + + if (arg == 3) + { + if (name.empty()) + log_error("empty name"); + else if (conf.id >= gl::MAX_TEXTURES) + log_error("invalid texture binding: " + std::to_string(conf.id)); + else + texture_conf.emplace(std::make_pair(name, conf)); + } + else + log_error("invalid argument count to #texture"); + + str.erase(start_pos, fe - start_pos + 1); + } +} + +void gl::shader::parse_param_entries(std::string &str) +{ + size_t start_pos = 0; + + std::string magic = "#param"; + while ((start_pos = str.find(magic, start_pos)) != str.npos) + { + size_t fp = str.find('(', start_pos); + size_t fe = str.find(')', start_pos); + if (fp == str.npos || fe == str.npos) + return; + + std::istringstream ss(str.substr(fp + 1, fe - fp - 1)); + std::string token; + + std::string name; + param_entry conf; + + size_t arg = 0; + while (std::getline(ss, token, ',')) + { + std::istringstream token_ss(token); + if (arg == 0) + token_ss >> name; + else if (arg == 1) + token_ss >> conf.location; + else if (arg == 2) + token_ss >> conf.offset; + else if (arg == 3) + token_ss >> conf.size; + else if (arg == 4) + { + std::string tok; + token_ss >> tok; + if (defaultparams_mapping.find(tok) == defaultparams_mapping.end()) + log_error("unknown param default: " + tok); + conf.defaultparam = defaultparams_mapping[tok]; + } + arg++; + } + + if (arg == 5) + { + if (name.empty()) + log_error("empty name"); + else if (conf.location >= gl::MAX_PARAMS) + log_error("invalid param binding: " + std::to_string(conf.location)); + else if (conf.offset > 3) + log_error("invalid offset: " + std::to_string(conf.offset)); + else if (conf.offset + conf.size > 4) + log_error("invalid size: " + std::to_string(conf.size)); + else + param_conf.emplace(std::make_pair(name, conf)); + } + else + log_error("invalid argument count to #param"); + + str.erase(start_pos, fe - start_pos + 1); + } +} + +void gl::shader::log_error(const std::string &str) +{ + ErrorLog("bad shader: " + name + ": " + str, logtype::shader); +} + +gl::shader::shader(const std::string &filename) +{ + name = filename; + + GLuint type; + if (strcend(filename, ".vert")) + type = GL_VERTEX_SHADER; + else if (strcend(filename, ".frag")) + type = GL_FRAGMENT_SHADER; + else if (strcend(filename, ".geom")) + type = GL_GEOMETRY_SHADER; + else + throw shader_exception("unknown shader " + filename); + + std::string str; + if (!Global.gfx_usegles) + { + str += "#version 330 core\n"; + } + else + { + if (GLAD_GL_ES_VERSION_3_1) { + str += "#version 310 es\n"; + if (type == GL_GEOMETRY_SHADER) + str += "#extension GL_EXT_geometry_shader : require\n"; + } else { + str += "#version 300 es\n"; + } + str += "precision highp float;\n"; + str += "precision highp sampler2DShadow;\n"; + } + str += "vec4 FBOUT(vec4 x) { return " + (Global.gfx_shadergamma ? std::string("vec4(pow(x.rgb, vec3(1.0 / 2.2)), x.a)") : std::string("x")) + "; }\n"; + + str += read_file(filename); + process_source(str); + + const GLchar *cstr = str.c_str(); + + if (!cstr[0]) + throw shader_exception("cannot read shader: " + filename); + + **this = glCreateShader(type); + glShaderSource(*this, 1, &cstr, 0); + glCompileShader(*this); + + GLint status; + glGetShaderiv(*this, GL_COMPILE_STATUS, &status); + if (!status) + { + GLchar info[512]; + glGetShaderInfoLog(*this, 512, 0, info); + std::cerr << std::string(info) << std::endl; + throw shader_exception("failed to compile " + filename + ": " + std::string(info)); + } +} + +gl::shader::~shader() +{ + glDeleteShader(*this); +} + +void gl::program::init() +{ + bind(); + + for (auto it : texture_conf) + { + shader::texture_entry &e = it.second; + GLuint loc = glGetUniformLocation(*this, it.first.c_str()); + glUniform1i(loc, e.id); + } + + glUniform1i(glGetUniformLocation(*this, "shadowmap"), MAX_TEXTURES + 0); + glUniform1i(glGetUniformLocation(*this, "envmap"), MAX_TEXTURES + 1); + + GLuint index; + + if ((index = glGetUniformBlockIndex(*this, "scene_ubo")) != GL_INVALID_INDEX) + glUniformBlockBinding(*this, 0, index); + + if ((index = glGetUniformBlockIndex(*this, "model_ubo")) != GL_INVALID_INDEX) + glUniformBlockBinding(*this, 1, index); + + if ((index = glGetUniformBlockIndex(*this, "light_ubo")) != GL_INVALID_INDEX) + glUniformBlockBinding(*this, 2, index); +} + +gl::program::program() +{ + **this = glCreateProgram(); +} + +gl::program::program(std::vector> shaders) : program() +{ + for (const gl::shader &s : shaders) + attach(s); + link(); +} + +void gl::program::attach(const gl::shader &s) +{ + for (auto it : s.texture_conf) + texture_conf.emplace(std::make_pair(it.first, std::move(it.second))); + for (auto it : s.param_conf) + param_conf.emplace(std::make_pair(it.first, std::move(it.second))); + glAttachShader(*this, *s); +} + +void gl::program::link() +{ + glLinkProgram(*this); + + GLint status; + glGetProgramiv(*this, GL_LINK_STATUS, &status); + if (!status) + { + GLchar info[512]; + glGetProgramInfoLog(*this, 512, 0, info); + throw shader_exception("failed to link program: " + std::string(info)); + } + + init(); +} + +gl::program::~program() +{ + glDeleteProgram(*this); +} + +void gl::program::bind(GLuint i) +{ + glUseProgram(i); +} diff --git a/gl/shader.h b/gl/shader.h new file mode 100644 index 00000000..0430d450 --- /dev/null +++ b/gl/shader.h @@ -0,0 +1,96 @@ +#pragma once + +#include +#include +#include + +#include "object.h" +#include "bindable.h" + +namespace gl +{ + class shader_exception : public std::runtime_error + { + using runtime_error::runtime_error; + }; + + class shader : public object + { + public: + shader(const std::string &filename); + ~shader(); + + enum class components_e + { + R = GL_RED, + RG = GL_RG, + RGB = GL_RGB, + RGBA = GL_RGBA, + sRGB = GL_SRGB, + sRGB_A = GL_SRGB_ALPHA + }; + + struct texture_entry + { + size_t id; + components_e components; + }; + + enum class defaultparam_e + { + required, + nan, + zero, + one, + ambient, + diffuse, + specular + }; + + struct param_entry + { + size_t location; + size_t offset; + size_t size; + defaultparam_e defaultparam; + }; + + std::unordered_map texture_conf; + std::unordered_map param_conf; + std::string name; + + private: + void process_source(std::string &str); + + void expand_includes(std::string &str); + void parse_texture_entries(std::string &str); + void parse_param_entries(std::string &str); + + std::string read_file(const std::string &filename); + + static std::unordered_map components_mapping; + static std::unordered_map defaultparams_mapping; + + void log_error(const std::string &str); + }; + + class program : public object, public bindable + { + public: + program(); + program(std::vector>); + ~program(); + + using bindable::bind; + static void bind(GLuint i); + + void attach(const shader &); + void link(); + + std::unordered_map texture_conf; + std::unordered_map param_conf; + + private: + void init(); + }; +} diff --git a/gl/ubo.cpp b/gl/ubo.cpp new file mode 100644 index 00000000..1ef45198 --- /dev/null +++ b/gl/ubo.cpp @@ -0,0 +1,19 @@ +#include "stdafx.h" +#include "ubo.h" + +gl::ubo::ubo(int size, int idx, GLenum hint) +{ + allocate(buffer::UNIFORM_BUFFER, size, hint); + index = idx; + bind_uniform(); +} + +void gl::ubo::bind_uniform() +{ + bind_base(buffer::UNIFORM_BUFFER, index); +} + +void gl::ubo::update(const uint8_t *data, int offset, int size) +{ + upload(buffer::UNIFORM_BUFFER, data, offset, size); +} diff --git a/gl/ubo.h b/gl/ubo.h new file mode 100644 index 00000000..c8ce5167 --- /dev/null +++ b/gl/ubo.h @@ -0,0 +1,113 @@ +#pragma once + +#include "object.h" +#include "bindable.h" +#include "buffer.h" + +#define UBS_PAD(x) uint8_t PAD[x] + +namespace gl +{ + class ubo : public buffer + { + int index; + + public: + ubo(int size, int index, GLenum hint = GL_DYNAMIC_DRAW); + + void bind_uniform(); + + void update(const uint8_t *data, int offset, int size); + template void update(const T &data, size_t offset = 0) + { + update(reinterpret_cast(&data), offset, sizeof(data)); + } + }; + + // layout std140 + // structs must match with GLSL + // ordered to minimize padding + +#pragma pack(push, 1) + + const size_t MAX_TEXTURES = 8; + const size_t ENVMAP_SIZE = 1024; + + struct scene_ubs + { + glm::mat4 projection; + glm::mat4 lightview; + glm::vec3 scene_extra; + float time; + }; + + static_assert(sizeof(scene_ubs) == 144, "bad size of ubs"); + + const size_t MAX_PARAMS = 3; + + struct model_ubs + { + glm::mat4 modelview; + glm::mat3x4 modelviewnormal; + glm::vec4 param[MAX_PARAMS]; + + glm::mat4 future; + float opacity; + float emission; + float fog_density; + float alpha_mult; + UBS_PAD(4); + + void set_modelview(const glm::mat4 &mv) + { + modelview = mv; + modelviewnormal = glm::mat3x4(glm::mat3(glm::transpose(glm::inverse(mv)))); + } + }; + + static_assert(sizeof(model_ubs) == 196 + 16 * MAX_PARAMS, "bad size of ubs"); + + struct light_element_ubs + { + enum type_e + { + SPOT = 0, + POINT, + DIR + }; + + glm::vec3 pos; + type_e type; + + glm::vec3 dir; + float in_cutoff; + + glm::vec3 color; + float out_cutoff; + + float linear; + float quadratic; + + float intensity; + float ambient; + }; + + static_assert(sizeof(light_element_ubs) == 64, "bad size of ubs"); + + const size_t MAX_LIGHTS = 8; + + struct light_ubs + { + glm::vec3 ambient; + UBS_PAD(4); + + glm::vec3 fog_color; + uint32_t lights_count; + + light_element_ubs lights[MAX_LIGHTS]; + }; + + static_assert(sizeof(light_ubs) == 32 + sizeof(light_element_ubs) * MAX_LIGHTS, "bad size of ubs"); + +#pragma pack(pop) +} diff --git a/gl/vao.cpp b/gl/vao.cpp new file mode 100644 index 00000000..fd582ae3 --- /dev/null +++ b/gl/vao.cpp @@ -0,0 +1,85 @@ +#include "stdafx.h" +#include "vao.h" + +bool gl::vao::use_vao = true; + +gl::vao::vao() +{ + if (!use_vao) + return; + + glGenVertexArrays(1, *this); +} + +gl::vao::~vao() +{ + if (!use_vao) + return; + + unbind(); + glDeleteVertexArrays(1, *this); +} + +void gl::vao::setup_attrib(gl::buffer &buffer, int attrib, int size, int type, int stride, int offset) +{ + if (use_vao) { + bind(); + buffer.bind(buffer::ARRAY_BUFFER); + glVertexAttribPointer(attrib, size, type, GL_FALSE, stride, reinterpret_cast(offset)); + glEnableVertexAttribArray(attrib); + } + else { + params.push_back({buffer, attrib, size, type, stride, offset}); + active = nullptr; + } +} + +void gl::vao::setup_ebo(buffer &e) +{ + if (use_vao) { + bind(); + e.bind(buffer::ELEMENT_ARRAY_BUFFER); + } + else { + ebo = &e; + active = nullptr; + } +} + +void gl::vao::bind() +{ + if (active == this) + return; + active = this; + + if (use_vao) { + glBindVertexArray(*this); + } + else { + for (attrib_params ¶m : params) { + param.buffer.bind(gl::buffer::ARRAY_BUFFER); + glVertexAttribPointer(param.attrib, param.size, param.type, GL_FALSE, param.stride, reinterpret_cast(param.offset)); + glEnableVertexAttribArray(param.attrib); + } + + for (size_t i = params.size(); i < 4; i++) + glDisableVertexAttribArray(i); + + if (ebo) + ebo->bind(gl::buffer::ELEMENT_ARRAY_BUFFER); + else + gl::buffer::unbind(gl::buffer::ELEMENT_ARRAY_BUFFER); + } +} + +void gl::vao::unbind() +{ + active = nullptr; + if (use_vao) { + glBindVertexArray(0); + } + else { + for (size_t i = 0; i < 4; i++) + glDisableVertexAttribArray(i); + } +} diff --git a/gl/vao.h b/gl/vao.h new file mode 100644 index 00000000..a4415d03 --- /dev/null +++ b/gl/vao.h @@ -0,0 +1,37 @@ +#pragma once + +#include "object.h" +#include "bindable.h" +#include "buffer.h" + +namespace gl +{ + class vao : object, public bindable + { + struct attrib_params { + // TBD: should be shared_ptr? (when buffer is destroyed by owner VAO could still potentially exist) + gl::buffer &buffer; + + int attrib; + int size; + int type; + int stride; + int offset; + }; + buffer *ebo = nullptr; + + std::vector params; + + public: + vao(); + ~vao(); + + void setup_attrib(buffer &buffer, int attrib, int size, int type, int stride, int offset); + void setup_ebo(buffer &ebo); + + void bind(); + static void unbind(); + + static bool use_vao; + }; +} diff --git a/maszyna.vcxproj.filters b/maszyna.vcxproj.filters index e61198c3..c337709d 100644 --- a/maszyna.vcxproj.filters +++ b/maszyna.vcxproj.filters @@ -58,14 +58,23 @@ {77356e25-abc5-4f1c-9caf-6cf554a65770} + + {4fcccdfc-d0d4-45a9-9603-b13d8dfe345c} + + + {8b47594a-f06a-4c9b-9aef-70f6ec24a288} + + + {b8dcf22f-cddb-4d1f-a2fa-8c54e5da4a39} + + + {dd00198e-a316-4bcc-a4d3-916c8dcfe08f} + Source Files - - Source Files - Source Files @@ -78,9 +87,6 @@ Source Files - - Source Files - Source Files @@ -90,9 +96,6 @@ Source Files - - Source Files - Source Files @@ -102,15 +105,9 @@ Source Files - - Source Files - Source Files - - Source Files - Source Files @@ -126,15 +123,9 @@ Source Files - - Source Files - Source Files - - Source Files - Source Files @@ -174,15 +165,9 @@ Source Files - - Source Files - Source Files - - Source Files - Source Files @@ -192,30 +177,18 @@ Source Files - - Source Files - Source Files - - Source Files - Source Files Source Files - - Source Files - Source Files - - Source Files - Source Files @@ -336,9 +309,6 @@ Source Files - - Source Files - Source Files\imgui @@ -351,23 +321,119 @@ Source Files + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\gfx\gl + + + Source Files\math + + + Source Files\math + + + Source Files\math + + + Source Files\gfx + - Source Files + Source Files\gfx - - Source Files + + Source Files\gfx - - Source Files + + Source Files\gfx + + + Source Files\gfx - Source Files + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx - Source Files + Source Files\gfx + + + Source Files\gfx - Source Files + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx\gl + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx @@ -638,9 +704,6 @@ Header Files\gfx - - Header Files\gfx - Header Files\gfx @@ -677,6 +740,66 @@ Header Files + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx\gl + + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files + + + Header Files\gfx + + + Header Files\gfx + diff --git a/material.cpp b/material.cpp index a868dcdd..2dfeb068 100644 --- a/material.cpp +++ b/material.cpp @@ -15,28 +15,172 @@ http://mozilla.org/MPL/2.0/. #include "utilities.h" #include "sn_utils.h" #include "Globals.h" +#include "Logs.h" + +opengl_material::opengl_material() +{ + for (size_t i = 0; i < params.size(); i++) + params[i] = glm::vec4(std::numeric_limits::quiet_NaN()); +} bool opengl_material::deserialize( cParser &Input, bool const Loadnow ) { + parse_info = std::make_unique(); bool result { false }; while( true == deserialize_mapping( Input, 0, Loadnow ) ) { result = true; // once would suffice but, eh } - has_alpha = ( - texture1 != null_handle ? - GfxRenderer->Texture( texture1 ).has_alpha : - false ); - return result; } +void opengl_material::log_error(const std::string &str) +{ + ErrorLog("bad material: " + name + ": " + str, logtype::material); +} + +std::map texture_bindings { + + { "diffuse", 0 }, + { "normal", 1 } +}; + +void opengl_material::finalize(bool Loadnow) +{ + if (parse_info) + { + for (auto it : parse_info->tex_mapping) + { + std::string key = it.first; + std::string value = it.second.name; + + if (key.size() > 0 && key[0] != '_') + { + size_t num = std::stoi(key) - 1; + if (num < gl::MAX_TEXTURES) + textures[num] = GfxRenderer->Fetch_Texture(value, Loadnow); + else + log_error("invalid texture binding: " + std::to_string(num)); + } + else if (key.size() > 2) + { + key.erase(0, 1); + key.pop_back(); + std::map::iterator lookup; + if( shader && shader->texture_conf.find( key ) != shader->texture_conf.end() ) { + textures[ shader->texture_conf[ key ].id ] = GfxRenderer->Fetch_Texture( value, Loadnow ); + } + else if( ( shader == nullptr ) + && ( lookup = texture_bindings.find( key ) ) != texture_bindings.end() ) { + textures[ lookup->second ] = GfxRenderer->Fetch_Texture( value, Loadnow ); + } + else { + log_error( "unknown texture binding: " + key ); + } + } + else + log_error("unrecognized texture binding: " + key); + } + + if (!shader) + { + if (textures[0] == null_handle) + { + log_error("shader not specified, assuming \"default_0\""); + shader = GfxRenderer->Fetch_Shader("default_0"); + } + else if (textures[1] == null_handle) + { + log_error("shader not specified, assuming \"default_1\""); + shader = GfxRenderer->Fetch_Shader("default_1"); + } + else if (textures[2] == null_handle) + { + log_error("shader not specified, assuming \"default_2\""); + shader = GfxRenderer->Fetch_Shader("default_2"); + } + } + + if (!shader) + return; + + for (auto it : parse_info->param_mapping) + { + std::string key = it.first; + glm::vec4 value = it.second.data; + + if (key.size() > 1 && key[0] != '_') + { + size_t num = std::stoi(key) - 1; + if (num < gl::MAX_PARAMS) + params[num] = value; + else + log_error("invalid param binding: " + std::to_string(num)); + } + else if (key.size() > 2) + { + key.erase(0, 1); + key.pop_back(); + if (shader->param_conf.find(key) != shader->param_conf.end()) + { + gl::shader::param_entry entry = shader->param_conf[key]; + for (size_t i = 0; i < entry.size; i++) + params[entry.location][entry.offset + i] = value[i]; + } + else + log_error("unknown param binding: " + key); + } + else + log_error("unrecognized param binding: " + key); + } + + parse_info.reset(); + } + + if (!shader) + return; + + for (auto it : shader->param_conf) + { + gl::shader::param_entry entry = it.second; + if (std::isnan(params[entry.location][entry.offset])) + { + float value = std::numeric_limits::quiet_NaN(); + if (entry.defaultparam == gl::shader::defaultparam_e::one) + value = 1.0f; + else if (entry.defaultparam == gl::shader::defaultparam_e::zero) + value = 0.0f; + else if (entry.defaultparam == gl::shader::defaultparam_e::required) + log_error("unspecified required param: " + it.first); + else if (entry.defaultparam != gl::shader::defaultparam_e::nan) + { + params_state.push_back(entry); + continue; + } + + for (size_t i = 0; i < entry.size; i++) + params[entry.location][entry.offset + i] = value; + } + } + + for (auto it : shader->texture_conf) + { + gl::shader::texture_entry &entry = it.second; + texture_handle handle = textures[entry.id]; + if (handle) + GfxRenderer->Texture(handle).set_components_hint((GLint)entry.components); + else + log_error("missing texture: " + it.first); + } +} + // imports member data pair from the config file bool opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow ) { + // NOTE: comma can be part of legacy file names, so we don't treat it as a separator here - std::string const key { Input.getToken( true, "\n\r\t ;[]" ) }; + auto key { Input.getToken( true, "\n\r\t ;[]" ) }; // key can be an actual key or block end if( ( true == key.empty() ) || ( key == "}" ) ) { return false; } @@ -59,24 +203,69 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c ; // all work is done in the header } } - else if( ( key == "texture1:" ) - || ( key == "texture_diffuse:" ) ) { - auto const value { deserialize_random_set( Input ) }; - if( ( texture1 == null_handle ) - || ( Priority > priority1 ) ) { - texture1 = GfxRenderer->Fetch_Texture( value, Loadnow ); - priority1 = Priority; + + else if (key.compare(0, 7, "texture") == 0) { + key.erase(0, 7); + + auto value { deserialize_random_set( Input ) }; + replace_slashes( value ); + auto it = parse_info->tex_mapping.find(key); + if (it == parse_info->tex_mapping.end()) + parse_info->tex_mapping.emplace(std::make_pair(key, parse_info_s::tex_def({ value, Priority }))); + else if (Priority > it->second.priority) + { + parse_info->tex_mapping.erase(it); + parse_info->tex_mapping.emplace(std::make_pair(key, parse_info_s::tex_def({ value, Priority }))); } } - else if( ( key == "texture2:" ) - || ( key == "texture_normalmap:" ) ) { - auto const value { deserialize_random_set( Input ) }; - if( ( texture2 == null_handle ) - || ( Priority > priority2 ) ) { - texture2 = GfxRenderer->Fetch_Texture( value, Loadnow ); - priority2 = Priority; + else if (key.compare(0, 5, "param") == 0) { + key.erase(0, 5); + + std::string value = Input.getToken( true, "\n\r\t;" ); + std::istringstream stream(value); + glm::vec4 data; + stream >> data.r; + stream >> data.g; + stream >> data.b; + stream >> data.a; + + auto it = parse_info->param_mapping.find(key); + if (it == parse_info->param_mapping.end()) + parse_info->param_mapping.emplace(std::make_pair(key, parse_info_s::param_def({ data, Priority }))); + else if (Priority > it->second.priority) + { + parse_info->param_mapping.erase(it); + parse_info->param_mapping.emplace(std::make_pair(key, parse_info_s::param_def({ data, Priority }))); } } + else if (key == "shader:" && + (!shader || Priority > m_shader_priority)) + { + try + { + std::string value = deserialize_random_set( Input ); + shader = GfxRenderer->Fetch_Shader(value); + m_shader_priority = Priority; + } + catch (gl::shader_exception const &e) + { + log_error("invalid shader: " + std::string(e.what())); + } + } + else if (key == "opacity:" && + Priority > m_opacity_priority) + { + std::string value = deserialize_random_set( Input ); + opacity = std::stof(value); //m7t: handle exception + m_opacity_priority = Priority; + } + else if (key == "selfillum:" && + Priority > m_selfillum_priority) + { + std::string value = deserialize_random_set( Input ); + selfillum = std::stof(value); //m7t: handle exception + m_selfillum_priority = Priority; + } else if( key == "size:" ) { Input.getTokens( 2 ); Input @@ -109,6 +298,22 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c return true; // return value marks a key: value pair was extracted, nothing about whether it's recognized } +float opengl_material::get_or_guess_opacity() const { + + if (!std::isnan(opacity)) + return opacity; + + if (textures[0] != null_handle) + { + auto const &tex = GfxRenderer->Texture(textures[0]); + if (tex.has_alpha) + return 0.0f; + else + return 0.5f; + } + + return 0.0f; +} // create material object from data stored in specified file. // NOTE: the deferred load parameter is passed to textures defined by material, the material itself is always loaded immediately @@ -169,19 +374,35 @@ material_manager::create( std::string const &Filename, bool const Loadnow ) { // if there's no .mat file, this can be either autogenerated texture, // or legacy method of referring just to diffuse texture directly. // wrap basic material around it in either case - material.texture1 = GfxRenderer->Fetch_Texture( Filename, Loadnow ); - if( material.texture1 != null_handle ) { - // use texture path and name to tell the newly created materials apart - material.name = GfxRenderer->Texture( material.texture1 ).name; - material.has_alpha = GfxRenderer->Texture( material.texture1 ).has_alpha; + material.textures[0] = GfxRenderer->Fetch_Texture( Filename, Loadnow ); + if( material.textures[0] != null_handle ) + { + // use texture path and name to tell the newly created materials apart + material.name = GfxRenderer->Texture( material.textures[0] ).name; + + // material would attach default shader anyway, but it would spit to error log + try + { + material.shader = GfxRenderer->Fetch_Shader("default_1"); + } + catch (gl::shader_exception const &e) + { + ErrorLog("invalid shader: " + std::string(e.what())); + } } } - if( false == material.name.empty() ) { - // if we have material name it means resource was processed succesfully - materialhandle = m_materials.size(); - m_materials.emplace_back( material ); - m_materialmappings.emplace( material.name, materialhandle ); + if( false == material.name.empty() ) { + // if we have material name and shader it means resource was processed succesfully + try { + material.finalize(Loadnow); + materialhandle = m_materials.size(); + m_materialmappings.emplace( material.name, materialhandle ); + m_materials.emplace_back( std::move(material) ); + } catch (gl::shader_exception const &e) { + ErrorLog("invalid shader: " + std::string(e.what())); + m_materialmappings.emplace( filename, materialhandle ); + } } else { // otherwise record our failure to process the resource, to speed up subsequent attempts @@ -222,4 +443,4 @@ material_manager::find_on_disk( std::string const &Materialname ) const { { ".mat" } ) ); } -//--------------------------------------------------------------------------- +//--------------------------------------------------------------------------- \ No newline at end of file diff --git a/material.h b/material.h index cba771aa..cbf4f11c 100644 --- a/material.h +++ b/material.h @@ -11,40 +11,69 @@ http://mozilla.org/MPL/2.0/. #include "Classes.h" #include "Texture.h" +#include "gl/shader.h" +#include "gl/ubo.h" typedef int material_handle; // a collection of parameters for the rendering setup. -// for modern opengl this translates to set of attributes for the active shaders, -// for legacy opengl this is basically just texture(s) assigned to geometry +// for modern opengl this translates to set of attributes for shaders struct opengl_material { + std::array textures = { null_handle }; + std::array params; + std::vector params_state; - texture_handle texture1 { null_handle }; // primary texture, typically diffuse+apha - texture_handle texture2 { null_handle }; // secondary texture, typically normal+reflection + std::shared_ptr shader; + float opacity = std::numeric_limits::quiet_NaN(); + float selfillum = std::numeric_limits::quiet_NaN(); - bool has_alpha { false }; // alpha state, calculated from presence of alpha in texture1 std::string name; glm::vec2 size { -1.f, -1.f }; // 'physical' size of bound texture, in meters // constructors - opengl_material() = default; + opengl_material(); // methods bool deserialize( cParser &Input, bool const Loadnow ); + void finalize(bool Loadnow); + float get_or_guess_opacity() const; + inline bool + is_translucent() const { + return ( get_or_guess_opacity() == 0.0f ); } private: // methods - // imports member data pair from the config file, overriding existing parameter values of lower priority + // imports member data pair from the config file bool deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow ); + void log_error(const std::string &str); // extracts name of the sound file from provided data stream std::string deserialize_filename( cParser &Input ); // members - int priority1 { -1 }; // priority of last loaded primary texture - int priority2 { -1 }; // priority of last loaded secondary texture + // priorities for textures, shader, opacity + int m_shader_priority = -1; + int m_opacity_priority = -1; + int m_selfillum_priority = -1; + + struct parse_info_s + { + struct tex_def + { + std::string name; + int priority; + }; + struct param_def + { + glm::vec4 data; + int priority; + }; + std::unordered_map tex_mapping; + std::unordered_map param_mapping; + }; + std::unique_ptr parse_info; }; class material_manager { @@ -56,6 +85,8 @@ public: create( std::string const &Filename, bool const Loadnow ); opengl_material const & material( material_handle const Material ) const { return m_materials[ Material ]; } + opengl_material & + material( material_handle const Material ) { return m_materials[ Material ]; } private: // types @@ -71,7 +102,6 @@ private: // members: material_sequence m_materials; index_map m_materialmappings; - }; -//--------------------------------------------------------------------------- +//--------------------------------------------------------------------------- \ No newline at end of file diff --git a/moon.h b/moon.h index eb59a1a7..92fd7243 100644 --- a/moon.h +++ b/moon.h @@ -1,8 +1,6 @@ #pragma once #include "windows.h" -#include "GL/glew.h" -#include "GL/wglew.h" // TODO: sun and moon share code as celestial bodies, we could make a base class out of it diff --git a/opengl33light.cpp b/opengl33light.cpp new file mode 100644 index 00000000..5be0cf98 --- /dev/null +++ b/opengl33light.cpp @@ -0,0 +1,22 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" + +#include "opengl33light.h" + +void opengl33_light::apply_intensity(float const Factor) { + + factor = Factor; +} + +void opengl33_light::apply_angle() {} + + +//--------------------------------------------------------------------------- diff --git a/opengl33light.h b/opengl33light.h new file mode 100644 index 00000000..6f363061 --- /dev/null +++ b/opengl33light.h @@ -0,0 +1,28 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "light.h" + +struct opengl33_light : public basic_light { + + GLuint id{(GLuint)-1}; + + float factor; + + void apply_intensity(float const Factor = 1.0f); + void apply_angle(); + + opengl33_light &operator=(basic_light const &Right) { + basic_light::operator=(Right); + return *this; } +}; + +//--------------------------------------------------------------------------- diff --git a/opengl33particles.cpp b/opengl33particles.cpp new file mode 100644 index 00000000..eb019212 --- /dev/null +++ b/opengl33particles.cpp @@ -0,0 +1,138 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "opengl33particles.h" + +#include "particles.h" +#include "openglcamera.h" +#include "simulation.h" + +std::vector> const billboard_vertices { + + { { -0.5f, -0.5f, 0.f }, { 0.f, 0.f } }, + { { 0.5f, -0.5f, 0.f }, { 1.f, 0.f } }, + { { 0.5f, 0.5f, 0.f }, { 1.f, 1.f } }, + { { -0.5f, -0.5f, 0.f }, { 0.f, 0.f } }, + { { 0.5f, 0.5f, 0.f }, { 1.f, 1.f } }, + { { -0.5f, 0.5f, 0.f }, { 0.f, 1.f } }, +}; + +void +opengl33_particles::update( opengl_camera const &Camera ) { + + if (!Global.Smoke) + return; + + m_particlevertices.clear(); + // build a list of visible smoke sources + // NOTE: arranged by distance to camera, if we ever need sorting and/or total amount cap-based culling + std::multimap sources; + + for( auto const &source : simulation::Particles.sequence() ) { + if( false == Camera.visible( source.area() ) ) { continue; } + // NOTE: the distance is negative when the camera is inside the source's bounding area + sources.emplace( + static_cast( glm::length( Camera.position() - source.area().center ) - source.area().radius ), + source ); + } + + if( true == sources.empty() ) { return; } + + // build billboard data for particles from visible sources + auto const camerarotation { glm::mat3( Camera.modelview() ) }; + particle_vertex vertex; + for( auto const &source : sources ) { + + auto const particlecolor { + glm::clamp( + source.second.color() + * ( glm::vec3 { Global.DayLight.ambient } + 0.35f * glm::vec3{ Global.DayLight.diffuse } ), + glm::vec3{ 0.f }, glm::vec3{ 1.f } ) }; + auto const &particles { source.second.sequence() }; + // TODO: put sanity cap on the overall amount of particles that can be drawn + auto const sizestep { 256.0 * billboard_vertices.size() }; + m_particlevertices.reserve( + sizestep * std::ceil( m_particlevertices.size() + ( particles.size() * billboard_vertices.size() ) / sizestep ) ); + for( auto const &particle : particles ) { + // TODO: particle color support + vertex.color[ 0 ] = particlecolor.r; + vertex.color[ 1 ] = particlecolor.g; + vertex.color[ 2 ] = particlecolor.b; + vertex.color.a = std::clamp(particle.opacity, 0.0f, 1.0f); + + auto const offset { glm::vec3{ particle.position - Camera.position() } }; + auto const rotation { glm::angleAxis( particle.rotation, glm::vec3{ 0.f, 0.f, 1.f } ) }; + + for( auto const &billboardvertex : billboard_vertices ) { + vertex.position = offset + ( rotation * billboardvertex.first * particle.size ) * camerarotation; + vertex.texture = billboardvertex.second; + + m_particlevertices.emplace_back( vertex ); + } + } + } + + // ship the billboard data to the gpu: + // make sure we have enough room... + if( m_buffercapacity < m_particlevertices.size() ) { + m_buffercapacity = m_particlevertices.size(); + if (!m_buffer) + m_buffer.emplace(); + + m_buffer->allocate(gl::buffer::ARRAY_BUFFER, + m_buffercapacity * sizeof(particle_vertex), GL_STREAM_DRAW); + } + + if (m_buffer) { + // ...send the data... + m_buffer->upload(gl::buffer::ARRAY_BUFFER, + m_particlevertices.data(), 0, m_particlevertices.size() * sizeof(particle_vertex)); + } +} + +void +opengl33_particles::render() { + + if (!Global.Smoke) + return; + + if( m_buffercapacity == 0 ) { return; } + if( m_particlevertices.empty() ) { return; } + + if (!m_vao) { + m_vao.emplace(); + + m_vao->setup_attrib(*m_buffer, 0, 3, GL_FLOAT, sizeof(particle_vertex), 0); + m_vao->setup_attrib(*m_buffer, 1, 4, GL_FLOAT, sizeof(particle_vertex), 12); + m_vao->setup_attrib(*m_buffer, 2, 2, GL_FLOAT, sizeof(particle_vertex), 28); + + m_buffer->unbind(gl::buffer::ARRAY_BUFFER); + m_vao->unbind(); + } + + if (!m_shader) { + gl::shader vert("smoke.vert"); + gl::shader frag("smoke.frag"); + gl::program *prog = new gl::program({vert, frag}); + m_shader = std::unique_ptr(prog); + } + + m_buffer->bind(gl::buffer::ARRAY_BUFFER); + m_shader->bind(); + m_vao->bind(); + + glDrawArrays(GL_TRIANGLES, 0, m_particlevertices.size()); + + m_shader->unbind(); + m_vao->unbind(); + m_buffer->unbind(gl::buffer::ARRAY_BUFFER); +} + +//--------------------------------------------------------------------------- diff --git a/opengl33particles.h b/opengl33particles.h new file mode 100644 index 00000000..569c094b --- /dev/null +++ b/opengl33particles.h @@ -0,0 +1,54 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "gl/buffer.h" +#include "gl/vao.h" +#include "gl/shader.h" + +class opengl_camera; + +// particle data visualizer +class opengl33_particles { +public: +// constructors + opengl33_particles() = default; + +// methods + void + update( opengl_camera const &Camera ); + void + render( ); +private: +// types + struct particle_vertex { + glm::vec3 position; // 3d space + glm::vec4 color; // rgba, unsigned byte format + glm::vec2 texture; // uv space + }; +/* + using sourcedistance_pair = std::pair; + using source_sequence = std::vector; +*/ + using particlevertex_sequence = std::vector; +// methods +// members +/* + source_sequence m_sources; // list of particle sources visible in current render pass, with their respective distances to the camera +*/ + particlevertex_sequence m_particlevertices; // geometry data of visible particles, generated on the cpu end + std::optional m_buffer; + std::optional m_vao; + std::unique_ptr m_shader; + + std::size_t m_buffercapacity{ 0 }; // total capacity of the last established buffer +}; + +//--------------------------------------------------------------------------- diff --git a/opengl33precipitation.cpp b/opengl33precipitation.cpp new file mode 100644 index 00000000..308ccec6 --- /dev/null +++ b/opengl33precipitation.cpp @@ -0,0 +1,159 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "opengl33precipitation.h" + +#include "Globals.h" +#include "renderer.h" +#include "simulationenvironment.h" + +opengl33_precipitation::~opengl33_precipitation() { + // TODO: release allocated resources +} + +void +opengl33_precipitation::create( int const Tesselation ) { + + m_vertices.clear(); + m_uvs.clear(); + m_indices.clear(); + + auto const heightfactor { 10.f }; // height-to-radius factor + auto const verticaltexturestretchfactor { 1.5f }; // crude motion blur + + // create geometry chunk + auto const latitudes { 3 }; // just a cylinder with end cones + auto const longitudes { Tesselation }; + auto const longitudehalfstep { 0.5f * static_cast( 2.0 * M_PI * 1.f / longitudes ) }; // for crude uv correction + + std::uint16_t index = 0; + +// auto const radius { 25.f }; // cylinder radius + std::vector radii { 25.f, 10.f, 5.f, 1.f }; + for( auto radius : radii ) { + + for( int i = 0; i <= latitudes; ++i ) { + + auto const latitude{ static_cast( M_PI * ( -0.5f + (float)( i ) / latitudes ) ) }; + auto const z{ std::sin( latitude ) }; + auto const zr{ std::cos( latitude ) }; + + for( int j = 0; j <= longitudes; ++j ) { + // NOTE: for the first and last row half of the points we create end up unused but, eh + auto const longitude{ static_cast( 2.0 * M_PI * (float)( j ) / longitudes ) }; + auto const x{ std::cos( longitude ) }; + auto const y{ std::sin( longitude ) }; + // NOTE: cartesian to opengl swap would be: -x, -z, -y + m_vertices.emplace_back( glm::vec3( -x * zr, -z * heightfactor, -y * zr ) * radius ); + // uvs + // NOTE: first and last row receives modified u values to deal with limitation of mapping onto triangles + auto u = ( + i == 0 ? longitude + longitudehalfstep : + i == latitudes ? longitude - longitudehalfstep : + longitude ); + m_uvs.emplace_back( + u / ( 2.0 * M_PI ) * radius, + 1.f - (float)( i ) / latitudes * radius * heightfactor * 0.5f / verticaltexturestretchfactor ); + + if( ( i == 0 ) || ( j == 0 ) ) { + // initial edge of the dome, don't start indices yet + ++index; + } + else { + // the end cones are built from one triangle of each quad, the middle rows use both + if( i < latitudes ) { + m_indices.emplace_back( index - 1 - ( longitudes + 1 ) ); + m_indices.emplace_back( index - 1 ); + m_indices.emplace_back( index ); + } + if( i > 1 ) { + m_indices.emplace_back( index ); + m_indices.emplace_back( index - ( longitudes + 1 ) ); + m_indices.emplace_back( index - 1 - ( longitudes + 1 ) ); + } + ++index; + } + } // longitude + } // latitude + } // radius +} + +void +opengl33_precipitation::update() { + + if (!m_shader) + { + gl::shader vert("precipitation.vert"); + gl::shader frag("precipitation.frag"); + m_shader.emplace(std::vector>({vert, frag})); + } + + if (!m_vertexbuffer) { + m_vao.emplace(); + m_vao->bind(); + + if( m_vertices.empty() ) { + // create visualization mesh + create( 18 ); + } + // build the buffers + m_vertexbuffer.emplace(); + m_vertexbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), GL_STATIC_DRAW); + m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, m_vertices.data(), 0, m_vertices.size() * sizeof( glm::vec3 )); + + m_vao->setup_attrib(*m_vertexbuffer, 0, 3, GL_FLOAT, sizeof(glm::vec3), 0); + + m_uvbuffer.emplace(); + m_uvbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_uvs.size() * sizeof( glm::vec2 ), GL_STATIC_DRAW); + m_uvbuffer->upload(gl::buffer::ARRAY_BUFFER, m_uvs.data(), 0, m_uvs.size() * sizeof( glm::vec2 )); + + m_vao->setup_attrib(*m_uvbuffer, 1, 2, GL_FLOAT, sizeof(glm::vec2), 0); + + m_indexbuffer.emplace(); + m_indexbuffer->allocate(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), GL_STATIC_DRAW); + m_indexbuffer->upload(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.data(), 0, m_indices.size() * sizeof( unsigned short )); + m_vao->setup_ebo(*m_indexbuffer); + + m_vao->unbind(); + // NOTE: vertex and index source data is superfluous past this point, but, eh + } + + // TODO: include weather type check in the entry conditions + if( m_overcast == Global.Overcast ) { return; } + + m_overcast = Global.Overcast; + + std::string const densitysuffix { ( + m_overcast < 1.35 ? + "_light" : + "_medium" ) }; + if( Global.Weather == "rain:" ) { + m_texture = GfxRenderer->Fetch_Texture( "fx/rain" + densitysuffix ); + } + else if( Global.Weather == "snow:" ) { + m_texture = GfxRenderer->Fetch_Texture( "fx/snow" + densitysuffix ); + } +} + +void +opengl33_precipitation::render() { + + if( !m_shader ) { return; } + if( !m_vao ) { return; } + + GfxRenderer->Bind_Texture( 0, m_texture ); + + m_shader->bind(); + m_vao->bind(); + + ::glDrawElements( GL_TRIANGLES, static_cast( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast( 0 ) ); + + m_vao->unbind(); +} diff --git a/opengl33precipitation.h b/opengl33precipitation.h new file mode 100644 index 00000000..0487bd60 --- /dev/null +++ b/opengl33precipitation.h @@ -0,0 +1,43 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "Texture.h" +#include "gl/vao.h" +#include "gl/shader.h" + +class opengl33_precipitation { + +public: +// constructors + opengl33_precipitation() = default; +// destructor + ~opengl33_precipitation(); +// methods + void + update(); + void + render(); + +private: +// methods + void create( int const Tesselation ); +// members + std::vector m_vertices; + std::vector m_uvs; + std::vector m_indices; + texture_handle m_texture { -1 }; + float m_overcast { -1.f }; // cached overcast level, difference from current state triggers texture update + std::optional m_vertexbuffer; + std::optional m_uvbuffer; + std::optional m_indexbuffer; + std::optional m_shader; + std::optional m_vao; +}; diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp new file mode 100644 index 00000000..027fb9b7 --- /dev/null +++ b/opengl33renderer.cpp @@ -0,0 +1,3904 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "opengl33renderer.h" + +#include "color.h" +#include "Globals.h" +#include "Timer.h" +#include "Train.h" +#include "Camera.h" +#include "simulation.h" +#include "Logs.h" +#include "utilities.h" +#include "simulationtime.h" +#include "application.h" +#include "AnimModel.h" + +int const EU07_PICKBUFFERSIZE{1024}; // size of (square) textures bound with the pick framebuffer + +bool opengl33_renderer::Init(GLFWwindow *Window) +{ + if (!Init_caps()) + return false; + + WriteLog("preparing renderer.."); + + m_window = Window; + + gl::glsl_common_setup(); + + if (true == Global.ScaleSpecularValues) + { + m_specularopaquescalefactor = 0.25f; + m_speculartranslucentscalefactor = 1.5f; + } + + // rgb value for 5780 kelvin + Global.DayLight.diffuse[0] = 255.0f / 255.0f; + Global.DayLight.diffuse[1] = 242.0f / 255.0f; + Global.DayLight.diffuse[2] = 231.0f / 255.0f; + Global.DayLight.is_directional = true; + m_sunlight.id = opengl33_renderer::sunlight; + + // create dynamic light pool + for (int idx = 0; idx < Global.DynamicLightCount; ++idx) + { + opengl33_light light; + light.id = 1 + idx; + + light.is_directional = false; + + m_lights.emplace_back(light); + } + // preload some common textures + WriteLog("Loading common gfx data..."); + m_glaretexture = Fetch_Texture("fx/lightglare"); + m_suntexture = Fetch_Texture("fx/sun"); + m_moontexture = Fetch_Texture("fx/moon"); + m_smoketexture = Fetch_Texture("fx/smoke"); + WriteLog("...gfx data pre-loading done"); + + // prepare basic geometry chunks + float const size = 2.5f / 2.0f; + auto const geometrybank = m_geometry.create_bank(); + m_billboardgeometry = m_geometry.create_chunk( + gfx::vertex_array{ + {{-size, size, 0.f}, glm::vec3(), {1.f, 1.f}}, {{size, size, 0.f}, glm::vec3(), {0.f, 1.f}}, {{-size, -size, 0.f}, glm::vec3(), {1.f, 0.f}}, {{size, -size, 0.f}, glm::vec3(), {0.f, 0.f}}}, + geometrybank, GL_TRIANGLE_STRIP); + m_empty_vao = std::make_unique(); + + try + { + m_vertex_shader = std::make_unique("vertex.vert"); + m_line_shader = make_shader("traction.vert", "traction.frag"); + m_freespot_shader = make_shader("freespot.vert", "freespot.frag"); + m_shadow_shader = make_shader("simpleuv.vert", "shadowmap.frag"); + m_alpha_shadow_shader = make_shader("simpleuv.vert", "alphashadowmap.frag"); + m_pick_shader = make_shader("vertexonly.vert", "pick.frag"); + m_billboard_shader = make_shader("simpleuv.vert", "billboard.frag"); + m_celestial_shader = make_shader("celestial.vert", "celestial.frag"); + if (Global.gfx_usegles) + m_depth_pointer_shader = make_shader("quad.vert", "gles_depthpointer.frag"); + m_invalid_material = Fetch_Material("invalid"); + } + catch (gl::shader_exception const &e) + { + ErrorLog("invalid shader: " + std::string(e.what())); + return false; + } + + scene_ubo = std::make_unique(sizeof(gl::scene_ubs), 0); + model_ubo = std::make_unique(sizeof(gl::model_ubs), 1, GL_STREAM_DRAW); + light_ubo = std::make_unique(sizeof(gl::light_ubs), 2); + + // better initialize with 0 to not crash driver/whole system + // when we forget + memset(&light_ubs, 0, sizeof(light_ubs)); + memset(&model_ubs, 0, sizeof(model_ubs)); + memset(&scene_ubs, 0, sizeof(scene_ubs)); + + light_ubo->update(light_ubs); + model_ubo->update(model_ubs); + scene_ubo->update(scene_ubs); + + int samples = 1 << Global.iMultisampling; + if (!Global.gfx_usegles && samples > 1) + glEnable(GL_MULTISAMPLE); + + m_pfx_motionblur = std::make_unique("motionblur"); + m_pfx_tonemapping = std::make_unique("tonemapping"); + + m_empty_cubemap = std::make_unique(); + m_empty_cubemap->alloc(Global.gfx_format_color, 16, 16, GL_RGB, GL_FLOAT); + + m_viewports.push_back(std::make_unique()); + viewport_config &default_viewport = *m_viewports.front().get(); + default_viewport.width = Global.gfx_framebuffer_width; + default_viewport.height = Global.gfx_framebuffer_height; + default_viewport.main = true; + default_viewport.window = m_window; + default_viewport.draw_range = 1.0f; + + if (!init_viewport(default_viewport)) + return false; + glfwMakeContextCurrent(m_window); + gl::buffer::unbind(); + + if (Global.gfx_shadowmap_enabled) + { + m_shadow_fb = std::make_unique(); + m_shadow_tex = std::make_unique(); + m_shadow_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize); + m_shadow_fb->attach(*m_shadow_tex, GL_DEPTH_ATTACHMENT); + + if (!m_shadow_fb->is_complete()) + return false; + + WriteLog("shadows enabled"); + + m_cabshadows_fb = std::make_unique(); + m_cabshadows_tex = std::make_unique(); + m_cabshadows_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize); + m_cabshadows_fb->attach(*m_cabshadows_tex, GL_DEPTH_ATTACHMENT); + + if (!m_cabshadows_fb->is_complete()) + return false; + + WriteLog("cabshadows enabled"); + } + + if (Global.gfx_envmap_enabled) + { + m_env_rb = std::make_unique(); + m_env_rb->alloc(Global.gfx_format_depth, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE); + m_env_tex = std::make_unique(); + m_env_tex->alloc(Global.gfx_format_color, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE, GL_RGB, GL_FLOAT); + + m_env_fb = std::make_unique(); + + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + for (int i = 0; i < 6; i++) + { + m_env_fb->attach(*m_empty_cubemap, i, GL_COLOR_ATTACHMENT0); + m_env_fb->clear(GL_COLOR_BUFFER_BIT); + } + + m_env_fb->detach(GL_COLOR_ATTACHMENT0); + m_env_fb->attach(*m_env_rb, GL_DEPTH_ATTACHMENT); + + WriteLog("envmap enabled"); + } + + m_pick_tex = std::make_unique(); + m_pick_tex->alloc_rendertarget(GL_RGB8, GL_RGB, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE); + m_pick_rb = std::make_unique(); + m_pick_rb->alloc(Global.gfx_format_depth, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE); + m_pick_fb = std::make_unique(); + m_pick_fb->attach(*m_pick_tex, GL_COLOR_ATTACHMENT0); + m_pick_fb->attach(*m_pick_rb, GL_DEPTH_ATTACHMENT); + + if (!m_pick_fb->is_complete()) + return false; + + m_picking_pbo = std::make_unique(); + m_picking_node_pbo = std::make_unique(); + + m_depth_pointer_pbo = std::make_unique(); + if (!Global.gfx_usegles && Global.iMultisampling) + { + m_depth_pointer_rb = std::make_unique(); + m_depth_pointer_rb->alloc(Global.gfx_format_depth, 1, 1); + + m_depth_pointer_fb = std::make_unique(); + m_depth_pointer_fb->attach(*m_depth_pointer_rb, GL_DEPTH_ATTACHMENT); + + if (!m_depth_pointer_fb->is_complete()) + return false; + } + else if (Global.gfx_usegles) + { + m_depth_pointer_tex = std::make_unique(); + + GLenum format = Global.gfx_format_depth; + if (Global.gfx_skippipeline) + { + gl::framebuffer::unbind(); + GLint bits, type; + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH, GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, &bits); + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH, GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE, &type); + if (type == GL_FLOAT && bits == 32) + format = GL_DEPTH_COMPONENT32F; + else if (bits == 16) + format = GL_DEPTH_COMPONENT16; + else if (bits == 24) + format = GL_DEPTH_COMPONENT24; + else if (bits == 32) + format = GL_DEPTH_COMPONENT32; + } + + m_depth_pointer_tex->alloc_rendertarget(format, GL_DEPTH_COMPONENT, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height); + + m_depth_pointer_rb = std::make_unique(); + m_depth_pointer_rb->alloc(GL_R16UI, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height); + + m_depth_pointer_fb = std::make_unique(); + m_depth_pointer_fb->attach(*m_depth_pointer_tex, GL_DEPTH_ATTACHMENT); + + m_depth_pointer_fb2 = std::make_unique(); + m_depth_pointer_fb2->attach(*m_depth_pointer_rb, GL_COLOR_ATTACHMENT0); + + if (!m_depth_pointer_fb->is_complete()) + return false; + + if (!m_depth_pointer_fb2->is_complete()) + return false; + } + + m_timequery.emplace(gl::query::TIME_ELAPSED); + m_timequery->begin(); + + WriteLog("picking objects created"); + + WriteLog("renderer initialization finished!"); + + return true; +} +/* +bool opengl33_renderer::AddViewport(const global_settings::extraviewport_config &conf) +{ + m_viewports.push_back(std::make_unique()); + viewport_config &vp = *m_viewports.back().get(); + vp.width = conf.width; + vp.height = conf.height; + vp.window = Application.window(-1, true, vp.width, vp.height, Application.find_monitor(conf.monitor)); + vp.camera_transform = conf.transform; + vp.draw_range = conf.draw_range; + + bool ret = init_viewport(vp); + glfwMakeContextCurrent(m_window); + gl::buffer::unbind(); + + return ret; +} +*/ +bool opengl33_renderer::init_viewport(viewport_config &vp) +{ + glfwMakeContextCurrent(vp.window); + + WriteLog("init viewport: " + std::to_string(vp.width) + ", " + std::to_string(vp.height)); + + glfwSwapInterval( Global.VSync ? 1 : 0 ); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + glClearColor(51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f); // initial background Color + + glFrontFace(GL_CCW); + glEnable(GL_CULL_FACE); + + glEnable(GL_DEPTH_TEST); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + if (!Global.gfx_usegles) + glClearDepth(0.0f); + else + glClearDepthf(0.0f); + + glDepthFunc(GL_GEQUAL); + + if (GLAD_GL_ARB_clip_control) + glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); + else if (GLAD_GL_EXT_clip_control) + glClipControlEXT(GL_LOWER_LEFT_EXT, GL_ZERO_TO_ONE_EXT); + + if (!Global.gfx_usegles) + glEnable(GL_PROGRAM_POINT_SIZE); + + if (!gl::vao::use_vao) + { + GLuint v; + glGenVertexArrays(1, &v); + glBindVertexArray(v); + } + + int samples = 1 << Global.iMultisampling; + + model_ubo->bind_uniform(); + scene_ubo->bind_uniform(); + light_ubo->bind_uniform(); + + if (!Global.gfx_skippipeline) + { + vp.msaa_rbc = std::make_unique(); + vp.msaa_rbc->alloc(Global.gfx_format_color, vp.width, vp.height, samples); + + vp.msaa_rbd = std::make_unique(); + vp.msaa_rbd->alloc(Global.gfx_format_depth, vp.width, vp.height, samples); + + vp.msaa_fb = std::make_unique(); + vp.msaa_fb->attach(*vp.msaa_rbc, GL_COLOR_ATTACHMENT0); + vp.msaa_fb->attach(*vp.msaa_rbd, GL_DEPTH_ATTACHMENT); + + if (Global.gfx_postfx_motionblur_enabled) + { + vp.msaa_rbv = std::make_unique(); + vp.msaa_rbv->alloc(Global.gfx_postfx_motionblur_format, vp.width, vp.height, samples); + vp.msaa_fb->attach(*vp.msaa_rbv, GL_COLOR_ATTACHMENT1); + + vp.main_tex = std::make_unique(); + vp.main_tex->alloc_rendertarget(Global.gfx_format_color, GL_RGB, vp.width, vp.height, 1, GL_CLAMP_TO_EDGE); + + vp.main_fb = std::make_unique(); + vp.main_fb->attach(*vp.main_tex, GL_COLOR_ATTACHMENT0); + + vp.main_texv = std::make_unique(); + vp.main_texv->alloc_rendertarget(Global.gfx_postfx_motionblur_format, GL_RG, vp.width, vp.height); + vp.main_fb->attach(*vp.main_texv, GL_COLOR_ATTACHMENT1); + vp.main_fb->setup_drawing(2); + + if (!vp.main_fb->is_complete()) + return false; + + WriteLog("motion blur enabled"); + } + + if (!vp.msaa_fb->is_complete()) + return false; + + vp.main2_tex = std::make_unique(); + vp.main2_tex->alloc_rendertarget(Global.gfx_format_color, GL_RGB, vp.width, vp.height); + + vp.main2_fb = std::make_unique(); + vp.main2_fb->attach(*vp.main2_tex, GL_COLOR_ATTACHMENT0); + if (!vp.main2_fb->is_complete()) + return false; + } + + return true; +} + +std::unique_ptr opengl33_renderer::make_shader(std::string v, std::string f) +{ + gl::shader vert(v); + gl::shader frag(f); + gl::program *prog = new gl::program({vert, frag}); + return std::unique_ptr(prog); +} + +bool opengl33_renderer::Render() +{ + Timer::subsystem.gfx_total.start(); + + if (!Global.gfx_usegles) + { + std::optional result = m_timequery->result(); + if (result) { + m_gllasttime = *result; + m_timequery->begin(); + } + } + + // fetch simulation data + if (simulation::is_ready) + { + m_sunlight = Global.DayLight; + // quantize sun angle to reduce shadow crawl + auto const quantizationstep{0.004f}; + m_sunlight.direction = glm::normalize(quantizationstep * glm::roundEven(m_sunlight.direction * (1.f / quantizationstep))); + } + // generate new frame + m_renderpass.draw_mode = rendermode::none; // force setup anew + m_debugstats = debug_stats(); + + for (auto &viewport : m_viewports) { + Render_pass(*viewport, rendermode::color); + } + + glfwMakeContextCurrent(m_window); + gl::buffer::unbind(); + m_current_viewport = &(*m_viewports.front()); + + m_drawcount = m_cellqueue.size(); + m_debugtimestext.clear(); + m_debugtimestext += "cpu: " + to_string(Timer::subsystem.gfx_color.average(), 2) + " ms (" + std::to_string(m_cellqueue.size()) + " sectors)\n" += + "cpu swap: " + to_string(Timer::subsystem.gfx_swap.average(), 2) + " ms\n" += "uilayer: " + to_string(Timer::subsystem.gfx_gui.average(), 2) + "ms\n" += + "mainloop total: " + to_string(Timer::subsystem.mainloop_total.average(), 2) + "ms\n"; + + if (!Global.gfx_usegles) + { + m_timequery->end(); + + if (m_gllasttime) + m_debugtimestext += "gpu: " + to_string((double)(m_gllasttime / 1000ULL) / 1000.0, 3) + "ms"; + } + + m_debugstatstext = "drawcalls: " + to_string(m_debugstats.drawcalls) + "\n" + " vehicles: " + to_string(m_debugstats.dynamics) + "\n" + " models: " + to_string(m_debugstats.models) + "\n" + + " submodels: " + to_string(m_debugstats.submodels) + "\n" + " paths: " + to_string(m_debugstats.paths) + "\n" + " shapes: " + to_string(m_debugstats.shapes) + "\n" + + " traction: " + to_string(m_debugstats.traction) + "\n" + " lines: " + to_string(m_debugstats.lines); + + if (DebugModeFlag) + m_debugtimestext += m_textures.info(); + + ++m_framestamp; + + Timer::subsystem.gfx_total.stop(); + + return true; // for now always succeed +} + +void opengl33_renderer::SwapBuffers() +{ + Timer::subsystem.gfx_swap.start(); + + for (auto &viewport : m_viewports) { + if (viewport->window) + glfwSwapBuffers(viewport->window); + } + + // swapbuffers() could unbind current buffers so we prepare for it on our end + gfx::opengl_vbogeometrybank::reset(); + Timer::subsystem.gfx_swap.stop(); +} + +void opengl33_renderer::draw_debug_ui() +{ + if (!debug_ui_active) + return; + + if (ImGui::Begin("headlight config", &debug_ui_active)) + { + ImGui::SetWindowSize(ImVec2(0, 0)); + + headlight_config_s &conf = headlight_config; + ImGui::SliderFloat("in_cutoff", &conf.in_cutoff, 0.9f, 1.1f); + ImGui::SliderFloat("out_cutoff", &conf.out_cutoff, 0.9f, 1.1f); + + ImGui::SliderFloat("falloff_linear", &conf.falloff_linear, 0.0f, 1.0f, "%.3f", 2.0f); + ImGui::SliderFloat("falloff_quadratic", &conf.falloff_quadratic, 0.0f, 1.0f, "%.3f", 2.0f); + + ImGui::SliderFloat("ambient", &conf.ambient, 0.0f, 3.0f); + ImGui::SliderFloat("intensity", &conf.intensity, 0.0f, 10.0f); + } + ImGui::End(); +} + +// runs jobs needed to generate graphics for specified render pass +void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) +{ + setup_pass(vp, m_renderpass, Mode); + switch (m_renderpass.draw_mode) + { + + case rendermode::color: + { + glDebug("rendermode::color"); + + glDebug("context switch"); + glfwMakeContextCurrent(vp.window); + gl::buffer::unbind(); + m_current_viewport = &vp; + + if (!simulation::is_ready) + { + gl::framebuffer::unbind(); + glClearColor(0.0f, 0.5f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + if (vp.main) + Application.render_ui(); + break; + } + + scene_ubs.time = Timer::GetTime(); + scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); + scene_ubo->update(scene_ubs); + scene_ubo->bind_uniform(); + + m_colorpass = m_renderpass; + + if (m_widelines_supported) + glLineWidth(1.0f); + + if (!Global.gfx_usegles) + { + if (Global.bWireFrame) + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + else + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } + + setup_shadow_map(nullptr, m_renderpass); + setup_env_map(nullptr); + + if (Global.gfx_shadowmap_enabled && vp.main) + { + glDebug("render shadowmap start"); + Timer::subsystem.gfx_shadows.start(); + + Render_pass(vp, rendermode::shadows); + if (!FreeFlyModeFlag && Global.render_cab) + Render_pass(vp, rendermode::cabshadows); + setup_pass(vp, m_renderpass, Mode); // restore draw mode. TBD, TODO: render mode stack + + Timer::subsystem.gfx_shadows.stop(); + glDebug("render shadowmap end"); + } + + if (Global.gfx_envmap_enabled && vp.main) + { + // potentially update environmental cube map + if (Render_reflections(vp)) + setup_pass(vp, m_renderpass, Mode); // restore color pass settings + setup_env_map(m_env_tex.get()); + } + + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + + setup_drawing(false); + + glm::ivec2 target_size(vp.width, vp.height); + if (vp.main) // TODO: update window sizes also for extra viewports + target_size = glm::ivec2(Global.iWindowWidth, Global.iWindowHeight); + + if (!Global.gfx_skippipeline) + { + vp.msaa_fb->bind(); + + if (Global.gfx_postfx_motionblur_enabled) + vp.msaa_fb->setup_drawing(2); + else + vp.msaa_fb->setup_drawing(1); + + glViewport(0, 0, vp.width, vp.height); + + vp.msaa_fb->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + } + else + { + if (!Global.gfx_usegles && !Global.gfx_shadergamma) + glEnable(GL_FRAMEBUFFER_SRGB); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glViewport(0, 0, target_size.x, target_size.y); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + } + + glEnable(GL_DEPTH_TEST); + + Timer::subsystem.gfx_color.start(); + setup_matrices(); + setup_drawing(true); + + glm::mat4 future; + if (Global.pCamera.m_owner != nullptr) + { + auto const *vehicle = Global.pCamera.m_owner; + glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW); + future = glm::translate(mv, -glm::vec3(vehicle->get_future_movement())) * glm::inverse(mv); + } + + model_ubs.future = glm::mat4(); + + glDebug("render environment"); + + scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); + scene_ubo->update(scene_ubs); + Render(&simulation::Environment); + + // opaque parts... + setup_drawing(false); + + // without rain/snow we can render the cab early to limit the overdraw + // precipitation happens when overcast is in 1-2 range + if (!FreeFlyModeFlag && Global.Overcast <= 1.0f && Global.render_cab) + { + glDebug("render cab opaque"); + if (Global.gfx_shadowmap_enabled) + setup_shadow_map(m_cabshadows_tex.get(), m_cabshadowpass); + + auto const *vehicle = simulation::Train->Dynamic(); + Render_cab(vehicle, vehicle->InteriorLightLevel, false); + } + + glDebug("render opaque region"); + + model_ubs.future = future; + + if (Global.gfx_shadowmap_enabled) + setup_shadow_map(m_shadow_tex.get(), m_shadowpass); + + Render(simulation::Region); + + // ...translucent parts + glDebug("render translucent region"); + setup_drawing(true); + Render_Alpha(simulation::Region); + + // particles + Render_particles(); + + // precipitation; done at end, only before cab render + Render_precipitation(); + + // cab render + if (false == FreeFlyModeFlag && Global.render_cab) + { + glDebug("render translucent cab"); + model_ubs.future = glm::mat4(); + if (Global.gfx_shadowmap_enabled) + setup_shadow_map(m_cabshadows_tex.get(), m_cabshadowpass); + // cache shadow colour in case we need to account for cab light + auto const *vehicle{simulation::Train->Dynamic()}; + if (Global.Overcast > 1.0f) + { + // with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab + setup_drawing(false); + Render_cab(vehicle, vehicle->InteriorLightLevel, false); + setup_drawing(true); + } + Render_cab(vehicle, vehicle->InteriorLightLevel, true); + } + + Timer::subsystem.gfx_color.stop(); + + setup_shadow_map(nullptr, m_renderpass); + setup_env_map(nullptr); + + if (!Global.gfx_usegles) + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + if (!Global.gfx_skippipeline) + { + if (Global.gfx_postfx_motionblur_enabled) + { + vp.main_fb->clear(GL_COLOR_BUFFER_BIT); + vp.msaa_fb->blit_to(vp.main_fb.get(), vp.width, vp.height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0); + vp.msaa_fb->blit_to(vp.main_fb.get(), vp.width, vp.height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT1); + + model_ubs.param[0].x = m_framerate / (1.0 / Global.gfx_postfx_motionblur_shutter); + model_ubo->update(model_ubs); + m_pfx_motionblur->apply({vp.main_tex.get(), vp.main_texv.get()}, vp.main2_fb.get()); + } + else + { + vp.main2_fb->clear(GL_COLOR_BUFFER_BIT); + vp.msaa_fb->blit_to(vp.main2_fb.get(), vp.width, vp.height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0); + } + + if (!Global.gfx_usegles && !Global.gfx_shadergamma) + glEnable(GL_FRAMEBUFFER_SRGB); + + glViewport(0, 0, target_size.x, target_size.y); + m_pfx_tonemapping->apply(*vp.main2_tex, nullptr); + opengl_texture::reset_unit_cache(); + } + + if (!Global.gfx_usegles && !Global.gfx_shadergamma) + glDisable(GL_FRAMEBUFFER_SRGB); + + glDebug("uilayer render"); + Timer::subsystem.gfx_gui.start(); + + if (vp.main) { + draw_debug_ui(); + Application.render_ui(); + } + + Timer::subsystem.gfx_gui.stop(); + + // restore binding + scene_ubo->bind_uniform(); + + glDebug("rendermode::color end"); + break; + } + + case rendermode::shadows: + { + if (!simulation::is_ready) + break; + + glDebug("rendermode::shadows"); + + glEnable(GL_DEPTH_TEST); + + glViewport(0, 0, m_shadowbuffersize, m_shadowbuffersize); + m_shadow_fb->bind(); + m_shadow_fb->clear(GL_DEPTH_BUFFER_BIT); + + setup_matrices(); + setup_drawing(false); + + scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); + scene_ubo->update(scene_ubs); + Render(simulation::Region); + + m_shadowpass = m_renderpass; + + m_shadow_fb->unbind(); + + glDebug("rendermodeshadows ::end"); + + break; + } + + case rendermode::cabshadows: + { + glDebug("rendermode::cabshadows"); + + glEnable(GL_DEPTH_TEST); + + glViewport(0, 0, m_shadowbuffersize, m_shadowbuffersize); + m_cabshadows_fb->bind(); + m_cabshadows_fb->clear(GL_DEPTH_BUFFER_BIT); + + setup_matrices(); + setup_drawing(false); + + scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); + scene_ubo->update(scene_ubs); + + Render_cab(simulation::Train->Dynamic(), 0.0f, false); + Render_cab(simulation::Train->Dynamic(), 0.0f, true); + m_cabshadowpass = m_renderpass; + + m_cabshadows_fb->unbind(); + + glDebug("rendermode::cabshadows end"); + + break; + } + + case rendermode::reflections: + { + if (!simulation::is_ready) + break; + + glDebug("rendermode::reflections"); + + // NOTE: buffer attachment and viewport setup in this mode is handled by the wrapper method + glEnable(GL_DEPTH_TEST); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + m_env_fb->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + m_env_fb->bind(); + + setup_env_map(m_empty_cubemap.get()); + + setup_matrices(); + setup_shadow_map(nullptr, m_renderpass); + + // render + setup_drawing(true); + + scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); + scene_ubo->update(scene_ubs); + Render(&simulation::Environment); + + // opaque parts... + setup_drawing(false); + setup_shadow_map(m_shadow_tex.get(), m_shadowpass); + + scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); + scene_ubo->update(scene_ubs); + Render(simulation::Region); + + m_env_fb->unbind(); + + glDebug("rendermode::reflections end"); + + break; + } + + case rendermode::pickcontrols: + { + if (!simulation::is_ready || !simulation::Train) + break; + + glDebug("rendermode::pickcontrols"); + + glEnable(GL_DEPTH_TEST); + glViewport(0, 0, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE); + m_pick_fb->bind(); + m_pick_fb->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + m_pickcontrolsitems.clear(); + setup_matrices(); + setup_drawing(false); + + scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); + scene_ubo->update(scene_ubs); + if (simulation::Train != nullptr) { + Render_cab(simulation::Train->Dynamic(), 0.0f); + Render(simulation::Train->Dynamic()); + } + + m_pick_fb->unbind(); + + glDebug("rendermode::pickcontrols end"); + break; + } + + case rendermode::pickscenery: + { + if (!simulation::is_ready) + break; + + glEnable(GL_DEPTH_TEST); + glViewport(0, 0, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE); + m_pick_fb->bind(); + m_pick_fb->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + m_picksceneryitems.clear(); + setup_matrices(); + setup_drawing(false); + + scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); + scene_ubo->update(scene_ubs); + Render(simulation::Region); + + break; + } + + default: + { + break; + } + } +} + +// creates dynamic environment cubemap +bool opengl33_renderer::Render_reflections(viewport_config &vp) +{ + if (Global.ReflectionUpdateInterval == 0.0) + return false; + + auto const timestamp = Timer::GetTime(); + + if ((timestamp - m_environmentupdatetime < Global.ReflectionUpdateInterval) + && (glm::length(m_renderpass.pass_camera.position() - m_environmentupdatelocation) < 1000.0)) + { + // run update every 5+ mins of simulation time, or at least 1km from the last location + return false; + } + m_environmentupdatetime = timestamp; + m_environmentupdatelocation = m_renderpass.pass_camera.position(); + + glViewport(0, 0, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE); + for (m_environmentcubetextureface = 0; m_environmentcubetextureface < 6; ++m_environmentcubetextureface) + { + m_env_fb->attach(*m_env_tex, m_environmentcubetextureface, GL_COLOR_ATTACHMENT0); + if (m_env_fb->is_complete()) + Render_pass(vp, rendermode::reflections); + } + m_env_tex->generate_mipmaps(); + m_env_fb->detach(GL_COLOR_ATTACHMENT0); + + return true; +} + +glm::mat4 opengl33_renderer::perspective_projection(float fovy, float aspect, float znear, float zfar) +{ + if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) + { + const float f = 1.0f / tan(fovy / 2.0f); + + // when clip_control available, use projection matrix with 1..0 Z range and infinite zfar + return glm::mat4( // + f / aspect, 0.0f, 0.0f, 0.0f, // + 0.0f, f, 0.0f, 0.0f, // + 0.0f, 0.0f, 0.0f, -1.0f, // + 0.0f, 0.0f, znear, 0.0f // + ); + } + else + // or use standard matrix but with 1..-1 Z range + // (reverse Z don't give any extra precision without clip_control, but it is used anyway for consistency) + return glm::mat4( // + 1.0f, 0.0f, 0.0f, 0.0f, // + 0.0f, 1.0f, 0.0f, 0.0f, // + 0.0f, 0.0f, -1.0f, 0.0f, // + 0.0f, 0.0f, 0.0f, 1.0f // + ) * + glm::perspective(fovy, aspect, znear, zfar); +} + +glm::mat4 opengl33_renderer::perpsective_frustumtest_projection(float fovy, float aspect, float znear, float zfar) +{ + // for frustum calculation, use standard opengl matrix + return glm::perspective(fovy, aspect, znear, zfar); +} + +glm::mat4 opengl33_renderer::ortho_projection(float l, float r, float b, float t, float znear, float zfar) +{ + glm::mat4 proj = glm::ortho(l, r, b, t, znear, zfar); + if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) + // when clip_control available, use projection matrix with 1..0 Z range + return glm::mat4( // + 1.0f, 0.0f, 0.0f, 0.0f, // + 0.0f, 1.0f, 0.0f, 0.0f, // + 0.0f, 0.0f, -0.5f, 0.0f, // + 0.0f, 0.0f, 0.5f, 1.0f // + ) * + proj; + else + // or use standard matrix but with 1..-1 Z range + // (reverse Z don't give any extra precision without clip_control, but it is used anyway for consistency) + return glm::mat4( // + 1.0f, 0.0f, 0.0f, 0.0f, // + 0.0f, 1.0f, 0.0f, 0.0f, // + 0.0f, 0.0f, -1.0f, 0.0f, // + 0.0f, 0.0f, 0.0f, 1.0f // + ) * + proj; +} + +glm::mat4 opengl33_renderer::ortho_frustumtest_projection(float l, float r, float b, float t, float znear, float zfar) +{ + // for frustum calculation, use standard opengl matrix + return glm::ortho(l, r, b, t, znear, zfar); +} + +void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode const Mode, + float const Znear, float const Zfar, bool const Ignoredebug) +{ + + Config.draw_mode = Mode; + + if (false == simulation::is_ready) + { + return; + } + // setup draw range + switch (Mode) + { + case rendermode::color: + { + Config.draw_range = Global.BaseDrawRange; + break; + } + case rendermode::shadows: + { + Config.draw_range = Global.BaseDrawRange * 0.5f; + break; + } + case rendermode::cabshadows: + { + Config.draw_range = simulation::Train->Occupied()->Dim.L; + break; + } + case rendermode::reflections: + { + Config.draw_range = Global.BaseDrawRange; + break; + } + case rendermode::pickcontrols: + { + Config.draw_range = 50.f; + break; + } + case rendermode::pickscenery: + { + Config.draw_range = Global.BaseDrawRange * 0.5f; + break; + } + default: + { + Config.draw_range = 0.f; + break; + } + } + + Config.draw_range *= Viewport.draw_range; + + // setup camera + auto &camera = Config.pass_camera; + + glm::dmat4 viewmatrix(1.0); + + glm::mat4 frustumtest_proj; + + glm::ivec2 target_size(Viewport.width, Viewport.height); + if (Viewport.main) // TODO: update window sizes also for extra viewports + target_size = glm::ivec2(Global.iWindowWidth, Global.iWindowHeight); + + float const fovy = glm::radians(Global.FieldOfView / Global.ZoomFactor); + float const aspect = (float)target_size.x / std::max(1.f, (float)target_size.y); + + Config.viewport_camera.position() = Global.pCamera.Pos; + + switch (Mode) + { + case rendermode::color: + { + viewmatrix = glm::dmat4(Viewport.camera_transform); + + // modelview + if ((false == DebugCameraFlag) || (true == Ignoredebug)) + { + camera.position() = Global.pCamera.Pos; + Global.pCamera.SetMatrix(viewmatrix); + } + else + { + camera.position() = Global.pDebugCamera.Pos; + Global.pDebugCamera.SetMatrix(viewmatrix); + } + + // projection + auto const zfar = Config.draw_range * Global.fDistanceFactor * Zfar; + auto const znear = (Znear > 0.f ? Znear * zfar : 0.1f * Global.ZoomFactor); + + camera.projection() = perspective_projection(fovy, aspect, znear, zfar); + frustumtest_proj = perpsective_frustumtest_projection(fovy, aspect, znear, zfar); + break; + } + case rendermode::shadows: + { + // calculate lightview boundaries based on relevant area of the world camera frustum: + // ...setup chunk of frustum we're interested in... + auto const zfar = std::min(1.f, Global.shadowtune.depth / (Global.BaseDrawRange * Global.fDistanceFactor) * std::max(1.f, Global.ZoomFactor * 0.5f)); + renderpass_config worldview; + setup_pass(Viewport, worldview, rendermode::color, 0.f, zfar, true); + auto &frustumchunkshapepoints = worldview.pass_camera.frustum_points(); + // ...modelview matrix: determine the centre of frustum chunk in world space... + glm::vec3 frustumchunkmin, frustumchunkmax; + bounding_box(frustumchunkmin, frustumchunkmax, std::begin(frustumchunkshapepoints), std::end(frustumchunkshapepoints)); + auto const frustumchunkcentre = (frustumchunkmin + frustumchunkmax) * 0.5f; + // ...cap the vertical angle to keep shadows from getting too long... + auto const lightvector = glm::normalize(glm::vec3{m_sunlight.direction.x, std::min(m_sunlight.direction.y, -0.2f), m_sunlight.direction.z}); + // ...place the light source at the calculated centre and setup world space light view matrix... + camera.position() = worldview.pass_camera.position() + glm::dvec3{frustumchunkcentre}; + viewmatrix *= glm::lookAt(camera.position(), camera.position() + glm::dvec3{lightvector}, glm::dvec3{0.f, 1.f, 0.f}); + // ...projection matrix: calculate boundaries of the frustum chunk in light space... + auto const lightviewmatrix = glm::translate(glm::mat4{glm::mat3{viewmatrix}}, -frustumchunkcentre); + for (auto &point : frustumchunkshapepoints) + { + point = lightviewmatrix * point; + } + bounding_box(frustumchunkmin, frustumchunkmax, std::begin(frustumchunkshapepoints), std::end(frustumchunkshapepoints)); + // quantize the frustum points and add some padding, to reduce shadow shimmer on scale changes + auto const quantizationstep{std::min(Global.shadowtune.depth, 50.f)}; + frustumchunkmin = quantizationstep * glm::floor(frustumchunkmin * (1.f / quantizationstep)); + frustumchunkmax = quantizationstep * glm::ceil(frustumchunkmax * (1.f / quantizationstep)); + // ...use the dimensions to set up light projection boundaries... + // NOTE: since we only have one cascade map stage, we extend the chunk forward/back to catch areas normally covered by other stages + camera.projection() = ortho_projection(frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f); + frustumtest_proj = ortho_frustumtest_projection(frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f); + /* + // fixed ortho projection from old build, for quick quality comparisons + camera.projection() *= + ortho_projection( + -Global.shadowtune.width, Global.shadowtune.width, + -Global.shadowtune.width, Global.shadowtune.width, + -Global.shadowtune.depth, Global.shadowtune.depth ); + camera.position() = Global.pCamera.Pos - glm::dvec3{ m_sunlight.direction }; + if( camera.position().y - Global.pCamera.Pos.y < 0.1 ) { + camera.position().y = Global.pCamera.Pos.y + 0.1; + } + viewmatrix *= glm::lookAt( + camera.position(), + glm::dvec3{ Global.pCamera.Pos }, + glm::dvec3{ 0.f, 1.f, 0.f } ); + */ + // ... and adjust the projection to sample complete shadow map texels: + // get coordinates for a sample texel... + auto shadowmaptexel = glm::vec2{camera.projection() * glm::mat4{viewmatrix} * glm::vec4{0.f, 0.f, 0.f, 1.f}}; + // ...convert result from clip space to texture coordinates, and calculate adjustment... + shadowmaptexel *= m_shadowbuffersize * 0.5f; + auto shadowmapadjustment = glm::round(shadowmaptexel) - shadowmaptexel; + // ...transform coordinate change back to homogenous light space... + shadowmapadjustment /= m_shadowbuffersize * 0.5f; + // ... and bake the adjustment into the projection matrix + camera.projection() = glm::translate(glm::mat4{1.f}, glm::vec3{shadowmapadjustment, 0.f}) * camera.projection(); + + break; + } + case rendermode::cabshadows: + { + // fixed size cube large enough to enclose a vehicle compartment + // modelview + auto const lightvector = glm::normalize(glm::vec3{m_sunlight.direction.x, std::min(m_sunlight.direction.y, -0.2f), m_sunlight.direction.z}); + camera.position() = Global.pCamera.Pos - glm::dvec3{lightvector}; + viewmatrix *= glm::lookAt(camera.position(), glm::dvec3{Global.pCamera.Pos}, glm::dvec3{0.f, 1.f, 0.f}); + // projection + auto const maphalfsize{Config.draw_range * 0.5f}; + camera.projection() = ortho_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range); + frustumtest_proj = ortho_frustumtest_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range); + + /* + // adjust the projection to sample complete shadow map texels + auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } }; + shadowmaptexel *= ( m_shadowbuffersize / 2 ) * 0.5f; + auto shadowmapadjustment = glm::round( shadowmaptexel ) - shadowmaptexel; + shadowmapadjustment /= ( m_shadowbuffersize / 2 ) * 0.5f; + camera.projection() = glm::translate( glm::mat4{ 1.f }, glm::vec3{ shadowmapadjustment, 0.f } ) * camera.projection(); + */ + break; + } + case rendermode::pickcontrols: + case rendermode::pickscenery: + { + viewmatrix = glm::dmat4(Viewport.camera_transform); + + // modelview + camera.position() = Global.pCamera.Pos; + Global.pCamera.SetMatrix(viewmatrix); + + // projection + float znear = 0.1f * Global.ZoomFactor; + float zfar = Config.draw_range * Global.fDistanceFactor; + camera.projection() = perspective_projection(fovy, aspect, znear, zfar); + frustumtest_proj = perpsective_frustumtest_projection(fovy, aspect, znear, zfar); + break; + } + case rendermode::reflections: + { + // modelview + camera.position() = (((true == DebugCameraFlag) && (false == Ignoredebug)) ? Global.pDebugCamera.Pos : Global.pCamera.Pos); + glm::dvec3 const cubefacetargetvectors[6] = {{1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, -1.0}}; + glm::dvec3 const cubefaceupvectors[6] = {{0.0, -1.0, 0.0}, {0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, -1.0}, {0.0, -1.0, 0.0}, {0.0, -1.0, 0.0}}; + auto const cubefaceindex = m_environmentcubetextureface; + viewmatrix *= glm::lookAt(camera.position(), camera.position() + cubefacetargetvectors[cubefaceindex], cubefaceupvectors[cubefaceindex]); + // projection + float znear = 0.1f * Global.ZoomFactor; + float zfar = Config.draw_range * Global.fDistanceFactor; + camera.projection() = perspective_projection(glm::radians(90.f), 1.f, znear, zfar); + frustumtest_proj = perpsective_frustumtest_projection(glm::radians(90.f), 1.f, znear, zfar); + break; + } + default: + { + break; + } + } + camera.modelview() = viewmatrix; + camera.update_frustum(frustumtest_proj); +} + +void opengl33_renderer::setup_matrices() +{ + ::glMatrixMode(GL_PROJECTION); + OpenGLMatrices.load_matrix(m_renderpass.pass_camera.projection()); + + // trim modelview matrix just to rotation, since rendering is done in camera-centric world space + ::glMatrixMode(GL_MODELVIEW); + OpenGLMatrices.load_matrix(glm::mat4(glm::mat3(m_renderpass.pass_camera.modelview()))); +} + +void opengl33_renderer::setup_drawing(bool const Alpha) +{ + if (Alpha) + { + glEnable(GL_BLEND); + glDepthMask(GL_FALSE); + m_blendingenabled = true; + } + else + { + glDisable(GL_BLEND); + glDepthMask(GL_TRUE); + m_blendingenabled = false; + } + + switch (m_renderpass.draw_mode) + { + case rendermode::color: + case rendermode::reflections: + { + glCullFace(GL_BACK); + break; + } + case rendermode::shadows: + case rendermode::cabshadows: + { + glCullFace(GL_FRONT); + break; + } + case rendermode::pickcontrols: + case rendermode::pickscenery: + { + glCullFace(GL_BACK); + break; + } + default: + { + break; + } + } +} + +// configures shadow texture unit for specified shadow map and conersion matrix +void opengl33_renderer::setup_shadow_map(opengl_texture *tex, renderpass_config conf) +{ + if (tex) + tex->bind(gl::MAX_TEXTURES + 0); + else + opengl_texture::unbind(gl::MAX_TEXTURES + 0); + + if (tex) + { + glm::mat4 coordmove; + + if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) + // transform 1..-1 NDC xy coordinates to 1..0 + coordmove = glm::mat4( // + 0.5, 0.0, 0.0, 0.0, // + 0.0, 0.5, 0.0, 0.0, // + 0.0, 0.0, 1.0, 0.0, // + 0.5, 0.5, 0.0, 1.0 // + ); + else + // without clip_control we also need to transform z + coordmove = glm::mat4( // + 0.5, 0.0, 0.0, 0.0, // + 0.0, 0.5, 0.0, 0.0, // + 0.0, 0.0, 0.5, 0.0, // + 0.5, 0.5, 0.5, 1.0 // + ); + glm::mat4 depthproj = conf.pass_camera.projection(); + glm::mat4 depthcam = conf.pass_camera.modelview(); + glm::mat4 worldcam = m_renderpass.pass_camera.modelview(); + + scene_ubs.lightview = coordmove * depthproj * depthcam * glm::inverse(worldcam); + scene_ubo->update(scene_ubs); + } +} + +void opengl33_renderer::setup_env_map(gl::cubemap *tex) +{ + if (tex) + { + tex->bind(GL_TEXTURE0 + gl::MAX_TEXTURES + 1); + glActiveTexture(GL_TEXTURE0); + } + else + { + glActiveTexture(GL_TEXTURE0 + gl::MAX_TEXTURES + 1); + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + glActiveTexture(GL_TEXTURE0); + } + opengl_texture::reset_unit_cache(); +} + +void opengl33_renderer::setup_environment_light(TEnvironmentType const Environment) +{ + + switch (Environment) + { + case e_flat: + { + m_sunlight.apply_intensity(); + // m_environment = Environment; + break; + } + case e_canyon: + { + m_sunlight.apply_intensity(0.4f); + // m_environment = Environment; + break; + } + case e_tunnel: + { + m_sunlight.apply_intensity(0.2f); + // m_environment = Environment; + break; + } + default: + { + break; + } + } +} + +bool opengl33_renderer::Render(world_environment *Environment) +{ + + // calculate shadow tone, based on positions of celestial bodies + m_shadowcolor = interpolate(glm::vec4{colors::shadow}, glm::vec4{colors::white}, clamp(-Environment->m_sun.getAngle(), 0.f, 6.f) / 6.f); + if ((Environment->m_sun.getAngle() < -18.f) && (Environment->m_moon.getAngle() > 0.f)) + { + // turn on moon shadows after nautical twilight, if the moon is actually up + m_shadowcolor = colors::shadow; + } + // soften shadows depending on sky overcast factor + m_shadowcolor = glm::min(colors::white, m_shadowcolor + ((colors::white - colors::shadow) * Global.Overcast)); + + if (Global.bWireFrame) + { + // bez nieba w trybie rysowania linii + return false; + } + + Bind_Material(null_handle); + ::glDisable(GL_DEPTH_TEST); + ::glPushMatrix(); + + model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW)); + model_ubo->update(model_ubs); + + // skydome + // drawn with 500m radius to blend in if the fog range is low + glPushMatrix(); + glScalef(500.0f, 500.0f, 500.0f); + m_skydomerenderer.render(); + glPopMatrix(); + + // skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh + gfx::opengl_vbogeometrybank::reset(); + + // stars + if (Environment->m_stars.m_stars != nullptr) + { + // setup + ::glPushMatrix(); + ::glRotatef(Environment->m_stars.m_latitude, 1.f, 0.f, 0.f); // ustawienie osi OY na północ + ::glRotatef(-std::fmod((float)Global.fTimeAngleDeg, 360.f), 0.f, 1.f, 0.f); // obrót dobowy osi OX + + // render + Render(Environment->m_stars.m_stars, nullptr, 1.0); + + // post-render cleanup + ::glPopMatrix(); + } + + auto const fogfactor{clamp(Global.fFogEnd / 2000.f, 0.f, 1.f)}; // stronger fog reduces opacity of the celestial bodies + float const duskfactor = 1.0f - clamp(std::abs(Environment->m_sun.getAngle()), 0.0f, 12.0f) / 12.0f; + glm::vec3 suncolor = interpolate(glm::vec3(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f), glm::vec3(235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f), duskfactor); + + // clouds + if (Environment->m_clouds.mdCloud) + { + // setup + glm::vec3 color = interpolate(Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f) * interpolate(1.f, 0.35f, Global.Overcast / 2.f) // overcast darkens the clouds + * 0.5f; + + // write cloud color into material + TSubModel *mdl = Environment->m_clouds.mdCloud->Root; + if (mdl->m_material != null_handle) + m_materials.material(mdl->m_material).params[0] = glm::vec4(color, 1.0f); + + // render + Render(Environment->m_clouds.mdCloud, nullptr, 100.0); + Render_Alpha(Environment->m_clouds.mdCloud, nullptr, 100.0); + // post-render cleanup + } + + // celestial bodies + + m_celestial_shader->bind(); + m_empty_vao->bind(); + + auto const &modelview = OpenGLMatrices.data(GL_MODELVIEW); + + // sun + { + Bind_Texture(0, m_suntexture); + glm::vec4 color(suncolor.x, suncolor.y, suncolor.z, clamp(1.5f - Global.Overcast, 0.f, 1.f) * fogfactor); + auto const sunvector = Environment->m_sun.getDirection(); + + model_ubs.param[0] = color; + model_ubs.param[1] = glm::vec4(glm::vec3(modelview * glm::vec4(sunvector, 1.0f)), 0.00463f); + model_ubs.param[2] = glm::vec4(0.0f, 1.0f, 1.0f, 0.0f); + model_ubo->update(model_ubs); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } + // moon + { + Bind_Texture(0, m_moontexture); + glm::vec3 mooncolor(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f); + glm::vec4 color(mooncolor.r, mooncolor.g, mooncolor.b, + // fade the moon if it's near the sun in the sky, especially during the day + std::max(0.f, 1.0 - 0.5 * Global.fLuminance - 0.65 * std::max(0.f, glm::dot(Environment->m_sun.getDirection(), Environment->m_moon.getDirection()))) * fogfactor); + + auto const moonvector = Environment->m_moon.getDirection(); + + // choose the moon appearance variant, based on current moon phase + // NOTE: implementation specific, 8 variants are laid out in 3x3 arrangement + // from new moon onwards, top left to right bottom (last spot is left for future use, if any) + auto const moonphase = Environment->m_moon.getPhase(); + float moonu, moonv; + if (moonphase < 1.84566f) + { + moonv = 1.0f - 0.0f; + moonu = 0.0f; + } + else if (moonphase < 5.53699f) + { + moonv = 1.0f - 0.0f; + moonu = 0.333f; + } + else if (moonphase < 9.22831f) + { + moonv = 1.0f - 0.0f; + moonu = 0.667f; + } + else if (moonphase < 12.91963f) + { + moonv = 1.0f - 0.333f; + moonu = 0.0f; + } + else if (moonphase < 16.61096f) + { + moonv = 1.0f - 0.333f; + moonu = 0.333f; + } + else if (moonphase < 20.30228f) + { + moonv = 1.0f - 0.333f; + moonu = 0.667f; + } + else if (moonphase < 23.99361f) + { + moonv = 1.0f - 0.667f; + moonu = 0.0f; + } + else if (moonphase < 27.68493f) + { + moonv = 1.0f - 0.667f; + moonu = 0.333f; + } + else + { + moonv = 1.0f - 0.0f; + moonu = 0.0f; + } + + model_ubs.param[0] = color; + model_ubs.param[1] = glm::vec4(glm::vec3(modelview * glm::vec4(moonvector, 1.0f)), 0.00451f); + model_ubs.param[2] = glm::vec4(moonu, moonv, 0.333f, 0.0f); + model_ubo->update(model_ubs); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } + + gl::program::unbind(); + gl::vao::unbind(); + ::glPopMatrix(); + ::glEnable(GL_DEPTH_TEST); + + m_sunlight.apply_angle(); + m_sunlight.apply_intensity(); + + return true; +} + +// geometry methods +// creates a new geometry bank. returns: handle to the bank or NULL +gfx::geometrybank_handle opengl33_renderer::Create_Bank() +{ + + return m_geometry.create_bank(); +} + +// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL +gfx::geometry_handle opengl33_renderer::Insert(gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type) +{ + gfx::calculate_tangent(Vertices, Type); + + return m_geometry.create_chunk(Vertices, Geometry, Type); +} + +// replaces data of specified chunk with the supplied vertex data, starting from specified offset +bool opengl33_renderer::Replace(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset) +{ + gfx::calculate_tangent(Vertices, Type); + + return m_geometry.replace(Vertices, Geometry, Offset); +} + +// adds supplied vertex data at the end of specified chunk +bool opengl33_renderer::Append(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type) +{ + gfx::calculate_tangent(Vertices, Type); + + return m_geometry.append(Vertices, Geometry); +} + +// provides direct access to vertex data of specfied chunk +gfx::vertex_array const &opengl33_renderer::Vertices(gfx::geometry_handle const &Geometry) const +{ + + return m_geometry.vertices(Geometry); +} + +// material methods +material_handle opengl33_renderer::Fetch_Material(std::string const &Filename, bool const Loadnow) +{ + + return m_materials.create(Filename, Loadnow); +} + +std::shared_ptr opengl33_renderer::Fetch_Shader(const std::string &name) +{ + auto it = m_shaders.find(name); + if (it == m_shaders.end()) + { + gl::shader fragment("mat_" + name + ".frag"); + gl::program *program = new gl::program({fragment, *m_vertex_shader.get()}); + m_shaders.insert({name, std::shared_ptr(program)}); + } + + return m_shaders[name]; +} + +void opengl33_renderer::Bind_Material(material_handle const Material, TSubModel *sm) +{ + if (Material != null_handle) + { + auto &material = m_materials.material(Material); + + memcpy(&model_ubs.param[0], &material.params[0], sizeof(model_ubs.param)); + + for (size_t i = 0; i < material.params_state.size(); i++) + { + gl::shader::param_entry entry = material.params_state[i]; + + glm::vec4 src(1.0f); + + if (sm) + { + if (entry.defaultparam == gl::shader::defaultparam_e::ambient) + src = sm->f4Ambient; + else if (entry.defaultparam == gl::shader::defaultparam_e::diffuse) + src = sm->f4Diffuse; + else if (entry.defaultparam == gl::shader::defaultparam_e::specular) + src = sm->f4Specular; + } + + for (size_t j = 0; j < entry.size; j++) + model_ubs.param[entry.location][entry.offset + j] = src[j]; + } + + if (m_blendingenabled) + { + model_ubs.opacity = -1.0f; + } + else + { + if (!std::isnan(material.opacity)) + model_ubs.opacity = material.opacity; + else + model_ubs.opacity = 0.5f; + } + + if (sm) + model_ubs.alpha_mult = sm->fVisible; + else + model_ubs.alpha_mult = 1.0f; + + if (GLAD_GL_ARB_multi_bind) + { + GLuint lastdiff = 0; + size_t i; + for (i = 0; i < gl::MAX_TEXTURES; i++) + if (material.textures[i] != null_handle) + { + opengl_texture &tex = m_textures.mark_as_used(material.textures[i]); + tex.create(); + if (opengl_texture::units[i] != tex.id) + { + opengl_texture::units[i] = tex.id; + lastdiff = i + 1; + } + } + else + break; + + if (lastdiff) + glBindTextures(0, lastdiff, &opengl_texture::units[0]); + } + else + { + size_t unit = 0; + for (auto &tex : material.textures) + { + if (tex == null_handle) + break; + m_textures.bind(unit, tex); + unit++; + } + } + + material.shader->bind(); + } + else if (Material != m_invalid_material) + Bind_Material(m_invalid_material); +} + +void opengl33_renderer::Bind_Material_Shadow(material_handle const Material) +{ + if (Material != null_handle) + { + auto &material = m_materials.material(Material); + + if (material.textures[0] != null_handle) + { + m_textures.bind(0, material.textures[0]); + m_alpha_shadow_shader->bind(); + } + else + m_shadow_shader->bind(); + } + else + m_shadow_shader->bind(); +} + +opengl_material const &opengl33_renderer::Material(material_handle const Material) const +{ + return m_materials.material(Material); +} + +opengl_material &opengl33_renderer::Material(material_handle const Material) +{ + return m_materials.material(Material); +} + +texture_handle opengl33_renderer::Fetch_Texture(std::string const &Filename, bool const Loadnow, GLint format_hint) +{ + return m_textures.create(Filename, Loadnow, format_hint); +} + +void opengl33_renderer::Bind_Texture(std::size_t const Unit, texture_handle const Texture) +{ + m_textures.bind(Unit, Texture); +} + +opengl_texture &opengl33_renderer::Texture(texture_handle const Texture) +{ + + return m_textures.texture(Texture); +} + +opengl_texture const &opengl33_renderer::Texture(texture_handle const Texture) const +{ + + return m_textures.texture(Texture); +} + +void opengl33_renderer::Update_AnimModel(TAnimModel *model) +{ + model->RaAnimate(m_framestamp); +} + +void opengl33_renderer::Render(scene::basic_region *Region) +{ + + m_sectionqueue.clear(); + m_cellqueue.clear(); + // build a list of region sections to render + glm::vec3 const cameraposition{m_renderpass.pass_camera.position()}; + auto const camerax = static_cast(std::floor(cameraposition.x / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2)); + auto const cameraz = static_cast(std::floor(cameraposition.z / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2)); + int const segmentcount = 2 * static_cast(std::ceil(m_renderpass.draw_range * Global.fDistanceFactor / scene::EU07_SECTIONSIZE)); + int const originx = camerax - segmentcount / 2; + int const originz = cameraz - segmentcount / 2; + + for (int row = originz; row <= originz + segmentcount; ++row) + { + if (row < 0) + { + continue; + } + if (row >= scene::EU07_REGIONSIDESECTIONCOUNT) + { + break; + } + for (int column = originx; column <= originx + segmentcount; ++column) + { + if (column < 0) + { + continue; + } + if (column >= scene::EU07_REGIONSIDESECTIONCOUNT) + { + break; + } + auto *section{Region->m_sections[row * scene::EU07_REGIONSIDESECTIONCOUNT + column]}; + if ((section != nullptr) && (m_renderpass.pass_camera.visible(section->m_area))) + { + m_sectionqueue.emplace_back(section); + } + } + } + + switch (m_renderpass.draw_mode) + { + case rendermode::color: + { + Update_Lights(simulation::Lights); + + Render(std::begin(m_sectionqueue), std::end(m_sectionqueue)); + // draw queue is filled while rendering sections + if (EditorModeFlag && m_current_viewport->main) + { + // when editor mode is active calculate world position of the cursor + // at this stage the z-buffer is filled with only ground geometry + get_mouse_depth(); + } + Render(std::begin(m_cellqueue), std::end(m_cellqueue)); + break; + } + case rendermode::shadows: + case rendermode::pickscenery: + { + // these render modes don't bother with lights + Render(std::begin(m_sectionqueue), std::end(m_sectionqueue)); + // they can also skip queue sorting, as they only deal with opaque geometry + // NOTE: there's benefit from rendering front-to-back, but is it significant enough? TODO: investigate + Render(std::begin(m_cellqueue), std::end(m_cellqueue)); + break; + } + case rendermode::reflections: + { + // for the time being reflections render only terrain geometry + Render(std::begin(m_sectionqueue), std::end(m_sectionqueue)); + break; + } + case rendermode::pickcontrols: + default: + { + // no need to render anything ourside of the cab in control picking mode + break; + } + } +} + +void opengl33_renderer::Render(section_sequence::iterator First, section_sequence::iterator Last) +{ + + switch (m_renderpass.draw_mode) + { + case rendermode::color: + case rendermode::reflections: + case rendermode::shadows: + break; + case rendermode::pickscenery: + { + // non-interactive scenery elements get neutral colour + model_ubs.param[0] = colors::none; + break; + } + default: + break; + } + + while (First != Last) + { + + auto *section = *First; + section->create_geometry(); + + // render shapes held by the section + switch (m_renderpass.draw_mode) + { + case rendermode::color: + case rendermode::reflections: + case rendermode::shadows: + case rendermode::pickscenery: + { + if (false == section->m_shapes.empty()) + { + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset{section->m_area.center - m_renderpass.pass_camera.position()}; + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + // render + for (auto const &shape : section->m_shapes) + { + Render(shape, true); + } + // post-render cleanup + ::glPopMatrix(); + } + break; + } + case rendermode::pickcontrols: + default: + { + break; + } + } + + // add the section's cells to the cell queue + switch (m_renderpass.draw_mode) + { + case rendermode::color: + case rendermode::shadows: + case rendermode::pickscenery: + { + for (auto &cell : section->m_cells) + { + if ((true == cell.m_active) && (m_renderpass.pass_camera.visible(cell.m_area))) + { + // store visible cells with content as well as their current distance, for sorting later + m_cellqueue.emplace_back(glm::length2(m_renderpass.pass_camera.position() - cell.m_area.center), &cell); + } + } + break; + } + case rendermode::reflections: + case rendermode::pickcontrols: + default: + { + break; + } + } + // proceed to next section + ++First; + } + + switch (m_renderpass.draw_mode) + { + case rendermode::shadows: + { + break; + } + default: + { + break; + } + } +} + +void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::iterator Last) +{ + + // cache initial iterator for the second sweep + auto first{First}; + // first pass draws elements which we know are located in section banks, to reduce vbo switching + while (First != Last) + { + + auto *cell = First->second; + // przeliczenia animacji torów w sektorze + cell->RaAnimate(m_framestamp); + + switch (m_renderpass.draw_mode) + { + case rendermode::color: + { + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()}; + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + + // render + // opaque non-instanced shapes + for (auto const &shape : cell->m_shapesopaque) + { + Render(shape, false); + } + // tracks + // TODO: update after path node refactoring + Render(std::begin(cell->m_paths), std::end(cell->m_paths)); + // post-render cleanup + ::glPopMatrix(); + + break; + } + case rendermode::shadows: + { + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()}; + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + + // render + // opaque non-instanced shapes + for (auto const &shape : cell->m_shapesopaque) + Render(shape, false); + // tracks + Render(std::begin(cell->m_paths), std::end(cell->m_paths)); + + // post-render cleanup + ::glPopMatrix(); + + break; + } + case rendermode::pickscenery: + { + // same procedure like with regular render, but editor-enabled nodes receive custom colour used for picking + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()}; + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + // render + // opaque non-instanced shapes + // non-interactive scenery elements get neutral colour + model_ubs.param[0] = colors::none; + for (auto const &shape : cell->m_shapesopaque) + Render(shape, false); + // tracks + for (auto *path : cell->m_paths) + { + model_ubs.param[0] = glm::vec4(pick_color(m_picksceneryitems.size() + 1), 1.0f); + Render(path); + } + // post-render cleanup + ::glPopMatrix(); + break; + } + case rendermode::reflections: + case rendermode::pickcontrols: + default: + { + break; + } + } + + ++First; + } + // second pass draws elements with their own vbos + while (first != Last) + { + + auto const *cell = first->second; + + switch (m_renderpass.draw_mode) + { + case rendermode::color: + case rendermode::shadows: + { + // opaque parts of instanced models + for (auto *instance : cell->m_instancesopaque) + { + Render(instance); + } + // opaque parts of vehicles + for (auto *path : cell->m_paths) + { + for (auto *dynamic : path->Dynamics) + { + Render(dynamic); + } + } + break; + } + case rendermode::pickscenery: + { + // opaque parts of instanced models + // same procedure like with regular render, but each node receives custom colour used for picking + for (auto *instance : cell->m_instancesopaque) + { + model_ubs.param[0] = glm::vec4(pick_color(m_picksceneryitems.size() + 1), 1.0f); + Render(instance); + } + // vehicles aren't included in scenery picking for the time being + break; + } + case rendermode::reflections: + case rendermode::pickcontrols: + default: + { + break; + } + } + + ++first; + } +} + +void opengl33_renderer::Draw_Geometry(std::vector::iterator begin, std::vector::iterator end) +{ + m_geometry.draw(begin, end); +} + +void opengl33_renderer::Draw_Geometry(const gfx::geometrybank_handle &handle) +{ + m_geometry.draw(handle); +} + +void opengl33_renderer::draw(const gfx::geometry_handle &handle) +{ + model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW)); + model_ubo->update(model_ubs); + + m_geometry.draw(handle); +} + +void opengl33_renderer::draw(std::vector::iterator it, std::vector::iterator end) +{ + model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW)); + model_ubo->update(model_ubs); + + Draw_Geometry(it, end); +} + +void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignorerange) +{ + auto const &data{Shape.data()}; + + if (false == Ignorerange) + { + double distancesquared; + switch (m_renderpass.draw_mode) + { + case rendermode::shadows: + { + // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees + distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; + break; + } + default: + { + distancesquared = glm::length2((data.area.center - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; + break; + } + } + if ((distancesquared < data.rangesquared_min) || (distancesquared >= data.rangesquared_max)) + { + return; + } + } + + // setup + switch (m_renderpass.draw_mode) + { + case rendermode::color: + case rendermode::reflections: + Bind_Material(data.material); + break; + case rendermode::shadows: + Bind_Material_Shadow(data.material); + break; + case rendermode::pickscenery: + case rendermode::pickcontrols: + m_pick_shader->bind(); + break; + default: + break; + } + // render + + draw(data.geometry); + // debug data + ++m_debugstats.shapes; + ++m_debugstats.drawcalls; +} + +void opengl33_renderer::Render(TAnimModel *Instance) +{ + + if (false == Instance->m_visible) + { + return; + } + + double distancesquared; + switch (m_renderpass.draw_mode) + { + case rendermode::shadows: + { + // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees + distancesquared = Math3D::SquareMagnitude((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; + break; + } + default: + { + distancesquared = Math3D::SquareMagnitude((Instance->location() - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; + break; + } + } + if ((distancesquared < Instance->m_rangesquaredmin) || (distancesquared >= Instance->m_rangesquaredmax)) + { + return; + } + + switch (m_renderpass.draw_mode) + { + case rendermode::pickscenery: + { + // add the node to the pick list + m_picksceneryitems.emplace_back(Instance); + break; + } + default: + { + break; + } + } + + Instance->RaAnimate(m_framestamp); // jednorazowe przeliczenie animacji + Instance->RaPrepare(); + if (Instance->pModel) + { + // renderowanie rekurencyjne submodeli + Render(Instance->pModel, Instance->Material(), distancesquared, Instance->location() - m_renderpass.pass_camera.position(), Instance->vAngle); + } +} + +bool opengl33_renderer::Render(TDynamicObject *Dynamic) +{ + glDebug("Render TDynamicObject"); + + if (!Global.render_cab && Global.pCamera.m_owner == Dynamic) + return false; + + Dynamic->renderme = m_renderpass.pass_camera.visible(Dynamic); + if (false == Dynamic->renderme) + { + return false; + } + // debug data + ++m_debugstats.dynamics; + + // setup + TSubModel::iInstance = reinterpret_cast(Dynamic); //żeby nie robić cudzych animacji + glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.pass_camera.position(); + // lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom + float squaredistance; + switch (m_renderpass.draw_mode) + { + case rendermode::shadows: + { + squaredistance = glm::length2(glm::vec3{glm::dvec3{Dynamic->vPosition - m_renderpass.viewport_camera.position()}} / Global.ZoomFactor) / Global.fDistanceFactor; + break; + } + default: + { + squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor) / Global.fDistanceFactor; + break; + } + } + Dynamic->ABuLittleUpdate(squaredistance); // ustawianie zmiennych submodeli dla wspólnego modelu + + glm::mat4 future_stack = model_ubs.future; + + glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW); + model_ubs.future *= glm::translate(mv, glm::vec3(Dynamic->get_future_movement())) * glm::inverse(mv); + + ::glPushMatrix(); + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + ::glMultMatrixd(Dynamic->mMatrix.getArray()); + + switch (m_renderpass.draw_mode) + { + + case rendermode::color: + { + if (Dynamic->fShade > 0.0f) + { + // change light level based on light level of the occupied track + m_sunlight.apply_intensity(Dynamic->fShade); + } + + // render + if (Dynamic->mdLowPolyInt) + Render(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance); + + if (Dynamic->mdModel) + Render(Dynamic->mdModel, Dynamic->Material(), squaredistance); + + if (Dynamic->mdLoad) // renderowanie nieprzezroczystego ładunku + Render(Dynamic->mdLoad, Dynamic->Material(), squaredistance, {0.f, Dynamic->LoadOffset, 0.f}, {}); + + // post-render cleanup + + if (Dynamic->fShade > 0.0f) + { + // restore regular light level + m_sunlight.apply_intensity(); + } + break; + } + case rendermode::shadows: + { + if (Dynamic->mdLowPolyInt) + { + // low poly interior + Render(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance); + } + if (Dynamic->mdModel) + Render(Dynamic->mdModel, Dynamic->Material(), squaredistance); + if (Dynamic->mdLoad) // renderowanie nieprzezroczystego ładunku + Render(Dynamic->mdLoad, Dynamic->Material(), squaredistance, {0.f, Dynamic->LoadOffset, 0.f}, {}); + // post-render cleanup + break; + } + case rendermode::pickcontrols: + { + if (Dynamic->mdLowPolyInt) { + // low poly interior + Render(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance); + } + break; + } + case rendermode::pickscenery: + default: + { + break; + } + } + + ::glPopMatrix(); + + model_ubs.future = future_stack; + + // TODO: check if this reset is needed. In theory each object should render all parts based on its own instance data anyway? + if (Dynamic->btnOn) + Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli + + return true; +} + +// rendering kabiny gdy jest oddzielnym modelem i ma byc wyswietlana +bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha) +{ + + if (Dynamic == nullptr) + { + + TSubModel::iInstance = 0; + return false; + } + + TSubModel::iInstance = reinterpret_cast(Dynamic); + + if ((true == FreeFlyModeFlag) || (false == Dynamic->bDisplayCab) || (Dynamic->mdKabina == Dynamic->mdModel)) + { + // ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka + return false; + } + + if (Dynamic->mdKabina) + { // bo mogła zniknąć przy przechodzeniu do innego pojazdu + // setup shared by all render paths + ::glPushMatrix(); + + auto const originoffset = Dynamic->GetPosition() - m_renderpass.pass_camera.position(); + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + ::glMultMatrixd(Dynamic->mMatrix.readArray()); + + switch (m_renderpass.draw_mode) + { + case rendermode::color: + { + // render path specific setup: + if (Dynamic->fShade > 0.0f) + { + // change light level based on light level of the occupied track + m_sunlight.apply_intensity(Dynamic->fShade); + } + + // crude way to light the cabin, until we have something more complete in place + glm::vec3 old_ambient = light_ubs.ambient; + light_ubs.ambient += Dynamic->InteriorLight * Lightlevel; + light_ubo->update(light_ubs); + + // render + if (true == Alpha) + { + // translucent parts + Render_Alpha(Dynamic->mdKabina, Dynamic->Material(), 0.0); + } + else + { + // opaque parts + Render(Dynamic->mdKabina, Dynamic->Material(), 0.0); + } + // post-render restore + if (Dynamic->fShade > 0.0f) + { + // change light level based on light level of the occupied track + m_sunlight.apply_intensity(); + } + + // restore ambient + light_ubs.ambient = old_ambient; + light_ubo->update(light_ubs); + + break; + } + case rendermode::cabshadows: + if (true == Alpha) + // translucent parts + Render_Alpha(Dynamic->mdKabina, Dynamic->Material(), 0.0); + else + // opaque parts + Render(Dynamic->mdKabina, Dynamic->Material(), 0.0); + break; + case rendermode::pickcontrols: + { + Render(Dynamic->mdKabina, Dynamic->Material(), 0.0); + break; + } + default: + { + break; + } + } + // post-render restore + ::glPopMatrix(); + } + + return true; +} + +bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, float const Squaredistance) +{ + + auto alpha = (Material != nullptr ? Material->textures_alpha : 0x30300030); + alpha ^= 0x0F0F000F; // odwrócenie flag tekstur, aby wyłapać nieprzezroczyste + if (0 == (alpha & Model->iFlags & 0x1F1F001F)) + { + // czy w ogóle jest co robić w tym cyklu? + return false; + } + + Model->Root->fSquareDist = Squaredistance; // zmienna globalna! + + // setup + Model->Root->ReplacableSet((Material != nullptr ? Material->replacable_skins : nullptr), alpha); + + Model->Root->pRoot = Model; + + // render + Render(Model->Root); + + // debug data + ++m_debugstats.models; + + // post-render cleanup + + return true; +} + +bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &A) +{ + Math3D::vector3 Angle(A); + ::glPushMatrix(); + ::glTranslated(Position.x, Position.y, Position.z); + if (Angle.y != 0.0) + ::glRotated(Angle.y, 0.0, 1.0, 0.0); + if (Angle.x != 0.0) + ::glRotated(Angle.x, 1.0, 0.0, 0.0); + if (Angle.z != 0.0) + ::glRotated(Angle.z, 0.0, 0.0, 1.0); + + auto const result = Render(Model, Material, Squaredistance); + + ::glPopMatrix(); + + return result; +} + +void opengl33_renderer::Render(TSubModel *Submodel) +{ + glDebug("Render TSubModel"); + + if ((Submodel->iVisible) && (TSubModel::fSquareDist >= Submodel->fSquareMinDist) && (TSubModel::fSquareDist < Submodel->fSquareMaxDist)) + { + + // debug data + ++m_debugstats.submodels; + ++m_debugstats.drawcalls; + + glm::mat4 future_stack = model_ubs.future; + + if (Submodel->iFlags & 0xC000) + { + ::glPushMatrix(); + if (Submodel->fMatrix) + ::glMultMatrixf(Submodel->fMatrix->readArray()); + if (Submodel->b_aAnim != TAnimType::at_None) + { + Submodel->RaAnimation(Submodel->b_aAnim); + + glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW); + model_ubs.future *= (mv * Submodel->future_transform) * glm::inverse(mv); + } + } + + if (Submodel->eType < TP_ROTATOR) + { + // renderowanie obiektów OpenGL + if (Submodel->iAlpha & Submodel->iFlags & 0x1F) + { + // rysuj gdy element nieprzezroczysty + switch (m_renderpass.draw_mode) + { + case rendermode::color: + case rendermode::reflections: + { + // material configuration: + // transparency hack + if (Submodel->fVisible < 1.0f) + setup_drawing(true); + + // textures... + if (Submodel->m_material < 0) + { // zmienialne skóry + Bind_Material(Submodel->ReplacableSkinId[-Submodel->m_material], Submodel); + } + else + { + // również 0 + Bind_Material(Submodel->m_material, Submodel); + } + + // ...luminance + auto const isemissive { ( Submodel->f4Emision.a > 0.f ) && ( Global.fLuminance < Submodel->fLight ) }; + if (isemissive) + model_ubs.emission = Submodel->f4Emision.a; + + // main draw call + draw(Submodel->m_geometry); + + // post-draw reset + model_ubs.emission = 0.0f; + if (Submodel->fVisible < 1.0f) + setup_drawing(false); + + break; + } + case rendermode::shadows: + case rendermode::cabshadows: + { + if (Submodel->m_material < 0) + { // zmienialne skóry + Bind_Material_Shadow(Submodel->ReplacableSkinId[-Submodel->m_material]); + } + else + { + // również 0 + Bind_Material_Shadow(Submodel->m_material); + } + draw(Submodel->m_geometry); + break; + } + case rendermode::pickscenery: + { + m_pick_shader->bind(); + draw(Submodel->m_geometry); + break; + } + case rendermode::pickcontrols: + { + m_pick_shader->bind(); + // control picking applies individual colour for each submodel + m_pickcontrolsitems.emplace_back(Submodel); + model_ubs.param[0] = glm::vec4(pick_color(m_pickcontrolsitems.size()), 1.0f); + draw(Submodel->m_geometry); + break; + } + default: + { + break; + } + } + } + } + else if (Submodel->eType == TP_STARS) + { + + switch (m_renderpass.draw_mode) + { + // colour points are only rendered in colour mode(s) + case rendermode::color: + case rendermode::reflections: + { + if (Global.fLuminance < Submodel->fLight) + { + Bind_Material(Submodel->m_material, Submodel); + + // main draw call + model_ubs.param[1].x = 2.0f * 2.0f; + + draw(Submodel->m_geometry); + } + break; + } + default: + { + break; + } + } + } + if (Submodel->Child != nullptr) + if (Submodel->iAlpha & Submodel->iFlags & 0x001F0000) + Render(Submodel->Child); + + if (Submodel->iFlags & 0xC000) + { + model_ubs.future = future_stack; + ::glPopMatrix(); + } + } + /* + if( Submodel->b_Anim < at_SecondsJump ) + Submodel->b_Anim = at_None; // wyłączenie animacji dla kolejnego użycia subm + */ + if (Submodel->Next) + if (Submodel->iAlpha & Submodel->iFlags & 0x1F000000) + Render(Submodel->Next); // dalsze rekurencyjnie +} + +void opengl33_renderer::Render(TTrack *Track) +{ + if ((Track->m_material1 == 0) && (Track->m_material2 == 0) && (Track->eType != tt_Switch || Track->SwitchExtension->m_material3 == 0)) + { + return; + } + if (false == Track->m_visible) + { + return; + } + + ++m_debugstats.paths; + ++m_debugstats.drawcalls; + + switch (m_renderpass.draw_mode) + { + // single path pieces are rendererd in pick scenery mode only + case rendermode::pickscenery: + { + m_picksceneryitems.emplace_back(Track); + model_ubs.param[0] = glm::vec4(pick_color(m_picksceneryitems.size() + 1), 1.0f); + m_pick_shader->bind(); + + draw(std::begin(Track->Geometry1), std::end(Track->Geometry1)); + draw(std::begin(Track->Geometry2), std::end(Track->Geometry2)); + if (Track->eType == tt_Switch) + draw(Track->SwitchExtension->Geometry3); + break; + } + default: + { + break; + } + } +} + +// experimental, does track rendering in two passes, to take advantage of reduced texture switching +void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last) +{ + + // setup + switch (m_renderpass.draw_mode) + { + case rendermode::shadows: + { + // NOTE: roads-based platforms tend to miss parts of shadows if rendered with either back or front culling + glDisable(GL_CULL_FACE); + break; + } + default: + { + break; + } + } + + // TODO: render auto generated trackbeds together with regular trackbeds in pass 1, and all rails in pass 2 + // first pass, material 1 + for (auto first{First}; first != Last; ++first) + { + + auto const track{*first}; + + if (track->m_material1 == 0) + { + continue; + } + if (false == track->m_visible) + { + continue; + } + + ++m_debugstats.paths; + ++m_debugstats.drawcalls; + + switch (m_renderpass.draw_mode) + { + case rendermode::color: + case rendermode::reflections: + { + if (track->eEnvironment != e_flat) + { + setup_environment_light(track->eEnvironment); + } + Bind_Material(track->m_material1); + draw(std::begin(track->Geometry1), std::end(track->Geometry1)); + if (track->eEnvironment != e_flat) + { + // restore default lighting + setup_environment_light(); + } + break; + } + case rendermode::shadows: + { + if ((std::abs(track->fTexHeight1) < 0.35f) || (track->iCategoryFlag != 2)) + { + // shadows are only calculated for high enough roads, typically meaning track platforms + continue; + } + Bind_Material_Shadow(track->m_material1); + draw(std::begin(track->Geometry1), std::end(track->Geometry1)); + break; + } + case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach + case rendermode::pickcontrols: + default: + { + break; + } + } + } + // second pass, material 2 + for (auto first{First}; first != Last; ++first) + { + auto const track{*first}; + + if (track->m_material2 == 0) + { + continue; + } + if (false == track->m_visible) + { + continue; + } + + switch (m_renderpass.draw_mode) + { + case rendermode::color: + case rendermode::reflections: + { + if (track->eEnvironment != e_flat) + { + setup_environment_light(track->eEnvironment); + } + Bind_Material(track->m_material2); + draw(std::begin(track->Geometry2), std::end(track->Geometry2)); + if (track->eEnvironment != e_flat) + { + // restore default lighting + setup_environment_light(); + } + break; + } + case rendermode::shadows: + { + if ((std::abs(track->fTexHeight1) < 0.35f) || ((track->iCategoryFlag == 1) && (track->eType != tt_Normal))) + { + // shadows are only calculated for high enough trackbeds + continue; + } + Bind_Material_Shadow(track->m_material2); + draw(std::begin(track->Geometry2), std::end(track->Geometry2)); + break; + } + case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach + case rendermode::pickcontrols: + default: + { + break; + } + } + } + + // third pass, material 3 + for (auto first{First}; first != Last; ++first) + { + + auto const track{*first}; + + if (track->eType != tt_Switch) + { + continue; + } + if (track->SwitchExtension->m_material3 == 0) + { + continue; + } + if (false == track->m_visible) + { + continue; + } + + switch (m_renderpass.draw_mode) + { + case rendermode::color: + case rendermode::reflections: + { + if (track->eEnvironment != e_flat) + { + setup_environment_light(track->eEnvironment); + } + Bind_Material(track->SwitchExtension->m_material3); + draw(track->SwitchExtension->Geometry3); + if (track->eEnvironment != e_flat) + { + // restore default lighting + setup_environment_light(); + } + break; + } + case rendermode::shadows: + { + if ((std::abs(track->fTexHeight1) < 0.35f) || ((track->iCategoryFlag == 1) && (track->eType != tt_Normal))) + { + // shadows are only calculated for high enough trackbeds + continue; + } + Bind_Material_Shadow(track->SwitchExtension->m_material3); + draw(track->SwitchExtension->Geometry3); + break; + } + case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach + case rendermode::pickcontrols: + default: + { + break; + } + } + } + + // post-render reset + switch (m_renderpass.draw_mode) + { + case rendermode::shadows: + { + // restore standard face cull mode + ::glEnable(GL_CULL_FACE); + break; + } + default: + { + break; + } + } +} + +void opengl33_renderer::Render(TMemCell *Memcell) +{ + + ::glPushMatrix(); + auto const position = Memcell->location() - m_renderpass.pass_camera.position(); + ::glTranslated(position.x, position.y + 0.5, position.z); + + switch (m_renderpass.draw_mode) + { + case rendermode::color: + { + break; + } + case rendermode::shadows: + case rendermode::pickscenery: + { + break; + } + case rendermode::reflections: + case rendermode::pickcontrols: + { + break; + } + default: + { + break; + } + } + + ::glPopMatrix(); +} + +void opengl33_renderer::Render_particles() +{ + model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW)); + model_ubo->update(model_ubs); + + Bind_Texture(0, m_smoketexture); + m_particlerenderer.update(m_renderpass.pass_camera); + m_particlerenderer.render(); +} + +void opengl33_renderer::Render_precipitation() +{ + if (Global.Overcast <= 1.f) + { + return; + } + + ::glPushMatrix(); + // tilt the precipitation cone against the velocity vector for crude motion blur + // include current wind vector while at it + auto const velocity { + simulation::Environment.m_precipitation.m_cameramove * -1.0 + + glm::dvec3{ simulation::Environment.wind() } * 0.5 }; + if (glm::length2(velocity) > 0.0) + { + auto const forward{glm::normalize(velocity)}; + auto left{glm::cross(forward, {0.0, 1.0, 0.0})}; + auto const rotationangle{std::min(45.0, (FreeFlyModeFlag ? 5 * glm::length(velocity) : simulation::Train->Dynamic()->GetVelocity() * 0.2))}; + ::glRotated(rotationangle, left.x, 0.0, left.z); + } + if (false == FreeFlyModeFlag) + { + // counter potential vehicle roll + auto const roll{0.5 * glm::degrees(simulation::Train->Dynamic()->Roll())}; + if (roll != 0.0) + { + auto const forward{simulation::Train->Dynamic()->VectorFront()}; + auto const vehicledirection = simulation::Train->Dynamic()->DirectionGet(); + ::glRotated(roll, forward.x, 0.0, forward.z); + } + } + if (!Global.iPause) + { + if (Global.Weather == "rain:") + // oddly enough random streaks produce more natural looking rain than ones the eye can follow + m_precipitationrotation = LocalRandom() * 360; + else + m_precipitationrotation = 0.0; + } + + ::glRotated(m_precipitationrotation, 0.0, 1.0, 0.0); + + model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW)); + model_ubs.param[0] = interpolate(0.5f * (Global.DayLight.diffuse + Global.DayLight.ambient), colors::white, 0.5f * clamp(Global.fLuminance, 0.f, 1.f)); + model_ubs.param[1].x = simulation::Environment.m_precipitation.get_textureoffset(); + model_ubo->update(model_ubs); + + m_precipitationrenderer.update(); + m_precipitationrenderer.render(); + + ::glPopMatrix(); +} + +void opengl33_renderer::Render_Alpha(scene::basic_region *Region) +{ + + // sort the nodes based on their distance to viewer + std::sort(std::begin(m_cellqueue), std::end(m_cellqueue), [](distancecell_pair const &Left, distancecell_pair const &Right) { return (Left.first) < (Right.first); }); + + Render_Alpha(std::rbegin(m_cellqueue), std::rend(m_cellqueue)); +} + +void opengl33_renderer::Render_Alpha(cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last) +{ + + // NOTE: this method is launched only during color pass therefore we don't bother with mode test here + // first pass draws elements which we know are located in section banks, to reduce vbo switching + { + auto first{First}; + while (first != Last) + { + + auto const *cell = first->second; + + if (false == cell->m_shapestranslucent.empty()) + { + // since all shapes of the cell share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()}; + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + // render + // NOTE: we can reuse the method used to draw opaque geometry + for (auto const &shape : cell->m_shapestranslucent) + { + Render(shape, false); + } + // post-render cleanup + ::glPopMatrix(); + } + + ++first; + } + } + // second pass draws elements with their own vbos + { + auto first{First}; + while (first != Last) + { + + auto const *cell = first->second; + + // translucent parts of instanced models + for (auto *instance : cell->m_instancetranslucent) + { + Render_Alpha(instance); + } + // translucent parts of vehicles + for (auto *path : cell->m_paths) + { + for (auto *dynamic : path->Dynamics) + { + Render_Alpha(dynamic); + } + } + + ++first; + } + } + // third pass draws the wires; + // wires use section vbos, but for the time being we want to draw them at the very end + { + auto first{First}; + while (first != Last) + { + + auto const *cell = first->second; + + if ((false == cell->m_traction.empty() || (false == cell->m_lines.empty()))) + { + // since all shapes of the cell share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()}; + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + Bind_Material(null_handle); + // render + for (auto *traction : cell->m_traction) + { + Render_Alpha(traction); + } + for (auto &lines : cell->m_lines) + { + Render_Alpha(lines); + } + // post-render cleanup + ::glPopMatrix(); + } + + ++first; + } + } +} + +void opengl33_renderer::Render_Alpha(TAnimModel *Instance) +{ + + if (false == Instance->m_visible) + { + return; + } + + double distancesquared; + switch (m_renderpass.draw_mode) + { + case rendermode::shadows: + default: + { + distancesquared = glm::length2((Instance->location() - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; + break; + } + } + if ((distancesquared < Instance->m_rangesquaredmin) || (distancesquared >= Instance->m_rangesquaredmax)) + { + return; + } + + Instance->RaPrepare(); + if (Instance->pModel) + { + // renderowanie rekurencyjne submodeli + Render_Alpha(Instance->pModel, Instance->Material(), distancesquared, Instance->location() - m_renderpass.pass_camera.position(), Instance->vAngle); + } +} + +void opengl33_renderer::Render_Alpha(TTraction *Traction) +{ + glDebug("Render_Alpha TTraction"); + + auto const distancesquared { glm::length2( ( Traction->location() - m_renderpass.pass_camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor }; + if ((distancesquared < Traction->m_rangesquaredmin) || (distancesquared >= Traction->m_rangesquaredmax)) + { + return; + } + + if (false == Traction->m_visible) + { + return; + } + // rysuj jesli sa druty i nie zerwana + if ((Traction->Wires == 0) || (true == TestFlag(Traction->DamageFlag, 128))) + { + return; + } + // setup + auto const distance{static_cast(std::sqrt(distancesquared))}; + auto const linealpha = 20.f * Traction->WireThickness / std::max(0.5f * Traction->radius() + 1.f, distance - (0.5f * Traction->radius())); + if (m_widelines_supported) + glLineWidth(clamp(0.5f * linealpha + Traction->WireThickness * Traction->radius() / 1000.f, 1.f, 1.75f)); + + // render + + // McZapkie-261102: kolor zalezy od materialu i zasniedzenia + model_ubs.param[0] = glm::vec4(Traction->wire_color(), glm::min(1.0f, linealpha)); + + if (m_renderpass.draw_mode == rendermode::shadows) + Bind_Material_Shadow(null_handle); + else + m_line_shader->bind(); + + draw(Traction->m_geometry); + + // debug data + ++m_debugstats.traction; + ++m_debugstats.drawcalls; + + if (m_widelines_supported) + glLineWidth(1.0f); +} + +void opengl33_renderer::Render_Alpha(scene::lines_node const &Lines) +{ + glDebug("Render_Alpha scene::lines_node"); + + auto const &data{Lines.data()}; + + auto const distancesquared { glm::length2( ( data.area.center - m_renderpass.pass_camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor }; + if ((distancesquared < data.rangesquared_min) || (distancesquared >= data.rangesquared_max)) + { + return; + } + // setup + auto const distance{static_cast(std::sqrt(distancesquared))}; + auto const linealpha = + (data.line_width > 0.f ? 10.f * data.line_width / std::max(0.5f * data.area.radius + 1.f, distance - (0.5f * data.area.radius)) : 1.f); // negative width means the lines are always opague + if (m_widelines_supported) + glLineWidth(clamp(0.5f * linealpha + data.line_width * data.area.radius / 1000.f, 1.f, 8.f)); + + model_ubs.param[0] = glm::vec4(glm::vec3(data.lighting.diffuse * m_sunlight.ambient), glm::min(1.0f, linealpha)); + + if (m_renderpass.draw_mode == rendermode::shadows) + Bind_Material_Shadow(null_handle); + else + m_line_shader->bind(); + draw(data.geometry); + + ++m_debugstats.lines; + ++m_debugstats.drawcalls; + + if (m_widelines_supported) + glLineWidth(1.0f); +} + +bool opengl33_renderer::Render_Alpha(TDynamicObject *Dynamic) +{ + if (!Global.render_cab && Global.pCamera.m_owner == Dynamic) + return false; + + if (false == Dynamic->renderme) + { + return false; + } + + // setup + TSubModel::iInstance = (size_t)Dynamic; //żeby nie robić cudzych animacji + glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.pass_camera.position(); + // lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom + float squaredistance; + switch (m_renderpass.draw_mode) + { + case rendermode::shadows: + default: + { + squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor) / Global.fDistanceFactor; + break; + } + } + Dynamic->ABuLittleUpdate(squaredistance); // ustawianie zmiennych submodeli dla wspólnego modelu + + glm::mat4 future_stack = model_ubs.future; + + glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW); + model_ubs.future *= glm::translate(mv, glm::vec3(Dynamic->get_future_movement())) * glm::inverse(mv); + + ::glPushMatrix(); + + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + ::glMultMatrixd(Dynamic->mMatrix.getArray()); + + if (Dynamic->fShade > 0.0f) + { + // change light level based on light level of the occupied track + m_sunlight.apply_intensity(Dynamic->fShade); + } + + // render + if (Dynamic->mdLowPolyInt) + { + // low poly interior + Render_Alpha(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance); + } + + if (Dynamic->mdModel) + Render_Alpha(Dynamic->mdModel, Dynamic->Material(), squaredistance); + + if (Dynamic->mdLoad) // renderowanie nieprzezroczystego ładunku + Render_Alpha(Dynamic->mdLoad, Dynamic->Material(), squaredistance); + + // post-render cleanup + if (Dynamic->fShade > 0.0f) + { + // restore regular light level + m_sunlight.apply_intensity(); + } + + ::glPopMatrix(); + + model_ubs.future = future_stack; + + if (Dynamic->btnOn) + Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli + + return true; +} + +bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance) +{ + + auto alpha = (Material != nullptr ? Material->textures_alpha : 0x30300030); + + if (0 == (alpha & Model->iFlags & 0x2F2F002F)) + { + // nothing to render + return false; + } + + Model->Root->fSquareDist = Squaredistance; // zmienna globalna! + + // setup + Model->Root->ReplacableSet((Material != nullptr ? Material->replacable_skins : nullptr), alpha); + + Model->Root->pRoot = Model; + + // render + Render_Alpha(Model->Root); + + // post-render cleanup + + return true; +} + +bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &A) +{ + Math3D::vector3 Angle(A); + ::glPushMatrix(); + ::glTranslated(Position.x, Position.y, Position.z); + if (Angle.y != 0.0) + ::glRotated(Angle.y, 0.0, 1.0, 0.0); + if (Angle.x != 0.0) + ::glRotated(Angle.x, 1.0, 0.0, 0.0); + if (Angle.z != 0.0) + ::glRotated(Angle.z, 0.0, 0.0, 1.0); + + auto const result = Render_Alpha(Model, Material, Squaredistance); // position is effectively camera offset + + ::glPopMatrix(); + + return result; +} + +void opengl33_renderer::Render_Alpha(TSubModel *Submodel) +{ + // renderowanie przezroczystych przez DL + if ((Submodel->iVisible) && (TSubModel::fSquareDist >= Submodel->fSquareMinDist) && (TSubModel::fSquareDist < Submodel->fSquareMaxDist)) + { + + // debug data + ++m_debugstats.submodels; + ++m_debugstats.drawcalls; + + glm::mat4 future_stack = model_ubs.future; + + if (Submodel->iFlags & 0xC000) + { + ::glPushMatrix(); + if (Submodel->fMatrix) + ::glMultMatrixf(Submodel->fMatrix->readArray()); + if (Submodel->b_aAnim != TAnimType::at_None) + { + Submodel->RaAnimation(Submodel->b_aAnim); + + glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW); + model_ubs.future *= (mv * Submodel->future_transform) * glm::inverse(mv); + } + } + + if (Submodel->eType < TP_ROTATOR) + { + // renderowanie obiektów OpenGL + if (Submodel->iAlpha & Submodel->iFlags & 0x2F) + { + // rysuj gdy element przezroczysty + switch (m_renderpass.draw_mode) + { + case rendermode::color: + { + // material configuration: + // textures... + if (Submodel->m_material < 0) + { // zmienialne skóry + Bind_Material(Submodel->ReplacableSkinId[-Submodel->m_material], Submodel); + } + else + { + Bind_Material(Submodel->m_material, Submodel); + } + // ...luminance + + auto const isemissive { ( Submodel->f4Emision.a > 0.f ) && ( Global.fLuminance < Submodel->fLight ) }; + if (isemissive) + model_ubs.emission = Submodel->f4Emision.a; + + // main draw call + draw(Submodel->m_geometry); + + model_ubs.emission = 0.0f; + break; + } + case rendermode::cabshadows: + { + if (Submodel->m_material < 0) + { // zmienialne skóry + Bind_Material_Shadow(Submodel->ReplacableSkinId[-Submodel->m_material]); + } + else + { + Bind_Material_Shadow(Submodel->m_material); + } + draw(Submodel->m_geometry); + break; + } + default: + { + break; + } + } + } + } + else if (Submodel->eType == TP_FREESPOTLIGHT) + { + // NOTE: we're forced here to redo view angle calculations etc, because this data isn't instanced but stored along with the single mesh + // TODO: separate instance data from reusable geometry + auto const &modelview = OpenGLMatrices.data(GL_MODELVIEW); + auto const lightcenter = modelview * interpolate(glm::vec4(0.f, 0.f, -0.05f, 1.f), glm::vec4(0.f, 0.f, -0.25f, 1.f), + static_cast(TSubModel::fSquareDist / Submodel->fSquareMaxDist)); // pozycja punktu świecącego względem kamery + Submodel->fCosViewAngle = glm::dot(glm::normalize(modelview * glm::vec4(0.f, 0.f, -1.f, 1.f) - lightcenter), glm::normalize(-lightcenter)); + + if (Global.fLuminance < Submodel->fLight || Global.Overcast > 1.0f) + { + if (Submodel->fCosViewAngle > Submodel->fCosFalloffAngle) + { + // only bother if the viewer is inside the visibility cone + // luminosity at night is at level of ~0.1, so the overall resulting transparency in clear conditions is ~0.5 at full 'brightness' + auto glarelevel{clamp(std::max(0.6f - Global.fLuminance, // reduce the glare in bright daylight + Global.Overcast - 1.f), // ensure some glare in rainy/foggy conditions + 0.f, 1.f)}; + // view angle attenuation + float const anglefactor{clamp((Submodel->fCosViewAngle - Submodel->fCosFalloffAngle) / (Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle), 0.f, 1.f)}; + + glarelevel *= anglefactor; + + if (glarelevel > 0.0f) + { + glDisable(GL_DEPTH_TEST); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + + ::glPushMatrix(); + ::glLoadIdentity(); // macierz jedynkowa + ::glTranslatef(lightcenter.x, lightcenter.y, lightcenter.z); // początek układu zostaje bez zmian + ::glRotated(std::atan2(lightcenter.x, lightcenter.z) * 180.0 / M_PI, 0.0, 1.0, 0.0); // jedynie obracamy w pionie o kąt + + auto const lightcolor = glm::vec3(Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override + Submodel->f4Diffuse : + Submodel->DiffuseOverride); + + m_billboard_shader->bind(); + Bind_Texture(0, m_glaretexture); + model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * glarelevel); + + // main draw call + if (Submodel->occlusion_query) { + if (!Global.gfx_usegles) { + glBeginConditionalRender(*Submodel->occlusion_query, GL_QUERY_WAIT); + draw(m_billboardgeometry); + glEndConditionalRender(); + } + else { + auto result = Submodel->occlusion_query->result(); + if (result && *result) + draw(m_billboardgeometry); + } + } + else + draw(m_billboardgeometry); + + glEnable(GL_DEPTH_TEST); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + ::glPopMatrix(); + } + } + } + + if (Submodel->fCosViewAngle > Submodel->fCosFalloffAngle) + { + // kąt większy niż maksymalny stożek swiatła + float lightlevel = 1.f; // TODO, TBD: parameter to control light strength + // view angle attenuation + float const anglefactor = clamp((Submodel->fCosViewAngle - Submodel->fCosFalloffAngle) / (Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle), 0.f, 1.f); + lightlevel *= anglefactor; + + // distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation + // we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances + float const distancefactor{std::max(0.5f, (Submodel->fSquareMaxDist - TSubModel::fSquareDist) / Submodel->fSquareMaxDist)}; + auto const pointsize{std::max(3.f, 5.f * distancefactor * anglefactor)}; + auto const resolutionratio { Global.iWindowHeight / 1080.f }; + // additionally reduce light strength for farther sources in rain or snow + if (Global.Overcast > 0.75f) + { + float const precipitationfactor{interpolate(interpolate(1.f, 0.25f, clamp(Global.Overcast * 0.75f - 0.5f, 0.f, 1.f)), 1.f, distancefactor)}; + lightlevel *= precipitationfactor; + } + + if (lightlevel > 0.f) + { + ::glPushMatrix(); + ::glLoadIdentity(); + ::glTranslatef(lightcenter.x, lightcenter.y, lightcenter.z); // początek układu zostaje bez zmian + + // material configuration: + // limit impact of dense fog on the lights + auto const lightrange { std::max( 500, m_fogrange * 2 ) }; // arbitrary, visibility at least 750m + model_ubs.fog_density = 1.0 / lightrange; + + // main draw call + model_ubs.emission = 1.0f; + + auto const lightcolor = glm::vec3(Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override + Submodel->f4Diffuse : + Submodel->DiffuseOverride); + + m_freespot_shader->bind(); + + if (Global.Overcast > 1.0f) + { + // fake fog halo + float const fogfactor{interpolate(2.f, 1.f, clamp(Global.fFogEnd / 2000, 0.f, 1.f)) * std::max(1.f, Global.Overcast)}; + model_ubs.param[1].x = pointsize * resolutionratio * fogfactor * 2.0f; + model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel) * 0.5f); + + draw(Submodel->m_geometry); + } + model_ubs.param[1].x = pointsize * resolutionratio * 2.0f; + model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel)); + + if (!Submodel->occlusion_query) + Submodel->occlusion_query.emplace(gl::query::ANY_SAMPLES_PASSED); + Submodel->occlusion_query->begin(); + + draw(Submodel->m_geometry); + + Submodel->occlusion_query->end(); + + // post-draw reset + model_ubs.emission = 0.0f; + model_ubs.fog_density = 1.0f / m_fogrange; + + ::glPopMatrix(); + } + } + } + + if (Submodel->Child != nullptr) + { + if (Submodel->eType == TP_TEXT) + { // tekst renderujemy w specjalny sposób, zamiast submodeli z łańcucha Child + int i, j = (int)Submodel->pasText->size(); + TSubModel *p; + if (!Submodel->smLetter) + { // jeśli nie ma tablicy, to ją stworzyć; miejsce nieodpowiednie, ale tymczasowo może być + Submodel->smLetter = new TSubModel *[256]; // tablica wskaźników submodeli dla wyświetlania tekstu + memset(Submodel->smLetter, 0, 256 * sizeof(TSubModel *)); // wypełnianie zerami + p = Submodel->Child; + while (p) + { + Submodel->smLetter[p->pName[0]] = p; + p = p->Next; // kolejny znak + } + } + for (i = 1; i <= j; ++i) + { + p = Submodel->smLetter[(*(Submodel->pasText))[i]]; // znak do wyświetlenia + if (p) + { // na razie tylko jako przezroczyste + Render_Alpha(p); + if (p->fMatrix) + ::glMultMatrixf(p->fMatrix->readArray()); // przesuwanie widoku + } + } + } + else if (Submodel->iAlpha & Submodel->iFlags & 0x002F0000) + Render_Alpha(Submodel->Child); + } + + if (Submodel->iFlags & 0xC000) + { + model_ubs.future = future_stack; + ::glPopMatrix(); + } + } + /* + if( Submodel->b_aAnim < at_SecondsJump ) + Submodel->b_aAnim = at_None; // wyłączenie animacji dla kolejnego użycia submodelu + */ + if (Submodel->Next != nullptr) + if (Submodel->iAlpha & Submodel->iFlags & 0x2F000000) + Render_Alpha(Submodel->Next); +}; + +// utility methods +void opengl33_renderer::Update_Pick_Control() +{ + // context-switch workaround + gl::buffer::unbind(); + + if (!m_picking_pbo->is_busy()) + { + unsigned char pickreadout[4]; + if (m_picking_pbo->read_data(1, 1, pickreadout)) + { + auto const controlindex = pick_index(glm::ivec3{pickreadout[0], pickreadout[1], pickreadout[2]}); + TSubModel const *control{nullptr}; + if ((controlindex > 0) && (controlindex <= m_pickcontrolsitems.size())) + { + control = m_pickcontrolsitems[controlindex - 1]; + } + + m_pickcontrolitem = control; + + for (auto f : m_control_pick_requests) + f(m_pickcontrolitem); + m_control_pick_requests.clear(); + } + + if (!m_control_pick_requests.empty()) + { + // determine point to examine + glm::dvec2 mousepos = Application.get_cursor_pos(); + mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl + + glm::ivec2 pickbufferpos; + pickbufferpos = glm::ivec2{mousepos.x * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowWidth), mousepos.y * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowHeight)}; + pickbufferpos = glm::clamp(pickbufferpos, glm::ivec2(0, 0), glm::ivec2(EU07_PICKBUFFERSIZE - 1, EU07_PICKBUFFERSIZE - 1)); + + Render_pass(*m_viewports.front().get(), rendermode::pickcontrols); + m_pick_fb->bind(); + m_picking_pbo->request_read(pickbufferpos.x, pickbufferpos.y, 1, 1); + m_pick_fb->unbind(); + } + } +} + +void opengl33_renderer::Update_Pick_Node() +{ + if (!m_picking_node_pbo->is_busy()) + { + unsigned char pickreadout[4]; + if (m_picking_node_pbo->read_data(1, 1, pickreadout)) + { + auto const nodeindex = pick_index(glm::ivec3{pickreadout[0], pickreadout[1], pickreadout[2]}); + scene::basic_node *node{nullptr}; + if ((nodeindex > 0) && (nodeindex <= m_picksceneryitems.size())) + { + node = m_picksceneryitems[nodeindex - 1]; + } + + m_picksceneryitem = node; + + for (auto f : m_node_pick_requests) + f(m_picksceneryitem); + m_node_pick_requests.clear(); + } + + if (!m_node_pick_requests.empty()) + { + // determine point to examine + glm::dvec2 mousepos = Application.get_cursor_pos(); + mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl + + glm::ivec2 pickbufferpos; + pickbufferpos = glm::ivec2{mousepos.x * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowWidth), mousepos.y * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowHeight)}; + pickbufferpos = glm::clamp(pickbufferpos, glm::ivec2(0, 0), glm::ivec2(EU07_PICKBUFFERSIZE - 1, EU07_PICKBUFFERSIZE - 1)); + + Render_pass(*m_viewports.front().get(), rendermode::pickscenery); + m_pick_fb->bind(); + m_picking_node_pbo->request_read(pickbufferpos.x, pickbufferpos.y, 1, 1); + m_pick_fb->unbind(); + } + } +} + +void opengl33_renderer::pick_control(std::function callback) +{ + m_control_pick_requests.push_back(callback); +} + +void opengl33_renderer::pick_node(std::function callback) +{ + m_node_pick_requests.push_back(callback); +} + +glm::dvec3 opengl33_renderer::get_mouse_depth() +{ + if (!m_depth_pointer_pbo->is_busy()) + { + // determine point to examine + glm::dvec2 mousepos = Application.get_cursor_pos(); + mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl + + glm::ivec2 bufferpos; + bufferpos = glm::ivec2{mousepos.x * Global.gfx_framebuffer_width / std::max(1, Global.iWindowWidth), mousepos.y * Global.gfx_framebuffer_height / std::max(1, Global.iWindowHeight)}; + bufferpos = glm::clamp(bufferpos, glm::ivec2(0, 0), glm::ivec2(Global.gfx_framebuffer_width - 1, Global.gfx_framebuffer_height - 1)); + + float pointdepth = std::numeric_limits::max(); + + if (!Global.gfx_usegles) + { + m_depth_pointer_pbo->read_data(1, 1, &pointdepth, 4); + + if (!Global.iMultisampling) + { + m_depth_pointer_pbo->request_read(bufferpos.x, bufferpos.y, 1, 1, 4, GL_DEPTH_COMPONENT, GL_FLOAT); + } + else if (Global.gfx_skippipeline) + { + gl::framebuffer::blit(nullptr, m_depth_pointer_fb.get(), bufferpos.x, bufferpos.y, 1, 1, GL_DEPTH_BUFFER_BIT, 0); + + m_depth_pointer_fb->bind(); + m_depth_pointer_pbo->request_read(0, 0, 1, 1, 4, GL_DEPTH_COMPONENT, GL_FLOAT); + m_depth_pointer_fb->unbind(); + } + else + { + gl::framebuffer::blit(m_viewports.front()->msaa_fb.get(), m_depth_pointer_fb.get(), bufferpos.x, bufferpos.y, 1, 1, GL_DEPTH_BUFFER_BIT, 0); + + m_depth_pointer_fb->bind(); + m_depth_pointer_pbo->request_read(0, 0, 1, 1, 4, GL_DEPTH_COMPONENT, GL_FLOAT); + m_viewports.front()->msaa_fb->bind(); + } + } + else + { + unsigned int data[4]; + if (m_depth_pointer_pbo->read_data(1, 1, data, 16)) + pointdepth = (double)data[0] / 65535.0; + + if (Global.gfx_skippipeline) + { + gl::framebuffer::blit(nullptr, m_depth_pointer_fb.get(), 0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_DEPTH_BUFFER_BIT, 0); + + m_empty_vao->bind(); + m_depth_pointer_tex->bind(0); + m_depth_pointer_shader->bind(); + m_depth_pointer_fb2->bind(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + m_depth_pointer_pbo->request_read(bufferpos.x, bufferpos.y, 1, 1, 16, GL_RGBA_INTEGER, GL_UNSIGNED_INT); + m_depth_pointer_shader->unbind(); + m_empty_vao->unbind(); + m_depth_pointer_fb2->unbind(); + } + else + { + gl::framebuffer::blit(m_viewports.front()->msaa_fb.get(), m_depth_pointer_fb.get(), 0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height, GL_DEPTH_BUFFER_BIT, 0); + + m_empty_vao->bind(); + m_depth_pointer_tex->bind(0); + m_depth_pointer_shader->bind(); + m_depth_pointer_fb2->bind(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + m_depth_pointer_pbo->request_read(bufferpos.x, bufferpos.y, 1, 1, 16, GL_RGBA_INTEGER, GL_UNSIGNED_INT); + m_depth_pointer_shader->unbind(); + m_empty_vao->unbind(); + m_viewports.front()->msaa_fb->bind(); + } + } + + if (pointdepth != std::numeric_limits::max()) + { + if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) { + if (pointdepth > 0.0f) + m_worldmousecoordinates = glm::unProjectZO(glm::vec3(bufferpos, pointdepth), glm::mat4(glm::mat3(m_colorpass.pass_camera.modelview())), m_colorpass.pass_camera.projection(), + glm::vec4(0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height)); + } else if (pointdepth < 1.0f) + m_worldmousecoordinates = glm::unProjectNO(glm::vec3(bufferpos, pointdepth), glm::mat4(glm::mat3(m_colorpass.pass_camera.modelview())), m_colorpass.pass_camera.projection(), + glm::vec4(0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height)); + } + } + + return m_colorpass.pass_camera.position() + glm::dvec3{m_worldmousecoordinates}; +} + +void opengl33_renderer::Update(double const Deltatime) +{ + Update_Pick_Control(); + Update_Pick_Node(); + + m_updateaccumulator += Deltatime; + + if (m_updateaccumulator < 1.0) + { + // too early for any work + return; + } + + m_updateaccumulator = 0.0; + m_framerate = 1000.f / (Timer::subsystem.mainloop_total.average()); + + // adjust draw ranges etc, based on recent performance + // TODO: it doesn't make much sense with vsync + + if (Global.targetfps != 0.0f) { + float fps_diff = Global.targetfps - m_framerate; + if (fps_diff > 0.0f) + Global.fDistanceFactor = std::max(0.5f, Global.fDistanceFactor - 0.05f); + else + Global.fDistanceFactor = std::min(3.0f, Global.fDistanceFactor + 0.05f); + } + + if ((true == Global.ResourceSweep) && (true == simulation::is_ready)) + { + // garbage collection + m_geometry.update(); + m_textures.update(); + } + + if ((true == Global.ControlPicking) && (false == FreeFlyModeFlag)) + pick_control([](const TSubModel *) {}); + // temporary conditions for testing. eventually will be coupled with editor mode + if ((true == Global.ControlPicking) && (true == DebugModeFlag) && (true == FreeFlyModeFlag)) + pick_node([](scene::basic_node *) {}); + + // dump last opengl error, if any + auto const glerror = ::glGetError(); + if (glerror != GL_NO_ERROR) + { + std::string glerrorstring; + if (glerror == GL_INVALID_ENUM) + glerrorstring = "GL_INVALID_ENUM"; + else if (glerror == GL_INVALID_VALUE) + glerrorstring = "GL_INVALID_VALUE"; + else if (glerror == GL_INVALID_OPERATION) + glerrorstring = "GL_INVALID_OPERATION"; + else if (glerror == GL_OUT_OF_MEMORY) + glerrorstring = "GL_OUT_OF_MEMORY"; + else if (glerror == GL_INVALID_FRAMEBUFFER_OPERATION) + glerrorstring = "GL_INVALID_FRAMEBUFFER_OPERATION"; + Global.LastGLError = std::to_string(glerror) + " (" + glerrorstring + ")"; + } +} + +// debug performance string +std::string const &opengl33_renderer::info_times() const +{ + + return m_debugtimestext; +} + +std::string const &opengl33_renderer::info_stats() const +{ + + return m_debugstatstext; +} + +void opengl33_renderer::Update_Lights(light_array &Lights) +{ + glDebug("Update_Lights"); + + // arrange the light array from closest to farthest from current position of the camera + auto const camera = m_renderpass.pass_camera.position(); + std::sort(std::begin(Lights.data), std::end(Lights.data), [&camera](light_array::light_record const &Left, light_array::light_record const &Right) { + // move lights which are off at the end... + if (Left.intensity == 0.f) + { + return false; + } + if (Right.intensity == 0.f) + { + return true; + } + // ...otherwise prefer closer and/or brigher light sources + return (glm::length2(camera - Left.position) * (1.f - Left.intensity)) < (glm::length2(camera - Right.position) * (1.f - Right.intensity)); + }); + + auto renderlight = m_lights.begin(); + size_t light_i = 1; + + glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW); + + for (auto const &scenelight : Lights.data) + { + + if (renderlight == m_lights.end()) + { + // we ran out of lights to assign + break; + } + if (scenelight.intensity == 0.f) + { + // all lights past this one are bound to be off + break; + } + auto const lightoffset = glm::vec3{scenelight.position - camera}; + if (glm::length(lightoffset) > 1000.f) + { + // we don't care about lights past arbitrary limit of 1 km. + // but there could still be weaker lights which are closer, so keep looking + continue; + } + // if the light passed tests so far, it's good enough + renderlight->position = lightoffset; + renderlight->direction = scenelight.direction; + + auto luminance = static_cast(Global.fLuminance); + // adjust luminance level based on vehicle's location, e.g. tunnels + auto const environment = scenelight.owner->fShade; + if (environment > 0.f) + { + luminance *= environment; + } + renderlight->diffuse = glm::vec4{glm::max(glm::vec3{colors::none}, scenelight.color - glm::vec3{luminance}), renderlight->diffuse[3]}; + renderlight->ambient = glm::vec4{glm::max(glm::vec3{colors::none}, scenelight.color * glm::vec3{scenelight.intensity} - glm::vec3{luminance}), renderlight->ambient[3]}; + + renderlight->apply_intensity(); + renderlight->apply_angle(); + + gl::light_element_ubs *l = &light_ubs.lights[light_i]; + l->pos = mv * glm::vec4(renderlight->position, 1.0f); + l->dir = mv * glm::vec4(renderlight->direction, 0.0f); + l->type = gl::light_element_ubs::SPOT; + l->in_cutoff = headlight_config.in_cutoff; + l->out_cutoff = headlight_config.out_cutoff; + l->color = renderlight->diffuse * renderlight->factor; + l->linear = headlight_config.falloff_linear / 10.0f; + l->quadratic = headlight_config.falloff_quadratic / 100.0f; + l->ambient = headlight_config.ambient; + l->intensity = headlight_config.intensity; + light_i++; + + ++renderlight; + } + + light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor; + light_ubs.lights[0].type = gl::light_element_ubs::DIR; + light_ubs.lights[0].dir = mv * glm::vec4(m_sunlight.direction, 0.0f); + light_ubs.lights[0].color = m_sunlight.diffuse * m_sunlight.factor; + light_ubs.lights[0].ambient = 0.0f; + light_ubs.lights[0].intensity = 1.0f; + light_ubs.lights_count = light_i; + + light_ubs.fog_color = Global.FogColor; + if (Global.fFogEnd > 0) + { + m_fogrange = Global.fFogEnd / std::max(1.f, Global.Overcast * 2.f); + model_ubs.fog_density = 1.0f / m_fogrange; + } + else + model_ubs.fog_density = 0.0f; + + model_ubo->update(model_ubs); + light_ubo->update(light_ubs); +} + +bool opengl33_renderer::Init_caps() +{ + WriteLog("MaSzyna OpenGL Renderer"); + WriteLog("Renderer: " + std::string((char *)glGetString(GL_RENDERER))); + WriteLog("Vendor: " + std::string((char *)glGetString(GL_VENDOR))); + WriteLog("GL version: " + std::string((char *)glGetString(GL_VERSION))); + + WriteLog("--------"); + + GLint extCount = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &extCount); + + WriteLog("Supported extensions:"); + for (int i = 0; i < extCount; i++) + { + const char *ext = (const char *)glGetStringi(GL_EXTENSIONS, i); + WriteLog(ext); + } + WriteLog("--------"); + + if (!Global.gfx_usegles) + { + if (!GLAD_GL_VERSION_3_3) + { + ErrorLog("requires OpenGL >= 3.3!"); + return false; + } + + if (!GLAD_GL_EXT_texture_sRGB) + ErrorLog("EXT_texture_sRGB not supported!"); + + if (!GLAD_GL_EXT_texture_compression_s3tc) + ErrorLog("EXT_texture_compression_s3tc not supported!"); + + if (GLAD_GL_ARB_texture_filter_anisotropic) + WriteLog("ARB_texture_filter_anisotropic supported!"); + + if (GLAD_GL_ARB_multi_bind) + WriteLog("ARB_multi_bind supported!"); + + if (GLAD_GL_ARB_direct_state_access) + WriteLog("ARB_direct_state_access supported!"); + + if (GLAD_GL_ARB_clip_control) + WriteLog("ARB_clip_control supported!"); + } + else + { + if (!GLAD_GL_ES_VERSION_3_0) + { + ErrorLog("requires OpenGL ES >= 3.0!"); + return false; + } + + if (GLAD_GL_EXT_texture_filter_anisotropic) + WriteLog("EXT_texture_filter_anisotropic supported!"); + + if (GLAD_GL_EXT_clip_control) + WriteLog("EXT_clip_control supported!"); + + if (GLAD_GL_EXT_geometry_shader) + WriteLog("EXT_geometry_shader supported!"); + } + + glGetError(); + glLineWidth(2.0f); + if (!glGetError()) + { + WriteLog("wide lines supported!"); + m_widelines_supported = true; + } + else + WriteLog("warning: wide lines not supported"); + + WriteLog("--------"); + + // ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur + { + GLint texturesize; + ::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texturesize); + Global.iMaxTextureSize = std::min(Global.iMaxTextureSize, texturesize); + WriteLog("texture sizes capped at " + std::to_string(Global.iMaxTextureSize) + "px"); + m_shadowbuffersize = Global.shadowtune.map_size; + m_shadowbuffersize = std::min(m_shadowbuffersize, texturesize); + WriteLog("shadows map size capped at " + std::to_string(m_shadowbuffersize) + "px"); + } + Global.DynamicLightCount = std::min(Global.DynamicLightCount, 8); + + if (Global.iMultisampling) + { + WriteLog("using multisampling x" + std::to_string(1 << Global.iMultisampling)); + } + + if (Global.gfx_framebuffer_width == -1) + Global.gfx_framebuffer_width = Global.iWindowWidth; + if (Global.gfx_framebuffer_height == -1) + Global.gfx_framebuffer_height = Global.iWindowHeight; + + WriteLog("main window size: " + std::to_string(Global.gfx_framebuffer_width) + "x" + std::to_string(Global.gfx_framebuffer_height)); + + return true; +} + +glm::vec3 opengl33_renderer::pick_color(std::size_t const Index) +{ + return glm::vec3{((Index & 0xff0000) >> 16) / 255.0f, ((Index & 0x00ff00) >> 8) / 255.0f, (Index & 0x0000ff) / 255.0f}; +} + +std::size_t opengl33_renderer::pick_index(glm::ivec3 const &Color) +{ + return Color.b + (Color.g * 256) + (Color.r * 256 * 256); +} + +//--------------------------------------------------------------------------- \ No newline at end of file diff --git a/opengl33renderer.h b/opengl33renderer.h new file mode 100644 index 00000000..a4c8e408 --- /dev/null +++ b/opengl33renderer.h @@ -0,0 +1,377 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "renderer.h" +#include "openglcamera.h" +#include "opengl33light.h" +#include "opengl33particles.h" +#include "openglskydome.h" +#include "opengl33precipitation.h" +#include "simulationenvironment.h" +#include "scene.h" +#include "MemCell.h" +#include "lightarray.h" +#include "gl/ubo.h" +#include "gl/framebuffer.h" +#include "gl/renderbuffer.h" +#include "gl/postfx.h" +#include "gl/shader.h" +#include "gl/cubemap.h" +#include "gl/glsl_common.h" +#include "gl/pbo.h" +#include "gl/query.h" + +// bare-bones render controller, in lack of anything better yet +class opengl33_renderer : public gfx_renderer { + + public: + // types + /// Renderer runtime settings + struct Settings + { + bool traction_debug { false }; + } settings; + + // methods + bool Init(GLFWwindow *Window); +/* + bool AddViewport(const global_settings::extraviewport_config &conf); + */ + // main draw call. returns false on error + bool Render(); + void SwapBuffers(); + inline float Framerate() + { + return m_framerate; + } + // geometry methods + // NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself + // creates a new geometry bank. returns: handle to the bank or NULL + gfx::geometrybank_handle Create_Bank(); + // creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL + gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type); + // replaces data of specified chunk with the supplied vertex data, starting from specified offset + bool Replace(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0); + // adds supplied vertex data at the end of specified chunk + bool Append(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type); + // draws supplied geometry handles + void Draw_Geometry(std::vector::iterator begin, std::vector::iterator end); + void Draw_Geometry(const gfx::geometrybank_handle &handle); + // provides direct access to vertex data of specfied chunk + gfx::vertex_array const &Vertices(gfx::geometry_handle const &Geometry) const; + // material methods + material_handle Fetch_Material(std::string const &Filename, bool const Loadnow = true); + void Bind_Material(material_handle const Material, TSubModel *sm = nullptr); + void Bind_Material_Shadow(material_handle const Material); + + // shader methods + std::shared_ptr Fetch_Shader( std::string const &name ) override; + + opengl_material const &Material(material_handle const Material) const; + opengl_material &Material(material_handle const Material); + // texture methods + texture_handle + Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override; + void + Bind_Texture( texture_handle const Texture ) override; + void + Bind_Texture( std::size_t const Unit, texture_handle const Texture ) override; + opengl_texture & + Texture( texture_handle const Texture ) override; + opengl_texture const & + Texture( texture_handle const Texture ) const override; + // utility methods + TSubModel const * + Pick_Control() const override { return m_pickcontrolitem; } + scene::basic_node const * + Pick_Node() const override { return m_picksceneryitem; } + glm::dvec3 + Mouse_Position() const override { return m_worldmousecoordinates; } + void Update_AnimModel(TAnimModel *model); + // maintenance methods + void Update(double const Deltatime); + void Update_Pick_Control(); + void Update_Pick_Node(); + glm::dvec3 get_mouse_depth(); + // debug methods + std::string const &info_times() const; + std::string const &info_stats() const; + + void pick_control(std::function callback); + void pick_node(std::function callback); + + // members + GLenum static const sunlight{0}; + std::size_t m_drawcount{0}; + + bool debug_ui_active = false; + + private: + // types + enum class rendermode + { + none, + color, + shadows, + cabshadows, + reflections, + pickcontrols, + pickscenery + }; + + struct debug_stats + { + int dynamics{0}; + int models{0}; + int submodels{0}; + int paths{0}; + int traction{0}; + int shapes{0}; + int lines{0}; + int drawcalls{0}; + }; + + using section_sequence = std::vector; + using distancecell_pair = std::pair; + using cell_sequence = std::vector; + + struct renderpass_config + { + opengl_camera pass_camera; + opengl_camera viewport_camera; + rendermode draw_mode{rendermode::none}; + float draw_range{0.0f}; + }; + + struct viewport_config { + int width; + int height; + + float draw_range; + + bool main = false; + GLFWwindow *window = nullptr; + + glm::mat4 camera_transform; + + std::unique_ptr msaa_fb; + std::unique_ptr msaa_rbc; + std::unique_ptr msaa_rbv; + std::unique_ptr msaa_rbd; + + std::unique_ptr main_fb; + std::unique_ptr main_texv; + std::unique_ptr main_tex; + + std::unique_ptr main2_fb; + std::unique_ptr main2_tex; + }; + + viewport_config *m_current_viewport = nullptr; + + typedef std::vector opengllight_array; + + // methods + std::unique_ptr make_shader(std::string v, std::string f); + bool Init_caps(); + void setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false); + void setup_matrices(); + void setup_drawing(bool const Alpha = false); + void setup_shadow_map(opengl_texture *tex, renderpass_config conf); + void setup_env_map(gl::cubemap *tex); + void setup_environment_light(TEnvironmentType const Environment = e_flat); + // runs jobs needed to generate graphics for specified render pass + void Render_pass(viewport_config &vp, rendermode const Mode); + // creates dynamic environment cubemap + bool Render_reflections(viewport_config &vp); + bool Render(world_environment *Environment); + void Render(scene::basic_region *Region); + void Render(section_sequence::iterator First, section_sequence::iterator Last); + void Render(cell_sequence::iterator First, cell_sequence::iterator Last); + void Render(scene::shape_node const &Shape, bool const Ignorerange); + void Render(TAnimModel *Instance); + bool Render(TDynamicObject *Dynamic); + bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle); + bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance); + void Render(TSubModel *Submodel); + void Render(TTrack *Track); + void Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last); + bool Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false); + void Render(TMemCell *Memcell); + void Render_particles(); + void Render_precipitation(); + void Render_Alpha(scene::basic_region *Region); + void Render_Alpha(cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last); + void Render_Alpha(TAnimModel *Instance); + void Render_Alpha(TTraction *Traction); + void Render_Alpha(scene::lines_node const &Lines); + bool Render_Alpha(TDynamicObject *Dynamic); + bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle); + bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance); + void Render_Alpha(TSubModel *Submodel); + void Update_Lights(light_array &Lights); + glm::vec3 pick_color(std::size_t const Index); + std::size_t pick_index(glm::ivec3 const &Color); + + bool init_viewport(viewport_config &vp); + + void draw(const gfx::geometry_handle &handle); + void draw(std::vector::iterator begin, std::vector::iterator end); + + void draw_debug_ui(); + + // members + GLFWwindow *m_window{nullptr}; // main window + gfx::geometrybank_manager m_geometry; + material_manager m_materials; + texture_manager m_textures; + opengl33_light m_sunlight; + opengllight_array m_lights; + /* + float m_sunandviewangle; // cached dot product of sunlight and camera vectors + */ + gfx::geometry_handle m_billboardgeometry{0, 0}; + texture_handle m_glaretexture{-1}; + texture_handle m_suntexture{-1}; + texture_handle m_moontexture{-1}; + texture_handle m_smoketexture{-1}; + + // main shadowmap resources + int m_shadowbuffersize{2048}; + glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space + glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space + + int m_environmentcubetextureface{0}; // helper, currently processed cube map face + double m_environmentupdatetime{0}; // time of the most recent environment map update + glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update + opengl_skydome m_skydomerenderer; + opengl33_precipitation m_precipitationrenderer; + opengl33_particles m_particlerenderer; // particle visualization subsystem + + unsigned int m_framestamp; // id of currently rendered gfx frame + float m_framerate; + double m_updateaccumulator{0.0}; + std::string m_debugtimestext; + std::string m_pickdebuginfo; + debug_stats m_debugstats; + std::string m_debugstatstext; + + glm::vec4 m_baseambient{0.0f, 0.0f, 0.0f, 1.0f}; + glm::vec4 m_shadowcolor{colors::shadow}; + // TEnvironmentType m_environment { e_flat }; + float m_specularopaquescalefactor{1.f}; + float m_speculartranslucentscalefactor{1.f}; + + float m_fogrange = 2000.0f; + + renderpass_config m_renderpass; // parameters for current render pass + section_sequence m_sectionqueue; // list of sections in current render pass + cell_sequence m_cellqueue; + renderpass_config m_colorpass; // parametrs of most recent color pass + renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass + renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass + std::vector m_pickcontrolsitems; + TSubModel const *m_pickcontrolitem{nullptr}; + std::vector m_picksceneryitems; + scene::basic_node *m_picksceneryitem{nullptr}; + glm::vec3 m_worldmousecoordinates { 0.f }; +#ifdef EU07_USE_DEBUG_CAMERA + renderpass_config m_worldcamera; // debug item +#endif + + std::optional m_timequery; + GLuint64 m_gllasttime = 0; + + double m_precipitationrotation; + + glm::mat4 perspective_projection(float fov, float aspect, float z_near, float z_far); + glm::mat4 perpsective_frustumtest_projection(float fov, float aspect, float z_near, float z_far); + glm::mat4 ortho_projection(float left, float right, float bottom, float top, float z_near, float z_far); + glm::mat4 ortho_frustumtest_projection(float left, float right, float bottom, float top, float z_near, float z_far); + + std::vector> m_control_pick_requests; + std::vector> m_node_pick_requests; + + std::unique_ptr m_vertex_shader; + + std::unique_ptr scene_ubo; + std::unique_ptr model_ubo; + std::unique_ptr light_ubo; + gl::scene_ubs scene_ubs; + gl::model_ubs model_ubs; + gl::light_ubs light_ubs; + + std::unordered_map> m_shaders; + + std::unique_ptr m_line_shader; + std::unique_ptr m_freespot_shader; + std::unique_ptr m_billboard_shader; + std::unique_ptr m_celestial_shader; + + std::unique_ptr m_empty_vao; + + std::vector> m_viewports; + + std::unique_ptr m_pfx_motionblur; + std::unique_ptr m_pfx_tonemapping; + + std::unique_ptr m_shadow_shader; + std::unique_ptr m_alpha_shadow_shader; + + std::unique_ptr m_pick_fb; + std::unique_ptr m_pick_tex; + std::unique_ptr m_pick_rb; + std::unique_ptr m_pick_shader; + + std::unique_ptr m_empty_cubemap; + + std::unique_ptr m_cabshadows_fb; + std::unique_ptr m_cabshadows_tex; + + std::unique_ptr m_env_fb; + std::unique_ptr m_env_rb; + std::unique_ptr m_env_tex; + + std::unique_ptr m_shadow_fb; + std::unique_ptr m_shadow_tex; + + std::unique_ptr m_picking_pbo; + std::unique_ptr m_picking_node_pbo; + + std::unique_ptr m_depth_pointer_pbo; + std::unique_ptr m_depth_pointer_fb; + std::unique_ptr m_depth_pointer_fb2; + std::unique_ptr m_depth_pointer_rb; + std::unique_ptr m_depth_pointer_tex; + std::unique_ptr m_depth_pointer_shader; + + material_handle m_invalid_material; + + bool m_blendingenabled; + + bool m_widelines_supported; + + struct headlight_config_s + { + float in_cutoff = 1.005f; + float out_cutoff = 0.993f; + + float falloff_linear = 0.069f; + float falloff_quadratic = 0.03f; + + float intensity = 1.0f; + float ambient = 0.184f; + }; + + headlight_config_s headlight_config; +}; + +//--------------------------------------------------------------------------- \ No newline at end of file diff --git a/openglcamera.h b/openglcamera.h index 2429a67f..ed4c87a4 100644 --- a/openglcamera.h +++ b/openglcamera.h @@ -9,7 +9,6 @@ http://mozilla.org/MPL/2.0/. #pragma once -#include "GL/glew.h" #include "frustum.h" #include "scene.h" @@ -23,6 +22,10 @@ public: inline void update_frustum() { update_frustum( m_projection, m_modelview ); } + inline + void + update_frustum(glm::mat4 frustumtest_proj) { + update_frustum(frustumtest_proj, m_modelview); } void update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview ); bool diff --git a/openglgeometrybank.cpp b/openglgeometrybank.cpp index bddc2f8b..1b0d6058 100644 --- a/openglgeometrybank.cpp +++ b/openglgeometrybank.cpp @@ -162,14 +162,14 @@ opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned i } // NOTE: normal and color streams share the data, making them effectively mutually exclusive if( Streams & gfx::stream::normal ) { - ::glNormalPointer( GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( sizeof( float ) * 3 ) ); + ::glNormalPointer( GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( 12 ) ); ::glEnableClientState( GL_NORMAL_ARRAY ); } else { ::glDisableClientState( GL_NORMAL_ARRAY ); } if( Streams & gfx::stream::color ) { - ::glColorPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( sizeof( float ) * 3 ) ); + ::glColorPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( 12 ) ); ::glEnableClientState( GL_COLOR_ARRAY ); } else { diff --git a/opengllight.h b/opengllight.h index a746861e..64880201 100644 --- a/opengllight.h +++ b/opengllight.h @@ -9,7 +9,6 @@ http://mozilla.org/MPL/2.0/. #pragma once -#include "GL/glew.h" #include "light.h" struct opengl_light : public basic_light { diff --git a/openglmatrixstack.h b/openglmatrixstack.h index b37a1532..8444b96f 100644 --- a/openglmatrixstack.h +++ b/openglmatrixstack.h @@ -14,10 +14,6 @@ http://mozilla.org/MPL/2.0/. #include #include #include -#include "GL/glew.h" -#ifdef _WIN32 -#include "GL/wglew.h" -#endif // encapsulation of the fixed pipeline opengl matrix stack class opengl_matrices { diff --git a/openglparticles.h b/openglparticles.h index 2d464795..afb18a29 100644 --- a/openglparticles.h +++ b/openglparticles.h @@ -9,8 +9,6 @@ http://mozilla.org/MPL/2.0/. #pragma once -#include "GL/glew.h" - class opengl_camera; // particle data visualizer diff --git a/openglprecipitation.cpp b/openglprecipitation.cpp new file mode 100644 index 00000000..68a71604 --- /dev/null +++ b/openglprecipitation.cpp @@ -0,0 +1,171 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "openglprecipitation.h" + +#include "Globals.h" +#include "renderer.h" +#include "simulationenvironment.h" + +opengl_precipitation::~opengl_precipitation() { + + if( m_vertexbuffer != 0 ) { ::glDeleteBuffers( 1, &m_vertexbuffer ); } + if( m_indexbuffer != 0 ) { ::glDeleteBuffers( 1, &m_indexbuffer ); } + if( m_uvbuffer != 0 ) { ::glDeleteBuffers( 1, &m_uvbuffer ); } +} + +void +opengl_precipitation::create( int const Tesselation ) { + + m_vertices.clear(); + m_uvs.clear(); + m_indices.clear(); + + auto const heightfactor { 10.f }; // height-to-radius factor + auto const verticaltexturestretchfactor { 1.5f }; // crude motion blur + + // create geometry chunk + auto const latitudes { 3 }; // just a cylinder with end cones + auto const longitudes { Tesselation }; + auto const longitudehalfstep { 0.5f * static_cast( 2.0 * M_PI * 1.f / longitudes ) }; // for crude uv correction + + std::uint16_t index = 0; + +// auto const radius { 25.f }; // cylinder radius + std::vector radii { 25.f, 10.f, 5.f, 1.f }; + for( auto radius : radii ) { + + for( int i = 0; i <= latitudes; ++i ) { + + auto const latitude{ static_cast( M_PI * ( -0.5f + (float)( i ) / latitudes ) ) }; + auto const z{ std::sin( latitude ) }; + auto const zr{ std::cos( latitude ) }; + + for( int j = 0; j <= longitudes; ++j ) { + // NOTE: for the first and last row half of the points we create end up unused but, eh + auto const longitude{ static_cast( 2.0 * M_PI * (float)( j ) / longitudes ) }; + auto const x{ std::cos( longitude ) }; + auto const y{ std::sin( longitude ) }; + // NOTE: cartesian to opengl swap would be: -x, -z, -y + m_vertices.emplace_back( glm::vec3( -x * zr, -z * heightfactor, -y * zr ) * radius ); + // uvs + // NOTE: first and last row receives modified u values to deal with limitation of mapping onto triangles + auto u = ( + i == 0 ? longitude + longitudehalfstep : + i == latitudes ? longitude - longitudehalfstep : + longitude ); + m_uvs.emplace_back( + u / ( 2.0 * M_PI ) * radius, + 1.f - (float)( i ) / latitudes * radius * heightfactor * 0.5f / verticaltexturestretchfactor ); + + if( ( i == 0 ) || ( j == 0 ) ) { + // initial edge of the dome, don't start indices yet + ++index; + } + else { + // the end cones are built from one triangle of each quad, the middle rows use both + if( i < latitudes ) { + m_indices.emplace_back( index - 1 - ( longitudes + 1 ) ); + m_indices.emplace_back( index - 1 ); + m_indices.emplace_back( index ); + } + if( i > 1 ) { + m_indices.emplace_back( index ); + m_indices.emplace_back( index - ( longitudes + 1 ) ); + m_indices.emplace_back( index - 1 - ( longitudes + 1 ) ); + } + ++index; + } + } // longitude + } // latitude + } // radius +} + +void +opengl_precipitation::update() { + + // NOTE: we should really be checking state of each buffer as theoretically allocation could go wrong mid-way, but, eh + if( m_vertexbuffer == (GLuint)-1 ) { + + if( m_vertices.empty() ) { + // create visualization mesh + create( 18 ); + } + // cache entry state + ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); + + // build the buffers + ::glGenBuffers( 1, &m_vertexbuffer ); + ::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer ); + ::glBufferData( GL_ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), m_vertices.data(), GL_STATIC_DRAW ); + + ::glGenBuffers( 1, &m_uvbuffer ); + ::glBindBuffer( GL_ARRAY_BUFFER, m_uvbuffer ); + ::glBufferData( GL_ARRAY_BUFFER, m_uvs.size() * sizeof( glm::vec2 ), m_uvs.data(), GL_STATIC_DRAW ); + + ::glGenBuffers( 1, &m_indexbuffer ); + ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer ); + ::glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), m_indices.data(), GL_STATIC_DRAW ); + // NOTE: vertex and index source data is superfluous past this point, but, eh + + // cleanup + ::glPopClientAttrib(); + ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); + ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); + } + + // TODO: include weather type check in the entry conditions + if( m_overcast == Global.Overcast ) { return; } + + m_overcast = Global.Overcast; + + std::string const densitysuffix { ( + m_overcast < 1.35 ? + "_light" : + "_medium" ) }; + if( Global.Weather == "rain:" ) { + m_texture = GfxRenderer->Fetch_Texture( "fx/rain" + densitysuffix ); + } + else if( Global.Weather == "snow:" ) { + m_texture = GfxRenderer->Fetch_Texture( "fx/snow" + densitysuffix ); + } +} + +void +opengl_precipitation::render() { + + GfxRenderer->Bind_Texture( m_texture ); + + // cache entry state + ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); + + // positions + ::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer ); + ::glVertexPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast( 0 ) ); + ::glEnableClientState( GL_VERTEX_ARRAY ); + // uvs + ::glBindBuffer( GL_ARRAY_BUFFER, m_uvbuffer ); + ::glClientActiveTexture( m_textureunit ); + ::glTexCoordPointer( 2, GL_FLOAT, sizeof( glm::vec2 ), reinterpret_cast( 0 ) ); + ::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); + // uv transformation matrix + ::glMatrixMode( GL_TEXTURE ); + ::glLoadIdentity(); + ::glTranslatef( 0.f, simulation::Environment.precipitation().get_textureoffset(), 0.f ); + // indices + ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer ); + ::glDrawElements( GL_TRIANGLES, static_cast( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast( 0 ) ); + // cleanup + ::glLoadIdentity(); + ::glMatrixMode( GL_MODELVIEW ); + ::glPopClientAttrib(); + ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); + ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); +} diff --git a/openglprecipitation.h b/openglprecipitation.h new file mode 100644 index 00000000..2b5fb994 --- /dev/null +++ b/openglprecipitation.h @@ -0,0 +1,44 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "Texture.h" + +class opengl_precipitation { + +public: +// constructors + opengl_precipitation() = default; +// destructor + ~opengl_precipitation(); +// methods + inline + void + set_unit( GLint const Textureunit ) { + m_textureunit = Textureunit; } + void + update(); + void + render(); + +private: +// methods + void create( int const Tesselation ); +// members + std::vector m_vertices; + std::vector m_uvs; + std::vector m_indices; + GLuint m_vertexbuffer { (GLuint)-1 }; + GLuint m_uvbuffer { (GLuint)-1 }; + GLuint m_indexbuffer { (GLuint)-1 }; + GLint m_textureunit { 0 }; + texture_handle m_texture { -1 }; + float m_overcast { -1.f }; // cached overcast level, difference from current state triggers texture update +}; diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 68badf83..5a6d9b61 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -51,7 +51,7 @@ opengl_renderer::Init( GLFWwindow *Window ) { std::vector{ m_normaltextureunit, m_diffusetextureunit } ); m_textures.assign_units( m_helpertextureunit, m_shadowtextureunit, m_normaltextureunit, m_diffusetextureunit ); // TODO: add reflections unit ui_layer::set_unit( m_diffusetextureunit ); - simulation::Environment.m_precipitation.set_unit( m_diffusetextureunit ); + m_precipitationrenderer.set_unit( m_diffusetextureunit ); select_unit( m_diffusetextureunit ); ::glDepthFunc( GL_LEQUAL ); @@ -548,7 +548,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) { ::glPolygonOffset( 1.f, 1.f ); // main shadowmap - ::glBindFramebufferEXT( GL_FRAMEBUFFER, m_shadowframebuffer ); + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_shadowframebuffer ); ::glViewport( 0, 0, m_shadowbuffersize, m_shadowbuffersize ); #ifdef EU07_USE_DEBUG_SHADOWMAP @@ -589,7 +589,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) { ::glEnable( GL_POLYGON_OFFSET_FILL ); // alleviate depth-fighting ::glPolygonOffset( 1.f, 1.f ); - ::glBindFramebufferEXT( GL_FRAMEBUFFER, m_cabshadowframebuffer ); + ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_cabshadowframebuffer ); ::glViewport( 0, 0, m_shadowbuffersize / 2, m_shadowbuffersize / 2 ); #ifdef EU07_USE_DEBUG_CABSHADOWMAP @@ -719,10 +719,10 @@ opengl_renderer::Render_pass( rendermode const Mode ) { bool opengl_renderer::Render_reflections() { - if( Global.ReflectionUpdatesPerSecond == 0 ) { return false; } + if( Global.ReflectionUpdateInterval == 0 ) { return false; } - auto const timestamp { static_cast( Timer::GetTime() * 1000 ) }; - if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdatesPerSecond ) + auto const timestamp { Timer::GetTime() }; + if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdateInterval ) && ( glm::length( m_renderpass.camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) { // run update every 5+ mins of simulation time, or at least 1km from the last location return false; @@ -736,7 +736,7 @@ opengl_renderer::Render_reflections() { m_environmentcubetextureface < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6; ++m_environmentcubetextureface ) { - ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, m_environmentcubetextureface, m_environmentcubetexture, 0 ); + ::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, m_environmentcubetextureface, m_environmentcubetexture, 0 ); Render_pass( rendermode::reflections ); } ::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); @@ -1567,9 +1567,9 @@ opengl_renderer::Bind_Material( material_handle const Material ) { auto const &material = m_materials.material( Material ); if( false == Global.BasicRenderer ) { - m_textures.bind( textureunit::normals, material.texture2 ); + m_textures.bind( textureunit::normals, material.textures[1] ); } - m_textures.bind( textureunit::diffuse, material.texture1 ); + m_textures.bind( textureunit::diffuse, material.textures[0] ); } opengl_material const & @@ -1578,6 +1578,13 @@ opengl_renderer::Material( material_handle const Material ) const { return m_materials.material( Material ); } +// shader methods +std::shared_ptr +opengl_renderer::Fetch_Shader( std::string const &name ) { + + return std::shared_ptr(); +} + // texture methods void opengl_renderer::select_unit( GLint const Textureunit ) { @@ -1586,7 +1593,7 @@ opengl_renderer::select_unit( GLint const Textureunit ) { } texture_handle -opengl_renderer::Fetch_Texture( std::string const &Filename, bool const Loadnow ) { +opengl_renderer::Fetch_Texture( std::string const &Filename, bool const Loadnow, GLint format_hint ) { return m_textures.create( Filename, Loadnow ); } @@ -1597,12 +1604,36 @@ opengl_renderer::Bind_Texture( texture_handle const Texture ) { m_textures.bind( textureunit::diffuse, Texture ); } +void +opengl_renderer::Bind_Texture( std::size_t const Unit, texture_handle const Texture ) { + + m_textures.bind( Unit, Texture ); +} + +opengl_texture & +opengl_renderer::Texture( texture_handle const Texture ) { + + return m_textures.texture( Texture ); +} + opengl_texture const & opengl_renderer::Texture( texture_handle const Texture ) const { return m_textures.texture( Texture ); } +void +opengl_renderer::Pick_Control( std::function Callback ) { + + m_control_pick_requests.emplace_back( Callback ); +} + +void +opengl_renderer::Pick_Node( std::function Callback ) { + + m_node_pick_requests.emplace_back( Callback ); +} + void opengl_renderer::Render( scene::basic_region *Region ) { @@ -3012,7 +3043,7 @@ opengl_renderer::Render_precipitation() { // momentarily disable depth write, to allow vehicle cab drawn afterwards to mask it instead of leaving it 'inside' ::glDepthMask( GL_FALSE ); - simulation::Environment.m_precipitation.render(); + m_precipitationrenderer.render(); if( Global.bUseVBO ) { gfx::opengl_vbogeometrybank::reset(); } @@ -3646,7 +3677,7 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) { // utility methods -TSubModel * +void opengl_renderer::Update_Pick_Control() { #ifdef EU07_USE_PICKING_FRAMEBUFFER @@ -3690,10 +3721,14 @@ opengl_renderer::Update_Pick_Control() { } #endif m_pickcontrolitem = control; - return control; +// return control; + for( auto callback : m_control_pick_requests ) { + callback( m_pickcontrolitem ); + } + m_control_pick_requests.clear(); } -scene::basic_node * +void opengl_renderer::Update_Pick_Node() { #ifdef EU07_USE_PICKING_FRAMEBUFFER @@ -3739,7 +3774,11 @@ opengl_renderer::Update_Pick_Node() { } #endif m_picksceneryitem = node; - return node; +// return node; + for( auto callback : m_node_pick_requests ) { + callback( m_picksceneryitem ); + } + m_node_pick_requests.clear(); } // converts provided screen coordinates to world coordinates of most recent color pass @@ -3775,6 +3814,7 @@ opengl_renderer::Update( double const Deltatime ) { renderpass_config renderpass; setup_pass( renderpass, rendermode::color ); m_skydomerenderer.update(); + m_precipitationrenderer.update(); m_particlerenderer.update( renderpass.camera ); } @@ -3806,6 +3846,30 @@ opengl_renderer::Update( double const Deltatime ) { */ m_updateaccumulator += Deltatime; + if( ( true == Global.ControlPicking ) + && ( false == FreeFlyModeFlag ) ) { + if( ( false == m_control_pick_requests.empty() ) + || ( m_updateaccumulator >= 1.0 ) ) { + Update_Pick_Control(); + } + } + else { + m_pickcontrolitem = nullptr; + } + // temporary conditions for testing. eventually will be coupled with editor mode + if( ( true == Global.ControlPicking ) + && ( true == FreeFlyModeFlag ) + && ( ( true == DebugModeFlag ) + || ( true == EditorModeFlag ) ) ) { + if( ( false == m_control_pick_requests.empty() ) + || ( m_updateaccumulator >= 1.0 ) ) { + Update_Pick_Node(); + } + } + else { + m_picksceneryitem = nullptr; + } + if( m_updateaccumulator < 1.0 ) { // too early for any work return; @@ -3856,22 +3920,6 @@ opengl_renderer::Update( double const Deltatime ) { m_debugtimestext += m_textures.info(); } - if( ( true == Global.ControlPicking ) - && ( false == FreeFlyModeFlag ) ) { - Update_Pick_Control(); - } - else { - m_pickcontrolitem = nullptr; - } - // temporary conditions for testing. eventually will be coupled with editor mode - if( ( true == Global.ControlPicking ) - && ( true == DebugModeFlag ) - && ( true == FreeFlyModeFlag ) ) { - Update_Pick_Node(); - } - else { - m_picksceneryitem = nullptr; - } // dump last opengl error, if any auto const glerror = ::glGetError(); if( glerror != GL_NO_ERROR ) { @@ -3984,12 +4032,12 @@ opengl_renderer::Init_caps() { + " OpenGL Version: " + oglversion ); #ifdef EU07_USEIMGUIIMPLOPENGL2 - if( !GLEW_VERSION_1_5 ) { + if( !GLAD_GL_VERSION_1_5 ) { ErrorLog( "Requires openGL >= 1.5" ); return false; } #else - if( !GLEW_VERSION_3_0 ) { + if( !GLAD_GL_VERSION_3_0 ) { ErrorLog( "Requires openGL >= 3.0" ); return false; } @@ -3998,7 +4046,7 @@ opengl_renderer::Init_caps() { WriteLog( "Supported extensions: " + std::string((char *)glGetString( GL_EXTENSIONS )) ); WriteLog( std::string("Render path: ") + ( Global.bUseVBO ? "VBO" : "Display lists" ) ); - if( GLEW_EXT_framebuffer_object ) { + if( GL_EXT_framebuffer_object ) { m_framebuffersupport = true; WriteLog( "Framebuffer objects enabled" ); } diff --git a/openglrenderer.h b/openglrenderer.h index c080ed8e..523fd2b8 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -9,12 +9,12 @@ http://mozilla.org/MPL/2.0/. #pragma once -#include "GL/glew.h" #include "renderer.h" #include "opengllight.h" #include "openglcamera.h" #include "openglparticles.h" #include "openglskydome.h" +#include "openglprecipitation.h" #include "lightarray.h" #include "scene.h" #include "simulationenvironment.h" @@ -70,14 +70,24 @@ public: Bind_Material( material_handle const Material ) override; opengl_material const & Material( material_handle const Material ) const override; + // shader methods + auto Fetch_Shader( std::string const &name ) -> std::shared_ptr override; // texture methods texture_handle - Fetch_Texture( std::string const &Filename, bool const Loadnow = true ) override; + Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override; void - Bind_Texture( texture_handle const Texture ); + Bind_Texture( texture_handle const Texture ) override; + void + Bind_Texture( std::size_t const Unit, texture_handle const Texture ) override; + opengl_texture & + Texture( texture_handle const Texture ) override; opengl_texture const & Texture( texture_handle const Texture ) const override; // utility methods + void + Pick_Control( std::function Callback ) override; + void + Pick_Node( std::function Callback ) override; TSubModel const * Pick_Control() const override { return m_pickcontrolitem; } scene::basic_node const * @@ -87,9 +97,9 @@ public: // maintenance methods void Update( double const Deltatime ) override; - TSubModel * + void Update_Pick_Control() override; - scene::basic_node * + void Update_Pick_Node() override; glm::dvec3 Update_Mouse_Position() override; @@ -249,6 +259,7 @@ private: opengl_light m_sunlight; opengllight_array m_lights; opengl_skydome m_skydomerenderer; + opengl_precipitation m_precipitationrenderer; opengl_particles m_particlerenderer; // particle visualization subsystem /* float m_sunandviewangle; // cached dot product of sunlight and camera vectors @@ -288,7 +299,7 @@ private: GLuint m_environmentdepthbuffer { 0 }; bool m_environmentcubetexturesupport { false }; // indicates whether we can use the dynamic environment cube map int m_environmentcubetextureface { 0 }; // helper, currently processed cube map face - int m_environmentupdatetime { 0 }; // time of the most recent environment map update + double m_environmentupdatetime { 0.0 }; // time of the most recent environment map update glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update int m_helpertextureunit { GL_TEXTURE0 }; @@ -325,6 +336,8 @@ private: std::vector m_picksceneryitems; scene::basic_node *m_picksceneryitem { nullptr }; glm::vec3 m_worldmousecoordinates { 0.f }; + std::vector> m_control_pick_requests; + std::vector> m_node_pick_requests; #ifdef EU07_USE_DEBUG_CAMERA renderpass_config m_worldcamera; // debug item #endif diff --git a/openglskydome.cpp b/openglskydome.cpp index df190d59..1a7d124c 100644 --- a/openglskydome.cpp +++ b/openglskydome.cpp @@ -27,7 +27,7 @@ void opengl_skydome::update() { ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); // setup gpu data buffers: // ...static data... - if( m_indexbuffer == -1 ) { + if( m_indexbuffer == (GLuint)-1 ) { ::glGenBuffers( 1, &m_indexbuffer ); if( ( m_indexbuffer > 0 ) && ( m_indexbuffer != (GLuint)-1 ) ) { ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer ); @@ -36,7 +36,7 @@ void opengl_skydome::update() { m_indexcount = indices.size(); } } - if( m_vertexbuffer == -1 ) { + if( m_vertexbuffer == (GLuint)-1 ) { ::glGenBuffers( 1, &m_vertexbuffer ); if( ( m_vertexbuffer > 0 ) && ( m_vertexbuffer != (GLuint)-1 ) ) { ::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer ); @@ -45,7 +45,7 @@ void opengl_skydome::update() { } } // ...and dynamic data - if( m_coloursbuffer == -1 ) { + if( m_coloursbuffer == (GLuint)-1 ) { ::glGenBuffers( 1, &m_coloursbuffer ); if( ( m_coloursbuffer > 0 ) && ( m_coloursbuffer != (GLuint)-1 ) ) { ::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer ); diff --git a/openglskydome.h b/openglskydome.h index e72b06b1..90d88f89 100644 --- a/openglskydome.h +++ b/openglskydome.h @@ -9,8 +9,6 @@ http://mozilla.org/MPL/2.0/. #pragma once -#include "GL/glew.h" - class opengl_skydome { public: @@ -19,7 +17,7 @@ public: // destructor ~opengl_skydome(); // methods - // updates data stores on the opengl end. NOTE: unbinds + // updates data stores on the opengl end. NOTE: unbinds buffers void update(); // draws the skydome void render(); diff --git a/precipitation.cpp b/precipitation.cpp index 9db7abdb..d5968895 100644 --- a/precipitation.cpp +++ b/precipitation.cpp @@ -11,8 +11,6 @@ http://mozilla.org/MPL/2.0/. #include "precipitation.h" #include "Globals.h" -#include "openglmatrixstack.h" -#include "renderer.h" #include "Timer.h" #include "simulation.h" #include "Train.h" @@ -21,89 +19,11 @@ basic_precipitation::~basic_precipitation() { // TODO: release allocated resources } -void -basic_precipitation::create( int const Tesselation ) { - - auto const heightfactor { 10.f }; // height-to-radius factor - m_moverate *= heightfactor; - auto const verticaltexturestretchfactor { 1.5f }; // crude motion blur - - // create geometry chunk - auto const latitudes { 3 }; // just a cylinder with end cones - auto const longitudes { Tesselation }; - auto const longitudehalfstep { 0.5f * static_cast( 2.0 * M_PI * 1.f / longitudes ) }; // for crude uv correction - - std::uint16_t index = 0; - -// auto const radius { 25.f }; // cylinder radius - std::vector radii { 25.f, 10.f, 5.f, 1.f }; - for( auto radius : radii ) { - - for( int i = 0; i <= latitudes; ++i ) { - - auto const latitude{ static_cast( M_PI * ( -0.5f + (float)( i ) / latitudes ) ) }; - auto const z{ std::sin( latitude ) }; - auto const zr{ std::cos( latitude ) }; - - for( int j = 0; j <= longitudes; ++j ) { - // NOTE: for the first and last row half of the points we create end up unused but, eh - auto const longitude{ static_cast( 2.0 * M_PI * (float)( j ) / longitudes ) }; - auto const x{ std::cos( longitude ) }; - auto const y{ std::sin( longitude ) }; - // NOTE: cartesian to opengl swap would be: -x, -z, -y - m_vertices.emplace_back( glm::vec3( -x * zr, -z * heightfactor, -y * zr ) * radius ); - // uvs - // NOTE: first and last row receives modified u values to deal with limitation of mapping onto triangles - auto u = ( - i == 0 ? longitude + longitudehalfstep : - i == latitudes ? longitude - longitudehalfstep : - longitude ); - m_uvs.emplace_back( - u / ( 2.0 * M_PI ) * radius, - 1.f - (float)( i ) / latitudes * radius * heightfactor * 0.5f / verticaltexturestretchfactor ); - - if( ( i == 0 ) || ( j == 0 ) ) { - // initial edge of the dome, don't start indices yet - ++index; - } - else { - // the end cones are built from one triangle of each quad, the middle rows use both - if( i < latitudes ) { - m_indices.emplace_back( index - 1 - ( longitudes + 1 ) ); - m_indices.emplace_back( index - 1 ); - m_indices.emplace_back( index ); - } - if( i > 1 ) { - m_indices.emplace_back( index ); - m_indices.emplace_back( index - ( longitudes + 1 ) ); - m_indices.emplace_back( index - 1 - ( longitudes + 1 ) ); - } - ++index; - } - } // longitude - } // latitude - } // radius -} - bool basic_precipitation::init() { - create( 18 ); - - // TODO: select texture based on current overcast level - // TODO: when the overcast level dynamic change is in check the current level during render and pick the appropriate texture on the fly - std::string const densitysuffix { ( - Global.Overcast < 1.35 ? - "_light" : - "_medium" ) }; - if( Global.Weather == "rain:" ) { - m_moverateweathertypefactor = 2.f; - m_texture = GfxRenderer->Fetch_Texture( "fx/rain" + densitysuffix ); - } - else if( Global.Weather == "snow:" ) { - m_moverateweathertypefactor = 1.25f; - m_texture = GfxRenderer->Fetch_Texture( "fx/snow" + densitysuffix ); - } + auto const heightfactor { 10.f }; // height-to-radius factor + m_moverate *= heightfactor; return true; } @@ -160,49 +80,8 @@ basic_precipitation::update() { if( std::abs( m_cameramove.z ) < 0.001 ) { m_cameramove.z = 0.0; } } -void -basic_precipitation::render() { +float +basic_precipitation::get_textureoffset() const { - GfxRenderer->Bind_Texture( m_texture ); - - // cache entry state - ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); - - if( m_vertexbuffer == -1 ) { - // build the buffers - ::glGenBuffers( 1, &m_vertexbuffer ); - ::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer ); - ::glBufferData( GL_ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), m_vertices.data(), GL_STATIC_DRAW ); - - ::glGenBuffers( 1, &m_uvbuffer ); - ::glBindBuffer( GL_ARRAY_BUFFER, m_uvbuffer ); - ::glBufferData( GL_ARRAY_BUFFER, m_uvs.size() * sizeof( glm::vec2 ), m_uvs.data(), GL_STATIC_DRAW ); - - ::glGenBuffers( 1, &m_indexbuffer ); - ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer ); - ::glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), m_indices.data(), GL_STATIC_DRAW ); - // NOTE: vertex and index source data is superfluous past this point, but, eh - } - // positions - ::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer ); - ::glVertexPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast( 0 ) ); - ::glEnableClientState( GL_VERTEX_ARRAY ); - // uvs - ::glBindBuffer( GL_ARRAY_BUFFER, m_uvbuffer ); - ::glClientActiveTexture( m_textureunit ); - ::glTexCoordPointer( 2, GL_FLOAT, sizeof( glm::vec2 ), reinterpret_cast( 0 ) ); - ::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); - // uv transformation matrix - ::glMatrixMode( GL_TEXTURE ); - ::glLoadIdentity(); - ::glTranslatef( 0.f, m_textureoffset, 0.f ); - // indices - ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer ); - ::glDrawElements( GL_TRIANGLES, static_cast( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast( 0 ) ); - // cleanup - ::glLoadIdentity(); - ::glMatrixMode( GL_MODELVIEW ); - ::glPopClientAttrib(); - ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); - ::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); + return m_textureoffset; } diff --git a/precipitation.h b/precipitation.h index 5ebebef7..2926fd1b 100644 --- a/precipitation.h +++ b/precipitation.h @@ -9,8 +9,6 @@ http://mozilla.org/MPL/2.0/. #pragma once -#include "Texture.h" - // based on "Rendering Falling Rain and Snow" // by Niniane Wang, Bretton Wade @@ -22,32 +20,17 @@ public: // destructor ~basic_precipitation(); // methods - inline - void - set_unit( GLint const Textureunit ) { - m_textureunit = Textureunit; } bool init(); void update(); - void - render(); + float + get_textureoffset() const; glm::dvec3 m_cameramove{ 0.0 }; private: -// methods - void create( int const Tesselation ); - // members - std::vector m_vertices; - std::vector m_uvs; - std::vector m_indices; - GLuint m_vertexbuffer { (GLuint)-1 }; - GLuint m_uvbuffer { (GLuint)-1 }; - GLuint m_indexbuffer { (GLuint)-1 }; - GLint m_textureunit { 0 }; - texture_handle m_texture { -1 }; float m_textureoffset { 0.f }; float m_moverate { 30 * 0.001f }; float m_moverateweathertypefactor { 1.f }; // medium-dependent; 1.0 for snow, faster for rain diff --git a/ref/imgui/examples/imgui_impl_opengl2.cpp b/ref/imgui/examples/imgui_impl_opengl2.cpp index 8bb7b798..5204eb78 100644 --- a/ref/imgui/examples/imgui_impl_opengl2.cpp +++ b/ref/imgui/examples/imgui_impl_opengl2.cpp @@ -27,7 +27,7 @@ // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. #include "stdafx.h" -#define IMGUI_IMPL_OPENGL_LOADER_GLEW +#define IMGUI_IMPL_OPENGL_LOADER_GLAD #include "imgui.h" #include "imgui_impl_opengl2.h" diff --git a/ref/imgui/examples/imgui_impl_opengl3.cpp b/ref/imgui/examples/imgui_impl_opengl3.cpp index e901d1eb..534ac796 100644 --- a/ref/imgui/examples/imgui_impl_opengl3.cpp +++ b/ref/imgui/examples/imgui_impl_opengl3.cpp @@ -48,7 +48,7 @@ //---------------------------------------- #include "stdafx.h" -#define IMGUI_IMPL_OPENGL_LOADER_GLEW +#define IMGUI_IMPL_OPENGL_LOADER_GLAD #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS diff --git a/renderer.h b/renderer.h index 052a4e4f..0daaece1 100644 --- a/renderer.h +++ b/renderer.h @@ -40,18 +40,25 @@ public: virtual auto Fetch_Material( std::string const &Filename, bool const Loadnow = true ) -> material_handle = 0; virtual void Bind_Material( material_handle const Material ) = 0; virtual auto Material( material_handle const Material ) const -> opengl_material const & = 0; + // shader methods + virtual auto Fetch_Shader( std::string const &name ) -> std::shared_ptr = 0; // texture methods - virtual auto Fetch_Texture( std::string const &Filename, bool const Loadnow = true ) -> texture_handle = 0; + virtual auto Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) -> texture_handle = 0; virtual void Bind_Texture( texture_handle const Texture ) = 0; + virtual void Bind_Texture( std::size_t const Unit, texture_handle const Texture ) = 0; + virtual auto Texture( texture_handle const Texture ) -> opengl_texture & = 0; virtual auto Texture( texture_handle const Texture ) const -> opengl_texture const & = 0; // utility methods + virtual void Pick_Control( std::function Callback ) = 0; + virtual void Pick_Node( std::function Callback ) = 0; virtual auto Pick_Control() const -> TSubModel const * = 0; virtual auto Pick_Node() const -> scene::basic_node const * = 0; + virtual auto Mouse_Position() const -> glm::dvec3 = 0; // maintenance methods virtual void Update( double const Deltatime ) = 0; - virtual auto Update_Pick_Control() -> TSubModel * = 0; - virtual auto Update_Pick_Node() -> scene::basic_node * = 0; + virtual void Update_Pick_Control() = 0; + virtual void Update_Pick_Node() = 0; virtual auto Update_Mouse_Position() -> glm::dvec3 = 0; // debug methods virtual auto info_times() const -> std::string const & = 0; diff --git a/scene.h b/scene.h index c3430ee8..916dd916 100644 --- a/scene.h +++ b/scene.h @@ -22,6 +22,9 @@ http://mozilla.org/MPL/2.0/. #include "Traction.h" #include "sound.h" +class opengl_renderer; +class opengl33_renderer; + namespace scene { int const EU07_CELLSIZE = 250; @@ -63,6 +66,7 @@ struct scratch_data { class basic_cell { friend opengl_renderer; + friend opengl33_renderer; public: // constructors @@ -200,6 +204,7 @@ private: class basic_section { friend opengl_renderer; + friend opengl33_renderer; public: // constructors @@ -304,6 +309,7 @@ private: class basic_region { friend opengl_renderer; + friend opengl33_renderer; public: // constructors diff --git a/scenenode.cpp b/scenenode.cpp index d0a0abea..9198af74 100644 --- a/scenenode.cpp +++ b/scenenode.cpp @@ -200,7 +200,7 @@ shape_node::import( cParser &Input, scene::node_data const &Nodedata ) { // TBT, TODO: add methods to material manager to access these simpler auto const texturehandle = ( m_data.material != null_handle ? - GfxRenderer->Material( m_data.material ).texture1 : + GfxRenderer->Material( m_data.material ).textures[0] : null_handle ); auto const &texture = ( texturehandle ? @@ -346,7 +346,7 @@ shape_node::convert( TSubModel const *Submodel ) { m_data.lighting.diffuse = Submodel->f4Diffuse; m_data.lighting.specular = Submodel->f4Specular; m_data.material = Submodel->m_material; - m_data.translucent = ( true == GfxRenderer->Material( m_data.material ).has_alpha ); + m_data.translucent = ( true == GfxRenderer->Material( m_data.material ).is_translucent() ); // NOTE: we set unlimited view range typical for terrain, because we don't expect to convert any other 3d models m_data.rangesquared_max = std::numeric_limits::max(); diff --git a/simulationenvironment.h b/simulationenvironment.h index 5944d613..009a4a3b 100644 --- a/simulationenvironment.h +++ b/simulationenvironment.h @@ -18,11 +18,13 @@ http://mozilla.org/MPL/2.0/. #include "sound.h" class opengl_renderer; +class opengl33_renderer; // wrapper for environment elements -- sky, sun, stars, clouds etc class world_environment { friend opengl_renderer; + friend opengl33_renderer; public: // methods @@ -43,6 +45,9 @@ public: inline auto & skydome() { return m_skydome; } + inline auto const & + precipitation() const { + return m_precipitation; } inline auto const & wind() const { return m_wind.vector; } diff --git a/sky.h b/sky.h index 9397422a..2df0a143 100644 --- a/sky.h +++ b/sky.h @@ -15,6 +15,7 @@ http://mozilla.org/MPL/2.0/. class TSky { friend opengl_renderer; + friend opengl33_renderer; public: TSky() = default; diff --git a/stars.h b/stars.h index 9ca380ed..bae1ada6 100644 --- a/stars.h +++ b/stars.h @@ -9,6 +9,7 @@ class cStars { friend opengl_renderer; + friend opengl33_renderer; public: // types: diff --git a/stdafx.h b/stdafx.h index b484fd2d..d289f76c 100644 --- a/stdafx.h +++ b/stdafx.h @@ -66,31 +66,27 @@ #include #include #include +#include +#include +#include +#include #ifdef NDEBUG #define EU07_BUILD_STATIC #endif -#ifdef EU07_BUILD_STATIC -#define GLEW_STATIC -#else -#ifdef _WIN32 -#define GLFW_DLL -#endif // _windows -#endif // build_static -#ifndef __ANDROID__ -#include "GL/glew.h" -#else -#include -#include -#endif -#ifdef _WIN32 -#include "GL/wglew.h" -#endif -#define GLFW_INCLUDE_GLU -//m7todo: jest tu bo nie chciao mi si wpycha do wszystkich plikw -#ifndef __ANDROID__ +#include "glad/glad.h" + +#include "GL/glu.h" + +#define GLFW_INCLUDE_NONE #include + +#ifndef GLFW_TRUE +#define GLFW_FALSE 0 +#define GLFW_TRUE 1 +#define glfwGetKeyName(a, b) ("") +#define glfwFocusWindow(w) #endif #define GLM_ENABLE_EXPERIMENTAL @@ -102,10 +98,14 @@ #include #include #include +#include int const null_handle = 0; #include "openglmatrixstack.h" +#define STRINGIZE_DETAIL(x) #x +#define STRINGIZE(x) STRINGIZE_DETAIL(x) +#define glDebug(x) if (GLAD_GL_GREMEDY_string_marker) glStringMarkerGREMEDY(0, __FILE__ ":" STRINGIZE(__LINE__) ": " x); #include "openglcolor.h" // imgui.h comes with its own operator new which gets wrecked by dbg_new, so we temporarily disable the latter diff --git a/sun.h b/sun.h index babc14af..71c11094 100644 --- a/sun.h +++ b/sun.h @@ -1,8 +1,6 @@ #pragma once #include "windows.h" -#include "GL/glew.h" -#include "GL/wglew.h" ////////////////////////////////////////////////////////////////////////////////////////// diff --git a/utilities.cpp b/utilities.cpp index 5393d28e..620fb24f 100644 --- a/utilities.cpp +++ b/utilities.cpp @@ -110,6 +110,12 @@ double Random(double a, double b) return dis(Global.random_engine); } +double LocalRandom(double a, double b) +{ + uint32_t val = Global.local_random_engine(); + return interpolate(a, b, (double)val / Global.random_engine.max()); +} + bool FuzzyLogic(double Test, double Threshold, double Probability) { if ((Test > Threshold) && (!DebugModeFlag)) diff --git a/utilities.h b/utilities.h index 85734f37..8b7f99c5 100644 --- a/utilities.h +++ b/utilities.h @@ -56,6 +56,7 @@ inline long Round(double const f) } double Random(double a, double b); +double LocalRandom( double a, double b ); inline double Random() { @@ -67,6 +68,16 @@ inline double Random(double b) return Random(0.0, b); } +inline double LocalRandom() +{ + return LocalRandom( 0.0, 1.0 ); +} + +inline double LocalRandom( double b ) +{ + return LocalRandom( 0.0, b ); +} + inline double BorlandTime() { auto timesinceepoch = std::time( nullptr ); diff --git a/version.h b/version.h index 4813329f..8e06acc3 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1014 +#define VERSION_MINOR 1026 #define VERSION_REVISION 0 From 51bea11209363384539c46cfd7237680b8f55a2d Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 26 Oct 2019 15:43:54 +0200 Subject: [PATCH 034/153] maintenance: visual studio project files --- .gitignore | 4 +- maszyna.vcxproj | 413 ++++++++++++++++++++++++++++++++++++++++ maszyna.vcxproj.filters | 130 +++++++------ maszyna.vcxproj.user | 3 + 4 files changed, 495 insertions(+), 55 deletions(-) create mode 100644 maszyna.vcxproj diff --git a/.gitignore b/.gitignore index 549b13c4..b7f64fc4 100644 --- a/.gitignore +++ b/.gitignore @@ -55,8 +55,8 @@ install_manifest.txt *.opensdf *.sdf *.sln -*.vcxproj -*.filters +#*.vcxproj +#*.filters format_all_files.py *.suo EU07.tds diff --git a/maszyna.vcxproj b/maszyna.vcxproj new file mode 100644 index 00000000..5ef1cc73 --- /dev/null +++ b/maszyna.vcxproj @@ -0,0 +1,413 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {8E0232E5-1C67-442F-9E04-45ED2DDFC960} + Win32Proj + 10.0.17763.0 + + + + Application + true + v141_xp + + + Application + true + v141 + + + Application + false + v141_xp + + + Application + false + v141 + + + + + + + + + + + + + + + + + + + eu07-$(PlatformShortName) + $(SolutionDir)tmp\$(PlatformShortName)-$(Configuration)\$(ProjectName)\ + $(SolutionDir)bin\ + + + eu07-$(PlatformShortName) + $(SolutionDir)bin\ + $(SolutionDir)tmp\$(PlatformShortName)-$(Configuration)\$(ProjectName)\ + + + false + $(SolutionDir)bin\ + $(SolutionDir)tmp\$(PlatformShortName)-$(Configuration)\$(ProjectName)\ + eu07-$(PlatformShortName) + + + eu07-$(PlatformShortName) + false + $(SolutionDir)bin\ + $(SolutionDir)tmp\$(PlatformShortName)-$(Configuration)\$(ProjectName)\ + + + + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + Level3 + ProgramDatabase + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + Use + true + false + true + true + stdcpp17 + + + true + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + Windows + + + true + + + + + + + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + Level3 + ProgramDatabase + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + Use + true + false + true + stdcpp17 + + + true + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + Windows + + + + + + + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + MultiThreaded + Level3 + ProgramDatabase + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + Use + true + true + true + stdcpp17 + + + true + true + true + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + Windows + libcmt.lib + true + UseLinkTimeCodeGeneration + + + + + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + MultiThreaded + Level3 + ProgramDatabase + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + Use + true + true + true + true + stdcpp17 + + + true + true + true + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + Windows + libcmt.lib + UseLinkTimeCodeGeneration + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + NotUsing + NotUsing + NotUsing + NotUsing + + + + + + + + + + + + + + + + + + + + + + Create + Create + Create + Create + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + TARGETMACHINEX86;%(PreprocessorDefinitions) + TARGETMACHINEX86;%(PreprocessorDefinitions) + + + + + + + + + \ No newline at end of file diff --git a/maszyna.vcxproj.filters b/maszyna.vcxproj.filters index e61198c3..c2f487fc 100644 --- a/maszyna.vcxproj.filters +++ b/maszyna.vcxproj.filters @@ -58,14 +58,20 @@ {77356e25-abc5-4f1c-9caf-6cf554a65770} + + {8b47594a-f06a-4c9b-9aef-70f6ec24a288} + + + {b8dcf22f-cddb-4d1f-a2fa-8c54e5da4a39} + + + {dd00198e-a316-4bcc-a4d3-916c8dcfe08f} + Source Files - - Source Files - Source Files @@ -78,9 +84,6 @@ Source Files - - Source Files - Source Files @@ -90,9 +93,6 @@ Source Files - - Source Files - Source Files @@ -102,15 +102,9 @@ Source Files - - Source Files - Source Files - - Source Files - Source Files @@ -126,15 +120,9 @@ Source Files - - Source Files - Source Files - - Source Files - Source Files @@ -174,15 +162,9 @@ Source Files - - Source Files - Source Files - - Source Files - Source Files @@ -192,30 +174,18 @@ Source Files - - Source Files - Source Files - - Source Files - Source Files Source Files - - Source Files - Source Files - - Source Files - Source Files @@ -336,9 +306,6 @@ Source Files - - Source Files - Source Files\imgui @@ -351,23 +318,65 @@ Source Files + + Source Files\math + + + Source Files\math + + + Source Files\math + + + Source Files\gfx + - Source Files + Source Files\gfx - - Source Files + + Source Files\gfx - - Source Files + + Source Files\gfx + + + Source Files\gfx - Source Files + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx - Source Files + Source Files\gfx + + + Source Files\gfx - Source Files + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx + + + Source Files\gfx @@ -638,9 +647,6 @@ Header Files\gfx - - Header Files\gfx - Header Files\gfx @@ -677,6 +683,24 @@ Header Files + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + + + Header Files + + + Header Files\gfx + + + Header Files\gfx + diff --git a/maszyna.vcxproj.user b/maszyna.vcxproj.user index 8c698752..440e2161 100644 --- a/maszyna.vcxproj.user +++ b/maszyna.vcxproj.user @@ -29,4 +29,7 @@ WindowsLocalDebugger _NO_DEBUG_HEAP=1 + + false + \ No newline at end of file From 5561189713ac23e0d7d0d2a567761a0787a63bf4 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 26 Oct 2019 20:06:51 +0200 Subject: [PATCH 035/153] ai braking logic fix --- Driver.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index eea5e34e..f384bd79 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1997,10 +1997,10 @@ void TController::AutoRewident() } for (int i = 0; i < BrakeAccTableSize; ++i) { - fBrake_a1[i+1] -= fBrake_a0[i+1]; - fBrake_a0[i+1] /= fMass; - fBrake_a0[i + 1] += 0.001*velstep*(1 + 2 * i); - fBrake_a1[i+1] /= (12*fMass); + fBrake_a1[ i + 1 ] -= fBrake_a0[i+1]; + fBrake_a0[ i + 1 ] /= fMass; + fBrake_a0[ i + 1 ] += 0.001*velstep*(1 + 2 * i); + fBrake_a1[ i + 1 ] /= (12*fMass); } IsCargoTrain = ( mvOccupied->CategoryFlag == 1 ) && ( ( mvOccupied->BrakeDelayFlag & bdelay_G ) != 0 ); @@ -2804,7 +2804,7 @@ bool TController::IncBrake() while (d) { // przeliczanie dodatkowego potrzebnego spadku ciśnienia if( ( d->MoverParameters->Hamulec->GetBrakeStatus() & b_dmg ) == 0 ) { - pos_corr += ( d->MoverParameters->Hamulec->GetCRP() - 5.0 ) * d->MoverParameters->TotalMass; + pos_corr -= ( d->MoverParameters->Hamulec->GetCRP() - 5.0 ) * d->MoverParameters->TotalMass; } d = d->Next(); // kolejny pojazd, podłączony od tyłu (licząc od czoła) } From f5416743c03124d3fc44e19b6f26b02f94be3047 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 27 Oct 2019 17:27:25 +0100 Subject: [PATCH 036/153] ai logic fixes --- Driver.cpp | 70 +++++++++++++++++++++++++++++++++++++++--------------- 1 file changed, 51 insertions(+), 19 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index eea5e34e..7da14c41 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1486,30 +1486,42 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN float TController::braking_distance_multiplier( float const Targetvelocity ) const { - if( Targetvelocity > 65.f ) { return 1.f; } + auto const frictionmultiplier { 1.f / Global.FrictionWeatherFactor }; + + if( Targetvelocity > 65.f ) { return 1.f * frictionmultiplier; } if( Targetvelocity < 5.f ) { // HACK: engaged automatic transmission means extra/earlier braking effort is needed for the last leg before full stop if( ( mvOccupied->TrainType == dt_DMU ) && ( mvOccupied->Vel < 40.0 ) && ( Targetvelocity == 0.f ) ) { auto const multiplier { clamp( 1.f + iVehicles * 0.5f, 2.f, 4.f ) }; - return interpolate( multiplier, 1.f, static_cast( mvOccupied->Vel / 40.0 ) ); + return ( + interpolate( + multiplier, 1.f, + static_cast( mvOccupied->Vel / 40.0 ) ) + * frictionmultiplier ); } // HACK: cargo trains or trains going downhill with high braking threshold need more distance to come to a full stop if( ( fBrake_a0[ 1 ] > 0.2 ) && ( ( true == IsCargoTrain ) || ( fAccGravity > 0.025 ) ) ) { - return interpolate( - 1.f, 2.f, - clamp( - ( fBrake_a0[ 1 ] - 0.2 ) / 0.2, - 0.0, 1.0 ) ); + return ( + interpolate( + 1.f, 2.f, + clamp( + ( fBrake_a0[ 1 ] - 0.2 ) / 0.2, + 0.0, 1.0 ) ) + * frictionmultiplier ); } - return 1.f; + return 1.f * frictionmultiplier; } // stretch the braking distance up to 3 times; the lower the speed, the greater the stretch - return interpolate( 3.f, 1.f, ( Targetvelocity - 5.f ) / 60.f ); + return ( + interpolate( + 3.f, 1.f, + ( Targetvelocity - 5.f ) / 60.f ) + * frictionmultiplier ); } void TController::TablePurger() @@ -2804,7 +2816,7 @@ bool TController::IncBrake() while (d) { // przeliczanie dodatkowego potrzebnego spadku ciśnienia if( ( d->MoverParameters->Hamulec->GetBrakeStatus() & b_dmg ) == 0 ) { - pos_corr += ( d->MoverParameters->Hamulec->GetCRP() - 5.0 ) * d->MoverParameters->TotalMass; + pos_corr -= ( std::min( 5.0, d->MoverParameters->Hamulec->GetCRP() ) - 5.0 ) * d->MoverParameters->TotalMass; } d = d->Next(); // kolejny pojazd, podłączony od tyłu (licząc od czoła) } @@ -3378,7 +3390,7 @@ void TController::SpeedSet() else { // jak ma jechać if( fActionTime < 0.0 ) { break; } - if( fReady > 0.4 ) { break; } + if( fReady > ( mvOccupied->Vel > 5.0 ? 0.5 : 0.4 ) ) { break; } if( mvOccupied->ActiveDir > 0 ) { mvOccupied->DirectionForward(); //żeby EN57 jechały na drugiej nastawie @@ -4940,6 +4952,12 @@ TController::UpdateSituation(double dt) { fMinProximityDist += 5.0; fMaxProximityDist += 5.0; } + // take into account weather conditions + if( ( Global.FrictionWeatherFactor < 1.f ) + && ( iVehicles > 1 ) ) { + fMinProximityDist += 5.0; + fMaxProximityDist += 5.0; + } fVelPlus = 2.0; // dopuszczalne przekroczenie prędkości na ograniczeniu bez hamowania // margines prędkości powodujący załączenie napędu // były problemy z jazdą np. 3km/h podczas ładowania wagonów @@ -4971,6 +4989,14 @@ TController::UpdateSituation(double dt) { } */ } + + if( ( Global.FrictionWeatherFactor < 1.f ) + && ( iVehicles > 1 ) ) { + // take into account weather conditions + fMinProximityDist += 5.0; + fMaxProximityDist += 5.0; + } + if( mvOccupied->Vel < 0.1 ) { // jak stanie za daleko, to niech nie dociąga paru metrów fMaxProximityDist = 50.0; @@ -4995,6 +5021,11 @@ TController::UpdateSituation(double dt) { // samochod (sokista też) fMinProximityDist = std::max( 3.5, mvOccupied->Vel * 0.2 ); fMaxProximityDist = std::max( 9.5, mvOccupied->Vel * 0.375 ); //[m] + if( Global.FrictionWeatherFactor < 1.f ) { + // take into account weather conditions + fMinProximityDist += 0.75; + fMaxProximityDist += 0.75; + } // margines prędkości powodujący załączenie napędu fVelMinus = 2.0; // dopuszczalne przekroczenie prędkości na ograniczeniu bez hamowania @@ -5387,7 +5418,6 @@ TController::UpdateSituation(double dt) { if (VelDesired < 0.0) VelDesired = fVelMax; // bo VelDesired<0 oznacza prędkość maksymalną - // Ra: jazda na widoczność // Ra: jazda na widoczność if( Obstacle.distance < 5000 ) { // mamy coś z przodu @@ -5429,15 +5459,17 @@ TController::UpdateSituation(double dt) { // jeśli odległość jest zbyt mała if( k < 10.0 ) // k - prędkość tego z przodu { // jeśli tamten porusza się z niewielką prędkością albo stoi + // keep speed difference within a safer margin + VelDesired = std::floor( + min_speed( + VelDesired, + ( Obstacle.distance > 100 ? + k + 20.0: + std::min( 8.0, k + 4.0 ) ) ) ); + if( ( OrderCurrentGet() & ( Connect | Loose_shunt ) ) != 0 ) { // jeśli spinanie, to jechać dalej AccPreferred = std::min( 0.35, AccPreferred ); // nie hamuj - VelDesired = std::floor( - min_speed( - VelDesired, - ( Obstacle.distance > 150 ? - k + 20.0: - std::min( 8.0, k + 4.0 ) ) ) ); VelNext = std::floor( std::min( 8.0, k + 2.0 ) ); // i pakuj się na tamtego } else { @@ -5929,7 +5961,7 @@ TController::UpdateSituation(double dt) { if( vel < VelDesired ) { // don't adjust acceleration when going above current goal speed if( -AccDesired * BrakeAccFactor() < ( - ( ( fReady > 0.4 ) + ( ( fReady > ( ( mvOccupied->Vel > 5.0 ) ? 0.5 : 0.4 ) ) || ( VelNext > vel - 40.0 ) ) ? fBrake_a0[ 0 ] * 0.8 : -fAccThreshold ) From 9dcaa1e339a8982329af2262a95f93bba110dcff Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 28 Oct 2019 21:53:11 +0100 Subject: [PATCH 037/153] tempomat fixes --- DynObj.cpp | 1 + McZapkie/MOVER.h | 2 +- McZapkie/Mover.cpp | 12 ++++-------- 3 files changed, 6 insertions(+), 9 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index 85d69a74..60c7cf01 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2853,6 +2853,7 @@ bool TDynamicObject::Update(double dt, double dt1) && ( ctOwner != nullptr ) ) { MoverParameters->MainCtrlPos = ctOwner->Controlling()->MainCtrlPos*MoverParameters->MainCtrlPosNo / std::max(1, ctOwner->Controlling()->MainCtrlPosNo); MoverParameters->SpeedCtrlValue = ctOwner->Controlling()->SpeedCtrlValue; + MoverParameters->SpeedCtrlUnit.IsActive = ctOwner->Controlling()->SpeedCtrlUnit.IsActive; } MoverParameters->CheckEIMIC(dt1); MoverParameters->CheckSpeedCtrl(dt1); diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 54ec7408..91964e5a 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -688,7 +688,7 @@ struct speed_control { bool BrakeIntervention = false; bool BrakeInterventionBraking = false; bool BrakeInterventionUnbraking = false; - bool Standby = true; + bool Standby = false; bool Parking = false; double InitialPower = 1.0; double FullPowerVelocity = -1; diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 82860deb..8e598c92 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -2215,17 +2215,12 @@ bool TMoverParameters::IncScndCtrl(int CtrlSpeed) if ((OK) && (EngineType == TEngineType::ElectricInductionMotor) && (ScndCtrlPosNo == 1) && (MainCtrlPos>0)) { - // NOTE: round() already adds 0.5, are the ones added here as well correct? - if ((Vmax < 250)) - SpeedCtrlValue = Round(Vel); - else - SpeedCtrlValue = Round(Vel * 0.5); + SpeedCtrlValue = Vel; if ((EIMCtrlType == 0)&&(SpeedCtrlAutoTurnOffFlag == 1)) { MainCtrlActualPos = MainCtrlPos; } SpeedCtrlUnit.IsActive = true; - SendCtrlToNext("SpeedCntrl", SpeedCtrlValue, CabNo); } if ((OK) && (SpeedCtrl) && (ScndCtrlPos == 1) && (EngineType == TEngineType::DieselEngine)) @@ -2286,7 +2281,6 @@ bool TMoverParameters::DecScndCtrl(int CtrlSpeed) if ((OK) && (EngineType == TEngineType::ElectricInductionMotor) && (ScndCtrlPosNo == 1)) { SpeedCtrlValue = 0; - SendCtrlToNext("SpeedCntrl", SpeedCtrlValue, CabNo); SpeedCtrlUnit.IsActive = false; if (SpeedCtrlUnit.ManualStateOverride) { eimic = 0.0; @@ -5560,6 +5554,7 @@ double TMoverParameters::TractionForce( double dt ) { //tempomat if (ScndCtrlPosNo == 4 && SpeedCtrlTypeTime) { + SpeedCtrlUnit.IsActive = ( SpeedCtrlValue > 0 ); switch (ScndCtrlPos) { case 0: NewSpeed = 0; @@ -5608,7 +5603,7 @@ double TMoverParameters::TractionForce( double dt ) { SpeedCtrlTimer += dt; if (SpeedCtrlTimer > SpeedCtrlDelay) { - int NewSCAP = (Vmax < 250 ? 1 : 0.5) * (float)ScndCtrlPos / (float)ScndCtrlPosNo * Vmax; + int NewSCAP = (float)ScndCtrlPos / (float)ScndCtrlPosNo * Vmax; if (NewSCAP != SpeedCtrlValue) { SpeedCtrlValue = NewSCAP; @@ -5616,6 +5611,7 @@ double TMoverParameters::TractionForce( double dt ) { } } } + SpeedCtrlUnit.IsActive = ( SpeedCtrlValue > 0 ); } double edBCP = Hamulec->GetEDBCP(); if( ( false == Doors.instances[ side::left ].is_closed ) From ae3cecfa42a3abd7f9f7da583625201e4749f795 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 31 Oct 2019 19:37:53 +0100 Subject: [PATCH 038/153] opengl 3.3 renderer integration, minor renderer tweaks --- .gitignore | 4 +- Globals.cpp | 5 +- Globals.h | 2 + Model3d.cpp | 104 +++++--- Model3d.h | 2 + PyInt.cpp | 2 +- Texture.cpp | 342 +++++++++++++++++++++---- Texture.h | 5 +- Track.cpp | 14 +- application.cpp | 31 ++- drivermode.cpp | 3 +- drivermouseinput.cpp | 4 +- driveruipanels.cpp | 9 +- editormode.cpp | 2 +- geometrybank.cpp | 6 +- maszyna.vcxproj | 454 ++++++++++++++++++++++++++++++++++ maszyna.vcxproj.filters | 18 +- material.cpp | 9 + material.h | 4 +- opengl33geometrybank.cpp | 138 +++++++++++ opengl33geometrybank.h | 72 ++++++ opengl33particles.cpp | 6 +- opengl33renderer.cpp | 211 +++++++++------- opengl33renderer.h | 126 ++++++---- opengl33skydome.cpp | 69 ++++++ opengl33skydome.h | 36 +++ openglgeometrybank.cpp | 79 +++--- openglgeometrybank.h | 2 + openglprecipitation.cpp | 2 + openglprecipitation.h | 2 +- openglrenderer.cpp | 59 +++-- openglrenderer.h | 10 +- openglskydome.cpp | 10 +- ref/imgui/imgui.h | 4 + ref/imgui/imgui_widgets.cpp | 88 +++++++ renderer.h | 10 +- simulationenvironment.cpp | 2 + simulationenvironment.h | 7 + simulationstateserializer.cpp | 2 +- skydome.cpp | 10 + skydome.h | 2 +- stdafx.h | 2 + sun.cpp | 2 +- sun.h | 2 +- uilayer.cpp | 110 +++----- uiwidgets.cpp | 104 ++++++++ uiwidgets.h | 17 ++ utilities.cpp | 10 + utilities.h | 2 + 49 files changed, 1804 insertions(+), 412 deletions(-) create mode 100644 maszyna.vcxproj create mode 100644 opengl33geometrybank.cpp create mode 100644 opengl33geometrybank.h create mode 100644 opengl33skydome.cpp create mode 100644 opengl33skydome.h create mode 100644 uiwidgets.cpp create mode 100644 uiwidgets.h diff --git a/.gitignore b/.gitignore index 549b13c4..b7f64fc4 100644 --- a/.gitignore +++ b/.gitignore @@ -55,8 +55,8 @@ install_manifest.txt *.opensdf *.sdf *.sln -*.vcxproj -*.filters +#*.vcxproj +#*.filters format_all_files.py *.suo EU07.tds diff --git a/Globals.cpp b/Globals.cpp index 6dac0e27..fc4d0694 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -338,10 +338,9 @@ global_settings::ConfigParse(cParser &Parser) { } else if( token == "gfxrenderer" ) { // shadow render toggle - std::string gfxrenderer; Parser.getTokens(); - Parser >> gfxrenderer; - BasicRenderer = ( gfxrenderer == "simple" ); + Parser >> GfxRenderer; + BasicRenderer = ( GfxRenderer == "simple" ); } else if( token == "shadows" ) { // shadow render toggle diff --git a/Globals.h b/Globals.h index 75a89b6e..e3b92986 100644 --- a/Globals.h +++ b/Globals.h @@ -49,6 +49,7 @@ struct global_settings { std::string asCurrentSceneryPath{ "scenery/" }; std::string asCurrentTexturePath{ szTexturePath }; std::string asCurrentDynamicPath; + bool GfxFramebufferSRGB { true }; // settings // filesystem bool bLoadTraction{ true }; @@ -107,6 +108,7 @@ struct global_settings { float BaseDrawRange{ 2500.f }; int DynamicLightCount{ 3 }; bool ScaleSpecularValues{ true }; + std::string GfxRenderer{ "default" }; bool BasicRenderer{ false }; bool RenderShadows{ true }; int RenderCabShadowsRange{ 0 }; diff --git a/Model3d.cpp b/Model3d.cpp index fcfa5dc6..8a77c117 100644 --- a/Model3d.cpp +++ b/Model3d.cpp @@ -90,6 +90,30 @@ TSubModel::SetDiffuseOverride( glm::vec3 const &Color, bool const Includechildre } } +std::optional +TSubModel::GetDiffuse(float Includesiblings) { + if (eType == TP_FREESPOTLIGHT) { + if (DiffuseOverride.x >= 0.0f) + return DiffuseOverride; + else + return glm::vec3(f4Diffuse); + } + + if (Includesiblings) { + auto sibling = this; + while ((sibling = sibling->Next)) { + auto result = sibling->GetDiffuse(true); + if (result) + return result; + } + } + + if (Child) + return Child->GetDiffuse(true); + + return std::nullopt; +} + // sets visibility level (alpha component) to specified value void TSubModel::SetVisibilityLevel( float const Level, bool const Includechildren, bool const Includesiblings ) { @@ -335,7 +359,8 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic std::string material = parser.getToken(); if (material == "none") { // rysowanie podanym kolorem - m_material = null_handle; + Name_Material( "colored" ); + m_material = GfxRenderer->Fetch_Material( m_materialname ); iFlags |= 0x10; // rysowane w cyklu nieprzezroczystych } else if (material.find("replacableskin") != material.npos) @@ -374,11 +399,18 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic m_material = GfxRenderer->Fetch_Material( material ); // renderowanie w cyklu przezroczystych tylko jeśli: // 1. Opacity=0 (przejściowo <1, czy tam <100) oraz - iFlags |= ( - Opacity < 0.999f ? + // 2. tekstura ma przezroczystość + iFlags |= ( + ( ( Opacity < 0.01f ) + && ( ( m_material != null_handle ) + && ( GfxRenderer->Material( m_material ).is_translucent() ) ) ) ? 0x20 : - 0x10 ); // 0x20-przezroczysta, 0x10-nieprzezroczysta - }; + 0x10 ); // 0x10-nieprzezroczysta, 0x20-przezroczysta + }; + } + else if( eType == TP_STARS ) { + m_material = GfxRenderer->Fetch_Material( "stars" ); + iFlags |= 0x10; } else { iFlags |= 0x10; @@ -387,17 +419,26 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic if (m_material > 0) { opengl_material const &mat = GfxRenderer->Material(m_material); - - // if material have opacity set, replace submodel opacity with it - if (!std::isnan(mat.opacity)) - { + /* + if( eType == TP_FREESPOTLIGHT ) { iFlags &= ~0x30; - if (mat.opacity == 0.0f) - iFlags |= 0x20; // translucent - else - iFlags |= 0x10; // opaque + iFlags |= 0x20; + } + else + */ + { + // if material has opacity set, replace submodel opacity with it + auto const opacity { ( + false == std::isnan( mat.opacity ) ? + mat.opacity : + Opacity ) }; + iFlags &= ~0x30; + iFlags |= ( + ( ( opacity < 0.01f ) + && ( GfxRenderer->Material( m_material ).is_translucent() ) ) ? + 0x20 : + 0x10 ); // 0x10-nieprzezroczysta, 0x20-przezroczysta } - // and same thing with selfillum if (!std::isnan(mat.selfillum)) fLight = mat.selfillum; @@ -1802,25 +1843,25 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, std::vector *t, } */ m_material = GfxRenderer->Fetch_Material( m_materialname ); - // if we don't have phase flags set for some reason, try to fix it if (!(iFlags & 0x30) && m_material != null_handle) { - opengl_material const &mat = GfxRenderer->Material(m_material); - float opacity = mat.opacity; - - // if material don't have opacity set, try to guess it - if (std::isnan(opacity)) - opacity = mat.get_or_guess_opacity(); - - // set phase flag based on material opacity - if (opacity == 0.0f) - iFlags |= 0x20; // translucent + /* + if( eType == TP_FREESPOTLIGHT ) { + iFlags &= ~0x30; + iFlags |= 0x20; + } else - iFlags |= 0x10; // opaque + */ + { + // texture-alpha based fallback if for some reason we don't have opacity flag set yet + iFlags |= ( + GfxRenderer->Material( m_material ).is_translucent() ? + 0x20 : + 0x10 ); // 0x10-nieprzezroczysta, 0x20-przezroczysta + } } - - if (m_material > 0) + if ( m_material != null_handle ) { opengl_material const &mat = GfxRenderer->Material(m_material); @@ -1835,7 +1876,12 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, std::vector *t, } } else - m_material = iTexture; + { + if( iTexture == 0 ) + m_material = GfxRenderer->Fetch_Material( "colored" ); + else + m_material = iTexture; + } b_aAnim = b_Anim; // skopiowanie animacji do drugiego cyklu diff --git a/Model3d.h b/Model3d.h index 43936838..d4a8ecea 100644 --- a/Model3d.h +++ b/Model3d.h @@ -208,6 +208,8 @@ public: void ColorsSet( glm::vec3 const &Ambient, glm::vec3 const &Diffuse, glm::vec3 const &Specular ); // sets rgb components of diffuse color override to specified value void SetDiffuseOverride( glm::vec3 const &Color, bool const Includechildren = false, bool const Includesiblings = false ); + // gets rgb components of any freespot diffuse color (searches also in children) + std::optional GetDiffuse( float Includesiblings = false ); // sets visibility level (alpha component) to specified value void SetVisibilityLevel( float const Level, bool const Includechildren = false, bool const Includesiblings = false ); // sets light level (alpha component of illumination color) to specified value diff --git a/PyInt.cpp b/PyInt.cpp index 78eb4f61..52f3e1a3 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -47,7 +47,7 @@ void render_task::run() { // build texture ::glTexImage2D( GL_TEXTURE_2D, 0, - GL_RGBA8, + ( Global.GfxFramebufferSRGB ? GL_SRGB8 : GL_RGBA8 ), PyInt_AsLong( outputwidth ), PyInt_AsLong( outputheight ), 0, GL_RGB, GL_UNSIGNED_BYTE, reinterpret_cast( PyString_AsString( output ) ) ); ::glFlush(); diff --git a/Texture.cpp b/Texture.cpp index 55da13ab..34d33c34 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -31,12 +31,201 @@ http://mozilla.org/MPL/2.0/. std::array opengl_texture::units = { 0 }; GLint opengl_texture::m_activeunit = -1; +std::unordered_map opengl_texture::precompressed_formats = +{ + { GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 8 }, + { GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 16 }, + { GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 16 }, + { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8 }, + { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 16 }, + { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 16 }, +}; + +std::unordered_map opengl_texture::drivercompressed_formats = +{ + { GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA }, + { GL_SRGB8, GL_COMPRESSED_SRGB }, + { GL_RGBA8, GL_COMPRESSED_RGBA }, + { GL_RGB8, GL_COMPRESSED_RGB }, + { GL_RG8, GL_COMPRESSED_RG }, + { GL_R8, GL_COMPRESSED_RED }, +}; + +std::unordered_map> opengl_texture::mapping = +{ + // image have, material wants, gl internalformat + { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, { { GL_SRGB_ALPHA, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT }, + { GL_SRGB, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT }, + { GL_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT }, + { GL_RGB, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT }, + { GL_RG, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT }, + { GL_RED, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT } } }, + { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, { { GL_SRGB_ALPHA, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT }, + { GL_SRGB, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT }, + { GL_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT }, + { GL_RGB, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT }, + { GL_RG, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT }, + { GL_RED, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT } } }, + { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, { { GL_SRGB_ALPHA, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT }, + { GL_SRGB, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT }, + { GL_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT }, + { GL_RGB, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT }, + { GL_RG, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT }, + { GL_RED, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT } } }, + { GL_RGBA, { { GL_SRGB_ALPHA, GL_SRGB8_ALPHA8 }, + { GL_SRGB, GL_SRGB8 }, + { GL_RGBA, GL_RGBA8 }, + { GL_RGB, GL_RGB8 }, + { GL_RG, GL_RG8 }, + { GL_RED, GL_R8 } } }, + { GL_RGB, { { GL_SRGB_ALPHA, GL_SRGB8 }, // bad + { GL_SRGB, GL_SRGB8 }, + { GL_RGBA, GL_RGB8 }, // bad + { GL_RGB, GL_RGB8 }, + { GL_RG, GL_RG8 }, + { GL_RED, GL_R8 } } }, + { GL_RG, { { GL_SRGB_ALPHA, GL_SRGB8 }, // bad + { GL_SRGB, GL_SRGB8 }, // bad + { GL_RGBA, GL_RG8 }, // bad + { GL_RGB, GL_RG8 }, // bad + { GL_RG, GL_RG8 }, + { GL_RED, GL_R8 } } }, + { GL_RED, { { GL_SRGB_ALPHA, GL_SRGB8 }, // bad + { GL_SRGB, GL_SRGB8 }, // bad + { GL_RGBA, GL_R8 }, // bad + { GL_RGB, GL_R8 }, // bad + { GL_RG, GL_R8 }, // bad + { GL_RED, GL_R8 } } }, +}; + texture_manager::texture_manager() { // since index 0 is used to indicate no texture, we put a blank entry in the first texture slot m_textures.emplace_back( new opengl_texture(), std::chrono::steady_clock::time_point() ); } +// convert image to format suitable for given internalformat +// required for GLES, on desktop GL it will be done by driver +void opengl_texture::gles_match_internalformat(GLuint internalformat) +{ + // don't care about sRGB here + if (internalformat == GL_SRGB8) + internalformat = GL_RGB8; + if (internalformat == GL_SRGB8_ALPHA8) + internalformat = GL_RGBA8; + if (internalformat == GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT) + internalformat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; + if (internalformat == GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT) + internalformat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; + if (internalformat == GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT) + internalformat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + + // ignore compressed formats (and hope that GLES driver will support it) + if (precompressed_formats.find(internalformat) != precompressed_formats.end()) + return; + + // we don't want BGR(A), reverse it + if (data_format == GL_BGR) + { + std::vector reverse; + reverse.resize(data.size()); + + for (int y = 0; y < data_height; y++) + for (int x = 0; x < data_width; x++) + { + int offset = (y * data_width + x) * 3; + reverse[offset + 0] = data[offset + 2]; + reverse[offset + 1] = data[offset + 1]; + reverse[offset + 2] = data[offset + 0]; + } + + data_format = GL_RGB; + data = reverse; + } + else if (data_format == GL_BGRA) + { + std::vector reverse; + reverse.resize(data.size()); + + for (int y = 0; y < data_height; y++) + for (int x = 0; x < data_width; x++) + { + int offset = (y * data_width + x) * 4; + reverse[offset + 0] = data[offset + 2]; + reverse[offset + 1] = data[offset + 1]; + reverse[offset + 2] = data[offset + 0]; + reverse[offset + 3] = data[offset + 3]; + } + + data_format = GL_RGBA; + data = reverse; + } + + // if format matches, we're done + if (data_format == GL_RGBA && internalformat == GL_RGBA8) + return; + if (data_format == GL_RGB && internalformat == GL_RGB8) + return; + if (data_format == GL_RG && internalformat == GL_RG8) + return; + if (data_format == GL_RED && internalformat == GL_R8) + return; + + // do conversion + + int in_c = 0; + if (data_format == GL_RGBA) + in_c = 4; + else if (data_format == GL_RGB) + in_c = 3; + else if (data_format == GL_RG) + in_c = 2; + else if (data_format == GL_RED) + in_c = 1; + + int out_c = 0; + if (internalformat == GL_RGBA8) + out_c = 4; + else if (internalformat == GL_RGB8) + out_c = 3; + else if (internalformat == GL_RG8) + out_c = 2; + else if (internalformat == GL_R8) + out_c = 1; + + if (!in_c || !out_c) + return; // conversion not supported + + std::vector out; + out.resize(data_width * data_height * out_c); + + for (int y = 0; y < data_height; y++) + for (int x = 0; x < data_width; x++) + { + int pixel = (y * data_width + x); + int in_off = pixel * in_c; + int out_off = pixel * out_c; + for (int i = 0; i < out_c; i++) + { + if (i < in_c) + out[out_off + i] = data[in_off + i]; + else + out[out_off + i] = 0xFF; + } + } + + if (out_c == 4) + data_format = GL_RGBA; + else if (out_c == 3) + data_format = GL_RGB; + else if (out_c == 2) + data_format = GL_RG; + else if (out_c == 1) + data_format = GL_RED; + + data = out; +} + // loads texture data from specified file // TODO: wrap it in a workitem class, for the job system deferred loading void @@ -146,7 +335,7 @@ opengl_texture::load_BMP() { } data.resize( datasize ); - file.read( &data[0], datasize ); + file.read((char *)&data[0], datasize); // fill remaining data info if( info.bmiHeader.biBitCount == 32 ) { @@ -600,8 +789,9 @@ opengl_texture::unbind(size_t unit) bool opengl_texture::create() { - if( data_state != resource_state::good ) { + if( data_state != resource_state::good && !is_rendertarget ) { // don't bother until we have useful texture data + // and it isn't rendertarget texture without loaded data return false; } @@ -610,73 +800,125 @@ opengl_texture::create() { if( id == -1 ) { ::glGenTextures( 1, &id ); - ::glBindTexture( GL_TEXTURE_2D, id ); + ::glBindTexture( target, id ); // analyze specified texture traits - bool wraps{ true }; - bool wrapt{ true }; for( auto const &trait : traits ) { switch( trait ) { - case 's': { wraps = false; break; } - case 't': { wrapt = false; break; } + case 's': { wrap_mode_s = GL_CLAMP_TO_EDGE; break; } + case 't': { wrap_mode_t = GL_CLAMP_TO_EDGE; break; } } } - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, ( wraps == true ? GL_REPEAT : GL_CLAMP_TO_EDGE ) ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, ( wrapt == true ? GL_REPEAT : GL_CLAMP_TO_EDGE ) ); - - set_filtering(); - - if( data_mapcount == 1 ) { - // fill missing mipmaps if needed - ::glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE ); - } // upload texture data int dataoffset = 0, datasize = 0, datawidth = data_width, dataheight = data_height; - for( int maplevel = 0; maplevel < data_mapcount; ++maplevel ) { + if (is_rendertarget) + { + glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_mode_s); + glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_mode_t); + if (data_components == GL_DEPTH_COMPONENT) + { + glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); + float borderColor[] = { 0.0f, 0.0f, 0.0f, 0.0f }; + glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, borderColor); + } - if( ( data_format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ) - || ( data_format == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ) - || ( data_format == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ) ) { - // compressed dds formats - int const datablocksize = - ( data_format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ? - 8 : - 16 ); - - datasize = ( ( std::max( datawidth, 4 ) + 3 ) / 4 ) * ( ( std::max( dataheight, 4 ) + 3 ) / 4 ) * datablocksize; - - ::glCompressedTexImage2D( - GL_TEXTURE_2D, maplevel, data_format, - datawidth, dataheight, 0, - datasize, (GLubyte *)&data[ dataoffset ] ); - - dataoffset += datasize; - datawidth = std::max( datawidth / 2, 1 ); - dataheight = std::max( dataheight / 2, 1 ); + if (Global.gfx_usegles) + { + if (target == GL_TEXTURE_2D || !glTexStorage2DMultisample) + glTexStorage2D(target, count_trailing_zeros(std::max(data_width, data_height)) + 1, data_format, data_width, data_height); + else if (target == GL_TEXTURE_2D_MULTISAMPLE) + glTexStorage2DMultisample(target, samples, data_format, data_width, data_height, GL_FALSE); } - else { - // uncompressed texture data. have the gfx card do the compression as it sees fit - ::glTexImage2D( - GL_TEXTURE_2D, 0, - ( Global.compress_tex ? - GL_COMPRESSED_RGBA : - GL_RGBA ), - data_width, data_height, 0, - data_format, GL_UNSIGNED_BYTE, (GLubyte *)&data[ 0 ] ); + else + { + if (target == GL_TEXTURE_2D) + glTexImage2D(target, 0, data_format, data_width, data_height, 0, data_components, GL_UNSIGNED_SHORT, nullptr); + else if (target == GL_TEXTURE_2D_MULTISAMPLE) + glTexImage2DMultisample(target, samples, data_format, data_width, data_height, GL_FALSE); } } + else + { + ::glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_mode_s); + ::glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_mode_t); + set_filtering(); - if( ( true == Global.ResourceMove ) - || ( false == Global.ResourceSweep ) ) { - // if garbage collection is disabled we don't expect having to upload the texture more than once - data = std::vector(); - data_state = resource_state::none; + // data_format and data_type specifies how image is laid out in memory + // data_components specifies what useful channels image contains + // components_hint specifies what format we want to load + + // now map that mess into opengl internal format + + GLint components = data_components; + auto f_it = precompressed_formats.find(data_format); + if (f_it != precompressed_formats.end()) + components = data_format; + + if (!components_hint) + components_hint = GL_SRGB_ALPHA; + + GLint internal_format = mapping[components][components_hint]; + + if (Global.gfx_usegles) + { + // GLES cannot generate mipmaps on SRGB8 + if (internal_format == GL_SRGB8) + internal_format = GL_SRGB8_ALPHA8; + + gles_match_internalformat(internal_format); + } + + auto blocksize_it = precompressed_formats.find(internal_format); + + for( int maplevel = 0; maplevel < data_mapcount; ++maplevel ) { + + if (blocksize_it != precompressed_formats.end()) + { + // compressed dds formats + const int datablocksize = blocksize_it->second; + + datasize = ( ( std::max( datawidth, 4 ) + 3 ) / 4 ) * ( ( std::max( dataheight, 4 ) + 3 ) / 4 ) * datablocksize; + + ::glCompressedTexImage2D( + target, maplevel, internal_format, + datawidth, dataheight, 0, + datasize, (GLubyte *)&data[ dataoffset ] ); + + dataoffset += datasize; + datawidth = std::max( datawidth / 2, 1 ); + dataheight = std::max( dataheight / 2, 1 ); + } + else { + GLint compressed_format = drivercompressed_formats[internal_format]; + + // uncompressed texture data. have the gfx card do the compression as it sees fit + ::glTexImage2D( + target, 0, + Global.compress_tex ? compressed_format : internal_format, + data_width, data_height, 0, + data_format, data_type, (GLubyte *)&data[ 0 ] ); + } + } + + if( data_mapcount == 1 ) { + // fill missing mipmaps if needed + glGenerateMipmap(target); + } + + if( ( true == Global.ResourceMove ) + || ( false == Global.ResourceSweep ) ) { + // if garbage collection is disabled we don't expect having to upload the texture more than once + data = std::vector(); + data_state = resource_state::none; + } } if( type == "make:" ) { diff --git a/Texture.h b/Texture.h index 7764c523..599b4eb0 100644 --- a/Texture.h +++ b/Texture.h @@ -73,11 +73,12 @@ private: void set_filtering() const; void downsize( GLuint const Format ); void flip_vertical(); + void gles_match_internalformat( GLuint format ); // members bool is_rendertarget = false; // is used as postfx rendertarget, without loaded data int samples = 1; - std::vector data; // texture data (stored GL-style, bottom-left origin) + std::vector data; // texture data (stored GL-style, bottom-left origin) resource_state data_state{ resource_state::none }; // current state of texture data int data_width{ 0 }, data_height{ 0 }, @@ -166,7 +167,7 @@ private: // reduces provided data image to half of original size, using basic 2x2 average template void -downsample( std::size_t const Width, std::size_t const Height, char *Imagedata ) { +downsample( std::size_t const Width, std::size_t const Height, unsigned char *Imagedata ) { Colortype_ *destination = reinterpret_cast( Imagedata ); Colortype_ *sampler = reinterpret_cast( Imagedata ); diff --git a/Track.cpp b/Track.cpp index 57f2decb..848bd369 100644 --- a/Track.cpp +++ b/Track.cpp @@ -1140,7 +1140,7 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { } if( ( Bank == 0 ) && ( false == Geometry2.empty() ) ) { // special variant, replace existing data for a turntable track - GfxRenderer->Replace( vertices, Geometry2[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry2[ 0 ], GL_TRIANGLE_STRIP ); } } if (m_material1) @@ -1158,10 +1158,10 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) { if( ( Bank == 0 ) && ( false == Geometry1.empty() ) ) { // special variant, replace existing data for a turntable track Segment->RenderLoft( vertices, m_origin, rpts1, iTrapezoid > 0, texturelength ); - GfxRenderer->Replace( vertices, Geometry1[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry1[ 0 ], GL_TRIANGLE_STRIP ); vertices.clear(); // reuse the scratchpad Segment->RenderLoft( vertices, m_origin, rpts2, iTrapezoid > 0, texturelength ); - GfxRenderer->Replace( vertices, Geometry1[ 1 ] ); + GfxRenderer->Replace( vertices, Geometry1[ 1 ], GL_TRIANGLE_STRIP ); } } break; @@ -1789,7 +1789,7 @@ TTrack * TTrack::RaAnimate() // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts3, true, texturelength, 1.0, 0, bladelength / 2, { SwitchExtension->fOffset2, SwitchExtension->fOffset2 / 2 } ); SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength, 1.0, bladelength / 2, bladelength, { SwitchExtension->fOffset2 / 2, 0.f } ); - GfxRenderer->Replace( vertices, Geometry1[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry1[ 0 ], GL_TRIANGLE_STRIP ); vertices.clear(); } if( m_material2 ) { @@ -1798,7 +1798,7 @@ TTrack * TTrack::RaAnimate() // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts4, true, texturelength, 1.0, 0, bladelength / 2, { -fMaxOffset + SwitchExtension->fOffset1, ( -fMaxOffset + SwitchExtension->fOffset1 ) / 2 } ); SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength, 1.0, bladelength / 2, bladelength, { ( -fMaxOffset + SwitchExtension->fOffset1 ) / 2, 0.f } ); - GfxRenderer->Replace( vertices, Geometry2[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry2[ 0 ], GL_TRIANGLE_STRIP ); vertices.clear(); } } @@ -1809,7 +1809,7 @@ TTrack * TTrack::RaAnimate() // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts4, true, texturelength, 1.0, 0, bladelength / 2, { -SwitchExtension->fOffset2, -SwitchExtension->fOffset2 / 2 } ); SwitchExtension->Segments[ 0 ]->RenderLoft( vertices, m_origin, rpts2, false, texturelength, 1.0, bladelength / 2, bladelength, { -SwitchExtension->fOffset2 / 2, 0.f } ); - GfxRenderer->Replace( vertices, Geometry1[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry1[ 0 ], GL_TRIANGLE_STRIP ); vertices.clear(); } if( m_material2 ) { @@ -1818,7 +1818,7 @@ TTrack * TTrack::RaAnimate() // composed from two parts: transition from blade to regular rail, and regular rail SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts3, true, texturelength, 1.0, 0, bladelength / 2, { fMaxOffset - SwitchExtension->fOffset1, ( fMaxOffset - SwitchExtension->fOffset1 ) / 2 } ); SwitchExtension->Segments[ 1 ]->RenderLoft( vertices, m_origin, rpts1, false, texturelength, 1.0, bladelength / 2, bladelength, { ( fMaxOffset - SwitchExtension->fOffset1 ) / 2, 0.f } ); - GfxRenderer->Replace( vertices, Geometry2[ 0 ] ); + GfxRenderer->Replace( vertices, Geometry2[ 0 ], GL_TRIANGLE_STRIP ); vertices.clear(); } } diff --git a/application.cpp b/application.cpp index 4edfabd8..ed3b553d 100644 --- a/application.cpp +++ b/application.cpp @@ -19,9 +19,11 @@ http://mozilla.org/MPL/2.0/. #include "dictionary.h" #include "sceneeditor.h" #include "openglrenderer.h" +#include "opengl33renderer.h" #include "uilayer.h" #include "translation.h" #include "Logs.h" +#include "Timer.h" #ifdef EU07_BUILD_STATIC #pragma comment( lib, "glfw3.lib" ) @@ -145,15 +147,27 @@ int eu07_application::run() { // main application loop - while( ( false == glfwWindowShouldClose( m_windows.front() ) ) - && ( false == m_modestack.empty() ) - && ( true == m_modes[ m_modestack.top() ]->update() ) - && ( true == GfxRenderer->Render() ) ) { + while (!glfwWindowShouldClose( m_windows.front() ) && !m_modestack.empty()) + { + Timer::subsystem.mainloop_total.start(); + + if( !m_modes[ m_modestack.top() ]->update() ) + break; + + if (!GfxRenderer->Render()) + break; + glfwPollEvents(); + + if (m_modestack.empty()) + return 0; + m_modes[ m_modestack.top() ]->on_event_poll(); + + Timer::subsystem.mainloop_total.stop(); } - return 0; + return 0; } // issues request for a worker thread to perform specified task. returns: true if task was scheduled @@ -532,9 +546,14 @@ eu07_application::init_gfx() { } } - { + if( Global.GfxRenderer == "default" ) { + // default render path + GfxRenderer = std::make_unique(); + } + else { // legacy render path GfxRenderer = std::make_unique(); + Global.GfxFramebufferSRGB = false; Global.DisabledLogTypes |= logtype::material; } diff --git a/drivermode.cpp b/drivermode.cpp index 1bc8eae0..a5359afd 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -238,10 +238,11 @@ driver_mode::update() { // NOTE: particle system runs on simulation time, but needs actual camera position to determine how to update each particle source simulation::Particles.update(); - GfxRenderer->Update( deltarealtime ); simulation::is_ready = true; + GfxRenderer->Update( deltarealtime ); + return true; } diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index a8dae764..25664f50 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -318,7 +318,7 @@ drivermouse_input::button( int const Button, int const Action ) { // left mouse button launches on_click event associated with to the node if( Button == GLFW_MOUSE_BUTTON_LEFT ) { if( Action == GLFW_PRESS ) { - GfxRenderer->Pick_Node( + GfxRenderer->Pick_Node_Callback( [this](scene::basic_node *node) { if( ( node == nullptr ) || ( typeid( *node ) != typeid( TAnimModel ) ) ) @@ -366,7 +366,7 @@ drivermouse_input::button( int const Button, int const Action ) { else { // if not release then it's press m_pickwaiting = true; - GfxRenderer->Pick_Control( + GfxRenderer->Pick_Control_Callback( [this, Button, Action, &mousecommand](TSubModel const *control) { bool pickwaiting = m_pickwaiting; diff --git a/driveruipanels.cpp b/driveruipanels.cpp index dbf53c15..df09a140 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -1104,9 +1104,14 @@ debug_panel::update_section_renderer( std::vector &Output ) { textline = std::string( "Rendering mode: " ) + + ( Global.GfxRenderer == "default" ? + "Shaders" : + ( Global.BasicRenderer ? + "Legacy Simple" : + "Legacy" ) ) + ( Global.bUseVBO ? - "VBO" : - "Display Lists" ) + ", VBO" : + ", Display Lists" ) + " "; if( false == Global.LastGLError.empty() ) { textline += diff --git a/editormode.cpp b/editormode.cpp index a60d278f..340fe2ff 100644 --- a/editormode.cpp +++ b/editormode.cpp @@ -230,7 +230,7 @@ editor_mode::on_mouse_button( int const Button, int const Action, int const Mods if( Action == GLFW_PRESS ) { // left button press m_node = nullptr; - GfxRenderer->Pick_Node( + GfxRenderer->Pick_Node_Callback( [ this ]( scene::basic_node *node ) { m_node = node; if( m_node ) { diff --git a/geometrybank.cpp b/geometrybank.cpp index 31ef6459..b0b656f6 100644 --- a/geometrybank.cpp +++ b/geometrybank.cpp @@ -10,6 +10,7 @@ http://mozilla.org/MPL/2.0/. #include "stdafx.h" #include "geometrybank.h" #include "openglgeometrybank.h" +#include "opengl33geometrybank.h" #include "sn_utils.h" #include "Logs.h" @@ -239,8 +240,9 @@ geometrybank_manager::update() { gfx::geometrybank_handle geometrybank_manager::create_bank() { - if( true == Global.bUseVBO ) { m_geometrybanks.emplace_back( std::make_shared(), std::chrono::steady_clock::time_point() ); } - else { m_geometrybanks.emplace_back( std::make_shared(), std::chrono::steady_clock::time_point() ); } + if( Global.GfxRenderer == "default" ) { m_geometrybanks.emplace_back( std::make_shared(), std::chrono::steady_clock::time_point() ); } + else if( true == Global.bUseVBO ) { m_geometrybanks.emplace_back( std::make_shared(), std::chrono::steady_clock::time_point() ); } + else { m_geometrybanks.emplace_back( std::make_shared(), std::chrono::steady_clock::time_point() ); } // NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication return { static_cast( m_geometrybanks.size() ), 0 }; } diff --git a/maszyna.vcxproj b/maszyna.vcxproj new file mode 100644 index 00000000..c921fd3a --- /dev/null +++ b/maszyna.vcxproj @@ -0,0 +1,454 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {8E0232E5-1C67-442F-9E04-45ED2DDFC960} + Win32Proj + 10.0.17763.0 + + + + Application + true + v141_xp + + + Application + true + v141 + + + Application + false + v141_xp + + + Application + false + v141 + + + + + + + + + + + + + + + + + + + eu07-$(PlatformShortName) + $(SolutionDir)tmp\$(PlatformShortName)-$(Configuration)\$(ProjectName)\ + $(SolutionDir)bin\ + + + eu07-$(PlatformShortName) + $(SolutionDir)bin\ + $(SolutionDir)tmp\$(PlatformShortName)-$(Configuration)\$(ProjectName)\ + + + false + $(SolutionDir)bin\ + $(SolutionDir)tmp\$(PlatformShortName)-$(Configuration)\$(ProjectName)\ + eu07-$(PlatformShortName) + + + eu07-$(PlatformShortName) + false + $(SolutionDir)bin\ + $(SolutionDir)tmp\$(PlatformShortName)-$(Configuration)\$(ProjectName)\ + + + + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + Level3 + ProgramDatabase + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + Use + true + false + true + true + stdcpp17 + + + true + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + Windows + + + true + + + + + + + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + Level3 + ProgramDatabase + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + Use + true + false + true + stdcpp17 + + + true + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + Windows + + + + + + + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + MultiThreaded + Level3 + ProgramDatabase + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + Use + true + true + true + stdcpp17 + + + true + true + true + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + Windows + libcmt.lib + true + UseLinkTimeCodeGeneration + + + + + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + MultiThreaded + Level3 + ProgramDatabase + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + Use + true + true + true + true + stdcpp17 + + + true + true + true + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + Windows + libcmt.lib + UseLinkTimeCodeGeneration + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + NotUsing + NotUsing + NotUsing + NotUsing + + + + + + + + + NotUsing + NotUsing + NotUsing + NotUsing + + + + + + + + + + + + + + + + + + + + + + Create + Create + Create + Create + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + TARGETMACHINEX86;%(PreprocessorDefinitions) + TARGETMACHINEX86;%(PreprocessorDefinitions) + + + + + + + + + \ No newline at end of file diff --git a/maszyna.vcxproj.filters b/maszyna.vcxproj.filters index c337709d..cee574f7 100644 --- a/maszyna.vcxproj.filters +++ b/maszyna.vcxproj.filters @@ -435,6 +435,12 @@ Source Files\gfx + + Source Files\gfx + + + Source Files\gfx + @@ -701,9 +707,6 @@ Header Files\gfx - - Header Files\gfx - Header Files\gfx @@ -800,6 +803,15 @@ Header Files\gfx + + Header Files\gfx + + + Header Files\gfx + + + Header Files\gfx + diff --git a/material.cpp b/material.cpp index 2dfeb068..69a0cc38 100644 --- a/material.cpp +++ b/material.cpp @@ -315,6 +315,15 @@ float opengl_material::get_or_guess_opacity() const { return 0.0f; } +bool +opengl_material::is_translucent() const { + + return ( + textures[ 0 ] != null_handle ? + GfxRenderer->Texture( textures[ 0 ] ).has_alpha : + false ); +} + // create material object from data stored in specified file. // NOTE: the deferred load parameter is passed to textures defined by material, the material itself is always loaded immediately material_handle diff --git a/material.h b/material.h index cbf4f11c..008707c1 100644 --- a/material.h +++ b/material.h @@ -38,9 +38,7 @@ struct opengl_material { deserialize( cParser &Input, bool const Loadnow ); void finalize(bool Loadnow); float get_or_guess_opacity() const; - inline bool - is_translucent() const { - return ( get_or_guess_opacity() == 0.0f ); } + bool is_translucent() const; private: // methods diff --git a/opengl33geometrybank.cpp b/opengl33geometrybank.cpp new file mode 100644 index 00000000..78324703 --- /dev/null +++ b/opengl33geometrybank.cpp @@ -0,0 +1,138 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "opengl33geometrybank.h" + +#include "Logs.h" + +namespace gfx { + +// opengl vao/vbo-based variant of the geometry bank + +// create() subclass details +void +opengl33_vaogeometrybank::create_( gfx::geometry_handle const &Geometry ) { + // adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things. + // thus we don't need to initialize the values here + m_chunkrecords.emplace_back( chunk_record() ); + // kiss the existing buffer goodbye, new overall data size means we'll be making a new one + delete_buffer(); +} + +// replace() subclass details +void +opengl33_vaogeometrybank::replace_( gfx::geometry_handle const &Geometry ) { + + auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ]; + chunkrecord.is_good = false; + // if the overall length of the chunk didn't change we can get away with reusing the old buffer... + if( geometry_bank::chunk( Geometry ).vertices.size() != chunkrecord.size ) { + // ...but otherwise we'll need to allocate a new one + // TBD: we could keep and reuse the old buffer also if the new chunk is smaller than the old one, + // but it'd require some extra tracking and work to keep all chunks up to date; also wasting vram; may be not worth it? + delete_buffer(); + } +} + +void opengl33_vaogeometrybank::setup_buffer() +{ + if( !m_buffer ) { + // if there's no buffer, we'll have to make one + // NOTE: this isn't exactly optimal in terms of ensuring the gfx card doesn't stall waiting for the data + // may be better to initiate upload earlier (during update phase) and trust this effort won't go to waste + if( true == m_chunks.empty() ) { return; } + + std::size_t datasize{ 0 }; + auto chunkiterator = m_chunks.cbegin(); + for( auto &chunkrecord : m_chunkrecords ) { + // fill records for all chunks, based on the chunk data + chunkrecord.is_good = false; // if we're re-creating buffer, chunks might've been uploaded in the old one + chunkrecord.offset = datasize; + chunkrecord.size = chunkiterator->vertices.size(); + datasize += chunkrecord.size; + ++chunkiterator; + } + // the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist + if( datasize == 0 ) { return; } + // try to set up the buffer we need + m_buffer.emplace(); + + // NOTE: we're using static_draw since it's generally true for all we have implemented at the moment + // TODO: allow to specify usage hint at the object creation, and pass it here + m_buffer->allocate(gl::buffer::ARRAY_BUFFER, datasize * sizeof(gfx::basic_vertex), GL_STATIC_DRAW); + + if( ::glGetError() == GL_OUT_OF_MEMORY ) { + ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" ); + throw std::bad_alloc(); + } + m_buffercapacity = datasize; + } + + if (!m_vao) + { + m_vao.emplace(); + + m_vao->setup_attrib(*m_buffer, 0, 3, GL_FLOAT, sizeof(basic_vertex), 0 * sizeof(float)); + // NOTE: normal and color streams share the data + m_vao->setup_attrib(*m_buffer, 1, 3, GL_FLOAT, sizeof(basic_vertex), 3 * sizeof(float)); + m_vao->setup_attrib(*m_buffer, 2, 2, GL_FLOAT, sizeof(basic_vertex), 6 * sizeof(float)); + m_vao->setup_attrib(*m_buffer, 3, 4, GL_FLOAT, sizeof(basic_vertex), 8 * sizeof(float)); + + m_buffer->unbind(gl::buffer::ARRAY_BUFFER); + m_vao->unbind(); + } +} + +// draw() subclass details +// NOTE: units and stream parameters are unused, but they're part of (legacy) interface +// TBD: specialized bank/manager pair without the cruft? +void +opengl33_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) +{ + setup_buffer(); + + auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1); + // sanity check; shouldn't be needed but, eh + if( chunkrecord.size == 0 ) + return; + auto const &chunk = gfx::geometry_bank::chunk( Geometry ); + if( false == chunkrecord.is_good ) { + // we may potentially need to upload new buffer data before we can draw it + m_buffer->upload(gl::buffer::ARRAY_BUFFER, chunk.vertices.data(), + chunkrecord.offset * sizeof( gfx::basic_vertex ), + chunkrecord.size * sizeof( gfx::basic_vertex )); + chunkrecord.is_good = true; + } + // render + m_vao->bind(); + ::glDrawArrays( chunk.type, chunkrecord.offset, chunkrecord.size ); +} + +// release () subclass details +void +opengl33_vaogeometrybank::release_() { + + delete_buffer(); +} + +void +opengl33_vaogeometrybank::delete_buffer() { + + if( m_buffer ) { + + m_vao.reset(); + m_buffer.reset(); + m_buffercapacity = 0; + // NOTE: since we've deleted the buffer all chunks it held were rendered invalid as well + // instead of clearing their state here we're delaying it until new buffer is created to avoid looping through chunk records twice + } +} + +} // namespace gfx diff --git a/opengl33geometrybank.h b/opengl33geometrybank.h new file mode 100644 index 00000000..6ea4ed43 --- /dev/null +++ b/opengl33geometrybank.h @@ -0,0 +1,72 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "geometrybank.h" +#include "gl/buffer.h" +#include "gl/vao.h" + +namespace gfx { + +// opengl vao/vbo-based variant of the geometry bank + +class opengl33_vaogeometrybank : public geometry_bank { + +public: +// constructors: + opengl33_vaogeometrybank() = default; +// destructor + ~opengl33_vaogeometrybank() { + delete_buffer(); } +// methods: + static + void + reset() {;} + +private: +// types: + struct chunk_record{ + std::size_t offset{ 0 }; // beginning of the chunk data as offset from the beginning of the last established buffer + std::size_t size{ 0 }; // size of the chunk in the last established buffer + bool is_good{ false }; // true if local content of the chunk matches the data on the opengl end + }; + + typedef std::vector chunkrecord_sequence; + +// methods: + // create() subclass details + void + create_( gfx::geometry_handle const &Geometry ) override; + // replace() subclass details + void + replace_( gfx::geometry_handle const &Geometry ) override; + // draw() subclass details + void + draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) override; + // release() subclass details + void + release_() override; + void + setup_buffer(); + void + delete_buffer(); + +// members: + std::optional m_buffer; // buffer data on the opengl end + std::optional m_vao; + std::size_t m_buffercapacity{ 0 }; // total capacity of the last established buffer + chunkrecord_sequence m_chunkrecords; // helper data for all stored geometry chunks, in matching order + // vectors for glMultiDrawArrays in class scope + // to don't waste time on reallocating + std::vector m_offsets; + std::vector m_counts; +}; + +} // namespace gfx \ No newline at end of file diff --git a/opengl33particles.cpp b/opengl33particles.cpp index eb019212..9ce63677 100644 --- a/opengl33particles.cpp +++ b/opengl33particles.cpp @@ -13,6 +13,7 @@ http://mozilla.org/MPL/2.0/. #include "particles.h" #include "openglcamera.h" #include "simulation.h" +#include "simulationenvironment.h" std::vector> const billboard_vertices { @@ -53,7 +54,8 @@ opengl33_particles::update( opengl_camera const &Camera ) { auto const particlecolor { glm::clamp( source.second.color() - * ( glm::vec3 { Global.DayLight.ambient } + 0.35f * glm::vec3{ Global.DayLight.diffuse } ), + * ( glm::vec3 { Global.DayLight.ambient } + + 0.35f * glm::vec3{ Global.DayLight.diffuse } ) * simulation::Environment.light_intensity(), glm::vec3{ 0.f }, glm::vec3{ 1.f } ) }; auto const &particles { source.second.sequence() }; // TODO: put sanity cap on the overall amount of particles that can be drawn @@ -65,7 +67,7 @@ opengl33_particles::update( opengl_camera const &Camera ) { vertex.color[ 0 ] = particlecolor.r; vertex.color[ 1 ] = particlecolor.g; vertex.color[ 2 ] = particlecolor.b; - vertex.color.a = std::clamp(particle.opacity, 0.0f, 1.0f); + vertex.color.a = clamp(particle.opacity, 0.0f, 1.0f); auto const offset { glm::vec3{ particle.position - Camera.position() } }; auto const rotation { glm::angleAxis( particle.rotation, glm::vec3{ 0.f, 0.f, 1.f } ) }; diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 027fb9b7..8b1edf9e 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -24,6 +24,8 @@ http://mozilla.org/MPL/2.0/. int const EU07_PICKBUFFERSIZE{1024}; // size of (square) textures bound with the pick framebuffer +auto const gammacorrection { glm::vec3( 2.2f ) }; + bool opengl33_renderer::Init(GLFWwindow *Window) { if (!Init_caps()) @@ -280,7 +282,7 @@ bool opengl33_renderer::init_viewport(viewport_config &vp) glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_PACK_ALIGNMENT, 1); - glClearColor(51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f); // initial background Color + glClearColor( 51.0f / 255.f, 102.0f / 255.f, 85.0f / 255.f, 1.f ); // initial background Color glFrontFace(GL_CCW); glEnable(GL_CULL_FACE); @@ -397,6 +399,8 @@ bool opengl33_renderer::Render() m_sunlight.direction = glm::normalize(quantizationstep * glm::roundEven(m_sunlight.direction * (1.f / quantizationstep))); } // generate new frame + opengl_texture::reset_unit_cache(); + m_renderpass.draw_mode = rendermode::none; // force setup anew m_debugstats = debug_stats(); @@ -431,6 +435,8 @@ bool opengl33_renderer::Render() ++m_framestamp; + SwapBuffers(); + Timer::subsystem.gfx_total.stop(); return true; // for now always succeed @@ -491,10 +497,13 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) if (!simulation::is_ready) { gl::framebuffer::unbind(); - glClearColor(0.0f, 0.5f, 0.0f, 1.0f); + glClearColor( 51.0f / 255.f, 102.0f / 255.f, 85.0f / 255.f, 1.f ); // initial background Color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - if (vp.main) - Application.render_ui(); + if( vp.main ) { + //glEnable( GL_FRAMEBUFFER_SRGB ); + Application.render_ui(); + //glDisable( GL_FRAMEBUFFER_SRGB ); + } break; } @@ -952,49 +961,17 @@ void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config Config.draw_mode = Mode; - if (false == simulation::is_ready) - { - return; - } - // setup draw range - switch (Mode) - { - case rendermode::color: - { - Config.draw_range = Global.BaseDrawRange; - break; - } - case rendermode::shadows: - { - Config.draw_range = Global.BaseDrawRange * 0.5f; - break; - } - case rendermode::cabshadows: - { - Config.draw_range = simulation::Train->Occupied()->Dim.L; - break; - } - case rendermode::reflections: - { - Config.draw_range = Global.BaseDrawRange; - break; - } - case rendermode::pickcontrols: - { - Config.draw_range = 50.f; - break; - } - case rendermode::pickscenery: - { - Config.draw_range = Global.BaseDrawRange * 0.5f; - break; - } - default: - { - Config.draw_range = 0.f; - break; - } - } + if( false == simulation::is_ready ) { return; } + // setup draw range + switch( Mode ) { + case rendermode::color: { Config.draw_range = Global.BaseDrawRange; break; } + case rendermode::shadows: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; } + case rendermode::cabshadows: { Config.draw_range = ( Global.RenderCabShadowsRange > 0 ? clamp( Global.RenderCabShadowsRange, 5, 100 ) : simulation::Train->Occupied()->Dim.L ); break; } + case rendermode::reflections: { Config.draw_range = Global.BaseDrawRange; break; } + case rendermode::pickcontrols: { Config.draw_range = 50.f; break; } + case rendermode::pickscenery: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; } + default: { Config.draw_range = 0.f; break; } + } Config.draw_range *= Viewport.draw_range; @@ -1247,7 +1224,12 @@ void opengl33_renderer::setup_shadow_map(opengl_texture *tex, renderpass_config glm::mat4 depthcam = conf.pass_camera.modelview(); glm::mat4 worldcam = m_renderpass.pass_camera.modelview(); - scene_ubs.lightview = coordmove * depthproj * depthcam * glm::inverse(worldcam); + scene_ubs.lightview = + coordmove + * depthproj + * depthcam + * glm::inverse( worldcam ); + scene_ubo->update(scene_ubs); } } @@ -1328,12 +1310,18 @@ bool opengl33_renderer::Render(world_environment *Environment) // drawn with 500m radius to blend in if the fog range is low glPushMatrix(); glScalef(500.0f, 500.0f, 500.0f); + m_skydomerenderer.update(); m_skydomerenderer.render(); glPopMatrix(); // skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh gfx::opengl_vbogeometrybank::reset(); + ::glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT ); + ::glDisable( GL_ALPHA_TEST ); + ::glEnable( GL_BLEND ); + ::glBlendFunc( GL_SRC_ALPHA, GL_ONE ); + // stars if (Environment->m_stars.m_stars != nullptr) { @@ -1349,43 +1337,28 @@ bool opengl33_renderer::Render(world_environment *Environment) ::glPopMatrix(); } - auto const fogfactor{clamp(Global.fFogEnd / 2000.f, 0.f, 1.f)}; // stronger fog reduces opacity of the celestial bodies - float const duskfactor = 1.0f - clamp(std::abs(Environment->m_sun.getAngle()), 0.0f, 12.0f) / 12.0f; - glm::vec3 suncolor = interpolate(glm::vec3(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f), glm::vec3(235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f), duskfactor); - - // clouds - if (Environment->m_clouds.mdCloud) - { - // setup - glm::vec3 color = interpolate(Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f) * interpolate(1.f, 0.35f, Global.Overcast / 2.f) // overcast darkens the clouds - * 0.5f; - - // write cloud color into material - TSubModel *mdl = Environment->m_clouds.mdCloud->Root; - if (mdl->m_material != null_handle) - m_materials.material(mdl->m_material).params[0] = glm::vec4(color, 1.0f); - - // render - Render(Environment->m_clouds.mdCloud, nullptr, 100.0); - Render_Alpha(Environment->m_clouds.mdCloud, nullptr, 100.0); - // post-render cleanup - } - // celestial bodies - m_celestial_shader->bind(); m_empty_vao->bind(); auto const &modelview = OpenGLMatrices.data(GL_MODELVIEW); + auto const fogfactor{clamp(Global.fFogEnd / 2000.f, 0.f, 1.f)}; // stronger fog reduces opacity of the celestial bodies + float const duskfactor = 1.0f - clamp(std::abs(Environment->m_sun.getAngle()), 0.0f, 12.0f) / 12.0f; + glm::vec3 suncolor = interpolate(glm::vec3(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f), glm::vec3(235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f), duskfactor); + // sun { Bind_Texture(0, m_suntexture); glm::vec4 color(suncolor.x, suncolor.y, suncolor.z, clamp(1.5f - Global.Overcast, 0.f, 1.f) * fogfactor); auto const sunvector = Environment->m_sun.getDirection(); + float const size = interpolate( // TODO: expose distance/scale factor from the moon object + 0.0325f, + 0.0275f, + clamp( Environment->m_sun.getAngle(), 0.f, 90.f ) / 90.f ); model_ubs.param[0] = color; - model_ubs.param[1] = glm::vec4(glm::vec3(modelview * glm::vec4(sunvector, 1.0f)), 0.00463f); + model_ubs.param[1] = glm::vec4(glm::vec3(modelview * glm::vec4(sunvector, 1.0f)), /*0.00463f*/ size); model_ubs.param[2] = glm::vec4(0.0f, 1.0f, 1.0f, 0.0f); model_ubo->update(model_ubs); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -1451,12 +1424,36 @@ bool opengl33_renderer::Render(world_environment *Environment) moonu = 0.0f; } + float const size = interpolate( // TODO: expose distance/scale factor from the moon object + 0.0160f, + 0.0135f, + clamp( Environment->m_moon.getAngle(), 0.f, 90.f ) / 90.f ); + model_ubs.param[0] = color; - model_ubs.param[1] = glm::vec4(glm::vec3(modelview * glm::vec4(moonvector, 1.0f)), 0.00451f); + model_ubs.param[1] = glm::vec4(glm::vec3(modelview * glm::vec4(moonvector, 1.0f)), /*0.00451f*/ size); model_ubs.param[2] = glm::vec4(moonu, moonv, 0.333f, 0.0f); model_ubo->update(model_ubs); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } + ::glPopAttrib(); + + // clouds + if (Environment->m_clouds.mdCloud) + { + // setup + glm::vec3 color = interpolate(Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f) * interpolate(1.f, 0.35f, Global.Overcast / 2.f) // overcast darkens the clouds + * 0.5f; + + // write cloud color into material + TSubModel *mdl = Environment->m_clouds.mdCloud->Root; + if (mdl->m_material != null_handle) + m_materials.material(mdl->m_material).params[0] = glm::vec4(color, 1.0f); + + // render + Render(Environment->m_clouds.mdCloud, nullptr, 100.0); + Render_Alpha(Environment->m_clouds.mdCloud, nullptr, 100.0); + // post-render cleanup + } gl::program::unbind(); gl::vao::unbind(); @@ -1548,6 +1545,7 @@ void opengl33_renderer::Bind_Material(material_handle const Material, TSubModel src = sm->f4Ambient; else if (entry.defaultparam == gl::shader::defaultparam_e::diffuse) src = sm->f4Diffuse; +// src = glm::vec4( glm::pow( glm::vec3( sm->f4Diffuse ), gammacorrection ), sm->f4Diffuse.a ); else if (entry.defaultparam == gl::shader::defaultparam_e::specular) src = sm->f4Specular; } @@ -1645,6 +1643,11 @@ texture_handle opengl33_renderer::Fetch_Texture(std::string const &Filename, boo return m_textures.create(Filename, Loadnow, format_hint); } +void opengl33_renderer::Bind_Texture( texture_handle const Texture ) +{ + return Bind_Texture( 0, Texture ); +} + void opengl33_renderer::Bind_Texture(std::size_t const Unit, texture_handle const Texture) { m_textures.bind(Unit, Texture); @@ -1720,7 +1723,7 @@ void opengl33_renderer::Render(scene::basic_region *Region) { // when editor mode is active calculate world position of the cursor // at this stage the z-buffer is filled with only ground geometry - get_mouse_depth(); + Update_Mouse_Position(); } Render(std::begin(m_cellqueue), std::end(m_cellqueue)); break; @@ -2489,7 +2492,7 @@ void opengl33_renderer::Render(TSubModel *Submodel) Bind_Material(Submodel->m_material, Submodel); // main draw call - model_ubs.param[1].x = 2.0f * 2.0f; + model_ubs.param[1].x = 2.0f; draw(Submodel->m_geometry); } @@ -3353,9 +3356,10 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) // main draw call model_ubs.emission = 1.0f; - auto const lightcolor = glm::vec3(Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override - Submodel->f4Diffuse : - Submodel->DiffuseOverride); + auto lightcolor = glm::vec3(Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override + Submodel->f4Diffuse : + Submodel->DiffuseOverride); + lightcolor = glm::pow( lightcolor, gammacorrection ); m_freespot_shader->bind(); @@ -3368,7 +3372,7 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) draw(Submodel->m_geometry); } - model_ubs.param[1].x = pointsize * resolutionratio * 2.0f; + model_ubs.param[1].x = pointsize * resolutionratio; model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel)); if (!Submodel->occlusion_query) @@ -3517,17 +3521,17 @@ void opengl33_renderer::Update_Pick_Node() } } -void opengl33_renderer::pick_control(std::function callback) +void opengl33_renderer::Pick_Control_Callback(std::function callback) { m_control_pick_requests.push_back(callback); } -void opengl33_renderer::pick_node(std::function callback) +void opengl33_renderer::Pick_Node_Callback(std::function callback) { m_node_pick_requests.push_back(callback); } -glm::dvec3 opengl33_renderer::get_mouse_depth() +glm::dvec3 opengl33_renderer::Update_Mouse_Position() { if (!m_depth_pointer_pbo->is_busy()) { @@ -3631,18 +3635,33 @@ void opengl33_renderer::Update(double const Deltatime) } m_updateaccumulator = 0.0; - m_framerate = 1000.f / (Timer::subsystem.mainloop_total.average()); + m_framerate = 1000.f / ( Timer::subsystem.mainloop_total.average() ); // adjust draw ranges etc, based on recent performance // TODO: it doesn't make much sense with vsync - - if (Global.targetfps != 0.0f) { - float fps_diff = Global.targetfps - m_framerate; - if (fps_diff > 0.0f) - Global.fDistanceFactor = std::max(0.5f, Global.fDistanceFactor - 0.05f); - else - Global.fDistanceFactor = std::min(3.0f, Global.fDistanceFactor + 0.05f); - } + if( Global.targetfps == 0.0f ) { + // automatic adjustment + float targetfactor; + if( m_framerate > 90.0 ) { targetfactor = 3.0f; } + else if( m_framerate > 60.0 ) { targetfactor = 1.5f; } + else if( m_framerate > 30.0 ) { targetfactor = 1.25; } + else { targetfactor = 1.0f; } + if( targetfactor > Global.fDistanceFactor ) { + Global.fDistanceFactor = std::min( targetfactor, Global.fDistanceFactor + 0.05f ); + } + else if( targetfactor < Global.fDistanceFactor ) { + Global.fDistanceFactor = std::max( targetfactor, Global.fDistanceFactor - 0.05f ); + } + } + else { + auto const fps_diff = Global.targetfps - m_framerate; + if( fps_diff > 0.5f ) { + Global.fDistanceFactor = std::max( 1.0f, Global.fDistanceFactor - 0.05f ); + } + else if( fps_diff < 0.5f ) { + Global.fDistanceFactor = std::min( 3.0f, Global.fDistanceFactor + 0.05f ); + } + } if ((true == Global.ResourceSweep) && (true == simulation::is_ready)) { @@ -3652,10 +3671,10 @@ void opengl33_renderer::Update(double const Deltatime) } if ((true == Global.ControlPicking) && (false == FreeFlyModeFlag)) - pick_control([](const TSubModel *) {}); + Pick_Control_Callback([](const TSubModel *) {}); // temporary conditions for testing. eventually will be coupled with editor mode if ((true == Global.ControlPicking) && (true == DebugModeFlag) && (true == FreeFlyModeFlag)) - pick_node([](scene::basic_node *) {}); + Pick_Node_Callback([](scene::basic_node *) {}); // dump last opengl error, if any auto const glerror = ::glGetError(); @@ -3748,7 +3767,7 @@ void opengl33_renderer::Update_Lights(light_array &Lights) renderlight->diffuse = glm::vec4{glm::max(glm::vec3{colors::none}, scenelight.color - glm::vec3{luminance}), renderlight->diffuse[3]}; renderlight->ambient = glm::vec4{glm::max(glm::vec3{colors::none}, scenelight.color * glm::vec3{scenelight.intensity} - glm::vec3{luminance}), renderlight->ambient[3]}; - renderlight->apply_intensity(); + renderlight->apply_intensity( ( scenelight.count * 0.5 ) * ( scenelight.owner->DimHeadlights ? 0.5 : 1.0 ) ); renderlight->apply_angle(); gl::light_element_ubs *l = &light_ubs.lights[light_i]; @@ -3767,10 +3786,10 @@ void opengl33_renderer::Update_Lights(light_array &Lights) ++renderlight; } - light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor; + light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor;// *simulation::Environment.light_intensity(); light_ubs.lights[0].type = gl::light_element_ubs::DIR; light_ubs.lights[0].dir = mv * glm::vec4(m_sunlight.direction, 0.0f); - light_ubs.lights[0].color = m_sunlight.diffuse * m_sunlight.factor; + light_ubs.lights[0].color = m_sunlight.diffuse * m_sunlight.factor * simulation::Environment.light_intensity(); light_ubs.lights[0].ambient = 0.0f; light_ubs.lights[0].intensity = 1.0f; light_ubs.lights_count = light_i; diff --git a/opengl33renderer.h b/opengl33renderer.h index a4c8e408..bd7e2cb3 100644 --- a/opengl33renderer.h +++ b/opengl33renderer.h @@ -13,7 +13,7 @@ http://mozilla.org/MPL/2.0/. #include "openglcamera.h" #include "opengl33light.h" #include "opengl33particles.h" -#include "openglskydome.h" +#include "opengl33skydome.h" #include "opengl33precipitation.h" #include "simulationenvironment.h" #include "scene.h" @@ -33,51 +33,52 @@ http://mozilla.org/MPL/2.0/. class opengl33_renderer : public gfx_renderer { public: - // types + // types /// Renderer runtime settings struct Settings { bool traction_debug { false }; } settings; - - // methods - bool Init(GLFWwindow *Window); -/* - bool AddViewport(const global_settings::extraviewport_config &conf); - */ - // main draw call. returns false on error - bool Render(); - void SwapBuffers(); - inline float Framerate() - { - return m_framerate; - } - // geometry methods - // NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself - // creates a new geometry bank. returns: handle to the bank or NULL - gfx::geometrybank_handle Create_Bank(); - // creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL - gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type); - // replaces data of specified chunk with the supplied vertex data, starting from specified offset - bool Replace(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0); - // adds supplied vertex data at the end of specified chunk - bool Append(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type); - // draws supplied geometry handles - void Draw_Geometry(std::vector::iterator begin, std::vector::iterator end); - void Draw_Geometry(const gfx::geometrybank_handle &handle); - // provides direct access to vertex data of specfied chunk - gfx::vertex_array const &Vertices(gfx::geometry_handle const &Geometry) const; - // material methods - material_handle Fetch_Material(std::string const &Filename, bool const Loadnow = true); - void Bind_Material(material_handle const Material, TSubModel *sm = nullptr); - void Bind_Material_Shadow(material_handle const Material); - - // shader methods - std::shared_ptr Fetch_Shader( std::string const &name ) override; - - opengl_material const &Material(material_handle const Material) const; - opengl_material &Material(material_handle const Material); - // texture methods +// constructors + opengl33_renderer() = default; +// destructor + ~opengl33_renderer() {} +// methods + bool + Init( GLFWwindow *Window ) override; + // main draw call. returns false on error + bool + Render() override; + inline + float + Framerate() override { return m_framerate; } + // geometry methods + // NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself + // creates a new geometry bank. returns: handle to the bank or NULL + gfx::geometrybank_handle + Create_Bank() override; + // creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL + gfx::geometry_handle + Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) override; + // replaces data of specified chunk with the supplied vertex data, starting from specified offset + bool + Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0 ) override; + // adds supplied vertex data at the end of specified chunk + bool + Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type ) override; + // provides direct access to vertex data of specfied chunk + gfx::vertex_array const & + Vertices( gfx::geometry_handle const &Geometry ) const override; + // material methods + material_handle + Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override; + void + Bind_Material( material_handle const Material, TSubModel *sm = nullptr ) override; + opengl_material const & + Material( material_handle const Material ) const override; + // shader methods + auto Fetch_Shader( std::string const &name ) -> std::shared_ptr override; + // texture methods texture_handle Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override; void @@ -88,25 +89,42 @@ class opengl33_renderer : public gfx_renderer { Texture( texture_handle const Texture ) override; opengl_texture const & Texture( texture_handle const Texture ) const override; - // utility methods + // utility methods + void + Pick_Control_Callback( std::function Callback ) override; + void + Pick_Node_Callback( std::function Callback ) override; TSubModel const * Pick_Control() const override { return m_pickcontrolitem; } scene::basic_node const * Pick_Node() const override { return m_picksceneryitem; } glm::dvec3 Mouse_Position() const override { return m_worldmousecoordinates; } - void Update_AnimModel(TAnimModel *model); - // maintenance methods - void Update(double const Deltatime); - void Update_Pick_Control(); - void Update_Pick_Node(); - glm::dvec3 get_mouse_depth(); - // debug methods - std::string const &info_times() const; - std::string const &info_stats() const; + // maintenance methods + void + Update( double const Deltatime ) override; + void + Update_Pick_Control() override; + void + Update_Pick_Node() override; + glm::dvec3 + Update_Mouse_Position() override; + // debug methods + std::string const & + info_times() const override; + std::string const & + info_stats() const override; - void pick_control(std::function callback); - void pick_node(std::function callback); + + + opengl_material & Material( material_handle const Material ); + void SwapBuffers(); + // draws supplied geometry handles + void Draw_Geometry(std::vector::iterator begin, std::vector::iterator end); + void Draw_Geometry(const gfx::geometrybank_handle &handle); + // material methods + void Bind_Material_Shadow(material_handle const Material); + void Update_AnimModel(TAnimModel *model); // members GLenum static const sunlight{0}; @@ -252,7 +270,7 @@ class opengl33_renderer : public gfx_renderer { int m_environmentcubetextureface{0}; // helper, currently processed cube map face double m_environmentupdatetime{0}; // time of the most recent environment map update glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update - opengl_skydome m_skydomerenderer; + opengl33_skydome m_skydomerenderer; opengl33_precipitation m_precipitationrenderer; opengl33_particles m_particlerenderer; // particle visualization subsystem diff --git a/opengl33skydome.cpp b/opengl33skydome.cpp new file mode 100644 index 00000000..2054a6d0 --- /dev/null +++ b/opengl33skydome.cpp @@ -0,0 +1,69 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "opengl33skydome.h" + +#include "simulationenvironment.h" + +void opengl33_skydome::update() { + + if (!m_shader) { + + gl::shader vert("vbocolor.vert"); + gl::shader frag("color.frag"); + m_shader.emplace(std::vector>({vert, frag})); + } + + auto &skydome { simulation::Environment.skydome() }; + + if (!m_vertexbuffer) { + m_vao.emplace(); + m_vao->bind(); + + m_vertexbuffer.emplace(); + m_vertexbuffer->allocate(gl::buffer::ARRAY_BUFFER, skydome.vertices().size() * sizeof( glm::vec3 ), GL_STATIC_DRAW); + m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, skydome.vertices().data(), 0, skydome.vertices().size() * sizeof( glm::vec3 )); + + m_vao->setup_attrib(*m_vertexbuffer, 0, 3, GL_FLOAT, sizeof(glm::vec3), 0); + + m_coloursbuffer.emplace(); + m_coloursbuffer->allocate(gl::buffer::ARRAY_BUFFER, skydome.colors().size() * sizeof( glm::vec3 ), GL_STATIC_DRAW); + m_coloursbuffer->upload(gl::buffer::ARRAY_BUFFER, skydome.colors().data(), 0, skydome.colors().size() * sizeof( glm::vec3 )); + + m_vao->setup_attrib(*m_coloursbuffer, 1, 3, GL_FLOAT, sizeof(glm::vec3), 0); + + m_indexbuffer.emplace(); + m_indexbuffer->allocate(gl::buffer::ELEMENT_ARRAY_BUFFER, skydome.indices().size() * sizeof( unsigned short ), GL_STATIC_DRAW); + m_indexbuffer->upload(gl::buffer::ELEMENT_ARRAY_BUFFER, skydome.indices().data(), 0, skydome.indices().size() * sizeof( unsigned short )); + m_vao->setup_ebo(*m_indexbuffer); + + m_vao->unbind(); + } + // ship the current dynamic data to the gpu + if( true == skydome.is_dirty() ) { + if( m_coloursbuffer ) { + // the colour buffer was already initialized, so on this run we update its content + m_coloursbuffer->upload( gl::buffer::ARRAY_BUFFER, skydome.colors().data(), 0, skydome.colors().size() * sizeof( glm::vec3 ) ); + skydome.is_dirty() = false; + } + } +} + +// render skydome to screen +void opengl33_skydome::render() { + + if( ( !m_shader) || ( !m_vao ) ) { return; } + + m_shader->bind(); + m_vao->bind(); + + auto const &skydome { simulation::Environment.skydome() }; + ::glDrawElements( GL_TRIANGLES, static_cast( skydome.indices().size() ), GL_UNSIGNED_SHORT, reinterpret_cast( 0 ) ); +} diff --git a/opengl33skydome.h b/opengl33skydome.h new file mode 100644 index 00000000..425c276b --- /dev/null +++ b/opengl33skydome.h @@ -0,0 +1,36 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "gl/vao.h" +#include "gl/shader.h" +#include "gl/buffer.h" + +class opengl33_skydome { + +public: +// constructors + opengl33_skydome() = default; +// destructor + ~opengl33_skydome() {;} +// methods + // updates data stores on the opengl end. NOTE: unbinds buffers + void update(); + // draws the skydome + void render(); + +private: +// members + std::optional m_vertexbuffer; + std::optional m_indexbuffer; + std::optional m_coloursbuffer; + std::optional m_shader; + std::optional m_vao; +}; diff --git a/openglgeometrybank.cpp b/openglgeometrybank.cpp index 1b0d6058..f58a59ad 100644 --- a/openglgeometrybank.cpp +++ b/openglgeometrybank.cpp @@ -49,44 +49,8 @@ opengl_vbogeometrybank::replace_( gfx::geometry_handle const &Geometry ) { void opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) { - if( m_buffer == 0 ) { - // if there's no buffer, we'll have to make one - // NOTE: this isn't exactly optimal in terms of ensuring the gfx card doesn't stall waiting for the data - // may be better to initiate upload earlier (during update phase) and trust this effort won't go to waste - if( true == m_chunks.empty() ) { return; } + setup_buffer(); - std::size_t datasize{ 0 }; - auto chunkiterator = m_chunks.cbegin(); - for( auto &chunkrecord : m_chunkrecords ) { - // fill records for all chunks, based on the chunk data - chunkrecord.is_good = false; // if we're re-creating buffer, chunks might've been uploaded in the old one - chunkrecord.offset = datasize; - chunkrecord.size = chunkiterator->vertices.size(); - datasize += chunkrecord.size; - ++chunkiterator; - } - // the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist - if( datasize == 0 ) { return; } - // try to set up the buffer we need - ::glGenBuffers( 1, &m_buffer ); - bind_buffer(); - if( m_buffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call - // NOTE: we're using static_draw since it's generally true for all we have implemented at the moment - // TODO: allow to specify usage hint at the object creation, and pass it here - ::glBufferData( - GL_ARRAY_BUFFER, - datasize * sizeof( gfx::basic_vertex ), - nullptr, - GL_STATIC_DRAW ); - if( ::glGetError() == GL_OUT_OF_MEMORY ) { - // TBD: throw a bad_alloc? - ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" ); - delete_buffer(); - return; - } - m_buffercapacity = datasize; - } - // actual draw procedure starts here auto &chunkrecord { m_chunkrecords[ Geometry.chunk - 1 ] }; // sanity check; shouldn't be needed but, eh if( chunkrecord.size == 0 ) { return; } @@ -125,6 +89,47 @@ opengl_vbogeometrybank::release_() { delete_buffer(); } +void +opengl_vbogeometrybank::setup_buffer() { + + if( m_buffer != 0 ) { return; } + // if there's no buffer, we'll have to make one + // NOTE: this isn't exactly optimal in terms of ensuring the gfx card doesn't stall waiting for the data + // may be better to initiate upload earlier (during update phase) and trust this effort won't go to waste + if( true == m_chunks.empty() ) { return; } + + std::size_t datasize{ 0 }; + auto chunkiterator = m_chunks.cbegin(); + for( auto &chunkrecord : m_chunkrecords ) { + // fill records for all chunks, based on the chunk data + chunkrecord.is_good = false; // if we're re-creating buffer, chunks might've been uploaded in the old one + chunkrecord.offset = datasize; + chunkrecord.size = chunkiterator->vertices.size(); + datasize += chunkrecord.size; + ++chunkiterator; + } + // the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist + if( datasize == 0 ) { return; } + // try to set up the buffer we need + ::glGenBuffers( 1, &m_buffer ); + bind_buffer(); + if( m_buffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call + // NOTE: we're using static_draw since it's generally true for all we have implemented at the moment + // TODO: allow to specify usage hint at the object creation, and pass it here + ::glBufferData( + GL_ARRAY_BUFFER, + datasize * sizeof( gfx::basic_vertex ), + nullptr, + GL_STATIC_DRAW ); + if( ::glGetError() == GL_OUT_OF_MEMORY ) { + // TBD: throw a bad_alloc? + ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" ); + delete_buffer(); + return; + } + m_buffercapacity = datasize; +} + void opengl_vbogeometrybank::bind_buffer() { diff --git a/openglgeometrybank.h b/openglgeometrybank.h index 5eee999b..2f0fae1e 100644 --- a/openglgeometrybank.h +++ b/openglgeometrybank.h @@ -53,6 +53,8 @@ private: // release() subclass details void release_() override; + void + setup_buffer(); void bind_buffer(); void diff --git a/openglprecipitation.cpp b/openglprecipitation.cpp index 68a71604..1e28de38 100644 --- a/openglprecipitation.cpp +++ b/openglprecipitation.cpp @@ -141,6 +141,8 @@ opengl_precipitation::update() { void opengl_precipitation::render() { + if( m_texture == null_handle ) { return; } + GfxRenderer->Bind_Texture( m_texture ); // cache entry state diff --git a/openglprecipitation.h b/openglprecipitation.h index 2b5fb994..3b49e7f1 100644 --- a/openglprecipitation.h +++ b/openglprecipitation.h @@ -39,6 +39,6 @@ private: GLuint m_uvbuffer { (GLuint)-1 }; GLuint m_indexbuffer { (GLuint)-1 }; GLint m_textureunit { 0 }; - texture_handle m_texture { -1 }; + texture_handle m_texture { null_handle }; float m_overcast { -1.f }; // cached overcast level, difference from current state triggers texture update }; diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 5a6d9b61..a9a91bfb 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -27,6 +27,8 @@ http://mozilla.org/MPL/2.0/. int const EU07_PICKBUFFERSIZE { 1024 }; // size of (square) textures bound with the pick framebuffer int const EU07_ENVIRONMENTBUFFERSIZE { 256 }; // size of (square) environmental cube map texture +float const EU07_OPACITYDEFAULT { 0.5f }; + bool opengl_renderer::Init( GLFWwindow *Window ) { @@ -329,6 +331,7 @@ opengl_renderer::Render() { } // generate new frame m_renderpass.draw_mode = rendermode::none; // force setup anew + opengl_texture::reset_unit_cache(); m_debugtimestext.clear(); m_debugstats = debug_stats(); Render_pass( rendermode::color ); @@ -511,7 +514,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) { setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix ); // cache shadow colour in case we need to account for cab light auto const shadowcolor{ m_shadowcolor }; - auto const *vehicle { simulation::Train->Dynamic() }; + auto *vehicle { simulation::Train->Dynamic() }; if( vehicle->InteriorLightLevel > 0.f ) { setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); } @@ -525,6 +528,8 @@ opengl_renderer::Render_pass( rendermode const Mode ) { if( vehicle->InteriorLightLevel > 0.f ) { setup_shadow_color( shadowcolor ); } + // with the cab in place we can (finally) safely draw translucent part of the occupied vehicle + Render_Alpha( vehicle ); } if( m_environmentcubetexturesupport ) { @@ -982,7 +987,7 @@ opengl_renderer::setup_drawing( bool const Alpha ) { } else { ::glDisable( GL_BLEND ); - ::glAlphaFunc( GL_GREATER, 0.5f ); + ::glAlphaFunc( GL_GREATER, EU07_OPACITYDEFAULT ); } switch( m_renderpass.draw_mode ) { @@ -1536,14 +1541,14 @@ opengl_renderer::Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle c // replaces data of specified chunk with the supplied vertex data, starting from specified offset bool -opengl_renderer::Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) { +opengl_renderer::Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset ) { return m_geometry.replace( Vertices, Geometry, Offset ); } // adds supplied vertex data at the end of specified chunk bool -opengl_renderer::Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) { +opengl_renderer::Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type ) { return m_geometry.append( Vertices, Geometry ); } @@ -1563,13 +1568,13 @@ opengl_renderer::Fetch_Material( std::string const &Filename, bool const Loadnow } void -opengl_renderer::Bind_Material( material_handle const Material ) { +opengl_renderer::Bind_Material( material_handle const Material, TSubModel *sm ) { auto const &material = m_materials.material( Material ); if( false == Global.BasicRenderer ) { - m_textures.bind( textureunit::normals, material.textures[1] ); + m_textures.bind( m_normaltextureunit - GL_TEXTURE0, material.textures[1] ); } - m_textures.bind( textureunit::diffuse, material.textures[0] ); + m_textures.bind( m_diffusetextureunit - GL_TEXTURE0, material.textures[0] ); } opengl_material const & @@ -1595,13 +1600,13 @@ opengl_renderer::select_unit( GLint const Textureunit ) { texture_handle opengl_renderer::Fetch_Texture( std::string const &Filename, bool const Loadnow, GLint format_hint ) { - return m_textures.create( Filename, Loadnow ); + return m_textures.create( Filename, Loadnow, GL_RGBA ); } void opengl_renderer::Bind_Texture( texture_handle const Texture ) { - m_textures.bind( textureunit::diffuse, Texture ); + m_textures.bind( m_diffusetextureunit - GL_TEXTURE0, Texture ); } void @@ -1623,13 +1628,13 @@ opengl_renderer::Texture( texture_handle const Texture ) const { } void -opengl_renderer::Pick_Control( std::function Callback ) { +opengl_renderer::Pick_Control_Callback( std::function Callback ) { m_control_pick_requests.emplace_back( Callback ); } void -opengl_renderer::Pick_Node( std::function Callback ) { +opengl_renderer::Pick_Node_Callback( std::function Callback ) { m_node_pick_requests.emplace_back( Callback ); } @@ -2449,15 +2454,14 @@ opengl_renderer::Render( TSubModel *Submodel ) { } #endif // material configuration: + auto const material{ ( + Submodel->m_material < 0 ? + Submodel->ReplacableSkinId[ -Submodel->m_material ] : // zmienialne skóry + Submodel->m_material ) }; // również 0 // textures... - if( Submodel->m_material < 0 ) { // zmienialne skóry - Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); - } - else { - // również 0 - Bind_Material( Submodel->m_material ); - } - // ...colors... + Bind_Material( material ); + // ...colors and opacity... + auto const opacity { clamp( Material( material ).get_or_guess_opacity(), 0.f, 1.f ) }; if( Submodel->fVisible < 1.f ) { // setup ::glAlphaFunc( GL_GREATER, 0.f ); @@ -2470,6 +2474,10 @@ opengl_renderer::Render( TSubModel *Submodel ) { } else { ::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub + if( ( opacity != 0.f ) + && ( opacity != EU07_OPACITYDEFAULT ) ) { + ::glAlphaFunc( GL_GREATER, opacity ); + } } // ...specular... if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { @@ -2505,9 +2513,13 @@ opengl_renderer::Render( TSubModel *Submodel ) { */ // post-draw reset if( Submodel->fVisible < 1.f ) { - ::glAlphaFunc( GL_GREATER, 0.5f ); + ::glAlphaFunc( GL_GREATER, EU07_OPACITYDEFAULT ); ::glDisable( GL_BLEND ); } + else if( ( opacity != 0.f ) + && ( opacity != EU07_OPACITYDEFAULT ) ) { + ::glAlphaFunc( GL_GREATER, EU07_OPACITYDEFAULT ); + } if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( colors::none ) ); } @@ -3104,6 +3116,11 @@ opengl_renderer::Render_Alpha( cell_sequence::reverse_iterator First, cell_seque // translucent parts of vehicles for( auto *path : cell->m_paths ) { for( auto *dynamic : path->Dynamics ) { + if( ( false == FreeFlyModeFlag ) + && ( simulation::Train->Dynamic() == dynamic ) ) { + // delay drawing translucent parts of occupied vehicle until after the cab was drawn + continue; + } Render_Alpha( dynamic ); } } @@ -3861,7 +3878,7 @@ opengl_renderer::Update( double const Deltatime ) { && ( true == FreeFlyModeFlag ) && ( ( true == DebugModeFlag ) || ( true == EditorModeFlag ) ) ) { - if( ( false == m_control_pick_requests.empty() ) + if( ( false == m_node_pick_requests.empty() ) || ( m_updateaccumulator >= 1.0 ) ) { Update_Pick_Node(); } diff --git a/openglrenderer.h b/openglrenderer.h index 523fd2b8..a0ccbc97 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -56,10 +56,10 @@ public: Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) override; // replaces data of specified chunk with the supplied vertex data, starting from specified offset bool - Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) override; + Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0 ) override; // adds supplied vertex data at the end of specified chunk bool - Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) override; + Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type ) override; // provides direct access to vertex data of specfied chunk gfx::vertex_array const & Vertices( gfx::geometry_handle const &Geometry ) const override; @@ -67,7 +67,7 @@ public: material_handle Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override; void - Bind_Material( material_handle const Material ) override; + Bind_Material( material_handle const Material, TSubModel *sm = nullptr ) override; opengl_material const & Material( material_handle const Material ) const override; // shader methods @@ -85,9 +85,9 @@ public: Texture( texture_handle const Texture ) const override; // utility methods void - Pick_Control( std::function Callback ) override; + Pick_Control_Callback( std::function Callback ) override; void - Pick_Node( std::function Callback ) override; + Pick_Node_Callback( std::function Callback ) override; TSubModel const * Pick_Control() const override { return m_pickcontrolitem; } scene::basic_node const * diff --git a/openglskydome.cpp b/openglskydome.cpp index 1a7d124c..78288cf3 100644 --- a/openglskydome.cpp +++ b/openglskydome.cpp @@ -11,7 +11,6 @@ http://mozilla.org/MPL/2.0/. #include "openglskydome.h" #include "simulationenvironment.h" -#include "openglgeometrybank.h" opengl_skydome::~opengl_skydome() { @@ -58,7 +57,14 @@ void opengl_skydome::update() { if( true == skydome.is_dirty() ) { if( ( m_coloursbuffer > 0 ) && ( m_coloursbuffer != (GLuint)-1 ) ) { ::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer ); - auto const &colors { skydome.colors() }; + auto &colors{ skydome.colors() }; + /* + float twilightfactor = clamp( -simulation::Environment.sun().getAngle(), 0.0f, 18.0f ) / 18.0f; + auto gamma = interpolate( glm::vec3( 0.45f ), glm::vec3( 1.0f ), twilightfactor ); + for( auto & color : colors ) { + color = glm::pow( color, gamma ); + } + */ ::glBufferSubData( GL_ARRAY_BUFFER, 0, colors.size() * sizeof( glm::vec3 ), colors.data() ); skydome.is_dirty() = false; } diff --git a/ref/imgui/imgui.h b/ref/imgui/imgui.h index 26c8887c..be275d27 100644 --- a/ref/imgui/imgui.h +++ b/ref/imgui/imgui.h @@ -598,6 +598,10 @@ namespace ImGui IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); + // by zfedoran, https://github.com/ocornut/imgui/issues/1901 + IMGUI_API bool BufferingBar( const char* label, float value, const ImVec2& size_arg, const ImU32& bg_col, const ImU32& fg_col ); + IMGUI_API bool Spinner( const char* label, float radius, int thickness, const ImU32& color ); + } // namespace ImGui // Flags for ImGui::Begin() diff --git a/ref/imgui/imgui_widgets.cpp b/ref/imgui/imgui_widgets.cpp index 3319eb22..34ab7f5f 100644 --- a/ref/imgui/imgui_widgets.cpp +++ b/ref/imgui/imgui_widgets.cpp @@ -5728,3 +5728,91 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, } return false; } + +// by zfedoran, https://github.com/ocornut/imgui/issues/1901 + +bool ImGui::BufferingBar( const char* label, float value, const ImVec2& size_arg, const ImU32& bg_col, const ImU32& fg_col ) { + ImGuiWindow* window = GetCurrentWindow(); + if( window->SkipItems ) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID( label ); + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = size_arg; + size.x -= style.FramePadding.x * 2; + + const ImRect bb( pos, ImVec2( pos.x + size.x, pos.y + size.y ) ); + ItemSize( bb, style.FramePadding.y ); + if( !ItemAdd( bb, id ) ) + return false; + + // Render + const float circleStart = std::max( size.x * 0.7f, size.x - 30.f ); + const float circleEnd = size.x; + const float circleWidth = circleEnd - circleStart; + + window->DrawList->AddRectFilled( bb.Min, ImVec2( pos.x + circleStart, bb.Max.y ), bg_col ); + window->DrawList->AddRectFilled( bb.Min, ImVec2( pos.x + circleStart * value, bb.Max.y ), fg_col ); + + const float t = g.FrameCount * 0.1f; // g.Time; + const float r = size.y / 2; + const float speed = 1.5f; + + const float a = speed * 0; + const float b = speed * 0.333f; + const float c = speed * 0.666f; + + const float o1 = ( circleWidth + r ) * ( t + a - speed * (int)( ( t + a ) / speed ) ) / speed; + const float o2 = ( circleWidth + r ) * ( t + b - speed * (int)( ( t + b ) / speed ) ) / speed; + const float o3 = ( circleWidth + r ) * ( t + c - speed * (int)( ( t + c ) / speed ) ) / speed; + + window->DrawList->AddCircleFilled( ImVec2( pos.x + circleEnd - o1, bb.Min.y + r ), r, bg_col ); + window->DrawList->AddCircleFilled( ImVec2( pos.x + circleEnd - o2, bb.Min.y + r ), r, bg_col ); + window->DrawList->AddCircleFilled( ImVec2( pos.x + circleEnd - o3, bb.Min.y + r ), r, bg_col ); + + return true; +} + +bool ImGui::Spinner( const char* label, float radius, int thickness, const ImU32& color ) { + ImGuiWindow* window = GetCurrentWindow(); + if( window->SkipItems ) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID( label ); + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size( ( radius ) * 2, ( radius + style.FramePadding.y ) * 2 ); + + const ImRect bb( pos, ImVec2( pos.x + size.x, pos.y + size.y ) ); + ItemSize( bb, style.FramePadding.y ); + if( !ItemAdd( bb, id ) ) + return false; + + // Render + window->DrawList->PathClear(); + + auto progress { g.FrameCount * 0.1f }; + + int num_segments = 30; + int start = abs( ImSin( progress * 1.8f )*( num_segments - 5 ) ); + + const float a_min = IM_PI * 2.0f * ( (float)start ) / (float)num_segments; + const float a_max = IM_PI * 2.0f * ( (float)num_segments - 3 ) / (float)num_segments; + + const ImVec2 centre = ImVec2( pos.x + radius, pos.y + radius + style.FramePadding.y ); + + for( int i = 0; i < num_segments; i++ ) { + const float a = a_min + ( (float)i / (float)num_segments ) * ( a_max - a_min ); + window->DrawList->PathLineTo( ImVec2( centre.x + ImCos( a + progress * 8 ) * radius, + centre.y + ImSin( a + progress * 8 ) * radius ) ); + } + + window->DrawList->PathStroke( color, false, thickness ); + + return true; +} diff --git a/renderer.h b/renderer.h index 0daaece1..4e08ffac 100644 --- a/renderer.h +++ b/renderer.h @@ -31,14 +31,14 @@ public: // creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL virtual auto Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) -> gfx::geometry_handle = 0; // replaces data of specified chunk with the supplied vertex data, starting from specified offset - virtual auto Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) -> bool = 0; + virtual auto Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0 ) -> bool = 0; // adds supplied vertex data at the end of specified chunk - virtual auto Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) -> bool = 0; + virtual auto Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type ) -> bool = 0; // provides direct access to vertex data of specfied chunk virtual auto Vertices( gfx::geometry_handle const &Geometry ) const ->gfx::vertex_array const & = 0; // material methods virtual auto Fetch_Material( std::string const &Filename, bool const Loadnow = true ) -> material_handle = 0; - virtual void Bind_Material( material_handle const Material ) = 0; + virtual void Bind_Material( material_handle const Material, TSubModel *sm = nullptr ) = 0; virtual auto Material( material_handle const Material ) const -> opengl_material const & = 0; // shader methods virtual auto Fetch_Shader( std::string const &name ) -> std::shared_ptr = 0; @@ -49,8 +49,8 @@ public: virtual auto Texture( texture_handle const Texture ) -> opengl_texture & = 0; virtual auto Texture( texture_handle const Texture ) const -> opengl_texture const & = 0; // utility methods - virtual void Pick_Control( std::function Callback ) = 0; - virtual void Pick_Node( std::function Callback ) = 0; + virtual void Pick_Control_Callback( std::function Callback ) = 0; + virtual void Pick_Node_Callback( std::function Callback ) = 0; virtual auto Pick_Control() const -> TSubModel const * = 0; virtual auto Pick_Node() const -> scene::basic_node const * = 0; diff --git a/simulationenvironment.cpp b/simulationenvironment.cpp index d8fddb50..49e824ac 100644 --- a/simulationenvironment.cpp +++ b/simulationenvironment.cpp @@ -118,6 +118,7 @@ world_environment::update() { Global.DayLight.position = m_moon.getDirection(); Global.DayLight.direction = -1.0f * m_moon.getDirection(); keylightintensity = moonlightlevel; + m_lightintensity = 0.35f; // if the moon is up, it overrides the twilight twilightfactor = 0.0f; keylightcolor = glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 202.0f / 255.0f ); @@ -128,6 +129,7 @@ world_environment::update() { Global.DayLight.position = m_sun.getDirection(); Global.DayLight.direction = -1.0f * m_sun.getDirection(); keylightintensity = sunlightlevel; + m_lightintensity = 1.0f; // include 'golden hour' effect in twilight lighting float const duskfactor = 1.0f - clamp( Global.SunAngle, 0.0f, 18.0f ) / 18.0f; keylightcolor = interpolate( diff --git a/simulationenvironment.h b/simulationenvironment.h index 009a4a3b..3c03c01e 100644 --- a/simulationenvironment.h +++ b/simulationenvironment.h @@ -39,6 +39,12 @@ public: // calculates current weather void compute_weather() const; // data access + inline auto const & + sun() const { + return m_sun; } + inline auto const & + light_intensity() const { + return m_lightintensity; } inline auto const & skydome() const { return m_skydome; } @@ -74,6 +80,7 @@ private: cStars m_stars; cSun m_sun; cMoon m_moon; + float m_lightintensity { 1.f }; TSky m_clouds; basic_precipitation m_precipitation; sound_source m_precipitationsound { sound_placement::external, -1 }; diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index 06b701cb..fbf441a9 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -118,7 +118,7 @@ state_serializer::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) } timenow = std::chrono::steady_clock::now(); - if( std::chrono::duration_cast( timenow - timelast ).count() >= 200 ) { + if( std::chrono::duration_cast( timenow - timelast ).count() >= 50 ) { timelast = timenow; glfwPollEvents(); Application.set_progress( Input.getProgress(), Input.getFullProgress() ); diff --git a/skydome.cpp b/skydome.cpp index eae2147a..7af63d0a 100644 --- a/skydome.cpp +++ b/skydome.cpp @@ -3,6 +3,7 @@ #include "skydome.h" #include "color.h" #include "utilities.h" +#include "simulationenvironment.h" // sky gradient based on "A practical analytic model for daylight" // by A. J. Preetham Peter Shirley Brian Smits (University of Utah) @@ -189,6 +190,9 @@ float CSkyDome::PerezFunctionO2( float Perezcoeffs[ 5 ], const float Icostheta, void CSkyDome::RebuildColors() { + float twilightfactor = clamp( -simulation::Environment.sun().getAngle(), 0.0f, 18.0f ) / 18.0f; + auto gammacorrection = interpolate( glm::vec3( 0.45f ), glm::vec3( 1.0f ), twilightfactor ); + // get zenith luminance float const chi = ( (4.0f / 9.0f) - (m_turbidity / 120.0f) ) * ( M_PI - (2.0f * m_thetasun) ); float zenithluminance = ( (4.0453f * m_turbidity) - 4.9710f ) * std::tan( chi ) - (0.2155f * m_turbidity) + 2.4192f; @@ -260,6 +264,7 @@ void CSkyDome::RebuildColors() { colorconverter.z = 1.0f - std::exp( -m_expfactor * colorconverter.z ); } + colorconverter.y = clamp( colorconverter.y * 1.15f, 0.0f, 1.0f ); // desaturate sky colour, based on overcast level if( colorconverter.y > 0.0f ) { colorconverter.y *= ( 1.0f - m_overcast ); @@ -296,6 +301,11 @@ void CSkyDome::RebuildColors() { color.x = 0.20f * color.z; color.y = 0.65f * color.z; color = color * ( 1.15f - vertex.y ); // simple gradient, darkening towards the top + } + // gamma correction + color = glm::pow( color, gammacorrection ); + if( Global.GfxFramebufferSRGB ) { + color = glm::pow( color, glm::vec3( 2.2f ) - ( gammacorrection * 0.5f ) ); } // save m_colours[ i ] = color; diff --git a/skydome.h b/skydome.h index ad12765b..1dc0e006 100644 --- a/skydome.h +++ b/skydome.h @@ -26,7 +26,7 @@ public: std::vector const & vertices() const { return m_vertices; } - std::vector const & colors() const { + std::vector & colors() { return m_colours; } std::vector const & indices() const { return m_indices; } diff --git a/stdafx.h b/stdafx.h index d289f76c..e2b3607b 100644 --- a/stdafx.h +++ b/stdafx.h @@ -117,3 +117,5 @@ int const null_handle = 0; #else #include "imgui.h" #endif + +#pragma warning( disable : 5033 ) // "register is no longer a supported storage class" but it's all over python headers \ No newline at end of file diff --git a/sun.cpp b/sun.cpp index b2cce6a6..13e5c839 100644 --- a/sun.cpp +++ b/sun.cpp @@ -70,7 +70,7 @@ cSun::getDirection() { } float -cSun::getAngle() { +cSun::getAngle() const { return (float)m_body.elevref; } diff --git a/sun.h b/sun.h index 71c11094..a8faf05c 100644 --- a/sun.h +++ b/sun.h @@ -23,7 +23,7 @@ public: // returns vector pointing at the sun glm::vec3 getDirection(); // returns current elevation above horizon - float getAngle(); + float getAngle() const; // return current hour angle double getHourAngle() const; // returns current intensity of the sun diff --git a/uilayer.cpp b/uilayer.cpp index dc031ec0..723f1e5f 100644 --- a/uilayer.cpp +++ b/uilayer.cpp @@ -195,7 +195,7 @@ ui_layer::render() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - +/* glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT ); // blendfunc included since 3rd party gui doesn't play nice glDisable( GL_LIGHTING ); glDisable( GL_DEPTH_TEST ); @@ -206,18 +206,10 @@ ui_layer::render() { ::glColor4fv( glm::value_ptr( colors::white ) ); // render code here - render_background(); render_texture(); - glDisable( GL_TEXTURE_2D ); - glDisable( GL_TEXTURE_CUBE_MAP ); - - render_progress(); - - glDisable( GL_BLEND ); - glPopAttrib(); - +*/ // imgui ui code ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); @@ -232,6 +224,8 @@ ui_layer::render() { ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); + render_background(); + render_progress(); render_panels(); render_tooltip(); // template method implementation @@ -265,7 +259,7 @@ void ui_layer::set_background( std::string const &Filename ) { if( false == Filename.empty() ) { - m_background = GfxRenderer->Fetch_Texture( Filename ); + m_background = GfxRenderer->Fetch_Texture( Filename, true, GL_RGBA ); } else { m_background = null_handle; @@ -283,52 +277,27 @@ ui_layer::set_background( std::string const &Filename ) { void ui_layer::render_progress() { - if( (m_progress == 0.0f) && (m_subtaskprogress == 0.0f) ) return; + if ((m_progress == 0.0f) && (m_subtaskprogress == 0.0f)) + return; - glm::vec2 origin, size; - if( m_progressbottom == true ) { - origin = glm::vec2{ 0.0f, 768.0f - 20.0f }; - size = glm::vec2{ 1024.0f, 20.0f }; - } - else { - origin = glm::vec2{ 75.0f, 640.0f }; - size = glm::vec2{ 320.0f, 16.0f }; - } + ImGui::SetNextWindowPos(ImVec2(50, Global.iWindowHeight - 50)); + ImGui::SetNextWindowSize(ImVec2(0, 0)); + ImGui::Begin( + "Loading", nullptr, + ImGuiWindowFlags_NoTitleBar + | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse + | ImGuiWindowFlags_NoCollapse ); - quad( glm::vec4( origin.x, origin.y, origin.x + size.x, origin.y + size.y ), glm::vec4(0.0f, 0.0f, 0.0f, 0.25f) ); - // secondary bar - if( m_subtaskprogress ) { - quad( - glm::vec4( origin.x, origin.y, origin.x + size.x * m_subtaskprogress, origin.y + size.y), - glm::vec4( 8.0f/255.0f, 160.0f/255.0f, 8.0f/255.0f, 0.35f ) ); - } - // primary bar - if( m_progress ) { - quad( - glm::vec4( origin.x, origin.y, origin.x + size.x * m_progress, origin.y + size.y ), - glm::vec4( 8.0f / 255.0f, 160.0f / 255.0f, 8.0f / 255.0f, 1.0f ) ); - } + const ImU32 col = ImGui::ColorConvertFloat4ToU32( ImVec4( 8.0f / 255.0f, 160.0f / 255.0f, 8.0f / 255.0f, 1.0f ) ); // ImGui::GetColorU32( ImGuiCol_ButtonHovered ); + const ImU32 bg = ImGui::ColorConvertFloat4ToU32( ImVec4( 8.0f / 255.0f, 160.0f / 255.0f, 8.0f / 255.0f, 0.35f ) ); // ImGui::GetColorU32( ImGuiCol_Button ); +/* + ImGui::Spinner( "##spinner", 8, 4, col ); + ImGui::SetCursorPos( ImVec2( 40, 18 ) ); +*/ + ImGui::SetCursorPos( ImVec2( 15, 15 ) ); + ImGui::BufferingBar( "##buffer_bar", m_progress, ImVec2( Global.iWindowWidth - 125, 4 ), bg, col ); - if( false == m_progresstext.empty() ) { - float const screenratio = static_cast( Global.iWindowWidth ) / Global.iWindowHeight; - float const width = - ( screenratio >= (4.0f/3.0f) ? - ( 4.0f / 3.0f ) * Global.iWindowHeight : - Global.iWindowWidth ); - float const heightratio = - ( screenratio >= ( 4.0f / 3.0f ) ? - Global.iWindowHeight / 768.f : - Global.iWindowHeight / 768.f * screenratio / ( 4.0f / 3.0f ) ); - float const height = 768.0f * heightratio; - - ::glColor4f( 216.0f / 255.0f, 216.0f / 255.0f, 216.0f / 255.0f, 1.0f ); - auto const charsize = 9.0f; - auto const textwidth = m_progresstext.size() * charsize; - auto const textheight = 12.0f; - ::glRasterPos2f( - ( 0.5f * ( Global.iWindowWidth - width ) + origin.x * heightratio ) + ( ( size.x * heightratio - textwidth ) * 0.5f * heightratio ), - ( 0.5f * ( Global.iWindowHeight - height ) + origin.y * heightratio ) + ( charsize ) + ( ( size.y * heightratio - textheight ) * 0.5f * heightratio ) ); - } + ImGui::End(); } void @@ -351,23 +320,22 @@ ui_layer::render_tooltip() { void ui_layer::render_background() { - if( m_background == 0 ) return; - // NOTE: we limit/expect the background to come with 4:3 ratio. - // TODO, TBD: if we expose texture width or ratio from texture object, this limitation could be lifted - GfxRenderer->Bind_Texture( m_background ); - auto const height { 768.0f }; - auto const &texture = GfxRenderer->Texture( m_background ); - float const width = ( - texture.width() == texture.height() ? - 1024.0f : // legacy mode, square texture displayed as 4:3 image - texture.width() / ( texture.height() / 768.0f ) ); - quad( - glm::vec4( - ( 1024.0f * 0.5f ) - ( width * 0.5f ), - ( 768.0f * 0.5f ) - ( height * 0.5f ), - ( 1024.0f * 0.5f ) - ( width * 0.5f ) + width, - ( 768.0f * 0.5f ) - ( height * 0.5f ) + height ), - colors::white ); + if (m_background == 0) + return; + + ImVec2 size = ImGui::GetIO().DisplaySize; + opengl_texture &tex = GfxRenderer->Texture(m_background); + tex.create(); + + ImGui::SetNextWindowPos(ImVec2(0, 0)); + ImGui::SetNextWindowSize(size); + ImGui::Begin( + "Logo", nullptr, + ImGuiWindowFlags_NoTitleBar + | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse + | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus ); + ImGui::Image(reinterpret_cast(tex.id), size, ImVec2(0, 1), ImVec2(1, 0)); + ImGui::End(); } void diff --git a/uiwidgets.cpp b/uiwidgets.cpp new file mode 100644 index 00000000..18400d81 --- /dev/null +++ b/uiwidgets.cpp @@ -0,0 +1,104 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "uiwidgets.h" + +#include "imgui_impl_glfw.h" +#ifdef EU07_USEIMGUIIMPLOPENGL2 +#include "imgui_impl_opengl2.h" +#else +#include "imgui_impl_opengl3.h" +#endif + +// by zfedoran, https://github.com/ocornut/imgui/issues/1901 + +namespace ImGui { + +bool BufferingBar( const char* label, float value, const ImVec2& size_arg, const ImU32& bg_col, const ImU32& fg_col ) { + ImGuiWindow* window = GetCurrentWindow(); + if( window->SkipItems ) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID( label ); + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = size_arg; + size.x -= style.FramePadding.x * 2; + + const ImRect bb( pos, ImVec2( pos.x + size.x, pos.y + size.y ) ); + ItemSize( bb, style.FramePadding.y ); + if( !ItemAdd( bb, id ) ) + return false; + + // Render + const float circleStart = size.x * 0.7f; + const float circleEnd = size.x; + const float circleWidth = circleEnd - circleStart; + + window->DrawList->AddRectFilled( bb.Min, ImVec2( pos.x + circleStart, bb.Max.y ), bg_col ); + window->DrawList->AddRectFilled( bb.Min, ImVec2( pos.x + circleStart * value, bb.Max.y ), fg_col ); + + const float t = g.Time; + const float r = size.y / 2; + const float speed = 1.5f; + + const float a = speed * 0; + const float b = speed * 0.333f; + const float c = speed * 0.666f; + + const float o1 = ( circleWidth + r ) * ( t + a - speed * (int)( ( t + a ) / speed ) ) / speed; + const float o2 = ( circleWidth + r ) * ( t + b - speed * (int)( ( t + b ) / speed ) ) / speed; + const float o3 = ( circleWidth + r ) * ( t + c - speed * (int)( ( t + c ) / speed ) ) / speed; + + window->DrawList->AddCircleFilled( ImVec2( pos.x + circleEnd - o1, bb.Min.y + r ), r, bg_col ); + window->DrawList->AddCircleFilled( ImVec2( pos.x + circleEnd - o2, bb.Min.y + r ), r, bg_col ); + window->DrawList->AddCircleFilled( ImVec2( pos.x + circleEnd - o3, bb.Min.y + r ), r, bg_col ); +} + +bool Spinner( const char* label, float radius, int thickness, const ImU32& color ) { + ImGuiWindow* window = GetCurrentWindow(); + if( window->SkipItems ) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID( label ); + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size( ( radius ) * 2, ( radius + style.FramePadding.y ) * 2 ); + + const ImRect bb( pos, ImVec2( pos.x + size.x, pos.y + size.y ) ); + ItemSize( bb, style.FramePadding.y ); + if( !ItemAdd( bb, id ) ) + return false; + + // Render + window->DrawList->PathClear(); + + int num_segments = 30; + int start = abs( ImSin( g.Time*1.8f )*( num_segments - 5 ) ); + + const float a_min = IM_PI * 2.0f * ( (float)start ) / (float)num_segments; + const float a_max = IM_PI * 2.0f * ( (float)num_segments - 3 ) / (float)num_segments; + + const ImVec2 centre = ImVec2( pos.x + radius, pos.y + radius + style.FramePadding.y ); + + for( int i = 0; i < num_segments; i++ ) { + const float a = a_min + ( (float)i / (float)num_segments ) * ( a_max - a_min ); + window->DrawList->PathLineTo( ImVec2( centre.x + ImCos( a + g.Time * 8 ) * radius, + centre.y + ImSin( a + g.Time * 8 ) * radius ) ); + } + + window->DrawList->PathStroke( color, false, thickness ); +} + +} // namespace ImGui diff --git a/uiwidgets.h b/uiwidgets.h new file mode 100644 index 00000000..4d4862fd --- /dev/null +++ b/uiwidgets.h @@ -0,0 +1,17 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +namespace ImGui { + +bool BufferingBar( const char* label, float value, const ImVec2& size_arg, const ImU32& bg_col, const ImU32& fg_col ); +bool Spinner( const char* label, float radius, int thickness, const ImU32& color ); + +} // namespace ImGui diff --git a/utilities.cpp b/utilities.cpp index 620fb24f..46032dda 100644 --- a/utilities.cpp +++ b/utilities.cpp @@ -487,3 +487,13 @@ deserialize_random_set( cParser &Input, char const *Break ) { return ""; } } + +int count_trailing_zeros( uint32_t val ) +{ + int r = 0; + + for( uint32_t shift = 1; !( val & shift ); shift <<= 1 ) + r++; + + return r; +} diff --git a/utilities.h b/utilities.h index 8b7f99c5..202601b2 100644 --- a/utilities.h +++ b/utilities.h @@ -334,6 +334,8 @@ glm::dvec3 LoadPoint( class cParser &Input ); std::string deserialize_random_set( cParser &Input, char const *Break = "\n\r\t ;" ); +int count_trailing_zeros( uint32_t val ); + namespace threading { // simple POD pairing of a data item and a mutex From 1dc81abae91d937f55d3396b9ac7e17e5ec0c13f Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 1 Nov 2019 17:31:46 +0100 Subject: [PATCH 039/153] opengl 3.3 renderer switch to core profile, additional train state data exposed to uart interface, minor bug fixes --- DynObj.h | 4 +- Globals.cpp | 201 ++++++++++++++++++++++++++++------ Globals.h | 8 +- McZapkie/MOVER.h | 4 + McZapkie/hamulce.h | 10 +- PyInt.cpp | 21 ++-- Train.cpp | 11 +- Train.h | 3 + application.cpp | 21 ++++ drivermode.cpp | 2 + gl/postfx.cpp | 1 + opengl33renderer.cpp | 38 +++---- openglmatrixstack.h | 74 +++++++------ openglrenderer.cpp | 5 +- simulationstateserializer.cpp | 2 +- uart.cpp | 59 ++++++---- uart.h | 1 + uilayer.cpp | 138 +++++++++++------------ uilayer.h | 3 - 19 files changed, 407 insertions(+), 199 deletions(-) diff --git a/DynObj.h b/DynObj.h index ad41c53e..09889f64 100644 --- a/DynObj.h +++ b/DynObj.h @@ -458,8 +458,8 @@ private: sound_source sHorn3 { sound_placement::external, 5 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; std::vector m_bogiesounds; // TBD, TODO: wrapper for all bogie-related sounds (noise, brakes, squeal etc) sound_source m_wheelflat { sound_placement::external, EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; - sound_source rscurve { sound_placement::external, EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; // youBy - sound_source rsDerailment { sound_placement::external, 250.f }; // McZapkie-051202 + sound_source rscurve { sound_placement::external, 2 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; // youBy + sound_source rsDerailment { sound_placement::external, 2 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; // McZapkie-051202 exchange_data m_exchange; // state of active load exchange procedure, if any exchange_sounds m_exchangesounds; // sounds associated with the load exchange diff --git a/Globals.cpp b/Globals.cpp index fc4d0694..22952aaa 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -20,6 +20,7 @@ http://mozilla.org/MPL/2.0/. #include "Logs.h" #include "Console.h" #include "PyInt.h" +#include "Timer.h" global_settings Global; @@ -74,13 +75,21 @@ global_settings::ConfigParse(cParser &Parser) { } else if (token == "heightbase") { - Parser.getTokens(1, false); Parser >> fDistanceFactor; } + else if (token == "targetfps") + { + Parser.getTokens(1, false); + Parser >> targetfps; + } + else if (token == "basedrawrange") + { + Parser.getTokens(1); + Parser >> BaseDrawRange; + } else if (token == "fullscreen") { - Parser.getTokens(); Parser >> bFullScreen; } @@ -245,8 +254,10 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens( 1, false ); Parser >> AnisotropicFiltering; + if (AnisotropicFiltering < 1.0f) + AnisotropicFiltering = 1.0f; } - else if( token == "usevbo" ) + else if( token == "usevbo" ) { Parser.getTokens(); @@ -310,7 +321,17 @@ global_settings::ConfigParse(cParser &Parser) { else if( token == "scenario.time.override" ) { // shift (in hours) applied to train timetables Parser.getTokens( 1, false ); - Parser >> ScenarioTimeOverride; + std::string token; + Parser >> token; + std::istringstream stream(token); + if (token.find(':') != -1) { + float a, b; + char s; + stream >> a >> s >> b; + ScenarioTimeOverride = a + b / 60.0; + } + else + stream >> ScenarioTimeOverride; ScenarioTimeOverride = clamp( ScenarioTimeOverride, 0.f, 24 * 1439 / 1440.f ); } else if( token == "scenario.time.offset" ) { @@ -346,21 +367,21 @@ global_settings::ConfigParse(cParser &Parser) { // shadow render toggle Parser.getTokens(); Parser >> RenderShadows; - } - else if( token == "shadowtune" ) { + } + else if( token == "shadowtune" ) { Parser.getTokens( 4, false ); Parser >> shadowtune.map_size >> shadowtune.width >> shadowtune.depth >> shadowtune.distance; - } - else if( token == "gfx.shadows.cab.range" ) { + } + else if( token == "gfx.shadows.cab.range" ) { // shadow render toggle Parser.getTokens(); Parser >> RenderCabShadowsRange; } - else if( token == "gfx.smoke" ) { + else if( token == "gfx.smoke" ) { // smoke visualization toggle Parser.getTokens(); Parser >> Smoke; @@ -372,8 +393,7 @@ global_settings::ConfigParse(cParser &Parser) { Parser >> smokefidelity; SmokeFidelity = clamp( smokefidelity, 1.f, 4.f ); } - else if (token == "smoothtraction") - { + else if( token == "smoothtraction" ) { // podwójna jasność ambient Parser.getTokens(); Parser >> bSmoothTraction; @@ -385,6 +405,10 @@ global_settings::ConfigParse(cParser &Parser) { Parser >> splinefidelity; SplineFidelity = clamp( splinefidelity, 1.f, 4.f ); } + else if (token == "rendercab") { + Parser.getTokens(); + Parser >> render_cab; + } else if( token == "createswitchtrackbeds" ) { // podwójna jasność ambient Parser.getTokens(); @@ -403,16 +427,12 @@ global_settings::ConfigParse(cParser &Parser) { else if( token == "gfx.reflections.framerate" ) { auto const updatespersecond { std::abs( Parser.getToken() ) }; - ReflectionUpdateInterval = ( - updatespersecond > 0 ? - 1.0 / std::min( 30.0, updatespersecond ) : - 0 ); + ReflectionUpdateInterval = 1.0 / updatespersecond; } - else if (token == "timespeed") - { - // przyspieszenie czasu, zmienna do testów - Parser.getTokens(1, false); - Parser >> fTimeSpeed; + else if( token == "timespeed" ) { + // przyspieszenie czasu, zmienna do testów + Parser.getTokens( 1, false ); + Parser >> fTimeSpeed; } else if (token == "multisampling") { @@ -420,12 +440,6 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens(1, false); Parser >> iMultisampling; } - else if (token == "glutfont") - { - // tekst generowany przez GLUT - Parser.getTokens(); - Parser >> bGlutFont; - } else if (token == "latitude") { // szerokość geograficzna @@ -577,7 +591,6 @@ global_settings::ConfigParse(cParser &Parser) { } else if (token == "brakestep") { - // krok zmiany hamulca dla klawiszy [Num3] i [Num9] Parser.getTokens(1, false); Parser >> fBrakeStep; } @@ -617,6 +630,11 @@ global_settings::ConfigParse(cParser &Parser) { priority == "lowest" ? 1000 : 200 ); } + else if( token == "python.updatetime" ) + { + Parser.getTokens(); + Parser >> PythonScreenUpdateRate; + } else if( token == "uitextcolor" ) { // color of the ui text. NOTE: will be obsolete once the real ui is in place Parser.getTokens( 3, false ); @@ -638,7 +656,8 @@ global_settings::ConfigParse(cParser &Parser) { // czy grupować eventy o tych samych nazwach Parser.getTokens(); Parser >> InputGamepad; - } + } +#ifdef WITH_UART else if( token == "uart" ) { uart_conf.enable = true; Parser.getTokens( 3, false ); @@ -667,6 +686,10 @@ global_settings::ConfigParse(cParser &Parser) { >> uart_conf.lvmax >> uart_conf.lvuart; } + else if ( token == "uarttachoscale" ) { + Parser.getTokens( 1 ); + Parser >> uart_conf.tachoscale; + } else if( token == "uartfeature" ) { Parser.getTokens( 4 ); Parser @@ -679,10 +702,126 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens( 1 ); Parser >> uart_conf.debug; } - else if( token == "compresstex" ) { +#endif +#ifdef USE_EXTCAM_CAMERA + else if( token == "extcam.cmd" ) { + Parser.getTokens( 1 ); + Parser >> extcam_cmd; + } + else if( token == "extcam.rec" ) { + Parser.getTokens( 1 ); + Parser >> extcam_rec; + } + else if( token == "extcam.res" ) { + Parser.getTokens( 2 ); + Parser >> extcam_res.x >> extcam_res.y; + } +#endif + else if (token == "compresstex") { Parser.getTokens( 1 ); Parser >> compress_tex; + } + else if (token == "gfx.framebuffer.width") + { + Parser.getTokens(1, false); + Parser >> gfx_framebuffer_width; } + else if (token == "gfx.framebuffer.height") + { + Parser.getTokens(1, false); + Parser >> gfx_framebuffer_height; + } + else if (token == "gfx.shadowmap.enabled") + { + Parser.getTokens(1); + Parser >> gfx_shadowmap_enabled; + } + else if (token == "gfx.envmap.enabled") + { + Parser.getTokens(1); + Parser >> gfx_envmap_enabled; + } + else if (token == "gfx.postfx.motionblur.enabled") + { + Parser.getTokens(1); + Parser >> gfx_postfx_motionblur_enabled; + } + else if (token == "gfx.postfx.motionblur.shutter") + { + Parser.getTokens(1); + Parser >> gfx_postfx_motionblur_shutter; + } + else if (token == "gfx.postfx.motionblur.format") + { + Parser.getTokens(1); + std::string token; + Parser >> token; + if (token == "rg16f") + gfx_postfx_motionblur_format = GL_RG16F; + else if (token == "rg32f") + gfx_postfx_motionblur_format = GL_RG32F; + } + else if (token == "gfx.format.color") + { + Parser.getTokens(1); + std::string token; + Parser >> token; + if (token == "rgb8") + gfx_format_color = GL_RGB8; + else if (token == "rgb16f") + gfx_format_color = GL_RGB16F; + else if (token == "rgb32f") + gfx_format_color = GL_RGB32F; + else if (token == "r11f_g11f_b10f") + gfx_format_color = GL_R11F_G11F_B10F; + } + else if (token == "gfx.format.depth") + { + Parser.getTokens(1); + std::string token; + Parser >> token; + if (token == "z16") + gfx_format_depth = GL_DEPTH_COMPONENT16; + else if (token == "z24") + gfx_format_depth = GL_DEPTH_COMPONENT24; + else if (token == "z32") + gfx_format_depth = GL_DEPTH_COMPONENT32; + else if (token == "z32f") + gfx_format_depth = GL_DEPTH_COMPONENT32F; + } + else if (token == "gfx.skippipeline") + { + Parser.getTokens(1); + Parser >> gfx_skippipeline; + } + else if (token == "gfx.extraeffects") + { + Parser.getTokens(1); + Parser >> gfx_extraeffects; + } +/* + else if (token == "gfx.usegles") + { + Parser.getTokens(1); + Parser >> gfx_usegles; + } +*/ + else if (token == "gfx.shadergamma") + { + Parser.getTokens(1); + Parser >> gfx_shadergamma; + } + else if (token == "python.mipmaps") + { + Parser.getTokens(1); + Parser >> python_mipmaps; + } +/* + else if (token == "crashdamage") { + Parser.getTokens(1); + Parser >> crash_damage; + } +*/ } while ((token != "") && (token != "endconfig")); //(!Parser->EndOfFile) // na koniec trochę zależności if (!bLoadTraction) // wczytywanie drutów i słupów @@ -713,7 +852,7 @@ global_settings::ConfigParse(cParser &Parser) { if (qp) { // to poniżej wykonywane tylko raz, jedynie po wczytaniu eu07.ini*/ #ifdef _WIN32 - Console::ModeSet(iFeedbackMode, iFeedbackPort); // tryb pracy konsoli sterowniczej + Console::ModeSet(iFeedbackMode, iFeedbackPort); // tryb pracy konsoli sterowniczej #endif /*iFpsRadiusMax = 0.000025 * fFpsRadiusMax * fFpsRadiusMax; // maksymalny promień renderowania 3000.0 -> 225 @@ -730,4 +869,4 @@ global_settings::ConfigParse(cParser &Parser) { } } */ -} +} \ No newline at end of file diff --git a/Globals.h b/Globals.h index e3b92986..d7863085 100644 --- a/Globals.h +++ b/Globals.h @@ -9,12 +9,16 @@ http://mozilla.org/MPL/2.0/. #pragma once +#define WITH_UART + #include "Classes.h" #include "Camera.h" #include "dumb3d.h" #include "Float3d.h" #include "light.h" +#ifdef WITH_UART #include "uart.h" +#endif #include "utilities.h" struct global_settings { @@ -132,7 +136,6 @@ struct global_settings { bool ResourceMove{ false }; // gfx resources are moved between cpu and gpu side instead of sending a copy bool compress_tex{ true }; // all textures are compressed on gpu side std::string asSky{ "1" }; - bool bGlutFont{ false }; // czy tekst generowany przez GLUT32.DLL double fFpsAverage{ 20.0 }; // oczekiwana wartosć FPS double fFpsDeviation{ 5.0 }; // odchylenie standardowe FPS double fFpsMin{ 30.0 }; // dolna granica FPS, przy której promień scenerii będzie zmniejszany @@ -172,7 +175,9 @@ struct global_settings { 0, 0, 0, 0, 0, 0, 0 }; int iCalibrateOutDebugInfo { -1 }; // numer wyjścia kalibrowanego dla którego wyświetlać informacje podczas kalibracji int iPoKeysPWM[ 7 ] = { 0, 1, 2, 3, 4, 5, 6 }; // numery wejść dla PWM +#ifdef WITH_UART uart_input::conf_t uart_conf; +#endif // multiplayer int iMultiplayer{ 0 }; // blokada działania niektórych eventów na rzecz kominikacji // other @@ -193,6 +198,7 @@ struct global_settings { bool gfx_extraeffects = true; bool gfx_shadergamma = false; bool gfx_usegles = false; + bool python_mipmaps = true; // methods void LoadIniFile( std::string asFileName ); diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 91964e5a..a6bc43a9 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -630,6 +630,10 @@ struct TSecuritySystem int VelocityAllowed; int NextVelocityAllowed; /*predkosc pokazywana przez sygnalizacje kabinowa*/ bool RadioStop; // czy jest RadioStop + + inline bool is_beeping() const { + return TestFlag( Status, s_SHPalarm ); + } }; struct TTransmision diff --git a/McZapkie/hamulce.h b/McZapkie/hamulce.h index 8ad460d3..b74924e0 100644 --- a/McZapkie/hamulce.h +++ b/McZapkie/hamulce.h @@ -130,7 +130,6 @@ static double const BPT_394[7][2] = { {13 , 10.0} , {5 , 5.0} , {0 , -1} , {5 , //double *BPT_394 = zero_based_BPT_394[1]; //tablica pozycji hamulca dla zakresu -1..5 // BPT: array[-2..6] of array [0..1] of real= ((0, 5.0), (12, 5.4), (9, 5.0), (9, 4.6), (9, 4.2), (9, 3.8), (9, 3.4), (9, 2.8), (34, 2.8)); // BPT: array[-2..6] of array [0..1] of real= ((0, 0),(0, 0),(0, 0),(0, 0),(0, 0),(0, 0),(0, 0),(0, 0),(0, 0)); -static int const i_bcpno = 5; // static double const pi = 3.141592653589793; //definicja w mctools enum TUniversalBrake // możliwe działania uniwersalnego przycisku hamulca @@ -533,6 +532,7 @@ class TDriverHandle { bool ManualOvrld = false; //czy jest asymilacja reczna przyciskiem bool ManualOvrldActive = false; //czy jest wcisniety przycisk asymilacji int UniversalFlag = 0; //flaga wcisnietych przyciskow uniwersalnych + int i_bcpno = 6; public: bool Time = false; bool TimeEP = false; @@ -591,7 +591,7 @@ class TFV4aM : public TDriverHandle { double GetCP(); inline TFV4aM() : TDriverHandle() - {} + {} }; class TMHZ_EN57 : public TDriverHandle { @@ -722,7 +722,8 @@ class TM394 : public TDriverHandle { inline TM394(void) : TDriverHandle() - {} + { + i_bcpno = 5; } }; class TH14K1 : public TDriverHandle { @@ -744,7 +745,8 @@ class TH14K1 : public TDriverHandle { inline TH14K1(void) : TDriverHandle() - {} + { + i_bcpno = 4; } }; class TSt113 : public TH14K1 { diff --git a/PyInt.cpp b/PyInt.cpp index 52f3e1a3..41af5783 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -36,20 +36,25 @@ void render_task::run() { && ( outputheight != nullptr ) ) { ::glBindTexture( GL_TEXTURE_2D, m_target ); - // setup texture parameters - ::glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); - if( GL_EXT_texture_filter_anisotropic ) { - // anisotropic filtering - ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); - } // build texture ::glTexImage2D( GL_TEXTURE_2D, 0, ( Global.GfxFramebufferSRGB ? GL_SRGB8 : GL_RGBA8 ), PyInt_AsLong( outputwidth ), PyInt_AsLong( outputheight ), 0, GL_RGB, GL_UNSIGNED_BYTE, reinterpret_cast( PyString_AsString( output ) ) ); + // setup texture parameters + if( GL_EXT_texture_filter_anisotropic ) { + // anisotropic filtering + ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); + } + if( Global.python_mipmaps ) { + ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); + ::glGenerateMipmap( GL_TEXTURE_2D ); + } + else { + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + } + // all done ::glFlush(); } if( outputheight != nullptr ) { Py_DECREF( outputheight ); } diff --git a/Train.cpp b/Train.cpp index b807d13f..38ec2749 100644 --- a/Train.cpp +++ b/Train.cpp @@ -622,8 +622,8 @@ TTrain::state_t TTrain::get_state() const { return { - btLampkaSHP.GetValue(), - btLampkaCzuwaka.GetValue(), + btLampkaSHP.GetValue(), + btLampkaCzuwaka.GetValue(), btLampkaRadioStop.GetValue(), btLampkaOpory.GetValue(), btLampkaWylSzybki.GetValue(), @@ -639,7 +639,7 @@ TTrain::get_state() const { static_cast( iCabn ), btHaslerBrakes.GetValue(), btHaslerCurrent.GetValue(), - ( TestFlag( mvOccupied->SecuritySystem.Status, s_CAalarm ) || TestFlag( mvOccupied->SecuritySystem.Status, s_SHPalarm ) ), + mvOccupied->SecuritySystem.is_beeping(), btLampkaHVoltageB.GetValue(), fTachoVelocity, static_cast( mvOccupied->Compressor ), @@ -647,7 +647,10 @@ TTrain::get_state() const { static_cast( mvOccupied->BrakePress ), fHVoltage, { fHCurrent[ ( mvControlled->TrainType & dt_EZT ) ? 0 : 1 ], fHCurrent[ 2 ], fHCurrent[ 3 ] }, - ggLVoltage.GetValue() + ggLVoltage.GetValue(), + mvOccupied->DistCounter, + RadioChannel(), + btLampkaSpringBrakeActive.GetValue() }; } diff --git a/Train.h b/Train.h index c6511b8b..2372b4a7 100644 --- a/Train.h +++ b/Train.h @@ -101,6 +101,9 @@ class TTrain { float hv_voltage; std::array hv_current; float lv_voltage; + double distance; + int radio_channel; + bool springbrake_active; }; // constructors diff --git a/application.cpp b/application.cpp index ed3b553d..c5f29813 100644 --- a/application.cpp +++ b/application.cpp @@ -475,6 +475,27 @@ eu07_application::init_glfw() { glfwWindowHint( GLFW_SAMPLES, 1 << Global.iMultisampling ); } + glfwWindowHint(GLFW_SRGB_CAPABLE, !Global.gfx_shadergamma); + + if( Global.GfxRenderer == "default" ) { + // activate core profile for opengl 3.3 renderer + if( !Global.gfx_usegles ) { + glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE ); + glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 ); + glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 ); + } + else { +#ifdef GLFW_CONTEXT_CREATION_API + glfwWindowHint( GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API ); +#endif + glfwWindowHint( GLFW_CLIENT_API, GLFW_OPENGL_ES_API ); + glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 ); + glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 0 ); + } + } + + glfwWindowHint( GLFW_AUTO_ICONIFY, GLFW_FALSE ); + if( Global.bFullScreen ) { // match screen dimensions with selected monitor, for 'borderless window' in fullscreen mode Global.iWindowWidth = vmode->width; diff --git a/drivermode.cpp b/drivermode.cpp index a5359afd..fb0b6807 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -67,10 +67,12 @@ driver_mode::drivermode_input::init() { if( true == Global.InputGamepad ) { gamepad.init(); } +#ifdef WITH_UART if( true == Global.uart_conf.enable ) { uart = std::make_unique(); uart->init(); } +#endif #ifdef _WIN32 Console::On(); // włączenie konsoli #endif diff --git a/gl/postfx.cpp b/gl/postfx.cpp index 6587475a..1a4ea18e 100644 --- a/gl/postfx.cpp +++ b/gl/postfx.cpp @@ -30,6 +30,7 @@ void gl::postfx::apply(std::vector src, framebuffer *dst) { if (dst) { + gl::program::unbind(); dst->clear(GL_COLOR_BUFFER_BIT); dst->bind(); } diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 8b1edf9e..62396c49 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -33,6 +33,8 @@ bool opengl33_renderer::Init(GLFWwindow *Window) WriteLog("preparing renderer.."); + OpenGLMatrices.upload() = false; // set matrix stack in virtual mode + m_window = Window; gl::glsl_common_setup(); @@ -668,6 +670,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) { if (Global.gfx_postfx_motionblur_enabled) { + gl::program::unbind(); vp.main_fb->clear(GL_COLOR_BUFFER_BIT); vp.msaa_fb->blit_to(vp.main_fb.get(), vp.width, vp.height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0); vp.msaa_fb->blit_to(vp.main_fb.get(), vp.width, vp.height, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT1); @@ -866,18 +869,15 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) // creates dynamic environment cubemap bool opengl33_renderer::Render_reflections(viewport_config &vp) { - if (Global.ReflectionUpdateInterval == 0.0) - return false; + if( Global.ReflectionUpdateInterval == 0 ) { return false; } - auto const timestamp = Timer::GetTime(); - - if ((timestamp - m_environmentupdatetime < Global.ReflectionUpdateInterval) - && (glm::length(m_renderpass.pass_camera.position() - m_environmentupdatelocation) < 1000.0)) - { - // run update every 5+ mins of simulation time, or at least 1km from the last location - return false; - } - m_environmentupdatetime = timestamp; + auto const timestamp{ Timer::GetTime() }; + if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdateInterval ) + && ( glm::length( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) { + // run update every 5+ mins of simulation time, or at least 1km from the last location + return false; + } + m_environmentupdatetime = timestamp; m_environmentupdatelocation = m_renderpass.pass_camera.position(); glViewport(0, 0, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE); @@ -1142,11 +1142,11 @@ void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config void opengl33_renderer::setup_matrices() { - ::glMatrixMode(GL_PROJECTION); + OpenGLMatrices.mode(GL_PROJECTION); OpenGLMatrices.load_matrix(m_renderpass.pass_camera.projection()); // trim modelview matrix just to rotation, since rendering is done in camera-centric world space - ::glMatrixMode(GL_MODELVIEW); + OpenGLMatrices.mode(GL_MODELVIEW); OpenGLMatrices.load_matrix(glm::mat4(glm::mat3(m_renderpass.pass_camera.modelview()))); } @@ -1317,12 +1317,9 @@ bool opengl33_renderer::Render(world_environment *Environment) // skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh gfx::opengl_vbogeometrybank::reset(); - ::glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT ); - ::glDisable( GL_ALPHA_TEST ); - ::glEnable( GL_BLEND ); ::glBlendFunc( GL_SRC_ALPHA, GL_ONE ); - // stars + // stars if (Environment->m_stars.m_stars != nullptr) { // setup @@ -1435,7 +1432,8 @@ bool opengl33_renderer::Render(world_environment *Environment) model_ubo->update(model_ubs); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } - ::glPopAttrib(); + + ::glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); // clouds if (Environment->m_clouds.mdCloud) @@ -2492,7 +2490,7 @@ void opengl33_renderer::Render(TSubModel *Submodel) Bind_Material(Submodel->m_material, Submodel); // main draw call - model_ubs.param[1].x = 2.0f; + model_ubs.param[1].x = 2.0f * 2.0f; draw(Submodel->m_geometry); } @@ -3372,7 +3370,7 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) draw(Submodel->m_geometry); } - model_ubs.param[1].x = pointsize * resolutionratio; + model_ubs.param[1].x = pointsize * resolutionratio * 2.0f; model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel)); if (!Submodel->occlusion_query) diff --git a/openglmatrixstack.h b/openglmatrixstack.h index 8444b96f..3dab28b1 100644 --- a/openglmatrixstack.h +++ b/openglmatrixstack.h @@ -33,46 +33,46 @@ public: push_matrix() { m_stack.emplace( m_stack.top() ); } void - pop_matrix() { + pop_matrix( bool const Upload = true ) { if( m_stack.size() > 1 ) { m_stack.pop(); - upload(); } } + if( Upload ) { upload(); } } } void - load_identity() { + load_identity( bool const Upload = true ) { m_stack.top() = glm::mat4( 1.f ); - upload(); } + if( Upload ) { upload(); } } void - load_matrix( glm::mat4 const &Matrix ) { + load_matrix( glm::mat4 const &Matrix, bool const Upload = true ) { m_stack.top() = Matrix; - upload(); } + if( Upload ) { upload(); } } void - rotate( float const Angle, glm::vec3 const &Axis ) { + rotate( float const Angle, glm::vec3 const &Axis, bool const Upload = true ) { m_stack.top() = glm::rotate( m_stack.top(), Angle, Axis ); - upload(); } + if( Upload ) { upload(); } } void - translate( glm::vec3 const &Translation ) { + translate( glm::vec3 const &Translation, bool const Upload = true ) { m_stack.top() = glm::translate( m_stack.top(), Translation ); - upload(); } + if( Upload ) { upload(); } } void - scale( glm::vec3 const &Scale ) { + scale( glm::vec3 const &Scale, bool const Upload = true ) { m_stack.top() = glm::scale( m_stack.top(), Scale ); - upload(); } + if( Upload ) { upload(); } } void - multiply( glm::mat4 const &Matrix ) { + multiply( glm::mat4 const &Matrix, bool const Upload = true ) { m_stack.top() *= Matrix; - upload(); } + if( Upload ) { upload(); } } void - ortho( float const Left, float const Right, float const Bottom, float const Top, float const Znear, float const Zfar ) { + ortho( float const Left, float const Right, float const Bottom, float const Top, float const Znear, float const Zfar, bool const Upload = true ) { m_stack.top() *= glm::ortho( Left, Right, Bottom, Top, Znear, Zfar ); - upload(); } + if( Upload ) { upload(); } } void - perspective( float const Fovy, float const Aspect, float const Znear, float const Zfar ) { + perspective( float const Fovy, float const Aspect, float const Znear, float const Zfar, bool const Upload = true ) { m_stack.top() *= glm::perspective( Fovy, Aspect, Znear, Zfar ); - upload(); } + if( Upload ) { upload(); } } void - look_at( glm::vec3 const &Eye, glm::vec3 const &Center, glm::vec3 const &Up ) { + look_at( glm::vec3 const &Eye, glm::vec3 const &Center, glm::vec3 const &Up, bool const Upload = true ) { m_stack.top() *= glm::lookAt( Eye, Center, Up ); - upload(); } + if( Upload ) { upload(); } } private: // types: @@ -98,6 +98,9 @@ public: } // methods: + bool & + upload() { + return m_upload; } void mode( GLuint const Mode ) { switch( Mode ) { @@ -105,7 +108,7 @@ public: case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; } case GL_TEXTURE: { m_mode = stack_mode::gl_texture; break; } default: { break; } } - ::glMatrixMode( Mode ); } + if( m_upload ) {::glMatrixMode( Mode ); } } glm::mat4 const & data( GLuint const Mode = -1 ) const { switch( Mode ) { @@ -119,11 +122,11 @@ public: void push_matrix() { m_stacks[ m_mode ].push_matrix(); } void - pop_matrix() { m_stacks[ m_mode ].pop_matrix(); } + pop_matrix() { m_stacks[ m_mode ].pop_matrix( m_upload ); } void - load_identity() { m_stacks[ m_mode ].load_identity(); } + load_identity() { m_stacks[ m_mode ].load_identity( m_upload ); } void - load_matrix( glm::mat4 const &Matrix ) { m_stacks[ m_mode ].load_matrix( Matrix ); } + load_matrix( glm::mat4 const &Matrix ) { m_stacks[ m_mode ].load_matrix( Matrix, m_upload ); } template void load_matrix( Type_ const *Matrix ) { load_matrix( glm::make_mat4( Matrix ) ); } @@ -135,7 +138,8 @@ public: glm::vec3( static_cast( X ), static_cast( Y ), - static_cast( Z ) ) ); } + static_cast( Z ) ), + m_upload ); } template void translate( Type_ const X, Type_ const Y, Type_ const Z ) { @@ -143,7 +147,8 @@ public: glm::vec3( static_cast( X ), static_cast( Y ), - static_cast( Z ) ) ); } + static_cast( Z ) ), + m_upload ); } template void scale( Type_ const X, Type_ const Y, Type_ const Z ) { @@ -151,12 +156,14 @@ public: glm::vec3( static_cast( X ), static_cast( Y ), - static_cast( Z ) ) ); } + static_cast( Z ) ), + m_upload ); } template void multiply( Type_ const *Matrix ) { m_stacks[ m_mode ].multiply( - glm::make_mat4( Matrix ) ); } + glm::make_mat4( Matrix ), + m_upload ); } template void ortho( Type_ const Left, Type_ const Right, Type_ const Bottom, Type_ const Top, Type_ const Znear, Type_ const Zfar ) { @@ -166,7 +173,8 @@ public: static_cast( Bottom ), static_cast( Top ), static_cast( Znear ), - static_cast( Zfar ) ); } + static_cast( Zfar ), + m_upload ); } template void perspective( Type_ const Fovy, Type_ const Aspect, Type_ const Znear, Type_ const Zfar ) { @@ -174,7 +182,8 @@ public: static_cast( glm::radians( Fovy ) ), static_cast( Aspect ), static_cast( Znear ), - static_cast( Zfar ) ); } + static_cast( Zfar ), + m_upload ); } template void look_at( Type_ const Eyex, Type_ const Eyey, Type_ const Eyez, Type_ const Centerx, Type_ const Centery, Type_ const Centerz, Type_ const Upx, Type_ const Upy, Type_ const Upz ) { @@ -190,13 +199,14 @@ public: glm::vec3( static_cast( Upx ), static_cast( Upy ), - static_cast( Upz ) ) ); } + static_cast( Upz ) ), + m_upload ); } private: // members: stack_mode m_mode{ stack_mode::gl_projection }; openglstack_array m_stacks; - + bool m_upload { true }; }; extern opengl_matrices OpenGLMatrices; diff --git a/openglrenderer.cpp b/openglrenderer.cpp index a9a91bfb..6bef883d 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -338,8 +338,11 @@ opengl_renderer::Render() { Timer::subsystem.gfx_color.stop(); // add user interface setup_units( true, false, false ); + ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); + ::glClientActiveTexture( m_diffusetextureunit ); + ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); Application.render_ui(); - + ::glPopClientAttrib(); if( Global.bUseVBO ) { // swapbuffers() will unbind current buffers so we prepare for it on our end gfx::opengl_vbogeometrybank::reset(); diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index fbf441a9..cc4506ec 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -118,7 +118,7 @@ state_serializer::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) } timenow = std::chrono::steady_clock::now(); - if( std::chrono::duration_cast( timenow - timelast ).count() >= 50 ) { + if( std::chrono::duration_cast( timenow - timelast ).count() >= 75 ) { timelast = timenow; glfwPollEvents(); Application.set_progress( Input.getProgress(), Input.getFullProgress() ); diff --git a/uart.cpp b/uart.cpp index 35dd0c0e..7343c4bc 100644 --- a/uart.cpp +++ b/uart.cpp @@ -6,6 +6,7 @@ #include "Train.h" #include "parser.h" #include "Logs.h" +#include "simulationtime.h" uart_input::uart_input() { @@ -14,7 +15,7 @@ uart_input::uart_input() if (sp_get_port_by_name(conf.port.c_str(), &port) != SP_OK) throw std::runtime_error("uart: cannot find specified port"); - if (sp_open(port, SP_MODE_READ_WRITE) != SP_OK) + if (sp_open(port, (sp_mode)(SP_MODE_READ | SP_MODE_WRITE)) != SP_OK) throw std::runtime_error("uart: cannot open port"); sp_port_config *config; @@ -39,7 +40,7 @@ uart_input::uart_input() uart_input::~uart_input() { - std::array buffer = { 0 }; + std::array buffer = { 0 }; sp_blocking_write(port, (void*)buffer.data(), buffer.size(), 0); sp_drain(port); @@ -121,7 +122,7 @@ uart_input::recall_bindings() { return true; } -#define SPLIT_INT16(x) (uint8_t)x, (uint8_t)(x >> 8) +#define SPLIT_INT16(x) (uint8_t)(x), (uint8_t)((x) >> 8) void uart_input::poll() { @@ -168,19 +169,19 @@ void uart_input::poll() auto const action { ( type != input_type_t::impulse ? GLFW_PRESS : - ( true == state ? + ( state ? GLFW_PRESS : GLFW_RELEASE ) ) }; auto const command { ( type != input_type_t::toggle ? std::get<2>( entry ) : - ( true == state ? + ( state ? std::get<2>( entry ) : std::get<3>( entry ) ) ) }; // TODO: pass correct entity id once the missing systems are in place - relay.post( command, 0, 0, action, 0 ); + relay.post( command, 0, 0, action, 0 ); } if( true == conf.mainenable ) { @@ -191,17 +192,17 @@ void uart_input::poll() 0, GLFW_PRESS, // TODO: pass correct entity id once the missing systems are in place - 0 ); + 0 ); } if( true == conf.scndenable ) { // second controller relay.post( user_command::secondcontrollerset, - buffer[ 7 ], + static_cast(buffer[ 7 ]), 0, GLFW_PRESS, // TODO: pass correct entity id once the missing systems are in place - 0 ); + 0 ); } if( true == conf.trainenable ) { // train brake @@ -212,7 +213,7 @@ void uart_input::poll() 0, GLFW_PRESS, // TODO: pass correct entity id once the missing systems are in place - 0 ); + 0 ); } if( true == conf.localenable ) { // independent brake @@ -223,7 +224,7 @@ void uart_input::poll() 0, GLFW_PRESS, // TODO: pass correct entity id once the missing systems are in place - 0 ); + 0 ); } old_packet = buffer; @@ -234,7 +235,8 @@ void uart_input::poll() // TODO: ugly! move it into structure like input_bits auto const trainstate = t->get_state(); - uint8_t tacho = Global.iPause ? 0 : trainstate.velocity; + SYSTEMTIME time = simulation::Time.data(); + uint16_t tacho = Global.iPause ? 0 : (trainstate.velocity * conf.tachoscale); uint16_t tank_press = (uint16_t)std::min(conf.tankuart, trainstate.reservoir_pressure * 0.1f / conf.tankmax * conf.tankuart); uint16_t pipe_press = (uint16_t)std::min(conf.pipeuart, trainstate.pipe_pressure * 0.1f / conf.pipemax * conf.pipeuart); uint16_t brake_press = (uint16_t)std::min(conf.brakeuart, trainstate.brake_pressure * 0.1f / conf.brakemax * conf.brakeuart); @@ -242,18 +244,16 @@ void uart_input::poll() uint16_t current1 = (uint16_t)std::min(conf.currentuart, trainstate.hv_current[0] / conf.currentmax * conf.currentuart); uint16_t current2 = (uint16_t)std::min(conf.currentuart, trainstate.hv_current[1] / conf.currentmax * conf.currentuart); uint16_t current3 = (uint16_t)std::min(conf.currentuart, trainstate.hv_current[2] / conf.currentmax * conf.currentuart); + uint32_t odometer = trainstate.distance * 10000.0; uint16_t lv_voltage = (uint16_t)std::min( conf.lvuart, trainstate.lv_voltage / conf.lvmax * conf.lvuart ); - if( trainstate.cab > 0 ) { // NOTE: moving from a cab to engine room doesn't change cab indicator m_trainstatecab = trainstate.cab - 1; } - std::array buffer { - //byte 0 - tacho, - //byte 1 - 0, + std::array buffer { + //byte 0-1 + SPLIT_INT16(tacho), //byte 2 (uint8_t)( trainstate.ventilator_overload << 1 @@ -280,7 +280,8 @@ void uart_input::poll() m_trainstatecab << 2 | trainstate.recorder_braking << 3 | trainstate.recorder_power << 4 - | trainstate.radio_stop <<5 + | trainstate.radio_stop << 5 + | trainstate.springbrake_active << 6 | trainstate.alerter_sound << 7), //byte 7-8 SPLIT_INT16(brake_press), @@ -296,10 +297,20 @@ void uart_input::poll() SPLIT_INT16(current2), //byte 19-20 SPLIT_INT16(current3), - //byte 21-22 - SPLIT_INT16(lv_voltage), - //byte 23-30 - 0, 0, 0, 0, 0, 0, 0, 0 + //byte 21-22 + SPLIT_INT16((time.wYear - 1) * 12 + time.wMonth - 1), + //byte 23-24 + SPLIT_INT16((time.wDay - 1) * 1440 + time.wHour * 60 + time.wMinute), + //byte 25-26 + SPLIT_INT16(time.wSecond * 1000 + time.wMilliseconds), + //byte 27-30 + SPLIT_INT16((uint16_t)odometer), SPLIT_INT16((uint16_t)(odometer >> 16)), + //byte 31-32 + SPLIT_INT16(lv_voltage), + //byte 33 + (uint8_t)trainstate.radio_channel, + //byte 34-48 + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; if (conf.debug) @@ -317,4 +328,4 @@ void uart_input::poll() data_pending = true; } -} +} \ No newline at end of file diff --git a/uart.h b/uart.h index a1887353..73a65300 100644 --- a/uart.h +++ b/uart.h @@ -29,6 +29,7 @@ public: float currentuart = 65535.0f; float lvmax = 150.0f; float lvuart = 65535.0f; + float tachoscale = 1.0f; bool mainenable = true; bool scndenable = true; diff --git a/uilayer.cpp b/uilayer.cpp index 723f1e5f..bb47e4a8 100644 --- a/uilayer.cpp +++ b/uilayer.cpp @@ -89,7 +89,19 @@ ui_layer::init( GLFWwindow *Window ) { ImGui_ImplOpenGL2_Init(); #else // ImGui_ImplOpenGL3_Init( "#version 140" ); - ImGui_ImplOpenGL3_Init(); + if( Global.GfxRenderer == "default" ) { + // opengl 3.3 render path + if( Global.gfx_usegles ) { + ImGui_ImplOpenGL3_Init( "#version 300 es\nprecision highp float;" ); + } + else { + ImGui_ImplOpenGL3_Init( "#version 330 core" ); + } + } + else { + // legacy render path + ImGui_ImplOpenGL3_Init(); + } #endif init_colors(); @@ -187,35 +199,7 @@ ui_layer::update() { void ui_layer::render() { - - // legacy ui code - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho( 0, std::max( 1, Global.iWindowWidth ), std::max( 1, Global.iWindowHeight ), 0, -1, 1 ); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); -/* - glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT ); // blendfunc included since 3rd party gui doesn't play nice - glDisable( GL_LIGHTING ); - glDisable( GL_DEPTH_TEST ); - glDisable( GL_ALPHA_TEST ); - glEnable( GL_TEXTURE_2D ); - glEnable( GL_BLEND ); - - ::glColor4fv( glm::value_ptr( colors::white ) ); - - // render code here - render_texture(); - - glPopAttrib(); -*/ // imgui ui code - ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); - - ::glClientActiveTexture( m_textureunit ); - ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); - #ifdef EU07_USEIMGUIIMPLOPENGL2 ImGui_ImplOpenGL2_NewFrame(); #else @@ -237,8 +221,6 @@ ui_layer::render() { #else ImGui_ImplOpenGL3_RenderDrawData( ImGui::GetDrawData() ); #endif - - ::glPopClientAttrib(); } void @@ -274,14 +256,58 @@ ui_layer::set_background( std::string const &Filename ) { } } +glm::vec4 +background_placement( texture_handle const Background ) { + + if( Background == null_handle ) { + return glm::vec4( 0.f, 0.f, Global.iWindowWidth, Global.iWindowHeight ); + } + + auto const background { GfxRenderer->Texture( Background ) }; + // determine background placement, taking into account screen ratio may be different from background image ratio + auto const height { 768.0f }; + auto const width = ( + background.width() == background.height() ? + 1024.0f : // legacy mode, square texture displayed as 4:3 image + background.width() / ( background.height() / 768.0f ) ); + // background coordinates on virtual 1024x768 screen + auto const coordinates { + glm::vec4( + ( 1024.0f * 0.5f ) - ( width * 0.5f ), + ( 768.0f * 0.5f ) - ( height * 0.5f ), + ( 1024.0f * 0.5f ) - ( width * 0.5f ) + width, + ( 768.0f * 0.5f ) - ( height * 0.5f ) + height ) }; + // convert to current screen coordinates + auto const screenratio { static_cast( Global.iWindowWidth ) / Global.iWindowHeight }; + auto const screenwidth { + ( screenratio >= ( 4.f / 3.f ) ? + ( 4.f / 3.f ) * Global.iWindowHeight : + Global.iWindowWidth ) }; + auto const heightratio { + ( screenratio >= ( 4.f / 3.f ) ? + Global.iWindowHeight / 768.f : + Global.iWindowHeight / 768.f * screenratio / ( 4.f / 3.f ) ) }; + auto const screenheight = 768.f * heightratio; + + return + glm::vec4{ + 0.5f * ( Global.iWindowWidth - screenwidth ) + coordinates.x * heightratio, + 0.5f * ( Global.iWindowHeight - screenheight ) + coordinates.y * heightratio, + 0.5f * ( Global.iWindowWidth - screenwidth ) + coordinates.z * heightratio, + 0.5f * ( Global.iWindowHeight - screenheight ) + coordinates.w * heightratio }; +} + void ui_layer::render_progress() { if ((m_progress == 0.0f) && (m_subtaskprogress == 0.0f)) return; - ImGui::SetNextWindowPos(ImVec2(50, Global.iWindowHeight - 50)); - ImGui::SetNextWindowSize(ImVec2(0, 0)); + auto const area{ glm::clamp( background_placement( m_background ), glm::vec4(0.f), glm::vec4(Global.iWindowWidth, Global.iWindowHeight, Global.iWindowWidth, Global.iWindowHeight) ) }; + auto const areasize{ ImVec2( area.z - area.x, area.w - area.y ) }; + + ImGui::SetNextWindowPos(ImVec2( area.x + 50, Global.iWindowHeight - 50)); + ImGui::SetNextWindowSize(ImVec2(areasize.x - 100, 0)); ImGui::Begin( "Loading", nullptr, ImGuiWindowFlags_NoTitleBar @@ -295,7 +321,7 @@ ui_layer::render_progress() { ImGui::SetCursorPos( ImVec2( 40, 18 ) ); */ ImGui::SetCursorPos( ImVec2( 15, 15 ) ); - ImGui::BufferingBar( "##buffer_bar", m_progress, ImVec2( Global.iWindowWidth - 125, 4 ), bg, col ); + ImGui::BufferingBar( "##buffer_bar", m_progress, ImVec2( areasize.x - 125, 4 ), bg, col ); ImGui::End(); } @@ -320,21 +346,23 @@ ui_layer::render_tooltip() { void ui_layer::render_background() { - if (m_background == 0) - return; + if( m_background == null_handle ) { return; } - ImVec2 size = ImGui::GetIO().DisplaySize; - opengl_texture &tex = GfxRenderer->Texture(m_background); - tex.create(); - - ImGui::SetNextWindowPos(ImVec2(0, 0)); + opengl_texture &background = GfxRenderer->Texture(m_background); + background.create(); + // determine background placement, taking into account screen ratio may be different from background image ratio + auto const placement{ background_placement( m_background ) }; + //ImVec2 size = ImGui::GetIO().DisplaySize; + auto const size{ ImVec2( placement.z - placement.x, placement.w - placement.y ) }; + // ready, set, draw + ImGui::SetNextWindowPos(ImVec2(placement.x, placement.y)); ImGui::SetNextWindowSize(size); ImGui::Begin( "Logo", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus ); - ImGui::Image(reinterpret_cast(tex.id), size, ImVec2(0, 1), ImVec2(1, 0)); + ImGui::Image(reinterpret_cast(background.id), size, ImVec2(0, 1), ImVec2(1, 0)); ImGui::End(); } @@ -362,29 +390,3 @@ ui_layer::render_texture() { ::glBindTexture( GL_TEXTURE_2D, 0 ); } } - -void -ui_layer::quad( glm::vec4 const &Coordinates, glm::vec4 const &Color ) { - - float const screenratio = static_cast( Global.iWindowWidth ) / Global.iWindowHeight; - float const width = - ( screenratio >= ( 4.f / 3.f ) ? - ( 4.f / 3.f ) * Global.iWindowHeight : - Global.iWindowWidth ); - float const heightratio = - ( screenratio >= ( 4.f / 3.f ) ? - Global.iWindowHeight / 768.f : - Global.iWindowHeight / 768.f * screenratio / ( 4.f / 3.f ) ); - float const height = 768.f * heightratio; - - glColor4fv(glm::value_ptr(Color)); - - glBegin( GL_TRIANGLE_STRIP ); - - glMultiTexCoord2f( m_textureunit, 0.f, 1.f ); glVertex2f( 0.5f * ( Global.iWindowWidth - width ) + Coordinates.x * heightratio, 0.5f * ( Global.iWindowHeight - height ) + Coordinates.y * heightratio ); - glMultiTexCoord2f( m_textureunit, 0.f, 0.f ); glVertex2f( 0.5f * ( Global.iWindowWidth - width ) + Coordinates.x * heightratio, 0.5f * ( Global.iWindowHeight - height ) + Coordinates.w * heightratio ); - glMultiTexCoord2f( m_textureunit, 1.f, 1.f ); glVertex2f( 0.5f * ( Global.iWindowWidth - width ) + Coordinates.z * heightratio, 0.5f * ( Global.iWindowHeight - height ) + Coordinates.y * heightratio ); - glMultiTexCoord2f( m_textureunit, 1.f, 0.f ); glVertex2f( 0.5f * ( Global.iWindowWidth - width ) + Coordinates.z * heightratio, 0.5f * ( Global.iWindowHeight - height ) + Coordinates.w * heightratio ); - - glEnd(); -} diff --git a/uilayer.h b/uilayer.h index ee524d0a..075936f3 100644 --- a/uilayer.h +++ b/uilayer.h @@ -132,9 +132,6 @@ private: render_panels(); void render_tooltip(); - // draws a quad between coordinates x,y and z,w with uv-coordinates spanning 0-1 - void - quad( glm::vec4 const &Coordinates, glm::vec4 const &Color ); // input methods subclass details virtual bool From f62df8e2f2a68734ca86abb7d38cfaccfb6815a9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Thu, 31 Oct 2019 19:07:33 +0100 Subject: [PATCH 040/153] Added torque converter and diesel engine momentum interpolation by table --- McZapkie/MOVER.h | 4 ++ McZapkie/Mover.cpp | 129 ++++++++++++++++++++++++++++++++++++++++++--- 2 files changed, 125 insertions(+), 8 deletions(-) diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index a6bc43a9..44162ed5 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1114,6 +1114,7 @@ public: double dizel_Mnmax = 2.0; double dizel_nmax = 2.0; double dizel_nominalfill = 0.0; + std::map dizel_Momentum_Table; /*parametry aproksymacji silnika spalinowego*/ double dizel_Mstand = 0.0; /*moment oporow ruchu silnika dla enrot=0*/ /* dizel_auto_min, dizel_auto_max: real; {predkosc obrotowa przelaczania automatycznej skrzyni biegow*/ @@ -1146,6 +1147,7 @@ public: double hydro_TC_TorqueOutOut = 0.0; /*stala momentu proporcjonalnego do kwadratu obrotow wyjsciowych*/ double hydro_TC_LockupSpeed = 1.0; /*prog predkosci zalaczania sprzegla blokujacego*/ double hydro_TC_UnlockSpeed = 1.0; /*prog predkosci rozlaczania sprzegla blokujacego*/ + std::map hydro_TC_Table; /*tablica przetwornika momentu*/ /*parametry retardera*/ bool hydro_R = false; /*obecnosc retardera*/ int hydro_R_Placement = 0; /*umiejscowienie retardera: 0 - za skrzynia biegow, 1 - miedzy przetwornikiem a biegami, 2 - przed skrzynia biegow */ @@ -1752,6 +1754,8 @@ private: bool readRList( std::string const &Input ); bool readUCList(std::string const &Input); bool readDList( std::string const &line ); + bool readDMList(std::string const &line); + bool readHTCList(std::string const &line); bool readFFList( std::string const &line ); bool readWWList( std::string const &line ); bool readLightsList( std::string const &Input ); diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 8e598c92..d6b14614 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -79,6 +79,29 @@ int DirF(int CouplerN) } } +double TableInterpolation(std::map &Map, double Parameter) +{ + if (Map.size() == 0) + return 0.0; + if (Map.size() == 1) + return Map.begin()->second; + + auto lower = Map.lower_bound(Parameter); + auto upper = lower; + + if (lower != Map.begin()) + lower--; + else + upper++; + + if (upper == Map.end()) { + lower--; + upper--; + } + double ratio = (upper->second - lower->second) / (upper->first - lower->first); + return (lower->second + (Parameter - lower->first) * ratio); +} + // ************************************************************************************************* // Q: 20160716 // Obliczanie natężenie prądu w silnikach @@ -7122,7 +7145,12 @@ double TMoverParameters::dizel_Momentum(double dizel_fill, double n, double dt) neps = (n - dizel_n_old) / dt; //przyspieszenie katowe walu wejsciowego skrzyni biegow if( enrot > 0 ) { - Moment = ( dizel_Mmax - ( dizel_Mmax - dizel_Mnmax ) * square( ( enrot - dizel_nMmax ) / ( dizel_nMmax - dizel_nmax ) ) ) * dizel_fill - dizel_Mstand; + if (dizel_Momentum_Table.size() > 1) { + Moment = TableInterpolation(dizel_Momentum_Table, enrot) * dizel_fill - dizel_Mstand; + } + else { + Moment = (dizel_Mmax - (dizel_Mmax - dizel_Mnmax) * square((enrot - dizel_nMmax) / (dizel_nMmax - dizel_nmax))) * dizel_fill - dizel_Mstand; + } Mm = Moment; dizel_FuelConsumptionActual = dizel_FuelConsumption * enrot * dizel_fill; dizel_FuelConsumptedTotal += dizel_FuelConsumptionActual * dt / 3600.0; @@ -7182,17 +7210,25 @@ double TMoverParameters::dizel_Momentum(double dizel_fill, double n, double dt) HydroTorque += (hydro_TC_nIn - hydro_TC_nOut) * hydro_TC_TorqueInOut; HydroTorque += hydro_TC_nOut * hydro_TC_nOut * hydro_TC_TorqueOutOut; double nOut2In = hydro_TC_nOut / std::max(0.01, hydro_TC_nIn); - if (nOut2In < hydro_TC_CouplingPoint) - { - hydro_TC_TMRatio = 1 + (hydro_TC_TMMax - 1) * square(1 - nOut2In / hydro_TC_CouplingPoint); - hydro_TC_TorqueIn = HydroTorque * hydro_TC_Fill; + if (hydro_TC_Table.size() > 1) { + hydro_TC_TMRatio = TableInterpolation(hydro_TC_Table, nOut2In); hydro_TC_TorqueOut = HydroTorque * hydro_TC_Fill * hydro_TC_TMRatio; + hydro_TC_TorqueIn = HydroTorque * hydro_TC_Fill * std::min(1.0, hydro_TC_TMRatio); } else { - hydro_TC_TMRatio = (1 - nOut2In) / (1 - hydro_TC_CouplingPoint); - hydro_TC_TorqueIn = HydroTorque * hydro_TC_Fill * hydro_TC_TMRatio; - hydro_TC_TorqueOut = HydroTorque * hydro_TC_Fill * hydro_TC_TMRatio; + if (nOut2In < hydro_TC_CouplingPoint) + { + hydro_TC_TMRatio = 1 + (hydro_TC_TMMax - 1) * square(1 - nOut2In / hydro_TC_CouplingPoint); + hydro_TC_TorqueIn = HydroTorque * hydro_TC_Fill; + hydro_TC_TorqueOut = HydroTorque * hydro_TC_Fill * hydro_TC_TMRatio; + } + else + { + hydro_TC_TMRatio = (1 - nOut2In) / (1 - hydro_TC_CouplingPoint); + hydro_TC_TorqueIn = HydroTorque * hydro_TC_Fill * hydro_TC_TMRatio; + hydro_TC_TorqueOut = HydroTorque * hydro_TC_Fill * hydro_TC_TMRatio; + } } TorqueH = hydro_TC_TorqueOut; TorqueL = hydro_TC_LockupTorque * hydro_TC_LockupRate; @@ -8096,6 +8132,7 @@ bool TMoverParameters::switch_physics(bool const State) // DO PRZETLUMACZENIA NA bool startBPT; bool startMPT, startMPT0; bool startRLIST, startUCLIST; +bool startDIZELMOMENTUMLIST, startHYDROTCLIST; bool startDLIST, startFFLIST, startWWLIST; bool startLIGHTSLIST; bool startCOMPRESSORLIST; @@ -8333,6 +8370,46 @@ bool TMoverParameters::readDList( std::string const &line ) { return true; } +bool TMoverParameters::readDMList(std::string const &line) { + + cParser parser(line); + if (false == parser.getTokens(2, false)) { + + WriteLog("Read DMList: arguments missing in line " + std::to_string(LISTLINE + 1)); + return false; + } + auto idx = LISTLINE++; + double x = 0.0; + double y = 0.0; + parser + >> x + >> y; + + dizel_Momentum_Table.emplace(x / 60.0, y); + + return true; +} + +bool TMoverParameters::readHTCList(std::string const &line) { + + cParser parser(line); + if (false == parser.getTokens(2, false)) { + + WriteLog("Read HTCList: arguments missing in line " + std::to_string(LISTLINE + 1)); + return false; + } + auto idx = LISTLINE++; + double x = 0.0; + double y = 0.0; + parser + >> x + >> y; + + hydro_TC_Table.emplace(x, y); + + return true; +} + bool TMoverParameters::readFFList( std::string const &line ) { cParser parser( line ); @@ -8529,6 +8606,8 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) startRLIST = false; startUCLIST = false; startDLIST = false; + startDIZELMOMENTUMLIST = false; + startHYDROTCLIST = false; startFFLIST = false; startWWLIST = false; startLIGHTSLIST = false; @@ -8601,6 +8680,16 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) startDLIST = false; continue; } + if (issection("END-DML", inputline)) { + startBPT = false; + startDIZELMOMENTUMLIST = false; + continue; + } + if (issection("END-HTCL", inputline)) { + startBPT = false; + startHYDROTCLIST = false; + continue; + } if( issection( "endff", inputline ) ) { startBPT = false; startFFLIST = false; @@ -8838,6 +8927,22 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) continue; } + if (issection("DMList:", inputline)) + { + startBPT = false; + fizlines.emplace("DMList", inputline); + startDIZELMOMENTUMLIST = true; LISTLINE = 0; + continue; + } + + if (issection("HTCList:", inputline)) + { + startBPT = false; + fizlines.emplace("HTCList", inputline); + startHYDROTCLIST = true; LISTLINE = 0; + continue; + } + if( issection( "ffList:", inputline ) ) { startBPT = false; startFFLIST = true; LISTLINE = 0; @@ -8894,6 +8999,14 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) readDList( inputline ); continue; } + if (true == startDIZELMOMENTUMLIST) { + readDMList(inputline); + continue; + } + if (true == startHYDROTCLIST) { + readHTCList(inputline); + continue; + } if( true == startFFLIST ) { readFFList( inputline ); continue; From 0e87e554dcb5a883497a2c192806309f468a4f8e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Thu, 31 Oct 2019 22:51:52 +0100 Subject: [PATCH 041/153] Simple fix for faster EStED reaction --- McZapkie/hamulce.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/McZapkie/hamulce.cpp b/McZapkie/hamulce.cpp index aff55a1e..b973e006 100644 --- a/McZapkie/hamulce.cpp +++ b/McZapkie/hamulce.cpp @@ -1573,9 +1573,9 @@ double TEStED::GetPF( double const PP, double const dt, double const Vel ) } if ((BrakeCyl->P() > temp)) - dv = -PFVd(BrakeCyl->P(), 0, 0.02 * SizeBC * speed, temp) * dt; + dv = -PFVd(BrakeCyl->P(), 0, 0.05 * SizeBC * speed, temp) * dt; else if ((BrakeCyl->P() < temp) && ((BrakeStatus & b_asb) == 0)) - dv = PFVa(BVP, BrakeCyl->P(), 0.02 * SizeBC, temp) * dt; + dv = PFVa(BVP, BrakeCyl->P(), 0.05 * SizeBC, temp) * dt; else dv = 0; From 50f1a45defedc9564e60408cb570eb50f4d54f90 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Thu, 31 Oct 2019 23:33:48 +0100 Subject: [PATCH 042/153] Added volume switch and buttons for radio --- Train.cpp | 68 +++++++++++++++++++++++++++++++++++--------- Train.h | 5 ++++ command.cpp | 2 ++ command.h | 2 ++ drivermouseinput.cpp | 9 ++++++ 5 files changed, 72 insertions(+), 14 deletions(-) diff --git a/Train.cpp b/Train.cpp index 38ec2749..ab798566 100644 --- a/Train.cpp +++ b/Train.cpp @@ -348,6 +348,8 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::radiostopsend, &TTrain::OnCommand_radiostopsend }, { user_command::radiostoptest, &TTrain::OnCommand_radiostoptest }, { user_command::radiocall3send, &TTrain::OnCommand_radiocall3send }, + { user_command::radiovolumeincrease, &TTrain::OnCommand_radiovolumeincrease }, + { user_command::radiovolumedecrease, &TTrain::OnCommand_radiovolumedecrease }, { user_command::cabchangeforward, &TTrain::OnCommand_cabchangeforward }, { user_command::cabchangebackward, &TTrain::OnCommand_cabchangebackward }, { user_command::generictoggle0, &TTrain::OnCommand_generictoggle }, @@ -525,6 +527,7 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "pantpress", std::abs( mvControlled->PantPress ) ); dict->insert( "universal3", InstrumentLightActive ); dict->insert( "radio_channel", RadioChannel() ); + dict->insert( "radio_volume", Global.RadioVolume ); dict->insert( "door_lock", mvOccupied->Doors.lock_enabled ); // movement data dict->insert( "velocity", std::abs( mvOccupied->Vel ) ); @@ -622,8 +625,8 @@ TTrain::state_t TTrain::get_state() const { return { - btLampkaSHP.GetValue(), - btLampkaCzuwaka.GetValue(), + btLampkaSHP.GetValue(), + btLampkaCzuwaka.GetValue(), btLampkaRadioStop.GetValue(), btLampkaOpory.GetValue(), btLampkaWylSzybki.GetValue(), @@ -639,7 +642,7 @@ TTrain::get_state() const { static_cast( iCabn ), btHaslerBrakes.GetValue(), btHaslerCurrent.GetValue(), - mvOccupied->SecuritySystem.is_beeping(), + mvOccupied->SecuritySystem.is_beeping(), btLampkaHVoltageB.GetValue(), fTachoVelocity, static_cast( mvOccupied->Compressor ), @@ -3120,8 +3123,8 @@ void TTrain::OnCommand_compressorpresetactivatenext(TTrain *Train, command_data // active light preset is stored as value in range 1-LigthPosNo Train->mvOccupied->CompressorListPos = ( Train->mvOccupied->CompressorListPos < Train->mvOccupied->CompressorListPosNo ? - Train->mvOccupied->CompressorListPos + 1 : - 1); // wrap mode + Train->mvOccupied->CompressorListPos + 1 : + 1); // wrap mode // visual feedback if (Train->ggCompressorListButton.SubModel != nullptr) { @@ -3142,12 +3145,12 @@ void TTrain::OnCommand_compressorpresetactivateprevious(TTrain *Train, command_d } if ((Train->mvOccupied->CompressorListPos > 1) - || (true == Train->mvOccupied->CompressorListWrap)) { + || (true == Train->mvOccupied->CompressorListWrap)) { // active light preset is stored as value in range 1-LigthPosNo Train->mvOccupied->CompressorListPos = ( Train->mvOccupied->CompressorListPos > 1 ? - Train->mvOccupied->CompressorListPos - 1 : - Train->mvOccupied->CompressorListPosNo); // wrap mode + Train->mvOccupied->CompressorListPos - 1 : + Train->mvOccupied->CompressorListPosNo); // wrap mode // visual feedback if (Train->ggCompressorListButton.SubModel != nullptr) { @@ -5431,6 +5434,34 @@ void TTrain::OnCommand_radiocall3send( TTrain *Train, command_data const &Comman } } +void TTrain::OnCommand_radiovolumeincrease(TTrain *Train, command_data const &Command) { + + if (Command.action == GLFW_PRESS) { + Global.RadioVolume = clamp(Global.RadioVolume + 0.125, 0.0, 1.0); + // visual feedback + Train->ggRadioVolumeSelector.UpdateValue(Global.RadioVolume); + Train->ggRadioVolumeNext.UpdateValue(1.0); + } + else if (Command.action == GLFW_RELEASE) { + // visual feedback + Train->ggRadioVolumeNext.UpdateValue(0.0); + } +} + +void TTrain::OnCommand_radiovolumedecrease(TTrain *Train, command_data const &Command) { + + if (Command.action == GLFW_PRESS) { + Global.RadioVolume = clamp(Global.RadioVolume - 0.125, 0.0, 1.0); + // visual feedback + Train->ggRadioVolumeSelector.UpdateValue(Global.RadioVolume); + Train->ggRadioVolumePrevious.UpdateValue(1.0); + } + else if (Command.action == GLFW_RELEASE) { + // visual feedback + Train->ggRadioVolumePrevious.UpdateValue(0.0); + } +} + void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { @@ -6328,17 +6359,17 @@ bool TTrain::Update( double const Deltatime ) btLampkaWylSzybkiB.Turn( mover->Mains ); btLampkaWylSzybkiBOff.Turn( ( false == mover->Mains ) - && ( mover->MainsInitTimeCountdown <= 0.0 ) - /*&& ( fHVoltage != 0.0 )*/ ); + && ( mover->MainsInitTimeCountdown <= 0.0 ) + /*&& ( fHVoltage != 0.0 )*/ ); btLampkaOporyB.Turn( mover->ResistorsFlagCheck() ); btLampkaBezoporowaB.Turn( ( true == mover->ResistorsFlagCheck() ) - || ( mover->MainCtrlActualPos == 0 ) ); // do EU04 + || ( mover->MainCtrlActualPos == 0 ) ); // do EU04 if( ( mover->StLinFlag ) - || ( mover->BrakePress > 2.0 ) - || ( mover->PipePress < 0.36 ) ) { + || ( mover->BrakePress > 2.0 ) + || ( mover->PipePress < 0.36 ) ) { btLampkaStycznB.Turn( false ); } else if( mover->BrakePress < 1.0 ) { @@ -6598,6 +6629,9 @@ bool TTrain::Update( double const Deltatime ) ggRadioStop.Update(); ggRadioTest.Update(); ggRadioCall3.Update(); + ggRadioVolumeSelector.Update(); + ggRadioVolumePrevious.Update(); + ggRadioVolumeNext.Update(); ggDepartureSignalButton.Update(); ggPantFrontButton.Update(); @@ -7873,6 +7907,9 @@ void TTrain::clear_cab_controls() ggRadioStop.Clear(); ggRadioTest.Clear(); ggRadioCall3.Clear(); + ggRadioVolumeSelector.Clear(); + ggRadioVolumePrevious.Clear(); + ggRadioVolumeNext.Clear(); ggDoorLeftPermitButton.Clear(); ggDoorRightPermitButton.Clear(); ggDoorPermitPresetButton.Clear(); @@ -8579,6 +8616,9 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "radiostop_sw:", ggRadioStop }, { "radiotest_sw:", ggRadioTest }, { "radiocall3_sw:", ggRadioCall3 }, + { "radiovolume_sw:", ggRadioVolumeSelector }, + { "radiovolumeprev_sw:", ggRadioVolumePrevious }, + { "radiovolumenext_sw:", ggRadioVolumeNext }, { "pantfront_sw:", ggPantFrontButton }, { "pantrear_sw:", ggPantRearButton }, { "pantfrontoff_sw:", ggPantFrontButtonOff }, @@ -8609,7 +8649,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "universal7:", ggUniversals[ 7 ] }, { "universal8:", ggUniversals[ 8 ] }, { "universal9:", ggUniversals[ 9 ] } - }; + }; { auto const lookup { gauges.find( Label ) }; if( lookup != gauges.end() ) { diff --git a/Train.h b/Train.h index 2372b4a7..eb7c5a97 100644 --- a/Train.h +++ b/Train.h @@ -368,6 +368,8 @@ class TTrain { static void OnCommand_radiostopsend( TTrain *Train, command_data const &Command ); static void OnCommand_radiostoptest( TTrain *Train, command_data const &Command ); static void OnCommand_radiocall3send( TTrain *Train, command_data const &Command ); + static void OnCommand_radiovolumeincrease(TTrain *Train, command_data const &Command); + static void OnCommand_radiovolumedecrease(TTrain *Train, command_data const &Command); static void OnCommand_cabchangeforward( TTrain *Train, command_data const &Command ); static void OnCommand_cabchangebackward( TTrain *Train, command_data const &Command ); static void OnCommand_generictoggle( TTrain *Train, command_data const &Command ); @@ -460,6 +462,9 @@ public: // reszta może by?publiczna TGauge ggRadioTest; TGauge ggRadioStop; TGauge ggRadioCall3; + TGauge ggRadioVolumeSelector; + TGauge ggRadioVolumePrevious; + TGauge ggRadioVolumeNext; TGauge ggUpperLightButton; TGauge ggLeftLightButton; TGauge ggRightLightButton; diff --git a/command.cpp b/command.cpp index 81169f56..1ffc4b7c 100644 --- a/command.cpp +++ b/command.cpp @@ -133,6 +133,8 @@ commanddescription_sequence Commands_descriptions = { { "radiostopsend", command_target::vehicle }, { "radiostoptest", command_target::vehicle }, { "radiocall3send", command_target::vehicle }, + { "radiovolumeincrease", command_target::vehicle }, + { "radiovolumedecrease", command_target::vehicle }, // TBD, TODO: make cab change controls entity-centric { "cabchangeforward", command_target::vehicle }, { "cabchangebackward", command_target::vehicle }, diff --git a/command.h b/command.h index 6050e03b..f6fa01f0 100644 --- a/command.h +++ b/command.h @@ -127,6 +127,8 @@ enum class user_command { radiostopsend, radiostoptest, radiocall3send, + radiovolumeincrease, + radiovolumedecrease, cabchangeforward, cabchangebackward, diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 25664f50..54322c86 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -740,6 +740,15 @@ drivermouse_input::default_bindings() { { "radiocall3_sw:", { user_command::radiocall3send, user_command::none } }, + { "radiovolume_sw:",{ + user_command::radiovolumeincrease, + user_command::radiovolumedecrease } }, + { "radiovolumeprev_sw:",{ + user_command::radiovolumedecrease, + user_command::none } }, + { "radiovolumenext_sw:",{ + user_command::radiovolumeincrease, + user_command::none } }, { "pantfront_sw:", { user_command::pantographtogglefront, user_command::none } }, From d06fad3b89f82be19e693ecf8935742183924794 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 1 Nov 2019 19:54:12 +0100 Subject: [PATCH 043/153] build 191101. gfxrenderer parameter recognition enhancement --- Globals.cpp | 3 +++ version.h | 2 +- 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/Globals.cpp b/Globals.cpp index 22952aaa..a4f9c169 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -361,6 +361,9 @@ global_settings::ConfigParse(cParser &Parser) { // shadow render toggle Parser.getTokens(); Parser >> GfxRenderer; + if( GfxRenderer == "full" ) { + GfxRenderer = "default"; + } BasicRenderer = ( GfxRenderer == "simple" ); } else if( token == "shadows" ) { diff --git a/version.h b/version.h index 8e06acc3..d525ffdf 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1026 +#define VERSION_MINOR 1101 #define VERSION_REVISION 0 From a74402804d1cd8c34934ab316ee0b31a5eb11d5b Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 7 Nov 2019 00:28:59 +0100 Subject: [PATCH 044/153] gfx renderers standardization, bug fixes --- Globals.cpp | 11 + Globals.h | 4 +- PyInt.cpp | 3 +- application.cpp | 94 +++++---- application.h | 4 +- color.h | 2 +- driveruipanels.cpp | 2 +- gl/glsl_common.cpp | 1 + gl/ubo.h | 3 +- opengl33renderer.cpp | 382 +++++++++++++++++++++++----------- opengl33renderer.h | 3 + openglrenderer.cpp | 2 +- simulationstateserializer.cpp | 2 +- 13 files changed, 348 insertions(+), 165 deletions(-) diff --git a/Globals.cpp b/Globals.cpp index a4f9c169..5ff04bf6 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -77,6 +77,7 @@ global_settings::ConfigParse(cParser &Parser) { { Parser.getTokens(1, false); Parser >> fDistanceFactor; + fDistanceFactor = clamp( fDistanceFactor, 250.f, 10000.f ); // arbitrary limits to keep users from hurting themselves } else if (token == "targetfps") { @@ -93,6 +94,11 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens(); Parser >> bFullScreen; } + else if (token == "fullscreenmonitor") + { + Parser.getTokens(1, false); + Parser >> fullscreen_monitor; + } else if( token == "vsync" ) { Parser.getTokens(); @@ -734,6 +740,11 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens(1, false); Parser >> gfx_framebuffer_height; } + else if (token == "gfx.framebuffer.fidelity") + { + Parser.getTokens(1, false); + Parser >> gfx_framebuffer_fidelity; + } else if (token == "gfx.shadowmap.enabled") { Parser.getTokens(1); diff --git a/Globals.h b/Globals.h index d7863085..db249098 100644 --- a/Globals.h +++ b/Globals.h @@ -76,7 +76,7 @@ struct global_settings { bool bLiveTraction{ true }; float Overcast{ 0.1f }; // NOTE: all this weather stuff should be moved elsewhere glm::vec3 FogColor = { 0.6f, 0.7f, 0.8f }; - double fFogEnd{ 2000 }; + double fFogEnd{ 7500 }; std::string Season{}; // season of the year, based on simulation date std::string Weather{ "cloudy:" }; // current weather bool FullPhysics{ true }; // full calculations performed for each simulation step @@ -187,6 +187,7 @@ struct global_settings { bool render_cab = true; int gfx_framebuffer_width = -1; int gfx_framebuffer_height = -1; + int gfx_framebuffer_fidelity = -1; bool gfx_shadowmap_enabled = true; bool gfx_envmap_enabled = true; bool gfx_postfx_motionblur_enabled = true; @@ -198,6 +199,7 @@ struct global_settings { bool gfx_extraeffects = true; bool gfx_shadergamma = false; bool gfx_usegles = false; + std::string fullscreen_monitor; bool python_mipmaps = true; // methods diff --git a/PyInt.cpp b/PyInt.cpp index 41af5783..ef19721f 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -160,7 +160,8 @@ auto python_taskqueue::insert( task_request const &Task ) -> bool { if( ( Task.renderer.empty() ) || ( Task.input == nullptr ) - || ( Task.target == 0 ) ) { return false; } + || ( Task.target == 0 ) + || ( Task.target == (GLuint)-1 ) ) { return false; } auto *renderer { fetch_renderer( Task.renderer ) }; if( renderer == nullptr ) { return false; } diff --git a/application.cpp b/application.cpp index c5f29813..6cab8b3f 100644 --- a/application.cpp +++ b/application.cpp @@ -316,7 +316,7 @@ eu07_application::on_scroll( double const Xoffset, double const Yoffset ) { } GLFWwindow * -eu07_application::window( int const Windowindex ) { +eu07_application::window(int const Windowindex, bool visible, int width, int height, GLFWmonitor *monitor, bool keep_ownership , bool share_ctx) { if( Windowindex >= 0 ) { return ( @@ -325,15 +325,51 @@ eu07_application::window( int const Windowindex ) { nullptr ); } // for index -1 create a new child window - glfwWindowHint( GLFW_VISIBLE, GL_FALSE ); - auto *childwindow = glfwCreateWindow( 1, 1, "eu07helper", nullptr, m_windows.front() ); - if( childwindow != nullptr ) { - m_windows.emplace_back( childwindow ); - } + + auto const *vmode { glfwGetVideoMode( monitor ? monitor : glfwGetPrimaryMonitor() ) }; + + glfwWindowHint( GLFW_RED_BITS, vmode->redBits ); + glfwWindowHint( GLFW_GREEN_BITS, vmode->greenBits ); + glfwWindowHint( GLFW_BLUE_BITS, vmode->blueBits ); + glfwWindowHint( GLFW_REFRESH_RATE, vmode->refreshRate ); + + glfwWindowHint( GLFW_VISIBLE, visible ); + + auto *childwindow = glfwCreateWindow( width, height, "eu07window", monitor, + share_ctx ? m_windows.front() : nullptr); + if (!childwindow) + return nullptr; + + if (keep_ownership) + m_windows.emplace_back( childwindow ); + + glfwFocusWindow(m_windows.front()); // restore focus to main window + return childwindow; } // private: +GLFWmonitor* eu07_application::find_monitor(const std::string &str) const { + int monitor_count; + GLFWmonitor **monitors = glfwGetMonitors(&monitor_count); + + for (size_t i = 0; i < monitor_count; i++) { + if (describe_monitor(monitors[i]) == str) + return monitors[i]; + } + + return nullptr; +} + +std::string eu07_application::describe_monitor(GLFWmonitor *monitor) const { + std::string name(glfwGetMonitorName(monitor)); + std::replace(std::begin(name), std::end(name), ' ', '_'); + + int x, y; + glfwGetMonitorPos(monitor, &x, &y); + + return name + ":" + std::to_string(x) + "," + std::to_string(y); +} void eu07_application::init_debug() { @@ -342,12 +378,10 @@ eu07_application::init_debug() { // memory leaks _CrtSetDbgFlag( _CrtSetDbgFlag( _CRTDBG_REPORT_FLAG ) | _CRTDBG_LEAK_CHECK_DF ); // floating point operation errors - /* auto state { _clearfp() }; state = _control87( 0, 0 ); // this will turn on FPE for #IND and zerodiv state = _control87( state & ~( _EM_ZERODIVIDE | _EM_INVALID ), _MCW_EM ); - */ #endif #ifdef _WIN32 ::SetUnhandledExceptionFilter( unhandled_handler ); @@ -462,13 +496,19 @@ eu07_application::init_glfw() { } // match requested video mode to current to allow for // fullwindow creation when resolution is the same - auto *monitor { glfwGetPrimaryMonitor() }; - auto const *vmode { glfwGetVideoMode( monitor ) }; + { + int monitor_count; + GLFWmonitor **monitors = glfwGetMonitors(&monitor_count); - glfwWindowHint( GLFW_RED_BITS, vmode->redBits ); - glfwWindowHint( GLFW_GREEN_BITS, vmode->greenBits ); - glfwWindowHint( GLFW_BLUE_BITS, vmode->blueBits ); - glfwWindowHint( GLFW_REFRESH_RATE, vmode->refreshRate ); + WriteLog("available monitors:"); + for (size_t i = 0; i < monitor_count; i++) { + WriteLog(describe_monitor(monitors[i])); + } + } + + auto *monitor { find_monitor(Global.fullscreen_monitor) }; + if (!monitor) + monitor = glfwGetPrimaryMonitor(); glfwWindowHint( GLFW_AUTO_ICONIFY, GLFW_FALSE ); if( Global.iMultisampling > 0 ) { @@ -494,40 +534,24 @@ eu07_application::init_glfw() { } } - glfwWindowHint( GLFW_AUTO_ICONIFY, GLFW_FALSE ); + auto *mainwindow = window( + -1, true, Global.iWindowWidth, Global.iWindowHeight, Global.bFullScreen ? monitor : nullptr, true, false ); - if( Global.bFullScreen ) { - // match screen dimensions with selected monitor, for 'borderless window' in fullscreen mode - Global.iWindowWidth = vmode->width; - Global.iWindowHeight = vmode->height; - } - - auto *window { - glfwCreateWindow( - Global.iWindowWidth, - Global.iWindowHeight, - Global.AppName.c_str(), - ( Global.bFullScreen ? - monitor : - nullptr ), - nullptr ) }; - - if( window == nullptr ) { + if( mainwindow == nullptr ) { ErrorLog( "Bad init: failed to create glfw window" ); return -1; } - glfwMakeContextCurrent( window ); + glfwMakeContextCurrent( mainwindow ); glfwSwapInterval( Global.VSync ? 1 : 0 ); //vsync #ifdef _WIN32 // setup wrapper for base glfw window proc, to handle copydata messages - Hwnd = glfwGetWin32Window( window ); + Hwnd = glfwGetWin32Window( mainwindow ); BaseWindowProc = ( WNDPROC )::SetWindowLongPtr( Hwnd, GWLP_WNDPROC, (LONG_PTR)WndProc ); // switch off the topmost flag ::SetWindowPos( Hwnd, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE ); #endif - m_windows.emplace_back( window ); return 0; } diff --git a/application.h b/application.h index 815c0e91..58ea34d5 100644 --- a/application.h +++ b/application.h @@ -71,7 +71,7 @@ public: on_scroll( double const Xoffset, double const Yoffset ); // gives access to specified window, creates a new window if index == -1 GLFWwindow * - window( int const Windowindex = 0 ); + window( int const Windowindex = 0, bool visible = false, int width = 1, int height = 1, GLFWmonitor *monitor = nullptr, bool keep_ownership = true, bool share_ctx = true ); private: // types @@ -88,6 +88,8 @@ private: int init_audio(); int init_data(); int init_modes(); + GLFWmonitor * find_monitor( const std::string &str ) const; + std::string describe_monitor( GLFWmonitor *monitor ) const; // members modeptr_array m_modes { nullptr }; // collection of available application behaviour modes mode_stack m_modestack; // current behaviour mode diff --git a/color.h b/color.h index 1ec63e80..4260b1fb 100644 --- a/color.h +++ b/color.h @@ -4,7 +4,7 @@ namespace colors { glm::vec4 const none{ 0.f, 0.f, 0.f, 1.f }; glm::vec4 const white{ 1.f, 1.f, 1.f, 1.f }; -glm::vec4 const shadow{ 0.65f, 0.65f, 0.65f, 1.f }; +glm::vec4 const shadow{ 0.6f, 0.6f, 0.6f, 1.f }; inline glm::vec3 diff --git a/driveruipanels.cpp b/driveruipanels.cpp index df09a140..4d66241f 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -1092,7 +1092,7 @@ debug_panel::update_section_renderer( std::vector &Output ) { // gfx renderer data auto textline = "FoV: " + to_string( Global.FieldOfView / Global.ZoomFactor, 1 ) - + ", Draw range x " + to_string( Global.fDistanceFactor, 1 ) + + ", Draw range: " + to_string( Global.BaseDrawRange * Global.fDistanceFactor, 0 ) + "m" // + "; sectors: " + std::to_string( GfxRenderer->m_drawcount ) // + ", FPS: " + to_string( Timer::GetFPS(), 2 ); + ", FPS: " + std::to_string( static_cast(std::round(GfxRenderer->Framerate())) ); diff --git a/gl/glsl_common.cpp b/gl/glsl_common.cpp index 4215a475..299b3a12 100644 --- a/gl/glsl_common.cpp +++ b/gl/glsl_common.cpp @@ -58,6 +58,7 @@ void gl::glsl_common_setup() float emission; float fog_density; float alpha_mult; + float shadow_tone; }; layout (std140) uniform scene_ubo diff --git a/gl/ubo.h b/gl/ubo.h index c8ce5167..cd29cfb3 100644 --- a/gl/ubo.h +++ b/gl/ubo.h @@ -56,6 +56,7 @@ namespace gl float emission; float fog_density; float alpha_mult; + float shadow_tone; UBS_PAD(4); void set_modelview(const glm::mat4 &mv) @@ -65,7 +66,7 @@ namespace gl } }; - static_assert(sizeof(model_ubs) == 196 + 16 * MAX_PARAMS, "bad size of ubs"); + static_assert(sizeof(model_ubs) == 200 + 16 * MAX_PARAMS, "bad size of ubs"); struct light_element_ubs { diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 62396c49..e5727d54 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -125,8 +125,15 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_viewports.push_back(std::make_unique()); viewport_config &default_viewport = *m_viewports.front().get(); - default_viewport.width = Global.gfx_framebuffer_width; - default_viewport.height = Global.gfx_framebuffer_height; + if( Global.gfx_framebuffer_fidelity >= 0 ) { + std::vector resolutions = { 480, 720, 1080, 1440 }; + default_viewport.height = resolutions[ clamp( Global.gfx_framebuffer_fidelity, 0, resolutions.size() - 1 ) ]; + default_viewport.width = quantize( Global.iWindowWidth * default_viewport.height / Global.iWindowHeight, 4 ); + } + else { + default_viewport.width = Global.gfx_framebuffer_width; + default_viewport.height = Global.gfx_framebuffer_height; + } default_viewport.main = true; default_viewport.window = m_window; default_viewport.draw_range = 1.0f; @@ -612,11 +619,18 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) if (!FreeFlyModeFlag && Global.Overcast <= 1.0f && Global.render_cab) { glDebug("render cab opaque"); - if (Global.gfx_shadowmap_enabled) - setup_shadow_map(m_cabshadows_tex.get(), m_cabshadowpass); - - auto const *vehicle = simulation::Train->Dynamic(); - Render_cab(vehicle, vehicle->InteriorLightLevel, false); + if( Global.gfx_shadowmap_enabled ) { + setup_shadow_map( m_cabshadows_tex.get(), m_cabshadowpass ); + } + // cache shadow colour in case we need to account for cab light + auto const *vehicle{ simulation::Train->Dynamic() }; + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( glm::min( colors::white, m_shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); + } + Render_cab( vehicle, vehicle->InteriorLightLevel, false ); + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( m_shadowcolor ); + } } glDebug("render opaque region"); @@ -644,10 +658,14 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) { glDebug("render translucent cab"); model_ubs.future = glm::mat4(); - if (Global.gfx_shadowmap_enabled) - setup_shadow_map(m_cabshadows_tex.get(), m_cabshadowpass); - // cache shadow colour in case we need to account for cab light - auto const *vehicle{simulation::Train->Dynamic()}; + if( Global.gfx_shadowmap_enabled ) { + setup_shadow_map( m_cabshadows_tex.get(), m_cabshadowpass ); + } + // cache shadow colour in case we need to account for cab light + auto *vehicle { simulation::Train->Dynamic() }; + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( glm::min( colors::white, m_shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); + } if (Global.Overcast > 1.0f) { // with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab @@ -656,7 +674,10 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) setup_drawing(true); } Render_cab(vehicle, vehicle->InteriorLightLevel, true); - } + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( m_shadowcolor ); + } + } Timer::subsystem.gfx_color.stop(); @@ -731,8 +752,10 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); scene_ubo->update(scene_ubs); - Render(simulation::Region); + if( m_shadowcolor != colors::white ) { + Render( simulation::Region ); + } m_shadowpass = m_renderpass; m_shadow_fb->unbind(); @@ -758,8 +781,13 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); scene_ubo->update(scene_ubs); - Render_cab(simulation::Train->Dynamic(), 0.0f, false); - Render_cab(simulation::Train->Dynamic(), 0.0f, true); + if( m_shadowcolor != colors::white ) { + if( Global.RenderCabShadowsRange > 0 ) { + Render( simulation::Region ); + } + Render_cab( simulation::Train->Dynamic(), 0.0f, false ); + Render_cab( simulation::Train->Dynamic(), 0.0f, true ); + } m_cabshadowpass = m_renderpass; m_cabshadows_fb->unbind(); @@ -1086,7 +1114,7 @@ void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config camera.position() = Global.pCamera.Pos - glm::dvec3{lightvector}; viewmatrix *= glm::lookAt(camera.position(), glm::dvec3{Global.pCamera.Pos}, glm::dvec3{0.f, 1.f, 0.f}); // projection - auto const maphalfsize{Config.draw_range * 0.5f}; + auto const maphalfsize { std::min( 10.f, Config.draw_range * 0.5f ) }; camera.projection() = ortho_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range); frustumtest_proj = ortho_frustumtest_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range); @@ -1221,19 +1249,28 @@ void opengl33_renderer::setup_shadow_map(opengl_texture *tex, renderpass_config 0.5, 0.5, 0.5, 1.0 // ); glm::mat4 depthproj = conf.pass_camera.projection(); - glm::mat4 depthcam = conf.pass_camera.modelview(); - glm::mat4 worldcam = m_renderpass.pass_camera.modelview(); + // NOTE: we strip transformations from camera projections to remove jitter that occurs + // with large (and unneded as we only need the offset) transformations back and forth + auto const depthcam{ glm::mat3{ conf.pass_camera.modelview()} }; + auto const worldcam{ glm::mat3{ m_renderpass.pass_camera.modelview()} }; scene_ubs.lightview = coordmove * depthproj - * depthcam - * glm::inverse( worldcam ); - + * glm::translate( + glm::mat4{ depthcam }, + glm::vec3{ m_renderpass.pass_camera.position() - conf.pass_camera.position() } ) + * glm::mat4{ glm::inverse( worldcam ) }; + scene_ubo->update(scene_ubs); } } +void opengl33_renderer::setup_shadow_color( glm::vec4 const &Shadowcolor ) { + + model_ubs.shadow_tone = glm::pow( Shadowcolor.x, 2.2f ); +} + void opengl33_renderer::setup_env_map(gl::cubemap *tex) { if (tex) @@ -1257,19 +1294,19 @@ void opengl33_renderer::setup_environment_light(TEnvironmentType const Environme { case e_flat: { - m_sunlight.apply_intensity(); + setup_sunlight_intensity(); // m_environment = Environment; break; } case e_canyon: { - m_sunlight.apply_intensity(0.4f); + setup_sunlight_intensity(0.4f); // m_environment = Environment; break; } case e_tunnel: { - m_sunlight.apply_intensity(0.2f); + setup_sunlight_intensity(0.2f); // m_environment = Environment; break; } @@ -1280,18 +1317,18 @@ void opengl33_renderer::setup_environment_light(TEnvironmentType const Environme } } +void opengl33_renderer::setup_sunlight_intensity( float const Factor ) { + + m_sunlight.apply_intensity( Factor ); + light_ubs.lights[ 0 ].intensity = m_sunlight.factor; + light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor; + light_ubo->update( light_ubs ); +} + bool opengl33_renderer::Render(world_environment *Environment) { - - // calculate shadow tone, based on positions of celestial bodies - m_shadowcolor = interpolate(glm::vec4{colors::shadow}, glm::vec4{colors::white}, clamp(-Environment->m_sun.getAngle(), 0.f, 6.f) / 6.f); - if ((Environment->m_sun.getAngle() < -18.f) && (Environment->m_moon.getAngle() > 0.f)) - { - // turn on moon shadows after nautical twilight, if the moon is actually up - m_shadowcolor = colors::shadow; - } - // soften shadows depending on sky overcast factor - m_shadowcolor = glm::min(colors::white, m_shadowcolor + ((colors::white - colors::shadow) * Global.Overcast)); + m_shadowcolor = colors::white; // prevent shadow from affecting sky + setup_shadow_color( m_shadowcolor ); if (Global.bWireFrame) { @@ -1303,19 +1340,20 @@ bool opengl33_renderer::Render(world_environment *Environment) ::glDisable(GL_DEPTH_TEST); ::glPushMatrix(); - model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW)); - model_ubo->update(model_ubs); - // skydome // drawn with 500m radius to blend in if the fog range is low glPushMatrix(); - glScalef(500.0f, 500.0f, 500.0f); - m_skydomerenderer.update(); - m_skydomerenderer.render(); - glPopMatrix(); + { + glScalef( 500.0f, 500.0f, 500.0f ); + model_ubs.set_modelview( OpenGLMatrices.data( GL_MODELVIEW ) ); + model_ubo->update( model_ubs ); - // skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh - gfx::opengl_vbogeometrybank::reset(); + m_skydomerenderer.update(); + m_skydomerenderer.render(); + // skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh + gfx::opengl_vbogeometrybank::reset(); + } + glPopMatrix(); ::glBlendFunc( GL_SRC_ALPHA, GL_ONE ); @@ -1328,7 +1366,9 @@ bool opengl33_renderer::Render(world_environment *Environment) ::glRotatef(-std::fmod((float)Global.fTimeAngleDeg, 360.f), 0.f, 1.f, 0.f); // obrót dobowy osi OX // render + m_pointsize = ( 4.f ); // smaller points for stars visualization Render(Environment->m_stars.m_stars, nullptr, 1.0); + m_pointsize = ( 8.f ); // default point size // post-render cleanup ::glPopMatrix(); @@ -1461,6 +1501,18 @@ bool opengl33_renderer::Render(world_environment *Environment) m_sunlight.apply_angle(); m_sunlight.apply_intensity(); + // calculate shadow tone, based on positions of celestial bodies + m_shadowcolor = interpolate(glm::vec4{colors::shadow}, glm::vec4{colors::white}, clamp(-Environment->m_sun.getAngle(), 0.f, 6.f) / 6.f); + if ((Environment->m_sun.getAngle() < -18.f) && (Environment->m_moon.getAngle() > 0.f)) + { + // turn on moon shadows after nautical twilight, if the moon is actually up + m_shadowcolor = colors::shadow; + } + // soften shadows depending on sky overcast factor + m_shadowcolor = glm::min(colors::white, m_shadowcolor + ((colors::white - colors::shadow) * Global.Overcast)); + + setup_shadow_color( m_shadowcolor); + return true; } @@ -1727,7 +1779,8 @@ void opengl33_renderer::Render(scene::basic_region *Region) break; } case rendermode::shadows: - case rendermode::pickscenery: + case rendermode::cabshadows: + case rendermode::pickscenery: { // these render modes don't bother with lights Render(std::begin(m_sectionqueue), std::end(m_sectionqueue)); @@ -1758,7 +1811,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc { case rendermode::color: case rendermode::reflections: - case rendermode::shadows: + case rendermode::cabshadows: + case rendermode::shadows: break; case rendermode::pickscenery: { @@ -1782,7 +1836,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc case rendermode::color: case rendermode::reflections: case rendermode::shadows: - case rendermode::pickscenery: + case rendermode::cabshadows: + case rendermode::pickscenery: { if (false == section->m_shapes.empty()) { @@ -1812,7 +1867,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc { case rendermode::color: case rendermode::shadows: - case rendermode::pickscenery: + case rendermode::cabshadows: + case rendermode::pickscenery: { for (auto &cell : section->m_cells) { @@ -1838,7 +1894,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc switch (m_renderpass.draw_mode) { case rendermode::shadows: - { + case rendermode::cabshadows: + { break; } default: @@ -1903,6 +1960,24 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite break; } + case rendermode::cabshadows: + { + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()}; + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + + // render + // opaque non-instanced shapes + for (auto const &shape : cell->m_shapesopaque) + Render(shape, false); + // NOTE: tracks aren't likely to cast shadows into the cab, so we skip them in this pass + + // post-render cleanup + ::glPopMatrix(); + + break; + } case rendermode::pickscenery: { // same procedure like with regular render, but editor-enabled nodes receive custom colour used for picking @@ -1946,7 +2021,8 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite { case rendermode::color: case rendermode::shadows: - { + case rendermode::cabshadows: + { // opaque parts of instanced models for (auto *instance : cell->m_instancesopaque) { @@ -2022,7 +2098,8 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore switch (m_renderpass.draw_mode) { case rendermode::shadows: - { + case rendermode::cabshadows: + { // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; break; @@ -2047,7 +2124,8 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore Bind_Material(data.material); break; case rendermode::shadows: - Bind_Material_Shadow(data.material); + case rendermode::cabshadows: + Bind_Material_Shadow(data.material); break; case rendermode::pickscenery: case rendermode::pickcontrols: @@ -2076,7 +2154,8 @@ void opengl33_renderer::Render(TAnimModel *Instance) switch (m_renderpass.draw_mode) { case rendermode::shadows: - { + case rendermode::cabshadows: + { // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees distancesquared = Math3D::SquareMagnitude((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; break; @@ -2140,8 +2219,18 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) case rendermode::shadows: { squaredistance = glm::length2(glm::vec3{glm::dvec3{Dynamic->vPosition - m_renderpass.viewport_camera.position()}} / Global.ZoomFactor) / Global.fDistanceFactor; + if( false == FreeFlyModeFlag ) { + // filter out small details if we're in vehicle cab + squaredistance = std::max( 100.f * 100.f, squaredistance ); + } break; } + case rendermode::cabshadows: { + squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - m_renderpass.viewport_camera.position() } } / Global.ZoomFactor ) / Global.fDistanceFactor; + // filter out small details + squaredistance = std::max( 100.f * 100.f, squaredistance ); + break; + } default: { squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor) / Global.fDistanceFactor; @@ -2167,39 +2256,73 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) if (Dynamic->fShade > 0.0f) { // change light level based on light level of the occupied track - m_sunlight.apply_intensity(Dynamic->fShade); - } + setup_sunlight_intensity(Dynamic->fShade); + } // render - if (Dynamic->mdLowPolyInt) - Render(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance); + if( Dynamic->mdLowPolyInt ) { + // low poly interior + // HACK: reduce light level for vehicle interior if there's strong global lighting source + auto const luminance { static_cast( 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) }; + setup_sunlight_intensity( + clamp( ( + Dynamic->fShade > 0.f ? + Dynamic->fShade : + 1.f ) + - luminance, + 0.f, 1.f ) ); + Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); + // HACK: if the model has low poly interior, we presume the load is placed inside and also affected by reduced light level + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku + Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } - if (Dynamic->mdModel) - Render(Dynamic->mdModel, Dynamic->Material(), squaredistance); - - if (Dynamic->mdLoad) // renderowanie nieprzezroczystego ładunku - Render(Dynamic->mdLoad, Dynamic->Material(), squaredistance, {0.f, Dynamic->LoadOffset, 0.f}, {}); + setup_sunlight_intensity( Dynamic->fShade > 0.f ? Dynamic->fShade : 1.f ); + } + else { + // HACK: if the model lacks low poly interior, we presume the load is placed outside + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku + Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } + } + if( Dynamic->mdModel ) { + // main model + Render( Dynamic->mdModel, Dynamic->Material(), squaredistance ); + } + // optional attached models + for( auto *attachment : Dynamic->mdAttachments ) { + Render( attachment, Dynamic->Material(), squaredistance ); + } // post-render cleanup - if (Dynamic->fShade > 0.0f) { // restore regular light level - m_sunlight.apply_intensity(); - } + setup_sunlight_intensity(); + } break; } case rendermode::shadows: + case rendermode::cabshadows: { - if (Dynamic->mdLowPolyInt) - { - // low poly interior - Render(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance); - } - if (Dynamic->mdModel) - Render(Dynamic->mdModel, Dynamic->Material(), squaredistance); - if (Dynamic->mdLoad) // renderowanie nieprzezroczystego ładunku - Render(Dynamic->mdLoad, Dynamic->Material(), squaredistance, {0.f, Dynamic->LoadOffset, 0.f}, {}); + if( Dynamic->mdLowPolyInt ) { + // low poly interior + Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); + } + if( Dynamic->mdModel ) { + // main model + Render( Dynamic->mdModel, Dynamic->Material(), squaredistance ); + } + // optional attached models + for( auto *attachment : Dynamic->mdAttachments ) { + Render( attachment, Dynamic->Material(), squaredistance ); + } + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku + Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } // post-render cleanup break; } @@ -2265,8 +2388,8 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li if (Dynamic->fShade > 0.0f) { // change light level based on light level of the occupied track - m_sunlight.apply_intensity(Dynamic->fShade); - } + setup_sunlight_intensity(Dynamic->fShade); + } // crude way to light the cabin, until we have something more complete in place glm::vec3 old_ambient = light_ubs.ambient; @@ -2288,8 +2411,8 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li if (Dynamic->fShade > 0.0f) { // change light level based on light level of the occupied track - m_sunlight.apply_intensity(); - } + setup_sunlight_intensity(); + } // restore ambient light_ubs.ambient = old_ambient; @@ -2490,7 +2613,7 @@ void opengl33_renderer::Render(TSubModel *Submodel) Bind_Material(Submodel->m_material, Submodel); // main draw call - model_ubs.param[1].x = 2.0f * 2.0f; + model_ubs.param[1].x = m_pointsize; draw(Submodel->m_geometry); } @@ -2565,6 +2688,7 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator switch (m_renderpass.draw_mode) { case rendermode::shadows: + case rendermode::cabshadows: { // NOTE: roads-based platforms tend to miss parts of shadows if rendered with either back or front culling glDisable(GL_CULL_FACE); @@ -2614,7 +2738,8 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator break; } case rendermode::shadows: - { + case rendermode::cabshadows: + { if ((std::abs(track->fTexHeight1) < 0.35f) || (track->iCategoryFlag != 2)) { // shadows are only calculated for high enough roads, typically meaning track platforms @@ -2665,7 +2790,8 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator break; } case rendermode::shadows: - { + case rendermode::cabshadows: + { if ((std::abs(track->fTexHeight1) < 0.35f) || ((track->iCategoryFlag == 1) && (track->eType != tt_Normal))) { // shadows are only calculated for high enough trackbeds @@ -2722,7 +2848,8 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator break; } case rendermode::shadows: - { + case rendermode::cabshadows: + { if ((std::abs(track->fTexHeight1) < 0.35f) || ((track->iCategoryFlag == 1) && (track->eType != tt_Normal))) { // shadows are only calculated for high enough trackbeds @@ -2745,7 +2872,8 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator switch (m_renderpass.draw_mode) { case rendermode::shadows: - { + case rendermode::cabshadows: + { // restore standard face cull mode ::glEnable(GL_CULL_FACE); break; @@ -2771,7 +2899,8 @@ void opengl33_renderer::Render(TMemCell *Memcell) break; } case rendermode::shadows: - case rendermode::pickscenery: + case rendermode::cabshadows: + case rendermode::pickscenery: { break; } @@ -3099,27 +3228,32 @@ bool opengl33_renderer::Render_Alpha(TDynamicObject *Dynamic) if (Dynamic->fShade > 0.0f) { // change light level based on light level of the occupied track - m_sunlight.apply_intensity(Dynamic->fShade); + setup_sunlight_intensity(Dynamic->fShade); } - // render - if (Dynamic->mdLowPolyInt) - { - // low poly interior - Render_Alpha(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance); - } - - if (Dynamic->mdModel) - Render_Alpha(Dynamic->mdModel, Dynamic->Material(), squaredistance); - - if (Dynamic->mdLoad) // renderowanie nieprzezroczystego ładunku - Render_Alpha(Dynamic->mdLoad, Dynamic->Material(), squaredistance); + // render + if( Dynamic->mdLowPolyInt ) { + // low poly interior + Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); + } + if( Dynamic->mdModel ) { + // main model + Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance ); + } + // optional attached models + for( auto *attachment : Dynamic->mdAttachments ) { + Render_Alpha( attachment, Dynamic->Material(), squaredistance ); + } + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku + Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } // post-render cleanup if (Dynamic->fShade > 0.0f) { // restore regular light level - m_sunlight.apply_intensity(); + setup_sunlight_intensity(); } ::glPopMatrix(); @@ -3365,12 +3499,12 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) { // fake fog halo float const fogfactor{interpolate(2.f, 1.f, clamp(Global.fFogEnd / 2000, 0.f, 1.f)) * std::max(1.f, Global.Overcast)}; - model_ubs.param[1].x = pointsize * resolutionratio * fogfactor * 2.0f; + model_ubs.param[1].x = pointsize * resolutionratio * fogfactor * 3.0f; model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel) * 0.5f); draw(Submodel->m_geometry); } - model_ubs.param[1].x = pointsize * resolutionratio * 2.0f; + model_ubs.param[1].x = pointsize * resolutionratio * 3.0f; model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel)); if (!Submodel->occlusion_query) @@ -3639,11 +3773,12 @@ void opengl33_renderer::Update(double const Deltatime) // TODO: it doesn't make much sense with vsync if( Global.targetfps == 0.0f ) { // automatic adjustment + auto const framerate = 1000.f / Timer::subsystem.gfx_color.average(); float targetfactor; - if( m_framerate > 90.0 ) { targetfactor = 3.0f; } - else if( m_framerate > 60.0 ) { targetfactor = 1.5f; } - else if( m_framerate > 30.0 ) { targetfactor = 1.25; } - else { targetfactor = 1.0f; } + if( framerate > 90.0 ) { targetfactor = 3.0f; } + else if( framerate > 60.0 ) { targetfactor = 1.5f; } + else if( framerate > 30.0 ) { targetfactor = 1.25; } + else { targetfactor = 1.0f; } if( targetfactor > Global.fDistanceFactor ) { Global.fDistanceFactor = std::min( targetfactor, Global.fDistanceFactor + 0.05f ); } @@ -3656,7 +3791,7 @@ void opengl33_renderer::Update(double const Deltatime) if( fps_diff > 0.5f ) { Global.fDistanceFactor = std::max( 1.0f, Global.fDistanceFactor - 0.05f ); } - else if( fps_diff < 0.5f ) { + else if( fps_diff < 1.0f ) { Global.fDistanceFactor = std::min( 3.0f, Global.fDistanceFactor + 0.05f ); } } @@ -3807,23 +3942,26 @@ void opengl33_renderer::Update_Lights(light_array &Lights) bool opengl33_renderer::Init_caps() { - WriteLog("MaSzyna OpenGL Renderer"); - WriteLog("Renderer: " + std::string((char *)glGetString(GL_RENDERER))); - WriteLog("Vendor: " + std::string((char *)glGetString(GL_VENDOR))); - WriteLog("GL version: " + std::string((char *)glGetString(GL_VERSION))); + WriteLog( + "Gfx Renderer: " + std::string( (char *)glGetString(GL_RENDERER)) + + "\nVendor: " + std::string( (char *)glGetString(GL_VENDOR)) + + "\nOpenGL Version: " + std::string((char *)glGetString(GL_VERSION)) ); WriteLog("--------"); + { + GLint extCount = 0; + glGetIntegerv( GL_NUM_EXTENSIONS, &extCount ); + std::string extensions; - GLint extCount = 0; - glGetIntegerv(GL_NUM_EXTENSIONS, &extCount); - - WriteLog("Supported extensions:"); - for (int i = 0; i < extCount; i++) - { - const char *ext = (const char *)glGetStringi(GL_EXTENSIONS, i); - WriteLog(ext); - } - WriteLog("--------"); + WriteLog( "Supported extensions:" ); + for( int i = 0; i < extCount; i++ ) { + const char *ext = (const char *)glGetStringi( GL_EXTENSIONS, i ); + extensions += ext; + extensions += " "; + } + WriteLog( extensions ); + } + WriteLog("--------"); if (!Global.gfx_usegles) { @@ -3860,20 +3998,20 @@ bool opengl33_renderer::Init_caps() } if (GLAD_GL_EXT_texture_filter_anisotropic) - WriteLog("EXT_texture_filter_anisotropic supported!"); + WriteLog("EXT_texture_filter_anisotropic supported."); if (GLAD_GL_EXT_clip_control) - WriteLog("EXT_clip_control supported!"); + WriteLog("EXT_clip_control supported."); if (GLAD_GL_EXT_geometry_shader) - WriteLog("EXT_geometry_shader supported!"); + WriteLog("EXT_geometry_shader supported."); } glGetError(); glLineWidth(2.0f); if (!glGetError()) { - WriteLog("wide lines supported!"); + WriteLog("wide lines supported."); m_widelines_supported = true; } else diff --git a/opengl33renderer.h b/opengl33renderer.h index bd7e2cb3..d712f198 100644 --- a/opengl33renderer.h +++ b/opengl33renderer.h @@ -204,8 +204,10 @@ class opengl33_renderer : public gfx_renderer { void setup_matrices(); void setup_drawing(bool const Alpha = false); void setup_shadow_map(opengl_texture *tex, renderpass_config conf); + void setup_shadow_color( glm::vec4 const &Shadowcolor ); void setup_env_map(gl::cubemap *tex); void setup_environment_light(TEnvironmentType const Environment = e_flat); + void setup_sunlight_intensity( float const Factor = 1.f); // runs jobs needed to generate graphics for specified render pass void Render_pass(viewport_config &vp, rendermode const Mode); // creates dynamic environment cubemap @@ -309,6 +311,7 @@ class opengl33_renderer : public gfx_renderer { GLuint64 m_gllasttime = 0; double m_precipitationrotation; + float m_pointsize{ 8.f }; glm::mat4 perspective_projection(float fov, float aspect, float z_near, float z_far); glm::mat4 perpsective_frustumtest_projection(float fov, float aspect, float z_near, float z_far); diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 6bef883d..2a966ff5 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -895,7 +895,7 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f glm::dvec3 { Global.pCamera.Pos }, glm::dvec3 { 0.f, 1.f, 0.f } ); // projection - auto const maphalfsize { Config.draw_range * 0.5f }; + auto const maphalfsize { std::min( 10.f, Config.draw_range * 0.5f ) }; camera.projection() *= glm::ortho( -maphalfsize, maphalfsize, diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index cc4506ec..0215603a 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -184,7 +184,7 @@ state_serializer::deserialize_atmo( cParser &Input, scene::scratch_data &Scratch Global.fFogEnd = clamp( Random( std::min( fograngestart, fograngeend ), std::max( fograngestart, fograngeend ) ), - 10.0, 2000.0 ); + 10.0, 25000.0 ); } std::string token { Input.getToken() }; From 71098a72540b04fdc2f99d36606d4ac869e2a13e Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 7 Nov 2019 00:30:00 +0100 Subject: [PATCH 045/153] ai departure logic tweak, minor bug fixes --- Driver.cpp | 5 ++++- Train.cpp | 2 ++ driverkeyboardinput.cpp | 2 ++ mtable.cpp | 8 ++++++++ mtable.h | 29 +++++++++++------------------ 5 files changed, 27 insertions(+), 19 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 7da14c41..b36230e5 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1029,8 +1029,11 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN if (TrainParams.StationIndex < TrainParams.StationCount) { // jeśli są dalsze stacje, czekamy do godziny odjazdu - if (TrainParams.IsTimeToGo(simulation::Time.data().wHour, simulation::Time.data().wMinute + simulation::Time.data().wSecond*0.0167 )) { + if ( ( true == IsCargoTrain ) + || ( true == TrainParams.IsMaintenance() ) + || ( TrainParams.IsTimeToGo( simulation::Time.data().wHour, simulation::Time.data().wMinute + simulation::Time.data().wSecond*0.0167 ) ) ) { // z dalszą akcją czekamy do godziny odjazdu + // cargo trains and passenger trains at maintenance stop don't need to wait IsAtPassengerStop = false; // przy jakim dystansie (stanie licznika) ma przesunąć na następny postój fLastStopExpDist = mvOccupied->DistCounter + 0.050 + 0.001 * fLength; diff --git a/Train.cpp b/Train.cpp index ab798566..03f90e89 100644 --- a/Train.cpp +++ b/Train.cpp @@ -8363,6 +8363,8 @@ void TTrain::set_cab_controls( int const Cab ) { 1.f : 0.f ); } + // radio + ggRadioVolumeSelector.PutValue( Global.RadioVolume ); // we reset all indicators, as they're set during the update pass // TODO: when cleaning up break setting indicator state into a separate function, so we can reuse it diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index 450c7793..f13a2f31 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -138,6 +138,8 @@ driverkeyboard_input::default_bindings() { { user_command::radiostopsend, GLFW_KEY_PAUSE | keymodifier::shift | keymodifier::control }, { user_command::radiostoptest, GLFW_KEY_R | keymodifier::shift | keymodifier::control }, { user_command::radiocall3send, GLFW_KEY_BACKSPACE }, + // radiovolumeincrease, + // radiovolumedecrease, { user_command::cabchangeforward, GLFW_KEY_HOME }, { user_command::cabchangebackward, GLFW_KEY_END }, // viewturn, diff --git a/mtable.cpp b/mtable.cpp index b1749f87..c0fccfdb 100644 --- a/mtable.cpp +++ b/mtable.cpp @@ -50,6 +50,13 @@ bool TTrainParameters::IsStop() const return true; // na ostatnim się zatrzymać zawsze } +bool TTrainParameters::IsMaintenance() const { + if( ( StationIndex < StationCount ) ) + return TimeTable[ StationIndex ].is_maintenance; + else + return false; +} + bool TTrainParameters::UpdateMTable( scenario_time const &Time, std::string const &NewName ) { return UpdateMTable( Time.data().wHour, Time.data().wMinute + Time.data().wSecond * 0.0167, NewName ); @@ -399,6 +406,7 @@ bool TTrainParameters::LoadTTfile(std::string scnpath, int iPlus, double vmax) || ( s == "2" ) || fin.bad() ) ) { record->StationWare += s; + record->is_maintenance = ( s.find( "pt" ) != std::string::npos ); fin >> s; } record->TrackNo = atoi(s.c_str()); diff --git a/mtable.h b/mtable.h index 8a95d074..1c13772e 100644 --- a/mtable.h +++ b/mtable.h @@ -24,27 +24,19 @@ static char const *hrsd = "."; struct TMTableLine { - float km; // kilometraz linii - float vmax; // predkosc rozkladowa przed przystankiem + float km{ 0.f }; // kilometraz linii + float vmax{ -1.f }; // predkosc rozkladowa przed przystankiem // StationName:string[32]; //nazwa stacji ('_' zamiast spacji) // StationWare:string[32]; //typ i wyposazenie stacji, oddz. przecinkami} - std::string StationName; // nazwa stacji ('_' zamiast spacji) + std::string StationName{ "nowhere" }; // nazwa stacji ('_' zamiast spacji) std::string StationWare; // typ i wyposazenie stacji, oddz. przecinkami} - int TrackNo; // ilosc torow szlakowych - int Ah; - float Am; // godz. i min. przyjazdu, -1 gdy bez postoju - int Dh; - float Dm; // godz. i min. odjazdu - float tm; // czas jazdy do tej stacji w min. (z kolumny) - TMTableLine() - { - km = 0; - vmax = -1; - StationName = "nowhere", StationWare = ""; - TrackNo = 1; - Ah = Am = Dh = Dm = -1; - tm = 0; - } + int TrackNo{ 1 }; // ilosc torow szlakowych + int Ah{ -1 }; + float Am{ -1.f }; // godz. i min. przyjazdu, -1 gdy bez postoju + int Dh{ -1 }; + float Dm{ -1.f }; // godz. i min. odjazdu + float tm{ 0.f }; // czas jazdy do tej stacji w min. (z kolumny) + bool is_maintenance{ false }; }; typedef TMTableLine TMTable[MaxTTableSize + 1]; @@ -73,6 +65,7 @@ class TTrainParameters double WatchMTable(double DistCounter); std::string NextStop() const; bool IsStop() const; + bool IsMaintenance() const; bool IsTimeToGo(double hh, double mm); bool UpdateMTable(double hh, double mm, std::string const &NewName); bool UpdateMTable( scenario_time const &Time, std::string const &NewName ); From 02bd968f518f8468f329e3dcdba5a4861ad9d48f Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 9 Nov 2019 13:11:22 +0100 Subject: [PATCH 046/153] maintenance: minor code tweaks --- PyInt.cpp | 3 ++- Segment.cpp | 4 +++- Texture.cpp | 3 ++- geometrybank.cpp | 8 ++++++-- 4 files changed, 13 insertions(+), 5 deletions(-) diff --git a/PyInt.cpp b/PyInt.cpp index ef19721f..179798a6 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -43,7 +43,8 @@ void render_task::run() { PyInt_AsLong( outputwidth ), PyInt_AsLong( outputheight ), 0, GL_RGB, GL_UNSIGNED_BYTE, reinterpret_cast( PyString_AsString( output ) ) ); // setup texture parameters - if( GL_EXT_texture_filter_anisotropic ) { + if( ( Global.AnisotropicFiltering >= 0 ) + && ( GL_EXT_texture_filter_anisotropic != 0 ) ) { // anisotropic filtering ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); } diff --git a/Segment.cpp b/Segment.cpp index 1b232110..d7425875 100644 --- a/Segment.cpp +++ b/Segment.cpp @@ -433,10 +433,12 @@ bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Ori m2 = 1.f; jmm2 = 0.f; } - +/* while( tv1 < 0.0 ) { tv1 += 1.0; } +*/ + tv1 = clamp_circular( tv1, 1.0f ); tv2 = tv1 - step / texturelength; // mapowanie na końcu segmentu t = fTsBuffer[ i ]; // szybsze od GetTFromS(s); diff --git a/Texture.cpp b/Texture.cpp index 34d33c34..f04d5617 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -1020,7 +1020,8 @@ opengl_texture::set_filtering() const { ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); - if( GL_EXT_texture_filter_anisotropic ) { + if( ( Global.AnisotropicFiltering >= 0 ) + && ( GL_EXT_texture_filter_anisotropic != 0 ) ) { // anisotropic filtering ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); } diff --git a/geometrybank.cpp b/geometrybank.cpp index b0b656f6..3cc68cbd 100644 --- a/geometrybank.cpp +++ b/geometrybank.cpp @@ -150,8 +150,12 @@ void calculate_tangent(vertex_array &vertices, int type) const glm::vec3 &t = tan[a]; const glm::vec3 &t2 = tan[vertex_count + a]; - vertices[a].tangent = glm::vec4(glm::normalize((t - n * glm::dot(n, t))), - (glm::dot(glm::cross(n, t), t2) < 0.0F) ? -1.0F : 1.0F); + vertices[a].tangent = + glm::vec4( + glm::normalize((t - n * glm::dot(n, t))), + (glm::dot(glm::cross(n, t), t2) < 0.0F) ? + -1.0F : + 1.0F); } } From 33c3e5354aadceb4996076e46efa22f56e00336d Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 11 Nov 2019 00:01:57 +0100 Subject: [PATCH 047/153] default vehicle sounds tweak, model error logging tweak --- DynObj.cpp | 90 +++++++++++++++++++++++++++-------------------------- Model3d.cpp | 2 ++ 2 files changed, 48 insertions(+), 44 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index 60c7cf01..866fc9ed 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -5718,53 +5718,55 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } // assign default samples to sound emitters which weren't included in the config file - // engine - if( MoverParameters->Power > 0 ) { - if( true == m_powertrainsounds.dsbWejscie_na_bezoporow.empty() ) { + if( TestFlag( MoverParameters->CategoryFlag, 1 ) ) { + // rail vehicles: + // engine + if( MoverParameters->Power > 0 ) { + if( true == m_powertrainsounds.dsbWejscie_na_bezoporow.empty() ) { + // hunter-111211: domyslne, gdy brak + m_powertrainsounds.dsbWejscie_na_bezoporow.deserialize( "wejscie_na_bezoporow.wav", sound_type::single ); + m_powertrainsounds.dsbWejscie_na_bezoporow.owner( this ); + } + if( true == m_powertrainsounds.motor_parallel.empty() ) { + m_powertrainsounds.motor_parallel.deserialize( "wescie_na_drugi_uklad.wav", sound_type::single ); + m_powertrainsounds.motor_parallel.owner( this ); + } + } + // braking sounds + if( true == rsUnbrake.empty() ) { + rsUnbrake.deserialize( "[1007]estluz.wav", sound_type::single ); + rsUnbrake.owner( this ); + } + // couplers + for( auto &couplersounds : m_couplersounds ) { + if( true == couplersounds.dsbCouplerAttach.empty() ) { + couplersounds.dsbCouplerAttach.deserialize( "couplerattach.wav", sound_type::single ); + couplersounds.dsbCouplerAttach.owner( this ); + } + if( true == couplersounds.dsbCouplerDetach.empty() ) { + couplersounds.dsbCouplerDetach.deserialize( "couplerdetach.wav", sound_type::single ); + couplersounds.dsbCouplerDetach.owner( this ); + } + if( true == couplersounds.dsbCouplerStretch.empty() ) { + couplersounds.dsbCouplerStretch.deserialize( "en57_couplerstretch.wav", sound_type::single ); + couplersounds.dsbCouplerStretch.owner( this ); + } + if( true == couplersounds.dsbBufferClamp.empty() ) { + couplersounds.dsbBufferClamp.deserialize( "en57_bufferclamp.wav", sound_type::single ); + couplersounds.dsbBufferClamp.owner( this ); + } + } + // other sounds + if( true == m_wheelflat.empty() ) { + m_wheelflat.deserialize( "lomotpodkucia.wav 0.23 0.0", sound_type::single, sound_parameters::frequency ); + m_wheelflat.owner( this ); + } + if( true == rscurve.empty() ) { // hunter-111211: domyslne, gdy brak - m_powertrainsounds.dsbWejscie_na_bezoporow.deserialize( "wejscie_na_bezoporow.wav", sound_type::single ); - m_powertrainsounds.dsbWejscie_na_bezoporow.owner( this ); - } - if( true == m_powertrainsounds.motor_parallel.empty() ) { - m_powertrainsounds.motor_parallel.deserialize( "wescie_na_drugi_uklad.wav", sound_type::single ); - m_powertrainsounds.motor_parallel.owner( this ); + rscurve.deserialize( "curve.wav", sound_type::single ); + rscurve.owner( this ); } } - // braking sounds - if( true == rsUnbrake.empty() ) { - rsUnbrake.deserialize( "[1007]estluz.wav", sound_type::single ); - rsUnbrake.owner( this ); - } - // couplers - for( auto &couplersounds : m_couplersounds ) { - if( true == couplersounds.dsbCouplerAttach.empty() ) { - couplersounds.dsbCouplerAttach.deserialize( "couplerattach.wav", sound_type::single ); - couplersounds.dsbCouplerAttach.owner( this ); - } - if( true == couplersounds.dsbCouplerDetach.empty() ) { - couplersounds.dsbCouplerDetach.deserialize( "couplerdetach.wav", sound_type::single ); - couplersounds.dsbCouplerDetach.owner( this ); - } - if( true == couplersounds.dsbCouplerStretch.empty() ) { - couplersounds.dsbCouplerStretch.deserialize( "en57_couplerstretch.wav", sound_type::single ); - couplersounds.dsbCouplerStretch.owner( this ); - } - if( true == couplersounds.dsbBufferClamp.empty() ) { - couplersounds.dsbBufferClamp.deserialize( "en57_bufferclamp.wav", sound_type::single ); - couplersounds.dsbBufferClamp.owner( this ); - } - } - // other sounds - if( true == m_wheelflat.empty() ) { - m_wheelflat.deserialize( "lomotpodkucia.wav 0.23 0.0", sound_type::single, sound_parameters::frequency ); - m_wheelflat.owner( this ); - } - if( true == rscurve.empty() ) { - // hunter-111211: domyslne, gdy brak - rscurve.deserialize( "curve.wav", sound_type::single ); - rscurve.owner( this ); - } - if (mdModel) mdModel->Init(); // obrócenie modelu oraz optymalizacja, również zapisanie binarnego diff --git a/Model3d.cpp b/Model3d.cpp index 8a77c117..639567c8 100644 --- a/Model3d.cpp +++ b/Model3d.cpp @@ -612,9 +612,11 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic wsp[ adjacenvertextidx ] = vertexidx; // informacja, że w tym wierzchołku jest już policzony wektor normalny vertexnormal += facenormals[ adjacenvertextidx / 3 ]; } + /* else { ErrorLog( "Bad model: opposite normals in the same smoothing group, check sub-model \"" + pName + "\" for two-sided faces and/or scaling", logtype::model ); } + */ // i szukanie od kolejnego trójkąta adjacenvertextidx = SeekFaceNormal(sg, adjacenvertextidx / 3 + 1, sg[faceidx], Vertices[vertexidx].position, Vertices); } From dcf504ae056d029a229f6df0574499f65e224296 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 11 Nov 2019 01:14:26 +0100 Subject: [PATCH 048/153] build 191111. opengl 3.3 renderer traction depth writing fix, initialization diagnostics enhancement --- opengl33renderer.cpp | 62 ++++++++++++++++++++++++++++++-------------- version.h | 2 +- 2 files changed, 43 insertions(+), 21 deletions(-) diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index e5727d54..f05d90ec 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -138,8 +138,10 @@ bool opengl33_renderer::Init(GLFWwindow *Window) default_viewport.window = m_window; default_viewport.draw_range = 1.0f; - if (!init_viewport(default_viewport)) - return false; + if( !init_viewport( default_viewport ) ) { + ErrorLog( "default viewport setup failed" ); + return false; + } glfwMakeContextCurrent(m_window); gl::buffer::unbind(); @@ -150,8 +152,10 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_shadow_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize); m_shadow_fb->attach(*m_shadow_tex, GL_DEPTH_ATTACHMENT); - if (!m_shadow_fb->is_complete()) - return false; + if( !m_shadow_fb->is_complete() ) { + ErrorLog( "shadow framebuffer setup failed" ); + return false; + } WriteLog("shadows enabled"); @@ -160,8 +164,10 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_cabshadows_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize); m_cabshadows_fb->attach(*m_cabshadows_tex, GL_DEPTH_ATTACHMENT); - if (!m_cabshadows_fb->is_complete()) - return false; + if( !m_cabshadows_fb->is_complete() ) { + ErrorLog( "cabshadows framebuffer setup failed" ); + return false; + } WriteLog("cabshadows enabled"); } @@ -196,8 +202,10 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_pick_fb->attach(*m_pick_tex, GL_COLOR_ATTACHMENT0); m_pick_fb->attach(*m_pick_rb, GL_DEPTH_ATTACHMENT); - if (!m_pick_fb->is_complete()) - return false; + if( !m_pick_fb->is_complete() ) { + ErrorLog( "pick framebuffer setup failed" ); + return false; + } m_picking_pbo = std::make_unique(); m_picking_node_pbo = std::make_unique(); @@ -211,8 +219,10 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_depth_pointer_fb = std::make_unique(); m_depth_pointer_fb->attach(*m_depth_pointer_rb, GL_DEPTH_ATTACHMENT); - if (!m_depth_pointer_fb->is_complete()) - return false; + if( !m_depth_pointer_fb->is_complete() ) { + ErrorLog( "depth pointer framebuffer setup failed" ); + return false; + } } else if (Global.gfx_usegles) { @@ -246,11 +256,15 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_depth_pointer_fb2 = std::make_unique(); m_depth_pointer_fb2->attach(*m_depth_pointer_rb, GL_COLOR_ATTACHMENT0); - if (!m_depth_pointer_fb->is_complete()) - return false; + if( !m_depth_pointer_fb->is_complete() ) { + ErrorLog( "depth pointer framebuffer setup failed" ); + return false; + } - if (!m_depth_pointer_fb2->is_complete()) - return false; + if( !m_depth_pointer_fb2->is_complete() ) { + ErrorLog( "depth pointer framebuffer2 setup failed" ); + return false; + } } m_timequery.emplace(gl::query::TIME_ELAPSED); @@ -357,22 +371,28 @@ bool opengl33_renderer::init_viewport(viewport_config &vp) vp.main_fb->attach(*vp.main_texv, GL_COLOR_ATTACHMENT1); vp.main_fb->setup_drawing(2); - if (!vp.main_fb->is_complete()) - return false; + if( !vp.main_fb->is_complete() ) { + ErrorLog( "main framebuffer setup failed" ); + return false; + } WriteLog("motion blur enabled"); } - if (!vp.msaa_fb->is_complete()) - return false; + if( !vp.msaa_fb->is_complete() ) { + ErrorLog( "msaa framebuffer setup failed" ); + return false; + } vp.main2_tex = std::make_unique(); vp.main2_tex->alloc_rendertarget(Global.gfx_format_color, GL_RGB, vp.width, vp.height); vp.main2_fb = std::make_unique(); vp.main2_fb->attach(*vp.main2_tex, GL_COLOR_ATTACHMENT0); - if (!vp.main2_fb->is_complete()) - return false; + if( !vp.main2_fb->is_complete() ) { + ErrorLog( "main2 framebuffer setup failed" ); + return false; + } } return true; @@ -3062,6 +3082,7 @@ void opengl33_renderer::Render_Alpha(cell_sequence::reverse_iterator First, cell auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()}; ::glTranslated(originoffset.x, originoffset.y, originoffset.z); Bind_Material(null_handle); + ::glDepthMask( GL_TRUE ); // wires are 'solid' geometry, record them in the depth buffer // render for (auto *traction : cell->m_traction) { @@ -3072,6 +3093,7 @@ void opengl33_renderer::Render_Alpha(cell_sequence::reverse_iterator First, cell Render_Alpha(lines); } // post-render cleanup + ::glDepthMask( GL_FALSE ); ::glPopMatrix(); } diff --git a/version.h b/version.h index d525ffdf..cbdc1b73 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1101 +#define VERSION_MINOR 1111 #define VERSION_REVISION 0 From 33140dd6a946fada13e2673f5af4e2fbff20edec Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 12 Nov 2019 14:08:32 +0100 Subject: [PATCH 049/153] vehicle engine voltage calculation tweak, minor gfx renderer logging enhancements --- Driver.cpp | 14 +++--- DynObj.cpp | 22 ++++----- McZapkie/MOVER.h | 3 +- McZapkie/Mover.cpp | 112 ++++++++++++++++++++----------------------- Texture.cpp | 29 ++++++----- Train.cpp | 18 +++---- driveruipanels.cpp | 10 ++-- gl/framebuffer.cpp | 13 ++++- messaging.cpp | 2 +- opengl33renderer.cpp | 24 +++++----- 10 files changed, 127 insertions(+), 120 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index b36230e5..3b552cc6 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -2091,7 +2091,7 @@ double TController::ESMVelocity(bool Main) double R = mvControlling->RList[MCPN].R + mvControlling->CircuitRes + mvControlling->RList[MCPN].Mn*mvControlling->WindingRes; double pole = mvControlling->MotorParam[SCPN].fi * std::max(abs(IF) / (abs(IF) + mvControlling->MotorParam[SCPN].Isat) - mvControlling->MotorParam[SCPN].fi0, 0.0); - double Us = abs(mvControlling->Voltage) - IF*R; + double Us = abs(mvControlling->EngineVoltage) - IF*R; double ns = std::max(0.0, Us / (pole*mvControlling->RList[MCPN].Mn)); ESMVel = ns * mvControlling->WheelDiameter*M_PI*3.6/mvControlling->Transmision.Ratio; return ESMVel; @@ -2511,7 +2511,7 @@ bool TController::PrepareEngine() } } - if (mvControlling->PantFrontVolt || mvControlling->PantRearVolt || voltfront || voltrear) + if ((mvControlling->PantographVoltage != 0.0) || voltfront || voltrear) { // najpierw ustalamy kierunek, jeśli nie został ustalony if( !iDirection ) { // jeśli nie ma ustalonego kierunku @@ -2519,7 +2519,7 @@ bool TController::PrepareEngine() iDirection = mvOccupied->CabNo; // wg wybranej kabiny if( !iDirection ) { // jeśli nie ma ustalonego kierunku - if( ( mvControlling->PantFrontVolt != 0.0 ) || ( mvControlling->PantRearVolt != 0.0 ) || voltfront || voltrear ) { + if( ( mvControlling->PantographVoltage != 0.0 ) || voltfront || voltrear ) { if( mvOccupied->Couplers[ end::rear ].Connected == nullptr ) { // jeśli z tyłu nie ma nic iDirection = -1; // jazda w kierunku sprzęgu 1 @@ -2533,7 +2533,7 @@ bool TController::PrepareEngine() } else { // ustalenie kierunku, gdy jedzie - if( ( mvControlling->PantFrontVolt != 0.0 ) || ( mvControlling->PantRearVolt != 0.0 ) || voltfront || voltrear ) { + if( ( mvControlling->PantographVoltage != 0.0 ) || voltfront || voltrear ) { if( mvOccupied->V < 0 ) { // jedzie do tyłu iDirection = -1; // jazda w kierunku sprzęgu 1 @@ -2562,7 +2562,7 @@ bool TController::PrepareEngine() } } if( ( mvControlling->EnginePowerSource.SourceType != TPowerSource::CurrentCollector ) - || ( std::max( mvControlling->GetTrainsetVoltage(), std::abs( mvControlling->RunningTraction.TractionVoltage ) ) > mvControlling->EnginePowerSource.CollectorParameters.MinV ) ) { + || ( std::max( mvControlling->GetTrainsetVoltage(), mvControlling->PantographVoltage ) > mvControlling->EnginePowerSource.CollectorParameters.MinV ) ) { mvControlling->MainSwitch( true ); } } @@ -3448,7 +3448,7 @@ void TController::SpeedSet() if (fAccGravity < -0.10) // i jedzie pod górę większą niż 10 promil { // procedura wjeżdżania na ekstremalne wzniesienia if (fabs(mvControlling->Im) > 0.85 * mvControlling->Imax) // a prąd jest większy niż 85% nadmiarowego - if (mvControlling->Imax * mvControlling->Voltage / (fMass * fAccGravity) < -2.8) // a na niskim się za szybko nie pojedzie + if (mvControlling->Imax * mvControlling->EngineVoltage / (fMass * fAccGravity) < -2.8) // a na niskim się za szybko nie pojedzie { // włączenie wysokiego rozruchu; // (I*U)[A*V=W=kg*m*m/sss]/(m[kg]*a[m/ss])=v[m/s]; 2.8m/ss=10km/h if (mvControlling->RList[mvControlling->MainCtrlPos].Bn > 1) @@ -4584,7 +4584,7 @@ TController::UpdateSituation(double dt) { } // uśrednione napięcie sieci: przy spadku poniżej wartości minimalnej opóźnić rozruch o losowy czas - fVoltage = 0.5 * (fVoltage + std::abs(mvControlling->RunningTraction.TractionVoltage)); + fVoltage = 0.5 * (fVoltage + mvControlling->PantographVoltage); if( fVoltage < mvControlling->EnginePowerSource.CollectorParameters.MinV ) { // gdy rozłączenie WS z powodu niskiego napięcia if( fActionTime >= 0 ) { diff --git a/DynObj.cpp b/DynObj.cpp index 866fc9ed..24f9ed26 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2764,7 +2764,8 @@ bool TDynamicObject::Update(double dt, double dt1) { // dla EZT tylko silnikowy // if (Global.bLiveTraction) { // Ra 2013-12: to niżej jest chyba trochę bez sensu - double v = MoverParameters->PantRearVolt; + tmpTraction.TractionVoltage = std::max( std::abs( MoverParameters->PantRearVolt ), std::abs( MoverParameters->PantFrontVolt ) ); + /* if (v == 0.0) { v = MoverParameters->PantFrontVolt; if( v == 0.0 ) { @@ -2775,10 +2776,10 @@ bool TDynamicObject::Update(double dt, double dt1) // } } } - if (v != 0.0) + */ + if ( tmpTraction.TractionVoltage > 0.0) { // jeśli jest zasilanie NoVoltTime = 0; - tmpTraction.TractionVoltage = v; } else { NoVoltTime += dt1; @@ -2804,19 +2805,18 @@ bool TDynamicObject::Update(double dt, double dt1) } } } - // Ra 2F1H: nie było sensu wpisywać tu zera po upływie czasu, bo zmienna była - // tymczasowa, a napięcie zerowane od razu - tmpTraction.TractionVoltage = 0; // Ra 2013-12: po co tak? } } } } - else + else { tmpTraction.TractionVoltage = 0.95 * MoverParameters->EnginePowerSource.MaxVoltage; + } tmpTraction.TractionFreq = 0; tmpTraction.TractionMaxCurrent = 7500; // Ra: chyba za dużo? powinno wywalać przy 1500 tmpTraction.TractionResistivity = 0.3; + MoverParameters->PantographVoltage = tmpTraction.TractionVoltage; // McZapkie: predkosc w torze przekazac do TrackParam // McZapkie: Vel ma wymiar [km/h] (absolutny), V ma wymiar [m/s], taka // przyjalem notacje @@ -3340,7 +3340,7 @@ bool TDynamicObject::Update(double dt, double dt1) double fCurrent = ( ( MoverParameters->DynamicBrakeFlag && MoverParameters->ResistorsFlag ) ? 0 : - MoverParameters->Itot ) + std::abs( MoverParameters->Itot ) ) + MoverParameters->TotalCurrent; // prąd pobierany przez pojazd - bez // sensu z tym (TotalCurrent) // TotalCurrent to bedzie prad nietrakcyjny (niezwiazany z napedem) @@ -3387,7 +3387,7 @@ bool TDynamicObject::Update(double dt, double dt1) if (p->hvPowerWire) { auto const lastvoltage { MoverParameters->PantFrontVolt }; // TODO: wyliczyć trzeba prąd przypadający na pantograf i wstawić do GetVoltage() - MoverParameters->PantFrontVolt = p->hvPowerWire->VoltageGet( MoverParameters->Voltage, fPantCurrent ); + MoverParameters->PantFrontVolt = p->hvPowerWire->VoltageGet( MoverParameters->PantographVoltage, fPantCurrent ); fCurrent -= fPantCurrent; // taki prąd płynie przez powyższy pantograf // TODO: refactor reaction to voltage change to mover as sound event for specific pantograph if( ( lastvoltage == 0.0 ) @@ -3421,7 +3421,7 @@ bool TDynamicObject::Update(double dt, double dt1) if (p->hvPowerWire) { auto const lastvoltage { MoverParameters->PantRearVolt }; // TODO: wyliczyć trzeba prąd przypadający na pantograf i wstawić do GetVoltage() - MoverParameters->PantRearVolt = p->hvPowerWire->VoltageGet( MoverParameters->Voltage, fPantCurrent ); + MoverParameters->PantRearVolt = p->hvPowerWire->VoltageGet( MoverParameters->PantographVoltage, fPantCurrent ); fCurrent -= fPantCurrent; // taki prąd płynie przez powyższy pantograf // TODO: refactor reaction to voltage change to mover as sound event for specific pantograph if( ( lastvoltage == 0.0 ) @@ -3801,7 +3801,7 @@ void TDynamicObject::RenderSounds() { if( MoverParameters->ConverterFlag ) { frequency = ( MoverParameters->EngineType == TEngineType::ElectricSeriesMotor ? - ( MoverParameters->RunningTraction.TractionVoltage / MoverParameters->NominalVoltage ) * MoverParameters->RList[ MoverParameters->RlistSize ].Mn : + ( MoverParameters->PantographVoltage / MoverParameters->NominalVoltage ) * MoverParameters->RList[ MoverParameters->RlistSize ].Mn : 1.0 ); frequency = sConverter.m_frequencyoffset + sConverter.m_frequencyfactor * frequency; sConverter diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 44162ed5..1eac3fab 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1381,7 +1381,7 @@ public: //a ujemne powinien być przy odwróconej polaryzacji sieci... //w wielu miejscach jest używane abs(Im) int Imin = 0; int Imax = 0; /*prad przelaczania automatycznego rozruchu, prad bezpiecznika*/ - double Voltage = 0.0; /*aktualne napiecie sieci zasilajacej*/ + double EngineVoltage = 0.0; // voltage supplied to engine int MainCtrlActualPos = 0; /*wskaznik RList*/ int ScndCtrlActualPos = 0; /*wskaznik MotorParam*/ bool DelayCtrlFlag = false; //czy czekanie na 1. pozycji na załączenie? @@ -1394,6 +1394,7 @@ public: bool ResistorsFlag = false; /*!o jazda rezystorowa*/ double RventRot = 0.0; /*!s obroty wentylatorow rozruchowych*/ bool UnBrake = false; /*w EZT - nacisniete odhamowywanie*/ + double PantographVoltage{ 0.0 }; // voltage supplied to pantographs double PantPress = 0.0; /*Cisnienie w zbiornikach pantografow*/ bool PantPressSwitchActive{ false }; // state of the pantograph pressure switch. gets primed at defined pressure level in pantograph air system bool PantPressLockActive{ false }; // pwr system state flag. fires when pressure switch activates by pantograph pressure dropping below defined level diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index d6b14614..4a3975bb 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1484,9 +1484,7 @@ void TMoverParameters::MainsCheck( double const Deltatime ) { localvoltage = std::max( localvoltage, - std::max( - PantFrontVolt, - PantRearVolt ) ); + PantographVoltage ); break; } default: { @@ -1513,9 +1511,7 @@ void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { // HACK: main circuit can be fed through couplers, so we explicitly check pantograph supply here localvoltage = ( true == Mains ? - std::max( - PantFrontVolt, - PantRearVolt ) : + PantographVoltage : 0.0 ); break; } @@ -1530,9 +1526,7 @@ void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { localvoltage = std::max( localvoltage, - std::max( - PantFrontVolt, - PantRearVolt ) ); + PantographVoltage ); break; } default: { @@ -1597,7 +1591,7 @@ void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { // bez napiecia... if( couplervoltage != 0.0 ) { // ...ale jest cos na sprzegach: - coupler.power_high.current = ( Itot + TotalCurrent ) * coupler.power_high.voltage / couplervoltage; // obciążenie rozkladane stosownie do napiec + coupler.power_high.current = ( std::abs( Itot ) + TotalCurrent ) * coupler.power_high.voltage / couplervoltage; // obciążenie rozkladane stosownie do napiec if( true == coupler.power_high.is_live ) { coupler.power_high.current += connectedothercoupler.power_high.current; } @@ -1718,7 +1712,7 @@ void TMoverParameters::HeatingCheck( double const Timestep ) { break; } case TPowerSource::Main: { - voltage = ( true == Mains ? Voltage : 0.0 ); + voltage = ( true == Mains ? PantographVoltage : 0.0 ); break; } default: { @@ -1726,7 +1720,7 @@ void TMoverParameters::HeatingCheck( double const Timestep ) { } } - Heating = ( std::abs( voltage ) > heatingpowerthreshold ); + Heating = ( voltage > heatingpowerthreshold ); if( Heating ) { TotalCurrent += 1000 * HeatingPower / voltage; // heater power cost presumably specified in kilowatts @@ -3747,7 +3741,7 @@ void TMoverParameters::CompressorCheck(double dt) CompressorSpeedF * ( 2.0 * MaxCompressorF - Compressor ) / MaxCompressorF * dt; - TotalCurrent += 0.0015 * Voltage; // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę + TotalCurrent += 0.0015 * PantographVoltage; // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę } } else { @@ -3929,15 +3923,15 @@ void TMoverParameters::CompressorCheck(double dt) if( ( CompressorPower == 5 ) && ( Couplers[ 1 ].Connected != NULL ) ) { // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę - Couplers[ 1 ].Connected->TotalCurrent += 0.0015 * Couplers[ 1 ].Connected->Voltage; + Couplers[ 1 ].Connected->TotalCurrent += 0.0015 * Couplers[ 1 ].Connected->PantographVoltage; } else if( ( CompressorPower == 4 ) && ( Couplers[ 0 ].Connected != NULL ) ) { // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę - Couplers[ 0 ].Connected->TotalCurrent += 0.0015 * Couplers[ 0 ].Connected->Voltage; + Couplers[ 0 ].Connected->TotalCurrent += 0.0015 * Couplers[ 0 ].Connected->PantographVoltage; } else { // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę - TotalCurrent += 0.0015 * Voltage; + TotalCurrent += 0.0015 * PantographVoltage; } } } @@ -4504,27 +4498,27 @@ void TMoverParameters::ComputeTotalForce(double dt) { if( EngineType == TEngineType::ElectricSeriesMotor ) { LastRelayTime += dt; } - if( Mains && /*(abs(CabNo) < 2) &&*/ ( EngineType == TEngineType::ElectricSeriesMotor ) ) // potem ulepszyc! pantogtrafy! + + if( EngineType == TEngineType::ElectricSeriesMotor ) // potem ulepszyc! pantogtrafy! { // Ra 2014-03: uwzględnienie kierunku jazdy w napięciu na silnikach, a powinien być zdefiniowany nawrotnik - if( CabNo == 0 ) - Voltage = RunningTraction.TractionVoltage * ActiveDir; - else - Voltage = RunningTraction.TractionVoltage * DirAbsolute; // ActiveDir*CabNo; - } // bo nie dzialalo - // TODO: clean up this elseif to match changes in power coupling code - else if( ( EngineType == TEngineType::ElectricInductionMotor ) - || ( ( ( Couplers[ end::front ].CouplingFlag & ctrain_power ) == ctrain_power ) - || ( ( Couplers[ end::rear ].CouplingFlag & ctrain_power ) == ctrain_power ) ) ) { - // potem ulepszyc! pantogtrafy! - Voltage = + EngineVoltage = std::max( - RunningTraction.TractionVoltage, - std::max( - Couplers[ end::front ].power_high.voltage, - Couplers[ end::rear ].power_high.voltage ) ); - } + GetTrainsetVoltage(), + ( Mains ? + PantographVoltage : + 0 ) ); + if( CabNo == 0 ) { + EngineVoltage *= ActiveDir; + } + else { + EngineVoltage *= DirAbsolute; // ActiveDir*CabNo; + } + } // bo nie dzialalo else { - Voltage = 0; + EngineVoltage = + std::max( + GetTrainsetVoltage(), + PantographVoltage ); } FTrain = ( @@ -5097,7 +5091,7 @@ double TMoverParameters::TractionForce( double dt ) { case TEngineType::ElectricSeriesMotor: { // update the state of voltage relays - auto const voltage { std::max( GetTrainsetVoltage(), std::abs( RunningTraction.TractionVoltage ) ) }; + auto const voltage { std::max( GetTrainsetVoltage(), PantographVoltage ) }; NoVoltRelay = ( EnginePowerSource.SourceType != TPowerSource::CurrentCollector ) || ( voltage >= EnginePowerSource.CollectorParameters.MinV ); @@ -5116,8 +5110,8 @@ double TMoverParameters::TractionForce( double dt ) { // TODO: check if we can use instead the code for electricseriesmotor if( ( Mains ) ) { // nie wchodzić w funkcję bez potrzeby - if( ( std::max( GetTrainsetVoltage(), std::abs( RunningTraction.TractionVoltage ) ) < EnginePowerSource.CollectorParameters.MinV ) - || ( std::max( GetTrainsetVoltage(), std::abs( RunningTraction.TractionVoltage ) ) > EnginePowerSource.CollectorParameters.MaxV + 200 ) ) { + if( ( std::max( GetTrainsetVoltage(), PantographVoltage ) < EnginePowerSource.CollectorParameters.MinV ) + || ( std::max( GetTrainsetVoltage(), PantographVoltage ) > EnginePowerSource.CollectorParameters.MaxV + 200 ) ) { MainSwitch( false, ( TrainType == dt_EZT ? range_t::unit : range_t::local ) ); // TODO: check whether we need to send this EMU-wide } } @@ -5176,13 +5170,13 @@ double TMoverParameters::TractionForce( double dt ) { // enrot:=Transmision.Ratio*nrot; // yB: szereg dwoch sekcji w ET42 if ((TrainType == dt_ET42) && (Imax == ImaxHi)) - Voltage = Voltage / 2.0; - Mm = Momentum(Current(enrot, Voltage)); // oblicza tez prad p/slinik + EngineVoltage = EngineVoltage / 2.0; + Mm = Momentum(Current(enrot, EngineVoltage)); // oblicza tez prad p/slinik if (TrainType == dt_ET42) { if (Imax == ImaxHi) - Voltage = Voltage * 2; + EngineVoltage = EngineVoltage * 2; if ((DynamicBrakeFlag) && (abs(Im) > 300)) // przeiesione do mover.cpp FuseOff(); } @@ -5277,7 +5271,7 @@ double TMoverParameters::TractionForce( double dt ) { // jazda manewrowa if( true == ShuntMode ) { if( ( true == Mains ) && ( MainCtrlPowerPos() > 0 ) ) { - Voltage = ( SST[ MainCtrlPos ].Umax * AnPos ) + ( SST[ MainCtrlPos ].Umin * ( 1.0 - AnPos ) ); + EngineVoltage = ( SST[ MainCtrlPos ].Umax * AnPos ) + ( SST[ MainCtrlPos ].Umin * ( 1.0 - AnPos ) ); // NOTE: very crude way to approximate power generated at current rpm instead of instant top output // NOTE, TODO: doesn't take into account potentially increased revolutions if heating is on, fix it auto const rpmratio { 60.0 * enrot / DElist[ MainCtrlPos ].RPM }; @@ -5285,7 +5279,7 @@ double TMoverParameters::TractionForce( double dt ) { Ft = tmp * 1000.0 / ( abs( tmpV ) + 1.6 ); } else { - Voltage = 0; + EngineVoltage = 0; Ft = 0; } PosRatio = 1; @@ -5346,10 +5340,10 @@ double TMoverParameters::TractionForce( double dt ) { Im = NPoweredAxles * sqrt(abs(Mm * MotorParam[ScndCtrlPos].Isat)); if( ShuntMode ) { - EnginePower = Voltage * Im / 1000.0; + EnginePower = EngineVoltage * Im / 1000.0; if( EnginePower > tmp ) { EnginePower = tmp; - Voltage = EnginePower * 1000.0 / Im; + EngineVoltage = EnginePower * 1000.0 / Im; } if( EnginePower < tmp ) { Ft *= EnginePower / tmp; @@ -5367,31 +5361,31 @@ double TMoverParameters::TractionForce( double dt ) { // jak pod obciazeniem if( true == Flat ) { // ograniczenie napiecia w pradnicy - plaszczak u gory - Voltage = 1000.0 * tmp / std::abs( Im ); + EngineVoltage = 1000.0 * tmp / std::abs( Im ); } else { // charakterystyka pradnicy obcowzbudnej (elipsa) - twierdzenie Pitagorasa - Voltage = + EngineVoltage = std::sqrt( std::abs( square( DElist[ MainCtrlPos ].Umax ) - square( DElist[ MainCtrlPos ].Umax * Im / DElist[ MainCtrlPos ].Imax ) ) ) * ( MainCtrlPos - 1 ) + ( 1.0 - Im / DElist[ MainCtrlPos ].Imax ) * DElist[ MainCtrlPos ].Umax * ( MainCtrlPosNo - MainCtrlPos ); - Voltage /= ( MainCtrlPosNo - 1 ); - Voltage = clamp( - Voltage, + EngineVoltage /= ( MainCtrlPosNo - 1 ); + EngineVoltage = clamp( + EngineVoltage, Im * 0.05, ( 1000.0 * tmp / std::abs( Im ) ) ); } } - if( ( Voltage > DElist[ MainCtrlPos ].Umax ) + if( ( EngineVoltage > DElist[ MainCtrlPos ].Umax ) || ( Im == 0 ) ) { // gdy wychodzi za duze napiecie albo przy biegu jalowym (jest cos takiego?) - Voltage = DElist[ MainCtrlPos ].Umax * ( ConverterFlag ? 1 : 0 ); + EngineVoltage = DElist[ MainCtrlPos ].Umax * ( ConverterFlag ? 1 : 0 ); } - EnginePower = Voltage * Im / 1000.0; + EnginePower = EngineVoltage * Im / 1000.0; /* // power curve drop // NOTE: disabled for the time being due to side-effects @@ -5406,7 +5400,7 @@ double TMoverParameters::TractionForce( double dt ) { if ((Imax > 1) && (Im > Imax)) FuseOff(); if (FuseFlag) - Voltage = 0; + EngineVoltage = 0; // przekazniki bocznikowania, kazdy inny dla kazdej pozycji if ((IsMainCtrlNoPowerPos()) || (ShuntMode) || (false==Mains)) @@ -5724,7 +5718,7 @@ double TMoverParameters::TractionForce( double dt ) { else tmp = eimc[eimc_f_Uzmax]; - eimv[eimv_Uzsmax] = Min0R(Voltage - eimc[eimc_f_DU], tmp); + eimv[eimv_Uzsmax] = Min0R(EngineVoltage - eimc[eimc_f_DU], tmp); eimv[eimv_fkr] = eimv[eimv_Uzsmax] / eimc[eimc_f_cfu]; if( (eimv_pr < 0 ) ) { eimv[ eimv_Pmax ] = eimc[ eimc_p_Ph ]; @@ -5733,7 +5727,7 @@ double TMoverParameters::TractionForce( double dt ) { eimv[ eimv_Pmax ] = std::min( eimc[ eimc_p_Pmax ], - 0.001 * Voltage * ( eimc[ eimc_p_Imax ] - eimc[ eimc_f_I0 ] ) * Pirazy2 * eimc[ eimc_s_cim ] / eimc[ eimc_s_p ] / eimc[ eimc_s_cfu ] ); + 0.001 * EngineVoltage * ( eimc[ eimc_p_Imax ] - eimc[ eimc_f_I0 ] ) * Pirazy2 * eimc[ eimc_s_cim ] / eimc[ eimc_s_p ] / eimc[ eimc_s_cfu ] ); } eimv[ eimv_FMAXMAX ] = 0.001 @@ -5792,20 +5786,20 @@ double TMoverParameters::TractionForce( double dt ) { eimv[eimv_Ic] = (eimv[eimv_fp] - DirAbsolute * enrot * eimc[eimc_s_p]) * eimc[eimc_s_dfic] * eimv[eimv_pole]; eimv[eimv_If] = eimv[eimv_Ic] * eimc[eimc_s_icif]; eimv[eimv_M] = eimv[eimv_pole] * eimv[eimv_Ic] * eimc[eimc_s_cim]; - eimv[eimv_Ipoj] = (eimv[eimv_Ic] * NPoweredAxles * eimv[eimv_U]) / (Voltage - eimc[eimc_f_DU]) + eimc[eimc_f_I0]; + eimv[eimv_Ipoj] = (eimv[eimv_Ic] * NPoweredAxles * eimv[eimv_U]) / (EngineVoltage - eimc[eimc_f_DU]) + eimc[eimc_f_I0]; eimv[eimv_Pm] = ActiveDir * eimv[eimv_M] * NPoweredAxles * enrot * Pirazy2 / 1000; - eimv[eimv_Pe] = eimv[eimv_Ipoj] * Voltage / 1000; + eimv[eimv_Pe] = eimv[eimv_Ipoj] * EngineVoltage / 1000; eimv[eimv_eta] = eimv[eimv_Pm] / eimv[eimv_Pe]; Im = eimv[eimv_If]; if ((eimv[eimv_Ipoj] >= 0)) Vadd *= (1.0 - 2.0 * dt); - else if ((std::abs(Voltage) < EnginePowerSource.CollectorParameters.MaxV)) + else if ((std::abs(EngineVoltage) < EnginePowerSource.CollectorParameters.MaxV)) Vadd *= (1.0 - dt); else Vadd = Max0R( Vadd * (1.0 - 0.2 * dt), - 0.007 * (std::abs(Voltage) - (EnginePowerSource.CollectorParameters.MaxV - 100))); + 0.007 * (std::abs(EngineVoltage) - (EnginePowerSource.CollectorParameters.MaxV - 100))); Itot = eimv[eimv_Ipoj] * (0.01 + Min0R(0.99, 0.99 - Vadd)); EnginePower = abs(eimv[eimv_Ic] * eimv[eimv_U] * NPoweredAxles) / 1000; diff --git a/Texture.cpp b/Texture.cpp index f04d5617..416e1baa 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -1026,23 +1026,26 @@ opengl_texture::set_filtering() const { ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); } - bool sharpen{ false }; - for( auto const &trait : traits ) { + if( false == Global.gfx_usegles ) { - switch( trait ) { + bool sharpen{ false }; + for( auto const &trait : traits ) { - case '#': { sharpen = true; break; } - default: { break; } + switch( trait ) { + + case '#': { sharpen = true; break; } + default: { break; } + } } - } - if( true == sharpen ) { - // #: sharpen more - ::glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -2.0 ); - } - else { - // regular texture sharpening - ::glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0 ); + if( true == sharpen ) { + // #: sharpen more + ::glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -2.0 ); + } + else { + // regular texture sharpening + ::glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0 ); + } } } diff --git a/Train.cpp b/Train.cpp index 03f90e89..607864e8 100644 --- a/Train.cpp +++ b/Train.cpp @@ -535,8 +535,8 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "slipping_wheels", mvOccupied->SlippingWheels ); dict->insert( "sanding", mvOccupied->SandDose ); // electric current data - dict->insert( "traction_voltage", std::abs( mvControlled->RunningTraction.TractionVoltage ) ); - dict->insert( "voltage", std::abs( mvControlled->Voltage ) ); + dict->insert( "traction_voltage", std::abs( mvControlled->PantographVoltage ) ); + dict->insert( "voltage", std::abs( mvControlled->EngineVoltage ) ); dict->insert( "im", std::abs( mvControlled->Im ) ); dict->insert( "fuse", mvControlled->FuseFlag ); dict->insert( "epfuse", mvOccupied->EpFuse ); @@ -5703,10 +5703,10 @@ bool TTrain::Update( double const Deltatime ) // Ra 2014-09: napięcia i prądy muszą być ustalone najpierw, bo wysyłane są ewentualnie na PoKeys if ((mvControlled->EngineType != TEngineType::DieselElectric) && (mvControlled->EngineType != TEngineType::ElectricInductionMotor)) // Ra 2014-09: czy taki rozdzia? ma sens? - fHVoltage = mvControlled->RunningTraction.TractionVoltage; // Winger czy to nie jest zle? + fHVoltage = std::max( mvControlled->PantographVoltage, mvControlled->GetTrainsetVoltage() ); // Winger czy to nie jest zle? // *mvControlled->Mains); else - fHVoltage = mvControlled->Voltage; + fHVoltage = mvControlled->EngineVoltage; if (ShowNextCurrent) { // jeśli pokazywać drugi człon if (mvSecond) @@ -5789,7 +5789,7 @@ bool TTrain::Update( double const Deltatime ) fEIMParams[1 + in][6] = p->MoverParameters->eimv[eimv_If]; fEIMParams[1 + in][7] = p->MoverParameters->eimv[eimv_U]; fEIMParams[1 + in][8] = p->MoverParameters->Itot;//p->MoverParameters->eimv[eimv_Ipoj]; - fEIMParams[1 + in][9] = p->MoverParameters->Voltage; + fEIMParams[1 + in][9] = p->MoverParameters->EngineVoltage; fEIMParams[0][6] += fEIMParams[1 + in][8]; bMains[in] = p->MoverParameters->Mains; fCntVol[in] = p->MoverParameters->BatteryVoltage; @@ -5984,7 +5984,7 @@ bool TTrain::Update( double const Deltatime ) { if (mvControlled->DynamicBrakeFlag) { - ggEngineVoltage.UpdateValue(abs(mvControlled->Im * 5)); + ggEngineVoltage.UpdateValue(std::abs(mvControlled->Im * 5)); } else { @@ -5995,12 +5995,12 @@ bool TTrain::Update( double const Deltatime ) else x = 2; if ((mvControlled->RList[mvControlled->MainCtrlActualPos].Mn > 0) && - (abs(mvControlled->Im) > 0)) + (std::abs(mvControlled->Im) > 0)) { ggEngineVoltage.UpdateValue( - (x * (mvControlled->RunningTraction.TractionVoltage - + (x * (mvControlled->PantographVoltage - mvControlled->RList[mvControlled->MainCtrlActualPos].R * - abs(mvControlled->Im)) / + std::abs(mvControlled->Im)) / mvControlled->RList[mvControlled->MainCtrlActualPos].Mn)); } else diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 4d66241f..ca9e422b 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -598,11 +598,11 @@ debug_panel::update_section_vehicle( std::vector &Output ) { // power transfers mover.Couplers[ end::front ].power_high.voltage, mover.Couplers[ end::front ].power_high.current, - std::string( mover.Couplers[ end::front ].power_high.is_local ? "" : "-" ).c_str(), - std::string( vehicle.DirectionGet() ? ":<<" : ":>>" ).c_str(), - mover.Voltage, - std::string( vehicle.DirectionGet() ? "<<:" : ">>:" ).c_str(), - std::string( mover.Couplers[ end::rear ].power_high.is_local ? "" : "-" ).c_str(), + std::string( mover.Couplers[ end::front ].power_high.is_local ? ":" : ":=" ).c_str(), + std::string( vehicle.DirectionGet() ? "<<" : ">>" ).c_str(), + mover.EngineVoltage, + std::string( vehicle.DirectionGet() ? "<<" : ">>" ).c_str(), + std::string( mover.Couplers[ end::rear ].power_high.is_local ? ":" : "=:" ).c_str(), mover.Couplers[ end::rear ].power_high.voltage, mover.Couplers[ end::rear ].power_high.current ); diff --git a/gl/framebuffer.cpp b/gl/framebuffer.cpp index 6c347ab9..da6764f3 100644 --- a/gl/framebuffer.cpp +++ b/gl/framebuffer.cpp @@ -1,6 +1,9 @@ #include "stdafx.h" #include "framebuffer.h" +#include "Logs.h" +#include "utilities.h" + gl::framebuffer::framebuffer() { glGenFramebuffers(1, *this); @@ -43,8 +46,14 @@ void gl::framebuffer::detach(GLenum location) bool gl::framebuffer::is_complete() { bind(); - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - return status == GL_FRAMEBUFFER_COMPLETE; + GLenum const status { glCheckFramebufferStatus( GL_FRAMEBUFFER ) }; + auto const iscomplete { status == GL_FRAMEBUFFER_COMPLETE }; + + if( false == iscomplete ) { + ErrorLog( "framebuffer status error: " + to_hex_str( status ) ); + } + + return iscomplete; } void gl::framebuffer::clear(GLbitfield mask) diff --git a/messaging.cpp b/messaging.cpp index 95712c0c..43eb7047 100644 --- a/messaging.cpp +++ b/messaging.cpp @@ -335,7 +335,7 @@ WyslijNamiary(TDynamicObject const *Vehicle) Vehicle->MoverParameters->ShowCurrent(p + 1); // amperomierze kolejnych grup // WriteLog("zapisalem prady"); r.iPar[30] = Vehicle->MoverParameters->WarningSignal; // trabienie - r.fPar[31] = Vehicle->MoverParameters->RunningTraction.TractionVoltage; // napiecie WN + r.fPar[31] = Vehicle->MoverParameters->PantographVoltage; // napiecie WN // WriteLog("Parametry gotowe"); i <<= 2; // ilość bajtów r.cString[i] = char(j); // na końcu nazwa, żeby jakoś zidentyfikować diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index f05d90ec..2a4f9b87 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -31,7 +31,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window) if (!Init_caps()) return false; - WriteLog("preparing renderer.."); + WriteLog("preparing renderer..."); OpenGLMatrices.upload() = false; // set matrix stack in virtual mode @@ -272,7 +272,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window) WriteLog("picking objects created"); - WriteLog("renderer initialization finished!"); + WriteLog("gfx renderer setup complete"); return true; } @@ -3994,22 +3994,22 @@ bool opengl33_renderer::Init_caps() } if (!GLAD_GL_EXT_texture_sRGB) - ErrorLog("EXT_texture_sRGB not supported!"); + ErrorLog("warning: EXT_texture_sRGB not supported"); if (!GLAD_GL_EXT_texture_compression_s3tc) - ErrorLog("EXT_texture_compression_s3tc not supported!"); + ErrorLog("warning: EXT_texture_compression_s3tc not supported"); if (GLAD_GL_ARB_texture_filter_anisotropic) - WriteLog("ARB_texture_filter_anisotropic supported!"); + WriteLog("ARB_texture_filter_anisotropic supported"); if (GLAD_GL_ARB_multi_bind) - WriteLog("ARB_multi_bind supported!"); + WriteLog("ARB_multi_bind supported"); if (GLAD_GL_ARB_direct_state_access) - WriteLog("ARB_direct_state_access supported!"); + WriteLog("ARB_direct_state_access supported"); if (GLAD_GL_ARB_clip_control) - WriteLog("ARB_clip_control supported!"); + WriteLog("ARB_clip_control supported"); } else { @@ -4020,20 +4020,20 @@ bool opengl33_renderer::Init_caps() } if (GLAD_GL_EXT_texture_filter_anisotropic) - WriteLog("EXT_texture_filter_anisotropic supported."); + WriteLog("EXT_texture_filter_anisotropic supported"); if (GLAD_GL_EXT_clip_control) - WriteLog("EXT_clip_control supported."); + WriteLog("EXT_clip_control supported"); if (GLAD_GL_EXT_geometry_shader) - WriteLog("EXT_geometry_shader supported."); + WriteLog("EXT_geometry_shader supported"); } glGetError(); glLineWidth(2.0f); if (!glGetError()) { - WriteLog("wide lines supported."); + WriteLog("wide lines supported"); m_widelines_supported = true; } else From babb43849e9be1bec4fd34b94b5a437cf19eda98 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 14 Nov 2019 15:49:12 +0100 Subject: [PATCH 050/153] opengl error fixes --- Globals.cpp | 14 +++++++--- Globals.h | 1 + Texture.cpp | 14 +++++----- Texture.h | 2 +- gl/buffer.cpp | 2 ++ gl/query.cpp | 3 ++- opengl33renderer.cpp | 62 ++++++++++++++++++++++++++++++-------------- stdafx.h | 4 +-- uilayer.cpp | 2 +- 9 files changed, 70 insertions(+), 34 deletions(-) diff --git a/Globals.cpp b/Globals.cpp index 5ff04bf6..17441c7a 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -371,6 +371,7 @@ global_settings::ConfigParse(cParser &Parser) { GfxRenderer = "default"; } BasicRenderer = ( GfxRenderer == "simple" ); + LegacyRenderer = ( GfxRenderer != "default" ); } else if( token == "shadows" ) { // shadow render toggle @@ -728,7 +729,10 @@ global_settings::ConfigParse(cParser &Parser) { #endif else if (token == "compresstex") { Parser.getTokens( 1 ); - Parser >> compress_tex; + if( false == gfx_usegles ) { + // ogl es use requires compression to be disabled + Parser >> compress_tex; + } } else if (token == "gfx.framebuffer.width") { @@ -813,18 +817,22 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens(1); Parser >> gfx_extraeffects; } -/* + /* else if (token == "gfx.usegles") { Parser.getTokens(1); Parser >> gfx_usegles; + if( true == gfx_usegles ) { + compress_tex = false; + gfx_shadergamma = true; + } } -*/ else if (token == "gfx.shadergamma") { Parser.getTokens(1); Parser >> gfx_shadergamma; } + */ else if (token == "python.mipmaps") { Parser.getTokens(1); diff --git a/Globals.h b/Globals.h index db249098..f48eed03 100644 --- a/Globals.h +++ b/Globals.h @@ -113,6 +113,7 @@ struct global_settings { int DynamicLightCount{ 3 }; bool ScaleSpecularValues{ true }; std::string GfxRenderer{ "default" }; + bool LegacyRenderer{ false }; bool BasicRenderer{ false }; bool RenderShadows{ true }; int RenderCabShadowsRange{ 0 }; diff --git a/Texture.cpp b/Texture.cpp index 416e1baa..23138417 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -823,11 +823,13 @@ opengl_texture::create() { glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_mode_s); glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_mode_t); - if (data_components == GL_DEPTH_COMPONENT) + if (data_components == GL_DEPTH_COMPONENT) { glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); - float borderColor[] = { 0.0f, 0.0f, 0.0f, 0.0f }; - glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, borderColor); + if( false == Global.gfx_usegles ) { + float borderColor[] = { 0.0f, 0.0f, 0.0f, 0.0f }; + glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, borderColor ); + } } if (Global.gfx_usegles) @@ -1026,7 +1028,7 @@ opengl_texture::set_filtering() const { ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); } - if( false == Global.gfx_usegles ) { + if( Global.LegacyRenderer ) { bool sharpen{ false }; for( auto const &trait : traits ) { @@ -1040,11 +1042,11 @@ opengl_texture::set_filtering() const { if( true == sharpen ) { // #: sharpen more - ::glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -2.0 ); + ::glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -2.0f ); } else { // regular texture sharpening - ::glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0 ); + ::glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0f ); } } } diff --git a/Texture.h b/Texture.h index 599b4eb0..6c2eb282 100644 --- a/Texture.h +++ b/Texture.h @@ -36,7 +36,7 @@ struct opengl_texture { void release(); void - alloc_rendertarget( GLint format, GLint components, int width, int height, int samples = 1, GLint wrap = GL_CLAMP_TO_BORDER ); + alloc_rendertarget( GLint format, GLint components, int width, int height, int samples = 1, GLint wrap = GL_CLAMP_TO_EDGE ); void set_components_hint( GLint hint ); static void diff --git a/gl/buffer.cpp b/gl/buffer.cpp index 2aa4b5e3..0321a70b 100644 --- a/gl/buffer.cpp +++ b/gl/buffer.cpp @@ -39,6 +39,8 @@ void gl::buffer::bind_base(targets target, GLuint index) void gl::buffer::unbind(targets target) { + if( binding_points[ target ] == 0 ) { return; } + glBindBuffer(glenum_target(target), 0); binding_points[target] = 0; } diff --git a/gl/query.cpp b/gl/query.cpp index d98451b8..600164a4 100644 --- a/gl/query.cpp +++ b/gl/query.cpp @@ -34,7 +34,8 @@ void gl::query::end() std::optional gl::query::result() { - GLuint ready; + end(); // intercept potential error if the result check is called for still active object + GLuint ready; glGetQueryObjectuiv(*this, GL_QUERY_RESULT_AVAILABLE, &ready); int64_t value = 0; if (ready) { diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 2a4f9b87..86c86370 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -26,8 +26,25 @@ int const EU07_PICKBUFFERSIZE{1024}; // size of (square) textures bound with the auto const gammacorrection { glm::vec3( 2.2f ) }; +void GLAPIENTRY +ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ) { + + ErrorLog( + "bad gfx code: " + std::string( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ) + + " type = " + to_hex_str( id ) + + ", severity = " + to_hex_str( severity ) + + ", message = " + message ); +} + bool opengl33_renderer::Init(GLFWwindow *Window) { +/* + if( false == Global.gfx_usegles ) { + // enable for gles after move to 3.2+ + glEnable( GL_DEBUG_OUTPUT ); + glDebugMessageCallback( ErrorCallback, 0 ); + } +*/ if (!Init_caps()) return false; @@ -172,7 +189,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window) WriteLog("cabshadows enabled"); } - if (Global.gfx_envmap_enabled) + if (Global.gfx_envmap_enabled) { m_env_rb = std::make_unique(); m_env_rb->alloc(Global.gfx_format_depth, gl::ENVMAP_SIZE, gl::ENVMAP_SIZE); @@ -274,7 +291,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window) WriteLog("gfx renderer setup complete"); - return true; + return true; } /* bool opengl33_renderer::AddViewport(const global_settings::extraviewport_config &conf) @@ -740,12 +757,12 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) glDebug("uilayer render"); Timer::subsystem.gfx_gui.start(); - if (vp.main) { + if (vp.main) { draw_debug_ui(); Application.render_ui(); } - Timer::subsystem.gfx_gui.stop(); + Timer::subsystem.gfx_gui.stop(); // restore binding scene_ubo->bind_uniform(); @@ -1691,11 +1708,13 @@ void opengl33_renderer::Bind_Material_Shadow(material_handle const Material) m_textures.bind(0, material.textures[0]); m_alpha_shadow_shader->bind(); } - else - m_shadow_shader->bind(); + else { + m_shadow_shader->bind(); + } } - else - m_shadow_shader->bind(); + else { + m_shadow_shader->bind(); + } } opengl_material const &opengl33_renderer::Material(material_handle const Material) const @@ -2400,7 +2419,7 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li ::glTranslated(originoffset.x, originoffset.y, originoffset.z); ::glMultMatrixd(Dynamic->mMatrix.readArray()); - switch (m_renderpass.draw_mode) + switch (m_renderpass.draw_mode) { case rendermode::color: { @@ -2440,14 +2459,17 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li break; } - case rendermode::cabshadows: - if (true == Alpha) - // translucent parts - Render_Alpha(Dynamic->mdKabina, Dynamic->Material(), 0.0); - else - // opaque parts - Render(Dynamic->mdKabina, Dynamic->Material(), 0.0); - break; + case rendermode::cabshadows: { + if( true == Alpha ) { + // translucent parts + Render_Alpha( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); + } + else { + // opaque parts + Render( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); + } + break; + } case rendermode::pickcontrols: { Render(Dynamic->mdKabina, Dynamic->Material(), 0.0); @@ -2585,7 +2607,7 @@ void opengl33_renderer::Render(TSubModel *Submodel) case rendermode::shadows: case rendermode::cabshadows: { - if (Submodel->m_material < 0) + if (Submodel->m_material < 0) { // zmienialne skóry Bind_Material_Shadow(Submodel->ReplacableSkinId[-Submodel->m_material]); } @@ -2594,8 +2616,8 @@ void opengl33_renderer::Render(TSubModel *Submodel) // również 0 Bind_Material_Shadow(Submodel->m_material); } - draw(Submodel->m_geometry); - break; + draw(Submodel->m_geometry); + break; } case rendermode::pickscenery: { diff --git a/stdafx.h b/stdafx.h index e2b3607b..c2a35ead 100644 --- a/stdafx.h +++ b/stdafx.h @@ -77,9 +77,9 @@ #include "glad/glad.h" -#include "GL/glu.h" +//#include "GL/glu.h" -#define GLFW_INCLUDE_NONE +#define GLFW_INCLUDE_GLU #include #ifndef GLFW_TRUE diff --git a/uilayer.cpp b/uilayer.cpp index bb47e4a8..098e43cc 100644 --- a/uilayer.cpp +++ b/uilayer.cpp @@ -92,7 +92,7 @@ ui_layer::init( GLFWwindow *Window ) { if( Global.GfxRenderer == "default" ) { // opengl 3.3 render path if( Global.gfx_usegles ) { - ImGui_ImplOpenGL3_Init( "#version 300 es\nprecision highp float;" ); + ImGui_ImplOpenGL3_Init( "#version 300 es" ); } else { ImGui_ImplOpenGL3_Init( "#version 330 core" ); From 75503c50d13337a018143b3a86d047497993b0f0 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 14 Nov 2019 15:51:04 +0100 Subject: [PATCH 051/153] maintenance: imgui update to v 1.73 --- maszyna.vcxproj | 42 +- ref/imgui/.github/CONTRIBUTING.md | 42 - ref/imgui/.github/issue_template.md | 33 - ref/imgui/.github/pull_request_template.md | 8 - ref/imgui/LICENSE.txt | 2 +- ref/imgui/docs/CHANGELOG.txt | 1255 +++- ref/imgui/docs/README.md | 276 +- ref/imgui/docs/TODO.txt | 180 +- ref/imgui/examples/.gitignore | 4 + ref/imgui/examples/README.txt | 224 +- ref/imgui/examples/example_allegro5/README.md | 20 +- ref/imgui/examples/example_allegro5/main.cpp | 20 +- .../example_apple_metal/Shared/AppDelegate.h | 1 - .../example_apple_metal/Shared/AppDelegate.m | 1 - .../example_apple_metal/Shared/Renderer.h | 1 - .../example_apple_metal/Shared/Renderer.mm | 15 +- .../Shared/ViewController.h | 1 - .../Shared/ViewController.mm | 19 +- .../example_apple_metal/Shared/main.m | 1 - .../project.pbxproj | 30 +- .../project.pbxproj | 13 +- .../examples/example_apple_opengl2/main.mm | 60 +- .../example_freeglut_opengl2/main.cpp | 134 - .../examples/example_glfw_opengl2/main.cpp | 44 +- .../examples/example_glfw_opengl3/main.cpp | 43 +- .../example_glfw_vulkan/CMakeLists.txt | 9 +- .../example_glfw_vulkan/glsl_shader.frag | 2 +- .../example_glfw_vulkan/glsl_shader.vert | 8 +- .../examples/example_glfw_vulkan/main.cpp | 265 +- ref/imgui/examples/example_marmalade/main.cpp | 21 +- ref/imgui/examples/example_null/main.cpp | 6 +- .../examples/example_sdl_opengl2/README.md | 7 +- .../example_sdl_opengl2/build_win32.bat | 9 +- .../examples/example_sdl_opengl2/main.cpp | 34 +- .../examples/example_sdl_opengl3/README.md | 7 +- .../example_sdl_opengl3/build_win32.bat | 9 +- .../examples/example_sdl_opengl3/main.cpp | 44 +- .../examples/example_sdl_vulkan/main.cpp | 172 +- .../examples/example_win32_directx10/main.cpp | 209 +- .../examples/example_win32_directx11/main.cpp | 215 +- .../examples/example_win32_directx12/main.cpp | 602 +- .../examples/example_win32_directx9/main.cpp | 181 +- ref/imgui/examples/imgui_impl_allegro5.cpp | 123 +- ref/imgui/examples/imgui_impl_allegro5.h | 7 +- ref/imgui/examples/imgui_impl_dx10.cpp | 120 +- ref/imgui/examples/imgui_impl_dx10.h | 5 +- ref/imgui/examples/imgui_impl_dx11.cpp | 136 +- ref/imgui/examples/imgui_impl_dx11.h | 5 +- ref/imgui/examples/imgui_impl_dx12.cpp | 271 +- ref/imgui/examples/imgui_impl_dx12.h | 7 +- ref/imgui/examples/imgui_impl_dx9.cpp | 172 +- ref/imgui/examples/imgui_impl_dx9.h | 7 +- ref/imgui/examples/imgui_impl_freeglut.cpp | 187 - ref/imgui/examples/imgui_impl_freeglut.h | 26 - ref/imgui/examples/imgui_impl_glfw.cpp | 166 +- ref/imgui/examples/imgui_impl_glfw.h | 11 +- ref/imgui/examples/imgui_impl_marmalade.cpp | 28 +- ref/imgui/examples/imgui_impl_marmalade.h | 6 +- ref/imgui/examples/imgui_impl_metal.h | 3 +- ref/imgui/examples/imgui_impl_metal.mm | 225 +- ref/imgui/examples/imgui_impl_opengl2.cpp | 93 +- ref/imgui/examples/imgui_impl_opengl2.h | 6 +- ref/imgui/examples/imgui_impl_opengl3.cpp | 362 +- ref/imgui/examples/imgui_impl_opengl3.h | 59 +- ref/imgui/examples/imgui_impl_osx.h | 10 +- ref/imgui/examples/imgui_impl_osx.mm | 129 +- ref/imgui/examples/imgui_impl_sdl.cpp | 98 +- ref/imgui/examples/imgui_impl_sdl.h | 8 +- ref/imgui/examples/imgui_impl_vulkan.cpp | 662 +- ref/imgui/examples/imgui_impl_vulkan.h | 103 +- ref/imgui/examples/imgui_impl_win32.cpp | 107 +- ref/imgui/examples/imgui_impl_win32.h | 7 +- ref/imgui/imconfig.h | 36 +- ref/imgui/imgui.cpp | 4913 +++++++++------ ref/imgui/imgui.h | 1534 +++-- ref/imgui/imgui_demo.cpp | 5362 ++++++++++------- ref/imgui/imgui_draw.cpp | 1149 ++-- ref/imgui/imgui_internal.h | 1028 +++- ref/imgui/imgui_widgets.cpp | 4055 +++++++++---- ref/imgui/imstb_rectpack.h | 26 +- ref/imgui/imstb_textedit.h | 26 +- ref/imgui/imstb_truetype.h | 95 +- ref/imgui/misc/fonts/README.txt | 430 +- .../misc/fonts/binary_to_compressed_c.cpp | 17 +- ref/imgui/misc/freetype/README.md | 49 +- ref/imgui/misc/freetype/imgui_freetype.cpp | 693 ++- ref/imgui/misc/freetype/imgui_freetype.h | 13 +- ref/imgui/misc/natvis/README.txt | 5 +- ref/imgui/misc/natvis/imgui.natvis | 2 +- ref/imgui/misc/stl/imgui_stl.cpp | 61 - ref/imgui/misc/stl/imgui_stl.h | 22 - ref/imgui/version.txt | 2 +- 92 files changed, 17114 insertions(+), 9822 deletions(-) delete mode 100644 ref/imgui/.github/CONTRIBUTING.md delete mode 100644 ref/imgui/.github/issue_template.md delete mode 100644 ref/imgui/.github/pull_request_template.md delete mode 100644 ref/imgui/examples/example_freeglut_opengl2/main.cpp delete mode 100644 ref/imgui/examples/imgui_impl_freeglut.cpp delete mode 100644 ref/imgui/examples/imgui_impl_freeglut.h delete mode 100644 ref/imgui/misc/stl/imgui_stl.cpp delete mode 100644 ref/imgui/misc/stl/imgui_stl.h diff --git a/maszyna.vcxproj b/maszyna.vcxproj index c921fd3a..62cac902 100644 --- a/maszyna.vcxproj +++ b/maszyna.vcxproj @@ -261,12 +261,42 @@ NotUsing NotUsing - - - - - - + + NotUsing + NotUsing + NotUsing + NotUsing + + + NotUsing + NotUsing + NotUsing + NotUsing + + + NotUsing + NotUsing + NotUsing + NotUsing + + + NotUsing + NotUsing + NotUsing + NotUsing + + + NotUsing + NotUsing + NotUsing + NotUsing + + + NotUsing + NotUsing + NotUsing + NotUsing + NotUsing NotUsing diff --git a/ref/imgui/.github/CONTRIBUTING.md b/ref/imgui/.github/CONTRIBUTING.md deleted file mode 100644 index c438fc23..00000000 --- a/ref/imgui/.github/CONTRIBUTING.md +++ /dev/null @@ -1,42 +0,0 @@ -## How to create an Issue - -Hello! - -You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. However please read this wall of text before doing so. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Please do your best to clarify your request. Thank you! - -**IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS/WIRING INPUTS** -- Please post on the "Getting Started" Discourse forum: https://discourse.dearimgui.org/c/getting-started - -**Prerequisites for new users of dear imgui:** -- Please read the FAQ in imgui.cpp. -- Please read misc/fonts/README.txt if your question relates to fonts or text. -- Please run ImGui::ShowDemoWindow() to explore the demo and its sources. -- Please use the Search function of GitHub to look for similar issues. You may also browse issues by tags. -- Please use the Search function of your IDE to search in the code for comments related to your situation. -- If you get a assert, use a debugger to locate the line triggering it and read the comments around the assert. - -**Guidelines to report an issue or ask a question:** -- Please provide your imgui version number. -- Please state if you have made substantial modifications to your copy of imgui. -- Try to be explicit with your expectations and what you have tried. What you have in mind or in your code is not obvious to other people. -- If you are discussing an assert or a crash, please provide a debugger callstack. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful. -- Please make sure that your compilation settings have asserts enabled. Calls to IM_ASSERT() are scattered in the code to help catch common issues. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application report an error, it means that your asserts are disabled. Please make sure they are enabled. -- When discussing issues related to rendering or inputs, please state the OS/back-end/renderer you are using. Please state if you are using a vanilla copy of the example back-ends (imgui_impl_XXX files), or a modified one, or if you built your own. -- Please provide a Minimal, Complete and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste in one of the examples/ application (e.g. in main.cpp or imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it. Please test your shortened code to ensure it actually exhibit the problem. Often while creating the MCVE you will end up solving the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time. -- Try to attach screenshots to clarify the context. They often convey useful information that are omitted by the description. You can drag pictures/files here (prefer github attachments over 3rd party hosting). -- When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). - -**Some unfortunate words of warning** -- If you are or were involved in cheating schemes (e.g. DLL injection) for competitive online multi-player games, please don't post here. We won't answer and you will be blocked. We've had too many of you. Please stop. -- Due to frequent abuse of this service from aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions may be dismissed. - -If you have been using dear imgui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fullfill every item to the letter. Those are guidelines and experienced users or members of the community will know what information are useful in a given context. - -## How to create an Pull Request -- When adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.). -- When fixing a warning or compilation problem, please post the compiler log and specify the version and OS you are using. -- Try to attach screenshots to clarify the context and demonstrate the feature at a glance. You can drag pictures/files here (prefer github attachments over 3rd party hosting). -- Make sure your code follows the coding style already used in imgui (spaces instead of tabs, "local_variable", "FunctionName", "MemberName", etc.). We don't use modern C++ idioms and can compile without C++11. -- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits). - -Thank you for reading! diff --git a/ref/imgui/.github/issue_template.md b/ref/imgui/.github/issue_template.md deleted file mode 100644 index 7aedc959..00000000 --- a/ref/imgui/.github/issue_template.md +++ /dev/null @@ -1,33 +0,0 @@ -IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS/WIRING INPUTS, please post on the "Getting Started" Discourse forum: -https://discourse.dearimgui.org/c/getting-started - -Otherwise, you may use this Issue Tracker to ask for help and submit bug reports, feature requests or suggestions. PLEASE CAREFULLY READ THIS DOCUMENT before submitting any issue: -https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md -(Click "Preview" to turn the URL above into a clickable link) - -PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of ShowDemoWindow() including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the CONTRIBUTING.md file linked above. - -(Delete everything above this section before submitting your issue.) - ----- - -**Version/Branch of Dear ImGui:** - -XXX - -**Back-end file/Renderer/OS:** _(or specify if you are using a custom engine back-end)_ - -Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp -OS: XXX -Compiler: XXX _(if the question is related to building)_ - -**My Issue/Question:** _(please provide context)_ - -**Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_ -``` -ImGui::Begin("Example Bug"); -MoreCodeToExplainMyIssue(); -ImGui::End(); -``` - -**Screenshots/Video** _(you can drag files here)_ diff --git a/ref/imgui/.github/pull_request_template.md b/ref/imgui/.github/pull_request_template.md deleted file mode 100644 index 84098d74..00000000 --- a/ref/imgui/.github/pull_request_template.md +++ /dev/null @@ -1,8 +0,0 @@ -- Please read https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md -- When adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.). -- When fixing a warning or compilation problem, please post the compiler log and specify the version and OS you are using. -- Try to attach screenshots to clarify the context and demonstrate the feature at a glance. -- Make sure your code follows the coding style already used in imgui (4 spaces instead of tabs, "type* name", "local_variable", "FunctionName", "MemberName", etc.). We don't use modern C++ idioms and can compile without C++11. -- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR. - -(Clear this form before submitting your PR) diff --git a/ref/imgui/LICENSE.txt b/ref/imgui/LICENSE.txt index 21b6ee7e..3b439aa4 100644 --- a/ref/imgui/LICENSE.txt +++ b/ref/imgui/LICENSE.txt @@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2014-2018 Omar Cornut +Copyright (c) 2014-2019 Omar Cornut Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal diff --git a/ref/imgui/docs/CHANGELOG.txt b/ref/imgui/docs/CHANGELOG.txt index 17673022..219e9fce 100644 --- a/ref/imgui/docs/CHANGELOG.txt +++ b/ref/imgui/docs/CHANGELOG.txt @@ -12,7 +12,7 @@ COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master WHEN TO UPDATE? - Keeping your copy of dear imgui updated once in a while is recommended. -- It is generally safe to sync to the latest commit in master. +- It is generally safe to sync to the latest commit in master. The library is fairly stable and regressions tends to be fixed fast when reported. HOW TO UPDATE? @@ -23,12 +23,618 @@ HOW TO UPDATE? - If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. - If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful. - You may diff your previous Changelog with the one you just copied and read that diff. -- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. - Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development, +- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. + Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development, and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.73 (Released 2019-09-24) +----------------------------------------------------------------------- + +Other Changes: + +- Nav, Scrolling: Added support for Home/End key. (#787) +- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. +- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue + when Saturation==0, which reduces accidentally lossy interactions. (#2722, 2770) [@rokups] +- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) + Note that some elements won't accurately fade down with the same intensity, and the color wheel + when enabled will have small overlap glitches with (style.Alpha < 1.0). +- TabBar: Fixed single-tab not shrinking their width down. +- TabBar: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop. +- TabBar: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) + (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations). +- TabBar: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. + Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. +- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position + differently than visible ones. +- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] +- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value. +- DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat] +- TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. (#2451, #2438, #1897) [@Melix19, @PathogenDavid] + This extends the hit-box to the right-most edge, even if the node is not framed. + (Note: this is not the default in order to allow adding other items on the same line. In the future we will + aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items, + and then we will be able to make this the default.) +- TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and + right-most edge of the working area, bypassing indentation. +- CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes, + mostly for consistency. (#2159, #2160) [@goran-w] +- Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). +- Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) +- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly + unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. + Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow + as possible. (#2775) [@rokups] +- ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740) +- ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506) +- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) +- ImVector: Added find(), find_erase(), find_erase_unsorted() helpers. +- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when + a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory + usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) +- Documentation: Various tweaks and improvements to the README page. [@ker0chan] +- Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() + before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient. +- Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron] +- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, which would + generally make the DX11 debug layer complain (bug added in 1.72). +- Backends: Vulkan: Added support for specifying multisample count. Set 'ImGui_ImplVulkan_InitInfo::MSAASamples' to + one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya] +- Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710) + [@intonarumori, @ElectricMagic] +- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, + fix handling of rectangles too large to fit inside texture). (#2762) [@tido64] + + +----------------------------------------------------------------------- + VERSION 1.72b (Released 2019-07-31) +----------------------------------------------------------------------- + +Other Changes: + +- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when + the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when + a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function. +- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation. +- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting + in child window (often selectables because of their protruding sides) would be not considered + as entry points to to navigate toward the child window. (#787) + + +----------------------------------------------------------------------- + VERSION 1.72 (Released 2019-07-27) +----------------------------------------------------------------------- + +Breaking Changes: +- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): + - ImGuiCol_Column*, ImGuiSetCond_* enums. + - IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions. + - IMGUI_ONCE_UPON_A_FRAME macro. + If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out + the new names or equivalent features. +- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). +- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). + Kept redirection function (will obsolete). (#581, #324) + +Other Changes: +- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or + until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are + passing under the mouse cursor. (#2604) +- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to + SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling: + // (Submit items..) + if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // If scrolling at the already at the bottom.. + ImGui::SetScrollHereY(1.0f); // ..make last item fully visible +- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] +- Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window + if ScrollMax is zero on the scrolling axis. + Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding + would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case + any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). +- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). +- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added + comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). +- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. +- Combo: Hide arrow when there's not enough space even for the square button. +- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522] +- TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). +- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column + would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) +- Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x + worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset + the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666) +- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) +- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with + other column functions. (#2683) +- InputTextMultiline: Fixed vertical scrolling tracking glitch. +- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because + of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). +- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. +- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button + of ColorEdit3/ColorEdit4 functions to either side of the inputs. +- IO: Added ImGuiKey_KeyPadEnter and support in various back-ends (previously back-ends would need to + specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure + until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522] +- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit() + returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit() + when clicking the color button to open the picker popup. (#1875) +- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). +- Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger + within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed. +- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] +- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between + channel 0 and 1. (#2624) +- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, + also this type was added in 1.71 and not advertised as a public-facing feature). +- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file. +- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling. +- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name + of an enum value instead of the underlying integer value. +- Demo: Renamed the "Help" menu to "Tools" (more accurate). +- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. +- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them. +- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), + because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly + enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added + equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546) +- Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. + (#2482, #2632) [@josiahmanson] +- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] + + +----------------------------------------------------------------------- + VERSION 1.71 (Released 2019-06-12) +----------------------------------------------------------------------- + +Breaking Changes: +- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). +- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). +- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now + performed as part of their parent window, avoiding the creation of an extraneous draw commands. + If you have overlapping child windows with decorations, and relied on their relative z-order to be + mapped to submission their order, this will affect your rendering. The optimization is disabled + if the parent window has no visual output because it appears to be the most common situation leading + to the creation of overlapping child windows. Please reach out if you are affected by this change! + +Other Changes: +- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available + after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize + will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding. + The exact meaning of ContentSize for decorated windows was previously ill-defined. +- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags. +- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar + appear for a single frame after the resize. +- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect + but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. +- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting + style.ItemInnerSpacing.x worth of trailing spacing. +- Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple + times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). + It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. +- Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and + after EndGroup(). (#2550, #1875) +- Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) +- ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple + options. (#2587, broken in 1.69 by #2384). +- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600) +- Scrollbar: Minor bounding box adjustment to cope with various border size. +- Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14. +- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii] +- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading + to scrollbars appearing during the movement. +- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same + frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which + emits key release events when focusing another viewport, leading to Alt+clicking on void on another + viewport triggering the issue. (#2609) +- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using + horizontal scrolling. (#2211, #2579) +- TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback + loop with the horizontal contents size. +- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full + horizontal area (previously only worked with an explicit contents size). (#125) +- Columns: Fixed Separator from creating an extraneous draw command. (#125) +- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) +- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the + collapsing/docking button to the other side of the title bar. +- Style: Made window close button cross slightly smaller. +- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture. +- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. + The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable + this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. + This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not + support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field. +- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. + This is provided for convenience and consistency with VtxOffset. +- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to + facilitate custom rendering back-ends passing local render-specific data to the draw callback. +- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine + with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat] +- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not + fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500] +- Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows. +- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are + dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] +- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] +- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes + (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. +- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), + the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode + support. (#2538, #2541) + + +----------------------------------------------------------------------- + VERSION 1.70 (Released 2019-05-06) +----------------------------------------------------------------------- + +Breaking Changes: +- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness + up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, + they will appear a little thicker now. (#2518) [@rmitton] +- Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. + Kept inline redirection function. +- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required + during initialization to specify the number of in-flight image requested by swap chains. + (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] +- Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely + on them but it is possible you have!). + +Other Changes: +- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value + to request the renderer back-end to reset its render state. (#2037, #1639, #2452) + Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each + renderer code setting up initial render state has been moved to a function so it could be + called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw] +- InputText: Fixed selection background rendering one frame after the cursor movement when + first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] +- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) +- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted + if the back-end provided both Key and Character input. (#2467, #1336) +- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items. + Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(), + generally referred to as the large framed+labeled items. Because the new SetNextItemWidth() + function is explicit we may later extend its effect to more items. +- Layout: Fixed PushItemWidth(-width) for right-side alignment laying out some items (button, listbox, etc.) + with negative sizes if the 'width' argument was smaller than the available width at the time of item + submission. +- Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries + by a few pixels (this is used to facilitate resizing from borders when available for a given window). + One of the noticeable minor side effect was that navigating menus would have had a tendency to disable + highlight from parent menu items earlier than necessary while approaching the child menu. +- Window: Close button is horizontally aligned with style.FramePadding.x. +- Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. +- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530) +- Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, + instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517) + Among other things, this allows opening a popup while no window are focused, and pressing Escape to + clear the focus again. +- Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level + (regression in 1.67). +- Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button release + following the double-click. Only first mouse release + second mouse down (double-click) returns true. + Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503) +- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) +- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. +- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] +- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) +- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. (#125) +- Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical. +- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). +- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. +- Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click + regardless of being covered by another window (it didn't honor correct hovering rules). (#2521) +- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees + angles, also faster to output. (#2518) [@rmitton] +- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert + to using the ImGui::MemAlloc()/MemFree() calls directly. +- Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx. +- Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. +- Demo: Improved trees in columns demo. +- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized + GL function loaders early, and help users understand what they are missing. (#2421) +- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink] +- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames] +- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw] +- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. +- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097) +- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). +- Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +- Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam] +- Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) +- Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496) +- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] +- Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott] +- Examples: GLUT: Made io.DeltaTime always > 0. (#2430) +- Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010) + to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example, + which if existing and when switching to recent SDK ends up conflicting and creating warnings. + + +----------------------------------------------------------------------- + VERSION 1.69 (Released 2019-03-13) +----------------------------------------------------------------------- + +Breaking Changes: + +- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively + ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of + new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous. + Kept redirection enum values (will obsolete). (#2384) [@haldean] +- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391) + +Other Changes: + +- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered + behind every other windows. (#2391, #545) +- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (ImGuiDataType_S8, etc.) + We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011) +- Added InputTextWithHint() to display a description/hint in the text box when no text + has been entered. (#2400) [@Organic-Code, @ocornut] +- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. +- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) +- Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true + when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875) +- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when + style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are + meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) +- InputInt, InputScalar: +/- buttons now respects the natural type limits instead of + overflowing or underflowing the value. +- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID + is being swapped with an InputText that has yet to be activated. +- InputText: Fixed various display corruption related to swapping the underlying buffer while + a input widget is active (both for writable and read-only paths). Often they would manifest + when manipulating the scrollbar of a multi-line input text. +- ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color + values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities). + (#2383, #2384) [@haldean] +- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window + while dragging its title bar. (#2389) +- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never + reading the 4th float in the array (value was read and discarded). (#2384) [@haldean] +- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). +- TabBar: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371) +- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to + hard crashes any more, facilitating integration with scripting languages. (#1651) +- TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with + scrolling policy enabled) or if is currently appearing. +- TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where + the drag payload activate a tab. +- TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to + teleport the view when aiming at a tab far away the visible section, and otherwise accelerate + the scrolling speed to cap the scrolling time to 0.3 seconds. +- Text: Fixed large Text/TextUnformatted calls not feeding their size into layout when starting + below the lower point of the current clipping rectangle. This bug has been there since v1.0! + It was hardly noticeable but would affect the scrolling range, which in turn would affect + some scrolling request functions when called during the appearing frame of a window. +- Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem] +- Log/Capture: Fixed LogXXX functions emitting extraneous leading carriage return. +- Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return. +- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute + tree depth instead of a relative one. +- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". +- ImFont: Added GetGlyphRangesVietnamese() helper. (#2403) +- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). +- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo. +- Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008). +- Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. + (This is particularly useful for the viewport branch because we are not supporting per-viewport + frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416) +- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] +- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN + even if the OpenGL headers/loader happens to define the value. (#2366, #2186) +- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1] +- Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394) + + +----------------------------------------------------------------------- + VERSION 1.68 (Released 2019-02-19) +----------------------------------------------------------------------- + +Breaking Changes: + +- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). +- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). + If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! + +Other Changes: + +- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba] +- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale). + This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming + multi-viewport feature to behave on Retina display and with multiple displays. + If you are not using a custom binding, please update your render function code ahead of time, + and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676) +- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions + which are useful to implement variety of undo patterns. (#820, #956, #1875) +- InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick] +- InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787) +- InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333) + The way the redo/undo buffers work would have made it generally unnoticeable to the user. +- Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value. +- Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308) +- Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351) +- Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use. +- Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame. +- Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders. +- Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean] +- Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth) + from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086) +- RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). +- Window: When resizing from an edge, the border is more visible and better follow the rounded corners. +- Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176) +- Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very + small window, as well as reducing visual noise/overlap. +- ListBox: Better optimized when clipped / non-visible. +- InputTextMultiline: Better optimized when clipped / non-visible. +- Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to + calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls + not align the same as a single call, and create mismatch between high-level size calculation and those performed + with the lower-level ImDrawList api. (#792) [@SlNPacifist] +- Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233) +- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" + with a small number of segments (e.g. an hexagon). (#2287) [@baktery] +- ImGuiTextBuffer: Added append() function (unformatted). +- ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093) +- ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo] +- ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302) +- Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan] +- Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut] +- Examples: Metal, OpenGL2, OpenGL3, Vulkan: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) + when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, + this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut] + Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale. +- Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles. +- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created + in a different thread or parent. (#1951, #2087, #2156, #2232) [many people] +- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky] +- Examples: Win32: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is enabled). +- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264) +- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230) +- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings. +- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt] + + +----------------------------------------------------------------------- + VERSION 1.67 (Released 2019-01-14) +----------------------------------------------------------------------- + +Breaking Changes: + +- Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable + side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches. +- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark. + The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names. +- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + +Other Changes: +- Added BETA api for Tab Bar/Tabs widgets: (#261, #351) + - Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API. + - Added ImGuiTabBarFlags flags for BeginTabBar(). + - Added ImGuiTabItemFlags flags for BeginTabItem(). + - Style: Added ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive colors. + - Demo: Added Layout->Tabs demo code. + - Demo: Added "Documents" example app showcasing possible use for tabs. + This feature was merged from the Docking branch in order to allow the use of regular tabs in your code. + (It does not provide the docking/splitting/merging of windows available in the Docking branch) +- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID, as a convenience + to avoid using the ### operator. In the Docking branch this also has an effect on tab closing behavior. +- Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus + the parent window of the popup instead of the newly clicked window. +- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed. +- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose). +- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that + it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-ends do. +- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups). + This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899) +- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected + in the parent window, so there is no mismatch between the layout in parent and the position of the child window. +- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257) +- DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5] +- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary + keep the focus on the parent window, which could steal it from newly appearing windows. (#787) +- Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787) +- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer + to the user call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651) + Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen. + Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected + into e.g. an error log and stopping the script execution. +- ImFontAtlas: Stb and FreeType: Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth). +- ImFontAtlas: Stb and FreeType: Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233) +- ImFontAtlas: Stb and FreeType: Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas. +- ImFontAtlas: FreeType: Fixed abnormally high atlas height. +- ImFontAtlas: FreeType: Fixed support for any values of TexGlyphPadding (not just only 1). +- ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible. + (Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.) +- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends. +- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! +- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful + for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later. +- Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value + which is the same as the title bar height. +- Demo: "Simple Layout" and "Style Editor" are now using tabs. +- Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child). +- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration. +- Examples: Allegro 5: Properly destroy globals on shutdown to allow for restart. (#2262) [@DomRe] + + +----------------------------------------------------------------------- + VERSION 1.66b (Released 2018-12-01) +----------------------------------------------------------------------- + +Other Changes: + +- Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() + calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. [@pdoane] +- When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap] +- Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file. +- Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window. +- Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports. +- Fixed build issue with osxcross and macOS. (#2218) [@dos1] +- Examples: Setting up 'io.BackendPlatformName'/'io.BackendRendererName' fields to the current back-end can be displayed in the About window. +- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187) + + +----------------------------------------------------------------------- + VERSION 1.66 (Released 2018-11-22) +----------------------------------------------------------------------- + +Breaking Changes: + +- Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). +- Renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. (#2035, #2096) + +Other Changes: + +- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to + accidental alteration of window position. We now round the provided size. (#2067) +- Fixed calling DestroyContext() always saving .ini data with the current context instead + of the supplied context pointer. (#2066) +- Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus + properly after the main menu bar or last focused window is deactivated. +- Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168) +- Nav: Fixed explicit directional input not re-highlighting current nav item if there is a single item in the window + and highlight has been previously disabled by the mouse. (#787) +- DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve + erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075). +- DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024) +- DragFloat: Disabled setting a default drag speed when one edge is FLT_MAX. (#2024) +- SliderAngle: Added optional format argument to alter precision or localize the string. (#2150) [@podsvirov] +- Window: Resizing from edges (with io.ConfigResizeWindowsFromEdges Beta flag) extends the hit region + of root floating windows outside the window, making it easier to resize windows. Resize grips are also + extended accordingly so there are no discontinuity when hovering between borders and corners. (#1495, #822) +- Window: Added ImGuiWindowFlags_NoBackground flag to avoid rendering window background. This is mostly to allow + the creation of new flag combinations, as we could already use SetNextWindowBgAlpha(0.0f). (#1660) [@biojppm, @ocornut] +- Window: Added ImGuiWindowFlags_NoDecoration helper flag which is essentially NoTitleBar+NoResize+NoScrollbar+NoCollapse. +- Window: Added ImGuiWindowFlags_NoMouseInputs which is basically the old ImGuiWindowFlags_NoInputs (essentially + we have renamed ImGuiWindowFlags_NoInputs to ImGuiWindowFlags_NoMouseInputs). Made the new ImGuiWindowFlags_NoInputs + encompass both NoMouseInputs+NoNav, which is consistent with its description. (#1660, #787) +- Window, Inputs: Fixed resizing from edges when io.MousePos is not pixel-rounded by rounding mouse position input. (#2110) +- BeginChild(): Fixed BeginChild(const char*, ...) variation erroneously not applying the ID stack + to the provided string to uniquely identify the child window. This was undoing an intentional change + introduced in 1.50 and broken in 1.60. (#1698, #894, #713). +- TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending + on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!) +- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut] +- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing. +- RenderText(): Some optimization for very large text buffers, useful for non-optimized builds. +- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f. +- ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different. +- Demo: Split the contents of ShowDemoWindow() into smaller functions as it appears to speed up link time with VS. (#2152) +- Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143) +- ImGuiTextBuffer: Avoid heap allocation when empty. +- ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3, + in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty. +- Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects + in the WM_SIZE handler. (#2088) [@ice1000] +- Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759) +- Examples: OpenGL3: Added support for GL 4.5's glClipControl(GL_UPPER_LEFT). (#2186) +- Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball] +- Examples: OpenGL3+GLFW/SDL: Made main.cpp compile with IMGUI_IMPL_OPENGL_LOADER_CUSTOM (may be missing init). (#2178) [@doug-moen] +- Examples: SDL2+Vulkan: Fixed application shutdown which could deadlock on Linux + Xorg. (#2181) [@eRabbit0] + + ----------------------------------------------------------------------- VERSION 1.65 (Released 2018-09-06) ----------------------------------------------------------------------- @@ -50,7 +656,7 @@ Other Changes: Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787) - Fixed a build issue with non-Cygwin GCC under Windows. - Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent. -- Examples: OpenGL3: Fixed error condition when using the GLAD loader. (#2059, #2002). [@jiri] +- Examples: OpenGL3+SDL2: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri] ----------------------------------------------------------------------- @@ -69,7 +675,7 @@ Changes: isolate your patches. You can peak at imgui_widgets.cpp from 1.64 to get a sense of what is included in it, then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis. What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool, - search for the corresponding function in the new code and apply the chunks manually. + search for the corresponding function in the new code and apply the chunks manually. - As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github, so a solution applicable on the Master branch can be found. If your company has changes that you cannot disclose you may also contact me privately. @@ -81,38 +687,45 @@ Changes: Breaking Changes: -- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). +- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. + Kept redirection enum (will obsolete). - Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time. -- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to enable the feature globally. (#1495) +- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to + enable the feature globally. (#1495) The feature is not currently enabled by default because it is not satisfying enough, but will eventually be. -- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. - Kept redirection types (will obsolete). -- InputText: Removed ImGuiTextEditCallbackData::ReadOnly since it is a duplication of (ImGuiTextEditCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). -- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. +- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData + for consistency. Kept redirection types (will obsolete). +- InputText: Removed ImGuiTextEditCallbackData::ReadOnly because it is a duplication of (::Flags & ImGuiInputTextFlags_ReadOnly). +- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). -- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to io.ConfigMacOSXBehaviors for consistency. (#1427, #473) +- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to + io.ConfigMacOSXBehaviors for consistency. (#1427, #473) - Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016. Other Changes: - ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat). - ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly. -- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming Docking features. (#787) +- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming + Docking features. (#787) - Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787) - While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag. + While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the + ImGuiWindow_NoNavFocus flag. - Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909) -- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495) -- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well. -- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool returned by most widgets. +- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from + the lower-left corner. (#1495) +- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well. +- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool + returned by most widgets. It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034) - InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008). - InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback. - InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents. -- InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents. +- InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents. Because the current text drawing function reserve for a worst-case amount of vertices and how we handle horizontal clipping, - we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters, + we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters, until a better solution is found. -- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes +- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes related to the addition of IsItemDeactivated()). (#1875, #143) - Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143) - Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip @@ -123,12 +736,13 @@ Other Changes: - Selectable: Added ImGuiSelectableFlags_Disabled flag in the public API. (#211) - ColorEdit4: Fixed a bug when text input or drag and drop leading to unsaturated HSV values would erroneously alter the resulting color. (#2050) - Misc: Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2006, #1443, #1008) + [*EDIT* renamed to misc/std/imgui_stdlib.h in 1.66] - Misc: Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025) -- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] +- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987) - Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875). -- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive). +- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive). - Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502) - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) - ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings) @@ -147,15 +761,15 @@ Other Changes: - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) -- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.) -- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron] +- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.) +- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron] - Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac. - Examples: OpenGL3: Added error output when shaders fail to compile/link. - Examples: OpenGL3: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002) [@jdumas] - Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996) - Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944) - Examples: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. (#1989) [@matt77hias] -- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections. +- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections. - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. @@ -165,11 +779,14 @@ Other Changes: Breaking Changes: -- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. The flag was already set by CollapsingHeader(). - The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without ImGuiTreeNodeFlags_NoTreePushOnOpen. - In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864) +- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. + The flag was already set by CollapsingHeader(). + The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without + ImGuiTreeNodeFlags_NoTreePushOnOpen. In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from + your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864) This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly. -- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and discourage using the full set. (#1859) +- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and + discourage using the full set. (#1859) Other Changes: @@ -182,44 +799,55 @@ Other Changes: before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc. - - The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are smaller and more reusable. - Integration of imgui into a new/custom engine may also be easier as there is less overlap between "windowing / inputs" and "rendering" code, - so you may study or grab one half of the code and not the other. - - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work from the Platform and Renderer - back-ends, and the amount of redundancy across files was becoming too difficult to maintain. If you use default back-ends, you'll benefit from an - easy update path to support multi-viewports later (for future ImGui 1.7x). - - This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings, - expect to have to reshuffle a few things. + - The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are + smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap + between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other. + - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work + from the Platform and Renderer back-ends, and the amount of redundancy across files was becoming too difficult to + maintain. If you use default back-ends, you'll benefit from an easy update path to support multi-viewports later + (for future ImGui 1.7x). + - This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings, + expect to have to reshuffle a few things. - Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together. - Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well. - Read examples/README.txt for details. - Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875) -- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63) if the last item was active previously, - is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while +- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63] if the last item was active previously, + is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while holding return on the same value). (#820, #956, #1875) - Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787) - Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787) -- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826) -- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739) -- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143) -- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows. +- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826) +- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, + and not clamped by viewport. (#1739) +- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip + from the target site. (#143) +- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX + instead of EndXXX, to not affect tooltips and child windows. - Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865). - InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787) -- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted). +- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, + but text won't be corrupted). - SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866) -- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869) -- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut] +- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful + for icon fonts. (#1869) +- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese + characters. (#1859) [@JX-Master, @ocornut] - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut] - Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000] -- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64] +- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64] - Examples: SDL+Vulkan: Added SDL+Vulkan example. -- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support. -- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end (will be fixed in Allegro 5.2.5+). +- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support. +- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end + (will be fixed in Allegro 5.2.5+). - Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301) -- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, a good occasion since we refactored the code. +- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, + a good occasion since we refactored the code. - Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801) -- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888) -- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887) +- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate + some uses. (#1888) +- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile + with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887) - Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches. - Internals: PushItemFlag() flags are inherited by BeginChild(). @@ -230,41 +858,56 @@ Other Changes: Breaking Changes: -- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. - If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. - To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. - If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to you find them. -- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", - consistent with other functions. Kept redirection functions (will obsolete). -- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard expectation and allows passing r-values. +- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally + any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, + giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your + codebase for e.g. "DragInt.*%f" to you find them. +- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more + flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete). +- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard + expectation and allows passing r-values. Other Changes: - Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) - Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) - Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) -- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus displayed outside the safe area, etc.). +- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus + displayed outside the safe area, etc.). - Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760) - Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767) - Window: Fixed the default proportional item width lagging by one frame on resize. -- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760) +- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating + feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760) - Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741) -- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() to manually load/save .ini settings. (#923, #993) -- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() should be called. (#923, #993) -- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height has been growing would have the scroll clamped using the previous height. (#1804) -- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that don't display all pixels. (#1439) [@dougbinks] +- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() + to manually load/save .ini settings. (#923, #993) +- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() + should be called. (#923, #993) +- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height + has been growing would have the scroll clamped using the previous height. (#1804) +- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that + don't display all pixels. (#1439) [@dougbinks] - InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu] - InputText: On Mac OS X, support CMD+SHIFT+Z for Redo. CMD+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise] - InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value. -- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision". - This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. Obsoleted functions using the optional "int decimal_precision" parameter. (#648) -- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this). +- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional + "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values + in scientific notation, and is generally more consistent with other API. + Obsoleted functions using the optional "int decimal_precision" parameter. (#648, #712) +- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing + in the same direction (keyboard/gamepad version already did this). - DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320) - DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011) -- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, which allows for finer uses of %e %g etc. (#648, #642) -- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. Added an assert than power-curve requires a min/max range. (~#642) +- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, + which allows for finer uses of %e %g etc. (#648, #642) +- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. + Added an assert than power-curve requires a min/max range. (~#642) - DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup. -- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced the range of valid integers). +- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced + the range of valid integers). - ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions(). - Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787) - Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439) @@ -314,6 +957,9 @@ Breaking Changes: - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now. - Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. - Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53). +- [EDITED] Window: BeginChild() with an explicit name doesn't include the hash within the internal window name. (#1698) + This change was erroneously introduced, undoing the change done for #894, #713, and not documented properly in the original + 1.60 release Changelog. It was fixed on 2018-09-28 (1.66) and I wrote this paragraph the same day. Other Changes: @@ -326,7 +972,7 @@ Other Changes: - See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details. - To use Keyboard Navigation: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. - Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc. - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details. @@ -522,7 +1168,6 @@ Other Changes: - Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502) - Window: Active Modal window always set the WantCaptureKeyboard flag. (#744) - Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position. -- Window: BeginChild() which an explicit name doesn't include the hash within the internal window name. (#1698) - IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382). - IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382) - IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382). @@ -602,6 +1247,7 @@ Breaking Changes: - Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382) - Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382) - Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency. +- Renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). Other Changes: @@ -998,6 +1644,469 @@ Other Changes: - Various extra comments and clarification in the code. - Various other fixes and optimizations. + +----------------------------------------------------------------------- + VERSION 1.47 (2015-12-25) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.47 + +Changes: + +- Rebranding "ImGui" -> "dear imgui" as an optional first name to reduce ambiguity with IMGUI term. (#21) +- Added ProgressBar(). (#333) +- InputText(): Added ImGuiInputTextFlags_Password mode: hide display, disable logging/copying to clipboard. (#237, #363, #374) +- Added GetColorU32() helper to retrieve color given enum with global alpha and extra applied. +- Added ImGuiIO::ClearInputCharacters() superfluous helper. +- Fixed ImDrawList draw command merging bug where using PopClipRect() along with PushTextureID()/PopTextureID() functions + would occasionally restore an incorrect clipping rectangle. +- Fixed ImDrawList draw command merging so PushTextureID(XXX)/PopTextureID()/PushTextureID(XXX) sequence are now properly merged. +- Fixed large popups positioning issues when their contents on either axis is larger than DisplaySize, + and WindowPadding < DisplaySafeAreaPadding. +- Fixed border rendering in various situations when using non-pixel aligned glyphs. +- Fixed border rendering of windows to always contain the border within the window. +- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303) +- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled. +- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. +- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429) +- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing. +- TreeNode(), CollapsingHeader(), Bullet(), BulletText(): various sizing and layout fixes to better support laying out + multiple item with different height on same line. (#414, #282) +- Begin(): Initial window creation with ImGuiWindowFlags_NoBringToFrontOnFocus flag pushes it at the front of global window list. +- BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click. (#439) +- ColorEdit4(): Fixed broken tooltip on hovering the color button. (actually fixes #373, #380) +- ImageButton(): uses FrameRounding up to a maximum of available framing size. (#394) +- Columns: Fixed bug with indentation within columns, also making code a bit shorter/faster. (#414, #125) +- Columns: Columns set with no implicit id include the columns count within the id to reduce collisions. (#125) +- Columns: Removed one unnecessary allocation when columns are not used by a window. (#125) +- ImFontAtlas: Tweaked GetGlyphRangesJapanese() so it is easier to modify. +- ImFontAtlas: Updated stb_rect_pack.h to 0.08. +- Metrics: Fixed computing ImDrawCmd bounding box when the draw buffer have been unindexed. +- Demo: Added a simple "Property Editor" demo applet. (#125, #414) +- Demo: Fixed assertion in "Custom Rendering" demo when holding both mouse buttons. (#393) +- Demo: Lots of extra comments, fixes. +- Demo: Tweaks to Style Editor. +- Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway). +- Examples: Added /Zi (output debug information) to Win32 batch files. +- Examples: Various fixes for resizing window and recreating graphic context. +- Examples: OpenGL2/3: Save/restore viewport as part of default render function. (#392, #441). +- Examples; OpenGL3: Fixed gl3w.c for Linux when compiled with a C++ compiler. (#411) +- Examples: DirectX: Removed assumption about Unicode build in example main.cpp. (#399) +- Examples: DirectX10: Added DirectX10 example. (#424) +- Examples: DirectX11: Downgraded requirement from shader model 5.0 to 4.0. (#420) +- Examples: DirectX11: Removed Debug flag from graphics context. (#415) +- Examples: Added SDL+OpenGL3 example. (#356) + + +----------------------------------------------------------------------- + VERSION 1.46 (2015-10-18) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.46 + +Changes: + +- Begin*(): added ImGuiWindowFlags_NoFocusOnAppearing flag. (#314) +- Begin*(): added ImGuiWindowFlags_NoBringToFrontOnFocus flag. +- Added GetDrawData() alternative to setting a Render function pointer in ImGuiIO structure. +- Added SetClipboardText(), GetClipboardText() helper shortcuts that user code can call directly without reading + from the ImGuiIO structure (to match MemAlloc/MemFree) +- Fixed handling of malformed UTF-8 at the end of a non-zero terminated string range. +- Fixed mouse click detection when passing DeltaTime 0.0. (#338) +- Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame. +- Fixed using SetNextWindow\* functions on Modal windows with a ImGuiSetCond_Appearing condition. (#377) +- IsMouseHoveringRect(): Added 'bool clip' parameter to disable clipping provided rectangle. (#316) +- InputText(): added ImGuiInputTextFlags_ReadOnly flag. (#211) +- InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size. +- InputText(): fixed ignoring text inputs when ALT or ALTGR are pressed. (#334) +- InputText(): fixed mouse-dragging not tracking the cursor when text doesn't fit. (#339) +- InputText(): fixed cursor pixel-perfect alignment when horizontally scrolling. +- InputText(): fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes). (#360) +- InputFloat() fixed explicit precision modifier, both display and input were broken. +- PlotHistogram(): improved rendering of histogram with a lot of values. +- Dummy(): creates an item so functions such as IsItemHovered() can be used. +- BeginChildFrame() helper: added the extra_flags parameter. +- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355). +- Scrollbar: background color less translucent in default style so it works better when changing background color. +- Scrollbar: fixed minor rendering offset when borders are enabled. (#365) +- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318) +- ImDrawList: fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled. +- ImDrawList: AddImage() uv parameters default to (0,0) and (1,1). +- ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice. (#327) +- ImFontAtlas: Added GetGlyphRangesKorean() helper to retrieve unicode ranges for Korean. (#348) +- ImGuiTextFilter::Draw() helper return bool and build when filter is modified. +- ImGuiTextBuffer: added c_str() helper. +- ColorEdit4(): fixed hovering the color button always showing 1.0 alpha. (#373) +- ColorConvertFloat4ToU32() round the floats instead of truncating them. +- Window: Fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates. +- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335) +- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326) +- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size. +- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises. +- Tools: binary_to_compressed_c.cpp: added -nocompress option. +- Examples: Added example for the Marmalade platform. +- Examples: Added batch files to build Windows examples with VS. +- Examples: OpenGL3: Saving/restoring more GL state correctly. (#347) +- Examples: OpenGL2/3: Added msys2/mingw64 target to Makefiles. + + +----------------------------------------------------------------------- + VERSION 1.45 (2015-09-01) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.45 + +Breaking Changes: + +- With the addition of better horizontal scrolling primitives I had to make some consistency fixes. + `GetCursorPos()` `SetCursorPos()` `GetContentRegionMax()` `GetWindowContentRegionMin()` `GetWindowContentRegionMax()` + are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously. + It PROBABLY shouldn't break anything, but that depends on how you used them. Namely: + - If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem. + However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix. + - The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling. + Previously they were roughly interchangeable (roughly because the content region exclude window padding). + +Other Changes: + +- Added Horizontal Scrollbar via ImGuiWindowFlags_HorizontalScroll (#246). +- Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis (#246). +- Added SetNextWindowContentSize(), SetNextWindowContentWidth() to explicitly set the content size of a window, which + define the range of scrollbar. When set explicitly it also define the base value from which widget width are derived. +- Added IO.WantTextInput telling when ImGui is expecting text input, so that e.g. OS on-screen keyboard can be enabled. +- Added printf attribute to printf-like text formatting functions (Clang/GCC). +- Added GetMousePosOnOpeningCurrentPopup() helper. +- Added GetContentRegionAvailWidth() helper. +- Malformed UTF-8 data don't terminate string, output 0xFFFD instead (#307). +- ImDrawList: Added AddBezierCurve(), PathBezierCurveTo() API for cubic bezier curves (#311). +- ImDrawList: Allow to override ImDrawIdx type (#292). +- ImDrawList: Added an assert on overflowing index value (#292). +- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments. +- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287). +- Fixed Bullet() inconsistent layout behaviour when clipped. +- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup). +- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so. +- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack. +- TreeNode(): Fixed IsItemHovered() result being inconsistent with interaction visuals (#282). +- TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282). +- BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child. +- BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned. +- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default. +- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border). +- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags. +- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279). +- Demo: Fixed incorrectly formed string passed to Combo (#298). +- Demo: Added simple Log demo. +- Demo: Added horizontal scrolling example + enabled in console, log and child examples (#246). +- Style: made scrollbars rounded by default. Because nice. Minor menu bar background alpha tweak. (#246) +- Metrics: display indices along with triangles count (#299) and some internal state. +- ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer. +- ImGuiTextFilter::Draw() default parameter width=0.0f for no override, allow override with negative values. +- Examples: OpenGL2/OpenGL3: fix for retina displays. Default font current lack crispness. +- Examples: OpenGL2/OpenGL3: save/restore more GL state correctly. +- Examples: DirectX9/DirectX11: resizing buffers dynamically (#299). +- Examples: DirectX9/DirectX11: added missing middle mouse button to Windows event handler. +- Examples: DirectX11: fix for Visual Studio 2015 presumably shipping with an updated version of DX11. +- Examples: iOS: fixed missing files in project. + + +----------------------------------------------------------------------- + VERSION 1.44 (2015-08-08) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.44 + +Breaking Changes: + +- imgui.cpp has been split intro extra files: imgui_demo.cpp, imgui_draw.cpp, imgui_internal.h. + Add the two extra .cpp to your project or #include them from another .cpp file. (#219) + +Other Changes: + +- Internal data structure and several useful functions are now exposed in imgui_internal.h. This should make it easier + and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed + for forward-compatibility and code using those types/functions may occasionally break. (#219) +- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call + the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused. +- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()). +- Added ImGuiWindowFlags_NoInputs for totally input-passthru window. +- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels + before the right-most position of the contents region). +- InputTextMultiline(): honor negative size consistently with other widgets that do so. +- Combo() clamp popup to lower edge of visible area. +- InputInt(): value doesn't pass through an int>float>int casting chain, fix handling lost of precision with "large" integer. +- InputInt() allow hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow format + string in InputInt* later). +- Checkbox(), RadioButton(): fixed scaling of checkbox and radio button for the filling of "active" visual. +- Columns: never assume horizontal space for scrollbar if NoScrollbar flag is explicitly set. +- Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd. +- Fixed lower-right resize grip hit box not scaling along with its rendered size (#287) +- ImDrawList: Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (v1.43) being off by an extra PI for no reason. +- ImDrawList: Added ImDrawList::AddText() shorthand helper. +- ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288) +- ImFontAtlas: Added AddFontFromMemoryCompressedBase85TTF() to load base85 encoded font string. Default font encoded + as base85 saves ~100 lines / 26 KB of source code. Added base85 output to the binary_to_compressed_c tool. +- Build fix for MinGW (#276). +- Examples: OpenGL3: Fixed running on script core profiles for OSX (#277). +- Examples: OpenGL3: Simplified code using glBufferData for vertices as well (#277, #278) +- Examples: DirectX11: Clear font texture view to ensure Release() doesn't get called twice (#290). +- Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix unlikely assert + with odd fonts (#280) + + +----------------------------------------------------------------------- + VERSION 1.43 (2015-07-17) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.43 + +Breaking Changes: + +- This is a rather important release and we unfortunately had to break the rendering API. + ImGui now requires you to render indexed vertices instead of non-indexed ones. The fix should be very easy. + Sorry for that! This change is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + Each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles + using indices from the index buffer. +- If you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update + your copy and you can ignore the rest. +- The signature of the io.RenderDrawListsFn handler has changed + From: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + To: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data) + With: argument 'cmd_lists' -> 'draw_data->CmdLists' + argument 'cmd_lists_count' -> 'draw_data->CmdListsCount' + ImDrawList 'commands' -> 'CmdBuffer' + ImDrawList 'vtx_buffer' -> 'VtxBuffer' + ImDrawList n/a -> 'IdxBuffer' (new) + ImDrawCmd 'vtx_count' -> 'ElemCount' + ImDrawCmd 'clip_rect' -> 'ClipRect' + ImDrawCmd 'user_callback' -> 'UserCallback' + ImDrawCmd 'texture_id' -> 'TextureId' +- If you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index + the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + Refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. Please upgrade! + +Other Changes: + +- Added anti-aliasing on lines and shapes based on primitives by @MikkoMononen (#133). + Between the use of indexed-rendering and the fact that the entire rendering codebase has been optimized and massaged + enough, with anti-aliasing enabled ImGui 1.43 is now running FASTER than 1.41. + Made some extra effort in making the code run faster in your typical Debug build. +- Anti-aliasing can be disabled in the ImGuiStyle structure via the AntiAliasedLines/AntiAliasedShapes fields for further gains. +- ImDrawList: Added AddPolyline(), AddConvexPolyFilled() with optional anti-aliasing. +- ImDrawList: Added stateful path building and stroking API. PathLineTo(), PathArcTo(), PathRect(), PathFill(), PathStroke() + with optional anti-aliasing. +- ImDrawList: Added AddRectFilledMultiColor() helper. +- ImDrawList: Added multi-channel rendering so out of order elements can be rendered in separate channels and then merged + back together (used by columns). +- ImDrawList: Fixed merging draw commands when equal clip rectangles are in the two first commands. +- ImDrawList: Fixed window draw lists not destructed properly on Shutdown(). +- ImDrawData: Added DeIndexAllBuffers() helper. +- Added lots of new font options ImFontAtlas::AddFont() and the new ImFontConfig structure. + - Added support for oversampling (ImFontConfig: OversampleH, OversampleV) and sub-pixel positioning (ImFontConfig: PixelSnapH). + Oversampling allows sub-pixel positioning but can also be used as a way to get some leeway with scaling fonts without re-rasterizing. + - Added GlyphExtraSpacing option to add extra horizontal spacing between characters (#242). + - Added MergeMode option to merge glyphs from different font inputs into a same font (#182, #232). + - Added FontDataOwnedByAtlas option to keep ownership from the TTF data buffer and request the atlas to make a copy (#220). +- Updated to stb_truetype 1.06 (+ minor mods) with better font rasterization. +- InputText: Added ImGuiInputTextFlags_NoHorizontalScroll flag. +- InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag. +- InputText: Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification. +- InputText: Fix for using END key on a multi-line text editor (#275) +- Columns: Dispatch render of each column in a sub-draw list and merge on closure, saving a lot of draw calls! (#125) +- Popups: Fixed Combo boxes inside menus. (#272) +- Style: Added GrabRounding setting to make the sliders etc. grabs rounded. +- Changed SameLine() parameters from int to float. +- Fixed incorrect assert triggering when code stole ActiveID from user moving a window by calling e.g. SetKeyboardFocusHere(). +- Fixed CollapsingHeader() label rendering outside its frame in columns context where ClipRect max isn't aligned with the + right-side of the header. +- Metrics window: calculate bounding box of actual vertices when hovering a draw list. +- Examples: Showing more information in the Fonts section. +- Examples: Added a gratuitous About window. +- Examples: Updated all examples code (OpenGL/DX9/DX11/SDL/Allegro/iOS) to use indexed rendering. +- Examples: Fixed the SDL2 example to support Unicode text input (#274). + + +----------------------------------------------------------------------- + VERSION 1.42 (2015-07-08) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.42 + +Breaking Changes: + +- Renamed SetScrollPosHere() to SetScrollHere(). Kept inline redirection function (will obsolete). +- Renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion and make scrolling API consistent, + because positions (e.g. cursor position) are not equivalent to scrolling amount. +- Removed obsolete GetDefaultFontData() function that would assert anyway. + If you are updating from <1.30 you'll get a compile error instead of an assertion. (obsoleted 2015/01/11) + +Other Changes: + +- Added SDL2 example application (courtesy of @CedricGuillemet) +- Added iOS example application (courtesy of @joeld42) +- Added Allegro 5 example application (courtesy of @bggd) +- Added TitleBgActive color in style so focused window is made visible. (#253) +- Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing. +- Added DragFloatRange2() DragIntRange2() helpers. (#76) +- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150) +- Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150). +- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[]. +- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes. +- MenuItem() can be activated on release. (#245) +- Allowing NewFrame() with DeltaTime==0.0f to not assert. +- Fixed IsMouseDragging(). (#260) +- Fixed PlotLines(), PlotHistogram() using incorrect hovering test so they would show their tooltip even when there is + a popup between mouse and the graph. +- Fixed window padding being reported incorrectly for child windows with borders when parent have no borders. +- Fixed a bug with TextUnformatted() clipping of long text blob when clipping y1 line sits on the first line of text. (#257) +- Fixed text baseline alignment of small button (no padding) after regular buttons. +- Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263) +- Fixed warnings for more pedantic compiler settings (#258). +- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize + lots of code. Yeah! (#262) +- ImDrawList: store pointer to their owner name for easier auditing/debugging. +- Examples: added scroll tracking example with SetScrollFromCursorPos(). +- Examples: metrics windows render clip rectangle when hovering over a draw call. +- Lots of small optimization (particularly to run faster on unoptimized builds) and tidying up. +- Added font links in extra_fonts/ + instructions for using compressed fonts in C array. + + +----------------------------------------------------------------------- + VERSION 1.41 (2015-06-26) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.41 + +Breaking Changes: + +- Changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent). + Only makes a difference when texture have transparency. +- Changed Selectable() API from (label, selected, size) to (label, selected, flags, size). + Size override should be used very rarely so hopefully it doesn't affect many people. Sorry! + +Other Changes: + +- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather + big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option + for validating with Return or Ctrl+Return (#200). +- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking + outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked. +- Added GetGlyphRangesCyrillic() helper (#237). +- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249) +- Added IsWindowHovered() helper. +- Added IsMouseReleased(), IsKeyReleased() helpers to allow to user to avoid tracking them. (#248) +- Allow Set*WindowSize() calls to be used with popups. +- Window: AutoFit can be triggered on each axis separately via SetNextWindowSize(), etc. +- Window: fixed scrolling with mouse wheel while window was collapsed. +- Window: fixed mouse wheel scroll issues. +- DragFloat(), SliderFloat(): Fixed rounding of negative numbers which sometime made the negative lower bound unreachable. +- InputText(): lifted character count limit. +- InputText(): fixes in case of using per-window font scaling. +- Selectable(), MenuItem(): do not use frame rounding for hovering/selection. +- Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups. +- Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125). +- Combo(): Fixed issue with activating a Combo() not taking active id (#241). +- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used. +- BeginChildFrame(): returns bool like BeginChild() for clipping. +- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue. +- ImFont: ignoring '\r'. +- ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent. +- ImFont: additional rendering optimizations. +- Metrics windows display storage size. + + +----------------------------------------------------------------------- + VERSION 1.40 (2015-05-31) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.40 + +Breaking Changes: + +- The BeginPopup() API (introduced in 1.37) had to be changed to allow for stacked popups and menus. + Use OpenPopup() to toggle the opened state and BeginPopup() to append.** +- The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used, + some code will possibly break if you didn't rely on the default parameter. + Use PushButtonRepeat()/PopButtonRepeat() to configure repeat. +- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete) +- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete). + +Other Changes: + +- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of + widgets in them (buttons, text inputs, sliders, etc.). (#126) +- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state, + disabled mode. Menu items can be used in any window. +- Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar. + They will work inside a normal window but it will be a bit unusual. +- Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable). +- Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar. +- Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126). +- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click. +- Popups: Popups have borders by default (#197), attenuated border alpha in default theme. +- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving + in corners. Tooltip always tries to stay away from mouse-cursor. +- Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*. +- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures). +- Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click. +- Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate. +- Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button. +- Removed the third 'repeat' parameter of Button(). +- Added IsAnyItemHovered() helper. +- Added GetItemsLineHeightWithSpacing() helper. +- Added ImGuiListClipper helper for clipping large list of evenly sized items, to avoid using CalcListClipping() directly. +- Separator: within group start on group horizontal offset. (#205) +- InputText: Fixed incorrect edit state after text buffer is appended to by user via the callback. (#206) +- InputText: CTRL+letter-key shortcuts (e.g. CTRL+C/V/X) makes sure only CTRL is pressed. (#214) +- InputText: Fixed cursor generating a zero-width wire-frame rectangle turning into a division by zero (would go unnoticed + unless you trapped exceptions). +- InputFloatN/InputIntN: Flags parameter added to match scalar versions. (#218) +- Selectable: Horizontal filling not declared to ItemSize() so Selectable(),SameLine() works and we can better auto-fit the window. +- Selectable: Handling text baseline alignment for line that aren't of text height. +- Combo: Empty label doesn't add ItemInnerSpacing alignment, matching other widgets. +- EndGroup: Carries the text base offset from the last line of the group (sort of incorrect but better than nothing, + should use the first line of the group, will implement in the future). +- Columns: distinguish columns-set ID from other widgets as a convenience, added asserts and sailors. +- ListBox: ListBox() function only use public API to encourage creating custom versions. ListBoxHeader() can return false. +- ListBox: Uses ImGuiListClipper and assume items of matching height, so large lists can be handled. +- Plot: overlay label clipped within frame when not fitting. +- Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions. +- Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do). +- Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font. +- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space. +- Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have + child overlapping items in parent window. +- Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name. + Allows a simple form of out-of-order appending. +- Window: Fixed auto-filling child window using WindowMinSize at their minimum size, irrelevant. +- Metrics: Added io.MetricsActiveWindows counter. (#213. +- Metrics: Added io.MetricsAllocs counter (number of active memory allocations). +- Metrics: ShowMetricsWindow() shows popups stack, allocations. +- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips). +- Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). +- Style: Added style.ScrollbarRounding. (#212) +- Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper. +- Style: Added style.WindowTitleAlign alignment options, to e.g. center title on windows. (#222) +- ImVector: tweak growth strategy, matches vector from VS2010. +- ImFontAtlas: Added ClearFonts(), making the different clear funcs more explicit. (#224) +- ImFontAtlas: Fixed appending new fonts without clearing existing fonts. Clearing input data left to application. (#224) +- ImDrawList: Merge draw command better, cases of multiple Begin/End gets merged properly. +- Store common stacked settings contiguously in memory to avoid heap allocation for unused features, and reduce cache misses. +- Shutdown() tests for g.IO.Fonts not being NULL to ease use of multiple ImGui contexts. (#207) +- Added IMGUI_DISABLE_OBSOLETE_FUNCTIONS define to disable the functions that are meant to be removed. +- Examples: Added ? marks with tooltips next to various widgets. Added more comments in the demo window. +- Examples: Added Menu-bar example. +- Examples: Added Simple Layout example. +- Examples: AutoResize demo doesn't use TextWrapped(). +- Examples: Console example uses standard malloc/free, makes more sense as a copy & pastable example. +- Examples: DirectX9/11: Fixed key mapping for down arrow. +- Examples: DirectX9/11: hide OS cursor if ImGui is drawing it. (#155) +- Examples: DirectX11: explicitly set rasterizer state. +- Examples: OpenGL3: Add conditional compilation of forward compat as required by glfw on OSX. (#229) +- Fixed build with Visual Studio 2008 (possibly earlier versions as well). +- Other fixes, comments, tweaks. + + ----------------------------------------------------------------------- For older version, see https://github.com/ocornut/imgui/releases diff --git a/ref/imgui/docs/README.md b/ref/imgui/docs/README.md index 06b8cb40..c8c80cb3 100644 --- a/ref/imgui/docs/README.md +++ b/ref/imgui/docs/README.md @@ -1,21 +1,33 @@ -dear imgui, +dear imgui ===== -[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui) +[![Build Status](https://api.travis-ci.com/ocornut/imgui.svg?branch=master)](https://travis-ci.com/ocornut/imgui) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) -_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can invoice for technical support, custom development etc. Email: omarcornut at gmail)._ +(This library is available under a free and permissive licence, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.) -Monthly donations via Patreon: -
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) +Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts: +
  _E-mail: omarcornut at gmail dot com_ -One-off donations via PayPal: -
[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U) +Individuals/hobbyists: support continued maintenance and development via the monthly Patreon: +
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui) -Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies). +Individuals/hobbyists: support continued maintenance and development via PayPal: +
  [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) -Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries. +---- -Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard. +Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies). + +Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries. + +Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard. + +| [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Integration](#integration) | +:----------------------------------------------------------: | +| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) | +| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | + +### Usage Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine: - imgui.cpp @@ -25,18 +37,18 @@ Dear ImGui is self-contained within a few files that you can easily copy and com - imgui_widgets.cpp - imgui_internal.h - imconfig.h (empty by default, user-editable) -- stb_rect_pack.h -- stb_textedit.h -- stb_truetype.h +- imstb_rectpack.h +- imstb_textedit.h +- imstb_truetype.h No specific build process is required. You can add the .cpp files to your project or #include them from an existing file. -### Usage +Backends for a variety of graphics api and rendering platforms along with example applications are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. -Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop: +The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop: Code: -```cpp +```cp ImGui::Text("Hello, world %d", 123); if (ImGui::Button("Save")) { @@ -71,7 +83,7 @@ ImGui::ColorEdit4("Color", my_color); // Plot some values const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f }; ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values)); - + // Display contents in a scrolling region ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff"); ImGui::BeginChild("Scrolling"); @@ -83,186 +95,162 @@ ImGui::End(); Result:
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif) +Dear ImGui allows you **create elaborate tools** as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc. + ### How it works -Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. +Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. -Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase. +Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase. _A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._ -Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc. +### Demo -Demo Binaries -------------- +Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. + +![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png) You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20180512.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180512.zip) (Windows binaries, Dear ImGui 1.61 WIP built 2018/05/12, 5 executables) +- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP built 2019/07/15, master branch, 5 executables) -The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. +The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. -Bindings --------- +### Integration -Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer and at ease with those concepts, it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation! +Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation! _NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ Languages: (third-party bindings) -- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879) +- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages) - C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET) - ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript) - D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui) -- Go: [go-imgui](https://github.com/Armored-Dragon/go-imgui) +- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui) - Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui) - Java: [jimgui](https://github.com/ice1000/jimgui) - JavaScript: [imgui-js](https://github.com/flyover/imgui-js) -- Lua: [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings) +- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl) +- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings) - Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui) - Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas) - PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui) -- Python [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui) -- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) +- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy) or [ogre-imgui](https://github.com/OGRECave/ogre-imgui) +- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui) +- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust) - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: -- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) +- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) -- Unmerged PR: ORX: [#1843](https://github.com/ocornut/imgui/pull/1843) +- bsf: [bsfimgui](https://github.com/pgruenbacher/bsfImgui) - Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui) -- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [issue #551](https://github.com/ocornut/imgui/issues/551) +- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551) - Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI) - GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml) - Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI) -- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src) +- Ogre: [ogre-imgui](https://github.com/OGRECave/ogre-imgui) - OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui) - OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c) +- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843) +- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935) - LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui) -- Magnum: [magnum-imgui](https://github.com/lecopivo/magnum-imgui), [MagnumImguiPort](https://github.com/lecopivo/MagnumImguiPort) +- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html)) - NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort) -- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d), QOpenGLWindow [qtimgui](https://github.com/ocornut/imgui/issues/1910) -- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) +- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo) +- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml) - Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer) - Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui) For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. -Roadmap -------- -Some of the goals for 2018 are: +### Upcoming Changes + +Some of the goals for 2019 are: +- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) +- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) - Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787)) -- Finish work on viewports and multiple OS windows management. (see [#1542](https://github.com/ocornut/imgui/issues/1542)) -- Finish work on docking, tabs. (see [#351](https://github.com/ocornut/imgui/issues/351#issuecomment-346865709)) -- Make Columns better. (they are currently pretty terrible!) -- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware. +- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435)) +- Make Columns better. They are currently pretty terrible! New Tables API coming Q4 2019! +- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware. -Gallery -------- -User screenshots: -
[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016) -
[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016) -
[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017) -
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017) -
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018) -
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018) -
[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward) -
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. +### Gallery -Various tools +For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2529)! + +Custom engine [![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) +Custom engine [![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) -![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/v160-misc-classic.png) +[Tracy Profiler](https://bitbucket.org/wolfpld/tracy) +![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png) -[![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png) +### References -Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with: -Code: -```cpp -ImGuiIO& io = ImGui::GetIO(); -io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); -``` -```cpp -ImGui::Text(u8"こんにちは!テスト %d", 123); -if (ImGui::Button(u8"ロード")) -{ - // do stuff -} -ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); -ImGui::SliderFloat("float", &f, 0.0f, 1.0f); -``` -Result: -
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png) -
_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_ - -References ----------- - -The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works. +The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works. - [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html). - [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf). -- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/). +- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/). - [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861). - [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k). - [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/). -See the [Wiki](https://github.com/ocornut/imgui/wiki) and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks. +See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks. -Support Forums --------------- +### Support, Frequently Asked Questions (FAQ) -If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forum: https://discourse.dearimgui.org/c/getting-started. +If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forums](https://discourse.dearimgui.org). -For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. +Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully. -Frequently Asked Question (FAQ) -------------------------------- +Private support is available for paying customers. **Where is the documentation?** -- The documentation is at the top of imgui.cpp + effectively imgui.h. -- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. -- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder. -- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. + This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. + - We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. **Which version should I get?** -I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. +I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. + +You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly. **Who uses Dear ImGui?** -See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can! +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! -**Why the odd dual naming, "dear imgui" vs "ImGui"?** +**Why the odd dual naming, "Dear ImGui" vs "ImGui"?** -The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations. +The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui". -**How can I tell whether to dispatch mouse/keyboard to imgui or to my application?** -
**How can I display an image? What is ImTextureID, how does it works?** -
**How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.** +**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?** +
**How can I display an image? What is ImTextureID, how does it works?** ([examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples)) +
**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
**How can I use my own math types instead of ImVec2/ImVec4?**
**How can I load a different font than the default?**
**How can I easily use icons in my application?**
**How can I load multiple fonts?** -
**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** -
**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)** +
**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([examples](https://github.com/ocornut/imgui/wiki/Loading-Font-Example)) +
**How can I interact with standard C++ types (such as std::string and std::vector)?** +
**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)** +
**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
**I integrated Dear ImGui in my engine and the text or lines are blurry..**
**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
**How can I help?** -See the FAQ in imgui.cpp for answers. - -**How do you use Dear ImGui on a platform that may not have a mouse or keyboard?** - -You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`). - -You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the preferred solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui). - -For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision. +See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers. **Can you create elaborate/serious tools with Dear ImGui?** @@ -280,45 +268,57 @@ You can alter the look of the interface to some degree: changing colors, sizes, Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience. -There is a [c-api for ImGui (cimgui)](https://github.com/Extrawurst/cimgui) by Stephan Dilly + a newer, [auto-generated cimgui](https://github.com/sonoro1234/cimgui) by sonoro1234. Both are designed for binding other languages. I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to other languages. +There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings. -Support dear imgui ------------------- +How to help +----------- + +**How can I help?** + +- You may participate in the [Discord server](https://discord.gg/NgJ4SEP), [Discourse forums](https://discourse.dearimgui.org), GitHub [issues tracker](https://github.com/ocornut/imgui/issues). +- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it. +- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. +- Have your company financially support this project. **How can I help financing further development of Dear ImGui?** -Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library. +Your contributions are keeping this project alive. The library is available under a free and permissive licence, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you! -Monthly donations via Patreon: -
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) +Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts: +
  _E-mail: omarcornut at gmail dot com_ -One-off donations via PayPal: -
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  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui) -Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors. -If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can also invoice for private support, custom development etc. contact me for details: omarcornut at gmail). Thanks! +Individuals/hobbyists: support continued maintenance and development via PayPal: +
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(Please contact me if you would like to be added or removed from this list) Credits ------- -Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). +Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). -I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it. +I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it. Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license). @@ -329,4 +329,4 @@ Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Bin License ------- -Dear ImGui is licensed under the MIT License, see LICENSE for more information. +Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information. diff --git a/ref/imgui/docs/TODO.txt b/ref/imgui/docs/TODO.txt index 2b760243..07f6676b 100644 --- a/ref/imgui/docs/TODO.txt +++ b/ref/imgui/docs/TODO.txt @@ -8,16 +8,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - doc/test: add a proper documentation+regression testing system (#435) - doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.). - doc/tips: tips of the day: website? applet in imgui_club? - - project: folder or separate repository with maintained helpers (e.g. imgui_memory_editor.h, imgui_stl.h, maybe imgui_dock would be there?) + - window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #. - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass. - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify. - window: allow resizing of child windows (possibly given min/max for each axis?.) - window: background options for child windows, border option (disable rounding). - - window: resizing from any sides? done. > need backends to honor mouse cursors properly. (#822) - - window: resize from borders: support some form of outer padding to make it easier to grab borders. (#822) - - window: fix resize glitch when collapsing an AlwaysAutoResize window. - window: begin with *p_open == false could return false. - window: get size/pos helpers given names (see discussion in #249) - window: a collapsed window can be stuck behind the main menu bar? @@ -28,25 +25,36 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: expose contents size. (#1045) - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call. - window: GetWindowSize() returns (0,0) when not calculated? (#1045) - - window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. - window: investigate better auto-positioning for new windows. + - window: top most window flag? (#2574) + - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. + - window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?). + - window/child: border could be emitted in parent as well. + - window/child: allow SetNextWindowContentSize() to work on child windows. + - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. + - window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar). + ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463) + - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro) - scrolling/style: shadows on scrollable areas to denote that there is more contents - - drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering. + - drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646) + ! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) - drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack. - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). - drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally - - drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark(). + - drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4(). - drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now). - drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302) - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). + - drawlist: AddRect vs AddLine position confusing (#2441) + - drawlist: channel splitter should be external helper and not stored in ImDrawList. - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. + - drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas. - - main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them. - main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering. - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode? @@ -55,13 +63,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. - widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211) - - widgets: add always-allow-overlap mode. + - widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery. - widgets: start exposing PushItemFlag() and ImGuiItemFlags - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - widgets: activate by identifier (trigger button, focus given id) - - widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) + - widgets: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644) + - widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism. + - widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) + - widgets: checkbox: checkbox with custom glyph inside frame. + - widgets: coloredit: keep reporting as active when picker is on? + - widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow. - - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. + - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) - input text: expose CursorPos in char filter event (#816) - input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active. @@ -73,7 +86,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725) - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it. - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. - - input text: what's the easiest way to implement a nice IP/Mac address input editor? + - input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor? + - input text: global callback system so user can plug in an expression evaluator easily. (#1691) + - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) + - input text: a way to preview completion (e.g. disabled text completing from the cursor) + - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. + - input text: a way for the user to provide syntax coloring. + - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. + - input text: facilitate patterns like if (InputText(..., obj.get_string_ref()) { obj.set_string(...); } relying on internally held buffer. - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). - input text multi-line: support for cut/paste without selection (cut/paste the current line) - input text multi-line: line numbers? status bar? (follow up on #200) @@ -91,21 +111,28 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - layout: horizontal flow until no space left (#404) - layout: more generic alignment state (left/right/centered) for single items? - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding. - - layout: BeginGroup() needs a border option. (~#1496) - layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284) - + - layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size. + - layout: (R&D) local multi-pass layout mode. + - layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access. + + - group: BeginGroup() needs a border option. (~#1496) + - group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable? + - group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550) + - columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125) - columns: add a conditional parameter to SetColumnOffset() (#513, #125) - - columns: headers. reorderable. (#513, #125) + - columns: headers. re-orderable. (#513, #125) - columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-criteria. notify user when sort order changed. - - columns: option to alternate background colors on odd/even scanlines. - - columns: allow columns to recurse. - - columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them. + - columns: option to alternate background colors on odd/even scanlines. + - columns: allow columns to recurse. + - columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them. + - columns: sizing is lossy when columns width is very small (default width may turn negative etc.) - columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125) - columns: flag to add horizontal separator above/below? - columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets) -!- color: the color conversion helpers/types are a mess and needs sorting out. +!- color: the color conversion helpers/types are a mess and needs sorting out. - color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h - plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not! @@ -120,20 +147,23 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - clipper: ability to force display 1 item in the list would be convenient (for patterns where we need to set active id etc.) - clipper: ability to disable the clipping through a simple flag/bool. - clipper: ability to run without knowing full count in advance. + - clipper: horizontal clipping support. (#2580) - - splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) - - - dock: docking extension + - separator: expose flags (#759) + - separator: width, thickness, centering (#1643) + - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) + + - dock: merge docking branch (#2109) - dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code. - - tabs: re-ordering, close buttons, context menu, persistent order (#261, #351) + - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. + - tabs: persistent order/focus in BeginTabBar() api (#261, #351) - - ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc. - - - button: provide a button that looks framed. + - button: provide a button that looks framed. (?) - image/image button: misalignment on padded/bordered button? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - - image button: not taking an explicit id is odd. + - image button: not taking an explicit id can be problematic. (#2464, #1390) + - slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar) - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946) - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. @@ -142,7 +172,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - slider: step option (#1183) - slider style: fill % of the bar instead of positioning a drag. - knob: rotating knob widget (#942) + - drag float: power/logarithmic slider and drags are weird. (#1316) - drag float: up/down axis + - drag float: power != 0.0f with current value being outside the range keeps the value stuck. - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) - combo: use clipper: make it easier to disable clipper with a single flag. @@ -156,7 +188,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - listbox: user may want to initial scroll to focus on the one selected value? - listbox: expose hovered item for a basic ListBox - listbox: keyboard navigation. + - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681) - listbox: scrolling should track modified selection. + - listbox: future api should allow to enable horizontal scrolling (#2510) !- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402) - popups/modal: make modal title bar blink when trying to click outside the modal @@ -168,8 +202,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction. - tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse. - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic. - - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485) - + - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485) + - menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207) - menus: menu bars inside modal windows are acting weird. - status-bar: add a per-window status bar helper similar to what menu-bar does. @@ -177,104 +211,125 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu - shortcuts: programmatically access shortcuts "Focus("&Save")) - menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin) - - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer. + - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer. + - menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot). - text: selectable text (for copy) as a generic feature (ItemFlags?) - text: proper alignment options in imgui_internal.h - - text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #? - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT + - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use? + - text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width + - text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) - - tree node / optimization: avoid formatting when clipped. - - tree node: tree-node/header right-most side doesn't take account of horizontal scrolling. - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings? - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits? - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) - tree node: tweak color scheme to distinguish headers from selected tree node (#581) - tree node: leaf/non-leaf highlight mismatch. + - tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper) + - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?) - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) - stb: add defines to disable stb implementations -!- style: better default styles. (#707) + - style: better default styles. (#707) - style: add a highlighted text color (for headers, etc.) - style: border types: out-screen, in-screen, etc. (#447) - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc. - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation). - style: global scale setting. + - style: FramePadding could be different for up vs down (#584) - style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle - style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223) - style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners. - style editor: color child window height expressed in multiple of line height. - - log: LogButtons() options for specifying depth and/or hiding depth slider - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope) - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard) - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs. + - log: obsolete LogButtons() all together. + - log: LogButtons() options for specifying depth and/or hiding depth slider - filters: set a current filter that tree node can automatically query to hide themselves - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) + - drag and drop: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers. + - drag and drop: fix/support/options for overlapping drag sources. + - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725) + - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233 - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725) - drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637) - drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem) - - drag and drop: test with reordering nodes (in a list, or a tree node). (#143) + - drag and drop: demo with reordering nodes (in a list, or a tree node). (#143) - drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration) + - drag and drop: allow for multiple payload types. (#143) - drag and drop: make payload optional? (#143) - - drag and drop: feedback when hovering a modal (cursor?) + - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process" + - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?) - node/graph editor (#306) - pie menus patterns (#434) - markup: simple markup language for color change? (#902) -!- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font. - - font: MergeMode: flags to select overwriting or not. - - font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal. + - font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype) - font: free the Alpha buffer if user only requested RGBA. !- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). + - font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding? - font: a CalcTextHeight() helper could run faster than CalcTextSize().y - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX - - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data + - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data + - font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575) - font: PushFontSize API (#1018) - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite? + - font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width + - font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs. + - font/demo: demonstrate use of ImFontGlyphRangesBuilder. - font/atlas: add a missing Glyphs.reserve() - font/atlas: incremental updates - font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier. - - font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point. - font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise - font/draw: need to be able to specify wrap start position. - font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines) - - font: imgui_freetype.h alternative renderer (#618) - - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct). + - font/draw: underline, squiggle line rendering helpers. + - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line. - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list? - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize) - - font: fix AddRemapChar() to work before font has been built. - - font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF. + - font: fix AddRemapChar() to work before atlas has been built. + - font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541) + - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF. + - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? + - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? + - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?) + - nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ? + - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? + - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window" - nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping(). - nav: patterns to make it possible for arrows key to update selection - - nav: restore/find nearest navid when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) + - nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem - - nav: allow input system to be be more tolerant of io.DeltaTime=0.0f - nav: ESC within a menu of a child window seems to exit the child window. - nav: NavFlattened: ESC on a flattened child should select something. - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child. - nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child - nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..). - nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) - - nav: menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons. - - nav: menus: allow pressing Menu to leave a sub-menu. + - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons. + - nav/menus: allow pressing Menu to leave a sub-menu. + - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) + - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it? + - nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do? - nav: simulate right-click or context activation? (SHIFT+F10) - nav: tabs should go through most/all widgets (in submission order?). - nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. - nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys. - nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item? - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. - - nav: configuration flag to disable global shortcuts (currently only CTRL-tab) ? - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622) - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame) - focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787) @@ -284,32 +339,41 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - inputs: support track pad style scrolling & slider edit. - inputs/io: backspace and arrows in the context of a text input could use system repeat rate. - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808) + - inputs: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO. + - inputs/scrolling: support for smooth scrolling (#2462, #2569) - - misc: idle refresh: expose cursor blink animation timer for backend to be able to lower framerate. + - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily. + - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls. + - misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost. - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL) - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) - misc: use more size_t in public api? - - misc: ImVector: erase_unsorted() helper - - misc: imgui_cpp: perhaps a misc/ header file with more friendly helper (e.g. type-infer versions of DragScalar, vector<> variants if appropriate for some functions). + - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683) + - misc: possible compile-time support for wchar_t instead of char*? - backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - - web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336) - - web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + - emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) - remote: make a system like RemoteImGui first-class citizen/project (#75) - - demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users. + - demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users. + - demo: demonstrate using PushStyleVar() in more details. - demo: add vertical separator demo - demo: add virtual scrolling example? - - demo: demonstration Plot offset + - demo: demonstrate Plot offset - examples: window minimize, maximize (#583) - examples: provide a zero frame-rate/idle example. - examples: apple: example_apple should be using modern GL3. - examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) + - examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) + - examples: opengl: could use a single vertex buffer and glBufferSubData for uploads? + - examples: opengl: explicitly disable GL_STENCIL_TEST in bindings. + - examples: vulkan: viewport: support for synchronized swapping of multiple swap chains. - optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038) - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335) + - optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering. - optimization: use another hash function than crc32, e.g. FNV1a - optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)? - optimization: turn some the various stack vectors into statically-sized arrays diff --git a/ref/imgui/examples/.gitignore b/ref/imgui/examples/.gitignore index b9e1bb62..d56b94f0 100644 --- a/ref/imgui/examples/.gitignore +++ b/ref/imgui/examples/.gitignore @@ -25,12 +25,16 @@ project.xcworkspace xcuserdata ## Emscripten output +*.o.tmp *.out.js *.out.wasm +example_emscripten/example_emscripten.* ## Unix executables example_glfw_opengl2/example_glfw_opengl2 example_glfw_opengl3/example_glfw_opengl3 +example_glut_opengl2/example_glut_opengl2 +example_null/example_null example_sdl_opengl2/example_sdl_opengl2 example_sdl_opengl3/example_sdl_opengl3 diff --git a/ref/imgui/examples/README.txt b/ref/imgui/examples/README.txt index a3fb441c..031a53b9 100644 --- a/ref/imgui/examples/README.txt +++ b/ref/imgui/examples/README.txt @@ -1,3 +1,5 @@ +----------------------------------------------------------------------- + dear imgui, v1.73 ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) @@ -25,8 +27,8 @@ This folder contains two things: - Example applications (standalone, ready-to-build) using the aforementioned bindings. They are the in the XXXX_example/ sub-folders. -You can find binaries of some of those example applications at: - http://www.miracleworld.net/imgui/binaries +You can find binaries of some of those example applications at: + http://www.dearimgui.org/binaries --------------------------------------- @@ -35,7 +37,7 @@ You can find binaries of some of those example applications at: - Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. Please read the comments and instruction at the top of each file. - + - If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to @@ -43,13 +45,13 @@ You can find binaries of some of those example applications at: - Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant. However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path - and will feel smoother than common GPU rendered contents (including Dear ImGui windows). - You may experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, + and will feel smoother than common GPU rendered contents (including Dear ImGui windows). + You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself, to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered - cursor only when an interactive drag is in progress. + cursor only when an interactive drag is in progress. Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings. - If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an + If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an application drawing a shape directly under the mouse cursor. @@ -71,17 +73,17 @@ Most the example bindings are split in 2 parts: - Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file. This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp). - - If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using + - If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is - first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the + first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary! In fact, if you are new to Dear ImGui, rewriting them will almost always be harder. - Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering + Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering system layered over DirectX11. - Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first. - Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer - using your own functions, etc. + Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first. + Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer + using your own functions, etc. Please consider using the bindings to the lower-level platform/graphics API as-is. Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere. @@ -89,20 +91,20 @@ Most the example bindings are split in 2 parts: This is counter-intuitive, but this will get you running faster! Once you better understand how imgui works and is bound, you can rewrite the code using your own systems. - - Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be - seamlessly detached from the main application window. This is achieved using an extra layer to the - platform and renderer bindings, which allows imgui to communicate platform-specific requests. - If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from + - Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be + seamlessly detached from the main application window. This is achieved using an extra layer to the + platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests. + If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from improvements and fixes related to viewports and platform windows without extra work on your side. List of Platforms Bindings in this repository: imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ - imgui_impl_osx.mm ; macOS native API + imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends) imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org imgui_impl_win32.cpp ; Win32 native API (Windows) - imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's) + imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019) List of Renderer Bindings in this repository: @@ -111,8 +113,8 @@ List of Renderer Bindings in this repository: imgui_impl_dx11.cpp ; DirectX11 imgui_impl_dx12.cpp ; DirectX12 imgui_impl_metal.mm ; Metal (with ObjC) - imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) - imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) + imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context) + imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) imgui_impl_vulkan.cpp ; Vulkan List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer) @@ -120,13 +122,15 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R imgui_impl_allegro5.cpp imgui_impl_marmalade.cpp +Note that Dear ImGui works with Emscripten. +The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible. Third-party framework, graphics API and languages bindings are listed at: https://github.com/ocornut/imgui/wiki/Bindings Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift... - Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre, - OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4... + Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph, + openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4... Miscellaneous: Software Renderer, RemoteImgui, etc. @@ -135,22 +139,119 @@ Third-party framework, graphics API and languages bindings are listed at: --------------------------------------- Building: - Unfortunately in 2018 it is still tedious to create and maintain portable build files using external - libraries (the kind we're using here to create a window and render 3D triangles) without relying on + Unfortunately in 2018 it is still tedious to create and maintain portable build files using external + libraries (the kind we're using here to create a window and render 3D triangles) without relying on third party software. For most examples here I choose to provide: - Makefiles for Linux/OSX - Batch files for Visual Studio 2008+ - - A .sln project file for Visual Studio 2010+ + - A .sln project file for Visual Studio 2010+ - Xcode project files for the Apple examples Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. +example_allegro5/ + Allegro 5 example. + = main.cpp + imgui_impl_allegro5.cpp + +example_apple_metal/ + OSX & iOS + Metal. + = main.m + imgui_impl_osx.mm + imgui_impl_metal.mm + It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. + (NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends. + You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.) + +example_apple_opengl2/ + OSX + OpenGL2. + = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp + (NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends. + You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.) + +example_empscripten: + Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. + = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp + Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten. + We provide this to make the Emscripten differences obvious, and have them not pollute all other examples. + +example_glfw_metal/ + GLFW (Mac) + Metal example. + = main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm. + +example_glfw_opengl2/ + GLFW + OpenGL2 example (legacy, fixed pipeline). + = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp + **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** + **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)** + This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. + If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to + make things more complicated, will require your code to reset many OpenGL attributes to their initial + state, and might confuse your GPU driver. One star, not recommended. + +example_glfw_opengl3/ + GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline). + = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp + This uses more modern OpenGL calls and custom shaders. + Prefer using that if you are using modern OpenGL in your application (anything with shaders). + (Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent + source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different + from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.) + +example_glfw_vulkan/ + GLFW (Win32, Mac, Linux) + Vulkan example. + = main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp + This is quite long and tedious, because: Vulkan. + For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. + +example_glut_opengl2/ + GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2. + = main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp + Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL. + +example_marmalade/ + Marmalade example using IwGx. + = main.cpp + imgui_impl_marmalade.cpp + +example_null + Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. + = main.cpp + This is used to quickly test compilation of core imgui files in as many setups as possible. + Because this application doesn't create a window nor a graphic context, there's no graphics output. + +example_sdl_directx11/ + SDL2 + DirectX11 example, Windows only. + = main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp + This to demonstrate usage of DirectX with SDL. + +example_sdl_opengl2/ + SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). + = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp + **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** + **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)** + This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. + If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to + make things more complicated, will require your code to reset many OpenGL attributes to their initial + state, and might confuse your GPU driver. One star, not recommended. + +example_sdl_opengl3/ + SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. + = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp + This uses more modern OpenGL calls and custom shaders. + Prefer using that if you are using modern OpenGL in your application (anything with shaders). + (Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent + source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different + from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.) + +example_sdl_vulkan/ + SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. + = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp + This is quite long and tedious, because: Vulkan. + For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. + example_win32_directx9/ DirectX9 example, Windows only. = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp - + example_win32_directx10/ DirectX10 example, Windows only. = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp @@ -158,73 +259,8 @@ example_win32_directx10/ example_win32_directx11/ DirectX11 example, Windows only. = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp - + example_win32_directx12/ DirectX12 example, Windows only. - This is quite long and tedious, because: DirectX12. = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp - -example_apple_metal/ - OSX & iOS + Metal. - It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. - (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) - = game template + imgui_impl_osx.mm + imgui_impl_metal.mm - -example_apple_opengl2/ - OSX + OpenGL2. - (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) - = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp - -example_glfw_opengl2/ - **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** - **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)** - GLFW + OpenGL2 example (legacy, fixed pipeline). - This code is mostly provided as a reference to learn about ImGui integration, because it is shorter. - If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to - make things more complicated, will require your code to reset many OpenGL attributes to their initial - state, and might confuse your GPU driver. One star, not recommended. - = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp - -example_glfw_opengl3/ - GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline, binding modern functions with GL3W). - This uses more modern OpenGL calls and custom shaders. - Prefer using that if you are using modern OpenGL in your application (anything with shaders). - = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp - -example_glfw_vulkan/ - GLFW (Win32, Mac, Linux) + Vulkan example. - This is quite long and tedious, because: Vulkan. - = main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp - -example_sdl_opengl2/ - **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** - **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)** - SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). - This code is mostly provided as a reference to learn about ImGui integration, because it is shorter. - If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to - make things more complicated, will require your code to reset many OpenGL attributes to their initial - state, and might confuse your GPU driver. One star, not recommended. - = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp - -example_sdl_opengl3/ - SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. - This uses more modern OpenGL calls and custom shaders. - Prefer using that if you are using modern OpenGL in your application (anything with shaders). - = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp - -example_sdl_vulkan/ - SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. - This is quite long and tedious, because: Vulkan. - = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp - -example_allegro5/ - Allegro 5 example. - = main.cpp + imgui_impl_allegro5.cpp - -example_freeglut_opengl2/ - FreeGLUT + OpenGL2. - = main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp - -example_marmalade/ - Marmalade example using IwGx. - = main.cpp + imgui_impl_marmalade.cpp + This is quite long and tedious, because: DirectX12. diff --git a/ref/imgui/examples/example_allegro5/README.md b/ref/imgui/examples/example_allegro5/README.md index 5fdcc504..5ef45557 100644 --- a/ref/imgui/examples/example_allegro5/README.md +++ b/ref/imgui/examples/example_allegro5/README.md @@ -1,22 +1,32 @@ # Configuration -Dear ImGui outputs 16-bit vertex indices by default. -Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices. +Dear ImGui outputs 16-bit vertex indices by default. +Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices. You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename. We are providing `imconfig_allegro5.h` that enables 32-bit indices. Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion. # How to Build -- On Ubuntu 14.04+ +### On Ubuntu 14.04+ ```bash -g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ..\imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example +g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example ``` -- On Windows with Visual Studio's CLI +### On Windows with Visual Studio's CLI +You may install Allegro using vcpkg: +``` +git clone https://github.com/Microsoft/vcpkg +cd vcpkg +.\bootstrap-vcpkg.bat +.\vcpkg install allegro5 +.\vcpkg integrate install ; optional, automatically register include/libs in Visual Studio +``` + +Build: ``` set ALLEGRODIR=path_to_your_allegro5_folder cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib diff --git a/ref/imgui/examples/example_allegro5/main.cpp b/ref/imgui/examples/example_allegro5/main.cpp index 18a429f6..59e19370 100644 --- a/ref/imgui/examples/example_allegro5/main.cpp +++ b/ref/imgui/examples/example_allegro5/main.cpp @@ -1,5 +1,5 @@ -// ImGui - standalone example application for Allegro 5 -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for Allegro 5 +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. #include #include @@ -22,20 +22,22 @@ int main(int, char**) al_register_event_source(queue, al_get_keyboard_event_source()); al_register_event_source(queue, al_get_mouse_event_source()); - // Setup Dear ImGui binding + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - ImGui_ImplAllegro5_Init(display); - // Setup style + // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup Platform/Renderer bindings + ImGui_ImplAllegro5_Init(display); + // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. @@ -65,7 +67,7 @@ int main(int, char**) while (al_get_next_event(queue, &ev)) { ImGui_ImplAllegro5_ProcessEvent(&ev); - if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) + if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) { @@ -94,7 +96,7 @@ int main(int, char**) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) diff --git a/ref/imgui/examples/example_apple_metal/Shared/AppDelegate.h b/ref/imgui/examples/example_apple_metal/Shared/AppDelegate.h index c4632b1f..94878d94 100644 --- a/ref/imgui/examples/example_apple_metal/Shared/AppDelegate.h +++ b/ref/imgui/examples/example_apple_metal/Shared/AppDelegate.h @@ -1,4 +1,3 @@ - #import #if TARGET_OS_IPHONE diff --git a/ref/imgui/examples/example_apple_metal/Shared/AppDelegate.m b/ref/imgui/examples/example_apple_metal/Shared/AppDelegate.m index eabb44c1..6947eb23 100644 --- a/ref/imgui/examples/example_apple_metal/Shared/AppDelegate.m +++ b/ref/imgui/examples/example_apple_metal/Shared/AppDelegate.m @@ -1,4 +1,3 @@ - #import "AppDelegate.h" @implementation AppDelegate diff --git a/ref/imgui/examples/example_apple_metal/Shared/Renderer.h b/ref/imgui/examples/example_apple_metal/Shared/Renderer.h index f324915c..81fc6f54 100644 --- a/ref/imgui/examples/example_apple_metal/Shared/Renderer.h +++ b/ref/imgui/examples/example_apple_metal/Shared/Renderer.h @@ -1,4 +1,3 @@ - #import @interface Renderer : NSObject diff --git a/ref/imgui/examples/example_apple_metal/Shared/Renderer.mm b/ref/imgui/examples/example_apple_metal/Shared/Renderer.mm index 95218eae..efc3332b 100644 --- a/ref/imgui/examples/example_apple_metal/Shared/Renderer.mm +++ b/ref/imgui/examples/example_apple_metal/Shared/Renderer.mm @@ -1,4 +1,3 @@ - #import "Renderer.h" #import @@ -26,11 +25,9 @@ IMGUI_CHECKVERSION(); ImGui::CreateContext(); - (void)ImGui::GetIO(); - - ImGui_ImplMetal_Init(_device); - ImGui::StyleColorsDark(); + + ImGui_ImplMetal_Init(_device); } return self; @@ -52,7 +49,7 @@ io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60); id commandBuffer = [self.commandQueue commandBuffer]; - + static bool show_demo_window = true; static bool show_another_window = false; static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f }; @@ -89,7 +86,7 @@ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) @@ -115,13 +112,13 @@ ImGui::Render(); ImDrawData *drawData = ImGui::GetDrawData(); ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder); - + [renderEncoder popDebugGroup]; [renderEncoder endEncoding]; [commandBuffer presentDrawable:view.currentDrawable]; } - + [commandBuffer commit]; } diff --git a/ref/imgui/examples/example_apple_metal/Shared/ViewController.h b/ref/imgui/examples/example_apple_metal/Shared/ViewController.h index a8aade13..137f93e1 100644 --- a/ref/imgui/examples/example_apple_metal/Shared/ViewController.h +++ b/ref/imgui/examples/example_apple_metal/Shared/ViewController.h @@ -1,4 +1,3 @@ - #import #import #import "Renderer.h" diff --git a/ref/imgui/examples/example_apple_metal/Shared/ViewController.mm b/ref/imgui/examples/example_apple_metal/Shared/ViewController.mm index 6a9236c4..73040add 100644 --- a/ref/imgui/examples/example_apple_metal/Shared/ViewController.mm +++ b/ref/imgui/examples/example_apple_metal/Shared/ViewController.mm @@ -1,4 +1,3 @@ - #import "ViewController.h" #import "Renderer.h" #include "imgui.h" @@ -21,9 +20,9 @@ - (void)viewDidLoad { [super viewDidLoad]; - + self.mtkView.device = MTLCreateSystemDefaultDevice(); - + if (!self.mtkView.device) { NSLog(@"Metal is not supported"); abort(); @@ -42,12 +41,12 @@ owner:self userInfo:nil]; [self.view addTrackingArea:trackingArea]; - + // If we want to receive key events, we either need to be in the responder chain of the key view, // or else we can install a local monitor. The consequence of this heavy-handed approach is that - // we receive events for all controls, not just ImGui widgets. If we had native controls in our - // window, we'd want to be much more careful than just ingesting the complete event stream, though - // we do make an effort to be good citizens by passing along events when ImGui doesn't want to capture. + // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our + // window, we'd want to be much more careful than just ingesting the complete event stream, though we + // do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture. NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel; [NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) { BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view); @@ -56,9 +55,9 @@ } else { return event; } - + }]; - + ImGui_ImplOSX_Init(); #endif } @@ -97,7 +96,7 @@ CGPoint touchLocation = [anyTouch locationInView:self.view]; ImGuiIO &io = ImGui::GetIO(); io.MousePos = ImVec2(touchLocation.x, touchLocation.y); - + BOOL hasActiveTouch = NO; for (UITouch *touch in event.allTouches) { if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) { diff --git a/ref/imgui/examples/example_apple_metal/Shared/main.m b/ref/imgui/examples/example_apple_metal/Shared/main.m index cd8468a7..15938a90 100644 --- a/ref/imgui/examples/example_apple_metal/Shared/main.m +++ b/ref/imgui/examples/example_apple_metal/Shared/main.m @@ -1,4 +1,3 @@ - #import #if TARGET_OS_IPHONE diff --git a/ref/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/ref/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj index 533fef91..f1c10494 100644 --- a/ref/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj +++ b/ref/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj @@ -3,7 +3,7 @@ archiveVersion = 1; classes = { }; - objectVersion = 50; + objectVersion = 48; objects = { /* Begin PBXBuildFile section */ @@ -231,14 +231,16 @@ TargetAttributes = { 8307E7C320E9F9C900473790 = { CreatedOnToolsVersion = 9.4.1; + ProvisioningStyle = Automatic; }; 8307E7D920E9F9C900473790 = { CreatedOnToolsVersion = 9.4.1; + ProvisioningStyle = Automatic; }; }; }; buildConfigurationList = 8307E7B920E9F9C700473790 /* Build configuration list for PBXProject "example_apple_metal" */; - compatibilityVersion = "Xcode 9.3"; + compatibilityVersion = "Xcode 8.0"; developmentRegion = en; hasScannedForEncodings = 0; knownRegions = ( @@ -444,10 +446,7 @@ DEVELOPMENT_TEAM = ""; INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist"; IPHONEOS_DEPLOYMENT_TARGET = 10.0; - LD_RUNPATH_SEARCH_PATHS = ( - "$(inherited)", - "@executable_path/Frameworks", - ); + LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks"; PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios"; PRODUCT_NAME = example_apple_metal; SDKROOT = iphoneos; @@ -463,10 +462,7 @@ DEVELOPMENT_TEAM = ""; INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist"; IPHONEOS_DEPLOYMENT_TARGET = 10.0; - LD_RUNPATH_SEARCH_PATHS = ( - "$(inherited)", - "@executable_path/Frameworks", - ); + LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks"; PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios"; PRODUCT_NAME = example_apple_metal; SDKROOT = iphoneos; @@ -483,11 +479,8 @@ COMBINE_HIDPI_IMAGES = YES; DEVELOPMENT_TEAM = ""; INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist"; - LD_RUNPATH_SEARCH_PATHS = ( - "$(inherited)", - "@executable_path/../Frameworks", - ); - MACOSX_DEPLOYMENT_TARGET = 10.13; + LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks"; + MACOSX_DEPLOYMENT_TARGET = 10.12; PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos"; PRODUCT_NAME = example_apple_metal; SDKROOT = macosx; @@ -502,11 +495,8 @@ COMBINE_HIDPI_IMAGES = YES; DEVELOPMENT_TEAM = ""; INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist"; - LD_RUNPATH_SEARCH_PATHS = ( - "$(inherited)", - "@executable_path/../Frameworks", - ); - MACOSX_DEPLOYMENT_TARGET = 10.13; + LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks"; + MACOSX_DEPLOYMENT_TARGET = 10.12; PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos"; PRODUCT_NAME = example_apple_metal; SDKROOT = macosx; diff --git a/ref/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/ref/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj index 06c7b50c..5bdf74b5 100644 --- a/ref/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj +++ b/ref/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -3,7 +3,7 @@ archiveVersion = 1; classes = { }; - objectVersion = 50; + objectVersion = 48; objects = { /* Begin PBXBuildFile section */ @@ -38,14 +38,11 @@ 4080A99F20B034280036BA46 /* imgui_impl_osx.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; name = imgui_impl_osx.mm; path = ../imgui_impl_osx.mm; sourceTree = ""; }; 4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_opengl2.h; path = ../imgui_impl_opengl2.h; sourceTree = ""; }; 4080A9A120B034280036BA46 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../imgui_impl_osx.h; sourceTree = ""; }; - 4080A9A420B0343C0036BA46 /* stb_truetype.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_truetype.h; path = ../../stb_truetype.h; sourceTree = ""; }; 4080A9A520B0343C0036BA46 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = ""; }; 4080A9A620B0343C0036BA46 /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../imgui_demo.cpp; sourceTree = ""; }; 4080A9A720B0343C0036BA46 /* imgui.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui.cpp; path = ../../imgui.cpp; sourceTree = ""; }; 4080A9A820B0343C0036BA46 /* imgui.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui.h; path = ../../imgui.h; sourceTree = ""; }; - 4080A9A920B0343C0036BA46 /* stb_rect_pack.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_rect_pack.h; path = ../../stb_rect_pack.h; sourceTree = ""; }; 4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_draw.cpp; path = ../../imgui_draw.cpp; sourceTree = ""; }; - 4080A9AB20B0343C0036BA46 /* stb_textedit.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_textedit.h; path = ../../stb_textedit.h; sourceTree = ""; }; 4080A9AC20B0343C0036BA46 /* imconfig.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imconfig.h; path = ../../imconfig.h; sourceTree = ""; }; 4080A9B220B034E40036BA46 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; }; 4080A9B420B034EA0036BA46 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; }; @@ -74,9 +71,6 @@ 4080A9A620B0343C0036BA46 /* imgui_demo.cpp */, 4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */, 4080A9A520B0343C0036BA46 /* imgui_internal.h */, - 4080A9A920B0343C0036BA46 /* stb_rect_pack.h */, - 4080A9AB20B0343C0036BA46 /* stb_textedit.h */, - 4080A9A420B0343C0036BA46 /* stb_truetype.h */, 4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */, 4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */, 4080A9A120B034280036BA46 /* imgui_impl_osx.h */, @@ -135,11 +129,12 @@ TargetAttributes = { 4080A96A20B029B00036BA46 = { CreatedOnToolsVersion = 9.3.1; + ProvisioningStyle = Automatic; }; }; }; buildConfigurationList = 4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */; - compatibilityVersion = "Xcode 9.3"; + compatibilityVersion = "Xcode 8.0"; developmentRegion = en; hasScannedForEncodings = 0; knownRegions = ( @@ -286,6 +281,7 @@ isa = XCBuildConfiguration; buildSettings = { CODE_SIGN_STYLE = Automatic; + MACOSX_DEPLOYMENT_TARGET = 10.12; PRODUCT_NAME = "$(TARGET_NAME)"; SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w; USER_HEADER_SEARCH_PATHS = ../..; @@ -296,6 +292,7 @@ isa = XCBuildConfiguration; buildSettings = { CODE_SIGN_STYLE = Automatic; + MACOSX_DEPLOYMENT_TARGET = 10.12; PRODUCT_NAME = "$(TARGET_NAME)"; SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w; USER_HEADER_SEARCH_PATHS = ../..; diff --git a/ref/imgui/examples/example_apple_opengl2/main.mm b/ref/imgui/examples/example_apple_opengl2/main.mm index cd5dd941..72f934a3 100644 --- a/ref/imgui/examples/example_apple_opengl2/main.mm +++ b/ref/imgui/examples/example_apple_opengl2/main.mm @@ -1,5 +1,5 @@ -// ImGui - standalone example application for OSX + OpenGL2, using legacy fixed pipeline -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" #include "../imgui_impl_osx.h" @@ -9,7 +9,7 @@ #import #import -//----------------------------------------------------------------------------------- +//----------------------------------------------------------------------------------- // ImGuiExampleView //----------------------------------------------------------------------------------- @@ -29,7 +29,7 @@ -(void)prepareOpenGL { [super prepareOpenGL]; - + #ifndef DEBUG GLint swapInterval = 1; [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; @@ -65,7 +65,7 @@ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) @@ -91,18 +91,18 @@ ImGui::Render(); [[self openGLContext] makeCurrentContext]; - ImGuiIO& io = ImGui::GetIO(); - GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + ImDrawData* draw_data = ImGui::GetDrawData(); + GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); glViewport(0, 0, width, height); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); - ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(draw_data); // Present [[self openGLContext] flushBuffer]; - + if (!animationTimer) animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES]; } @@ -133,12 +133,6 @@ return (YES); } -// Flip coordinate system upside down on Y --(BOOL)isFlipped -{ - return (YES); -} - -(void)dealloc { animationTimer = nil; @@ -150,6 +144,8 @@ -(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } @end @@ -174,14 +170,15 @@ { if (_window != nil) return (_window); - + NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0); - + _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES]; [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"]; + [_window setAcceptsMouseMovedEvents:YES]; [_window setOpaque:YES]; [_window makeKeyAndOrderFront:NSApp]; - + return (_window); } @@ -194,12 +191,12 @@ appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"]; menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"]; [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand]; - + menuItem = [[NSMenuItem alloc] init]; [menuItem setSubmenu:appMenu]; - + [mainMenuBar addItem:menuItem]; - + appMenu = nil; [NSApp setMainMenu:mainMenuBar]; } @@ -217,14 +214,14 @@ // Menu [self setupMenu]; - + NSOpenGLPixelFormatAttribute attrs[] = { NSOpenGLPFADoubleBuffer, NSOpenGLPFADepthSize, 32, 0 }; - + NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format]; format = nil; @@ -233,23 +230,24 @@ [view setWantsBestResolutionOpenGLSurface:YES]; #endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 [self.window setContentView:view]; - + if ([view openGLContext] == nil) NSLog(@"No OpenGL Context!"); - // Setup Dear ImGui binding + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - ImGui_ImplOSX_Init(); - ImGui_ImplOpenGL2_Init(); - - // Setup style + // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup Platform/Renderer bindings + ImGui_ImplOSX_Init(); + ImGui_ImplOpenGL2_Init(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. diff --git a/ref/imgui/examples/example_freeglut_opengl2/main.cpp b/ref/imgui/examples/example_freeglut_opengl2/main.cpp deleted file mode 100644 index 8b489dd6..00000000 --- a/ref/imgui/examples/example_freeglut_opengl2/main.cpp +++ /dev/null @@ -1,134 +0,0 @@ -// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's) - -#include "imgui.h" -#include "../imgui_impl_freeglut.h" -#include "../imgui_impl_opengl2.h" -#include - -#ifdef _MSC_VER -#pragma warning (disable: 4505) // unreferenced local function has been removed -#endif - -static bool show_demo_window = true; -static bool show_another_window = false; -static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - -void my_display_code() -{ - // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); - - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. - { - static float f = 0.0f; - static int counter = 0; - - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); - - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); - - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); - } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } -} - -void glut_display_func() -{ - // Start the ImGui frame - ImGui_ImplOpenGL2_NewFrame(); - ImGui_ImplFreeGLUT_NewFrame(); - - my_display_code(); - - // Rendering - ImGui::Render(); - ImGuiIO& io = ImGui::GetIO(); - glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); - glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); - glClear(GL_COLOR_BUFFER_BIT); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. - ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); - - glutSwapBuffers(); - glutPostRedisplay(); -} - -// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. -// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. -// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - -int main(int argc, char** argv) -{ - // Create GLUT window - glutInit(&argc, argv); - glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); - glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); - glutInitWindowSize(1280, 720); - glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example"); - - // Setup GLUT display function - // We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us, - // otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves. - glutDisplayFunc(glut_display_func); - - // Setup ImGui binding - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - - ImGui_ImplFreeGLUT_Init(); - ImGui_ImplFreeGLUT_InstallFuncs(); - ImGui_ImplOpenGL2_Init(); - - // Setup style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsClassic(); - - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != NULL); - - glutMainLoop(); - - // Cleanup - ImGui_ImplOpenGL2_Shutdown(); - ImGui_ImplFreeGLUT_Shutdown(); - ImGui::DestroyContext(); - - return 0; -} diff --git a/ref/imgui/examples/example_glfw_opengl2/main.cpp b/ref/imgui/examples/example_glfw_opengl2/main.cpp index db99c8d0..0a7aa3c3 100644 --- a/ref/imgui/examples/example_glfw_opengl2/main.cpp +++ b/ref/imgui/examples/example_glfw_opengl2/main.cpp @@ -1,5 +1,5 @@ -// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** @@ -10,8 +10,18 @@ #include "imgui_impl_glfw.h" #include "imgui_impl_opengl2.h" #include +#ifdef __APPLE__ +#define GL_SILENCE_DEPRECATION +#endif #include +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "Glfw Error %d: %s\n", error, description); @@ -29,23 +39,24 @@ int main(int, char**) glfwMakeContextCurrent(window); glfwSwapInterval(1); // Enable vsync - // Setup Dear ImGui binding + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - ImGui_ImplGlfw_InitForOpenGL(window, true); - ImGui_ImplOpenGL2_Init(); - - // Setup style + // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup Platform/Renderer bindings + ImGui_ImplGlfw_InitForOpenGL(window, true); + ImGui_ImplOpenGL2_Init(); + // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. @@ -58,6 +69,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -92,7 +104,7 @@ int main(int, char**) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) @@ -121,8 +133,14 @@ int main(int, char**) glViewport(0, 0, display_w, display_h); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore current shader using the commented lines below. + //GLint last_program; + //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + //glUseProgram(0); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + //glUseProgram(last_program); glfwMakeContextCurrent(window); glfwSwapBuffers(window); diff --git a/ref/imgui/examples/example_glfw_opengl3/main.cpp b/ref/imgui/examples/example_glfw_opengl3/main.cpp index 2795ff49..4833d1b0 100644 --- a/ref/imgui/examples/example_glfw_opengl3/main.cpp +++ b/ref/imgui/examples/example_glfw_opengl3/main.cpp @@ -1,5 +1,5 @@ -// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) #include "imgui.h" @@ -7,9 +7,10 @@ #include "imgui_impl_opengl3.h" #include -// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #include // Initialize with gl3wInit() #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) @@ -20,7 +21,15 @@ #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif -#include // Include glfw3.h after our OpenGL definitions +// Include glfw3.h after our OpenGL definitions +#include + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif static void glfw_error_callback(int error, const char* description) { @@ -64,7 +73,9 @@ int main(int, char**) #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) bool err = glewInit() != GLEW_OK; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) - bool err = gladLoadGL() != 0; + bool err = gladLoadGL() == 0; +#else + bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization. #endif if (err) { @@ -72,20 +83,21 @@ int main(int, char**) return 1; } - // Setup Dear ImGui binding + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - ImGui_ImplGlfw_InitForOpenGL(window, true); - ImGui_ImplOpenGL3_Init(glsl_version); - - // Setup style + // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup Platform/Renderer bindings + ImGui_ImplGlfw_InitForOpenGL(window, true); + ImGui_ImplOpenGL3_Init(glsl_version); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -101,6 +113,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -160,14 +173,12 @@ int main(int, char**) // Rendering ImGui::Render(); int display_w, display_h; - glfwMakeContextCurrent(window); glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - glfwMakeContextCurrent(window); glfwSwapBuffers(window); } diff --git a/ref/imgui/examples/example_glfw_vulkan/CMakeLists.txt b/ref/imgui/examples/example_glfw_vulkan/CMakeLists.txt index 60fe5718..68155ec8 100644 --- a/ref/imgui/examples/example_glfw_vulkan/CMakeLists.txt +++ b/ref/imgui/examples/example_glfw_vulkan/CMakeLists.txt @@ -1,3 +1,8 @@ +# Example usage: +# mkdir build +# cd build +# cmake -g "Visual Studio 14 2015" .. + cmake_minimum_required(VERSION 2.8) project(imgui_example_glfw_vulkan C CXX) @@ -18,7 +23,7 @@ option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF) add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL) include_directories(${GLFW_DIR}/include) -# ImGui +# Dear ImGui set(IMGUI_DIR ../../) include_directories(${IMGUI_DIR} ..) @@ -32,5 +37,5 @@ include_directories(${GLFW_DIR}/deps) file(GLOB sources *.cpp) -add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/examples/imgui_impl_glfw.cpp ${IMGUI_DIR}/examples/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp) +add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/examples/imgui_impl_glfw.cpp ${IMGUI_DIR}/examples/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_widgets.cpp) target_link_libraries(example_glfw_vulkan ${LIBRARIES}) diff --git a/ref/imgui/examples/example_glfw_vulkan/glsl_shader.frag b/ref/imgui/examples/example_glfw_vulkan/glsl_shader.frag index 313a8880..ce7e6f72 100644 --- a/ref/imgui/examples/example_glfw_vulkan/glsl_shader.frag +++ b/ref/imgui/examples/example_glfw_vulkan/glsl_shader.frag @@ -3,7 +3,7 @@ layout(location = 0) out vec4 fColor; layout(set=0, binding=0) uniform sampler2D sTexture; -layout(location = 0) in struct{ +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; diff --git a/ref/imgui/examples/example_glfw_vulkan/glsl_shader.vert b/ref/imgui/examples/example_glfw_vulkan/glsl_shader.vert index 20b29082..9425365a 100644 --- a/ref/imgui/examples/example_glfw_vulkan/glsl_shader.vert +++ b/ref/imgui/examples/example_glfw_vulkan/glsl_shader.vert @@ -3,16 +3,16 @@ layout(location = 0) in vec2 aPos; layout(location = 1) in vec2 aUV; layout(location = 2) in vec4 aColor; -layout(push_constant) uniform uPushConstant{ +layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; -out gl_PerVertex{ +out gl_PerVertex { vec4 gl_Position; }; -layout(location = 0) out struct{ +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; @@ -21,5 +21,5 @@ void main() { Out.Color = aColor; Out.UV = aUV; - gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1); + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); } diff --git a/ref/imgui/examples/example_glfw_vulkan/main.cpp b/ref/imgui/examples/example_glfw_vulkan/main.cpp index 5ca9e9c9..fc3c1efb 100644 --- a/ref/imgui/examples/example_glfw_vulkan/main.cpp +++ b/ref/imgui/examples/example_glfw_vulkan/main.cpp @@ -1,5 +1,12 @@ -// ImGui - standalone example application for Glfw + Vulkan -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for Glfw + Vulkan +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. #include "imgui.h" #include "imgui_impl_glfw.h" @@ -11,24 +18,33 @@ #include #include +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + //#define IMGUI_UNLIMITED_FRAME_RATE #ifdef _DEBUG #define IMGUI_VULKAN_DEBUG_REPORT #endif -static VkAllocationCallbacks* g_Allocator = NULL; -static VkInstance g_Instance = VK_NULL_HANDLE; -static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; -static VkDevice g_Device = VK_NULL_HANDLE; -static uint32_t g_QueueFamily = (uint32_t)-1; -static VkQueue g_Queue = VK_NULL_HANDLE; -static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; -static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; -static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; +static VkAllocationCallbacks* g_Allocator = NULL; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static ImGui_ImplVulkanH_WindowData g_WindowData; -static bool g_ResizeWanted = false; -static int g_ResizeWidth = 0, g_ResizeHeight = 0; +static ImGui_ImplVulkanH_Window g_MainWindowData; +static int g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; +static int g_SwapChainResizeWidth = 0; +static int g_SwapChainResizeHeight = 0; static void check_vk_result(VkResult err) { @@ -92,6 +108,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) // Create Vulkan Instance without any debug feature err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); check_vk_result(err); + IM_UNUSED(g_DebugReport); #endif } @@ -100,6 +117,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) uint32_t gpu_count; err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL); check_vk_result(err); + IM_ASSERT(gpu_count > 0); VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count); err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus); @@ -125,7 +143,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) break; } free(queues); - IM_ASSERT(g_QueueFamily != -1); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); } // Create Logical Device (with 1 queue) @@ -176,7 +194,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) } } -static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height) +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) { wd->Surface = surface; @@ -189,12 +209,12 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR exit(-1); } - // Get Surface Format + // Select Surface Format const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); - // Get Present Mode + // Select Present Mode #ifdef IMGUI_UNLIMITED_FRAME_RATE VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; #else @@ -204,14 +224,12 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height); + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); } static void CleanupVulkan() { - ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; - ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator); vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); #ifdef IMGUI_VULKAN_DEBUG_REPORT @@ -224,79 +242,86 @@ static void CleanupVulkan() vkDestroyInstance(g_Instance, g_Allocator); } -static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) +static void CleanupVulkanWindow() { - VkResult err; - - VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore; - err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); - check_vk_result(err); - - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; - { - err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking - check_vk_result(err); - - err = vkResetFences(g_Device, 1, &fd->Fence); - check_vk_result(err); - } - { - err = vkResetCommandPool(g_Device, fd->CommandPool, 0); - check_vk_result(err); - VkCommandBufferBeginInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; - info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; - err = vkBeginCommandBuffer(fd->CommandBuffer, &info); - check_vk_result(err); - } - { - VkRenderPassBeginInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; - info.renderPass = wd->RenderPass; - info.framebuffer = wd->Framebuffer[wd->FrameIndex]; - info.renderArea.extent.width = wd->Width; - info.renderArea.extent.height = wd->Height; - info.clearValueCount = 1; - info.pClearValues = &wd->ClearValue; - vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); - } - - // Record Imgui Draw Data and draw funcs into command buffer - ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); - - // Submit command buffer - vkCmdEndRenderPass(fd->CommandBuffer); - { - VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; - VkSubmitInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; - info.waitSemaphoreCount = 1; - info.pWaitSemaphores = &image_acquired_semaphore; - info.pWaitDstStageMask = &wait_stage; - info.commandBufferCount = 1; - info.pCommandBuffers = &fd->CommandBuffer; - info.signalSemaphoreCount = 1; - info.pSignalSemaphores = &fd->RenderCompleteSemaphore; - - err = vkEndCommandBuffer(fd->CommandBuffer); - check_vk_result(err); - err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); - check_vk_result(err); - } + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); } -static void FramePresent(ImGui_ImplVulkanH_WindowData* wd) +static void FrameRender(ImGui_ImplVulkanH_Window* wd) { - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; - VkPresentInfoKHR info = {}; - info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; - info.waitSemaphoreCount = 1; - info.pWaitSemaphores = &fd->RenderCompleteSemaphore; - info.swapchainCount = 1; - info.pSwapchains = &wd->Swapchain; - info.pImageIndices = &wd->FrameIndex; - VkResult err = vkQueuePresentKHR(g_Queue, &info); - check_vk_result(err); + VkResult err; + + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + check_vk_result(err); + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + { + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + check_vk_result(err); + + err = vkResetFences(g_Device, 1, &fd->Fence); + check_vk_result(err); + } + { + err = vkResetCommandPool(g_Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = 1; + info.pClearValues = &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + + // Record Imgui Draw Data and draw funcs into command buffer + ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); + + // Submit command buffer + vkCmdEndRenderPass(fd->CommandBuffer); + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &render_complete_semaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); + check_vk_result(err); + } +} + +static void FramePresent(ImGui_ImplVulkanH_Window* wd) +{ + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &render_complete_semaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores } static void glfw_error_callback(int error, const char* description) @@ -306,14 +331,14 @@ static void glfw_error_callback(int error, const char* description) static void glfw_resize_callback(GLFWwindow*, int w, int h) { - g_ResizeWanted = true; - g_ResizeWidth = w; - g_ResizeHeight = h; + g_SwapChainRebuild = true; + g_SwapChainResizeWidth = w; + g_SwapChainResizeHeight = h; } int main(int, char**) { - // Setup window + // Setup GLFW window glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return 1; @@ -340,20 +365,22 @@ int main(int, char**) int w, h; glfwGetFramebufferSize(window, &w, &h); glfwSetFramebufferSizeCallback(window, glfw_resize_callback); - ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; - SetupVulkanWindowData(wd, surface, w, h); + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; + SetupVulkanWindow(wd, surface, w, h); - // Setup Dear ImGui binding + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - // Setup GLFW binding + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Setup Platform/Renderer bindings ImGui_ImplGlfw_InitForVulkan(window, true); - - // Setup Vulkan binding ImGui_ImplVulkan_InitInfo init_info = {}; init_info.Instance = g_Instance; init_info.PhysicalDevice = g_PhysicalDevice; @@ -363,16 +390,14 @@ int main(int, char**) init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; + init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); - // Setup style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsClassic(); - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. @@ -412,9 +437,10 @@ int main(int, char**) err = vkDeviceWaitIdle(g_Device); check_vk_result(err); - ImGui_ImplVulkan_InvalidateFontUploadObjects(); + ImGui_ImplVulkan_DestroyFontUploadObjects(); } + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -428,11 +454,14 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - if (g_ResizeWanted) - { - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight); - g_ResizeWanted = false; - } + + if (g_SwapChainRebuild) + { + g_SwapChainRebuild = false; + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; + } // Start the Dear ImGui frame ImGui_ImplVulkan_NewFrame(); @@ -454,7 +483,7 @@ int main(int, char**) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) @@ -479,7 +508,7 @@ int main(int, char**) // Rendering ImGui::Render(); memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); - FrameRender(wd); + FrameRender(wd); FramePresent(wd); } @@ -490,6 +519,8 @@ int main(int, char**) ImGui_ImplVulkan_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); + + CleanupVulkanWindow(); CleanupVulkan(); glfwDestroyWindow(window); diff --git a/ref/imgui/examples/example_marmalade/main.cpp b/ref/imgui/examples/example_marmalade/main.cpp index 41c65953..27a4acd9 100644 --- a/ref/imgui/examples/example_marmalade/main.cpp +++ b/ref/imgui/examples/example_marmalade/main.cpp @@ -1,8 +1,8 @@ -// ImGui - standalone example application for Marmalade -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for Marmalade +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // Copyright (C) 2015 by Giovanni Zito -// This file is part of ImGui +// This file is part of Dear ImGui #include "imgui.h" #include "imgui_impl_marmalade.h" @@ -16,20 +16,22 @@ int main(int, char**) { IwGxInit(); - // Setup Dear ImGui binding + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - ImGui_Marmalade_Init(true); - // Setup style + // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup Platform/Renderer bindings + ImGui_Marmalade_Init(true); + // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. @@ -42,6 +44,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -79,7 +82,7 @@ int main(int, char**) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) diff --git a/ref/imgui/examples/example_null/main.cpp b/ref/imgui/examples/example_null/main.cpp index 547ed3c1..aa2f6dba 100644 --- a/ref/imgui/examples/example_null/main.cpp +++ b/ref/imgui/examples/example_null/main.cpp @@ -1,4 +1,6 @@ -// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs) +// dear imgui: null/dummy example application +// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT) +// This is useful to test building, but you cannot interact with anything here! #include "imgui.h" #include @@ -13,7 +15,7 @@ int main(int, char**) int tex_w, tex_h; io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h); - for (int n = 0; n < 50; n++) + for (int n = 0; n < 20; n++) { printf("NewFrame() %d\n", n); io.DisplaySize = ImVec2(1920, 1080); diff --git a/ref/imgui/examples/example_sdl_opengl2/README.md b/ref/imgui/examples/example_sdl_opengl2/README.md index dfbfa7b6..60a5e377 100644 --- a/ref/imgui/examples/example_sdl_opengl2/README.md +++ b/ref/imgui/examples/example_sdl_opengl2/README.md @@ -4,8 +4,11 @@ - On Windows with Visual Studio's CLI ``` -set SDL2DIR=path_to_your_sdl2_folder -cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console ``` - On Linux and similar Unixes diff --git a/ref/imgui/examples/example_sdl_opengl2/build_win32.bat b/ref/imgui/examples/example_sdl_opengl2/build_win32.bat index bc2eb3b2..d209b2a2 100644 --- a/ref/imgui/examples/example_sdl_opengl2/build_win32.bat +++ b/ref/imgui/examples/example_sdl_opengl2/build_win32.bat @@ -1,3 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +set OUT_DIR=Debug +set OUT_EXE=example_sdl_opengl2 +set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include +set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp +set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/ref/imgui/examples/example_sdl_opengl2/main.cpp b/ref/imgui/examples/example_sdl_opengl2/main.cpp index 1a1079b7..1222c250 100644 --- a/ref/imgui/examples/example_sdl_opengl2/main.cpp +++ b/ref/imgui/examples/example_sdl_opengl2/main.cpp @@ -1,5 +1,5 @@ -// ImGui - standalone example application for SDL2 + OpenGL -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for SDL2 + OpenGL +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** @@ -13,10 +13,11 @@ #include #include +// Main code int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return -1; @@ -28,28 +29,30 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); - SDL_DisplayMode current; - SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync - // Setup Dear ImGui binding + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - ImGui_ImplSDL2_InitForOpenGL(window, gl_context); - ImGui_ImplOpenGL2_Init(); - - // Setup style + // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup Platform/Renderer bindings + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL2_Init(); + // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. @@ -62,6 +65,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -103,7 +107,7 @@ int main(int, char**) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) diff --git a/ref/imgui/examples/example_sdl_opengl3/README.md b/ref/imgui/examples/example_sdl_opengl3/README.md index f029ce71..ec21fb78 100644 --- a/ref/imgui/examples/example_sdl_opengl3/README.md +++ b/ref/imgui/examples/example_sdl_opengl3/README.md @@ -4,8 +4,11 @@ - On Windows with Visual Studio's CLI ``` -set SDL2DIR=path_to_your_sdl2_folder -cl /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console ``` - On Linux and similar Unixes diff --git a/ref/imgui/examples/example_sdl_opengl3/build_win32.bat b/ref/imgui/examples/example_sdl_opengl3/build_win32.bat index d2cfa67f..ce105602 100644 --- a/ref/imgui/examples/example_sdl_opengl3/build_win32.bat +++ b/ref/imgui/examples/example_sdl_opengl3/build_win32.bat @@ -1,3 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl3.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +set OUT_DIR=Debug +set OUT_EXE=example_sdl_opengl3 +set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w +set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c +set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/ref/imgui/examples/example_sdl_opengl3/main.cpp b/ref/imgui/examples/example_sdl_opengl3/main.cpp index 156520f7..19d34e9a 100644 --- a/ref/imgui/examples/example_sdl_opengl3/main.cpp +++ b/ref/imgui/examples/example_sdl_opengl3/main.cpp @@ -1,5 +1,5 @@ -// ImGui - standalone example application for SDL2 + OpenGL -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for SDL2 + OpenGL +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) @@ -9,9 +9,10 @@ #include #include -// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #include // Initialize with gl3wInit() #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) @@ -22,10 +23,11 @@ #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif +// Main code int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return -1; @@ -52,10 +54,10 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); - SDL_DisplayMode current; - SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync // Initialize OpenGL loader @@ -65,6 +67,8 @@ int main(int, char**) bool err = glewInit() != GLEW_OK; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) bool err = gladLoadGL() == 0; +#else + bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization. #endif if (err) { @@ -72,22 +76,24 @@ int main(int, char**) return 1; } - // Setup Dear ImGui binding + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - ImGui_ImplSDL2_InitForOpenGL(window, gl_context); - ImGui_ImplOpenGL3_Init(glsl_version); - - // Setup style + // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup Platform/Renderer bindings + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL3_Init(glsl_version); + // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. @@ -100,6 +106,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -143,7 +150,7 @@ int main(int, char**) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) @@ -167,7 +174,6 @@ int main(int, char**) // Rendering ImGui::Render(); - SDL_GL_MakeCurrent(window, gl_context); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); diff --git a/ref/imgui/examples/example_sdl_vulkan/main.cpp b/ref/imgui/examples/example_sdl_vulkan/main.cpp index 29ad434e..12c262e9 100644 --- a/ref/imgui/examples/example_sdl_vulkan/main.cpp +++ b/ref/imgui/examples/example_sdl_vulkan/main.cpp @@ -1,5 +1,12 @@ -// ImGui - standalone example application for SDL2 + Vulkan -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for SDL2 + Vulkan +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. #include "imgui.h" #include "imgui_impl_sdl.h" @@ -15,17 +22,21 @@ #define IMGUI_VULKAN_DEBUG_REPORT #endif -static VkAllocationCallbacks* g_Allocator = NULL; -static VkInstance g_Instance = VK_NULL_HANDLE; -static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; -static VkDevice g_Device = VK_NULL_HANDLE; -static uint32_t g_QueueFamily = (uint32_t)-1; -static VkQueue g_Queue = VK_NULL_HANDLE; -static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; -static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; -static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; +static VkAllocationCallbacks* g_Allocator = NULL; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static ImGui_ImplVulkanH_WindowData g_WindowData; +static ImGui_ImplVulkanH_Window g_MainWindowData; +static uint32_t g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; +static int g_SwapChainResizeWidth = 0; +static int g_SwapChainResizeHeight = 0; static void check_vk_result(VkResult err) { @@ -89,6 +100,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) // Create Vulkan Instance without any debug feature err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); check_vk_result(err); + IM_UNUSED(g_DebugReport); #endif } @@ -97,6 +109,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) uint32_t gpu_count; err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL); check_vk_result(err); + IM_ASSERT(gpu_count > 0); VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count); err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus); @@ -122,7 +135,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) break; } free(queues); - IM_ASSERT(g_QueueFamily != -1); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); } // Create Logical Device (with 1 queue) @@ -173,7 +186,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) } } -static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height) +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) { wd->Surface = surface; @@ -186,28 +201,27 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR exit(-1); } - // Get Surface Format + // Select Surface Format const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); - // Get Present Mode + // Select Present Mode #ifdef IMGUI_UNLIMITED_FRAME_RATE - VkPresentModeKHR present_mode = VK_PRESENT_MODE_IMMEDIATE_KHR; + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; #else - VkPresentModeKHR present_mode = VK_PRESENT_MODE_FIFO_KHR; + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; #endif - wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_mode, 1); + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height); + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); } static void CleanupVulkan() { - ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; - ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator); vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); #ifdef IMGUI_VULKAN_DEBUG_REPORT @@ -220,20 +234,26 @@ static void CleanupVulkan() vkDestroyInstance(g_Instance, g_Allocator); } -static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) +static void CleanupVulkanWindow() { - VkResult err; + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); +} - VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore; - err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); - check_vk_result(err); +static void FrameRender(ImGui_ImplVulkanH_Window* wd) +{ + VkResult err; - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + check_vk_result(err); + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; { - err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking check_vk_result(err); - err = vkResetFences(g_Device, 1, &fd->Fence); + err = vkResetFences(g_Device, 1, &fd->Fence); check_vk_result(err); } { @@ -249,7 +269,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) VkRenderPassBeginInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; info.renderPass = wd->RenderPass; - info.framebuffer = wd->Framebuffer[wd->FrameIndex]; + info.framebuffer = fd->Framebuffer; info.renderArea.extent.width = wd->Width; info.renderArea.extent.height = wd->Height; info.clearValueCount = 1; @@ -257,22 +277,22 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); } - // Record Imgui Draw Data and draw funcs into command buffer - ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); + // Record Imgui Draw Data and draw funcs into command buffer + ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); - // Submit command buffer + // Submit command buffer vkCmdEndRenderPass(fd->CommandBuffer); { VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; VkSubmitInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; info.waitSemaphoreCount = 1; - info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitSemaphores = &image_acquired_semaphore; info.pWaitDstStageMask = &wait_stage; info.commandBufferCount = 1; info.pCommandBuffers = &fd->CommandBuffer; info.signalSemaphoreCount = 1; - info.pSignalSemaphores = &fd->RenderCompleteSemaphore; + info.pSignalSemaphores = &render_complete_semaphore; err = vkEndCommandBuffer(fd->CommandBuffer); check_vk_result(err); @@ -281,33 +301,33 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) } } -static void FramePresent(ImGui_ImplVulkanH_WindowData* wd) +static void FramePresent(ImGui_ImplVulkanH_Window* wd) { - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; VkPresentInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; info.waitSemaphoreCount = 1; - info.pWaitSemaphores = &fd->RenderCompleteSemaphore; + info.pWaitSemaphores = &render_complete_semaphore; info.swapchainCount = 1; info.pSwapchains = &wd->Swapchain; - info.pImageIndices = &wd->FrameIndex; - VkResult err = vkQueuePresentKHR(g_Queue, &info); + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores } int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); - return 1; + return -1; } // Setup window - SDL_DisplayMode current; - SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); // Setup Vulkan uint32_t extensions_count = 0; @@ -329,18 +349,22 @@ int main(int, char**) // Create Framebuffers int w, h; SDL_GetWindowSize(window, &w, &h); - ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; - SetupVulkanWindowData(wd, surface, w, h); + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; + SetupVulkanWindow(wd, surface, w, h); - // Setup ImGui binding + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - // Setup SDL binding + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Setup Platform/Renderer bindings ImGui_ImplSDL2_InitForVulkan(window); - - // Setup Vulkan binding ImGui_ImplVulkan_InitInfo init_info = {}; init_info.Instance = g_Instance; init_info.PhysicalDevice = g_PhysicalDevice; @@ -350,16 +374,14 @@ int main(int, char**) init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; + init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); - // Setup style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsClassic(); - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. @@ -399,9 +421,10 @@ int main(int, char**) err = vkDeviceWaitIdle(g_Device); check_vk_result(err); - ImGui_ImplVulkan_InvalidateFontUploadObjects(); + ImGui_ImplVulkan_DestroyFontUploadObjects(); } + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -421,8 +444,20 @@ int main(int, char**) ImGui_ImplSDL2_ProcessEvent(&event); if (event.type == SDL_QUIT) done = true; - if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2); + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) + { + g_SwapChainResizeWidth = (int)event.window.data1; + g_SwapChainResizeHeight = (int)event.window.data2; + g_SwapChainRebuild = true; + } + } + + if (g_SwapChainRebuild) + { + g_SwapChainRebuild = false; + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; } // Start the Dear ImGui frame @@ -445,7 +480,7 @@ int main(int, char**) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) @@ -470,8 +505,8 @@ int main(int, char**) // Rendering ImGui::Render(); memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); - FrameRender(wd); - + FrameRender(wd); + FramePresent(wd); } @@ -481,8 +516,11 @@ int main(int, char**) ImGui_ImplVulkan_Shutdown(); ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(); - SDL_DestroyWindow(window); + + CleanupVulkanWindow(); CleanupVulkan(); + + SDL_DestroyWindow(window); SDL_Quit(); return 0; diff --git a/ref/imgui/examples/example_win32_directx10/main.cpp b/ref/imgui/examples/example_win32_directx10/main.cpp index 29d25fca..d05268aa 100644 --- a/ref/imgui/examples/example_win32_directx10/main.cpp +++ b/ref/imgui/examples/example_win32_directx10/main.cpp @@ -1,5 +1,5 @@ -// ImGui - standalone example application for DirectX 10 -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for DirectX 10 +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" #include "imgui_impl_win32.h" @@ -15,119 +15,51 @@ static ID3D10Device* g_pd3dDevice = NULL; static IDXGISwapChain* g_pSwapChain = NULL; static ID3D10RenderTargetView* g_mainRenderTargetView = NULL; -void CreateRenderTarget() -{ - ID3D10Texture2D* pBackBuffer; - g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); - pBackBuffer->Release(); -} - -void CleanupRenderTarget() -{ - if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } -} - -HRESULT CreateDeviceD3D(HWND hWnd) -{ - // Setup swap chain - DXGI_SWAP_CHAIN_DESC sd; - ZeroMemory(&sd, sizeof(sd)); - sd.BufferCount = 2; - sd.BufferDesc.Width = 0; - sd.BufferDesc.Height = 0; - sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - sd.BufferDesc.RefreshRate.Numerator = 60; - sd.BufferDesc.RefreshRate.Denominator = 1; - sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; - sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - sd.OutputWindow = hWnd; - sd.SampleDesc.Count = 1; - sd.SampleDesc.Quality = 0; - sd.Windowed = TRUE; - sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; - - UINT createDeviceFlags = 0; - //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; - if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK) - return E_FAIL; - - CreateRenderTarget(); - - return S_OK; -} - -void CleanupDeviceD3D() -{ - CleanupRenderTarget(); - if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } -} - -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) - return true; - - switch (msg) - { - case WM_SIZE: - if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) - { - ImGui_ImplDX10_InvalidateDeviceObjects(); - CleanupRenderTarget(); - g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); - CreateRenderTarget(); - ImGui_ImplDX10_CreateDeviceObjects(); - } - return 0; - case WM_SYSCOMMAND: - if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu - return 0; - break; - case WM_DESTROY: - PostQuitMessage(0); - return 0; - } - return DefWindowProc(hWnd, msg, wParam, lParam); -} +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +// Main code int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; - RegisterClassEx(&wc); - HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + ::RegisterClassEx(&wc); + HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D - if (CreateDeviceD3D(hwnd) < 0) + if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } // Show the window - ShowWindow(hwnd, SW_SHOWDEFAULT); - UpdateWindow(hwnd); + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); - // Setup Dear ImGui binding + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - ImGui_ImplWin32_Init(hwnd); - ImGui_ImplDX10_Init(g_pd3dDevice); - - // Setup style + // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup Platform/Renderer bindings + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX10_Init(g_pd3dDevice); + // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. @@ -140,6 +72,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -154,10 +87,10 @@ int main(int, char**) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { - TranslateMessage(&msg); - DispatchMessage(&msg); + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); continue; } @@ -181,7 +114,7 @@ int main(int, char**) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) @@ -218,8 +151,86 @@ int main(int, char**) ImGui::DestroyContext(); CleanupDeviceD3D(); - DestroyWindow(hwnd); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + ::DestroyWindow(hwnd); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; + if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void CreateRenderTarget() +{ + ID3D10Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } +} + +// Win32 message handler +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} diff --git a/ref/imgui/examples/example_win32_directx11/main.cpp b/ref/imgui/examples/example_win32_directx11/main.cpp index c98e6392..0a8f09b2 100644 --- a/ref/imgui/examples/example_win32_directx11/main.cpp +++ b/ref/imgui/examples/example_win32_directx11/main.cpp @@ -1,5 +1,5 @@ -// ImGui - standalone example application for DirectX 11 -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui - standalone example application for DirectX 11 +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" #include "imgui_impl_win32.h" @@ -15,122 +15,51 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; static IDXGISwapChain* g_pSwapChain = NULL; static ID3D11RenderTargetView* g_mainRenderTargetView = NULL; -void CreateRenderTarget() -{ - ID3D11Texture2D* pBackBuffer; - g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); - pBackBuffer->Release(); -} - -void CleanupRenderTarget() -{ - if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } -} - -HRESULT CreateDeviceD3D(HWND hWnd) -{ - // Setup swap chain - DXGI_SWAP_CHAIN_DESC sd; - ZeroMemory(&sd, sizeof(sd)); - sd.BufferCount = 2; - sd.BufferDesc.Width = 0; - sd.BufferDesc.Height = 0; - sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - sd.BufferDesc.RefreshRate.Numerator = 60; - sd.BufferDesc.RefreshRate.Denominator = 1; - sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; - sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - sd.OutputWindow = hWnd; - sd.SampleDesc.Count = 1; - sd.SampleDesc.Quality = 0; - sd.Windowed = TRUE; - sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; - - UINT createDeviceFlags = 0; - //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; - D3D_FEATURE_LEVEL featureLevel; - const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; - if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) - return E_FAIL; - - CreateRenderTarget(); - - return S_OK; -} - -void CleanupDeviceD3D() -{ - CleanupRenderTarget(); - if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } - if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } -} - -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) - return true; - - switch (msg) - { - case WM_SIZE: - if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) - { - ImGui_ImplDX11_InvalidateDeviceObjects(); - CleanupRenderTarget(); - g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); - CreateRenderTarget(); - ImGui_ImplDX11_CreateDeviceObjects(); - } - return 0; - case WM_SYSCOMMAND: - if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu - return 0; - break; - case WM_DESTROY: - PostQuitMessage(0); - return 0; - } - return DefWindowProc(hWnd, msg, wParam, lParam); -} +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +// Main code int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; - RegisterClassEx(&wc); - HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + ::RegisterClassEx(&wc); + HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D - if (CreateDeviceD3D(hwnd) < 0) + if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } // Show the window - ShowWindow(hwnd, SW_SHOWDEFAULT); - UpdateWindow(hwnd); + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); - // Setup Dear ImGui binding + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - ImGui_ImplWin32_Init(hwnd); - ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); - - // Setup style + // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup Platform/Renderer bindings + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. @@ -158,10 +87,10 @@ int main(int, char**) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { - TranslateMessage(&msg); - DispatchMessage(&msg); + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); continue; } @@ -185,7 +114,7 @@ int main(int, char**) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) @@ -217,13 +146,95 @@ int main(int, char**) //g_pSwapChain->Present(0, 0); // Present without vsync } + // Cleanup ImGui_ImplDX11_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); - DestroyWindow(hwnd); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + ::DestroyWindow(hwnd); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; + D3D_FEATURE_LEVEL featureLevel; + const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; + if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void CreateRenderTarget() +{ + ID3D11Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } +} + +// Win32 message handler +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} diff --git a/ref/imgui/examples/example_win32_directx12/main.cpp b/ref/imgui/examples/example_win32_directx12/main.cpp index a4ce237e..90631e85 100644 --- a/ref/imgui/examples/example_win32_directx12/main.cpp +++ b/ref/imgui/examples/example_win32_directx12/main.cpp @@ -1,5 +1,5 @@ -// ImGui - standalone example application for DirectX 12 -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for DirectX 12 +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) #include "imgui.h" @@ -36,17 +36,320 @@ static HANDLE g_hSwapChainWaitableObject = NULL; static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +void WaitForLastSubmittedFrame(); +FrameContext* WaitForNextFrameResources(); +void ResizeSwapChain(HWND hWnd, int width, int height); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Main code +int main(int, char**) +{ + // Create application window + WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; + ::RegisterClassEx(&wc); + HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); + return 1; + } + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Setup Platform/Renderer bindings + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, + DXGI_FORMAT_R8G8B8A8_UNORM, + g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), + g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + MSG msg; + ZeroMemory(&msg, sizeof(msg)); + while (msg.message != WM_QUIT) + { + // Poll and handle messages (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplDX12_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + FrameContext* frameCtxt = WaitForNextFrameResources(); + UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); + frameCtxt->CommandAllocator->Reset(); + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + + g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL); + g_pd3dCommandList->ResourceBarrier(1, &barrier); + g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL); + g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); + g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); + ImGui::Render(); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + g_pd3dCommandList->ResourceBarrier(1, &barrier); + g_pd3dCommandList->Close(); + + g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); + + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync + + UINT64 fenceValue = g_fenceLastSignaledValue + 1; + g_pd3dCommandQueue->Signal(g_fence, fenceValue); + g_fenceLastSignaledValue = fenceValue; + frameCtxt->FenceValue = fenceValue; + } + + WaitForLastSubmittedFrame(); + ImGui_ImplDX12_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC1 sd; + { + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = NUM_BACK_BUFFERS; + sd.Width = 0; + sd.Height = 0; + sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd.Scaling = DXGI_SCALING_STRETCH; + sd.Stereo = FALSE; + } + + if (DX12_ENABLE_DEBUG_LAYER) + { + ID3D12Debug* dx12Debug = NULL; + if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug)))) + { + dx12Debug->EnableDebugLayer(); + dx12Debug->Release(); + } + } + + D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; + if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) + return false; + + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = NUM_BACK_BUFFERS; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) + return false; + + SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + { + g_mainRenderTargetDescriptor[i] = rtvHandle; + rtvHandle.ptr += rtvDescriptorSize; + } + } + + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + desc.NumDescriptors = 1; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) + return false; + } + + { + D3D12_COMMAND_QUEUE_DESC desc = {}; + desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + desc.NodeMask = 1; + if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) + return false; + } + + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) + return false; + + if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || + g_pd3dCommandList->Close() != S_OK) + return false; + + if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) + return false; + + g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); + if (g_fenceEvent == NULL) + return false; + + { + IDXGIFactory4* dxgiFactory = NULL; + IDXGISwapChain1* swapChain1 = NULL; + if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK || + dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK || + swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) + return false; + swapChain1->Release(); + dxgiFactory->Release(); + g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); + g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); + } + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } + if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } + if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } + if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; } + if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; } + if (g_fence) { g_fence->Release(); g_fence = NULL; } + if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + void CreateRenderTarget() { - ID3D12Resource* pBackBuffer; for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) { + ID3D12Resource* pBackBuffer = NULL; g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]); g_mainRenderTargetResource[i] = pBackBuffer; } } +void CleanupRenderTarget() +{ + WaitForLastSubmittedFrame(); + + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } +} + void WaitForLastSubmittedFrame() { FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; @@ -111,133 +414,7 @@ void ResizeSwapChain(HWND hWnd, int width, int height) assert(g_hSwapChainWaitableObject != NULL); } -void CleanupRenderTarget() -{ - WaitForLastSubmittedFrame(); - - for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) - if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } -} - -HRESULT CreateDeviceD3D(HWND hWnd) -{ - // Setup swap chain - DXGI_SWAP_CHAIN_DESC1 sd; - { - ZeroMemory(&sd, sizeof(sd)); - sd.BufferCount = NUM_BACK_BUFFERS; - sd.Width = 0; - sd.Height = 0; - sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; - sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - sd.SampleDesc.Count = 1; - sd.SampleDesc.Quality = 0; - sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; - sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; - sd.Scaling = DXGI_SCALING_STRETCH; - sd.Stereo = FALSE; - } - - if (DX12_ENABLE_DEBUG_LAYER) - { - ID3D12Debug* dx12Debug = NULL; - if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug)))) - { - dx12Debug->EnableDebugLayer(); - dx12Debug->Release(); - } - } - - D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; - if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) - return E_FAIL; - - { - D3D12_DESCRIPTOR_HEAP_DESC desc = {}; - desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; - desc.NumDescriptors = NUM_BACK_BUFFERS; - desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; - desc.NodeMask = 1; - if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) - return E_FAIL; - - SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); - D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); - for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) - { - g_mainRenderTargetDescriptor[i] = rtvHandle; - rtvHandle.ptr += rtvDescriptorSize; - } - } - - { - D3D12_DESCRIPTOR_HEAP_DESC desc = {}; - desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; - desc.NumDescriptors = 1; - desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; - if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) - return E_FAIL; - } - - { - D3D12_COMMAND_QUEUE_DESC desc = {}; - desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - desc.NodeMask = 1; - if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) - return E_FAIL; - } - - for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) - if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) - return E_FAIL; - - if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || - g_pd3dCommandList->Close() != S_OK) - return E_FAIL; - - if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) - return E_FAIL; - - g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); - if (g_fenceEvent == NULL) - return E_FAIL; - - { - IDXGIFactory4* dxgiFactory = NULL; - IDXGISwapChain1* swapChain1 = NULL; - if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK || - dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK || - swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) - return E_FAIL; - swapChain1->Release(); - dxgiFactory->Release(); - g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); - g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); - } - - CreateRenderTarget(); - - return S_OK; -} - -void CleanupDeviceD3D() -{ - CleanupRenderTarget(); - if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } - if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } - for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) - if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } - if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } - if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } - if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; } - if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; } - if (g_fence) { g_fence->Release(); g_fence = NULL; } - if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } -} - +// Win32 message handler extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { @@ -261,169 +438,8 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) return 0; break; case WM_DESTROY: - PostQuitMessage(0); + ::PostQuitMessage(0); return 0; } - return DefWindowProc(hWnd, msg, wParam, lParam); -} - -int main(int, char**) -{ - // Create application window - WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; - RegisterClassEx(&wc); - HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); - - // Initialize Direct3D - if (CreateDeviceD3D(hwnd) < 0) - { - CleanupDeviceD3D(); - UnregisterClass(_T("ImGui Example"), wc.hInstance); - return 1; - } - - // Show the window - ShowWindow(hwnd, SW_SHOWDEFAULT); - UpdateWindow(hwnd); - - // Setup Dear ImGui binding - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - - ImGui_ImplWin32_Init(hwnd); - ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, - DXGI_FORMAT_R8G8B8A8_UNORM, - g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), - g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); - - // Setup style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsClassic(); - - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != NULL); - - bool show_demo_window = true; - bool show_another_window = false; - ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - - // Main loop - MSG msg; - ZeroMemory(&msg, sizeof(msg)); - while (msg.message != WM_QUIT) - { - // Poll and handle messages (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) - { - TranslateMessage(&msg); - DispatchMessage(&msg); - continue; - } - - // Start the Dear ImGui frame - ImGui_ImplDX12_NewFrame(); - ImGui_ImplWin32_NewFrame(); - ImGui::NewFrame(); - - // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); - - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. - { - static float f = 0.0f; - static int counter = 0; - - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); - - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); - - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); - } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } - - // Rendering - FrameContext* frameCtxt = WaitForNextFrameResources(); - UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); - frameCtxt->CommandAllocator->Reset(); - - D3D12_RESOURCE_BARRIER barrier = {}; - barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; - barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; - barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; - barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; - barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; - barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; - - g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL); - g_pd3dCommandList->ResourceBarrier(1, &barrier); - g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL); - g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); - g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); - ImGui::Render(); - ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); - barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; - barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; - g_pd3dCommandList->ResourceBarrier(1, &barrier); - g_pd3dCommandList->Close(); - - g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); - - g_pSwapChain->Present(1, 0); // Present with vsync - //g_pSwapChain->Present(0, 0); // Present without vsync - - UINT64 fenceValue = g_fenceLastSignaledValue + 1; - g_pd3dCommandQueue->Signal(g_fence, fenceValue); - g_fenceLastSignaledValue = fenceValue; - frameCtxt->FenceValue = fenceValue; - } - - WaitForLastSubmittedFrame(); - ImGui_ImplDX12_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - - CleanupDeviceD3D(); - DestroyWindow(hwnd); - UnregisterClass(_T("ImGui Example"), wc.hInstance); - - return 0; + return ::DefWindowProc(hWnd, msg, wParam, lParam); } diff --git a/ref/imgui/examples/example_win32_directx9/main.cpp b/ref/imgui/examples/example_win32_directx9/main.cpp index 6731b571..9e8dba95 100644 --- a/ref/imgui/examples/example_win32_directx9/main.cpp +++ b/ref/imgui/examples/example_win32_directx9/main.cpp @@ -1,5 +1,5 @@ -// ImGui - standalone example application for DirectX 9 -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for DirectX 9 +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" #include "imgui_impl_dx9.h" @@ -10,86 +10,54 @@ #include // Data +static LPDIRECT3D9 g_pD3D = NULL; static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static D3DPRESENT_PARAMETERS g_d3dpp; +static D3DPRESENT_PARAMETERS g_d3dpp = {}; -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) - return true; - - switch (msg) - { - case WM_SIZE: - if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) - { - ImGui_ImplDX9_InvalidateDeviceObjects(); - g_d3dpp.BackBufferWidth = LOWORD(lParam); - g_d3dpp.BackBufferHeight = HIWORD(lParam); - HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); - if (hr == D3DERR_INVALIDCALL) - IM_ASSERT(0); - ImGui_ImplDX9_CreateDeviceObjects(); - } - return 0; - case WM_SYSCOMMAND: - if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu - return 0; - break; - case WM_DESTROY: - PostQuitMessage(0); - return 0; - } - return DefWindowProc(hWnd, msg, wParam, lParam); -} +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void ResetDevice(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +// Main code int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; - RegisterClassEx(&wc); - HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + ::RegisterClassEx(&wc); + HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D - LPDIRECT3D9 pD3D; - if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) + if (!CreateDeviceD3D(hwnd)) { - UnregisterClass(_T("ImGui Example"), wc.hInstance); - return 0; - } - ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); - g_d3dpp.Windowed = TRUE; - g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; - g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; - g_d3dpp.EnableAutoDepthStencil = TRUE; - g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; - g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync - //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate - - // Create the D3DDevice - if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) - { - pD3D->Release(); - UnregisterClass(_T("ImGui Example"), wc.hInstance); - return 0; + CleanupDeviceD3D(); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); + return 1; } - // Setup Dear ImGui binding + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - ImGui_ImplWin32_Init(hwnd); - ImGui_ImplDX9_Init(g_pd3dDevice); + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - // Setup style + // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup Platform/Renderer bindings + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX9_Init(g_pd3dDevice); + // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. @@ -102,6 +70,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -109,8 +78,6 @@ int main(int, char**) // Main loop MSG msg; ZeroMemory(&msg, sizeof(msg)); - ShowWindow(hwnd, SW_SHOWDEFAULT); - UpdateWindow(hwnd); while (msg.message != WM_QUIT) { // Poll and handle messages (inputs, window resize, etc.) @@ -118,10 +85,10 @@ int main(int, char**) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { - TranslateMessage(&msg); - DispatchMessage(&msg); + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); continue; } @@ -145,7 +112,7 @@ int main(int, char**) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) @@ -184,21 +151,81 @@ int main(int, char**) // Handle loss of D3D9 device if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) - { - ImGui_ImplDX9_InvalidateDeviceObjects(); - g_pd3dDevice->Reset(&g_d3dpp); - ImGui_ImplDX9_CreateDeviceObjects(); - } + ResetDevice(); } ImGui_ImplDX9_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - if (g_pd3dDevice) g_pd3dDevice->Release(); - if (pD3D) pD3D->Release(); - DestroyWindow(hwnd); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) + return false; + + // Create the D3DDevice + ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); + g_d3dpp.Windowed = TRUE; + g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; + g_d3dpp.EnableAutoDepthStencil = TRUE; + g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; + g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync + //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate + if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) + return false; + + return true; +} + +void CleanupDeviceD3D() +{ + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; } +} + +void ResetDevice() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); + HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); + if (hr == D3DERR_INVALIDCALL) + IM_ASSERT(0); + ImGui_ImplDX9_CreateDeviceObjects(); +} + +// Win32 message handler +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + g_d3dpp.BackBufferWidth = LOWORD(lParam); + g_d3dpp.BackBufferHeight = HIWORD(lParam); + ResetDevice(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} diff --git a/ref/imgui/examples/imgui_impl_allegro5.cpp b/ref/imgui/examples/imgui_impl_allegro5.cpp index b1e96325..525ad5c9 100644 --- a/ref/imgui/examples/imgui_impl_allegro5.cpp +++ b/ref/imgui/examples/imgui_impl_allegro5.cpp @@ -1,13 +1,13 @@ -// ImGui Renderer + Platform Binding for: Allegro 5 +// dear imgui: Renderer + Platform Binding for Allegro 5 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // Implemented features: // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. - // Issues: -// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert the format of vertices. +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Platform: Missing gamepad support. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -15,6 +15,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter(). +// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-11-30: Platform: Added touchscreen support. +// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. // 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). // 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. @@ -58,23 +63,13 @@ struct ImDrawVertAllegro ALLEGRO_COLOR col; }; -// Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) +static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) { - // Backup Allegro state that will be modified - ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); - ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); - int last_clip_x, last_clip_y, last_clip_w, last_clip_h; - al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h); - int last_blender_op, last_blender_src, last_blender_dst; - al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst); - - // Setup render state + // Setup blending al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA); // Setup orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). { float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; @@ -86,7 +81,28 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f); al_use_projection_transform(&transform); } +} +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Backup Allegro state that will be modified + ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); + ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); + int last_clip_x, last_clip_y, last_clip_w, last_clip_h; + al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h); + int last_blender_op, last_blender_src, last_blender_dst; + al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst); + + // Setup desired render state + ImGui_ImplAllegro5_SetupRenderState(draw_data); + + // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -108,7 +124,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) const int* indices = NULL; if (sizeof(ImDrawIdx) == 2) { - // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request ImGui to output 32-bit indices. + // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. static ImVector indices_converted; indices_converted.resize(cmd_list->IdxBuffer.Size); @@ -121,19 +137,26 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) indices = (const int*)cmd_list->IdxBuffer.Data; } + // Render command lists int idx_offset = 0; - ImVec2 pos = draw_data->DisplayPos; + ImVec2 clip_off = draw_data->DisplayPos; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplAllegro5_SetupRenderState(draw_data); + else + pcmd->UserCallback(cmd_list, pcmd); } else { + // Draw ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId; - al_set_clipping_rectangle(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y); + al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y); al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); } idx_offset += pcmd->ElemCount; @@ -151,7 +174,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects() { // Build texture atlas ImGuiIO &io = ImGui::GetIO(); - unsigned char *pixels; + unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); @@ -231,6 +254,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; // Create custom vertex declaration. // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats. @@ -259,12 +283,14 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER; io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A; io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C; io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V; io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X; io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y; io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z; + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); #if ALLEGRO_HAS_CLIPBOARD io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; @@ -278,9 +304,14 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) void ImGui_ImplAllegro5_Shutdown() { ImGui_ImplAllegro5_InvalidateDeviceObjects(); - g_Display = NULL; - // Destroy last known clipboard data + g_Display = NULL; + g_Time = 0.0; + + if (g_VertexDecl) + al_destroy_vertex_decl(g_VertexDecl); + g_VertexDecl = NULL; + if (g_ClipboardTextData) al_free(g_ClipboardTextData); g_ClipboardTextData = NULL; @@ -297,13 +328,35 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev) switch (ev->type) { case ALLEGRO_EVENT_MOUSE_AXES: - io.MouseWheel += ev->mouse.dz; - io.MouseWheelH += ev->mouse.dw; + if (ev->mouse.display == g_Display) + { + io.MouseWheel += ev->mouse.dz; + io.MouseWheelH += ev->mouse.dw; + io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y); + } + return true; + case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: + case ALLEGRO_EVENT_MOUSE_BUTTON_UP: + if (ev->mouse.display == g_Display && ev->mouse.button <= 5) + io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); + return true; + case ALLEGRO_EVENT_TOUCH_MOVE: + if (ev->touch.display == g_Display) + io.MousePos = ImVec2(ev->touch.x, ev->touch.y); + return true; + case ALLEGRO_EVENT_TOUCH_BEGIN: + case ALLEGRO_EVENT_TOUCH_END: + case ALLEGRO_EVENT_TOUCH_CANCEL: + if (ev->touch.display == g_Display && ev->touch.primary) + io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); + return true; + case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: + if (ev->mouse.display == g_Display) + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); return true; case ALLEGRO_EVENT_KEY_CHAR: if (ev->keyboard.display == g_Display) - if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000) - io.AddInputCharacter((unsigned short)ev->keyboard.unichar); + io.AddInputCharacter((unsigned int)ev->keyboard.unichar); return true; case ALLEGRO_EVENT_KEY_DOWN: case ALLEGRO_EVENT_KEY_UP: @@ -368,21 +421,5 @@ void ImGui_ImplAllegro5_NewFrame() io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR); io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN); - ALLEGRO_MOUSE_STATE mouse; - if (keys.display == g_Display) - { - al_get_mouse_state(&mouse); - io.MousePos = ImVec2((float)mouse.x, (float)mouse.y); - } - else - { - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - } - - al_get_mouse_state(&mouse); - io.MouseDown[0] = mouse.buttons & (1 << 0); - io.MouseDown[1] = mouse.buttons & (1 << 1); - io.MouseDown[2] = mouse.buttons & (1 << 2); - ImGui_ImplAllegro5_UpdateMouseCursor(); } diff --git a/ref/imgui/examples/imgui_impl_allegro5.h b/ref/imgui/examples/imgui_impl_allegro5.h index 053f87fa..bc995a5a 100644 --- a/ref/imgui/examples/imgui_impl_allegro5.h +++ b/ref/imgui/examples/imgui_impl_allegro5.h @@ -1,12 +1,13 @@ -// ImGui Renderer + Platform Binding for: Allegro 5 +// dear imgui: Renderer + Platform Binding for Allegro 5 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // Implemented features: // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // Issues: -// [ ] Renderer: The renderer is suboptimal as we need to convert vertices. -// [ ] Platform: Missing clipboard support via al_set_clipboard_text/al_clipboard_has_text. +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Platform: Missing gamepad support. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/ref/imgui/examples/imgui_impl_dx10.cpp b/ref/imgui/examples/imgui_impl_dx10.cpp index d0734efc..6dec6147 100644 --- a/ref/imgui/examples/imgui_impl_dx10.cpp +++ b/ref/imgui/examples/imgui_impl_dx10.cpp @@ -1,15 +1,21 @@ -// ImGui Renderer for: DirectX10 +// dear imgui: Renderer for DirectX10 // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -// CHANGELOG +// CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). +// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. @@ -26,6 +32,9 @@ #include #include #include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif // DirectX data static ID3D10Device* g_pd3dDevice = NULL; @@ -50,10 +59,46 @@ struct VERTEX_CONSTANT_BUFFER float mvp[4][4]; }; +static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) +{ + // Setup viewport + D3D10_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D10_VIEWPORT)); + vp.Width = (UINT)draw_data->DisplaySize.x; + vp.Height = (UINT)draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(g_pInputLayout); + ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(g_pVertexShader); + ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + ctx->PSSetShader(g_pPixelShader); + ctx->PSSetSamplers(0, 1, &g_pFontSampler); + ctx->GSSetShader(NULL); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); + ctx->RSSetState(g_pRasterizerState); +} + // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + ID3D10Device* ctx = g_pd3dDevice; // Create and grow vertex/index buffers if needed @@ -103,7 +148,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) g_pIB->Unmap(); // Setup orthographic projection matrix into our constant buffer - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { void* mapped_resource; if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) @@ -140,6 +185,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ID3D10SamplerState* PSSampler; ID3D10PixelShader* PS; ID3D10VertexShader* VS; + ID3D10GeometryShader* GS; D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; @@ -158,43 +204,20 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ctx->PSGetShader(&old.PS); ctx->VSGetShader(&old.VS); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->GSGetShader(&old.GS); ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); ctx->IAGetInputLayout(&old.InputLayout); - // Setup viewport - D3D10_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D10_VIEWPORT)); - vp.Width = (UINT)draw_data->DisplaySize.x; - vp.Height = (UINT)draw_data->DisplaySize.y; - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - vp.TopLeftX = vp.TopLeftY = 0; - ctx->RSSetViewports(1, &vp); - - // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); - - // Setup render state - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); + // Setup desired DX state + ImGui_ImplDX10_SetupRenderState(draw_data, ctx); // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - ImVec2 pos = draw_data->DisplayPos; + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -203,23 +226,27 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX10_SetupRenderState(draw_data, ctx); + else + pcmd->UserCallback(cmd_list, pcmd); } else { // Apply scissor/clipping rectangle - const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y)}; + const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)}; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId; ctx->PSSetShaderResources(0, 1, &texture_srv); - ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); + ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } - idx_offset += pcmd->ElemCount; } - vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; } // Restore modified DX state @@ -232,6 +259,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); + ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); @@ -306,9 +334,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects() ImGui_ImplDX10_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) - // If you would like to use this DX10 sample code but remove this dependency you can: + // If you would like to use this DX10 sample code but remove this dependency you can: // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] - // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. // Create the vertex shader @@ -348,7 +376,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() return false; // Create the input layout - D3D10_INPUT_ELEMENT_DESC local_layout[] = + D3D10_INPUT_ELEMENT_DESC local_layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, @@ -463,6 +491,11 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() bool ImGui_ImplDX10_Init(ID3D10Device* device) { + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx10"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + // Get factory from device IDXGIDevice* pDXGIDevice = NULL; IDXGIAdapter* pDXGIAdapter = NULL; @@ -477,6 +510,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); + g_pd3dDevice->AddRef(); return true; } @@ -485,7 +519,7 @@ void ImGui_ImplDX10_Shutdown() { ImGui_ImplDX10_InvalidateDeviceObjects(); if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } - g_pd3dDevice = NULL; + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } } void ImGui_ImplDX10_NewFrame() diff --git a/ref/imgui/examples/imgui_impl_dx10.h b/ref/imgui/examples/imgui_impl_dx10.h index 424d7182..db156e17 100644 --- a/ref/imgui/examples/imgui_impl_dx10.h +++ b/ref/imgui/examples/imgui_impl_dx10.h @@ -1,13 +1,16 @@ -// ImGui Renderer for: DirectX10 +// dear imgui: Renderer for DirectX10 // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + struct ID3D10Device; IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); diff --git a/ref/imgui/examples/imgui_impl_dx11.cpp b/ref/imgui/examples/imgui_impl_dx11.cpp index 2f6f5a79..197bbe02 100644 --- a/ref/imgui/examples/imgui_impl_dx11.cpp +++ b/ref/imgui/examples/imgui_impl_dx11.cpp @@ -1,8 +1,9 @@ -// ImGui Renderer for: DirectX11 +// dear imgui: Renderer for DirectX11 // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp @@ -10,6 +11,12 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). +// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. +// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. @@ -25,6 +32,9 @@ #include #include #include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif // DirectX data static ID3D11Device* g_pd3dDevice = NULL; @@ -50,10 +60,49 @@ struct VERTEX_CONSTANT_BUFFER float mvp[4][4]; }; +static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) +{ + // Setup viewport + D3D11_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D11_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + ctx->RSSetViewports(1, &vp); + + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(g_pInputLayout); + ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(g_pVertexShader, NULL, 0); + ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + ctx->PSSetShader(g_pPixelShader, NULL, 0); + ctx->PSSetSamplers(0, 1, &g_pFontSampler); + ctx->GSSetShader(NULL, NULL, 0); + ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. + + // Setup blend state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); + ctx->RSSetState(g_pRasterizerState); +} + // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + ID3D11DeviceContext* ctx = g_pd3dDeviceContext; // Create and grow vertex/index buffers if needed @@ -85,7 +134,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) return; } - // Copy and convert all vertices into a single contiguous buffer + // Upload vertex/index data into a single contiguous GPU buffer D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) return; @@ -105,7 +154,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ctx->Unmap(g_pIB, 0); // Setup orthographic projection matrix into our constant buffer - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { D3D11_MAPPED_SUBRESOURCE mapped_resource; if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) @@ -142,8 +191,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ID3D11SamplerState* PSSampler; ID3D11PixelShader* PS; ID3D11VertexShader* VS; - UINT PSInstancesCount, VSInstancesCount; - ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation + ID3D11GeometryShader* GS; + UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; + ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; @@ -159,72 +209,54 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); ctx->PSGetSamplers(0, 1, &old.PSSampler); - old.PSInstancesCount = old.VSInstancesCount = 256; + old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); ctx->IAGetInputLayout(&old.InputLayout); - // Setup viewport - D3D11_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D11_VIEWPORT)); - vp.Width = draw_data->DisplaySize.x; - vp.Height = draw_data->DisplaySize.y; - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - vp.TopLeftX = vp.TopLeftY = 0; - ctx->RSSetViewports(1, &vp); - - // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader, NULL, 0); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader, NULL, 0); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); - - // Setup render state - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); + // Setup desired DX state + ImGui_ImplDX11_SetupRenderState(draw_data, ctx); // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - ImVec2 pos = draw_data->DisplayPos; + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_idx_offset = 0; + int global_vtx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + if (pcmd->UserCallback != NULL) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + else + pcmd->UserCallback(cmd_list, pcmd); } else { // Apply scissor/clipping rectangle - const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) }; + const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId; ctx->PSSetShaderResources(0, 1, &texture_srv); - ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); + ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } - idx_offset += pcmd->ElemCount; } - vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; } // Restore modified DX state @@ -239,6 +271,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); @@ -313,9 +346,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects() ImGui_ImplDX11_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) - // If you would like to use this DX11 sample code but remove this dependency you can: + // If you would like to use this DX11 sample code but remove this dependency you can: // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] - // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. // Create the vertex shader @@ -355,7 +388,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; // Create the input layout - D3D11_INPUT_ELEMENT_DESC local_layout[] = + D3D11_INPUT_ELEMENT_DESC local_layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, @@ -470,6 +503,11 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx11"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + // Get factory from device IDXGIDevice* pDXGIDevice = NULL; IDXGIAdapter* pDXGIAdapter = NULL; @@ -485,6 +523,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); + g_pd3dDevice->AddRef(); + g_pd3dDeviceContext->AddRef(); return true; } @@ -493,8 +533,8 @@ void ImGui_ImplDX11_Shutdown() { ImGui_ImplDX11_InvalidateDeviceObjects(); if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } - g_pd3dDevice = NULL; - g_pd3dDeviceContext = NULL; + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } } void ImGui_ImplDX11_NewFrame() diff --git a/ref/imgui/examples/imgui_impl_dx11.h b/ref/imgui/examples/imgui_impl_dx11.h index 38dae30d..1741a5d3 100644 --- a/ref/imgui/examples/imgui_impl_dx11.h +++ b/ref/imgui/examples/imgui_impl_dx11.h @@ -1,13 +1,16 @@ -// ImGui Renderer for: DirectX11 +// dear imgui: Renderer for DirectX11 // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + struct ID3D11Device; struct ID3D11DeviceContext; diff --git a/ref/imgui/examples/imgui_impl_dx12.cpp b/ref/imgui/examples/imgui_impl_dx12.cpp index a8b1c708..3161d183 100644 --- a/ref/imgui/examples/imgui_impl_dx12.cpp +++ b/ref/imgui/examples/imgui_impl_dx12.cpp @@ -1,8 +1,9 @@ -// ImGui Renderer for: DirectX12 +// dear imgui: Renderer for DirectX12 // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // Issues: // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 @@ -12,6 +13,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Various minor tidying up. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). // 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. // 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). @@ -24,6 +30,9 @@ #include #include #include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif // DirectX data static ID3D12Device* g_pd3dDevice = NULL; @@ -38,111 +47,26 @@ static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; struct FrameResources { - ID3D12Resource* IB; - ID3D12Resource* VB; - int VertexBufferSize; - int IndexBufferSize; + ID3D12Resource* IndexBuffer; + ID3D12Resource* VertexBuffer; + int IndexBufferSize; + int VertexBufferSize; }; -static FrameResources* g_pFrameResources = NULL; -static UINT g_numFramesInFlight = 0; -static UINT g_frameIndex = UINT_MAX; +static FrameResources* g_pFrameResources = NULL; +static UINT g_numFramesInFlight = 0; +static UINT g_frameIndex = UINT_MAX; struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; }; -// Render function -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr) { - // FIXME: I'm assuming that this only gets called once per frame! - // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. - g_frameIndex = g_frameIndex + 1; - FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; - ID3D12Resource* g_pVB = frameResources->VB; - ID3D12Resource* g_pIB = frameResources->IB; - int g_VertexBufferSize = frameResources->VertexBufferSize; - int g_IndexBufferSize = frameResources->IndexBufferSize; - - // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) - { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); - props.Type = D3D12_HEAP_TYPE_UPLOAD; - props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; - props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - D3D12_RESOURCE_DESC desc; - memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); - desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - desc.Width = g_VertexBufferSize * sizeof(ImDrawVert); - desc.Height = 1; - desc.DepthOrArraySize = 1; - desc.MipLevels = 1; - desc.Format = DXGI_FORMAT_UNKNOWN; - desc.SampleDesc.Count = 1; - desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0) - return; - frameResources->VB = g_pVB; - frameResources->VertexBufferSize = g_VertexBufferSize; - } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) - { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); - props.Type = D3D12_HEAP_TYPE_UPLOAD; - props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; - props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - D3D12_RESOURCE_DESC desc; - memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); - desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx); - desc.Height = 1; - desc.DepthOrArraySize = 1; - desc.MipLevels = 1; - desc.Format = DXGI_FORMAT_UNKNOWN; - desc.SampleDesc.Count = 1; - desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0) - return; - frameResources->IB = g_pIB; - frameResources->IndexBufferSize = g_IndexBufferSize; - } - - // Copy and convert all vertices into a single contiguous buffer - void* vtx_resource, *idx_resource; - D3D12_RANGE range; - memset(&range, 0, sizeof(D3D12_RANGE)); - if (g_pVB->Map(0, &range, &vtx_resource) != S_OK) - return; - if (g_pIB->Map(0, &range, &idx_resource) != S_OK) - return; - ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; - ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.Size; - idx_dst += cmd_list->IdxBuffer.Size; - } - g_pVB->Unmap(0, &range); - g_pIB->Unmap(0, &range); - // Setup orthographic projection matrix into our constant buffer - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). VERTEX_CONSTANT_BUFFER vertex_constant_buffer; { - VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; @@ -154,7 +78,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL { 0.0f, 0.0f, 0.5f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; - memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); } // Setup viewport @@ -172,14 +96,14 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL unsigned int offset = 0; D3D12_VERTEX_BUFFER_VIEW vbv; memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); - vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset; - vbv.SizeInBytes = g_VertexBufferSize * stride; + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; vbv.StrideInBytes = stride; ctx->IASetVertexBuffers(0, 1, &vbv); D3D12_INDEX_BUFFER_VIEW ibv; memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); - ibv.BufferLocation = g_pIB->GetGPUVirtualAddress(); - ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx); + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; ctx->IASetIndexBuffer(&ibv); ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); @@ -187,34 +111,127 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL ctx->SetGraphicsRootSignature(g_pRootSignature); ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); - // Setup render state + // Setup blend factor const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; ctx->OMSetBlendFactor(blend_factor); +} + +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // FIXME: I'm assuming that this only gets called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + g_frameIndex = g_frameIndex + 1; + FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + return; + } + if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + void* vtx_resource, *idx_resource; + D3D12_RANGE range; + memset(&range, 0, sizeof(D3D12_RANGE)); + if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) + return; + if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + fr->VertexBuffer->Unmap(0, &range); + fr->IndexBuffer->Unmap(0, &range); + + // Setup desired DX state + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - ImVec2 pos = draw_data->DisplayPos; + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + if (pcmd->UserCallback != NULL) { - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + else + pcmd->UserCallback(cmd_list, pcmd); } else { - const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) }; + // Apply Scissor, Bind texture, Draw + const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); ctx->RSSetScissorRects(1, &r); - ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } - idx_offset += pcmd->ElemCount; } - vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; } } @@ -432,9 +449,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects() } // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) - // If you would like to use this DX12 sample code but remove this dependency you can: + // If you would like to use this DX12 sample code but remove this dependency you can: // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] - // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; @@ -485,9 +502,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; psoDesc.InputLayout = { local_layout, 3 }; } @@ -571,21 +588,28 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() if (!g_pd3dDevice) return; + ImGuiIO& io = ImGui::GetIO(); if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } - if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. for (UINT i = 0; i < g_numFramesInFlight; i++) { - if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; } - if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; } + FrameResources* fr = &g_pFrameResources[i]; + if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } + if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } } } bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx12"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + g_pd3dDevice = device; g_RTVFormat = rtv_format; g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; @@ -597,10 +621,11 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO // Create buffers with a default size (they will later be grown as needed) for (int i = 0; i < num_frames_in_flight; i++) { - g_pFrameResources[i].IB = NULL; - g_pFrameResources[i].VB = NULL; - g_pFrameResources[i].VertexBufferSize = 5000; - g_pFrameResources[i].IndexBufferSize = 10000; + FrameResources* fr = &g_pFrameResources[i]; + fr->IndexBuffer = NULL; + fr->VertexBuffer = NULL; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; } return true; @@ -610,10 +635,10 @@ void ImGui_ImplDX12_Shutdown() { ImGui_ImplDX12_InvalidateDeviceObjects(); delete[] g_pFrameResources; + g_pFrameResources = NULL; g_pd3dDevice = NULL; g_hFontSrvCpuDescHandle.ptr = 0; g_hFontSrvGpuDescHandle.ptr = 0; - g_pFrameResources = NULL; g_numFramesInFlight = 0; g_frameIndex = UINT_MAX; } diff --git a/ref/imgui/examples/imgui_impl_dx12.h b/ref/imgui/examples/imgui_impl_dx12.h index 823ac324..8ae75e53 100644 --- a/ref/imgui/examples/imgui_impl_dx12.h +++ b/ref/imgui/examples/imgui_impl_dx12.h @@ -1,8 +1,9 @@ -// ImGui Renderer for: DirectX12 +// dear imgui: Renderer for DirectX12 // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // Issues: // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 @@ -10,6 +11,8 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + enum DXGI_FORMAT; struct ID3D12Device; struct ID3D12GraphicsCommandList; @@ -17,7 +20,7 @@ struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE; // cmd_list is the command list that the implementation will use to render imgui draw lists. -// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate +// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. // font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, diff --git a/ref/imgui/examples/imgui_impl_dx9.cpp b/ref/imgui/examples/imgui_impl_dx9.cpp index d5bbc280..2ee76ca6 100644 --- a/ref/imgui/examples/imgui_impl_dx9.cpp +++ b/ref/imgui/examples/imgui_impl_dx9.cpp @@ -1,15 +1,21 @@ -// ImGui Renderer for: DirectX9 +// dear imgui: Renderer for DirectX9 // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -// CHANGELOG +// CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. @@ -39,6 +45,62 @@ struct CUSTOMVERTEX }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + g_pd3dDevice->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) + g_pd3dDevice->SetPixelShader(NULL); + g_pd3dDevice->SetVertexShader(NULL); + g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + // Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) @@ -108,83 +170,40 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) g_pd3dDevice->SetIndices(g_pIB); g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); - // Setup viewport - D3DVIEWPORT9 vp; - vp.X = vp.Y = 0; - vp.Width = (DWORD)draw_data->DisplaySize.x; - vp.Height = (DWORD)draw_data->DisplaySize.y; - vp.MinZ = 0.0f; - vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); - - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); - - // Setup orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). - // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() - { - float L = draw_data->DisplayPos.x + 0.5f; - float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; - float T = draw_data->DisplayPos.y + 0.5f; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; - D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } }; - D3DMATRIX mat_projection = - { - 2.0f/(R-L), 0.0f, 0.0f, 0.0f, - 0.0f, 2.0f/(T-B), 0.0f, 0.0f, - 0.0f, 0.0f, 0.5f, 0.0f, - (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, - }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); - } + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - ImVec2 pos = draw_data->DisplayPos; + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + if (pcmd->UserCallback != NULL) { - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(cmd_list, pcmd); } else { - const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) }; + const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; g_pd3dDevice->SetTexture(0, texture); g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); + g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3); } - idx_offset += pcmd->ElemCount; } - vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; } // Restore the DX9 transform @@ -199,14 +218,20 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + g_pd3dDevice = device; + g_pd3dDevice->AddRef(); return true; } void ImGui_ImplDX9_Shutdown() { ImGui_ImplDX9_InvalidateDeviceObjects(); - g_pd3dDevice = NULL; + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } } static bool ImGui_ImplDX9_CreateFontsTexture() @@ -247,24 +272,9 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() { if (!g_pd3dDevice) return; - if (g_pVB) - { - g_pVB->Release(); - g_pVB = NULL; - } - if (g_pIB) - { - g_pIB->Release(); - g_pIB = NULL; - } - - // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(g_FontTexture == io.Fonts->TexID); - if (g_FontTexture) - g_FontTexture->Release(); - g_FontTexture = NULL; - io.Fonts->TexID = NULL; + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. } void ImGui_ImplDX9_NewFrame() diff --git a/ref/imgui/examples/imgui_impl_dx9.h b/ref/imgui/examples/imgui_impl_dx9.h index 8c91364d..1eaea87d 100644 --- a/ref/imgui/examples/imgui_impl_dx9.h +++ b/ref/imgui/examples/imgui_impl_dx9.h @@ -1,13 +1,16 @@ -// ImGui Renderer for: DirectX9 +// dear imgui: Renderer for DirectX9 // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + struct IDirect3DDevice9; IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); @@ -16,5 +19,5 @@ IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. -IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); diff --git a/ref/imgui/examples/imgui_impl_freeglut.cpp b/ref/imgui/examples/imgui_impl_freeglut.cpp deleted file mode 100644 index b265226b..00000000 --- a/ref/imgui/examples/imgui_impl_freeglut.cpp +++ /dev/null @@ -1,187 +0,0 @@ -// ImGui Platform Binding for: FreeGLUT -// This needs to be used along with a Renderer (e.g. OpenGL2) - -// Issues: -// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-03-22: Added FreeGLUT Platform binding. - -#include "imgui.h" -#include "imgui_impl_freeglut.h" -#include - -#ifdef _MSC_VER -#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) -#endif - -static int g_Time = 0; // Current time, in milliseconds - -bool ImGui_ImplFreeGLUT_Init() -{ - ImGuiIO& io = ImGui::GetIO(); - g_Time = 0; - - // Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. - io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I - io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP; - io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN; - io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME; - io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END; - io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = 127; - io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H - io.KeyMap[ImGuiKey_Space] = ' '; - io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M - io.KeyMap[ImGuiKey_Escape] = 27; - io.KeyMap[ImGuiKey_A] = 'A'; - io.KeyMap[ImGuiKey_C] = 'C'; - io.KeyMap[ImGuiKey_V] = 'V'; - io.KeyMap[ImGuiKey_X] = 'X'; - io.KeyMap[ImGuiKey_Y] = 'Y'; - io.KeyMap[ImGuiKey_Z] = 'Z'; - - return true; -} - -void ImGui_ImplFreeGLUT_InstallFuncs() -{ - glutReshapeFunc(ImGui_ImplFreeGLUT_ReshapeFunc); - glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); - glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); - glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc); - glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc); - glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc); - glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc); - glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc); - glutSpecialUpFunc(ImGui_ImplFreeGLUT_SpecialUpFunc); -} - -void ImGui_ImplFreeGLUT_Shutdown() -{ -} - -void ImGui_ImplFreeGLUT_NewFrame() -{ - // Setup time step - ImGuiIO& io = ImGui::GetIO(); - int current_time = glutGet(GLUT_ELAPSED_TIME); - io.DeltaTime = (current_time - g_Time) / 1000.0f; - g_Time = current_time; - - // Start the frame - ImGui::NewFrame(); -} - -static void ImGui_ImplFreeGLUT_UpdateKeyboardMods() -{ - ImGuiIO& io = ImGui::GetIO(); - int mods = glutGetModifiers(); - io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0; - io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0; - io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0; -} - -void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y) -{ - // Send character to imgui - //printf("char_down_func %d '%c'\n", c, c); - ImGuiIO& io = ImGui::GetIO(); - if (c >= 32) - io.AddInputCharacter(c); - - // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26. - // This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here. - if (c >= 1 && c <= 26) - io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true; - else if (c >= 'a' && c <= 'z') - io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true; - else if (c >= 'A' && c <= 'Z') - io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true; - else - io.KeysDown[c] = true; - ImGui_ImplFreeGLUT_UpdateKeyboardMods(); - (void)x; (void)y; // Unused -} - -void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y) -{ - //printf("char_up_func %d '%c'\n", c, c); - ImGuiIO& io = ImGui::GetIO(); - if (c >= 1 && c <= 26) - io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false; - else if (c >= 'a' && c <= 'z') - io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false; - else if (c >= 'A' && c <= 'Z') - io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false; - else - io.KeysDown[c] = false; - ImGui_ImplFreeGLUT_UpdateKeyboardMods(); - (void)x; (void)y; // Unused -} - -void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y) -{ - //printf("key_down_func %d\n", key); - ImGuiIO& io = ImGui::GetIO(); - if (key + 256 < IM_ARRAYSIZE(io.KeysDown)) - io.KeysDown[key + 256] = true; - ImGui_ImplFreeGLUT_UpdateKeyboardMods(); - (void)x; (void)y; // Unused -} - -void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y) -{ - //printf("key_up_func %d\n", key); - ImGuiIO& io = ImGui::GetIO(); - if (key + 256 < IM_ARRAYSIZE(io.KeysDown)) - io.KeysDown[key + 256] = false; - ImGui_ImplFreeGLUT_UpdateKeyboardMods(); - (void)x; (void)y; // Unused -} - -void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MousePos = ImVec2((float)x, (float)y); - int button = -1; - if (glut_button == GLUT_LEFT_BUTTON) button = 0; - if (glut_button == GLUT_RIGHT_BUTTON) button = 1; - if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; - if (button != -1 && state == GLUT_DOWN) - io.MouseDown[button] = true; - if (button != -1 && state == GLUT_UP) - io.MouseDown[button] = false; -} - -void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MousePos = ImVec2((float)x, (float)y); - if (dir > 0) - io.MouseWheel += 1.0; - else if (dir < 0) - io.MouseWheel -= 1.0; - (void)button; // Unused -} - -void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h) -{ - ImGuiIO& io = ImGui::GetIO(); - io.DisplaySize = ImVec2((float)w, (float)h); -} - -void ImGui_ImplFreeGLUT_MotionFunc(int x, int y) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MousePos = ImVec2((float)x, (float)y); -} diff --git a/ref/imgui/examples/imgui_impl_freeglut.h b/ref/imgui/examples/imgui_impl_freeglut.h deleted file mode 100644 index b6b88973..00000000 --- a/ref/imgui/examples/imgui_impl_freeglut.h +++ /dev/null @@ -1,26 +0,0 @@ -// ImGui Platform Binding for: FreeGLUT -// This needs to be used along with a Renderer (e.g. OpenGL2) - -// Issues: -// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init(); -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs(); -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_NewFrame(); - -// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically, -// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. -//---------------------------------------- GLUT name --------------------------------------------- Decent Name --------- -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc diff --git a/ref/imgui/examples/imgui_impl_glfw.cpp b/ref/imgui/examples/imgui_impl_glfw.cpp index 97cdde82..a9e72c6c 100644 --- a/ref/imgui/examples/imgui_impl_glfw.cpp +++ b/ref/imgui/examples/imgui_impl_glfw.cpp @@ -1,10 +1,11 @@ -// ImGui Platform Binding for: GLFW +// dear imgui: Platform Binding for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+) // Implemented features: // [X] Platform: Clipboard support. -// [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). @@ -14,6 +15,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. @@ -28,8 +34,6 @@ // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -#include "stdafx.h" - #include "imgui.h" #include "imgui_impl_glfw.h" @@ -40,11 +44,11 @@ #define GLFW_EXPOSE_NATIVE_WIN32 #include // for glfwGetWin32Window #endif -#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING -#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED -#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity -#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale -#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface +#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING +#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED +#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale +#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface // Data enum GlfwClientApi @@ -53,11 +57,17 @@ enum GlfwClientApi GlfwClientApi_OpenGL, GlfwClientApi_Vulkan }; -static GLFWwindow* g_Window = NULL; -static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; -static double g_Time = 0.0; -static bool g_MouseJustPressed[5] = { false, false, false, false, false }; -static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; +static GLFWwindow* g_Window = NULL; // Main window +static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; +static double g_Time = 0.0; +static bool g_MouseJustPressed[5] = { false, false, false, false, false }; +static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; + +// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. +static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL; +static GLFWscrollfun g_PrevUserCallbackScroll = NULL; +static GLFWkeyfun g_PrevUserCallbackKey = NULL; +static GLFWcharfun g_PrevUserCallbackChar = NULL; static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) { @@ -69,47 +79,50 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) glfwSetClipboardString((GLFWwindow*)user_data, text); } -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) { + if (g_PrevUserCallbackMousebutton != NULL) + g_PrevUserCallbackMousebutton(window, button, action, mods); + if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) g_MouseJustPressed[button] = true; } -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { + if (g_PrevUserCallbackScroll != NULL) + g_PrevUserCallbackScroll(window, xoffset, yoffset); + ImGuiIO& io = ImGui::GetIO(); io.MouseWheelH += (float)xoffset; io.MouseWheel += (float)yoffset; } -void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) { + if (g_PrevUserCallbackKey != NULL) + g_PrevUserCallbackKey(window, key, scancode, action, mods); + ImGuiIO& io = ImGui::GetIO(); if (action == GLFW_PRESS) io.KeysDown[key] = true; if (action == GLFW_RELEASE) io.KeysDown[key] = false; - (void)mods; // Modifiers are not reliable across systems + // Modifiers are not reliable across systems io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; } -void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} + if (g_PrevUserCallbackChar != NULL) + g_PrevUserCallbackChar(window, c); -void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) -{ - glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + ImGuiIO& io = ImGui::GetIO(); + io.AddInputCharacter(c); } static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) @@ -121,6 +134,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_glfw"; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; @@ -138,6 +152,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; @@ -160,9 +175,19 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); - + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + g_PrevUserCallbackMousebutton = NULL; + g_PrevUserCallbackScroll = NULL; + g_PrevUserCallbackKey = NULL; + g_PrevUserCallbackChar = NULL; if (install_callbacks) - ImGui_ImplGlfw_InstallCallbacks(window); + { + g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } g_ClientApi = client_api; return true; @@ -243,18 +268,56 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() } } +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + if (axes_count > 0 && buttons_count > 0) + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +} + void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); - // Setup display size + // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; glfwGetWindowSize(g_Window, &w, &h); glfwGetFramebufferSize(g_Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); // Setup time step double current_time = glfwGetTime(); @@ -264,37 +327,6 @@ void ImGui_ImplGlfw_NewFrame() ImGui_ImplGlfw_UpdateMousePosAndButtons(); ImGui_ImplGlfw_UpdateMouseCursor(); - // Gamepad navigation mapping [BETA] - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) - { - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); - #undef MAP_BUTTON - #undef MAP_ANALOG - if (axes_count > 0 && buttons_count > 0) - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - else - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - } + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); } diff --git a/ref/imgui/examples/imgui_impl_glfw.h b/ref/imgui/examples/imgui_impl_glfw.h index 8a68f447..ccbe840d 100644 --- a/ref/imgui/examples/imgui_impl_glfw.h +++ b/ref/imgui/examples/imgui_impl_glfw.h @@ -1,10 +1,10 @@ -// ImGui Platform Binding for: GLFW +// dear imgui: Platform Binding for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // Implemented features: // [X] Platform: Clipboard support. -// [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). @@ -16,6 +16,8 @@ // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! +#pragma once + struct GLFWwindow; IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); @@ -23,9 +25,8 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool in IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); -// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks. -// You can also handle inputs yourself and use those as a reference. +// InitXXX function with 'install_callbacks=true': install GLFW callbacks. They will call user's previously installed callbacks, if any. +// InitXXX function with 'install_callbacks=false': do not install GLFW callbacks. You will need to call them yourself from your own GLFW callbacks. IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); diff --git a/ref/imgui/examples/imgui_impl_marmalade.cpp b/ref/imgui/examples/imgui_impl_marmalade.cpp index 23ced8ff..497a5705 100644 --- a/ref/imgui/examples/imgui_impl_marmalade.cpp +++ b/ref/imgui/examples/imgui_impl_marmalade.cpp @@ -1,8 +1,10 @@ -// ImGui Renderer + Platform Binding for: Marmalade + IwGx -// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of ImGui) +// dear imgui: Renderer + Platform Binding for Marmalade + IwGx +// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) // Implemented features: // [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// Missing features: +// [ ] Renderer: Clipping rectangles are not honored. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -10,6 +12,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. @@ -37,12 +42,12 @@ static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f); // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) { - // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) - ImGuiIO& io = ImGui::GetIO(); - draw_data->ScaleClipRects(io.DisplayFramebufferScale); + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; // Render command lists - for(int n = 0; n < draw_data->CmdListsCount; n++) + for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; @@ -51,9 +56,9 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert); CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert); - for( int i=0; i < nVert; i++ ) + for (int i = 0; i < nVert; i++) { - // TODO: optimize multiplication on gpu using vertex shader/projection matrix. + // FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix. pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x; pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y; pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x; @@ -75,6 +80,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) } else { + // FIXME: Not honoring ClipRect fields. CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL(); pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT); pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE); @@ -162,8 +168,7 @@ int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data) { ImGuiIO& io = ImGui::GetIO(); s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data; - if ((e->m_Char > 0 && e->m_Char < 0x10000)) - io.AddInputCharacter((unsigned short)e->m_Char); + io.AddInputCharacter((unsigned int)e->m_Char); return 0; } @@ -214,6 +219,8 @@ void ImGui_Marmalade_InvalidateDeviceObjects() bool ImGui_Marmalade_Init(bool install_callbacks) { ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade"; + io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; @@ -229,6 +236,7 @@ bool ImGui_Marmalade_Init(bool install_callbacks) io.KeyMap[ImGuiKey_Space] = s3eKeySpace; io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; + io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter; io.KeyMap[ImGuiKey_A] = s3eKeyA; io.KeyMap[ImGuiKey_C] = s3eKeyC; io.KeyMap[ImGuiKey_V] = s3eKeyV; diff --git a/ref/imgui/examples/imgui_impl_marmalade.h b/ref/imgui/examples/imgui_impl_marmalade.h index 01769b94..8a767f9d 100644 --- a/ref/imgui/examples/imgui_impl_marmalade.h +++ b/ref/imgui/examples/imgui_impl_marmalade.h @@ -1,4 +1,5 @@ -// ImGui Renderer + Platform Binding for: Marmalade + IwGx +// dear imgui: Renderer + Platform Binding for Marmalade + IwGx +// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) // Implemented features: // [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. @@ -7,8 +8,7 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -// Copyright (C) 2015 by Giovanni Zito -// This file is part of ImGui +#pragma once IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks); IMGUI_IMPL_API void ImGui_Marmalade_Shutdown(); diff --git a/ref/imgui/examples/imgui_impl_metal.h b/ref/imgui/examples/imgui_impl_metal.h index c4f958b4..869c3e52 100644 --- a/ref/imgui/examples/imgui_impl_metal.h +++ b/ref/imgui/examples/imgui_impl_metal.h @@ -1,8 +1,9 @@ -// ImGui Renderer for: Metal +// dear imgui: Renderer for Metal // This needs to be used along with a Platform Binding (e.g. OSX) // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/ref/imgui/examples/imgui_impl_metal.mm b/ref/imgui/examples/imgui_impl_metal.mm index 678cd269..f3f1b126 100644 --- a/ref/imgui/examples/imgui_impl_metal.mm +++ b/ref/imgui/examples/imgui_impl_metal.mm @@ -1,8 +1,9 @@ -// ImGui Renderer for: Metal +// dear imgui: Renderer for Metal // This needs to be used along with a Platform Binding (e.g. OSX) // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -10,13 +11,17 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-07-05: Metal: Added new Metal backend implementation. #include "imgui.h" #include "imgui_impl_metal.h" #import -#import +// #import // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...) #import #pragma mark - Support classes @@ -54,6 +59,12 @@ - (void)enqueueReusableBuffer:(MetalBuffer *)buffer; - (id)renderPipelineStateForFrameAndDevice:(id)device; - (void)emptyRenderPipelineStateCache; +- (void)setupRenderState:(ImDrawData *)drawData + commandBuffer:(id)commandBuffer + commandEncoder:(id)commandEncoder + renderPipelineState:(id)renderPipelineState + vertexBuffer:(MetalBuffer *)vertexBuffer + vertexBufferOffset:(size_t)vertexBufferOffset; - (void)renderDrawData:(ImDrawData *)drawData commandBuffer:(id)commandBuffer commandEncoder:(id)commandEncoder; @@ -65,11 +76,15 @@ static MetalContext *g_sharedMetalContext = nil; bool ImGui_ImplMetal_Init(id device) { + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_metal"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + static dispatch_once_t onceToken; dispatch_once(&onceToken, ^{ g_sharedMetalContext = [[MetalContext alloc] init]; }); - + ImGui_ImplMetal_CreateDeviceObjects(device); return true; @@ -82,7 +97,7 @@ void ImGui_ImplMetal_Shutdown() void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor) { - IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init?"); + IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; } @@ -96,7 +111,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id bool ImGui_ImplMetal_CreateFontsTexture(id device) { [g_sharedMetalContext makeFontTextureWithDevice:device]; - + ImGuiIO& io = ImGui::GetIO(); io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void* @@ -128,9 +143,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects() #pragma mark - MetalBuffer implementation @implementation MetalBuffer -- (instancetype)initWithBuffer:(id)buffer +- (instancetype)initWithBuffer:(id)buffer { - if ((self = [super init])) + if ((self = [super init])) { _buffer = buffer; _lastReuseTime = [NSDate date].timeIntervalSince1970; @@ -142,9 +157,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects() #pragma mark - FramebufferDescriptor implementation @implementation FramebufferDescriptor -- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor { - if ((self = [super init])) + if ((self = [super init])) { _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat; @@ -154,7 +169,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() return self; } -- (nonnull id)copyWithZone:(nullable NSZone *)zone +- (nonnull id)copyWithZone:(nullable NSZone *)zone { FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init]; copy.sampleCount = self.sampleCount; @@ -164,7 +179,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() return copy; } -- (NSUInteger)hash +- (NSUInteger)hash { NSUInteger sc = _sampleCount & 0x3; NSUInteger cf = _colorPixelFormat & 0x3FF; @@ -174,7 +189,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() return hash; } -- (BOOL)isEqual:(id)object +- (BOOL)isEqual:(id)object { FramebufferDescriptor *other = object; if (![other isKindOfClass:[FramebufferDescriptor class]]) @@ -191,7 +206,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() @implementation MetalContext - (instancetype)init { - if ((self = [super init])) + if ((self = [super init])) { _renderPipelineStateCache = [NSMutableDictionary dictionary]; _bufferCache = [NSMutableArray array]; @@ -200,7 +215,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() return self; } -- (void)makeDeviceObjectsWithDevice:(id)device +- (void)makeDeviceObjectsWithDevice:(id)device { MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; depthStencilDescriptor.depthWriteEnabled = NO; @@ -212,7 +227,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. // You can make that change in your implementation. -- (void)makeFontTextureWithDevice:(id)device +- (void)makeFontTextureWithDevice:(id)device { ImGuiIO &io = ImGui::GetIO(); unsigned char* pixels; @@ -233,17 +248,17 @@ void ImGui_ImplMetal_DestroyDeviceObjects() self.fontTexture = texture; } -- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device +- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device { NSTimeInterval now = [NSDate date].timeIntervalSince1970; - + // Purge old buffers that haven't been useful for a while - if (now - self.lastBufferCachePurge > 1.0) + if (now - self.lastBufferCachePurge > 1.0) { NSMutableArray *survivors = [NSMutableArray array]; - for (MetalBuffer *candidate in self.bufferCache) + for (MetalBuffer *candidate in self.bufferCache) { - if (candidate.lastReuseTime > self.lastBufferCachePurge) + if (candidate.lastReuseTime > self.lastBufferCachePurge) { [survivors addObject:candidate]; } @@ -251,51 +266,51 @@ void ImGui_ImplMetal_DestroyDeviceObjects() self.bufferCache = [survivors mutableCopy]; self.lastBufferCachePurge = now; } - + // See if we have a buffer we can reuse MetalBuffer *bestCandidate = nil; - for (MetalBuffer *candidate in self.bufferCache) + for (MetalBuffer *candidate in self.bufferCache) if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) bestCandidate = candidate; - - if (bestCandidate != nil) + + if (bestCandidate != nil) { [self.bufferCache removeObject:bestCandidate]; bestCandidate.lastReuseTime = now; return bestCandidate; } - + // No luck; make a new buffer id backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; return [[MetalBuffer alloc] initWithBuffer:backing]; } -- (void)enqueueReusableBuffer:(MetalBuffer *)buffer +- (void)enqueueReusableBuffer:(MetalBuffer *)buffer { [self.bufferCache addObject:buffer]; } -- (_Nullable id)renderPipelineStateForFrameAndDevice:(id)device +- (_Nullable id)renderPipelineStateForFrameAndDevice:(id)device { // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame - // Thie hit rate for this cache should be very near 100%. + // The hit rate for this cache should be very near 100%. id renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor]; - - if (renderPipelineState == nil) + + if (renderPipelineState == nil) { // No luck; make a new render pipeline state renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device]; // Cache render pipeline state for later reuse self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState; } - + return renderPipelineState; } - (id)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id)device { NSError *error = nil; - + NSString *shaderSource = @"" "#include \n" "using namespace metal;\n" @@ -331,23 +346,23 @@ void ImGui_ImplMetal_DestroyDeviceObjects() " half4 texColor = texture.sample(linearSampler, in.texCoords);\n" " return half4(in.color) * texColor;\n" "}\n"; - + id library = [device newLibraryWithSource:shaderSource options:nil error:&error]; - if (library == nil) + if (library == nil) { NSLog(@"Error: failed to create Metal library: %@", error); return nil; } - + id vertexFunction = [library newFunctionWithName:@"vertex_main"]; id fragmentFunction = [library newFunctionWithName:@"fragment_main"]; - - if (vertexFunction == nil || fragmentFunction == nil) + + if (vertexFunction == nil || fragmentFunction == nil) { NSLog(@"Error: failed to find Metal shader functions in library: %@", error); return nil; } - + MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos); vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position @@ -361,7 +376,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() vertexDescriptor.layouts[0].stepRate = 1; vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); - + MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; pipelineDescriptor.vertexFunction = vertexFunction; pipelineDescriptor.fragmentFunction = fragmentFunction; @@ -377,49 +392,45 @@ void ImGui_ImplMetal_DestroyDeviceObjects() pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; - + id renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; - if (error != nil) + if (error != nil) { NSLog(@"Error: failed to create Metal pipeline state: %@", error); } - + return renderPipelineState; } -- (void)emptyRenderPipelineStateCache +- (void)emptyRenderPipelineStateCache { [self.renderPipelineStateCache removeAllObjects]; } -- (void)renderDrawData:(ImDrawData *)drawData - commandBuffer:(id)commandBuffer - commandEncoder:(id)commandEncoder +- (void)setupRenderState:(ImDrawData *)drawData + commandBuffer:(id)commandBuffer + commandEncoder:(id)commandEncoder + renderPipelineState:(id)renderPipelineState + vertexBuffer:(MetalBuffer *)vertexBuffer + vertexBufferOffset:(size_t)vertexBufferOffset { - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO &io = ImGui::GetIO(); - int fb_width = (int)(drawData->DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(drawData->DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) - return; - drawData->ScaleClipRects(io.DisplayFramebufferScale); - [commandEncoder setCullMode:MTLCullModeNone]; [commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState]; - + // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPps (top left) to + // Our visible imgui space lies from draw_data->DisplayPos (top left) to // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. - MTLViewport viewport = - { + MTLViewport viewport = + { .originX = 0.0, .originY = 0.0, - .width = double(fb_width), - .height = double(fb_height), + .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), + .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), .znear = 0.0, - .zfar = 1.0 + .zfar = 1.0 }; [commandEncoder setViewport:viewport]; + float L = drawData->DisplayPos.x; float R = drawData->DisplayPos.x + drawData->DisplaySize.x; float T = drawData->DisplayPos.y; @@ -433,79 +444,101 @@ void ImGui_ImplMetal_DestroyDeviceObjects() { 0.0f, 0.0f, 1/(F-N), 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, }; - [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; - - size_t vertexBufferLength = 0; - size_t indexBufferLength = 0; - for (int n = 0; n < drawData->CmdListsCount; n++) - { - const ImDrawList* cmd_list = drawData->CmdLists[n]; - vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); - indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); - } - - MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; - MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; - - id renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device]; + [commandEncoder setRenderPipelineState:renderPipelineState]; - + [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; - + [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; +} + +- (void)renderDrawData:(ImDrawData *)drawData + commandBuffer:(id)commandBuffer + commandEncoder:(id)commandEncoder +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); + int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + return; + + id renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device]; + + size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx); + MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; + MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; + + [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0]; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists size_t vertexBufferOffset = 0; size_t indexBufferOffset = 0; - ImVec2 pos = drawData->DisplayPos; for (int n = 0; n < drawData->CmdListsCount; n++) { const ImDrawList* cmd_list = drawData->CmdLists[n]; - ImDrawIdx idx_buffer_offset = 0; - + memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - - [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; - + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset]; + else + pcmd->UserCallback(cmd_list, pcmd); } else { - ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y); + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle - MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x), + MTLScissorRect scissorRect = + { + .x = NSUInteger(clip_rect.x), .y = NSUInteger(clip_rect.y), .width = NSUInteger(clip_rect.z - clip_rect.x), - .height = NSUInteger(clip_rect.w - clip_rect.y) }; + .height = NSUInteger(clip_rect.w - clip_rect.y) + }; [commandEncoder setScissorRect:scissorRect]; - - + + // Bind texture, Draw if (pcmd->TextureId != NULL) [commandEncoder setFragmentTexture:(__bridge id)(pcmd->TextureId) atIndex:0]; + + [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle indexCount:pcmd->ElemCount indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 indexBuffer:indexBuffer.buffer - indexBufferOffset:indexBufferOffset + idx_buffer_offset]; + indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; } } - idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); } - + vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); } - + __weak id weakSelf = self; - [commandBuffer addCompletedHandler:^(id) + [commandBuffer addCompletedHandler:^(id) { dispatch_async(dispatch_get_main_queue(), ^{ [weakSelf enqueueReusableBuffer:vertexBuffer]; diff --git a/ref/imgui/examples/imgui_impl_opengl2.cpp b/ref/imgui/examples/imgui_impl_opengl2.cpp index 5204eb78..fbe278c7 100644 --- a/ref/imgui/examples/imgui_impl_opengl2.cpp +++ b/ref/imgui/examples/imgui_impl_opengl2.cpp @@ -1,4 +1,4 @@ -// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline) +// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: @@ -13,22 +13,22 @@ // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. +// confuse your GPU driver. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. -// CHANGELOG +// CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. // 2017-09-01: OpenGL: Save and restore current polygon mode. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. -#include "stdafx.h" -#define IMGUI_IMPL_OPENGL_LOADER_GLAD - #include "imgui.h" #include "imgui_impl_opengl2.h" #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier @@ -45,6 +45,7 @@ #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this #endif #if defined(__APPLE__) +#define GL_SILENCE_DEPRECATION #include #else #include @@ -56,6 +57,9 @@ static GLuint g_FontTexture = 0; // Functions bool ImGui_ImplOpenGL2_Init() { + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_opengl2"; return true; } @@ -70,26 +74,9 @@ void ImGui_ImplOpenGL2_NewFrame() ImGui_ImplOpenGL2_CreateDeviceObjects(); } -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) { - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); @@ -102,10 +89,17 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) glEnableClientState(GL_COLOR_ARRAY); glEnable(GL_TEXTURE_2D); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function: + // GLint last_program; + // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + // glUseProgram(0); + // ImGui_ImplOpenGL2_RenderDrawData(...); + // glUseProgram(last_program) // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); glMatrixMode(GL_PROJECTION); glPushMatrix(); @@ -114,9 +108,34 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup GL state + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + + // Setup desired GL state + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists - ImVec2 pos = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -131,12 +150,22 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + else + pcmd->UserCallback(cmd_list, pcmd); } else { - ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y); + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle @@ -151,7 +180,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) } } - // Restore modified state + // Restore modified GL state glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); diff --git a/ref/imgui/examples/imgui_impl_opengl2.h b/ref/imgui/examples/imgui_impl_opengl2.h index 930d449c..2e3271dc 100644 --- a/ref/imgui/examples/imgui_impl_opengl2.h +++ b/ref/imgui/examples/imgui_impl_opengl2.h @@ -1,4 +1,4 @@ -// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline) +// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: @@ -13,9 +13,11 @@ // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. +// confuse your GPU driver. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. +#pragma once + IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); diff --git a/ref/imgui/examples/imgui_impl_opengl3.cpp b/ref/imgui/examples/imgui_impl_opengl3.cpp index 534ac796..8a48b8a4 100644 --- a/ref/imgui/examples/imgui_impl_opengl3.cpp +++ b/ref/imgui/examples/imgui_impl_opengl3.cpp @@ -1,9 +1,11 @@ -// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline) +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) -// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -11,6 +13,18 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. +// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. @@ -34,21 +48,20 @@ // version version string //---------------------------------------- // 2.0 110 "#version 110" -// 2.1 120 -// 3.0 130 -// 3.1 140 +// 2.1 120 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" // 3.2 150 "#version 150" -// 3.3 330 -// 4.0 400 +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" // 4.1 410 "#version 410 core" -// 4.2 420 -// 4.3 430 -// ES 2.0 100 "#version 100" -// ES 3.0 300 "#version 300 es" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 //---------------------------------------- #include "stdafx.h" -#define IMGUI_IMPL_OPENGL_LOADER_GLAD #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS @@ -66,44 +79,78 @@ #include "TargetConditionals.h" #endif -// iOS, Android and Emscripten can use GL ES 3 -// Call ImGui_ImplOpenGL3_Init() with "#version 300 es" -#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__)) -#define USE_GL_ES3 +// Auto-detect GL version +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#undef IMGUI_IMPL_OPENGL_LOADER_GL3W +#undef IMGUI_IMPL_OPENGL_LOADER_GLEW +#undef IMGUI_IMPL_OPENGL_LOADER_GLAD +#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#undef IMGUI_IMPL_OPENGL_LOADER_GL3W +#undef IMGUI_IMPL_OPENGL_LOADER_GLEW +#undef IMGUI_IMPL_OPENGL_LOADER_GLAD +#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM +#endif #endif -#ifdef USE_GL_ES3 -// OpenGL ES 3 -#include // Use GL ES 3 +// GL includes +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 #else -// Regular OpenGL -// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +#include // Use GL ES 3 +#endif +#else +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) -#include +#include // Needs to be initialized with gl3wInit() in user's code #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) -#include +#include // Needs to be initialized with glewInit() in user's code #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) -#include +#include // Needs to be initialized with gladLoadGL() in user's code #else #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif #endif +// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0 +#else +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1 +#endif + // OpenGL Data static char g_GlslVersionString[32] = ""; static GLuint g_FontTexture = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; -static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location +static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_opengl3"; +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. -#ifdef USE_GL_ES3 +#if defined(IMGUI_IMPL_OPENGL_ES2) + if (glsl_version == NULL) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) if (glsl_version == NULL) glsl_version = "#version 300 es"; #else @@ -113,6 +160,30 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); + + // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected. + // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! + // If auto-detection fails or doesn't select the same GL loader file as used by your application, + // you are likely to get a crash below. + // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. + const char* gl_loader = "Unknown"; + IM_UNUSED(gl_loader); +#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) + gl_loader = "GL3W"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) + gl_loader = "GLEW"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) + gl_loader = "GLAD"; +#else IMGUI_IMPL_OPENGL_LOADER_CUSTOM + gl_loader = "Custom"; +#endif + + // Make a dummy GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. + // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + return true; } @@ -123,49 +194,12 @@ void ImGui_ImplOpenGL3_Shutdown() void ImGui_ImplOpenGL3_NewFrame() { - if (!g_FontTexture) + if (!g_ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); } -// OpenGL3 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) { - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // Backup GL state - GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); - glActiveTexture(GL_TEXTURE0); - GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); -#ifdef GL_SAMPLER_BINDING - GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); -#endif - GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); -#ifdef GL_POLYGON_MODE - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); -#endif - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); - GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); - GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); - GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); - GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); - GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); - GLboolean last_enable_blend = glIsEnabled(GL_BLEND); - GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); - GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); - GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); @@ -178,7 +212,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) #endif // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; @@ -197,57 +231,135 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) #ifdef GL_SAMPLER_BINDING glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif - // Recreate the VAO every time - // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) - GLuint vao_handle = 0; - glGenVertexArrays(1, &vao_handle); - glBindVertexArray(vao_handle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glEnableVertexAttribArray(g_AttribLocationPosition); - glEnableVertexAttribArray(g_AttribLocationUV); - glEnableVertexAttribArray(g_AttribLocationColor); - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); - // Draw - ImVec2 pos = draw_data->DisplayPos; + (void)vertex_array_object; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glEnableVertexAttribArray(g_AttribLocationVtxPos); + glEnableVertexAttribArray(g_AttribLocationVtxUV); + glEnableVertexAttribArray(g_AttribLocationVtxColor); + glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); +#ifdef GL_SAMPLER_BINDING + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); +#endif + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object); +#endif +#ifdef GL_POLYGON_MODE + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); +#endif + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + bool clip_origin_lower_left = true; +#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) + GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT) + if (last_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; +#endif + + // Setup desired GL state + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. + GLuint vertex_array_object = 0; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glGenVertexArrays(1, &vertex_array_object); +#endif + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawIdx* idx_buffer_offset = 0; - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + // Upload vertex/index buffers glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + if (pcmd->UserCallback != NULL) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(cmd_list, pcmd); } else { - ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y); + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle - glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); + if (clip_origin_lower_left) + glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); + else + glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); +#else + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); +#endif } } - idx_buffer_offset += pcmd->ElemCount; } } - glDeleteVertexArrays(1, &vao_handle); + + // Destroy the temporary VAO +#ifndef IMGUI_IMPL_OPENGL_ES2 + glDeleteVertexArrays(1, &vertex_array_object); +#endif // Restore modified GL state glUseProgram(last_program); @@ -256,7 +368,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); - glBindVertexArray(last_vertex_array); +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(last_vertex_array_object); +#endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); @@ -286,7 +400,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#ifdef GL_UNPACK_ROW_LENGTH glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); +#endif glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier @@ -309,49 +425,52 @@ void ImGui_ImplOpenGL3_DestroyFontsTexture() } } -// If you get an error please report on github. You may try different GL context version or GLSL version. +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. static bool CheckShader(GLuint handle, const char* desc) { GLint status = 0, log_length = 0; glGetShaderiv(handle, GL_COMPILE_STATUS, &status); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); - if (status == GL_FALSE) + if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); - if (log_length > 0) + if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } - return status == GL_TRUE; + return (GLboolean)status == GL_TRUE; } -// If you get an error please report on github. You may try different GL context version or GLSL version. +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. static bool CheckProgram(GLuint handle, const char* desc) { GLint status = 0, log_length = 0; glGetProgramiv(handle, GL_LINK_STATUS, &status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); - if (status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc); - if (log_length > 0) + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); + if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } - return status == GL_TRUE; + return (GLboolean)status == GL_TRUE; } bool ImGui_ImplOpenGL3_CreateDeviceObjects() { // Backup GL state - GLint last_texture, last_array_buffer, last_vertex_array; + GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif // Parse GLSL version string int glsl_version = 130; @@ -465,7 +584,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() vertex_shader = vertex_shader_glsl_120; fragment_shader = fragment_shader_glsl_120; } - else if (glsl_version == 410) + else if (glsl_version >= 410) { vertex_shader = vertex_shader_glsl_410_core; fragment_shader = fragment_shader_glsl_410_core; @@ -502,9 +621,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color"); // Create buffers glGenBuffers(1, &g_VboHandle); @@ -515,27 +634,22 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 glBindVertexArray(last_vertex_array); +#endif return true; } void ImGui_ImplOpenGL3_DestroyDeviceObjects() { - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; + if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } + if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } + if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } + if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } + if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } + if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } + if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } diff --git a/ref/imgui/examples/imgui_impl_opengl3.h b/ref/imgui/examples/imgui_impl_opengl3.h index 2812dac5..1cb790b1 100644 --- a/ref/imgui/examples/imgui_impl_opengl3.h +++ b/ref/imgui/examples/imgui_impl_opengl3.h @@ -1,39 +1,64 @@ -// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline) +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) -// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -// About OpenGL function loaders: -// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // About GLSL version: -// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. -// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" -// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. +// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. -// Set default OpenGL loader to be gl3w -#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) -#define IMGUI_IMPL_OPENGL_LOADER_GL3W -#endif +#pragma once +// Backend API IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); -// Called by Init/NewFrame/Shutdown +// (Optional) Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +// Specific OpenGL versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// Desktop OpenGL: attempt to detect default GL loader based on available header files. +// If auto-detection fails or doesn't select the same GL loader file as used by your application, +// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). +// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + #if defined(__has_include) + #if __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLEW + #elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLAD + #elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GL3W + #else + #error "Cannot detect OpenGL loader!" + #endif + #else + #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W + #endif +#endif + diff --git a/ref/imgui/examples/imgui_impl_osx.h b/ref/imgui/examples/imgui_impl_osx.h index 1ae2cc01..66df2527 100644 --- a/ref/imgui/examples/imgui_impl_osx.h +++ b/ref/imgui/examples/imgui_impl_osx.h @@ -1,10 +1,12 @@ -// ImGui Platform Binding for: OSX / Cocoa +// dear imgui: Platform Binding for OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) -// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac. +// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac. +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end). // Issues: -// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. -// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427) +// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. @class NSEvent; @class NSView; diff --git a/ref/imgui/examples/imgui_impl_osx.mm b/ref/imgui/examples/imgui_impl_osx.mm index 07494d6d..9042e15f 100644 --- a/ref/imgui/examples/imgui_impl_osx.mm +++ b/ref/imgui/examples/imgui_impl_osx.mm @@ -1,10 +1,12 @@ -// ImGui Platform Binding for: OSX / Cocoa +// dear imgui: Platform Binding for OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) -// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac. +// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac. +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end). // Issues: -// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. -// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427) +// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. #include "imgui.h" #include "imgui_impl_osx.h" @@ -12,10 +14,25 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: Readded clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change). +// 2019-05-28: Inputs: Added mouse cursor shape and visibility support. +// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp. +// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-07-07: Initial version. // Data static CFAbsoluteTime g_Time = 0.0; +static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; +static bool g_MouseCursorHidden = false; + +// Undocumented methods for creating cursors. +@interface NSCursor() ++ (id)_windowResizeNorthWestSouthEastCursor; ++ (id)_windowResizeNorthEastSouthWestCursor; ++ (id)_windowResizeNorthSouthCursor; ++ (id)_windowResizeEastWestCursor; +@end // Functions bool ImGui_ImplOSX_Init() @@ -23,42 +40,58 @@ bool ImGui_ImplOSX_Init() ImGuiIO& io = ImGui::GetIO(); // Setup back-end capabilities flags - //io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) + io.BackendPlatformName = "imgui_impl_osx"; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. const int offset_for_function_keys = 256 - 0xF700; - io.KeyMap[ImGuiKey_Tab] = '\t'; - io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Backspace] = 127; - io.KeyMap[ImGuiKey_Space] = 32; - io.KeyMap[ImGuiKey_Enter] = 13; - io.KeyMap[ImGuiKey_Escape] = 27; - io.KeyMap[ImGuiKey_A] = 'A'; - io.KeyMap[ImGuiKey_C] = 'C'; - io.KeyMap[ImGuiKey_V] = 'V'; - io.KeyMap[ImGuiKey_X] = 'X'; - io.KeyMap[ImGuiKey_Y] = 'Y'; - io.KeyMap[ImGuiKey_Z] = 'Z'; - + io.KeyMap[ImGuiKey_Tab] = '\t'; + io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_Backspace] = 127; + io.KeyMap[ImGuiKey_Space] = 32; + io.KeyMap[ImGuiKey_Enter] = 13; + io.KeyMap[ImGuiKey_Escape] = 27; + io.KeyMap[ImGuiKey_KeyPadEnter] = 13; + io.KeyMap[ImGuiKey_A] = 'A'; + io.KeyMap[ImGuiKey_C] = 'C'; + io.KeyMap[ImGuiKey_V] = 'V'; + io.KeyMap[ImGuiKey_X] = 'X'; + io.KeyMap[ImGuiKey_Y] = 'Y'; + io.KeyMap[ImGuiKey_Z] = 'Z'; + + // Load cursors. Some of them are undocumented. + g_MouseCursorHidden = false; + g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; + g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; + g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; + + // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled + // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. + // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api. io.SetClipboardTextFn = [](void*, const char* str) -> void { NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; }; - + io.GetClipboardTextFn = [](void*) -> const char* { NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; @@ -69,7 +102,7 @@ bool ImGui_ImplOSX_Init() NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; if (string == nil) return NULL; - + const char* string_c = (const char*)[string UTF8String]; size_t string_len = strlen(string_c); static ImVector s_clipboard; @@ -77,7 +110,7 @@ bool ImGui_ImplOSX_Init() strcpy(s_clipboard.Data, string_c); return s_clipboard.Data; }; - + return true; } @@ -85,6 +118,34 @@ void ImGui_ImplOSX_Shutdown() { } +static void ImGui_ImplOSX_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + if (!g_MouseCursorHidden) + { + g_MouseCursorHidden = true; + [NSCursor hide]; + } + } + else + { + // Show OS mouse cursor + [g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set]; + if (g_MouseCursorHidden) + { + g_MouseCursorHidden = false; + [NSCursor unhide]; + } + } +} + void ImGui_ImplOSX_NewFrame(NSView* view) { // Setup display size @@ -99,6 +160,8 @@ void ImGui_ImplOSX_NewFrame(NSView* view) CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent(); io.DeltaTime = current_time - g_Time; g_Time = current_time; + + ImGui_ImplOSX_UpdateMouseCursor(); } static int mapCharacterToKey(int c) @@ -187,8 +250,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) for (int i = 0; i < len; i++) { int c = [str characterAtIndex:i]; - if (c < 0xF700 && !io.KeyCtrl) - io.AddInputCharacter(c); + if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF)) + io.AddInputCharacter((unsigned int)c); // We must reset in case we're pressing a sequence of special keys while keeping the command pressed int key = mapCharacterToKey(c); @@ -233,6 +296,6 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) resetKeys(); return io.WantCaptureKeyboard; } - + return false; } diff --git a/ref/imgui/examples/imgui_impl_sdl.cpp b/ref/imgui/examples/imgui_impl_sdl.cpp index 0885ce58..42677581 100644 --- a/ref/imgui/examples/imgui_impl_sdl.cpp +++ b/ref/imgui/examples/imgui_impl_sdl.cpp @@ -1,11 +1,13 @@ -// ImGui Platform Binding for: SDL2 +// dear imgui: Platform Binding for SDL2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.) // Implemented features: // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. @@ -15,17 +17,23 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. -// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). -// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. @@ -36,17 +44,15 @@ #include "imgui_impl_sdl.h" // SDL -// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+) #include #include - -#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4) -#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) -#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) -#if !SDL_HAS_VULKAN -static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; +#if defined(__APPLE__) +#include "TargetConditionals.h" #endif +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4) +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) + // Data static SDL_Window* g_Window = NULL; static Uint64 g_Time = 0; @@ -71,7 +77,8 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event) +// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); switch (event->type) @@ -112,7 +119,7 @@ bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event) return false; } -static bool ImGui_ImplSDL2_Init(SDL_Window* window) +static bool ImGui_ImplSDL2_Init(SDL_Window* window) { g_Window = window; @@ -120,6 +127,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_sdl"; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; @@ -137,6 +145,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; @@ -177,9 +186,17 @@ bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) { - #if !SDL_HAS_VULKAN +#if !SDL_HAS_VULKAN IM_ASSERT(0 && "Unsupported"); - #endif +#endif + return ImGui_ImplSDL2_Init(window); +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif return ImGui_ImplSDL2_Init(window); } @@ -215,7 +232,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; -#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) SDL_Window* focused_window = SDL_GetKeyboardFocus(); if (g_Window == focused_window) { @@ -229,7 +246,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() io.MousePos = ImVec2((float)mx, (float)my); } - // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor. + // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor. // The function is only supported from SDL 2.0.4 (released Jan 2016) bool any_mouse_button_down = ImGui::IsAnyMouseDown(); SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); @@ -259,10 +276,51 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() } } +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Get gamepad + SDL_GameController* game_controller = SDL_GameControllerOpen(0); + if (!game_controller) + { + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + #undef MAP_BUTTON + #undef MAP_ANALOG +} + void ImGui_ImplSDL2_NewFrame(SDL_Window* window) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); // Setup display size (every frame to accommodate for window resizing) int w, h; @@ -270,7 +328,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) SDL_GetWindowSize(window, &w, &h); SDL_GL_GetDrawableSize(window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) static Uint64 frequency = SDL_GetPerformanceFrequency(); @@ -280,4 +339,7 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); } diff --git a/ref/imgui/examples/imgui_impl_sdl.h b/ref/imgui/examples/imgui_impl_sdl.h index d723bf42..376e622c 100644 --- a/ref/imgui/examples/imgui_impl_sdl.h +++ b/ref/imgui/examples/imgui_impl_sdl.h @@ -1,4 +1,4 @@ -// ImGui Platform Binding for: SDL2 +// dear imgui: Platform Binding for SDL2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) @@ -6,6 +6,7 @@ // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. @@ -13,11 +14,14 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + struct SDL_Window; typedef union SDL_Event SDL_Event; IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); -IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event); +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); diff --git a/ref/imgui/examples/imgui_impl_vulkan.cpp b/ref/imgui/examples/imgui_impl_vulkan.cpp index 36639632..9d977f00 100644 --- a/ref/imgui/examples/imgui_impl_vulkan.cpp +++ b/ref/imgui/examples/imgui_impl_vulkan.cpp @@ -1,6 +1,8 @@ -// ImGui Renderer for: Vulkan +// dear imgui: Renderer for Vulkan // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) +// Implemented features: +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // Missing features: // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 @@ -8,11 +10,27 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. +// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). +// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. +// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). +// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. // 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings. // 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example. @@ -30,49 +48,81 @@ #include "imgui_impl_vulkan.h" #include -// Vulkan data -static const VkAllocationCallbacks* g_Allocator = NULL; -static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; -static VkInstance g_Instance = VK_NULL_HANDLE; -static VkDevice g_Device = VK_NULL_HANDLE; -static uint32_t g_QueueFamily = (uint32_t)-1; -static VkQueue g_Queue = VK_NULL_HANDLE; -static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; -static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static VkRenderPass g_RenderPass = VK_NULL_HANDLE; -static void (*g_CheckVkResultFn)(VkResult err) = NULL; - -static VkDeviceSize g_BufferMemoryAlignment = 256; -static VkPipelineCreateFlags g_PipelineCreateFlags = 0; - -static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE; -static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE; -static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE; -static VkPipeline g_Pipeline = VK_NULL_HANDLE; - -// Frame data -struct FrameDataForRender +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_FrameRenderBuffers { - VkDeviceMemory VertexBufferMemory; - VkDeviceMemory IndexBufferMemory; - VkDeviceSize VertexBufferSize; - VkDeviceSize IndexBufferSize; - VkBuffer VertexBuffer; - VkBuffer IndexBuffer; + VkDeviceMemory VertexBufferMemory; + VkDeviceMemory IndexBufferMemory; + VkDeviceSize VertexBufferSize; + VkDeviceSize IndexBufferSize; + VkBuffer VertexBuffer; + VkBuffer IndexBuffer; }; -static int g_FrameIndex = 0; -static FrameDataForRender g_FramesDataBuffers[IMGUI_VK_QUEUED_FRAMES] = {}; + +// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_WindowRenderBuffers +{ + uint32_t Index; + uint32_t Count; + ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers; +}; + +// Vulkan data +static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {}; +static VkRenderPass g_RenderPass = VK_NULL_HANDLE; +static VkDeviceSize g_BufferMemoryAlignment = 256; +static VkPipelineCreateFlags g_PipelineCreateFlags = 0x00; +static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE; +static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE; +static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE; +static VkPipeline g_Pipeline = VK_NULL_HANDLE; // Font data -static VkSampler g_FontSampler = VK_NULL_HANDLE; -static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE; -static VkImage g_FontImage = VK_NULL_HANDLE; -static VkImageView g_FontView = VK_NULL_HANDLE; -static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE; -static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; +static VkSampler g_FontSampler = VK_NULL_HANDLE; +static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE; +static VkImage g_FontImage = VK_NULL_HANDLE; +static VkImageView g_FontView = VK_NULL_HANDLE; +static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE; +static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; + +// Render buffers +static ImGui_ImplVulkanH_WindowRenderBuffers g_MainWindowRenderBuffers; + +// Forward Declarations +bool ImGui_ImplVulkan_CreateDeviceObjects(); +void ImGui_ImplVulkan_DestroyDeviceObjects(); +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- // glsl_shader.vert, compiled with: // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert +/* +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; +layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; + +out gl_PerVertex { vec4 gl_Position; }; +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} +*/ static uint32_t __glsl_shader_vert_spv[] = { 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, @@ -120,6 +170,16 @@ static uint32_t __glsl_shader_vert_spv[] = // glsl_shader.frag, compiled with: // # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +/* +#version 450 core +layout(location = 0) out vec4 fColor; +layout(set=0, binding=0) uniform sampler2D sTexture; +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} +*/ static uint32_t __glsl_shader_frag_spv[] = { 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, @@ -149,10 +209,15 @@ static uint32_t __glsl_shader_frag_spv[] = 0x00010038 }; +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) { + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; VkPhysicalDeviceMemoryProperties prop; - vkGetPhysicalDeviceMemoryProperties(g_PhysicalDevice, &prop); + vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); for (uint32_t i = 0; i < prop.memoryTypeCount; i++) if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1<CheckVkResultFn) + v->CheckVkResultFn(err); } static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage) { + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; VkResult err; if (buffer != VK_NULL_HANDLE) - vkDestroyBuffer(g_Device, buffer, g_Allocator); - if (buffer_memory) - vkFreeMemory(g_Device, buffer_memory, g_Allocator); + vkDestroyBuffer(v->Device, buffer, v->Allocator); + if (buffer_memory != VK_NULL_HANDLE) + vkFreeMemory(v->Device, buffer_memory, v->Allocator); VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / g_BufferMemoryAlignment + 1) * g_BufferMemoryAlignment; VkBufferCreateInfo buffer_info = {}; @@ -179,50 +246,109 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory buffer_info.size = vertex_buffer_size_aligned; buffer_info.usage = usage; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; - err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &buffer); + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); check_vk_result(err); VkMemoryRequirements req; - vkGetBufferMemoryRequirements(g_Device, buffer, &req); + vkGetBufferMemoryRequirements(v->Device, buffer, &req); g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); - err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &buffer_memory); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); check_vk_result(err); - err = vkBindBufferMemory(g_Device, buffer, buffer_memory, 0); + err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); check_vk_result(err); p_buffer_size = new_size; } +static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height) +{ + // Bind pipeline and descriptor sets: + { + vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline); + VkDescriptorSet desc_set[1] = { g_DescriptorSet }; + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL); + } + + // Bind Vertex And Index Buffer: + { + VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; + VkDeviceSize vertex_offset[1] = { 0 }; + vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); + vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); + } + + // Setup viewport: + { + VkViewport viewport; + viewport.x = 0; + viewport.y = 0; + viewport.width = (float)fb_width; + viewport.height = (float)fb_height; + viewport.minDepth = 0.0f; + viewport.maxDepth = 1.0f; + vkCmdSetViewport(command_buffer, 0, 1, &viewport); + } + + // Setup scale and translation: + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + float scale[2]; + scale[0] = 2.0f / draw_data->DisplaySize.x; + scale[1] = 2.0f / draw_data->DisplaySize.y; + float translate[2]; + translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; + translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; + vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); + vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); + } +} + // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer) { - VkResult err; - if (draw_data->TotalVtxCount == 0) + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount == 0) return; - FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex]; - g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES; + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; - // Create the Vertex and Index buffers: + // Allocate array to store enough vertex/index buffers + ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &g_MainWindowRenderBuffers; + if (wrb->FrameRenderBuffers == NULL) + { + wrb->Index = 0; + wrb->Count = v->ImageCount; + wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); + memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); + } + IM_ASSERT(wrb->Count == v->ImageCount); + wrb->Index = (wrb->Index + 1) % wrb->Count; + ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; + + VkResult err; + + // Create or resize the vertex/index buffers size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); - if (!fd->VertexBuffer || fd->VertexBufferSize < vertex_size) - CreateOrResizeBuffer(fd->VertexBuffer, fd->VertexBufferMemory, fd->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); - if (!fd->IndexBuffer || fd->IndexBufferSize < index_size) - CreateOrResizeBuffer(fd->IndexBuffer, fd->IndexBufferMemory, fd->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); + if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) + CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); + if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) + CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); - // Upload Vertex and index Data: + // Upload vertex/index data into a single contiguous GPU buffer { ImDrawVert* vtx_dst = NULL; ImDrawIdx* idx_dst = NULL; - err = vkMapMemory(g_Device, fd->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst)); + err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst)); check_vk_result(err); - err = vkMapMemory(g_Device, fd->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst)); + err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst)); check_vk_result(err); for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -234,93 +360,81 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm } VkMappedMemoryRange range[2] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; - range[0].memory = fd->VertexBufferMemory; + range[0].memory = rb->VertexBufferMemory; range[0].size = VK_WHOLE_SIZE; range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; - range[1].memory = fd->IndexBufferMemory; + range[1].memory = rb->IndexBufferMemory; range[1].size = VK_WHOLE_SIZE; - err = vkFlushMappedMemoryRanges(g_Device, 2, range); + err = vkFlushMappedMemoryRanges(v->Device, 2, range); check_vk_result(err); - vkUnmapMemory(g_Device, fd->VertexBufferMemory); - vkUnmapMemory(g_Device, fd->IndexBufferMemory); + vkUnmapMemory(v->Device, rb->VertexBufferMemory); + vkUnmapMemory(v->Device, rb->IndexBufferMemory); } - // Bind pipeline and descriptor sets: - { - vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline); - VkDescriptorSet desc_set[1] = { g_DescriptorSet }; - vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL); - } + // Setup desired Vulkan state + ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height); - // Bind Vertex And Index Buffer: - { - VkBuffer vertex_buffers[1] = { fd->VertexBuffer }; - VkDeviceSize vertex_offset[1] = { 0 }; - vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); - vkCmdBindIndexBuffer(command_buffer, fd->IndexBuffer, 0, VK_INDEX_TYPE_UINT16); - } + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) - // Setup viewport: - { - VkViewport viewport; - viewport.x = 0; - viewport.y = 0; - viewport.width = draw_data->DisplaySize.x; - viewport.height = draw_data->DisplaySize.y; - viewport.minDepth = 0.0f; - viewport.maxDepth = 1.0f; - vkCmdSetViewport(command_buffer, 0, 1, &viewport); - } - - // Setup scale and translation: - // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. - { - float scale[2]; - scale[0] = 2.0f / draw_data->DisplaySize.x; - scale[1] = 2.0f / draw_data->DisplaySize.y; - float translate[2]; - translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; - translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; - vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); - vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); - } - - // Render the command lists: - int vtx_offset = 0; - int idx_offset = 0; - ImVec2 display_pos = draw_data->DisplayPos; + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + if (pcmd->UserCallback != NULL) { - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height); + else + pcmd->UserCallback(cmd_list, pcmd); } else { - // Apply scissor/clipping rectangle - // FIXME: We could clamp width/height based on clamped min/max values. - VkRect2D scissor; - scissor.offset.x = (int32_t)(pcmd->ClipRect.x - display_pos.x) > 0 ? (int32_t)(pcmd->ClipRect.x - display_pos.x) : 0; - scissor.offset.y = (int32_t)(pcmd->ClipRect.y - display_pos.y) > 0 ? (int32_t)(pcmd->ClipRect.y - display_pos.y) : 0; - scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x); - scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here? - vkCmdSetScissor(command_buffer, 0, 1, &scissor); - - // Draw - vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) + { + // Negative offsets are illegal for vkCmdSetScissor + if (clip_rect.x < 0.0f) + clip_rect.x = 0.0f; + if (clip_rect.y < 0.0f) + clip_rect.y = 0.0f; + + // Apply scissor/clipping rectangle + VkRect2D scissor; + scissor.offset.x = (int32_t)(clip_rect.x); + scissor.offset.y = (int32_t)(clip_rect.y); + scissor.extent.width = (uint32_t)(clip_rect.z - clip_rect.x); + scissor.extent.height = (uint32_t)(clip_rect.w - clip_rect.y); + vkCmdSetScissor(command_buffer, 0, 1, &scissor); + + // Draw + vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } } - idx_offset += pcmd->ElemCount; } - vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; } } bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) { + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; @@ -346,17 +460,17 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; - err = vkCreateImage(g_Device, &info, g_Allocator, &g_FontImage); + err = vkCreateImage(v->Device, &info, v->Allocator, &g_FontImage); check_vk_result(err); VkMemoryRequirements req; - vkGetImageMemoryRequirements(g_Device, g_FontImage, &req); + vkGetImageMemoryRequirements(v->Device, g_FontImage, &req); VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); - err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_FontMemory); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_FontMemory); check_vk_result(err); - err = vkBindImageMemory(g_Device, g_FontImage, g_FontMemory, 0); + err = vkBindImageMemory(v->Device, g_FontImage, g_FontMemory, 0); check_vk_result(err); } @@ -370,7 +484,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; info.subresourceRange.levelCount = 1; info.subresourceRange.layerCount = 1; - err = vkCreateImageView(g_Device, &info, g_Allocator, &g_FontView); + err = vkCreateImageView(v->Device, &info, v->Allocator, &g_FontView); check_vk_result(err); } @@ -386,7 +500,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) write_desc[0].descriptorCount = 1; write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; write_desc[0].pImageInfo = desc_image; - vkUpdateDescriptorSets(g_Device, 1, write_desc, 0, NULL); + vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL); } // Create the Upload Buffer: @@ -396,34 +510,34 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) buffer_info.size = upload_size; buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; - err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &g_UploadBuffer); + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &g_UploadBuffer); check_vk_result(err); VkMemoryRequirements req; - vkGetBufferMemoryRequirements(g_Device, g_UploadBuffer, &req); + vkGetBufferMemoryRequirements(v->Device, g_UploadBuffer, &req); g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); - err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_UploadBufferMemory); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_UploadBufferMemory); check_vk_result(err); - err = vkBindBufferMemory(g_Device, g_UploadBuffer, g_UploadBufferMemory, 0); + err = vkBindBufferMemory(v->Device, g_UploadBuffer, g_UploadBufferMemory, 0); check_vk_result(err); } // Upload to Buffer: { char* map = NULL; - err = vkMapMemory(g_Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); + err = vkMapMemory(v->Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); check_vk_result(err); memcpy(map, pixels, upload_size); VkMappedMemoryRange range[1] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[0].memory = g_UploadBufferMemory; range[0].size = upload_size; - err = vkFlushMappedMemoryRanges(g_Device, 1, range); + err = vkFlushMappedMemoryRanges(v->Device, 1, range); check_vk_result(err); - vkUnmapMemory(g_Device, g_UploadBufferMemory); + vkUnmapMemory(v->Device, g_UploadBufferMemory); } // Copy to Image: @@ -472,6 +586,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) bool ImGui_ImplVulkan_CreateDeviceObjects() { + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; VkResult err; VkShaderModule vert_module; VkShaderModule frag_module; @@ -482,13 +597,13 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; vert_info.codeSize = sizeof(__glsl_shader_vert_spv); vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; - err = vkCreateShaderModule(g_Device, &vert_info, g_Allocator, &vert_module); + err = vkCreateShaderModule(v->Device, &vert_info, v->Allocator, &vert_module); check_vk_result(err); VkShaderModuleCreateInfo frag_info = {}; frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; frag_info.codeSize = sizeof(__glsl_shader_frag_spv); frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; - err = vkCreateShaderModule(g_Device, &frag_info, g_Allocator, &frag_module); + err = vkCreateShaderModule(v->Device, &frag_info, v->Allocator, &frag_module); check_vk_result(err); } @@ -505,7 +620,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; - err = vkCreateSampler(g_Device, &info, g_Allocator, &g_FontSampler); + err = vkCreateSampler(v->Device, &info, v->Allocator, &g_FontSampler); check_vk_result(err); } @@ -521,7 +636,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; info.bindingCount = 1; info.pBindings = binding; - err = vkCreateDescriptorSetLayout(g_Device, &info, g_Allocator, &g_DescriptorSetLayout); + err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &g_DescriptorSetLayout); check_vk_result(err); } @@ -529,10 +644,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() { VkDescriptorSetAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; - alloc_info.descriptorPool = g_DescriptorPool; + alloc_info.descriptorPool = v->DescriptorPool; alloc_info.descriptorSetCount = 1; alloc_info.pSetLayouts = &g_DescriptorSetLayout; - err = vkAllocateDescriptorSets(g_Device, &alloc_info, &g_DescriptorSet); + err = vkAllocateDescriptorSets(v->Device, &alloc_info, &g_DescriptorSet); check_vk_result(err); } @@ -550,7 +665,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() layout_info.pSetLayouts = set_layout; layout_info.pushConstantRangeCount = 1; layout_info.pPushConstantRanges = push_constants; - err = vkCreatePipelineLayout(g_Device, &layout_info, g_Allocator, &g_PipelineLayout); + err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &g_PipelineLayout); check_vk_result(err); } @@ -607,7 +722,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() VkPipelineMultisampleStateCreateInfo ms_info = {}; ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; - ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; + if (v->MSAASamples != 0) + ms_info.rasterizationSamples = v->MSAASamples; + else + ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; VkPipelineColorBlendAttachmentState color_attachment[1] = {}; color_attachment[0].blendEnable = VK_TRUE; @@ -648,71 +766,63 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() info.pDynamicState = &dynamic_state; info.layout = g_PipelineLayout; info.renderPass = g_RenderPass; - err = vkCreateGraphicsPipelines(g_Device, g_PipelineCache, 1, &info, g_Allocator, &g_Pipeline); + err = vkCreateGraphicsPipelines(v->Device, v->PipelineCache, 1, &info, v->Allocator, &g_Pipeline); check_vk_result(err); - vkDestroyShaderModule(g_Device, vert_module, g_Allocator); - vkDestroyShaderModule(g_Device, frag_module, g_Allocator); + vkDestroyShaderModule(v->Device, vert_module, v->Allocator); + vkDestroyShaderModule(v->Device, frag_module, v->Allocator); return true; } -void ImGui_ImplVulkan_InvalidateFontUploadObjects() +void ImGui_ImplVulkan_DestroyFontUploadObjects() { + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; if (g_UploadBuffer) { - vkDestroyBuffer(g_Device, g_UploadBuffer, g_Allocator); + vkDestroyBuffer(v->Device, g_UploadBuffer, v->Allocator); g_UploadBuffer = VK_NULL_HANDLE; } if (g_UploadBufferMemory) { - vkFreeMemory(g_Device, g_UploadBufferMemory, g_Allocator); + vkFreeMemory(v->Device, g_UploadBufferMemory, v->Allocator); g_UploadBufferMemory = VK_NULL_HANDLE; } } -void ImGui_ImplVulkan_InvalidateDeviceObjects() +void ImGui_ImplVulkan_DestroyDeviceObjects() { - ImGui_ImplVulkan_InvalidateFontUploadObjects(); + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator); + ImGui_ImplVulkan_DestroyFontUploadObjects(); - for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) - { - FrameDataForRender* fd = &g_FramesDataBuffers[i]; - if (fd->VertexBuffer) { vkDestroyBuffer (g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; } - if (fd->VertexBufferMemory) { vkFreeMemory (g_Device, fd->VertexBufferMemory, g_Allocator); fd->VertexBufferMemory = VK_NULL_HANDLE; } - if (fd->IndexBuffer) { vkDestroyBuffer (g_Device, fd->IndexBuffer, g_Allocator); fd->IndexBuffer = VK_NULL_HANDLE; } - if (fd->IndexBufferMemory) { vkFreeMemory (g_Device, fd->IndexBufferMemory, g_Allocator); fd->IndexBufferMemory = VK_NULL_HANDLE; } - } - - if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; } - if (g_FontImage) { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; } - if (g_FontMemory) { vkFreeMemory(g_Device, g_FontMemory, g_Allocator); g_FontMemory = VK_NULL_HANDLE; } - if (g_FontSampler) { vkDestroySampler(g_Device, g_FontSampler, g_Allocator); g_FontSampler = VK_NULL_HANDLE; } - if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(g_Device, g_DescriptorSetLayout, g_Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; } - if (g_PipelineLayout) { vkDestroyPipelineLayout(g_Device, g_PipelineLayout, g_Allocator); g_PipelineLayout = VK_NULL_HANDLE; } - if (g_Pipeline) { vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator); g_Pipeline = VK_NULL_HANDLE; } + if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; } + if (g_FontImage) { vkDestroyImage(v->Device, g_FontImage, v->Allocator); g_FontImage = VK_NULL_HANDLE; } + if (g_FontMemory) { vkFreeMemory(v->Device, g_FontMemory, v->Allocator); g_FontMemory = VK_NULL_HANDLE; } + if (g_FontSampler) { vkDestroySampler(v->Device, g_FontSampler, v->Allocator); g_FontSampler = VK_NULL_HANDLE; } + if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, g_DescriptorSetLayout, v->Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; } + if (g_PipelineLayout) { vkDestroyPipelineLayout(v->Device, g_PipelineLayout, v->Allocator); g_PipelineLayout = VK_NULL_HANDLE; } + if (g_Pipeline) { vkDestroyPipeline(v->Device, g_Pipeline, v->Allocator); g_Pipeline = VK_NULL_HANDLE; } } bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) { + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_vulkan"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); IM_ASSERT(info->Device != VK_NULL_HANDLE); IM_ASSERT(info->Queue != VK_NULL_HANDLE); IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); + IM_ASSERT(info->MinImageCount >= 2); + IM_ASSERT(info->ImageCount >= info->MinImageCount); IM_ASSERT(render_pass != VK_NULL_HANDLE); - g_Instance = info->Instance; - g_PhysicalDevice = info->PhysicalDevice; - g_Device = info->Device; - g_QueueFamily = info->QueueFamily; - g_Queue = info->Queue; + g_VulkanInitInfo = *info; g_RenderPass = render_pass; - g_PipelineCache = info->PipelineCache; - g_DescriptorPool = info->DescriptorPool; - g_Allocator = info->Allocator; - g_CheckVkResultFn = info->CheckVkResultFn; - ImGui_ImplVulkan_CreateDeviceObjects(); return true; @@ -720,57 +830,43 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend void ImGui_ImplVulkan_Shutdown() { - ImGui_ImplVulkan_InvalidateDeviceObjects(); + ImGui_ImplVulkan_DestroyDeviceObjects(); } void ImGui_ImplVulkan_NewFrame() { } +void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) +{ + IM_ASSERT(min_image_count >= 2); + if (g_VulkanInitInfo.MinImageCount == min_image_count) + return; + + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + VkResult err = vkDeviceWaitIdle(v->Device); + check_vk_result(err); + ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator); + g_VulkanInitInfo.MinImageCount = min_image_count; +} + //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) //------------------------------------------------------------------------- -// You probably do NOT need to use or care about those functions. +// You probably do NOT need to use or care about those functions. // Those functions only exist because: // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 2) the upcoming multi-viewport feature will need them internally. -// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, +// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. -// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. -// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- -#include // malloc - -ImGui_ImplVulkanH_FrameData::ImGui_ImplVulkanH_FrameData() -{ - BackbufferIndex = 0; - CommandPool = VK_NULL_HANDLE; - CommandBuffer = VK_NULL_HANDLE; - Fence = VK_NULL_HANDLE; - ImageAcquiredSemaphore = VK_NULL_HANDLE; - RenderCompleteSemaphore = VK_NULL_HANDLE; -} - -ImGui_ImplVulkanH_WindowData::ImGui_ImplVulkanH_WindowData() -{ - Width = Height = 0; - Swapchain = VK_NULL_HANDLE; - Surface = VK_NULL_HANDLE; - memset(&SurfaceFormat, 0, sizeof(SurfaceFormat)); - PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; - RenderPass = VK_NULL_HANDLE; - ClearEnable = true; - memset(&ClearValue, 0, sizeof(ClearValue)); - BackBufferCount = 0; - memset(&BackBuffer, 0, sizeof(BackBuffer)); - memset(&BackBufferView, 0, sizeof(BackBufferView)); - memset(&Framebuffer, 0, sizeof(Framebuffer)); - FrameIndex = 0; -} - VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) { IM_ASSERT(request_formats != NULL); @@ -804,7 +900,7 @@ VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physic } else { - // Request several formats, the first found will be used + // Request several formats, the first found will be used for (int request_i = 0; request_i < request_formats_count; request_i++) for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) @@ -837,16 +933,18 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d return VK_PRESENT_MODE_FIFO_KHR; // Always available } -void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) { IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); + (void)physical_device; (void)allocator; // Create Command Buffers VkResult err; - for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) + for (uint32_t i = 0; i < wd->ImageCount; i++) { - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; { VkCommandPoolCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; @@ -874,9 +972,9 @@ void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_ { VkSemaphoreCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; - err = vkCreateSemaphore(device, &info, allocator, &fd->ImageAcquiredSemaphore); + err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); check_vk_result(err); - err = vkCreateSemaphore(device, &info, allocator, &fd->RenderCompleteSemaphore); + err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); check_vk_result(err); } } @@ -894,27 +992,29 @@ int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_m return 1; } -void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h) +// Also destroy old swap chain and in-flight frames data, if any. +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) { - uint32_t min_image_count = 2; // FIXME: this should become a function parameter - VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; err = vkDeviceWaitIdle(device); check_vk_result(err); + // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. // Destroy old Framebuffer - for (uint32_t i = 0; i < wd->BackBufferCount; i++) + for (uint32_t i = 0; i < wd->ImageCount; i++) { - if (wd->BackBufferView[i]) - vkDestroyImageView(device, wd->BackBufferView[i], allocator); - if (wd->Framebuffer[i]) - vkDestroyFramebuffer(device, wd->Framebuffer[i], allocator); + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); } - wd->BackBufferCount = 0; + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); + wd->Frames = NULL; + wd->FrameSemaphores = NULL; + wd->ImageCount = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); - + // If min image count was not specified, request different count of images dependent on selected present mode if (min_image_count == 0) min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); @@ -924,7 +1024,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice VkSwapchainCreateInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; info.surface = wd->Surface; - info.minImageCount = min_image_count; + info.minImageCount = min_image_count; info.imageFormat = wd->SurfaceFormat.format; info.imageColorSpace = wd->SurfaceFormat.colorSpace; info.imageArrayLayers = 1; @@ -939,9 +1039,9 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); check_vk_result(err); if (info.minImageCount < cap.minImageCount) - info.minImageCount = cap.minImageCount; - else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) - info.minImageCount = cap.maxImageCount; + info.minImageCount = cap.minImageCount; + else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) + info.minImageCount = cap.maxImageCount; if (cap.currentExtent.width == 0xffffffff) { @@ -955,10 +1055,21 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice } err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); check_vk_result(err); - err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, NULL); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, NULL); check_vk_result(err); - err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, wd->BackBuffer); + VkImage backbuffers[16] = {}; + IM_ASSERT(wd->ImageCount >= min_image_count); + IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers)); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); check_vk_result(err); + + IM_ASSERT(wd->Frames == NULL); + wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); + wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount); + memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); + memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount); + for (uint32_t i = 0; i < wd->ImageCount; i++) + wd->Frames[i].Backbuffer = backbuffers[i]; } if (old_swapchain) vkDestroySwapchainKHR(device, old_swapchain, allocator); @@ -1012,10 +1123,11 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice info.components.a = VK_COMPONENT_SWIZZLE_A; VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; info.subresourceRange = image_range; - for (uint32_t i = 0; i < wd->BackBufferCount; i++) + for (uint32_t i = 0; i < wd->ImageCount; i++) { - info.image = wd->BackBuffer[i]; - err = vkCreateImageView(device, &info, allocator, &wd->BackBufferView[i]); + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + info.image = fd->Backbuffer; + err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); check_vk_result(err); } } @@ -1031,36 +1143,80 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice info.width = wd->Width; info.height = wd->Height; info.layers = 1; - for (uint32_t i = 0; i < wd->BackBufferCount; i++) + for (uint32_t i = 0; i < wd->ImageCount; i++) { - attachment[0] = wd->BackBufferView[i]; - err = vkCreateFramebuffer(device, &info, allocator, &wd->Framebuffer[i]); + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + attachment[0] = fd->BackbufferView; + err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); check_vk_result(err); } } } -void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) +{ + (void)instance; + ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); + ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); +} + +void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) { vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) //vkQueueWaitIdle(g_Queue); - for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) + for (uint32_t i = 0; i < wd->ImageCount; i++) { - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; - vkDestroyFence(device, fd->Fence, allocator); - vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); - vkDestroyCommandPool(device, fd->CommandPool, allocator); - vkDestroySemaphore(device, fd->ImageAcquiredSemaphore, allocator); - vkDestroySemaphore(device, fd->RenderCompleteSemaphore, allocator); - } - for (uint32_t i = 0; i < wd->BackBufferCount; i++) - { - vkDestroyImageView(device, wd->BackBufferView[i], allocator); - vkDestroyFramebuffer(device, wd->Framebuffer[i], allocator); + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); } + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); + wd->Frames = NULL; + wd->FrameSemaphores = NULL; vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); vkDestroySurfaceKHR(instance, wd->Surface, allocator); - *wd = ImGui_ImplVulkanH_WindowData(); + + *wd = ImGui_ImplVulkanH_Window(); +} + +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) +{ + vkDestroyFence(device, fd->Fence, allocator); + vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); + vkDestroyCommandPool(device, fd->CommandPool, allocator); + fd->Fence = VK_NULL_HANDLE; + fd->CommandBuffer = VK_NULL_HANDLE; + fd->CommandPool = VK_NULL_HANDLE; + + vkDestroyImageView(device, fd->BackbufferView, allocator); + vkDestroyFramebuffer(device, fd->Framebuffer, allocator); +} + +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) +{ + vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); + fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; +} + +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } + if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } + if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } + if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } + buffers->VertexBufferSize = 0; + buffers->IndexBufferSize = 0; +} + +void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + for (uint32_t n = 0; n < buffers->Count; n++) + ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); + IM_FREE(buffers->FrameRenderBuffers); + buffers->FrameRenderBuffers = NULL; + buffers->Index = 0; + buffers->Count = 0; } diff --git a/ref/imgui/examples/imgui_impl_vulkan.h b/ref/imgui/examples/imgui_impl_vulkan.h index 7690ff2e..f2bf9293 100644 --- a/ref/imgui/examples/imgui_impl_vulkan.h +++ b/ref/imgui/examples/imgui_impl_vulkan.h @@ -1,6 +1,8 @@ -// ImGui Renderer for: Vulkan +// dear imgui: Renderer for Vulkan // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) +// Implemented features: +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // Missing features: // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 @@ -8,25 +10,36 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#pragma once + #include -#define IMGUI_VK_QUEUED_FRAMES 2 - -// Please zero-clear before use. +// Initialization data, for ImGui_ImplVulkan_Init() +// [Please zero-clear before use!] struct ImGui_ImplVulkan_InitInfo { - VkInstance Instance; - VkPhysicalDevice PhysicalDevice; - VkDevice Device; - uint32_t QueueFamily; - VkQueue Queue; - VkPipelineCache PipelineCache; - VkDescriptorPool DescriptorPool; - const VkAllocationCallbacks* Allocator; - void (*CheckVkResultFn)(VkResult err); + VkInstance Instance; + VkPhysicalDevice PhysicalDevice; + VkDevice Device; + uint32_t QueueFamily; + VkQueue Queue; + VkPipelineCache PipelineCache; + VkDescriptorPool DescriptorPool; + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount + VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT + const VkAllocationCallbacks* Allocator; + void (*CheckVkResultFn)(VkResult err); }; // Called by user code @@ -35,52 +48,58 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); -IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); - -// Called by ImGui_ImplVulkan_Init() might be useful elsewhere. -IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) //------------------------------------------------------------------------- -// You probably do NOT need to use or care about those functions. +// You probably do NOT need to use or care about those functions. // Those functions only exist because: // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 2) the upcoming multi-viewport feature will need them internally. -// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, +// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. -// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. -// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- -struct ImGui_ImplVulkanH_FrameData; -struct ImGui_ImplVulkanH_WindowData; +struct ImGui_ImplVulkanH_Frame; +struct ImGui_ImplVulkanH_Window; -IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator); -IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h); -IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator); +// Helpers +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); // Helper structure to hold the data needed by one rendering frame -struct ImGui_ImplVulkanH_FrameData +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_Frame { - uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices VkCommandPool CommandPool; VkCommandBuffer CommandBuffer; VkFence Fence; + VkImage Backbuffer; + VkImageView BackbufferView; + VkFramebuffer Framebuffer; +}; + +struct ImGui_ImplVulkanH_FrameSemaphores +{ VkSemaphore ImageAcquiredSemaphore; VkSemaphore RenderCompleteSemaphore; - - IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData(); }; // Helper structure to hold the data needed by one rendering context into one OS window -struct ImGui_ImplVulkanH_WindowData +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +struct ImGui_ImplVulkanH_Window { int Width; int Height; @@ -91,13 +110,17 @@ struct ImGui_ImplVulkanH_WindowData VkRenderPass RenderPass; bool ClearEnable; VkClearValue ClearValue; - uint32_t BackBufferCount; - VkImage BackBuffer[16]; - VkImageView BackBufferView[16]; - VkFramebuffer Framebuffer[16]; - uint32_t FrameIndex; - ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES]; + uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) + uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) + ImGui_ImplVulkanH_Frame* Frames; + ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; - IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData(); + ImGui_ImplVulkanH_Window() + { + memset(this, 0, sizeof(*this)); + PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; + ClearEnable = true; + } }; diff --git a/ref/imgui/examples/imgui_impl_win32.cpp b/ref/imgui/examples/imgui_impl_win32.cpp index e713b8d3..8d46d942 100644 --- a/ref/imgui/examples/imgui_impl_win32.cpp +++ b/ref/imgui/examples/imgui_impl_win32.cpp @@ -1,10 +1,11 @@ -// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications) +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. #include "imgui.h" #include "imgui_impl_win32.h" @@ -12,10 +13,16 @@ #define WIN32_LEAN_AND_MEAN #endif #include +#include #include // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. @@ -28,7 +35,7 @@ // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. -// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. // Win32 Data @@ -36,6 +43,8 @@ static HWND g_hWnd = 0; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +static bool g_HasGamepad = false; +static bool g_WantUpdateHasGamepad = true; // Functions bool ImGui_ImplWin32_Init(void* hwnd) @@ -50,6 +59,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_win32"; io.ImeWindowHandle = hwnd; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. @@ -68,6 +78,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_V] = 'V'; @@ -130,14 +141,67 @@ static void ImGui_ImplWin32_UpdateMousePos() // Set mouse position io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); POINT pos; - if (::GetActiveWindow() == g_hWnd && ::GetCursorPos(&pos)) - if (::ScreenToClient(g_hWnd, &pos)) - io.MousePos = ImVec2((float)pos.x, (float)pos.y); + if (HWND active_window = ::GetForegroundWindow()) + if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd)) + if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) + io.MousePos = ImVec2((float)pos.x, (float)pos.y); +} + +#ifdef _MSC_VER +#pragma comment(lib, "xinput") +#endif + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (g_WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps; + g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); + g_WantUpdateHasGamepad = false; + } + + XINPUT_STATE xinput_state; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + { + const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); + #undef MAP_BUTTON + #undef MAP_ANALOG + } } void ImGui_ImplWin32_NewFrame() { ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); // Setup display size (every frame to accommodate for window resizing) RECT rect; @@ -167,19 +231,25 @@ void ImGui_ImplWin32_NewFrame() g_LastMouseCursor = mouse_cursor; ImGui_ImplWin32_UpdateMouseCursor(); } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(); } // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. #ifndef WM_MOUSEHWHEEL #define WM_MOUSEHWHEEL 0x020E #endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif -// Process Win32 mouse/keyboard inputs. +// Process Win32 mouse/keyboard inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { @@ -192,11 +262,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: { int button = 0; - if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0; - if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1; - if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) ::SetCapture(hwnd); io.MouseDown[button] = true; @@ -205,11 +277,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_LBUTTONUP: case WM_RBUTTONUP: case WM_MBUTTONUP: + case WM_XBUTTONUP: { int button = 0; - if (msg == WM_LBUTTONUP) button = 0; - if (msg == WM_RBUTTONUP) button = 1; - if (msg == WM_MBUTTONUP) button = 2; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } io.MouseDown[button] = false; if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) ::ReleaseCapture(); @@ -233,13 +307,16 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - if (wParam > 0 && wParam < 0x10000) - io.AddInputCharacter((unsigned short)wParam); + io.AddInputCharacter((unsigned int)wParam); return 0; case WM_SETCURSOR: if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) return 1; return 0; + case WM_DEVICECHANGE: + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + g_WantUpdateHasGamepad = true; + return 0; } return 0; } diff --git a/ref/imgui/examples/imgui_impl_win32.h b/ref/imgui/examples/imgui_impl_win32.h index f50e6542..76161860 100644 --- a/ref/imgui/examples/imgui_impl_win32.h +++ b/ref/imgui/examples/imgui_impl_win32.h @@ -1,10 +1,13 @@ -// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications) +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#pragma once IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); @@ -12,7 +15,7 @@ IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); // Handler for Win32 messages, update mouse/keyboard data. // You may or not need this for your implementation, but it can serve as reference for handling inputs. -// Intentionally commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code. +// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. /* IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); */ diff --git a/ref/imgui/imconfig.h b/ref/imgui/imconfig.h index 50b7f471..4962ce4e 100644 --- a/ref/imgui/imconfig.h +++ b/ref/imgui/imconfig.h @@ -3,10 +3,10 @@ // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. //----------------------------------------------------------------------------- -// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h) +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) // B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" -// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include -// the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures. +// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include +// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. //----------------------------------------------------------------------------- @@ -17,7 +17,8 @@ //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts -//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows. +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) @@ -25,12 +26,15 @@ //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) -//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. +// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. //#define IMGUI_DISABLE_DEMO_WINDOWS +//#define IMGUI_DISABLE_METRICS_WINDOW //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices'). //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. //#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). @@ -60,9 +64,26 @@ operator MyVec4() const { return MyVec4(x,y,z,w); } */ -//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it. +//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. +// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). +// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int +//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools +// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() +// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one. +// This adds a small runtime cost which is why it is not enabled by default. +//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui @@ -70,3 +91,6 @@ namespace ImGui void MyFunction(const char* name, const MyMatrix44& v); } */ + +#define IMGUI_IMPL_OPENGL_LOADER_GLAD +//#define IMGUI_IMPL_OPENGL_ES3 diff --git a/ref/imgui/imgui.cpp b/ref/imgui/imgui.cpp index 3819dd27..93b15ddb 100644 --- a/ref/imgui/imgui.cpp +++ b/ref/imgui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.65 +// dear imgui, v1.73 // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. @@ -6,10 +6,13 @@ // Get latest version at https://github.com/ocornut/imgui // Releases change-log at https://github.com/ocornut/imgui/releases // Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started -// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269 +// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2529 + // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but I need your support to sustain development and maintenance. -// If you work for a company, please consider financial support, see README. For individuals: https://www.patreon.com/imgui +// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README. +// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. // Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without @@ -26,46 +29,53 @@ DOCUMENTATION - MISSION STATEMENT - END-USER GUIDE - PROGRAMMER GUIDE (read me!) - - Read first - - How to update to a newer version of Dear ImGui - - Getting started with integrating Dear ImGui in your code/engine - - This is how a simple application may look like (2 variations) - - This is how a simple rendering function may look like - - Using gamepad/keyboard navigation controls + - Read first. + - How to update to a newer version of Dear ImGui. + - Getting started with integrating Dear ImGui in your code/engine. + - This is how a simple application may look like (2 variations). + - This is how a simple rendering function may look like. + - Using gamepad/keyboard navigation controls. - API BREAKING CHANGES (read me when you update!) - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS + - Where is the documentation? + - Which version should I get? + - Who uses Dear ImGui? + - Why the odd dual naming, "Dear ImGui" vs "ImGui"? - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - How can I display an image? What is ImTextureID, how does it works? - - How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack. - - How can I use my own math types instead of ImVec2/ImVec4? + - Why are multiple widgets reacting when I interact with a single one? How can I have + multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack... + - How can I use my own math types instead of ImVec2/ImVec4? - How can I load a different font than the default? - How can I easily use icons in my application? - How can I load multiple fonts? - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) + - How can I interact with standard C++ types (such as std::string and std::vector)? + - How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API) + - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) - I integrated Dear ImGui in my engine and the text or lines are blurry.. - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - How can I help? -CODE +CODE (search for "[SECTION]" in the code to find them) // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS // [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) -// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions) -// [SECTION] MISC HELPER/UTILITIES (ImText* functions) -// [SECTION] MISC HELPER/UTILITIES (Color functions) +// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) // [SECTION] ImGuiStorage // [SECTION] ImGuiTextFilter // [SECTION] ImGuiTextBuffer // [SECTION] ImGuiListClipper // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION -// [SECTION] COLUMNS // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS @@ -83,19 +93,19 @@ CODE MISSION STATEMENT ================= - - Easy to use to create code-driven and data-driven tools - - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools - - Easy to hack and improve - - Minimize screen real-estate usage - - Minimize setup and maintenance - - Minimize state storage on user side - - Portable, minimize dependencies, run on target (consoles, phones, etc.) - - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window, - opening a tree node for the first time, etc. but a typical frame should not allocate anything) + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize screen real-estate usage. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,. + opening a tree node for the first time, etc. but a typical frame should not allocate anything). Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: - - Doesn't look fancy, doesn't animate - - Limited layout features, intricate layouts are typically crafted in code + - Doesn't look fancy, doesn't animate. + - Limited layout features, intricate layouts are typically crafted in code. END-USER GUIDE @@ -125,43 +135,58 @@ CODE PROGRAMMER GUIDE ================ - READ FIRST + READ FIRST: - Read the FAQ below this section! - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction - or destruction steps, less data retention on your side, less state duplication, less state synchronization, less bugs. + or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - - You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861 + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links docs/README.md. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI: - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. Please report any issue to the GitHub page! - Try to keep your copy of dear imgui reasonably up to date. - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE: - - Run and study the examples and demo to get acquainted with the library. + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - Add the Dear ImGui source files to your projects or using your preferred build system. - It is recommended you build the .cpp files as part of your project and not as a library. - - You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types. - - You may be able to grab and copy a ready made imgui_impl_*** file from the examples/ folder. + It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" - phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render(). + phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. - THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE - EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder) + HOW A SIMPLE APPLICATION MAY LOOK LIKE: + EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder). // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. @@ -185,19 +210,19 @@ CODE ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); } - + // Shutdown ImGui_ImplDX11_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE - EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE + HOW A SIMPLE APPLICATION MAY LOOK LIKE: + EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE. // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. @@ -226,16 +251,16 @@ CODE io.MouseDown[1] = my_mouse_buttons[1]; // Call NewFrame(), after this point you can use ImGui::* functions anytime - // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use imgui everywhere) + // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) ImGui::NewFrame(); // Most of your application code here ImGui::Text("Hello, world!"); - MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); - MyGameRender(); // may use any ImGui functions as well! + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! - // Render imgui, swap buffers - // (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code) + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) ImGui::EndFrame(); ImGui::Render(); ImDrawData* draw_data = ImGui::GetDrawData(); @@ -246,18 +271,19 @@ CODE // Shutdown ImGui::DestroyContext(); - THIS HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE: void void MyImGuiRenderFunction(ImDrawData* draw_data) { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled - // TODO: Setup viewport using draw_data->DisplaySize + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. for (int n = 0; n < draw_data->CmdListsCount; n++) { - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; @@ -268,22 +294,22 @@ CODE else { // The texture for the draw call is specified by pcmd->TextureId. - // The vast majority of draw calls with use the imgui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture(pcmd->TextureId); + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->TextureId); // We are using scissoring to clip some objects. All low-level graphics API should supports it. // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches - // (some elements visible outside their bounds) but you can fix that once everywhere else works! + // (some elements visible outside their bounds) but you can fix that once everything else works! // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. - // However, in the interest of supporting multi-viewport applications in the future, always subtract draw_data->DisplayPos from - // clipping bounds to convert them to your viewport space. + // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) ImVec2 pos = draw_data->DisplayPos; MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); // Render 'pcmd->ElemCount/3' indexed triangles. - // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits if your engine doesn't support 16-bits indices. + // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices. MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); } idx_buffer += pcmd->ElemCount; @@ -291,15 +317,16 @@ CODE } } - - The examples/ folders contains many functional implementation of the pseudo-code above. + - The examples/ folders contains many actual implementation of the pseudo-codes above. - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. - They tell you if ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the rest of your application. - In both cases you need to pass on the inputs to imgui. Read the FAQ below for more information about those flags. - - Please read the FAQ above. Amusingly, it is called a FAQ because people frequently have the same issues! + They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the + rest of your application. In every cases you need to pass on the inputs to Dear ImGui. Refer to the FAQ for more information. + - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - - The gamepad/keyboard navigation is fairly functional and keeps being improved. + - The gamepad/keyboard navigation is fairly functional and keeps being improved. + - Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse! - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - Gamepad: @@ -342,7 +369,28 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. @@ -351,12 +399,16 @@ CODE - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). - - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges to enable the feature. + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports. + when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. - - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. @@ -401,8 +453,12 @@ CODE - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! @@ -410,10 +466,10 @@ CODE - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. - - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. - - 2017/08/13 (1.51) - renamed ImGuiCol_Columns*** to ImGuiCol_Separator***. Kept redirection enums (will obsolete). - - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete). + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. @@ -460,7 +516,7 @@ CODE - the signature of the io.RenderDrawListsFn handler has changed! old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). - argument: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. @@ -493,9 +549,9 @@ CODE - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - font init: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..> - became: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; - you now more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. + font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; } + became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; } + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. it is now recommended that you sample the font texture with bilinear interpolation. (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) @@ -516,13 +572,46 @@ CODE FREQUENTLY ASKED QUESTIONS (FAQ), TIPS ====================================== - Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + - Run the examples/ and explore them. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ + folder to explain how to integrate Dear ImGui with your own engine/application. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated to it. + + Q: Which version should I get? + A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe + and recommended to sync to master/latest. The library is fairly stable and regressions tend to be + fixed fast when reported. You may also peak at the 'docking' branch which includes: + - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) + - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) + Many projects are using this branch and it is kept in sync with master regularly. + + Q: Who uses Dear ImGui? + A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and + "Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages + for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! + + Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? + A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when + when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI + (immediate-mode graphical user interface) was coined before and is being used in variety of other + situations (e.g. Unity uses it own implementation of the IMGUI paradigm). + To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, + longer name "Dear ImGui" that people can use to refer to this specific library. + Please try to refer to this library as "Dear ImGui". + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false. - This is because imgui needs to detect that you clicked in the void to unfocus its windows. + This is because imgui needs to detect that you clicked in the void to unfocus its own windows. Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also @@ -533,9 +622,10 @@ CODE Q: How can I display an image? What is ImTextureID, how does it works? A: Short explanation: + - Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. - - Actual textures are identified in a way that is up to the user/engine. - - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). + - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. + - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. Long explanation: @@ -543,24 +633,24 @@ CODE At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - We carry the information to identify a "texture" in the ImTextureID type. + We carry the information to identify a "texture" in the ImTextureID type. ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. - - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying + - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: - OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) + OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp) DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) - For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. - Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure + For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. + Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it. - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. - If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID + If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example bindings is probably the best choice. (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) @@ -568,7 +658,7 @@ CODE // Cast our texture type to ImTextureID / void* MyTexture* texture = g_CoffeeTableTexture; - ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); + ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); The renderer function called after ImGui::Render() will receive that same value that the user code passed: @@ -580,27 +670,12 @@ CODE This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. - Here's a simplified OpenGL example using stb_image.h: + Refer to the Wiki to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11: - // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data: - #define STB_IMAGE_IMPLEMENTATION - #include - [...] - int my_image_width, my_image_height; - unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4); + https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - // Turn the RGBA pixel data into an OpenGL texture: - GLuint my_opengl_texture; - glGenTextures(1, &my_opengl_texture); - glBindTexture(GL_TEXTURE_2D, my_opengl_texture); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); - - // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: - ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); - - C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa. - Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTexture / void*. + C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. + Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. Examples: GLuint my_tex = XXX; @@ -615,13 +690,13 @@ CODE Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. - Q: How can I have multiple widgets with the same label or without a label? - Q: I have multiple widgets with the same label, and only the first one works. Why is that? + Q: Why are multiple widgets reacting when I interact with a single one? + Q: How can I have multiple widgets with the same label or with an empty label? A: A primer on labels and the ID Stack... Dear ImGui internally need to uniquely identify UI elements. Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. - Interactive widgets (such as calls to Button buttons) need a unique ID. + Interactive widgets (such as calls to Button buttons) need a unique ID. Unique ID are used internally to track active widgets and occasionally associate state to widgets. Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. @@ -637,6 +712,9 @@ CODE Begin("MyWindow"); Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") End(); + Begin("MyOtherWindow"); + Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") + End(); - If you have a same ID twice in the same location, you'll have a conflict: @@ -659,64 +737,65 @@ CODE - If you want to completely hide the label, but still need an ID: - Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label! + Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! - Occasionally/rarely you might want change a label while preserving a constant ID. This allows you to animate labels. For example you may want to include varying information in a window title bar, but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: - Button("Hello###ID"; // Label = "Hello", ID = hash of (..., "ID") - Button("World###ID"; // Label = "World", ID = hash of (..., "ID") // Same as above, even though the label looks different + Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") + Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different sprintf(buf, "My game (%f FPS)###MyGame", fps); - Begin(buf); // Variable label, ID = hash of "MyGame" + Begin(buf); // Variable title, ID = hash of "MyGame" - Solving ID conflict in a more general manner: Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts within the same window. This is the most convenient way of distinguishing ID when iterating and creating many UI elements programmatically. You can push a pointer, a string or an integer value into the ID stack. - Remember that ID are formed from the concatenation of _everything_ in the ID stack! + Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack. + At each level of the stack we store the seed used for items at this level of the ID stack. - Begin("Window"); + Begin("Window"); for (int i = 0; i < 100; i++) { - PushID(i); // Push i to the id tack - Button("Click"); // Label = "Click", ID = Hash of ("Window", i, "Click") + PushID(i); // Push i to the id tack + Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click") PopID(); } for (int i = 0; i < 100; i++) { MyObject* obj = Objects[i]; PushID(obj); - Button("Click"); // Label = "Click", ID = Hash of ("Window", obj pointer, "Click") + Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click") PopID(); } for (int i = 0; i < 100; i++) { MyObject* obj = Objects[i]; PushID(obj->Name); - Button("Click"); // Label = "Click", ID = Hash of ("Window", obj->Name, "Click") + Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click") PopID(); } End(); - - More example showing that you can stack multiple prefixes into the ID stack: + - You can stack multiple prefixes into the ID stack: - Button("Click"); // Label = "Click", ID = hash of (..., "Click") + Button("Click"); // Label = "Click", ID = hash of (..., "Click") PushID("node"); - Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") PushID(my_ptr); - Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") + Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") PopID(); PopID(); - Tree nodes implicitly creates a scope for you by calling PushID(). - Button("Click"); // Label = "Click", ID = hash of (..., "Click") - if (TreeNode("node")) + Button("Click"); // Label = "Click", ID = hash of (..., "Click") + if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) { - Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") TreePop(); } @@ -727,16 +806,18 @@ CODE e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. See what makes more sense in your situation! - Q: How can I use my own math types instead of ImVec2/ImVec4? + Q: How can I use my own math types instead of ImVec2/ImVec4? A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. - This way you'll be able to use your own types everywhere, e.g. passsing glm::vec2 to ImGui functions instead of ImVec2. + This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2. Q: How can I load a different font than the default? A: Use the font atlas to load the TTF/OTF file you want: ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - (default is ProggyClean.ttf, rendered at size 13, embedded in dear imgui's source code) + Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. + (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) + (Read the 'misc/fonts/README.txt' file for more details about font loading.) New programmers: remember that in C/C++ and most programming languages if you want to use a backslash \ within a string literal, you need to write it double backslash "\\": @@ -746,12 +827,15 @@ CODE Q: How can I easily use icons in my application? A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you - main font. Then you can refer to icons within your strings. Read 'How can I load multiple fonts?' - and the file 'misc/fonts/README.txt' for instructions and useful header files. + main font. Then you can refer to icons within your strings. + You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. + (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) + With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, + and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API. Q: How can I load multiple fonts? A: Use the font atlas to pack them into a single texture: - (Read misc/fonts/README.txt and the code in ImFontAtlas for more details.) + (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.) ImGuiIO& io = ImGui::GetIO(); ImFont* font0 = io.Fonts->AddFontDefault(); @@ -763,19 +847,19 @@ CODE // Options ImFontConfig config; - config.OversampleH = 3; + config.OversampleH = 2; config.OversampleV = 1; - config.GlyphOffset.y -= 2.0f; // Move everything by 2 pixels up + config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters - io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config); + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); // Combine multiple fonts into one (e.g. for icon fonts) - ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; + static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; ImFontConfig config; config.MergeMode = true; io.Fonts->AddFontDefault(); - io.Fonts->LoadFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font - io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs + io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. @@ -785,7 +869,7 @@ CODE // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) ImVector ranges; - ImFontAtlas::GlyphRangesBuilder builder; + ImFontGlyphRangesBuilder builder; builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) builder.AddChar(0x7262); // Add a specific character builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges @@ -797,18 +881,58 @@ CODE (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. - Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). - The applications in examples/ are doing that. + Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). + The applications in examples/ are doing that. Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. - Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for + Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), + and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use + any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. + - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h. + - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API + lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. + Prefer using them over the old and awkward Combo()/ListBox() api. + - Generally for most high-level types you should be able to access the underlying data type. + You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). + - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass + to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. + Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. + Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those + are not configurable and not the same across implementations. + - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount + of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern + is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. + One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str + This is a small helper where you can instance strings with configurable local buffers length. Many game engines will + provide similar or better string helpers. + Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags. + A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. + (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - - You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows. - - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData. + - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display + contents behind or over every other imgui windows (one bg/fg drawlist per viewport). + - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create + your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. + + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". + (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) + - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) + This is the preferred solution for developer productivity. + In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple + and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect + to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. + Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. + - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends + the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. + - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate + for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing + for screen real-estate and precision. Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). @@ -819,10 +943,12 @@ CODE Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). Q: How can I help? - A: - If you are experienced with Dear ImGui and C++, look at the github issues, or docs/TODO.txt and see how you want/can help! - - Convince your company to fund development time! Individual users: you can also become a Patron (patreon.com/imgui) or donate on PayPal! See README. + A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + and see how you want to help and can help! + - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. + - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1269). Visuals are ideal as they inspire other programmers. + You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers. But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). @@ -836,11 +962,6 @@ CODE */ -#include "stdafx.h" -#ifdef DBG_NEW -#undef new -#endif - #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif @@ -851,7 +972,7 @@ CODE #endif #include "imgui_internal.h" -#include // toupper, isprint +#include // toupper #include // vsnprintf, sscanf, printf #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t @@ -859,27 +980,37 @@ CODE #include // intptr_t #endif -#define IMGUI_DEBUG_NAV_SCORING 0 -#define IMGUI_DEBUG_NAV_RECTS 0 +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file // Visual Studio warnings #ifdef _MSC_VER -#pragma warning (disable: 4127) // condition expression is constant -#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. -#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // #pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. -#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif #elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' @@ -887,31 +1018,30 @@ CODE #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif // When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. -static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in -static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) +static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certaint time, unless mouse moved. //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS //------------------------------------------------------------------------- static void SetCurrentWindow(ImGuiWindow* window); -static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond); -static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond); -static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond); static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); static void CheckStacksSize(ImGuiWindow* window, bool write); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); -static void AddWindowToDrawData(ImVector* out_list, ImGuiWindow* window); -static void AddWindowToSortedBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); static ImRect GetViewportRect(); @@ -932,31 +1062,46 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& // Navigation static void NavUpdate(); static void NavUpdateWindowing(); -static void NavUpdateWindowingList(); +static void NavUpdateWindowingOverlay(); static void NavUpdateMoveResult(); static float NavUpdatePageUpPageDown(int allowed_dir_flags); static inline void NavUpdateAnyRequestFlag(); -static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id); +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); +static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); -static void NavSaveLastChildNavWindow(ImGuiWindow* nav_window); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static int FindWindowFocusIndex(ImGuiWindow* window); // Misc static void UpdateMouseInputs(); static void UpdateMouseWheel(); -static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static void UpdateDebugToolItemPicker(); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); + } //----------------------------------------------------------------------------- // [SECTION] CONTEXT AND MEMORY ALLOCATORS //----------------------------------------------------------------------------- -// Current context pointer. Implicitly used by all ImGui functions. Always assumed to be != NULL. -// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). -// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file. -// ImGui functions are not thread-safe because of this pointer. If you want thread-safety to allow N threads to access N different contexts, you can: -// - Change this variable to use thread local storage. You may #define GImGui in imconfig.h for that purpose. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 -// - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts) +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). +// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call +// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. +// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. +// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts, you can: +// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace. #ifndef GImGui ImGuiContext* GImGui = NULL; #endif @@ -965,11 +1110,11 @@ ImGuiContext* GImGui = NULL; // If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. // Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. #ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS -static void* MallocWrapper(size_t size, void* user_data) { (void)user_data; return malloc(size); } -static void FreeWrapper(void* ptr, void* user_data) { (void)user_data; free(ptr); } +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } #else -static void* MallocWrapper(size_t size, void* user_data) { (void)user_data; (void)size; IM_ASSERT(0); return NULL; } -static void FreeWrapper(void* ptr, void* user_data) { (void)user_data; (void)ptr; IM_ASSERT(0); } +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } #endif static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper; @@ -988,6 +1133,7 @@ ImGuiStyle::ImGuiStyle() WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows @@ -999,13 +1145,17 @@ ImGuiStyle::ImGuiStyle() ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns - ScrollbarSize = 16.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. - DisplayWindowPadding = ImVec2(20,20); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. @@ -1036,6 +1186,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); GrabMinSize = ImFloor(GrabMinSize * scale_factor); GrabRounding = ImFloor(GrabRounding * scale_factor); + TabRounding = ImFloor(TabRounding * scale_factor); DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); @@ -1047,8 +1198,8 @@ ImGuiIO::ImGuiIO() memset(this, 0, sizeof(*this)); // Settings - ConfigFlags = 0x00; - BackendFlags = 0x00; + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; DisplaySize = ImVec2(-1.0f, -1.0f); DeltaTime = 1.0f/60.0f; IniSavingRate = 5.0f; @@ -1067,18 +1218,22 @@ ImGuiIO::ImGuiIO() FontDefault = NULL; FontAllowUserScaling = false; DisplayFramebufferScale = ImVec2(1.0f, 1.0f); - DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f); - // Miscellaneous configuration options + // Miscellaneous options + MouseDrawCursor = false; #ifdef __APPLE__ ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag #else ConfigMacOSXBehaviors = false; #endif ConfigInputTextCursorBlink = true; - ConfigResizeWindowsFromEdges = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsMemoryCompactTimer = 60.0f; - // Settings (User Functions) + // Platform Functions + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; ClipboardUserData = NULL; @@ -1089,7 +1244,7 @@ ImGuiIO::ImGuiIO() RenderDrawListsFn = NULL; #endif - // Input (NB: we already have memset zero the entire structure) + // Input (NB: we already have memset zero the entire structure!) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); MouseDragThreshold = 6.0f; @@ -1101,28 +1256,30 @@ ImGuiIO::ImGuiIO() // Pass in translated ASCII characters for text input. // - with glfw you can get those from the callback set in glfwSetCharCallback() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message -void ImGuiIO::AddInputCharacter(ImWchar c) +void ImGuiIO::AddInputCharacter(unsigned int c) { - const int n = ImStrlenW(InputCharacters); - if (n + 1 < IM_ARRAYSIZE(InputCharacters)) - { - InputCharacters[n] = c; - InputCharacters[n+1] = '\0'; - } + if (c > 0 && c < 0x10000) + InputQueueCharacters.push_back((ImWchar)c); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { - // We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more - const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar); - ImWchar wchars[wchars_buf_len]; - ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL); - for (int i = 0; i < wchars_buf_len && wchars[i] != 0; i++) - AddInputCharacter(wchars[i]); + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + if (c > 0 && c < 0x10000) + InputQueueCharacters.push_back((ImWchar)c); + } +} + +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) //----------------------------------------------------------------------------- ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) @@ -1173,6 +1330,7 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, return proj_ca; } +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. int ImStricmp(const char* str1, const char* str2) { int d; @@ -1189,33 +1347,55 @@ int ImStrnicmp(const char* str1, const char* str2, size_t count) void ImStrncpy(char* dst, const char* src, size_t count) { - if (count < 1) return; - strncpy(dst, src, count); - dst[count-1] = 0; + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; } -char* ImStrdup(const char *str) +char* ImStrdup(const char* str) { - size_t len = strlen(str) + 1; - void* buf = ImGui::MemAlloc(len); - return (char*)memcpy(buf, (const void*)str, len); + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); } const char* ImStrchrRange(const char* str, const char* str_end, char c) { - for ( ; str < str_end; str++) - if (*str == c) - return str; - return NULL; + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; } int ImStrlenW(const ImWchar* str) { + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits int n = 0; while (*str++) n++; return n; } +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line { while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') @@ -1266,6 +1446,12 @@ void ImStrTrimBlanks(char* buf) // B) When buf==NULL vsnprintf() will return the output size. #ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS +//#define IMGUI_USE_STB_SPRINTF +#ifdef IMGUI_USE_STB_SPRINTF +#define STB_SPRINTF_IMPLEMENTATION +#include "imstb_sprintf.h" +#endif + #if defined(_MSC_VER) && !defined(vsnprintf) #define vsnprintf _vsnprintf #endif @@ -1274,7 +1460,11 @@ int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) { va_list args; va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else int w = vsnprintf(buf, buf_size, fmt, args); +#endif va_end(args); if (buf == NULL) return w; @@ -1286,7 +1476,11 @@ int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) { +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else int w = vsnprintf(buf, buf_size, fmt, args); +#endif if (buf == NULL) return w; if (w == -1 || w >= (int)buf_size) @@ -1296,43 +1490,69 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) } #endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS -// Pass data_size==0 for zero-terminated strings -// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImU32 ImHash(const void* data, int data_size, ImU32 seed) +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = { - static ImU32 crc32_lut[256] = { 0 }; - if (!crc32_lut[1]) - { - const ImU32 polynomial = 0xEDB88320; - for (ImU32 i = 0; i < 256; i++) - { - ImU32 crc = i; - for (ImU32 j = 0; j < 8; j++) - crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial); - crc32_lut[i] = crc; - } - } + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +}; +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + while (data_size-- != 0) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +{ seed = ~seed; ImU32 crc = seed; - const unsigned char* current = (const unsigned char*)data; - - if (data_size > 0) + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + if (data_size != 0) { - // Known size - while (data_size--) - crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++]; + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } } else { - // Zero-terminated string - while (unsigned char c = *current++) + while (unsigned char c = *data++) { - // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. - // Because this syntax is rarely used we are optimizing for the common case. - // - If we reach ### in the string we discard the hash so far and reset to the seed. - // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller. - if (c == '#' && current[0] == '#' && current[1] == '#') + if (c == '#' && data[0] == '#' && data[1] == '#') crc = seed; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; } @@ -1357,7 +1577,7 @@ FILE* ImFileOpen(const char* filename, const char* mode) } // Load file content into memory -// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree() +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) { IM_ASSERT(filename && file_open_mode); @@ -1376,7 +1596,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_ } size_t file_size = (size_t)file_size_signed; - void* file_data = ImGui::MemAlloc(file_size + padding_bytes); + void* file_data = IM_ALLOC(file_size + padding_bytes); if (file_data == NULL) { fclose(f); @@ -1385,7 +1605,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_ if (fread(file_data, 1, file_size, f) != file_size) { fclose(f); - ImGui::MemFree(file_data); + IM_FREE(file_data); return NULL; } if (padding_bytes > 0) @@ -1582,7 +1802,7 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPER/UTILTIES (Color functions) +// [SECTION] MISC HELPERS/UTILTIES (Color functions) // Note: The Convert functions are early design which are not consistent with other API. //----------------------------------------------------------------------------- @@ -1695,15 +1915,15 @@ ImU32 ImGui::GetColorU32(ImU32 col) //----------------------------------------------------------------------------- // std::lower_bound but without the bullshit -static ImVector::iterator LowerBound(ImVector& data, ImGuiID key) +static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) { - ImVector::iterator first = data.begin(); - ImVector::iterator last = data.end(); + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; size_t count = (size_t)(last - first); while (count > 0) { size_t count2 = count >> 1; - ImVector::iterator mid = first + count2; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; if (mid->key < key) { first = ++mid; @@ -1725,18 +1945,18 @@ void ImGuiStorage::BuildSortByKey() static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) { // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. - if (((const Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1; - if (((const Pair*)lhs)->key < ((const Pair*)rhs)->key) return -1; + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; return 0; } }; if (Data.Size > 1) - ImQsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID); + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const { - ImVector::iterator it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_i; @@ -1749,7 +1969,7 @@ bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const { - ImVector::iterator it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_f; @@ -1757,7 +1977,7 @@ float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { - ImVector::iterator it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return NULL; return it->val_p; @@ -1766,9 +1986,9 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const // References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { - ImVector::iterator it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_i; } @@ -1779,27 +1999,27 @@ bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) { - ImVector::iterator it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_f; } void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) { - ImVector::iterator it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_p; } // FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) void ImGuiStorage::SetInt(ImGuiID key, int val) { - ImVector::iterator it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_i = val; @@ -1812,10 +2032,10 @@ void ImGuiStorage::SetBool(ImGuiID key, bool val) void ImGuiStorage::SetFloat(ImGuiID key, float val) { - ImVector::iterator it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_f = val; @@ -1823,10 +2043,10 @@ void ImGuiStorage::SetFloat(ImGuiID key, float val) void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { - ImVector::iterator it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_p = val; @@ -1860,16 +2080,14 @@ ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) bool ImGuiTextFilter::Draw(const char* label, float width) { if (width != 0.0f) - ImGui::PushItemWidth(width); + ImGui::SetNextItemWidth(width); bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); - if (width != 0.0f) - ImGui::PopItemWidth(); if (value_changed) Build(); return value_changed; } -void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) const +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const { out->resize(0); const char* wb = b; @@ -1878,25 +2096,25 @@ void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) { if (*we == separator) { - out->push_back(TextRange(wb, we)); + out->push_back(ImGuiTextRange(wb, we)); wb = we + 1; } we++; } if (wb != we) - out->push_back(TextRange(wb, we)); + out->push_back(ImGuiTextRange(wb, we)); } void ImGuiTextFilter::Build() { Filters.resize(0); - TextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); + ImGuiTextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); input_range.split(',', &Filters); CountGrep = 0; for (int i = 0; i != Filters.Size; i++) { - TextRange& f = Filters[i]; + ImGuiTextRange& f = Filters[i]; while (f.b < f.e && ImCharIsBlankA(f.b[0])) f.b++; while (f.e > f.b && ImCharIsBlankA(f.e[-1])) @@ -1918,19 +2136,19 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const for (int i = 0; i != Filters.Size; i++) { - const TextRange& f = Filters[i]; + const ImGuiTextRange& f = Filters[i]; if (f.empty()) continue; if (f.b[0] == '-') { // Subtract - if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL) + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) return false; } else { // Grep - if (ImStristr(text, text_end, f.begin(), f.end()) != NULL) + if (ImStristr(text, text_end, f.b, f.e) != NULL) return true; } } @@ -1956,6 +2174,34 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const #endif #endif +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + // Helper: Text buffer for logging/accumulating text void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) { @@ -1969,12 +2215,13 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) return; } - const int write_off = Buf.Size; + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; const int needed_sz = write_off + len; if (write_off + len >= Buf.Capacity) { - int double_capacity = Buf.Capacity * 2; - Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity); + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); } Buf.resize(needed_sz); @@ -1982,30 +2229,66 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) va_end(args_copy); } -void ImGuiTextBuffer::appendf(const char* fmt, ...) -{ - va_list args; - va_start(args, fmt); - appendfv(fmt, args); - va_end(args); -} - //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper -// This is currently not as flexible/powerful as it should be, needs some rework (see TODO) +// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed +// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- +// Helper to calculate coarse clipping of large list of evenly sized items. +// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. +// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + *out_items_display_start = 0; + *out_items_display_end = items_count; + return; + } + if (window->SkipItems) + { + *out_items_display_start = *out_items_display_end = 0; + return; + } + + // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect + ImRect unclipped_rect = window->ClipRect; + if (g.NavMoveRequest) + unclipped_rect.Add(g.NavScoringRectScreen); + + const ImVec2 pos = window->DC.CursorPos; + int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); + int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + + // When performing a navigation request, ensure we have one item extra in the direction we are moving to + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + start--; + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + end++; + + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); + *out_items_display_start = start; + *out_items_display_end = end; +} + static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) { - // Set cursor position and a few other things so that SetScrollHere() and Columns() can work when seeking cursor. + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. // The clipper should probably have a 4th step to display the last item in a regular manner. - ImGui::SetCursorPosY(pos_y); - ImGuiWindow* window = ImGui::GetCurrentWindow(); - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHere() can properly function after the end of our clipper usage. - window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. - if (window->DC.ColumnsSet) - window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly } // Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 @@ -2013,7 +2296,10 @@ static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) // FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. void ImGuiListClipper::Begin(int count, float items_height) { - StartPosY = ImGui::GetCursorPosY(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; ItemsCount = count; StepNo = 0; @@ -2040,7 +2326,10 @@ void ImGuiListClipper::End() bool ImGuiListClipper::Step() { - if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (ItemsCount == 0 || window->SkipItems) { ItemsCount = -1; return false; @@ -2049,16 +2338,16 @@ bool ImGuiListClipper::Step() { DisplayStart = 0; DisplayEnd = 1; - StartPosY = ImGui::GetCursorPosY(); + StartPosY = window->DC.CursorPos.y; StepNo = 1; return true; } if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. { if (ItemsCount == 1) { ItemsCount = -1; return false; } - float items_height = ImGui::GetCursorPosY() - StartPosY; + float items_height = window->DC.CursorPos.y - StartPosY; IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically - Begin(ItemsCount-1, items_height); + Begin(ItemsCount - 1, items_height); DisplayStart++; DisplayEnd++; StepNo = 3; @@ -2138,17 +2427,8 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end // Default clip_rect uses (pos_min,pos_max) // Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) -void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) { - // Hide anything after a '##' string - const char* text_display_end = FindRenderedTextEnd(text, text_end); - const int text_len = (int)(text_display_end - text); - if (text_len == 0) - return; - - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - // Perform CPU side clipping for single clipped element to avoid using scissor state ImVec2 pos = pos_min; const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); @@ -2167,14 +2447,108 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons if (need_clipping) { ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); - window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); } else { - window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); if (g.LogEnabled) - LogRenderedText(&pos, text, text_display_end); + LogRenderedText(&pos_min, text, text_display_end); +} + + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const char* text_end_ellipsis = NULL; + + ImWchar ellipsis_char = font->EllipsisChar; + int ellipsis_char_count = 1; + if (ellipsis_char == (ImWchar)-1) + { + ellipsis_char = (ImWchar)'.'; + ellipsis_char_count = 3; + } + const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); + + float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side + float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis + + if (ellipsis_char_count > 1) + { + // Full ellipsis size without free spacing after it. + const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); + ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; + ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; + } + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + float ellipsis_x = pos_min.x + text_size_clipped_x; + if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) + for (int i = 0; i < ellipsis_char_count; i++) + { + font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); + ellipsis_x += ellipsis_glyph_width; + } + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); } // Render a rectangle shaped with optional rounding and borders @@ -2204,13 +2578,11 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) } // Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state -void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) { - ImGuiContext& g = *GImGui; - - const float h = g.FontSize * 1.00f; + const float h = draw_list->_Data->FontSize * 1.00f; float r = h * 0.40f * scale; - ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale); + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); ImVec2 a, b, c; switch (dir) @@ -2234,15 +2606,12 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) IM_ASSERT(0); break; } - - g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text)); + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); } -void ImGui::RenderBullet(ImVec2 pos) +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8); + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); } void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) @@ -2270,7 +2639,7 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl return; if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) return; - ImGuiWindow* window = ImGui::GetCurrentWindow(); + ImGuiWindow* window = g.CurrentWindow; if (window->DC.NavHideHighlightOneFrame) return; @@ -2304,15 +2673,16 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(&context->DrawListSharedData) { Name = ImStrdup(name); - ID = ImHash(name, 0); + ID = ImHashStr(name); IDStack.push_back(ID); - Flags = 0; + Flags = ImGuiWindowFlags_None; Pos = ImVec2(0.0f, 0.0f); Size = SizeFull = ImVec2(0.0f, 0.0f); - SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f); + ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); WindowPadding = ImVec2(0.0f, 0.0f); WindowRounding = 0.0f; WindowBorderSize = 0.0f; + NameBufLen = (int)strlen(name) + 1; MoveId = GetID("#MOVE"); ChildId = 0; Scroll = ImVec2(0.0f, 0.0f); @@ -2328,19 +2698,21 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) Appearing = false; Hidden = false; HasCloseButton = false; + ResizeBorderHeld = -1; BeginCount = 0; BeginOrderWithinParent = -1; BeginOrderWithinContext = -1; PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; - AutoFitOnlyGrows = false; AutoFitChildAxises = 0x00; + AutoFitOnlyGrows = false; AutoPosLastDirection = ImGuiDir_None; - HiddenFramesRegular = HiddenFramesForResize = 0; + HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); LastFrameActive = -1; + LastTimeActive = -1.0f; ItemWidthDefault = 0.0f; FontWindowScale = 1.0f; SettingsIdx = -1; @@ -2356,9 +2728,8 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) NavRectRel[0] = NavRectRel[1] = ImRect(); NavLastChildNavWindow = NULL; - FocusIdxAllCounter = FocusIdxTabCounter = -1; - FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX; - FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX; + MemoryCompacted = false; + MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0; } ImGuiWindow::~ImGuiWindow() @@ -2366,13 +2737,13 @@ ImGuiWindow::~ImGuiWindow() IM_ASSERT(DrawList == &DrawListInst); IM_DELETE(Name); for (int i = 0; i != ColumnsStorage.Size; i++) - ColumnsStorage[i].~ImGuiColumnsSet(); + ColumnsStorage[i].~ImGuiColumns(); } ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); - ImGuiID id = ImHash(str, str_end ? (int)(str_end - str) : 0, seed); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); ImGui::KeepAliveID(id); return id; } @@ -2380,7 +2751,15 @@ ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) ImGuiID ImGuiWindow::GetID(const void* ptr) { ImGuiID seed = IDStack.back(); - ImGuiID id = ImHash(&ptr, sizeof(void*), seed); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGui::KeepAliveID(id); + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); ImGui::KeepAliveID(id); return id; } @@ -2388,13 +2767,19 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); - return ImHash(str, str_end ? (int)(str_end - str) : 0, seed); + return ImHashStr(str, str_end ? (str_end - str) : 0, seed); } ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) { ImGuiID seed = IDStack.back(); - return ImHash(&ptr, sizeof(void*), seed); + return ImHashData(&ptr, sizeof(void*), seed); +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +{ + ImGuiID seed = IDStack.back(); + return ImHashData(&n, sizeof(n), seed); } // This is only used in rare/specific situations to manufacture an ID out of nowhere. @@ -2402,7 +2787,7 @@ ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) { ImGuiID seed = IDStack.back(); const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; - ImGuiID id = ImHash(&r_rel, sizeof(r_rel), seed); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); ImGui::KeepAliveID(id); return id; } @@ -2415,6 +2800,36 @@ static void SetCurrentWindow(ImGuiWindow* window) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// This is currently unused by the library, but you may call this yourself for easy GC. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name +// - StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemFlagsStack.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); + window->DC.GroupStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + void ImGui::SetNavID(ImGuiID id, int nav_layer) { ImGuiContext& g = *GImGui; @@ -2441,7 +2856,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (g.ActiveIdIsJustActivated) { g.ActiveIdTimer = 0.0f; - g.ActiveIdHasBeenEdited = false; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; if (id != 0) { g.LastActiveId = id; @@ -2450,8 +2866,10 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) } g.ActiveId = id; g.ActiveIdAllowNavDirFlags = 0; + g.ActiveIdBlockNavInputFlags = 0; g.ActiveIdAllowOverlap = false; g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; if (id) { g.ActiveIdIsAlive = id; @@ -2459,13 +2877,14 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) } } +// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. - const int nav_layer = window->DC.NavLayerCurrent; + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; if (g.NavWindow != window) g.NavInitRequest = false; g.NavId = id; @@ -2492,7 +2911,7 @@ void ImGui::SetHoveredID(ImGuiID id) g.HoveredId = id; g.HoveredIdAllowOverlap = false; if (id != 0 && g.HoveredIdPreviousFrame != id) - g.HoveredIdTimer = 0.0f; + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; } ImGuiID ImGui::GetHoveredID() @@ -2514,11 +2933,12 @@ void ImGui::MarkItemEdited(ImGuiID id) { // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. - (void)id; // Avoid unused variable warnings when asserts are compiled out. ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); + IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); - g.ActiveIdHasBeenEdited = true; + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; } @@ -2551,18 +2971,20 @@ void ImGui::ItemSize(const ImVec2& size, float text_offset_y) return; // Always align ourselves on pixel boundaries - const float line_height = ImMax(window->DC.CurrentLineSize.y, size.y); - const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y); + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y); + const float text_base_offset = ImMax(window->DC.CurrLineTextBaseOffset, text_offset_y); //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] - window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y); - window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y)); + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] window->DC.PrevLineSize.y = line_height; window->DC.PrevLineTextBaseOffset = text_base_offset; - window->DC.CurrentLineSize.y = window->DC.CurrentLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize.y = window->DC.CurrLineTextBaseOffset = 0.0f; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) @@ -2586,19 +3008,38 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) { // Navigation processing runs prior to clipping early-out // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window. - // it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. - // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick) + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + if (id == g.DebugItemPickerBreakID) + { + IM_DEBUG_BREAK(); + g.DebugItemPickerBreakID = 0; + } +#endif } window->DC.LastItemId = id; window->DC.LastItemRect = bb; - window->DC.LastItemStatusFlags = 0; + window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); +#endif // Clipping test const bool is_clipped = IsClippedEx(bb, id, false); @@ -2640,7 +3081,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) return false; - // Test if interactions on this window are blocked by an active popup or modal + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. if (!IsWindowContentHoverable(window, flags)) return false; @@ -2648,7 +3090,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; - // Special handling for the 1st item after Begin() which represent the title bar. When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect tht case. + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) return false; return true; @@ -2674,6 +3117,17 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; SetHoveredID(id); + + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered + // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. + // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakID == id) + IM_DEBUG_BREAK(); + return true; } @@ -2688,26 +3142,39 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged return false; } -bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop) +// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. +bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { ImGuiContext& g = *GImGui; - const bool allow_keyboard_focus = (window->DC.ItemFlags & (ImGuiItemFlags_AllowKeyboardFocus | ImGuiItemFlags_Disabled)) == ImGuiItemFlags_AllowKeyboardFocus; - window->FocusIdxAllCounter++; - if (allow_keyboard_focus) - window->FocusIdxTabCounter++; + // Increment counters + const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + window->DC.FocusCounterAll++; + if (is_tab_stop) + window->DC.FocusCounterTab++; - // Process keyboard input at this point: TAB/Shift-TAB to tab out of the currently focused item. - // Note that we can always TAB out of a widget that doesn't allow tabbing in. - if (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)) - window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. - - if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent) - return true; - if (allow_keyboard_focus && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent) + // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. + // (Note that we can always TAB out of a widget that doesn't allow tabbing in) + if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL) { - g.NavJustTabbedId = id; - return true; + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + } + + // Handle focus requests + if (g.FocusRequestCurrWindow == window) + { + if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll) + return true; + if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab) + { + g.NavJustTabbedId = id; + return true; + } + + // If another item is about to be focused, we clear our own active id + if (g.ActiveId == id) + ClearActiveID(); } return false; @@ -2715,21 +3182,8 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop void ImGui::FocusableItemUnregister(ImGuiWindow* window) { - window->FocusIdxAllCounter--; - window->FocusIdxTabCounter--; -} - -ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y) -{ - ImGuiContext& g = *GImGui; - ImVec2 content_max; - if (size.x < 0.0f || size.y < 0.0f) - content_max = g.CurrentWindow->Pos + GetContentRegionMax(); - if (size.x <= 0.0f) - size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x; - if (size.y <= 0.0f) - size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y; - return size; + window->DC.FocusCounterAll--; + window->DC.FocusCounterTab--; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) @@ -2737,15 +3191,16 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) if (wrap_pos_x < 0.0f) return 0.0f; - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; if (wrap_pos_x == 0.0f) - wrap_pos_x = GetContentRegionMax().x + window->Pos.x; + wrap_pos_x = window->WorkRect.Max.x; else if (wrap_pos_x > 0.0f) wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space return ImMax(wrap_pos_x - pos.x, 1.0f); } +// IM_ALLOC() == ImGui::MemAlloc() void* ImGui::MemAlloc(size_t size) { if (ImGuiContext* ctx = GImGui) @@ -2753,9 +3208,10 @@ void* ImGui::MemAlloc(size_t size) return GImAllocatorAllocFunc(size, GImAllocatorUserData); } +// IM_FREE() == ImGui::MemFree() void ImGui::MemFree(void* ptr) { - if (ptr) + if (ptr) if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations--; return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); @@ -2763,13 +3219,15 @@ void ImGui::MemFree(void* ptr) const char* ImGui::GetClipboardText() { - return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; + ImGuiContext& g = *GImGui; + return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; } void ImGui::SetClipboardText(const char* text) { - if (GImGui->IO.SetClipboardTextFn) - GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); + ImGuiContext& g = *GImGui; + if (g.IO.SetClipboardTextFn) + g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); } const char* ImGui::GetVersion() @@ -2777,7 +3235,7 @@ const char* ImGui::GetVersion() return IMGUI_VERSION; } -// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself // Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module ImGuiContext* ImGui::GetCurrentContext() { @@ -2793,9 +3251,12 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) #endif } -// Helper function to verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit -// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. you may see different structures from what imgui.cpp sees which is highly problematic. -bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert) +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code +// may see different structures than what imgui.cpp sees, which is problematic. +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { bool error = false; if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } @@ -2804,10 +3265,11 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } return !error; } -void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data) +void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) { GImAllocatorAllocFunc = alloc_func; GImAllocatorFreeFunc = free_func; @@ -2835,13 +3297,13 @@ void ImGui::DestroyContext(ImGuiContext* ctx) ImGuiIO& ImGui::GetIO() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->IO; } ImGuiStyle& ImGui::GetStyle() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->Style; } @@ -2862,9 +3324,14 @@ int ImGui::GetFrameCount() return GImGui->FrameCount; } -ImDrawList* ImGui::GetOverlayDrawList() +ImDrawList* ImGui::GetBackgroundDrawList() { - return &GImGui->OverlayDrawList; + return &GImGui->BackgroundDrawList; +} + +ImDrawList* ImGui::GetForegroundDrawList() +{ + return &GImGui->ForegroundDrawList; } ImDrawListSharedData* ImGui::GetDrawListSharedData() @@ -2875,18 +3342,24 @@ ImDrawListSharedData* ImGui::GetDrawListSharedData() void ImGui::StartMouseMovingWindow(ImGuiWindow* window) { // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. ImGuiContext& g = *GImGui; FocusWindow(window); SetActiveID(window->MoveId, window); g.NavDisableHighlight = true; g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; - if (!(window->Flags & ImGuiWindowFlags_NoMove) && !(window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) g.MovingWindow = window; } // Handle mouse moving window // Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() -void ImGui::UpdateMouseMovingWindow() +void ImGui::UpdateMouseMovingWindowNewFrame() { ImGuiContext& g = *GImGui; if (g.MovingWindow != NULL) @@ -2924,6 +3397,58 @@ void ImGui::UpdateMouseMovingWindow() } } +// Initiate moving window, handle left-click and right-click focus +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + // Initiate moving window + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || g.HoveredId != 0) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click to focus window and start moving (after we're done with all our widgets) + if (g.IO.MouseClicked[0]) + { + if (g.HoveredRootWindow != NULL) + { + StartMouseMovingWindow(g.HoveredWindow); + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + } + else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL) + { + // Clicking on void disable focus + FocusWindow(NULL); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1]) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = false; + if (modal == NULL) + hovered_window_above_modal = true; + for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window == modal) + break; + if (window == g.HoveredWindow) + hovered_window_above_modal = true; + } + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + static bool IsWindowActiveAndVisible(ImGuiWindow* window) { return (window->Active) && (!window->Hidden); @@ -2933,6 +3458,10 @@ static void ImGui::UpdateMouseInputs() { ImGuiContext& g = *GImGui; + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&g.IO.MousePos)) + g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; @@ -2963,6 +3492,7 @@ static void ImGui::UpdateMouseInputs() g.IO.MouseClickedTime[i] = g.Time; } g.IO.MouseClickedPos[i] = g.IO.MousePos; + g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; } @@ -2974,53 +3504,96 @@ static void ImGui::UpdateMouseInputs() g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); } + if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) + g.IO.MouseDownWasDoubleClick[i] = false; if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation g.NavDisableMouseHover = false; } } +static void StartLockWheelingWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WheelingWindow == window) + return; + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; +} + void ImGui::UpdateMouseWheel() { ImGuiContext& g = *GImGui; - if (!g.HoveredWindow || g.HoveredWindow->Collapsed) - return; + + // Reset the locked window if we move the mouse or after the timer elapses + if (g.WheelingWindow != NULL) + { + g.WheelingWindowTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowTimer = 0.0f; + if (g.WheelingWindowTimer <= 0.0f) + { + g.WheelingWindow = NULL; + g.WheelingWindowTimer = 0.0f; + } + } + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) return; - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). - ImGuiWindow* window = g.HoveredWindow; - ImGuiWindow* scroll_window = window; - while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow) - scroll_window = scroll_window->ParentWindow; - const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs); + ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!window || window->Collapsed) + return; - if (g.IO.MouseWheel != 0.0f) + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { - if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + StartLockWheelingWindow(window); + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) { - // Zoom / Scale window - const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); - const float scale = new_font_scale / window->FontWindowScale; - window->FontWindowScale = new_font_scale; - const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - window->Pos += offset; - window->Size *= scale; - window->SizeFull *= scale; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); } - else if (!g.IO.KeyCtrl && scroll_allowed) + return; + } + + // Mouse wheel scrolling + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + + // Vertical Mouse Wheel scrolling + const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_y != 0.0f && !g.IO.KeyCtrl) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { - // Mouse wheel vertical scrolling - float scroll_amount = 5 * scroll_window->CalcFontSize(); - scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f); - SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); } } - if (g.IO.MouseWheelH != 0.0f && scroll_allowed && !g.IO.KeyCtrl) + + // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held + const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_x != 0.0f && !g.IO.KeyCtrl) { - // Mouse wheel horizontal scrolling (for hardware that supports it) - float scroll_amount = scroll_window->CalcFontSize(); - SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheelH * scroll_amount); + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); + } } } @@ -3036,7 +3609,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() FindHoveredWindow(); // Modal windows prevents cursor from hovering behind them. - ImGuiWindow* modal_window = GetFrontMostPopupModal(); + ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window) if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) g.HoveredRootWindow = g.HoveredWindow = NULL; @@ -3065,13 +3638,13 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) g.HoveredWindow = g.HoveredRootWindow = NULL; - // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app) + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) if (g.WantCaptureMouseNextFrame != -1) g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); else g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); - // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app) + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) if (g.WantCaptureKeyboardNextFrame != -1) g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else @@ -3083,21 +3656,22 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } -void ImGui::NewFrame() +static void NewFrameSanityChecks() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); ImGuiContext& g = *GImGui; // Check user data // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) IM_ASSERT(g.Initialized); - IM_ASSERT(g.IO.DeltaTime >= 0.0f && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)"); - IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value"); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); - IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting"); - IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)"); - IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); for (int n = 0; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); @@ -3105,9 +3679,22 @@ void ImGui::NewFrame() if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); - // Perform simple check: the beta io.ConfigResizeWindowsFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. - if (g.IO.ConfigResizeWindowsFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) - g.IO.ConfigResizeWindowsFromEdges = false; + // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) + g.IO.ConfigWindowsResizeFromEdges = false; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PreNewFrame(&g); +#endif + + // Check and assert for various common IO and Configuration mistakes + NewFrameSanityChecks(); // Load settings on first frame (if not explicitly loaded manually before) if (!g.SettingsLoaded) @@ -3138,19 +3725,29 @@ void ImGui::NewFrame() g.TooltipOverrideCount = 0; g.WindowsActiveCount = 0; - // Setup current font and draw list + // Setup current font and draw list shared data g.IO.Fonts->Locked = true; SetCurrentFont(GetDefaultFont()); IM_ASSERT(g.Font->IsLoaded()); g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; - g.OverlayDrawList.Clear(); - g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID); - g.OverlayDrawList.PushClipRectFullScreen(); - g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); + g.BackgroundDrawList.Clear(); + g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.BackgroundDrawList.PushClipRectFullScreen(); - // Mark rendering data as invalid to prevent user who may have a handle on it to use it + g.ForegroundDrawList.Clear(); + g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.ForegroundDrawList.PushClipRectFullScreen(); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. g.DrawData.Clear(); // Drag and drop keep the source ID alive so even if the source disappear our state is consistent @@ -3160,8 +3757,12 @@ void ImGui::NewFrame() // Clear reference to active widget if the widget isn't alive anymore if (!g.HoveredIdPreviousFrame) g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; if (g.HoveredId) g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; g.HoveredIdPreviousFrame = g.HoveredId; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; @@ -3172,12 +3773,13 @@ void ImGui::NewFrame() g.LastActiveIdTimer += g.IO.DeltaTime; g.ActiveIdPreviousFrame = g.ActiveId; g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; - g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; - if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId) - g.ScalarAsInputTextId = 0; + if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) + g.TempInputTextId = 0; // Drag and drop g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; @@ -3202,12 +3804,15 @@ void ImGui::NewFrame() g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; - // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) - UpdateMouseMovingWindow(); + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) UpdateHoveredWindowAndCaptureFlags(); + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + // Background darkening/whitening - if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); else g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); @@ -3220,38 +3825,100 @@ void ImGui::NewFrame() UpdateMouseWheel(); // Pressing TAB activate widget focus - if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false)) + g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.FocusTabPressed) { + // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also + // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. + g.FocusRequestNextWindow = g.NavWindow; + g.FocusRequestNextCounterAll = INT_MAX; if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); else - g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0; + g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0; } + + // Turn queued focus request into current one + g.FocusRequestCurrWindow = NULL; + g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX; + if (g.FocusRequestNextWindow != NULL) + { + ImGuiWindow* window = g.FocusRequestNextWindow; + g.FocusRequestCurrWindow = window; + if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1) + g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1); + if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1) + g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1); + g.FocusRequestNextWindow = NULL; + g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX; + } + g.NavIdTabCounter = INT_MAX; - // Mark all windows as not visible + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); + const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; window->WasActive = window->Active; + window->BeginCount = 0; window->Active = false; window->WriteAccessed = false; + + // Garbage collect (this is totally functional but we may need decide if the side-effects are desirable) + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); } // Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow && !g.NavWindow->WasActive) - FocusFrontMostActiveWindowIgnoringOne(NULL); + FocusTopMostWindowUnderOne(NULL, NULL); // No window should be open at the beginning of the frame. // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. g.CurrentWindowStack.resize(0); - g.CurrentPopupStack.resize(0); - ClosePopupsOverWindow(g.NavWindow); + g.BeginPopupStack.resize(0); + ClosePopupsOverWindow(g.NavWindow, false); - // Create implicit window - we will only render it if the user has added something to it. + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + UpdateDebugToolItemPicker(); + + // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it avoid ImGui:: calls from crashing. SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); + g.FrameScopePushedImplicitWindow = true; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PostNewFrame(&g); +#endif +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakID = 0; + if (g.DebugItemPickerActive) + { + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); + if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (ImGui::IsMouseClicked(0) && hovered_id) + { + g.DebugItemPickerBreakID = hovered_id; + g.DebugItemPickerActive = false; + } + ImGui::SetNextWindowBgAlpha(0.60f); + ImGui::BeginTooltip(); + ImGui::Text("HoveredId: 0x%08X", hovered_id); + ImGui::Text("Press ESC to abort picking."); + ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + ImGui::EndTooltip(); + } } void ImGui::Initialize(ImGuiContext* context) @@ -3262,11 +3929,11 @@ void ImGui::Initialize(ImGuiContext* context) // Add .ini handle for ImGuiWindow type ImGuiSettingsHandler ini_handler; ini_handler.TypeName = "Window"; - ini_handler.TypeHash = ImHash("Window", 0, 0); + ini_handler.TypeHash = ImHashStr("Window"); ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; - g.SettingsHandlers.push_front(ini_handler); + g.SettingsHandlers.push_back(ini_handler); g.Initialized = true; } @@ -3277,41 +3944,53 @@ void ImGui::Shutdown(ImGuiContext* context) // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) ImGuiContext& g = *context; if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; IM_DELETE(g.IO.Fonts); + } g.IO.Fonts = NULL; - // Cleanup of other data are conditional on actually having initialized ImGui. + // Cleanup of other data are conditional on actually having initialized Dear ImGui. if (!g.Initialized) return; // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) if (g.SettingsLoaded && g.IO.IniFilename != NULL) + { + ImGuiContext* backup_context = GImGui; + SetCurrentContext(context); SaveIniSettingsToDisk(g.IO.IniFilename); + SetCurrentContext(backup_context); + } // Clear everything else for (int i = 0; i < g.Windows.Size; i++) IM_DELETE(g.Windows[i]); g.Windows.clear(); + g.WindowsFocusOrder.clear(); g.WindowsSortBuffer.clear(); g.CurrentWindow = NULL; g.CurrentWindowStack.clear(); g.WindowsById.Clear(); g.NavWindow = NULL; - g.HoveredWindow = NULL; - g.HoveredRootWindow = NULL; + g.HoveredWindow = g.HoveredRootWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; g.ColorModifiers.clear(); g.StyleModifiers.clear(); g.FontStack.clear(); g.OpenPopupStack.clear(); - g.CurrentPopupStack.clear(); + g.BeginPopupStack.clear(); g.DrawDataBuilder.ClearFreeMemory(); - g.OverlayDrawList.ClearFreeMemory(); + g.BackgroundDrawList.ClearFreeMemory(); + g.ForegroundDrawList.ClearFreeMemory(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + g.PrivateClipboard.clear(); - g.InputTextState.TextW.clear(); - g.InputTextState.InitialText.clear(); - g.InputTextState.TempBuffer.clear(); + g.InputTextState.ClearFreeMemory(); for (int i = 0; i < g.SettingsWindows.Size; i++) IM_DELETE(g.SettingsWindows[i].Name); @@ -3323,7 +4002,7 @@ void ImGui::Shutdown(ImGuiContext* context) fclose(g.LogFile); g.LogFile = NULL; } - g.LogClipboard.clear(); + g.LogBuffer.clear(); g.Initialized = false; } @@ -3340,19 +4019,19 @@ static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); } -static void AddWindowToSortedBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) { out_sorted_windows->push_back(window); if (window->Active) { int count = window->DC.ChildWindows.Size; if (count > 1) - ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); for (int i = 0; i < count; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; if (child->Active) - AddWindowToSortedBuffer(out_sorted_windows, child); + AddWindowToSortBuffer(out_sorted_windows, child); } } } @@ -3371,19 +4050,28 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d return; } - // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly. + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); - IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) // If this assert triggers because you are drawing lots of stuff manually: - // A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents. - // B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes. - // You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing: - // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - // Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API. - // C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists. + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. if (sizeof(ImDrawIdx) == 2) IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); @@ -3403,7 +4091,8 @@ static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWin } } -static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window) +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static void AddRootWindowToDrawData(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (window->Flags & ImGuiWindowFlags_Tooltip) @@ -3439,6 +4128,7 @@ static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_da draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; draw_data->DisplayPos = ImVec2(0.0f, 0.0f); draw_data->DisplaySize = io.DisplaySize; + draw_data->FramebufferScale = io.DisplayFramebufferScale; for (int n = 0; n < draw_lists->Size; n++) { draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; @@ -3468,24 +4158,40 @@ void ImGui::EndFrame() IM_ASSERT(g.Initialized); if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. return; - IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()"); + IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?"); // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) - if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f) + if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)) { g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y); g.PlatformImeLastPos = g.PlatformImePos; } - // Hide implicit "Debug" window if it hasn't been used - IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls, did you forget to call end on g.CurrentWindow->Name? + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING + End(); + } + else + { + IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.FrameScopePushedImplicitWindow = false; if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) g.CurrentWindow->Active = false; End(); - // Show CTRL+TAB list - if (g.NavWindowingTarget) - NavUpdateWindowingList(); + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) if (g.DragDropActive) @@ -3504,42 +4210,12 @@ void ImGui::EndFrame() g.DragDropWithinSourceOrTarget = false; } - // Initiate moving window - if (g.ActiveId == 0 && g.HoveredId == 0) - { - if (!g.NavWindow || !g.NavWindow->Appearing) // Unless we just made a window/popup appear - { - // Click to focus window and start moving (after we're done with all our widgets) - if (g.IO.MouseClicked[0]) - { - if (g.HoveredRootWindow != NULL) - StartMouseMovingWindow(g.HoveredWindow); - else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL) - FocusWindow(NULL); // Clicking on void disable focus - } + // End frame + g.FrameScopeActive = false; + g.FrameCountEnded = g.FrameCount; - // With right mouse button we close popups without changing focus - // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger) - if (g.IO.MouseClicked[1]) - { - // Find the top-most window between HoveredWindow and the front most Modal Window. - // This is where we can trim the popup stack. - ImGuiWindow* modal = GetFrontMostPopupModal(); - bool hovered_window_above_modal = false; - if (modal == NULL) - hovered_window_above_modal = true; - for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) - { - ImGuiWindow* window = g.Windows[i]; - if (window == modal) - break; - if (window == g.HoveredWindow) - hovered_window_above_modal = true; - } - ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal); - } - } - } + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); // Sort the window list so that all child windows are after their parent // We cannot do that on FocusWindow() because childs may not exist yet @@ -3550,10 +4226,11 @@ void ImGui::EndFrame() ImGuiWindow* window = g.Windows[i]; if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it continue; - AddWindowToSortedBuffer(&g.WindowsSortBuffer, window); + AddWindowToSortBuffer(&g.WindowsSortBuffer, window); } - IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); g.Windows.swap(g.WindowsSortBuffer); g.IO.MetricsActiveWindows = g.WindowsActiveCount; @@ -3562,11 +4239,8 @@ void ImGui::EndFrame() // Clear Input data for next frame g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; - memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters)); + g.IO.InputQueueCharacters.resize(0); memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); - - g.FrameScopeActive = false; - g.FrameCountEnded = g.FrameCount; } void ImGui::Render() @@ -3575,39 +4249,42 @@ void ImGui::Render() IM_ASSERT(g.Initialized); if (g.FrameCountEnded != g.FrameCount) - ImGui::EndFrame(); + EndFrame(); g.FrameCountRendered = g.FrameCount; // Gather ImDrawList to render (for each active window) g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; g.DrawDataBuilder.Clear(); - ImGuiWindow* windows_to_render_front_most[2]; - windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; - windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; + if (!g.BackgroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); + + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; - if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1]) - AddWindowToDrawDataSelectLayer(window); + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); } - for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++) - if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window - AddWindowToDrawDataSelectLayer(windows_to_render_front_most[n]); + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); g.DrawDataBuilder.FlattenIntoSingleLayer(); // Draw software mouse cursor if requested if (g.IO.MouseDrawCursor) - RenderMouseCursor(&g.OverlayDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); + RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); - if (!g.OverlayDrawList.VtxBuffer.empty()) - AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList); + if (!g.ForegroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); // Setup ImDrawData structure for end-user SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData); g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount; g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; - // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData() + // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) g.IO.RenderDrawListsFn(&g.DrawData); @@ -3632,86 +4309,48 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex return ImVec2(0.0f, font_size); ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); - // Cancel out character spacing for the last character of a line (it is baked into glyph->AdvanceX field) - const float font_scale = font_size / font->FontSize; - const float character_spacing_x = 1.0f * font_scale; - if (text_size.x > 0.0f) - text_size.x -= character_spacing_x; + // Round text_size.x = (float)(int)(text_size.x + 0.95f); return text_size; } -// Helper to calculate coarse clipping of large list of evenly sized items. -// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. -// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX -void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.LogEnabled) - { - // If logging is active, do not perform any clipping - *out_items_display_start = 0; - *out_items_display_end = items_count; - return; - } - if (window->SkipItems) - { - *out_items_display_start = *out_items_display_end = 0; - return; - } - - // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect - ImRect unclipped_rect = window->ClipRect; - if (g.NavMoveRequest) - unclipped_rect.Add(g.NavScoringRectScreen); - - const ImVec2 pos = window->DC.CursorPos; - int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); - int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); - - // When performing a navigation request, ensure we have one item extra in the direction we are moving to - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) - start--; - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) - end++; - - start = ImClamp(start, 0, items_count); - end = ImClamp(end + 1, start, items_count); - *out_items_display_start = start; - *out_items_display_end = end; -} - // Find window given position, search front-to-back -// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically -// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is // called, aka before the next Begin(). Moving window isn't affected. static void FindHoveredWindow() { ImGuiContext& g = *GImGui; ImGuiWindow* hovered_window = NULL; - if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) + if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) hovered_window = g.MovingWindow; - for (int i = g.Windows.Size - 1; i >= 0 && hovered_window == NULL; i--) + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; if (!window->Active || window->Hidden) continue; - if (window->Flags & ImGuiWindowFlags_NoInputs) + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) continue; // Using the clipped AABB, a child window will typically be clipped by its parent (not always) - ImRect bb(window->OuterRectClipped.Min - g.Style.TouchExtraPadding, window->OuterRectClipped.Max + g.Style.TouchExtraPadding); - if (bb.Contains(g.IO.MousePos)) - { - if (hovered_window == NULL) - hovered_window = window; - if (hovered_window) - break; - } + ImRect bb(window->OuterRectClipped); + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) + bb.Expand(padding_regular); + else + bb.Expand(padding_for_resize_from_edges); + if (!bb.Contains(g.IO.MousePos)) + continue; + + // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches. + if (hovered_window == NULL) + hovered_window = window; + if (hovered_window) + break; } g.HoveredWindow = hovered_window; @@ -3741,15 +4380,18 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c int ImGui::GetKeyIndex(ImGuiKey imgui_key) { IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); - return GImGui->IO.KeyMap[imgui_key]; + ImGuiContext& g = *GImGui; + return g.IO.KeyMap[imgui_key]; } // Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! bool ImGui::IsKeyDown(int user_key_index) { - if (user_key_index < 0) return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); - return GImGui->IO.KeysDown[user_key_index]; + if (user_key_index < 0) + return false; + ImGuiContext& g = *GImGui; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDown[user_key_index]; } int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) @@ -3765,7 +4407,8 @@ int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_ int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) { ImGuiContext& g = *GImGui; - if (key_index < 0) return false; + if (key_index < 0) + return 0; IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); const float t = g.IO.KeysDownDuration[key_index]; return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate); @@ -3774,7 +4417,8 @@ int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_r bool ImGui::IsKeyPressed(int user_key_index, bool repeat) { ImGuiContext& g = *GImGui; - if (user_key_index < 0) return false; + if (user_key_index < 0) + return false; IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); const float t = g.IO.KeysDownDuration[user_key_index]; if (t == 0.0f) @@ -3818,8 +4462,9 @@ bool ImGui::IsMouseClicked(int button, bool repeat) if (repeat && t > g.IO.KeyRepeatDelay) { - float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate; - if ((ImFmod(t - delay, rate) > rate*0.5f) != (ImFmod(t - delay - g.IO.DeltaTime, rate) > rate*0.5f)) + // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. + int amount = CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f); + if (amount > 0) return true; } @@ -3840,15 +4485,23 @@ bool ImGui::IsMouseDoubleClicked(int button) return g.IO.MouseDoubleClicked[button]; } +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + bool ImGui::IsMouseDragging(int button, float lock_threshold) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); if (!g.IO.MouseDown[button]) return false; - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; + return IsMouseDragPastThreshold(button, lock_threshold); } ImVec2 ImGui::GetMousePos() @@ -3860,20 +4513,24 @@ ImVec2 ImGui::GetMousePos() ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() { ImGuiContext& g = *GImGui; - if (g.CurrentPopupStack.Size > 0) - return g.OpenPopupStack[g.CurrentPopupStack.Size-1].OpenMousePos; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size-1].OpenMousePos; return g.IO.MousePos; } -// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) { - if (mouse_pos == NULL) - mouse_pos = &GImGui->IO.MousePos; + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); const float MOUSE_INVALID = -256000.0f; - return mouse_pos->x >= MOUSE_INVALID && mouse_pos->y >= MOUSE_INVALID; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; } +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. // NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) { @@ -3881,9 +4538,10 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); if (lock_threshold < 0.0f) lock_threshold = g.IO.MouseDragThreshold; - if (g.IO.MouseDown[button]) + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) - return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment). + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; return ImVec2(0.0f, 0.0f); } @@ -3926,23 +4584,41 @@ bool ImGui::IsItemActive() return false; } +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) + return true; + } + return false; +} + bool ImGui::IsItemDeactivated() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); } bool ImGui::IsItemDeactivatedAfterEdit() { ImGuiContext& g = *GImGui; - return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited)); + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; - return g.NavId && !g.NavDisableHighlight && g.NavId == g.CurrentWindow->DC.LastItemId; + ImGuiWindow* window = g.CurrentWindow; + + if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) + return false; + return true; } bool ImGui::IsItemClicked(int mouse_button) @@ -3950,6 +4626,12 @@ bool ImGui::IsItemClicked(int mouse_button) return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); } +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + bool ImGui::IsAnyItemHovered() { ImGuiContext& g = *GImGui; @@ -4011,8 +4693,6 @@ ImVec2 ImGui::GetItemRectSize() static ImRect GetViewportRect() { ImGuiContext& g = *GImGui; - if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y) - return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax); return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); } @@ -4034,10 +4714,10 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size size.y = ImMax(content_avail.y + size.y, 4.0f); SetNextWindowSize(size); - // Name + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. char title[256]; if (name) - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s", parent_window->Name, name); + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); else ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); @@ -4049,7 +4729,12 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size ImGuiWindow* child_window = g.CurrentWindow; child_window->ChildId = id; - child_window->AutoFitChildAxises = auto_fit_axises; + child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; // Process navigation-in immediately so NavInit can run on first frame if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) @@ -4138,14 +4823,14 @@ static void CheckStacksSize(ImGuiWindow* window, bool write) { // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) ImGuiContext& g = *GImGui; - int* p_backup = &window->DC.StackSizesBackup[0]; - { int current = window->IDStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() - { int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() - { int current = g.CurrentPopupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() + short* p_backup = &window->DC.StackSizesBackup[0]; + { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() + { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() + { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - { int current = g.ColorModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() - { int current = g.StyleModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() - { int current = g.FontStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() + { int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() + { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() + { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); } @@ -4156,16 +4841,22 @@ static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, b window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); } -ImGuiWindow* ImGui::FindWindowByName(const char* name) +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) { ImGuiContext& g = *GImGui; - ImGuiID id = ImHash(name, 0); return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); } +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); // Create window the first time ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); @@ -4180,15 +4871,15 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) { // Retrieve settings from .ini file - window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings); + window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); - window->Pos = ImFloor(settings->Pos); + window->Pos = ImVec2(settings->Pos.x, settings->Pos.y); window->Collapsed = settings->Collapsed; - if (ImLengthSqr(settings->Size) > 0.00001f) - size = ImFloor(settings->Size); + if (settings->Size.x > 0 && settings->Size.y > 0) + size = ImVec2(settings->Size.x, settings->Size.y); } - window->Size = window->SizeFull = window->SizeFullAtLastBegin = size; - window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values + window->Size = window->SizeFull = ImFloor(size); + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { @@ -4204,17 +4895,18 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); } + g.WindowsFocusOrder.push_back(window); if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) - g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once + g.Windows.push_front(window); // Quite slow but rare and only once else g.Windows.push_back(window); return window; } -static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) { ImGuiContext& g = *GImGui; - if (g.NextWindowData.SizeConstraintCond != 0) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. ImRect cr = g.NextWindowData.SizeConstraintRect; @@ -4230,6 +4922,8 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } + new_size.x = ImFloor(new_size.x); + new_size.y = ImFloor(new_size.y); } // Minimum size @@ -4241,36 +4935,50 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) return new_size; } -static ImVec2 CalcSizeContents(ImGuiWindow* window) +static ImVec2 CalcWindowContentSize(ImGuiWindow* window) { + if (window->Collapsed) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + return window->ContentSize; + if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + return window->ContentSize; + ImVec2 sz; - sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x)); - sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y)); - return sz + window->WindowPadding; + sz.x = (float)(int)((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = (float)(int)((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + return sz; } -static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; + ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + size_decorations; if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize - return size_contents; + return size_desired; } else { - // When the window cannot fit all contents (either because of constraints, either because screen is too small): we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding. + // Maximum window size is determined by the viewport size or monitor size const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; ImVec2 size_min = style.WindowMinSize; if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); - ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); - if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; - if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) + if (will_have_scrollbar_y) size_auto_fit.x += style.ScrollbarSize; return size_auto_fit; } @@ -4278,47 +4986,10 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) { - ImVec2 size_contents = CalcSizeContents(window); - return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); -} - -static float GetScrollMaxX(ImGuiWindow* window) -{ - return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x)); -} - -static float GetScrollMaxY(ImGuiWindow* window) -{ - return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y)); -} - -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) -{ - ImGuiContext& g = *GImGui; - ImVec2 scroll = window->Scroll; - if (window->ScrollTarget.x < FLT_MAX) - { - float cr_x = window->ScrollTargetCenterRatio.x; - scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); - } - if (window->ScrollTarget.y < FLT_MAX) - { - // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. - float cr_y = window->ScrollTargetCenterRatio.y; - float target_y = window->ScrollTarget.y; - if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) - target_y = 0.0f; - if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y - window->WindowPadding.y + g.Style.ItemSpacing.y) - target_y = window->SizeContents.y; - scroll.y = target_y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y); - } - scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); - if (!window->Collapsed && !window->SkipItems) - { - scroll.x = ImMin(scroll.x, GetScrollMaxX(window)); - scroll.y = ImMin(scroll.y, GetScrollMaxY(window)); - } - return scroll; + ImVec2 size_contents = CalcWindowContentSize(window); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; } static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) @@ -4335,7 +5006,7 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right ImVec2 size_expected = pos_max - pos_min; - ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected); + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); *out_pos = pos_min; if (corner_norm.x == 0.0f) out_pos->x -= (size_constrained.x - size_expected.x); @@ -4346,12 +5017,12 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co struct ImGuiResizeGripDef { - ImVec2 CornerPos; + ImVec2 CornerPosN; ImVec2 InnerDir; int AngleMin12, AngleMax12; }; -const ImGuiResizeGripDef resize_grip_def[4] = +static const ImGuiResizeGripDef resize_grip_def[4] = { { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left @@ -4363,81 +5034,93 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_ { ImRect rect = window->Rect(); if (thickness == 0.0f) rect.Max -= ImVec2(1,1); - if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y, rect.Max.x - perp_padding, rect.Min.y + thickness); - if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x, rect.Max.y - perp_padding); - if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y); - if (border_n == 3) return ImRect(rect.Min.x, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); + if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); // Top + if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); // Right + if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); // Bottom + if (border_n == 3) return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); // Left IM_ASSERT(0); return ImRect(); } // Handle resize for: Resize Grips, Borders, Gamepad -static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) +// Return true when using auto-fit (double click on resize grip) +static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; - if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - return; - const int resize_border_count = g.IO.ConfigResizeWindowsFromEdges ? 4 : 0; + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + return false; + + bool ret_auto_fit = false; + const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); - const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f); + const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + // Manual resize grips PushID("#RESIZE"); for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos); + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window - ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size); + ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); bool hovered, held; ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) { // Manual auto-fit when double-clicking - size_target = CalcSizeAfterConstraint(window, size_auto_fit); + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; ClearActiveID(); } else if (held) { // Resize from any of the four corners // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip - CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip + CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); } if (resize_grip_n == 0 || held || hovered) resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } for (int border_n = 0; border_n < resize_border_count; border_n++) { - const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check. - const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise bool hovered, held; - ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_size, BORDER_SIZE); + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); - if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held) + //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; - if (held) *border_held = border_n; + if (held) + *border_held = border_n; } if (held) { ImVec2 border_target = window->Pos; ImVec2 border_posn; - if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); } - if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); } - if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); } - if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); } + if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top + if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right + if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom + if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); } } @@ -4459,7 +5142,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au g.NavDisableMouseHover = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. - size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); } } @@ -4475,7 +5158,216 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au MarkIniSettingsDirty(window); } + // Resize nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->Size = window->SizeFull; + return ret_auto_fit; +} + +static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size; + window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + float rounding = window->WindowRounding; + float border_size = window->WindowBorderSize; + if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + + int border_held = window->ResizeBorderHeld; + if (border_held != -1) + { + struct ImGuiResizeBorderDef + { + ImVec2 InnerDir; + ImVec2 CornerPosN1, CornerPosN2; + float OuterAngle; + }; + static const ImGuiResizeBorderDef resize_border_def[4] = + { + { ImVec2(0,+1), ImVec2(0,0), ImVec2(1,0), IM_PI*1.50f }, // Top + { ImVec2(-1,0), ImVec2(1,0), ImVec2(1,1), IM_PI*0.00f }, // Right + { ImVec2(0,-1), ImVec2(1,1), ImVec2(0,1), IM_PI*0.50f }, // Bottom + { ImVec2(+1,0), ImVec2(0,1), ImVec2(0,0), IM_PI*1.00f } // Left + }; + const ImGuiResizeBorderDef& def = resize_border_def[border_held]; + ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI*0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI*0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + float y = window->Pos.y + window->TitleBarHeight() - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + } +} + +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + alpha = g.NextWindowData.BgAlphaVal; + if (alpha != 1.0f) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (!(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders + RenderWindowOuterBorders(window); + } +} + +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + pad_r += button_sz; + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + pad_r += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); + pad_l += button_sz; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.ItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const char* UNSAVED_DOCUMENT_MARKER = "*"; + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correct. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); + //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); + ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); + RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); + } } void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) @@ -4487,10 +5379,13 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } } -// Push a new ImGui window to add widgets to. +// Push a new Dear ImGui window to add widgets to. // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. // - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). @@ -4501,7 +5396,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - IM_ASSERT(name != NULL); // Window name required + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame() IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet @@ -4510,12 +5405,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_just_created = (window == NULL); if (window_just_created) { - ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. + ImVec2 size_on_first_use = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. window = CreateNewWindow(name, size_on_first_use, flags); } // Automatically disable manual moving/resizing when NoInputs is set - if (flags & ImGuiWindowFlags_NoInputs) + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; if (flags & ImGuiWindowFlags_NavFlattened) @@ -4523,23 +5418,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const int current_frame = g.FrameCount; const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); - if (first_begin_of_the_frame) - window->Flags = (ImGuiWindowFlags)flags; - else - flags = window->Flags; - - // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack - ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); - ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; - IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); - window->HasCloseButton = (p_open != NULL); // Update the Appearing flag bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesForResize > 0); + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); if (flags & ImGuiWindowFlags_Popup) { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size]; + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } @@ -4547,15 +5432,39 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + // Update Flags, LastFrameActive, BeginOrderXXX fields + if (first_begin_of_the_frame) + { + window->Flags = (ImGuiWindowFlags)flags; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + // Add to stack + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindowStack.push_back(window); - SetCurrentWindow(window); + g.CurrentWindow = NULL; CheckStacksSize(window, true); if (flags & ImGuiWindowFlags_Popup) { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size]; + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; popup_ref.Window = window; - g.CurrentPopupStack.push_back(popup_ref); + g.BeginPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; } @@ -4565,7 +5474,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Process SetNextWindow***() calls bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; - if (g.NextWindowData.PosCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) { window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) @@ -4581,26 +5490,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); } } - if (g.NextWindowData.SizeCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) { window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } - if (g.NextWindowData.ContentSizeCond) - { - // Adjust passed "client size" to become a "window size" - window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; - if (window->SizeContentsExplicit.y != 0.0f) - window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight(); - } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) - { - window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); - } - if (g.NextWindowData.CollapsedCond) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.FocusCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) FocusWindow(window); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); @@ -4613,45 +5515,63 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) UpdateWindowParentAndRootLinks(window, flags, parent_window); window->Active = true; - window->BeginOrderWithinParent = 0; - window->BeginOrderWithinContext = g.WindowsActiveCount++; - window->BeginCount = 0; + window->HasCloseButton = (p_open != NULL); window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); - window->LastFrameActive = current_frame; window->IDStack.resize(1); + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - window->SizeContents = CalcSizeContents(window); - if (window->HiddenFramesRegular > 0) - window->HiddenFramesRegular--; - if (window->HiddenFramesForResize > 0) - window->HiddenFramesForResize--; + window->ContentSize = CalcWindowContentSize(window); + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; // Hide new windows for one frame until they calculate their size if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) - window->HiddenFramesForResize = 1; + window->HiddenFramesCannotSkipItems = 1; // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) - // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) { - window->HiddenFramesForResize = 1; + window->HiddenFramesCannotSkipItems = 1; if (flags & ImGuiWindowFlags_AlwaysAutoResize) { if (!window_size_x_set_by_api) window->Size.x = window->SizeFull.x = 0.f; if (!window_size_y_set_by_api) window->Size.y = window->SizeFull.y = 0.f; - window->SizeContents = ImVec2(0.f, 0.f); + window->ContentSize = ImVec2(0.f, 0.f); } } + // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) SetCurrentWindow(window); - // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies) - window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + + if (flags & ImGuiWindowFlags_ChildWindow) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; window->WindowPadding = style.WindowPadding; if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); @@ -4682,46 +5602,47 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents); - ImVec2 size_full_modified(FLT_MAX, FLT_MAX); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize); + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. if (!window_size_x_set_by_api) - window->SizeFull.x = size_full_modified.x = size_auto_fit.x; + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } if (!window_size_y_set_by_api) - window->SizeFull.y = size_full_modified.y = size_auto_fit.y; + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } } else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) { // Auto-fit may only grow window during the first few frames // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) - window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) - window->SizeFull.y = size_full_modified.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } if (!window->Collapsed) MarkIniSettingsDirty(window); } // Apply minimum/maximum window size constraints and final size - window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; - // SCROLLBAR STATUS - - // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). - if (!window->Collapsed) - { - // When reading the current size we need to read it after size constraints have been applied - float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x; - float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y; - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); - if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); - window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); - } + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // POSITION @@ -4730,21 +5651,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { window->AutoPosLastDirection = ImGuiDir_None; if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) - window->Pos = g.CurrentPopupStack.back().OpenPopupPos; + window->Pos = g.BeginPopupStack.back().OpenPopupPos; } // Position child window if (flags & ImGuiWindowFlags_ChildWindow) { - window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size; + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; parent_window->DC.ChildWindows.push_back(window); if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) window->Pos = parent_window->DC.CursorPos; } - const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesForResize == 0); + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); if (window_pos_with_pivot) - SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) + SetWindowPos(window, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) window->Pos = FindBestWindowPosForPopup(window); else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) @@ -4752,14 +5674,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) window->Pos = FindBestWindowPosForPopup(window); - // Clamp position so it stays visible - if (!(flags & ImGuiWindowFlags_ChildWindow)) + // Clamp position/size so window stays visible within its viewport or monitor + + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + ImRect viewport_rect(GetViewportRect()); + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) { - if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. { - ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); - window->Pos = ImMax(window->Pos + window->Size, padding) - window->Size; - window->Pos = ImMin(window->Pos, g.IO.DisplaySize - padding); + ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ClampWindowRect(window, viewport_rect, clamp_padding); } } window->Pos = ImFloor(window->Pos); @@ -4767,29 +5691,85 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - // Prepare for item focus requests - window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1); - window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1); - window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1; - window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX; - - // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); - window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); - // Apply window focus (new and reactivated windows are moved to front) bool want_focus = false; if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) - if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup)) + { + if (flags & ImGuiWindowFlags_Popup) want_focus = true; + else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) + want_focus = true; + } // Handle manual resize: Resize Grips, Borders, Gamepad int border_held = -1; ImU32 resize_grip_col[4] = { 0 }; - const int resize_grip_count = g.IO.ConfigResizeWindowsFromEdges ? 2 : 1; // 4 - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 + const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); if (!window->Collapsed) - UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); + if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + window->ResizeBorderHeld = (signed char)border_held; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depends on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToBringRectIntoView() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x; + window->InnerRect.Min.y = window->Pos.y + decoration_up_height; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.ClipWithFull(host_rect); // Default item width. Make it proportional to window size if window manually resizes if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) @@ -4797,20 +5777,27 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) else window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + // DRAWING // Setup draw list and outer clipping rectangle window->DrawList->Clear(); - window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); - ImRect viewport_rect(GetViewportRect()); - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true); - else - PushClipRect(viewport_rect.Min, viewport_rect.Max, true); + PushClipRect(host_rect.Min, host_rect.Max, false); // Draw modal window background (darkens what is behind them, all viewports) - const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesForResize <= 0; + const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); if (dim_bg_for_modal || dim_bg_for_window_list) { @@ -4827,78 +5814,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); } - // Draw window + handle manual resize - const float window_rounding = window->WindowRounding; - const float window_border_size = window->WindowBorderSize; + // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. + // We also disabled this when we have dimming overlay behind this specific one child. + // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); - const ImRect title_bar_rect = window->TitleBarRect(); - if (window->Collapsed) - { - // Title bar only - float backup_border_size = style.FrameBorderSize; - g.Style.FrameBorderSize = window->WindowBorderSize; - ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); - RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); - g.Style.FrameBorderSize = backup_border_size; - } - else - { - // Window background - ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); - if (g.NextWindowData.BgAlphaCond != 0) - { - bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT); - g.NextWindowData.BgAlphaCond = 0; - } - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); - // Title bar - ImU32 title_bar_col = GetColorU32(window->Collapsed ? ImGuiCol_TitleBgCollapsed : title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - if (!(flags & ImGuiWindowFlags_NoTitleBar)) - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); - - // Menu bar - if (flags & ImGuiWindowFlags_MenuBar) - { - ImRect menu_bar_rect = window->MenuBarRect(); - menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); - if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) - window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); - } - - // Scrollbars - if (window->ScrollbarX) - Scrollbar(ImGuiLayoutType_Horizontal); - if (window->ScrollbarY) - Scrollbar(ImGuiLayoutType_Vertical); - - // Render resize grips (after their input handling so we don't have a frame of latency) - if (!(flags & ImGuiWindowFlags_NoResize)) - { - for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) - { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size))); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size))); - window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); - window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); - } - } - - // Borders - if (window_border_size > 0.0f) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size); - if (border_held != -1) - { - ImRect border = GetResizeBorderRect(window, border_held, grip_draw_size, 0.0f); - window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size)); - } - if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar)) - window->DrawList->AddLine(title_bar_rect.GetBL() + ImVec2(style.WindowBorderSize, -1), title_bar_rect.GetBR() + ImVec2(-style.WindowBorderSize, -1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); - } + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; // Draw navigation selection/windowing rectangle border if (g.NavWindowingTargetAnim == window) @@ -4914,45 +5848,60 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); } - // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. - window->SizeFullAtLastBegin = window->SizeFull; + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) - // Update various regions. Variables they depends on are set above in this function. - // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + + // [LEGACY] Contents Region + // FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: + // - Mouse wheel scrolling + many other things window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); - window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x)); - window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y)); + window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentsRegionRect.Max.x = window->ContentsRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentsRegionRect.Max.y = window->ContentsRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; window->DC.GroupOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y); + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; - window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (GetScrollMaxY() > 0.0f); + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMaskNext = 0x00; window->DC.MenuBarAppending = false; - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; window->DC.ChildWindows.resize(0); window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1; window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemFlagsStack.resize(0); window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); - window->DC.ColumnsSet = NULL; + window->DC.CurrentColumns = NULL; window->DC.TreeDepth = 0; - window->DC.TreeDepthMayJumpToParentOnPop = 0x00; + window->DC.TreeMayJumpToParentOnPopMask = 0x00; window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); @@ -4977,48 +5926,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar)) - { - // Close & collapse button are on layer 1 (same as menus) and don't default focus - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; - window->DC.NavLayerCurrent++; - window->DC.NavLayerCurrentMask <<= 1; - - // Collapse button - if (!(flags & ImGuiWindowFlags_NoCollapse)) - if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos)) - window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function - - // Close button - if (p_open != NULL) - { - const float pad = style.FramePadding.y; - const float rad = g.FontSize * 0.5f; - if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad + 1)) - *p_open = false; - } - - window->DC.NavLayerCurrent--; - window->DC.NavLayerCurrentMask >>= 1; - window->DC.ItemFlags = item_flags_backup; - - // Title text (FIXME: refactor text alignment facilities along with RenderText helpers, this is too much code for what it does.) - ImVec2 text_size = CalcTextSize(name, NULL, true); - ImRect text_r = title_bar_rect; - float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - if (style.WindowTitleAlign.x > 0.0f) - pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x); - text_r.Min.x += pad_left; - text_r.Max.x -= pad_right; - ImRect clip_rect = text_r; - clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton() - RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); - } - - // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() - window->OuterRectClipped = window->Rect(); - window->OuterRectClipped.ClipWith(window->ClipRect); + RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); // Pressing CTRL+C while holding on a window copy its content to the clipboard // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. @@ -5026,29 +5934,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) /* if (g.ActiveId == move_id) if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) - ImGui::LogToClipboard(); + LogToClipboard(); */ - // Inner rectangle - // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame - // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. - window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; - window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize; - window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize; - //window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE); - - // Inner clipping rectangle - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); - - // After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of context menus on title bar only, etc.). + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. window->DC.LastItemId = window->MoveId; window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; window->DC.LastItemRect = title_bar_rect; +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); +#endif + } + else + { + // Append + SetCurrentWindow(window); } PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); @@ -5058,34 +5960,39 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WriteAccessed = false; window->BeginCount++; - g.NextWindowData.Clear(); + g.NextWindowData.ClearFlags(); if (flags & ImGuiWindowFlags_ChildWindow) { // Child window can be out of sight and have "negative" clip windows. // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) - window->HiddenFramesRegular = 1; + window->HiddenFramesCanSkipItems = 1; - // Completely hide along with parent or if parent is collapsed - if (parent_window && (parent_window->Collapsed || parent_window->Hidden)) - window->HiddenFramesRegular = 1; + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; } // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) if (style.Alpha <= 0.0f) - window->HiddenFramesRegular = 1; + window->HiddenFramesCanSkipItems = 1; // Update the Hidden flag - window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize); + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); - // Return false if we don't intend to display anything to allow user to perform an early out optimization - window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0; + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || window->Hidden) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; - return !window->SkipItems; + return !skip_items; } // Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. @@ -5094,22 +6001,30 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, { // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) - ImGui::SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); + SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); // Old API feature: override the window background alpha with a parameter. if (bg_alpha_override >= 0.0f) - ImGui::SetNextWindowBgAlpha(bg_alpha_override); + SetNextWindowBgAlpha(bg_alpha_override); - return ImGui::Begin(name, p_open, flags); + return Begin(name, p_open, flags); } #endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS void ImGui::End() { ImGuiContext& g = *GImGui; + + if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow) + { + IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!"); + return; // FIXME-ERRORHANDLING + } + IM_ASSERT(g.CurrentWindowStack.Size > 0); + ImGuiWindow* window = g.CurrentWindow; - if (window->DC.ColumnsSet != NULL) + if (window->DC.CurrentColumns) EndColumns(); PopClipRect(); // Inner window clip rectangle @@ -5120,27 +6035,41 @@ void ImGui::End() // Pop from window stack g.CurrentWindowStack.pop_back(); if (window->Flags & ImGuiWindowFlags_Popup) - g.CurrentPopupStack.pop_back(); + g.BeginPopupStack.pop_back(); CheckStacksSize(window, false); SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); } -void ImGui::BringWindowToFront(ImGuiWindow* window) +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WindowsFocusOrder.back() == window) + return; + for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.WindowsFocusOrder[i] == window) + { + memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); + g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindow* current_front_window = g.Windows.back(); if (current_front_window == window || current_front_window->RootWindow == window) return; - for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) { - g.Windows.erase(g.Windows.Data + i); - g.Windows.push_back(window); + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; break; } } -void ImGui::BringWindowToBack(ImGuiWindow* window) +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.Windows[0] == window) @@ -5167,10 +6096,13 @@ void ImGui::FocusWindow(ImGuiWindow* window) g.NavInitRequest = false; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavIdIsAlive = false; - g.NavLayer = 0; - //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); + g.NavLayer = ImGuiNavLayer_Main; + //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } + // Close popups if any + ClosePopupsOverWindow(window, false); + // Passing NULL allow to disable keyboard focus if (!window) return; @@ -5185,41 +6117,65 @@ void ImGui::FocusWindow(ImGuiWindow* window) ClearActiveID(); // Bring to front + BringWindowToFocusFront(window); if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) - BringWindowToFront(window); + BringWindowToDisplayFront(window); } -void ImGui::FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window) +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; - for (int i = g.Windows.Size - 1; i >= 0; i--) - if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow)) - { - ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]); - FocusWindow(focus_window); - return; - } + + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + int under_this_window_idx = FindWindowFocusIndex(under_this_window); + if (under_this_window_idx != -1) + start_idx = under_this_window_idx - 1; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); + FocusWindow(focus_window); + return; + } + } + FocusWindow(NULL); +} + +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; } void ImGui::PushItemWidth(float item_width) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PushMultiItemsWidths(int components, float w_full) { - ImGuiWindow* window = GetCurrentWindow(); - const ImGuiStyle& style = GImGui->Style; - if (w_full <= 0.0f) - w_full = CalcItemWidth(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiStyle& style = g.Style; const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); window->DC.ItemWidthStack.push_back(w_item_last); for (int i = 0; i < components-1; i++) window->DC.ItemWidthStack.push_back(w_item_one); window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() @@ -5229,27 +6185,58 @@ void ImGui::PopItemWidth() window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); } +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() float ImGui::CalcItemWidth() { - ImGuiWindow* window = GetCurrentWindowRead(); - float w = window->DC.ItemWidth; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; if (w < 0.0f) { - // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well. - float width_to_right_edge = GetContentRegionAvail().x; - w = ImMax(1.0f, width_to_right_edge + w); + float region_max_x = GetContentRegionMaxAbs().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } w = (float)(int)w; return w; } +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + + ImVec2 region_max; + if (size.x < 0.0f || size.y < 0.0f) + region_max = GetContentRegionMaxAbs(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + + return size; +} + void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? IM_ASSERT(font->Scale > 0.0f); g.Font = font; - g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; ImFontAtlas* atlas = g.Font->ContainerAtlas; @@ -5293,9 +6280,10 @@ void ImGui::PopItemFlag() window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); } +// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) { - PushItemFlag(ImGuiItemFlags_AllowKeyboardFocus, allow_keyboard_focus); + PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); } void ImGui::PopAllowKeyboardFocus() @@ -5370,27 +6358,29 @@ struct ImGuiStyleVarInfo static const ImGuiStyleVarInfo GStyleVarInfo[] = { - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign }; static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) @@ -5411,7 +6401,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) *pvar = val; return; } - IM_ASSERT(0); // Called function with wrong-type? Variable is not a float. + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) @@ -5425,7 +6415,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) *pvar = val; return; } - IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2. + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); } void ImGui::PopStyleVar(int count) @@ -5482,6 +6472,11 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_ResizeGrip: return "ResizeGrip"; case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; case ImGuiCol_PlotLines: return "PlotLines"; case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; case ImGuiCol_PlotHistogram: return "PlotHistogram"; @@ -5543,7 +6538,7 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) } } - if (!IsWindowContentHoverable(g.HoveredRootWindow, flags)) + if (!IsWindowContentHoverable(g.HoveredWindow, flags)) return false; if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) @@ -5554,11 +6549,11 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() if (flags & ImGuiFocusedFlags_AnyWindow) return g.NavWindow != NULL; + IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) { case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: @@ -5573,6 +6568,8 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) } // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); @@ -5597,21 +6594,7 @@ ImVec2 ImGui::GetWindowPos() return window->Pos; } -void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) -{ - window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. - window->Scroll.x = new_scroll_x; - window->DC.CursorMaxPos.x -= window->Scroll.x; -} - -void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) -{ - window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. - window->Scroll.y = new_scroll_y; - window->DC.CursorMaxPos.y -= window->Scroll.y; -} - -static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowPosAllowFlags & cond) == 0) @@ -5624,8 +6607,10 @@ static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) // Set const ImVec2 old_pos = window->Pos; window->Pos = ImFloor(pos); - window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor - window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected. + ImVec2 offset = window->Pos - old_pos; + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.CursorStartPos += offset; } void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) @@ -5646,7 +6631,7 @@ ImVec2 ImGui::GetWindowSize() return window->Size; } -static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) @@ -5659,7 +6644,7 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (size.x > 0.0f) { window->AutoFitFramesX = 0; - window->SizeFull.x = size.x; + window->SizeFull.x = ImFloor(size.x); } else { @@ -5669,7 +6654,7 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (size.y > 0.0f) { window->AutoFitFramesY = 0; - window->SizeFull.y = size.y; + window->SizeFull.y = ImFloor(size.y); } else { @@ -5689,7 +6674,7 @@ void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) SetWindowSize(window, size, cond); } -static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) @@ -5745,6 +6730,7 @@ void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pi { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; @@ -5754,6 +6740,7 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } @@ -5761,23 +6748,26 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; - g.NextWindowData.SizeConstraintCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); g.NextWindowData.SizeCallback = custom_callback; g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; - g.NextWindowData.ContentSizeVal = size; // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value. - g.NextWindowData.ContentSizeCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = size; } void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } @@ -5785,53 +6775,60 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) void ImGui::SetNextWindowFocus() { ImGuiContext& g = *GImGui; - g.NextWindowData.FocusCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; } void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; g.NextWindowData.BgAlphaVal = alpha; - g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) } -// In window space (not screen space!) +// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. ImVec2 ImGui::GetContentRegionMax() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; - if (window->DC.ColumnsSet) - mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x - window->Pos.x; + return mx; +} + +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetContentRegionMaxAbs() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentsRegionRect.Max; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x; return mx; } ImVec2 ImGui::GetContentRegionAvail() { - ImGuiWindow* window = GetCurrentWindowRead(); - return GetContentRegionMax() - (window->DC.CursorPos - window->Pos); -} - -float ImGui::GetContentRegionAvailWidth() -{ - return GetContentRegionAvail().x; + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxAbs() - window->DC.CursorPos; } // In window space (not screen space!) ImVec2 ImGui::GetWindowContentRegionMin() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentsRegionRect.Min - window->Pos; } ImVec2 ImGui::GetWindowContentRegionMax() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentsRegionRect.Max - window->Pos; } float ImGui::GetWindowContentRegionWidth() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentsRegionRect.GetWidth(); } @@ -5941,65 +6938,13 @@ ImVec2 ImGui::GetCursorScreenPos() return window->DC.CursorPos; } -void ImGui::SetCursorScreenPos(const ImVec2& screen_pos) +void ImGui::SetCursorScreenPos(const ImVec2& pos) { ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = screen_pos; + window->DC.CursorPos = pos; window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } -float ImGui::GetScrollX() -{ - return GImGui->CurrentWindow->Scroll.x; -} - -float ImGui::GetScrollY() -{ - return GImGui->CurrentWindow->Scroll.y; -} - -float ImGui::GetScrollMaxX() -{ - return GetScrollMaxX(GImGui->CurrentWindow); -} - -float ImGui::GetScrollMaxY() -{ - return GetScrollMaxY(GImGui->CurrentWindow); -} - -void ImGui::SetScrollX(float scroll_x) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.x = scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; -} - -void ImGui::SetScrollY(float scroll_y) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY - window->ScrollTargetCenterRatio.y = 0.0f; -} - -void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio) -{ - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y); - window->ScrollTargetCenterRatio.y = center_y_ratio; -} - -// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. -void ImGui::SetScrollHere(float center_y_ratio) -{ - ImGuiWindow* window = GetCurrentWindow(); - float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space - target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. - SetScrollFromPosY(target_y, center_y_ratio); -} - void ImGui::ActivateItem(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -6009,9 +6954,11 @@ void ImGui::ActivateItem(ImGuiID id) void ImGui::SetKeyboardFocusHere(int offset) { IM_ASSERT(offset >= -1); // -1 is allowed but not below - ImGuiWindow* window = GetCurrentWindow(); - window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset; - window->FocusIdxTabRequestNext = INT_MAX; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset; + g.FocusRequestNextCounterTab = INT_MAX; } void ImGui::SetItemDefaultFocus() @@ -6027,77 +6974,86 @@ void ImGui::SetItemDefaultFocus() g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); NavUpdateAnyRequestFlag(); if (!IsItemVisible()) - SetScrollHere(); + SetScrollHereY(); } } void ImGui::SetStateStorage(ImGuiStorage* tree) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiWindow* window = GImGui->CurrentWindow; window->DC.StateStorage = tree ? tree : &window->StateStorage; } ImGuiStorage* ImGui::GetStateStorage() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->DC.StateStorage; } void ImGui::PushID(const char* str_id) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; window->IDStack.push_back(window->GetIDNoKeepAlive(str_id)); } void ImGui::PushID(const char* str_id_begin, const char* str_id_end) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end)); } void ImGui::PushID(const void* ptr_id) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); } void ImGui::PushID(int int_id) { - const void* ptr_id = (void*)(intptr_t)int_id; - ImGuiWindow* window = GetCurrentWindowRead(); - window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(int_id)); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(id); } void ImGui::PopID() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; window->IDStack.pop_back(); } ImGuiID ImGui::GetID(const char* str_id) { - return GImGui->CurrentWindow->GetID(str_id); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); } ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) { - return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); } ImGuiID ImGui::GetID(const void* ptr_id) { - return GImGui->CurrentWindow->GetID(ptr_id); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); } bool ImGui::IsRectVisible(const ImVec2& size) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); } bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); } @@ -6113,76 +7069,90 @@ void ImGui::BeginGroup() group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; group_data.BackupIndent = window->DC.Indent; group_data.BackupGroupOffset = window->DC.GroupOffset; - group_data.BackupCurrentLineSize = window->DC.CurrentLineSize; - group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; - group_data.BackupLogLinePosY = window->DC.LogLinePosY; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; - group_data.AdvanceCursor = true; + group_data.EmitItem = true; window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; window->DC.Indent = window->DC.GroupOffset; window->DC.CursorMaxPos = window->DC.CursorPos; - window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return } void ImGui::EndGroup() { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls + IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls ImGuiGroupData& group_data = window->DC.GroupStack.back(); - ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos); - group_bb.Max = ImMax(group_bb.Min, group_bb.Max); + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); window->DC.CursorPos = group_data.BackupCursorPos; window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); window->DC.Indent = group_data.BackupIndent; window->DC.GroupOffset = group_data.BackupGroupOffset; - window->DC.CurrentLineSize = group_data.BackupCurrentLineSize; - window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset; - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return - if (group_data.AdvanceCursor) + if (!group_data.EmitItem) { - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. - ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset); - ItemAdd(group_bb, 0); + window->DC.GroupStack.pop_back(); + return; } + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize(), 0.0f); + ItemAdd(group_bb, 0); + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. - // (and if you grep for LastItemId you'll notice it is only used in that context. - if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow) + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive; + if (group_contains_curr_active_id) window->DC.LastItemId = g.ActiveId; - else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow) + else if (group_contains_prev_active_id) window->DC.LastItemId = g.ActiveIdPreviousFrame; window->DC.LastItemRect = group_bb; - window->DC.GroupStack.pop_back(); + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + // Forward Deactivated flag + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; + + window->DC.GroupStack.pop_back(); //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } // Gets back to previous line and continue with horizontal layout -// pos_x == 0 : follow right after previous item -// pos_x != 0 : align to specified x position (relative to window/group left) -// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 -// spacing_w >= 0 : enforce spacing amount -void ImGui::SameLine(float pos_x, float spacing_w) +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; - if (pos_x != 0.0f) + if (offset_from_start_x != 0.0f) { if (spacing_w < 0.0f) spacing_w = 0.0f; - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } else @@ -6191,8 +7161,8 @@ void ImGui::SameLine(float pos_x, float spacing_w) window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } - window->DC.CurrentLineSize = window->DC.PrevLineSize; - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; } void ImGui::Indent(float indent_w) @@ -6211,6 +7181,178 @@ void ImGui::Unindent(float indent_w) window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) +{ + ImGuiContext& g = *GImGui; + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float cr_x = window->ScrollTargetCenterRatio.x; + float target_x = window->ScrollTarget.x; + if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) + target_x = 0.0f; + else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x) + target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; + scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); + } + if (window->ScrollTarget.y < FLT_MAX) + { + // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. + float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + float cr_y = window->ScrollTargetCenterRatio.y; + float target_y = window->ScrollTarget.y; + if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) + target_y = 0.0f; + if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) + target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; + scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); + } + scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + + ImVec2 delta_scroll; + if (!window_rect.Contains(item_rect)) + { + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f); + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); + if (item_rect.Min.y < window_rect.Min.y) + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false); + delta_scroll = next_scroll - window->Scroll; + } + + // Also scroll parent window to keep us into view if necessary + if (window->Flags & ImGuiWindowFlags_ChildWindow) + delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x) +{ + window->ScrollTarget.x = new_scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) +{ + window->ScrollTarget.y = new_scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + + +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); + window->ScrollTargetCenterRatio.x = center_x_ratio; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + local_y -= decoration_up_height; + window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); + window->ScrollTargetCenterRatio.y = center_y_ratio; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space + float last_item_width = window->DC.LastItemRect.GetWidth(); + target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. + SetScrollFromPosX(target_x, center_x_ratio); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space + target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. + SetScrollFromPosY(target_y, center_y_ratio); +} + //----------------------------------------------------------------------------- // [SECTION] TOOLTIPS //----------------------------------------------------------------------------- @@ -6248,10 +7390,10 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_ { // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. window->Hidden = true; - window->HiddenFramesRegular = 1; + window->HiddenFramesCanSkipItems = 1; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoNav; + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize; Begin(window_name, NULL, flags | extra_flags); } @@ -6287,16 +7429,16 @@ void ImGui::SetTooltip(const char* fmt, ...) bool ImGui::IsPopupOpen(ImGuiID id) { ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == id; + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; } bool ImGui::IsPopupOpen(const char* str_id) { ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); } -ImGuiWindow* ImGui::GetFrontMostPopupModal() +ImGuiWindow* ImGui::GetTopMostPopupModal() { ImGuiContext& g = *GImGui; for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) @@ -6320,17 +7462,17 @@ void ImGui::OpenPopupEx(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; - int current_stack_size = g.CurrentPopupStack.Size; - ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + int current_stack_size = g.BeginPopupStack.Size; + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. popup_ref.PopupId = id; popup_ref.Window = NULL; - popup_ref.ParentWindow = parent_window; + popup_ref.SourceWindow = g.NavWindow; popup_ref.OpenFrameCount = g.FrameCount; popup_ref.OpenParentId = parent_window->IDStack.back(); - popup_ref.OpenMousePos = g.IO.MousePos; popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; - //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id); + //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); if (g.OpenPopupStack.Size < current_stack_size + 1) { g.OpenPopupStack.push_back(popup_ref); @@ -6371,7 +7513,7 @@ bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) return false; } -void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; if (g.OpenPopupStack.empty()) @@ -6379,60 +7521,89 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. // Don't close our own child popup windows. - int n = 0; + int popup_count_to_keep = 0; if (ref_window) { - for (n = 0; n < g.OpenPopupStack.Size; n++) + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) { - ImGuiPopupRef& popup = g.OpenPopupStack[n]; + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; if (!popup.Window) continue; IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) continue; - // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow) - bool has_focus = false; - for (int m = n; m < g.OpenPopupStack.Size && !has_focus; m++) - has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow); - if (!has_focus) + // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) + bool popup_or_descendent_is_ref_window = false; + for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window) + if (popup_window->RootWindow == ref_window->RootWindow) + popup_or_descendent_is_ref_window = true; + if (!popup_or_descendent_is_ref_window) break; } } - if (n < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the block below - ClosePopupToLevel(n); + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } } -void ImGui::ClosePopupToLevel(int remaining) +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { - IM_ASSERT(remaining >= 0); ImGuiContext& g = *GImGui; - ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow; - if (g.NavLayer == 0) - focus_window = NavRestoreLastChildNavWindow(focus_window); - FocusWindow(focus_window); - focus_window->DC.NavHideHighlightOneFrame = true; + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; g.OpenPopupStack.resize(remaining); -} -void ImGui::ClosePopup(ImGuiID id) -{ - if (!IsPopupOpen(id)) - return; - ImGuiContext& g = *GImGui; - ClosePopupToLevel(g.OpenPopupStack.Size - 1); + if (restore_focus_to_window_under_popup) + { + if (focus_window && !focus_window->WasActive && popup_window) + { + // Fallback + FocusTopMostWindowUnderOne(popup_window, NULL); + } + else + { + if (g.NavLayer == 0 && focus_window) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + } + } } // Close the popup we have begin-ed into. void ImGui::CloseCurrentPopup() { ImGuiContext& g = *GImGui; - int popup_idx = g.CurrentPopupStack.Size - 1; - if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) return; - while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu)) + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) + close_parent = true; + if (!close_parent) + break; popup_idx--; - ClosePopupToLevel(popup_idx); + } + //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; } bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) @@ -6440,13 +7611,13 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) ImGuiContext& g = *GImGui; if (!IsPopupOpen(id)) { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } char name[20]; if (extra_flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame @@ -6460,14 +7631,17 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } - return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); } +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; @@ -6475,21 +7649,22 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla const ImGuiID id = window->GetID(name); if (!IsPopupOpen(id)) { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } // Center modal windows by default // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if (g.NextWindowData.PosCond == 0) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); - bool is_open = Begin(name, p_open, flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings); + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings; + const bool is_open = Begin(name, p_open, flags); if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) { EndPopup(); if (is_open) - ClosePopup(id); + ClosePopupToLevel(g.BeginPopupStack.Size, true); return false; } return is_open; @@ -6497,9 +7672,9 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla void ImGui::EndPopup() { - ImGuiContext& g = *GImGui; (void)g; + ImGuiContext& g = *GImGui; IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls - IM_ASSERT(g.CurrentPopupStack.Size > 0); + IM_ASSERT(g.BeginPopupStack.Size > 0); // Make all menus and popups wrap around for now, may need to expose that policy. NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY); @@ -6513,6 +7688,8 @@ void ImGui::EndPopup() bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) { ImGuiWindow* window = GImGui->CurrentWindow; + if (window->SkipItems) + return false; ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) @@ -6541,21 +7718,13 @@ bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } -ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow*) -{ - ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding; - ImRect r_screen = GetViewportRect(); - r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); - return r_screen; -} - // r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) // r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) { ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); - //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); - //GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); // Combo Box policy (we want a connecting edge) if (policy == ImGuiPopupPositionPolicy_ComboBox) @@ -6604,6 +7773,15 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s return pos; } +ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +{ + IM_UNUSED(window); + ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding; + ImRect r_screen = GetViewportRect(); + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) { ImGuiContext& g = *GImGui; @@ -6611,11 +7789,11 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) ImRect r_outer = GetWindowAllowedExtentRect(window); if (window->Flags & ImGuiWindowFlags_ChildMenu) { - // Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will move the new menu outside the parent bounds. + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. IM_ASSERT(g.CurrentWindow == window); ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2]; - float horizontal_overlap = g.Style.ItemSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). ImRect r_avoid; if (parent_window->DC.MenuBarAppending) r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); @@ -6647,6 +7825,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) return window->Pos; } + //----------------------------------------------------------------------------- // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- @@ -6682,7 +7861,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } // Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -6696,7 +7875,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) if (window->ParentWindow == g.NavWindow) { IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); - if (!window->ClipRect.Contains(cand)) + if (!window->ClipRect.Overlaps(cand)) return false; cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window } @@ -6745,13 +7924,13 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) #if IMGUI_DEBUG_NAV_SCORING char buf[128]; - if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) + if (IsMouseHoveringRect(cand.Min, cand.Max)) { ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - ImDrawList* draw_list = ImGui::GetOverlayDrawList(); + ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); - draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddRectFilled(cand.Max - ImVec2(4,4), cand.Max + CalcTextSize(buf) + ImVec2(4,4), IM_COL32(40,0,0,150)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. @@ -6760,7 +7939,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); - ImDrawList* draw_list = ImGui::GetOverlayDrawList(); + ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); } @@ -6841,7 +8020,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con // Process Move Request (scoring for navigation) // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) - if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav)) + if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled|ImGuiItemFlags_NoNav))) { ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; #if IMGUI_DEBUG_NAV_SCORING @@ -6855,6 +8034,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con if (new_best) { result->ID = id; + result->SelectScopeId = g.MultiSelectScopeId; result->Window = window; result->RectRel = nav_bb_rel; } @@ -6866,6 +8046,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con { result = &g.NavMoveResultLocalVisibleSet; result->ID = id; + result->SelectScopeId = g.MultiSelectScopeId; result->Window = window; result->RectRel = nav_bb_rel; } @@ -6877,7 +8058,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. g.NavLayer = window->DC.NavLayerCurrent; g.NavIdIsAlive = true; - g.NavIdTabCounter = window->FocusIdxTabCounter; + g.NavIdTabCounter = window->DC.FocusCounterTab; window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) } } @@ -6899,7 +8080,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); - ImGui::NavMoveRequestCancel(); + NavMoveRequestCancel(); g.NavMoveDir = move_dir; g.NavMoveClipDir = clip_dir; g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; @@ -6918,7 +8099,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov ImGuiDir clip_dir = g.NavMoveDir; if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { - bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x; + bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } @@ -6930,7 +8111,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov } if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { - bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y; + bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } @@ -6942,7 +8123,9 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov } } -static void ImGui::NavSaveLastChildNavWindow(ImGuiWindow* nav_window) +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) { ImGuiWindow* parent_window = nav_window; while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) @@ -6951,13 +8134,14 @@ static void ImGui::NavSaveLastChildNavWindow(ImGuiWindow* nav_window) parent_window->NavLastChildNavWindow = nav_window; } -// Call when we are expected to land on Layer 0 after FocusWindow() +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) { return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; } -static void NavRestoreLayer(int layer) +static void NavRestoreLayer(ImGuiNavLayer layer) { ImGuiContext& g = *GImGui; g.NavLayer = layer; @@ -7005,13 +8189,20 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() { ImGuiContext& g = *GImGui; if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) - return ImFloor(g.IO.MousePos); - - // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item - const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; - ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); - ImRect visible_rect = GetViewportRect(); - return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + if (IsMousePosValid(&g.IO.MousePos)) + return g.IO.MousePos; + return g.LastValidMousePos; + } + else + { + // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. + const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; + ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + ImRect visible_rect = GetViewportRect(); + return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. + } } float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) @@ -7052,44 +8243,12 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput return delta; } -// Scroll to keep newly navigated item fully into view -// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. -static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) -{ - ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1)); - //g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - if (window_rect.Contains(item_rect)) - return; - - ImGuiContext& g = *GImGui; - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - { - window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 0.0f; - } - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - { - window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 1.0f; - } - if (item_rect.Min.y < window_rect.Min.y) - { - window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 0.0f; - } - else if (item_rect.Max.y >= window_rect.Max.y) - { - window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 1.0f; - } -} - static void ImGui::NavUpdate() { ImGuiContext& g = *GImGui; g.IO.WantSetMousePos = false; #if 0 - if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); #endif // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) @@ -7102,7 +8261,7 @@ static void ImGui::NavUpdate() // Update Keyboard->Nav inputs mapping if (nav_keyboard_active) { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); @@ -7110,9 +8269,13 @@ static void ImGui::NavUpdate() NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; - if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); + if (g.IO.KeyCtrl) + g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (g.IO.KeyShift) + g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; #undef NAV_MAP_KEY } memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); @@ -7120,10 +8283,10 @@ static void ImGui::NavUpdate() g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow) { // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - IM_ASSERT(g.NavWindow); if (g.NavInitRequestFromMove) SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); else @@ -7136,7 +8299,7 @@ static void ImGui::NavUpdate() g.NavJustMovedToId = 0; // Process navigation move request - if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0)) + if (g.NavMoveRequest) NavUpdateMoveResult(); // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame @@ -7168,7 +8331,7 @@ static void ImGui::NavUpdate() // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 if (g.NavWindow) - NavSaveLastChildNavWindow(g.NavWindow); + NavSaveLastChildNavWindowIntoParent(g.NavWindow); if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) g.NavWindow->NavLastChildNavWindow = NULL; @@ -7177,14 +8340,15 @@ static void ImGui::NavUpdate() // Set output flags for user application g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); - g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest; + g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) { if (g.ActiveId != 0) { - ClearActiveID(); + if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel))) + ClearActiveID(); } else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) { @@ -7202,12 +8366,12 @@ static void ImGui::NavUpdate() { // Close open popup/menu if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) - ClosePopupToLevel(g.OpenPopupStack.Size - 1); + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); } else if (g.NavLayer != 0) { // Leave the "menu" layer - NavRestoreLayer(0); + NavRestoreLayer(ImGuiNavLayer_Main); } else { @@ -7249,13 +8413,13 @@ static void ImGui::NavUpdate() if (g.NavMoveRequestForward == ImGuiNavForward_None) { g.NavMoveDir = ImGuiDir_None; - g.NavMoveRequestFlags = 0; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - if ((allowed_dir_flags & (1<DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) - SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) - SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } // *Normal* Manual scroll with NavScrollXXX keys @@ -7306,12 +8471,12 @@ static void ImGui::NavUpdate() ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); if (scroll_dir.x != 0.0f && window->ScrollbarX) { - SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); g.NavMoveFromClampedRefRect = true; } if (scroll_dir.y != 0.0f) { - SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); g.NavMoveFromClampedRefRect = true; } } @@ -7325,7 +8490,7 @@ static void ImGui::NavUpdate() if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) { ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1)); + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1)); if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { float pad = window->CalcFontSize() * 0.5f; @@ -7343,18 +8508,34 @@ static void ImGui::NavUpdate() g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). - //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] g.NavScoringCount = 0; #if IMGUI_DEBUG_NAV_RECTS - if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] - if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + if (g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); + if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } #endif } +// Apply result from previous frame navigation directional move request static void ImGui::NavUpdateMoveResult() { - // Select which result to use ImGuiContext& g = *GImGui; + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + { + // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (g.NavId != 0) + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + } + return; + } + + // Select which result to use ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. @@ -7371,76 +8552,113 @@ static void ImGui::NavUpdateMoveResult() // Scroll to keep newly navigated item fully into view. if (g.NavLayer == 0) { - ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - NavScrollToBringItemIntoView(result->Window, rect_abs); + ImVec2 delta_scroll; + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) + { + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + delta_scroll.y = result->Window->Scroll.y - scroll_target; + SetScrollY(result->Window, scroll_target); + } + else + { + ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); + } - // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); - ImVec2 delta_scroll = result->Window->Scroll - next_scroll; - result->RectRel.Translate(delta_scroll); - - // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). - if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) - NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + // Offset our result position so mouse position can be applied immediately after in NavUpdate() + result->RectRel.TranslateX(-delta_scroll.x); + result->RectRel.TranslateY(-delta_scroll.y); } - // Apply result from previous frame navigation directional move request ClearActiveID(); g.NavWindow = result->Window; + if (g.NavId != result->ID) + { + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + g.NavJustMovedToId = result->ID; + g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId; + } SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); - g.NavJustMovedToId = result->ID; g.NavMoveFromClampedRefRect = false; } +// Handle PageUp/PageDown/Home/End keys static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) { ImGuiContext& g = *GImGui; - if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) + if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) + return 0.0f; + if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != 0) + return 0.0f; + + ImGuiWindow* window = g.NavWindow; + const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); + const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); + const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); + const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); + if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed { - ImGuiWindow* window = g.NavWindow; - bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); - bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); - if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held)) + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight()); - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight()); + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } - else + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) { - const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); - float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - { - nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - { - nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - return nav_scoring_rect_offset_y; + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } + return nav_scoring_rect_offset_y; } } return 0.0f; } -static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N) +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) { ImGuiContext& g = *GImGui; - for (int i = g.Windows.Size-1; i >= 0; i--) - if (g.Windows[i] == window) + for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) + if (g.WindowsFocusOrder[i] == window) return i; return -1; } @@ -7448,9 +8666,9 @@ static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N) static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) { ImGuiContext& g = *GImGui; - for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir) - if (ImGui::IsWindowNavFocusable(g.Windows[i])) - return g.Windows[i]; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; return NULL; } @@ -7461,23 +8679,25 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) return; - const int i_current = FindWindowIndex(g.NavWindowingTarget); + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); if (!window_target) - window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir); + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); if (window_target) // Don't reset windowing target if there's a single window in the list g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; g.NavWindowingToggleLayer = false; } -// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer) +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) static void ImGui::NavUpdateWindowing() { ImGuiContext& g = *GImGui; ImGuiWindow* apply_focus_window = NULL; bool apply_toggle_layer = false; - ImGuiWindow* modal_window = GetFrontMostPopupModal(); + ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window != NULL) { g.NavWindowingTarget = NULL; @@ -7496,7 +8716,7 @@ static void ImGui::NavUpdateWindowing() bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); if (start_windowing_with_gamepad || start_windowing_with_keyboard) - if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.Windows.Size - 1, -INT_MAX, -1)) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { g.NavWindowingTarget = g.NavWindowingTargetAnim = window; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; @@ -7519,7 +8739,7 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingHighlightAlpha = 1.0f; } - // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) if (!IsNavInputDown(ImGuiNavInput_Menu)) { g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. @@ -7544,7 +8764,9 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Press and Release ALT to toggle menu layer // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB - if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if (IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + g.NavWindowingToggleLayer = true; + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) apply_toggle_layer = true; @@ -7560,7 +8782,7 @@ static void ImGui::NavUpdateWindowing() { const float NAV_MOVE_SPEED = 800.0f; const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well - g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed; + SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always); g.NavDisableMouseHover = true; MarkIniSettingsDirty(g.NavWindowingTarget); } @@ -7569,17 +8791,18 @@ static void ImGui::NavUpdateWindowing() // Apply final focus if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) { + ClearActiveID(); g.NavDisableHighlight = false; g.NavDisableMouseHover = true; apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); - ClosePopupsOverWindow(apply_focus_window); + ClosePopupsOverWindow(apply_focus_window, false); FocusWindow(apply_focus_window); if (apply_focus_window->NavLastIds[0] == 0) NavInitWindow(apply_focus_window, false); // If the window only has a menu layer, select it directly - if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1)) - g.NavLayer = 1; + if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; } if (apply_focus_window) g.NavWindowingTarget = NULL; @@ -7589,7 +8812,10 @@ static void ImGui::NavUpdateWindowing() { // Move to parent menu if necessary ImGuiWindow* new_nav_window = g.NavWindow; - while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) new_nav_window = new_nav_window->ParentWindow; if (new_nav_window != g.NavWindow) { @@ -7599,7 +8825,10 @@ static void ImGui::NavUpdateWindowing() } g.NavDisableHighlight = false; g.NavDisableMouseHover = true; - NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0); + + // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + NavRestoreLayer(new_nav_layer); } } @@ -7614,7 +8843,7 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) } // Overlay displayed when using CTRL+TAB. Called by EndFrame(). -void ImGui::NavUpdateWindowingList() +void ImGui::NavUpdateWindowingOverlay() { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindowingTarget != NULL); @@ -7627,10 +8856,10 @@ void ImGui::NavUpdateWindowingList() SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); - Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); - for (int n = g.Windows.Size - 1; n >= 0; n--) + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) { - ImGuiWindow* window = g.Windows[n]; + ImGuiWindow* window = g.WindowsFocusOrder[n]; if (!IsWindowNavFocusable(window)) continue; const char* label = window->Name; @@ -7642,328 +8871,6 @@ void ImGui::NavUpdateWindowingList() PopStyleVar(); } -//----------------------------------------------------------------------------- -// [SECTION] COLUMNS -// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. -//----------------------------------------------------------------------------- - -void ImGui::NextColumn() -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems || window->DC.ColumnsSet == NULL) - return; - - ImGuiContext& g = *GImGui; - PopItemWidth(); - PopClipRect(); - - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - if (++columns->Current < columns->Count) - { - // Columns 1+ cancel out IndentX - window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; - window->DrawList->ChannelsSetCurrent(columns->Current); - } - else - { - window->DC.ColumnsOffset.x = 0.0f; - window->DrawList->ChannelsSetCurrent(0); - columns->Current = 0; - columns->LineMinY = columns->LineMaxY; - } - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = columns->LineMinY; - window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrentLineTextBaseOffset = 0.0f; - - PushColumnClipRect(); - PushItemWidth(GetColumnWidth() * 0.65f); // FIXME: Move on columns setup -} - -int ImGui::GetColumnIndex() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.ColumnsSet ? window->DC.ColumnsSet->Current : 0; -} - -int ImGui::GetColumnsCount() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.ColumnsSet ? window->DC.ColumnsSet->Count : 1; -} - -static float OffsetNormToPixels(const ImGuiColumnsSet* columns, float offset_norm) -{ - return offset_norm * (columns->MaxX - columns->MinX); -} - -static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset) -{ - return offset / (columns->MaxX - columns->MinX); -} - -static inline float GetColumnsRectHalfWidth() { return 4.0f; } - -static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index) -{ - // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing - // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. - IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); - - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + GetColumnsRectHalfWidth() - window->Pos.x; - x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); - if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) - x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); - - return x; -} - -float ImGui::GetColumnOffset(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const float t = columns->Columns[column_index].OffsetNorm; - const float x_offset = ImLerp(columns->MinX, columns->MaxX, t); - return x_offset; -} - -static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool before_resize = false) -{ - if (column_index < 0) - column_index = columns->Current; - - float offset_norm; - if (before_resize) - offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; - else - offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; - return OffsetNormToPixels(columns, offset_norm); -} - -float ImGui::GetColumnWidth(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); -} - -void ImGui::SetColumnOffset(int column_index, float offset) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); - const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; - - if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) - offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); - columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX); - - if (preserve_width) - SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); -} - -void ImGui::SetColumnWidth(int column_index, float width) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); -} - -void ImGui::PushColumnClipRect(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - if (column_index < 0) - column_index = columns->Current; - - PushClipRect(columns->Columns[column_index].ClipRect.Min, columns->Columns[column_index].ClipRect.Max, false); -} - -static ImGuiColumnsSet* FindOrAddColumnsSet(ImGuiWindow* window, ImGuiID id) -{ - for (int n = 0; n < window->ColumnsStorage.Size; n++) - if (window->ColumnsStorage[n].ID == id) - return &window->ColumnsStorage[n]; - - window->ColumnsStorage.push_back(ImGuiColumnsSet()); - ImGuiColumnsSet* columns = &window->ColumnsStorage.back(); - columns->ID = id; - return columns; -} - -void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - IM_ASSERT(columns_count > 1); - IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported - - // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. - // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. - PushID(0x11223347 + (str_id ? 0 : columns_count)); - ImGuiID id = window->GetID(str_id ? str_id : "columns"); - PopID(); - - // Acquire storage for the columns set - ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id); - IM_ASSERT(columns->ID == id); - columns->Current = 0; - columns->Count = columns_count; - columns->Flags = flags; - window->DC.ColumnsSet = columns; - - // Set state for first column - const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x); - columns->MinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range - columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f); - columns->StartPosY = window->DC.CursorPos.y; - columns->StartMaxPosX = window->DC.CursorMaxPos.x; - columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - - // Clear data if columns count changed - if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) - columns->Columns.resize(0); - - // Initialize defaults - columns->IsFirstFrame = (columns->Columns.Size == 0); - if (columns->Columns.Size == 0) - { - columns->Columns.reserve(columns_count + 1); - for (int n = 0; n < columns_count + 1; n++) - { - ImGuiColumnData column; - column.OffsetNorm = n / (float)columns_count; - columns->Columns.push_back(column); - } - } - - for (int n = 0; n < columns_count; n++) - { - // Compute clipping rectangle - ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f); - float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); - column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); - column->ClipRect.ClipWith(window->ClipRect); - } - - window->DrawList->ChannelsSplit(columns->Count); - PushColumnClipRect(); - PushItemWidth(GetColumnWidth() * 0.65f); -} - -void ImGui::EndColumns() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); - - PopItemWidth(); - PopClipRect(); - window->DrawList->ChannelsMerge(); - - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = columns->LineMaxY; - if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = columns->StartMaxPosX; // Restore cursor max pos, as columns don't grow parent - - // Draw columns borders and handle resize - bool is_being_resized = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) - { - const float y1 = columns->StartPosY; - const float y2 = window->DC.CursorPos.y; - int dragging_column = -1; - for (int n = 1; n < columns->Count; n++) - { - float x = window->Pos.x + GetColumnOffset(n); - const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction - const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2)); - KeepAliveID(column_id); - if (IsClippedEx(column_rect, column_id, false)) - continue; - - bool hovered = false, held = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) - { - ButtonBehavior(column_rect, column_id, &hovered, &held); - if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize)) - dragging_column = n; - } - - // Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.) - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = (float)(int)x; - window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col); - } - - // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. - if (dragging_column != -1) - { - if (!columns->IsBeingResized) - for (int n = 0; n < columns->Count + 1; n++) - columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; - columns->IsBeingResized = is_being_resized = true; - float x = GetDraggedColumnOffset(columns, dragging_column); - SetColumnOffset(dragging_column, x); - } - } - columns->IsBeingResized = is_being_resized; - - window->DC.ColumnsSet = NULL; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); -} - -// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] -void ImGui::Columns(int columns_count, const char* id, bool border) -{ - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); - - ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); - //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior - if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags) - return; - - if (window->DC.ColumnsSet != NULL) - EndColumns(); - - if (columns_count != 1) - BeginColumns(id, columns_count, flags); -} //----------------------------------------------------------------------------- // [SECTION] DRAG AND DROP @@ -7974,7 +8881,7 @@ void ImGui::ClearDragDrop() ImGuiContext& g = *GImGui; g.DragDropActive = false; g.DragDropPayload.Clear(); - g.DragDropAcceptFlags = 0; + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; g.DragDropAcceptIdCurrRectSurface = FLT_MAX; g.DragDropAcceptFrameCount = -1; @@ -8012,16 +8919,16 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) return false; } + // Early out + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() // We build a throwaway ID based on current ID stack + relative AABB of items in window. // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. - bool is_hovered = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) != 0; - if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window)) - return false; source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); - if (is_hovered) - SetHoveredID(source_id); + bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id); if (is_hovered && g.IO.MouseClicked[mouse_button]) { SetActiveID(source_id, window); @@ -8042,7 +8949,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) else { window = NULL; - source_id = ImHash("#SourceExtern", 0); + source_id = ImHashStr("#SourceExtern"); source_drag_active = true; } @@ -8065,13 +8972,13 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) { // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) - // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. BeginTooltip(); - if (g.DragDropActive && g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) { ImGuiWindow* tooltip_window = g.CurrentWindow; tooltip_window->SkipItems = true; - tooltip_window->HiddenFramesRegular = 1; + tooltip_window->HiddenFramesCanSkipItems = 1; } } @@ -8243,6 +9150,12 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop return &payload; } +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive ? &g.DragDropPayload : NULL; +} + // We don't really use/need this now, but added it for the sake of consistency and because we might need it later. void ImGui::EndDragDropTarget() { @@ -8252,9 +9165,13 @@ void ImGui::EndDragDropTarget() g.DragDropWithinSourceOrTarget = false; } + //----------------------------------------------------------------------------- // [SECTION] LOGGING/CAPTURING //----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- // Pass text data straight to log (without being displayed) void ImGui::LogText(const char* fmt, ...) @@ -8268,7 +9185,7 @@ void ImGui::LogText(const char* fmt, ...) if (g.LogFile) vfprintf(g.LogFile, fmt, args); else - g.LogClipboard.appendfv(fmt, args); + g.LogBuffer.appendfv(fmt, args); va_end(args); } @@ -8282,40 +9199,40 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* if (!text_end) text_end = FindRenderedTextEnd(text, text_end); - const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1); + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); if (ref_pos) - window->DC.LogLinePosY = ref_pos->y; + g.LogLinePosY = ref_pos->y; + if (log_new_line) + g.LogLineFirstItem = true; const char* text_remaining = text; - if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth - g.LogStartDepth = window->DC.TreeDepth; - const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth); + if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); for (;;) { // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. - const char* line_end = text_remaining; - while (line_end < text_end) - if (*line_end == '\n') - break; - else - line_end++; - if (line_end >= text_end) - line_end = NULL; - - const bool is_first_line = (text == text_remaining); - bool is_last_line = false; - if (line_end == NULL) + // We don't add a trailing \n to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_first_line = (line_start == text); + const bool is_last_line = (line_end == text_end); + if (!is_last_line || (line_start != line_end)) { - is_last_line = true; - line_end = text_end; - } - if (line_end != NULL && !(is_last_line && (line_end - text_remaining)==0)) - { - const int char_count = (int)(line_end - text_remaining); + const int char_count = (int)(line_end - line_start); if (log_new_line || !is_first_line) - LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, text_remaining); + LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start); + else if (g.LogLineFirstItem) + LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start); else - LogText(" %.*s", char_count, text_remaining); + LogText(" %.*s", char_count, line_start); + g.LogLineFirstItem = false; + } + else if (log_new_line) + { + // An empty "" string at a different Y position should output a carriage return. + LogText(IM_NEWLINE); + break; } if (is_last_line) @@ -8324,64 +9241,71 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } } -// Start logging ImGui output to TTY -void ImGui::LogToTTY(int max_depth) +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = type; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +void ImGui::LogToTTY(int auto_open_depth) { ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - ImGuiWindow* window = g.CurrentWindow; - - IM_ASSERT(g.LogFile == NULL); + LogBegin(ImGuiLogType_TTY, auto_open_depth); g.LogFile = stdout; - g.LogEnabled = true; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; } -// Start logging ImGui output to given file -void ImGui::LogToFile(int max_depth, const char* filename) +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) { ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - ImGuiWindow* window = g.CurrentWindow; + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. if (!filename) - { filename = g.IO.LogFilename; - if (!filename) - return; - } - - IM_ASSERT(g.LogFile == NULL); - g.LogFile = ImFileOpen(filename, "ab"); - if (!g.LogFile) + if (!filename || !filename[0]) + return; + FILE* f = ImFileOpen(filename, "ab"); + if (f == NULL) { - IM_ASSERT(g.LogFile != NULL); // Consider this an error + IM_ASSERT(0); return; } - g.LogEnabled = true; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; + + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; } -// Start logging ImGui output to clipboard -void ImGui::LogToClipboard(int max_depth) +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) { ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - ImGuiWindow* window = g.CurrentWindow; + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); +} - IM_ASSERT(g.LogFile == NULL); - g.LogFile = NULL; - g.LogEnabled = true; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Buffer, auto_open_depth); } void ImGui::LogFinish() @@ -8391,23 +9315,33 @@ void ImGui::LogFinish() return; LogText(IM_NEWLINE); - if (g.LogFile != NULL) + switch (g.LogType) { - if (g.LogFile == stdout) - fflush(g.LogFile); - else - fclose(g.LogFile); - g.LogFile = NULL; - } - if (g.LogClipboard.size() > 1) - { - SetClipboardText(g.LogClipboard.begin()); - g.LogClipboard.clear(); + case ImGuiLogType_TTY: + fflush(g.LogFile); + break; + case ImGuiLogType_File: + fclose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; } + g.LogEnabled = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); } // Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) void ImGui::LogButtons() { ImGuiContext& g = *GImGui; @@ -8416,20 +9350,19 @@ void ImGui::LogButtons() const bool log_to_tty = Button("Log To TTY"); SameLine(); const bool log_to_file = Button("Log To File"); SameLine(); const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); - PushItemWidth(80.0f); PushAllowKeyboardFocus(false); - SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); PopAllowKeyboardFocus(); - PopItemWidth(); PopID(); // Start logging at the end of the function so that the buttons don't appear in the log if (log_to_tty) - LogToTTY(g.LogAutoExpandMaxDepth); + LogToTTY(); if (log_to_file) - LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename); + LogToFile(); if (log_to_clipboard) - LogToClipboard(g.LogAutoExpandMaxDepth); + LogToClipboard(); } //----------------------------------------------------------------------------- @@ -8451,13 +9384,19 @@ void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) g.SettingsDirtyTimer = g.IO.IniSavingRate; } -static ImGuiWindowSettings* CreateNewWindowSettings(const char* name) +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) { ImGuiContext& g = *GImGui; g.SettingsWindows.push_back(ImGuiWindowSettings()); ImGuiWindowSettings* settings = &g.SettingsWindows.back(); +#if !IMGUI_DEBUG_INI_SETTINGS + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; +#endif settings->Name = ImStrdup(name); - settings->ID = ImHash(name, 0); + settings->ID = ImHashStr(name); return settings; } @@ -8470,6 +9409,13 @@ ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) return NULL; } +ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) +{ + if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) + return settings; + return CreateNewWindowSettings(name); +} + void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) { size_t file_data_size = 0; @@ -8477,13 +9423,13 @@ void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) if (!file_data) return; LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); - ImGui::MemFree(file_data); + IM_FREE(file_data); } ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) { ImGuiContext& g = *GImGui; - const ImGuiID type_hash = ImHash(type_name, 0, 0); + const ImGuiID type_hash = ImHashStr(type_name); for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].TypeHash == type_hash) return &g.SettingsHandlers[handler_n]; @@ -8501,7 +9447,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. if (ini_size == 0) ini_size = strlen(ini_data); - char* buf = (char*)ImGui::MemAlloc(ini_size + 1); + char* buf = (char*)IM_ALLOC(ini_size + 1); char* buf_end = buf + ini_size; memcpy(buf, ini_data, ini_size); buf[ini_size] = 0; @@ -8548,7 +9494,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); } } - ImGui::MemFree(buf); + IM_FREE(buf); g.SettingsLoaded = true; } @@ -8587,27 +9533,27 @@ const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { - ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHash(name, 0)); + ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name)); if (!settings) - settings = CreateNewWindowSettings(name); + settings = ImGui::CreateNewWindowSettings(name); return (void*)settings; } static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; - float x, y; + int x, y; int i; - if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y); - else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize); + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) settings->Pos = ImVec2ih((short)x, (short)y); + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) settings->Size = ImVec2ih((short)x, (short)y); else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); } -static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { // Gather data from windows that were active during this session // (if a window wasn't opened in this session we preserve its settings) - ImGuiContext& g = *imgui_ctx; + ImGuiContext& g = *ctx; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; @@ -8617,12 +9563,12 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); if (!settings) { - settings = CreateNewWindowSettings(window->Name); - window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings); + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); - settings->Pos = window->Pos; - settings->Size = window->SizeFull; + settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y); + settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y); settings->Collapsed = window->Collapsed; } @@ -8631,24 +9577,34 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting for (int i = 0; i != g.SettingsWindows.Size; i++) { const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; - if (settings->Pos.x == FLT_MAX) - continue; - const char* name = settings->Name; - if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() - name = p; - buf->appendf("[%s][%s]\n", handler->TypeName, name); - buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); - buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); + buf->appendf("[%s][%s]\n", handler->TypeName, settings->Name); + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); buf->appendf("\n"); } } + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + //----------------------------------------------------------------------------- // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- -#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) +#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif @@ -8657,15 +9613,17 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting #else #include #endif +#elif defined(__APPLE__) +#include #endif -// Win32 API clipboard implementation -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) #ifdef _MSC_VER #pragma comment(lib, "user32") #endif +// Win32 clipboard implementation static const char* GetClipboardTextFn_DefaultImpl(void*) { static ImVector buf_local; @@ -8709,16 +9667,67 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) ::CloseClipboard(); } +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + static ImVector clipboard_text; + int length = (int)CFDataGetLength(cf_data); + clipboard_text.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)clipboard_text.Data); + clipboard_text[length] = 0; + CFRelease(cf_data); + return clipboard_text.Data; + } + } + } + return NULL; +} + #else -// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. static const char* GetClipboardTextFn_DefaultImpl(void*) { ImGuiContext& g = *GImGui; return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin(); } -// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { ImGuiContext& g = *GImGui; @@ -8732,7 +9741,7 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) #endif // Win32 API IME support (for Asian languages, etc.) -#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) #include #ifdef _MSC_VER @@ -8742,7 +9751,8 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y) { // Notify OS Input Method Editor of text input position - if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle) + ImGuiIO& io = ImGui::GetIO(); + if (HWND hwnd = (HWND)io.ImeWindowHandle) if (HIMC himc = ::ImmGetContext(hwnd)) { COMPOSITIONFORM cf; @@ -8764,45 +9774,74 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} // [SECTION] METRICS/DEBUG WINDOW //----------------------------------------------------------------------------- +#ifndef IMGUI_DISABLE_METRICS_WINDOW void ImGui::ShowMetricsWindow(bool* p_open) { - if (!ImGui::Begin("ImGui Metrics", p_open)) + if (!ImGui::Begin("Dear ImGui Metrics", p_open)) { ImGui::End(); return; } - static bool show_draw_cmd_clip_rects = true; - static bool show_window_begin_order = false; + + // State + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; + static bool show_windows_rects = false; + static int show_windows_rect_type = WRT_WorkRect; + static bool show_windows_begin_order = false; + static bool show_drawcmd_clip_rects = true; + + // Basic info + ImGuiContext& g = *GImGui; ImGuiIO& io = ImGui::GetIO(); ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); - ImGui::Text("%d allocations", io.MetricsActiveAllocations); - ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects); - ImGui::Checkbox("Ctrl shows window begin order", &show_window_begin_order); - + ImGui::Text("%d active allocations", io.MetricsActiveAllocations); ImGui::Separator(); + // Helper functions to display common structures: + // - NodeDrawList + // - NodeColumns + // - NodeWindow + // - NodeWindows + // - NodeTabBar struct Funcs { + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentsRegionRect) { return window->ContentsRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) { bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); if (draw_list == ImGui::GetWindowDrawList()) { ImGui::SameLine(); - ImGui::TextColored(ImColor(255,100,100), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) if (node_open) ImGui::TreePop(); return; } - ImDrawList* overlay_draw_list = GetOverlayDrawList(); // Render additional visuals into the top-most draw list + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list if (window && IsItemHovered()) - overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) return; + if (window && !window->WasActive) + ImGui::Text("(Note: owning Window is inactive: DrawList is not being rendered!)"); + int elem_offset = 0; for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) { @@ -8814,40 +9853,45 @@ void ImGui::ShowMetricsWindow(bool* p_open) continue; } ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); - if (show_draw_cmd_clip_rects && ImGui::IsItemHovered()) + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) { ImRect clip_rect = pcmd->ClipRect; ImRect vtxs_rect; for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); - clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255)); - vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255)); + clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255)); + vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255)); } if (!pcmd_node_open) continue; // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset); ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. while (clipper.Step()) - for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) + for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) { - char buf[300]; char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); ImVec2 triangles_pos[3]; - for (int n = 0; n < 3; n++, vtx_i++) + for (int n = 0; n < 3; n++, idx_i++) { - ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i]; + int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i; + ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; triangles_pos[n] = v.pos; - buf_p += ImFormatString(buf_p, (int)(buf_end - buf_p), "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", (n == 0) ? "vtx" : " ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); } ImGui::Selectable(buf, false); - if (ImGui::IsItemHovered()) + if (fg_draw_list && ImGui::IsItemHovered()) { - ImDrawListFlags backup_flags = overlay_draw_list->Flags; - overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. - overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); - overlay_draw_list->Flags = backup_flags; + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); + fg_draw_list->Flags = backup_flags; } } ImGui::TreePop(); @@ -8855,6 +9899,16 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } + static void NodeColumns(const ImGuiColumns* columns) + { + if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (int column_n = 0; column_n < columns->Columns.Size; column_n++) + ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); + ImGui::TreePop(); + } + static void NodeWindows(ImVector& windows, const char* label) { if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) @@ -8866,18 +9920,23 @@ void ImGui::ShowMetricsWindow(bool* p_open) static void NodeWindow(ImGuiWindow* window, const char* label) { - if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) + if (window == NULL) + { + ImGui::BulletText("%s: NULL", label); + return; + } + if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window)) return; ImGuiWindowFlags flags = window->Flags; NodeDrawList(window, window->DrawList, "DrawList"); - ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y); - ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s..)", flags, - (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", - (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", - (flags & ImGuiWindowFlags_NoInputs) ? "NoInputs":"", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); - ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window)); + ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y); + ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y); ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); - ImGui::BulletText("Appearing: %d, Hidden: %d (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems); + ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); if (!window->NavRectRel[0].IsInverted()) @@ -8890,25 +9949,36 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) { for (int n = 0; n < window->ColumnsStorage.Size; n++) + NodeColumns(&window->ColumnsStorage[n]); + ImGui::TreePop(); + } + ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.size_in_bytes()); + ImGui::TreePop(); + } + + static void NodeTabBar(ImGuiTabBar* tab_bar) + { + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); + if (ImGui::TreeNode(tab_bar, "%s", buf)) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { - const ImGuiColumnsSet* columns = &window->ColumnsStorage[n]; - if (ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) - { - ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX); - for (int column_n = 0; column_n < columns->Columns.Size; column_n++) - ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm)); - ImGui::TreePop(); - } + const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + ImGui::PushID(tab); + if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); + if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); + ImGui::Text("%02d%c Tab 0x%08X", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID); + ImGui::PopID(); } ImGui::TreePop(); } - ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair)); - ImGui::TreePop(); } }; - // Access private state, we are going to display the draw lists from last frame - ImGuiContext& g = *GImGui; Funcs::NodeWindows(g.Windows, "Windows"); if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) { @@ -8916,6 +9986,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); ImGui::TreePop(); } + if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { for (int i = 0; i < g.OpenPopupStack.Size; i++) @@ -8925,6 +9996,28 @@ void ImGui::ShowMetricsWindow(bool* p_open) } ImGui::TreePop(); } + + if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) + { + for (int n = 0; n < g.TabBars.Data.Size; n++) + Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); + ImGui::TreePop(); + } + +#if 0 + if (ImGui::TreeNode("Docking")) + { + ImGui::TreePop(); + } +#endif + +#if 0 + if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.Data.Size)) + { + ImGui::TreePop(); + } +#endif + if (ImGui::TreeNode("Internal state")) { const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); @@ -8945,25 +10038,65 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } + if (ImGui::TreeNode("Tools")) + { + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (ImGui::Button("Item Picker..")) + ImGui::DebugStartItemPicker(); - if (g.IO.KeyCtrl && show_window_begin_order) + ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); + ImGui::Checkbox("Show windows rectangles", &show_windows_rects); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); + show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count); + if (show_windows_rects && g.NavWindow) + { + ImGui::BulletText("'%s':", g.NavWindow->Name); + ImGui::Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + ImGui::Unindent(); + } + ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); + ImGui::TreePop(); + } + + // Tool: Display windows Rectangles and Begin Order + if (show_windows_rects || show_windows_begin_order) { for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; - if ((window->Flags & ImGuiWindowFlags_ChildWindow) || !window->WasActive) + if (!window->WasActive) continue; - char buf[32]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); - float font_size = ImGui::GetFontSize() * 2; - ImDrawList* overlay_draw_list = GetOverlayDrawList(); - overlay_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); - overlay_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf); + ImDrawList* draw_list = GetForegroundDrawList(window); + if (show_windows_rects) + { + ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = ImGui::GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } } } ImGui::End(); } +#else + +void ImGui::ShowMetricsWindow(bool*) { } + +#endif + //----------------------------------------------------------------------------- // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. diff --git a/ref/imgui/imgui.h b/ref/imgui/imgui.h index be275d27..75d0013e 100644 --- a/ref/imgui/imgui.h +++ b/ref/imgui/imgui.h @@ -1,14 +1,33 @@ -// dear imgui, v1.65 +// dear imgui, v1.73 // (headers) // See imgui.cpp file for documentation. // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. -// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase. +// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. // Get latest version at https://github.com/ocornut/imgui +/* + +Index of this file: +// Header mess +// Forward declarations and basic types +// ImGui API (Dear ImGui end-user API) +// Flags & Enumerations +// Memory allocations macros +// ImVector<> +// ImGuiStyle +// ImGuiIO +// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +// Obsolete functions +// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) + +*/ + #pragma once -// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to set your own filename) +// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif @@ -16,19 +35,24 @@ #include "imconfig.h" #endif +//----------------------------------------------------------------------------- +// Header mess +//----------------------------------------------------------------------------- + #include // FLT_MAX #include // va_list #include // ptrdiff_t, NULL #include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp // Version -// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens) -#define IMGUI_VERSION "1.65" -#define IMGUI_VERSION_NUM 16501 -#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) +#define IMGUI_VERSION "1.73" +#define IMGUI_VERSION_NUM 17300 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. #ifndef IMGUI_API #define IMGUI_API #endif @@ -36,7 +60,7 @@ #define IMGUI_IMPL_API IMGUI_API #endif -// Helpers +// Helper Macros #ifndef IM_ASSERT #include #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h @@ -49,31 +73,44 @@ #define IM_FMTLIST(FMT) #endif #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! -#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. +#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#if (__cplusplus >= 201100) +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 +#else +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. +#endif +// Warnings #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" -#elif defined(__GNUC__) && __GNUC__ >= 8 +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wclass-memaccess" +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif -// Forward declarations -struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit() -struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call) -struct ImDrawData; // All draw command lists required to render the frame +//----------------------------------------------------------------------------- +// Forward declarations and basic types +//----------------------------------------------------------------------------- + +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) -struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader struct ImFontConfig; // Configuration data when adding a font or merging fonts -struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*obsolete* please avoid using) -#ifndef ImTextureID -typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) -#endif -struct ImGuiContext; // ImGui context (opaque) +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) struct ImGuiIO; // Main configuration and I/O between your application and ImGui struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) struct ImGuiListClipper; // Helper to manually clip large list of items @@ -82,40 +119,48 @@ struct ImGuiPayload; // User data payload for drag and drop opera struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiStorage; // Helper for key->value storage struct ImGuiStyle; // Runtime data for styling/colors -struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +#ifndef ImTextureID +typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) +#endif typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) -typedef unsigned short ImWchar; // Character for keyboard input/display +typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling -typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*() +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc. +typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags -typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*() -typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() -typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. -typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() -typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader() -typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*() +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Scalar data types +typedef signed char ImS8; // 8-bit signed integer == char +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer typedef signed int ImS32; // 32-bit signed integer == int typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) #if defined(_MSC_VER) && !defined(__clang__) @@ -136,7 +181,8 @@ struct ImVec2 float x, y; ImVec2() { x = y = 0.0f; } ImVec2(float _x, float _y) { x = _x; y = _y; } - float operator[] (size_t i) const { IM_ASSERT(i <= 1); return (&x)[i]; } // We very rarely use this [] operator, the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. #ifdef IM_VEC2_CLASS_EXTRA IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. #endif @@ -153,8 +199,11 @@ struct ImVec4 #endif }; -// Dear ImGui end-user API -// (In a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) +//----------------------------------------------------------------------------- +// ImGui: Dear ImGui end-user API +// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) +//----------------------------------------------------------------------------- + namespace ImGui { // Context creation and access @@ -164,24 +213,25 @@ namespace ImGui IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); IMGUI_API void SetCurrentContext(ImGuiContext* ctx); - IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // Main IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame. - IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame(). - IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! - IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.) - IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.) + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. // Demo, Debug, Information - IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! - IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). - IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION) // Styles IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) @@ -189,50 +239,64 @@ namespace ImGui IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font // Windows - // (Begin = push window to the stack and start appending to it. End = pop window from the stack. You may append multiple times to the same window during the same frame) - // Begin()/BeginChild() return false to indicate the window being collapsed or fully clipped, so you may early out and omit submitting anything to the window. - // You need to always call a matching End()/EndChild() for a Begin()/BeginChild() call, regardless of its return value (this is due to legacy reason and is inconsistent with BeginMenu/EndMenu, BeginPopup/EndPopup and other functions where the End call should only be called if the corresponding Begin function returned true.) - // Passing 'bool* p_open != NULL' shows a close widget in the upper-right corner of the window, which when clicking will set the boolean to false. - // Use child windows to introduce independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - You may append multiple times to the same window during the same frame. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. + // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + // - Note that the bottom of window stack always contains a window called "Debug". IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); IMGUI_API void End(); - IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); // Begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400). + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API void EndChild(); // Windows Utilities + // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into. IMGUI_API bool IsWindowAppearing(); IMGUI_API bool IsWindowCollapsed(); IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! - IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) IMGUI_API ImVec2 GetWindowSize(); // get current window size IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API float GetContentRegionAvailWidth(); // - IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates - IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates - IMGUI_API float GetWindowContentRegionWidth(); // + // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() - IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints. - IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() - IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() - IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). - IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state - IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Content region + // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates + IMGUI_API float GetWindowContentRegionWidth(); // // Windows Scrolling IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] @@ -241,8 +305,10 @@ namespace ImGui IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] - IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. - IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions. + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. // Parameters stacks (shared) IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font @@ -262,10 +328,11 @@ namespace ImGui IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) + IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, IMGUI_API void PopItemWidth(); - IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position - IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PopTextWrapPos(); IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets IMGUI_API void PopAllowKeyboardFocus(); @@ -273,24 +340,26 @@ namespace ImGui IMGUI_API void PopButtonRepeat(); // Cursor / Layout + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. - IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally - IMGUI_API void NewLine(); // undo a SameLine() - IMGUI_API void Spacing(); // add vertical spacing - IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 - IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) - IMGUI_API void EndGroup(); - IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position - IMGUI_API float GetCursorPosX(); // " - IMGUI_API float GetCursorPosY(); // " - IMGUI_API void SetCursorPos(const ImVec2& local_pos); // " - IMGUI_API void SetCursorPosX(float x); // " - IMGUI_API void SetCursorPosY(float y); // " - IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) + IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. + IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. + IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) + IMGUI_API void SetCursorPosY(float local_y); // + IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) - IMGUI_API void SetCursorScreenPos(const ImVec2& screen_pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) IMGUI_API float GetTextLineHeight(); // ~ FontSize IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) @@ -298,16 +367,17 @@ namespace ImGui IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) // ID stack/scopes - // Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most - // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. - // You can also use the "##foobar" syntax within widget label to distinguish them from each others. - // In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, - // whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed. - IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack! - IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); - IMGUI_API void PushID(const void* ptr_id); - IMGUI_API void PushID(int int_id); - IMGUI_API void PopID(); + // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most + // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - The resulting ID are hashes of the entire stack. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); IMGUI_API ImGuiID GetID(const void* ptr_id); @@ -328,10 +398,10 @@ namespace ImGui IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); // Widgets: Main - // Most widgets return true when the value has been changed or when pressed/selected + // - Most widgets return true when the value has been changed or when pressed/selected IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text - IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding @@ -343,18 +413,21 @@ namespace ImGui IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses // Widgets: Combo Box - // The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. - // The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. + // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); - // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds) - // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x - // Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. - // Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // Widgets: Drags + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - Use v_min > v_max to lock edits. IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); @@ -368,13 +441,14 @@ namespace ImGui IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); - // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds) - // Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // Widgets: Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); - IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg"); IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); @@ -386,23 +460,26 @@ namespace ImGui IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); // Widgets: Input with Keyboard - // If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/stl/imgui_stl.h + // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) - // Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); @@ -411,9 +488,9 @@ namespace ImGui IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. // Widgets: Trees - // TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. IMGUI_API bool TreeNode(const char* label); - IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); @@ -425,17 +502,19 @@ namespace ImGui IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. IMGUI_API void TreePush(const void* ptr_id = NULL); // " IMGUI_API void TreePop(); // ~ Unindent()+PopId() - IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode - IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. // Widgets: List Boxes + // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. @@ -448,7 +527,8 @@ namespace ImGui IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); - // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) IMGUI_API void Value(const char* prefix, bool b); IMGUI_API void Value(const char* prefix, int v); IMGUI_API void Value(const char* prefix, unsigned int v); @@ -467,10 +547,17 @@ namespace ImGui // Tooltips IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). IMGUI_API void EndTooltip(); - IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip(). + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); - // Popups + // Popups, Modals + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. + // User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! @@ -478,12 +565,13 @@ namespace ImGui IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows). IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside) IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! - IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item. return true when just opened. - IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open + IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. + IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack. IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. // Columns - // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking. + // - You can also use SameLine(pos_x) to mimic simplified columns. + // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index @@ -493,70 +581,85 @@ namespace ImGui IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column IMGUI_API int GetColumnsCount(); - // Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging. - IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty - IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file - IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard + // Tab Bars, Tabs + // [BETA API] API may evolve! + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard IMGUI_API void LogFinish(); // stop logging (close file, etc.) IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) // Drag and Drop - // [BETA API] Missing Demo code. API may evolve. + // [BETA API] API may evolve! IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() - IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! - IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() - IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. - IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. // Clipping IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); IMGUI_API void PopClipRect(); // Focus, Activation - // (Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHere()" when applicable, to make your code more forward compatible when navigation branch is merged) - IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. Please use instead of "if (IsWindowAppearing()) SetScrollHere()" to signify "default item". + // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. - // Utilities - // See Demo Window under "Widgets->Querying Status" for an interactive visualization of many of those functions. + // Item/Widgets Utilities + // - Most of the functions are referring to the last/previous item we submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). - IMGUI_API bool IsAnyItemHovered(); - IMGUI_API bool IsAnyItemActive(); - IMGUI_API bool IsAnyItemFocused(); - IMGUI_API ImVec2 GetItemRectMin(); // get bounding rectangle of last item, in screen space - IMGUI_API ImVec2 GetItemRectMax(); // " - IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. + + // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. - IMGUI_API double GetTime(); - IMGUI_API int GetFrameCount(); - IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text - IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances - IMGUI_API const char* GetStyleColorName(ImGuiCol idx); + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. - IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) + // Color Utilities IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); - // Inputs + // Inputs Utilities IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate @@ -568,33 +671,33 @@ namespace ImGui IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold - IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. - IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into - IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold + IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold. IMGUI_API void ResetMouseDragDelta(int button = 0); // IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type - IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. - IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). + IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) IMGUI_API const char* GetClipboardText(); IMGUI_API void SetClipboardText(const char* text); // Settings/.Ini Utilities - // The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). - // Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. - IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. - // Memory Utilities - // All those functions are not reliant on the current context. - // If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again. - IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data = NULL); + // Memory Allocators + // - All those functions are not reliant on the current context. + // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. + IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); @@ -604,6 +707,10 @@ namespace ImGui } // namespace ImGui +//----------------------------------------------------------------------------- +// Flags & Enumerations +//----------------------------------------------------------------------------- + // Flags for ImGui::Begin() enum ImGuiWindowFlags_ { @@ -611,22 +718,26 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window - ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically) + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file - ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs, hovering test with pass through. + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state - ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus) + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, // [Internal] ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) @@ -638,7 +749,7 @@ enum ImGuiWindowFlags_ // [Obsolete] //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items - //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigResizeWindowsFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) }; // Flags for ImGui::InputText() @@ -650,11 +761,11 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus - ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified) - ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling) - ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling) - ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer. - ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 in callback to discard character. + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally @@ -663,9 +774,10 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) - ImGuiInputTextFlags_CallbackResize = 1 << 18, // Allow buffer capacity resize + notify when the string wants to be resized (for string types which hold a cache of their Size) (see misc/stl/imgui_stl.h for an example of using this) + ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline() + ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() @@ -683,14 +795,15 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). - //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed - //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap + , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53] #endif }; @@ -701,7 +814,8 @@ enum ImGuiSelectableFlags_ ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too - ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // Flags for ImGui::BeginCombo() @@ -718,13 +832,39 @@ enum ImGuiComboFlags_ ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest }; +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() +}; + // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { ImGuiFocusedFlags_None = 0, ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) - ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused + ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead. ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows }; @@ -740,7 +880,7 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. - ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows @@ -755,7 +895,7 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. - ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) // AcceptDragDropPayload() flags ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. @@ -771,10 +911,14 @@ enum ImGuiDragDropFlags_ // A primary data type enum ImGuiDataType_ { + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short ImGuiDataType_S32, // int ImGuiDataType_U32, // unsigned int - ImGuiDataType_S64, // long long, __int64 - ImGuiDataType_U64, // unsigned long long, unsigned __int64 + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 ImGuiDataType_Float, // float ImGuiDataType_Double, // double ImGuiDataType_COUNT @@ -809,6 +953,7 @@ enum ImGuiKey_ ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, + ImGuiKey_KeyPadEnter, ImGuiKey_A, // for text edit CTRL+A: select all ImGuiKey_C, // for text edit CTRL+C: copy ImGuiKey_V, // for text edit CTRL+V: paste @@ -845,6 +990,7 @@ enum ImGuiNavInput_ // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt + ImGuiNavInput_KeyTab_, // tab // = Tab key ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyRight_, // move right ImGuiNavInput_KeyUp_, // move up @@ -856,6 +1002,7 @@ enum ImGuiNavInput_ // Configuration flags stored in io.ConfigFlags. Set by user/application. enum ImGuiConfigFlags_ { + ImGuiConfigFlags_None = 0, ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad. ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. @@ -863,7 +1010,7 @@ enum ImGuiConfigFlags_ ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end. ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. - // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui) + // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. }; @@ -871,9 +1018,11 @@ enum ImGuiConfigFlags_ // Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. enum ImGuiBackendFlags_ { - ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -903,7 +1052,7 @@ enum ImGuiCol_ ImGuiCol_Button, ImGuiCol_ButtonHovered, ImGuiCol_ButtonActive, - ImGuiCol_Header, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem ImGuiCol_HeaderHovered, ImGuiCol_HeaderActive, ImGuiCol_Separator, @@ -912,6 +1061,11 @@ enum ImGuiCol_ ImGuiCol_ResizeGrip, ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, ImGuiCol_PlotLines, ImGuiCol_PlotLinesHovered, ImGuiCol_PlotHistogram, @@ -926,8 +1080,8 @@ enum ImGuiCol_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive - , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg + , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] + , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. #endif @@ -938,7 +1092,7 @@ enum ImGuiCol_ // NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { - // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) ImGuiStyleVar_Alpha, // float Alpha ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding ImGuiStyleVar_WindowRounding, // float WindowRounding @@ -959,20 +1113,23 @@ enum ImGuiStyleVar_ ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding ImGuiStyleVar_GrabMinSize, // float GrabMinSize ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_COUNT // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] + , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53] #endif }; -// Enumeration for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() enum ImGuiColorEditFlags_ { ImGuiColorEditFlags_None = 0, - ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer). + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square. ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs) @@ -982,24 +1139,35 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. - // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup. + // User Options (right-click on widget to change some of them). ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). - ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX. - ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // " - ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // " + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. - ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value. - ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar, // [Internal] Masks - ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX, + ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex, ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions() + ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +#endif }; // Enumeration for GetMouseCursor() @@ -1009,21 +1177,22 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_None = -1, ImGuiMouseCursor_Arrow = 0, ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. - ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions) + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window - ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) ImGuiMouseCursor_COUNT // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] #endif }; -// Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions +// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Represent a condition. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ { @@ -1031,23 +1200,106 @@ enum ImGuiCond_ ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing -#endif }; +//----------------------------------------------------------------------------- +// Helpers: Memory allocations macros +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewDummy {}; +inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) +#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// Helper: ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it. +// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } +}; + +//----------------------------------------------------------------------------- +// ImGuiStyle // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). -// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + struct ImGuiStyle { - float Alpha; // Global alpha applies to everything in ImGui. + float Alpha; // Global alpha applies to everything in Dear ImGui. ImVec2 WindowPadding; // Padding within a window. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) @@ -1059,12 +1311,16 @@ struct ImGuiStyle ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. float ScrollbarRounding; // Radius of grab corners for scrollbar. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. - ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. @@ -1077,64 +1333,76 @@ struct ImGuiStyle IMGUI_API void ScaleAllSizes(float scale_factor); }; -// This is where your app communicate with Dear ImGui. Access via ImGui::GetIO(). -// Read 'Programmer guide' section in .cpp file for general usage. +//----------------------------------------------------------------------------- +// ImGuiIO +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +//----------------------------------------------------------------------------- + struct ImGuiIO { //------------------------------------------------------------------ - // Configuration (fill once) // Default value: + // Configuration (fill once) // Default value //------------------------------------------------------------------ - ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. - ImGuiBackendFlags BackendFlags; // = 0 // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end to communicate features supported by the back-end. - ImVec2 DisplaySize; // // Main display size, in pixels. For clamping windows positions. - float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. - float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. - const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. - const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified). - float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. - float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. - float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. - int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. - float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). - float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. - void* UserData; // = NULL // Store your own data for retrieval by callbacks. + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end. + ImVec2 DisplaySize; // // Main display size, in pixels. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. + float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + void* UserData; // = NULL // Store your own data for retrieval by callbacks. - ImFontAtlas* Fonts; // // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array. - float FontGlobalScale; // = 1.0f // Global scale all fonts - bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. - ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. - ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. - ImVec2 DisplayVisibleMin; // (0.0f,0.0f) // [obsolete] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area. - ImVec2 DisplayVisibleMax; // (0.0f,0.0f) // [obsolete: just use io.DisplaySize] If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. - // Miscellaneous configuration options - bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. - bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) - bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) - bool ConfigResizeWindowsFromEdges; // = false // [BETA] Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the ImGuiWindowFlags_ResizeFromAnySide flag) + // Miscellaneous options + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) + bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. //------------------------------------------------------------------ - // Settings (User Functions) + // Platform Functions + // (the imgui_impl_xxxx back-end files are setting those up for you) //------------------------------------------------------------------ - // Optional: access OS clipboard + // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL + void* BackendRendererUserData; // = NULL + void* BackendLanguageUserData; // = NULL + + // Optional: Access OS clipboard // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) const char* (*GetClipboardTextFn)(void* user_data); void (*SetClipboardTextFn)(void* user_data, const char* text); void* ClipboardUserData; - // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows) + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) // (default to use native imm32 api on Windows) void (*ImeSetInputScreenPosFn)(int x, int y); - void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning. + void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. void (*RenderDrawListsFn)(ImDrawData* data); #else - // This is only here to keep ImGuiIO the same size, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h. + // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h. void* RenderDrawListsFnUnused; #endif @@ -1151,74 +1419,157 @@ struct ImGuiIO bool KeyAlt; // Keyboard modifier pressed: Alt bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). - ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. - float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame) + float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). // Functions - IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[] - IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string - inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually + IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string + IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually //------------------------------------------------------------------ // Output - Retrieve after calling NewFrame() //------------------------------------------------------------------ - bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). - bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). - bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. - bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself. - bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. - bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames - int MetricsRenderVertices; // Vertices output during last call to Render() - int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 - int MetricsRenderWindows; // Number of visible windows - int MetricsActiveWindows; // Number of active windows - int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. - ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself. + bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. //------------------------------------------------------------------ // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ - ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame()) - ImVec2 MouseClickedPos[5]; // Position at time of clicking - double MouseClickedTime[5]; // Time of last click (used to figure out double-click) - bool MouseClicked[5]; // Mouse button went from !Down to Down - bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? - bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds. - float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) - float MouseDownDurationPrev[5]; // Previous time the mouse button has been down - ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point - float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point - float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) - float KeysDownDurationPrev[512]; // Previous duration the key has been down + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point + float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) + float KeysDownDurationPrev[512]; // Previous duration the key has been down float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); }; +//----------------------------------------------------------------------------- +// Misc data structures +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + //----------------------------------------------------------------------------- // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. //----------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { - // OBSOLETED in 1.63 (from Aug 2018) + // OBSOLETED in 1.72 (from July 2019) + static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } + // OBSOLETED in 1.71 (from June 2019) + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } + // OBSOLETED in 1.70 (from May 2019) + static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } + // OBSOLETED in 1.69 (from Mar 2019) + static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } + // OBSOLETED in 1.66 (from Sep 2018) + static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } + // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } - // OBSOLETED in 1.61 (from Apr 2018) - IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'! - IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags = 0); - IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags = 0); - // OBSOLETED in 1.60 (from Dec 2017) + // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) + IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'! + IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0); + // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } - static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; } + static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) static inline void ShowTestWindow() { return ShowDemoWindow(); } static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } @@ -1230,93 +1581,15 @@ namespace ImGui static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); } - // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) - static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } - static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead. - static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } - static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } } +typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent +typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; #endif //----------------------------------------------------------------------------- // Helpers //----------------------------------------------------------------------------- -// Helper: Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug). -// *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do _not_ use this class as a std::vector replacement in your code! -template -class ImVector -{ -public: - int Size; - int Capacity; - T* Data; - - typedef T value_type; - typedef value_type* iterator; - typedef const value_type* const_iterator; - - inline ImVector() { Size = Capacity = 0; Data = NULL; } - inline ~ImVector() { if (Data) ImGui::MemFree(Data); } - inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } - inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(value_type)); return *this; } - - inline bool empty() const { return Size == 0; } - inline int size() const { return Size; } - inline int capacity() const { return Capacity; } - inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } - inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } - - inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } } - inline iterator begin() { return Data; } - inline const_iterator begin() const { return Data; } - inline iterator end() { return Data + Size; } - inline const_iterator end() const { return Data + Size; } - inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; } - inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; } - inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } - inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } - inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } - - inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } - inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } - inline void resize(int new_size,const value_type& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } - inline void reserve(int new_capacity) - { - if (new_capacity <= Capacity) - return; - value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type)); - if (Data) - { - memcpy(new_data, Data, (size_t)Size * sizeof(value_type)); - ImGui::MemFree(Data); - } - Data = new_data; - Capacity = new_capacity; - } - - // NB: It is forbidden to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. - inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } - inline void pop_back() { IM_ASSERT(Size > 0); Size--; } - inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(Data, v); } - inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; } - inline iterator erase(const_iterator it, const_iterator it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(value_type)); Size -= (int)count; return Data + off; } - inline iterator erase_unsorted(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(value_type)); Size--; return Data + off; } - inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } - inline bool contains(const value_type& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } - inline int index_from_pointer(const_iterator it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } -}; - -// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree -// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. -// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. -struct ImNewDummy {}; -inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } -inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new() -#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) -#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE -template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } - // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame @@ -1326,58 +1599,54 @@ struct ImGuiOnceUponAFrame operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } }; -// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete -#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) -#endif - // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" struct ImGuiTextFilter { IMGUI_API ImGuiTextFilter(const char* default_filter = ""); - IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; IMGUI_API void Build(); void Clear() { InputBuf[0] = 0; Build(); } bool IsActive() const { return !Filters.empty(); } // [Internal] - struct TextRange + struct ImGuiTextRange { - const char* b; - const char* e; + const char* b; + const char* e; - TextRange() { b = e = NULL; } - TextRange(const char* _b, const char* _e) { b = _b; e = _e; } - const char* begin() const { return b; } - const char* end () const { return e; } - bool empty() const { return b == e; } - IMGUI_API void split(char separator, ImVector* out) const; + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; }; - char InputBuf[256]; - ImVector Filters; - int CountGrep; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; }; -// Helper: Text buffer for logging/accumulating text +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') struct ImGuiTextBuffer { ImVector Buf; + IMGUI_API static char EmptyString[1]; - ImGuiTextBuffer() { Buf.push_back(0); } - inline char operator[](int i) { return Buf.Data[i]; } - const char* begin() const { return &Buf.front(); } - const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator - int size() const { return Buf.Size - 1; } - bool empty() { return Buf.Size <= 1; } - void clear() { Buf.clear(); Buf.push_back(0); } - void reserve(int capacity) { Buf.reserve(capacity); } - const char* c_str() const { return Buf.Data; } + ImGuiTextBuffer() { } + inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); }; -// Helper: key->value storage +// Helper: Key->Value storage // Typically you don't have to worry about this since a storage is held within each Window. // We use it to e.g. store collapse state for a tree (Int 0/1) // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) @@ -1387,15 +1656,17 @@ struct ImGuiTextBuffer // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. struct ImGuiStorage { - struct Pair + // [Internal] + struct ImGuiStoragePair { ImGuiID key; union { int val_i; float val_f; void* val_p; }; - Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } - Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } - Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; - ImVector Data; + + ImVector Data; // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) // - Set***() functions find pair, insertion on demand if missing. @@ -1426,115 +1697,6 @@ struct ImGuiStorage IMGUI_API void BuildSortByKey(); }; -// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. -// The callback function should return 0 by default. -// Special processing: -// - ImGuiInputTextFlags_CallbackCharFilter: return 1 if the character is not allowed. You may also set 'EventChar=0' as any character replacement are allowed. -// - ImGuiInputTextFlags_CallbackResize: notified by InputText() when the string is resized. BufTextLen is set to the new desired string length so you can update the string size on your side of the fence. You can also replace Buf pointer if your underlying data is reallocated. No need to initialize new characters or zero-terminator as InputText will do it right after the resize callback. -struct ImGuiInputTextCallbackData -{ - ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only - ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only - void* UserData; // What user passed to InputText() // Read-only - - // Arguments for the different callback events - // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. - // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. - ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character or set to zero. return 1 is equivalent to setting EventChar=0; - ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] - char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! - int BufTextLen; // Text length in bytes // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() - int BufSize; // Buffer capacity in bytes // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 - bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write // [Completion,History,Always] - int CursorPos; // // Read-write // [Completion,History,Always] - int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) - int SelectionEnd; // // Read-write // [Completion,History,Always] - - // Helper functions for text manipulation. - // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. - ImGuiInputTextCallbackData(); - IMGUI_API void DeleteChars(int pos, int bytes_count); - IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); - bool HasSelection() const { return SelectionStart != SelectionEnd; } -}; - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -typedef ImGuiInputTextCallback ImGuiTextEditCallback; // [OBSOLETE 1.63+] Made the names consistent -typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; -#endif - -// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). -// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. -struct ImGuiSizeCallbackData -{ - void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() - ImVec2 Pos; // Read-only. Window position, for reference. - ImVec2 CurrentSize; // Read-only. Current window size. - ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. -}; - -// Data payload for Drag and Drop operations -struct ImGuiPayload -{ - // Members - void* Data; // Data (copied and owned by dear imgui) - int DataSize; // Data size - - // [Internal] - ImGuiID SourceId; // Source item id - ImGuiID SourceParentId; // Source parent id (if available) - int DataFrameCount; // Data timestamp - char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) - bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) - bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. - - ImGuiPayload() { Clear(); } - void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } - bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } - bool IsPreview() const { return Preview; } - bool IsDelivery() const { return Delivery; } -}; - -// Helpers macros to generate 32-bits encoded colors -#ifdef IMGUI_USE_BGRA_PACKED_COLOR -#define IM_COL32_R_SHIFT 16 -#define IM_COL32_G_SHIFT 8 -#define IM_COL32_B_SHIFT 0 -#define IM_COL32_A_SHIFT 24 -#define IM_COL32_A_MASK 0xFF000000 -#else -#define IM_COL32_R_SHIFT 0 -#define IM_COL32_G_SHIFT 8 -#define IM_COL32_B_SHIFT 16 -#define IM_COL32_A_SHIFT 24 -#define IM_COL32_A_MASK 0xFF000000 -#endif -#define IM_COL32(R,G,B,A) (((ImU32)(A)<>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; } - ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } - ImColor(const ImVec4& col) { Value = col; } - inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } - inline operator ImVec4() const { return Value; } - - // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. - inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } - static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } -}; - // Helper: Manually clip large list of items. // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. @@ -1565,30 +1727,87 @@ struct ImGuiListClipper IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. }; +// Helpers macros to generate 32-bits encoded colors +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; } + ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } + ImColor(const ImVec4& col) { Value = col; } + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } +}; + //----------------------------------------------------------------------------- -// Draw List +// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- // Draw callbacks for advanced uses. -// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that) -// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc. -// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()' +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly. +#ifndef ImDrawCallback typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer back-end to reset the graphics/render state. +// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. +// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) +// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' +// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. struct ImDrawCmd { unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. + unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // The draw callback code can access this. - ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; } + ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } }; -// Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h) +// Vertex index +// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) +// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; #endif @@ -1604,21 +1823,38 @@ struct ImDrawVert #else // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. -// The type has to be described within the macro (you can either declare the struct or use a typedef) +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif -// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together. -// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered. +// For use by ImDrawListSplitter. struct ImDrawChannel { - ImVector CmdBuffer; - ImVector IdxBuffer; + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns api, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { Clear(); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; enum ImDrawCornerFlags_ { + ImDrawCornerFlags_None = 0, ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 @@ -1632,13 +1868,17 @@ enum ImDrawCornerFlags_ enum ImDrawListFlags_ { - ImDrawListFlags_AntiAliasedLines = 1 << 0, - ImDrawListFlags_AntiAliasedFill = 1 << 1 + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) + ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list -// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. -// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives. +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. @@ -1653,15 +1893,14 @@ struct ImDrawList // [Internal, used while building lists] const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging - unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size + unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'. + unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImVector _ClipRectStack; // [Internal] ImVector _TextureIdStack; // [Internal] ImVector _Path; // [Internal] current path building - int _ChannelsCurrent; // [Internal] current channel number (0) - int _ChannelsCount; // [Internal] number of active channels (1+) - ImVector _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) + ImDrawListSplitter _Splitter; // [Internal] for channels api // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } @@ -1675,48 +1914,54 @@ struct ImDrawList inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // Primitives - IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round - IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right - IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); - IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); - IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); - IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); - IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF); - IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All); - IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness); - IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); - // Stateful path API, add points then finish with PathFillConvex() or PathStroke() - inline void PathClear() { _Path.resize(0); } - inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } - inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } - inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); PathClear(); } // Note: Anti-aliased filling requires points to be in clockwise order. - inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); PathClear(); } - IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); - IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); - // Channels - // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) - // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) - IMGUI_API void ChannelsSplit(int channels_count); - IMGUI_API void ChannelsMerge(); - IMGUI_API void ChannelsSetCurrent(int channel_index); + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. + inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + // Internal helpers // NB: all primitives needs to be reserved via PrimReserve() beforehand! IMGUI_API void Clear(); @@ -1732,8 +1977,9 @@ struct ImDrawList IMGUI_API void UpdateTextureID(); }; -// All draw data to render an ImGui frame -// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose) +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. @@ -1743,15 +1989,20 @@ struct ImDrawData int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. // Functions ImDrawData() { Valid = false; Clear(); } ~ImDrawData() { Clear(); } - void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! - IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! - IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. + void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; +//----------------------------------------------------------------------------- +// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + struct ImFontConfig { void* FontData; // // TTF/OTF data @@ -1759,7 +2010,7 @@ struct ImFontConfig bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. @@ -1770,6 +2021,7 @@ struct ImFontConfig bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] char Name[40]; // Name (strictly to ease debugging) @@ -1786,6 +2038,35 @@ struct ImFontGlyph float U0, V0, U1, V1; // Texture coordinates }; +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset + ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font + ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + enum ImFontAtlasFlags_ { ImFontAtlasFlags_None = 0, @@ -1801,13 +2082,13 @@ enum ImFontAtlasFlags_ // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) -// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. // Common pitfalls: -// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. -// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, // - Even though many functions are suffixed with "TTF", OTF data is supported just as well. // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! struct ImFontAtlas @@ -1828,12 +2109,12 @@ struct ImFontAtlas // Build atlas, retrieve pixel data. // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). // The pitch is always = Width * BytesPerPixels (1 or 4) - // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. - IMGUI_API bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- @@ -1842,7 +2123,7 @@ struct ImFontAtlas // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. - // NB: Consider using GlyphRangesBuilder to build glyph ranges from textual data. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs @@ -1850,45 +2131,24 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters - - // Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges(). - struct GlyphRangesBuilder - { - ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) - GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); } - bool GetBit(int n) const { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; } - void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array - void AddChar(ImWchar c) { SetBit(c); } // Add character - IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) - IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext - IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges - }; + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters //------------------------------------------- - // Custom Rectangles/Glyphs API + // [BETA] Custom Rectangles/Glyphs API //------------------------------------------- - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels. - // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. - struct CustomRect - { - unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. - unsigned short Width, Height; // Input // Desired rectangle dimension - unsigned short X, Y; // Output // Packed position in Atlas - float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset - ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font - CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } - bool IsPacked() const { return X != 0xFFFF; } - }; - - IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. - const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // After calling Build(), you can query the rectangle position and render your pixels. + // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // Read misc/fonts/README.txt for more details about using colorful icons. + IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. + const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } // [Internal] - IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); - IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //------------------------------------------- // Members @@ -1898,7 +2158,7 @@ struct ImFontAtlas ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. - int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. // [Internal] // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. @@ -1909,42 +2169,47 @@ struct ImFontAtlas ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. - ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. ImVector ConfigData; // Internal data int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +#endif }; // Font runtime data and rendering // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). struct ImFont { - // Members: Hot ~62/78 bytes - float FontSize; // // Height of characters, set during loading (don't change after loading) - float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale() - ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels - ImVector Glyphs; // // All glyphs. - ImVector IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI). - ImVector IndexLookup; // // Sparse. Index glyphs by Unicode code-point. - const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar) - float FallbackAdvanceX; // == FallbackGlyph->AdvanceX - ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) - // Members: Cold ~18/26 bytes - short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData - ImFontAtlas* ContainerAtlas; // // What we has been loaded into - float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] - bool DirtyLookupTables; - int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() + ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + bool DirtyLookupTables; // 1 // out // // Methods IMGUI_API ImFont(); IMGUI_API ~ImFont(); - IMGUI_API void ClearOutputData(); - IMGUI_API void BuildLookupTable(); IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; - IMGUI_API void SetFallbackChar(ImWchar c); float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } bool IsLoaded() const { return ContainerAtlas != NULL; } const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } @@ -1953,22 +2218,25 @@ struct ImFont // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; - IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; - // [Internal] + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); IMGUI_API void GrowIndex(int new_size); IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetFallbackChar(ImWchar c); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyph Glyph; // OBSOLETE 1.52+ + typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+ #endif }; #if defined(__clang__) #pragma clang diagnostic pop -#elif defined(__GNUC__) && __GNUC__ >= 8 +#elif defined(__GNUC__) #pragma GCC diagnostic pop #endif diff --git a/ref/imgui/imgui_demo.cpp b/ref/imgui/imgui_demo.cpp index de891bec..ec1ada82 100644 --- a/ref/imgui/imgui_demo.cpp +++ b/ref/imgui/imgui_demo.cpp @@ -1,22 +1,34 @@ -// dear imgui, v1.65 +// dear imgui, v1.73 // (demo code) -// Message to the person tempted to delete this file when integrating ImGui into their code base: -// Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to. +// Message to the person tempted to delete this file when integrating Dear ImGui into their code base: +// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders +// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of +// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). -// During development, you can call ImGui::ShowDemoWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu! -// Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library. -// Note that you can #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h for the same effect. -// If you want to link core ImGui in your final builds but not those demo windows, #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h and those functions will be empty. -// In other situation, when you have ImGui available you probably want this to be available for reference and execution. +// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked, +// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference. // Thank you, // -Your beloved friend, imgui_demo.cpp (that you won't delete) -// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: in this demo code, we frequently we use 'static' variables inside functions. -// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function. -// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code. -// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads. -// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your functions. +// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: +// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is +// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data +// in the same place, to make the demo source code faster to read, faster to write, and smaller in size. +// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be +// reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data +// you would be editing is likely going to be stored outside your functions. + +// The Demo code is this file is designed to be easy to copy-and-paste in into your application! +// Because of this: +// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by dear imgui, unless it has been exposed in the public API (imgui.h). +// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS, +// for your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp. /* @@ -24,6 +36,7 @@ Index of this file: // [SECTION] Forward Declarations, Helpers // [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() // [SECTION] Example App: Debug Console / ShowExampleAppConsole() @@ -36,6 +49,7 @@ Index of this file: // [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay() // [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() */ @@ -44,7 +58,7 @@ Index of this file: #endif #include "imgui.h" -#include // toupper, isprint +#include // toupper #include // INT_MIN, INT_MAX #include // sqrtf, powf, cosf, sinf, floorf, ceilf #include // vsnprintf, sscanf, printf @@ -57,36 +71,41 @@ Index of this file: #ifdef _MSC_VER #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen -#define vsnprintf _vsnprintf #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code) #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' #pragma clang diagnostic ignored "-Wformat-security" // warning : warning: format string is not a string literal #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning : warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif #if __has_warning("-Wreserved-id-macro") #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure) #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#if (__GNUC__ >= 6) -#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. -#endif +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. #endif // Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. #ifdef _WIN32 -#define IM_NEWLINE "\r\n" +#define IM_NEWLINE "\r\n" +#define snprintf _snprintf +#define vsnprintf _vsnprintf #else -#define IM_NEWLINE "\n" +#define IM_NEWLINE "\n" #endif -#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B)) - //----------------------------------------------------------------------------- // [SECTION] Forward Declarations, Helpers //----------------------------------------------------------------------------- @@ -98,6 +117,7 @@ Index of this file: #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations +static void ShowExampleAppDocuments(bool* p_open); static void ShowExampleAppMainMenuBar(); static void ShowExampleAppConsole(bool* p_open); static void ShowExampleAppLog(bool* p_open); @@ -112,7 +132,8 @@ static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleMenuFile(); // Helper to display a little (?) mark which shows a tooltip when hovered. -static void ShowHelpMarker(const char* desc) +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see misc/fonts/README.txt) +static void HelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); if (ImGui::IsItemHovered()) @@ -128,12 +149,16 @@ static void ShowHelpMarker(const char* desc) // Helper to display basic user controls. void ImGui::ShowUserGuide() { + ImGuiIO& io = ImGui::GetIO(); ImGui::BulletText("Double-click on title bar to collapse window."); - ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents)."); - ImGui::BulletText("Click and drag on any empty space to move window."); + ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents)."); + if (io.ConfigWindowsMoveFromTitleBarOnly) + ImGui::BulletText("Click and drag on title bar to move window."); + else + ImGui::BulletText("Click and drag on any empty space to move window."); ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); - if (ImGui::GetIO().FontAllowUserScaling) + if (io.FontAllowUserScaling) ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); ImGui::BulletText("Mouse Wheel to scroll."); ImGui::BulletText("While editing text:\n"); @@ -151,12 +176,28 @@ void ImGui::ShowUserGuide() //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- +// - ShowDemoWindowWidgets() +// - ShowDemoWindowLayout() +// - ShowDemoWindowPopups() +// - ShowDemoWindowColumns() +// - ShowDemoWindowMisc() +//----------------------------------------------------------------------------- + +// We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly) +static void ShowDemoWindowWidgets(); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowMisc(); // Demonstrate most Dear ImGui features (this is big function!) // You may execute this function to experiment with the UI and understand what it does. You may then search for keywords in the code when you are interested by a specific feature. void ImGui::ShowDemoWindow(bool* p_open) { + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); // Exceptionally add an extra assert here for people confused with initial dear imgui setup + // Examples Apps (accessible from the "Examples" menu) + static bool show_app_documents = false; static bool show_app_main_menu_bar = false; static bool show_app_console = false; static bool show_app_log = false; @@ -169,6 +210,7 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool show_app_window_titles = false; static bool show_app_custom_rendering = false; + if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); if (show_app_console) ShowExampleAppConsole(&show_app_console); if (show_app_log) ShowExampleAppLog(&show_app_log); @@ -181,22 +223,14 @@ void ImGui::ShowDemoWindow(bool* p_open) if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - // Dear ImGui Apps (accessible from the "Help" menu) + // Dear ImGui Apps (accessible from the "Tools" menu) static bool show_app_metrics = false; static bool show_app_style_editor = false; static bool show_app_about = false; if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); } - if (show_app_about) - { - ImGui::Begin("About Dear ImGui", &show_app_about, ImGuiWindowFlags_AlwaysAutoResize); - ImGui::Text("Dear ImGui, %s", ImGui::GetVersion()); - ImGui::Separator(); - ImGui::Text("By Omar Cornut and all dear imgui contributors."); - ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); - ImGui::End(); - } + if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); } // Demonstrate the various window flags. Typically you would just use the default! static bool no_titlebar = false; @@ -207,35 +241,38 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool no_collapse = false; static bool no_close = false; static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; ImGuiWindowFlags window_flags = 0; - if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; - if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; - if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; - if (no_move) window_flags |= ImGuiWindowFlags_NoMove; - if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; - if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; - if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; - if (no_close) p_open = NULL; // Don't pass our bool* to Begin + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin // We specify a default position/size in case there's no data in the .ini file. Typically this isn't required! We only do it to make the Demo applications a little more welcoming. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); // Main body of the Demo window starts here. - if (!ImGui::Begin("ImGui Demo", p_open, window_flags)) + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) { // Early out if the window is collapsed, as an optimization. ImGui::End(); return; } - ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); // Most "big" widgets share a common width settings by default. //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default) ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size. - // Menu + // Menu Bar if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Menu")) @@ -256,9 +293,10 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); + ImGui::MenuItem("Documents", NULL, &show_app_documents); ImGui::EndMenu(); } - if (ImGui::BeginMenu("Help")) + if (ImGui::BeginMenu("Tools")) { ImGui::MenuItem("Metrics", NULL, &show_app_metrics); ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); @@ -268,13 +306,15 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::EndMenuBar(); } + ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); ImGui::Spacing(); + if (ImGui::CollapsingHeader("Help")) { ImGui::Text("PROGRAMMER GUIDE:"); ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); ImGui::BulletText("Please see the comments in imgui.cpp."); - ImGui::BulletText("Please see the examples/ in application."); + ImGui::BulletText("Please see the examples/ application."); ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); ImGui::Separator(); @@ -291,9 +331,9 @@ void ImGui::ShowDemoWindow(bool* p_open) { ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); - ImGui::SameLine(); ShowHelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::SameLine(); HelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); - ImGui::SameLine(); ShowHelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); + ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouse); if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) // Create a way to restore this flag otherwise we could be stuck completely! { @@ -306,23 +346,26 @@ void ImGui::ShowDemoWindow(bool* p_open) io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; } ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); - ImGui::SameLine(); ShowHelpMarker("Instruct back-end to not alter mouse cursor shape and visibility."); + ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility."); ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); - ImGui::SameLine(); ShowHelpMarker("Set to false to disable blinking cursor, for users who consider it distracting"); - ImGui::Checkbox("io.ConfigResizeWindowsFromEdges [beta]", &io.ConfigResizeWindowsFromEdges); - ImGui::SameLine(); ShowHelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); + ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); - ImGui::SameLine(); ShowHelpMarker("Instruct Dear ImGui to render a mouse cursor for you. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor for you. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); ImGui::TreePop(); ImGui::Separator(); } if (ImGui::TreeNode("Backend Flags")) { - ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying the back-end flags. + HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities."); + ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags. ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors); ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); ImGui::TreePop(); ImGui::Separator(); } @@ -337,7 +380,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (ImGui::TreeNode("Capture/Logging")) { ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded."); - ShowHelpMarker("Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + HelpMarker("Try opening any of the contents below in this window and then click one of the \"Log To\" button."); ImGui::LogButtons(); ImGui::TextWrapped("You can also call ImGui::LogText() to output directly to the log without a visual output."); if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) @@ -359,496 +402,604 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Checkbox("No resize", &no_resize); ImGui::SameLine(300); ImGui::Checkbox("No collapse", &no_collapse); ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150); - ImGui::Checkbox("No nav", &no_nav); + ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300); + ImGui::Checkbox("No background", &no_background); + ImGui::Checkbox("No bring to front", &no_bring_to_front); } - if (ImGui::CollapsingHeader("Widgets")) + // All demo contents + ShowDemoWindowWidgets(); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowColumns(); + ShowDemoWindowMisc(); + + // End of ShowDemoWindow() + ImGui::End(); +} + +static void ShowDemoWindowWidgets() +{ + if (!ImGui::CollapsingHeader("Widgets")) + return; + + if (ImGui::TreeNode("Basic")) { - if (ImGui::TreeNode("Basic")) + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) { - static int clicked = 0; - if (ImGui::Button("Button")) - clicked++; - if (clicked & 1) - { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); - ImGui::Text("Thanks for clicking me!"); - } + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i/7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } - static bool check = true; - ImGui::Checkbox("checkbox", &check); + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed elements (otherwise a Text+SameLine+Button sequence will have the text a little too high by default) + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); - static int e = 0; - ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); - ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); - ImGui::RadioButton("radio c", &e, 2); + // Arrow buttons with Repeater + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushButtonRepeat(true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopButtonRepeat(); + ImGui::SameLine(); + ImGui::Text("%d", counter); - // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. - for (int i = 0; i < 7; i++) + ImGui::Text("Hover over me"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip"); + + ImGui::SameLine(); + ImGui::Text("- or me"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::EndTooltip(); + } + + ImGui::Separator(); + + ImGui::LabelText("label", "Value"); + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more complete BeginCombo()/EndCombo() api. + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n"); + } + + { + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + static int i0 = 123; + ImGui::InputInt("input int", &i0); + ImGui::SameLine(); HelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n"); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n"); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + { + static int i1 = 50, i2 = 42; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value."); + + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%"); + + static float f1=1.00f, f2=0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + } + + { + static int i1=0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1=0.123f, f2=0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f); + + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + const char* element_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + static int current_element = Element_Fire; + const char* current_element_name = (current_element >= 0 && current_element < Element_COUNT) ? element_names[current_element] : "Unknown"; + ImGui::SliderInt("slider enum", ¤t_element, 0, Element_COUNT - 1, current_element_name); + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + { + static float col1[3] = { 1.0f,0.0f,0.2f }; + static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // List box + const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int listbox_item_current = 1; + ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4); + + //static int listbox_item_current2 = 2; + //ImGui::SetNextItemWidth(-1); + //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); + } + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + if (ImGui::TreeNode("Trees")) + { + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.7f)); - ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i/7.0f, 0.8f, 0.8f)); - ImGui::Button("Click"); - ImGui::PopStyleColor(3); - ImGui::PopID(); + // Use SetNextItemOpen() so set the default state of a node to be open. + // We could also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {}; + ImGui::TreePop(); + } } - - // Arrow buttons - static int counter = 0; - float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::PushButtonRepeat(true); - if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } - ImGui::SameLine(0.0f, spacing); - if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } - ImGui::PopButtonRepeat(); - ImGui::SameLine(); - ImGui::Text("%d", counter); - - ImGui::Text("Hover over me"); - if (ImGui::IsItemHovered()) - ImGui::SetTooltip("I am a tooltip"); - - ImGui::SameLine(); - ImGui::Text("- or me"); - if (ImGui::IsItemHovered()) - { - ImGui::BeginTooltip(); - ImGui::Text("I am a fancy tooltip"); - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); - ImGui::EndTooltip(); - } - - ImGui::Separator(); - - ImGui::LabelText("label", "Value"); - - { - // Using the _simplified_ one-liner Combo() api here - // See "Combo" section for examples of how to use the more complete BeginCombo()/EndCombo() api. - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_current = 0; - ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); - ImGui::SameLine(); ShowHelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n"); - } - - { - static char str0[128] = "Hello, world!"; - static int i0 = 123; - ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); - ImGui::SameLine(); ShowHelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/stl/imgui_stl.h for an example (this is not demonstrated in imgui_demo.cpp)."); - - ImGui::InputInt("input int", &i0); - ImGui::SameLine(); ShowHelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n"); - - static float f0 = 0.001f; - ImGui::InputFloat("input float", &f0, 0.01f, 1.0f); - - static double d0 = 999999.00000001; - ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); - - static float f1 = 1.e10f; - ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); - ImGui::SameLine(); ShowHelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n"); - - static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; - ImGui::InputFloat3("input float3", vec4a); - } - - { - static int i1 = 50, i2 = 42; - ImGui::DragInt("drag int", &i1, 1); - ImGui::SameLine(); ShowHelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value."); - - ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%"); - - static float f1=1.00f, f2=0.0067f; - ImGui::DragFloat("drag float", &f1, 0.005f); - ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); - } - - { - static int i1=0; - ImGui::SliderInt("slider int", &i1, -1, 3); - ImGui::SameLine(); ShowHelpMarker("CTRL+click to input value."); - - static float f1=0.123f, f2=0.0f; - ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); - ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f); - static float angle = 0.0f; - ImGui::SliderAngle("slider angle", &angle); - } - - { - static float col1[3] = { 1.0f,0.0f,0.2f }; - static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; - ImGui::ColorEdit3("color 1", col1); - ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n"); - - ImGui::ColorEdit4("color 2", col2); - } - - { - // List box - const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; - static int listbox_item_current = 1; - ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4); - - //static int listbox_item_current2 = 2; - //ImGui::PushItemWidth(-1); - //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); - //ImGui::PopItemWidth(); - } - ImGui::TreePop(); } - // Testing ImGuiOnceUponAFrame helper. - //static ImGuiOnceUponAFrame once; - //for (int i = 0; i < 5; i++) - // if (once) - // ImGui::Text("This will be displayed only once."); - - if (ImGui::TreeNode("Trees")) + if (ImGui::TreeNode("Advanced, with Selectable nodes")) { - if (ImGui::TreeNode("Basic trees")) + HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit. + int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc. + for (int i = 0; i < 6; i++) { - for (int i = 0; i < 5; i++) - if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) + // Disable the default open on single-click behavior and pass in Selected flag according to our selection state. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked()) + node_clicked = i; + if (node_open) { - ImGui::Text("blah blah"); - ImGui::SameLine(); - if (ImGui::SmallButton("button")) { }; + ImGui::BulletText("Blah blah\nBlah Blah"); ImGui::TreePop(); } - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Advanced, with Selectable nodes")) - { - ShowHelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); - static bool align_label_with_current_x_position = false; - ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position); - ImGui::Text("Hello!"); - if (align_label_with_current_x_position) - ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); - - static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit. - int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc. - ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents. - for (int i = 0; i < 6; i++) - { - // Disable the default open on single-click behavior and pass in Selected flag according to our selection state. - ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ((selection_mask & (1 << i)) ? ImGuiTreeNodeFlags_Selected : 0); - if (i < 3) - { - // Node - bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); - if (ImGui::IsItemClicked()) - node_clicked = i; - if (node_open) - { - ImGui::Text("Blah blah\nBlah Blah"); - ImGui::TreePop(); - } - } - else - { - // Leaf: The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text(). - node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet - ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); - if (ImGui::IsItemClicked()) - node_clicked = i; - } } - if (node_clicked != -1) + else { - // Update selection state. Process outside of tree loop to avoid visual inconsistencies during the clicking-frame. - if (ImGui::GetIO().KeyCtrl) - selection_mask ^= (1 << node_clicked); // CTRL+click to toggle - else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection - selection_mask = (1 << node_clicked); // Click to single-select + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. + // Otherwise we can use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked()) + node_clicked = i; } - ImGui::PopStyleVar(); - if (align_label_with_current_x_position) - ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); - ImGui::TreePop(); } + if (node_clicked != -1) + { + // Update selection state. Process outside of tree loop to avoid visual inconsistencies during the clicking-frame. + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Text")) + { + if (ImGui::TreeNode("Colored Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); ImGui::TreePop(); } - if (ImGui::TreeNode("Collapsing Headers")) + if (ImGui::TreeNode("Word Wrapping")) { - static bool closable_group = true; - ImGui::Checkbox("Enable extra group", &closable_group); - if (ImGui::CollapsingHeader("Header")) - { - ImGui::Text("IsItemHovered: %d", IsItemHovered()); - for (int i = 0; i < 5; i++) - ImGui::Text("Some content %d", i); - } - if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) - { - ImGui::Text("IsItemHovered: %d", IsItemHovered()); - for (int i = 0; i < 5; i++) - ImGui::Text("More content %d", i); - } - ImGui::TreePop(); - } + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); - if (ImGui::TreeNode("Bullets")) - { - ImGui::BulletText("Bullet point 1"); - ImGui::BulletText("Bullet point 2\nOn multiple lines"); - ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); - ImGui::Bullet(); ImGui::SmallButton("Button"); - ImGui::TreePop(); - } + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); - if (ImGui::TreeNode("Text")) - { - if (ImGui::TreeNode("Colored Text")) - { - // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. - ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink"); - ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow"); - ImGui::TextDisabled("Disabled"); - ImGui::SameLine(); ShowHelpMarker("The TextDisabled color is stored in ImGuiStyle."); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Word Wrapping")) - { - // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. - ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages."); - ImGui::Spacing(); - - static float wrap_width = 200.0f; - ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); - - ImGui::Text("Test paragraph 1:"); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255)); - ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); - ImGui::Text("The lazy dog is a good dog. This paragraph is made to fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); - ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255)); - ImGui::PopTextWrapPos(); - - ImGui::Text("Test paragraph 2:"); - pos = ImGui::GetCursorScreenPos(); - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255)); - ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); - ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); - ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255)); - ImGui::PopTextWrapPos(); - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("UTF-8 Text")) - { - // UTF-8 test with Japanese characters - // (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt for details.) - // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 - // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature') - // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE. - // Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application! - // Please use u8"text in any language" in your application! - // Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application. - ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->LoadFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details."); - ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. - ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); - static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; - //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis - ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Images")) - { - ImGuiIO& io = ImGui::GetIO(); - ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!"); - - // Here we are grabbing the font texture because that's the only one we have access to inside the demo code. - // Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure. - // If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID. - // (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.) - // If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc. - // Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this. - // Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). - ImTextureID my_tex_id = io.Fonts->TexID; - float my_tex_w = (float)io.Fonts->TexWidth; - float my_tex_h = (float)io.Fonts->TexHeight; - - ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImGui::Text("Test paragraph 1:"); ImVec2 pos = ImGui::GetCursorScreenPos(); - ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128)); - if (ImGui::IsItemHovered()) + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255)); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + ImGui::Text("The lazy dog is a good dog. This paragraph is made to fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255)); + ImGui::PopTextWrapPos(); + + ImGui::Text("Test paragraph 2:"); + pos = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255)); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255)); + ImGui::PopTextWrapPos(); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature') + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE. + // Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application! + // Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!"); + + // Here we are grabbing the font texture because that's the only one we have access to inside the demo code. + // Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID. + // (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier etc.) + // If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc. + // Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this. + // Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImVec4(1.0f,1.0f,1.0f,1.0f), ImVec4(1.0f,1.0f,1.0f,0.5f)); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; if (region_x < 0.0f) region_x = 0.0f; else if (region_x > my_tex_w - region_sz) region_x = my_tex_w - region_sz; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; if (region_y < 0.0f) region_y = 0.0f; else if (region_y > my_tex_h - region_sz) region_y = my_tex_h - region_sz; + float zoom = 4.0f; + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(1.0f, 1.0f, 1.0f, 1.0f), ImVec4(1.0f, 1.0f, 1.0f, 0.5f)); + ImGui::EndTooltip(); + } + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + ImGui::PushID(i); + int frame_padding = -1 + i; // -1 = uses default padding + if (ImGui::ImageButton(my_tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/my_tex_w,32/my_tex_h), frame_padding, ImVec4(0.0f,0.0f,0.0f,1.0f))) + pressed_count += 1; + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Combo")) + { + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview)) + flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both + + // General BeginCombo() API, you have full control over your selection data and display type. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static const char* item_current = items[0]; // Here our selection is a single pointer stored outside the object. + if (ImGui::BeginCombo("combo 1", item_current, flags)) // The second parameter is the label previewed before opening the combo. + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) { - ImGui::BeginTooltip(); - float region_sz = 32.0f; - float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; if (region_x < 0.0f) region_x = 0.0f; else if (region_x > my_tex_w - region_sz) region_x = my_tex_w - region_sz; - float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; if (region_y < 0.0f) region_y = 0.0f; else if (region_y > my_tex_h - region_sz) region_y = my_tex_h - region_sz; - float zoom = 4.0f; - ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); - ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); - ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); - ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); - ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128)); - ImGui::EndTooltip(); + bool is_selected = (item_current == items[n]); + if (ImGui::Selectable(items[n], is_selected)) + item_current = items[n]; + if (is_selected) + ImGui::SetItemDefaultFocus(); // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch) } - ImGui::TextWrapped("And now some textured buttons.."); - static int pressed_count = 0; - for (int i = 0; i < 8; i++) + ImGui::EndCombo(); + } + + // Simplified one-liner Combo() API, using values packed in a single constant string + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + struct FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } }; + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. When Selectable() has been clicked is returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in a different manner (in flags within objects, as an external list, etc). + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Text("3. I am not selectable"); + ImGui::Selectable("4. I am selectable", &selection[3]); + if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[4] = !selection[4]; + ImGui::TreePop(); + } + if (ImGui::TreeNode("Selection State: Single Selection")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + if (ImGui::TreeNode("Selection State: Multiple Selection")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; + } + } + ImGui::TreePop(); + } + if (ImGui::TreeNode("Rendering more text into the same line")) + { + // Using the Selectable() override that takes "bool* p_selected" parameter and toggle your booleans automatically. + static bool selected[3] = { false, false, false }; + ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); + ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::TreePop(); + } + if (ImGui::TreeNode("In columns")) + { + ImGui::Columns(3, NULL, false); + static bool selected[16] = { 0 }; + for (int i = 0; i < 16; i++) + { + char label[32]; sprintf(label, "Item %d", i); + if (ImGui::Selectable(label, &selected[i])) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::TreePop(); + } + if (ImGui::TreeNode("Grid")) + { + static bool selected[4*4] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true }; + for (int i = 0; i < 4*4; i++) { ImGui::PushID(i); - int frame_padding = -1 + i; // -1 = uses default padding - if (ImGui::ImageButton(my_tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/my_tex_w,32/my_tex_h), frame_padding, ImColor(0,0,0,255))) - pressed_count += 1; + if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50))) + { + // Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer. The second part of each test is unnecessary. + int x = i % 4; + int y = i / 4; + if (x > 0) { selected[i - 1] ^= 1; } + if (x < 3 && i < 15) { selected[i + 1] ^= 1; } + if (y > 0 && i > 3) { selected[i - 4] ^= 1; } + if (y < 3 && i < 12) { selected[i + 4] ^= 1; } + } + if ((i % 4) < 3) ImGui::SameLine(); ImGui::PopID(); - ImGui::SameLine(); } - ImGui::NewLine(); - ImGui::Text("Pressed %d times.", pressed_count); ImGui::TreePop(); } - - if (ImGui::TreeNode("Combo")) + if (ImGui::TreeNode("Alignment")) { - // Expose flags as checkbox for the demo - static ImGuiComboFlags flags = 0; - ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft); - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton)) - flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview)) - flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both - - // General BeginCombo() API, you have full control over your selection data and display type. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag stored in the object itself, etc.) - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static const char* item_current = items[0]; // Here our selection is a single pointer stored outside the object. - if (ImGui::BeginCombo("combo 1", item_current, flags)) // The second parameter is the label previewed before opening the combo. + HelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar()."); + static bool selected[3*3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) + for (int x = 0; x < 3; x++) { - bool is_selected = (item_current == items[n]); - if (ImGui::Selectable(items[n], is_selected)) - item_current = items[n]; - if (is_selected) - ImGui::SetItemDefaultFocus(); // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch) + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3*y+x], ImGuiSelectableFlags_None, ImVec2(80,80)); + ImGui::PopStyleVar(); } - ImGui::EndCombo(); } - - // Simplified one-liner Combo() API, using values packed in a single constant string - static int item_current_2 = 0; - ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); - - // Simplified one-liner Combo() using an array of const char* - static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview - ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); - - // Simplified one-liner Combo() using an accessor function - struct FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } }; - static int item_current_4 = 0; - ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items)); - ImGui::TreePop(); } + ImGui::TreePop(); + } - if (ImGui::TreeNode("Selectables")) + if (ImGui::TreeNode("Text Input")) + { + if (ImGui::TreeNode("Multi-line Text Input")) { - // Selectable() has 2 overloads: - // - The one taking "bool selected" as a read-only selection information. When Selectable() has been clicked is returns true and you can alter selection state accordingly. - // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) - // The earlier is more flexible, as in real application your selection may be stored in a different manner (in flags within objects, as an external list, etc). - if (ImGui::TreeNode("Basic")) - { - static bool selection[5] = { false, true, false, false, false }; - ImGui::Selectable("1. I am selectable", &selection[0]); - ImGui::Selectable("2. I am selectable", &selection[1]); - ImGui::Text("3. I am not selectable"); - ImGui::Selectable("4. I am selectable", &selection[3]); - if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) - if (ImGui::IsMouseDoubleClicked(0)) - selection[4] = !selection[4]; - ImGui::TreePop(); - } - if (ImGui::TreeNode("Selection State: Single Selection")) - { - static int selected = -1; - for (int n = 0; n < 5; n++) - { - char buf[32]; - sprintf(buf, "Object %d", n); - if (ImGui::Selectable(buf, selected == n)) - selected = n; - } - ImGui::TreePop(); - } - if (ImGui::TreeNode("Selection State: Multiple Selection")) - { - ShowHelpMarker("Hold CTRL and click to select multiple items."); - static bool selection[5] = { false, false, false, false, false }; - for (int n = 0; n < 5; n++) - { - char buf[32]; - sprintf(buf, "Object %d", n); - if (ImGui::Selectable(buf, selection[n])) - { - if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held - memset(selection, 0, sizeof(selection)); - selection[n] ^= 1; - } - } - ImGui::TreePop(); - } - if (ImGui::TreeNode("Rendering more text into the same line")) - { - // Using the Selectable() override that takes "bool* p_selected" parameter and toggle your booleans automatically. - static bool selected[3] = { false, false, false }; - ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); - ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); - ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); - ImGui::TreePop(); - } - if (ImGui::TreeNode("In columns")) - { - ImGui::Columns(3, NULL, false); - static bool selected[16] = { 0 }; - for (int i = 0; i < 16; i++) - { - char label[32]; sprintf(label, "Item %d", i); - if (ImGui::Selectable(label, &selected[i])) {} - ImGui::NextColumn(); - } - ImGui::Columns(1); - ImGui::TreePop(); - } - if (ImGui::TreeNode("Grid")) - { - static bool selected[16] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true }; - for (int i = 0; i < 16; i++) - { - ImGui::PushID(i); - if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50))) - { - int x = i % 4, y = i / 4; - if (x > 0) selected[i - 1] ^= 1; - if (x < 3) selected[i + 1] ^= 1; - if (y > 0) selected[i - 4] ^= 1; - if (y < 3) selected[i + 4] ^= 1; - } - if ((i % 4) < 3) ImGui::SameLine(); - ImGui::PopID(); - } - ImGui::TreePop(); - } + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); ImGui::TreePop(); } @@ -865,1369 +1016,1814 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Text("Password input"); static char bufpass[64] = "password123"; ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); - ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank); - ImGui::TreePop(); } - if (ImGui::TreeNode("Multi-line Text Input")) + if (ImGui::TreeNode("Resize Callback")) { - static bool read_only = false; - static char text[1024*16] = - "/*\n" - " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" - " the hexadecimal encoding of one offending instruction,\n" - " more formally, the invalid operand with locked CMPXCHG8B\n" - " instruction bug, is a design flaw in the majority of\n" - " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" - " processors (all in the P5 microarchitecture).\n" - "*/\n\n" - "label:\n" - "\tlock cmpxchg8b eax\n"; - - ShowHelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/stl/imgui_stl.h for an example. (This is not demonstrated in imgui_demo.cpp)"); - ImGui::Checkbox("Read-only", &read_only); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput | (read_only ? ImGuiInputTextFlags_ReadOnly : 0); - ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Plots Widgets")) - { - static bool animate = true; - ImGui::Checkbox("Animate", &animate); - - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); - - // Create a dummy array of contiguous float values to plot - // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float and the sizeof() of your structure in the Stride parameter. - static float values[90] = { 0 }; - static int values_offset = 0; - static double refresh_time = 0.0; - if (!animate || refresh_time == 0.0f) - refresh_time = ImGui::GetTime(); - while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 hz rate for the demo - { - static float phase = 0.0f; - values[values_offset] = cosf(phase); - values_offset = (values_offset+1) % IM_ARRAYSIZE(values); - phase += 0.10f*values_offset; - refresh_time += 1.0f/60.0f; - } - ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80)); - ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80)); - - // Use functions to generate output - // FIXME: This is rather awkward because current plot API only pass in indices. We probably want an API passing floats and user provide sample rate/count. + // If you have a custom string type you would typically create a ImGui::InputText() wrapper than takes your type as input. + // See misc/cpp/imgui_stdlib.h and .cpp for an implementation of this using std::string. + HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); struct Funcs { - static float Sin(void*, int i) { return sinf(i * 0.1f); } - static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files. + // For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str). + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } }; - static int func_type = 0, display_count = 70; - ImGui::Separator(); - ImGui::PushItemWidth(100); ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::PopItemWidth(); - ImGui::SameLine(); - ImGui::SliderInt("Sample count", &display_count, 1, 400); - float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; - ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80)); - ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80)); - ImGui::Separator(); - // Animate a simple progress bar - static float progress = 0.0f, progress_dir = 1.0f; - if (animate) - { - progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; - if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } - if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } - } - - // Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. - ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f)); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - ImGui::Text("Progress Bar"); - - float progress_saturated = (progress < 0.0f) ? 0.0f : (progress > 1.0f) ? 1.0f : progress; - char buf[32]; - sprintf(buf, "%d/%d", (int)(progress_saturated*1753), 1753); - ImGui::ProgressBar(progress, ImVec2(0.f,0.f), buf); + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); ImGui::TreePop(); } - if (ImGui::TreeNode("Color/Picker Widgets")) - { - static ImVec4 color = ImColor(114, 144, 154, 200); - - static bool alpha_preview = true; - static bool alpha_half_preview = false; - static bool drag_and_drop = true; - static bool options_menu = true; - static bool hdr = false; - ImGui::Checkbox("With Alpha Preview", &alpha_preview); - ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); - ImGui::Checkbox("With Drag and Drop", &drag_and_drop); - ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); ShowHelpMarker("Right-click on the individual color widget to show options."); - ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); ShowHelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); - int misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); - - ImGui::Text("Color widget:"); - ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n"); - ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); - - ImGui::Text("Color widget HSV with Alpha:"); - ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_HSV | misc_flags); - - ImGui::Text("Color widget with Float Display:"); - ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); - - ImGui::Text("Color button with Picker:"); - ImGui::SameLine(); ShowHelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup."); - ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); - - ImGui::Text("Color button with Custom Picker Popup:"); - - // Generate a dummy palette - static bool saved_palette_inited = false; - static ImVec4 saved_palette[32]; - if (!saved_palette_inited) - for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) - { - ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); - saved_palette[n].w = 1.0f; // Alpha - } - saved_palette_inited = true; - - static ImVec4 backup_color; - bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); - ImGui::SameLine(); - open_popup |= ImGui::Button("Palette"); - if (open_popup) - { - ImGui::OpenPopup("mypicker"); - backup_color = color; - } - if (ImGui::BeginPopup("mypicker")) - { - // FIXME: Adding a drag and drop example here would be perfect! - ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); - ImGui::Separator(); - ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); - ImGui::SameLine(); - ImGui::BeginGroup(); - ImGui::Text("Current"); - ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40)); - ImGui::Text("Previous"); - if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40))) - color = backup_color; - ImGui::Separator(); - ImGui::Text("Palette"); - for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) - { - ImGui::PushID(n); - if ((n % 8) != 0) - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); - if (ImGui::ColorButton("##palette", saved_palette[n], ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2(20,20))) - color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! - - if (ImGui::BeginDragDropTarget()) - { - if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) - memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); - if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) - memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); - EndDragDropTarget(); - } - - ImGui::PopID(); - } - ImGui::EndGroup(); - ImGui::EndPopup(); - } - - ImGui::Text("Color button only:"); - ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags, ImVec2(80,80)); - - ImGui::Text("Color picker:"); - static bool alpha = true; - static bool alpha_bar = true; - static bool side_preview = true; - static bool ref_color = false; - static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f); - static int inputs_mode = 2; - static int picker_mode = 0; - ImGui::Checkbox("With Alpha", &alpha); - ImGui::Checkbox("With Alpha Bar", &alpha_bar); - ImGui::Checkbox("With Side Preview", &side_preview); - if (side_preview) - { - ImGui::SameLine(); - ImGui::Checkbox("With Ref Color", &ref_color); - if (ref_color) - { - ImGui::SameLine(); - ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); - } - } - ImGui::Combo("Inputs Mode", &inputs_mode, "All Inputs\0No Inputs\0RGB Input\0HSV Input\0HEX Input\0"); - ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); - ImGui::SameLine(); ShowHelpMarker("User can right-click the picker to change mode."); - ImGuiColorEditFlags flags = misc_flags; - if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() - if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; - if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; - if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; - if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; - if (inputs_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; - if (inputs_mode == 2) flags |= ImGuiColorEditFlags_RGB; - if (inputs_mode == 3) flags |= ImGuiColorEditFlags_HSV; - if (inputs_mode == 4) flags |= ImGuiColorEditFlags_HEX; - ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); - - ImGui::Text("Programmatically set defaults:"); - ImGui::SameLine(); ShowHelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible."); - if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_HSV | ImGuiColorEditFlags_PickerHueBar); - if (ImGui::Button("Default: Float + HDR + Hue Wheel")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Range Widgets")) - { - static float begin = 10, end = 90; - static int begin_i = 100, end_i = 1000; - ImGui::DragFloatRange2("range", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%"); - ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Data Types")) - { - // The DragScalar/InputScalar/SliderScalar functions allow various data types: signed/unsigned int/long long and float/double - // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum to pass the type, - // and passing all arguments by address. - // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. - // In practice, if you frequently use a given type that is not covered by the normal API entry points, you can wrap it - // yourself inside a 1 line function which can take typed argument as value instead of void*, and then pass their address - // to the generic function. For example: - // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") - // { - // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); - // } - - // Limits (as helper variables that we can take the address of) - // Note that the SliderScalar function has a maximum usable range of half the natural type maximum, hence the /2 below. - #ifndef LLONG_MIN - ImS64 LLONG_MIN = -9223372036854775807LL - 1; - ImS64 LLONG_MAX = 9223372036854775807LL; - ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); - #endif - const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; - const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; - const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; - const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; - const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; - const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; - - // State - static ImS32 s32_v = -1; - static ImU32 u32_v = (ImU32)-1; - static ImS64 s64_v = -1; - static ImU64 u64_v = (ImU64)-1; - static float f32_v = 0.123f; - static double f64_v = 90000.01234567890123456789; - - const float drag_speed = 0.2f; - static bool drag_clamp = false; - ImGui::Text("Drags:"); - ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); ShowHelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value."); - ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); - ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); - ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); - ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); - ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 1.0f); - ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); ShowHelpMarker("You can use the 'power' parameter to increase tweaking precision on one side of the range."); - ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams", 1.0f); - ImGui::DragScalar("drag double ^2", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", 2.0f); - - ImGui::Text("Sliders"); - ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); - ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); - ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); - ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); - ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); - ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); - ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d"); - ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d"); - ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d"); - ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms"); - ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms"); - ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms"); - ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); - ImGui::SliderScalar("slider float low^2", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", 2.0f); - ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); - ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams", 1.0f); - ImGui::SliderScalar("slider double low^2",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", 2.0f); - ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams", 1.0f); - - static bool inputs_step = true; - ImGui::Text("Inputs"); - ImGui::Checkbox("Show step buttons", &inputs_step); - ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); - ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); - ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); - ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); - ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); - ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); - ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); - ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Multi-component Widgets")) - { - static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; - static int vec4i[4] = { 1, 5, 100, 255 }; - - ImGui::InputFloat2("input float2", vec4f); - ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); - ImGui::InputInt2("input int2", vec4i); - ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); - ImGui::SliderInt2("slider int2", vec4i, 0, 255); - ImGui::Spacing(); - - ImGui::InputFloat3("input float3", vec4f); - ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); - ImGui::InputInt3("input int3", vec4i); - ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); - ImGui::SliderInt3("slider int3", vec4i, 0, 255); - ImGui::Spacing(); - - ImGui::InputFloat4("input float4", vec4f); - ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); - ImGui::InputInt4("input int4", vec4i); - ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); - ImGui::SliderInt4("slider int4", vec4i, 0, 255); - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Vertical Sliders")) - { - const float spacing = 4; - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); - - static int int_value = 0; - ImGui::VSliderInt("##int", ImVec2(18,160), &int_value, 0, 5); - ImGui::SameLine(); - - static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; - ImGui::PushID("set1"); - for (int i = 0; i < 7; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i/7.0f, 0.5f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i/7.0f, 0.9f, 0.9f)); - ImGui::VSliderFloat("##v", ImVec2(18,160), &values[i], 0.0f, 1.0f, ""); - if (ImGui::IsItemActive() || ImGui::IsItemHovered()) - ImGui::SetTooltip("%.3f", values[i]); - ImGui::PopStyleColor(4); - ImGui::PopID(); - } - ImGui::PopID(); - - ImGui::SameLine(); - ImGui::PushID("set2"); - static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; - const int rows = 3; - const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows); - for (int nx = 0; nx < 4; nx++) - { - if (nx > 0) ImGui::SameLine(); - ImGui::BeginGroup(); - for (int ny = 0; ny < rows; ny++) - { - ImGui::PushID(nx*rows+ny); - ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); - if (ImGui::IsItemActive() || ImGui::IsItemHovered()) - ImGui::SetTooltip("%.3f", values2[nx]); - ImGui::PopID(); - } - ImGui::EndGroup(); - } - ImGui::PopID(); - - ImGui::SameLine(); - ImGui::PushID("set3"); - for (int i = 0; i < 4; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); - ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); - ImGui::PopStyleVar(); - ImGui::PopID(); - } - ImGui::PopID(); - ImGui::PopStyleVar(); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Drag and Drop")) - { - { - // ColorEdit widgets automatically act as drag source and drag target. - // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets - // to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo. - ImGui::BulletText("Drag and drop in standard widgets"); - ImGui::Indent(); - static float col1[3] = { 1.0f,0.0f,0.2f }; - static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; - ImGui::ColorEdit3("color 1", col1); - ImGui::ColorEdit4("color 2", col2); - ImGui::Unindent(); - } - - { - ImGui::BulletText("Drag and drop to copy/swap items"); - ImGui::Indent(); - enum Mode - { - Mode_Copy, - Mode_Move, - Mode_Swap - }; - static int mode = 0; - if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); - if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); - if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } - static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" }; - for (int n = 0; n < IM_ARRAYSIZE(names); n++) - { - ImGui::PushID(n); - if ((n % 3) != 0) - ImGui::SameLine(); - ImGui::Button(names[n], ImVec2(60,60)); - - // Our buttons are both drag sources and drag targets here! - if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) - { - ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything) - if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.) - if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } - if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } - ImGui::EndDragDropSource(); - } - if (ImGui::BeginDragDropTarget()) - { - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) - { - IM_ASSERT(payload->DataSize == sizeof(int)); - int payload_n = *(const int*)payload->Data; - if (mode == Mode_Copy) - { - names[n] = names[payload_n]; - } - if (mode == Mode_Move) - { - names[n] = names[payload_n]; - names[payload_n] = ""; - } - if (mode == Mode_Swap) - { - const char* tmp = names[n]; - names[n] = names[payload_n]; - names[payload_n] = tmp; - } - } - ImGui::EndDragDropTarget(); - } - ImGui::PopID(); - } - ImGui::Unindent(); - } - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)")) - { - // Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined. - // (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code). - static int item_type = 1; - static bool b = false; - static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; - ImGui::RadioButton("Text", &item_type, 0); - ImGui::RadioButton("Button", &item_type, 1); - ImGui::RadioButton("CheckBox", &item_type, 2); - ImGui::RadioButton("SliderFloat", &item_type, 3); - ImGui::RadioButton("ColorEdit4", &item_type, 4); - ImGui::RadioButton("ListBox", &item_type, 5); - ImGui::Separator(); - bool ret = false; - if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction - if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button - if (item_type == 2) { ret = ImGui::Checkbox("ITEM: CheckBox", &b); } // Testing checkbox - if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item - if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } - ImGui::BulletText( - "Return value = %d\n" - "IsItemFocused() = %d\n" - "IsItemHovered() = %d\n" - "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" - "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" - "IsItemHovered(_AllowWhenOverlapped) = %d\n" - "IsItemHovered(_RectOnly) = %d\n" - "IsItemActive() = %d\n" - "IsItemEdited() = %d\n" - "IsItemDeactivated() = %d\n" - "IsItemDeactivatedEdit() = %d\n" - "IsItemVisible() = %d\n" - "GetItemRectMin() = (%.1f, %.1f)\n" - "GetItemRectMax() = (%.1f, %.1f)\n" - "GetItemRectSize() = (%.1f, %.1f)", - ret, - ImGui::IsItemFocused(), - ImGui::IsItemHovered(), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), - ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), - ImGui::IsItemActive(), - ImGui::IsItemEdited(), - ImGui::IsItemDeactivated(), - ImGui::IsItemDeactivatedAfterEdit(), - ImGui::IsItemVisible(), - ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, - ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, - ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y - ); - - static bool embed_all_inside_a_child_window = false; - ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window); - if (embed_all_inside_a_child_window) - ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true); - - // Testing IsWindowFocused() function with its various flags. Note that the flags can be combined. - ImGui::BulletText( - "IsWindowFocused() = %d\n" - "IsWindowFocused(_ChildWindows) = %d\n" - "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" - "IsWindowFocused(_RootWindow) = %d\n" - "IsWindowFocused(_AnyWindow) = %d\n", - ImGui::IsWindowFocused(), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), - ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); - - // Testing IsWindowHovered() function with its various flags. Note that the flags can be combined. - ImGui::BulletText( - "IsWindowHovered() = %d\n" - "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" - "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" - "IsWindowHovered(_ChildWindows) = %d\n" - "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" - "IsWindowHovered(_RootWindow) = %d\n" - "IsWindowHovered(_AnyWindow) = %d\n", - ImGui::IsWindowHovered(), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); - - ImGui::BeginChild("child", ImVec2(0, 50), true); - ImGui::Text("This is another child window for testing with the _ChildWindows flag."); - ImGui::EndChild(); - if (embed_all_inside_a_child_window) - EndChild(); - - // Calling IsItemHovered() after begin returns the hovered status of the title bar. - // This is useful in particular if you want to create a context menu (with BeginPopupContextItem) associated to the title bar of a window. - static bool test_window = false; - ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); - if (test_window) - { - ImGui::Begin("Title bar Hovered/Active tests", &test_window); - if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() - { - if (ImGui::MenuItem("Close")) { test_window = false; } - ImGui::EndPopup(); - } - ImGui::Text( - "IsItemHovered() after begin = %d (== is title bar hovered)\n" - "IsItemActive() after begin = %d (== is window being clicked/moved)\n", - ImGui::IsItemHovered(), ImGui::IsItemActive()); - ImGui::End(); - } - - ImGui::TreePop(); - } + ImGui::TreePop(); } - if (ImGui::CollapsingHeader("Layout")) + // Plot/Graph widgets are currently fairly limited. + // Consider writing your own plotting widget, or using a third-party one (see "Wiki->Useful Widgets", or github.com/ocornut/imgui/issues/2747) + if (ImGui::TreeNode("Plots Widgets")) { - if (ImGui::TreeNode("Child regions")) + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + + // Create a dummy array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float and the sizeof() of your structure in the Stride parameter. + static float values[90] = { 0 }; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 hz rate for the demo { - static bool disable_mouse_wheel = false; - static bool disable_menu = false; - ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); - ImGui::Checkbox("Disable Menu", &disable_menu); - - static int line = 50; - bool goto_line = ImGui::Button("Goto"); - ImGui::SameLine(); - ImGui::PushItemWidth(100); - goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue); - ImGui::PopItemWidth(); - - // Child 1: no border, enable horizontal scrollbar - { - ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 300), false, ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0)); - for (int i = 0; i < 100; i++) - { - ImGui::Text("%04d: scrollable region", i); - if (goto_line && line == i) - ImGui::SetScrollHere(); - } - if (goto_line && line >= 100) - ImGui::SetScrollHere(); - ImGui::EndChild(); - } - - ImGui::SameLine(); - - // Child 2: rounded border - { - ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); - ImGui::BeginChild("Child2", ImVec2(0,300), true, (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar)); - if (!disable_menu && ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("Menu")) - { - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } - ImGui::Columns(2); - for (int i = 0; i < 100; i++) - { - char buf[32]; - sprintf(buf, "%03d", i); - ImGui::Button(buf, ImVec2(-1.0f, 0.0f)); - ImGui::NextColumn(); - } - ImGui::EndChild(); - ImGui::PopStyleVar(); - } - - ImGui::TreePop(); + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset+1) % IM_ARRAYSIZE(values); + phase += 0.10f*values_offset; + refresh_time += 1.0f/60.0f; } - if (ImGui::TreeNode("Widgets Width")) + // Plots can display overlay texts + // (in this example, we will display an average value) { - static float f = 0.0f; - ImGui::Text("PushItemWidth(100)"); - ImGui::SameLine(); ShowHelpMarker("Fixed width."); - ImGui::PushItemWidth(100); - ImGui::DragFloat("float##1", &f); - ImGui::PopItemWidth(); + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0,80)); + } + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80)); - ImGui::Text("PushItemWidth(GetWindowWidth() * 0.5f)"); - ImGui::SameLine(); ShowHelpMarker("Half of window width."); - ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f); - ImGui::DragFloat("float##2", &f); - ImGui::PopItemWidth(); + // Use functions to generate output + // FIXME: This is rather awkward because current plot API only pass in indices. We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::Separator(); + ImGui::SetNextItemWidth(100); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80)); + ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80)); + ImGui::Separator(); - ImGui::Text("PushItemWidth(GetContentRegionAvailWidth() * 0.5f)"); - ImGui::SameLine(); ShowHelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); - ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f); - ImGui::DragFloat("float##3", &f); - ImGui::PopItemWidth(); - - ImGui::Text("PushItemWidth(-100)"); - ImGui::SameLine(); ShowHelpMarker("Align to right edge minus 100"); - ImGui::PushItemWidth(-100); - ImGui::DragFloat("float##4", &f); - ImGui::PopItemWidth(); - - ImGui::Text("PushItemWidth(-1)"); - ImGui::SameLine(); ShowHelpMarker("Align to right edge"); - ImGui::PushItemWidth(-1); - ImGui::DragFloat("float##5", &f); - ImGui::PopItemWidth(); - - ImGui::TreePop(); + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + if (animate) + { + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } } - if (ImGui::TreeNode("Basic Horizontal Layout")) + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = (progress < 0.0f) ? 0.0f : (progress > 1.0f) ? 1.0f : progress; + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated*1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f,0.f), buf); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f/255.0f, 144.0f/255.0f, 154.0f/255.0f, 200.0f/255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a dummy default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = { }; + if (saved_palette_init) { - ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); - - // Text - ImGui::Text("Two items: Hello"); ImGui::SameLine(); - ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); - - // Adjust spacing - ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); - ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); - - // Button - ImGui::AlignTextToFramePadding(); - ImGui::Text("Normal buttons"); ImGui::SameLine(); - ImGui::Button("Banana"); ImGui::SameLine(); - ImGui::Button("Apple"); ImGui::SameLine(); - ImGui::Button("Corniflower"); - - // Button - ImGui::Text("Small buttons"); ImGui::SameLine(); - ImGui::SmallButton("Like this one"); ImGui::SameLine(); - ImGui::Text("can fit within a text block."); - - // Aligned to arbitrary position. Easy/cheap column. - ImGui::Text("Aligned"); - ImGui::SameLine(150); ImGui::Text("x=150"); - ImGui::SameLine(300); ImGui::Text("x=300"); - ImGui::Text("Aligned"); - ImGui::SameLine(150); ImGui::SmallButton("x=150"); - ImGui::SameLine(300); ImGui::SmallButton("x=300"); - - // Checkbox - static bool c1=false,c2=false,c3=false,c4=false; - ImGui::Checkbox("My", &c1); ImGui::SameLine(); - ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); - ImGui::Checkbox("Is", &c3); ImGui::SameLine(); - ImGui::Checkbox("Rich", &c4); - - // Various - static float f0=1.0f, f1=2.0f, f2=3.0f; - ImGui::PushItemWidth(80); - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; - static int item = -1; - ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); - ImGui::SliderFloat("X", &f0, 0.0f,5.0f); ImGui::SameLine(); - ImGui::SliderFloat("Y", &f1, 0.0f,5.0f); ImGui::SameLine(); - ImGui::SliderFloat("Z", &f2, 0.0f,5.0f); - ImGui::PopItemWidth(); - - ImGui::PushItemWidth(80); - ImGui::Text("Lists:"); - static int selection[4] = { 0, 1, 2, 3 }; - for (int i = 0; i < 4; i++) + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); - ImGui::PopID(); - //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha } - ImGui::PopItemWidth(); + saved_palette_init = false; + } - // Dummy - ImVec2 button_sz(40,40); - ImGui::Button("A", button_sz); ImGui::SameLine(); - ImGui::Dummy(button_sz); ImGui::SameLine(); - ImGui::Button("B", button_sz); + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); - // Manually wrapping (we should eventually provide this as an automatic layout feature, but for now you can do it manually) - ImGui::Text("Manually wrapping:"); - ImGuiStyle& style = ImGui::GetStyle(); - int buttons_count = 20; - float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; - for (int n = 0; n < buttons_count; n++) + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) { ImGui::PushID(n); - ImGui::Button("Box", button_sz); - float last_button_x2 = ImGui::GetItemRectMax().x; - float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line - if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) - ImGui::SameLine(); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + if (ImGui::ColorButton("##palette", saved_palette[n], ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2(20,20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry + // (Note that ColorButton is already a drag source by default, unless using ImGuiColorEditFlags_NoDragDrop) + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); } - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Groups")) - { - ImGui::TextWrapped("(Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.)"); - ImGui::BeginGroup(); - { - ImGui::BeginGroup(); - ImGui::Button("AAA"); - ImGui::SameLine(); - ImGui::Button("BBB"); - ImGui::SameLine(); - ImGui::BeginGroup(); - ImGui::Button("CCC"); - ImGui::Button("DDD"); - ImGui::EndGroup(); - ImGui::SameLine(); - ImGui::Button("EEE"); - ImGui::EndGroup(); - if (ImGui::IsItemHovered()) - ImGui::SetTooltip("First group hovered"); - } - // Capture the group size and create widgets using the same size - ImVec2 size = ImGui::GetItemRectSize(); - const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; - ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); - - ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f,size.y)); - ImGui::SameLine(); - ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f,size.y)); ImGui::EndGroup(); + ImGui::EndPopup(); + } + + ImGui::Text("Color button only:"); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags, ImVec2(80,80)); + + ImGui::Text("Color picker:"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { ImGui::SameLine(); - - ImGui::Button("LEVERAGE\nBUZZWORD", size); - ImGui::SameLine(); - - if (ImGui::ListBoxHeader("List", size)) + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) { - ImGui::Selectable("Selected", true); - ImGui::Selectable("Not Selected", false); - ImGui::ListBoxFooter(); + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); } - - ImGui::TreePop(); } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker("ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); + ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); - if (ImGui::TreeNode("Text Baseline Alignment")) - { - ImGui::TextWrapped("(This is testing the vertical alignment that occurs on text to keep it at the same baseline as widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets)"); + ImGui::Text("Programmatically set defaults:"); + ImGui::SameLine(); HelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); - ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_stored_as_hsv(0.23f, 1.0f, 1.0f, 1.0f); + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker("By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_stored_as_hsv, 0.01f, 0.0f, 1.0f); - ImGui::Text("Banana"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("One\nTwo\nThree"); - - ImGui::Button("HOP##1"); ImGui::SameLine(); - ImGui::Text("Banana"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); - - ImGui::Button("HOP##2"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); - - ImGui::Button("TEST##1"); ImGui::SameLine(); - ImGui::Text("TEST"); ImGui::SameLine(); - ImGui::SmallButton("TEST##2"); - - ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets. - ImGui::Text("Text aligned to Widget"); ImGui::SameLine(); - ImGui::Button("Widget##1"); ImGui::SameLine(); - ImGui::Text("Widget"); ImGui::SameLine(); - ImGui::SmallButton("Widget##2"); ImGui::SameLine(); - ImGui::Button("Widget##3"); - - // Tree - const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::Button("Button##1"); - ImGui::SameLine(0.0f, spacing); - if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data - - ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). - bool node_open = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content. - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); - if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data - - // Bullet - ImGui::Button("Button##3"); - ImGui::SameLine(0.0f, spacing); - ImGui::BulletText("Bullet text"); - - ImGui::AlignTextToFramePadding(); - ImGui::BulletText("Node"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Scrolling")) - { - ImGui::TextWrapped("(Use SetScrollHere() or SetScrollFromPosY() to scroll to a given position.)"); - static bool track = true; - static int track_line = 50, scroll_to_px = 200; - ImGui::Checkbox("Track", &track); - ImGui::PushItemWidth(100); - ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d"); - bool scroll_to = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "Y = %d px"); - ImGui::PopItemWidth(); - if (scroll_to) track = false; - - for (int i = 0; i < 5; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::BeginGroup(); - ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom"); - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true); - if (scroll_to) - ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f); - for (int line = 0; line < 100; line++) - { - if (track && line == track_line) - { - ImGui::TextColored(ImColor(255,255,0), "Line %d", line); - ImGui::SetScrollHere(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom - } - else - { - ImGui::Text("Line %d", line); - } - } - float scroll_y = ImGui::GetScrollY(), scroll_max_y = ImGui::GetScrollMaxY(); - ImGui::EndChild(); - ImGui::Text("%.0f/%0.f", scroll_y, scroll_max_y); - ImGui::EndGroup(); - } - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Horizontal Scrolling")) - { - ImGui::Bullet(); ImGui::TextWrapped("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag."); - ImGui::Bullet(); ImGui::TextWrapped("You may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin()."); - static int lines = 7; - ImGui::SliderInt("Lines", &lines, 1, 15); - ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); - ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetFrameHeightWithSpacing()*7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar); - for (int line = 0; line < lines; line++) - { - // Display random stuff (for the sake of this trivial demo we are using basic Button+SameLine. If you want to create your own time line for a real application you may be better off - // manipulating the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets yourself. You may also want to use the lower-level ImDrawList API) - int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); - for (int n = 0; n < num_buttons; n++) - { - if (n > 0) ImGui::SameLine(); - ImGui::PushID(n + line * 1000); - char num_buf[16]; - sprintf(num_buf, "%d", n); - const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : num_buf; - float hue = n*0.05f; - ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); - ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); - ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); - ImGui::PopStyleColor(3); - ImGui::PopID(); - } - } - float scroll_x = ImGui::GetScrollX(), scroll_max_x = ImGui::GetScrollMaxX(); - ImGui::EndChild(); - ImGui::PopStyleVar(2); - float scroll_x_delta = 0.0f; - ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine(); - ImGui::Text("Scroll from code"); ImGui::SameLine(); - ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine(); - ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); - if (scroll_x_delta != 0.0f) - { - ImGui::BeginChild("scrolling"); // Demonstrate a trick: you can use Begin to set yourself in the context of another window (here we are already out of your child window) - ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); - ImGui::End(); - } - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Clipping")) - { - static ImVec2 size(100, 100), offset(50, 20); - ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost."); - ImGui::DragFloat2("size", (float*)&size, 0.5f, 0.0f, 200.0f, "%.0f"); - ImGui::TextWrapped("(Click and drag)"); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec4 clip_rect(pos.x, pos.y, pos.x+size.x, pos.y+size.y); - ImGui::InvisibleButton("##dummy", size); - if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; } - ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x+size.x,pos.y+size.y), IM_COL32(90,90,120,255)); - ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x+offset.x,pos.y+offset.y), IM_COL32(255,255,255,255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect); - ImGui::TreePop(); - } + ImGui::TreePop(); } - if (ImGui::CollapsingHeader("Popups & Modal windows")) + if (ImGui::TreeNode("Range Widgets")) { - if (ImGui::TreeNode("Popups")) + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Data Types")) + { + // The DragScalar/InputScalar/SliderScalar functions allow various data types: signed/unsigned int/long long and float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum to pass the type, + // and passing all arguments by address. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, you can wrap it + // yourself inside a 1 line function which can take typed argument as value instead of void*, and then pass their address + // to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Limits (as helper variables that we can take the address of) + // Note that the SliderScalar function has a maximum usable range of half the natural type maximum, hence the /2 below. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + ImGui::Text("Drags:"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 1.0f); + ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); HelpMarker("You can use the 'power' parameter to increase tweaking precision on one side of the range."); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams", 1.0f); + ImGui::DragScalar("drag double ^2", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", 2.0f); + + ImGui::Text("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d"); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d"); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d"); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low^2", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", 2.0f); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams", 1.0f); + ImGui::SliderScalar("slider double low^2",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", 2.0f); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams", 1.0f); + + static bool inputs_step = true; + ImGui::Text("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18,160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) { - ImGui::TextWrapped("When a popup is active, it inhibits interacting with windows that are behind the popup. Clicking outside the popup closes it."); + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i/7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i/7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18,160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); - static int selected_fish = -1; - const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; - static bool toggles[] = { true, false, false, false, false }; - - // Simple selection popup - // (If you want to show the current selection inside the Button itself, you may want to build a string using the "###" operator to preserve a constant ID with a variable label) - if (ImGui::Button("Select..")) - ImGui::OpenPopup("select"); - ImGui::SameLine(); - ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); - if (ImGui::BeginPopup("select")) + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) { - ImGui::Text("Aquarium"); - ImGui::Separator(); - for (int i = 0; i < IM_ARRAYSIZE(names); i++) - if (ImGui::Selectable(names[i])) - selected_fish = i; + ImGui::PushID(nx*rows+ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag and Drop")) + { + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets + // to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo. + ImGui::BulletText("Drag and drop in standard widgets"); + ImGui::SameLine(); + HelpMarker("You can drag from the colored squares."); + ImGui::Indent(); + static float col1[3] = { 1.0f,0.0f,0.2f }; + static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::Unindent(); + } + + { + ImGui::BulletText("Drag and drop to copy/swap items"); + ImGui::Indent(); + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60,60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.) + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)")) + { + // Submit an item (various types available) so we can query their status in the following block. + static int item_type = 1; + ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0"); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions."); + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + // Display the value of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlapped) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true); + + // Testing IsWindowFocused() function with its various flags. + // Note that the ImGuiFocusedFlags_XXX flags can be combined. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); + + ImGui::BeginChild("child", ImVec2(0, 50), true); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above."; + ImGui::InputText("dummy", dummy_str, IM_ARRAYSIZE(dummy_str), ImGuiInputTextFlags_ReadOnly); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu (with BeginPopupContextItem) associated to the title bar of a window. + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } ImGui::EndPopup(); } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } - // Showing a menu with toggles - if (ImGui::Button("Toggle..")) - ImGui::OpenPopup("toggle"); - if (ImGui::BeginPopup("toggle")) + ImGui::TreePop(); + } +} + +static void ShowDemoWindowLayout() +{ + if (!ImGui::CollapsingHeader("Layout")) + return; + + if (ImGui::TreeNode("Child windows")) + { + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + static int line = 50; + bool goto_line = ImGui::Button("Goto"); + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0); + ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); + for (int i = 0; i < 100; i++) + { + ImGui::Text("%04d: scrollable region", i); + if (goto_line && line == i) + ImGui::SetScrollHereY(); + } + if (goto_line && line >= 100) + ImGui::SetScrollHereY(); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar); + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("Child2", ImVec2(0, 260), true, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Columns(2); + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + ImGui::NextColumn(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + ImGui::Separator(); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position the child window (because the child window is an item from the POV of the parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from the POV of the parent window) + // See "Widgets" -> "Querying Status (Active/Focused/Hovered etc.)" section for more details about this. + { + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10); + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None); + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::PopStyleColor(); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Widgets Width")) + { + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + static float f = 0.0f; + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("float##1", &f); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetWindowWidth() * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of window width."); + ImGui::SetNextItemWidth(ImGui::GetWindowWidth() * 0.5f); + ImGui::DragFloat("float##2", &f); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3", &f); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::SetNextItemWidth(-100); + ImGui::DragFloat("float##4", &f); + + // Demonstrate using PushItemWidth to surround three items. Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-1)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-1); + ImGui::DragFloat("##float5a", &f); + ImGui::DragFloat("##float5b", &f); + ImGui::DragFloat("##float5c", &f); + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + ImGui::Text("Manually wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tabs")) + { + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + if (n > 0) { ImGui::SameLine(); } + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n])) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Groups")) + { + HelpMarker("BeginGroup() basically locks the horizontal position for new line. EndGroup() bundles the whole group so that you can use \"item\" functions such as IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::ListBoxHeader("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::ListBoxFooter(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Text Baseline Alignment")) + { + HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets."); + + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets. + ImGui::Text("Text aligned to Widget"); ImGui::SameLine(); + ImGui::Button("Widget##1"); ImGui::SameLine(); + ImGui::Text("Widget"); ImGui::SameLine(); + ImGui::SmallButton("Widget##2"); ImGui::SameLine(); + ImGui::Button("Widget##3"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + + ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). + bool node_open = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content. + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + ImGui::SameLine(); + HelpMarker("We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars."); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, 9999, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + ImGui::Spacing(); + HelpMarker("Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\nUsing the \"Scroll To Pos\" button above will make the discontinuity at edges visible: scrolling to the top/bottom/left/right-most item will add an additional WindowPadding to reflect on reaching the edge of the list.\n\nBecause the clipping rectangle of most window hides half worth of WindowPadding on the left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + ImGui::SameLine(); + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + HelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff (for the sake of this trivial demo we are using basic Button+SameLine. If you want to create your own time line for a real application you may be better off + // manipulating the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets yourself. You may also want to use the lower-level ImDrawList API) + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : num_buf; + float hue = n*0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) { scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; } ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) { scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; } ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + ImGui::BeginChild("scrolling"); // Demonstrate a trick: you can use Begin to set yourself in the context of another window (here we are already out of your child window) + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0,0), true); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Clipping")) + { + static ImVec2 size(100, 100), offset(50, 20); + ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost."); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag)"); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec4 clip_rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); + ImGui::InvisibleButton("##dummy", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; } + ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x + size.x, pos.y + size.y), IM_COL32(90, 90, 120, 255)); + ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x + offset.x, pos.y + offset.y), IM_COL32(255, 255, 255, 255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect); + ImGui::TreePop(); + } +} + +static void ShowDemoWindowPopups() +{ + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as we are used to with regular Begin() calls. + // User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped("When a popup is active, it inhibits interacting with windows that are behind the popup. Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup + // (If you want to show the current selection inside the Button itself, you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::Text("Aquarium"); + ImGui::Separator(); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) { for (int i = 0; i < IM_ARRAYSIZE(names); i++) ImGui::MenuItem(names[i], "", &toggles[i]); if (ImGui::BeginMenu("Sub-menu")) { ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } ImGui::EndMenu(); } - - ImGui::Separator(); - ImGui::Text("Tooltip here"); - if (ImGui::IsItemHovered()) - ImGui::SetTooltip("I am a tooltip over a popup"); - - if (ImGui::Button("Stacked Popup")) - ImGui::OpenPopup("another popup"); - if (ImGui::BeginPopup("another popup")) - { - for (int i = 0; i < IM_ARRAYSIZE(names); i++) - ImGui::MenuItem(names[i], "", &toggles[i]); - if (ImGui::BeginMenu("Sub-menu")) - { - ImGui::MenuItem("Click me"); - ImGui::EndMenu(); - } - ImGui::EndPopup(); - } ImGui::EndPopup(); } - - if (ImGui::Button("Popup Menu..")) - ImGui::OpenPopup("FilePopup"); - if (ImGui::BeginPopup("FilePopup")) - { - ShowExampleMenuFile(); - ImGui::EndPopup(); - } - - ImGui::TreePop(); + ImGui::EndPopup(); } - if (ImGui::TreeNode("Context menus")) + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("File Menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup")) { - // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: - // if (IsItemHovered() && IsMouseClicked(0)) - // OpenPopup(id); - // return BeginPopup(id); - // For more advanced uses you may want to replicate and cuztomize this code. This the comments inside BeginPopupContextItem() implementation. - static float value = 0.5f; - ImGui::Text("Value = %.3f (<-- right-click here)", value); - if (ImGui::BeginPopupContextItem("item context menu")) - { - if (ImGui::Selectable("Set to zero")) value = 0.0f; - if (ImGui::Selectable("Set to PI")) value = 3.1415f; - ImGui::PushItemWidth(-1); - ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); - ImGui::PopItemWidth(); - ImGui::EndPopup(); - } - - static char name[32] = "Label1"; - char buf[64]; sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label - ImGui::Button(buf); - if (ImGui::BeginPopupContextItem()) // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem(). - { - ImGui::Text("Edit name:"); - ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); - } - ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); - - ImGui::TreePop(); + ShowExampleMenuFile(); + ImGui::EndPopup(); } - if (ImGui::TreeNode("Modals")) - { - ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside the window."); - - if (ImGui::Button("Delete..")) - ImGui::OpenPopup("Delete?"); - if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) - { - ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); - ImGui::Separator(); - - //static int dummy_i = 0; - //ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0"); - - static bool dont_ask_me_next_time = false; - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0)); - ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); - ImGui::PopStyleVar(); - - if (ImGui::Button("OK", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); } - ImGui::SetItemDefaultFocus(); - ImGui::SameLine(); - if (ImGui::Button("Cancel", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); } - ImGui::EndPopup(); - } - - if (ImGui::Button("Stacked modals..")) - ImGui::OpenPopup("Stacked 1"); - if (ImGui::BeginPopupModal("Stacked 1")) - { - ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); - static int item = 1; - ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); - static float color[4] = { 0.4f,0.7f,0.0f,0.5f }; - ImGui::ColorEdit4("color", color); // This is to test behavior of stacked regular popups over a modal - - if (ImGui::Button("Add another modal..")) - ImGui::OpenPopup("Stacked 2"); - if (ImGui::BeginPopupModal("Stacked 2")) - { - ImGui::Text("Hello from Stacked The Second!"); - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); - } - - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); - } - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Menus inside a regular window")) - { - ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); - ImGui::Separator(); - // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above. - // To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here - // would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus. - ImGui::PushID("foo"); - ImGui::MenuItem("Menu item", "CTRL+M"); - if (ImGui::BeginMenu("Menu inside a regular window")) - { - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - ImGui::PopID(); - ImGui::Separator(); - ImGui::TreePop(); - } + ImGui::TreePop(); } - if (ImGui::CollapsingHeader("Columns")) + if (ImGui::TreeNode("Context menus")) { - ImGui::PushID("Columns"); - - // Basic columns - if (ImGui::TreeNode("Basic")) + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (IsItemHovered() && IsMouseReleased(0)) + // OpenPopup(id); + // return BeginPopup(id); + // For more advanced uses you may want to replicate and cuztomize this code. This the comments inside BeginPopupContextItem() implementation. + static float value = 0.5f; + ImGui::Text("Value = %.3f (<-- right-click here)", value); + if (ImGui::BeginPopupContextItem("item context menu")) { - ImGui::Text("Without border:"); - ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border - ImGui::Separator(); - for (int n = 0; n < 14; n++) - { - char label[32]; - sprintf(label, "Item %d", n); - if (ImGui::Selectable(label)) {} - //if (ImGui::Button(label, ImVec2(-1,0))) {} - ImGui::NextColumn(); - } - ImGui::Columns(1); - ImGui::Separator(); - - ImGui::Text("With border:"); - ImGui::Columns(4, "mycolumns"); // 4-ways, with border - ImGui::Separator(); - ImGui::Text("ID"); ImGui::NextColumn(); - ImGui::Text("Name"); ImGui::NextColumn(); - ImGui::Text("Path"); ImGui::NextColumn(); - ImGui::Text("Hovered"); ImGui::NextColumn(); - ImGui::Separator(); - const char* names[3] = { "One", "Two", "Three" }; - const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; - static int selected = -1; - for (int i = 0; i < 3; i++) - { - char label[32]; - sprintf(label, "%04d", i); - if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) - selected = i; - bool hovered = ImGui::IsItemHovered(); - ImGui::NextColumn(); - ImGui::Text(names[i]); ImGui::NextColumn(); - ImGui::Text(paths[i]); ImGui::NextColumn(); - ImGui::Text("%d", hovered); ImGui::NextColumn(); - } - ImGui::Columns(1); - ImGui::Separator(); - ImGui::TreePop(); + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-1); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); } - // Create multiple items in a same cell before switching to next column - if (ImGui::TreeNode("Mixed items")) + // We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the Begin call. + // So here we will make it that clicking on the text field with the right mouse button (1) will toggle the visibility of the popup above. + ImGui::Text("(You can also right-click me to open the same popup as above.)"); + ImGui::OpenPopupOnItemClick("item context menu", 1); + + // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem(). + // BeginPopupContextItem() will use the last item ID as the popup ID. + // In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details) + static char name[32] = "Label1"; + char buf[64]; sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) { - ImGui::Columns(3, "mixed"); - ImGui::Separator(); - - ImGui::Text("Hello"); - ImGui::Button("Banana"); - ImGui::NextColumn(); - - ImGui::Text("ImGui"); - ImGui::Button("Apple"); - static float foo = 1.0f; - ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); - ImGui::Text("An extra line here."); - ImGui::NextColumn(); - - ImGui::Text("Sailor"); - ImGui::Button("Corniflower"); - static float bar = 1.0f; - ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); - ImGui::NextColumn(); - - if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); - ImGui::Columns(1); - ImGui::Separator(); - ImGui::TreePop(); + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); - // Word wrapping - if (ImGui::TreeNode("Word-wrapping")) - { - ImGui::Columns(2, "word-wrapping"); - ImGui::Separator(); - ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); - ImGui::TextWrapped("Hello Left"); - ImGui::NextColumn(); - ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); - ImGui::TextWrapped("Hello Right"); - ImGui::Columns(1); - ImGui::Separator(); - ImGui::TreePop(); - } + ImGui::TreePop(); + } - if (ImGui::TreeNode("Borders")) + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside the window."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) { - // NB: Future columns API should allow automatic horizontal borders. - static bool h_borders = true; - static bool v_borders = true; - ImGui::Checkbox("horizontal", &h_borders); + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); + ImGui::Separator(); + + //static int dummy_i = 0; + //ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); ImGui::SameLine(); - ImGui::Checkbox("vertical", &v_borders); - ImGui::Columns(4, NULL, v_borders); - for (int i = 0; i < 4*3; i++) - { - if (h_borders && ImGui::GetColumnIndex() == 0) - ImGui::Separator(); - ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i); - ImGui::Text("Width %.2f\nOffset %.2f", ImGui::GetColumnWidth(), ImGui::GetColumnOffset()); - ImGui::NextColumn(); - } - ImGui::Columns(1); - if (h_borders) - ImGui::Separator(); - ImGui::TreePop(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); } - // Scrolling columns - /* - if (ImGui::TreeNode("Vertical Scrolling")) + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) { - ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y)); - ImGui::Columns(3); - ImGui::Text("ID"); ImGui::NextColumn(); - ImGui::Text("Name"); ImGui::NextColumn(); - ImGui::Text("Path"); ImGui::NextColumn(); - ImGui::Columns(1); - ImGui::Separator(); - ImGui::EndChild(); - ImGui::BeginChild("##scrollingregion", ImVec2(0, 60)); - ImGui::Columns(3); - for (int i = 0; i < 10; i++) + if (ImGui::BeginMenuBar()) { - ImGui::Text("%04d", i); ImGui::NextColumn(); - ImGui::Text("Foobar"); ImGui::NextColumn(); - ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn(); + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Dummy menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); } - ImGui::Columns(1); - ImGui::EndChild(); - ImGui::TreePop(); - } - */ + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); - if (ImGui::TreeNode("Horizontal Scrolling")) - { - ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); - ImGui::BeginChild("##ScrollingRegion", ImVec2(0, ImGui::GetFontSize() * 20), false, ImGuiWindowFlags_HorizontalScrollbar); - ImGui::Columns(10); - int ITEMS_COUNT = 2000; - ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list - while (clipper.Step()) + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f,0.7f,0.0f,0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which will close the popup. + // Note that the visibility state of popups is owned by imgui, so the input value of the bool actually doesn't matter here. + bool dummy_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &dummy_open)) { - for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) - for (int j = 0; j < 10; j++) - { - ImGui::Text("Line %d Column %d...", i, j); - ImGui::NextColumn(); - } + ImGui::Text("Hello from Stacked The Second!"); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); } - ImGui::Columns(1); - ImGui::EndChild(); - ImGui::TreePop(); + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); } - bool node_open = ImGui::TreeNode("Tree within single cell"); - ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell. There's no storage of state per-cell."); - if (node_open) + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above. + // To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here + // would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus. + ImGui::PushID("foo"); + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) { - ImGui::Columns(2, "tree items"); - ImGui::Separator(); - if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn(); - if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn(); - ImGui::Columns(1); - ImGui::Separator(); - ImGui::TreePop(); + ShowExampleMenuFile(); + ImGui::EndMenu(); } ImGui::PopID(); + ImGui::Separator(); + ImGui::TreePop(); + } +} + +static void ShowDemoWindowColumns() +{ + if (!ImGui::CollapsingHeader("Columns")) + return; + + ImGui::PushID("Columns"); + + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo columns can use the full window width."); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // Basic columns + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); } + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Scrolling columns + /* + if (ImGui::TreeNode("Vertical Scrolling")) + { + ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y)); + ImGui::Columns(3); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::EndChild(); + ImGui::BeginChild("##scrollingregion", ImVec2(0, 60)); + ImGui::Columns(3); + for (int i = 0; i < 10; i++) + { + ImGui::Text("%04d", i); ImGui::NextColumn(); + ImGui::Text("Foobar"); ImGui::NextColumn(); + ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + */ + + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImGui::BeginChild("##ScrollingRegion", ImVec2(0, ImGui::GetFontSize() * 20), false, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + if (disable_indent) + ImGui::PopStyleVar(); + ImGui::PopID(); +} + +static void ShowDemoWindowMisc() +{ if (ImGui::CollapsingHeader("Filtering")) { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. static ImGuiTextFilter filter; ImGui::Text("Filter usage:\n" " \"\" display all lines\n" @@ -2245,12 +2841,14 @@ void ImGui::ShowDemoWindow(bool* p_open) { ImGuiIO& io = ImGui::GetIO(); + // Display ImGuiIO output flags ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); ImGui::Text("WantTextInput: %d", io.WantTextInput); ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); + // Display Keyboard/Mouse state if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) { if (ImGui::IsMousePosValid()) @@ -2264,10 +2862,11 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); - ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); } - ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d", i); } - ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); } + ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); } + ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); } ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } @@ -2293,7 +2892,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); ImGui::PushAllowKeyboardFocus(false); ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); - //ImGui::SameLine(); ShowHelperMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets."); + //ImGui::SameLine(); HelpMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets."); ImGui::PopAllowKeyboardFocus(); ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); @@ -2329,9 +2928,9 @@ void ImGui::ShowDemoWindow(bool* p_open) // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item static float f3[3] = { 0.0f, 0.0f, 0.0f }; int focus_ahead = -1; - if (ImGui::Button("Focus on X")) focus_ahead = 0; ImGui::SameLine(); - if (ImGui::Button("Focus on Y")) focus_ahead = 1; ImGui::SameLine(); - if (ImGui::Button("Focus on Z")) focus_ahead = 2; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); @@ -2345,22 +2944,17 @@ void ImGui::ShowDemoWindow(bool* p_open) for (int button = 0; button < 3; button++) ImGui::Text("IsMouseDragging(%d):\n w/ default threshold: %d,\n w/ zero threshold: %d\n w/ large threshold: %d", button, ImGui::IsMouseDragging(button), ImGui::IsMouseDragging(button, 0.0f), ImGui::IsMouseDragging(button, 20.0f)); + ImGui::Button("Drag Me"); if (ImGui::IsItemActive()) - { - // Draw a line between the button and the mouse cursor - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - draw_list->PushClipRectFullScreen(); - draw_list->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); - draw_list->PopClipRect(); + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor - // Drag operations gets "unlocked" when the mouse has moved past a certain threshold (the default threshold is stored in io.MouseDragThreshold) - // You can request a lower or higher threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta() - ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); - ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); - ImVec2 mouse_delta = io.MouseDelta; - ImGui::SameLine(); ImGui::Text("Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f), MouseDelta (%.1f, %.1f)", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y, mouse_delta.x, mouse_delta.y); - } + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold (the default threshold is stored in io.MouseDragThreshold) + // You can request a lower or higher threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta() + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):\n w/ default threshold: (%.1f, %.1f),\n w/ zero threshold: (%.1f, %.1f)\nMouseDelta: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y, value_raw.x, value_raw.y, mouse_delta.x, mouse_delta.y); ImGui::TreePop(); } @@ -2371,7 +2965,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]); ImGui::Text("Hover to see mouse cursors:"); - ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it."); + ImGui::SameLine(); HelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it."); for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) { char label[32]; @@ -2383,14 +2977,146 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::TreePop(); } } +} - // End of ShowDemoWindow() +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); + ImGui::Separator(); + ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImGui::BeginChildFrame(ImGui::GetID("cfginfos"), ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18), ImGuiWindowFlags_NoMove); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make the text appears without formatting when pasting to GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); + if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigWindowsMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChildFrame(); + } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- +// - ShowStyleSelector() +// - ShowFontSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- // Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. // Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally. @@ -2419,12 +3145,17 @@ void ImGui::ShowFontSelector(const char* label) if (ImGui::BeginCombo(label, font_current->GetDebugName())) { for (int n = 0; n < io.Fonts->Fonts.Size; n++) - if (ImGui::Selectable(io.Fonts->Fonts[n]->GetDebugName(), io.Fonts->Fonts[n] == font_current)) - io.FontDefault = io.Fonts->Fonts[n]; + { + ImFont* font = io.Fonts->Fonts[n]; + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + ImGui::PopID(); + } ImGui::EndCombo(); } ImGui::SameLine(); - ShowHelpMarker( + HelpMarker( "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" "- Read FAQ and documentation in misc/fonts/ for more details.\n" @@ -2467,188 +3198,211 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::Button("Revert Ref")) style = *ref; ImGui::SameLine(); - ShowHelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere."); + HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere."); - if (ImGui::TreeNode("Rendering")) - { - ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); - ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); - ImGui::PushItemWidth(100); - ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, NULL, 2.0f); - if (style.CurveTessellationTol < 0.0f) style.CurveTessellationTol = 0.10f; - ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. - ImGui::PopItemWidth(); - ImGui::TreePop(); - } + ImGui::Separator(); - if (ImGui::TreeNode("Settings")) + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) { - ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 16.0f, "%.0f"); - ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); - ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); - ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); - ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); - ImGui::Text("BorderSize"); - ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::Text("Rounding"); - ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 14.0f, "%.0f"); - ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 16.0f, "%.0f"); - ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); - ImGui::Text("Alignment"); - ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content."); - ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); - ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Colors")) - { - static int output_dest = 0; - static bool output_only_modified = true; - if (ImGui::Button("Export Unsaved")) + if (ImGui::BeginTabItem("Sizes")) { - if (output_dest == 0) - ImGui::LogToClipboard(); - else - ImGui::LogToTTY(); - ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + ImGui::Text("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + ImGui::Text("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::Text("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::Text("Alignment"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = window_menu_button_position - 1; + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export Unsaved")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine(); + ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine(); + ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); ImGui::SameLine(); + HelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu."); + + ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); + ImGui::PushItemWidth(-160); for (int i = 0; i < ImGuiCol_COUNT; i++) { - const ImVec4& col = style.Colors[i]; const char* name = ImGui::GetStyleColorName(i); - if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) - ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23-(int)strlen(name), "", col.x, col.y, col.z, col.w); - } - ImGui::LogFinish(); - } - ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::PopItemWidth(); - ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); - - ImGui::Text("Tip: Left-click on colored square to open color picker,\nRight-click to open edit options menu."); - - static ImGuiTextFilter filter; - filter.Draw("Filter colors", 200); - - static ImGuiColorEditFlags alpha_flags = 0; - ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine(); - ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine(); - ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); - - ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); - ImGui::PushItemWidth(-160); - for (int i = 0; i < ImGuiCol_COUNT; i++) - { - const char* name = ImGui::GetStyleColorName(i); - if (!filter.PassFilter(name)) - continue; - ImGui::PushID(i); - ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); - if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) - { - // Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons. - // Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient! - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i]; - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i]; - } - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); - ImGui::TextUnformatted(name); - ImGui::PopID(); - } - ImGui::PopItemWidth(); - ImGui::EndChild(); - - ImGui::TreePop(); - } - - bool fonts_opened = ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size); - if (fonts_opened) - { - ImFontAtlas* atlas = ImGui::GetIO().Fonts; - if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) - { - ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128)); - ImGui::TreePop(); - } - ImGui::PushItemWidth(100); - for (int i = 0; i < atlas->Fonts.Size; i++) - { - ImFont* font = atlas->Fonts[i]; - ImGui::PushID(font); - bool font_details_opened = ImGui::TreeNode(font, "Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size); - ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) ImGui::GetIO().FontDefault = font; - if (font_details_opened) - { - ImGui::PushFont(font); - ImGui::Text("The quick brown fox jumps over the lazy dog"); - ImGui::PopFont(); - ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font - ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)"); - ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f"); - ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); - ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar); - ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface)); - for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - if (ImFontConfig* cfg = &font->ConfigData[config_i]) - ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); - if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) { - // Display all glyphs of the fonts in separate pages of 256 characters - for (int base = 0; base < 0x10000; base += 256) + // Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons. + // Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i]; + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i]; + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading."); + ImGui::PushItemWidth(120); + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + ImGui::PushID(font); + bool font_details_opened = ImGui::TreeNode(font, "Font %d: \"%s\"\n%.2f px, %d glyphs, %d file(s)", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; } + if (font_details_opened) + { + ImGui::PushFont(font); + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::PopFont(); + ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font + ImGui::SameLine(); HelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)"); + ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f"); + ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar); + ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar); + const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface); + ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); + if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) { - int count = 0; - for (int n = 0; n < 256; n++) - count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0; - if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base+255, count, count > 1 ? "glyphs" : "glyph")) + // Display all glyphs of the fonts in separate pages of 256 characters + for (int base = 0; base < 0x10000; base += 256) { - float cell_size = font->FontSize * 1; - float cell_spacing = style.ItemSpacing.y; - ImVec2 base_pos = ImGui::GetCursorScreenPos(); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); + int count = 0; for (int n = 0; n < 256; n++) + count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0; + if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) { - ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); - ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); - const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base+n)); - draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255,255,255,100) : IM_COL32(255,255,255,50)); - if (glyph) - font->RenderChar(draw_list, cell_size, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base+n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string. - if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2)) + float cell_size = font->FontSize * 1; + float cell_spacing = style.ItemSpacing.y; + ImVec2 base_pos = ImGui::GetCursorScreenPos(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 256; n++) { - ImGui::BeginTooltip(); - ImGui::Text("Codepoint: U+%04X", base+n); - ImGui::Separator(); - ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX); - ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); - ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); - ImGui::EndTooltip(); + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (glyph) + font->RenderChar(draw_list, cell_size, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base + n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string. + if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2)) + { + ImGui::BeginTooltip(); + ImGui::Text("Codepoint: U+%04X", base + n); + ImGui::Separator(); + ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX); + ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + ImGui::EndTooltip(); + } } + ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + ImGui::TreePop(); } - ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); - ImGui::TreePop(); } + ImGui::TreePop(); } ImGui::TreePop(); } + ImGui::PopID(); + } + if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col); ImGui::TreePop(); } - ImGui::PopID(); + + HelpMarker("Those are old settings provided for convenience.\nHowever, the _correct_ way of scaling your UI is currently to reload your font at the designed size, rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure."); + static float window_scale = 1.0f; + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.2f"); // scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); } - static float window_scale = 1.0f; - ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this window - ImGui::DragFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything - ImGui::PopItemWidth(); - ImGui::SetWindowFontScale(window_scale); - ImGui::TreePop(); + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(100); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); } ImGui::PopItemWidth(); @@ -2657,8 +3411,14 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) //----------------------------------------------------------------------------- // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() //----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- -// Demonstrate creating a fullscreen menu bar and populating it. +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window we Begin()-ed into (the window needs the ImGuiWindowFlags_MenuBar flag) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. static void ShowExampleAppMainMenuBar() { if (ImGui::BeginMainMenuBar()) @@ -2682,6 +3442,7 @@ static void ShowExampleAppMainMenuBar() } } +// Note that shortcuts are currently provided for display only (future version will add flags to BeginMenu to process shortcuts) static void ShowExampleMenuFile() { ImGui::MenuItem("(dummy menu)", NULL, false, false); @@ -2757,10 +3518,12 @@ struct ExampleAppConsole { char InputBuf[256]; ImVector Items; - bool ScrollToBottom; + ImVector Commands; ImVector History; int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. - ImVector Commands; + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; ExampleAppConsole() { @@ -2771,6 +3534,8 @@ struct ExampleAppConsole Commands.push_back("HISTORY"); Commands.push_back("CLEAR"); Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches. + AutoScroll = true; + ScrollToBottom = false; AddLog("Welcome to Dear ImGui!"); } ~ExampleAppConsole() @@ -2783,7 +3548,7 @@ struct ExampleAppConsole // Portable helpers static int Stricmp(const char* str1, const char* str2) { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; } static int Strnicmp(const char* str1, const char* str2, int n) { int d = 0; while (n > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; n--; } return d; } - static char* Strdup(const char *str) { size_t len = strlen(str) + 1; void* buff = malloc(len); return (char*)memcpy(buff, (const void*)str, len); } + static char* Strdup(const char *str) { size_t len = strlen(str) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)str, len); } static void Strtrim(char* str) { char* str_end = str + strlen(str); while (str_end > str && str_end[-1] == ' ') str_end--; *str_end = 0; } void ClearLog() @@ -2791,7 +3556,6 @@ struct ExampleAppConsole for (int i = 0; i < Items.Size; i++) free(Items[i]); Items.clear(); - ScrollToBottom = true; } void AddLog(const char* fmt, ...) IM_FMTARGS(2) @@ -2804,7 +3568,6 @@ struct ExampleAppConsole buf[IM_ARRAYSIZE(buf)-1] = 0; va_end(args); Items.push_back(Strdup(buf)); - ScrollToBottom = true; } void Draw(const char* title, bool* p_open) @@ -2830,19 +3593,26 @@ struct ExampleAppConsole // TODO: display items starting from the bottom - if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); + if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); - bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine(); - if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true; + bool copy_to_clipboard = ImGui::SmallButton("Copy"); //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } ImGui::Separator(); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0)); - static ImGuiTextFilter filter; - filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); - ImGui::PopStyleVar(); + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); ImGui::Separator(); const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); // 1 separator, 1 input text @@ -2867,24 +3637,27 @@ struct ExampleAppConsole ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing if (copy_to_clipboard) ImGui::LogToClipboard(); - ImVec4 col_default_text = ImGui::GetStyleColorVec4(ImGuiCol_Text); for (int i = 0; i < Items.Size; i++) { const char* item = Items[i]; - if (!filter.PassFilter(item)) + if (!Filter.PassFilter(item)) continue; - ImVec4 col = col_default_text; - if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f); - else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f); - ImGui::PushStyleColor(ImGuiCol_Text, col); + + // Normally you would store more information in your item (e.g. make Items[] an array of structure, store color/type etc.) + bool pop_color = false; + if (strstr(item, "[error]")) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.4f, 0.4f, 1.0f)); pop_color = true; } + else if (strncmp(item, "# ", 2) == 0) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.8f, 0.6f, 1.0f)); pop_color = true; } ImGui::TextUnformatted(item); - ImGui::PopStyleColor(); + if (pop_color) + ImGui::PopStyleColor(); } if (copy_to_clipboard) ImGui::LogFinish(); - if (ScrollToBottom) - ImGui::SetScrollHere(1.0f); + + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); ScrollToBottom = false; + ImGui::PopStyleVar(); ImGui::EndChild(); ImGui::Separator(); @@ -2945,6 +3718,9 @@ struct ExampleAppConsole { AddLog("Unknown command: '%s'\n", command_line); } + + // On commad input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; } static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks @@ -3072,10 +3848,21 @@ struct ExampleAppLog { ImGuiTextBuffer Buf; ImGuiTextFilter Filter; - ImVector LineOffsets; // Index to lines offset - bool ScrollToBottom; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines + bool AutoScroll; // Keep scrolling if already at the bottom - void Clear() { Buf.clear(); LineOffsets.clear(); } + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } void AddLog(const char* fmt, ...) IM_FMTARGS(2) { @@ -3086,47 +3873,88 @@ struct ExampleAppLog va_end(args); for (int new_size = Buf.size(); old_size < new_size; old_size++) if (Buf[old_size] == '\n') - LineOffsets.push_back(old_size); - ScrollToBottom = true; + LineOffsets.push_back(old_size + 1); } void Draw(const char* title, bool* p_open = NULL) { - ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiCond_FirstUseEver); if (!ImGui::Begin(title, p_open)) { ImGui::End(); return; } - if (ImGui::Button("Clear")) Clear(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); ImGui::SameLine(); bool copy = ImGui::Button("Copy"); ImGui::SameLine(); Filter.Draw("Filter", -100.0f); + ImGui::Separator(); ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar); - if (copy) ImGui::LogToClipboard(); + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); if (Filter.IsActive()) { - const char* buf_begin = Buf.begin(); - const char* line = buf_begin; - for (int line_no = 0; line != NULL; line_no++) + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have a random access on the result on our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of search/filter. + // especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) { - const char* line_end = (line_no < LineOffsets.Size) ? buf_begin + LineOffsets[line_no] : NULL; - if (Filter.PassFilter(line, line_end)) - ImGui::TextUnformatted(line, line_end); - line = line_end && line_end[1] ? line_end + 1 : NULL; + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); } } else { - ImGui::TextUnformatted(Buf.begin()); + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward to skip non-visible lines. + // Here we instead demonstrate using the clipper to only process lines that are within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them on your side is recommended. + // Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height, + // both of which we can handle since we an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display anymore, which is why we don't use the clipper. + // Storing or skimming through the search result would make it possible (and would be recommended if you want to search through tens of thousands of entries) + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); } + ImGui::PopStyleVar(); + + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); - if (ScrollToBottom) - ImGui::SetScrollHere(1.0f); - ScrollToBottom = false; ImGui::EndChild(); ImGui::End(); } @@ -3137,16 +3965,26 @@ static void ShowExampleAppLog(bool* p_open) { static ExampleAppLog log; - // Demo: add random items (unless Ctrl is held) - static double last_time = -1.0; - double time = ImGui::GetTime(); - if (time - last_time >= 0.20f && !ImGui::GetIO().KeyCtrl) + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + if (ImGui::SmallButton("[Debug] Add 5 entries")) { - const char* random_words[] = { "system", "info", "warning", "error", "fatal", "notice", "log" }; - log.AddLog("[%s] Hello, time is %.1f, frame count is %d\n", random_words[rand() % IM_ARRAYSIZE(random_words)], time, ImGui::GetFrameCount()); - last_time = time; + static int counter = 0; + for (int n = 0; n < 5; n++) + { + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), categories[counter % IM_ARRAYSIZE(categories)], ImGui::GetTime(), words[counter % IM_ARRAYSIZE(words)]); + counter++; + } } + ImGui::End(); + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) log.Draw("Example: Log", p_open); } @@ -3158,7 +3996,7 @@ static void ShowExampleAppLog(bool* p_open) static void ShowExampleAppLayout(bool* p_open) { ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); - if (ImGui::Begin("Example: Layout", p_open, ImGuiWindowFlags_MenuBar)) + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) { if (ImGui::BeginMenuBar()) { @@ -3188,7 +4026,20 @@ static void ShowExampleAppLayout(bool* p_open) ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us ImGui::Text("MyObject: %d", selected); ImGui::Separator(); - ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } ImGui::EndChild(); if (ImGui::Button("Revert")) {} ImGui::SameLine(); @@ -3212,7 +4063,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open) return; } - ShowHelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API."); + HelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API."); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2)); ImGui::Columns(2); @@ -3245,12 +4096,11 @@ static void ShowExampleAppPropertyEditor(bool* p_open) ImGui::AlignTextToFramePadding(); ImGui::TreeNodeEx("Field", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet, "Field_%d", i); ImGui::NextColumn(); - ImGui::PushItemWidth(-1); + ImGui::SetNextItemWidth(-1); if (i >= 5) ImGui::InputFloat("##value", &dummy_members[i], 1.0f); else ImGui::DragFloat("##value", &dummy_members[i], 0.01f); - ImGui::PopItemWidth(); ImGui::NextColumn(); } ImGui::PopID(); @@ -3289,7 +4139,7 @@ static void ShowExampleAppLongText(bool* p_open) static ImGuiTextBuffer log; static int lines = 0; ImGui::Text("Printing unusually long amount of text."); - ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped\0Multiple calls to Text(), not clipped (slow)\0"); ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); if (ImGui::Button("Clear")) { log.clear(); lines = 0; } ImGui::SameLine(); @@ -3359,7 +4209,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open) { struct CustomConstraints // Helper functions to demonstrate programmatic constraints { - static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); } + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = (data->DesiredSize.x > data->DesiredSize.y ? data->DesiredSize.x : data->DesiredSize.y); } static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } }; @@ -3371,8 +4221,8 @@ static void ShowExampleAppConstrainedResize(bool* p_open) if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500 if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500 - if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square - if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)100);// Fixed Step + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; if (ImGui::Begin("Example: Constrained Resize", p_open, flags)) @@ -3390,10 +4240,10 @@ static void ShowExampleAppConstrainedResize(bool* p_open) if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } - ImGui::PushItemWidth(200); + ImGui::SetNextItemWidth(200); ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc)); + ImGui::SetNextItemWidth(200); ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); - ImGui::PopItemWidth(); ImGui::Checkbox("Auto-resize", &auto_resize); for (int i = 0; i < display_lines; i++) ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); @@ -3410,17 +4260,20 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) { const float DISTANCE = 10.0f; static int corner = 0; - ImVec2 window_pos = ImVec2((corner & 1) ? ImGui::GetIO().DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? ImGui::GetIO().DisplaySize.y - DISTANCE : DISTANCE); - ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); + ImGuiIO& io = ImGui::GetIO(); if (corner != -1) + { + ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE); + ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); - ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background - if (ImGui::Begin("Example: Simple Overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav)) + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav)) { ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); ImGui::Separator(); if (ImGui::IsMousePosValid()) - ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y); + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); else ImGui::Text("Mouse Position: "); if (ImGui::BeginPopupContextWindow()) @@ -3475,7 +4328,6 @@ static void ShowExampleAppWindowTitles(bool*) // Demonstrate using the low-level ImDrawList to draw custom shapes. static void ShowExampleAppCustomRendering(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(350, 560), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Custom rendering", p_open)) { ImGui::End(); @@ -3488,100 +4340,408 @@ static void ShowExampleAppCustomRendering(bool* p_open) // In this example we are not using the maths operators! ImDrawList* draw_list = ImGui::GetWindowDrawList(); - // Primitives - ImGui::Text("Primitives"); - static float sz = 36.0f; - static float thickness = 4.0f; - static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); - ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); - ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); - ImGui::ColorEdit3("Color", &col.x); + if (ImGui::BeginTabBar("##TabBar")) { - const ImVec2 p = ImGui::GetCursorScreenPos(); - const ImU32 col32 = ImColor(col); - float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f; - for (int n = 0; n < 2; n++) + // Primitives + if (ImGui::BeginTabItem("Primitives")) { - float curr_thickness = (n == 0) ? 1.0f : thickness; - draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, curr_thickness); x += sz+spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, curr_thickness); x += sz+spacing; - draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, curr_thickness); x += sz+spacing; - draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, curr_thickness); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, curr_thickness); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, curr_thickness); x += sz+spacing; // Diagonal line - draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, curr_thickness); - x = p.x + 4; - y += sz+spacing; - } - draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing; - draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32); x += sz+spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+thickness), col32); x += sz+spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+thickness, y+sz), col32); x += spacing+spacing; // Vertical line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+1, y+1), col32); x += sz; // Pixel (faster than AddLine) - draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x+sz, y+sz), IM_COL32(0,0,0,255), IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255)); - ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*3)); - } - ImGui::Separator(); - { - static ImVector points; - static bool adding_line = false; - ImGui::Text("Canvas example"); - if (ImGui::Button("Clear")) points.clear(); - if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } } - ImGui::Text("Left-click and drag to add lines,\nRight-click to undo"); - - // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered() - // But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos(). - // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max). - ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! - ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available - if (canvas_size.x < 50.0f) canvas_size.x = 50.0f; - if (canvas_size.y < 50.0f) canvas_size.y = 50.0f; - draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255)); - draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255)); - - bool adding_preview = false; - ImGui::InvisibleButton("canvas", canvas_size); - ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y); - if (adding_line) - { - adding_preview = true; - points.push_back(mouse_pos_in_canvas); - if (!ImGui::IsMouseDown(0)) - adding_line = adding_preview = false; - } - if (ImGui::IsItemHovered()) - { - if (!adding_line && ImGui::IsMouseClicked(0)) + static float sz = 36.0f; + static float thickness = 3.0f; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::ColorEdit4("Color", &colf.x); + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + float x = p.x + 4.0f, y = p.y + 4.0f; + float spacing = 10.0f; + ImDrawCornerFlags corners_none = 0; + ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; + ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; + for (int n = 0; n < 2; n++) { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6, th); x += sz + spacing; // Hexagon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 20, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th); x += sz + spacing; // Triangle + draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col, th); + x = p.x + 4; + y += sz + spacing; + } + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6); x += sz + spacing; // Hexagon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 32); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing*2.0f; // Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + ImGui::Dummy(ImVec2((sz + spacing) * 9.8f, (sz + spacing) * 3)); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static bool adding_line = false; + if (ImGui::Button("Clear")) points.clear(); + if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } } + ImGui::Text("Left-click and drag to add lines,\nRight-click to undo"); + + // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered() + // But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos(). + // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max). + ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_size.x < 50.0f) canvas_size.x = 50.0f; + if (canvas_size.y < 50.0f) canvas_size.y = 50.0f; + draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255)); + draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255)); + + bool adding_preview = false; + ImGui::InvisibleButton("canvas", canvas_size); + ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y); + if (adding_line) + { + adding_preview = true; points.push_back(mouse_pos_in_canvas); - adding_line = true; + if (!ImGui::IsMouseDown(0)) + adding_line = adding_preview = false; } - if (ImGui::IsMouseClicked(1) && !points.empty()) + if (ImGui::IsItemHovered()) { - adding_line = adding_preview = false; - points.pop_back(); + if (!adding_line && ImGui::IsMouseClicked(0)) + { + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (ImGui::IsMouseClicked(1) && !points.empty()) + { + adding_line = adding_preview = false; + points.pop_back(); + points.pop_back(); + } + } + draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.) + for (int i = 0; i < points.Size - 1; i += 2) + draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + if (adding_preview) points.pop_back(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 48, 10+4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 48, 10); + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + const char* Name; // Document title + bool Open; // Set when the document is open (in this demo, we keep an array of all available documents to simplify the demo) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + bool WantClose; // Set when the document + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f,1.0f,1.0f,1.0f)) + { + Name = name; + Open = OpenPrev = open; + Dirty = false; + WantClose = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoQueueClose() { WantClose = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } + + // Display dummy contents for the Document + static void DisplayContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + if (ImGui::Button("Modify", ImVec2(100, 0))) + doc->Dirty = true; + ImGui::SameLine(); + if (ImGui::Button("Save", ImVec2(100, 0))) + doc->DoSave(); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + static void DisplayContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open)) + doc->DoQueueClose(); + ImGui::EndPopup(); + } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("A Rather Long Title", false)); + Documents.push_back(MyDocument("Some Document", false)); + } +}; + +// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. +// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, as opposed +// to clicking on the regular tab closing button) and stops being submitted, it will take a frame for the tab bar to notice its absence. +// During this frame there will be a gap in the tab bar, and if the tab that has disappeared was the selected one, the tab bar +// will report no selected tab during the frame. This will effectively give the impression of a flicker for one frame. +// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. +// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. +static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app) +{ + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open && doc->OpenPrev) + ImGui::SetTabItemClosed(doc->Name); + doc->OpenPrev = doc->Open; + } +} + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + if (!ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + open_count += app.Documents[doc_n].Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + if (ImGui::MenuItem(doc->Name)) + doc->DoOpen(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + app.Documents[doc_n].DoQueueClose(); + if (ImGui::MenuItem("Exit", "Alt+F4")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(doc); + if (ImGui::Checkbox(doc->Name, &doc->Open)) + if (!doc->Open) + doc->DoForceClose(); + ImGui::PopID(); + } + + ImGui::Separator(); + + // Submit Tab Bar and Tabs + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + NotifyOfDocumentsClosedElsewhere(app); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + doc->DoQueueClose(); + } + + MyDocument::DisplayContextMenu(doc); + if (visible) + { + MyDocument::DisplayContents(doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + + // Update closing queue + static ImVector close_queue; + if (close_queue.empty()) + { + // Close queue is locked once we started a popup + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (doc->WantClose) + { + doc->WantClose = false; + close_queue.push_back(doc); } } - draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.) - for (int i = 0; i < points.Size - 1; i += 2) - draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); - draw_list->PopClipRect(); - if (adding_preview) - points.pop_back(); } + + // Display closing confirmation UI + if (!close_queue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?")) + { + ImGui::Text("Save change to the following items?"); + ImGui::SetNextItemWidth(-1.0f); + if (ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6)) + { + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + ImGui::Text("%s", close_queue[n]->Name); + ImGui::ListBoxFooter(); + } + + if (ImGui::Button("Yes", ImVec2(80, 0))) + { + for (int n = 0; n < close_queue.Size; n++) + { + if (close_queue[n]->Dirty) + close_queue[n]->DoSave(); + close_queue[n]->DoForceClose(); + } + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", ImVec2(80, 0))) + { + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(80, 0))) + { + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + ImGui::End(); } // End of Demo code #else +void ImGui::ShowAboutWindow(bool*) {} void ImGui::ShowDemoWindow(bool*) {} void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor(ImGuiStyle*) {} diff --git a/ref/imgui/imgui_draw.cpp b/ref/imgui/imgui_draw.cpp index 6091d022..845cd04e 100644 --- a/ref/imgui/imgui_draw.cpp +++ b/ref/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.65 +// dear imgui, v1.73 // (drawing and font code) /* @@ -8,11 +8,13 @@ Index of this file: // [SECTION] STB libraries implementation // [SECTION] Style functions // [SECTION] ImDrawList +// [SECTION] ImDrawListSplitter // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig // [SECTION] ImFontAtlas -// [SECTION] ImFontAtlas glyph ranges helpers + GlyphRangesBuilder +// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder // [SECTION] ImFont // [SECTION] Internal Render Helpers // [SECTION] Decompression code @@ -20,11 +22,6 @@ Index of this file: */ -#include "stdafx.h" -#ifdef DBG_NEW -#undef new -#endif - #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif @@ -37,7 +34,7 @@ Index of this file: #include // vsnprintf, sscanf, printf #if !defined(alloca) -#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) +#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__) #include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) #elif defined(_WIN32) #include // alloca @@ -51,16 +48,20 @@ Index of this file: // Visual Studio warnings #ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. -#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif #if __has_warning("-Wcomma") #pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here // #endif @@ -68,15 +69,15 @@ Index of this file: #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // #endif #if __has_warning("-Wdouble-promotion") -#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //------------------------------------------------------------------------- @@ -84,7 +85,7 @@ Index of this file: //------------------------------------------------------------------------- // Compile time options: -//#define IMGUI_STB_NAMESPACE ImGuiStb +//#define IMGUI_STB_NAMESPACE ImStb //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION @@ -100,7 +101,7 @@ namespace IMGUI_STB_NAMESPACE #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wmissing-prototypes" @@ -108,7 +109,7 @@ namespace IMGUI_STB_NAMESPACE #pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // #endif -#ifdef __GNUC__ +#if defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] #pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers @@ -130,8 +131,8 @@ namespace IMGUI_STB_NAMESPACE #ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION -#define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x)) -#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x)) +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) #define STBTT_assert(x) IM_ASSERT(x) #define STBTT_fmod(x,y) ImFmod(x,y) #define STBTT_sqrt(x) ImSqrt(x) @@ -151,20 +152,20 @@ namespace IMGUI_STB_NAMESPACE #endif #endif -#ifdef __GNUC__ +#if defined(__GNUC__) #pragma GCC diagnostic pop #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic pop #endif -#ifdef _MSC_VER +#if defined(_MSC_VER) #pragma warning (pop) #endif #ifdef IMGUI_STB_NAMESPACE -} // namespace ImGuiStb +} // namespace ImStb using namespace IMGUI_STB_NAMESPACE; #endif @@ -180,7 +181,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); - colors[ImGuiCol_ChildBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); @@ -210,6 +211,11 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -254,12 +260,17 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); - colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -305,12 +316,17 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -333,6 +349,7 @@ ImDrawListSharedData::ImDrawListSharedData() FontSize = 0.0f; CurveTessellationTol = 0.0f; ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); + InitialFlags = ImDrawListFlags_None; // Const data for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) @@ -347,16 +364,15 @@ void ImDrawList::Clear() CmdBuffer.resize(0); IdxBuffer.resize(0); VtxBuffer.resize(0); - Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill; + Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None; + _VtxCurrentOffset = 0; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.resize(0); _TextureIdStack.resize(0); _Path.resize(0); - _ChannelsCurrent = 0; - _ChannelsCount = 1; - // NB: Do not clear channels so our allocations are re-used after the first frame. + _Splitter.Clear(); } void ImDrawList::ClearFreeMemory() @@ -370,20 +386,12 @@ void ImDrawList::ClearFreeMemory() _ClipRectStack.clear(); _TextureIdStack.clear(); _Path.clear(); - _ChannelsCurrent = 0; - _ChannelsCount = 1; - for (int i = 0; i < _Channels.Size; i++) - { - if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again - _Channels[i].CmdBuffer.clear(); - _Channels[i].IdxBuffer.clear(); - } - _Channels.clear(); + _Splitter.ClearFreeMemory(); } ImDrawList* ImDrawList::CloneOutput() const { - ImDrawList* dst = IM_NEW(ImDrawList(NULL)); + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); dst->CmdBuffer = CmdBuffer; dst->IdxBuffer = IdxBuffer; dst->VtxBuffer = VtxBuffer; @@ -393,13 +401,15 @@ ImDrawList* ImDrawList::CloneOutput() const // Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds #define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen) -#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL) +#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL) void ImDrawList::AddDrawCmd() { ImDrawCmd draw_cmd; draw_cmd.ClipRect = GetCurrentClipRect(); draw_cmd.TextureId = GetCurrentTextureId(); + draw_cmd.VtxOffset = _VtxCurrentOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); CmdBuffer.push_back(draw_cmd); @@ -506,88 +516,17 @@ void ImDrawList::PopTextureID() UpdateTextureID(); } -void ImDrawList::ChannelsSplit(int channels_count) -{ - IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1); - int old_channels_count = _Channels.Size; - if (old_channels_count < channels_count) - _Channels.resize(channels_count); - _ChannelsCount = channels_count; - - // _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer - // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. - // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer - memset(&_Channels[0], 0, sizeof(ImDrawChannel)); - for (int i = 1; i < channels_count; i++) - { - if (i >= old_channels_count) - { - IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); - } - else - { - _Channels[i].CmdBuffer.resize(0); - _Channels[i].IdxBuffer.resize(0); - } - if (_Channels[i].CmdBuffer.Size == 0) - { - ImDrawCmd draw_cmd; - draw_cmd.ClipRect = _ClipRectStack.back(); - draw_cmd.TextureId = _TextureIdStack.back(); - _Channels[i].CmdBuffer.push_back(draw_cmd); - } - } -} - -void ImDrawList::ChannelsMerge() -{ - // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. - if (_ChannelsCount <= 1) - return; - - ChannelsSetCurrent(0); - if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0) - CmdBuffer.pop_back(); - - int new_cmd_buffer_count = 0, new_idx_buffer_count = 0; - for (int i = 1; i < _ChannelsCount; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0) - ch.CmdBuffer.pop_back(); - new_cmd_buffer_count += ch.CmdBuffer.Size; - new_idx_buffer_count += ch.IdxBuffer.Size; - } - CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count); - IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count); - - ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count; - _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count; - for (int i = 1; i < _ChannelsCount; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } - if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; } - } - UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. - _ChannelsCount = 1; -} - -void ImDrawList::ChannelsSetCurrent(int idx) -{ - IM_ASSERT(idx < _ChannelsCount); - if (_ChannelsCurrent == idx) return; - memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times - memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer)); - _ChannelsCurrent = idx; - memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer)); - memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer)); - _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size; -} - // NB: this can be called with negative count for removing primitives (as long as the result does not underflow) void ImDrawList::PrimReserve(int idx_count, int vtx_count) { + // Large mesh support (when enabled) + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + _VtxCurrentOffset = VtxBuffer.Size; + _VtxCurrentIdx = 0; + AddDrawCmd(); + } + ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1]; draw_cmd.ElemCount += idx_count; @@ -645,7 +584,13 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c _IdxWritePtr += 6; } +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. +// Those macros expects l-values. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } + // TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness) { if (points_count < 2) @@ -669,16 +614,17 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 PrimReserve(idx_count, vtx_count); // Temporary buffer - ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); + ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630 ImVec2* temp_points = temp_normals + points_count; for (int i1 = 0; i1 < count; i1++) { const int i2 = (i1+1) == points_count ? 0 : i1+1; - ImVec2 diff = points[i2] - points[i1]; - diff *= ImInvLength(diff, 1.0f); - temp_normals[i1].x = diff.y; - temp_normals[i1].y = -diff.x; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; } if (!closed) temp_normals[points_count-1] = temp_normals[points_count-2]; @@ -701,17 +647,18 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3; // Average normals - ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f; - float dmr2 = dm.x*dm.x + dm.y*dm.y; - if (dmr2 > 0.000001f) - { - float scale = 1.0f / dmr2; - if (scale > 100.0f) scale = 100.0f; - dm *= scale; - } - dm *= AA_SIZE; - temp_points[i2*2+0] = points[i2] + dm; - temp_points[i2*2+1] = points[i2] - dm; + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y) + dm_x *= AA_SIZE; + dm_y *= AA_SIZE; + + // Add temporary vertexes + ImVec2* out_vtx = &temp_points[i2*2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; // Add indexes _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); @@ -755,20 +702,24 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4; // Average normals - ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f; - float dmr2 = dm.x*dm.x + dm.y*dm.y; - if (dmr2 > 0.000001f) - { - float scale = 1.0f / dmr2; - if (scale > 100.0f) scale = 100.0f; - dm *= scale; - } - ImVec2 dm_out = dm * (half_inner_thickness + AA_SIZE); - ImVec2 dm_in = dm * half_inner_thickness; - temp_points[i2*4+0] = points[i2] + dm_out; - temp_points[i2*4+1] = points[i2] + dm_in; - temp_points[i2*4+2] = points[i2] - dm_in; - temp_points[i2*4+3] = points[i2] - dm_out; + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertexes + ImVec2* out_vtx = &temp_points[i2*4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; // Add indexes _IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); @@ -806,11 +757,13 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 const int i2 = (i1+1) == points_count ? 0 : i1+1; const ImVec2& p1 = points[i1]; const ImVec2& p2 = points[i2]; - ImVec2 diff = p2 - p1; - diff *= ImInvLength(diff, 1.0f); - const float dx = diff.x * (thickness * 0.5f); - const float dy = diff.y * (thickness * 0.5f); + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; @@ -825,8 +778,12 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 } } +// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) { + if (points_count < 3) + return; + const ImVec2 uv = _Data->TexUvWhitePixel; if (Flags & ImDrawListFlags_AntiAliasedFill) @@ -848,15 +805,16 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } // Compute normals - ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); + ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) { const ImVec2& p0 = points[i0]; const ImVec2& p1 = points[i1]; - ImVec2 diff = p1 - p0; - diff *= ImInvLength(diff, 1.0f); - temp_normals[i0].x = diff.y; - temp_normals[i0].y = -diff.x; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; } for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) @@ -864,19 +822,15 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun // Average normals const ImVec2& n0 = temp_normals[i0]; const ImVec2& n1 = temp_normals[i1]; - ImVec2 dm = (n0 + n1) * 0.5f; - float dmr2 = dm.x*dm.x + dm.y*dm.y; - if (dmr2 > 0.000001f) - { - float scale = 1.0f / dmr2; - if (scale > 100.0f) scale = 100.0f; - dm *= scale; - } - dm *= AA_SIZE * 0.5f; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; // Add vertices - _VtxWritePtr[0].pos = (points[i1] - dm); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner - _VtxWritePtr[1].pos = (points[i1] + dm); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer _VtxWritePtr += 2; // Add indexes for fringes @@ -906,33 +860,36 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } } -void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12) +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { if (radius == 0.0f || a_min_of_12 > a_max_of_12) { - _Path.push_back(centre); + _Path.push_back(center); return; } _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); for (int a = a_min_of_12; a <= a_max_of_12; a++) { const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; - _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); + _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); } } -void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments) +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { if (radius == 0.0f) { - _Path.push_back(centre); + _Path.push_back(center); return; } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! _Path.reserve(_Path.Size + (num_segments + 1)); for (int i = 0; i <= num_segments; i++) { const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); - _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius)); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); } } @@ -986,7 +943,7 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV } } -void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners) +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) { rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); @@ -1011,44 +968,46 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int } } -void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a + ImVec2(0.5f,0.5f)); - PathLineTo(b + ImVec2(0.5f,0.5f)); + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); PathStroke(col, false, thickness); } -// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly. -void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness) +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags); + PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners); else - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes. + PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, true, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags) +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding > 0.0f) { - PathRect(a, b, rounding, rounding_corners_flags); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); } else { PrimReserve(6, 4); - PrimRect(a, b, col); + PrimRect(p_min, p_max, col); } } -void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) { if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) return; @@ -1057,75 +1016,77 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 PrimReserve(6, 4); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); - PrimWriteVtx(a, uv, col_upr_left); - PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right); - PrimWriteVtx(c, uv, col_bot_right); - PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); } -void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness) +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathStroke(col, true, thickness); } -void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathFillConvex(col); } -void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness) +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathStroke(col, true, thickness); } -void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathFillConvex(col); } -void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness) +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { - if ((col & IM_COL32_A_MASK) == 0) + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments); + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); PathStroke(col, true, thickness); } -void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0) + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius, 0.0f, a_max, num_segments); + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } @@ -1173,7 +1134,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c AddText(NULL, 0.0f, pos, col, text_begin, text_end); } -void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col) +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1183,13 +1144,13 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im PushTextureID(user_texture_id); PrimReserve(6, 4); - PrimRectUV(a, b, uv_a, uv_b, col); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1199,20 +1160,20 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons PushTextureID(user_texture_id); PrimReserve(6, 4); - PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) { - AddImage(user_texture_id, a, b, uv_a, uv_b, col); + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } @@ -1221,15 +1182,143 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; - PathRect(a, b, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; - ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true); + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); if (push_texture_id) PopTextureID(); } + +//----------------------------------------------------------------------------- +// ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_ASSERT(_Current == 0 && _Count <= 1); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + _Channels.resize(channels_count); + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + if (_Channels[i]._CmdBuffer.Size == 0) + { + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); + draw_cmd.TextureId = draw_list->_TextureIdStack.back(); + _Channels[i]._CmdBuffer.push_back(draw_cmd); + } + } +} + +static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b) +{ + return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback; +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0) + draw_list->CmdBuffer.pop_back(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + ch._CmdBuffer.pop_back(); + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0])) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; + idx_offset += ch._CmdBuffer[0].ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. + draw_list->UpdateTextureID(); + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; +} + //----------------------------------------------------------------------------- // [SECTION] ImDrawData //----------------------------------------------------------------------------- @@ -1253,8 +1342,10 @@ void ImDrawData::DeIndexAllBuffers() } } -// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. -void ImDrawData::ScaleClipRects(const ImVec2& scale) +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) { for (int i = 0; i < CmdListsCount; i++) { @@ -1262,7 +1353,7 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; - cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y); + cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); } } } @@ -1325,7 +1416,7 @@ ImFontConfig::ImFontConfig() FontDataOwnedByAtlas = true; FontNo = 0; SizePixels = 0.0f; - OversampleH = 3; + OversampleH = 3; // FIXME: 2 may be a better default? OversampleV = 1; PixelSnapH = false; GlyphExtraSpacing = ImVec2(0.0f, 0.0f); @@ -1336,6 +1427,7 @@ ImFontConfig::ImFontConfig() MergeMode = false; RasterizerFlags = 0x00; RasterizerMultiply = 1.0f; + EllipsisChar = (ImWchar)-1; memset(Name, 0, sizeof(Name)); DstFont = NULL; } @@ -1345,7 +1437,7 @@ ImFontConfig::ImFontConfig() //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) -// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes. +// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000; @@ -1397,7 +1489,7 @@ ImFontAtlas::ImFontAtlas() { Locked = false; Flags = ImFontAtlasFlags_None; - TexID = NULL; + TexID = (ImTextureID)NULL; TexDesiredWidth = 0; TexGlyphPadding = 1; @@ -1422,7 +1514,7 @@ void ImFontAtlas::ClearInputData() for (int i = 0; i < ConfigData.Size; i++) if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) { - ImGui::MemFree(ConfigData[i].FontData); + IM_FREE(ConfigData[i].FontData); ConfigData[i].FontData = NULL; } @@ -1443,9 +1535,9 @@ void ImFontAtlas::ClearTexData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); if (TexPixelsAlpha8) - ImGui::MemFree(TexPixelsAlpha8); + IM_FREE(TexPixelsAlpha8); if (TexPixelsRGBA32) - ImGui::MemFree(TexPixelsRGBA32); + IM_FREE(TexPixelsRGBA32); TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; } @@ -1491,7 +1583,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid GetTexDataAsAlpha8(&pixels, NULL, NULL); if (pixels) { - TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4)); + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); const unsigned char* src = pixels; unsigned int* dst = TexPixelsRGBA32; for (int n = TexWidth * TexHeight; n > 0; n--) @@ -1515,19 +1607,22 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) if (!font_cfg->MergeMode) Fonts.push_back(IM_NEW(ImFont)); else - IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. ConfigData.push_back(*font_cfg); ImFontConfig& new_font_cfg = ConfigData.back(); - if (!new_font_cfg.DstFont) + if (new_font_cfg.DstFont == NULL) new_font_cfg.DstFont = Fonts.back(); if (!new_font_cfg.FontDataOwnedByAtlas) { - new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize); + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); new_font_cfg.FontDataOwnedByAtlas = true; memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + // Invalidate texture ClearTexData(); return new_font_cfg.DstFont; @@ -1558,8 +1653,11 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) font_cfg.OversampleH = font_cfg.OversampleV = 1; font_cfg.PixelSnapH = true; } - if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "ProggyClean.ttf, 13px"); - if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f; + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); @@ -1606,7 +1704,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); - unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size); + unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size); stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); @@ -1618,10 +1716,10 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) { int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; - void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size); + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); - ImGui::MemFree(compressed_ttf); + IM_FREE(compressed_ttf); return font; } @@ -1630,7 +1728,7 @@ int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) IM_ASSERT(id >= 0x10000); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - CustomRect r; + ImFontAtlasCustomRect r; r.ID = id; r.Width = (unsigned short)width; r.Height = (unsigned short)height; @@ -1643,7 +1741,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - CustomRect r; + ImFontAtlasCustomRect r; r.ID = id; r.Width = (unsigned short)width; r.Height = (unsigned short)height; @@ -1654,7 +1752,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int return CustomRects.Size - 1; // Return index } -void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) { IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed @@ -1670,7 +1768,7 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou return false; IM_ASSERT(CustomRectIds[0] != -1); - ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]]; + ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]]; IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; @@ -1707,181 +1805,265 @@ void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsig data[i] = table[data[i]]; } +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const int* it_begin = in->Storage.begin(); + const int* it_end = in->Storage.end(); + for (const int* it = it_begin; it < it_end; it++) + if (int entries_32 = *it) + for (int bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & (1u << bit_n)) + out->push_back((int)((it - it_begin) << 5) + bit_n); +} + bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { IM_ASSERT(atlas->ConfigData.Size > 0); ImFontAtlasBuildRegisterDefaultCustomRects(atlas); - atlas->TexID = NULL; + // Clear atlas + atlas->TexID = (ImTextureID)NULL; atlas->TexWidth = atlas->TexHeight = 0; atlas->TexUvScale = ImVec2(0.0f, 0.0f); atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); atlas->ClearTexData(); - // Count glyphs/ranges - int total_glyphs_count = 0; - int total_ranges_count = 0; - for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++) + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) { - ImFontConfig& cfg = atlas->ConfigData[input_i]; - if (!cfg.GlyphRanges) - cfg.GlyphRanges = atlas->GetGlyphRangesDefault(); - for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, total_ranges_count++) - total_glyphs_count += (in_range[1] - in_range[0]) + 1; - } - - // We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish. - // Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. - atlas->TexWidth = (atlas->TexDesiredWidth > 0) ? atlas->TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512; - atlas->TexHeight = 0; - - // Start packing - const int max_tex_height = 1024*32; - stbtt_pack_context spc = {}; - if (!stbtt_PackBegin(&spc, NULL, atlas->TexWidth, max_tex_height, 0, atlas->TexGlyphPadding, NULL)) - return false; - stbtt_PackSetOversampling(&spc, 1, 1); - - // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). - ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); - - // Initialize font information (so we can error without any cleanup) - struct ImFontTempBuildData - { - stbtt_fontinfo FontInfo; - stbrp_rect* Rects; - int RectsCount; - stbtt_pack_range* Ranges; - int RangesCount; - }; - ImFontTempBuildData* tmp_array = (ImFontTempBuildData*)ImGui::MemAlloc((size_t)atlas->ConfigData.Size * sizeof(ImFontTempBuildData)); - for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++) - { - ImFontConfig& cfg = atlas->ConfigData[input_i]; - ImFontTempBuildData& tmp = tmp_array[input_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + if (src_tmp.DstIndex == -1) + return false; + + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); - if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) - { - atlas->TexWidth = atlas->TexHeight = 0; // Reset output on failure - ImGui::MemFree(tmp_array); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) return false; - } + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); } + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint, true); + dst_tmp.GlyphsSet.SetBit(codepoint, true); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBoolVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) - int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0; - stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbtt_packedchar)); - stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbrp_rect)); - stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_ranges_count * sizeof(stbtt_pack_range)); - memset(buf_packedchars, 0, total_glyphs_count * sizeof(stbtt_packedchar)); - memset(buf_rects, 0, total_glyphs_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity. - memset(buf_ranges, 0, total_ranges_count * sizeof(stbtt_pack_range)); + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); - // First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point) - for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++) + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { - ImFontConfig& cfg = atlas->ConfigData[input_i]; - ImFontTempBuildData& tmp = tmp_array[input_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; - // Setup ranges - int font_glyphs_count = 0; - int font_ranges_count = 0; - for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, font_ranges_count++) - font_glyphs_count += (in_range[1] - in_range[0]) + 1; - tmp.Ranges = buf_ranges + buf_ranges_n; - tmp.RangesCount = font_ranges_count; - buf_ranges_n += font_ranges_count; - for (int i = 0; i < font_ranges_count; i++) + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) { - const ImWchar* in_range = &cfg.GlyphRanges[i * 2]; - stbtt_pack_range& range = tmp.Ranges[i]; - range.font_size = cfg.SizePixels; - range.first_unicode_codepoint_in_range = in_range[0]; - range.num_chars = (in_range[1] - in_range[0]) + 1; - range.chardata_for_range = buf_packedchars + buf_packedchars_n; - buf_packedchars_n += range.num_chars; - } - - // Gather the sizes of all rectangle we need - tmp.Rects = buf_rects + buf_rects_n; - tmp.RectsCount = font_glyphs_count; - buf_rects_n += font_glyphs_count; - stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV); - int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects); - IM_ASSERT(n == font_glyphs_count); - - // Detect missing glyphs and replace them with a zero-sized box instead of relying on the default glyphs - // This allows us merging overlapping icon fonts more easily. - int rect_i = 0; - for (int range_i = 0; range_i < tmp.RangesCount; range_i++) - for (int char_i = 0; char_i < tmp.Ranges[range_i].num_chars; char_i++, rect_i++) - if (stbtt_FindGlyphIndex(&tmp.FontInfo, tmp.Ranges[range_i].first_unicode_codepoint_in_range + char_i) == 0) - tmp.Rects[rect_i].w = tmp.Rects[rect_i].h = 0; - - // Pack - stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n); - - // Extend texture height - // Also mark missing glyphs as non-packed so we don't attempt to render into them - for (int i = 0; i < n; i++) - { - if (tmp.Rects[i].w == 0 && tmp.Rects[i].h == 0) - tmp.Rects[i].was_packed = 0; - if (tmp.Rects[i].was_packed) - atlas->TexHeight = ImMax(atlas->TexHeight, tmp.Rects[i].y + tmp.Rects[i].h); + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; } } - IM_ASSERT(buf_rects_n == total_glyphs_count); - IM_ASSERT(buf_packedchars_n == total_glyphs_count); - IM_ASSERT(buf_ranges_n == total_ranges_count); - // Create texture + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); spc.pixels = atlas->TexPixelsAlpha8; spc.height = atlas->TexHeight; - // Second pass: render font characters - for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++) + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { - ImFontConfig& cfg = atlas->ConfigData[input_i]; - ImFontTempBuildData& tmp = tmp_array[input_i]; - stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV); - stbtt_PackFontRangesRenderIntoRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects); + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator if (cfg.RasterizerMultiply != 1.0f) { unsigned char multiply_table[256]; ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); - for (const stbrp_rect* r = tmp.Rects; r != tmp.Rects + tmp.RectsCount; r++) + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) if (r->was_packed) - ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, spc.pixels, r->x, r->y, r->w, r->h, spc.stride_in_bytes); + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); } - tmp.Rects = NULL; + src_tmp.Rects = NULL; } // End packing stbtt_PackEnd(&spc); - ImGui::MemFree(buf_rects); - buf_rects = NULL; + buf_rects.clear(); - // Third pass: setup ImFont and glyphs for runtime - for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++) + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { - ImFontConfig& cfg = atlas->ConfigData[input_i]; - ImFontTempBuildData& tmp = tmp_array[input_i]; - ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) - if (cfg.MergeMode) - dst_font->BuildLookupTable(); + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; - const float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels); + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); int unscaled_ascent, unscaled_descent, unscaled_line_gap; - stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); @@ -1889,40 +2071,30 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const float font_off_x = cfg.GlyphOffset.x; const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); - for (int i = 0; i < tmp.RangesCount; i++) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { - stbtt_pack_range& range = tmp.Ranges[i]; - for (int char_idx = 0; char_idx < range.num_chars; char_idx += 1) - { - const stbtt_packedchar& pc = range.chardata_for_range[char_idx]; - if (!pc.x0 && !pc.x1 && !pc.y0 && !pc.y1) - continue; + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; - const int codepoint = range.first_unicode_codepoint_in_range + char_idx; - if (cfg.MergeMode && dst_font->FindGlyphNoFallback((unsigned short)codepoint)) - continue; + const float char_advance_x_org = pc.xadvance; + const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); + float char_off_x = font_off_x; + if (char_advance_x_org != char_advance_x_mod) + char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; - float char_advance_x_org = pc.xadvance; - float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); - float char_off_x = font_off_x; - if (char_advance_x_org != char_advance_x_mod) - char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; - - stbtt_aligned_quad q; - float dummy_x = 0.0f, dummy_y = 0.0f; - stbtt_GetPackedQuad(range.chardata_for_range, atlas->TexWidth, atlas->TexHeight, char_idx, &dummy_x, &dummy_y, &q, 0); - dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod); - } + // Register glyph + stbtt_aligned_quad q; + float dummy_x = 0.0f, dummy_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0); + dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod); } } - // Cleanup temporaries - ImGui::MemFree(buf_packedchars); - ImGui::MemFree(buf_ranges); - ImGui::MemFree(tmp_array); + // Cleanup temporary (ImVector doesn't honor destructor) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + src_tmp_array[src_i].~ImFontBuildSrcData(); ImFontAtlasBuildFinish(atlas); - return true; } @@ -1950,16 +2122,17 @@ void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* f font->ConfigDataCount++; } -void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* pack_context_opaque) +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) { - stbrp_context* pack_context = (stbrp_context*)pack_context_opaque; + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); - ImVector& user_rects = atlas->CustomRects; + ImVector& user_rects = atlas->CustomRects; IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. ImVector pack_rects; pack_rects.resize(user_rects.Size); - memset(pack_rects.Data, 0, sizeof(stbrp_rect) * user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); for (int i = 0; i < user_rects.Size; i++) { pack_rects[i].w = user_rects[i].Width; @@ -1980,7 +2153,7 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { IM_ASSERT(atlas->CustomRectIds[0] >= 0); IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); - ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; + ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); IM_ASSERT(r.IsPacked()); @@ -2015,7 +2188,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) // Register custom rectangle glyphs for (int i = 0; i < atlas->CustomRects.Size; i++) { - const ImFontAtlas::CustomRect& r = atlas->CustomRects[i]; + const ImFontAtlasCustomRect& r = atlas->CustomRects[i]; if (r.Font == NULL || r.ID > 0x10000) continue; @@ -2029,6 +2202,23 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) for (int i = 0; i < atlas->Fonts.Size; i++) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); + + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots. + for (int i = 0; i < atlas->Fonts.size(); i++) + { + ImFont* font = atlas->Fonts[i]; + if (font->EllipsisChar != (ImWchar)-1) + continue; + const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++) + if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists + { + font->EllipsisChar = ellipsis_variants[j]; + break; + } + } } // Retrieve list of range (2 int per range, values are inclusive) @@ -2059,7 +2249,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() static const ImWchar ranges[] = { 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x3000, 0x30FF, // Punctuations, Hiragana, Katakana + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions 0xFF00, 0xFFEF, // Half-width characters 0x4e00, 0x9FAF, // CJK Ideograms @@ -2079,7 +2270,7 @@ static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* } //------------------------------------------------------------------------- -// [SECTION] ImFontAtlas glyph ranges helpers + GlyphRangesBuilder +// [SECTION] ImFontAtlas glyph ranges helpers //------------------------------------------------------------------------- const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() @@ -2087,7 +2278,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() // Store 2500 regularly used characters for Simplified Chinese. // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 // This table covers 97.97% of all characters used during the month in July, 1987. - // You can use ImFontAtlas::GlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) static const short accumulative_offsets_from_0x4E00[] = { @@ -2135,9 +2326,10 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() static ImWchar base_ranges[] = // not zero-terminated { 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x3000, 0x30FF, // Punctuations, Hiragana, Katakana + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF, // Half-width characters + 0xFF00, 0xFFEF // Half-width characters }; static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; if (!full_ranges[0]) @@ -2153,7 +2345,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() // 1946 common ideograms code points for Japanese // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this. - // You can use ImFontAtlas::GlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) static const short accumulative_offsets_from_0x4E00[] = { @@ -2188,14 +2380,14 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() 3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16, 4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2, 1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65, - 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39, + 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39, }; static ImWchar base_ranges[] = // not zero-terminated { 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x3000, 0x30FF, // Punctuations, Hiragana, Katakana + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF, // Half-width characters + 0xFF00, 0xFFEF // Half-width characters }; static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; if (!full_ranges[0]) @@ -2231,7 +2423,28 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai() return &ranges[0]; } -void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end) +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) { while (text_end ? (text < text_end) : *text) { @@ -2245,20 +2458,21 @@ void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text } } -void ImFontAtlas::GlyphRangesBuilder::AddRanges(const ImWchar* ranges) +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) { for (; ranges[0]; ranges += 2) for (ImWchar c = ranges[0]; c <= ranges[1]; c++) AddChar(c); } -void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) { - for (int n = 0; n < 0x10000; n++) + int max_codepoint = 0x10000; + for (int n = 0; n < max_codepoint; n++) if (GetBit(n)) { out_ranges->push_back((ImWchar)n); - while (n < 0x10000 && GetBit(n + 1)) + while (n < max_codepoint - 1 && GetBit(n + 1)) n++; out_ranges->push_back((ImWchar)n); } @@ -2271,38 +2485,37 @@ void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector* out_ranges) ImFont::ImFont() { - Scale = 1.0f; + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; FallbackChar = (ImWchar)'?'; + EllipsisChar = (ImWchar)-1; DisplayOffset = ImVec2(0.0f, 0.0f); - ClearOutputData(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; } ImFont::~ImFont() { - // Invalidate active font so that the user gets a clear crash instead of a dangling pointer. - // If you want to delete fonts you need to do it between Render() and NewFrame(). - // FIXME-CLEANUP - /* - ImGuiContext& g = *GImGui; - if (g.Font == this) - g.Font = NULL; - */ ClearOutputData(); } void ImFont::ClearOutputData() { FontSize = 0.0f; + FallbackAdvanceX = 0.0f; Glyphs.clear(); IndexAdvanceX.clear(); IndexLookup.clear(); FallbackGlyph = NULL; - FallbackAdvanceX = 0.0f; - ConfigDataCount = 0; - ConfigData = NULL; ContainerAtlas = NULL; - Ascent = Descent = 0.0f; DirtyLookupTables = true; + Ascent = Descent = 0.0f; MetricsTotalSurface = 0; } @@ -2321,21 +2534,21 @@ void ImFont::BuildLookupTable() { int codepoint = (int)Glyphs[i].Codepoint; IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; - IndexLookup[codepoint] = (unsigned short)i; + IndexLookup[codepoint] = (ImWchar)i; } // Create a glyph to handle TAB // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) - if (FindGlyph((unsigned short)' ')) + if (FindGlyph((ImWchar)' ')) { if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& tab_glyph = Glyphs.back(); - tab_glyph = *FindGlyph((unsigned short)' '); + tab_glyph = *FindGlyph((ImWchar)' '); tab_glyph.Codepoint = '\t'; - tab_glyph.AdvanceX *= 4; + tab_glyph.AdvanceX *= IM_TABSIZE; IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; - IndexLookup[(int)tab_glyph.Codepoint] = (unsigned short)(Glyphs.Size-1); + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1); } FallbackGlyph = FindGlyphNoFallback(FallbackChar); @@ -2357,7 +2570,7 @@ void ImFont::GrowIndex(int new_size) if (new_size <= IndexLookup.Size) return; IndexAdvanceX.resize(new_size, -1.0f); - IndexLookup.resize(new_size, (unsigned short)-1); + IndexLookup.resize(new_size, (ImWchar)-1); } // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. @@ -2390,13 +2603,13 @@ void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. int index_size = IndexLookup.Size; - if (dst < index_size && IndexLookup.Data[dst] == (unsigned short)-1 && !overwrite_dst) // 'dst' already exists + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists return; if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op return; GrowIndex(dst + 1); - IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (unsigned short)-1; + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; } @@ -2404,8 +2617,8 @@ const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const { if (c >= IndexLookup.Size) return FallbackGlyph; - const unsigned short i = IndexLookup[c]; - if (i == (unsigned short)-1) + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) return FallbackGlyph; return &Glyphs.Data[i]; } @@ -2414,8 +2627,8 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const { if (c >= IndexLookup.Size) return NULL; - const unsigned short i = IndexLookup[c]; - if (i == (unsigned short)-1) + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) return NULL; return &Glyphs.Data[i]; } @@ -2474,7 +2687,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c } } - const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX[(int)c] : FallbackAdvanceX); + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); if (ImCharIsBlankW(c)) { if (inside_word) @@ -2505,7 +2718,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c } // We ignore blank width at the end of the line (they can be skipped) - if (line_width + word_width >= wrap_width) + if (line_width + word_width > wrap_width) { // Words that cannot possibly fit within an entire line will be cut anywhere. if (word_width < wrap_width) @@ -2591,7 +2804,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons continue; } - const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX[(int)c] : FallbackAdvanceX) * scale; + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; if (line_width + char_width >= max_width) { s = prev_s; @@ -2613,7 +2826,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons return text_size; } -void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const +void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const { if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded. return; @@ -2630,7 +2843,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) - text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls. + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect pos.x = (float)(int)pos.x + DisplayOffset.x; @@ -2648,11 +2861,10 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // Fast-forward to first visible line const char* s = text_begin; if (y + line_height < clip_rect.y && !word_wrap_enabled) - while (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) { - while (s < text_end) - if (*s++ == '\n') - break; + s = (const char*)memchr(s, '\n', text_end - s); + s = s ? s + 1 : text_end; y += line_height; } @@ -2662,15 +2874,16 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col { const char* s_end = s; float y_end = y; - while (y_end < clip_rect.w) + while (y_end < clip_rect.w && s_end < text_end) { - while (s_end < text_end) - if (*s_end++ == '\n') - break; + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; y_end += line_height; } text_end = s_end; } + if (s == text_end) + return; // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) const int vtx_count_max = (int)(text_end - s) * 4; @@ -2738,7 +2951,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col } float char_width = 0.0f; - if (const ImFontGlyph* glyph = FindGlyph((unsigned short)c)) + if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c)) { char_width = glyph->AdvanceX * scale; @@ -2813,7 +3026,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); draw_list->_VtxWritePtr = vtx_write; draw_list->_IdxWritePtr = idx_write; - draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size; + draw_list->_VtxCurrentIdx = vtx_current_idx; } //----------------------------------------------------------------------------- @@ -2825,16 +3038,12 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // - RenderRectFilledRangeH() //----------------------------------------------------------------------------- -void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) +void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { if (mouse_cursor == ImGuiMouseCursor_None) return; IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - const ImU32 col_shadow = IM_COL32(0, 0, 0, 48); - const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black - const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White - ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; ImVec2 offset, size, uv[4]; if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) @@ -2891,13 +3100,14 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im const float inv_rounding = 1.0f / rounding; const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. const float x0 = ImMax(p0.x, rect.Min.x + rounding); if (arc0_b == arc0_e) { draw_list->PathLineTo(ImVec2(x0, p1.y)); draw_list->PathLineTo(ImVec2(x0, p0.y)); } - else if (arc0_b == 0.0f && arc0_e == IM_PI*0.5f) + else if (arc0_b == 0.0f && arc0_e == half_pi) { draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR @@ -2917,7 +3127,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im draw_list->PathLineTo(ImVec2(x1, p0.y)); draw_list->PathLineTo(ImVec2(x1, p1.y)); } - else if (arc1_b == 0.0f && arc1_e == IM_PI*0.5f) + else if (arc1_b == 0.0f && arc1_e == half_pi) { draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR @@ -2931,7 +3141,6 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im draw_list->PathFillConvex(col); } - //----------------------------------------------------------------------------- // [SECTION] Decompression code //----------------------------------------------------------------------------- diff --git a/ref/imgui/imgui_internal.h b/ref/imgui/imgui_internal.h index 050f2acf..6d393103 100644 --- a/ref/imgui/imgui_internal.h +++ b/ref/imgui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.65 +// dear imgui, v1.73 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -6,8 +6,27 @@ // #define IMGUI_DEFINE_MATH_OPERATORS // To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) +/* + +Index of this file: +// Header mess +// Forward declarations +// STB libraries includes +// Context pointer +// Generic helpers +// Misc data structures +// Main imgui context +// Tab bar, tab item +// Internal API + +*/ + #pragma once +//----------------------------------------------------------------------------- +// Header mess +//----------------------------------------------------------------------------- + #ifndef IMGUI_VERSION #error Must include imgui.h before imgui_internal.h #endif @@ -17,20 +36,32 @@ #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX +// Visual Studio warnings #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) #endif -#ifdef __clang__ +// Clang/GCC warnings with -Weverything +#if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- -// Forward Declarations +// Forward declarations //----------------------------------------------------------------------------- struct ImRect; // An axis-aligned rectangle (2 points) @@ -38,37 +69,46 @@ struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColumnData; // Storage data for a single column -struct ImGuiColumnsSet; // Storage data for a columns set -struct ImGuiContext; // Main imgui context +struct ImGuiColumns; // Storage data for a columns set +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavMoveResult; // Result of a directional navigation move query result -struct ImGuiNextWindowData; // Storage for SetNexWindow** functions -struct ImGuiPopupRef; // Storage for current popup stack +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. -typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical -typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() -typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() -typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags -typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() -typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() -typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests -typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal -typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() +typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() +typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() //------------------------------------------------------------------------- -// STB libraries +// STB libraries includes //------------------------------------------------------------------------- -namespace ImGuiStb +namespace ImStb { #undef STB_TEXTEDIT_STRING @@ -76,20 +116,22 @@ namespace ImGuiStb #define STB_TEXTEDIT_STRING ImGuiInputTextState #define STB_TEXTEDIT_CHARTYPE ImWchar #define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 #include "imstb_textedit.h" -} // namespace ImGuiStb +} // namespace ImStb //----------------------------------------------------------------------------- -// Context +// Context pointer //----------------------------------------------------------------------------- #ifndef GImGui -extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif //----------------------------------------------------------------------------- -// Helpers +// Generic helpers //----------------------------------------------------------------------------- #define IM_PI 3.14159265358979323846f @@ -98,10 +140,16 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe #else #define IM_NEWLINE "\n" #endif +#define IM_TABSIZE (4) #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +// Debug Logging +#ifndef IMGUI_DEBUG_LOG +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#endif + // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall #ifdef _MSC_VER #define IMGUI_CDECL __cdecl @@ -118,7 +166,8 @@ IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 // Helpers: Misc -IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings +IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0); IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } @@ -126,6 +175,9 @@ static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c = static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } #define ImQsort qsort +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] +#endif // Helpers: Geometry IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); @@ -139,16 +191,18 @@ IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); IMGUI_API char* ImStrdup(const char* str); +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); IMGUI_API int ImStrlenW(const ImWchar* str); -IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); IMGUI_API void ImStrTrimBlanks(char* str); IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API const char* ImParseFormatFindStart(const char* format); IMGUI_API const char* ImParseFormatFindEnd(const char* format); -IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, int buf_size); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); // Helpers: ImVec2/ImVec4 operators @@ -187,12 +241,15 @@ static inline double ImAtof(const char* s) static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype) static inline float ImCeil(float x) { return ceilf(x); } #endif -// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double, using templates here but we could also redefine them 6 times +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for variety of types) template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } // - Misc maths helpers static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } @@ -206,28 +263,58 @@ static inline float ImLengthSqr(const ImVec4& lhs) static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } static inline float ImFloor(float f) { return (float)(int)f; } static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -//----------------------------------------------------------------------------- -// Types -//----------------------------------------------------------------------------- - -// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D and maintenance of some patches) -struct ImVec1 +// Helper: ImBoolVector. Store 1-bit per value. +// Note that Resize() currently clears the whole vector. +struct ImBoolVector { - float x; - ImVec1() { x = 0.0f; } - ImVec1(float _x) { x = _x; } + ImVector Storage; + ImBoolVector() { } + void Resize(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (Storage[off] & mask) != 0; } + void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; } }; +// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct IMGUI_API ImPool +{ + ImVector Data; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + + ImPool() { FreeIdx = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Data[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } + T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); } + int GetSize() const { return Data.Size; } +}; + +//----------------------------------------------------------------------------- +// Misc data structures +//----------------------------------------------------------------------------- + enum ImGuiButtonFlags_ { ImGuiButtonFlags_None = 0, ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat - ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // return true on click + release on same item [DEFAULT if no PressedOn* flag is set] + ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) @@ -239,7 +326,8 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_NoNavFocus = 1 << 13 // don't override navigation focus when activated + ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on }; enum ImGuiSliderFlags_ @@ -248,6 +336,12 @@ enum ImGuiSliderFlags_ ImGuiSliderFlags_Vertical = 1 << 0 }; +enum ImGuiDragFlags_ +{ + ImGuiDragFlags_None = 0, + ImGuiDragFlags_Vertical = 1 << 0 +}; + enum ImGuiColumnsFlags_ { // Default: 0 @@ -259,20 +353,44 @@ enum ImGuiColumnsFlags_ ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. }; +// Extend ImGuiSelectableFlags_ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ - ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10, - ImGuiSelectableFlags_PressedOnClick = 1 << 11, - ImGuiSelectableFlags_PressedOnRelease = 1 << 12, - ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13 + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_PressedOnClick = 1 << 21, + ImGuiSelectableFlags_PressedOnRelease = 1 << 22, + ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25 +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 }; enum ImGuiSeparatorFlags_ { ImGuiSeparatorFlags_None = 0, ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar - ImGuiSeparatorFlags_Vertical = 1 << 1 + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 +}; + +// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// This is going to be exposed in imgui.h when stabilized enough. +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_NoTabStop = 1 << 0, // false + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_Default_ = 0 }; // Storage for LastItem data @@ -281,16 +399,44 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_None = 0, ImGuiItemStatusFlags_HoveredRect = 1 << 0, ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, - ImGuiItemStatusFlags_Edited = 1 << 2 // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + +#ifdef IMGUI_ENABLE_TEST_ENGINE + , // [imgui_tests only] + ImGuiItemStatusFlags_Openable = 1 << 10, // + ImGuiItemStatusFlags_Opened = 1 << 11, // + ImGuiItemStatusFlags_Checkable = 1 << 12, // + ImGuiItemStatusFlags_Checked = 1 << 13 // +#endif +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 }; // FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 enum ImGuiLayoutType_ { - ImGuiLayoutType_Vertical, - ImGuiLayoutType_Horizontal + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 }; +enum ImGuiLogType +{ + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 enum ImGuiAxis { ImGuiAxis_None = -1, @@ -330,7 +476,7 @@ enum ImGuiNavHighlightFlags_ ImGuiNavHighlightFlags_None = 0, ImGuiNavHighlightFlags_TypeDefault = 1 << 0, ImGuiNavHighlightFlags_TypeThin = 1 << 1, - ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. ImGuiNavHighlightFlags_NoRounding = 1 << 3 }; @@ -350,7 +496,8 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) - ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 }; enum ImGuiNavForward @@ -360,12 +507,35 @@ enum ImGuiNavForward ImGuiNavForward_ForwardActive }; +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) + ImGuiNavLayer_COUNT +}; + enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, ImGuiPopupPositionPolicy_ComboBox }; +// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +struct ImVec1 +{ + float x; + ImVec1() { x = 0.0f; } + ImVec1(float _x) { x = _x; } +}; + +// 2D vector (half-size integer) +struct ImVec2ih +{ + short x, y; + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } +}; + // 2D axis aligned bounding-box // NB: we can't rely on ImVec2 math operators being available here struct IMGUI_API ImRect @@ -402,6 +572,14 @@ struct IMGUI_API ImRect bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } }; +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in byte + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { @@ -426,21 +604,19 @@ struct ImGuiGroupData ImVec2 BackupCursorMaxPos; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; - ImVec2 BackupCurrentLineSize; - float BackupCurrentLineTextBaseOffset; - float BackupLogLinePosY; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; - bool AdvanceCursor; + bool EmitItem; }; // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. struct IMGUI_API ImGuiMenuColumns { - int Count; float Spacing; float Width, NextWidth; - float Pos[4], NextWidths[4]; + float Pos[3], NextWidths[3]; ImGuiMenuColumns(); void Update(int count, float spacing, bool clear); @@ -452,29 +628,34 @@ struct IMGUI_API ImGuiMenuColumns struct IMGUI_API ImGuiInputTextState { ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. - ImVector InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) - ImVector TempBuffer; // temporary buffer for callback and other other operations. size=capacity. - int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) int BufCapacityA; // end-user buffer capacity - float ScrollX; - ImGuiStb::STB_TexteditState StbState; - float CursorAnim; - bool CursorFollow; - bool SelectedAllMouseLock; + float ScrollX; // horizontal scrolling/offset + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback + ImGuiInputTextCallback UserCallback; // " + void* UserCallbackData; // " - // Temporarily set when active - ImGuiInputTextFlags UserFlags; - ImGuiInputTextCallback UserCallback; - void* UserCallbackData; + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); } - bool HasSelection() const { return StbState.select_start != StbState.select_end; } - void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; } - void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; } - void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + // Cursor & Selection + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; // Windows data saved in imgui.ini file @@ -482,17 +663,17 @@ struct ImGuiWindowSettings { char* Name; ImGuiID ID; - ImVec2 Pos; - ImVec2 Size; + ImVec2ih Pos; + ImVec2ih Size; bool Collapsed; - ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2(0,0); Collapsed = false; } + ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; } }; struct ImGuiSettingsHandler { - const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' - ImGuiID TypeHash; // == ImHash(TypeName, 0, 0) + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' @@ -502,15 +683,17 @@ struct ImGuiSettingsHandler }; // Storage for current popup stack -struct ImGuiPopupRef +struct ImGuiPopupData { ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* ParentWindow; // Set on OpenPopup() + ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup int OpenFrameCount; // Set on OpenPopup() - ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differenciate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } }; struct ImGuiColumnData @@ -520,10 +703,10 @@ struct ImGuiColumnData ImGuiColumnsFlags Flags; // Not exposed ImRect ClipRect; - ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; } + ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; } }; -struct ImGuiColumnsSet +struct ImGuiColumns { ImGuiID ID; ImGuiColumnsFlags Flags; @@ -531,25 +714,27 @@ struct ImGuiColumnsSet bool IsBeingResized; int Current; int Count; - float MinX, MaxX; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x float LineMinY, LineMaxY; - float StartPosY; // Copy of CursorPos - float StartMaxPosX; // Copy of CursorMaxPos + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() ImVector Columns; - ImGuiColumnsSet() { Clear(); } + ImGuiColumns() { Clear(); } void Clear() { ID = 0; - Flags = 0; + Flags = ImGuiColumnsFlags_None; IsFirstFrame = false; IsBeingResized = false; Current = 0; Count = 1; - MinX = MaxX = 0.0f; + OffMinX = OffMaxX = 0.0f; LineMinY = LineMaxY = 0.0f; - StartPosY = 0.0f; - StartMaxPosX = 0.0f; + HostCursorPosY = 0.0f; + HostCursorMaxPosX = 0.0f; Columns.clear(); } }; @@ -562,6 +747,7 @@ struct IMGUI_API ImDrawListSharedData float FontSize; // Current/default font size (optional, for simplified AddText overload) float CurveTessellationTol; ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) // Const data // FIXME: Bake rounded corners fill/borders in atlas @@ -582,6 +768,7 @@ struct ImDrawDataBuilder struct ImGuiNavMoveResult { ImGuiID ID; // Best candidate + ImGuiID SelectScopeId;// Best candidate window current selectable group ID ImGuiWindow* Window; // Best candidate window float DistBox; // Best candidate box distance to current NavId float DistCenter; // Best candidate center distance to current NavId @@ -589,54 +776,89 @@ struct ImGuiNavMoveResult ImRect RectRel; // Best candidate bounding box in window relative space ImGuiNavMoveResult() { Clear(); } - void Clear() { ID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } + void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6 }; // Storage for SetNexWindow** functions struct ImGuiNextWindowData { - ImGuiCond PosCond; - ImGuiCond SizeCond; - ImGuiCond ContentSizeCond; - ImGuiCond CollapsedCond; - ImGuiCond SizeConstraintCond; - ImGuiCond FocusCond; - ImGuiCond BgAlphaCond; - ImVec2 PosVal; - ImVec2 PosPivotVal; - ImVec2 SizeVal; - ImVec2 ContentSizeVal; - bool CollapsedVal; - ImRect SizeConstraintRect; - ImGuiSizeCallback SizeCallback; - void* SizeCallbackUserData; - float BgAlphaVal; - ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it. + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. - ImGuiNextWindowData() - { - PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0; - PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f); - ContentSizeVal = ImVec2(0.0f, 0.0f); - CollapsedVal = false; - SizeConstraintRect = ImRect(); - SizeCallback = NULL; - SizeCallbackUserData = NULL; - BgAlphaVal = FLT_MAX; - MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - } - - void Clear() - { - PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0; - } + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } }; +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth(). + bool OpenVal; // Set by SetNextItemOpen() function. + ImGuiCond OpenCond; + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } +}; + +//----------------------------------------------------------------------------- +// Tabs +//----------------------------------------------------------------------------- + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +//----------------------------------------------------------------------------- // Main imgui context +//----------------------------------------------------------------------------- + struct ImGuiContext { bool Initialized; - bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()/Render() + bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame() + bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame() bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; ImGuiStyle Style; @@ -644,12 +866,14 @@ struct ImGuiContext float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. ImDrawListSharedData DrawListSharedData; - double Time; int FrameCount; int FrameCountEnded; int FrameCountRendered; - ImVector Windows; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front ImVector WindowsSortBuffer; ImVector CurrentWindowStack; ImGuiStorage WindowsById; @@ -657,35 +881,48 @@ struct ImGuiContext ImGuiWindow* CurrentWindow; // Being drawn into ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + float WheelingWindowTimer; + + // Item/widgets state and tracking information ImGuiID HoveredId; // Hovered widget bool HoveredIdAllowOverlap; ImGuiID HoveredIdPreviousFrame; - float HoveredIdTimer; + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active ImGuiID ActiveId; // Active widget - ImGuiID ActiveIdPreviousFrame; ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) float ActiveIdTimer; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) - bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state. - bool ActiveIdPreviousFrameIsAlive; - bool ActiveIdPreviousFrameHasBeenEdited; + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) + int ActiveIdBlockNavInputFlags; ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; - ImGuiWindow* ActiveIdPreviousFrameWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. - ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() + + // Next window/item data + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + + // Shared stacks + ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector FontStack; // Stack for PushFont()/PopFont() - ImVector OpenPopupStack; // Which popups are open (persistent) - ImVector CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame) - ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions - bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions - ImGuiCond NextTreeNodeOpenCond; + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) // Navigation data (for gamepad/keyboard) ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' @@ -695,18 +932,19 @@ struct ImGuiContext ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 ImGuiID NavJustTabbedId; // Just tabbed to this id. - ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest) - ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame - ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest). + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. int NavScoringCount; // Metrics for debugging - ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. + ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most. ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f ImGuiWindow* NavWindowingList; float NavWindowingTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; - int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) @@ -722,16 +960,26 @@ struct ImGuiContext ImGuiNavMoveFlags NavMoveRequestFlags; ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request - ImGuiDir NavMoveClipDir; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + // Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!) + ImGuiWindow* FocusRequestCurrWindow; // + ImGuiWindow* FocusRequestNextWindow; // + int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) + int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index + int FocusRequestNextCounterAll; // Stored for next frame + int FocusRequestNextCounterTab; // " + bool FocusTabPressed; // + // Render ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user ImDrawDataBuilder DrawDataBuilder; float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) - ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays + ImDrawList BackgroundDrawList; // First draw list to be rendered. + ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays. ImGuiMouseCursor MouseCursor; // Drag and Drop @@ -751,19 +999,35 @@ struct ImGuiContext ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + // Widget state + ImVec2 LastValidMousePos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; - ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + float ColorEditLastHue; + float ColorEditLastColor[3]; ImVec4 ColorPickerRef; bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio - ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; ImVector PrivateClipboard; // If no custom clipboard handler is defined - ImVec2 PlatformImePos, PlatformImeLastPos; // Cursor position request & last passed to the OS Input Method Editor + + // Range-Select/Multi-Select + // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] + ImGuiID MultiSelectScopeId; + + // Platform support + ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor + ImVec2 PlatformImeLastPos; // Settings bool SettingsLoaded; @@ -774,10 +1038,18 @@ struct ImGuiContext // Logging bool LogEnabled; + ImGuiLogType LogType; FILE* LogFile; // If != NULL log to stdout/ file - ImGuiTextBuffer LogClipboard; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. - int LogStartDepth; - int LogAutoExpandMaxDepth; + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Debug Tools + bool DebugItemPickerActive; + ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. @@ -788,55 +1060,62 @@ struct ImGuiContext int WantTextInputNextFrame; char TempBuffer[1024*3+1]; // Temporary text buffer - ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL) + ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData) { Initialized = false; - FrameScopeActive = false; + FrameScopeActive = FrameScopePushedImplicitWindow = false; Font = NULL; FontSize = FontBaseSize = 0.0f; FontAtlasOwnedByContext = shared_font_atlas ? false : true; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); - Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountRendered = -1; + WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowTimer = 0.0f; + HoveredId = 0; HoveredIdAllowOverlap = false; HoveredIdPreviousFrame = 0; - HoveredIdTimer = 0.0f; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; - ActiveIdPreviousFrame = 0; ActiveIdIsAlive = 0; ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; - ActiveIdHasBeenEdited = false; - ActiveIdPreviousFrameIsAlive = false; - ActiveIdPreviousFrameHasBeenEdited = false; - ActiveIdAllowNavDirFlags = 0; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdAllowNavDirFlags = 0x00; + ActiveIdBlockNavInputFlags = 0x00; ActiveIdClickOffset = ImVec2(-1,-1); - ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL; + ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; + + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; + LastActiveId = 0; LastActiveIdTimer = 0.0f; - MovingWindow = NULL; - NextTreeNodeOpenVal = false; - NextTreeNodeOpenCond = 0; NavWindow = NULL; NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; - NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0; + NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0; NavInputSource = ImGuiInputSource_None; NavScoringRectScreen = ImRect(); NavScoringCount = 0; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; - NavLayer = 0; + NavLayer = ImGuiNavLayer_Main; NavIdTabCounter = INT_MAX; NavIdIsAlive = false; NavMousePosDirty = false; @@ -852,9 +1131,14 @@ struct ImGuiContext NavMoveRequestForward = ImGuiNavForward_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + FocusRequestCurrWindow = FocusRequestNextWindow = NULL; + FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX; + FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX; + FocusTabPressed = false; + DimBgRatio = 0.0f; - OverlayDrawList._Data = &DrawListSharedData; - OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging + BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging + ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = DragDropWithinSourceOrTarget = false; @@ -868,22 +1152,36 @@ struct ImGuiContext DragDropAcceptFrameCount = -1; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); - ScalarAsInputTextId = 0; + CurrentTabBar = NULL; + + LastValidMousePos = ImVec2(0.0f, 0.0f); + TempInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + ColorEditLastHue = 0.0f; + ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; - ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f); + ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; + + MultiSelectScopeId = 0; + PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); SettingsLoaded = false; SettingsDirtyTimer = 0.0f; LogEnabled = false; + LogType = ImGuiLogType_None; LogFile = NULL; - LogStartDepth = 0; - LogAutoExpandMaxDepth = 2; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + DebugItemPickerActive = false; + DebugItemPickerBreakID = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; @@ -893,50 +1191,42 @@ struct ImGuiContext } }; -// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). -// This is going to be exposed in imgui.h when stabilized enough. -enum ImGuiItemFlags_ -{ - ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false - ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false - ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window - ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus -}; +//----------------------------------------------------------------------------- +// ImGuiWindow +//----------------------------------------------------------------------------- // Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. struct IMGUI_API ImGuiWindowTempData { - ImVec2 CursorPos; + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; - ImVec2 CursorStartPos; // Initial position in client area with padding - ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame - ImVec2 CurrentLineSize; - float CurrentLineTextBaseOffset; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame + ImVec2 CurrLineSize; ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; - float LogLinePosY; - int TreeDepth; - ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31 - ImGuiID LastItemId; - ImGuiItemStatusFlags LastItemStatusFlags; - ImRect LastItemRect; // Interaction rect - ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) - bool NavHideHighlightOneFrame; - bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) - int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + int TreeDepth; // Current tree depth. + ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImGuiID LastItemId; // ID for last item + ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) + ImRect LastItemRect; // Interaction rect for last item + ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerActiveMask; // Which layer have been written to (result from previous frame) int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) + bool NavHideHighlightOneFrame; + bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) bool MenuBarAppending; // FIXME: Remove this ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImVector ChildWindows; - ImGuiStorage* StateStorage; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) + int FocusCounterTab; // (same, but only count widgets which you can Tab through) // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] @@ -946,42 +1236,43 @@ struct IMGUI_API ImGuiWindowTempData ImVector ItemWidthStack; ImVector TextWrapPosStack; ImVectorGroupStack; - int StackSizesBackup[6]; // Store size of various stacks for asserting + short StackSizesBackup[6]; // Store size of various stacks for asserting ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) ImVec1 GroupOffset; ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. - ImGuiColumnsSet* ColumnsSet; // Current columns set + ImGuiColumns* CurrentColumns; // Current columns set ImGuiWindowTempData() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); - CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); - CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; - LogLinePosY = -1.0f; + CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); + CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; TreeDepth = 0; - TreeDepthMayJumpToParentOnPop = 0x00; + TreeMayJumpToParentOnPopMask = 0x00; LastItemId = 0; LastItemStatusFlags = 0; LastItemRect = LastItemDisplayRect = ImRect(); + NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; + NavLayerCurrent = ImGuiNavLayer_Main; + NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); NavHideHighlightOneFrame = false; NavHasScroll = false; - NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; - NavLayerCurrent = 0; - NavLayerCurrentMask = 1 << 0; MenuBarAppending = false; MenuBarOffset = ImVec2(0.0f, 0.0f); StateStorage = NULL; LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; - ItemWidth = 0.0f; + FocusCounterAll = FocusCounterTab = -1; + ItemFlags = ImGuiItemFlags_Default_; + ItemWidth = 0.0f; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); Indent = ImVec1(0.0f); GroupOffset = ImVec1(0.0f); ColumnsOffset = ImVec1(0.0f); - ColumnsSet = NULL; + CurrentColumns = NULL; } }; @@ -994,19 +1285,20 @@ struct IMGUI_API ImGuiWindow ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed - ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars. - ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc. - ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize() - ImVec2 WindowPadding; // Window padding at the time of begin. - float WindowRounding; // Window rounding at the time of begin. - float WindowBorderSize; // Window border size at the time of begin. + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). + float WindowBorderSize; // Window border size at the time of Begin(). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) ImVec2 Scroll; + ImVec2 ScrollMax; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis - bool ScrollbarX, ScrollbarY; + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window @@ -1014,36 +1306,44 @@ struct IMGUI_API ImGuiWindow bool WantCollapseToggle; bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool Appearing; // Set during the frame where the window is appearing (or re-appearing) - bool Hidden; // Do not display (== (HiddenFramesForResize > 0) || + bool Hidden; // Do not display (== (HiddenFrames*** > 0)) bool HasCloseButton; // Set when the window has a close button (p_open != NULL) - int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) - int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. - int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) - int AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; - int AutoFitChildAxises; ImGuiDir AutoPosLastDirection; - int HiddenFramesRegular; // Hide the window for N frames - int HiddenFramesForResize; // Hide the window for N frames while allowing items to be submitted so we can measure their size + int HiddenFramesCanSkipItems; // Hide the window for N frames + int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use. ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right. + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. - ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack - ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. - ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window. - ImRect InnerMainRect, InnerClipRect; - ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis + + // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward). + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + int LastFrameActive; // Last frame number the window was Active. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; - ImVector ColumnsStorage; - float FontWindowScale; // User scale multiplier per-window + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) @@ -1054,17 +1354,12 @@ struct IMGUI_API ImGuiWindow ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) - ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1) - ImRect NavRectRel[2]; // Reference rectangle, in window relative space + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space - // Navigation / Focus - // FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext - int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() - int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through) - int FocusIdxAllRequestCurrent; // Item being requested for focus - int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus - int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame) - int FocusIdxTabRequestNext; // " + bool MemoryCompacted; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; public: ImGuiWindow(ImGuiContext* context, const char* name); @@ -1072,17 +1367,19 @@ public: ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); ImGuiID GetIDNoKeepAlive(const void* ptr); + ImGuiID GetIDNoKeepAlive(int n); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } - float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; } - float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; } - ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } - ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; // Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. @@ -1098,6 +1395,76 @@ struct ImGuiItemHoveredDataBackup void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } }; +//----------------------------------------------------------------------------- +// Tab bar, tab item +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout. +}; + +// Storage for one active tab item (sizeof() 26~32 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float WidthContents; // Width of actual contents, stored during BeginTabItem() call + + ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; } +}; + +// Storage for a tab bar (sizeof() 92~96 bytes) +struct ImGuiTabBar +{ + ImVector Tabs; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float LastTabContentHeight; // Record the height of contents submitted below the tab bar + float OffsetMax; // Distance from BarRect.Min.x, locked during layout + float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped + float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + ImGuiTabBarFlags Flags; + ImGuiID ReorderRequestTabId; + ImS8 ReorderRequestDir; + bool WantLayout; + bool VisibleTabWasSubmitted; + short LastTabItemIdx; // For BeginTabItem()/EndTabItem() + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); + int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } + const char* GetTabName(const ImGuiTabItem* tab) const + { + IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); + return TabsNames.Buf.Data + tab->NameOffset; + } +}; + //----------------------------------------------------------------------------- // Internal API // No guarantee of forward compatibility here. @@ -1111,20 +1478,27 @@ namespace ImGui // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void FocusWindow(ImGuiWindow* window); - IMGUI_API void FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window); - IMGUI_API void BringWindowToFront(ImGuiWindow* window); - IMGUI_API void BringWindowToBack(ImGuiWindow* window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); - IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow*) { ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. // Init IMGUI_API void Initialize(ImGuiContext* context); @@ -1133,15 +1507,24 @@ namespace ImGui // NewFrame IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); - IMGUI_API void UpdateMouseMovingWindow(); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f); + IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } @@ -1153,6 +1536,7 @@ namespace ImGui IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void MarkItemEdited(ImGuiID id); + IMGUI_API void PushOverrideID(ImGuiID id); // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); @@ -1160,23 +1544,29 @@ namespace ImGui IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); - IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested + IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); - IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); - IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer // Popups, Modals, Tooltips IMGUI_API void OpenPopupEx(ImGuiID id); - IMGUI_API void ClosePopup(ImGuiID id); - IMGUI_API void ClosePopupToLevel(int remaining); - IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window); - IMGUI_API bool IsPopupOpen(ImGuiID id); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); - IMGUI_API ImGuiWindow* GetFrontMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default); @@ -1194,6 +1584,7 @@ namespace ImGui IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); // Inputs + IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f); inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } @@ -1207,7 +1598,24 @@ namespace ImGui // New Columns API (FIXME-WIP) IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns - IMGUI_API void PushColumnClipRect(int column_index = -1); + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset); + + // Tab Bars + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id); // Render helpers // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. @@ -1215,49 +1623,67 @@ namespace ImGui IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); - IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); - IMGUI_API void RenderBullet(ImVec2 pos); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); // Render helpers (those functions don't access any ImGui state!) - IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while. + inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } + inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } +#endif + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); - IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); - IMGUI_API void Scrollbar(ImGuiLayoutType direction); - IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); + IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); - IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags); IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); - IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging - IMGUI_API void TreePushRawID(ImGuiID id); + IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging + IMGUI_API void TreePushOverrideID(ImGuiID id); - // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " - template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const T v_max, const char* format, float power); - template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, const T v_min, const T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); template IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos); template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); + // InputText - IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); } // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); @@ -1265,25 +1691,59 @@ namespace ImGui IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); // Plot - IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size); + IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); // Shade functions (write over already created vertices) IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + // Debug Tools + inline void DebugStartItemPicker() { GImGui->DebugItemPickerActive = true; } + } // namespace ImGui // ImFontAtlas internals IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); -IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); -#ifdef __clang__ +// Debug Tools +// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. +#ifndef IM_DEBUG_BREAK +#if defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Test Engine Hooks (imgui_tests) +//#define IMGUI_ENABLE_TEST_ENGINE +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); +extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0) +#endif + +#if defined(__clang__) #pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop #endif #ifdef _MSC_VER diff --git a/ref/imgui/imgui_widgets.cpp b/ref/imgui/imgui_widgets.cpp index 34ab7f5f..5b176d33 100644 --- a/ref/imgui/imgui_widgets.cpp +++ b/ref/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.65 +// dear imgui, v1.73 // (widgets code) /* @@ -22,6 +22,9 @@ Index of this file: // [SECTION] Widgets: PlotLines, PlotHistogram // [SECTION] Widgets: Value helpers // [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. */ @@ -40,7 +43,7 @@ Index of this file: #endif #include "imgui_internal.h" -#include // toupper, isprint +#include // toupper #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else @@ -54,14 +57,21 @@ Index of this file: #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // -#elif defined(__GNUC__) -#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 #endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //------------------------------------------------------------------------- @@ -69,33 +79,36 @@ Index of this file: //------------------------------------------------------------------------- // Those MIN/MAX values are not define because we need to point to them -static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); -static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) -static const ImU32 IM_U32_MIN = 0; -static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) #ifdef LLONG_MIN -static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); -static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); #else -static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; -static const ImS64 IM_S64_MAX = 9223372036854775807LL; +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; #endif -static const ImU64 IM_U64_MIN = 0; +static const ImU64 IM_U64_MIN = 0; #ifdef ULLONG_MAX -static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); #else -static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); #endif //------------------------------------------------------------------------- // [SECTION] Forward Declarations //------------------------------------------------------------------------- -// Data Type helpers -static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); -static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); - // For InputTextEx() static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); @@ -119,7 +132,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const // - BulletTextV() //------------------------------------------------------------------------- -void ImGui::TextUnformatted(const char* text, const char* text_end) +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -131,82 +144,80 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) if (text_end == NULL) text_end = text + strlen(text); // FIXME-OPT - const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset); + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; - const bool wrap_enabled = wrap_pos_x >= 0.0f; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); if (text_end - text > 2000 && !wrap_enabled) { // Long text! // Perform manual coarse clipping to optimize for long multi-line text - // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. - // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. const char* line = text; const float line_height = GetTextLineHeight(); - const ImRect clip_rect = window->ClipRect; ImVec2 text_size(0,0); - if (text_pos.y <= clip_rect.Max.y) + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) { - ImVec2 pos = text_pos; - - // Lines to skip (can't skip when logging text) - if (!g.LogEnabled) + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) { - int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height); - if (lines_skippable > 0) - { - int lines_skipped = 0; - while (line < text_end && lines_skipped < lines_skippable) - { - const char* line_end = strchr(line, '\n'); - if (!line_end) - line_end = text_end; - line = line_end + 1; - lines_skipped++; - } - pos.y += lines_skipped * line_height; - } - } - - // Lines to render - if (line < text_end) - { - ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); - while (line < text_end) - { - const char* line_end = strchr(line, '\n'); - if (IsClippedEx(line_rect, 0, false)) - break; - - const ImVec2 line_size = CalcTextSize(line, line_end, false); - text_size.x = ImMax(text_size.x, line_size.x); - RenderText(pos, line, line_end, false); - if (!line_end) - line_end = text_end; - line = line_end + 1; - line_rect.Min.y += line_height; - line_rect.Max.y += line_height; - pos.y += line_height; - } - - // Count remaining lines int lines_skipped = 0; - while (line < text_end) + while (line < text_end && lines_skipped < lines_skippable) { - const char* line_end = strchr(line, '\n'); + const char* line_end = (const char*)memchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); line = line_end + 1; lines_skipped++; } pos.y += lines_skipped * line_height; } - - text_size.y += (pos - text_pos).y; } + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0, false)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + ImRect bb(text_pos, text_pos + text_size); - ItemSize(bb); + ItemSize(text_size); ItemAdd(bb, 0); } else @@ -214,7 +225,6 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); - // Account of baseline offset ImRect bb(text_pos, text_pos + text_size); ItemSize(text_size); if (!ItemAdd(bb, 0)) @@ -225,6 +235,11 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) } } +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + void ImGui::Text(const char* fmt, ...) { va_list args; @@ -241,7 +256,7 @@ void ImGui::TextV(const char* fmt, va_list args) ImGuiContext& g = *GImGui; const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - TextUnformatted(g.TempBuffer, text_end); + TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) @@ -284,10 +299,13 @@ void ImGui::TextWrapped(const char* fmt, ...) void ImGui::TextWrappedV(const char* fmt, va_list args) { - bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position is one ia already set - if (need_wrap) PushTextWrapPos(0.0f); + ImGuiWindow* window = GetCurrentWindow(); + bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); TextV(fmt, args); - if (need_wrap) PopTextWrapPos(); + if (need_backup) + PopTextWrapPos(); } void ImGui::LabelText(const char* label, const char* fmt, ...) @@ -345,15 +363,16 @@ void ImGui::BulletTextV(const char* fmt, va_list args) const char* text_begin = g.TempBuffer; const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); - const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const float text_base_offset_y = ImMax(0.0f, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding ItemSize(bb); if (!ItemAdd(bb, 0)) return; // Render - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false); } @@ -367,6 +386,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - ArrowButton() // - CloseButton() [Internal] // - CollapseButton() [Internal] +// - ScrollbarEx() [Internal] // - Scrollbar() [Internal] // - Image() // - ImageButton() @@ -377,6 +397,60 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - Bullet() //------------------------------------------------------------------------- +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; @@ -395,9 +469,15 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool flags |= ImGuiButtonFlags_PressedOnClickRelease; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; + if (flatten_hovered_children) g.HoveredWindow = window; +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0 && window->DC.LastItemId != id) + ImGuiTestEngineHook_ItemAdd(&g, bb, id); +#endif + bool pressed = false; bool hovered = ItemHoverable(bb, id); @@ -418,7 +498,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } } - if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) + if (flatten_hovered_children) g.HoveredWindow = backup_hovered_window; // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. @@ -430,12 +510,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { - // | CLICKING | HOLDING with ImGuiButtonFlags_Repeat - // PressedOnClickRelease | * | .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds - // PressedOnClick | | .. - // PressedOnRelease | | .. (NOT on release) - // PressedOnDoubleClick | | .. - // FIXME-NAV: We don't honor those different behaviors. if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) { SetActiveID(id, window); @@ -472,7 +546,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // Gamepad/Keyboard navigation // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) - hovered = true; + if (!(flags & ImGuiButtonFlags_NoHoveredOnNav)) + hovered = true; if (g.NavActivateDownId == id) { @@ -485,7 +560,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. g.NavActivateId = id; // This is so SetActiveId assign a Nav source SetActiveID(id, window); - if (!(flags & ImGuiButtonFlags_NoNavFocus)) + if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } @@ -494,6 +569,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool bool held = false; if (g.ActiveId == id) { + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; if (g.ActiveIdSource == ImGuiInputSource_Mouse) { if (g.ActiveIdIsJustActivated) @@ -504,10 +581,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } else { - if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease)) - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps - if (!g.DragDropActive) - pressed = true; + if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive) + { + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + if (!is_double_click_release && !is_repeating_already) + pressed = true; + } ClearActiveID(); } if (!(flags & ImGuiButtonFlags_NoNavFocus)) @@ -538,12 +618,12 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags const ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 pos = window->DC.CursorPos; - if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) - pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); const ImRect bb(pos, pos + size); - ItemSize(bb, style.FramePadding.y); + ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, id)) return false; @@ -551,8 +631,6 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); - if (pressed) - MarkItemEdited(id); // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); @@ -564,6 +642,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) // CloseCurrentPopup(); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return pressed; } @@ -597,7 +676,7 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) const ImGuiID id = window->GetID(str_id); ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - ItemSize(bb); + ItemSize(size); if (!ItemAdd(bb, id)) return false; @@ -617,7 +696,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); - ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); if (!ItemAdd(bb, id)) return false; @@ -628,10 +707,11 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); - RenderArrow(bb.Min + ImVec2(ImMax(0.0f, size.x - g.FontSize - g.Style.FramePadding.x), ImMax(0.0f, size.y - g.FontSize - g.Style.FramePadding.y)), dir); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); return pressed; } @@ -643,14 +723,14 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) } // Button to close a window -bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). - const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius)); + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); bool is_clipped = !ItemAdd(bb, id); bool hovered, held; @@ -659,11 +739,12 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) return pressed; // Render + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) - window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9); + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); - float cross_extent = (radius * 0.7071f) - 1.0f; + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; ImU32 cross_col = GetColorU32(ImGuiCol_Text); center -= ImVec2(0.5f, 0.5f); window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); @@ -682,10 +763,13 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); - ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + // Render + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9); - RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging()) @@ -694,114 +778,138 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) return pressed; } +ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + // Vertical/Horizontal scrollbar // The entire piece of code below is rather confusing because: // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. -void ImGui::Scrollbar(ImGuiLayoutType direction) +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; - const bool horizontal = (direction == ImGuiLayoutType_Horizontal); const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY"); + const bool allow_interaction = (alpha >= 1.0f); + const bool horizontal = (axis == ImGuiAxis_X); - // Render background - bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); - float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; - const ImRect window_rect = window->Rect(); - const float border_size = window->WindowBorderSize; - ImRect bb = horizontal - ? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size) - : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size); - if (!horizontal) - bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); - if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f) - return; - - int window_rounding_corners; - if (horizontal) - window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); - else - window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners); - bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f))); + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) - float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); - float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y; - float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w; - float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y; + const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. - IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. - const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f); - const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). bool held = false; bool hovered = false; - const bool previously_held = (g.ActiveId == id); ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); - float scroll_ratio = ImSaturate(scroll_v / scroll_max); + float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; - if (held && grab_h_norm < 1.0f) + if (held && allow_interaction && grab_h_norm < 1.0f) { float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; - float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y; // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); SetHoveredID(id); bool seek_absolute = false; - if (!previously_held) + if (g.ActiveIdIsJustActivated) { // On initial click calculate the distance between mouse and the center of the grab - if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm) - { - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; - } + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; else - { - seek_absolute = true; - *click_delta_to_grab_center_v = 0.0f; - } + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } // Apply scroll - // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position - const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm)); - scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); - if (horizontal) - window->Scroll.x = scroll_v; - else - window->Scroll.y = scroll_v; + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); // Update values for rendering - scroll_ratio = ImSaturate(scroll_v / scroll_max); + scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Update distance to grab now that we have seeked and saturated if (seek_absolute) - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } // Render - const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); ImRect grab_rect; if (horizontal) - grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y); + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); else - grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y)); + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiID id = GetScrollbarID(window, axis); + KeepAliveID(id); + + // Calculate scrollbar bounding box + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; + IM_ASSERT(scrollbar_size > 0.0f); + const float other_scrollbar_size = window->ScrollbarSizes[axis]; + ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0; + ImRect bb; + if (axis == ImGuiAxis_X) + { + bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size)); + bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y); + rounding_corners |= ImDrawCornerFlags_BotLeft; + } + else + { + bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y); + bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y); + rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; + } + ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) @@ -843,7 +951,7 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I // Default to using texture ID as ID. User can still push string/integer prefixes. // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV. - PushID((void*)user_texture_id); + PushID((void*)(intptr_t)user_texture_id); const ImGuiID id = window->GetID("#image"); PopID(); @@ -879,19 +987,10 @@ bool ImGui::Checkbox(const char* label, bool* v) const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice - ItemSize(check_bb, style.FramePadding.y); - - ImRect total_bb = check_bb; - if (label_size.x > 0) - SameLine(0, style.ItemInnerSpacing.x); - const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size); - if (label_size.x > 0) - { - ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y); - total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max)); - } - + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) return false; @@ -903,20 +1002,28 @@ bool ImGui::Checkbox(const char* label, bool* v) MarkItemEdited(id); } + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); - if (*v) + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) { - const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); - const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f)); - RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f); + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); } if (g.LogEnabled) - LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]"); + LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]"); if (label_size.x > 0.0f) - RenderText(text_bb.Min, label); + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } @@ -946,26 +1053,18 @@ bool ImGui::RadioButton(const char* label, bool active) const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1)); - ItemSize(check_bb, style.FramePadding.y); - - ImRect total_bb = check_bb; - if (label_size.x > 0) - SameLine(0, style.ItemInnerSpacing.x); - const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size); - if (label_size.x > 0) - { - ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y); - total_bb.Add(text_bb); - } - + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) return false; ImVec2 center = check_bb.GetCenter(); center.x = (float)(int)center.x + 0.5f; center.y = (float)(int)center.y + 0.5f; - const float radius = check_bb.GetHeight() * 0.5f; + const float radius = (square_sz - 1.0f) * 0.5f; bool hovered, held; bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); @@ -976,25 +1075,25 @@ bool ImGui::RadioButton(const char* label, bool active) window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); if (active) { - const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); - const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f)); - window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16); + const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); } if (style.FrameBorderSize > 0.0f) { - window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center + ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); } if (g.LogEnabled) - LogRenderedText(&text_bb.Min, active ? "(x)" : "( )"); + LogRenderedText(&total_bb.Min, active ? "(x)" : "( )"); if (label_size.x > 0.0f) - RenderText(text_bb.Min, label); + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); return pressed; } +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. bool ImGui::RadioButton(const char* label, int* v, int v_button) { const bool pressed = RadioButton(label, *v == v_button); @@ -1014,8 +1113,9 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over const ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; - ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f)); - ItemSize(bb, style.FramePadding.y); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, 0)) return; @@ -1047,7 +1147,7 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) @@ -1057,8 +1157,9 @@ void ImGui::Bullet() } // Render and stay on same line - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); - SameLine(0, style.FramePadding.x*2); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); } //------------------------------------------------------------------------- @@ -1068,9 +1169,10 @@ void ImGui::Bullet() // - Dummy() // - NewLine() // - AlignTextToFramePadding() +// - SeparatorEx() [Internal] // - Separator() -// - VerticalSeparator() [Internal] // - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] //------------------------------------------------------------------------- void ImGui::Spacing() @@ -1088,7 +1190,7 @@ void ImGui::Dummy(const ImVec2& size) return; const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - ItemSize(bb); + ItemSize(size); ItemAdd(bb, 0); } @@ -1101,7 +1203,7 @@ void ImGui::NewLine() ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; - if (window->DC.CurrentLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ItemSize(ImVec2(0,0)); else ItemSize(ImVec2(0.0f, g.FontSize)); @@ -1115,74 +1217,86 @@ void ImGui::AlignTextToFramePadding() return; ImGuiContext& g = *GImGui; - window->DC.CurrentLineSize.y = ImMax(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y); + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); } // Horizontal/vertical separating line -void ImGui::Separator() +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - // Those flags should eventually be overridable by the user - ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)))); // Check that only 1 option is selected + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; if (flags & ImGuiSeparatorFlags_Vertical) { - VerticalSeparator(); - return; + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); } - - // Horizontal Separator - if (window->DC.ColumnsSet) - PopClipRect(); - - float x1 = window->Pos.x; - float x2 = window->Pos.x + window->Size.x; - if (!window->DC.GroupStack.empty()) - x1 += window->DC.Indent.x; - - const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f)); - ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout. - if (!ItemAdd(bb, 0)) + else if (flags & ImGuiSeparatorFlags_Horizontal) { - if (window->DC.ColumnsSet) - PushColumnClipRect(); - return; - } + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; - window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator)); + ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); - if (g.LogEnabled) - LogRenderedText(NULL, IM_NEWLINE "--------------------------------"); + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); + if (!ItemAdd(bb, 0)) + { + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + return; + } - if (window->DC.ColumnsSet) - { - PushColumnClipRect(); - window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); + + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } } } -void ImGui::VerticalSeparator() +void ImGui::Separator() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - float y1 = window->DC.CursorPos.y; - float y2 = window->DC.CursorPos.y + window->DC.CurrentLineSize.y; - const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2)); - ItemSize(ImVec2(bb.GetWidth(), 0.0f)); - if (!ItemAdd(bb, 0)) - return; - - window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); - if (g.LogEnabled) - LogText(" |"); + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; + SeparatorEx(flags); } // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. @@ -1243,9 +1357,53 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float return held; } +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImFloor(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + if (width_excess > 0.0f) + for (int n = 0; n < count; n++) + if (items[n].Index < (int)(width_excess + 0.01f)) + items[n].Width += 1.0f; +} //------------------------------------------------------------------------- -// [SECTION] Widgets: Combo Box +// [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- // - BeginCombo() // - EndCombo() @@ -1264,8 +1422,8 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF { // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond; - g.NextWindowData.SizeConstraintCond = 0; + bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -1278,7 +1436,8 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const float expected_w = CalcItemWidth(); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); @@ -1289,19 +1448,22 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); bool popup_open = IsPopupOpen(id); - const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f)); const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); RenderNavHighlight(frame_bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); if (!(flags & ImGuiComboFlags_NoArrowButton)) { - window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); + RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -1316,9 +1478,9 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF if (!popup_open) return false; - if (backup_next_window_size_constraint) + if (has_window_size_constraint) { - g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else @@ -1334,7 +1496,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF } char name[16]; - ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth // Peak into expected window size so we can position it if (ImGuiWindow* popup_window = FindWindowByName(name)) @@ -1408,7 +1570,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi items_getter(data, *current_item, &preview_value); // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. - if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond) + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) @@ -1445,7 +1607,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* const items[ return value_changed; } -// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) { int items_count = 0; @@ -1463,6 +1625,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa // [SECTION] Data Type and Data Formatting Helpers [Internal] //------------------------------------------------------------------------- // - PatchFormatStringFloatToInt() +// - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() @@ -1470,26 +1633,23 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa // - RoundScalarWithFormat<>() //------------------------------------------------------------------------- -struct ImGuiDataTypeInfo -{ - size_t Size; - const char* PrintFmt; // Unused - const char* ScanFmt; -}; - static const ImGuiDataTypeInfo GDataTypeInfo[] = { - { sizeof(int), "%d", "%d" }, - { sizeof(unsigned int), "%u", "%u" }, + { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "%u", "%u" }, + { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "%u", "%u" }, + { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "%u", "%u" }, #ifdef _MSC_VER - { sizeof(ImS64), "%I64d","%I64d" }, - { sizeof(ImU64), "%I64u","%I64u" }, + { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%I64u","%I64u" }, #else - { sizeof(ImS64), "%lld", "%lld" }, - { sizeof(ImU64), "%llu", "%llu" }, + { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%llu", "%llu" }, #endif - { sizeof(float), "%f", "%f" }, // float are promoted to double in va_arg - { sizeof(double), "%f", "%lf" }, + { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); @@ -1517,49 +1677,79 @@ static const char* PatchFormatStringFloatToInt(const char* fmt) return fmt; } -static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) { - if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) // Signedness doesn't matter when pushing the argument + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); - if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) // Signedness doesn't matter when pushing the argument + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); if (data_type == ImGuiDataType_Float) return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); if (data_type == ImGuiDataType_Double) return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr); IM_ASSERT(0); return 0; } -// FIXME: Adding support for clamping on boundaries of the data type would be nice. -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) { IM_ASSERT(op == '+' || op == '-'); switch (data_type) { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; case ImGuiDataType_S32: - if (op == '+') *(int*)output = *(const int*)arg1 + *(const int*)arg2; - else if (op == '-') *(int*)output = *(const int*)arg1 - *(const int*)arg2; + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } return; case ImGuiDataType_U32: - if (op == '+') *(unsigned int*)output = *(const unsigned int*)arg1 + *(const ImU32*)arg2; - else if (op == '-') *(unsigned int*)output = *(const unsigned int*)arg1 - *(const ImU32*)arg2; + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } return; case ImGuiDataType_S64: - if (op == '+') *(ImS64*)output = *(const ImS64*)arg1 + *(const ImS64*)arg2; - else if (op == '-') *(ImS64*)output = *(const ImS64*)arg1 - *(const ImS64*)arg2; + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } return; case ImGuiDataType_U64: - if (op == '+') *(ImU64*)output = *(const ImU64*)arg1 + *(const ImU64*)arg2; - else if (op == '-') *(ImU64*)output = *(const ImU64*)arg1 - *(const ImU64*)arg2; + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } return; case ImGuiDataType_Float: - if (op == '+') *(float*)output = *(const float*)arg1 + *(const float*)arg2; - else if (op == '-') *(float*)output = *(const float*)arg1 - *(const float*)arg2; + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } return; case ImGuiDataType_Double: - if (op == '+') *(double*)output = *(const double*)arg1 + *(const double*)arg2; - else if (op == '-') *(double*)output = *(const double*)arg1 - *(const double*)arg2; + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } return; case ImGuiDataType_COUNT: break; } @@ -1568,7 +1758,7 @@ static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) { while (ImCharIsBlankA(*buf)) buf++; @@ -1592,12 +1782,14 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. IM_ASSERT(data_type < ImGuiDataType_COUNT); int data_backup[2]; - IM_ASSERT(GDataTypeInfo[data_type].Size <= sizeof(data_backup)); - memcpy(data_backup, data_ptr, GDataTypeInfo[data_type].Size); + const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); + IM_ASSERT(type_info->Size <= sizeof(data_backup)); + memcpy(data_backup, data_ptr, type_info->Size); if (format == NULL) - format = GDataTypeInfo[data_type].ScanFmt; + format = type_info->ScanFmt; + // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. int arg1i = 0; if (data_type == ImGuiDataType_S32) { @@ -1612,12 +1804,6 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant } - else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - { - // Assign constant - // FIXME: We don't bother handling support for legacy operators since they are a little too crappy. Instead we may implement a proper expression evaluator in the future. - sscanf(buf, format, data_ptr); - } else if (data_type == ImGuiDataType_Float) { // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in @@ -1647,7 +1833,30 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide else { *v = arg1f; } // Assign constant } - return memcmp(data_backup, data_ptr, GDataTypeInfo[data_type].Size) != 0; + else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + { + // All other types assign constant + // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. + sscanf(buf, format, data_ptr); + } + else + { + // Small types need a 32-bit buffer to receive the result from scanf() + int v32; + sscanf(buf, format, &v32); + if (data_type == ImGuiDataType_S8) + *(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(data_backup, data_ptr, type_info->Size) != 0; } static float GetMinimumStepAtDecimalPrecision(int decimal_precision) @@ -1655,7 +1864,7 @@ static float GetMinimumStepAtDecimalPrecision(int decimal_precision) static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; if (decimal_precision < 0) return FLT_MIN; - return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); } template @@ -1710,38 +1919,49 @@ TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, // This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) template -bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power) +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags) { ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool is_clamped = (v_min < v_max); + const bool is_power = (power != 1.0f && is_decimal && is_clamped && (v_max - v_min < FLT_MAX)); + const bool is_locked = (v_min > v_max); + if (is_locked) + return false; // Default tweak speed - bool has_min_max = (v_min != v_max) && (v_max - v_max < FLT_MAX); - if (v_speed == 0.0f && has_min_max) + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings float adjust_delta = 0.0f; if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f) { - adjust_delta = g.IO.MouseDelta.x; + adjust_delta = g.IO.MouseDelta[axis]; if (g.IO.KeyAlt) - adjust_delta *= 1.0f/100.0f; + adjust_delta *= 1.0f / 100.0f; if (g.IO.KeyShift) adjust_delta *= 10.0f; } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { - int decimal_precision = (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImParseFormatPrecision(format, 3) : 0; - adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x; + int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } adjust_delta *= v_speed; + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + // Clear current value on activation // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. bool is_just_activated = g.ActiveIdIsJustActivated; - bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); - if (is_just_activated || is_already_past_limits_and_pushing_outward) + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0)); + if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power) { g.DragCurrentAccum = 0.0f; g.DragCurrentAccumDirty = false; @@ -1758,18 +1978,17 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_cur = *v; FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; - const bool is_power = (power != 1.0f && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) && has_min_max); if (is_power) { // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); - v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); + v_cur = v_min + (SIGNEDTYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); v_old_ref_for_accum_remainder = v_old_norm_curved; } else { - v_cur += (TYPE)g.DragCurrentAccum; + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; } // Round to user desired precision based on format string @@ -1791,12 +2010,12 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (v_cur == (TYPE)-0) v_cur = (TYPE)0; - // Clamp values (handle overflow/wrap-around) - if (*v != v_cur && has_min_max) + // Clamp values (+ handle overflow/wrap-around for integer types) + if (*v != v_cur && is_clamped) { - if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f)) + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) v_cur = v_min; - if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f)) + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal)) v_cur = v_max; } @@ -1807,7 +2026,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const return true; } -bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags) { ImGuiContext& g = *GImGui; if (g.ActiveId == id) @@ -1822,12 +2041,16 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_s switch (data_type) { - case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power); - case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power); - case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power); - case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power); - case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power); - case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power); + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power, flags); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); @@ -1847,65 +2070,64 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); - const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); - const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - // NB- we don't call ItemSize() yet because we may turn into a text edit box below + ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &frame_bb)) - { - ItemSize(total_bb, style.FramePadding.y); return false; - } - const bool hovered = ItemHoverable(frame_bb, id); // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Drag turns it into an input box - bool start_text_input = false; - const bool tab_focus_requested = FocusableItemRegister(window, id); - if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) + const bool focus_requested = FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); + if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) { - start_text_input = true; - g.ScalarAsInputTextId = 0; + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } } } - if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) - return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); - - // Actual drag behavior - ItemSize(total_bb, style.FramePadding.y); - const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power); - if (value_changed) - MarkItemEdited(id); + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, v, format); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); + if (value_changed) + MarkItemEdited(id); + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); return value_changed; } @@ -1919,20 +2141,27 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); - value_changed |= DragScalar("##v", data_type, v, v_speed, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); } PopID(); - TextUnformatted(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -1966,7 +2195,7 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2); + PushMultiItemsWidths(2, CalcItemWidth()); bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); PopItemWidth(); @@ -1975,7 +2204,7 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); - TextUnformatted(label, FindRenderedTextEnd(label)); + TextEx(label, FindRenderedTextEnd(label)); EndGroup(); PopID(); return value_changed; @@ -2011,7 +2240,7 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2); + PushMultiItemsWidths(2, CalcItemWidth()); bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); PopItemWidth(); @@ -2020,7 +2249,7 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); - TextUnformatted(label, FindRenderedTextEnd(label)); + TextEx(label, FindRenderedTextEnd(label)); EndGroup(); PopID(); @@ -2081,28 +2310,28 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const bool is_power = (power != 1.0f) && is_decimal; const float grab_padding = 2.0f; - const float slider_sz = is_horizontal ? (bb.GetWidth() - grab_padding * 2.0f) : (bb.GetHeight() - grab_padding * 2.0f); + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; float grab_sz = style.GrabMinSize; SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMin(grab_sz, slider_sz); const float slider_usable_sz = slider_sz - grab_sz; - const float slider_usable_pos_min = (is_horizontal ? bb.Min.x : bb.Min.y) + grab_padding + grab_sz*0.5f; - const float slider_usable_pos_max = (is_horizontal ? bb.Max.x : bb.Max.y) - grab_padding - grab_sz*0.5f; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f float linear_zero_pos; // 0.0->1.0f if (is_power && v_min * v_max < 0.0f) { // Different sign - const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f/power); - const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f/power); + const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power); + const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power); linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0)); } else @@ -2125,9 +2354,9 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } else { - const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + const float mouse_abs_pos = g.IO.MousePos[axis]; clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; - if (!is_horizontal) + if (axis == ImGuiAxis_Y) clicked_t = 1.0f - clicked_t; set_new_value = true; } @@ -2135,7 +2364,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ else if (g.ActiveIdSource == ImGuiInputSource_Nav) { const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); - float delta = is_horizontal ? delta2.x : -delta2.y; + float delta = (axis == ImGuiAxis_X) ? delta2.x : -delta2.y; if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) { ClearActiveID(); @@ -2225,15 +2454,22 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } } - // Output grab position so it can be displayed by the caller - float grab_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); - if (!is_horizontal) - grab_t = 1.0f - grab_t; - const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); - if (is_horizontal) - *out_grab_bb = ImRect(grab_pos - grab_sz*0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz*0.5f, bb.Max.y - grab_padding); + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } else - *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz*0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz*0.5f); + { + // Output grab position so it can be displayed by the caller + float grab_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } return value_changed; } @@ -2245,17 +2481,21 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type { switch (data_type) { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; } case ImGuiDataType_S32: IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb); case ImGuiDataType_U32: - IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2); + IM_ASSERT(*(const ImU32*)v_max <= IM_U32_MAX/2); return SliderBehaviorT(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb); case ImGuiDataType_S64: IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2); return SliderBehaviorT(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb); case ImGuiDataType_U64: - IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2); + IM_ASSERT(*(const ImU64*)v_max <= IM_U64_MAX/2); return SliderBehaviorT(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb); case ImGuiDataType_Float: IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f); @@ -2284,41 +2524,39 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - // NB- we don't call ItemSize() yet because we may turn into a text edit box below + ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &frame_bb)) - { - ItemSize(total_bb, style.FramePadding.y); return false; - } // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Slider turns it into an input box - bool start_text_input = false; - const bool tab_focus_requested = FocusableItemRegister(window, id); const bool hovered = ItemHoverable(frame_bb, id); - if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (tab_focus_requested || g.IO.KeyCtrl || g.NavInputId == id) + const bool focus_requested = FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) { - start_text_input = true; - g.ScalarAsInputTextId = 0; + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } } } - if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) - return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); - - ItemSize(total_bb, style.FramePadding.y); + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, v, format); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2332,7 +2570,8 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co MarkItemEdited(id); // Render grab - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; @@ -2342,6 +2581,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); return value_changed; } @@ -2356,20 +2596,27 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); - value_changed |= SliderScalar("##v", data_type, v, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); } PopID(); - TextUnformatted(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -2394,10 +2641,12 @@ bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } -bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max) +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format) { + if (format == NULL) + format = "%.0f deg"; float v_deg = (*v_rad) * 360.0f / (2*IM_PI); - bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, "%.0f deg", 1.0f); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, 1.0f); *v_rad = v_deg * (2*IM_PI) / 360.0f; return value_changed; } @@ -2441,11 +2690,9 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d return false; // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); @@ -2469,7 +2716,8 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d MarkItemEdited(id); // Render grab - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. // For the vertical slider we allow centered text to overlap the frame padding @@ -2499,7 +2747,7 @@ bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, // - ImParseFormatFindEnd() [Internal] // - ImParseFormatTrimDecorations() [Internal] // - ImParseFormatPrecision() [Internal] -// - InputScalarAsWidgetReplacement() [Internal] +// - TempInputTextScalar() [Internal] // - InputScalar() // - InputScalarN() // - InputFloat() @@ -2549,7 +2797,7 @@ const char* ImParseFormatFindEnd(const char* fmt) // fmt = "%.3f" -> return fmt // fmt = "hello %.3f" -> return fmt + 6 // fmt = "%.3f hello" -> return buf written with "%.3f" -const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, int buf_size) +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) { const char* fmt_start = ImParseFormatFindStart(fmt); if (fmt_start[0] != '%') @@ -2557,7 +2805,7 @@ const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, int buf_siz const char* fmt_end = ImParseFormatFindEnd(fmt_start); if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. return fmt_start; - ImStrncpy(buf, fmt_start, ImMin((int)(fmt_end + 1 - fmt_start), buf_size)); + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); return buf; } @@ -2585,59 +2833,63 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) return (precision == INT_MAX) ? default_precision : precision; } -// Create text input in place of a slider (when CTRL+Clicking on slider) -// FIXME: Logic is messy and confusing. -bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen) - // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id - SetActiveID(g.ScalarAsInputTextId, window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - SetHoveredID(0); - FocusableItemUnregister(window); + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + const bool init = (g.TempInputTextId != id); + if (init) + ClearActiveID(); char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); ImStrTrimBlanks(data_buf); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); - bool value_changed = InputTextEx(label, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); - if (g.ScalarAsInputTextId == 0) // First frame we started displaying the InputText widget + + g.CurrentWindow->DC.CursorPos = bb.Min; + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); + if (init) { - IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID - g.ScalarAsInputTextId = g.ActiveId; - SetHoveredID(id); + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputTextId = g.ActiveId; } if (value_changed) - return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.Data, data_type, data_ptr, NULL); - return false; + { + value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); + if (value_changed) + MarkItemEdited(id); + } + return value_changed; } -// NB: format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "format" argument) -bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags) +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; + ImGuiStyle& style = g.Style; - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; + format = DataTypeGetInfo(data_type)->PrintFmt; char buf[64]; DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); bool value_changed = false; - if ((extra_flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) - extra_flags |= ImGuiInputTextFlags_CharsDecimal; - extra_flags |= ImGuiInputTextFlags_AutoSelectAll; + if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= ImGuiInputTextFlags_CharsDecimal; + flags |= ImGuiInputTextFlags_AutoSelectAll; + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. if (step != NULL) { @@ -2645,40 +2897,52 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() PushID(label); - PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); - if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format); - PopItemWidth(); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; + if (flags & ImGuiInputTextFlags_ReadOnly) + button_flags |= ImGuiButtonFlags_Disabled; SameLine(0, style.ItemInnerSpacing.x); - if (ButtonEx("-", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups)) + if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); value_changed = true; } SameLine(0, style.ItemInnerSpacing.x); - if (ButtonEx("+", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups)) + if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) { DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); value_changed = true; } - SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, FindRenderedTextEnd(label)); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; PopID(); EndGroup(); } else { - if (InputText(label, buf, IM_ARRAYSIZE(buf), extra_flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format); + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); } + if (value_changed) + MarkItemEdited(window->DC.LastItemId); return value_changed; } -bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags) +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2688,112 +2952,120 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); - value_changed |= InputScalar("##v", data_type, v, step, step_fast, format, extra_flags); - SameLine(0, g.Style.ItemInnerSpacing.x); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); } PopID(); - TextUnformatted(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } -bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags extra_flags) +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) { - extra_flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, extra_flags); + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags); } -bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags extra_flags) +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags); + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); } -bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags extra_flags) +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags); + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); } -bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags extra_flags) +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags); + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); } // Prefer using "const char* format" directly, which is more flexible and consistent with other API. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags) +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags) { char format[16] = "%f"; if (decimal_precision >= 0) ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputFloat(label, v, step, step_fast, format, extra_flags); + return InputFloat(label, v, step, step_fast, format, flags); } -bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags) +bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags) { char format[16] = "%f"; if (decimal_precision >= 0) ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags); + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); } -bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags) +bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags) { char format[16] = "%f"; if (decimal_precision >= 0) ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags); + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); } -bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags) +bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags) { char format[16] = "%f"; if (decimal_precision >= 0) ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags); + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); } #endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags) +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) { // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. - const char* format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; - return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, extra_flags); + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags); } -bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags) +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", extra_flags); + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); } -bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags) +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", extra_flags); + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); } -bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags) +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) { - return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", extra_flags); + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); } -bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags extra_flags) +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) { - extra_flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, extra_flags); + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags); } //------------------------------------------------------------------------- -// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint //------------------------------------------------------------------------- // - InputText() +// - InputTextWithHint() // - InputTextMultiline() // - InputTextEx() [Internal] //------------------------------------------------------------------------- @@ -2801,12 +3073,18 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() - return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); } bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) @@ -2825,8 +3103,9 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) { - ImFont* font = GImGui->Font; - const float line_height = GImGui->FontSize; + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; const float scale = line_height / font->FontSize; ImVec2 text_size = ImVec2(0,0); @@ -2848,7 +3127,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t if (c == '\r') continue; - const float char_width = font->GetCharAdvance((unsigned short)c) * scale; + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; line_width += char_width; } @@ -2868,12 +3147,12 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t } // Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) -namespace ImGuiStb +namespace ImStb { static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); } +static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) @@ -2909,7 +3188,7 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); obj->CurLenW -= n; - // Offset remaining text + // Offset remaining text (FIXME-OPT: Use memmove) const ImWchar* src = obj->TextW.Data + pos + n; while (ImWchar c = *src++) *dst++ = c; @@ -2948,21 +3227,21 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im } // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) -#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left -#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right -#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up -#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down -#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line -#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line -#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text -#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text -#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor -#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor -#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo -#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo -#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word -#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word -#define STB_TEXTEDIT_K_SHIFT 0x20000 +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_SHIFT 0x400000 #define STB_TEXTEDIT_IMPLEMENTATION #include "imstb_textedit.h" @@ -2971,7 +3250,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im void ImGuiInputTextState::OnKeyPressed(int key) { - stb_textedit_key(this, &StbState, key); + stb_textedit_key(this, &Stb, key); CursorFollow = true; CursorAnimReset(); } @@ -3015,10 +3294,10 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons ImGuiContext& g = *GImGui; ImGuiInputTextState* edit_state = &g.InputTextState; IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); - IM_ASSERT(Buf == edit_state->TempBuffer.Data); + IM_ASSERT(Buf == edit_state->TextA.Data); int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; - edit_state->TempBuffer.reserve(new_buf_size + 1); - Buf = edit_state->TempBuffer.Data; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; BufSize = edit_state->BufCapacityA = new_buf_size; } @@ -3039,7 +3318,8 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f { unsigned int c = *p_char; - if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF))) + // Filter non-printable (NB: isprint is unreliable! see #2467) + if (c < 0x20) { bool pass = false; pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); @@ -3048,9 +3328,11 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } - if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys. + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) return false; + // Generic named filters if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) { if (flags & ImGuiInputTextFlags_CharsDecimal) @@ -3074,6 +3356,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } + // Custom callback filter if (flags & ImGuiInputTextFlags_CallbackCharFilter) { ImGuiInputTextCallbackData callback_data; @@ -3094,12 +3377,13 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f // Edit a string of text // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". -// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match // Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. // - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. -// - If you want to use ImGui::InputText() with std::string, see misc/stl/imgui_stl.h -// (FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) -bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -3109,29 +3393,35 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) ImGuiContext& g = *GImGui; - const ImGuiIO& io = g.IO; + ImGuiIO& io = g.IO; const ImGuiStyle& style = g.Style; + const bool RENDER_SELECTION_WHEN_INACTIVE = false; const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; - const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; if (is_resizable) IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! - if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); ImGuiWindow* draw_window = window; if (is_multiline) { - ItemAdd(total_bb, id, &frame_bb); + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + EndGroup(); + return false; + } if (!BeginChildFrame(id, frame_bb.GetSize())) { EndChildFrame(); @@ -3152,8 +3442,114 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (hovered) g.MouseCursor = ImGuiMouseCursor_TextInput; + // NB: we are only allowed to access 'edit_state' if we are the active widget. + ImGuiInputTextState* state = NULL; + if (g.InputTextState.ID == id) + state = &g.InputTextState; + + const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); + const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); + + bool clear_active_id = false; + bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_state = (init_make_active || user_scroll_active); + if (init_state && g.ActiveId != id) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. + const bool recycle_state = (state->ID == id); + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + if (!is_multiline && focus_requested_by_code) + select_all = true; + } + if (flags & ImGuiInputTextFlags_AlwaysInsertMode) + state->Stb.insert_mode = 1; + if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + select_all = true; + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); + if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool enter_pressed = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + // Password pushes a temporary font with only a fallback glyph - if (is_password) + if (is_password && !is_displaying_hint) { const ImFontGlyph* glyph = g.Font->FindGlyph('*'); ImFont* password_font = &g.InputTextPasswordFont; @@ -3169,92 +3565,16 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 PushFont(password_font); } - // NB: we are only allowed to access 'edit_state' if we are the active widget. - ImGuiInputTextState& edit_state = g.InputTextState; - - const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0); // Using completion callback disable keyboard tabbing - const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent); - const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; - - const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY"); - const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); - - bool clear_active_id = false; - - bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); - if (focus_requested || user_clicked || user_scrolled || user_nav_input_start) - { - if (g.ActiveId != id) - { - // Start edition - // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) - // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) - const int prev_len_w = edit_state.CurLenW; - const int init_buf_len = (int)strlen(buf); - edit_state.TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash. - edit_state.InitialText.resize(init_buf_len + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash. - memcpy(edit_state.InitialText.Data, buf, init_buf_len + 1); - const char* buf_end = NULL; - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, buf_size, buf, NULL, &buf_end); - edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. - edit_state.CursorAnimReset(); - - // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar). - const bool recycle_state = (edit_state.ID == id) && (prev_len_w == edit_state.CurLenW); - if (recycle_state) - { - // Recycle existing cursor/selection/undo stack but clamp position - // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. - edit_state.CursorClamp(); - } - else - { - edit_state.ID = id; - edit_state.ScrollX = 0.0f; - stb_textedit_initialize_state(&edit_state.StbState, !is_multiline); - if (!is_multiline && focus_requested_by_code) - select_all = true; - } - if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - edit_state.StbState.insert_mode = true; - if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) - select_all = true; - } - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) - g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); - } - else if (io.MouseClicked[0]) - { - // Release focus when we click outside - clear_active_id = true; - } - - bool value_changed = false; - bool enter_pressed = false; + // Process mouse inputs and character inputs int backup_current_text_length = 0; - if (g.ActiveId == id) { - if (!is_editable && !g.ActiveIdIsJustActivated) - { - // When read-only we always use the live data passed to the function - edit_state.TextW.resize(buf_size+1); - const char* buf_end = NULL; - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, buf, NULL, &buf_end); - edit_state.CurLenA = (int)(buf_end - buf); - edit_state.CursorClamp(); - } - - backup_current_text_length = edit_state.CurLenA; - edit_state.BufCapacityA = buf_size; - edit_state.UserFlags = flags; - edit_state.UserCallback = callback; - edit_state.UserCallbackData = callback_user_data; + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->BufCapacityA = buf_size; + state->UserFlags = flags; + state->UserCallback = callback; + state->UserCallbackData = callback_user_data; // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. // Down the line we should have a cleaner library-wide concept of Selected vs Active. @@ -3262,61 +3582,74 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 g.WantTextInputNextFrame = 1; // Edit in progress - const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX; + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) { - edit_state.SelectAll(); - edit_state.SelectedAllMouseLock = true; + state->SelectAll(); + state->SelectedAllMouseLock = true; } else if (hovered && is_osx && io.MouseDoubleClicked[0]) { // Double-click select a word only, OS X style (by simulating keystrokes) - edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); - edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); } - else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock) + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) { if (hovered) { - stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y); - edit_state.CursorAnimReset(); + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); } } - else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) { - stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y); - edit_state.CursorAnimReset(); - edit_state.CursorFollow = true; + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; } - if (edit_state.SelectedAllMouseLock && !io.MouseDown[0]) - edit_state.SelectedAllMouseLock = false; + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; - if (io.InputCharacters[0]) + // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. + // Win32 and GLFW naturally do it but not SDL. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + if (!io.InputQueueCharacters.contains('\t')) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + if (io.InputQueueCharacters.Size > 0) { - // Process text input (before we check for Return because using some IME will effectively send a Return?) - // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. - bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if (!ignore_inputs && is_editable && !user_nav_input_start) - for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++) + if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) { // Insert character if they pass filtering - unsigned int c = (unsigned int)io.InputCharacters[n]; + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); + state->OnKeyPressed((int)c); } // Consume characters - memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters)); + io.InputQueueCharacters.resize(0); } } + // Process other shortcuts/key-presses bool cancel_edit = false; if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) { - // Handle key-presses + IM_ASSERT(state != NULL); const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_osx = io.ConfigMacOSXBehaviors; const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl @@ -3326,79 +3659,77 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; - const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable; - const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable; + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; + const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; - if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable) + if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) { - if (!edit_state.HasSelection()) + if (!state->HasSelection()) { - if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); - else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); } - edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Enter)) + else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) { bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) { enter_pressed = clear_active_id = true; } - else if (is_editable) + else if (!is_readonly) { unsigned int c = '\n'; // Insert new line if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); + state->OnKeyPressed((int)c); } } - else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable) - { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); - } else if (IsKeyPressedMap(ImGuiKey_Escape)) { clear_active_id = cancel_edit = true; } else if (is_undo || is_redo) { - edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); - edit_state.ClearSelection(); + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); } else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) { - edit_state.SelectAll(); - edit_state.CursorFollow = true; + state->SelectAll(); + state->CursorFollow = true; } else if (is_cut || is_copy) { // Cut, Copy if (io.SetClipboardTextFn) { - const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0; - const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW; - edit_state.TempBuffer.resize((ie-ib) * 4 + 1); - ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data+ib, edit_state.TextW.Data+ie); - SetClipboardText(edit_state.TempBuffer.Data); + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); } if (is_cut) { - if (!edit_state.HasSelection()) - edit_state.SelectAll(); - edit_state.CursorFollow = true; - stb_textedit_cut(&edit_state, &edit_state.StbState); + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); } } else if (is_paste) @@ -3407,7 +3738,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 { // Filter pasted buffer const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar)); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len+1) * sizeof(ImWchar)); int clipboard_filtered_len = 0; for (const char* s = clipboard; *s; ) { @@ -3422,25 +3753,30 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 clipboard_filtered[clipboard_filtered_len] = 0; if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation { - stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len); - edit_state.CursorFollow = true; + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; } - ImGui::MemFree(clipboard_filtered); + MemFree(clipboard_filtered); } } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); } + // Process callbacks and apply result back to user's buffer. if (g.ActiveId == id) { + IM_ASSERT(state != NULL); const char* apply_new_text = NULL; int apply_new_text_length = 0; if (cancel_edit) { // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - if (is_editable && strcmp(buf, edit_state.InitialText.Data) != 0) + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) { - apply_new_text = edit_state.InitialText.Data; - apply_new_text_length = edit_state.InitialText.Size - 1; + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; } } @@ -3453,10 +3789,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. - if (is_editable) + if (!is_readonly) { - edit_state.TempBuffer.resize(edit_state.TextW.Size * 4 + 1); - ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data, NULL); + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); } // User callback @@ -3494,44 +3831,44 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 callback_data.UserData = callback_user_data; callback_data.EventKey = event_key; - callback_data.Buf = edit_state.TempBuffer.Data; - callback_data.BufTextLen = edit_state.CurLenA; - callback_data.BufSize = edit_state.BufCapacityA; + callback_data.Buf = state->TextA.Data; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) - ImWchar* text = edit_state.TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor); - const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end); + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); // Call user code callback(&callback_data); // Read back what user may have modified - IM_ASSERT(callback_data.Buf == edit_state.TempBuffer.Data); // Invalid to modify those fields - IM_ASSERT(callback_data.BufSize == edit_state.BufCapacityA); + IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); - if (callback_data.CursorPos != utf8_cursor_pos) { edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); edit_state.CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start) { edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end) { edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } if (callback_data.BufDirty) { IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - edit_state.TextW.resize(edit_state.TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, callback_data.Buf, NULL); - edit_state.CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() - edit_state.CursorAnimReset(); + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); } } } // Will copy result string if modified - if (is_editable && strcmp(edit_state.TempBuffer.Data, buf) != 0) + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) { - apply_new_text = edit_state.TempBuffer.Data; - apply_new_text_length = edit_state.CurLenA; + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; } } @@ -3556,29 +3893,21 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. - ImStrncpy(buf, edit_state.TempBuffer.Data, ImMin(apply_new_text_length + 1, buf_size)); + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); value_changed = true; } // Clear temporary user storage - edit_state.UserFlags = 0; - edit_state.UserCallback = NULL; - edit_state.UserCallbackData = NULL; + state->UserFlags = 0; + state->UserCallback = NULL; + state->UserCallbackData = NULL; } // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) if (clear_active_id && g.ActiveId == id) ClearActiveID(); - // Render - // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on. - const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempBuffer.Data : buf; buf = NULL; - - // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line - // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. - // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. - const int buf_display_max_length = 2 * 1024 * 1024; - + // Render frame if (!is_multiline) { RenderNavHighlight(frame_bb, id); @@ -3586,33 +3915,54 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size - ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; - ImVec2 text_size(0.f, 0.f); - const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY")); - if (g.ActiveId == id || is_currently_scrolling) - { - edit_state.CursorAnim += io.DeltaTime; + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) // This is going to be messy. We need to: // - Display the text (this alone can be more easily clipped) // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) // - Measure text height (for scrollbar) // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. - const ImWchar* text_begin = edit_state.TextW.Data; + const ImWchar* text_begin = state->TextW.Data; ImVec2 cursor_offset, select_start_offset; { - // Count lines + find lines numbers straddling 'cursor' and 'select_start' position. - const ImWchar* searches_input_ptr[2]; - searches_input_ptr[0] = text_begin + edit_state.StbState.cursor; - searches_input_ptr[1] = NULL; - int searches_remaining = 1; - int searches_result_line_number[2] = { -1, -999 }; - if (edit_state.StbState.select_start != edit_state.StbState.select_end) + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) { - searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end); - searches_result_line_number[1] = -1; + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; searches_remaining++; } @@ -3620,24 +3970,27 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. searches_remaining += is_multiline ? 1 : 0; int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits for (const ImWchar* s = text_begin; *s != 0; s++) if (*s == '\n') { line_count++; - if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; } - if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } } line_count++; - if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count; - if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; // Calculate 2d position by finding the beginning of the line and measuring distance cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; - cursor_offset.y = searches_result_line_number[0] * g.FontSize; - if (searches_result_line_number[1] >= 0) + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) { select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; - select_start_offset.y = searches_result_line_number[1] * g.FontSize; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; } // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) @@ -3646,20 +3999,20 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // Scroll - if (edit_state.CursorFollow) + if (render_cursor && state->CursorFollow) { // Horizontal scroll in chunks of quarter width if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { const float scroll_increment_x = size.x * 0.25f; - if (cursor_offset.x < edit_state.ScrollX) - edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); - else if (cursor_offset.x - size.x >= edit_state.ScrollX) - edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + if (cursor_offset.x < state->ScrollX) + state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); + else if (cursor_offset.x - size.x >= state->ScrollX) + state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); } else { - edit_state.ScrollX = 0.0f; + state->ScrollX = 0.0f; } // Vertical scroll @@ -3670,30 +4023,32 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); else if (cursor_offset.y - size.y >= scroll_y) scroll_y = cursor_offset.y - size.y; - draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // To avoid a frame of lag + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; - render_pos.y = draw_window->DC.CursorPos.y; } + + state->CursorFollow = false; } - edit_state.CursorFollow = false; - const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f); // Draw selection - if (edit_state.StbState.select_start != edit_state.StbState.select_end) + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) { - const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end); + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. float bg_offy_dn = is_multiline ? 0.0f : 2.0f; - ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg); - ImVec2 rect_pos = render_pos + select_start_offset - render_scroll; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) { if (rect_pos.y > clip_rect.w + g.FontSize) break; if (rect_pos.y < clip_rect.y) { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits + //p = p ? p + 1 : text_selected_end; while (p < text_selected_end) if (*p++ == '\n') break; @@ -3701,42 +4056,54 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 else { ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines + if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); } - rect_pos.x = render_pos.x - render_scroll.x; + rect_pos.x = draw_pos.x - draw_scroll.x; rect_pos.y += g.FontSize; } } - const int buf_display_len = edit_state.CurLenA; - if (is_multiline || buf_display_len < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect); + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } // Draw blinking cursor - bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || ImFmod(g.InputTextState.CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll; - ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f); - if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) - draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); - // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) - if (is_editable) - g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + } } else { - // Render text only - const char* buf_end = NULL; + // Render text only (no selection, no cursor) if (is_multiline) - text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width - else - buf_end = buf_display + strlen(buf_display); - if (is_multiline || (buf_end - buf_display) < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect); + text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } } if (is_multiline) @@ -3746,19 +4113,20 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 EndGroup(); } - if (is_password) + if (is_password && !is_displaying_hint) PopFont(); // Log as text - if (g.LogEnabled && !is_password) - LogRenderedText(&render_pos, buf_display, NULL); + if (g.LogEnabled && !(is_password && !is_displaying_hint)) + LogRenderedText(&draw_pos, buf_display, buf_display_end); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - if (value_changed) + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) return enter_pressed; else @@ -3797,9 +4165,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const float square_sz = GetFrameHeight(); - const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_items_all = CalcItemWidth() - w_extra; + const float w_full = CalcItemWidth(); + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = w_full - w_button; const char* label_display_end = FindRenderedTextEnd(label); + g.NextItemData.ClearFlags(); BeginGroup(); PushID(label); @@ -3807,20 +4177,24 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // If we're not showing any slider there's no point in doing any HSV conversions const ImGuiColorEditFlags flags_untouched = flags; if (flags & ImGuiColorEditFlags_NoInputs) - flags = (flags & (~ImGuiColorEditFlags__InputsMask)) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions; + flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; // Context menu: display and modify options (before defaults are applied) if (!(flags & ImGuiColorEditFlags_NoOptions)) ColorEditOptionsPopup(col, flags); // Read stored options - if (!(flags & ImGuiColorEditFlags__InputsMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask); + if (!(flags & ImGuiColorEditFlags__DisplayMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask); if (!(flags & ImGuiColorEditFlags__DataTypeMask)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); if (!(flags & ImGuiColorEditFlags__PickerMask)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); - flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask)); + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; @@ -3828,53 +4202,68 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Convert to the formats we need float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; - if (flags & ImGuiColorEditFlags_HSV) + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + if (f[1] == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + f[0] = g.ColorEditLastHue; + } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; bool value_changed = false; bool value_changed_as_float = false; - if ((flags & (ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + const float w_item_one = ImMax(1.0f, (float)(int)((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, (float)(int)(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); - const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; - const char* fmt_table_int[3][4] = + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = { { "%3d", "%3d", "%3d", "%3d" }, // Short display { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA }; - const char* fmt_table_float[3][4] = + static const char* fmt_table_float[3][4] = { { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA }; - const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_HSV) ? 2 : 1; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; - PushItemWidth(w_item_one); for (int n = 0; n < components; n++) { if (n > 0) SameLine(0, style.ItemInnerSpacing.x); - if (n + 1 == components) - PushItemWidth(w_item_last); + SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + + // Disable Hue edit when Saturation is zero + const bool disable_hue_edit = (n == 0 && (flags & ImGuiColorEditFlags_DisplayHSV) && i[1] == 0); if (flags & ImGuiColorEditFlags_Float) - value_changed = value_changed_as_float = value_changed | DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, disable_hue_edit ? +FLT_MAX : 0.0f, disable_hue_edit ? -FLT_MAX : hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } else - value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, disable_hue_edit ? INT_MAX : 0, disable_hue_edit ? INT_MIN : hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); } - PopItemWidth(); - PopItemWidth(); } - else if ((flags & ImGuiColorEditFlags_HEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB Hexadecimal Input char buf[64]; @@ -3882,7 +4271,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); else ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); - PushItemWidth(w_items_all); + SetNextItemWidth(w_inputs); if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; @@ -3897,14 +4286,13 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); - PopItemWidth(); } ImGuiWindow* picker_active_window = NULL; if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) { - if (!(flags & ImGuiColorEditFlags_NoInputs)) - SameLine(0, style.ItemInnerSpacing.x); + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); if (ColorButton("##ColorButton", col_v4, flags)) @@ -3925,40 +4313,43 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag picker_active_window = g.CurrentWindow; if (label != label_display_end) { - TextUnformatted(label, label_display_end); - Separator(); + TextEx(label, label_display_end); + Spacing(); } - ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; - PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); - PopItemWidth(); EndPopup(); } } if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, label_display_end); + window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y); + TextEx(label, label_display_end); } // Convert back - if (picker_active_window == NULL) + if (value_changed && picker_active_window == NULL) { if (!value_changed_as_float) for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; - if (flags & ImGuiColorEditFlags_HSV) - ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - if (value_changed) + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) { - col[0] = f[0]; - col[1] = f[1]; - col[2] = f[2]; - if (alpha) - col[3] = f[3]; + g.ColorEditLastHue = f[0]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; } PopID(); @@ -3968,16 +4359,21 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) { + bool accepted_drag_drop = false; if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) { - memcpy((float*)col, payload->Data, sizeof(float) * 3); - value_changed = true; + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 + value_changed = accepted_drag_drop = true; } if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) { memcpy((float*)col, payload->Data, sizeof(float) * components); - value_changed = true; + value_changed = accepted_drag_drop = true; } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); EndDragDropTarget(); } @@ -4047,25 +4443,33 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU } // Helper for ColorPicker4() -static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w) +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) { - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE); + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) // FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - ImDrawList* draw_list = window->DrawList; + if (window->SkipItems) + return false; + ImDrawList* draw_list = window->DrawList; ImGuiStyle& style = g.Style; ImGuiIO& io = g.IO; + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + PushID(label); BeginGroup(); @@ -4079,7 +4483,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Read stored options if (!(flags & ImGuiColorEditFlags__PickerMask)) flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected if (!(flags & ImGuiColorEditFlags_NoOptions)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); @@ -4089,7 +4496,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 picker_pos = window->DC.CursorPos; float square_sz = GetFrameHeight(); float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars - float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); @@ -4108,8 +4515,19 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. - float H,S,V; - ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V); + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + H = g.ColorEditLastHue; + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } bool value_changed = false, value_changed_h = false, value_changed_sv = false; @@ -4198,7 +4616,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { if ((flags & ImGuiColorEditFlags_NoSidePreview)) SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, label_display_end); + TextEx(label, label_display_end); } } @@ -4208,12 +4626,14 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); if ((flags & ImGuiColorEditFlags_NoLabel)) Text("Current"); - ColorButton("##current", col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2)); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); if (ref_col != NULL) { Text("Original"); ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); - if (ColorButton("##original", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2))) + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) { memcpy(col, ref_col, components * sizeof(float)); value_changed = true; @@ -4225,32 +4645,45 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Convert back color to RGB if (value_changed_h || value_changed_sv) - ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + g.ColorEditLastHue = H; + memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } // R,G,B and H,S,V slider color editor bool value_changed_fix_hue_wrap = false; if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; - if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0) - if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB)) + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) { // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); value_changed = true; } - if (flags & ImGuiColorEditFlags_HSV || (flags & ImGuiColorEditFlags__InputsMask) == 0) - value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_HSV); - if (flags & ImGuiColorEditFlags_HEX || (flags & ImGuiColorEditFlags__InputsMask) == 0) - value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_HEX); + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); PopItemWidth(); } // Try to cancel hue wrap (after ColorEdit4 call), if any - if (value_changed_fix_hue_wrap) + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) { float new_H, new_S, new_V; ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); @@ -4263,17 +4696,42 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } - ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); - ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); - ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f)); + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. + H = g.ColorEditLastHue; + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! - const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) }; ImVec2 sv_cursor_pos; if (flags & ImGuiColorEditFlags_PickerHueWheel) { // Render Hue Wheel - const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); for (int n = 0; n < 6; n++) { @@ -4281,13 +4739,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness); + draw_list->PathStroke(col_white, false, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); - ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]); } // Render Cursor + preview on Hue Wheel @@ -4297,8 +4755,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); // Render SV triangle (rotated according to hue) ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); @@ -4308,46 +4766,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl draw_list->PrimReserve(6, 6); draw_list->PrimVtx(tra, uv_white, hue_color32); draw_list->PrimVtx(trb, uv_white, hue_color32); - draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); - draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); - draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); - draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); - draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->PrimVtx(tra, uv_white, 0); + draw_list->PrimVtx(trb, uv_white, col_white); + draw_list->PrimVtx(trc, uv_white, 0); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { // Render SV Square - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK); - RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); // Render Hue Bar for (int i = 0; i < 6; ++i) - draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; - draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); // Render alpha bar if (alpha_bar) { float alpha = ImSaturate(col[3]); ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); - RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); - draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); + RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } EndGroup(); @@ -4365,6 +4823,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // A little colored square. Return true when clicked. // FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. // 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) { ImGuiWindow* window = GetCurrentWindow(); @@ -4389,22 +4848,26 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (flags & ImGuiColorEditFlags_NoAlpha) flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); - ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f); + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); float grid_step = ImMin(size.x, size.y) / 2.99f; float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); ImRect bb_inner = bb; float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. bb_inner.Expand(off); - if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col.w < 1.0f) + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); - RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); + RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); } else { // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha - ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha; + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; if (col_source.w < 1.0f) RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else @@ -4421,37 +4884,38 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) { if (flags & ImGuiColorEditFlags_NoAlpha) - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once); + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); else - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once); + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); ColorButton(desc_id, col, flags); SameLine(); - TextUnformatted("Color"); + TextEx("Color"); EndDragDropSource(); } // Tooltip if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) - ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); - - if (pressed) - MarkItemEdited(id); + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); return pressed; } +// Initialize/override default color options void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) { ImGuiContext& g = *GImGui; - if ((flags & ImGuiColorEditFlags__InputsMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask; + if ((flags & ImGuiColorEditFlags__DisplayMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; if ((flags & ImGuiColorEditFlags__PickerMask) == 0) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__InputsMask))); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check only 1 option is selected + if ((flags & ImGuiColorEditFlags__InputMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check only 1 option is selected g.ColorEditOptions = flags; } @@ -4460,29 +4924,39 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags { ImGuiContext& g = *GImGui; - int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); BeginTooltipEx(0, true); - const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; if (text_end > text) { - TextUnformatted(text, text_end); + TextEx(text, text_end); Separator(); } ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); - ColorButton("##preview", ImVec4(col[0], col[1], col[2], col[3]), (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); SameLine(); - if (flags & ImGuiColorEditFlags_NoAlpha) - Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); - else - Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } EndTooltip(); } void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) { - bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__InputsMask); + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask); bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) return; @@ -4490,9 +4964,9 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) ImGuiColorEditFlags opts = g.ColorEditOptions; if (allow_opt_inputs) { - if (RadioButton("RGB", (opts & ImGuiColorEditFlags_RGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_RGB; - if (RadioButton("HSV", (opts & ImGuiColorEditFlags_HSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HSV; - if (RadioButton("HEX", (opts & ImGuiColorEditFlags_HEX) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HEX; + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex; } if (allow_opt_datatype) { @@ -4532,38 +5006,38 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl { bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask); bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); - if ((!allow_opt_picker && !allow_opt_alpha_bar) || !ImGui::BeginPopup("context")) + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) return; ImGuiContext& g = *GImGui; if (allow_opt_picker) { - ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function - ImGui::PushItemWidth(picker_size.x); + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); for (int picker_type = 0; picker_type < 2; picker_type++) { // Draw small/thumbnail version of each picker type (over an invisible button for selection) - if (picker_type > 0) ImGui::Separator(); - ImGui::PushID(picker_type); + if (picker_type > 0) Separator(); + PushID(picker_type); ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha); if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; - ImVec2 backup_pos = ImGui::GetCursorScreenPos(); - if (ImGui::Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); - ImGui::SetCursorScreenPos(backup_pos); + SetCursorScreenPos(backup_pos); ImVec4 dummy_ref_col; - memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4)); - ImGui::ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); - ImGui::PopID(); + memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); + PopID(); } - ImGui::PopItemWidth(); + PopItemWidth(); } if (allow_opt_alpha_bar) { - if (allow_opt_picker) ImGui::Separator(); - ImGui::CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); } - ImGui::EndPopup(); + EndPopup(); } //------------------------------------------------------------------------- @@ -4573,12 +5047,11 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // - TreeNodeV() // - TreeNodeEx() // - TreeNodeExV() -// - TreeNodeBehavior() [Internal] +// - TreeNodeBehavior() [Internal] // - TreePush() // - TreePop() -// - TreeAdvanceToLabelPos() // - GetTreeNodeToLabelSpacing() -// - SetNextTreeNodeOpen() +// - SetNextItemOpen() // - CollapsingHeader() //------------------------------------------------------------------------- @@ -4672,17 +5145,17 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (flags & ImGuiTreeNodeFlags_Leaf) return true; - // We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions) + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiStorage* storage = window->DC.StateStorage; bool is_open; - if (g.NextTreeNodeOpenCond != 0) + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) { - if (g.NextTreeNodeOpenCond & ImGuiCond_Always) + if (g.NextItemData.OpenCond & ImGuiCond_Always) { - is_open = g.NextTreeNodeOpenVal; + is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else @@ -4691,7 +5164,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) const int stored_value = storage->GetInt(id, -1); if (stored_value == -1) { - is_open = g.NextTreeNodeOpenVal; + is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else @@ -4699,7 +5172,6 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) is_open = stored_value != 0; } } - g.NextTreeNodeOpenCond = 0; } else { @@ -4708,7 +5180,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). // NB- If we are above max depth we still allow manually opened nodes to be logged. - if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth) + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) is_open = true; return is_open; @@ -4730,30 +5202,38 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const ImVec2 label_size = CalcTextSize(label, label_end, false); // We vertically grow up to current line height up the typical widget height. - const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height)); + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); + ImRect frame_bb; + frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; if (display_frame) { - // Framed header expand a little outside the default padding - frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; - frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; + // Framed header expand a little outside the default padding, to the edge of InnerClipRect + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) + frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f); } - const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser - ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); + const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), text_offset_y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing - // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) - const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); - bool is_open = TreeNodeBehaviorIsOpen(id, flags); - + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + bool is_open = TreeNodeBehaviorIsOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + window->DC.TreeMayJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; @@ -4762,25 +5242,32 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (!item_add) { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushRawID(id); + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } // Flags that affects opening behavior: - // - 0(default) ..................... single-click anywhere to open + // - 0 (default) .................... single-click anywhere to open // - OpenOnDoubleClick .............. double-click anywhere to open // - OpenOnArrow .................... single-click on arrow to open // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open - ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0); - if (!(flags & ImGuiTreeNodeFlags_Leaf)) - button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers; + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + button_flags |= ImGuiButtonFlags_AllowItemOverlap; if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; - bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); - if (!(flags & ImGuiTreeNodeFlags_Leaf)) + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) { - bool toggled = false; if (pressed) { toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); @@ -4812,15 +5299,27 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) SetItemAllowOverlap(); + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; if (display_frame) { // Framed type - RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); - RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); - RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) { // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. @@ -4828,7 +5327,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const char log_suffix[] = "##"; LogRenderedText(&text_pos, log_prefix, log_prefix+3); RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - LogRenderedText(&text_pos, log_suffix+1, log_suffix+3); + LogRenderedText(&text_pos, log_suffix, log_suffix+2); } else { @@ -4838,23 +5337,24 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l else { // Unframed typed for tree nodes - if (hovered || (flags & ImGuiTreeNodeFlags_Selected)) + if (hovered || selected) { - RenderFrame(frame_bb.Min, frame_bb.Max, col, false); - RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); } - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); - else if (!(flags & ImGuiTreeNodeFlags_Leaf)) - RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogRenderedText(&text_pos, ">"); RenderText(text_pos, label, label_end, false); } if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushRawID(id); + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -4874,7 +5374,7 @@ void ImGui::TreePush(const void* ptr_id) PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); } -void ImGui::TreePushRawID(ImGuiID id) +void ImGui::TreePushOverrideID(ImGuiID id) { ImGuiWindow* window = GetCurrentWindow(); Indent(); @@ -4889,24 +5389,21 @@ void ImGui::TreePop() Unindent(); window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + if (g.NavIdIsAlive && (window->DC.TreeMayJumpToParentOnPopMask & tree_depth_mask)) { SetNavID(window->IDStack.back(), g.NavLayer); NavMoveRequestCancel(); } - window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + window->DC.TreeMayJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); } -void ImGui::TreeAdvanceToLabelPos() -{ - ImGuiContext& g = *GImGui; - g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing(); -} - // Horizontal distance preceding label when using TreeNode() or Bullet() float ImGui::GetTreeNodeToLabelSpacing() { @@ -4914,13 +5411,15 @@ float ImGui::GetTreeNodeToLabelSpacing() return g.FontSize + (g.Style.FramePadding.x * 2.0f); } -void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond) +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) { ImGuiContext& g = *GImGui; if (g.CurrentWindow->SkipItems) return; - g.NextTreeNodeOpenVal = is_open; - g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; } // CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). @@ -4944,15 +5443,19 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags return false; ImGuiID id = window->GetID(label); - bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0); + bool is_open = TreeNodeBehavior(id, flags, label); if (p_open) { - // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. ImGuiContext& g = *GImGui; ImGuiItemHoveredDataBackup last_item_backup; - float button_radius = g.FontSize * 0.5f; - ImVec2 button_center = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_radius, window->DC.LastItemRect.GetCenter().y); - if (CloseButton(window->GetID((void*)(intptr_t)(id+1)), button_center, button_radius)) + float button_size = g.FontSize; + float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = window->DC.LastItemRect.Min.y; + if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y))) *p_open = false; last_item_backup.Restore(); } @@ -4966,7 +5469,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags // - Selectable() //------------------------------------------------------------------------- -// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image. +// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) { @@ -4977,39 +5480,52 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped. - PopClipRect(); + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. + PushColumnsBackground(); ImGuiID id = window->GetID(label); ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); ImVec2 pos = window->DC.CursorPos; - pos.y += window->DC.CurrentLineTextBaseOffset; + pos.y += window->DC.CurrLineTextBaseOffset; ImRect bb_inner(pos, pos + size); - ItemSize(bb_inner); + ItemSize(size); // Fill horizontal space. ImVec2 window_padding = window->WindowPadding; float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x; - float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x); + float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x); ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y); ImRect bb(pos, pos + size_draw); if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth)) bb.Max.x += window_padding.x; - // Selectables are tightly packed together, we extend the box to cover spacing between selectable. - float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f); - float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f); - float spacing_R = style.ItemSpacing.x - spacing_L; - float spacing_D = style.ItemSpacing.y - spacing_U; + // Selectables are tightly packed together so we extend the box to cover spacing between selectable. + const float spacing_x = style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = (float)(int)(spacing_x * 0.50f); + const float spacing_U = (float)(int)(spacing_y * 0.50f); bb.Min.x -= spacing_L; bb.Min.y -= spacing_U; - bb.Max.x += spacing_R; - bb.Max.y += spacing_D; - if (!ItemAdd(bb, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id)) + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + + bool item_add; + if (flags & ImGuiSelectableFlags_Disabled) { - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) - PushColumnClipRect(); + ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; + item_add = ItemAdd(bb, id); + window->DC.ItemFlags = backup_item_flags; + } + else + { + item_add = ItemAdd(bb, id); + } + if (!item_add) + { + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + PopColumnsBackground(); return false; } @@ -5020,22 +5536,37 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (flags & ImGuiSelectableFlags_Disabled) selected = false; - // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) - if (pressed || hovered) + const bool was_selected = selected; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { g.NavDisableHighlight = true; SetNavID(id, window->DC.NavLayerCurrent); } + } if (pressed) MarkItemEdited(id); + if (flags & ImGuiSelectableFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + // Render + if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) + hovered = true; if (hovered || selected) { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); @@ -5043,19 +5574,21 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) { - PushColumnClipRect(); + PopColumnsBackground(); bb.Max.x -= (GetContentRegionMax().x - max_x); } - if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f)); + if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb); if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); // Automatically close popups if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); return pressed; } @@ -5076,17 +5609,21 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags // - ListBoxHeader() // - ListBoxFooter() //------------------------------------------------------------------------- +// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox +// and promote using them over existing ListBox() functions, similarly to change with combo boxes. +//------------------------------------------------------------------------- -// FIXME: Rename to BeginListBox() +// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. // Helper to calculate the size of a listbox and display a label on the right. -// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty" +// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - const ImGuiStyle& style = GetStyle(); + const ImGuiStyle& style = g.Style; const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); @@ -5096,6 +5633,14 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + return false; + } BeginGroup(); if (label_size.x > 0) @@ -5105,24 +5650,26 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) return true; } -// FIXME: Rename to BeginListBox() +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) { - // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - // We don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. + // Size default to hold ~7.25 items. + // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. + // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. if (height_in_items < 0) height_in_items = ImMin(items_count, 7); - float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f); + const ImGuiStyle& style = GetStyle(); + float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). ImVec2 size; size.x = 0.0f; - size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y; + size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); return ListBoxHeader(label, size); } -// FIXME: Rename to EndListBox() +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. void ImGui::ListBoxFooter() { ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; @@ -5187,7 +5734,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // - PlotHistogram() //------------------------------------------------------------------------- -void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -5195,20 +5742,21 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - if (graph_size.x == 0.0f) - graph_size.x = CalcItemWidth(); - if (graph_size.y == 0.0f) - graph_size.y = label_size.y + (style.FramePadding.y * 2); + if (frame_size.x == 0.0f) + frame_size.x = CalcItemWidth(); + if (frame_size.y == 0.0f) + frame_size.y = label_size.y + (style.FramePadding.y * 2); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y)); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0, &frame_bb)) return; - const bool hovered = ItemHoverable(inner_bb, 0); + const bool hovered = ItemHoverable(frame_bb, id); // Determine scale from values if not specified if (scale_min == FLT_MAX || scale_max == FLT_MAX) @@ -5218,6 +5766,8 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge for (int i = 0; i < values_count; i++) { const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; v_min = ImMin(v_min, v); v_max = ImMax(v_max, v); } @@ -5229,14 +5779,15 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - if (values_count > 0) + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + if (values_count >= values_count_min) { - int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); // Tooltip on hover int v_hovered = -1; - if (hovered) + if (hovered && inner_bb.Contains(g.IO.MousePos)) { const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); const int v_idx = (int)(t * item_count); @@ -5386,7 +5937,6 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) // Helpers for internal use ImGuiMenuColumns::ImGuiMenuColumns() { - Count = 0; Spacing = Width = NextWidth = 0.0f; memset(Pos, 0, sizeof(Pos)); memset(NextWidths, 0, sizeof(NextWidths)); @@ -5394,12 +5944,13 @@ ImGuiMenuColumns::ImGuiMenuColumns() void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { - IM_ASSERT(Count <= IM_ARRAYSIZE(Pos)); - Count = count; + IM_ASSERT(count == IM_ARRAYSIZE(Pos)); + IM_UNUSED(count); Width = NextWidth = 0.0f; Spacing = spacing; - if (clear) memset(NextWidths, 0, sizeof(NextWidths)); - for (int i = 0; i < Count; i++) + if (clear) + memset(NextWidths, 0, sizeof(NextWidths)); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) { if (i > 0 && NextWidths[i] > 0.0f) Width += Spacing; @@ -5415,7 +5966,7 @@ float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using v NextWidths[0] = ImMax(NextWidths[0], w0); NextWidths[1] = ImMax(NextWidths[1], w1); NextWidths[2] = ImMax(NextWidths[2], w2); - for (int i = 0; i < 3; i++) + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); return ImMax(Width, NextWidth); } @@ -5443,7 +5994,7 @@ bool ImGui::BeginMainMenuBar() End(); return false; } - return true; + return true; //-V1020 } void ImGui::EndMainMenuBar() @@ -5451,13 +6002,18 @@ void ImGui::EndMainMenuBar() EndMenuBar(); // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) - FocusFrontMostActiveWindowIgnoringOne(g.NavWindow); + if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); End(); } +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. bool ImGui::BeginMenuBar() { ImGuiWindow* window = GetCurrentWindow(); @@ -5467,7 +6023,7 @@ bool ImGui::BeginMenuBar() return false; IM_ASSERT(!window->DC.MenuBarAppending); - BeginGroup(); // Backup position on layer 0 + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore PushID("##menubar"); // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. @@ -5479,8 +6035,8 @@ bool ImGui::BeginMenuBar() window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; - window->DC.NavLayerCurrent++; - window->DC.NavLayerCurrentMask <<= 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); window->DC.MenuBarAppending = true; AlignTextToFramePadding(); return true; @@ -5503,10 +6059,11 @@ void ImGui::EndMenuBar() { // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) - IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]); - g.NavLayer = 1; + SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]); + g.NavLayer = layer; g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; NavMoveRequestCancel(); @@ -5518,11 +6075,11 @@ void ImGui::EndMenuBar() PopClipRect(); PopID(); window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. - window->DC.GroupStack.back().AdvanceCursor = false; + window->DC.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; - window->DC.NavLayerCurrent--; - window->DC.NavLayerCurrentMask >>= 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); window->DC.MenuBarAppending = false; } @@ -5540,21 +6097,23 @@ bool ImGui::BeginMenu(const char* label, bool enabled) bool pressed; bool menu_is_open = IsPopupOpen(id); - bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back()); + bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back()); ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) - // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup). + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is choosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. ImVec2 popup_pos, pos = window->DC.CursorPos; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Menu inside an horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight()); + popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); PopStyleVar(); @@ -5567,39 +6126,44 @@ bool ImGui::BeginMenu(const char* label, bool enabled) float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); - if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); - if (!enabled) PopStyleColor(); + ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); + RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); } const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); if (menuset_is_open) g.NavWindow = backed_nav_window; - bool want_open = false, want_close = false; + bool want_open = false; + bool want_close = false; if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. - bool moving_within_opened_triangle = false; - if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar)) - { - if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window) - { - ImRect next_window_rect = next_window->Rect(); - ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; - ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); - ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. - ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? - tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); - moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); - //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug - } - } + bool moving_toward_other_child_menu = false; - want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle); - want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed); + ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) + { + // FIXME-DPI: Values should be derived from a master "scale" factor. + ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; + ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. + ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); + moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + want_close = true; + + if (!menu_is_open && hovered && pressed) // Click to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + want_open = true; if (g.NavActivateId == id) { @@ -5634,9 +6198,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' want_close = true; if (want_close && IsPopupOpen(id)) - ClosePopupToLevel(g.CurrentPopupStack.Size); + ClosePopupToLevel(g.BeginPopupStack.Size, true); - if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size) + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + + if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. OpenPopup(label); @@ -5662,14 +6228,14 @@ bool ImGui::BeginMenu(const char* label, bool enabled) void ImGui::EndMenu() { - // Nav: When a left move request _within our child menu_ failed, close the menu. + // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) { - ClosePopupToLevel(g.OpenPopupStack.Size - 1); + ClosePopupToLevel(g.BeginPopupStack.Size, true); NavMoveRequestCancel(); } @@ -5687,7 +6253,9 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); - ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); bool pressed; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { @@ -5695,7 +6263,7 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo // Note that in this situation we render neither the shortcut neither the selected tick mark float w = label_size.x; window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); PopStyleVar(); window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). @@ -5715,6 +6283,8 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo if (selected) RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); } + + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } @@ -5729,6 +6299,1301 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, return false; } +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// [BETA API] API may evolve! This code has been extracted out of the Docking branch, +// and some of the construct which are not used in Master may be left here to facilitate merging. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp()v +// - TabBarScrollToTab() [Internal] +// - TabBarQueueChangeTabOrder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + ID = 0; + SelectedTabId = NextSelectedTabId = VisibleTabId = 0; + CurrFrameVisible = PrevFrameVisible = -1; + LastTabContentHeight = 0.0f; + OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f; + ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; + Flags = ImGuiTabBarFlags_None; + ReorderRequestTabId = 0; + ReorderRequestDir = 0; + WantLayout = VisibleTabWasSubmitted = false; + LastTabItemIdx = -1; +} + +static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->Offset - b->Offset); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); + IM_ASSERT(0); + return true; + } + + // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order. + // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user. + if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset); + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->FramePadding = g.Style.FramePadding; + + // Layout + ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight())); + window->DC.CursorPos.x = tab_bar->BarRect.Min.x; + + // Draw separator + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); + const float y = tab_bar->BarRect.Max.y - 1.0f; + { + const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(window->WindowPadding.x * 0.5f); + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!"); + return; // FIXME-ERRORHANDLING + } + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + else + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; + + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect + int tab_dst_n = 0; + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible) + { + if (tab->ID == tab_bar->SelectedTabId) + tab_bar->SelectedTabId = 0; + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + // Setup next selected tab + ImGuiID scroll_track_selected_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_track_selected_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId)) + { + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size) + { + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + ImGuiTabItem item_tmp = *tab1; + *tab1 = *tab2; + *tab2 = item_tmp; + if (tab2->ID == tab_bar->SelectedTabId) + scroll_track_selected_tab_id = tab2->ID; + tab1 = tab2 = NULL; + } + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + } + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Compute ideal widths + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + float width_total_contents = 0.0f; + ImGuiTabItem* most_recently_selected_tab = NULL; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = tab_bar->GetTabName(tab); + const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; + tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x; + + width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + g.ShrinkWidthBuffer[tab_n].Index = tab_n; + g.ShrinkWidthBuffer[tab_n].Width = tab->WidthContents; + } + + // Compute width + const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; + const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f); + float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; + if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) + { + // If we don't have enough room, resize down the largest tabs first + ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = (float)(int)g.ShrinkWidthBuffer[tab_n].Width; + } + else + { + const float tab_max_width = TabBarCalcMaxTabWidth(); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Width = ImMin(tab->WidthContents, tab_max_width); + IM_ASSERT(tab->Width > 0.0f); + } + } + + // Layout all active tabs + float offset_x = initial_offset_x; + float offset_x_ideal = offset_x; + tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Offset = offset_x; + if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_track_selected_tab_id = tab->ID; + offset_x += tab->Width + g.Style.ItemInnerSpacing.x; + offset_x_ideal += tab->WidthContents + g.Style.ItemInnerSpacing.x; + } + tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); + tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f); + + // Horizontal scrolling buttons + const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); + if (scrolling_buttons) + if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // Update scrolling + if (scroll_track_selected_tab_id) + if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) + TabBarScrollToTab(tab_bar, scroll_track_selected_tab); + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + + // Clear name buffers + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + tab_bar->TabsNames.Buf.resize(0); +} + +// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) +{ + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + ImGuiID id = ImHashStr(label); + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // Actually select before expecting closure + tab_bar->NextSelectedTabId = tab->ID; + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = tab_bar->GetTabOrder(tab); + float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); + float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth())) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth()) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + } +} + +void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +{ + IM_ASSERT(dir == -1 || dir == +1); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestDir = (ImS8)dir; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + const ImRect avail_bar_rect = tab_bar->BarRect; + bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f))); + if (want_clip_rect) + PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true); + + ImGuiTabItem* tab_to_select = NULL; + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = -1; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = +1; + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + if (want_clip_rect) + PopClipRect(); + + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = tab_bar->GetTabOrder(tab_item); + int target_order = selected_order + select_dir; + tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_select; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + const char* tab_name = tab_bar->GetTabName(tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// [BETA API] API may evolve! This code has been extracted out of the Docking branch, +// and some of the construct which are not used in Master may be left here to facilitate merging. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; // FIXME-ERRORHANDLING + } + bool ret = TabItemEx(tab_bar, label, p_open, flags); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + window->IDStack.pop_back(); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + // Layout whole tab bar if not already done + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label); + + // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + if (p_open && !*p_open) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return false; + } + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, p_open != NULL); + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab->Width = size.x; + tab_is_new = true; + } + tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); + tab->WidthContents = size.x; + + if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + + // Append name with zero-terminator + tab->NameOffset = tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + + // If we are not reorderable, always reset offset based on submission order. + // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!) + if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + tab->Offset = tab_bar->OffsetNextTab; + tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x; + } + + // Update selected tab + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + tab_bar->NextSelectedTabId = id; // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar + tab_bar->NextSelectedTabId = id; + + // Lock visibility + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + if (tab_appearing && !(tab_bar_appearing && !tab_is_new)) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + size.x = tab->Width; + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x > tab_bar->BarRect.Max.x); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap); + if (g.DragDropActive) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed) + tab_bar->NextSelectedTabId = id; + hovered |= (g.HoveredId == id); + + // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) + if (!held) + SetItemAllowOverlap(); + + // Drag and drop: re-order tabs + if (held && !tab_appearing && IsMouseDragging(0)) + { + if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, -1); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, +1); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + RenderNavHighlight(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) + tab_bar->NextSelectedTabId = id; + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0; + bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) + // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) + if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) + SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem() +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem() + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); + TabBarRemoveTab(tab_bar, tab_id); + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - 1.0f; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + if (bb.GetWidth() <= 1.0f) + return false; + + // Render text label (with clipping + alpha gradient) + unsaved marker + const char* TAB_UNSAVED_MARKER = "*"; + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + if (flags & ImGuiTabItemFlags_UnsavedDocument) + { + text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; + ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f)); + RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); + } + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Close Button + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id) + close_button_visible = true; + if (close_button_visible) + { + ImGuiItemHoveredDataBackup last_item_backup; + const float close_button_sz = g.FontSize; + PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); + if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) + close_button_pressed = true; + PopStyleVar(); + last_item_backup.Restore(); + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + + text_pixel_clip_bb.Max.x -= close_button_sz; + } + + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + + return close_button_pressed; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. +// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. +//------------------------------------------------------------------------- +// - GetColumnIndex() +// - GetColumnCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(0); + int cmd_size = window->DrawList->CmdBuffer.Size; + PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); + IM_UNUSED(cmd_size); + IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + PopClipRect(); +} + +ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiColumns()); + ImGuiColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostClipRect = window->ClipRect; + columns->HostWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiColumnData* column = &columns->Columns[n]; + float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); + float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWith(window->ClipRect); + } + + if (columns->Count > 1) + { + window->DrawList->ChannelsSplit(1 + columns->Count); + window->DrawList->ChannelsSetCurrent(1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + PopItemWidth(); + PopClipRect(); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (++columns->Current < columns->Count) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + } + else + { + // New row/line + // Column 0 honor IndentX + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DrawList->ChannelsSetCurrent(1); + columns->Current = 0; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + window->DrawList->ChannelsMerge(); + } + + const ImGuiColumnsFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + KeepAliveID(column_id); + if (IsClippedEx(column_hit_rect, column_id, false)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiColumnsFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = (float)(int)x; + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = columns->HostWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +} + +// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); + //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + // by zfedoran, https://github.com/ocornut/imgui/issues/1901 bool ImGui::BufferingBar( const char* label, float value, const ImVec2& size_arg, const ImU32& bg_col, const ImU32& fg_col ) { diff --git a/ref/imgui/imstb_rectpack.h b/ref/imgui/imstb_rectpack.h index 2b07dcc8..ff2a85df 100644 --- a/ref/imgui/imstb_rectpack.h +++ b/ref/imgui/imstb_rectpack.h @@ -1,4 +1,10 @@ -// stb_rect_pack.h - v0.11 - public domain - rectangle packing +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.00. +// Those changes would need to be pushed into nothings/stb: +// - Added STBRP__CDECL +// Grep for [DEAR IMGUI] to find the changes. + +// stb_rect_pack.h - v1.00 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. @@ -31,9 +37,12 @@ // // Bugfixes / warning fixes // Jeremy Jaussaud +// Fabian Giesen // // Version history: // +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes // 0.11 (2017-03-03) return packing success/fail result // 0.10 (2016-10-25) remove cast-away-const to avoid warnings // 0.09 (2016-08-27) fix compiler warnings @@ -204,6 +213,7 @@ struct stbrp_context #define STBRP_ASSERT assert #endif +// [DEAR IMGUI] Added STBRP__CDECL #ifdef _MSC_VER #define STBRP__NOTUSED(v) (void)(v) #define STBRP__CDECL __cdecl @@ -349,6 +359,13 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt width -= width % c->align; STBRP_ASSERT(width % c->align == 0); + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + node = c->active_head; prev = &c->active_head; while (node->x + width <= c->width) { @@ -412,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt } STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); - if (y + height < c->height) { + if (y + height <= c->height) { if (y <= best_y) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { best_x = xpos; @@ -512,6 +529,7 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i return res; } +// [DEAR IMGUI] Added STBRP__CDECL static int STBRP__CDECL rect_height_compare(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; @@ -523,6 +541,7 @@ static int STBRP__CDECL rect_height_compare(const void *a, const void *b) return (p->w > q->w) ? -1 : (p->w < q->w); } +// [DEAR IMGUI] Added STBRP__CDECL static int STBRP__CDECL rect_original_order(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; @@ -543,9 +562,6 @@ STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int nu // we use the 'was_packed' field internally to allow sorting/unsorting for (i=0; i < num_rects; ++i) { rects[i].was_packed = i; - #ifndef STBRP_LARGE_RECTS - STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff); - #endif } // sort according to heuristic diff --git a/ref/imgui/imstb_textedit.h b/ref/imgui/imstb_textedit.h index 9e12469b..d7fcbd62 100644 --- a/ref/imgui/imstb_textedit.h +++ b/ref/imgui/imstb_textedit.h @@ -1,9 +1,10 @@ -// [ImGui] this is a slightly modified version of stb_textedit.h 1.12. Those changes would need to be pushed into nothings/stb -// [ImGui] - 2018-06: fixed undo/redo after pasting large amount of text (over 32 kb). Redo will still fail when undo buffers are exhausted, but text won't be corrupted (see nothings/stb issue #620) -// [ImGui] - 2018-06: fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) -// [ImGui] - fixed some minor warnings +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.13. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// Grep for [DEAR IMGUI] to find the changes. -// stb_textedit.h - v1.12 - public domain - Sean Barrett +// stb_textedit.h - v1.13 - public domain - Sean Barrett // Development of this library was sponsored by RAD Game Tools // // This C header file implements the guts of a multi-line text-editing @@ -34,6 +35,7 @@ // // VERSION HISTORY // +// 1.13 (2019-02-07) fix bug in undo size management // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield // 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual @@ -563,7 +565,6 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s // now scan to find xpos find->x = r.x0; - i = 0; for (i=0; first+i < n; ++i) find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); } @@ -693,7 +694,7 @@ static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { if (STB_TEXT_HAS_SELECTION(state)) { - stb_textedit_delete_selection(str,state); // implicity clamps + stb_textedit_delete_selection(str,state); // implicitly clamps state->has_preferred_x = 0; return 1; } @@ -745,7 +746,7 @@ retry: state->has_preferred_x = 0; } } else { - stb_textedit_delete_selection(str,state); // implicity clamps + stb_textedit_delete_selection(str,state); // implicitly clamps if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { stb_text_makeundo_insert(state, state->cursor, 1); ++state->cursor; @@ -1133,7 +1134,14 @@ static void stb_textedit_discard_redo(StbUndoState *state) state->undo_rec[i].char_storage += n; } // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' - STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0]))); + // {DEAR IMGUI] + size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + // now move redo_point to point to the new one ++state->redo_point; } diff --git a/ref/imgui/imstb_truetype.h b/ref/imgui/imstb_truetype.h index f65deb50..c1cdb180 100644 --- a/ref/imgui/imstb_truetype.h +++ b/ref/imgui/imstb_truetype.h @@ -1,4 +1,9 @@ -// stb_truetype.h - v1.19 - public domain +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.20. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.20 - public domain // authored from 2009-2016 by Sean Barrett / RAD Game Tools // // This library processes TrueType files: @@ -49,6 +54,7 @@ // // VERSION HISTORY // +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) GPOS kerning, STBTT_fmod // 1.18 (2018-01-29) add missing function // 1.17 (2017-07-23) make more arguments const; doc fix @@ -75,7 +81,7 @@ // // USAGE // -// Include this file in whatever places neeed to refer to it. In ONE C/C++ +// Include this file in whatever places need to refer to it. In ONE C/C++ // file, write: // #define STB_TRUETYPE_IMPLEMENTATION // before the #include of this file. This expands out the actual @@ -247,8 +253,8 @@ // Documentation & header file 520 LOC \___ 660 LOC documentation // Sample code 140 LOC / // Truetype parsing 620 LOC ---- 620 LOC TrueType -// Software rasterization 240 LOC \ . -// Curve tesselation 120 LOC \__ 550 LOC Bitmap creation +// Software rasterization 240 LOC \. +// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation // Bitmap management 100 LOC / // Baked bitmap interface 70 LOC / // Font name matching & access 150 LOC ---- 150 @@ -556,6 +562,8 @@ STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int p // // It's inefficient; you might want to c&p it and optimize it. +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. ////////////////////////////////////////////////////////////////////////////// @@ -641,6 +649,12 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h // To use with PackFontRangesGather etc., you must set it before calls // call to PackFontRangesGatherRects. +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph recived the font's "missing character" glyph, +// typically an empty box by convention. + STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above int char_index, // character to display float *xpos, float *ypos, // pointers to current position in screen pixel space @@ -669,6 +683,7 @@ struct stbtt_pack_context { int height; int stride_in_bytes; int padding; + int skip_missing; unsigned int h_oversample, v_oversample; unsigned char *pixels; void *nodes; @@ -694,7 +709,7 @@ STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); // file will only define one font and it always be at offset 0, so it will // return '0' for index 0, and -1 for all other indices. -// The following structure is defined publically so you can declare one on +// The following structure is defined publicly so you can declare one on // the stack or as a global or etc, but you should treat it as opaque. struct stbtt_fontinfo { @@ -733,6 +748,7 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep // and you want a speed-up, call this function with the character you're // going to process, then use glyph-based functions instead of the // codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. ////////////////////////////////////////////////////////////////////////////// @@ -820,7 +836,7 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s // returns # of vertices and fills *vertices with the pointer to them // these are expressed in "unscaled" coordinates // -// The shape is a series of countours. Each one starts with +// The shape is a series of contours. Each one starts with // a STBTT_moveto, then consists of a series of mixed // STBTT_lineto and STBTT_curveto segments. A lineto // draws a line from previous endpoint to its x,y; a curveto @@ -916,7 +932,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); // These functions compute a discretized SDF field for a single character, suitable for storing // in a single-channel texture, sampling with bilinear filtering, and testing against -// larger than some threshhold to produce scalable fonts. +// larger than some threshold to produce scalable fonts. // info -- the font // scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap // glyph/codepoint -- the character to generate the SDF for @@ -1825,7 +1841,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s if (comp_verts) STBTT_free(comp_verts, info->userdata); return 0; } - if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595 STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); if (vertices) STBTT_free(vertices, info->userdata); vertices = tmp; @@ -2196,7 +2212,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st } break; default: - if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) + if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 return STBTT__CSERR("reserved operator"); // push immediate @@ -2368,7 +2384,8 @@ static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); - classDefTable = classDef1ValueArray + 2 * glyphCount; + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classDef1ValueArray + 2 * glyphCount; } break; case 2: { @@ -2392,7 +2409,8 @@ static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) return (stbtt_int32)ttUSHORT(classRangeRecord + 4); } - classDefTable = classRangeRecords + 6 * classRangeCount; + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classRangeRecords + 6 * classRangeCount; } break; default: { @@ -3024,6 +3042,8 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, dx = -dx; dy = -dy; t = x0, x0 = xb, xb = t; + // [DEAR IMGUI] Fix static analyzer warning + (void)dx; // [ImGui: fix static analyzer warning] } x1 = (int) x_top; @@ -3161,7 +3181,13 @@ static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, if (e->y0 != e->y1) { stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); if (z != NULL) { - STBTT_assert(z->ey >= scan_y_top); + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds // insert at front z->next = active; active = z; @@ -3230,7 +3256,7 @@ static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) { - /* threshhold for transitioning to insertion sort */ + /* threshold for transitioning to insertion sort */ while (n > 12) { stbtt__edge t; int c01,c12,c,m,i,j; @@ -3365,7 +3391,7 @@ static void stbtt__add_point(stbtt__point *points, int n, float x, float y) points[n].y = y; } -// tesselate until threshhold p is happy... @TODO warped to compensate for non-linear stretching +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) { // midpoint @@ -3790,6 +3816,7 @@ STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, in spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; spc->h_oversample = 1; spc->v_oversample = 1; + spc->skip_missing = 0; stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); @@ -3815,6 +3842,11 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h spc->v_oversample = v_oversample; } +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + #define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) @@ -3968,13 +4000,17 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb int x0,y0,x1,y1; int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; int glyph = stbtt_FindGlyphIndex(info, codepoint); - stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, - scale * spc->h_oversample, - scale * spc->v_oversample, - 0,0, - &x0,&y0,&x1,&y1); - rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); - rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0 && spc->skip_missing) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + } ++k; } } @@ -4027,7 +4063,7 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const sub_y = stbtt__oversample_shift(spc->v_oversample); for (j=0; j < ranges[i].num_chars; ++j) { stbrp_rect *r = &rects[k]; - if (r->was_packed) { + if (r->was_packed && r->w != 0 && r->h != 0) { stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; int advance, lsb, x0,y0,x1,y1; int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; @@ -4141,6 +4177,19 @@ STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char * return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); } +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) { float ipw = 1.0f / pw, iph = 1.0f / ph; @@ -4253,7 +4302,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex int winding = 0; orig[0] = x; - orig[1] = y; + //orig[1] = y; // [DEAR IMGUI] commmented double assignment // make sure y never passes through a vertex of the shape y_frac = (float) STBTT_fmod(y, 1.0f); diff --git a/ref/imgui/misc/fonts/README.txt b/ref/imgui/misc/fonts/README.txt index 06e74e9b..51a97f93 100644 --- a/ref/imgui/misc/fonts/README.txt +++ b/ref/imgui/misc/fonts/README.txt @@ -1,9 +1,16 @@ +---------------------------------------------------------------------- + dear imgui, v1.73 +---------------------------------------------------------------------- + misc/fonts/README.txt + This is the Readme dedicated to fonts. +---------------------------------------------------------------------- -The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer) that is used by default. -We embed the font in source code so you can use Dear ImGui without any file system access. -You may also load external .TTF/.OTF files. +The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer), +a 13 pixels high, pixel-perfect font used by default. +We embed it font in source code so you can use Dear ImGui without any file system access. + +You may also load external .TTF/.OTF files. The files in this folder are suggested fonts, provided as a convenience. -(Note: .OTF support in stb_truetype.h currently doesn't appear to load every font) Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). Also read dear imgui FAQ in imgui.cpp! @@ -11,6 +18,7 @@ Also read dear imgui FAQ in imgui.cpp! If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum: https://discourse.dearimgui.org/c/getting-started + --------------------------------------- INDEX: --------------------------------------- @@ -20,254 +28,340 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui " - Fonts Loading Instructions - FreeType rasterizer, Small font sizes - Building Custom Glyph Ranges +- Using custom colorful icons - Embedding Fonts in Source Code - Credits/Licences for fonts included in this folder -- Links, Other fonts +- Fonts Links --------------------------------------- README FIRST / FAQ --------------------------------------- - - You can use the style editor ImGui::ShowStyleEditor() to browse your fonts and understand what's going on if you have an issue. - - Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). - - Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.: - u8"hello" - u8"こんにちは" // this will be encoded as UTF-8 - - If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename". - - Please use the Discourse forum (https://discourse.dearimgui.org) and not the Github issue tracker. +- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts + and understand what's going on if you have an issue. +- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). +- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.: + u8"hello" + u8"こんにちは" // this will be encoded as UTF-8 +- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename". +- Please use the Discourse forum (https://discourse.dearimgui.org) and not the Github issue tracker for basic font loading questions. --------------------------------------- USING ICONS --------------------------------------- - Using an icon font (such as FontAwesome: http://fontawesome.io) is an easy and practical way to use icons in your ImGui application. - A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without - having to change fonts back and forth. +Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons) +is an easy and practical way to use icons in your Dear ImGui application. +A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without +having to change fonts back and forth. - To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: - https://github.com/juliettef/IconFontCppHeaders +To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: + https://github.com/juliettef/IconFontCppHeaders - The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u - #define ICON_FA_SEARCH u8"\uf002" - The pre-C++11 version has the values directly encoded as utf-8: - #define ICON_FA_SEARCH "\xEF\x80\x82" +The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u + #define ICON_FA_SEARCH u8"\uf002" +The pre-C++11 version has the values directly encoded as utf-8: + #define ICON_FA_SEARCH "\xEF\x80\x82" - Example: +Example Setup: - // Merge icons into default tool font - #include "IconsFontAwesome.h" - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->AddFontDefault(); + // Merge icons into default tool font + #include "IconsFontAwesome.h" + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->AddFontDefault(); - ImFontConfig config; - config.MergeMode = true; - config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced - static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; - io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges); + ImFontConfig config; + config.MergeMode = true; + config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced + static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; + io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges); - // Usage, e.g. - ImGui::Button(ICON_FA_SEARCH " Search"); // C string literals can be concatenated at compilation time, this is the same as "A" "B" becoming "AB" - ImGui::Text("%s among %d items", ICON_FA_SEARCH, count); - - See Links below for other icons fonts and related tools. +Example Usage: + + // Usage, e.g. + ImGui::Text("%s among %d items", ICON_FA_SEARCH, count); + ImGui::Button(ICON_FA_SEARCH " Search"); + // C string _literals_ can be concatenated at compilation time, e.g. "hello" " world" + // ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB" + +See Links below for other icons fonts and related tools. --------------------------------------- FONTS LOADING INSTRUCTIONS --------------------------------------- - Load default font: +Load default font: - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->AddFontDefault(); + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->AddFontDefault(); - Load .TTF/.OTF file with: +Load .TTF/.OTF file with: - ImGuiIO& io = ImGui::GetIO(); - ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); - ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels); - - // Select font at runtime - ImGui::Text("Hello"); // use the default font (which is the first loaded font) - ImGui::PushFont(font2); - ImGui::Text("Hello with another font"); - ImGui::PopFont(); + ImGuiIO& io = ImGui::GetIO(); + ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); + ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels); - For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally): + // Select font at runtime + ImGui::Text("Hello"); // use the default font (which is the first loaded font) + ImGui::PushFont(font2); + ImGui::Text("Hello with another font"); + ImGui::PopFont(); - ImFontConfig config; - config.OversampleH = 3; - config.OversampleV = 1; - config.GlyphExtraSpacing.x = 1.0f; - ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); +For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally): - If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. - The typical result of failing to upload a texture is if every glyphs appears as white rectangles. - In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you - set OversampleH/OversampleV to 1 and use a small font size. - Mind the fact that some graphics drivers have texture size limitation. - If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. - Some solutions: + ImFontConfig config; + config.OversampleH = 2; + config.OversampleV = 1; + config.GlyphExtraSpacing.x = 1.0f; + ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); - - 1) Reduce glyphs ranges by calculating them from source localization data. You can use ImFont::GlyphRangesBuilder for this purpose, - this will be the biggest win. - - 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size. - - 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function). - - 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two. +Read about oversampling here: + https://github.com/nothings/stb/blob/master/tests/oversample - Combine two fonts into one: +If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. +The typical result of failing to upload a texture is if every glyphs appears as white rectangles. +In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you +set OversampleH/OversampleV to 1 and use a small font size. +Mind the fact that some graphics drivers have texture size limitation. +If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. +Some solutions: - // Load a first font - ImFont* font = io.Fonts->AddFontDefault(); + - 1) Reduce glyphs ranges by calculating them from source localization data. + You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win! + - 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size. + - 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function). + - 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two. - // Add character ranges and merge into the previous font - // The ranges array is not copied by the AddFont* functions and is used lazily - // so ensure it is available for duration of font usage - static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope. - ImFontConfig config; - config.MergeMode = true; - io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); - io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); +Combine two fonts into one: - Add a fourth parameter to bake specific font ranges only: + // Load a first font + ImFont* font = io.Fonts->AddFontDefault(); - // Basic Latin, Extended Latin - io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault()); - - // Default + Selection of 2500 Ideographs used by Simplified Chinese - io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); - - // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs - io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); + // Add character ranges and merge into the previous font + // The ranges array is not copied by the AddFont* functions and is used lazily + // so ensure it is available at the time of building or calling GetTexDataAsRGBA32(). + static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope. + ImFontConfig config; + config.MergeMode = true; + io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); + io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); + io.Fonts->Build(); - See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges. - Offset font vertically by altering the io.Font->DisplayOffset value: +Add a fourth parameter to bake specific font ranges only: - ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); - font->DisplayOffset.y = 1; // Render 1 pixel down + // Basic Latin, Extended Latin + io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault()); + + // Default + Selection of 2500 Ideographs used by Simplified Chinese + io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); + + // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs + io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); + +See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges. +Offset font vertically by altering the io.Font->DisplayOffset value: + + ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); + font->DisplayOffset.y = 1; // Render 1 pixel down --------------------------------------- FREETYPE RASTERIZER, SMALL FONT SIZES --------------------------------------- - Dear Imgui uses stb_truetype.h to rasterize fonts (with optional oversampling). - This technique and implementation are not ideal for fonts rendered at _small sizes_, which may appear a little blurry. - There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder. +Dear ImGui uses imstb_truetype.h to rasterize fonts (with optional oversampling). +This technique and its implementation are not ideal for fonts rendered at _small sizes_, which may appear a +little blurry or hard to read. - FreeType supports auto-hinting which tends to improve the readability of small fonts. - Note that this code currently creates textures that are unoptimally too large (could be fixed with some work) +There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder. + +FreeType supports auto-hinting which tends to improve the readability of small fonts. +Note that this code currently creates textures that are unoptimally too large (could be fixed with some work). +Also note that correct sRGB space blending will have an important effect on your font rendering quality. --------------------------------------- BUILDING CUSTOM GLYPH RANGES --------------------------------------- - You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input. - For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. +You can use the ImFontGlyphRangesBuilder helper to create glyph ranges based on text input. +For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. - ImVector ranges; - ImFontAtlas::GlyphRangesBuilder builder; - builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) - builder.AddChar(0x7262); // Add a specific character - builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges - builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); + ImVector ranges; + ImFontGlyphRangesBuilder builder; + builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) + builder.AddChar(0x7262); // Add a specific character + builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges + builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) + + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); + io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted. + + +--------------------------------------- + USING CUSTOM COLORFUL ICONS +--------------------------------------- + +(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end) + +You can use the ImFontAtlas::AddCustomRect() and ImFontAtlas::AddCustomRectFontGlyph() api to register rectangles +that will be packed into the font atlas texture. Register them before building the atlas, then call Build(). +You can then use ImFontAtlas::GetCustomRectByIndex(int) to query the position/size of your rectangle within the +texture, and blit/copy any graphics data of your choice into those rectangles. + +Pseudo-code: + + // Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font + ImFont* font = io.Fonts->AddFontDefault(); + int rect_ids[2]; + rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1); + rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1); + + // Build atlas + io.Fonts->Build(); + + // Retrieve texture in RGBA format + unsigned char* tex_pixels = NULL; + int tex_width, tex_height; + io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height); + + for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) + { + int rect_id = rects_ids[rect_n]; + if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) + { + // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!) + for (int y = 0; y < rect->Height; y++) + { + ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X); + for (int x = rect->Width; x > 0; x--) + *p++ = IM_COL32(255, 0, 0, 255); + } + } + } --------------------------------------- EMBEDDING FONTS IN SOURCE CODE --------------------------------------- - Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code. - See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool. - You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README). - The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger. +Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code. +See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool. +You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README). +The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the +actual binary will be about 20% bigger. - Then load the font with: - ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...); - or: - ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...); +Then load the font with: + ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...); +or: + ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...); --------------------------------------- CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER --------------------------------------- - Roboto-Medium.ttf - Apache License 2.0 - by Christian Robertson - https://fonts.google.com/specimen/Roboto +Roboto-Medium.ttf - Cousine-Regular.ttf - by Steve Matteson - Digitized data copyright (c) 2010 Google Corporation. - Licensed under the SIL Open Font License, Version 1.1 - https://fonts.google.com/specimen/Cousine + Apache License 2.0 + by Christian Robertson + https://fonts.google.com/specimen/Roboto - DroidSans.ttf - Copyright (c) Steve Matteson - Apache License, version 2.0 - https://www.fontsquirrel.com/fonts/droid-sans +Cousine-Regular.ttf - ProggyClean.ttf - Copyright (c) 2004, 2005 Tristan Grimmer - MIT License - recommended loading setting in ImGui: Size = 13.0, DisplayOffset.Y = +1 - http://www.proggyfonts.net/ + by Steve Matteson + Digitized data copyright (c) 2010 Google Corporation. + Licensed under the SIL Open Font License, Version 1.1 + https://fonts.google.com/specimen/Cousine - ProggyTiny.ttf - Copyright (c) 2004, 2005 Tristan Grimmer - MIT License - recommended loading setting in ImGui: Size = 10.0, DisplayOffset.Y = +1 - http://www.proggyfonts.net/ +DroidSans.ttf - Karla-Regular.ttf - Copyright (c) 2012, Jonathan Pinhorn - SIL OPEN FONT LICENSE Version 1.1 + Copyright (c) Steve Matteson + Apache License, version 2.0 + https://www.fontsquirrel.com/fonts/droid-sans + +ProggyClean.ttf + + Copyright (c) 2004, 2005 Tristan Grimmer + MIT License + recommended loading setting: Size = 13.0, DisplayOffset.Y = +1 + http://www.proggyfonts.net/ + +ProggyTiny.ttf + Copyright (c) 2004, 2005 Tristan Grimmer + MIT License + recommended loading setting: Size = 10.0, DisplayOffset.Y = +1 + http://www.proggyfonts.net/ + +Karla-Regular.ttf + Copyright (c) 2012, Jonathan Pinhorn + SIL OPEN FONT LICENSE Version 1.1 --------------------------------------- - LINKS, OTHER FONTS + FONTS LINKS --------------------------------------- - (Icons) Icon fonts - https://fortawesome.github.io/Font-Awesome/ - https://github.com/SamBrishes/kenney-icon-font - https://design.google.com/icons/ - You can use https://github.com/juliettef/IconFontCppHeaders for C/C++ header files with name #define to access icon codepoint in source code. +ICON FONTS - (Icons) IcoMoon - Custom Icon font builder - https://icomoon.io/app + C/C++ header for icon fonts (#define with code points to use in source code string literals) + https://github.com/juliettef/IconFontCppHeaders - (Regular) Open Sans Fonts - https://fonts.google.com/specimen/Open+Sans + FontAwesome + https://fortawesome.github.io/Font-Awesome - (Regular) Google Noto Fonts (worldwide languages) - https://www.google.com/get/noto/ - - (Monospace) Typefaces for source code beautification - https://github.com/chrissimpkins/codeface + OpenFontIcons + https://github.com/traverseda/OpenFontIcons - (Monospace) Programmation fonts - http://s9w.github.io/font_compare/ + Google Icon Fonts + https://design.google.com/icons/ - (Monospace) Proggy Programming Fonts - http://upperbounds.net - - (Monospace) Inconsolata - http://www.levien.com/type/myfonts/inconsolata.html + Kenney Icon Font (Game Controller Icons) + https://github.com/nicodinh/kenney-icon-font - (Monospace) Adobe Source Code Pro: Monospaced font family for user interface and coding environments - https://github.com/adobe-fonts/source-code-pro + IcoMoon - Custom Icon font builder + https://icomoon.io/app - (Monospace) Monospace/Fixed Width Programmer's Fonts - http://www.lowing.org/fonts/ +REGULAR FONTS + + Google Noto Fonts (worldwide languages) + https://www.google.com/get/noto/ + + Open Sans Fonts + https://fonts.google.com/specimen/Open+Sans + + (Japanese) M+ fonts by Coji Morishita are free + http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html + +MONOSPACE FONTS + + (Pixel Perfect) Proggy Fonts, by Tristan Grimmer + http://www.proggyfonts.net or http://upperbounds.net + + (Pixel Perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) + https://github.com/kmar/Sweet16Font + Also include .inl file to use directly in dear imgui. + + Google Noto Mono Fonts + https://www.google.com/get/noto/ + + Typefaces for source code beautification + https://github.com/chrissimpkins/codeface + + Programmation fonts + http://s9w.github.io/font_compare/ + + Inconsolata + http://www.levien.com/type/myfonts/inconsolata.html + + Adobe Source Code Pro: Monospaced font family for user interface and coding environments + https://github.com/adobe-fonts/source-code-pro + + Monospace/Fixed Width Programmer's Fonts + http://www.lowing.org/fonts/ - (Japanese) M+ fonts by Coji Morishita are free and include most useful Kanjis you would need. - http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing). - diff --git a/ref/imgui/misc/fonts/binary_to_compressed_c.cpp b/ref/imgui/misc/fonts/binary_to_compressed_c.cpp index 08b102d4..4d3522d4 100644 --- a/ref/imgui/misc/fonts/binary_to_compressed_c.cpp +++ b/ref/imgui/misc/fonts/binary_to_compressed_c.cpp @@ -48,15 +48,18 @@ int main(int argc, char** argv) else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; } else { - printf("Unknown argument: '%s'\n", argv[argn]); + fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]); return 1; } } - return binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression) ? 0 : 1; + bool ret = binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression); + if (!ret) + fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]); + return ret ? 0 : 1; } -char Encode85Byte(unsigned int x) +char Encode85Byte(unsigned int x) { x = (x % 85) + 35; return (x>='\\') ? x+1 : x; @@ -214,7 +217,7 @@ static int stb__window = 0x40000; // 256K static int stb_not_crap(int best, int dist) { - return ((best > 2 && dist <= 0x00100) + return ((best > 2 && dist <= 0x00100) || (best > 5 && dist <= 0x04000) || (best > 7 && dist <= 0x80000)); } @@ -296,15 +299,15 @@ static int stb_compress_chunk(stb_uchar *history, stb_out(dist-1); } else if (best > 5 && best <= 0x100 && dist <= 0x4000) { outliterals(lit_start, q-lit_start); lit_start = (q += best); - stb_out2(0x4000 + dist-1); + stb_out2(0x4000 + dist-1); stb_out(best-1); } else if (best > 7 && best <= 0x100 && dist <= 0x80000) { outliterals(lit_start, q-lit_start); lit_start = (q += best); - stb_out3(0x180000 + dist-1); + stb_out3(0x180000 + dist-1); stb_out(best-1); } else if (best > 8 && best <= 0x10000 && dist <= 0x80000) { outliterals(lit_start, q-lit_start); lit_start = (q += best); - stb_out3(0x100000 + dist-1); + stb_out3(0x100000 + dist-1); stb_out2(best-1); } else if (best > 9 && dist <= 0x1000000) { if (best > 65536) best = 65536; diff --git a/ref/imgui/misc/freetype/README.md b/ref/imgui/misc/freetype/README.md index ba633f69..87b27364 100644 --- a/ref/imgui/misc/freetype/README.md +++ b/ref/imgui/misc/freetype/README.md @@ -1,14 +1,14 @@ # imgui_freetype -This is an attempt to replace stb_truetype (the default imgui's font rasterizer) with FreeType. -Currently not optimal and probably has some limitations or bugs. -By [Vuhdo](https://github.com/Vuhdo) (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut. +Build font atlases using FreeType instead of stb_truetype (which is the default font rasterizer in Dear ImGui). +
by @vuhdo, @mikesart, @ocornut. -**Usage** -1. Get latest FreeType binaries or build yourself. +### Usage + +1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype`). 2. Add imgui_freetype.h/cpp alongside your imgui sources. 3. Include imgui_freetype.h after imgui.h. -4. Call ImGuiFreeType::BuildFontAtlas() *BEFORE* calling ImFontAtlas::GetTexDataAsRGBA32() or ImFontAtlas::Build() (so normal Build() won't be called): +4. Call `ImGuiFreeType::BuildFontAtlas()` *BEFORE* calling `ImFontAtlas::GetTexDataAsRGBA32()` or `ImFontAtlas::Build()` (so normal Build() won't be called): ```cpp // See ImGuiFreeType::RasterizationFlags @@ -17,13 +17,14 @@ ImGuiFreeType::BuildFontAtlas(io.Fonts, flags); io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); ``` -**Gamma Correct Blending** +### Gamma Correct Blending + FreeType assumes blending in linear space rather than gamma space. See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph). For correct results you need to be using sRGB and convert to linear space in the pixel shader output. -The default imgui styles will be impacted by this change (alpha values will need tweaking). +The default Dear ImGui styles will be impacted by this change (alpha values will need tweaking). -**Test code Usage** +### Test code Usage ```cpp #include "misc/freetype/imgui_freetype.h" #include "misc/freetype/imgui_freetype.cpp" @@ -42,16 +43,16 @@ while (true) if (freetype_test.UpdateRebuild()) { // REUPLOAD FONT TEXTURE TO GPU - // e.g ImGui_ImplGlfwGL3_InvalidateDeviceObjects() + ImGui_ImplGlfwGL3_CreateDeviceObjects() + ImGui_ImplXXX_DestroyDeviceObjects(); + ImGui_ImplXXX_CreateDeviceObjects(); } ImGui::NewFrame(); freetype_test.ShowFreetypeOptionsWindow(); ... - } } ``` -**Test code** +### Test code ```cpp #include "misc/freetype/imgui_freetype.h" #include "misc/freetype/imgui_freetype.cpp" @@ -61,12 +62,13 @@ struct FreeTypeTest enum FontBuildMode { FontBuildMode_FreeType, - FontBuildMode_Stb, + FontBuildMode_Stb }; FontBuildMode BuildMode; bool WantRebuild; float FontsMultiply; + int FontsPadding; unsigned int FontsFlags; FreeTypeTest() @@ -74,6 +76,7 @@ struct FreeTypeTest BuildMode = FontBuildMode_FreeType; WantRebuild = true; FontsMultiply = 1.0f; + FontsPadding = 1; FontsFlags = 0; } @@ -83,10 +86,12 @@ struct FreeTypeTest if (!WantRebuild) return false; ImGuiIO& io = ImGui::GetIO(); - for (int n = 0; n < io.Fonts->Fonts.Size; n++) + io.Fonts->TexGlyphPadding = FontsPadding; + for (int n = 0; n < io.Fonts->ConfigData.Size; n++) { - io.Fonts->Fonts[n]->ConfigData->RasterizerMultiply = FontsMultiply; - io.Fonts->Fonts[n]->ConfigData->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00; + ImFontConfig* font_config = (ImFontConfig*)&io.Fonts->ConfigData[n]; + font_config->RasterizerMultiply = FontsMultiply; + font_config->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00; } if (BuildMode == FontBuildMode_FreeType) ImGuiFreeType::BuildFontAtlas(io.Fonts, FontsFlags); @@ -105,6 +110,7 @@ struct FreeTypeTest ImGui::SameLine(); WantRebuild |= ImGui::RadioButton("Stb (Default)", (int*)&BuildMode, FontBuildMode_Stb); WantRebuild |= ImGui::DragFloat("Multiply", &FontsMultiply, 0.001f, 0.0f, 2.0f); + WantRebuild |= ImGui::DragInt("Padding", &FontsPadding, 0.1f, 0, 16); if (BuildMode == FontBuildMode_FreeType) { WantRebuild |= ImGui::CheckboxFlags("NoHinting", &FontsFlags, ImGuiFreeType::NoHinting); @@ -114,20 +120,13 @@ struct FreeTypeTest WantRebuild |= ImGui::CheckboxFlags("MonoHinting", &FontsFlags, ImGuiFreeType::MonoHinting); WantRebuild |= ImGui::CheckboxFlags("Bold", &FontsFlags, ImGuiFreeType::Bold); WantRebuild |= ImGui::CheckboxFlags("Oblique", &FontsFlags, ImGuiFreeType::Oblique); + WantRebuild |= ImGui::CheckboxFlags("Monochrome", &FontsFlags, ImGuiFreeType::Monochrome); } ImGui::End(); } }; ``` -**Known issues** -- Output texture has excessive resolution (lots of vertical waste). -- FreeType's memory allocator is not overridden. +### Known issues - `cfg.OversampleH`, `OversampleV` are ignored (but perhaps not so necessary with this rasterizer). -**Obligatory comparison screenshots** - -Using Windows built-in segoeui.ttf font. Open in new browser tabs, view at 1080p+. - -![freetype rasterizer](https://raw.githubusercontent.com/wiki/ocornut/imgui_club/images/freetype_20170817.png) - diff --git a/ref/imgui/misc/freetype/imgui_freetype.cpp b/ref/imgui/misc/freetype/imgui_freetype.cpp index 89aa23f5..d3f2bf54 100644 --- a/ref/imgui/misc/freetype/imgui_freetype.cpp +++ b/ref/imgui/misc/freetype/imgui_freetype.cpp @@ -1,15 +1,18 @@ -// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui +// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui // Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype -// Original code by @Vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut +// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained and v0.60+ by @ocornut. // Changelog: // - v0.50: (2017/08/16) imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks. // - v0.51: (2017/08/26) cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply. -// - v0.52: (2017/09/26) fixes for imgui internal changes -// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement) -// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member +// - v0.52: (2017/09/26) fixes for imgui internal changes. +// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement). +// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member. // - v0.55: (2018/02/04) moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club) -// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX +// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX. +// - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding. +// - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions(). +// - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!) // Gamma Correct Blending: // FreeType assumes blending in linear space rather than gamma space. @@ -17,28 +20,27 @@ // For correct results you need to be using sRGB and convert to linear space in the pixel shader output. // The default imgui styles will be impacted by this change (alpha values will need tweaking). -// TODO: -// - Output texture has excessive resolution (lots of vertical waste). -// - FreeType's memory allocator is not overridden. -// - cfg.OversampleH, OversampleV are ignored (but perhaps not so necessary with this rasterizer). +// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer). #include "imgui_freetype.h" -#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*, +#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*, #include #include -#include FT_FREETYPE_H -#include FT_GLYPH_H -#include FT_SYNTHESIS_H +#include FT_FREETYPE_H // +#include FT_MODULE_H // +#include FT_GLYPH_H // +#include FT_SYNTHESIS_H // #ifdef _MSC_VER #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #endif #if defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #endif -namespace +namespace { // Glyph metrics: // -------------- @@ -72,17 +74,17 @@ namespace // |------------- advanceX ----------->| /// A structure that describe a glyph. - struct GlyphInfo + struct GlyphInfo { - float Width; // Glyph's width in pixels. - float Height; // Glyph's height in pixels. - float OffsetX; // The distance from the origin ("pen position") to the left of the glyph. - float OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0. - float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0. + int Width; // Glyph's width in pixels. + int Height; // Glyph's height in pixels. + FT_Int OffsetX; // The distance from the origin ("pen position") to the left of the glyph. + FT_Int OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0. + float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0. }; // Font parameters and metrics. - struct FontInfo + struct FontInfo { uint32_t PixelHeight; // Size this font was generated with. float Ascender; // The pixel extents above the baseline in pixels (typically positive). @@ -96,82 +98,85 @@ namespace // NB: No ctor/dtor, explicitly call Init()/Shutdown() struct FreeTypeFont { - bool Init(const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. - void Shutdown(); - void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size - - bool CalcGlyphInfo(uint32_t codepoint, GlyphInfo& glyph_info, FT_Glyph& ft_glyph, FT_BitmapGlyph& ft_bitmap); - void BlitGlyph(FT_BitmapGlyph ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL); + bool InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. + void CloseFont(); + void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size + const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint); + const FT_Bitmap* RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info); + void BlitGlyph(const FT_Bitmap* ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL); + ~FreeTypeFont() { CloseFont(); } // [Internals] FontInfo Info; // Font descriptor of the current font. + FT_Face Face; unsigned int UserFlags; // = ImFontConfig::RasterizerFlags - FT_Library FreetypeLibrary; - FT_Face FreetypeFace; - FT_Int32 FreetypeLoadFlags; + FT_Int32 LoadFlags; + FT_Render_Mode RenderMode; }; // From SDL_ttf: Handy routines for converting from fixed point #define FT_CEIL(X) (((X + 63) & -64) / 64) - bool FreeTypeFont::Init(const ImFontConfig& cfg, unsigned int extra_user_flags) + bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags) { - // FIXME: substitute allocator - FT_Error error = FT_Init_FreeType(&FreetypeLibrary); + FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face); if (error != 0) return false; - error = FT_New_Memory_Face(FreetypeLibrary, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &FreetypeFace); - if (error != 0) - return false; - error = FT_Select_Charmap(FreetypeFace, FT_ENCODING_UNICODE); + error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE); if (error != 0) return false; memset(&Info, 0, sizeof(Info)); SetPixelHeight((uint32_t)cfg.SizePixels); - // Convert to freetype flags (nb: Bold and Oblique are processed separately) + // Convert to FreeType flags (NB: Bold and Oblique are processed separately) UserFlags = cfg.RasterizerFlags | extra_user_flags; - FreetypeLoadFlags = FT_LOAD_NO_BITMAP; - if (UserFlags & ImGuiFreeType::NoHinting) FreetypeLoadFlags |= FT_LOAD_NO_HINTING; - if (UserFlags & ImGuiFreeType::NoAutoHint) FreetypeLoadFlags |= FT_LOAD_NO_AUTOHINT; - if (UserFlags & ImGuiFreeType::ForceAutoHint) FreetypeLoadFlags |= FT_LOAD_FORCE_AUTOHINT; - if (UserFlags & ImGuiFreeType::LightHinting) - FreetypeLoadFlags |= FT_LOAD_TARGET_LIGHT; - else if (UserFlags & ImGuiFreeType::MonoHinting) - FreetypeLoadFlags |= FT_LOAD_TARGET_MONO; - else - FreetypeLoadFlags |= FT_LOAD_TARGET_NORMAL; + LoadFlags = FT_LOAD_NO_BITMAP; + if (UserFlags & ImGuiFreeType::NoHinting) + LoadFlags |= FT_LOAD_NO_HINTING; + if (UserFlags & ImGuiFreeType::NoAutoHint) + LoadFlags |= FT_LOAD_NO_AUTOHINT; + if (UserFlags & ImGuiFreeType::ForceAutoHint) + LoadFlags |= FT_LOAD_FORCE_AUTOHINT; + if (UserFlags & ImGuiFreeType::LightHinting) + LoadFlags |= FT_LOAD_TARGET_LIGHT; + else if (UserFlags & ImGuiFreeType::MonoHinting) + LoadFlags |= FT_LOAD_TARGET_MONO; + else + LoadFlags |= FT_LOAD_TARGET_NORMAL; + + if (UserFlags & ImGuiFreeType::Monochrome) + RenderMode = FT_RENDER_MODE_MONO; + else + RenderMode = FT_RENDER_MODE_NORMAL; return true; } - void FreeTypeFont::Shutdown() + void FreeTypeFont::CloseFont() { - if (FreetypeFace) + if (Face) { - FT_Done_Face(FreetypeFace); - FreetypeFace = NULL; - FT_Done_FreeType(FreetypeLibrary); - FreetypeLibrary = NULL; + FT_Done_Face(Face); + Face = NULL; } } - void FreeTypeFont::SetPixelHeight(int pixel_height) + void FreeTypeFont::SetPixelHeight(int pixel_height) { - // I'm not sure how to deal with font sizes properly. - // As far as I understand, currently ImGui assumes that the 'pixel_height' is a maximum height of an any given glyph, - // i.e. it's the sum of font's ascender and descender. Seems strange to me. + // Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height' + // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me. + // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result. FT_Size_RequestRec req; req.type = FT_SIZE_REQUEST_TYPE_REAL_DIM; req.width = 0; req.height = (uint32_t)pixel_height * 64; req.horiResolution = 0; req.vertResolution = 0; - FT_Request_Size(FreetypeFace, &req); + FT_Request_Size(Face, &req); - // update font info - FT_Size_Metrics metrics = FreetypeFace->size->metrics; + // Update font info + FT_Size_Metrics metrics = Face->size->metrics; Info.PixelHeight = (uint32_t)pixel_height; Info.Ascender = (float)FT_CEIL(metrics.ascender); Info.Descender = (float)FT_CEIL(metrics.descender); @@ -180,209 +185,491 @@ namespace Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance); } - bool FreeTypeFont::CalcGlyphInfo(uint32_t codepoint, GlyphInfo &glyph_info, FT_Glyph& ft_glyph, FT_BitmapGlyph& ft_bitmap) + const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint) { - uint32_t glyph_index = FT_Get_Char_Index(FreetypeFace, codepoint); + uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint); if (glyph_index == 0) - return false; - FT_Error error = FT_Load_Glyph(FreetypeFace, glyph_index, FreetypeLoadFlags); + return NULL; + FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags); if (error) - return false; + return NULL; // Need an outline for this to work - FT_GlyphSlot slot = FreetypeFace->glyph; + FT_GlyphSlot slot = Face->glyph; IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE); + // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting) if (UserFlags & ImGuiFreeType::Bold) FT_GlyphSlot_Embolden(slot); if (UserFlags & ImGuiFreeType::Oblique) + { FT_GlyphSlot_Oblique(slot); + //FT_BBox bbox; + //FT_Outline_Get_BBox(&slot->outline, &bbox); + //slot->metrics.width = bbox.xMax - bbox.xMin; + //slot->metrics.height = bbox.yMax - bbox.yMin; + } - // Retrieve the glyph - error = FT_Get_Glyph(slot, &ft_glyph); - if (error != 0) - return false; - - // Rasterize - error = FT_Glyph_To_Bitmap(&ft_glyph, FT_RENDER_MODE_NORMAL, NULL, true); - if (error != 0) - return false; - - ft_bitmap = (FT_BitmapGlyph)ft_glyph; - glyph_info.AdvanceX = (float)FT_CEIL(slot->advance.x); - glyph_info.OffsetX = (float)ft_bitmap->left; - glyph_info.OffsetY = -(float)ft_bitmap->top; - glyph_info.Width = (float)ft_bitmap->bitmap.width; - glyph_info.Height = (float)ft_bitmap->bitmap.rows; - - return true; + return &slot->metrics; } - void FreeTypeFont::BlitGlyph(FT_BitmapGlyph ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table) + const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info) + { + FT_GlyphSlot slot = Face->glyph; + FT_Error error = FT_Render_Glyph(slot, RenderMode); + if (error != 0) + return NULL; + + FT_Bitmap* ft_bitmap = &Face->glyph->bitmap; + out_glyph_info->Width = (int)ft_bitmap->width; + out_glyph_info->Height = (int)ft_bitmap->rows; + out_glyph_info->OffsetX = Face->glyph->bitmap_left; + out_glyph_info->OffsetY = -Face->glyph->bitmap_top; + out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x); + + return ft_bitmap; + } + + void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table) { IM_ASSERT(ft_bitmap != NULL); + const uint32_t w = ft_bitmap->width; + const uint32_t h = ft_bitmap->rows; + const uint8_t* src = ft_bitmap->buffer; + const uint32_t src_pitch = ft_bitmap->pitch; - const uint32_t w = ft_bitmap->bitmap.width; - const uint32_t h = ft_bitmap->bitmap.rows; - const uint8_t* src = ft_bitmap->bitmap.buffer; - const uint32_t src_pitch = ft_bitmap->bitmap.pitch; - - if (multiply_table == NULL) + switch (ft_bitmap->pixel_mode) { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - memcpy(dst, src, w); - } - else - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - for (uint32_t x = 0; x < w; x++) - dst[x] = multiply_table[src[x]]; + case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel. + { + if (multiply_table == NULL) + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + memcpy(dst, src, w); + } + else + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + dst[x] = multiply_table[src[x]]; + } + break; + } + case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB. + { + uint8_t color0 = multiply_table ? multiply_table[0] : 0; + uint8_t color1 = multiply_table ? multiply_table[255] : 255; + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + { + uint8_t bits = 0; + const uint8_t* bits_ptr = src; + for (uint32_t x = 0; x < w; x++, bits <<= 1) + { + if ((x & 7) == 0) + bits = *bits_ptr++; + dst[x] = (bits & 0x80) ? color1 : color0; + } + } + break; + } + default: + IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!"); } } } +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) #define STBRP_ASSERT(x) IM_ASSERT(x) #define STBRP_STATIC #define STB_RECT_PACK_IMPLEMENTATION #include "imstb_rectpack.h" +#endif -bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags) +struct ImFontBuildSrcGlyphFT +{ + GlyphInfo Info; + uint32_t Codepoint; + unsigned char* BitmapData; // Point within one of the dst_tmp_bitmap_buffers[] array +}; + +struct ImFontBuildSrcDataFT +{ + FreeTypeFont Font; + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstDataFT +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags) { IM_ASSERT(atlas->ConfigData.Size > 0); - IM_ASSERT(atlas->TexGlyphPadding == 1); // Not supported ImFontAtlasBuildRegisterDefaultCustomRects(atlas); - atlas->TexID = NULL; + // Clear atlas + atlas->TexID = (ImTextureID)NULL; atlas->TexWidth = atlas->TexHeight = 0; atlas->TexUvScale = ImVec2(0.0f, 0.0f); atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); atlas->ClearTexData(); - ImVector fonts; - fonts.resize(atlas->ConfigData.Size); + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); - ImVec2 max_glyph_size(1.0f, 1.0f); - - // Count glyphs/ranges, initialize font - int total_glyphs_count = 0; - int total_ranges_count = 0; - for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++) + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) { - ImFontConfig& cfg = atlas->ConfigData[input_i]; - FreeTypeFont& font_face = fonts[input_i]; + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + FreeTypeFont& font_face = src_tmp.Font; IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); - if (!font_face.Init(cfg, extra_flags)) + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + if (src_tmp.DstIndex == -1) return false; - max_glyph_size.x = ImMax(max_glyph_size.x, font_face.Info.MaxAdvanceWidth); - max_glyph_size.y = ImMax(max_glyph_size.y, font_face.Info.Ascender - font_face.Info.Descender); + // Load font + if (!font_face.InitFont(ft_library, cfg, extra_flags)) + return false; - if (!cfg.GlyphRanges) - cfg.GlyphRanges = atlas->GetGlyphRangesDefault(); - for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[ 1 ]; in_range += 2, total_ranges_count++) - total_glyphs_count += (in_range[1] - in_range[0]) + 1; + // Measure highest codepoints + ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); } - // We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish. - // Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. - atlas->TexWidth = (atlas->TexDesiredWidth > 0) ? atlas->TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512; - - // We don't do the original first pass to determine texture height, but just rough estimate. - // Looks ugly inaccurate and excessive, but AFAIK with FreeType we actually need to render glyphs to get exact sizes. - // Alternatively, we could just render all glyphs into a big shadow buffer, get their sizes, do the rectangle packing and just copy back from the - // shadow buffer to the texture buffer. Will give us an accurate texture height, but eat a lot of temp memory. Probably no one will notice.) - const int total_rects = total_glyphs_count + atlas->CustomRects.size(); - float min_rects_per_row = ceilf((atlas->TexWidth / (max_glyph_size.x + 1.0f))); - float min_rects_per_column = ceilf(total_rects / min_rects_per_row); - atlas->TexHeight = (int)(min_rects_per_column * (max_glyph_size.y + 1.0f)); - - // Create texture - atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); - atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight); - memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); - - // Start packing - ImVector pack_nodes; - pack_nodes.resize(total_rects); - stbrp_context context; - stbrp_init_target(&context, atlas->TexWidth, atlas->TexHeight, pack_nodes.Data, total_rects); - - // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). - ImFontAtlasBuildPackCustomRects(atlas, &context); - - // Render characters, setup ImFont and glyphs for runtime - for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++) + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { - ImFontConfig& cfg = atlas->ConfigData[input_i]; - FreeTypeFont& font_face = fonts[input_i]; - ImFont* dst_font = cfg.DstFont; - if (cfg.MergeMode) - dst_font->BuildLookupTable(); + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); - const float ascent = font_face.Info.Ascender; - const float descent = font_face.Info.Descender; - ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); - const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) + continue; + uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..) + if (glyph_index == 0) + continue; - bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f); + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint, true); + dst_tmp.GlyphsSet.SetBit(codepoint, true); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + + IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(int)); + const int* it_begin = src_tmp.GlyphsSet.Storage.begin(); + const int* it_end = src_tmp.GlyphsSet.Storage.end(); + for (const int* it = it_begin; it < it_end; it++) + if (int entries_32 = *it) + for (int bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & (1 << bit_n)) + { + ImFontBuildSrcGlyphFT src_glyph; + memset(&src_glyph, 0, sizeof(src_glyph)); + src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n); + //src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it.. + src_tmp.GlyphsList.push_back(src_glyph); + } + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + buf_rects.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + + // Allocate temporary rasterization data buffers. + // We could not find a way to retrieve accurate glyph size without rendering them. + // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform) + // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't find the temporary allocations. + const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024; + int buf_bitmap_current_used_bytes = 0; + ImVector buf_bitmap_buffers; + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + // 8. Render/rasterize font characters into the texture + int total_surface = 0; + int buf_rects_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + + // Compute multiply table if requested + const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f); unsigned char multiply_table[256]; if (multiply_enabled) ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); - for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2) + // Gather the sizes of all rectangles we will need to pack + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) { - for (uint32_t codepoint = in_range[0]; codepoint <= in_range[1]; ++codepoint) + ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; + + const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint); + IM_ASSERT(metrics != NULL); + if (metrics == NULL) + continue; + + // Render glyph into a bitmap (currently held by FreeType) + const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info); + IM_ASSERT(ft_bitmap); + + // Allocate new temporary chunk if needed + const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height; + if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE) { - if (cfg.MergeMode && dst_font->FindGlyphNoFallback((unsigned short)codepoint)) - continue; - - FT_Glyph ft_glyph = NULL; - FT_BitmapGlyph ft_glyph_bitmap = NULL; // NB: will point to bitmap within FT_Glyph - GlyphInfo glyph_info; - if (!font_face.CalcGlyphInfo(codepoint, glyph_info, ft_glyph, ft_glyph_bitmap)) - continue; - - // Pack rectangle - stbrp_rect rect; - rect.w = (uint16_t)glyph_info.Width + 1; // Account for texture filtering - rect.h = (uint16_t)glyph_info.Height + 1; - stbrp_pack_rects(&context, &rect, 1); - - // Copy rasterized pixels to main texture - uint8_t* blit_dst = atlas->TexPixelsAlpha8 + rect.y * atlas->TexWidth + rect.x; - font_face.BlitGlyph(ft_glyph_bitmap, blit_dst, atlas->TexWidth, multiply_enabled ? multiply_table : NULL); - FT_Done_Glyph(ft_glyph); - - float char_advance_x_org = glyph_info.AdvanceX; - float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); - float char_off_x = font_off_x; - if (char_advance_x_org != char_advance_x_mod) - char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; - - // Register glyph - dst_font->AddGlyph((ImWchar)codepoint, - glyph_info.OffsetX + char_off_x, - glyph_info.OffsetY + font_off_y, - glyph_info.OffsetX + char_off_x + glyph_info.Width, - glyph_info.OffsetY + font_off_y + glyph_info.Height, - rect.x / (float)atlas->TexWidth, - rect.y / (float)atlas->TexHeight, - (rect.x + glyph_info.Width) / (float)atlas->TexWidth, - (rect.y + glyph_info.Height) / (float)atlas->TexHeight, - char_advance_x_mod); + buf_bitmap_current_used_bytes = 0; + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); } + + // Blit rasterized pixels to our temporary buffer and keep a pointer to it. + src_glyph.BitmapData = buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes; + buf_bitmap_current_used_bytes += bitmap_size_in_bytes; + src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width * 1, multiply_enabled ? multiply_table : NULL); + + src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; } } + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding; + ImVector pack_nodes; + pack_nodes.resize(num_nodes_for_packing_algorithm); + stbrp_context pack_context; + stbrp_init_target(&pack_context, atlas->TexWidth, TEX_HEIGHT_MAX, pack_nodes.Data, pack_nodes.Size); + ImFontAtlasBuildPackCustomRects(atlas, &pack_context); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + + // 8. Copy rasterized font characters back into the main texture + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + + const float ascent = src_tmp.Font.Info.Ascender; + const float descent = src_tmp.Font.Info.Descender; + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; + stbrp_rect& pack_rect = src_tmp.Rects[glyph_i]; + IM_ASSERT(pack_rect.was_packed); + + GlyphInfo& info = src_glyph.Info; + IM_ASSERT(info.Width + padding <= pack_rect.w); + IM_ASSERT(info.Height + padding <= pack_rect.h); + const int tx = pack_rect.x + padding; + const int ty = pack_rect.y + padding; + + // Blit from temporary buffer to final texture + size_t blit_src_stride = (size_t)src_glyph.Info.Width; + size_t blit_dst_stride = (size_t)atlas->TexWidth; + unsigned char* blit_src = src_glyph.BitmapData; + unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx; + for (int y = info.Height; y > 0; y--, blit_dst += blit_dst_stride, blit_src += blit_src_stride) + memcpy(blit_dst, blit_src, blit_src_stride); + + float char_advance_x_org = info.AdvanceX; + float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); + float char_off_x = font_off_x; + if (char_advance_x_org != char_advance_x_mod) + char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; + + // Register glyph + float x0 = info.OffsetX + char_off_x; + float y0 = info.OffsetY + font_off_y; + float x1 = x0 + info.Width; + float y1 = y0 + info.Height; + float u0 = (tx) / (float)atlas->TexWidth; + float v0 = (ty) / (float)atlas->TexHeight; + float u1 = (tx + info.Width) / (float)atlas->TexWidth; + float v1 = (ty + info.Height) / (float)atlas->TexHeight; + dst_font->AddGlyph((ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, char_advance_x_mod); + } + + src_tmp.Rects = NULL; + } + // Cleanup - for (int n = 0; n < fonts.Size; n++) - fonts[n].Shutdown(); + for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++) + IM_FREE(buf_bitmap_buffers[buf_i]); + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + src_tmp_array[src_i].~ImFontBuildSrcDataFT(); ImFontAtlasBuildFinish(atlas); return true; } + +// Default memory allocators +static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); } +static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); } + +// Current memory allocators +static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc; +static void (*GImFreeTypeFreeFunc)(void* ptr, void* user_data) = ImFreeTypeDefaultFreeFunc; +static void* GImFreeTypeAllocatorUserData = NULL; + +// FreeType memory allocation callbacks +static void* FreeType_Alloc(FT_Memory /*memory*/, long size) +{ + return GImFreeTypeAllocFunc((size_t)size, GImFreeTypeAllocatorUserData); +} + +static void FreeType_Free(FT_Memory /*memory*/, void* block) +{ + GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData); +} + +static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block) +{ + // Implement realloc() as we don't ask user to provide it. + if (block == NULL) + return GImFreeTypeAllocFunc((size_t)new_size, GImFreeTypeAllocatorUserData); + + if (new_size == 0) + { + GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData); + return NULL; + } + + if (new_size > cur_size) + { + void* new_block = GImFreeTypeAllocFunc((size_t)new_size, GImFreeTypeAllocatorUserData); + memcpy(new_block, block, (size_t)cur_size); + GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData); + return new_block; + } + + return block; +} + +bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags) +{ + // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html + FT_MemoryRec_ memory_rec = {}; + memory_rec.user = NULL; + memory_rec.alloc = &FreeType_Alloc; + memory_rec.free = &FreeType_Free; + memory_rec.realloc = &FreeType_Realloc; + + // https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library + FT_Library ft_library; + FT_Error error = FT_New_Library(&memory_rec, &ft_library); + if (error != 0) + return false; + + // If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator. + FT_Add_Default_Modules(ft_library); + + bool ret = ImFontAtlasBuildWithFreeType(ft_library, atlas, extra_flags); + FT_Done_Library(ft_library); + + return ret; +} + +void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +{ + GImFreeTypeAllocFunc = alloc_func; + GImFreeTypeFreeFunc = free_func; + GImFreeTypeAllocatorUserData = user_data; +} diff --git a/ref/imgui/misc/freetype/imgui_freetype.h b/ref/imgui/misc/freetype/imgui_freetype.h index b8062bf7..d65c7724 100644 --- a/ref/imgui/misc/freetype/imgui_freetype.h +++ b/ref/imgui/misc/freetype/imgui_freetype.h @@ -1,4 +1,4 @@ -// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui +// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui // Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype // Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut @@ -12,10 +12,10 @@ namespace ImGuiFreeType // When disabled, FreeType generates blurrier glyphs, more or less matches the stb's output. // The Default hinting mode usually looks good, but may distort glyphs in an unusual way. // The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer. - + // You can set those flags on a per font basis in ImFontConfig::RasterizerFlags. // Use the 'extra_flags' parameter of BuildFontAtlas() to force a flag on all your fonts. - enum RasterizerFlags + enum RasterizerFlags { // By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter. NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes. @@ -24,8 +24,13 @@ namespace ImGuiFreeType LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. Bold = 1 << 5, // Styling: Should we artificially embolden the font? - Oblique = 1 << 6 // Styling: Should we slant the font, emulating italic style? + Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? + Monochrome = 1 << 7 // Disable anti-aliasing. Combine this with MonoHinting for best results! }; IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0); + + // By default ImGuiFreeType will use IM_ALLOC()/IM_FREE(). + // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired: + IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); } diff --git a/ref/imgui/misc/natvis/README.txt b/ref/imgui/misc/natvis/README.txt index 821014e2..1219db45 100644 --- a/ref/imgui/misc/natvis/README.txt +++ b/ref/imgui/misc/natvis/README.txt @@ -1,3 +1,4 @@ -Natvis file to describe types in Visual Studio debugger. -You can include this in a project file, or install in Visual Studio folder. +Natvis file to describe dear imgui types in the Visual Studio debugger. +With this, types like ImVector<> will be displayed nicely in the debugger. +You can include this file a Visual Studio project file, or install it in Visual Studio folder. diff --git a/ref/imgui/misc/natvis/imgui.natvis b/ref/imgui/misc/natvis/imgui.natvis index 48b20426..cc768bfb 100644 --- a/ref/imgui/misc/natvis/imgui.natvis +++ b/ref/imgui/misc/natvis/imgui.natvis @@ -33,7 +33,7 @@ - {{Name={Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d}} + {{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}} \ No newline at end of file diff --git a/ref/imgui/misc/stl/imgui_stl.cpp b/ref/imgui/misc/stl/imgui_stl.cpp deleted file mode 100644 index 014f0c1e..00000000 --- a/ref/imgui/misc/stl/imgui_stl.cpp +++ /dev/null @@ -1,61 +0,0 @@ -// imgui_stl.cpp -// Wrappers for C++ standard library (STL) types (std::string, etc.) -// This is also an example of how you may wrap your own similar types. - -// Compatibility: -// - std::string support is only guaranteed to work from C++11. -// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture) - -#include "imgui.h" -#include "imgui_stl.h" - -struct InputTextCallback_UserData -{ - std::string* Str; - ImGuiInputTextCallback ChainCallback; - void* ChainCallbackUserData; -}; - -static int InputTextCallback(ImGuiInputTextCallbackData* data) -{ - InputTextCallback_UserData* user_data = (InputTextCallback_UserData*)data->UserData; - if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) - { - // Resize string callback - std::string* str = user_data->Str; - IM_ASSERT(data->Buf == str->c_str()); - str->resize(data->BufTextLen); - data->Buf = (char*)str->c_str(); - } - else if (user_data->ChainCallback) - { - // Forward to user callback, if any - data->UserData = user_data->ChainCallbackUserData; - return user_data->ChainCallback(data); - } - return 0; -} - -bool ImGui::InputText(const char* label, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) -{ - IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); - flags |= ImGuiInputTextFlags_CallbackResize; - - InputTextCallback_UserData cb_user_data; - cb_user_data.Str = str; - cb_user_data.ChainCallback = callback; - cb_user_data.ChainCallbackUserData = user_data; - return InputText(label, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); -} - -bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) -{ - IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); - flags |= ImGuiInputTextFlags_CallbackResize; - - InputTextCallback_UserData cb_user_data; - cb_user_data.Str = str; - cb_user_data.ChainCallback = callback; - cb_user_data.ChainCallbackUserData = user_data; - return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data); -} diff --git a/ref/imgui/misc/stl/imgui_stl.h b/ref/imgui/misc/stl/imgui_stl.h deleted file mode 100644 index 7837ff6a..00000000 --- a/ref/imgui/misc/stl/imgui_stl.h +++ /dev/null @@ -1,22 +0,0 @@ -// imgui_stl.h -// Wrappers for C++ standard library (STL) types (std::string, etc.) -// This is also an example of how you may wrap your own similar types. - -// Compatibility: -// - std::string support is only guaranteed to work from C++11. -// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture) - -// Changelog: -// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string - -#pragma once - -#include - -namespace ImGui -{ - // ImGui::InputText() with std::string - // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity - IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); -} diff --git a/ref/imgui/version.txt b/ref/imgui/version.txt index f7e5606c..5d7eb068 100644 --- a/ref/imgui/version.txt +++ b/ref/imgui/version.txt @@ -1 +1 @@ -1.65 \ No newline at end of file +1.73 \ No newline at end of file From 90da4bf704ecf3d25e432c1c5005f182534931b0 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 14 Nov 2019 15:54:08 +0100 Subject: [PATCH 052/153] cablight parameter support --- DynObj.cpp | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/DynObj.cpp b/DynObj.cpp index 24f9ed26..3dcc55b3 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -5697,6 +5697,17 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co parser >> JointCabs; } + else if( token == "cablight:" ) { + parser.getTokens( 3, false ); // low power light, ignore + parser.getTokens( 3, false ); // base light + parser + >> InteriorLight.r + >> InteriorLight.g + >> InteriorLight.b; + InteriorLight = glm::clamp( InteriorLight / 255.f, glm::vec3( 0.f ), glm::vec3( 1.f ) ); + parser.getTokens( 3, false ); // dimmed light, ignore + } + else if( token == "pydestinationsign:" ) { DestinationSign.deserialize( parser ); // supply vehicle folder as script path if none is provided From 7b0307ad68363bdd926f8f527b68e78e43afafb5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sat, 2 Nov 2019 15:50:53 +0100 Subject: [PATCH 053/153] Added efficiency of transmision --- McZapkie/MOVER.h | 1 + McZapkie/Mover.cpp | 9 +++++---- 2 files changed, 6 insertions(+), 4 deletions(-) diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 1eac3fab..453f783d 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -641,6 +641,7 @@ struct TTransmision int NToothM = 0; int NToothW = 0; double Ratio = 1.0; + double Efficiency = 1.0; }; enum class TCouplerType { NoCoupler, Articulated, Bare, Chain, Screw, Automatic }; diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 4a3975bb..3a81ea87 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -5247,7 +5247,7 @@ double TMoverParameters::TractionForce( double dt ) { Itot = Im; else Itot = Im * RList[MainCtrlActualPos].Bn; // prad silnika * ilosc galezi - Mw = Mm * Transmision.Ratio; + Mw = Mm * Transmision.Ratio * Transmision.Efficiency; Fw = Mw * 2.0 / WheelDiameter; Ft = Fw * NPoweredAxles; // sila trakcyjna break; @@ -5255,9 +5255,9 @@ double TMoverParameters::TractionForce( double dt ) { case TEngineType::DieselEngine: { - Mw = dmoment * dtrans; // dmoment i dtrans policzone przy okazji enginerotation + Mw = dmoment * dtrans * Transmision.Efficiency; // dmoment i dtrans policzone przy okazji enginerotation if ((hydro_R) && (hydro_R_Placement == 0)) - Mw -= dizel_MomentumRetarder(nrot * Transmision.Ratio, dt) * Transmision.Ratio; + Mw -= dizel_MomentumRetarder(nrot * Transmision.Ratio, dt) * Transmision.Ratio * Transmision.Efficiency; Fw = Mw * 2.0 / WheelDiameter / NPoweredAxles; Ft = Fw * NPoweredAxles; // sila trakcyjna Ft = Ft * DirAbsolute; // ActiveDir*CabNo; @@ -5826,7 +5826,7 @@ double TMoverParameters::TractionForce( double dt ) { } Mm = eimv[eimv_M] * DirAbsolute; - Mw = Mm * Transmision.Ratio; + Mw = Mm * Transmision.Ratio * Transmision.Efficiency; Fw = Mw * 2.0 / WheelDiameter; Ft = Fw * NPoweredAxles; eimv[eimv_Fr] = DirAbsolute * Ft / 1000; @@ -9869,6 +9869,7 @@ void TMoverParameters::LoadFIZ_Engine( std::string const &Input ) { Transmision.Ratio = static_cast( Transmision.NToothW ) / Transmision.NToothM; else Transmision.Ratio = 1.0; + extract_value(Transmision.Efficiency, "TransEff", Input, ""); } switch( EngineType ) { From ff0f14ab1a4345cf5230106fa8f6ef33d43176c6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Mon, 11 Nov 2019 15:45:07 +0100 Subject: [PATCH 054/153] Fix for hydro_TC_Lockup --- McZapkie/Mover.cpp | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 3a81ea87..01534cd0 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -7179,11 +7179,15 @@ double TMoverParameters::dizel_Momentum(double dizel_fill, double n, double dt) hydro_TC_Fill = clamp(hydro_TC_Fill, 0.0, 1.0); //blokowanie sprzegla blokującego - if ((Vel > hydro_TC_LockupSpeed) && (Mains) && (enrot > 0.9 * dizel_nmin) && (IsPower)) + if ((Vel > hydro_TC_LockupSpeed) && (Mains) && (enrot > 0.9 * dizel_nmin) && (IsPower)) { + hydro_TC_Lockup = true; hydro_TC_LockupRate += hydro_TC_FillRateInc*dt; + } //luzowanie sprzegla blokujacego - if ((Vel < (IsPower ? hydro_TC_LockupSpeed : hydro_TC_UnlockSpeed)) || (!Mains) || (enrot < 0.8 * dizel_nmin)) + if ((Vel < (IsPower ? hydro_TC_LockupSpeed : hydro_TC_UnlockSpeed)) || (!Mains) || (enrot < 0.8 * dizel_nmin)) { + hydro_TC_Lockup = false; hydro_TC_LockupRate -= hydro_TC_FillRateDec*dt; + } //obcinanie zakresu hydro_TC_LockupRate = clamp(hydro_TC_LockupRate, 0.0, 1.0); } From 14ab3fd3d7c4782d3068c35c889c677dbaf81267 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 16 Nov 2019 21:09:52 +0100 Subject: [PATCH 055/153] build 191115. vehicle voltage circuits logic fixes, ai train manager logic tweak --- Driver.cpp | 28 +++++++++----- DynObj.cpp | 42 ++++++++++++++++++--- DynObj.h | 12 +++--- McZapkie/MOVER.h | 3 +- McZapkie/Mover.cpp | 92 ++++++++++++++++++++++++++++++---------------- Train.cpp | 12 ++++-- version.h | 2 +- 7 files changed, 133 insertions(+), 58 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 3b552cc6..db67dc91 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -2156,12 +2156,26 @@ bool TController::CheckVehicles(TOrders user) int pantmask = 1; if (iDrivigFlags & movePrimary) { // jeśli jest aktywnie prowadzącym pojazd, może zrobić własny porządek + p = pVehicles[0]; + // establish ownership and vehicle order + while (p) + { + if (p->MoverParameters->EnginePowerSource.SourceType == TPowerSource::CurrentCollector) + { // jeśli pojazd posiada pantograf, to przydzielamy mu maskę, którą będzie informował o jeździe bezprądowej + p->iOverheadMask = pantmask; + pantmask = pantmask << 1; // przesunięcie bitów, max. 32 pojazdy z pantografami w składzie + } + + d = p->DirectionSet(d ? 1 : -1); // zwraca położenie następnego (1=zgodny,0=odwrócony - względem czoła składu) + p->ctOwner = this; // dominator oznacza swoje terytorium + p = p->Next(); // pojazd podłączony od tyłu (licząc od czoła) + } + // with the order established the virtual train manager can do their work p = pVehicles[0]; while (p) { if( p != pVehicle ) { - if( ( ( p->MoverParameters->Couplers[ end::front ].CouplingFlag & ( coupling::control ) ) == 0 ) - && ( ( p->MoverParameters->Couplers[ end::rear ].CouplingFlag & ( coupling::control ) ) == 0 ) ) { + if( false == p->is_connected( pVehicle, coupling::control ) ) { // NOTE: don't set battery in controllable vehicles, let the user/ai do it explicitly // HACK: wagony muszą mieć baterię załączoną do otwarcia drzwi... p->MoverParameters->BatterySwitch( true ); @@ -2177,15 +2191,9 @@ bool TController::CheckVehicles(TOrders user) p->DestinationSet(TrainParams.Relation2, TrainParams.TrainName); // relacja docelowa, jeśli nie było if (AIControllFlag) // jeśli prowadzi komputer p->RaLightsSet(0, 0); // gasimy światła - if (p->MoverParameters->EnginePowerSource.SourceType == TPowerSource::CurrentCollector) - { // jeśli pojazd posiada pantograf, to przydzielamy mu maskę, którą będzie informował o jeździe bezprądowej - p->iOverheadMask = pantmask; - pantmask = pantmask << 1; // przesunięcie bitów, max. 32 pojazdy z pantografami w składzie - } - d = p->DirectionSet(d ? 1 : -1); // zwraca położenie następnego (1=zgodny,0=odwrócony - względem czoła składu) - p->ctOwner = this; // dominator oznacza swoje terytorium p = p->Next(); // pojazd podłączony od tyłu (licząc od czoła) } + if (AIControllFlag) { // jeśli prowadzi komputer if( true == TestFlag( OrderCurrentGet(), Obey_train ) ) { @@ -2562,7 +2570,7 @@ bool TController::PrepareEngine() } } if( ( mvControlling->EnginePowerSource.SourceType != TPowerSource::CurrentCollector ) - || ( std::max( mvControlling->GetTrainsetVoltage(), mvControlling->PantographVoltage ) > mvControlling->EnginePowerSource.CollectorParameters.MinV ) ) { + || ( std::max( mvControlling->GetAnyTrainsetVoltage(), mvControlling->PantographVoltage ) > mvControlling->EnginePowerSource.CollectorParameters.MinV ) ) { mvControlling->MainSwitch( true ); } } diff --git a/DynObj.cpp b/DynObj.cpp index 3dcc55b3..80e0049a 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2793,7 +2793,7 @@ bool TDynamicObject::Update(double dt, double dt1) || MoverParameters->PantRearUp ) { if( ( MoverParameters->Mains ) - && ( MoverParameters->GetTrainsetVoltage() < 0.1f ) ) { + && ( MoverParameters->GetAnyTrainsetVoltage() < 0.1f ) ) { // Ra 15-01: logować tylko, jeśli WS załączony // yB 16-03: i nie jest to asynchron zasilany z daleka // Ra 15-01: bezwzględne współrzędne pantografu nie są dostępne, @@ -6038,30 +6038,60 @@ int TDynamicObject::DirectionSet(int d) }; // wskaźnik na poprzedni, nawet wirtualny -TDynamicObject * TDynamicObject::PrevAny() { +TDynamicObject * TDynamicObject::PrevAny() const { return MoverParameters->Neighbours[ iDirection ^ 1 ].vehicle; } -TDynamicObject * TDynamicObject::Prev() { +TDynamicObject * TDynamicObject::Prev() const { return ( MoverParameters->Couplers[ iDirection ^ 1 ].CouplingFlag != coupling::faux ? MoverParameters->Neighbours[ iDirection ^ 1 ].vehicle : nullptr );// gdy sprzęg wirtualny, to jakby nic nie było } -TDynamicObject * TDynamicObject::Next() { +TDynamicObject * TDynamicObject::Next() const { return ( MoverParameters->Couplers[ iDirection ].CouplingFlag != coupling::faux ? MoverParameters->Neighbours[ iDirection ].vehicle : nullptr );// gdy sprzęg wirtualny, to jakby nic nie było } -TDynamicObject * TDynamicObject::PrevC(int C) { +TDynamicObject * TDynamicObject::PrevC(int C) const { return ( ( MoverParameters->Couplers[ iDirection ^ 1 ].CouplingFlag & C ) == C ? MoverParameters->Neighbours[ iDirection ^ 1 ].vehicle : nullptr ); // hide neighbour lacking specified connection type } -TDynamicObject * TDynamicObject::NextC(int C) { +TDynamicObject * TDynamicObject::NextC(int C) const { return ( ( MoverParameters->Couplers[ iDirection ].CouplingFlag & C ) == C ? MoverParameters->Neighbours[ iDirection ].vehicle : nullptr ); // hide neighbour lacking specified connection type } + // checks whether there's unbroken connection of specified type to specified vehicle +bool +TDynamicObject::is_connected( TDynamicObject const *Vehicle, coupling const Coupling ) const { + + auto *vehicle { this }; + if( vehicle == Vehicle ) { + // edge case, vehicle is always "connected" with itself + return true; + } + // check ahead, it's more likely the "owner" using this method is located there + while( ( vehicle = vehicle->PrevC( Coupling ) ) != nullptr ) { + if( vehicle == Vehicle ) { + return true; + } + if( vehicle == this ) { + // edge case, looping consist + return false; + } + } + // start anew in the other direction + vehicle = this; + while( ( vehicle = vehicle->NextC( Coupling ) ) != nullptr ) { + if( vehicle == Vehicle ) { + return true; + } + } + // no lack in either direction, give up + return false; +} + // ustalenie następnego (1) albo poprzedniego (0) w składzie bez względu na prawidłowość iDirection TDynamicObject * TDynamicObject::Neighbour(int &dir) { diff --git a/DynObj.h b/DynObj.h index 09889f64..1bd618fb 100644 --- a/DynObj.h +++ b/DynObj.h @@ -484,11 +484,13 @@ private: public: int *iLights; // wskaźnik na bity zapalonych świateł (własne albo innego członu) bool DimHeadlights{ false }; // status of the headlight dimming toggle. NOTE: single toggle for all lights is a simplification. TODO: separate per-light switches - TDynamicObject * PrevAny(); - TDynamicObject * Prev(); - TDynamicObject * Next(); - TDynamicObject * PrevC(int C); - TDynamicObject * NextC(int C); + TDynamicObject * PrevAny() const; + TDynamicObject * Prev() const; + TDynamicObject * Next() const; + TDynamicObject * PrevC(int C) const; + TDynamicObject * NextC(int C) const; + // checks whether there's unbroken connection of specified type to specified vehicle + bool is_connected( TDynamicObject const *Vehicle, coupling const Coupling = coupling::coupler ) const; void SetdMoveLen(double dMoveLen) { MoverParameters->dMoveLen = dMoveLen; } void ResetdMoveLen() { diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 453f783d..1b382294 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1526,7 +1526,8 @@ public: double ShowEngineRotation(int VehN); // Q ******************************************************************************************* - double GetTrainsetVoltage(void); + double GetTrainsetVoltage( int const Coupling = ( coupling::heating | coupling::highvoltage ) ) const; + double GetAnyTrainsetVoltage() const; bool switch_physics(bool const State); double LocalBrakeRatio(void); double ManualBrakeRatio(void); diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 01534cd0..73af24de 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -733,7 +733,7 @@ void TMoverParameters::UpdatePantVolume(double dt) // opuszczenie pantografów przy niskim ciśnieniu if( TrainType != dt_EZT ) { // pressure switch safety measure -- open the line breaker, unless there's alternate source of traction voltage - if( GetTrainsetVoltage() < EnginePowerSource.CollectorParameters.MinV ) { + if( GetAnyTrainsetVoltage() < EnginePowerSource.CollectorParameters.MinV ) { // TODO: check whether line breaker should be open EMU-wide MainSwitch( false, ( TrainType == dt_EZT ? range_t::unit : range_t::local ) ); } @@ -1472,11 +1472,8 @@ void TMoverParameters::MainsCheck( double const Deltatime ) { // TODO: move other main circuit checks here - if( MainsInitTime == 0.0 ) { return; } + if( MainsInitTime == 0.0 ) { return; } - if( MainsInitTimeCountdown > 0.0 ) { - MainsInitTimeCountdown -= Deltatime; - } // TBD, TODO: move voltage calculation to separate method and use also in power coupler state calculation? auto localvoltage { 0.0 }; switch( EnginePowerSource.SourceType ) { @@ -1491,8 +1488,18 @@ void TMoverParameters::MainsCheck( double const Deltatime ) { break; } } - if( ( localvoltage == 0.0 ) - && ( GetTrainsetVoltage() == 0 ) ) { + auto const maincircuitpowersupply { + ( std::abs( localvoltage ) > 0.1 ) + || ( GetAnyTrainsetVoltage() > 0.1 ) }; + + if( true == maincircuitpowersupply ) { + // all is well + if( MainsInitTimeCountdown > 0.0 ) { + MainsInitTimeCountdown -= Deltatime; + } + } + else { + // no power supply MainsInitTimeCountdown = MainsInitTime; } } @@ -1507,6 +1514,10 @@ void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { localvoltage = HeatingPowerSource.EngineGenerator.voltage - TotalCurrent * 0.02; break; } + case TPowerSource::CurrentCollector: { + localvoltage = PantographVoltage; + break; + } case TPowerSource::Main: { // HACK: main circuit can be fed through couplers, so we explicitly check pantograph supply here localvoltage = ( @@ -1641,7 +1652,7 @@ void TMoverParameters::ConverterCheck( double const Timestep ) { && ( ConverterAllowLocal ) && ( false == PantPressLockActive ) && ( ( Mains ) - || ( GetTrainsetVoltage() > 0 ) ) ) { + || ( GetAnyTrainsetVoltage() > 0.0 ) ) ) { // delay timer can be optionally configured, and is set anew whenever converter goes off if( ConverterStartDelayTimer <= 0.0 ) { ConverterFlag = true; @@ -1697,17 +1708,22 @@ void TMoverParameters::HeatingCheck( double const Timestep ) { } // ...detailed check if we're still here auto const heatingpowerthreshold { 0.1 }; - // start with external power sources + // start with blank slate auto voltage { 0.0 }; - // then try internal ones + // then try specified power source switch( HeatingPowerSource.SourceType ) { case TPowerSource::Generator: { voltage = HeatingPowerSource.EngineGenerator.voltage; break; } + case TPowerSource::CurrentCollector: { + voltage = PantographVoltage; + break; + } case TPowerSource::PowerCable: { if( HeatingPowerSource.PowerType == TPowerType::ElectricPower ) { - voltage = GetTrainsetVoltage(); + // TBD, TODO: limit input voltage to heating coupling type? + voltage = GetAnyTrainsetVoltage(); } break; } @@ -4501,12 +4517,12 @@ void TMoverParameters::ComputeTotalForce(double dt) { if( EngineType == TEngineType::ElectricSeriesMotor ) // potem ulepszyc! pantogtrafy! { // Ra 2014-03: uwzględnienie kierunku jazdy w napięciu na silnikach, a powinien być zdefiniowany nawrotnik - EngineVoltage = - std::max( - GetTrainsetVoltage(), - ( Mains ? - PantographVoltage : - 0 ) ); + EngineVoltage = ( + Mains ? + std::max( + GetAnyTrainsetVoltage(), + PantographVoltage ) : + 0.00 ); if( CabNo == 0 ) { EngineVoltage *= ActiveDir; } @@ -4515,10 +4531,12 @@ void TMoverParameters::ComputeTotalForce(double dt) { } } // bo nie dzialalo else { - EngineVoltage = - std::max( - GetTrainsetVoltage(), - PantographVoltage ); + EngineVoltage = ( + Power > 1.0 ? + std::max( + GetAnyTrainsetVoltage(), + PantographVoltage ) : + 0.0 ); } FTrain = ( @@ -5091,7 +5109,7 @@ double TMoverParameters::TractionForce( double dt ) { case TEngineType::ElectricSeriesMotor: { // update the state of voltage relays - auto const voltage { std::max( GetTrainsetVoltage(), PantographVoltage ) }; + auto const voltage { std::max( GetAnyTrainsetVoltage(), PantographVoltage ) }; NoVoltRelay = ( EnginePowerSource.SourceType != TPowerSource::CurrentCollector ) || ( voltage >= EnginePowerSource.CollectorParameters.MinV ); @@ -5110,8 +5128,8 @@ double TMoverParameters::TractionForce( double dt ) { // TODO: check if we can use instead the code for electricseriesmotor if( ( Mains ) ) { // nie wchodzić w funkcję bez potrzeby - if( ( std::max( GetTrainsetVoltage(), PantographVoltage ) < EnginePowerSource.CollectorParameters.MinV ) - || ( std::max( GetTrainsetVoltage(), PantographVoltage ) > EnginePowerSource.CollectorParameters.MaxV + 200 ) ) { + if( ( std::max( GetAnyTrainsetVoltage(), PantographVoltage ) < EnginePowerSource.CollectorParameters.MinV ) + || ( std::max( GetAnyTrainsetVoltage(), PantographVoltage ) > EnginePowerSource.CollectorParameters.MaxV + 200 ) ) { MainSwitch( false, ( TrainType == dt_EZT ? range_t::unit : range_t::local ) ); // TODO: check whether we need to send this EMU-wide } } @@ -8096,19 +8114,30 @@ std::string TMoverParameters::EngineDescription(int what) const // Q: 20160709 // Funkcja zwracajaca napiecie dla calego skladu, przydatna dla EZT // ************************************************************************************************* -double TMoverParameters::GetTrainsetVoltage(void) +double TMoverParameters::GetTrainsetVoltage( int const Coupling ) const {//ABu: funkcja zwracajaca napiecie dla calego skladu, przydatna dla EZT return std::max( ( ( ( Couplers[end::front].Connected ) - && ( Couplers[ end::front ].Connected->Couplers[ Couplers[ end::front ].ConnectedNr ].power_high.is_live ) ) ? + && ( Couplers[ end::front ].Connected->Couplers[ Couplers[ end::front ].ConnectedNr ].power_high.is_live ) + && ( ( Couplers[ end::front ].CouplingFlag & Coupling ) != 0 ) ) ? Couplers[end::front].Connected->Couplers[ Couplers[end::front].ConnectedNr ].power_high.voltage : 0.0 ), ( ( ( Couplers[end::rear].Connected ) - && ( Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_high.is_live ) ) ? + && ( Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_high.is_live ) + && ( ( Couplers[ end::rear ].CouplingFlag & Coupling ) != 0 ) ) ? Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_high.voltage : 0.0 ) ); } +double TMoverParameters::GetAnyTrainsetVoltage() const { + + return std::max( + GetTrainsetVoltage( coupling::highvoltage ), + ( HeatingAllow ? + GetTrainsetVoltage( coupling::heating ) : + 0.0 ) ); +} + // ************************************************************************************************* // Kasowanie zmiennych pracy fizyki // ************************************************************************************************* @@ -11278,20 +11307,21 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C } /*naladunek/rozladunek*/ // TODO: have these commands leverage load exchange system instead + // TODO: CValue1 defines amount to load/unload else if ( issection( "Load=", Command ) ) { OK = false; // będzie powtarzane aż się załaduje if( ( Vel < 0.1 ) // tolerance margin for small vehicle movements in the consist && ( MaxLoad > 0 ) && ( LoadAmount < MaxLoad * ( 1.0 + OverLoadFactor ) ) - && ( Distance( Loc, CommandIn.Location, Dim, Dim ) < 10 ) ) { // ten peron/rampa + && ( Distance( Loc, CommandIn.Location, Dim, Dim ) < ( CValue2 > 1.0 ? CValue2 : 10.0 ) ) ) { // ten peron/rampa auto const loadname { ToLower( extract_value( "Load", Command ) ) }; if( LoadAmount == 0.f ) { AssignLoad( loadname ); } OK = LoadingDone( - std::min( CValue2, LoadSpeed ), + LoadSpeed, loadname ); // zmienia LoadStatus } else { @@ -11304,10 +11334,10 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C OK = false; // będzie powtarzane aż się rozładuje if( ( Vel < 0.1 ) // tolerance margin for small vehicle movements in the consist && ( LoadAmount > 0 ) // czy jest co rozladowac? - && ( Distance( Loc, CommandIn.Location, Dim, Dim ) < 10 ) ) { // ten peron + && ( Distance( Loc, CommandIn.Location, Dim, Dim ) < ( CValue2 > 1.0 ? CValue2 : 10.0 ) ) ) { // ten peron /*mozna to rozladowac*/ OK = LoadingDone( - -1.f * std::min( CValue2, LoadSpeed ), + -1.f * LoadSpeed, ToLower( extract_value( "UnLoad", Command ) ) ); } else { diff --git a/Train.cpp b/Train.cpp index 607864e8..ce8983e1 100644 --- a/Train.cpp +++ b/Train.cpp @@ -5701,12 +5701,16 @@ bool TTrain::Update( double const Deltatime ) } // Ra 2014-09: napięcia i prądy muszą być ustalone najpierw, bo wysyłane są ewentualnie na PoKeys - if ((mvControlled->EngineType != TEngineType::DieselElectric) - && (mvControlled->EngineType != TEngineType::ElectricInductionMotor)) // Ra 2014-09: czy taki rozdzia? ma sens? - fHVoltage = std::max( mvControlled->PantographVoltage, mvControlled->GetTrainsetVoltage() ); // Winger czy to nie jest zle? + if( ( mvControlled->EngineType != TEngineType::DieselElectric ) + && ( mvControlled->EngineType != TEngineType::ElectricInductionMotor ) ) { // Ra 2014-09: czy taki rozdzia? ma sens? + fHVoltage = std::max( + mvControlled->PantographVoltage, + mvControlled->GetAnyTrainsetVoltage() ); // Winger czy to nie jest zle? + } // *mvControlled->Mains); - else + else { fHVoltage = mvControlled->EngineVoltage; + } if (ShowNextCurrent) { // jeśli pokazywać drugi człon if (mvSecond) diff --git a/version.h b/version.h index cbdc1b73..af0c2a45 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1111 +#define VERSION_MINOR 1115 #define VERSION_REVISION 0 From e3dbaf9096b45b66f8d9edf5e5a861d8790aba05 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 18 Nov 2019 04:18:44 +0100 Subject: [PATCH 056/153] build 191117. binary terrain subsystem state switch, minor bug fixes --- Driver.cpp | 9 +++++---- Driver.h | 1 + Globals.cpp | 5 +++++ Globals.h | 1 + Train.cpp | 2 ++ driveruipanels.cpp | 2 +- opengl33renderer.cpp | 3 ++- openglrenderer.cpp | 1 + simulationstateserializer.cpp | 6 ++++-- version.h | 2 +- 10 files changed, 23 insertions(+), 9 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index db67dc91..28a7adc3 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -5557,19 +5557,20 @@ TController::UpdateSituation(double dt) { VelDesired, VelforDriver ); } + // recalculate potential load exchange duration + ExchangeTime = 0.f; if( fStopTime < 0 ) { // czas postoju przed dalszą jazdą (np. na przystanku) VelDesired = 0.0; // jak ma czekać, to nie ma jazdy // verify progress of load exchange - auto exchangetime { 0.f }; auto *vehicle { pVehicles[ 0 ] }; while( vehicle != nullptr ) { - exchangetime = std::max( exchangetime, vehicle->LoadExchangeTime() ); + ExchangeTime = std::max( ExchangeTime, vehicle->LoadExchangeTime() ); vehicle = vehicle->Next(); } - if( ( exchangetime > 0 ) + if( ( ExchangeTime > 0 ) || ( mvOccupied->Vel > 2.0 ) ) { // HACK: force timer reset if the load exchange is cancelled due to departure - WaitingSet( exchangetime ); + WaitingSet( ExchangeTime ); } } diff --git a/Driver.h b/Driver.h index 4e3037e0..592b044f 100644 --- a/Driver.h +++ b/Driver.h @@ -311,6 +311,7 @@ private: double WaitingExpireTime = 31.0; // tyle ma czekać, zanim się ruszy // maksymlany czas oczekiwania do samoistnego ruszenia double IdleTime {}; // keeps track of time spent at a stop double fStopTime = 0.0; // czas postoju przed dalszą jazdą (np. na przystanku) + float ExchangeTime{ 0.0 }; // time needed to finish current load exchange double fShuntVelocity = 40.0; // maksymalna prędkość manewrowania, zależy m.in. od składu // domyślna prędkość manewrowa int iDrivigFlags = // flagi bitowe ruchu moveStopPoint | // podjedź do W4 możliwie blisko diff --git a/Globals.cpp b/Globals.cpp index 17441c7a..598c5c12 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -467,6 +467,11 @@ global_settings::ConfigParse(cParser &Parser) { iConvertModels - 128 : 0 ); } + else if( token == "file.binary.terrain" ) { + // binary terrain (de)serialization + Parser.getTokens( 1, false ); + Parser >> file_binary_terrain; + } else if (token == "inactivepause") { // automatyczna pauza, gdy okno nieaktywne diff --git a/Globals.h b/Globals.h index f48eed03..58d8ff0f 100644 --- a/Globals.h +++ b/Globals.h @@ -64,6 +64,7 @@ struct global_settings { std::string SceneryFile{ "td.scn" }; std::string asHumanCtrlVehicle{ "EU07-424" }; int iConvertModels{ 0 }; // tworzenie plików binarnych + bool file_binary_terrain{ true }; // enable binary terrain (de)serialization // logs int iWriteLogEnabled{ 3 }; // maska bitowa: 1-zapis do pliku, 2-okienko, 4-nazwy torów bool MultipleLogs{ false }; diff --git a/Train.cpp b/Train.cpp index ce8983e1..f43bce83 100644 --- a/Train.cpp +++ b/Train.cpp @@ -4713,6 +4713,7 @@ void TTrain::OnCommand_doortoggleleft( TTrain *Train, command_data const &Comman void TTrain::OnCommand_doorpermitleft( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_REPEAT ) { return; } + if( false == Train->mvOccupied->Doors.permit_presets.empty() ) { return; } if( Command.action == GLFW_PRESS ) { @@ -4749,6 +4750,7 @@ void TTrain::OnCommand_doorpermitleft( TTrain *Train, command_data const &Comman void TTrain::OnCommand_doorpermitright( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_REPEAT ) { return; } + if( false == Train->mvOccupied->Doors.permit_presets.empty() ) { return; } if( Command.action == GLFW_PRESS ) { diff --git a/driveruipanels.cpp b/driveruipanels.cpp index ca9e422b..412e485f 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -119,7 +119,7 @@ drivingaid_panel::update() { { // alerter, hints std::string expandedtext; if( is_expanded ) { - auto const stoptime { static_cast( std::ceil( -1.0 * owner->fStopTime ) ) }; + auto const stoptime { static_cast( owner->ExchangeTime ) }; if( stoptime > 0 ) { std::snprintf( m_buffer.data(), m_buffer.size(), diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 86c86370..7545a65b 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -3147,7 +3147,8 @@ void opengl33_renderer::Render_Alpha(TAnimModel *Instance) return; } - Instance->RaPrepare(); + Instance->RaAnimate( m_framestamp ); // jednorazowe przeliczenie animacji + Instance->RaPrepare(); if (Instance->pModel) { // renderowanie rekurencyjne submodeli diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 2a966ff5..b4477df2 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -3194,6 +3194,7 @@ opengl_renderer::Render_Alpha( TAnimModel *Instance ) { return; } + Instance->RaAnimate( m_framestamp ); // jednorazowe przeliczenie animacji Instance->RaPrepare(); if( Instance->pModel ) { // renderowanie rekurencyjne submodeli diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index 0215603a..aca525e0 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -42,7 +42,8 @@ state_serializer::deserialize( std::string const &Scenariofile ) { // if this fails, fall back on the legacy text format scene::scratch_data importscratchpad; importscratchpad.name = Scenariofile; - if( Scenariofile != "$.scn" ) { + if( ( true == Global.file_binary_terrain ) + && ( Scenariofile != "$.scn" ) ) { // compilation to binary file isn't supported for rainsted-created overrides // NOTE: we postpone actual loading of the scene until we process time, season and weather data importscratchpad.binary.terrain = Region->is_scene( Scenariofile ) ; @@ -53,7 +54,8 @@ state_serializer::deserialize( std::string const &Scenariofile ) { if( false == scenarioparser.ok() ) { return false; } deserialize( scenarioparser, importscratchpad ); - if( ( false == importscratchpad.binary.terrain ) + if( ( true == Global.file_binary_terrain ) + && ( false == importscratchpad.binary.terrain ) && ( Scenariofile != "$.scn" ) ) { // if we didn't find usable binary version of the scenario files, create them now for future use // as long as the scenario file wasn't rainsted-created base file override diff --git a/version.h b/version.h index af0c2a45..3609970e 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1115 +#define VERSION_MINOR 1117 #define VERSION_REVISION 0 From e3cc06af232bdbc63e691f7a0b44530188f5161c Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 23 Nov 2019 17:09:24 +0100 Subject: [PATCH 057/153] cab textures size limit, generic cab controls return type support, minor bug fixes --- Driver.cpp | 2 +- DynObj.cpp | 4 +- Globals.cpp | 26 ++++++--- Globals.h | 2 + McZapkie/MOVER.h | 2 +- McZapkie/Mover.cpp | 26 ++++----- Texture.cpp | 6 +- Train.cpp | 47 ++++++++++++++-- audiorenderer.cpp | 37 ++++++++++++ audiorenderer.h | 8 +++ drivermode.cpp | 101 ++++++++++++++++++++++----------- opengl33renderer.cpp | 128 +++++++++++++++++++++++++++++++++++------- opengl33renderer.h | 2 + openglrenderer.cpp | 131 +++++++++++++++++++++++++++++++++++-------- openglrenderer.h | 4 ++ sound.cpp | 2 +- 16 files changed, 416 insertions(+), 112 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 28a7adc3..fbf9c981 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -4592,7 +4592,7 @@ TController::UpdateSituation(double dt) { } // uśrednione napięcie sieci: przy spadku poniżej wartości minimalnej opóźnić rozruch o losowy czas - fVoltage = 0.5 * (fVoltage + mvControlling->PantographVoltage); + fVoltage = 0.5 * (fVoltage + std::max( mvControlling->GetAnyTrainsetVoltage(), mvControlling->PantographVoltage ) ); if( fVoltage < mvControlling->EnginePowerSource.CollectorParameters.MinV ) { // gdy rozłączenie WS z powodu niskiego napięcia if( fActionTime >= 0 ) { diff --git a/DynObj.cpp b/DynObj.cpp index 80e0049a..ca51b6de 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4185,9 +4185,9 @@ void TDynamicObject::RenderSounds() { && ( MoverParameters->Vel > 5.0 ) ) { // scale volume with curve radius and vehicle speed volume = - MoverParameters->AccN * MoverParameters->AccN + MoverParameters->AccN // * MoverParameters->AccN * interpolate( - 0.0, 1.0, + 0.5, 1.0, clamp( MoverParameters->Vel / 40.0, 0.0, 1.0 ) ) diff --git a/Globals.cpp b/Globals.cpp index 598c5c12..add04da6 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -293,15 +293,23 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens(1, false); int size; Parser >> size; - if (size <= 64) { iMaxTextureSize = 64; } - else if (size <= 128) { iMaxTextureSize = 128; } - else if (size <= 256) { iMaxTextureSize = 256; } - else if (size <= 512) { iMaxTextureSize = 512; } - else if (size <= 1024) { iMaxTextureSize = 1024; } - else if (size <= 2048) { iMaxTextureSize = 2048; } - else if (size <= 4096) { iMaxTextureSize = 4096; } - else if (size <= 8192) { iMaxTextureSize = 8192; } - else { iMaxTextureSize = 16384; } + auto p2size { 64 }; // start with 64px + while( (p2size <= 16384 ) && ( p2size <= size ) ) { + iMaxTextureSize = p2size; + p2size = p2size << 1; + } + } + else if (token == "maxcabtexturesize") + { + // wymuszenie przeskalowania tekstur + Parser.getTokens( 1, false ); + int size; + Parser >> size; + auto p2size { 64 }; // start with 64px + while( ( p2size <= 16384 ) && ( p2size <= size ) ) { + iMaxCabTextureSize = p2size; + p2size = p2size << 1; + } } else if (token == "movelight") { diff --git a/Globals.h b/Globals.h index 58d8ff0f..2924e542 100644 --- a/Globals.h +++ b/Globals.h @@ -53,6 +53,7 @@ struct global_settings { std::string asCurrentSceneryPath{ "scenery/" }; std::string asCurrentTexturePath{ szTexturePath }; std::string asCurrentDynamicPath; + int CurrentMaxTextureSize{ 4096 }; bool GfxFramebufferSRGB { true }; // settings // filesystem @@ -129,6 +130,7 @@ struct global_settings { float AnisotropicFiltering{ 8.f }; // requested level of anisotropic filtering. TODO: move it to renderer object float FieldOfView{ 45.f }; // vertical field of view for the camera. TODO: move it to the renderer GLint iMaxTextureSize{ 4096 }; // maksymalny rozmiar tekstury + GLint iMaxCabTextureSize{ 4096 }; // largest allowed texture in vehicle cab int iMultisampling{ 2 }; // tryb antyaliasingu: 0=brak,1=2px,2=4px,3=8px,4=16px bool bSmoothTraction{ true }; // wygładzanie drutów starym sposobem float SplineFidelity{ 1.f }; // determines segment size during conversion of splines to geometry diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 1b382294..657c11b7 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1544,7 +1544,7 @@ public: bool RunInternalCommand(); void PutCommand(std::string NewCommand, double NewValue1, double NewValue2, const TLocation &NewLocation); bool CabActivisation(void); - bool CabDeactivisation(void); + bool CabDeactivisation( bool const Force = false ); /*! funkcje zwiekszajace/zmniejszajace nastawniki*/ /*! glowny nastawnik:*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 73af24de..4137ef13 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1728,7 +1728,7 @@ void TMoverParameters::HeatingCheck( double const Timestep ) { break; } case TPowerSource::Main: { - voltage = ( true == Mains ? PantographVoltage : 0.0 ); + voltage = ( true == Mains ? std::max( GetAnyTrainsetVoltage(), PantographVoltage ) : 0.0 ); break; } default: { @@ -2355,11 +2355,11 @@ bool TMoverParameters::CabActivisation(void) // Q: 20160710 // wyłączenie rozrządu // ************************************************************************************************* -bool TMoverParameters::CabDeactivisation(void) +bool TMoverParameters::CabDeactivisation( bool const Force ) { bool OK = false; - OK = (CabNo == ActiveCab); // o ile obsada jest w kabinie ze sterowaniem + OK = Force || (CabNo == ActiveCab); // o ile obsada jest w kabinie ze sterowaniem if (OK) { CabNo = 0; @@ -3736,7 +3736,7 @@ void TMoverParameters::CompressorCheck(double dt) if( CompressorPower == 2 ) { CompressorAllow = ConverterAllow; } - + // TODO: clean up compressor CompressorFlag state code, large parts are cloned and an utter mess if (MaxCompressorF - MinCompressorF < 0.0001) { // TODO: investigate purpose of this branch and whether it can be removed as it duplicates later code if( ( true == CompressorAllow ) @@ -3802,10 +3802,9 @@ void TMoverParameters::CompressorCheck(double dt) CompressorFlag = ( ( ( CompressorAllow ) || ( CompressorStart == start_t::automatic ) ) && ( CompressorAllowLocal ) - && ( Mains ) - && ( ( ConverterFlag ) - || ( CompressorPower == 0 ) - || ( CompressorPower == 3 ) ) ); + && ( CompressorPower == 0 ? Mains : + CompressorPower == 3 ? Mains : + ConverterFlag ) ); if( Compressor > MaxCompressorF ) { // wyłącznik ciśnieniowy jest niezależny od sposobu zasilania @@ -3876,12 +3875,11 @@ void TMoverParameters::CompressorCheck(double dt) } else { CompressorFlag = ( - ( ( CompressorAllow ) || ( CompressorStart == start_t::automatic ) ) - && ( CompressorAllowLocal ) - && ( Mains ) - && ( ( ConverterFlag ) - || ( CompressorPower == 0 ) - || ( CompressorPower == 3 ) ) ); + ( ( CompressorAllow ) || ( CompressorStart == start_t::automatic ) ) + && ( CompressorAllowLocal ) + && ( CompressorPower == 0 ? Mains : + CompressorPower == 3 ? Mains : + ConverterFlag ) ); } // NOTE: crude way to enforce simultaneous activation of compressors in multi-unit setups diff --git a/Texture.cpp b/Texture.cpp index 23138417..4f2b0288 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -473,7 +473,7 @@ opengl_texture::load_DDS() { int blockSize = ( data_format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ? 8 : 16 ); int offset = 0; - while( ( data_width > Global.iMaxTextureSize ) || ( data_height > Global.iMaxTextureSize ) ) { + while( ( data_width > Global.CurrentMaxTextureSize ) || ( data_height > Global.CurrentMaxTextureSize ) ) { // pomijanie zbyt dużych mipmap, jeśli wymagane jest ograniczenie rozmiaru offset += ( ( data_width + 3 ) / 4 ) * ( ( data_height + 3 ) / 4 ) * blockSize; data_width /= 2; @@ -714,7 +714,7 @@ opengl_texture::load_TGA() { } downsize( GL_BGRA ); - if( ( data_width > Global.iMaxTextureSize ) || ( data_height > Global.iMaxTextureSize ) ) { + if( ( data_width > Global.CurrentMaxTextureSize ) || ( data_height > Global.CurrentMaxTextureSize ) ) { // for non-square textures there's currently possibility the scaling routine will have to abort // before it gets all work done data_state = resource_state::failed; @@ -1054,7 +1054,7 @@ opengl_texture::set_filtering() const { void opengl_texture::downsize( GLuint const Format ) { - while( ( data_width > Global.iMaxTextureSize ) || ( data_height > Global.iMaxTextureSize ) ) { + while( ( data_width > Global.CurrentMaxTextureSize ) || ( data_height > Global.CurrentMaxTextureSize ) ) { // scale down the base texture, if it's larger than allowed maximum // NOTE: scaling is uniform along both axes, meaning non-square textures can drop below the maximum // TODO: replace with proper scaling function once we have image middleware in place diff --git a/Train.cpp b/Train.cpp index f43bce83..e145db79 100644 --- a/Train.cpp +++ b/Train.cpp @@ -439,8 +439,15 @@ TTrain::TTrain() { bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) { // powiązanie ręcznego sterowania kabiną z pojazdem if( NewDynamicObject->Mechanik == nullptr ) { + /* ErrorLog( "Bad config: can't take control of inactive vehicle \"" + NewDynamicObject->asName + "\"" ); return false; + */ + auto const activecab { ( + NewDynamicObject->MoverParameters->ActiveCab > 0 ? "1" : + NewDynamicObject->MoverParameters->ActiveCab < 0 ? "2" : + "p" ) }; + NewDynamicObject->create_controller( activecab, NewDynamicObject->ctOwner != nullptr ); } DynamicSet(NewDynamicObject); @@ -452,11 +459,20 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) fMainRelayTimer = 0; // Hunter, do k...y nędzy, ustawiaj wartości początkowe zmiennych! - if( false == LoadMMediaFile( DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" ) ) { - return false; - } + iCabn = ( + mvOccupied->ActiveCab < 0 ? 0 : + mvOccupied->ActiveCab > 0 ? 1 : + 2 ); + + { + Global.CurrentMaxTextureSize = Global.iMaxCabTextureSize; + auto const result{ LoadMMediaFile( DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" ) }; + Global.CurrentMaxTextureSize = Global.iMaxTextureSize; + if( false == result ) { + return false; + } + } - iCabn = 0; // Ra: taka proteza - przesłanie kierunku do członów connected if (mvControlled->ActiveDir > 0) { // było do przodu @@ -4434,14 +4450,33 @@ void TTrain::OnCommand_generictoggle( TTrain *Train, command_data const &Command return; } */ + if( Command.action == GLFW_PRESS ) { - // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( item.GetDesiredValue() < 0.5 ) { + + if( item.type() == TGaugeType::push ) { + // impulse switch // turn on // visual feedback item.UpdateValue( 1.0 ); } else { + // two-state switch + if( item.GetDesiredValue() < 0.5 ) { + // turn on + // visual feedback + item.UpdateValue( 1.0 ); + } + else { + // turn off + // visual feedback + item.UpdateValue( 0.0 ); + } + } + } + else if( Command.action == GLFW_RELEASE ) { + + if( item.type() == TGaugeType::push ) { + // impulse switch // turn off // visual feedback item.UpdateValue( 0.0 ); diff --git a/audiorenderer.cpp b/audiorenderer.cpp index 5f9ed856..54b9addd 100644 --- a/audiorenderer.cpp +++ b/audiorenderer.cpp @@ -15,6 +15,8 @@ http://mozilla.org/MPL/2.0/. #include "Camera.h" #include "Logs.h" #include "utilities.h" +#include "simulation.h" +#include "Train.h" namespace audio { @@ -333,6 +335,7 @@ openal_renderer::update( double const Deltatime ) { ::alListenerfv( AL_ORIENTATION, reinterpret_cast( orientation ) ); // velocity if( Deltatime > 0 ) { +/* glm::dvec3 const listenerposition { Global.pCamera.Pos }; glm::dvec3 const listenermovement { listenerposition - m_listenerposition }; m_listenerposition = listenerposition; @@ -340,6 +343,40 @@ openal_renderer::update( double const Deltatime ) { glm::length( listenermovement ) < 1000.0 ? // large jumps are typically camera changes limit_velocity( listenermovement / Deltatime ) : glm::vec3() ); +*/ + auto cameramove{ glm::dvec3{ Global.pCamera.Pos - m_camerapos} }; + // intercept sudden user-induced camera jumps... + // ...from free fly mode change + if( m_freeflymode != FreeFlyModeFlag ) { + m_freeflymode = FreeFlyModeFlag; + if( true == m_freeflymode ) { + // cache last precipitation vector in the cab + m_cabcameramove = m_cameramove; + // don't carry previous precipitation vector to a new unrelated location + m_cameramove = glm::dvec3{ 0.0 }; + } + else { + // restore last cached precipitation vector + m_cameramove = m_cabcameramove; + } + cameramove = glm::dvec3{ 0.0 }; + } + // ...from jump between cab and window/mirror view + if( m_windowopen != Global.CabWindowOpen ) { + m_windowopen = Global.CabWindowOpen; + cameramove = glm::dvec3{ 0.0 }; + } + // ... from cab change + if( ( simulation::Train != nullptr ) && ( simulation::Train->iCabn != m_activecab ) ) { + m_activecab = simulation::Train->iCabn; + cameramove = glm::dvec3{ 0.0 }; + } + // ... from camera jump to another location + if( glm::length( cameramove ) > 100.0 ) { + cameramove = glm::dvec3{ 0.0 }; + } + m_listenervelocity = limit_velocity( cameramove / Deltatime ); + ::alListenerfv( AL_VELOCITY, reinterpret_cast( glm::value_ptr( m_listenervelocity ) ) ); } diff --git a/audiorenderer.h b/audiorenderer.h index 260d0850..3d577eb8 100644 --- a/audiorenderer.h +++ b/audiorenderer.h @@ -147,8 +147,16 @@ private: ALCdevice * m_device { nullptr }; ALCcontext * m_context { nullptr }; bool m_ready { false }; // renderer is initialized and functional +/* glm::dvec3 m_listenerposition; +*/ glm::vec3 m_listenervelocity; + glm::dvec3 m_camerapos{ 0.0 }; + glm::dvec3 m_cameramove{ 0.0 }; + glm::dvec3 m_cabcameramove{ 0.0 }; + bool m_freeflymode{ true }; + bool m_windowopen{ true }; + int m_activecab{ 0 }; buffer_manager m_buffers; // TBD: list of sources as vector, sorted by distance, for openal implementations with limited number of active sources? diff --git a/drivermode.cpp b/drivermode.cpp index fb0b6807..801c26bf 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -188,6 +188,14 @@ driver_mode::update() { if( Global.changeDynObj ) { // ABu zmiana pojazdu - przejście do innego ChangeDynamic(); + // move inside, but only if the human is in charge (otherwise we'll get pulled in when ai switches cabs) + if( ( simulation::Train != nullptr ) + && ( simulation::Train->Dynamic() != nullptr ) + && ( simulation::Train->Dynamic()->Mechanik != nullptr ) + && ( simulation::Train->Dynamic()->Mechanik->AIControllFlag == false ) + && ( true == FreeFlyModeFlag ) ) { + InOutKey(); + } } if( simulation::Train != nullptr ) { @@ -708,7 +716,6 @@ driver_mode::OnKeyDown(int cKey) { } break; } - case GLFW_KEY_F4: { if( Global.shiftState ) { ExternalView(); } // with Shift, cycle through external views @@ -722,46 +729,76 @@ driver_mode::OnKeyDown(int cKey) { break; } - TDynamicObject *tmp = std::get( simulation::Region->find_vehicle( Global.pCamera.Pos, 50, true, false ) ); + TDynamicObject *targetvehicle = std::get( simulation::Region->find_vehicle( Global.pCamera.Pos, 50, false, false ) ); - if( tmp != nullptr ) { + if( targetvehicle != nullptr ) { if( ( true == DebugModeFlag ) - || ( tmp->MoverParameters->Vel <= 5.0 ) ) { + || ( targetvehicle->MoverParameters->Vel <= 5.0 ) ) { // works always in debug mode, or for stopped/slow moving vehicles otherwise - if( simulation::Train ) { // jeśli mielismy pojazd - if( simulation::Train->Dynamic()->Mechanik ) { // na skutek jakiegoś błędu może czasem zniknąć - if( ( tmp->ctOwner == simulation::Train->Dynamic()->Mechanik ) - && ( true == Global.ctrlState ) ) { - // if the vehicle we left to the ai controlled the vehicle we're about to take over - // put the ai we left in charge of our old vehicle to sleep - // TODO: remove ctrl key mode once manual cab (de)activation is in place - simulation::Train->Dynamic()->Mechanik->primary( false ); - simulation::Train->Dynamic()->Mechanik->action() = TAction::actSleep; - simulation::Train->Dynamic()->MoverParameters->CabDeactivisation(); - } - simulation::Train->Dynamic()->Mechanik->TakeControl( true ); // oddajemy dotychczasowy AI - } - } - if( simulation::Train == nullptr ) { simulation::Train = new TTrain(); // jeśli niczym jeszcze nie jeździlismy } - if( simulation::Train->Init( tmp ) ) { - // przejmujemy sterowanie - if( true == Global.ctrlState ) { - // make sure we can take over the consist - // TODO: remove ctrl key mode once manual cab (de)activation is in place - simulation::Train->Dynamic()->Mechanik->primary( true ); - simulation::Train->Dynamic()->MoverParameters->CabActivisation(); + if( simulation::Train->Dynamic() != nullptr ) { + // jeśli mielismy pojazd + if( simulation::Train->Dynamic()->Mechanik ) { // na skutek jakiegoś błędu może czasem zniknąć + auto const *currentvehicle { simulation::Train->Dynamic() }; + auto const sameconsist { + ( targetvehicle->ctOwner == currentvehicle->Mechanik ) + || ( targetvehicle->ctOwner == currentvehicle->ctOwner ) }; + auto const isincharge { currentvehicle->Mechanik->primary() }; + auto const aidriveractive { currentvehicle->Mechanik->AIControllFlag }; + + if( !sameconsist && isincharge ) { + // oddajemy dotychczasowy AI + simulation::Train->Dynamic()->Mechanik->TakeControl( true ); + } + + if( ( !sameconsist ) // we leave behind an ai driver which should be preserved + || ( aidriveractive ) // we want to preserve existing ai driver + || ( targetvehicle->Mechanik != nullptr ) ) { // .changedynobj swaps drivers but we want a takeover not a swap + + if( sameconsist && !aidriveractive ) { + // we will be taking over controller in the target vehicle, so get rid of the old one + // unless it's an active ai in which case leave it running + SafeDelete( simulation::Train->Dynamic()->Mechanik ); + } + // HACK: by resetting owned vehicle we can reuse dynamic==nullptr code branch below + // TODO: refactor into utility method + simulation::Train->DynamicSet( nullptr ); + } + else { + // we can simply move the 'human' controller to the new vehicle + Global.changeDynObj = targetvehicle; + // TODO: choose active cab based on camera's location relative to vehicle's location +/* + Global.changeDynObj->MoverParameters->ActiveCab = ( + Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? + -1 : + 1 ); +*/ + } } - simulation::Train->Dynamic()->Mechanik->TakeControl( false, true ); } - else { - SafeDelete( simulation::Train ); // i nie ma czym sterować - } - if( simulation::Train ) { - InOutKey(); // do kabiny + if( simulation::Train->Dynamic() == nullptr ) { + // jeśli niczym jeszcze nie jeździlismy + if( simulation::Train->Init( targetvehicle ) ) { + // przejmujemy sterowanie + if( true == Global.ctrlState ) { + // make sure we can take over the consist + // TODO: remove ctrl key mode once manual cab (de)activation is in place + simulation::Train->Dynamic()->Mechanik->primary( true ); + } + simulation::Train->Dynamic()->Mechanik->TakeControl( false, true ); + if( true == simulation::Train->Dynamic()->Mechanik->primary() ) { + simulation::Train->Dynamic()->MoverParameters->CabDeactivisation( true ); // potentially left active + simulation::Train->Dynamic()->MoverParameters->CabActivisation(); + } + InOutKey(); // do kabiny + } + else { + SafeDelete( simulation::Train ); // i nie ma czym sterować + } } } } diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 7545a65b..4442eba7 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -708,7 +708,9 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) // with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab setup_drawing(false); Render_cab(vehicle, vehicle->InteriorLightLevel, false); + Render_interior( false ); setup_drawing(true); + Render_interior( true ); } Render_cab(vehicle, vehicle->InteriorLightLevel, true); if( vehicle->InteriorLightLevel > 0.f ) { @@ -931,6 +933,104 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) } } + +bool opengl33_renderer::Render_interior( bool const Alpha ) { + // TODO: early frustum based cull, camera might be pointing elsewhere + std::vector< std::pair > dynamics; + auto *dynamic { simulation::Train->Dynamic() }; + // draw interiors of the occupied vehicle, and all vehicles behind it with permanent coupling, in case they're open-ended + while( dynamic != nullptr ) { + + glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.pass_camera.position() }; + float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor }; + dynamics.emplace_back( squaredistance, dynamic ); + dynamic = dynamic->NextC( coupling::permanent ); + } + // draw also interiors of permanently coupled vehicles in front, if there's any + dynamic = simulation::Train->Dynamic()->PrevC( coupling::permanent ); + while( dynamic != nullptr ) { + + glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.pass_camera.position() }; + float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor }; + dynamics.emplace_back( squaredistance, dynamic ); + dynamic = dynamic->PrevC( coupling::permanent ); + } + if( Alpha ) { + std::sort( + std::begin( dynamics ), std::end( dynamics ), + []( std::pair const &Left, std::pair const &Right ) { + return ( Left.first ) > ( Right.first ); } ); + } + for( auto &dynamic : dynamics ) { + Render_lowpoly( dynamic.second, dynamic.first, true, Alpha ); + } + + return true; +} + +bool opengl33_renderer::Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha ) { + + if( Dynamic->mdLowPolyInt == nullptr ) { return false; } + + // low poly interior + if( Setup ) { + + TSubModel::iInstance = reinterpret_cast( Dynamic ); //żeby nie robić cudzych animacji + glm::dvec3 const originoffset{ Dynamic->vPosition - m_renderpass.pass_camera.position() }; + + Dynamic->ABuLittleUpdate( Squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu + + glm::mat4 mv = OpenGLMatrices.data( GL_MODELVIEW ); + + ::glPushMatrix(); + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + ::glMultMatrixd( Dynamic->mMatrix.readArray() ); + } + // HACK: reduce light level for vehicle interior if there's strong global lighting source + if( false == Alpha ) { + auto const luminance{ static_cast( 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) }; + setup_sunlight_intensity( + clamp( ( + Dynamic->fShade > 0.f ? + Dynamic->fShade : + 1.f ) + - luminance, + 0.f, 1.f ) ); + Render( Dynamic->mdLowPolyInt, Dynamic->Material(), Squaredistance ); + // HACK: if the model has low poly interior, we presume the load is placed inside and also affected by reduced light level + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku + Render( Dynamic->mdLoad, Dynamic->Material(), Squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } + setup_sunlight_intensity( Dynamic->fShade > 0.f ? Dynamic->fShade : 1.f ); + } + else { +// Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), Squaredistance ); + // HACK: some models have windows included as part of the main model instead of lowpoly + if( Dynamic->mdModel ) { + // main model + Render_Alpha( Dynamic->mdModel, Dynamic->Material(), Squaredistance ); + } + } + + if( Setup ) { + + if( Dynamic->fShade > 0.0f ) { + // restore regular light level + setup_sunlight_intensity(); + } + + ::glPopMatrix(); + + // TODO: check if this reset is needed. In theory each object should render all parts based on its own instance data anyway? + if( Dynamic->btnOn ) { + Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli + } + } + + return true; +} + // creates dynamic environment cubemap bool opengl33_renderer::Render_reflections(viewport_config &vp) { @@ -2301,24 +2401,8 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) // render if( Dynamic->mdLowPolyInt ) { // low poly interior - // HACK: reduce light level for vehicle interior if there's strong global lighting source - auto const luminance { static_cast( 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) }; - setup_sunlight_intensity( - clamp( ( - Dynamic->fShade > 0.f ? - Dynamic->fShade : - 1.f ) - - luminance, - 0.f, 1.f ) ); - Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); - // HACK: if the model has low poly interior, we presume the load is placed inside and also affected by reduced light level - if( Dynamic->mdLoad ) { - // renderowanie nieprzezroczystego ładunku - Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); - } - - setup_sunlight_intensity( Dynamic->fShade > 0.f ? Dynamic->fShade : 1.f ); - } + Render_lowpoly( Dynamic, squaredistance, false ); + } else { // HACK: if the model lacks low poly interior, we presume the load is placed outside if( Dynamic->mdLoad ) { @@ -4069,10 +4153,12 @@ bool opengl33_renderer::Init_caps() GLint texturesize; ::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texturesize); Global.iMaxTextureSize = std::min(Global.iMaxTextureSize, texturesize); - WriteLog("texture sizes capped at " + std::to_string(Global.iMaxTextureSize) + "px"); - m_shadowbuffersize = Global.shadowtune.map_size; + Global.iMaxCabTextureSize = std::min( Global.iMaxCabTextureSize, texturesize ); + WriteLog( "texture sizes capped at " + std::to_string(Global.iMaxTextureSize) + "p (" + std::to_string( Global.iMaxCabTextureSize ) + "p for cab textures)" ); + Global.CurrentMaxTextureSize = Global.iMaxTextureSize; + m_shadowbuffersize = Global.shadowtune.map_size; m_shadowbuffersize = std::min(m_shadowbuffersize, texturesize); - WriteLog("shadows map size capped at " + std::to_string(m_shadowbuffersize) + "px"); + WriteLog("shadows map size capped at " + std::to_string(m_shadowbuffersize) + "p"); } Global.DynamicLightCount = std::min(Global.DynamicLightCount, 8); diff --git a/opengl33renderer.h b/opengl33renderer.h index d712f198..e78af57b 100644 --- a/opengl33renderer.h +++ b/opengl33renderer.h @@ -225,6 +225,8 @@ class opengl33_renderer : public gfx_renderer { void Render(TTrack *Track); void Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last); bool Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false); + bool Render_interior( bool const Alpha = false ); + bool Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false ); void Render(TMemCell *Memcell); void Render_particles(); void Render_precipitation(); diff --git a/openglrenderer.cpp b/openglrenderer.cpp index b4477df2..f46bd288 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -525,7 +525,9 @@ opengl_renderer::Render_pass( rendermode const Mode ) { // with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab setup_drawing( false ); Render_cab( vehicle, vehicle->InteriorLightLevel, false ); + Render_interior( false); setup_drawing( true ); + Render_interior( true ); } Render_cab( vehicle, vehicle->InteriorLightLevel, true ); if( vehicle->InteriorLightLevel > 0.f ) { @@ -723,6 +725,107 @@ opengl_renderer::Render_pass( rendermode const Mode ) { } } +bool opengl_renderer::Render_interior( bool const Alpha ) { + // NOTE: legacy renderer doesn't need to repaint translucent parts + // TODO: investigate reasons (depth writing?) and duplicate in opengl33 branch + if( Alpha ) { return false; } + // TODO: early frustum based cull, camera might be pointing elsewhere + std::vector< std::pair > dynamics; + auto *dynamic { simulation::Train->Dynamic() }; + // draw interiors of the occupied vehicle, and all vehicles behind it with permanent coupling, in case they're open-ended + while( dynamic != nullptr ) { + + glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.camera.position() }; + float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor }; + dynamics.emplace_back( squaredistance, dynamic ); + dynamic = dynamic->NextC( coupling::permanent ); + } + // draw also interiors of permanently coupled vehicles in front, if there's any + dynamic = simulation::Train->Dynamic()->PrevC( coupling::permanent ); + while( dynamic != nullptr ) { + + glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.camera.position() }; + float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor }; + dynamics.emplace_back( squaredistance, dynamic ); + dynamic = dynamic->PrevC( coupling::permanent ); + } + if( Alpha ) { + std::sort( + std::begin( dynamics ), std::end( dynamics ), + []( std::pair const &Left, std::pair const &Right ) { + return ( Left.first ) > ( Right.first ); } ); + } + for( auto &dynamic : dynamics ) { + Render_lowpoly( dynamic.second, dynamic.first, true, Alpha ); + } + + return true; +} + +bool opengl_renderer::Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha ) { + + if( Dynamic->mdLowPolyInt == nullptr ) { return false; } + + // low poly interior + glm::dvec3 const originoffset { Dynamic->vPosition - m_renderpass.camera.position() }; + + if( Setup ) { + + TSubModel::iInstance = reinterpret_cast( Dynamic ); //żeby nie robić cudzych animacji + Dynamic->ABuLittleUpdate( Squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu + ::glPushMatrix(); + + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + ::glMultMatrixd( Dynamic->mMatrix.getArray() ); + + m_renderspecular = true; // vehicles are rendered with specular component. static models without, at least for the time being + } + // HACK: reduce light level for vehicle interior if there's strong global lighting source + if( false == Alpha ) { + auto const luminance{ static_cast( 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) }; + m_sunlight.apply_intensity( + clamp( ( + Dynamic->fShade > 0.f ? + Dynamic->fShade : + 1.f ) + - luminance, + 0.f, 1.f ) ); + Render( Dynamic->mdLowPolyInt, Dynamic->Material(), Squaredistance ); + // HACK: if the model has low poly interior, we presume the load is placed inside and also affected by reduced light level + if( Dynamic->mdLoad ) { + // renderowanie nieprzezroczystego ładunku + Render( Dynamic->mdLoad, Dynamic->Material(), Squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); + } + m_sunlight.apply_intensity( Dynamic->fShade > 0.f ? Dynamic->fShade : 1.f ); + } + else { + // Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), Squaredistance ); + // HACK: some models have windows included as part of the main model instead of lowpoly + if( Dynamic->mdModel ) { + // main model + Render_Alpha( Dynamic->mdModel, Dynamic->Material(), Squaredistance ); + } + } + + if( Setup ) { + + m_renderspecular = false; + if( Dynamic->fShade > 0.0f ) { + // restore regular light level + m_sunlight.apply_intensity(); + } + + ::glPopMatrix(); + + // TODO: check if this reset is needed. In theory each object should render all parts based on its own instance data anyway? + if( Dynamic->btnOn ) { + Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli + } + } + + return true; +} + // creates dynamic environment cubemap bool opengl_renderer::Render_reflections() { @@ -2182,25 +2285,7 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) { m_renderspecular = true; // vehicles are rendered with specular component. static models without, at least for the time being // render if( Dynamic->mdLowPolyInt ) { - // HACK: reduce light level for vehicle interior if there's strong global lighting source - auto const luminance { static_cast( 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) }; - m_sunlight.apply_intensity( - clamp( ( - Dynamic->fShade > 0.f ? - Dynamic->fShade : - 1.f ) - - luminance, - 0.f, 1.f ) ); - - // low poly interior - Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance ); - // HACK: if the model has low poly interior, we presume the load is placed inside and also affected by reduced light level - if( Dynamic->mdLoad ) { - // renderowanie nieprzezroczystego ładunku - Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); - } - - m_sunlight.apply_intensity( Dynamic->fShade > 0.f ? Dynamic->fShade : 1.f ); + Render_lowpoly( Dynamic, squaredistance, false ); } else { // HACK: if the model lacks low poly interior, we presume the load is placed outside @@ -4078,11 +4163,13 @@ opengl_renderer::Init_caps() { { GLint texturesize; ::glGetIntegerv( GL_MAX_TEXTURE_SIZE, &texturesize ); - Global.iMaxTextureSize = std::min( Global.iMaxTextureSize, texturesize ); - WriteLog( "Texture sizes capped at " + std::to_string( Global.iMaxTextureSize ) + " pixels" ); + Global.iMaxTextureSize = std::min(Global.iMaxTextureSize, texturesize); + Global.iMaxCabTextureSize = std::min( Global.iMaxCabTextureSize, texturesize ); + WriteLog( "texture sizes capped at " + std::to_string(Global.iMaxTextureSize) + "p (" + std::to_string( Global.iMaxCabTextureSize ) + "p for cab textures)" ); + Global.CurrentMaxTextureSize = Global.iMaxTextureSize; m_shadowbuffersize = Global.shadowtune.map_size; m_shadowbuffersize = std::min( m_shadowbuffersize, texturesize ); - WriteLog( "Shadows map size capped at " + std::to_string( m_shadowbuffersize ) + " pixels" ); + WriteLog( "Shadows map size capped at " + std::to_string( m_shadowbuffersize ) + "p" ); } // cap the number of supported lights based on hardware { diff --git a/openglrenderer.h b/openglrenderer.h index a0ccbc97..000a5465 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -218,6 +218,10 @@ private: Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last ); bool Render_cab( TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false ); + bool + Render_interior( bool const Alpha = false ); + bool + Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false ); void Render( TMemCell *Memcell ); void diff --git a/sound.cpp b/sound.cpp index c3da5ed7..22cc529a 100644 --- a/sound.cpp +++ b/sound.cpp @@ -333,7 +333,7 @@ sound_source::play( int const Flags ) { // initialize emitter-specific pitch variation if it wasn't yet set if( m_pitchvariation == 0.f ) { - m_pitchvariation = 0.01f * static_cast( Random( 97.5, 102.5 ) ); + m_pitchvariation = 1.f; // 0.01f * static_cast( Random( 97.5, 102.5 ) ); } /* if( ( ( m_flags & sound_flags::exclusive ) != 0 ) From fa4265580857bb573ee1e2ae950ce27e4501aab1 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 27 Nov 2019 23:55:08 +0100 Subject: [PATCH 058/153] ai acceleration logic tweak, minor audio tweaks, minor bug fixes --- Driver.cpp | 86 ++++++++++++++++++++++++++++++++++---------- Driver.h | 1 + DynObj.cpp | 17 +++++---- McZapkie/MOVER.h | 2 +- McZapkie/Mover.cpp | 27 +++++++++----- PyInt.cpp | 8 ++--- Train.cpp | 10 ++++-- audiorenderer.cpp | 12 ++----- audiorenderer.h | 2 -- drivermode.cpp | 8 +++-- opengl33renderer.cpp | 5 ++- sound.cpp | 7 +++- 12 files changed, 122 insertions(+), 63 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index fbf9c981..292dadfc 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -2194,6 +2194,14 @@ bool TController::CheckVehicles(TOrders user) p = p->Next(); // pojazd podłączony od tyłu (licząc od czoła) } + if( ( user == Connect ) && ( true == main ) ) { + // HACK: with additional vehicles in the consist ensure all linked vehicles are set to move in the same direction + if( ( pVehicle->PrevC( coupling::control ) != nullptr ) + || ( pVehicle->NextC( coupling::control ) != nullptr ) ) { + sync_consist_reversers(); + } + } + if (AIControllFlag) { // jeśli prowadzi komputer if( true == TestFlag( OrderCurrentGet(), Obey_train ) ) { @@ -2248,7 +2256,15 @@ bool TController::CheckVehicles(TOrders user) AutoRewident(); // enable door locks mvOccupied->LockDoors( true ); - } + // enable train heating + // HACK: to account for su-45/-46 shortcomings diesel-powered engines only activate heating in cold conditions + // TODO: take instead into account presence of converters in attached cars, once said presence is possible to specify + mvControlling->HeatingAllow = ( + IsCargoTrain ? false : + ( ( mvControlling->EngineType == TEngineType::DieselElectric ) + || ( mvControlling->EngineType == TEngineType::DieselEngine ) ) ? ( Global.AirTemperature < 10 ) : + true ); + } } else { // gdy człowiek i gdy nastąpiło połącznie albo rozłączenie // Ra 2014-02: lepiej tu niż w pętli obsługującej komendy, bo tam się zmieni informacja o składzie @@ -2597,14 +2613,6 @@ bool TController::PrepareEngine() if( lookup != brakepositions.end() ) { BrakeLevelSet( lookup->second ); // GBH } - // enable train heating - // HACK: to account for su-45/-46 shortcomings diesel-powered engines only activate heating in cold conditions - // TODO: take instead into account presence of converters in attached cars, once said presence is possible to specify - mvControlling->HeatingAllow = ( - ( ( mvControlling->EngineType == TEngineType::DieselElectric ) - || ( mvControlling->EngineType == TEngineType::DieselEngine ) ) ? - ( Global.AirTemperature < 10 ) : - true ); } } else @@ -3208,19 +3216,20 @@ bool TController::IncSpeed() if (true == Ready) { bool max = (mvControlling->Vel > mvControlling->dizel_minVelfullengage) - || (mvControlling->SpeedCtrl && mvControlling->ScndCtrlPos > 0); + || (mvControlling->SpeedCtrl && mvControlling->ScndCtrlPos > 0); DizelPercentage = (max ? 100 : 1); } break; } - else - if( true == Ready ) { - if( ( mvControlling->Vel > mvControlling->dizel_minVelfullengage ) - && ( mvControlling->RList[ mvControlling->MainCtrlPos ].Mn > 0 ) ) { - OK = mvControlling->IncMainCtrl( 1 ); - } - if( mvControlling->RList[ mvControlling->MainCtrlPos ].Mn == 0 ) { - OK = mvControlling->IncMainCtrl( 1 ); + else { + if( true == Ready ) { + if( ( mvControlling->Vel > mvControlling->dizel_minVelfullengage ) + && ( mvControlling->RList[ mvControlling->MainCtrlPos ].Mn > 0 ) ) { + OK = mvControlling->IncMainCtrl( 1 ); + } + if( mvControlling->RList[ mvControlling->MainCtrlPos ].Mn == 0 ) { + OK = mvControlling->IncMainCtrl( 1 ); + } } } if( false == mvControlling->Mains ) { @@ -4464,9 +4473,14 @@ TController::UpdateSituation(double dt) { if (bp < 0) bp = 0; if (Ready) { // bo jak coś nie odhamowane, to dalej nie ma co sprawdzać + if( bp >= ( + vehicle->EngineType == TEngineType::ElectricSeriesMotor ? 0.4 : // motor relay activation threshold + mvOccupied->Vel > 5.0 ? 0.5 : // a bit of leeway if already in motion + 0.4 ) ) { + Ready = false; + } if (bp >= 0.4) // wg UIC określone sztywno na 0.04 { - Ready = false; // nie gotowy // Ra: odluźnianie przeładowanych lokomotyw, ciągniętych na zimno - prowizorka... if (AIControllFlag) // skład jak dotąd był wyluzowany { @@ -6975,6 +6989,40 @@ void TController::ZeroDirection() { while( ( mvOccupied->ActiveDir < 0 ) && ( mvOccupied->DirectionForward() ) ) { ; } } +void TController::sync_consist_reversers() { + + auto const currentdirection { mvOccupied->ActiveDir }; + auto const fastforward { ( + ( mvOccupied->TrainType == dt_EZT ) + && ( mvOccupied->EngineType != TEngineType::ElectricInductionMotor ) ) + && ( mvOccupied->Imin == mvOccupied->IminHi ) }; + + // move reverser all way in the opposite direction... + for( auto idx = 0; idx < 3; ++idx ) { + if( currentdirection >= 0 ) { + mvOccupied->DirectionBackward(); + } + else { + mvOccupied->DirectionForward(); + + } + } + // ...then restore original setting + while( mvOccupied->ActiveDir != currentdirection ) { + if( false == ( + currentdirection >= 0 ? + mvOccupied->DirectionForward() : + mvOccupied->DirectionBackward() ) ) { + // sanity check for potential endless loop + break; + } + } + // potentially restore 'fast forward' setting + if( ( currentdirection > 0 ) && ( true == fastforward ) ) { + mvOccupied->DirectionForward(); + } +} + Mtable::TTrainParameters const & TController::TrainTimetable() const { return TrainParams; diff --git a/Driver.h b/Driver.h index 592b044f..e4e77e51 100644 --- a/Driver.h +++ b/Driver.h @@ -249,6 +249,7 @@ private: void DirectionForward(bool forward); void ZeroDirection(); int OrderDirectionChange(int newdir, TMoverParameters *Vehicle); + void sync_consist_reversers(); void Lights(int head, int rear); std::string StopReasonText() const; double BrakeAccFactor() const; diff --git a/DynObj.cpp b/DynObj.cpp index ca51b6de..24f52fbf 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2719,9 +2719,8 @@ bool TDynamicObject::Update(double dt, double dt1) if( ts.R != 0.0 ) { // sin(0) results in division by zero - // ts.R=fabs(0.5*MoverParameters->BDist/sin(ts.R*0.5)); ts.R = -0.5 * MoverParameters->BDist / sin( ts.R * 0.5 ); - } + } } } else @@ -5284,7 +5283,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co else if( token == "departuresignal:" ) { // pliki z sygnalem odjazdu - sound_source soundtemplate { sound_placement::general, 25.f }; + sound_source soundtemplate { sound_placement::general }; soundtemplate.deserialize( parser, sound_type::multipart, sound_parameters::range ); soundtemplate.owner( this ); for( auto &departuresignalsound : m_departuresignalsounds ) { @@ -5296,7 +5295,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } else if( token == "dooropen:" ) { - sound_source soundtemplate { sound_placement::general, 25.f }; + sound_source soundtemplate { sound_placement::general }; soundtemplate.deserialize( parser, sound_type::single ); soundtemplate.owner( this ); for( auto &door : m_doorsounds ) { @@ -5308,7 +5307,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } else if( token == "doorclose:" ) { - sound_source soundtemplate { sound_placement::general, 25.f }; + sound_source soundtemplate { sound_placement::general }; soundtemplate.deserialize( parser, sound_type::single ); soundtemplate.owner( this ); for( auto &door : m_doorsounds ) { @@ -5320,7 +5319,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } else if( token == "doorlock:" ) { - sound_source soundtemplate { sound_placement::general, 12.5f }; + sound_source soundtemplate { sound_placement::general }; soundtemplate.deserialize( parser, sound_type::single ); soundtemplate.owner( this ); for( auto &door : m_doorsounds ) { @@ -5332,7 +5331,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } else if( token == "doorunlock:" ) { - sound_source soundtemplate { sound_placement::general, 12.5f }; + sound_source soundtemplate { sound_placement::general }; soundtemplate.deserialize( parser, sound_type::single ); soundtemplate.owner( this ); for( auto &door : m_doorsounds ) { @@ -5344,7 +5343,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } else if( token == "doorstepopen:" ) { - sound_source soundtemplate { sound_placement::general, 20.f }; + sound_source soundtemplate { sound_placement::general }; soundtemplate.deserialize( parser, sound_type::single ); soundtemplate.owner( this ); for( auto &door : m_doorsounds ) { @@ -5356,7 +5355,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } else if( token == "doorstepclose:" ) { - sound_source soundtemplate { sound_placement::general, 20.f }; + sound_source soundtemplate { sound_placement::general }; soundtemplate.deserialize( parser, sound_type::single ); soundtemplate.owner( this ); for( auto &door : m_doorsounds ) { diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 657c11b7..64092a64 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1543,7 +1543,7 @@ public: bool RunCommand( std::string Command, double CValue1, double CValue2, int const Couplertype = ctrain_controll ); bool RunInternalCommand(); void PutCommand(std::string NewCommand, double NewValue1, double NewValue2, const TLocation &NewLocation); - bool CabActivisation(void); + bool CabActivisation( bool const Force = false ); bool CabDeactivisation( bool const Force = false ); /*! funkcje zwiekszajace/zmniejszajace nastawniki*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 4137ef13..9b55fd81 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -2336,11 +2336,11 @@ bool TMoverParameters::DecScndCtrl(int CtrlSpeed) // Q: 20160710 // załączenie rozrządu // ************************************************************************************************* -bool TMoverParameters::CabActivisation(void) +bool TMoverParameters::CabActivisation( bool const Force ) { bool OK = false; - OK = (CabNo == 0); // numer kabiny, z której jest sterowanie + OK = Force || (CabNo == 0); // numer kabiny, z której jest sterowanie if (OK) { CabNo = ActiveCab; // sterowanie jest z kabiny z obsadą @@ -4412,9 +4412,16 @@ void TMoverParameters::ComputeConstans(void) FrictConst1 += Cx * dragarea; } - Curvature = abs(RunningShape.R); // zero oznacza nieskończony promień - if (Curvature > 0.0) - Curvature = 1.0 / Curvature; + if( CategoryFlag & 1 ) { + Curvature = ( + RunningShape.R == 0.0 ? // zero oznacza nieskończony promień + 0.0 : + 1.0 / std::abs( RunningShape.R ) ); + } + else { + // vehicles other than trains don't experience friction against the rail on curves + Curvature = 0.0; + } // opór składu na łuku (youBy): +(500*TrackW/R)*TotalMassxg*0.001 do FrictConst2s/d FrictConst2s = (TotalMassxg * ((500.0 * TrackW * Curvature) + 2.5 - HideModifier + 2 * BearingF / dtrain_bearing)) * @@ -5082,7 +5089,7 @@ double TMoverParameters::TractionForce( double dt ) { switch( EngineType ) { case TEngineType::Dumb: { PosRatio = ( MainCtrlPos + ScndCtrlPos ) / ( MainCtrlPosNo + ScndCtrlPosNo + 0.01 ); - EnginePower = 1000.0 * Power * PosRatio; + EnginePower = /*1000.0 **/ Power * PosRatio; break; } case TEngineType::DieselEngine: { @@ -5154,14 +5161,16 @@ double TMoverParameters::TractionForce( double dt ) { { if (Vel > 0.1) { - Ft = Min0R(1000.0 * Power / abs(V), Ftmax) * PosRatio; + Ft = std::min(1000.0 * Power / std::abs(V), Ftmax) * PosRatio; } - else + else { Ft = Ftmax * PosRatio; + } Ft = Ft * DirAbsolute; // ActiveDir*CabNo; } - else + else { Ft = 0; + } break; } // Dumb diff --git a/PyInt.cpp b/PyInt.cpp index 179798a6..4f52c296 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -19,10 +19,10 @@ void render_task::run() { // convert provided input to a python dictionary auto *input = PyDict_New(); if( input == nullptr ) { goto exit; } - for( auto const &datapair : m_input->floats ) { PyDict_SetItemString( input, datapair.first.c_str(), PyGetFloat( datapair.second ) ); } - for( auto const &datapair : m_input->integers ) { PyDict_SetItemString( input, datapair.first.c_str(), PyGetInt( datapair.second ) ); } - for( auto const &datapair : m_input->bools ) { PyDict_SetItemString( input, datapair.first.c_str(), PyGetBool( datapair.second ) ); } - for( auto const &datapair : m_input->strings ) { PyDict_SetItemString( input, datapair.first.c_str(), PyGetString( datapair.second.c_str() ) ); } + for( auto const &datapair : m_input->floats ) { auto *value{ PyGetFloat( datapair.second ) }; PyDict_SetItemString( input, datapair.first.c_str(), value ); Py_DECREF( value ); } + for( auto const &datapair : m_input->integers ) { auto *value{ PyGetInt( datapair.second ) }; PyDict_SetItemString( input, datapair.first.c_str(), value ); Py_DECREF( value ); } + for( auto const &datapair : m_input->bools ) { auto *value{ PyGetBool( datapair.second ) }; PyDict_SetItemString( input, datapair.first.c_str(), value ); } + for( auto const &datapair : m_input->strings ) { auto *value{ PyGetString( datapair.second.c_str() ) }; PyDict_SetItemString( input, datapair.first.c_str(), value ); Py_DECREF( value ); } // call the renderer auto *output { PyObject_CallMethod( m_renderer, "render", "O", input ) }; diff --git a/Train.cpp b/Train.cpp index e145db79..6f8b38ee 100644 --- a/Train.cpp +++ b/Train.cpp @@ -460,9 +460,9 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) fMainRelayTimer = 0; // Hunter, do k...y nędzy, ustawiaj wartości początkowe zmiennych! iCabn = ( - mvOccupied->ActiveCab < 0 ? 0 : mvOccupied->ActiveCab > 0 ? 1 : - 2 ); + mvOccupied->ActiveCab < 0 ? 2 : + 0 ); { Global.CurrentMaxTextureSize = Global.iMaxCabTextureSize; @@ -474,6 +474,7 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) } // Ra: taka proteza - przesłanie kierunku do członów connected + /* if (mvControlled->ActiveDir > 0) { // było do przodu mvControlled->DirectionBackward(); @@ -484,6 +485,11 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) mvControlled->DirectionForward(); mvControlled->DirectionBackward(); } + */ + if( false == DynamicObject->Mechanik->AIControllFlag ) { + DynamicObject->Mechanik->sync_consist_reversers(); + } + return true; } diff --git a/audiorenderer.cpp b/audiorenderer.cpp index 54b9addd..31289f08 100644 --- a/audiorenderer.cpp +++ b/audiorenderer.cpp @@ -292,6 +292,7 @@ openal_renderer::init() { return false; } ::alDistanceModel( AL_INVERSE_DISTANCE_CLAMPED ); + ::alDopplerFactor( 0.25f ); // all done m_ready = true; return true; @@ -345,20 +346,11 @@ openal_renderer::update( double const Deltatime ) { glm::vec3() ); */ auto cameramove{ glm::dvec3{ Global.pCamera.Pos - m_camerapos} }; + m_camerapos = Global.pCamera.Pos; // intercept sudden user-induced camera jumps... // ...from free fly mode change if( m_freeflymode != FreeFlyModeFlag ) { m_freeflymode = FreeFlyModeFlag; - if( true == m_freeflymode ) { - // cache last precipitation vector in the cab - m_cabcameramove = m_cameramove; - // don't carry previous precipitation vector to a new unrelated location - m_cameramove = glm::dvec3{ 0.0 }; - } - else { - // restore last cached precipitation vector - m_cameramove = m_cabcameramove; - } cameramove = glm::dvec3{ 0.0 }; } // ...from jump between cab and window/mirror view diff --git a/audiorenderer.h b/audiorenderer.h index 3d577eb8..5cdb96d3 100644 --- a/audiorenderer.h +++ b/audiorenderer.h @@ -152,8 +152,6 @@ private: */ glm::vec3 m_listenervelocity; glm::dvec3 m_camerapos{ 0.0 }; - glm::dvec3 m_cameramove{ 0.0 }; - glm::dvec3 m_cabcameramove{ 0.0 }; bool m_freeflymode{ true }; bool m_windowopen{ true }; int m_activecab{ 0 }; diff --git a/drivermode.cpp b/drivermode.cpp index 801c26bf..d4a3c9f8 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -791,8 +791,9 @@ driver_mode::OnKeyDown(int cKey) { } simulation::Train->Dynamic()->Mechanik->TakeControl( false, true ); if( true == simulation::Train->Dynamic()->Mechanik->primary() ) { - simulation::Train->Dynamic()->MoverParameters->CabDeactivisation( true ); // potentially left active - simulation::Train->Dynamic()->MoverParameters->CabActivisation(); + simulation::Train->Occupied()->CabDeactivisation( true ); // potentially left active +// simulation::Train->Occupied()->ActiveCab = simulation::Train->Occupied()->CabNo; + simulation::Train->Occupied()->CabActivisation(); } InOutKey(); // do kabiny } @@ -1168,7 +1169,8 @@ driver_mode::ChangeDynamic() { if( false == driver->AIControllFlag ) // tylko jeśli ręcznie prowadzony { occupied->LimPipePress = occupied->PipePress; - occupied->CabActivisation(); // załączenie rozrządu (wirtualne kabiny) + occupied->ActiveCab = occupied->CabNo; + occupied->CabActivisation( true ); // załączenie rozrządu (wirtualne kabiny) vehicle->MechInside = true; vehicle->Controller = Humandriver; } diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 4442eba7..c7e659eb 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -2789,9 +2789,8 @@ void opengl33_renderer::Render(TTrack *Track) // single path pieces are rendererd in pick scenery mode only case rendermode::pickscenery: { - m_picksceneryitems.emplace_back(Track); - model_ubs.param[0] = glm::vec4(pick_color(m_picksceneryitems.size() + 1), 1.0f); - m_pick_shader->bind(); + m_pick_shader->bind(); + m_picksceneryitems.emplace_back( Track ); draw(std::begin(Track->Geometry1), std::end(Track->Geometry1)); draw(std::begin(Track->Geometry2), std::end(Track->Geometry2)); diff --git a/sound.cpp b/sound.cpp index 22cc529a..9f247fd5 100644 --- a/sound.cpp +++ b/sound.cpp @@ -886,7 +886,12 @@ sound_source::update_counter( sound_handle const Sound, int const Value ) { ui::Transcripts.Add( buffer.caption ); } } - assert( sound( Sound ).playing >= 0 ); +// assert( sound( Sound ).playing >= 0 ); + if( sound( Sound ).playing < 0 ) { + // HACK: counter can occassionally go into negative values + // TODO: investigate and fix + sound( Sound ).playing = 0; + } } void From f9febd5887fdf7cae8d0fc80100e799077334e4a Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 28 Nov 2019 00:10:32 +0100 Subject: [PATCH 059/153] refactoring: variable names --- Camera.cpp | 2 +- Driver.cpp | 82 ++++++------- DynObj.cpp | 34 +++--- McZapkie/MOVER.h | 9 +- McZapkie/Mover.cpp | 292 ++++++++++++++++++++++----------------------- Train.cpp | 96 +++++++-------- TrkFoll.cpp | 2 +- drivermode.cpp | 50 ++++---- driveruipanels.cpp | 6 +- sound.cpp | 10 +- 10 files changed, 291 insertions(+), 292 deletions(-) diff --git a/Camera.cpp b/Camera.cpp index 28405e8a..21350fb0 100644 --- a/Camera.cpp +++ b/Camera.cpp @@ -188,7 +188,7 @@ void TCamera::Update() // attached movement position update auto movement { Velocity * -2.0 }; movement.y = -movement.y; - if( m_owner->MoverParameters->ActiveCab < 0 ) { + if( m_owner->MoverParameters->CabOccupied < 0 ) { movement *= -1.f; movement.y = -movement.y; } diff --git a/Driver.cpp b/Driver.cpp index 292dadfc..86e24496 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1628,7 +1628,7 @@ TController::TController(bool AI, TDynamicObject *NewControll, bool InitPsyche, pVehicles[ 1 ] = nullptr; } if( mvOccupied != nullptr ) { - iDirectionOrder = mvOccupied->CabNo; // 1=do przodu (w kierunku sprzęgu 0) + iDirectionOrder = mvOccupied->CabActive; // 1=do przodu (w kierunku sprzęgu 0) VehicleName = mvOccupied->Name; if( mvOccupied->CategoryFlag & 2 ) { // samochody: na podst. http://www.prawko-kwartnik.info/hamowanie.html @@ -1816,7 +1816,7 @@ void TController::Activation() mvOccupied->Handle->GetPos(bh_NP)); // odcięcie na zaworze maszynisty BrakeLevelSet(gbh_NP); //ustawienie zmiennej GBH } - mvOccupied->ActiveCab = mvOccupied->CabNo; // użytkownik moze zmienić ActiveCab wychodząc + mvOccupied->CabOccupied = mvOccupied->CabActive; // użytkownik moze zmienić CabOccupied wychodząc mvOccupied->CabDeactivisation(); // tak jest w Train.cpp // przejście AI na drugą stronę EN57, ET41 itp. while (TestFlag(d->MoverParameters->Couplers[iDirection < 0 ? end::rear : end::front].CouplingFlag, ctrain_controll)) @@ -1831,8 +1831,8 @@ void TController::Activation() if (d->DirectionGet() != pVehicle->DirectionGet()) // jeśli są przeciwne do siebie iDirection = -iDirection; // to będziemy jechać w drugą stronę względem zasiedzianego pojazdu pVehicle->Mechanik = drugi; // wsadzamy tego, co ewentualnie był (podwójna trakcja) - pVehicle->MoverParameters->CabNo = 0; // wyłączanie kabin po drodze - pVehicle->MoverParameters->ActiveCab = 0; // i zaznaczenie, że nie ma tam nikogo + pVehicle->MoverParameters->CabActive = 0; // wyłączanie kabin po drodze + pVehicle->MoverParameters->CabOccupied = 0; // i zaznaczenie, że nie ma tam nikogo pVehicle = d; // a mechu ma nowy pojazd (no, człon) } else @@ -1856,9 +1856,9 @@ void TController::Activation() } } // Ra: to przełączanie poniżej jest tu bez sensu - mvOccupied->ActiveCab = iDirection; // aktywacja kabiny w prowadzonym pojeżdzie (silnikowy może być odwrotnie?) - // mvOccupied->CabNo=iDirection; - // mvOccupied->ActiveDir=0; //żeby sam ustawił kierunek + mvOccupied->CabOccupied = iDirection; // aktywacja kabiny w prowadzonym pojeżdzie (silnikowy może być odwrotnie?) + // mvOccupied->CabActive=iDirection; + // mvOccupied->DirActive=0; //żeby sam ustawił kierunek mvOccupied->CabActivisation(); // uruchomienie kabin w członach DirectionForward(true); // nawrotnik do przodu if (localbrakelevel > 0.0) // hamowanie tylko jeśli był wcześniej zahamowany (bo możliwe, że jedzie!) @@ -2102,7 +2102,7 @@ int TController::CheckDirection() { int d = mvOccupied->DirAbsolute; // który sprzęg jest z przodu if( !d ) { // jeśli nie ma ustalonego kierunku to jedziemy wg aktualnej kabiny - d = mvOccupied->CabNo; + d = mvOccupied->CabActive; } return d; } @@ -2223,23 +2223,23 @@ bool TController::CheckVehicles(TOrders user) { // HACK: the 'front' and 'rear' of the consist is determined by current consist direction // since direction shouldn't affect Tb1 light configuration, we 'counter' this behaviour by virtually swapping end vehicles - if( mvOccupied->ActiveDir > 0 ) { + if( mvOccupied->DirActive > 0 ) { Lights( light::headlight_right, - ( pVehicles[ 1 ]->MoverParameters->CabNo != 0 ? + ( pVehicles[ 1 ]->MoverParameters->CabActive != 0 ? light::headlight_left : 0 ) ); //światła manewrowe (Tb1) na pojeździe z napędem } else { Lights( - ( pVehicles[ 1 ]->MoverParameters->CabNo != 0 ? + ( pVehicles[ 1 ]->MoverParameters->CabActive != 0 ? light::headlight_left : 0 ), light::headlight_right ); //światła manewrowe (Tb1) na pojeździe z napędem } } else if( true == TestFlag( OrderCurrentGet(), Disconnect ) ) { - if( mvOccupied->ActiveDir > 0 ) { + if( mvOccupied->DirActive > 0 ) { // jak ma kierunek do przodu // światła manewrowe (Tb1) tylko z przodu, aby nie pozostawić odczepionego ze światłem Lights( light::headlight_right, 0 ); @@ -2348,7 +2348,7 @@ void TController::DirectionInitial() { // jeśli na starcie jedzie iDirection = iDirectionOrder = (mvOccupied->V > 0 ? 1 : -1); // początkowa prędkość wymusza kierunek jazdy - DirectionForward(mvOccupied->V * mvOccupied->CabNo >= 0.0); // a dalej ustawienie nawrotnika + DirectionForward(mvOccupied->V * mvOccupied->CabActive >= 0.0); // a dalej ustawienie nawrotnika } CheckVehicles(); // sprawdzenie świateł oraz skrajnych pojazdów do skanowania }; @@ -2368,7 +2368,7 @@ int TController::OrderDirectionChange(int newdir, TMoverParameters *Vehicle) if (Vehicle->Vel < 0.5) { // jeśli prawie stoi, można zmienić kierunek, musi być wykonane dwukrotnie, bo za pierwszym // razem daje na zero - switch (newdir * Vehicle->CabNo) + switch (newdir * Vehicle->CabActive) { // DirectionBackward() i DirectionForward() to zmiany względem kabiny case -1: // if (!Vehicle->DirectionBackward()) testd=0; break; DirectionForward(false); @@ -2382,12 +2382,12 @@ int TController::OrderDirectionChange(int newdir, TMoverParameters *Vehicle) } else // jeśli jedzie VelforDriver = 0; // ma się zatrzymać w celu zmiany kierunku - if ((Vehicle->ActiveDir == 0) && (VelforDriver < Vehicle->Vel)) // Ra: to jest chyba bez sensu + if ((Vehicle->DirActive == 0) && (VelforDriver < Vehicle->Vel)) // Ra: to jest chyba bez sensu IncBrake(); // niech hamuje - if (Vehicle->ActiveDir == testd * Vehicle->CabNo) + if (Vehicle->DirActive == testd * Vehicle->CabActive) VelforDriver = -1; // można jechać, bo kierunek jest zgodny z żądanym if (Vehicle->TrainType == dt_EZT) - if (Vehicle->ActiveDir > 0) + if (Vehicle->DirActive > 0) // if () //tylko jeśli jazda pociągowa (tego nie wiemy w momencie odpalania silnika) Vehicle->DirectionForward(); // Ra: z przekazaniem do silnikowego return (int)VelforDriver; // zwraca prędkość mechanika @@ -2540,7 +2540,7 @@ bool TController::PrepareEngine() if( !iDirection ) { // jeśli nie ma ustalonego kierunku if( mvOccupied->Vel < 0.01 ) { // ustalenie kierunku, gdy stoi - iDirection = mvOccupied->CabNo; // wg wybranej kabiny + iDirection = mvOccupied->CabActive; // wg wybranej kabiny if( !iDirection ) { // jeśli nie ma ustalonego kierunku if( ( mvControlling->PantographVoltage != 0.0 ) || voltfront || voltrear ) { @@ -2622,7 +2622,7 @@ bool TController::PrepareEngine() OK = false; if( ( true == OK ) - && ( mvOccupied->ActiveDir != 0 ) + && ( mvOccupied->DirActive != 0 ) && ( true == workingtemperature ) && ( ( mvControlling->ScndPipePress > 4.5 ) || ( mvControlling->VeselVolume == 0.0 ) ) ) { @@ -2663,7 +2663,7 @@ bool TController::ReleaseEngine() { if( false == AIControllFlag ) { // tylko to testujemy dla pojazdu człowieka - OK = ( ( mvOccupied->ActiveDir == 0 ) && ( mvControlling->Mains ) ); + OK = ( ( mvOccupied->DirActive == 0 ) && ( mvControlling->Mains ) ); } else { // jeśli steruje komputer @@ -3188,7 +3188,7 @@ bool TController::IncSpeed() } break; case TEngineType::WheelsDriven: - if (!mvControlling->CabNo) + if (!mvControlling->CabActive) mvControlling->CabActivisation(); if (sin(mvControlling->eAngle) > 0) mvControlling->IncMainCtrl(3 + 3 * floor(0.5 + fabs(AccDesired))); @@ -3278,7 +3278,7 @@ bool TController::DecSpeed(bool force) OK = DecSpeedEIM(); break; case TEngineType::WheelsDriven: - if (!mvControlling->CabNo) + if (!mvControlling->CabActive) mvControlling->CabActivisation(); if (sin(mvControlling->eAngle) < 0) mvControlling->IncMainCtrl(3 + 3 * floor(0.5 + fabs(AccDesired))); @@ -3412,7 +3412,7 @@ void TController::SpeedSet() if( fActionTime < 0.0 ) { break; } if( fReady > ( mvOccupied->Vel > 5.0 ? 0.5 : 0.4 ) ) { break; } - if( mvOccupied->ActiveDir > 0 ) { + if( mvOccupied->DirActive > 0 ) { mvOccupied->DirectionForward(); //żeby EN57 jechały na drugiej nastawie } @@ -3565,13 +3565,13 @@ void TController::SpeedCntrl(double DesiredSpeed) else if (mvControlling->ScndCtrlPos < 1) { mvControlling->IncScndCtrl(1); } - mvControlling->RunCommand("SpeedCntrl", DesiredSpeed, mvControlling->CabNo); + mvControlling->RunCommand("SpeedCntrl", DesiredSpeed, mvControlling->CabActive); } else if (mvControlling->ScndCtrlPosNo == 1) { mvControlling->IncScndCtrl(1); - mvControlling->RunCommand("SpeedCntrl", DesiredSpeed, mvControlling->CabNo); + mvControlling->RunCommand("SpeedCntrl", DesiredSpeed, mvControlling->CabActive); } else if ((mvControlling->ScndCtrlPosNo > 1) && (!mvOccupied->SpeedCtrlTypeTime)) { @@ -4050,13 +4050,13 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N if (mvOccupied->V!=0.0) iDirectionOrder=mvOccupied->V>0?1:-1; else - iDirectionOrder=mvOccupied->ActiveCab; + iDirectionOrder=mvOccupied->CabOccupied; if (!iDirectionOrder) iDirectionOrder=1; } */ // jeśli wysyłane z Trainset, to wszystko jest już odpowiednio ustawione // if (!NewLocation) //jeśli wysyłane z Trainset - // if (mvOccupied->CabNo*mvOccupied->V*NewValue1<0) //jeśli zadana prędkość niezgodna z + // if (mvOccupied->CabActive*mvOccupied->V*NewValue1<0) //jeśli zadana prędkość niezgodna z // aktualnym kierunkiem jazdy // DirectionForward(false); //jedziemy do tyłu (nawrotnik do tyłu) // CheckVehicles(); //sprawdzenie składu, AI zapali światła @@ -4376,7 +4376,7 @@ void TController::PhysicsLog() << int(mvControlling->ScndCtrlPos) << " " << mvOccupied->fBrakeCtrlPos << " " << mvOccupied->LocalBrakePosA << " " - << int(mvControlling->ActiveDir) << " " + << int(mvControlling->DirActive) << " " << ( mvOccupied->CommandIn.Command.empty() ? "none" : mvOccupied->CommandIn.Command.c_str() ) << " " << mvOccupied->CommandIn.Value1 << " " << mvOccupied->CommandIn.Value2 << " " @@ -4842,7 +4842,7 @@ TController::UpdateSituation(double dt) { routescandirection = end::rear; } /* - if( pVehicle->MoverParameters->ActiveCab < 0 ) { + if( pVehicle->MoverParameters->CabOccupied < 0 ) { // flip the scan direction in the rear cab routescandirection ^= routescandirection; } @@ -5357,7 +5357,7 @@ TController::UpdateSituation(double dt) { mvOccupied->BrakeReleaser(1); // wyluzuj lokomotywę; a ST45? mvOccupied->DecLocalBrakeLevel(LocalBrakePosNo); // zwolnienie hamulca iDrivigFlags |= movePress; // następnie będzie dociskanie - DirectionForward(mvOccupied->ActiveDir < 0); // zmiana kierunku jazdy na przeciwny (dociskanie) + DirectionForward(mvOccupied->DirActive < 0); // zmiana kierunku jazdy na przeciwny (dociskanie) CheckVehicles(); // od razu zmienić światła (zgasić) - bez tego się nie odczepi } } @@ -5376,7 +5376,7 @@ TController::UpdateSituation(double dt) { ZeroSpeed(); // ponowna zmiana kierunku WriteLog( mvOccupied->Name + " ponowna zmiana kierunku" ); - DirectionForward(mvOccupied->ActiveDir < 0); // zmiana kierunku jazdy na właściwy + DirectionForward(mvOccupied->DirActive < 0); // zmiana kierunku jazdy na właściwy iDrivigFlags &= ~movePress; // koniec dociskania JumpToNextOrder(); // zmieni światła TableClear(); // skanowanie od nowa @@ -5642,7 +5642,7 @@ TController::UpdateSituation(double dt) { // TODO: proper system for sending/receiving radio messages // place the sound in appropriate cab of the manned vehicle tsGuardSignal.owner( pVehicle ); - tsGuardSignal.offset( { 0.f, 2.f, pVehicle->MoverParameters->Dim.L * 0.4f * ( pVehicle->MoverParameters->ActiveCab < 0 ? -1 : 1 ) } ); + tsGuardSignal.offset( { 0.f, 2.f, pVehicle->MoverParameters->Dim.L * 0.4f * ( pVehicle->MoverParameters->CabOccupied < 0 ? -1 : 1 ) } ); tsGuardSignal.play( sound_flags::exclusive ); } } @@ -6256,7 +6256,7 @@ TController::UpdateSituation(double dt) { { // tutaj, gdy pojazd jest wyłączony if (!AIControllFlag) // jeśli sterowanie jest w gestii użytkownika if (mvOccupied->Battery) // czy użytkownik załączył baterię? - if (mvOccupied->ActiveDir) // czy ustawił kierunek + if (mvOccupied->DirActive) // czy ustawił kierunek { // jeśli tak, to uruchomienie skanowania CheckVehicles(); // sprawdzić skład TableClear(); // resetowanie tabelki skanowania @@ -6919,13 +6919,13 @@ void TController::TakeControl( bool const Aidriver, bool const Forcevehiclecheck } else { // jeśli nic nie robi - if( pVehicle->iLights[ ( mvOccupied->CabNo < 0 ? + if( pVehicle->iLights[ ( mvOccupied->CabActive < 0 ? end::rear : end::front ) ] & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) // któreś ze świateł zapalone? { // od wersji 357 oczekujemy podania komend dla AI przez scenerię OrderNext( Prepare_engine ); - if( pVehicle->iLights[ mvOccupied->CabNo < 0 ? end::rear : end::front ] & light::headlight_upper ) // górne światło zapalone + if( pVehicle->iLights[ mvOccupied->CabActive < 0 ? end::rear : end::front ] & light::headlight_upper ) // górne światło zapalone OrderNext( Obey_train ); // jazda pociągowa else OrderNext( Shunt ); // jazda manewrowa @@ -6960,7 +6960,7 @@ void TController::DirectionForward(bool forward) if( forward ) { // do przodu w obecnej kabinie - while( ( mvOccupied->ActiveDir <= 0 ) + while( ( mvOccupied->DirActive <= 0 ) && ( mvOccupied->DirectionForward() ) ) { // force scan table update iTableDirection = 0; @@ -6968,7 +6968,7 @@ void TController::DirectionForward(bool forward) } else { // do tyłu w obecnej kabinie - while( ( mvOccupied->ActiveDir >= 0 ) + while( ( mvOccupied->DirActive >= 0 ) && ( mvOccupied->DirectionBackward() ) ) { // force scan table update iTableDirection = 0; @@ -6985,13 +6985,13 @@ void TController::DirectionForward(bool forward) void TController::ZeroDirection() { - while( ( mvOccupied->ActiveDir > 0 ) && ( mvOccupied->DirectionBackward() ) ) { ; } - while( ( mvOccupied->ActiveDir < 0 ) && ( mvOccupied->DirectionForward() ) ) { ; } + while( ( mvOccupied->DirActive > 0 ) && ( mvOccupied->DirectionBackward() ) ) { ; } + while( ( mvOccupied->DirActive < 0 ) && ( mvOccupied->DirectionForward() ) ) { ; } } void TController::sync_consist_reversers() { - auto const currentdirection { mvOccupied->ActiveDir }; + auto const currentdirection { mvOccupied->DirActive }; auto const fastforward { ( ( mvOccupied->TrainType == dt_EZT ) && ( mvOccupied->EngineType != TEngineType::ElectricInductionMotor ) ) @@ -7008,7 +7008,7 @@ void TController::sync_consist_reversers() { } } // ...then restore original setting - while( mvOccupied->ActiveDir != currentdirection ) { + while( mvOccupied->DirActive != currentdirection ) { if( false == ( currentdirection >= 0 ? mvOccupied->DirectionForward() : diff --git a/DynObj.cpp b/DynObj.cpp index 24f52fbf..147010e1 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -623,8 +623,8 @@ void TDynamicObject::UpdateMirror( TAnim *pAnim ) { // only animate the mirror if it's located on the same end of the vehicle as the active cab auto const isactive { ( - MoverParameters->ActiveCab > 0 ? ( ( pAnim->iNumber >> 4 ) == end::front ? 1.0 : 0.0 ) : - MoverParameters->ActiveCab < 0 ? ( ( pAnim->iNumber >> 4 ) == end::rear ? 1.0 : 0.0 ) : + MoverParameters->CabOccupied > 0 ? ( ( pAnim->iNumber >> 4 ) == end::front ? 1.0 : 0.0 ) : + MoverParameters->CabOccupied < 0 ? ( ( pAnim->iNumber >> 4 ) == end::rear ? 1.0 : 0.0 ) : 0.0 ) }; if( pAnim->iNumber & 1 ) @@ -1040,9 +1040,9 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) && ( ( Mechanik->action() != TAction::actSleep ) /* || ( MoverParameters->Battery ) */ ) ) { // rysowanie figurki mechanika - btMechanik1.Turn( MoverParameters->ActiveCab > 0 ); - btMechanik2.Turn( MoverParameters->ActiveCab < 0 ); - if( MoverParameters->ActiveCab != 0 ) { + btMechanik1.Turn( MoverParameters->CabOccupied > 0 ); + btMechanik2.Turn( MoverParameters->CabOccupied < 0 ); + if( MoverParameters->CabOccupied != 0 ) { btnOn = true; } } @@ -2831,12 +2831,12 @@ bool TDynamicObject::Update(double dt, double dt1) if (MoverParameters->SpeedCtrl) MoverParameters->CheckSpeedCtrl(dt1); MoverParameters->eimic_real = std::min(MoverParameters->eimic,MoverParameters->eimicSpeedCtrl); - MoverParameters->SendCtrlToNext("EIMIC", MoverParameters->eimic_real, MoverParameters->CabNo); + MoverParameters->SendCtrlToNext("EIMIC", MoverParameters->eimic_real, MoverParameters->CabActive); } if( ( Mechanik->primary() ) && ( MoverParameters->EngineType == TEngineType::ElectricInductionMotor ) ) { // jesli glowny i z asynchronami, to niech steruje hamulcem i napedem lacznie dla calego pociagu/ezt - auto const kier = (DirectionGet() * MoverParameters->ActiveCab > 0); + auto const kier = (DirectionGet() * MoverParameters->CabOccupied > 0); auto FED { 0.0 }; auto np { 0 }; auto masa { 0.0 }; @@ -2861,7 +2861,7 @@ bool TDynamicObject::Update(double dt, double dt1) MoverParameters->eimic_real = eimic; if (MoverParameters->EIMCtrlType == 2 && MoverParameters->MainCtrlPos == 0) eimic = -1.0; - MoverParameters->SendCtrlToNext("EIMIC", Max0R(0, eimic), MoverParameters->CabNo); + MoverParameters->SendCtrlToNext("EIMIC", Max0R(0, eimic), MoverParameters->CabActive); auto LBR = Max0R(-eimic, 0); auto eim_lb = (Mechanik->AIControllFlag || !MoverParameters->LocHandleTimeTraxx ? 0 : MoverParameters->eim_localbrake); @@ -2872,7 +2872,7 @@ bool TDynamicObject::Update(double dt, double dt1) // 2. ustal mozliwa do realizacji sile hamowania ED // - w szczegolnosci powinien brac pod uwage rozne sily hamowania - for (TDynamicObject *p = GetFirstDynamic(MoverParameters->ActiveCab < 0 ? 1 : 0, 4); p; + for (TDynamicObject *p = GetFirstDynamic(MoverParameters->CabOccupied < 0 ? 1 : 0, 4); p; (kier ? p = p->NextC(4) : p = p->PrevC(4))) { ++np; @@ -2891,7 +2891,7 @@ bool TDynamicObject::Update(double dt, double dt1) Nmax / (p->MoverParameters->NAxles * p->MoverParameters->NBpA), p->MoverParameters->MED_Vref) * 1000; // sila hamowania pn - FmaxED += ((p->MoverParameters->Mains) && (p->MoverParameters->ActiveDir != 0) && + FmaxED += ((p->MoverParameters->Mains) && (p->MoverParameters->DirActive != 0) && (p->MoverParameters->eimc[eimc_p_Fh] * p->MoverParameters->NPoweredAxles > 0) ? p->MoverParameters->eimc[eimc_p_Fh] * 1000 : @@ -2997,11 +2997,11 @@ bool TDynamicObject::Update(double dt, double dt1) // 6. ustaw pojazdom sile hamowania ep // - proporcjonalnie do masy, do liczby osi, rowne cisnienia - jak // bedzie, tak bedzie dobrze - float Fpoj = 0; // MoverParameters->ActiveCab < 0 + float Fpoj = 0; // MoverParameters->CabOccupied < 0 ////ALGORYTM 2 - KAZDEMU PO ROWNO, ale nie wiecej niz eped * masa // 1. najpierw daj kazdemu tyle samo int i = 0; - for (TDynamicObject *p = GetFirstDynamic(MoverParameters->ActiveCab < 0 ? 1 : 0, 4); p; + for (TDynamicObject *p = GetFirstDynamic(MoverParameters->CabOccupied < 0 ? 1 : 0, 4); p; p = (kier == true ? p->NextC(4) : p->PrevC(4)) ) { auto const Nmax = ((p->MoverParameters->P2FTrans * p->MoverParameters->MaxBrakePress[0] - @@ -3029,7 +3029,7 @@ bool TDynamicObject::Update(double dt, double dt1) test = false; i = 0; float przek = 0; - for (TDynamicObject *p = GetFirstDynamic(MoverParameters->ActiveCab < 0 ? 1 : 0, 4); p; + for (TDynamicObject *p = GetFirstDynamic(MoverParameters->CabOccupied < 0 ? 1 : 0, 4); p; p = (kier == true ? p->NextC(4) : p->PrevC(4)) ) { if ((FzEP[i] > 0.01) && @@ -3055,7 +3055,7 @@ bool TDynamicObject::Update(double dt, double dt1) } i = 0; przek = przek / (np - nPrzekrF); - for (TDynamicObject *p = GetFirstDynamic(MoverParameters->ActiveCab < 0 ? 1 : 0, 4); p; + for (TDynamicObject *p = GetFirstDynamic(MoverParameters->CabOccupied < 0 ? 1 : 0, 4); p; (true == kier ? p = p->NextC(4) : p = p->PrevC(4))) { if (!PrzekrF[i]) @@ -3066,7 +3066,7 @@ bool TDynamicObject::Update(double dt, double dt1) } } i = 0; - for (TDynamicObject *p = GetFirstDynamic(MoverParameters->ActiveCab < 0 ? 1 : 0, 4); p; + for (TDynamicObject *p = GetFirstDynamic(MoverParameters->CabOccupied < 0 ? 1 : 0, 4); p; (true == kier ? p = p->NextC(4) : p = p->PrevC(4))) { float Nmax = ((p->MoverParameters->P2FTrans * p->MoverParameters->MaxBrakePress[0] - @@ -3119,7 +3119,7 @@ bool TDynamicObject::Update(double dt, double dt1) { MEDLogFile << MEDLogTime << "\t" << MoverParameters->Vel << "\t" << masa*0.001 << "\t" << osie << "\t" << FmaxPN*0.001 << "\t" << FmaxED*0.001 << "\t" << FfulED*0.001 << "\t" << FrED*0.001 << "\t" << Fzad*0.001 << "\t" << FzadED*0.001 << "\t" << FzadPN*0.001; - for (TDynamicObject *p = GetFirstDynamic(MoverParameters->ActiveCab < 0 ? 1 : 0, 4); p; + for (TDynamicObject *p = GetFirstDynamic(MoverParameters->CabOccupied < 0 ? 1 : 0, 4); p; (true == kier ? p = p->NextC(4) : p = p->PrevC(4))) { MEDLogFile << "\t" << p->MoverParameters->BrakePress; @@ -5978,7 +5978,7 @@ void TDynamicObject::RaLightsSet(int head, int rear) // jest tam czynna lokomotywa // EN57 może nie mieć końcówek od środka członu if (MoverParameters->Power > 1.0) // jeśli ma moc napędową - if (!MoverParameters->ActiveDir) // jeśli nie ma ustawionego kierunku + if (!MoverParameters->DirActive) // jeśli nie ma ustawionego kierunku { // jeśli ma zarówno światła jak i końcówki, ustalić, czy jest w stanie // aktywnym // np. lokomotywa na zimno będzie mieć końcówki a nie światła diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 64092a64..3d159321 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1351,12 +1351,11 @@ public: int ScndCtrlPos = 0; /*polozenie dodatkowego nastawnika*/ int LightsPos = 0; /*polozenie przelacznika wielopozycyjnego swiatel*/ int CompressorListPos = 0; /*polozenie przelacznika wielopozycyjnego sprezarek*/ - int ActiveDir = 0; //czy lok. jest wlaczona i w ktorym kierunku: - //względem wybranej kabiny: -1 - do tylu, +1 - do przodu, 0 - wylaczona + int DirActive = 0; //czy lok. jest wlaczona i w ktorym kierunku: względem wybranej kabiny: -1 - do tylu, +1 - do przodu, 0 - wylaczona + int DirAbsolute = 0; //zadany kierunek jazdy względem sprzęgów (1=w strone 0,-1=w stronę 1) int MaxMainCtrlPosNoDirChange { 0 }; // can't change reverser state with master controller set above this position - int CabNo = 0; //numer kabiny, z której jest sterowanie: 1 lub -1; w przeciwnym razie brak sterowania - rozrzad - int DirAbsolute = 0; //zadany kierunek jazdy względem sprzęgów (1=w strone 0,-1=w stronę 1) - int ActiveCab = 0; //numer kabiny, w ktorej jest obsada (zwykle jedna na skład) + int CabActive = 0; //numer kabiny, z której jest sterowanie: 1 lub -1; w przeciwnym razie brak sterowania - rozrzad + int CabOccupied = 0; //numer kabiny, w ktorej jest obsada (zwykle jedna na skład) // TODO: move to TController double LastSwitchingTime = 0.0; /*czas ostatniego przelaczania czegos*/ int WarningSignal = 0; // 0: nie trabi, 1,2,4: trabi bool DepartureSignal = false; /*sygnal odjazdu*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 9b55fd81..f928c335 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -293,7 +293,7 @@ double TMoverParameters::Current(double n, double U) TMoverParameters::TMoverParameters(double VelInitial, std::string TypeNameInit, std::string NameInit, int Cab) : TypeName( TypeNameInit ), Name( NameInit ), -ActiveCab( Cab ) +CabOccupied( Cab ) { WriteLog( "------------------------------------------------------"); @@ -531,17 +531,17 @@ bool TMoverParameters::Dettach(int ConnectNo) bool TMoverParameters::DirectionForward() { - if ((MainCtrlPosNo > 0) && (ActiveDir < 1) && (EIMDirectionChangeAllow())) + if ((MainCtrlPosNo > 0) && (DirActive < 1) && (EIMDirectionChangeAllow())) { - ++ActiveDir; - DirAbsolute = ActiveDir * CabNo; + ++DirActive; + DirAbsolute = DirActive * CabActive; if (DirAbsolute) if (Battery) // jeśli bateria jest już załączona BatterySwitch(true); // to w ten oto durny sposób aktywuje się CA/SHP - SendCtrlToNext("Direction", ActiveDir, CabNo); + SendCtrlToNext("Direction", DirActive, CabActive); return true; } - else if ((ActiveDir == 1) && (IsMainCtrlNoPowerPos()) && (TrainType == dt_EZT) && (EngineType != TEngineType::ElectricInductionMotor)) + else if ((DirActive == 1) && (IsMainCtrlNoPowerPos()) && (TrainType == dt_EZT) && (EngineType != TEngineType::ElectricInductionMotor)) return MinCurrentSwitch(true); //"wysoki rozruch" EN57 return false; }; @@ -609,10 +609,10 @@ bool TMoverParameters::DecBrakeLevel() bool TMoverParameters::ChangeCab(int direction) { // zmiana kabiny i resetowanie ustawien - if (abs(ActiveCab + direction) < 2) + if (abs(CabOccupied + direction) < 2) { - // if (ActiveCab+direction=0) then LastCab:=ActiveCab; - ActiveCab = ActiveCab + direction; + // if (CabOccupied+direction=0) then LastCab:=CabOccupied; + CabOccupied = CabOccupied + direction; if( ( BrakeCtrlPosNo > 0 ) && ( ( BrakeSystem == TBrakeSystem::Pneumatic ) || ( BrakeSystem == TBrakeSystem::ElectroPneumatic ) ) ) { @@ -643,7 +643,7 @@ bool TMoverParameters::ChangeCab(int direction) // CompressorAllow=false; // ConverterAllow=false; //} - // ActiveDir=0; + // DirActive=0; // DirAbsolute=0; return true; } @@ -662,7 +662,7 @@ TMoverParameters::CurrentSwitch(bool const State) { // dla 2Ls150 if( ( EngineType == TEngineType::DieselEngine ) && ( true == ShuntModeAllow ) - && ( ActiveDir == 0 ) ) { + && ( DirActive == 0 ) ) { // przed ustawieniem kierunku ShuntMode = State; return true; @@ -1312,7 +1312,7 @@ double TMoverParameters::ComputeMovement(double dt, double dt1, const TTrackShap auto const d { ( EngineType == TEngineType::WheelsDriven ? - dL * CabNo : // na chwile dla testu + dL * CabActive : // na chwile dla testu dL ) }; DistCounter += fabs(dL) / 1000.0; @@ -1387,7 +1387,7 @@ double TMoverParameters::FastComputeMovement(double dt, const TTrackShape &Shape auto const d { ( EngineType == TEngineType::WheelsDriven ? - dL * CabNo : // na chwile dla testu + dL * CabActive : // na chwile dla testu dL ) }; DistCounter += fabs(dL) / 1000.0; @@ -1905,7 +1905,7 @@ bool TMoverParameters::IncMainCtrl(int CtrlSpeed) { // basic fail conditions: if( ( MainCtrlPosNo <= 0 ) - || ( CabNo == 0 ) ) { + || ( CabActive == 0 ) ) { // nie ma sterowania return false; } @@ -1913,7 +1913,7 @@ bool TMoverParameters::IncMainCtrl(int CtrlSpeed) // w ET22 nie da się kręcić nastawnikiem przy włączonym boczniku return false; } - if( ( TrainType == dt_EZT ) && ( ActiveDir == 0 ) ) { + if( ( TrainType == dt_EZT ) && ( DirActive == 0 ) ) { // w EZT nie da się załączyć pozycji bez ustawienia kierunku return false; } @@ -1945,7 +1945,7 @@ bool TMoverParameters::IncMainCtrl(int CtrlSpeed) case TEngineType::ElectricSeriesMotor: { - if( ActiveDir == 0 ) { return false; } + if( DirActive == 0 ) { return false; } if( CtrlSpeed > 1 ) { // szybkie przejœcie na bezoporow¹ @@ -2039,8 +2039,8 @@ bool TMoverParameters::IncMainCtrl(int CtrlSpeed) if( true == OK ) { - SendCtrlToNext("MainCtrl", MainCtrlPos, CabNo); //??? - SendCtrlToNext("ScndCtrl", ScndCtrlPos, CabNo); + SendCtrlToNext("MainCtrl", MainCtrlPos, CabActive); //??? + SendCtrlToNext("ScndCtrl", ScndCtrlPos, CabActive); } // hunter-101012: poprawka @@ -2070,7 +2070,7 @@ bool TMoverParameters::DecMainCtrl(int CtrlSpeed) bool OK = false; // basic fail conditions: if( ( MainCtrlPosNo <= 0 ) - || ( CabNo == 0 ) ) { + || ( CabActive == 0 ) ) { // nie ma sterowania OK = false; } @@ -2160,8 +2160,8 @@ bool TMoverParameters::DecMainCtrl(int CtrlSpeed) if (OK) { - /*OK:=*/SendCtrlToNext("MainCtrl", MainCtrlPos, CabNo); // hmmmm...???!!! - /*OK:=*/SendCtrlToNext("ScndCtrl", ScndCtrlPos, CabNo); + /*OK:=*/SendCtrlToNext("MainCtrl", MainCtrlPos, CabActive); // hmmmm...???!!! + /*OK:=*/SendCtrlToNext("ScndCtrl", ScndCtrlPos, CabActive); } } // if OK then LastRelayTime:=0; @@ -2206,11 +2206,11 @@ bool TMoverParameters::IncScndCtrl(int CtrlSpeed) { bool OK = false; - if ((IsMainCtrlNoPowerPos()) && (CabNo != 0) && (TrainType == dt_ET42) && (ScndCtrlPos == 0) && (DynamicBrakeFlag)) + if ((IsMainCtrlNoPowerPos()) && (CabActive != 0) && (TrainType == dt_ET42) && (ScndCtrlPos == 0) && (DynamicBrakeFlag)) { OK = DynamicBrakeSwitch(false); } - else if ((ScndCtrlPosNo > 0) && (CabNo != 0) && + else if ((ScndCtrlPosNo > 0) && (CabActive != 0) && !((TrainType == dt_ET42) && ((Imax == ImaxHi) || ((DynamicBrakeFlag) && (MainCtrlPowerPos() > 0))))) { @@ -2233,8 +2233,8 @@ bool TMoverParameters::IncScndCtrl(int CtrlSpeed) OK = false; if (OK) { - /*OK:=*/SendCtrlToNext("MainCtrl", MainCtrlPos, CabNo); //??? - /*OK:=*/SendCtrlToNext("ScndCtrl", ScndCtrlPos, CabNo); + /*OK:=*/SendCtrlToNext("MainCtrl", MainCtrlPos, CabActive); //??? + /*OK:=*/SendCtrlToNext("ScndCtrl", ScndCtrlPos, CabActive); } } @@ -2274,13 +2274,13 @@ bool TMoverParameters::DecScndCtrl(int CtrlSpeed) { bool OK = false; - if ((IsMainCtrlNoPowerPos()) && (CabNo != 0) && (TrainType == dt_ET42) && (ScndCtrlPos == 0) && + if ((IsMainCtrlNoPowerPos()) && (CabActive != 0) && (TrainType == dt_ET42) && (ScndCtrlPos == 0) && !(DynamicBrakeFlag) && (CtrlSpeed == 1)) { // Ra: AI wywołuje z CtrlSpeed=2 albo gdy ScndCtrlPos>0 OK = DynamicBrakeSwitch(true); } - else if ((ScndCtrlPosNo > 0) && (CabNo != 0)) + else if ((ScndCtrlPosNo > 0) && (CabActive != 0)) { if ((ScndCtrlPos > 0) && (!CoupledCtrl) && ((EngineType != TEngineType::DieselElectric) || (!AutoRelayFlag))) @@ -2299,8 +2299,8 @@ bool TMoverParameters::DecScndCtrl(int CtrlSpeed) OK = false; if (OK) { - /*OK:=*/SendCtrlToNext("MainCtrl", MainCtrlPos, CabNo); //??? - /*OK:=*/SendCtrlToNext("ScndCtrl", ScndCtrlPos, CabNo); + /*OK:=*/SendCtrlToNext("MainCtrl", MainCtrlPos, CabActive); //??? + /*OK:=*/SendCtrlToNext("ScndCtrl", ScndCtrlPos, CabActive); } } else @@ -2340,13 +2340,13 @@ bool TMoverParameters::CabActivisation( bool const Force ) { bool OK = false; - OK = Force || (CabNo == 0); // numer kabiny, z której jest sterowanie + OK = Force || (CabActive == 0); // numer kabiny, z której jest sterowanie if (OK) { - CabNo = ActiveCab; // sterowanie jest z kabiny z obsadą - DirAbsolute = ActiveDir * CabNo; + CabActive = CabOccupied; // sterowanie jest z kabiny z obsadą + DirAbsolute = DirActive * CabActive; SecuritySystem.Status |= s_waiting; // activate the alerter TODO: make it part of control based cab selection - SendCtrlToNext("CabActivisation", 1, CabNo); + SendCtrlToNext("CabActivisation", 1, CabActive); } return OK; } @@ -2359,15 +2359,15 @@ bool TMoverParameters::CabDeactivisation( bool const Force ) { bool OK = false; - OK = Force || (CabNo == ActiveCab); // o ile obsada jest w kabinie ze sterowaniem + OK = Force || (CabActive == CabOccupied); // o ile obsada jest w kabinie ze sterowaniem if (OK) { - CabNo = 0; - DirAbsolute = ActiveDir * CabNo; + CabActive = 0; + DirAbsolute = DirActive * CabActive; DepartureSignal = false; // nie buczeć z nieaktywnej kabiny SecuritySystem.Status = s_off; // deactivate alerter TODO: make it part of control based cab selection - SendCtrlToNext("CabActivisation", 0, ActiveCab); // CabNo==0! + SendCtrlToNext("CabActivisation", 0, CabOccupied); // CabActive==0! } return OK; } @@ -2382,8 +2382,8 @@ bool TMoverParameters::AddPulseForce(int Multipler) if ((EngineType == TEngineType::WheelsDriven) && (EnginePowerSource.SourceType == TPowerSource::InternalSource) && (EnginePowerSource.PowerType == TPowerType::BioPower)) { - ActiveDir = CabNo; - DirAbsolute = ActiveDir * CabNo; + DirActive = CabActive; + DirAbsolute = DirActive * CabActive; if (Vel > 0) PulseForce = Min0R(1000.0 * Power / (abs(V) + 0.1), Ftmax); else @@ -2489,11 +2489,11 @@ bool TMoverParameters::Sandbox( bool const State, range_t const Notify ) if( State == true ) { // switch on - SendCtrlToNext( "Sandbox", 1, CabNo, couplingtype ); + SendCtrlToNext( "Sandbox", 1, CabActive, couplingtype ); } else { // switch off - SendCtrlToNext( "Sandbox", 0, CabNo, couplingtype ); + SendCtrlToNext( "Sandbox", 0, CabActive, couplingtype ); } } @@ -2506,7 +2506,7 @@ bool TMoverParameters::Sandbox( bool const State, range_t const Notify ) // ************************************************************************************************* bool TMoverParameters::SandboxAutoAllow(bool State) { - //SendCtrlToNext("SandboxAutoAllow", int(State), CabNo, ctrain_controll); + //SendCtrlToNext("SandboxAutoAllow", int(State), CabActive, ctrain_controll); if (SandDoseAutoAllow != State) { @@ -2558,7 +2558,7 @@ bool TMoverParameters::SecuritySystemReset(void) // zbijanie czuwaka/SHP { SSR = true; if ((TrainType == dt_EZT) || - (ActiveDir != 0)) // Ra 2014-03: w EZT nie trzeba ustawiać kierunku + (DirActive != 0)) // Ra 2014-03: w EZT nie trzeba ustawiać kierunku if (!TestFlag(SecuritySystem.Status, s_CAebrake) || !TestFlag(SecuritySystem.Status, s_SHPebrake)) SSReset(); @@ -2568,7 +2568,7 @@ bool TMoverParameters::SecuritySystemReset(void) // zbijanie czuwaka/SHP } else SSR = false; - // SendCtrlToNext('SecurityReset',0,CabNo); + // SendCtrlToNext('SecurityReset',0,CabActive); return SSR; } @@ -2592,7 +2592,7 @@ void TMoverParameters::SecuritySystemCheck(double dt) if( ( false == ShuntMode ) // TBD, TODO: check if alerter inactivity in shunt mode is general rule or vehicle specific, may need a config flag && ( SecuritySystem.AwareMinSpeed > 0.0 ? ( Vel >= SecuritySystem.AwareMinSpeed ) : - ( ActiveDir != 0 ) ) ) { + ( DirActive != 0 ) ) ) { // domyślnie predkość większa od 10% Vmax, albo podanej jawnie w FIZ // with defined minspeed of 0 the alerter will activate with reverser out of neutral position // this emulates behaviour of engines like SM42 @@ -2672,12 +2672,12 @@ bool TMoverParameters::BatterySwitch(bool State) Battery = State; } if (Battery == true) - SendCtrlToNext("BatterySwitch", 1, CabNo); + SendCtrlToNext("BatterySwitch", 1, CabActive); else - SendCtrlToNext("BatterySwitch", 0, CabNo); + SendCtrlToNext("BatterySwitch", 0, CabActive); BS = true; - if ((Battery) && (ActiveCab != 0)) + if ((Battery) && (CabOccupied != 0)) SecuritySystem.Status |= s_waiting; // aktywacja czuwaka else SecuritySystem.Status = 0; // wyłączenie czuwaka @@ -2698,8 +2698,8 @@ bool TMoverParameters::EpFuseSwitch(bool State) } else return false; - // if (EpFuse == true) SendCtrlToNext("EpFuseSwitch", 1, CabNo) - // else SendCtrlToNext("EpFuseSwitch", 0, CabNo); + // if (EpFuse == true) SendCtrlToNext("EpFuseSwitch", 1, CabActive) + // else SendCtrlToNext("EpFuseSwitch", 0, CabActive); } // ************************************************************************************************* @@ -2710,7 +2710,7 @@ bool TMoverParameters::SpringBrakeActivate(bool State) { if (Battery) { - SendCtrlToNext("SpringBrakeActivate", int(State), CabNo, SpringBrake.MultiTractionCoupler); + SendCtrlToNext("SpringBrakeActivate", int(State), CabActive, SpringBrake.MultiTractionCoupler); if (SpringBrake.Activate != State) { @@ -2760,24 +2760,24 @@ bool TMoverParameters::SpringBrakeRelease() bool TMoverParameters::DirectionBackward(void) { bool DB = false; - if ((ActiveDir == 1) && (MainCtrlPos == 0) && (TrainType == dt_EZT) && (EngineType != TEngineType::ElectricInductionMotor)) + if ((DirActive == 1) && (MainCtrlPos == 0) && (TrainType == dt_EZT) && (EngineType != TEngineType::ElectricInductionMotor)) if (MinCurrentSwitch(false)) { DB = true; // return DB; // exit; TODO: czy dobrze przetlumaczone? } - if ((MainCtrlPosNo > 0) && (ActiveDir > -1) && (EIMDirectionChangeAllow())) + if ((MainCtrlPosNo > 0) && (DirActive > -1) && (EIMDirectionChangeAllow())) { if (EngineType == TEngineType::WheelsDriven) - CabNo--; + CabActive--; // else - ActiveDir--; - DirAbsolute = ActiveDir * CabNo; + DirActive--; + DirAbsolute = DirActive * CabActive; if (DirAbsolute != 0) if (Battery) // jeśli bateria jest już załączona BatterySwitch(true); // to w ten oto durny sposób aktywuje się CA/SHP DB = true; - SendCtrlToNext("Direction", ActiveDir, CabNo); + SendCtrlToNext("Direction", DirActive, CabActive); } else DB = false; @@ -2821,7 +2821,7 @@ bool TMoverParameters::WaterPumpBreakerSwitch( bool State, range_t const Notify SendCtrlToNext( "WaterPumpBreakerSwitch", ( WaterPump.breaker ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -2846,7 +2846,7 @@ bool TMoverParameters::WaterPumpSwitch( bool State, range_t const Notify ) { SendCtrlToNext( "WaterPumpSwitch", ( WaterPump.is_enabled ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -2871,7 +2871,7 @@ bool TMoverParameters::WaterPumpSwitchOff( bool State, range_t const Notify ) { SendCtrlToNext( "WaterPumpSwitchOff", ( WaterPump.is_disabled ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -2896,7 +2896,7 @@ bool TMoverParameters::WaterHeaterBreakerSwitch( bool State, range_t const Notif SendCtrlToNext( "WaterHeaterBreakerSwitch", ( WaterHeater.breaker ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -2921,7 +2921,7 @@ bool TMoverParameters::WaterHeaterSwitch( bool State, range_t const Notify ) { SendCtrlToNext( "WaterHeaterSwitch", ( WaterHeater.is_enabled ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -2946,7 +2946,7 @@ bool TMoverParameters::WaterCircuitsLinkSwitch( bool State, range_t const Notify SendCtrlToNext( "WaterCircuitsLinkSwitch", ( WaterCircuitsLink ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -2971,7 +2971,7 @@ bool TMoverParameters::FuelPumpSwitch( bool State, range_t const Notify ) { SendCtrlToNext( "FuelPumpSwitch", ( FuelPump.is_enabled ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -2995,7 +2995,7 @@ bool TMoverParameters::FuelPumpSwitchOff( bool State, range_t const Notify ) { SendCtrlToNext( "FuelPumpSwitchOff", ( FuelPump.is_disabled ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -3020,7 +3020,7 @@ bool TMoverParameters::OilPumpSwitch( bool State, range_t const Notify ) { SendCtrlToNext( "OilPumpSwitch", ( OilPump.is_enabled ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -3044,7 +3044,7 @@ bool TMoverParameters::OilPumpSwitchOff( bool State, range_t const Notify ) { SendCtrlToNext( "OilPumpSwitchOff", ( OilPump.is_disabled ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -3071,7 +3071,7 @@ bool TMoverParameters::MotorBlowersSwitch( bool State, end const Side, range_t c SendCtrlToNext( ( Side == end::front ? "MotorBlowersFrontSwitch" : "MotorBlowersRearSwitch" ), ( fan.is_enabled ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -3098,7 +3098,7 @@ bool TMoverParameters::MotorBlowersSwitchOff( bool State, end const Side, range_ SendCtrlToNext( ( Side == end::front ? "MotorBlowersFrontSwitchOff" : "MotorBlowersRearSwitchOff" ), ( fan.is_disabled ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -3123,7 +3123,7 @@ bool TMoverParameters::MainSwitch( bool const State, range_t const Notify ) { SendCtrlToNext( "MainSwitch", ( State ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -3198,7 +3198,7 @@ bool TMoverParameters::ConverterSwitch( bool State, range_t const Notify ) if( ConverterAllow == true ) { if( Notify != range_t::local ) { SendCtrlToNext( - "ConverterSwitch", 1, CabNo, + "ConverterSwitch", 1, CabActive, ( Notify == range_t::unit ? ctrain_controll | ctrain_depot : ctrain_controll ) ); @@ -3207,7 +3207,7 @@ bool TMoverParameters::ConverterSwitch( bool State, range_t const Notify ) else { if( Notify != range_t::local ) { SendCtrlToNext( - "ConverterSwitch", 0, CabNo, + "ConverterSwitch", 0, CabActive, ( Notify == range_t::unit ? ctrain_controll | ctrain_depot : ctrain_controll ) ); @@ -3237,7 +3237,7 @@ bool TMoverParameters::CompressorSwitch( bool State, range_t const Notify ) if( CompressorAllow == true ) { if( Notify != range_t::local ) { SendCtrlToNext( - "CompressorSwitch", 1, CabNo, + "CompressorSwitch", 1, CabActive, ( Notify == range_t::unit ? ctrain_controll | ctrain_depot : ctrain_controll ) ); @@ -3246,7 +3246,7 @@ bool TMoverParameters::CompressorSwitch( bool State, range_t const Notify ) else { if( Notify != range_t::local ) { SendCtrlToNext( - "CompressorSwitch", 0, CabNo, + "CompressorSwitch", 0, CabActive, ( Notify == range_t::unit ? ctrain_controll | ctrain_depot : ctrain_controll ) ); @@ -3489,8 +3489,8 @@ bool TMoverParameters::BrakeReleaser(int state) { bool OK = true; //false tylko jeśli nie uda się wysłać, GF 20161124 Hamulec->Releaser(state); - if (CabNo != 0) // rekurencyjne wysłanie do następnego - OK = SendCtrlToNext("BrakeReleaser", state, CabNo); + if (CabActive != 0) // rekurencyjne wysłanie do następnego + OK = SendCtrlToNext("BrakeReleaser", state, CabActive); return OK; } @@ -3519,8 +3519,8 @@ bool TMoverParameters::UniversalBrakeButton(int button, int state) TUniversalBrake::ub_Release ) ) { Hamulec->Releaser( int ( TestFlag ( flag, TUniversalBrake::ub_Release ) )); - if (CabNo != 0) // rekurencyjne wysłanie do następnego - OK = SendCtrlToNext("BrakeReleaser", state, CabNo); + if (CabActive != 0) // rekurencyjne wysłanie do następnego + OK = SendCtrlToNext("BrakeReleaser", state, CabActive); } return OK; } @@ -3535,17 +3535,17 @@ bool TMoverParameters::SwitchEPBrake(int state) double temp; OK = false; - if ((BrakeHandle == TBrakeHandle::St113) && (ActiveCab != 0)) + if ((BrakeHandle == TBrakeHandle::St113) && (CabOccupied != 0)) { if (state > 0) temp = Handle->GetCP(); // TODO: przetlumaczyc else temp = 0; Hamulec->SetEPS(temp); - SendCtrlToNext("Brake", temp, CabNo); + SendCtrlToNext("Brake", temp, CabActive); } // OK:=SetFlag(BrakeStatus,((2*State-1)*b_epused)); - // SendCtrlToNext('Brake',(state*(2*BrakeCtrlPos-1)),CabNo); + // SendCtrlToNext('Brake',(state*(2*BrakeCtrlPos-1)),CabActive); return OK; } @@ -3621,8 +3621,8 @@ bool TMoverParameters::BrakeDelaySwitch(int BDS) rBDS = true; Hamulec->SetBrakeStatus( Hamulec->GetBrakeStatus() & ~64 ); // kopowanie nastawy hamulca do kolejnego czlonu - do przemyślenia - if (CabNo != 0) - SendCtrlToNext("BrakeDelay", BrakeDelayFlag, CabNo); + if (CabActive != 0) + SendCtrlToNext("BrakeDelay", BrakeDelayFlag, CabActive); } else rBDS = false; @@ -4005,7 +4005,7 @@ void TMoverParameters::UpdatePipePressure(double dt) Handle->SetReductor(BrakeCtrlPos2); if( ( ( BrakeOpModes & bom_PS ) == 0 ) - || ( ( ActiveCab != 0 ) + || ( ( CabOccupied != 0 ) && ( BrakeOpModeFlag != bom_PS ) ) ) { if( ( BrakeOpModeFlag < bom_EP ) @@ -4170,10 +4170,10 @@ void TMoverParameters::UpdatePipePressure(double dt) } } // switch - if (((BrakeHandle == TBrakeHandle::FVel6)||(BrakeHandle == TBrakeHandle::FVE408)) && (ActiveCab != 0)) + if (((BrakeHandle == TBrakeHandle::FVel6)||(BrakeHandle == TBrakeHandle::FVE408)) && (CabOccupied != 0)) { if ((Battery) - && (ActiveDir != 0) + && (DirActive != 0) && (EpFuse)) // tu powinien byc jeszcze bezpiecznik EP i baterie - // temp = (Handle as TFVel6).GetCP temp = Handle->GetCP(); @@ -4190,7 +4190,7 @@ void TMoverParameters::UpdatePipePressure(double dt) TUHEX_StageActual = temp; TUHEX_Active = TUHEX_StageActual > 0; // Ra 2014-11: na tym się wysypuje, ale nie wiem, w jakich warunkach - SendCtrlToNext("Brake", temp, CabNo); + SendCtrlToNext("Brake", temp, CabActive); } Pipe->Act(); @@ -4472,7 +4472,7 @@ void TMoverParameters::ComputeTotalForce(double dt) { // ABu 300105: cos tu mieszalem , dziala teraz troche lepiej, wiec zostawiam { auto const vehicleisactive { - ( CabNo != 0 ) + ( CabActive != 0 ) || ( Vel > 0.0001 ) || ( std::abs( AccS ) > 0.0001 ) || ( LastSwitchingTime < 5 ) @@ -4528,11 +4528,11 @@ void TMoverParameters::ComputeTotalForce(double dt) { GetAnyTrainsetVoltage(), PantographVoltage ) : 0.00 ); - if( CabNo == 0 ) { - EngineVoltage *= ActiveDir; + if( CabActive == 0 ) { + EngineVoltage *= DirActive; } else { - EngineVoltage *= DirAbsolute; // ActiveDir*CabNo; + EngineVoltage *= DirAbsolute; // DirActive*CabActive; } } // bo nie dzialalo else { @@ -4978,7 +4978,7 @@ double TMoverParameters::TractionForce( double dt ) { else dtrans = Transmision.Ratio * MotorParam[ ScndCtrlActualPos ].mIsat; - dmoment = dizel_Momentum( dizel_fill, dtrans * nrot * ActiveDir, dt ); // oblicza tez enrot + dmoment = dizel_Momentum( dizel_fill, dtrans * nrot * DirActive, dt ); // oblicza tez enrot break; } default: { @@ -4995,7 +4995,7 @@ double TMoverParameters::TractionForce( double dt ) { // eAngle = Pirazy2 - eAngle; <- ABu: a nie czasem tak, jak nizej? eAngle -= M_PI * 2.0; */ - // hunter-091012: przeniesione z if ActiveDir<>0 (zeby po zejsciu z kierunku dalej spadala predkosc wentylatorow) + // hunter-091012: przeniesione z if DirActive<>0 (zeby po zejsciu z kierunku dalej spadala predkosc wentylatorow) // wentylatory rozruchowe // TBD, TODO: move this to update, it doesn't exactly have much to do with traction switch( EngineType ) { @@ -5006,7 +5006,7 @@ double TMoverParameters::TractionForce( double dt ) { case 1: { // manual if( ( true == RVentForceOn ) - || ( ( ActiveDir != 0 ) + || ( ( DirActive != 0 ) && ( RList[ MainCtrlActualPos ].R > RVentCutOff ) ) ) { RventRot += ( RVentnmax - RventRot ) * RVentSpeed * dt; } @@ -5152,12 +5152,12 @@ double TMoverParameters::TractionForce( double dt ) { } } - if (ActiveDir != 0) + if (DirActive != 0) switch (EngineType) { case TEngineType::Dumb: { - if (Mains && (CabNo != 0)) + if (Mains && (CabActive != 0)) { if (Vel > 0.1) { @@ -5166,7 +5166,7 @@ double TMoverParameters::TractionForce( double dt ) { else { Ft = Ftmax * PosRatio; } - Ft = Ft * DirAbsolute; // ActiveDir*CabNo; + Ft = Ft * DirAbsolute; // DirActive*CabActive; } else { Ft = 0; @@ -5285,14 +5285,14 @@ double TMoverParameters::TractionForce( double dt ) { Mw -= dizel_MomentumRetarder(nrot * Transmision.Ratio, dt) * Transmision.Ratio * Transmision.Efficiency; Fw = Mw * 2.0 / WheelDiameter / NPoweredAxles; Ft = Fw * NPoweredAxles; // sila trakcyjna - Ft = Ft * DirAbsolute; // ActiveDir*CabNo; + Ft = Ft * DirAbsolute; // DirActive*CabActive; break; } case TEngineType::DieselElectric: // youBy { - // tmpV:=V*CabNo*ActiveDir; - auto const tmpV { nrot * Pirazy2 * 0.5 * WheelDiameter * DirAbsolute }; //*CabNo*ActiveDir; + // tmpV:=V*CabActive*DirActive; + auto const tmpV { nrot * Pirazy2 * 0.5 * WheelDiameter * DirAbsolute }; //*CabActive*DirActive; // jazda manewrowa if( true == ShuntMode ) { if( ( true == Mains ) && ( MainCtrlPowerPos() > 0 ) ) { @@ -5352,7 +5352,7 @@ double TMoverParameters::TractionForce( double dt ) { if (FuseFlag) Ft = 0; else - Ft = Ft * DirAbsolute; // ActiveDir * CabNo; //zwrot sily i jej wartosc + Ft = Ft * DirAbsolute; // DirActive * CabActive; //zwrot sily i jej wartosc Fw = Ft / NPoweredAxles; // sila na obwodzie kola Mw = Fw * WheelDiameter / 2.0; // moment na osi kola Mm = Mw / Transmision.Ratio; // moment silnika trakcyjnego @@ -5649,7 +5649,7 @@ double TMoverParameters::TractionForce( double dt ) { if (NewSCAP != SpeedCtrlValue) { SpeedCtrlValue = NewSCAP; -// SendCtrlToNext("SpeedCntrl", SpeedCtrlValue, CabNo); +// SendCtrlToNext("SpeedCntrl", SpeedCtrlValue, CabActive); } } } @@ -5812,7 +5812,7 @@ double TMoverParameters::TractionForce( double dt ) { eimv[eimv_If] = eimv[eimv_Ic] * eimc[eimc_s_icif]; eimv[eimv_M] = eimv[eimv_pole] * eimv[eimv_Ic] * eimc[eimc_s_cim]; eimv[eimv_Ipoj] = (eimv[eimv_Ic] * NPoweredAxles * eimv[eimv_U]) / (EngineVoltage - eimc[eimc_f_DU]) + eimc[eimc_f_I0]; - eimv[eimv_Pm] = ActiveDir * eimv[eimv_M] * NPoweredAxles * enrot * Pirazy2 / 1000; + eimv[eimv_Pm] = DirActive * eimv[eimv_M] * NPoweredAxles * enrot * Pirazy2 / 1000; eimv[eimv_Pe] = eimv[eimv_Ipoj] * EngineVoltage / 1000; eimv[eimv_eta] = eimv[eimv_Pm] / eimv[eimv_Pe]; @@ -5947,7 +5947,7 @@ bool TMoverParameters::FuseOn(void) if ((IsMainCtrlNoPowerPos()) && (ScndCtrlPos == 0) && (TrainType != dt_ET40) && ((Mains) || (TrainType != dt_EZT)) && (!TestFlag(EngDmgFlag, 1))) { // w ET40 jest blokada nastawnika, ale czy działa dobrze? - SendCtrlToNext("FuseSwitch", 1, CabNo); + SendCtrlToNext("FuseSwitch", 1, CabActive); if (((EngineType == TEngineType::ElectricSeriesMotor) || ((EngineType == TEngineType::DieselElectric))) && FuseFlag) { FuseFlag = false; // wlaczenie ponowne obwodu @@ -6040,7 +6040,7 @@ double TMoverParameters::MomentumF(double I, double Iw, int SCP) bool TMoverParameters::CutOffEngine(void) { bool COE = false; // Ra: wartość domyślna, sprawdzić to trzeba - if ((NPoweredAxles > 0) && (CabNo == 0) && (EngineType == TEngineType::ElectricSeriesMotor)) + if ((NPoweredAxles > 0) && (CabActive == 0) && (EngineType == TEngineType::ElectricSeriesMotor)) { if (SetFlag(DamageFlag, -dtrain_engine)) { @@ -6066,8 +6066,8 @@ bool TMoverParameters::MaxCurrentSwitch(bool State) { Imax = ImaxHi; MCS = true; - if (CabNo != 0) - SendCtrlToNext("MaxCurrentSwitch", 1, CabNo); + if (CabActive != 0) + SendCtrlToNext("MaxCurrentSwitch", 1, CabActive); } if (!State) if (Imax == ImaxHi) @@ -6075,8 +6075,8 @@ bool TMoverParameters::MaxCurrentSwitch(bool State) { Imax = ImaxLo; MCS = true; - if (CabNo != 0) - SendCtrlToNext("MaxCurrentSwitch", 0, CabNo); + if (CabActive != 0) + SendCtrlToNext("MaxCurrentSwitch", 0, CabActive); } } return MCS; @@ -6096,15 +6096,15 @@ bool TMoverParameters::MinCurrentSwitch(bool State) { Imin = IminHi; MCS = true; - if (CabNo != 0) - SendCtrlToNext("MinCurrentSwitch", 1, CabNo); + if (CabActive != 0) + SendCtrlToNext("MinCurrentSwitch", 1, CabActive); } if ((!State) && (Imin == IminHi)) { Imin = IminLo; MCS = true; - if (CabNo != 0) - SendCtrlToNext("MinCurrentSwitch", 0, CabNo); + if (CabActive != 0) + SendCtrlToNext("MinCurrentSwitch", 0, CabActive); } } return MCS; @@ -6141,7 +6141,7 @@ bool TMoverParameters::AutoRelaySwitch(bool State) { AutoRelayFlag = State; ARS = true; - SendCtrlToNext("AutoRelaySwitch", int(State), CabNo); + SendCtrlToNext("AutoRelaySwitch", int(State), CabActive); } else ARS = false; @@ -6218,7 +6218,7 @@ bool TMoverParameters::AutoRelayCheck(void) } else { // zmieniaj mainctrlactualpos - if ((ActiveDir < 0) && (TrainType != dt_PseudoDiesel)) + if ((DirActive < 0) && (TrainType != dt_PseudoDiesel)) if (RList[MainCtrlActualPos + 1].Bn > 1) { return false; // nie poprawiamy przy konwersji @@ -6433,7 +6433,7 @@ bool TMoverParameters::MotorConnectorsCheck() { || ( true == FuseFlag ) || ( true == StLinSwitchOff ) || ( IsMainCtrlNoPowerPos() ) - || ( ActiveDir == 0 ) }; + || ( DirActive == 0 ) }; if( connectorsoff ) { return false; } @@ -6463,7 +6463,7 @@ bool TMoverParameters::PantFront( bool const State, range_t const Notify ) if( Notify != range_t::local ) { // wysłanie wyłączenia do pozostałych? SendCtrlToNext( - "PantFront", 1, CabNo, + "PantFront", 1, CabActive, ( Notify == range_t::unit ? ctrain_controll | ctrain_depot : ctrain_controll ) ); @@ -6473,7 +6473,7 @@ bool TMoverParameters::PantFront( bool const State, range_t const Notify ) if( Notify != range_t::local ) { // wysłanie wyłączenia do pozostałych? SendCtrlToNext( - "PantFront", 0, CabNo, + "PantFront", 0, CabActive, ( Notify == range_t::unit ? ctrain_controll | ctrain_depot : ctrain_controll ) ); @@ -6491,7 +6491,7 @@ bool TMoverParameters::PantFront( bool const State, range_t const Notify ) 0 ); PantFrontUp = false; if( true == Multiunitcontrol ) { - SendCtrlToNext( "PantFront", 0, CabNo ); + SendCtrlToNext( "PantFront", 0, CabActive ); } } */ @@ -6514,7 +6514,7 @@ bool TMoverParameters::PantRear( bool const State, range_t const Notify ) if( Notify != range_t::local ) { // wysłanie wyłączenia do pozostałych? SendCtrlToNext( - "PantRear", 1, CabNo, + "PantRear", 1, CabActive, ( Notify == range_t::unit ? ctrain_controll | ctrain_depot : ctrain_controll ) ); @@ -6524,7 +6524,7 @@ bool TMoverParameters::PantRear( bool const State, range_t const Notify ) if( Notify != range_t::local ) { // wysłanie wyłączenia do pozostałych? SendCtrlToNext( - "PantRear", 0, CabNo, + "PantRear", 0, CabActive, ( Notify == range_t::unit ? ctrain_controll | ctrain_depot : ctrain_controll ) ); @@ -6542,7 +6542,7 @@ bool TMoverParameters::PantRear( bool const State, range_t const Notify ) 0 ); PantRearUp = false; if( true == Multiunitcontrol ) { - SendCtrlToNext( "PantRear", 0, CabNo ); + SendCtrlToNext( "PantRear", 0, CabActive ); } } */ @@ -6744,7 +6744,7 @@ void TMoverParameters::CheckSpeedCtrl(double dt) eimicSpeedCtrlIntegral = 0; } SpeedCtrlUnit.Parking = (Vel == 0.0) && (eimic <= 0) && (EngineType != TEngineType::ElectricInductionMotor); - SendCtrlToNext("SpeedCtrlUnit.Parking", SpeedCtrlUnit.Parking, CabNo); + SendCtrlToNext("SpeedCtrlUnit.Parking", SpeedCtrlUnit.Parking, CabActive); } else { @@ -7155,8 +7155,8 @@ double TMoverParameters::dizel_Momentum(double dizel_fill, double n, double dt) { // liczy moment sily wytwarzany przez silnik spalinowy} double Moment = 0, enMoment = 0, gearMoment = 0, eps = 0, newn = 0, friction = 0, neps = 0; double TorqueH = 0, TorqueL = 0, TorqueC = 0; - n = n * CabNo; - if ((MotorParam[ScndCtrlActualPos].mIsat < 0.001)||(ActiveDir == 0)) + n = n * CabActive; + if ((MotorParam[ScndCtrlActualPos].mIsat < 0.001)||(DirActive == 0)) n = enrot; friction = dizel_engagefriction; hydro_TC_nIn = enrot; //wal wejsciowy przetwornika momentu @@ -7669,8 +7669,8 @@ bool TMoverParameters::ChangeDoorPermitPreset( int const Change, range_t const N auto const permitleft { ( ( doors & 1 ) != 0 ) }; auto const permitright { ( ( doors & 2 ) != 0 ) }; - PermitDoors( ( CabNo > 0 ? side::left : side::right ), permitleft, Notify ); - PermitDoors( ( CabNo > 0 ? side::right : side::left ), permitright, Notify ); + PermitDoors( ( CabActive > 0 ? side::left : side::right ), permitleft, Notify ); + PermitDoors( ( CabActive > 0 ? side::right : side::left ), permitright, Notify ); } return ( Doors.permit_preset != initialstate ); @@ -7688,7 +7688,7 @@ bool TMoverParameters::PermitDoorStep( bool const State, range_t const Notify ) ( State == true ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -7708,10 +7708,10 @@ bool TMoverParameters::PermitDoors( side const Door, bool const State, range_t c SendCtrlToNext( "DoorPermit", ( State ? 1 : -1 ) // positive: grant, negative: revoke - * ( Door == ( CabNo > 0 ? side::left : side::right ) ? // 1=lewe, 2=prawe (swap if reversed) + * ( Door == ( CabActive > 0 ? side::left : side::right ) ? // 1=lewe, 2=prawe (swap if reversed) 1 : 2 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -7732,7 +7732,7 @@ bool TMoverParameters::ChangeDoorControlMode( bool const State, range_t const No ( State == true ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -7787,10 +7787,10 @@ bool TMoverParameters::OperateDoors( side const Door, bool const State, range_t ( State == true ? "DoorOpen" : "DoorClose" ), - ( Door == ( CabNo > 0 ? side::left : side::right ) ? // 1=lewe, 2=prawe (swap if reversed) + ( Door == ( CabActive > 0 ? side::left : side::right ) ? // 1=lewe, 2=prawe (swap if reversed) 1 : 2 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -7812,7 +7812,7 @@ bool TMoverParameters::LockDoors( bool const State, range_t const Notify ) { ( State == true ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -7838,7 +7838,7 @@ TMoverParameters::signal_departure( bool const State, range_t const Notify ) { ( State == true ? 1 : 0 ), - CabNo, + CabActive, ( Notify == range_t::unit ? coupling::control | coupling::permanent : coupling::control ) ); @@ -10615,7 +10615,7 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) PipePress = CntrlPipePress; BrakePress = 0.0; LocalBrakePosA = 0.0; - if( CabNo == 0 ) + if( CabActive == 0 ) BrakeCtrlPos = static_cast( Handle->GetPos( bh_NP ) ); else BrakeCtrlPos = static_cast( Handle->GetPos( bh_RP ) ); @@ -10626,8 +10626,8 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) PantRear( true ); MainSwitch( true ); */ - ActiveDir = 0; // Dir; //nastawnik kierunkowy - musi być ustawiane osobno! - DirAbsolute = ActiveDir * CabNo; // kierunek jazdy względem sprzęgów + DirActive = 0; // Dir; //nastawnik kierunkowy - musi być ustawiane osobno! + DirAbsolute = DirActive * CabActive; // kierunek jazdy względem sprzęgów LimPipePress = CntrlPipePress; } else { // zahamowany} @@ -11009,8 +11009,8 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C } else if (Command == "Direction") { - ActiveDir = static_cast(floor(CValue1)); - DirAbsolute = ActiveDir * CabNo; + DirActive = static_cast(floor(CValue1)); + DirAbsolute = DirActive * CabActive; OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } else if (Command == "CabActivisation") @@ -11019,19 +11019,19 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C switch (static_cast(CValue1 * CValue2)) { // CValue2 ma zmieniany znak przy niezgodności sprzęgów case 1: { - CabNo = 1; + CabActive = 1; break; } case -1: { - CabNo = -1; + CabActive = -1; break; } default:{ - CabNo = 0; // gdy CValue1==0 + CabActive = 0; // gdy CValue1==0 break; } } - DirAbsolute = ActiveDir * CabNo; + DirAbsolute = DirActive * CabActive; OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } else if (Command == "AutoRelaySwitch") @@ -11070,7 +11070,7 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C Battery = false; /* // TBD: makes no sense to activate alerters in entire consist - if ((Battery) && (ActiveCab != 0) ) + if ((Battery) && (CabOccupied != 0) ) SecuritySystem.Status = SecuritySystem.Status | s_waiting; // aktywacja czuwaka else SecuritySystem.Status = 0; // wyłączenie czuwaka @@ -11299,7 +11299,7 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C } else if (Command == "CabSignal") /*SHP,Indusi*/ { // Ra: to powinno działać tylko w członie obsadzonym - if (/*(TrainType=dt_EZT)or*/ (ActiveCab != 0) && (Battery) && + if (/*(TrainType=dt_EZT)or*/ (CabOccupied != 0) && (Battery) && TestFlag(SecuritySystem.SystemType, 2)) // jeśli kabina jest obsadzona (silnikowy w EZT?) /*?*/ /* WITH SecuritySystem */ diff --git a/Train.cpp b/Train.cpp index 6f8b38ee..6af695ba 100644 --- a/Train.cpp +++ b/Train.cpp @@ -444,8 +444,8 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) return false; */ auto const activecab { ( - NewDynamicObject->MoverParameters->ActiveCab > 0 ? "1" : - NewDynamicObject->MoverParameters->ActiveCab < 0 ? "2" : + NewDynamicObject->MoverParameters->CabOccupied > 0 ? "1" : + NewDynamicObject->MoverParameters->CabOccupied < 0 ? "2" : "p" ) }; NewDynamicObject->create_controller( activecab, NewDynamicObject->ctOwner != nullptr ); } @@ -460,8 +460,8 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) fMainRelayTimer = 0; // Hunter, do k...y nędzy, ustawiaj wartości początkowe zmiennych! iCabn = ( - mvOccupied->ActiveCab > 0 ? 1 : - mvOccupied->ActiveCab < 0 ? 2 : + mvOccupied->CabOccupied > 0 ? 1 : + mvOccupied->CabOccupied < 0 ? 2 : 0 ); { @@ -475,12 +475,12 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) // Ra: taka proteza - przesłanie kierunku do członów connected /* - if (mvControlled->ActiveDir > 0) + if (mvControlled->DirActive > 0) { // było do przodu mvControlled->DirectionBackward(); mvControlled->DirectionForward(); } - else if (mvControlled->ActiveDir < 0) + else if (mvControlled->DirActive < 0) { mvControlled->DirectionForward(); mvControlled->DirectionBackward(); @@ -502,7 +502,7 @@ dictionary_source *TTrain::GetTrainState() { if( dict == nullptr ) { return nullptr; } dict->insert( "name", DynamicObject->asName ); - dict->insert( "cab", mvOccupied->ActiveCab ); + dict->insert( "cab", mvOccupied->CabOccupied ); // basic systems state data dict->insert( "battery", mvControlled->Battery ); dict->insert( "linebreaker", mvControlled->Mains ); @@ -515,7 +515,7 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "lights_front", mvOccupied->iLights[ end::front ] ); dict->insert( "lights_rear", mvOccupied->iLights[ end::rear ] ); // reverser - dict->insert( "direction", mvOccupied->ActiveDir ); + dict->insert( "direction", mvOccupied->DirActive ); // throttle dict->insert( "mainctrl_pos", mvControlled->MainCtrlPos ); dict->insert( "main_ctrl_actual_pos", mvControlled->MainCtrlActualPos ); @@ -686,7 +686,7 @@ bool TTrain::is_eztoer() const { && ( mvOccupied->BrakeSubsystem == TBrakeSubSystem::ss_ESt ) && ( mvControlled->Battery == true ) && ( mvControlled->EpFuse == true ) - && ( mvControlled->ActiveDir != 0 ) ); // od yB + && ( mvControlled->DirActive != 0 ) ); // od yB } // mover master controller to specified position @@ -1798,7 +1798,7 @@ void TTrain::OnCommand_reverserincrease( TTrain *Train, command_data const &Comm if( Train->mvOccupied->DirectionForward() ) { // aktualizacja skrajnych pojazdów w składzie - if( ( Train->mvOccupied->ActiveDir ) + if( ( Train->mvOccupied->DirActive ) && ( Train->DynamicObject->Mechanik ) ) { Train->DynamicObject->Mechanik->DirectionChange(); @@ -1813,7 +1813,7 @@ void TTrain::OnCommand_reverserdecrease( TTrain *Train, command_data const &Comm if( Train->mvOccupied->DirectionBackward() ) { // aktualizacja skrajnych pojazdów w składzie - if( ( Train->mvOccupied->ActiveDir ) + if( ( Train->mvOccupied->DirActive ) && ( Train->DynamicObject->Mechanik ) ) { Train->DynamicObject->Mechanik->DirectionChange();; @@ -1837,14 +1837,14 @@ void TTrain::OnCommand_reverserforward( TTrain *Train, command_data const &Comma // HACK: try to move the reverser one position back, in case it's set to "high forward" OnCommand_reverserdecrease( Train, Command ); - if( Train->mvOccupied->ActiveDir < 1 ) { + if( Train->mvOccupied->DirActive < 1 ) { - while( ( Train->mvOccupied->ActiveDir < 1 ) + while( ( Train->mvOccupied->DirActive < 1 ) && ( true == Train->mvOccupied->DirectionForward() ) ) { // all work is done in the header } // aktualizacja skrajnych pojazdów w składzie - if( ( Train->mvOccupied->ActiveDir == 1 ) + if( ( Train->mvOccupied->DirActive == 1 ) && ( Train->DynamicObject->Mechanik ) ) { Train->DynamicObject->Mechanik->DirectionChange(); @@ -1857,11 +1857,11 @@ void TTrain::OnCommand_reverserneutral( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { - while( ( Train->mvOccupied->ActiveDir < 0 ) + while( ( Train->mvOccupied->DirActive < 0 ) && ( true == Train->mvOccupied->DirectionForward() ) ) { // all work is done in the header } - while( ( Train->mvOccupied->ActiveDir > 0 ) + while( ( Train->mvOccupied->DirActive > 0 ) && ( true == Train->mvOccupied->DirectionBackward() ) ) { // all work is done in the header } @@ -1872,14 +1872,14 @@ void TTrain::OnCommand_reverserbackward( TTrain *Train, command_data const &Comm if( Command.action == GLFW_PRESS ) { - if( Train->mvOccupied->ActiveDir > -1 ) { + if( Train->mvOccupied->DirActive > -1 ) { - while( ( Train->mvOccupied->ActiveDir > -1 ) + while( ( Train->mvOccupied->DirActive > -1 ) && ( true == Train->mvOccupied->DirectionBackward() ) ) { // all work is done in the header } // aktualizacja skrajnych pojazdów w składzie - if( ( Train->mvOccupied->ActiveDir == -1 ) + if( ( Train->mvOccupied->DirActive == -1 ) && ( Train->DynamicObject->Mechanik ) ) { Train->DynamicObject->Mechanik->DirectionChange(); @@ -5524,7 +5524,7 @@ void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Comm exitdirection == end::front ? Train->DynamicObject->PrevConnected() : Train->DynamicObject->NextConnected() ); - Global.changeDynObj->MoverParameters->ActiveCab = ( + Global.changeDynObj->MoverParameters->CabOccupied = ( Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? -1 : 1 ); @@ -5557,7 +5557,7 @@ void TTrain::OnCommand_cabchangebackward( TTrain *Train, command_data const &Com exitdirection == end::front ? Train->DynamicObject->PrevConnected() : Train->DynamicObject->NextConnected() ); - Global.changeDynObj->MoverParameters->ActiveCab = ( + Global.changeDynObj->MoverParameters->CabOccupied = ( Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? -1 : 1 ); @@ -5578,18 +5578,18 @@ void TTrain::UpdateCab() { && ( DynamicObject->Mechanik->AIControllFlag ) ) { if( iCabn != ( // numer kabiny (-1: kabina B) - DynamicObject->MoverParameters->ActiveCab == -1 ? + DynamicObject->MoverParameters->CabOccupied == -1 ? 2 : - DynamicObject->MoverParameters->ActiveCab ) ) { + DynamicObject->MoverParameters->CabOccupied ) ) { InitializeCab( - DynamicObject->MoverParameters->ActiveCab, + DynamicObject->MoverParameters->CabOccupied, DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" ); } } - iCabn = ( DynamicObject->MoverParameters->ActiveCab == -1 ? + iCabn = ( DynamicObject->MoverParameters->CabOccupied == -1 ? 2 : - DynamicObject->MoverParameters->ActiveCab ); + DynamicObject->MoverParameters->CabOccupied ); } bool TTrain::Update( double const Deltatime ) @@ -5775,8 +5775,8 @@ bool TTrain::Update( double const Deltatime ) fHCurrent[3] = mvControlled->ShowCurrent(3); } - bool kier = (DynamicObject->DirectionGet() * mvOccupied->ActiveCab > 0); - TDynamicObject *p = DynamicObject->GetFirstDynamic(mvOccupied->ActiveCab < 0 ? end::rear : end::front, 4); + bool kier = (DynamicObject->DirectionGet() * mvOccupied->CabOccupied > 0); + TDynamicObject *p = DynamicObject->GetFirstDynamic(mvOccupied->CabOccupied < 0 ? end::rear : end::front, 4); int in = 0; fEIMParams[0][6] = 0; iCarNo = 0; @@ -5973,11 +5973,11 @@ bool TTrain::Update( double const Deltatime ) TDynamicObject *tmp { nullptr }; if (DynamicObject->NextConnected()) if ((TestFlag(mvControlled->Couplers[end::rear].CouplingFlag, ctrain_controll)) && - (mvOccupied->ActiveCab == 1)) + (mvOccupied->CabOccupied == 1)) tmp = DynamicObject->NextConnected(); if (DynamicObject->PrevConnected()) if ((TestFlag(mvControlled->Couplers[end::front].CouplingFlag, ctrain_controll)) && - (mvOccupied->ActiveCab == -1)) + (mvOccupied->CabOccupied == -1)) tmp = DynamicObject->PrevConnected(); if( tmp ) { if( tmp->MoverParameters->Power > 0 ) { @@ -6191,8 +6191,8 @@ bool TTrain::Update( double const Deltatime ) false : mvOccupied->BrakePress < 1.0 ); // mozna prowadzic rozruch - if( ( ( mvControlled->ActiveCab == 1 ) && ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) ) - || ( ( mvControlled->ActiveCab == -1 ) && ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) ) ) { + if( ( ( mvControlled->CabOccupied == 1 ) && ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) ) + || ( ( mvControlled->CabOccupied == -1 ) && ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) ) ) { btLampkaUkrotnienie.Turn( true ); } else { @@ -6220,7 +6220,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaBoczniki.Turn( false ); } - btLampkaNapNastHam.Turn(mvControlled->ActiveDir != 0); // napiecie na nastawniku hamulcowym + btLampkaNapNastHam.Turn(mvControlled->DirActive != 0); // napiecie na nastawniku hamulcowym btLampkaSprezarka.Turn(mvControlled->CompressorFlag); // mutopsitka dziala btLampkaSprezarkaOff.Turn( false == mvControlled->CompressorFlag ); btLampkaFuelPumpOff.Turn( false == mvControlled->FuelPump.is_active ); @@ -6290,9 +6290,9 @@ bool TTrain::Update( double const Deltatime ) btLampkaBlokadaDrzwi.Turn( mvOccupied->Doors.is_locked ); btLampkaDoorLockOff.Turn( false == mvOccupied->Doors.lock_enabled ); btLampkaDepartureSignal.Turn( mvControlled->DepartureSignal ); - btLampkaNapNastHam.Turn((mvControlled->ActiveDir != 0) && (mvOccupied->EpFuse)); // napiecie na nastawniku hamulcowym - btLampkaForward.Turn(mvControlled->ActiveDir > 0); // jazda do przodu - btLampkaBackward.Turn(mvControlled->ActiveDir < 0); // jazda do tyłu + btLampkaNapNastHam.Turn((mvControlled->DirActive != 0) && (mvOccupied->EpFuse)); // napiecie na nastawniku hamulcowym + btLampkaForward.Turn(mvControlled->DirActive > 0); // jazda do przodu + btLampkaBackward.Turn(mvControlled->DirActive < 0); // jazda do tyłu btLampkaED.Turn(mvControlled->DynamicBrakeFlag); // hamulec ED btLampkaBrakeProfileG.Turn( TestFlag( mvOccupied->BrakeDelayFlag, bdelay_G ) ); btLampkaBrakeProfileP.Turn( TestFlag( mvOccupied->BrakeDelayFlag, bdelay_P ) ); @@ -6392,10 +6392,10 @@ bool TTrain::Update( double const Deltatime ) TDynamicObject *tmp { nullptr }; //=mvControlled->mvSecond; //Ra 2014-07: trzeba to jeszcze wyjąć z kabiny... // Ra 2014-07: no nie ma potrzeby szukać tego w każdej klatce if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, ctrain_controll)) && - (mvOccupied->ActiveCab > 0)) + (mvOccupied->CabOccupied > 0)) tmp = DynamicObject->NextConnected(); if ((TestFlag(mvControlled->Couplers[0].CouplingFlag, ctrain_controll)) && - (mvOccupied->ActiveCab < 0)) + (mvOccupied->CabOccupied < 0)) tmp = DynamicObject->PrevConnected(); if( tmp ) { @@ -6530,11 +6530,11 @@ bool TTrain::Update( double const Deltatime ) if (ggDirKey.SubModel) { if (mvControlled->TrainType != dt_EZT) ggDirKey.UpdateValue( - double(mvControlled->ActiveDir), + double(mvControlled->DirActive), dsbReverserKey); else ggDirKey.UpdateValue( - double(mvControlled->ActiveDir) + double(mvControlled->Imin == mvControlled->IminHi), + double(mvControlled->DirActive) + double(mvControlled->Imin == mvControlled->IminHi), dsbReverserKey); ggDirKey.Update(); } @@ -7188,7 +7188,7 @@ void TTrain::add_distance( double const Distance ) { auto const meterenabled { ( true == ( m_distancecounter >= 0 ) ) && ( mvControlled->Battery || mvControlled->ConverterFlag ) }; - if( true == meterenabled ) { m_distancecounter += Distance * Occupied()->ActiveCab; } + if( true == meterenabled ) { m_distancecounter += Distance * Occupied()->CabOccupied; } else { m_distancecounter = -1.f; } } @@ -7198,17 +7198,17 @@ bool TTrain::CabChange(int iDirection) || ( true == DynamicObject->Mechanik->AIControllFlag ) ) { // jeśli prowadzi AI albo jest w innym członie // jak AI prowadzi, to nie można mu mieszać - if (abs(DynamicObject->MoverParameters->ActiveCab + iDirection) > 1) + if (abs(DynamicObject->MoverParameters->CabOccupied + iDirection) > 1) return false; // ewentualna zmiana pojazdu - DynamicObject->MoverParameters->ActiveCab = - DynamicObject->MoverParameters->ActiveCab + iDirection; + DynamicObject->MoverParameters->CabOccupied = + DynamicObject->MoverParameters->CabOccupied + iDirection; } else { // jeśli pojazd prowadzony ręcznie albo wcale (wagon) DynamicObject->MoverParameters->CabDeactivisation(); if( DynamicObject->MoverParameters->ChangeCab( iDirection ) ) { if( InitializeCab( - DynamicObject->MoverParameters->ActiveCab, + DynamicObject->MoverParameters->CabOccupied, DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" ) ) { // zmiana kabiny w ramach tego samego pojazdu DynamicObject->MoverParameters->CabActivisation(); // załączenie rozrządu (wirtualne kabiny) @@ -7384,7 +7384,7 @@ bool TTrain::LoadMMediaFile(std::string const &asFileName) return false; } // nie znalazl sekcji internal - if (!InitializeCab(mvOccupied->ActiveCab, asFileName)) + if (!InitializeCab(mvOccupied->CabOccupied, asFileName)) { // zle zainicjowana kabina return false; @@ -7838,8 +7838,8 @@ TTrain::radio_message( sound_source *Message, int const Channel ) { void TTrain::SetLights() { - TDynamicObject *p = DynamicObject->GetFirstDynamic(mvOccupied->ActiveCab < 0 ? 1 : 0, 4); - bool kier = (DynamicObject->DirectionGet() * mvOccupied->ActiveCab > 0); + TDynamicObject *p = DynamicObject->GetFirstDynamic(mvOccupied->CabOccupied < 0 ? 1 : 0, 4); + bool kier = (DynamicObject->DirectionGet() * mvOccupied->CabOccupied > 0); int xs = (kier ? 0 : 1); if (kier ? p->NextC(1) : p->PrevC(1)) // jesli jest nastepny, to tylko przod { diff --git a/TrkFoll.cpp b/TrkFoll.cpp index d7f2aebe..49c48bc6 100644 --- a/TrkFoll.cpp +++ b/TrkFoll.cpp @@ -244,7 +244,7 @@ bool TTrackFollower::Move(double fDistance, bool bPrimary) { // gdy zostaje na tym samym torze (przesuwanie już nie zmienia toru) if (bPrimary) { // tylko gdy początkowe ustawienie, dodajemy eventy stania do kolejki - if (Owner->MoverParameters->ActiveCab != 0) { + if (Owner->MoverParameters->CabOccupied != 0) { pCurrentTrack->QueueEvents( pCurrentTrack->m_events1, Owner, -1.0 ); pCurrentTrack->QueueEvents( pCurrentTrack->m_events2, Owner, -1.0 ); diff --git a/drivermode.cpp b/drivermode.cpp index d4a3c9f8..7c4cfab2 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -510,7 +510,7 @@ driver_mode::update_camera( double const Deltatime ) { && ( false == DebugCameraFlag ) ) { // jeśli jazda w kabinie, przeliczyć trzeba parametry kamery /* - auto tempangle = controlled->VectorFront() * ( controlled->MoverParameters->ActiveCab == -1 ? -1 : 1 ); + auto tempangle = controlled->VectorFront() * ( controlled->MoverParameters->CabOccupied == -1 ? -1 : 1 ); double modelrotate = atan2( -tempangle.x, tempangle.z ); */ if( ( false == FreeFlyModeFlag ) @@ -524,17 +524,17 @@ driver_mode::update_camera( double const Deltatime ) { // Camera.Yaw powinno być wyzerowane, aby po powrocie patrzeć do przodu Camera.Pos = controlled->GetPosition() + simulation::Train->MirrorPosition( lr ); // pozycja lusterka Camera.Angle.y = 0; // odchylenie na bok od Camera.LookAt - if( simulation::Train->Occupied()->ActiveCab == 0 ) { + if( simulation::Train->Occupied()->CabOccupied == 0 ) { // gdy w korytarzu Camera.LookAt = Camera.Pos - simulation::Train->GetDirection(); } else if( Global.shiftState ) { // patrzenie w bok przez szybę - Camera.LookAt = Camera.Pos - ( lr ? -1 : 1 ) * controlled->VectorLeft() * simulation::Train->Occupied()->ActiveCab; + Camera.LookAt = Camera.Pos - ( lr ? -1 : 1 ) * controlled->VectorLeft() * simulation::Train->Occupied()->CabOccupied; } else { // patrzenie w kierunku osi pojazdu, z uwzględnieniem kabiny - jakby z lusterka, // ale bez odbicia - Camera.LookAt = Camera.Pos - simulation::Train->GetDirection() * simulation::Train->Occupied()->ActiveCab; //-1 albo 1 + Camera.LookAt = Camera.Pos - simulation::Train->GetDirection() * simulation::Train->Occupied()->CabOccupied; //-1 albo 1 } auto const shakeangles { simulation::Train->Dynamic()->shake_angles() }; Camera.Angle.x = 0.5 * shakeangles.second; // hustanie kamery przod tyl @@ -591,7 +591,7 @@ driver_mode::update_camera( double const Deltatime ) { Controlled->ABuSetModelShake( temp ); // ABu: koniec rzucania */ - if( simulation::Train->Occupied()->ActiveCab == 0 ) { + if( simulation::Train->Occupied()->CabOccupied == 0 ) { // gdy w korytarzu Camera.LookAt = Camera.m_owner->GetWorldPosition( Camera.m_owneroffset ) @@ -602,7 +602,7 @@ driver_mode::update_camera( double const Deltatime ) { Camera.LookAt = Camera.m_owner->GetWorldPosition( Camera.m_owneroffset ) + Camera.m_owner->VectorFront() * 5.0 - * simulation::Train->Occupied()->ActiveCab; //-1 albo 1 + * simulation::Train->Occupied()->CabOccupied; //-1 albo 1 } Camera.vUp = simulation::Train->GetUp(); } @@ -772,7 +772,7 @@ driver_mode::OnKeyDown(int cKey) { Global.changeDynObj = targetvehicle; // TODO: choose active cab based on camera's location relative to vehicle's location /* - Global.changeDynObj->MoverParameters->ActiveCab = ( + Global.changeDynObj->MoverParameters->CabOccupied = ( Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? -1 : 1 ); @@ -792,7 +792,7 @@ driver_mode::OnKeyDown(int cKey) { simulation::Train->Dynamic()->Mechanik->TakeControl( false, true ); if( true == simulation::Train->Dynamic()->Mechanik->primary() ) { simulation::Train->Occupied()->CabDeactivisation( true ); // potentially left active -// simulation::Train->Occupied()->ActiveCab = simulation::Train->Occupied()->CabNo; +// simulation::Train->Occupied()->CabOccupied = simulation::Train->Occupied()->CabActive; simulation::Train->Occupied()->CabActivisation(); } InOutKey(); // do kabiny @@ -935,9 +935,9 @@ driver_mode::DistantView( bool const Near ) { if( vehicle == nullptr ) { return; } auto const cab = - ( vehicle->MoverParameters->ActiveCab == 0 ? + ( vehicle->MoverParameters->CabOccupied == 0 ? 1 : - vehicle->MoverParameters->ActiveCab ); + vehicle->MoverParameters->CabOccupied ); auto const left = vehicle->VectorLeft() * cab; if( true == Near ) { @@ -951,7 +951,7 @@ driver_mode::DistantView( bool const Near ) { Camera.Pos = vehicle->GetPosition() - + vehicle->VectorFront() * vehicle->MoverParameters->ActiveCab * 50.0 + + vehicle->VectorFront() * vehicle->MoverParameters->CabOccupied * 50.0 + Math3D::vector3( -10.0 * left.x, 1.6, -10.0 * left.z ); } @@ -997,15 +997,15 @@ driver_mode::ExternalView() { else { // default view setup auto const offsetflip{ - ( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab ) - * ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir ) }; + ( vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied ) + * ( vehicle->MoverParameters->DirActive == 0 ? 1 : vehicle->MoverParameters->DirActive ) }; Camera.m_owneroffset = { 1.5 * owner->MoverParameters->Dim.W * offsetflip, std::max( 5.0, 1.25 * owner->MoverParameters->Dim.H ), -0.4 * owner->MoverParameters->Dim.L * offsetflip }; - Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->ActiveDir < 0 ? 180.0 : 0.0 ) ); + Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->DirActive < 0 ? 180.0 : 0.0 ) ); } auto const shakeangles{ owner->shake_angles() }; Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl @@ -1028,8 +1028,8 @@ driver_mode::ExternalView() { else { // default view setup auto const offsetflip{ - ( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab ) - * ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir ) + ( vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied ) + * ( vehicle->MoverParameters->DirActive == 0 ? 1 : vehicle->MoverParameters->DirActive ) * -1 }; Camera.m_owneroffset = { @@ -1037,7 +1037,7 @@ driver_mode::ExternalView() { std::max( 5.0, 1.25 * owner->MoverParameters->Dim.H ), 0.2 * owner->MoverParameters->Dim.L * offsetflip }; - Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->ActiveDir < 0 ? 0.0 : 180.0 ) ); + Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->DirActive < 0 ? 0.0 : 180.0 ) ); } auto const shakeangles { owner->shake_angles() }; Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl @@ -1058,15 +1058,15 @@ driver_mode::ExternalView() { else { // default view setup auto const offsetflip{ - ( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab ) - * ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir ) }; + ( vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied ) + * ( vehicle->MoverParameters->DirActive == 0 ? 1 : vehicle->MoverParameters->DirActive ) }; Camera.m_owneroffset = { -0.65 * owner->MoverParameters->Dim.W * offsetflip, 0.90, 0.15 * owner->MoverParameters->Dim.L * offsetflip }; - Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->ActiveDir < 0 ? 180.0 : 0.0 ) ); + Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->DirActive < 0 ? 180.0 : 0.0 ) ); } auto const shakeangles { owner->shake_angles() }; Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl @@ -1110,7 +1110,7 @@ driver_mode::CabView() { Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl Camera.Angle.z = shakeangles.first; // hustanie kamery na boki - if( train->Occupied()->ActiveCab == 0 ) { + if( train->Occupied()->CabOccupied == 0 ) { Camera.LookAt = Camera.m_owner->GetWorldPosition( Camera.m_owneroffset ) + Camera.m_owner->VectorFront() * 5.0; @@ -1120,7 +1120,7 @@ driver_mode::CabView() { Camera.LookAt = Camera.m_owner->GetWorldPosition( Camera.m_owneroffset ) + Camera.m_owner->VectorFront() * 5.0 - * Camera.m_owner->MoverParameters->ActiveCab; + * Camera.m_owner->MoverParameters->CabOccupied; } train->pMechOffset = Camera.m_owneroffset; } @@ -1141,7 +1141,7 @@ driver_mode::ChangeDynamic() { // tylko jeśli ręcznie prowadzony // jeśli prowadzi AI, to mu nie robimy dywersji! occupied->CabDeactivisation(); - occupied->ActiveCab = 0; + occupied->CabOccupied = 0; occupied->BrakeLevelSet( occupied->Handle->GetPos( bh_NP ) ); //rozwala sterowanie hamulcem GF 04-2016 vehicle->MechInside = false; vehicle->Controller = AIdriver; @@ -1169,13 +1169,13 @@ driver_mode::ChangeDynamic() { if( false == driver->AIControllFlag ) // tylko jeśli ręcznie prowadzony { occupied->LimPipePress = occupied->PipePress; - occupied->ActiveCab = occupied->CabNo; + occupied->CabOccupied = occupied->CabActive; occupied->CabActivisation( true ); // załączenie rozrządu (wirtualne kabiny) vehicle->MechInside = true; vehicle->Controller = Humandriver; } train->InitializeCab( - occupied->CabNo, + occupied->CabActive, vehicle->asBaseDir + occupied->TypeName + ".mmd" ); if( false == FreeFlyModeFlag ) { vehicle->bDisplayCab = true; diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 412e485f..a7c62c8e 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -52,7 +52,7 @@ drivingaid_panel::update() { if( is_expanded ) { // grade std::string gradetext; - auto const reverser { ( mover->ActiveDir > 0 ? 1 : -1 ) }; + auto const reverser { ( mover->DirActive > 0 ? 1 : -1 ) }; auto const grade { controlled->VectorFront().y * 100 * ( controlled->DirectionGet() == reverser ? 1 : -1 ) * reverser }; if( std::abs( grade ) >= 0.25 ) { std::snprintf( @@ -89,7 +89,7 @@ drivingaid_panel::update() { locale::strings[ locale::string::driver_aid_throttle ].c_str(), driver->Controlling()->MainCtrlPos, driver->Controlling()->ScndCtrlPos, - ( mover->ActiveDir > 0 ? 'D' : mover->ActiveDir < 0 ? 'R' : 'N' ), + ( mover->DirActive > 0 ? 'D' : mover->DirActive < 0 ? 'R' : 'N' ), expandedtext.c_str()); text_lines.emplace_back( m_buffer.data(), Global.UITextColor ); @@ -689,7 +689,7 @@ debug_panel::update_section_vehicle( std::vector &Output ) { m_buffer.data(), m_buffer.size(), locale::strings[ locale::string::debug_vehicle_forcesaccelerationvelocityposition ].c_str(), // forces - mover.Ft * 0.001f * ( mover.ActiveCab ? mover.ActiveCab : vehicle.ctOwner ? vehicle.ctOwner->Controlling()->ActiveCab : 1 ) + 0.001f, + mover.Ft * 0.001f * ( mover.CabOccupied ? mover.CabOccupied : vehicle.ctOwner ? vehicle.ctOwner->Controlling()->CabOccupied : 1 ) + 0.001f, mover.Fb * 0.001f, mover.Adhesive( mover.RunningTrack.friction ), ( mover.SlippingWheels ? " (!)" : "" ), diff --git a/sound.cpp b/sound.cpp index 9f247fd5..eabd867e 100644 --- a/sound.cpp +++ b/sound.cpp @@ -908,11 +908,11 @@ bool sound_source::update_soundproofing() { // NOTE, HACK: current cab id can vary from -1 to +1, and we use another higher priority value for open cab window // we use this as modifier to force re-calculations when moving between compartments or changing window state - int const activecab = ( + int const occupiedcab = ( Global.CabWindowOpen ? 2 : FreeFlyModeFlag ? 0 : ( simulation::Train ? - simulation::Train->Occupied()->ActiveCab : + simulation::Train->Occupied()->CabOccupied : 0 ) ); // location-based gain factor: std::uintptr_t soundproofingstamp = reinterpret_cast( ( @@ -921,7 +921,7 @@ sound_source::update_soundproofing() { ( simulation::Train ? simulation::Train->Dynamic() : nullptr ) ) ) - + activecab; + + occupiedcab; if( soundproofingstamp == m_properties.soundproofing_stamp ) { return false; } @@ -944,7 +944,7 @@ sound_source::update_soundproofing() { EU07_SOUNDPROOFING_STRONG : // listener outside HACK: won't be true if active vehicle has open window ( simulation::Train->Dynamic() != m_owner ? EU07_SOUNDPROOFING_STRONG : // in another vehicle - ( activecab == 0 ? + ( occupiedcab == 0 ? EU07_SOUNDPROOFING_STRONG : // listener in the engine compartment EU07_SOUNDPROOFING_NONE ) ) ); // listener in the cab of the same vehicle break; @@ -955,7 +955,7 @@ sound_source::update_soundproofing() { EU07_SOUNDPROOFING_SOME : // listener outside or has a window open ( simulation::Train->Dynamic() != m_owner ? EU07_SOUNDPROOFING_STRONG : // in another vehicle - ( activecab == 0 ? + ( occupiedcab == 0 ? EU07_SOUNDPROOFING_NONE : // listener in the engine compartment EU07_SOUNDPROOFING_STRONG ) ) ); // listener in another compartment of the same vehicle break; From 194400e1af31e0baba5c7cbc5809e91b0e06d30b Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 29 Nov 2019 16:20:21 +0100 Subject: [PATCH 060/153] inversed view transform uniform --- gl/glsl_common.cpp | 1 + gl/ubo.h | 3 ++- opengl33renderer.cpp | 4 ++-- 3 files changed, 5 insertions(+), 3 deletions(-) diff --git a/gl/glsl_common.cpp b/gl/glsl_common.cpp index 299b3a12..14d2697a 100644 --- a/gl/glsl_common.cpp +++ b/gl/glsl_common.cpp @@ -65,6 +65,7 @@ void gl::glsl_common_setup() { mat4 projection; mat4 lightview; + mat4 inv_view; vec3 scene_extra; float time; }; diff --git a/gl/ubo.h b/gl/ubo.h index cd29cfb3..473c4d28 100644 --- a/gl/ubo.h +++ b/gl/ubo.h @@ -37,11 +37,12 @@ namespace gl { glm::mat4 projection; glm::mat4 lightview; + glm::mat4 inv_view; glm::vec3 scene_extra; float time; }; - static_assert(sizeof(scene_ubs) == 144, "bad size of ubs"); + static_assert(sizeof(scene_ubs) == 208, "bad size of ubs"); const size_t MAX_PARAMS = 3; diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index c7e659eb..08c39c68 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -555,7 +555,8 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) scene_ubs.time = Timer::GetTime(); scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); - scene_ubo->update(scene_ubs); + scene_ubs.inv_view = glm::inverse( glm::mat4{ glm::mat3{ m_renderpass.pass_camera.modelview() } } ); + scene_ubo->update(scene_ubs); scene_ubo->bind_uniform(); m_colorpass = m_renderpass; @@ -1309,7 +1310,6 @@ void opengl33_renderer::setup_matrices() { OpenGLMatrices.mode(GL_PROJECTION); OpenGLMatrices.load_matrix(m_renderpass.pass_camera.projection()); - // trim modelview matrix just to rotation, since rendering is done in camera-centric world space OpenGLMatrices.mode(GL_MODELVIEW); OpenGLMatrices.load_matrix(glm::mat4(glm::mat3(m_renderpass.pass_camera.modelview()))); From 63619d13a65d1a124791d0a2c7794ba243d65949 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 5 Dec 2019 15:42:54 +0100 Subject: [PATCH 061/153] opengl 3.3 renderer cascaded shadow maps, minor gfx renderer optimizations --- DynObj.cpp | 11 ++ DynObj.h | 1 + Globals.cpp | 27 +-- Globals.h | 6 +- Model3d.cpp | 6 + Texture.cpp | 60 ++++-- Texture.h | 3 +- driveruipanels.cpp | 4 +- gl/framebuffer.cpp | 6 + gl/framebuffer.h | 1 + gl/glsl_common.cpp | 5 +- gl/ubo.h | 7 +- opengl33particles.cpp | 12 +- opengl33particles.h | 2 +- opengl33renderer.cpp | 449 ++++++++++++++++++------------------------ opengl33renderer.h | 27 ++- openglcamera.cpp | 8 +- openglrenderer.cpp | 192 +++++++++--------- openglrenderer.h | 2 +- utilities.cpp | 13 +- utilities.h | 17 +- 21 files changed, 416 insertions(+), 443 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index 147010e1..5f9560b1 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4334,6 +4334,17 @@ TDynamicObject::tracing_offset() const { axletoend + iDirection * fAxleDist ); } +// TODO: compute and cache radius during vehicle initialization +double +TDynamicObject::radius() const { + + glm::vec3 diagonal( + static_cast( MoverParameters->Dim.L ), + static_cast( MoverParameters->Dim.H ), + static_cast( MoverParameters->Dim.W ) ); + return glm::length( diagonal ) * 0.5f; +} + // McZapkie-250202 // wczytywanie pliku z danymi multimedialnymi (dzwieki) void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string const &ReplacableSkin ) { diff --git a/DynObj.h b/DynObj.h index 1bd618fb..077f7902 100644 --- a/DynObj.h +++ b/DynObj.h @@ -603,6 +603,7 @@ private: return MoverParameters->Dim.L; }; inline double GetWidth() const { return MoverParameters->Dim.W; }; + double radius() const; // calculates distance between event-starting axle and front of the vehicle double tracing_offset() const; inline TTrack * GetTrack() { diff --git a/Globals.cpp b/Globals.cpp index add04da6..198430a6 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -293,11 +293,7 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens(1, false); int size; Parser >> size; - auto p2size { 64 }; // start with 64px - while( (p2size <= 16384 ) && ( p2size <= size ) ) { - iMaxTextureSize = p2size; - p2size = p2size << 1; - } + iMaxTextureSize = clamp_power_of_two( size, 512, 8192 ); } else if (token == "maxcabtexturesize") { @@ -305,11 +301,7 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens( 1, false ); int size; Parser >> size; - auto p2size { 64 }; // start with 64px - while( ( p2size <= 16384 ) && ( p2size <= size ) ) { - iMaxCabTextureSize = p2size; - p2size = p2size << 1; - } + iMaxCabTextureSize = clamp_power_of_two( size, 512, 8192 ); } else if (token == "movelight") { @@ -388,11 +380,20 @@ global_settings::ConfigParse(cParser &Parser) { } else if( token == "shadowtune" ) { Parser.getTokens( 4, false ); + float discard; Parser >> shadowtune.map_size - >> shadowtune.width - >> shadowtune.depth - >> shadowtune.distance; + >> discard + >> shadowtune.range + >> discard; + shadowtune.map_size = clamp_power_of_two( shadowtune.map_size, 512, 8192 ); + // make sure we actually make effective use of all csm stages + shadowtune.range = + std::max( + ( shadowtune.map_size <= 2048 ? + 75.f : + 75.f * shadowtune.map_size / 2048 ), + shadowtune.range ); } else if( token == "gfx.shadows.cab.range" ) { // shadow render toggle diff --git a/Globals.h b/Globals.h index 2924e542..9c79a45b 100644 --- a/Globals.h +++ b/Globals.h @@ -105,7 +105,7 @@ struct global_settings { // gfx int iWindowWidth{ 800 }; int iWindowHeight{ 600 }; - float fDistanceFactor{ iWindowHeight / 768.f }; // baza do przeliczania odległości dla LoD + float fDistanceFactor{ 1.f }; // baza do przeliczania odległości dla LoD float targetfps { 0.0f }; bool bFullScreen{ false }; bool VSync{ false }; @@ -121,9 +121,7 @@ struct global_settings { int RenderCabShadowsRange{ 0 }; struct shadowtune_t { unsigned int map_size{ 2048 }; - float width{ 250.f }; // no longer used - float depth{ 250.f }; - float distance{ 500.f }; // no longer used + float range{ 250.f }; } shadowtune; double ReflectionUpdateInterval{ 300.0 }; bool bUseVBO{ true }; // czy jest VBO w karcie graficznej (czy użyć) diff --git a/Model3d.cpp b/Model3d.cpp index 639567c8..e75f6f2d 100644 --- a/Model3d.cpp +++ b/Model3d.cpp @@ -2010,6 +2010,12 @@ void TModel3d::Init() std::size_t dataoffset = 0; Root->create_geometry( dataoffset, m_geometrybank ); } + // determine final bounding radius from the root-level siblings + auto const *root { Root }; + while( ( root = root->Next ) != nullptr ) { + Root->m_boundingradius = std::max( Root->m_boundingradius, root->m_boundingradius ); + } + if( ( Global.iConvertModels > 0 ) && ( false == asBinary.empty() ) ) { SaveToBinFile( asBinary ); diff --git a/Texture.cpp b/Texture.cpp index 4f2b0288..6e75072a 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -817,34 +817,40 @@ opengl_texture::create() { datasize = 0, datawidth = data_width, dataheight = data_height; + // TBD: if (is_rendertarget) { - glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_mode_s); - glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_mode_t); if (data_components == GL_DEPTH_COMPONENT) { glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); - if( false == Global.gfx_usegles ) { - float borderColor[] = { 0.0f, 0.0f, 0.0f, 0.0f }; - glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, borderColor ); - } + wrap_mode_s = GL_CLAMP_TO_BORDER; + wrap_mode_t = GL_CLAMP_TO_BORDER; } + glTexParameteri( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( target, GL_TEXTURE_WRAP_S, wrap_mode_s ); + glTexParameteri( target, GL_TEXTURE_WRAP_T, wrap_mode_t ); if (Global.gfx_usegles) { - if (target == GL_TEXTURE_2D || !glTexStorage2DMultisample) + if( target == GL_TEXTURE_2D ) glTexStorage2D(target, count_trailing_zeros(std::max(data_width, data_height)) + 1, data_format, data_width, data_height); - else if (target == GL_TEXTURE_2D_MULTISAMPLE) - glTexStorage2DMultisample(target, samples, data_format, data_width, data_height, GL_FALSE); + else if( target == GL_TEXTURE_2D_MULTISAMPLE ) + glTexStorage2DMultisample( target, samples, data_format, data_width, data_height, GL_FALSE ); + else if( target == GL_TEXTURE_2D_ARRAY ) + glTexStorage3D( target, count_trailing_zeros( std::max( data_width, data_height ) ) + 1, data_format, data_width, data_height, layers ); + else if( target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY ) + glTexStorage3DMultisample( target, samples, data_format, data_width, data_height, layers, GL_FALSE ); } - else - { - if (target == GL_TEXTURE_2D) - glTexImage2D(target, 0, data_format, data_width, data_height, 0, data_components, GL_UNSIGNED_SHORT, nullptr); - else if (target == GL_TEXTURE_2D_MULTISAMPLE) - glTexImage2DMultisample(target, samples, data_format, data_width, data_height, GL_FALSE); + else { + if( target == GL_TEXTURE_2D ) + glTexImage2D( target, 0, data_format, data_width, data_height, 0, data_components, GL_UNSIGNED_SHORT, nullptr ); + else if( target == GL_TEXTURE_2D_MULTISAMPLE ) + glTexImage2DMultisample( target, samples, data_format, data_width, data_height, GL_FALSE ); + else if( target == GL_TEXTURE_2D_ARRAY ) + glTexImage3D( target, 0, data_format, data_width, data_height, layers, 0, data_components, GL_UNSIGNED_SHORT, nullptr ); + else if( target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY ) + glTexImage3DMultisample( target, samples, data_format, data_width, data_height, layers, GL_FALSE ); } } else @@ -984,7 +990,7 @@ opengl_texture::release() { } void -opengl_texture::alloc_rendertarget( GLint format, GLint components, int width, int height, int s, GLint wrap ) { +opengl_texture::alloc_rendertarget( GLint format, GLint components, int width, int height, int l, int s, GLint wrap ) { data_width = width; data_height = height; @@ -995,8 +1001,22 @@ opengl_texture::alloc_rendertarget( GLint format, GLint components, int width, i wrap_mode_s = wrap; wrap_mode_t = wrap; samples = s; - if( samples > 1 ) - target = GL_TEXTURE_2D_MULTISAMPLE; + if( Global.gfx_usegles && !glTexStorage2DMultisample ) { + samples = 1; + } + layers = l; + if( layers > 1 ) { + target = ( + samples > 1 ? + GL_TEXTURE_2D_MULTISAMPLE_ARRAY : + GL_TEXTURE_2D_ARRAY ); + } + else { + target = ( + samples > 1 ? + GL_TEXTURE_2D_MULTISAMPLE : + GL_TEXTURE_2D ); + } create(); } diff --git a/Texture.h b/Texture.h index 6c2eb282..033b1e0b 100644 --- a/Texture.h +++ b/Texture.h @@ -36,7 +36,7 @@ struct opengl_texture { void release(); void - alloc_rendertarget( GLint format, GLint components, int width, int height, int samples = 1, GLint wrap = GL_CLAMP_TO_EDGE ); + alloc_rendertarget( GLint format, GLint components, int width, int height, int layers = 1, int samples = 1, GLint wrap = GL_CLAMP_TO_EDGE ); void set_components_hint( GLint hint ); static void @@ -78,6 +78,7 @@ private: // members bool is_rendertarget = false; // is used as postfx rendertarget, without loaded data int samples = 1; + int layers = 1; std::vector data; // texture data (stored GL-style, bottom-left origin) resource_state data_state{ resource_state::none }; // current state of texture data int data_width{ 0 }, diff --git a/driveruipanels.cpp b/driveruipanels.cpp index a7c62c8e..e6112630 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -913,8 +913,8 @@ debug_panel::update_section_ai( std::vector &Output ) { + ", delays: " + to_string( mechanik.fBrake_a0[ 0 ], 2 ) + "+" + to_string( mechanik.fBrake_a1[ 0 ], 2 ) + "\n virtual brake position: " + to_string(mechanik.BrakeCtrlPosition, 2) - + "\n desired diesel percentage: " + to_string(mechanik.DizelPercentage, 0) - + "/" + to_string(mechanik.DizelPercentage_Speed, 0) + + "\n desired diesel percentage: " + to_string(mechanik.DizelPercentage) + + "/" + to_string(mechanik.DizelPercentage_Speed) + "/" + to_string(100.4*mechanik.mvControlling->eimic_real, 0); Output.emplace_back( textline, Global.UITextColor ); diff --git a/gl/framebuffer.cpp b/gl/framebuffer.cpp index da6764f3..1caa89c8 100644 --- a/gl/framebuffer.cpp +++ b/gl/framebuffer.cpp @@ -25,6 +25,12 @@ void gl::framebuffer::attach(const opengl_texture &tex, GLenum location) glFramebufferTexture2D(GL_FRAMEBUFFER, location, tex.target, tex.id, 0); } +void gl::framebuffer::attach(const opengl_texture &tex, GLenum location, GLint layer) +{ + bind(); + glFramebufferTextureLayer(GL_FRAMEBUFFER, location, tex.id, 0, layer); +} + void gl::framebuffer::attach(const cubemap &tex, int face, GLenum location) { bind(); diff --git a/gl/framebuffer.h b/gl/framebuffer.h index 37bdefc2..cda76d9e 100644 --- a/gl/framebuffer.h +++ b/gl/framebuffer.h @@ -15,6 +15,7 @@ namespace gl ~framebuffer(); void attach(const opengl_texture &tex, GLenum location); + void attach( const opengl_texture &tex, GLenum location, GLint layer ); void attach(const cubemap &tex, int face, GLenum location); void attach(const renderbuffer &rb, GLenum location); void setup_drawing(int attachments); diff --git a/gl/glsl_common.cpp b/gl/glsl_common.cpp index 14d2697a..7ca89dce 100644 --- a/gl/glsl_common.cpp +++ b/gl/glsl_common.cpp @@ -13,6 +13,7 @@ void gl::glsl_common_setup() "#define EXTRAEFFECTS_ENABLED " + std::to_string((int)Global.gfx_extraeffects) + "\n" + "#define USE_GLES " + std::to_string((int)Global.gfx_usegles) + "\n" + "const uint MAX_LIGHTS = " + std::to_string(MAX_LIGHTS) + "U;\n" + + "const uint MAX_CASCADES = " + std::to_string(MAX_CASCADES) + "U;\n" + "const uint MAX_PARAMS = " + std::to_string(MAX_PARAMS) + "U;\n" + R"STRING( const uint LIGHT_SPOT = 0U; @@ -64,9 +65,9 @@ void gl::glsl_common_setup() layout (std140) uniform scene_ubo { mat4 projection; - mat4 lightview; mat4 inv_view; - vec3 scene_extra; + mat4 lightview[MAX_CASCADES]; + vec4 cascade_end; float time; }; diff --git a/gl/ubo.h b/gl/ubo.h index 473c4d28..2f6962e7 100644 --- a/gl/ubo.h +++ b/gl/ubo.h @@ -32,17 +32,18 @@ namespace gl const size_t MAX_TEXTURES = 8; const size_t ENVMAP_SIZE = 1024; + const size_t MAX_CASCADES = 3; struct scene_ubs { glm::mat4 projection; - glm::mat4 lightview; glm::mat4 inv_view; - glm::vec3 scene_extra; + glm::mat4 lightview[MAX_CASCADES]; + glm::vec4 cascade_end; float time; }; - static_assert(sizeof(scene_ubs) == 208, "bad size of ubs"); + static_assert(sizeof(scene_ubs) == 340, "bad size of ubs"); const size_t MAX_PARAMS = 3; diff --git a/opengl33particles.cpp b/opengl33particles.cpp index 9ce63677..b56d2e28 100644 --- a/opengl33particles.cpp +++ b/opengl33particles.cpp @@ -99,14 +99,12 @@ opengl33_particles::update( opengl_camera const &Camera ) { } } -void +std::size_t opengl33_particles::render() { - if (!Global.Smoke) - return; - - if( m_buffercapacity == 0 ) { return; } - if( m_particlevertices.empty() ) { return; } + if( false == Global.Smoke ) { return 0; } + if( m_buffercapacity == 0 ) { return 0; } + if( m_particlevertices.empty() ) { return 0; } if (!m_vao) { m_vao.emplace(); @@ -135,6 +133,8 @@ opengl33_particles::render() { m_shader->unbind(); m_vao->unbind(); m_buffer->unbind(gl::buffer::ARRAY_BUFFER); + + return m_particlevertices.size() / 6; } //--------------------------------------------------------------------------- diff --git a/opengl33particles.h b/opengl33particles.h index 569c094b..0d51a8ec 100644 --- a/opengl33particles.h +++ b/opengl33particles.h @@ -24,7 +24,7 @@ public: // methods void update( opengl_camera const &Camera ); - void + std::size_t render( ); private: // types diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 08c39c68..1d8cdfc9 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -166,8 +166,8 @@ bool opengl33_renderer::Init(GLFWwindow *Window) { m_shadow_fb = std::make_unique(); m_shadow_tex = std::make_unique(); - m_shadow_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize); - m_shadow_fb->attach(*m_shadow_tex, GL_DEPTH_ATTACHMENT); + m_shadow_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize, m_shadowpass.size()); + m_shadow_fb->attach(*m_shadow_tex, GL_DEPTH_ATTACHMENT, 0); if( !m_shadow_fb->is_complete() ) { ErrorLog( "shadow framebuffer setup failed" ); @@ -175,18 +175,6 @@ bool opengl33_renderer::Init(GLFWwindow *Window) } WriteLog("shadows enabled"); - - m_cabshadows_fb = std::make_unique(); - m_cabshadows_tex = std::make_unique(); - m_cabshadows_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize); - m_cabshadows_fb->attach(*m_cabshadows_tex, GL_DEPTH_ATTACHMENT); - - if( !m_cabshadows_fb->is_complete() ) { - ErrorLog( "cabshadows framebuffer setup failed" ); - return false; - } - - WriteLog("cabshadows enabled"); } if (Global.gfx_envmap_enabled) @@ -378,7 +366,7 @@ bool opengl33_renderer::init_viewport(viewport_config &vp) vp.msaa_fb->attach(*vp.msaa_rbv, GL_COLOR_ATTACHMENT1); vp.main_tex = std::make_unique(); - vp.main_tex->alloc_rendertarget(Global.gfx_format_color, GL_RGB, vp.width, vp.height, 1, GL_CLAMP_TO_EDGE); + vp.main_tex->alloc_rendertarget(Global.gfx_format_color, GL_RGB, vp.width, vp.height, 1, 1, GL_CLAMP_TO_EDGE); vp.main_fb = std::make_unique(); vp.main_fb->attach(*vp.main_tex, GL_COLOR_ATTACHMENT0); @@ -448,7 +436,7 @@ bool opengl33_renderer::Render() opengl_texture::reset_unit_cache(); m_renderpass.draw_mode = rendermode::none; // force setup anew - m_debugstats = debug_stats(); + m_renderpass.draw_stats = debug_stats(); for (auto &viewport : m_viewports) { Render_pass(*viewport, rendermode::color); @@ -471,10 +459,27 @@ bool opengl33_renderer::Render() if (m_gllasttime) m_debugtimestext += "gpu: " + to_string((double)(m_gllasttime / 1000ULL) / 1000.0, 3) + "ms"; } - - m_debugstatstext = "drawcalls: " + to_string(m_debugstats.drawcalls) + "\n" + " vehicles: " + to_string(m_debugstats.dynamics) + "\n" + " models: " + to_string(m_debugstats.models) + "\n" + - " submodels: " + to_string(m_debugstats.submodels) + "\n" + " paths: " + to_string(m_debugstats.paths) + "\n" + " shapes: " + to_string(m_debugstats.shapes) + "\n" + - " traction: " + to_string(m_debugstats.traction) + "\n" + " lines: " + to_string(m_debugstats.lines); + + debug_stats shadowstats; + for( auto const &shadowpass : m_shadowpass ) { + shadowstats += shadowpass.draw_stats; + } + m_debugstatstext = + "vehicles: " + to_string( m_colorpass.draw_stats.dynamics, 7 ) + " +" + to_string( shadowstats.dynamics, 7 ) + + " =" + to_string( m_colorpass.draw_stats.dynamics + shadowstats.dynamics, 7 ) + "\n" + + "models: " + to_string( m_colorpass.draw_stats.models, 7 ) + " +" + to_string( shadowstats.models, 7 ) + + " =" + to_string( m_colorpass.draw_stats.models + shadowstats.models, 7 ) + "\n" + + "drawcalls: " + to_string( m_colorpass.draw_stats.drawcalls, 7 ) + " +" + to_string( shadowstats.drawcalls, 7 ) + + " =" + to_string( m_colorpass.draw_stats.drawcalls + shadowstats.drawcalls, 7 ) + "\n" + + " submodels:" + to_string( m_colorpass.draw_stats.submodels, 7 ) + " +" + to_string( shadowstats.submodels, 7 ) + + " =" + to_string( m_colorpass.draw_stats.submodels + shadowstats.submodels, 7 ) + "\n" + + " paths: " + to_string( m_colorpass.draw_stats.paths, 7 ) + " +" + to_string( shadowstats.paths, 7 ) + + " =" + to_string( m_colorpass.draw_stats.paths + shadowstats.paths, 7 ) + "\n" + + " shapes: " + to_string( m_colorpass.draw_stats.shapes, 7 ) + " +" + to_string( shadowstats.shapes, 7 ) + + " =" + to_string( m_colorpass.draw_stats.shapes + shadowstats.shapes, 7 ) + "\n" + + " traction: " + to_string( m_colorpass.draw_stats.traction, 7 ) + "\n" + + " lines: " + to_string( m_colorpass.draw_stats.lines, 7 ) + "\n" + + "particles: " + to_string( m_colorpass.draw_stats.particles, 7 ); if (DebugModeFlag) m_debugtimestext += m_textures.info(); @@ -528,7 +533,7 @@ void opengl33_renderer::draw_debug_ui() void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) { setup_pass(vp, m_renderpass, Mode); - switch (m_renderpass.draw_mode) + switch (m_renderpass.draw_mode) { case rendermode::color: @@ -553,14 +558,14 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) break; } + m_colorpass = m_renderpass; // cache pass data + scene_ubs.time = Timer::GetTime(); scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); scene_ubs.inv_view = glm::inverse( glm::mat4{ glm::mat3{ m_renderpass.pass_camera.modelview() } } ); scene_ubo->update(scene_ubs); scene_ubo->bind_uniform(); - m_colorpass = m_renderpass; - if (m_widelines_supported) glLineWidth(1.0f); @@ -572,7 +577,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } - setup_shadow_map(nullptr, m_renderpass); + setup_shadow_unbind_map(); setup_env_map(nullptr); if (Global.gfx_shadowmap_enabled && vp.main) @@ -580,10 +585,9 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) glDebug("render shadowmap start"); Timer::subsystem.gfx_shadows.start(); - Render_pass(vp, rendermode::shadows); - if (!FreeFlyModeFlag && Global.render_cab) - Render_pass(vp, rendermode::cabshadows); - setup_pass(vp, m_renderpass, Mode); // restore draw mode. TBD, TODO: render mode stack + m_renderpass.draw_stats = {}; + Render_pass(vp, rendermode::shadows); + m_renderpass = m_colorpass; // restore draw mode. TBD, TODO: render mode stack Timer::subsystem.gfx_shadows.stop(); glDebug("render shadowmap end"); @@ -592,8 +596,9 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) if (Global.gfx_envmap_enabled && vp.main) { // potentially update environmental cube map - if (Render_reflections(vp)) - setup_pass(vp, m_renderpass, Mode); // restore color pass settings + m_renderpass.draw_stats = {}; + if (Render_reflections(vp)) + m_renderpass = m_colorpass; // restore color pass settings setup_env_map(m_env_tex.get()); } @@ -632,6 +637,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) Timer::subsystem.gfx_color.start(); setup_matrices(); setup_drawing(true); + m_renderpass.draw_stats = {}; glm::mat4 future; if (Global.pCamera.m_owner != nullptr) @@ -649,6 +655,9 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) scene_ubo->update(scene_ubs); Render(&simulation::Environment); + if( Global.gfx_shadowmap_enabled ) + setup_shadow_bind_map(); + // opaque parts... setup_drawing(false); @@ -657,9 +666,6 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) if (!FreeFlyModeFlag && Global.Overcast <= 1.0f && Global.render_cab) { glDebug("render cab opaque"); - if( Global.gfx_shadowmap_enabled ) { - setup_shadow_map( m_cabshadows_tex.get(), m_cabshadowpass ); - } // cache shadow colour in case we need to account for cab light auto const *vehicle{ simulation::Train->Dynamic() }; if( vehicle->InteriorLightLevel > 0.f ) { @@ -675,9 +681,6 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) model_ubs.future = future; - if (Global.gfx_shadowmap_enabled) - setup_shadow_map(m_shadow_tex.get(), m_shadowpass); - Render(simulation::Region); // ...translucent parts @@ -696,9 +699,6 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) { glDebug("render translucent cab"); model_ubs.future = glm::mat4(); - if( Global.gfx_shadowmap_enabled ) { - setup_shadow_map( m_cabshadows_tex.get(), m_cabshadowpass ); - } // cache shadow colour in case we need to account for cab light auto *vehicle { simulation::Train->Dynamic() }; if( vehicle->InteriorLightLevel > 0.f ) { @@ -721,7 +721,10 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) Timer::subsystem.gfx_color.stop(); - setup_shadow_map(nullptr, m_renderpass); + // store draw stats + m_colorpass.draw_stats = m_renderpass.draw_stats; + + setup_shadow_unbind_map(); setup_env_map(nullptr); if (!Global.gfx_usegles) @@ -781,58 +784,46 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) glDebug("rendermode::shadows"); - glEnable(GL_DEPTH_TEST); + glEnable(GL_DEPTH_TEST); + setup_drawing( false ); glViewport(0, 0, m_shadowbuffersize, m_shadowbuffersize); - m_shadow_fb->bind(); - m_shadow_fb->clear(GL_DEPTH_BUFFER_BIT); - setup_matrices(); - setup_drawing(false); - - scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); - scene_ubo->update(scene_ubs); - - if( m_shadowcolor != colors::white ) { - Render( simulation::Region ); + float csmstageboundaries[] = { 0.0f, 5.0f, 25.0f, 1.0f }; + if( Global.shadowtune.map_size > 2048 ) { + // increase coverage if our shadow map is large enough to produce decent results + csmstageboundaries[ 1 ] *= Global.shadowtune.map_size / 2048; + csmstageboundaries[ 2 ] *= Global.shadowtune.map_size / 2048; } - m_shadowpass = m_renderpass; + for( auto idx = 0; idx < m_shadowpass.size(); ++idx ) { + + m_shadow_fb->attach( *m_shadow_tex, GL_DEPTH_ATTACHMENT, idx ); + m_shadow_fb->clear( GL_DEPTH_BUFFER_BIT ); + + setup_pass( vp, m_renderpass, rendermode::shadows, csmstageboundaries[ idx ], csmstageboundaries[ idx + 1 ] ); + m_shadowpass[ idx ] = m_renderpass; // store pass config for reference in other stages + + setup_matrices(); + scene_ubs.projection = OpenGLMatrices.data( GL_PROJECTION ); + auto const csmstagezfar { + ( csmstageboundaries[ idx + 1 ] > 1.f ? csmstageboundaries[ idx + 1 ] : Global.shadowtune.range ) + + ( m_shadowpass.size() - idx ) }; // we can fairly safely add some extra padding in the early stages + scene_ubs.cascade_end[ idx ] = csmstagezfar * csmstagezfar; // store squared to allow semi-optimized length2 comparisons in the shader + scene_ubo->update( scene_ubs ); + + if( m_shadowcolor != colors::white ) { + Render( simulation::Region ); + if( idx > 0 ) { continue; } // render cab only in the closest csm stage + if( !FreeFlyModeFlag && Global.render_cab ) { + Render_cab( simulation::Train->Dynamic(), 0.0f, false ); + Render_cab( simulation::Train->Dynamic(), 0.0f, true ); + } + } + } m_shadow_fb->unbind(); - glDebug("rendermodeshadows ::end"); - - break; - } - - case rendermode::cabshadows: - { - glDebug("rendermode::cabshadows"); - - glEnable(GL_DEPTH_TEST); - - glViewport(0, 0, m_shadowbuffersize, m_shadowbuffersize); - m_cabshadows_fb->bind(); - m_cabshadows_fb->clear(GL_DEPTH_BUFFER_BIT); - - setup_matrices(); - setup_drawing(false); - - scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); - scene_ubo->update(scene_ubs); - - if( m_shadowcolor != colors::white ) { - if( Global.RenderCabShadowsRange > 0 ) { - Render( simulation::Region ); - } - Render_cab( simulation::Train->Dynamic(), 0.0f, false ); - Render_cab( simulation::Train->Dynamic(), 0.0f, true ); - } - m_cabshadowpass = m_renderpass; - - m_cabshadows_fb->unbind(); - - glDebug("rendermode::cabshadows end"); + glDebug("rendermode::shadows end"); break; } @@ -853,19 +844,17 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) setup_env_map(m_empty_cubemap.get()); setup_matrices(); - setup_shadow_map(nullptr, m_renderpass); // render + // environment... setup_drawing(true); - + setup_shadow_unbind_map(); scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); scene_ubo->update(scene_ubs); Render(&simulation::Environment); - // opaque parts... setup_drawing(false); - setup_shadow_map(m_shadow_tex.get(), m_shadowpass); - + setup_shadow_bind_map(); scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); scene_ubo->update(scene_ubs); Render(simulation::Region); @@ -922,7 +911,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); scene_ubo->update(scene_ubs); - Render(simulation::Region); + Render(simulation::Region); break; } @@ -1124,23 +1113,19 @@ glm::mat4 opengl33_renderer::ortho_frustumtest_projection(float l, float r, floa void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode const Mode, float const Znear, float const Zfar, bool const Ignoredebug) { - Config.draw_mode = Mode; if( false == simulation::is_ready ) { return; } // setup draw range switch( Mode ) { - case rendermode::color: { Config.draw_range = Global.BaseDrawRange; break; } - case rendermode::shadows: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; } - case rendermode::cabshadows: { Config.draw_range = ( Global.RenderCabShadowsRange > 0 ? clamp( Global.RenderCabShadowsRange, 5, 100 ) : simulation::Train->Occupied()->Dim.L ); break; } - case rendermode::reflections: { Config.draw_range = Global.BaseDrawRange; break; } + case rendermode::color: { Config.draw_range = Global.BaseDrawRange * Global.fDistanceFactor * Viewport.draw_range; break; } + case rendermode::shadows: { Config.draw_range = Global.shadowtune.range; break; } + case rendermode::reflections: { Config.draw_range = Global.BaseDrawRange * Viewport.draw_range; break; } case rendermode::pickcontrols: { Config.draw_range = 50.f; break; } - case rendermode::pickscenery: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; } + case rendermode::pickscenery: { Config.draw_range = Global.BaseDrawRange * Viewport.draw_range * 0.5f; break; } default: { Config.draw_range = 0.f; break; } } - Config.draw_range *= Viewport.draw_range; - // setup camera auto &camera = Config.pass_camera; @@ -1175,9 +1160,14 @@ void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config Global.pDebugCamera.SetMatrix(viewmatrix); } + // optimization: don't bother drawing things completely blended with the background + // but ensure at least 2 km range to account for signals and lights + Config.draw_range = std::min( Config.draw_range, m_fogrange * 2 ); + Config.draw_range = std::max( 2000.f, Config.draw_range ); + // projection - auto const zfar = Config.draw_range * Global.fDistanceFactor * Zfar; - auto const znear = (Znear > 0.f ? Znear * zfar : 0.1f * Global.ZoomFactor); + auto const zfar = ( Zfar > 1.f ? Zfar : Config.draw_range * Zfar ); + auto const znear = ( Znear > 1.f ? Znear : Znear > 0.f ? Znear * zfar : 0.1f * Global.ZoomFactor); camera.projection() = perspective_projection(fovy, aspect, znear, zfar); frustumtest_proj = perpsective_frustumtest_projection(fovy, aspect, znear, zfar); @@ -1187,9 +1177,11 @@ void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config { // calculate lightview boundaries based on relevant area of the world camera frustum: // ...setup chunk of frustum we're interested in... - auto const zfar = std::min(1.f, Global.shadowtune.depth / (Global.BaseDrawRange * Global.fDistanceFactor) * std::max(1.f, Global.ZoomFactor * 0.5f)); +// auto const zfar = std::min(1.f, Global.shadowtune.range / (Global.BaseDrawRange * Global.fDistanceFactor) * std::max(1.f, Global.ZoomFactor * 0.5f)); +// auto const zfar = ( Zfar > 1.f ? Zfar * std::max( 1.f, Global.ZoomFactor * 0.5f ) : Zfar ); + auto const zfar = ( Zfar > 1.f ? Zfar : Zfar * Global.shadowtune.range * std::max( Zfar, Global.ZoomFactor * 0.5f ) ); renderpass_config worldview; - setup_pass(Viewport, worldview, rendermode::color, 0.f, zfar, true); + setup_pass(Viewport, worldview, rendermode::color, Znear, zfar, true); auto &frustumchunkshapepoints = worldview.pass_camera.frustum_points(); // ...modelview matrix: determine the centre of frustum chunk in world space... glm::vec3 frustumchunkmin, frustumchunkmax; @@ -1208,29 +1200,14 @@ void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config } bounding_box(frustumchunkmin, frustumchunkmax, std::begin(frustumchunkshapepoints), std::end(frustumchunkshapepoints)); // quantize the frustum points and add some padding, to reduce shadow shimmer on scale changes - auto const quantizationstep{std::min(Global.shadowtune.depth, 50.f)}; + auto const frustumchunkdepth { zfar - ( Znear > 1.f ? Znear : 0.f ) }; + auto const quantizationstep{std::min(frustumchunkdepth, 50.f)}; frustumchunkmin = quantizationstep * glm::floor(frustumchunkmin * (1.f / quantizationstep)); frustumchunkmax = quantizationstep * glm::ceil(frustumchunkmax * (1.f / quantizationstep)); // ...use the dimensions to set up light projection boundaries... // NOTE: since we only have one cascade map stage, we extend the chunk forward/back to catch areas normally covered by other stages camera.projection() = ortho_projection(frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f); frustumtest_proj = ortho_frustumtest_projection(frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f); - /* - // fixed ortho projection from old build, for quick quality comparisons - camera.projection() *= - ortho_projection( - -Global.shadowtune.width, Global.shadowtune.width, - -Global.shadowtune.width, Global.shadowtune.width, - -Global.shadowtune.depth, Global.shadowtune.depth ); - camera.position() = Global.pCamera.Pos - glm::dvec3{ m_sunlight.direction }; - if( camera.position().y - Global.pCamera.Pos.y < 0.1 ) { - camera.position().y = Global.pCamera.Pos.y + 0.1; - } - viewmatrix *= glm::lookAt( - camera.position(), - glm::dvec3{ Global.pCamera.Pos }, - glm::dvec3{ 0.f, 1.f, 0.f } ); - */ // ... and adjust the projection to sample complete shadow map texels: // get coordinates for a sample texel... auto shadowmaptexel = glm::vec2{camera.projection() * glm::mat4{viewmatrix} * glm::vec4{0.f, 0.f, 0.f, 1.f}}; @@ -1244,28 +1221,6 @@ void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config break; } - case rendermode::cabshadows: - { - // fixed size cube large enough to enclose a vehicle compartment - // modelview - auto const lightvector = glm::normalize(glm::vec3{m_sunlight.direction.x, std::min(m_sunlight.direction.y, -0.2f), m_sunlight.direction.z}); - camera.position() = Global.pCamera.Pos - glm::dvec3{lightvector}; - viewmatrix *= glm::lookAt(camera.position(), glm::dvec3{Global.pCamera.Pos}, glm::dvec3{0.f, 1.f, 0.f}); - // projection - auto const maphalfsize { std::min( 10.f, Config.draw_range * 0.5f ) }; - camera.projection() = ortho_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range); - frustumtest_proj = ortho_frustumtest_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range); - - /* - // adjust the projection to sample complete shadow map texels - auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } }; - shadowmaptexel *= ( m_shadowbuffersize / 2 ) * 0.5f; - auto shadowmapadjustment = glm::round( shadowmaptexel ) - shadowmaptexel; - shadowmapadjustment /= ( m_shadowbuffersize / 2 ) * 0.5f; - camera.projection() = glm::translate( glm::mat4{ 1.f }, glm::vec3{ shadowmapadjustment, 0.f } ) * camera.projection(); - */ - break; - } case rendermode::pickcontrols: case rendermode::pickscenery: { @@ -1312,7 +1267,7 @@ void opengl33_renderer::setup_matrices() OpenGLMatrices.load_matrix(m_renderpass.pass_camera.projection()); // trim modelview matrix just to rotation, since rendering is done in camera-centric world space OpenGLMatrices.mode(GL_MODELVIEW); - OpenGLMatrices.load_matrix(glm::mat4(glm::mat3(m_renderpass.pass_camera.modelview()))); + OpenGLMatrices.load_matrix(glm::mat4{glm::mat3{m_renderpass.pass_camera.modelview()}}); } void opengl33_renderer::setup_drawing(bool const Alpha) @@ -1339,7 +1294,6 @@ void opengl33_renderer::setup_drawing(bool const Alpha) break; } case rendermode::shadows: - case rendermode::cabshadows: { glCullFace(GL_FRONT); break; @@ -1357,50 +1311,52 @@ void opengl33_renderer::setup_drawing(bool const Alpha) } } -// configures shadow texture unit for specified shadow map and conersion matrix -void opengl33_renderer::setup_shadow_map(opengl_texture *tex, renderpass_config conf) +void opengl33_renderer::setup_shadow_unbind_map() { - if (tex) - tex->bind(gl::MAX_TEXTURES + 0); + opengl_texture::unbind( gl::MAX_TEXTURES + 0 ); +} + +// binds shadow map and updates shadow map uniform data +void opengl33_renderer::setup_shadow_bind_map() +{ + m_shadow_tex->bind(gl::MAX_TEXTURES + 0); + + glm::mat4 coordmove; + + if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) + // transform 1..-1 NDC xy coordinates to 1..0 + coordmove = glm::mat4( // + 0.5, 0.0, 0.0, 0.0, // + 0.0, 0.5, 0.0, 0.0, // + 0.0, 0.0, 1.0, 0.0, // + 0.5, 0.5, 0.0, 1.0 // + ); else - opengl_texture::unbind(gl::MAX_TEXTURES + 0); + // without clip_control we also need to transform z + coordmove = glm::mat4( // + 0.5, 0.0, 0.0, 0.0, // + 0.0, 0.5, 0.0, 0.0, // + 0.0, 0.0, 0.5, 0.0, // + 0.5, 0.5, 0.5, 1.0 // + ); - if (tex) - { - glm::mat4 coordmove; + for( auto idx = 0; idx < m_shadowpass.size(); ++idx ) { - if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) - // transform 1..-1 NDC xy coordinates to 1..0 - coordmove = glm::mat4( // - 0.5, 0.0, 0.0, 0.0, // - 0.0, 0.5, 0.0, 0.0, // - 0.0, 0.0, 1.0, 0.0, // - 0.5, 0.5, 0.0, 1.0 // - ); - else - // without clip_control we also need to transform z - coordmove = glm::mat4( // - 0.5, 0.0, 0.0, 0.0, // - 0.0, 0.5, 0.0, 0.0, // - 0.0, 0.0, 0.5, 0.0, // - 0.5, 0.5, 0.5, 1.0 // - ); - glm::mat4 depthproj = conf.pass_camera.projection(); + glm::mat4 depthproj = m_shadowpass[ idx ].pass_camera.projection(); // NOTE: we strip transformations from camera projections to remove jitter that occurs // with large (and unneded as we only need the offset) transformations back and forth - auto const depthcam{ glm::mat3{ conf.pass_camera.modelview()} }; + auto const depthcam{ glm::mat3{ m_shadowpass[ idx ].pass_camera.modelview()} }; auto const worldcam{ glm::mat3{ m_renderpass.pass_camera.modelview()} }; - scene_ubs.lightview = + scene_ubs.lightview[ idx ] = coordmove * depthproj * glm::translate( glm::mat4{ depthcam }, - glm::vec3{ m_renderpass.pass_camera.position() - conf.pass_camera.position() } ) + glm::vec3{ m_renderpass.pass_camera.position() - m_shadowpass[ idx ].pass_camera.position() } ) * glm::mat4{ glm::inverse( worldcam ) }; - - scene_ubo->update(scene_ubs); - } + } + scene_ubo->update(scene_ubs); } void opengl33_renderer::setup_shadow_color( glm::vec4 const &Shadowcolor ) { @@ -1918,7 +1874,6 @@ void opengl33_renderer::Render(scene::basic_region *Region) break; } case rendermode::shadows: - case rendermode::cabshadows: case rendermode::pickscenery: { // these render modes don't bother with lights @@ -1950,7 +1905,6 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc { case rendermode::color: case rendermode::reflections: - case rendermode::cabshadows: case rendermode::shadows: break; case rendermode::pickscenery: @@ -1975,7 +1929,6 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc case rendermode::color: case rendermode::reflections: case rendermode::shadows: - case rendermode::cabshadows: case rendermode::pickscenery: { if (false == section->m_shapes.empty()) @@ -2006,7 +1959,6 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc { case rendermode::color: case rendermode::shadows: - case rendermode::cabshadows: case rendermode::pickscenery: { for (auto &cell : section->m_cells) @@ -2033,7 +1985,6 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc switch (m_renderpass.draw_mode) { case rendermode::shadows: - case rendermode::cabshadows: { break; } @@ -2099,24 +2050,6 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite break; } - case rendermode::cabshadows: - { - // since all shapes of the section share center point we can optimize out a few calls here - ::glPushMatrix(); - auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()}; - ::glTranslated(originoffset.x, originoffset.y, originoffset.z); - - // render - // opaque non-instanced shapes - for (auto const &shape : cell->m_shapesopaque) - Render(shape, false); - // NOTE: tracks aren't likely to cast shadows into the cab, so we skip them in this pass - - // post-render cleanup - ::glPopMatrix(); - - break; - } case rendermode::pickscenery: { // same procedure like with regular render, but editor-enabled nodes receive custom colour used for picking @@ -2160,7 +2093,6 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite { case rendermode::color: case rendermode::shadows: - case rendermode::cabshadows: { // opaque parts of instanced models for (auto *instance : cell->m_instancesopaque) @@ -2237,7 +2169,6 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore switch (m_renderpass.draw_mode) { case rendermode::shadows: - case rendermode::cabshadows: { // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; @@ -2263,7 +2194,6 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore Bind_Material(data.material); break; case rendermode::shadows: - case rendermode::cabshadows: Bind_Material_Shadow(data.material); break; case rendermode::pickscenery: @@ -2277,31 +2207,28 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore draw(data.geometry); // debug data - ++m_debugstats.shapes; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.shapes; + ++m_renderpass.draw_stats.drawcalls; } void opengl33_renderer::Render(TAnimModel *Instance) { - if (false == Instance->m_visible) - { - return; - } + if (false == Instance->m_visible) { return; } + if( false == m_renderpass.pass_camera.visible( Instance->m_area ) ) { return; } - double distancesquared; + double distancesquared; switch (m_renderpass.draw_mode) { case rendermode::shadows: - case rendermode::cabshadows: { - // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees - distancesquared = Math3D::SquareMagnitude((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; + // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees + distancesquared = glm::length2((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; break; } default: { - distancesquared = Math3D::SquareMagnitude((Instance->location() - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; + distancesquared = glm::length2((Instance->location() - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; break; } } @@ -2330,6 +2257,8 @@ void opengl33_renderer::Render(TAnimModel *Instance) { // renderowanie rekurencyjne submodeli Render(Instance->pModel, Instance->Material(), distancesquared, Instance->location() - m_renderpass.pass_camera.position(), Instance->vAngle); + // debug data + ++m_renderpass.draw_stats.models; } } @@ -2340,13 +2269,11 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) if (!Global.render_cab && Global.pCamera.m_owner == Dynamic) return false; - Dynamic->renderme = m_renderpass.pass_camera.visible(Dynamic); - if (false == Dynamic->renderme) - { - return false; - } - // debug data - ++m_debugstats.dynamics; + Dynamic->renderme = ( + ( Global.pCamera.m_owner == Dynamic && !FreeFlyModeFlag ) + || ( m_renderpass.pass_camera.visible( Dynamic ) ) ); + + if (false == Dynamic->renderme) { return false; } // setup TSubModel::iInstance = reinterpret_cast(Dynamic); //żeby nie robić cudzych animacji @@ -2364,18 +2291,23 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) } break; } - case rendermode::cabshadows: { - squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - m_renderpass.viewport_camera.position() } } / Global.ZoomFactor ) / Global.fDistanceFactor; - // filter out small details - squaredistance = std::max( 100.f * 100.f, squaredistance ); - break; - } default: { squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor) / Global.fDistanceFactor; + // TODO: filter out small details based on fidelity setting break; } } + + // second stage visibility cull, reject vehicles too far away to be noticeable + Dynamic->renderme = ( Dynamic->radius() * Global.ZoomFactor / std::sqrt( squaredistance ) > 0.003 ); + if( false == Dynamic->renderme ) { + return false; + } + + // debug data + ++m_renderpass.draw_stats.dynamics; + Dynamic->ABuLittleUpdate(squaredistance); // ustawianie zmiennych submodeli dla wspólnego modelu glm::mat4 future_stack = model_ubs.future; @@ -2428,7 +2360,6 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) break; } case rendermode::shadows: - case rendermode::cabshadows: { if( Dynamic->mdLowPolyInt ) { // low poly interior @@ -2543,7 +2474,8 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li break; } - case rendermode::cabshadows: { + case rendermode::shadows: + { if( true == Alpha ) { // translucent parts Render_Alpha( Dynamic->mdKabina, Dynamic->Material(), 0.0 ); @@ -2592,9 +2524,6 @@ bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, f // render Render(Model->Root); - // debug data - ++m_debugstats.models; - // post-render cleanup return true; @@ -2627,8 +2556,8 @@ void opengl33_renderer::Render(TSubModel *Submodel) { // debug data - ++m_debugstats.submodels; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.submodels; + ++m_renderpass.draw_stats.drawcalls; glm::mat4 future_stack = model_ubs.future; @@ -2689,7 +2618,6 @@ void opengl33_renderer::Render(TSubModel *Submodel) break; } case rendermode::shadows: - case rendermode::cabshadows: { if (Submodel->m_material < 0) { // zmienialne skóry @@ -2781,8 +2709,8 @@ void opengl33_renderer::Render(TTrack *Track) return; } - ++m_debugstats.paths; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.paths; + ++m_renderpass.draw_stats.drawcalls; switch (m_renderpass.draw_mode) { @@ -2813,7 +2741,6 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator switch (m_renderpass.draw_mode) { case rendermode::shadows: - case rendermode::cabshadows: { // NOTE: roads-based platforms tend to miss parts of shadows if rendered with either back or front culling glDisable(GL_CULL_FACE); @@ -2841,8 +2768,8 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator continue; } - ++m_debugstats.paths; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.paths; + ++m_renderpass.draw_stats.drawcalls; switch (m_renderpass.draw_mode) { @@ -2863,7 +2790,6 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator break; } case rendermode::shadows: - case rendermode::cabshadows: { if ((std::abs(track->fTexHeight1) < 0.35f) || (track->iCategoryFlag != 2)) { @@ -2915,7 +2841,6 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator break; } case rendermode::shadows: - case rendermode::cabshadows: { if ((std::abs(track->fTexHeight1) < 0.35f) || ((track->iCategoryFlag == 1) && (track->eType != tt_Normal))) { @@ -2973,7 +2898,6 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator break; } case rendermode::shadows: - case rendermode::cabshadows: { if ((std::abs(track->fTexHeight1) < 0.35f) || ((track->iCategoryFlag == 1) && (track->eType != tt_Normal))) { @@ -2997,7 +2921,6 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator switch (m_renderpass.draw_mode) { case rendermode::shadows: - case rendermode::cabshadows: { // restore standard face cull mode ::glEnable(GL_CULL_FACE); @@ -3024,7 +2947,6 @@ void opengl33_renderer::Render(TMemCell *Memcell) break; } case rendermode::shadows: - case rendermode::cabshadows: case rendermode::pickscenery: { break; @@ -3050,7 +2972,7 @@ void opengl33_renderer::Render_particles() Bind_Texture(0, m_smoketexture); m_particlerenderer.update(m_renderpass.pass_camera); - m_particlerenderer.render(); + m_renderpass.draw_stats.particles = m_particlerenderer.render(); } void opengl33_renderer::Render_precipitation() @@ -3210,15 +3132,18 @@ void opengl33_renderer::Render_Alpha(cell_sequence::reverse_iterator First, cell void opengl33_renderer::Render_Alpha(TAnimModel *Instance) { - if (false == Instance->m_visible) - { - return; - } + if (false == Instance->m_visible) { return; } + if( false == m_renderpass.pass_camera.visible( Instance->m_area ) ) { return; } - double distancesquared; + double distancesquared; switch (m_renderpass.draw_mode) { case rendermode::shadows: + { + // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees + distancesquared = glm::length2((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; + break; + } default: { distancesquared = glm::length2((Instance->location() - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; @@ -3277,8 +3202,8 @@ void opengl33_renderer::Render_Alpha(TTraction *Traction) draw(Traction->m_geometry); // debug data - ++m_debugstats.traction; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.traction; + ++m_renderpass.draw_stats.drawcalls; if (m_widelines_supported) glLineWidth(1.0f); @@ -3310,8 +3235,8 @@ void opengl33_renderer::Render_Alpha(scene::lines_node const &Lines) m_line_shader->bind(); draw(data.geometry); - ++m_debugstats.lines; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.lines; + ++m_renderpass.draw_stats.drawcalls; if (m_widelines_supported) glLineWidth(1.0f); @@ -3446,8 +3371,8 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) { // debug data - ++m_debugstats.submodels; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.submodels; + ++m_renderpass.draw_stats.drawcalls; glm::mat4 future_stack = model_ubs.future; @@ -3497,7 +3422,7 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) model_ubs.emission = 0.0f; break; } - case rendermode::cabshadows: + case rendermode::shadows: { if (Submodel->m_material < 0) { // zmienialne skóry @@ -3610,7 +3535,7 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) // material configuration: // limit impact of dense fog on the lights - auto const lightrange { std::max( 500, m_fogrange * 2 ) }; // arbitrary, visibility at least 750m + auto const lightrange { std::max( 500, m_fogrange * 2 ) }; // arbitrary, visibility at least 500m model_ubs.fog_density = 1.0 / lightrange; // main draw call @@ -3901,12 +3826,12 @@ void opengl33_renderer::Update(double const Deltatime) // TODO: it doesn't make much sense with vsync if( Global.targetfps == 0.0f ) { // automatic adjustment - auto const framerate = 1000.f / Timer::subsystem.gfx_color.average(); + auto const framerate = 0.5f * ( m_framerate + 1000.f / Timer::subsystem.gfx_color.average() ); float targetfactor; - if( framerate > 90.0 ) { targetfactor = 3.0f; } - else if( framerate > 60.0 ) { targetfactor = 1.5f; } - else if( framerate > 30.0 ) { targetfactor = 1.25; } - else { targetfactor = 1.0f; } + if( framerate > 120.0 ) { targetfactor = 3.00f; } + else if( framerate > 90.0 ) { targetfactor = 1.50f; } + else if( framerate > 60.0 ) { targetfactor = 1.25f; } + else { targetfactor = 1.00f; } if( targetfactor > Global.fDistanceFactor ) { Global.fDistanceFactor = std::min( targetfactor, Global.fDistanceFactor + 0.05f ); } diff --git a/opengl33renderer.h b/opengl33renderer.h index e78af57b..1a802fcc 100644 --- a/opengl33renderer.h +++ b/opengl33renderer.h @@ -139,7 +139,6 @@ class opengl33_renderer : public gfx_renderer { none, color, shadows, - cabshadows, reflections, pickcontrols, pickscenery @@ -154,7 +153,20 @@ class opengl33_renderer : public gfx_renderer { int traction{0}; int shapes{0}; int lines{0}; + int particles{0}; int drawcalls{0}; + + debug_stats& operator+=( const debug_stats& Right ) { + dynamics += Right.dynamics; + models += Right.models; + submodels += Right.submodels; + paths += Right.paths; + traction += Right.traction; + shapes += Right.shapes; + lines += Right.lines; + particles += Right.particles; + drawcalls += Right.drawcalls; + return *this; } }; using section_sequence = std::vector; @@ -167,6 +179,7 @@ class opengl33_renderer : public gfx_renderer { opengl_camera viewport_camera; rendermode draw_mode{rendermode::none}; float draw_range{0.0f}; + debug_stats draw_stats; }; struct viewport_config { @@ -203,7 +216,8 @@ class opengl33_renderer : public gfx_renderer { void setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false); void setup_matrices(); void setup_drawing(bool const Alpha = false); - void setup_shadow_map(opengl_texture *tex, renderpass_config conf); + void setup_shadow_unbind_map(); + void setup_shadow_bind_map(); void setup_shadow_color( glm::vec4 const &Shadowcolor ); void setup_env_map(gl::cubemap *tex); void setup_environment_light(TEnvironmentType const Environment = e_flat); @@ -269,7 +283,6 @@ class opengl33_renderer : public gfx_renderer { // main shadowmap resources int m_shadowbuffersize{2048}; glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space - glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space int m_environmentcubetextureface{0}; // helper, currently processed cube map face double m_environmentupdatetime{0}; // time of the most recent environment map update @@ -283,7 +296,7 @@ class opengl33_renderer : public gfx_renderer { double m_updateaccumulator{0.0}; std::string m_debugtimestext; std::string m_pickdebuginfo; - debug_stats m_debugstats; + //debug_stats m_debugstats; std::string m_debugstatstext; glm::vec4 m_baseambient{0.0f, 0.0f, 0.0f, 1.0f}; @@ -298,8 +311,7 @@ class opengl33_renderer : public gfx_renderer { section_sequence m_sectionqueue; // list of sections in current render pass cell_sequence m_cellqueue; renderpass_config m_colorpass; // parametrs of most recent color pass - renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass - renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass + std::array m_shadowpass; // parametrs of most recent shadowmap pass for each of csm stages std::vector m_pickcontrolsitems; TSubModel const *m_pickcontrolitem{nullptr}; std::vector m_picksceneryitems; @@ -356,9 +368,6 @@ class opengl33_renderer : public gfx_renderer { std::unique_ptr m_empty_cubemap; - std::unique_ptr m_cabshadows_fb; - std::unique_ptr m_cabshadows_tex; - std::unique_ptr m_env_fb; std::unique_ptr m_env_rb; std::unique_ptr m_env_tex; diff --git a/openglcamera.cpp b/openglcamera.cpp index 4d3ea590..f45134fe 100644 --- a/openglcamera.cpp +++ b/openglcamera.cpp @@ -37,14 +37,8 @@ bool opengl_camera::visible( TDynamicObject const *Dynamic ) const { // sphere test is faster than AABB, so we'll use it here - glm::vec3 diagonal( - static_cast( Dynamic->MoverParameters->Dim.L ), - static_cast( Dynamic->MoverParameters->Dim.H ), - static_cast( Dynamic->MoverParameters->Dim.W ) ); // we're giving vehicles some extra padding, to allow for things like shared bogeys extending past the main body - float const radius = glm::length( diagonal ) * 0.65f; - - return ( m_frustum.sphere_inside( Dynamic->GetPosition(), radius ) > 0.0f ); + return ( m_frustum.sphere_inside( Dynamic->GetPosition(), Dynamic->radius() * 1.25 ) > 0.0f ); } // debug helper, draws shape of frustum in world space diff --git a/openglrenderer.cpp b/openglrenderer.cpp index f46bd288..be1551e8 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -330,10 +330,10 @@ opengl_renderer::Render() { m_sunlight.direction = glm::normalize( quantizationstep * glm::roundEven( m_sunlight.direction * ( 1.f / quantizationstep ) ) ); } // generate new frame - m_renderpass.draw_mode = rendermode::none; // force setup anew opengl_texture::reset_unit_cache(); + m_renderpass.draw_mode = rendermode::none; // force setup anew + m_renderpass.draw_stats = debug_stats(); m_debugtimestext.clear(); - m_debugstats = debug_stats(); Render_pass( rendermode::color ); Timer::subsystem.gfx_color.stop(); // add user interface @@ -358,15 +358,21 @@ opengl_renderer::Render() { + "frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " msec"; m_debugstatstext = - "drawcalls: " + to_string( m_debugstats.drawcalls ) + "\n" - + " vehicles: " + to_string( m_debugstats.dynamics ) + "\n" - + " models: " + to_string( m_debugstats.models ) + "\n" - + " submodels: " + to_string( m_debugstats.submodels ) + "\n" - + " paths: " + to_string( m_debugstats.paths ) + "\n" - + " shapes: " + to_string( m_debugstats.shapes ) + "\n" - + " traction: " + to_string( m_debugstats.traction ) + "\n" - + " lines: " + to_string( m_debugstats.lines ) + "\n" - + "particles: " + to_string( m_debugstats.particles ); + "vehicles: " + to_string( m_colorpass.draw_stats.dynamics, 7 ) + " +" + to_string( m_shadowpass.draw_stats.dynamics, 7 ) + + " =" + to_string( m_colorpass.draw_stats.dynamics + m_shadowpass.draw_stats.dynamics, 7 ) + "\n" + + "models: " + to_string( m_colorpass.draw_stats.models, 7 ) + " +" + to_string( m_shadowpass.draw_stats.models, 7 ) + + " =" + to_string( m_colorpass.draw_stats.models + m_shadowpass.draw_stats.models, 7 ) + "\n" + + "drawcalls: " + to_string( m_colorpass.draw_stats.drawcalls, 7 ) + " +" + to_string( m_shadowpass.draw_stats.drawcalls, 7 ) + + " =" + to_string( m_colorpass.draw_stats.drawcalls + m_shadowpass.draw_stats.drawcalls, 7 ) + "\n" + + " submodels:" + to_string( m_colorpass.draw_stats.submodels, 7 ) + " +" + to_string( m_shadowpass.draw_stats.submodels, 7 ) + + " =" + to_string( m_colorpass.draw_stats.submodels + m_shadowpass.draw_stats.submodels, 7 ) + "\n" + + " paths: " + to_string( m_colorpass.draw_stats.paths, 7 ) + " +" + to_string( m_shadowpass.draw_stats.paths, 7 ) + + " =" + to_string( m_colorpass.draw_stats.paths + m_shadowpass.draw_stats.paths, 7 ) + "\n" + + " shapes: " + to_string( m_colorpass.draw_stats.shapes, 7 ) + " +" + to_string( m_shadowpass.draw_stats.shapes, 7 ) + + " =" + to_string( m_colorpass.draw_stats.shapes + m_shadowpass.draw_stats.shapes, 7 ) + "\n" + + " traction: " + to_string( m_colorpass.draw_stats.traction, 7 ) + "\n" + + " lines: " + to_string( m_colorpass.draw_stats.lines, 7 ) + "\n" + + "particles: " + to_string( m_colorpass.draw_stats.particles, 7 ); ++m_framestamp; @@ -436,6 +442,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) { if( ( true == m_environmentcubetexturesupport ) && ( true == simulation::is_ready ) ) { // potentially update environmental cube map + m_renderpass.draw_stats = {}; if( true == Render_reflections() ) { setup_pass( m_renderpass, Mode ); // restore draw mode. TBD, TODO: render mode stack } @@ -458,6 +465,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) { // render setup_drawing( true ); setup_units( true, false, false ); + m_renderpass.draw_stats = {}; Render( &simulation::Environment ); // opaque parts... setup_drawing( false ); @@ -547,6 +555,9 @@ opengl_renderer::Render_pass( rendermode const Mode ) { ::glMatrixMode( GL_MODELVIEW ); } } + // store draw stats + m_colorpass.draw_stats = m_renderpass.draw_stats; + break; } @@ -863,8 +874,8 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f if( false == simulation::is_ready ) { return; } // setup draw range switch( Mode ) { - case rendermode::color: { Config.draw_range = Global.BaseDrawRange; break; } - case rendermode::shadows: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; } + case rendermode::color: { Config.draw_range = Global.BaseDrawRange * Global.fDistanceFactor; break; } + case rendermode::shadows: { Config.draw_range = Global.shadowtune.range; break; } case rendermode::cabshadows: { Config.draw_range = ( Global.RenderCabShadowsRange > 0 ? clamp( Global.RenderCabShadowsRange, 5, 100 ) : simulation::Train->Occupied()->Dim.L ); break; } case rendermode::reflections: { Config.draw_range = Global.BaseDrawRange; break; } case rendermode::pickcontrols: { Config.draw_range = 50.f; break; } @@ -888,12 +899,13 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f camera.position() = Global.pDebugCamera.Pos; Global.pDebugCamera.SetMatrix( viewmatrix ); } + // optimization: don't bother drawing things completely blended with the background + // but ensure at least 2 km range to account for signals and lights + Config.draw_range = std::min( Config.draw_range, m_fogrange * 2 ); + Config.draw_range = std::max( 2000.f, Config.draw_range ); // projection - auto const zfar = Config.draw_range * Global.fDistanceFactor * Zfar; - auto const znear = ( - Znear > 0.f ? - Znear * zfar : - 0.1f * Global.ZoomFactor ); + auto const zfar = ( Zfar > 1.f ? Zfar : Config.draw_range * Zfar ); + auto const znear = ( Znear > 1.f ? Znear : Znear > 0.f ? Znear * zfar : 0.1f * Global.ZoomFactor); camera.projection() *= glm::perspective( glm::radians( Global.FieldOfView / Global.ZoomFactor ), @@ -911,9 +923,11 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f case rendermode::shadows: { // calculate lightview boundaries based on relevant area of the world camera frustum: // ...setup chunk of frustum we're interested in... - auto const zfar = std::min( 1.f, Global.shadowtune.depth / ( Global.BaseDrawRange * Global.fDistanceFactor ) * std::max( 1.f, Global.ZoomFactor * 0.5f ) ); +// auto const zfar = std::min( 1.f, Global.shadowtune.range / ( Global.BaseDrawRange * Global.fDistanceFactor ) * std::max( 1.f, Global.ZoomFactor * 0.5f ) ); +// auto const zfar = Global.shadowtune.range * std::max( Zfar, Global.ZoomFactor * 0.5f ); + auto const zfar = ( Zfar > 1.f ? Zfar : Zfar * Global.shadowtune.range * std::max( Zfar, Global.ZoomFactor * 0.5f ) ); renderpass_config worldview; - setup_pass( worldview, rendermode::color, 0.f, zfar, true ); + setup_pass( worldview, rendermode::color, Znear, zfar, true ); auto &frustumchunkshapepoints = worldview.camera.frustum_points(); // ...modelview matrix: determine the centre of frustum chunk in world space... glm::vec3 frustumchunkmin, frustumchunkmax; @@ -941,7 +955,8 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f } bounding_box( frustumchunkmin, frustumchunkmax, std::begin( frustumchunkshapepoints ), std::end( frustumchunkshapepoints ) ); // quantize the frustum points and add some padding, to reduce shadow shimmer on scale changes - auto const quantizationstep{ std::min( Global.shadowtune.depth, 50.f ) }; + auto const frustumchunkdepth { zfar - ( Znear > 1.f ? Znear : 0.f ) }; + auto const quantizationstep{std::min(frustumchunkdepth, 50.f)}; frustumchunkmin = quantizationstep * glm::floor( frustumchunkmin * ( 1.f / quantizationstep ) ); frustumchunkmax = quantizationstep * glm::ceil( frustumchunkmax * ( 1.f / quantizationstep ) ); // ...use the dimensions to set up light projection boundaries... @@ -951,22 +966,6 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f ); -/* - // fixed ortho projection from old build, for quick quality comparisons - camera.projection() *= - glm::ortho( - -Global.shadowtune.width, Global.shadowtune.width, - -Global.shadowtune.width, Global.shadowtune.width, - -Global.shadowtune.depth, Global.shadowtune.depth ); - camera.position() = Global.pCameraPosition - glm::dvec3{ m_sunlight.direction }; - if( camera.position().y - Global.pCameraPosition.y < 0.1 ) { - camera.position().y = Global.pCameraPosition.y + 0.1; - } - viewmatrix *= glm::lookAt( - camera.position(), - glm::dvec3{ Global.pCameraPosition }, - glm::dvec3{ 0.f, 1.f, 0.f } ); -*/ // ... and adjust the projection to sample complete shadow map texels: // get coordinates for a sample texel... auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } }; @@ -2168,27 +2167,26 @@ opengl_renderer::Render( scene::shape_node const &Shape, bool const Ignorerange // render m_geometry.draw( data.geometry ); // debug data - ++m_debugstats.shapes; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.shapes; + ++m_renderpass.draw_stats.drawcalls; } void opengl_renderer::Render( TAnimModel *Instance ) { - if( false == Instance->m_visible ) { - return; - } + if( false == Instance->m_visible ) { return; } + if( false == m_renderpass.camera.visible( Instance->m_area ) ) { return; } double distancesquared; switch( m_renderpass.draw_mode ) { case rendermode::shadows: case rendermode::cabshadows: { // 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees - distancesquared = Math3D::SquareMagnitude( ( Instance->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; + distancesquared = glm::length2((Instance->location() - m_renderpass.camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; break; } default: { - distancesquared = Math3D::SquareMagnitude( ( Instance->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; + distancesquared = glm::length2((Instance->location() - m_renderpass.camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; break; } } @@ -2223,16 +2221,19 @@ opengl_renderer::Render( TAnimModel *Instance ) { distancesquared, Instance->location() - m_renderpass.camera.position(), Instance->vAngle ); + // debug data + ++m_renderpass.draw_stats.models; } } bool opengl_renderer::Render( TDynamicObject *Dynamic ) { - Dynamic->renderme = m_renderpass.camera.visible( Dynamic ); - if( false == Dynamic->renderme ) { - return false; - } + Dynamic->renderme = ( + ( Global.pCamera.m_owner == Dynamic && !FreeFlyModeFlag ) + || ( m_renderpass.camera.visible( Dynamic ) ) ); + + if( false == Dynamic->renderme ) { return false; } // lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom float squaredistance; @@ -2254,18 +2255,20 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) { } default: { squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor; + // TODO: filter out small details based on fidelity setting break; } } - // crude way to reject early items too far to affect the output (mostly relevant for shadow passes) - auto const drawdistancethreshold { m_renderpass.draw_range + 250 }; - if( squaredistance > drawdistancethreshold * drawdistancethreshold ) { + // second stage visibility cull, reject vehicles too far away to be noticeable + Dynamic->renderme = ( Dynamic->radius() * Global.ZoomFactor / std::sqrt( squaredistance ) > 0.003 ); + if( false == Dynamic->renderme ) { return false; } // debug data - ++m_debugstats.dynamics; + ++m_renderpass.draw_stats.dynamics; + // setup TSubModel::iInstance = reinterpret_cast( Dynamic ); //żeby nie robić cudzych animacji @@ -2472,9 +2475,6 @@ opengl_renderer::Render( TModel3d *Model, material_data const *Material, float c // render Render( Model->Root ); - // debug data - ++m_debugstats.models; - // post-render cleanup return true; @@ -2507,8 +2507,8 @@ opengl_renderer::Render( TSubModel *Submodel ) { && ( TSubModel::fSquareDist < Submodel->fSquareMaxDist ) ) { // debug data - ++m_debugstats.submodels; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.submodels; + ++m_renderpass.draw_stats.drawcalls; if( Submodel->iFlags & 0xC000 ) { ::glPushMatrix(); @@ -2719,7 +2719,7 @@ opengl_renderer::Render( TSubModel *Submodel ) { // material configuration: Bind_Material( null_handle ); // limit impact of dense fog on the lights - auto const lightrange { std::max( 500, m_fogrange * 2 ) }; // arbitrary, visibility at least 750m + auto const lightrange { std::max( 500, m_fogrange * 2 ) }; // arbitrary, visibility at least 500m ::glFogf( GL_FOG_DENSITY, static_cast( 1.0 / lightrange ) ); ::glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT ); @@ -2837,8 +2837,8 @@ opengl_renderer::Render( TTrack *Track ) { return; } - ++m_debugstats.paths; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.paths; + ++m_renderpass.draw_stats.drawcalls; switch( m_renderpass.draw_mode ) { // single path pieces are rendererd in pick scenery mode only @@ -2898,8 +2898,8 @@ opengl_renderer::Render( scene::basic_cell::path_sequence::const_iterator First, continue; } - ++m_debugstats.paths; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.paths; + ++m_renderpass.draw_stats.drawcalls; switch( m_renderpass.draw_mode ) { case rendermode::color: @@ -3085,7 +3085,7 @@ opengl_renderer::Render_particles() { ::glDepthMask( GL_FALSE ); Bind_Texture( m_smoketexture ); - m_debugstats.particles = m_particlerenderer.render( m_diffusetextureunit ); + m_renderpass.draw_stats.particles = m_particlerenderer.render( m_diffusetextureunit ); if( Global.bUseVBO ) { gfx::opengl_vbogeometrybank::reset(); } @@ -3258,9 +3258,8 @@ opengl_renderer::Render_Alpha( cell_sequence::reverse_iterator First, cell_seque void opengl_renderer::Render_Alpha( TAnimModel *Instance ) { - if( false == Instance->m_visible ) { - return; - } + if (false == Instance->m_visible) { return; } + if( false == m_renderpass.camera.visible( Instance->m_area ) ) { return; } double distancesquared; switch( m_renderpass.draw_mode ) { @@ -3350,8 +3349,8 @@ opengl_renderer::Render_Alpha( TTraction *Traction ) { // render m_geometry.draw( Traction->m_geometry ); // debug data - ++m_debugstats.traction; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.traction; + ++m_renderpass.draw_stats.drawcalls; } void @@ -3398,8 +3397,8 @@ opengl_renderer::Render_Alpha( scene::lines_node const &Lines ) { std::min( 1.f, linealpha ) } ) ); // render m_geometry.draw( data.geometry ); - ++m_debugstats.lines; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.lines; + ++m_renderpass.draw_stats.drawcalls; } bool @@ -3543,8 +3542,8 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) { && ( TSubModel::fSquareDist < Submodel->fSquareMaxDist ) ) { // debug data - ++m_debugstats.submodels; - ++m_debugstats.drawcalls; + ++m_renderpass.draw_stats.submodels; + ++m_renderpass.draw_stats.drawcalls; if( Submodel->iFlags & 0xC000 ) { ::glPushMatrix(); @@ -3985,34 +3984,29 @@ opengl_renderer::Update( double const Deltatime ) { m_framerate = 1000.f / ( Timer::subsystem.gfx_total.average() ); // adjust draw ranges etc, based on recent performance - auto const framerate = 1000.f / Timer::subsystem.gfx_color.average(); - - float targetfactor; - if( framerate > 90.0 ) { targetfactor = 3.0f; } - else if( framerate > 60.0 ) { targetfactor = 1.5f; } - else if( framerate > 30.0 ) { targetfactor = 1.25; } - else { targetfactor = std::max( Global.iWindowHeight / 768.f, 1.f ); } - - if( targetfactor > Global.fDistanceFactor ) { - - Global.fDistanceFactor = std::min( targetfactor, Global.fDistanceFactor + 0.05f ); + if( Global.targetfps == 0.0f ) { + // automatic adjustment + auto const framerate = 0.5f * ( m_framerate + 1000.f / Timer::subsystem.gfx_color.average() ); + float targetfactor; + if( framerate > 120.0 ) { targetfactor = 3.00f; } + else if( framerate > 90.0 ) { targetfactor = 1.50f; } + else if( framerate > 60.0 ) { targetfactor = 1.25f; } + else { targetfactor = 1.00f; } + if( targetfactor > Global.fDistanceFactor ) { + Global.fDistanceFactor = std::min( targetfactor, Global.fDistanceFactor + 0.05f ); + } + else if( targetfactor < Global.fDistanceFactor ) { + Global.fDistanceFactor = std::max( targetfactor, Global.fDistanceFactor - 0.05f ); + } } - else if( targetfactor < Global.fDistanceFactor ) { - - Global.fDistanceFactor = std::max( targetfactor, Global.fDistanceFactor - 0.05f ); - } - - if( ( framerate < 15.0 ) && ( Global.iSlowMotion < 7 ) ) { - Global.iSlowMotion = ( Global.iSlowMotion << 1 ) + 1; // zapalenie kolejnego bitu - if( Global.iSlowMotionMask & 1 ) - if( Global.iMultisampling ) // a multisampling jest włączony - ::glDisable( GL_MULTISAMPLE ); // wyłączenie multisamplingu powinno poprawić FPS - } - else if( ( framerate > 20.0 ) && Global.iSlowMotion ) { // FPS się zwiększył, można włączyć bajery - Global.iSlowMotion = ( Global.iSlowMotion >> 1 ); // zgaszenie bitu - if( Global.iSlowMotion == 0 ) // jeśli jest pełna prędkość - if( Global.iMultisampling ) // a multisampling jest włączony - ::glEnable( GL_MULTISAMPLE ); + else { + auto const fps_diff = Global.targetfps - m_framerate; + if( fps_diff > 0.5f ) { + Global.fDistanceFactor = std::max( 1.0f, Global.fDistanceFactor - 0.05f ); + } + else if( fps_diff < 1.0f ) { + Global.fDistanceFactor = std::min( 3.0f, Global.fDistanceFactor + 0.05f ); + } } if( ( true == Global.ResourceSweep ) diff --git a/openglrenderer.h b/openglrenderer.h index 000a5465..1c679c6c 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -153,6 +153,7 @@ private: opengl_camera camera; rendermode draw_mode { rendermode::none }; float draw_range { 0.0f }; + debug_stats draw_stats; }; struct units_state { @@ -318,7 +319,6 @@ private: // double m_pickupdateaccumulator { 0.0 }; std::string m_debugtimestext; std::string m_pickdebuginfo; - debug_stats m_debugstats; std::string m_debugstatstext; glm::vec4 m_baseambient { 0.0f, 0.0f, 0.0f, 1.0f }; diff --git a/utilities.cpp b/utilities.cpp index 46032dda..a644a686 100644 --- a/utilities.cpp +++ b/utilities.cpp @@ -214,10 +214,10 @@ std::string to_string(double Value) return o.str(); }; -std::string to_string(int Value, int precision) +std::string to_string(int Value, int width) { std::ostringstream o; - o << std::fixed << std::setprecision(precision); + o.width(width); o << Value; return o.str(); }; @@ -230,15 +230,6 @@ std::string to_string(double Value, int precision) return o.str(); }; -std::string to_string(int Value, int precision, int width) -{ - std::ostringstream o; - o.width(width); - o << std::fixed << std::setprecision(precision); - o << Value; - return o.str(); -}; - std::string to_string(double const Value, int const Precision, int const Width) { std::ostringstream converter; diff --git a/utilities.h b/utilities.h index 202601b2..b9f729c9 100644 --- a/utilities.h +++ b/utilities.h @@ -113,8 +113,7 @@ std::vector Split(const std::string &s, char delim); std::string to_string(int Value); std::string to_string(unsigned int Value); -std::string to_string(int Value, int precision); -std::string to_string(int Value, int precision, int width); +std::string to_string(int Value, int width); std::string to_string(double Value); std::string to_string(double Value, int precision); std::string to_string(double Value, int precision, int width); @@ -249,6 +248,20 @@ clamp_circular( Type_ Value, Type_ const Range = static_cast(360) ) { return Value; } +// rounds down provided value to nearest power of two +template +Type_ +clamp_power_of_two( Type_ Value, Type_ const Min = static_cast(1), Type_ const Max = static_cast(16384) ) { + + Type_ p2size{ Min }; + Type_ size; + while( ( p2size <= Max ) && ( p2size <= Value ) ) { + size = p2size; + p2size = p2size << 1; + } + return size; +} + template Type_ quantize( Type_ const Value, Type_ const Step ) { From 8020c15967609613ac8c9e079818a3143f228a85 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 5 Dec 2019 17:21:04 +0100 Subject: [PATCH 062/153] build 191205. sound pitch variation parameter --- sound.cpp | 13 ++++++++++++- version.h | 2 +- 2 files changed, 13 insertions(+), 2 deletions(-) diff --git a/sound.cpp b/sound.cpp index eabd867e..1d7418cc 100644 --- a/sound.cpp +++ b/sound.cpp @@ -182,6 +182,17 @@ sound_source::deserialize_mapping( cParser &Input ) { { std::stoi( key.substr( indexstart, indexend - indexstart ) ), 0, 0, 1.f } } ); } } + else if( key == "pitchvariation:" ) { + auto const variation { + clamp( + Input.getToken( false, "\n\r\t ,;" ), + 0.0f, 1.0f ) + * 100.0f / 2.0f }; + m_pitchvariation = ( + variation == 0.0f ? + 1.0f : + 0.01f * static_cast( Random( 100.0 - variation, 100.0 + variation ) ) ); + } else if( key.compare( 0, std::min( key.size(), 5 ), "pitch" ) == 0 ) { // sound chunk pitch, defined with key pitchX where X = activation threshold auto const indexstart { key.find_first_of( "1234567890" ) }; @@ -333,7 +344,7 @@ sound_source::play( int const Flags ) { // initialize emitter-specific pitch variation if it wasn't yet set if( m_pitchvariation == 0.f ) { - m_pitchvariation = 1.f; // 0.01f * static_cast( Random( 97.5, 102.5 ) ); + m_pitchvariation = 0.01f * static_cast( Random( 97.5, 102.5 ) ); } /* if( ( ( m_flags & sound_flags::exclusive ) != 0 ) diff --git a/version.h b/version.h index 3609970e..47f9ef04 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1117 +#define VERSION_MINOR 1205 #define VERSION_REVISION 0 From 8028fa2ac0638e70c8105953f9929bbac09fda4b Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 8 Dec 2019 19:04:08 +0100 Subject: [PATCH 063/153] build 191208. minor gfx renderer optimizations, minor bug fixes --- opengl33renderer.cpp | 54 +++++++++++++++++++++++++++++++++++++------- openglrenderer.cpp | 27 ++++++++++++++++++---- version.h | 2 +- 3 files changed, 70 insertions(+), 13 deletions(-) diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 1d8cdfc9..4ca6e647 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -448,16 +448,18 @@ bool opengl33_renderer::Render() m_drawcount = m_cellqueue.size(); m_debugtimestext.clear(); +/* m_debugtimestext += "cpu: " + to_string(Timer::subsystem.gfx_color.average(), 2) + " ms (" + std::to_string(m_cellqueue.size()) + " sectors)\n" += "cpu swap: " + to_string(Timer::subsystem.gfx_swap.average(), 2) + " ms\n" += "uilayer: " + to_string(Timer::subsystem.gfx_gui.average(), 2) + "ms\n" += "mainloop total: " + to_string(Timer::subsystem.mainloop_total.average(), 2) + "ms\n"; - +*/ if (!Global.gfx_usegles) { m_timequery->end(); - +/* if (m_gllasttime) m_debugtimestext += "gpu: " + to_string((double)(m_gllasttime / 1000ULL) / 1000.0, 3) + "ms"; +*/ } debug_stats shadowstats; @@ -481,15 +483,28 @@ bool opengl33_renderer::Render() + " lines: " + to_string( m_colorpass.draw_stats.lines, 7 ) + "\n" + "particles: " + to_string( m_colorpass.draw_stats.particles, 7 ); - if (DebugModeFlag) - m_debugtimestext += m_textures.info(); - ++m_framestamp; SwapBuffers(); Timer::subsystem.gfx_total.stop(); + m_debugtimestext += + "cpu frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_shadows.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n" + + " color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " ms (" + std::to_string( m_cellqueue.size() ) + " sectors)\n"; + if( Global.gfx_shadowmap_enabled ) { + m_debugtimestext += + " shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " ms\n"; + } + m_debugtimestext += " swap: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n"; + if( !Global.gfx_usegles ) { + if (m_gllasttime) + m_debugtimestext += "gpu frame total: " + to_string((double)(m_gllasttime / 1000ULL) / 1000.0, 3) + " ms\n"; + } + m_debugtimestext += "uilayer: " + to_string( Timer::subsystem.gfx_gui.average(), 2 ) + " ms\n"; + if( DebugModeFlag ) + m_debugtimestext += m_textures.info(); + return true; // for now always succeed } @@ -591,7 +606,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) Timer::subsystem.gfx_shadows.stop(); glDebug("render shadowmap end"); - } + } if (Global.gfx_envmap_enabled && vp.main) { @@ -1319,6 +1334,8 @@ void opengl33_renderer::setup_shadow_unbind_map() // binds shadow map and updates shadow map uniform data void opengl33_renderer::setup_shadow_bind_map() { + if( false == Global.gfx_shadowmap_enabled ) { return; } + m_shadow_tex->bind(gl::MAX_TEXTURES + 0); glm::mat4 coordmove; @@ -2236,6 +2253,16 @@ void opengl33_renderer::Render(TAnimModel *Instance) { return; } + // crude way to reject early items too far to affect the output (mostly relevant for shadow passes) + auto const drawdistancethreshold{ m_renderpass.draw_range + 250 }; + if( distancesquared > drawdistancethreshold * drawdistancethreshold ) { + return; + } + // second stage visibility cull, reject modelstoo far away to be noticeable + auto const radiussquared { Instance->radius() * Instance->radius() }; + if( radiussquared * Global.ZoomFactor / distancesquared < 0.003 * 0.003 ) { + return; + } switch (m_renderpass.draw_mode) { @@ -2300,7 +2327,8 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) } // second stage visibility cull, reject vehicles too far away to be noticeable - Dynamic->renderme = ( Dynamic->radius() * Global.ZoomFactor / std::sqrt( squaredistance ) > 0.003 ); + auto const squareradius{ Dynamic->radius() * Dynamic->radius() }; + Dynamic->renderme = ( squareradius * Global.ZoomFactor / squaredistance > 0.003 * 0.003 ); if( false == Dynamic->renderme ) { return false; } @@ -3154,6 +3182,16 @@ void opengl33_renderer::Render_Alpha(TAnimModel *Instance) { return; } + // crude way to reject early items too far to affect the output (mostly relevant for shadow passes) + auto const drawdistancethreshold{ m_renderpass.draw_range + 250 }; + if( distancesquared > drawdistancethreshold * drawdistancethreshold ) { + return; + } + // second stage visibility cull, reject modelstoo far away to be noticeable + auto const radiussquared { Instance->radius() * Instance->radius() }; + if( radiussquared * Global.ZoomFactor / distancesquared < 0.003 * 0.003 ) { + return; + } Instance->RaAnimate( m_framestamp ); // jednorazowe przeliczenie animacji Instance->RaPrepare(); @@ -3826,7 +3864,7 @@ void opengl33_renderer::Update(double const Deltatime) // TODO: it doesn't make much sense with vsync if( Global.targetfps == 0.0f ) { // automatic adjustment - auto const framerate = 0.5f * ( m_framerate + 1000.f / Timer::subsystem.gfx_color.average() ); + auto const framerate = interpolate( 1000.f / Timer::subsystem.gfx_color.average(), m_framerate, 0.25f ); float targetfactor; if( framerate > 120.0 ) { targetfactor = 3.00f; } else if( framerate > 90.0 ) { targetfactor = 1.50f; } diff --git a/openglrenderer.cpp b/openglrenderer.cpp index be1551e8..ecec42b7 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -353,9 +353,14 @@ opengl_renderer::Render() { m_drawcount = m_cellqueue.size(); m_debugtimestext += - "color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n" - + "gpu side: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " msec\n" - + "frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " msec"; + "cpu frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_shadows.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n" + + " color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " ms (" + std::to_string( m_cellqueue.size() ) + " sectors)\n"; + if( Global.RenderShadows ) { + m_debugtimestext += + " shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " ms\n"; + } + m_debugtimestext += " swap: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n"; + m_debugtimestext += "uilayer: " + to_string( Timer::subsystem.gfx_gui.average(), 2 ) + " ms\n"; m_debugstatstext = "vehicles: " + to_string( m_colorpass.draw_stats.dynamics, 7 ) + " +" + to_string( m_shadowpass.draw_stats.dynamics, 7 ) @@ -411,7 +416,6 @@ opengl_renderer::Render_pass( rendermode const Mode ) { } Render_pass( rendermode::shadows ); Timer::subsystem.gfx_shadows.stop(); - m_debugtimestext += "shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n"; #ifdef EU07_USE_DEBUG_SHADOWMAP UILayer.set_texture( m_shadowdebugtexture ); #endif @@ -2199,6 +2203,11 @@ opengl_renderer::Render( TAnimModel *Instance ) { if( distancesquared > drawdistancethreshold * drawdistancethreshold ) { return; } + // second stage visibility cull, reject modelstoo far away to be noticeable + auto const radiussquared { Instance->radius() * Instance->radius() }; + if( radiussquared * Global.ZoomFactor / distancesquared < 0.003 * 0.003 ) { + return; + } switch( m_renderpass.draw_mode ) { case rendermode::pickscenery: { @@ -3277,6 +3286,16 @@ opengl_renderer::Render_Alpha( TAnimModel *Instance ) { || ( distancesquared >= Instance->m_rangesquaredmax ) ) { return; } + // crude way to reject early items too far to affect the output (mostly relevant for shadow passes) + auto const drawdistancethreshold{ m_renderpass.draw_range + 250 }; + if( distancesquared > drawdistancethreshold * drawdistancethreshold ) { + return; + } + // second stage visibility cull, reject modelstoo far away to be noticeable + auto const radiussquared { Instance->radius() * Instance->radius() }; + if( radiussquared * Global.ZoomFactor / distancesquared < 0.003 * 0.003 ) { + return; + } Instance->RaAnimate( m_framestamp ); // jednorazowe przeliczenie animacji Instance->RaPrepare(); diff --git a/version.h b/version.h index 47f9ef04..aa40b4cf 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1205 +#define VERSION_MINOR 1208 #define VERSION_REVISION 0 From a54924c48deab506fa0923f5ae77ad06c62fe507 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 12 Dec 2019 23:14:25 +0100 Subject: [PATCH 064/153] build 191212. bogie sound tweak, minor bug fixes --- DynObj.cpp | 59 ++++++++++++++++++++++++++++++++------------ DynObj.h | 4 +++ application.cpp | 6 +++++ application.h | 2 ++ drivermouseinput.cpp | 22 +++++++++++++---- version.h | 2 +- 6 files changed, 73 insertions(+), 22 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index 5f9560b1..30319958 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4052,11 +4052,13 @@ void TDynamicObject::RenderSounds() { } } if( door.step_folding ) { - for( auto &doorsounds : m_doorsounds ) { - if( doorsounds.placement == side ) { - // determine left side doors from their offset - doorsounds.step_close.play( sound_flags::exclusive ); - doorsounds.step_open.stop(); + if( door.step_position < 1.0f ) { // sanity check, the vehicles may keep the doorstep unfolded until the door close + for( auto &doorsounds : m_doorsounds ) { + if( doorsounds.placement == side ) { + // determine left side doors from their offset + doorsounds.step_close.play( sound_flags::exclusive ); + doorsounds.step_open.stop(); + } } } } @@ -4097,7 +4099,9 @@ void TDynamicObject::RenderSounds() { } // szum w czasie jazdy if( ( GetVelocity() > 0.5 ) +#ifdef EU07_SOUND_BOGIESOUNDS && ( false == m_bogiesounds.empty() ) +#endif && ( // compound test whether the vehicle belongs to user-driven consist (as these don't emit outer noise in cab view) FreeFlyModeFlag ? true : // in external view all vehicles emit outer noise // Global.pWorld->train() == nullptr ? true : // (can skip this check, with no player train the external view is a given) @@ -4105,8 +4109,11 @@ void TDynamicObject::RenderSounds() { ctOwner != simulation::Train->Dynamic()->ctOwner ? true : // confirmed isn't a part of the user-driven train Global.CabWindowOpen ? true : // sticking head out we get to hear outer noise false ) ) { - +#ifdef EU07_SOUND_BOGIESOUNDS auto const &bogiesound { m_bogiesounds.front() }; +#else + auto const &bogiesound { m_outernoise }; +#endif // frequency calculation auto const normalizer { ( true == bogiesound.is_combined() ? @@ -4144,25 +4151,40 @@ void TDynamicObject::RenderSounds() { if( volume > 0.05 ) { // apply calculated parameters to all motor instances +#ifdef EU07_SOUND_BOGIESOUNDS for( auto &bogiesound : m_bogiesounds ) { bogiesound .pitch( frequency ) // arbitrary limits to prevent the pitch going out of whack .gain( volume ) .play( sound_flags::exclusive | sound_flags::looping ); } +#else + m_outernoise + .pitch( frequency ) // arbitrary limits to prevent the pitch going out of whack + .gain( volume ) + .play( sound_flags::exclusive | sound_flags::looping ); +#endif } else { // stop all noise instances +#ifdef EU07_SOUND_BOGIESOUNDS for( auto &bogiesound : m_bogiesounds ) { bogiesound.stop(); } +#else + m_outernoise.stop(); +#endif } } else { // don't play the optional ending sound if the listener switches views +#ifdef EU07_SOUND_BOGIESOUNDS for( auto &bogiesound : m_bogiesounds ) { bogiesound.stop( false == FreeFlyModeFlag ); } +#else + m_outernoise.stop( false == FreeFlyModeFlag ); +#endif } // flat spot sound if( MoverParameters->CategoryFlag == 1 ) { @@ -5407,6 +5429,9 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co noisetemplate.m_amplitudefactor /= ( 1 + MoverParameters->Vmax ); noisetemplate.m_frequencyfactor /= ( 1 + MoverParameters->Vmax ); + m_outernoise = noisetemplate; +/* +// disabled until we can resolve sound interferences if( true == m_bogiesounds.empty() ) { // fallback for cases without specified noise locations, convert sound template to a single sound source m_bogiesounds.emplace_back( noisetemplate ); @@ -5421,6 +5446,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co bogie.offset( bogieoffset ); } } +*/ } else if( token == "wheelflat:" ) { @@ -5512,7 +5538,9 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co // add entry to the list auto const location { glm::vec3 { 0.f, 0.f, offset } }; bogienoise.offset( location ); +#ifdef EU07_SOUND_BOGIESOUNDS m_bogiesounds.emplace_back( bogienoise ); +#endif } } @@ -6814,8 +6842,7 @@ TDynamicObject::powertrain_sounds::render( TMoverParameters const &Vehicle, doub // motor sounds volume = 0.0; - if( ( true == Vehicle.Mains ) - && ( false == motors.empty() ) ) { + if( false == motors.empty() ) { if( std::abs( Vehicle.enrot ) > 0.01 ) { @@ -6879,7 +6906,7 @@ TDynamicObject::powertrain_sounds::render( TMoverParameters const &Vehicle, doub + std::abs( Vehicle.Mm ) / 60.0 * Deltatime, 0.0, 1.25 ); volume *= std::max( 0.25f, motor_momentum ); - + motor_volume = interpolate( motor_volume, volume, 0.25 ); if( motor_volume >= 0.05 ) { // apply calculated parameters to all motor instances for( auto &motor : motors ) { @@ -6889,21 +6916,21 @@ TDynamicObject::powertrain_sounds::render( TMoverParameters const &Vehicle, doub .play( sound_flags::exclusive | sound_flags::looping ); } } + else { + // stop all motor instances + for( auto &motor : motors ) { + motor.stop(); + } + } } else { // stop all motor instances + motor_volume = 0.0; for( auto &motor : motors ) { motor.stop(); } } } - motor_volume = interpolate( motor_volume, volume, 0.25 ); - if( motor_volume < 0.05 ) { - // stop all motor instances - for( auto &motor : motors ) { - motor.stop(); - } - } // motor blowers if( false == motorblowers.empty() ) { for( auto &blowersound : motorblowers ) { diff --git a/DynObj.h b/DynObj.h index 077f7902..0b153c1b 100644 --- a/DynObj.h +++ b/DynObj.h @@ -456,7 +456,11 @@ private: sound_source sHorn1 { sound_placement::external, 5 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; sound_source sHorn2 { sound_placement::external, 5 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; sound_source sHorn3 { sound_placement::external, 5 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; +#ifdef EU07_SOUND_BOGIESOUNDS std::vector m_bogiesounds; // TBD, TODO: wrapper for all bogie-related sounds (noise, brakes, squeal etc) +#else + sound_source m_outernoise { sound_placement::external, EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; +#endif sound_source m_wheelflat { sound_placement::external, EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; sound_source rscurve { sound_placement::external, 2 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; // youBy sound_source rsDerailment { sound_placement::external, 2 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; // McZapkie-051202 diff --git a/application.cpp b/application.cpp index 6cab8b3f..c0938f1c 100644 --- a/application.cpp +++ b/application.cpp @@ -283,6 +283,12 @@ eu07_application::get_cursor_pos( double &Horizontal, double &Vertical ) const { glfwGetCursorPos( m_windows.front(), &Horizontal, &Vertical ); } +int +eu07_application::get_mouse_button( int const Button ) const { + + return glfwGetMouseButton( m_windows.front(), Button ); +} + void eu07_application::on_key( int const Key, int const Scancode, int const Action, int const Mods ) { diff --git a/application.h b/application.h index 58ea34d5..7016d323 100644 --- a/application.h +++ b/application.h @@ -60,6 +60,8 @@ public: get_cursor_pos() const; void get_cursor_pos( double &Horizontal, double &Vertical ) const; + int + get_mouse_button( int const Button ) const; // input handlers void on_key( int const Key, int const Scancode, int const Action, int const Mods ); diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 54322c86..837aa0a9 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -459,16 +459,28 @@ drivermouse_input::poll() { while( m_updateaccumulator > updaterate ) { if( m_mousecommandleft != user_command::none ) { - // NOTE: basic keyboard controls don't have any parameters - // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 - // TODO: pass correct entity id once the missing systems are in place - m_relay.post( m_mousecommandleft, 0, 0, GLFW_REPEAT, 0 ); + if( Application.get_mouse_button( GLFW_MOUSE_BUTTON_LEFT ) == GLFW_PRESS ) { + // sanity check, as our button callback can trigger after button release leaving us with desync + // NOTE: basic keyboard controls don't have any parameters + // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 + // TODO: pass correct entity id once the missing systems are in place + m_relay.post( m_mousecommandleft, 0, 0, GLFW_REPEAT, 0 ); + } + else { + m_mousecommandleft = user_command::none; + } } if( m_mousecommandright != user_command::none ) { + if( Application.get_mouse_button( GLFW_MOUSE_BUTTON_RIGHT ) == GLFW_PRESS ) { + // sanity check, as our button callback can trigger after button release leaving us with desync // NOTE: basic keyboard controls don't have any parameters // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 // TODO: pass correct entity id once the missing systems are in place - m_relay.post( m_mousecommandright, 0, 0, GLFW_REPEAT, 0 ); + m_relay.post( m_mousecommandright, 0, 0, GLFW_REPEAT, 0 ); + } + else { + m_mousecommandright = user_command::none; + } } m_updateaccumulator -= updaterate; } diff --git a/version.h b/version.h index aa40b4cf..330e9bbd 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1208 +#define VERSION_MINOR 1212 #define VERSION_REVISION 0 From 7c43f80ccfa7733d615c36e4024328e9bc45ff89 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 15 Dec 2019 16:48:55 +0100 Subject: [PATCH 065/153] build 191212. gamepad input configuration support, minor bug fixes --- DynObj.cpp | 2 +- Texture.cpp | 24 +- Texture.h | 12 +- gamepadinput.cpp | 534 +++++++++++++++++++++++++++-------------- gamepadinput.h | 52 ++-- openglgeometrybank.cpp | 6 +- openglrenderer.cpp | 11 +- openglrenderer.h | 8 +- uilayer.h | 2 +- utilities.cpp | 13 + utilities.h | 1 + version.h | 2 +- 12 files changed, 427 insertions(+), 240 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index 30319958..3236a519 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -6844,7 +6844,7 @@ TDynamicObject::powertrain_sounds::render( TMoverParameters const &Vehicle, doub volume = 0.0; if( false == motors.empty() ) { - if( std::abs( Vehicle.enrot ) > 0.01 ) { + if( std::abs( Vehicle.nrot ) > 0.01 ) { auto const &motor { motors.front() }; // frequency calculation diff --git a/Texture.cpp b/Texture.cpp index 6e75072a..ca68d695 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -745,7 +745,6 @@ opengl_texture::bind(size_t unit) { if (units[unit] == id) return true; - if (GLAD_GL_ARB_direct_state_access) { glBindTextureUnit(unit, id); @@ -759,7 +758,6 @@ opengl_texture::bind(size_t unit) { } glBindTexture(target, id); } - units[unit] = id; return true; @@ -782,7 +780,6 @@ opengl_texture::unbind(size_t unit) //todo: for other targets glBindTexture(GL_TEXTURE_2D, 0); } - units[unit] = 0; } @@ -1115,22 +1112,13 @@ opengl_texture::flip_vertical() { } } -void -texture_manager::assign_units( GLint const Helper, GLint const Shadows, GLint const Normals, GLint const Diffuse ) { - - m_units[ 0 ].unit = Helper; - m_units[ 1 ].unit = Shadows; - m_units[ 2 ].unit = Normals; - m_units[ 3 ].unit = Diffuse; -} - void texture_manager::unit( GLint const Textureunit ) { - if( m_activeunit == Textureunit ) { return; } + if( opengl_texture::m_activeunit == Textureunit ) { return; } - m_activeunit = Textureunit; - ::glActiveTexture( Textureunit ); + opengl_texture::m_activeunit = Textureunit; + ::glActiveTexture( GL_TEXTURE0 + Textureunit ); } // ustalenie numeru tekstury, wczytanie jeśli jeszcze takiej nie było @@ -1231,6 +1219,8 @@ texture_manager::create( std::string Filename, bool const Loadnow, GLint Formath void texture_manager::bind( std::size_t const Unit, texture_handle const Texture ) { + if( Unit == -1 ) { return; } // no texture unit, nothing to bind the texture to + if (Texture != null_handle) mark_as_used(Texture).bind(Unit); else @@ -1262,8 +1252,8 @@ void texture_manager::update() { if( m_garbagecollector.sweep() > 0 ) { - for( auto &unit : m_units ) { - unit.texture = -1; + for( auto &unit : opengl_texture::units ) { + unit = -1; } } } diff --git a/Texture.h b/Texture.h index 033b1e0b..d0741c65 100644 --- a/Texture.h +++ b/Texture.h @@ -61,6 +61,7 @@ struct opengl_texture { GLenum target = GL_TEXTURE_2D; static std::array units; + static GLint m_activeunit; private: // methods @@ -96,8 +97,6 @@ private: static std::unordered_map precompressed_formats; static std::unordered_map drivercompressed_formats; static std::unordered_map> mapping; - - static GLint m_activeunit; }; typedef int texture_handle; @@ -108,8 +107,6 @@ public: texture_manager(); ~texture_manager() { delete_textures(); } - void - assign_units( GLint const Helper, GLint const Shadows, GLint const Normals, GLint const Diffuse ); // activates specified texture unit void unit( GLint const Textureunit ); @@ -141,11 +138,6 @@ private: typedef std::unordered_map index_map; - struct texture_unit { - GLint unit { 0 }; - texture_handle texture { null_handle }; // current (most recently bound) texture - }; - // methods: // checks whether specified texture is in the texture bank. returns texture id, or npos. texture_handle @@ -161,8 +153,6 @@ private: texturetimepointpair_sequence m_textures; index_map m_texturemappings; garbage_collector m_garbagecollector { m_textures, 600, 60, "texture" }; - std::array m_units; - GLint m_activeunit { 0 }; }; // reduces provided data image to half of original size, using basic 2x2 average diff --git a/gamepadinput.cpp b/gamepadinput.cpp index 67596d47..ecbbd031 100644 --- a/gamepadinput.cpp +++ b/gamepadinput.cpp @@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/. #include "Logs.h" #include "Timer.h" #include "utilities.h" +#include "parser.h" glm::vec2 circle_to_square( glm::vec2 const &Point, int const Roundness = 0 ) { @@ -43,20 +44,11 @@ glm::vec2 circle_to_square( glm::vec2 const &Point, int const Roundness = 0 ) { return interpolate( Point, squared, factor ); } -gamepad_input::gamepad_input() { - - m_modecommands = { - - { user_command::mastercontrollerincrease, user_command::mastercontrollerdecrease }, - { user_command::trainbrakedecrease, user_command::trainbrakeincrease }, - { user_command::secondcontrollerincrease, user_command::secondcontrollerdecrease }, - { user_command::independentbrakedecrease, user_command::independentbrakeincrease } - }; -} - bool gamepad_input::init() { + m_inputaxes.clear(); + m_inputbuttons.clear(); // NOTE: we're only checking for joystick_1 and rely for it to stay connected throughout. // not exactly flexible, but for quick hack it'll do auto const name = glfwGetJoystickName( GLFW_JOYSTICK_1 ); @@ -67,18 +59,18 @@ gamepad_input::init() { else { // no joystick, WriteLog( "No gamepad detected" ); - m_axes.clear(); - m_buttons.clear(); return false; } int count; glfwGetJoystickAxes( m_deviceid, &count ); - m_axes.resize( count ); + m_inputaxes.assign( count, { 0.0f, 0.0f, {} } ); glfwGetJoystickButtons( m_deviceid, &count ); - m_buttons.resize( count ); + m_inputbuttons.assign( count, { GLFW_RELEASE, -1, user_command::none } ); + + recall_bindings(); return true; } @@ -92,222 +84,414 @@ gamepad_input::poll() { return; } - int count; std::size_t idx = 0; + int count; + std::size_t idx = 0; // poll button state auto const buttons = glfwGetJoystickButtons( m_deviceid, &count ); if( count ) { // safety check in case joystick gets pulled out - for( auto &button : m_buttons ) { + for( auto &button : m_inputbuttons ) { - if( button != buttons[ idx ] ) { + if( button.state != buttons[ idx ] ) { // button pressed or released, both are important on_button( - static_cast( idx ), + idx, ( buttons[ idx ] == 1 ? GLFW_PRESS : GLFW_RELEASE ) ); } else { // otherwise we only pass info about button being held down - if( button == 1 ) { + if( button.state == GLFW_PRESS ) { on_button( - static_cast( idx ), + idx, GLFW_REPEAT ); } } - button = buttons[ idx ]; + button.state = buttons[ idx ]; ++idx; } } // poll axes state idx = 0; - glm::vec2 leftstick, rightstick, triggers; auto const axes = glfwGetJoystickAxes( m_deviceid, &count ); if( count ) { // safety check in case joystick gets pulled out - if( count >= 2 ) { - leftstick = glm::vec2( - ( std::abs( axes[ gamepad_axes::leftstick_x ] ) > m_deadzone ? - axes[ gamepad_axes::leftstick_x ] : - 0.0f ), - ( std::abs( axes[ gamepad_axes::leftstick_y ] ) > m_deadzone ? - axes[ gamepad_axes::leftstick_y ] : - 0.0f ) ); - } - if( count >= 4 ) { - rightstick = glm::vec2( - ( std::abs( axes[ gamepad_axes::rightstick_x ] ) > m_deadzone ? - axes[ gamepad_axes::rightstick_x ] : - 0.0f ), - ( std::abs( axes[ gamepad_axes::rightstick_y ] ) > m_deadzone ? - axes[ gamepad_axes::rightstick_y ] : - 0.0f ) ); - } - if( count >= 6 ) { - triggers = glm::vec2( - ( axes[ gamepad_axes::lefttrigger ] > m_deadzone ? - axes[ gamepad_axes::lefttrigger ] : - 0.0f ), - ( axes[ gamepad_axes::righttrigger ] > m_deadzone ? - axes[ gamepad_axes::righttrigger ] : - 0.0f ) ); + for( auto &axis : m_inputaxes ) { + axis.state = axes[ idx ]; + ++idx; } } - process_axes( leftstick, rightstick, triggers ); + process_axes(); } void -gamepad_input::on_button( gamepad_button const Button, int const Action ) { +gamepad_input::bind( std::vector< std::reference_wrapper > &Targets, cParser &Input, std::unordered_map const &Translator, std::string const Point ) { - switch( Button ) { - // NOTE: this is rigid coupling, down the road we should support more flexible binding of functions with buttons - case gamepad_button::a: - case gamepad_button::b: - case gamepad_button::x: - case gamepad_button::y: { + for( auto &bindingtarget : Targets ) { + // grab command(s) associated with the input pin + auto const bindingcommandname{ Input.getToken() }; + if( true == bindingcommandname.empty() ) { + // no tokens left, may as well complain... + WriteLog( "Gamepad binding for " + Point + " didn't specify associated command(s)" ); + // ...can't quit outright though, as provided references are likely to be unitialized + bindingtarget.get() = user_command::none; + continue; + } + auto const commandlookup = Translator.find( bindingcommandname ); + if( commandlookup == Translator.end() ) { + WriteLog( "Gamepad binding for " + Point + " specified unknown command, \"" + bindingcommandname + "\"" ); + bindingtarget.get() = user_command::none; + } + else { + bindingtarget.get() = commandlookup->second; + } + } +} - if( Action == GLFW_RELEASE ) { - // TODO: send GLFW_RELEASE for whatever command could be issued by the mode active until now - // if the button was released the stick switches to control the movement - m_mode = control_mode::entity; - // zero the stick and the accumulator so the input won't bleed between modes - m_leftstick = glm::vec2(); - m_modeaccumulator = 0.0f; +bool +gamepad_input::recall_bindings() { + + cParser bindingparser( "eu07_input-gamepad.ini", cParser::buffer_FILE ); + if( false == bindingparser.ok() ) { + return false; + } + + // build helper translation tables + std::unordered_map nametocommandmap; + std::size_t commandid = 0; + for( auto const &description : simulation::Commands_descriptions ) { + nametocommandmap.emplace( + description.name, + static_cast( commandid ) ); + ++commandid; + } + + std::unordered_map nametotypemap { + { "3state", input_type::threestate }, + { "value", input_type::value }, + { "value_invert", input_type::value_invert } }; + + // NOTE: to simplify things we expect one entry per line, and whole entry in one line + while( true == bindingparser.getTokens( 1, true, "\n" ) ) { + + std::string bindingentry; + bindingparser >> bindingentry; + cParser entryparser( bindingentry ); + + if( false == entryparser.getTokens( 1, true, "\n\r\t " ) ) { continue; } + + std::string bindingpoint {}; + entryparser >> bindingpoint; + auto const splitbindingpoint { split_index( bindingpoint ) }; + + if( splitbindingpoint.first == "axis" ) { + // one or more sets of: [modeIDX] input type, parameters + // [optional] modeIDX associates the set with control mode IDX + // input types: + // -- range commandname IDX; axis value is passed as paramIDX of commandname + // -- 3state commandname commandname; positive axis value issues first commandname, negative value issues second commandname + + auto const axisindex { splitbindingpoint.second }; + // sanity check, connected gamepad isn't guaranteed to have that many axes + if( axisindex >= m_inputaxes.size() ) { continue; } + + int controlmode { -1 }; // unless stated otherwise the set will be associated with the default control mode + + while( true == entryparser.getTokens( 1, true, "\n\r\t " ) ) { + + std::string key {}; + entryparser >> key; + // check for potential mode indicator + auto const splitkey { split_index( key ) }; + if( splitkey.first == "mode" ) { + // indicate we'll be processing specified mode + controlmode = splitkey.second; + continue; + } + // if we're still here handle the original key as binding type + std::string const bindingtypename { key }; + auto const typelookup = nametotypemap.find( bindingtypename ); + if( typelookup == nametotypemap.end() ) { + + WriteLog( "Gamepad binding for " + bindingpoint + " specified unknown control type, \"" + bindingtypename + "\"" ); + } + else { + + std::vector< std::reference_wrapper > bindingtargets; + auto const bindingtype { typelookup->second }; + std::get<0>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) = bindingtype; + // retrieve regular commands associated with the axis and mode + switch( bindingtype ) { + case input_type::value: + case input_type::value_invert: { + bindingtargets.emplace_back( std::ref( std::get<1>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) ); + break; + } + case input_type::threestate: { + bindingtargets.emplace_back( std::ref( std::get<1>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) ); + bindingtargets.emplace_back( std::ref( std::get<2>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) ); + break; + } + default: { + break; + } + } + bind( bindingtargets, entryparser, nametocommandmap, bindingpoint ); + // handle potential remaining input type-specific parameters + switch( bindingtype ) { + case input_type::value: + case input_type::value_invert: { + auto const paramidxname { entryparser.getToken() }; + auto const paramidx { ( + // exceptions + paramidxname == "y" ? 1 : + paramidxname == "2" ? 1 : // human-readable param index starts with 1 + // default + 0 ) }; + std::get<2>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) = static_cast( paramidx ); + break; + } + default: { + break; + } + } + } + } + } + else if( splitbindingpoint.first == "button" ) { + + auto const buttonindex { splitbindingpoint.second }; + // sanity check, connected gamepad isn't guaranteed to have that many buttons + if( buttonindex >= m_inputbuttons.size() ) { continue; } + + auto const bindingtype { entryparser.getToken() }; + if( bindingtype == "mode" ) { + // special case, mode selector + if( true == entryparser.getTokens( 1, true, "\n\r\t " ) ) { + entryparser >> m_inputbuttons[ buttonindex ].mode; + } + else { + WriteLog( "Gamepad binding for " + bindingpoint + " didn't specify mode index" ); + } } else { - // otherwise set control mode to match pressed button - m_mode = static_cast( Button ); + // regular button, single bound command + std::vector< std::reference_wrapper > bindingtargets; + bindingtargets.emplace_back( std::ref( m_inputbuttons[ buttonindex ].binding ) ); + bind( bindingtargets, entryparser, nametocommandmap, bindingpoint ); } - break; - } - default: { - break; } } + + return true; } void -gamepad_input::process_axes( glm::vec2 Leftstick, glm::vec2 const &Rightstick, glm::vec2 const &Triggers ) { +gamepad_input::on_button( int const Button, int const Action ) { + + auto const &button { m_inputbuttons[ Button ] }; + + if( button.mode >= 0 ) { + + switch( Action ) { + case GLFW_PRESS: { + for( auto &axis : m_inputaxes ) { + axis.accumulator = 0.0f; + } + [[fallthrough]]; + } + case GLFW_REPEAT: { + m_mode = Button; + break; + } + case GLFW_RELEASE: { + if( m_mode == Button ) { + m_mode = -1; + for( auto &axis : m_inputaxes ) { + axis.accumulator = 0.0f; + } + } + break; + } + default: { + break; + } + } + } + + if( button.binding != user_command::none ) { - // right stick, look around - if( ( Rightstick.x != 0.0f ) || ( Rightstick.y != 0.0f ) ) { - // TODO: make toggles for the axis flip - auto const deltatime = Timer::GetDeltaRenderTime() * 60.0; - double const turnx = Rightstick.x * 10.0 * deltatime; - double const turny = -Rightstick.y * 10.0 * deltatime; m_relay.post( - user_command::viewturn, - turnx, - turny, - GLFW_PRESS, + button.binding, + 0, + 0, + Action, // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 // TODO: pass correct entity id once the missing systems are in place 0 ); } - - // left stick, either movement or controls, depending on currently active mode - if( m_mode == control_mode::entity ) { - - if( ( Leftstick.x != 0.0 || Leftstick.y != 0.0 ) - || ( m_leftstick.x != 0.0 || m_leftstick.y != 0.0 ) ) { - m_relay.post( - user_command::movehorizontal, - Leftstick.x, - Leftstick.y, - GLFW_PRESS, - 0 ); - } - } - else { - // vehicle control modes - process_mode( Leftstick.y, 0 ); - } - - m_rightstick = Rightstick; - m_leftstick = Leftstick; - m_triggers = Triggers; } void -gamepad_input::process_mode( float const Value, std::uint16_t const Recipient ) { +gamepad_input::process_axes() { - // TODO: separate multiplier for each mode, to allow different, customizable sensitivity for each control - auto const deltatime = Timer::GetDeltaTime() * 15.0; - auto const &lookup = m_modecommands.at( static_cast( m_mode ) ); + input_type inputtype; + user_command boundcommand1, boundcommand2; + auto binding { std::tie( inputtype, boundcommand1, boundcommand2 ) }; - if( Value >= 0.0f ) { - if( m_modeaccumulator < 0.0f ) { - // reset accumulator if we're going in the other direction i.e. issuing opposite control - // this also means we should indicate the previous command no longer applies - // (normally it's handled when the stick enters dead zone, but it's possible there's no actual dead zone) - m_relay.post( - lookup.second, - 0, 0, - GLFW_RELEASE, - Recipient ); - m_modeaccumulator = 0.0f; - } - if( Value > m_deadzone ) { - m_modeaccumulator += ( Value - m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime; - // we're making sure there's always a positive charge left in the accumulator, - // to more reliably decect when the stick goes from active to dead zone, below - while( m_modeaccumulator > 1.0f ) { - // send commands if the accumulator(s) was filled - m_relay.post( - lookup.first, - 0, 0, - GLFW_PRESS, - Recipient ); - m_modeaccumulator -= 1.0f; + // since some commands can potentially collect values from two different axes we can't post them directly + // instead, we use a small scratchpad to first put these commands together, then post them in their completed state + std::unordered_map > commands; + // HACK: generate movement reset, it'll be eiter overriden by actual movement command, or issued if another control mode was activated + commands[ user_command::movehorizontal ] = { 0.0, 0.0, GLFW_PRESS }; + + for( auto &axis : m_inputaxes ) { + + if( axis.bindings.empty() ) { continue; } + + auto const lookup { axis.bindings.find( m_mode ) }; + if( lookup == axis.bindings.end() ) { continue; } + + binding = lookup->second; + + switch( inputtype ) { + case input_type::threestate: { + // TODO: separate multiplier for each mode, to allow different, customizable sensitivity for each control + auto const deltatime { Timer::GetDeltaTime() * 15.0 }; + if( axis.state >= 0.0f ) { + // first bound command selected + if( axis.accumulator < 0.0f ) { + // we were issuing the other command, post notification that's no longer the case + if( boundcommand2 != user_command::none ) { + m_relay.post( + boundcommand2, + 0, 0, + GLFW_RELEASE, + 0 ); + axis.accumulator = 0.0f; + } + } + if( boundcommand1 != user_command::none ) { + if( axis.state > m_deadzone ) { + axis.accumulator += ( axis.state - m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime; + // we're making sure there's always a positive charge left in the accumulator, + // to more reliably decect when the stick goes from active to dead zone, below + while( axis.accumulator > 1.0f ) { + // send commands if the accumulator(s) was filled + m_relay.post( + boundcommand1, + 0, 0, + GLFW_PRESS, + 0 ); + axis.accumulator -= 1.0f; + } + } + else { + // if the accumulator isn't empty it's an indicator the stick moved from active to neutral zone + // indicate it with proper RELEASE command + m_relay.post( + boundcommand1, + 0, 0, + GLFW_RELEASE, + 0 ); + axis.accumulator = 0.0f; + } + } + } + else { + // second bound command selected + if( axis.accumulator > 0.0f ) { + // we were issuing the other command, post notification that's no longer the case + if( boundcommand1 != user_command::none ) { + m_relay.post( + boundcommand1, + 0, 0, + GLFW_RELEASE, + 0 ); + axis.accumulator = 0.0f; + } + } + if( boundcommand1 != user_command::none ) { + if( axis.state < -m_deadzone ) { + axis.accumulator += ( axis.state + m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime; + // we're making sure there's always a positive charge left in the accumulator, + // to more reliably decect when the stick goes from active to dead zone, below + while( axis.accumulator < -1.0f ) { + // send commands if the accumulator(s) was filled + m_relay.post( + boundcommand2, + 0, 0, + GLFW_PRESS, + 0 ); + axis.accumulator += 1.0f; + } + } + else { + // if the accumulator isn't empty it's an indicator the stick moved from active to neutral zone + // indicate it with proper RELEASE command + m_relay.post( + boundcommand2, + 0, 0, + GLFW_RELEASE, + 0 ); + axis.accumulator = 0.0f; + } + } + } + break; + } + case input_type::value: + case input_type::value_invert: { + auto &command { commands[ boundcommand1 ] }; + std::get( command ) = GLFW_PRESS; + auto ¶m { ( + static_cast( boundcommand2 ) == 0 ? // for this type boundcommand2 stores param index + std::get<0>( command ) : + std::get<1>( command ) ) }; + param = axis.state; + if( std::abs( param ) < m_deadzone ) { + param = 0.0; + } + else { + param = ( + param > 0.0 ? + ( param - m_deadzone ) / ( 1.0 - m_deadzone ) : + ( param + m_deadzone ) / ( 1.0 - m_deadzone ) ); + } + if( param != 0.0 ) { + if( inputtype == input_type::value_invert ) { + param *= -1.0; + } + // special case, viewturn receives some param scaling + if( boundcommand1 == user_command::viewturn ) { + param *= 10.0 * ( Timer::GetDeltaRenderTime() * 60.0 ); + } + } + break; + } + default: { + break; } - } - else { - // if the accumulator isn't empty it's an indicator the stick moved from active to neutral zone - // indicate it with proper RELEASE command - m_relay.post( - lookup.first, - 0, 0, - GLFW_RELEASE, - Recipient ); - m_modeaccumulator = 0.0f; } } - else { - if( m_modeaccumulator > 0.0f ) { - // reset accumulator if we're going in the other direction i.e. issuing opposite control - // this also means we should indicate the previous command no longer applies - // (normally it's handled when the stick enters dead zone, but it's possible there's no actual dead zone) + // issue remaining, assembled commands + for( auto const &command : commands ) { + auto const param1 { std::get<0>( command.second ) }; + auto const param2 { std::get<1>( command.second ) }; + auto &lastparams { m_lastcommandparams[ command.first ] }; + if( ( param1 != 0.0 ) || ( std::get<0>( lastparams ) != 0.0 ) + || ( param2 != 0.0 ) || ( std::get<1>( lastparams ) != 0.0 ) ) { m_relay.post( - lookup.first, - 0, 0, - GLFW_RELEASE, - Recipient ); - m_modeaccumulator = 0.0f; - } - if( Value < m_deadzone ) { - m_modeaccumulator += ( Value + m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime; - // we're making sure there's always a negative charge left in the accumulator, - // to more reliably decect when the stick goes from active to dead zone, below - while( m_modeaccumulator < -1.0f ) { - // send commands if the accumulator(s) was filled - m_relay.post( - lookup.second, - 0, 0, - GLFW_PRESS, - Recipient ); - m_modeaccumulator += 1.0f; - } - } - else { - // if the accumulator isn't empty it's an indicator the stick moved from active to neutral zone - // indicate it with proper RELEASE command - m_relay.post( - lookup.second, - 0, 0, - GLFW_RELEASE, - Recipient ); - m_modeaccumulator = 0.0f; + command.first, + param1, + param2, + std::get<2>( command.second ), + // as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 + // TODO: pass correct entity id once the missing systems are in place + 0 ); + lastparams = std::tie( param1, param2 ); } } } diff --git a/gamepadinput.h b/gamepadinput.h index 80cfce8b..c43040f1 100644 --- a/gamepadinput.h +++ b/gamepadinput.h @@ -16,7 +16,7 @@ class gamepad_input { public: // constructors - gamepad_input(); + gamepad_input() = default; // methods // checks state of the controls and sends issued commands @@ -27,6 +27,7 @@ public: private: // types +/* enum gamepad_button { a, b, @@ -51,34 +52,43 @@ private: lefttrigger, righttrigger }; - enum class control_mode { - entity = -1, - vehicle_mastercontroller, - vehicle_trainbrake, - vehicle_secondarycontroller, - vehicle_independentbrake +*/ + enum class input_type { + threestate, // two commands, mapped to positive and negative axis value respectively; press and release events on state change + impulse, // one command; press event when set, release when cleared + value, // one command; press event, axis value passed as specified param (stored as second 'user_command') + value_invert // the passed value is additionally multiplied by -1 }; - typedef std::vector float_sequence; - typedef std::vector char_sequence; - typedef std::vector< std::pair< user_command, user_command > > commandpair_sequence; + struct input_button { + unsigned char state; // last polled state + int mode; // associated control mode + user_command binding; // associated command + }; + + struct input_axis { + float state; // last polled state + float accumulator; // multipurpose helper variable + std::unordered_map< int, std::tuple< input_type, user_command, user_command > > bindings; // associated commands for respective modes + }; + + using inputbutton_sequence = std::vector; + using inputaxis_sequence = std::vector; // methods - void on_button( gamepad_button const Button, int const Action ); - void process_axes( glm::vec2 Leftstick, glm::vec2 const &Rightstick, glm::vec2 const &Triggers ); - void process_mode( float const Value, std::uint16_t const Recipient ); + bool recall_bindings(); + void bind( std::vector< std::reference_wrapper > &Targets, cParser &Input, std::unordered_map const &Translator, std::string const Point ); + void on_button( int const Button, int const Action ); + void process_axes(); // members command_relay m_relay; - float_sequence m_axes; - char_sequence m_buttons; + inputbutton_sequence m_inputbuttons; + inputaxis_sequence m_inputaxes; int m_deviceid{ -1 }; - control_mode m_mode{ control_mode::entity }; - commandpair_sequence m_modecommands; // sets of commands issued depending on the active control mode + int m_mode{ -1 }; // currently active control mode float m_deadzone{ 0.15f }; // TODO: allow to configure this - glm::vec2 m_leftstick; - glm::vec2 m_rightstick; - glm::vec2 m_triggers; - double m_modeaccumulator{ 0.0 }; // used to throttle command input rate for vehicle controls +// double m_modeaccumulator{ 0.0 }; // used to throttle command input rate for vehicle controls + std::unordered_map< user_command, std::tuple > m_lastcommandparams; // cached parameters for last issued command of given type }; //--------------------------------------------------------------------------- diff --git a/openglgeometrybank.cpp b/openglgeometrybank.cpp index f58a59ad..ad58db98 100644 --- a/openglgeometrybank.cpp +++ b/openglgeometrybank.cpp @@ -182,7 +182,7 @@ opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned i } if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { - ::glClientActiveTexture( unit ); + ::glClientActiveTexture( GL_TEXTURE0 + unit ); ::glTexCoordPointer( 2, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( 24 ) ); ::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); } @@ -190,7 +190,7 @@ opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned i } else { for( auto unit : Units.texture ) { - ::glClientActiveTexture( unit ); + ::glClientActiveTexture( GL_TEXTURE0 + unit ); ::glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } m_activetexturearrays.clear(); // NOTE: we're simplifying here, since we always toggle the same texture coord sets @@ -206,7 +206,7 @@ opengl_vbogeometrybank::release_streams() { ::glDisableClientState( GL_NORMAL_ARRAY ); ::glDisableClientState( GL_COLOR_ARRAY ); for( auto unit : m_activetexturearrays ) { - ::glClientActiveTexture( unit ); + ::glClientActiveTexture( GL_TEXTURE0 + unit ); ::glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } diff --git a/openglrenderer.cpp b/openglrenderer.cpp index ecec42b7..9f97bddf 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -51,7 +51,6 @@ opengl_renderer::Init( GLFWwindow *Window ) { Global.BasicRenderer ? std::vector{ m_diffusetextureunit } : std::vector{ m_normaltextureunit, m_diffusetextureunit } ); - m_textures.assign_units( m_helpertextureunit, m_shadowtextureunit, m_normaltextureunit, m_diffusetextureunit ); // TODO: add reflections unit ui_layer::set_unit( m_diffusetextureunit ); m_precipitationrenderer.set_unit( m_diffusetextureunit ); select_unit( m_diffusetextureunit ); @@ -1681,9 +1680,9 @@ opengl_renderer::Bind_Material( material_handle const Material, TSubModel *sm ) auto const &material = m_materials.material( Material ); if( false == Global.BasicRenderer ) { - m_textures.bind( m_normaltextureunit - GL_TEXTURE0, material.textures[1] ); + m_textures.bind( m_normaltextureunit, material.textures[1] ); } - m_textures.bind( m_diffusetextureunit - GL_TEXTURE0, material.textures[0] ); + m_textures.bind( m_diffusetextureunit, material.textures[0] ); } opengl_material const & @@ -1715,7 +1714,7 @@ opengl_renderer::Fetch_Texture( std::string const &Filename, bool const Loadnow, void opengl_renderer::Bind_Texture( texture_handle const Texture ) { - m_textures.bind( m_diffusetextureunit - GL_TEXTURE0, Texture ); + m_textures.bind( m_diffusetextureunit, Texture ); } void @@ -4195,7 +4194,7 @@ opengl_renderer::Init_caps() { if( true == Global.BasicRenderer ) { WriteLog( "Basic renderer selected, shadow and reflection mapping will be disabled" ); Global.RenderShadows = false; - m_diffusetextureunit = GL_TEXTURE0; + m_diffusetextureunit = 0; m_helpertextureunit = -1; m_shadowtextureunit = -1; m_normaltextureunit = -1; @@ -4207,7 +4206,7 @@ opengl_renderer::Init_caps() { WriteLog( "Less than 4 texture units, shadow and reflection mapping will be disabled" ); Global.BasicRenderer = true; Global.RenderShadows = false; - m_diffusetextureunit = GL_TEXTURE0; + m_diffusetextureunit = 0; m_helpertextureunit = -1; m_shadowtextureunit = -1; m_normaltextureunit = -1; diff --git a/openglrenderer.h b/openglrenderer.h index 1c679c6c..ac17a9da 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -307,10 +307,10 @@ private: double m_environmentupdatetime { 0.0 }; // time of the most recent environment map update glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update - int m_helpertextureunit { GL_TEXTURE0 }; - int m_shadowtextureunit { GL_TEXTURE1 }; - int m_normaltextureunit { GL_TEXTURE2 }; - int m_diffusetextureunit{ GL_TEXTURE3 }; + int m_helpertextureunit { 0 }; + int m_shadowtextureunit { 1 }; + int m_normaltextureunit { 2 }; + int m_diffusetextureunit{ 3 }; units_state m_unitstate; unsigned int m_framestamp; // id of currently rendered gfx frame diff --git a/uilayer.h b/uilayer.h index 075936f3..8ce72106 100644 --- a/uilayer.h +++ b/uilayer.h @@ -61,7 +61,7 @@ public: // assign texturing hardware unit static void - set_unit( GLint const Textureunit ) { m_textureunit = Textureunit; } + set_unit( GLint const Textureunit ) { m_textureunit = GL_TEXTURE0 + Textureunit; } static void shutdown(); diff --git a/utilities.cpp b/utilities.cpp index a644a686..49d6ec53 100644 --- a/utilities.cpp +++ b/utilities.cpp @@ -193,6 +193,19 @@ std::vector Split(const std::string &s) return elems; } +std::pair +split_index( std::string const &Key ) { + + auto const indexstart{ Key.find_first_of( "-1234567890" ) }; + auto const indexend{ Key.find_first_not_of( "-1234567890", indexstart ) }; + if( indexstart != std::string::npos ) { + return { + Key.substr( 0, indexstart ), + std::stoi( Key.substr( indexstart, indexend - indexstart ) ) }; + } + return { Key, 0 }; +} + std::string to_string(int Value) { std::ostringstream o; diff --git a/utilities.h b/utilities.h index b9f729c9..df682341 100644 --- a/utilities.h +++ b/utilities.h @@ -110,6 +110,7 @@ std::string ExchangeCharInString( std::string const &Source, char const From, ch std::vector &Split(const std::string &s, char delim, std::vector &elems); std::vector Split(const std::string &s, char delim); //std::vector Split(const std::string &s); +std::pair split_index( std::string const &Key ); std::string to_string(int Value); std::string to_string(unsigned int Value); diff --git a/version.h b/version.h index 330e9bbd..9c75d1a5 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1212 +#define VERSION_MINOR 1214 #define VERSION_REVISION 0 From f306d04bba1add64708c3a35ab981ce4e4263571 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 15 Dec 2019 16:50:57 +0100 Subject: [PATCH 066/153] switch to dynamic library executable link policy --- maszyna.vcxproj | 2 -- stdafx.h | 4 ---- 2 files changed, 6 deletions(-) diff --git a/maszyna.vcxproj b/maszyna.vcxproj index 62cac902..30a5a291 100644 --- a/maszyna.vcxproj +++ b/maszyna.vcxproj @@ -129,7 +129,6 @@ WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) - MultiThreaded Level3 ProgramDatabase $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) @@ -153,7 +152,6 @@ WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) - MultiThreaded Level3 ProgramDatabase $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) diff --git a/stdafx.h b/stdafx.h index c2a35ead..44e8e568 100644 --- a/stdafx.h +++ b/stdafx.h @@ -71,10 +71,6 @@ #include #include -#ifdef NDEBUG -#define EU07_BUILD_STATIC -#endif - #include "glad/glad.h" //#include "GL/glu.h" From 0ac92fca62ad016f1eaa4a7f4f98b1808b7cd604 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 16 Dec 2019 11:11:35 +0100 Subject: [PATCH 067/153] Add files via upload --- ref/glad/include/KHR/khrplatform.h | 290 + ref/glad/include/glad/glad.h | 19774 +++++++++++++++++++++++++++ ref/glad/src/glad.c | 11363 +++++++++++++++ 3 files changed, 31427 insertions(+) create mode 100644 ref/glad/include/KHR/khrplatform.h create mode 100644 ref/glad/include/glad/glad.h create mode 100644 ref/glad/src/glad.c diff --git a/ref/glad/include/KHR/khrplatform.h b/ref/glad/include/KHR/khrplatform.h new file mode 100644 index 00000000..5b55ea2b --- /dev/null +++ b/ref/glad/include/KHR/khrplatform.h @@ -0,0 +1,290 @@ +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(KHRONOS_STATIC) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ diff --git a/ref/glad/include/glad/glad.h b/ref/glad/include/glad/glad.h new file mode 100644 index 00000000..c2d43389 --- /dev/null +++ b/ref/glad/include/glad/glad.h @@ -0,0 +1,19774 @@ +/* + + OpenGL, OpenGL ES loader generated by glad 0.1.33 on Wed Nov 13 19:09:09 2019. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=3.3, gles2=3.1 + Profile: compatibility + Extensions: + GL_3DFX_multisample, + GL_3DFX_tbuffer, + GL_3DFX_texture_compression_FXT1, + GL_AMD_blend_minmax_factor, + GL_AMD_compressed_3DC_texture, + GL_AMD_compressed_ATC_texture, + GL_AMD_conservative_depth, + GL_AMD_debug_output, + GL_AMD_depth_clamp_separate, + GL_AMD_draw_buffers_blend, + GL_AMD_framebuffer_multisample_advanced, + GL_AMD_framebuffer_sample_positions, + GL_AMD_gcn_shader, + GL_AMD_gpu_shader_half_float, + GL_AMD_gpu_shader_int16, + GL_AMD_gpu_shader_int64, + GL_AMD_interleaved_elements, + GL_AMD_multi_draw_indirect, + GL_AMD_name_gen_delete, + GL_AMD_occlusion_query_event, + GL_AMD_performance_monitor, + GL_AMD_pinned_memory, + GL_AMD_program_binary_Z400, + GL_AMD_query_buffer_object, + GL_AMD_sample_positions, + GL_AMD_seamless_cubemap_per_texture, + GL_AMD_shader_atomic_counter_ops, + GL_AMD_shader_ballot, + GL_AMD_shader_explicit_vertex_parameter, + GL_AMD_shader_gpu_shader_half_float_fetch, + GL_AMD_shader_image_load_store_lod, + GL_AMD_shader_stencil_export, + GL_AMD_shader_trinary_minmax, + GL_AMD_sparse_texture, + GL_AMD_stencil_operation_extended, + GL_AMD_texture_gather_bias_lod, + GL_AMD_texture_texture4, + GL_AMD_transform_feedback3_lines_triangles, + GL_AMD_transform_feedback4, + GL_AMD_vertex_shader_layer, + GL_AMD_vertex_shader_tessellator, + GL_AMD_vertex_shader_viewport_index, + GL_ANDROID_extension_pack_es31a, + GL_ANGLE_depth_texture, + GL_ANGLE_framebuffer_blit, + GL_ANGLE_framebuffer_multisample, + GL_ANGLE_instanced_arrays, + GL_ANGLE_pack_reverse_row_order, + GL_ANGLE_program_binary, + GL_ANGLE_texture_compression_dxt3, + GL_ANGLE_texture_compression_dxt5, + GL_ANGLE_texture_usage, + GL_ANGLE_translated_shader_source, + GL_APPLE_aux_depth_stencil, + GL_APPLE_client_storage, + GL_APPLE_clip_distance, + GL_APPLE_color_buffer_packed_float, + GL_APPLE_copy_texture_levels, + GL_APPLE_element_array, + GL_APPLE_fence, + GL_APPLE_float_pixels, + GL_APPLE_flush_buffer_range, + GL_APPLE_framebuffer_multisample, + GL_APPLE_object_purgeable, + GL_APPLE_rgb_422, + GL_APPLE_row_bytes, + GL_APPLE_specular_vector, + GL_APPLE_sync, + GL_APPLE_texture_format_BGRA8888, + GL_APPLE_texture_max_level, + GL_APPLE_texture_packed_float, + GL_APPLE_texture_range, + GL_APPLE_transform_hint, + GL_APPLE_vertex_array_object, + GL_APPLE_vertex_array_range, + GL_APPLE_vertex_program_evaluators, + GL_APPLE_ycbcr_422, + GL_ARB_ES2_compatibility, + GL_ARB_ES3_1_compatibility, + GL_ARB_ES3_2_compatibility, + GL_ARB_ES3_compatibility, + GL_ARB_arrays_of_arrays, + GL_ARB_base_instance, + GL_ARB_bindless_texture, + GL_ARB_blend_func_extended, + GL_ARB_buffer_storage, + GL_ARB_cl_event, + GL_ARB_clear_buffer_object, + GL_ARB_clear_texture, + GL_ARB_clip_control, + GL_ARB_color_buffer_float, + GL_ARB_compatibility, + GL_ARB_compressed_texture_pixel_storage, + GL_ARB_compute_shader, + GL_ARB_compute_variable_group_size, + GL_ARB_conditional_render_inverted, + GL_ARB_conservative_depth, + GL_ARB_copy_buffer, + GL_ARB_copy_image, + GL_ARB_cull_distance, + GL_ARB_debug_output, + GL_ARB_depth_buffer_float, + GL_ARB_depth_clamp, + GL_ARB_depth_texture, + GL_ARB_derivative_control, + GL_ARB_direct_state_access, + GL_ARB_draw_buffers, + GL_ARB_draw_buffers_blend, + GL_ARB_draw_elements_base_vertex, + GL_ARB_draw_indirect, + GL_ARB_draw_instanced, + GL_ARB_enhanced_layouts, + GL_ARB_explicit_attrib_location, + GL_ARB_explicit_uniform_location, + GL_ARB_fragment_coord_conventions, + GL_ARB_fragment_layer_viewport, + GL_ARB_fragment_program, + GL_ARB_fragment_program_shadow, + GL_ARB_fragment_shader, + GL_ARB_fragment_shader_interlock, + GL_ARB_framebuffer_no_attachments, + GL_ARB_framebuffer_object, + GL_ARB_framebuffer_sRGB, + GL_ARB_geometry_shader4, + GL_ARB_get_program_binary, + GL_ARB_get_texture_sub_image, + GL_ARB_gl_spirv, + GL_ARB_gpu_shader5, + GL_ARB_gpu_shader_fp64, + GL_ARB_gpu_shader_int64, + GL_ARB_half_float_pixel, + GL_ARB_half_float_vertex, + GL_ARB_imaging, + GL_ARB_indirect_parameters, + GL_ARB_instanced_arrays, + GL_ARB_internalformat_query, + GL_ARB_internalformat_query2, + GL_ARB_invalidate_subdata, + GL_ARB_map_buffer_alignment, + GL_ARB_map_buffer_range, + GL_ARB_matrix_palette, + GL_ARB_multi_bind, + GL_ARB_multi_draw_indirect, + GL_ARB_multisample, + GL_ARB_multitexture, + GL_ARB_occlusion_query, + GL_ARB_occlusion_query2, + GL_ARB_parallel_shader_compile, + GL_ARB_pipeline_statistics_query, + GL_ARB_pixel_buffer_object, + GL_ARB_point_parameters, + GL_ARB_point_sprite, + GL_ARB_polygon_offset_clamp, + GL_ARB_post_depth_coverage, + GL_ARB_program_interface_query, + GL_ARB_provoking_vertex, + GL_ARB_query_buffer_object, + GL_ARB_robust_buffer_access_behavior, + GL_ARB_robustness, + GL_ARB_robustness_isolation, + GL_ARB_sample_locations, + GL_ARB_sample_shading, + GL_ARB_sampler_objects, + GL_ARB_seamless_cube_map, + GL_ARB_seamless_cubemap_per_texture, + GL_ARB_separate_shader_objects, + GL_ARB_shader_atomic_counter_ops, + GL_ARB_shader_atomic_counters, + GL_ARB_shader_ballot, + GL_ARB_shader_bit_encoding, + GL_ARB_shader_clock, + GL_ARB_shader_draw_parameters, + GL_ARB_shader_group_vote, + GL_ARB_shader_image_load_store, + GL_ARB_shader_image_size, + GL_ARB_shader_objects, + GL_ARB_shader_precision, + GL_ARB_shader_stencil_export, + GL_ARB_shader_storage_buffer_object, + GL_ARB_shader_subroutine, + GL_ARB_shader_texture_image_samples, + GL_ARB_shader_texture_lod, + GL_ARB_shader_viewport_layer_array, + GL_ARB_shading_language_100, + GL_ARB_shading_language_420pack, + GL_ARB_shading_language_include, + GL_ARB_shading_language_packing, + GL_ARB_shadow, + GL_ARB_shadow_ambient, + GL_ARB_sparse_buffer, + GL_ARB_sparse_texture, + GL_ARB_sparse_texture2, + GL_ARB_sparse_texture_clamp, + GL_ARB_spirv_extensions, + GL_ARB_stencil_texturing, + GL_ARB_sync, + GL_ARB_tessellation_shader, + GL_ARB_texture_barrier, + GL_ARB_texture_border_clamp, + GL_ARB_texture_buffer_object, + GL_ARB_texture_buffer_object_rgb32, + GL_ARB_texture_buffer_range, + GL_ARB_texture_compression, + GL_ARB_texture_compression_bptc, + GL_ARB_texture_compression_rgtc, + GL_ARB_texture_cube_map, + GL_ARB_texture_cube_map_array, + GL_ARB_texture_env_add, + GL_ARB_texture_env_combine, + GL_ARB_texture_env_crossbar, + GL_ARB_texture_env_dot3, + GL_ARB_texture_filter_anisotropic, + GL_ARB_texture_filter_minmax, + GL_ARB_texture_float, + GL_ARB_texture_gather, + GL_ARB_texture_mirror_clamp_to_edge, + GL_ARB_texture_mirrored_repeat, + GL_ARB_texture_multisample, + GL_ARB_texture_non_power_of_two, + GL_ARB_texture_query_levels, + GL_ARB_texture_query_lod, + GL_ARB_texture_rectangle, + GL_ARB_texture_rg, + GL_ARB_texture_rgb10_a2ui, + GL_ARB_texture_stencil8, + GL_ARB_texture_storage, + GL_ARB_texture_storage_multisample, + GL_ARB_texture_swizzle, + GL_ARB_texture_view, + GL_ARB_timer_query, + GL_ARB_transform_feedback2, + GL_ARB_transform_feedback3, + GL_ARB_transform_feedback_instanced, + GL_ARB_transform_feedback_overflow_query, + GL_ARB_transpose_matrix, + GL_ARB_uniform_buffer_object, + GL_ARB_vertex_array_bgra, + GL_ARB_vertex_array_object, + GL_ARB_vertex_attrib_64bit, + GL_ARB_vertex_attrib_binding, + GL_ARB_vertex_blend, + GL_ARB_vertex_buffer_object, + GL_ARB_vertex_program, + GL_ARB_vertex_shader, + GL_ARB_vertex_type_10f_11f_11f_rev, + GL_ARB_vertex_type_2_10_10_10_rev, + GL_ARB_viewport_array, + GL_ARB_window_pos, + GL_ARM_mali_program_binary, + GL_ARM_mali_shader_binary, + GL_ARM_rgba8, + GL_ARM_shader_framebuffer_fetch, + GL_ARM_shader_framebuffer_fetch_depth_stencil, + GL_ATI_draw_buffers, + GL_ATI_element_array, + GL_ATI_envmap_bumpmap, + GL_ATI_fragment_shader, + GL_ATI_map_object_buffer, + GL_ATI_meminfo, + GL_ATI_pixel_format_float, + GL_ATI_pn_triangles, + GL_ATI_separate_stencil, + GL_ATI_text_fragment_shader, + GL_ATI_texture_env_combine3, + GL_ATI_texture_float, + GL_ATI_texture_mirror_once, + GL_ATI_vertex_array_object, + GL_ATI_vertex_attrib_array_object, + GL_ATI_vertex_streams, + GL_DMP_program_binary, + GL_DMP_shader_binary, + GL_EXT_422_pixels, + GL_EXT_EGL_image_array, + GL_EXT_EGL_image_storage, + GL_EXT_EGL_sync, + GL_EXT_YUV_target, + GL_EXT_abgr, + GL_EXT_base_instance, + GL_EXT_bgra, + GL_EXT_bindable_uniform, + GL_EXT_blend_color, + GL_EXT_blend_equation_separate, + GL_EXT_blend_func_extended, + GL_EXT_blend_func_separate, + GL_EXT_blend_logic_op, + GL_EXT_blend_minmax, + GL_EXT_blend_subtract, + GL_EXT_buffer_storage, + GL_EXT_clear_texture, + GL_EXT_clip_control, + GL_EXT_clip_cull_distance, + GL_EXT_clip_volume_hint, + GL_EXT_cmyka, + GL_EXT_color_buffer_float, + GL_EXT_color_buffer_half_float, + GL_EXT_color_subtable, + GL_EXT_compiled_vertex_array, + GL_EXT_conservative_depth, + GL_EXT_convolution, + GL_EXT_coordinate_frame, + GL_EXT_copy_image, + GL_EXT_copy_texture, + GL_EXT_cull_vertex, + GL_EXT_debug_label, + GL_EXT_debug_marker, + GL_EXT_depth_bounds_test, + GL_EXT_depth_clamp, + GL_EXT_direct_state_access, + GL_EXT_discard_framebuffer, + GL_EXT_disjoint_timer_query, + GL_EXT_draw_buffers, + GL_EXT_draw_buffers2, + GL_EXT_draw_buffers_indexed, + GL_EXT_draw_elements_base_vertex, + GL_EXT_draw_instanced, + GL_EXT_draw_range_elements, + GL_EXT_draw_transform_feedback, + GL_EXT_external_buffer, + GL_EXT_float_blend, + GL_EXT_fog_coord, + GL_EXT_framebuffer_blit, + GL_EXT_framebuffer_multisample, + GL_EXT_framebuffer_multisample_blit_scaled, + GL_EXT_framebuffer_object, + GL_EXT_framebuffer_sRGB, + GL_EXT_geometry_point_size, + GL_EXT_geometry_shader, + GL_EXT_geometry_shader4, + GL_EXT_gpu_program_parameters, + GL_EXT_gpu_shader4, + GL_EXT_gpu_shader5, + GL_EXT_histogram, + GL_EXT_index_array_formats, + GL_EXT_index_func, + GL_EXT_index_material, + GL_EXT_index_texture, + GL_EXT_instanced_arrays, + GL_EXT_light_texture, + GL_EXT_map_buffer_range, + GL_EXT_memory_object, + GL_EXT_memory_object_fd, + GL_EXT_memory_object_win32, + GL_EXT_misc_attribute, + GL_EXT_multi_draw_arrays, + GL_EXT_multi_draw_indirect, + GL_EXT_multisample, + GL_EXT_multisampled_compatibility, + GL_EXT_multisampled_render_to_texture, + GL_EXT_multiview_draw_buffers, + GL_EXT_multiview_tessellation_geometry_shader, + GL_EXT_multiview_texture_multisample, + GL_EXT_multiview_timer_query, + GL_EXT_occlusion_query_boolean, + GL_EXT_packed_depth_stencil, + GL_EXT_packed_float, + GL_EXT_packed_pixels, + GL_EXT_paletted_texture, + GL_EXT_pixel_buffer_object, + GL_EXT_pixel_transform, + GL_EXT_pixel_transform_color_table, + GL_EXT_point_parameters, + GL_EXT_polygon_offset, + GL_EXT_polygon_offset_clamp, + GL_EXT_post_depth_coverage, + GL_EXT_primitive_bounding_box, + GL_EXT_protected_textures, + GL_EXT_provoking_vertex, + GL_EXT_pvrtc_sRGB, + GL_EXT_raster_multisample, + GL_EXT_read_format_bgra, + GL_EXT_render_snorm, + GL_EXT_rescale_normal, + GL_EXT_robustness, + GL_EXT_sRGB, + GL_EXT_sRGB_write_control, + GL_EXT_secondary_color, + GL_EXT_semaphore, + GL_EXT_semaphore_fd, + GL_EXT_semaphore_win32, + GL_EXT_separate_shader_objects, + GL_EXT_separate_specular_color, + GL_EXT_shader_framebuffer_fetch, + GL_EXT_shader_framebuffer_fetch_non_coherent, + GL_EXT_shader_group_vote, + GL_EXT_shader_image_load_formatted, + GL_EXT_shader_image_load_store, + GL_EXT_shader_implicit_conversions, + GL_EXT_shader_integer_mix, + GL_EXT_shader_io_blocks, + GL_EXT_shader_non_constant_global_initializers, + GL_EXT_shader_pixel_local_storage, + GL_EXT_shader_pixel_local_storage2, + GL_EXT_shader_texture_lod, + GL_EXT_shadow_funcs, + GL_EXT_shadow_samplers, + GL_EXT_shared_texture_palette, + GL_EXT_sparse_texture, + GL_EXT_sparse_texture2, + GL_EXT_stencil_clear_tag, + GL_EXT_stencil_two_side, + GL_EXT_stencil_wrap, + GL_EXT_subtexture, + GL_EXT_tessellation_point_size, + GL_EXT_tessellation_shader, + GL_EXT_texture, + GL_EXT_texture3D, + GL_EXT_texture_array, + GL_EXT_texture_border_clamp, + GL_EXT_texture_buffer, + GL_EXT_texture_buffer_object, + GL_EXT_texture_compression_astc_decode_mode, + GL_EXT_texture_compression_bptc, + GL_EXT_texture_compression_dxt1, + GL_EXT_texture_compression_latc, + GL_EXT_texture_compression_rgtc, + GL_EXT_texture_compression_s3tc, + GL_EXT_texture_compression_s3tc_srgb, + GL_EXT_texture_cube_map, + GL_EXT_texture_cube_map_array, + GL_EXT_texture_env_add, + GL_EXT_texture_env_combine, + GL_EXT_texture_env_dot3, + GL_EXT_texture_filter_anisotropic, + GL_EXT_texture_filter_minmax, + GL_EXT_texture_format_BGRA8888, + GL_EXT_texture_format_sRGB_override, + GL_EXT_texture_integer, + GL_EXT_texture_lod_bias, + GL_EXT_texture_mirror_clamp, + GL_EXT_texture_mirror_clamp_to_edge, + GL_EXT_texture_norm16, + GL_EXT_texture_object, + GL_EXT_texture_perturb_normal, + GL_EXT_texture_query_lod, + GL_EXT_texture_rg, + GL_EXT_texture_sRGB, + GL_EXT_texture_sRGB_R8, + GL_EXT_texture_sRGB_RG8, + GL_EXT_texture_sRGB_decode, + GL_EXT_texture_shadow_lod, + GL_EXT_texture_shared_exponent, + GL_EXT_texture_snorm, + GL_EXT_texture_storage, + GL_EXT_texture_swizzle, + GL_EXT_texture_type_2_10_10_10_REV, + GL_EXT_texture_view, + GL_EXT_timer_query, + GL_EXT_transform_feedback, + GL_EXT_unpack_subimage, + GL_EXT_vertex_array, + GL_EXT_vertex_array_bgra, + GL_EXT_vertex_attrib_64bit, + GL_EXT_vertex_shader, + GL_EXT_vertex_weighting, + GL_EXT_win32_keyed_mutex, + GL_EXT_window_rectangles, + GL_EXT_x11_sync_object, + GL_FJ_shader_binary_GCCSO, + GL_GREMEDY_frame_terminator, + GL_GREMEDY_string_marker, + GL_HP_convolution_border_modes, + GL_HP_image_transform, + GL_HP_occlusion_test, + GL_HP_texture_lighting, + GL_IBM_cull_vertex, + GL_IBM_multimode_draw_arrays, + GL_IBM_rasterpos_clip, + GL_IBM_static_data, + GL_IBM_texture_mirrored_repeat, + GL_IBM_vertex_array_lists, + GL_IMG_bindless_texture, + GL_IMG_framebuffer_downsample, + GL_IMG_multisampled_render_to_texture, + GL_IMG_program_binary, + GL_IMG_read_format, + GL_IMG_shader_binary, + GL_IMG_texture_compression_pvrtc, + GL_IMG_texture_compression_pvrtc2, + GL_IMG_texture_filter_cubic, + GL_INGR_blend_func_separate, + GL_INGR_color_clamp, + GL_INGR_interlace_read, + GL_INTEL_blackhole_render, + GL_INTEL_conservative_rasterization, + GL_INTEL_fragment_shader_ordering, + GL_INTEL_framebuffer_CMAA, + GL_INTEL_map_texture, + GL_INTEL_parallel_arrays, + GL_INTEL_performance_query, + GL_KHR_blend_equation_advanced, + GL_KHR_blend_equation_advanced_coherent, + GL_KHR_context_flush_control, + GL_KHR_debug, + GL_KHR_no_error, + GL_KHR_parallel_shader_compile, + GL_KHR_robust_buffer_access_behavior, + GL_KHR_robustness, + GL_KHR_shader_subgroup, + GL_KHR_texture_compression_astc_hdr, + GL_KHR_texture_compression_astc_ldr, + GL_KHR_texture_compression_astc_sliced_3d, + GL_MESAX_texture_stack, + GL_MESA_framebuffer_flip_y, + GL_MESA_pack_invert, + GL_MESA_program_binary_formats, + GL_MESA_resize_buffers, + GL_MESA_shader_integer_functions, + GL_MESA_tile_raster_order, + GL_MESA_window_pos, + GL_MESA_ycbcr_texture, + GL_NVX_blend_equation_advanced_multi_draw_buffers, + GL_NVX_conditional_render, + GL_NVX_gpu_memory_info, + GL_NVX_gpu_multicast2, + GL_NVX_linked_gpu_multicast, + GL_NVX_progress_fence, + GL_NV_alpha_to_coverage_dither_control, + GL_NV_bindless_multi_draw_indirect, + GL_NV_bindless_multi_draw_indirect_count, + GL_NV_bindless_texture, + GL_NV_blend_equation_advanced, + GL_NV_blend_equation_advanced_coherent, + GL_NV_blend_minmax_factor, + GL_NV_blend_square, + GL_NV_clip_space_w_scaling, + GL_NV_command_list, + GL_NV_compute_program5, + GL_NV_compute_shader_derivatives, + GL_NV_conditional_render, + GL_NV_conservative_raster, + GL_NV_conservative_raster_dilate, + GL_NV_conservative_raster_pre_snap, + GL_NV_conservative_raster_pre_snap_triangles, + GL_NV_conservative_raster_underestimation, + GL_NV_copy_buffer, + GL_NV_copy_depth_to_color, + GL_NV_copy_image, + GL_NV_coverage_sample, + GL_NV_deep_texture3D, + GL_NV_depth_buffer_float, + GL_NV_depth_clamp, + GL_NV_depth_nonlinear, + GL_NV_draw_buffers, + GL_NV_draw_instanced, + GL_NV_draw_texture, + GL_NV_draw_vulkan_image, + GL_NV_evaluators, + GL_NV_explicit_attrib_location, + GL_NV_explicit_multisample, + GL_NV_fbo_color_attachments, + GL_NV_fence, + GL_NV_fill_rectangle, + GL_NV_float_buffer, + GL_NV_fog_distance, + GL_NV_fragment_coverage_to_color, + GL_NV_fragment_program, + GL_NV_fragment_program2, + GL_NV_fragment_program4, + GL_NV_fragment_program_option, + GL_NV_fragment_shader_barycentric, + GL_NV_fragment_shader_interlock, + GL_NV_framebuffer_blit, + GL_NV_framebuffer_mixed_samples, + GL_NV_framebuffer_multisample, + GL_NV_framebuffer_multisample_coverage, + GL_NV_generate_mipmap_sRGB, + GL_NV_geometry_program4, + GL_NV_geometry_shader4, + GL_NV_geometry_shader_passthrough, + GL_NV_gpu_multicast, + GL_NV_gpu_program4, + GL_NV_gpu_program5, + GL_NV_gpu_program5_mem_extended, + GL_NV_gpu_shader5, + GL_NV_half_float, + GL_NV_image_formats, + GL_NV_instanced_arrays, + GL_NV_internalformat_sample_query, + GL_NV_light_max_exponent, + GL_NV_memory_attachment, + GL_NV_mesh_shader, + GL_NV_multisample_coverage, + GL_NV_multisample_filter_hint, + GL_NV_non_square_matrices, + GL_NV_occlusion_query, + GL_NV_packed_depth_stencil, + GL_NV_parameter_buffer_object, + GL_NV_parameter_buffer_object2, + GL_NV_path_rendering, + GL_NV_path_rendering_shared_edge, + GL_NV_pixel_buffer_object, + GL_NV_pixel_data_range, + GL_NV_point_sprite, + GL_NV_polygon_mode, + GL_NV_present_video, + GL_NV_primitive_restart, + GL_NV_query_resource, + GL_NV_query_resource_tag, + GL_NV_read_buffer, + GL_NV_read_buffer_front, + GL_NV_read_depth, + GL_NV_read_depth_stencil, + GL_NV_read_stencil, + GL_NV_register_combiners, + GL_NV_register_combiners2, + GL_NV_representative_fragment_test, + GL_NV_robustness_video_memory_purge, + GL_NV_sRGB_formats, + GL_NV_sample_locations, + GL_NV_sample_mask_override_coverage, + GL_NV_scissor_exclusive, + GL_NV_shader_atomic_counters, + GL_NV_shader_atomic_float, + GL_NV_shader_atomic_float64, + GL_NV_shader_atomic_fp16_vector, + GL_NV_shader_atomic_int64, + GL_NV_shader_buffer_load, + GL_NV_shader_buffer_store, + GL_NV_shader_noperspective_interpolation, + GL_NV_shader_storage_buffer_object, + GL_NV_shader_subgroup_partitioned, + GL_NV_shader_texture_footprint, + GL_NV_shader_thread_group, + GL_NV_shader_thread_shuffle, + GL_NV_shading_rate_image, + GL_NV_shadow_samplers_array, + GL_NV_shadow_samplers_cube, + GL_NV_stereo_view_rendering, + GL_NV_tessellation_program5, + GL_NV_texgen_emboss, + GL_NV_texgen_reflection, + GL_NV_texture_barrier, + GL_NV_texture_border_clamp, + GL_NV_texture_compression_s3tc_update, + GL_NV_texture_compression_vtc, + GL_NV_texture_env_combine4, + GL_NV_texture_expand_normal, + GL_NV_texture_multisample, + GL_NV_texture_npot_2D_mipmap, + GL_NV_texture_rectangle, + GL_NV_texture_rectangle_compressed, + GL_NV_texture_shader, + GL_NV_texture_shader2, + GL_NV_texture_shader3, + GL_NV_transform_feedback, + GL_NV_transform_feedback2, + GL_NV_uniform_buffer_unified_memory, + GL_NV_vdpau_interop, + GL_NV_vdpau_interop2, + GL_NV_vertex_array_range, + GL_NV_vertex_array_range2, + GL_NV_vertex_attrib_integer_64bit, + GL_NV_vertex_buffer_unified_memory, + GL_NV_vertex_program, + GL_NV_vertex_program1_1, + GL_NV_vertex_program2, + GL_NV_vertex_program2_option, + GL_NV_vertex_program3, + GL_NV_vertex_program4, + GL_NV_video_capture, + GL_NV_viewport_array, + GL_NV_viewport_array2, + GL_NV_viewport_swizzle, + GL_OES_EGL_image, + GL_OES_EGL_image_external, + GL_OES_EGL_image_external_essl3, + GL_OES_byte_coordinates, + GL_OES_compressed_ETC1_RGB8_sub_texture, + GL_OES_compressed_ETC1_RGB8_texture, + GL_OES_compressed_paletted_texture, + GL_OES_copy_image, + GL_OES_depth24, + GL_OES_depth32, + GL_OES_depth_texture, + GL_OES_draw_buffers_indexed, + GL_OES_draw_elements_base_vertex, + GL_OES_element_index_uint, + GL_OES_fbo_render_mipmap, + GL_OES_fixed_point, + GL_OES_fragment_precision_high, + GL_OES_geometry_point_size, + GL_OES_geometry_shader, + GL_OES_get_program_binary, + GL_OES_gpu_shader5, + GL_OES_mapbuffer, + GL_OES_packed_depth_stencil, + GL_OES_primitive_bounding_box, + GL_OES_query_matrix, + GL_OES_read_format, + GL_OES_required_internalformat, + GL_OES_rgb8_rgba8, + GL_OES_sample_shading, + GL_OES_sample_variables, + GL_OES_shader_image_atomic, + GL_OES_shader_io_blocks, + GL_OES_shader_multisample_interpolation, + GL_OES_single_precision, + GL_OES_standard_derivatives, + GL_OES_stencil1, + GL_OES_stencil4, + GL_OES_surfaceless_context, + GL_OES_tessellation_point_size, + GL_OES_tessellation_shader, + GL_OES_texture_3D, + GL_OES_texture_border_clamp, + GL_OES_texture_buffer, + GL_OES_texture_compression_astc, + GL_OES_texture_cube_map_array, + GL_OES_texture_float, + GL_OES_texture_float_linear, + GL_OES_texture_half_float, + GL_OES_texture_half_float_linear, + GL_OES_texture_npot, + GL_OES_texture_stencil8, + GL_OES_texture_storage_multisample_2d_array, + GL_OES_texture_view, + GL_OES_vertex_array_object, + GL_OES_vertex_half_float, + GL_OES_vertex_type_10_10_10_2, + GL_OES_viewport_array, + GL_OML_interlace, + GL_OML_resample, + GL_OML_subsample, + GL_OVR_multiview, + GL_OVR_multiview2, + GL_OVR_multiview_multisampled_render_to_texture, + GL_PGI_misc_hints, + GL_PGI_vertex_hints, + GL_QCOM_YUV_texture_gather, + GL_QCOM_alpha_test, + GL_QCOM_binning_control, + GL_QCOM_driver_control, + GL_QCOM_extended_get, + GL_QCOM_extended_get2, + GL_QCOM_framebuffer_foveated, + GL_QCOM_perfmon_global_mode, + GL_QCOM_shader_framebuffer_fetch_noncoherent, + GL_QCOM_shader_framebuffer_fetch_rate, + GL_QCOM_texture_foveated, + GL_QCOM_texture_foveated_subsampled_layout, + GL_QCOM_tiled_rendering, + GL_QCOM_writeonly_rendering, + GL_REND_screen_coordinates, + GL_S3_s3tc, + GL_SGIS_detail_texture, + GL_SGIS_fog_function, + GL_SGIS_generate_mipmap, + GL_SGIS_multisample, + GL_SGIS_pixel_texture, + GL_SGIS_point_line_texgen, + GL_SGIS_point_parameters, + GL_SGIS_sharpen_texture, + GL_SGIS_texture4D, + GL_SGIS_texture_border_clamp, + GL_SGIS_texture_color_mask, + GL_SGIS_texture_edge_clamp, + GL_SGIS_texture_filter4, + GL_SGIS_texture_lod, + GL_SGIS_texture_select, + GL_SGIX_async, + GL_SGIX_async_histogram, + GL_SGIX_async_pixel, + GL_SGIX_blend_alpha_minmax, + GL_SGIX_calligraphic_fragment, + GL_SGIX_clipmap, + GL_SGIX_convolution_accuracy, + GL_SGIX_depth_pass_instrument, + GL_SGIX_depth_texture, + GL_SGIX_flush_raster, + GL_SGIX_fog_offset, + GL_SGIX_fragment_lighting, + GL_SGIX_framezoom, + GL_SGIX_igloo_interface, + GL_SGIX_instruments, + GL_SGIX_interlace, + GL_SGIX_ir_instrument1, + GL_SGIX_list_priority, + GL_SGIX_pixel_texture, + GL_SGIX_pixel_tiles, + GL_SGIX_polynomial_ffd, + GL_SGIX_reference_plane, + GL_SGIX_resample, + GL_SGIX_scalebias_hint, + GL_SGIX_shadow, + GL_SGIX_shadow_ambient, + GL_SGIX_sprite, + GL_SGIX_subsample, + GL_SGIX_tag_sample_buffer, + GL_SGIX_texture_add_env, + GL_SGIX_texture_coordinate_clamp, + GL_SGIX_texture_lod_bias, + GL_SGIX_texture_multi_buffer, + GL_SGIX_texture_scale_bias, + GL_SGIX_vertex_preclip, + GL_SGIX_ycrcb, + GL_SGIX_ycrcb_subsample, + GL_SGIX_ycrcba, + GL_SGI_color_matrix, + GL_SGI_color_table, + GL_SGI_texture_color_table, + GL_SUNX_constant_data, + GL_SUN_convolution_border_modes, + GL_SUN_global_alpha, + GL_SUN_mesh_array, + GL_SUN_slice_accum, + GL_SUN_triangle_list, + GL_SUN_vertex, + GL_VIV_shader_binary, + GL_WIN_phong_shading, + GL_WIN_specular_fog + Loader: False + Local files: False + Omit khrplatform: False + Reproducible: False + + Commandline: + --profile="compatibility" --api="gl=3.3,gles2=3.1" --generator="c" --spec="gl" --no-loader --extensions="GL_3DFX_multisample,GL_3DFX_tbuffer,GL_3DFX_texture_compression_FXT1,GL_AMD_blend_minmax_factor,GL_AMD_compressed_3DC_texture,GL_AMD_compressed_ATC_texture,GL_AMD_conservative_depth,GL_AMD_debug_output,GL_AMD_depth_clamp_separate,GL_AMD_draw_buffers_blend,GL_AMD_framebuffer_multisample_advanced,GL_AMD_framebuffer_sample_positions,GL_AMD_gcn_shader,GL_AMD_gpu_shader_half_float,GL_AMD_gpu_shader_int16,GL_AMD_gpu_shader_int64,GL_AMD_interleaved_elements,GL_AMD_multi_draw_indirect,GL_AMD_name_gen_delete,GL_AMD_occlusion_query_event,GL_AMD_performance_monitor,GL_AMD_pinned_memory,GL_AMD_program_binary_Z400,GL_AMD_query_buffer_object,GL_AMD_sample_positions,GL_AMD_seamless_cubemap_per_texture,GL_AMD_shader_atomic_counter_ops,GL_AMD_shader_ballot,GL_AMD_shader_explicit_vertex_parameter,GL_AMD_shader_gpu_shader_half_float_fetch,GL_AMD_shader_image_load_store_lod,GL_AMD_shader_stencil_export,GL_AMD_shader_trinary_minmax,GL_AMD_sparse_texture,GL_AMD_stencil_operation_extended,GL_AMD_texture_gather_bias_lod,GL_AMD_texture_texture4,GL_AMD_transform_feedback3_lines_triangles,GL_AMD_transform_feedback4,GL_AMD_vertex_shader_layer,GL_AMD_vertex_shader_tessellator,GL_AMD_vertex_shader_viewport_index,GL_ANDROID_extension_pack_es31a,GL_ANGLE_depth_texture,GL_ANGLE_framebuffer_blit,GL_ANGLE_framebuffer_multisample,GL_ANGLE_instanced_arrays,GL_ANGLE_pack_reverse_row_order,GL_ANGLE_program_binary,GL_ANGLE_texture_compression_dxt3,GL_ANGLE_texture_compression_dxt5,GL_ANGLE_texture_usage,GL_ANGLE_translated_shader_source,GL_APPLE_aux_depth_stencil,GL_APPLE_client_storage,GL_APPLE_clip_distance,GL_APPLE_color_buffer_packed_float,GL_APPLE_copy_texture_levels,GL_APPLE_element_array,GL_APPLE_fence,GL_APPLE_float_pixels,GL_APPLE_flush_buffer_range,GL_APPLE_framebuffer_multisample,GL_APPLE_object_purgeable,GL_APPLE_rgb_422,GL_APPLE_row_bytes,GL_APPLE_specular_vector,GL_APPLE_sync,GL_APPLE_texture_format_BGRA8888,GL_APPLE_texture_max_level,GL_APPLE_texture_packed_float,GL_APPLE_texture_range,GL_APPLE_transform_hint,GL_APPLE_vertex_array_object,GL_APPLE_vertex_array_range,GL_APPLE_vertex_program_evaluators,GL_APPLE_ycbcr_422,GL_ARB_ES2_compatibility,GL_ARB_ES3_1_compatibility,GL_ARB_ES3_2_compatibility,GL_ARB_ES3_compatibility,GL_ARB_arrays_of_arrays,GL_ARB_base_instance,GL_ARB_bindless_texture,GL_ARB_blend_func_extended,GL_ARB_buffer_storage,GL_ARB_cl_event,GL_ARB_clear_buffer_object,GL_ARB_clear_texture,GL_ARB_clip_control,GL_ARB_color_buffer_float,GL_ARB_compatibility,GL_ARB_compressed_texture_pixel_storage,GL_ARB_compute_shader,GL_ARB_compute_variable_group_size,GL_ARB_conditional_render_inverted,GL_ARB_conservative_depth,GL_ARB_copy_buffer,GL_ARB_copy_image,GL_ARB_cull_distance,GL_ARB_debug_output,GL_ARB_depth_buffer_float,GL_ARB_depth_clamp,GL_ARB_depth_texture,GL_ARB_derivative_control,GL_ARB_direct_state_access,GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend,GL_ARB_draw_elements_base_vertex,GL_ARB_draw_indirect,GL_ARB_draw_instanced,GL_ARB_enhanced_layouts,GL_ARB_explicit_attrib_location,GL_ARB_explicit_uniform_location,GL_ARB_fragment_coord_conventions,GL_ARB_fragment_layer_viewport,GL_ARB_fragment_program,GL_ARB_fragment_program_shadow,GL_ARB_fragment_shader,GL_ARB_fragment_shader_interlock,GL_ARB_framebuffer_no_attachments,GL_ARB_framebuffer_object,GL_ARB_framebuffer_sRGB,GL_ARB_geometry_shader4,GL_ARB_get_program_binary,GL_ARB_get_texture_sub_image,GL_ARB_gl_spirv,GL_ARB_gpu_shader5,GL_ARB_gpu_shader_fp64,GL_ARB_gpu_shader_int64,GL_ARB_half_float_pixel,GL_ARB_half_float_vertex,GL_ARB_imaging,GL_ARB_indirect_parameters,GL_ARB_instanced_arrays,GL_ARB_internalformat_query,GL_ARB_internalformat_query2,GL_ARB_invalidate_subdata,GL_ARB_map_buffer_alignment,GL_ARB_map_buffer_range,GL_ARB_matrix_palette,GL_ARB_multi_bind,GL_ARB_multi_draw_indirect,GL_ARB_multisample,GL_ARB_multitexture,GL_ARB_occlusion_query,GL_ARB_occlusion_query2,GL_ARB_parallel_shader_compile,GL_ARB_pipeline_statistics_query,GL_ARB_pixel_buffer_object,GL_ARB_point_parameters,GL_ARB_point_sprite,GL_ARB_polygon_offset_clamp,GL_ARB_post_depth_coverage,GL_ARB_program_interface_query,GL_ARB_provoking_vertex,GL_ARB_query_buffer_object,GL_ARB_robust_buffer_access_behavior,GL_ARB_robustness,GL_ARB_robustness_isolation,GL_ARB_sample_locations,GL_ARB_sample_shading,GL_ARB_sampler_objects,GL_ARB_seamless_cube_map,GL_ARB_seamless_cubemap_per_texture,GL_ARB_separate_shader_objects,GL_ARB_shader_atomic_counter_ops,GL_ARB_shader_atomic_counters,GL_ARB_shader_ballot,GL_ARB_shader_bit_encoding,GL_ARB_shader_clock,GL_ARB_shader_draw_parameters,GL_ARB_shader_group_vote,GL_ARB_shader_image_load_store,GL_ARB_shader_image_size,GL_ARB_shader_objects,GL_ARB_shader_precision,GL_ARB_shader_stencil_export,GL_ARB_shader_storage_buffer_object,GL_ARB_shader_subroutine,GL_ARB_shader_texture_image_samples,GL_ARB_shader_texture_lod,GL_ARB_shader_viewport_layer_array,GL_ARB_shading_language_100,GL_ARB_shading_language_420pack,GL_ARB_shading_language_include,GL_ARB_shading_language_packing,GL_ARB_shadow,GL_ARB_shadow_ambient,GL_ARB_sparse_buffer,GL_ARB_sparse_texture,GL_ARB_sparse_texture2,GL_ARB_sparse_texture_clamp,GL_ARB_spirv_extensions,GL_ARB_stencil_texturing,GL_ARB_sync,GL_ARB_tessellation_shader,GL_ARB_texture_barrier,GL_ARB_texture_border_clamp,GL_ARB_texture_buffer_object,GL_ARB_texture_buffer_object_rgb32,GL_ARB_texture_buffer_range,GL_ARB_texture_compression,GL_ARB_texture_compression_bptc,GL_ARB_texture_compression_rgtc,GL_ARB_texture_cube_map,GL_ARB_texture_cube_map_array,GL_ARB_texture_env_add,GL_ARB_texture_env_combine,GL_ARB_texture_env_crossbar,GL_ARB_texture_env_dot3,GL_ARB_texture_filter_anisotropic,GL_ARB_texture_filter_minmax,GL_ARB_texture_float,GL_ARB_texture_gather,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_texture_mirrored_repeat,GL_ARB_texture_multisample,GL_ARB_texture_non_power_of_two,GL_ARB_texture_query_levels,GL_ARB_texture_query_lod,GL_ARB_texture_rectangle,GL_ARB_texture_rg,GL_ARB_texture_rgb10_a2ui,GL_ARB_texture_stencil8,GL_ARB_texture_storage,GL_ARB_texture_storage_multisample,GL_ARB_texture_swizzle,GL_ARB_texture_view,GL_ARB_timer_query,GL_ARB_transform_feedback2,GL_ARB_transform_feedback3,GL_ARB_transform_feedback_instanced,GL_ARB_transform_feedback_overflow_query,GL_ARB_transpose_matrix,GL_ARB_uniform_buffer_object,GL_ARB_vertex_array_bgra,GL_ARB_vertex_array_object,GL_ARB_vertex_attrib_64bit,GL_ARB_vertex_attrib_binding,GL_ARB_vertex_blend,GL_ARB_vertex_buffer_object,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ARB_vertex_type_10f_11f_11f_rev,GL_ARB_vertex_type_2_10_10_10_rev,GL_ARB_viewport_array,GL_ARB_window_pos,GL_ARM_mali_program_binary,GL_ARM_mali_shader_binary,GL_ARM_rgba8,GL_ARM_shader_framebuffer_fetch,GL_ARM_shader_framebuffer_fetch_depth_stencil,GL_ATI_draw_buffers,GL_ATI_element_array,GL_ATI_envmap_bumpmap,GL_ATI_fragment_shader,GL_ATI_map_object_buffer,GL_ATI_meminfo,GL_ATI_pixel_format_float,GL_ATI_pn_triangles,GL_ATI_separate_stencil,GL_ATI_text_fragment_shader,GL_ATI_texture_env_combine3,GL_ATI_texture_float,GL_ATI_texture_mirror_once,GL_ATI_vertex_array_object,GL_ATI_vertex_attrib_array_object,GL_ATI_vertex_streams,GL_DMP_program_binary,GL_DMP_shader_binary,GL_EXT_422_pixels,GL_EXT_EGL_image_array,GL_EXT_EGL_image_storage,GL_EXT_EGL_sync,GL_EXT_YUV_target,GL_EXT_abgr,GL_EXT_base_instance,GL_EXT_bgra,GL_EXT_bindable_uniform,GL_EXT_blend_color,GL_EXT_blend_equation_separate,GL_EXT_blend_func_extended,GL_EXT_blend_func_separate,GL_EXT_blend_logic_op,GL_EXT_blend_minmax,GL_EXT_blend_subtract,GL_EXT_buffer_storage,GL_EXT_clear_texture,GL_EXT_clip_control,GL_EXT_clip_cull_distance,GL_EXT_clip_volume_hint,GL_EXT_cmyka,GL_EXT_color_buffer_float,GL_EXT_color_buffer_half_float,GL_EXT_color_subtable,GL_EXT_compiled_vertex_array,GL_EXT_conservative_depth,GL_EXT_convolution,GL_EXT_coordinate_frame,GL_EXT_copy_image,GL_EXT_copy_texture,GL_EXT_cull_vertex,GL_EXT_debug_label,GL_EXT_debug_marker,GL_EXT_depth_bounds_test,GL_EXT_depth_clamp,GL_EXT_direct_state_access,GL_EXT_discard_framebuffer,GL_EXT_disjoint_timer_query,GL_EXT_draw_buffers,GL_EXT_draw_buffers2,GL_EXT_draw_buffers_indexed,GL_EXT_draw_elements_base_vertex,GL_EXT_draw_instanced,GL_EXT_draw_range_elements,GL_EXT_draw_transform_feedback,GL_EXT_external_buffer,GL_EXT_float_blend,GL_EXT_fog_coord,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_multisample_blit_scaled,GL_EXT_framebuffer_object,GL_EXT_framebuffer_sRGB,GL_EXT_geometry_point_size,GL_EXT_geometry_shader,GL_EXT_geometry_shader4,GL_EXT_gpu_program_parameters,GL_EXT_gpu_shader4,GL_EXT_gpu_shader5,GL_EXT_histogram,GL_EXT_index_array_formats,GL_EXT_index_func,GL_EXT_index_material,GL_EXT_index_texture,GL_EXT_instanced_arrays,GL_EXT_light_texture,GL_EXT_map_buffer_range,GL_EXT_memory_object,GL_EXT_memory_object_fd,GL_EXT_memory_object_win32,GL_EXT_misc_attribute,GL_EXT_multi_draw_arrays,GL_EXT_multi_draw_indirect,GL_EXT_multisample,GL_EXT_multisampled_compatibility,GL_EXT_multisampled_render_to_texture,GL_EXT_multiview_draw_buffers,GL_EXT_multiview_tessellation_geometry_shader,GL_EXT_multiview_texture_multisample,GL_EXT_multiview_timer_query,GL_EXT_occlusion_query_boolean,GL_EXT_packed_depth_stencil,GL_EXT_packed_float,GL_EXT_packed_pixels,GL_EXT_paletted_texture,GL_EXT_pixel_buffer_object,GL_EXT_pixel_transform,GL_EXT_pixel_transform_color_table,GL_EXT_point_parameters,GL_EXT_polygon_offset,GL_EXT_polygon_offset_clamp,GL_EXT_post_depth_coverage,GL_EXT_primitive_bounding_box,GL_EXT_protected_textures,GL_EXT_provoking_vertex,GL_EXT_pvrtc_sRGB,GL_EXT_raster_multisample,GL_EXT_read_format_bgra,GL_EXT_render_snorm,GL_EXT_rescale_normal,GL_EXT_robustness,GL_EXT_sRGB,GL_EXT_sRGB_write_control,GL_EXT_secondary_color,GL_EXT_semaphore,GL_EXT_semaphore_fd,GL_EXT_semaphore_win32,GL_EXT_separate_shader_objects,GL_EXT_separate_specular_color,GL_EXT_shader_framebuffer_fetch,GL_EXT_shader_framebuffer_fetch_non_coherent,GL_EXT_shader_group_vote,GL_EXT_shader_image_load_formatted,GL_EXT_shader_image_load_store,GL_EXT_shader_implicit_conversions,GL_EXT_shader_integer_mix,GL_EXT_shader_io_blocks,GL_EXT_shader_non_constant_global_initializers,GL_EXT_shader_pixel_local_storage,GL_EXT_shader_pixel_local_storage2,GL_EXT_shader_texture_lod,GL_EXT_shadow_funcs,GL_EXT_shadow_samplers,GL_EXT_shared_texture_palette,GL_EXT_sparse_texture,GL_EXT_sparse_texture2,GL_EXT_stencil_clear_tag,GL_EXT_stencil_two_side,GL_EXT_stencil_wrap,GL_EXT_subtexture,GL_EXT_tessellation_point_size,GL_EXT_tessellation_shader,GL_EXT_texture,GL_EXT_texture3D,GL_EXT_texture_array,GL_EXT_texture_border_clamp,GL_EXT_texture_buffer,GL_EXT_texture_buffer_object,GL_EXT_texture_compression_astc_decode_mode,GL_EXT_texture_compression_bptc,GL_EXT_texture_compression_dxt1,GL_EXT_texture_compression_latc,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_compression_s3tc_srgb,GL_EXT_texture_cube_map,GL_EXT_texture_cube_map_array,GL_EXT_texture_env_add,GL_EXT_texture_env_combine,GL_EXT_texture_env_dot3,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_filter_minmax,GL_EXT_texture_format_BGRA8888,GL_EXT_texture_format_sRGB_override,GL_EXT_texture_integer,GL_EXT_texture_lod_bias,GL_EXT_texture_mirror_clamp,GL_EXT_texture_mirror_clamp_to_edge,GL_EXT_texture_norm16,GL_EXT_texture_object,GL_EXT_texture_perturb_normal,GL_EXT_texture_query_lod,GL_EXT_texture_rg,GL_EXT_texture_sRGB,GL_EXT_texture_sRGB_R8,GL_EXT_texture_sRGB_RG8,GL_EXT_texture_sRGB_decode,GL_EXT_texture_shadow_lod,GL_EXT_texture_shared_exponent,GL_EXT_texture_snorm,GL_EXT_texture_storage,GL_EXT_texture_swizzle,GL_EXT_texture_type_2_10_10_10_REV,GL_EXT_texture_view,GL_EXT_timer_query,GL_EXT_transform_feedback,GL_EXT_unpack_subimage,GL_EXT_vertex_array,GL_EXT_vertex_array_bgra,GL_EXT_vertex_attrib_64bit,GL_EXT_vertex_shader,GL_EXT_vertex_weighting,GL_EXT_win32_keyed_mutex,GL_EXT_window_rectangles,GL_EXT_x11_sync_object,GL_FJ_shader_binary_GCCSO,GL_GREMEDY_frame_terminator,GL_GREMEDY_string_marker,GL_HP_convolution_border_modes,GL_HP_image_transform,GL_HP_occlusion_test,GL_HP_texture_lighting,GL_IBM_cull_vertex,GL_IBM_multimode_draw_arrays,GL_IBM_rasterpos_clip,GL_IBM_static_data,GL_IBM_texture_mirrored_repeat,GL_IBM_vertex_array_lists,GL_IMG_bindless_texture,GL_IMG_framebuffer_downsample,GL_IMG_multisampled_render_to_texture,GL_IMG_program_binary,GL_IMG_read_format,GL_IMG_shader_binary,GL_IMG_texture_compression_pvrtc,GL_IMG_texture_compression_pvrtc2,GL_IMG_texture_filter_cubic,GL_INGR_blend_func_separate,GL_INGR_color_clamp,GL_INGR_interlace_read,GL_INTEL_blackhole_render,GL_INTEL_conservative_rasterization,GL_INTEL_fragment_shader_ordering,GL_INTEL_framebuffer_CMAA,GL_INTEL_map_texture,GL_INTEL_parallel_arrays,GL_INTEL_performance_query,GL_KHR_blend_equation_advanced,GL_KHR_blend_equation_advanced_coherent,GL_KHR_context_flush_control,GL_KHR_debug,GL_KHR_no_error,GL_KHR_parallel_shader_compile,GL_KHR_robust_buffer_access_behavior,GL_KHR_robustness,GL_KHR_shader_subgroup,GL_KHR_texture_compression_astc_hdr,GL_KHR_texture_compression_astc_ldr,GL_KHR_texture_compression_astc_sliced_3d,GL_MESAX_texture_stack,GL_MESA_framebuffer_flip_y,GL_MESA_pack_invert,GL_MESA_program_binary_formats,GL_MESA_resize_buffers,GL_MESA_shader_integer_functions,GL_MESA_tile_raster_order,GL_MESA_window_pos,GL_MESA_ycbcr_texture,GL_NVX_blend_equation_advanced_multi_draw_buffers,GL_NVX_conditional_render,GL_NVX_gpu_memory_info,GL_NVX_gpu_multicast2,GL_NVX_linked_gpu_multicast,GL_NVX_progress_fence,GL_NV_alpha_to_coverage_dither_control,GL_NV_bindless_multi_draw_indirect,GL_NV_bindless_multi_draw_indirect_count,GL_NV_bindless_texture,GL_NV_blend_equation_advanced,GL_NV_blend_equation_advanced_coherent,GL_NV_blend_minmax_factor,GL_NV_blend_square,GL_NV_clip_space_w_scaling,GL_NV_command_list,GL_NV_compute_program5,GL_NV_compute_shader_derivatives,GL_NV_conditional_render,GL_NV_conservative_raster,GL_NV_conservative_raster_dilate,GL_NV_conservative_raster_pre_snap,GL_NV_conservative_raster_pre_snap_triangles,GL_NV_conservative_raster_underestimation,GL_NV_copy_buffer,GL_NV_copy_depth_to_color,GL_NV_copy_image,GL_NV_coverage_sample,GL_NV_deep_texture3D,GL_NV_depth_buffer_float,GL_NV_depth_clamp,GL_NV_depth_nonlinear,GL_NV_draw_buffers,GL_NV_draw_instanced,GL_NV_draw_texture,GL_NV_draw_vulkan_image,GL_NV_evaluators,GL_NV_explicit_attrib_location,GL_NV_explicit_multisample,GL_NV_fbo_color_attachments,GL_NV_fence,GL_NV_fill_rectangle,GL_NV_float_buffer,GL_NV_fog_distance,GL_NV_fragment_coverage_to_color,GL_NV_fragment_program,GL_NV_fragment_program2,GL_NV_fragment_program4,GL_NV_fragment_program_option,GL_NV_fragment_shader_barycentric,GL_NV_fragment_shader_interlock,GL_NV_framebuffer_blit,GL_NV_framebuffer_mixed_samples,GL_NV_framebuffer_multisample,GL_NV_framebuffer_multisample_coverage,GL_NV_generate_mipmap_sRGB,GL_NV_geometry_program4,GL_NV_geometry_shader4,GL_NV_geometry_shader_passthrough,GL_NV_gpu_multicast,GL_NV_gpu_program4,GL_NV_gpu_program5,GL_NV_gpu_program5_mem_extended,GL_NV_gpu_shader5,GL_NV_half_float,GL_NV_image_formats,GL_NV_instanced_arrays,GL_NV_internalformat_sample_query,GL_NV_light_max_exponent,GL_NV_memory_attachment,GL_NV_mesh_shader,GL_NV_multisample_coverage,GL_NV_multisample_filter_hint,GL_NV_non_square_matrices,GL_NV_occlusion_query,GL_NV_packed_depth_stencil,GL_NV_parameter_buffer_object,GL_NV_parameter_buffer_object2,GL_NV_path_rendering,GL_NV_path_rendering_shared_edge,GL_NV_pixel_buffer_object,GL_NV_pixel_data_range,GL_NV_point_sprite,GL_NV_polygon_mode,GL_NV_present_video,GL_NV_primitive_restart,GL_NV_query_resource,GL_NV_query_resource_tag,GL_NV_read_buffer,GL_NV_read_buffer_front,GL_NV_read_depth,GL_NV_read_depth_stencil,GL_NV_read_stencil,GL_NV_register_combiners,GL_NV_register_combiners2,GL_NV_representative_fragment_test,GL_NV_robustness_video_memory_purge,GL_NV_sRGB_formats,GL_NV_sample_locations,GL_NV_sample_mask_override_coverage,GL_NV_scissor_exclusive,GL_NV_shader_atomic_counters,GL_NV_shader_atomic_float,GL_NV_shader_atomic_float64,GL_NV_shader_atomic_fp16_vector,GL_NV_shader_atomic_int64,GL_NV_shader_buffer_load,GL_NV_shader_buffer_store,GL_NV_shader_noperspective_interpolation,GL_NV_shader_storage_buffer_object,GL_NV_shader_subgroup_partitioned,GL_NV_shader_texture_footprint,GL_NV_shader_thread_group,GL_NV_shader_thread_shuffle,GL_NV_shading_rate_image,GL_NV_shadow_samplers_array,GL_NV_shadow_samplers_cube,GL_NV_stereo_view_rendering,GL_NV_tessellation_program5,GL_NV_texgen_emboss,GL_NV_texgen_reflection,GL_NV_texture_barrier,GL_NV_texture_border_clamp,GL_NV_texture_compression_s3tc_update,GL_NV_texture_compression_vtc,GL_NV_texture_env_combine4,GL_NV_texture_expand_normal,GL_NV_texture_multisample,GL_NV_texture_npot_2D_mipmap,GL_NV_texture_rectangle,GL_NV_texture_rectangle_compressed,GL_NV_texture_shader,GL_NV_texture_shader2,GL_NV_texture_shader3,GL_NV_transform_feedback,GL_NV_transform_feedback2,GL_NV_uniform_buffer_unified_memory,GL_NV_vdpau_interop,GL_NV_vdpau_interop2,GL_NV_vertex_array_range,GL_NV_vertex_array_range2,GL_NV_vertex_attrib_integer_64bit,GL_NV_vertex_buffer_unified_memory,GL_NV_vertex_program,GL_NV_vertex_program1_1,GL_NV_vertex_program2,GL_NV_vertex_program2_option,GL_NV_vertex_program3,GL_NV_vertex_program4,GL_NV_video_capture,GL_NV_viewport_array,GL_NV_viewport_array2,GL_NV_viewport_swizzle,GL_OES_EGL_image,GL_OES_EGL_image_external,GL_OES_EGL_image_external_essl3,GL_OES_byte_coordinates,GL_OES_compressed_ETC1_RGB8_sub_texture,GL_OES_compressed_ETC1_RGB8_texture,GL_OES_compressed_paletted_texture,GL_OES_copy_image,GL_OES_depth24,GL_OES_depth32,GL_OES_depth_texture,GL_OES_draw_buffers_indexed,GL_OES_draw_elements_base_vertex,GL_OES_element_index_uint,GL_OES_fbo_render_mipmap,GL_OES_fixed_point,GL_OES_fragment_precision_high,GL_OES_geometry_point_size,GL_OES_geometry_shader,GL_OES_get_program_binary,GL_OES_gpu_shader5,GL_OES_mapbuffer,GL_OES_packed_depth_stencil,GL_OES_primitive_bounding_box,GL_OES_query_matrix,GL_OES_read_format,GL_OES_required_internalformat,GL_OES_rgb8_rgba8,GL_OES_sample_shading,GL_OES_sample_variables,GL_OES_shader_image_atomic,GL_OES_shader_io_blocks,GL_OES_shader_multisample_interpolation,GL_OES_single_precision,GL_OES_standard_derivatives,GL_OES_stencil1,GL_OES_stencil4,GL_OES_surfaceless_context,GL_OES_tessellation_point_size,GL_OES_tessellation_shader,GL_OES_texture_3D,GL_OES_texture_border_clamp,GL_OES_texture_buffer,GL_OES_texture_compression_astc,GL_OES_texture_cube_map_array,GL_OES_texture_float,GL_OES_texture_float_linear,GL_OES_texture_half_float,GL_OES_texture_half_float_linear,GL_OES_texture_npot,GL_OES_texture_stencil8,GL_OES_texture_storage_multisample_2d_array,GL_OES_texture_view,GL_OES_vertex_array_object,GL_OES_vertex_half_float,GL_OES_vertex_type_10_10_10_2,GL_OES_viewport_array,GL_OML_interlace,GL_OML_resample,GL_OML_subsample,GL_OVR_multiview,GL_OVR_multiview2,GL_OVR_multiview_multisampled_render_to_texture,GL_PGI_misc_hints,GL_PGI_vertex_hints,GL_QCOM_YUV_texture_gather,GL_QCOM_alpha_test,GL_QCOM_binning_control,GL_QCOM_driver_control,GL_QCOM_extended_get,GL_QCOM_extended_get2,GL_QCOM_framebuffer_foveated,GL_QCOM_perfmon_global_mode,GL_QCOM_shader_framebuffer_fetch_noncoherent,GL_QCOM_shader_framebuffer_fetch_rate,GL_QCOM_texture_foveated,GL_QCOM_texture_foveated_subsampled_layout,GL_QCOM_tiled_rendering,GL_QCOM_writeonly_rendering,GL_REND_screen_coordinates,GL_S3_s3tc,GL_SGIS_detail_texture,GL_SGIS_fog_function,GL_SGIS_generate_mipmap,GL_SGIS_multisample,GL_SGIS_pixel_texture,GL_SGIS_point_line_texgen,GL_SGIS_point_parameters,GL_SGIS_sharpen_texture,GL_SGIS_texture4D,GL_SGIS_texture_border_clamp,GL_SGIS_texture_color_mask,GL_SGIS_texture_edge_clamp,GL_SGIS_texture_filter4,GL_SGIS_texture_lod,GL_SGIS_texture_select,GL_SGIX_async,GL_SGIX_async_histogram,GL_SGIX_async_pixel,GL_SGIX_blend_alpha_minmax,GL_SGIX_calligraphic_fragment,GL_SGIX_clipmap,GL_SGIX_convolution_accuracy,GL_SGIX_depth_pass_instrument,GL_SGIX_depth_texture,GL_SGIX_flush_raster,GL_SGIX_fog_offset,GL_SGIX_fragment_lighting,GL_SGIX_framezoom,GL_SGIX_igloo_interface,GL_SGIX_instruments,GL_SGIX_interlace,GL_SGIX_ir_instrument1,GL_SGIX_list_priority,GL_SGIX_pixel_texture,GL_SGIX_pixel_tiles,GL_SGIX_polynomial_ffd,GL_SGIX_reference_plane,GL_SGIX_resample,GL_SGIX_scalebias_hint,GL_SGIX_shadow,GL_SGIX_shadow_ambient,GL_SGIX_sprite,GL_SGIX_subsample,GL_SGIX_tag_sample_buffer,GL_SGIX_texture_add_env,GL_SGIX_texture_coordinate_clamp,GL_SGIX_texture_lod_bias,GL_SGIX_texture_multi_buffer,GL_SGIX_texture_scale_bias,GL_SGIX_vertex_preclip,GL_SGIX_ycrcb,GL_SGIX_ycrcb_subsample,GL_SGIX_ycrcba,GL_SGI_color_matrix,GL_SGI_color_table,GL_SGI_texture_color_table,GL_SUNX_constant_data,GL_SUN_convolution_border_modes,GL_SUN_global_alpha,GL_SUN_mesh_array,GL_SUN_slice_accum,GL_SUN_triangle_list,GL_SUN_vertex,GL_VIV_shader_binary,GL_WIN_phong_shading,GL_WIN_specular_fog" + Online: + Too many extensions +*/ + + +#ifndef __glad_h_ +#define __glad_h_ + +#ifdef __gl_h_ +#error OpenGL header already included, remove this include, glad already provides it +#endif +#define __gl_h_ + +#ifdef __gl2_h_ +#error OpenGL ES 2 header already included, remove this include, glad already provides it +#endif +#define __gl2_h_ + +#ifdef __gl3_h_ +#error OpenGL ES 3 header already included, remove this include, glad already provides it +#endif +#define __gl3_h_ + +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#define APIENTRY __stdcall +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif + +#ifndef GLAPIENTRY +#define GLAPIENTRY APIENTRY +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +struct gladGLversionStruct { + int major; + int minor; +}; + +typedef void* (* GLADloadproc)(const char *name); + +#ifndef GLAPI +# if defined(GLAD_GLAPI_EXPORT) +# if defined(_WIN32) || defined(__CYGWIN__) +# if defined(GLAD_GLAPI_EXPORT_BUILD) +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllexport)) extern +# else +# define GLAPI __declspec(dllexport) extern +# endif +# else +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllimport)) extern +# else +# define GLAPI __declspec(dllimport) extern +# endif +# endif +# elif defined(__GNUC__) && defined(GLAD_GLAPI_EXPORT_BUILD) +# define GLAPI __attribute__ ((visibility ("default"))) extern +# else +# define GLAPI extern +# endif +# else +# define GLAPI extern +# endif +#endif + +GLAPI struct gladGLversionStruct GLVersion; +GLAPI int gladLoadGLLoader(GLADloadproc); + +GLAPI int gladLoadGLES2Loader(GLADloadproc); + +#include +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef void GLvoid; +typedef khronos_int8_t GLbyte; +typedef khronos_uint8_t GLubyte; +typedef khronos_int16_t GLshort; +typedef khronos_uint16_t GLushort; +typedef int GLint; +typedef unsigned int GLuint; +typedef khronos_int32_t GLclampx; +typedef int GLsizei; +typedef khronos_float_t GLfloat; +typedef khronos_float_t GLclampf; +typedef double GLdouble; +typedef double GLclampd; +typedef void *GLeglClientBufferEXT; +typedef void *GLeglImageOES; +typedef char GLchar; +typedef char GLcharARB; +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif +typedef khronos_uint16_t GLhalf; +typedef khronos_uint16_t GLhalfARB; +typedef khronos_int32_t GLfixed; +typedef khronos_intptr_t GLintptr; +typedef khronos_intptr_t GLintptrARB; +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_ssize_t GLsizeiptrARB; +typedef khronos_int64_t GLint64; +typedef khronos_int64_t GLint64EXT; +typedef khronos_uint64_t GLuint64; +typedef khronos_uint64_t GLuint64EXT; +typedef struct __GLsync *GLsync; +struct _cl_context; +struct _cl_event; +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); +typedef unsigned short GLhalfNV; +typedef GLintptr GLvdpauSurfaceNV; +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_QUADS 0x0007 +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_NONE 0 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_RANGE 0x0B12 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_RANGE 0x0B22 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_VIEWPORT 0x0BA2 +#define GL_DITHER 0x0BD0 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND 0x0BE2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_READ_BUFFER 0x0C02 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_CLEAR 0x1500 +#define GL_AND 0x1501 +#define GL_AND_REVERSE 0x1502 +#define GL_COPY 0x1503 +#define GL_AND_INVERTED 0x1504 +#define GL_NOOP 0x1505 +#define GL_XOR 0x1506 +#define GL_OR 0x1507 +#define GL_NOR 0x1508 +#define GL_EQUIV 0x1509 +#define GL_INVERT 0x150A +#define GL_OR_REVERSE 0x150B +#define GL_COPY_INVERTED 0x150C +#define GL_OR_INVERTED 0x150D +#define GL_NAND 0x150E +#define GL_SET 0x150F +#define GL_TEXTURE 0x1702 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#define GL_STENCIL_INDEX 0x1901 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_REPEAT 0x2901 +#define GL_CURRENT_BIT 0x00000001 +#define GL_POINT_BIT 0x00000002 +#define GL_LINE_BIT 0x00000004 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_FOG_BIT 0x00000080 +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_ENABLE_BIT 0x00002000 +#define GL_HINT_BIT 0x00008000 +#define GL_EVAL_BIT 0x00010000 +#define GL_LIST_BIT 0x00020000 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_SCISSOR_BIT 0x00080000 +#define GL_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_QUAD_STRIP 0x0008 +#define GL_POLYGON 0x0009 +#define GL_ACCUM 0x0100 +#define GL_LOAD 0x0101 +#define GL_RETURN 0x0102 +#define GL_MULT 0x0103 +#define GL_ADD 0x0104 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C +#define GL_2D 0x0600 +#define GL_3D 0x0601 +#define GL_3D_COLOR 0x0602 +#define GL_3D_COLOR_TEXTURE 0x0603 +#define GL_4D_COLOR_TEXTURE 0x0604 +#define GL_PASS_THROUGH_TOKEN 0x0700 +#define GL_POINT_TOKEN 0x0701 +#define GL_LINE_TOKEN 0x0702 +#define GL_POLYGON_TOKEN 0x0703 +#define GL_BITMAP_TOKEN 0x0704 +#define GL_DRAW_PIXEL_TOKEN 0x0705 +#define GL_COPY_PIXEL_TOKEN 0x0706 +#define GL_LINE_RESET_TOKEN 0x0707 +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 +#define GL_COEFF 0x0A00 +#define GL_ORDER 0x0A01 +#define GL_DOMAIN 0x0A02 +#define GL_PIXEL_MAP_I_TO_I 0x0C70 +#define GL_PIXEL_MAP_S_TO_S 0x0C71 +#define GL_PIXEL_MAP_I_TO_R 0x0C72 +#define GL_PIXEL_MAP_I_TO_G 0x0C73 +#define GL_PIXEL_MAP_I_TO_B 0x0C74 +#define GL_PIXEL_MAP_I_TO_A 0x0C75 +#define GL_PIXEL_MAP_R_TO_R 0x0C76 +#define GL_PIXEL_MAP_G_TO_G 0x0C77 +#define GL_PIXEL_MAP_B_TO_B 0x0C78 +#define GL_PIXEL_MAP_A_TO_A 0x0C79 +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_POINT_SMOOTH 0x0B10 +#define GL_LINE_STIPPLE 0x0B24 +#define GL_LINE_STIPPLE_PATTERN 0x0B25 +#define GL_LINE_STIPPLE_REPEAT 0x0B26 +#define GL_LIST_MODE 0x0B30 +#define GL_MAX_LIST_NESTING 0x0B31 +#define GL_LIST_BASE 0x0B32 +#define GL_LIST_INDEX 0x0B33 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_EDGE_FLAG 0x0B43 +#define GL_LIGHTING 0x0B50 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_SHADE_MODEL 0x0B54 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_FOG 0x0B60 +#define GL_FOG_INDEX 0x0B61 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_START 0x0B63 +#define GL_FOG_END 0x0B64 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_COLOR 0x0B66 +#define GL_ACCUM_CLEAR_VALUE 0x0B80 +#define GL_MATRIX_MODE 0x0BA0 +#define GL_NORMALIZE 0x0BA1 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_ALPHA_TEST 0x0BC0 +#define GL_ALPHA_TEST_FUNC 0x0BC1 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_LOGIC_OP 0x0BF1 +#define GL_AUX_BUFFERS 0x0C00 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_INDEX_MODE 0x0C30 +#define GL_RGBA_MODE 0x0C31 +#define GL_RENDER_MODE 0x0C40 +#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 +#define GL_POINT_SMOOTH_HINT 0x0C51 +#define GL_FOG_HINT 0x0C54 +#define GL_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_Q 0x0C63 +#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 +#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 +#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 +#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 +#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 +#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 +#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 +#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 +#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 +#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 +#define GL_MAP_COLOR 0x0D10 +#define GL_MAP_STENCIL 0x0D11 +#define GL_INDEX_SHIFT 0x0D12 +#define GL_INDEX_OFFSET 0x0D13 +#define GL_RED_SCALE 0x0D14 +#define GL_RED_BIAS 0x0D15 +#define GL_ZOOM_X 0x0D16 +#define GL_ZOOM_Y 0x0D17 +#define GL_GREEN_SCALE 0x0D18 +#define GL_GREEN_BIAS 0x0D19 +#define GL_BLUE_SCALE 0x0D1A +#define GL_BLUE_BIAS 0x0D1B +#define GL_ALPHA_SCALE 0x0D1C +#define GL_ALPHA_BIAS 0x0D1D +#define GL_DEPTH_SCALE 0x0D1E +#define GL_DEPTH_BIAS 0x0D1F +#define GL_MAX_EVAL_ORDER 0x0D30 +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 +#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_NAME_STACK_DEPTH 0x0D37 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_INDEX_BITS 0x0D51 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_ALPHA_BITS 0x0D55 +#define GL_DEPTH_BITS 0x0D56 +#define GL_STENCIL_BITS 0x0D57 +#define GL_ACCUM_RED_BITS 0x0D58 +#define GL_ACCUM_GREEN_BITS 0x0D59 +#define GL_ACCUM_BLUE_BITS 0x0D5A +#define GL_ACCUM_ALPHA_BITS 0x0D5B +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_AUTO_NORMAL 0x0D80 +#define GL_MAP1_COLOR_4 0x0D90 +#define GL_MAP1_INDEX 0x0D91 +#define GL_MAP1_NORMAL 0x0D92 +#define GL_MAP1_TEXTURE_COORD_1 0x0D93 +#define GL_MAP1_TEXTURE_COORD_2 0x0D94 +#define GL_MAP1_TEXTURE_COORD_3 0x0D95 +#define GL_MAP1_TEXTURE_COORD_4 0x0D96 +#define GL_MAP1_VERTEX_3 0x0D97 +#define GL_MAP1_VERTEX_4 0x0D98 +#define GL_MAP2_COLOR_4 0x0DB0 +#define GL_MAP2_INDEX 0x0DB1 +#define GL_MAP2_NORMAL 0x0DB2 +#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 +#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 +#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 +#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 +#define GL_MAP2_VERTEX_3 0x0DB7 +#define GL_MAP2_VERTEX_4 0x0DB8 +#define GL_MAP1_GRID_DOMAIN 0x0DD0 +#define GL_MAP1_GRID_SEGMENTS 0x0DD1 +#define GL_MAP2_GRID_DOMAIN 0x0DD2 +#define GL_MAP2_GRID_SEGMENTS 0x0DD3 +#define GL_TEXTURE_COMPONENTS 0x1003 +#define GL_TEXTURE_BORDER 0x1005 +#define GL_AMBIENT 0x1200 +#define GL_DIFFUSE 0x1201 +#define GL_SPECULAR 0x1202 +#define GL_POSITION 0x1203 +#define GL_SPOT_DIRECTION 0x1204 +#define GL_SPOT_EXPONENT 0x1205 +#define GL_SPOT_CUTOFF 0x1206 +#define GL_CONSTANT_ATTENUATION 0x1207 +#define GL_LINEAR_ATTENUATION 0x1208 +#define GL_QUADRATIC_ATTENUATION 0x1209 +#define GL_COMPILE 0x1300 +#define GL_COMPILE_AND_EXECUTE 0x1301 +#define GL_2_BYTES 0x1407 +#define GL_3_BYTES 0x1408 +#define GL_4_BYTES 0x1409 +#define GL_EMISSION 0x1600 +#define GL_SHININESS 0x1601 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_COLOR_INDEXES 0x1603 +#define GL_MODELVIEW 0x1700 +#define GL_PROJECTION 0x1701 +#define GL_COLOR_INDEX 0x1900 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_BITMAP 0x1A00 +#define GL_RENDER 0x1C00 +#define GL_FEEDBACK 0x1C01 +#define GL_SELECT 0x1C02 +#define GL_FLAT 0x1D00 +#define GL_SMOOTH 0x1D01 +#define GL_S 0x2000 +#define GL_T 0x2001 +#define GL_R 0x2002 +#define GL_Q 0x2003 +#define GL_MODULATE 0x2100 +#define GL_DECAL 0x2101 +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_ENV_COLOR 0x2201 +#define GL_TEXTURE_ENV 0x2300 +#define GL_EYE_LINEAR 0x2400 +#define GL_OBJECT_LINEAR 0x2401 +#define GL_SPHERE_MAP 0x2402 +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_OBJECT_PLANE 0x2501 +#define GL_EYE_PLANE 0x2502 +#define GL_CLAMP 0x2900 +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 +#define GL_LIGHT0 0x4000 +#define GL_LIGHT1 0x4001 +#define GL_LIGHT2 0x4002 +#define GL_LIGHT3 0x4003 +#define GL_LIGHT4 0x4004 +#define GL_LIGHT5 0x4005 +#define GL_LIGHT6 0x4006 +#define GL_LIGHT7 0x4007 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_DOUBLE 0x140A +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_INDEX_ARRAY_POINTER 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 +#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 +#define GL_SELECTION_BUFFER_POINTER 0x0DF3 +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_INDEX_LOGIC_OP 0x0BF1 +#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B +#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 +#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 +#define GL_SELECTION_BUFFER_SIZE 0x0DF4 +#define GL_VERTEX_ARRAY 0x8074 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_COLOR_ARRAY 0x8076 +#define GL_INDEX_ARRAY 0x8077 +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_EDGE_FLAG_ARRAY 0x8079 +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_INDEX_ARRAY_TYPE 0x8085 +#define GL_INDEX_ARRAY_STRIDE 0x8086 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_ALPHA4 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA12 0x803D +#define GL_ALPHA16 0x803E +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY16 0x804D +#define GL_V2F 0x2A20 +#define GL_V3F 0x2A21 +#define GL_C4UB_V2F 0x2A22 +#define GL_C4UB_V3F 0x2A23 +#define GL_C3F_V3F 0x2A24 +#define GL_N3F_V3F 0x2A25 +#define GL_C4F_N3F_V3F 0x2A26 +#define GL_T2F_V3F 0x2A27 +#define GL_T4F_V4F 0x2A28 +#define GL_T2F_C4UB_V3F 0x2A29 +#define GL_T2F_C3F_V3F 0x2A2A +#define GL_T2F_N3F_V3F 0x2A2B +#define GL_T2F_C4F_N3F_V3F 0x2A2C +#define GL_T4F_C4F_N3F_V4F 0x2A2D +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_RESCALE_NORMAL 0x803A +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +#define GL_MULTISAMPLE_BIT 0x20000000 +#define GL_NORMAL_MAP 0x8511 +#define GL_REFLECTION_MAP 0x8512 +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMBINE 0x8570 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMBINE_ALPHA 0x8572 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE2_RGB 0x8582 +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND2_RGB 0x8592 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_RGB_SCALE 0x8573 +#define GL_ADD_SIGNED 0x8574 +#define GL_INTERPOLATE 0x8575 +#define GL_SUBTRACT 0x84E7 +#define GL_CONSTANT 0x8576 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PREVIOUS 0x8578 +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_POINT_SIZE_MIN 0x8126 +#define GL_POINT_SIZE_MAX 0x8127 +#define GL_POINT_DISTANCE_ATTENUATION 0x8129 +#define GL_GENERATE_MIPMAP 0x8191 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_FOG_COORDINATE_SOURCE 0x8450 +#define GL_FOG_COORDINATE 0x8451 +#define GL_FRAGMENT_DEPTH 0x8452 +#define GL_CURRENT_FOG_COORDINATE 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 +#define GL_FOG_COORDINATE_ARRAY 0x8457 +#define GL_COLOR_SUM 0x8458 +#define GL_CURRENT_SECONDARY_COLOR 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D +#define GL_SECONDARY_COLOR_ARRAY 0x845E +#define GL_TEXTURE_FILTER_CONTROL 0x8500 +#define GL_DEPTH_TEXTURE_MODE 0x884B +#define GL_COMPARE_R_TO_TEXTURE 0x884E +#define GL_BLEND_COLOR 0x8005 +#define GL_BLEND_EQUATION 0x8009 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_FUNC_SUBTRACT 0x800A +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_CURRENT_QUERY 0x8865 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_READ_ONLY 0x88B8 +#define GL_WRITE_ONLY 0x88B9 +#define GL_READ_WRITE 0x88BA +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_COPY 0x88E2 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_COPY 0x88E6 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_SAMPLES_PASSED 0x8914 +#define GL_SRC1_ALPHA 0x8589 +#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E +#define GL_FOG_COORD_SRC 0x8450 +#define GL_FOG_COORD 0x8451 +#define GL_CURRENT_FOG_COORD 0x8453 +#define GL_FOG_COORD_ARRAY_TYPE 0x8454 +#define GL_FOG_COORD_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORD_ARRAY_POINTER 0x8456 +#define GL_FOG_COORD_ARRAY 0x8457 +#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D +#define GL_SRC0_RGB 0x8580 +#define GL_SRC1_RGB 0x8581 +#define GL_SRC2_RGB 0x8582 +#define GL_SRC0_ALPHA 0x8588 +#define GL_SRC2_ALPHA 0x858A +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 +#define GL_POINT_SPRITE 0x8861 +#define GL_COORD_REPLACE 0x8862 +#define GL_MAX_TEXTURE_COORDS 0x8871 +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F +#define GL_SLUMINANCE_ALPHA 0x8C44 +#define GL_SLUMINANCE8_ALPHA8 0x8C45 +#define GL_SLUMINANCE 0x8C46 +#define GL_SLUMINANCE8 0x8C47 +#define GL_COMPRESSED_SLUMINANCE 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_CONTEXT_FLAGS 0x821E +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RG 0x8226 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_RGBA32F 0x8814 +#define GL_RGB32F 0x8815 +#define GL_RGBA16F 0x881A +#define GL_RGB16F 0x881B +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_FIXED_ONLY 0x891D +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_RGB9_E5 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_RGBA32UI 0x8D70 +#define GL_RGB32UI 0x8D71 +#define GL_RGBA16UI 0x8D76 +#define GL_RGB16UI 0x8D77 +#define GL_RGBA8UI 0x8D7C +#define GL_RGB8UI 0x8D7D +#define GL_RGBA32I 0x8D82 +#define GL_RGB32I 0x8D83 +#define GL_RGBA16I 0x8D88 +#define GL_RGB16I 0x8D89 +#define GL_RGBA8I 0x8D8E +#define GL_RGB8I 0x8D8F +#define GL_RED_INTEGER 0x8D94 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_BGR_INTEGER 0x8D9A +#define GL_BGRA_INTEGER 0x8D9B +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_QUERY_WAIT 0x8E13 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_COLOR_ATTACHMENT16 0x8CF0 +#define GL_COLOR_ATTACHMENT17 0x8CF1 +#define GL_COLOR_ATTACHMENT18 0x8CF2 +#define GL_COLOR_ATTACHMENT19 0x8CF3 +#define GL_COLOR_ATTACHMENT20 0x8CF4 +#define GL_COLOR_ATTACHMENT21 0x8CF5 +#define GL_COLOR_ATTACHMENT22 0x8CF6 +#define GL_COLOR_ATTACHMENT23 0x8CF7 +#define GL_COLOR_ATTACHMENT24 0x8CF8 +#define GL_COLOR_ATTACHMENT25 0x8CF9 +#define GL_COLOR_ATTACHMENT26 0x8CFA +#define GL_COLOR_ATTACHMENT27 0x8CFB +#define GL_COLOR_ATTACHMENT28 0x8CFC +#define GL_COLOR_ATTACHMENT29 0x8CFD +#define GL_COLOR_ATTACHMENT30 0x8CFE +#define GL_COLOR_ATTACHMENT31 0x8CFF +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_MAX_SAMPLES 0x8D57 +#define GL_INDEX 0x8222 +#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 +#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_HALF_FLOAT 0x140B +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define GL_RG 0x8227 +#define GL_RG_INTEGER 0x8228 +#define GL_R8 0x8229 +#define GL_R16 0x822A +#define GL_RG8 0x822B +#define GL_RG16 0x822C +#define GL_R16F 0x822D +#define GL_R32F 0x822E +#define GL_RG16F 0x822F +#define GL_RG32F 0x8230 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +#define GL_CLAMP_VERTEX_COLOR 0x891A +#define GL_CLAMP_FRAGMENT_COLOR 0x891B +#define GL_ALPHA_INTEGER 0x8D97 +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM 0x8F98 +#define GL_RG16_SNORM 0x8F99 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGBA16_SNORM 0x8F9B +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_INVALID_INDEX 0xFFFFFFFF +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_LINES_ADJACENCY 0x000A +#define GL_LINE_STRIP_ADJACENCY 0x000B +#define GL_TRIANGLES_ADJACENCY 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D +#define GL_PROGRAM_POINT_SIZE 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 +#define GL_GEOMETRY_SHADER 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 +#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 +#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +#define GL_DEPTH_CLAMP 0x864F +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_PROVOKING_VERTEX 0x8E4F +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_OBJECT_TYPE 0x9112 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_STATUS 0x9114 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_UNSIGNALED 0x9118 +#define GL_SIGNALED 0x9119 +#define GL_ALREADY_SIGNALED 0x911A +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_CONDITION_SATISFIED 0x911C +#define GL_WAIT_FAILED 0x911D +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_INTEGER_SAMPLES 0x9110 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +#define GL_SRC1_COLOR 0x88F9 +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#define GL_SAMPLER_BINDING 0x8919 +#define GL_RGB10_A2UI 0x906F +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 +#define GL_TIME_ELAPSED 0x88BF +#define GL_TIMESTAMP 0x8E28 +#define GL_INT_2_10_10_10_REV 0x8D9F +#define GL_FIXED 0x140C +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_SHADER_COMPILER 0x8DFA +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_LOW_FLOAT 0x8DF0 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_LOW_INT 0x8DF3 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_HIGH_INT 0x8DF5 +#define GL_RGB565 0x8D62 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 +#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 +#define GL_COPY_READ_BUFFER_BINDING 0x8F36 +#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A +#define GL_TRANSFORM_FEEDBACK 0x8E22 +#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 +#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 +#define GL_PROGRAM_BINARY_LENGTH 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE +#define GL_PROGRAM_BINARY_FORMATS 0x87FF +#define GL_COMPRESSED_R11_EAC 0x9270 +#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define GL_COMPRESSED_RG11_EAC 0x9272 +#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define GL_COMPRESSED_RGB8_ETC2 0x9274 +#define GL_COMPRESSED_SRGB8_ETC2 0x9275 +#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 +#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F +#define GL_MAX_ELEMENT_INDEX 0x8D6B +#define GL_NUM_SAMPLE_COUNTS 0x9380 +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF +#define GL_COMPUTE_SHADER 0x91B9 +#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB +#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC +#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD +#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 +#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 +#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 +#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 +#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 +#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB +#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE +#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF +#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 +#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE +#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF +#define GL_COMPUTE_SHADER_BIT 0x00000020 +#define GL_DRAW_INDIRECT_BUFFER 0x8F3F +#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 +#define GL_MAX_UNIFORM_LOCATIONS 0x826E +#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 +#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 +#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 +#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 +#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 +#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 +#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 +#define GL_UNIFORM 0x92E1 +#define GL_UNIFORM_BLOCK 0x92E2 +#define GL_PROGRAM_INPUT 0x92E3 +#define GL_PROGRAM_OUTPUT 0x92E4 +#define GL_BUFFER_VARIABLE 0x92E5 +#define GL_SHADER_STORAGE_BLOCK 0x92E6 +#define GL_ATOMIC_COUNTER_BUFFER 0x92C0 +#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 +#define GL_ACTIVE_RESOURCES 0x92F5 +#define GL_MAX_NAME_LENGTH 0x92F6 +#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 +#define GL_NAME_LENGTH 0x92F9 +#define GL_TYPE 0x92FA +#define GL_ARRAY_SIZE 0x92FB +#define GL_OFFSET 0x92FC +#define GL_BLOCK_INDEX 0x92FD +#define GL_ARRAY_STRIDE 0x92FE +#define GL_MATRIX_STRIDE 0x92FF +#define GL_IS_ROW_MAJOR 0x9300 +#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 +#define GL_BUFFER_BINDING 0x9302 +#define GL_BUFFER_DATA_SIZE 0x9303 +#define GL_NUM_ACTIVE_VARIABLES 0x9304 +#define GL_ACTIVE_VARIABLES 0x9305 +#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 +#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A +#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B +#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C +#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D +#define GL_LOCATION 0x930E +#define GL_VERTEX_SHADER_BIT 0x00000001 +#define GL_FRAGMENT_SHADER_BIT 0x00000002 +#define GL_ALL_SHADER_BITS 0xFFFFFFFF +#define GL_PROGRAM_SEPARABLE 0x8258 +#define GL_ACTIVE_PROGRAM 0x8259 +#define GL_PROGRAM_PIPELINE_BINDING 0x825A +#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 +#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 +#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 +#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC +#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 +#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 +#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 +#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 +#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC +#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 +#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB +#define GL_MAX_IMAGE_UNITS 0x8F38 +#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA +#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE +#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF +#define GL_IMAGE_BINDING_NAME 0x8F3A +#define GL_IMAGE_BINDING_LEVEL 0x8F3B +#define GL_IMAGE_BINDING_LAYERED 0x8F3C +#define GL_IMAGE_BINDING_LAYER 0x8F3D +#define GL_IMAGE_BINDING_ACCESS 0x8F3E +#define GL_IMAGE_BINDING_FORMAT 0x906E +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 +#define GL_COMMAND_BARRIER_BIT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 +#define GL_ALL_BARRIER_BITS 0xFFFFFFFF +#define GL_IMAGE_2D 0x904D +#define GL_IMAGE_3D 0x904E +#define GL_IMAGE_CUBE 0x9050 +#define GL_IMAGE_2D_ARRAY 0x9053 +#define GL_INT_IMAGE_2D 0x9058 +#define GL_INT_IMAGE_3D 0x9059 +#define GL_INT_IMAGE_CUBE 0x905B +#define GL_INT_IMAGE_2D_ARRAY 0x905E +#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D 0x9064 +#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 +#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 +#define GL_SHADER_STORAGE_BUFFER 0x90D2 +#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 +#define GL_SHADER_STORAGE_BUFFER_START 0x90D4 +#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 +#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 +#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA +#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB +#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC +#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD +#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE +#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF +#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000 +#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 +#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F +#define GL_VERTEX_ATTRIB_BINDING 0x82D4 +#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 +#define GL_VERTEX_BINDING_DIVISOR 0x82D6 +#define GL_VERTEX_BINDING_OFFSET 0x82D7 +#define GL_VERTEX_BINDING_STRIDE 0x82D8 +#define GL_VERTEX_BINDING_BUFFER 0x8F4F +#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 +#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA +#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 +#ifndef GL_VERSION_1_0 +#define GL_VERSION_1_0 1 +GLAPI int GLAD_GL_VERSION_1_0; +typedef void (APIENTRYP PFNGLCULLFACEPROC)(GLenum mode); +GLAPI PFNGLCULLFACEPROC glad_glCullFace; +#define glCullFace glad_glCullFace +typedef void (APIENTRYP PFNGLFRONTFACEPROC)(GLenum mode); +GLAPI PFNGLFRONTFACEPROC glad_glFrontFace; +#define glFrontFace glad_glFrontFace +typedef void (APIENTRYP PFNGLHINTPROC)(GLenum target, GLenum mode); +GLAPI PFNGLHINTPROC glad_glHint; +#define glHint glad_glHint +typedef void (APIENTRYP PFNGLLINEWIDTHPROC)(GLfloat width); +GLAPI PFNGLLINEWIDTHPROC glad_glLineWidth; +#define glLineWidth glad_glLineWidth +typedef void (APIENTRYP PFNGLPOINTSIZEPROC)(GLfloat size); +GLAPI PFNGLPOINTSIZEPROC glad_glPointSize; +#define glPointSize glad_glPointSize +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode); +GLAPI PFNGLPOLYGONMODEPROC glad_glPolygonMode; +#define glPolygonMode glad_glPolygonMode +typedef void (APIENTRYP PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORPROC glad_glScissor; +#define glScissor glad_glScissor +typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +#define glTexParameterf glad_glTexParameterf +typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +#define glTexParameterfv glad_glTexParameterfv +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +#define glTexParameteri glad_glTexParameteri +typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +#define glTexParameteriv glad_glTexParameteriv +typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE1DPROC glad_glTexImage1D; +#define glTexImage1D glad_glTexImage1D +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +#define glTexImage2D glad_glTexImage2D +typedef void (APIENTRYP PFNGLDRAWBUFFERPROC)(GLenum buf); +GLAPI PFNGLDRAWBUFFERPROC glad_glDrawBuffer; +#define glDrawBuffer glad_glDrawBuffer +typedef void (APIENTRYP PFNGLCLEARPROC)(GLbitfield mask); +GLAPI PFNGLCLEARPROC glad_glClear; +#define glClear glad_glClear +typedef void (APIENTRYP PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCLEARCOLORPROC glad_glClearColor; +#define glClearColor glad_glClearColor +typedef void (APIENTRYP PFNGLCLEARSTENCILPROC)(GLint s); +GLAPI PFNGLCLEARSTENCILPROC glad_glClearStencil; +#define glClearStencil glad_glClearStencil +typedef void (APIENTRYP PFNGLCLEARDEPTHPROC)(GLdouble depth); +GLAPI PFNGLCLEARDEPTHPROC glad_glClearDepth; +#define glClearDepth glad_glClearDepth +typedef void (APIENTRYP PFNGLSTENCILMASKPROC)(GLuint mask); +GLAPI PFNGLSTENCILMASKPROC glad_glStencilMask; +#define glStencilMask glad_glStencilMask +typedef void (APIENTRYP PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GLAPI PFNGLCOLORMASKPROC glad_glColorMask; +#define glColorMask glad_glColorMask +typedef void (APIENTRYP PFNGLDEPTHMASKPROC)(GLboolean flag); +GLAPI PFNGLDEPTHMASKPROC glad_glDepthMask; +#define glDepthMask glad_glDepthMask +typedef void (APIENTRYP PFNGLDISABLEPROC)(GLenum cap); +GLAPI PFNGLDISABLEPROC glad_glDisable; +#define glDisable glad_glDisable +typedef void (APIENTRYP PFNGLENABLEPROC)(GLenum cap); +GLAPI PFNGLENABLEPROC glad_glEnable; +#define glEnable glad_glEnable +typedef void (APIENTRYP PFNGLFINISHPROC)(void); +GLAPI PFNGLFINISHPROC glad_glFinish; +#define glFinish glad_glFinish +typedef void (APIENTRYP PFNGLFLUSHPROC)(void); +GLAPI PFNGLFLUSHPROC glad_glFlush; +#define glFlush glad_glFlush +typedef void (APIENTRYP PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor); +GLAPI PFNGLBLENDFUNCPROC glad_glBlendFunc; +#define glBlendFunc glad_glBlendFunc +typedef void (APIENTRYP PFNGLLOGICOPPROC)(GLenum opcode); +GLAPI PFNGLLOGICOPPROC glad_glLogicOp; +#define glLogicOp glad_glLogicOp +typedef void (APIENTRYP PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCPROC glad_glStencilFunc; +#define glStencilFunc glad_glStencilFunc +typedef void (APIENTRYP PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass); +GLAPI PFNGLSTENCILOPPROC glad_glStencilOp; +#define glStencilOp glad_glStencilOp +typedef void (APIENTRYP PFNGLDEPTHFUNCPROC)(GLenum func); +GLAPI PFNGLDEPTHFUNCPROC glad_glDepthFunc; +#define glDepthFunc glad_glDepthFunc +typedef void (APIENTRYP PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPIXELSTOREFPROC glad_glPixelStoref; +#define glPixelStoref glad_glPixelStoref +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPIXELSTOREIPROC glad_glPixelStorei; +#define glPixelStorei glad_glPixelStorei +typedef void (APIENTRYP PFNGLREADBUFFERPROC)(GLenum src); +GLAPI PFNGLREADBUFFERPROC glad_glReadBuffer; +#define glReadBuffer glad_glReadBuffer +typedef void (APIENTRYP PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLREADPIXELSPROC glad_glReadPixels; +#define glReadPixels glad_glReadPixels +typedef void (APIENTRYP PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean *data); +GLAPI PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +#define glGetBooleanv glad_glGetBooleanv +typedef void (APIENTRYP PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble *data); +GLAPI PFNGLGETDOUBLEVPROC glad_glGetDoublev; +#define glGetDoublev glad_glGetDoublev +typedef GLenum (APIENTRYP PFNGLGETERRORPROC)(void); +GLAPI PFNGLGETERRORPROC glad_glGetError; +#define glGetError glad_glGetError +typedef void (APIENTRYP PFNGLGETFLOATVPROC)(GLenum pname, GLfloat *data); +GLAPI PFNGLGETFLOATVPROC glad_glGetFloatv; +#define glGetFloatv glad_glGetFloatv +typedef void (APIENTRYP PFNGLGETINTEGERVPROC)(GLenum pname, GLint *data); +GLAPI PFNGLGETINTEGERVPROC glad_glGetIntegerv; +#define glGetIntegerv glad_glGetIntegerv +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC)(GLenum name); +GLAPI PFNGLGETSTRINGPROC glad_glGetString; +#define glGetString glad_glGetString +typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLGETTEXIMAGEPROC glad_glGetTexImage; +#define glGetTexImage glad_glGetTexImage +typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +#define glGetTexParameterfv glad_glGetTexParameterfv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; +#define glGetTexParameteriv glad_glGetTexParameteriv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; +#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; +#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC)(GLenum cap); +GLAPI PFNGLISENABLEDPROC glad_glIsEnabled; +#define glIsEnabled glad_glIsEnabled +typedef void (APIENTRYP PFNGLDEPTHRANGEPROC)(GLdouble n, GLdouble f); +GLAPI PFNGLDEPTHRANGEPROC glad_glDepthRange; +#define glDepthRange glad_glDepthRange +typedef void (APIENTRYP PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLVIEWPORTPROC glad_glViewport; +#define glViewport glad_glViewport +typedef void (APIENTRYP PFNGLNEWLISTPROC)(GLuint list, GLenum mode); +GLAPI PFNGLNEWLISTPROC glad_glNewList; +#define glNewList glad_glNewList +typedef void (APIENTRYP PFNGLENDLISTPROC)(void); +GLAPI PFNGLENDLISTPROC glad_glEndList; +#define glEndList glad_glEndList +typedef void (APIENTRYP PFNGLCALLLISTPROC)(GLuint list); +GLAPI PFNGLCALLLISTPROC glad_glCallList; +#define glCallList glad_glCallList +typedef void (APIENTRYP PFNGLCALLLISTSPROC)(GLsizei n, GLenum type, const void *lists); +GLAPI PFNGLCALLLISTSPROC glad_glCallLists; +#define glCallLists glad_glCallLists +typedef void (APIENTRYP PFNGLDELETELISTSPROC)(GLuint list, GLsizei range); +GLAPI PFNGLDELETELISTSPROC glad_glDeleteLists; +#define glDeleteLists glad_glDeleteLists +typedef GLuint (APIENTRYP PFNGLGENLISTSPROC)(GLsizei range); +GLAPI PFNGLGENLISTSPROC glad_glGenLists; +#define glGenLists glad_glGenLists +typedef void (APIENTRYP PFNGLLISTBASEPROC)(GLuint base); +GLAPI PFNGLLISTBASEPROC glad_glListBase; +#define glListBase glad_glListBase +typedef void (APIENTRYP PFNGLBEGINPROC)(GLenum mode); +GLAPI PFNGLBEGINPROC glad_glBegin; +#define glBegin glad_glBegin +typedef void (APIENTRYP PFNGLBITMAPPROC)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); +GLAPI PFNGLBITMAPPROC glad_glBitmap; +#define glBitmap glad_glBitmap +typedef void (APIENTRYP PFNGLCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); +GLAPI PFNGLCOLOR3BPROC glad_glColor3b; +#define glColor3b glad_glColor3b +typedef void (APIENTRYP PFNGLCOLOR3BVPROC)(const GLbyte *v); +GLAPI PFNGLCOLOR3BVPROC glad_glColor3bv; +#define glColor3bv glad_glColor3bv +typedef void (APIENTRYP PFNGLCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); +GLAPI PFNGLCOLOR3DPROC glad_glColor3d; +#define glColor3d glad_glColor3d +typedef void (APIENTRYP PFNGLCOLOR3DVPROC)(const GLdouble *v); +GLAPI PFNGLCOLOR3DVPROC glad_glColor3dv; +#define glColor3dv glad_glColor3dv +typedef void (APIENTRYP PFNGLCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); +GLAPI PFNGLCOLOR3FPROC glad_glColor3f; +#define glColor3f glad_glColor3f +typedef void (APIENTRYP PFNGLCOLOR3FVPROC)(const GLfloat *v); +GLAPI PFNGLCOLOR3FVPROC glad_glColor3fv; +#define glColor3fv glad_glColor3fv +typedef void (APIENTRYP PFNGLCOLOR3IPROC)(GLint red, GLint green, GLint blue); +GLAPI PFNGLCOLOR3IPROC glad_glColor3i; +#define glColor3i glad_glColor3i +typedef void (APIENTRYP PFNGLCOLOR3IVPROC)(const GLint *v); +GLAPI PFNGLCOLOR3IVPROC glad_glColor3iv; +#define glColor3iv glad_glColor3iv +typedef void (APIENTRYP PFNGLCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); +GLAPI PFNGLCOLOR3SPROC glad_glColor3s; +#define glColor3s glad_glColor3s +typedef void (APIENTRYP PFNGLCOLOR3SVPROC)(const GLshort *v); +GLAPI PFNGLCOLOR3SVPROC glad_glColor3sv; +#define glColor3sv glad_glColor3sv +typedef void (APIENTRYP PFNGLCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); +GLAPI PFNGLCOLOR3UBPROC glad_glColor3ub; +#define glColor3ub glad_glColor3ub +typedef void (APIENTRYP PFNGLCOLOR3UBVPROC)(const GLubyte *v); +GLAPI PFNGLCOLOR3UBVPROC glad_glColor3ubv; +#define glColor3ubv glad_glColor3ubv +typedef void (APIENTRYP PFNGLCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); +GLAPI PFNGLCOLOR3UIPROC glad_glColor3ui; +#define glColor3ui glad_glColor3ui +typedef void (APIENTRYP PFNGLCOLOR3UIVPROC)(const GLuint *v); +GLAPI PFNGLCOLOR3UIVPROC glad_glColor3uiv; +#define glColor3uiv glad_glColor3uiv +typedef void (APIENTRYP PFNGLCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); +GLAPI PFNGLCOLOR3USPROC glad_glColor3us; +#define glColor3us glad_glColor3us +typedef void (APIENTRYP PFNGLCOLOR3USVPROC)(const GLushort *v); +GLAPI PFNGLCOLOR3USVPROC glad_glColor3usv; +#define glColor3usv glad_glColor3usv +typedef void (APIENTRYP PFNGLCOLOR4BPROC)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); +GLAPI PFNGLCOLOR4BPROC glad_glColor4b; +#define glColor4b glad_glColor4b +typedef void (APIENTRYP PFNGLCOLOR4BVPROC)(const GLbyte *v); +GLAPI PFNGLCOLOR4BVPROC glad_glColor4bv; +#define glColor4bv glad_glColor4bv +typedef void (APIENTRYP PFNGLCOLOR4DPROC)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); +GLAPI PFNGLCOLOR4DPROC glad_glColor4d; +#define glColor4d glad_glColor4d +typedef void (APIENTRYP PFNGLCOLOR4DVPROC)(const GLdouble *v); +GLAPI PFNGLCOLOR4DVPROC glad_glColor4dv; +#define glColor4dv glad_glColor4dv +typedef void (APIENTRYP PFNGLCOLOR4FPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCOLOR4FPROC glad_glColor4f; +#define glColor4f glad_glColor4f +typedef void (APIENTRYP PFNGLCOLOR4FVPROC)(const GLfloat *v); +GLAPI PFNGLCOLOR4FVPROC glad_glColor4fv; +#define glColor4fv glad_glColor4fv +typedef void (APIENTRYP PFNGLCOLOR4IPROC)(GLint red, GLint green, GLint blue, GLint alpha); +GLAPI PFNGLCOLOR4IPROC glad_glColor4i; +#define glColor4i glad_glColor4i +typedef void (APIENTRYP PFNGLCOLOR4IVPROC)(const GLint *v); +GLAPI PFNGLCOLOR4IVPROC glad_glColor4iv; +#define glColor4iv glad_glColor4iv +typedef void (APIENTRYP PFNGLCOLOR4SPROC)(GLshort red, GLshort green, GLshort blue, GLshort alpha); +GLAPI PFNGLCOLOR4SPROC glad_glColor4s; +#define glColor4s glad_glColor4s +typedef void (APIENTRYP PFNGLCOLOR4SVPROC)(const GLshort *v); +GLAPI PFNGLCOLOR4SVPROC glad_glColor4sv; +#define glColor4sv glad_glColor4sv +typedef void (APIENTRYP PFNGLCOLOR4UBPROC)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); +GLAPI PFNGLCOLOR4UBPROC glad_glColor4ub; +#define glColor4ub glad_glColor4ub +typedef void (APIENTRYP PFNGLCOLOR4UBVPROC)(const GLubyte *v); +GLAPI PFNGLCOLOR4UBVPROC glad_glColor4ubv; +#define glColor4ubv glad_glColor4ubv +typedef void (APIENTRYP PFNGLCOLOR4UIPROC)(GLuint red, GLuint green, GLuint blue, GLuint alpha); +GLAPI PFNGLCOLOR4UIPROC glad_glColor4ui; +#define glColor4ui glad_glColor4ui +typedef void (APIENTRYP PFNGLCOLOR4UIVPROC)(const GLuint *v); +GLAPI PFNGLCOLOR4UIVPROC glad_glColor4uiv; +#define glColor4uiv glad_glColor4uiv +typedef void (APIENTRYP PFNGLCOLOR4USPROC)(GLushort red, GLushort green, GLushort blue, GLushort alpha); +GLAPI PFNGLCOLOR4USPROC glad_glColor4us; +#define glColor4us glad_glColor4us +typedef void (APIENTRYP PFNGLCOLOR4USVPROC)(const GLushort *v); +GLAPI PFNGLCOLOR4USVPROC glad_glColor4usv; +#define glColor4usv glad_glColor4usv +typedef void (APIENTRYP PFNGLEDGEFLAGPROC)(GLboolean flag); +GLAPI PFNGLEDGEFLAGPROC glad_glEdgeFlag; +#define glEdgeFlag glad_glEdgeFlag +typedef void (APIENTRYP PFNGLEDGEFLAGVPROC)(const GLboolean *flag); +GLAPI PFNGLEDGEFLAGVPROC glad_glEdgeFlagv; +#define glEdgeFlagv glad_glEdgeFlagv +typedef void (APIENTRYP PFNGLENDPROC)(void); +GLAPI PFNGLENDPROC glad_glEnd; +#define glEnd glad_glEnd +typedef void (APIENTRYP PFNGLINDEXDPROC)(GLdouble c); +GLAPI PFNGLINDEXDPROC glad_glIndexd; +#define glIndexd glad_glIndexd +typedef void (APIENTRYP PFNGLINDEXDVPROC)(const GLdouble *c); +GLAPI PFNGLINDEXDVPROC glad_glIndexdv; +#define glIndexdv glad_glIndexdv +typedef void (APIENTRYP PFNGLINDEXFPROC)(GLfloat c); +GLAPI PFNGLINDEXFPROC glad_glIndexf; +#define glIndexf glad_glIndexf +typedef void (APIENTRYP PFNGLINDEXFVPROC)(const GLfloat *c); +GLAPI PFNGLINDEXFVPROC glad_glIndexfv; +#define glIndexfv glad_glIndexfv +typedef void (APIENTRYP PFNGLINDEXIPROC)(GLint c); +GLAPI PFNGLINDEXIPROC glad_glIndexi; +#define glIndexi glad_glIndexi +typedef void (APIENTRYP PFNGLINDEXIVPROC)(const GLint *c); +GLAPI PFNGLINDEXIVPROC glad_glIndexiv; +#define glIndexiv glad_glIndexiv +typedef void (APIENTRYP PFNGLINDEXSPROC)(GLshort c); +GLAPI PFNGLINDEXSPROC glad_glIndexs; +#define glIndexs glad_glIndexs +typedef void (APIENTRYP PFNGLINDEXSVPROC)(const GLshort *c); +GLAPI PFNGLINDEXSVPROC glad_glIndexsv; +#define glIndexsv glad_glIndexsv +typedef void (APIENTRYP PFNGLNORMAL3BPROC)(GLbyte nx, GLbyte ny, GLbyte nz); +GLAPI PFNGLNORMAL3BPROC glad_glNormal3b; +#define glNormal3b glad_glNormal3b +typedef void (APIENTRYP PFNGLNORMAL3BVPROC)(const GLbyte *v); +GLAPI PFNGLNORMAL3BVPROC glad_glNormal3bv; +#define glNormal3bv glad_glNormal3bv +typedef void (APIENTRYP PFNGLNORMAL3DPROC)(GLdouble nx, GLdouble ny, GLdouble nz); +GLAPI PFNGLNORMAL3DPROC glad_glNormal3d; +#define glNormal3d glad_glNormal3d +typedef void (APIENTRYP PFNGLNORMAL3DVPROC)(const GLdouble *v); +GLAPI PFNGLNORMAL3DVPROC glad_glNormal3dv; +#define glNormal3dv glad_glNormal3dv +typedef void (APIENTRYP PFNGLNORMAL3FPROC)(GLfloat nx, GLfloat ny, GLfloat nz); +GLAPI PFNGLNORMAL3FPROC glad_glNormal3f; +#define glNormal3f glad_glNormal3f +typedef void (APIENTRYP PFNGLNORMAL3FVPROC)(const GLfloat *v); +GLAPI PFNGLNORMAL3FVPROC glad_glNormal3fv; +#define glNormal3fv glad_glNormal3fv +typedef void (APIENTRYP PFNGLNORMAL3IPROC)(GLint nx, GLint ny, GLint nz); +GLAPI PFNGLNORMAL3IPROC glad_glNormal3i; +#define glNormal3i glad_glNormal3i +typedef void (APIENTRYP PFNGLNORMAL3IVPROC)(const GLint *v); +GLAPI PFNGLNORMAL3IVPROC glad_glNormal3iv; +#define glNormal3iv glad_glNormal3iv +typedef void (APIENTRYP PFNGLNORMAL3SPROC)(GLshort nx, GLshort ny, GLshort nz); +GLAPI PFNGLNORMAL3SPROC glad_glNormal3s; +#define glNormal3s glad_glNormal3s +typedef void (APIENTRYP PFNGLNORMAL3SVPROC)(const GLshort *v); +GLAPI PFNGLNORMAL3SVPROC glad_glNormal3sv; +#define glNormal3sv glad_glNormal3sv +typedef void (APIENTRYP PFNGLRASTERPOS2DPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLRASTERPOS2DPROC glad_glRasterPos2d; +#define glRasterPos2d glad_glRasterPos2d +typedef void (APIENTRYP PFNGLRASTERPOS2DVPROC)(const GLdouble *v); +GLAPI PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv; +#define glRasterPos2dv glad_glRasterPos2dv +typedef void (APIENTRYP PFNGLRASTERPOS2FPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLRASTERPOS2FPROC glad_glRasterPos2f; +#define glRasterPos2f glad_glRasterPos2f +typedef void (APIENTRYP PFNGLRASTERPOS2FVPROC)(const GLfloat *v); +GLAPI PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv; +#define glRasterPos2fv glad_glRasterPos2fv +typedef void (APIENTRYP PFNGLRASTERPOS2IPROC)(GLint x, GLint y); +GLAPI PFNGLRASTERPOS2IPROC glad_glRasterPos2i; +#define glRasterPos2i glad_glRasterPos2i +typedef void (APIENTRYP PFNGLRASTERPOS2IVPROC)(const GLint *v); +GLAPI PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv; +#define glRasterPos2iv glad_glRasterPos2iv +typedef void (APIENTRYP PFNGLRASTERPOS2SPROC)(GLshort x, GLshort y); +GLAPI PFNGLRASTERPOS2SPROC glad_glRasterPos2s; +#define glRasterPos2s glad_glRasterPos2s +typedef void (APIENTRYP PFNGLRASTERPOS2SVPROC)(const GLshort *v); +GLAPI PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv; +#define glRasterPos2sv glad_glRasterPos2sv +typedef void (APIENTRYP PFNGLRASTERPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLRASTERPOS3DPROC glad_glRasterPos3d; +#define glRasterPos3d glad_glRasterPos3d +typedef void (APIENTRYP PFNGLRASTERPOS3DVPROC)(const GLdouble *v); +GLAPI PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv; +#define glRasterPos3dv glad_glRasterPos3dv +typedef void (APIENTRYP PFNGLRASTERPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLRASTERPOS3FPROC glad_glRasterPos3f; +#define glRasterPos3f glad_glRasterPos3f +typedef void (APIENTRYP PFNGLRASTERPOS3FVPROC)(const GLfloat *v); +GLAPI PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv; +#define glRasterPos3fv glad_glRasterPos3fv +typedef void (APIENTRYP PFNGLRASTERPOS3IPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLRASTERPOS3IPROC glad_glRasterPos3i; +#define glRasterPos3i glad_glRasterPos3i +typedef void (APIENTRYP PFNGLRASTERPOS3IVPROC)(const GLint *v); +GLAPI PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv; +#define glRasterPos3iv glad_glRasterPos3iv +typedef void (APIENTRYP PFNGLRASTERPOS3SPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLRASTERPOS3SPROC glad_glRasterPos3s; +#define glRasterPos3s glad_glRasterPos3s +typedef void (APIENTRYP PFNGLRASTERPOS3SVPROC)(const GLshort *v); +GLAPI PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv; +#define glRasterPos3sv glad_glRasterPos3sv +typedef void (APIENTRYP PFNGLRASTERPOS4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLRASTERPOS4DPROC glad_glRasterPos4d; +#define glRasterPos4d glad_glRasterPos4d +typedef void (APIENTRYP PFNGLRASTERPOS4DVPROC)(const GLdouble *v); +GLAPI PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv; +#define glRasterPos4dv glad_glRasterPos4dv +typedef void (APIENTRYP PFNGLRASTERPOS4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLRASTERPOS4FPROC glad_glRasterPos4f; +#define glRasterPos4f glad_glRasterPos4f +typedef void (APIENTRYP PFNGLRASTERPOS4FVPROC)(const GLfloat *v); +GLAPI PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv; +#define glRasterPos4fv glad_glRasterPos4fv +typedef void (APIENTRYP PFNGLRASTERPOS4IPROC)(GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLRASTERPOS4IPROC glad_glRasterPos4i; +#define glRasterPos4i glad_glRasterPos4i +typedef void (APIENTRYP PFNGLRASTERPOS4IVPROC)(const GLint *v); +GLAPI PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv; +#define glRasterPos4iv glad_glRasterPos4iv +typedef void (APIENTRYP PFNGLRASTERPOS4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLRASTERPOS4SPROC glad_glRasterPos4s; +#define glRasterPos4s glad_glRasterPos4s +typedef void (APIENTRYP PFNGLRASTERPOS4SVPROC)(const GLshort *v); +GLAPI PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv; +#define glRasterPos4sv glad_glRasterPos4sv +typedef void (APIENTRYP PFNGLRECTDPROC)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); +GLAPI PFNGLRECTDPROC glad_glRectd; +#define glRectd glad_glRectd +typedef void (APIENTRYP PFNGLRECTDVPROC)(const GLdouble *v1, const GLdouble *v2); +GLAPI PFNGLRECTDVPROC glad_glRectdv; +#define glRectdv glad_glRectdv +typedef void (APIENTRYP PFNGLRECTFPROC)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); +GLAPI PFNGLRECTFPROC glad_glRectf; +#define glRectf glad_glRectf +typedef void (APIENTRYP PFNGLRECTFVPROC)(const GLfloat *v1, const GLfloat *v2); +GLAPI PFNGLRECTFVPROC glad_glRectfv; +#define glRectfv glad_glRectfv +typedef void (APIENTRYP PFNGLRECTIPROC)(GLint x1, GLint y1, GLint x2, GLint y2); +GLAPI PFNGLRECTIPROC glad_glRecti; +#define glRecti glad_glRecti +typedef void (APIENTRYP PFNGLRECTIVPROC)(const GLint *v1, const GLint *v2); +GLAPI PFNGLRECTIVPROC glad_glRectiv; +#define glRectiv glad_glRectiv +typedef void (APIENTRYP PFNGLRECTSPROC)(GLshort x1, GLshort y1, GLshort x2, GLshort y2); +GLAPI PFNGLRECTSPROC glad_glRects; +#define glRects glad_glRects +typedef void (APIENTRYP PFNGLRECTSVPROC)(const GLshort *v1, const GLshort *v2); +GLAPI PFNGLRECTSVPROC glad_glRectsv; +#define glRectsv glad_glRectsv +typedef void (APIENTRYP PFNGLTEXCOORD1DPROC)(GLdouble s); +GLAPI PFNGLTEXCOORD1DPROC glad_glTexCoord1d; +#define glTexCoord1d glad_glTexCoord1d +typedef void (APIENTRYP PFNGLTEXCOORD1DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv; +#define glTexCoord1dv glad_glTexCoord1dv +typedef void (APIENTRYP PFNGLTEXCOORD1FPROC)(GLfloat s); +GLAPI PFNGLTEXCOORD1FPROC glad_glTexCoord1f; +#define glTexCoord1f glad_glTexCoord1f +typedef void (APIENTRYP PFNGLTEXCOORD1FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv; +#define glTexCoord1fv glad_glTexCoord1fv +typedef void (APIENTRYP PFNGLTEXCOORD1IPROC)(GLint s); +GLAPI PFNGLTEXCOORD1IPROC glad_glTexCoord1i; +#define glTexCoord1i glad_glTexCoord1i +typedef void (APIENTRYP PFNGLTEXCOORD1IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv; +#define glTexCoord1iv glad_glTexCoord1iv +typedef void (APIENTRYP PFNGLTEXCOORD1SPROC)(GLshort s); +GLAPI PFNGLTEXCOORD1SPROC glad_glTexCoord1s; +#define glTexCoord1s glad_glTexCoord1s +typedef void (APIENTRYP PFNGLTEXCOORD1SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv; +#define glTexCoord1sv glad_glTexCoord1sv +typedef void (APIENTRYP PFNGLTEXCOORD2DPROC)(GLdouble s, GLdouble t); +GLAPI PFNGLTEXCOORD2DPROC glad_glTexCoord2d; +#define glTexCoord2d glad_glTexCoord2d +typedef void (APIENTRYP PFNGLTEXCOORD2DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv; +#define glTexCoord2dv glad_glTexCoord2dv +typedef void (APIENTRYP PFNGLTEXCOORD2FPROC)(GLfloat s, GLfloat t); +GLAPI PFNGLTEXCOORD2FPROC glad_glTexCoord2f; +#define glTexCoord2f glad_glTexCoord2f +typedef void (APIENTRYP PFNGLTEXCOORD2FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv; +#define glTexCoord2fv glad_glTexCoord2fv +typedef void (APIENTRYP PFNGLTEXCOORD2IPROC)(GLint s, GLint t); +GLAPI PFNGLTEXCOORD2IPROC glad_glTexCoord2i; +#define glTexCoord2i glad_glTexCoord2i +typedef void (APIENTRYP PFNGLTEXCOORD2IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv; +#define glTexCoord2iv glad_glTexCoord2iv +typedef void (APIENTRYP PFNGLTEXCOORD2SPROC)(GLshort s, GLshort t); +GLAPI PFNGLTEXCOORD2SPROC glad_glTexCoord2s; +#define glTexCoord2s glad_glTexCoord2s +typedef void (APIENTRYP PFNGLTEXCOORD2SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv; +#define glTexCoord2sv glad_glTexCoord2sv +typedef void (APIENTRYP PFNGLTEXCOORD3DPROC)(GLdouble s, GLdouble t, GLdouble r); +GLAPI PFNGLTEXCOORD3DPROC glad_glTexCoord3d; +#define glTexCoord3d glad_glTexCoord3d +typedef void (APIENTRYP PFNGLTEXCOORD3DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv; +#define glTexCoord3dv glad_glTexCoord3dv +typedef void (APIENTRYP PFNGLTEXCOORD3FPROC)(GLfloat s, GLfloat t, GLfloat r); +GLAPI PFNGLTEXCOORD3FPROC glad_glTexCoord3f; +#define glTexCoord3f glad_glTexCoord3f +typedef void (APIENTRYP PFNGLTEXCOORD3FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv; +#define glTexCoord3fv glad_glTexCoord3fv +typedef void (APIENTRYP PFNGLTEXCOORD3IPROC)(GLint s, GLint t, GLint r); +GLAPI PFNGLTEXCOORD3IPROC glad_glTexCoord3i; +#define glTexCoord3i glad_glTexCoord3i +typedef void (APIENTRYP PFNGLTEXCOORD3IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv; +#define glTexCoord3iv glad_glTexCoord3iv +typedef void (APIENTRYP PFNGLTEXCOORD3SPROC)(GLshort s, GLshort t, GLshort r); +GLAPI PFNGLTEXCOORD3SPROC glad_glTexCoord3s; +#define glTexCoord3s glad_glTexCoord3s +typedef void (APIENTRYP PFNGLTEXCOORD3SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv; +#define glTexCoord3sv glad_glTexCoord3sv +typedef void (APIENTRYP PFNGLTEXCOORD4DPROC)(GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI PFNGLTEXCOORD4DPROC glad_glTexCoord4d; +#define glTexCoord4d glad_glTexCoord4d +typedef void (APIENTRYP PFNGLTEXCOORD4DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv; +#define glTexCoord4dv glad_glTexCoord4dv +typedef void (APIENTRYP PFNGLTEXCOORD4FPROC)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI PFNGLTEXCOORD4FPROC glad_glTexCoord4f; +#define glTexCoord4f glad_glTexCoord4f +typedef void (APIENTRYP PFNGLTEXCOORD4FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv; +#define glTexCoord4fv glad_glTexCoord4fv +typedef void (APIENTRYP PFNGLTEXCOORD4IPROC)(GLint s, GLint t, GLint r, GLint q); +GLAPI PFNGLTEXCOORD4IPROC glad_glTexCoord4i; +#define glTexCoord4i glad_glTexCoord4i +typedef void (APIENTRYP PFNGLTEXCOORD4IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv; +#define glTexCoord4iv glad_glTexCoord4iv +typedef void (APIENTRYP PFNGLTEXCOORD4SPROC)(GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI PFNGLTEXCOORD4SPROC glad_glTexCoord4s; +#define glTexCoord4s glad_glTexCoord4s +typedef void (APIENTRYP PFNGLTEXCOORD4SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv; +#define glTexCoord4sv glad_glTexCoord4sv +typedef void (APIENTRYP PFNGLVERTEX2DPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLVERTEX2DPROC glad_glVertex2d; +#define glVertex2d glad_glVertex2d +typedef void (APIENTRYP PFNGLVERTEX2DVPROC)(const GLdouble *v); +GLAPI PFNGLVERTEX2DVPROC glad_glVertex2dv; +#define glVertex2dv glad_glVertex2dv +typedef void (APIENTRYP PFNGLVERTEX2FPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLVERTEX2FPROC glad_glVertex2f; +#define glVertex2f glad_glVertex2f +typedef void (APIENTRYP PFNGLVERTEX2FVPROC)(const GLfloat *v); +GLAPI PFNGLVERTEX2FVPROC glad_glVertex2fv; +#define glVertex2fv glad_glVertex2fv +typedef void (APIENTRYP PFNGLVERTEX2IPROC)(GLint x, GLint y); +GLAPI PFNGLVERTEX2IPROC glad_glVertex2i; +#define glVertex2i glad_glVertex2i +typedef void (APIENTRYP PFNGLVERTEX2IVPROC)(const GLint *v); +GLAPI PFNGLVERTEX2IVPROC glad_glVertex2iv; +#define glVertex2iv glad_glVertex2iv +typedef void (APIENTRYP PFNGLVERTEX2SPROC)(GLshort x, GLshort y); +GLAPI PFNGLVERTEX2SPROC glad_glVertex2s; +#define glVertex2s glad_glVertex2s +typedef void (APIENTRYP PFNGLVERTEX2SVPROC)(const GLshort *v); +GLAPI PFNGLVERTEX2SVPROC glad_glVertex2sv; +#define glVertex2sv glad_glVertex2sv +typedef void (APIENTRYP PFNGLVERTEX3DPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEX3DPROC glad_glVertex3d; +#define glVertex3d glad_glVertex3d +typedef void (APIENTRYP PFNGLVERTEX3DVPROC)(const GLdouble *v); +GLAPI PFNGLVERTEX3DVPROC glad_glVertex3dv; +#define glVertex3dv glad_glVertex3dv +typedef void (APIENTRYP PFNGLVERTEX3FPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEX3FPROC glad_glVertex3f; +#define glVertex3f glad_glVertex3f +typedef void (APIENTRYP PFNGLVERTEX3FVPROC)(const GLfloat *v); +GLAPI PFNGLVERTEX3FVPROC glad_glVertex3fv; +#define glVertex3fv glad_glVertex3fv +typedef void (APIENTRYP PFNGLVERTEX3IPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEX3IPROC glad_glVertex3i; +#define glVertex3i glad_glVertex3i +typedef void (APIENTRYP PFNGLVERTEX3IVPROC)(const GLint *v); +GLAPI PFNGLVERTEX3IVPROC glad_glVertex3iv; +#define glVertex3iv glad_glVertex3iv +typedef void (APIENTRYP PFNGLVERTEX3SPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEX3SPROC glad_glVertex3s; +#define glVertex3s glad_glVertex3s +typedef void (APIENTRYP PFNGLVERTEX3SVPROC)(const GLshort *v); +GLAPI PFNGLVERTEX3SVPROC glad_glVertex3sv; +#define glVertex3sv glad_glVertex3sv +typedef void (APIENTRYP PFNGLVERTEX4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEX4DPROC glad_glVertex4d; +#define glVertex4d glad_glVertex4d +typedef void (APIENTRYP PFNGLVERTEX4DVPROC)(const GLdouble *v); +GLAPI PFNGLVERTEX4DVPROC glad_glVertex4dv; +#define glVertex4dv glad_glVertex4dv +typedef void (APIENTRYP PFNGLVERTEX4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEX4FPROC glad_glVertex4f; +#define glVertex4f glad_glVertex4f +typedef void (APIENTRYP PFNGLVERTEX4FVPROC)(const GLfloat *v); +GLAPI PFNGLVERTEX4FVPROC glad_glVertex4fv; +#define glVertex4fv glad_glVertex4fv +typedef void (APIENTRYP PFNGLVERTEX4IPROC)(GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEX4IPROC glad_glVertex4i; +#define glVertex4i glad_glVertex4i +typedef void (APIENTRYP PFNGLVERTEX4IVPROC)(const GLint *v); +GLAPI PFNGLVERTEX4IVPROC glad_glVertex4iv; +#define glVertex4iv glad_glVertex4iv +typedef void (APIENTRYP PFNGLVERTEX4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEX4SPROC glad_glVertex4s; +#define glVertex4s glad_glVertex4s +typedef void (APIENTRYP PFNGLVERTEX4SVPROC)(const GLshort *v); +GLAPI PFNGLVERTEX4SVPROC glad_glVertex4sv; +#define glVertex4sv glad_glVertex4sv +typedef void (APIENTRYP PFNGLCLIPPLANEPROC)(GLenum plane, const GLdouble *equation); +GLAPI PFNGLCLIPPLANEPROC glad_glClipPlane; +#define glClipPlane glad_glClipPlane +typedef void (APIENTRYP PFNGLCOLORMATERIALPROC)(GLenum face, GLenum mode); +GLAPI PFNGLCOLORMATERIALPROC glad_glColorMaterial; +#define glColorMaterial glad_glColorMaterial +typedef void (APIENTRYP PFNGLFOGFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLFOGFPROC glad_glFogf; +#define glFogf glad_glFogf +typedef void (APIENTRYP PFNGLFOGFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLFOGFVPROC glad_glFogfv; +#define glFogfv glad_glFogfv +typedef void (APIENTRYP PFNGLFOGIPROC)(GLenum pname, GLint param); +GLAPI PFNGLFOGIPROC glad_glFogi; +#define glFogi glad_glFogi +typedef void (APIENTRYP PFNGLFOGIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLFOGIVPROC glad_glFogiv; +#define glFogiv glad_glFogiv +typedef void (APIENTRYP PFNGLLIGHTFPROC)(GLenum light, GLenum pname, GLfloat param); +GLAPI PFNGLLIGHTFPROC glad_glLightf; +#define glLightf glad_glLightf +typedef void (APIENTRYP PFNGLLIGHTFVPROC)(GLenum light, GLenum pname, const GLfloat *params); +GLAPI PFNGLLIGHTFVPROC glad_glLightfv; +#define glLightfv glad_glLightfv +typedef void (APIENTRYP PFNGLLIGHTIPROC)(GLenum light, GLenum pname, GLint param); +GLAPI PFNGLLIGHTIPROC glad_glLighti; +#define glLighti glad_glLighti +typedef void (APIENTRYP PFNGLLIGHTIVPROC)(GLenum light, GLenum pname, const GLint *params); +GLAPI PFNGLLIGHTIVPROC glad_glLightiv; +#define glLightiv glad_glLightiv +typedef void (APIENTRYP PFNGLLIGHTMODELFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLLIGHTMODELFPROC glad_glLightModelf; +#define glLightModelf glad_glLightModelf +typedef void (APIENTRYP PFNGLLIGHTMODELFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLLIGHTMODELFVPROC glad_glLightModelfv; +#define glLightModelfv glad_glLightModelfv +typedef void (APIENTRYP PFNGLLIGHTMODELIPROC)(GLenum pname, GLint param); +GLAPI PFNGLLIGHTMODELIPROC glad_glLightModeli; +#define glLightModeli glad_glLightModeli +typedef void (APIENTRYP PFNGLLIGHTMODELIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLLIGHTMODELIVPROC glad_glLightModeliv; +#define glLightModeliv glad_glLightModeliv +typedef void (APIENTRYP PFNGLLINESTIPPLEPROC)(GLint factor, GLushort pattern); +GLAPI PFNGLLINESTIPPLEPROC glad_glLineStipple; +#define glLineStipple glad_glLineStipple +typedef void (APIENTRYP PFNGLMATERIALFPROC)(GLenum face, GLenum pname, GLfloat param); +GLAPI PFNGLMATERIALFPROC glad_glMaterialf; +#define glMaterialf glad_glMaterialf +typedef void (APIENTRYP PFNGLMATERIALFVPROC)(GLenum face, GLenum pname, const GLfloat *params); +GLAPI PFNGLMATERIALFVPROC glad_glMaterialfv; +#define glMaterialfv glad_glMaterialfv +typedef void (APIENTRYP PFNGLMATERIALIPROC)(GLenum face, GLenum pname, GLint param); +GLAPI PFNGLMATERIALIPROC glad_glMateriali; +#define glMateriali glad_glMateriali +typedef void (APIENTRYP PFNGLMATERIALIVPROC)(GLenum face, GLenum pname, const GLint *params); +GLAPI PFNGLMATERIALIVPROC glad_glMaterialiv; +#define glMaterialiv glad_glMaterialiv +typedef void (APIENTRYP PFNGLPOLYGONSTIPPLEPROC)(const GLubyte *mask); +GLAPI PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple; +#define glPolygonStipple glad_glPolygonStipple +typedef void (APIENTRYP PFNGLSHADEMODELPROC)(GLenum mode); +GLAPI PFNGLSHADEMODELPROC glad_glShadeModel; +#define glShadeModel glad_glShadeModel +typedef void (APIENTRYP PFNGLTEXENVFPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLTEXENVFPROC glad_glTexEnvf; +#define glTexEnvf glad_glTexEnvf +typedef void (APIENTRYP PFNGLTEXENVFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXENVFVPROC glad_glTexEnvfv; +#define glTexEnvfv glad_glTexEnvfv +typedef void (APIENTRYP PFNGLTEXENVIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLTEXENVIPROC glad_glTexEnvi; +#define glTexEnvi glad_glTexEnvi +typedef void (APIENTRYP PFNGLTEXENVIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXENVIVPROC glad_glTexEnviv; +#define glTexEnviv glad_glTexEnviv +typedef void (APIENTRYP PFNGLTEXGENDPROC)(GLenum coord, GLenum pname, GLdouble param); +GLAPI PFNGLTEXGENDPROC glad_glTexGend; +#define glTexGend glad_glTexGend +typedef void (APIENTRYP PFNGLTEXGENDVPROC)(GLenum coord, GLenum pname, const GLdouble *params); +GLAPI PFNGLTEXGENDVPROC glad_glTexGendv; +#define glTexGendv glad_glTexGendv +typedef void (APIENTRYP PFNGLTEXGENFPROC)(GLenum coord, GLenum pname, GLfloat param); +GLAPI PFNGLTEXGENFPROC glad_glTexGenf; +#define glTexGenf glad_glTexGenf +typedef void (APIENTRYP PFNGLTEXGENFVPROC)(GLenum coord, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXGENFVPROC glad_glTexGenfv; +#define glTexGenfv glad_glTexGenfv +typedef void (APIENTRYP PFNGLTEXGENIPROC)(GLenum coord, GLenum pname, GLint param); +GLAPI PFNGLTEXGENIPROC glad_glTexGeni; +#define glTexGeni glad_glTexGeni +typedef void (APIENTRYP PFNGLTEXGENIVPROC)(GLenum coord, GLenum pname, const GLint *params); +GLAPI PFNGLTEXGENIVPROC glad_glTexGeniv; +#define glTexGeniv glad_glTexGeniv +typedef void (APIENTRYP PFNGLFEEDBACKBUFFERPROC)(GLsizei size, GLenum type, GLfloat *buffer); +GLAPI PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer; +#define glFeedbackBuffer glad_glFeedbackBuffer +typedef void (APIENTRYP PFNGLSELECTBUFFERPROC)(GLsizei size, GLuint *buffer); +GLAPI PFNGLSELECTBUFFERPROC glad_glSelectBuffer; +#define glSelectBuffer glad_glSelectBuffer +typedef GLint (APIENTRYP PFNGLRENDERMODEPROC)(GLenum mode); +GLAPI PFNGLRENDERMODEPROC glad_glRenderMode; +#define glRenderMode glad_glRenderMode +typedef void (APIENTRYP PFNGLINITNAMESPROC)(void); +GLAPI PFNGLINITNAMESPROC glad_glInitNames; +#define glInitNames glad_glInitNames +typedef void (APIENTRYP PFNGLLOADNAMEPROC)(GLuint name); +GLAPI PFNGLLOADNAMEPROC glad_glLoadName; +#define glLoadName glad_glLoadName +typedef void (APIENTRYP PFNGLPASSTHROUGHPROC)(GLfloat token); +GLAPI PFNGLPASSTHROUGHPROC glad_glPassThrough; +#define glPassThrough glad_glPassThrough +typedef void (APIENTRYP PFNGLPOPNAMEPROC)(void); +GLAPI PFNGLPOPNAMEPROC glad_glPopName; +#define glPopName glad_glPopName +typedef void (APIENTRYP PFNGLPUSHNAMEPROC)(GLuint name); +GLAPI PFNGLPUSHNAMEPROC glad_glPushName; +#define glPushName glad_glPushName +typedef void (APIENTRYP PFNGLCLEARACCUMPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCLEARACCUMPROC glad_glClearAccum; +#define glClearAccum glad_glClearAccum +typedef void (APIENTRYP PFNGLCLEARINDEXPROC)(GLfloat c); +GLAPI PFNGLCLEARINDEXPROC glad_glClearIndex; +#define glClearIndex glad_glClearIndex +typedef void (APIENTRYP PFNGLINDEXMASKPROC)(GLuint mask); +GLAPI PFNGLINDEXMASKPROC glad_glIndexMask; +#define glIndexMask glad_glIndexMask +typedef void (APIENTRYP PFNGLACCUMPROC)(GLenum op, GLfloat value); +GLAPI PFNGLACCUMPROC glad_glAccum; +#define glAccum glad_glAccum +typedef void (APIENTRYP PFNGLPOPATTRIBPROC)(void); +GLAPI PFNGLPOPATTRIBPROC glad_glPopAttrib; +#define glPopAttrib glad_glPopAttrib +typedef void (APIENTRYP PFNGLPUSHATTRIBPROC)(GLbitfield mask); +GLAPI PFNGLPUSHATTRIBPROC glad_glPushAttrib; +#define glPushAttrib glad_glPushAttrib +typedef void (APIENTRYP PFNGLMAP1DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); +GLAPI PFNGLMAP1DPROC glad_glMap1d; +#define glMap1d glad_glMap1d +typedef void (APIENTRYP PFNGLMAP1FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); +GLAPI PFNGLMAP1FPROC glad_glMap1f; +#define glMap1f glad_glMap1f +typedef void (APIENTRYP PFNGLMAP2DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); +GLAPI PFNGLMAP2DPROC glad_glMap2d; +#define glMap2d glad_glMap2d +typedef void (APIENTRYP PFNGLMAP2FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); +GLAPI PFNGLMAP2FPROC glad_glMap2f; +#define glMap2f glad_glMap2f +typedef void (APIENTRYP PFNGLMAPGRID1DPROC)(GLint un, GLdouble u1, GLdouble u2); +GLAPI PFNGLMAPGRID1DPROC glad_glMapGrid1d; +#define glMapGrid1d glad_glMapGrid1d +typedef void (APIENTRYP PFNGLMAPGRID1FPROC)(GLint un, GLfloat u1, GLfloat u2); +GLAPI PFNGLMAPGRID1FPROC glad_glMapGrid1f; +#define glMapGrid1f glad_glMapGrid1f +typedef void (APIENTRYP PFNGLMAPGRID2DPROC)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); +GLAPI PFNGLMAPGRID2DPROC glad_glMapGrid2d; +#define glMapGrid2d glad_glMapGrid2d +typedef void (APIENTRYP PFNGLMAPGRID2FPROC)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); +GLAPI PFNGLMAPGRID2FPROC glad_glMapGrid2f; +#define glMapGrid2f glad_glMapGrid2f +typedef void (APIENTRYP PFNGLEVALCOORD1DPROC)(GLdouble u); +GLAPI PFNGLEVALCOORD1DPROC glad_glEvalCoord1d; +#define glEvalCoord1d glad_glEvalCoord1d +typedef void (APIENTRYP PFNGLEVALCOORD1DVPROC)(const GLdouble *u); +GLAPI PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv; +#define glEvalCoord1dv glad_glEvalCoord1dv +typedef void (APIENTRYP PFNGLEVALCOORD1FPROC)(GLfloat u); +GLAPI PFNGLEVALCOORD1FPROC glad_glEvalCoord1f; +#define glEvalCoord1f glad_glEvalCoord1f +typedef void (APIENTRYP PFNGLEVALCOORD1FVPROC)(const GLfloat *u); +GLAPI PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv; +#define glEvalCoord1fv glad_glEvalCoord1fv +typedef void (APIENTRYP PFNGLEVALCOORD2DPROC)(GLdouble u, GLdouble v); +GLAPI PFNGLEVALCOORD2DPROC glad_glEvalCoord2d; +#define glEvalCoord2d glad_glEvalCoord2d +typedef void (APIENTRYP PFNGLEVALCOORD2DVPROC)(const GLdouble *u); +GLAPI PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv; +#define glEvalCoord2dv glad_glEvalCoord2dv +typedef void (APIENTRYP PFNGLEVALCOORD2FPROC)(GLfloat u, GLfloat v); +GLAPI PFNGLEVALCOORD2FPROC glad_glEvalCoord2f; +#define glEvalCoord2f glad_glEvalCoord2f +typedef void (APIENTRYP PFNGLEVALCOORD2FVPROC)(const GLfloat *u); +GLAPI PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv; +#define glEvalCoord2fv glad_glEvalCoord2fv +typedef void (APIENTRYP PFNGLEVALMESH1PROC)(GLenum mode, GLint i1, GLint i2); +GLAPI PFNGLEVALMESH1PROC glad_glEvalMesh1; +#define glEvalMesh1 glad_glEvalMesh1 +typedef void (APIENTRYP PFNGLEVALPOINT1PROC)(GLint i); +GLAPI PFNGLEVALPOINT1PROC glad_glEvalPoint1; +#define glEvalPoint1 glad_glEvalPoint1 +typedef void (APIENTRYP PFNGLEVALMESH2PROC)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); +GLAPI PFNGLEVALMESH2PROC glad_glEvalMesh2; +#define glEvalMesh2 glad_glEvalMesh2 +typedef void (APIENTRYP PFNGLEVALPOINT2PROC)(GLint i, GLint j); +GLAPI PFNGLEVALPOINT2PROC glad_glEvalPoint2; +#define glEvalPoint2 glad_glEvalPoint2 +typedef void (APIENTRYP PFNGLALPHAFUNCPROC)(GLenum func, GLfloat ref); +GLAPI PFNGLALPHAFUNCPROC glad_glAlphaFunc; +#define glAlphaFunc glad_glAlphaFunc +typedef void (APIENTRYP PFNGLPIXELZOOMPROC)(GLfloat xfactor, GLfloat yfactor); +GLAPI PFNGLPIXELZOOMPROC glad_glPixelZoom; +#define glPixelZoom glad_glPixelZoom +typedef void (APIENTRYP PFNGLPIXELTRANSFERFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf; +#define glPixelTransferf glad_glPixelTransferf +typedef void (APIENTRYP PFNGLPIXELTRANSFERIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi; +#define glPixelTransferi glad_glPixelTransferi +typedef void (APIENTRYP PFNGLPIXELMAPFVPROC)(GLenum map, GLsizei mapsize, const GLfloat *values); +GLAPI PFNGLPIXELMAPFVPROC glad_glPixelMapfv; +#define glPixelMapfv glad_glPixelMapfv +typedef void (APIENTRYP PFNGLPIXELMAPUIVPROC)(GLenum map, GLsizei mapsize, const GLuint *values); +GLAPI PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv; +#define glPixelMapuiv glad_glPixelMapuiv +typedef void (APIENTRYP PFNGLPIXELMAPUSVPROC)(GLenum map, GLsizei mapsize, const GLushort *values); +GLAPI PFNGLPIXELMAPUSVPROC glad_glPixelMapusv; +#define glPixelMapusv glad_glPixelMapusv +typedef void (APIENTRYP PFNGLCOPYPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); +GLAPI PFNGLCOPYPIXELSPROC glad_glCopyPixels; +#define glCopyPixels glad_glCopyPixels +typedef void (APIENTRYP PFNGLDRAWPIXELSPROC)(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLDRAWPIXELSPROC glad_glDrawPixels; +#define glDrawPixels glad_glDrawPixels +typedef void (APIENTRYP PFNGLGETCLIPPLANEPROC)(GLenum plane, GLdouble *equation); +GLAPI PFNGLGETCLIPPLANEPROC glad_glGetClipPlane; +#define glGetClipPlane glad_glGetClipPlane +typedef void (APIENTRYP PFNGLGETLIGHTFVPROC)(GLenum light, GLenum pname, GLfloat *params); +GLAPI PFNGLGETLIGHTFVPROC glad_glGetLightfv; +#define glGetLightfv glad_glGetLightfv +typedef void (APIENTRYP PFNGLGETLIGHTIVPROC)(GLenum light, GLenum pname, GLint *params); +GLAPI PFNGLGETLIGHTIVPROC glad_glGetLightiv; +#define glGetLightiv glad_glGetLightiv +typedef void (APIENTRYP PFNGLGETMAPDVPROC)(GLenum target, GLenum query, GLdouble *v); +GLAPI PFNGLGETMAPDVPROC glad_glGetMapdv; +#define glGetMapdv glad_glGetMapdv +typedef void (APIENTRYP PFNGLGETMAPFVPROC)(GLenum target, GLenum query, GLfloat *v); +GLAPI PFNGLGETMAPFVPROC glad_glGetMapfv; +#define glGetMapfv glad_glGetMapfv +typedef void (APIENTRYP PFNGLGETMAPIVPROC)(GLenum target, GLenum query, GLint *v); +GLAPI PFNGLGETMAPIVPROC glad_glGetMapiv; +#define glGetMapiv glad_glGetMapiv +typedef void (APIENTRYP PFNGLGETMATERIALFVPROC)(GLenum face, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMATERIALFVPROC glad_glGetMaterialfv; +#define glGetMaterialfv glad_glGetMaterialfv +typedef void (APIENTRYP PFNGLGETMATERIALIVPROC)(GLenum face, GLenum pname, GLint *params); +GLAPI PFNGLGETMATERIALIVPROC glad_glGetMaterialiv; +#define glGetMaterialiv glad_glGetMaterialiv +typedef void (APIENTRYP PFNGLGETPIXELMAPFVPROC)(GLenum map, GLfloat *values); +GLAPI PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv; +#define glGetPixelMapfv glad_glGetPixelMapfv +typedef void (APIENTRYP PFNGLGETPIXELMAPUIVPROC)(GLenum map, GLuint *values); +GLAPI PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv; +#define glGetPixelMapuiv glad_glGetPixelMapuiv +typedef void (APIENTRYP PFNGLGETPIXELMAPUSVPROC)(GLenum map, GLushort *values); +GLAPI PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv; +#define glGetPixelMapusv glad_glGetPixelMapusv +typedef void (APIENTRYP PFNGLGETPOLYGONSTIPPLEPROC)(GLubyte *mask); +GLAPI PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple; +#define glGetPolygonStipple glad_glGetPolygonStipple +typedef void (APIENTRYP PFNGLGETTEXENVFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv; +#define glGetTexEnvfv glad_glGetTexEnvfv +typedef void (APIENTRYP PFNGLGETTEXENVIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXENVIVPROC glad_glGetTexEnviv; +#define glGetTexEnviv glad_glGetTexEnviv +typedef void (APIENTRYP PFNGLGETTEXGENDVPROC)(GLenum coord, GLenum pname, GLdouble *params); +GLAPI PFNGLGETTEXGENDVPROC glad_glGetTexGendv; +#define glGetTexGendv glad_glGetTexGendv +typedef void (APIENTRYP PFNGLGETTEXGENFVPROC)(GLenum coord, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXGENFVPROC glad_glGetTexGenfv; +#define glGetTexGenfv glad_glGetTexGenfv +typedef void (APIENTRYP PFNGLGETTEXGENIVPROC)(GLenum coord, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXGENIVPROC glad_glGetTexGeniv; +#define glGetTexGeniv glad_glGetTexGeniv +typedef GLboolean (APIENTRYP PFNGLISLISTPROC)(GLuint list); +GLAPI PFNGLISLISTPROC glad_glIsList; +#define glIsList glad_glIsList +typedef void (APIENTRYP PFNGLFRUSTUMPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI PFNGLFRUSTUMPROC glad_glFrustum; +#define glFrustum glad_glFrustum +typedef void (APIENTRYP PFNGLLOADIDENTITYPROC)(void); +GLAPI PFNGLLOADIDENTITYPROC glad_glLoadIdentity; +#define glLoadIdentity glad_glLoadIdentity +typedef void (APIENTRYP PFNGLLOADMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLLOADMATRIXFPROC glad_glLoadMatrixf; +#define glLoadMatrixf glad_glLoadMatrixf +typedef void (APIENTRYP PFNGLLOADMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLLOADMATRIXDPROC glad_glLoadMatrixd; +#define glLoadMatrixd glad_glLoadMatrixd +typedef void (APIENTRYP PFNGLMATRIXMODEPROC)(GLenum mode); +GLAPI PFNGLMATRIXMODEPROC glad_glMatrixMode; +#define glMatrixMode glad_glMatrixMode +typedef void (APIENTRYP PFNGLMULTMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLMULTMATRIXFPROC glad_glMultMatrixf; +#define glMultMatrixf glad_glMultMatrixf +typedef void (APIENTRYP PFNGLMULTMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLMULTMATRIXDPROC glad_glMultMatrixd; +#define glMultMatrixd glad_glMultMatrixd +typedef void (APIENTRYP PFNGLORTHOPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI PFNGLORTHOPROC glad_glOrtho; +#define glOrtho glad_glOrtho +typedef void (APIENTRYP PFNGLPOPMATRIXPROC)(void); +GLAPI PFNGLPOPMATRIXPROC glad_glPopMatrix; +#define glPopMatrix glad_glPopMatrix +typedef void (APIENTRYP PFNGLPUSHMATRIXPROC)(void); +GLAPI PFNGLPUSHMATRIXPROC glad_glPushMatrix; +#define glPushMatrix glad_glPushMatrix +typedef void (APIENTRYP PFNGLROTATEDPROC)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLROTATEDPROC glad_glRotated; +#define glRotated glad_glRotated +typedef void (APIENTRYP PFNGLROTATEFPROC)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLROTATEFPROC glad_glRotatef; +#define glRotatef glad_glRotatef +typedef void (APIENTRYP PFNGLSCALEDPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLSCALEDPROC glad_glScaled; +#define glScaled glad_glScaled +typedef void (APIENTRYP PFNGLSCALEFPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLSCALEFPROC glad_glScalef; +#define glScalef glad_glScalef +typedef void (APIENTRYP PFNGLTRANSLATEDPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLTRANSLATEDPROC glad_glTranslated; +#define glTranslated glad_glTranslated +typedef void (APIENTRYP PFNGLTRANSLATEFPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLTRANSLATEFPROC glad_glTranslatef; +#define glTranslatef glad_glTranslatef +#endif +#ifndef GL_VERSION_1_1 +#define GL_VERSION_1_1 1 +GLAPI int GLAD_GL_VERSION_1_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count); +GLAPI PFNGLDRAWARRAYSPROC glad_glDrawArrays; +#define glDrawArrays glad_glDrawArrays +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWELEMENTSPROC glad_glDrawElements; +#define glDrawElements glad_glDrawElements +typedef void (APIENTRYP PFNGLGETPOINTERVPROC)(GLenum pname, void **params); +GLAPI PFNGLGETPOINTERVPROC glad_glGetPointerv; +#define glGetPointerv glad_glGetPointerv +typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units); +GLAPI PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +#define glPolygonOffset glad_glPolygonOffset +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; +#define glCopyTexImage1D glad_glCopyTexImage1D +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +#define glCopyTexImage2D glad_glCopyTexImage2D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; +#define glCopyTexSubImage1D glad_glCopyTexSubImage1D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +#define glCopyTexSubImage2D glad_glCopyTexSubImage2D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; +#define glTexSubImage1D glad_glTexSubImage1D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +#define glTexSubImage2D glad_glTexSubImage2D +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture); +GLAPI PFNGLBINDTEXTUREPROC glad_glBindTexture; +#define glBindTexture glad_glBindTexture +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint *textures); +GLAPI PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +#define glDeleteTextures glad_glDeleteTextures +typedef void (APIENTRYP PFNGLGENTEXTURESPROC)(GLsizei n, GLuint *textures); +GLAPI PFNGLGENTEXTURESPROC glad_glGenTextures; +#define glGenTextures glad_glGenTextures +typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC)(GLuint texture); +GLAPI PFNGLISTEXTUREPROC glad_glIsTexture; +#define glIsTexture glad_glIsTexture +typedef void (APIENTRYP PFNGLARRAYELEMENTPROC)(GLint i); +GLAPI PFNGLARRAYELEMENTPROC glad_glArrayElement; +#define glArrayElement glad_glArrayElement +typedef void (APIENTRYP PFNGLCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLCOLORPOINTERPROC glad_glColorPointer; +#define glColorPointer glad_glColorPointer +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEPROC)(GLenum array); +GLAPI PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState; +#define glDisableClientState glad_glDisableClientState +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERPROC)(GLsizei stride, const void *pointer); +GLAPI PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer; +#define glEdgeFlagPointer glad_glEdgeFlagPointer +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEPROC)(GLenum array); +GLAPI PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState; +#define glEnableClientState glad_glEnableClientState +typedef void (APIENTRYP PFNGLINDEXPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLINDEXPOINTERPROC glad_glIndexPointer; +#define glIndexPointer glad_glIndexPointer +typedef void (APIENTRYP PFNGLINTERLEAVEDARRAYSPROC)(GLenum format, GLsizei stride, const void *pointer); +GLAPI PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays; +#define glInterleavedArrays glad_glInterleavedArrays +typedef void (APIENTRYP PFNGLNORMALPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLNORMALPOINTERPROC glad_glNormalPointer; +#define glNormalPointer glad_glNormalPointer +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer; +#define glTexCoordPointer glad_glTexCoordPointer +typedef void (APIENTRYP PFNGLVERTEXPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXPOINTERPROC glad_glVertexPointer; +#define glVertexPointer glad_glVertexPointer +typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTPROC)(GLsizei n, const GLuint *textures, GLboolean *residences); +GLAPI PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident; +#define glAreTexturesResident glad_glAreTexturesResident +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESPROC)(GLsizei n, const GLuint *textures, const GLfloat *priorities); +GLAPI PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures; +#define glPrioritizeTextures glad_glPrioritizeTextures +typedef void (APIENTRYP PFNGLINDEXUBPROC)(GLubyte c); +GLAPI PFNGLINDEXUBPROC glad_glIndexub; +#define glIndexub glad_glIndexub +typedef void (APIENTRYP PFNGLINDEXUBVPROC)(const GLubyte *c); +GLAPI PFNGLINDEXUBVPROC glad_glIndexubv; +#define glIndexubv glad_glIndexubv +typedef void (APIENTRYP PFNGLPOPCLIENTATTRIBPROC)(void); +GLAPI PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib; +#define glPopClientAttrib glad_glPopClientAttrib +typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBPROC)(GLbitfield mask); +GLAPI PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib; +#define glPushClientAttrib glad_glPushClientAttrib +#endif +#ifndef GL_VERSION_1_2 +#define GL_VERSION_1_2 1 +GLAPI int GLAD_GL_VERSION_1_2; +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; +#define glDrawRangeElements glad_glDrawRangeElements +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE3DPROC glad_glTexImage3D; +#define glTexImage3D glad_glTexImage3D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; +#define glTexSubImage3D glad_glTexSubImage3D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; +#define glCopyTexSubImage3D glad_glCopyTexSubImage3D +#endif +#ifndef GL_VERSION_1_3 +#define GL_VERSION_1_3 1 +GLAPI int GLAD_GL_VERSION_1_3; +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC)(GLenum texture); +GLAPI PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +#define glActiveTexture glad_glActiveTexture +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert); +GLAPI PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +#define glSampleCoverage glad_glSampleCoverage +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; +#define glCompressedTexImage3D glad_glCompressedTexImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +#define glCompressedTexImage2D glad_glCompressedTexImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; +#define glCompressedTexImage1D glad_glCompressedTexImage1D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; +#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; +#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; +#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void *img); +GLAPI PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; +#define glGetCompressedTexImage glad_glGetCompressedTexImage +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC)(GLenum texture); +GLAPI PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture; +#define glClientActiveTexture glad_glClientActiveTexture +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC)(GLenum target, GLdouble s); +GLAPI PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d; +#define glMultiTexCoord1d glad_glMultiTexCoord1d +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv; +#define glMultiTexCoord1dv glad_glMultiTexCoord1dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC)(GLenum target, GLfloat s); +GLAPI PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f; +#define glMultiTexCoord1f glad_glMultiTexCoord1f +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv; +#define glMultiTexCoord1fv glad_glMultiTexCoord1fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC)(GLenum target, GLint s); +GLAPI PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i; +#define glMultiTexCoord1i glad_glMultiTexCoord1i +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv; +#define glMultiTexCoord1iv glad_glMultiTexCoord1iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC)(GLenum target, GLshort s); +GLAPI PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s; +#define glMultiTexCoord1s glad_glMultiTexCoord1s +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv; +#define glMultiTexCoord1sv glad_glMultiTexCoord1sv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC)(GLenum target, GLdouble s, GLdouble t); +GLAPI PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d; +#define glMultiTexCoord2d glad_glMultiTexCoord2d +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv; +#define glMultiTexCoord2dv glad_glMultiTexCoord2dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC)(GLenum target, GLfloat s, GLfloat t); +GLAPI PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f; +#define glMultiTexCoord2f glad_glMultiTexCoord2f +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv; +#define glMultiTexCoord2fv glad_glMultiTexCoord2fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC)(GLenum target, GLint s, GLint t); +GLAPI PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i; +#define glMultiTexCoord2i glad_glMultiTexCoord2i +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv; +#define glMultiTexCoord2iv glad_glMultiTexCoord2iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC)(GLenum target, GLshort s, GLshort t); +GLAPI PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s; +#define glMultiTexCoord2s glad_glMultiTexCoord2s +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv; +#define glMultiTexCoord2sv glad_glMultiTexCoord2sv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r); +GLAPI PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d; +#define glMultiTexCoord3d glad_glMultiTexCoord3d +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv; +#define glMultiTexCoord3dv glad_glMultiTexCoord3dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r); +GLAPI PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f; +#define glMultiTexCoord3f glad_glMultiTexCoord3f +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv; +#define glMultiTexCoord3fv glad_glMultiTexCoord3fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC)(GLenum target, GLint s, GLint t, GLint r); +GLAPI PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i; +#define glMultiTexCoord3i glad_glMultiTexCoord3i +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv; +#define glMultiTexCoord3iv glad_glMultiTexCoord3iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC)(GLenum target, GLshort s, GLshort t, GLshort r); +GLAPI PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s; +#define glMultiTexCoord3s glad_glMultiTexCoord3s +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv; +#define glMultiTexCoord3sv glad_glMultiTexCoord3sv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d; +#define glMultiTexCoord4d glad_glMultiTexCoord4d +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv; +#define glMultiTexCoord4dv glad_glMultiTexCoord4dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f; +#define glMultiTexCoord4f glad_glMultiTexCoord4f +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv; +#define glMultiTexCoord4fv glad_glMultiTexCoord4fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC)(GLenum target, GLint s, GLint t, GLint r, GLint q); +GLAPI PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i; +#define glMultiTexCoord4i glad_glMultiTexCoord4i +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv; +#define glMultiTexCoord4iv glad_glMultiTexCoord4iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s; +#define glMultiTexCoord4s glad_glMultiTexCoord4s +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv; +#define glMultiTexCoord4sv glad_glMultiTexCoord4sv +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf; +#define glLoadTransposeMatrixf glad_glLoadTransposeMatrixf +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd; +#define glLoadTransposeMatrixd glad_glLoadTransposeMatrixd +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf; +#define glMultTransposeMatrixf glad_glMultTransposeMatrixf +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd; +#define glMultTransposeMatrixd glad_glMultTransposeMatrixd +#endif +#ifndef GL_VERSION_1_4 +#define GL_VERSION_1_4 1 +GLAPI int GLAD_GL_VERSION_1_4; +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +#define glBlendFuncSeparate glad_glBlendFuncSeparate +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; +#define glMultiDrawArrays glad_glMultiDrawArrays +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; +#define glMultiDrawElements glad_glMultiDrawElements +typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; +#define glPointParameterf glad_glPointParameterf +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; +#define glPointParameterfv glad_glPointParameterfv +typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; +#define glPointParameteri glad_glPointParameteri +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; +#define glPointParameteriv glad_glPointParameteriv +typedef void (APIENTRYP PFNGLFOGCOORDFPROC)(GLfloat coord); +GLAPI PFNGLFOGCOORDFPROC glad_glFogCoordf; +#define glFogCoordf glad_glFogCoordf +typedef void (APIENTRYP PFNGLFOGCOORDFVPROC)(const GLfloat *coord); +GLAPI PFNGLFOGCOORDFVPROC glad_glFogCoordfv; +#define glFogCoordfv glad_glFogCoordfv +typedef void (APIENTRYP PFNGLFOGCOORDDPROC)(GLdouble coord); +GLAPI PFNGLFOGCOORDDPROC glad_glFogCoordd; +#define glFogCoordd glad_glFogCoordd +typedef void (APIENTRYP PFNGLFOGCOORDDVPROC)(const GLdouble *coord); +GLAPI PFNGLFOGCOORDDVPROC glad_glFogCoorddv; +#define glFogCoorddv glad_glFogCoorddv +typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer; +#define glFogCoordPointer glad_glFogCoordPointer +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); +GLAPI PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b; +#define glSecondaryColor3b glad_glSecondaryColor3b +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC)(const GLbyte *v); +GLAPI PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv; +#define glSecondaryColor3bv glad_glSecondaryColor3bv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); +GLAPI PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d; +#define glSecondaryColor3d glad_glSecondaryColor3d +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC)(const GLdouble *v); +GLAPI PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv; +#define glSecondaryColor3dv glad_glSecondaryColor3dv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); +GLAPI PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f; +#define glSecondaryColor3f glad_glSecondaryColor3f +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC)(const GLfloat *v); +GLAPI PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv; +#define glSecondaryColor3fv glad_glSecondaryColor3fv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC)(GLint red, GLint green, GLint blue); +GLAPI PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i; +#define glSecondaryColor3i glad_glSecondaryColor3i +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC)(const GLint *v); +GLAPI PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv; +#define glSecondaryColor3iv glad_glSecondaryColor3iv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); +GLAPI PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s; +#define glSecondaryColor3s glad_glSecondaryColor3s +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC)(const GLshort *v); +GLAPI PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv; +#define glSecondaryColor3sv glad_glSecondaryColor3sv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); +GLAPI PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub; +#define glSecondaryColor3ub glad_glSecondaryColor3ub +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC)(const GLubyte *v); +GLAPI PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv; +#define glSecondaryColor3ubv glad_glSecondaryColor3ubv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); +GLAPI PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui; +#define glSecondaryColor3ui glad_glSecondaryColor3ui +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC)(const GLuint *v); +GLAPI PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv; +#define glSecondaryColor3uiv glad_glSecondaryColor3uiv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); +GLAPI PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us; +#define glSecondaryColor3us glad_glSecondaryColor3us +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC)(const GLushort *v); +GLAPI PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv; +#define glSecondaryColor3usv glad_glSecondaryColor3usv +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer; +#define glSecondaryColorPointer glad_glSecondaryColorPointer +typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLWINDOWPOS2DPROC glad_glWindowPos2d; +#define glWindowPos2d glad_glWindowPos2d +typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv; +#define glWindowPos2dv glad_glWindowPos2dv +typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLWINDOWPOS2FPROC glad_glWindowPos2f; +#define glWindowPos2f glad_glWindowPos2f +typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv; +#define glWindowPos2fv glad_glWindowPos2fv +typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC)(GLint x, GLint y); +GLAPI PFNGLWINDOWPOS2IPROC glad_glWindowPos2i; +#define glWindowPos2i glad_glWindowPos2i +typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv; +#define glWindowPos2iv glad_glWindowPos2iv +typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC)(GLshort x, GLshort y); +GLAPI PFNGLWINDOWPOS2SPROC glad_glWindowPos2s; +#define glWindowPos2s glad_glWindowPos2s +typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv; +#define glWindowPos2sv glad_glWindowPos2sv +typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLWINDOWPOS3DPROC glad_glWindowPos3d; +#define glWindowPos3d glad_glWindowPos3d +typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv; +#define glWindowPos3dv glad_glWindowPos3dv +typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLWINDOWPOS3FPROC glad_glWindowPos3f; +#define glWindowPos3f glad_glWindowPos3f +typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv; +#define glWindowPos3fv glad_glWindowPos3fv +typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLWINDOWPOS3IPROC glad_glWindowPos3i; +#define glWindowPos3i glad_glWindowPos3i +typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv; +#define glWindowPos3iv glad_glWindowPos3iv +typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLWINDOWPOS3SPROC glad_glWindowPos3s; +#define glWindowPos3s glad_glWindowPos3s +typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv; +#define glWindowPos3sv glad_glWindowPos3sv +typedef void (APIENTRYP PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLBLENDCOLORPROC glad_glBlendColor; +#define glBlendColor glad_glBlendColor +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC)(GLenum mode); +GLAPI PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +#define glBlendEquation glad_glBlendEquation +#endif +#ifndef GL_VERSION_1_5 +#define GL_VERSION_1_5 1 +GLAPI int GLAD_GL_VERSION_1_5; +typedef void (APIENTRYP PFNGLGENQUERIESPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENQUERIESPROC glad_glGenQueries; +#define glGenQueries glad_glGenQueries +typedef void (APIENTRYP PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETEQUERIESPROC glad_glDeleteQueries; +#define glDeleteQueries glad_glDeleteQueries +typedef GLboolean (APIENTRYP PFNGLISQUERYPROC)(GLuint id); +GLAPI PFNGLISQUERYPROC glad_glIsQuery; +#define glIsQuery glad_glIsQuery +typedef void (APIENTRYP PFNGLBEGINQUERYPROC)(GLenum target, GLuint id); +GLAPI PFNGLBEGINQUERYPROC glad_glBeginQuery; +#define glBeginQuery glad_glBeginQuery +typedef void (APIENTRYP PFNGLENDQUERYPROC)(GLenum target); +GLAPI PFNGLENDQUERYPROC glad_glEndQuery; +#define glEndQuery glad_glEndQuery +typedef void (APIENTRYP PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYIVPROC glad_glGetQueryiv; +#define glGetQueryiv glad_glGetQueryiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; +#define glGetQueryObjectiv glad_glGetQueryObjectiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint *params); +GLAPI PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; +#define glGetQueryObjectuiv glad_glGetQueryObjectuiv +typedef void (APIENTRYP PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer); +GLAPI PFNGLBINDBUFFERPROC glad_glBindBuffer; +#define glBindBuffer glad_glBindBuffer +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint *buffers); +GLAPI PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; +#define glDeleteBuffers glad_glDeleteBuffers +typedef void (APIENTRYP PFNGLGENBUFFERSPROC)(GLsizei n, GLuint *buffers); +GLAPI PFNGLGENBUFFERSPROC glad_glGenBuffers; +#define glGenBuffers glad_glGenBuffers +typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC)(GLuint buffer); +GLAPI PFNGLISBUFFERPROC glad_glIsBuffer; +#define glIsBuffer glad_glIsBuffer +typedef void (APIENTRYP PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI PFNGLBUFFERDATAPROC glad_glBufferData; +#define glBufferData glad_glBufferData +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +#define glBufferSubData glad_glBufferSubData +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void *data); +GLAPI PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; +#define glGetBufferSubData glad_glGetBufferSubData +typedef void * (APIENTRYP PFNGLMAPBUFFERPROC)(GLenum target, GLenum access); +GLAPI PFNGLMAPBUFFERPROC glad_glMapBuffer; +#define glMapBuffer glad_glMapBuffer +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC)(GLenum target); +GLAPI PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; +#define glUnmapBuffer glad_glUnmapBuffer +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +#define glGetBufferParameteriv glad_glGetBufferParameteriv +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void **params); +GLAPI PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; +#define glGetBufferPointerv glad_glGetBufferPointerv +#endif +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 +GLAPI int GLAD_GL_VERSION_2_0; +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +#define glBlendEquationSeparate glad_glBlendEquationSeparate +typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum *bufs); +GLAPI PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +#define glDrawBuffers glad_glDrawBuffers +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +#define glStencilOpSeparate glad_glStencilOpSeparate +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +#define glStencilFuncSeparate glad_glStencilFuncSeparate +typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask); +GLAPI PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +#define glStencilMaskSeparate glad_glStencilMaskSeparate +typedef void (APIENTRYP PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLATTACHSHADERPROC glad_glAttachShader; +#define glAttachShader glad_glAttachShader +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar *name); +GLAPI PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +#define glBindAttribLocation glad_glBindAttribLocation +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC)(GLuint shader); +GLAPI PFNGLCOMPILESHADERPROC glad_glCompileShader; +#define glCompileShader glad_glCompileShader +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC)(void); +GLAPI PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +#define glCreateProgram glad_glCreateProgram +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC)(GLenum type); +GLAPI PFNGLCREATESHADERPROC glad_glCreateShader; +#define glCreateShader glad_glCreateShader +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC)(GLuint program); +GLAPI PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +#define glDeleteProgram glad_glDeleteProgram +typedef void (APIENTRYP PFNGLDELETESHADERPROC)(GLuint shader); +GLAPI PFNGLDELETESHADERPROC glad_glDeleteShader; +#define glDeleteShader glad_glDeleteShader +typedef void (APIENTRYP PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLDETACHSHADERPROC glad_glDetachShader; +#define glDetachShader glad_glDetachShader +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +#define glDisableVertexAttribArray glad_glDisableVertexAttribArray +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +#define glEnableVertexAttribArray glad_glEnableVertexAttribArray +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +#define glGetActiveAttrib glad_glGetActiveAttrib +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +#define glGetActiveUniform glad_glGetActiveUniform +typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GLAPI PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; +#define glGetAttachedShaders glad_glGetAttachedShaders +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +#define glGetAttribLocation glad_glGetAttribLocation +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +#define glGetProgramiv glad_glGetProgramiv +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +#define glGetProgramInfoLog glad_glGetProgramInfoLog +typedef void (APIENTRYP PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint *params); +GLAPI PFNGLGETSHADERIVPROC glad_glGetShaderiv; +#define glGetShaderiv glad_glGetShaderiv +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +#define glGetShaderInfoLog glad_glGetShaderInfoLog +typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GLAPI PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +#define glGetShaderSource glad_glGetShaderSource +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +#define glGetUniformLocation glad_glGetUniformLocation +typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat *params); +GLAPI PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +#define glGetUniformfv glad_glGetUniformfv +typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint *params); +GLAPI PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +#define glGetUniformiv glad_glGetUniformiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; +#define glGetVertexAttribdv glad_glGetVertexAttribdv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +#define glGetVertexAttribfv glad_glGetVertexAttribfv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +#define glGetVertexAttribiv glad_glGetVertexAttribiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void **pointer); +GLAPI PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC)(GLuint program); +GLAPI PFNGLISPROGRAMPROC glad_glIsProgram; +#define glIsProgram glad_glIsProgram +typedef GLboolean (APIENTRYP PFNGLISSHADERPROC)(GLuint shader); +GLAPI PFNGLISSHADERPROC glad_glIsShader; +#define glIsShader glad_glIsShader +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC)(GLuint program); +GLAPI PFNGLLINKPROGRAMPROC glad_glLinkProgram; +#define glLinkProgram glad_glLinkProgram +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI PFNGLSHADERSOURCEPROC glad_glShaderSource; +#define glShaderSource glad_glShaderSource +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC)(GLuint program); +GLAPI PFNGLUSEPROGRAMPROC glad_glUseProgram; +#define glUseProgram glad_glUseProgram +typedef void (APIENTRYP PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0); +GLAPI PFNGLUNIFORM1FPROC glad_glUniform1f; +#define glUniform1f glad_glUniform1f +typedef void (APIENTRYP PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLUNIFORM2FPROC glad_glUniform2f; +#define glUniform2f glad_glUniform2f +typedef void (APIENTRYP PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLUNIFORM3FPROC glad_glUniform3f; +#define glUniform3f glad_glUniform3f +typedef void (APIENTRYP PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLUNIFORM4FPROC glad_glUniform4f; +#define glUniform4f glad_glUniform4f +typedef void (APIENTRYP PFNGLUNIFORM1IPROC)(GLint location, GLint v0); +GLAPI PFNGLUNIFORM1IPROC glad_glUniform1i; +#define glUniform1i glad_glUniform1i +typedef void (APIENTRYP PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1); +GLAPI PFNGLUNIFORM2IPROC glad_glUniform2i; +#define glUniform2i glad_glUniform2i +typedef void (APIENTRYP PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLUNIFORM3IPROC glad_glUniform3i; +#define glUniform3i glad_glUniform3i +typedef void (APIENTRYP PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLUNIFORM4IPROC glad_glUniform4i; +#define glUniform4i glad_glUniform4i +typedef void (APIENTRYP PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM1FVPROC glad_glUniform1fv; +#define glUniform1fv glad_glUniform1fv +typedef void (APIENTRYP PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM2FVPROC glad_glUniform2fv; +#define glUniform2fv glad_glUniform2fv +typedef void (APIENTRYP PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM3FVPROC glad_glUniform3fv; +#define glUniform3fv glad_glUniform3fv +typedef void (APIENTRYP PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM4FVPROC glad_glUniform4fv; +#define glUniform4fv glad_glUniform4fv +typedef void (APIENTRYP PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM1IVPROC glad_glUniform1iv; +#define glUniform1iv glad_glUniform1iv +typedef void (APIENTRYP PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM2IVPROC glad_glUniform2iv; +#define glUniform2iv glad_glUniform2iv +typedef void (APIENTRYP PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM3IVPROC glad_glUniform3iv; +#define glUniform3iv glad_glUniform3iv +typedef void (APIENTRYP PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM4IVPROC glad_glUniform4iv; +#define glUniform4iv glad_glUniform4iv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +#define glUniformMatrix2fv glad_glUniformMatrix2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +#define glUniformMatrix3fv glad_glUniformMatrix3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +#define glUniformMatrix4fv glad_glUniformMatrix4fv +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC)(GLuint program); +GLAPI PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +#define glValidateProgram glad_glValidateProgram +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; +#define glVertexAttrib1d glad_glVertexAttrib1d +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +#define glVertexAttrib1dv glad_glVertexAttrib1dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x); +GLAPI PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +#define glVertexAttrib1f glad_glVertexAttrib1f +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +#define glVertexAttrib1fv glad_glVertexAttrib1fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x); +GLAPI PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; +#define glVertexAttrib1s glad_glVertexAttrib1s +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; +#define glVertexAttrib1sv glad_glVertexAttrib1sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; +#define glVertexAttrib2d glad_glVertexAttrib2d +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +#define glVertexAttrib2dv glad_glVertexAttrib2dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y); +GLAPI PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +#define glVertexAttrib2f glad_glVertexAttrib2f +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +#define glVertexAttrib2fv glad_glVertexAttrib2fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y); +GLAPI PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; +#define glVertexAttrib2s glad_glVertexAttrib2s +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; +#define glVertexAttrib2sv glad_glVertexAttrib2sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; +#define glVertexAttrib3d glad_glVertexAttrib3d +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; +#define glVertexAttrib3dv glad_glVertexAttrib3dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +#define glVertexAttrib3f glad_glVertexAttrib3f +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +#define glVertexAttrib3fv glad_glVertexAttrib3fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; +#define glVertexAttrib3s glad_glVertexAttrib3s +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; +#define glVertexAttrib3sv glad_glVertexAttrib3sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; +#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; +#define glVertexAttrib4Niv glad_glVertexAttrib4Niv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; +#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; +#define glVertexAttrib4Nub glad_glVertexAttrib4Nub +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; +#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; +#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; +#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; +#define glVertexAttrib4bv glad_glVertexAttrib4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; +#define glVertexAttrib4d glad_glVertexAttrib4d +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; +#define glVertexAttrib4dv glad_glVertexAttrib4dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +#define glVertexAttrib4f glad_glVertexAttrib4f +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +#define glVertexAttrib4fv glad_glVertexAttrib4fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; +#define glVertexAttrib4iv glad_glVertexAttrib4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; +#define glVertexAttrib4s glad_glVertexAttrib4s +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; +#define glVertexAttrib4sv glad_glVertexAttrib4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; +#define glVertexAttrib4ubv glad_glVertexAttrib4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; +#define glVertexAttrib4uiv glad_glVertexAttrib4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; +#define glVertexAttrib4usv glad_glVertexAttrib4usv +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +#define glVertexAttribPointer glad_glVertexAttribPointer +#endif +#ifndef GL_VERSION_2_1 +#define GL_VERSION_2_1 1 +GLAPI int GLAD_GL_VERSION_2_1; +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; +#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; +#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; +#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; +#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; +#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv +#endif +#ifndef GL_VERSION_3_0 +#define GL_VERSION_3_0 1 +GLAPI int GLAD_GL_VERSION_3_0; +typedef void (APIENTRYP PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI PFNGLCOLORMASKIPROC glad_glColorMaski; +#define glColorMaski glad_glColorMaski +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean *data); +GLAPI PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; +#define glGetBooleani_v glad_glGetBooleani_v +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint *data); +GLAPI PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; +#define glGetIntegeri_v glad_glGetIntegeri_v +typedef void (APIENTRYP PFNGLENABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLENABLEIPROC glad_glEnablei; +#define glEnablei glad_glEnablei +typedef void (APIENTRYP PFNGLDISABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLDISABLEIPROC glad_glDisablei; +#define glDisablei glad_glDisablei +typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC)(GLenum target, GLuint index); +GLAPI PFNGLISENABLEDIPROC glad_glIsEnabledi; +#define glIsEnabledi glad_glIsEnabledi +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode); +GLAPI PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; +#define glBeginTransformFeedback glad_glBeginTransformFeedback +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; +#define glEndTransformFeedback glad_glEndTransformFeedback +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; +#define glBindBufferRange glad_glBindBufferRange +typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer); +GLAPI PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; +#define glBindBufferBase glad_glBindBufferBase +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; +#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; +#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying +typedef void (APIENTRYP PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp); +GLAPI PFNGLCLAMPCOLORPROC glad_glClampColor; +#define glClampColor glad_glClampColor +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode); +GLAPI PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; +#define glBeginConditionalRender glad_glBeginConditionalRender +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC)(void); +GLAPI PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; +#define glEndConditionalRender glad_glEndConditionalRender +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; +#define glVertexAttribIPointer glad_glVertexAttribIPointer +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; +#define glGetVertexAttribIiv glad_glGetVertexAttribIiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint *params); +GLAPI PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; +#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x); +GLAPI PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +#define glVertexAttribI1i glad_glVertexAttribI1i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y); +GLAPI PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; +#define glVertexAttribI2i glad_glVertexAttribI2i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; +#define glVertexAttribI3i glad_glVertexAttribI3i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; +#define glVertexAttribI4i glad_glVertexAttribI4i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x); +GLAPI PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +#define glVertexAttribI1ui glad_glVertexAttribI1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y); +GLAPI PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; +#define glVertexAttribI2ui glad_glVertexAttribI2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; +#define glVertexAttribI3ui glad_glVertexAttribI3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; +#define glVertexAttribI4ui glad_glVertexAttribI4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; +#define glVertexAttribI1iv glad_glVertexAttribI1iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; +#define glVertexAttribI2iv glad_glVertexAttribI2iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; +#define glVertexAttribI3iv glad_glVertexAttribI3iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; +#define glVertexAttribI4iv glad_glVertexAttribI4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; +#define glVertexAttribI1uiv glad_glVertexAttribI1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; +#define glVertexAttribI2uiv glad_glVertexAttribI2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +#define glVertexAttribI3uiv glad_glVertexAttribI3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; +#define glVertexAttribI4uiv glad_glVertexAttribI4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; +#define glVertexAttribI4bv glad_glVertexAttribI4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; +#define glVertexAttribI4sv glad_glVertexAttribI4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +#define glVertexAttribI4ubv glad_glVertexAttribI4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; +#define glVertexAttribI4usv glad_glVertexAttribI4usv +typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint *params); +GLAPI PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; +#define glGetUniformuiv glad_glGetUniformuiv +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; +#define glBindFragDataLocation glad_glBindFragDataLocation +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; +#define glGetFragDataLocation glad_glGetFragDataLocation +typedef void (APIENTRYP PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0); +GLAPI PFNGLUNIFORM1UIPROC glad_glUniform1ui; +#define glUniform1ui glad_glUniform1ui +typedef void (APIENTRYP PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLUNIFORM2UIPROC glad_glUniform2ui; +#define glUniform2ui glad_glUniform2ui +typedef void (APIENTRYP PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLUNIFORM3UIPROC glad_glUniform3ui; +#define glUniform3ui glad_glUniform3ui +typedef void (APIENTRYP PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLUNIFORM4UIPROC glad_glUniform4ui; +#define glUniform4ui glad_glUniform4ui +typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; +#define glUniform1uiv glad_glUniform1uiv +typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; +#define glUniform2uiv glad_glUniform2uiv +typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; +#define glUniform3uiv glad_glUniform3uiv +typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; +#define glUniform4uiv glad_glUniform4uiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; +#define glTexParameterIiv glad_glTexParameterIiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; +#define glTexParameterIuiv glad_glTexParameterIuiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; +#define glGetTexParameterIiv glad_glGetTexParameterIiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; +#define glGetTexParameterIuiv glad_glGetTexParameterIuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; +#define glClearBufferiv glad_glClearBufferiv +typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; +#define glClearBufferuiv glad_glClearBufferuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; +#define glClearBufferfv glad_glClearBufferfv +typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; +#define glClearBufferfi glad_glClearBufferfi +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC)(GLenum name, GLuint index); +GLAPI PFNGLGETSTRINGIPROC glad_glGetStringi; +#define glGetStringi glad_glGetStringi +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer); +GLAPI PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +#define glIsRenderbuffer glad_glIsRenderbuffer +typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer); +GLAPI PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +#define glBindRenderbuffer glad_glBindRenderbuffer +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint *renderbuffers); +GLAPI PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +#define glDeleteRenderbuffers glad_glDeleteRenderbuffers +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers); +GLAPI PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; +#define glGenRenderbuffers glad_glGenRenderbuffers +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; +#define glRenderbufferStorage glad_glRenderbufferStorage +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; +#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer); +GLAPI PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +#define glIsFramebuffer glad_glIsFramebuffer +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer); +GLAPI PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +#define glBindFramebuffer glad_glBindFramebuffer +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint *framebuffers); +GLAPI PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; +#define glDeleteFramebuffers glad_glDeleteFramebuffers +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers); +GLAPI PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; +#define glGenFramebuffers glad_glGenFramebuffers +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target); +GLAPI PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +#define glCheckFramebufferStatus glad_glCheckFramebufferStatus +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; +#define glFramebufferTexture1D glad_glFramebufferTexture1D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +#define glFramebufferTexture2D glad_glFramebufferTexture2D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; +#define glFramebufferTexture3D glad_glFramebufferTexture3D +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv +typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC)(GLenum target); +GLAPI PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +#define glGenerateMipmap glad_glGenerateMipmap +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; +#define glBlitFramebuffer glad_glBlitFramebuffer +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; +#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; +#define glFramebufferTextureLayer glad_glFramebufferTextureLayer +typedef void * (APIENTRYP PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; +#define glMapBufferRange glad_glMapBufferRange +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; +#define glFlushMappedBufferRange glad_glFlushMappedBufferRange +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +#define glBindVertexArray glad_glBindVertexArray +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint *arrays); +GLAPI PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; +#define glDeleteVertexArrays glad_glDeleteVertexArrays +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays); +GLAPI PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; +#define glGenVertexArrays glad_glGenVertexArrays +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; +#define glIsVertexArray glad_glIsVertexArray +#endif +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +GLAPI int GLAD_GL_VERSION_3_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +GLAPI PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; +#define glDrawArraysInstanced glad_glDrawArraysInstanced +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); +GLAPI PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; +#define glDrawElementsInstanced glad_glDrawElementsInstanced +typedef void (APIENTRYP PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXBUFFERPROC glad_glTexBuffer; +#define glTexBuffer glad_glTexBuffer +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index); +GLAPI PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; +#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex +typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; +#define glCopyBufferSubData glad_glCopyBufferSubData +typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); +GLAPI PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; +#define glGetUniformIndices glad_glGetUniformIndices +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; +#define glGetActiveUniformsiv glad_glGetActiveUniformsiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +GLAPI PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; +#define glGetActiveUniformName glad_glGetActiveUniformName +typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar *uniformBlockName); +GLAPI PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; +#define glGetUniformBlockIndex glad_glGetUniformBlockIndex +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; +#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; +#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName +typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +GLAPI PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; +#define glUniformBlockBinding glad_glUniformBlockBinding +#endif +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +GLAPI int GLAD_GL_VERSION_3_2; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; +#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; +#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +GLAPI PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; +#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC)(GLenum mode); +GLAPI PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; +#define glProvokingVertex glad_glProvokingVertex +typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags); +GLAPI PFNGLFENCESYNCPROC glad_glFenceSync; +#define glFenceSync glad_glFenceSync +typedef GLboolean (APIENTRYP PFNGLISSYNCPROC)(GLsync sync); +GLAPI PFNGLISSYNCPROC glad_glIsSync; +#define glIsSync glad_glIsSync +typedef void (APIENTRYP PFNGLDELETESYNCPROC)(GLsync sync); +GLAPI PFNGLDELETESYNCPROC glad_glDeleteSync; +#define glDeleteSync glad_glDeleteSync +typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; +#define glClientWaitSync glad_glClientWaitSync +typedef void (APIENTRYP PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLWAITSYNCPROC glad_glWaitSync; +#define glWaitSync glad_glWaitSync +typedef void (APIENTRYP PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 *data); +GLAPI PFNGLGETINTEGER64VPROC glad_glGetInteger64v; +#define glGetInteger64v glad_glGetInteger64v +typedef void (APIENTRYP PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +GLAPI PFNGLGETSYNCIVPROC glad_glGetSynciv; +#define glGetSynciv glad_glGetSynciv +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC)(GLenum target, GLuint index, GLint64 *data); +GLAPI PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; +#define glGetInteger64i_v glad_glGetInteger64i_v +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC)(GLenum target, GLenum pname, GLint64 *params); +GLAPI PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; +#define glGetBufferParameteri64v glad_glGetBufferParameteri64v +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; +#define glFramebufferTexture glad_glFramebufferTexture +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; +#define glTexImage2DMultisample glad_glTexImage2DMultisample +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; +#define glTexImage3DMultisample glad_glTexImage3DMultisample +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat *val); +GLAPI PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; +#define glGetMultisamplefv glad_glGetMultisamplefv +typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask); +GLAPI PFNGLSAMPLEMASKIPROC glad_glSampleMaski; +#define glSampleMaski glad_glSampleMaski +#endif +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +GLAPI int GLAD_GL_VERSION_3_3; +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; +#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed +typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; +#define glGetFragDataIndex glad_glGetFragDataIndex +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint *samplers); +GLAPI PFNGLGENSAMPLERSPROC glad_glGenSamplers; +#define glGenSamplers glad_glGenSamplers +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint *samplers); +GLAPI PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; +#define glDeleteSamplers glad_glDeleteSamplers +typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC)(GLuint sampler); +GLAPI PFNGLISSAMPLERPROC glad_glIsSampler; +#define glIsSampler glad_glIsSampler +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler); +GLAPI PFNGLBINDSAMPLERPROC glad_glBindSampler; +#define glBindSampler glad_glBindSampler +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param); +GLAPI PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; +#define glSamplerParameteri glad_glSamplerParameteri +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; +#define glSamplerParameteriv glad_glSamplerParameteriv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param); +GLAPI PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; +#define glSamplerParameterf glad_glSamplerParameterf +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat *param); +GLAPI PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; +#define glSamplerParameterfv glad_glSamplerParameterfv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; +#define glSamplerParameterIiv glad_glSamplerParameterIiv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint *param); +GLAPI PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; +#define glSamplerParameterIuiv glad_glSamplerParameterIuiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; +#define glGetSamplerParameteriv glad_glGetSamplerParameteriv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; +#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat *params); +GLAPI PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; +#define glGetSamplerParameterfv glad_glGetSamplerParameterfv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; +#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv +typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target); +GLAPI PFNGLQUERYCOUNTERPROC glad_glQueryCounter; +#define glQueryCounter glad_glQueryCounter +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 *params); +GLAPI PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; +#define glGetQueryObjecti64v glad_glGetQueryObjecti64v +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 *params); +GLAPI PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; +#define glGetQueryObjectui64v glad_glGetQueryObjectui64v +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC)(GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; +#define glVertexAttribDivisor glad_glVertexAttribDivisor +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; +#define glVertexAttribP1ui glad_glVertexAttribP1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; +#define glVertexAttribP1uiv glad_glVertexAttribP1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; +#define glVertexAttribP2ui glad_glVertexAttribP2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +#define glVertexAttribP2uiv glad_glVertexAttribP2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; +#define glVertexAttribP3ui glad_glVertexAttribP3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; +#define glVertexAttribP3uiv glad_glVertexAttribP3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; +#define glVertexAttribP4ui glad_glVertexAttribP4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; +#define glVertexAttribP4uiv glad_glVertexAttribP4uiv +typedef void (APIENTRYP PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP2UIPROC glad_glVertexP2ui; +#define glVertexP2ui glad_glVertexP2ui +typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; +#define glVertexP2uiv glad_glVertexP2uiv +typedef void (APIENTRYP PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP3UIPROC glad_glVertexP3ui; +#define glVertexP3ui glad_glVertexP3ui +typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +#define glVertexP3uiv glad_glVertexP3uiv +typedef void (APIENTRYP PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP4UIPROC glad_glVertexP4ui; +#define glVertexP4ui glad_glVertexP4ui +typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; +#define glVertexP4uiv glad_glVertexP4uiv +typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; +#define glTexCoordP1ui glad_glTexCoordP1ui +typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +#define glTexCoordP1uiv glad_glTexCoordP1uiv +typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; +#define glTexCoordP2ui glad_glTexCoordP2ui +typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; +#define glTexCoordP2uiv glad_glTexCoordP2uiv +typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; +#define glTexCoordP3ui glad_glTexCoordP3ui +typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; +#define glTexCoordP3uiv glad_glTexCoordP3uiv +typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; +#define glTexCoordP4ui glad_glTexCoordP4ui +typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; +#define glTexCoordP4uiv glad_glTexCoordP4uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; +#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; +#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; +#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; +#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; +#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; +#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; +#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv +typedef void (APIENTRYP PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLNORMALP3UIPROC glad_glNormalP3ui; +#define glNormalP3ui glad_glNormalP3ui +typedef void (APIENTRYP PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; +#define glNormalP3uiv glad_glNormalP3uiv +typedef void (APIENTRYP PFNGLCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP3UIPROC glad_glColorP3ui; +#define glColorP3ui glad_glColorP3ui +typedef void (APIENTRYP PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP3UIVPROC glad_glColorP3uiv; +#define glColorP3uiv glad_glColorP3uiv +typedef void (APIENTRYP PFNGLCOLORP4UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP4UIPROC glad_glColorP4ui; +#define glColorP4ui glad_glColorP4ui +typedef void (APIENTRYP PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP4UIVPROC glad_glColorP4uiv; +#define glColorP4uiv glad_glColorP4uiv +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; +#define glSecondaryColorP3ui glad_glSecondaryColorP3ui +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; +#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv +#endif +#ifndef GL_ES_VERSION_2_0 +#define GL_ES_VERSION_2_0 1 +GLAPI int GLAD_GL_ES_VERSION_2_0; +typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC)(GLfloat d); +GLAPI PFNGLCLEARDEPTHFPROC glad_glClearDepthf; +#define glClearDepthf glad_glClearDepthf +typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f); +GLAPI PFNGLDEPTHRANGEFPROC glad_glDepthRangef; +#define glDepthRangef glad_glDepthRangef +typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +GLAPI PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; +#define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat +typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC)(void); +GLAPI PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler; +#define glReleaseShaderCompiler glad_glReleaseShaderCompiler +typedef void (APIENTRYP PFNGLSHADERBINARYPROC)(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length); +GLAPI PFNGLSHADERBINARYPROC glad_glShaderBinary; +#define glShaderBinary glad_glShaderBinary +#endif +#ifndef GL_ES_VERSION_3_0 +#define GL_ES_VERSION_3_0 1 +GLAPI int GLAD_GL_ES_VERSION_3_0; +typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC)(GLenum target, GLuint id); +GLAPI PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback; +#define glBindTransformFeedback glad_glBindTransformFeedback +typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks; +#define glDeleteTransformFeedbacks glad_glDeleteTransformFeedbacks +typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks; +#define glGenTransformFeedbacks glad_glGenTransformFeedbacks +typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC)(GLuint id); +GLAPI PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback; +#define glIsTransformFeedback glad_glIsTransformFeedback +typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback; +#define glPauseTransformFeedback glad_glPauseTransformFeedback +typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback; +#define glResumeTransformFeedback glad_glResumeTransformFeedback +typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +GLAPI PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary; +#define glGetProgramBinary glad_glGetProgramBinary +typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC)(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); +GLAPI PFNGLPROGRAMBINARYPROC glad_glProgramBinary; +#define glProgramBinary glad_glProgramBinary +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC)(GLuint program, GLenum pname, GLint value); +GLAPI PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri; +#define glProgramParameteri glad_glProgramParameteri +typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments); +GLAPI PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer; +#define glInvalidateFramebuffer glad_glInvalidateFramebuffer +typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer; +#define glInvalidateSubFramebuffer glad_glInvalidateSubFramebuffer +typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D; +#define glTexStorage2D glad_glTexStorage2D +typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D; +#define glTexStorage3D glad_glTexStorage3D +typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params); +GLAPI PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ; +#define glGetInternalformativ glad_glGetInternalformativ +#endif +#ifndef GL_ES_VERSION_3_1 +#define GL_ES_VERSION_3_1 1 +GLAPI int GLAD_GL_ES_VERSION_3_1; +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +GLAPI PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute; +#define glDispatchCompute glad_glDispatchCompute +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC)(GLintptr indirect); +GLAPI PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect; +#define glDispatchComputeIndirect glad_glDispatchComputeIndirect +typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect); +GLAPI PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect; +#define glDrawArraysIndirect glad_glDrawArraysIndirect +typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect); +GLAPI PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect; +#define glDrawElementsIndirect glad_glDrawElementsIndirect +typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri; +#define glFramebufferParameteri glad_glFramebufferParameteri +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv; +#define glGetFramebufferParameteriv glad_glGetFramebufferParameteriv +typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC)(GLuint program, GLenum programInterface, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv; +#define glGetProgramInterfaceiv glad_glGetProgramInterfaceiv +typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex; +#define glGetProgramResourceIndex glad_glGetProgramResourceIndex +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName; +#define glGetProgramResourceName glad_glGetProgramResourceName +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params); +GLAPI PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv; +#define glGetProgramResourceiv glad_glGetProgramResourceiv +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation; +#define glGetProgramResourceLocation glad_glGetProgramResourceLocation +typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC)(GLuint pipeline, GLbitfield stages, GLuint program); +GLAPI PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages; +#define glUseProgramStages glad_glUseProgramStages +typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC)(GLuint pipeline, GLuint program); +GLAPI PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram; +#define glActiveShaderProgram glad_glActiveShaderProgram +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC)(GLenum type, GLsizei count, const GLchar *const*strings); +GLAPI PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv; +#define glCreateShaderProgramv glad_glCreateShaderProgramv +typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline; +#define glBindProgramPipeline glad_glBindProgramPipeline +typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC)(GLsizei n, const GLuint *pipelines); +GLAPI PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines; +#define glDeleteProgramPipelines glad_glDeleteProgramPipelines +typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines); +GLAPI PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines; +#define glGenProgramPipelines glad_glGenProgramPipelines +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline; +#define glIsProgramPipeline glad_glIsProgramPipeline +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC)(GLuint pipeline, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv; +#define glGetProgramPipelineiv glad_glGetProgramPipelineiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC)(GLuint program, GLint location, GLint v0); +GLAPI PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i; +#define glProgramUniform1i glad_glProgramUniform1i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC)(GLuint program, GLint location, GLint v0, GLint v1); +GLAPI PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i; +#define glProgramUniform2i glad_glProgramUniform2i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i; +#define glProgramUniform3i glad_glProgramUniform3i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i; +#define glProgramUniform4i glad_glProgramUniform4i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC)(GLuint program, GLint location, GLuint v0); +GLAPI PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui; +#define glProgramUniform1ui glad_glProgramUniform1ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui; +#define glProgramUniform2ui glad_glProgramUniform2ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui; +#define glProgramUniform3ui glad_glProgramUniform3ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui; +#define glProgramUniform4ui glad_glProgramUniform4ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC)(GLuint program, GLint location, GLfloat v0); +GLAPI PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f; +#define glProgramUniform1f glad_glProgramUniform1f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f; +#define glProgramUniform2f glad_glProgramUniform2f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f; +#define glProgramUniform3f glad_glProgramUniform3f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f; +#define glProgramUniform4f glad_glProgramUniform4f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv; +#define glProgramUniform1iv glad_glProgramUniform1iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv; +#define glProgramUniform2iv glad_glProgramUniform2iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv; +#define glProgramUniform3iv glad_glProgramUniform3iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv; +#define glProgramUniform4iv glad_glProgramUniform4iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv; +#define glProgramUniform1uiv glad_glProgramUniform1uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv; +#define glProgramUniform2uiv glad_glProgramUniform2uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv; +#define glProgramUniform3uiv glad_glProgramUniform3uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv; +#define glProgramUniform4uiv glad_glProgramUniform4uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv; +#define glProgramUniform1fv glad_glProgramUniform1fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv; +#define glProgramUniform2fv glad_glProgramUniform2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv; +#define glProgramUniform3fv glad_glProgramUniform3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv; +#define glProgramUniform4fv glad_glProgramUniform4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv; +#define glProgramUniformMatrix2fv glad_glProgramUniformMatrix2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv; +#define glProgramUniformMatrix3fv glad_glProgramUniformMatrix3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv; +#define glProgramUniformMatrix4fv glad_glProgramUniformMatrix4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv; +#define glProgramUniformMatrix2x3fv glad_glProgramUniformMatrix2x3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv; +#define glProgramUniformMatrix3x2fv glad_glProgramUniformMatrix3x2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv; +#define glProgramUniformMatrix2x4fv glad_glProgramUniformMatrix2x4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv; +#define glProgramUniformMatrix4x2fv glad_glProgramUniformMatrix4x2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv; +#define glProgramUniformMatrix3x4fv glad_glProgramUniformMatrix3x4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv; +#define glProgramUniformMatrix4x3fv glad_glProgramUniformMatrix4x3fv +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline; +#define glValidateProgramPipeline glad_glValidateProgramPipeline +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC)(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog; +#define glGetProgramPipelineInfoLog glad_glGetProgramPipelineInfoLog +typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +GLAPI PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture; +#define glBindImageTexture glad_glBindImageTexture +typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC)(GLbitfield barriers); +GLAPI PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier; +#define glMemoryBarrier glad_glMemoryBarrier +typedef void (APIENTRYP PFNGLMEMORYBARRIERBYREGIONPROC)(GLbitfield barriers); +GLAPI PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion; +#define glMemoryBarrierByRegion glad_glMemoryBarrierByRegion +typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample; +#define glTexStorage2DMultisample glad_glTexStorage2DMultisample +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC)(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer; +#define glBindVertexBuffer glad_glBindVertexBuffer +typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat; +#define glVertexAttribFormat glad_glVertexAttribFormat +typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat; +#define glVertexAttribIFormat glad_glVertexAttribIFormat +typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC)(GLuint attribindex, GLuint bindingindex); +GLAPI PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding; +#define glVertexAttribBinding glad_glVertexAttribBinding +typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC)(GLuint bindingindex, GLuint divisor); +GLAPI PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor; +#define glVertexBindingDivisor glad_glVertexBindingDivisor +#endif +#define GL_MULTISAMPLE_3DFX 0x86B2 +#define GL_SAMPLE_BUFFERS_3DFX 0x86B3 +#define GL_SAMPLES_3DFX 0x86B4 +#define GL_MULTISAMPLE_BIT_3DFX 0x20000000 +#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 +#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 +#define GL_FACTOR_MIN_AMD 0x901C +#define GL_FACTOR_MAX_AMD 0x901D +#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147 +#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148 +#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149 +#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A +#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B +#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C +#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D +#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E +#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F +#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150 +#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E +#define GL_DEPTH_CLAMP_FAR_AMD 0x901F +#define GL_RENDERBUFFER_STORAGE_SAMPLES_AMD 0x91B2 +#define GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD 0x91B3 +#define GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD 0x91B4 +#define GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD 0x91B5 +#define GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B6 +#define GL_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B7 +#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F +#define GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD 0x91AE +#define GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD 0x91AF +#define GL_ALL_PIXELS_AMD 0xFFFFFFFF +#define GL_FLOAT16_NV 0x8FF8 +#define GL_FLOAT16_VEC2_NV 0x8FF9 +#define GL_FLOAT16_VEC3_NV 0x8FFA +#define GL_FLOAT16_VEC4_NV 0x8FFB +#define GL_FLOAT16_MAT2_AMD 0x91C5 +#define GL_FLOAT16_MAT3_AMD 0x91C6 +#define GL_FLOAT16_MAT4_AMD 0x91C7 +#define GL_FLOAT16_MAT2x3_AMD 0x91C8 +#define GL_FLOAT16_MAT2x4_AMD 0x91C9 +#define GL_FLOAT16_MAT3x2_AMD 0x91CA +#define GL_FLOAT16_MAT3x4_AMD 0x91CB +#define GL_FLOAT16_MAT4x2_AMD 0x91CC +#define GL_FLOAT16_MAT4x3_AMD 0x91CD +#define GL_INT64_NV 0x140E +#define GL_UNSIGNED_INT64_NV 0x140F +#define GL_INT8_NV 0x8FE0 +#define GL_INT8_VEC2_NV 0x8FE1 +#define GL_INT8_VEC3_NV 0x8FE2 +#define GL_INT8_VEC4_NV 0x8FE3 +#define GL_INT16_NV 0x8FE4 +#define GL_INT16_VEC2_NV 0x8FE5 +#define GL_INT16_VEC3_NV 0x8FE6 +#define GL_INT16_VEC4_NV 0x8FE7 +#define GL_INT64_VEC2_NV 0x8FE9 +#define GL_INT64_VEC3_NV 0x8FEA +#define GL_INT64_VEC4_NV 0x8FEB +#define GL_UNSIGNED_INT8_NV 0x8FEC +#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED +#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE +#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF +#define GL_UNSIGNED_INT16_NV 0x8FF0 +#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 +#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 +#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 +#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 +#define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4 +#define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5 +#define GL_DATA_BUFFER_AMD 0x9151 +#define GL_PERFORMANCE_MONITOR_AMD 0x9152 +#define GL_QUERY_OBJECT_AMD 0x9153 +#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154 +#define GL_SAMPLER_OBJECT_AMD 0x9155 +#define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F +#define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001 +#define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002 +#define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004 +#define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008 +#define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF +#define GL_COUNTER_TYPE_AMD 0x8BC0 +#define GL_COUNTER_RANGE_AMD 0x8BC1 +#define GL_UNSIGNED_INT64_AMD 0x8BC2 +#define GL_PERCENTAGE_AMD 0x8BC3 +#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 +#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 +#define GL_PERFMON_RESULT_AMD 0x8BC6 +#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160 +#define GL_QUERY_BUFFER_AMD 0x9192 +#define GL_QUERY_BUFFER_BINDING_AMD 0x9193 +#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194 +#define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197 +#define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A +#define GL_MIN_SPARSE_LEVEL_AMD 0x919B +#define GL_MIN_LOD_WARNING_AMD 0x919C +#define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001 +#define GL_SET_AMD 0x874A +#define GL_REPLACE_VALUE_AMD 0x874B +#define GL_STENCIL_OP_VALUE_AMD 0x874C +#define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D +#define GL_STREAM_RASTERIZATION_AMD 0x91A0 +#define GL_SAMPLER_BUFFER_AMD 0x9001 +#define GL_INT_SAMPLER_BUFFER_AMD 0x9002 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003 +#define GL_TESSELLATION_MODE_AMD 0x9004 +#define GL_TESSELLATION_FACTOR_AMD 0x9005 +#define GL_DISCRETE_AMD 0x9006 +#define GL_CONTINUOUS_AMD 0x9007 +#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14 +#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2 +#define GL_ELEMENT_ARRAY_APPLE 0x8A0C +#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D +#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E +#define GL_DRAW_PIXELS_APPLE 0x8A0A +#define GL_FENCE_APPLE 0x8A0B +#define GL_HALF_APPLE 0x140B +#define GL_RGBA_FLOAT32_APPLE 0x8814 +#define GL_RGB_FLOAT32_APPLE 0x8815 +#define GL_ALPHA_FLOAT32_APPLE 0x8816 +#define GL_INTENSITY_FLOAT32_APPLE 0x8817 +#define GL_LUMINANCE_FLOAT32_APPLE 0x8818 +#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819 +#define GL_RGBA_FLOAT16_APPLE 0x881A +#define GL_RGB_FLOAT16_APPLE 0x881B +#define GL_ALPHA_FLOAT16_APPLE 0x881C +#define GL_INTENSITY_FLOAT16_APPLE 0x881D +#define GL_LUMINANCE_FLOAT16_APPLE 0x881E +#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F +#define GL_COLOR_FLOAT_APPLE 0x8A0F +#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12 +#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13 +#define GL_BUFFER_OBJECT_APPLE 0x85B3 +#define GL_RELEASED_APPLE 0x8A19 +#define GL_VOLATILE_APPLE 0x8A1A +#define GL_RETAINED_APPLE 0x8A1B +#define GL_UNDEFINED_APPLE 0x8A1C +#define GL_PURGEABLE_APPLE 0x8A1D +#define GL_RGB_422_APPLE 0x8A1F +#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB +#define GL_RGB_RAW_422_APPLE 0x8A51 +#define GL_PACK_ROW_BYTES_APPLE 0x8A15 +#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16 +#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0 +#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7 +#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8 +#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC +#define GL_STORAGE_PRIVATE_APPLE 0x85BD +#define GL_STORAGE_CACHED_APPLE 0x85BE +#define GL_STORAGE_SHARED_APPLE 0x85BF +#define GL_TRANSFORM_HINT_APPLE 0x85B1 +#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5 +#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D +#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E +#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F +#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521 +#define GL_STORAGE_CLIENT_APPLE 0x85B4 +#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00 +#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01 +#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02 +#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03 +#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04 +#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05 +#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06 +#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07 +#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08 +#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09 +#define GL_YCBCR_422_APPLE 0x85B9 +#define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE +#define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381 +#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382 +#define GL_UNSIGNED_INT64_ARB 0x140F +#define GL_MAP_PERSISTENT_BIT 0x0040 +#define GL_MAP_COHERENT_BIT 0x0080 +#define GL_DYNAMIC_STORAGE_BIT 0x0100 +#define GL_CLIENT_STORAGE_BIT 0x0200 +#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 +#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F +#define GL_BUFFER_STORAGE_FLAGS 0x8220 +#define GL_SYNC_CL_EVENT_ARB 0x8240 +#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241 +#define GL_CLEAR_TEXTURE 0x9365 +#define GL_NEGATIVE_ONE_TO_ONE 0x935E +#define GL_ZERO_TO_ONE 0x935F +#define GL_CLIP_ORIGIN 0x935C +#define GL_CLIP_DEPTH_MODE 0x935D +#define GL_RGBA_FLOAT_MODE_ARB 0x8820 +#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A +#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B +#define GL_CLAMP_READ_COLOR_ARB 0x891C +#define GL_FIXED_ONLY_ARB 0x891D +#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 +#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 +#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 +#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A +#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B +#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C +#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D +#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E +#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED +#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344 +#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB +#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345 +#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF +#define GL_QUERY_WAIT_INVERTED 0x8E17 +#define GL_QUERY_NO_WAIT_INVERTED 0x8E18 +#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 +#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A +#define GL_MAX_CULL_DISTANCES 0x82F9 +#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 +#define GL_DEBUG_SOURCE_API_ARB 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A +#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B +#define GL_DEBUG_TYPE_ERROR_ARB 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E +#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 +#define GL_DEBUG_TYPE_OTHER_ARB 0x8251 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 +#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 +#define GL_DEPTH_COMPONENT16_ARB 0x81A5 +#define GL_DEPTH_COMPONENT24_ARB 0x81A6 +#define GL_DEPTH_COMPONENT32_ARB 0x81A7 +#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A +#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B +#define GL_TEXTURE_TARGET 0x1006 +#define GL_QUERY_TARGET 0x82EA +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A +#define GL_MAX_DRAW_BUFFERS_ARB 0x8824 +#define GL_DRAW_BUFFER0_ARB 0x8825 +#define GL_DRAW_BUFFER1_ARB 0x8826 +#define GL_DRAW_BUFFER2_ARB 0x8827 +#define GL_DRAW_BUFFER3_ARB 0x8828 +#define GL_DRAW_BUFFER4_ARB 0x8829 +#define GL_DRAW_BUFFER5_ARB 0x882A +#define GL_DRAW_BUFFER6_ARB 0x882B +#define GL_DRAW_BUFFER7_ARB 0x882C +#define GL_DRAW_BUFFER8_ARB 0x882D +#define GL_DRAW_BUFFER9_ARB 0x882E +#define GL_DRAW_BUFFER10_ARB 0x882F +#define GL_DRAW_BUFFER11_ARB 0x8830 +#define GL_DRAW_BUFFER12_ARB 0x8831 +#define GL_DRAW_BUFFER13_ARB 0x8832 +#define GL_DRAW_BUFFER14_ARB 0x8833 +#define GL_DRAW_BUFFER15_ARB 0x8834 +#define GL_LOCATION_COMPONENT 0x934A +#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B +#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C +#define GL_FRAGMENT_PROGRAM_ARB 0x8804 +#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 +#define GL_PROGRAM_LENGTH_ARB 0x8627 +#define GL_PROGRAM_FORMAT_ARB 0x8876 +#define GL_PROGRAM_BINDING_ARB 0x8677 +#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 +#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 +#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 +#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 +#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 +#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 +#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 +#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 +#define GL_PROGRAM_PARAMETERS_ARB 0x88A8 +#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 +#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA +#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB +#define GL_PROGRAM_ATTRIBS_ARB 0x88AC +#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD +#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE +#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF +#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 +#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 +#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 +#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 +#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 +#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 +#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 +#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 +#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A +#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B +#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C +#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D +#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E +#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F +#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 +#define GL_PROGRAM_STRING_ARB 0x8628 +#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B +#define GL_CURRENT_MATRIX_ARB 0x8641 +#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 +#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 +#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F +#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E +#define GL_MAX_TEXTURE_COORDS_ARB 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 +#define GL_PROGRAM_ERROR_STRING_ARB 0x8874 +#define GL_MATRIX0_ARB 0x88C0 +#define GL_MATRIX1_ARB 0x88C1 +#define GL_MATRIX2_ARB 0x88C2 +#define GL_MATRIX3_ARB 0x88C3 +#define GL_MATRIX4_ARB 0x88C4 +#define GL_MATRIX5_ARB 0x88C5 +#define GL_MATRIX6_ARB 0x88C6 +#define GL_MATRIX7_ARB 0x88C7 +#define GL_MATRIX8_ARB 0x88C8 +#define GL_MATRIX9_ARB 0x88C9 +#define GL_MATRIX10_ARB 0x88CA +#define GL_MATRIX11_ARB 0x88CB +#define GL_MATRIX12_ARB 0x88CC +#define GL_MATRIX13_ARB 0x88CD +#define GL_MATRIX14_ARB 0x88CE +#define GL_MATRIX15_ARB 0x88CF +#define GL_MATRIX16_ARB 0x88D0 +#define GL_MATRIX17_ARB 0x88D1 +#define GL_MATRIX18_ARB 0x88D2 +#define GL_MATRIX19_ARB 0x88D3 +#define GL_MATRIX20_ARB 0x88D4 +#define GL_MATRIX21_ARB 0x88D5 +#define GL_MATRIX22_ARB 0x88D6 +#define GL_MATRIX23_ARB 0x88D7 +#define GL_MATRIX24_ARB 0x88D8 +#define GL_MATRIX25_ARB 0x88D9 +#define GL_MATRIX26_ARB 0x88DA +#define GL_MATRIX27_ARB 0x88DB +#define GL_MATRIX28_ARB 0x88DC +#define GL_MATRIX29_ARB 0x88DD +#define GL_MATRIX30_ARB 0x88DE +#define GL_MATRIX31_ARB 0x88DF +#define GL_FRAGMENT_SHADER_ARB 0x8B30 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B +#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 +#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317 +#define GL_LINES_ADJACENCY_ARB 0x000A +#define GL_LINE_STRIP_ADJACENCY_ARB 0x000B +#define GL_TRIANGLES_ADJACENCY_ARB 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0x000D +#define GL_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9 +#define GL_GEOMETRY_SHADER_ARB 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA +#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB +#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC +#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD +#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1 +#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551 +#define GL_SPIR_V_BINARY_ARB 0x9552 +#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C +#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D +#define GL_MAX_VERTEX_STREAMS 0x8E71 +#define GL_DOUBLE_VEC2 0x8FFC +#define GL_DOUBLE_VEC3 0x8FFD +#define GL_DOUBLE_VEC4 0x8FFE +#define GL_DOUBLE_MAT2 0x8F46 +#define GL_DOUBLE_MAT3 0x8F47 +#define GL_DOUBLE_MAT4 0x8F48 +#define GL_DOUBLE_MAT2x3 0x8F49 +#define GL_DOUBLE_MAT2x4 0x8F4A +#define GL_DOUBLE_MAT3x2 0x8F4B +#define GL_DOUBLE_MAT3x4 0x8F4C +#define GL_DOUBLE_MAT4x2 0x8F4D +#define GL_DOUBLE_MAT4x3 0x8F4E +#define GL_INT64_ARB 0x140E +#define GL_INT64_VEC2_ARB 0x8FE9 +#define GL_INT64_VEC3_ARB 0x8FEA +#define GL_INT64_VEC4_ARB 0x8FEB +#define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7 +#define GL_HALF_FLOAT_ARB 0x140B +#define GL_CONVOLUTION_1D 0x8010 +#define GL_CONVOLUTION_2D 0x8011 +#define GL_SEPARABLE_2D 0x8012 +#define GL_CONVOLUTION_BORDER_MODE 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS 0x8015 +#define GL_REDUCE 0x8016 +#define GL_CONVOLUTION_FORMAT 0x8017 +#define GL_CONVOLUTION_WIDTH 0x8018 +#define GL_CONVOLUTION_HEIGHT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 +#define GL_HISTOGRAM 0x8024 +#define GL_PROXY_HISTOGRAM 0x8025 +#define GL_HISTOGRAM_WIDTH 0x8026 +#define GL_HISTOGRAM_FORMAT 0x8027 +#define GL_HISTOGRAM_RED_SIZE 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C +#define GL_HISTOGRAM_SINK 0x802D +#define GL_MINMAX 0x802E +#define GL_MINMAX_FORMAT 0x802F +#define GL_MINMAX_SINK 0x8030 +#define GL_TABLE_TOO_LARGE 0x8031 +#define GL_COLOR_MATRIX 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB +#define GL_COLOR_TABLE 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 +#define GL_PROXY_COLOR_TABLE 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 +#define GL_COLOR_TABLE_SCALE 0x80D6 +#define GL_COLOR_TABLE_BIAS 0x80D7 +#define GL_COLOR_TABLE_FORMAT 0x80D8 +#define GL_COLOR_TABLE_WIDTH 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF +#define GL_CONSTANT_BORDER 0x8151 +#define GL_REPLICATE_BORDER 0x8153 +#define GL_CONVOLUTION_BORDER_COLOR 0x8154 +#define GL_PARAMETER_BUFFER_ARB 0x80EE +#define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE +#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 +#define GL_INTERNALFORMAT_SUPPORTED 0x826F +#define GL_INTERNALFORMAT_PREFERRED 0x8270 +#define GL_INTERNALFORMAT_RED_SIZE 0x8271 +#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 +#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 +#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 +#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 +#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 +#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 +#define GL_INTERNALFORMAT_RED_TYPE 0x8278 +#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 +#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A +#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B +#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C +#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D +#define GL_MAX_WIDTH 0x827E +#define GL_MAX_HEIGHT 0x827F +#define GL_MAX_DEPTH 0x8280 +#define GL_MAX_LAYERS 0x8281 +#define GL_MAX_COMBINED_DIMENSIONS 0x8282 +#define GL_COLOR_COMPONENTS 0x8283 +#define GL_DEPTH_COMPONENTS 0x8284 +#define GL_STENCIL_COMPONENTS 0x8285 +#define GL_COLOR_RENDERABLE 0x8286 +#define GL_DEPTH_RENDERABLE 0x8287 +#define GL_STENCIL_RENDERABLE 0x8288 +#define GL_FRAMEBUFFER_RENDERABLE 0x8289 +#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A +#define GL_FRAMEBUFFER_BLEND 0x828B +#define GL_READ_PIXELS 0x828C +#define GL_READ_PIXELS_FORMAT 0x828D +#define GL_READ_PIXELS_TYPE 0x828E +#define GL_TEXTURE_IMAGE_FORMAT 0x828F +#define GL_TEXTURE_IMAGE_TYPE 0x8290 +#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 +#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 +#define GL_MIPMAP 0x8293 +#define GL_MANUAL_GENERATE_MIPMAP 0x8294 +#define GL_AUTO_GENERATE_MIPMAP 0x8295 +#define GL_COLOR_ENCODING 0x8296 +#define GL_SRGB_READ 0x8297 +#define GL_SRGB_WRITE 0x8298 +#define GL_SRGB_DECODE_ARB 0x8299 +#define GL_FILTER 0x829A +#define GL_VERTEX_TEXTURE 0x829B +#define GL_TESS_CONTROL_TEXTURE 0x829C +#define GL_TESS_EVALUATION_TEXTURE 0x829D +#define GL_GEOMETRY_TEXTURE 0x829E +#define GL_FRAGMENT_TEXTURE 0x829F +#define GL_COMPUTE_TEXTURE 0x82A0 +#define GL_TEXTURE_SHADOW 0x82A1 +#define GL_TEXTURE_GATHER 0x82A2 +#define GL_TEXTURE_GATHER_SHADOW 0x82A3 +#define GL_SHADER_IMAGE_LOAD 0x82A4 +#define GL_SHADER_IMAGE_STORE 0x82A5 +#define GL_SHADER_IMAGE_ATOMIC 0x82A6 +#define GL_IMAGE_TEXEL_SIZE 0x82A7 +#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 +#define GL_IMAGE_PIXEL_FORMAT 0x82A9 +#define GL_IMAGE_PIXEL_TYPE 0x82AA +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF +#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 +#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 +#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 +#define GL_CLEAR_BUFFER 0x82B4 +#define GL_TEXTURE_VIEW 0x82B5 +#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 +#define GL_FULL_SUPPORT 0x82B7 +#define GL_CAVEAT_SUPPORT 0x82B8 +#define GL_IMAGE_CLASS_4_X_32 0x82B9 +#define GL_IMAGE_CLASS_2_X_32 0x82BA +#define GL_IMAGE_CLASS_1_X_32 0x82BB +#define GL_IMAGE_CLASS_4_X_16 0x82BC +#define GL_IMAGE_CLASS_2_X_16 0x82BD +#define GL_IMAGE_CLASS_1_X_16 0x82BE +#define GL_IMAGE_CLASS_4_X_8 0x82BF +#define GL_IMAGE_CLASS_2_X_8 0x82C0 +#define GL_IMAGE_CLASS_1_X_8 0x82C1 +#define GL_IMAGE_CLASS_11_11_10 0x82C2 +#define GL_IMAGE_CLASS_10_10_10_2 0x82C3 +#define GL_VIEW_CLASS_128_BITS 0x82C4 +#define GL_VIEW_CLASS_96_BITS 0x82C5 +#define GL_VIEW_CLASS_64_BITS 0x82C6 +#define GL_VIEW_CLASS_48_BITS 0x82C7 +#define GL_VIEW_CLASS_32_BITS 0x82C8 +#define GL_VIEW_CLASS_24_BITS 0x82C9 +#define GL_VIEW_CLASS_16_BITS 0x82CA +#define GL_VIEW_CLASS_8_BITS 0x82CB +#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC +#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD +#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE +#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF +#define GL_VIEW_CLASS_RGTC1_RED 0x82D0 +#define GL_VIEW_CLASS_RGTC2_RG 0x82D1 +#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 +#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 +#define GL_VIEW_CLASS_EAC_R11 0x9383 +#define GL_VIEW_CLASS_EAC_RG11 0x9384 +#define GL_VIEW_CLASS_ETC2_RGB 0x9385 +#define GL_VIEW_CLASS_ETC2_RGBA 0x9386 +#define GL_VIEW_CLASS_ETC2_EAC_RGBA 0x9387 +#define GL_VIEW_CLASS_ASTC_4x4_RGBA 0x9388 +#define GL_VIEW_CLASS_ASTC_5x4_RGBA 0x9389 +#define GL_VIEW_CLASS_ASTC_5x5_RGBA 0x938A +#define GL_VIEW_CLASS_ASTC_6x5_RGBA 0x938B +#define GL_VIEW_CLASS_ASTC_6x6_RGBA 0x938C +#define GL_VIEW_CLASS_ASTC_8x5_RGBA 0x938D +#define GL_VIEW_CLASS_ASTC_8x6_RGBA 0x938E +#define GL_VIEW_CLASS_ASTC_8x8_RGBA 0x938F +#define GL_VIEW_CLASS_ASTC_10x5_RGBA 0x9390 +#define GL_VIEW_CLASS_ASTC_10x6_RGBA 0x9391 +#define GL_VIEW_CLASS_ASTC_10x8_RGBA 0x9392 +#define GL_VIEW_CLASS_ASTC_10x10_RGBA 0x9393 +#define GL_VIEW_CLASS_ASTC_12x10_RGBA 0x9394 +#define GL_VIEW_CLASS_ASTC_12x12_RGBA 0x9395 +#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC +#define GL_MATRIX_PALETTE_ARB 0x8840 +#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841 +#define GL_MAX_PALETTE_MATRICES_ARB 0x8842 +#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843 +#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844 +#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845 +#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846 +#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847 +#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848 +#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849 +#define GL_MULTISAMPLE_ARB 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F +#define GL_SAMPLE_COVERAGE_ARB 0x80A0 +#define GL_SAMPLE_BUFFERS_ARB 0x80A8 +#define GL_SAMPLES_ARB 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB +#define GL_MULTISAMPLE_BIT_ARB 0x20000000 +#define GL_TEXTURE0_ARB 0x84C0 +#define GL_TEXTURE1_ARB 0x84C1 +#define GL_TEXTURE2_ARB 0x84C2 +#define GL_TEXTURE3_ARB 0x84C3 +#define GL_TEXTURE4_ARB 0x84C4 +#define GL_TEXTURE5_ARB 0x84C5 +#define GL_TEXTURE6_ARB 0x84C6 +#define GL_TEXTURE7_ARB 0x84C7 +#define GL_TEXTURE8_ARB 0x84C8 +#define GL_TEXTURE9_ARB 0x84C9 +#define GL_TEXTURE10_ARB 0x84CA +#define GL_TEXTURE11_ARB 0x84CB +#define GL_TEXTURE12_ARB 0x84CC +#define GL_TEXTURE13_ARB 0x84CD +#define GL_TEXTURE14_ARB 0x84CE +#define GL_TEXTURE15_ARB 0x84CF +#define GL_TEXTURE16_ARB 0x84D0 +#define GL_TEXTURE17_ARB 0x84D1 +#define GL_TEXTURE18_ARB 0x84D2 +#define GL_TEXTURE19_ARB 0x84D3 +#define GL_TEXTURE20_ARB 0x84D4 +#define GL_TEXTURE21_ARB 0x84D5 +#define GL_TEXTURE22_ARB 0x84D6 +#define GL_TEXTURE23_ARB 0x84D7 +#define GL_TEXTURE24_ARB 0x84D8 +#define GL_TEXTURE25_ARB 0x84D9 +#define GL_TEXTURE26_ARB 0x84DA +#define GL_TEXTURE27_ARB 0x84DB +#define GL_TEXTURE28_ARB 0x84DC +#define GL_TEXTURE29_ARB 0x84DD +#define GL_TEXTURE30_ARB 0x84DE +#define GL_TEXTURE31_ARB 0x84DF +#define GL_ACTIVE_TEXTURE_ARB 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 +#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 +#define GL_QUERY_COUNTER_BITS_ARB 0x8864 +#define GL_CURRENT_QUERY_ARB 0x8865 +#define GL_QUERY_RESULT_ARB 0x8866 +#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 +#define GL_SAMPLES_PASSED_ARB 0x8914 +#define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0 +#define GL_COMPLETION_STATUS_ARB 0x91B1 +#define GL_VERTICES_SUBMITTED_ARB 0x82EE +#define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF +#define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0 +#define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1 +#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2 +#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3 +#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4 +#define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5 +#define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6 +#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7 +#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF +#define GL_POINT_SIZE_MIN_ARB 0x8126 +#define GL_POINT_SIZE_MAX_ARB 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128 +#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129 +#define GL_POINT_SPRITE_ARB 0x8861 +#define GL_COORD_REPLACE_ARB 0x8862 +#define GL_POLYGON_OFFSET_CLAMP 0x8E1B +#define GL_VERTEX_SUBROUTINE 0x92E8 +#define GL_TESS_CONTROL_SUBROUTINE 0x92E9 +#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA +#define GL_GEOMETRY_SUBROUTINE 0x92EB +#define GL_FRAGMENT_SUBROUTINE 0x92EC +#define GL_COMPUTE_SUBROUTINE 0x92ED +#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE +#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF +#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 +#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 +#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 +#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 +#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 +#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 +#define GL_LOCATION_INDEX 0x930F +#define GL_IS_PER_PATCH 0x92E7 +#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A +#define GL_COMPATIBLE_SUBROUTINES 0x8E4B +#define GL_QUERY_BUFFER 0x9192 +#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 +#define GL_QUERY_BUFFER_BINDING 0x9193 +#define GL_QUERY_RESULT_NO_WAIT 0x9194 +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define GL_NO_RESET_NOTIFICATION_ARB 0x8261 +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340 +#define GL_SAMPLE_LOCATION_ARB 0x8E50 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343 +#define GL_SAMPLE_SHADING_ARB 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37 +#define GL_GEOMETRY_SHADER_BIT 0x00000004 +#define GL_TESS_CONTROL_SHADER_BIT 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 +#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 +#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 +#define GL_IMAGE_1D 0x904C +#define GL_IMAGE_2D_RECT 0x904F +#define GL_IMAGE_BUFFER 0x9051 +#define GL_IMAGE_1D_ARRAY 0x9052 +#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 +#define GL_IMAGE_2D_MULTISAMPLE 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 +#define GL_INT_IMAGE_1D 0x9057 +#define GL_INT_IMAGE_2D_RECT 0x905A +#define GL_INT_IMAGE_BUFFER 0x905C +#define GL_INT_IMAGE_1D_ARRAY 0x905D +#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F +#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 +#define GL_UNSIGNED_INT_IMAGE_1D 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C +#define GL_MAX_IMAGE_SAMPLES 0x906D +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD +#define GL_PROGRAM_OBJECT_ARB 0x8B40 +#define GL_SHADER_OBJECT_ARB 0x8B48 +#define GL_OBJECT_TYPE_ARB 0x8B4E +#define GL_OBJECT_SUBTYPE_ARB 0x8B4F +#define GL_FLOAT_VEC2_ARB 0x8B50 +#define GL_FLOAT_VEC3_ARB 0x8B51 +#define GL_FLOAT_VEC4_ARB 0x8B52 +#define GL_INT_VEC2_ARB 0x8B53 +#define GL_INT_VEC3_ARB 0x8B54 +#define GL_INT_VEC4_ARB 0x8B55 +#define GL_BOOL_ARB 0x8B56 +#define GL_BOOL_VEC2_ARB 0x8B57 +#define GL_BOOL_VEC3_ARB 0x8B58 +#define GL_BOOL_VEC4_ARB 0x8B59 +#define GL_FLOAT_MAT2_ARB 0x8B5A +#define GL_FLOAT_MAT3_ARB 0x8B5B +#define GL_FLOAT_MAT4_ARB 0x8B5C +#define GL_SAMPLER_1D_ARB 0x8B5D +#define GL_SAMPLER_2D_ARB 0x8B5E +#define GL_SAMPLER_3D_ARB 0x8B5F +#define GL_SAMPLER_CUBE_ARB 0x8B60 +#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61 +#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62 +#define GL_SAMPLER_2D_RECT_ARB 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 +#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 +#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 +#define GL_OBJECT_LINK_STATUS_ARB 0x8B82 +#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 +#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 +#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 +#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 +#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 +#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 +#define GL_ACTIVE_SUBROUTINES 0x8DE5 +#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 +#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 +#define GL_MAX_SUBROUTINES 0x8DE7 +#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 +#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C +#define GL_SHADER_INCLUDE_ARB 0x8DAE +#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9 +#define GL_NAMED_STRING_TYPE_ARB 0x8DEA +#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C +#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D +#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E +#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF +#define GL_SPARSE_STORAGE_BIT_ARB 0x0400 +#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8 +#define GL_TEXTURE_SPARSE_ARB 0x91A6 +#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7 +#define GL_NUM_SPARSE_LEVELS_ARB 0x91AA +#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8 +#define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197 +#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A +#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9 +#define GL_SPIR_V_EXTENSIONS 0x9553 +#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 +#define GL_PATCHES 0x000E +#define GL_PATCH_VERTICES 0x8E72 +#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 +#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 +#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 +#define GL_TESS_GEN_MODE 0x8E76 +#define GL_TESS_GEN_SPACING 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER 0x8E78 +#define GL_TESS_GEN_POINT_MODE 0x8E79 +#define GL_ISOLINES 0x8E7A +#define GL_FRACTIONAL_ODD 0x8E7B +#define GL_FRACTIONAL_EVEN 0x8E7C +#define GL_MAX_PATCH_VERTICES 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 +#define GL_TESS_EVALUATION_SHADER 0x8E87 +#define GL_TESS_CONTROL_SHADER 0x8E88 +#define GL_CLAMP_TO_BORDER_ARB 0x812D +#define GL_TEXTURE_BUFFER_ARB 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D +#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E +#define GL_TEXTURE_BUFFER_OFFSET 0x919D +#define GL_TEXTURE_BUFFER_SIZE 0x919E +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F +#define GL_COMPRESSED_ALPHA_ARB 0x84E9 +#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB +#define GL_COMPRESSED_INTENSITY_ARB 0x84EC +#define GL_COMPRESSED_RGB_ARB 0x84ED +#define GL_COMPRESSED_RGBA_ARB 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 +#define GL_TEXTURE_COMPRESSED_ARB 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 +#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F +#define GL_NORMAL_MAP_ARB 0x8511 +#define GL_REFLECTION_MAP_ARB 0x8512 +#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C +#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B +#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F +#define GL_COMBINE_ARB 0x8570 +#define GL_COMBINE_RGB_ARB 0x8571 +#define GL_COMBINE_ALPHA_ARB 0x8572 +#define GL_SOURCE0_RGB_ARB 0x8580 +#define GL_SOURCE1_RGB_ARB 0x8581 +#define GL_SOURCE2_RGB_ARB 0x8582 +#define GL_SOURCE0_ALPHA_ARB 0x8588 +#define GL_SOURCE1_ALPHA_ARB 0x8589 +#define GL_SOURCE2_ALPHA_ARB 0x858A +#define GL_OPERAND0_RGB_ARB 0x8590 +#define GL_OPERAND1_RGB_ARB 0x8591 +#define GL_OPERAND2_RGB_ARB 0x8592 +#define GL_OPERAND0_ALPHA_ARB 0x8598 +#define GL_OPERAND1_ALPHA_ARB 0x8599 +#define GL_OPERAND2_ALPHA_ARB 0x859A +#define GL_RGB_SCALE_ARB 0x8573 +#define GL_ADD_SIGNED_ARB 0x8574 +#define GL_INTERPOLATE_ARB 0x8575 +#define GL_SUBTRACT_ARB 0x84E7 +#define GL_CONSTANT_ARB 0x8576 +#define GL_PRIMARY_COLOR_ARB 0x8577 +#define GL_PREVIOUS_ARB 0x8578 +#define GL_DOT3_RGB_ARB 0x86AE +#define GL_DOT3_RGBA_ARB 0x86AF +#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF +#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366 +#define GL_WEIGHTED_AVERAGE_ARB 0x9367 +#define GL_TEXTURE_RED_TYPE_ARB 0x8C10 +#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11 +#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13 +#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14 +#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15 +#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16 +#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17 +#define GL_RGBA32F_ARB 0x8814 +#define GL_RGB32F_ARB 0x8815 +#define GL_ALPHA32F_ARB 0x8816 +#define GL_INTENSITY32F_ARB 0x8817 +#define GL_LUMINANCE32F_ARB 0x8818 +#define GL_LUMINANCE_ALPHA32F_ARB 0x8819 +#define GL_RGBA16F_ARB 0x881A +#define GL_RGB16F_ARB 0x881B +#define GL_ALPHA16F_ARB 0x881C +#define GL_INTENSITY16F_ARB 0x881D +#define GL_LUMINANCE16F_ARB 0x881E +#define GL_LUMINANCE_ALPHA16F_ARB 0x881F +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F +#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F +#define GL_MIRROR_CLAMP_TO_EDGE 0x8743 +#define GL_MIRRORED_REPEAT_ARB 0x8370 +#define GL_TEXTURE_RECTANGLE_ARB 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 +#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 +#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 +#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC +#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED +#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6 +#define GL_MAX_VERTEX_UNITS_ARB 0x86A4 +#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5 +#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6 +#define GL_VERTEX_BLEND_ARB 0x86A7 +#define GL_CURRENT_WEIGHT_ARB 0x86A8 +#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9 +#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA +#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB +#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC +#define GL_WEIGHT_ARRAY_ARB 0x86AD +#define GL_MODELVIEW0_ARB 0x1700 +#define GL_MODELVIEW1_ARB 0x850A +#define GL_MODELVIEW2_ARB 0x8722 +#define GL_MODELVIEW3_ARB 0x8723 +#define GL_MODELVIEW4_ARB 0x8724 +#define GL_MODELVIEW5_ARB 0x8725 +#define GL_MODELVIEW6_ARB 0x8726 +#define GL_MODELVIEW7_ARB 0x8727 +#define GL_MODELVIEW8_ARB 0x8728 +#define GL_MODELVIEW9_ARB 0x8729 +#define GL_MODELVIEW10_ARB 0x872A +#define GL_MODELVIEW11_ARB 0x872B +#define GL_MODELVIEW12_ARB 0x872C +#define GL_MODELVIEW13_ARB 0x872D +#define GL_MODELVIEW14_ARB 0x872E +#define GL_MODELVIEW15_ARB 0x872F +#define GL_MODELVIEW16_ARB 0x8730 +#define GL_MODELVIEW17_ARB 0x8731 +#define GL_MODELVIEW18_ARB 0x8732 +#define GL_MODELVIEW19_ARB 0x8733 +#define GL_MODELVIEW20_ARB 0x8734 +#define GL_MODELVIEW21_ARB 0x8735 +#define GL_MODELVIEW22_ARB 0x8736 +#define GL_MODELVIEW23_ARB 0x8737 +#define GL_MODELVIEW24_ARB 0x8738 +#define GL_MODELVIEW25_ARB 0x8739 +#define GL_MODELVIEW26_ARB 0x873A +#define GL_MODELVIEW27_ARB 0x873B +#define GL_MODELVIEW28_ARB 0x873C +#define GL_MODELVIEW29_ARB 0x873D +#define GL_MODELVIEW30_ARB 0x873E +#define GL_MODELVIEW31_ARB 0x873F +#define GL_BUFFER_SIZE_ARB 0x8764 +#define GL_BUFFER_USAGE_ARB 0x8765 +#define GL_ARRAY_BUFFER_ARB 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 +#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 +#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F +#define GL_READ_ONLY_ARB 0x88B8 +#define GL_WRITE_ONLY_ARB 0x88B9 +#define GL_READ_WRITE_ARB 0x88BA +#define GL_BUFFER_ACCESS_ARB 0x88BB +#define GL_BUFFER_MAPPED_ARB 0x88BC +#define GL_BUFFER_MAP_POINTER_ARB 0x88BD +#define GL_STREAM_DRAW_ARB 0x88E0 +#define GL_STREAM_READ_ARB 0x88E1 +#define GL_STREAM_COPY_ARB 0x88E2 +#define GL_STATIC_DRAW_ARB 0x88E4 +#define GL_STATIC_READ_ARB 0x88E5 +#define GL_STATIC_COPY_ARB 0x88E6 +#define GL_DYNAMIC_DRAW_ARB 0x88E8 +#define GL_DYNAMIC_READ_ARB 0x88E9 +#define GL_DYNAMIC_COPY_ARB 0x88EA +#define GL_COLOR_SUM_ARB 0x8458 +#define GL_VERTEX_PROGRAM_ARB 0x8620 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 +#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A +#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 +#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 +#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 +#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 +#define GL_VERTEX_SHADER_ARB 0x8B31 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A +#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D +#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 +#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A +#define GL_MAX_VIEWPORTS 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE 0x825D +#define GL_LAYER_PROVOKING_VERTEX 0x825E +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F +#define GL_UNDEFINED_VERTEX 0x8260 +#define GL_MAX_DRAW_BUFFERS_ATI 0x8824 +#define GL_DRAW_BUFFER0_ATI 0x8825 +#define GL_DRAW_BUFFER1_ATI 0x8826 +#define GL_DRAW_BUFFER2_ATI 0x8827 +#define GL_DRAW_BUFFER3_ATI 0x8828 +#define GL_DRAW_BUFFER4_ATI 0x8829 +#define GL_DRAW_BUFFER5_ATI 0x882A +#define GL_DRAW_BUFFER6_ATI 0x882B +#define GL_DRAW_BUFFER7_ATI 0x882C +#define GL_DRAW_BUFFER8_ATI 0x882D +#define GL_DRAW_BUFFER9_ATI 0x882E +#define GL_DRAW_BUFFER10_ATI 0x882F +#define GL_DRAW_BUFFER11_ATI 0x8830 +#define GL_DRAW_BUFFER12_ATI 0x8831 +#define GL_DRAW_BUFFER13_ATI 0x8832 +#define GL_DRAW_BUFFER14_ATI 0x8833 +#define GL_DRAW_BUFFER15_ATI 0x8834 +#define GL_ELEMENT_ARRAY_ATI 0x8768 +#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769 +#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A +#define GL_BUMP_ROT_MATRIX_ATI 0x8775 +#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776 +#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777 +#define GL_BUMP_TEX_UNITS_ATI 0x8778 +#define GL_DUDV_ATI 0x8779 +#define GL_DU8DV8_ATI 0x877A +#define GL_BUMP_ENVMAP_ATI 0x877B +#define GL_BUMP_TARGET_ATI 0x877C +#define GL_FRAGMENT_SHADER_ATI 0x8920 +#define GL_REG_0_ATI 0x8921 +#define GL_REG_1_ATI 0x8922 +#define GL_REG_2_ATI 0x8923 +#define GL_REG_3_ATI 0x8924 +#define GL_REG_4_ATI 0x8925 +#define GL_REG_5_ATI 0x8926 +#define GL_REG_6_ATI 0x8927 +#define GL_REG_7_ATI 0x8928 +#define GL_REG_8_ATI 0x8929 +#define GL_REG_9_ATI 0x892A +#define GL_REG_10_ATI 0x892B +#define GL_REG_11_ATI 0x892C +#define GL_REG_12_ATI 0x892D +#define GL_REG_13_ATI 0x892E +#define GL_REG_14_ATI 0x892F +#define GL_REG_15_ATI 0x8930 +#define GL_REG_16_ATI 0x8931 +#define GL_REG_17_ATI 0x8932 +#define GL_REG_18_ATI 0x8933 +#define GL_REG_19_ATI 0x8934 +#define GL_REG_20_ATI 0x8935 +#define GL_REG_21_ATI 0x8936 +#define GL_REG_22_ATI 0x8937 +#define GL_REG_23_ATI 0x8938 +#define GL_REG_24_ATI 0x8939 +#define GL_REG_25_ATI 0x893A +#define GL_REG_26_ATI 0x893B +#define GL_REG_27_ATI 0x893C +#define GL_REG_28_ATI 0x893D +#define GL_REG_29_ATI 0x893E +#define GL_REG_30_ATI 0x893F +#define GL_REG_31_ATI 0x8940 +#define GL_CON_0_ATI 0x8941 +#define GL_CON_1_ATI 0x8942 +#define GL_CON_2_ATI 0x8943 +#define GL_CON_3_ATI 0x8944 +#define GL_CON_4_ATI 0x8945 +#define GL_CON_5_ATI 0x8946 +#define GL_CON_6_ATI 0x8947 +#define GL_CON_7_ATI 0x8948 +#define GL_CON_8_ATI 0x8949 +#define GL_CON_9_ATI 0x894A +#define GL_CON_10_ATI 0x894B +#define GL_CON_11_ATI 0x894C +#define GL_CON_12_ATI 0x894D +#define GL_CON_13_ATI 0x894E +#define GL_CON_14_ATI 0x894F +#define GL_CON_15_ATI 0x8950 +#define GL_CON_16_ATI 0x8951 +#define GL_CON_17_ATI 0x8952 +#define GL_CON_18_ATI 0x8953 +#define GL_CON_19_ATI 0x8954 +#define GL_CON_20_ATI 0x8955 +#define GL_CON_21_ATI 0x8956 +#define GL_CON_22_ATI 0x8957 +#define GL_CON_23_ATI 0x8958 +#define GL_CON_24_ATI 0x8959 +#define GL_CON_25_ATI 0x895A +#define GL_CON_26_ATI 0x895B +#define GL_CON_27_ATI 0x895C +#define GL_CON_28_ATI 0x895D +#define GL_CON_29_ATI 0x895E +#define GL_CON_30_ATI 0x895F +#define GL_CON_31_ATI 0x8960 +#define GL_MOV_ATI 0x8961 +#define GL_ADD_ATI 0x8963 +#define GL_MUL_ATI 0x8964 +#define GL_SUB_ATI 0x8965 +#define GL_DOT3_ATI 0x8966 +#define GL_DOT4_ATI 0x8967 +#define GL_MAD_ATI 0x8968 +#define GL_LERP_ATI 0x8969 +#define GL_CND_ATI 0x896A +#define GL_CND0_ATI 0x896B +#define GL_DOT2_ADD_ATI 0x896C +#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D +#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E +#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F +#define GL_NUM_PASSES_ATI 0x8970 +#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971 +#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972 +#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973 +#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974 +#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975 +#define GL_SWIZZLE_STR_ATI 0x8976 +#define GL_SWIZZLE_STQ_ATI 0x8977 +#define GL_SWIZZLE_STR_DR_ATI 0x8978 +#define GL_SWIZZLE_STQ_DQ_ATI 0x8979 +#define GL_SWIZZLE_STRQ_ATI 0x897A +#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B +#define GL_RED_BIT_ATI 0x00000001 +#define GL_GREEN_BIT_ATI 0x00000002 +#define GL_BLUE_BIT_ATI 0x00000004 +#define GL_2X_BIT_ATI 0x00000001 +#define GL_4X_BIT_ATI 0x00000002 +#define GL_8X_BIT_ATI 0x00000004 +#define GL_HALF_BIT_ATI 0x00000008 +#define GL_QUARTER_BIT_ATI 0x00000010 +#define GL_EIGHTH_BIT_ATI 0x00000020 +#define GL_SATURATE_BIT_ATI 0x00000040 +#define GL_COMP_BIT_ATI 0x00000002 +#define GL_NEGATE_BIT_ATI 0x00000004 +#define GL_BIAS_BIT_ATI 0x00000008 +#define GL_VBO_FREE_MEMORY_ATI 0x87FB +#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC +#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD +#define GL_RGBA_FLOAT_MODE_ATI 0x8820 +#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835 +#define GL_PN_TRIANGLES_ATI 0x87F0 +#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1 +#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2 +#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3 +#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4 +#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5 +#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6 +#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7 +#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8 +#define GL_STENCIL_BACK_FUNC_ATI 0x8800 +#define GL_STENCIL_BACK_FAIL_ATI 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803 +#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200 +#define GL_MODULATE_ADD_ATI 0x8744 +#define GL_MODULATE_SIGNED_ADD_ATI 0x8745 +#define GL_MODULATE_SUBTRACT_ATI 0x8746 +#define GL_RGBA_FLOAT32_ATI 0x8814 +#define GL_RGB_FLOAT32_ATI 0x8815 +#define GL_ALPHA_FLOAT32_ATI 0x8816 +#define GL_INTENSITY_FLOAT32_ATI 0x8817 +#define GL_LUMINANCE_FLOAT32_ATI 0x8818 +#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819 +#define GL_RGBA_FLOAT16_ATI 0x881A +#define GL_RGB_FLOAT16_ATI 0x881B +#define GL_ALPHA_FLOAT16_ATI 0x881C +#define GL_INTENSITY_FLOAT16_ATI 0x881D +#define GL_LUMINANCE_FLOAT16_ATI 0x881E +#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F +#define GL_MIRROR_CLAMP_ATI 0x8742 +#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743 +#define GL_STATIC_ATI 0x8760 +#define GL_DYNAMIC_ATI 0x8761 +#define GL_PRESERVE_ATI 0x8762 +#define GL_DISCARD_ATI 0x8763 +#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764 +#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765 +#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766 +#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767 +#define GL_MAX_VERTEX_STREAMS_ATI 0x876B +#define GL_VERTEX_STREAM0_ATI 0x876C +#define GL_VERTEX_STREAM1_ATI 0x876D +#define GL_VERTEX_STREAM2_ATI 0x876E +#define GL_VERTEX_STREAM3_ATI 0x876F +#define GL_VERTEX_STREAM4_ATI 0x8770 +#define GL_VERTEX_STREAM5_ATI 0x8771 +#define GL_VERTEX_STREAM6_ATI 0x8772 +#define GL_VERTEX_STREAM7_ATI 0x8773 +#define GL_VERTEX_SOURCE_ATI 0x8774 +#define GL_422_EXT 0x80CC +#define GL_422_REV_EXT 0x80CD +#define GL_422_AVERAGE_EXT 0x80CE +#define GL_422_REV_AVERAGE_EXT 0x80CF +#define GL_ABGR_EXT 0x8000 +#define GL_BGR_EXT 0x80E0 +#define GL_BGRA_EXT 0x80E1 +#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2 +#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3 +#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4 +#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED +#define GL_UNIFORM_BUFFER_EXT 0x8DEE +#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF +#define GL_CONSTANT_COLOR_EXT 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 +#define GL_CONSTANT_ALPHA_EXT 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 +#define GL_BLEND_COLOR_EXT 0x8005 +#define GL_BLEND_EQUATION_RGB_EXT 0x8009 +#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D +#define GL_BLEND_DST_RGB_EXT 0x80C8 +#define GL_BLEND_SRC_RGB_EXT 0x80C9 +#define GL_BLEND_DST_ALPHA_EXT 0x80CA +#define GL_BLEND_SRC_ALPHA_EXT 0x80CB +#define GL_MIN_EXT 0x8007 +#define GL_MAX_EXT 0x8008 +#define GL_FUNC_ADD_EXT 0x8006 +#define GL_BLEND_EQUATION_EXT 0x8009 +#define GL_FUNC_SUBTRACT_EXT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B +#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0 +#define GL_CMYK_EXT 0x800C +#define GL_CMYKA_EXT 0x800D +#define GL_PACK_CMYK_HINT_EXT 0x800E +#define GL_UNPACK_CMYK_HINT_EXT 0x800F +#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8 +#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9 +#define GL_CONVOLUTION_1D_EXT 0x8010 +#define GL_CONVOLUTION_2D_EXT 0x8011 +#define GL_SEPARABLE_2D_EXT 0x8012 +#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015 +#define GL_REDUCE_EXT 0x8016 +#define GL_CONVOLUTION_FORMAT_EXT 0x8017 +#define GL_CONVOLUTION_WIDTH_EXT 0x8018 +#define GL_CONVOLUTION_HEIGHT_EXT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023 +#define GL_TANGENT_ARRAY_EXT 0x8439 +#define GL_BINORMAL_ARRAY_EXT 0x843A +#define GL_CURRENT_TANGENT_EXT 0x843B +#define GL_CURRENT_BINORMAL_EXT 0x843C +#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E +#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F +#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440 +#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441 +#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442 +#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443 +#define GL_MAP1_TANGENT_EXT 0x8444 +#define GL_MAP2_TANGENT_EXT 0x8445 +#define GL_MAP1_BINORMAL_EXT 0x8446 +#define GL_MAP2_BINORMAL_EXT 0x8447 +#define GL_CULL_VERTEX_EXT 0x81AA +#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB +#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC +#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F +#define GL_PROGRAM_OBJECT_EXT 0x8B40 +#define GL_SHADER_OBJECT_EXT 0x8B48 +#define GL_BUFFER_OBJECT_EXT 0x9151 +#define GL_QUERY_OBJECT_EXT 0x9153 +#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 +#define GL_SAMPLER 0x82E6 +#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890 +#define GL_DEPTH_BOUNDS_EXT 0x8891 +#define GL_PROGRAM_MATRIX_EXT 0x8E2D +#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E +#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F +#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8 +#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9 +#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 +#define GL_FOG_COORDINATE_EXT 0x8451 +#define GL_FRAGMENT_DEPTH_EXT 0x8452 +#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 +#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 +#define GL_READ_FRAMEBUFFER_EXT 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA +#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 +#define GL_MAX_SAMPLES_EXT 0x8D57 +#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA +#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB +#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 +#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 +#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 +#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF +#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 +#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 +#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 +#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 +#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 +#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 +#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 +#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 +#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 +#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 +#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA +#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB +#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC +#define GL_COLOR_ATTACHMENT13_EXT 0x8CED +#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE +#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF +#define GL_DEPTH_ATTACHMENT_EXT 0x8D00 +#define GL_STENCIL_ATTACHMENT_EXT 0x8D20 +#define GL_FRAMEBUFFER_EXT 0x8D40 +#define GL_RENDERBUFFER_EXT 0x8D41 +#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 +#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 +#define GL_STENCIL_INDEX1_EXT 0x8D46 +#define GL_STENCIL_INDEX4_EXT 0x8D47 +#define GL_STENCIL_INDEX8_EXT 0x8D48 +#define GL_STENCIL_INDEX16_EXT 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 +#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 +#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA +#define GL_GEOMETRY_SHADER_EXT 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA +#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB +#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 +#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD +#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE +#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 +#define GL_LINES_ADJACENCY_EXT 0x000A +#define GL_LINE_STRIP_ADJACENCY_EXT 0x000B +#define GL_TRIANGLES_ADJACENCY_EXT 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 +#define GL_PROGRAM_POINT_SIZE_EXT 0x8642 +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD +#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 +#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 +#define GL_SAMPLER_BUFFER_EXT 0x8DC2 +#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 +#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 +#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 +#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 +#define GL_INT_SAMPLER_1D_EXT 0x8DC9 +#define GL_INT_SAMPLER_2D_EXT 0x8DCA +#define GL_INT_SAMPLER_3D_EXT 0x8DCB +#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC +#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD +#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF +#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 +#define GL_MIN_PROGRAM_TEXEL_OFFSET_EXT 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET_EXT 0x8905 +#define GL_HISTOGRAM_EXT 0x8024 +#define GL_PROXY_HISTOGRAM_EXT 0x8025 +#define GL_HISTOGRAM_WIDTH_EXT 0x8026 +#define GL_HISTOGRAM_FORMAT_EXT 0x8027 +#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C +#define GL_HISTOGRAM_SINK_EXT 0x802D +#define GL_MINMAX_EXT 0x802E +#define GL_MINMAX_FORMAT_EXT 0x802F +#define GL_MINMAX_SINK_EXT 0x8030 +#define GL_TABLE_TOO_LARGE_EXT 0x8031 +#define GL_IUI_V2F_EXT 0x81AD +#define GL_IUI_V3F_EXT 0x81AE +#define GL_IUI_N3F_V2F_EXT 0x81AF +#define GL_IUI_N3F_V3F_EXT 0x81B0 +#define GL_T2F_IUI_V2F_EXT 0x81B1 +#define GL_T2F_IUI_V3F_EXT 0x81B2 +#define GL_T2F_IUI_N3F_V2F_EXT 0x81B3 +#define GL_T2F_IUI_N3F_V3F_EXT 0x81B4 +#define GL_INDEX_TEST_EXT 0x81B5 +#define GL_INDEX_TEST_FUNC_EXT 0x81B6 +#define GL_INDEX_TEST_REF_EXT 0x81B7 +#define GL_INDEX_MATERIAL_EXT 0x81B8 +#define GL_INDEX_MATERIAL_PARAMETER_EXT 0x81B9 +#define GL_INDEX_MATERIAL_FACE_EXT 0x81BA +#define GL_FRAGMENT_MATERIAL_EXT 0x8349 +#define GL_FRAGMENT_NORMAL_EXT 0x834A +#define GL_FRAGMENT_COLOR_EXT 0x834C +#define GL_ATTENUATION_EXT 0x834D +#define GL_SHADOW_ATTENUATION_EXT 0x834E +#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F +#define GL_TEXTURE_LIGHT_EXT 0x8350 +#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351 +#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352 +#define GL_TEXTURE_TILING_EXT 0x9580 +#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 +#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B +#define GL_NUM_TILING_TYPES_EXT 0x9582 +#define GL_TILING_TYPES_EXT 0x9583 +#define GL_OPTIMAL_TILING_EXT 0x9584 +#define GL_LINEAR_TILING_EXT 0x9585 +#define GL_NUM_DEVICE_UUIDS_EXT 0x9596 +#define GL_DEVICE_UUID_EXT 0x9597 +#define GL_DRIVER_UUID_EXT 0x9598 +#define GL_UUID_SIZE_EXT 16 +#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 +#define GL_DEVICE_LUID_EXT 0x9599 +#define GL_DEVICE_NODE_MASK_EXT 0x959A +#define GL_LUID_SIZE_EXT 8 +#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 +#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A +#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B +#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C +#define GL_MULTISAMPLE_EXT 0x809D +#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F +#define GL_SAMPLE_MASK_EXT 0x80A0 +#define GL_1PASS_EXT 0x80A1 +#define GL_2PASS_0_EXT 0x80A2 +#define GL_2PASS_1_EXT 0x80A3 +#define GL_4PASS_0_EXT 0x80A4 +#define GL_4PASS_1_EXT 0x80A5 +#define GL_4PASS_2_EXT 0x80A6 +#define GL_4PASS_3_EXT 0x80A7 +#define GL_SAMPLE_BUFFERS_EXT 0x80A8 +#define GL_SAMPLES_EXT 0x80A9 +#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA +#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB +#define GL_SAMPLE_PATTERN_EXT 0x80AC +#define GL_MULTISAMPLE_BIT_EXT 0x20000000 +#define GL_DEPTH_STENCIL_EXT 0x84F9 +#define GL_UNSIGNED_INT_24_8_EXT 0x84FA +#define GL_DEPTH24_STENCIL8_EXT 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1 +#define GL_R11F_G11F_B10F_EXT 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B +#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C +#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036 +#define GL_COLOR_INDEX1_EXT 0x80E2 +#define GL_COLOR_INDEX2_EXT 0x80E3 +#define GL_COLOR_INDEX4_EXT 0x80E4 +#define GL_COLOR_INDEX8_EXT 0x80E5 +#define GL_COLOR_INDEX12_EXT 0x80E6 +#define GL_COLOR_INDEX16_EXT 0x80E7 +#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED +#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF +#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330 +#define GL_PIXEL_MAG_FILTER_EXT 0x8331 +#define GL_PIXEL_MIN_FILTER_EXT 0x8332 +#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333 +#define GL_CUBIC_EXT 0x8334 +#define GL_AVERAGE_EXT 0x8335 +#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336 +#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337 +#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338 +#define GL_POINT_SIZE_MIN_EXT 0x8126 +#define GL_POINT_SIZE_MAX_EXT 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128 +#define GL_DISTANCE_ATTENUATION_EXT 0x8129 +#define GL_POLYGON_OFFSET_EXT 0x8037 +#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038 +#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039 +#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E +#define GL_PROVOKING_VERTEX_EXT 0x8E4F +#define GL_RASTER_MULTISAMPLE_EXT 0x9327 +#define GL_RASTER_SAMPLES_EXT 0x9328 +#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 +#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A +#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B +#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C +#define GL_RESCALE_NORMAL_EXT 0x803A +#define GL_COLOR_SUM_EXT 0x8458 +#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D +#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E +#define GL_LAYOUT_GENERAL_EXT 0x958D +#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E +#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F +#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 +#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 +#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 +#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 +#define GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT 0x9530 +#define GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT 0x9531 +#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 +#define GL_D3D12_FENCE_VALUE_EXT 0x9595 +#define GL_ACTIVE_PROGRAM_EXT 0x8B8D +#define GL_VERTEX_SHADER_BIT_EXT 0x00000001 +#define GL_FRAGMENT_SHADER_BIT_EXT 0x00000002 +#define GL_ALL_SHADER_BITS_EXT 0xFFFFFFFF +#define GL_PROGRAM_SEPARABLE_EXT 0x8258 +#define GL_PROGRAM_PIPELINE_BINDING_EXT 0x825A +#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 +#define GL_SINGLE_COLOR_EXT 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA +#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 +#define GL_MAX_IMAGE_UNITS_EXT 0x8F38 +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39 +#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A +#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B +#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C +#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D +#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E +#define GL_IMAGE_1D_EXT 0x904C +#define GL_IMAGE_2D_EXT 0x904D +#define GL_IMAGE_3D_EXT 0x904E +#define GL_IMAGE_2D_RECT_EXT 0x904F +#define GL_IMAGE_CUBE_EXT 0x9050 +#define GL_IMAGE_BUFFER_EXT 0x9051 +#define GL_IMAGE_1D_ARRAY_EXT 0x9052 +#define GL_IMAGE_2D_ARRAY_EXT 0x9053 +#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 +#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056 +#define GL_INT_IMAGE_1D_EXT 0x9057 +#define GL_INT_IMAGE_2D_EXT 0x9058 +#define GL_INT_IMAGE_3D_EXT 0x9059 +#define GL_INT_IMAGE_2D_RECT_EXT 0x905A +#define GL_INT_IMAGE_CUBE_EXT 0x905B +#define GL_INT_IMAGE_BUFFER_EXT 0x905C +#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D +#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F +#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061 +#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066 +#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C +#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D +#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020 +#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000 +#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF +#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB +#define GL_STENCIL_TAG_BITS_EXT 0x88F2 +#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3 +#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910 +#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911 +#define GL_INCR_WRAP_EXT 0x8507 +#define GL_DECR_WRAP_EXT 0x8508 +#define GL_ALPHA4_EXT 0x803B +#define GL_ALPHA8_EXT 0x803C +#define GL_ALPHA12_EXT 0x803D +#define GL_ALPHA16_EXT 0x803E +#define GL_LUMINANCE4_EXT 0x803F +#define GL_LUMINANCE8_EXT 0x8040 +#define GL_LUMINANCE12_EXT 0x8041 +#define GL_LUMINANCE16_EXT 0x8042 +#define GL_LUMINANCE4_ALPHA4_EXT 0x8043 +#define GL_LUMINANCE6_ALPHA2_EXT 0x8044 +#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 +#define GL_LUMINANCE12_ALPHA4_EXT 0x8046 +#define GL_LUMINANCE12_ALPHA12_EXT 0x8047 +#define GL_LUMINANCE16_ALPHA16_EXT 0x8048 +#define GL_INTENSITY_EXT 0x8049 +#define GL_INTENSITY4_EXT 0x804A +#define GL_INTENSITY8_EXT 0x804B +#define GL_INTENSITY12_EXT 0x804C +#define GL_INTENSITY16_EXT 0x804D +#define GL_RGB2_EXT 0x804E +#define GL_RGB4_EXT 0x804F +#define GL_RGB5_EXT 0x8050 +#define GL_RGB8_EXT 0x8051 +#define GL_RGB10_EXT 0x8052 +#define GL_RGB12_EXT 0x8053 +#define GL_RGB16_EXT 0x8054 +#define GL_RGBA2_EXT 0x8055 +#define GL_RGBA4_EXT 0x8056 +#define GL_RGB5_A1_EXT 0x8057 +#define GL_RGBA8_EXT 0x8058 +#define GL_RGB10_A2_EXT 0x8059 +#define GL_RGBA12_EXT 0x805A +#define GL_RGBA16_EXT 0x805B +#define GL_TEXTURE_RED_SIZE_EXT 0x805C +#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D +#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E +#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 +#define GL_REPLACE_EXT 0x8062 +#define GL_PROXY_TEXTURE_1D_EXT 0x8063 +#define GL_PROXY_TEXTURE_2D_EXT 0x8064 +#define GL_TEXTURE_TOO_LARGE_EXT 0x8065 +#define GL_PACK_SKIP_IMAGES_EXT 0x806B +#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C +#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D +#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E +#define GL_TEXTURE_3D_EXT 0x806F +#define GL_PROXY_TEXTURE_3D_EXT 0x8070 +#define GL_TEXTURE_DEPTH_EXT 0x8071 +#define GL_TEXTURE_WRAP_R_EXT 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073 +#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19 +#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D +#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF +#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E +#define GL_TEXTURE_BUFFER_EXT 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D +#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E +#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 +#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 +#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 +#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 +#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE +#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#define GL_NORMAL_MAP_EXT 0x8511 +#define GL_REFLECTION_MAP_EXT 0x8512 +#define GL_TEXTURE_CUBE_MAP_EXT 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C +#define GL_COMBINE_EXT 0x8570 +#define GL_COMBINE_RGB_EXT 0x8571 +#define GL_COMBINE_ALPHA_EXT 0x8572 +#define GL_RGB_SCALE_EXT 0x8573 +#define GL_ADD_SIGNED_EXT 0x8574 +#define GL_INTERPOLATE_EXT 0x8575 +#define GL_CONSTANT_EXT 0x8576 +#define GL_PRIMARY_COLOR_EXT 0x8577 +#define GL_PREVIOUS_EXT 0x8578 +#define GL_SOURCE0_RGB_EXT 0x8580 +#define GL_SOURCE1_RGB_EXT 0x8581 +#define GL_SOURCE2_RGB_EXT 0x8582 +#define GL_SOURCE0_ALPHA_EXT 0x8588 +#define GL_SOURCE1_ALPHA_EXT 0x8589 +#define GL_SOURCE2_ALPHA_EXT 0x858A +#define GL_OPERAND0_RGB_EXT 0x8590 +#define GL_OPERAND1_RGB_EXT 0x8591 +#define GL_OPERAND2_RGB_EXT 0x8592 +#define GL_OPERAND0_ALPHA_EXT 0x8598 +#define GL_OPERAND1_ALPHA_EXT 0x8599 +#define GL_OPERAND2_ALPHA_EXT 0x859A +#define GL_DOT3_RGB_EXT 0x8740 +#define GL_DOT3_RGBA_EXT 0x8741 +#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 +#define GL_WEIGHTED_AVERAGE_EXT 0x9367 +#define GL_RGBA32UI_EXT 0x8D70 +#define GL_RGB32UI_EXT 0x8D71 +#define GL_ALPHA32UI_EXT 0x8D72 +#define GL_INTENSITY32UI_EXT 0x8D73 +#define GL_LUMINANCE32UI_EXT 0x8D74 +#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75 +#define GL_RGBA16UI_EXT 0x8D76 +#define GL_RGB16UI_EXT 0x8D77 +#define GL_ALPHA16UI_EXT 0x8D78 +#define GL_INTENSITY16UI_EXT 0x8D79 +#define GL_LUMINANCE16UI_EXT 0x8D7A +#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B +#define GL_RGBA8UI_EXT 0x8D7C +#define GL_RGB8UI_EXT 0x8D7D +#define GL_ALPHA8UI_EXT 0x8D7E +#define GL_INTENSITY8UI_EXT 0x8D7F +#define GL_LUMINANCE8UI_EXT 0x8D80 +#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81 +#define GL_RGBA32I_EXT 0x8D82 +#define GL_RGB32I_EXT 0x8D83 +#define GL_ALPHA32I_EXT 0x8D84 +#define GL_INTENSITY32I_EXT 0x8D85 +#define GL_LUMINANCE32I_EXT 0x8D86 +#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87 +#define GL_RGBA16I_EXT 0x8D88 +#define GL_RGB16I_EXT 0x8D89 +#define GL_ALPHA16I_EXT 0x8D8A +#define GL_INTENSITY16I_EXT 0x8D8B +#define GL_LUMINANCE16I_EXT 0x8D8C +#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D +#define GL_RGBA8I_EXT 0x8D8E +#define GL_RGB8I_EXT 0x8D8F +#define GL_ALPHA8I_EXT 0x8D90 +#define GL_INTENSITY8I_EXT 0x8D91 +#define GL_LUMINANCE8I_EXT 0x8D92 +#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93 +#define GL_RED_INTEGER_EXT 0x8D94 +#define GL_GREEN_INTEGER_EXT 0x8D95 +#define GL_BLUE_INTEGER_EXT 0x8D96 +#define GL_ALPHA_INTEGER_EXT 0x8D97 +#define GL_RGB_INTEGER_EXT 0x8D98 +#define GL_RGBA_INTEGER_EXT 0x8D99 +#define GL_BGR_INTEGER_EXT 0x8D9A +#define GL_BGRA_INTEGER_EXT 0x8D9B +#define GL_LUMINANCE_INTEGER_EXT 0x8D9C +#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D +#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E +#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD +#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500 +#define GL_TEXTURE_LOD_BIAS_EXT 0x8501 +#define GL_MIRROR_CLAMP_EXT 0x8742 +#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 +#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912 +#define GL_TEXTURE_PRIORITY_EXT 0x8066 +#define GL_TEXTURE_RESIDENT_EXT 0x8067 +#define GL_TEXTURE_1D_BINDING_EXT 0x8068 +#define GL_TEXTURE_2D_BINDING_EXT 0x8069 +#define GL_TEXTURE_3D_BINDING_EXT 0x806A +#define GL_PERTURB_EXT 0x85AE +#define GL_TEXTURE_NORMAL_EXT 0x85AF +#define GL_SRGB_EXT 0x8C40 +#define GL_SRGB8_EXT 0x8C41 +#define GL_SRGB_ALPHA_EXT 0x8C42 +#define GL_SRGB8_ALPHA8_EXT 0x8C43 +#define GL_SLUMINANCE_ALPHA_EXT 0x8C44 +#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 +#define GL_SLUMINANCE_EXT 0x8C46 +#define GL_SLUMINANCE8_EXT 0x8C47 +#define GL_COMPRESSED_SRGB_EXT 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 +#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B +#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F +#define GL_SR8_EXT 0x8FBD +#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 +#define GL_DECODE_EXT 0x8A49 +#define GL_SKIP_DECODE_EXT 0x8A4A +#define GL_RGB9_E5_EXT 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E +#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F +#define GL_ALPHA_SNORM 0x9010 +#define GL_LUMINANCE_SNORM 0x9011 +#define GL_LUMINANCE_ALPHA_SNORM 0x9012 +#define GL_INTENSITY_SNORM 0x9013 +#define GL_ALPHA8_SNORM 0x9014 +#define GL_LUMINANCE8_SNORM 0x9015 +#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016 +#define GL_INTENSITY8_SNORM 0x9017 +#define GL_ALPHA16_SNORM 0x9018 +#define GL_LUMINANCE16_SNORM 0x9019 +#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A +#define GL_INTENSITY16_SNORM 0x901B +#define GL_RED_SNORM 0x8F90 +#define GL_RG_SNORM 0x8F91 +#define GL_RGB_SNORM 0x8F92 +#define GL_RGBA_SNORM 0x8F93 +#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42 +#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43 +#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44 +#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46 +#define GL_TIME_ELAPSED_EXT 0x88BF +#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85 +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F +#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C +#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D +#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88 +#define GL_RASTERIZER_DISCARD_EXT 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76 +#define GL_VERTEX_ARRAY_EXT 0x8074 +#define GL_NORMAL_ARRAY_EXT 0x8075 +#define GL_COLOR_ARRAY_EXT 0x8076 +#define GL_INDEX_ARRAY_EXT 0x8077 +#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 +#define GL_EDGE_FLAG_ARRAY_EXT 0x8079 +#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A +#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B +#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C +#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D +#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E +#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F +#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 +#define GL_COLOR_ARRAY_SIZE_EXT 0x8081 +#define GL_COLOR_ARRAY_TYPE_EXT 0x8082 +#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 +#define GL_COLOR_ARRAY_COUNT_EXT 0x8084 +#define GL_INDEX_ARRAY_TYPE_EXT 0x8085 +#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 +#define GL_INDEX_ARRAY_COUNT_EXT 0x8087 +#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A +#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B +#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C +#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D +#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E +#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F +#define GL_COLOR_ARRAY_POINTER_EXT 0x8090 +#define GL_INDEX_ARRAY_POINTER_EXT 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 +#define GL_DOUBLE_VEC2_EXT 0x8FFC +#define GL_DOUBLE_VEC3_EXT 0x8FFD +#define GL_DOUBLE_VEC4_EXT 0x8FFE +#define GL_DOUBLE_MAT2_EXT 0x8F46 +#define GL_DOUBLE_MAT3_EXT 0x8F47 +#define GL_DOUBLE_MAT4_EXT 0x8F48 +#define GL_DOUBLE_MAT2x3_EXT 0x8F49 +#define GL_DOUBLE_MAT2x4_EXT 0x8F4A +#define GL_DOUBLE_MAT3x2_EXT 0x8F4B +#define GL_DOUBLE_MAT3x4_EXT 0x8F4C +#define GL_DOUBLE_MAT4x2_EXT 0x8F4D +#define GL_DOUBLE_MAT4x3_EXT 0x8F4E +#define GL_VERTEX_SHADER_EXT 0x8780 +#define GL_VERTEX_SHADER_BINDING_EXT 0x8781 +#define GL_OP_INDEX_EXT 0x8782 +#define GL_OP_NEGATE_EXT 0x8783 +#define GL_OP_DOT3_EXT 0x8784 +#define GL_OP_DOT4_EXT 0x8785 +#define GL_OP_MUL_EXT 0x8786 +#define GL_OP_ADD_EXT 0x8787 +#define GL_OP_MADD_EXT 0x8788 +#define GL_OP_FRAC_EXT 0x8789 +#define GL_OP_MAX_EXT 0x878A +#define GL_OP_MIN_EXT 0x878B +#define GL_OP_SET_GE_EXT 0x878C +#define GL_OP_SET_LT_EXT 0x878D +#define GL_OP_CLAMP_EXT 0x878E +#define GL_OP_FLOOR_EXT 0x878F +#define GL_OP_ROUND_EXT 0x8790 +#define GL_OP_EXP_BASE_2_EXT 0x8791 +#define GL_OP_LOG_BASE_2_EXT 0x8792 +#define GL_OP_POWER_EXT 0x8793 +#define GL_OP_RECIP_EXT 0x8794 +#define GL_OP_RECIP_SQRT_EXT 0x8795 +#define GL_OP_SUB_EXT 0x8796 +#define GL_OP_CROSS_PRODUCT_EXT 0x8797 +#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798 +#define GL_OP_MOV_EXT 0x8799 +#define GL_OUTPUT_VERTEX_EXT 0x879A +#define GL_OUTPUT_COLOR0_EXT 0x879B +#define GL_OUTPUT_COLOR1_EXT 0x879C +#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D +#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E +#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F +#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0 +#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1 +#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2 +#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3 +#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4 +#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5 +#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6 +#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7 +#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8 +#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9 +#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA +#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB +#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC +#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD +#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE +#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF +#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0 +#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1 +#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2 +#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3 +#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4 +#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5 +#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6 +#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7 +#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8 +#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9 +#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA +#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB +#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC +#define GL_OUTPUT_FOG_EXT 0x87BD +#define GL_SCALAR_EXT 0x87BE +#define GL_VECTOR_EXT 0x87BF +#define GL_MATRIX_EXT 0x87C0 +#define GL_VARIANT_EXT 0x87C1 +#define GL_INVARIANT_EXT 0x87C2 +#define GL_LOCAL_CONSTANT_EXT 0x87C3 +#define GL_LOCAL_EXT 0x87C4 +#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5 +#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6 +#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7 +#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8 +#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9 +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CC +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CD +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE +#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF +#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0 +#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1 +#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2 +#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3 +#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4 +#define GL_X_EXT 0x87D5 +#define GL_Y_EXT 0x87D6 +#define GL_Z_EXT 0x87D7 +#define GL_W_EXT 0x87D8 +#define GL_NEGATIVE_X_EXT 0x87D9 +#define GL_NEGATIVE_Y_EXT 0x87DA +#define GL_NEGATIVE_Z_EXT 0x87DB +#define GL_NEGATIVE_W_EXT 0x87DC +#define GL_ZERO_EXT 0x87DD +#define GL_ONE_EXT 0x87DE +#define GL_NEGATIVE_ONE_EXT 0x87DF +#define GL_NORMALIZED_RANGE_EXT 0x87E0 +#define GL_FULL_RANGE_EXT 0x87E1 +#define GL_CURRENT_VERTEX_EXT 0x87E2 +#define GL_MVP_MATRIX_EXT 0x87E3 +#define GL_VARIANT_VALUE_EXT 0x87E4 +#define GL_VARIANT_DATATYPE_EXT 0x87E5 +#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6 +#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7 +#define GL_VARIANT_ARRAY_EXT 0x87E8 +#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9 +#define GL_INVARIANT_VALUE_EXT 0x87EA +#define GL_INVARIANT_DATATYPE_EXT 0x87EB +#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC +#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED +#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3 +#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502 +#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6 +#define GL_MODELVIEW1_MATRIX_EXT 0x8506 +#define GL_VERTEX_WEIGHTING_EXT 0x8509 +#define GL_MODELVIEW0_EXT 0x1700 +#define GL_MODELVIEW1_EXT 0x850A +#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B +#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C +#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D +#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E +#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F +#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510 +#define GL_INCLUSIVE_EXT 0x8F10 +#define GL_EXCLUSIVE_EXT 0x8F11 +#define GL_WINDOW_RECTANGLE_EXT 0x8F12 +#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 +#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 +#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 +#define GL_SYNC_X11_FENCE_EXT 0x90E1 +#define GL_IGNORE_BORDER_HP 0x8150 +#define GL_CONSTANT_BORDER_HP 0x8151 +#define GL_REPLICATE_BORDER_HP 0x8153 +#define GL_CONVOLUTION_BORDER_COLOR_HP 0x8154 +#define GL_IMAGE_SCALE_X_HP 0x8155 +#define GL_IMAGE_SCALE_Y_HP 0x8156 +#define GL_IMAGE_TRANSLATE_X_HP 0x8157 +#define GL_IMAGE_TRANSLATE_Y_HP 0x8158 +#define GL_IMAGE_ROTATE_ANGLE_HP 0x8159 +#define GL_IMAGE_ROTATE_ORIGIN_X_HP 0x815A +#define GL_IMAGE_ROTATE_ORIGIN_Y_HP 0x815B +#define GL_IMAGE_MAG_FILTER_HP 0x815C +#define GL_IMAGE_MIN_FILTER_HP 0x815D +#define GL_IMAGE_CUBIC_WEIGHT_HP 0x815E +#define GL_CUBIC_HP 0x815F +#define GL_AVERAGE_HP 0x8160 +#define GL_IMAGE_TRANSFORM_2D_HP 0x8161 +#define GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8162 +#define GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8163 +#define GL_OCCLUSION_TEST_HP 0x8165 +#define GL_OCCLUSION_TEST_RESULT_HP 0x8166 +#define GL_TEXTURE_LIGHTING_MODE_HP 0x8167 +#define GL_TEXTURE_POST_SPECULAR_HP 0x8168 +#define GL_TEXTURE_PRE_SPECULAR_HP 0x8169 +#define GL_CULL_VERTEX_IBM 103050 +#define GL_RASTER_POSITION_UNCLIPPED_IBM 0x19262 +#define GL_ALL_STATIC_DATA_IBM 103060 +#define GL_STATIC_VERTEX_ARRAY_IBM 103061 +#define GL_MIRRORED_REPEAT_IBM 0x8370 +#define GL_VERTEX_ARRAY_LIST_IBM 103070 +#define GL_NORMAL_ARRAY_LIST_IBM 103071 +#define GL_COLOR_ARRAY_LIST_IBM 103072 +#define GL_INDEX_ARRAY_LIST_IBM 103073 +#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074 +#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075 +#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076 +#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077 +#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080 +#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081 +#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082 +#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083 +#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084 +#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085 +#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086 +#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087 +#define GL_RED_MIN_CLAMP_INGR 0x8560 +#define GL_GREEN_MIN_CLAMP_INGR 0x8561 +#define GL_BLUE_MIN_CLAMP_INGR 0x8562 +#define GL_ALPHA_MIN_CLAMP_INGR 0x8563 +#define GL_RED_MAX_CLAMP_INGR 0x8564 +#define GL_GREEN_MAX_CLAMP_INGR 0x8565 +#define GL_BLUE_MAX_CLAMP_INGR 0x8566 +#define GL_ALPHA_MAX_CLAMP_INGR 0x8567 +#define GL_INTERLACE_READ_INGR 0x8568 +#define GL_BLACKHOLE_RENDER_INTEL 0x83FC +#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE +#define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF +#define GL_LAYOUT_DEFAULT_INTEL 0 +#define GL_LAYOUT_LINEAR_INTEL 1 +#define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2 +#define GL_PARALLEL_ARRAYS_INTEL 0x83F4 +#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5 +#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6 +#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7 +#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8 +#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000 +#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x00000001 +#define GL_PERFQUERY_WAIT_INTEL 0x83FB +#define GL_PERFQUERY_FLUSH_INTEL 0x83FA +#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 +#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 +#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 +#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 +#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 +#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 +#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 +#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 +#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 +#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA +#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB +#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC +#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD +#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE +#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF +#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 +#define GL_MULTIPLY_KHR 0x9294 +#define GL_SCREEN_KHR 0x9295 +#define GL_OVERLAY_KHR 0x9296 +#define GL_DARKEN_KHR 0x9297 +#define GL_LIGHTEN_KHR 0x9298 +#define GL_COLORDODGE_KHR 0x9299 +#define GL_COLORBURN_KHR 0x929A +#define GL_HARDLIGHT_KHR 0x929B +#define GL_SOFTLIGHT_KHR 0x929C +#define GL_DIFFERENCE_KHR 0x929E +#define GL_EXCLUSION_KHR 0x92A0 +#define GL_HSL_HUE_KHR 0x92AD +#define GL_HSL_SATURATION_KHR 0x92AE +#define GL_HSL_COLOR_KHR 0x92AF +#define GL_HSL_LUMINOSITY_KHR 0x92B0 +#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 +#define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB +#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC +#define GL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x82FB +#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x82FC +#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 +#define GL_DEBUG_SOURCE_API 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION 0x824A +#define GL_DEBUG_SOURCE_OTHER 0x824B +#define GL_DEBUG_TYPE_ERROR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 +#define GL_DEBUG_TYPE_OTHER 0x8251 +#define GL_DEBUG_TYPE_MARKER 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D +#define GL_BUFFER 0x82E0 +#define GL_SHADER 0x82E1 +#define GL_PROGRAM 0x82E2 +#define GL_QUERY 0x82E3 +#define GL_PROGRAM_PIPELINE 0x82E4 +#define GL_MAX_LABEL_LENGTH 0x82E8 +#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES 0x9145 +#define GL_DEBUG_SEVERITY_HIGH 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 +#define GL_DEBUG_SEVERITY_LOW 0x9148 +#define GL_DEBUG_OUTPUT 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION_KHR 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM_KHR 0x8245 +#define GL_DEBUG_SOURCE_API_KHR 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_KHR 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY_KHR 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION_KHR 0x824A +#define GL_DEBUG_SOURCE_OTHER_KHR 0x824B +#define GL_DEBUG_TYPE_ERROR_KHR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY_KHR 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE_KHR 0x8250 +#define GL_DEBUG_TYPE_OTHER_KHR 0x8251 +#define GL_DEBUG_TYPE_MARKER_KHR 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP_KHR 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP_KHR 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION_KHR 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH_KHR 0x826D +#define GL_BUFFER_KHR 0x82E0 +#define GL_SHADER_KHR 0x82E1 +#define GL_PROGRAM_KHR 0x82E2 +#define GL_VERTEX_ARRAY_KHR 0x8074 +#define GL_QUERY_KHR 0x82E3 +#define GL_PROGRAM_PIPELINE_KHR 0x82E4 +#define GL_SAMPLER_KHR 0x82E6 +#define GL_MAX_LABEL_LENGTH_KHR 0x82E8 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_KHR 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_KHR 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_KHR 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_KHR 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_KHR 0x9147 +#define GL_DEBUG_SEVERITY_LOW_KHR 0x9148 +#define GL_DEBUG_OUTPUT_KHR 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT_KHR 0x00000002 +#define GL_STACK_OVERFLOW_KHR 0x0503 +#define GL_STACK_UNDERFLOW_KHR 0x0504 +#define GL_DISPLAY_LIST 0x82E7 +#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 +#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 +#define GL_COMPLETION_STATUS_KHR 0x91B1 +#define GL_CONTEXT_ROBUST_ACCESS 0x90F3 +#define GL_LOSE_CONTEXT_ON_RESET 0x8252 +#define GL_GUILTY_CONTEXT_RESET 0x8253 +#define GL_INNOCENT_CONTEXT_RESET 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY 0x8256 +#define GL_NO_RESET_NOTIFICATION 0x8261 +#define GL_CONTEXT_LOST 0x0507 +#define GL_CONTEXT_ROBUST_ACCESS_KHR 0x90F3 +#define GL_LOSE_CONTEXT_ON_RESET_KHR 0x8252 +#define GL_GUILTY_CONTEXT_RESET_KHR 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_KHR 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_KHR 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY_KHR 0x8256 +#define GL_NO_RESET_NOTIFICATION_KHR 0x8261 +#define GL_CONTEXT_LOST_KHR 0x0507 +#define GL_SUBGROUP_SIZE_KHR 0x9532 +#define GL_SUBGROUP_SUPPORTED_STAGES_KHR 0x9533 +#define GL_SUBGROUP_SUPPORTED_FEATURES_KHR 0x9534 +#define GL_SUBGROUP_QUAD_ALL_STAGES_KHR 0x9535 +#define GL_SUBGROUP_FEATURE_BASIC_BIT_KHR 0x00000001 +#define GL_SUBGROUP_FEATURE_VOTE_BIT_KHR 0x00000002 +#define GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR 0x00000004 +#define GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR 0x00000008 +#define GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR 0x00000010 +#define GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR 0x00000020 +#define GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR 0x00000040 +#define GL_SUBGROUP_FEATURE_QUAD_BIT_KHR 0x00000080 +#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD +#define GL_TEXTURE_1D_STACK_MESAX 0x8759 +#define GL_TEXTURE_2D_STACK_MESAX 0x875A +#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B +#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C +#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D +#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E +#define GL_FRAMEBUFFER_FLIP_Y_MESA 0x8BBB +#define GL_PACK_INVERT_MESA 0x8758 +#define GL_PROGRAM_BINARY_FORMAT_MESA 0x875F +#define GL_TILE_RASTER_ORDER_FIXED_MESA 0x8BB8 +#define GL_TILE_RASTER_ORDER_INCREASING_X_MESA 0x8BB9 +#define GL_TILE_RASTER_ORDER_INCREASING_Y_MESA 0x8BBA +#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB +#define GL_YCBCR_MESA 0x8757 +#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047 +#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048 +#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049 +#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A +#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B +#define GL_UPLOAD_GPU_MASK_NVX 0x954A +#define GL_LGPU_SEPARATE_STORAGE_BIT_NVX 0x0800 +#define GL_MAX_LGPU_GPUS_NVX 0x92BA +#define GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV 0x934D +#define GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV 0x934E +#define GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV 0x934F +#define GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV 0x92BF +#define GL_BLEND_OVERLAP_NV 0x9281 +#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 +#define GL_BLUE_NV 0x1905 +#define GL_COLORBURN_NV 0x929A +#define GL_COLORDODGE_NV 0x9299 +#define GL_CONJOINT_NV 0x9284 +#define GL_CONTRAST_NV 0x92A1 +#define GL_DARKEN_NV 0x9297 +#define GL_DIFFERENCE_NV 0x929E +#define GL_DISJOINT_NV 0x9283 +#define GL_DST_ATOP_NV 0x928F +#define GL_DST_IN_NV 0x928B +#define GL_DST_NV 0x9287 +#define GL_DST_OUT_NV 0x928D +#define GL_DST_OVER_NV 0x9289 +#define GL_EXCLUSION_NV 0x92A0 +#define GL_GREEN_NV 0x1904 +#define GL_HARDLIGHT_NV 0x929B +#define GL_HARDMIX_NV 0x92A9 +#define GL_HSL_COLOR_NV 0x92AF +#define GL_HSL_HUE_NV 0x92AD +#define GL_HSL_LUMINOSITY_NV 0x92B0 +#define GL_HSL_SATURATION_NV 0x92AE +#define GL_INVERT_OVG_NV 0x92B4 +#define GL_INVERT_RGB_NV 0x92A3 +#define GL_LIGHTEN_NV 0x9298 +#define GL_LINEARBURN_NV 0x92A5 +#define GL_LINEARDODGE_NV 0x92A4 +#define GL_LINEARLIGHT_NV 0x92A7 +#define GL_MINUS_CLAMPED_NV 0x92B3 +#define GL_MINUS_NV 0x929F +#define GL_MULTIPLY_NV 0x9294 +#define GL_OVERLAY_NV 0x9296 +#define GL_PINLIGHT_NV 0x92A8 +#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 +#define GL_PLUS_CLAMPED_NV 0x92B1 +#define GL_PLUS_DARKER_NV 0x9292 +#define GL_PLUS_NV 0x9291 +#define GL_RED_NV 0x1903 +#define GL_SCREEN_NV 0x9295 +#define GL_SOFTLIGHT_NV 0x929C +#define GL_SRC_ATOP_NV 0x928E +#define GL_SRC_IN_NV 0x928A +#define GL_SRC_NV 0x9286 +#define GL_SRC_OUT_NV 0x928C +#define GL_SRC_OVER_NV 0x9288 +#define GL_UNCORRELATED_NV 0x9282 +#define GL_VIVIDLIGHT_NV 0x92A6 +#define GL_XOR_NV 0x1506 +#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 +#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C +#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D +#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E +#define GL_TERMINATE_SEQUENCE_COMMAND_NV 0x0000 +#define GL_NOP_COMMAND_NV 0x0001 +#define GL_DRAW_ELEMENTS_COMMAND_NV 0x0002 +#define GL_DRAW_ARRAYS_COMMAND_NV 0x0003 +#define GL_DRAW_ELEMENTS_STRIP_COMMAND_NV 0x0004 +#define GL_DRAW_ARRAYS_STRIP_COMMAND_NV 0x0005 +#define GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV 0x0006 +#define GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV 0x0007 +#define GL_ELEMENT_ADDRESS_COMMAND_NV 0x0008 +#define GL_ATTRIBUTE_ADDRESS_COMMAND_NV 0x0009 +#define GL_UNIFORM_ADDRESS_COMMAND_NV 0x000A +#define GL_BLEND_COLOR_COMMAND_NV 0x000B +#define GL_STENCIL_REF_COMMAND_NV 0x000C +#define GL_LINE_WIDTH_COMMAND_NV 0x000D +#define GL_POLYGON_OFFSET_COMMAND_NV 0x000E +#define GL_ALPHA_REF_COMMAND_NV 0x000F +#define GL_VIEWPORT_COMMAND_NV 0x0010 +#define GL_SCISSOR_COMMAND_NV 0x0011 +#define GL_FRONT_FACE_COMMAND_NV 0x0012 +#define GL_COMPUTE_PROGRAM_NV 0x90FB +#define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC +#define GL_QUERY_WAIT_NV 0x8E13 +#define GL_QUERY_NO_WAIT_NV 0x8E14 +#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 +#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 +#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 +#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 +#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 +#define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379 +#define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A +#define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV 0x9550 +#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D +#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F +#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E +#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F +#define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0 +#define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1 +#define GL_DEPTH_COMPONENT32F_NV 0x8DAB +#define GL_DEPTH32F_STENCIL8_NV 0x8DAC +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD +#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF +#define GL_DEPTH_CLAMP_NV 0x864F +#define GL_EVAL_2D_NV 0x86C0 +#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1 +#define GL_MAP_TESSELLATION_NV 0x86C2 +#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3 +#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4 +#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5 +#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6 +#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7 +#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8 +#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9 +#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA +#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB +#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC +#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD +#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE +#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF +#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0 +#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1 +#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2 +#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3 +#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4 +#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5 +#define GL_MAX_MAP_TESSELLATION_NV 0x86D6 +#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7 +#define GL_SAMPLE_POSITION_NV 0x8E50 +#define GL_SAMPLE_MASK_NV 0x8E51 +#define GL_SAMPLE_MASK_VALUE_NV 0x8E52 +#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53 +#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54 +#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55 +#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56 +#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57 +#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58 +#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59 +#define GL_ALL_COMPLETED_NV 0x84F2 +#define GL_FENCE_STATUS_NV 0x84F3 +#define GL_FENCE_CONDITION_NV 0x84F4 +#define GL_FILL_RECTANGLE_NV 0x933C +#define GL_FLOAT_R_NV 0x8880 +#define GL_FLOAT_RG_NV 0x8881 +#define GL_FLOAT_RGB_NV 0x8882 +#define GL_FLOAT_RGBA_NV 0x8883 +#define GL_FLOAT_R16_NV 0x8884 +#define GL_FLOAT_R32_NV 0x8885 +#define GL_FLOAT_RG16_NV 0x8886 +#define GL_FLOAT_RG32_NV 0x8887 +#define GL_FLOAT_RGB16_NV 0x8888 +#define GL_FLOAT_RGB32_NV 0x8889 +#define GL_FLOAT_RGBA16_NV 0x888A +#define GL_FLOAT_RGBA32_NV 0x888B +#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C +#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D +#define GL_FLOAT_RGBA_MODE_NV 0x888E +#define GL_FOG_DISTANCE_MODE_NV 0x855A +#define GL_EYE_RADIAL_NV 0x855B +#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C +#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD +#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE +#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868 +#define GL_FRAGMENT_PROGRAM_NV 0x8870 +#define GL_MAX_TEXTURE_COORDS_NV 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872 +#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873 +#define GL_PROGRAM_ERROR_STRING_NV 0x8874 +#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 +#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 +#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6 +#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7 +#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8 +#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 +#define GL_COLOR_SAMPLES_NV 0x8E20 +#define GL_DEPTH_SAMPLES_NV 0x932D +#define GL_STENCIL_SAMPLES_NV 0x932E +#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F +#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 +#define GL_COVERAGE_MODULATION_NV 0x9332 +#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 +#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB +#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10 +#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11 +#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12 +#define GL_GEOMETRY_PROGRAM_NV 0x8C26 +#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27 +#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28 +#define GL_PER_GPU_STORAGE_BIT_NV 0x0800 +#define GL_MULTICAST_GPUS_NV 0x92BA +#define GL_RENDER_GPU_MASK_NV 0x9558 +#define GL_PER_GPU_STORAGE_NV 0x9548 +#define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549 +#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905 +#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906 +#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907 +#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908 +#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909 +#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5 +#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6 +#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C +#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F +#define GL_MAX_PROGRAM_SUBROUTINE_PARAMETERS_NV 0x8F44 +#define GL_MAX_PROGRAM_SUBROUTINE_NUM_NV 0x8F45 +#define GL_HALF_FLOAT_NV 0x140B +#define GL_MULTISAMPLES_NV 0x9371 +#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 +#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 +#define GL_CONFORMANT_NV 0x9374 +#define GL_MAX_SHININESS_NV 0x8504 +#define GL_MAX_SPOT_EXPONENT_NV 0x8505 +#define GL_ATTACHED_MEMORY_OBJECT_NV 0x95A4 +#define GL_ATTACHED_MEMORY_OFFSET_NV 0x95A5 +#define GL_MEMORY_ATTACHABLE_ALIGNMENT_NV 0x95A6 +#define GL_MEMORY_ATTACHABLE_SIZE_NV 0x95A7 +#define GL_MEMORY_ATTACHABLE_NV 0x95A8 +#define GL_DETACHED_MEMORY_INCARNATION_NV 0x95A9 +#define GL_DETACHED_TEXTURES_NV 0x95AA +#define GL_DETACHED_BUFFERS_NV 0x95AB +#define GL_MAX_DETACHED_TEXTURES_NV 0x95AC +#define GL_MAX_DETACHED_BUFFERS_NV 0x95AD +#define GL_MESH_SHADER_NV 0x9559 +#define GL_TASK_SHADER_NV 0x955A +#define GL_MAX_MESH_UNIFORM_BLOCKS_NV 0x8E60 +#define GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV 0x8E61 +#define GL_MAX_MESH_IMAGE_UNIFORMS_NV 0x8E62 +#define GL_MAX_MESH_UNIFORM_COMPONENTS_NV 0x8E63 +#define GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV 0x8E64 +#define GL_MAX_MESH_ATOMIC_COUNTERS_NV 0x8E65 +#define GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV 0x8E66 +#define GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV 0x8E67 +#define GL_MAX_TASK_UNIFORM_BLOCKS_NV 0x8E68 +#define GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV 0x8E69 +#define GL_MAX_TASK_IMAGE_UNIFORMS_NV 0x8E6A +#define GL_MAX_TASK_UNIFORM_COMPONENTS_NV 0x8E6B +#define GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV 0x8E6C +#define GL_MAX_TASK_ATOMIC_COUNTERS_NV 0x8E6D +#define GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV 0x8E6E +#define GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV 0x8E6F +#define GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV 0x95A2 +#define GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV 0x95A3 +#define GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV 0x9536 +#define GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV 0x9537 +#define GL_MAX_MESH_OUTPUT_VERTICES_NV 0x9538 +#define GL_MAX_MESH_OUTPUT_PRIMITIVES_NV 0x9539 +#define GL_MAX_TASK_OUTPUT_COUNT_NV 0x953A +#define GL_MAX_DRAW_MESH_TASKS_COUNT_NV 0x953D +#define GL_MAX_MESH_VIEWS_NV 0x9557 +#define GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV 0x92DF +#define GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV 0x9543 +#define GL_MAX_MESH_WORK_GROUP_SIZE_NV 0x953B +#define GL_MAX_TASK_WORK_GROUP_SIZE_NV 0x953C +#define GL_MESH_WORK_GROUP_SIZE_NV 0x953E +#define GL_TASK_WORK_GROUP_SIZE_NV 0x953F +#define GL_MESH_VERTICES_OUT_NV 0x9579 +#define GL_MESH_PRIMITIVES_OUT_NV 0x957A +#define GL_MESH_OUTPUT_TYPE_NV 0x957B +#define GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV 0x959C +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV 0x959D +#define GL_REFERENCED_BY_MESH_SHADER_NV 0x95A0 +#define GL_REFERENCED_BY_TASK_SHADER_NV 0x95A1 +#define GL_MESH_SHADER_BIT_NV 0x00000040 +#define GL_TASK_SHADER_BIT_NV 0x00000080 +#define GL_MESH_SUBROUTINE_NV 0x957C +#define GL_TASK_SUBROUTINE_NV 0x957D +#define GL_MESH_SUBROUTINE_UNIFORM_NV 0x957E +#define GL_TASK_SUBROUTINE_UNIFORM_NV 0x957F +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV 0x959E +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV 0x959F +#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534 +#define GL_PIXEL_COUNTER_BITS_NV 0x8864 +#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865 +#define GL_PIXEL_COUNT_NV 0x8866 +#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867 +#define GL_DEPTH_STENCIL_NV 0x84F9 +#define GL_UNSIGNED_INT_24_8_NV 0x84FA +#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0 +#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1 +#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2 +#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3 +#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4 +#define GL_PATH_FORMAT_SVG_NV 0x9070 +#define GL_PATH_FORMAT_PS_NV 0x9071 +#define GL_STANDARD_FONT_NAME_NV 0x9072 +#define GL_SYSTEM_FONT_NAME_NV 0x9073 +#define GL_FILE_NAME_NV 0x9074 +#define GL_PATH_STROKE_WIDTH_NV 0x9075 +#define GL_PATH_END_CAPS_NV 0x9076 +#define GL_PATH_INITIAL_END_CAP_NV 0x9077 +#define GL_PATH_TERMINAL_END_CAP_NV 0x9078 +#define GL_PATH_JOIN_STYLE_NV 0x9079 +#define GL_PATH_MITER_LIMIT_NV 0x907A +#define GL_PATH_DASH_CAPS_NV 0x907B +#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C +#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D +#define GL_PATH_DASH_OFFSET_NV 0x907E +#define GL_PATH_CLIENT_LENGTH_NV 0x907F +#define GL_PATH_FILL_MODE_NV 0x9080 +#define GL_PATH_FILL_MASK_NV 0x9081 +#define GL_PATH_FILL_COVER_MODE_NV 0x9082 +#define GL_PATH_STROKE_COVER_MODE_NV 0x9083 +#define GL_PATH_STROKE_MASK_NV 0x9084 +#define GL_COUNT_UP_NV 0x9088 +#define GL_COUNT_DOWN_NV 0x9089 +#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A +#define GL_CONVEX_HULL_NV 0x908B +#define GL_BOUNDING_BOX_NV 0x908D +#define GL_TRANSLATE_X_NV 0x908E +#define GL_TRANSLATE_Y_NV 0x908F +#define GL_TRANSLATE_2D_NV 0x9090 +#define GL_TRANSLATE_3D_NV 0x9091 +#define GL_AFFINE_2D_NV 0x9092 +#define GL_AFFINE_3D_NV 0x9094 +#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 +#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 +#define GL_UTF8_NV 0x909A +#define GL_UTF16_NV 0x909B +#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C +#define GL_PATH_COMMAND_COUNT_NV 0x909D +#define GL_PATH_COORD_COUNT_NV 0x909E +#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F +#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 +#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 +#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 +#define GL_SQUARE_NV 0x90A3 +#define GL_ROUND_NV 0x90A4 +#define GL_TRIANGULAR_NV 0x90A5 +#define GL_BEVEL_NV 0x90A6 +#define GL_MITER_REVERT_NV 0x90A7 +#define GL_MITER_TRUNCATE_NV 0x90A8 +#define GL_SKIP_MISSING_GLYPH_NV 0x90A9 +#define GL_USE_MISSING_GLYPH_NV 0x90AA +#define GL_PATH_ERROR_POSITION_NV 0x90AB +#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD +#define GL_ADJACENT_PAIRS_NV 0x90AE +#define GL_FIRST_TO_REST_NV 0x90AF +#define GL_PATH_GEN_MODE_NV 0x90B0 +#define GL_PATH_GEN_COEFF_NV 0x90B1 +#define GL_PATH_GEN_COMPONENTS_NV 0x90B3 +#define GL_PATH_STENCIL_FUNC_NV 0x90B7 +#define GL_PATH_STENCIL_REF_NV 0x90B8 +#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 +#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD +#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE +#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF +#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 +#define GL_MOVE_TO_RESETS_NV 0x90B5 +#define GL_MOVE_TO_CONTINUES_NV 0x90B6 +#define GL_CLOSE_PATH_NV 0x00 +#define GL_MOVE_TO_NV 0x02 +#define GL_RELATIVE_MOVE_TO_NV 0x03 +#define GL_LINE_TO_NV 0x04 +#define GL_RELATIVE_LINE_TO_NV 0x05 +#define GL_HORIZONTAL_LINE_TO_NV 0x06 +#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 +#define GL_VERTICAL_LINE_TO_NV 0x08 +#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 +#define GL_QUADRATIC_CURVE_TO_NV 0x0A +#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B +#define GL_CUBIC_CURVE_TO_NV 0x0C +#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D +#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E +#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F +#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 +#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 +#define GL_SMALL_CCW_ARC_TO_NV 0x12 +#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 +#define GL_SMALL_CW_ARC_TO_NV 0x14 +#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 +#define GL_LARGE_CCW_ARC_TO_NV 0x16 +#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 +#define GL_LARGE_CW_ARC_TO_NV 0x18 +#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 +#define GL_RESTART_PATH_NV 0xF0 +#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 +#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 +#define GL_RECT_NV 0xF6 +#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 +#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA +#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC +#define GL_ARC_TO_NV 0xFE +#define GL_RELATIVE_ARC_TO_NV 0xFF +#define GL_BOLD_BIT_NV 0x01 +#define GL_ITALIC_BIT_NV 0x02 +#define GL_GLYPH_WIDTH_BIT_NV 0x01 +#define GL_GLYPH_HEIGHT_BIT_NV 0x02 +#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 +#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 +#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 +#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 +#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 +#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 +#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 +#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 +#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 +#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 +#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 +#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 +#define GL_FONT_ASCENDER_BIT_NV 0x00200000 +#define GL_FONT_DESCENDER_BIT_NV 0x00400000 +#define GL_FONT_HEIGHT_BIT_NV 0x00800000 +#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 +#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 +#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 +#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 +#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 +#define GL_ROUNDED_RECT_NV 0xE8 +#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 +#define GL_ROUNDED_RECT2_NV 0xEA +#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB +#define GL_ROUNDED_RECT4_NV 0xEC +#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED +#define GL_ROUNDED_RECT8_NV 0xEE +#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF +#define GL_RELATIVE_RECT_NV 0xF7 +#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 +#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 +#define GL_FONT_UNAVAILABLE_NV 0x936A +#define GL_FONT_UNINTELLIGIBLE_NV 0x936B +#define GL_CONIC_CURVE_TO_NV 0x1A +#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B +#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 +#define GL_STANDARD_FONT_FORMAT_NV 0x936C +#define GL_2_BYTES_NV 0x1407 +#define GL_3_BYTES_NV 0x1408 +#define GL_4_BYTES_NV 0x1409 +#define GL_EYE_LINEAR_NV 0x2400 +#define GL_OBJECT_LINEAR_NV 0x2401 +#define GL_CONSTANT_NV 0x8576 +#define GL_PATH_FOG_GEN_MODE_NV 0x90AC +#define GL_PRIMARY_COLOR_NV 0x852C +#define GL_SECONDARY_COLOR_NV 0x852D +#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2 +#define GL_PATH_PROJECTION_NV 0x1701 +#define GL_PATH_MODELVIEW_NV 0x1700 +#define GL_PATH_MODELVIEW_STACK_DEPTH_NV 0x0BA3 +#define GL_PATH_MODELVIEW_MATRIX_NV 0x0BA6 +#define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV 0x0D36 +#define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV 0x84E3 +#define GL_PATH_PROJECTION_STACK_DEPTH_NV 0x0BA4 +#define GL_PATH_PROJECTION_MATRIX_NV 0x0BA7 +#define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV 0x0D38 +#define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV 0x84E4 +#define GL_FRAGMENT_INPUT_NV 0x936D +#define GL_SHARED_EDGE_NV 0xC0 +#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878 +#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879 +#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A +#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B +#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C +#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D +#define GL_POINT_SPRITE_NV 0x8861 +#define GL_COORD_REPLACE_NV 0x8862 +#define GL_POINT_SPRITE_R_MODE_NV 0x8863 +#define GL_FRAME_NV 0x8E26 +#define GL_FIELDS_NV 0x8E27 +#define GL_CURRENT_TIME_NV 0x8E28 +#define GL_NUM_FILL_STREAMS_NV 0x8E29 +#define GL_PRESENT_TIME_NV 0x8E2A +#define GL_PRESENT_DURATION_NV 0x8E2B +#define GL_PRIMITIVE_RESTART_NV 0x8558 +#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559 +#define GL_QUERY_RESOURCE_TYPE_VIDMEM_ALLOC_NV 0x9540 +#define GL_QUERY_RESOURCE_MEMTYPE_VIDMEM_NV 0x9542 +#define GL_QUERY_RESOURCE_SYS_RESERVED_NV 0x9544 +#define GL_QUERY_RESOURCE_TEXTURE_NV 0x9545 +#define GL_QUERY_RESOURCE_RENDERBUFFER_NV 0x9546 +#define GL_QUERY_RESOURCE_BUFFEROBJECT_NV 0x9547 +#define GL_REGISTER_COMBINERS_NV 0x8522 +#define GL_VARIABLE_A_NV 0x8523 +#define GL_VARIABLE_B_NV 0x8524 +#define GL_VARIABLE_C_NV 0x8525 +#define GL_VARIABLE_D_NV 0x8526 +#define GL_VARIABLE_E_NV 0x8527 +#define GL_VARIABLE_F_NV 0x8528 +#define GL_VARIABLE_G_NV 0x8529 +#define GL_CONSTANT_COLOR0_NV 0x852A +#define GL_CONSTANT_COLOR1_NV 0x852B +#define GL_SPARE0_NV 0x852E +#define GL_SPARE1_NV 0x852F +#define GL_DISCARD_NV 0x8530 +#define GL_E_TIMES_F_NV 0x8531 +#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532 +#define GL_UNSIGNED_IDENTITY_NV 0x8536 +#define GL_UNSIGNED_INVERT_NV 0x8537 +#define GL_EXPAND_NORMAL_NV 0x8538 +#define GL_EXPAND_NEGATE_NV 0x8539 +#define GL_HALF_BIAS_NORMAL_NV 0x853A +#define GL_HALF_BIAS_NEGATE_NV 0x853B +#define GL_SIGNED_IDENTITY_NV 0x853C +#define GL_SIGNED_NEGATE_NV 0x853D +#define GL_SCALE_BY_TWO_NV 0x853E +#define GL_SCALE_BY_FOUR_NV 0x853F +#define GL_SCALE_BY_ONE_HALF_NV 0x8540 +#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541 +#define GL_COMBINER_INPUT_NV 0x8542 +#define GL_COMBINER_MAPPING_NV 0x8543 +#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544 +#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545 +#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546 +#define GL_COMBINER_MUX_SUM_NV 0x8547 +#define GL_COMBINER_SCALE_NV 0x8548 +#define GL_COMBINER_BIAS_NV 0x8549 +#define GL_COMBINER_AB_OUTPUT_NV 0x854A +#define GL_COMBINER_CD_OUTPUT_NV 0x854B +#define GL_COMBINER_SUM_OUTPUT_NV 0x854C +#define GL_MAX_GENERAL_COMBINERS_NV 0x854D +#define GL_NUM_GENERAL_COMBINERS_NV 0x854E +#define GL_COLOR_SUM_CLAMP_NV 0x854F +#define GL_COMBINER0_NV 0x8550 +#define GL_COMBINER1_NV 0x8551 +#define GL_COMBINER2_NV 0x8552 +#define GL_COMBINER3_NV 0x8553 +#define GL_COMBINER4_NV 0x8554 +#define GL_COMBINER5_NV 0x8555 +#define GL_COMBINER6_NV 0x8556 +#define GL_COMBINER7_NV 0x8557 +#define GL_PER_STAGE_CONSTANTS_NV 0x8535 +#define GL_REPRESENTATIVE_FRAGMENT_TEST_NV 0x937F +#define GL_PURGED_CONTEXT_RESET_NV 0x92BB +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 +#define GL_SAMPLE_LOCATION_NV 0x8E50 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 +#define GL_SCISSOR_TEST_EXCLUSIVE_NV 0x9555 +#define GL_SCISSOR_BOX_EXCLUSIVE_NV 0x9556 +#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D +#define GL_GPU_ADDRESS_NV 0x8F34 +#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35 +#define GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV 0x00000010 +#define GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV 0x00000100 +#define GL_WARP_SIZE_NV 0x9339 +#define GL_WARPS_PER_SM_NV 0x933A +#define GL_SM_COUNT_NV 0x933B +#define GL_SHADING_RATE_IMAGE_NV 0x9563 +#define GL_SHADING_RATE_NO_INVOCATIONS_NV 0x9564 +#define GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV 0x9565 +#define GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV 0x9566 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV 0x9567 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV 0x9568 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV 0x9569 +#define GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV 0x956A +#define GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV 0x956B +#define GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV 0x956C +#define GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV 0x956D +#define GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV 0x956E +#define GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV 0x956F +#define GL_SHADING_RATE_IMAGE_BINDING_NV 0x955B +#define GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV 0x955C +#define GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV 0x955D +#define GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV 0x955E +#define GL_MAX_COARSE_FRAGMENT_SAMPLES_NV 0x955F +#define GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV 0x95AE +#define GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV 0x95AF +#define GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV 0x95B0 +#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8 +#define GL_TESS_CONTROL_PROGRAM_NV 0x891E +#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F +#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74 +#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75 +#define GL_EMBOSS_LIGHT_NV 0x855D +#define GL_EMBOSS_CONSTANT_NV 0x855E +#define GL_EMBOSS_MAP_NV 0x855F +#define GL_NORMAL_MAP_NV 0x8511 +#define GL_REFLECTION_MAP_NV 0x8512 +#define GL_COMBINE4_NV 0x8503 +#define GL_SOURCE3_RGB_NV 0x8583 +#define GL_SOURCE3_ALPHA_NV 0x858B +#define GL_OPERAND3_RGB_NV 0x8593 +#define GL_OPERAND3_ALPHA_NV 0x859B +#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F +#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045 +#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046 +#define GL_TEXTURE_RECTANGLE_NV 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8 +#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C +#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D +#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E +#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9 +#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA +#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB +#define GL_DSDT_MAG_INTENSITY_NV 0x86DC +#define GL_SHADER_CONSISTENT_NV 0x86DD +#define GL_TEXTURE_SHADER_NV 0x86DE +#define GL_SHADER_OPERATION_NV 0x86DF +#define GL_CULL_MODES_NV 0x86E0 +#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2 +#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3 +#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2 +#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3 +#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 +#define GL_CONST_EYE_NV 0x86E5 +#define GL_PASS_THROUGH_NV 0x86E6 +#define GL_CULL_FRAGMENT_NV 0x86E7 +#define GL_OFFSET_TEXTURE_2D_NV 0x86E8 +#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9 +#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA +#define GL_DOT_PRODUCT_NV 0x86EC +#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED +#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE +#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0 +#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1 +#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2 +#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3 +#define GL_HILO_NV 0x86F4 +#define GL_DSDT_NV 0x86F5 +#define GL_DSDT_MAG_NV 0x86F6 +#define GL_DSDT_MAG_VIB_NV 0x86F7 +#define GL_HILO16_NV 0x86F8 +#define GL_SIGNED_HILO_NV 0x86F9 +#define GL_SIGNED_HILO16_NV 0x86FA +#define GL_SIGNED_RGBA_NV 0x86FB +#define GL_SIGNED_RGBA8_NV 0x86FC +#define GL_SIGNED_RGB_NV 0x86FE +#define GL_SIGNED_RGB8_NV 0x86FF +#define GL_SIGNED_LUMINANCE_NV 0x8701 +#define GL_SIGNED_LUMINANCE8_NV 0x8702 +#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 +#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 +#define GL_SIGNED_ALPHA_NV 0x8705 +#define GL_SIGNED_ALPHA8_NV 0x8706 +#define GL_SIGNED_INTENSITY_NV 0x8707 +#define GL_SIGNED_INTENSITY8_NV 0x8708 +#define GL_DSDT8_NV 0x8709 +#define GL_DSDT8_MAG8_NV 0x870A +#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B +#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C +#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D +#define GL_HI_SCALE_NV 0x870E +#define GL_LO_SCALE_NV 0x870F +#define GL_DS_SCALE_NV 0x8710 +#define GL_DT_SCALE_NV 0x8711 +#define GL_MAGNITUDE_SCALE_NV 0x8712 +#define GL_VIBRANCE_SCALE_NV 0x8713 +#define GL_HI_BIAS_NV 0x8714 +#define GL_LO_BIAS_NV 0x8715 +#define GL_DS_BIAS_NV 0x8716 +#define GL_DT_BIAS_NV 0x8717 +#define GL_MAGNITUDE_BIAS_NV 0x8718 +#define GL_VIBRANCE_BIAS_NV 0x8719 +#define GL_TEXTURE_BORDER_VALUES_NV 0x871A +#define GL_TEXTURE_HI_SIZE_NV 0x871B +#define GL_TEXTURE_LO_SIZE_NV 0x871C +#define GL_TEXTURE_DS_SIZE_NV 0x871D +#define GL_TEXTURE_DT_SIZE_NV 0x871E +#define GL_TEXTURE_MAG_SIZE_NV 0x871F +#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850 +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853 +#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854 +#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857 +#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858 +#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859 +#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A +#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B +#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C +#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D +#define GL_HILO8_NV 0x885E +#define GL_SIGNED_HILO8_NV 0x885F +#define GL_FORCE_BLUE_TO_ONE_NV 0x8860 +#define GL_BACK_PRIMARY_COLOR_NV 0x8C77 +#define GL_BACK_SECONDARY_COLOR_NV 0x8C78 +#define GL_TEXTURE_COORD_NV 0x8C79 +#define GL_CLIP_DISTANCE_NV 0x8C7A +#define GL_VERTEX_ID_NV 0x8C7B +#define GL_PRIMITIVE_ID_NV 0x8C7C +#define GL_GENERIC_ATTRIB_NV 0x8C7D +#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80 +#define GL_ACTIVE_VARYINGS_NV 0x8C81 +#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82 +#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85 +#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86 +#define GL_PRIMITIVES_GENERATED_NV 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88 +#define GL_RASTERIZER_DISCARD_NV 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B +#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C +#define GL_SEPARATE_ATTRIBS_NV 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F +#define GL_LAYER_NV 0x8DAA +#define GL_NEXT_BUFFER_NV -2 +#define GL_SKIP_COMPONENTS4_NV -3 +#define GL_SKIP_COMPONENTS3_NV -4 +#define GL_SKIP_COMPONENTS2_NV -5 +#define GL_SKIP_COMPONENTS1_NV -6 +#define GL_TRANSFORM_FEEDBACK_NV 0x8E22 +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25 +#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E +#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F +#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370 +#define GL_SURFACE_STATE_NV 0x86EB +#define GL_SURFACE_REGISTERED_NV 0x86FD +#define GL_SURFACE_MAPPED_NV 0x8700 +#define GL_WRITE_DISCARD_NV 0x88BE +#define GL_VERTEX_ARRAY_RANGE_NV 0x851D +#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E +#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F +#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520 +#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521 +#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533 +#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E +#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F +#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20 +#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21 +#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22 +#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23 +#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24 +#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25 +#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26 +#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27 +#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28 +#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29 +#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A +#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B +#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C +#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D +#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E +#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F +#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30 +#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31 +#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32 +#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33 +#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40 +#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41 +#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42 +#define GL_VERTEX_PROGRAM_NV 0x8620 +#define GL_VERTEX_STATE_PROGRAM_NV 0x8621 +#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623 +#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624 +#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625 +#define GL_CURRENT_ATTRIB_NV 0x8626 +#define GL_PROGRAM_LENGTH_NV 0x8627 +#define GL_PROGRAM_STRING_NV 0x8628 +#define GL_MODELVIEW_PROJECTION_NV 0x8629 +#define GL_IDENTITY_NV 0x862A +#define GL_INVERSE_NV 0x862B +#define GL_TRANSPOSE_NV 0x862C +#define GL_INVERSE_TRANSPOSE_NV 0x862D +#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E +#define GL_MAX_TRACK_MATRICES_NV 0x862F +#define GL_MATRIX0_NV 0x8630 +#define GL_MATRIX1_NV 0x8631 +#define GL_MATRIX2_NV 0x8632 +#define GL_MATRIX3_NV 0x8633 +#define GL_MATRIX4_NV 0x8634 +#define GL_MATRIX5_NV 0x8635 +#define GL_MATRIX6_NV 0x8636 +#define GL_MATRIX7_NV 0x8637 +#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640 +#define GL_CURRENT_MATRIX_NV 0x8641 +#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643 +#define GL_PROGRAM_PARAMETER_NV 0x8644 +#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645 +#define GL_PROGRAM_TARGET_NV 0x8646 +#define GL_PROGRAM_RESIDENT_NV 0x8647 +#define GL_TRACK_MATRIX_NV 0x8648 +#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649 +#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A +#define GL_PROGRAM_ERROR_POSITION_NV 0x864B +#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650 +#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651 +#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652 +#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653 +#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654 +#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655 +#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656 +#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657 +#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658 +#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659 +#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A +#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B +#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C +#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D +#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E +#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F +#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660 +#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661 +#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662 +#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663 +#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664 +#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665 +#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666 +#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667 +#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668 +#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669 +#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A +#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B +#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C +#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D +#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E +#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F +#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670 +#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671 +#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672 +#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673 +#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674 +#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675 +#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676 +#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677 +#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678 +#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679 +#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A +#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B +#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C +#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D +#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E +#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD +#define GL_VIDEO_BUFFER_NV 0x9020 +#define GL_VIDEO_BUFFER_BINDING_NV 0x9021 +#define GL_FIELD_UPPER_NV 0x9022 +#define GL_FIELD_LOWER_NV 0x9023 +#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024 +#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025 +#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026 +#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027 +#define GL_VIDEO_BUFFER_PITCH_NV 0x9028 +#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029 +#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A +#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B +#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C +#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D +#define GL_PARTIAL_SUCCESS_NV 0x902E +#define GL_SUCCESS_NV 0x902F +#define GL_FAILURE_NV 0x9030 +#define GL_YCBYCR8_422_NV 0x9031 +#define GL_YCBAYCR8A_4224_NV 0x9032 +#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033 +#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034 +#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035 +#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036 +#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037 +#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038 +#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039 +#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A +#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B +#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C +#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 +#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 +#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 +#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A +#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B +#define GL_PALETTE4_RGB8_OES 0x8B90 +#define GL_PALETTE4_RGBA8_OES 0x8B91 +#define GL_PALETTE4_R5_G6_B5_OES 0x8B92 +#define GL_PALETTE4_RGBA4_OES 0x8B93 +#define GL_PALETTE4_RGB5_A1_OES 0x8B94 +#define GL_PALETTE8_RGB8_OES 0x8B95 +#define GL_PALETTE8_RGBA8_OES 0x8B96 +#define GL_PALETTE8_R5_G6_B5_OES 0x8B97 +#define GL_PALETTE8_RGBA4_OES 0x8B98 +#define GL_PALETTE8_RGB5_A1_OES 0x8B99 +#define GL_FIXED_OES 0x140C +#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B +#define GL_INTERLACE_OML 0x8980 +#define GL_INTERLACE_READ_OML 0x8981 +#define GL_PACK_RESAMPLE_OML 0x8984 +#define GL_UNPACK_RESAMPLE_OML 0x8985 +#define GL_RESAMPLE_REPLICATE_OML 0x8986 +#define GL_RESAMPLE_ZERO_FILL_OML 0x8987 +#define GL_RESAMPLE_AVERAGE_OML 0x8988 +#define GL_RESAMPLE_DECIMATE_OML 0x8989 +#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982 +#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 +#define GL_MAX_VIEWS_OVR 0x9631 +#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 +#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 0x1A1F8 +#define GL_CONSERVE_MEMORY_HINT_PGI 0x1A1FD +#define GL_RECLAIM_MEMORY_HINT_PGI 0x1A1FE +#define GL_NATIVE_GRAPHICS_HANDLE_PGI 0x1A202 +#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 0x1A203 +#define GL_NATIVE_GRAPHICS_END_HINT_PGI 0x1A204 +#define GL_ALWAYS_FAST_HINT_PGI 0x1A20C +#define GL_ALWAYS_SOFT_HINT_PGI 0x1A20D +#define GL_ALLOW_DRAW_OBJ_HINT_PGI 0x1A20E +#define GL_ALLOW_DRAW_WIN_HINT_PGI 0x1A20F +#define GL_ALLOW_DRAW_FRG_HINT_PGI 0x1A210 +#define GL_ALLOW_DRAW_MEM_HINT_PGI 0x1A211 +#define GL_STRICT_DEPTHFUNC_HINT_PGI 0x1A216 +#define GL_STRICT_LIGHTING_HINT_PGI 0x1A217 +#define GL_STRICT_SCISSOR_HINT_PGI 0x1A218 +#define GL_FULL_STIPPLE_HINT_PGI 0x1A219 +#define GL_CLIP_NEAR_HINT_PGI 0x1A220 +#define GL_CLIP_FAR_HINT_PGI 0x1A221 +#define GL_WIDE_LINE_HINT_PGI 0x1A222 +#define GL_BACK_NORMALS_HINT_PGI 0x1A223 +#define GL_VERTEX_DATA_HINT_PGI 0x1A22A +#define GL_VERTEX_CONSISTENT_HINT_PGI 0x1A22B +#define GL_MATERIAL_SIDE_HINT_PGI 0x1A22C +#define GL_MAX_VERTEX_HINT_PGI 0x1A22D +#define GL_COLOR3_BIT_PGI 0x00010000 +#define GL_COLOR4_BIT_PGI 0x00020000 +#define GL_EDGEFLAG_BIT_PGI 0x00040000 +#define GL_INDEX_BIT_PGI 0x00080000 +#define GL_MAT_AMBIENT_BIT_PGI 0x00100000 +#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000 +#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000 +#define GL_MAT_EMISSION_BIT_PGI 0x00800000 +#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000 +#define GL_MAT_SHININESS_BIT_PGI 0x02000000 +#define GL_MAT_SPECULAR_BIT_PGI 0x04000000 +#define GL_NORMAL_BIT_PGI 0x08000000 +#define GL_TEXCOORD1_BIT_PGI 0x10000000 +#define GL_TEXCOORD2_BIT_PGI 0x20000000 +#define GL_TEXCOORD3_BIT_PGI 0x40000000 +#define GL_TEXCOORD4_BIT_PGI 0x80000000 +#define GL_VERTEX23_BIT_PGI 0x00000004 +#define GL_VERTEX4_BIT_PGI 0x00000008 +#define GL_SCREEN_COORDINATES_REND 0x8490 +#define GL_INVERTED_SCREEN_W_REND 0x8491 +#define GL_RGB_S3TC 0x83A0 +#define GL_RGB4_S3TC 0x83A1 +#define GL_RGBA_S3TC 0x83A2 +#define GL_RGBA4_S3TC 0x83A3 +#define GL_RGBA_DXT5_S3TC 0x83A4 +#define GL_RGBA4_DXT5_S3TC 0x83A5 +#define GL_DETAIL_TEXTURE_2D_SGIS 0x8095 +#define GL_DETAIL_TEXTURE_2D_BINDING_SGIS 0x8096 +#define GL_LINEAR_DETAIL_SGIS 0x8097 +#define GL_LINEAR_DETAIL_ALPHA_SGIS 0x8098 +#define GL_LINEAR_DETAIL_COLOR_SGIS 0x8099 +#define GL_DETAIL_TEXTURE_LEVEL_SGIS 0x809A +#define GL_DETAIL_TEXTURE_MODE_SGIS 0x809B +#define GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS 0x809C +#define GL_FOG_FUNC_SGIS 0x812A +#define GL_FOG_FUNC_POINTS_SGIS 0x812B +#define GL_MAX_FOG_FUNC_POINTS_SGIS 0x812C +#define GL_GENERATE_MIPMAP_SGIS 0x8191 +#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192 +#define GL_MULTISAMPLE_SGIS 0x809D +#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F +#define GL_SAMPLE_MASK_SGIS 0x80A0 +#define GL_1PASS_SGIS 0x80A1 +#define GL_2PASS_0_SGIS 0x80A2 +#define GL_2PASS_1_SGIS 0x80A3 +#define GL_4PASS_0_SGIS 0x80A4 +#define GL_4PASS_1_SGIS 0x80A5 +#define GL_4PASS_2_SGIS 0x80A6 +#define GL_4PASS_3_SGIS 0x80A7 +#define GL_SAMPLE_BUFFERS_SGIS 0x80A8 +#define GL_SAMPLES_SGIS 0x80A9 +#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA +#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB +#define GL_SAMPLE_PATTERN_SGIS 0x80AC +#define GL_PIXEL_TEXTURE_SGIS 0x8353 +#define GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS 0x8354 +#define GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS 0x8355 +#define GL_PIXEL_GROUP_COLOR_SGIS 0x8356 +#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0 +#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1 +#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2 +#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3 +#define GL_EYE_POINT_SGIS 0x81F4 +#define GL_OBJECT_POINT_SGIS 0x81F5 +#define GL_EYE_LINE_SGIS 0x81F6 +#define GL_OBJECT_LINE_SGIS 0x81F7 +#define GL_POINT_SIZE_MIN_SGIS 0x8126 +#define GL_POINT_SIZE_MAX_SGIS 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_SGIS 0x8128 +#define GL_DISTANCE_ATTENUATION_SGIS 0x8129 +#define GL_LINEAR_SHARPEN_SGIS 0x80AD +#define GL_LINEAR_SHARPEN_ALPHA_SGIS 0x80AE +#define GL_LINEAR_SHARPEN_COLOR_SGIS 0x80AF +#define GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS 0x80B0 +#define GL_PACK_SKIP_VOLUMES_SGIS 0x8130 +#define GL_PACK_IMAGE_DEPTH_SGIS 0x8131 +#define GL_UNPACK_SKIP_VOLUMES_SGIS 0x8132 +#define GL_UNPACK_IMAGE_DEPTH_SGIS 0x8133 +#define GL_TEXTURE_4D_SGIS 0x8134 +#define GL_PROXY_TEXTURE_4D_SGIS 0x8135 +#define GL_TEXTURE_4DSIZE_SGIS 0x8136 +#define GL_TEXTURE_WRAP_Q_SGIS 0x8137 +#define GL_MAX_4D_TEXTURE_SIZE_SGIS 0x8138 +#define GL_TEXTURE_4D_BINDING_SGIS 0x814F +#define GL_CLAMP_TO_BORDER_SGIS 0x812D +#define GL_TEXTURE_COLOR_WRITEMASK_SGIS 0x81EF +#define GL_CLAMP_TO_EDGE_SGIS 0x812F +#define GL_FILTER4_SGIS 0x8146 +#define GL_TEXTURE_FILTER4_SIZE_SGIS 0x8147 +#define GL_TEXTURE_MIN_LOD_SGIS 0x813A +#define GL_TEXTURE_MAX_LOD_SGIS 0x813B +#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C +#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D +#define GL_DUAL_ALPHA4_SGIS 0x8110 +#define GL_DUAL_ALPHA8_SGIS 0x8111 +#define GL_DUAL_ALPHA12_SGIS 0x8112 +#define GL_DUAL_ALPHA16_SGIS 0x8113 +#define GL_DUAL_LUMINANCE4_SGIS 0x8114 +#define GL_DUAL_LUMINANCE8_SGIS 0x8115 +#define GL_DUAL_LUMINANCE12_SGIS 0x8116 +#define GL_DUAL_LUMINANCE16_SGIS 0x8117 +#define GL_DUAL_INTENSITY4_SGIS 0x8118 +#define GL_DUAL_INTENSITY8_SGIS 0x8119 +#define GL_DUAL_INTENSITY12_SGIS 0x811A +#define GL_DUAL_INTENSITY16_SGIS 0x811B +#define GL_DUAL_LUMINANCE_ALPHA4_SGIS 0x811C +#define GL_DUAL_LUMINANCE_ALPHA8_SGIS 0x811D +#define GL_QUAD_ALPHA4_SGIS 0x811E +#define GL_QUAD_ALPHA8_SGIS 0x811F +#define GL_QUAD_LUMINANCE4_SGIS 0x8120 +#define GL_QUAD_LUMINANCE8_SGIS 0x8121 +#define GL_QUAD_INTENSITY4_SGIS 0x8122 +#define GL_QUAD_INTENSITY8_SGIS 0x8123 +#define GL_DUAL_TEXTURE_SELECT_SGIS 0x8124 +#define GL_QUAD_TEXTURE_SELECT_SGIS 0x8125 +#define GL_ASYNC_MARKER_SGIX 0x8329 +#define GL_ASYNC_HISTOGRAM_SGIX 0x832C +#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D +#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C +#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D +#define GL_ASYNC_READ_PIXELS_SGIX 0x835E +#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F +#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360 +#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361 +#define GL_ALPHA_MIN_SGIX 0x8320 +#define GL_ALPHA_MAX_SGIX 0x8321 +#define GL_CALLIGRAPHIC_FRAGMENT_SGIX 0x8183 +#define GL_LINEAR_CLIPMAP_LINEAR_SGIX 0x8170 +#define GL_TEXTURE_CLIPMAP_CENTER_SGIX 0x8171 +#define GL_TEXTURE_CLIPMAP_FRAME_SGIX 0x8172 +#define GL_TEXTURE_CLIPMAP_OFFSET_SGIX 0x8173 +#define GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8174 +#define GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX 0x8175 +#define GL_TEXTURE_CLIPMAP_DEPTH_SGIX 0x8176 +#define GL_MAX_CLIPMAP_DEPTH_SGIX 0x8177 +#define GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8178 +#define GL_NEAREST_CLIPMAP_NEAREST_SGIX 0x844D +#define GL_NEAREST_CLIPMAP_LINEAR_SGIX 0x844E +#define GL_LINEAR_CLIPMAP_NEAREST_SGIX 0x844F +#define GL_CONVOLUTION_HINT_SGIX 0x8316 +#define GL_DEPTH_COMPONENT16_SGIX 0x81A5 +#define GL_DEPTH_COMPONENT24_SGIX 0x81A6 +#define GL_DEPTH_COMPONENT32_SGIX 0x81A7 +#define GL_FOG_OFFSET_SGIX 0x8198 +#define GL_FOG_OFFSET_VALUE_SGIX 0x8199 +#define GL_FRAGMENT_LIGHTING_SGIX 0x8400 +#define GL_FRAGMENT_COLOR_MATERIAL_SGIX 0x8401 +#define GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX 0x8402 +#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX 0x8403 +#define GL_MAX_FRAGMENT_LIGHTS_SGIX 0x8404 +#define GL_MAX_ACTIVE_LIGHTS_SGIX 0x8405 +#define GL_CURRENT_RASTER_NORMAL_SGIX 0x8406 +#define GL_LIGHT_ENV_MODE_SGIX 0x8407 +#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX 0x8408 +#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX 0x8409 +#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX 0x840A +#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX 0x840B +#define GL_FRAGMENT_LIGHT0_SGIX 0x840C +#define GL_FRAGMENT_LIGHT1_SGIX 0x840D +#define GL_FRAGMENT_LIGHT2_SGIX 0x840E +#define GL_FRAGMENT_LIGHT3_SGIX 0x840F +#define GL_FRAGMENT_LIGHT4_SGIX 0x8410 +#define GL_FRAGMENT_LIGHT5_SGIX 0x8411 +#define GL_FRAGMENT_LIGHT6_SGIX 0x8412 +#define GL_FRAGMENT_LIGHT7_SGIX 0x8413 +#define GL_FRAMEZOOM_SGIX 0x818B +#define GL_FRAMEZOOM_FACTOR_SGIX 0x818C +#define GL_MAX_FRAMEZOOM_FACTOR_SGIX 0x818D +#define GL_INSTRUMENT_BUFFER_POINTER_SGIX 0x8180 +#define GL_INSTRUMENT_MEASUREMENTS_SGIX 0x8181 +#define GL_INTERLACE_SGIX 0x8094 +#define GL_IR_INSTRUMENT1_SGIX 0x817F +#define GL_LIST_PRIORITY_SGIX 0x8182 +#define GL_PIXEL_TEX_GEN_SGIX 0x8139 +#define GL_PIXEL_TEX_GEN_MODE_SGIX 0x832B +#define GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX 0x813E +#define GL_PIXEL_TILE_CACHE_INCREMENT_SGIX 0x813F +#define GL_PIXEL_TILE_WIDTH_SGIX 0x8140 +#define GL_PIXEL_TILE_HEIGHT_SGIX 0x8141 +#define GL_PIXEL_TILE_GRID_WIDTH_SGIX 0x8142 +#define GL_PIXEL_TILE_GRID_HEIGHT_SGIX 0x8143 +#define GL_PIXEL_TILE_GRID_DEPTH_SGIX 0x8144 +#define GL_PIXEL_TILE_CACHE_SIZE_SGIX 0x8145 +#define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x00000001 +#define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x00000002 +#define GL_GEOMETRY_DEFORMATION_SGIX 0x8194 +#define GL_TEXTURE_DEFORMATION_SGIX 0x8195 +#define GL_DEFORMATIONS_MASK_SGIX 0x8196 +#define GL_MAX_DEFORMATION_ORDER_SGIX 0x8197 +#define GL_REFERENCE_PLANE_SGIX 0x817D +#define GL_REFERENCE_PLANE_EQUATION_SGIX 0x817E +#define GL_PACK_RESAMPLE_SGIX 0x842E +#define GL_UNPACK_RESAMPLE_SGIX 0x842F +#define GL_RESAMPLE_REPLICATE_SGIX 0x8433 +#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434 +#define GL_RESAMPLE_DECIMATE_SGIX 0x8430 +#define GL_SCALEBIAS_HINT_SGIX 0x8322 +#define GL_TEXTURE_COMPARE_SGIX 0x819A +#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B +#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C +#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D +#define GL_SHADOW_AMBIENT_SGIX 0x80BF +#define GL_SPRITE_SGIX 0x8148 +#define GL_SPRITE_MODE_SGIX 0x8149 +#define GL_SPRITE_AXIS_SGIX 0x814A +#define GL_SPRITE_TRANSLATION_SGIX 0x814B +#define GL_SPRITE_AXIAL_SGIX 0x814C +#define GL_SPRITE_OBJECT_ALIGNED_SGIX 0x814D +#define GL_SPRITE_EYE_ALIGNED_SGIX 0x814E +#define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0 +#define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1 +#define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2 +#define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3 +#define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4 +#define GL_TEXTURE_ENV_BIAS_SGIX 0x80BE +#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369 +#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A +#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B +#define GL_TEXTURE_LOD_BIAS_S_SGIX 0x818E +#define GL_TEXTURE_LOD_BIAS_T_SGIX 0x818F +#define GL_TEXTURE_LOD_BIAS_R_SGIX 0x8190 +#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E +#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179 +#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A +#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B +#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C +#define GL_VERTEX_PRECLIP_SGIX 0x83EE +#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF +#define GL_YCRCB_422_SGIX 0x81BB +#define GL_YCRCB_444_SGIX 0x81BC +#define GL_YCRCB_SGIX 0x8318 +#define GL_YCRCBA_SGIX 0x8319 +#define GL_COLOR_MATRIX_SGI 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB +#define GL_COLOR_TABLE_SGI 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2 +#define GL_PROXY_COLOR_TABLE_SGI 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5 +#define GL_COLOR_TABLE_SCALE_SGI 0x80D6 +#define GL_COLOR_TABLE_BIAS_SGI 0x80D7 +#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8 +#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF +#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC +#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD +#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5 +#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6 +#define GL_WRAP_BORDER_SUN 0x81D4 +#define GL_GLOBAL_ALPHA_SUN 0x81D9 +#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA +#define GL_QUAD_MESH_SUN 0x8614 +#define GL_TRIANGLE_MESH_SUN 0x8615 +#define GL_SLICE_ACCUM_SUN 0x85CC +#define GL_RESTART_SUN 0x0001 +#define GL_REPLACE_MIDDLE_SUN 0x0002 +#define GL_REPLACE_OLDEST_SUN 0x0003 +#define GL_TRIANGLE_LIST_SUN 0x81D7 +#define GL_REPLACEMENT_CODE_SUN 0x81D8 +#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0 +#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1 +#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2 +#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3 +#define GL_R1UI_V3F_SUN 0x85C4 +#define GL_R1UI_C4UB_V3F_SUN 0x85C5 +#define GL_R1UI_C3F_V3F_SUN 0x85C6 +#define GL_R1UI_N3F_V3F_SUN 0x85C7 +#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8 +#define GL_R1UI_T2F_V3F_SUN 0x85C9 +#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA +#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB +#define GL_PHONG_WIN 0x80EA +#define GL_PHONG_HINT_WIN 0x80EB +#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC +#define GL_3DC_X_AMD 0x87F9 +#define GL_3DC_XY_AMD 0x87FA +#define GL_ATC_RGB_AMD 0x8C92 +#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 +#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE +#define GL_Z400_BINARY_AMD 0x8740 +#define GL_DEPTH_STENCIL_OES 0x84F9 +#define GL_UNSIGNED_INT_24_8_OES 0x84FA +#define GL_DEPTH_COMPONENT32_OES 0x81A7 +#define GL_DEPTH24_STENCIL8_OES 0x88F0 +#define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA +#define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56 +#define GL_MAX_SAMPLES_ANGLE 0x8D57 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE +#define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4 +#define GL_PROGRAM_BINARY_ANGLE 0x93A6 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 +#define GL_TEXTURE_USAGE_ANGLE 0x93A2 +#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3 +#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0 +#define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32 +#define GL_CLIP_DISTANCE0_APPLE 0x3000 +#define GL_CLIP_DISTANCE1_APPLE 0x3001 +#define GL_CLIP_DISTANCE2_APPLE 0x3002 +#define GL_CLIP_DISTANCE3_APPLE 0x3003 +#define GL_CLIP_DISTANCE4_APPLE 0x3004 +#define GL_CLIP_DISTANCE5_APPLE 0x3005 +#define GL_CLIP_DISTANCE6_APPLE 0x3006 +#define GL_CLIP_DISTANCE7_APPLE 0x3007 +#define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56 +#define GL_MAX_SAMPLES_APPLE 0x8D57 +#define GL_READ_FRAMEBUFFER_APPLE 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA +#define GL_SYNC_OBJECT_APPLE 0x8A53 +#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE 0x9111 +#define GL_OBJECT_TYPE_APPLE 0x9112 +#define GL_SYNC_CONDITION_APPLE 0x9113 +#define GL_SYNC_STATUS_APPLE 0x9114 +#define GL_SYNC_FLAGS_APPLE 0x9115 +#define GL_SYNC_FENCE_APPLE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117 +#define GL_UNSIGNALED_APPLE 0x9118 +#define GL_SIGNALED_APPLE 0x9119 +#define GL_ALREADY_SIGNALED_APPLE 0x911A +#define GL_TIMEOUT_EXPIRED_APPLE 0x911B +#define GL_CONDITION_SATISFIED_APPLE 0x911C +#define GL_WAIT_FAILED_APPLE 0x911D +#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE 0x00000001 +#define GL_TIMEOUT_IGNORED_APPLE 0xFFFFFFFFFFFFFFFF +#define GL_BGRA8_EXT 0x93A1 +#define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D +#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B +#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E +#define GL_R11F_G11F_B10F_APPLE 0x8C3A +#define GL_RGB9_E5_APPLE 0x8C3D +#define GL_MALI_PROGRAM_BINARY_ARM 0x8F61 +#define GL_MALI_SHADER_BINARY_ARM 0x8F60 +#define GL_FETCH_PER_SAMPLE_ARM 0x8F65 +#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66 +#define GL_SMAPHS30_PROGRAM_BINARY_DMP 0x9251 +#define GL_SMAPHS_PROGRAM_BINARY_DMP 0x9252 +#define GL_DMP_PROGRAM_BINARY_DMP 0x9253 +#define GL_SHADER_BINARY_DMP 0x9250 +#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7 +#define GL_TEXTURE_EXTERNAL_OES 0x8D65 +#define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67 +#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68 +#define GL_SRC1_COLOR_EXT 0x88F9 +#define GL_SRC1_ALPHA_EXT 0x8589 +#define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB +#define GL_SRC_ALPHA_SATURATE_EXT 0x0308 +#define GL_LOCATION_INDEX_EXT 0x930F +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC +#define GL_MAP_PERSISTENT_BIT_EXT 0x0040 +#define GL_MAP_COHERENT_BIT_EXT 0x0080 +#define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100 +#define GL_CLIENT_STORAGE_BIT_EXT 0x0200 +#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000 +#define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F +#define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220 +#define GL_LOWER_LEFT_EXT 0x8CA1 +#define GL_UPPER_LEFT_EXT 0x8CA2 +#define GL_NEGATIVE_ONE_TO_ONE_EXT 0x935E +#define GL_ZERO_TO_ONE_EXT 0x935F +#define GL_CLIP_ORIGIN_EXT 0x935C +#define GL_CLIP_DEPTH_MODE_EXT 0x935D +#define GL_MAX_CLIP_DISTANCES_EXT 0x0D32 +#define GL_MAX_CULL_DISTANCES_EXT 0x82F9 +#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT 0x82FA +#define GL_CLIP_DISTANCE0_EXT 0x3000 +#define GL_CLIP_DISTANCE1_EXT 0x3001 +#define GL_CLIP_DISTANCE2_EXT 0x3002 +#define GL_CLIP_DISTANCE3_EXT 0x3003 +#define GL_CLIP_DISTANCE4_EXT 0x3004 +#define GL_CLIP_DISTANCE5_EXT 0x3005 +#define GL_CLIP_DISTANCE6_EXT 0x3006 +#define GL_CLIP_DISTANCE7_EXT 0x3007 +#define GL_RGBA16F_EXT 0x881A +#define GL_RGB16F_EXT 0x881B +#define GL_RG16F_EXT 0x822F +#define GL_R16F_EXT 0x822D +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211 +#define GL_UNSIGNED_NORMALIZED_EXT 0x8C17 +#define GL_DEPTH_CLAMP_EXT 0x864F +#define GL_COLOR_EXT 0x1800 +#define GL_DEPTH_EXT 0x1801 +#define GL_STENCIL_EXT 0x1802 +#define GL_QUERY_COUNTER_BITS_EXT 0x8864 +#define GL_CURRENT_QUERY_EXT 0x8865 +#define GL_QUERY_RESULT_EXT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE_EXT 0x8867 +#define GL_TIMESTAMP_EXT 0x8E28 +#define GL_GPU_DISJOINT_EXT 0x8FBB +#define GL_MAX_DRAW_BUFFERS_EXT 0x8824 +#define GL_DRAW_BUFFER0_EXT 0x8825 +#define GL_DRAW_BUFFER1_EXT 0x8826 +#define GL_DRAW_BUFFER2_EXT 0x8827 +#define GL_DRAW_BUFFER3_EXT 0x8828 +#define GL_DRAW_BUFFER4_EXT 0x8829 +#define GL_DRAW_BUFFER5_EXT 0x882A +#define GL_DRAW_BUFFER6_EXT 0x882B +#define GL_DRAW_BUFFER7_EXT 0x882C +#define GL_DRAW_BUFFER8_EXT 0x882D +#define GL_DRAW_BUFFER9_EXT 0x882E +#define GL_DRAW_BUFFER10_EXT 0x882F +#define GL_DRAW_BUFFER11_EXT 0x8830 +#define GL_DRAW_BUFFER12_EXT 0x8831 +#define GL_DRAW_BUFFER13_EXT 0x8832 +#define GL_DRAW_BUFFER14_EXT 0x8833 +#define GL_DRAW_BUFFER15_EXT 0x8834 +#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004 +#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916 +#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917 +#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918 +#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F +#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124 +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5 +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7 +#define GL_UNDEFINED_VERTEX_EXT 0x8260 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312 +#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317 +#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE +#define GL_MAP_READ_BIT_EXT 0x0001 +#define GL_MAP_WRITE_BIT_EXT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT_EXT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT_EXT 0x0020 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C +#define GL_COLOR_ATTACHMENT_EXT 0x90F0 +#define GL_MULTIVIEW_EXT 0x90F1 +#define GL_DRAW_BUFFER_EXT 0x0C01 +#define GL_READ_BUFFER_EXT 0x0C02 +#define GL_MAX_MULTIVIEW_BUFFERS_EXT 0x90F2 +#define GL_ANY_SAMPLES_PASSED_EXT 0x8C2F +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT 0x8D6A +#define GL_PRIMITIVE_BOUNDING_BOX_EXT 0x92BE +#define GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT_EXT 0x00000010 +#define GL_TEXTURE_PROTECTED_EXT 0x8BFA +#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 +#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG 0x93F0 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG 0x93F1 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366 +#define GL_R16_SNORM_EXT 0x8F98 +#define GL_RG16_SNORM_EXT 0x8F99 +#define GL_RGBA16_SNORM_EXT 0x8F9B +#define GL_GUILTY_CONTEXT_RESET_EXT 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_EXT 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_EXT 0x8255 +#define GL_CONTEXT_ROBUST_ACCESS_EXT 0x90F3 +#define GL_RESET_NOTIFICATION_STRATEGY_EXT 0x8256 +#define GL_LOSE_CONTEXT_ON_RESET_EXT 0x8252 +#define GL_NO_RESET_NOTIFICATION_EXT 0x8261 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210 +#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63 +#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67 +#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64 +#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650 +#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651 +#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652 +#define GL_TEXTURE_COMPARE_MODE_EXT 0x884C +#define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D +#define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E +#define GL_SAMPLER_2D_SHADOW_EXT 0x8B62 +#define GL_TEXTURE_SPARSE_EXT 0x91A6 +#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7 +#define GL_NUM_SPARSE_LEVELS_EXT 0x91AA +#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8 +#define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197 +#define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009 +#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A +#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9 +#define GL_PATCHES_EXT 0x000E +#define GL_PATCH_VERTICES_EXT 0x8E72 +#define GL_TESS_CONTROL_OUTPUT_VERTICES_EXT 0x8E75 +#define GL_TESS_GEN_MODE_EXT 0x8E76 +#define GL_TESS_GEN_SPACING_EXT 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER_EXT 0x8E78 +#define GL_TESS_GEN_POINT_MODE_EXT 0x8E79 +#define GL_ISOLINES_EXT 0x8E7A +#define GL_QUADS_EXT 0x0007 +#define GL_FRACTIONAL_ODD_EXT 0x8E7B +#define GL_FRACTIONAL_EVEN_EXT 0x8E7C +#define GL_MAX_PATCH_VERTICES_EXT 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL_EXT 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS_EXT 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E1F +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT 0x92CE +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT 0x92D4 +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT 0x90CC +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT 0x90D9 +#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 +#define GL_IS_PER_PATCH_EXT 0x92E7 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT 0x9308 +#define GL_TESS_CONTROL_SHADER_EXT 0x8E88 +#define GL_TESS_EVALUATION_SHADER_EXT 0x8E87 +#define GL_TESS_CONTROL_SHADER_BIT_EXT 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT_EXT 0x00000010 +#define GL_TEXTURE_BORDER_COLOR_EXT 0x1004 +#define GL_CLAMP_TO_BORDER_EXT 0x812D +#define GL_TEXTURE_BUFFER_BINDING_EXT 0x8C2A +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT 0x919F +#define GL_TEXTURE_BUFFER_OFFSET_EXT 0x919D +#define GL_TEXTURE_BUFFER_SIZE_EXT 0x919E +#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69 +#define GL_COMPRESSED_RGBA_BPTC_UNORM_EXT 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT 0x8E8F +#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A +#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F +#define GL_TEXTURE_FORMAT_SRGB_OVERRIDE_EXT 0x8FBF +#define GL_R16_EXT 0x822A +#define GL_RG16_EXT 0x822C +#define GL_RGB16_SNORM_EXT 0x8F9A +#define GL_RED_EXT 0x1903 +#define GL_RG_EXT 0x8227 +#define GL_R8_EXT 0x8229 +#define GL_RG8_EXT 0x822B +#define GL_SRG8_EXT 0x8FBE +#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F +#define GL_RGBA32F_EXT 0x8814 +#define GL_RGB32F_EXT 0x8815 +#define GL_ALPHA32F_EXT 0x8816 +#define GL_LUMINANCE32F_EXT 0x8818 +#define GL_LUMINANCE_ALPHA32F_EXT 0x8819 +#define GL_ALPHA16F_EXT 0x881C +#define GL_LUMINANCE16F_EXT 0x881E +#define GL_LUMINANCE_ALPHA16F_EXT 0x881F +#define GL_R32F_EXT 0x822E +#define GL_RG32F_EXT 0x8230 +#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368 +#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE +#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2 +#define GL_UNPACK_SKIP_ROWS_EXT 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS_EXT 0x0CF4 +#define GL_GCCSO_SHADER_BINARY_FJ 0x9260 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG 0x913C +#define GL_NUM_DOWNSAMPLE_SCALES_IMG 0x913D +#define GL_DOWNSAMPLE_SCALES_IMG 0x913E +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG 0x913F +#define GL_RENDERBUFFER_SAMPLES_IMG 0x9133 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG 0x9134 +#define GL_MAX_SAMPLES_IMG 0x9135 +#define GL_TEXTURE_SAMPLES_IMG 0x9136 +#define GL_SGX_PROGRAM_BINARY_IMG 0x9130 +#define GL_BGRA_IMG 0x80E1 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG 0x8365 +#define GL_SGX_BINARY_IMG 0x8C0A +#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 +#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 +#define GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG 0x9137 +#define GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG 0x9138 +#define GL_CUBIC_IMG 0x9139 +#define GL_CUBIC_MIPMAP_NEAREST_IMG 0x913A +#define GL_CUBIC_MIPMAP_LINEAR_IMG 0x913B +#define GL_COPY_READ_BUFFER_NV 0x8F36 +#define GL_COPY_WRITE_BUFFER_NV 0x8F37 +#define GL_COVERAGE_COMPONENT_NV 0x8ED0 +#define GL_COVERAGE_COMPONENT4_NV 0x8ED1 +#define GL_COVERAGE_ATTACHMENT_NV 0x8ED2 +#define GL_COVERAGE_BUFFERS_NV 0x8ED3 +#define GL_COVERAGE_SAMPLES_NV 0x8ED4 +#define GL_COVERAGE_ALL_FRAGMENTS_NV 0x8ED5 +#define GL_COVERAGE_EDGE_FRAGMENTS_NV 0x8ED6 +#define GL_COVERAGE_AUTOMATIC_NV 0x8ED7 +#define GL_COVERAGE_BUFFER_BIT_NV 0x00008000 +#define GL_DEPTH_COMPONENT16_NONLINEAR_NV 0x8E2C +#define GL_MAX_DRAW_BUFFERS_NV 0x8824 +#define GL_DRAW_BUFFER0_NV 0x8825 +#define GL_DRAW_BUFFER1_NV 0x8826 +#define GL_DRAW_BUFFER2_NV 0x8827 +#define GL_DRAW_BUFFER3_NV 0x8828 +#define GL_DRAW_BUFFER4_NV 0x8829 +#define GL_DRAW_BUFFER5_NV 0x882A +#define GL_DRAW_BUFFER6_NV 0x882B +#define GL_DRAW_BUFFER7_NV 0x882C +#define GL_DRAW_BUFFER8_NV 0x882D +#define GL_DRAW_BUFFER9_NV 0x882E +#define GL_DRAW_BUFFER10_NV 0x882F +#define GL_DRAW_BUFFER11_NV 0x8830 +#define GL_DRAW_BUFFER12_NV 0x8831 +#define GL_DRAW_BUFFER13_NV 0x8832 +#define GL_DRAW_BUFFER14_NV 0x8833 +#define GL_DRAW_BUFFER15_NV 0x8834 +#define GL_COLOR_ATTACHMENT0_NV 0x8CE0 +#define GL_COLOR_ATTACHMENT1_NV 0x8CE1 +#define GL_COLOR_ATTACHMENT2_NV 0x8CE2 +#define GL_COLOR_ATTACHMENT3_NV 0x8CE3 +#define GL_COLOR_ATTACHMENT4_NV 0x8CE4 +#define GL_COLOR_ATTACHMENT5_NV 0x8CE5 +#define GL_COLOR_ATTACHMENT6_NV 0x8CE6 +#define GL_COLOR_ATTACHMENT7_NV 0x8CE7 +#define GL_COLOR_ATTACHMENT8_NV 0x8CE8 +#define GL_COLOR_ATTACHMENT9_NV 0x8CE9 +#define GL_COLOR_ATTACHMENT10_NV 0x8CEA +#define GL_COLOR_ATTACHMENT11_NV 0x8CEB +#define GL_COLOR_ATTACHMENT12_NV 0x8CEC +#define GL_COLOR_ATTACHMENT13_NV 0x8CED +#define GL_COLOR_ATTACHMENT14_NV 0x8CEE +#define GL_COLOR_ATTACHMENT15_NV 0x8CEF +#define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF +#define GL_READ_FRAMEBUFFER_NV 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_NV 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_NV 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA +#define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56 +#define GL_MAX_SAMPLES_NV 0x8D57 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE +#define GL_FLOAT_MAT2x3_NV 0x8B65 +#define GL_FLOAT_MAT2x4_NV 0x8B66 +#define GL_FLOAT_MAT3x2_NV 0x8B67 +#define GL_FLOAT_MAT3x4_NV 0x8B68 +#define GL_FLOAT_MAT4x2_NV 0x8B69 +#define GL_FLOAT_MAT4x3_NV 0x8B6A +#define GL_PIXEL_PACK_BUFFER_NV 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_NV 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_NV 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_NV 0x88EF +#define GL_POLYGON_MODE_NV 0x0B40 +#define GL_POLYGON_OFFSET_POINT_NV 0x2A01 +#define GL_POLYGON_OFFSET_LINE_NV 0x2A02 +#define GL_POINT_NV 0x1B00 +#define GL_LINE_NV 0x1B01 +#define GL_FILL_NV 0x1B02 +#define GL_READ_BUFFER_NV 0x0C02 +#define GL_SLUMINANCE_NV 0x8C46 +#define GL_SLUMINANCE_ALPHA_NV 0x8C44 +#define GL_SRGB8_NV 0x8C41 +#define GL_SLUMINANCE8_NV 0x8C47 +#define GL_SLUMINANCE8_ALPHA8_NV 0x8C45 +#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F +#define GL_ETC1_SRGB8_NV 0x88EE +#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5 +#define GL_TEXTURE_BORDER_COLOR_NV 0x1004 +#define GL_CLAMP_TO_BORDER_NV 0x812D +#define GL_MAX_VIEWPORTS_NV 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F +#define GL_SAMPLER_EXTERNAL_OES 0x8D66 +#define GL_ETC1_RGB8_OES 0x8D64 +#define GL_DEPTH_COMPONENT24_OES 0x81A6 +#define GL_GEOMETRY_SHADER_OES 0x8DD9 +#define GL_GEOMETRY_SHADER_BIT_OES 0x00000004 +#define GL_GEOMETRY_LINKED_VERTICES_OUT_OES 0x8916 +#define GL_GEOMETRY_LINKED_INPUT_TYPE_OES 0x8917 +#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES 0x8918 +#define GL_GEOMETRY_SHADER_INVOCATIONS_OES 0x887F +#define GL_LAYER_PROVOKING_VERTEX_OES 0x825E +#define GL_LINES_ADJACENCY_OES 0x000A +#define GL_LINE_STRIP_ADJACENCY_OES 0x000B +#define GL_TRIANGLES_ADJACENCY_OES 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_OES 0x000D +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8DDF +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES 0x8A2C +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8A32 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES 0x9124 +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES 0x8DE1 +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES 0x8E5A +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES 0x8C29 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES 0x92CF +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES 0x92D5 +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES 0x90CD +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES 0x90D7 +#define GL_FIRST_VERTEX_CONVENTION_OES 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_OES 0x8E4E +#define GL_UNDEFINED_VERTEX_OES 0x8260 +#define GL_PRIMITIVES_GENERATED_OES 0x8C87 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS_OES 0x9312 +#define GL_MAX_FRAMEBUFFER_LAYERS_OES 0x9317 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES 0x8DA8 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES 0x8DA7 +#define GL_REFERENCED_BY_GEOMETRY_SHADER_OES 0x9309 +#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE +#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF +#define GL_WRITE_ONLY_OES 0x88B9 +#define GL_BUFFER_ACCESS_OES 0x88BB +#define GL_BUFFER_MAPPED_OES 0x88BC +#define GL_BUFFER_MAP_POINTER_OES 0x88BD +#define GL_PRIMITIVE_BOUNDING_BOX_OES 0x92BE +#define GL_ALPHA8_OES 0x803C +#define GL_DEPTH_COMPONENT16_OES 0x81A5 +#define GL_LUMINANCE4_ALPHA4_OES 0x8043 +#define GL_LUMINANCE8_ALPHA8_OES 0x8045 +#define GL_LUMINANCE8_OES 0x8040 +#define GL_RGBA4_OES 0x8056 +#define GL_RGB5_A1_OES 0x8057 +#define GL_RGB565_OES 0x8D62 +#define GL_RGB8_OES 0x8051 +#define GL_RGBA8_OES 0x8058 +#define GL_SAMPLE_SHADING_OES 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE_OES 0x8C37 +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5C +#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES 0x8E5D +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B +#define GL_STENCIL_INDEX1_OES 0x8D46 +#define GL_STENCIL_INDEX4_OES 0x8D47 +#define GL_FRAMEBUFFER_UNDEFINED_OES 0x8219 +#define GL_PATCHES_OES 0x000E +#define GL_PATCH_VERTICES_OES 0x8E72 +#define GL_TESS_CONTROL_OUTPUT_VERTICES_OES 0x8E75 +#define GL_TESS_GEN_MODE_OES 0x8E76 +#define GL_TESS_GEN_SPACING_OES 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER_OES 0x8E78 +#define GL_TESS_GEN_POINT_MODE_OES 0x8E79 +#define GL_ISOLINES_OES 0x8E7A +#define GL_QUADS_OES 0x0007 +#define GL_FRACTIONAL_ODD_OES 0x8E7B +#define GL_FRACTIONAL_EVEN_OES 0x8E7C +#define GL_MAX_PATCH_VERTICES_OES 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL_OES 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS_OES 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E1F +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES 0x92CE +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES 0x92D4 +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES 0x90CC +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES 0x90D9 +#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES 0x8221 +#define GL_IS_PER_PATCH_OES 0x92E7 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES 0x9308 +#define GL_TESS_CONTROL_SHADER_OES 0x8E88 +#define GL_TESS_EVALUATION_SHADER_OES 0x8E87 +#define GL_TESS_CONTROL_SHADER_BIT_OES 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT_OES 0x00000010 +#define GL_TEXTURE_WRAP_R_OES 0x8072 +#define GL_TEXTURE_3D_OES 0x806F +#define GL_TEXTURE_BINDING_3D_OES 0x806A +#define GL_MAX_3D_TEXTURE_SIZE_OES 0x8073 +#define GL_SAMPLER_3D_OES 0x8B5F +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4 +#define GL_TEXTURE_BORDER_COLOR_OES 0x1004 +#define GL_CLAMP_TO_BORDER_OES 0x812D +#define GL_TEXTURE_BUFFER_OES 0x8C2A +#define GL_TEXTURE_BUFFER_BINDING_OES 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_OES 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_OES 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES 0x8C2D +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES 0x919F +#define GL_SAMPLER_BUFFER_OES 0x8DC2 +#define GL_INT_SAMPLER_BUFFER_OES 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_OES 0x8DD8 +#define GL_IMAGE_BUFFER_OES 0x9051 +#define GL_INT_IMAGE_BUFFER_OES 0x905C +#define GL_UNSIGNED_INT_IMAGE_BUFFER_OES 0x9067 +#define GL_TEXTURE_BUFFER_OFFSET_OES 0x919D +#define GL_TEXTURE_BUFFER_SIZE_OES 0x919E +#define GL_COMPRESSED_RGBA_ASTC_3x3x3_OES 0x93C0 +#define GL_COMPRESSED_RGBA_ASTC_4x3x3_OES 0x93C1 +#define GL_COMPRESSED_RGBA_ASTC_4x4x3_OES 0x93C2 +#define GL_COMPRESSED_RGBA_ASTC_4x4x4_OES 0x93C3 +#define GL_COMPRESSED_RGBA_ASTC_5x4x4_OES 0x93C4 +#define GL_COMPRESSED_RGBA_ASTC_5x5x4_OES 0x93C5 +#define GL_COMPRESSED_RGBA_ASTC_5x5x5_OES 0x93C6 +#define GL_COMPRESSED_RGBA_ASTC_6x5x5_OES 0x93C7 +#define GL_COMPRESSED_RGBA_ASTC_6x6x5_OES 0x93C8 +#define GL_COMPRESSED_RGBA_ASTC_6x6x6_OES 0x93C9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES 0x93E0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES 0x93E1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES 0x93E2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES 0x93E3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES 0x93E4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES 0x93E5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES 0x93E6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES 0x93E7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES 0x93E8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES 0x93E9 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES 0x900A +#define GL_SAMPLER_CUBE_MAP_ARRAY_OES 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900F +#define GL_IMAGE_CUBE_MAP_ARRAY_OES 0x9054 +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x905F +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x906A +#define GL_HALF_FLOAT_OES 0x8D61 +#define GL_STENCIL_INDEX_OES 0x1901 +#define GL_STENCIL_INDEX8_OES 0x8D48 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES 0x9102 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES 0x9105 +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910D +#define GL_TEXTURE_VIEW_MIN_LEVEL_OES 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS_OES 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER_OES 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS_OES 0x82DE +#define GL_VERTEX_ARRAY_BINDING_OES 0x85B5 +#define GL_UNSIGNED_INT_10_10_10_2_OES 0x8DF6 +#define GL_INT_10_10_10_2_OES 0x8DF7 +#define GL_MAX_VIEWPORTS_OES 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS_OES 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE_OES 0x825D +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES 0x825F +#define GL_ALPHA_TEST_QCOM 0x0BC0 +#define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1 +#define GL_ALPHA_TEST_REF_QCOM 0x0BC2 +#define GL_BINNING_CONTROL_HINT_QCOM 0x8FB0 +#define GL_CPU_OPTIMIZED_QCOM 0x8FB1 +#define GL_GPU_OPTIMIZED_QCOM 0x8FB2 +#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3 +#define GL_TEXTURE_WIDTH_QCOM 0x8BD2 +#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3 +#define GL_TEXTURE_DEPTH_QCOM 0x8BD4 +#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5 +#define GL_TEXTURE_FORMAT_QCOM 0x8BD6 +#define GL_TEXTURE_TYPE_QCOM 0x8BD7 +#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8 +#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9 +#define GL_TEXTURE_TARGET_QCOM 0x8BDA +#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB +#define GL_STATE_RESTORE 0x8BDC +#define GL_FOVEATION_ENABLE_BIT_QCOM 0x00000001 +#define GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM 0x00000002 +#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0 +#define GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM 0x96A2 +#define GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM 0x8BFB +#define GL_TEXTURE_FOVEATED_MIN_PIXEL_DENSITY_QCOM 0x8BFC +#define GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM 0x8BFD +#define GL_TEXTURE_FOVEATED_NUM_FOCAL_POINTS_QUERY_QCOM 0x8BFE +#define GL_FRAMEBUFFER_INCOMPLETE_FOVEATION_QCOM 0x8BFF +#define GL_FOVEATION_SUBSAMPLED_LAYOUT_METHOD_BIT_QCOM 0x00000004 +#define GL_MAX_SHADER_SUBSAMPLED_IMAGE_UNITS_QCOM 0x8FA1 +#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001 +#define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002 +#define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004 +#define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008 +#define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010 +#define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020 +#define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040 +#define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080 +#define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100 +#define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200 +#define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400 +#define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800 +#define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000 +#define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000 +#define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000 +#define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000 +#define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000 +#define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000 +#define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000 +#define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000 +#define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000 +#define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000 +#define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000 +#define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000 +#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000 +#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000 +#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000 +#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000 +#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000 +#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000 +#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000 +#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000 +#define GL_WRITEONLY_RENDERING_QCOM 0x8823 +#define GL_SHADER_BINARY_VIV 0x8FC4 +#ifndef GL_3DFX_multisample +#define GL_3DFX_multisample 1 +GLAPI int GLAD_GL_3DFX_multisample; +#endif +#ifndef GL_3DFX_tbuffer +#define GL_3DFX_tbuffer 1 +GLAPI int GLAD_GL_3DFX_tbuffer; +typedef void (APIENTRYP PFNGLTBUFFERMASK3DFXPROC)(GLuint mask); +GLAPI PFNGLTBUFFERMASK3DFXPROC glad_glTbufferMask3DFX; +#define glTbufferMask3DFX glad_glTbufferMask3DFX +#endif +#ifndef GL_3DFX_texture_compression_FXT1 +#define GL_3DFX_texture_compression_FXT1 1 +GLAPI int GLAD_GL_3DFX_texture_compression_FXT1; +#endif +#ifndef GL_AMD_blend_minmax_factor +#define GL_AMD_blend_minmax_factor 1 +GLAPI int GLAD_GL_AMD_blend_minmax_factor; +#endif +#ifndef GL_AMD_conservative_depth +#define GL_AMD_conservative_depth 1 +GLAPI int GLAD_GL_AMD_conservative_depth; +#endif +#ifndef GL_AMD_debug_output +#define GL_AMD_debug_output 1 +GLAPI int GLAD_GL_AMD_debug_output; +typedef void (APIENTRYP PFNGLDEBUGMESSAGEENABLEAMDPROC)(GLenum category, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI PFNGLDEBUGMESSAGEENABLEAMDPROC glad_glDebugMessageEnableAMD; +#define glDebugMessageEnableAMD glad_glDebugMessageEnableAMD +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTAMDPROC)(GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar *buf); +GLAPI PFNGLDEBUGMESSAGEINSERTAMDPROC glad_glDebugMessageInsertAMD; +#define glDebugMessageInsertAMD glad_glDebugMessageInsertAMD +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKAMDPROC)(GLDEBUGPROCAMD callback, void *userParam); +GLAPI PFNGLDEBUGMESSAGECALLBACKAMDPROC glad_glDebugMessageCallbackAMD; +#define glDebugMessageCallbackAMD glad_glDebugMessageCallbackAMD +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGAMDPROC)(GLuint count, GLsizei bufSize, GLenum *categories, GLuint *severities, GLuint *ids, GLsizei *lengths, GLchar *message); +GLAPI PFNGLGETDEBUGMESSAGELOGAMDPROC glad_glGetDebugMessageLogAMD; +#define glGetDebugMessageLogAMD glad_glGetDebugMessageLogAMD +#endif +#ifndef GL_AMD_depth_clamp_separate +#define GL_AMD_depth_clamp_separate 1 +GLAPI int GLAD_GL_AMD_depth_clamp_separate; +#endif +#ifndef GL_AMD_draw_buffers_blend +#define GL_AMD_draw_buffers_blend 1 +GLAPI int GLAD_GL_AMD_draw_buffers_blend; +typedef void (APIENTRYP PFNGLBLENDFUNCINDEXEDAMDPROC)(GLuint buf, GLenum src, GLenum dst); +GLAPI PFNGLBLENDFUNCINDEXEDAMDPROC glad_glBlendFuncIndexedAMD; +#define glBlendFuncIndexedAMD glad_glBlendFuncIndexedAMD +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC glad_glBlendFuncSeparateIndexedAMD; +#define glBlendFuncSeparateIndexedAMD glad_glBlendFuncSeparateIndexedAMD +typedef void (APIENTRYP PFNGLBLENDEQUATIONINDEXEDAMDPROC)(GLuint buf, GLenum mode); +GLAPI PFNGLBLENDEQUATIONINDEXEDAMDPROC glad_glBlendEquationIndexedAMD; +#define glBlendEquationIndexedAMD glad_glBlendEquationIndexedAMD +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC glad_glBlendEquationSeparateIndexedAMD; +#define glBlendEquationSeparateIndexedAMD glad_glBlendEquationSeparateIndexedAMD +#endif +#ifndef GL_AMD_framebuffer_multisample_advanced +#define GL_AMD_framebuffer_multisample_advanced 1 +GLAPI int GLAD_GL_AMD_framebuffer_multisample_advanced; +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC)(GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC glad_glRenderbufferStorageMultisampleAdvancedAMD; +#define glRenderbufferStorageMultisampleAdvancedAMD glad_glRenderbufferStorageMultisampleAdvancedAMD +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC)(GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC glad_glNamedRenderbufferStorageMultisampleAdvancedAMD; +#define glNamedRenderbufferStorageMultisampleAdvancedAMD glad_glNamedRenderbufferStorageMultisampleAdvancedAMD +#endif +#ifndef GL_AMD_framebuffer_sample_positions +#define GL_AMD_framebuffer_sample_positions 1 +GLAPI int GLAD_GL_AMD_framebuffer_sample_positions; +typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC)(GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat *values); +GLAPI PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC glad_glFramebufferSamplePositionsfvAMD; +#define glFramebufferSamplePositionsfvAMD glad_glFramebufferSamplePositionsfvAMD +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC)(GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat *values); +GLAPI PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC glad_glNamedFramebufferSamplePositionsfvAMD; +#define glNamedFramebufferSamplePositionsfvAMD glad_glNamedFramebufferSamplePositionsfvAMD +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC)(GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); +GLAPI PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC glad_glGetFramebufferParameterfvAMD; +#define glGetFramebufferParameterfvAMD glad_glGetFramebufferParameterfvAMD +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC)(GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); +GLAPI PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC glad_glGetNamedFramebufferParameterfvAMD; +#define glGetNamedFramebufferParameterfvAMD glad_glGetNamedFramebufferParameterfvAMD +#endif +#ifndef GL_AMD_gcn_shader +#define GL_AMD_gcn_shader 1 +GLAPI int GLAD_GL_AMD_gcn_shader; +#endif +#ifndef GL_AMD_gpu_shader_half_float +#define GL_AMD_gpu_shader_half_float 1 +GLAPI int GLAD_GL_AMD_gpu_shader_half_float; +#endif +#ifndef GL_AMD_gpu_shader_int16 +#define GL_AMD_gpu_shader_int16 1 +GLAPI int GLAD_GL_AMD_gpu_shader_int16; +#endif +#ifndef GL_AMD_gpu_shader_int64 +#define GL_AMD_gpu_shader_int64 1 +GLAPI int GLAD_GL_AMD_gpu_shader_int64; +typedef void (APIENTRYP PFNGLUNIFORM1I64NVPROC)(GLint location, GLint64EXT x); +GLAPI PFNGLUNIFORM1I64NVPROC glad_glUniform1i64NV; +#define glUniform1i64NV glad_glUniform1i64NV +typedef void (APIENTRYP PFNGLUNIFORM2I64NVPROC)(GLint location, GLint64EXT x, GLint64EXT y); +GLAPI PFNGLUNIFORM2I64NVPROC glad_glUniform2i64NV; +#define glUniform2i64NV glad_glUniform2i64NV +typedef void (APIENTRYP PFNGLUNIFORM3I64NVPROC)(GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GLAPI PFNGLUNIFORM3I64NVPROC glad_glUniform3i64NV; +#define glUniform3i64NV glad_glUniform3i64NV +typedef void (APIENTRYP PFNGLUNIFORM4I64NVPROC)(GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GLAPI PFNGLUNIFORM4I64NVPROC glad_glUniform4i64NV; +#define glUniform4i64NV glad_glUniform4i64NV +typedef void (APIENTRYP PFNGLUNIFORM1I64VNVPROC)(GLint location, GLsizei count, const GLint64EXT *value); +GLAPI PFNGLUNIFORM1I64VNVPROC glad_glUniform1i64vNV; +#define glUniform1i64vNV glad_glUniform1i64vNV +typedef void (APIENTRYP PFNGLUNIFORM2I64VNVPROC)(GLint location, GLsizei count, const GLint64EXT *value); +GLAPI PFNGLUNIFORM2I64VNVPROC glad_glUniform2i64vNV; +#define glUniform2i64vNV glad_glUniform2i64vNV +typedef void (APIENTRYP PFNGLUNIFORM3I64VNVPROC)(GLint location, GLsizei count, const GLint64EXT *value); +GLAPI PFNGLUNIFORM3I64VNVPROC glad_glUniform3i64vNV; +#define glUniform3i64vNV glad_glUniform3i64vNV +typedef void (APIENTRYP PFNGLUNIFORM4I64VNVPROC)(GLint location, GLsizei count, const GLint64EXT *value); +GLAPI PFNGLUNIFORM4I64VNVPROC glad_glUniform4i64vNV; +#define glUniform4i64vNV glad_glUniform4i64vNV +typedef void (APIENTRYP PFNGLUNIFORM1UI64NVPROC)(GLint location, GLuint64EXT x); +GLAPI PFNGLUNIFORM1UI64NVPROC glad_glUniform1ui64NV; +#define glUniform1ui64NV glad_glUniform1ui64NV +typedef void (APIENTRYP PFNGLUNIFORM2UI64NVPROC)(GLint location, GLuint64EXT x, GLuint64EXT y); +GLAPI PFNGLUNIFORM2UI64NVPROC glad_glUniform2ui64NV; +#define glUniform2ui64NV glad_glUniform2ui64NV +typedef void (APIENTRYP PFNGLUNIFORM3UI64NVPROC)(GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GLAPI PFNGLUNIFORM3UI64NVPROC glad_glUniform3ui64NV; +#define glUniform3ui64NV glad_glUniform3ui64NV +typedef void (APIENTRYP PFNGLUNIFORM4UI64NVPROC)(GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GLAPI PFNGLUNIFORM4UI64NVPROC glad_glUniform4ui64NV; +#define glUniform4ui64NV glad_glUniform4ui64NV +typedef void (APIENTRYP PFNGLUNIFORM1UI64VNVPROC)(GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI PFNGLUNIFORM1UI64VNVPROC glad_glUniform1ui64vNV; +#define glUniform1ui64vNV glad_glUniform1ui64vNV +typedef void (APIENTRYP PFNGLUNIFORM2UI64VNVPROC)(GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI PFNGLUNIFORM2UI64VNVPROC glad_glUniform2ui64vNV; +#define glUniform2ui64vNV glad_glUniform2ui64vNV +typedef void (APIENTRYP PFNGLUNIFORM3UI64VNVPROC)(GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI PFNGLUNIFORM3UI64VNVPROC glad_glUniform3ui64vNV; +#define glUniform3ui64vNV glad_glUniform3ui64vNV +typedef void (APIENTRYP PFNGLUNIFORM4UI64VNVPROC)(GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI PFNGLUNIFORM4UI64VNVPROC glad_glUniform4ui64vNV; +#define glUniform4ui64vNV glad_glUniform4ui64vNV +typedef void (APIENTRYP PFNGLGETUNIFORMI64VNVPROC)(GLuint program, GLint location, GLint64EXT *params); +GLAPI PFNGLGETUNIFORMI64VNVPROC glad_glGetUniformi64vNV; +#define glGetUniformi64vNV glad_glGetUniformi64vNV +typedef void (APIENTRYP PFNGLGETUNIFORMUI64VNVPROC)(GLuint program, GLint location, GLuint64EXT *params); +GLAPI PFNGLGETUNIFORMUI64VNVPROC glad_glGetUniformui64vNV; +#define glGetUniformui64vNV glad_glGetUniformui64vNV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64NVPROC)(GLuint program, GLint location, GLint64EXT x); +GLAPI PFNGLPROGRAMUNIFORM1I64NVPROC glad_glProgramUniform1i64NV; +#define glProgramUniform1i64NV glad_glProgramUniform1i64NV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64NVPROC)(GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +GLAPI PFNGLPROGRAMUNIFORM2I64NVPROC glad_glProgramUniform2i64NV; +#define glProgramUniform2i64NV glad_glProgramUniform2i64NV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64NVPROC)(GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GLAPI PFNGLPROGRAMUNIFORM3I64NVPROC glad_glProgramUniform3i64NV; +#define glProgramUniform3i64NV glad_glProgramUniform3i64NV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64NVPROC)(GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GLAPI PFNGLPROGRAMUNIFORM4I64NVPROC glad_glProgramUniform4i64NV; +#define glProgramUniform4i64NV glad_glProgramUniform4i64NV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI PFNGLPROGRAMUNIFORM1I64VNVPROC glad_glProgramUniform1i64vNV; +#define glProgramUniform1i64vNV glad_glProgramUniform1i64vNV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI PFNGLPROGRAMUNIFORM2I64VNVPROC glad_glProgramUniform2i64vNV; +#define glProgramUniform2i64vNV glad_glProgramUniform2i64vNV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI PFNGLPROGRAMUNIFORM3I64VNVPROC glad_glProgramUniform3i64vNV; +#define glProgramUniform3i64vNV glad_glProgramUniform3i64vNV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI PFNGLPROGRAMUNIFORM4I64VNVPROC glad_glProgramUniform4i64vNV; +#define glProgramUniform4i64vNV glad_glProgramUniform4i64vNV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64NVPROC)(GLuint program, GLint location, GLuint64EXT x); +GLAPI PFNGLPROGRAMUNIFORM1UI64NVPROC glad_glProgramUniform1ui64NV; +#define glProgramUniform1ui64NV glad_glProgramUniform1ui64NV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64NVPROC)(GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +GLAPI PFNGLPROGRAMUNIFORM2UI64NVPROC glad_glProgramUniform2ui64NV; +#define glProgramUniform2ui64NV glad_glProgramUniform2ui64NV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64NVPROC)(GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GLAPI PFNGLPROGRAMUNIFORM3UI64NVPROC glad_glProgramUniform3ui64NV; +#define glProgramUniform3ui64NV glad_glProgramUniform3ui64NV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64NVPROC)(GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GLAPI PFNGLPROGRAMUNIFORM4UI64NVPROC glad_glProgramUniform4ui64NV; +#define glProgramUniform4ui64NV glad_glProgramUniform4ui64NV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI PFNGLPROGRAMUNIFORM1UI64VNVPROC glad_glProgramUniform1ui64vNV; +#define glProgramUniform1ui64vNV glad_glProgramUniform1ui64vNV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI PFNGLPROGRAMUNIFORM2UI64VNVPROC glad_glProgramUniform2ui64vNV; +#define glProgramUniform2ui64vNV glad_glProgramUniform2ui64vNV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI PFNGLPROGRAMUNIFORM3UI64VNVPROC glad_glProgramUniform3ui64vNV; +#define glProgramUniform3ui64vNV glad_glProgramUniform3ui64vNV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI PFNGLPROGRAMUNIFORM4UI64VNVPROC glad_glProgramUniform4ui64vNV; +#define glProgramUniform4ui64vNV glad_glProgramUniform4ui64vNV +#endif +#ifndef GL_AMD_interleaved_elements +#define GL_AMD_interleaved_elements 1 +GLAPI int GLAD_GL_AMD_interleaved_elements; +typedef void (APIENTRYP PFNGLVERTEXATTRIBPARAMETERIAMDPROC)(GLuint index, GLenum pname, GLint param); +GLAPI PFNGLVERTEXATTRIBPARAMETERIAMDPROC glad_glVertexAttribParameteriAMD; +#define glVertexAttribParameteriAMD glad_glVertexAttribParameteriAMD +#endif +#ifndef GL_AMD_multi_draw_indirect +#define GL_AMD_multi_draw_indirect 1 +GLAPI int GLAD_GL_AMD_multi_draw_indirect; +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC)(GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC glad_glMultiDrawArraysIndirectAMD; +#define glMultiDrawArraysIndirectAMD glad_glMultiDrawArraysIndirectAMD +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC)(GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC glad_glMultiDrawElementsIndirectAMD; +#define glMultiDrawElementsIndirectAMD glad_glMultiDrawElementsIndirectAMD +#endif +#ifndef GL_AMD_name_gen_delete +#define GL_AMD_name_gen_delete 1 +GLAPI int GLAD_GL_AMD_name_gen_delete; +typedef void (APIENTRYP PFNGLGENNAMESAMDPROC)(GLenum identifier, GLuint num, GLuint *names); +GLAPI PFNGLGENNAMESAMDPROC glad_glGenNamesAMD; +#define glGenNamesAMD glad_glGenNamesAMD +typedef void (APIENTRYP PFNGLDELETENAMESAMDPROC)(GLenum identifier, GLuint num, const GLuint *names); +GLAPI PFNGLDELETENAMESAMDPROC glad_glDeleteNamesAMD; +#define glDeleteNamesAMD glad_glDeleteNamesAMD +typedef GLboolean (APIENTRYP PFNGLISNAMEAMDPROC)(GLenum identifier, GLuint name); +GLAPI PFNGLISNAMEAMDPROC glad_glIsNameAMD; +#define glIsNameAMD glad_glIsNameAMD +#endif +#ifndef GL_AMD_occlusion_query_event +#define GL_AMD_occlusion_query_event 1 +GLAPI int GLAD_GL_AMD_occlusion_query_event; +typedef void (APIENTRYP PFNGLQUERYOBJECTPARAMETERUIAMDPROC)(GLenum target, GLuint id, GLenum pname, GLuint param); +GLAPI PFNGLQUERYOBJECTPARAMETERUIAMDPROC glad_glQueryObjectParameteruiAMD; +#define glQueryObjectParameteruiAMD glad_glQueryObjectParameteruiAMD +#endif +#ifndef GL_AMD_performance_monitor +#define GL_AMD_performance_monitor 1 +GLAPI int GLAD_GL_AMD_performance_monitor; +typedef void (APIENTRYP PFNGLGETPERFMONITORGROUPSAMDPROC)(GLint *numGroups, GLsizei groupsSize, GLuint *groups); +GLAPI PFNGLGETPERFMONITORGROUPSAMDPROC glad_glGetPerfMonitorGroupsAMD; +#define glGetPerfMonitorGroupsAMD glad_glGetPerfMonitorGroupsAMD +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERSAMDPROC)(GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); +GLAPI PFNGLGETPERFMONITORCOUNTERSAMDPROC glad_glGetPerfMonitorCountersAMD; +#define glGetPerfMonitorCountersAMD glad_glGetPerfMonitorCountersAMD +typedef void (APIENTRYP PFNGLGETPERFMONITORGROUPSTRINGAMDPROC)(GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); +GLAPI PFNGLGETPERFMONITORGROUPSTRINGAMDPROC glad_glGetPerfMonitorGroupStringAMD; +#define glGetPerfMonitorGroupStringAMD glad_glGetPerfMonitorGroupStringAMD +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC)(GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); +GLAPI PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC glad_glGetPerfMonitorCounterStringAMD; +#define glGetPerfMonitorCounterStringAMD glad_glGetPerfMonitorCounterStringAMD +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERINFOAMDPROC)(GLuint group, GLuint counter, GLenum pname, void *data); +GLAPI PFNGLGETPERFMONITORCOUNTERINFOAMDPROC glad_glGetPerfMonitorCounterInfoAMD; +#define glGetPerfMonitorCounterInfoAMD glad_glGetPerfMonitorCounterInfoAMD +typedef void (APIENTRYP PFNGLGENPERFMONITORSAMDPROC)(GLsizei n, GLuint *monitors); +GLAPI PFNGLGENPERFMONITORSAMDPROC glad_glGenPerfMonitorsAMD; +#define glGenPerfMonitorsAMD glad_glGenPerfMonitorsAMD +typedef void (APIENTRYP PFNGLDELETEPERFMONITORSAMDPROC)(GLsizei n, GLuint *monitors); +GLAPI PFNGLDELETEPERFMONITORSAMDPROC glad_glDeletePerfMonitorsAMD; +#define glDeletePerfMonitorsAMD glad_glDeletePerfMonitorsAMD +typedef void (APIENTRYP PFNGLSELECTPERFMONITORCOUNTERSAMDPROC)(GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); +GLAPI PFNGLSELECTPERFMONITORCOUNTERSAMDPROC glad_glSelectPerfMonitorCountersAMD; +#define glSelectPerfMonitorCountersAMD glad_glSelectPerfMonitorCountersAMD +typedef void (APIENTRYP PFNGLBEGINPERFMONITORAMDPROC)(GLuint monitor); +GLAPI PFNGLBEGINPERFMONITORAMDPROC glad_glBeginPerfMonitorAMD; +#define glBeginPerfMonitorAMD glad_glBeginPerfMonitorAMD +typedef void (APIENTRYP PFNGLENDPERFMONITORAMDPROC)(GLuint monitor); +GLAPI PFNGLENDPERFMONITORAMDPROC glad_glEndPerfMonitorAMD; +#define glEndPerfMonitorAMD glad_glEndPerfMonitorAMD +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERDATAAMDPROC)(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); +GLAPI PFNGLGETPERFMONITORCOUNTERDATAAMDPROC glad_glGetPerfMonitorCounterDataAMD; +#define glGetPerfMonitorCounterDataAMD glad_glGetPerfMonitorCounterDataAMD +#endif +#ifndef GL_AMD_pinned_memory +#define GL_AMD_pinned_memory 1 +GLAPI int GLAD_GL_AMD_pinned_memory; +#endif +#ifndef GL_AMD_query_buffer_object +#define GL_AMD_query_buffer_object 1 +GLAPI int GLAD_GL_AMD_query_buffer_object; +#endif +#ifndef GL_AMD_sample_positions +#define GL_AMD_sample_positions 1 +GLAPI int GLAD_GL_AMD_sample_positions; +typedef void (APIENTRYP PFNGLSETMULTISAMPLEFVAMDPROC)(GLenum pname, GLuint index, const GLfloat *val); +GLAPI PFNGLSETMULTISAMPLEFVAMDPROC glad_glSetMultisamplefvAMD; +#define glSetMultisamplefvAMD glad_glSetMultisamplefvAMD +#endif +#ifndef GL_AMD_seamless_cubemap_per_texture +#define GL_AMD_seamless_cubemap_per_texture 1 +GLAPI int GLAD_GL_AMD_seamless_cubemap_per_texture; +#endif +#ifndef GL_AMD_shader_atomic_counter_ops +#define GL_AMD_shader_atomic_counter_ops 1 +GLAPI int GLAD_GL_AMD_shader_atomic_counter_ops; +#endif +#ifndef GL_AMD_shader_ballot +#define GL_AMD_shader_ballot 1 +GLAPI int GLAD_GL_AMD_shader_ballot; +#endif +#ifndef GL_AMD_shader_explicit_vertex_parameter +#define GL_AMD_shader_explicit_vertex_parameter 1 +GLAPI int GLAD_GL_AMD_shader_explicit_vertex_parameter; +#endif +#ifndef GL_AMD_shader_gpu_shader_half_float_fetch +#define GL_AMD_shader_gpu_shader_half_float_fetch 1 +GLAPI int GLAD_GL_AMD_shader_gpu_shader_half_float_fetch; +#endif +#ifndef GL_AMD_shader_image_load_store_lod +#define GL_AMD_shader_image_load_store_lod 1 +GLAPI int GLAD_GL_AMD_shader_image_load_store_lod; +#endif +#ifndef GL_AMD_shader_stencil_export +#define GL_AMD_shader_stencil_export 1 +GLAPI int GLAD_GL_AMD_shader_stencil_export; +#endif +#ifndef GL_AMD_shader_trinary_minmax +#define GL_AMD_shader_trinary_minmax 1 +GLAPI int GLAD_GL_AMD_shader_trinary_minmax; +#endif +#ifndef GL_AMD_sparse_texture +#define GL_AMD_sparse_texture 1 +GLAPI int GLAD_GL_AMD_sparse_texture; +typedef void (APIENTRYP PFNGLTEXSTORAGESPARSEAMDPROC)(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +GLAPI PFNGLTEXSTORAGESPARSEAMDPROC glad_glTexStorageSparseAMD; +#define glTexStorageSparseAMD glad_glTexStorageSparseAMD +typedef void (APIENTRYP PFNGLTEXTURESTORAGESPARSEAMDPROC)(GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +GLAPI PFNGLTEXTURESTORAGESPARSEAMDPROC glad_glTextureStorageSparseAMD; +#define glTextureStorageSparseAMD glad_glTextureStorageSparseAMD +#endif +#ifndef GL_AMD_stencil_operation_extended +#define GL_AMD_stencil_operation_extended 1 +GLAPI int GLAD_GL_AMD_stencil_operation_extended; +typedef void (APIENTRYP PFNGLSTENCILOPVALUEAMDPROC)(GLenum face, GLuint value); +GLAPI PFNGLSTENCILOPVALUEAMDPROC glad_glStencilOpValueAMD; +#define glStencilOpValueAMD glad_glStencilOpValueAMD +#endif +#ifndef GL_AMD_texture_gather_bias_lod +#define GL_AMD_texture_gather_bias_lod 1 +GLAPI int GLAD_GL_AMD_texture_gather_bias_lod; +#endif +#ifndef GL_AMD_texture_texture4 +#define GL_AMD_texture_texture4 1 +GLAPI int GLAD_GL_AMD_texture_texture4; +#endif +#ifndef GL_AMD_transform_feedback3_lines_triangles +#define GL_AMD_transform_feedback3_lines_triangles 1 +GLAPI int GLAD_GL_AMD_transform_feedback3_lines_triangles; +#endif +#ifndef GL_AMD_transform_feedback4 +#define GL_AMD_transform_feedback4 1 +GLAPI int GLAD_GL_AMD_transform_feedback4; +#endif +#ifndef GL_AMD_vertex_shader_layer +#define GL_AMD_vertex_shader_layer 1 +GLAPI int GLAD_GL_AMD_vertex_shader_layer; +#endif +#ifndef GL_AMD_vertex_shader_tessellator +#define GL_AMD_vertex_shader_tessellator 1 +GLAPI int GLAD_GL_AMD_vertex_shader_tessellator; +typedef void (APIENTRYP PFNGLTESSELLATIONFACTORAMDPROC)(GLfloat factor); +GLAPI PFNGLTESSELLATIONFACTORAMDPROC glad_glTessellationFactorAMD; +#define glTessellationFactorAMD glad_glTessellationFactorAMD +typedef void (APIENTRYP PFNGLTESSELLATIONMODEAMDPROC)(GLenum mode); +GLAPI PFNGLTESSELLATIONMODEAMDPROC glad_glTessellationModeAMD; +#define glTessellationModeAMD glad_glTessellationModeAMD +#endif +#ifndef GL_AMD_vertex_shader_viewport_index +#define GL_AMD_vertex_shader_viewport_index 1 +GLAPI int GLAD_GL_AMD_vertex_shader_viewport_index; +#endif +#ifndef GL_APPLE_aux_depth_stencil +#define GL_APPLE_aux_depth_stencil 1 +GLAPI int GLAD_GL_APPLE_aux_depth_stencil; +#endif +#ifndef GL_APPLE_client_storage +#define GL_APPLE_client_storage 1 +GLAPI int GLAD_GL_APPLE_client_storage; +#endif +#ifndef GL_APPLE_element_array +#define GL_APPLE_element_array 1 +GLAPI int GLAD_GL_APPLE_element_array; +typedef void (APIENTRYP PFNGLELEMENTPOINTERAPPLEPROC)(GLenum type, const void *pointer); +GLAPI PFNGLELEMENTPOINTERAPPLEPROC glad_glElementPointerAPPLE; +#define glElementPointerAPPLE glad_glElementPointerAPPLE +typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYAPPLEPROC)(GLenum mode, GLint first, GLsizei count); +GLAPI PFNGLDRAWELEMENTARRAYAPPLEPROC glad_glDrawElementArrayAPPLE; +#define glDrawElementArrayAPPLE glad_glDrawElementArrayAPPLE +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC)(GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); +GLAPI PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC glad_glDrawRangeElementArrayAPPLE; +#define glDrawRangeElementArrayAPPLE glad_glDrawRangeElementArrayAPPLE +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +GLAPI PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC glad_glMultiDrawElementArrayAPPLE; +#define glMultiDrawElementArrayAPPLE glad_glMultiDrawElementArrayAPPLE +typedef void (APIENTRYP PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC)(GLenum mode, GLuint start, GLuint end, const GLint *first, const GLsizei *count, GLsizei primcount); +GLAPI PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC glad_glMultiDrawRangeElementArrayAPPLE; +#define glMultiDrawRangeElementArrayAPPLE glad_glMultiDrawRangeElementArrayAPPLE +#endif +#ifndef GL_APPLE_fence +#define GL_APPLE_fence 1 +GLAPI int GLAD_GL_APPLE_fence; +typedef void (APIENTRYP PFNGLGENFENCESAPPLEPROC)(GLsizei n, GLuint *fences); +GLAPI PFNGLGENFENCESAPPLEPROC glad_glGenFencesAPPLE; +#define glGenFencesAPPLE glad_glGenFencesAPPLE +typedef void (APIENTRYP PFNGLDELETEFENCESAPPLEPROC)(GLsizei n, const GLuint *fences); +GLAPI PFNGLDELETEFENCESAPPLEPROC glad_glDeleteFencesAPPLE; +#define glDeleteFencesAPPLE glad_glDeleteFencesAPPLE +typedef void (APIENTRYP PFNGLSETFENCEAPPLEPROC)(GLuint fence); +GLAPI PFNGLSETFENCEAPPLEPROC glad_glSetFenceAPPLE; +#define glSetFenceAPPLE glad_glSetFenceAPPLE +typedef GLboolean (APIENTRYP PFNGLISFENCEAPPLEPROC)(GLuint fence); +GLAPI PFNGLISFENCEAPPLEPROC glad_glIsFenceAPPLE; +#define glIsFenceAPPLE glad_glIsFenceAPPLE +typedef GLboolean (APIENTRYP PFNGLTESTFENCEAPPLEPROC)(GLuint fence); +GLAPI PFNGLTESTFENCEAPPLEPROC glad_glTestFenceAPPLE; +#define glTestFenceAPPLE glad_glTestFenceAPPLE +typedef void (APIENTRYP PFNGLFINISHFENCEAPPLEPROC)(GLuint fence); +GLAPI PFNGLFINISHFENCEAPPLEPROC glad_glFinishFenceAPPLE; +#define glFinishFenceAPPLE glad_glFinishFenceAPPLE +typedef GLboolean (APIENTRYP PFNGLTESTOBJECTAPPLEPROC)(GLenum object, GLuint name); +GLAPI PFNGLTESTOBJECTAPPLEPROC glad_glTestObjectAPPLE; +#define glTestObjectAPPLE glad_glTestObjectAPPLE +typedef void (APIENTRYP PFNGLFINISHOBJECTAPPLEPROC)(GLenum object, GLint name); +GLAPI PFNGLFINISHOBJECTAPPLEPROC glad_glFinishObjectAPPLE; +#define glFinishObjectAPPLE glad_glFinishObjectAPPLE +#endif +#ifndef GL_APPLE_float_pixels +#define GL_APPLE_float_pixels 1 +GLAPI int GLAD_GL_APPLE_float_pixels; +#endif +#ifndef GL_APPLE_flush_buffer_range +#define GL_APPLE_flush_buffer_range 1 +GLAPI int GLAD_GL_APPLE_flush_buffer_range; +typedef void (APIENTRYP PFNGLBUFFERPARAMETERIAPPLEPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLBUFFERPARAMETERIAPPLEPROC glad_glBufferParameteriAPPLE; +#define glBufferParameteriAPPLE glad_glBufferParameteriAPPLE +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC)(GLenum target, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC glad_glFlushMappedBufferRangeAPPLE; +#define glFlushMappedBufferRangeAPPLE glad_glFlushMappedBufferRangeAPPLE +#endif +#ifndef GL_APPLE_object_purgeable +#define GL_APPLE_object_purgeable 1 +GLAPI int GLAD_GL_APPLE_object_purgeable; +typedef GLenum (APIENTRYP PFNGLOBJECTPURGEABLEAPPLEPROC)(GLenum objectType, GLuint name, GLenum option); +GLAPI PFNGLOBJECTPURGEABLEAPPLEPROC glad_glObjectPurgeableAPPLE; +#define glObjectPurgeableAPPLE glad_glObjectPurgeableAPPLE +typedef GLenum (APIENTRYP PFNGLOBJECTUNPURGEABLEAPPLEPROC)(GLenum objectType, GLuint name, GLenum option); +GLAPI PFNGLOBJECTUNPURGEABLEAPPLEPROC glad_glObjectUnpurgeableAPPLE; +#define glObjectUnpurgeableAPPLE glad_glObjectUnpurgeableAPPLE +typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVAPPLEPROC)(GLenum objectType, GLuint name, GLenum pname, GLint *params); +GLAPI PFNGLGETOBJECTPARAMETERIVAPPLEPROC glad_glGetObjectParameterivAPPLE; +#define glGetObjectParameterivAPPLE glad_glGetObjectParameterivAPPLE +#endif +#ifndef GL_APPLE_rgb_422 +#define GL_APPLE_rgb_422 1 +GLAPI int GLAD_GL_APPLE_rgb_422; +#endif +#ifndef GL_APPLE_row_bytes +#define GL_APPLE_row_bytes 1 +GLAPI int GLAD_GL_APPLE_row_bytes; +#endif +#ifndef GL_APPLE_specular_vector +#define GL_APPLE_specular_vector 1 +GLAPI int GLAD_GL_APPLE_specular_vector; +#endif +#ifndef GL_APPLE_texture_range +#define GL_APPLE_texture_range 1 +GLAPI int GLAD_GL_APPLE_texture_range; +typedef void (APIENTRYP PFNGLTEXTURERANGEAPPLEPROC)(GLenum target, GLsizei length, const void *pointer); +GLAPI PFNGLTEXTURERANGEAPPLEPROC glad_glTextureRangeAPPLE; +#define glTextureRangeAPPLE glad_glTextureRangeAPPLE +typedef void (APIENTRYP PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC)(GLenum target, GLenum pname, void **params); +GLAPI PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC glad_glGetTexParameterPointervAPPLE; +#define glGetTexParameterPointervAPPLE glad_glGetTexParameterPointervAPPLE +#endif +#ifndef GL_APPLE_transform_hint +#define GL_APPLE_transform_hint 1 +GLAPI int GLAD_GL_APPLE_transform_hint; +#endif +#ifndef GL_APPLE_vertex_array_object +#define GL_APPLE_vertex_array_object 1 +GLAPI int GLAD_GL_APPLE_vertex_array_object; +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYAPPLEPROC)(GLuint array); +GLAPI PFNGLBINDVERTEXARRAYAPPLEPROC glad_glBindVertexArrayAPPLE; +#define glBindVertexArrayAPPLE glad_glBindVertexArrayAPPLE +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSAPPLEPROC)(GLsizei n, const GLuint *arrays); +GLAPI PFNGLDELETEVERTEXARRAYSAPPLEPROC glad_glDeleteVertexArraysAPPLE; +#define glDeleteVertexArraysAPPLE glad_glDeleteVertexArraysAPPLE +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSAPPLEPROC)(GLsizei n, GLuint *arrays); +GLAPI PFNGLGENVERTEXARRAYSAPPLEPROC glad_glGenVertexArraysAPPLE; +#define glGenVertexArraysAPPLE glad_glGenVertexArraysAPPLE +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYAPPLEPROC)(GLuint array); +GLAPI PFNGLISVERTEXARRAYAPPLEPROC glad_glIsVertexArrayAPPLE; +#define glIsVertexArrayAPPLE glad_glIsVertexArrayAPPLE +#endif +#ifndef GL_APPLE_vertex_array_range +#define GL_APPLE_vertex_array_range 1 +GLAPI int GLAD_GL_APPLE_vertex_array_range; +typedef void (APIENTRYP PFNGLVERTEXARRAYRANGEAPPLEPROC)(GLsizei length, void *pointer); +GLAPI PFNGLVERTEXARRAYRANGEAPPLEPROC glad_glVertexArrayRangeAPPLE; +#define glVertexArrayRangeAPPLE glad_glVertexArrayRangeAPPLE +typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC)(GLsizei length, void *pointer); +GLAPI PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC glad_glFlushVertexArrayRangeAPPLE; +#define glFlushVertexArrayRangeAPPLE glad_glFlushVertexArrayRangeAPPLE +typedef void (APIENTRYP PFNGLVERTEXARRAYPARAMETERIAPPLEPROC)(GLenum pname, GLint param); +GLAPI PFNGLVERTEXARRAYPARAMETERIAPPLEPROC glad_glVertexArrayParameteriAPPLE; +#define glVertexArrayParameteriAPPLE glad_glVertexArrayParameteriAPPLE +#endif +#ifndef GL_APPLE_vertex_program_evaluators +#define GL_APPLE_vertex_program_evaluators 1 +GLAPI int GLAD_GL_APPLE_vertex_program_evaluators; +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBAPPLEPROC)(GLuint index, GLenum pname); +GLAPI PFNGLENABLEVERTEXATTRIBAPPLEPROC glad_glEnableVertexAttribAPPLE; +#define glEnableVertexAttribAPPLE glad_glEnableVertexAttribAPPLE +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBAPPLEPROC)(GLuint index, GLenum pname); +GLAPI PFNGLDISABLEVERTEXATTRIBAPPLEPROC glad_glDisableVertexAttribAPPLE; +#define glDisableVertexAttribAPPLE glad_glDisableVertexAttribAPPLE +typedef GLboolean (APIENTRYP PFNGLISVERTEXATTRIBENABLEDAPPLEPROC)(GLuint index, GLenum pname); +GLAPI PFNGLISVERTEXATTRIBENABLEDAPPLEPROC glad_glIsVertexAttribEnabledAPPLE; +#define glIsVertexAttribEnabledAPPLE glad_glIsVertexAttribEnabledAPPLE +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB1DAPPLEPROC)(GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); +GLAPI PFNGLMAPVERTEXATTRIB1DAPPLEPROC glad_glMapVertexAttrib1dAPPLE; +#define glMapVertexAttrib1dAPPLE glad_glMapVertexAttrib1dAPPLE +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB1FAPPLEPROC)(GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); +GLAPI PFNGLMAPVERTEXATTRIB1FAPPLEPROC glad_glMapVertexAttrib1fAPPLE; +#define glMapVertexAttrib1fAPPLE glad_glMapVertexAttrib1fAPPLE +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB2DAPPLEPROC)(GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); +GLAPI PFNGLMAPVERTEXATTRIB2DAPPLEPROC glad_glMapVertexAttrib2dAPPLE; +#define glMapVertexAttrib2dAPPLE glad_glMapVertexAttrib2dAPPLE +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB2FAPPLEPROC)(GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); +GLAPI PFNGLMAPVERTEXATTRIB2FAPPLEPROC glad_glMapVertexAttrib2fAPPLE; +#define glMapVertexAttrib2fAPPLE glad_glMapVertexAttrib2fAPPLE +#endif +#ifndef GL_APPLE_ycbcr_422 +#define GL_APPLE_ycbcr_422 1 +GLAPI int GLAD_GL_APPLE_ycbcr_422; +#endif +#ifndef GL_ARB_ES2_compatibility +#define GL_ARB_ES2_compatibility 1 +GLAPI int GLAD_GL_ARB_ES2_compatibility; +#endif +#ifndef GL_ARB_ES3_1_compatibility +#define GL_ARB_ES3_1_compatibility 1 +GLAPI int GLAD_GL_ARB_ES3_1_compatibility; +#endif +#ifndef GL_ARB_ES3_2_compatibility +#define GL_ARB_ES3_2_compatibility 1 +GLAPI int GLAD_GL_ARB_ES3_2_compatibility; +typedef void (APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXARBPROC)(GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +GLAPI PFNGLPRIMITIVEBOUNDINGBOXARBPROC glad_glPrimitiveBoundingBoxARB; +#define glPrimitiveBoundingBoxARB glad_glPrimitiveBoundingBoxARB +#endif +#ifndef GL_ARB_ES3_compatibility +#define GL_ARB_ES3_compatibility 1 +GLAPI int GLAD_GL_ARB_ES3_compatibility; +#endif +#ifndef GL_ARB_arrays_of_arrays +#define GL_ARB_arrays_of_arrays 1 +GLAPI int GLAD_GL_ARB_arrays_of_arrays; +#endif +#ifndef GL_ARB_base_instance +#define GL_ARB_base_instance 1 +GLAPI int GLAD_GL_ARB_base_instance; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +GLAPI PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance; +#define glDrawArraysInstancedBaseInstance glad_glDrawArraysInstancedBaseInstance +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance; +#define glDrawElementsInstancedBaseInstance glad_glDrawElementsInstancedBaseInstance +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance; +#define glDrawElementsInstancedBaseVertexBaseInstance glad_glDrawElementsInstancedBaseVertexBaseInstance +#endif +#ifndef GL_ARB_bindless_texture +#define GL_ARB_bindless_texture 1 +GLAPI int GLAD_GL_ARB_bindless_texture; +typedef GLuint64 (APIENTRYP PFNGLGETTEXTUREHANDLEARBPROC)(GLuint texture); +GLAPI PFNGLGETTEXTUREHANDLEARBPROC glad_glGetTextureHandleARB; +#define glGetTextureHandleARB glad_glGetTextureHandleARB +typedef GLuint64 (APIENTRYP PFNGLGETTEXTURESAMPLERHANDLEARBPROC)(GLuint texture, GLuint sampler); +GLAPI PFNGLGETTEXTURESAMPLERHANDLEARBPROC glad_glGetTextureSamplerHandleARB; +#define glGetTextureSamplerHandleARB glad_glGetTextureSamplerHandleARB +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTARBPROC)(GLuint64 handle); +GLAPI PFNGLMAKETEXTUREHANDLERESIDENTARBPROC glad_glMakeTextureHandleResidentARB; +#define glMakeTextureHandleResidentARB glad_glMakeTextureHandleResidentARB +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC)(GLuint64 handle); +GLAPI PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC glad_glMakeTextureHandleNonResidentARB; +#define glMakeTextureHandleNonResidentARB glad_glMakeTextureHandleNonResidentARB +typedef GLuint64 (APIENTRYP PFNGLGETIMAGEHANDLEARBPROC)(GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +GLAPI PFNGLGETIMAGEHANDLEARBPROC glad_glGetImageHandleARB; +#define glGetImageHandleARB glad_glGetImageHandleARB +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTARBPROC)(GLuint64 handle, GLenum access); +GLAPI PFNGLMAKEIMAGEHANDLERESIDENTARBPROC glad_glMakeImageHandleResidentARB; +#define glMakeImageHandleResidentARB glad_glMakeImageHandleResidentARB +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC)(GLuint64 handle); +GLAPI PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC glad_glMakeImageHandleNonResidentARB; +#define glMakeImageHandleNonResidentARB glad_glMakeImageHandleNonResidentARB +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64ARBPROC)(GLint location, GLuint64 value); +GLAPI PFNGLUNIFORMHANDLEUI64ARBPROC glad_glUniformHandleui64ARB; +#define glUniformHandleui64ARB glad_glUniformHandleui64ARB +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64VARBPROC)(GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLUNIFORMHANDLEUI64VARBPROC glad_glUniformHandleui64vARB; +#define glUniformHandleui64vARB glad_glUniformHandleui64vARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC)(GLuint program, GLint location, GLuint64 value); +GLAPI PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC glad_glProgramUniformHandleui64ARB; +#define glProgramUniformHandleui64ARB glad_glProgramUniformHandleui64ARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 *values); +GLAPI PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC glad_glProgramUniformHandleui64vARB; +#define glProgramUniformHandleui64vARB glad_glProgramUniformHandleui64vARB +typedef GLboolean (APIENTRYP PFNGLISTEXTUREHANDLERESIDENTARBPROC)(GLuint64 handle); +GLAPI PFNGLISTEXTUREHANDLERESIDENTARBPROC glad_glIsTextureHandleResidentARB; +#define glIsTextureHandleResidentARB glad_glIsTextureHandleResidentARB +typedef GLboolean (APIENTRYP PFNGLISIMAGEHANDLERESIDENTARBPROC)(GLuint64 handle); +GLAPI PFNGLISIMAGEHANDLERESIDENTARBPROC glad_glIsImageHandleResidentARB; +#define glIsImageHandleResidentARB glad_glIsImageHandleResidentARB +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64ARBPROC)(GLuint index, GLuint64EXT x); +GLAPI PFNGLVERTEXATTRIBL1UI64ARBPROC glad_glVertexAttribL1ui64ARB; +#define glVertexAttribL1ui64ARB glad_glVertexAttribL1ui64ARB +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64VARBPROC)(GLuint index, const GLuint64EXT *v); +GLAPI PFNGLVERTEXATTRIBL1UI64VARBPROC glad_glVertexAttribL1ui64vARB; +#define glVertexAttribL1ui64vARB glad_glVertexAttribL1ui64vARB +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLUI64VARBPROC)(GLuint index, GLenum pname, GLuint64EXT *params); +GLAPI PFNGLGETVERTEXATTRIBLUI64VARBPROC glad_glGetVertexAttribLui64vARB; +#define glGetVertexAttribLui64vARB glad_glGetVertexAttribLui64vARB +#endif +#ifndef GL_ARB_blend_func_extended +#define GL_ARB_blend_func_extended 1 +GLAPI int GLAD_GL_ARB_blend_func_extended; +#endif +#ifndef GL_ARB_buffer_storage +#define GL_ARB_buffer_storage 1 +GLAPI int GLAD_GL_ARB_buffer_storage; +typedef void (APIENTRYP PFNGLBUFFERSTORAGEPROC)(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI PFNGLBUFFERSTORAGEPROC glad_glBufferStorage; +#define glBufferStorage glad_glBufferStorage +#endif +#ifndef GL_ARB_cl_event +#define GL_ARB_cl_event 1 +GLAPI int GLAD_GL_ARB_cl_event; +typedef GLsync (APIENTRYP PFNGLCREATESYNCFROMCLEVENTARBPROC)(struct _cl_context *context, struct _cl_event *event, GLbitfield flags); +GLAPI PFNGLCREATESYNCFROMCLEVENTARBPROC glad_glCreateSyncFromCLeventARB; +#define glCreateSyncFromCLeventARB glad_glCreateSyncFromCLeventARB +#endif +#ifndef GL_ARB_clear_buffer_object +#define GL_ARB_clear_buffer_object 1 +GLAPI int GLAD_GL_ARB_clear_buffer_object; +typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC)(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData; +#define glClearBufferData glad_glClearBufferData +typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC)(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData; +#define glClearBufferSubData glad_glClearBufferSubData +#endif +#ifndef GL_ARB_clear_texture +#define GL_ARB_clear_texture 1 +GLAPI int GLAD_GL_ARB_clear_texture; +typedef void (APIENTRYP PFNGLCLEARTEXIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage; +#define glClearTexImage glad_glClearTexImage +typedef void (APIENTRYP PFNGLCLEARTEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage; +#define glClearTexSubImage glad_glClearTexSubImage +#endif +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 +GLAPI int GLAD_GL_ARB_clip_control; +typedef void (APIENTRYP PFNGLCLIPCONTROLPROC)(GLenum origin, GLenum depth); +GLAPI PFNGLCLIPCONTROLPROC glad_glClipControl; +#define glClipControl glad_glClipControl +#endif +#ifndef GL_ARB_color_buffer_float +#define GL_ARB_color_buffer_float 1 +GLAPI int GLAD_GL_ARB_color_buffer_float; +typedef void (APIENTRYP PFNGLCLAMPCOLORARBPROC)(GLenum target, GLenum clamp); +GLAPI PFNGLCLAMPCOLORARBPROC glad_glClampColorARB; +#define glClampColorARB glad_glClampColorARB +#endif +#ifndef GL_ARB_compatibility +#define GL_ARB_compatibility 1 +GLAPI int GLAD_GL_ARB_compatibility; +#endif +#ifndef GL_ARB_compressed_texture_pixel_storage +#define GL_ARB_compressed_texture_pixel_storage 1 +GLAPI int GLAD_GL_ARB_compressed_texture_pixel_storage; +#endif +#ifndef GL_ARB_compute_shader +#define GL_ARB_compute_shader 1 +GLAPI int GLAD_GL_ARB_compute_shader; +#endif +#ifndef GL_ARB_compute_variable_group_size +#define GL_ARB_compute_variable_group_size 1 +GLAPI int GLAD_GL_ARB_compute_variable_group_size; +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); +GLAPI PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC glad_glDispatchComputeGroupSizeARB; +#define glDispatchComputeGroupSizeARB glad_glDispatchComputeGroupSizeARB +#endif +#ifndef GL_ARB_conditional_render_inverted +#define GL_ARB_conditional_render_inverted 1 +GLAPI int GLAD_GL_ARB_conditional_render_inverted; +#endif +#ifndef GL_ARB_conservative_depth +#define GL_ARB_conservative_depth 1 +GLAPI int GLAD_GL_ARB_conservative_depth; +#endif +#ifndef GL_ARB_copy_buffer +#define GL_ARB_copy_buffer 1 +GLAPI int GLAD_GL_ARB_copy_buffer; +#endif +#ifndef GL_ARB_copy_image +#define GL_ARB_copy_image 1 +GLAPI int GLAD_GL_ARB_copy_image; +typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAPROC)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +GLAPI PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData; +#define glCopyImageSubData glad_glCopyImageSubData +#endif +#ifndef GL_ARB_cull_distance +#define GL_ARB_cull_distance 1 +GLAPI int GLAD_GL_ARB_cull_distance; +#endif +#ifndef GL_ARB_debug_output +#define GL_ARB_debug_output 1 +GLAPI int GLAD_GL_ARB_debug_output; +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI PFNGLDEBUGMESSAGECONTROLARBPROC glad_glDebugMessageControlARB; +#define glDebugMessageControlARB glad_glDebugMessageControlARB +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI PFNGLDEBUGMESSAGEINSERTARBPROC glad_glDebugMessageInsertARB; +#define glDebugMessageInsertARB glad_glDebugMessageInsertARB +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC)(GLDEBUGPROCARB callback, const void *userParam); +GLAPI PFNGLDEBUGMESSAGECALLBACKARBPROC glad_glDebugMessageCallbackARB; +#define glDebugMessageCallbackARB glad_glDebugMessageCallbackARB +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI PFNGLGETDEBUGMESSAGELOGARBPROC glad_glGetDebugMessageLogARB; +#define glGetDebugMessageLogARB glad_glGetDebugMessageLogARB +#endif +#ifndef GL_ARB_depth_buffer_float +#define GL_ARB_depth_buffer_float 1 +GLAPI int GLAD_GL_ARB_depth_buffer_float; +#endif +#ifndef GL_ARB_depth_clamp +#define GL_ARB_depth_clamp 1 +GLAPI int GLAD_GL_ARB_depth_clamp; +#endif +#ifndef GL_ARB_depth_texture +#define GL_ARB_depth_texture 1 +GLAPI int GLAD_GL_ARB_depth_texture; +#endif +#ifndef GL_ARB_derivative_control +#define GL_ARB_derivative_control 1 +GLAPI int GLAD_GL_ARB_derivative_control; +#endif +#ifndef GL_ARB_direct_state_access +#define GL_ARB_direct_state_access 1 +GLAPI int GLAD_GL_ARB_direct_state_access; +typedef void (APIENTRYP PFNGLCREATETRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks; +#define glCreateTransformFeedbacks glad_glCreateTransformFeedbacks +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)(GLuint xfb, GLuint index, GLuint buffer); +GLAPI PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase; +#define glTransformFeedbackBufferBase glad_glTransformFeedbackBufferBase +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange; +#define glTransformFeedbackBufferRange glad_glTransformFeedbackBufferRange +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKIVPROC)(GLuint xfb, GLenum pname, GLint *param); +GLAPI PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv; +#define glGetTransformFeedbackiv glad_glGetTransformFeedbackiv +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint *param); +GLAPI PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v; +#define glGetTransformFeedbacki_v glad_glGetTransformFeedbacki_v +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +GLAPI PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v; +#define glGetTransformFeedbacki64_v glad_glGetTransformFeedbacki64_v +typedef void (APIENTRYP PFNGLCREATEBUFFERSPROC)(GLsizei n, GLuint *buffers); +GLAPI PFNGLCREATEBUFFERSPROC glad_glCreateBuffers; +#define glCreateBuffers glad_glCreateBuffers +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage; +#define glNamedBufferStorage glad_glNamedBufferStorage +typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +GLAPI PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData; +#define glNamedBufferData glad_glNamedBufferData +typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData; +#define glNamedBufferSubData glad_glNamedBufferSubData +typedef void (APIENTRYP PFNGLCOPYNAMEDBUFFERSUBDATAPROC)(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData; +#define glCopyNamedBufferSubData glad_glCopyNamedBufferSubData +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAPROC)(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData; +#define glClearNamedBufferData glad_glClearNamedBufferData +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData; +#define glClearNamedBufferSubData glad_glClearNamedBufferSubData +typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERPROC)(GLuint buffer, GLenum access); +GLAPI PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer; +#define glMapNamedBuffer glad_glMapNamedBuffer +typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange; +#define glMapNamedBufferRange glad_glMapNamedBufferRange +typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFERPROC)(GLuint buffer); +GLAPI PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer; +#define glUnmapNamedBuffer glad_glUnmapNamedBuffer +typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange; +#define glFlushMappedNamedBufferRange glad_glFlushMappedNamedBufferRange +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVPROC)(GLuint buffer, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv; +#define glGetNamedBufferParameteriv glad_glGetNamedBufferParameteriv +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)(GLuint buffer, GLenum pname, GLint64 *params); +GLAPI PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v; +#define glGetNamedBufferParameteri64v glad_glGetNamedBufferParameteri64v +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVPROC)(GLuint buffer, GLenum pname, void **params); +GLAPI PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv; +#define glGetNamedBufferPointerv glad_glGetNamedBufferPointerv +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +GLAPI PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData; +#define glGetNamedBufferSubData glad_glGetNamedBufferSubData +typedef void (APIENTRYP PFNGLCREATEFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers); +GLAPI PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers; +#define glCreateFramebuffers glad_glCreateFramebuffers +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer; +#define glNamedFramebufferRenderbuffer glad_glNamedFramebufferRenderbuffer +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)(GLuint framebuffer, GLenum pname, GLint param); +GLAPI PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri; +#define glNamedFramebufferParameteri glad_glNamedFramebufferParameteri +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture; +#define glNamedFramebufferTexture glad_glNamedFramebufferTexture +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer; +#define glNamedFramebufferTextureLayer glad_glNamedFramebufferTextureLayer +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)(GLuint framebuffer, GLenum buf); +GLAPI PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer; +#define glNamedFramebufferDrawBuffer glad_glNamedFramebufferDrawBuffer +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)(GLuint framebuffer, GLsizei n, const GLenum *bufs); +GLAPI PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers; +#define glNamedFramebufferDrawBuffers glad_glNamedFramebufferDrawBuffers +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)(GLuint framebuffer, GLenum src); +GLAPI PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer; +#define glNamedFramebufferReadBuffer glad_glNamedFramebufferReadBuffer +typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); +GLAPI PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData; +#define glInvalidateNamedFramebufferData glad_glInvalidateNamedFramebufferData +typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData; +#define glInvalidateNamedFramebufferSubData glad_glInvalidateNamedFramebufferSubData +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv; +#define glClearNamedFramebufferiv glad_glClearNamedFramebufferiv +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv; +#define glClearNamedFramebufferuiv glad_glClearNamedFramebufferuiv +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv; +#define glClearNamedFramebufferfv glad_glClearNamedFramebufferfv +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi; +#define glClearNamedFramebufferfi glad_glClearNamedFramebufferfi +typedef void (APIENTRYP PFNGLBLITNAMEDFRAMEBUFFERPROC)(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer; +#define glBlitNamedFramebuffer glad_glBlitNamedFramebuffer +typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)(GLuint framebuffer, GLenum target); +GLAPI PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus; +#define glCheckNamedFramebufferStatus glad_glCheckNamedFramebufferStatus +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)(GLuint framebuffer, GLenum pname, GLint *param); +GLAPI PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv; +#define glGetNamedFramebufferParameteriv glad_glGetNamedFramebufferParameteriv +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv; +#define glGetNamedFramebufferAttachmentParameteriv glad_glGetNamedFramebufferAttachmentParameteriv +typedef void (APIENTRYP PFNGLCREATERENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers); +GLAPI PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers; +#define glCreateRenderbuffers glad_glCreateRenderbuffers +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEPROC)(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage; +#define glNamedRenderbufferStorage glad_glNamedRenderbufferStorage +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample; +#define glNamedRenderbufferStorageMultisample glad_glNamedRenderbufferStorageMultisample +typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)(GLuint renderbuffer, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv; +#define glGetNamedRenderbufferParameteriv glad_glGetNamedRenderbufferParameteriv +typedef void (APIENTRYP PFNGLCREATETEXTURESPROC)(GLenum target, GLsizei n, GLuint *textures); +GLAPI PFNGLCREATETEXTURESPROC glad_glCreateTextures; +#define glCreateTextures glad_glCreateTextures +typedef void (APIENTRYP PFNGLTEXTUREBUFFERPROC)(GLuint texture, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer; +#define glTextureBuffer glad_glTextureBuffer +typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEPROC)(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange; +#define glTextureBufferRange glad_glTextureBufferRange +typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D; +#define glTextureStorage1D glad_glTextureStorage1D +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D; +#define glTextureStorage2D glad_glTextureStorage2D +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D; +#define glTextureStorage3D glad_glTextureStorage3D +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample; +#define glTextureStorage2DMultisample glad_glTextureStorage2DMultisample +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample; +#define glTextureStorage3DMultisample glad_glTextureStorage3DMultisample +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D; +#define glTextureSubImage1D glad_glTextureSubImage1D +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D; +#define glTextureSubImage2D glad_glTextureSubImage2D +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D; +#define glTextureSubImage3D glad_glTextureSubImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D; +#define glCompressedTextureSubImage1D glad_glCompressedTextureSubImage1D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D; +#define glCompressedTextureSubImage2D glad_glCompressedTextureSubImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D; +#define glCompressedTextureSubImage3D glad_glCompressedTextureSubImage3D +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D; +#define glCopyTextureSubImage1D glad_glCopyTextureSubImage1D +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D; +#define glCopyTextureSubImage2D glad_glCopyTextureSubImage2D +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D; +#define glCopyTextureSubImage3D glad_glCopyTextureSubImage3D +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFPROC)(GLuint texture, GLenum pname, GLfloat param); +GLAPI PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf; +#define glTextureParameterf glad_glTextureParameterf +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, const GLfloat *param); +GLAPI PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv; +#define glTextureParameterfv glad_glTextureParameterfv +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIPROC)(GLuint texture, GLenum pname, GLint param); +GLAPI PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri; +#define glTextureParameteri glad_glTextureParameteri +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, const GLint *params); +GLAPI PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv; +#define glTextureParameterIiv glad_glTextureParameterIiv +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv; +#define glTextureParameterIuiv glad_glTextureParameterIuiv +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, const GLint *param); +GLAPI PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv; +#define glTextureParameteriv glad_glTextureParameteriv +typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPPROC)(GLuint texture); +GLAPI PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap; +#define glGenerateTextureMipmap glad_glGenerateTextureMipmap +typedef void (APIENTRYP PFNGLBINDTEXTUREUNITPROC)(GLuint unit, GLuint texture); +GLAPI PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit; +#define glBindTextureUnit glad_glBindTextureUnit +typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage; +#define glGetTextureImage glad_glGetTextureImage +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLsizei bufSize, void *pixels); +GLAPI PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage; +#define glGetCompressedTextureImage glad_glGetCompressedTextureImage +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVPROC)(GLuint texture, GLint level, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv; +#define glGetTextureLevelParameterfv glad_glGetTextureLevelParameterfv +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVPROC)(GLuint texture, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv; +#define glGetTextureLevelParameteriv glad_glGetTextureLevelParameteriv +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv; +#define glGetTextureParameterfv glad_glGetTextureParameterfv +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv; +#define glGetTextureParameterIiv glad_glGetTextureParameterIiv +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv; +#define glGetTextureParameterIuiv glad_glGetTextureParameterIuiv +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv; +#define glGetTextureParameteriv glad_glGetTextureParameteriv +typedef void (APIENTRYP PFNGLCREATEVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays); +GLAPI PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays; +#define glCreateVertexArrays glad_glCreateVertexArrays +typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index); +GLAPI PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib; +#define glDisableVertexArrayAttrib glad_glDisableVertexArrayAttrib +typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index); +GLAPI PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib; +#define glEnableVertexArrayAttrib glad_glEnableVertexArrayAttrib +typedef void (APIENTRYP PFNGLVERTEXARRAYELEMENTBUFFERPROC)(GLuint vaobj, GLuint buffer); +GLAPI PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer; +#define glVertexArrayElementBuffer glad_glVertexArrayElementBuffer +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERPROC)(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer; +#define glVertexArrayVertexBuffer glad_glVertexArrayVertexBuffer +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERSPROC)(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +GLAPI PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers; +#define glVertexArrayVertexBuffers glad_glVertexArrayVertexBuffers +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBBINDINGPROC)(GLuint vaobj, GLuint attribindex, GLuint bindingindex); +GLAPI PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding; +#define glVertexArrayAttribBinding glad_glVertexArrayAttribBinding +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat; +#define glVertexArrayAttribFormat glad_glVertexArrayAttribFormat +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBIFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat; +#define glVertexArrayAttribIFormat glad_glVertexArrayAttribIFormat +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBLFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat; +#define glVertexArrayAttribLFormat glad_glVertexArrayAttribLFormat +typedef void (APIENTRYP PFNGLVERTEXARRAYBINDINGDIVISORPROC)(GLuint vaobj, GLuint bindingindex, GLuint divisor); +GLAPI PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor; +#define glVertexArrayBindingDivisor glad_glVertexArrayBindingDivisor +typedef void (APIENTRYP PFNGLGETVERTEXARRAYIVPROC)(GLuint vaobj, GLenum pname, GLint *param); +GLAPI PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv; +#define glGetVertexArrayiv glad_glGetVertexArrayiv +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXEDIVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint *param); +GLAPI PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv; +#define glGetVertexArrayIndexediv glad_glGetVertexArrayIndexediv +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXED64IVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); +GLAPI PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv; +#define glGetVertexArrayIndexed64iv glad_glGetVertexArrayIndexed64iv +typedef void (APIENTRYP PFNGLCREATESAMPLERSPROC)(GLsizei n, GLuint *samplers); +GLAPI PFNGLCREATESAMPLERSPROC glad_glCreateSamplers; +#define glCreateSamplers glad_glCreateSamplers +typedef void (APIENTRYP PFNGLCREATEPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines); +GLAPI PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines; +#define glCreateProgramPipelines glad_glCreateProgramPipelines +typedef void (APIENTRYP PFNGLCREATEQUERIESPROC)(GLenum target, GLsizei n, GLuint *ids); +GLAPI PFNGLCREATEQUERIESPROC glad_glCreateQueries; +#define glCreateQueries glad_glCreateQueries +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v; +#define glGetQueryBufferObjecti64v glad_glGetQueryBufferObjecti64v +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv; +#define glGetQueryBufferObjectiv glad_glGetQueryBufferObjectiv +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v; +#define glGetQueryBufferObjectui64v glad_glGetQueryBufferObjectui64v +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv; +#define glGetQueryBufferObjectuiv glad_glGetQueryBufferObjectuiv +#endif +#ifndef GL_ARB_draw_buffers +#define GL_ARB_draw_buffers 1 +GLAPI int GLAD_GL_ARB_draw_buffers; +typedef void (APIENTRYP PFNGLDRAWBUFFERSARBPROC)(GLsizei n, const GLenum *bufs); +GLAPI PFNGLDRAWBUFFERSARBPROC glad_glDrawBuffersARB; +#define glDrawBuffersARB glad_glDrawBuffersARB +#endif +#ifndef GL_ARB_draw_buffers_blend +#define GL_ARB_draw_buffers_blend 1 +GLAPI int GLAD_GL_ARB_draw_buffers_blend; +typedef void (APIENTRYP PFNGLBLENDEQUATIONIARBPROC)(GLuint buf, GLenum mode); +GLAPI PFNGLBLENDEQUATIONIARBPROC glad_glBlendEquationiARB; +#define glBlendEquationiARB glad_glBlendEquationiARB +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIARBPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEIARBPROC glad_glBlendEquationSeparateiARB; +#define glBlendEquationSeparateiARB glad_glBlendEquationSeparateiARB +typedef void (APIENTRYP PFNGLBLENDFUNCIARBPROC)(GLuint buf, GLenum src, GLenum dst); +GLAPI PFNGLBLENDFUNCIARBPROC glad_glBlendFunciARB; +#define glBlendFunciARB glad_glBlendFunciARB +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIARBPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEIARBPROC glad_glBlendFuncSeparateiARB; +#define glBlendFuncSeparateiARB glad_glBlendFuncSeparateiARB +#endif +#ifndef GL_ARB_draw_elements_base_vertex +#define GL_ARB_draw_elements_base_vertex 1 +GLAPI int GLAD_GL_ARB_draw_elements_base_vertex; +#endif +#ifndef GL_ARB_draw_indirect +#define GL_ARB_draw_indirect 1 +GLAPI int GLAD_GL_ARB_draw_indirect; +#endif +#ifndef GL_ARB_draw_instanced +#define GL_ARB_draw_instanced 1 +GLAPI int GLAD_GL_ARB_draw_instanced; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDARBPROC)(GLenum mode, GLint first, GLsizei count, GLsizei primcount); +GLAPI PFNGLDRAWARRAYSINSTANCEDARBPROC glad_glDrawArraysInstancedARB; +#define glDrawArraysInstancedARB glad_glDrawArraysInstancedARB +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDARBPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +GLAPI PFNGLDRAWELEMENTSINSTANCEDARBPROC glad_glDrawElementsInstancedARB; +#define glDrawElementsInstancedARB glad_glDrawElementsInstancedARB +#endif +#ifndef GL_ARB_enhanced_layouts +#define GL_ARB_enhanced_layouts 1 +GLAPI int GLAD_GL_ARB_enhanced_layouts; +#endif +#ifndef GL_ARB_explicit_attrib_location +#define GL_ARB_explicit_attrib_location 1 +GLAPI int GLAD_GL_ARB_explicit_attrib_location; +#endif +#ifndef GL_ARB_explicit_uniform_location +#define GL_ARB_explicit_uniform_location 1 +GLAPI int GLAD_GL_ARB_explicit_uniform_location; +#endif +#ifndef GL_ARB_fragment_coord_conventions +#define GL_ARB_fragment_coord_conventions 1 +GLAPI int GLAD_GL_ARB_fragment_coord_conventions; +#endif +#ifndef GL_ARB_fragment_layer_viewport +#define GL_ARB_fragment_layer_viewport 1 +GLAPI int GLAD_GL_ARB_fragment_layer_viewport; +#endif +#ifndef GL_ARB_fragment_program +#define GL_ARB_fragment_program 1 +GLAPI int GLAD_GL_ARB_fragment_program; +typedef void (APIENTRYP PFNGLPROGRAMSTRINGARBPROC)(GLenum target, GLenum format, GLsizei len, const void *string); +GLAPI PFNGLPROGRAMSTRINGARBPROC glad_glProgramStringARB; +#define glProgramStringARB glad_glProgramStringARB +typedef void (APIENTRYP PFNGLBINDPROGRAMARBPROC)(GLenum target, GLuint program); +GLAPI PFNGLBINDPROGRAMARBPROC glad_glBindProgramARB; +#define glBindProgramARB glad_glBindProgramARB +typedef void (APIENTRYP PFNGLDELETEPROGRAMSARBPROC)(GLsizei n, const GLuint *programs); +GLAPI PFNGLDELETEPROGRAMSARBPROC glad_glDeleteProgramsARB; +#define glDeleteProgramsARB glad_glDeleteProgramsARB +typedef void (APIENTRYP PFNGLGENPROGRAMSARBPROC)(GLsizei n, GLuint *programs); +GLAPI PFNGLGENPROGRAMSARBPROC glad_glGenProgramsARB; +#define glGenProgramsARB glad_glGenProgramsARB +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DARBPROC)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLPROGRAMENVPARAMETER4DARBPROC glad_glProgramEnvParameter4dARB; +#define glProgramEnvParameter4dARB glad_glProgramEnvParameter4dARB +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DVARBPROC)(GLenum target, GLuint index, const GLdouble *params); +GLAPI PFNGLPROGRAMENVPARAMETER4DVARBPROC glad_glProgramEnvParameter4dvARB; +#define glProgramEnvParameter4dvARB glad_glProgramEnvParameter4dvARB +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FARBPROC)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLPROGRAMENVPARAMETER4FARBPROC glad_glProgramEnvParameter4fARB; +#define glProgramEnvParameter4fARB glad_glProgramEnvParameter4fARB +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FVARBPROC)(GLenum target, GLuint index, const GLfloat *params); +GLAPI PFNGLPROGRAMENVPARAMETER4FVARBPROC glad_glProgramEnvParameter4fvARB; +#define glProgramEnvParameter4fvARB glad_glProgramEnvParameter4fvARB +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DARBPROC)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLPROGRAMLOCALPARAMETER4DARBPROC glad_glProgramLocalParameter4dARB; +#define glProgramLocalParameter4dARB glad_glProgramLocalParameter4dARB +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DVARBPROC)(GLenum target, GLuint index, const GLdouble *params); +GLAPI PFNGLPROGRAMLOCALPARAMETER4DVARBPROC glad_glProgramLocalParameter4dvARB; +#define glProgramLocalParameter4dvARB glad_glProgramLocalParameter4dvARB +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FARBPROC)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLPROGRAMLOCALPARAMETER4FARBPROC glad_glProgramLocalParameter4fARB; +#define glProgramLocalParameter4fARB glad_glProgramLocalParameter4fARB +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)(GLenum target, GLuint index, const GLfloat *params); +GLAPI PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glad_glProgramLocalParameter4fvARB; +#define glProgramLocalParameter4fvARB glad_glProgramLocalParameter4fvARB +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERDVARBPROC)(GLenum target, GLuint index, GLdouble *params); +GLAPI PFNGLGETPROGRAMENVPARAMETERDVARBPROC glad_glGetProgramEnvParameterdvARB; +#define glGetProgramEnvParameterdvARB glad_glGetProgramEnvParameterdvARB +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERFVARBPROC)(GLenum target, GLuint index, GLfloat *params); +GLAPI PFNGLGETPROGRAMENVPARAMETERFVARBPROC glad_glGetProgramEnvParameterfvARB; +#define glGetProgramEnvParameterfvARB glad_glGetProgramEnvParameterfvARB +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC)(GLenum target, GLuint index, GLdouble *params); +GLAPI PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC glad_glGetProgramLocalParameterdvARB; +#define glGetProgramLocalParameterdvARB glad_glGetProgramLocalParameterdvARB +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC)(GLenum target, GLuint index, GLfloat *params); +GLAPI PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC glad_glGetProgramLocalParameterfvARB; +#define glGetProgramLocalParameterfvARB glad_glGetProgramLocalParameterfvARB +typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMIVARBPROC glad_glGetProgramivARB; +#define glGetProgramivARB glad_glGetProgramivARB +typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGARBPROC)(GLenum target, GLenum pname, void *string); +GLAPI PFNGLGETPROGRAMSTRINGARBPROC glad_glGetProgramStringARB; +#define glGetProgramStringARB glad_glGetProgramStringARB +typedef GLboolean (APIENTRYP PFNGLISPROGRAMARBPROC)(GLuint program); +GLAPI PFNGLISPROGRAMARBPROC glad_glIsProgramARB; +#define glIsProgramARB glad_glIsProgramARB +#endif +#ifndef GL_ARB_fragment_program_shadow +#define GL_ARB_fragment_program_shadow 1 +GLAPI int GLAD_GL_ARB_fragment_program_shadow; +#endif +#ifndef GL_ARB_fragment_shader +#define GL_ARB_fragment_shader 1 +GLAPI int GLAD_GL_ARB_fragment_shader; +#endif +#ifndef GL_ARB_fragment_shader_interlock +#define GL_ARB_fragment_shader_interlock 1 +GLAPI int GLAD_GL_ARB_fragment_shader_interlock; +#endif +#ifndef GL_ARB_framebuffer_no_attachments +#define GL_ARB_framebuffer_no_attachments 1 +GLAPI int GLAD_GL_ARB_framebuffer_no_attachments; +#endif +#ifndef GL_ARB_framebuffer_object +#define GL_ARB_framebuffer_object 1 +GLAPI int GLAD_GL_ARB_framebuffer_object; +#endif +#ifndef GL_ARB_framebuffer_sRGB +#define GL_ARB_framebuffer_sRGB 1 +GLAPI int GLAD_GL_ARB_framebuffer_sRGB; +#endif +#ifndef GL_ARB_geometry_shader4 +#define GL_ARB_geometry_shader4 1 +GLAPI int GLAD_GL_ARB_geometry_shader4; +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIARBPROC)(GLuint program, GLenum pname, GLint value); +GLAPI PFNGLPROGRAMPARAMETERIARBPROC glad_glProgramParameteriARB; +#define glProgramParameteriARB glad_glProgramParameteriARB +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREARBPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTUREARBPROC glad_glFramebufferTextureARB; +#define glFramebufferTextureARB glad_glFramebufferTextureARB +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERARBPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLFRAMEBUFFERTEXTURELAYERARBPROC glad_glFramebufferTextureLayerARB; +#define glFramebufferTextureLayerARB glad_glFramebufferTextureLayerARB +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREFACEARBPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +GLAPI PFNGLFRAMEBUFFERTEXTUREFACEARBPROC glad_glFramebufferTextureFaceARB; +#define glFramebufferTextureFaceARB glad_glFramebufferTextureFaceARB +#endif +#ifndef GL_ARB_get_program_binary +#define GL_ARB_get_program_binary 1 +GLAPI int GLAD_GL_ARB_get_program_binary; +#endif +#ifndef GL_ARB_get_texture_sub_image +#define GL_ARB_get_texture_sub_image 1 +GLAPI int GLAD_GL_ARB_get_texture_sub_image; +typedef void (APIENTRYP PFNGLGETTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage; +#define glGetTextureSubImage glad_glGetTextureSubImage +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); +GLAPI PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage; +#define glGetCompressedTextureSubImage glad_glGetCompressedTextureSubImage +#endif +#ifndef GL_ARB_gl_spirv +#define GL_ARB_gl_spirv 1 +GLAPI int GLAD_GL_ARB_gl_spirv; +typedef void (APIENTRYP PFNGLSPECIALIZESHADERARBPROC)(GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); +GLAPI PFNGLSPECIALIZESHADERARBPROC glad_glSpecializeShaderARB; +#define glSpecializeShaderARB glad_glSpecializeShaderARB +#endif +#ifndef GL_ARB_gpu_shader5 +#define GL_ARB_gpu_shader5 1 +GLAPI int GLAD_GL_ARB_gpu_shader5; +#endif +#ifndef GL_ARB_gpu_shader_fp64 +#define GL_ARB_gpu_shader_fp64 1 +GLAPI int GLAD_GL_ARB_gpu_shader_fp64; +typedef void (APIENTRYP PFNGLUNIFORM1DPROC)(GLint location, GLdouble x); +GLAPI PFNGLUNIFORM1DPROC glad_glUniform1d; +#define glUniform1d glad_glUniform1d +typedef void (APIENTRYP PFNGLUNIFORM2DPROC)(GLint location, GLdouble x, GLdouble y); +GLAPI PFNGLUNIFORM2DPROC glad_glUniform2d; +#define glUniform2d glad_glUniform2d +typedef void (APIENTRYP PFNGLUNIFORM3DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLUNIFORM3DPROC glad_glUniform3d; +#define glUniform3d glad_glUniform3d +typedef void (APIENTRYP PFNGLUNIFORM4DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLUNIFORM4DPROC glad_glUniform4d; +#define glUniform4d glad_glUniform4d +typedef void (APIENTRYP PFNGLUNIFORM1DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM1DVPROC glad_glUniform1dv; +#define glUniform1dv glad_glUniform1dv +typedef void (APIENTRYP PFNGLUNIFORM2DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM2DVPROC glad_glUniform2dv; +#define glUniform2dv glad_glUniform2dv +typedef void (APIENTRYP PFNGLUNIFORM3DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM3DVPROC glad_glUniform3dv; +#define glUniform3dv glad_glUniform3dv +typedef void (APIENTRYP PFNGLUNIFORM4DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM4DVPROC glad_glUniform4dv; +#define glUniform4dv glad_glUniform4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv; +#define glUniformMatrix2dv glad_glUniformMatrix2dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv; +#define glUniformMatrix3dv glad_glUniformMatrix3dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv; +#define glUniformMatrix4dv glad_glUniformMatrix4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv; +#define glUniformMatrix2x3dv glad_glUniformMatrix2x3dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv; +#define glUniformMatrix2x4dv glad_glUniformMatrix2x4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv; +#define glUniformMatrix3x2dv glad_glUniformMatrix3x2dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv; +#define glUniformMatrix3x4dv glad_glUniformMatrix3x4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv; +#define glUniformMatrix4x2dv glad_glUniformMatrix4x2dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv; +#define glUniformMatrix4x3dv glad_glUniformMatrix4x3dv +typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC)(GLuint program, GLint location, GLdouble *params); +GLAPI PFNGLGETUNIFORMDVPROC glad_glGetUniformdv; +#define glGetUniformdv glad_glGetUniformdv +#endif +#ifndef GL_ARB_gpu_shader_int64 +#define GL_ARB_gpu_shader_int64 1 +GLAPI int GLAD_GL_ARB_gpu_shader_int64; +typedef void (APIENTRYP PFNGLUNIFORM1I64ARBPROC)(GLint location, GLint64 x); +GLAPI PFNGLUNIFORM1I64ARBPROC glad_glUniform1i64ARB; +#define glUniform1i64ARB glad_glUniform1i64ARB +typedef void (APIENTRYP PFNGLUNIFORM2I64ARBPROC)(GLint location, GLint64 x, GLint64 y); +GLAPI PFNGLUNIFORM2I64ARBPROC glad_glUniform2i64ARB; +#define glUniform2i64ARB glad_glUniform2i64ARB +typedef void (APIENTRYP PFNGLUNIFORM3I64ARBPROC)(GLint location, GLint64 x, GLint64 y, GLint64 z); +GLAPI PFNGLUNIFORM3I64ARBPROC glad_glUniform3i64ARB; +#define glUniform3i64ARB glad_glUniform3i64ARB +typedef void (APIENTRYP PFNGLUNIFORM4I64ARBPROC)(GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +GLAPI PFNGLUNIFORM4I64ARBPROC glad_glUniform4i64ARB; +#define glUniform4i64ARB glad_glUniform4i64ARB +typedef void (APIENTRYP PFNGLUNIFORM1I64VARBPROC)(GLint location, GLsizei count, const GLint64 *value); +GLAPI PFNGLUNIFORM1I64VARBPROC glad_glUniform1i64vARB; +#define glUniform1i64vARB glad_glUniform1i64vARB +typedef void (APIENTRYP PFNGLUNIFORM2I64VARBPROC)(GLint location, GLsizei count, const GLint64 *value); +GLAPI PFNGLUNIFORM2I64VARBPROC glad_glUniform2i64vARB; +#define glUniform2i64vARB glad_glUniform2i64vARB +typedef void (APIENTRYP PFNGLUNIFORM3I64VARBPROC)(GLint location, GLsizei count, const GLint64 *value); +GLAPI PFNGLUNIFORM3I64VARBPROC glad_glUniform3i64vARB; +#define glUniform3i64vARB glad_glUniform3i64vARB +typedef void (APIENTRYP PFNGLUNIFORM4I64VARBPROC)(GLint location, GLsizei count, const GLint64 *value); +GLAPI PFNGLUNIFORM4I64VARBPROC glad_glUniform4i64vARB; +#define glUniform4i64vARB glad_glUniform4i64vARB +typedef void (APIENTRYP PFNGLUNIFORM1UI64ARBPROC)(GLint location, GLuint64 x); +GLAPI PFNGLUNIFORM1UI64ARBPROC glad_glUniform1ui64ARB; +#define glUniform1ui64ARB glad_glUniform1ui64ARB +typedef void (APIENTRYP PFNGLUNIFORM2UI64ARBPROC)(GLint location, GLuint64 x, GLuint64 y); +GLAPI PFNGLUNIFORM2UI64ARBPROC glad_glUniform2ui64ARB; +#define glUniform2ui64ARB glad_glUniform2ui64ARB +typedef void (APIENTRYP PFNGLUNIFORM3UI64ARBPROC)(GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +GLAPI PFNGLUNIFORM3UI64ARBPROC glad_glUniform3ui64ARB; +#define glUniform3ui64ARB glad_glUniform3ui64ARB +typedef void (APIENTRYP PFNGLUNIFORM4UI64ARBPROC)(GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +GLAPI PFNGLUNIFORM4UI64ARBPROC glad_glUniform4ui64ARB; +#define glUniform4ui64ARB glad_glUniform4ui64ARB +typedef void (APIENTRYP PFNGLUNIFORM1UI64VARBPROC)(GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLUNIFORM1UI64VARBPROC glad_glUniform1ui64vARB; +#define glUniform1ui64vARB glad_glUniform1ui64vARB +typedef void (APIENTRYP PFNGLUNIFORM2UI64VARBPROC)(GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLUNIFORM2UI64VARBPROC glad_glUniform2ui64vARB; +#define glUniform2ui64vARB glad_glUniform2ui64vARB +typedef void (APIENTRYP PFNGLUNIFORM3UI64VARBPROC)(GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLUNIFORM3UI64VARBPROC glad_glUniform3ui64vARB; +#define glUniform3ui64vARB glad_glUniform3ui64vARB +typedef void (APIENTRYP PFNGLUNIFORM4UI64VARBPROC)(GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLUNIFORM4UI64VARBPROC glad_glUniform4ui64vARB; +#define glUniform4ui64vARB glad_glUniform4ui64vARB +typedef void (APIENTRYP PFNGLGETUNIFORMI64VARBPROC)(GLuint program, GLint location, GLint64 *params); +GLAPI PFNGLGETUNIFORMI64VARBPROC glad_glGetUniformi64vARB; +#define glGetUniformi64vARB glad_glGetUniformi64vARB +typedef void (APIENTRYP PFNGLGETUNIFORMUI64VARBPROC)(GLuint program, GLint location, GLuint64 *params); +GLAPI PFNGLGETUNIFORMUI64VARBPROC glad_glGetUniformui64vARB; +#define glGetUniformui64vARB glad_glGetUniformui64vARB +typedef void (APIENTRYP PFNGLGETNUNIFORMI64VARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLint64 *params); +GLAPI PFNGLGETNUNIFORMI64VARBPROC glad_glGetnUniformi64vARB; +#define glGetnUniformi64vARB glad_glGetnUniformi64vARB +typedef void (APIENTRYP PFNGLGETNUNIFORMUI64VARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint64 *params); +GLAPI PFNGLGETNUNIFORMUI64VARBPROC glad_glGetnUniformui64vARB; +#define glGetnUniformui64vARB glad_glGetnUniformui64vARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64ARBPROC)(GLuint program, GLint location, GLint64 x); +GLAPI PFNGLPROGRAMUNIFORM1I64ARBPROC glad_glProgramUniform1i64ARB; +#define glProgramUniform1i64ARB glad_glProgramUniform1i64ARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64ARBPROC)(GLuint program, GLint location, GLint64 x, GLint64 y); +GLAPI PFNGLPROGRAMUNIFORM2I64ARBPROC glad_glProgramUniform2i64ARB; +#define glProgramUniform2i64ARB glad_glProgramUniform2i64ARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64ARBPROC)(GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); +GLAPI PFNGLPROGRAMUNIFORM3I64ARBPROC glad_glProgramUniform3i64ARB; +#define glProgramUniform3i64ARB glad_glProgramUniform3i64ARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64ARBPROC)(GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +GLAPI PFNGLPROGRAMUNIFORM4I64ARBPROC glad_glProgramUniform4i64ARB; +#define glProgramUniform4i64ARB glad_glProgramUniform4i64ARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI PFNGLPROGRAMUNIFORM1I64VARBPROC glad_glProgramUniform1i64vARB; +#define glProgramUniform1i64vARB glad_glProgramUniform1i64vARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI PFNGLPROGRAMUNIFORM2I64VARBPROC glad_glProgramUniform2i64vARB; +#define glProgramUniform2i64vARB glad_glProgramUniform2i64vARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI PFNGLPROGRAMUNIFORM3I64VARBPROC glad_glProgramUniform3i64vARB; +#define glProgramUniform3i64vARB glad_glProgramUniform3i64vARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI PFNGLPROGRAMUNIFORM4I64VARBPROC glad_glProgramUniform4i64vARB; +#define glProgramUniform4i64vARB glad_glProgramUniform4i64vARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64ARBPROC)(GLuint program, GLint location, GLuint64 x); +GLAPI PFNGLPROGRAMUNIFORM1UI64ARBPROC glad_glProgramUniform1ui64ARB; +#define glProgramUniform1ui64ARB glad_glProgramUniform1ui64ARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64ARBPROC)(GLuint program, GLint location, GLuint64 x, GLuint64 y); +GLAPI PFNGLPROGRAMUNIFORM2UI64ARBPROC glad_glProgramUniform2ui64ARB; +#define glProgramUniform2ui64ARB glad_glProgramUniform2ui64ARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64ARBPROC)(GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +GLAPI PFNGLPROGRAMUNIFORM3UI64ARBPROC glad_glProgramUniform3ui64ARB; +#define glProgramUniform3ui64ARB glad_glProgramUniform3ui64ARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64ARBPROC)(GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +GLAPI PFNGLPROGRAMUNIFORM4UI64ARBPROC glad_glProgramUniform4ui64ARB; +#define glProgramUniform4ui64ARB glad_glProgramUniform4ui64ARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLPROGRAMUNIFORM1UI64VARBPROC glad_glProgramUniform1ui64vARB; +#define glProgramUniform1ui64vARB glad_glProgramUniform1ui64vARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLPROGRAMUNIFORM2UI64VARBPROC glad_glProgramUniform2ui64vARB; +#define glProgramUniform2ui64vARB glad_glProgramUniform2ui64vARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLPROGRAMUNIFORM3UI64VARBPROC glad_glProgramUniform3ui64vARB; +#define glProgramUniform3ui64vARB glad_glProgramUniform3ui64vARB +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLPROGRAMUNIFORM4UI64VARBPROC glad_glProgramUniform4ui64vARB; +#define glProgramUniform4ui64vARB glad_glProgramUniform4ui64vARB +#endif +#ifndef GL_ARB_half_float_pixel +#define GL_ARB_half_float_pixel 1 +GLAPI int GLAD_GL_ARB_half_float_pixel; +#endif +#ifndef GL_ARB_half_float_vertex +#define GL_ARB_half_float_vertex 1 +GLAPI int GLAD_GL_ARB_half_float_vertex; +#endif +#ifndef GL_ARB_imaging +#define GL_ARB_imaging 1 +GLAPI int GLAD_GL_ARB_imaging; +typedef void (APIENTRYP PFNGLCOLORTABLEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +GLAPI PFNGLCOLORTABLEPROC glad_glColorTable; +#define glColorTable glad_glColorTable +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLCOLORTABLEPARAMETERFVPROC glad_glColorTableParameterfv; +#define glColorTableParameterfv glad_glColorTableParameterfv +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLCOLORTABLEPARAMETERIVPROC glad_glColorTableParameteriv; +#define glColorTableParameteriv glad_glColorTableParameteriv +typedef void (APIENTRYP PFNGLCOPYCOLORTABLEPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYCOLORTABLEPROC glad_glCopyColorTable; +#define glCopyColorTable glad_glCopyColorTable +typedef void (APIENTRYP PFNGLGETCOLORTABLEPROC)(GLenum target, GLenum format, GLenum type, void *table); +GLAPI PFNGLGETCOLORTABLEPROC glad_glGetColorTable; +#define glGetColorTable glad_glGetColorTable +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETCOLORTABLEPARAMETERFVPROC glad_glGetColorTableParameterfv; +#define glGetColorTableParameterfv glad_glGetColorTableParameterfv +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETCOLORTABLEPARAMETERIVPROC glad_glGetColorTableParameteriv; +#define glGetColorTableParameteriv glad_glGetColorTableParameteriv +typedef void (APIENTRYP PFNGLCOLORSUBTABLEPROC)(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCOLORSUBTABLEPROC glad_glColorSubTable; +#define glColorSubTable glad_glColorSubTable +typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEPROC)(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYCOLORSUBTABLEPROC glad_glCopyColorSubTable; +#define glCopyColorSubTable glad_glCopyColorSubTable +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DPROC)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +GLAPI PFNGLCONVOLUTIONFILTER1DPROC glad_glConvolutionFilter1D; +#define glConvolutionFilter1D glad_glConvolutionFilter1D +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +GLAPI PFNGLCONVOLUTIONFILTER2DPROC glad_glConvolutionFilter2D; +#define glConvolutionFilter2D glad_glConvolutionFilter2D +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat params); +GLAPI PFNGLCONVOLUTIONPARAMETERFPROC glad_glConvolutionParameterf; +#define glConvolutionParameterf glad_glConvolutionParameterf +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLCONVOLUTIONPARAMETERFVPROC glad_glConvolutionParameterfv; +#define glConvolutionParameterfv glad_glConvolutionParameterfv +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIPROC)(GLenum target, GLenum pname, GLint params); +GLAPI PFNGLCONVOLUTIONPARAMETERIPROC glad_glConvolutionParameteri; +#define glConvolutionParameteri glad_glConvolutionParameteri +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLCONVOLUTIONPARAMETERIVPROC glad_glConvolutionParameteriv; +#define glConvolutionParameteriv glad_glConvolutionParameteriv +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYCONVOLUTIONFILTER1DPROC glad_glCopyConvolutionFilter1D; +#define glCopyConvolutionFilter1D glad_glCopyConvolutionFilter1D +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYCONVOLUTIONFILTER2DPROC glad_glCopyConvolutionFilter2D; +#define glCopyConvolutionFilter2D glad_glCopyConvolutionFilter2D +typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTERPROC)(GLenum target, GLenum format, GLenum type, void *image); +GLAPI PFNGLGETCONVOLUTIONFILTERPROC glad_glGetConvolutionFilter; +#define glGetConvolutionFilter glad_glGetConvolutionFilter +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETCONVOLUTIONPARAMETERFVPROC glad_glGetConvolutionParameterfv; +#define glGetConvolutionParameterfv glad_glGetConvolutionParameterfv +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETCONVOLUTIONPARAMETERIVPROC glad_glGetConvolutionParameteriv; +#define glGetConvolutionParameteriv glad_glGetConvolutionParameteriv +typedef void (APIENTRYP PFNGLGETSEPARABLEFILTERPROC)(GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +GLAPI PFNGLGETSEPARABLEFILTERPROC glad_glGetSeparableFilter; +#define glGetSeparableFilter glad_glGetSeparableFilter +typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); +GLAPI PFNGLSEPARABLEFILTER2DPROC glad_glSeparableFilter2D; +#define glSeparableFilter2D glad_glSeparableFilter2D +typedef void (APIENTRYP PFNGLGETHISTOGRAMPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI PFNGLGETHISTOGRAMPROC glad_glGetHistogram; +#define glGetHistogram glad_glGetHistogram +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETHISTOGRAMPARAMETERFVPROC glad_glGetHistogramParameterfv; +#define glGetHistogramParameterfv glad_glGetHistogramParameterfv +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETHISTOGRAMPARAMETERIVPROC glad_glGetHistogramParameteriv; +#define glGetHistogramParameteriv glad_glGetHistogramParameteriv +typedef void (APIENTRYP PFNGLGETMINMAXPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI PFNGLGETMINMAXPROC glad_glGetMinmax; +#define glGetMinmax glad_glGetMinmax +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMINMAXPARAMETERFVPROC glad_glGetMinmaxParameterfv; +#define glGetMinmaxParameterfv glad_glGetMinmaxParameterfv +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETMINMAXPARAMETERIVPROC glad_glGetMinmaxParameteriv; +#define glGetMinmaxParameteriv glad_glGetMinmaxParameteriv +typedef void (APIENTRYP PFNGLHISTOGRAMPROC)(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +GLAPI PFNGLHISTOGRAMPROC glad_glHistogram; +#define glHistogram glad_glHistogram +typedef void (APIENTRYP PFNGLMINMAXPROC)(GLenum target, GLenum internalformat, GLboolean sink); +GLAPI PFNGLMINMAXPROC glad_glMinmax; +#define glMinmax glad_glMinmax +typedef void (APIENTRYP PFNGLRESETHISTOGRAMPROC)(GLenum target); +GLAPI PFNGLRESETHISTOGRAMPROC glad_glResetHistogram; +#define glResetHistogram glad_glResetHistogram +typedef void (APIENTRYP PFNGLRESETMINMAXPROC)(GLenum target); +GLAPI PFNGLRESETMINMAXPROC glad_glResetMinmax; +#define glResetMinmax glad_glResetMinmax +#endif +#ifndef GL_ARB_indirect_parameters +#define GL_ARB_indirect_parameters 1 +GLAPI int GLAD_GL_ARB_indirect_parameters; +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC)(GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC glad_glMultiDrawArraysIndirectCountARB; +#define glMultiDrawArraysIndirectCountARB glad_glMultiDrawArraysIndirectCountARB +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC)(GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC glad_glMultiDrawElementsIndirectCountARB; +#define glMultiDrawElementsIndirectCountARB glad_glMultiDrawElementsIndirectCountARB +#endif +#ifndef GL_ARB_instanced_arrays +#define GL_ARB_instanced_arrays 1 +GLAPI int GLAD_GL_ARB_instanced_arrays; +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORARBPROC)(GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXATTRIBDIVISORARBPROC glad_glVertexAttribDivisorARB; +#define glVertexAttribDivisorARB glad_glVertexAttribDivisorARB +#endif +#ifndef GL_ARB_internalformat_query +#define GL_ARB_internalformat_query 1 +GLAPI int GLAD_GL_ARB_internalformat_query; +#endif +#ifndef GL_ARB_internalformat_query2 +#define GL_ARB_internalformat_query2 1 +GLAPI int GLAD_GL_ARB_internalformat_query2; +typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params); +GLAPI PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v; +#define glGetInternalformati64v glad_glGetInternalformati64v +#endif +#ifndef GL_ARB_invalidate_subdata +#define GL_ARB_invalidate_subdata 1 +GLAPI int GLAD_GL_ARB_invalidate_subdata; +typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage; +#define glInvalidateTexSubImage glad_glInvalidateTexSubImage +typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC)(GLuint texture, GLint level); +GLAPI PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage; +#define glInvalidateTexImage glad_glInvalidateTexImage +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData; +#define glInvalidateBufferSubData glad_glInvalidateBufferSubData +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC)(GLuint buffer); +GLAPI PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData; +#define glInvalidateBufferData glad_glInvalidateBufferData +#endif +#ifndef GL_ARB_map_buffer_alignment +#define GL_ARB_map_buffer_alignment 1 +GLAPI int GLAD_GL_ARB_map_buffer_alignment; +#endif +#ifndef GL_ARB_map_buffer_range +#define GL_ARB_map_buffer_range 1 +GLAPI int GLAD_GL_ARB_map_buffer_range; +#endif +#ifndef GL_ARB_matrix_palette +#define GL_ARB_matrix_palette 1 +GLAPI int GLAD_GL_ARB_matrix_palette; +typedef void (APIENTRYP PFNGLCURRENTPALETTEMATRIXARBPROC)(GLint index); +GLAPI PFNGLCURRENTPALETTEMATRIXARBPROC glad_glCurrentPaletteMatrixARB; +#define glCurrentPaletteMatrixARB glad_glCurrentPaletteMatrixARB +typedef void (APIENTRYP PFNGLMATRIXINDEXUBVARBPROC)(GLint size, const GLubyte *indices); +GLAPI PFNGLMATRIXINDEXUBVARBPROC glad_glMatrixIndexubvARB; +#define glMatrixIndexubvARB glad_glMatrixIndexubvARB +typedef void (APIENTRYP PFNGLMATRIXINDEXUSVARBPROC)(GLint size, const GLushort *indices); +GLAPI PFNGLMATRIXINDEXUSVARBPROC glad_glMatrixIndexusvARB; +#define glMatrixIndexusvARB glad_glMatrixIndexusvARB +typedef void (APIENTRYP PFNGLMATRIXINDEXUIVARBPROC)(GLint size, const GLuint *indices); +GLAPI PFNGLMATRIXINDEXUIVARBPROC glad_glMatrixIndexuivARB; +#define glMatrixIndexuivARB glad_glMatrixIndexuivARB +typedef void (APIENTRYP PFNGLMATRIXINDEXPOINTERARBPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLMATRIXINDEXPOINTERARBPROC glad_glMatrixIndexPointerARB; +#define glMatrixIndexPointerARB glad_glMatrixIndexPointerARB +#endif +#ifndef GL_ARB_multi_bind +#define GL_ARB_multi_bind 1 +GLAPI int GLAD_GL_ARB_multi_bind; +typedef void (APIENTRYP PFNGLBINDBUFFERSBASEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint *buffers); +GLAPI PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase; +#define glBindBuffersBase glad_glBindBuffersBase +typedef void (APIENTRYP PFNGLBINDBUFFERSRANGEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); +GLAPI PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange; +#define glBindBuffersRange glad_glBindBuffersRange +typedef void (APIENTRYP PFNGLBINDTEXTURESPROC)(GLuint first, GLsizei count, const GLuint *textures); +GLAPI PFNGLBINDTEXTURESPROC glad_glBindTextures; +#define glBindTextures glad_glBindTextures +typedef void (APIENTRYP PFNGLBINDSAMPLERSPROC)(GLuint first, GLsizei count, const GLuint *samplers); +GLAPI PFNGLBINDSAMPLERSPROC glad_glBindSamplers; +#define glBindSamplers glad_glBindSamplers +typedef void (APIENTRYP PFNGLBINDIMAGETEXTURESPROC)(GLuint first, GLsizei count, const GLuint *textures); +GLAPI PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures; +#define glBindImageTextures glad_glBindImageTextures +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERSPROC)(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +GLAPI PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers; +#define glBindVertexBuffers glad_glBindVertexBuffers +#endif +#ifndef GL_ARB_multi_draw_indirect +#define GL_ARB_multi_draw_indirect 1 +GLAPI int GLAD_GL_ARB_multi_draw_indirect; +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect; +#define glMultiDrawArraysIndirect glad_glMultiDrawArraysIndirect +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect; +#define glMultiDrawElementsIndirect glad_glMultiDrawElementsIndirect +#endif +#ifndef GL_ARB_multisample +#define GL_ARB_multisample 1 +GLAPI int GLAD_GL_ARB_multisample; +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEARBPROC)(GLfloat value, GLboolean invert); +GLAPI PFNGLSAMPLECOVERAGEARBPROC glad_glSampleCoverageARB; +#define glSampleCoverageARB glad_glSampleCoverageARB +#endif +#ifndef GL_ARB_multitexture +#define GL_ARB_multitexture 1 +GLAPI int GLAD_GL_ARB_multitexture; +typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC)(GLenum texture); +GLAPI PFNGLACTIVETEXTUREARBPROC glad_glActiveTextureARB; +#define glActiveTextureARB glad_glActiveTextureARB +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC)(GLenum texture); +GLAPI PFNGLCLIENTACTIVETEXTUREARBPROC glad_glClientActiveTextureARB; +#define glClientActiveTextureARB glad_glClientActiveTextureARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC)(GLenum target, GLdouble s); +GLAPI PFNGLMULTITEXCOORD1DARBPROC glad_glMultiTexCoord1dARB; +#define glMultiTexCoord1dARB glad_glMultiTexCoord1dARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD1DVARBPROC glad_glMultiTexCoord1dvARB; +#define glMultiTexCoord1dvARB glad_glMultiTexCoord1dvARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC)(GLenum target, GLfloat s); +GLAPI PFNGLMULTITEXCOORD1FARBPROC glad_glMultiTexCoord1fARB; +#define glMultiTexCoord1fARB glad_glMultiTexCoord1fARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD1FVARBPROC glad_glMultiTexCoord1fvARB; +#define glMultiTexCoord1fvARB glad_glMultiTexCoord1fvARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC)(GLenum target, GLint s); +GLAPI PFNGLMULTITEXCOORD1IARBPROC glad_glMultiTexCoord1iARB; +#define glMultiTexCoord1iARB glad_glMultiTexCoord1iARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD1IVARBPROC glad_glMultiTexCoord1ivARB; +#define glMultiTexCoord1ivARB glad_glMultiTexCoord1ivARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC)(GLenum target, GLshort s); +GLAPI PFNGLMULTITEXCOORD1SARBPROC glad_glMultiTexCoord1sARB; +#define glMultiTexCoord1sARB glad_glMultiTexCoord1sARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD1SVARBPROC glad_glMultiTexCoord1svARB; +#define glMultiTexCoord1svARB glad_glMultiTexCoord1svARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC)(GLenum target, GLdouble s, GLdouble t); +GLAPI PFNGLMULTITEXCOORD2DARBPROC glad_glMultiTexCoord2dARB; +#define glMultiTexCoord2dARB glad_glMultiTexCoord2dARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD2DVARBPROC glad_glMultiTexCoord2dvARB; +#define glMultiTexCoord2dvARB glad_glMultiTexCoord2dvARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC)(GLenum target, GLfloat s, GLfloat t); +GLAPI PFNGLMULTITEXCOORD2FARBPROC glad_glMultiTexCoord2fARB; +#define glMultiTexCoord2fARB glad_glMultiTexCoord2fARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD2FVARBPROC glad_glMultiTexCoord2fvARB; +#define glMultiTexCoord2fvARB glad_glMultiTexCoord2fvARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC)(GLenum target, GLint s, GLint t); +GLAPI PFNGLMULTITEXCOORD2IARBPROC glad_glMultiTexCoord2iARB; +#define glMultiTexCoord2iARB glad_glMultiTexCoord2iARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD2IVARBPROC glad_glMultiTexCoord2ivARB; +#define glMultiTexCoord2ivARB glad_glMultiTexCoord2ivARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC)(GLenum target, GLshort s, GLshort t); +GLAPI PFNGLMULTITEXCOORD2SARBPROC glad_glMultiTexCoord2sARB; +#define glMultiTexCoord2sARB glad_glMultiTexCoord2sARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD2SVARBPROC glad_glMultiTexCoord2svARB; +#define glMultiTexCoord2svARB glad_glMultiTexCoord2svARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r); +GLAPI PFNGLMULTITEXCOORD3DARBPROC glad_glMultiTexCoord3dARB; +#define glMultiTexCoord3dARB glad_glMultiTexCoord3dARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD3DVARBPROC glad_glMultiTexCoord3dvARB; +#define glMultiTexCoord3dvARB glad_glMultiTexCoord3dvARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r); +GLAPI PFNGLMULTITEXCOORD3FARBPROC glad_glMultiTexCoord3fARB; +#define glMultiTexCoord3fARB glad_glMultiTexCoord3fARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD3FVARBPROC glad_glMultiTexCoord3fvARB; +#define glMultiTexCoord3fvARB glad_glMultiTexCoord3fvARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC)(GLenum target, GLint s, GLint t, GLint r); +GLAPI PFNGLMULTITEXCOORD3IARBPROC glad_glMultiTexCoord3iARB; +#define glMultiTexCoord3iARB glad_glMultiTexCoord3iARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD3IVARBPROC glad_glMultiTexCoord3ivARB; +#define glMultiTexCoord3ivARB glad_glMultiTexCoord3ivARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC)(GLenum target, GLshort s, GLshort t, GLshort r); +GLAPI PFNGLMULTITEXCOORD3SARBPROC glad_glMultiTexCoord3sARB; +#define glMultiTexCoord3sARB glad_glMultiTexCoord3sARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD3SVARBPROC glad_glMultiTexCoord3svARB; +#define glMultiTexCoord3svARB glad_glMultiTexCoord3svARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI PFNGLMULTITEXCOORD4DARBPROC glad_glMultiTexCoord4dARB; +#define glMultiTexCoord4dARB glad_glMultiTexCoord4dARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD4DVARBPROC glad_glMultiTexCoord4dvARB; +#define glMultiTexCoord4dvARB glad_glMultiTexCoord4dvARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI PFNGLMULTITEXCOORD4FARBPROC glad_glMultiTexCoord4fARB; +#define glMultiTexCoord4fARB glad_glMultiTexCoord4fARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD4FVARBPROC glad_glMultiTexCoord4fvARB; +#define glMultiTexCoord4fvARB glad_glMultiTexCoord4fvARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC)(GLenum target, GLint s, GLint t, GLint r, GLint q); +GLAPI PFNGLMULTITEXCOORD4IARBPROC glad_glMultiTexCoord4iARB; +#define glMultiTexCoord4iARB glad_glMultiTexCoord4iARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD4IVARBPROC glad_glMultiTexCoord4ivARB; +#define glMultiTexCoord4ivARB glad_glMultiTexCoord4ivARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI PFNGLMULTITEXCOORD4SARBPROC glad_glMultiTexCoord4sARB; +#define glMultiTexCoord4sARB glad_glMultiTexCoord4sARB +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD4SVARBPROC glad_glMultiTexCoord4svARB; +#define glMultiTexCoord4svARB glad_glMultiTexCoord4svARB +#endif +#ifndef GL_ARB_occlusion_query +#define GL_ARB_occlusion_query 1 +GLAPI int GLAD_GL_ARB_occlusion_query; +typedef void (APIENTRYP PFNGLGENQUERIESARBPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENQUERIESARBPROC glad_glGenQueriesARB; +#define glGenQueriesARB glad_glGenQueriesARB +typedef void (APIENTRYP PFNGLDELETEQUERIESARBPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETEQUERIESARBPROC glad_glDeleteQueriesARB; +#define glDeleteQueriesARB glad_glDeleteQueriesARB +typedef GLboolean (APIENTRYP PFNGLISQUERYARBPROC)(GLuint id); +GLAPI PFNGLISQUERYARBPROC glad_glIsQueryARB; +#define glIsQueryARB glad_glIsQueryARB +typedef void (APIENTRYP PFNGLBEGINQUERYARBPROC)(GLenum target, GLuint id); +GLAPI PFNGLBEGINQUERYARBPROC glad_glBeginQueryARB; +#define glBeginQueryARB glad_glBeginQueryARB +typedef void (APIENTRYP PFNGLENDQUERYARBPROC)(GLenum target); +GLAPI PFNGLENDQUERYARBPROC glad_glEndQueryARB; +#define glEndQueryARB glad_glEndQueryARB +typedef void (APIENTRYP PFNGLGETQUERYIVARBPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYIVARBPROC glad_glGetQueryivARB; +#define glGetQueryivARB glad_glGetQueryivARB +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVARBPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYOBJECTIVARBPROC glad_glGetQueryObjectivARB; +#define glGetQueryObjectivARB glad_glGetQueryObjectivARB +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVARBPROC)(GLuint id, GLenum pname, GLuint *params); +GLAPI PFNGLGETQUERYOBJECTUIVARBPROC glad_glGetQueryObjectuivARB; +#define glGetQueryObjectuivARB glad_glGetQueryObjectuivARB +#endif +#ifndef GL_ARB_occlusion_query2 +#define GL_ARB_occlusion_query2 1 +GLAPI int GLAD_GL_ARB_occlusion_query2; +#endif +#ifndef GL_ARB_parallel_shader_compile +#define GL_ARB_parallel_shader_compile 1 +GLAPI int GLAD_GL_ARB_parallel_shader_compile; +typedef void (APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSARBPROC)(GLuint count); +GLAPI PFNGLMAXSHADERCOMPILERTHREADSARBPROC glad_glMaxShaderCompilerThreadsARB; +#define glMaxShaderCompilerThreadsARB glad_glMaxShaderCompilerThreadsARB +#endif +#ifndef GL_ARB_pipeline_statistics_query +#define GL_ARB_pipeline_statistics_query 1 +GLAPI int GLAD_GL_ARB_pipeline_statistics_query; +#endif +#ifndef GL_ARB_pixel_buffer_object +#define GL_ARB_pixel_buffer_object 1 +GLAPI int GLAD_GL_ARB_pixel_buffer_object; +#endif +#ifndef GL_ARB_point_parameters +#define GL_ARB_point_parameters 1 +GLAPI int GLAD_GL_ARB_point_parameters; +typedef void (APIENTRYP PFNGLPOINTPARAMETERFARBPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPOINTPARAMETERFARBPROC glad_glPointParameterfARB; +#define glPointParameterfARB glad_glPointParameterfARB +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVARBPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLPOINTPARAMETERFVARBPROC glad_glPointParameterfvARB; +#define glPointParameterfvARB glad_glPointParameterfvARB +#endif +#ifndef GL_ARB_point_sprite +#define GL_ARB_point_sprite 1 +GLAPI int GLAD_GL_ARB_point_sprite; +#endif +#ifndef GL_ARB_polygon_offset_clamp +#define GL_ARB_polygon_offset_clamp 1 +GLAPI int GLAD_GL_ARB_polygon_offset_clamp; +typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPPROC)(GLfloat factor, GLfloat units, GLfloat clamp); +GLAPI PFNGLPOLYGONOFFSETCLAMPPROC glad_glPolygonOffsetClamp; +#define glPolygonOffsetClamp glad_glPolygonOffsetClamp +#endif +#ifndef GL_ARB_post_depth_coverage +#define GL_ARB_post_depth_coverage 1 +GLAPI int GLAD_GL_ARB_post_depth_coverage; +#endif +#ifndef GL_ARB_program_interface_query +#define GL_ARB_program_interface_query 1 +GLAPI int GLAD_GL_ARB_program_interface_query; +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex; +#define glGetProgramResourceLocationIndex glad_glGetProgramResourceLocationIndex +#endif +#ifndef GL_ARB_provoking_vertex +#define GL_ARB_provoking_vertex 1 +GLAPI int GLAD_GL_ARB_provoking_vertex; +#endif +#ifndef GL_ARB_query_buffer_object +#define GL_ARB_query_buffer_object 1 +GLAPI int GLAD_GL_ARB_query_buffer_object; +#endif +#ifndef GL_ARB_robust_buffer_access_behavior +#define GL_ARB_robust_buffer_access_behavior 1 +GLAPI int GLAD_GL_ARB_robust_buffer_access_behavior; +#endif +#ifndef GL_ARB_robustness +#define GL_ARB_robustness 1 +GLAPI int GLAD_GL_ARB_robustness; +typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSARBPROC)(void); +GLAPI PFNGLGETGRAPHICSRESETSTATUSARBPROC glad_glGetGraphicsResetStatusARB; +#define glGetGraphicsResetStatusARB glad_glGetGraphicsResetStatusARB +typedef void (APIENTRYP PFNGLGETNTEXIMAGEARBPROC)(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *img); +GLAPI PFNGLGETNTEXIMAGEARBPROC glad_glGetnTexImageARB; +#define glGetnTexImageARB glad_glGetnTexImageARB +typedef void (APIENTRYP PFNGLREADNPIXELSARBPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GLAPI PFNGLREADNPIXELSARBPROC glad_glReadnPixelsARB; +#define glReadnPixelsARB glad_glReadnPixelsARB +typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC)(GLenum target, GLint lod, GLsizei bufSize, void *img); +GLAPI PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC glad_glGetnCompressedTexImageARB; +#define glGetnCompressedTexImageARB glad_glGetnCompressedTexImageARB +typedef void (APIENTRYP PFNGLGETNUNIFORMFVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GLAPI PFNGLGETNUNIFORMFVARBPROC glad_glGetnUniformfvARB; +#define glGetnUniformfvARB glad_glGetnUniformfvARB +typedef void (APIENTRYP PFNGLGETNUNIFORMIVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLint *params); +GLAPI PFNGLGETNUNIFORMIVARBPROC glad_glGetnUniformivARB; +#define glGetnUniformivARB glad_glGetnUniformivARB +typedef void (APIENTRYP PFNGLGETNUNIFORMUIVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint *params); +GLAPI PFNGLGETNUNIFORMUIVARBPROC glad_glGetnUniformuivARB; +#define glGetnUniformuivARB glad_glGetnUniformuivARB +typedef void (APIENTRYP PFNGLGETNUNIFORMDVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +GLAPI PFNGLGETNUNIFORMDVARBPROC glad_glGetnUniformdvARB; +#define glGetnUniformdvARB glad_glGetnUniformdvARB +typedef void (APIENTRYP PFNGLGETNMAPDVARBPROC)(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); +GLAPI PFNGLGETNMAPDVARBPROC glad_glGetnMapdvARB; +#define glGetnMapdvARB glad_glGetnMapdvARB +typedef void (APIENTRYP PFNGLGETNMAPFVARBPROC)(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); +GLAPI PFNGLGETNMAPFVARBPROC glad_glGetnMapfvARB; +#define glGetnMapfvARB glad_glGetnMapfvARB +typedef void (APIENTRYP PFNGLGETNMAPIVARBPROC)(GLenum target, GLenum query, GLsizei bufSize, GLint *v); +GLAPI PFNGLGETNMAPIVARBPROC glad_glGetnMapivARB; +#define glGetnMapivARB glad_glGetnMapivARB +typedef void (APIENTRYP PFNGLGETNPIXELMAPFVARBPROC)(GLenum map, GLsizei bufSize, GLfloat *values); +GLAPI PFNGLGETNPIXELMAPFVARBPROC glad_glGetnPixelMapfvARB; +#define glGetnPixelMapfvARB glad_glGetnPixelMapfvARB +typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVARBPROC)(GLenum map, GLsizei bufSize, GLuint *values); +GLAPI PFNGLGETNPIXELMAPUIVARBPROC glad_glGetnPixelMapuivARB; +#define glGetnPixelMapuivARB glad_glGetnPixelMapuivARB +typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVARBPROC)(GLenum map, GLsizei bufSize, GLushort *values); +GLAPI PFNGLGETNPIXELMAPUSVARBPROC glad_glGetnPixelMapusvARB; +#define glGetnPixelMapusvARB glad_glGetnPixelMapusvARB +typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEARBPROC)(GLsizei bufSize, GLubyte *pattern); +GLAPI PFNGLGETNPOLYGONSTIPPLEARBPROC glad_glGetnPolygonStippleARB; +#define glGetnPolygonStippleARB glad_glGetnPolygonStippleARB +typedef void (APIENTRYP PFNGLGETNCOLORTABLEARBPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); +GLAPI PFNGLGETNCOLORTABLEARBPROC glad_glGetnColorTableARB; +#define glGetnColorTableARB glad_glGetnColorTableARB +typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERARBPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); +GLAPI PFNGLGETNCONVOLUTIONFILTERARBPROC glad_glGetnConvolutionFilterARB; +#define glGetnConvolutionFilterARB glad_glGetnConvolutionFilterARB +typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERARBPROC)(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); +GLAPI PFNGLGETNSEPARABLEFILTERARBPROC glad_glGetnSeparableFilterARB; +#define glGetnSeparableFilterARB glad_glGetnSeparableFilterARB +typedef void (APIENTRYP PFNGLGETNHISTOGRAMARBPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +GLAPI PFNGLGETNHISTOGRAMARBPROC glad_glGetnHistogramARB; +#define glGetnHistogramARB glad_glGetnHistogramARB +typedef void (APIENTRYP PFNGLGETNMINMAXARBPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +GLAPI PFNGLGETNMINMAXARBPROC glad_glGetnMinmaxARB; +#define glGetnMinmaxARB glad_glGetnMinmaxARB +#endif +#ifndef GL_ARB_robustness_isolation +#define GL_ARB_robustness_isolation 1 +GLAPI int GLAD_GL_ARB_robustness_isolation; +#endif +#ifndef GL_ARB_sample_locations +#define GL_ARB_sample_locations 1 +GLAPI int GLAD_GL_ARB_sample_locations; +typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)(GLenum target, GLuint start, GLsizei count, const GLfloat *v); +GLAPI PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glFramebufferSampleLocationsfvARB; +#define glFramebufferSampleLocationsfvARB glad_glFramebufferSampleLocationsfvARB +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)(GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GLAPI PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glNamedFramebufferSampleLocationsfvARB; +#define glNamedFramebufferSampleLocationsfvARB glad_glNamedFramebufferSampleLocationsfvARB +typedef void (APIENTRYP PFNGLEVALUATEDEPTHVALUESARBPROC)(void); +GLAPI PFNGLEVALUATEDEPTHVALUESARBPROC glad_glEvaluateDepthValuesARB; +#define glEvaluateDepthValuesARB glad_glEvaluateDepthValuesARB +#endif +#ifndef GL_ARB_sample_shading +#define GL_ARB_sample_shading 1 +GLAPI int GLAD_GL_ARB_sample_shading; +typedef void (APIENTRYP PFNGLMINSAMPLESHADINGARBPROC)(GLfloat value); +GLAPI PFNGLMINSAMPLESHADINGARBPROC glad_glMinSampleShadingARB; +#define glMinSampleShadingARB glad_glMinSampleShadingARB +#endif +#ifndef GL_ARB_sampler_objects +#define GL_ARB_sampler_objects 1 +GLAPI int GLAD_GL_ARB_sampler_objects; +#endif +#ifndef GL_ARB_seamless_cube_map +#define GL_ARB_seamless_cube_map 1 +GLAPI int GLAD_GL_ARB_seamless_cube_map; +#endif +#ifndef GL_ARB_seamless_cubemap_per_texture +#define GL_ARB_seamless_cubemap_per_texture 1 +GLAPI int GLAD_GL_ARB_seamless_cubemap_per_texture; +#endif +#ifndef GL_ARB_separate_shader_objects +#define GL_ARB_separate_shader_objects 1 +GLAPI int GLAD_GL_ARB_separate_shader_objects; +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC)(GLuint program, GLint location, GLdouble v0); +GLAPI PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d; +#define glProgramUniform1d glad_glProgramUniform1d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv; +#define glProgramUniform1dv glad_glProgramUniform1dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1); +GLAPI PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d; +#define glProgramUniform2d glad_glProgramUniform2d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv; +#define glProgramUniform2dv glad_glProgramUniform2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); +GLAPI PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d; +#define glProgramUniform3d glad_glProgramUniform3d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv; +#define glProgramUniform3dv glad_glProgramUniform3dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +GLAPI PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d; +#define glProgramUniform4d glad_glProgramUniform4d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv; +#define glProgramUniform4dv glad_glProgramUniform4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv; +#define glProgramUniformMatrix2dv glad_glProgramUniformMatrix2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv; +#define glProgramUniformMatrix3dv glad_glProgramUniformMatrix3dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv; +#define glProgramUniformMatrix4dv glad_glProgramUniformMatrix4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv; +#define glProgramUniformMatrix2x3dv glad_glProgramUniformMatrix2x3dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv; +#define glProgramUniformMatrix3x2dv glad_glProgramUniformMatrix3x2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv; +#define glProgramUniformMatrix2x4dv glad_glProgramUniformMatrix2x4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv; +#define glProgramUniformMatrix4x2dv glad_glProgramUniformMatrix4x2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv; +#define glProgramUniformMatrix3x4dv glad_glProgramUniformMatrix3x4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv; +#define glProgramUniformMatrix4x3dv glad_glProgramUniformMatrix4x3dv +#endif +#ifndef GL_ARB_shader_atomic_counter_ops +#define GL_ARB_shader_atomic_counter_ops 1 +GLAPI int GLAD_GL_ARB_shader_atomic_counter_ops; +#endif +#ifndef GL_ARB_shader_atomic_counters +#define GL_ARB_shader_atomic_counters 1 +GLAPI int GLAD_GL_ARB_shader_atomic_counters; +typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv; +#define glGetActiveAtomicCounterBufferiv glad_glGetActiveAtomicCounterBufferiv +#endif +#ifndef GL_ARB_shader_ballot +#define GL_ARB_shader_ballot 1 +GLAPI int GLAD_GL_ARB_shader_ballot; +#endif +#ifndef GL_ARB_shader_bit_encoding +#define GL_ARB_shader_bit_encoding 1 +GLAPI int GLAD_GL_ARB_shader_bit_encoding; +#endif +#ifndef GL_ARB_shader_clock +#define GL_ARB_shader_clock 1 +GLAPI int GLAD_GL_ARB_shader_clock; +#endif +#ifndef GL_ARB_shader_draw_parameters +#define GL_ARB_shader_draw_parameters 1 +GLAPI int GLAD_GL_ARB_shader_draw_parameters; +#endif +#ifndef GL_ARB_shader_group_vote +#define GL_ARB_shader_group_vote 1 +GLAPI int GLAD_GL_ARB_shader_group_vote; +#endif +#ifndef GL_ARB_shader_image_load_store +#define GL_ARB_shader_image_load_store 1 +GLAPI int GLAD_GL_ARB_shader_image_load_store; +#endif +#ifndef GL_ARB_shader_image_size +#define GL_ARB_shader_image_size 1 +GLAPI int GLAD_GL_ARB_shader_image_size; +#endif +#ifndef GL_ARB_shader_objects +#define GL_ARB_shader_objects 1 +GLAPI int GLAD_GL_ARB_shader_objects; +typedef void (APIENTRYP PFNGLDELETEOBJECTARBPROC)(GLhandleARB obj); +GLAPI PFNGLDELETEOBJECTARBPROC glad_glDeleteObjectARB; +#define glDeleteObjectARB glad_glDeleteObjectARB +typedef GLhandleARB (APIENTRYP PFNGLGETHANDLEARBPROC)(GLenum pname); +GLAPI PFNGLGETHANDLEARBPROC glad_glGetHandleARB; +#define glGetHandleARB glad_glGetHandleARB +typedef void (APIENTRYP PFNGLDETACHOBJECTARBPROC)(GLhandleARB containerObj, GLhandleARB attachedObj); +GLAPI PFNGLDETACHOBJECTARBPROC glad_glDetachObjectARB; +#define glDetachObjectARB glad_glDetachObjectARB +typedef GLhandleARB (APIENTRYP PFNGLCREATESHADEROBJECTARBPROC)(GLenum shaderType); +GLAPI PFNGLCREATESHADEROBJECTARBPROC glad_glCreateShaderObjectARB; +#define glCreateShaderObjectARB glad_glCreateShaderObjectARB +typedef void (APIENTRYP PFNGLSHADERSOURCEARBPROC)(GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length); +GLAPI PFNGLSHADERSOURCEARBPROC glad_glShaderSourceARB; +#define glShaderSourceARB glad_glShaderSourceARB +typedef void (APIENTRYP PFNGLCOMPILESHADERARBPROC)(GLhandleARB shaderObj); +GLAPI PFNGLCOMPILESHADERARBPROC glad_glCompileShaderARB; +#define glCompileShaderARB glad_glCompileShaderARB +typedef GLhandleARB (APIENTRYP PFNGLCREATEPROGRAMOBJECTARBPROC)(void); +GLAPI PFNGLCREATEPROGRAMOBJECTARBPROC glad_glCreateProgramObjectARB; +#define glCreateProgramObjectARB glad_glCreateProgramObjectARB +typedef void (APIENTRYP PFNGLATTACHOBJECTARBPROC)(GLhandleARB containerObj, GLhandleARB obj); +GLAPI PFNGLATTACHOBJECTARBPROC glad_glAttachObjectARB; +#define glAttachObjectARB glad_glAttachObjectARB +typedef void (APIENTRYP PFNGLLINKPROGRAMARBPROC)(GLhandleARB programObj); +GLAPI PFNGLLINKPROGRAMARBPROC glad_glLinkProgramARB; +#define glLinkProgramARB glad_glLinkProgramARB +typedef void (APIENTRYP PFNGLUSEPROGRAMOBJECTARBPROC)(GLhandleARB programObj); +GLAPI PFNGLUSEPROGRAMOBJECTARBPROC glad_glUseProgramObjectARB; +#define glUseProgramObjectARB glad_glUseProgramObjectARB +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMARBPROC)(GLhandleARB programObj); +GLAPI PFNGLVALIDATEPROGRAMARBPROC glad_glValidateProgramARB; +#define glValidateProgramARB glad_glValidateProgramARB +typedef void (APIENTRYP PFNGLUNIFORM1FARBPROC)(GLint location, GLfloat v0); +GLAPI PFNGLUNIFORM1FARBPROC glad_glUniform1fARB; +#define glUniform1fARB glad_glUniform1fARB +typedef void (APIENTRYP PFNGLUNIFORM2FARBPROC)(GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLUNIFORM2FARBPROC glad_glUniform2fARB; +#define glUniform2fARB glad_glUniform2fARB +typedef void (APIENTRYP PFNGLUNIFORM3FARBPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLUNIFORM3FARBPROC glad_glUniform3fARB; +#define glUniform3fARB glad_glUniform3fARB +typedef void (APIENTRYP PFNGLUNIFORM4FARBPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLUNIFORM4FARBPROC glad_glUniform4fARB; +#define glUniform4fARB glad_glUniform4fARB +typedef void (APIENTRYP PFNGLUNIFORM1IARBPROC)(GLint location, GLint v0); +GLAPI PFNGLUNIFORM1IARBPROC glad_glUniform1iARB; +#define glUniform1iARB glad_glUniform1iARB +typedef void (APIENTRYP PFNGLUNIFORM2IARBPROC)(GLint location, GLint v0, GLint v1); +GLAPI PFNGLUNIFORM2IARBPROC glad_glUniform2iARB; +#define glUniform2iARB glad_glUniform2iARB +typedef void (APIENTRYP PFNGLUNIFORM3IARBPROC)(GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLUNIFORM3IARBPROC glad_glUniform3iARB; +#define glUniform3iARB glad_glUniform3iARB +typedef void (APIENTRYP PFNGLUNIFORM4IARBPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLUNIFORM4IARBPROC glad_glUniform4iARB; +#define glUniform4iARB glad_glUniform4iARB +typedef void (APIENTRYP PFNGLUNIFORM1FVARBPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM1FVARBPROC glad_glUniform1fvARB; +#define glUniform1fvARB glad_glUniform1fvARB +typedef void (APIENTRYP PFNGLUNIFORM2FVARBPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM2FVARBPROC glad_glUniform2fvARB; +#define glUniform2fvARB glad_glUniform2fvARB +typedef void (APIENTRYP PFNGLUNIFORM3FVARBPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM3FVARBPROC glad_glUniform3fvARB; +#define glUniform3fvARB glad_glUniform3fvARB +typedef void (APIENTRYP PFNGLUNIFORM4FVARBPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM4FVARBPROC glad_glUniform4fvARB; +#define glUniform4fvARB glad_glUniform4fvARB +typedef void (APIENTRYP PFNGLUNIFORM1IVARBPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM1IVARBPROC glad_glUniform1ivARB; +#define glUniform1ivARB glad_glUniform1ivARB +typedef void (APIENTRYP PFNGLUNIFORM2IVARBPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM2IVARBPROC glad_glUniform2ivARB; +#define glUniform2ivARB glad_glUniform2ivARB +typedef void (APIENTRYP PFNGLUNIFORM3IVARBPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM3IVARBPROC glad_glUniform3ivARB; +#define glUniform3ivARB glad_glUniform3ivARB +typedef void (APIENTRYP PFNGLUNIFORM4IVARBPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM4IVARBPROC glad_glUniform4ivARB; +#define glUniform4ivARB glad_glUniform4ivARB +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVARBPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2FVARBPROC glad_glUniformMatrix2fvARB; +#define glUniformMatrix2fvARB glad_glUniformMatrix2fvARB +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVARBPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3FVARBPROC glad_glUniformMatrix3fvARB; +#define glUniformMatrix3fvARB glad_glUniformMatrix3fvARB +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVARBPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4FVARBPROC glad_glUniformMatrix4fvARB; +#define glUniformMatrix4fvARB glad_glUniformMatrix4fvARB +typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERFVARBPROC)(GLhandleARB obj, GLenum pname, GLfloat *params); +GLAPI PFNGLGETOBJECTPARAMETERFVARBPROC glad_glGetObjectParameterfvARB; +#define glGetObjectParameterfvARB glad_glGetObjectParameterfvARB +typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVARBPROC)(GLhandleARB obj, GLenum pname, GLint *params); +GLAPI PFNGLGETOBJECTPARAMETERIVARBPROC glad_glGetObjectParameterivARB; +#define glGetObjectParameterivARB glad_glGetObjectParameterivARB +typedef void (APIENTRYP PFNGLGETINFOLOGARBPROC)(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); +GLAPI PFNGLGETINFOLOGARBPROC glad_glGetInfoLogARB; +#define glGetInfoLogARB glad_glGetInfoLogARB +typedef void (APIENTRYP PFNGLGETATTACHEDOBJECTSARBPROC)(GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); +GLAPI PFNGLGETATTACHEDOBJECTSARBPROC glad_glGetAttachedObjectsARB; +#define glGetAttachedObjectsARB glad_glGetAttachedObjectsARB +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONARBPROC)(GLhandleARB programObj, const GLcharARB *name); +GLAPI PFNGLGETUNIFORMLOCATIONARBPROC glad_glGetUniformLocationARB; +#define glGetUniformLocationARB glad_glGetUniformLocationARB +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMARBPROC)(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +GLAPI PFNGLGETACTIVEUNIFORMARBPROC glad_glGetActiveUniformARB; +#define glGetActiveUniformARB glad_glGetActiveUniformARB +typedef void (APIENTRYP PFNGLGETUNIFORMFVARBPROC)(GLhandleARB programObj, GLint location, GLfloat *params); +GLAPI PFNGLGETUNIFORMFVARBPROC glad_glGetUniformfvARB; +#define glGetUniformfvARB glad_glGetUniformfvARB +typedef void (APIENTRYP PFNGLGETUNIFORMIVARBPROC)(GLhandleARB programObj, GLint location, GLint *params); +GLAPI PFNGLGETUNIFORMIVARBPROC glad_glGetUniformivARB; +#define glGetUniformivARB glad_glGetUniformivARB +typedef void (APIENTRYP PFNGLGETSHADERSOURCEARBPROC)(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); +GLAPI PFNGLGETSHADERSOURCEARBPROC glad_glGetShaderSourceARB; +#define glGetShaderSourceARB glad_glGetShaderSourceARB +#endif +#ifndef GL_ARB_shader_precision +#define GL_ARB_shader_precision 1 +GLAPI int GLAD_GL_ARB_shader_precision; +#endif +#ifndef GL_ARB_shader_stencil_export +#define GL_ARB_shader_stencil_export 1 +GLAPI int GLAD_GL_ARB_shader_stencil_export; +#endif +#ifndef GL_ARB_shader_storage_buffer_object +#define GL_ARB_shader_storage_buffer_object 1 +GLAPI int GLAD_GL_ARB_shader_storage_buffer_object; +typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); +GLAPI PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding; +#define glShaderStorageBlockBinding glad_glShaderStorageBlockBinding +#endif +#ifndef GL_ARB_shader_subroutine +#define GL_ARB_shader_subroutine 1 +GLAPI int GLAD_GL_ARB_shader_subroutine; +typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)(GLuint program, GLenum shadertype, const GLchar *name); +GLAPI PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation; +#define glGetSubroutineUniformLocation glad_glGetSubroutineUniformLocation +typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC)(GLuint program, GLenum shadertype, const GLchar *name); +GLAPI PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex; +#define glGetSubroutineIndex glad_glGetSubroutineIndex +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); +GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv; +#define glGetActiveSubroutineUniformiv glad_glGetActiveSubroutineUniformiv +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName; +#define glGetActiveSubroutineUniformName glad_glGetActiveSubroutineUniformName +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName; +#define glGetActiveSubroutineName glad_glGetActiveSubroutineName +typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC)(GLenum shadertype, GLsizei count, const GLuint *indices); +GLAPI PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv; +#define glUniformSubroutinesuiv glad_glUniformSubroutinesuiv +typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC)(GLenum shadertype, GLint location, GLuint *params); +GLAPI PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv; +#define glGetUniformSubroutineuiv glad_glGetUniformSubroutineuiv +typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC)(GLuint program, GLenum shadertype, GLenum pname, GLint *values); +GLAPI PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv; +#define glGetProgramStageiv glad_glGetProgramStageiv +#endif +#ifndef GL_ARB_shader_texture_image_samples +#define GL_ARB_shader_texture_image_samples 1 +GLAPI int GLAD_GL_ARB_shader_texture_image_samples; +#endif +#ifndef GL_ARB_shader_texture_lod +#define GL_ARB_shader_texture_lod 1 +GLAPI int GLAD_GL_ARB_shader_texture_lod; +#endif +#ifndef GL_ARB_shader_viewport_layer_array +#define GL_ARB_shader_viewport_layer_array 1 +GLAPI int GLAD_GL_ARB_shader_viewport_layer_array; +#endif +#ifndef GL_ARB_shading_language_100 +#define GL_ARB_shading_language_100 1 +GLAPI int GLAD_GL_ARB_shading_language_100; +#endif +#ifndef GL_ARB_shading_language_420pack +#define GL_ARB_shading_language_420pack 1 +GLAPI int GLAD_GL_ARB_shading_language_420pack; +#endif +#ifndef GL_ARB_shading_language_include +#define GL_ARB_shading_language_include 1 +GLAPI int GLAD_GL_ARB_shading_language_include; +typedef void (APIENTRYP PFNGLNAMEDSTRINGARBPROC)(GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string); +GLAPI PFNGLNAMEDSTRINGARBPROC glad_glNamedStringARB; +#define glNamedStringARB glad_glNamedStringARB +typedef void (APIENTRYP PFNGLDELETENAMEDSTRINGARBPROC)(GLint namelen, const GLchar *name); +GLAPI PFNGLDELETENAMEDSTRINGARBPROC glad_glDeleteNamedStringARB; +#define glDeleteNamedStringARB glad_glDeleteNamedStringARB +typedef void (APIENTRYP PFNGLCOMPILESHADERINCLUDEARBPROC)(GLuint shader, GLsizei count, const GLchar *const*path, const GLint *length); +GLAPI PFNGLCOMPILESHADERINCLUDEARBPROC glad_glCompileShaderIncludeARB; +#define glCompileShaderIncludeARB glad_glCompileShaderIncludeARB +typedef GLboolean (APIENTRYP PFNGLISNAMEDSTRINGARBPROC)(GLint namelen, const GLchar *name); +GLAPI PFNGLISNAMEDSTRINGARBPROC glad_glIsNamedStringARB; +#define glIsNamedStringARB glad_glIsNamedStringARB +typedef void (APIENTRYP PFNGLGETNAMEDSTRINGARBPROC)(GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string); +GLAPI PFNGLGETNAMEDSTRINGARBPROC glad_glGetNamedStringARB; +#define glGetNamedStringARB glad_glGetNamedStringARB +typedef void (APIENTRYP PFNGLGETNAMEDSTRINGIVARBPROC)(GLint namelen, const GLchar *name, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDSTRINGIVARBPROC glad_glGetNamedStringivARB; +#define glGetNamedStringivARB glad_glGetNamedStringivARB +#endif +#ifndef GL_ARB_shading_language_packing +#define GL_ARB_shading_language_packing 1 +GLAPI int GLAD_GL_ARB_shading_language_packing; +#endif +#ifndef GL_ARB_shadow +#define GL_ARB_shadow 1 +GLAPI int GLAD_GL_ARB_shadow; +#endif +#ifndef GL_ARB_shadow_ambient +#define GL_ARB_shadow_ambient 1 +GLAPI int GLAD_GL_ARB_shadow_ambient; +#endif +#ifndef GL_ARB_sparse_buffer +#define GL_ARB_sparse_buffer 1 +GLAPI int GLAD_GL_ARB_sparse_buffer; +typedef void (APIENTRYP PFNGLBUFFERPAGECOMMITMENTARBPROC)(GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); +GLAPI PFNGLBUFFERPAGECOMMITMENTARBPROC glad_glBufferPageCommitmentARB; +#define glBufferPageCommitmentARB glad_glBufferPageCommitmentARB +typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +GLAPI PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC glad_glNamedBufferPageCommitmentEXT; +#define glNamedBufferPageCommitmentEXT glad_glNamedBufferPageCommitmentEXT +typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +GLAPI PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC glad_glNamedBufferPageCommitmentARB; +#define glNamedBufferPageCommitmentARB glad_glNamedBufferPageCommitmentARB +#endif +#ifndef GL_ARB_sparse_texture +#define GL_ARB_sparse_texture 1 +GLAPI int GLAD_GL_ARB_sparse_texture; +typedef void (APIENTRYP PFNGLTEXPAGECOMMITMENTARBPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +GLAPI PFNGLTEXPAGECOMMITMENTARBPROC glad_glTexPageCommitmentARB; +#define glTexPageCommitmentARB glad_glTexPageCommitmentARB +#endif +#ifndef GL_ARB_sparse_texture2 +#define GL_ARB_sparse_texture2 1 +GLAPI int GLAD_GL_ARB_sparse_texture2; +#endif +#ifndef GL_ARB_sparse_texture_clamp +#define GL_ARB_sparse_texture_clamp 1 +GLAPI int GLAD_GL_ARB_sparse_texture_clamp; +#endif +#ifndef GL_ARB_spirv_extensions +#define GL_ARB_spirv_extensions 1 +GLAPI int GLAD_GL_ARB_spirv_extensions; +#endif +#ifndef GL_ARB_stencil_texturing +#define GL_ARB_stencil_texturing 1 +GLAPI int GLAD_GL_ARB_stencil_texturing; +#endif +#ifndef GL_ARB_sync +#define GL_ARB_sync 1 +GLAPI int GLAD_GL_ARB_sync; +#endif +#ifndef GL_ARB_tessellation_shader +#define GL_ARB_tessellation_shader 1 +GLAPI int GLAD_GL_ARB_tessellation_shader; +typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC)(GLenum pname, GLint value); +GLAPI PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri; +#define glPatchParameteri glad_glPatchParameteri +typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC)(GLenum pname, const GLfloat *values); +GLAPI PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv; +#define glPatchParameterfv glad_glPatchParameterfv +#endif +#ifndef GL_ARB_texture_barrier +#define GL_ARB_texture_barrier 1 +GLAPI int GLAD_GL_ARB_texture_barrier; +typedef void (APIENTRYP PFNGLTEXTUREBARRIERPROC)(void); +GLAPI PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier; +#define glTextureBarrier glad_glTextureBarrier +#endif +#ifndef GL_ARB_texture_border_clamp +#define GL_ARB_texture_border_clamp 1 +GLAPI int GLAD_GL_ARB_texture_border_clamp; +#endif +#ifndef GL_ARB_texture_buffer_object +#define GL_ARB_texture_buffer_object 1 +GLAPI int GLAD_GL_ARB_texture_buffer_object; +typedef void (APIENTRYP PFNGLTEXBUFFERARBPROC)(GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXBUFFERARBPROC glad_glTexBufferARB; +#define glTexBufferARB glad_glTexBufferARB +#endif +#ifndef GL_ARB_texture_buffer_object_rgb32 +#define GL_ARB_texture_buffer_object_rgb32 1 +GLAPI int GLAD_GL_ARB_texture_buffer_object_rgb32; +#endif +#ifndef GL_ARB_texture_buffer_range +#define GL_ARB_texture_buffer_range 1 +GLAPI int GLAD_GL_ARB_texture_buffer_range; +typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC)(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange; +#define glTexBufferRange glad_glTexBufferRange +#endif +#ifndef GL_ARB_texture_compression +#define GL_ARB_texture_compression 1 +GLAPI int GLAD_GL_ARB_texture_compression; +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DARBPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE3DARBPROC glad_glCompressedTexImage3DARB; +#define glCompressedTexImage3DARB glad_glCompressedTexImage3DARB +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glad_glCompressedTexImage2DARB; +#define glCompressedTexImage2DARB glad_glCompressedTexImage2DARB +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DARBPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE1DARBPROC glad_glCompressedTexImage1DARB; +#define glCompressedTexImage1DARB glad_glCompressedTexImage1DARB +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC glad_glCompressedTexSubImage3DARB; +#define glCompressedTexSubImage3DARB glad_glCompressedTexSubImage3DARB +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC glad_glCompressedTexSubImage2DARB; +#define glCompressedTexSubImage2DARB glad_glCompressedTexSubImage2DARB +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC glad_glCompressedTexSubImage1DARB; +#define glCompressedTexSubImage1DARB glad_glCompressedTexSubImage1DARB +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)(GLenum target, GLint level, void *img); +GLAPI PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glad_glGetCompressedTexImageARB; +#define glGetCompressedTexImageARB glad_glGetCompressedTexImageARB +#endif +#ifndef GL_ARB_texture_compression_bptc +#define GL_ARB_texture_compression_bptc 1 +GLAPI int GLAD_GL_ARB_texture_compression_bptc; +#endif +#ifndef GL_ARB_texture_compression_rgtc +#define GL_ARB_texture_compression_rgtc 1 +GLAPI int GLAD_GL_ARB_texture_compression_rgtc; +#endif +#ifndef GL_ARB_texture_cube_map +#define GL_ARB_texture_cube_map 1 +GLAPI int GLAD_GL_ARB_texture_cube_map; +#endif +#ifndef GL_ARB_texture_cube_map_array +#define GL_ARB_texture_cube_map_array 1 +GLAPI int GLAD_GL_ARB_texture_cube_map_array; +#endif +#ifndef GL_ARB_texture_env_add +#define GL_ARB_texture_env_add 1 +GLAPI int GLAD_GL_ARB_texture_env_add; +#endif +#ifndef GL_ARB_texture_env_combine +#define GL_ARB_texture_env_combine 1 +GLAPI int GLAD_GL_ARB_texture_env_combine; +#endif +#ifndef GL_ARB_texture_env_crossbar +#define GL_ARB_texture_env_crossbar 1 +GLAPI int GLAD_GL_ARB_texture_env_crossbar; +#endif +#ifndef GL_ARB_texture_env_dot3 +#define GL_ARB_texture_env_dot3 1 +GLAPI int GLAD_GL_ARB_texture_env_dot3; +#endif +#ifndef GL_ARB_texture_filter_anisotropic +#define GL_ARB_texture_filter_anisotropic 1 +GLAPI int GLAD_GL_ARB_texture_filter_anisotropic; +#endif +#ifndef GL_ARB_texture_filter_minmax +#define GL_ARB_texture_filter_minmax 1 +GLAPI int GLAD_GL_ARB_texture_filter_minmax; +#endif +#ifndef GL_ARB_texture_float +#define GL_ARB_texture_float 1 +GLAPI int GLAD_GL_ARB_texture_float; +#endif +#ifndef GL_ARB_texture_gather +#define GL_ARB_texture_gather 1 +GLAPI int GLAD_GL_ARB_texture_gather; +#endif +#ifndef GL_ARB_texture_mirror_clamp_to_edge +#define GL_ARB_texture_mirror_clamp_to_edge 1 +GLAPI int GLAD_GL_ARB_texture_mirror_clamp_to_edge; +#endif +#ifndef GL_ARB_texture_mirrored_repeat +#define GL_ARB_texture_mirrored_repeat 1 +GLAPI int GLAD_GL_ARB_texture_mirrored_repeat; +#endif +#ifndef GL_ARB_texture_multisample +#define GL_ARB_texture_multisample 1 +GLAPI int GLAD_GL_ARB_texture_multisample; +#endif +#ifndef GL_ARB_texture_non_power_of_two +#define GL_ARB_texture_non_power_of_two 1 +GLAPI int GLAD_GL_ARB_texture_non_power_of_two; +#endif +#ifndef GL_ARB_texture_query_levels +#define GL_ARB_texture_query_levels 1 +GLAPI int GLAD_GL_ARB_texture_query_levels; +#endif +#ifndef GL_ARB_texture_query_lod +#define GL_ARB_texture_query_lod 1 +GLAPI int GLAD_GL_ARB_texture_query_lod; +#endif +#ifndef GL_ARB_texture_rectangle +#define GL_ARB_texture_rectangle 1 +GLAPI int GLAD_GL_ARB_texture_rectangle; +#endif +#ifndef GL_ARB_texture_rg +#define GL_ARB_texture_rg 1 +GLAPI int GLAD_GL_ARB_texture_rg; +#endif +#ifndef GL_ARB_texture_rgb10_a2ui +#define GL_ARB_texture_rgb10_a2ui 1 +GLAPI int GLAD_GL_ARB_texture_rgb10_a2ui; +#endif +#ifndef GL_ARB_texture_stencil8 +#define GL_ARB_texture_stencil8 1 +GLAPI int GLAD_GL_ARB_texture_stencil8; +#endif +#ifndef GL_ARB_texture_storage +#define GL_ARB_texture_storage 1 +GLAPI int GLAD_GL_ARB_texture_storage; +typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D; +#define glTexStorage1D glad_glTexStorage1D +#endif +#ifndef GL_ARB_texture_storage_multisample +#define GL_ARB_texture_storage_multisample 1 +GLAPI int GLAD_GL_ARB_texture_storage_multisample; +typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample; +#define glTexStorage3DMultisample glad_glTexStorage3DMultisample +#endif +#ifndef GL_ARB_texture_swizzle +#define GL_ARB_texture_swizzle 1 +GLAPI int GLAD_GL_ARB_texture_swizzle; +#endif +#ifndef GL_ARB_texture_view +#define GL_ARB_texture_view 1 +GLAPI int GLAD_GL_ARB_texture_view; +typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC)(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +GLAPI PFNGLTEXTUREVIEWPROC glad_glTextureView; +#define glTextureView glad_glTextureView +#endif +#ifndef GL_ARB_timer_query +#define GL_ARB_timer_query 1 +GLAPI int GLAD_GL_ARB_timer_query; +#endif +#ifndef GL_ARB_transform_feedback2 +#define GL_ARB_transform_feedback2 1 +GLAPI int GLAD_GL_ARB_transform_feedback2; +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC)(GLenum mode, GLuint id); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback; +#define glDrawTransformFeedback glad_glDrawTransformFeedback +#endif +#ifndef GL_ARB_transform_feedback3 +#define GL_ARB_transform_feedback3 1 +GLAPI int GLAD_GL_ARB_transform_feedback3; +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)(GLenum mode, GLuint id, GLuint stream); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream; +#define glDrawTransformFeedbackStream glad_glDrawTransformFeedbackStream +typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC)(GLenum target, GLuint index, GLuint id); +GLAPI PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed; +#define glBeginQueryIndexed glad_glBeginQueryIndexed +typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC)(GLenum target, GLuint index); +GLAPI PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed; +#define glEndQueryIndexed glad_glEndQueryIndexed +typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC)(GLenum target, GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv; +#define glGetQueryIndexediv glad_glGetQueryIndexediv +#endif +#ifndef GL_ARB_transform_feedback_instanced +#define GL_ARB_transform_feedback_instanced 1 +GLAPI int GLAD_GL_ARB_transform_feedback_instanced; +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)(GLenum mode, GLuint id, GLsizei instancecount); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced; +#define glDrawTransformFeedbackInstanced glad_glDrawTransformFeedbackInstanced +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced; +#define glDrawTransformFeedbackStreamInstanced glad_glDrawTransformFeedbackStreamInstanced +#endif +#ifndef GL_ARB_transform_feedback_overflow_query +#define GL_ARB_transform_feedback_overflow_query 1 +GLAPI int GLAD_GL_ARB_transform_feedback_overflow_query; +#endif +#ifndef GL_ARB_transpose_matrix +#define GL_ARB_transpose_matrix 1 +GLAPI int GLAD_GL_ARB_transpose_matrix; +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFARBPROC)(const GLfloat *m); +GLAPI PFNGLLOADTRANSPOSEMATRIXFARBPROC glad_glLoadTransposeMatrixfARB; +#define glLoadTransposeMatrixfARB glad_glLoadTransposeMatrixfARB +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDARBPROC)(const GLdouble *m); +GLAPI PFNGLLOADTRANSPOSEMATRIXDARBPROC glad_glLoadTransposeMatrixdARB; +#define glLoadTransposeMatrixdARB glad_glLoadTransposeMatrixdARB +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFARBPROC)(const GLfloat *m); +GLAPI PFNGLMULTTRANSPOSEMATRIXFARBPROC glad_glMultTransposeMatrixfARB; +#define glMultTransposeMatrixfARB glad_glMultTransposeMatrixfARB +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDARBPROC)(const GLdouble *m); +GLAPI PFNGLMULTTRANSPOSEMATRIXDARBPROC glad_glMultTransposeMatrixdARB; +#define glMultTransposeMatrixdARB glad_glMultTransposeMatrixdARB +#endif +#ifndef GL_ARB_uniform_buffer_object +#define GL_ARB_uniform_buffer_object 1 +GLAPI int GLAD_GL_ARB_uniform_buffer_object; +#endif +#ifndef GL_ARB_vertex_array_bgra +#define GL_ARB_vertex_array_bgra 1 +GLAPI int GLAD_GL_ARB_vertex_array_bgra; +#endif +#ifndef GL_ARB_vertex_array_object +#define GL_ARB_vertex_array_object 1 +GLAPI int GLAD_GL_ARB_vertex_array_object; +#endif +#ifndef GL_ARB_vertex_attrib_64bit +#define GL_ARB_vertex_attrib_64bit 1 +GLAPI int GLAD_GL_ARB_vertex_attrib_64bit; +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d; +#define glVertexAttribL1d glad_glVertexAttribL1d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d; +#define glVertexAttribL2d glad_glVertexAttribL2d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d; +#define glVertexAttribL3d glad_glVertexAttribL3d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d; +#define glVertexAttribL4d glad_glVertexAttribL4d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv; +#define glVertexAttribL1dv glad_glVertexAttribL1dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv; +#define glVertexAttribL2dv glad_glVertexAttribL2dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv; +#define glVertexAttribL3dv glad_glVertexAttribL3dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv; +#define glVertexAttribL4dv glad_glVertexAttribL4dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer; +#define glVertexAttribLPointer glad_glVertexAttribLPointer +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv; +#define glGetVertexAttribLdv glad_glGetVertexAttribLdv +#endif +#ifndef GL_ARB_vertex_attrib_binding +#define GL_ARB_vertex_attrib_binding 1 +GLAPI int GLAD_GL_ARB_vertex_attrib_binding; +typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat; +#define glVertexAttribLFormat glad_glVertexAttribLFormat +#endif +#ifndef GL_ARB_vertex_blend +#define GL_ARB_vertex_blend 1 +GLAPI int GLAD_GL_ARB_vertex_blend; +typedef void (APIENTRYP PFNGLWEIGHTBVARBPROC)(GLint size, const GLbyte *weights); +GLAPI PFNGLWEIGHTBVARBPROC glad_glWeightbvARB; +#define glWeightbvARB glad_glWeightbvARB +typedef void (APIENTRYP PFNGLWEIGHTSVARBPROC)(GLint size, const GLshort *weights); +GLAPI PFNGLWEIGHTSVARBPROC glad_glWeightsvARB; +#define glWeightsvARB glad_glWeightsvARB +typedef void (APIENTRYP PFNGLWEIGHTIVARBPROC)(GLint size, const GLint *weights); +GLAPI PFNGLWEIGHTIVARBPROC glad_glWeightivARB; +#define glWeightivARB glad_glWeightivARB +typedef void (APIENTRYP PFNGLWEIGHTFVARBPROC)(GLint size, const GLfloat *weights); +GLAPI PFNGLWEIGHTFVARBPROC glad_glWeightfvARB; +#define glWeightfvARB glad_glWeightfvARB +typedef void (APIENTRYP PFNGLWEIGHTDVARBPROC)(GLint size, const GLdouble *weights); +GLAPI PFNGLWEIGHTDVARBPROC glad_glWeightdvARB; +#define glWeightdvARB glad_glWeightdvARB +typedef void (APIENTRYP PFNGLWEIGHTUBVARBPROC)(GLint size, const GLubyte *weights); +GLAPI PFNGLWEIGHTUBVARBPROC glad_glWeightubvARB; +#define glWeightubvARB glad_glWeightubvARB +typedef void (APIENTRYP PFNGLWEIGHTUSVARBPROC)(GLint size, const GLushort *weights); +GLAPI PFNGLWEIGHTUSVARBPROC glad_glWeightusvARB; +#define glWeightusvARB glad_glWeightusvARB +typedef void (APIENTRYP PFNGLWEIGHTUIVARBPROC)(GLint size, const GLuint *weights); +GLAPI PFNGLWEIGHTUIVARBPROC glad_glWeightuivARB; +#define glWeightuivARB glad_glWeightuivARB +typedef void (APIENTRYP PFNGLWEIGHTPOINTERARBPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLWEIGHTPOINTERARBPROC glad_glWeightPointerARB; +#define glWeightPointerARB glad_glWeightPointerARB +typedef void (APIENTRYP PFNGLVERTEXBLENDARBPROC)(GLint count); +GLAPI PFNGLVERTEXBLENDARBPROC glad_glVertexBlendARB; +#define glVertexBlendARB glad_glVertexBlendARB +#endif +#ifndef GL_ARB_vertex_buffer_object +#define GL_ARB_vertex_buffer_object 1 +GLAPI int GLAD_GL_ARB_vertex_buffer_object; +typedef void (APIENTRYP PFNGLBINDBUFFERARBPROC)(GLenum target, GLuint buffer); +GLAPI PFNGLBINDBUFFERARBPROC glad_glBindBufferARB; +#define glBindBufferARB glad_glBindBufferARB +typedef void (APIENTRYP PFNGLDELETEBUFFERSARBPROC)(GLsizei n, const GLuint *buffers); +GLAPI PFNGLDELETEBUFFERSARBPROC glad_glDeleteBuffersARB; +#define glDeleteBuffersARB glad_glDeleteBuffersARB +typedef void (APIENTRYP PFNGLGENBUFFERSARBPROC)(GLsizei n, GLuint *buffers); +GLAPI PFNGLGENBUFFERSARBPROC glad_glGenBuffersARB; +#define glGenBuffersARB glad_glGenBuffersARB +typedef GLboolean (APIENTRYP PFNGLISBUFFERARBPROC)(GLuint buffer); +GLAPI PFNGLISBUFFERARBPROC glad_glIsBufferARB; +#define glIsBufferARB glad_glIsBufferARB +typedef void (APIENTRYP PFNGLBUFFERDATAARBPROC)(GLenum target, GLsizeiptrARB size, const void *data, GLenum usage); +GLAPI PFNGLBUFFERDATAARBPROC glad_glBufferDataARB; +#define glBufferDataARB glad_glBufferDataARB +typedef void (APIENTRYP PFNGLBUFFERSUBDATAARBPROC)(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data); +GLAPI PFNGLBUFFERSUBDATAARBPROC glad_glBufferSubDataARB; +#define glBufferSubDataARB glad_glBufferSubDataARB +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAARBPROC)(GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data); +GLAPI PFNGLGETBUFFERSUBDATAARBPROC glad_glGetBufferSubDataARB; +#define glGetBufferSubDataARB glad_glGetBufferSubDataARB +typedef void * (APIENTRYP PFNGLMAPBUFFERARBPROC)(GLenum target, GLenum access); +GLAPI PFNGLMAPBUFFERARBPROC glad_glMapBufferARB; +#define glMapBufferARB glad_glMapBufferARB +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERARBPROC)(GLenum target); +GLAPI PFNGLUNMAPBUFFERARBPROC glad_glUnmapBufferARB; +#define glUnmapBufferARB glad_glUnmapBufferARB +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVARBPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETBUFFERPARAMETERIVARBPROC glad_glGetBufferParameterivARB; +#define glGetBufferParameterivARB glad_glGetBufferParameterivARB +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVARBPROC)(GLenum target, GLenum pname, void **params); +GLAPI PFNGLGETBUFFERPOINTERVARBPROC glad_glGetBufferPointervARB; +#define glGetBufferPointervARB glad_glGetBufferPointervARB +#endif +#ifndef GL_ARB_vertex_program +#define GL_ARB_vertex_program 1 +GLAPI int GLAD_GL_ARB_vertex_program; +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DARBPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIB1DARBPROC glad_glVertexAttrib1dARB; +#define glVertexAttrib1dARB glad_glVertexAttrib1dARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVARBPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB1DVARBPROC glad_glVertexAttrib1dvARB; +#define glVertexAttrib1dvARB glad_glVertexAttrib1dvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FARBPROC)(GLuint index, GLfloat x); +GLAPI PFNGLVERTEXATTRIB1FARBPROC glad_glVertexAttrib1fARB; +#define glVertexAttrib1fARB glad_glVertexAttrib1fARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVARBPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB1FVARBPROC glad_glVertexAttrib1fvARB; +#define glVertexAttrib1fvARB glad_glVertexAttrib1fvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SARBPROC)(GLuint index, GLshort x); +GLAPI PFNGLVERTEXATTRIB1SARBPROC glad_glVertexAttrib1sARB; +#define glVertexAttrib1sARB glad_glVertexAttrib1sARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVARBPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB1SVARBPROC glad_glVertexAttrib1svARB; +#define glVertexAttrib1svARB glad_glVertexAttrib1svARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DARBPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIB2DARBPROC glad_glVertexAttrib2dARB; +#define glVertexAttrib2dARB glad_glVertexAttrib2dARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVARBPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB2DVARBPROC glad_glVertexAttrib2dvARB; +#define glVertexAttrib2dvARB glad_glVertexAttrib2dvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FARBPROC)(GLuint index, GLfloat x, GLfloat y); +GLAPI PFNGLVERTEXATTRIB2FARBPROC glad_glVertexAttrib2fARB; +#define glVertexAttrib2fARB glad_glVertexAttrib2fARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVARBPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB2FVARBPROC glad_glVertexAttrib2fvARB; +#define glVertexAttrib2fvARB glad_glVertexAttrib2fvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SARBPROC)(GLuint index, GLshort x, GLshort y); +GLAPI PFNGLVERTEXATTRIB2SARBPROC glad_glVertexAttrib2sARB; +#define glVertexAttrib2sARB glad_glVertexAttrib2sARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVARBPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB2SVARBPROC glad_glVertexAttrib2svARB; +#define glVertexAttrib2svARB glad_glVertexAttrib2svARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DARBPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIB3DARBPROC glad_glVertexAttrib3dARB; +#define glVertexAttrib3dARB glad_glVertexAttrib3dARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVARBPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB3DVARBPROC glad_glVertexAttrib3dvARB; +#define glVertexAttrib3dvARB glad_glVertexAttrib3dvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FARBPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEXATTRIB3FARBPROC glad_glVertexAttrib3fARB; +#define glVertexAttrib3fARB glad_glVertexAttrib3fARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVARBPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB3FVARBPROC glad_glVertexAttrib3fvARB; +#define glVertexAttrib3fvARB glad_glVertexAttrib3fvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SARBPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEXATTRIB3SARBPROC glad_glVertexAttrib3sARB; +#define glVertexAttrib3sARB glad_glVertexAttrib3sARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVARBPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB3SVARBPROC glad_glVertexAttrib3svARB; +#define glVertexAttrib3svARB glad_glVertexAttrib3svARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVARBPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4NBVARBPROC glad_glVertexAttrib4NbvARB; +#define glVertexAttrib4NbvARB glad_glVertexAttrib4NbvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVARBPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4NIVARBPROC glad_glVertexAttrib4NivARB; +#define glVertexAttrib4NivARB glad_glVertexAttrib4NivARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVARBPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4NSVARBPROC glad_glVertexAttrib4NsvARB; +#define glVertexAttrib4NsvARB glad_glVertexAttrib4NsvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBARBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI PFNGLVERTEXATTRIB4NUBARBPROC glad_glVertexAttrib4NubARB; +#define glVertexAttrib4NubARB glad_glVertexAttrib4NubARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVARBPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4NUBVARBPROC glad_glVertexAttrib4NubvARB; +#define glVertexAttrib4NubvARB glad_glVertexAttrib4NubvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVARBPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4NUIVARBPROC glad_glVertexAttrib4NuivARB; +#define glVertexAttrib4NuivARB glad_glVertexAttrib4NuivARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVARBPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4NUSVARBPROC glad_glVertexAttrib4NusvARB; +#define glVertexAttrib4NusvARB glad_glVertexAttrib4NusvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVARBPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4BVARBPROC glad_glVertexAttrib4bvARB; +#define glVertexAttrib4bvARB glad_glVertexAttrib4bvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DARBPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIB4DARBPROC glad_glVertexAttrib4dARB; +#define glVertexAttrib4dARB glad_glVertexAttrib4dARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVARBPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB4DVARBPROC glad_glVertexAttrib4dvARB; +#define glVertexAttrib4dvARB glad_glVertexAttrib4dvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FARBPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEXATTRIB4FARBPROC glad_glVertexAttrib4fARB; +#define glVertexAttrib4fARB glad_glVertexAttrib4fARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVARBPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB4FVARBPROC glad_glVertexAttrib4fvARB; +#define glVertexAttrib4fvARB glad_glVertexAttrib4fvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVARBPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4IVARBPROC glad_glVertexAttrib4ivARB; +#define glVertexAttrib4ivARB glad_glVertexAttrib4ivARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SARBPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEXATTRIB4SARBPROC glad_glVertexAttrib4sARB; +#define glVertexAttrib4sARB glad_glVertexAttrib4sARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVARBPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4SVARBPROC glad_glVertexAttrib4svARB; +#define glVertexAttrib4svARB glad_glVertexAttrib4svARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVARBPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4UBVARBPROC glad_glVertexAttrib4ubvARB; +#define glVertexAttrib4ubvARB glad_glVertexAttrib4ubvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVARBPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4UIVARBPROC glad_glVertexAttrib4uivARB; +#define glVertexAttrib4uivARB glad_glVertexAttrib4uivARB +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVARBPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4USVARBPROC glad_glVertexAttrib4usvARB; +#define glVertexAttrib4usvARB glad_glVertexAttrib4usvARB +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERARBPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBPOINTERARBPROC glad_glVertexAttribPointerARB; +#define glVertexAttribPointerARB glad_glVertexAttribPointerARB +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYARBPROC)(GLuint index); +GLAPI PFNGLENABLEVERTEXATTRIBARRAYARBPROC glad_glEnableVertexAttribArrayARB; +#define glEnableVertexAttribArrayARB glad_glEnableVertexAttribArrayARB +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)(GLuint index); +GLAPI PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glad_glDisableVertexAttribArrayARB; +#define glDisableVertexAttribArrayARB glad_glDisableVertexAttribArrayARB +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVARBPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBDVARBPROC glad_glGetVertexAttribdvARB; +#define glGetVertexAttribdvARB glad_glGetVertexAttribdvARB +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVARBPROC)(GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVERTEXATTRIBFVARBPROC glad_glGetVertexAttribfvARB; +#define glGetVertexAttribfvARB glad_glGetVertexAttribfvARB +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVARBPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIVARBPROC glad_glGetVertexAttribivARB; +#define glGetVertexAttribivARB glad_glGetVertexAttribivARB +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVARBPROC)(GLuint index, GLenum pname, void **pointer); +GLAPI PFNGLGETVERTEXATTRIBPOINTERVARBPROC glad_glGetVertexAttribPointervARB; +#define glGetVertexAttribPointervARB glad_glGetVertexAttribPointervARB +#endif +#ifndef GL_ARB_vertex_shader +#define GL_ARB_vertex_shader 1 +GLAPI int GLAD_GL_ARB_vertex_shader; +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONARBPROC)(GLhandleARB programObj, GLuint index, const GLcharARB *name); +GLAPI PFNGLBINDATTRIBLOCATIONARBPROC glad_glBindAttribLocationARB; +#define glBindAttribLocationARB glad_glBindAttribLocationARB +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBARBPROC)(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +GLAPI PFNGLGETACTIVEATTRIBARBPROC glad_glGetActiveAttribARB; +#define glGetActiveAttribARB glad_glGetActiveAttribARB +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONARBPROC)(GLhandleARB programObj, const GLcharARB *name); +GLAPI PFNGLGETATTRIBLOCATIONARBPROC glad_glGetAttribLocationARB; +#define glGetAttribLocationARB glad_glGetAttribLocationARB +#endif +#ifndef GL_ARB_vertex_type_10f_11f_11f_rev +#define GL_ARB_vertex_type_10f_11f_11f_rev 1 +GLAPI int GLAD_GL_ARB_vertex_type_10f_11f_11f_rev; +#endif +#ifndef GL_ARB_vertex_type_2_10_10_10_rev +#define GL_ARB_vertex_type_2_10_10_10_rev 1 +GLAPI int GLAD_GL_ARB_vertex_type_2_10_10_10_rev; +#endif +#ifndef GL_ARB_viewport_array +#define GL_ARB_viewport_array 1 +GLAPI int GLAD_GL_ARB_viewport_array; +typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC)(GLuint first, GLsizei count, const GLfloat *v); +GLAPI PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv; +#define glViewportArrayv glad_glViewportArrayv +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GLAPI PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf; +#define glViewportIndexedf glad_glViewportIndexedf +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv; +#define glViewportIndexedfv glad_glViewportIndexedfv +typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC)(GLuint first, GLsizei count, const GLint *v); +GLAPI PFNGLSCISSORARRAYVPROC glad_glScissorArrayv; +#define glScissorArrayv glad_glScissorArrayv +typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC)(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed; +#define glScissorIndexed glad_glScissorIndexed +typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv; +#define glScissorIndexedv glad_glScissorIndexedv +typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC)(GLuint first, GLsizei count, const GLdouble *v); +GLAPI PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv; +#define glDepthRangeArrayv glad_glDepthRangeArrayv +typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f); +GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed; +#define glDepthRangeIndexed glad_glDepthRangeIndexed +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat *data); +GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v; +#define glGetFloati_v glad_glGetFloati_v +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC)(GLenum target, GLuint index, GLdouble *data); +GLAPI PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v; +#define glGetDoublei_v glad_glGetDoublei_v +#endif +#ifndef GL_ARB_window_pos +#define GL_ARB_window_pos 1 +GLAPI int GLAD_GL_ARB_window_pos; +typedef void (APIENTRYP PFNGLWINDOWPOS2DARBPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLWINDOWPOS2DARBPROC glad_glWindowPos2dARB; +#define glWindowPos2dARB glad_glWindowPos2dARB +typedef void (APIENTRYP PFNGLWINDOWPOS2DVARBPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS2DVARBPROC glad_glWindowPos2dvARB; +#define glWindowPos2dvARB glad_glWindowPos2dvARB +typedef void (APIENTRYP PFNGLWINDOWPOS2FARBPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLWINDOWPOS2FARBPROC glad_glWindowPos2fARB; +#define glWindowPos2fARB glad_glWindowPos2fARB +typedef void (APIENTRYP PFNGLWINDOWPOS2FVARBPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS2FVARBPROC glad_glWindowPos2fvARB; +#define glWindowPos2fvARB glad_glWindowPos2fvARB +typedef void (APIENTRYP PFNGLWINDOWPOS2IARBPROC)(GLint x, GLint y); +GLAPI PFNGLWINDOWPOS2IARBPROC glad_glWindowPos2iARB; +#define glWindowPos2iARB glad_glWindowPos2iARB +typedef void (APIENTRYP PFNGLWINDOWPOS2IVARBPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS2IVARBPROC glad_glWindowPos2ivARB; +#define glWindowPos2ivARB glad_glWindowPos2ivARB +typedef void (APIENTRYP PFNGLWINDOWPOS2SARBPROC)(GLshort x, GLshort y); +GLAPI PFNGLWINDOWPOS2SARBPROC glad_glWindowPos2sARB; +#define glWindowPos2sARB glad_glWindowPos2sARB +typedef void (APIENTRYP PFNGLWINDOWPOS2SVARBPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS2SVARBPROC glad_glWindowPos2svARB; +#define glWindowPos2svARB glad_glWindowPos2svARB +typedef void (APIENTRYP PFNGLWINDOWPOS3DARBPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLWINDOWPOS3DARBPROC glad_glWindowPos3dARB; +#define glWindowPos3dARB glad_glWindowPos3dARB +typedef void (APIENTRYP PFNGLWINDOWPOS3DVARBPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS3DVARBPROC glad_glWindowPos3dvARB; +#define glWindowPos3dvARB glad_glWindowPos3dvARB +typedef void (APIENTRYP PFNGLWINDOWPOS3FARBPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLWINDOWPOS3FARBPROC glad_glWindowPos3fARB; +#define glWindowPos3fARB glad_glWindowPos3fARB +typedef void (APIENTRYP PFNGLWINDOWPOS3FVARBPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS3FVARBPROC glad_glWindowPos3fvARB; +#define glWindowPos3fvARB glad_glWindowPos3fvARB +typedef void (APIENTRYP PFNGLWINDOWPOS3IARBPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLWINDOWPOS3IARBPROC glad_glWindowPos3iARB; +#define glWindowPos3iARB glad_glWindowPos3iARB +typedef void (APIENTRYP PFNGLWINDOWPOS3IVARBPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS3IVARBPROC glad_glWindowPos3ivARB; +#define glWindowPos3ivARB glad_glWindowPos3ivARB +typedef void (APIENTRYP PFNGLWINDOWPOS3SARBPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLWINDOWPOS3SARBPROC glad_glWindowPos3sARB; +#define glWindowPos3sARB glad_glWindowPos3sARB +typedef void (APIENTRYP PFNGLWINDOWPOS3SVARBPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS3SVARBPROC glad_glWindowPos3svARB; +#define glWindowPos3svARB glad_glWindowPos3svARB +#endif +#ifndef GL_ATI_draw_buffers +#define GL_ATI_draw_buffers 1 +GLAPI int GLAD_GL_ATI_draw_buffers; +typedef void (APIENTRYP PFNGLDRAWBUFFERSATIPROC)(GLsizei n, const GLenum *bufs); +GLAPI PFNGLDRAWBUFFERSATIPROC glad_glDrawBuffersATI; +#define glDrawBuffersATI glad_glDrawBuffersATI +#endif +#ifndef GL_ATI_element_array +#define GL_ATI_element_array 1 +GLAPI int GLAD_GL_ATI_element_array; +typedef void (APIENTRYP PFNGLELEMENTPOINTERATIPROC)(GLenum type, const void *pointer); +GLAPI PFNGLELEMENTPOINTERATIPROC glad_glElementPointerATI; +#define glElementPointerATI glad_glElementPointerATI +typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYATIPROC)(GLenum mode, GLsizei count); +GLAPI PFNGLDRAWELEMENTARRAYATIPROC glad_glDrawElementArrayATI; +#define glDrawElementArrayATI glad_glDrawElementArrayATI +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYATIPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count); +GLAPI PFNGLDRAWRANGEELEMENTARRAYATIPROC glad_glDrawRangeElementArrayATI; +#define glDrawRangeElementArrayATI glad_glDrawRangeElementArrayATI +#endif +#ifndef GL_ATI_envmap_bumpmap +#define GL_ATI_envmap_bumpmap 1 +GLAPI int GLAD_GL_ATI_envmap_bumpmap; +typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERIVATIPROC)(GLenum pname, const GLint *param); +GLAPI PFNGLTEXBUMPPARAMETERIVATIPROC glad_glTexBumpParameterivATI; +#define glTexBumpParameterivATI glad_glTexBumpParameterivATI +typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERFVATIPROC)(GLenum pname, const GLfloat *param); +GLAPI PFNGLTEXBUMPPARAMETERFVATIPROC glad_glTexBumpParameterfvATI; +#define glTexBumpParameterfvATI glad_glTexBumpParameterfvATI +typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERIVATIPROC)(GLenum pname, GLint *param); +GLAPI PFNGLGETTEXBUMPPARAMETERIVATIPROC glad_glGetTexBumpParameterivATI; +#define glGetTexBumpParameterivATI glad_glGetTexBumpParameterivATI +typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERFVATIPROC)(GLenum pname, GLfloat *param); +GLAPI PFNGLGETTEXBUMPPARAMETERFVATIPROC glad_glGetTexBumpParameterfvATI; +#define glGetTexBumpParameterfvATI glad_glGetTexBumpParameterfvATI +#endif +#ifndef GL_ATI_fragment_shader +#define GL_ATI_fragment_shader 1 +GLAPI int GLAD_GL_ATI_fragment_shader; +typedef GLuint (APIENTRYP PFNGLGENFRAGMENTSHADERSATIPROC)(GLuint range); +GLAPI PFNGLGENFRAGMENTSHADERSATIPROC glad_glGenFragmentShadersATI; +#define glGenFragmentShadersATI glad_glGenFragmentShadersATI +typedef void (APIENTRYP PFNGLBINDFRAGMENTSHADERATIPROC)(GLuint id); +GLAPI PFNGLBINDFRAGMENTSHADERATIPROC glad_glBindFragmentShaderATI; +#define glBindFragmentShaderATI glad_glBindFragmentShaderATI +typedef void (APIENTRYP PFNGLDELETEFRAGMENTSHADERATIPROC)(GLuint id); +GLAPI PFNGLDELETEFRAGMENTSHADERATIPROC glad_glDeleteFragmentShaderATI; +#define glDeleteFragmentShaderATI glad_glDeleteFragmentShaderATI +typedef void (APIENTRYP PFNGLBEGINFRAGMENTSHADERATIPROC)(void); +GLAPI PFNGLBEGINFRAGMENTSHADERATIPROC glad_glBeginFragmentShaderATI; +#define glBeginFragmentShaderATI glad_glBeginFragmentShaderATI +typedef void (APIENTRYP PFNGLENDFRAGMENTSHADERATIPROC)(void); +GLAPI PFNGLENDFRAGMENTSHADERATIPROC glad_glEndFragmentShaderATI; +#define glEndFragmentShaderATI glad_glEndFragmentShaderATI +typedef void (APIENTRYP PFNGLPASSTEXCOORDATIPROC)(GLuint dst, GLuint coord, GLenum swizzle); +GLAPI PFNGLPASSTEXCOORDATIPROC glad_glPassTexCoordATI; +#define glPassTexCoordATI glad_glPassTexCoordATI +typedef void (APIENTRYP PFNGLSAMPLEMAPATIPROC)(GLuint dst, GLuint interp, GLenum swizzle); +GLAPI PFNGLSAMPLEMAPATIPROC glad_glSampleMapATI; +#define glSampleMapATI glad_glSampleMapATI +typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP1ATIPROC)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +GLAPI PFNGLCOLORFRAGMENTOP1ATIPROC glad_glColorFragmentOp1ATI; +#define glColorFragmentOp1ATI glad_glColorFragmentOp1ATI +typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP2ATIPROC)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +GLAPI PFNGLCOLORFRAGMENTOP2ATIPROC glad_glColorFragmentOp2ATI; +#define glColorFragmentOp2ATI glad_glColorFragmentOp2ATI +typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP3ATIPROC)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +GLAPI PFNGLCOLORFRAGMENTOP3ATIPROC glad_glColorFragmentOp3ATI; +#define glColorFragmentOp3ATI glad_glColorFragmentOp3ATI +typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP1ATIPROC)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +GLAPI PFNGLALPHAFRAGMENTOP1ATIPROC glad_glAlphaFragmentOp1ATI; +#define glAlphaFragmentOp1ATI glad_glAlphaFragmentOp1ATI +typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP2ATIPROC)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +GLAPI PFNGLALPHAFRAGMENTOP2ATIPROC glad_glAlphaFragmentOp2ATI; +#define glAlphaFragmentOp2ATI glad_glAlphaFragmentOp2ATI +typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP3ATIPROC)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +GLAPI PFNGLALPHAFRAGMENTOP3ATIPROC glad_glAlphaFragmentOp3ATI; +#define glAlphaFragmentOp3ATI glad_glAlphaFragmentOp3ATI +typedef void (APIENTRYP PFNGLSETFRAGMENTSHADERCONSTANTATIPROC)(GLuint dst, const GLfloat *value); +GLAPI PFNGLSETFRAGMENTSHADERCONSTANTATIPROC glad_glSetFragmentShaderConstantATI; +#define glSetFragmentShaderConstantATI glad_glSetFragmentShaderConstantATI +#endif +#ifndef GL_ATI_map_object_buffer +#define GL_ATI_map_object_buffer 1 +GLAPI int GLAD_GL_ATI_map_object_buffer; +typedef void * (APIENTRYP PFNGLMAPOBJECTBUFFERATIPROC)(GLuint buffer); +GLAPI PFNGLMAPOBJECTBUFFERATIPROC glad_glMapObjectBufferATI; +#define glMapObjectBufferATI glad_glMapObjectBufferATI +typedef void (APIENTRYP PFNGLUNMAPOBJECTBUFFERATIPROC)(GLuint buffer); +GLAPI PFNGLUNMAPOBJECTBUFFERATIPROC glad_glUnmapObjectBufferATI; +#define glUnmapObjectBufferATI glad_glUnmapObjectBufferATI +#endif +#ifndef GL_ATI_meminfo +#define GL_ATI_meminfo 1 +GLAPI int GLAD_GL_ATI_meminfo; +#endif +#ifndef GL_ATI_pixel_format_float +#define GL_ATI_pixel_format_float 1 +GLAPI int GLAD_GL_ATI_pixel_format_float; +#endif +#ifndef GL_ATI_pn_triangles +#define GL_ATI_pn_triangles 1 +GLAPI int GLAD_GL_ATI_pn_triangles; +typedef void (APIENTRYP PFNGLPNTRIANGLESIATIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPNTRIANGLESIATIPROC glad_glPNTrianglesiATI; +#define glPNTrianglesiATI glad_glPNTrianglesiATI +typedef void (APIENTRYP PFNGLPNTRIANGLESFATIPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPNTRIANGLESFATIPROC glad_glPNTrianglesfATI; +#define glPNTrianglesfATI glad_glPNTrianglesfATI +#endif +#ifndef GL_ATI_separate_stencil +#define GL_ATI_separate_stencil 1 +GLAPI int GLAD_GL_ATI_separate_stencil; +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEATIPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI PFNGLSTENCILOPSEPARATEATIPROC glad_glStencilOpSeparateATI; +#define glStencilOpSeparateATI glad_glStencilOpSeparateATI +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEATIPROC)(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCSEPARATEATIPROC glad_glStencilFuncSeparateATI; +#define glStencilFuncSeparateATI glad_glStencilFuncSeparateATI +#endif +#ifndef GL_ATI_text_fragment_shader +#define GL_ATI_text_fragment_shader 1 +GLAPI int GLAD_GL_ATI_text_fragment_shader; +#endif +#ifndef GL_ATI_texture_env_combine3 +#define GL_ATI_texture_env_combine3 1 +GLAPI int GLAD_GL_ATI_texture_env_combine3; +#endif +#ifndef GL_ATI_texture_float +#define GL_ATI_texture_float 1 +GLAPI int GLAD_GL_ATI_texture_float; +#endif +#ifndef GL_ATI_texture_mirror_once +#define GL_ATI_texture_mirror_once 1 +GLAPI int GLAD_GL_ATI_texture_mirror_once; +#endif +#ifndef GL_ATI_vertex_array_object +#define GL_ATI_vertex_array_object 1 +GLAPI int GLAD_GL_ATI_vertex_array_object; +typedef GLuint (APIENTRYP PFNGLNEWOBJECTBUFFERATIPROC)(GLsizei size, const void *pointer, GLenum usage); +GLAPI PFNGLNEWOBJECTBUFFERATIPROC glad_glNewObjectBufferATI; +#define glNewObjectBufferATI glad_glNewObjectBufferATI +typedef GLboolean (APIENTRYP PFNGLISOBJECTBUFFERATIPROC)(GLuint buffer); +GLAPI PFNGLISOBJECTBUFFERATIPROC glad_glIsObjectBufferATI; +#define glIsObjectBufferATI glad_glIsObjectBufferATI +typedef void (APIENTRYP PFNGLUPDATEOBJECTBUFFERATIPROC)(GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve); +GLAPI PFNGLUPDATEOBJECTBUFFERATIPROC glad_glUpdateObjectBufferATI; +#define glUpdateObjectBufferATI glad_glUpdateObjectBufferATI +typedef void (APIENTRYP PFNGLGETOBJECTBUFFERFVATIPROC)(GLuint buffer, GLenum pname, GLfloat *params); +GLAPI PFNGLGETOBJECTBUFFERFVATIPROC glad_glGetObjectBufferfvATI; +#define glGetObjectBufferfvATI glad_glGetObjectBufferfvATI +typedef void (APIENTRYP PFNGLGETOBJECTBUFFERIVATIPROC)(GLuint buffer, GLenum pname, GLint *params); +GLAPI PFNGLGETOBJECTBUFFERIVATIPROC glad_glGetObjectBufferivATI; +#define glGetObjectBufferivATI glad_glGetObjectBufferivATI +typedef void (APIENTRYP PFNGLFREEOBJECTBUFFERATIPROC)(GLuint buffer); +GLAPI PFNGLFREEOBJECTBUFFERATIPROC glad_glFreeObjectBufferATI; +#define glFreeObjectBufferATI glad_glFreeObjectBufferATI +typedef void (APIENTRYP PFNGLARRAYOBJECTATIPROC)(GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +GLAPI PFNGLARRAYOBJECTATIPROC glad_glArrayObjectATI; +#define glArrayObjectATI glad_glArrayObjectATI +typedef void (APIENTRYP PFNGLGETARRAYOBJECTFVATIPROC)(GLenum array, GLenum pname, GLfloat *params); +GLAPI PFNGLGETARRAYOBJECTFVATIPROC glad_glGetArrayObjectfvATI; +#define glGetArrayObjectfvATI glad_glGetArrayObjectfvATI +typedef void (APIENTRYP PFNGLGETARRAYOBJECTIVATIPROC)(GLenum array, GLenum pname, GLint *params); +GLAPI PFNGLGETARRAYOBJECTIVATIPROC glad_glGetArrayObjectivATI; +#define glGetArrayObjectivATI glad_glGetArrayObjectivATI +typedef void (APIENTRYP PFNGLVARIANTARRAYOBJECTATIPROC)(GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +GLAPI PFNGLVARIANTARRAYOBJECTATIPROC glad_glVariantArrayObjectATI; +#define glVariantArrayObjectATI glad_glVariantArrayObjectATI +typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTFVATIPROC)(GLuint id, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVARIANTARRAYOBJECTFVATIPROC glad_glGetVariantArrayObjectfvATI; +#define glGetVariantArrayObjectfvATI glad_glGetVariantArrayObjectfvATI +typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTIVATIPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETVARIANTARRAYOBJECTIVATIPROC glad_glGetVariantArrayObjectivATI; +#define glGetVariantArrayObjectivATI glad_glGetVariantArrayObjectivATI +#endif +#ifndef GL_ATI_vertex_attrib_array_object +#define GL_ATI_vertex_attrib_array_object 1 +GLAPI int GLAD_GL_ATI_vertex_attrib_array_object; +typedef void (APIENTRYP PFNGLVERTEXATTRIBARRAYOBJECTATIPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); +GLAPI PFNGLVERTEXATTRIBARRAYOBJECTATIPROC glad_glVertexAttribArrayObjectATI; +#define glVertexAttribArrayObjectATI glad_glVertexAttribArrayObjectATI +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC)(GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC glad_glGetVertexAttribArrayObjectfvATI; +#define glGetVertexAttribArrayObjectfvATI glad_glGetVertexAttribArrayObjectfvATI +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC glad_glGetVertexAttribArrayObjectivATI; +#define glGetVertexAttribArrayObjectivATI glad_glGetVertexAttribArrayObjectivATI +#endif +#ifndef GL_ATI_vertex_streams +#define GL_ATI_vertex_streams 1 +GLAPI int GLAD_GL_ATI_vertex_streams; +typedef void (APIENTRYP PFNGLVERTEXSTREAM1SATIPROC)(GLenum stream, GLshort x); +GLAPI PFNGLVERTEXSTREAM1SATIPROC glad_glVertexStream1sATI; +#define glVertexStream1sATI glad_glVertexStream1sATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM1SVATIPROC)(GLenum stream, const GLshort *coords); +GLAPI PFNGLVERTEXSTREAM1SVATIPROC glad_glVertexStream1svATI; +#define glVertexStream1svATI glad_glVertexStream1svATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM1IATIPROC)(GLenum stream, GLint x); +GLAPI PFNGLVERTEXSTREAM1IATIPROC glad_glVertexStream1iATI; +#define glVertexStream1iATI glad_glVertexStream1iATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM1IVATIPROC)(GLenum stream, const GLint *coords); +GLAPI PFNGLVERTEXSTREAM1IVATIPROC glad_glVertexStream1ivATI; +#define glVertexStream1ivATI glad_glVertexStream1ivATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM1FATIPROC)(GLenum stream, GLfloat x); +GLAPI PFNGLVERTEXSTREAM1FATIPROC glad_glVertexStream1fATI; +#define glVertexStream1fATI glad_glVertexStream1fATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM1FVATIPROC)(GLenum stream, const GLfloat *coords); +GLAPI PFNGLVERTEXSTREAM1FVATIPROC glad_glVertexStream1fvATI; +#define glVertexStream1fvATI glad_glVertexStream1fvATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM1DATIPROC)(GLenum stream, GLdouble x); +GLAPI PFNGLVERTEXSTREAM1DATIPROC glad_glVertexStream1dATI; +#define glVertexStream1dATI glad_glVertexStream1dATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM1DVATIPROC)(GLenum stream, const GLdouble *coords); +GLAPI PFNGLVERTEXSTREAM1DVATIPROC glad_glVertexStream1dvATI; +#define glVertexStream1dvATI glad_glVertexStream1dvATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM2SATIPROC)(GLenum stream, GLshort x, GLshort y); +GLAPI PFNGLVERTEXSTREAM2SATIPROC glad_glVertexStream2sATI; +#define glVertexStream2sATI glad_glVertexStream2sATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM2SVATIPROC)(GLenum stream, const GLshort *coords); +GLAPI PFNGLVERTEXSTREAM2SVATIPROC glad_glVertexStream2svATI; +#define glVertexStream2svATI glad_glVertexStream2svATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM2IATIPROC)(GLenum stream, GLint x, GLint y); +GLAPI PFNGLVERTEXSTREAM2IATIPROC glad_glVertexStream2iATI; +#define glVertexStream2iATI glad_glVertexStream2iATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM2IVATIPROC)(GLenum stream, const GLint *coords); +GLAPI PFNGLVERTEXSTREAM2IVATIPROC glad_glVertexStream2ivATI; +#define glVertexStream2ivATI glad_glVertexStream2ivATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM2FATIPROC)(GLenum stream, GLfloat x, GLfloat y); +GLAPI PFNGLVERTEXSTREAM2FATIPROC glad_glVertexStream2fATI; +#define glVertexStream2fATI glad_glVertexStream2fATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM2FVATIPROC)(GLenum stream, const GLfloat *coords); +GLAPI PFNGLVERTEXSTREAM2FVATIPROC glad_glVertexStream2fvATI; +#define glVertexStream2fvATI glad_glVertexStream2fvATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM2DATIPROC)(GLenum stream, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXSTREAM2DATIPROC glad_glVertexStream2dATI; +#define glVertexStream2dATI glad_glVertexStream2dATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM2DVATIPROC)(GLenum stream, const GLdouble *coords); +GLAPI PFNGLVERTEXSTREAM2DVATIPROC glad_glVertexStream2dvATI; +#define glVertexStream2dvATI glad_glVertexStream2dvATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM3SATIPROC)(GLenum stream, GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEXSTREAM3SATIPROC glad_glVertexStream3sATI; +#define glVertexStream3sATI glad_glVertexStream3sATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM3SVATIPROC)(GLenum stream, const GLshort *coords); +GLAPI PFNGLVERTEXSTREAM3SVATIPROC glad_glVertexStream3svATI; +#define glVertexStream3svATI glad_glVertexStream3svATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM3IATIPROC)(GLenum stream, GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEXSTREAM3IATIPROC glad_glVertexStream3iATI; +#define glVertexStream3iATI glad_glVertexStream3iATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM3IVATIPROC)(GLenum stream, const GLint *coords); +GLAPI PFNGLVERTEXSTREAM3IVATIPROC glad_glVertexStream3ivATI; +#define glVertexStream3ivATI glad_glVertexStream3ivATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM3FATIPROC)(GLenum stream, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEXSTREAM3FATIPROC glad_glVertexStream3fATI; +#define glVertexStream3fATI glad_glVertexStream3fATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM3FVATIPROC)(GLenum stream, const GLfloat *coords); +GLAPI PFNGLVERTEXSTREAM3FVATIPROC glad_glVertexStream3fvATI; +#define glVertexStream3fvATI glad_glVertexStream3fvATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM3DATIPROC)(GLenum stream, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXSTREAM3DATIPROC glad_glVertexStream3dATI; +#define glVertexStream3dATI glad_glVertexStream3dATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM3DVATIPROC)(GLenum stream, const GLdouble *coords); +GLAPI PFNGLVERTEXSTREAM3DVATIPROC glad_glVertexStream3dvATI; +#define glVertexStream3dvATI glad_glVertexStream3dvATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM4SATIPROC)(GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEXSTREAM4SATIPROC glad_glVertexStream4sATI; +#define glVertexStream4sATI glad_glVertexStream4sATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM4SVATIPROC)(GLenum stream, const GLshort *coords); +GLAPI PFNGLVERTEXSTREAM4SVATIPROC glad_glVertexStream4svATI; +#define glVertexStream4svATI glad_glVertexStream4svATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM4IATIPROC)(GLenum stream, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEXSTREAM4IATIPROC glad_glVertexStream4iATI; +#define glVertexStream4iATI glad_glVertexStream4iATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM4IVATIPROC)(GLenum stream, const GLint *coords); +GLAPI PFNGLVERTEXSTREAM4IVATIPROC glad_glVertexStream4ivATI; +#define glVertexStream4ivATI glad_glVertexStream4ivATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM4FATIPROC)(GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEXSTREAM4FATIPROC glad_glVertexStream4fATI; +#define glVertexStream4fATI glad_glVertexStream4fATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM4FVATIPROC)(GLenum stream, const GLfloat *coords); +GLAPI PFNGLVERTEXSTREAM4FVATIPROC glad_glVertexStream4fvATI; +#define glVertexStream4fvATI glad_glVertexStream4fvATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM4DATIPROC)(GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXSTREAM4DATIPROC glad_glVertexStream4dATI; +#define glVertexStream4dATI glad_glVertexStream4dATI +typedef void (APIENTRYP PFNGLVERTEXSTREAM4DVATIPROC)(GLenum stream, const GLdouble *coords); +GLAPI PFNGLVERTEXSTREAM4DVATIPROC glad_glVertexStream4dvATI; +#define glVertexStream4dvATI glad_glVertexStream4dvATI +typedef void (APIENTRYP PFNGLNORMALSTREAM3BATIPROC)(GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz); +GLAPI PFNGLNORMALSTREAM3BATIPROC glad_glNormalStream3bATI; +#define glNormalStream3bATI glad_glNormalStream3bATI +typedef void (APIENTRYP PFNGLNORMALSTREAM3BVATIPROC)(GLenum stream, const GLbyte *coords); +GLAPI PFNGLNORMALSTREAM3BVATIPROC glad_glNormalStream3bvATI; +#define glNormalStream3bvATI glad_glNormalStream3bvATI +typedef void (APIENTRYP PFNGLNORMALSTREAM3SATIPROC)(GLenum stream, GLshort nx, GLshort ny, GLshort nz); +GLAPI PFNGLNORMALSTREAM3SATIPROC glad_glNormalStream3sATI; +#define glNormalStream3sATI glad_glNormalStream3sATI +typedef void (APIENTRYP PFNGLNORMALSTREAM3SVATIPROC)(GLenum stream, const GLshort *coords); +GLAPI PFNGLNORMALSTREAM3SVATIPROC glad_glNormalStream3svATI; +#define glNormalStream3svATI glad_glNormalStream3svATI +typedef void (APIENTRYP PFNGLNORMALSTREAM3IATIPROC)(GLenum stream, GLint nx, GLint ny, GLint nz); +GLAPI PFNGLNORMALSTREAM3IATIPROC glad_glNormalStream3iATI; +#define glNormalStream3iATI glad_glNormalStream3iATI +typedef void (APIENTRYP PFNGLNORMALSTREAM3IVATIPROC)(GLenum stream, const GLint *coords); +GLAPI PFNGLNORMALSTREAM3IVATIPROC glad_glNormalStream3ivATI; +#define glNormalStream3ivATI glad_glNormalStream3ivATI +typedef void (APIENTRYP PFNGLNORMALSTREAM3FATIPROC)(GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz); +GLAPI PFNGLNORMALSTREAM3FATIPROC glad_glNormalStream3fATI; +#define glNormalStream3fATI glad_glNormalStream3fATI +typedef void (APIENTRYP PFNGLNORMALSTREAM3FVATIPROC)(GLenum stream, const GLfloat *coords); +GLAPI PFNGLNORMALSTREAM3FVATIPROC glad_glNormalStream3fvATI; +#define glNormalStream3fvATI glad_glNormalStream3fvATI +typedef void (APIENTRYP PFNGLNORMALSTREAM3DATIPROC)(GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz); +GLAPI PFNGLNORMALSTREAM3DATIPROC glad_glNormalStream3dATI; +#define glNormalStream3dATI glad_glNormalStream3dATI +typedef void (APIENTRYP PFNGLNORMALSTREAM3DVATIPROC)(GLenum stream, const GLdouble *coords); +GLAPI PFNGLNORMALSTREAM3DVATIPROC glad_glNormalStream3dvATI; +#define glNormalStream3dvATI glad_glNormalStream3dvATI +typedef void (APIENTRYP PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC)(GLenum stream); +GLAPI PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC glad_glClientActiveVertexStreamATI; +#define glClientActiveVertexStreamATI glad_glClientActiveVertexStreamATI +typedef void (APIENTRYP PFNGLVERTEXBLENDENVIATIPROC)(GLenum pname, GLint param); +GLAPI PFNGLVERTEXBLENDENVIATIPROC glad_glVertexBlendEnviATI; +#define glVertexBlendEnviATI glad_glVertexBlendEnviATI +typedef void (APIENTRYP PFNGLVERTEXBLENDENVFATIPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLVERTEXBLENDENVFATIPROC glad_glVertexBlendEnvfATI; +#define glVertexBlendEnvfATI glad_glVertexBlendEnvfATI +#endif +#ifndef GL_EXT_422_pixels +#define GL_EXT_422_pixels 1 +GLAPI int GLAD_GL_EXT_422_pixels; +#endif +#ifndef GL_EXT_EGL_image_storage +#define GL_EXT_EGL_image_storage 1 +GLAPI int GLAD_GL_EXT_EGL_image_storage; +typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC)(GLenum target, GLeglImageOES image, const GLint* attrib_list); +GLAPI PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC glad_glEGLImageTargetTexStorageEXT; +#define glEGLImageTargetTexStorageEXT glad_glEGLImageTargetTexStorageEXT +typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC)(GLuint texture, GLeglImageOES image, const GLint* attrib_list); +GLAPI PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC glad_glEGLImageTargetTextureStorageEXT; +#define glEGLImageTargetTextureStorageEXT glad_glEGLImageTargetTextureStorageEXT +#endif +#ifndef GL_EXT_EGL_sync +#define GL_EXT_EGL_sync 1 +GLAPI int GLAD_GL_EXT_EGL_sync; +#endif +#ifndef GL_EXT_abgr +#define GL_EXT_abgr 1 +GLAPI int GLAD_GL_EXT_abgr; +#endif +#ifndef GL_EXT_bgra +#define GL_EXT_bgra 1 +GLAPI int GLAD_GL_EXT_bgra; +#endif +#ifndef GL_EXT_bindable_uniform +#define GL_EXT_bindable_uniform 1 +GLAPI int GLAD_GL_EXT_bindable_uniform; +typedef void (APIENTRYP PFNGLUNIFORMBUFFEREXTPROC)(GLuint program, GLint location, GLuint buffer); +GLAPI PFNGLUNIFORMBUFFEREXTPROC glad_glUniformBufferEXT; +#define glUniformBufferEXT glad_glUniformBufferEXT +typedef GLint (APIENTRYP PFNGLGETUNIFORMBUFFERSIZEEXTPROC)(GLuint program, GLint location); +GLAPI PFNGLGETUNIFORMBUFFERSIZEEXTPROC glad_glGetUniformBufferSizeEXT; +#define glGetUniformBufferSizeEXT glad_glGetUniformBufferSizeEXT +typedef GLintptr (APIENTRYP PFNGLGETUNIFORMOFFSETEXTPROC)(GLuint program, GLint location); +GLAPI PFNGLGETUNIFORMOFFSETEXTPROC glad_glGetUniformOffsetEXT; +#define glGetUniformOffsetEXT glad_glGetUniformOffsetEXT +#endif +#ifndef GL_EXT_blend_color +#define GL_EXT_blend_color 1 +GLAPI int GLAD_GL_EXT_blend_color; +typedef void (APIENTRYP PFNGLBLENDCOLOREXTPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLBLENDCOLOREXTPROC glad_glBlendColorEXT; +#define glBlendColorEXT glad_glBlendColorEXT +#endif +#ifndef GL_EXT_blend_equation_separate +#define GL_EXT_blend_equation_separate 1 +GLAPI int GLAD_GL_EXT_blend_equation_separate; +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEEXTPROC)(GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEEXTPROC glad_glBlendEquationSeparateEXT; +#define glBlendEquationSeparateEXT glad_glBlendEquationSeparateEXT +#endif +#ifndef GL_EXT_blend_func_separate +#define GL_EXT_blend_func_separate 1 +GLAPI int GLAD_GL_EXT_blend_func_separate; +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEEXTPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEEXTPROC glad_glBlendFuncSeparateEXT; +#define glBlendFuncSeparateEXT glad_glBlendFuncSeparateEXT +#endif +#ifndef GL_EXT_blend_logic_op +#define GL_EXT_blend_logic_op 1 +GLAPI int GLAD_GL_EXT_blend_logic_op; +#endif +#ifndef GL_EXT_blend_minmax +#define GL_EXT_blend_minmax 1 +GLAPI int GLAD_GL_EXT_blend_minmax; +typedef void (APIENTRYP PFNGLBLENDEQUATIONEXTPROC)(GLenum mode); +GLAPI PFNGLBLENDEQUATIONEXTPROC glad_glBlendEquationEXT; +#define glBlendEquationEXT glad_glBlendEquationEXT +#endif +#ifndef GL_EXT_blend_subtract +#define GL_EXT_blend_subtract 1 +GLAPI int GLAD_GL_EXT_blend_subtract; +#endif +#ifndef GL_EXT_clip_volume_hint +#define GL_EXT_clip_volume_hint 1 +GLAPI int GLAD_GL_EXT_clip_volume_hint; +#endif +#ifndef GL_EXT_cmyka +#define GL_EXT_cmyka 1 +GLAPI int GLAD_GL_EXT_cmyka; +#endif +#ifndef GL_EXT_color_subtable +#define GL_EXT_color_subtable 1 +GLAPI int GLAD_GL_EXT_color_subtable; +typedef void (APIENTRYP PFNGLCOLORSUBTABLEEXTPROC)(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCOLORSUBTABLEEXTPROC glad_glColorSubTableEXT; +#define glColorSubTableEXT glad_glColorSubTableEXT +typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEEXTPROC)(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYCOLORSUBTABLEEXTPROC glad_glCopyColorSubTableEXT; +#define glCopyColorSubTableEXT glad_glCopyColorSubTableEXT +#endif +#ifndef GL_EXT_compiled_vertex_array +#define GL_EXT_compiled_vertex_array 1 +GLAPI int GLAD_GL_EXT_compiled_vertex_array; +typedef void (APIENTRYP PFNGLLOCKARRAYSEXTPROC)(GLint first, GLsizei count); +GLAPI PFNGLLOCKARRAYSEXTPROC glad_glLockArraysEXT; +#define glLockArraysEXT glad_glLockArraysEXT +typedef void (APIENTRYP PFNGLUNLOCKARRAYSEXTPROC)(void); +GLAPI PFNGLUNLOCKARRAYSEXTPROC glad_glUnlockArraysEXT; +#define glUnlockArraysEXT glad_glUnlockArraysEXT +#endif +#ifndef GL_EXT_convolution +#define GL_EXT_convolution 1 +GLAPI int GLAD_GL_EXT_convolution; +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +GLAPI PFNGLCONVOLUTIONFILTER1DEXTPROC glad_glConvolutionFilter1DEXT; +#define glConvolutionFilter1DEXT glad_glConvolutionFilter1DEXT +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +GLAPI PFNGLCONVOLUTIONFILTER2DEXTPROC glad_glConvolutionFilter2DEXT; +#define glConvolutionFilter2DEXT glad_glConvolutionFilter2DEXT +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFEXTPROC)(GLenum target, GLenum pname, GLfloat params); +GLAPI PFNGLCONVOLUTIONPARAMETERFEXTPROC glad_glConvolutionParameterfEXT; +#define glConvolutionParameterfEXT glad_glConvolutionParameterfEXT +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVEXTPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLCONVOLUTIONPARAMETERFVEXTPROC glad_glConvolutionParameterfvEXT; +#define glConvolutionParameterfvEXT glad_glConvolutionParameterfvEXT +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIEXTPROC)(GLenum target, GLenum pname, GLint params); +GLAPI PFNGLCONVOLUTIONPARAMETERIEXTPROC glad_glConvolutionParameteriEXT; +#define glConvolutionParameteriEXT glad_glConvolutionParameteriEXT +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVEXTPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLCONVOLUTIONPARAMETERIVEXTPROC glad_glConvolutionParameterivEXT; +#define glConvolutionParameterivEXT glad_glConvolutionParameterivEXT +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC glad_glCopyConvolutionFilter1DEXT; +#define glCopyConvolutionFilter1DEXT glad_glCopyConvolutionFilter1DEXT +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC glad_glCopyConvolutionFilter2DEXT; +#define glCopyConvolutionFilter2DEXT glad_glCopyConvolutionFilter2DEXT +typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTEREXTPROC)(GLenum target, GLenum format, GLenum type, void *image); +GLAPI PFNGLGETCONVOLUTIONFILTEREXTPROC glad_glGetConvolutionFilterEXT; +#define glGetConvolutionFilterEXT glad_glGetConvolutionFilterEXT +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC glad_glGetConvolutionParameterfvEXT; +#define glGetConvolutionParameterfvEXT glad_glGetConvolutionParameterfvEXT +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC glad_glGetConvolutionParameterivEXT; +#define glGetConvolutionParameterivEXT glad_glGetConvolutionParameterivEXT +typedef void (APIENTRYP PFNGLGETSEPARABLEFILTEREXTPROC)(GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +GLAPI PFNGLGETSEPARABLEFILTEREXTPROC glad_glGetSeparableFilterEXT; +#define glGetSeparableFilterEXT glad_glGetSeparableFilterEXT +typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); +GLAPI PFNGLSEPARABLEFILTER2DEXTPROC glad_glSeparableFilter2DEXT; +#define glSeparableFilter2DEXT glad_glSeparableFilter2DEXT +#endif +#ifndef GL_EXT_coordinate_frame +#define GL_EXT_coordinate_frame 1 +GLAPI int GLAD_GL_EXT_coordinate_frame; +typedef void (APIENTRYP PFNGLTANGENT3BEXTPROC)(GLbyte tx, GLbyte ty, GLbyte tz); +GLAPI PFNGLTANGENT3BEXTPROC glad_glTangent3bEXT; +#define glTangent3bEXT glad_glTangent3bEXT +typedef void (APIENTRYP PFNGLTANGENT3BVEXTPROC)(const GLbyte *v); +GLAPI PFNGLTANGENT3BVEXTPROC glad_glTangent3bvEXT; +#define glTangent3bvEXT glad_glTangent3bvEXT +typedef void (APIENTRYP PFNGLTANGENT3DEXTPROC)(GLdouble tx, GLdouble ty, GLdouble tz); +GLAPI PFNGLTANGENT3DEXTPROC glad_glTangent3dEXT; +#define glTangent3dEXT glad_glTangent3dEXT +typedef void (APIENTRYP PFNGLTANGENT3DVEXTPROC)(const GLdouble *v); +GLAPI PFNGLTANGENT3DVEXTPROC glad_glTangent3dvEXT; +#define glTangent3dvEXT glad_glTangent3dvEXT +typedef void (APIENTRYP PFNGLTANGENT3FEXTPROC)(GLfloat tx, GLfloat ty, GLfloat tz); +GLAPI PFNGLTANGENT3FEXTPROC glad_glTangent3fEXT; +#define glTangent3fEXT glad_glTangent3fEXT +typedef void (APIENTRYP PFNGLTANGENT3FVEXTPROC)(const GLfloat *v); +GLAPI PFNGLTANGENT3FVEXTPROC glad_glTangent3fvEXT; +#define glTangent3fvEXT glad_glTangent3fvEXT +typedef void (APIENTRYP PFNGLTANGENT3IEXTPROC)(GLint tx, GLint ty, GLint tz); +GLAPI PFNGLTANGENT3IEXTPROC glad_glTangent3iEXT; +#define glTangent3iEXT glad_glTangent3iEXT +typedef void (APIENTRYP PFNGLTANGENT3IVEXTPROC)(const GLint *v); +GLAPI PFNGLTANGENT3IVEXTPROC glad_glTangent3ivEXT; +#define glTangent3ivEXT glad_glTangent3ivEXT +typedef void (APIENTRYP PFNGLTANGENT3SEXTPROC)(GLshort tx, GLshort ty, GLshort tz); +GLAPI PFNGLTANGENT3SEXTPROC glad_glTangent3sEXT; +#define glTangent3sEXT glad_glTangent3sEXT +typedef void (APIENTRYP PFNGLTANGENT3SVEXTPROC)(const GLshort *v); +GLAPI PFNGLTANGENT3SVEXTPROC glad_glTangent3svEXT; +#define glTangent3svEXT glad_glTangent3svEXT +typedef void (APIENTRYP PFNGLBINORMAL3BEXTPROC)(GLbyte bx, GLbyte by, GLbyte bz); +GLAPI PFNGLBINORMAL3BEXTPROC glad_glBinormal3bEXT; +#define glBinormal3bEXT glad_glBinormal3bEXT +typedef void (APIENTRYP PFNGLBINORMAL3BVEXTPROC)(const GLbyte *v); +GLAPI PFNGLBINORMAL3BVEXTPROC glad_glBinormal3bvEXT; +#define glBinormal3bvEXT glad_glBinormal3bvEXT +typedef void (APIENTRYP PFNGLBINORMAL3DEXTPROC)(GLdouble bx, GLdouble by, GLdouble bz); +GLAPI PFNGLBINORMAL3DEXTPROC glad_glBinormal3dEXT; +#define glBinormal3dEXT glad_glBinormal3dEXT +typedef void (APIENTRYP PFNGLBINORMAL3DVEXTPROC)(const GLdouble *v); +GLAPI PFNGLBINORMAL3DVEXTPROC glad_glBinormal3dvEXT; +#define glBinormal3dvEXT glad_glBinormal3dvEXT +typedef void (APIENTRYP PFNGLBINORMAL3FEXTPROC)(GLfloat bx, GLfloat by, GLfloat bz); +GLAPI PFNGLBINORMAL3FEXTPROC glad_glBinormal3fEXT; +#define glBinormal3fEXT glad_glBinormal3fEXT +typedef void (APIENTRYP PFNGLBINORMAL3FVEXTPROC)(const GLfloat *v); +GLAPI PFNGLBINORMAL3FVEXTPROC glad_glBinormal3fvEXT; +#define glBinormal3fvEXT glad_glBinormal3fvEXT +typedef void (APIENTRYP PFNGLBINORMAL3IEXTPROC)(GLint bx, GLint by, GLint bz); +GLAPI PFNGLBINORMAL3IEXTPROC glad_glBinormal3iEXT; +#define glBinormal3iEXT glad_glBinormal3iEXT +typedef void (APIENTRYP PFNGLBINORMAL3IVEXTPROC)(const GLint *v); +GLAPI PFNGLBINORMAL3IVEXTPROC glad_glBinormal3ivEXT; +#define glBinormal3ivEXT glad_glBinormal3ivEXT +typedef void (APIENTRYP PFNGLBINORMAL3SEXTPROC)(GLshort bx, GLshort by, GLshort bz); +GLAPI PFNGLBINORMAL3SEXTPROC glad_glBinormal3sEXT; +#define glBinormal3sEXT glad_glBinormal3sEXT +typedef void (APIENTRYP PFNGLBINORMAL3SVEXTPROC)(const GLshort *v); +GLAPI PFNGLBINORMAL3SVEXTPROC glad_glBinormal3svEXT; +#define glBinormal3svEXT glad_glBinormal3svEXT +typedef void (APIENTRYP PFNGLTANGENTPOINTEREXTPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLTANGENTPOINTEREXTPROC glad_glTangentPointerEXT; +#define glTangentPointerEXT glad_glTangentPointerEXT +typedef void (APIENTRYP PFNGLBINORMALPOINTEREXTPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLBINORMALPOINTEREXTPROC glad_glBinormalPointerEXT; +#define glBinormalPointerEXT glad_glBinormalPointerEXT +#endif +#ifndef GL_EXT_copy_texture +#define GL_EXT_copy_texture 1 +GLAPI int GLAD_GL_EXT_copy_texture; +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DEXTPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI PFNGLCOPYTEXIMAGE1DEXTPROC glad_glCopyTexImage1DEXT; +#define glCopyTexImage1DEXT glad_glCopyTexImage1DEXT +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DEXTPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI PFNGLCOPYTEXIMAGE2DEXTPROC glad_glCopyTexImage2DEXT; +#define glCopyTexImage2DEXT glad_glCopyTexImage2DEXT +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYTEXSUBIMAGE1DEXTPROC glad_glCopyTexSubImage1DEXT; +#define glCopyTexSubImage1DEXT glad_glCopyTexSubImage1DEXT +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE2DEXTPROC glad_glCopyTexSubImage2DEXT; +#define glCopyTexSubImage2DEXT glad_glCopyTexSubImage2DEXT +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE3DEXTPROC glad_glCopyTexSubImage3DEXT; +#define glCopyTexSubImage3DEXT glad_glCopyTexSubImage3DEXT +#endif +#ifndef GL_EXT_cull_vertex +#define GL_EXT_cull_vertex 1 +GLAPI int GLAD_GL_EXT_cull_vertex; +typedef void (APIENTRYP PFNGLCULLPARAMETERDVEXTPROC)(GLenum pname, GLdouble *params); +GLAPI PFNGLCULLPARAMETERDVEXTPROC glad_glCullParameterdvEXT; +#define glCullParameterdvEXT glad_glCullParameterdvEXT +typedef void (APIENTRYP PFNGLCULLPARAMETERFVEXTPROC)(GLenum pname, GLfloat *params); +GLAPI PFNGLCULLPARAMETERFVEXTPROC glad_glCullParameterfvEXT; +#define glCullParameterfvEXT glad_glCullParameterfvEXT +#endif +#ifndef GL_EXT_debug_label +#define GL_EXT_debug_label 1 +GLAPI int GLAD_GL_EXT_debug_label; +typedef void (APIENTRYP PFNGLLABELOBJECTEXTPROC)(GLenum type, GLuint object, GLsizei length, const GLchar *label); +GLAPI PFNGLLABELOBJECTEXTPROC glad_glLabelObjectEXT; +#define glLabelObjectEXT glad_glLabelObjectEXT +typedef void (APIENTRYP PFNGLGETOBJECTLABELEXTPROC)(GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTLABELEXTPROC glad_glGetObjectLabelEXT; +#define glGetObjectLabelEXT glad_glGetObjectLabelEXT +#endif +#ifndef GL_EXT_debug_marker +#define GL_EXT_debug_marker 1 +GLAPI int GLAD_GL_EXT_debug_marker; +typedef void (APIENTRYP PFNGLINSERTEVENTMARKEREXTPROC)(GLsizei length, const GLchar *marker); +GLAPI PFNGLINSERTEVENTMARKEREXTPROC glad_glInsertEventMarkerEXT; +#define glInsertEventMarkerEXT glad_glInsertEventMarkerEXT +typedef void (APIENTRYP PFNGLPUSHGROUPMARKEREXTPROC)(GLsizei length, const GLchar *marker); +GLAPI PFNGLPUSHGROUPMARKEREXTPROC glad_glPushGroupMarkerEXT; +#define glPushGroupMarkerEXT glad_glPushGroupMarkerEXT +typedef void (APIENTRYP PFNGLPOPGROUPMARKEREXTPROC)(void); +GLAPI PFNGLPOPGROUPMARKEREXTPROC glad_glPopGroupMarkerEXT; +#define glPopGroupMarkerEXT glad_glPopGroupMarkerEXT +#endif +#ifndef GL_EXT_depth_bounds_test +#define GL_EXT_depth_bounds_test 1 +GLAPI int GLAD_GL_EXT_depth_bounds_test; +typedef void (APIENTRYP PFNGLDEPTHBOUNDSEXTPROC)(GLclampd zmin, GLclampd zmax); +GLAPI PFNGLDEPTHBOUNDSEXTPROC glad_glDepthBoundsEXT; +#define glDepthBoundsEXT glad_glDepthBoundsEXT +#endif +#ifndef GL_EXT_direct_state_access +#define GL_EXT_direct_state_access 1 +GLAPI int GLAD_GL_EXT_direct_state_access; +typedef void (APIENTRYP PFNGLMATRIXLOADFEXTPROC)(GLenum mode, const GLfloat *m); +GLAPI PFNGLMATRIXLOADFEXTPROC glad_glMatrixLoadfEXT; +#define glMatrixLoadfEXT glad_glMatrixLoadfEXT +typedef void (APIENTRYP PFNGLMATRIXLOADDEXTPROC)(GLenum mode, const GLdouble *m); +GLAPI PFNGLMATRIXLOADDEXTPROC glad_glMatrixLoaddEXT; +#define glMatrixLoaddEXT glad_glMatrixLoaddEXT +typedef void (APIENTRYP PFNGLMATRIXMULTFEXTPROC)(GLenum mode, const GLfloat *m); +GLAPI PFNGLMATRIXMULTFEXTPROC glad_glMatrixMultfEXT; +#define glMatrixMultfEXT glad_glMatrixMultfEXT +typedef void (APIENTRYP PFNGLMATRIXMULTDEXTPROC)(GLenum mode, const GLdouble *m); +GLAPI PFNGLMATRIXMULTDEXTPROC glad_glMatrixMultdEXT; +#define glMatrixMultdEXT glad_glMatrixMultdEXT +typedef void (APIENTRYP PFNGLMATRIXLOADIDENTITYEXTPROC)(GLenum mode); +GLAPI PFNGLMATRIXLOADIDENTITYEXTPROC glad_glMatrixLoadIdentityEXT; +#define glMatrixLoadIdentityEXT glad_glMatrixLoadIdentityEXT +typedef void (APIENTRYP PFNGLMATRIXROTATEFEXTPROC)(GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLMATRIXROTATEFEXTPROC glad_glMatrixRotatefEXT; +#define glMatrixRotatefEXT glad_glMatrixRotatefEXT +typedef void (APIENTRYP PFNGLMATRIXROTATEDEXTPROC)(GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLMATRIXROTATEDEXTPROC glad_glMatrixRotatedEXT; +#define glMatrixRotatedEXT glad_glMatrixRotatedEXT +typedef void (APIENTRYP PFNGLMATRIXSCALEFEXTPROC)(GLenum mode, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLMATRIXSCALEFEXTPROC glad_glMatrixScalefEXT; +#define glMatrixScalefEXT glad_glMatrixScalefEXT +typedef void (APIENTRYP PFNGLMATRIXSCALEDEXTPROC)(GLenum mode, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLMATRIXSCALEDEXTPROC glad_glMatrixScaledEXT; +#define glMatrixScaledEXT glad_glMatrixScaledEXT +typedef void (APIENTRYP PFNGLMATRIXTRANSLATEFEXTPROC)(GLenum mode, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLMATRIXTRANSLATEFEXTPROC glad_glMatrixTranslatefEXT; +#define glMatrixTranslatefEXT glad_glMatrixTranslatefEXT +typedef void (APIENTRYP PFNGLMATRIXTRANSLATEDEXTPROC)(GLenum mode, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLMATRIXTRANSLATEDEXTPROC glad_glMatrixTranslatedEXT; +#define glMatrixTranslatedEXT glad_glMatrixTranslatedEXT +typedef void (APIENTRYP PFNGLMATRIXFRUSTUMEXTPROC)(GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI PFNGLMATRIXFRUSTUMEXTPROC glad_glMatrixFrustumEXT; +#define glMatrixFrustumEXT glad_glMatrixFrustumEXT +typedef void (APIENTRYP PFNGLMATRIXORTHOEXTPROC)(GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI PFNGLMATRIXORTHOEXTPROC glad_glMatrixOrthoEXT; +#define glMatrixOrthoEXT glad_glMatrixOrthoEXT +typedef void (APIENTRYP PFNGLMATRIXPOPEXTPROC)(GLenum mode); +GLAPI PFNGLMATRIXPOPEXTPROC glad_glMatrixPopEXT; +#define glMatrixPopEXT glad_glMatrixPopEXT +typedef void (APIENTRYP PFNGLMATRIXPUSHEXTPROC)(GLenum mode); +GLAPI PFNGLMATRIXPUSHEXTPROC glad_glMatrixPushEXT; +#define glMatrixPushEXT glad_glMatrixPushEXT +typedef void (APIENTRYP PFNGLCLIENTATTRIBDEFAULTEXTPROC)(GLbitfield mask); +GLAPI PFNGLCLIENTATTRIBDEFAULTEXTPROC glad_glClientAttribDefaultEXT; +#define glClientAttribDefaultEXT glad_glClientAttribDefaultEXT +typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC)(GLbitfield mask); +GLAPI PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC glad_glPushClientAttribDefaultEXT; +#define glPushClientAttribDefaultEXT glad_glPushClientAttribDefaultEXT +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLTEXTUREPARAMETERFEXTPROC glad_glTextureParameterfEXT; +#define glTextureParameterfEXT glad_glTextureParameterfEXT +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVEXTPROC)(GLuint texture, GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXTUREPARAMETERFVEXTPROC glad_glTextureParameterfvEXT; +#define glTextureParameterfvEXT glad_glTextureParameterfvEXT +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLint param); +GLAPI PFNGLTEXTUREPARAMETERIEXTPROC glad_glTextureParameteriEXT; +#define glTextureParameteriEXT glad_glTextureParameteriEXT +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXTUREPARAMETERIVEXTPROC glad_glTextureParameterivEXT; +#define glTextureParameterivEXT glad_glTextureParameterivEXT +typedef void (APIENTRYP PFNGLTEXTUREIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTUREIMAGE1DEXTPROC glad_glTextureImage1DEXT; +#define glTextureImage1DEXT glad_glTextureImage1DEXT +typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTUREIMAGE2DEXTPROC glad_glTextureImage2DEXT; +#define glTextureImage2DEXT glad_glTextureImage2DEXT +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTURESUBIMAGE1DEXTPROC glad_glTextureSubImage1DEXT; +#define glTextureSubImage1DEXT glad_glTextureSubImage1DEXT +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTURESUBIMAGE2DEXTPROC glad_glTextureSubImage2DEXT; +#define glTextureSubImage2DEXT glad_glTextureSubImage2DEXT +typedef void (APIENTRYP PFNGLCOPYTEXTUREIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI PFNGLCOPYTEXTUREIMAGE1DEXTPROC glad_glCopyTextureImage1DEXT; +#define glCopyTextureImage1DEXT glad_glCopyTextureImage1DEXT +typedef void (APIENTRYP PFNGLCOPYTEXTUREIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI PFNGLCOPYTEXTUREIMAGE2DEXTPROC glad_glCopyTextureImage2DEXT; +#define glCopyTextureImage2DEXT glad_glCopyTextureImage2DEXT +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC glad_glCopyTextureSubImage1DEXT; +#define glCopyTextureSubImage1DEXT glad_glCopyTextureSubImage1DEXT +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC glad_glCopyTextureSubImage2DEXT; +#define glCopyTextureSubImage2DEXT glad_glCopyTextureSubImage2DEXT +typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLGETTEXTUREIMAGEEXTPROC glad_glGetTextureImageEXT; +#define glGetTextureImageEXT glad_glGetTextureImageEXT +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXTUREPARAMETERFVEXTPROC glad_glGetTextureParameterfvEXT; +#define glGetTextureParameterfvEXT glad_glGetTextureParameterfvEXT +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXTUREPARAMETERIVEXTPROC glad_glGetTextureParameterivEXT; +#define glGetTextureParameterivEXT glad_glGetTextureParameterivEXT +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC glad_glGetTextureLevelParameterfvEXT; +#define glGetTextureLevelParameterfvEXT glad_glGetTextureLevelParameterfvEXT +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC glad_glGetTextureLevelParameterivEXT; +#define glGetTextureLevelParameterivEXT glad_glGetTextureLevelParameterivEXT +typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTUREIMAGE3DEXTPROC glad_glTextureImage3DEXT; +#define glTextureImage3DEXT glad_glTextureImage3DEXT +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTURESUBIMAGE3DEXTPROC glad_glTextureSubImage3DEXT; +#define glTextureSubImage3DEXT glad_glTextureSubImage3DEXT +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC glad_glCopyTextureSubImage3DEXT; +#define glCopyTextureSubImage3DEXT glad_glCopyTextureSubImage3DEXT +typedef void (APIENTRYP PFNGLBINDMULTITEXTUREEXTPROC)(GLenum texunit, GLenum target, GLuint texture); +GLAPI PFNGLBINDMULTITEXTUREEXTPROC glad_glBindMultiTextureEXT; +#define glBindMultiTextureEXT glad_glBindMultiTextureEXT +typedef void (APIENTRYP PFNGLMULTITEXCOORDPOINTEREXTPROC)(GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLMULTITEXCOORDPOINTEREXTPROC glad_glMultiTexCoordPointerEXT; +#define glMultiTexCoordPointerEXT glad_glMultiTexCoordPointerEXT +typedef void (APIENTRYP PFNGLMULTITEXENVFEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLMULTITEXENVFEXTPROC glad_glMultiTexEnvfEXT; +#define glMultiTexEnvfEXT glad_glMultiTexEnvfEXT +typedef void (APIENTRYP PFNGLMULTITEXENVFVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLMULTITEXENVFVEXTPROC glad_glMultiTexEnvfvEXT; +#define glMultiTexEnvfvEXT glad_glMultiTexEnvfvEXT +typedef void (APIENTRYP PFNGLMULTITEXENVIEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLint param); +GLAPI PFNGLMULTITEXENVIEXTPROC glad_glMultiTexEnviEXT; +#define glMultiTexEnviEXT glad_glMultiTexEnviEXT +typedef void (APIENTRYP PFNGLMULTITEXENVIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLMULTITEXENVIVEXTPROC glad_glMultiTexEnvivEXT; +#define glMultiTexEnvivEXT glad_glMultiTexEnvivEXT +typedef void (APIENTRYP PFNGLMULTITEXGENDEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLdouble param); +GLAPI PFNGLMULTITEXGENDEXTPROC glad_glMultiTexGendEXT; +#define glMultiTexGendEXT glad_glMultiTexGendEXT +typedef void (APIENTRYP PFNGLMULTITEXGENDVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, const GLdouble *params); +GLAPI PFNGLMULTITEXGENDVEXTPROC glad_glMultiTexGendvEXT; +#define glMultiTexGendvEXT glad_glMultiTexGendvEXT +typedef void (APIENTRYP PFNGLMULTITEXGENFEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLfloat param); +GLAPI PFNGLMULTITEXGENFEXTPROC glad_glMultiTexGenfEXT; +#define glMultiTexGenfEXT glad_glMultiTexGenfEXT +typedef void (APIENTRYP PFNGLMULTITEXGENFVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, const GLfloat *params); +GLAPI PFNGLMULTITEXGENFVEXTPROC glad_glMultiTexGenfvEXT; +#define glMultiTexGenfvEXT glad_glMultiTexGenfvEXT +typedef void (APIENTRYP PFNGLMULTITEXGENIEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLint param); +GLAPI PFNGLMULTITEXGENIEXTPROC glad_glMultiTexGeniEXT; +#define glMultiTexGeniEXT glad_glMultiTexGeniEXT +typedef void (APIENTRYP PFNGLMULTITEXGENIVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, const GLint *params); +GLAPI PFNGLMULTITEXGENIVEXTPROC glad_glMultiTexGenivEXT; +#define glMultiTexGenivEXT glad_glMultiTexGenivEXT +typedef void (APIENTRYP PFNGLGETMULTITEXENVFVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMULTITEXENVFVEXTPROC glad_glGetMultiTexEnvfvEXT; +#define glGetMultiTexEnvfvEXT glad_glGetMultiTexEnvfvEXT +typedef void (APIENTRYP PFNGLGETMULTITEXENVIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETMULTITEXENVIVEXTPROC glad_glGetMultiTexEnvivEXT; +#define glGetMultiTexEnvivEXT glad_glGetMultiTexEnvivEXT +typedef void (APIENTRYP PFNGLGETMULTITEXGENDVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLdouble *params); +GLAPI PFNGLGETMULTITEXGENDVEXTPROC glad_glGetMultiTexGendvEXT; +#define glGetMultiTexGendvEXT glad_glGetMultiTexGendvEXT +typedef void (APIENTRYP PFNGLGETMULTITEXGENFVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMULTITEXGENFVEXTPROC glad_glGetMultiTexGenfvEXT; +#define glGetMultiTexGenfvEXT glad_glGetMultiTexGenfvEXT +typedef void (APIENTRYP PFNGLGETMULTITEXGENIVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLint *params); +GLAPI PFNGLGETMULTITEXGENIVEXTPROC glad_glGetMultiTexGenivEXT; +#define glGetMultiTexGenivEXT glad_glGetMultiTexGenivEXT +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLint param); +GLAPI PFNGLMULTITEXPARAMETERIEXTPROC glad_glMultiTexParameteriEXT; +#define glMultiTexParameteriEXT glad_glMultiTexParameteriEXT +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLMULTITEXPARAMETERIVEXTPROC glad_glMultiTexParameterivEXT; +#define glMultiTexParameterivEXT glad_glMultiTexParameterivEXT +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERFEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLMULTITEXPARAMETERFEXTPROC glad_glMultiTexParameterfEXT; +#define glMultiTexParameterfEXT glad_glMultiTexParameterfEXT +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERFVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLMULTITEXPARAMETERFVEXTPROC glad_glMultiTexParameterfvEXT; +#define glMultiTexParameterfvEXT glad_glMultiTexParameterfvEXT +typedef void (APIENTRYP PFNGLMULTITEXIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLMULTITEXIMAGE1DEXTPROC glad_glMultiTexImage1DEXT; +#define glMultiTexImage1DEXT glad_glMultiTexImage1DEXT +typedef void (APIENTRYP PFNGLMULTITEXIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLMULTITEXIMAGE2DEXTPROC glad_glMultiTexImage2DEXT; +#define glMultiTexImage2DEXT glad_glMultiTexImage2DEXT +typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLMULTITEXSUBIMAGE1DEXTPROC glad_glMultiTexSubImage1DEXT; +#define glMultiTexSubImage1DEXT glad_glMultiTexSubImage1DEXT +typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLMULTITEXSUBIMAGE2DEXTPROC glad_glMultiTexSubImage2DEXT; +#define glMultiTexSubImage2DEXT glad_glMultiTexSubImage2DEXT +typedef void (APIENTRYP PFNGLCOPYMULTITEXIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI PFNGLCOPYMULTITEXIMAGE1DEXTPROC glad_glCopyMultiTexImage1DEXT; +#define glCopyMultiTexImage1DEXT glad_glCopyMultiTexImage1DEXT +typedef void (APIENTRYP PFNGLCOPYMULTITEXIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI PFNGLCOPYMULTITEXIMAGE2DEXTPROC glad_glCopyMultiTexImage2DEXT; +#define glCopyMultiTexImage2DEXT glad_glCopyMultiTexImage2DEXT +typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC glad_glCopyMultiTexSubImage1DEXT; +#define glCopyMultiTexSubImage1DEXT glad_glCopyMultiTexSubImage1DEXT +typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC glad_glCopyMultiTexSubImage2DEXT; +#define glCopyMultiTexSubImage2DEXT glad_glCopyMultiTexSubImage2DEXT +typedef void (APIENTRYP PFNGLGETMULTITEXIMAGEEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLGETMULTITEXIMAGEEXTPROC glad_glGetMultiTexImageEXT; +#define glGetMultiTexImageEXT glad_glGetMultiTexImageEXT +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERFVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMULTITEXPARAMETERFVEXTPROC glad_glGetMultiTexParameterfvEXT; +#define glGetMultiTexParameterfvEXT glad_glGetMultiTexParameterfvEXT +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETMULTITEXPARAMETERIVEXTPROC glad_glGetMultiTexParameterivEXT; +#define glGetMultiTexParameterivEXT glad_glGetMultiTexParameterivEXT +typedef void (APIENTRYP PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC glad_glGetMultiTexLevelParameterfvEXT; +#define glGetMultiTexLevelParameterfvEXT glad_glGetMultiTexLevelParameterfvEXT +typedef void (APIENTRYP PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC glad_glGetMultiTexLevelParameterivEXT; +#define glGetMultiTexLevelParameterivEXT glad_glGetMultiTexLevelParameterivEXT +typedef void (APIENTRYP PFNGLMULTITEXIMAGE3DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLMULTITEXIMAGE3DEXTPROC glad_glMultiTexImage3DEXT; +#define glMultiTexImage3DEXT glad_glMultiTexImage3DEXT +typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE3DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLMULTITEXSUBIMAGE3DEXTPROC glad_glMultiTexSubImage3DEXT; +#define glMultiTexSubImage3DEXT glad_glMultiTexSubImage3DEXT +typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC glad_glCopyMultiTexSubImage3DEXT; +#define glCopyMultiTexSubImage3DEXT glad_glCopyMultiTexSubImage3DEXT +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEINDEXEDEXTPROC)(GLenum array, GLuint index); +GLAPI PFNGLENABLECLIENTSTATEINDEXEDEXTPROC glad_glEnableClientStateIndexedEXT; +#define glEnableClientStateIndexedEXT glad_glEnableClientStateIndexedEXT +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC)(GLenum array, GLuint index); +GLAPI PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC glad_glDisableClientStateIndexedEXT; +#define glDisableClientStateIndexedEXT glad_glDisableClientStateIndexedEXT +typedef void (APIENTRYP PFNGLGETFLOATINDEXEDVEXTPROC)(GLenum target, GLuint index, GLfloat *data); +GLAPI PFNGLGETFLOATINDEXEDVEXTPROC glad_glGetFloatIndexedvEXT; +#define glGetFloatIndexedvEXT glad_glGetFloatIndexedvEXT +typedef void (APIENTRYP PFNGLGETDOUBLEINDEXEDVEXTPROC)(GLenum target, GLuint index, GLdouble *data); +GLAPI PFNGLGETDOUBLEINDEXEDVEXTPROC glad_glGetDoubleIndexedvEXT; +#define glGetDoubleIndexedvEXT glad_glGetDoubleIndexedvEXT +typedef void (APIENTRYP PFNGLGETPOINTERINDEXEDVEXTPROC)(GLenum target, GLuint index, void **data); +GLAPI PFNGLGETPOINTERINDEXEDVEXTPROC glad_glGetPointerIndexedvEXT; +#define glGetPointerIndexedvEXT glad_glGetPointerIndexedvEXT +typedef void (APIENTRYP PFNGLENABLEINDEXEDEXTPROC)(GLenum target, GLuint index); +GLAPI PFNGLENABLEINDEXEDEXTPROC glad_glEnableIndexedEXT; +#define glEnableIndexedEXT glad_glEnableIndexedEXT +typedef void (APIENTRYP PFNGLDISABLEINDEXEDEXTPROC)(GLenum target, GLuint index); +GLAPI PFNGLDISABLEINDEXEDEXTPROC glad_glDisableIndexedEXT; +#define glDisableIndexedEXT glad_glDisableIndexedEXT +typedef GLboolean (APIENTRYP PFNGLISENABLEDINDEXEDEXTPROC)(GLenum target, GLuint index); +GLAPI PFNGLISENABLEDINDEXEDEXTPROC glad_glIsEnabledIndexedEXT; +#define glIsEnabledIndexedEXT glad_glIsEnabledIndexedEXT +typedef void (APIENTRYP PFNGLGETINTEGERINDEXEDVEXTPROC)(GLenum target, GLuint index, GLint *data); +GLAPI PFNGLGETINTEGERINDEXEDVEXTPROC glad_glGetIntegerIndexedvEXT; +#define glGetIntegerIndexedvEXT glad_glGetIntegerIndexedvEXT +typedef void (APIENTRYP PFNGLGETBOOLEANINDEXEDVEXTPROC)(GLenum target, GLuint index, GLboolean *data); +GLAPI PFNGLGETBOOLEANINDEXEDVEXTPROC glad_glGetBooleanIndexedvEXT; +#define glGetBooleanIndexedvEXT glad_glGetBooleanIndexedvEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC glad_glCompressedTextureImage3DEXT; +#define glCompressedTextureImage3DEXT glad_glCompressedTextureImage3DEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC glad_glCompressedTextureImage2DEXT; +#define glCompressedTextureImage2DEXT glad_glCompressedTextureImage2DEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC glad_glCompressedTextureImage1DEXT; +#define glCompressedTextureImage1DEXT glad_glCompressedTextureImage1DEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC glad_glCompressedTextureSubImage3DEXT; +#define glCompressedTextureSubImage3DEXT glad_glCompressedTextureSubImage3DEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC glad_glCompressedTextureSubImage2DEXT; +#define glCompressedTextureSubImage2DEXT glad_glCompressedTextureSubImage2DEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC glad_glCompressedTextureSubImage1DEXT; +#define glCompressedTextureSubImage1DEXT glad_glCompressedTextureSubImage1DEXT +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC)(GLuint texture, GLenum target, GLint lod, void *img); +GLAPI PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC glad_glGetCompressedTextureImageEXT; +#define glGetCompressedTextureImageEXT glad_glGetCompressedTextureImageEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC glad_glCompressedMultiTexImage3DEXT; +#define glCompressedMultiTexImage3DEXT glad_glCompressedMultiTexImage3DEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC glad_glCompressedMultiTexImage2DEXT; +#define glCompressedMultiTexImage2DEXT glad_glCompressedMultiTexImage2DEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC glad_glCompressedMultiTexImage1DEXT; +#define glCompressedMultiTexImage1DEXT glad_glCompressedMultiTexImage1DEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC glad_glCompressedMultiTexSubImage3DEXT; +#define glCompressedMultiTexSubImage3DEXT glad_glCompressedMultiTexSubImage3DEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC glad_glCompressedMultiTexSubImage2DEXT; +#define glCompressedMultiTexSubImage2DEXT glad_glCompressedMultiTexSubImage2DEXT +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); +GLAPI PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC glad_glCompressedMultiTexSubImage1DEXT; +#define glCompressedMultiTexSubImage1DEXT glad_glCompressedMultiTexSubImage1DEXT +typedef void (APIENTRYP PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC)(GLenum texunit, GLenum target, GLint lod, void *img); +GLAPI PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC glad_glGetCompressedMultiTexImageEXT; +#define glGetCompressedMultiTexImageEXT glad_glGetCompressedMultiTexImageEXT +typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSEFEXTPROC)(GLenum mode, const GLfloat *m); +GLAPI PFNGLMATRIXLOADTRANSPOSEFEXTPROC glad_glMatrixLoadTransposefEXT; +#define glMatrixLoadTransposefEXT glad_glMatrixLoadTransposefEXT +typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSEDEXTPROC)(GLenum mode, const GLdouble *m); +GLAPI PFNGLMATRIXLOADTRANSPOSEDEXTPROC glad_glMatrixLoadTransposedEXT; +#define glMatrixLoadTransposedEXT glad_glMatrixLoadTransposedEXT +typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSEFEXTPROC)(GLenum mode, const GLfloat *m); +GLAPI PFNGLMATRIXMULTTRANSPOSEFEXTPROC glad_glMatrixMultTransposefEXT; +#define glMatrixMultTransposefEXT glad_glMatrixMultTransposefEXT +typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSEDEXTPROC)(GLenum mode, const GLdouble *m); +GLAPI PFNGLMATRIXMULTTRANSPOSEDEXTPROC glad_glMatrixMultTransposedEXT; +#define glMatrixMultTransposedEXT glad_glMatrixMultTransposedEXT +typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAEXTPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +GLAPI PFNGLNAMEDBUFFERDATAEXTPROC glad_glNamedBufferDataEXT; +#define glNamedBufferDataEXT glad_glNamedBufferDataEXT +typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLNAMEDBUFFERSUBDATAEXTPROC glad_glNamedBufferSubDataEXT; +#define glNamedBufferSubDataEXT glad_glNamedBufferSubDataEXT +typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFEREXTPROC)(GLuint buffer, GLenum access); +GLAPI PFNGLMAPNAMEDBUFFEREXTPROC glad_glMapNamedBufferEXT; +#define glMapNamedBufferEXT glad_glMapNamedBufferEXT +typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFEREXTPROC)(GLuint buffer); +GLAPI PFNGLUNMAPNAMEDBUFFEREXTPROC glad_glUnmapNamedBufferEXT; +#define glUnmapNamedBufferEXT glad_glUnmapNamedBufferEXT +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC)(GLuint buffer, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC glad_glGetNamedBufferParameterivEXT; +#define glGetNamedBufferParameterivEXT glad_glGetNamedBufferParameterivEXT +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVEXTPROC)(GLuint buffer, GLenum pname, void **params); +GLAPI PFNGLGETNAMEDBUFFERPOINTERVEXTPROC glad_glGetNamedBufferPointervEXT; +#define glGetNamedBufferPointervEXT glad_glGetNamedBufferPointervEXT +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +GLAPI PFNGLGETNAMEDBUFFERSUBDATAEXTPROC glad_glGetNamedBufferSubDataEXT; +#define glGetNamedBufferSubDataEXT glad_glGetNamedBufferSubDataEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FEXTPROC)(GLuint program, GLint location, GLfloat v0); +GLAPI PFNGLPROGRAMUNIFORM1FEXTPROC glad_glProgramUniform1fEXT; +#define glProgramUniform1fEXT glad_glProgramUniform1fEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FEXTPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLPROGRAMUNIFORM2FEXTPROC glad_glProgramUniform2fEXT; +#define glProgramUniform2fEXT glad_glProgramUniform2fEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FEXTPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLPROGRAMUNIFORM3FEXTPROC glad_glProgramUniform3fEXT; +#define glProgramUniform3fEXT glad_glProgramUniform3fEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FEXTPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLPROGRAMUNIFORM4FEXTPROC glad_glProgramUniform4fEXT; +#define glProgramUniform4fEXT glad_glProgramUniform4fEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IEXTPROC)(GLuint program, GLint location, GLint v0); +GLAPI PFNGLPROGRAMUNIFORM1IEXTPROC glad_glProgramUniform1iEXT; +#define glProgramUniform1iEXT glad_glProgramUniform1iEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IEXTPROC)(GLuint program, GLint location, GLint v0, GLint v1); +GLAPI PFNGLPROGRAMUNIFORM2IEXTPROC glad_glProgramUniform2iEXT; +#define glProgramUniform2iEXT glad_glProgramUniform2iEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IEXTPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLPROGRAMUNIFORM3IEXTPROC glad_glProgramUniform3iEXT; +#define glProgramUniform3iEXT glad_glProgramUniform3iEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IEXTPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLPROGRAMUNIFORM4IEXTPROC glad_glProgramUniform4iEXT; +#define glProgramUniform4iEXT glad_glProgramUniform4iEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM1FVEXTPROC glad_glProgramUniform1fvEXT; +#define glProgramUniform1fvEXT glad_glProgramUniform1fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM2FVEXTPROC glad_glProgramUniform2fvEXT; +#define glProgramUniform2fvEXT glad_glProgramUniform2fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM3FVEXTPROC glad_glProgramUniform3fvEXT; +#define glProgramUniform3fvEXT glad_glProgramUniform3fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM4FVEXTPROC glad_glProgramUniform4fvEXT; +#define glProgramUniform4fvEXT glad_glProgramUniform4fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM1IVEXTPROC glad_glProgramUniform1ivEXT; +#define glProgramUniform1ivEXT glad_glProgramUniform1ivEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM2IVEXTPROC glad_glProgramUniform2ivEXT; +#define glProgramUniform2ivEXT glad_glProgramUniform2ivEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM3IVEXTPROC glad_glProgramUniform3ivEXT; +#define glProgramUniform3ivEXT glad_glProgramUniform3ivEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM4IVEXTPROC glad_glProgramUniform4ivEXT; +#define glProgramUniform4ivEXT glad_glProgramUniform4ivEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC glad_glProgramUniformMatrix2fvEXT; +#define glProgramUniformMatrix2fvEXT glad_glProgramUniformMatrix2fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC glad_glProgramUniformMatrix3fvEXT; +#define glProgramUniformMatrix3fvEXT glad_glProgramUniformMatrix3fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC glad_glProgramUniformMatrix4fvEXT; +#define glProgramUniformMatrix4fvEXT glad_glProgramUniformMatrix4fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC glad_glProgramUniformMatrix2x3fvEXT; +#define glProgramUniformMatrix2x3fvEXT glad_glProgramUniformMatrix2x3fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC glad_glProgramUniformMatrix3x2fvEXT; +#define glProgramUniformMatrix3x2fvEXT glad_glProgramUniformMatrix3x2fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC glad_glProgramUniformMatrix2x4fvEXT; +#define glProgramUniformMatrix2x4fvEXT glad_glProgramUniformMatrix2x4fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC glad_glProgramUniformMatrix4x2fvEXT; +#define glProgramUniformMatrix4x2fvEXT glad_glProgramUniformMatrix4x2fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC glad_glProgramUniformMatrix3x4fvEXT; +#define glProgramUniformMatrix3x4fvEXT glad_glProgramUniformMatrix3x4fvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC glad_glProgramUniformMatrix4x3fvEXT; +#define glProgramUniformMatrix4x3fvEXT glad_glProgramUniformMatrix4x3fvEXT +typedef void (APIENTRYP PFNGLTEXTUREBUFFEREXTPROC)(GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXTUREBUFFEREXTPROC glad_glTextureBufferEXT; +#define glTextureBufferEXT glad_glTextureBufferEXT +typedef void (APIENTRYP PFNGLMULTITEXBUFFEREXTPROC)(GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLMULTITEXBUFFEREXTPROC glad_glMultiTexBufferEXT; +#define glMultiTexBufferEXT glad_glMultiTexBufferEXT +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXTUREPARAMETERIIVEXTPROC glad_glTextureParameterIivEXT; +#define glTextureParameterIivEXT glad_glTextureParameterIivEXT +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXTUREPARAMETERIUIVEXTPROC glad_glTextureParameterIuivEXT; +#define glTextureParameterIuivEXT glad_glTextureParameterIuivEXT +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXTUREPARAMETERIIVEXTPROC glad_glGetTextureParameterIivEXT; +#define glGetTextureParameterIivEXT glad_glGetTextureParameterIivEXT +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXTUREPARAMETERIUIVEXTPROC glad_glGetTextureParameterIuivEXT; +#define glGetTextureParameterIuivEXT glad_glGetTextureParameterIuivEXT +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLMULTITEXPARAMETERIIVEXTPROC glad_glMultiTexParameterIivEXT; +#define glMultiTexParameterIivEXT glad_glMultiTexParameterIivEXT +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIUIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLuint *params); +GLAPI PFNGLMULTITEXPARAMETERIUIVEXTPROC glad_glMultiTexParameterIuivEXT; +#define glMultiTexParameterIuivEXT glad_glMultiTexParameterIuivEXT +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETMULTITEXPARAMETERIIVEXTPROC glad_glGetMultiTexParameterIivEXT; +#define glGetMultiTexParameterIivEXT glad_glGetMultiTexParameterIivEXT +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIUIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLuint *params); +GLAPI PFNGLGETMULTITEXPARAMETERIUIVEXTPROC glad_glGetMultiTexParameterIuivEXT; +#define glGetMultiTexParameterIuivEXT glad_glGetMultiTexParameterIuivEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIEXTPROC)(GLuint program, GLint location, GLuint v0); +GLAPI PFNGLPROGRAMUNIFORM1UIEXTPROC glad_glProgramUniform1uiEXT; +#define glProgramUniform1uiEXT glad_glProgramUniform1uiEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIEXTPROC)(GLuint program, GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLPROGRAMUNIFORM2UIEXTPROC glad_glProgramUniform2uiEXT; +#define glProgramUniform2uiEXT glad_glProgramUniform2uiEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIEXTPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLPROGRAMUNIFORM3UIEXTPROC glad_glProgramUniform3uiEXT; +#define glProgramUniform3uiEXT glad_glProgramUniform3uiEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIEXTPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLPROGRAMUNIFORM4UIEXTPROC glad_glProgramUniform4uiEXT; +#define glProgramUniform4uiEXT glad_glProgramUniform4uiEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM1UIVEXTPROC glad_glProgramUniform1uivEXT; +#define glProgramUniform1uivEXT glad_glProgramUniform1uivEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM2UIVEXTPROC glad_glProgramUniform2uivEXT; +#define glProgramUniform2uivEXT glad_glProgramUniform2uivEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM3UIVEXTPROC glad_glProgramUniform3uivEXT; +#define glProgramUniform3uivEXT glad_glProgramUniform3uivEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM4UIVEXTPROC glad_glProgramUniform4uivEXT; +#define glProgramUniform4uivEXT glad_glProgramUniform4uivEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC)(GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat *params); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC glad_glNamedProgramLocalParameters4fvEXT; +#define glNamedProgramLocalParameters4fvEXT glad_glNamedProgramLocalParameters4fvEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC)(GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC glad_glNamedProgramLocalParameterI4iEXT; +#define glNamedProgramLocalParameterI4iEXT glad_glNamedProgramLocalParameterI4iEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC)(GLuint program, GLenum target, GLuint index, const GLint *params); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC glad_glNamedProgramLocalParameterI4ivEXT; +#define glNamedProgramLocalParameterI4ivEXT glad_glNamedProgramLocalParameterI4ivEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC)(GLuint program, GLenum target, GLuint index, GLsizei count, const GLint *params); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC glad_glNamedProgramLocalParametersI4ivEXT; +#define glNamedProgramLocalParametersI4ivEXT glad_glNamedProgramLocalParametersI4ivEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC)(GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC glad_glNamedProgramLocalParameterI4uiEXT; +#define glNamedProgramLocalParameterI4uiEXT glad_glNamedProgramLocalParameterI4uiEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC)(GLuint program, GLenum target, GLuint index, const GLuint *params); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC glad_glNamedProgramLocalParameterI4uivEXT; +#define glNamedProgramLocalParameterI4uivEXT glad_glNamedProgramLocalParameterI4uivEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC)(GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint *params); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC glad_glNamedProgramLocalParametersI4uivEXT; +#define glNamedProgramLocalParametersI4uivEXT glad_glNamedProgramLocalParametersI4uivEXT +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC)(GLuint program, GLenum target, GLuint index, GLint *params); +GLAPI PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC glad_glGetNamedProgramLocalParameterIivEXT; +#define glGetNamedProgramLocalParameterIivEXT glad_glGetNamedProgramLocalParameterIivEXT +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC)(GLuint program, GLenum target, GLuint index, GLuint *params); +GLAPI PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC glad_glGetNamedProgramLocalParameterIuivEXT; +#define glGetNamedProgramLocalParameterIuivEXT glad_glGetNamedProgramLocalParameterIuivEXT +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEIEXTPROC)(GLenum array, GLuint index); +GLAPI PFNGLENABLECLIENTSTATEIEXTPROC glad_glEnableClientStateiEXT; +#define glEnableClientStateiEXT glad_glEnableClientStateiEXT +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEIEXTPROC)(GLenum array, GLuint index); +GLAPI PFNGLDISABLECLIENTSTATEIEXTPROC glad_glDisableClientStateiEXT; +#define glDisableClientStateiEXT glad_glDisableClientStateiEXT +typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC)(GLenum pname, GLuint index, GLfloat *params); +GLAPI PFNGLGETFLOATI_VEXTPROC glad_glGetFloati_vEXT; +#define glGetFloati_vEXT glad_glGetFloati_vEXT +typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC)(GLenum pname, GLuint index, GLdouble *params); +GLAPI PFNGLGETDOUBLEI_VEXTPROC glad_glGetDoublei_vEXT; +#define glGetDoublei_vEXT glad_glGetDoublei_vEXT +typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC)(GLenum pname, GLuint index, void **params); +GLAPI PFNGLGETPOINTERI_VEXTPROC glad_glGetPointeri_vEXT; +#define glGetPointeri_vEXT glad_glGetPointeri_vEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMSTRINGEXTPROC)(GLuint program, GLenum target, GLenum format, GLsizei len, const void *string); +GLAPI PFNGLNAMEDPROGRAMSTRINGEXTPROC glad_glNamedProgramStringEXT; +#define glNamedProgramStringEXT glad_glNamedProgramStringEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC)(GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC glad_glNamedProgramLocalParameter4dEXT; +#define glNamedProgramLocalParameter4dEXT glad_glNamedProgramLocalParameter4dEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC)(GLuint program, GLenum target, GLuint index, const GLdouble *params); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC glad_glNamedProgramLocalParameter4dvEXT; +#define glNamedProgramLocalParameter4dvEXT glad_glNamedProgramLocalParameter4dvEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC)(GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC glad_glNamedProgramLocalParameter4fEXT; +#define glNamedProgramLocalParameter4fEXT glad_glNamedProgramLocalParameter4fEXT +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC)(GLuint program, GLenum target, GLuint index, const GLfloat *params); +GLAPI PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC glad_glNamedProgramLocalParameter4fvEXT; +#define glNamedProgramLocalParameter4fvEXT glad_glNamedProgramLocalParameter4fvEXT +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC)(GLuint program, GLenum target, GLuint index, GLdouble *params); +GLAPI PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC glad_glGetNamedProgramLocalParameterdvEXT; +#define glGetNamedProgramLocalParameterdvEXT glad_glGetNamedProgramLocalParameterdvEXT +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC)(GLuint program, GLenum target, GLuint index, GLfloat *params); +GLAPI PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC glad_glGetNamedProgramLocalParameterfvEXT; +#define glGetNamedProgramLocalParameterfvEXT glad_glGetNamedProgramLocalParameterfvEXT +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMIVEXTPROC)(GLuint program, GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDPROGRAMIVEXTPROC glad_glGetNamedProgramivEXT; +#define glGetNamedProgramivEXT glad_glGetNamedProgramivEXT +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMSTRINGEXTPROC)(GLuint program, GLenum target, GLenum pname, void *string); +GLAPI PFNGLGETNAMEDPROGRAMSTRINGEXTPROC glad_glGetNamedProgramStringEXT; +#define glGetNamedProgramStringEXT glad_glGetNamedProgramStringEXT +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC)(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC glad_glNamedRenderbufferStorageEXT; +#define glNamedRenderbufferStorageEXT glad_glNamedRenderbufferStorageEXT +typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC)(GLuint renderbuffer, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC glad_glGetNamedRenderbufferParameterivEXT; +#define glGetNamedRenderbufferParameterivEXT glad_glGetNamedRenderbufferParameterivEXT +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glNamedRenderbufferStorageMultisampleEXT; +#define glNamedRenderbufferStorageMultisampleEXT glad_glNamedRenderbufferStorageMultisampleEXT +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC)(GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC glad_glNamedRenderbufferStorageMultisampleCoverageEXT; +#define glNamedRenderbufferStorageMultisampleCoverageEXT glad_glNamedRenderbufferStorageMultisampleCoverageEXT +typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC)(GLuint framebuffer, GLenum target); +GLAPI PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC glad_glCheckNamedFramebufferStatusEXT; +#define glCheckNamedFramebufferStatusEXT glad_glCheckNamedFramebufferStatusEXT +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC)(GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC glad_glNamedFramebufferTexture1DEXT; +#define glNamedFramebufferTexture1DEXT glad_glNamedFramebufferTexture1DEXT +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC)(GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC glad_glNamedFramebufferTexture2DEXT; +#define glNamedFramebufferTexture2DEXT glad_glNamedFramebufferTexture2DEXT +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC)(GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC glad_glNamedFramebufferTexture3DEXT; +#define glNamedFramebufferTexture3DEXT glad_glNamedFramebufferTexture3DEXT +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC)(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC glad_glNamedFramebufferRenderbufferEXT; +#define glNamedFramebufferRenderbufferEXT glad_glNamedFramebufferRenderbufferEXT +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glad_glGetNamedFramebufferAttachmentParameterivEXT; +#define glGetNamedFramebufferAttachmentParameterivEXT glad_glGetNamedFramebufferAttachmentParameterivEXT +typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPEXTPROC)(GLuint texture, GLenum target); +GLAPI PFNGLGENERATETEXTUREMIPMAPEXTPROC glad_glGenerateTextureMipmapEXT; +#define glGenerateTextureMipmapEXT glad_glGenerateTextureMipmapEXT +typedef void (APIENTRYP PFNGLGENERATEMULTITEXMIPMAPEXTPROC)(GLenum texunit, GLenum target); +GLAPI PFNGLGENERATEMULTITEXMIPMAPEXTPROC glad_glGenerateMultiTexMipmapEXT; +#define glGenerateMultiTexMipmapEXT glad_glGenerateMultiTexMipmapEXT +typedef void (APIENTRYP PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC)(GLuint framebuffer, GLenum mode); +GLAPI PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC glad_glFramebufferDrawBufferEXT; +#define glFramebufferDrawBufferEXT glad_glFramebufferDrawBufferEXT +typedef void (APIENTRYP PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC)(GLuint framebuffer, GLsizei n, const GLenum *bufs); +GLAPI PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC glad_glFramebufferDrawBuffersEXT; +#define glFramebufferDrawBuffersEXT glad_glFramebufferDrawBuffersEXT +typedef void (APIENTRYP PFNGLFRAMEBUFFERREADBUFFEREXTPROC)(GLuint framebuffer, GLenum mode); +GLAPI PFNGLFRAMEBUFFERREADBUFFEREXTPROC glad_glFramebufferReadBufferEXT; +#define glFramebufferReadBufferEXT glad_glFramebufferReadBufferEXT +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC)(GLuint framebuffer, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC glad_glGetFramebufferParameterivEXT; +#define glGetFramebufferParameterivEXT glad_glGetFramebufferParameterivEXT +typedef void (APIENTRYP PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC)(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC glad_glNamedCopyBufferSubDataEXT; +#define glNamedCopyBufferSubDataEXT glad_glNamedCopyBufferSubDataEXT +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC glad_glNamedFramebufferTextureEXT; +#define glNamedFramebufferTextureEXT glad_glNamedFramebufferTextureEXT +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC glad_glNamedFramebufferTextureLayerEXT; +#define glNamedFramebufferTextureLayerEXT glad_glNamedFramebufferTextureLayerEXT +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); +GLAPI PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC glad_glNamedFramebufferTextureFaceEXT; +#define glNamedFramebufferTextureFaceEXT glad_glNamedFramebufferTextureFaceEXT +typedef void (APIENTRYP PFNGLTEXTURERENDERBUFFEREXTPROC)(GLuint texture, GLenum target, GLuint renderbuffer); +GLAPI PFNGLTEXTURERENDERBUFFEREXTPROC glad_glTextureRenderbufferEXT; +#define glTextureRenderbufferEXT glad_glTextureRenderbufferEXT +typedef void (APIENTRYP PFNGLMULTITEXRENDERBUFFEREXTPROC)(GLenum texunit, GLenum target, GLuint renderbuffer); +GLAPI PFNGLMULTITEXRENDERBUFFEREXTPROC glad_glMultiTexRenderbufferEXT; +#define glMultiTexRenderbufferEXT glad_glMultiTexRenderbufferEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC glad_glVertexArrayVertexOffsetEXT; +#define glVertexArrayVertexOffsetEXT glad_glVertexArrayVertexOffsetEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYCOLOROFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYCOLOROFFSETEXTPROC glad_glVertexArrayColorOffsetEXT; +#define glVertexArrayColorOffsetEXT glad_glVertexArrayColorOffsetEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC glad_glVertexArrayEdgeFlagOffsetEXT; +#define glVertexArrayEdgeFlagOffsetEXT glad_glVertexArrayEdgeFlagOffsetEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYINDEXOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYINDEXOFFSETEXTPROC glad_glVertexArrayIndexOffsetEXT; +#define glVertexArrayIndexOffsetEXT glad_glVertexArrayIndexOffsetEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYNORMALOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYNORMALOFFSETEXTPROC glad_glVertexArrayNormalOffsetEXT; +#define glVertexArrayNormalOffsetEXT glad_glVertexArrayNormalOffsetEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC glad_glVertexArrayTexCoordOffsetEXT; +#define glVertexArrayTexCoordOffsetEXT glad_glVertexArrayTexCoordOffsetEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC glad_glVertexArrayMultiTexCoordOffsetEXT; +#define glVertexArrayMultiTexCoordOffsetEXT glad_glVertexArrayMultiTexCoordOffsetEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC glad_glVertexArrayFogCoordOffsetEXT; +#define glVertexArrayFogCoordOffsetEXT glad_glVertexArrayFogCoordOffsetEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC glad_glVertexArraySecondaryColorOffsetEXT; +#define glVertexArraySecondaryColorOffsetEXT glad_glVertexArraySecondaryColorOffsetEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC glad_glVertexArrayVertexAttribOffsetEXT; +#define glVertexArrayVertexAttribOffsetEXT glad_glVertexArrayVertexAttribOffsetEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC glad_glVertexArrayVertexAttribIOffsetEXT; +#define glVertexArrayVertexAttribIOffsetEXT glad_glVertexArrayVertexAttribIOffsetEXT +typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYEXTPROC)(GLuint vaobj, GLenum array); +GLAPI PFNGLENABLEVERTEXARRAYEXTPROC glad_glEnableVertexArrayEXT; +#define glEnableVertexArrayEXT glad_glEnableVertexArrayEXT +typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYEXTPROC)(GLuint vaobj, GLenum array); +GLAPI PFNGLDISABLEVERTEXARRAYEXTPROC glad_glDisableVertexArrayEXT; +#define glDisableVertexArrayEXT glad_glDisableVertexArrayEXT +typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBEXTPROC)(GLuint vaobj, GLuint index); +GLAPI PFNGLENABLEVERTEXARRAYATTRIBEXTPROC glad_glEnableVertexArrayAttribEXT; +#define glEnableVertexArrayAttribEXT glad_glEnableVertexArrayAttribEXT +typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC)(GLuint vaobj, GLuint index); +GLAPI PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC glad_glDisableVertexArrayAttribEXT; +#define glDisableVertexArrayAttribEXT glad_glDisableVertexArrayAttribEXT +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERVEXTPROC)(GLuint vaobj, GLenum pname, GLint *param); +GLAPI PFNGLGETVERTEXARRAYINTEGERVEXTPROC glad_glGetVertexArrayIntegervEXT; +#define glGetVertexArrayIntegervEXT glad_glGetVertexArrayIntegervEXT +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERVEXTPROC)(GLuint vaobj, GLenum pname, void **param); +GLAPI PFNGLGETVERTEXARRAYPOINTERVEXTPROC glad_glGetVertexArrayPointervEXT; +#define glGetVertexArrayPointervEXT glad_glGetVertexArrayPointervEXT +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint *param); +GLAPI PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC glad_glGetVertexArrayIntegeri_vEXT; +#define glGetVertexArrayIntegeri_vEXT glad_glGetVertexArrayIntegeri_vEXT +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC)(GLuint vaobj, GLuint index, GLenum pname, void **param); +GLAPI PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC glad_glGetVertexArrayPointeri_vEXT; +#define glGetVertexArrayPointeri_vEXT glad_glGetVertexArrayPointeri_vEXT +typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERRANGEEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI PFNGLMAPNAMEDBUFFERRANGEEXTPROC glad_glMapNamedBufferRangeEXT; +#define glMapNamedBufferRangeEXT glad_glMapNamedBufferRangeEXT +typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC glad_glFlushMappedNamedBufferRangeEXT; +#define glFlushMappedNamedBufferRangeEXT glad_glFlushMappedNamedBufferRangeEXT +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI PFNGLNAMEDBUFFERSTORAGEEXTPROC glad_glNamedBufferStorageEXT; +#define glNamedBufferStorageEXT glad_glNamedBufferStorageEXT +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAEXTPROC)(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARNAMEDBUFFERDATAEXTPROC glad_glClearNamedBufferDataEXT; +#define glClearNamedBufferDataEXT glad_glClearNamedBufferDataEXT +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC)(GLuint buffer, GLenum internalformat, GLsizeiptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC glad_glClearNamedBufferSubDataEXT; +#define glClearNamedBufferSubDataEXT glad_glClearNamedBufferSubDataEXT +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC)(GLuint framebuffer, GLenum pname, GLint param); +GLAPI PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC glad_glNamedFramebufferParameteriEXT; +#define glNamedFramebufferParameteriEXT glad_glNamedFramebufferParameteriEXT +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC)(GLuint framebuffer, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC glad_glGetNamedFramebufferParameterivEXT; +#define glGetNamedFramebufferParameterivEXT glad_glGetNamedFramebufferParameterivEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DEXTPROC)(GLuint program, GLint location, GLdouble x); +GLAPI PFNGLPROGRAMUNIFORM1DEXTPROC glad_glProgramUniform1dEXT; +#define glProgramUniform1dEXT glad_glProgramUniform1dEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DEXTPROC)(GLuint program, GLint location, GLdouble x, GLdouble y); +GLAPI PFNGLPROGRAMUNIFORM2DEXTPROC glad_glProgramUniform2dEXT; +#define glProgramUniform2dEXT glad_glProgramUniform2dEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DEXTPROC)(GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLPROGRAMUNIFORM3DEXTPROC glad_glProgramUniform3dEXT; +#define glProgramUniform3dEXT glad_glProgramUniform3dEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DEXTPROC)(GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLPROGRAMUNIFORM4DEXTPROC glad_glProgramUniform4dEXT; +#define glProgramUniform4dEXT glad_glProgramUniform4dEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM1DVEXTPROC glad_glProgramUniform1dvEXT; +#define glProgramUniform1dvEXT glad_glProgramUniform1dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM2DVEXTPROC glad_glProgramUniform2dvEXT; +#define glProgramUniform2dvEXT glad_glProgramUniform2dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM3DVEXTPROC glad_glProgramUniform3dvEXT; +#define glProgramUniform3dvEXT glad_glProgramUniform3dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM4DVEXTPROC glad_glProgramUniform4dvEXT; +#define glProgramUniform4dvEXT glad_glProgramUniform4dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC glad_glProgramUniformMatrix2dvEXT; +#define glProgramUniformMatrix2dvEXT glad_glProgramUniformMatrix2dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC glad_glProgramUniformMatrix3dvEXT; +#define glProgramUniformMatrix3dvEXT glad_glProgramUniformMatrix3dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC glad_glProgramUniformMatrix4dvEXT; +#define glProgramUniformMatrix4dvEXT glad_glProgramUniformMatrix4dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC glad_glProgramUniformMatrix2x3dvEXT; +#define glProgramUniformMatrix2x3dvEXT glad_glProgramUniformMatrix2x3dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC glad_glProgramUniformMatrix2x4dvEXT; +#define glProgramUniformMatrix2x4dvEXT glad_glProgramUniformMatrix2x4dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC glad_glProgramUniformMatrix3x2dvEXT; +#define glProgramUniformMatrix3x2dvEXT glad_glProgramUniformMatrix3x2dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC glad_glProgramUniformMatrix3x4dvEXT; +#define glProgramUniformMatrix3x4dvEXT glad_glProgramUniformMatrix3x4dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC glad_glProgramUniformMatrix4x2dvEXT; +#define glProgramUniformMatrix4x2dvEXT glad_glProgramUniformMatrix4x2dvEXT +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC glad_glProgramUniformMatrix4x3dvEXT; +#define glProgramUniformMatrix4x3dvEXT glad_glProgramUniformMatrix4x3dvEXT +typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEEXTPROC)(GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLTEXTUREBUFFERRANGEEXTPROC glad_glTextureBufferRangeEXT; +#define glTextureBufferRangeEXT glad_glTextureBufferRangeEXT +typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC)(GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI PFNGLTEXTURESTORAGE1DEXTPROC glad_glTextureStorage1DEXT; +#define glTextureStorage1DEXT glad_glTextureStorage1DEXT +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC)(GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLTEXTURESTORAGE2DEXTPROC glad_glTextureStorage2DEXT; +#define glTextureStorage2DEXT glad_glTextureStorage2DEXT +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC)(GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLTEXTURESTORAGE3DEXTPROC glad_glTextureStorage3DEXT; +#define glTextureStorage3DEXT glad_glTextureStorage3DEXT +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC)(GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC glad_glTextureStorage2DMultisampleEXT; +#define glTextureStorage2DMultisampleEXT glad_glTextureStorage2DMultisampleEXT +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC)(GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC glad_glTextureStorage3DMultisampleEXT; +#define glTextureStorage3DMultisampleEXT glad_glTextureStorage3DMultisampleEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC)(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC glad_glVertexArrayBindVertexBufferEXT; +#define glVertexArrayBindVertexBufferEXT glad_glVertexArrayBindVertexBufferEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC glad_glVertexArrayVertexAttribFormatEXT; +#define glVertexArrayVertexAttribFormatEXT glad_glVertexArrayVertexAttribFormatEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC glad_glVertexArrayVertexAttribIFormatEXT; +#define glVertexArrayVertexAttribIFormatEXT glad_glVertexArrayVertexAttribIFormatEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC glad_glVertexArrayVertexAttribLFormatEXT; +#define glVertexArrayVertexAttribLFormatEXT glad_glVertexArrayVertexAttribLFormatEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC)(GLuint vaobj, GLuint attribindex, GLuint bindingindex); +GLAPI PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC glad_glVertexArrayVertexAttribBindingEXT; +#define glVertexArrayVertexAttribBindingEXT glad_glVertexArrayVertexAttribBindingEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC)(GLuint vaobj, GLuint bindingindex, GLuint divisor); +GLAPI PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC glad_glVertexArrayVertexBindingDivisorEXT; +#define glVertexArrayVertexBindingDivisorEXT glad_glVertexArrayVertexBindingDivisorEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC glad_glVertexArrayVertexAttribLOffsetEXT; +#define glVertexArrayVertexAttribLOffsetEXT glad_glVertexArrayVertexAttribLOffsetEXT +typedef void (APIENTRYP PFNGLTEXTUREPAGECOMMITMENTEXTPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +GLAPI PFNGLTEXTUREPAGECOMMITMENTEXTPROC glad_glTexturePageCommitmentEXT; +#define glTexturePageCommitmentEXT glad_glTexturePageCommitmentEXT +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC)(GLuint vaobj, GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC glad_glVertexArrayVertexAttribDivisorEXT; +#define glVertexArrayVertexAttribDivisorEXT glad_glVertexArrayVertexAttribDivisorEXT +#endif +#ifndef GL_EXT_draw_buffers2 +#define GL_EXT_draw_buffers2 1 +GLAPI int GLAD_GL_EXT_draw_buffers2; +typedef void (APIENTRYP PFNGLCOLORMASKINDEXEDEXTPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI PFNGLCOLORMASKINDEXEDEXTPROC glad_glColorMaskIndexedEXT; +#define glColorMaskIndexedEXT glad_glColorMaskIndexedEXT +#endif +#ifndef GL_EXT_draw_instanced +#define GL_EXT_draw_instanced 1 +GLAPI int GLAD_GL_EXT_draw_instanced; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC)(GLenum mode, GLint start, GLsizei count, GLsizei primcount); +GLAPI PFNGLDRAWARRAYSINSTANCEDEXTPROC glad_glDrawArraysInstancedEXT; +#define glDrawArraysInstancedEXT glad_glDrawArraysInstancedEXT +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +GLAPI PFNGLDRAWELEMENTSINSTANCEDEXTPROC glad_glDrawElementsInstancedEXT; +#define glDrawElementsInstancedEXT glad_glDrawElementsInstancedEXT +#endif +#ifndef GL_EXT_draw_range_elements +#define GL_EXT_draw_range_elements 1 +GLAPI int GLAD_GL_EXT_draw_range_elements; +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSEXTPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWRANGEELEMENTSEXTPROC glad_glDrawRangeElementsEXT; +#define glDrawRangeElementsEXT glad_glDrawRangeElementsEXT +#endif +#ifndef GL_EXT_external_buffer +#define GL_EXT_external_buffer 1 +GLAPI int GLAD_GL_EXT_external_buffer; +typedef void (APIENTRYP PFNGLBUFFERSTORAGEEXTERNALEXTPROC)(GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +GLAPI PFNGLBUFFERSTORAGEEXTERNALEXTPROC glad_glBufferStorageExternalEXT; +#define glBufferStorageExternalEXT glad_glBufferStorageExternalEXT +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +GLAPI PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC glad_glNamedBufferStorageExternalEXT; +#define glNamedBufferStorageExternalEXT glad_glNamedBufferStorageExternalEXT +#endif +#ifndef GL_EXT_fog_coord +#define GL_EXT_fog_coord 1 +GLAPI int GLAD_GL_EXT_fog_coord; +typedef void (APIENTRYP PFNGLFOGCOORDFEXTPROC)(GLfloat coord); +GLAPI PFNGLFOGCOORDFEXTPROC glad_glFogCoordfEXT; +#define glFogCoordfEXT glad_glFogCoordfEXT +typedef void (APIENTRYP PFNGLFOGCOORDFVEXTPROC)(const GLfloat *coord); +GLAPI PFNGLFOGCOORDFVEXTPROC glad_glFogCoordfvEXT; +#define glFogCoordfvEXT glad_glFogCoordfvEXT +typedef void (APIENTRYP PFNGLFOGCOORDDEXTPROC)(GLdouble coord); +GLAPI PFNGLFOGCOORDDEXTPROC glad_glFogCoorddEXT; +#define glFogCoorddEXT glad_glFogCoorddEXT +typedef void (APIENTRYP PFNGLFOGCOORDDVEXTPROC)(const GLdouble *coord); +GLAPI PFNGLFOGCOORDDVEXTPROC glad_glFogCoorddvEXT; +#define glFogCoorddvEXT glad_glFogCoorddvEXT +typedef void (APIENTRYP PFNGLFOGCOORDPOINTEREXTPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLFOGCOORDPOINTEREXTPROC glad_glFogCoordPointerEXT; +#define glFogCoordPointerEXT glad_glFogCoordPointerEXT +#endif +#ifndef GL_EXT_framebuffer_blit +#define GL_EXT_framebuffer_blit 1 +GLAPI int GLAD_GL_EXT_framebuffer_blit; +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFEREXTPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITFRAMEBUFFEREXTPROC glad_glBlitFramebufferEXT; +#define glBlitFramebufferEXT glad_glBlitFramebufferEXT +#endif +#ifndef GL_EXT_framebuffer_multisample +#define GL_EXT_framebuffer_multisample 1 +GLAPI int GLAD_GL_EXT_framebuffer_multisample; +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glRenderbufferStorageMultisampleEXT; +#define glRenderbufferStorageMultisampleEXT glad_glRenderbufferStorageMultisampleEXT +#endif +#ifndef GL_EXT_framebuffer_multisample_blit_scaled +#define GL_EXT_framebuffer_multisample_blit_scaled 1 +GLAPI int GLAD_GL_EXT_framebuffer_multisample_blit_scaled; +#endif +#ifndef GL_EXT_framebuffer_object +#define GL_EXT_framebuffer_object 1 +GLAPI int GLAD_GL_EXT_framebuffer_object; +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFEREXTPROC)(GLuint renderbuffer); +GLAPI PFNGLISRENDERBUFFEREXTPROC glad_glIsRenderbufferEXT; +#define glIsRenderbufferEXT glad_glIsRenderbufferEXT +typedef void (APIENTRYP PFNGLBINDRENDERBUFFEREXTPROC)(GLenum target, GLuint renderbuffer); +GLAPI PFNGLBINDRENDERBUFFEREXTPROC glad_glBindRenderbufferEXT; +#define glBindRenderbufferEXT glad_glBindRenderbufferEXT +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSEXTPROC)(GLsizei n, const GLuint *renderbuffers); +GLAPI PFNGLDELETERENDERBUFFERSEXTPROC glad_glDeleteRenderbuffersEXT; +#define glDeleteRenderbuffersEXT glad_glDeleteRenderbuffersEXT +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSEXTPROC)(GLsizei n, GLuint *renderbuffers); +GLAPI PFNGLGENRENDERBUFFERSEXTPROC glad_glGenRenderbuffersEXT; +#define glGenRenderbuffersEXT glad_glGenRenderbuffersEXT +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEEXTPROC glad_glRenderbufferStorageEXT; +#define glRenderbufferStorageEXT glad_glRenderbufferStorageEXT +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glad_glGetRenderbufferParameterivEXT; +#define glGetRenderbufferParameterivEXT glad_glGetRenderbufferParameterivEXT +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFEREXTPROC)(GLuint framebuffer); +GLAPI PFNGLISFRAMEBUFFEREXTPROC glad_glIsFramebufferEXT; +#define glIsFramebufferEXT glad_glIsFramebufferEXT +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFEREXTPROC)(GLenum target, GLuint framebuffer); +GLAPI PFNGLBINDFRAMEBUFFEREXTPROC glad_glBindFramebufferEXT; +#define glBindFramebufferEXT glad_glBindFramebufferEXT +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSEXTPROC)(GLsizei n, const GLuint *framebuffers); +GLAPI PFNGLDELETEFRAMEBUFFERSEXTPROC glad_glDeleteFramebuffersEXT; +#define glDeleteFramebuffersEXT glad_glDeleteFramebuffersEXT +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSEXTPROC)(GLsizei n, GLuint *framebuffers); +GLAPI PFNGLGENFRAMEBUFFERSEXTPROC glad_glGenFramebuffersEXT; +#define glGenFramebuffersEXT glad_glGenFramebuffersEXT +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)(GLenum target); +GLAPI PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glad_glCheckFramebufferStatusEXT; +#define glCheckFramebufferStatusEXT glad_glCheckFramebufferStatusEXT +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glad_glFramebufferTexture1DEXT; +#define glFramebufferTexture1DEXT glad_glFramebufferTexture1DEXT +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glad_glFramebufferTexture2DEXT; +#define glFramebufferTexture2DEXT glad_glFramebufferTexture2DEXT +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glad_glFramebufferTexture3DEXT; +#define glFramebufferTexture3DEXT glad_glFramebufferTexture3DEXT +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glad_glFramebufferRenderbufferEXT; +#define glFramebufferRenderbufferEXT glad_glFramebufferRenderbufferEXT +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glad_glGetFramebufferAttachmentParameterivEXT; +#define glGetFramebufferAttachmentParameterivEXT glad_glGetFramebufferAttachmentParameterivEXT +typedef void (APIENTRYP PFNGLGENERATEMIPMAPEXTPROC)(GLenum target); +GLAPI PFNGLGENERATEMIPMAPEXTPROC glad_glGenerateMipmapEXT; +#define glGenerateMipmapEXT glad_glGenerateMipmapEXT +#endif +#ifndef GL_EXT_framebuffer_sRGB +#define GL_EXT_framebuffer_sRGB 1 +GLAPI int GLAD_GL_EXT_framebuffer_sRGB; +#endif +#ifndef GL_EXT_geometry_shader4 +#define GL_EXT_geometry_shader4 1 +GLAPI int GLAD_GL_EXT_geometry_shader4; +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIEXTPROC)(GLuint program, GLenum pname, GLint value); +GLAPI PFNGLPROGRAMPARAMETERIEXTPROC glad_glProgramParameteriEXT; +#define glProgramParameteriEXT glad_glProgramParameteriEXT +#endif +#ifndef GL_EXT_gpu_program_parameters +#define GL_EXT_gpu_program_parameters 1 +GLAPI int GLAD_GL_EXT_gpu_program_parameters; +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERS4FVEXTPROC)(GLenum target, GLuint index, GLsizei count, const GLfloat *params); +GLAPI PFNGLPROGRAMENVPARAMETERS4FVEXTPROC glad_glProgramEnvParameters4fvEXT; +#define glProgramEnvParameters4fvEXT glad_glProgramEnvParameters4fvEXT +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC)(GLenum target, GLuint index, GLsizei count, const GLfloat *params); +GLAPI PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC glad_glProgramLocalParameters4fvEXT; +#define glProgramLocalParameters4fvEXT glad_glProgramLocalParameters4fvEXT +#endif +#ifndef GL_EXT_gpu_shader4 +#define GL_EXT_gpu_shader4 1 +GLAPI int GLAD_GL_EXT_gpu_shader4; +typedef void (APIENTRYP PFNGLGETUNIFORMUIVEXTPROC)(GLuint program, GLint location, GLuint *params); +GLAPI PFNGLGETUNIFORMUIVEXTPROC glad_glGetUniformuivEXT; +#define glGetUniformuivEXT glad_glGetUniformuivEXT +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONEXTPROC)(GLuint program, GLuint color, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONEXTPROC glad_glBindFragDataLocationEXT; +#define glBindFragDataLocationEXT glad_glBindFragDataLocationEXT +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONEXTPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATALOCATIONEXTPROC glad_glGetFragDataLocationEXT; +#define glGetFragDataLocationEXT glad_glGetFragDataLocationEXT +typedef void (APIENTRYP PFNGLUNIFORM1UIEXTPROC)(GLint location, GLuint v0); +GLAPI PFNGLUNIFORM1UIEXTPROC glad_glUniform1uiEXT; +#define glUniform1uiEXT glad_glUniform1uiEXT +typedef void (APIENTRYP PFNGLUNIFORM2UIEXTPROC)(GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLUNIFORM2UIEXTPROC glad_glUniform2uiEXT; +#define glUniform2uiEXT glad_glUniform2uiEXT +typedef void (APIENTRYP PFNGLUNIFORM3UIEXTPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLUNIFORM3UIEXTPROC glad_glUniform3uiEXT; +#define glUniform3uiEXT glad_glUniform3uiEXT +typedef void (APIENTRYP PFNGLUNIFORM4UIEXTPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLUNIFORM4UIEXTPROC glad_glUniform4uiEXT; +#define glUniform4uiEXT glad_glUniform4uiEXT +typedef void (APIENTRYP PFNGLUNIFORM1UIVEXTPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM1UIVEXTPROC glad_glUniform1uivEXT; +#define glUniform1uivEXT glad_glUniform1uivEXT +typedef void (APIENTRYP PFNGLUNIFORM2UIVEXTPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM2UIVEXTPROC glad_glUniform2uivEXT; +#define glUniform2uivEXT glad_glUniform2uivEXT +typedef void (APIENTRYP PFNGLUNIFORM3UIVEXTPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM3UIVEXTPROC glad_glUniform3uivEXT; +#define glUniform3uivEXT glad_glUniform3uivEXT +typedef void (APIENTRYP PFNGLUNIFORM4UIVEXTPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM4UIVEXTPROC glad_glUniform4uivEXT; +#define glUniform4uivEXT glad_glUniform4uivEXT +#endif +#ifndef GL_EXT_histogram +#define GL_EXT_histogram 1 +GLAPI int GLAD_GL_EXT_histogram; +typedef void (APIENTRYP PFNGLGETHISTOGRAMEXTPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI PFNGLGETHISTOGRAMEXTPROC glad_glGetHistogramEXT; +#define glGetHistogramEXT glad_glGetHistogramEXT +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVEXTPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETHISTOGRAMPARAMETERFVEXTPROC glad_glGetHistogramParameterfvEXT; +#define glGetHistogramParameterfvEXT glad_glGetHistogramParameterfvEXT +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETHISTOGRAMPARAMETERIVEXTPROC glad_glGetHistogramParameterivEXT; +#define glGetHistogramParameterivEXT glad_glGetHistogramParameterivEXT +typedef void (APIENTRYP PFNGLGETMINMAXEXTPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI PFNGLGETMINMAXEXTPROC glad_glGetMinmaxEXT; +#define glGetMinmaxEXT glad_glGetMinmaxEXT +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVEXTPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMINMAXPARAMETERFVEXTPROC glad_glGetMinmaxParameterfvEXT; +#define glGetMinmaxParameterfvEXT glad_glGetMinmaxParameterfvEXT +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETMINMAXPARAMETERIVEXTPROC glad_glGetMinmaxParameterivEXT; +#define glGetMinmaxParameterivEXT glad_glGetMinmaxParameterivEXT +typedef void (APIENTRYP PFNGLHISTOGRAMEXTPROC)(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +GLAPI PFNGLHISTOGRAMEXTPROC glad_glHistogramEXT; +#define glHistogramEXT glad_glHistogramEXT +typedef void (APIENTRYP PFNGLMINMAXEXTPROC)(GLenum target, GLenum internalformat, GLboolean sink); +GLAPI PFNGLMINMAXEXTPROC glad_glMinmaxEXT; +#define glMinmaxEXT glad_glMinmaxEXT +typedef void (APIENTRYP PFNGLRESETHISTOGRAMEXTPROC)(GLenum target); +GLAPI PFNGLRESETHISTOGRAMEXTPROC glad_glResetHistogramEXT; +#define glResetHistogramEXT glad_glResetHistogramEXT +typedef void (APIENTRYP PFNGLRESETMINMAXEXTPROC)(GLenum target); +GLAPI PFNGLRESETMINMAXEXTPROC glad_glResetMinmaxEXT; +#define glResetMinmaxEXT glad_glResetMinmaxEXT +#endif +#ifndef GL_EXT_index_array_formats +#define GL_EXT_index_array_formats 1 +GLAPI int GLAD_GL_EXT_index_array_formats; +#endif +#ifndef GL_EXT_index_func +#define GL_EXT_index_func 1 +GLAPI int GLAD_GL_EXT_index_func; +typedef void (APIENTRYP PFNGLINDEXFUNCEXTPROC)(GLenum func, GLclampf ref); +GLAPI PFNGLINDEXFUNCEXTPROC glad_glIndexFuncEXT; +#define glIndexFuncEXT glad_glIndexFuncEXT +#endif +#ifndef GL_EXT_index_material +#define GL_EXT_index_material 1 +GLAPI int GLAD_GL_EXT_index_material; +typedef void (APIENTRYP PFNGLINDEXMATERIALEXTPROC)(GLenum face, GLenum mode); +GLAPI PFNGLINDEXMATERIALEXTPROC glad_glIndexMaterialEXT; +#define glIndexMaterialEXT glad_glIndexMaterialEXT +#endif +#ifndef GL_EXT_index_texture +#define GL_EXT_index_texture 1 +GLAPI int GLAD_GL_EXT_index_texture; +#endif +#ifndef GL_EXT_light_texture +#define GL_EXT_light_texture 1 +GLAPI int GLAD_GL_EXT_light_texture; +typedef void (APIENTRYP PFNGLAPPLYTEXTUREEXTPROC)(GLenum mode); +GLAPI PFNGLAPPLYTEXTUREEXTPROC glad_glApplyTextureEXT; +#define glApplyTextureEXT glad_glApplyTextureEXT +typedef void (APIENTRYP PFNGLTEXTURELIGHTEXTPROC)(GLenum pname); +GLAPI PFNGLTEXTURELIGHTEXTPROC glad_glTextureLightEXT; +#define glTextureLightEXT glad_glTextureLightEXT +typedef void (APIENTRYP PFNGLTEXTUREMATERIALEXTPROC)(GLenum face, GLenum mode); +GLAPI PFNGLTEXTUREMATERIALEXTPROC glad_glTextureMaterialEXT; +#define glTextureMaterialEXT glad_glTextureMaterialEXT +#endif +#ifndef GL_EXT_memory_object +#define GL_EXT_memory_object 1 +GLAPI int GLAD_GL_EXT_memory_object; +typedef void (APIENTRYP PFNGLGETUNSIGNEDBYTEVEXTPROC)(GLenum pname, GLubyte *data); +GLAPI PFNGLGETUNSIGNEDBYTEVEXTPROC glad_glGetUnsignedBytevEXT; +#define glGetUnsignedBytevEXT glad_glGetUnsignedBytevEXT +typedef void (APIENTRYP PFNGLGETUNSIGNEDBYTEI_VEXTPROC)(GLenum target, GLuint index, GLubyte *data); +GLAPI PFNGLGETUNSIGNEDBYTEI_VEXTPROC glad_glGetUnsignedBytei_vEXT; +#define glGetUnsignedBytei_vEXT glad_glGetUnsignedBytei_vEXT +typedef void (APIENTRYP PFNGLDELETEMEMORYOBJECTSEXTPROC)(GLsizei n, const GLuint *memoryObjects); +GLAPI PFNGLDELETEMEMORYOBJECTSEXTPROC glad_glDeleteMemoryObjectsEXT; +#define glDeleteMemoryObjectsEXT glad_glDeleteMemoryObjectsEXT +typedef GLboolean (APIENTRYP PFNGLISMEMORYOBJECTEXTPROC)(GLuint memoryObject); +GLAPI PFNGLISMEMORYOBJECTEXTPROC glad_glIsMemoryObjectEXT; +#define glIsMemoryObjectEXT glad_glIsMemoryObjectEXT +typedef void (APIENTRYP PFNGLCREATEMEMORYOBJECTSEXTPROC)(GLsizei n, GLuint *memoryObjects); +GLAPI PFNGLCREATEMEMORYOBJECTSEXTPROC glad_glCreateMemoryObjectsEXT; +#define glCreateMemoryObjectsEXT glad_glCreateMemoryObjectsEXT +typedef void (APIENTRYP PFNGLMEMORYOBJECTPARAMETERIVEXTPROC)(GLuint memoryObject, GLenum pname, const GLint *params); +GLAPI PFNGLMEMORYOBJECTPARAMETERIVEXTPROC glad_glMemoryObjectParameterivEXT; +#define glMemoryObjectParameterivEXT glad_glMemoryObjectParameterivEXT +typedef void (APIENTRYP PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC)(GLuint memoryObject, GLenum pname, GLint *params); +GLAPI PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC glad_glGetMemoryObjectParameterivEXT; +#define glGetMemoryObjectParameterivEXT glad_glGetMemoryObjectParameterivEXT +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM2DEXTPROC)(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXSTORAGEMEM2DEXTPROC glad_glTexStorageMem2DEXT; +#define glTexStorageMem2DEXT glad_glTexStorageMem2DEXT +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC glad_glTexStorageMem2DMultisampleEXT; +#define glTexStorageMem2DMultisampleEXT glad_glTexStorageMem2DMultisampleEXT +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM3DEXTPROC)(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXSTORAGEMEM3DEXTPROC glad_glTexStorageMem3DEXT; +#define glTexStorageMem3DEXT glad_glTexStorageMem3DEXT +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC glad_glTexStorageMem3DMultisampleEXT; +#define glTexStorageMem3DMultisampleEXT glad_glTexStorageMem3DMultisampleEXT +typedef void (APIENTRYP PFNGLBUFFERSTORAGEMEMEXTPROC)(GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +GLAPI PFNGLBUFFERSTORAGEMEMEXTPROC glad_glBufferStorageMemEXT; +#define glBufferStorageMemEXT glad_glBufferStorageMemEXT +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM2DEXTPROC)(GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXTURESTORAGEMEM2DEXTPROC glad_glTextureStorageMem2DEXT; +#define glTextureStorageMem2DEXT glad_glTextureStorageMem2DEXT +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC)(GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC glad_glTextureStorageMem2DMultisampleEXT; +#define glTextureStorageMem2DMultisampleEXT glad_glTextureStorageMem2DMultisampleEXT +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM3DEXTPROC)(GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXTURESTORAGEMEM3DEXTPROC glad_glTextureStorageMem3DEXT; +#define glTextureStorageMem3DEXT glad_glTextureStorageMem3DEXT +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC)(GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC glad_glTextureStorageMem3DMultisampleEXT; +#define glTextureStorageMem3DMultisampleEXT glad_glTextureStorageMem3DMultisampleEXT +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC)(GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +GLAPI PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC glad_glNamedBufferStorageMemEXT; +#define glNamedBufferStorageMemEXT glad_glNamedBufferStorageMemEXT +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM1DEXTPROC)(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXSTORAGEMEM1DEXTPROC glad_glTexStorageMem1DEXT; +#define glTexStorageMem1DEXT glad_glTexStorageMem1DEXT +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM1DEXTPROC)(GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXTURESTORAGEMEM1DEXTPROC glad_glTextureStorageMem1DEXT; +#define glTextureStorageMem1DEXT glad_glTextureStorageMem1DEXT +#endif +#ifndef GL_EXT_memory_object_fd +#define GL_EXT_memory_object_fd 1 +GLAPI int GLAD_GL_EXT_memory_object_fd; +typedef void (APIENTRYP PFNGLIMPORTMEMORYFDEXTPROC)(GLuint memory, GLuint64 size, GLenum handleType, GLint fd); +GLAPI PFNGLIMPORTMEMORYFDEXTPROC glad_glImportMemoryFdEXT; +#define glImportMemoryFdEXT glad_glImportMemoryFdEXT +#endif +#ifndef GL_EXT_memory_object_win32 +#define GL_EXT_memory_object_win32 1 +GLAPI int GLAD_GL_EXT_memory_object_win32; +typedef void (APIENTRYP PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC)(GLuint memory, GLuint64 size, GLenum handleType, void *handle); +GLAPI PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC glad_glImportMemoryWin32HandleEXT; +#define glImportMemoryWin32HandleEXT glad_glImportMemoryWin32HandleEXT +typedef void (APIENTRYP PFNGLIMPORTMEMORYWIN32NAMEEXTPROC)(GLuint memory, GLuint64 size, GLenum handleType, const void *name); +GLAPI PFNGLIMPORTMEMORYWIN32NAMEEXTPROC glad_glImportMemoryWin32NameEXT; +#define glImportMemoryWin32NameEXT glad_glImportMemoryWin32NameEXT +#endif +#ifndef GL_EXT_misc_attribute +#define GL_EXT_misc_attribute 1 +GLAPI int GLAD_GL_EXT_misc_attribute; +#endif +#ifndef GL_EXT_multi_draw_arrays +#define GL_EXT_multi_draw_arrays 1 +GLAPI int GLAD_GL_EXT_multi_draw_arrays; +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +GLAPI PFNGLMULTIDRAWARRAYSEXTPROC glad_glMultiDrawArraysEXT; +#define glMultiDrawArraysEXT glad_glMultiDrawArraysEXT +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); +GLAPI PFNGLMULTIDRAWELEMENTSEXTPROC glad_glMultiDrawElementsEXT; +#define glMultiDrawElementsEXT glad_glMultiDrawElementsEXT +#endif +#ifndef GL_EXT_multisample +#define GL_EXT_multisample 1 +GLAPI int GLAD_GL_EXT_multisample; +typedef void (APIENTRYP PFNGLSAMPLEMASKEXTPROC)(GLclampf value, GLboolean invert); +GLAPI PFNGLSAMPLEMASKEXTPROC glad_glSampleMaskEXT; +#define glSampleMaskEXT glad_glSampleMaskEXT +typedef void (APIENTRYP PFNGLSAMPLEPATTERNEXTPROC)(GLenum pattern); +GLAPI PFNGLSAMPLEPATTERNEXTPROC glad_glSamplePatternEXT; +#define glSamplePatternEXT glad_glSamplePatternEXT +#endif +#ifndef GL_EXT_multiview_tessellation_geometry_shader +#define GL_EXT_multiview_tessellation_geometry_shader 1 +GLAPI int GLAD_GL_EXT_multiview_tessellation_geometry_shader; +#endif +#ifndef GL_EXT_multiview_texture_multisample +#define GL_EXT_multiview_texture_multisample 1 +GLAPI int GLAD_GL_EXT_multiview_texture_multisample; +#endif +#ifndef GL_EXT_multiview_timer_query +#define GL_EXT_multiview_timer_query 1 +GLAPI int GLAD_GL_EXT_multiview_timer_query; +#endif +#ifndef GL_EXT_packed_depth_stencil +#define GL_EXT_packed_depth_stencil 1 +GLAPI int GLAD_GL_EXT_packed_depth_stencil; +#endif +#ifndef GL_EXT_packed_float +#define GL_EXT_packed_float 1 +GLAPI int GLAD_GL_EXT_packed_float; +#endif +#ifndef GL_EXT_packed_pixels +#define GL_EXT_packed_pixels 1 +GLAPI int GLAD_GL_EXT_packed_pixels; +#endif +#ifndef GL_EXT_paletted_texture +#define GL_EXT_paletted_texture 1 +GLAPI int GLAD_GL_EXT_paletted_texture; +typedef void (APIENTRYP PFNGLCOLORTABLEEXTPROC)(GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *table); +GLAPI PFNGLCOLORTABLEEXTPROC glad_glColorTableEXT; +#define glColorTableEXT glad_glColorTableEXT +typedef void (APIENTRYP PFNGLGETCOLORTABLEEXTPROC)(GLenum target, GLenum format, GLenum type, void *data); +GLAPI PFNGLGETCOLORTABLEEXTPROC glad_glGetColorTableEXT; +#define glGetColorTableEXT glad_glGetColorTableEXT +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETCOLORTABLEPARAMETERIVEXTPROC glad_glGetColorTableParameterivEXT; +#define glGetColorTableParameterivEXT glad_glGetColorTableParameterivEXT +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVEXTPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETCOLORTABLEPARAMETERFVEXTPROC glad_glGetColorTableParameterfvEXT; +#define glGetColorTableParameterfvEXT glad_glGetColorTableParameterfvEXT +#endif +#ifndef GL_EXT_pixel_buffer_object +#define GL_EXT_pixel_buffer_object 1 +GLAPI int GLAD_GL_EXT_pixel_buffer_object; +#endif +#ifndef GL_EXT_pixel_transform +#define GL_EXT_pixel_transform 1 +GLAPI int GLAD_GL_EXT_pixel_transform; +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIEXTPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLPIXELTRANSFORMPARAMETERIEXTPROC glad_glPixelTransformParameteriEXT; +#define glPixelTransformParameteriEXT glad_glPixelTransformParameteriEXT +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFEXTPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLPIXELTRANSFORMPARAMETERFEXTPROC glad_glPixelTransformParameterfEXT; +#define glPixelTransformParameterfEXT glad_glPixelTransformParameterfEXT +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC glad_glPixelTransformParameterivEXT; +#define glPixelTransformParameterivEXT glad_glPixelTransformParameterivEXT +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC glad_glPixelTransformParameterfvEXT; +#define glPixelTransformParameterfvEXT glad_glPixelTransformParameterfvEXT +typedef void (APIENTRYP PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC glad_glGetPixelTransformParameterivEXT; +#define glGetPixelTransformParameterivEXT glad_glGetPixelTransformParameterivEXT +typedef void (APIENTRYP PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC glad_glGetPixelTransformParameterfvEXT; +#define glGetPixelTransformParameterfvEXT glad_glGetPixelTransformParameterfvEXT +#endif +#ifndef GL_EXT_pixel_transform_color_table +#define GL_EXT_pixel_transform_color_table 1 +GLAPI int GLAD_GL_EXT_pixel_transform_color_table; +#endif +#ifndef GL_EXT_point_parameters +#define GL_EXT_point_parameters 1 +GLAPI int GLAD_GL_EXT_point_parameters; +typedef void (APIENTRYP PFNGLPOINTPARAMETERFEXTPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPOINTPARAMETERFEXTPROC glad_glPointParameterfEXT; +#define glPointParameterfEXT glad_glPointParameterfEXT +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVEXTPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLPOINTPARAMETERFVEXTPROC glad_glPointParameterfvEXT; +#define glPointParameterfvEXT glad_glPointParameterfvEXT +#endif +#ifndef GL_EXT_polygon_offset +#define GL_EXT_polygon_offset 1 +GLAPI int GLAD_GL_EXT_polygon_offset; +typedef void (APIENTRYP PFNGLPOLYGONOFFSETEXTPROC)(GLfloat factor, GLfloat bias); +GLAPI PFNGLPOLYGONOFFSETEXTPROC glad_glPolygonOffsetEXT; +#define glPolygonOffsetEXT glad_glPolygonOffsetEXT +#endif +#ifndef GL_EXT_polygon_offset_clamp +#define GL_EXT_polygon_offset_clamp 1 +GLAPI int GLAD_GL_EXT_polygon_offset_clamp; +typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPEXTPROC)(GLfloat factor, GLfloat units, GLfloat clamp); +GLAPI PFNGLPOLYGONOFFSETCLAMPEXTPROC glad_glPolygonOffsetClampEXT; +#define glPolygonOffsetClampEXT glad_glPolygonOffsetClampEXT +#endif +#ifndef GL_EXT_post_depth_coverage +#define GL_EXT_post_depth_coverage 1 +GLAPI int GLAD_GL_EXT_post_depth_coverage; +#endif +#ifndef GL_EXT_provoking_vertex +#define GL_EXT_provoking_vertex 1 +GLAPI int GLAD_GL_EXT_provoking_vertex; +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXEXTPROC)(GLenum mode); +GLAPI PFNGLPROVOKINGVERTEXEXTPROC glad_glProvokingVertexEXT; +#define glProvokingVertexEXT glad_glProvokingVertexEXT +#endif +#ifndef GL_EXT_raster_multisample +#define GL_EXT_raster_multisample 1 +GLAPI int GLAD_GL_EXT_raster_multisample; +typedef void (APIENTRYP PFNGLRASTERSAMPLESEXTPROC)(GLuint samples, GLboolean fixedsamplelocations); +GLAPI PFNGLRASTERSAMPLESEXTPROC glad_glRasterSamplesEXT; +#define glRasterSamplesEXT glad_glRasterSamplesEXT +#endif +#ifndef GL_EXT_rescale_normal +#define GL_EXT_rescale_normal 1 +GLAPI int GLAD_GL_EXT_rescale_normal; +#endif +#ifndef GL_EXT_secondary_color +#define GL_EXT_secondary_color 1 +GLAPI int GLAD_GL_EXT_secondary_color; +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BEXTPROC)(GLbyte red, GLbyte green, GLbyte blue); +GLAPI PFNGLSECONDARYCOLOR3BEXTPROC glad_glSecondaryColor3bEXT; +#define glSecondaryColor3bEXT glad_glSecondaryColor3bEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVEXTPROC)(const GLbyte *v); +GLAPI PFNGLSECONDARYCOLOR3BVEXTPROC glad_glSecondaryColor3bvEXT; +#define glSecondaryColor3bvEXT glad_glSecondaryColor3bvEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DEXTPROC)(GLdouble red, GLdouble green, GLdouble blue); +GLAPI PFNGLSECONDARYCOLOR3DEXTPROC glad_glSecondaryColor3dEXT; +#define glSecondaryColor3dEXT glad_glSecondaryColor3dEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVEXTPROC)(const GLdouble *v); +GLAPI PFNGLSECONDARYCOLOR3DVEXTPROC glad_glSecondaryColor3dvEXT; +#define glSecondaryColor3dvEXT glad_glSecondaryColor3dvEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FEXTPROC)(GLfloat red, GLfloat green, GLfloat blue); +GLAPI PFNGLSECONDARYCOLOR3FEXTPROC glad_glSecondaryColor3fEXT; +#define glSecondaryColor3fEXT glad_glSecondaryColor3fEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVEXTPROC)(const GLfloat *v); +GLAPI PFNGLSECONDARYCOLOR3FVEXTPROC glad_glSecondaryColor3fvEXT; +#define glSecondaryColor3fvEXT glad_glSecondaryColor3fvEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IEXTPROC)(GLint red, GLint green, GLint blue); +GLAPI PFNGLSECONDARYCOLOR3IEXTPROC glad_glSecondaryColor3iEXT; +#define glSecondaryColor3iEXT glad_glSecondaryColor3iEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVEXTPROC)(const GLint *v); +GLAPI PFNGLSECONDARYCOLOR3IVEXTPROC glad_glSecondaryColor3ivEXT; +#define glSecondaryColor3ivEXT glad_glSecondaryColor3ivEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SEXTPROC)(GLshort red, GLshort green, GLshort blue); +GLAPI PFNGLSECONDARYCOLOR3SEXTPROC glad_glSecondaryColor3sEXT; +#define glSecondaryColor3sEXT glad_glSecondaryColor3sEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVEXTPROC)(const GLshort *v); +GLAPI PFNGLSECONDARYCOLOR3SVEXTPROC glad_glSecondaryColor3svEXT; +#define glSecondaryColor3svEXT glad_glSecondaryColor3svEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBEXTPROC)(GLubyte red, GLubyte green, GLubyte blue); +GLAPI PFNGLSECONDARYCOLOR3UBEXTPROC glad_glSecondaryColor3ubEXT; +#define glSecondaryColor3ubEXT glad_glSecondaryColor3ubEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVEXTPROC)(const GLubyte *v); +GLAPI PFNGLSECONDARYCOLOR3UBVEXTPROC glad_glSecondaryColor3ubvEXT; +#define glSecondaryColor3ubvEXT glad_glSecondaryColor3ubvEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIEXTPROC)(GLuint red, GLuint green, GLuint blue); +GLAPI PFNGLSECONDARYCOLOR3UIEXTPROC glad_glSecondaryColor3uiEXT; +#define glSecondaryColor3uiEXT glad_glSecondaryColor3uiEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVEXTPROC)(const GLuint *v); +GLAPI PFNGLSECONDARYCOLOR3UIVEXTPROC glad_glSecondaryColor3uivEXT; +#define glSecondaryColor3uivEXT glad_glSecondaryColor3uivEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USEXTPROC)(GLushort red, GLushort green, GLushort blue); +GLAPI PFNGLSECONDARYCOLOR3USEXTPROC glad_glSecondaryColor3usEXT; +#define glSecondaryColor3usEXT glad_glSecondaryColor3usEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVEXTPROC)(const GLushort *v); +GLAPI PFNGLSECONDARYCOLOR3USVEXTPROC glad_glSecondaryColor3usvEXT; +#define glSecondaryColor3usvEXT glad_glSecondaryColor3usvEXT +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLSECONDARYCOLORPOINTEREXTPROC glad_glSecondaryColorPointerEXT; +#define glSecondaryColorPointerEXT glad_glSecondaryColorPointerEXT +#endif +#ifndef GL_EXT_semaphore +#define GL_EXT_semaphore 1 +GLAPI int GLAD_GL_EXT_semaphore; +typedef void (APIENTRYP PFNGLGENSEMAPHORESEXTPROC)(GLsizei n, GLuint *semaphores); +GLAPI PFNGLGENSEMAPHORESEXTPROC glad_glGenSemaphoresEXT; +#define glGenSemaphoresEXT glad_glGenSemaphoresEXT +typedef void (APIENTRYP PFNGLDELETESEMAPHORESEXTPROC)(GLsizei n, const GLuint *semaphores); +GLAPI PFNGLDELETESEMAPHORESEXTPROC glad_glDeleteSemaphoresEXT; +#define glDeleteSemaphoresEXT glad_glDeleteSemaphoresEXT +typedef GLboolean (APIENTRYP PFNGLISSEMAPHOREEXTPROC)(GLuint semaphore); +GLAPI PFNGLISSEMAPHOREEXTPROC glad_glIsSemaphoreEXT; +#define glIsSemaphoreEXT glad_glIsSemaphoreEXT +typedef void (APIENTRYP PFNGLSEMAPHOREPARAMETERUI64VEXTPROC)(GLuint semaphore, GLenum pname, const GLuint64 *params); +GLAPI PFNGLSEMAPHOREPARAMETERUI64VEXTPROC glad_glSemaphoreParameterui64vEXT; +#define glSemaphoreParameterui64vEXT glad_glSemaphoreParameterui64vEXT +typedef void (APIENTRYP PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC)(GLuint semaphore, GLenum pname, GLuint64 *params); +GLAPI PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC glad_glGetSemaphoreParameterui64vEXT; +#define glGetSemaphoreParameterui64vEXT glad_glGetSemaphoreParameterui64vEXT +typedef void (APIENTRYP PFNGLWAITSEMAPHOREEXTPROC)(GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); +GLAPI PFNGLWAITSEMAPHOREEXTPROC glad_glWaitSemaphoreEXT; +#define glWaitSemaphoreEXT glad_glWaitSemaphoreEXT +typedef void (APIENTRYP PFNGLSIGNALSEMAPHOREEXTPROC)(GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); +GLAPI PFNGLSIGNALSEMAPHOREEXTPROC glad_glSignalSemaphoreEXT; +#define glSignalSemaphoreEXT glad_glSignalSemaphoreEXT +#endif +#ifndef GL_EXT_semaphore_fd +#define GL_EXT_semaphore_fd 1 +GLAPI int GLAD_GL_EXT_semaphore_fd; +typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREFDEXTPROC)(GLuint semaphore, GLenum handleType, GLint fd); +GLAPI PFNGLIMPORTSEMAPHOREFDEXTPROC glad_glImportSemaphoreFdEXT; +#define glImportSemaphoreFdEXT glad_glImportSemaphoreFdEXT +#endif +#ifndef GL_EXT_semaphore_win32 +#define GL_EXT_semaphore_win32 1 +GLAPI int GLAD_GL_EXT_semaphore_win32; +typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC)(GLuint semaphore, GLenum handleType, void *handle); +GLAPI PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC glad_glImportSemaphoreWin32HandleEXT; +#define glImportSemaphoreWin32HandleEXT glad_glImportSemaphoreWin32HandleEXT +typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC)(GLuint semaphore, GLenum handleType, const void *name); +GLAPI PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC glad_glImportSemaphoreWin32NameEXT; +#define glImportSemaphoreWin32NameEXT glad_glImportSemaphoreWin32NameEXT +#endif +#ifndef GL_EXT_separate_shader_objects +#define GL_EXT_separate_shader_objects 1 +GLAPI int GLAD_GL_EXT_separate_shader_objects; +typedef void (APIENTRYP PFNGLUSESHADERPROGRAMEXTPROC)(GLenum type, GLuint program); +GLAPI PFNGLUSESHADERPROGRAMEXTPROC glad_glUseShaderProgramEXT; +#define glUseShaderProgramEXT glad_glUseShaderProgramEXT +typedef void (APIENTRYP PFNGLACTIVEPROGRAMEXTPROC)(GLuint program); +GLAPI PFNGLACTIVEPROGRAMEXTPROC glad_glActiveProgramEXT; +#define glActiveProgramEXT glad_glActiveProgramEXT +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMEXTPROC)(GLenum type, const GLchar *string); +GLAPI PFNGLCREATESHADERPROGRAMEXTPROC glad_glCreateShaderProgramEXT; +#define glCreateShaderProgramEXT glad_glCreateShaderProgramEXT +typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMEXTPROC)(GLuint pipeline, GLuint program); +GLAPI PFNGLACTIVESHADERPROGRAMEXTPROC glad_glActiveShaderProgramEXT; +#define glActiveShaderProgramEXT glad_glActiveShaderProgramEXT +typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEEXTPROC)(GLuint pipeline); +GLAPI PFNGLBINDPROGRAMPIPELINEEXTPROC glad_glBindProgramPipelineEXT; +#define glBindProgramPipelineEXT glad_glBindProgramPipelineEXT +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVEXTPROC)(GLenum type, GLsizei count, const GLchar **strings); +GLAPI PFNGLCREATESHADERPROGRAMVEXTPROC glad_glCreateShaderProgramvEXT; +#define glCreateShaderProgramvEXT glad_glCreateShaderProgramvEXT +typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESEXTPROC)(GLsizei n, const GLuint *pipelines); +GLAPI PFNGLDELETEPROGRAMPIPELINESEXTPROC glad_glDeleteProgramPipelinesEXT; +#define glDeleteProgramPipelinesEXT glad_glDeleteProgramPipelinesEXT +typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESEXTPROC)(GLsizei n, GLuint *pipelines); +GLAPI PFNGLGENPROGRAMPIPELINESEXTPROC glad_glGenProgramPipelinesEXT; +#define glGenProgramPipelinesEXT glad_glGenProgramPipelinesEXT +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGEXTPROC)(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMPIPELINEINFOLOGEXTPROC glad_glGetProgramPipelineInfoLogEXT; +#define glGetProgramPipelineInfoLogEXT glad_glGetProgramPipelineInfoLogEXT +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVEXTPROC)(GLuint pipeline, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMPIPELINEIVEXTPROC glad_glGetProgramPipelineivEXT; +#define glGetProgramPipelineivEXT glad_glGetProgramPipelineivEXT +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEEXTPROC)(GLuint pipeline); +GLAPI PFNGLISPROGRAMPIPELINEEXTPROC glad_glIsProgramPipelineEXT; +#define glIsProgramPipelineEXT glad_glIsProgramPipelineEXT +typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESEXTPROC)(GLuint pipeline, GLbitfield stages, GLuint program); +GLAPI PFNGLUSEPROGRAMSTAGESEXTPROC glad_glUseProgramStagesEXT; +#define glUseProgramStagesEXT glad_glUseProgramStagesEXT +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEEXTPROC)(GLuint pipeline); +GLAPI PFNGLVALIDATEPROGRAMPIPELINEEXTPROC glad_glValidateProgramPipelineEXT; +#define glValidateProgramPipelineEXT glad_glValidateProgramPipelineEXT +#endif +#ifndef GL_EXT_separate_specular_color +#define GL_EXT_separate_specular_color 1 +GLAPI int GLAD_GL_EXT_separate_specular_color; +#endif +#ifndef GL_EXT_shader_framebuffer_fetch +#define GL_EXT_shader_framebuffer_fetch 1 +GLAPI int GLAD_GL_EXT_shader_framebuffer_fetch; +#endif +#ifndef GL_EXT_shader_framebuffer_fetch_non_coherent +#define GL_EXT_shader_framebuffer_fetch_non_coherent 1 +GLAPI int GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent; +typedef void (APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC)(void); +GLAPI PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC glad_glFramebufferFetchBarrierEXT; +#define glFramebufferFetchBarrierEXT glad_glFramebufferFetchBarrierEXT +#endif +#ifndef GL_EXT_shader_image_load_formatted +#define GL_EXT_shader_image_load_formatted 1 +GLAPI int GLAD_GL_EXT_shader_image_load_formatted; +#endif +#ifndef GL_EXT_shader_image_load_store +#define GL_EXT_shader_image_load_store 1 +GLAPI int GLAD_GL_EXT_shader_image_load_store; +typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREEXTPROC)(GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); +GLAPI PFNGLBINDIMAGETEXTUREEXTPROC glad_glBindImageTextureEXT; +#define glBindImageTextureEXT glad_glBindImageTextureEXT +typedef void (APIENTRYP PFNGLMEMORYBARRIEREXTPROC)(GLbitfield barriers); +GLAPI PFNGLMEMORYBARRIEREXTPROC glad_glMemoryBarrierEXT; +#define glMemoryBarrierEXT glad_glMemoryBarrierEXT +#endif +#ifndef GL_EXT_shader_integer_mix +#define GL_EXT_shader_integer_mix 1 +GLAPI int GLAD_GL_EXT_shader_integer_mix; +#endif +#ifndef GL_EXT_shadow_funcs +#define GL_EXT_shadow_funcs 1 +GLAPI int GLAD_GL_EXT_shadow_funcs; +#endif +#ifndef GL_EXT_shared_texture_palette +#define GL_EXT_shared_texture_palette 1 +GLAPI int GLAD_GL_EXT_shared_texture_palette; +#endif +#ifndef GL_EXT_sparse_texture2 +#define GL_EXT_sparse_texture2 1 +GLAPI int GLAD_GL_EXT_sparse_texture2; +#endif +#ifndef GL_EXT_stencil_clear_tag +#define GL_EXT_stencil_clear_tag 1 +GLAPI int GLAD_GL_EXT_stencil_clear_tag; +typedef void (APIENTRYP PFNGLSTENCILCLEARTAGEXTPROC)(GLsizei stencilTagBits, GLuint stencilClearTag); +GLAPI PFNGLSTENCILCLEARTAGEXTPROC glad_glStencilClearTagEXT; +#define glStencilClearTagEXT glad_glStencilClearTagEXT +#endif +#ifndef GL_EXT_stencil_two_side +#define GL_EXT_stencil_two_side 1 +GLAPI int GLAD_GL_EXT_stencil_two_side; +typedef void (APIENTRYP PFNGLACTIVESTENCILFACEEXTPROC)(GLenum face); +GLAPI PFNGLACTIVESTENCILFACEEXTPROC glad_glActiveStencilFaceEXT; +#define glActiveStencilFaceEXT glad_glActiveStencilFaceEXT +#endif +#ifndef GL_EXT_stencil_wrap +#define GL_EXT_stencil_wrap 1 +GLAPI int GLAD_GL_EXT_stencil_wrap; +#endif +#ifndef GL_EXT_subtexture +#define GL_EXT_subtexture 1 +GLAPI int GLAD_GL_EXT_subtexture; +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE1DEXTPROC glad_glTexSubImage1DEXT; +#define glTexSubImage1DEXT glad_glTexSubImage1DEXT +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE2DEXTPROC glad_glTexSubImage2DEXT; +#define glTexSubImage2DEXT glad_glTexSubImage2DEXT +#endif +#ifndef GL_EXT_texture +#define GL_EXT_texture 1 +GLAPI int GLAD_GL_EXT_texture; +#endif +#ifndef GL_EXT_texture3D +#define GL_EXT_texture3D 1 +GLAPI int GLAD_GL_EXT_texture3D; +typedef void (APIENTRYP PFNGLTEXIMAGE3DEXTPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE3DEXTPROC glad_glTexImage3DEXT; +#define glTexImage3DEXT glad_glTexImage3DEXT +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE3DEXTPROC glad_glTexSubImage3DEXT; +#define glTexSubImage3DEXT glad_glTexSubImage3DEXT +#endif +#ifndef GL_EXT_texture_array +#define GL_EXT_texture_array 1 +GLAPI int GLAD_GL_EXT_texture_array; +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC glad_glFramebufferTextureLayerEXT; +#define glFramebufferTextureLayerEXT glad_glFramebufferTextureLayerEXT +#endif +#ifndef GL_EXT_texture_buffer_object +#define GL_EXT_texture_buffer_object 1 +GLAPI int GLAD_GL_EXT_texture_buffer_object; +typedef void (APIENTRYP PFNGLTEXBUFFEREXTPROC)(GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXBUFFEREXTPROC glad_glTexBufferEXT; +#define glTexBufferEXT glad_glTexBufferEXT +#endif +#ifndef GL_EXT_texture_compression_latc +#define GL_EXT_texture_compression_latc 1 +GLAPI int GLAD_GL_EXT_texture_compression_latc; +#endif +#ifndef GL_EXT_texture_compression_rgtc +#define GL_EXT_texture_compression_rgtc 1 +GLAPI int GLAD_GL_EXT_texture_compression_rgtc; +#endif +#ifndef GL_EXT_texture_compression_s3tc +#define GL_EXT_texture_compression_s3tc 1 +GLAPI int GLAD_GL_EXT_texture_compression_s3tc; +#endif +#ifndef GL_EXT_texture_cube_map +#define GL_EXT_texture_cube_map 1 +GLAPI int GLAD_GL_EXT_texture_cube_map; +#endif +#ifndef GL_EXT_texture_env_add +#define GL_EXT_texture_env_add 1 +GLAPI int GLAD_GL_EXT_texture_env_add; +#endif +#ifndef GL_EXT_texture_env_combine +#define GL_EXT_texture_env_combine 1 +GLAPI int GLAD_GL_EXT_texture_env_combine; +#endif +#ifndef GL_EXT_texture_env_dot3 +#define GL_EXT_texture_env_dot3 1 +GLAPI int GLAD_GL_EXT_texture_env_dot3; +#endif +#ifndef GL_EXT_texture_filter_anisotropic +#define GL_EXT_texture_filter_anisotropic 1 +GLAPI int GLAD_GL_EXT_texture_filter_anisotropic; +#endif +#ifndef GL_EXT_texture_filter_minmax +#define GL_EXT_texture_filter_minmax 1 +GLAPI int GLAD_GL_EXT_texture_filter_minmax; +#endif +#ifndef GL_EXT_texture_integer +#define GL_EXT_texture_integer 1 +GLAPI int GLAD_GL_EXT_texture_integer; +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVEXTPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIIVEXTPROC glad_glTexParameterIivEXT; +#define glTexParameterIivEXT glad_glTexParameterIivEXT +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVEXTPROC)(GLenum target, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXPARAMETERIUIVEXTPROC glad_glTexParameterIuivEXT; +#define glTexParameterIuivEXT glad_glTexParameterIuivEXT +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVEXTPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIIVEXTPROC glad_glGetTexParameterIivEXT; +#define glGetTexParameterIivEXT glad_glGetTexParameterIivEXT +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVEXTPROC)(GLenum target, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXPARAMETERIUIVEXTPROC glad_glGetTexParameterIuivEXT; +#define glGetTexParameterIuivEXT glad_glGetTexParameterIuivEXT +typedef void (APIENTRYP PFNGLCLEARCOLORIIEXTPROC)(GLint red, GLint green, GLint blue, GLint alpha); +GLAPI PFNGLCLEARCOLORIIEXTPROC glad_glClearColorIiEXT; +#define glClearColorIiEXT glad_glClearColorIiEXT +typedef void (APIENTRYP PFNGLCLEARCOLORIUIEXTPROC)(GLuint red, GLuint green, GLuint blue, GLuint alpha); +GLAPI PFNGLCLEARCOLORIUIEXTPROC glad_glClearColorIuiEXT; +#define glClearColorIuiEXT glad_glClearColorIuiEXT +#endif +#ifndef GL_EXT_texture_lod_bias +#define GL_EXT_texture_lod_bias 1 +GLAPI int GLAD_GL_EXT_texture_lod_bias; +#endif +#ifndef GL_EXT_texture_mirror_clamp +#define GL_EXT_texture_mirror_clamp 1 +GLAPI int GLAD_GL_EXT_texture_mirror_clamp; +#endif +#ifndef GL_EXT_texture_object +#define GL_EXT_texture_object 1 +GLAPI int GLAD_GL_EXT_texture_object; +typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTEXTPROC)(GLsizei n, const GLuint *textures, GLboolean *residences); +GLAPI PFNGLARETEXTURESRESIDENTEXTPROC glad_glAreTexturesResidentEXT; +#define glAreTexturesResidentEXT glad_glAreTexturesResidentEXT +typedef void (APIENTRYP PFNGLBINDTEXTUREEXTPROC)(GLenum target, GLuint texture); +GLAPI PFNGLBINDTEXTUREEXTPROC glad_glBindTextureEXT; +#define glBindTextureEXT glad_glBindTextureEXT +typedef void (APIENTRYP PFNGLDELETETEXTURESEXTPROC)(GLsizei n, const GLuint *textures); +GLAPI PFNGLDELETETEXTURESEXTPROC glad_glDeleteTexturesEXT; +#define glDeleteTexturesEXT glad_glDeleteTexturesEXT +typedef void (APIENTRYP PFNGLGENTEXTURESEXTPROC)(GLsizei n, GLuint *textures); +GLAPI PFNGLGENTEXTURESEXTPROC glad_glGenTexturesEXT; +#define glGenTexturesEXT glad_glGenTexturesEXT +typedef GLboolean (APIENTRYP PFNGLISTEXTUREEXTPROC)(GLuint texture); +GLAPI PFNGLISTEXTUREEXTPROC glad_glIsTextureEXT; +#define glIsTextureEXT glad_glIsTextureEXT +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESEXTPROC)(GLsizei n, const GLuint *textures, const GLclampf *priorities); +GLAPI PFNGLPRIORITIZETEXTURESEXTPROC glad_glPrioritizeTexturesEXT; +#define glPrioritizeTexturesEXT glad_glPrioritizeTexturesEXT +#endif +#ifndef GL_EXT_texture_perturb_normal +#define GL_EXT_texture_perturb_normal 1 +GLAPI int GLAD_GL_EXT_texture_perturb_normal; +typedef void (APIENTRYP PFNGLTEXTURENORMALEXTPROC)(GLenum mode); +GLAPI PFNGLTEXTURENORMALEXTPROC glad_glTextureNormalEXT; +#define glTextureNormalEXT glad_glTextureNormalEXT +#endif +#ifndef GL_EXT_texture_sRGB +#define GL_EXT_texture_sRGB 1 +GLAPI int GLAD_GL_EXT_texture_sRGB; +#endif +#ifndef GL_EXT_texture_sRGB_R8 +#define GL_EXT_texture_sRGB_R8 1 +GLAPI int GLAD_GL_EXT_texture_sRGB_R8; +#endif +#ifndef GL_EXT_texture_sRGB_decode +#define GL_EXT_texture_sRGB_decode 1 +GLAPI int GLAD_GL_EXT_texture_sRGB_decode; +#endif +#ifndef GL_EXT_texture_shadow_lod +#define GL_EXT_texture_shadow_lod 1 +GLAPI int GLAD_GL_EXT_texture_shadow_lod; +#endif +#ifndef GL_EXT_texture_shared_exponent +#define GL_EXT_texture_shared_exponent 1 +GLAPI int GLAD_GL_EXT_texture_shared_exponent; +#endif +#ifndef GL_EXT_texture_snorm +#define GL_EXT_texture_snorm 1 +GLAPI int GLAD_GL_EXT_texture_snorm; +#endif +#ifndef GL_EXT_texture_swizzle +#define GL_EXT_texture_swizzle 1 +GLAPI int GLAD_GL_EXT_texture_swizzle; +#endif +#ifndef GL_EXT_timer_query +#define GL_EXT_timer_query 1 +GLAPI int GLAD_GL_EXT_timer_query; +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VEXTPROC)(GLuint id, GLenum pname, GLint64 *params); +GLAPI PFNGLGETQUERYOBJECTI64VEXTPROC glad_glGetQueryObjecti64vEXT; +#define glGetQueryObjecti64vEXT glad_glGetQueryObjecti64vEXT +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VEXTPROC)(GLuint id, GLenum pname, GLuint64 *params); +GLAPI PFNGLGETQUERYOBJECTUI64VEXTPROC glad_glGetQueryObjectui64vEXT; +#define glGetQueryObjectui64vEXT glad_glGetQueryObjectui64vEXT +#endif +#ifndef GL_EXT_transform_feedback +#define GL_EXT_transform_feedback 1 +GLAPI int GLAD_GL_EXT_transform_feedback; +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKEXTPROC)(GLenum primitiveMode); +GLAPI PFNGLBEGINTRANSFORMFEEDBACKEXTPROC glad_glBeginTransformFeedbackEXT; +#define glBeginTransformFeedbackEXT glad_glBeginTransformFeedbackEXT +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKEXTPROC)(void); +GLAPI PFNGLENDTRANSFORMFEEDBACKEXTPROC glad_glEndTransformFeedbackEXT; +#define glEndTransformFeedbackEXT glad_glEndTransformFeedbackEXT +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEEXTPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLBINDBUFFERRANGEEXTPROC glad_glBindBufferRangeEXT; +#define glBindBufferRangeEXT glad_glBindBufferRangeEXT +typedef void (APIENTRYP PFNGLBINDBUFFEROFFSETEXTPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset); +GLAPI PFNGLBINDBUFFEROFFSETEXTPROC glad_glBindBufferOffsetEXT; +#define glBindBufferOffsetEXT glad_glBindBufferOffsetEXT +typedef void (APIENTRYP PFNGLBINDBUFFERBASEEXTPROC)(GLenum target, GLuint index, GLuint buffer); +GLAPI PFNGLBINDBUFFERBASEEXTPROC glad_glBindBufferBaseEXT; +#define glBindBufferBaseEXT glad_glBindBufferBaseEXT +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC glad_glTransformFeedbackVaryingsEXT; +#define glTransformFeedbackVaryingsEXT glad_glTransformFeedbackVaryingsEXT +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC glad_glGetTransformFeedbackVaryingEXT; +#define glGetTransformFeedbackVaryingEXT glad_glGetTransformFeedbackVaryingEXT +#endif +#ifndef GL_EXT_vertex_array +#define GL_EXT_vertex_array 1 +GLAPI int GLAD_GL_EXT_vertex_array; +typedef void (APIENTRYP PFNGLARRAYELEMENTEXTPROC)(GLint i); +GLAPI PFNGLARRAYELEMENTEXTPROC glad_glArrayElementEXT; +#define glArrayElementEXT glad_glArrayElementEXT +typedef void (APIENTRYP PFNGLCOLORPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI PFNGLCOLORPOINTEREXTPROC glad_glColorPointerEXT; +#define glColorPointerEXT glad_glColorPointerEXT +typedef void (APIENTRYP PFNGLDRAWARRAYSEXTPROC)(GLenum mode, GLint first, GLsizei count); +GLAPI PFNGLDRAWARRAYSEXTPROC glad_glDrawArraysEXT; +#define glDrawArraysEXT glad_glDrawArraysEXT +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTEREXTPROC)(GLsizei stride, GLsizei count, const GLboolean *pointer); +GLAPI PFNGLEDGEFLAGPOINTEREXTPROC glad_glEdgeFlagPointerEXT; +#define glEdgeFlagPointerEXT glad_glEdgeFlagPointerEXT +typedef void (APIENTRYP PFNGLGETPOINTERVEXTPROC)(GLenum pname, void **params); +GLAPI PFNGLGETPOINTERVEXTPROC glad_glGetPointervEXT; +#define glGetPointervEXT glad_glGetPointervEXT +typedef void (APIENTRYP PFNGLINDEXPOINTEREXTPROC)(GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI PFNGLINDEXPOINTEREXTPROC glad_glIndexPointerEXT; +#define glIndexPointerEXT glad_glIndexPointerEXT +typedef void (APIENTRYP PFNGLNORMALPOINTEREXTPROC)(GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI PFNGLNORMALPOINTEREXTPROC glad_glNormalPointerEXT; +#define glNormalPointerEXT glad_glNormalPointerEXT +typedef void (APIENTRYP PFNGLTEXCOORDPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI PFNGLTEXCOORDPOINTEREXTPROC glad_glTexCoordPointerEXT; +#define glTexCoordPointerEXT glad_glTexCoordPointerEXT +typedef void (APIENTRYP PFNGLVERTEXPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI PFNGLVERTEXPOINTEREXTPROC glad_glVertexPointerEXT; +#define glVertexPointerEXT glad_glVertexPointerEXT +#endif +#ifndef GL_EXT_vertex_array_bgra +#define GL_EXT_vertex_array_bgra 1 +GLAPI int GLAD_GL_EXT_vertex_array_bgra; +#endif +#ifndef GL_EXT_vertex_attrib_64bit +#define GL_EXT_vertex_attrib_64bit 1 +GLAPI int GLAD_GL_EXT_vertex_attrib_64bit; +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DEXTPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIBL1DEXTPROC glad_glVertexAttribL1dEXT; +#define glVertexAttribL1dEXT glad_glVertexAttribL1dEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DEXTPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIBL2DEXTPROC glad_glVertexAttribL2dEXT; +#define glVertexAttribL2dEXT glad_glVertexAttribL2dEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DEXTPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIBL3DEXTPROC glad_glVertexAttribL3dEXT; +#define glVertexAttribL3dEXT glad_glVertexAttribL3dEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DEXTPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIBL4DEXTPROC glad_glVertexAttribL4dEXT; +#define glVertexAttribL4dEXT glad_glVertexAttribL4dEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVEXTPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL1DVEXTPROC glad_glVertexAttribL1dvEXT; +#define glVertexAttribL1dvEXT glad_glVertexAttribL1dvEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVEXTPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL2DVEXTPROC glad_glVertexAttribL2dvEXT; +#define glVertexAttribL2dvEXT glad_glVertexAttribL2dvEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVEXTPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL3DVEXTPROC glad_glVertexAttribL3dvEXT; +#define glVertexAttribL3dvEXT glad_glVertexAttribL3dvEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVEXTPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL4DVEXTPROC glad_glVertexAttribL4dvEXT; +#define glVertexAttribL4dvEXT glad_glVertexAttribL4dvEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTEREXTPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBLPOINTEREXTPROC glad_glVertexAttribLPointerEXT; +#define glVertexAttribLPointerEXT glad_glVertexAttribLPointerEXT +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVEXTPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBLDVEXTPROC glad_glGetVertexAttribLdvEXT; +#define glGetVertexAttribLdvEXT glad_glGetVertexAttribLdvEXT +#endif +#ifndef GL_EXT_vertex_shader +#define GL_EXT_vertex_shader 1 +GLAPI int GLAD_GL_EXT_vertex_shader; +typedef void (APIENTRYP PFNGLBEGINVERTEXSHADEREXTPROC)(void); +GLAPI PFNGLBEGINVERTEXSHADEREXTPROC glad_glBeginVertexShaderEXT; +#define glBeginVertexShaderEXT glad_glBeginVertexShaderEXT +typedef void (APIENTRYP PFNGLENDVERTEXSHADEREXTPROC)(void); +GLAPI PFNGLENDVERTEXSHADEREXTPROC glad_glEndVertexShaderEXT; +#define glEndVertexShaderEXT glad_glEndVertexShaderEXT +typedef void (APIENTRYP PFNGLBINDVERTEXSHADEREXTPROC)(GLuint id); +GLAPI PFNGLBINDVERTEXSHADEREXTPROC glad_glBindVertexShaderEXT; +#define glBindVertexShaderEXT glad_glBindVertexShaderEXT +typedef GLuint (APIENTRYP PFNGLGENVERTEXSHADERSEXTPROC)(GLuint range); +GLAPI PFNGLGENVERTEXSHADERSEXTPROC glad_glGenVertexShadersEXT; +#define glGenVertexShadersEXT glad_glGenVertexShadersEXT +typedef void (APIENTRYP PFNGLDELETEVERTEXSHADEREXTPROC)(GLuint id); +GLAPI PFNGLDELETEVERTEXSHADEREXTPROC glad_glDeleteVertexShaderEXT; +#define glDeleteVertexShaderEXT glad_glDeleteVertexShaderEXT +typedef void (APIENTRYP PFNGLSHADEROP1EXTPROC)(GLenum op, GLuint res, GLuint arg1); +GLAPI PFNGLSHADEROP1EXTPROC glad_glShaderOp1EXT; +#define glShaderOp1EXT glad_glShaderOp1EXT +typedef void (APIENTRYP PFNGLSHADEROP2EXTPROC)(GLenum op, GLuint res, GLuint arg1, GLuint arg2); +GLAPI PFNGLSHADEROP2EXTPROC glad_glShaderOp2EXT; +#define glShaderOp2EXT glad_glShaderOp2EXT +typedef void (APIENTRYP PFNGLSHADEROP3EXTPROC)(GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); +GLAPI PFNGLSHADEROP3EXTPROC glad_glShaderOp3EXT; +#define glShaderOp3EXT glad_glShaderOp3EXT +typedef void (APIENTRYP PFNGLSWIZZLEEXTPROC)(GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +GLAPI PFNGLSWIZZLEEXTPROC glad_glSwizzleEXT; +#define glSwizzleEXT glad_glSwizzleEXT +typedef void (APIENTRYP PFNGLWRITEMASKEXTPROC)(GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +GLAPI PFNGLWRITEMASKEXTPROC glad_glWriteMaskEXT; +#define glWriteMaskEXT glad_glWriteMaskEXT +typedef void (APIENTRYP PFNGLINSERTCOMPONENTEXTPROC)(GLuint res, GLuint src, GLuint num); +GLAPI PFNGLINSERTCOMPONENTEXTPROC glad_glInsertComponentEXT; +#define glInsertComponentEXT glad_glInsertComponentEXT +typedef void (APIENTRYP PFNGLEXTRACTCOMPONENTEXTPROC)(GLuint res, GLuint src, GLuint num); +GLAPI PFNGLEXTRACTCOMPONENTEXTPROC glad_glExtractComponentEXT; +#define glExtractComponentEXT glad_glExtractComponentEXT +typedef GLuint (APIENTRYP PFNGLGENSYMBOLSEXTPROC)(GLenum datatype, GLenum storagetype, GLenum range, GLuint components); +GLAPI PFNGLGENSYMBOLSEXTPROC glad_glGenSymbolsEXT; +#define glGenSymbolsEXT glad_glGenSymbolsEXT +typedef void (APIENTRYP PFNGLSETINVARIANTEXTPROC)(GLuint id, GLenum type, const void *addr); +GLAPI PFNGLSETINVARIANTEXTPROC glad_glSetInvariantEXT; +#define glSetInvariantEXT glad_glSetInvariantEXT +typedef void (APIENTRYP PFNGLSETLOCALCONSTANTEXTPROC)(GLuint id, GLenum type, const void *addr); +GLAPI PFNGLSETLOCALCONSTANTEXTPROC glad_glSetLocalConstantEXT; +#define glSetLocalConstantEXT glad_glSetLocalConstantEXT +typedef void (APIENTRYP PFNGLVARIANTBVEXTPROC)(GLuint id, const GLbyte *addr); +GLAPI PFNGLVARIANTBVEXTPROC glad_glVariantbvEXT; +#define glVariantbvEXT glad_glVariantbvEXT +typedef void (APIENTRYP PFNGLVARIANTSVEXTPROC)(GLuint id, const GLshort *addr); +GLAPI PFNGLVARIANTSVEXTPROC glad_glVariantsvEXT; +#define glVariantsvEXT glad_glVariantsvEXT +typedef void (APIENTRYP PFNGLVARIANTIVEXTPROC)(GLuint id, const GLint *addr); +GLAPI PFNGLVARIANTIVEXTPROC glad_glVariantivEXT; +#define glVariantivEXT glad_glVariantivEXT +typedef void (APIENTRYP PFNGLVARIANTFVEXTPROC)(GLuint id, const GLfloat *addr); +GLAPI PFNGLVARIANTFVEXTPROC glad_glVariantfvEXT; +#define glVariantfvEXT glad_glVariantfvEXT +typedef void (APIENTRYP PFNGLVARIANTDVEXTPROC)(GLuint id, const GLdouble *addr); +GLAPI PFNGLVARIANTDVEXTPROC glad_glVariantdvEXT; +#define glVariantdvEXT glad_glVariantdvEXT +typedef void (APIENTRYP PFNGLVARIANTUBVEXTPROC)(GLuint id, const GLubyte *addr); +GLAPI PFNGLVARIANTUBVEXTPROC glad_glVariantubvEXT; +#define glVariantubvEXT glad_glVariantubvEXT +typedef void (APIENTRYP PFNGLVARIANTUSVEXTPROC)(GLuint id, const GLushort *addr); +GLAPI PFNGLVARIANTUSVEXTPROC glad_glVariantusvEXT; +#define glVariantusvEXT glad_glVariantusvEXT +typedef void (APIENTRYP PFNGLVARIANTUIVEXTPROC)(GLuint id, const GLuint *addr); +GLAPI PFNGLVARIANTUIVEXTPROC glad_glVariantuivEXT; +#define glVariantuivEXT glad_glVariantuivEXT +typedef void (APIENTRYP PFNGLVARIANTPOINTEREXTPROC)(GLuint id, GLenum type, GLuint stride, const void *addr); +GLAPI PFNGLVARIANTPOINTEREXTPROC glad_glVariantPointerEXT; +#define glVariantPointerEXT glad_glVariantPointerEXT +typedef void (APIENTRYP PFNGLENABLEVARIANTCLIENTSTATEEXTPROC)(GLuint id); +GLAPI PFNGLENABLEVARIANTCLIENTSTATEEXTPROC glad_glEnableVariantClientStateEXT; +#define glEnableVariantClientStateEXT glad_glEnableVariantClientStateEXT +typedef void (APIENTRYP PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC)(GLuint id); +GLAPI PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC glad_glDisableVariantClientStateEXT; +#define glDisableVariantClientStateEXT glad_glDisableVariantClientStateEXT +typedef GLuint (APIENTRYP PFNGLBINDLIGHTPARAMETEREXTPROC)(GLenum light, GLenum value); +GLAPI PFNGLBINDLIGHTPARAMETEREXTPROC glad_glBindLightParameterEXT; +#define glBindLightParameterEXT glad_glBindLightParameterEXT +typedef GLuint (APIENTRYP PFNGLBINDMATERIALPARAMETEREXTPROC)(GLenum face, GLenum value); +GLAPI PFNGLBINDMATERIALPARAMETEREXTPROC glad_glBindMaterialParameterEXT; +#define glBindMaterialParameterEXT glad_glBindMaterialParameterEXT +typedef GLuint (APIENTRYP PFNGLBINDTEXGENPARAMETEREXTPROC)(GLenum unit, GLenum coord, GLenum value); +GLAPI PFNGLBINDTEXGENPARAMETEREXTPROC glad_glBindTexGenParameterEXT; +#define glBindTexGenParameterEXT glad_glBindTexGenParameterEXT +typedef GLuint (APIENTRYP PFNGLBINDTEXTUREUNITPARAMETEREXTPROC)(GLenum unit, GLenum value); +GLAPI PFNGLBINDTEXTUREUNITPARAMETEREXTPROC glad_glBindTextureUnitParameterEXT; +#define glBindTextureUnitParameterEXT glad_glBindTextureUnitParameterEXT +typedef GLuint (APIENTRYP PFNGLBINDPARAMETEREXTPROC)(GLenum value); +GLAPI PFNGLBINDPARAMETEREXTPROC glad_glBindParameterEXT; +#define glBindParameterEXT glad_glBindParameterEXT +typedef GLboolean (APIENTRYP PFNGLISVARIANTENABLEDEXTPROC)(GLuint id, GLenum cap); +GLAPI PFNGLISVARIANTENABLEDEXTPROC glad_glIsVariantEnabledEXT; +#define glIsVariantEnabledEXT glad_glIsVariantEnabledEXT +typedef void (APIENTRYP PFNGLGETVARIANTBOOLEANVEXTPROC)(GLuint id, GLenum value, GLboolean *data); +GLAPI PFNGLGETVARIANTBOOLEANVEXTPROC glad_glGetVariantBooleanvEXT; +#define glGetVariantBooleanvEXT glad_glGetVariantBooleanvEXT +typedef void (APIENTRYP PFNGLGETVARIANTINTEGERVEXTPROC)(GLuint id, GLenum value, GLint *data); +GLAPI PFNGLGETVARIANTINTEGERVEXTPROC glad_glGetVariantIntegervEXT; +#define glGetVariantIntegervEXT glad_glGetVariantIntegervEXT +typedef void (APIENTRYP PFNGLGETVARIANTFLOATVEXTPROC)(GLuint id, GLenum value, GLfloat *data); +GLAPI PFNGLGETVARIANTFLOATVEXTPROC glad_glGetVariantFloatvEXT; +#define glGetVariantFloatvEXT glad_glGetVariantFloatvEXT +typedef void (APIENTRYP PFNGLGETVARIANTPOINTERVEXTPROC)(GLuint id, GLenum value, void **data); +GLAPI PFNGLGETVARIANTPOINTERVEXTPROC glad_glGetVariantPointervEXT; +#define glGetVariantPointervEXT glad_glGetVariantPointervEXT +typedef void (APIENTRYP PFNGLGETINVARIANTBOOLEANVEXTPROC)(GLuint id, GLenum value, GLboolean *data); +GLAPI PFNGLGETINVARIANTBOOLEANVEXTPROC glad_glGetInvariantBooleanvEXT; +#define glGetInvariantBooleanvEXT glad_glGetInvariantBooleanvEXT +typedef void (APIENTRYP PFNGLGETINVARIANTINTEGERVEXTPROC)(GLuint id, GLenum value, GLint *data); +GLAPI PFNGLGETINVARIANTINTEGERVEXTPROC glad_glGetInvariantIntegervEXT; +#define glGetInvariantIntegervEXT glad_glGetInvariantIntegervEXT +typedef void (APIENTRYP PFNGLGETINVARIANTFLOATVEXTPROC)(GLuint id, GLenum value, GLfloat *data); +GLAPI PFNGLGETINVARIANTFLOATVEXTPROC glad_glGetInvariantFloatvEXT; +#define glGetInvariantFloatvEXT glad_glGetInvariantFloatvEXT +typedef void (APIENTRYP PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC)(GLuint id, GLenum value, GLboolean *data); +GLAPI PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC glad_glGetLocalConstantBooleanvEXT; +#define glGetLocalConstantBooleanvEXT glad_glGetLocalConstantBooleanvEXT +typedef void (APIENTRYP PFNGLGETLOCALCONSTANTINTEGERVEXTPROC)(GLuint id, GLenum value, GLint *data); +GLAPI PFNGLGETLOCALCONSTANTINTEGERVEXTPROC glad_glGetLocalConstantIntegervEXT; +#define glGetLocalConstantIntegervEXT glad_glGetLocalConstantIntegervEXT +typedef void (APIENTRYP PFNGLGETLOCALCONSTANTFLOATVEXTPROC)(GLuint id, GLenum value, GLfloat *data); +GLAPI PFNGLGETLOCALCONSTANTFLOATVEXTPROC glad_glGetLocalConstantFloatvEXT; +#define glGetLocalConstantFloatvEXT glad_glGetLocalConstantFloatvEXT +#endif +#ifndef GL_EXT_vertex_weighting +#define GL_EXT_vertex_weighting 1 +GLAPI int GLAD_GL_EXT_vertex_weighting; +typedef void (APIENTRYP PFNGLVERTEXWEIGHTFEXTPROC)(GLfloat weight); +GLAPI PFNGLVERTEXWEIGHTFEXTPROC glad_glVertexWeightfEXT; +#define glVertexWeightfEXT glad_glVertexWeightfEXT +typedef void (APIENTRYP PFNGLVERTEXWEIGHTFVEXTPROC)(const GLfloat *weight); +GLAPI PFNGLVERTEXWEIGHTFVEXTPROC glad_glVertexWeightfvEXT; +#define glVertexWeightfvEXT glad_glVertexWeightfvEXT +typedef void (APIENTRYP PFNGLVERTEXWEIGHTPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXWEIGHTPOINTEREXTPROC glad_glVertexWeightPointerEXT; +#define glVertexWeightPointerEXT glad_glVertexWeightPointerEXT +#endif +#ifndef GL_EXT_win32_keyed_mutex +#define GL_EXT_win32_keyed_mutex 1 +GLAPI int GLAD_GL_EXT_win32_keyed_mutex; +typedef GLboolean (APIENTRYP PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC)(GLuint memory, GLuint64 key, GLuint timeout); +GLAPI PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC glad_glAcquireKeyedMutexWin32EXT; +#define glAcquireKeyedMutexWin32EXT glad_glAcquireKeyedMutexWin32EXT +typedef GLboolean (APIENTRYP PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC)(GLuint memory, GLuint64 key); +GLAPI PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC glad_glReleaseKeyedMutexWin32EXT; +#define glReleaseKeyedMutexWin32EXT glad_glReleaseKeyedMutexWin32EXT +#endif +#ifndef GL_EXT_window_rectangles +#define GL_EXT_window_rectangles 1 +GLAPI int GLAD_GL_EXT_window_rectangles; +typedef void (APIENTRYP PFNGLWINDOWRECTANGLESEXTPROC)(GLenum mode, GLsizei count, const GLint *box); +GLAPI PFNGLWINDOWRECTANGLESEXTPROC glad_glWindowRectanglesEXT; +#define glWindowRectanglesEXT glad_glWindowRectanglesEXT +#endif +#ifndef GL_EXT_x11_sync_object +#define GL_EXT_x11_sync_object 1 +GLAPI int GLAD_GL_EXT_x11_sync_object; +typedef GLsync (APIENTRYP PFNGLIMPORTSYNCEXTPROC)(GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); +GLAPI PFNGLIMPORTSYNCEXTPROC glad_glImportSyncEXT; +#define glImportSyncEXT glad_glImportSyncEXT +#endif +#ifndef GL_GREMEDY_frame_terminator +#define GL_GREMEDY_frame_terminator 1 +GLAPI int GLAD_GL_GREMEDY_frame_terminator; +typedef void (APIENTRYP PFNGLFRAMETERMINATORGREMEDYPROC)(void); +GLAPI PFNGLFRAMETERMINATORGREMEDYPROC glad_glFrameTerminatorGREMEDY; +#define glFrameTerminatorGREMEDY glad_glFrameTerminatorGREMEDY +#endif +#ifndef GL_GREMEDY_string_marker +#define GL_GREMEDY_string_marker 1 +GLAPI int GLAD_GL_GREMEDY_string_marker; +typedef void (APIENTRYP PFNGLSTRINGMARKERGREMEDYPROC)(GLsizei len, const void *string); +GLAPI PFNGLSTRINGMARKERGREMEDYPROC glad_glStringMarkerGREMEDY; +#define glStringMarkerGREMEDY glad_glStringMarkerGREMEDY +#endif +#ifndef GL_HP_convolution_border_modes +#define GL_HP_convolution_border_modes 1 +GLAPI int GLAD_GL_HP_convolution_border_modes; +#endif +#ifndef GL_HP_image_transform +#define GL_HP_image_transform 1 +GLAPI int GLAD_GL_HP_image_transform; +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIHPPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLIMAGETRANSFORMPARAMETERIHPPROC glad_glImageTransformParameteriHP; +#define glImageTransformParameteriHP glad_glImageTransformParameteriHP +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFHPPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLIMAGETRANSFORMPARAMETERFHPPROC glad_glImageTransformParameterfHP; +#define glImageTransformParameterfHP glad_glImageTransformParameterfHP +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIVHPPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLIMAGETRANSFORMPARAMETERIVHPPROC glad_glImageTransformParameterivHP; +#define glImageTransformParameterivHP glad_glImageTransformParameterivHP +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFVHPPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLIMAGETRANSFORMPARAMETERFVHPPROC glad_glImageTransformParameterfvHP; +#define glImageTransformParameterfvHP glad_glImageTransformParameterfvHP +typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC glad_glGetImageTransformParameterivHP; +#define glGetImageTransformParameterivHP glad_glGetImageTransformParameterivHP +typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC glad_glGetImageTransformParameterfvHP; +#define glGetImageTransformParameterfvHP glad_glGetImageTransformParameterfvHP +#endif +#ifndef GL_HP_occlusion_test +#define GL_HP_occlusion_test 1 +GLAPI int GLAD_GL_HP_occlusion_test; +#endif +#ifndef GL_HP_texture_lighting +#define GL_HP_texture_lighting 1 +GLAPI int GLAD_GL_HP_texture_lighting; +#endif +#ifndef GL_IBM_cull_vertex +#define GL_IBM_cull_vertex 1 +GLAPI int GLAD_GL_IBM_cull_vertex; +#endif +#ifndef GL_IBM_multimode_draw_arrays +#define GL_IBM_multimode_draw_arrays 1 +GLAPI int GLAD_GL_IBM_multimode_draw_arrays; +typedef void (APIENTRYP PFNGLMULTIMODEDRAWARRAYSIBMPROC)(const GLenum *mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); +GLAPI PFNGLMULTIMODEDRAWARRAYSIBMPROC glad_glMultiModeDrawArraysIBM; +#define glMultiModeDrawArraysIBM glad_glMultiModeDrawArraysIBM +typedef void (APIENTRYP PFNGLMULTIMODEDRAWELEMENTSIBMPROC)(const GLenum *mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount, GLint modestride); +GLAPI PFNGLMULTIMODEDRAWELEMENTSIBMPROC glad_glMultiModeDrawElementsIBM; +#define glMultiModeDrawElementsIBM glad_glMultiModeDrawElementsIBM +#endif +#ifndef GL_IBM_rasterpos_clip +#define GL_IBM_rasterpos_clip 1 +GLAPI int GLAD_GL_IBM_rasterpos_clip; +#endif +#ifndef GL_IBM_static_data +#define GL_IBM_static_data 1 +GLAPI int GLAD_GL_IBM_static_data; +typedef void (APIENTRYP PFNGLFLUSHSTATICDATAIBMPROC)(GLenum target); +GLAPI PFNGLFLUSHSTATICDATAIBMPROC glad_glFlushStaticDataIBM; +#define glFlushStaticDataIBM glad_glFlushStaticDataIBM +#endif +#ifndef GL_IBM_texture_mirrored_repeat +#define GL_IBM_texture_mirrored_repeat 1 +GLAPI int GLAD_GL_IBM_texture_mirrored_repeat; +#endif +#ifndef GL_IBM_vertex_array_lists +#define GL_IBM_vertex_array_lists 1 +GLAPI int GLAD_GL_IBM_vertex_array_lists; +typedef void (APIENTRYP PFNGLCOLORPOINTERLISTIBMPROC)(GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI PFNGLCOLORPOINTERLISTIBMPROC glad_glColorPointerListIBM; +#define glColorPointerListIBM glad_glColorPointerListIBM +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERLISTIBMPROC)(GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI PFNGLSECONDARYCOLORPOINTERLISTIBMPROC glad_glSecondaryColorPointerListIBM; +#define glSecondaryColorPointerListIBM glad_glSecondaryColorPointerListIBM +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERLISTIBMPROC)(GLint stride, const GLboolean **pointer, GLint ptrstride); +GLAPI PFNGLEDGEFLAGPOINTERLISTIBMPROC glad_glEdgeFlagPointerListIBM; +#define glEdgeFlagPointerListIBM glad_glEdgeFlagPointerListIBM +typedef void (APIENTRYP PFNGLFOGCOORDPOINTERLISTIBMPROC)(GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI PFNGLFOGCOORDPOINTERLISTIBMPROC glad_glFogCoordPointerListIBM; +#define glFogCoordPointerListIBM glad_glFogCoordPointerListIBM +typedef void (APIENTRYP PFNGLINDEXPOINTERLISTIBMPROC)(GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI PFNGLINDEXPOINTERLISTIBMPROC glad_glIndexPointerListIBM; +#define glIndexPointerListIBM glad_glIndexPointerListIBM +typedef void (APIENTRYP PFNGLNORMALPOINTERLISTIBMPROC)(GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI PFNGLNORMALPOINTERLISTIBMPROC glad_glNormalPointerListIBM; +#define glNormalPointerListIBM glad_glNormalPointerListIBM +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERLISTIBMPROC)(GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI PFNGLTEXCOORDPOINTERLISTIBMPROC glad_glTexCoordPointerListIBM; +#define glTexCoordPointerListIBM glad_glTexCoordPointerListIBM +typedef void (APIENTRYP PFNGLVERTEXPOINTERLISTIBMPROC)(GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI PFNGLVERTEXPOINTERLISTIBMPROC glad_glVertexPointerListIBM; +#define glVertexPointerListIBM glad_glVertexPointerListIBM +#endif +#ifndef GL_INGR_blend_func_separate +#define GL_INGR_blend_func_separate 1 +GLAPI int GLAD_GL_INGR_blend_func_separate; +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINGRPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEINGRPROC glad_glBlendFuncSeparateINGR; +#define glBlendFuncSeparateINGR glad_glBlendFuncSeparateINGR +#endif +#ifndef GL_INGR_color_clamp +#define GL_INGR_color_clamp 1 +GLAPI int GLAD_GL_INGR_color_clamp; +#endif +#ifndef GL_INGR_interlace_read +#define GL_INGR_interlace_read 1 +GLAPI int GLAD_GL_INGR_interlace_read; +#endif +#ifndef GL_INTEL_blackhole_render +#define GL_INTEL_blackhole_render 1 +GLAPI int GLAD_GL_INTEL_blackhole_render; +#endif +#ifndef GL_INTEL_conservative_rasterization +#define GL_INTEL_conservative_rasterization 1 +GLAPI int GLAD_GL_INTEL_conservative_rasterization; +#endif +#ifndef GL_INTEL_fragment_shader_ordering +#define GL_INTEL_fragment_shader_ordering 1 +GLAPI int GLAD_GL_INTEL_fragment_shader_ordering; +#endif +#ifndef GL_INTEL_framebuffer_CMAA +#define GL_INTEL_framebuffer_CMAA 1 +GLAPI int GLAD_GL_INTEL_framebuffer_CMAA; +typedef void (APIENTRYP PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC)(void); +GLAPI PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC glad_glApplyFramebufferAttachmentCMAAINTEL; +#define glApplyFramebufferAttachmentCMAAINTEL glad_glApplyFramebufferAttachmentCMAAINTEL +#endif +#ifndef GL_INTEL_map_texture +#define GL_INTEL_map_texture 1 +GLAPI int GLAD_GL_INTEL_map_texture; +typedef void (APIENTRYP PFNGLSYNCTEXTUREINTELPROC)(GLuint texture); +GLAPI PFNGLSYNCTEXTUREINTELPROC glad_glSyncTextureINTEL; +#define glSyncTextureINTEL glad_glSyncTextureINTEL +typedef void (APIENTRYP PFNGLUNMAPTEXTURE2DINTELPROC)(GLuint texture, GLint level); +GLAPI PFNGLUNMAPTEXTURE2DINTELPROC glad_glUnmapTexture2DINTEL; +#define glUnmapTexture2DINTEL glad_glUnmapTexture2DINTEL +typedef void * (APIENTRYP PFNGLMAPTEXTURE2DINTELPROC)(GLuint texture, GLint level, GLbitfield access, GLint *stride, GLenum *layout); +GLAPI PFNGLMAPTEXTURE2DINTELPROC glad_glMapTexture2DINTEL; +#define glMapTexture2DINTEL glad_glMapTexture2DINTEL +#endif +#ifndef GL_INTEL_parallel_arrays +#define GL_INTEL_parallel_arrays 1 +GLAPI int GLAD_GL_INTEL_parallel_arrays; +typedef void (APIENTRYP PFNGLVERTEXPOINTERVINTELPROC)(GLint size, GLenum type, const void **pointer); +GLAPI PFNGLVERTEXPOINTERVINTELPROC glad_glVertexPointervINTEL; +#define glVertexPointervINTEL glad_glVertexPointervINTEL +typedef void (APIENTRYP PFNGLNORMALPOINTERVINTELPROC)(GLenum type, const void **pointer); +GLAPI PFNGLNORMALPOINTERVINTELPROC glad_glNormalPointervINTEL; +#define glNormalPointervINTEL glad_glNormalPointervINTEL +typedef void (APIENTRYP PFNGLCOLORPOINTERVINTELPROC)(GLint size, GLenum type, const void **pointer); +GLAPI PFNGLCOLORPOINTERVINTELPROC glad_glColorPointervINTEL; +#define glColorPointervINTEL glad_glColorPointervINTEL +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERVINTELPROC)(GLint size, GLenum type, const void **pointer); +GLAPI PFNGLTEXCOORDPOINTERVINTELPROC glad_glTexCoordPointervINTEL; +#define glTexCoordPointervINTEL glad_glTexCoordPointervINTEL +#endif +#ifndef GL_INTEL_performance_query +#define GL_INTEL_performance_query 1 +GLAPI int GLAD_GL_INTEL_performance_query; +typedef void (APIENTRYP PFNGLBEGINPERFQUERYINTELPROC)(GLuint queryHandle); +GLAPI PFNGLBEGINPERFQUERYINTELPROC glad_glBeginPerfQueryINTEL; +#define glBeginPerfQueryINTEL glad_glBeginPerfQueryINTEL +typedef void (APIENTRYP PFNGLCREATEPERFQUERYINTELPROC)(GLuint queryId, GLuint *queryHandle); +GLAPI PFNGLCREATEPERFQUERYINTELPROC glad_glCreatePerfQueryINTEL; +#define glCreatePerfQueryINTEL glad_glCreatePerfQueryINTEL +typedef void (APIENTRYP PFNGLDELETEPERFQUERYINTELPROC)(GLuint queryHandle); +GLAPI PFNGLDELETEPERFQUERYINTELPROC glad_glDeletePerfQueryINTEL; +#define glDeletePerfQueryINTEL glad_glDeletePerfQueryINTEL +typedef void (APIENTRYP PFNGLENDPERFQUERYINTELPROC)(GLuint queryHandle); +GLAPI PFNGLENDPERFQUERYINTELPROC glad_glEndPerfQueryINTEL; +#define glEndPerfQueryINTEL glad_glEndPerfQueryINTEL +typedef void (APIENTRYP PFNGLGETFIRSTPERFQUERYIDINTELPROC)(GLuint *queryId); +GLAPI PFNGLGETFIRSTPERFQUERYIDINTELPROC glad_glGetFirstPerfQueryIdINTEL; +#define glGetFirstPerfQueryIdINTEL glad_glGetFirstPerfQueryIdINTEL +typedef void (APIENTRYP PFNGLGETNEXTPERFQUERYIDINTELPROC)(GLuint queryId, GLuint *nextQueryId); +GLAPI PFNGLGETNEXTPERFQUERYIDINTELPROC glad_glGetNextPerfQueryIdINTEL; +#define glGetNextPerfQueryIdINTEL glad_glGetNextPerfQueryIdINTEL +typedef void (APIENTRYP PFNGLGETPERFCOUNTERINFOINTELPROC)(GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); +GLAPI PFNGLGETPERFCOUNTERINFOINTELPROC glad_glGetPerfCounterInfoINTEL; +#define glGetPerfCounterInfoINTEL glad_glGetPerfCounterInfoINTEL +typedef void (APIENTRYP PFNGLGETPERFQUERYDATAINTELPROC)(GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); +GLAPI PFNGLGETPERFQUERYDATAINTELPROC glad_glGetPerfQueryDataINTEL; +#define glGetPerfQueryDataINTEL glad_glGetPerfQueryDataINTEL +typedef void (APIENTRYP PFNGLGETPERFQUERYIDBYNAMEINTELPROC)(GLchar *queryName, GLuint *queryId); +GLAPI PFNGLGETPERFQUERYIDBYNAMEINTELPROC glad_glGetPerfQueryIdByNameINTEL; +#define glGetPerfQueryIdByNameINTEL glad_glGetPerfQueryIdByNameINTEL +typedef void (APIENTRYP PFNGLGETPERFQUERYINFOINTELPROC)(GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); +GLAPI PFNGLGETPERFQUERYINFOINTELPROC glad_glGetPerfQueryInfoINTEL; +#define glGetPerfQueryInfoINTEL glad_glGetPerfQueryInfoINTEL +#endif +#ifndef GL_KHR_blend_equation_advanced +#define GL_KHR_blend_equation_advanced 1 +GLAPI int GLAD_GL_KHR_blend_equation_advanced; +typedef void (APIENTRYP PFNGLBLENDBARRIERKHRPROC)(void); +GLAPI PFNGLBLENDBARRIERKHRPROC glad_glBlendBarrierKHR; +#define glBlendBarrierKHR glad_glBlendBarrierKHR +#endif +#ifndef GL_KHR_blend_equation_advanced_coherent +#define GL_KHR_blend_equation_advanced_coherent 1 +GLAPI int GLAD_GL_KHR_blend_equation_advanced_coherent; +#endif +#ifndef GL_KHR_context_flush_control +#define GL_KHR_context_flush_control 1 +GLAPI int GLAD_GL_KHR_context_flush_control; +#endif +#ifndef GL_KHR_debug +#define GL_KHR_debug 1 +GLAPI int GLAD_GL_KHR_debug; +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl; +#define glDebugMessageControl glad_glDebugMessageControl +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert; +#define glDebugMessageInsert glad_glDebugMessageInsert +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC callback, const void *userParam); +GLAPI PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback; +#define glDebugMessageCallback glad_glDebugMessageCallback +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog; +#define glGetDebugMessageLog glad_glGetDebugMessageLog +typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC)(GLenum source, GLuint id, GLsizei length, const GLchar *message); +GLAPI PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup; +#define glPushDebugGroup glad_glPushDebugGroup +typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC)(void); +GLAPI PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup; +#define glPopDebugGroup glad_glPopDebugGroup +typedef void (APIENTRYP PFNGLOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTLABELPROC glad_glObjectLabel; +#define glObjectLabel glad_glObjectLabel +typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel; +#define glGetObjectLabel glad_glGetObjectLabel +typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC)(const void *ptr, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel; +#define glObjectPtrLabel glad_glObjectPtrLabel +typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC)(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel; +#define glGetObjectPtrLabel glad_glGetObjectPtrLabel +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLKHRPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI PFNGLDEBUGMESSAGECONTROLKHRPROC glad_glDebugMessageControlKHR; +#define glDebugMessageControlKHR glad_glDebugMessageControlKHR +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTKHRPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI PFNGLDEBUGMESSAGEINSERTKHRPROC glad_glDebugMessageInsertKHR; +#define glDebugMessageInsertKHR glad_glDebugMessageInsertKHR +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKKHRPROC)(GLDEBUGPROCKHR callback, const void *userParam); +GLAPI PFNGLDEBUGMESSAGECALLBACKKHRPROC glad_glDebugMessageCallbackKHR; +#define glDebugMessageCallbackKHR glad_glDebugMessageCallbackKHR +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGKHRPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI PFNGLGETDEBUGMESSAGELOGKHRPROC glad_glGetDebugMessageLogKHR; +#define glGetDebugMessageLogKHR glad_glGetDebugMessageLogKHR +typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPKHRPROC)(GLenum source, GLuint id, GLsizei length, const GLchar *message); +GLAPI PFNGLPUSHDEBUGGROUPKHRPROC glad_glPushDebugGroupKHR; +#define glPushDebugGroupKHR glad_glPushDebugGroupKHR +typedef void (APIENTRYP PFNGLPOPDEBUGGROUPKHRPROC)(void); +GLAPI PFNGLPOPDEBUGGROUPKHRPROC glad_glPopDebugGroupKHR; +#define glPopDebugGroupKHR glad_glPopDebugGroupKHR +typedef void (APIENTRYP PFNGLOBJECTLABELKHRPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTLABELKHRPROC glad_glObjectLabelKHR; +#define glObjectLabelKHR glad_glObjectLabelKHR +typedef void (APIENTRYP PFNGLGETOBJECTLABELKHRPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTLABELKHRPROC glad_glGetObjectLabelKHR; +#define glGetObjectLabelKHR glad_glGetObjectLabelKHR +typedef void (APIENTRYP PFNGLOBJECTPTRLABELKHRPROC)(const void *ptr, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTPTRLABELKHRPROC glad_glObjectPtrLabelKHR; +#define glObjectPtrLabelKHR glad_glObjectPtrLabelKHR +typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELKHRPROC)(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTPTRLABELKHRPROC glad_glGetObjectPtrLabelKHR; +#define glGetObjectPtrLabelKHR glad_glGetObjectPtrLabelKHR +typedef void (APIENTRYP PFNGLGETPOINTERVKHRPROC)(GLenum pname, void **params); +GLAPI PFNGLGETPOINTERVKHRPROC glad_glGetPointervKHR; +#define glGetPointervKHR glad_glGetPointervKHR +#endif +#ifndef GL_KHR_no_error +#define GL_KHR_no_error 1 +GLAPI int GLAD_GL_KHR_no_error; +#endif +#ifndef GL_KHR_parallel_shader_compile +#define GL_KHR_parallel_shader_compile 1 +GLAPI int GLAD_GL_KHR_parallel_shader_compile; +typedef void (APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSKHRPROC)(GLuint count); +GLAPI PFNGLMAXSHADERCOMPILERTHREADSKHRPROC glad_glMaxShaderCompilerThreadsKHR; +#define glMaxShaderCompilerThreadsKHR glad_glMaxShaderCompilerThreadsKHR +#endif +#ifndef GL_KHR_robust_buffer_access_behavior +#define GL_KHR_robust_buffer_access_behavior 1 +GLAPI int GLAD_GL_KHR_robust_buffer_access_behavior; +#endif +#ifndef GL_KHR_robustness +#define GL_KHR_robustness 1 +GLAPI int GLAD_GL_KHR_robustness; +typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSPROC)(void); +GLAPI PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus; +#define glGetGraphicsResetStatus glad_glGetGraphicsResetStatus +typedef void (APIENTRYP PFNGLREADNPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GLAPI PFNGLREADNPIXELSPROC glad_glReadnPixels; +#define glReadnPixels glad_glReadnPixels +typedef void (APIENTRYP PFNGLGETNUNIFORMFVPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GLAPI PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv; +#define glGetnUniformfv glad_glGetnUniformfv +typedef void (APIENTRYP PFNGLGETNUNIFORMIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLint *params); +GLAPI PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv; +#define glGetnUniformiv glad_glGetnUniformiv +typedef void (APIENTRYP PFNGLGETNUNIFORMUIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint *params); +GLAPI PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv; +#define glGetnUniformuiv glad_glGetnUniformuiv +typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void); +GLAPI PFNGLGETGRAPHICSRESETSTATUSKHRPROC glad_glGetGraphicsResetStatusKHR; +#define glGetGraphicsResetStatusKHR glad_glGetGraphicsResetStatusKHR +typedef void (APIENTRYP PFNGLREADNPIXELSKHRPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GLAPI PFNGLREADNPIXELSKHRPROC glad_glReadnPixelsKHR; +#define glReadnPixelsKHR glad_glReadnPixelsKHR +typedef void (APIENTRYP PFNGLGETNUNIFORMFVKHRPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GLAPI PFNGLGETNUNIFORMFVKHRPROC glad_glGetnUniformfvKHR; +#define glGetnUniformfvKHR glad_glGetnUniformfvKHR +typedef void (APIENTRYP PFNGLGETNUNIFORMIVKHRPROC)(GLuint program, GLint location, GLsizei bufSize, GLint *params); +GLAPI PFNGLGETNUNIFORMIVKHRPROC glad_glGetnUniformivKHR; +#define glGetnUniformivKHR glad_glGetnUniformivKHR +typedef void (APIENTRYP PFNGLGETNUNIFORMUIVKHRPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint *params); +GLAPI PFNGLGETNUNIFORMUIVKHRPROC glad_glGetnUniformuivKHR; +#define glGetnUniformuivKHR glad_glGetnUniformuivKHR +#endif +#ifndef GL_KHR_shader_subgroup +#define GL_KHR_shader_subgroup 1 +GLAPI int GLAD_GL_KHR_shader_subgroup; +#endif +#ifndef GL_KHR_texture_compression_astc_hdr +#define GL_KHR_texture_compression_astc_hdr 1 +GLAPI int GLAD_GL_KHR_texture_compression_astc_hdr; +#endif +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_KHR_texture_compression_astc_ldr 1 +GLAPI int GLAD_GL_KHR_texture_compression_astc_ldr; +#endif +#ifndef GL_KHR_texture_compression_astc_sliced_3d +#define GL_KHR_texture_compression_astc_sliced_3d 1 +GLAPI int GLAD_GL_KHR_texture_compression_astc_sliced_3d; +#endif +#ifndef GL_MESAX_texture_stack +#define GL_MESAX_texture_stack 1 +GLAPI int GLAD_GL_MESAX_texture_stack; +#endif +#ifndef GL_MESA_framebuffer_flip_y +#define GL_MESA_framebuffer_flip_y 1 +GLAPI int GLAD_GL_MESA_framebuffer_flip_y; +typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIMESAPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLFRAMEBUFFERPARAMETERIMESAPROC glad_glFramebufferParameteriMESA; +#define glFramebufferParameteriMESA glad_glFramebufferParameteriMESA +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC glad_glGetFramebufferParameterivMESA; +#define glGetFramebufferParameterivMESA glad_glGetFramebufferParameterivMESA +#endif +#ifndef GL_MESA_pack_invert +#define GL_MESA_pack_invert 1 +GLAPI int GLAD_GL_MESA_pack_invert; +#endif +#ifndef GL_MESA_program_binary_formats +#define GL_MESA_program_binary_formats 1 +GLAPI int GLAD_GL_MESA_program_binary_formats; +#endif +#ifndef GL_MESA_resize_buffers +#define GL_MESA_resize_buffers 1 +GLAPI int GLAD_GL_MESA_resize_buffers; +typedef void (APIENTRYP PFNGLRESIZEBUFFERSMESAPROC)(void); +GLAPI PFNGLRESIZEBUFFERSMESAPROC glad_glResizeBuffersMESA; +#define glResizeBuffersMESA glad_glResizeBuffersMESA +#endif +#ifndef GL_MESA_shader_integer_functions +#define GL_MESA_shader_integer_functions 1 +GLAPI int GLAD_GL_MESA_shader_integer_functions; +#endif +#ifndef GL_MESA_tile_raster_order +#define GL_MESA_tile_raster_order 1 +GLAPI int GLAD_GL_MESA_tile_raster_order; +#endif +#ifndef GL_MESA_window_pos +#define GL_MESA_window_pos 1 +GLAPI int GLAD_GL_MESA_window_pos; +typedef void (APIENTRYP PFNGLWINDOWPOS2DMESAPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLWINDOWPOS2DMESAPROC glad_glWindowPos2dMESA; +#define glWindowPos2dMESA glad_glWindowPos2dMESA +typedef void (APIENTRYP PFNGLWINDOWPOS2DVMESAPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS2DVMESAPROC glad_glWindowPos2dvMESA; +#define glWindowPos2dvMESA glad_glWindowPos2dvMESA +typedef void (APIENTRYP PFNGLWINDOWPOS2FMESAPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLWINDOWPOS2FMESAPROC glad_glWindowPos2fMESA; +#define glWindowPos2fMESA glad_glWindowPos2fMESA +typedef void (APIENTRYP PFNGLWINDOWPOS2FVMESAPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS2FVMESAPROC glad_glWindowPos2fvMESA; +#define glWindowPos2fvMESA glad_glWindowPos2fvMESA +typedef void (APIENTRYP PFNGLWINDOWPOS2IMESAPROC)(GLint x, GLint y); +GLAPI PFNGLWINDOWPOS2IMESAPROC glad_glWindowPos2iMESA; +#define glWindowPos2iMESA glad_glWindowPos2iMESA +typedef void (APIENTRYP PFNGLWINDOWPOS2IVMESAPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS2IVMESAPROC glad_glWindowPos2ivMESA; +#define glWindowPos2ivMESA glad_glWindowPos2ivMESA +typedef void (APIENTRYP PFNGLWINDOWPOS2SMESAPROC)(GLshort x, GLshort y); +GLAPI PFNGLWINDOWPOS2SMESAPROC glad_glWindowPos2sMESA; +#define glWindowPos2sMESA glad_glWindowPos2sMESA +typedef void (APIENTRYP PFNGLWINDOWPOS2SVMESAPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS2SVMESAPROC glad_glWindowPos2svMESA; +#define glWindowPos2svMESA glad_glWindowPos2svMESA +typedef void (APIENTRYP PFNGLWINDOWPOS3DMESAPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLWINDOWPOS3DMESAPROC glad_glWindowPos3dMESA; +#define glWindowPos3dMESA glad_glWindowPos3dMESA +typedef void (APIENTRYP PFNGLWINDOWPOS3DVMESAPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS3DVMESAPROC glad_glWindowPos3dvMESA; +#define glWindowPos3dvMESA glad_glWindowPos3dvMESA +typedef void (APIENTRYP PFNGLWINDOWPOS3FMESAPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLWINDOWPOS3FMESAPROC glad_glWindowPos3fMESA; +#define glWindowPos3fMESA glad_glWindowPos3fMESA +typedef void (APIENTRYP PFNGLWINDOWPOS3FVMESAPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS3FVMESAPROC glad_glWindowPos3fvMESA; +#define glWindowPos3fvMESA glad_glWindowPos3fvMESA +typedef void (APIENTRYP PFNGLWINDOWPOS3IMESAPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLWINDOWPOS3IMESAPROC glad_glWindowPos3iMESA; +#define glWindowPos3iMESA glad_glWindowPos3iMESA +typedef void (APIENTRYP PFNGLWINDOWPOS3IVMESAPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS3IVMESAPROC glad_glWindowPos3ivMESA; +#define glWindowPos3ivMESA glad_glWindowPos3ivMESA +typedef void (APIENTRYP PFNGLWINDOWPOS3SMESAPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLWINDOWPOS3SMESAPROC glad_glWindowPos3sMESA; +#define glWindowPos3sMESA glad_glWindowPos3sMESA +typedef void (APIENTRYP PFNGLWINDOWPOS3SVMESAPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS3SVMESAPROC glad_glWindowPos3svMESA; +#define glWindowPos3svMESA glad_glWindowPos3svMESA +typedef void (APIENTRYP PFNGLWINDOWPOS4DMESAPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLWINDOWPOS4DMESAPROC glad_glWindowPos4dMESA; +#define glWindowPos4dMESA glad_glWindowPos4dMESA +typedef void (APIENTRYP PFNGLWINDOWPOS4DVMESAPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS4DVMESAPROC glad_glWindowPos4dvMESA; +#define glWindowPos4dvMESA glad_glWindowPos4dvMESA +typedef void (APIENTRYP PFNGLWINDOWPOS4FMESAPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLWINDOWPOS4FMESAPROC glad_glWindowPos4fMESA; +#define glWindowPos4fMESA glad_glWindowPos4fMESA +typedef void (APIENTRYP PFNGLWINDOWPOS4FVMESAPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS4FVMESAPROC glad_glWindowPos4fvMESA; +#define glWindowPos4fvMESA glad_glWindowPos4fvMESA +typedef void (APIENTRYP PFNGLWINDOWPOS4IMESAPROC)(GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLWINDOWPOS4IMESAPROC glad_glWindowPos4iMESA; +#define glWindowPos4iMESA glad_glWindowPos4iMESA +typedef void (APIENTRYP PFNGLWINDOWPOS4IVMESAPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS4IVMESAPROC glad_glWindowPos4ivMESA; +#define glWindowPos4ivMESA glad_glWindowPos4ivMESA +typedef void (APIENTRYP PFNGLWINDOWPOS4SMESAPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLWINDOWPOS4SMESAPROC glad_glWindowPos4sMESA; +#define glWindowPos4sMESA glad_glWindowPos4sMESA +typedef void (APIENTRYP PFNGLWINDOWPOS4SVMESAPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS4SVMESAPROC glad_glWindowPos4svMESA; +#define glWindowPos4svMESA glad_glWindowPos4svMESA +#endif +#ifndef GL_MESA_ycbcr_texture +#define GL_MESA_ycbcr_texture 1 +GLAPI int GLAD_GL_MESA_ycbcr_texture; +#endif +#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers +#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 +GLAPI int GLAD_GL_NVX_blend_equation_advanced_multi_draw_buffers; +#endif +#ifndef GL_NVX_conditional_render +#define GL_NVX_conditional_render 1 +GLAPI int GLAD_GL_NVX_conditional_render; +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERNVXPROC)(GLuint id); +GLAPI PFNGLBEGINCONDITIONALRENDERNVXPROC glad_glBeginConditionalRenderNVX; +#define glBeginConditionalRenderNVX glad_glBeginConditionalRenderNVX +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERNVXPROC)(void); +GLAPI PFNGLENDCONDITIONALRENDERNVXPROC glad_glEndConditionalRenderNVX; +#define glEndConditionalRenderNVX glad_glEndConditionalRenderNVX +#endif +#ifndef GL_NVX_gpu_memory_info +#define GL_NVX_gpu_memory_info 1 +GLAPI int GLAD_GL_NVX_gpu_memory_info; +#endif +#ifndef GL_NVX_gpu_multicast2 +#define GL_NVX_gpu_multicast2 1 +GLAPI int GLAD_GL_NVX_gpu_multicast2; +typedef void (APIENTRYP PFNGLUPLOADGPUMASKNVXPROC)(GLbitfield mask); +GLAPI PFNGLUPLOADGPUMASKNVXPROC glad_glUploadGpuMaskNVX; +#define glUploadGpuMaskNVX glad_glUploadGpuMaskNVX +typedef void (APIENTRYP PFNGLMULTICASTVIEWPORTARRAYVNVXPROC)(GLuint gpu, GLuint first, GLsizei count, const GLfloat *v); +GLAPI PFNGLMULTICASTVIEWPORTARRAYVNVXPROC glad_glMulticastViewportArrayvNVX; +#define glMulticastViewportArrayvNVX glad_glMulticastViewportArrayvNVX +typedef void (APIENTRYP PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC)(GLuint gpu, GLuint index, GLfloat xcoeff, GLfloat ycoeff); +GLAPI PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC glad_glMulticastViewportPositionWScaleNVX; +#define glMulticastViewportPositionWScaleNVX glad_glMulticastViewportPositionWScaleNVX +typedef void (APIENTRYP PFNGLMULTICASTSCISSORARRAYVNVXPROC)(GLuint gpu, GLuint first, GLsizei count, const GLint *v); +GLAPI PFNGLMULTICASTSCISSORARRAYVNVXPROC glad_glMulticastScissorArrayvNVX; +#define glMulticastScissorArrayvNVX glad_glMulticastScissorArrayvNVX +typedef GLuint (APIENTRYP PFNGLASYNCCOPYBUFFERSUBDATANVXPROC)(GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); +GLAPI PFNGLASYNCCOPYBUFFERSUBDATANVXPROC glad_glAsyncCopyBufferSubDataNVX; +#define glAsyncCopyBufferSubDataNVX glad_glAsyncCopyBufferSubDataNVX +typedef GLuint (APIENTRYP PFNGLASYNCCOPYIMAGESUBDATANVXPROC)(GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); +GLAPI PFNGLASYNCCOPYIMAGESUBDATANVXPROC glad_glAsyncCopyImageSubDataNVX; +#define glAsyncCopyImageSubDataNVX glad_glAsyncCopyImageSubDataNVX +#endif +#ifndef GL_NVX_linked_gpu_multicast +#define GL_NVX_linked_gpu_multicast 1 +GLAPI int GLAD_GL_NVX_linked_gpu_multicast; +typedef void (APIENTRYP PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC)(GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC glad_glLGPUNamedBufferSubDataNVX; +#define glLGPUNamedBufferSubDataNVX glad_glLGPUNamedBufferSubDataNVX +typedef void (APIENTRYP PFNGLLGPUCOPYIMAGESUBDATANVXPROC)(GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLLGPUCOPYIMAGESUBDATANVXPROC glad_glLGPUCopyImageSubDataNVX; +#define glLGPUCopyImageSubDataNVX glad_glLGPUCopyImageSubDataNVX +typedef void (APIENTRYP PFNGLLGPUINTERLOCKNVXPROC)(void); +GLAPI PFNGLLGPUINTERLOCKNVXPROC glad_glLGPUInterlockNVX; +#define glLGPUInterlockNVX glad_glLGPUInterlockNVX +#endif +#ifndef GL_NVX_progress_fence +#define GL_NVX_progress_fence 1 +GLAPI int GLAD_GL_NVX_progress_fence; +typedef GLuint (APIENTRYP PFNGLCREATEPROGRESSFENCENVXPROC)(void); +GLAPI PFNGLCREATEPROGRESSFENCENVXPROC glad_glCreateProgressFenceNVX; +#define glCreateProgressFenceNVX glad_glCreateProgressFenceNVX +typedef void (APIENTRYP PFNGLSIGNALSEMAPHOREUI64NVXPROC)(GLuint signalGpu, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +GLAPI PFNGLSIGNALSEMAPHOREUI64NVXPROC glad_glSignalSemaphoreui64NVX; +#define glSignalSemaphoreui64NVX glad_glSignalSemaphoreui64NVX +typedef void (APIENTRYP PFNGLWAITSEMAPHOREUI64NVXPROC)(GLuint waitGpu, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +GLAPI PFNGLWAITSEMAPHOREUI64NVXPROC glad_glWaitSemaphoreui64NVX; +#define glWaitSemaphoreui64NVX glad_glWaitSemaphoreui64NVX +typedef void (APIENTRYP PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC)(GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +GLAPI PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC glad_glClientWaitSemaphoreui64NVX; +#define glClientWaitSemaphoreui64NVX glad_glClientWaitSemaphoreui64NVX +#endif +#ifndef GL_NV_alpha_to_coverage_dither_control +#define GL_NV_alpha_to_coverage_dither_control 1 +GLAPI int GLAD_GL_NV_alpha_to_coverage_dither_control; +typedef void (APIENTRYP PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC)(GLenum mode); +GLAPI PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC glad_glAlphaToCoverageDitherControlNV; +#define glAlphaToCoverageDitherControlNV glad_glAlphaToCoverageDitherControlNV +#endif +#ifndef GL_NV_bindless_multi_draw_indirect +#define GL_NV_bindless_multi_draw_indirect 1 +GLAPI int GLAD_GL_NV_bindless_multi_draw_indirect; +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC)(GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +GLAPI PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC glad_glMultiDrawArraysIndirectBindlessNV; +#define glMultiDrawArraysIndirectBindlessNV glad_glMultiDrawArraysIndirectBindlessNV +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC)(GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC glad_glMultiDrawElementsIndirectBindlessNV; +#define glMultiDrawElementsIndirectBindlessNV glad_glMultiDrawElementsIndirectBindlessNV +#endif +#ifndef GL_NV_bindless_multi_draw_indirect_count +#define GL_NV_bindless_multi_draw_indirect_count 1 +GLAPI int GLAD_GL_NV_bindless_multi_draw_indirect_count; +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC)(GLenum mode, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +GLAPI PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC glad_glMultiDrawArraysIndirectBindlessCountNV; +#define glMultiDrawArraysIndirectBindlessCountNV glad_glMultiDrawArraysIndirectBindlessCountNV +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC)(GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC glad_glMultiDrawElementsIndirectBindlessCountNV; +#define glMultiDrawElementsIndirectBindlessCountNV glad_glMultiDrawElementsIndirectBindlessCountNV +#endif +#ifndef GL_NV_bindless_texture +#define GL_NV_bindless_texture 1 +GLAPI int GLAD_GL_NV_bindless_texture; +typedef GLuint64 (APIENTRYP PFNGLGETTEXTUREHANDLENVPROC)(GLuint texture); +GLAPI PFNGLGETTEXTUREHANDLENVPROC glad_glGetTextureHandleNV; +#define glGetTextureHandleNV glad_glGetTextureHandleNV +typedef GLuint64 (APIENTRYP PFNGLGETTEXTURESAMPLERHANDLENVPROC)(GLuint texture, GLuint sampler); +GLAPI PFNGLGETTEXTURESAMPLERHANDLENVPROC glad_glGetTextureSamplerHandleNV; +#define glGetTextureSamplerHandleNV glad_glGetTextureSamplerHandleNV +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTNVPROC)(GLuint64 handle); +GLAPI PFNGLMAKETEXTUREHANDLERESIDENTNVPROC glad_glMakeTextureHandleResidentNV; +#define glMakeTextureHandleResidentNV glad_glMakeTextureHandleResidentNV +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC)(GLuint64 handle); +GLAPI PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC glad_glMakeTextureHandleNonResidentNV; +#define glMakeTextureHandleNonResidentNV glad_glMakeTextureHandleNonResidentNV +typedef GLuint64 (APIENTRYP PFNGLGETIMAGEHANDLENVPROC)(GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +GLAPI PFNGLGETIMAGEHANDLENVPROC glad_glGetImageHandleNV; +#define glGetImageHandleNV glad_glGetImageHandleNV +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTNVPROC)(GLuint64 handle, GLenum access); +GLAPI PFNGLMAKEIMAGEHANDLERESIDENTNVPROC glad_glMakeImageHandleResidentNV; +#define glMakeImageHandleResidentNV glad_glMakeImageHandleResidentNV +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC)(GLuint64 handle); +GLAPI PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC glad_glMakeImageHandleNonResidentNV; +#define glMakeImageHandleNonResidentNV glad_glMakeImageHandleNonResidentNV +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64NVPROC)(GLint location, GLuint64 value); +GLAPI PFNGLUNIFORMHANDLEUI64NVPROC glad_glUniformHandleui64NV; +#define glUniformHandleui64NV glad_glUniformHandleui64NV +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64VNVPROC)(GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLUNIFORMHANDLEUI64VNVPROC glad_glUniformHandleui64vNV; +#define glUniformHandleui64vNV glad_glUniformHandleui64vNV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC)(GLuint program, GLint location, GLuint64 value); +GLAPI PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC glad_glProgramUniformHandleui64NV; +#define glProgramUniformHandleui64NV glad_glProgramUniformHandleui64NV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 *values); +GLAPI PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC glad_glProgramUniformHandleui64vNV; +#define glProgramUniformHandleui64vNV glad_glProgramUniformHandleui64vNV +typedef GLboolean (APIENTRYP PFNGLISTEXTUREHANDLERESIDENTNVPROC)(GLuint64 handle); +GLAPI PFNGLISTEXTUREHANDLERESIDENTNVPROC glad_glIsTextureHandleResidentNV; +#define glIsTextureHandleResidentNV glad_glIsTextureHandleResidentNV +typedef GLboolean (APIENTRYP PFNGLISIMAGEHANDLERESIDENTNVPROC)(GLuint64 handle); +GLAPI PFNGLISIMAGEHANDLERESIDENTNVPROC glad_glIsImageHandleResidentNV; +#define glIsImageHandleResidentNV glad_glIsImageHandleResidentNV +#endif +#ifndef GL_NV_blend_equation_advanced +#define GL_NV_blend_equation_advanced 1 +GLAPI int GLAD_GL_NV_blend_equation_advanced; +typedef void (APIENTRYP PFNGLBLENDPARAMETERINVPROC)(GLenum pname, GLint value); +GLAPI PFNGLBLENDPARAMETERINVPROC glad_glBlendParameteriNV; +#define glBlendParameteriNV glad_glBlendParameteriNV +typedef void (APIENTRYP PFNGLBLENDBARRIERNVPROC)(void); +GLAPI PFNGLBLENDBARRIERNVPROC glad_glBlendBarrierNV; +#define glBlendBarrierNV glad_glBlendBarrierNV +#endif +#ifndef GL_NV_blend_equation_advanced_coherent +#define GL_NV_blend_equation_advanced_coherent 1 +GLAPI int GLAD_GL_NV_blend_equation_advanced_coherent; +#endif +#ifndef GL_NV_blend_minmax_factor +#define GL_NV_blend_minmax_factor 1 +GLAPI int GLAD_GL_NV_blend_minmax_factor; +#endif +#ifndef GL_NV_blend_square +#define GL_NV_blend_square 1 +GLAPI int GLAD_GL_NV_blend_square; +#endif +#ifndef GL_NV_clip_space_w_scaling +#define GL_NV_clip_space_w_scaling 1 +GLAPI int GLAD_GL_NV_clip_space_w_scaling; +typedef void (APIENTRYP PFNGLVIEWPORTPOSITIONWSCALENVPROC)(GLuint index, GLfloat xcoeff, GLfloat ycoeff); +GLAPI PFNGLVIEWPORTPOSITIONWSCALENVPROC glad_glViewportPositionWScaleNV; +#define glViewportPositionWScaleNV glad_glViewportPositionWScaleNV +#endif +#ifndef GL_NV_command_list +#define GL_NV_command_list 1 +GLAPI int GLAD_GL_NV_command_list; +typedef void (APIENTRYP PFNGLCREATESTATESNVPROC)(GLsizei n, GLuint *states); +GLAPI PFNGLCREATESTATESNVPROC glad_glCreateStatesNV; +#define glCreateStatesNV glad_glCreateStatesNV +typedef void (APIENTRYP PFNGLDELETESTATESNVPROC)(GLsizei n, const GLuint *states); +GLAPI PFNGLDELETESTATESNVPROC glad_glDeleteStatesNV; +#define glDeleteStatesNV glad_glDeleteStatesNV +typedef GLboolean (APIENTRYP PFNGLISSTATENVPROC)(GLuint state); +GLAPI PFNGLISSTATENVPROC glad_glIsStateNV; +#define glIsStateNV glad_glIsStateNV +typedef void (APIENTRYP PFNGLSTATECAPTURENVPROC)(GLuint state, GLenum mode); +GLAPI PFNGLSTATECAPTURENVPROC glad_glStateCaptureNV; +#define glStateCaptureNV glad_glStateCaptureNV +typedef GLuint (APIENTRYP PFNGLGETCOMMANDHEADERNVPROC)(GLenum tokenID, GLuint size); +GLAPI PFNGLGETCOMMANDHEADERNVPROC glad_glGetCommandHeaderNV; +#define glGetCommandHeaderNV glad_glGetCommandHeaderNV +typedef GLushort (APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype); +GLAPI PFNGLGETSTAGEINDEXNVPROC glad_glGetStageIndexNV; +#define glGetStageIndexNV glad_glGetStageIndexNV +typedef void (APIENTRYP PFNGLDRAWCOMMANDSNVPROC)(GLenum primitiveMode, GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, GLuint count); +GLAPI PFNGLDRAWCOMMANDSNVPROC glad_glDrawCommandsNV; +#define glDrawCommandsNV glad_glDrawCommandsNV +typedef void (APIENTRYP PFNGLDRAWCOMMANDSADDRESSNVPROC)(GLenum primitiveMode, const GLuint64 *indirects, const GLsizei *sizes, GLuint count); +GLAPI PFNGLDRAWCOMMANDSADDRESSNVPROC glad_glDrawCommandsAddressNV; +#define glDrawCommandsAddressNV glad_glDrawCommandsAddressNV +typedef void (APIENTRYP PFNGLDRAWCOMMANDSSTATESNVPROC)(GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +GLAPI PFNGLDRAWCOMMANDSSTATESNVPROC glad_glDrawCommandsStatesNV; +#define glDrawCommandsStatesNV glad_glDrawCommandsStatesNV +typedef void (APIENTRYP PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC)(const GLuint64 *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +GLAPI PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC glad_glDrawCommandsStatesAddressNV; +#define glDrawCommandsStatesAddressNV glad_glDrawCommandsStatesAddressNV +typedef void (APIENTRYP PFNGLCREATECOMMANDLISTSNVPROC)(GLsizei n, GLuint *lists); +GLAPI PFNGLCREATECOMMANDLISTSNVPROC glad_glCreateCommandListsNV; +#define glCreateCommandListsNV glad_glCreateCommandListsNV +typedef void (APIENTRYP PFNGLDELETECOMMANDLISTSNVPROC)(GLsizei n, const GLuint *lists); +GLAPI PFNGLDELETECOMMANDLISTSNVPROC glad_glDeleteCommandListsNV; +#define glDeleteCommandListsNV glad_glDeleteCommandListsNV +typedef GLboolean (APIENTRYP PFNGLISCOMMANDLISTNVPROC)(GLuint list); +GLAPI PFNGLISCOMMANDLISTNVPROC glad_glIsCommandListNV; +#define glIsCommandListNV glad_glIsCommandListNV +typedef void (APIENTRYP PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC)(GLuint list, GLuint segment, const void **indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +GLAPI PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC glad_glListDrawCommandsStatesClientNV; +#define glListDrawCommandsStatesClientNV glad_glListDrawCommandsStatesClientNV +typedef void (APIENTRYP PFNGLCOMMANDLISTSEGMENTSNVPROC)(GLuint list, GLuint segments); +GLAPI PFNGLCOMMANDLISTSEGMENTSNVPROC glad_glCommandListSegmentsNV; +#define glCommandListSegmentsNV glad_glCommandListSegmentsNV +typedef void (APIENTRYP PFNGLCOMPILECOMMANDLISTNVPROC)(GLuint list); +GLAPI PFNGLCOMPILECOMMANDLISTNVPROC glad_glCompileCommandListNV; +#define glCompileCommandListNV glad_glCompileCommandListNV +typedef void (APIENTRYP PFNGLCALLCOMMANDLISTNVPROC)(GLuint list); +GLAPI PFNGLCALLCOMMANDLISTNVPROC glad_glCallCommandListNV; +#define glCallCommandListNV glad_glCallCommandListNV +#endif +#ifndef GL_NV_compute_program5 +#define GL_NV_compute_program5 1 +GLAPI int GLAD_GL_NV_compute_program5; +#endif +#ifndef GL_NV_compute_shader_derivatives +#define GL_NV_compute_shader_derivatives 1 +GLAPI int GLAD_GL_NV_compute_shader_derivatives; +#endif +#ifndef GL_NV_conditional_render +#define GL_NV_conditional_render 1 +GLAPI int GLAD_GL_NV_conditional_render; +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERNVPROC)(GLuint id, GLenum mode); +GLAPI PFNGLBEGINCONDITIONALRENDERNVPROC glad_glBeginConditionalRenderNV; +#define glBeginConditionalRenderNV glad_glBeginConditionalRenderNV +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERNVPROC)(void); +GLAPI PFNGLENDCONDITIONALRENDERNVPROC glad_glEndConditionalRenderNV; +#define glEndConditionalRenderNV glad_glEndConditionalRenderNV +#endif +#ifndef GL_NV_conservative_raster +#define GL_NV_conservative_raster 1 +GLAPI int GLAD_GL_NV_conservative_raster; +typedef void (APIENTRYP PFNGLSUBPIXELPRECISIONBIASNVPROC)(GLuint xbits, GLuint ybits); +GLAPI PFNGLSUBPIXELPRECISIONBIASNVPROC glad_glSubpixelPrecisionBiasNV; +#define glSubpixelPrecisionBiasNV glad_glSubpixelPrecisionBiasNV +#endif +#ifndef GL_NV_conservative_raster_dilate +#define GL_NV_conservative_raster_dilate 1 +GLAPI int GLAD_GL_NV_conservative_raster_dilate; +typedef void (APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERFNVPROC)(GLenum pname, GLfloat value); +GLAPI PFNGLCONSERVATIVERASTERPARAMETERFNVPROC glad_glConservativeRasterParameterfNV; +#define glConservativeRasterParameterfNV glad_glConservativeRasterParameterfNV +#endif +#ifndef GL_NV_conservative_raster_pre_snap +#define GL_NV_conservative_raster_pre_snap 1 +GLAPI int GLAD_GL_NV_conservative_raster_pre_snap; +#endif +#ifndef GL_NV_conservative_raster_pre_snap_triangles +#define GL_NV_conservative_raster_pre_snap_triangles 1 +GLAPI int GLAD_GL_NV_conservative_raster_pre_snap_triangles; +typedef void (APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERINVPROC)(GLenum pname, GLint param); +GLAPI PFNGLCONSERVATIVERASTERPARAMETERINVPROC glad_glConservativeRasterParameteriNV; +#define glConservativeRasterParameteriNV glad_glConservativeRasterParameteriNV +#endif +#ifndef GL_NV_conservative_raster_underestimation +#define GL_NV_conservative_raster_underestimation 1 +GLAPI int GLAD_GL_NV_conservative_raster_underestimation; +#endif +#ifndef GL_NV_copy_depth_to_color +#define GL_NV_copy_depth_to_color 1 +GLAPI int GLAD_GL_NV_copy_depth_to_color; +#endif +#ifndef GL_NV_copy_image +#define GL_NV_copy_image 1 +GLAPI int GLAD_GL_NV_copy_image; +typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATANVPROC)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLCOPYIMAGESUBDATANVPROC glad_glCopyImageSubDataNV; +#define glCopyImageSubDataNV glad_glCopyImageSubDataNV +#endif +#ifndef GL_NV_deep_texture3D +#define GL_NV_deep_texture3D 1 +GLAPI int GLAD_GL_NV_deep_texture3D; +#endif +#ifndef GL_NV_depth_buffer_float +#define GL_NV_depth_buffer_float 1 +GLAPI int GLAD_GL_NV_depth_buffer_float; +typedef void (APIENTRYP PFNGLDEPTHRANGEDNVPROC)(GLdouble zNear, GLdouble zFar); +GLAPI PFNGLDEPTHRANGEDNVPROC glad_glDepthRangedNV; +#define glDepthRangedNV glad_glDepthRangedNV +typedef void (APIENTRYP PFNGLCLEARDEPTHDNVPROC)(GLdouble depth); +GLAPI PFNGLCLEARDEPTHDNVPROC glad_glClearDepthdNV; +#define glClearDepthdNV glad_glClearDepthdNV +typedef void (APIENTRYP PFNGLDEPTHBOUNDSDNVPROC)(GLdouble zmin, GLdouble zmax); +GLAPI PFNGLDEPTHBOUNDSDNVPROC glad_glDepthBoundsdNV; +#define glDepthBoundsdNV glad_glDepthBoundsdNV +#endif +#ifndef GL_NV_depth_clamp +#define GL_NV_depth_clamp 1 +GLAPI int GLAD_GL_NV_depth_clamp; +#endif +#ifndef GL_NV_draw_texture +#define GL_NV_draw_texture 1 +GLAPI int GLAD_GL_NV_draw_texture; +typedef void (APIENTRYP PFNGLDRAWTEXTURENVPROC)(GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +GLAPI PFNGLDRAWTEXTURENVPROC glad_glDrawTextureNV; +#define glDrawTextureNV glad_glDrawTextureNV +#endif +#ifndef GL_NV_draw_vulkan_image +#define GL_NV_draw_vulkan_image 1 +GLAPI int GLAD_GL_NV_draw_vulkan_image; +typedef void (APIENTRYP PFNGLDRAWVKIMAGENVPROC)(GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +GLAPI PFNGLDRAWVKIMAGENVPROC glad_glDrawVkImageNV; +#define glDrawVkImageNV glad_glDrawVkImageNV +typedef GLVULKANPROCNV (APIENTRYP PFNGLGETVKPROCADDRNVPROC)(const GLchar *name); +GLAPI PFNGLGETVKPROCADDRNVPROC glad_glGetVkProcAddrNV; +#define glGetVkProcAddrNV glad_glGetVkProcAddrNV +typedef void (APIENTRYP PFNGLWAITVKSEMAPHORENVPROC)(GLuint64 vkSemaphore); +GLAPI PFNGLWAITVKSEMAPHORENVPROC glad_glWaitVkSemaphoreNV; +#define glWaitVkSemaphoreNV glad_glWaitVkSemaphoreNV +typedef void (APIENTRYP PFNGLSIGNALVKSEMAPHORENVPROC)(GLuint64 vkSemaphore); +GLAPI PFNGLSIGNALVKSEMAPHORENVPROC glad_glSignalVkSemaphoreNV; +#define glSignalVkSemaphoreNV glad_glSignalVkSemaphoreNV +typedef void (APIENTRYP PFNGLSIGNALVKFENCENVPROC)(GLuint64 vkFence); +GLAPI PFNGLSIGNALVKFENCENVPROC glad_glSignalVkFenceNV; +#define glSignalVkFenceNV glad_glSignalVkFenceNV +#endif +#ifndef GL_NV_evaluators +#define GL_NV_evaluators 1 +GLAPI int GLAD_GL_NV_evaluators; +typedef void (APIENTRYP PFNGLMAPCONTROLPOINTSNVPROC)(GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points); +GLAPI PFNGLMAPCONTROLPOINTSNVPROC glad_glMapControlPointsNV; +#define glMapControlPointsNV glad_glMapControlPointsNV +typedef void (APIENTRYP PFNGLMAPPARAMETERIVNVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLMAPPARAMETERIVNVPROC glad_glMapParameterivNV; +#define glMapParameterivNV glad_glMapParameterivNV +typedef void (APIENTRYP PFNGLMAPPARAMETERFVNVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLMAPPARAMETERFVNVPROC glad_glMapParameterfvNV; +#define glMapParameterfvNV glad_glMapParameterfvNV +typedef void (APIENTRYP PFNGLGETMAPCONTROLPOINTSNVPROC)(GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points); +GLAPI PFNGLGETMAPCONTROLPOINTSNVPROC glad_glGetMapControlPointsNV; +#define glGetMapControlPointsNV glad_glGetMapControlPointsNV +typedef void (APIENTRYP PFNGLGETMAPPARAMETERIVNVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETMAPPARAMETERIVNVPROC glad_glGetMapParameterivNV; +#define glGetMapParameterivNV glad_glGetMapParameterivNV +typedef void (APIENTRYP PFNGLGETMAPPARAMETERFVNVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMAPPARAMETERFVNVPROC glad_glGetMapParameterfvNV; +#define glGetMapParameterfvNV glad_glGetMapParameterfvNV +typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERIVNVPROC)(GLenum target, GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETMAPATTRIBPARAMETERIVNVPROC glad_glGetMapAttribParameterivNV; +#define glGetMapAttribParameterivNV glad_glGetMapAttribParameterivNV +typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERFVNVPROC)(GLenum target, GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMAPATTRIBPARAMETERFVNVPROC glad_glGetMapAttribParameterfvNV; +#define glGetMapAttribParameterfvNV glad_glGetMapAttribParameterfvNV +typedef void (APIENTRYP PFNGLEVALMAPSNVPROC)(GLenum target, GLenum mode); +GLAPI PFNGLEVALMAPSNVPROC glad_glEvalMapsNV; +#define glEvalMapsNV glad_glEvalMapsNV +#endif +#ifndef GL_NV_explicit_multisample +#define GL_NV_explicit_multisample 1 +GLAPI int GLAD_GL_NV_explicit_multisample; +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVNVPROC)(GLenum pname, GLuint index, GLfloat *val); +GLAPI PFNGLGETMULTISAMPLEFVNVPROC glad_glGetMultisamplefvNV; +#define glGetMultisamplefvNV glad_glGetMultisamplefvNV +typedef void (APIENTRYP PFNGLSAMPLEMASKINDEXEDNVPROC)(GLuint index, GLbitfield mask); +GLAPI PFNGLSAMPLEMASKINDEXEDNVPROC glad_glSampleMaskIndexedNV; +#define glSampleMaskIndexedNV glad_glSampleMaskIndexedNV +typedef void (APIENTRYP PFNGLTEXRENDERBUFFERNVPROC)(GLenum target, GLuint renderbuffer); +GLAPI PFNGLTEXRENDERBUFFERNVPROC glad_glTexRenderbufferNV; +#define glTexRenderbufferNV glad_glTexRenderbufferNV +#endif +#ifndef GL_NV_fence +#define GL_NV_fence 1 +GLAPI int GLAD_GL_NV_fence; +typedef void (APIENTRYP PFNGLDELETEFENCESNVPROC)(GLsizei n, const GLuint *fences); +GLAPI PFNGLDELETEFENCESNVPROC glad_glDeleteFencesNV; +#define glDeleteFencesNV glad_glDeleteFencesNV +typedef void (APIENTRYP PFNGLGENFENCESNVPROC)(GLsizei n, GLuint *fences); +GLAPI PFNGLGENFENCESNVPROC glad_glGenFencesNV; +#define glGenFencesNV glad_glGenFencesNV +typedef GLboolean (APIENTRYP PFNGLISFENCENVPROC)(GLuint fence); +GLAPI PFNGLISFENCENVPROC glad_glIsFenceNV; +#define glIsFenceNV glad_glIsFenceNV +typedef GLboolean (APIENTRYP PFNGLTESTFENCENVPROC)(GLuint fence); +GLAPI PFNGLTESTFENCENVPROC glad_glTestFenceNV; +#define glTestFenceNV glad_glTestFenceNV +typedef void (APIENTRYP PFNGLGETFENCEIVNVPROC)(GLuint fence, GLenum pname, GLint *params); +GLAPI PFNGLGETFENCEIVNVPROC glad_glGetFenceivNV; +#define glGetFenceivNV glad_glGetFenceivNV +typedef void (APIENTRYP PFNGLFINISHFENCENVPROC)(GLuint fence); +GLAPI PFNGLFINISHFENCENVPROC glad_glFinishFenceNV; +#define glFinishFenceNV glad_glFinishFenceNV +typedef void (APIENTRYP PFNGLSETFENCENVPROC)(GLuint fence, GLenum condition); +GLAPI PFNGLSETFENCENVPROC glad_glSetFenceNV; +#define glSetFenceNV glad_glSetFenceNV +#endif +#ifndef GL_NV_fill_rectangle +#define GL_NV_fill_rectangle 1 +GLAPI int GLAD_GL_NV_fill_rectangle; +#endif +#ifndef GL_NV_float_buffer +#define GL_NV_float_buffer 1 +GLAPI int GLAD_GL_NV_float_buffer; +#endif +#ifndef GL_NV_fog_distance +#define GL_NV_fog_distance 1 +GLAPI int GLAD_GL_NV_fog_distance; +#endif +#ifndef GL_NV_fragment_coverage_to_color +#define GL_NV_fragment_coverage_to_color 1 +GLAPI int GLAD_GL_NV_fragment_coverage_to_color; +typedef void (APIENTRYP PFNGLFRAGMENTCOVERAGECOLORNVPROC)(GLuint color); +GLAPI PFNGLFRAGMENTCOVERAGECOLORNVPROC glad_glFragmentCoverageColorNV; +#define glFragmentCoverageColorNV glad_glFragmentCoverageColorNV +#endif +#ifndef GL_NV_fragment_program +#define GL_NV_fragment_program 1 +GLAPI int GLAD_GL_NV_fragment_program; +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FNVPROC)(GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLPROGRAMNAMEDPARAMETER4FNVPROC glad_glProgramNamedParameter4fNV; +#define glProgramNamedParameter4fNV glad_glProgramNamedParameter4fNV +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC)(GLuint id, GLsizei len, const GLubyte *name, const GLfloat *v); +GLAPI PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC glad_glProgramNamedParameter4fvNV; +#define glProgramNamedParameter4fvNV glad_glProgramNamedParameter4fvNV +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DNVPROC)(GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLPROGRAMNAMEDPARAMETER4DNVPROC glad_glProgramNamedParameter4dNV; +#define glProgramNamedParameter4dNV glad_glProgramNamedParameter4dNV +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC)(GLuint id, GLsizei len, const GLubyte *name, const GLdouble *v); +GLAPI PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC glad_glProgramNamedParameter4dvNV; +#define glProgramNamedParameter4dvNV glad_glProgramNamedParameter4dvNV +typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC)(GLuint id, GLsizei len, const GLubyte *name, GLfloat *params); +GLAPI PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC glad_glGetProgramNamedParameterfvNV; +#define glGetProgramNamedParameterfvNV glad_glGetProgramNamedParameterfvNV +typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC)(GLuint id, GLsizei len, const GLubyte *name, GLdouble *params); +GLAPI PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC glad_glGetProgramNamedParameterdvNV; +#define glGetProgramNamedParameterdvNV glad_glGetProgramNamedParameterdvNV +#endif +#ifndef GL_NV_fragment_program2 +#define GL_NV_fragment_program2 1 +GLAPI int GLAD_GL_NV_fragment_program2; +#endif +#ifndef GL_NV_fragment_program4 +#define GL_NV_fragment_program4 1 +GLAPI int GLAD_GL_NV_fragment_program4; +#endif +#ifndef GL_NV_fragment_program_option +#define GL_NV_fragment_program_option 1 +GLAPI int GLAD_GL_NV_fragment_program_option; +#endif +#ifndef GL_NV_fragment_shader_barycentric +#define GL_NV_fragment_shader_barycentric 1 +GLAPI int GLAD_GL_NV_fragment_shader_barycentric; +#endif +#ifndef GL_NV_fragment_shader_interlock +#define GL_NV_fragment_shader_interlock 1 +GLAPI int GLAD_GL_NV_fragment_shader_interlock; +#endif +#ifndef GL_NV_framebuffer_mixed_samples +#define GL_NV_framebuffer_mixed_samples 1 +GLAPI int GLAD_GL_NV_framebuffer_mixed_samples; +typedef void (APIENTRYP PFNGLCOVERAGEMODULATIONTABLENVPROC)(GLsizei n, const GLfloat *v); +GLAPI PFNGLCOVERAGEMODULATIONTABLENVPROC glad_glCoverageModulationTableNV; +#define glCoverageModulationTableNV glad_glCoverageModulationTableNV +typedef void (APIENTRYP PFNGLGETCOVERAGEMODULATIONTABLENVPROC)(GLsizei bufSize, GLfloat *v); +GLAPI PFNGLGETCOVERAGEMODULATIONTABLENVPROC glad_glGetCoverageModulationTableNV; +#define glGetCoverageModulationTableNV glad_glGetCoverageModulationTableNV +typedef void (APIENTRYP PFNGLCOVERAGEMODULATIONNVPROC)(GLenum components); +GLAPI PFNGLCOVERAGEMODULATIONNVPROC glad_glCoverageModulationNV; +#define glCoverageModulationNV glad_glCoverageModulationNV +#endif +#ifndef GL_NV_framebuffer_multisample_coverage +#define GL_NV_framebuffer_multisample_coverage 1 +GLAPI int GLAD_GL_NV_framebuffer_multisample_coverage; +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC)(GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glad_glRenderbufferStorageMultisampleCoverageNV; +#define glRenderbufferStorageMultisampleCoverageNV glad_glRenderbufferStorageMultisampleCoverageNV +#endif +#ifndef GL_NV_geometry_program4 +#define GL_NV_geometry_program4 1 +GLAPI int GLAD_GL_NV_geometry_program4; +typedef void (APIENTRYP PFNGLPROGRAMVERTEXLIMITNVPROC)(GLenum target, GLint limit); +GLAPI PFNGLPROGRAMVERTEXLIMITNVPROC glad_glProgramVertexLimitNV; +#define glProgramVertexLimitNV glad_glProgramVertexLimitNV +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREEXTPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTUREEXTPROC glad_glFramebufferTextureEXT; +#define glFramebufferTextureEXT glad_glFramebufferTextureEXT +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +GLAPI PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC glad_glFramebufferTextureFaceEXT; +#define glFramebufferTextureFaceEXT glad_glFramebufferTextureFaceEXT +#endif +#ifndef GL_NV_geometry_shader4 +#define GL_NV_geometry_shader4 1 +GLAPI int GLAD_GL_NV_geometry_shader4; +#endif +#ifndef GL_NV_geometry_shader_passthrough +#define GL_NV_geometry_shader_passthrough 1 +GLAPI int GLAD_GL_NV_geometry_shader_passthrough; +#endif +#ifndef GL_NV_gpu_multicast +#define GL_NV_gpu_multicast 1 +GLAPI int GLAD_GL_NV_gpu_multicast; +typedef void (APIENTRYP PFNGLRENDERGPUMASKNVPROC)(GLbitfield mask); +GLAPI PFNGLRENDERGPUMASKNVPROC glad_glRenderGpuMaskNV; +#define glRenderGpuMaskNV glad_glRenderGpuMaskNV +typedef void (APIENTRYP PFNGLMULTICASTBUFFERSUBDATANVPROC)(GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLMULTICASTBUFFERSUBDATANVPROC glad_glMulticastBufferSubDataNV; +#define glMulticastBufferSubDataNV glad_glMulticastBufferSubDataNV +typedef void (APIENTRYP PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC)(GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC glad_glMulticastCopyBufferSubDataNV; +#define glMulticastCopyBufferSubDataNV glad_glMulticastCopyBufferSubDataNV +typedef void (APIENTRYP PFNGLMULTICASTCOPYIMAGESUBDATANVPROC)(GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +GLAPI PFNGLMULTICASTCOPYIMAGESUBDATANVPROC glad_glMulticastCopyImageSubDataNV; +#define glMulticastCopyImageSubDataNV glad_glMulticastCopyImageSubDataNV +typedef void (APIENTRYP PFNGLMULTICASTBLITFRAMEBUFFERNVPROC)(GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLMULTICASTBLITFRAMEBUFFERNVPROC glad_glMulticastBlitFramebufferNV; +#define glMulticastBlitFramebufferNV glad_glMulticastBlitFramebufferNV +typedef void (APIENTRYP PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)(GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GLAPI PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glMulticastFramebufferSampleLocationsfvNV; +#define glMulticastFramebufferSampleLocationsfvNV glad_glMulticastFramebufferSampleLocationsfvNV +typedef void (APIENTRYP PFNGLMULTICASTBARRIERNVPROC)(void); +GLAPI PFNGLMULTICASTBARRIERNVPROC glad_glMulticastBarrierNV; +#define glMulticastBarrierNV glad_glMulticastBarrierNV +typedef void (APIENTRYP PFNGLMULTICASTWAITSYNCNVPROC)(GLuint signalGpu, GLbitfield waitGpuMask); +GLAPI PFNGLMULTICASTWAITSYNCNVPROC glad_glMulticastWaitSyncNV; +#define glMulticastWaitSyncNV glad_glMulticastWaitSyncNV +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTIVNVPROC)(GLuint gpu, GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLMULTICASTGETQUERYOBJECTIVNVPROC glad_glMulticastGetQueryObjectivNV; +#define glMulticastGetQueryObjectivNV glad_glMulticastGetQueryObjectivNV +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC)(GLuint gpu, GLuint id, GLenum pname, GLuint *params); +GLAPI PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC glad_glMulticastGetQueryObjectuivNV; +#define glMulticastGetQueryObjectuivNV glad_glMulticastGetQueryObjectuivNV +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC)(GLuint gpu, GLuint id, GLenum pname, GLint64 *params); +GLAPI PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC glad_glMulticastGetQueryObjecti64vNV; +#define glMulticastGetQueryObjecti64vNV glad_glMulticastGetQueryObjecti64vNV +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC)(GLuint gpu, GLuint id, GLenum pname, GLuint64 *params); +GLAPI PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC glad_glMulticastGetQueryObjectui64vNV; +#define glMulticastGetQueryObjectui64vNV glad_glMulticastGetQueryObjectui64vNV +#endif +#ifndef GL_NV_gpu_program4 +#define GL_NV_gpu_program4 1 +GLAPI int GLAD_GL_NV_gpu_program4; +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4INVPROC)(GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLPROGRAMLOCALPARAMETERI4INVPROC glad_glProgramLocalParameterI4iNV; +#define glProgramLocalParameterI4iNV glad_glProgramLocalParameterI4iNV +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC)(GLenum target, GLuint index, const GLint *params); +GLAPI PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC glad_glProgramLocalParameterI4ivNV; +#define glProgramLocalParameterI4ivNV glad_glProgramLocalParameterI4ivNV +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLint *params); +GLAPI PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC glad_glProgramLocalParametersI4ivNV; +#define glProgramLocalParametersI4ivNV glad_glProgramLocalParametersI4ivNV +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4UINVPROC)(GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI PFNGLPROGRAMLOCALPARAMETERI4UINVPROC glad_glProgramLocalParameterI4uiNV; +#define glProgramLocalParameterI4uiNV glad_glProgramLocalParameterI4uiNV +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC)(GLenum target, GLuint index, const GLuint *params); +GLAPI PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC glad_glProgramLocalParameterI4uivNV; +#define glProgramLocalParameterI4uivNV glad_glProgramLocalParameterI4uivNV +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLuint *params); +GLAPI PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC glad_glProgramLocalParametersI4uivNV; +#define glProgramLocalParametersI4uivNV glad_glProgramLocalParametersI4uivNV +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4INVPROC)(GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLPROGRAMENVPARAMETERI4INVPROC glad_glProgramEnvParameterI4iNV; +#define glProgramEnvParameterI4iNV glad_glProgramEnvParameterI4iNV +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4IVNVPROC)(GLenum target, GLuint index, const GLint *params); +GLAPI PFNGLPROGRAMENVPARAMETERI4IVNVPROC glad_glProgramEnvParameterI4ivNV; +#define glProgramEnvParameterI4ivNV glad_glProgramEnvParameterI4ivNV +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERSI4IVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLint *params); +GLAPI PFNGLPROGRAMENVPARAMETERSI4IVNVPROC glad_glProgramEnvParametersI4ivNV; +#define glProgramEnvParametersI4ivNV glad_glProgramEnvParametersI4ivNV +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4UINVPROC)(GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI PFNGLPROGRAMENVPARAMETERI4UINVPROC glad_glProgramEnvParameterI4uiNV; +#define glProgramEnvParameterI4uiNV glad_glProgramEnvParameterI4uiNV +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4UIVNVPROC)(GLenum target, GLuint index, const GLuint *params); +GLAPI PFNGLPROGRAMENVPARAMETERI4UIVNVPROC glad_glProgramEnvParameterI4uivNV; +#define glProgramEnvParameterI4uivNV glad_glProgramEnvParameterI4uivNV +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLuint *params); +GLAPI PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC glad_glProgramEnvParametersI4uivNV; +#define glProgramEnvParametersI4uivNV glad_glProgramEnvParametersI4uivNV +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC)(GLenum target, GLuint index, GLint *params); +GLAPI PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC glad_glGetProgramLocalParameterIivNV; +#define glGetProgramLocalParameterIivNV glad_glGetProgramLocalParameterIivNV +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC)(GLenum target, GLuint index, GLuint *params); +GLAPI PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC glad_glGetProgramLocalParameterIuivNV; +#define glGetProgramLocalParameterIuivNV glad_glGetProgramLocalParameterIuivNV +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERIIVNVPROC)(GLenum target, GLuint index, GLint *params); +GLAPI PFNGLGETPROGRAMENVPARAMETERIIVNVPROC glad_glGetProgramEnvParameterIivNV; +#define glGetProgramEnvParameterIivNV glad_glGetProgramEnvParameterIivNV +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC)(GLenum target, GLuint index, GLuint *params); +GLAPI PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC glad_glGetProgramEnvParameterIuivNV; +#define glGetProgramEnvParameterIuivNV glad_glGetProgramEnvParameterIuivNV +#endif +#ifndef GL_NV_gpu_program5 +#define GL_NV_gpu_program5 1 +GLAPI int GLAD_GL_NV_gpu_program5; +typedef void (APIENTRYP PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC)(GLenum target, GLsizei count, const GLuint *params); +GLAPI PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC glad_glProgramSubroutineParametersuivNV; +#define glProgramSubroutineParametersuivNV glad_glProgramSubroutineParametersuivNV +typedef void (APIENTRYP PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC)(GLenum target, GLuint index, GLuint *param); +GLAPI PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC glad_glGetProgramSubroutineParameteruivNV; +#define glGetProgramSubroutineParameteruivNV glad_glGetProgramSubroutineParameteruivNV +#endif +#ifndef GL_NV_gpu_program5_mem_extended +#define GL_NV_gpu_program5_mem_extended 1 +GLAPI int GLAD_GL_NV_gpu_program5_mem_extended; +#endif +#ifndef GL_NV_gpu_shader5 +#define GL_NV_gpu_shader5 1 +GLAPI int GLAD_GL_NV_gpu_shader5; +#endif +#ifndef GL_NV_half_float +#define GL_NV_half_float 1 +GLAPI int GLAD_GL_NV_half_float; +typedef void (APIENTRYP PFNGLVERTEX2HNVPROC)(GLhalfNV x, GLhalfNV y); +GLAPI PFNGLVERTEX2HNVPROC glad_glVertex2hNV; +#define glVertex2hNV glad_glVertex2hNV +typedef void (APIENTRYP PFNGLVERTEX2HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLVERTEX2HVNVPROC glad_glVertex2hvNV; +#define glVertex2hvNV glad_glVertex2hvNV +typedef void (APIENTRYP PFNGLVERTEX3HNVPROC)(GLhalfNV x, GLhalfNV y, GLhalfNV z); +GLAPI PFNGLVERTEX3HNVPROC glad_glVertex3hNV; +#define glVertex3hNV glad_glVertex3hNV +typedef void (APIENTRYP PFNGLVERTEX3HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLVERTEX3HVNVPROC glad_glVertex3hvNV; +#define glVertex3hvNV glad_glVertex3hvNV +typedef void (APIENTRYP PFNGLVERTEX4HNVPROC)(GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +GLAPI PFNGLVERTEX4HNVPROC glad_glVertex4hNV; +#define glVertex4hNV glad_glVertex4hNV +typedef void (APIENTRYP PFNGLVERTEX4HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLVERTEX4HVNVPROC glad_glVertex4hvNV; +#define glVertex4hvNV glad_glVertex4hvNV +typedef void (APIENTRYP PFNGLNORMAL3HNVPROC)(GLhalfNV nx, GLhalfNV ny, GLhalfNV nz); +GLAPI PFNGLNORMAL3HNVPROC glad_glNormal3hNV; +#define glNormal3hNV glad_glNormal3hNV +typedef void (APIENTRYP PFNGLNORMAL3HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLNORMAL3HVNVPROC glad_glNormal3hvNV; +#define glNormal3hvNV glad_glNormal3hvNV +typedef void (APIENTRYP PFNGLCOLOR3HNVPROC)(GLhalfNV red, GLhalfNV green, GLhalfNV blue); +GLAPI PFNGLCOLOR3HNVPROC glad_glColor3hNV; +#define glColor3hNV glad_glColor3hNV +typedef void (APIENTRYP PFNGLCOLOR3HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLCOLOR3HVNVPROC glad_glColor3hvNV; +#define glColor3hvNV glad_glColor3hvNV +typedef void (APIENTRYP PFNGLCOLOR4HNVPROC)(GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha); +GLAPI PFNGLCOLOR4HNVPROC glad_glColor4hNV; +#define glColor4hNV glad_glColor4hNV +typedef void (APIENTRYP PFNGLCOLOR4HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLCOLOR4HVNVPROC glad_glColor4hvNV; +#define glColor4hvNV glad_glColor4hvNV +typedef void (APIENTRYP PFNGLTEXCOORD1HNVPROC)(GLhalfNV s); +GLAPI PFNGLTEXCOORD1HNVPROC glad_glTexCoord1hNV; +#define glTexCoord1hNV glad_glTexCoord1hNV +typedef void (APIENTRYP PFNGLTEXCOORD1HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLTEXCOORD1HVNVPROC glad_glTexCoord1hvNV; +#define glTexCoord1hvNV glad_glTexCoord1hvNV +typedef void (APIENTRYP PFNGLTEXCOORD2HNVPROC)(GLhalfNV s, GLhalfNV t); +GLAPI PFNGLTEXCOORD2HNVPROC glad_glTexCoord2hNV; +#define glTexCoord2hNV glad_glTexCoord2hNV +typedef void (APIENTRYP PFNGLTEXCOORD2HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLTEXCOORD2HVNVPROC glad_glTexCoord2hvNV; +#define glTexCoord2hvNV glad_glTexCoord2hvNV +typedef void (APIENTRYP PFNGLTEXCOORD3HNVPROC)(GLhalfNV s, GLhalfNV t, GLhalfNV r); +GLAPI PFNGLTEXCOORD3HNVPROC glad_glTexCoord3hNV; +#define glTexCoord3hNV glad_glTexCoord3hNV +typedef void (APIENTRYP PFNGLTEXCOORD3HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLTEXCOORD3HVNVPROC glad_glTexCoord3hvNV; +#define glTexCoord3hvNV glad_glTexCoord3hvNV +typedef void (APIENTRYP PFNGLTEXCOORD4HNVPROC)(GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +GLAPI PFNGLTEXCOORD4HNVPROC glad_glTexCoord4hNV; +#define glTexCoord4hNV glad_glTexCoord4hNV +typedef void (APIENTRYP PFNGLTEXCOORD4HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLTEXCOORD4HVNVPROC glad_glTexCoord4hvNV; +#define glTexCoord4hvNV glad_glTexCoord4hvNV +typedef void (APIENTRYP PFNGLMULTITEXCOORD1HNVPROC)(GLenum target, GLhalfNV s); +GLAPI PFNGLMULTITEXCOORD1HNVPROC glad_glMultiTexCoord1hNV; +#define glMultiTexCoord1hNV glad_glMultiTexCoord1hNV +typedef void (APIENTRYP PFNGLMULTITEXCOORD1HVNVPROC)(GLenum target, const GLhalfNV *v); +GLAPI PFNGLMULTITEXCOORD1HVNVPROC glad_glMultiTexCoord1hvNV; +#define glMultiTexCoord1hvNV glad_glMultiTexCoord1hvNV +typedef void (APIENTRYP PFNGLMULTITEXCOORD2HNVPROC)(GLenum target, GLhalfNV s, GLhalfNV t); +GLAPI PFNGLMULTITEXCOORD2HNVPROC glad_glMultiTexCoord2hNV; +#define glMultiTexCoord2hNV glad_glMultiTexCoord2hNV +typedef void (APIENTRYP PFNGLMULTITEXCOORD2HVNVPROC)(GLenum target, const GLhalfNV *v); +GLAPI PFNGLMULTITEXCOORD2HVNVPROC glad_glMultiTexCoord2hvNV; +#define glMultiTexCoord2hvNV glad_glMultiTexCoord2hvNV +typedef void (APIENTRYP PFNGLMULTITEXCOORD3HNVPROC)(GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r); +GLAPI PFNGLMULTITEXCOORD3HNVPROC glad_glMultiTexCoord3hNV; +#define glMultiTexCoord3hNV glad_glMultiTexCoord3hNV +typedef void (APIENTRYP PFNGLMULTITEXCOORD3HVNVPROC)(GLenum target, const GLhalfNV *v); +GLAPI PFNGLMULTITEXCOORD3HVNVPROC glad_glMultiTexCoord3hvNV; +#define glMultiTexCoord3hvNV glad_glMultiTexCoord3hvNV +typedef void (APIENTRYP PFNGLMULTITEXCOORD4HNVPROC)(GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +GLAPI PFNGLMULTITEXCOORD4HNVPROC glad_glMultiTexCoord4hNV; +#define glMultiTexCoord4hNV glad_glMultiTexCoord4hNV +typedef void (APIENTRYP PFNGLMULTITEXCOORD4HVNVPROC)(GLenum target, const GLhalfNV *v); +GLAPI PFNGLMULTITEXCOORD4HVNVPROC glad_glMultiTexCoord4hvNV; +#define glMultiTexCoord4hvNV glad_glMultiTexCoord4hvNV +typedef void (APIENTRYP PFNGLFOGCOORDHNVPROC)(GLhalfNV fog); +GLAPI PFNGLFOGCOORDHNVPROC glad_glFogCoordhNV; +#define glFogCoordhNV glad_glFogCoordhNV +typedef void (APIENTRYP PFNGLFOGCOORDHVNVPROC)(const GLhalfNV *fog); +GLAPI PFNGLFOGCOORDHVNVPROC glad_glFogCoordhvNV; +#define glFogCoordhvNV glad_glFogCoordhvNV +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HNVPROC)(GLhalfNV red, GLhalfNV green, GLhalfNV blue); +GLAPI PFNGLSECONDARYCOLOR3HNVPROC glad_glSecondaryColor3hNV; +#define glSecondaryColor3hNV glad_glSecondaryColor3hNV +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HVNVPROC)(const GLhalfNV *v); +GLAPI PFNGLSECONDARYCOLOR3HVNVPROC glad_glSecondaryColor3hvNV; +#define glSecondaryColor3hvNV glad_glSecondaryColor3hvNV +typedef void (APIENTRYP PFNGLVERTEXWEIGHTHNVPROC)(GLhalfNV weight); +GLAPI PFNGLVERTEXWEIGHTHNVPROC glad_glVertexWeighthNV; +#define glVertexWeighthNV glad_glVertexWeighthNV +typedef void (APIENTRYP PFNGLVERTEXWEIGHTHVNVPROC)(const GLhalfNV *weight); +GLAPI PFNGLVERTEXWEIGHTHVNVPROC glad_glVertexWeighthvNV; +#define glVertexWeighthvNV glad_glVertexWeighthvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB1HNVPROC)(GLuint index, GLhalfNV x); +GLAPI PFNGLVERTEXATTRIB1HNVPROC glad_glVertexAttrib1hNV; +#define glVertexAttrib1hNV glad_glVertexAttrib1hNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB1HVNVPROC)(GLuint index, const GLhalfNV *v); +GLAPI PFNGLVERTEXATTRIB1HVNVPROC glad_glVertexAttrib1hvNV; +#define glVertexAttrib1hvNV glad_glVertexAttrib1hvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB2HNVPROC)(GLuint index, GLhalfNV x, GLhalfNV y); +GLAPI PFNGLVERTEXATTRIB2HNVPROC glad_glVertexAttrib2hNV; +#define glVertexAttrib2hNV glad_glVertexAttrib2hNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB2HVNVPROC)(GLuint index, const GLhalfNV *v); +GLAPI PFNGLVERTEXATTRIB2HVNVPROC glad_glVertexAttrib2hvNV; +#define glVertexAttrib2hvNV glad_glVertexAttrib2hvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB3HNVPROC)(GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z); +GLAPI PFNGLVERTEXATTRIB3HNVPROC glad_glVertexAttrib3hNV; +#define glVertexAttrib3hNV glad_glVertexAttrib3hNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB3HVNVPROC)(GLuint index, const GLhalfNV *v); +GLAPI PFNGLVERTEXATTRIB3HVNVPROC glad_glVertexAttrib3hvNV; +#define glVertexAttrib3hvNV glad_glVertexAttrib3hvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB4HNVPROC)(GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +GLAPI PFNGLVERTEXATTRIB4HNVPROC glad_glVertexAttrib4hNV; +#define glVertexAttrib4hNV glad_glVertexAttrib4hNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB4HVNVPROC)(GLuint index, const GLhalfNV *v); +GLAPI PFNGLVERTEXATTRIB4HVNVPROC glad_glVertexAttrib4hvNV; +#define glVertexAttrib4hvNV glad_glVertexAttrib4hvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1HVNVPROC)(GLuint index, GLsizei n, const GLhalfNV *v); +GLAPI PFNGLVERTEXATTRIBS1HVNVPROC glad_glVertexAttribs1hvNV; +#define glVertexAttribs1hvNV glad_glVertexAttribs1hvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2HVNVPROC)(GLuint index, GLsizei n, const GLhalfNV *v); +GLAPI PFNGLVERTEXATTRIBS2HVNVPROC glad_glVertexAttribs2hvNV; +#define glVertexAttribs2hvNV glad_glVertexAttribs2hvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3HVNVPROC)(GLuint index, GLsizei n, const GLhalfNV *v); +GLAPI PFNGLVERTEXATTRIBS3HVNVPROC glad_glVertexAttribs3hvNV; +#define glVertexAttribs3hvNV glad_glVertexAttribs3hvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4HVNVPROC)(GLuint index, GLsizei n, const GLhalfNV *v); +GLAPI PFNGLVERTEXATTRIBS4HVNVPROC glad_glVertexAttribs4hvNV; +#define glVertexAttribs4hvNV glad_glVertexAttribs4hvNV +#endif +#ifndef GL_NV_internalformat_sample_query +#define GL_NV_internalformat_sample_query 1 +GLAPI int GLAD_GL_NV_internalformat_sample_query; +typedef void (APIENTRYP PFNGLGETINTERNALFORMATSAMPLEIVNVPROC)(GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); +GLAPI PFNGLGETINTERNALFORMATSAMPLEIVNVPROC glad_glGetInternalformatSampleivNV; +#define glGetInternalformatSampleivNV glad_glGetInternalformatSampleivNV +#endif +#ifndef GL_NV_light_max_exponent +#define GL_NV_light_max_exponent 1 +GLAPI int GLAD_GL_NV_light_max_exponent; +#endif +#ifndef GL_NV_memory_attachment +#define GL_NV_memory_attachment 1 +GLAPI int GLAD_GL_NV_memory_attachment; +typedef void (APIENTRYP PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC)(GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); +GLAPI PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC glad_glGetMemoryObjectDetachedResourcesuivNV; +#define glGetMemoryObjectDetachedResourcesuivNV glad_glGetMemoryObjectDetachedResourcesuivNV +typedef void (APIENTRYP PFNGLRESETMEMORYOBJECTPARAMETERNVPROC)(GLuint memory, GLenum pname); +GLAPI PFNGLRESETMEMORYOBJECTPARAMETERNVPROC glad_glResetMemoryObjectParameterNV; +#define glResetMemoryObjectParameterNV glad_glResetMemoryObjectParameterNV +typedef void (APIENTRYP PFNGLTEXATTACHMEMORYNVPROC)(GLenum target, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXATTACHMEMORYNVPROC glad_glTexAttachMemoryNV; +#define glTexAttachMemoryNV glad_glTexAttachMemoryNV +typedef void (APIENTRYP PFNGLBUFFERATTACHMEMORYNVPROC)(GLenum target, GLuint memory, GLuint64 offset); +GLAPI PFNGLBUFFERATTACHMEMORYNVPROC glad_glBufferAttachMemoryNV; +#define glBufferAttachMemoryNV glad_glBufferAttachMemoryNV +typedef void (APIENTRYP PFNGLTEXTUREATTACHMEMORYNVPROC)(GLuint texture, GLuint memory, GLuint64 offset); +GLAPI PFNGLTEXTUREATTACHMEMORYNVPROC glad_glTextureAttachMemoryNV; +#define glTextureAttachMemoryNV glad_glTextureAttachMemoryNV +typedef void (APIENTRYP PFNGLNAMEDBUFFERATTACHMEMORYNVPROC)(GLuint buffer, GLuint memory, GLuint64 offset); +GLAPI PFNGLNAMEDBUFFERATTACHMEMORYNVPROC glad_glNamedBufferAttachMemoryNV; +#define glNamedBufferAttachMemoryNV glad_glNamedBufferAttachMemoryNV +#endif +#ifndef GL_NV_mesh_shader +#define GL_NV_mesh_shader 1 +GLAPI int GLAD_GL_NV_mesh_shader; +typedef void (APIENTRYP PFNGLDRAWMESHTASKSNVPROC)(GLuint first, GLuint count); +GLAPI PFNGLDRAWMESHTASKSNVPROC glad_glDrawMeshTasksNV; +#define glDrawMeshTasksNV glad_glDrawMeshTasksNV +typedef void (APIENTRYP PFNGLDRAWMESHTASKSINDIRECTNVPROC)(GLintptr indirect); +GLAPI PFNGLDRAWMESHTASKSINDIRECTNVPROC glad_glDrawMeshTasksIndirectNV; +#define glDrawMeshTasksIndirectNV glad_glDrawMeshTasksIndirectNV +typedef void (APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC)(GLintptr indirect, GLsizei drawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC glad_glMultiDrawMeshTasksIndirectNV; +#define glMultiDrawMeshTasksIndirectNV glad_glMultiDrawMeshTasksIndirectNV +typedef void (APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC)(GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC glad_glMultiDrawMeshTasksIndirectCountNV; +#define glMultiDrawMeshTasksIndirectCountNV glad_glMultiDrawMeshTasksIndirectCountNV +#endif +#ifndef GL_NV_multisample_coverage +#define GL_NV_multisample_coverage 1 +GLAPI int GLAD_GL_NV_multisample_coverage; +#endif +#ifndef GL_NV_multisample_filter_hint +#define GL_NV_multisample_filter_hint 1 +GLAPI int GLAD_GL_NV_multisample_filter_hint; +#endif +#ifndef GL_NV_occlusion_query +#define GL_NV_occlusion_query 1 +GLAPI int GLAD_GL_NV_occlusion_query; +typedef void (APIENTRYP PFNGLGENOCCLUSIONQUERIESNVPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENOCCLUSIONQUERIESNVPROC glad_glGenOcclusionQueriesNV; +#define glGenOcclusionQueriesNV glad_glGenOcclusionQueriesNV +typedef void (APIENTRYP PFNGLDELETEOCCLUSIONQUERIESNVPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETEOCCLUSIONQUERIESNVPROC glad_glDeleteOcclusionQueriesNV; +#define glDeleteOcclusionQueriesNV glad_glDeleteOcclusionQueriesNV +typedef GLboolean (APIENTRYP PFNGLISOCCLUSIONQUERYNVPROC)(GLuint id); +GLAPI PFNGLISOCCLUSIONQUERYNVPROC glad_glIsOcclusionQueryNV; +#define glIsOcclusionQueryNV glad_glIsOcclusionQueryNV +typedef void (APIENTRYP PFNGLBEGINOCCLUSIONQUERYNVPROC)(GLuint id); +GLAPI PFNGLBEGINOCCLUSIONQUERYNVPROC glad_glBeginOcclusionQueryNV; +#define glBeginOcclusionQueryNV glad_glBeginOcclusionQueryNV +typedef void (APIENTRYP PFNGLENDOCCLUSIONQUERYNVPROC)(void); +GLAPI PFNGLENDOCCLUSIONQUERYNVPROC glad_glEndOcclusionQueryNV; +#define glEndOcclusionQueryNV glad_glEndOcclusionQueryNV +typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYIVNVPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETOCCLUSIONQUERYIVNVPROC glad_glGetOcclusionQueryivNV; +#define glGetOcclusionQueryivNV glad_glGetOcclusionQueryivNV +typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYUIVNVPROC)(GLuint id, GLenum pname, GLuint *params); +GLAPI PFNGLGETOCCLUSIONQUERYUIVNVPROC glad_glGetOcclusionQueryuivNV; +#define glGetOcclusionQueryuivNV glad_glGetOcclusionQueryuivNV +#endif +#ifndef GL_NV_packed_depth_stencil +#define GL_NV_packed_depth_stencil 1 +GLAPI int GLAD_GL_NV_packed_depth_stencil; +#endif +#ifndef GL_NV_parameter_buffer_object +#define GL_NV_parameter_buffer_object 1 +GLAPI int GLAD_GL_NV_parameter_buffer_object; +typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC)(GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLfloat *params); +GLAPI PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC glad_glProgramBufferParametersfvNV; +#define glProgramBufferParametersfvNV glad_glProgramBufferParametersfvNV +typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC)(GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLint *params); +GLAPI PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC glad_glProgramBufferParametersIivNV; +#define glProgramBufferParametersIivNV glad_glProgramBufferParametersIivNV +typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC)(GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLuint *params); +GLAPI PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC glad_glProgramBufferParametersIuivNV; +#define glProgramBufferParametersIuivNV glad_glProgramBufferParametersIuivNV +#endif +#ifndef GL_NV_parameter_buffer_object2 +#define GL_NV_parameter_buffer_object2 1 +GLAPI int GLAD_GL_NV_parameter_buffer_object2; +#endif +#ifndef GL_NV_path_rendering +#define GL_NV_path_rendering 1 +GLAPI int GLAD_GL_NV_path_rendering; +typedef GLuint (APIENTRYP PFNGLGENPATHSNVPROC)(GLsizei range); +GLAPI PFNGLGENPATHSNVPROC glad_glGenPathsNV; +#define glGenPathsNV glad_glGenPathsNV +typedef void (APIENTRYP PFNGLDELETEPATHSNVPROC)(GLuint path, GLsizei range); +GLAPI PFNGLDELETEPATHSNVPROC glad_glDeletePathsNV; +#define glDeletePathsNV glad_glDeletePathsNV +typedef GLboolean (APIENTRYP PFNGLISPATHNVPROC)(GLuint path); +GLAPI PFNGLISPATHNVPROC glad_glIsPathNV; +#define glIsPathNV glad_glIsPathNV +typedef void (APIENTRYP PFNGLPATHCOMMANDSNVPROC)(GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI PFNGLPATHCOMMANDSNVPROC glad_glPathCommandsNV; +#define glPathCommandsNV glad_glPathCommandsNV +typedef void (APIENTRYP PFNGLPATHCOORDSNVPROC)(GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI PFNGLPATHCOORDSNVPROC glad_glPathCoordsNV; +#define glPathCoordsNV glad_glPathCoordsNV +typedef void (APIENTRYP PFNGLPATHSUBCOMMANDSNVPROC)(GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI PFNGLPATHSUBCOMMANDSNVPROC glad_glPathSubCommandsNV; +#define glPathSubCommandsNV glad_glPathSubCommandsNV +typedef void (APIENTRYP PFNGLPATHSUBCOORDSNVPROC)(GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI PFNGLPATHSUBCOORDSNVPROC glad_glPathSubCoordsNV; +#define glPathSubCoordsNV glad_glPathSubCoordsNV +typedef void (APIENTRYP PFNGLPATHSTRINGNVPROC)(GLuint path, GLenum format, GLsizei length, const void *pathString); +GLAPI PFNGLPATHSTRINGNVPROC glad_glPathStringNV; +#define glPathStringNV glad_glPathStringNV +typedef void (APIENTRYP PFNGLPATHGLYPHSNVPROC)(GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI PFNGLPATHGLYPHSNVPROC glad_glPathGlyphsNV; +#define glPathGlyphsNV glad_glPathGlyphsNV +typedef void (APIENTRYP PFNGLPATHGLYPHRANGENVPROC)(GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI PFNGLPATHGLYPHRANGENVPROC glad_glPathGlyphRangeNV; +#define glPathGlyphRangeNV glad_glPathGlyphRangeNV +typedef void (APIENTRYP PFNGLWEIGHTPATHSNVPROC)(GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); +GLAPI PFNGLWEIGHTPATHSNVPROC glad_glWeightPathsNV; +#define glWeightPathsNV glad_glWeightPathsNV +typedef void (APIENTRYP PFNGLCOPYPATHNVPROC)(GLuint resultPath, GLuint srcPath); +GLAPI PFNGLCOPYPATHNVPROC glad_glCopyPathNV; +#define glCopyPathNV glad_glCopyPathNV +typedef void (APIENTRYP PFNGLINTERPOLATEPATHSNVPROC)(GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +GLAPI PFNGLINTERPOLATEPATHSNVPROC glad_glInterpolatePathsNV; +#define glInterpolatePathsNV glad_glInterpolatePathsNV +typedef void (APIENTRYP PFNGLTRANSFORMPATHNVPROC)(GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); +GLAPI PFNGLTRANSFORMPATHNVPROC glad_glTransformPathNV; +#define glTransformPathNV glad_glTransformPathNV +typedef void (APIENTRYP PFNGLPATHPARAMETERIVNVPROC)(GLuint path, GLenum pname, const GLint *value); +GLAPI PFNGLPATHPARAMETERIVNVPROC glad_glPathParameterivNV; +#define glPathParameterivNV glad_glPathParameterivNV +typedef void (APIENTRYP PFNGLPATHPARAMETERINVPROC)(GLuint path, GLenum pname, GLint value); +GLAPI PFNGLPATHPARAMETERINVPROC glad_glPathParameteriNV; +#define glPathParameteriNV glad_glPathParameteriNV +typedef void (APIENTRYP PFNGLPATHPARAMETERFVNVPROC)(GLuint path, GLenum pname, const GLfloat *value); +GLAPI PFNGLPATHPARAMETERFVNVPROC glad_glPathParameterfvNV; +#define glPathParameterfvNV glad_glPathParameterfvNV +typedef void (APIENTRYP PFNGLPATHPARAMETERFNVPROC)(GLuint path, GLenum pname, GLfloat value); +GLAPI PFNGLPATHPARAMETERFNVPROC glad_glPathParameterfNV; +#define glPathParameterfNV glad_glPathParameterfNV +typedef void (APIENTRYP PFNGLPATHDASHARRAYNVPROC)(GLuint path, GLsizei dashCount, const GLfloat *dashArray); +GLAPI PFNGLPATHDASHARRAYNVPROC glad_glPathDashArrayNV; +#define glPathDashArrayNV glad_glPathDashArrayNV +typedef void (APIENTRYP PFNGLPATHSTENCILFUNCNVPROC)(GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLPATHSTENCILFUNCNVPROC glad_glPathStencilFuncNV; +#define glPathStencilFuncNV glad_glPathStencilFuncNV +typedef void (APIENTRYP PFNGLPATHSTENCILDEPTHOFFSETNVPROC)(GLfloat factor, GLfloat units); +GLAPI PFNGLPATHSTENCILDEPTHOFFSETNVPROC glad_glPathStencilDepthOffsetNV; +#define glPathStencilDepthOffsetNV glad_glPathStencilDepthOffsetNV +typedef void (APIENTRYP PFNGLSTENCILFILLPATHNVPROC)(GLuint path, GLenum fillMode, GLuint mask); +GLAPI PFNGLSTENCILFILLPATHNVPROC glad_glStencilFillPathNV; +#define glStencilFillPathNV glad_glStencilFillPathNV +typedef void (APIENTRYP PFNGLSTENCILSTROKEPATHNVPROC)(GLuint path, GLint reference, GLuint mask); +GLAPI PFNGLSTENCILSTROKEPATHNVPROC glad_glStencilStrokePathNV; +#define glStencilStrokePathNV glad_glStencilStrokePathNV +typedef void (APIENTRYP PFNGLSTENCILFILLPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); +GLAPI PFNGLSTENCILFILLPATHINSTANCEDNVPROC glad_glStencilFillPathInstancedNV; +#define glStencilFillPathInstancedNV glad_glStencilFillPathInstancedNV +typedef void (APIENTRYP PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); +GLAPI PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC glad_glStencilStrokePathInstancedNV; +#define glStencilStrokePathInstancedNV glad_glStencilStrokePathInstancedNV +typedef void (APIENTRYP PFNGLPATHCOVERDEPTHFUNCNVPROC)(GLenum func); +GLAPI PFNGLPATHCOVERDEPTHFUNCNVPROC glad_glPathCoverDepthFuncNV; +#define glPathCoverDepthFuncNV glad_glPathCoverDepthFuncNV +typedef void (APIENTRYP PFNGLCOVERFILLPATHNVPROC)(GLuint path, GLenum coverMode); +GLAPI PFNGLCOVERFILLPATHNVPROC glad_glCoverFillPathNV; +#define glCoverFillPathNV glad_glCoverFillPathNV +typedef void (APIENTRYP PFNGLCOVERSTROKEPATHNVPROC)(GLuint path, GLenum coverMode); +GLAPI PFNGLCOVERSTROKEPATHNVPROC glad_glCoverStrokePathNV; +#define glCoverStrokePathNV glad_glCoverStrokePathNV +typedef void (APIENTRYP PFNGLCOVERFILLPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI PFNGLCOVERFILLPATHINSTANCEDNVPROC glad_glCoverFillPathInstancedNV; +#define glCoverFillPathInstancedNV glad_glCoverFillPathInstancedNV +typedef void (APIENTRYP PFNGLCOVERSTROKEPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI PFNGLCOVERSTROKEPATHINSTANCEDNVPROC glad_glCoverStrokePathInstancedNV; +#define glCoverStrokePathInstancedNV glad_glCoverStrokePathInstancedNV +typedef void (APIENTRYP PFNGLGETPATHPARAMETERIVNVPROC)(GLuint path, GLenum pname, GLint *value); +GLAPI PFNGLGETPATHPARAMETERIVNVPROC glad_glGetPathParameterivNV; +#define glGetPathParameterivNV glad_glGetPathParameterivNV +typedef void (APIENTRYP PFNGLGETPATHPARAMETERFVNVPROC)(GLuint path, GLenum pname, GLfloat *value); +GLAPI PFNGLGETPATHPARAMETERFVNVPROC glad_glGetPathParameterfvNV; +#define glGetPathParameterfvNV glad_glGetPathParameterfvNV +typedef void (APIENTRYP PFNGLGETPATHCOMMANDSNVPROC)(GLuint path, GLubyte *commands); +GLAPI PFNGLGETPATHCOMMANDSNVPROC glad_glGetPathCommandsNV; +#define glGetPathCommandsNV glad_glGetPathCommandsNV +typedef void (APIENTRYP PFNGLGETPATHCOORDSNVPROC)(GLuint path, GLfloat *coords); +GLAPI PFNGLGETPATHCOORDSNVPROC glad_glGetPathCoordsNV; +#define glGetPathCoordsNV glad_glGetPathCoordsNV +typedef void (APIENTRYP PFNGLGETPATHDASHARRAYNVPROC)(GLuint path, GLfloat *dashArray); +GLAPI PFNGLGETPATHDASHARRAYNVPROC glad_glGetPathDashArrayNV; +#define glGetPathDashArrayNV glad_glGetPathDashArrayNV +typedef void (APIENTRYP PFNGLGETPATHMETRICSNVPROC)(GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); +GLAPI PFNGLGETPATHMETRICSNVPROC glad_glGetPathMetricsNV; +#define glGetPathMetricsNV glad_glGetPathMetricsNV +typedef void (APIENTRYP PFNGLGETPATHMETRICRANGENVPROC)(GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); +GLAPI PFNGLGETPATHMETRICRANGENVPROC glad_glGetPathMetricRangeNV; +#define glGetPathMetricRangeNV glad_glGetPathMetricRangeNV +typedef void (APIENTRYP PFNGLGETPATHSPACINGNVPROC)(GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); +GLAPI PFNGLGETPATHSPACINGNVPROC glad_glGetPathSpacingNV; +#define glGetPathSpacingNV glad_glGetPathSpacingNV +typedef GLboolean (APIENTRYP PFNGLISPOINTINFILLPATHNVPROC)(GLuint path, GLuint mask, GLfloat x, GLfloat y); +GLAPI PFNGLISPOINTINFILLPATHNVPROC glad_glIsPointInFillPathNV; +#define glIsPointInFillPathNV glad_glIsPointInFillPathNV +typedef GLboolean (APIENTRYP PFNGLISPOINTINSTROKEPATHNVPROC)(GLuint path, GLfloat x, GLfloat y); +GLAPI PFNGLISPOINTINSTROKEPATHNVPROC glad_glIsPointInStrokePathNV; +#define glIsPointInStrokePathNV glad_glIsPointInStrokePathNV +typedef GLfloat (APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path, GLsizei startSegment, GLsizei numSegments); +GLAPI PFNGLGETPATHLENGTHNVPROC glad_glGetPathLengthNV; +#define glGetPathLengthNV glad_glGetPathLengthNV +typedef GLboolean (APIENTRYP PFNGLPOINTALONGPATHNVPROC)(GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); +GLAPI PFNGLPOINTALONGPATHNVPROC glad_glPointAlongPathNV; +#define glPointAlongPathNV glad_glPointAlongPathNV +typedef void (APIENTRYP PFNGLMATRIXLOAD3X2FNVPROC)(GLenum matrixMode, const GLfloat *m); +GLAPI PFNGLMATRIXLOAD3X2FNVPROC glad_glMatrixLoad3x2fNV; +#define glMatrixLoad3x2fNV glad_glMatrixLoad3x2fNV +typedef void (APIENTRYP PFNGLMATRIXLOAD3X3FNVPROC)(GLenum matrixMode, const GLfloat *m); +GLAPI PFNGLMATRIXLOAD3X3FNVPROC glad_glMatrixLoad3x3fNV; +#define glMatrixLoad3x3fNV glad_glMatrixLoad3x3fNV +typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC)(GLenum matrixMode, const GLfloat *m); +GLAPI PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC glad_glMatrixLoadTranspose3x3fNV; +#define glMatrixLoadTranspose3x3fNV glad_glMatrixLoadTranspose3x3fNV +typedef void (APIENTRYP PFNGLMATRIXMULT3X2FNVPROC)(GLenum matrixMode, const GLfloat *m); +GLAPI PFNGLMATRIXMULT3X2FNVPROC glad_glMatrixMult3x2fNV; +#define glMatrixMult3x2fNV glad_glMatrixMult3x2fNV +typedef void (APIENTRYP PFNGLMATRIXMULT3X3FNVPROC)(GLenum matrixMode, const GLfloat *m); +GLAPI PFNGLMATRIXMULT3X3FNVPROC glad_glMatrixMult3x3fNV; +#define glMatrixMult3x3fNV glad_glMatrixMult3x3fNV +typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC)(GLenum matrixMode, const GLfloat *m); +GLAPI PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC glad_glMatrixMultTranspose3x3fNV; +#define glMatrixMultTranspose3x3fNV glad_glMatrixMultTranspose3x3fNV +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHNVPROC)(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +GLAPI PFNGLSTENCILTHENCOVERFILLPATHNVPROC glad_glStencilThenCoverFillPathNV; +#define glStencilThenCoverFillPathNV glad_glStencilThenCoverFillPathNV +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC)(GLuint path, GLint reference, GLuint mask, GLenum coverMode); +GLAPI PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC glad_glStencilThenCoverStrokePathNV; +#define glStencilThenCoverStrokePathNV glad_glStencilThenCoverStrokePathNV +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC glad_glStencilThenCoverFillPathInstancedNV; +#define glStencilThenCoverFillPathInstancedNV glad_glStencilThenCoverFillPathInstancedNV +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC glad_glStencilThenCoverStrokePathInstancedNV; +#define glStencilThenCoverStrokePathInstancedNV glad_glStencilThenCoverStrokePathInstancedNV +typedef GLenum (APIENTRYP PFNGLPATHGLYPHINDEXRANGENVPROC)(GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint baseAndCount[2]); +GLAPI PFNGLPATHGLYPHINDEXRANGENVPROC glad_glPathGlyphIndexRangeNV; +#define glPathGlyphIndexRangeNV glad_glPathGlyphIndexRangeNV +typedef GLenum (APIENTRYP PFNGLPATHGLYPHINDEXARRAYNVPROC)(GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI PFNGLPATHGLYPHINDEXARRAYNVPROC glad_glPathGlyphIndexArrayNV; +#define glPathGlyphIndexArrayNV glad_glPathGlyphIndexArrayNV +typedef GLenum (APIENTRYP PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC)(GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC glad_glPathMemoryGlyphIndexArrayNV; +#define glPathMemoryGlyphIndexArrayNV glad_glPathMemoryGlyphIndexArrayNV +typedef void (APIENTRYP PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC)(GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); +GLAPI PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC glad_glProgramPathFragmentInputGenNV; +#define glProgramPathFragmentInputGenNV glad_glProgramPathFragmentInputGenNV +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEFVNVPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); +GLAPI PFNGLGETPROGRAMRESOURCEFVNVPROC glad_glGetProgramResourcefvNV; +#define glGetProgramResourcefvNV glad_glGetProgramResourcefvNV +typedef void (APIENTRYP PFNGLPATHCOLORGENNVPROC)(GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat *coeffs); +GLAPI PFNGLPATHCOLORGENNVPROC glad_glPathColorGenNV; +#define glPathColorGenNV glad_glPathColorGenNV +typedef void (APIENTRYP PFNGLPATHTEXGENNVPROC)(GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat *coeffs); +GLAPI PFNGLPATHTEXGENNVPROC glad_glPathTexGenNV; +#define glPathTexGenNV glad_glPathTexGenNV +typedef void (APIENTRYP PFNGLPATHFOGGENNVPROC)(GLenum genMode); +GLAPI PFNGLPATHFOGGENNVPROC glad_glPathFogGenNV; +#define glPathFogGenNV glad_glPathFogGenNV +typedef void (APIENTRYP PFNGLGETPATHCOLORGENIVNVPROC)(GLenum color, GLenum pname, GLint *value); +GLAPI PFNGLGETPATHCOLORGENIVNVPROC glad_glGetPathColorGenivNV; +#define glGetPathColorGenivNV glad_glGetPathColorGenivNV +typedef void (APIENTRYP PFNGLGETPATHCOLORGENFVNVPROC)(GLenum color, GLenum pname, GLfloat *value); +GLAPI PFNGLGETPATHCOLORGENFVNVPROC glad_glGetPathColorGenfvNV; +#define glGetPathColorGenfvNV glad_glGetPathColorGenfvNV +typedef void (APIENTRYP PFNGLGETPATHTEXGENIVNVPROC)(GLenum texCoordSet, GLenum pname, GLint *value); +GLAPI PFNGLGETPATHTEXGENIVNVPROC glad_glGetPathTexGenivNV; +#define glGetPathTexGenivNV glad_glGetPathTexGenivNV +typedef void (APIENTRYP PFNGLGETPATHTEXGENFVNVPROC)(GLenum texCoordSet, GLenum pname, GLfloat *value); +GLAPI PFNGLGETPATHTEXGENFVNVPROC glad_glGetPathTexGenfvNV; +#define glGetPathTexGenfvNV glad_glGetPathTexGenfvNV +#endif +#ifndef GL_NV_path_rendering_shared_edge +#define GL_NV_path_rendering_shared_edge 1 +GLAPI int GLAD_GL_NV_path_rendering_shared_edge; +#endif +#ifndef GL_NV_pixel_data_range +#define GL_NV_pixel_data_range 1 +GLAPI int GLAD_GL_NV_pixel_data_range; +typedef void (APIENTRYP PFNGLPIXELDATARANGENVPROC)(GLenum target, GLsizei length, const void *pointer); +GLAPI PFNGLPIXELDATARANGENVPROC glad_glPixelDataRangeNV; +#define glPixelDataRangeNV glad_glPixelDataRangeNV +typedef void (APIENTRYP PFNGLFLUSHPIXELDATARANGENVPROC)(GLenum target); +GLAPI PFNGLFLUSHPIXELDATARANGENVPROC glad_glFlushPixelDataRangeNV; +#define glFlushPixelDataRangeNV glad_glFlushPixelDataRangeNV +#endif +#ifndef GL_NV_point_sprite +#define GL_NV_point_sprite 1 +GLAPI int GLAD_GL_NV_point_sprite; +typedef void (APIENTRYP PFNGLPOINTPARAMETERINVPROC)(GLenum pname, GLint param); +GLAPI PFNGLPOINTPARAMETERINVPROC glad_glPointParameteriNV; +#define glPointParameteriNV glad_glPointParameteriNV +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVNVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLPOINTPARAMETERIVNVPROC glad_glPointParameterivNV; +#define glPointParameterivNV glad_glPointParameterivNV +#endif +#ifndef GL_NV_present_video +#define GL_NV_present_video 1 +GLAPI int GLAD_GL_NV_present_video; +typedef void (APIENTRYP PFNGLPRESENTFRAMEKEYEDNVPROC)(GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); +GLAPI PFNGLPRESENTFRAMEKEYEDNVPROC glad_glPresentFrameKeyedNV; +#define glPresentFrameKeyedNV glad_glPresentFrameKeyedNV +typedef void (APIENTRYP PFNGLPRESENTFRAMEDUALFILLNVPROC)(GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); +GLAPI PFNGLPRESENTFRAMEDUALFILLNVPROC glad_glPresentFrameDualFillNV; +#define glPresentFrameDualFillNV glad_glPresentFrameDualFillNV +typedef void (APIENTRYP PFNGLGETVIDEOIVNVPROC)(GLuint video_slot, GLenum pname, GLint *params); +GLAPI PFNGLGETVIDEOIVNVPROC glad_glGetVideoivNV; +#define glGetVideoivNV glad_glGetVideoivNV +typedef void (APIENTRYP PFNGLGETVIDEOUIVNVPROC)(GLuint video_slot, GLenum pname, GLuint *params); +GLAPI PFNGLGETVIDEOUIVNVPROC glad_glGetVideouivNV; +#define glGetVideouivNV glad_glGetVideouivNV +typedef void (APIENTRYP PFNGLGETVIDEOI64VNVPROC)(GLuint video_slot, GLenum pname, GLint64EXT *params); +GLAPI PFNGLGETVIDEOI64VNVPROC glad_glGetVideoi64vNV; +#define glGetVideoi64vNV glad_glGetVideoi64vNV +typedef void (APIENTRYP PFNGLGETVIDEOUI64VNVPROC)(GLuint video_slot, GLenum pname, GLuint64EXT *params); +GLAPI PFNGLGETVIDEOUI64VNVPROC glad_glGetVideoui64vNV; +#define glGetVideoui64vNV glad_glGetVideoui64vNV +#endif +#ifndef GL_NV_primitive_restart +#define GL_NV_primitive_restart 1 +GLAPI int GLAD_GL_NV_primitive_restart; +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTNVPROC)(void); +GLAPI PFNGLPRIMITIVERESTARTNVPROC glad_glPrimitiveRestartNV; +#define glPrimitiveRestartNV glad_glPrimitiveRestartNV +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXNVPROC)(GLuint index); +GLAPI PFNGLPRIMITIVERESTARTINDEXNVPROC glad_glPrimitiveRestartIndexNV; +#define glPrimitiveRestartIndexNV glad_glPrimitiveRestartIndexNV +#endif +#ifndef GL_NV_query_resource +#define GL_NV_query_resource 1 +GLAPI int GLAD_GL_NV_query_resource; +typedef GLint (APIENTRYP PFNGLQUERYRESOURCENVPROC)(GLenum queryType, GLint tagId, GLuint count, GLint *buffer); +GLAPI PFNGLQUERYRESOURCENVPROC glad_glQueryResourceNV; +#define glQueryResourceNV glad_glQueryResourceNV +#endif +#ifndef GL_NV_query_resource_tag +#define GL_NV_query_resource_tag 1 +GLAPI int GLAD_GL_NV_query_resource_tag; +typedef void (APIENTRYP PFNGLGENQUERYRESOURCETAGNVPROC)(GLsizei n, GLint *tagIds); +GLAPI PFNGLGENQUERYRESOURCETAGNVPROC glad_glGenQueryResourceTagNV; +#define glGenQueryResourceTagNV glad_glGenQueryResourceTagNV +typedef void (APIENTRYP PFNGLDELETEQUERYRESOURCETAGNVPROC)(GLsizei n, const GLint *tagIds); +GLAPI PFNGLDELETEQUERYRESOURCETAGNVPROC glad_glDeleteQueryResourceTagNV; +#define glDeleteQueryResourceTagNV glad_glDeleteQueryResourceTagNV +typedef void (APIENTRYP PFNGLQUERYRESOURCETAGNVPROC)(GLint tagId, const GLchar *tagString); +GLAPI PFNGLQUERYRESOURCETAGNVPROC glad_glQueryResourceTagNV; +#define glQueryResourceTagNV glad_glQueryResourceTagNV +#endif +#ifndef GL_NV_register_combiners +#define GL_NV_register_combiners 1 +GLAPI int GLAD_GL_NV_register_combiners; +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFVNVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLCOMBINERPARAMETERFVNVPROC glad_glCombinerParameterfvNV; +#define glCombinerParameterfvNV glad_glCombinerParameterfvNV +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFNVPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLCOMBINERPARAMETERFNVPROC glad_glCombinerParameterfNV; +#define glCombinerParameterfNV glad_glCombinerParameterfNV +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERIVNVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLCOMBINERPARAMETERIVNVPROC glad_glCombinerParameterivNV; +#define glCombinerParameterivNV glad_glCombinerParameterivNV +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERINVPROC)(GLenum pname, GLint param); +GLAPI PFNGLCOMBINERPARAMETERINVPROC glad_glCombinerParameteriNV; +#define glCombinerParameteriNV glad_glCombinerParameteriNV +typedef void (APIENTRYP PFNGLCOMBINERINPUTNVPROC)(GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +GLAPI PFNGLCOMBINERINPUTNVPROC glad_glCombinerInputNV; +#define glCombinerInputNV glad_glCombinerInputNV +typedef void (APIENTRYP PFNGLCOMBINEROUTPUTNVPROC)(GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); +GLAPI PFNGLCOMBINEROUTPUTNVPROC glad_glCombinerOutputNV; +#define glCombinerOutputNV glad_glCombinerOutputNV +typedef void (APIENTRYP PFNGLFINALCOMBINERINPUTNVPROC)(GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +GLAPI PFNGLFINALCOMBINERINPUTNVPROC glad_glFinalCombinerInputNV; +#define glFinalCombinerInputNV glad_glFinalCombinerInputNV +typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC)(GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params); +GLAPI PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC glad_glGetCombinerInputParameterfvNV; +#define glGetCombinerInputParameterfvNV glad_glGetCombinerInputParameterfvNV +typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC)(GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params); +GLAPI PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC glad_glGetCombinerInputParameterivNV; +#define glGetCombinerInputParameterivNV glad_glGetCombinerInputParameterivNV +typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC)(GLenum stage, GLenum portion, GLenum pname, GLfloat *params); +GLAPI PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC glad_glGetCombinerOutputParameterfvNV; +#define glGetCombinerOutputParameterfvNV glad_glGetCombinerOutputParameterfvNV +typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC)(GLenum stage, GLenum portion, GLenum pname, GLint *params); +GLAPI PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC glad_glGetCombinerOutputParameterivNV; +#define glGetCombinerOutputParameterivNV glad_glGetCombinerOutputParameterivNV +typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC)(GLenum variable, GLenum pname, GLfloat *params); +GLAPI PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC glad_glGetFinalCombinerInputParameterfvNV; +#define glGetFinalCombinerInputParameterfvNV glad_glGetFinalCombinerInputParameterfvNV +typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC)(GLenum variable, GLenum pname, GLint *params); +GLAPI PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC glad_glGetFinalCombinerInputParameterivNV; +#define glGetFinalCombinerInputParameterivNV glad_glGetFinalCombinerInputParameterivNV +#endif +#ifndef GL_NV_register_combiners2 +#define GL_NV_register_combiners2 1 +GLAPI int GLAD_GL_NV_register_combiners2; +typedef void (APIENTRYP PFNGLCOMBINERSTAGEPARAMETERFVNVPROC)(GLenum stage, GLenum pname, const GLfloat *params); +GLAPI PFNGLCOMBINERSTAGEPARAMETERFVNVPROC glad_glCombinerStageParameterfvNV; +#define glCombinerStageParameterfvNV glad_glCombinerStageParameterfvNV +typedef void (APIENTRYP PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC)(GLenum stage, GLenum pname, GLfloat *params); +GLAPI PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC glad_glGetCombinerStageParameterfvNV; +#define glGetCombinerStageParameterfvNV glad_glGetCombinerStageParameterfvNV +#endif +#ifndef GL_NV_representative_fragment_test +#define GL_NV_representative_fragment_test 1 +GLAPI int GLAD_GL_NV_representative_fragment_test; +#endif +#ifndef GL_NV_robustness_video_memory_purge +#define GL_NV_robustness_video_memory_purge 1 +GLAPI int GLAD_GL_NV_robustness_video_memory_purge; +#endif +#ifndef GL_NV_sample_locations +#define GL_NV_sample_locations 1 +GLAPI int GLAD_GL_NV_sample_locations; +typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)(GLenum target, GLuint start, GLsizei count, const GLfloat *v); +GLAPI PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glFramebufferSampleLocationsfvNV; +#define glFramebufferSampleLocationsfvNV glad_glFramebufferSampleLocationsfvNV +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)(GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GLAPI PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glNamedFramebufferSampleLocationsfvNV; +#define glNamedFramebufferSampleLocationsfvNV glad_glNamedFramebufferSampleLocationsfvNV +typedef void (APIENTRYP PFNGLRESOLVEDEPTHVALUESNVPROC)(void); +GLAPI PFNGLRESOLVEDEPTHVALUESNVPROC glad_glResolveDepthValuesNV; +#define glResolveDepthValuesNV glad_glResolveDepthValuesNV +#endif +#ifndef GL_NV_sample_mask_override_coverage +#define GL_NV_sample_mask_override_coverage 1 +GLAPI int GLAD_GL_NV_sample_mask_override_coverage; +#endif +#ifndef GL_NV_scissor_exclusive +#define GL_NV_scissor_exclusive 1 +GLAPI int GLAD_GL_NV_scissor_exclusive; +typedef void (APIENTRYP PFNGLSCISSOREXCLUSIVENVPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSOREXCLUSIVENVPROC glad_glScissorExclusiveNV; +#define glScissorExclusiveNV glad_glScissorExclusiveNV +typedef void (APIENTRYP PFNGLSCISSOREXCLUSIVEARRAYVNVPROC)(GLuint first, GLsizei count, const GLint *v); +GLAPI PFNGLSCISSOREXCLUSIVEARRAYVNVPROC glad_glScissorExclusiveArrayvNV; +#define glScissorExclusiveArrayvNV glad_glScissorExclusiveArrayvNV +#endif +#ifndef GL_NV_shader_atomic_counters +#define GL_NV_shader_atomic_counters 1 +GLAPI int GLAD_GL_NV_shader_atomic_counters; +#endif +#ifndef GL_NV_shader_atomic_float +#define GL_NV_shader_atomic_float 1 +GLAPI int GLAD_GL_NV_shader_atomic_float; +#endif +#ifndef GL_NV_shader_atomic_float64 +#define GL_NV_shader_atomic_float64 1 +GLAPI int GLAD_GL_NV_shader_atomic_float64; +#endif +#ifndef GL_NV_shader_atomic_fp16_vector +#define GL_NV_shader_atomic_fp16_vector 1 +GLAPI int GLAD_GL_NV_shader_atomic_fp16_vector; +#endif +#ifndef GL_NV_shader_atomic_int64 +#define GL_NV_shader_atomic_int64 1 +GLAPI int GLAD_GL_NV_shader_atomic_int64; +#endif +#ifndef GL_NV_shader_buffer_load +#define GL_NV_shader_buffer_load 1 +GLAPI int GLAD_GL_NV_shader_buffer_load; +typedef void (APIENTRYP PFNGLMAKEBUFFERRESIDENTNVPROC)(GLenum target, GLenum access); +GLAPI PFNGLMAKEBUFFERRESIDENTNVPROC glad_glMakeBufferResidentNV; +#define glMakeBufferResidentNV glad_glMakeBufferResidentNV +typedef void (APIENTRYP PFNGLMAKEBUFFERNONRESIDENTNVPROC)(GLenum target); +GLAPI PFNGLMAKEBUFFERNONRESIDENTNVPROC glad_glMakeBufferNonResidentNV; +#define glMakeBufferNonResidentNV glad_glMakeBufferNonResidentNV +typedef GLboolean (APIENTRYP PFNGLISBUFFERRESIDENTNVPROC)(GLenum target); +GLAPI PFNGLISBUFFERRESIDENTNVPROC glad_glIsBufferResidentNV; +#define glIsBufferResidentNV glad_glIsBufferResidentNV +typedef void (APIENTRYP PFNGLMAKENAMEDBUFFERRESIDENTNVPROC)(GLuint buffer, GLenum access); +GLAPI PFNGLMAKENAMEDBUFFERRESIDENTNVPROC glad_glMakeNamedBufferResidentNV; +#define glMakeNamedBufferResidentNV glad_glMakeNamedBufferResidentNV +typedef void (APIENTRYP PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC)(GLuint buffer); +GLAPI PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC glad_glMakeNamedBufferNonResidentNV; +#define glMakeNamedBufferNonResidentNV glad_glMakeNamedBufferNonResidentNV +typedef GLboolean (APIENTRYP PFNGLISNAMEDBUFFERRESIDENTNVPROC)(GLuint buffer); +GLAPI PFNGLISNAMEDBUFFERRESIDENTNVPROC glad_glIsNamedBufferResidentNV; +#define glIsNamedBufferResidentNV glad_glIsNamedBufferResidentNV +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERUI64VNVPROC)(GLenum target, GLenum pname, GLuint64EXT *params); +GLAPI PFNGLGETBUFFERPARAMETERUI64VNVPROC glad_glGetBufferParameterui64vNV; +#define glGetBufferParameterui64vNV glad_glGetBufferParameterui64vNV +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC)(GLuint buffer, GLenum pname, GLuint64EXT *params); +GLAPI PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC glad_glGetNamedBufferParameterui64vNV; +#define glGetNamedBufferParameterui64vNV glad_glGetNamedBufferParameterui64vNV +typedef void (APIENTRYP PFNGLGETINTEGERUI64VNVPROC)(GLenum value, GLuint64EXT *result); +GLAPI PFNGLGETINTEGERUI64VNVPROC glad_glGetIntegerui64vNV; +#define glGetIntegerui64vNV glad_glGetIntegerui64vNV +typedef void (APIENTRYP PFNGLUNIFORMUI64NVPROC)(GLint location, GLuint64EXT value); +GLAPI PFNGLUNIFORMUI64NVPROC glad_glUniformui64NV; +#define glUniformui64NV glad_glUniformui64NV +typedef void (APIENTRYP PFNGLUNIFORMUI64VNVPROC)(GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI PFNGLUNIFORMUI64VNVPROC glad_glUniformui64vNV; +#define glUniformui64vNV glad_glUniformui64vNV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMUI64NVPROC)(GLuint program, GLint location, GLuint64EXT value); +GLAPI PFNGLPROGRAMUNIFORMUI64NVPROC glad_glProgramUniformui64NV; +#define glProgramUniformui64NV glad_glProgramUniformui64NV +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMUI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI PFNGLPROGRAMUNIFORMUI64VNVPROC glad_glProgramUniformui64vNV; +#define glProgramUniformui64vNV glad_glProgramUniformui64vNV +#endif +#ifndef GL_NV_shader_buffer_store +#define GL_NV_shader_buffer_store 1 +GLAPI int GLAD_GL_NV_shader_buffer_store; +#endif +#ifndef GL_NV_shader_storage_buffer_object +#define GL_NV_shader_storage_buffer_object 1 +GLAPI int GLAD_GL_NV_shader_storage_buffer_object; +#endif +#ifndef GL_NV_shader_subgroup_partitioned +#define GL_NV_shader_subgroup_partitioned 1 +GLAPI int GLAD_GL_NV_shader_subgroup_partitioned; +#endif +#ifndef GL_NV_shader_texture_footprint +#define GL_NV_shader_texture_footprint 1 +GLAPI int GLAD_GL_NV_shader_texture_footprint; +#endif +#ifndef GL_NV_shader_thread_group +#define GL_NV_shader_thread_group 1 +GLAPI int GLAD_GL_NV_shader_thread_group; +#endif +#ifndef GL_NV_shader_thread_shuffle +#define GL_NV_shader_thread_shuffle 1 +GLAPI int GLAD_GL_NV_shader_thread_shuffle; +#endif +#ifndef GL_NV_shading_rate_image +#define GL_NV_shading_rate_image 1 +GLAPI int GLAD_GL_NV_shading_rate_image; +typedef void (APIENTRYP PFNGLBINDSHADINGRATEIMAGENVPROC)(GLuint texture); +GLAPI PFNGLBINDSHADINGRATEIMAGENVPROC glad_glBindShadingRateImageNV; +#define glBindShadingRateImageNV glad_glBindShadingRateImageNV +typedef void (APIENTRYP PFNGLGETSHADINGRATEIMAGEPALETTENVPROC)(GLuint viewport, GLuint entry, GLenum *rate); +GLAPI PFNGLGETSHADINGRATEIMAGEPALETTENVPROC glad_glGetShadingRateImagePaletteNV; +#define glGetShadingRateImagePaletteNV glad_glGetShadingRateImagePaletteNV +typedef void (APIENTRYP PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC)(GLenum rate, GLuint samples, GLuint index, GLint *location); +GLAPI PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC glad_glGetShadingRateSampleLocationivNV; +#define glGetShadingRateSampleLocationivNV glad_glGetShadingRateSampleLocationivNV +typedef void (APIENTRYP PFNGLSHADINGRATEIMAGEBARRIERNVPROC)(GLboolean synchronize); +GLAPI PFNGLSHADINGRATEIMAGEBARRIERNVPROC glad_glShadingRateImageBarrierNV; +#define glShadingRateImageBarrierNV glad_glShadingRateImageBarrierNV +typedef void (APIENTRYP PFNGLSHADINGRATEIMAGEPALETTENVPROC)(GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); +GLAPI PFNGLSHADINGRATEIMAGEPALETTENVPROC glad_glShadingRateImagePaletteNV; +#define glShadingRateImagePaletteNV glad_glShadingRateImagePaletteNV +typedef void (APIENTRYP PFNGLSHADINGRATESAMPLEORDERNVPROC)(GLenum order); +GLAPI PFNGLSHADINGRATESAMPLEORDERNVPROC glad_glShadingRateSampleOrderNV; +#define glShadingRateSampleOrderNV glad_glShadingRateSampleOrderNV +typedef void (APIENTRYP PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC)(GLenum rate, GLuint samples, const GLint *locations); +GLAPI PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC glad_glShadingRateSampleOrderCustomNV; +#define glShadingRateSampleOrderCustomNV glad_glShadingRateSampleOrderCustomNV +#endif +#ifndef GL_NV_stereo_view_rendering +#define GL_NV_stereo_view_rendering 1 +GLAPI int GLAD_GL_NV_stereo_view_rendering; +#endif +#ifndef GL_NV_tessellation_program5 +#define GL_NV_tessellation_program5 1 +GLAPI int GLAD_GL_NV_tessellation_program5; +#endif +#ifndef GL_NV_texgen_emboss +#define GL_NV_texgen_emboss 1 +GLAPI int GLAD_GL_NV_texgen_emboss; +#endif +#ifndef GL_NV_texgen_reflection +#define GL_NV_texgen_reflection 1 +GLAPI int GLAD_GL_NV_texgen_reflection; +#endif +#ifndef GL_NV_texture_barrier +#define GL_NV_texture_barrier 1 +GLAPI int GLAD_GL_NV_texture_barrier; +typedef void (APIENTRYP PFNGLTEXTUREBARRIERNVPROC)(void); +GLAPI PFNGLTEXTUREBARRIERNVPROC glad_glTextureBarrierNV; +#define glTextureBarrierNV glad_glTextureBarrierNV +#endif +#ifndef GL_NV_texture_compression_vtc +#define GL_NV_texture_compression_vtc 1 +GLAPI int GLAD_GL_NV_texture_compression_vtc; +#endif +#ifndef GL_NV_texture_env_combine4 +#define GL_NV_texture_env_combine4 1 +GLAPI int GLAD_GL_NV_texture_env_combine4; +#endif +#ifndef GL_NV_texture_expand_normal +#define GL_NV_texture_expand_normal 1 +GLAPI int GLAD_GL_NV_texture_expand_normal; +#endif +#ifndef GL_NV_texture_multisample +#define GL_NV_texture_multisample 1 +GLAPI int GLAD_GL_NV_texture_multisample; +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC)(GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +GLAPI PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC glad_glTexImage2DMultisampleCoverageNV; +#define glTexImage2DMultisampleCoverageNV glad_glTexImage2DMultisampleCoverageNV +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC)(GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +GLAPI PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC glad_glTexImage3DMultisampleCoverageNV; +#define glTexImage3DMultisampleCoverageNV glad_glTexImage3DMultisampleCoverageNV +typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC)(GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +GLAPI PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC glad_glTextureImage2DMultisampleNV; +#define glTextureImage2DMultisampleNV glad_glTextureImage2DMultisampleNV +typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC)(GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +GLAPI PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC glad_glTextureImage3DMultisampleNV; +#define glTextureImage3DMultisampleNV glad_glTextureImage3DMultisampleNV +typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC)(GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +GLAPI PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC glad_glTextureImage2DMultisampleCoverageNV; +#define glTextureImage2DMultisampleCoverageNV glad_glTextureImage2DMultisampleCoverageNV +typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC)(GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +GLAPI PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC glad_glTextureImage3DMultisampleCoverageNV; +#define glTextureImage3DMultisampleCoverageNV glad_glTextureImage3DMultisampleCoverageNV +#endif +#ifndef GL_NV_texture_rectangle +#define GL_NV_texture_rectangle 1 +GLAPI int GLAD_GL_NV_texture_rectangle; +#endif +#ifndef GL_NV_texture_rectangle_compressed +#define GL_NV_texture_rectangle_compressed 1 +GLAPI int GLAD_GL_NV_texture_rectangle_compressed; +#endif +#ifndef GL_NV_texture_shader +#define GL_NV_texture_shader 1 +GLAPI int GLAD_GL_NV_texture_shader; +#endif +#ifndef GL_NV_texture_shader2 +#define GL_NV_texture_shader2 1 +GLAPI int GLAD_GL_NV_texture_shader2; +#endif +#ifndef GL_NV_texture_shader3 +#define GL_NV_texture_shader3 1 +GLAPI int GLAD_GL_NV_texture_shader3; +#endif +#ifndef GL_NV_transform_feedback +#define GL_NV_transform_feedback 1 +GLAPI int GLAD_GL_NV_transform_feedback; +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKNVPROC)(GLenum primitiveMode); +GLAPI PFNGLBEGINTRANSFORMFEEDBACKNVPROC glad_glBeginTransformFeedbackNV; +#define glBeginTransformFeedbackNV glad_glBeginTransformFeedbackNV +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKNVPROC)(void); +GLAPI PFNGLENDTRANSFORMFEEDBACKNVPROC glad_glEndTransformFeedbackNV; +#define glEndTransformFeedbackNV glad_glEndTransformFeedbackNV +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC)(GLsizei count, const GLint *attribs, GLenum bufferMode); +GLAPI PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC glad_glTransformFeedbackAttribsNV; +#define glTransformFeedbackAttribsNV glad_glTransformFeedbackAttribsNV +typedef void (APIENTRYP PFNGLBINDBUFFERRANGENVPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLBINDBUFFERRANGENVPROC glad_glBindBufferRangeNV; +#define glBindBufferRangeNV glad_glBindBufferRangeNV +typedef void (APIENTRYP PFNGLBINDBUFFEROFFSETNVPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset); +GLAPI PFNGLBINDBUFFEROFFSETNVPROC glad_glBindBufferOffsetNV; +#define glBindBufferOffsetNV glad_glBindBufferOffsetNV +typedef void (APIENTRYP PFNGLBINDBUFFERBASENVPROC)(GLenum target, GLuint index, GLuint buffer); +GLAPI PFNGLBINDBUFFERBASENVPROC glad_glBindBufferBaseNV; +#define glBindBufferBaseNV glad_glBindBufferBaseNV +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC)(GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); +GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC glad_glTransformFeedbackVaryingsNV; +#define glTransformFeedbackVaryingsNV glad_glTransformFeedbackVaryingsNV +typedef void (APIENTRYP PFNGLACTIVEVARYINGNVPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLACTIVEVARYINGNVPROC glad_glActiveVaryingNV; +#define glActiveVaryingNV glad_glActiveVaryingNV +typedef GLint (APIENTRYP PFNGLGETVARYINGLOCATIONNVPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETVARYINGLOCATIONNVPROC glad_glGetVaryingLocationNV; +#define glGetVaryingLocationNV glad_glGetVaryingLocationNV +typedef void (APIENTRYP PFNGLGETACTIVEVARYINGNVPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEVARYINGNVPROC glad_glGetActiveVaryingNV; +#define glGetActiveVaryingNV glad_glGetActiveVaryingNV +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC)(GLuint program, GLuint index, GLint *location); +GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC glad_glGetTransformFeedbackVaryingNV; +#define glGetTransformFeedbackVaryingNV glad_glGetTransformFeedbackVaryingNV +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC)(GLsizei count, const GLint *attribs, GLsizei nbuffers, const GLint *bufstreams, GLenum bufferMode); +GLAPI PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC glad_glTransformFeedbackStreamAttribsNV; +#define glTransformFeedbackStreamAttribsNV glad_glTransformFeedbackStreamAttribsNV +#endif +#ifndef GL_NV_transform_feedback2 +#define GL_NV_transform_feedback2 1 +GLAPI int GLAD_GL_NV_transform_feedback2; +typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKNVPROC)(GLenum target, GLuint id); +GLAPI PFNGLBINDTRANSFORMFEEDBACKNVPROC glad_glBindTransformFeedbackNV; +#define glBindTransformFeedbackNV glad_glBindTransformFeedbackNV +typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSNVPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETETRANSFORMFEEDBACKSNVPROC glad_glDeleteTransformFeedbacksNV; +#define glDeleteTransformFeedbacksNV glad_glDeleteTransformFeedbacksNV +typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSNVPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENTRANSFORMFEEDBACKSNVPROC glad_glGenTransformFeedbacksNV; +#define glGenTransformFeedbacksNV glad_glGenTransformFeedbacksNV +typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKNVPROC)(GLuint id); +GLAPI PFNGLISTRANSFORMFEEDBACKNVPROC glad_glIsTransformFeedbackNV; +#define glIsTransformFeedbackNV glad_glIsTransformFeedbackNV +typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKNVPROC)(void); +GLAPI PFNGLPAUSETRANSFORMFEEDBACKNVPROC glad_glPauseTransformFeedbackNV; +#define glPauseTransformFeedbackNV glad_glPauseTransformFeedbackNV +typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKNVPROC)(void); +GLAPI PFNGLRESUMETRANSFORMFEEDBACKNVPROC glad_glResumeTransformFeedbackNV; +#define glResumeTransformFeedbackNV glad_glResumeTransformFeedbackNV +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKNVPROC)(GLenum mode, GLuint id); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKNVPROC glad_glDrawTransformFeedbackNV; +#define glDrawTransformFeedbackNV glad_glDrawTransformFeedbackNV +#endif +#ifndef GL_NV_uniform_buffer_unified_memory +#define GL_NV_uniform_buffer_unified_memory 1 +GLAPI int GLAD_GL_NV_uniform_buffer_unified_memory; +#endif +#ifndef GL_NV_vdpau_interop +#define GL_NV_vdpau_interop 1 +GLAPI int GLAD_GL_NV_vdpau_interop; +typedef void (APIENTRYP PFNGLVDPAUINITNVPROC)(const void *vdpDevice, const void *getProcAddress); +GLAPI PFNGLVDPAUINITNVPROC glad_glVDPAUInitNV; +#define glVDPAUInitNV glad_glVDPAUInitNV +typedef void (APIENTRYP PFNGLVDPAUFININVPROC)(void); +GLAPI PFNGLVDPAUFININVPROC glad_glVDPAUFiniNV; +#define glVDPAUFiniNV glad_glVDPAUFiniNV +typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTERVIDEOSURFACENVPROC)(const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +GLAPI PFNGLVDPAUREGISTERVIDEOSURFACENVPROC glad_glVDPAURegisterVideoSurfaceNV; +#define glVDPAURegisterVideoSurfaceNV glad_glVDPAURegisterVideoSurfaceNV +typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC)(const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +GLAPI PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC glad_glVDPAURegisterOutputSurfaceNV; +#define glVDPAURegisterOutputSurfaceNV glad_glVDPAURegisterOutputSurfaceNV +typedef GLboolean (APIENTRYP PFNGLVDPAUISSURFACENVPROC)(GLvdpauSurfaceNV surface); +GLAPI PFNGLVDPAUISSURFACENVPROC glad_glVDPAUIsSurfaceNV; +#define glVDPAUIsSurfaceNV glad_glVDPAUIsSurfaceNV +typedef void (APIENTRYP PFNGLVDPAUUNREGISTERSURFACENVPROC)(GLvdpauSurfaceNV surface); +GLAPI PFNGLVDPAUUNREGISTERSURFACENVPROC glad_glVDPAUUnregisterSurfaceNV; +#define glVDPAUUnregisterSurfaceNV glad_glVDPAUUnregisterSurfaceNV +typedef void (APIENTRYP PFNGLVDPAUGETSURFACEIVNVPROC)(GLvdpauSurfaceNV surface, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +GLAPI PFNGLVDPAUGETSURFACEIVNVPROC glad_glVDPAUGetSurfaceivNV; +#define glVDPAUGetSurfaceivNV glad_glVDPAUGetSurfaceivNV +typedef void (APIENTRYP PFNGLVDPAUSURFACEACCESSNVPROC)(GLvdpauSurfaceNV surface, GLenum access); +GLAPI PFNGLVDPAUSURFACEACCESSNVPROC glad_glVDPAUSurfaceAccessNV; +#define glVDPAUSurfaceAccessNV glad_glVDPAUSurfaceAccessNV +typedef void (APIENTRYP PFNGLVDPAUMAPSURFACESNVPROC)(GLsizei numSurfaces, const GLvdpauSurfaceNV *surfaces); +GLAPI PFNGLVDPAUMAPSURFACESNVPROC glad_glVDPAUMapSurfacesNV; +#define glVDPAUMapSurfacesNV glad_glVDPAUMapSurfacesNV +typedef void (APIENTRYP PFNGLVDPAUUNMAPSURFACESNVPROC)(GLsizei numSurface, const GLvdpauSurfaceNV *surfaces); +GLAPI PFNGLVDPAUUNMAPSURFACESNVPROC glad_glVDPAUUnmapSurfacesNV; +#define glVDPAUUnmapSurfacesNV glad_glVDPAUUnmapSurfacesNV +#endif +#ifndef GL_NV_vdpau_interop2 +#define GL_NV_vdpau_interop2 1 +GLAPI int GLAD_GL_NV_vdpau_interop2; +typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC)(const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames, GLboolean isFrameStructure); +GLAPI PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC glad_glVDPAURegisterVideoSurfaceWithPictureStructureNV; +#define glVDPAURegisterVideoSurfaceWithPictureStructureNV glad_glVDPAURegisterVideoSurfaceWithPictureStructureNV +#endif +#ifndef GL_NV_vertex_array_range +#define GL_NV_vertex_array_range 1 +GLAPI int GLAD_GL_NV_vertex_array_range; +typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGENVPROC)(void); +GLAPI PFNGLFLUSHVERTEXARRAYRANGENVPROC glad_glFlushVertexArrayRangeNV; +#define glFlushVertexArrayRangeNV glad_glFlushVertexArrayRangeNV +typedef void (APIENTRYP PFNGLVERTEXARRAYRANGENVPROC)(GLsizei length, const void *pointer); +GLAPI PFNGLVERTEXARRAYRANGENVPROC glad_glVertexArrayRangeNV; +#define glVertexArrayRangeNV glad_glVertexArrayRangeNV +#endif +#ifndef GL_NV_vertex_array_range2 +#define GL_NV_vertex_array_range2 1 +GLAPI int GLAD_GL_NV_vertex_array_range2; +#endif +#ifndef GL_NV_vertex_attrib_integer_64bit +#define GL_NV_vertex_attrib_integer_64bit 1 +GLAPI int GLAD_GL_NV_vertex_attrib_integer_64bit; +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1I64NVPROC)(GLuint index, GLint64EXT x); +GLAPI PFNGLVERTEXATTRIBL1I64NVPROC glad_glVertexAttribL1i64NV; +#define glVertexAttribL1i64NV glad_glVertexAttribL1i64NV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2I64NVPROC)(GLuint index, GLint64EXT x, GLint64EXT y); +GLAPI PFNGLVERTEXATTRIBL2I64NVPROC glad_glVertexAttribL2i64NV; +#define glVertexAttribL2i64NV glad_glVertexAttribL2i64NV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3I64NVPROC)(GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GLAPI PFNGLVERTEXATTRIBL3I64NVPROC glad_glVertexAttribL3i64NV; +#define glVertexAttribL3i64NV glad_glVertexAttribL3i64NV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4I64NVPROC)(GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GLAPI PFNGLVERTEXATTRIBL4I64NVPROC glad_glVertexAttribL4i64NV; +#define glVertexAttribL4i64NV glad_glVertexAttribL4i64NV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1I64VNVPROC)(GLuint index, const GLint64EXT *v); +GLAPI PFNGLVERTEXATTRIBL1I64VNVPROC glad_glVertexAttribL1i64vNV; +#define glVertexAttribL1i64vNV glad_glVertexAttribL1i64vNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2I64VNVPROC)(GLuint index, const GLint64EXT *v); +GLAPI PFNGLVERTEXATTRIBL2I64VNVPROC glad_glVertexAttribL2i64vNV; +#define glVertexAttribL2i64vNV glad_glVertexAttribL2i64vNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3I64VNVPROC)(GLuint index, const GLint64EXT *v); +GLAPI PFNGLVERTEXATTRIBL3I64VNVPROC glad_glVertexAttribL3i64vNV; +#define glVertexAttribL3i64vNV glad_glVertexAttribL3i64vNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4I64VNVPROC)(GLuint index, const GLint64EXT *v); +GLAPI PFNGLVERTEXATTRIBL4I64VNVPROC glad_glVertexAttribL4i64vNV; +#define glVertexAttribL4i64vNV glad_glVertexAttribL4i64vNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64NVPROC)(GLuint index, GLuint64EXT x); +GLAPI PFNGLVERTEXATTRIBL1UI64NVPROC glad_glVertexAttribL1ui64NV; +#define glVertexAttribL1ui64NV glad_glVertexAttribL1ui64NV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2UI64NVPROC)(GLuint index, GLuint64EXT x, GLuint64EXT y); +GLAPI PFNGLVERTEXATTRIBL2UI64NVPROC glad_glVertexAttribL2ui64NV; +#define glVertexAttribL2ui64NV glad_glVertexAttribL2ui64NV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3UI64NVPROC)(GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GLAPI PFNGLVERTEXATTRIBL3UI64NVPROC glad_glVertexAttribL3ui64NV; +#define glVertexAttribL3ui64NV glad_glVertexAttribL3ui64NV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4UI64NVPROC)(GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GLAPI PFNGLVERTEXATTRIBL4UI64NVPROC glad_glVertexAttribL4ui64NV; +#define glVertexAttribL4ui64NV glad_glVertexAttribL4ui64NV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64VNVPROC)(GLuint index, const GLuint64EXT *v); +GLAPI PFNGLVERTEXATTRIBL1UI64VNVPROC glad_glVertexAttribL1ui64vNV; +#define glVertexAttribL1ui64vNV glad_glVertexAttribL1ui64vNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2UI64VNVPROC)(GLuint index, const GLuint64EXT *v); +GLAPI PFNGLVERTEXATTRIBL2UI64VNVPROC glad_glVertexAttribL2ui64vNV; +#define glVertexAttribL2ui64vNV glad_glVertexAttribL2ui64vNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3UI64VNVPROC)(GLuint index, const GLuint64EXT *v); +GLAPI PFNGLVERTEXATTRIBL3UI64VNVPROC glad_glVertexAttribL3ui64vNV; +#define glVertexAttribL3ui64vNV glad_glVertexAttribL3ui64vNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4UI64VNVPROC)(GLuint index, const GLuint64EXT *v); +GLAPI PFNGLVERTEXATTRIBL4UI64VNVPROC glad_glVertexAttribL4ui64vNV; +#define glVertexAttribL4ui64vNV glad_glVertexAttribL4ui64vNV +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLI64VNVPROC)(GLuint index, GLenum pname, GLint64EXT *params); +GLAPI PFNGLGETVERTEXATTRIBLI64VNVPROC glad_glGetVertexAttribLi64vNV; +#define glGetVertexAttribLi64vNV glad_glGetVertexAttribLi64vNV +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLUI64VNVPROC)(GLuint index, GLenum pname, GLuint64EXT *params); +GLAPI PFNGLGETVERTEXATTRIBLUI64VNVPROC glad_glGetVertexAttribLui64vNV; +#define glGetVertexAttribLui64vNV glad_glGetVertexAttribLui64vNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATNVPROC)(GLuint index, GLint size, GLenum type, GLsizei stride); +GLAPI PFNGLVERTEXATTRIBLFORMATNVPROC glad_glVertexAttribLFormatNV; +#define glVertexAttribLFormatNV glad_glVertexAttribLFormatNV +#endif +#ifndef GL_NV_vertex_buffer_unified_memory +#define GL_NV_vertex_buffer_unified_memory 1 +GLAPI int GLAD_GL_NV_vertex_buffer_unified_memory; +typedef void (APIENTRYP PFNGLBUFFERADDRESSRANGENVPROC)(GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); +GLAPI PFNGLBUFFERADDRESSRANGENVPROC glad_glBufferAddressRangeNV; +#define glBufferAddressRangeNV glad_glBufferAddressRangeNV +typedef void (APIENTRYP PFNGLVERTEXFORMATNVPROC)(GLint size, GLenum type, GLsizei stride); +GLAPI PFNGLVERTEXFORMATNVPROC glad_glVertexFormatNV; +#define glVertexFormatNV glad_glVertexFormatNV +typedef void (APIENTRYP PFNGLNORMALFORMATNVPROC)(GLenum type, GLsizei stride); +GLAPI PFNGLNORMALFORMATNVPROC glad_glNormalFormatNV; +#define glNormalFormatNV glad_glNormalFormatNV +typedef void (APIENTRYP PFNGLCOLORFORMATNVPROC)(GLint size, GLenum type, GLsizei stride); +GLAPI PFNGLCOLORFORMATNVPROC glad_glColorFormatNV; +#define glColorFormatNV glad_glColorFormatNV +typedef void (APIENTRYP PFNGLINDEXFORMATNVPROC)(GLenum type, GLsizei stride); +GLAPI PFNGLINDEXFORMATNVPROC glad_glIndexFormatNV; +#define glIndexFormatNV glad_glIndexFormatNV +typedef void (APIENTRYP PFNGLTEXCOORDFORMATNVPROC)(GLint size, GLenum type, GLsizei stride); +GLAPI PFNGLTEXCOORDFORMATNVPROC glad_glTexCoordFormatNV; +#define glTexCoordFormatNV glad_glTexCoordFormatNV +typedef void (APIENTRYP PFNGLEDGEFLAGFORMATNVPROC)(GLsizei stride); +GLAPI PFNGLEDGEFLAGFORMATNVPROC glad_glEdgeFlagFormatNV; +#define glEdgeFlagFormatNV glad_glEdgeFlagFormatNV +typedef void (APIENTRYP PFNGLSECONDARYCOLORFORMATNVPROC)(GLint size, GLenum type, GLsizei stride); +GLAPI PFNGLSECONDARYCOLORFORMATNVPROC glad_glSecondaryColorFormatNV; +#define glSecondaryColorFormatNV glad_glSecondaryColorFormatNV +typedef void (APIENTRYP PFNGLFOGCOORDFORMATNVPROC)(GLenum type, GLsizei stride); +GLAPI PFNGLFOGCOORDFORMATNVPROC glad_glFogCoordFormatNV; +#define glFogCoordFormatNV glad_glFogCoordFormatNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATNVPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); +GLAPI PFNGLVERTEXATTRIBFORMATNVPROC glad_glVertexAttribFormatNV; +#define glVertexAttribFormatNV glad_glVertexAttribFormatNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATNVPROC)(GLuint index, GLint size, GLenum type, GLsizei stride); +GLAPI PFNGLVERTEXATTRIBIFORMATNVPROC glad_glVertexAttribIFormatNV; +#define glVertexAttribIFormatNV glad_glVertexAttribIFormatNV +typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC)(GLenum value, GLuint index, GLuint64EXT *result); +GLAPI PFNGLGETINTEGERUI64I_VNVPROC glad_glGetIntegerui64i_vNV; +#define glGetIntegerui64i_vNV glad_glGetIntegerui64i_vNV +#endif +#ifndef GL_NV_vertex_program +#define GL_NV_vertex_program 1 +GLAPI int GLAD_GL_NV_vertex_program; +typedef GLboolean (APIENTRYP PFNGLAREPROGRAMSRESIDENTNVPROC)(GLsizei n, const GLuint *programs, GLboolean *residences); +GLAPI PFNGLAREPROGRAMSRESIDENTNVPROC glad_glAreProgramsResidentNV; +#define glAreProgramsResidentNV glad_glAreProgramsResidentNV +typedef void (APIENTRYP PFNGLBINDPROGRAMNVPROC)(GLenum target, GLuint id); +GLAPI PFNGLBINDPROGRAMNVPROC glad_glBindProgramNV; +#define glBindProgramNV glad_glBindProgramNV +typedef void (APIENTRYP PFNGLDELETEPROGRAMSNVPROC)(GLsizei n, const GLuint *programs); +GLAPI PFNGLDELETEPROGRAMSNVPROC glad_glDeleteProgramsNV; +#define glDeleteProgramsNV glad_glDeleteProgramsNV +typedef void (APIENTRYP PFNGLEXECUTEPROGRAMNVPROC)(GLenum target, GLuint id, const GLfloat *params); +GLAPI PFNGLEXECUTEPROGRAMNVPROC glad_glExecuteProgramNV; +#define glExecuteProgramNV glad_glExecuteProgramNV +typedef void (APIENTRYP PFNGLGENPROGRAMSNVPROC)(GLsizei n, GLuint *programs); +GLAPI PFNGLGENPROGRAMSNVPROC glad_glGenProgramsNV; +#define glGenProgramsNV glad_glGenProgramsNV +typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERDVNVPROC)(GLenum target, GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETPROGRAMPARAMETERDVNVPROC glad_glGetProgramParameterdvNV; +#define glGetProgramParameterdvNV glad_glGetProgramParameterdvNV +typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERFVNVPROC)(GLenum target, GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETPROGRAMPARAMETERFVNVPROC glad_glGetProgramParameterfvNV; +#define glGetProgramParameterfvNV glad_glGetProgramParameterfvNV +typedef void (APIENTRYP PFNGLGETPROGRAMIVNVPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMIVNVPROC glad_glGetProgramivNV; +#define glGetProgramivNV glad_glGetProgramivNV +typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGNVPROC)(GLuint id, GLenum pname, GLubyte *program); +GLAPI PFNGLGETPROGRAMSTRINGNVPROC glad_glGetProgramStringNV; +#define glGetProgramStringNV glad_glGetProgramStringNV +typedef void (APIENTRYP PFNGLGETTRACKMATRIXIVNVPROC)(GLenum target, GLuint address, GLenum pname, GLint *params); +GLAPI PFNGLGETTRACKMATRIXIVNVPROC glad_glGetTrackMatrixivNV; +#define glGetTrackMatrixivNV glad_glGetTrackMatrixivNV +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVNVPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBDVNVPROC glad_glGetVertexAttribdvNV; +#define glGetVertexAttribdvNV glad_glGetVertexAttribdvNV +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVNVPROC)(GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVERTEXATTRIBFVNVPROC glad_glGetVertexAttribfvNV; +#define glGetVertexAttribfvNV glad_glGetVertexAttribfvNV +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVNVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIVNVPROC glad_glGetVertexAttribivNV; +#define glGetVertexAttribivNV glad_glGetVertexAttribivNV +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVNVPROC)(GLuint index, GLenum pname, void **pointer); +GLAPI PFNGLGETVERTEXATTRIBPOINTERVNVPROC glad_glGetVertexAttribPointervNV; +#define glGetVertexAttribPointervNV glad_glGetVertexAttribPointervNV +typedef GLboolean (APIENTRYP PFNGLISPROGRAMNVPROC)(GLuint id); +GLAPI PFNGLISPROGRAMNVPROC glad_glIsProgramNV; +#define glIsProgramNV glad_glIsProgramNV +typedef void (APIENTRYP PFNGLLOADPROGRAMNVPROC)(GLenum target, GLuint id, GLsizei len, const GLubyte *program); +GLAPI PFNGLLOADPROGRAMNVPROC glad_glLoadProgramNV; +#define glLoadProgramNV glad_glLoadProgramNV +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DNVPROC)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLPROGRAMPARAMETER4DNVPROC glad_glProgramParameter4dNV; +#define glProgramParameter4dNV glad_glProgramParameter4dNV +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DVNVPROC)(GLenum target, GLuint index, const GLdouble *v); +GLAPI PFNGLPROGRAMPARAMETER4DVNVPROC glad_glProgramParameter4dvNV; +#define glProgramParameter4dvNV glad_glProgramParameter4dvNV +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FNVPROC)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLPROGRAMPARAMETER4FNVPROC glad_glProgramParameter4fNV; +#define glProgramParameter4fNV glad_glProgramParameter4fNV +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FVNVPROC)(GLenum target, GLuint index, const GLfloat *v); +GLAPI PFNGLPROGRAMPARAMETER4FVNVPROC glad_glProgramParameter4fvNV; +#define glProgramParameter4fvNV glad_glProgramParameter4fvNV +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4DVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLdouble *v); +GLAPI PFNGLPROGRAMPARAMETERS4DVNVPROC glad_glProgramParameters4dvNV; +#define glProgramParameters4dvNV glad_glProgramParameters4dvNV +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4FVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLfloat *v); +GLAPI PFNGLPROGRAMPARAMETERS4FVNVPROC glad_glProgramParameters4fvNV; +#define glProgramParameters4fvNV glad_glProgramParameters4fvNV +typedef void (APIENTRYP PFNGLREQUESTRESIDENTPROGRAMSNVPROC)(GLsizei n, const GLuint *programs); +GLAPI PFNGLREQUESTRESIDENTPROGRAMSNVPROC glad_glRequestResidentProgramsNV; +#define glRequestResidentProgramsNV glad_glRequestResidentProgramsNV +typedef void (APIENTRYP PFNGLTRACKMATRIXNVPROC)(GLenum target, GLuint address, GLenum matrix, GLenum transform); +GLAPI PFNGLTRACKMATRIXNVPROC glad_glTrackMatrixNV; +#define glTrackMatrixNV glad_glTrackMatrixNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERNVPROC)(GLuint index, GLint fsize, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBPOINTERNVPROC glad_glVertexAttribPointerNV; +#define glVertexAttribPointerNV glad_glVertexAttribPointerNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DNVPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIB1DNVPROC glad_glVertexAttrib1dNV; +#define glVertexAttrib1dNV glad_glVertexAttrib1dNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVNVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB1DVNVPROC glad_glVertexAttrib1dvNV; +#define glVertexAttrib1dvNV glad_glVertexAttrib1dvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FNVPROC)(GLuint index, GLfloat x); +GLAPI PFNGLVERTEXATTRIB1FNVPROC glad_glVertexAttrib1fNV; +#define glVertexAttrib1fNV glad_glVertexAttrib1fNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVNVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB1FVNVPROC glad_glVertexAttrib1fvNV; +#define glVertexAttrib1fvNV glad_glVertexAttrib1fvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SNVPROC)(GLuint index, GLshort x); +GLAPI PFNGLVERTEXATTRIB1SNVPROC glad_glVertexAttrib1sNV; +#define glVertexAttrib1sNV glad_glVertexAttrib1sNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVNVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB1SVNVPROC glad_glVertexAttrib1svNV; +#define glVertexAttrib1svNV glad_glVertexAttrib1svNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DNVPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIB2DNVPROC glad_glVertexAttrib2dNV; +#define glVertexAttrib2dNV glad_glVertexAttrib2dNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVNVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB2DVNVPROC glad_glVertexAttrib2dvNV; +#define glVertexAttrib2dvNV glad_glVertexAttrib2dvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FNVPROC)(GLuint index, GLfloat x, GLfloat y); +GLAPI PFNGLVERTEXATTRIB2FNVPROC glad_glVertexAttrib2fNV; +#define glVertexAttrib2fNV glad_glVertexAttrib2fNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVNVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB2FVNVPROC glad_glVertexAttrib2fvNV; +#define glVertexAttrib2fvNV glad_glVertexAttrib2fvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SNVPROC)(GLuint index, GLshort x, GLshort y); +GLAPI PFNGLVERTEXATTRIB2SNVPROC glad_glVertexAttrib2sNV; +#define glVertexAttrib2sNV glad_glVertexAttrib2sNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVNVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB2SVNVPROC glad_glVertexAttrib2svNV; +#define glVertexAttrib2svNV glad_glVertexAttrib2svNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DNVPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIB3DNVPROC glad_glVertexAttrib3dNV; +#define glVertexAttrib3dNV glad_glVertexAttrib3dNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVNVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB3DVNVPROC glad_glVertexAttrib3dvNV; +#define glVertexAttrib3dvNV glad_glVertexAttrib3dvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FNVPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEXATTRIB3FNVPROC glad_glVertexAttrib3fNV; +#define glVertexAttrib3fNV glad_glVertexAttrib3fNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVNVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB3FVNVPROC glad_glVertexAttrib3fvNV; +#define glVertexAttrib3fvNV glad_glVertexAttrib3fvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SNVPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEXATTRIB3SNVPROC glad_glVertexAttrib3sNV; +#define glVertexAttrib3sNV glad_glVertexAttrib3sNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVNVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB3SVNVPROC glad_glVertexAttrib3svNV; +#define glVertexAttrib3svNV glad_glVertexAttrib3svNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DNVPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIB4DNVPROC glad_glVertexAttrib4dNV; +#define glVertexAttrib4dNV glad_glVertexAttrib4dNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVNVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB4DVNVPROC glad_glVertexAttrib4dvNV; +#define glVertexAttrib4dvNV glad_glVertexAttrib4dvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FNVPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEXATTRIB4FNVPROC glad_glVertexAttrib4fNV; +#define glVertexAttrib4fNV glad_glVertexAttrib4fNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVNVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB4FVNVPROC glad_glVertexAttrib4fvNV; +#define glVertexAttrib4fvNV glad_glVertexAttrib4fvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SNVPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEXATTRIB4SNVPROC glad_glVertexAttrib4sNV; +#define glVertexAttrib4sNV glad_glVertexAttrib4sNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVNVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4SVNVPROC glad_glVertexAttrib4svNV; +#define glVertexAttrib4svNV glad_glVertexAttrib4svNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBNVPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI PFNGLVERTEXATTRIB4UBNVPROC glad_glVertexAttrib4ubNV; +#define glVertexAttrib4ubNV glad_glVertexAttrib4ubNV +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVNVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4UBVNVPROC glad_glVertexAttrib4ubvNV; +#define glVertexAttrib4ubvNV glad_glVertexAttrib4ubvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1DVNVPROC)(GLuint index, GLsizei count, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBS1DVNVPROC glad_glVertexAttribs1dvNV; +#define glVertexAttribs1dvNV glad_glVertexAttribs1dvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1FVNVPROC)(GLuint index, GLsizei count, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIBS1FVNVPROC glad_glVertexAttribs1fvNV; +#define glVertexAttribs1fvNV glad_glVertexAttribs1fvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1SVNVPROC)(GLuint index, GLsizei count, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBS1SVNVPROC glad_glVertexAttribs1svNV; +#define glVertexAttribs1svNV glad_glVertexAttribs1svNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2DVNVPROC)(GLuint index, GLsizei count, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBS2DVNVPROC glad_glVertexAttribs2dvNV; +#define glVertexAttribs2dvNV glad_glVertexAttribs2dvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2FVNVPROC)(GLuint index, GLsizei count, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIBS2FVNVPROC glad_glVertexAttribs2fvNV; +#define glVertexAttribs2fvNV glad_glVertexAttribs2fvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2SVNVPROC)(GLuint index, GLsizei count, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBS2SVNVPROC glad_glVertexAttribs2svNV; +#define glVertexAttribs2svNV glad_glVertexAttribs2svNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3DVNVPROC)(GLuint index, GLsizei count, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBS3DVNVPROC glad_glVertexAttribs3dvNV; +#define glVertexAttribs3dvNV glad_glVertexAttribs3dvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3FVNVPROC)(GLuint index, GLsizei count, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIBS3FVNVPROC glad_glVertexAttribs3fvNV; +#define glVertexAttribs3fvNV glad_glVertexAttribs3fvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3SVNVPROC)(GLuint index, GLsizei count, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBS3SVNVPROC glad_glVertexAttribs3svNV; +#define glVertexAttribs3svNV glad_glVertexAttribs3svNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4DVNVPROC)(GLuint index, GLsizei count, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBS4DVNVPROC glad_glVertexAttribs4dvNV; +#define glVertexAttribs4dvNV glad_glVertexAttribs4dvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4FVNVPROC)(GLuint index, GLsizei count, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIBS4FVNVPROC glad_glVertexAttribs4fvNV; +#define glVertexAttribs4fvNV glad_glVertexAttribs4fvNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4SVNVPROC)(GLuint index, GLsizei count, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBS4SVNVPROC glad_glVertexAttribs4svNV; +#define glVertexAttribs4svNV glad_glVertexAttribs4svNV +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4UBVNVPROC)(GLuint index, GLsizei count, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIBS4UBVNVPROC glad_glVertexAttribs4ubvNV; +#define glVertexAttribs4ubvNV glad_glVertexAttribs4ubvNV +#endif +#ifndef GL_NV_vertex_program1_1 +#define GL_NV_vertex_program1_1 1 +GLAPI int GLAD_GL_NV_vertex_program1_1; +#endif +#ifndef GL_NV_vertex_program2 +#define GL_NV_vertex_program2 1 +GLAPI int GLAD_GL_NV_vertex_program2; +#endif +#ifndef GL_NV_vertex_program2_option +#define GL_NV_vertex_program2_option 1 +GLAPI int GLAD_GL_NV_vertex_program2_option; +#endif +#ifndef GL_NV_vertex_program3 +#define GL_NV_vertex_program3 1 +GLAPI int GLAD_GL_NV_vertex_program3; +#endif +#ifndef GL_NV_vertex_program4 +#define GL_NV_vertex_program4 1 +GLAPI int GLAD_GL_NV_vertex_program4; +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IEXTPROC)(GLuint index, GLint x); +GLAPI PFNGLVERTEXATTRIBI1IEXTPROC glad_glVertexAttribI1iEXT; +#define glVertexAttribI1iEXT glad_glVertexAttribI1iEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IEXTPROC)(GLuint index, GLint x, GLint y); +GLAPI PFNGLVERTEXATTRIBI2IEXTPROC glad_glVertexAttribI2iEXT; +#define glVertexAttribI2iEXT glad_glVertexAttribI2iEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IEXTPROC)(GLuint index, GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEXATTRIBI3IEXTPROC glad_glVertexAttribI3iEXT; +#define glVertexAttribI3iEXT glad_glVertexAttribI3iEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IEXTPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEXATTRIBI4IEXTPROC glad_glVertexAttribI4iEXT; +#define glVertexAttribI4iEXT glad_glVertexAttribI4iEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIEXTPROC)(GLuint index, GLuint x); +GLAPI PFNGLVERTEXATTRIBI1UIEXTPROC glad_glVertexAttribI1uiEXT; +#define glVertexAttribI1uiEXT glad_glVertexAttribI1uiEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIEXTPROC)(GLuint index, GLuint x, GLuint y); +GLAPI PFNGLVERTEXATTRIBI2UIEXTPROC glad_glVertexAttribI2uiEXT; +#define glVertexAttribI2uiEXT glad_glVertexAttribI2uiEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIEXTPROC)(GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI PFNGLVERTEXATTRIBI3UIEXTPROC glad_glVertexAttribI3uiEXT; +#define glVertexAttribI3uiEXT glad_glVertexAttribI3uiEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIEXTPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI PFNGLVERTEXATTRIBI4UIEXTPROC glad_glVertexAttribI4uiEXT; +#define glVertexAttribI4uiEXT glad_glVertexAttribI4uiEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVEXTPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI1IVEXTPROC glad_glVertexAttribI1ivEXT; +#define glVertexAttribI1ivEXT glad_glVertexAttribI1ivEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVEXTPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI2IVEXTPROC glad_glVertexAttribI2ivEXT; +#define glVertexAttribI2ivEXT glad_glVertexAttribI2ivEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVEXTPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI3IVEXTPROC glad_glVertexAttribI3ivEXT; +#define glVertexAttribI3ivEXT glad_glVertexAttribI3ivEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVEXTPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI4IVEXTPROC glad_glVertexAttribI4ivEXT; +#define glVertexAttribI4ivEXT glad_glVertexAttribI4ivEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVEXTPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI1UIVEXTPROC glad_glVertexAttribI1uivEXT; +#define glVertexAttribI1uivEXT glad_glVertexAttribI1uivEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVEXTPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI2UIVEXTPROC glad_glVertexAttribI2uivEXT; +#define glVertexAttribI2uivEXT glad_glVertexAttribI2uivEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVEXTPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI3UIVEXTPROC glad_glVertexAttribI3uivEXT; +#define glVertexAttribI3uivEXT glad_glVertexAttribI3uivEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVEXTPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI4UIVEXTPROC glad_glVertexAttribI4uivEXT; +#define glVertexAttribI4uivEXT glad_glVertexAttribI4uivEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVEXTPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIBI4BVEXTPROC glad_glVertexAttribI4bvEXT; +#define glVertexAttribI4bvEXT glad_glVertexAttribI4bvEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVEXTPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBI4SVEXTPROC glad_glVertexAttribI4svEXT; +#define glVertexAttribI4svEXT glad_glVertexAttribI4svEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVEXTPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIBI4UBVEXTPROC glad_glVertexAttribI4ubvEXT; +#define glVertexAttribI4ubvEXT glad_glVertexAttribI4ubvEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVEXTPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIBI4USVEXTPROC glad_glVertexAttribI4usvEXT; +#define glVertexAttribI4usvEXT glad_glVertexAttribI4usvEXT +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTEREXTPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBIPOINTEREXTPROC glad_glVertexAttribIPointerEXT; +#define glVertexAttribIPointerEXT glad_glVertexAttribIPointerEXT +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVEXTPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIIVEXTPROC glad_glGetVertexAttribIivEXT; +#define glGetVertexAttribIivEXT glad_glGetVertexAttribIivEXT +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVEXTPROC)(GLuint index, GLenum pname, GLuint *params); +GLAPI PFNGLGETVERTEXATTRIBIUIVEXTPROC glad_glGetVertexAttribIuivEXT; +#define glGetVertexAttribIuivEXT glad_glGetVertexAttribIuivEXT +#endif +#ifndef GL_NV_video_capture +#define GL_NV_video_capture 1 +GLAPI int GLAD_GL_NV_video_capture; +typedef void (APIENTRYP PFNGLBEGINVIDEOCAPTURENVPROC)(GLuint video_capture_slot); +GLAPI PFNGLBEGINVIDEOCAPTURENVPROC glad_glBeginVideoCaptureNV; +#define glBeginVideoCaptureNV glad_glBeginVideoCaptureNV +typedef void (APIENTRYP PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); +GLAPI PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC glad_glBindVideoCaptureStreamBufferNV; +#define glBindVideoCaptureStreamBufferNV glad_glBindVideoCaptureStreamBufferNV +typedef void (APIENTRYP PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC)(GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); +GLAPI PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC glad_glBindVideoCaptureStreamTextureNV; +#define glBindVideoCaptureStreamTextureNV glad_glBindVideoCaptureStreamTextureNV +typedef void (APIENTRYP PFNGLENDVIDEOCAPTURENVPROC)(GLuint video_capture_slot); +GLAPI PFNGLENDVIDEOCAPTURENVPROC glad_glEndVideoCaptureNV; +#define glEndVideoCaptureNV glad_glEndVideoCaptureNV +typedef void (APIENTRYP PFNGLGETVIDEOCAPTUREIVNVPROC)(GLuint video_capture_slot, GLenum pname, GLint *params); +GLAPI PFNGLGETVIDEOCAPTUREIVNVPROC glad_glGetVideoCaptureivNV; +#define glGetVideoCaptureivNV glad_glGetVideoCaptureivNV +typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMIVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, GLint *params); +GLAPI PFNGLGETVIDEOCAPTURESTREAMIVNVPROC glad_glGetVideoCaptureStreamivNV; +#define glGetVideoCaptureStreamivNV glad_glGetVideoCaptureStreamivNV +typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMFVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVIDEOCAPTURESTREAMFVNVPROC glad_glGetVideoCaptureStreamfvNV; +#define glGetVideoCaptureStreamfvNV glad_glGetVideoCaptureStreamfvNV +typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMDVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVIDEOCAPTURESTREAMDVNVPROC glad_glGetVideoCaptureStreamdvNV; +#define glGetVideoCaptureStreamdvNV glad_glGetVideoCaptureStreamdvNV +typedef GLenum (APIENTRYP PFNGLVIDEOCAPTURENVPROC)(GLuint video_capture_slot, GLuint *sequence_num, GLuint64EXT *capture_time); +GLAPI PFNGLVIDEOCAPTURENVPROC glad_glVideoCaptureNV; +#define glVideoCaptureNV glad_glVideoCaptureNV +typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint *params); +GLAPI PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC glad_glVideoCaptureStreamParameterivNV; +#define glVideoCaptureStreamParameterivNV glad_glVideoCaptureStreamParameterivNV +typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat *params); +GLAPI PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC glad_glVideoCaptureStreamParameterfvNV; +#define glVideoCaptureStreamParameterfvNV glad_glVideoCaptureStreamParameterfvNV +typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble *params); +GLAPI PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC glad_glVideoCaptureStreamParameterdvNV; +#define glVideoCaptureStreamParameterdvNV glad_glVideoCaptureStreamParameterdvNV +#endif +#ifndef GL_NV_viewport_array2 +#define GL_NV_viewport_array2 1 +GLAPI int GLAD_GL_NV_viewport_array2; +#endif +#ifndef GL_NV_viewport_swizzle +#define GL_NV_viewport_swizzle 1 +GLAPI int GLAD_GL_NV_viewport_swizzle; +typedef void (APIENTRYP PFNGLVIEWPORTSWIZZLENVPROC)(GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); +GLAPI PFNGLVIEWPORTSWIZZLENVPROC glad_glViewportSwizzleNV; +#define glViewportSwizzleNV glad_glViewportSwizzleNV +#endif +#ifndef GL_OES_byte_coordinates +#define GL_OES_byte_coordinates 1 +GLAPI int GLAD_GL_OES_byte_coordinates; +typedef void (APIENTRYP PFNGLMULTITEXCOORD1BOESPROC)(GLenum texture, GLbyte s); +GLAPI PFNGLMULTITEXCOORD1BOESPROC glad_glMultiTexCoord1bOES; +#define glMultiTexCoord1bOES glad_glMultiTexCoord1bOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD1BVOESPROC)(GLenum texture, const GLbyte *coords); +GLAPI PFNGLMULTITEXCOORD1BVOESPROC glad_glMultiTexCoord1bvOES; +#define glMultiTexCoord1bvOES glad_glMultiTexCoord1bvOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD2BOESPROC)(GLenum texture, GLbyte s, GLbyte t); +GLAPI PFNGLMULTITEXCOORD2BOESPROC glad_glMultiTexCoord2bOES; +#define glMultiTexCoord2bOES glad_glMultiTexCoord2bOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD2BVOESPROC)(GLenum texture, const GLbyte *coords); +GLAPI PFNGLMULTITEXCOORD2BVOESPROC glad_glMultiTexCoord2bvOES; +#define glMultiTexCoord2bvOES glad_glMultiTexCoord2bvOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD3BOESPROC)(GLenum texture, GLbyte s, GLbyte t, GLbyte r); +GLAPI PFNGLMULTITEXCOORD3BOESPROC glad_glMultiTexCoord3bOES; +#define glMultiTexCoord3bOES glad_glMultiTexCoord3bOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD3BVOESPROC)(GLenum texture, const GLbyte *coords); +GLAPI PFNGLMULTITEXCOORD3BVOESPROC glad_glMultiTexCoord3bvOES; +#define glMultiTexCoord3bvOES glad_glMultiTexCoord3bvOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD4BOESPROC)(GLenum texture, GLbyte s, GLbyte t, GLbyte r, GLbyte q); +GLAPI PFNGLMULTITEXCOORD4BOESPROC glad_glMultiTexCoord4bOES; +#define glMultiTexCoord4bOES glad_glMultiTexCoord4bOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD4BVOESPROC)(GLenum texture, const GLbyte *coords); +GLAPI PFNGLMULTITEXCOORD4BVOESPROC glad_glMultiTexCoord4bvOES; +#define glMultiTexCoord4bvOES glad_glMultiTexCoord4bvOES +typedef void (APIENTRYP PFNGLTEXCOORD1BOESPROC)(GLbyte s); +GLAPI PFNGLTEXCOORD1BOESPROC glad_glTexCoord1bOES; +#define glTexCoord1bOES glad_glTexCoord1bOES +typedef void (APIENTRYP PFNGLTEXCOORD1BVOESPROC)(const GLbyte *coords); +GLAPI PFNGLTEXCOORD1BVOESPROC glad_glTexCoord1bvOES; +#define glTexCoord1bvOES glad_glTexCoord1bvOES +typedef void (APIENTRYP PFNGLTEXCOORD2BOESPROC)(GLbyte s, GLbyte t); +GLAPI PFNGLTEXCOORD2BOESPROC glad_glTexCoord2bOES; +#define glTexCoord2bOES glad_glTexCoord2bOES +typedef void (APIENTRYP PFNGLTEXCOORD2BVOESPROC)(const GLbyte *coords); +GLAPI PFNGLTEXCOORD2BVOESPROC glad_glTexCoord2bvOES; +#define glTexCoord2bvOES glad_glTexCoord2bvOES +typedef void (APIENTRYP PFNGLTEXCOORD3BOESPROC)(GLbyte s, GLbyte t, GLbyte r); +GLAPI PFNGLTEXCOORD3BOESPROC glad_glTexCoord3bOES; +#define glTexCoord3bOES glad_glTexCoord3bOES +typedef void (APIENTRYP PFNGLTEXCOORD3BVOESPROC)(const GLbyte *coords); +GLAPI PFNGLTEXCOORD3BVOESPROC glad_glTexCoord3bvOES; +#define glTexCoord3bvOES glad_glTexCoord3bvOES +typedef void (APIENTRYP PFNGLTEXCOORD4BOESPROC)(GLbyte s, GLbyte t, GLbyte r, GLbyte q); +GLAPI PFNGLTEXCOORD4BOESPROC glad_glTexCoord4bOES; +#define glTexCoord4bOES glad_glTexCoord4bOES +typedef void (APIENTRYP PFNGLTEXCOORD4BVOESPROC)(const GLbyte *coords); +GLAPI PFNGLTEXCOORD4BVOESPROC glad_glTexCoord4bvOES; +#define glTexCoord4bvOES glad_glTexCoord4bvOES +typedef void (APIENTRYP PFNGLVERTEX2BOESPROC)(GLbyte x, GLbyte y); +GLAPI PFNGLVERTEX2BOESPROC glad_glVertex2bOES; +#define glVertex2bOES glad_glVertex2bOES +typedef void (APIENTRYP PFNGLVERTEX2BVOESPROC)(const GLbyte *coords); +GLAPI PFNGLVERTEX2BVOESPROC glad_glVertex2bvOES; +#define glVertex2bvOES glad_glVertex2bvOES +typedef void (APIENTRYP PFNGLVERTEX3BOESPROC)(GLbyte x, GLbyte y, GLbyte z); +GLAPI PFNGLVERTEX3BOESPROC glad_glVertex3bOES; +#define glVertex3bOES glad_glVertex3bOES +typedef void (APIENTRYP PFNGLVERTEX3BVOESPROC)(const GLbyte *coords); +GLAPI PFNGLVERTEX3BVOESPROC glad_glVertex3bvOES; +#define glVertex3bvOES glad_glVertex3bvOES +typedef void (APIENTRYP PFNGLVERTEX4BOESPROC)(GLbyte x, GLbyte y, GLbyte z, GLbyte w); +GLAPI PFNGLVERTEX4BOESPROC glad_glVertex4bOES; +#define glVertex4bOES glad_glVertex4bOES +typedef void (APIENTRYP PFNGLVERTEX4BVOESPROC)(const GLbyte *coords); +GLAPI PFNGLVERTEX4BVOESPROC glad_glVertex4bvOES; +#define glVertex4bvOES glad_glVertex4bvOES +#endif +#ifndef GL_OES_compressed_paletted_texture +#define GL_OES_compressed_paletted_texture 1 +GLAPI int GLAD_GL_OES_compressed_paletted_texture; +#endif +#ifndef GL_OES_fixed_point +#define GL_OES_fixed_point 1 +GLAPI int GLAD_GL_OES_fixed_point; +typedef void (APIENTRYP PFNGLALPHAFUNCXOESPROC)(GLenum func, GLfixed ref); +GLAPI PFNGLALPHAFUNCXOESPROC glad_glAlphaFuncxOES; +#define glAlphaFuncxOES glad_glAlphaFuncxOES +typedef void (APIENTRYP PFNGLCLEARCOLORXOESPROC)(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI PFNGLCLEARCOLORXOESPROC glad_glClearColorxOES; +#define glClearColorxOES glad_glClearColorxOES +typedef void (APIENTRYP PFNGLCLEARDEPTHXOESPROC)(GLfixed depth); +GLAPI PFNGLCLEARDEPTHXOESPROC glad_glClearDepthxOES; +#define glClearDepthxOES glad_glClearDepthxOES +typedef void (APIENTRYP PFNGLCLIPPLANEXOESPROC)(GLenum plane, const GLfixed *equation); +GLAPI PFNGLCLIPPLANEXOESPROC glad_glClipPlanexOES; +#define glClipPlanexOES glad_glClipPlanexOES +typedef void (APIENTRYP PFNGLCOLOR4XOESPROC)(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI PFNGLCOLOR4XOESPROC glad_glColor4xOES; +#define glColor4xOES glad_glColor4xOES +typedef void (APIENTRYP PFNGLDEPTHRANGEXOESPROC)(GLfixed n, GLfixed f); +GLAPI PFNGLDEPTHRANGEXOESPROC glad_glDepthRangexOES; +#define glDepthRangexOES glad_glDepthRangexOES +typedef void (APIENTRYP PFNGLFOGXOESPROC)(GLenum pname, GLfixed param); +GLAPI PFNGLFOGXOESPROC glad_glFogxOES; +#define glFogxOES glad_glFogxOES +typedef void (APIENTRYP PFNGLFOGXVOESPROC)(GLenum pname, const GLfixed *param); +GLAPI PFNGLFOGXVOESPROC glad_glFogxvOES; +#define glFogxvOES glad_glFogxvOES +typedef void (APIENTRYP PFNGLFRUSTUMXOESPROC)(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +GLAPI PFNGLFRUSTUMXOESPROC glad_glFrustumxOES; +#define glFrustumxOES glad_glFrustumxOES +typedef void (APIENTRYP PFNGLGETCLIPPLANEXOESPROC)(GLenum plane, GLfixed *equation); +GLAPI PFNGLGETCLIPPLANEXOESPROC glad_glGetClipPlanexOES; +#define glGetClipPlanexOES glad_glGetClipPlanexOES +typedef void (APIENTRYP PFNGLGETFIXEDVOESPROC)(GLenum pname, GLfixed *params); +GLAPI PFNGLGETFIXEDVOESPROC glad_glGetFixedvOES; +#define glGetFixedvOES glad_glGetFixedvOES +typedef void (APIENTRYP PFNGLGETTEXENVXVOESPROC)(GLenum target, GLenum pname, GLfixed *params); +GLAPI PFNGLGETTEXENVXVOESPROC glad_glGetTexEnvxvOES; +#define glGetTexEnvxvOES glad_glGetTexEnvxvOES +typedef void (APIENTRYP PFNGLGETTEXPARAMETERXVOESPROC)(GLenum target, GLenum pname, GLfixed *params); +GLAPI PFNGLGETTEXPARAMETERXVOESPROC glad_glGetTexParameterxvOES; +#define glGetTexParameterxvOES glad_glGetTexParameterxvOES +typedef void (APIENTRYP PFNGLLIGHTMODELXOESPROC)(GLenum pname, GLfixed param); +GLAPI PFNGLLIGHTMODELXOESPROC glad_glLightModelxOES; +#define glLightModelxOES glad_glLightModelxOES +typedef void (APIENTRYP PFNGLLIGHTMODELXVOESPROC)(GLenum pname, const GLfixed *param); +GLAPI PFNGLLIGHTMODELXVOESPROC glad_glLightModelxvOES; +#define glLightModelxvOES glad_glLightModelxvOES +typedef void (APIENTRYP PFNGLLIGHTXOESPROC)(GLenum light, GLenum pname, GLfixed param); +GLAPI PFNGLLIGHTXOESPROC glad_glLightxOES; +#define glLightxOES glad_glLightxOES +typedef void (APIENTRYP PFNGLLIGHTXVOESPROC)(GLenum light, GLenum pname, const GLfixed *params); +GLAPI PFNGLLIGHTXVOESPROC glad_glLightxvOES; +#define glLightxvOES glad_glLightxvOES +typedef void (APIENTRYP PFNGLLINEWIDTHXOESPROC)(GLfixed width); +GLAPI PFNGLLINEWIDTHXOESPROC glad_glLineWidthxOES; +#define glLineWidthxOES glad_glLineWidthxOES +typedef void (APIENTRYP PFNGLLOADMATRIXXOESPROC)(const GLfixed *m); +GLAPI PFNGLLOADMATRIXXOESPROC glad_glLoadMatrixxOES; +#define glLoadMatrixxOES glad_glLoadMatrixxOES +typedef void (APIENTRYP PFNGLMATERIALXOESPROC)(GLenum face, GLenum pname, GLfixed param); +GLAPI PFNGLMATERIALXOESPROC glad_glMaterialxOES; +#define glMaterialxOES glad_glMaterialxOES +typedef void (APIENTRYP PFNGLMATERIALXVOESPROC)(GLenum face, GLenum pname, const GLfixed *param); +GLAPI PFNGLMATERIALXVOESPROC glad_glMaterialxvOES; +#define glMaterialxvOES glad_glMaterialxvOES +typedef void (APIENTRYP PFNGLMULTMATRIXXOESPROC)(const GLfixed *m); +GLAPI PFNGLMULTMATRIXXOESPROC glad_glMultMatrixxOES; +#define glMultMatrixxOES glad_glMultMatrixxOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD4XOESPROC)(GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q); +GLAPI PFNGLMULTITEXCOORD4XOESPROC glad_glMultiTexCoord4xOES; +#define glMultiTexCoord4xOES glad_glMultiTexCoord4xOES +typedef void (APIENTRYP PFNGLNORMAL3XOESPROC)(GLfixed nx, GLfixed ny, GLfixed nz); +GLAPI PFNGLNORMAL3XOESPROC glad_glNormal3xOES; +#define glNormal3xOES glad_glNormal3xOES +typedef void (APIENTRYP PFNGLORTHOXOESPROC)(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +GLAPI PFNGLORTHOXOESPROC glad_glOrthoxOES; +#define glOrthoxOES glad_glOrthoxOES +typedef void (APIENTRYP PFNGLPOINTPARAMETERXVOESPROC)(GLenum pname, const GLfixed *params); +GLAPI PFNGLPOINTPARAMETERXVOESPROC glad_glPointParameterxvOES; +#define glPointParameterxvOES glad_glPointParameterxvOES +typedef void (APIENTRYP PFNGLPOINTSIZEXOESPROC)(GLfixed size); +GLAPI PFNGLPOINTSIZEXOESPROC glad_glPointSizexOES; +#define glPointSizexOES glad_glPointSizexOES +typedef void (APIENTRYP PFNGLPOLYGONOFFSETXOESPROC)(GLfixed factor, GLfixed units); +GLAPI PFNGLPOLYGONOFFSETXOESPROC glad_glPolygonOffsetxOES; +#define glPolygonOffsetxOES glad_glPolygonOffsetxOES +typedef void (APIENTRYP PFNGLROTATEXOESPROC)(GLfixed angle, GLfixed x, GLfixed y, GLfixed z); +GLAPI PFNGLROTATEXOESPROC glad_glRotatexOES; +#define glRotatexOES glad_glRotatexOES +typedef void (APIENTRYP PFNGLSCALEXOESPROC)(GLfixed x, GLfixed y, GLfixed z); +GLAPI PFNGLSCALEXOESPROC glad_glScalexOES; +#define glScalexOES glad_glScalexOES +typedef void (APIENTRYP PFNGLTEXENVXOESPROC)(GLenum target, GLenum pname, GLfixed param); +GLAPI PFNGLTEXENVXOESPROC glad_glTexEnvxOES; +#define glTexEnvxOES glad_glTexEnvxOES +typedef void (APIENTRYP PFNGLTEXENVXVOESPROC)(GLenum target, GLenum pname, const GLfixed *params); +GLAPI PFNGLTEXENVXVOESPROC glad_glTexEnvxvOES; +#define glTexEnvxvOES glad_glTexEnvxvOES +typedef void (APIENTRYP PFNGLTEXPARAMETERXOESPROC)(GLenum target, GLenum pname, GLfixed param); +GLAPI PFNGLTEXPARAMETERXOESPROC glad_glTexParameterxOES; +#define glTexParameterxOES glad_glTexParameterxOES +typedef void (APIENTRYP PFNGLTEXPARAMETERXVOESPROC)(GLenum target, GLenum pname, const GLfixed *params); +GLAPI PFNGLTEXPARAMETERXVOESPROC glad_glTexParameterxvOES; +#define glTexParameterxvOES glad_glTexParameterxvOES +typedef void (APIENTRYP PFNGLTRANSLATEXOESPROC)(GLfixed x, GLfixed y, GLfixed z); +GLAPI PFNGLTRANSLATEXOESPROC glad_glTranslatexOES; +#define glTranslatexOES glad_glTranslatexOES +typedef void (APIENTRYP PFNGLGETLIGHTXVOESPROC)(GLenum light, GLenum pname, GLfixed *params); +GLAPI PFNGLGETLIGHTXVOESPROC glad_glGetLightxvOES; +#define glGetLightxvOES glad_glGetLightxvOES +typedef void (APIENTRYP PFNGLGETMATERIALXVOESPROC)(GLenum face, GLenum pname, GLfixed *params); +GLAPI PFNGLGETMATERIALXVOESPROC glad_glGetMaterialxvOES; +#define glGetMaterialxvOES glad_glGetMaterialxvOES +typedef void (APIENTRYP PFNGLPOINTPARAMETERXOESPROC)(GLenum pname, GLfixed param); +GLAPI PFNGLPOINTPARAMETERXOESPROC glad_glPointParameterxOES; +#define glPointParameterxOES glad_glPointParameterxOES +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEXOESPROC)(GLclampx value, GLboolean invert); +GLAPI PFNGLSAMPLECOVERAGEXOESPROC glad_glSampleCoveragexOES; +#define glSampleCoveragexOES glad_glSampleCoveragexOES +typedef void (APIENTRYP PFNGLACCUMXOESPROC)(GLenum op, GLfixed value); +GLAPI PFNGLACCUMXOESPROC glad_glAccumxOES; +#define glAccumxOES glad_glAccumxOES +typedef void (APIENTRYP PFNGLBITMAPXOESPROC)(GLsizei width, GLsizei height, GLfixed xorig, GLfixed yorig, GLfixed xmove, GLfixed ymove, const GLubyte *bitmap); +GLAPI PFNGLBITMAPXOESPROC glad_glBitmapxOES; +#define glBitmapxOES glad_glBitmapxOES +typedef void (APIENTRYP PFNGLBLENDCOLORXOESPROC)(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI PFNGLBLENDCOLORXOESPROC glad_glBlendColorxOES; +#define glBlendColorxOES glad_glBlendColorxOES +typedef void (APIENTRYP PFNGLCLEARACCUMXOESPROC)(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI PFNGLCLEARACCUMXOESPROC glad_glClearAccumxOES; +#define glClearAccumxOES glad_glClearAccumxOES +typedef void (APIENTRYP PFNGLCOLOR3XOESPROC)(GLfixed red, GLfixed green, GLfixed blue); +GLAPI PFNGLCOLOR3XOESPROC glad_glColor3xOES; +#define glColor3xOES glad_glColor3xOES +typedef void (APIENTRYP PFNGLCOLOR3XVOESPROC)(const GLfixed *components); +GLAPI PFNGLCOLOR3XVOESPROC glad_glColor3xvOES; +#define glColor3xvOES glad_glColor3xvOES +typedef void (APIENTRYP PFNGLCOLOR4XVOESPROC)(const GLfixed *components); +GLAPI PFNGLCOLOR4XVOESPROC glad_glColor4xvOES; +#define glColor4xvOES glad_glColor4xvOES +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERXOESPROC)(GLenum target, GLenum pname, GLfixed param); +GLAPI PFNGLCONVOLUTIONPARAMETERXOESPROC glad_glConvolutionParameterxOES; +#define glConvolutionParameterxOES glad_glConvolutionParameterxOES +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERXVOESPROC)(GLenum target, GLenum pname, const GLfixed *params); +GLAPI PFNGLCONVOLUTIONPARAMETERXVOESPROC glad_glConvolutionParameterxvOES; +#define glConvolutionParameterxvOES glad_glConvolutionParameterxvOES +typedef void (APIENTRYP PFNGLEVALCOORD1XOESPROC)(GLfixed u); +GLAPI PFNGLEVALCOORD1XOESPROC glad_glEvalCoord1xOES; +#define glEvalCoord1xOES glad_glEvalCoord1xOES +typedef void (APIENTRYP PFNGLEVALCOORD1XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLEVALCOORD1XVOESPROC glad_glEvalCoord1xvOES; +#define glEvalCoord1xvOES glad_glEvalCoord1xvOES +typedef void (APIENTRYP PFNGLEVALCOORD2XOESPROC)(GLfixed u, GLfixed v); +GLAPI PFNGLEVALCOORD2XOESPROC glad_glEvalCoord2xOES; +#define glEvalCoord2xOES glad_glEvalCoord2xOES +typedef void (APIENTRYP PFNGLEVALCOORD2XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLEVALCOORD2XVOESPROC glad_glEvalCoord2xvOES; +#define glEvalCoord2xvOES glad_glEvalCoord2xvOES +typedef void (APIENTRYP PFNGLFEEDBACKBUFFERXOESPROC)(GLsizei n, GLenum type, const GLfixed *buffer); +GLAPI PFNGLFEEDBACKBUFFERXOESPROC glad_glFeedbackBufferxOES; +#define glFeedbackBufferxOES glad_glFeedbackBufferxOES +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERXVOESPROC)(GLenum target, GLenum pname, GLfixed *params); +GLAPI PFNGLGETCONVOLUTIONPARAMETERXVOESPROC glad_glGetConvolutionParameterxvOES; +#define glGetConvolutionParameterxvOES glad_glGetConvolutionParameterxvOES +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERXVOESPROC)(GLenum target, GLenum pname, GLfixed *params); +GLAPI PFNGLGETHISTOGRAMPARAMETERXVOESPROC glad_glGetHistogramParameterxvOES; +#define glGetHistogramParameterxvOES glad_glGetHistogramParameterxvOES +typedef void (APIENTRYP PFNGLGETLIGHTXOESPROC)(GLenum light, GLenum pname, GLfixed *params); +GLAPI PFNGLGETLIGHTXOESPROC glad_glGetLightxOES; +#define glGetLightxOES glad_glGetLightxOES +typedef void (APIENTRYP PFNGLGETMAPXVOESPROC)(GLenum target, GLenum query, GLfixed *v); +GLAPI PFNGLGETMAPXVOESPROC glad_glGetMapxvOES; +#define glGetMapxvOES glad_glGetMapxvOES +typedef void (APIENTRYP PFNGLGETMATERIALXOESPROC)(GLenum face, GLenum pname, GLfixed param); +GLAPI PFNGLGETMATERIALXOESPROC glad_glGetMaterialxOES; +#define glGetMaterialxOES glad_glGetMaterialxOES +typedef void (APIENTRYP PFNGLGETPIXELMAPXVPROC)(GLenum map, GLint size, GLfixed *values); +GLAPI PFNGLGETPIXELMAPXVPROC glad_glGetPixelMapxv; +#define glGetPixelMapxv glad_glGetPixelMapxv +typedef void (APIENTRYP PFNGLGETTEXGENXVOESPROC)(GLenum coord, GLenum pname, GLfixed *params); +GLAPI PFNGLGETTEXGENXVOESPROC glad_glGetTexGenxvOES; +#define glGetTexGenxvOES glad_glGetTexGenxvOES +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERXVOESPROC)(GLenum target, GLint level, GLenum pname, GLfixed *params); +GLAPI PFNGLGETTEXLEVELPARAMETERXVOESPROC glad_glGetTexLevelParameterxvOES; +#define glGetTexLevelParameterxvOES glad_glGetTexLevelParameterxvOES +typedef void (APIENTRYP PFNGLINDEXXOESPROC)(GLfixed component); +GLAPI PFNGLINDEXXOESPROC glad_glIndexxOES; +#define glIndexxOES glad_glIndexxOES +typedef void (APIENTRYP PFNGLINDEXXVOESPROC)(const GLfixed *component); +GLAPI PFNGLINDEXXVOESPROC glad_glIndexxvOES; +#define glIndexxvOES glad_glIndexxvOES +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXXOESPROC)(const GLfixed *m); +GLAPI PFNGLLOADTRANSPOSEMATRIXXOESPROC glad_glLoadTransposeMatrixxOES; +#define glLoadTransposeMatrixxOES glad_glLoadTransposeMatrixxOES +typedef void (APIENTRYP PFNGLMAP1XOESPROC)(GLenum target, GLfixed u1, GLfixed u2, GLint stride, GLint order, GLfixed points); +GLAPI PFNGLMAP1XOESPROC glad_glMap1xOES; +#define glMap1xOES glad_glMap1xOES +typedef void (APIENTRYP PFNGLMAP2XOESPROC)(GLenum target, GLfixed u1, GLfixed u2, GLint ustride, GLint uorder, GLfixed v1, GLfixed v2, GLint vstride, GLint vorder, GLfixed points); +GLAPI PFNGLMAP2XOESPROC glad_glMap2xOES; +#define glMap2xOES glad_glMap2xOES +typedef void (APIENTRYP PFNGLMAPGRID1XOESPROC)(GLint n, GLfixed u1, GLfixed u2); +GLAPI PFNGLMAPGRID1XOESPROC glad_glMapGrid1xOES; +#define glMapGrid1xOES glad_glMapGrid1xOES +typedef void (APIENTRYP PFNGLMAPGRID2XOESPROC)(GLint n, GLfixed u1, GLfixed u2, GLfixed v1, GLfixed v2); +GLAPI PFNGLMAPGRID2XOESPROC glad_glMapGrid2xOES; +#define glMapGrid2xOES glad_glMapGrid2xOES +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXXOESPROC)(const GLfixed *m); +GLAPI PFNGLMULTTRANSPOSEMATRIXXOESPROC glad_glMultTransposeMatrixxOES; +#define glMultTransposeMatrixxOES glad_glMultTransposeMatrixxOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD1XOESPROC)(GLenum texture, GLfixed s); +GLAPI PFNGLMULTITEXCOORD1XOESPROC glad_glMultiTexCoord1xOES; +#define glMultiTexCoord1xOES glad_glMultiTexCoord1xOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD1XVOESPROC)(GLenum texture, const GLfixed *coords); +GLAPI PFNGLMULTITEXCOORD1XVOESPROC glad_glMultiTexCoord1xvOES; +#define glMultiTexCoord1xvOES glad_glMultiTexCoord1xvOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD2XOESPROC)(GLenum texture, GLfixed s, GLfixed t); +GLAPI PFNGLMULTITEXCOORD2XOESPROC glad_glMultiTexCoord2xOES; +#define glMultiTexCoord2xOES glad_glMultiTexCoord2xOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD2XVOESPROC)(GLenum texture, const GLfixed *coords); +GLAPI PFNGLMULTITEXCOORD2XVOESPROC glad_glMultiTexCoord2xvOES; +#define glMultiTexCoord2xvOES glad_glMultiTexCoord2xvOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD3XOESPROC)(GLenum texture, GLfixed s, GLfixed t, GLfixed r); +GLAPI PFNGLMULTITEXCOORD3XOESPROC glad_glMultiTexCoord3xOES; +#define glMultiTexCoord3xOES glad_glMultiTexCoord3xOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD3XVOESPROC)(GLenum texture, const GLfixed *coords); +GLAPI PFNGLMULTITEXCOORD3XVOESPROC glad_glMultiTexCoord3xvOES; +#define glMultiTexCoord3xvOES glad_glMultiTexCoord3xvOES +typedef void (APIENTRYP PFNGLMULTITEXCOORD4XVOESPROC)(GLenum texture, const GLfixed *coords); +GLAPI PFNGLMULTITEXCOORD4XVOESPROC glad_glMultiTexCoord4xvOES; +#define glMultiTexCoord4xvOES glad_glMultiTexCoord4xvOES +typedef void (APIENTRYP PFNGLNORMAL3XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLNORMAL3XVOESPROC glad_glNormal3xvOES; +#define glNormal3xvOES glad_glNormal3xvOES +typedef void (APIENTRYP PFNGLPASSTHROUGHXOESPROC)(GLfixed token); +GLAPI PFNGLPASSTHROUGHXOESPROC glad_glPassThroughxOES; +#define glPassThroughxOES glad_glPassThroughxOES +typedef void (APIENTRYP PFNGLPIXELMAPXPROC)(GLenum map, GLint size, const GLfixed *values); +GLAPI PFNGLPIXELMAPXPROC glad_glPixelMapx; +#define glPixelMapx glad_glPixelMapx +typedef void (APIENTRYP PFNGLPIXELSTOREXPROC)(GLenum pname, GLfixed param); +GLAPI PFNGLPIXELSTOREXPROC glad_glPixelStorex; +#define glPixelStorex glad_glPixelStorex +typedef void (APIENTRYP PFNGLPIXELTRANSFERXOESPROC)(GLenum pname, GLfixed param); +GLAPI PFNGLPIXELTRANSFERXOESPROC glad_glPixelTransferxOES; +#define glPixelTransferxOES glad_glPixelTransferxOES +typedef void (APIENTRYP PFNGLPIXELZOOMXOESPROC)(GLfixed xfactor, GLfixed yfactor); +GLAPI PFNGLPIXELZOOMXOESPROC glad_glPixelZoomxOES; +#define glPixelZoomxOES glad_glPixelZoomxOES +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESXOESPROC)(GLsizei n, const GLuint *textures, const GLfixed *priorities); +GLAPI PFNGLPRIORITIZETEXTURESXOESPROC glad_glPrioritizeTexturesxOES; +#define glPrioritizeTexturesxOES glad_glPrioritizeTexturesxOES +typedef void (APIENTRYP PFNGLRASTERPOS2XOESPROC)(GLfixed x, GLfixed y); +GLAPI PFNGLRASTERPOS2XOESPROC glad_glRasterPos2xOES; +#define glRasterPos2xOES glad_glRasterPos2xOES +typedef void (APIENTRYP PFNGLRASTERPOS2XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLRASTERPOS2XVOESPROC glad_glRasterPos2xvOES; +#define glRasterPos2xvOES glad_glRasterPos2xvOES +typedef void (APIENTRYP PFNGLRASTERPOS3XOESPROC)(GLfixed x, GLfixed y, GLfixed z); +GLAPI PFNGLRASTERPOS3XOESPROC glad_glRasterPos3xOES; +#define glRasterPos3xOES glad_glRasterPos3xOES +typedef void (APIENTRYP PFNGLRASTERPOS3XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLRASTERPOS3XVOESPROC glad_glRasterPos3xvOES; +#define glRasterPos3xvOES glad_glRasterPos3xvOES +typedef void (APIENTRYP PFNGLRASTERPOS4XOESPROC)(GLfixed x, GLfixed y, GLfixed z, GLfixed w); +GLAPI PFNGLRASTERPOS4XOESPROC glad_glRasterPos4xOES; +#define glRasterPos4xOES glad_glRasterPos4xOES +typedef void (APIENTRYP PFNGLRASTERPOS4XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLRASTERPOS4XVOESPROC glad_glRasterPos4xvOES; +#define glRasterPos4xvOES glad_glRasterPos4xvOES +typedef void (APIENTRYP PFNGLRECTXOESPROC)(GLfixed x1, GLfixed y1, GLfixed x2, GLfixed y2); +GLAPI PFNGLRECTXOESPROC glad_glRectxOES; +#define glRectxOES glad_glRectxOES +typedef void (APIENTRYP PFNGLRECTXVOESPROC)(const GLfixed *v1, const GLfixed *v2); +GLAPI PFNGLRECTXVOESPROC glad_glRectxvOES; +#define glRectxvOES glad_glRectxvOES +typedef void (APIENTRYP PFNGLTEXCOORD1XOESPROC)(GLfixed s); +GLAPI PFNGLTEXCOORD1XOESPROC glad_glTexCoord1xOES; +#define glTexCoord1xOES glad_glTexCoord1xOES +typedef void (APIENTRYP PFNGLTEXCOORD1XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLTEXCOORD1XVOESPROC glad_glTexCoord1xvOES; +#define glTexCoord1xvOES glad_glTexCoord1xvOES +typedef void (APIENTRYP PFNGLTEXCOORD2XOESPROC)(GLfixed s, GLfixed t); +GLAPI PFNGLTEXCOORD2XOESPROC glad_glTexCoord2xOES; +#define glTexCoord2xOES glad_glTexCoord2xOES +typedef void (APIENTRYP PFNGLTEXCOORD2XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLTEXCOORD2XVOESPROC glad_glTexCoord2xvOES; +#define glTexCoord2xvOES glad_glTexCoord2xvOES +typedef void (APIENTRYP PFNGLTEXCOORD3XOESPROC)(GLfixed s, GLfixed t, GLfixed r); +GLAPI PFNGLTEXCOORD3XOESPROC glad_glTexCoord3xOES; +#define glTexCoord3xOES glad_glTexCoord3xOES +typedef void (APIENTRYP PFNGLTEXCOORD3XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLTEXCOORD3XVOESPROC glad_glTexCoord3xvOES; +#define glTexCoord3xvOES glad_glTexCoord3xvOES +typedef void (APIENTRYP PFNGLTEXCOORD4XOESPROC)(GLfixed s, GLfixed t, GLfixed r, GLfixed q); +GLAPI PFNGLTEXCOORD4XOESPROC glad_glTexCoord4xOES; +#define glTexCoord4xOES glad_glTexCoord4xOES +typedef void (APIENTRYP PFNGLTEXCOORD4XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLTEXCOORD4XVOESPROC glad_glTexCoord4xvOES; +#define glTexCoord4xvOES glad_glTexCoord4xvOES +typedef void (APIENTRYP PFNGLTEXGENXOESPROC)(GLenum coord, GLenum pname, GLfixed param); +GLAPI PFNGLTEXGENXOESPROC glad_glTexGenxOES; +#define glTexGenxOES glad_glTexGenxOES +typedef void (APIENTRYP PFNGLTEXGENXVOESPROC)(GLenum coord, GLenum pname, const GLfixed *params); +GLAPI PFNGLTEXGENXVOESPROC glad_glTexGenxvOES; +#define glTexGenxvOES glad_glTexGenxvOES +typedef void (APIENTRYP PFNGLVERTEX2XOESPROC)(GLfixed x); +GLAPI PFNGLVERTEX2XOESPROC glad_glVertex2xOES; +#define glVertex2xOES glad_glVertex2xOES +typedef void (APIENTRYP PFNGLVERTEX2XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLVERTEX2XVOESPROC glad_glVertex2xvOES; +#define glVertex2xvOES glad_glVertex2xvOES +typedef void (APIENTRYP PFNGLVERTEX3XOESPROC)(GLfixed x, GLfixed y); +GLAPI PFNGLVERTEX3XOESPROC glad_glVertex3xOES; +#define glVertex3xOES glad_glVertex3xOES +typedef void (APIENTRYP PFNGLVERTEX3XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLVERTEX3XVOESPROC glad_glVertex3xvOES; +#define glVertex3xvOES glad_glVertex3xvOES +typedef void (APIENTRYP PFNGLVERTEX4XOESPROC)(GLfixed x, GLfixed y, GLfixed z); +GLAPI PFNGLVERTEX4XOESPROC glad_glVertex4xOES; +#define glVertex4xOES glad_glVertex4xOES +typedef void (APIENTRYP PFNGLVERTEX4XVOESPROC)(const GLfixed *coords); +GLAPI PFNGLVERTEX4XVOESPROC glad_glVertex4xvOES; +#define glVertex4xvOES glad_glVertex4xvOES +#endif +#ifndef GL_OES_query_matrix +#define GL_OES_query_matrix 1 +GLAPI int GLAD_GL_OES_query_matrix; +typedef GLbitfield (APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa, GLint *exponent); +GLAPI PFNGLQUERYMATRIXXOESPROC glad_glQueryMatrixxOES; +#define glQueryMatrixxOES glad_glQueryMatrixxOES +#endif +#ifndef GL_OES_read_format +#define GL_OES_read_format 1 +GLAPI int GLAD_GL_OES_read_format; +#endif +#ifndef GL_OES_single_precision +#define GL_OES_single_precision 1 +GLAPI int GLAD_GL_OES_single_precision; +typedef void (APIENTRYP PFNGLCLEARDEPTHFOESPROC)(GLclampf depth); +GLAPI PFNGLCLEARDEPTHFOESPROC glad_glClearDepthfOES; +#define glClearDepthfOES glad_glClearDepthfOES +typedef void (APIENTRYP PFNGLCLIPPLANEFOESPROC)(GLenum plane, const GLfloat *equation); +GLAPI PFNGLCLIPPLANEFOESPROC glad_glClipPlanefOES; +#define glClipPlanefOES glad_glClipPlanefOES +typedef void (APIENTRYP PFNGLDEPTHRANGEFOESPROC)(GLclampf n, GLclampf f); +GLAPI PFNGLDEPTHRANGEFOESPROC glad_glDepthRangefOES; +#define glDepthRangefOES glad_glDepthRangefOES +typedef void (APIENTRYP PFNGLFRUSTUMFOESPROC)(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +GLAPI PFNGLFRUSTUMFOESPROC glad_glFrustumfOES; +#define glFrustumfOES glad_glFrustumfOES +typedef void (APIENTRYP PFNGLGETCLIPPLANEFOESPROC)(GLenum plane, GLfloat *equation); +GLAPI PFNGLGETCLIPPLANEFOESPROC glad_glGetClipPlanefOES; +#define glGetClipPlanefOES glad_glGetClipPlanefOES +typedef void (APIENTRYP PFNGLORTHOFOESPROC)(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +GLAPI PFNGLORTHOFOESPROC glad_glOrthofOES; +#define glOrthofOES glad_glOrthofOES +#endif +#ifndef GL_OML_interlace +#define GL_OML_interlace 1 +GLAPI int GLAD_GL_OML_interlace; +#endif +#ifndef GL_OML_resample +#define GL_OML_resample 1 +GLAPI int GLAD_GL_OML_resample; +#endif +#ifndef GL_OML_subsample +#define GL_OML_subsample 1 +GLAPI int GLAD_GL_OML_subsample; +#endif +#ifndef GL_OVR_multiview +#define GL_OVR_multiview 1 +GLAPI int GLAD_GL_OVR_multiview; +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); +GLAPI PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC glad_glFramebufferTextureMultiviewOVR; +#define glFramebufferTextureMultiviewOVR glad_glFramebufferTextureMultiviewOVR +#endif +#ifndef GL_OVR_multiview2 +#define GL_OVR_multiview2 1 +GLAPI int GLAD_GL_OVR_multiview2; +#endif +#ifndef GL_PGI_misc_hints +#define GL_PGI_misc_hints 1 +GLAPI int GLAD_GL_PGI_misc_hints; +typedef void (APIENTRYP PFNGLHINTPGIPROC)(GLenum target, GLint mode); +GLAPI PFNGLHINTPGIPROC glad_glHintPGI; +#define glHintPGI glad_glHintPGI +#endif +#ifndef GL_PGI_vertex_hints +#define GL_PGI_vertex_hints 1 +GLAPI int GLAD_GL_PGI_vertex_hints; +#endif +#ifndef GL_REND_screen_coordinates +#define GL_REND_screen_coordinates 1 +GLAPI int GLAD_GL_REND_screen_coordinates; +#endif +#ifndef GL_S3_s3tc +#define GL_S3_s3tc 1 +GLAPI int GLAD_GL_S3_s3tc; +#endif +#ifndef GL_SGIS_detail_texture +#define GL_SGIS_detail_texture 1 +GLAPI int GLAD_GL_SGIS_detail_texture; +typedef void (APIENTRYP PFNGLDETAILTEXFUNCSGISPROC)(GLenum target, GLsizei n, const GLfloat *points); +GLAPI PFNGLDETAILTEXFUNCSGISPROC glad_glDetailTexFuncSGIS; +#define glDetailTexFuncSGIS glad_glDetailTexFuncSGIS +typedef void (APIENTRYP PFNGLGETDETAILTEXFUNCSGISPROC)(GLenum target, GLfloat *points); +GLAPI PFNGLGETDETAILTEXFUNCSGISPROC glad_glGetDetailTexFuncSGIS; +#define glGetDetailTexFuncSGIS glad_glGetDetailTexFuncSGIS +#endif +#ifndef GL_SGIS_fog_function +#define GL_SGIS_fog_function 1 +GLAPI int GLAD_GL_SGIS_fog_function; +typedef void (APIENTRYP PFNGLFOGFUNCSGISPROC)(GLsizei n, const GLfloat *points); +GLAPI PFNGLFOGFUNCSGISPROC glad_glFogFuncSGIS; +#define glFogFuncSGIS glad_glFogFuncSGIS +typedef void (APIENTRYP PFNGLGETFOGFUNCSGISPROC)(GLfloat *points); +GLAPI PFNGLGETFOGFUNCSGISPROC glad_glGetFogFuncSGIS; +#define glGetFogFuncSGIS glad_glGetFogFuncSGIS +#endif +#ifndef GL_SGIS_generate_mipmap +#define GL_SGIS_generate_mipmap 1 +GLAPI int GLAD_GL_SGIS_generate_mipmap; +#endif +#ifndef GL_SGIS_multisample +#define GL_SGIS_multisample 1 +GLAPI int GLAD_GL_SGIS_multisample; +typedef void (APIENTRYP PFNGLSAMPLEMASKSGISPROC)(GLclampf value, GLboolean invert); +GLAPI PFNGLSAMPLEMASKSGISPROC glad_glSampleMaskSGIS; +#define glSampleMaskSGIS glad_glSampleMaskSGIS +typedef void (APIENTRYP PFNGLSAMPLEPATTERNSGISPROC)(GLenum pattern); +GLAPI PFNGLSAMPLEPATTERNSGISPROC glad_glSamplePatternSGIS; +#define glSamplePatternSGIS glad_glSamplePatternSGIS +#endif +#ifndef GL_SGIS_pixel_texture +#define GL_SGIS_pixel_texture 1 +GLAPI int GLAD_GL_SGIS_pixel_texture; +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERISGISPROC)(GLenum pname, GLint param); +GLAPI PFNGLPIXELTEXGENPARAMETERISGISPROC glad_glPixelTexGenParameteriSGIS; +#define glPixelTexGenParameteriSGIS glad_glPixelTexGenParameteriSGIS +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERIVSGISPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLPIXELTEXGENPARAMETERIVSGISPROC glad_glPixelTexGenParameterivSGIS; +#define glPixelTexGenParameterivSGIS glad_glPixelTexGenParameterivSGIS +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFSGISPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPIXELTEXGENPARAMETERFSGISPROC glad_glPixelTexGenParameterfSGIS; +#define glPixelTexGenParameterfSGIS glad_glPixelTexGenParameterfSGIS +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFVSGISPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLPIXELTEXGENPARAMETERFVSGISPROC glad_glPixelTexGenParameterfvSGIS; +#define glPixelTexGenParameterfvSGIS glad_glPixelTexGenParameterfvSGIS +typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC)(GLenum pname, GLint *params); +GLAPI PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC glad_glGetPixelTexGenParameterivSGIS; +#define glGetPixelTexGenParameterivSGIS glad_glGetPixelTexGenParameterivSGIS +typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC)(GLenum pname, GLfloat *params); +GLAPI PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC glad_glGetPixelTexGenParameterfvSGIS; +#define glGetPixelTexGenParameterfvSGIS glad_glGetPixelTexGenParameterfvSGIS +#endif +#ifndef GL_SGIS_point_line_texgen +#define GL_SGIS_point_line_texgen 1 +GLAPI int GLAD_GL_SGIS_point_line_texgen; +#endif +#ifndef GL_SGIS_point_parameters +#define GL_SGIS_point_parameters 1 +GLAPI int GLAD_GL_SGIS_point_parameters; +typedef void (APIENTRYP PFNGLPOINTPARAMETERFSGISPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPOINTPARAMETERFSGISPROC glad_glPointParameterfSGIS; +#define glPointParameterfSGIS glad_glPointParameterfSGIS +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVSGISPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLPOINTPARAMETERFVSGISPROC glad_glPointParameterfvSGIS; +#define glPointParameterfvSGIS glad_glPointParameterfvSGIS +#endif +#ifndef GL_SGIS_sharpen_texture +#define GL_SGIS_sharpen_texture 1 +GLAPI int GLAD_GL_SGIS_sharpen_texture; +typedef void (APIENTRYP PFNGLSHARPENTEXFUNCSGISPROC)(GLenum target, GLsizei n, const GLfloat *points); +GLAPI PFNGLSHARPENTEXFUNCSGISPROC glad_glSharpenTexFuncSGIS; +#define glSharpenTexFuncSGIS glad_glSharpenTexFuncSGIS +typedef void (APIENTRYP PFNGLGETSHARPENTEXFUNCSGISPROC)(GLenum target, GLfloat *points); +GLAPI PFNGLGETSHARPENTEXFUNCSGISPROC glad_glGetSharpenTexFuncSGIS; +#define glGetSharpenTexFuncSGIS glad_glGetSharpenTexFuncSGIS +#endif +#ifndef GL_SGIS_texture4D +#define GL_SGIS_texture4D 1 +GLAPI int GLAD_GL_SGIS_texture4D; +typedef void (APIENTRYP PFNGLTEXIMAGE4DSGISPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE4DSGISPROC glad_glTexImage4DSGIS; +#define glTexImage4DSGIS glad_glTexImage4DSGIS +typedef void (APIENTRYP PFNGLTEXSUBIMAGE4DSGISPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE4DSGISPROC glad_glTexSubImage4DSGIS; +#define glTexSubImage4DSGIS glad_glTexSubImage4DSGIS +#endif +#ifndef GL_SGIS_texture_border_clamp +#define GL_SGIS_texture_border_clamp 1 +GLAPI int GLAD_GL_SGIS_texture_border_clamp; +#endif +#ifndef GL_SGIS_texture_color_mask +#define GL_SGIS_texture_color_mask 1 +GLAPI int GLAD_GL_SGIS_texture_color_mask; +typedef void (APIENTRYP PFNGLTEXTURECOLORMASKSGISPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GLAPI PFNGLTEXTURECOLORMASKSGISPROC glad_glTextureColorMaskSGIS; +#define glTextureColorMaskSGIS glad_glTextureColorMaskSGIS +#endif +#ifndef GL_SGIS_texture_edge_clamp +#define GL_SGIS_texture_edge_clamp 1 +GLAPI int GLAD_GL_SGIS_texture_edge_clamp; +#endif +#ifndef GL_SGIS_texture_filter4 +#define GL_SGIS_texture_filter4 1 +GLAPI int GLAD_GL_SGIS_texture_filter4; +typedef void (APIENTRYP PFNGLGETTEXFILTERFUNCSGISPROC)(GLenum target, GLenum filter, GLfloat *weights); +GLAPI PFNGLGETTEXFILTERFUNCSGISPROC glad_glGetTexFilterFuncSGIS; +#define glGetTexFilterFuncSGIS glad_glGetTexFilterFuncSGIS +typedef void (APIENTRYP PFNGLTEXFILTERFUNCSGISPROC)(GLenum target, GLenum filter, GLsizei n, const GLfloat *weights); +GLAPI PFNGLTEXFILTERFUNCSGISPROC glad_glTexFilterFuncSGIS; +#define glTexFilterFuncSGIS glad_glTexFilterFuncSGIS +#endif +#ifndef GL_SGIS_texture_lod +#define GL_SGIS_texture_lod 1 +GLAPI int GLAD_GL_SGIS_texture_lod; +#endif +#ifndef GL_SGIS_texture_select +#define GL_SGIS_texture_select 1 +GLAPI int GLAD_GL_SGIS_texture_select; +#endif +#ifndef GL_SGIX_async +#define GL_SGIX_async 1 +GLAPI int GLAD_GL_SGIX_async; +typedef void (APIENTRYP PFNGLASYNCMARKERSGIXPROC)(GLuint marker); +GLAPI PFNGLASYNCMARKERSGIXPROC glad_glAsyncMarkerSGIX; +#define glAsyncMarkerSGIX glad_glAsyncMarkerSGIX +typedef GLint (APIENTRYP PFNGLFINISHASYNCSGIXPROC)(GLuint *markerp); +GLAPI PFNGLFINISHASYNCSGIXPROC glad_glFinishAsyncSGIX; +#define glFinishAsyncSGIX glad_glFinishAsyncSGIX +typedef GLint (APIENTRYP PFNGLPOLLASYNCSGIXPROC)(GLuint *markerp); +GLAPI PFNGLPOLLASYNCSGIXPROC glad_glPollAsyncSGIX; +#define glPollAsyncSGIX glad_glPollAsyncSGIX +typedef GLuint (APIENTRYP PFNGLGENASYNCMARKERSSGIXPROC)(GLsizei range); +GLAPI PFNGLGENASYNCMARKERSSGIXPROC glad_glGenAsyncMarkersSGIX; +#define glGenAsyncMarkersSGIX glad_glGenAsyncMarkersSGIX +typedef void (APIENTRYP PFNGLDELETEASYNCMARKERSSGIXPROC)(GLuint marker, GLsizei range); +GLAPI PFNGLDELETEASYNCMARKERSSGIXPROC glad_glDeleteAsyncMarkersSGIX; +#define glDeleteAsyncMarkersSGIX glad_glDeleteAsyncMarkersSGIX +typedef GLboolean (APIENTRYP PFNGLISASYNCMARKERSGIXPROC)(GLuint marker); +GLAPI PFNGLISASYNCMARKERSGIXPROC glad_glIsAsyncMarkerSGIX; +#define glIsAsyncMarkerSGIX glad_glIsAsyncMarkerSGIX +#endif +#ifndef GL_SGIX_async_histogram +#define GL_SGIX_async_histogram 1 +GLAPI int GLAD_GL_SGIX_async_histogram; +#endif +#ifndef GL_SGIX_async_pixel +#define GL_SGIX_async_pixel 1 +GLAPI int GLAD_GL_SGIX_async_pixel; +#endif +#ifndef GL_SGIX_blend_alpha_minmax +#define GL_SGIX_blend_alpha_minmax 1 +GLAPI int GLAD_GL_SGIX_blend_alpha_minmax; +#endif +#ifndef GL_SGIX_calligraphic_fragment +#define GL_SGIX_calligraphic_fragment 1 +GLAPI int GLAD_GL_SGIX_calligraphic_fragment; +#endif +#ifndef GL_SGIX_clipmap +#define GL_SGIX_clipmap 1 +GLAPI int GLAD_GL_SGIX_clipmap; +#endif +#ifndef GL_SGIX_convolution_accuracy +#define GL_SGIX_convolution_accuracy 1 +GLAPI int GLAD_GL_SGIX_convolution_accuracy; +#endif +#ifndef GL_SGIX_depth_pass_instrument +#define GL_SGIX_depth_pass_instrument 1 +GLAPI int GLAD_GL_SGIX_depth_pass_instrument; +#endif +#ifndef GL_SGIX_depth_texture +#define GL_SGIX_depth_texture 1 +GLAPI int GLAD_GL_SGIX_depth_texture; +#endif +#ifndef GL_SGIX_flush_raster +#define GL_SGIX_flush_raster 1 +GLAPI int GLAD_GL_SGIX_flush_raster; +typedef void (APIENTRYP PFNGLFLUSHRASTERSGIXPROC)(void); +GLAPI PFNGLFLUSHRASTERSGIXPROC glad_glFlushRasterSGIX; +#define glFlushRasterSGIX glad_glFlushRasterSGIX +#endif +#ifndef GL_SGIX_fog_offset +#define GL_SGIX_fog_offset 1 +GLAPI int GLAD_GL_SGIX_fog_offset; +#endif +#ifndef GL_SGIX_fragment_lighting +#define GL_SGIX_fragment_lighting 1 +GLAPI int GLAD_GL_SGIX_fragment_lighting; +typedef void (APIENTRYP PFNGLFRAGMENTCOLORMATERIALSGIXPROC)(GLenum face, GLenum mode); +GLAPI PFNGLFRAGMENTCOLORMATERIALSGIXPROC glad_glFragmentColorMaterialSGIX; +#define glFragmentColorMaterialSGIX glad_glFragmentColorMaterialSGIX +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFSGIXPROC)(GLenum light, GLenum pname, GLfloat param); +GLAPI PFNGLFRAGMENTLIGHTFSGIXPROC glad_glFragmentLightfSGIX; +#define glFragmentLightfSGIX glad_glFragmentLightfSGIX +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFVSGIXPROC)(GLenum light, GLenum pname, const GLfloat *params); +GLAPI PFNGLFRAGMENTLIGHTFVSGIXPROC glad_glFragmentLightfvSGIX; +#define glFragmentLightfvSGIX glad_glFragmentLightfvSGIX +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTISGIXPROC)(GLenum light, GLenum pname, GLint param); +GLAPI PFNGLFRAGMENTLIGHTISGIXPROC glad_glFragmentLightiSGIX; +#define glFragmentLightiSGIX glad_glFragmentLightiSGIX +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTIVSGIXPROC)(GLenum light, GLenum pname, const GLint *params); +GLAPI PFNGLFRAGMENTLIGHTIVSGIXPROC glad_glFragmentLightivSGIX; +#define glFragmentLightivSGIX glad_glFragmentLightivSGIX +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFSGIXPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLFRAGMENTLIGHTMODELFSGIXPROC glad_glFragmentLightModelfSGIX; +#define glFragmentLightModelfSGIX glad_glFragmentLightModelfSGIX +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFVSGIXPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLFRAGMENTLIGHTMODELFVSGIXPROC glad_glFragmentLightModelfvSGIX; +#define glFragmentLightModelfvSGIX glad_glFragmentLightModelfvSGIX +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELISGIXPROC)(GLenum pname, GLint param); +GLAPI PFNGLFRAGMENTLIGHTMODELISGIXPROC glad_glFragmentLightModeliSGIX; +#define glFragmentLightModeliSGIX glad_glFragmentLightModeliSGIX +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELIVSGIXPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLFRAGMENTLIGHTMODELIVSGIXPROC glad_glFragmentLightModelivSGIX; +#define glFragmentLightModelivSGIX glad_glFragmentLightModelivSGIX +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFSGIXPROC)(GLenum face, GLenum pname, GLfloat param); +GLAPI PFNGLFRAGMENTMATERIALFSGIXPROC glad_glFragmentMaterialfSGIX; +#define glFragmentMaterialfSGIX glad_glFragmentMaterialfSGIX +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFVSGIXPROC)(GLenum face, GLenum pname, const GLfloat *params); +GLAPI PFNGLFRAGMENTMATERIALFVSGIXPROC glad_glFragmentMaterialfvSGIX; +#define glFragmentMaterialfvSGIX glad_glFragmentMaterialfvSGIX +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALISGIXPROC)(GLenum face, GLenum pname, GLint param); +GLAPI PFNGLFRAGMENTMATERIALISGIXPROC glad_glFragmentMaterialiSGIX; +#define glFragmentMaterialiSGIX glad_glFragmentMaterialiSGIX +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALIVSGIXPROC)(GLenum face, GLenum pname, const GLint *params); +GLAPI PFNGLFRAGMENTMATERIALIVSGIXPROC glad_glFragmentMaterialivSGIX; +#define glFragmentMaterialivSGIX glad_glFragmentMaterialivSGIX +typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTFVSGIXPROC)(GLenum light, GLenum pname, GLfloat *params); +GLAPI PFNGLGETFRAGMENTLIGHTFVSGIXPROC glad_glGetFragmentLightfvSGIX; +#define glGetFragmentLightfvSGIX glad_glGetFragmentLightfvSGIX +typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTIVSGIXPROC)(GLenum light, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAGMENTLIGHTIVSGIXPROC glad_glGetFragmentLightivSGIX; +#define glGetFragmentLightivSGIX glad_glGetFragmentLightivSGIX +typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALFVSGIXPROC)(GLenum face, GLenum pname, GLfloat *params); +GLAPI PFNGLGETFRAGMENTMATERIALFVSGIXPROC glad_glGetFragmentMaterialfvSGIX; +#define glGetFragmentMaterialfvSGIX glad_glGetFragmentMaterialfvSGIX +typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALIVSGIXPROC)(GLenum face, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAGMENTMATERIALIVSGIXPROC glad_glGetFragmentMaterialivSGIX; +#define glGetFragmentMaterialivSGIX glad_glGetFragmentMaterialivSGIX +typedef void (APIENTRYP PFNGLLIGHTENVISGIXPROC)(GLenum pname, GLint param); +GLAPI PFNGLLIGHTENVISGIXPROC glad_glLightEnviSGIX; +#define glLightEnviSGIX glad_glLightEnviSGIX +#endif +#ifndef GL_SGIX_framezoom +#define GL_SGIX_framezoom 1 +GLAPI int GLAD_GL_SGIX_framezoom; +typedef void (APIENTRYP PFNGLFRAMEZOOMSGIXPROC)(GLint factor); +GLAPI PFNGLFRAMEZOOMSGIXPROC glad_glFrameZoomSGIX; +#define glFrameZoomSGIX glad_glFrameZoomSGIX +#endif +#ifndef GL_SGIX_igloo_interface +#define GL_SGIX_igloo_interface 1 +GLAPI int GLAD_GL_SGIX_igloo_interface; +typedef void (APIENTRYP PFNGLIGLOOINTERFACESGIXPROC)(GLenum pname, const void *params); +GLAPI PFNGLIGLOOINTERFACESGIXPROC glad_glIglooInterfaceSGIX; +#define glIglooInterfaceSGIX glad_glIglooInterfaceSGIX +#endif +#ifndef GL_SGIX_instruments +#define GL_SGIX_instruments 1 +GLAPI int GLAD_GL_SGIX_instruments; +typedef GLint (APIENTRYP PFNGLGETINSTRUMENTSSGIXPROC)(void); +GLAPI PFNGLGETINSTRUMENTSSGIXPROC glad_glGetInstrumentsSGIX; +#define glGetInstrumentsSGIX glad_glGetInstrumentsSGIX +typedef void (APIENTRYP PFNGLINSTRUMENTSBUFFERSGIXPROC)(GLsizei size, GLint *buffer); +GLAPI PFNGLINSTRUMENTSBUFFERSGIXPROC glad_glInstrumentsBufferSGIX; +#define glInstrumentsBufferSGIX glad_glInstrumentsBufferSGIX +typedef GLint (APIENTRYP PFNGLPOLLINSTRUMENTSSGIXPROC)(GLint *marker_p); +GLAPI PFNGLPOLLINSTRUMENTSSGIXPROC glad_glPollInstrumentsSGIX; +#define glPollInstrumentsSGIX glad_glPollInstrumentsSGIX +typedef void (APIENTRYP PFNGLREADINSTRUMENTSSGIXPROC)(GLint marker); +GLAPI PFNGLREADINSTRUMENTSSGIXPROC glad_glReadInstrumentsSGIX; +#define glReadInstrumentsSGIX glad_glReadInstrumentsSGIX +typedef void (APIENTRYP PFNGLSTARTINSTRUMENTSSGIXPROC)(void); +GLAPI PFNGLSTARTINSTRUMENTSSGIXPROC glad_glStartInstrumentsSGIX; +#define glStartInstrumentsSGIX glad_glStartInstrumentsSGIX +typedef void (APIENTRYP PFNGLSTOPINSTRUMENTSSGIXPROC)(GLint marker); +GLAPI PFNGLSTOPINSTRUMENTSSGIXPROC glad_glStopInstrumentsSGIX; +#define glStopInstrumentsSGIX glad_glStopInstrumentsSGIX +#endif +#ifndef GL_SGIX_interlace +#define GL_SGIX_interlace 1 +GLAPI int GLAD_GL_SGIX_interlace; +#endif +#ifndef GL_SGIX_ir_instrument1 +#define GL_SGIX_ir_instrument1 1 +GLAPI int GLAD_GL_SGIX_ir_instrument1; +#endif +#ifndef GL_SGIX_list_priority +#define GL_SGIX_list_priority 1 +GLAPI int GLAD_GL_SGIX_list_priority; +typedef void (APIENTRYP PFNGLGETLISTPARAMETERFVSGIXPROC)(GLuint list, GLenum pname, GLfloat *params); +GLAPI PFNGLGETLISTPARAMETERFVSGIXPROC glad_glGetListParameterfvSGIX; +#define glGetListParameterfvSGIX glad_glGetListParameterfvSGIX +typedef void (APIENTRYP PFNGLGETLISTPARAMETERIVSGIXPROC)(GLuint list, GLenum pname, GLint *params); +GLAPI PFNGLGETLISTPARAMETERIVSGIXPROC glad_glGetListParameterivSGIX; +#define glGetListParameterivSGIX glad_glGetListParameterivSGIX +typedef void (APIENTRYP PFNGLLISTPARAMETERFSGIXPROC)(GLuint list, GLenum pname, GLfloat param); +GLAPI PFNGLLISTPARAMETERFSGIXPROC glad_glListParameterfSGIX; +#define glListParameterfSGIX glad_glListParameterfSGIX +typedef void (APIENTRYP PFNGLLISTPARAMETERFVSGIXPROC)(GLuint list, GLenum pname, const GLfloat *params); +GLAPI PFNGLLISTPARAMETERFVSGIXPROC glad_glListParameterfvSGIX; +#define glListParameterfvSGIX glad_glListParameterfvSGIX +typedef void (APIENTRYP PFNGLLISTPARAMETERISGIXPROC)(GLuint list, GLenum pname, GLint param); +GLAPI PFNGLLISTPARAMETERISGIXPROC glad_glListParameteriSGIX; +#define glListParameteriSGIX glad_glListParameteriSGIX +typedef void (APIENTRYP PFNGLLISTPARAMETERIVSGIXPROC)(GLuint list, GLenum pname, const GLint *params); +GLAPI PFNGLLISTPARAMETERIVSGIXPROC glad_glListParameterivSGIX; +#define glListParameterivSGIX glad_glListParameterivSGIX +#endif +#ifndef GL_SGIX_pixel_texture +#define GL_SGIX_pixel_texture 1 +GLAPI int GLAD_GL_SGIX_pixel_texture; +typedef void (APIENTRYP PFNGLPIXELTEXGENSGIXPROC)(GLenum mode); +GLAPI PFNGLPIXELTEXGENSGIXPROC glad_glPixelTexGenSGIX; +#define glPixelTexGenSGIX glad_glPixelTexGenSGIX +#endif +#ifndef GL_SGIX_pixel_tiles +#define GL_SGIX_pixel_tiles 1 +GLAPI int GLAD_GL_SGIX_pixel_tiles; +#endif +#ifndef GL_SGIX_polynomial_ffd +#define GL_SGIX_polynomial_ffd 1 +GLAPI int GLAD_GL_SGIX_polynomial_ffd; +typedef void (APIENTRYP PFNGLDEFORMATIONMAP3DSGIXPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble *points); +GLAPI PFNGLDEFORMATIONMAP3DSGIXPROC glad_glDeformationMap3dSGIX; +#define glDeformationMap3dSGIX glad_glDeformationMap3dSGIX +typedef void (APIENTRYP PFNGLDEFORMATIONMAP3FSGIXPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat *points); +GLAPI PFNGLDEFORMATIONMAP3FSGIXPROC glad_glDeformationMap3fSGIX; +#define glDeformationMap3fSGIX glad_glDeformationMap3fSGIX +typedef void (APIENTRYP PFNGLDEFORMSGIXPROC)(GLbitfield mask); +GLAPI PFNGLDEFORMSGIXPROC glad_glDeformSGIX; +#define glDeformSGIX glad_glDeformSGIX +typedef void (APIENTRYP PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC)(GLbitfield mask); +GLAPI PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC glad_glLoadIdentityDeformationMapSGIX; +#define glLoadIdentityDeformationMapSGIX glad_glLoadIdentityDeformationMapSGIX +#endif +#ifndef GL_SGIX_reference_plane +#define GL_SGIX_reference_plane 1 +GLAPI int GLAD_GL_SGIX_reference_plane; +typedef void (APIENTRYP PFNGLREFERENCEPLANESGIXPROC)(const GLdouble *equation); +GLAPI PFNGLREFERENCEPLANESGIXPROC glad_glReferencePlaneSGIX; +#define glReferencePlaneSGIX glad_glReferencePlaneSGIX +#endif +#ifndef GL_SGIX_resample +#define GL_SGIX_resample 1 +GLAPI int GLAD_GL_SGIX_resample; +#endif +#ifndef GL_SGIX_scalebias_hint +#define GL_SGIX_scalebias_hint 1 +GLAPI int GLAD_GL_SGIX_scalebias_hint; +#endif +#ifndef GL_SGIX_shadow +#define GL_SGIX_shadow 1 +GLAPI int GLAD_GL_SGIX_shadow; +#endif +#ifndef GL_SGIX_shadow_ambient +#define GL_SGIX_shadow_ambient 1 +GLAPI int GLAD_GL_SGIX_shadow_ambient; +#endif +#ifndef GL_SGIX_sprite +#define GL_SGIX_sprite 1 +GLAPI int GLAD_GL_SGIX_sprite; +typedef void (APIENTRYP PFNGLSPRITEPARAMETERFSGIXPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLSPRITEPARAMETERFSGIXPROC glad_glSpriteParameterfSGIX; +#define glSpriteParameterfSGIX glad_glSpriteParameterfSGIX +typedef void (APIENTRYP PFNGLSPRITEPARAMETERFVSGIXPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLSPRITEPARAMETERFVSGIXPROC glad_glSpriteParameterfvSGIX; +#define glSpriteParameterfvSGIX glad_glSpriteParameterfvSGIX +typedef void (APIENTRYP PFNGLSPRITEPARAMETERISGIXPROC)(GLenum pname, GLint param); +GLAPI PFNGLSPRITEPARAMETERISGIXPROC glad_glSpriteParameteriSGIX; +#define glSpriteParameteriSGIX glad_glSpriteParameteriSGIX +typedef void (APIENTRYP PFNGLSPRITEPARAMETERIVSGIXPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLSPRITEPARAMETERIVSGIXPROC glad_glSpriteParameterivSGIX; +#define glSpriteParameterivSGIX glad_glSpriteParameterivSGIX +#endif +#ifndef GL_SGIX_subsample +#define GL_SGIX_subsample 1 +GLAPI int GLAD_GL_SGIX_subsample; +#endif +#ifndef GL_SGIX_tag_sample_buffer +#define GL_SGIX_tag_sample_buffer 1 +GLAPI int GLAD_GL_SGIX_tag_sample_buffer; +typedef void (APIENTRYP PFNGLTAGSAMPLEBUFFERSGIXPROC)(void); +GLAPI PFNGLTAGSAMPLEBUFFERSGIXPROC glad_glTagSampleBufferSGIX; +#define glTagSampleBufferSGIX glad_glTagSampleBufferSGIX +#endif +#ifndef GL_SGIX_texture_add_env +#define GL_SGIX_texture_add_env 1 +GLAPI int GLAD_GL_SGIX_texture_add_env; +#endif +#ifndef GL_SGIX_texture_coordinate_clamp +#define GL_SGIX_texture_coordinate_clamp 1 +GLAPI int GLAD_GL_SGIX_texture_coordinate_clamp; +#endif +#ifndef GL_SGIX_texture_lod_bias +#define GL_SGIX_texture_lod_bias 1 +GLAPI int GLAD_GL_SGIX_texture_lod_bias; +#endif +#ifndef GL_SGIX_texture_multi_buffer +#define GL_SGIX_texture_multi_buffer 1 +GLAPI int GLAD_GL_SGIX_texture_multi_buffer; +#endif +#ifndef GL_SGIX_texture_scale_bias +#define GL_SGIX_texture_scale_bias 1 +GLAPI int GLAD_GL_SGIX_texture_scale_bias; +#endif +#ifndef GL_SGIX_vertex_preclip +#define GL_SGIX_vertex_preclip 1 +GLAPI int GLAD_GL_SGIX_vertex_preclip; +#endif +#ifndef GL_SGIX_ycrcb +#define GL_SGIX_ycrcb 1 +GLAPI int GLAD_GL_SGIX_ycrcb; +#endif +#ifndef GL_SGIX_ycrcb_subsample +#define GL_SGIX_ycrcb_subsample 1 +GLAPI int GLAD_GL_SGIX_ycrcb_subsample; +#endif +#ifndef GL_SGIX_ycrcba +#define GL_SGIX_ycrcba 1 +GLAPI int GLAD_GL_SGIX_ycrcba; +#endif +#ifndef GL_SGI_color_matrix +#define GL_SGI_color_matrix 1 +GLAPI int GLAD_GL_SGI_color_matrix; +#endif +#ifndef GL_SGI_color_table +#define GL_SGI_color_table 1 +GLAPI int GLAD_GL_SGI_color_table; +typedef void (APIENTRYP PFNGLCOLORTABLESGIPROC)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +GLAPI PFNGLCOLORTABLESGIPROC glad_glColorTableSGI; +#define glColorTableSGI glad_glColorTableSGI +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVSGIPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLCOLORTABLEPARAMETERFVSGIPROC glad_glColorTableParameterfvSGI; +#define glColorTableParameterfvSGI glad_glColorTableParameterfvSGI +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVSGIPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLCOLORTABLEPARAMETERIVSGIPROC glad_glColorTableParameterivSGI; +#define glColorTableParameterivSGI glad_glColorTableParameterivSGI +typedef void (APIENTRYP PFNGLCOPYCOLORTABLESGIPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYCOLORTABLESGIPROC glad_glCopyColorTableSGI; +#define glCopyColorTableSGI glad_glCopyColorTableSGI +typedef void (APIENTRYP PFNGLGETCOLORTABLESGIPROC)(GLenum target, GLenum format, GLenum type, void *table); +GLAPI PFNGLGETCOLORTABLESGIPROC glad_glGetColorTableSGI; +#define glGetColorTableSGI glad_glGetColorTableSGI +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVSGIPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETCOLORTABLEPARAMETERFVSGIPROC glad_glGetColorTableParameterfvSGI; +#define glGetColorTableParameterfvSGI glad_glGetColorTableParameterfvSGI +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVSGIPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETCOLORTABLEPARAMETERIVSGIPROC glad_glGetColorTableParameterivSGI; +#define glGetColorTableParameterivSGI glad_glGetColorTableParameterivSGI +#endif +#ifndef GL_SGI_texture_color_table +#define GL_SGI_texture_color_table 1 +GLAPI int GLAD_GL_SGI_texture_color_table; +#endif +#ifndef GL_SUNX_constant_data +#define GL_SUNX_constant_data 1 +GLAPI int GLAD_GL_SUNX_constant_data; +typedef void (APIENTRYP PFNGLFINISHTEXTURESUNXPROC)(void); +GLAPI PFNGLFINISHTEXTURESUNXPROC glad_glFinishTextureSUNX; +#define glFinishTextureSUNX glad_glFinishTextureSUNX +#endif +#ifndef GL_SUN_convolution_border_modes +#define GL_SUN_convolution_border_modes 1 +GLAPI int GLAD_GL_SUN_convolution_border_modes; +#endif +#ifndef GL_SUN_global_alpha +#define GL_SUN_global_alpha 1 +GLAPI int GLAD_GL_SUN_global_alpha; +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORBSUNPROC)(GLbyte factor); +GLAPI PFNGLGLOBALALPHAFACTORBSUNPROC glad_glGlobalAlphaFactorbSUN; +#define glGlobalAlphaFactorbSUN glad_glGlobalAlphaFactorbSUN +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORSSUNPROC)(GLshort factor); +GLAPI PFNGLGLOBALALPHAFACTORSSUNPROC glad_glGlobalAlphaFactorsSUN; +#define glGlobalAlphaFactorsSUN glad_glGlobalAlphaFactorsSUN +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORISUNPROC)(GLint factor); +GLAPI PFNGLGLOBALALPHAFACTORISUNPROC glad_glGlobalAlphaFactoriSUN; +#define glGlobalAlphaFactoriSUN glad_glGlobalAlphaFactoriSUN +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORFSUNPROC)(GLfloat factor); +GLAPI PFNGLGLOBALALPHAFACTORFSUNPROC glad_glGlobalAlphaFactorfSUN; +#define glGlobalAlphaFactorfSUN glad_glGlobalAlphaFactorfSUN +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORDSUNPROC)(GLdouble factor); +GLAPI PFNGLGLOBALALPHAFACTORDSUNPROC glad_glGlobalAlphaFactordSUN; +#define glGlobalAlphaFactordSUN glad_glGlobalAlphaFactordSUN +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUBSUNPROC)(GLubyte factor); +GLAPI PFNGLGLOBALALPHAFACTORUBSUNPROC glad_glGlobalAlphaFactorubSUN; +#define glGlobalAlphaFactorubSUN glad_glGlobalAlphaFactorubSUN +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUSSUNPROC)(GLushort factor); +GLAPI PFNGLGLOBALALPHAFACTORUSSUNPROC glad_glGlobalAlphaFactorusSUN; +#define glGlobalAlphaFactorusSUN glad_glGlobalAlphaFactorusSUN +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUISUNPROC)(GLuint factor); +GLAPI PFNGLGLOBALALPHAFACTORUISUNPROC glad_glGlobalAlphaFactoruiSUN; +#define glGlobalAlphaFactoruiSUN glad_glGlobalAlphaFactoruiSUN +#endif +#ifndef GL_SUN_mesh_array +#define GL_SUN_mesh_array 1 +GLAPI int GLAD_GL_SUN_mesh_array; +typedef void (APIENTRYP PFNGLDRAWMESHARRAYSSUNPROC)(GLenum mode, GLint first, GLsizei count, GLsizei width); +GLAPI PFNGLDRAWMESHARRAYSSUNPROC glad_glDrawMeshArraysSUN; +#define glDrawMeshArraysSUN glad_glDrawMeshArraysSUN +#endif +#ifndef GL_SUN_slice_accum +#define GL_SUN_slice_accum 1 +GLAPI int GLAD_GL_SUN_slice_accum; +#endif +#ifndef GL_SUN_triangle_list +#define GL_SUN_triangle_list 1 +GLAPI int GLAD_GL_SUN_triangle_list; +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUISUNPROC)(GLuint code); +GLAPI PFNGLREPLACEMENTCODEUISUNPROC glad_glReplacementCodeuiSUN; +#define glReplacementCodeuiSUN glad_glReplacementCodeuiSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSSUNPROC)(GLushort code); +GLAPI PFNGLREPLACEMENTCODEUSSUNPROC glad_glReplacementCodeusSUN; +#define glReplacementCodeusSUN glad_glReplacementCodeusSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBSUNPROC)(GLubyte code); +GLAPI PFNGLREPLACEMENTCODEUBSUNPROC glad_glReplacementCodeubSUN; +#define glReplacementCodeubSUN glad_glReplacementCodeubSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVSUNPROC)(const GLuint *code); +GLAPI PFNGLREPLACEMENTCODEUIVSUNPROC glad_glReplacementCodeuivSUN; +#define glReplacementCodeuivSUN glad_glReplacementCodeuivSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSVSUNPROC)(const GLushort *code); +GLAPI PFNGLREPLACEMENTCODEUSVSUNPROC glad_glReplacementCodeusvSUN; +#define glReplacementCodeusvSUN glad_glReplacementCodeusvSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBVSUNPROC)(const GLubyte *code); +GLAPI PFNGLREPLACEMENTCODEUBVSUNPROC glad_glReplacementCodeubvSUN; +#define glReplacementCodeubvSUN glad_glReplacementCodeubvSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEPOINTERSUNPROC)(GLenum type, GLsizei stride, const void **pointer); +GLAPI PFNGLREPLACEMENTCODEPOINTERSUNPROC glad_glReplacementCodePointerSUN; +#define glReplacementCodePointerSUN glad_glReplacementCodePointerSUN +#endif +#ifndef GL_SUN_vertex +#define GL_SUN_vertex 1 +GLAPI int GLAD_GL_SUN_vertex; +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FSUNPROC)(GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); +GLAPI PFNGLCOLOR4UBVERTEX2FSUNPROC glad_glColor4ubVertex2fSUN; +#define glColor4ubVertex2fSUN glad_glColor4ubVertex2fSUN +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FVSUNPROC)(const GLubyte *c, const GLfloat *v); +GLAPI PFNGLCOLOR4UBVERTEX2FVSUNPROC glad_glColor4ubVertex2fvSUN; +#define glColor4ubVertex2fvSUN glad_glColor4ubVertex2fvSUN +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FSUNPROC)(GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLCOLOR4UBVERTEX3FSUNPROC glad_glColor4ubVertex3fSUN; +#define glColor4ubVertex3fSUN glad_glColor4ubVertex3fSUN +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FVSUNPROC)(const GLubyte *c, const GLfloat *v); +GLAPI PFNGLCOLOR4UBVERTEX3FVSUNPROC glad_glColor4ubVertex3fvSUN; +#define glColor4ubVertex3fvSUN glad_glColor4ubVertex3fvSUN +typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FSUNPROC)(GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLCOLOR3FVERTEX3FSUNPROC glad_glColor3fVertex3fSUN; +#define glColor3fVertex3fSUN glad_glColor3fVertex3fSUN +typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FVSUNPROC)(const GLfloat *c, const GLfloat *v); +GLAPI PFNGLCOLOR3FVERTEX3FVSUNPROC glad_glColor3fVertex3fvSUN; +#define glColor3fVertex3fvSUN glad_glColor3fVertex3fvSUN +typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FSUNPROC)(GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLNORMAL3FVERTEX3FSUNPROC glad_glNormal3fVertex3fSUN; +#define glNormal3fVertex3fSUN glad_glNormal3fVertex3fSUN +typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FVSUNPROC)(const GLfloat *n, const GLfloat *v); +GLAPI PFNGLNORMAL3FVERTEX3FVSUNPROC glad_glNormal3fVertex3fvSUN; +#define glNormal3fVertex3fvSUN glad_glNormal3fVertex3fvSUN +typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC)(GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glColor4fNormal3fVertex3fSUN; +#define glColor4fNormal3fVertex3fSUN glad_glColor4fNormal3fVertex3fSUN +typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC)(const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glColor4fNormal3fVertex3fvSUN; +#define glColor4fNormal3fVertex3fvSUN glad_glColor4fNormal3fVertex3fvSUN +typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FSUNPROC)(GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLTEXCOORD2FVERTEX3FSUNPROC glad_glTexCoord2fVertex3fSUN; +#define glTexCoord2fVertex3fSUN glad_glTexCoord2fVertex3fSUN +typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FVSUNPROC)(const GLfloat *tc, const GLfloat *v); +GLAPI PFNGLTEXCOORD2FVERTEX3FVSUNPROC glad_glTexCoord2fVertex3fvSUN; +#define glTexCoord2fVertex3fvSUN glad_glTexCoord2fVertex3fvSUN +typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FSUNPROC)(GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLTEXCOORD4FVERTEX4FSUNPROC glad_glTexCoord4fVertex4fSUN; +#define glTexCoord4fVertex4fSUN glad_glTexCoord4fVertex4fSUN +typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FVSUNPROC)(const GLfloat *tc, const GLfloat *v); +GLAPI PFNGLTEXCOORD4FVERTEX4FVSUNPROC glad_glTexCoord4fVertex4fvSUN; +#define glTexCoord4fVertex4fvSUN glad_glTexCoord4fVertex4fvSUN +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC)(GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC glad_glTexCoord2fColor4ubVertex3fSUN; +#define glTexCoord2fColor4ubVertex3fSUN glad_glTexCoord2fColor4ubVertex3fSUN +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC)(const GLfloat *tc, const GLubyte *c, const GLfloat *v); +GLAPI PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC glad_glTexCoord2fColor4ubVertex3fvSUN; +#define glTexCoord2fColor4ubVertex3fvSUN glad_glTexCoord2fColor4ubVertex3fvSUN +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC)(GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC glad_glTexCoord2fColor3fVertex3fSUN; +#define glTexCoord2fColor3fVertex3fSUN glad_glTexCoord2fColor3fVertex3fSUN +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC)(const GLfloat *tc, const GLfloat *c, const GLfloat *v); +GLAPI PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC glad_glTexCoord2fColor3fVertex3fvSUN; +#define glTexCoord2fColor3fVertex3fvSUN glad_glTexCoord2fColor3fVertex3fvSUN +typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC)(GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC glad_glTexCoord2fNormal3fVertex3fSUN; +#define glTexCoord2fNormal3fVertex3fSUN glad_glTexCoord2fNormal3fVertex3fSUN +typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC)(const GLfloat *tc, const GLfloat *n, const GLfloat *v); +GLAPI PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC glad_glTexCoord2fNormal3fVertex3fvSUN; +#define glTexCoord2fNormal3fVertex3fvSUN glad_glTexCoord2fNormal3fVertex3fvSUN +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC)(GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glTexCoord2fColor4fNormal3fVertex3fSUN; +#define glTexCoord2fColor4fNormal3fVertex3fSUN glad_glTexCoord2fColor4fNormal3fVertex3fSUN +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC)(const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glTexCoord2fColor4fNormal3fVertex3fvSUN; +#define glTexCoord2fColor4fNormal3fVertex3fvSUN glad_glTexCoord2fColor4fNormal3fVertex3fvSUN +typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC)(GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC glad_glTexCoord4fColor4fNormal3fVertex4fSUN; +#define glTexCoord4fColor4fNormal3fVertex4fSUN glad_glTexCoord4fColor4fNormal3fVertex4fSUN +typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC)(const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC glad_glTexCoord4fColor4fNormal3fVertex4fvSUN; +#define glTexCoord4fColor4fNormal3fVertex4fvSUN glad_glTexCoord4fColor4fNormal3fVertex4fvSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC)(GLuint rc, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC glad_glReplacementCodeuiVertex3fSUN; +#define glReplacementCodeuiVertex3fSUN glad_glReplacementCodeuiVertex3fSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC)(const GLuint *rc, const GLfloat *v); +GLAPI PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC glad_glReplacementCodeuiVertex3fvSUN; +#define glReplacementCodeuiVertex3fvSUN glad_glReplacementCodeuiVertex3fvSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC)(GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC glad_glReplacementCodeuiColor4ubVertex3fSUN; +#define glReplacementCodeuiColor4ubVertex3fSUN glad_glReplacementCodeuiColor4ubVertex3fSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC)(const GLuint *rc, const GLubyte *c, const GLfloat *v); +GLAPI PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC glad_glReplacementCodeuiColor4ubVertex3fvSUN; +#define glReplacementCodeuiColor4ubVertex3fvSUN glad_glReplacementCodeuiColor4ubVertex3fvSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC)(GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC glad_glReplacementCodeuiColor3fVertex3fSUN; +#define glReplacementCodeuiColor3fVertex3fSUN glad_glReplacementCodeuiColor3fVertex3fSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC)(const GLuint *rc, const GLfloat *c, const GLfloat *v); +GLAPI PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC glad_glReplacementCodeuiColor3fVertex3fvSUN; +#define glReplacementCodeuiColor3fVertex3fvSUN glad_glReplacementCodeuiColor3fVertex3fvSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC)(GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiNormal3fVertex3fSUN; +#define glReplacementCodeuiNormal3fVertex3fSUN glad_glReplacementCodeuiNormal3fVertex3fSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC)(const GLuint *rc, const GLfloat *n, const GLfloat *v); +GLAPI PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiNormal3fVertex3fvSUN; +#define glReplacementCodeuiNormal3fVertex3fvSUN glad_glReplacementCodeuiNormal3fVertex3fvSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC)(GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiColor4fNormal3fVertex3fSUN; +#define glReplacementCodeuiColor4fNormal3fVertex3fSUN glad_glReplacementCodeuiColor4fNormal3fVertex3fSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC)(const GLuint *rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiColor4fNormal3fVertex3fvSUN; +#define glReplacementCodeuiColor4fNormal3fVertex3fvSUN glad_glReplacementCodeuiColor4fNormal3fVertex3fvSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC)(GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fVertex3fSUN; +#define glReplacementCodeuiTexCoord2fVertex3fSUN glad_glReplacementCodeuiTexCoord2fVertex3fSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC)(const GLuint *rc, const GLfloat *tc, const GLfloat *v); +GLAPI PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fVertex3fvSUN; +#define glReplacementCodeuiTexCoord2fVertex3fvSUN glad_glReplacementCodeuiTexCoord2fVertex3fvSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC)(GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN; +#define glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC)(const GLuint *rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); +GLAPI PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN; +#define glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC)(GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN; +#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC)(const GLuint *rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN; +#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN +#endif +#ifndef GL_WIN_phong_shading +#define GL_WIN_phong_shading 1 +GLAPI int GLAD_GL_WIN_phong_shading; +#endif +#ifndef GL_WIN_specular_fog +#define GL_WIN_specular_fog 1 +GLAPI int GLAD_GL_WIN_specular_fog; +#endif +#ifndef GL_AMD_compressed_3DC_texture +#define GL_AMD_compressed_3DC_texture 1 +GLAPI int GLAD_GL_AMD_compressed_3DC_texture; +#endif +#ifndef GL_AMD_compressed_ATC_texture +#define GL_AMD_compressed_ATC_texture 1 +GLAPI int GLAD_GL_AMD_compressed_ATC_texture; +#endif +#ifndef GL_AMD_framebuffer_multisample_advanced +#define GL_AMD_framebuffer_multisample_advanced 1 +GLAPI int GLAD_GL_AMD_framebuffer_multisample_advanced; +#endif +#ifndef GL_AMD_performance_monitor +#define GL_AMD_performance_monitor 1 +GLAPI int GLAD_GL_AMD_performance_monitor; +#endif +#ifndef GL_AMD_program_binary_Z400 +#define GL_AMD_program_binary_Z400 1 +GLAPI int GLAD_GL_AMD_program_binary_Z400; +#endif +#ifndef GL_ANDROID_extension_pack_es31a +#define GL_ANDROID_extension_pack_es31a 1 +GLAPI int GLAD_GL_ANDROID_extension_pack_es31a; +#endif +#ifndef GL_ANGLE_depth_texture +#define GL_ANGLE_depth_texture 1 +GLAPI int GLAD_GL_ANGLE_depth_texture; +#endif +#ifndef GL_ANGLE_framebuffer_blit +#define GL_ANGLE_framebuffer_blit 1 +GLAPI int GLAD_GL_ANGLE_framebuffer_blit; +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERANGLEPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITFRAMEBUFFERANGLEPROC glad_glBlitFramebufferANGLE; +#define glBlitFramebufferANGLE glad_glBlitFramebufferANGLE +#endif +#ifndef GL_ANGLE_framebuffer_multisample +#define GL_ANGLE_framebuffer_multisample 1 +GLAPI int GLAD_GL_ANGLE_framebuffer_multisample; +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC glad_glRenderbufferStorageMultisampleANGLE; +#define glRenderbufferStorageMultisampleANGLE glad_glRenderbufferStorageMultisampleANGLE +#endif +#ifndef GL_ANGLE_instanced_arrays +#define GL_ANGLE_instanced_arrays 1 +GLAPI int GLAD_GL_ANGLE_instanced_arrays; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDANGLEPROC)(GLenum mode, GLint first, GLsizei count, GLsizei primcount); +GLAPI PFNGLDRAWARRAYSINSTANCEDANGLEPROC glad_glDrawArraysInstancedANGLE; +#define glDrawArraysInstancedANGLE glad_glDrawArraysInstancedANGLE +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +GLAPI PFNGLDRAWELEMENTSINSTANCEDANGLEPROC glad_glDrawElementsInstancedANGLE; +#define glDrawElementsInstancedANGLE glad_glDrawElementsInstancedANGLE +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORANGLEPROC)(GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXATTRIBDIVISORANGLEPROC glad_glVertexAttribDivisorANGLE; +#define glVertexAttribDivisorANGLE glad_glVertexAttribDivisorANGLE +#endif +#ifndef GL_ANGLE_pack_reverse_row_order +#define GL_ANGLE_pack_reverse_row_order 1 +GLAPI int GLAD_GL_ANGLE_pack_reverse_row_order; +#endif +#ifndef GL_ANGLE_program_binary +#define GL_ANGLE_program_binary 1 +GLAPI int GLAD_GL_ANGLE_program_binary; +#endif +#ifndef GL_ANGLE_texture_compression_dxt3 +#define GL_ANGLE_texture_compression_dxt3 1 +GLAPI int GLAD_GL_ANGLE_texture_compression_dxt3; +#endif +#ifndef GL_ANGLE_texture_compression_dxt5 +#define GL_ANGLE_texture_compression_dxt5 1 +GLAPI int GLAD_GL_ANGLE_texture_compression_dxt5; +#endif +#ifndef GL_ANGLE_texture_usage +#define GL_ANGLE_texture_usage 1 +GLAPI int GLAD_GL_ANGLE_texture_usage; +#endif +#ifndef GL_ANGLE_translated_shader_source +#define GL_ANGLE_translated_shader_source 1 +GLAPI int GLAD_GL_ANGLE_translated_shader_source; +typedef void (APIENTRYP PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GLAPI PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC glad_glGetTranslatedShaderSourceANGLE; +#define glGetTranslatedShaderSourceANGLE glad_glGetTranslatedShaderSourceANGLE +#endif +#ifndef GL_APPLE_clip_distance +#define GL_APPLE_clip_distance 1 +GLAPI int GLAD_GL_APPLE_clip_distance; +#endif +#ifndef GL_APPLE_color_buffer_packed_float +#define GL_APPLE_color_buffer_packed_float 1 +GLAPI int GLAD_GL_APPLE_color_buffer_packed_float; +#endif +#ifndef GL_APPLE_copy_texture_levels +#define GL_APPLE_copy_texture_levels 1 +GLAPI int GLAD_GL_APPLE_copy_texture_levels; +typedef void (APIENTRYP PFNGLCOPYTEXTURELEVELSAPPLEPROC)(GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount); +GLAPI PFNGLCOPYTEXTURELEVELSAPPLEPROC glad_glCopyTextureLevelsAPPLE; +#define glCopyTextureLevelsAPPLE glad_glCopyTextureLevelsAPPLE +#endif +#ifndef GL_APPLE_framebuffer_multisample +#define GL_APPLE_framebuffer_multisample 1 +GLAPI int GLAD_GL_APPLE_framebuffer_multisample; +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC glad_glRenderbufferStorageMultisampleAPPLE; +#define glRenderbufferStorageMultisampleAPPLE glad_glRenderbufferStorageMultisampleAPPLE +typedef void (APIENTRYP PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC)(void); +GLAPI PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC glad_glResolveMultisampleFramebufferAPPLE; +#define glResolveMultisampleFramebufferAPPLE glad_glResolveMultisampleFramebufferAPPLE +#endif +#ifndef GL_APPLE_rgb_422 +#define GL_APPLE_rgb_422 1 +GLAPI int GLAD_GL_APPLE_rgb_422; +#endif +#ifndef GL_APPLE_sync +#define GL_APPLE_sync 1 +GLAPI int GLAD_GL_APPLE_sync; +typedef GLsync (APIENTRYP PFNGLFENCESYNCAPPLEPROC)(GLenum condition, GLbitfield flags); +GLAPI PFNGLFENCESYNCAPPLEPROC glad_glFenceSyncAPPLE; +#define glFenceSyncAPPLE glad_glFenceSyncAPPLE +typedef GLboolean (APIENTRYP PFNGLISSYNCAPPLEPROC)(GLsync sync); +GLAPI PFNGLISSYNCAPPLEPROC glad_glIsSyncAPPLE; +#define glIsSyncAPPLE glad_glIsSyncAPPLE +typedef void (APIENTRYP PFNGLDELETESYNCAPPLEPROC)(GLsync sync); +GLAPI PFNGLDELETESYNCAPPLEPROC glad_glDeleteSyncAPPLE; +#define glDeleteSyncAPPLE glad_glDeleteSyncAPPLE +typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCAPPLEPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLCLIENTWAITSYNCAPPLEPROC glad_glClientWaitSyncAPPLE; +#define glClientWaitSyncAPPLE glad_glClientWaitSyncAPPLE +typedef void (APIENTRYP PFNGLWAITSYNCAPPLEPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLWAITSYNCAPPLEPROC glad_glWaitSyncAPPLE; +#define glWaitSyncAPPLE glad_glWaitSyncAPPLE +typedef void (APIENTRYP PFNGLGETINTEGER64VAPPLEPROC)(GLenum pname, GLint64 *params); +GLAPI PFNGLGETINTEGER64VAPPLEPROC glad_glGetInteger64vAPPLE; +#define glGetInteger64vAPPLE glad_glGetInteger64vAPPLE +typedef void (APIENTRYP PFNGLGETSYNCIVAPPLEPROC)(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +GLAPI PFNGLGETSYNCIVAPPLEPROC glad_glGetSyncivAPPLE; +#define glGetSyncivAPPLE glad_glGetSyncivAPPLE +#endif +#ifndef GL_APPLE_texture_format_BGRA8888 +#define GL_APPLE_texture_format_BGRA8888 1 +GLAPI int GLAD_GL_APPLE_texture_format_BGRA8888; +#endif +#ifndef GL_APPLE_texture_max_level +#define GL_APPLE_texture_max_level 1 +GLAPI int GLAD_GL_APPLE_texture_max_level; +#endif +#ifndef GL_APPLE_texture_packed_float +#define GL_APPLE_texture_packed_float 1 +GLAPI int GLAD_GL_APPLE_texture_packed_float; +#endif +#ifndef GL_ARM_mali_program_binary +#define GL_ARM_mali_program_binary 1 +GLAPI int GLAD_GL_ARM_mali_program_binary; +#endif +#ifndef GL_ARM_mali_shader_binary +#define GL_ARM_mali_shader_binary 1 +GLAPI int GLAD_GL_ARM_mali_shader_binary; +#endif +#ifndef GL_ARM_rgba8 +#define GL_ARM_rgba8 1 +GLAPI int GLAD_GL_ARM_rgba8; +#endif +#ifndef GL_ARM_shader_framebuffer_fetch +#define GL_ARM_shader_framebuffer_fetch 1 +GLAPI int GLAD_GL_ARM_shader_framebuffer_fetch; +#endif +#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil +#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1 +GLAPI int GLAD_GL_ARM_shader_framebuffer_fetch_depth_stencil; +#endif +#ifndef GL_DMP_program_binary +#define GL_DMP_program_binary 1 +GLAPI int GLAD_GL_DMP_program_binary; +#endif +#ifndef GL_DMP_shader_binary +#define GL_DMP_shader_binary 1 +GLAPI int GLAD_GL_DMP_shader_binary; +#endif +#ifndef GL_EXT_EGL_image_array +#define GL_EXT_EGL_image_array 1 +GLAPI int GLAD_GL_EXT_EGL_image_array; +#endif +#ifndef GL_EXT_EGL_image_storage +#define GL_EXT_EGL_image_storage 1 +GLAPI int GLAD_GL_EXT_EGL_image_storage; +#endif +#ifndef GL_EXT_YUV_target +#define GL_EXT_YUV_target 1 +GLAPI int GLAD_GL_EXT_YUV_target; +#endif +#ifndef GL_EXT_base_instance +#define GL_EXT_base_instance 1 +GLAPI int GLAD_GL_EXT_base_instance; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +GLAPI PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC glad_glDrawArraysInstancedBaseInstanceEXT; +#define glDrawArraysInstancedBaseInstanceEXT glad_glDrawArraysInstancedBaseInstanceEXT +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC glad_glDrawElementsInstancedBaseInstanceEXT; +#define glDrawElementsInstancedBaseInstanceEXT glad_glDrawElementsInstancedBaseInstanceEXT +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC glad_glDrawElementsInstancedBaseVertexBaseInstanceEXT; +#define glDrawElementsInstancedBaseVertexBaseInstanceEXT glad_glDrawElementsInstancedBaseVertexBaseInstanceEXT +#endif +#ifndef GL_EXT_blend_func_extended +#define GL_EXT_blend_func_extended 1 +GLAPI int GLAD_GL_EXT_blend_func_extended; +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC glad_glBindFragDataLocationIndexedEXT; +#define glBindFragDataLocationIndexedEXT glad_glBindFragDataLocationIndexedEXT +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC glad_glGetProgramResourceLocationIndexEXT; +#define glGetProgramResourceLocationIndexEXT glad_glGetProgramResourceLocationIndexEXT +typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXEXTPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATAINDEXEXTPROC glad_glGetFragDataIndexEXT; +#define glGetFragDataIndexEXT glad_glGetFragDataIndexEXT +#endif +#ifndef GL_EXT_blend_minmax +#define GL_EXT_blend_minmax 1 +GLAPI int GLAD_GL_EXT_blend_minmax; +#endif +#ifndef GL_EXT_buffer_storage +#define GL_EXT_buffer_storage 1 +GLAPI int GLAD_GL_EXT_buffer_storage; +typedef void (APIENTRYP PFNGLBUFFERSTORAGEEXTPROC)(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI PFNGLBUFFERSTORAGEEXTPROC glad_glBufferStorageEXT; +#define glBufferStorageEXT glad_glBufferStorageEXT +#endif +#ifndef GL_EXT_clear_texture +#define GL_EXT_clear_texture 1 +GLAPI int GLAD_GL_EXT_clear_texture; +typedef void (APIENTRYP PFNGLCLEARTEXIMAGEEXTPROC)(GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARTEXIMAGEEXTPROC glad_glClearTexImageEXT; +#define glClearTexImageEXT glad_glClearTexImageEXT +typedef void (APIENTRYP PFNGLCLEARTEXSUBIMAGEEXTPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARTEXSUBIMAGEEXTPROC glad_glClearTexSubImageEXT; +#define glClearTexSubImageEXT glad_glClearTexSubImageEXT +#endif +#ifndef GL_EXT_clip_control +#define GL_EXT_clip_control 1 +GLAPI int GLAD_GL_EXT_clip_control; +typedef void (APIENTRYP PFNGLCLIPCONTROLEXTPROC)(GLenum origin, GLenum depth); +GLAPI PFNGLCLIPCONTROLEXTPROC glad_glClipControlEXT; +#define glClipControlEXT glad_glClipControlEXT +#endif +#ifndef GL_EXT_clip_cull_distance +#define GL_EXT_clip_cull_distance 1 +GLAPI int GLAD_GL_EXT_clip_cull_distance; +#endif +#ifndef GL_EXT_color_buffer_float +#define GL_EXT_color_buffer_float 1 +GLAPI int GLAD_GL_EXT_color_buffer_float; +#endif +#ifndef GL_EXT_color_buffer_half_float +#define GL_EXT_color_buffer_half_float 1 +GLAPI int GLAD_GL_EXT_color_buffer_half_float; +#endif +#ifndef GL_EXT_conservative_depth +#define GL_EXT_conservative_depth 1 +GLAPI int GLAD_GL_EXT_conservative_depth; +#endif +#ifndef GL_EXT_copy_image +#define GL_EXT_copy_image 1 +GLAPI int GLAD_GL_EXT_copy_image; +typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAEXTPROC)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +GLAPI PFNGLCOPYIMAGESUBDATAEXTPROC glad_glCopyImageSubDataEXT; +#define glCopyImageSubDataEXT glad_glCopyImageSubDataEXT +#endif +#ifndef GL_EXT_debug_label +#define GL_EXT_debug_label 1 +GLAPI int GLAD_GL_EXT_debug_label; +#endif +#ifndef GL_EXT_debug_marker +#define GL_EXT_debug_marker 1 +GLAPI int GLAD_GL_EXT_debug_marker; +#endif +#ifndef GL_EXT_depth_clamp +#define GL_EXT_depth_clamp 1 +GLAPI int GLAD_GL_EXT_depth_clamp; +#endif +#ifndef GL_EXT_discard_framebuffer +#define GL_EXT_discard_framebuffer 1 +GLAPI int GLAD_GL_EXT_discard_framebuffer; +typedef void (APIENTRYP PFNGLDISCARDFRAMEBUFFEREXTPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments); +GLAPI PFNGLDISCARDFRAMEBUFFEREXTPROC glad_glDiscardFramebufferEXT; +#define glDiscardFramebufferEXT glad_glDiscardFramebufferEXT +#endif +#ifndef GL_EXT_disjoint_timer_query +#define GL_EXT_disjoint_timer_query 1 +GLAPI int GLAD_GL_EXT_disjoint_timer_query; +typedef void (APIENTRYP PFNGLGENQUERIESEXTPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENQUERIESEXTPROC glad_glGenQueriesEXT; +#define glGenQueriesEXT glad_glGenQueriesEXT +typedef void (APIENTRYP PFNGLDELETEQUERIESEXTPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETEQUERIESEXTPROC glad_glDeleteQueriesEXT; +#define glDeleteQueriesEXT glad_glDeleteQueriesEXT +typedef GLboolean (APIENTRYP PFNGLISQUERYEXTPROC)(GLuint id); +GLAPI PFNGLISQUERYEXTPROC glad_glIsQueryEXT; +#define glIsQueryEXT glad_glIsQueryEXT +typedef void (APIENTRYP PFNGLBEGINQUERYEXTPROC)(GLenum target, GLuint id); +GLAPI PFNGLBEGINQUERYEXTPROC glad_glBeginQueryEXT; +#define glBeginQueryEXT glad_glBeginQueryEXT +typedef void (APIENTRYP PFNGLENDQUERYEXTPROC)(GLenum target); +GLAPI PFNGLENDQUERYEXTPROC glad_glEndQueryEXT; +#define glEndQueryEXT glad_glEndQueryEXT +typedef void (APIENTRYP PFNGLQUERYCOUNTEREXTPROC)(GLuint id, GLenum target); +GLAPI PFNGLQUERYCOUNTEREXTPROC glad_glQueryCounterEXT; +#define glQueryCounterEXT glad_glQueryCounterEXT +typedef void (APIENTRYP PFNGLGETQUERYIVEXTPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYIVEXTPROC glad_glGetQueryivEXT; +#define glGetQueryivEXT glad_glGetQueryivEXT +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVEXTPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYOBJECTIVEXTPROC glad_glGetQueryObjectivEXT; +#define glGetQueryObjectivEXT glad_glGetQueryObjectivEXT +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVEXTPROC)(GLuint id, GLenum pname, GLuint *params); +GLAPI PFNGLGETQUERYOBJECTUIVEXTPROC glad_glGetQueryObjectuivEXT; +#define glGetQueryObjectuivEXT glad_glGetQueryObjectuivEXT +#endif +#ifndef GL_EXT_draw_buffers +#define GL_EXT_draw_buffers 1 +GLAPI int GLAD_GL_EXT_draw_buffers; +typedef void (APIENTRYP PFNGLDRAWBUFFERSEXTPROC)(GLsizei n, const GLenum *bufs); +GLAPI PFNGLDRAWBUFFERSEXTPROC glad_glDrawBuffersEXT; +#define glDrawBuffersEXT glad_glDrawBuffersEXT +#endif +#ifndef GL_EXT_draw_buffers_indexed +#define GL_EXT_draw_buffers_indexed 1 +GLAPI int GLAD_GL_EXT_draw_buffers_indexed; +typedef void (APIENTRYP PFNGLENABLEIEXTPROC)(GLenum target, GLuint index); +GLAPI PFNGLENABLEIEXTPROC glad_glEnableiEXT; +#define glEnableiEXT glad_glEnableiEXT +typedef void (APIENTRYP PFNGLDISABLEIEXTPROC)(GLenum target, GLuint index); +GLAPI PFNGLDISABLEIEXTPROC glad_glDisableiEXT; +#define glDisableiEXT glad_glDisableiEXT +typedef void (APIENTRYP PFNGLBLENDEQUATIONIEXTPROC)(GLuint buf, GLenum mode); +GLAPI PFNGLBLENDEQUATIONIEXTPROC glad_glBlendEquationiEXT; +#define glBlendEquationiEXT glad_glBlendEquationiEXT +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIEXTPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEIEXTPROC glad_glBlendEquationSeparateiEXT; +#define glBlendEquationSeparateiEXT glad_glBlendEquationSeparateiEXT +typedef void (APIENTRYP PFNGLBLENDFUNCIEXTPROC)(GLuint buf, GLenum src, GLenum dst); +GLAPI PFNGLBLENDFUNCIEXTPROC glad_glBlendFunciEXT; +#define glBlendFunciEXT glad_glBlendFunciEXT +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIEXTPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEIEXTPROC glad_glBlendFuncSeparateiEXT; +#define glBlendFuncSeparateiEXT glad_glBlendFuncSeparateiEXT +typedef void (APIENTRYP PFNGLCOLORMASKIEXTPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI PFNGLCOLORMASKIEXTPROC glad_glColorMaskiEXT; +#define glColorMaskiEXT glad_glColorMaskiEXT +typedef GLboolean (APIENTRYP PFNGLISENABLEDIEXTPROC)(GLenum target, GLuint index); +GLAPI PFNGLISENABLEDIEXTPROC glad_glIsEnablediEXT; +#define glIsEnablediEXT glad_glIsEnablediEXT +#endif +#ifndef GL_EXT_draw_elements_base_vertex +#define GL_EXT_draw_elements_base_vertex 1 +GLAPI int GLAD_GL_EXT_draw_elements_base_vertex; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXEXTPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSBASEVERTEXEXTPROC glad_glDrawElementsBaseVertexEXT; +#define glDrawElementsBaseVertexEXT glad_glDrawElementsBaseVertexEXT +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC glad_glDrawRangeElementsBaseVertexEXT; +#define glDrawRangeElementsBaseVertexEXT glad_glDrawRangeElementsBaseVertexEXT +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC glad_glDrawElementsInstancedBaseVertexEXT; +#define glDrawElementsInstancedBaseVertexEXT glad_glDrawElementsInstancedBaseVertexEXT +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount, const GLint *basevertex); +GLAPI PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC glad_glMultiDrawElementsBaseVertexEXT; +#define glMultiDrawElementsBaseVertexEXT glad_glMultiDrawElementsBaseVertexEXT +#endif +#ifndef GL_EXT_draw_instanced +#define GL_EXT_draw_instanced 1 +GLAPI int GLAD_GL_EXT_draw_instanced; +#endif +#ifndef GL_EXT_draw_transform_feedback +#define GL_EXT_draw_transform_feedback 1 +GLAPI int GLAD_GL_EXT_draw_transform_feedback; +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKEXTPROC)(GLenum mode, GLuint id); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKEXTPROC glad_glDrawTransformFeedbackEXT; +#define glDrawTransformFeedbackEXT glad_glDrawTransformFeedbackEXT +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDEXTPROC)(GLenum mode, GLuint id, GLsizei instancecount); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDEXTPROC glad_glDrawTransformFeedbackInstancedEXT; +#define glDrawTransformFeedbackInstancedEXT glad_glDrawTransformFeedbackInstancedEXT +#endif +#ifndef GL_EXT_external_buffer +#define GL_EXT_external_buffer 1 +GLAPI int GLAD_GL_EXT_external_buffer; +#endif +#ifndef GL_EXT_float_blend +#define GL_EXT_float_blend 1 +GLAPI int GLAD_GL_EXT_float_blend; +#endif +#ifndef GL_EXT_geometry_point_size +#define GL_EXT_geometry_point_size 1 +GLAPI int GLAD_GL_EXT_geometry_point_size; +#endif +#ifndef GL_EXT_geometry_shader +#define GL_EXT_geometry_shader 1 +GLAPI int GLAD_GL_EXT_geometry_shader; +#endif +#ifndef GL_EXT_gpu_shader5 +#define GL_EXT_gpu_shader5 1 +GLAPI int GLAD_GL_EXT_gpu_shader5; +#endif +#ifndef GL_EXT_instanced_arrays +#define GL_EXT_instanced_arrays 1 +GLAPI int GLAD_GL_EXT_instanced_arrays; +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC)(GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXATTRIBDIVISOREXTPROC glad_glVertexAttribDivisorEXT; +#define glVertexAttribDivisorEXT glad_glVertexAttribDivisorEXT +#endif +#ifndef GL_EXT_map_buffer_range +#define GL_EXT_map_buffer_range 1 +GLAPI int GLAD_GL_EXT_map_buffer_range; +typedef void * (APIENTRYP PFNGLMAPBUFFERRANGEEXTPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI PFNGLMAPBUFFERRANGEEXTPROC glad_glMapBufferRangeEXT; +#define glMapBufferRangeEXT glad_glMapBufferRangeEXT +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC)(GLenum target, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC glad_glFlushMappedBufferRangeEXT; +#define glFlushMappedBufferRangeEXT glad_glFlushMappedBufferRangeEXT +#endif +#ifndef GL_EXT_memory_object +#define GL_EXT_memory_object 1 +GLAPI int GLAD_GL_EXT_memory_object; +#endif +#ifndef GL_EXT_memory_object_fd +#define GL_EXT_memory_object_fd 1 +GLAPI int GLAD_GL_EXT_memory_object_fd; +#endif +#ifndef GL_EXT_memory_object_win32 +#define GL_EXT_memory_object_win32 1 +GLAPI int GLAD_GL_EXT_memory_object_win32; +#endif +#ifndef GL_EXT_multi_draw_arrays +#define GL_EXT_multi_draw_arrays 1 +GLAPI int GLAD_GL_EXT_multi_draw_arrays; +#endif +#ifndef GL_EXT_multi_draw_indirect +#define GL_EXT_multi_draw_indirect 1 +GLAPI int GLAD_GL_EXT_multi_draw_indirect; +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC)(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC glad_glMultiDrawArraysIndirectEXT; +#define glMultiDrawArraysIndirectEXT glad_glMultiDrawArraysIndirectEXT +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC)(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC glad_glMultiDrawElementsIndirectEXT; +#define glMultiDrawElementsIndirectEXT glad_glMultiDrawElementsIndirectEXT +#endif +#ifndef GL_EXT_multisampled_compatibility +#define GL_EXT_multisampled_compatibility 1 +GLAPI int GLAD_GL_EXT_multisampled_compatibility; +#endif +#ifndef GL_EXT_multisampled_render_to_texture +#define GL_EXT_multisampled_render_to_texture 1 +GLAPI int GLAD_GL_EXT_multisampled_render_to_texture; +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); +GLAPI PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glad_glFramebufferTexture2DMultisampleEXT; +#define glFramebufferTexture2DMultisampleEXT glad_glFramebufferTexture2DMultisampleEXT +#endif +#ifndef GL_EXT_multiview_draw_buffers +#define GL_EXT_multiview_draw_buffers 1 +GLAPI int GLAD_GL_EXT_multiview_draw_buffers; +typedef void (APIENTRYP PFNGLREADBUFFERINDEXEDEXTPROC)(GLenum src, GLint index); +GLAPI PFNGLREADBUFFERINDEXEDEXTPROC glad_glReadBufferIndexedEXT; +#define glReadBufferIndexedEXT glad_glReadBufferIndexedEXT +typedef void (APIENTRYP PFNGLDRAWBUFFERSINDEXEDEXTPROC)(GLint n, const GLenum *location, const GLint *indices); +GLAPI PFNGLDRAWBUFFERSINDEXEDEXTPROC glad_glDrawBuffersIndexedEXT; +#define glDrawBuffersIndexedEXT glad_glDrawBuffersIndexedEXT +typedef void (APIENTRYP PFNGLGETINTEGERI_VEXTPROC)(GLenum target, GLuint index, GLint *data); +GLAPI PFNGLGETINTEGERI_VEXTPROC glad_glGetIntegeri_vEXT; +#define glGetIntegeri_vEXT glad_glGetIntegeri_vEXT +#endif +#ifndef GL_EXT_multiview_tessellation_geometry_shader +#define GL_EXT_multiview_tessellation_geometry_shader 1 +GLAPI int GLAD_GL_EXT_multiview_tessellation_geometry_shader; +#endif +#ifndef GL_EXT_multiview_texture_multisample +#define GL_EXT_multiview_texture_multisample 1 +GLAPI int GLAD_GL_EXT_multiview_texture_multisample; +#endif +#ifndef GL_EXT_multiview_timer_query +#define GL_EXT_multiview_timer_query 1 +GLAPI int GLAD_GL_EXT_multiview_timer_query; +#endif +#ifndef GL_EXT_occlusion_query_boolean +#define GL_EXT_occlusion_query_boolean 1 +GLAPI int GLAD_GL_EXT_occlusion_query_boolean; +#endif +#ifndef GL_EXT_polygon_offset_clamp +#define GL_EXT_polygon_offset_clamp 1 +GLAPI int GLAD_GL_EXT_polygon_offset_clamp; +#endif +#ifndef GL_EXT_post_depth_coverage +#define GL_EXT_post_depth_coverage 1 +GLAPI int GLAD_GL_EXT_post_depth_coverage; +#endif +#ifndef GL_EXT_primitive_bounding_box +#define GL_EXT_primitive_bounding_box 1 +GLAPI int GLAD_GL_EXT_primitive_bounding_box; +typedef void (APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXEXTPROC)(GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +GLAPI PFNGLPRIMITIVEBOUNDINGBOXEXTPROC glad_glPrimitiveBoundingBoxEXT; +#define glPrimitiveBoundingBoxEXT glad_glPrimitiveBoundingBoxEXT +#endif +#ifndef GL_EXT_protected_textures +#define GL_EXT_protected_textures 1 +GLAPI int GLAD_GL_EXT_protected_textures; +#endif +#ifndef GL_EXT_pvrtc_sRGB +#define GL_EXT_pvrtc_sRGB 1 +GLAPI int GLAD_GL_EXT_pvrtc_sRGB; +#endif +#ifndef GL_EXT_raster_multisample +#define GL_EXT_raster_multisample 1 +GLAPI int GLAD_GL_EXT_raster_multisample; +#endif +#ifndef GL_EXT_read_format_bgra +#define GL_EXT_read_format_bgra 1 +GLAPI int GLAD_GL_EXT_read_format_bgra; +#endif +#ifndef GL_EXT_render_snorm +#define GL_EXT_render_snorm 1 +GLAPI int GLAD_GL_EXT_render_snorm; +#endif +#ifndef GL_EXT_robustness +#define GL_EXT_robustness 1 +GLAPI int GLAD_GL_EXT_robustness; +typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSEXTPROC)(void); +GLAPI PFNGLGETGRAPHICSRESETSTATUSEXTPROC glad_glGetGraphicsResetStatusEXT; +#define glGetGraphicsResetStatusEXT glad_glGetGraphicsResetStatusEXT +typedef void (APIENTRYP PFNGLREADNPIXELSEXTPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GLAPI PFNGLREADNPIXELSEXTPROC glad_glReadnPixelsEXT; +#define glReadnPixelsEXT glad_glReadnPixelsEXT +typedef void (APIENTRYP PFNGLGETNUNIFORMFVEXTPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GLAPI PFNGLGETNUNIFORMFVEXTPROC glad_glGetnUniformfvEXT; +#define glGetnUniformfvEXT glad_glGetnUniformfvEXT +typedef void (APIENTRYP PFNGLGETNUNIFORMIVEXTPROC)(GLuint program, GLint location, GLsizei bufSize, GLint *params); +GLAPI PFNGLGETNUNIFORMIVEXTPROC glad_glGetnUniformivEXT; +#define glGetnUniformivEXT glad_glGetnUniformivEXT +#endif +#ifndef GL_EXT_sRGB +#define GL_EXT_sRGB 1 +GLAPI int GLAD_GL_EXT_sRGB; +#endif +#ifndef GL_EXT_sRGB_write_control +#define GL_EXT_sRGB_write_control 1 +GLAPI int GLAD_GL_EXT_sRGB_write_control; +#endif +#ifndef GL_EXT_semaphore +#define GL_EXT_semaphore 1 +GLAPI int GLAD_GL_EXT_semaphore; +#endif +#ifndef GL_EXT_semaphore_fd +#define GL_EXT_semaphore_fd 1 +GLAPI int GLAD_GL_EXT_semaphore_fd; +#endif +#ifndef GL_EXT_semaphore_win32 +#define GL_EXT_semaphore_win32 1 +GLAPI int GLAD_GL_EXT_semaphore_win32; +#endif +#ifndef GL_EXT_separate_shader_objects +#define GL_EXT_separate_shader_objects 1 +GLAPI int GLAD_GL_EXT_separate_shader_objects; +#endif +#ifndef GL_EXT_shader_framebuffer_fetch +#define GL_EXT_shader_framebuffer_fetch 1 +GLAPI int GLAD_GL_EXT_shader_framebuffer_fetch; +#endif +#ifndef GL_EXT_shader_framebuffer_fetch_non_coherent +#define GL_EXT_shader_framebuffer_fetch_non_coherent 1 +GLAPI int GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent; +#endif +#ifndef GL_EXT_shader_group_vote +#define GL_EXT_shader_group_vote 1 +GLAPI int GLAD_GL_EXT_shader_group_vote; +#endif +#ifndef GL_EXT_shader_implicit_conversions +#define GL_EXT_shader_implicit_conversions 1 +GLAPI int GLAD_GL_EXT_shader_implicit_conversions; +#endif +#ifndef GL_EXT_shader_integer_mix +#define GL_EXT_shader_integer_mix 1 +GLAPI int GLAD_GL_EXT_shader_integer_mix; +#endif +#ifndef GL_EXT_shader_io_blocks +#define GL_EXT_shader_io_blocks 1 +GLAPI int GLAD_GL_EXT_shader_io_blocks; +#endif +#ifndef GL_EXT_shader_non_constant_global_initializers +#define GL_EXT_shader_non_constant_global_initializers 1 +GLAPI int GLAD_GL_EXT_shader_non_constant_global_initializers; +#endif +#ifndef GL_EXT_shader_pixel_local_storage +#define GL_EXT_shader_pixel_local_storage 1 +GLAPI int GLAD_GL_EXT_shader_pixel_local_storage; +#endif +#ifndef GL_EXT_shader_pixel_local_storage2 +#define GL_EXT_shader_pixel_local_storage2 1 +GLAPI int GLAD_GL_EXT_shader_pixel_local_storage2; +typedef void (APIENTRYP PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target, GLsizei size); +GLAPI PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC glad_glFramebufferPixelLocalStorageSizeEXT; +#define glFramebufferPixelLocalStorageSizeEXT glad_glFramebufferPixelLocalStorageSizeEXT +typedef GLsizei (APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target); +GLAPI PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC glad_glGetFramebufferPixelLocalStorageSizeEXT; +#define glGetFramebufferPixelLocalStorageSizeEXT glad_glGetFramebufferPixelLocalStorageSizeEXT +typedef void (APIENTRYP PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC)(GLsizei offset, GLsizei n, const GLuint *values); +GLAPI PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC glad_glClearPixelLocalStorageuiEXT; +#define glClearPixelLocalStorageuiEXT glad_glClearPixelLocalStorageuiEXT +#endif +#ifndef GL_EXT_shader_texture_lod +#define GL_EXT_shader_texture_lod 1 +GLAPI int GLAD_GL_EXT_shader_texture_lod; +#endif +#ifndef GL_EXT_shadow_samplers +#define GL_EXT_shadow_samplers 1 +GLAPI int GLAD_GL_EXT_shadow_samplers; +#endif +#ifndef GL_EXT_sparse_texture +#define GL_EXT_sparse_texture 1 +GLAPI int GLAD_GL_EXT_sparse_texture; +typedef void (APIENTRYP PFNGLTEXPAGECOMMITMENTEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +GLAPI PFNGLTEXPAGECOMMITMENTEXTPROC glad_glTexPageCommitmentEXT; +#define glTexPageCommitmentEXT glad_glTexPageCommitmentEXT +#endif +#ifndef GL_EXT_sparse_texture2 +#define GL_EXT_sparse_texture2 1 +GLAPI int GLAD_GL_EXT_sparse_texture2; +#endif +#ifndef GL_EXT_tessellation_point_size +#define GL_EXT_tessellation_point_size 1 +GLAPI int GLAD_GL_EXT_tessellation_point_size; +#endif +#ifndef GL_EXT_tessellation_shader +#define GL_EXT_tessellation_shader 1 +GLAPI int GLAD_GL_EXT_tessellation_shader; +typedef void (APIENTRYP PFNGLPATCHPARAMETERIEXTPROC)(GLenum pname, GLint value); +GLAPI PFNGLPATCHPARAMETERIEXTPROC glad_glPatchParameteriEXT; +#define glPatchParameteriEXT glad_glPatchParameteriEXT +#endif +#ifndef GL_EXT_texture_border_clamp +#define GL_EXT_texture_border_clamp 1 +GLAPI int GLAD_GL_EXT_texture_border_clamp; +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVEXTPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIIVEXTPROC glad_glSamplerParameterIivEXT; +#define glSamplerParameterIivEXT glad_glSamplerParameterIivEXT +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVEXTPROC)(GLuint sampler, GLenum pname, const GLuint *param); +GLAPI PFNGLSAMPLERPARAMETERIUIVEXTPROC glad_glSamplerParameterIuivEXT; +#define glSamplerParameterIuivEXT glad_glSamplerParameterIuivEXT +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVEXTPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIIVEXTPROC glad_glGetSamplerParameterIivEXT; +#define glGetSamplerParameterIivEXT glad_glGetSamplerParameterIivEXT +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVEXTPROC)(GLuint sampler, GLenum pname, GLuint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIUIVEXTPROC glad_glGetSamplerParameterIuivEXT; +#define glGetSamplerParameterIuivEXT glad_glGetSamplerParameterIuivEXT +#endif +#ifndef GL_EXT_texture_buffer +#define GL_EXT_texture_buffer 1 +GLAPI int GLAD_GL_EXT_texture_buffer; +typedef void (APIENTRYP PFNGLTEXBUFFERRANGEEXTPROC)(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLTEXBUFFERRANGEEXTPROC glad_glTexBufferRangeEXT; +#define glTexBufferRangeEXT glad_glTexBufferRangeEXT +#endif +#ifndef GL_EXT_texture_compression_astc_decode_mode +#define GL_EXT_texture_compression_astc_decode_mode 1 +GLAPI int GLAD_GL_EXT_texture_compression_astc_decode_mode; +#endif +#ifndef GL_EXT_texture_compression_bptc +#define GL_EXT_texture_compression_bptc 1 +GLAPI int GLAD_GL_EXT_texture_compression_bptc; +#endif +#ifndef GL_EXT_texture_compression_dxt1 +#define GL_EXT_texture_compression_dxt1 1 +GLAPI int GLAD_GL_EXT_texture_compression_dxt1; +#endif +#ifndef GL_EXT_texture_compression_rgtc +#define GL_EXT_texture_compression_rgtc 1 +GLAPI int GLAD_GL_EXT_texture_compression_rgtc; +#endif +#ifndef GL_EXT_texture_compression_s3tc +#define GL_EXT_texture_compression_s3tc 1 +GLAPI int GLAD_GL_EXT_texture_compression_s3tc; +#endif +#ifndef GL_EXT_texture_compression_s3tc_srgb +#define GL_EXT_texture_compression_s3tc_srgb 1 +GLAPI int GLAD_GL_EXT_texture_compression_s3tc_srgb; +#endif +#ifndef GL_EXT_texture_cube_map_array +#define GL_EXT_texture_cube_map_array 1 +GLAPI int GLAD_GL_EXT_texture_cube_map_array; +#endif +#ifndef GL_EXT_texture_filter_anisotropic +#define GL_EXT_texture_filter_anisotropic 1 +GLAPI int GLAD_GL_EXT_texture_filter_anisotropic; +#endif +#ifndef GL_EXT_texture_filter_minmax +#define GL_EXT_texture_filter_minmax 1 +GLAPI int GLAD_GL_EXT_texture_filter_minmax; +#endif +#ifndef GL_EXT_texture_format_BGRA8888 +#define GL_EXT_texture_format_BGRA8888 1 +GLAPI int GLAD_GL_EXT_texture_format_BGRA8888; +#endif +#ifndef GL_EXT_texture_format_sRGB_override +#define GL_EXT_texture_format_sRGB_override 1 +GLAPI int GLAD_GL_EXT_texture_format_sRGB_override; +#endif +#ifndef GL_EXT_texture_mirror_clamp_to_edge +#define GL_EXT_texture_mirror_clamp_to_edge 1 +GLAPI int GLAD_GL_EXT_texture_mirror_clamp_to_edge; +#endif +#ifndef GL_EXT_texture_norm16 +#define GL_EXT_texture_norm16 1 +GLAPI int GLAD_GL_EXT_texture_norm16; +#endif +#ifndef GL_EXT_texture_query_lod +#define GL_EXT_texture_query_lod 1 +GLAPI int GLAD_GL_EXT_texture_query_lod; +#endif +#ifndef GL_EXT_texture_rg +#define GL_EXT_texture_rg 1 +GLAPI int GLAD_GL_EXT_texture_rg; +#endif +#ifndef GL_EXT_texture_sRGB_R8 +#define GL_EXT_texture_sRGB_R8 1 +GLAPI int GLAD_GL_EXT_texture_sRGB_R8; +#endif +#ifndef GL_EXT_texture_sRGB_RG8 +#define GL_EXT_texture_sRGB_RG8 1 +GLAPI int GLAD_GL_EXT_texture_sRGB_RG8; +#endif +#ifndef GL_EXT_texture_sRGB_decode +#define GL_EXT_texture_sRGB_decode 1 +GLAPI int GLAD_GL_EXT_texture_sRGB_decode; +#endif +#ifndef GL_EXT_texture_shadow_lod +#define GL_EXT_texture_shadow_lod 1 +GLAPI int GLAD_GL_EXT_texture_shadow_lod; +#endif +#ifndef GL_EXT_texture_storage +#define GL_EXT_texture_storage 1 +GLAPI int GLAD_GL_EXT_texture_storage; +typedef void (APIENTRYP PFNGLTEXSTORAGE1DEXTPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI PFNGLTEXSTORAGE1DEXTPROC glad_glTexStorage1DEXT; +#define glTexStorage1DEXT glad_glTexStorage1DEXT +typedef void (APIENTRYP PFNGLTEXSTORAGE2DEXTPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLTEXSTORAGE2DEXTPROC glad_glTexStorage2DEXT; +#define glTexStorage2DEXT glad_glTexStorage2DEXT +typedef void (APIENTRYP PFNGLTEXSTORAGE3DEXTPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLTEXSTORAGE3DEXTPROC glad_glTexStorage3DEXT; +#define glTexStorage3DEXT glad_glTexStorage3DEXT +#endif +#ifndef GL_EXT_texture_type_2_10_10_10_REV +#define GL_EXT_texture_type_2_10_10_10_REV 1 +GLAPI int GLAD_GL_EXT_texture_type_2_10_10_10_REV; +#endif +#ifndef GL_EXT_texture_view +#define GL_EXT_texture_view 1 +GLAPI int GLAD_GL_EXT_texture_view; +typedef void (APIENTRYP PFNGLTEXTUREVIEWEXTPROC)(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +GLAPI PFNGLTEXTUREVIEWEXTPROC glad_glTextureViewEXT; +#define glTextureViewEXT glad_glTextureViewEXT +#endif +#ifndef GL_EXT_unpack_subimage +#define GL_EXT_unpack_subimage 1 +GLAPI int GLAD_GL_EXT_unpack_subimage; +#endif +#ifndef GL_EXT_win32_keyed_mutex +#define GL_EXT_win32_keyed_mutex 1 +GLAPI int GLAD_GL_EXT_win32_keyed_mutex; +#endif +#ifndef GL_EXT_window_rectangles +#define GL_EXT_window_rectangles 1 +GLAPI int GLAD_GL_EXT_window_rectangles; +#endif +#ifndef GL_FJ_shader_binary_GCCSO +#define GL_FJ_shader_binary_GCCSO 1 +GLAPI int GLAD_GL_FJ_shader_binary_GCCSO; +#endif +#ifndef GL_IMG_bindless_texture +#define GL_IMG_bindless_texture 1 +GLAPI int GLAD_GL_IMG_bindless_texture; +typedef GLuint64 (APIENTRYP PFNGLGETTEXTUREHANDLEIMGPROC)(GLuint texture); +GLAPI PFNGLGETTEXTUREHANDLEIMGPROC glad_glGetTextureHandleIMG; +#define glGetTextureHandleIMG glad_glGetTextureHandleIMG +typedef GLuint64 (APIENTRYP PFNGLGETTEXTURESAMPLERHANDLEIMGPROC)(GLuint texture, GLuint sampler); +GLAPI PFNGLGETTEXTURESAMPLERHANDLEIMGPROC glad_glGetTextureSamplerHandleIMG; +#define glGetTextureSamplerHandleIMG glad_glGetTextureSamplerHandleIMG +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64IMGPROC)(GLint location, GLuint64 value); +GLAPI PFNGLUNIFORMHANDLEUI64IMGPROC glad_glUniformHandleui64IMG; +#define glUniformHandleui64IMG glad_glUniformHandleui64IMG +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64VIMGPROC)(GLint location, GLsizei count, const GLuint64 *value); +GLAPI PFNGLUNIFORMHANDLEUI64VIMGPROC glad_glUniformHandleui64vIMG; +#define glUniformHandleui64vIMG glad_glUniformHandleui64vIMG +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64IMGPROC)(GLuint program, GLint location, GLuint64 value); +GLAPI PFNGLPROGRAMUNIFORMHANDLEUI64IMGPROC glad_glProgramUniformHandleui64IMG; +#define glProgramUniformHandleui64IMG glad_glProgramUniformHandleui64IMG +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VIMGPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 *values); +GLAPI PFNGLPROGRAMUNIFORMHANDLEUI64VIMGPROC glad_glProgramUniformHandleui64vIMG; +#define glProgramUniformHandleui64vIMG glad_glProgramUniformHandleui64vIMG +#endif +#ifndef GL_IMG_framebuffer_downsample +#define GL_IMG_framebuffer_downsample 1 +GLAPI int GLAD_GL_IMG_framebuffer_downsample; +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DDOWNSAMPLEIMGPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint xscale, GLint yscale); +GLAPI PFNGLFRAMEBUFFERTEXTURE2DDOWNSAMPLEIMGPROC glad_glFramebufferTexture2DDownsampleIMG; +#define glFramebufferTexture2DDownsampleIMG glad_glFramebufferTexture2DDownsampleIMG +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERDOWNSAMPLEIMGPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer, GLint xscale, GLint yscale); +GLAPI PFNGLFRAMEBUFFERTEXTURELAYERDOWNSAMPLEIMGPROC glad_glFramebufferTextureLayerDownsampleIMG; +#define glFramebufferTextureLayerDownsampleIMG glad_glFramebufferTextureLayerDownsampleIMG +#endif +#ifndef GL_IMG_multisampled_render_to_texture +#define GL_IMG_multisampled_render_to_texture 1 +GLAPI int GLAD_GL_IMG_multisampled_render_to_texture; +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEIMGPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEIMGPROC glad_glRenderbufferStorageMultisampleIMG; +#define glRenderbufferStorageMultisampleIMG glad_glRenderbufferStorageMultisampleIMG +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEIMGPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); +GLAPI PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEIMGPROC glad_glFramebufferTexture2DMultisampleIMG; +#define glFramebufferTexture2DMultisampleIMG glad_glFramebufferTexture2DMultisampleIMG +#endif +#ifndef GL_IMG_program_binary +#define GL_IMG_program_binary 1 +GLAPI int GLAD_GL_IMG_program_binary; +#endif +#ifndef GL_IMG_read_format +#define GL_IMG_read_format 1 +GLAPI int GLAD_GL_IMG_read_format; +#endif +#ifndef GL_IMG_shader_binary +#define GL_IMG_shader_binary 1 +GLAPI int GLAD_GL_IMG_shader_binary; +#endif +#ifndef GL_IMG_texture_compression_pvrtc +#define GL_IMG_texture_compression_pvrtc 1 +GLAPI int GLAD_GL_IMG_texture_compression_pvrtc; +#endif +#ifndef GL_IMG_texture_compression_pvrtc2 +#define GL_IMG_texture_compression_pvrtc2 1 +GLAPI int GLAD_GL_IMG_texture_compression_pvrtc2; +#endif +#ifndef GL_IMG_texture_filter_cubic +#define GL_IMG_texture_filter_cubic 1 +GLAPI int GLAD_GL_IMG_texture_filter_cubic; +#endif +#ifndef GL_INTEL_blackhole_render +#define GL_INTEL_blackhole_render 1 +GLAPI int GLAD_GL_INTEL_blackhole_render; +#endif +#ifndef GL_INTEL_conservative_rasterization +#define GL_INTEL_conservative_rasterization 1 +GLAPI int GLAD_GL_INTEL_conservative_rasterization; +#endif +#ifndef GL_INTEL_framebuffer_CMAA +#define GL_INTEL_framebuffer_CMAA 1 +GLAPI int GLAD_GL_INTEL_framebuffer_CMAA; +#endif +#ifndef GL_INTEL_performance_query +#define GL_INTEL_performance_query 1 +GLAPI int GLAD_GL_INTEL_performance_query; +#endif +#ifndef GL_KHR_blend_equation_advanced +#define GL_KHR_blend_equation_advanced 1 +GLAPI int GLAD_GL_KHR_blend_equation_advanced; +#endif +#ifndef GL_KHR_blend_equation_advanced_coherent +#define GL_KHR_blend_equation_advanced_coherent 1 +GLAPI int GLAD_GL_KHR_blend_equation_advanced_coherent; +#endif +#ifndef GL_KHR_context_flush_control +#define GL_KHR_context_flush_control 1 +GLAPI int GLAD_GL_KHR_context_flush_control; +#endif +#ifndef GL_KHR_debug +#define GL_KHR_debug 1 +GLAPI int GLAD_GL_KHR_debug; +#endif +#ifndef GL_KHR_no_error +#define GL_KHR_no_error 1 +GLAPI int GLAD_GL_KHR_no_error; +#endif +#ifndef GL_KHR_parallel_shader_compile +#define GL_KHR_parallel_shader_compile 1 +GLAPI int GLAD_GL_KHR_parallel_shader_compile; +#endif +#ifndef GL_KHR_robust_buffer_access_behavior +#define GL_KHR_robust_buffer_access_behavior 1 +GLAPI int GLAD_GL_KHR_robust_buffer_access_behavior; +#endif +#ifndef GL_KHR_robustness +#define GL_KHR_robustness 1 +GLAPI int GLAD_GL_KHR_robustness; +#endif +#ifndef GL_KHR_shader_subgroup +#define GL_KHR_shader_subgroup 1 +GLAPI int GLAD_GL_KHR_shader_subgroup; +#endif +#ifndef GL_KHR_texture_compression_astc_hdr +#define GL_KHR_texture_compression_astc_hdr 1 +GLAPI int GLAD_GL_KHR_texture_compression_astc_hdr; +#endif +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_KHR_texture_compression_astc_ldr 1 +GLAPI int GLAD_GL_KHR_texture_compression_astc_ldr; +#endif +#ifndef GL_KHR_texture_compression_astc_sliced_3d +#define GL_KHR_texture_compression_astc_sliced_3d 1 +GLAPI int GLAD_GL_KHR_texture_compression_astc_sliced_3d; +#endif +#ifndef GL_MESA_framebuffer_flip_y +#define GL_MESA_framebuffer_flip_y 1 +GLAPI int GLAD_GL_MESA_framebuffer_flip_y; +#endif +#ifndef GL_MESA_program_binary_formats +#define GL_MESA_program_binary_formats 1 +GLAPI int GLAD_GL_MESA_program_binary_formats; +#endif +#ifndef GL_MESA_shader_integer_functions +#define GL_MESA_shader_integer_functions 1 +GLAPI int GLAD_GL_MESA_shader_integer_functions; +#endif +#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers +#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 +GLAPI int GLAD_GL_NVX_blend_equation_advanced_multi_draw_buffers; +#endif +#ifndef GL_NV_bindless_texture +#define GL_NV_bindless_texture 1 +GLAPI int GLAD_GL_NV_bindless_texture; +#endif +#ifndef GL_NV_blend_equation_advanced +#define GL_NV_blend_equation_advanced 1 +GLAPI int GLAD_GL_NV_blend_equation_advanced; +#endif +#ifndef GL_NV_blend_equation_advanced_coherent +#define GL_NV_blend_equation_advanced_coherent 1 +GLAPI int GLAD_GL_NV_blend_equation_advanced_coherent; +#endif +#ifndef GL_NV_blend_minmax_factor +#define GL_NV_blend_minmax_factor 1 +GLAPI int GLAD_GL_NV_blend_minmax_factor; +#endif +#ifndef GL_NV_clip_space_w_scaling +#define GL_NV_clip_space_w_scaling 1 +GLAPI int GLAD_GL_NV_clip_space_w_scaling; +#endif +#ifndef GL_NV_compute_shader_derivatives +#define GL_NV_compute_shader_derivatives 1 +GLAPI int GLAD_GL_NV_compute_shader_derivatives; +#endif +#ifndef GL_NV_conditional_render +#define GL_NV_conditional_render 1 +GLAPI int GLAD_GL_NV_conditional_render; +#endif +#ifndef GL_NV_conservative_raster +#define GL_NV_conservative_raster 1 +GLAPI int GLAD_GL_NV_conservative_raster; +#endif +#ifndef GL_NV_conservative_raster_pre_snap +#define GL_NV_conservative_raster_pre_snap 1 +GLAPI int GLAD_GL_NV_conservative_raster_pre_snap; +#endif +#ifndef GL_NV_conservative_raster_pre_snap_triangles +#define GL_NV_conservative_raster_pre_snap_triangles 1 +GLAPI int GLAD_GL_NV_conservative_raster_pre_snap_triangles; +#endif +#ifndef GL_NV_copy_buffer +#define GL_NV_copy_buffer 1 +GLAPI int GLAD_GL_NV_copy_buffer; +typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATANVPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLCOPYBUFFERSUBDATANVPROC glad_glCopyBufferSubDataNV; +#define glCopyBufferSubDataNV glad_glCopyBufferSubDataNV +#endif +#ifndef GL_NV_coverage_sample +#define GL_NV_coverage_sample 1 +GLAPI int GLAD_GL_NV_coverage_sample; +typedef void (APIENTRYP PFNGLCOVERAGEMASKNVPROC)(GLboolean mask); +GLAPI PFNGLCOVERAGEMASKNVPROC glad_glCoverageMaskNV; +#define glCoverageMaskNV glad_glCoverageMaskNV +typedef void (APIENTRYP PFNGLCOVERAGEOPERATIONNVPROC)(GLenum operation); +GLAPI PFNGLCOVERAGEOPERATIONNVPROC glad_glCoverageOperationNV; +#define glCoverageOperationNV glad_glCoverageOperationNV +#endif +#ifndef GL_NV_depth_nonlinear +#define GL_NV_depth_nonlinear 1 +GLAPI int GLAD_GL_NV_depth_nonlinear; +#endif +#ifndef GL_NV_draw_buffers +#define GL_NV_draw_buffers 1 +GLAPI int GLAD_GL_NV_draw_buffers; +typedef void (APIENTRYP PFNGLDRAWBUFFERSNVPROC)(GLsizei n, const GLenum *bufs); +GLAPI PFNGLDRAWBUFFERSNVPROC glad_glDrawBuffersNV; +#define glDrawBuffersNV glad_glDrawBuffersNV +#endif +#ifndef GL_NV_draw_instanced +#define GL_NV_draw_instanced 1 +GLAPI int GLAD_GL_NV_draw_instanced; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDNVPROC)(GLenum mode, GLint first, GLsizei count, GLsizei primcount); +GLAPI PFNGLDRAWARRAYSINSTANCEDNVPROC glad_glDrawArraysInstancedNV; +#define glDrawArraysInstancedNV glad_glDrawArraysInstancedNV +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDNVPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +GLAPI PFNGLDRAWELEMENTSINSTANCEDNVPROC glad_glDrawElementsInstancedNV; +#define glDrawElementsInstancedNV glad_glDrawElementsInstancedNV +#endif +#ifndef GL_NV_draw_vulkan_image +#define GL_NV_draw_vulkan_image 1 +GLAPI int GLAD_GL_NV_draw_vulkan_image; +#endif +#ifndef GL_NV_explicit_attrib_location +#define GL_NV_explicit_attrib_location 1 +GLAPI int GLAD_GL_NV_explicit_attrib_location; +#endif +#ifndef GL_NV_fbo_color_attachments +#define GL_NV_fbo_color_attachments 1 +GLAPI int GLAD_GL_NV_fbo_color_attachments; +#endif +#ifndef GL_NV_fence +#define GL_NV_fence 1 +GLAPI int GLAD_GL_NV_fence; +#endif +#ifndef GL_NV_fill_rectangle +#define GL_NV_fill_rectangle 1 +GLAPI int GLAD_GL_NV_fill_rectangle; +#endif +#ifndef GL_NV_fragment_coverage_to_color +#define GL_NV_fragment_coverage_to_color 1 +GLAPI int GLAD_GL_NV_fragment_coverage_to_color; +#endif +#ifndef GL_NV_fragment_shader_barycentric +#define GL_NV_fragment_shader_barycentric 1 +GLAPI int GLAD_GL_NV_fragment_shader_barycentric; +#endif +#ifndef GL_NV_fragment_shader_interlock +#define GL_NV_fragment_shader_interlock 1 +GLAPI int GLAD_GL_NV_fragment_shader_interlock; +#endif +#ifndef GL_NV_framebuffer_blit +#define GL_NV_framebuffer_blit 1 +GLAPI int GLAD_GL_NV_framebuffer_blit; +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERNVPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITFRAMEBUFFERNVPROC glad_glBlitFramebufferNV; +#define glBlitFramebufferNV glad_glBlitFramebufferNV +#endif +#ifndef GL_NV_framebuffer_mixed_samples +#define GL_NV_framebuffer_mixed_samples 1 +GLAPI int GLAD_GL_NV_framebuffer_mixed_samples; +#endif +#ifndef GL_NV_framebuffer_multisample +#define GL_NV_framebuffer_multisample 1 +GLAPI int GLAD_GL_NV_framebuffer_multisample; +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC glad_glRenderbufferStorageMultisampleNV; +#define glRenderbufferStorageMultisampleNV glad_glRenderbufferStorageMultisampleNV +#endif +#ifndef GL_NV_generate_mipmap_sRGB +#define GL_NV_generate_mipmap_sRGB 1 +GLAPI int GLAD_GL_NV_generate_mipmap_sRGB; +#endif +#ifndef GL_NV_geometry_shader_passthrough +#define GL_NV_geometry_shader_passthrough 1 +GLAPI int GLAD_GL_NV_geometry_shader_passthrough; +#endif +#ifndef GL_NV_gpu_shader5 +#define GL_NV_gpu_shader5 1 +GLAPI int GLAD_GL_NV_gpu_shader5; +#endif +#ifndef GL_NV_image_formats +#define GL_NV_image_formats 1 +GLAPI int GLAD_GL_NV_image_formats; +#endif +#ifndef GL_NV_instanced_arrays +#define GL_NV_instanced_arrays 1 +GLAPI int GLAD_GL_NV_instanced_arrays; +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORNVPROC)(GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXATTRIBDIVISORNVPROC glad_glVertexAttribDivisorNV; +#define glVertexAttribDivisorNV glad_glVertexAttribDivisorNV +#endif +#ifndef GL_NV_internalformat_sample_query +#define GL_NV_internalformat_sample_query 1 +GLAPI int GLAD_GL_NV_internalformat_sample_query; +#endif +#ifndef GL_NV_memory_attachment +#define GL_NV_memory_attachment 1 +GLAPI int GLAD_GL_NV_memory_attachment; +#endif +#ifndef GL_NV_mesh_shader +#define GL_NV_mesh_shader 1 +GLAPI int GLAD_GL_NV_mesh_shader; +#endif +#ifndef GL_NV_non_square_matrices +#define GL_NV_non_square_matrices 1 +GLAPI int GLAD_GL_NV_non_square_matrices; +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVNVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X3FVNVPROC glad_glUniformMatrix2x3fvNV; +#define glUniformMatrix2x3fvNV glad_glUniformMatrix2x3fvNV +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVNVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X2FVNVPROC glad_glUniformMatrix3x2fvNV; +#define glUniformMatrix3x2fvNV glad_glUniformMatrix3x2fvNV +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVNVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X4FVNVPROC glad_glUniformMatrix2x4fvNV; +#define glUniformMatrix2x4fvNV glad_glUniformMatrix2x4fvNV +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVNVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X2FVNVPROC glad_glUniformMatrix4x2fvNV; +#define glUniformMatrix4x2fvNV glad_glUniformMatrix4x2fvNV +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVNVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X4FVNVPROC glad_glUniformMatrix3x4fvNV; +#define glUniformMatrix3x4fvNV glad_glUniformMatrix3x4fvNV +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVNVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X3FVNVPROC glad_glUniformMatrix4x3fvNV; +#define glUniformMatrix4x3fvNV glad_glUniformMatrix4x3fvNV +#endif +#ifndef GL_NV_path_rendering +#define GL_NV_path_rendering 1 +GLAPI int GLAD_GL_NV_path_rendering; +#endif +#ifndef GL_NV_path_rendering_shared_edge +#define GL_NV_path_rendering_shared_edge 1 +GLAPI int GLAD_GL_NV_path_rendering_shared_edge; +#endif +#ifndef GL_NV_pixel_buffer_object +#define GL_NV_pixel_buffer_object 1 +GLAPI int GLAD_GL_NV_pixel_buffer_object; +#endif +#ifndef GL_NV_polygon_mode +#define GL_NV_polygon_mode 1 +GLAPI int GLAD_GL_NV_polygon_mode; +typedef void (APIENTRYP PFNGLPOLYGONMODENVPROC)(GLenum face, GLenum mode); +GLAPI PFNGLPOLYGONMODENVPROC glad_glPolygonModeNV; +#define glPolygonModeNV glad_glPolygonModeNV +#endif +#ifndef GL_NV_read_buffer +#define GL_NV_read_buffer 1 +GLAPI int GLAD_GL_NV_read_buffer; +typedef void (APIENTRYP PFNGLREADBUFFERNVPROC)(GLenum mode); +GLAPI PFNGLREADBUFFERNVPROC glad_glReadBufferNV; +#define glReadBufferNV glad_glReadBufferNV +#endif +#ifndef GL_NV_read_buffer_front +#define GL_NV_read_buffer_front 1 +GLAPI int GLAD_GL_NV_read_buffer_front; +#endif +#ifndef GL_NV_read_depth +#define GL_NV_read_depth 1 +GLAPI int GLAD_GL_NV_read_depth; +#endif +#ifndef GL_NV_read_depth_stencil +#define GL_NV_read_depth_stencil 1 +GLAPI int GLAD_GL_NV_read_depth_stencil; +#endif +#ifndef GL_NV_read_stencil +#define GL_NV_read_stencil 1 +GLAPI int GLAD_GL_NV_read_stencil; +#endif +#ifndef GL_NV_representative_fragment_test +#define GL_NV_representative_fragment_test 1 +GLAPI int GLAD_GL_NV_representative_fragment_test; +#endif +#ifndef GL_NV_sRGB_formats +#define GL_NV_sRGB_formats 1 +GLAPI int GLAD_GL_NV_sRGB_formats; +#endif +#ifndef GL_NV_sample_locations +#define GL_NV_sample_locations 1 +GLAPI int GLAD_GL_NV_sample_locations; +#endif +#ifndef GL_NV_sample_mask_override_coverage +#define GL_NV_sample_mask_override_coverage 1 +GLAPI int GLAD_GL_NV_sample_mask_override_coverage; +#endif +#ifndef GL_NV_scissor_exclusive +#define GL_NV_scissor_exclusive 1 +GLAPI int GLAD_GL_NV_scissor_exclusive; +#endif +#ifndef GL_NV_shader_atomic_fp16_vector +#define GL_NV_shader_atomic_fp16_vector 1 +GLAPI int GLAD_GL_NV_shader_atomic_fp16_vector; +#endif +#ifndef GL_NV_shader_noperspective_interpolation +#define GL_NV_shader_noperspective_interpolation 1 +GLAPI int GLAD_GL_NV_shader_noperspective_interpolation; +#endif +#ifndef GL_NV_shader_subgroup_partitioned +#define GL_NV_shader_subgroup_partitioned 1 +GLAPI int GLAD_GL_NV_shader_subgroup_partitioned; +#endif +#ifndef GL_NV_shader_texture_footprint +#define GL_NV_shader_texture_footprint 1 +GLAPI int GLAD_GL_NV_shader_texture_footprint; +#endif +#ifndef GL_NV_shading_rate_image +#define GL_NV_shading_rate_image 1 +GLAPI int GLAD_GL_NV_shading_rate_image; +#endif +#ifndef GL_NV_shadow_samplers_array +#define GL_NV_shadow_samplers_array 1 +GLAPI int GLAD_GL_NV_shadow_samplers_array; +#endif +#ifndef GL_NV_shadow_samplers_cube +#define GL_NV_shadow_samplers_cube 1 +GLAPI int GLAD_GL_NV_shadow_samplers_cube; +#endif +#ifndef GL_NV_stereo_view_rendering +#define GL_NV_stereo_view_rendering 1 +GLAPI int GLAD_GL_NV_stereo_view_rendering; +#endif +#ifndef GL_NV_texture_border_clamp +#define GL_NV_texture_border_clamp 1 +GLAPI int GLAD_GL_NV_texture_border_clamp; +#endif +#ifndef GL_NV_texture_compression_s3tc_update +#define GL_NV_texture_compression_s3tc_update 1 +GLAPI int GLAD_GL_NV_texture_compression_s3tc_update; +#endif +#ifndef GL_NV_texture_npot_2D_mipmap +#define GL_NV_texture_npot_2D_mipmap 1 +GLAPI int GLAD_GL_NV_texture_npot_2D_mipmap; +#endif +#ifndef GL_NV_viewport_array +#define GL_NV_viewport_array 1 +GLAPI int GLAD_GL_NV_viewport_array; +typedef void (APIENTRYP PFNGLVIEWPORTARRAYVNVPROC)(GLuint first, GLsizei count, const GLfloat *v); +GLAPI PFNGLVIEWPORTARRAYVNVPROC glad_glViewportArrayvNV; +#define glViewportArrayvNV glad_glViewportArrayvNV +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFNVPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GLAPI PFNGLVIEWPORTINDEXEDFNVPROC glad_glViewportIndexedfNV; +#define glViewportIndexedfNV glad_glViewportIndexedfNV +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVNVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVIEWPORTINDEXEDFVNVPROC glad_glViewportIndexedfvNV; +#define glViewportIndexedfvNV glad_glViewportIndexedfvNV +typedef void (APIENTRYP PFNGLSCISSORARRAYVNVPROC)(GLuint first, GLsizei count, const GLint *v); +GLAPI PFNGLSCISSORARRAYVNVPROC glad_glScissorArrayvNV; +#define glScissorArrayvNV glad_glScissorArrayvNV +typedef void (APIENTRYP PFNGLSCISSORINDEXEDNVPROC)(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORINDEXEDNVPROC glad_glScissorIndexedNV; +#define glScissorIndexedNV glad_glScissorIndexedNV +typedef void (APIENTRYP PFNGLSCISSORINDEXEDVNVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLSCISSORINDEXEDVNVPROC glad_glScissorIndexedvNV; +#define glScissorIndexedvNV glad_glScissorIndexedvNV +typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYFVNVPROC)(GLuint first, GLsizei count, const GLfloat *v); +GLAPI PFNGLDEPTHRANGEARRAYFVNVPROC glad_glDepthRangeArrayfvNV; +#define glDepthRangeArrayfvNV glad_glDepthRangeArrayfvNV +typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDFNVPROC)(GLuint index, GLfloat n, GLfloat f); +GLAPI PFNGLDEPTHRANGEINDEXEDFNVPROC glad_glDepthRangeIndexedfNV; +#define glDepthRangeIndexedfNV glad_glDepthRangeIndexedfNV +typedef void (APIENTRYP PFNGLGETFLOATI_VNVPROC)(GLenum target, GLuint index, GLfloat *data); +GLAPI PFNGLGETFLOATI_VNVPROC glad_glGetFloati_vNV; +#define glGetFloati_vNV glad_glGetFloati_vNV +typedef void (APIENTRYP PFNGLENABLEINVPROC)(GLenum target, GLuint index); +GLAPI PFNGLENABLEINVPROC glad_glEnableiNV; +#define glEnableiNV glad_glEnableiNV +typedef void (APIENTRYP PFNGLDISABLEINVPROC)(GLenum target, GLuint index); +GLAPI PFNGLDISABLEINVPROC glad_glDisableiNV; +#define glDisableiNV glad_glDisableiNV +typedef GLboolean (APIENTRYP PFNGLISENABLEDINVPROC)(GLenum target, GLuint index); +GLAPI PFNGLISENABLEDINVPROC glad_glIsEnablediNV; +#define glIsEnablediNV glad_glIsEnablediNV +#endif +#ifndef GL_NV_viewport_array2 +#define GL_NV_viewport_array2 1 +GLAPI int GLAD_GL_NV_viewport_array2; +#endif +#ifndef GL_NV_viewport_swizzle +#define GL_NV_viewport_swizzle 1 +GLAPI int GLAD_GL_NV_viewport_swizzle; +#endif +#ifndef GL_OES_EGL_image +#define GL_OES_EGL_image 1 +GLAPI int GLAD_GL_OES_EGL_image; +typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)(GLenum target, GLeglImageOES image); +GLAPI PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glad_glEGLImageTargetTexture2DOES; +#define glEGLImageTargetTexture2DOES glad_glEGLImageTargetTexture2DOES +typedef void (APIENTRYP PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC)(GLenum target, GLeglImageOES image); +GLAPI PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC glad_glEGLImageTargetRenderbufferStorageOES; +#define glEGLImageTargetRenderbufferStorageOES glad_glEGLImageTargetRenderbufferStorageOES +#endif +#ifndef GL_OES_EGL_image_external +#define GL_OES_EGL_image_external 1 +GLAPI int GLAD_GL_OES_EGL_image_external; +#endif +#ifndef GL_OES_EGL_image_external_essl3 +#define GL_OES_EGL_image_external_essl3 1 +GLAPI int GLAD_GL_OES_EGL_image_external_essl3; +#endif +#ifndef GL_OES_compressed_ETC1_RGB8_sub_texture +#define GL_OES_compressed_ETC1_RGB8_sub_texture 1 +GLAPI int GLAD_GL_OES_compressed_ETC1_RGB8_sub_texture; +#endif +#ifndef GL_OES_compressed_ETC1_RGB8_texture +#define GL_OES_compressed_ETC1_RGB8_texture 1 +GLAPI int GLAD_GL_OES_compressed_ETC1_RGB8_texture; +#endif +#ifndef GL_OES_compressed_paletted_texture +#define GL_OES_compressed_paletted_texture 1 +GLAPI int GLAD_GL_OES_compressed_paletted_texture; +#endif +#ifndef GL_OES_copy_image +#define GL_OES_copy_image 1 +GLAPI int GLAD_GL_OES_copy_image; +typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAOESPROC)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +GLAPI PFNGLCOPYIMAGESUBDATAOESPROC glad_glCopyImageSubDataOES; +#define glCopyImageSubDataOES glad_glCopyImageSubDataOES +#endif +#ifndef GL_OES_depth24 +#define GL_OES_depth24 1 +GLAPI int GLAD_GL_OES_depth24; +#endif +#ifndef GL_OES_depth32 +#define GL_OES_depth32 1 +GLAPI int GLAD_GL_OES_depth32; +#endif +#ifndef GL_OES_depth_texture +#define GL_OES_depth_texture 1 +GLAPI int GLAD_GL_OES_depth_texture; +#endif +#ifndef GL_OES_draw_buffers_indexed +#define GL_OES_draw_buffers_indexed 1 +GLAPI int GLAD_GL_OES_draw_buffers_indexed; +typedef void (APIENTRYP PFNGLENABLEIOESPROC)(GLenum target, GLuint index); +GLAPI PFNGLENABLEIOESPROC glad_glEnableiOES; +#define glEnableiOES glad_glEnableiOES +typedef void (APIENTRYP PFNGLDISABLEIOESPROC)(GLenum target, GLuint index); +GLAPI PFNGLDISABLEIOESPROC glad_glDisableiOES; +#define glDisableiOES glad_glDisableiOES +typedef void (APIENTRYP PFNGLBLENDEQUATIONIOESPROC)(GLuint buf, GLenum mode); +GLAPI PFNGLBLENDEQUATIONIOESPROC glad_glBlendEquationiOES; +#define glBlendEquationiOES glad_glBlendEquationiOES +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIOESPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEIOESPROC glad_glBlendEquationSeparateiOES; +#define glBlendEquationSeparateiOES glad_glBlendEquationSeparateiOES +typedef void (APIENTRYP PFNGLBLENDFUNCIOESPROC)(GLuint buf, GLenum src, GLenum dst); +GLAPI PFNGLBLENDFUNCIOESPROC glad_glBlendFunciOES; +#define glBlendFunciOES glad_glBlendFunciOES +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIOESPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEIOESPROC glad_glBlendFuncSeparateiOES; +#define glBlendFuncSeparateiOES glad_glBlendFuncSeparateiOES +typedef void (APIENTRYP PFNGLCOLORMASKIOESPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI PFNGLCOLORMASKIOESPROC glad_glColorMaskiOES; +#define glColorMaskiOES glad_glColorMaskiOES +typedef GLboolean (APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target, GLuint index); +GLAPI PFNGLISENABLEDIOESPROC glad_glIsEnablediOES; +#define glIsEnablediOES glad_glIsEnablediOES +#endif +#ifndef GL_OES_draw_elements_base_vertex +#define GL_OES_draw_elements_base_vertex 1 +GLAPI int GLAD_GL_OES_draw_elements_base_vertex; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXOESPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSBASEVERTEXOESPROC glad_glDrawElementsBaseVertexOES; +#define glDrawElementsBaseVertexOES glad_glDrawElementsBaseVertexOES +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXOESPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXOESPROC glad_glDrawRangeElementsBaseVertexOES; +#define glDrawRangeElementsBaseVertexOES glad_glDrawRangeElementsBaseVertexOES +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXOESPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXOESPROC glad_glDrawElementsInstancedBaseVertexOES; +#define glDrawElementsInstancedBaseVertexOES glad_glDrawElementsInstancedBaseVertexOES +#endif +#ifndef GL_OES_element_index_uint +#define GL_OES_element_index_uint 1 +GLAPI int GLAD_GL_OES_element_index_uint; +#endif +#ifndef GL_OES_fbo_render_mipmap +#define GL_OES_fbo_render_mipmap 1 +GLAPI int GLAD_GL_OES_fbo_render_mipmap; +#endif +#ifndef GL_OES_fragment_precision_high +#define GL_OES_fragment_precision_high 1 +GLAPI int GLAD_GL_OES_fragment_precision_high; +#endif +#ifndef GL_OES_geometry_point_size +#define GL_OES_geometry_point_size 1 +GLAPI int GLAD_GL_OES_geometry_point_size; +#endif +#ifndef GL_OES_geometry_shader +#define GL_OES_geometry_shader 1 +GLAPI int GLAD_GL_OES_geometry_shader; +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREOESPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTUREOESPROC glad_glFramebufferTextureOES; +#define glFramebufferTextureOES glad_glFramebufferTextureOES +#endif +#ifndef GL_OES_get_program_binary +#define GL_OES_get_program_binary 1 +GLAPI int GLAD_GL_OES_get_program_binary; +typedef void (APIENTRYP PFNGLGETPROGRAMBINARYOESPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +GLAPI PFNGLGETPROGRAMBINARYOESPROC glad_glGetProgramBinaryOES; +#define glGetProgramBinaryOES glad_glGetProgramBinaryOES +typedef void (APIENTRYP PFNGLPROGRAMBINARYOESPROC)(GLuint program, GLenum binaryFormat, const void *binary, GLint length); +GLAPI PFNGLPROGRAMBINARYOESPROC glad_glProgramBinaryOES; +#define glProgramBinaryOES glad_glProgramBinaryOES +#endif +#ifndef GL_OES_gpu_shader5 +#define GL_OES_gpu_shader5 1 +GLAPI int GLAD_GL_OES_gpu_shader5; +#endif +#ifndef GL_OES_mapbuffer +#define GL_OES_mapbuffer 1 +GLAPI int GLAD_GL_OES_mapbuffer; +typedef void * (APIENTRYP PFNGLMAPBUFFEROESPROC)(GLenum target, GLenum access); +GLAPI PFNGLMAPBUFFEROESPROC glad_glMapBufferOES; +#define glMapBufferOES glad_glMapBufferOES +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFEROESPROC)(GLenum target); +GLAPI PFNGLUNMAPBUFFEROESPROC glad_glUnmapBufferOES; +#define glUnmapBufferOES glad_glUnmapBufferOES +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVOESPROC)(GLenum target, GLenum pname, void **params); +GLAPI PFNGLGETBUFFERPOINTERVOESPROC glad_glGetBufferPointervOES; +#define glGetBufferPointervOES glad_glGetBufferPointervOES +#endif +#ifndef GL_OES_packed_depth_stencil +#define GL_OES_packed_depth_stencil 1 +GLAPI int GLAD_GL_OES_packed_depth_stencil; +#endif +#ifndef GL_OES_primitive_bounding_box +#define GL_OES_primitive_bounding_box 1 +GLAPI int GLAD_GL_OES_primitive_bounding_box; +typedef void (APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXOESPROC)(GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +GLAPI PFNGLPRIMITIVEBOUNDINGBOXOESPROC glad_glPrimitiveBoundingBoxOES; +#define glPrimitiveBoundingBoxOES glad_glPrimitiveBoundingBoxOES +#endif +#ifndef GL_OES_required_internalformat +#define GL_OES_required_internalformat 1 +GLAPI int GLAD_GL_OES_required_internalformat; +#endif +#ifndef GL_OES_rgb8_rgba8 +#define GL_OES_rgb8_rgba8 1 +GLAPI int GLAD_GL_OES_rgb8_rgba8; +#endif +#ifndef GL_OES_sample_shading +#define GL_OES_sample_shading 1 +GLAPI int GLAD_GL_OES_sample_shading; +typedef void (APIENTRYP PFNGLMINSAMPLESHADINGOESPROC)(GLfloat value); +GLAPI PFNGLMINSAMPLESHADINGOESPROC glad_glMinSampleShadingOES; +#define glMinSampleShadingOES glad_glMinSampleShadingOES +#endif +#ifndef GL_OES_sample_variables +#define GL_OES_sample_variables 1 +GLAPI int GLAD_GL_OES_sample_variables; +#endif +#ifndef GL_OES_shader_image_atomic +#define GL_OES_shader_image_atomic 1 +GLAPI int GLAD_GL_OES_shader_image_atomic; +#endif +#ifndef GL_OES_shader_io_blocks +#define GL_OES_shader_io_blocks 1 +GLAPI int GLAD_GL_OES_shader_io_blocks; +#endif +#ifndef GL_OES_shader_multisample_interpolation +#define GL_OES_shader_multisample_interpolation 1 +GLAPI int GLAD_GL_OES_shader_multisample_interpolation; +#endif +#ifndef GL_OES_standard_derivatives +#define GL_OES_standard_derivatives 1 +GLAPI int GLAD_GL_OES_standard_derivatives; +#endif +#ifndef GL_OES_stencil1 +#define GL_OES_stencil1 1 +GLAPI int GLAD_GL_OES_stencil1; +#endif +#ifndef GL_OES_stencil4 +#define GL_OES_stencil4 1 +GLAPI int GLAD_GL_OES_stencil4; +#endif +#ifndef GL_OES_surfaceless_context +#define GL_OES_surfaceless_context 1 +GLAPI int GLAD_GL_OES_surfaceless_context; +#endif +#ifndef GL_OES_tessellation_point_size +#define GL_OES_tessellation_point_size 1 +GLAPI int GLAD_GL_OES_tessellation_point_size; +#endif +#ifndef GL_OES_tessellation_shader +#define GL_OES_tessellation_shader 1 +GLAPI int GLAD_GL_OES_tessellation_shader; +typedef void (APIENTRYP PFNGLPATCHPARAMETERIOESPROC)(GLenum pname, GLint value); +GLAPI PFNGLPATCHPARAMETERIOESPROC glad_glPatchParameteriOES; +#define glPatchParameteriOES glad_glPatchParameteriOES +#endif +#ifndef GL_OES_texture_3D +#define GL_OES_texture_3D 1 +GLAPI int GLAD_GL_OES_texture_3D; +typedef void (APIENTRYP PFNGLTEXIMAGE3DOESPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE3DOESPROC glad_glTexImage3DOES; +#define glTexImage3DOES glad_glTexImage3DOES +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DOESPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE3DOESPROC glad_glTexSubImage3DOES; +#define glTexSubImage3DOES glad_glTexSubImage3DOES +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DOESPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE3DOESPROC glad_glCopyTexSubImage3DOES; +#define glCopyTexSubImage3DOES glad_glCopyTexSubImage3DOES +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DOESPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE3DOESPROC glad_glCompressedTexImage3DOES; +#define glCompressedTexImage3DOES glad_glCompressedTexImage3DOES +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC glad_glCompressedTexSubImage3DOES; +#define glCompressedTexSubImage3DOES glad_glCompressedTexSubImage3DOES +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DOESPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI PFNGLFRAMEBUFFERTEXTURE3DOESPROC glad_glFramebufferTexture3DOES; +#define glFramebufferTexture3DOES glad_glFramebufferTexture3DOES +#endif +#ifndef GL_OES_texture_border_clamp +#define GL_OES_texture_border_clamp 1 +GLAPI int GLAD_GL_OES_texture_border_clamp; +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVOESPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIIVOESPROC glad_glTexParameterIivOES; +#define glTexParameterIivOES glad_glTexParameterIivOES +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVOESPROC)(GLenum target, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXPARAMETERIUIVOESPROC glad_glTexParameterIuivOES; +#define glTexParameterIuivOES glad_glTexParameterIuivOES +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVOESPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIIVOESPROC glad_glGetTexParameterIivOES; +#define glGetTexParameterIivOES glad_glGetTexParameterIivOES +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVOESPROC)(GLenum target, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXPARAMETERIUIVOESPROC glad_glGetTexParameterIuivOES; +#define glGetTexParameterIuivOES glad_glGetTexParameterIuivOES +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVOESPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIIVOESPROC glad_glSamplerParameterIivOES; +#define glSamplerParameterIivOES glad_glSamplerParameterIivOES +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVOESPROC)(GLuint sampler, GLenum pname, const GLuint *param); +GLAPI PFNGLSAMPLERPARAMETERIUIVOESPROC glad_glSamplerParameterIuivOES; +#define glSamplerParameterIuivOES glad_glSamplerParameterIuivOES +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVOESPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIIVOESPROC glad_glGetSamplerParameterIivOES; +#define glGetSamplerParameterIivOES glad_glGetSamplerParameterIivOES +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVOESPROC)(GLuint sampler, GLenum pname, GLuint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIUIVOESPROC glad_glGetSamplerParameterIuivOES; +#define glGetSamplerParameterIuivOES glad_glGetSamplerParameterIuivOES +#endif +#ifndef GL_OES_texture_buffer +#define GL_OES_texture_buffer 1 +GLAPI int GLAD_GL_OES_texture_buffer; +typedef void (APIENTRYP PFNGLTEXBUFFEROESPROC)(GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXBUFFEROESPROC glad_glTexBufferOES; +#define glTexBufferOES glad_glTexBufferOES +typedef void (APIENTRYP PFNGLTEXBUFFERRANGEOESPROC)(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLTEXBUFFERRANGEOESPROC glad_glTexBufferRangeOES; +#define glTexBufferRangeOES glad_glTexBufferRangeOES +#endif +#ifndef GL_OES_texture_compression_astc +#define GL_OES_texture_compression_astc 1 +GLAPI int GLAD_GL_OES_texture_compression_astc; +#endif +#ifndef GL_OES_texture_cube_map_array +#define GL_OES_texture_cube_map_array 1 +GLAPI int GLAD_GL_OES_texture_cube_map_array; +#endif +#ifndef GL_OES_texture_float +#define GL_OES_texture_float 1 +GLAPI int GLAD_GL_OES_texture_float; +#endif +#ifndef GL_OES_texture_float_linear +#define GL_OES_texture_float_linear 1 +GLAPI int GLAD_GL_OES_texture_float_linear; +#endif +#ifndef GL_OES_texture_half_float +#define GL_OES_texture_half_float 1 +GLAPI int GLAD_GL_OES_texture_half_float; +#endif +#ifndef GL_OES_texture_half_float_linear +#define GL_OES_texture_half_float_linear 1 +GLAPI int GLAD_GL_OES_texture_half_float_linear; +#endif +#ifndef GL_OES_texture_npot +#define GL_OES_texture_npot 1 +GLAPI int GLAD_GL_OES_texture_npot; +#endif +#ifndef GL_OES_texture_stencil8 +#define GL_OES_texture_stencil8 1 +GLAPI int GLAD_GL_OES_texture_stencil8; +#endif +#ifndef GL_OES_texture_storage_multisample_2d_array +#define GL_OES_texture_storage_multisample_2d_array 1 +GLAPI int GLAD_GL_OES_texture_storage_multisample_2d_array; +typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEOESPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXSTORAGE3DMULTISAMPLEOESPROC glad_glTexStorage3DMultisampleOES; +#define glTexStorage3DMultisampleOES glad_glTexStorage3DMultisampleOES +#endif +#ifndef GL_OES_texture_view +#define GL_OES_texture_view 1 +GLAPI int GLAD_GL_OES_texture_view; +typedef void (APIENTRYP PFNGLTEXTUREVIEWOESPROC)(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +GLAPI PFNGLTEXTUREVIEWOESPROC glad_glTextureViewOES; +#define glTextureViewOES glad_glTextureViewOES +#endif +#ifndef GL_OES_vertex_array_object +#define GL_OES_vertex_array_object 1 +GLAPI int GLAD_GL_OES_vertex_array_object; +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYOESPROC)(GLuint array); +GLAPI PFNGLBINDVERTEXARRAYOESPROC glad_glBindVertexArrayOES; +#define glBindVertexArrayOES glad_glBindVertexArrayOES +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSOESPROC)(GLsizei n, const GLuint *arrays); +GLAPI PFNGLDELETEVERTEXARRAYSOESPROC glad_glDeleteVertexArraysOES; +#define glDeleteVertexArraysOES glad_glDeleteVertexArraysOES +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSOESPROC)(GLsizei n, GLuint *arrays); +GLAPI PFNGLGENVERTEXARRAYSOESPROC glad_glGenVertexArraysOES; +#define glGenVertexArraysOES glad_glGenVertexArraysOES +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYOESPROC)(GLuint array); +GLAPI PFNGLISVERTEXARRAYOESPROC glad_glIsVertexArrayOES; +#define glIsVertexArrayOES glad_glIsVertexArrayOES +#endif +#ifndef GL_OES_vertex_half_float +#define GL_OES_vertex_half_float 1 +GLAPI int GLAD_GL_OES_vertex_half_float; +#endif +#ifndef GL_OES_vertex_type_10_10_10_2 +#define GL_OES_vertex_type_10_10_10_2 1 +GLAPI int GLAD_GL_OES_vertex_type_10_10_10_2; +#endif +#ifndef GL_OES_viewport_array +#define GL_OES_viewport_array 1 +GLAPI int GLAD_GL_OES_viewport_array; +typedef void (APIENTRYP PFNGLVIEWPORTARRAYVOESPROC)(GLuint first, GLsizei count, const GLfloat *v); +GLAPI PFNGLVIEWPORTARRAYVOESPROC glad_glViewportArrayvOES; +#define glViewportArrayvOES glad_glViewportArrayvOES +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFOESPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GLAPI PFNGLVIEWPORTINDEXEDFOESPROC glad_glViewportIndexedfOES; +#define glViewportIndexedfOES glad_glViewportIndexedfOES +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVOESPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVIEWPORTINDEXEDFVOESPROC glad_glViewportIndexedfvOES; +#define glViewportIndexedfvOES glad_glViewportIndexedfvOES +typedef void (APIENTRYP PFNGLSCISSORARRAYVOESPROC)(GLuint first, GLsizei count, const GLint *v); +GLAPI PFNGLSCISSORARRAYVOESPROC glad_glScissorArrayvOES; +#define glScissorArrayvOES glad_glScissorArrayvOES +typedef void (APIENTRYP PFNGLSCISSORINDEXEDOESPROC)(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORINDEXEDOESPROC glad_glScissorIndexedOES; +#define glScissorIndexedOES glad_glScissorIndexedOES +typedef void (APIENTRYP PFNGLSCISSORINDEXEDVOESPROC)(GLuint index, const GLint *v); +GLAPI PFNGLSCISSORINDEXEDVOESPROC glad_glScissorIndexedvOES; +#define glScissorIndexedvOES glad_glScissorIndexedvOES +typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYFVOESPROC)(GLuint first, GLsizei count, const GLfloat *v); +GLAPI PFNGLDEPTHRANGEARRAYFVOESPROC glad_glDepthRangeArrayfvOES; +#define glDepthRangeArrayfvOES glad_glDepthRangeArrayfvOES +typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDFOESPROC)(GLuint index, GLfloat n, GLfloat f); +GLAPI PFNGLDEPTHRANGEINDEXEDFOESPROC glad_glDepthRangeIndexedfOES; +#define glDepthRangeIndexedfOES glad_glDepthRangeIndexedfOES +typedef void (APIENTRYP PFNGLGETFLOATI_VOESPROC)(GLenum target, GLuint index, GLfloat *data); +GLAPI PFNGLGETFLOATI_VOESPROC glad_glGetFloati_vOES; +#define glGetFloati_vOES glad_glGetFloati_vOES +#endif +#ifndef GL_OVR_multiview +#define GL_OVR_multiview 1 +GLAPI int GLAD_GL_OVR_multiview; +#endif +#ifndef GL_OVR_multiview2 +#define GL_OVR_multiview2 1 +GLAPI int GLAD_GL_OVR_multiview2; +#endif +#ifndef GL_OVR_multiview_multisampled_render_to_texture +#define GL_OVR_multiview_multisampled_render_to_texture 1 +GLAPI int GLAD_GL_OVR_multiview_multisampled_render_to_texture; +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews); +GLAPI PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC glad_glFramebufferTextureMultisampleMultiviewOVR; +#define glFramebufferTextureMultisampleMultiviewOVR glad_glFramebufferTextureMultisampleMultiviewOVR +#endif +#ifndef GL_QCOM_YUV_texture_gather +#define GL_QCOM_YUV_texture_gather 1 +GLAPI int GLAD_GL_QCOM_YUV_texture_gather; +#endif +#ifndef GL_QCOM_alpha_test +#define GL_QCOM_alpha_test 1 +GLAPI int GLAD_GL_QCOM_alpha_test; +typedef void (APIENTRYP PFNGLALPHAFUNCQCOMPROC)(GLenum func, GLclampf ref); +GLAPI PFNGLALPHAFUNCQCOMPROC glad_glAlphaFuncQCOM; +#define glAlphaFuncQCOM glad_glAlphaFuncQCOM +#endif +#ifndef GL_QCOM_binning_control +#define GL_QCOM_binning_control 1 +GLAPI int GLAD_GL_QCOM_binning_control; +#endif +#ifndef GL_QCOM_driver_control +#define GL_QCOM_driver_control 1 +GLAPI int GLAD_GL_QCOM_driver_control; +typedef void (APIENTRYP PFNGLGETDRIVERCONTROLSQCOMPROC)(GLint *num, GLsizei size, GLuint *driverControls); +GLAPI PFNGLGETDRIVERCONTROLSQCOMPROC glad_glGetDriverControlsQCOM; +#define glGetDriverControlsQCOM glad_glGetDriverControlsQCOM +typedef void (APIENTRYP PFNGLGETDRIVERCONTROLSTRINGQCOMPROC)(GLuint driverControl, GLsizei bufSize, GLsizei *length, GLchar *driverControlString); +GLAPI PFNGLGETDRIVERCONTROLSTRINGQCOMPROC glad_glGetDriverControlStringQCOM; +#define glGetDriverControlStringQCOM glad_glGetDriverControlStringQCOM +typedef void (APIENTRYP PFNGLENABLEDRIVERCONTROLQCOMPROC)(GLuint driverControl); +GLAPI PFNGLENABLEDRIVERCONTROLQCOMPROC glad_glEnableDriverControlQCOM; +#define glEnableDriverControlQCOM glad_glEnableDriverControlQCOM +typedef void (APIENTRYP PFNGLDISABLEDRIVERCONTROLQCOMPROC)(GLuint driverControl); +GLAPI PFNGLDISABLEDRIVERCONTROLQCOMPROC glad_glDisableDriverControlQCOM; +#define glDisableDriverControlQCOM glad_glDisableDriverControlQCOM +#endif +#ifndef GL_QCOM_extended_get +#define GL_QCOM_extended_get 1 +GLAPI int GLAD_GL_QCOM_extended_get; +typedef void (APIENTRYP PFNGLEXTGETTEXTURESQCOMPROC)(GLuint *textures, GLint maxTextures, GLint *numTextures); +GLAPI PFNGLEXTGETTEXTURESQCOMPROC glad_glExtGetTexturesQCOM; +#define glExtGetTexturesQCOM glad_glExtGetTexturesQCOM +typedef void (APIENTRYP PFNGLEXTGETBUFFERSQCOMPROC)(GLuint *buffers, GLint maxBuffers, GLint *numBuffers); +GLAPI PFNGLEXTGETBUFFERSQCOMPROC glad_glExtGetBuffersQCOM; +#define glExtGetBuffersQCOM glad_glExtGetBuffersQCOM +typedef void (APIENTRYP PFNGLEXTGETRENDERBUFFERSQCOMPROC)(GLuint *renderbuffers, GLint maxRenderbuffers, GLint *numRenderbuffers); +GLAPI PFNGLEXTGETRENDERBUFFERSQCOMPROC glad_glExtGetRenderbuffersQCOM; +#define glExtGetRenderbuffersQCOM glad_glExtGetRenderbuffersQCOM +typedef void (APIENTRYP PFNGLEXTGETFRAMEBUFFERSQCOMPROC)(GLuint *framebuffers, GLint maxFramebuffers, GLint *numFramebuffers); +GLAPI PFNGLEXTGETFRAMEBUFFERSQCOMPROC glad_glExtGetFramebuffersQCOM; +#define glExtGetFramebuffersQCOM glad_glExtGetFramebuffersQCOM +typedef void (APIENTRYP PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC)(GLuint texture, GLenum face, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC glad_glExtGetTexLevelParameterivQCOM; +#define glExtGetTexLevelParameterivQCOM glad_glExtGetTexLevelParameterivQCOM +typedef void (APIENTRYP PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC glad_glExtTexObjectStateOverrideiQCOM; +#define glExtTexObjectStateOverrideiQCOM glad_glExtTexObjectStateOverrideiQCOM +typedef void (APIENTRYP PFNGLEXTGETTEXSUBIMAGEQCOMPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels); +GLAPI PFNGLEXTGETTEXSUBIMAGEQCOMPROC glad_glExtGetTexSubImageQCOM; +#define glExtGetTexSubImageQCOM glad_glExtGetTexSubImageQCOM +typedef void (APIENTRYP PFNGLEXTGETBUFFERPOINTERVQCOMPROC)(GLenum target, void **params); +GLAPI PFNGLEXTGETBUFFERPOINTERVQCOMPROC glad_glExtGetBufferPointervQCOM; +#define glExtGetBufferPointervQCOM glad_glExtGetBufferPointervQCOM +#endif +#ifndef GL_QCOM_extended_get2 +#define GL_QCOM_extended_get2 1 +GLAPI int GLAD_GL_QCOM_extended_get2; +typedef void (APIENTRYP PFNGLEXTGETSHADERSQCOMPROC)(GLuint *shaders, GLint maxShaders, GLint *numShaders); +GLAPI PFNGLEXTGETSHADERSQCOMPROC glad_glExtGetShadersQCOM; +#define glExtGetShadersQCOM glad_glExtGetShadersQCOM +typedef void (APIENTRYP PFNGLEXTGETPROGRAMSQCOMPROC)(GLuint *programs, GLint maxPrograms, GLint *numPrograms); +GLAPI PFNGLEXTGETPROGRAMSQCOMPROC glad_glExtGetProgramsQCOM; +#define glExtGetProgramsQCOM glad_glExtGetProgramsQCOM +typedef GLboolean (APIENTRYP PFNGLEXTISPROGRAMBINARYQCOMPROC)(GLuint program); +GLAPI PFNGLEXTISPROGRAMBINARYQCOMPROC glad_glExtIsProgramBinaryQCOM; +#define glExtIsProgramBinaryQCOM glad_glExtIsProgramBinaryQCOM +typedef void (APIENTRYP PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC)(GLuint program, GLenum shadertype, GLchar *source, GLint *length); +GLAPI PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC glad_glExtGetProgramBinarySourceQCOM; +#define glExtGetProgramBinarySourceQCOM glad_glExtGetProgramBinarySourceQCOM +#endif +#ifndef GL_QCOM_framebuffer_foveated +#define GL_QCOM_framebuffer_foveated 1 +GLAPI int GLAD_GL_QCOM_framebuffer_foveated; +typedef void (APIENTRYP PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC)(GLuint framebuffer, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint *providedFeatures); +GLAPI PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC glad_glFramebufferFoveationConfigQCOM; +#define glFramebufferFoveationConfigQCOM glad_glFramebufferFoveationConfigQCOM +typedef void (APIENTRYP PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC)(GLuint framebuffer, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); +GLAPI PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC glad_glFramebufferFoveationParametersQCOM; +#define glFramebufferFoveationParametersQCOM glad_glFramebufferFoveationParametersQCOM +#endif +#ifndef GL_QCOM_perfmon_global_mode +#define GL_QCOM_perfmon_global_mode 1 +GLAPI int GLAD_GL_QCOM_perfmon_global_mode; +#endif +#ifndef GL_QCOM_shader_framebuffer_fetch_noncoherent +#define GL_QCOM_shader_framebuffer_fetch_noncoherent 1 +GLAPI int GLAD_GL_QCOM_shader_framebuffer_fetch_noncoherent; +typedef void (APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC)(void); +GLAPI PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC glad_glFramebufferFetchBarrierQCOM; +#define glFramebufferFetchBarrierQCOM glad_glFramebufferFetchBarrierQCOM +#endif +#ifndef GL_QCOM_shader_framebuffer_fetch_rate +#define GL_QCOM_shader_framebuffer_fetch_rate 1 +GLAPI int GLAD_GL_QCOM_shader_framebuffer_fetch_rate; +#endif +#ifndef GL_QCOM_texture_foveated +#define GL_QCOM_texture_foveated 1 +GLAPI int GLAD_GL_QCOM_texture_foveated; +typedef void (APIENTRYP PFNGLTEXTUREFOVEATIONPARAMETERSQCOMPROC)(GLuint texture, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); +GLAPI PFNGLTEXTUREFOVEATIONPARAMETERSQCOMPROC glad_glTextureFoveationParametersQCOM; +#define glTextureFoveationParametersQCOM glad_glTextureFoveationParametersQCOM +#endif +#ifndef GL_QCOM_texture_foveated_subsampled_layout +#define GL_QCOM_texture_foveated_subsampled_layout 1 +GLAPI int GLAD_GL_QCOM_texture_foveated_subsampled_layout; +#endif +#ifndef GL_QCOM_tiled_rendering +#define GL_QCOM_tiled_rendering 1 +GLAPI int GLAD_GL_QCOM_tiled_rendering; +typedef void (APIENTRYP PFNGLSTARTTILINGQCOMPROC)(GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); +GLAPI PFNGLSTARTTILINGQCOMPROC glad_glStartTilingQCOM; +#define glStartTilingQCOM glad_glStartTilingQCOM +typedef void (APIENTRYP PFNGLENDTILINGQCOMPROC)(GLbitfield preserveMask); +GLAPI PFNGLENDTILINGQCOMPROC glad_glEndTilingQCOM; +#define glEndTilingQCOM glad_glEndTilingQCOM +#endif +#ifndef GL_QCOM_writeonly_rendering +#define GL_QCOM_writeonly_rendering 1 +GLAPI int GLAD_GL_QCOM_writeonly_rendering; +#endif +#ifndef GL_VIV_shader_binary +#define GL_VIV_shader_binary 1 +GLAPI int GLAD_GL_VIV_shader_binary; +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/ref/glad/src/glad.c b/ref/glad/src/glad.c new file mode 100644 index 00000000..0465fb72 --- /dev/null +++ b/ref/glad/src/glad.c @@ -0,0 +1,11363 @@ +/* + + OpenGL, OpenGL ES loader generated by glad 0.1.33 on Wed Nov 13 19:09:09 2019. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=3.3, gles2=3.1 + Profile: compatibility + Extensions: + GL_3DFX_multisample, + GL_3DFX_tbuffer, + GL_3DFX_texture_compression_FXT1, + GL_AMD_blend_minmax_factor, + GL_AMD_compressed_3DC_texture, + GL_AMD_compressed_ATC_texture, + GL_AMD_conservative_depth, + GL_AMD_debug_output, + GL_AMD_depth_clamp_separate, + GL_AMD_draw_buffers_blend, + GL_AMD_framebuffer_multisample_advanced, + GL_AMD_framebuffer_sample_positions, + GL_AMD_gcn_shader, + GL_AMD_gpu_shader_half_float, + GL_AMD_gpu_shader_int16, + GL_AMD_gpu_shader_int64, + GL_AMD_interleaved_elements, + GL_AMD_multi_draw_indirect, + GL_AMD_name_gen_delete, + GL_AMD_occlusion_query_event, + GL_AMD_performance_monitor, + GL_AMD_pinned_memory, + GL_AMD_program_binary_Z400, + GL_AMD_query_buffer_object, + GL_AMD_sample_positions, + GL_AMD_seamless_cubemap_per_texture, + GL_AMD_shader_atomic_counter_ops, + GL_AMD_shader_ballot, + GL_AMD_shader_explicit_vertex_parameter, + GL_AMD_shader_gpu_shader_half_float_fetch, + GL_AMD_shader_image_load_store_lod, + GL_AMD_shader_stencil_export, + GL_AMD_shader_trinary_minmax, + GL_AMD_sparse_texture, + GL_AMD_stencil_operation_extended, + GL_AMD_texture_gather_bias_lod, + GL_AMD_texture_texture4, + GL_AMD_transform_feedback3_lines_triangles, + GL_AMD_transform_feedback4, + GL_AMD_vertex_shader_layer, + GL_AMD_vertex_shader_tessellator, + GL_AMD_vertex_shader_viewport_index, + GL_ANDROID_extension_pack_es31a, + GL_ANGLE_depth_texture, + GL_ANGLE_framebuffer_blit, + GL_ANGLE_framebuffer_multisample, + GL_ANGLE_instanced_arrays, + GL_ANGLE_pack_reverse_row_order, + GL_ANGLE_program_binary, + GL_ANGLE_texture_compression_dxt3, + GL_ANGLE_texture_compression_dxt5, + GL_ANGLE_texture_usage, + GL_ANGLE_translated_shader_source, + GL_APPLE_aux_depth_stencil, + GL_APPLE_client_storage, + GL_APPLE_clip_distance, + GL_APPLE_color_buffer_packed_float, + GL_APPLE_copy_texture_levels, + GL_APPLE_element_array, + GL_APPLE_fence, + GL_APPLE_float_pixels, + GL_APPLE_flush_buffer_range, + GL_APPLE_framebuffer_multisample, + GL_APPLE_object_purgeable, + GL_APPLE_rgb_422, + GL_APPLE_row_bytes, + GL_APPLE_specular_vector, + GL_APPLE_sync, + GL_APPLE_texture_format_BGRA8888, + GL_APPLE_texture_max_level, + GL_APPLE_texture_packed_float, + GL_APPLE_texture_range, + GL_APPLE_transform_hint, + GL_APPLE_vertex_array_object, + GL_APPLE_vertex_array_range, + GL_APPLE_vertex_program_evaluators, + GL_APPLE_ycbcr_422, + GL_ARB_ES2_compatibility, + GL_ARB_ES3_1_compatibility, + GL_ARB_ES3_2_compatibility, + GL_ARB_ES3_compatibility, + GL_ARB_arrays_of_arrays, + GL_ARB_base_instance, + GL_ARB_bindless_texture, + GL_ARB_blend_func_extended, + GL_ARB_buffer_storage, + GL_ARB_cl_event, + GL_ARB_clear_buffer_object, + GL_ARB_clear_texture, + GL_ARB_clip_control, + GL_ARB_color_buffer_float, + GL_ARB_compatibility, + GL_ARB_compressed_texture_pixel_storage, + GL_ARB_compute_shader, + GL_ARB_compute_variable_group_size, + GL_ARB_conditional_render_inverted, + GL_ARB_conservative_depth, + GL_ARB_copy_buffer, + GL_ARB_copy_image, + GL_ARB_cull_distance, + GL_ARB_debug_output, + GL_ARB_depth_buffer_float, + GL_ARB_depth_clamp, + GL_ARB_depth_texture, + GL_ARB_derivative_control, + GL_ARB_direct_state_access, + GL_ARB_draw_buffers, + GL_ARB_draw_buffers_blend, + GL_ARB_draw_elements_base_vertex, + GL_ARB_draw_indirect, + GL_ARB_draw_instanced, + GL_ARB_enhanced_layouts, + GL_ARB_explicit_attrib_location, + GL_ARB_explicit_uniform_location, + GL_ARB_fragment_coord_conventions, + GL_ARB_fragment_layer_viewport, + GL_ARB_fragment_program, + GL_ARB_fragment_program_shadow, + GL_ARB_fragment_shader, + GL_ARB_fragment_shader_interlock, + GL_ARB_framebuffer_no_attachments, + GL_ARB_framebuffer_object, + GL_ARB_framebuffer_sRGB, + GL_ARB_geometry_shader4, + GL_ARB_get_program_binary, + GL_ARB_get_texture_sub_image, + GL_ARB_gl_spirv, + GL_ARB_gpu_shader5, + GL_ARB_gpu_shader_fp64, + GL_ARB_gpu_shader_int64, + GL_ARB_half_float_pixel, + GL_ARB_half_float_vertex, + GL_ARB_imaging, + GL_ARB_indirect_parameters, + GL_ARB_instanced_arrays, + GL_ARB_internalformat_query, + GL_ARB_internalformat_query2, + GL_ARB_invalidate_subdata, + GL_ARB_map_buffer_alignment, + GL_ARB_map_buffer_range, + GL_ARB_matrix_palette, + GL_ARB_multi_bind, + GL_ARB_multi_draw_indirect, + GL_ARB_multisample, + GL_ARB_multitexture, + GL_ARB_occlusion_query, + GL_ARB_occlusion_query2, + GL_ARB_parallel_shader_compile, + GL_ARB_pipeline_statistics_query, + GL_ARB_pixel_buffer_object, + GL_ARB_point_parameters, + GL_ARB_point_sprite, + GL_ARB_polygon_offset_clamp, + GL_ARB_post_depth_coverage, + GL_ARB_program_interface_query, + GL_ARB_provoking_vertex, + GL_ARB_query_buffer_object, + GL_ARB_robust_buffer_access_behavior, + GL_ARB_robustness, + GL_ARB_robustness_isolation, + GL_ARB_sample_locations, + GL_ARB_sample_shading, + GL_ARB_sampler_objects, + GL_ARB_seamless_cube_map, + GL_ARB_seamless_cubemap_per_texture, + GL_ARB_separate_shader_objects, + GL_ARB_shader_atomic_counter_ops, + GL_ARB_shader_atomic_counters, + GL_ARB_shader_ballot, + GL_ARB_shader_bit_encoding, + GL_ARB_shader_clock, + GL_ARB_shader_draw_parameters, + GL_ARB_shader_group_vote, + GL_ARB_shader_image_load_store, + GL_ARB_shader_image_size, + GL_ARB_shader_objects, + GL_ARB_shader_precision, + GL_ARB_shader_stencil_export, + GL_ARB_shader_storage_buffer_object, + GL_ARB_shader_subroutine, + GL_ARB_shader_texture_image_samples, + GL_ARB_shader_texture_lod, + GL_ARB_shader_viewport_layer_array, + GL_ARB_shading_language_100, + GL_ARB_shading_language_420pack, + GL_ARB_shading_language_include, + GL_ARB_shading_language_packing, + GL_ARB_shadow, + GL_ARB_shadow_ambient, + GL_ARB_sparse_buffer, + GL_ARB_sparse_texture, + GL_ARB_sparse_texture2, + GL_ARB_sparse_texture_clamp, + GL_ARB_spirv_extensions, + GL_ARB_stencil_texturing, + GL_ARB_sync, + GL_ARB_tessellation_shader, + GL_ARB_texture_barrier, + GL_ARB_texture_border_clamp, + GL_ARB_texture_buffer_object, + GL_ARB_texture_buffer_object_rgb32, + GL_ARB_texture_buffer_range, + GL_ARB_texture_compression, + GL_ARB_texture_compression_bptc, + GL_ARB_texture_compression_rgtc, + GL_ARB_texture_cube_map, + GL_ARB_texture_cube_map_array, + GL_ARB_texture_env_add, + GL_ARB_texture_env_combine, + GL_ARB_texture_env_crossbar, + GL_ARB_texture_env_dot3, + GL_ARB_texture_filter_anisotropic, + GL_ARB_texture_filter_minmax, + GL_ARB_texture_float, + GL_ARB_texture_gather, + GL_ARB_texture_mirror_clamp_to_edge, + GL_ARB_texture_mirrored_repeat, + GL_ARB_texture_multisample, + GL_ARB_texture_non_power_of_two, + GL_ARB_texture_query_levels, + GL_ARB_texture_query_lod, + GL_ARB_texture_rectangle, + GL_ARB_texture_rg, + GL_ARB_texture_rgb10_a2ui, + GL_ARB_texture_stencil8, + GL_ARB_texture_storage, + GL_ARB_texture_storage_multisample, + GL_ARB_texture_swizzle, + GL_ARB_texture_view, + GL_ARB_timer_query, + GL_ARB_transform_feedback2, + GL_ARB_transform_feedback3, + GL_ARB_transform_feedback_instanced, + GL_ARB_transform_feedback_overflow_query, + GL_ARB_transpose_matrix, + GL_ARB_uniform_buffer_object, + GL_ARB_vertex_array_bgra, + GL_ARB_vertex_array_object, + GL_ARB_vertex_attrib_64bit, + GL_ARB_vertex_attrib_binding, + GL_ARB_vertex_blend, + GL_ARB_vertex_buffer_object, + GL_ARB_vertex_program, + GL_ARB_vertex_shader, + GL_ARB_vertex_type_10f_11f_11f_rev, + GL_ARB_vertex_type_2_10_10_10_rev, + GL_ARB_viewport_array, + GL_ARB_window_pos, + GL_ARM_mali_program_binary, + GL_ARM_mali_shader_binary, + GL_ARM_rgba8, + GL_ARM_shader_framebuffer_fetch, + GL_ARM_shader_framebuffer_fetch_depth_stencil, + GL_ATI_draw_buffers, + GL_ATI_element_array, + GL_ATI_envmap_bumpmap, + GL_ATI_fragment_shader, + GL_ATI_map_object_buffer, + GL_ATI_meminfo, + GL_ATI_pixel_format_float, + GL_ATI_pn_triangles, + GL_ATI_separate_stencil, + GL_ATI_text_fragment_shader, + GL_ATI_texture_env_combine3, + GL_ATI_texture_float, + GL_ATI_texture_mirror_once, + GL_ATI_vertex_array_object, + GL_ATI_vertex_attrib_array_object, + GL_ATI_vertex_streams, + GL_DMP_program_binary, + GL_DMP_shader_binary, + GL_EXT_422_pixels, + GL_EXT_EGL_image_array, + GL_EXT_EGL_image_storage, + GL_EXT_EGL_sync, + GL_EXT_YUV_target, + GL_EXT_abgr, + GL_EXT_base_instance, + GL_EXT_bgra, + GL_EXT_bindable_uniform, + GL_EXT_blend_color, + GL_EXT_blend_equation_separate, + GL_EXT_blend_func_extended, + GL_EXT_blend_func_separate, + GL_EXT_blend_logic_op, + GL_EXT_blend_minmax, + GL_EXT_blend_subtract, + GL_EXT_buffer_storage, + GL_EXT_clear_texture, + GL_EXT_clip_control, + GL_EXT_clip_cull_distance, + GL_EXT_clip_volume_hint, + GL_EXT_cmyka, + GL_EXT_color_buffer_float, + GL_EXT_color_buffer_half_float, + GL_EXT_color_subtable, + GL_EXT_compiled_vertex_array, + GL_EXT_conservative_depth, + GL_EXT_convolution, + GL_EXT_coordinate_frame, + GL_EXT_copy_image, + GL_EXT_copy_texture, + GL_EXT_cull_vertex, + GL_EXT_debug_label, + GL_EXT_debug_marker, + GL_EXT_depth_bounds_test, + GL_EXT_depth_clamp, + GL_EXT_direct_state_access, + GL_EXT_discard_framebuffer, + GL_EXT_disjoint_timer_query, + GL_EXT_draw_buffers, + GL_EXT_draw_buffers2, + GL_EXT_draw_buffers_indexed, + GL_EXT_draw_elements_base_vertex, + GL_EXT_draw_instanced, + GL_EXT_draw_range_elements, + GL_EXT_draw_transform_feedback, + GL_EXT_external_buffer, + GL_EXT_float_blend, + GL_EXT_fog_coord, + GL_EXT_framebuffer_blit, + GL_EXT_framebuffer_multisample, + GL_EXT_framebuffer_multisample_blit_scaled, + GL_EXT_framebuffer_object, + GL_EXT_framebuffer_sRGB, + GL_EXT_geometry_point_size, + GL_EXT_geometry_shader, + GL_EXT_geometry_shader4, + GL_EXT_gpu_program_parameters, + GL_EXT_gpu_shader4, + GL_EXT_gpu_shader5, + GL_EXT_histogram, + GL_EXT_index_array_formats, + GL_EXT_index_func, + GL_EXT_index_material, + GL_EXT_index_texture, + GL_EXT_instanced_arrays, + GL_EXT_light_texture, + GL_EXT_map_buffer_range, + GL_EXT_memory_object, + GL_EXT_memory_object_fd, + GL_EXT_memory_object_win32, + GL_EXT_misc_attribute, + GL_EXT_multi_draw_arrays, + GL_EXT_multi_draw_indirect, + GL_EXT_multisample, + GL_EXT_multisampled_compatibility, + GL_EXT_multisampled_render_to_texture, + GL_EXT_multiview_draw_buffers, + GL_EXT_multiview_tessellation_geometry_shader, + GL_EXT_multiview_texture_multisample, + GL_EXT_multiview_timer_query, + GL_EXT_occlusion_query_boolean, + GL_EXT_packed_depth_stencil, + GL_EXT_packed_float, + GL_EXT_packed_pixels, + GL_EXT_paletted_texture, + GL_EXT_pixel_buffer_object, + GL_EXT_pixel_transform, + GL_EXT_pixel_transform_color_table, + GL_EXT_point_parameters, + GL_EXT_polygon_offset, + GL_EXT_polygon_offset_clamp, + GL_EXT_post_depth_coverage, + GL_EXT_primitive_bounding_box, + GL_EXT_protected_textures, + GL_EXT_provoking_vertex, + GL_EXT_pvrtc_sRGB, + GL_EXT_raster_multisample, + GL_EXT_read_format_bgra, + GL_EXT_render_snorm, + GL_EXT_rescale_normal, + GL_EXT_robustness, + GL_EXT_sRGB, + GL_EXT_sRGB_write_control, + GL_EXT_secondary_color, + GL_EXT_semaphore, + GL_EXT_semaphore_fd, + GL_EXT_semaphore_win32, + GL_EXT_separate_shader_objects, + GL_EXT_separate_specular_color, + GL_EXT_shader_framebuffer_fetch, + GL_EXT_shader_framebuffer_fetch_non_coherent, + GL_EXT_shader_group_vote, + GL_EXT_shader_image_load_formatted, + GL_EXT_shader_image_load_store, + GL_EXT_shader_implicit_conversions, + GL_EXT_shader_integer_mix, + GL_EXT_shader_io_blocks, + GL_EXT_shader_non_constant_global_initializers, + GL_EXT_shader_pixel_local_storage, + GL_EXT_shader_pixel_local_storage2, + GL_EXT_shader_texture_lod, + GL_EXT_shadow_funcs, + GL_EXT_shadow_samplers, + GL_EXT_shared_texture_palette, + GL_EXT_sparse_texture, + GL_EXT_sparse_texture2, + GL_EXT_stencil_clear_tag, + GL_EXT_stencil_two_side, + GL_EXT_stencil_wrap, + GL_EXT_subtexture, + GL_EXT_tessellation_point_size, + GL_EXT_tessellation_shader, + GL_EXT_texture, + GL_EXT_texture3D, + GL_EXT_texture_array, + GL_EXT_texture_border_clamp, + GL_EXT_texture_buffer, + GL_EXT_texture_buffer_object, + GL_EXT_texture_compression_astc_decode_mode, + GL_EXT_texture_compression_bptc, + GL_EXT_texture_compression_dxt1, + GL_EXT_texture_compression_latc, + GL_EXT_texture_compression_rgtc, + GL_EXT_texture_compression_s3tc, + GL_EXT_texture_compression_s3tc_srgb, + GL_EXT_texture_cube_map, + GL_EXT_texture_cube_map_array, + GL_EXT_texture_env_add, + GL_EXT_texture_env_combine, + GL_EXT_texture_env_dot3, + GL_EXT_texture_filter_anisotropic, + GL_EXT_texture_filter_minmax, + GL_EXT_texture_format_BGRA8888, + GL_EXT_texture_format_sRGB_override, + GL_EXT_texture_integer, + GL_EXT_texture_lod_bias, + GL_EXT_texture_mirror_clamp, + GL_EXT_texture_mirror_clamp_to_edge, + GL_EXT_texture_norm16, + GL_EXT_texture_object, + GL_EXT_texture_perturb_normal, + GL_EXT_texture_query_lod, + GL_EXT_texture_rg, + GL_EXT_texture_sRGB, + GL_EXT_texture_sRGB_R8, + GL_EXT_texture_sRGB_RG8, + GL_EXT_texture_sRGB_decode, + GL_EXT_texture_shadow_lod, + GL_EXT_texture_shared_exponent, + GL_EXT_texture_snorm, + GL_EXT_texture_storage, + GL_EXT_texture_swizzle, + GL_EXT_texture_type_2_10_10_10_REV, + GL_EXT_texture_view, + GL_EXT_timer_query, + GL_EXT_transform_feedback, + GL_EXT_unpack_subimage, + GL_EXT_vertex_array, + GL_EXT_vertex_array_bgra, + GL_EXT_vertex_attrib_64bit, + GL_EXT_vertex_shader, + GL_EXT_vertex_weighting, + GL_EXT_win32_keyed_mutex, + GL_EXT_window_rectangles, + GL_EXT_x11_sync_object, + GL_FJ_shader_binary_GCCSO, + GL_GREMEDY_frame_terminator, + GL_GREMEDY_string_marker, + GL_HP_convolution_border_modes, + GL_HP_image_transform, + GL_HP_occlusion_test, + GL_HP_texture_lighting, + GL_IBM_cull_vertex, + GL_IBM_multimode_draw_arrays, + GL_IBM_rasterpos_clip, + GL_IBM_static_data, + GL_IBM_texture_mirrored_repeat, + GL_IBM_vertex_array_lists, + GL_IMG_bindless_texture, + GL_IMG_framebuffer_downsample, + GL_IMG_multisampled_render_to_texture, + GL_IMG_program_binary, + GL_IMG_read_format, + GL_IMG_shader_binary, + GL_IMG_texture_compression_pvrtc, + GL_IMG_texture_compression_pvrtc2, + GL_IMG_texture_filter_cubic, + GL_INGR_blend_func_separate, + GL_INGR_color_clamp, + GL_INGR_interlace_read, + GL_INTEL_blackhole_render, + GL_INTEL_conservative_rasterization, + GL_INTEL_fragment_shader_ordering, + GL_INTEL_framebuffer_CMAA, + GL_INTEL_map_texture, + GL_INTEL_parallel_arrays, + GL_INTEL_performance_query, + GL_KHR_blend_equation_advanced, + GL_KHR_blend_equation_advanced_coherent, + GL_KHR_context_flush_control, + GL_KHR_debug, + GL_KHR_no_error, + GL_KHR_parallel_shader_compile, + GL_KHR_robust_buffer_access_behavior, + GL_KHR_robustness, + GL_KHR_shader_subgroup, + GL_KHR_texture_compression_astc_hdr, + GL_KHR_texture_compression_astc_ldr, + GL_KHR_texture_compression_astc_sliced_3d, + GL_MESAX_texture_stack, + GL_MESA_framebuffer_flip_y, + GL_MESA_pack_invert, + GL_MESA_program_binary_formats, + GL_MESA_resize_buffers, + GL_MESA_shader_integer_functions, + GL_MESA_tile_raster_order, + GL_MESA_window_pos, + GL_MESA_ycbcr_texture, + GL_NVX_blend_equation_advanced_multi_draw_buffers, + GL_NVX_conditional_render, + GL_NVX_gpu_memory_info, + GL_NVX_gpu_multicast2, + GL_NVX_linked_gpu_multicast, + GL_NVX_progress_fence, + GL_NV_alpha_to_coverage_dither_control, + GL_NV_bindless_multi_draw_indirect, + GL_NV_bindless_multi_draw_indirect_count, + GL_NV_bindless_texture, + GL_NV_blend_equation_advanced, + GL_NV_blend_equation_advanced_coherent, + GL_NV_blend_minmax_factor, + GL_NV_blend_square, + GL_NV_clip_space_w_scaling, + GL_NV_command_list, + GL_NV_compute_program5, + GL_NV_compute_shader_derivatives, + GL_NV_conditional_render, + GL_NV_conservative_raster, + GL_NV_conservative_raster_dilate, + GL_NV_conservative_raster_pre_snap, + GL_NV_conservative_raster_pre_snap_triangles, + GL_NV_conservative_raster_underestimation, + GL_NV_copy_buffer, + GL_NV_copy_depth_to_color, + GL_NV_copy_image, + GL_NV_coverage_sample, + GL_NV_deep_texture3D, + GL_NV_depth_buffer_float, + GL_NV_depth_clamp, + GL_NV_depth_nonlinear, + GL_NV_draw_buffers, + GL_NV_draw_instanced, + GL_NV_draw_texture, + GL_NV_draw_vulkan_image, + GL_NV_evaluators, + GL_NV_explicit_attrib_location, + GL_NV_explicit_multisample, + GL_NV_fbo_color_attachments, + GL_NV_fence, + GL_NV_fill_rectangle, + GL_NV_float_buffer, + GL_NV_fog_distance, + GL_NV_fragment_coverage_to_color, + GL_NV_fragment_program, + GL_NV_fragment_program2, + GL_NV_fragment_program4, + GL_NV_fragment_program_option, + GL_NV_fragment_shader_barycentric, + GL_NV_fragment_shader_interlock, + GL_NV_framebuffer_blit, + GL_NV_framebuffer_mixed_samples, + GL_NV_framebuffer_multisample, + GL_NV_framebuffer_multisample_coverage, + GL_NV_generate_mipmap_sRGB, + GL_NV_geometry_program4, + GL_NV_geometry_shader4, + GL_NV_geometry_shader_passthrough, + GL_NV_gpu_multicast, + GL_NV_gpu_program4, + GL_NV_gpu_program5, + GL_NV_gpu_program5_mem_extended, + GL_NV_gpu_shader5, + GL_NV_half_float, + GL_NV_image_formats, + GL_NV_instanced_arrays, + GL_NV_internalformat_sample_query, + GL_NV_light_max_exponent, + GL_NV_memory_attachment, + GL_NV_mesh_shader, + GL_NV_multisample_coverage, + GL_NV_multisample_filter_hint, + GL_NV_non_square_matrices, + GL_NV_occlusion_query, + GL_NV_packed_depth_stencil, + GL_NV_parameter_buffer_object, + GL_NV_parameter_buffer_object2, + GL_NV_path_rendering, + GL_NV_path_rendering_shared_edge, + GL_NV_pixel_buffer_object, + GL_NV_pixel_data_range, + GL_NV_point_sprite, + GL_NV_polygon_mode, + GL_NV_present_video, + GL_NV_primitive_restart, + GL_NV_query_resource, + GL_NV_query_resource_tag, + GL_NV_read_buffer, + GL_NV_read_buffer_front, + GL_NV_read_depth, + GL_NV_read_depth_stencil, + GL_NV_read_stencil, + GL_NV_register_combiners, + GL_NV_register_combiners2, + GL_NV_representative_fragment_test, + GL_NV_robustness_video_memory_purge, + GL_NV_sRGB_formats, + GL_NV_sample_locations, + GL_NV_sample_mask_override_coverage, + GL_NV_scissor_exclusive, + GL_NV_shader_atomic_counters, + GL_NV_shader_atomic_float, + GL_NV_shader_atomic_float64, + GL_NV_shader_atomic_fp16_vector, + GL_NV_shader_atomic_int64, + GL_NV_shader_buffer_load, + GL_NV_shader_buffer_store, + GL_NV_shader_noperspective_interpolation, + GL_NV_shader_storage_buffer_object, + GL_NV_shader_subgroup_partitioned, + GL_NV_shader_texture_footprint, + GL_NV_shader_thread_group, + GL_NV_shader_thread_shuffle, + GL_NV_shading_rate_image, + GL_NV_shadow_samplers_array, + GL_NV_shadow_samplers_cube, + GL_NV_stereo_view_rendering, + GL_NV_tessellation_program5, + GL_NV_texgen_emboss, + GL_NV_texgen_reflection, + GL_NV_texture_barrier, + GL_NV_texture_border_clamp, + GL_NV_texture_compression_s3tc_update, + GL_NV_texture_compression_vtc, + GL_NV_texture_env_combine4, + GL_NV_texture_expand_normal, + GL_NV_texture_multisample, + GL_NV_texture_npot_2D_mipmap, + GL_NV_texture_rectangle, + GL_NV_texture_rectangle_compressed, + GL_NV_texture_shader, + GL_NV_texture_shader2, + GL_NV_texture_shader3, + GL_NV_transform_feedback, + GL_NV_transform_feedback2, + GL_NV_uniform_buffer_unified_memory, + GL_NV_vdpau_interop, + GL_NV_vdpau_interop2, + GL_NV_vertex_array_range, + GL_NV_vertex_array_range2, + GL_NV_vertex_attrib_integer_64bit, + GL_NV_vertex_buffer_unified_memory, + GL_NV_vertex_program, + GL_NV_vertex_program1_1, + GL_NV_vertex_program2, + GL_NV_vertex_program2_option, + GL_NV_vertex_program3, + GL_NV_vertex_program4, + GL_NV_video_capture, + GL_NV_viewport_array, + GL_NV_viewport_array2, + GL_NV_viewport_swizzle, + GL_OES_EGL_image, + GL_OES_EGL_image_external, + GL_OES_EGL_image_external_essl3, + GL_OES_byte_coordinates, + GL_OES_compressed_ETC1_RGB8_sub_texture, + GL_OES_compressed_ETC1_RGB8_texture, + GL_OES_compressed_paletted_texture, + GL_OES_copy_image, + GL_OES_depth24, + GL_OES_depth32, + GL_OES_depth_texture, + GL_OES_draw_buffers_indexed, + GL_OES_draw_elements_base_vertex, + GL_OES_element_index_uint, + GL_OES_fbo_render_mipmap, + GL_OES_fixed_point, + GL_OES_fragment_precision_high, + GL_OES_geometry_point_size, + GL_OES_geometry_shader, + GL_OES_get_program_binary, + GL_OES_gpu_shader5, + GL_OES_mapbuffer, + GL_OES_packed_depth_stencil, + GL_OES_primitive_bounding_box, + GL_OES_query_matrix, + GL_OES_read_format, + GL_OES_required_internalformat, + GL_OES_rgb8_rgba8, + GL_OES_sample_shading, + GL_OES_sample_variables, + GL_OES_shader_image_atomic, + GL_OES_shader_io_blocks, + GL_OES_shader_multisample_interpolation, + GL_OES_single_precision, + GL_OES_standard_derivatives, + GL_OES_stencil1, + GL_OES_stencil4, + GL_OES_surfaceless_context, + GL_OES_tessellation_point_size, + GL_OES_tessellation_shader, + GL_OES_texture_3D, + GL_OES_texture_border_clamp, + GL_OES_texture_buffer, + GL_OES_texture_compression_astc, + GL_OES_texture_cube_map_array, + GL_OES_texture_float, + GL_OES_texture_float_linear, + GL_OES_texture_half_float, + GL_OES_texture_half_float_linear, + GL_OES_texture_npot, + GL_OES_texture_stencil8, + GL_OES_texture_storage_multisample_2d_array, + GL_OES_texture_view, + GL_OES_vertex_array_object, + GL_OES_vertex_half_float, + GL_OES_vertex_type_10_10_10_2, + GL_OES_viewport_array, + GL_OML_interlace, + GL_OML_resample, + GL_OML_subsample, + GL_OVR_multiview, + GL_OVR_multiview2, + GL_OVR_multiview_multisampled_render_to_texture, + GL_PGI_misc_hints, + GL_PGI_vertex_hints, + GL_QCOM_YUV_texture_gather, + GL_QCOM_alpha_test, + GL_QCOM_binning_control, + GL_QCOM_driver_control, + GL_QCOM_extended_get, + GL_QCOM_extended_get2, + GL_QCOM_framebuffer_foveated, + GL_QCOM_perfmon_global_mode, + GL_QCOM_shader_framebuffer_fetch_noncoherent, + GL_QCOM_shader_framebuffer_fetch_rate, + GL_QCOM_texture_foveated, + GL_QCOM_texture_foveated_subsampled_layout, + GL_QCOM_tiled_rendering, + GL_QCOM_writeonly_rendering, + GL_REND_screen_coordinates, + GL_S3_s3tc, + GL_SGIS_detail_texture, + GL_SGIS_fog_function, + GL_SGIS_generate_mipmap, + GL_SGIS_multisample, + GL_SGIS_pixel_texture, + GL_SGIS_point_line_texgen, + GL_SGIS_point_parameters, + GL_SGIS_sharpen_texture, + GL_SGIS_texture4D, + GL_SGIS_texture_border_clamp, + GL_SGIS_texture_color_mask, + GL_SGIS_texture_edge_clamp, + GL_SGIS_texture_filter4, + GL_SGIS_texture_lod, + GL_SGIS_texture_select, + GL_SGIX_async, + GL_SGIX_async_histogram, + GL_SGIX_async_pixel, + GL_SGIX_blend_alpha_minmax, + GL_SGIX_calligraphic_fragment, + GL_SGIX_clipmap, + GL_SGIX_convolution_accuracy, + GL_SGIX_depth_pass_instrument, + GL_SGIX_depth_texture, + GL_SGIX_flush_raster, + GL_SGIX_fog_offset, + GL_SGIX_fragment_lighting, + GL_SGIX_framezoom, + GL_SGIX_igloo_interface, + GL_SGIX_instruments, + GL_SGIX_interlace, + GL_SGIX_ir_instrument1, + GL_SGIX_list_priority, + GL_SGIX_pixel_texture, + GL_SGIX_pixel_tiles, + GL_SGIX_polynomial_ffd, + GL_SGIX_reference_plane, + GL_SGIX_resample, + GL_SGIX_scalebias_hint, + GL_SGIX_shadow, + GL_SGIX_shadow_ambient, + GL_SGIX_sprite, + GL_SGIX_subsample, + GL_SGIX_tag_sample_buffer, + GL_SGIX_texture_add_env, + GL_SGIX_texture_coordinate_clamp, + GL_SGIX_texture_lod_bias, + GL_SGIX_texture_multi_buffer, + GL_SGIX_texture_scale_bias, + GL_SGIX_vertex_preclip, + GL_SGIX_ycrcb, + GL_SGIX_ycrcb_subsample, + GL_SGIX_ycrcba, + GL_SGI_color_matrix, + GL_SGI_color_table, + GL_SGI_texture_color_table, + GL_SUNX_constant_data, + GL_SUN_convolution_border_modes, + GL_SUN_global_alpha, + GL_SUN_mesh_array, + GL_SUN_slice_accum, + GL_SUN_triangle_list, + GL_SUN_vertex, + GL_VIV_shader_binary, + GL_WIN_phong_shading, + GL_WIN_specular_fog + Loader: False + Local files: False + Omit khrplatform: False + Reproducible: False + + Commandline: + --profile="compatibility" --api="gl=3.3,gles2=3.1" --generator="c" --spec="gl" --no-loader --extensions="GL_3DFX_multisample,GL_3DFX_tbuffer,GL_3DFX_texture_compression_FXT1,GL_AMD_blend_minmax_factor,GL_AMD_compressed_3DC_texture,GL_AMD_compressed_ATC_texture,GL_AMD_conservative_depth,GL_AMD_debug_output,GL_AMD_depth_clamp_separate,GL_AMD_draw_buffers_blend,GL_AMD_framebuffer_multisample_advanced,GL_AMD_framebuffer_sample_positions,GL_AMD_gcn_shader,GL_AMD_gpu_shader_half_float,GL_AMD_gpu_shader_int16,GL_AMD_gpu_shader_int64,GL_AMD_interleaved_elements,GL_AMD_multi_draw_indirect,GL_AMD_name_gen_delete,GL_AMD_occlusion_query_event,GL_AMD_performance_monitor,GL_AMD_pinned_memory,GL_AMD_program_binary_Z400,GL_AMD_query_buffer_object,GL_AMD_sample_positions,GL_AMD_seamless_cubemap_per_texture,GL_AMD_shader_atomic_counter_ops,GL_AMD_shader_ballot,GL_AMD_shader_explicit_vertex_parameter,GL_AMD_shader_gpu_shader_half_float_fetch,GL_AMD_shader_image_load_store_lod,GL_AMD_shader_stencil_export,GL_AMD_shader_trinary_minmax,GL_AMD_sparse_texture,GL_AMD_stencil_operation_extended,GL_AMD_texture_gather_bias_lod,GL_AMD_texture_texture4,GL_AMD_transform_feedback3_lines_triangles,GL_AMD_transform_feedback4,GL_AMD_vertex_shader_layer,GL_AMD_vertex_shader_tessellator,GL_AMD_vertex_shader_viewport_index,GL_ANDROID_extension_pack_es31a,GL_ANGLE_depth_texture,GL_ANGLE_framebuffer_blit,GL_ANGLE_framebuffer_multisample,GL_ANGLE_instanced_arrays,GL_ANGLE_pack_reverse_row_order,GL_ANGLE_program_binary,GL_ANGLE_texture_compression_dxt3,GL_ANGLE_texture_compression_dxt5,GL_ANGLE_texture_usage,GL_ANGLE_translated_shader_source,GL_APPLE_aux_depth_stencil,GL_APPLE_client_storage,GL_APPLE_clip_distance,GL_APPLE_color_buffer_packed_float,GL_APPLE_copy_texture_levels,GL_APPLE_element_array,GL_APPLE_fence,GL_APPLE_float_pixels,GL_APPLE_flush_buffer_range,GL_APPLE_framebuffer_multisample,GL_APPLE_object_purgeable,GL_APPLE_rgb_422,GL_APPLE_row_bytes,GL_APPLE_specular_vector,GL_APPLE_sync,GL_APPLE_texture_format_BGRA8888,GL_APPLE_texture_max_level,GL_APPLE_texture_packed_float,GL_APPLE_texture_range,GL_APPLE_transform_hint,GL_APPLE_vertex_array_object,GL_APPLE_vertex_array_range,GL_APPLE_vertex_program_evaluators,GL_APPLE_ycbcr_422,GL_ARB_ES2_compatibility,GL_ARB_ES3_1_compatibility,GL_ARB_ES3_2_compatibility,GL_ARB_ES3_compatibility,GL_ARB_arrays_of_arrays,GL_ARB_base_instance,GL_ARB_bindless_texture,GL_ARB_blend_func_extended,GL_ARB_buffer_storage,GL_ARB_cl_event,GL_ARB_clear_buffer_object,GL_ARB_clear_texture,GL_ARB_clip_control,GL_ARB_color_buffer_float,GL_ARB_compatibility,GL_ARB_compressed_texture_pixel_storage,GL_ARB_compute_shader,GL_ARB_compute_variable_group_size,GL_ARB_conditional_render_inverted,GL_ARB_conservative_depth,GL_ARB_copy_buffer,GL_ARB_copy_image,GL_ARB_cull_distance,GL_ARB_debug_output,GL_ARB_depth_buffer_float,GL_ARB_depth_clamp,GL_ARB_depth_texture,GL_ARB_derivative_control,GL_ARB_direct_state_access,GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend,GL_ARB_draw_elements_base_vertex,GL_ARB_draw_indirect,GL_ARB_draw_instanced,GL_ARB_enhanced_layouts,GL_ARB_explicit_attrib_location,GL_ARB_explicit_uniform_location,GL_ARB_fragment_coord_conventions,GL_ARB_fragment_layer_viewport,GL_ARB_fragment_program,GL_ARB_fragment_program_shadow,GL_ARB_fragment_shader,GL_ARB_fragment_shader_interlock,GL_ARB_framebuffer_no_attachments,GL_ARB_framebuffer_object,GL_ARB_framebuffer_sRGB,GL_ARB_geometry_shader4,GL_ARB_get_program_binary,GL_ARB_get_texture_sub_image,GL_ARB_gl_spirv,GL_ARB_gpu_shader5,GL_ARB_gpu_shader_fp64,GL_ARB_gpu_shader_int64,GL_ARB_half_float_pixel,GL_ARB_half_float_vertex,GL_ARB_imaging,GL_ARB_indirect_parameters,GL_ARB_instanced_arrays,GL_ARB_internalformat_query,GL_ARB_internalformat_query2,GL_ARB_invalidate_subdata,GL_ARB_map_buffer_alignment,GL_ARB_map_buffer_range,GL_ARB_matrix_palette,GL_ARB_multi_bind,GL_ARB_multi_draw_indirect,GL_ARB_multisample,GL_ARB_multitexture,GL_ARB_occlusion_query,GL_ARB_occlusion_query2,GL_ARB_parallel_shader_compile,GL_ARB_pipeline_statistics_query,GL_ARB_pixel_buffer_object,GL_ARB_point_parameters,GL_ARB_point_sprite,GL_ARB_polygon_offset_clamp,GL_ARB_post_depth_coverage,GL_ARB_program_interface_query,GL_ARB_provoking_vertex,GL_ARB_query_buffer_object,GL_ARB_robust_buffer_access_behavior,GL_ARB_robustness,GL_ARB_robustness_isolation,GL_ARB_sample_locations,GL_ARB_sample_shading,GL_ARB_sampler_objects,GL_ARB_seamless_cube_map,GL_ARB_seamless_cubemap_per_texture,GL_ARB_separate_shader_objects,GL_ARB_shader_atomic_counter_ops,GL_ARB_shader_atomic_counters,GL_ARB_shader_ballot,GL_ARB_shader_bit_encoding,GL_ARB_shader_clock,GL_ARB_shader_draw_parameters,GL_ARB_shader_group_vote,GL_ARB_shader_image_load_store,GL_ARB_shader_image_size,GL_ARB_shader_objects,GL_ARB_shader_precision,GL_ARB_shader_stencil_export,GL_ARB_shader_storage_buffer_object,GL_ARB_shader_subroutine,GL_ARB_shader_texture_image_samples,GL_ARB_shader_texture_lod,GL_ARB_shader_viewport_layer_array,GL_ARB_shading_language_100,GL_ARB_shading_language_420pack,GL_ARB_shading_language_include,GL_ARB_shading_language_packing,GL_ARB_shadow,GL_ARB_shadow_ambient,GL_ARB_sparse_buffer,GL_ARB_sparse_texture,GL_ARB_sparse_texture2,GL_ARB_sparse_texture_clamp,GL_ARB_spirv_extensions,GL_ARB_stencil_texturing,GL_ARB_sync,GL_ARB_tessellation_shader,GL_ARB_texture_barrier,GL_ARB_texture_border_clamp,GL_ARB_texture_buffer_object,GL_ARB_texture_buffer_object_rgb32,GL_ARB_texture_buffer_range,GL_ARB_texture_compression,GL_ARB_texture_compression_bptc,GL_ARB_texture_compression_rgtc,GL_ARB_texture_cube_map,GL_ARB_texture_cube_map_array,GL_ARB_texture_env_add,GL_ARB_texture_env_combine,GL_ARB_texture_env_crossbar,GL_ARB_texture_env_dot3,GL_ARB_texture_filter_anisotropic,GL_ARB_texture_filter_minmax,GL_ARB_texture_float,GL_ARB_texture_gather,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_texture_mirrored_repeat,GL_ARB_texture_multisample,GL_ARB_texture_non_power_of_two,GL_ARB_texture_query_levels,GL_ARB_texture_query_lod,GL_ARB_texture_rectangle,GL_ARB_texture_rg,GL_ARB_texture_rgb10_a2ui,GL_ARB_texture_stencil8,GL_ARB_texture_storage,GL_ARB_texture_storage_multisample,GL_ARB_texture_swizzle,GL_ARB_texture_view,GL_ARB_timer_query,GL_ARB_transform_feedback2,GL_ARB_transform_feedback3,GL_ARB_transform_feedback_instanced,GL_ARB_transform_feedback_overflow_query,GL_ARB_transpose_matrix,GL_ARB_uniform_buffer_object,GL_ARB_vertex_array_bgra,GL_ARB_vertex_array_object,GL_ARB_vertex_attrib_64bit,GL_ARB_vertex_attrib_binding,GL_ARB_vertex_blend,GL_ARB_vertex_buffer_object,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ARB_vertex_type_10f_11f_11f_rev,GL_ARB_vertex_type_2_10_10_10_rev,GL_ARB_viewport_array,GL_ARB_window_pos,GL_ARM_mali_program_binary,GL_ARM_mali_shader_binary,GL_ARM_rgba8,GL_ARM_shader_framebuffer_fetch,GL_ARM_shader_framebuffer_fetch_depth_stencil,GL_ATI_draw_buffers,GL_ATI_element_array,GL_ATI_envmap_bumpmap,GL_ATI_fragment_shader,GL_ATI_map_object_buffer,GL_ATI_meminfo,GL_ATI_pixel_format_float,GL_ATI_pn_triangles,GL_ATI_separate_stencil,GL_ATI_text_fragment_shader,GL_ATI_texture_env_combine3,GL_ATI_texture_float,GL_ATI_texture_mirror_once,GL_ATI_vertex_array_object,GL_ATI_vertex_attrib_array_object,GL_ATI_vertex_streams,GL_DMP_program_binary,GL_DMP_shader_binary,GL_EXT_422_pixels,GL_EXT_EGL_image_array,GL_EXT_EGL_image_storage,GL_EXT_EGL_sync,GL_EXT_YUV_target,GL_EXT_abgr,GL_EXT_base_instance,GL_EXT_bgra,GL_EXT_bindable_uniform,GL_EXT_blend_color,GL_EXT_blend_equation_separate,GL_EXT_blend_func_extended,GL_EXT_blend_func_separate,GL_EXT_blend_logic_op,GL_EXT_blend_minmax,GL_EXT_blend_subtract,GL_EXT_buffer_storage,GL_EXT_clear_texture,GL_EXT_clip_control,GL_EXT_clip_cull_distance,GL_EXT_clip_volume_hint,GL_EXT_cmyka,GL_EXT_color_buffer_float,GL_EXT_color_buffer_half_float,GL_EXT_color_subtable,GL_EXT_compiled_vertex_array,GL_EXT_conservative_depth,GL_EXT_convolution,GL_EXT_coordinate_frame,GL_EXT_copy_image,GL_EXT_copy_texture,GL_EXT_cull_vertex,GL_EXT_debug_label,GL_EXT_debug_marker,GL_EXT_depth_bounds_test,GL_EXT_depth_clamp,GL_EXT_direct_state_access,GL_EXT_discard_framebuffer,GL_EXT_disjoint_timer_query,GL_EXT_draw_buffers,GL_EXT_draw_buffers2,GL_EXT_draw_buffers_indexed,GL_EXT_draw_elements_base_vertex,GL_EXT_draw_instanced,GL_EXT_draw_range_elements,GL_EXT_draw_transform_feedback,GL_EXT_external_buffer,GL_EXT_float_blend,GL_EXT_fog_coord,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_multisample_blit_scaled,GL_EXT_framebuffer_object,GL_EXT_framebuffer_sRGB,GL_EXT_geometry_point_size,GL_EXT_geometry_shader,GL_EXT_geometry_shader4,GL_EXT_gpu_program_parameters,GL_EXT_gpu_shader4,GL_EXT_gpu_shader5,GL_EXT_histogram,GL_EXT_index_array_formats,GL_EXT_index_func,GL_EXT_index_material,GL_EXT_index_texture,GL_EXT_instanced_arrays,GL_EXT_light_texture,GL_EXT_map_buffer_range,GL_EXT_memory_object,GL_EXT_memory_object_fd,GL_EXT_memory_object_win32,GL_EXT_misc_attribute,GL_EXT_multi_draw_arrays,GL_EXT_multi_draw_indirect,GL_EXT_multisample,GL_EXT_multisampled_compatibility,GL_EXT_multisampled_render_to_texture,GL_EXT_multiview_draw_buffers,GL_EXT_multiview_tessellation_geometry_shader,GL_EXT_multiview_texture_multisample,GL_EXT_multiview_timer_query,GL_EXT_occlusion_query_boolean,GL_EXT_packed_depth_stencil,GL_EXT_packed_float,GL_EXT_packed_pixels,GL_EXT_paletted_texture,GL_EXT_pixel_buffer_object,GL_EXT_pixel_transform,GL_EXT_pixel_transform_color_table,GL_EXT_point_parameters,GL_EXT_polygon_offset,GL_EXT_polygon_offset_clamp,GL_EXT_post_depth_coverage,GL_EXT_primitive_bounding_box,GL_EXT_protected_textures,GL_EXT_provoking_vertex,GL_EXT_pvrtc_sRGB,GL_EXT_raster_multisample,GL_EXT_read_format_bgra,GL_EXT_render_snorm,GL_EXT_rescale_normal,GL_EXT_robustness,GL_EXT_sRGB,GL_EXT_sRGB_write_control,GL_EXT_secondary_color,GL_EXT_semaphore,GL_EXT_semaphore_fd,GL_EXT_semaphore_win32,GL_EXT_separate_shader_objects,GL_EXT_separate_specular_color,GL_EXT_shader_framebuffer_fetch,GL_EXT_shader_framebuffer_fetch_non_coherent,GL_EXT_shader_group_vote,GL_EXT_shader_image_load_formatted,GL_EXT_shader_image_load_store,GL_EXT_shader_implicit_conversions,GL_EXT_shader_integer_mix,GL_EXT_shader_io_blocks,GL_EXT_shader_non_constant_global_initializers,GL_EXT_shader_pixel_local_storage,GL_EXT_shader_pixel_local_storage2,GL_EXT_shader_texture_lod,GL_EXT_shadow_funcs,GL_EXT_shadow_samplers,GL_EXT_shared_texture_palette,GL_EXT_sparse_texture,GL_EXT_sparse_texture2,GL_EXT_stencil_clear_tag,GL_EXT_stencil_two_side,GL_EXT_stencil_wrap,GL_EXT_subtexture,GL_EXT_tessellation_point_size,GL_EXT_tessellation_shader,GL_EXT_texture,GL_EXT_texture3D,GL_EXT_texture_array,GL_EXT_texture_border_clamp,GL_EXT_texture_buffer,GL_EXT_texture_buffer_object,GL_EXT_texture_compression_astc_decode_mode,GL_EXT_texture_compression_bptc,GL_EXT_texture_compression_dxt1,GL_EXT_texture_compression_latc,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_compression_s3tc_srgb,GL_EXT_texture_cube_map,GL_EXT_texture_cube_map_array,GL_EXT_texture_env_add,GL_EXT_texture_env_combine,GL_EXT_texture_env_dot3,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_filter_minmax,GL_EXT_texture_format_BGRA8888,GL_EXT_texture_format_sRGB_override,GL_EXT_texture_integer,GL_EXT_texture_lod_bias,GL_EXT_texture_mirror_clamp,GL_EXT_texture_mirror_clamp_to_edge,GL_EXT_texture_norm16,GL_EXT_texture_object,GL_EXT_texture_perturb_normal,GL_EXT_texture_query_lod,GL_EXT_texture_rg,GL_EXT_texture_sRGB,GL_EXT_texture_sRGB_R8,GL_EXT_texture_sRGB_RG8,GL_EXT_texture_sRGB_decode,GL_EXT_texture_shadow_lod,GL_EXT_texture_shared_exponent,GL_EXT_texture_snorm,GL_EXT_texture_storage,GL_EXT_texture_swizzle,GL_EXT_texture_type_2_10_10_10_REV,GL_EXT_texture_view,GL_EXT_timer_query,GL_EXT_transform_feedback,GL_EXT_unpack_subimage,GL_EXT_vertex_array,GL_EXT_vertex_array_bgra,GL_EXT_vertex_attrib_64bit,GL_EXT_vertex_shader,GL_EXT_vertex_weighting,GL_EXT_win32_keyed_mutex,GL_EXT_window_rectangles,GL_EXT_x11_sync_object,GL_FJ_shader_binary_GCCSO,GL_GREMEDY_frame_terminator,GL_GREMEDY_string_marker,GL_HP_convolution_border_modes,GL_HP_image_transform,GL_HP_occlusion_test,GL_HP_texture_lighting,GL_IBM_cull_vertex,GL_IBM_multimode_draw_arrays,GL_IBM_rasterpos_clip,GL_IBM_static_data,GL_IBM_texture_mirrored_repeat,GL_IBM_vertex_array_lists,GL_IMG_bindless_texture,GL_IMG_framebuffer_downsample,GL_IMG_multisampled_render_to_texture,GL_IMG_program_binary,GL_IMG_read_format,GL_IMG_shader_binary,GL_IMG_texture_compression_pvrtc,GL_IMG_texture_compression_pvrtc2,GL_IMG_texture_filter_cubic,GL_INGR_blend_func_separate,GL_INGR_color_clamp,GL_INGR_interlace_read,GL_INTEL_blackhole_render,GL_INTEL_conservative_rasterization,GL_INTEL_fragment_shader_ordering,GL_INTEL_framebuffer_CMAA,GL_INTEL_map_texture,GL_INTEL_parallel_arrays,GL_INTEL_performance_query,GL_KHR_blend_equation_advanced,GL_KHR_blend_equation_advanced_coherent,GL_KHR_context_flush_control,GL_KHR_debug,GL_KHR_no_error,GL_KHR_parallel_shader_compile,GL_KHR_robust_buffer_access_behavior,GL_KHR_robustness,GL_KHR_shader_subgroup,GL_KHR_texture_compression_astc_hdr,GL_KHR_texture_compression_astc_ldr,GL_KHR_texture_compression_astc_sliced_3d,GL_MESAX_texture_stack,GL_MESA_framebuffer_flip_y,GL_MESA_pack_invert,GL_MESA_program_binary_formats,GL_MESA_resize_buffers,GL_MESA_shader_integer_functions,GL_MESA_tile_raster_order,GL_MESA_window_pos,GL_MESA_ycbcr_texture,GL_NVX_blend_equation_advanced_multi_draw_buffers,GL_NVX_conditional_render,GL_NVX_gpu_memory_info,GL_NVX_gpu_multicast2,GL_NVX_linked_gpu_multicast,GL_NVX_progress_fence,GL_NV_alpha_to_coverage_dither_control,GL_NV_bindless_multi_draw_indirect,GL_NV_bindless_multi_draw_indirect_count,GL_NV_bindless_texture,GL_NV_blend_equation_advanced,GL_NV_blend_equation_advanced_coherent,GL_NV_blend_minmax_factor,GL_NV_blend_square,GL_NV_clip_space_w_scaling,GL_NV_command_list,GL_NV_compute_program5,GL_NV_compute_shader_derivatives,GL_NV_conditional_render,GL_NV_conservative_raster,GL_NV_conservative_raster_dilate,GL_NV_conservative_raster_pre_snap,GL_NV_conservative_raster_pre_snap_triangles,GL_NV_conservative_raster_underestimation,GL_NV_copy_buffer,GL_NV_copy_depth_to_color,GL_NV_copy_image,GL_NV_coverage_sample,GL_NV_deep_texture3D,GL_NV_depth_buffer_float,GL_NV_depth_clamp,GL_NV_depth_nonlinear,GL_NV_draw_buffers,GL_NV_draw_instanced,GL_NV_draw_texture,GL_NV_draw_vulkan_image,GL_NV_evaluators,GL_NV_explicit_attrib_location,GL_NV_explicit_multisample,GL_NV_fbo_color_attachments,GL_NV_fence,GL_NV_fill_rectangle,GL_NV_float_buffer,GL_NV_fog_distance,GL_NV_fragment_coverage_to_color,GL_NV_fragment_program,GL_NV_fragment_program2,GL_NV_fragment_program4,GL_NV_fragment_program_option,GL_NV_fragment_shader_barycentric,GL_NV_fragment_shader_interlock,GL_NV_framebuffer_blit,GL_NV_framebuffer_mixed_samples,GL_NV_framebuffer_multisample,GL_NV_framebuffer_multisample_coverage,GL_NV_generate_mipmap_sRGB,GL_NV_geometry_program4,GL_NV_geometry_shader4,GL_NV_geometry_shader_passthrough,GL_NV_gpu_multicast,GL_NV_gpu_program4,GL_NV_gpu_program5,GL_NV_gpu_program5_mem_extended,GL_NV_gpu_shader5,GL_NV_half_float,GL_NV_image_formats,GL_NV_instanced_arrays,GL_NV_internalformat_sample_query,GL_NV_light_max_exponent,GL_NV_memory_attachment,GL_NV_mesh_shader,GL_NV_multisample_coverage,GL_NV_multisample_filter_hint,GL_NV_non_square_matrices,GL_NV_occlusion_query,GL_NV_packed_depth_stencil,GL_NV_parameter_buffer_object,GL_NV_parameter_buffer_object2,GL_NV_path_rendering,GL_NV_path_rendering_shared_edge,GL_NV_pixel_buffer_object,GL_NV_pixel_data_range,GL_NV_point_sprite,GL_NV_polygon_mode,GL_NV_present_video,GL_NV_primitive_restart,GL_NV_query_resource,GL_NV_query_resource_tag,GL_NV_read_buffer,GL_NV_read_buffer_front,GL_NV_read_depth,GL_NV_read_depth_stencil,GL_NV_read_stencil,GL_NV_register_combiners,GL_NV_register_combiners2,GL_NV_representative_fragment_test,GL_NV_robustness_video_memory_purge,GL_NV_sRGB_formats,GL_NV_sample_locations,GL_NV_sample_mask_override_coverage,GL_NV_scissor_exclusive,GL_NV_shader_atomic_counters,GL_NV_shader_atomic_float,GL_NV_shader_atomic_float64,GL_NV_shader_atomic_fp16_vector,GL_NV_shader_atomic_int64,GL_NV_shader_buffer_load,GL_NV_shader_buffer_store,GL_NV_shader_noperspective_interpolation,GL_NV_shader_storage_buffer_object,GL_NV_shader_subgroup_partitioned,GL_NV_shader_texture_footprint,GL_NV_shader_thread_group,GL_NV_shader_thread_shuffle,GL_NV_shading_rate_image,GL_NV_shadow_samplers_array,GL_NV_shadow_samplers_cube,GL_NV_stereo_view_rendering,GL_NV_tessellation_program5,GL_NV_texgen_emboss,GL_NV_texgen_reflection,GL_NV_texture_barrier,GL_NV_texture_border_clamp,GL_NV_texture_compression_s3tc_update,GL_NV_texture_compression_vtc,GL_NV_texture_env_combine4,GL_NV_texture_expand_normal,GL_NV_texture_multisample,GL_NV_texture_npot_2D_mipmap,GL_NV_texture_rectangle,GL_NV_texture_rectangle_compressed,GL_NV_texture_shader,GL_NV_texture_shader2,GL_NV_texture_shader3,GL_NV_transform_feedback,GL_NV_transform_feedback2,GL_NV_uniform_buffer_unified_memory,GL_NV_vdpau_interop,GL_NV_vdpau_interop2,GL_NV_vertex_array_range,GL_NV_vertex_array_range2,GL_NV_vertex_attrib_integer_64bit,GL_NV_vertex_buffer_unified_memory,GL_NV_vertex_program,GL_NV_vertex_program1_1,GL_NV_vertex_program2,GL_NV_vertex_program2_option,GL_NV_vertex_program3,GL_NV_vertex_program4,GL_NV_video_capture,GL_NV_viewport_array,GL_NV_viewport_array2,GL_NV_viewport_swizzle,GL_OES_EGL_image,GL_OES_EGL_image_external,GL_OES_EGL_image_external_essl3,GL_OES_byte_coordinates,GL_OES_compressed_ETC1_RGB8_sub_texture,GL_OES_compressed_ETC1_RGB8_texture,GL_OES_compressed_paletted_texture,GL_OES_copy_image,GL_OES_depth24,GL_OES_depth32,GL_OES_depth_texture,GL_OES_draw_buffers_indexed,GL_OES_draw_elements_base_vertex,GL_OES_element_index_uint,GL_OES_fbo_render_mipmap,GL_OES_fixed_point,GL_OES_fragment_precision_high,GL_OES_geometry_point_size,GL_OES_geometry_shader,GL_OES_get_program_binary,GL_OES_gpu_shader5,GL_OES_mapbuffer,GL_OES_packed_depth_stencil,GL_OES_primitive_bounding_box,GL_OES_query_matrix,GL_OES_read_format,GL_OES_required_internalformat,GL_OES_rgb8_rgba8,GL_OES_sample_shading,GL_OES_sample_variables,GL_OES_shader_image_atomic,GL_OES_shader_io_blocks,GL_OES_shader_multisample_interpolation,GL_OES_single_precision,GL_OES_standard_derivatives,GL_OES_stencil1,GL_OES_stencil4,GL_OES_surfaceless_context,GL_OES_tessellation_point_size,GL_OES_tessellation_shader,GL_OES_texture_3D,GL_OES_texture_border_clamp,GL_OES_texture_buffer,GL_OES_texture_compression_astc,GL_OES_texture_cube_map_array,GL_OES_texture_float,GL_OES_texture_float_linear,GL_OES_texture_half_float,GL_OES_texture_half_float_linear,GL_OES_texture_npot,GL_OES_texture_stencil8,GL_OES_texture_storage_multisample_2d_array,GL_OES_texture_view,GL_OES_vertex_array_object,GL_OES_vertex_half_float,GL_OES_vertex_type_10_10_10_2,GL_OES_viewport_array,GL_OML_interlace,GL_OML_resample,GL_OML_subsample,GL_OVR_multiview,GL_OVR_multiview2,GL_OVR_multiview_multisampled_render_to_texture,GL_PGI_misc_hints,GL_PGI_vertex_hints,GL_QCOM_YUV_texture_gather,GL_QCOM_alpha_test,GL_QCOM_binning_control,GL_QCOM_driver_control,GL_QCOM_extended_get,GL_QCOM_extended_get2,GL_QCOM_framebuffer_foveated,GL_QCOM_perfmon_global_mode,GL_QCOM_shader_framebuffer_fetch_noncoherent,GL_QCOM_shader_framebuffer_fetch_rate,GL_QCOM_texture_foveated,GL_QCOM_texture_foveated_subsampled_layout,GL_QCOM_tiled_rendering,GL_QCOM_writeonly_rendering,GL_REND_screen_coordinates,GL_S3_s3tc,GL_SGIS_detail_texture,GL_SGIS_fog_function,GL_SGIS_generate_mipmap,GL_SGIS_multisample,GL_SGIS_pixel_texture,GL_SGIS_point_line_texgen,GL_SGIS_point_parameters,GL_SGIS_sharpen_texture,GL_SGIS_texture4D,GL_SGIS_texture_border_clamp,GL_SGIS_texture_color_mask,GL_SGIS_texture_edge_clamp,GL_SGIS_texture_filter4,GL_SGIS_texture_lod,GL_SGIS_texture_select,GL_SGIX_async,GL_SGIX_async_histogram,GL_SGIX_async_pixel,GL_SGIX_blend_alpha_minmax,GL_SGIX_calligraphic_fragment,GL_SGIX_clipmap,GL_SGIX_convolution_accuracy,GL_SGIX_depth_pass_instrument,GL_SGIX_depth_texture,GL_SGIX_flush_raster,GL_SGIX_fog_offset,GL_SGIX_fragment_lighting,GL_SGIX_framezoom,GL_SGIX_igloo_interface,GL_SGIX_instruments,GL_SGIX_interlace,GL_SGIX_ir_instrument1,GL_SGIX_list_priority,GL_SGIX_pixel_texture,GL_SGIX_pixel_tiles,GL_SGIX_polynomial_ffd,GL_SGIX_reference_plane,GL_SGIX_resample,GL_SGIX_scalebias_hint,GL_SGIX_shadow,GL_SGIX_shadow_ambient,GL_SGIX_sprite,GL_SGIX_subsample,GL_SGIX_tag_sample_buffer,GL_SGIX_texture_add_env,GL_SGIX_texture_coordinate_clamp,GL_SGIX_texture_lod_bias,GL_SGIX_texture_multi_buffer,GL_SGIX_texture_scale_bias,GL_SGIX_vertex_preclip,GL_SGIX_ycrcb,GL_SGIX_ycrcb_subsample,GL_SGIX_ycrcba,GL_SGI_color_matrix,GL_SGI_color_table,GL_SGI_texture_color_table,GL_SUNX_constant_data,GL_SUN_convolution_border_modes,GL_SUN_global_alpha,GL_SUN_mesh_array,GL_SUN_slice_accum,GL_SUN_triangle_list,GL_SUN_vertex,GL_VIV_shader_binary,GL_WIN_phong_shading,GL_WIN_specular_fog" +*/ + +#include +#include +#include +#include + +struct gladGLversionStruct GLVersion = { 0, 0 }; + +#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) +#define _GLAD_IS_SOME_NEW_VERSION 1 +#endif + +static int max_loaded_major; +static int max_loaded_minor; + +static const char *exts = NULL; +static int num_exts_i = 0; +static char **exts_i = NULL; + +static int get_exts(void) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + exts = (const char *)glGetString(GL_EXTENSIONS); +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + unsigned int index; + + num_exts_i = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i); + if (num_exts_i > 0) { + exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i)); + } + + if (exts_i == NULL) { + return 0; + } + + for(index = 0; index < (unsigned)num_exts_i; index++) { + const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index); + size_t len = strlen(gl_str_tmp); + + char *local_str = (char*)malloc((len+1) * sizeof(char)); + if(local_str != NULL) { + memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char)); + } + exts_i[index] = local_str; + } + } +#endif + return 1; +} + +static void free_exts(void) { + if (exts_i != NULL) { + int index; + for(index = 0; index < num_exts_i; index++) { + free((char *)exts_i[index]); + } + free((void *)exts_i); + exts_i = NULL; + } +} + +static int has_ext(const char *ext) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + const char *extensions; + const char *loc; + const char *terminator; + extensions = exts; + if(extensions == NULL || ext == NULL) { + return 0; + } + + while(1) { + loc = strstr(extensions, ext); + if(loc == NULL) { + return 0; + } + + terminator = loc + strlen(ext); + if((loc == extensions || *(loc - 1) == ' ') && + (*terminator == ' ' || *terminator == '\0')) { + return 1; + } + extensions = terminator; + } +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + int index; + if(exts_i == NULL) return 0; + for(index = 0; index < num_exts_i; index++) { + const char *e = exts_i[index]; + + if(exts_i[index] != NULL && strcmp(e, ext) == 0) { + return 1; + } + } + } +#endif + + return 0; +} +int GLAD_GL_VERSION_1_0 = 0; +int GLAD_GL_VERSION_1_1 = 0; +int GLAD_GL_VERSION_1_2 = 0; +int GLAD_GL_VERSION_1_3 = 0; +int GLAD_GL_VERSION_1_4 = 0; +int GLAD_GL_VERSION_1_5 = 0; +int GLAD_GL_VERSION_2_0 = 0; +int GLAD_GL_VERSION_2_1 = 0; +int GLAD_GL_VERSION_3_0 = 0; +int GLAD_GL_VERSION_3_1 = 0; +int GLAD_GL_VERSION_3_2 = 0; +int GLAD_GL_VERSION_3_3 = 0; +int GLAD_GL_ES_VERSION_2_0 = 0; +int GLAD_GL_ES_VERSION_3_0 = 0; +int GLAD_GL_ES_VERSION_3_1 = 0; +PFNGLACCUMPROC glad_glAccum = NULL; +PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL; +PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; +PFNGLALPHAFUNCPROC glad_glAlphaFunc = NULL; +PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident = NULL; +PFNGLARRAYELEMENTPROC glad_glArrayElement = NULL; +PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; +PFNGLBEGINPROC glad_glBegin = NULL; +PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL; +PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL; +PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL; +PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL; +PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL; +PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL; +PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL; +PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL; +PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; +PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture = NULL; +PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline = NULL; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; +PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL; +PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL; +PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback = NULL; +PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL; +PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer = NULL; +PFNGLBITMAPPROC glad_glBitmap = NULL; +PFNGLBLENDCOLORPROC glad_glBlendColor = NULL; +PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL; +PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL; +PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL; +PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL; +PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL; +PFNGLBUFFERDATAPROC glad_glBufferData = NULL; +PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL; +PFNGLCALLLISTPROC glad_glCallList = NULL; +PFNGLCALLLISTSPROC glad_glCallLists = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL; +PFNGLCLAMPCOLORPROC glad_glClampColor = NULL; +PFNGLCLEARPROC glad_glClear = NULL; +PFNGLCLEARACCUMPROC glad_glClearAccum = NULL; +PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL; +PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL; +PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL; +PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL; +PFNGLCLEARCOLORPROC glad_glClearColor = NULL; +PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL; +PFNGLCLEARDEPTHFPROC glad_glClearDepthf = NULL; +PFNGLCLEARINDEXPROC glad_glClearIndex = NULL; +PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL; +PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture = NULL; +PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL; +PFNGLCLIPPLANEPROC glad_glClipPlane = NULL; +PFNGLCOLOR3BPROC glad_glColor3b = NULL; +PFNGLCOLOR3BVPROC glad_glColor3bv = NULL; +PFNGLCOLOR3DPROC glad_glColor3d = NULL; +PFNGLCOLOR3DVPROC glad_glColor3dv = NULL; +PFNGLCOLOR3FPROC glad_glColor3f = NULL; +PFNGLCOLOR3FVPROC glad_glColor3fv = NULL; +PFNGLCOLOR3IPROC glad_glColor3i = NULL; +PFNGLCOLOR3IVPROC glad_glColor3iv = NULL; +PFNGLCOLOR3SPROC glad_glColor3s = NULL; +PFNGLCOLOR3SVPROC glad_glColor3sv = NULL; +PFNGLCOLOR3UBPROC glad_glColor3ub = NULL; +PFNGLCOLOR3UBVPROC glad_glColor3ubv = NULL; +PFNGLCOLOR3UIPROC glad_glColor3ui = NULL; +PFNGLCOLOR3UIVPROC glad_glColor3uiv = NULL; +PFNGLCOLOR3USPROC glad_glColor3us = NULL; +PFNGLCOLOR3USVPROC glad_glColor3usv = NULL; +PFNGLCOLOR4BPROC glad_glColor4b = NULL; +PFNGLCOLOR4BVPROC glad_glColor4bv = NULL; +PFNGLCOLOR4DPROC glad_glColor4d = NULL; +PFNGLCOLOR4DVPROC glad_glColor4dv = NULL; +PFNGLCOLOR4FPROC glad_glColor4f = NULL; +PFNGLCOLOR4FVPROC glad_glColor4fv = NULL; +PFNGLCOLOR4IPROC glad_glColor4i = NULL; +PFNGLCOLOR4IVPROC glad_glColor4iv = NULL; +PFNGLCOLOR4SPROC glad_glColor4s = NULL; +PFNGLCOLOR4SVPROC glad_glColor4sv = NULL; +PFNGLCOLOR4UBPROC glad_glColor4ub = NULL; +PFNGLCOLOR4UBVPROC glad_glColor4ubv = NULL; +PFNGLCOLOR4UIPROC glad_glColor4ui = NULL; +PFNGLCOLOR4UIVPROC glad_glColor4uiv = NULL; +PFNGLCOLOR4USPROC glad_glColor4us = NULL; +PFNGLCOLOR4USVPROC glad_glColor4usv = NULL; +PFNGLCOLORMASKPROC glad_glColorMask = NULL; +PFNGLCOLORMASKIPROC glad_glColorMaski = NULL; +PFNGLCOLORMATERIALPROC glad_glColorMaterial = NULL; +PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL; +PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL; +PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL; +PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL; +PFNGLCOLORPOINTERPROC glad_glColorPointer = NULL; +PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL; +PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL; +PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL; +PFNGLCOPYPIXELSPROC glad_glCopyPixels = NULL; +PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL; +PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL; +PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL; +PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL; +PFNGLCREATESHADERPROC glad_glCreateShader = NULL; +PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv = NULL; +PFNGLCULLFACEPROC glad_glCullFace = NULL; +PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL; +PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL; +PFNGLDELETELISTSPROC glad_glDeleteLists = NULL; +PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL; +PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines = NULL; +PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL; +PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL; +PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL; +PFNGLDELETESHADERPROC glad_glDeleteShader = NULL; +PFNGLDELETESYNCPROC glad_glDeleteSync = NULL; +PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL; +PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks = NULL; +PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL; +PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL; +PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; +PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; +PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL; +PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; +PFNGLDISABLEPROC glad_glDisable = NULL; +PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL; +PFNGLDISABLEIPROC glad_glDisablei = NULL; +PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute = NULL; +PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect = NULL; +PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL; +PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect = NULL; +PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL; +PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL; +PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL; +PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL; +PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL; +PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect = NULL; +PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL; +PFNGLDRAWPIXELSPROC glad_glDrawPixels = NULL; +PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL; +PFNGLEDGEFLAGPROC glad_glEdgeFlag = NULL; +PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer = NULL; +PFNGLEDGEFLAGVPROC glad_glEdgeFlagv = NULL; +PFNGLENABLEPROC glad_glEnable = NULL; +PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState = NULL; +PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL; +PFNGLENABLEIPROC glad_glEnablei = NULL; +PFNGLENDPROC glad_glEnd = NULL; +PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL; +PFNGLENDLISTPROC glad_glEndList = NULL; +PFNGLENDQUERYPROC glad_glEndQuery = NULL; +PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL; +PFNGLEVALCOORD1DPROC glad_glEvalCoord1d = NULL; +PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv = NULL; +PFNGLEVALCOORD1FPROC glad_glEvalCoord1f = NULL; +PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv = NULL; +PFNGLEVALCOORD2DPROC glad_glEvalCoord2d = NULL; +PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv = NULL; +PFNGLEVALCOORD2FPROC glad_glEvalCoord2f = NULL; +PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv = NULL; +PFNGLEVALMESH1PROC glad_glEvalMesh1 = NULL; +PFNGLEVALMESH2PROC glad_glEvalMesh2 = NULL; +PFNGLEVALPOINT1PROC glad_glEvalPoint1 = NULL; +PFNGLEVALPOINT2PROC glad_glEvalPoint2 = NULL; +PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer = NULL; +PFNGLFENCESYNCPROC glad_glFenceSync = NULL; +PFNGLFINISHPROC glad_glFinish = NULL; +PFNGLFLUSHPROC glad_glFlush = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL; +PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer = NULL; +PFNGLFOGCOORDDPROC glad_glFogCoordd = NULL; +PFNGLFOGCOORDDVPROC glad_glFogCoorddv = NULL; +PFNGLFOGCOORDFPROC glad_glFogCoordf = NULL; +PFNGLFOGCOORDFVPROC glad_glFogCoordfv = NULL; +PFNGLFOGFPROC glad_glFogf = NULL; +PFNGLFOGFVPROC glad_glFogfv = NULL; +PFNGLFOGIPROC glad_glFogi = NULL; +PFNGLFOGIVPROC glad_glFogiv = NULL; +PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri = NULL; +PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL; +PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL; +PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL; +PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL; +PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL; +PFNGLFRONTFACEPROC glad_glFrontFace = NULL; +PFNGLFRUSTUMPROC glad_glFrustum = NULL; +PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL; +PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL; +PFNGLGENLISTSPROC glad_glGenLists = NULL; +PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines = NULL; +PFNGLGENQUERIESPROC glad_glGenQueries = NULL; +PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL; +PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL; +PFNGLGENTEXTURESPROC glad_glGenTextures = NULL; +PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks = NULL; +PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL; +PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL; +PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL; +PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL; +PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL; +PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL; +PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL; +PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL; +PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL; +PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL; +PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL; +PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL; +PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL; +PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL; +PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL; +PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL; +PFNGLGETCLIPPLANEPROC glad_glGetClipPlane = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL; +PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL; +PFNGLGETERRORPROC glad_glGetError = NULL; +PFNGLGETFLOATVPROC glad_glGetFloatv = NULL; +PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL; +PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv = NULL; +PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL; +PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL; +PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL; +PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL; +PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ = NULL; +PFNGLGETLIGHTFVPROC glad_glGetLightfv = NULL; +PFNGLGETLIGHTIVPROC glad_glGetLightiv = NULL; +PFNGLGETMAPDVPROC glad_glGetMapdv = NULL; +PFNGLGETMAPFVPROC glad_glGetMapfv = NULL; +PFNGLGETMAPIVPROC glad_glGetMapiv = NULL; +PFNGLGETMATERIALFVPROC glad_glGetMaterialfv = NULL; +PFNGLGETMATERIALIVPROC glad_glGetMaterialiv = NULL; +PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL; +PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv = NULL; +PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv = NULL; +PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv = NULL; +PFNGLGETPOINTERVPROC glad_glGetPointerv = NULL; +PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple = NULL; +PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary = NULL; +PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL; +PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv = NULL; +PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog = NULL; +PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv = NULL; +PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation = NULL; +PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName = NULL; +PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv = NULL; +PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL; +PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL; +PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL; +PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL; +PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL; +PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; +PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL; +PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL; +PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL; +PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL; +PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL; +PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat = NULL; +PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL; +PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL; +PFNGLGETSTRINGPROC glad_glGetString = NULL; +PFNGLGETSTRINGIPROC glad_glGetStringi = NULL; +PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL; +PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv = NULL; +PFNGLGETTEXENVIVPROC glad_glGetTexEnviv = NULL; +PFNGLGETTEXGENDVPROC glad_glGetTexGendv = NULL; +PFNGLGETTEXGENFVPROC glad_glGetTexGenfv = NULL; +PFNGLGETTEXGENIVPROC glad_glGetTexGeniv = NULL; +PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL; +PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL; +PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL; +PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL; +PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL; +PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL; +PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL; +PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL; +PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL; +PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL; +PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL; +PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL; +PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL; +PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL; +PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL; +PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL; +PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL; +PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL; +PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL; +PFNGLHINTPROC glad_glHint = NULL; +PFNGLINDEXMASKPROC glad_glIndexMask = NULL; +PFNGLINDEXPOINTERPROC glad_glIndexPointer = NULL; +PFNGLINDEXDPROC glad_glIndexd = NULL; +PFNGLINDEXDVPROC glad_glIndexdv = NULL; +PFNGLINDEXFPROC glad_glIndexf = NULL; +PFNGLINDEXFVPROC glad_glIndexfv = NULL; +PFNGLINDEXIPROC glad_glIndexi = NULL; +PFNGLINDEXIVPROC glad_glIndexiv = NULL; +PFNGLINDEXSPROC glad_glIndexs = NULL; +PFNGLINDEXSVPROC glad_glIndexsv = NULL; +PFNGLINDEXUBPROC glad_glIndexub = NULL; +PFNGLINDEXUBVPROC glad_glIndexubv = NULL; +PFNGLINITNAMESPROC glad_glInitNames = NULL; +PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays = NULL; +PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer = NULL; +PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer = NULL; +PFNGLISBUFFERPROC glad_glIsBuffer = NULL; +PFNGLISENABLEDPROC glad_glIsEnabled = NULL; +PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL; +PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL; +PFNGLISLISTPROC glad_glIsList = NULL; +PFNGLISPROGRAMPROC glad_glIsProgram = NULL; +PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline = NULL; +PFNGLISQUERYPROC glad_glIsQuery = NULL; +PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL; +PFNGLISSAMPLERPROC glad_glIsSampler = NULL; +PFNGLISSHADERPROC glad_glIsShader = NULL; +PFNGLISSYNCPROC glad_glIsSync = NULL; +PFNGLISTEXTUREPROC glad_glIsTexture = NULL; +PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback = NULL; +PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL; +PFNGLLIGHTMODELFPROC glad_glLightModelf = NULL; +PFNGLLIGHTMODELFVPROC glad_glLightModelfv = NULL; +PFNGLLIGHTMODELIPROC glad_glLightModeli = NULL; +PFNGLLIGHTMODELIVPROC glad_glLightModeliv = NULL; +PFNGLLIGHTFPROC glad_glLightf = NULL; +PFNGLLIGHTFVPROC glad_glLightfv = NULL; +PFNGLLIGHTIPROC glad_glLighti = NULL; +PFNGLLIGHTIVPROC glad_glLightiv = NULL; +PFNGLLINESTIPPLEPROC glad_glLineStipple = NULL; +PFNGLLINEWIDTHPROC glad_glLineWidth = NULL; +PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL; +PFNGLLISTBASEPROC glad_glListBase = NULL; +PFNGLLOADIDENTITYPROC glad_glLoadIdentity = NULL; +PFNGLLOADMATRIXDPROC glad_glLoadMatrixd = NULL; +PFNGLLOADMATRIXFPROC glad_glLoadMatrixf = NULL; +PFNGLLOADNAMEPROC glad_glLoadName = NULL; +PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd = NULL; +PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf = NULL; +PFNGLLOGICOPPROC glad_glLogicOp = NULL; +PFNGLMAP1DPROC glad_glMap1d = NULL; +PFNGLMAP1FPROC glad_glMap1f = NULL; +PFNGLMAP2DPROC glad_glMap2d = NULL; +PFNGLMAP2FPROC glad_glMap2f = NULL; +PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL; +PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL; +PFNGLMAPGRID1DPROC glad_glMapGrid1d = NULL; +PFNGLMAPGRID1FPROC glad_glMapGrid1f = NULL; +PFNGLMAPGRID2DPROC glad_glMapGrid2d = NULL; +PFNGLMAPGRID2FPROC glad_glMapGrid2f = NULL; +PFNGLMATERIALFPROC glad_glMaterialf = NULL; +PFNGLMATERIALFVPROC glad_glMaterialfv = NULL; +PFNGLMATERIALIPROC glad_glMateriali = NULL; +PFNGLMATERIALIVPROC glad_glMaterialiv = NULL; +PFNGLMATRIXMODEPROC glad_glMatrixMode = NULL; +PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier = NULL; +PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion = NULL; +PFNGLMULTMATRIXDPROC glad_glMultMatrixd = NULL; +PFNGLMULTMATRIXFPROC glad_glMultMatrixf = NULL; +PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd = NULL; +PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf = NULL; +PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL; +PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL; +PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL; +PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d = NULL; +PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv = NULL; +PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f = NULL; +PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv = NULL; +PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i = NULL; +PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv = NULL; +PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s = NULL; +PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv = NULL; +PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d = NULL; +PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv = NULL; +PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f = NULL; +PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv = NULL; +PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i = NULL; +PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv = NULL; +PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s = NULL; +PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv = NULL; +PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d = NULL; +PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv = NULL; +PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f = NULL; +PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv = NULL; +PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i = NULL; +PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv = NULL; +PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s = NULL; +PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv = NULL; +PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d = NULL; +PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv = NULL; +PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f = NULL; +PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv = NULL; +PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i = NULL; +PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv = NULL; +PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s = NULL; +PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv = NULL; +PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL; +PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL; +PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL; +PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL; +PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL; +PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL; +PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL; +PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL; +PFNGLNEWLISTPROC glad_glNewList = NULL; +PFNGLNORMAL3BPROC glad_glNormal3b = NULL; +PFNGLNORMAL3BVPROC glad_glNormal3bv = NULL; +PFNGLNORMAL3DPROC glad_glNormal3d = NULL; +PFNGLNORMAL3DVPROC glad_glNormal3dv = NULL; +PFNGLNORMAL3FPROC glad_glNormal3f = NULL; +PFNGLNORMAL3FVPROC glad_glNormal3fv = NULL; +PFNGLNORMAL3IPROC glad_glNormal3i = NULL; +PFNGLNORMAL3IVPROC glad_glNormal3iv = NULL; +PFNGLNORMAL3SPROC glad_glNormal3s = NULL; +PFNGLNORMAL3SVPROC glad_glNormal3sv = NULL; +PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL; +PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL; +PFNGLNORMALPOINTERPROC glad_glNormalPointer = NULL; +PFNGLORTHOPROC glad_glOrtho = NULL; +PFNGLPASSTHROUGHPROC glad_glPassThrough = NULL; +PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback = NULL; +PFNGLPIXELMAPFVPROC glad_glPixelMapfv = NULL; +PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv = NULL; +PFNGLPIXELMAPUSVPROC glad_glPixelMapusv = NULL; +PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL; +PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL; +PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf = NULL; +PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi = NULL; +PFNGLPIXELZOOMPROC glad_glPixelZoom = NULL; +PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL; +PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL; +PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL; +PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL; +PFNGLPOINTSIZEPROC glad_glPointSize = NULL; +PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL; +PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; +PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple = NULL; +PFNGLPOPATTRIBPROC glad_glPopAttrib = NULL; +PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib = NULL; +PFNGLPOPMATRIXPROC glad_glPopMatrix = NULL; +PFNGLPOPNAMEPROC glad_glPopName = NULL; +PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL; +PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures = NULL; +PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL; +PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri = NULL; +PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f = NULL; +PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv = NULL; +PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i = NULL; +PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv = NULL; +PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui = NULL; +PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv = NULL; +PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f = NULL; +PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv = NULL; +PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i = NULL; +PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv = NULL; +PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui = NULL; +PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv = NULL; +PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f = NULL; +PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv = NULL; +PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i = NULL; +PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv = NULL; +PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui = NULL; +PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv = NULL; +PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f = NULL; +PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv = NULL; +PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i = NULL; +PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv = NULL; +PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui = NULL; +PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv = NULL; +PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL; +PFNGLPUSHATTRIBPROC glad_glPushAttrib = NULL; +PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib = NULL; +PFNGLPUSHMATRIXPROC glad_glPushMatrix = NULL; +PFNGLPUSHNAMEPROC glad_glPushName = NULL; +PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL; +PFNGLRASTERPOS2DPROC glad_glRasterPos2d = NULL; +PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv = NULL; +PFNGLRASTERPOS2FPROC glad_glRasterPos2f = NULL; +PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv = NULL; +PFNGLRASTERPOS2IPROC glad_glRasterPos2i = NULL; +PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv = NULL; +PFNGLRASTERPOS2SPROC glad_glRasterPos2s = NULL; +PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv = NULL; +PFNGLRASTERPOS3DPROC glad_glRasterPos3d = NULL; +PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv = NULL; +PFNGLRASTERPOS3FPROC glad_glRasterPos3f = NULL; +PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv = NULL; +PFNGLRASTERPOS3IPROC glad_glRasterPos3i = NULL; +PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv = NULL; +PFNGLRASTERPOS3SPROC glad_glRasterPos3s = NULL; +PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv = NULL; +PFNGLRASTERPOS4DPROC glad_glRasterPos4d = NULL; +PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv = NULL; +PFNGLRASTERPOS4FPROC glad_glRasterPos4f = NULL; +PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv = NULL; +PFNGLRASTERPOS4IPROC glad_glRasterPos4i = NULL; +PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv = NULL; +PFNGLRASTERPOS4SPROC glad_glRasterPos4s = NULL; +PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv = NULL; +PFNGLREADBUFFERPROC glad_glReadBuffer = NULL; +PFNGLREADPIXELSPROC glad_glReadPixels = NULL; +PFNGLRECTDPROC glad_glRectd = NULL; +PFNGLRECTDVPROC glad_glRectdv = NULL; +PFNGLRECTFPROC glad_glRectf = NULL; +PFNGLRECTFVPROC glad_glRectfv = NULL; +PFNGLRECTIPROC glad_glRecti = NULL; +PFNGLRECTIVPROC glad_glRectiv = NULL; +PFNGLRECTSPROC glad_glRects = NULL; +PFNGLRECTSVPROC glad_glRectsv = NULL; +PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler = NULL; +PFNGLRENDERMODEPROC glad_glRenderMode = NULL; +PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL; +PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL; +PFNGLROTATEDPROC glad_glRotated = NULL; +PFNGLROTATEFPROC glad_glRotatef = NULL; +PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL; +PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL; +PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL; +PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL; +PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL; +PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL; +PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL; +PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL; +PFNGLSCALEDPROC glad_glScaled = NULL; +PFNGLSCALEFPROC glad_glScalef = NULL; +PFNGLSCISSORPROC glad_glScissor = NULL; +PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b = NULL; +PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv = NULL; +PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d = NULL; +PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv = NULL; +PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f = NULL; +PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv = NULL; +PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i = NULL; +PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv = NULL; +PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s = NULL; +PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv = NULL; +PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub = NULL; +PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv = NULL; +PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui = NULL; +PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv = NULL; +PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us = NULL; +PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv = NULL; +PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL; +PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL; +PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer = NULL; +PFNGLSELECTBUFFERPROC glad_glSelectBuffer = NULL; +PFNGLSHADEMODELPROC glad_glShadeModel = NULL; +PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL; +PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; +PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; +PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; +PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; +PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL; +PFNGLSTENCILOPPROC glad_glStencilOp = NULL; +PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL; +PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL; +PFNGLTEXCOORD1DPROC glad_glTexCoord1d = NULL; +PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv = NULL; +PFNGLTEXCOORD1FPROC glad_glTexCoord1f = NULL; +PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv = NULL; +PFNGLTEXCOORD1IPROC glad_glTexCoord1i = NULL; +PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv = NULL; +PFNGLTEXCOORD1SPROC glad_glTexCoord1s = NULL; +PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv = NULL; +PFNGLTEXCOORD2DPROC glad_glTexCoord2d = NULL; +PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv = NULL; +PFNGLTEXCOORD2FPROC glad_glTexCoord2f = NULL; +PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv = NULL; +PFNGLTEXCOORD2IPROC glad_glTexCoord2i = NULL; +PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv = NULL; +PFNGLTEXCOORD2SPROC glad_glTexCoord2s = NULL; +PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv = NULL; +PFNGLTEXCOORD3DPROC glad_glTexCoord3d = NULL; +PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv = NULL; +PFNGLTEXCOORD3FPROC glad_glTexCoord3f = NULL; +PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv = NULL; +PFNGLTEXCOORD3IPROC glad_glTexCoord3i = NULL; +PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv = NULL; +PFNGLTEXCOORD3SPROC glad_glTexCoord3s = NULL; +PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv = NULL; +PFNGLTEXCOORD4DPROC glad_glTexCoord4d = NULL; +PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv = NULL; +PFNGLTEXCOORD4FPROC glad_glTexCoord4f = NULL; +PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv = NULL; +PFNGLTEXCOORD4IPROC glad_glTexCoord4i = NULL; +PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv = NULL; +PFNGLTEXCOORD4SPROC glad_glTexCoord4s = NULL; +PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv = NULL; +PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL; +PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL; +PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL; +PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL; +PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL; +PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL; +PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL; +PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL; +PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer = NULL; +PFNGLTEXENVFPROC glad_glTexEnvf = NULL; +PFNGLTEXENVFVPROC glad_glTexEnvfv = NULL; +PFNGLTEXENVIPROC glad_glTexEnvi = NULL; +PFNGLTEXENVIVPROC glad_glTexEnviv = NULL; +PFNGLTEXGENDPROC glad_glTexGend = NULL; +PFNGLTEXGENDVPROC glad_glTexGendv = NULL; +PFNGLTEXGENFPROC glad_glTexGenf = NULL; +PFNGLTEXGENFVPROC glad_glTexGenfv = NULL; +PFNGLTEXGENIPROC glad_glTexGeni = NULL; +PFNGLTEXGENIVPROC glad_glTexGeniv = NULL; +PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL; +PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL; +PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL; +PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL; +PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL; +PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL; +PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL; +PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL; +PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL; +PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D = NULL; +PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample = NULL; +PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D = NULL; +PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL; +PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL; +PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL; +PFNGLTRANSLATEDPROC glad_glTranslated = NULL; +PFNGLTRANSLATEFPROC glad_glTranslatef = NULL; +PFNGLUNIFORM1FPROC glad_glUniform1f = NULL; +PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL; +PFNGLUNIFORM1IPROC glad_glUniform1i = NULL; +PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL; +PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL; +PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL; +PFNGLUNIFORM2FPROC glad_glUniform2f = NULL; +PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL; +PFNGLUNIFORM2IPROC glad_glUniform2i = NULL; +PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL; +PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL; +PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL; +PFNGLUNIFORM3FPROC glad_glUniform3f = NULL; +PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL; +PFNGLUNIFORM3IPROC glad_glUniform3i = NULL; +PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL; +PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL; +PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL; +PFNGLUNIFORM4FPROC glad_glUniform4f = NULL; +PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL; +PFNGLUNIFORM4IPROC glad_glUniform4i = NULL; +PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL; +PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL; +PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL; +PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL; +PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL; +PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL; +PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL; +PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL; +PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL; +PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL; +PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL; +PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL; +PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL; +PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL; +PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL; +PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages = NULL; +PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL; +PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline = NULL; +PFNGLVERTEX2DPROC glad_glVertex2d = NULL; +PFNGLVERTEX2DVPROC glad_glVertex2dv = NULL; +PFNGLVERTEX2FPROC glad_glVertex2f = NULL; +PFNGLVERTEX2FVPROC glad_glVertex2fv = NULL; +PFNGLVERTEX2IPROC glad_glVertex2i = NULL; +PFNGLVERTEX2IVPROC glad_glVertex2iv = NULL; +PFNGLVERTEX2SPROC glad_glVertex2s = NULL; +PFNGLVERTEX2SVPROC glad_glVertex2sv = NULL; +PFNGLVERTEX3DPROC glad_glVertex3d = NULL; +PFNGLVERTEX3DVPROC glad_glVertex3dv = NULL; +PFNGLVERTEX3FPROC glad_glVertex3f = NULL; +PFNGLVERTEX3FVPROC glad_glVertex3fv = NULL; +PFNGLVERTEX3IPROC glad_glVertex3i = NULL; +PFNGLVERTEX3IVPROC glad_glVertex3iv = NULL; +PFNGLVERTEX3SPROC glad_glVertex3s = NULL; +PFNGLVERTEX3SVPROC glad_glVertex3sv = NULL; +PFNGLVERTEX4DPROC glad_glVertex4d = NULL; +PFNGLVERTEX4DVPROC glad_glVertex4dv = NULL; +PFNGLVERTEX4FPROC glad_glVertex4f = NULL; +PFNGLVERTEX4FVPROC glad_glVertex4fv = NULL; +PFNGLVERTEX4IPROC glad_glVertex4i = NULL; +PFNGLVERTEX4IVPROC glad_glVertex4iv = NULL; +PFNGLVERTEX4SPROC glad_glVertex4s = NULL; +PFNGLVERTEX4SVPROC glad_glVertex4sv = NULL; +PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL; +PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL; +PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL; +PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL; +PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL; +PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL; +PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL; +PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL; +PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL; +PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL; +PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL; +PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL; +PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL; +PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL; +PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL; +PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL; +PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL; +PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL; +PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL; +PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL; +PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL; +PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL; +PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL; +PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL; +PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL; +PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL; +PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL; +PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL; +PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL; +PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL; +PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL; +PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL; +PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL; +PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL; +PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL; +PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL; +PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding = NULL; +PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL; +PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat = NULL; +PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL; +PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL; +PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL; +PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL; +PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL; +PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL; +PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL; +PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL; +PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL; +PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL; +PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL; +PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL; +PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL; +PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL; +PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL; +PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL; +PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL; +PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL; +PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL; +PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL; +PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat = NULL; +PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL; +PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL; +PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL; +PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL; +PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL; +PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL; +PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL; +PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL; +PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; +PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor = NULL; +PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL; +PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL; +PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL; +PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL; +PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL; +PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL; +PFNGLVERTEXPOINTERPROC glad_glVertexPointer = NULL; +PFNGLVIEWPORTPROC glad_glViewport = NULL; +PFNGLWAITSYNCPROC glad_glWaitSync = NULL; +PFNGLWINDOWPOS2DPROC glad_glWindowPos2d = NULL; +PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv = NULL; +PFNGLWINDOWPOS2FPROC glad_glWindowPos2f = NULL; +PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv = NULL; +PFNGLWINDOWPOS2IPROC glad_glWindowPos2i = NULL; +PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv = NULL; +PFNGLWINDOWPOS2SPROC glad_glWindowPos2s = NULL; +PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv = NULL; +PFNGLWINDOWPOS3DPROC glad_glWindowPos3d = NULL; +PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv = NULL; +PFNGLWINDOWPOS3FPROC glad_glWindowPos3f = NULL; +PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv = NULL; +PFNGLWINDOWPOS3IPROC glad_glWindowPos3i = NULL; +PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv = NULL; +PFNGLWINDOWPOS3SPROC glad_glWindowPos3s = NULL; +PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv = NULL; +int GLAD_GL_3DFX_multisample = 0; +int GLAD_GL_3DFX_tbuffer = 0; +int GLAD_GL_3DFX_texture_compression_FXT1 = 0; +int GLAD_GL_AMD_blend_minmax_factor = 0; +int GLAD_GL_AMD_compressed_3DC_texture = 0; +int GLAD_GL_AMD_compressed_ATC_texture = 0; +int GLAD_GL_AMD_conservative_depth = 0; +int GLAD_GL_AMD_debug_output = 0; +int GLAD_GL_AMD_depth_clamp_separate = 0; +int GLAD_GL_AMD_draw_buffers_blend = 0; +int GLAD_GL_AMD_framebuffer_multisample_advanced = 0; +int GLAD_GL_AMD_framebuffer_sample_positions = 0; +int GLAD_GL_AMD_gcn_shader = 0; +int GLAD_GL_AMD_gpu_shader_half_float = 0; +int GLAD_GL_AMD_gpu_shader_int16 = 0; +int GLAD_GL_AMD_gpu_shader_int64 = 0; +int GLAD_GL_AMD_interleaved_elements = 0; +int GLAD_GL_AMD_multi_draw_indirect = 0; +int GLAD_GL_AMD_name_gen_delete = 0; +int GLAD_GL_AMD_occlusion_query_event = 0; +int GLAD_GL_AMD_performance_monitor = 0; +int GLAD_GL_AMD_pinned_memory = 0; +int GLAD_GL_AMD_program_binary_Z400 = 0; +int GLAD_GL_AMD_query_buffer_object = 0; +int GLAD_GL_AMD_sample_positions = 0; +int GLAD_GL_AMD_seamless_cubemap_per_texture = 0; +int GLAD_GL_AMD_shader_atomic_counter_ops = 0; +int GLAD_GL_AMD_shader_ballot = 0; +int GLAD_GL_AMD_shader_explicit_vertex_parameter = 0; +int GLAD_GL_AMD_shader_gpu_shader_half_float_fetch = 0; +int GLAD_GL_AMD_shader_image_load_store_lod = 0; +int GLAD_GL_AMD_shader_stencil_export = 0; +int GLAD_GL_AMD_shader_trinary_minmax = 0; +int GLAD_GL_AMD_sparse_texture = 0; +int GLAD_GL_AMD_stencil_operation_extended = 0; +int GLAD_GL_AMD_texture_gather_bias_lod = 0; +int GLAD_GL_AMD_texture_texture4 = 0; +int GLAD_GL_AMD_transform_feedback3_lines_triangles = 0; +int GLAD_GL_AMD_transform_feedback4 = 0; +int GLAD_GL_AMD_vertex_shader_layer = 0; +int GLAD_GL_AMD_vertex_shader_tessellator = 0; +int GLAD_GL_AMD_vertex_shader_viewport_index = 0; +int GLAD_GL_ANDROID_extension_pack_es31a = 0; +int GLAD_GL_ANGLE_depth_texture = 0; +int GLAD_GL_ANGLE_framebuffer_blit = 0; +int GLAD_GL_ANGLE_framebuffer_multisample = 0; +int GLAD_GL_ANGLE_instanced_arrays = 0; +int GLAD_GL_ANGLE_pack_reverse_row_order = 0; +int GLAD_GL_ANGLE_program_binary = 0; +int GLAD_GL_ANGLE_texture_compression_dxt3 = 0; +int GLAD_GL_ANGLE_texture_compression_dxt5 = 0; +int GLAD_GL_ANGLE_texture_usage = 0; +int GLAD_GL_ANGLE_translated_shader_source = 0; +int GLAD_GL_APPLE_aux_depth_stencil = 0; +int GLAD_GL_APPLE_client_storage = 0; +int GLAD_GL_APPLE_clip_distance = 0; +int GLAD_GL_APPLE_color_buffer_packed_float = 0; +int GLAD_GL_APPLE_copy_texture_levels = 0; +int GLAD_GL_APPLE_element_array = 0; +int GLAD_GL_APPLE_fence = 0; +int GLAD_GL_APPLE_float_pixels = 0; +int GLAD_GL_APPLE_flush_buffer_range = 0; +int GLAD_GL_APPLE_framebuffer_multisample = 0; +int GLAD_GL_APPLE_object_purgeable = 0; +int GLAD_GL_APPLE_rgb_422 = 0; +int GLAD_GL_APPLE_row_bytes = 0; +int GLAD_GL_APPLE_specular_vector = 0; +int GLAD_GL_APPLE_sync = 0; +int GLAD_GL_APPLE_texture_format_BGRA8888 = 0; +int GLAD_GL_APPLE_texture_max_level = 0; +int GLAD_GL_APPLE_texture_packed_float = 0; +int GLAD_GL_APPLE_texture_range = 0; +int GLAD_GL_APPLE_transform_hint = 0; +int GLAD_GL_APPLE_vertex_array_object = 0; +int GLAD_GL_APPLE_vertex_array_range = 0; +int GLAD_GL_APPLE_vertex_program_evaluators = 0; +int GLAD_GL_APPLE_ycbcr_422 = 0; +int GLAD_GL_ARB_ES2_compatibility = 0; +int GLAD_GL_ARB_ES3_1_compatibility = 0; +int GLAD_GL_ARB_ES3_2_compatibility = 0; +int GLAD_GL_ARB_ES3_compatibility = 0; +int GLAD_GL_ARB_arrays_of_arrays = 0; +int GLAD_GL_ARB_base_instance = 0; +int GLAD_GL_ARB_bindless_texture = 0; +int GLAD_GL_ARB_blend_func_extended = 0; +int GLAD_GL_ARB_buffer_storage = 0; +int GLAD_GL_ARB_cl_event = 0; +int GLAD_GL_ARB_clear_buffer_object = 0; +int GLAD_GL_ARB_clear_texture = 0; +int GLAD_GL_ARB_clip_control = 0; +int GLAD_GL_ARB_color_buffer_float = 0; +int GLAD_GL_ARB_compatibility = 0; +int GLAD_GL_ARB_compressed_texture_pixel_storage = 0; +int GLAD_GL_ARB_compute_shader = 0; +int GLAD_GL_ARB_compute_variable_group_size = 0; +int GLAD_GL_ARB_conditional_render_inverted = 0; +int GLAD_GL_ARB_conservative_depth = 0; +int GLAD_GL_ARB_copy_buffer = 0; +int GLAD_GL_ARB_copy_image = 0; +int GLAD_GL_ARB_cull_distance = 0; +int GLAD_GL_ARB_debug_output = 0; +int GLAD_GL_ARB_depth_buffer_float = 0; +int GLAD_GL_ARB_depth_clamp = 0; +int GLAD_GL_ARB_depth_texture = 0; +int GLAD_GL_ARB_derivative_control = 0; +int GLAD_GL_ARB_direct_state_access = 0; +int GLAD_GL_ARB_draw_buffers = 0; +int GLAD_GL_ARB_draw_buffers_blend = 0; +int GLAD_GL_ARB_draw_elements_base_vertex = 0; +int GLAD_GL_ARB_draw_indirect = 0; +int GLAD_GL_ARB_draw_instanced = 0; +int GLAD_GL_ARB_enhanced_layouts = 0; +int GLAD_GL_ARB_explicit_attrib_location = 0; +int GLAD_GL_ARB_explicit_uniform_location = 0; +int GLAD_GL_ARB_fragment_coord_conventions = 0; +int GLAD_GL_ARB_fragment_layer_viewport = 0; +int GLAD_GL_ARB_fragment_program = 0; +int GLAD_GL_ARB_fragment_program_shadow = 0; +int GLAD_GL_ARB_fragment_shader = 0; +int GLAD_GL_ARB_fragment_shader_interlock = 0; +int GLAD_GL_ARB_framebuffer_no_attachments = 0; +int GLAD_GL_ARB_framebuffer_object = 0; +int GLAD_GL_ARB_framebuffer_sRGB = 0; +int GLAD_GL_ARB_geometry_shader4 = 0; +int GLAD_GL_ARB_get_program_binary = 0; +int GLAD_GL_ARB_get_texture_sub_image = 0; +int GLAD_GL_ARB_gl_spirv = 0; +int GLAD_GL_ARB_gpu_shader5 = 0; +int GLAD_GL_ARB_gpu_shader_fp64 = 0; +int GLAD_GL_ARB_gpu_shader_int64 = 0; +int GLAD_GL_ARB_half_float_pixel = 0; +int GLAD_GL_ARB_half_float_vertex = 0; +int GLAD_GL_ARB_imaging = 0; +int GLAD_GL_ARB_indirect_parameters = 0; +int GLAD_GL_ARB_instanced_arrays = 0; +int GLAD_GL_ARB_internalformat_query = 0; +int GLAD_GL_ARB_internalformat_query2 = 0; +int GLAD_GL_ARB_invalidate_subdata = 0; +int GLAD_GL_ARB_map_buffer_alignment = 0; +int GLAD_GL_ARB_map_buffer_range = 0; +int GLAD_GL_ARB_matrix_palette = 0; +int GLAD_GL_ARB_multi_bind = 0; +int GLAD_GL_ARB_multi_draw_indirect = 0; +int GLAD_GL_ARB_multisample = 0; +int GLAD_GL_ARB_multitexture = 0; +int GLAD_GL_ARB_occlusion_query = 0; +int GLAD_GL_ARB_occlusion_query2 = 0; +int GLAD_GL_ARB_parallel_shader_compile = 0; +int GLAD_GL_ARB_pipeline_statistics_query = 0; +int GLAD_GL_ARB_pixel_buffer_object = 0; +int GLAD_GL_ARB_point_parameters = 0; +int GLAD_GL_ARB_point_sprite = 0; +int GLAD_GL_ARB_polygon_offset_clamp = 0; +int GLAD_GL_ARB_post_depth_coverage = 0; +int GLAD_GL_ARB_program_interface_query = 0; +int GLAD_GL_ARB_provoking_vertex = 0; +int GLAD_GL_ARB_query_buffer_object = 0; +int GLAD_GL_ARB_robust_buffer_access_behavior = 0; +int GLAD_GL_ARB_robustness = 0; +int GLAD_GL_ARB_robustness_isolation = 0; +int GLAD_GL_ARB_sample_locations = 0; +int GLAD_GL_ARB_sample_shading = 0; +int GLAD_GL_ARB_sampler_objects = 0; +int GLAD_GL_ARB_seamless_cube_map = 0; +int GLAD_GL_ARB_seamless_cubemap_per_texture = 0; +int GLAD_GL_ARB_separate_shader_objects = 0; +int GLAD_GL_ARB_shader_atomic_counter_ops = 0; +int GLAD_GL_ARB_shader_atomic_counters = 0; +int GLAD_GL_ARB_shader_ballot = 0; +int GLAD_GL_ARB_shader_bit_encoding = 0; +int GLAD_GL_ARB_shader_clock = 0; +int GLAD_GL_ARB_shader_draw_parameters = 0; +int GLAD_GL_ARB_shader_group_vote = 0; +int GLAD_GL_ARB_shader_image_load_store = 0; +int GLAD_GL_ARB_shader_image_size = 0; +int GLAD_GL_ARB_shader_objects = 0; +int GLAD_GL_ARB_shader_precision = 0; +int GLAD_GL_ARB_shader_stencil_export = 0; +int GLAD_GL_ARB_shader_storage_buffer_object = 0; +int GLAD_GL_ARB_shader_subroutine = 0; +int GLAD_GL_ARB_shader_texture_image_samples = 0; +int GLAD_GL_ARB_shader_texture_lod = 0; +int GLAD_GL_ARB_shader_viewport_layer_array = 0; +int GLAD_GL_ARB_shading_language_100 = 0; +int GLAD_GL_ARB_shading_language_420pack = 0; +int GLAD_GL_ARB_shading_language_include = 0; +int GLAD_GL_ARB_shading_language_packing = 0; +int GLAD_GL_ARB_shadow = 0; +int GLAD_GL_ARB_shadow_ambient = 0; +int GLAD_GL_ARB_sparse_buffer = 0; +int GLAD_GL_ARB_sparse_texture = 0; +int GLAD_GL_ARB_sparse_texture2 = 0; +int GLAD_GL_ARB_sparse_texture_clamp = 0; +int GLAD_GL_ARB_spirv_extensions = 0; +int GLAD_GL_ARB_stencil_texturing = 0; +int GLAD_GL_ARB_sync = 0; +int GLAD_GL_ARB_tessellation_shader = 0; +int GLAD_GL_ARB_texture_barrier = 0; +int GLAD_GL_ARB_texture_border_clamp = 0; +int GLAD_GL_ARB_texture_buffer_object = 0; +int GLAD_GL_ARB_texture_buffer_object_rgb32 = 0; +int GLAD_GL_ARB_texture_buffer_range = 0; +int GLAD_GL_ARB_texture_compression = 0; +int GLAD_GL_ARB_texture_compression_bptc = 0; +int GLAD_GL_ARB_texture_compression_rgtc = 0; +int GLAD_GL_ARB_texture_cube_map = 0; +int GLAD_GL_ARB_texture_cube_map_array = 0; +int GLAD_GL_ARB_texture_env_add = 0; +int GLAD_GL_ARB_texture_env_combine = 0; +int GLAD_GL_ARB_texture_env_crossbar = 0; +int GLAD_GL_ARB_texture_env_dot3 = 0; +int GLAD_GL_ARB_texture_filter_anisotropic = 0; +int GLAD_GL_ARB_texture_filter_minmax = 0; +int GLAD_GL_ARB_texture_float = 0; +int GLAD_GL_ARB_texture_gather = 0; +int GLAD_GL_ARB_texture_mirror_clamp_to_edge = 0; +int GLAD_GL_ARB_texture_mirrored_repeat = 0; +int GLAD_GL_ARB_texture_multisample = 0; +int GLAD_GL_ARB_texture_non_power_of_two = 0; +int GLAD_GL_ARB_texture_query_levels = 0; +int GLAD_GL_ARB_texture_query_lod = 0; +int GLAD_GL_ARB_texture_rectangle = 0; +int GLAD_GL_ARB_texture_rg = 0; +int GLAD_GL_ARB_texture_rgb10_a2ui = 0; +int GLAD_GL_ARB_texture_stencil8 = 0; +int GLAD_GL_ARB_texture_storage = 0; +int GLAD_GL_ARB_texture_storage_multisample = 0; +int GLAD_GL_ARB_texture_swizzle = 0; +int GLAD_GL_ARB_texture_view = 0; +int GLAD_GL_ARB_timer_query = 0; +int GLAD_GL_ARB_transform_feedback2 = 0; +int GLAD_GL_ARB_transform_feedback3 = 0; +int GLAD_GL_ARB_transform_feedback_instanced = 0; +int GLAD_GL_ARB_transform_feedback_overflow_query = 0; +int GLAD_GL_ARB_transpose_matrix = 0; +int GLAD_GL_ARB_uniform_buffer_object = 0; +int GLAD_GL_ARB_vertex_array_bgra = 0; +int GLAD_GL_ARB_vertex_array_object = 0; +int GLAD_GL_ARB_vertex_attrib_64bit = 0; +int GLAD_GL_ARB_vertex_attrib_binding = 0; +int GLAD_GL_ARB_vertex_blend = 0; +int GLAD_GL_ARB_vertex_buffer_object = 0; +int GLAD_GL_ARB_vertex_program = 0; +int GLAD_GL_ARB_vertex_shader = 0; +int GLAD_GL_ARB_vertex_type_10f_11f_11f_rev = 0; +int GLAD_GL_ARB_vertex_type_2_10_10_10_rev = 0; +int GLAD_GL_ARB_viewport_array = 0; +int GLAD_GL_ARB_window_pos = 0; +int GLAD_GL_ARM_mali_program_binary = 0; +int GLAD_GL_ARM_mali_shader_binary = 0; +int GLAD_GL_ARM_rgba8 = 0; +int GLAD_GL_ARM_shader_framebuffer_fetch = 0; +int GLAD_GL_ARM_shader_framebuffer_fetch_depth_stencil = 0; +int GLAD_GL_ATI_draw_buffers = 0; +int GLAD_GL_ATI_element_array = 0; +int GLAD_GL_ATI_envmap_bumpmap = 0; +int GLAD_GL_ATI_fragment_shader = 0; +int GLAD_GL_ATI_map_object_buffer = 0; +int GLAD_GL_ATI_meminfo = 0; +int GLAD_GL_ATI_pixel_format_float = 0; +int GLAD_GL_ATI_pn_triangles = 0; +int GLAD_GL_ATI_separate_stencil = 0; +int GLAD_GL_ATI_text_fragment_shader = 0; +int GLAD_GL_ATI_texture_env_combine3 = 0; +int GLAD_GL_ATI_texture_float = 0; +int GLAD_GL_ATI_texture_mirror_once = 0; +int GLAD_GL_ATI_vertex_array_object = 0; +int GLAD_GL_ATI_vertex_attrib_array_object = 0; +int GLAD_GL_ATI_vertex_streams = 0; +int GLAD_GL_DMP_program_binary = 0; +int GLAD_GL_DMP_shader_binary = 0; +int GLAD_GL_EXT_422_pixels = 0; +int GLAD_GL_EXT_EGL_image_array = 0; +int GLAD_GL_EXT_EGL_image_storage = 0; +int GLAD_GL_EXT_EGL_sync = 0; +int GLAD_GL_EXT_YUV_target = 0; +int GLAD_GL_EXT_abgr = 0; +int GLAD_GL_EXT_base_instance = 0; +int GLAD_GL_EXT_bgra = 0; +int GLAD_GL_EXT_bindable_uniform = 0; +int GLAD_GL_EXT_blend_color = 0; +int GLAD_GL_EXT_blend_equation_separate = 0; +int GLAD_GL_EXT_blend_func_extended = 0; +int GLAD_GL_EXT_blend_func_separate = 0; +int GLAD_GL_EXT_blend_logic_op = 0; +int GLAD_GL_EXT_blend_minmax = 0; +int GLAD_GL_EXT_blend_subtract = 0; +int GLAD_GL_EXT_buffer_storage = 0; +int GLAD_GL_EXT_clear_texture = 0; +int GLAD_GL_EXT_clip_control = 0; +int GLAD_GL_EXT_clip_cull_distance = 0; +int GLAD_GL_EXT_clip_volume_hint = 0; +int GLAD_GL_EXT_cmyka = 0; +int GLAD_GL_EXT_color_buffer_float = 0; +int GLAD_GL_EXT_color_buffer_half_float = 0; +int GLAD_GL_EXT_color_subtable = 0; +int GLAD_GL_EXT_compiled_vertex_array = 0; +int GLAD_GL_EXT_conservative_depth = 0; +int GLAD_GL_EXT_convolution = 0; +int GLAD_GL_EXT_coordinate_frame = 0; +int GLAD_GL_EXT_copy_image = 0; +int GLAD_GL_EXT_copy_texture = 0; +int GLAD_GL_EXT_cull_vertex = 0; +int GLAD_GL_EXT_debug_label = 0; +int GLAD_GL_EXT_debug_marker = 0; +int GLAD_GL_EXT_depth_bounds_test = 0; +int GLAD_GL_EXT_depth_clamp = 0; +int GLAD_GL_EXT_direct_state_access = 0; +int GLAD_GL_EXT_discard_framebuffer = 0; +int GLAD_GL_EXT_disjoint_timer_query = 0; +int GLAD_GL_EXT_draw_buffers = 0; +int GLAD_GL_EXT_draw_buffers2 = 0; +int GLAD_GL_EXT_draw_buffers_indexed = 0; +int GLAD_GL_EXT_draw_elements_base_vertex = 0; +int GLAD_GL_EXT_draw_instanced = 0; +int GLAD_GL_EXT_draw_range_elements = 0; +int GLAD_GL_EXT_draw_transform_feedback = 0; +int GLAD_GL_EXT_external_buffer = 0; +int GLAD_GL_EXT_float_blend = 0; +int GLAD_GL_EXT_fog_coord = 0; +int GLAD_GL_EXT_framebuffer_blit = 0; +int GLAD_GL_EXT_framebuffer_multisample = 0; +int GLAD_GL_EXT_framebuffer_multisample_blit_scaled = 0; +int GLAD_GL_EXT_framebuffer_object = 0; +int GLAD_GL_EXT_framebuffer_sRGB = 0; +int GLAD_GL_EXT_geometry_point_size = 0; +int GLAD_GL_EXT_geometry_shader = 0; +int GLAD_GL_EXT_geometry_shader4 = 0; +int GLAD_GL_EXT_gpu_program_parameters = 0; +int GLAD_GL_EXT_gpu_shader4 = 0; +int GLAD_GL_EXT_gpu_shader5 = 0; +int GLAD_GL_EXT_histogram = 0; +int GLAD_GL_EXT_index_array_formats = 0; +int GLAD_GL_EXT_index_func = 0; +int GLAD_GL_EXT_index_material = 0; +int GLAD_GL_EXT_index_texture = 0; +int GLAD_GL_EXT_instanced_arrays = 0; +int GLAD_GL_EXT_light_texture = 0; +int GLAD_GL_EXT_map_buffer_range = 0; +int GLAD_GL_EXT_memory_object = 0; +int GLAD_GL_EXT_memory_object_fd = 0; +int GLAD_GL_EXT_memory_object_win32 = 0; +int GLAD_GL_EXT_misc_attribute = 0; +int GLAD_GL_EXT_multi_draw_arrays = 0; +int GLAD_GL_EXT_multi_draw_indirect = 0; +int GLAD_GL_EXT_multisample = 0; +int GLAD_GL_EXT_multisampled_compatibility = 0; +int GLAD_GL_EXT_multisampled_render_to_texture = 0; +int GLAD_GL_EXT_multiview_draw_buffers = 0; +int GLAD_GL_EXT_multiview_tessellation_geometry_shader = 0; +int GLAD_GL_EXT_multiview_texture_multisample = 0; +int GLAD_GL_EXT_multiview_timer_query = 0; +int GLAD_GL_EXT_occlusion_query_boolean = 0; +int GLAD_GL_EXT_packed_depth_stencil = 0; +int GLAD_GL_EXT_packed_float = 0; +int GLAD_GL_EXT_packed_pixels = 0; +int GLAD_GL_EXT_paletted_texture = 0; +int GLAD_GL_EXT_pixel_buffer_object = 0; +int GLAD_GL_EXT_pixel_transform = 0; +int GLAD_GL_EXT_pixel_transform_color_table = 0; +int GLAD_GL_EXT_point_parameters = 0; +int GLAD_GL_EXT_polygon_offset = 0; +int GLAD_GL_EXT_polygon_offset_clamp = 0; +int GLAD_GL_EXT_post_depth_coverage = 0; +int GLAD_GL_EXT_primitive_bounding_box = 0; +int GLAD_GL_EXT_protected_textures = 0; +int GLAD_GL_EXT_provoking_vertex = 0; +int GLAD_GL_EXT_pvrtc_sRGB = 0; +int GLAD_GL_EXT_raster_multisample = 0; +int GLAD_GL_EXT_read_format_bgra = 0; +int GLAD_GL_EXT_render_snorm = 0; +int GLAD_GL_EXT_rescale_normal = 0; +int GLAD_GL_EXT_robustness = 0; +int GLAD_GL_EXT_sRGB = 0; +int GLAD_GL_EXT_sRGB_write_control = 0; +int GLAD_GL_EXT_secondary_color = 0; +int GLAD_GL_EXT_semaphore = 0; +int GLAD_GL_EXT_semaphore_fd = 0; +int GLAD_GL_EXT_semaphore_win32 = 0; +int GLAD_GL_EXT_separate_shader_objects = 0; +int GLAD_GL_EXT_separate_specular_color = 0; +int GLAD_GL_EXT_shader_framebuffer_fetch = 0; +int GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent = 0; +int GLAD_GL_EXT_shader_group_vote = 0; +int GLAD_GL_EXT_shader_image_load_formatted = 0; +int GLAD_GL_EXT_shader_image_load_store = 0; +int GLAD_GL_EXT_shader_implicit_conversions = 0; +int GLAD_GL_EXT_shader_integer_mix = 0; +int GLAD_GL_EXT_shader_io_blocks = 0; +int GLAD_GL_EXT_shader_non_constant_global_initializers = 0; +int GLAD_GL_EXT_shader_pixel_local_storage = 0; +int GLAD_GL_EXT_shader_pixel_local_storage2 = 0; +int GLAD_GL_EXT_shader_texture_lod = 0; +int GLAD_GL_EXT_shadow_funcs = 0; +int GLAD_GL_EXT_shadow_samplers = 0; +int GLAD_GL_EXT_shared_texture_palette = 0; +int GLAD_GL_EXT_sparse_texture = 0; +int GLAD_GL_EXT_sparse_texture2 = 0; +int GLAD_GL_EXT_stencil_clear_tag = 0; +int GLAD_GL_EXT_stencil_two_side = 0; +int GLAD_GL_EXT_stencil_wrap = 0; +int GLAD_GL_EXT_subtexture = 0; +int GLAD_GL_EXT_tessellation_point_size = 0; +int GLAD_GL_EXT_tessellation_shader = 0; +int GLAD_GL_EXT_texture = 0; +int GLAD_GL_EXT_texture3D = 0; +int GLAD_GL_EXT_texture_array = 0; +int GLAD_GL_EXT_texture_border_clamp = 0; +int GLAD_GL_EXT_texture_buffer = 0; +int GLAD_GL_EXT_texture_buffer_object = 0; +int GLAD_GL_EXT_texture_compression_astc_decode_mode = 0; +int GLAD_GL_EXT_texture_compression_bptc = 0; +int GLAD_GL_EXT_texture_compression_dxt1 = 0; +int GLAD_GL_EXT_texture_compression_latc = 0; +int GLAD_GL_EXT_texture_compression_rgtc = 0; +int GLAD_GL_EXT_texture_compression_s3tc = 0; +int GLAD_GL_EXT_texture_compression_s3tc_srgb = 0; +int GLAD_GL_EXT_texture_cube_map = 0; +int GLAD_GL_EXT_texture_cube_map_array = 0; +int GLAD_GL_EXT_texture_env_add = 0; +int GLAD_GL_EXT_texture_env_combine = 0; +int GLAD_GL_EXT_texture_env_dot3 = 0; +int GLAD_GL_EXT_texture_filter_anisotropic = 0; +int GLAD_GL_EXT_texture_filter_minmax = 0; +int GLAD_GL_EXT_texture_format_BGRA8888 = 0; +int GLAD_GL_EXT_texture_format_sRGB_override = 0; +int GLAD_GL_EXT_texture_integer = 0; +int GLAD_GL_EXT_texture_lod_bias = 0; +int GLAD_GL_EXT_texture_mirror_clamp = 0; +int GLAD_GL_EXT_texture_mirror_clamp_to_edge = 0; +int GLAD_GL_EXT_texture_norm16 = 0; +int GLAD_GL_EXT_texture_object = 0; +int GLAD_GL_EXT_texture_perturb_normal = 0; +int GLAD_GL_EXT_texture_query_lod = 0; +int GLAD_GL_EXT_texture_rg = 0; +int GLAD_GL_EXT_texture_sRGB = 0; +int GLAD_GL_EXT_texture_sRGB_R8 = 0; +int GLAD_GL_EXT_texture_sRGB_RG8 = 0; +int GLAD_GL_EXT_texture_sRGB_decode = 0; +int GLAD_GL_EXT_texture_shadow_lod = 0; +int GLAD_GL_EXT_texture_shared_exponent = 0; +int GLAD_GL_EXT_texture_snorm = 0; +int GLAD_GL_EXT_texture_storage = 0; +int GLAD_GL_EXT_texture_swizzle = 0; +int GLAD_GL_EXT_texture_type_2_10_10_10_REV = 0; +int GLAD_GL_EXT_texture_view = 0; +int GLAD_GL_EXT_timer_query = 0; +int GLAD_GL_EXT_transform_feedback = 0; +int GLAD_GL_EXT_unpack_subimage = 0; +int GLAD_GL_EXT_vertex_array = 0; +int GLAD_GL_EXT_vertex_array_bgra = 0; +int GLAD_GL_EXT_vertex_attrib_64bit = 0; +int GLAD_GL_EXT_vertex_shader = 0; +int GLAD_GL_EXT_vertex_weighting = 0; +int GLAD_GL_EXT_win32_keyed_mutex = 0; +int GLAD_GL_EXT_window_rectangles = 0; +int GLAD_GL_EXT_x11_sync_object = 0; +int GLAD_GL_FJ_shader_binary_GCCSO = 0; +int GLAD_GL_GREMEDY_frame_terminator = 0; +int GLAD_GL_GREMEDY_string_marker = 0; +int GLAD_GL_HP_convolution_border_modes = 0; +int GLAD_GL_HP_image_transform = 0; +int GLAD_GL_HP_occlusion_test = 0; +int GLAD_GL_HP_texture_lighting = 0; +int GLAD_GL_IBM_cull_vertex = 0; +int GLAD_GL_IBM_multimode_draw_arrays = 0; +int GLAD_GL_IBM_rasterpos_clip = 0; +int GLAD_GL_IBM_static_data = 0; +int GLAD_GL_IBM_texture_mirrored_repeat = 0; +int GLAD_GL_IBM_vertex_array_lists = 0; +int GLAD_GL_IMG_bindless_texture = 0; +int GLAD_GL_IMG_framebuffer_downsample = 0; +int GLAD_GL_IMG_multisampled_render_to_texture = 0; +int GLAD_GL_IMG_program_binary = 0; +int GLAD_GL_IMG_read_format = 0; +int GLAD_GL_IMG_shader_binary = 0; +int GLAD_GL_IMG_texture_compression_pvrtc = 0; +int GLAD_GL_IMG_texture_compression_pvrtc2 = 0; +int GLAD_GL_IMG_texture_filter_cubic = 0; +int GLAD_GL_INGR_blend_func_separate = 0; +int GLAD_GL_INGR_color_clamp = 0; +int GLAD_GL_INGR_interlace_read = 0; +int GLAD_GL_INTEL_blackhole_render = 0; +int GLAD_GL_INTEL_conservative_rasterization = 0; +int GLAD_GL_INTEL_fragment_shader_ordering = 0; +int GLAD_GL_INTEL_framebuffer_CMAA = 0; +int GLAD_GL_INTEL_map_texture = 0; +int GLAD_GL_INTEL_parallel_arrays = 0; +int GLAD_GL_INTEL_performance_query = 0; +int GLAD_GL_KHR_blend_equation_advanced = 0; +int GLAD_GL_KHR_blend_equation_advanced_coherent = 0; +int GLAD_GL_KHR_context_flush_control = 0; +int GLAD_GL_KHR_debug = 0; +int GLAD_GL_KHR_no_error = 0; +int GLAD_GL_KHR_parallel_shader_compile = 0; +int GLAD_GL_KHR_robust_buffer_access_behavior = 0; +int GLAD_GL_KHR_robustness = 0; +int GLAD_GL_KHR_shader_subgroup = 0; +int GLAD_GL_KHR_texture_compression_astc_hdr = 0; +int GLAD_GL_KHR_texture_compression_astc_ldr = 0; +int GLAD_GL_KHR_texture_compression_astc_sliced_3d = 0; +int GLAD_GL_MESAX_texture_stack = 0; +int GLAD_GL_MESA_framebuffer_flip_y = 0; +int GLAD_GL_MESA_pack_invert = 0; +int GLAD_GL_MESA_program_binary_formats = 0; +int GLAD_GL_MESA_resize_buffers = 0; +int GLAD_GL_MESA_shader_integer_functions = 0; +int GLAD_GL_MESA_tile_raster_order = 0; +int GLAD_GL_MESA_window_pos = 0; +int GLAD_GL_MESA_ycbcr_texture = 0; +int GLAD_GL_NVX_blend_equation_advanced_multi_draw_buffers = 0; +int GLAD_GL_NVX_conditional_render = 0; +int GLAD_GL_NVX_gpu_memory_info = 0; +int GLAD_GL_NVX_gpu_multicast2 = 0; +int GLAD_GL_NVX_linked_gpu_multicast = 0; +int GLAD_GL_NVX_progress_fence = 0; +int GLAD_GL_NV_alpha_to_coverage_dither_control = 0; +int GLAD_GL_NV_bindless_multi_draw_indirect = 0; +int GLAD_GL_NV_bindless_multi_draw_indirect_count = 0; +int GLAD_GL_NV_bindless_texture = 0; +int GLAD_GL_NV_blend_equation_advanced = 0; +int GLAD_GL_NV_blend_equation_advanced_coherent = 0; +int GLAD_GL_NV_blend_minmax_factor = 0; +int GLAD_GL_NV_blend_square = 0; +int GLAD_GL_NV_clip_space_w_scaling = 0; +int GLAD_GL_NV_command_list = 0; +int GLAD_GL_NV_compute_program5 = 0; +int GLAD_GL_NV_compute_shader_derivatives = 0; +int GLAD_GL_NV_conditional_render = 0; +int GLAD_GL_NV_conservative_raster = 0; +int GLAD_GL_NV_conservative_raster_dilate = 0; +int GLAD_GL_NV_conservative_raster_pre_snap = 0; +int GLAD_GL_NV_conservative_raster_pre_snap_triangles = 0; +int GLAD_GL_NV_conservative_raster_underestimation = 0; +int GLAD_GL_NV_copy_buffer = 0; +int GLAD_GL_NV_copy_depth_to_color = 0; +int GLAD_GL_NV_copy_image = 0; +int GLAD_GL_NV_coverage_sample = 0; +int GLAD_GL_NV_deep_texture3D = 0; +int GLAD_GL_NV_depth_buffer_float = 0; +int GLAD_GL_NV_depth_clamp = 0; +int GLAD_GL_NV_depth_nonlinear = 0; +int GLAD_GL_NV_draw_buffers = 0; +int GLAD_GL_NV_draw_instanced = 0; +int GLAD_GL_NV_draw_texture = 0; +int GLAD_GL_NV_draw_vulkan_image = 0; +int GLAD_GL_NV_evaluators = 0; +int GLAD_GL_NV_explicit_attrib_location = 0; +int GLAD_GL_NV_explicit_multisample = 0; +int GLAD_GL_NV_fbo_color_attachments = 0; +int GLAD_GL_NV_fence = 0; +int GLAD_GL_NV_fill_rectangle = 0; +int GLAD_GL_NV_float_buffer = 0; +int GLAD_GL_NV_fog_distance = 0; +int GLAD_GL_NV_fragment_coverage_to_color = 0; +int GLAD_GL_NV_fragment_program = 0; +int GLAD_GL_NV_fragment_program2 = 0; +int GLAD_GL_NV_fragment_program4 = 0; +int GLAD_GL_NV_fragment_program_option = 0; +int GLAD_GL_NV_fragment_shader_barycentric = 0; +int GLAD_GL_NV_fragment_shader_interlock = 0; +int GLAD_GL_NV_framebuffer_blit = 0; +int GLAD_GL_NV_framebuffer_mixed_samples = 0; +int GLAD_GL_NV_framebuffer_multisample = 0; +int GLAD_GL_NV_framebuffer_multisample_coverage = 0; +int GLAD_GL_NV_generate_mipmap_sRGB = 0; +int GLAD_GL_NV_geometry_program4 = 0; +int GLAD_GL_NV_geometry_shader4 = 0; +int GLAD_GL_NV_geometry_shader_passthrough = 0; +int GLAD_GL_NV_gpu_multicast = 0; +int GLAD_GL_NV_gpu_program4 = 0; +int GLAD_GL_NV_gpu_program5 = 0; +int GLAD_GL_NV_gpu_program5_mem_extended = 0; +int GLAD_GL_NV_gpu_shader5 = 0; +int GLAD_GL_NV_half_float = 0; +int GLAD_GL_NV_image_formats = 0; +int GLAD_GL_NV_instanced_arrays = 0; +int GLAD_GL_NV_internalformat_sample_query = 0; +int GLAD_GL_NV_light_max_exponent = 0; +int GLAD_GL_NV_memory_attachment = 0; +int GLAD_GL_NV_mesh_shader = 0; +int GLAD_GL_NV_multisample_coverage = 0; +int GLAD_GL_NV_multisample_filter_hint = 0; +int GLAD_GL_NV_non_square_matrices = 0; +int GLAD_GL_NV_occlusion_query = 0; +int GLAD_GL_NV_packed_depth_stencil = 0; +int GLAD_GL_NV_parameter_buffer_object = 0; +int GLAD_GL_NV_parameter_buffer_object2 = 0; +int GLAD_GL_NV_path_rendering = 0; +int GLAD_GL_NV_path_rendering_shared_edge = 0; +int GLAD_GL_NV_pixel_buffer_object = 0; +int GLAD_GL_NV_pixel_data_range = 0; +int GLAD_GL_NV_point_sprite = 0; +int GLAD_GL_NV_polygon_mode = 0; +int GLAD_GL_NV_present_video = 0; +int GLAD_GL_NV_primitive_restart = 0; +int GLAD_GL_NV_query_resource = 0; +int GLAD_GL_NV_query_resource_tag = 0; +int GLAD_GL_NV_read_buffer = 0; +int GLAD_GL_NV_read_buffer_front = 0; +int GLAD_GL_NV_read_depth = 0; +int GLAD_GL_NV_read_depth_stencil = 0; +int GLAD_GL_NV_read_stencil = 0; +int GLAD_GL_NV_register_combiners = 0; +int GLAD_GL_NV_register_combiners2 = 0; +int GLAD_GL_NV_representative_fragment_test = 0; +int GLAD_GL_NV_robustness_video_memory_purge = 0; +int GLAD_GL_NV_sRGB_formats = 0; +int GLAD_GL_NV_sample_locations = 0; +int GLAD_GL_NV_sample_mask_override_coverage = 0; +int GLAD_GL_NV_scissor_exclusive = 0; +int GLAD_GL_NV_shader_atomic_counters = 0; +int GLAD_GL_NV_shader_atomic_float = 0; +int GLAD_GL_NV_shader_atomic_float64 = 0; +int GLAD_GL_NV_shader_atomic_fp16_vector = 0; +int GLAD_GL_NV_shader_atomic_int64 = 0; +int GLAD_GL_NV_shader_buffer_load = 0; +int GLAD_GL_NV_shader_buffer_store = 0; +int GLAD_GL_NV_shader_noperspective_interpolation = 0; +int GLAD_GL_NV_shader_storage_buffer_object = 0; +int GLAD_GL_NV_shader_subgroup_partitioned = 0; +int GLAD_GL_NV_shader_texture_footprint = 0; +int GLAD_GL_NV_shader_thread_group = 0; +int GLAD_GL_NV_shader_thread_shuffle = 0; +int GLAD_GL_NV_shading_rate_image = 0; +int GLAD_GL_NV_shadow_samplers_array = 0; +int GLAD_GL_NV_shadow_samplers_cube = 0; +int GLAD_GL_NV_stereo_view_rendering = 0; +int GLAD_GL_NV_tessellation_program5 = 0; +int GLAD_GL_NV_texgen_emboss = 0; +int GLAD_GL_NV_texgen_reflection = 0; +int GLAD_GL_NV_texture_barrier = 0; +int GLAD_GL_NV_texture_border_clamp = 0; +int GLAD_GL_NV_texture_compression_s3tc_update = 0; +int GLAD_GL_NV_texture_compression_vtc = 0; +int GLAD_GL_NV_texture_env_combine4 = 0; +int GLAD_GL_NV_texture_expand_normal = 0; +int GLAD_GL_NV_texture_multisample = 0; +int GLAD_GL_NV_texture_npot_2D_mipmap = 0; +int GLAD_GL_NV_texture_rectangle = 0; +int GLAD_GL_NV_texture_rectangle_compressed = 0; +int GLAD_GL_NV_texture_shader = 0; +int GLAD_GL_NV_texture_shader2 = 0; +int GLAD_GL_NV_texture_shader3 = 0; +int GLAD_GL_NV_transform_feedback = 0; +int GLAD_GL_NV_transform_feedback2 = 0; +int GLAD_GL_NV_uniform_buffer_unified_memory = 0; +int GLAD_GL_NV_vdpau_interop = 0; +int GLAD_GL_NV_vdpau_interop2 = 0; +int GLAD_GL_NV_vertex_array_range = 0; +int GLAD_GL_NV_vertex_array_range2 = 0; +int GLAD_GL_NV_vertex_attrib_integer_64bit = 0; +int GLAD_GL_NV_vertex_buffer_unified_memory = 0; +int GLAD_GL_NV_vertex_program = 0; +int GLAD_GL_NV_vertex_program1_1 = 0; +int GLAD_GL_NV_vertex_program2 = 0; +int GLAD_GL_NV_vertex_program2_option = 0; +int GLAD_GL_NV_vertex_program3 = 0; +int GLAD_GL_NV_vertex_program4 = 0; +int GLAD_GL_NV_video_capture = 0; +int GLAD_GL_NV_viewport_array = 0; +int GLAD_GL_NV_viewport_array2 = 0; +int GLAD_GL_NV_viewport_swizzle = 0; +int GLAD_GL_OES_EGL_image = 0; +int GLAD_GL_OES_EGL_image_external = 0; +int GLAD_GL_OES_EGL_image_external_essl3 = 0; +int GLAD_GL_OES_byte_coordinates = 0; +int GLAD_GL_OES_compressed_ETC1_RGB8_sub_texture = 0; +int GLAD_GL_OES_compressed_ETC1_RGB8_texture = 0; +int GLAD_GL_OES_compressed_paletted_texture = 0; +int GLAD_GL_OES_copy_image = 0; +int GLAD_GL_OES_depth24 = 0; +int GLAD_GL_OES_depth32 = 0; +int GLAD_GL_OES_depth_texture = 0; +int GLAD_GL_OES_draw_buffers_indexed = 0; +int GLAD_GL_OES_draw_elements_base_vertex = 0; +int GLAD_GL_OES_element_index_uint = 0; +int GLAD_GL_OES_fbo_render_mipmap = 0; +int GLAD_GL_OES_fixed_point = 0; +int GLAD_GL_OES_fragment_precision_high = 0; +int GLAD_GL_OES_geometry_point_size = 0; +int GLAD_GL_OES_geometry_shader = 0; +int GLAD_GL_OES_get_program_binary = 0; +int GLAD_GL_OES_gpu_shader5 = 0; +int GLAD_GL_OES_mapbuffer = 0; +int GLAD_GL_OES_packed_depth_stencil = 0; +int GLAD_GL_OES_primitive_bounding_box = 0; +int GLAD_GL_OES_query_matrix = 0; +int GLAD_GL_OES_read_format = 0; +int GLAD_GL_OES_required_internalformat = 0; +int GLAD_GL_OES_rgb8_rgba8 = 0; +int GLAD_GL_OES_sample_shading = 0; +int GLAD_GL_OES_sample_variables = 0; +int GLAD_GL_OES_shader_image_atomic = 0; +int GLAD_GL_OES_shader_io_blocks = 0; +int GLAD_GL_OES_shader_multisample_interpolation = 0; +int GLAD_GL_OES_single_precision = 0; +int GLAD_GL_OES_standard_derivatives = 0; +int GLAD_GL_OES_stencil1 = 0; +int GLAD_GL_OES_stencil4 = 0; +int GLAD_GL_OES_surfaceless_context = 0; +int GLAD_GL_OES_tessellation_point_size = 0; +int GLAD_GL_OES_tessellation_shader = 0; +int GLAD_GL_OES_texture_3D = 0; +int GLAD_GL_OES_texture_border_clamp = 0; +int GLAD_GL_OES_texture_buffer = 0; +int GLAD_GL_OES_texture_compression_astc = 0; +int GLAD_GL_OES_texture_cube_map_array = 0; +int GLAD_GL_OES_texture_float = 0; +int GLAD_GL_OES_texture_float_linear = 0; +int GLAD_GL_OES_texture_half_float = 0; +int GLAD_GL_OES_texture_half_float_linear = 0; +int GLAD_GL_OES_texture_npot = 0; +int GLAD_GL_OES_texture_stencil8 = 0; +int GLAD_GL_OES_texture_storage_multisample_2d_array = 0; +int GLAD_GL_OES_texture_view = 0; +int GLAD_GL_OES_vertex_array_object = 0; +int GLAD_GL_OES_vertex_half_float = 0; +int GLAD_GL_OES_vertex_type_10_10_10_2 = 0; +int GLAD_GL_OES_viewport_array = 0; +int GLAD_GL_OML_interlace = 0; +int GLAD_GL_OML_resample = 0; +int GLAD_GL_OML_subsample = 0; +int GLAD_GL_OVR_multiview = 0; +int GLAD_GL_OVR_multiview2 = 0; +int GLAD_GL_OVR_multiview_multisampled_render_to_texture = 0; +int GLAD_GL_PGI_misc_hints = 0; +int GLAD_GL_PGI_vertex_hints = 0; +int GLAD_GL_QCOM_YUV_texture_gather = 0; +int GLAD_GL_QCOM_alpha_test = 0; +int GLAD_GL_QCOM_binning_control = 0; +int GLAD_GL_QCOM_driver_control = 0; +int GLAD_GL_QCOM_extended_get = 0; +int GLAD_GL_QCOM_extended_get2 = 0; +int GLAD_GL_QCOM_framebuffer_foveated = 0; +int GLAD_GL_QCOM_perfmon_global_mode = 0; +int GLAD_GL_QCOM_shader_framebuffer_fetch_noncoherent = 0; +int GLAD_GL_QCOM_shader_framebuffer_fetch_rate = 0; +int GLAD_GL_QCOM_texture_foveated = 0; +int GLAD_GL_QCOM_texture_foveated_subsampled_layout = 0; +int GLAD_GL_QCOM_tiled_rendering = 0; +int GLAD_GL_QCOM_writeonly_rendering = 0; +int GLAD_GL_REND_screen_coordinates = 0; +int GLAD_GL_S3_s3tc = 0; +int GLAD_GL_SGIS_detail_texture = 0; +int GLAD_GL_SGIS_fog_function = 0; +int GLAD_GL_SGIS_generate_mipmap = 0; +int GLAD_GL_SGIS_multisample = 0; +int GLAD_GL_SGIS_pixel_texture = 0; +int GLAD_GL_SGIS_point_line_texgen = 0; +int GLAD_GL_SGIS_point_parameters = 0; +int GLAD_GL_SGIS_sharpen_texture = 0; +int GLAD_GL_SGIS_texture4D = 0; +int GLAD_GL_SGIS_texture_border_clamp = 0; +int GLAD_GL_SGIS_texture_color_mask = 0; +int GLAD_GL_SGIS_texture_edge_clamp = 0; +int GLAD_GL_SGIS_texture_filter4 = 0; +int GLAD_GL_SGIS_texture_lod = 0; +int GLAD_GL_SGIS_texture_select = 0; +int GLAD_GL_SGIX_async = 0; +int GLAD_GL_SGIX_async_histogram = 0; +int GLAD_GL_SGIX_async_pixel = 0; +int GLAD_GL_SGIX_blend_alpha_minmax = 0; +int GLAD_GL_SGIX_calligraphic_fragment = 0; +int GLAD_GL_SGIX_clipmap = 0; +int GLAD_GL_SGIX_convolution_accuracy = 0; +int GLAD_GL_SGIX_depth_pass_instrument = 0; +int GLAD_GL_SGIX_depth_texture = 0; +int GLAD_GL_SGIX_flush_raster = 0; +int GLAD_GL_SGIX_fog_offset = 0; +int GLAD_GL_SGIX_fragment_lighting = 0; +int GLAD_GL_SGIX_framezoom = 0; +int GLAD_GL_SGIX_igloo_interface = 0; +int GLAD_GL_SGIX_instruments = 0; +int GLAD_GL_SGIX_interlace = 0; +int GLAD_GL_SGIX_ir_instrument1 = 0; +int GLAD_GL_SGIX_list_priority = 0; +int GLAD_GL_SGIX_pixel_texture = 0; +int GLAD_GL_SGIX_pixel_tiles = 0; +int GLAD_GL_SGIX_polynomial_ffd = 0; +int GLAD_GL_SGIX_reference_plane = 0; +int GLAD_GL_SGIX_resample = 0; +int GLAD_GL_SGIX_scalebias_hint = 0; +int GLAD_GL_SGIX_shadow = 0; +int GLAD_GL_SGIX_shadow_ambient = 0; +int GLAD_GL_SGIX_sprite = 0; +int GLAD_GL_SGIX_subsample = 0; +int GLAD_GL_SGIX_tag_sample_buffer = 0; +int GLAD_GL_SGIX_texture_add_env = 0; +int GLAD_GL_SGIX_texture_coordinate_clamp = 0; +int GLAD_GL_SGIX_texture_lod_bias = 0; +int GLAD_GL_SGIX_texture_multi_buffer = 0; +int GLAD_GL_SGIX_texture_scale_bias = 0; +int GLAD_GL_SGIX_vertex_preclip = 0; +int GLAD_GL_SGIX_ycrcb = 0; +int GLAD_GL_SGIX_ycrcb_subsample = 0; +int GLAD_GL_SGIX_ycrcba = 0; +int GLAD_GL_SGI_color_matrix = 0; +int GLAD_GL_SGI_color_table = 0; +int GLAD_GL_SGI_texture_color_table = 0; +int GLAD_GL_SUNX_constant_data = 0; +int GLAD_GL_SUN_convolution_border_modes = 0; +int GLAD_GL_SUN_global_alpha = 0; +int GLAD_GL_SUN_mesh_array = 0; +int GLAD_GL_SUN_slice_accum = 0; +int GLAD_GL_SUN_triangle_list = 0; +int GLAD_GL_SUN_vertex = 0; +int GLAD_GL_VIV_shader_binary = 0; +int GLAD_GL_WIN_phong_shading = 0; +int GLAD_GL_WIN_specular_fog = 0; +PFNGLTBUFFERMASK3DFXPROC glad_glTbufferMask3DFX = NULL; +PFNGLDEBUGMESSAGEENABLEAMDPROC glad_glDebugMessageEnableAMD = NULL; +PFNGLDEBUGMESSAGEINSERTAMDPROC glad_glDebugMessageInsertAMD = NULL; +PFNGLDEBUGMESSAGECALLBACKAMDPROC glad_glDebugMessageCallbackAMD = NULL; +PFNGLGETDEBUGMESSAGELOGAMDPROC glad_glGetDebugMessageLogAMD = NULL; +PFNGLBLENDFUNCINDEXEDAMDPROC glad_glBlendFuncIndexedAMD = NULL; +PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC glad_glBlendFuncSeparateIndexedAMD = NULL; +PFNGLBLENDEQUATIONINDEXEDAMDPROC glad_glBlendEquationIndexedAMD = NULL; +PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC glad_glBlendEquationSeparateIndexedAMD = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC glad_glRenderbufferStorageMultisampleAdvancedAMD = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC glad_glNamedRenderbufferStorageMultisampleAdvancedAMD = NULL; +PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC glad_glFramebufferSamplePositionsfvAMD = NULL; +PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC glad_glNamedFramebufferSamplePositionsfvAMD = NULL; +PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC glad_glGetFramebufferParameterfvAMD = NULL; +PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC glad_glGetNamedFramebufferParameterfvAMD = NULL; +PFNGLUNIFORM1I64NVPROC glad_glUniform1i64NV = NULL; +PFNGLUNIFORM2I64NVPROC glad_glUniform2i64NV = NULL; +PFNGLUNIFORM3I64NVPROC glad_glUniform3i64NV = NULL; +PFNGLUNIFORM4I64NVPROC glad_glUniform4i64NV = NULL; +PFNGLUNIFORM1I64VNVPROC glad_glUniform1i64vNV = NULL; +PFNGLUNIFORM2I64VNVPROC glad_glUniform2i64vNV = NULL; +PFNGLUNIFORM3I64VNVPROC glad_glUniform3i64vNV = NULL; +PFNGLUNIFORM4I64VNVPROC glad_glUniform4i64vNV = NULL; +PFNGLUNIFORM1UI64NVPROC glad_glUniform1ui64NV = NULL; +PFNGLUNIFORM2UI64NVPROC glad_glUniform2ui64NV = NULL; +PFNGLUNIFORM3UI64NVPROC glad_glUniform3ui64NV = NULL; +PFNGLUNIFORM4UI64NVPROC glad_glUniform4ui64NV = NULL; +PFNGLUNIFORM1UI64VNVPROC glad_glUniform1ui64vNV = NULL; +PFNGLUNIFORM2UI64VNVPROC glad_glUniform2ui64vNV = NULL; +PFNGLUNIFORM3UI64VNVPROC glad_glUniform3ui64vNV = NULL; +PFNGLUNIFORM4UI64VNVPROC glad_glUniform4ui64vNV = NULL; +PFNGLGETUNIFORMI64VNVPROC glad_glGetUniformi64vNV = NULL; +PFNGLGETUNIFORMUI64VNVPROC glad_glGetUniformui64vNV = NULL; +PFNGLPROGRAMUNIFORM1I64NVPROC glad_glProgramUniform1i64NV = NULL; +PFNGLPROGRAMUNIFORM2I64NVPROC glad_glProgramUniform2i64NV = NULL; +PFNGLPROGRAMUNIFORM3I64NVPROC glad_glProgramUniform3i64NV = NULL; +PFNGLPROGRAMUNIFORM4I64NVPROC glad_glProgramUniform4i64NV = NULL; +PFNGLPROGRAMUNIFORM1I64VNVPROC glad_glProgramUniform1i64vNV = NULL; +PFNGLPROGRAMUNIFORM2I64VNVPROC glad_glProgramUniform2i64vNV = NULL; +PFNGLPROGRAMUNIFORM3I64VNVPROC glad_glProgramUniform3i64vNV = NULL; +PFNGLPROGRAMUNIFORM4I64VNVPROC glad_glProgramUniform4i64vNV = NULL; +PFNGLPROGRAMUNIFORM1UI64NVPROC glad_glProgramUniform1ui64NV = NULL; +PFNGLPROGRAMUNIFORM2UI64NVPROC glad_glProgramUniform2ui64NV = NULL; +PFNGLPROGRAMUNIFORM3UI64NVPROC glad_glProgramUniform3ui64NV = NULL; +PFNGLPROGRAMUNIFORM4UI64NVPROC glad_glProgramUniform4ui64NV = NULL; +PFNGLPROGRAMUNIFORM1UI64VNVPROC glad_glProgramUniform1ui64vNV = NULL; +PFNGLPROGRAMUNIFORM2UI64VNVPROC glad_glProgramUniform2ui64vNV = NULL; +PFNGLPROGRAMUNIFORM3UI64VNVPROC glad_glProgramUniform3ui64vNV = NULL; +PFNGLPROGRAMUNIFORM4UI64VNVPROC glad_glProgramUniform4ui64vNV = NULL; +PFNGLVERTEXATTRIBPARAMETERIAMDPROC glad_glVertexAttribParameteriAMD = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC glad_glMultiDrawArraysIndirectAMD = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC glad_glMultiDrawElementsIndirectAMD = NULL; +PFNGLGENNAMESAMDPROC glad_glGenNamesAMD = NULL; +PFNGLDELETENAMESAMDPROC glad_glDeleteNamesAMD = NULL; +PFNGLISNAMEAMDPROC glad_glIsNameAMD = NULL; +PFNGLQUERYOBJECTPARAMETERUIAMDPROC glad_glQueryObjectParameteruiAMD = NULL; +PFNGLGETPERFMONITORGROUPSAMDPROC glad_glGetPerfMonitorGroupsAMD = NULL; +PFNGLGETPERFMONITORCOUNTERSAMDPROC glad_glGetPerfMonitorCountersAMD = NULL; +PFNGLGETPERFMONITORGROUPSTRINGAMDPROC glad_glGetPerfMonitorGroupStringAMD = NULL; +PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC glad_glGetPerfMonitorCounterStringAMD = NULL; +PFNGLGETPERFMONITORCOUNTERINFOAMDPROC glad_glGetPerfMonitorCounterInfoAMD = NULL; +PFNGLGENPERFMONITORSAMDPROC glad_glGenPerfMonitorsAMD = NULL; +PFNGLDELETEPERFMONITORSAMDPROC glad_glDeletePerfMonitorsAMD = NULL; +PFNGLSELECTPERFMONITORCOUNTERSAMDPROC glad_glSelectPerfMonitorCountersAMD = NULL; +PFNGLBEGINPERFMONITORAMDPROC glad_glBeginPerfMonitorAMD = NULL; +PFNGLENDPERFMONITORAMDPROC glad_glEndPerfMonitorAMD = NULL; +PFNGLGETPERFMONITORCOUNTERDATAAMDPROC glad_glGetPerfMonitorCounterDataAMD = NULL; +PFNGLSETMULTISAMPLEFVAMDPROC glad_glSetMultisamplefvAMD = NULL; +PFNGLTEXSTORAGESPARSEAMDPROC glad_glTexStorageSparseAMD = NULL; +PFNGLTEXTURESTORAGESPARSEAMDPROC glad_glTextureStorageSparseAMD = NULL; +PFNGLSTENCILOPVALUEAMDPROC glad_glStencilOpValueAMD = NULL; +PFNGLTESSELLATIONFACTORAMDPROC glad_glTessellationFactorAMD = NULL; +PFNGLTESSELLATIONMODEAMDPROC glad_glTessellationModeAMD = NULL; +PFNGLELEMENTPOINTERAPPLEPROC glad_glElementPointerAPPLE = NULL; +PFNGLDRAWELEMENTARRAYAPPLEPROC glad_glDrawElementArrayAPPLE = NULL; +PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC glad_glDrawRangeElementArrayAPPLE = NULL; +PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC glad_glMultiDrawElementArrayAPPLE = NULL; +PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC glad_glMultiDrawRangeElementArrayAPPLE = NULL; +PFNGLGENFENCESAPPLEPROC glad_glGenFencesAPPLE = NULL; +PFNGLDELETEFENCESAPPLEPROC glad_glDeleteFencesAPPLE = NULL; +PFNGLSETFENCEAPPLEPROC glad_glSetFenceAPPLE = NULL; +PFNGLISFENCEAPPLEPROC glad_glIsFenceAPPLE = NULL; +PFNGLTESTFENCEAPPLEPROC glad_glTestFenceAPPLE = NULL; +PFNGLFINISHFENCEAPPLEPROC glad_glFinishFenceAPPLE = NULL; +PFNGLTESTOBJECTAPPLEPROC glad_glTestObjectAPPLE = NULL; +PFNGLFINISHOBJECTAPPLEPROC glad_glFinishObjectAPPLE = NULL; +PFNGLBUFFERPARAMETERIAPPLEPROC glad_glBufferParameteriAPPLE = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC glad_glFlushMappedBufferRangeAPPLE = NULL; +PFNGLOBJECTPURGEABLEAPPLEPROC glad_glObjectPurgeableAPPLE = NULL; +PFNGLOBJECTUNPURGEABLEAPPLEPROC glad_glObjectUnpurgeableAPPLE = NULL; +PFNGLGETOBJECTPARAMETERIVAPPLEPROC glad_glGetObjectParameterivAPPLE = NULL; +PFNGLTEXTURERANGEAPPLEPROC glad_glTextureRangeAPPLE = NULL; +PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC glad_glGetTexParameterPointervAPPLE = NULL; +PFNGLBINDVERTEXARRAYAPPLEPROC glad_glBindVertexArrayAPPLE = NULL; +PFNGLDELETEVERTEXARRAYSAPPLEPROC glad_glDeleteVertexArraysAPPLE = NULL; +PFNGLGENVERTEXARRAYSAPPLEPROC glad_glGenVertexArraysAPPLE = NULL; +PFNGLISVERTEXARRAYAPPLEPROC glad_glIsVertexArrayAPPLE = NULL; +PFNGLVERTEXARRAYRANGEAPPLEPROC glad_glVertexArrayRangeAPPLE = NULL; +PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC glad_glFlushVertexArrayRangeAPPLE = NULL; +PFNGLVERTEXARRAYPARAMETERIAPPLEPROC glad_glVertexArrayParameteriAPPLE = NULL; +PFNGLENABLEVERTEXATTRIBAPPLEPROC glad_glEnableVertexAttribAPPLE = NULL; +PFNGLDISABLEVERTEXATTRIBAPPLEPROC glad_glDisableVertexAttribAPPLE = NULL; +PFNGLISVERTEXATTRIBENABLEDAPPLEPROC glad_glIsVertexAttribEnabledAPPLE = NULL; +PFNGLMAPVERTEXATTRIB1DAPPLEPROC glad_glMapVertexAttrib1dAPPLE = NULL; +PFNGLMAPVERTEXATTRIB1FAPPLEPROC glad_glMapVertexAttrib1fAPPLE = NULL; +PFNGLMAPVERTEXATTRIB2DAPPLEPROC glad_glMapVertexAttrib2dAPPLE = NULL; +PFNGLMAPVERTEXATTRIB2FAPPLEPROC glad_glMapVertexAttrib2fAPPLE = NULL; +PFNGLPRIMITIVEBOUNDINGBOXARBPROC glad_glPrimitiveBoundingBoxARB = NULL; +PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance = NULL; +PFNGLGETTEXTUREHANDLEARBPROC glad_glGetTextureHandleARB = NULL; +PFNGLGETTEXTURESAMPLERHANDLEARBPROC glad_glGetTextureSamplerHandleARB = NULL; +PFNGLMAKETEXTUREHANDLERESIDENTARBPROC glad_glMakeTextureHandleResidentARB = NULL; +PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC glad_glMakeTextureHandleNonResidentARB = NULL; +PFNGLGETIMAGEHANDLEARBPROC glad_glGetImageHandleARB = NULL; +PFNGLMAKEIMAGEHANDLERESIDENTARBPROC glad_glMakeImageHandleResidentARB = NULL; +PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC glad_glMakeImageHandleNonResidentARB = NULL; +PFNGLUNIFORMHANDLEUI64ARBPROC glad_glUniformHandleui64ARB = NULL; +PFNGLUNIFORMHANDLEUI64VARBPROC glad_glUniformHandleui64vARB = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC glad_glProgramUniformHandleui64ARB = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC glad_glProgramUniformHandleui64vARB = NULL; +PFNGLISTEXTUREHANDLERESIDENTARBPROC glad_glIsTextureHandleResidentARB = NULL; +PFNGLISIMAGEHANDLERESIDENTARBPROC glad_glIsImageHandleResidentARB = NULL; +PFNGLVERTEXATTRIBL1UI64ARBPROC glad_glVertexAttribL1ui64ARB = NULL; +PFNGLVERTEXATTRIBL1UI64VARBPROC glad_glVertexAttribL1ui64vARB = NULL; +PFNGLGETVERTEXATTRIBLUI64VARBPROC glad_glGetVertexAttribLui64vARB = NULL; +PFNGLBUFFERSTORAGEPROC glad_glBufferStorage = NULL; +PFNGLCREATESYNCFROMCLEVENTARBPROC glad_glCreateSyncFromCLeventARB = NULL; +PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData = NULL; +PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData = NULL; +PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage = NULL; +PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage = NULL; +PFNGLCLIPCONTROLPROC glad_glClipControl = NULL; +PFNGLCLAMPCOLORARBPROC glad_glClampColorARB = NULL; +PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC glad_glDispatchComputeGroupSizeARB = NULL; +PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData = NULL; +PFNGLDEBUGMESSAGECONTROLARBPROC glad_glDebugMessageControlARB = NULL; +PFNGLDEBUGMESSAGEINSERTARBPROC glad_glDebugMessageInsertARB = NULL; +PFNGLDEBUGMESSAGECALLBACKARBPROC glad_glDebugMessageCallbackARB = NULL; +PFNGLGETDEBUGMESSAGELOGARBPROC glad_glGetDebugMessageLogARB = NULL; +PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks = NULL; +PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase = NULL; +PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange = NULL; +PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv = NULL; +PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v = NULL; +PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v = NULL; +PFNGLCREATEBUFFERSPROC glad_glCreateBuffers = NULL; +PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage = NULL; +PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData = NULL; +PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData = NULL; +PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData = NULL; +PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData = NULL; +PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData = NULL; +PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer = NULL; +PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange = NULL; +PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer = NULL; +PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange = NULL; +PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv = NULL; +PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v = NULL; +PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv = NULL; +PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData = NULL; +PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers = NULL; +PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer = NULL; +PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer = NULL; +PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer = NULL; +PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers = NULL; +PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer = NULL; +PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData = NULL; +PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi = NULL; +PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer = NULL; +PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus = NULL; +PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv = NULL; +PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv = NULL; +PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample = NULL; +PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv = NULL; +PFNGLCREATETEXTURESPROC glad_glCreateTextures = NULL; +PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer = NULL; +PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange = NULL; +PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D = NULL; +PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D = NULL; +PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D = NULL; +PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample = NULL; +PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample = NULL; +PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D = NULL; +PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D = NULL; +PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D = NULL; +PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D = NULL; +PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D = NULL; +PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D = NULL; +PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf = NULL; +PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv = NULL; +PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri = NULL; +PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv = NULL; +PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv = NULL; +PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv = NULL; +PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap = NULL; +PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit = NULL; +PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage = NULL; +PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage = NULL; +PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv = NULL; +PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv = NULL; +PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv = NULL; +PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv = NULL; +PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv = NULL; +PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv = NULL; +PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays = NULL; +PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib = NULL; +PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib = NULL; +PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer = NULL; +PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer = NULL; +PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers = NULL; +PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding = NULL; +PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat = NULL; +PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat = NULL; +PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat = NULL; +PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor = NULL; +PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv = NULL; +PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv = NULL; +PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv = NULL; +PFNGLCREATESAMPLERSPROC glad_glCreateSamplers = NULL; +PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines = NULL; +PFNGLCREATEQUERIESPROC glad_glCreateQueries = NULL; +PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v = NULL; +PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv = NULL; +PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v = NULL; +PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv = NULL; +PFNGLDRAWBUFFERSARBPROC glad_glDrawBuffersARB = NULL; +PFNGLBLENDEQUATIONIARBPROC glad_glBlendEquationiARB = NULL; +PFNGLBLENDEQUATIONSEPARATEIARBPROC glad_glBlendEquationSeparateiARB = NULL; +PFNGLBLENDFUNCIARBPROC glad_glBlendFunciARB = NULL; +PFNGLBLENDFUNCSEPARATEIARBPROC glad_glBlendFuncSeparateiARB = NULL; +PFNGLDRAWARRAYSINSTANCEDARBPROC glad_glDrawArraysInstancedARB = NULL; +PFNGLDRAWELEMENTSINSTANCEDARBPROC glad_glDrawElementsInstancedARB = NULL; +PFNGLPROGRAMSTRINGARBPROC glad_glProgramStringARB = NULL; +PFNGLBINDPROGRAMARBPROC glad_glBindProgramARB = NULL; +PFNGLDELETEPROGRAMSARBPROC glad_glDeleteProgramsARB = NULL; +PFNGLGENPROGRAMSARBPROC glad_glGenProgramsARB = NULL; +PFNGLPROGRAMENVPARAMETER4DARBPROC glad_glProgramEnvParameter4dARB = NULL; +PFNGLPROGRAMENVPARAMETER4DVARBPROC glad_glProgramEnvParameter4dvARB = NULL; +PFNGLPROGRAMENVPARAMETER4FARBPROC glad_glProgramEnvParameter4fARB = NULL; +PFNGLPROGRAMENVPARAMETER4FVARBPROC glad_glProgramEnvParameter4fvARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4DARBPROC glad_glProgramLocalParameter4dARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4DVARBPROC glad_glProgramLocalParameter4dvARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4FARBPROC glad_glProgramLocalParameter4fARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glad_glProgramLocalParameter4fvARB = NULL; +PFNGLGETPROGRAMENVPARAMETERDVARBPROC glad_glGetProgramEnvParameterdvARB = NULL; +PFNGLGETPROGRAMENVPARAMETERFVARBPROC glad_glGetProgramEnvParameterfvARB = NULL; +PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC glad_glGetProgramLocalParameterdvARB = NULL; +PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC glad_glGetProgramLocalParameterfvARB = NULL; +PFNGLGETPROGRAMIVARBPROC glad_glGetProgramivARB = NULL; +PFNGLGETPROGRAMSTRINGARBPROC glad_glGetProgramStringARB = NULL; +PFNGLISPROGRAMARBPROC glad_glIsProgramARB = NULL; +PFNGLPROGRAMPARAMETERIARBPROC glad_glProgramParameteriARB = NULL; +PFNGLFRAMEBUFFERTEXTUREARBPROC glad_glFramebufferTextureARB = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERARBPROC glad_glFramebufferTextureLayerARB = NULL; +PFNGLFRAMEBUFFERTEXTUREFACEARBPROC glad_glFramebufferTextureFaceARB = NULL; +PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage = NULL; +PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage = NULL; +PFNGLSPECIALIZESHADERARBPROC glad_glSpecializeShaderARB = NULL; +PFNGLUNIFORM1DPROC glad_glUniform1d = NULL; +PFNGLUNIFORM2DPROC glad_glUniform2d = NULL; +PFNGLUNIFORM3DPROC glad_glUniform3d = NULL; +PFNGLUNIFORM4DPROC glad_glUniform4d = NULL; +PFNGLUNIFORM1DVPROC glad_glUniform1dv = NULL; +PFNGLUNIFORM2DVPROC glad_glUniform2dv = NULL; +PFNGLUNIFORM3DVPROC glad_glUniform3dv = NULL; +PFNGLUNIFORM4DVPROC glad_glUniform4dv = NULL; +PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv = NULL; +PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv = NULL; +PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv = NULL; +PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv = NULL; +PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv = NULL; +PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv = NULL; +PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv = NULL; +PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv = NULL; +PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv = NULL; +PFNGLGETUNIFORMDVPROC glad_glGetUniformdv = NULL; +PFNGLUNIFORM1I64ARBPROC glad_glUniform1i64ARB = NULL; +PFNGLUNIFORM2I64ARBPROC glad_glUniform2i64ARB = NULL; +PFNGLUNIFORM3I64ARBPROC glad_glUniform3i64ARB = NULL; +PFNGLUNIFORM4I64ARBPROC glad_glUniform4i64ARB = NULL; +PFNGLUNIFORM1I64VARBPROC glad_glUniform1i64vARB = NULL; +PFNGLUNIFORM2I64VARBPROC glad_glUniform2i64vARB = NULL; +PFNGLUNIFORM3I64VARBPROC glad_glUniform3i64vARB = NULL; +PFNGLUNIFORM4I64VARBPROC glad_glUniform4i64vARB = NULL; +PFNGLUNIFORM1UI64ARBPROC glad_glUniform1ui64ARB = NULL; +PFNGLUNIFORM2UI64ARBPROC glad_glUniform2ui64ARB = NULL; +PFNGLUNIFORM3UI64ARBPROC glad_glUniform3ui64ARB = NULL; +PFNGLUNIFORM4UI64ARBPROC glad_glUniform4ui64ARB = NULL; +PFNGLUNIFORM1UI64VARBPROC glad_glUniform1ui64vARB = NULL; +PFNGLUNIFORM2UI64VARBPROC glad_glUniform2ui64vARB = NULL; +PFNGLUNIFORM3UI64VARBPROC glad_glUniform3ui64vARB = NULL; +PFNGLUNIFORM4UI64VARBPROC glad_glUniform4ui64vARB = NULL; +PFNGLGETUNIFORMI64VARBPROC glad_glGetUniformi64vARB = NULL; +PFNGLGETUNIFORMUI64VARBPROC glad_glGetUniformui64vARB = NULL; +PFNGLGETNUNIFORMI64VARBPROC glad_glGetnUniformi64vARB = NULL; +PFNGLGETNUNIFORMUI64VARBPROC glad_glGetnUniformui64vARB = NULL; +PFNGLPROGRAMUNIFORM1I64ARBPROC glad_glProgramUniform1i64ARB = NULL; +PFNGLPROGRAMUNIFORM2I64ARBPROC glad_glProgramUniform2i64ARB = NULL; +PFNGLPROGRAMUNIFORM3I64ARBPROC glad_glProgramUniform3i64ARB = NULL; +PFNGLPROGRAMUNIFORM4I64ARBPROC glad_glProgramUniform4i64ARB = NULL; +PFNGLPROGRAMUNIFORM1I64VARBPROC glad_glProgramUniform1i64vARB = NULL; +PFNGLPROGRAMUNIFORM2I64VARBPROC glad_glProgramUniform2i64vARB = NULL; +PFNGLPROGRAMUNIFORM3I64VARBPROC glad_glProgramUniform3i64vARB = NULL; +PFNGLPROGRAMUNIFORM4I64VARBPROC glad_glProgramUniform4i64vARB = NULL; +PFNGLPROGRAMUNIFORM1UI64ARBPROC glad_glProgramUniform1ui64ARB = NULL; +PFNGLPROGRAMUNIFORM2UI64ARBPROC glad_glProgramUniform2ui64ARB = NULL; +PFNGLPROGRAMUNIFORM3UI64ARBPROC glad_glProgramUniform3ui64ARB = NULL; +PFNGLPROGRAMUNIFORM4UI64ARBPROC glad_glProgramUniform4ui64ARB = NULL; +PFNGLPROGRAMUNIFORM1UI64VARBPROC glad_glProgramUniform1ui64vARB = NULL; +PFNGLPROGRAMUNIFORM2UI64VARBPROC glad_glProgramUniform2ui64vARB = NULL; +PFNGLPROGRAMUNIFORM3UI64VARBPROC glad_glProgramUniform3ui64vARB = NULL; +PFNGLPROGRAMUNIFORM4UI64VARBPROC glad_glProgramUniform4ui64vARB = NULL; +PFNGLCOLORTABLEPROC glad_glColorTable = NULL; +PFNGLCOLORTABLEPARAMETERFVPROC glad_glColorTableParameterfv = NULL; +PFNGLCOLORTABLEPARAMETERIVPROC glad_glColorTableParameteriv = NULL; +PFNGLCOPYCOLORTABLEPROC glad_glCopyColorTable = NULL; +PFNGLGETCOLORTABLEPROC glad_glGetColorTable = NULL; +PFNGLGETCOLORTABLEPARAMETERFVPROC glad_glGetColorTableParameterfv = NULL; +PFNGLGETCOLORTABLEPARAMETERIVPROC glad_glGetColorTableParameteriv = NULL; +PFNGLCOLORSUBTABLEPROC glad_glColorSubTable = NULL; +PFNGLCOPYCOLORSUBTABLEPROC glad_glCopyColorSubTable = NULL; +PFNGLCONVOLUTIONFILTER1DPROC glad_glConvolutionFilter1D = NULL; +PFNGLCONVOLUTIONFILTER2DPROC glad_glConvolutionFilter2D = NULL; +PFNGLCONVOLUTIONPARAMETERFPROC glad_glConvolutionParameterf = NULL; +PFNGLCONVOLUTIONPARAMETERFVPROC glad_glConvolutionParameterfv = NULL; +PFNGLCONVOLUTIONPARAMETERIPROC glad_glConvolutionParameteri = NULL; +PFNGLCONVOLUTIONPARAMETERIVPROC glad_glConvolutionParameteriv = NULL; +PFNGLCOPYCONVOLUTIONFILTER1DPROC glad_glCopyConvolutionFilter1D = NULL; +PFNGLCOPYCONVOLUTIONFILTER2DPROC glad_glCopyConvolutionFilter2D = NULL; +PFNGLGETCONVOLUTIONFILTERPROC glad_glGetConvolutionFilter = NULL; +PFNGLGETCONVOLUTIONPARAMETERFVPROC glad_glGetConvolutionParameterfv = NULL; +PFNGLGETCONVOLUTIONPARAMETERIVPROC glad_glGetConvolutionParameteriv = NULL; +PFNGLGETSEPARABLEFILTERPROC glad_glGetSeparableFilter = NULL; +PFNGLSEPARABLEFILTER2DPROC glad_glSeparableFilter2D = NULL; +PFNGLGETHISTOGRAMPROC glad_glGetHistogram = NULL; +PFNGLGETHISTOGRAMPARAMETERFVPROC glad_glGetHistogramParameterfv = NULL; +PFNGLGETHISTOGRAMPARAMETERIVPROC glad_glGetHistogramParameteriv = NULL; +PFNGLGETMINMAXPROC glad_glGetMinmax = NULL; +PFNGLGETMINMAXPARAMETERFVPROC glad_glGetMinmaxParameterfv = NULL; +PFNGLGETMINMAXPARAMETERIVPROC glad_glGetMinmaxParameteriv = NULL; +PFNGLHISTOGRAMPROC glad_glHistogram = NULL; +PFNGLMINMAXPROC glad_glMinmax = NULL; +PFNGLRESETHISTOGRAMPROC glad_glResetHistogram = NULL; +PFNGLRESETMINMAXPROC glad_glResetMinmax = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC glad_glMultiDrawArraysIndirectCountARB = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC glad_glMultiDrawElementsIndirectCountARB = NULL; +PFNGLVERTEXATTRIBDIVISORARBPROC glad_glVertexAttribDivisorARB = NULL; +PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v = NULL; +PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage = NULL; +PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage = NULL; +PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData = NULL; +PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData = NULL; +PFNGLCURRENTPALETTEMATRIXARBPROC glad_glCurrentPaletteMatrixARB = NULL; +PFNGLMATRIXINDEXUBVARBPROC glad_glMatrixIndexubvARB = NULL; +PFNGLMATRIXINDEXUSVARBPROC glad_glMatrixIndexusvARB = NULL; +PFNGLMATRIXINDEXUIVARBPROC glad_glMatrixIndexuivARB = NULL; +PFNGLMATRIXINDEXPOINTERARBPROC glad_glMatrixIndexPointerARB = NULL; +PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase = NULL; +PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange = NULL; +PFNGLBINDTEXTURESPROC glad_glBindTextures = NULL; +PFNGLBINDSAMPLERSPROC glad_glBindSamplers = NULL; +PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures = NULL; +PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect = NULL; +PFNGLSAMPLECOVERAGEARBPROC glad_glSampleCoverageARB = NULL; +PFNGLACTIVETEXTUREARBPROC glad_glActiveTextureARB = NULL; +PFNGLCLIENTACTIVETEXTUREARBPROC glad_glClientActiveTextureARB = NULL; +PFNGLMULTITEXCOORD1DARBPROC glad_glMultiTexCoord1dARB = NULL; +PFNGLMULTITEXCOORD1DVARBPROC glad_glMultiTexCoord1dvARB = NULL; +PFNGLMULTITEXCOORD1FARBPROC glad_glMultiTexCoord1fARB = NULL; +PFNGLMULTITEXCOORD1FVARBPROC glad_glMultiTexCoord1fvARB = NULL; +PFNGLMULTITEXCOORD1IARBPROC glad_glMultiTexCoord1iARB = NULL; +PFNGLMULTITEXCOORD1IVARBPROC glad_glMultiTexCoord1ivARB = NULL; +PFNGLMULTITEXCOORD1SARBPROC glad_glMultiTexCoord1sARB = NULL; +PFNGLMULTITEXCOORD1SVARBPROC glad_glMultiTexCoord1svARB = NULL; +PFNGLMULTITEXCOORD2DARBPROC glad_glMultiTexCoord2dARB = NULL; +PFNGLMULTITEXCOORD2DVARBPROC glad_glMultiTexCoord2dvARB = NULL; +PFNGLMULTITEXCOORD2FARBPROC glad_glMultiTexCoord2fARB = NULL; +PFNGLMULTITEXCOORD2FVARBPROC glad_glMultiTexCoord2fvARB = NULL; +PFNGLMULTITEXCOORD2IARBPROC glad_glMultiTexCoord2iARB = NULL; +PFNGLMULTITEXCOORD2IVARBPROC glad_glMultiTexCoord2ivARB = NULL; +PFNGLMULTITEXCOORD2SARBPROC glad_glMultiTexCoord2sARB = NULL; +PFNGLMULTITEXCOORD2SVARBPROC glad_glMultiTexCoord2svARB = NULL; +PFNGLMULTITEXCOORD3DARBPROC glad_glMultiTexCoord3dARB = NULL; +PFNGLMULTITEXCOORD3DVARBPROC glad_glMultiTexCoord3dvARB = NULL; +PFNGLMULTITEXCOORD3FARBPROC glad_glMultiTexCoord3fARB = NULL; +PFNGLMULTITEXCOORD3FVARBPROC glad_glMultiTexCoord3fvARB = NULL; +PFNGLMULTITEXCOORD3IARBPROC glad_glMultiTexCoord3iARB = NULL; +PFNGLMULTITEXCOORD3IVARBPROC glad_glMultiTexCoord3ivARB = NULL; +PFNGLMULTITEXCOORD3SARBPROC glad_glMultiTexCoord3sARB = NULL; +PFNGLMULTITEXCOORD3SVARBPROC glad_glMultiTexCoord3svARB = NULL; +PFNGLMULTITEXCOORD4DARBPROC glad_glMultiTexCoord4dARB = NULL; +PFNGLMULTITEXCOORD4DVARBPROC glad_glMultiTexCoord4dvARB = NULL; +PFNGLMULTITEXCOORD4FARBPROC glad_glMultiTexCoord4fARB = NULL; +PFNGLMULTITEXCOORD4FVARBPROC glad_glMultiTexCoord4fvARB = NULL; +PFNGLMULTITEXCOORD4IARBPROC glad_glMultiTexCoord4iARB = NULL; +PFNGLMULTITEXCOORD4IVARBPROC glad_glMultiTexCoord4ivARB = NULL; +PFNGLMULTITEXCOORD4SARBPROC glad_glMultiTexCoord4sARB = NULL; +PFNGLMULTITEXCOORD4SVARBPROC glad_glMultiTexCoord4svARB = NULL; +PFNGLGENQUERIESARBPROC glad_glGenQueriesARB = NULL; +PFNGLDELETEQUERIESARBPROC glad_glDeleteQueriesARB = NULL; +PFNGLISQUERYARBPROC glad_glIsQueryARB = NULL; +PFNGLBEGINQUERYARBPROC glad_glBeginQueryARB = NULL; +PFNGLENDQUERYARBPROC glad_glEndQueryARB = NULL; +PFNGLGETQUERYIVARBPROC glad_glGetQueryivARB = NULL; +PFNGLGETQUERYOBJECTIVARBPROC glad_glGetQueryObjectivARB = NULL; +PFNGLGETQUERYOBJECTUIVARBPROC glad_glGetQueryObjectuivARB = NULL; +PFNGLMAXSHADERCOMPILERTHREADSARBPROC glad_glMaxShaderCompilerThreadsARB = NULL; +PFNGLPOINTPARAMETERFARBPROC glad_glPointParameterfARB = NULL; +PFNGLPOINTPARAMETERFVARBPROC glad_glPointParameterfvARB = NULL; +PFNGLPOLYGONOFFSETCLAMPPROC glad_glPolygonOffsetClamp = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex = NULL; +PFNGLGETGRAPHICSRESETSTATUSARBPROC glad_glGetGraphicsResetStatusARB = NULL; +PFNGLGETNTEXIMAGEARBPROC glad_glGetnTexImageARB = NULL; +PFNGLREADNPIXELSARBPROC glad_glReadnPixelsARB = NULL; +PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC glad_glGetnCompressedTexImageARB = NULL; +PFNGLGETNUNIFORMFVARBPROC glad_glGetnUniformfvARB = NULL; +PFNGLGETNUNIFORMIVARBPROC glad_glGetnUniformivARB = NULL; +PFNGLGETNUNIFORMUIVARBPROC glad_glGetnUniformuivARB = NULL; +PFNGLGETNUNIFORMDVARBPROC glad_glGetnUniformdvARB = NULL; +PFNGLGETNMAPDVARBPROC glad_glGetnMapdvARB = NULL; +PFNGLGETNMAPFVARBPROC glad_glGetnMapfvARB = NULL; +PFNGLGETNMAPIVARBPROC glad_glGetnMapivARB = NULL; +PFNGLGETNPIXELMAPFVARBPROC glad_glGetnPixelMapfvARB = NULL; +PFNGLGETNPIXELMAPUIVARBPROC glad_glGetnPixelMapuivARB = NULL; +PFNGLGETNPIXELMAPUSVARBPROC glad_glGetnPixelMapusvARB = NULL; +PFNGLGETNPOLYGONSTIPPLEARBPROC glad_glGetnPolygonStippleARB = NULL; +PFNGLGETNCOLORTABLEARBPROC glad_glGetnColorTableARB = NULL; +PFNGLGETNCONVOLUTIONFILTERARBPROC glad_glGetnConvolutionFilterARB = NULL; +PFNGLGETNSEPARABLEFILTERARBPROC glad_glGetnSeparableFilterARB = NULL; +PFNGLGETNHISTOGRAMARBPROC glad_glGetnHistogramARB = NULL; +PFNGLGETNMINMAXARBPROC glad_glGetnMinmaxARB = NULL; +PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glFramebufferSampleLocationsfvARB = NULL; +PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glNamedFramebufferSampleLocationsfvARB = NULL; +PFNGLEVALUATEDEPTHVALUESARBPROC glad_glEvaluateDepthValuesARB = NULL; +PFNGLMINSAMPLESHADINGARBPROC glad_glMinSampleShadingARB = NULL; +PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d = NULL; +PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv = NULL; +PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d = NULL; +PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv = NULL; +PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d = NULL; +PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv = NULL; +PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d = NULL; +PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv = NULL; +PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv = NULL; +PFNGLDELETEOBJECTARBPROC glad_glDeleteObjectARB = NULL; +PFNGLGETHANDLEARBPROC glad_glGetHandleARB = NULL; +PFNGLDETACHOBJECTARBPROC glad_glDetachObjectARB = NULL; +PFNGLCREATESHADEROBJECTARBPROC glad_glCreateShaderObjectARB = NULL; +PFNGLSHADERSOURCEARBPROC glad_glShaderSourceARB = NULL; +PFNGLCOMPILESHADERARBPROC glad_glCompileShaderARB = NULL; +PFNGLCREATEPROGRAMOBJECTARBPROC glad_glCreateProgramObjectARB = NULL; +PFNGLATTACHOBJECTARBPROC glad_glAttachObjectARB = NULL; +PFNGLLINKPROGRAMARBPROC glad_glLinkProgramARB = NULL; +PFNGLUSEPROGRAMOBJECTARBPROC glad_glUseProgramObjectARB = NULL; +PFNGLVALIDATEPROGRAMARBPROC glad_glValidateProgramARB = NULL; +PFNGLUNIFORM1FARBPROC glad_glUniform1fARB = NULL; +PFNGLUNIFORM2FARBPROC glad_glUniform2fARB = NULL; +PFNGLUNIFORM3FARBPROC glad_glUniform3fARB = NULL; +PFNGLUNIFORM4FARBPROC glad_glUniform4fARB = NULL; +PFNGLUNIFORM1IARBPROC glad_glUniform1iARB = NULL; +PFNGLUNIFORM2IARBPROC glad_glUniform2iARB = NULL; +PFNGLUNIFORM3IARBPROC glad_glUniform3iARB = NULL; +PFNGLUNIFORM4IARBPROC glad_glUniform4iARB = NULL; +PFNGLUNIFORM1FVARBPROC glad_glUniform1fvARB = NULL; +PFNGLUNIFORM2FVARBPROC glad_glUniform2fvARB = NULL; +PFNGLUNIFORM3FVARBPROC glad_glUniform3fvARB = NULL; +PFNGLUNIFORM4FVARBPROC glad_glUniform4fvARB = NULL; +PFNGLUNIFORM1IVARBPROC glad_glUniform1ivARB = NULL; +PFNGLUNIFORM2IVARBPROC glad_glUniform2ivARB = NULL; +PFNGLUNIFORM3IVARBPROC glad_glUniform3ivARB = NULL; +PFNGLUNIFORM4IVARBPROC glad_glUniform4ivARB = NULL; +PFNGLUNIFORMMATRIX2FVARBPROC glad_glUniformMatrix2fvARB = NULL; +PFNGLUNIFORMMATRIX3FVARBPROC glad_glUniformMatrix3fvARB = NULL; +PFNGLUNIFORMMATRIX4FVARBPROC glad_glUniformMatrix4fvARB = NULL; +PFNGLGETOBJECTPARAMETERFVARBPROC glad_glGetObjectParameterfvARB = NULL; +PFNGLGETOBJECTPARAMETERIVARBPROC glad_glGetObjectParameterivARB = NULL; +PFNGLGETINFOLOGARBPROC glad_glGetInfoLogARB = NULL; +PFNGLGETATTACHEDOBJECTSARBPROC glad_glGetAttachedObjectsARB = NULL; +PFNGLGETUNIFORMLOCATIONARBPROC glad_glGetUniformLocationARB = NULL; +PFNGLGETACTIVEUNIFORMARBPROC glad_glGetActiveUniformARB = NULL; +PFNGLGETUNIFORMFVARBPROC glad_glGetUniformfvARB = NULL; +PFNGLGETUNIFORMIVARBPROC glad_glGetUniformivARB = NULL; +PFNGLGETSHADERSOURCEARBPROC glad_glGetShaderSourceARB = NULL; +PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding = NULL; +PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation = NULL; +PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex = NULL; +PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv = NULL; +PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName = NULL; +PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName = NULL; +PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv = NULL; +PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv = NULL; +PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv = NULL; +PFNGLNAMEDSTRINGARBPROC glad_glNamedStringARB = NULL; +PFNGLDELETENAMEDSTRINGARBPROC glad_glDeleteNamedStringARB = NULL; +PFNGLCOMPILESHADERINCLUDEARBPROC glad_glCompileShaderIncludeARB = NULL; +PFNGLISNAMEDSTRINGARBPROC glad_glIsNamedStringARB = NULL; +PFNGLGETNAMEDSTRINGARBPROC glad_glGetNamedStringARB = NULL; +PFNGLGETNAMEDSTRINGIVARBPROC glad_glGetNamedStringivARB = NULL; +PFNGLBUFFERPAGECOMMITMENTARBPROC glad_glBufferPageCommitmentARB = NULL; +PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC glad_glNamedBufferPageCommitmentEXT = NULL; +PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC glad_glNamedBufferPageCommitmentARB = NULL; +PFNGLTEXPAGECOMMITMENTARBPROC glad_glTexPageCommitmentARB = NULL; +PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri = NULL; +PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv = NULL; +PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier = NULL; +PFNGLTEXBUFFERARBPROC glad_glTexBufferARB = NULL; +PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DARBPROC glad_glCompressedTexImage3DARB = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glad_glCompressedTexImage2DARB = NULL; +PFNGLCOMPRESSEDTEXIMAGE1DARBPROC glad_glCompressedTexImage1DARB = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC glad_glCompressedTexSubImage3DARB = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC glad_glCompressedTexSubImage2DARB = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC glad_glCompressedTexSubImage1DARB = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glad_glGetCompressedTexImageARB = NULL; +PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D = NULL; +PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample = NULL; +PFNGLTEXTUREVIEWPROC glad_glTextureView = NULL; +PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback = NULL; +PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream = NULL; +PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed = NULL; +PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed = NULL; +PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv = NULL; +PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced = NULL; +PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced = NULL; +PFNGLLOADTRANSPOSEMATRIXFARBPROC glad_glLoadTransposeMatrixfARB = NULL; +PFNGLLOADTRANSPOSEMATRIXDARBPROC glad_glLoadTransposeMatrixdARB = NULL; +PFNGLMULTTRANSPOSEMATRIXFARBPROC glad_glMultTransposeMatrixfARB = NULL; +PFNGLMULTTRANSPOSEMATRIXDARBPROC glad_glMultTransposeMatrixdARB = NULL; +PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d = NULL; +PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d = NULL; +PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d = NULL; +PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d = NULL; +PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv = NULL; +PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv = NULL; +PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv = NULL; +PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv = NULL; +PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer = NULL; +PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv = NULL; +PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat = NULL; +PFNGLWEIGHTBVARBPROC glad_glWeightbvARB = NULL; +PFNGLWEIGHTSVARBPROC glad_glWeightsvARB = NULL; +PFNGLWEIGHTIVARBPROC glad_glWeightivARB = NULL; +PFNGLWEIGHTFVARBPROC glad_glWeightfvARB = NULL; +PFNGLWEIGHTDVARBPROC glad_glWeightdvARB = NULL; +PFNGLWEIGHTUBVARBPROC glad_glWeightubvARB = NULL; +PFNGLWEIGHTUSVARBPROC glad_glWeightusvARB = NULL; +PFNGLWEIGHTUIVARBPROC glad_glWeightuivARB = NULL; +PFNGLWEIGHTPOINTERARBPROC glad_glWeightPointerARB = NULL; +PFNGLVERTEXBLENDARBPROC glad_glVertexBlendARB = NULL; +PFNGLBINDBUFFERARBPROC glad_glBindBufferARB = NULL; +PFNGLDELETEBUFFERSARBPROC glad_glDeleteBuffersARB = NULL; +PFNGLGENBUFFERSARBPROC glad_glGenBuffersARB = NULL; +PFNGLISBUFFERARBPROC glad_glIsBufferARB = NULL; +PFNGLBUFFERDATAARBPROC glad_glBufferDataARB = NULL; +PFNGLBUFFERSUBDATAARBPROC glad_glBufferSubDataARB = NULL; +PFNGLGETBUFFERSUBDATAARBPROC glad_glGetBufferSubDataARB = NULL; +PFNGLMAPBUFFERARBPROC glad_glMapBufferARB = NULL; +PFNGLUNMAPBUFFERARBPROC glad_glUnmapBufferARB = NULL; +PFNGLGETBUFFERPARAMETERIVARBPROC glad_glGetBufferParameterivARB = NULL; +PFNGLGETBUFFERPOINTERVARBPROC glad_glGetBufferPointervARB = NULL; +PFNGLVERTEXATTRIB1DARBPROC glad_glVertexAttrib1dARB = NULL; +PFNGLVERTEXATTRIB1DVARBPROC glad_glVertexAttrib1dvARB = NULL; +PFNGLVERTEXATTRIB1FARBPROC glad_glVertexAttrib1fARB = NULL; +PFNGLVERTEXATTRIB1FVARBPROC glad_glVertexAttrib1fvARB = NULL; +PFNGLVERTEXATTRIB1SARBPROC glad_glVertexAttrib1sARB = NULL; +PFNGLVERTEXATTRIB1SVARBPROC glad_glVertexAttrib1svARB = NULL; +PFNGLVERTEXATTRIB2DARBPROC glad_glVertexAttrib2dARB = NULL; +PFNGLVERTEXATTRIB2DVARBPROC glad_glVertexAttrib2dvARB = NULL; +PFNGLVERTEXATTRIB2FARBPROC glad_glVertexAttrib2fARB = NULL; +PFNGLVERTEXATTRIB2FVARBPROC glad_glVertexAttrib2fvARB = NULL; +PFNGLVERTEXATTRIB2SARBPROC glad_glVertexAttrib2sARB = NULL; +PFNGLVERTEXATTRIB2SVARBPROC glad_glVertexAttrib2svARB = NULL; +PFNGLVERTEXATTRIB3DARBPROC glad_glVertexAttrib3dARB = NULL; +PFNGLVERTEXATTRIB3DVARBPROC glad_glVertexAttrib3dvARB = NULL; +PFNGLVERTEXATTRIB3FARBPROC glad_glVertexAttrib3fARB = NULL; +PFNGLVERTEXATTRIB3FVARBPROC glad_glVertexAttrib3fvARB = NULL; +PFNGLVERTEXATTRIB3SARBPROC glad_glVertexAttrib3sARB = NULL; +PFNGLVERTEXATTRIB3SVARBPROC glad_glVertexAttrib3svARB = NULL; +PFNGLVERTEXATTRIB4NBVARBPROC glad_glVertexAttrib4NbvARB = NULL; +PFNGLVERTEXATTRIB4NIVARBPROC glad_glVertexAttrib4NivARB = NULL; +PFNGLVERTEXATTRIB4NSVARBPROC glad_glVertexAttrib4NsvARB = NULL; +PFNGLVERTEXATTRIB4NUBARBPROC glad_glVertexAttrib4NubARB = NULL; +PFNGLVERTEXATTRIB4NUBVARBPROC glad_glVertexAttrib4NubvARB = NULL; +PFNGLVERTEXATTRIB4NUIVARBPROC glad_glVertexAttrib4NuivARB = NULL; +PFNGLVERTEXATTRIB4NUSVARBPROC glad_glVertexAttrib4NusvARB = NULL; +PFNGLVERTEXATTRIB4BVARBPROC glad_glVertexAttrib4bvARB = NULL; +PFNGLVERTEXATTRIB4DARBPROC glad_glVertexAttrib4dARB = NULL; +PFNGLVERTEXATTRIB4DVARBPROC glad_glVertexAttrib4dvARB = NULL; +PFNGLVERTEXATTRIB4FARBPROC glad_glVertexAttrib4fARB = NULL; +PFNGLVERTEXATTRIB4FVARBPROC glad_glVertexAttrib4fvARB = NULL; +PFNGLVERTEXATTRIB4IVARBPROC glad_glVertexAttrib4ivARB = NULL; +PFNGLVERTEXATTRIB4SARBPROC glad_glVertexAttrib4sARB = NULL; +PFNGLVERTEXATTRIB4SVARBPROC glad_glVertexAttrib4svARB = NULL; +PFNGLVERTEXATTRIB4UBVARBPROC glad_glVertexAttrib4ubvARB = NULL; +PFNGLVERTEXATTRIB4UIVARBPROC glad_glVertexAttrib4uivARB = NULL; +PFNGLVERTEXATTRIB4USVARBPROC glad_glVertexAttrib4usvARB = NULL; +PFNGLVERTEXATTRIBPOINTERARBPROC glad_glVertexAttribPointerARB = NULL; +PFNGLENABLEVERTEXATTRIBARRAYARBPROC glad_glEnableVertexAttribArrayARB = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glad_glDisableVertexAttribArrayARB = NULL; +PFNGLGETVERTEXATTRIBDVARBPROC glad_glGetVertexAttribdvARB = NULL; +PFNGLGETVERTEXATTRIBFVARBPROC glad_glGetVertexAttribfvARB = NULL; +PFNGLGETVERTEXATTRIBIVARBPROC glad_glGetVertexAttribivARB = NULL; +PFNGLGETVERTEXATTRIBPOINTERVARBPROC glad_glGetVertexAttribPointervARB = NULL; +PFNGLBINDATTRIBLOCATIONARBPROC glad_glBindAttribLocationARB = NULL; +PFNGLGETACTIVEATTRIBARBPROC glad_glGetActiveAttribARB = NULL; +PFNGLGETATTRIBLOCATIONARBPROC glad_glGetAttribLocationARB = NULL; +PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv = NULL; +PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf = NULL; +PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv = NULL; +PFNGLSCISSORARRAYVPROC glad_glScissorArrayv = NULL; +PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed = NULL; +PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv = NULL; +PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL; +PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL; +PFNGLGETFLOATI_VPROC glad_glGetFloati_v = NULL; +PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v = NULL; +PFNGLWINDOWPOS2DARBPROC glad_glWindowPos2dARB = NULL; +PFNGLWINDOWPOS2DVARBPROC glad_glWindowPos2dvARB = NULL; +PFNGLWINDOWPOS2FARBPROC glad_glWindowPos2fARB = NULL; +PFNGLWINDOWPOS2FVARBPROC glad_glWindowPos2fvARB = NULL; +PFNGLWINDOWPOS2IARBPROC glad_glWindowPos2iARB = NULL; +PFNGLWINDOWPOS2IVARBPROC glad_glWindowPos2ivARB = NULL; +PFNGLWINDOWPOS2SARBPROC glad_glWindowPos2sARB = NULL; +PFNGLWINDOWPOS2SVARBPROC glad_glWindowPos2svARB = NULL; +PFNGLWINDOWPOS3DARBPROC glad_glWindowPos3dARB = NULL; +PFNGLWINDOWPOS3DVARBPROC glad_glWindowPos3dvARB = NULL; +PFNGLWINDOWPOS3FARBPROC glad_glWindowPos3fARB = NULL; +PFNGLWINDOWPOS3FVARBPROC glad_glWindowPos3fvARB = NULL; +PFNGLWINDOWPOS3IARBPROC glad_glWindowPos3iARB = NULL; +PFNGLWINDOWPOS3IVARBPROC glad_glWindowPos3ivARB = NULL; +PFNGLWINDOWPOS3SARBPROC glad_glWindowPos3sARB = NULL; +PFNGLWINDOWPOS3SVARBPROC glad_glWindowPos3svARB = NULL; +PFNGLDRAWBUFFERSATIPROC glad_glDrawBuffersATI = NULL; +PFNGLELEMENTPOINTERATIPROC glad_glElementPointerATI = NULL; +PFNGLDRAWELEMENTARRAYATIPROC glad_glDrawElementArrayATI = NULL; +PFNGLDRAWRANGEELEMENTARRAYATIPROC glad_glDrawRangeElementArrayATI = NULL; +PFNGLTEXBUMPPARAMETERIVATIPROC glad_glTexBumpParameterivATI = NULL; +PFNGLTEXBUMPPARAMETERFVATIPROC glad_glTexBumpParameterfvATI = NULL; +PFNGLGETTEXBUMPPARAMETERIVATIPROC glad_glGetTexBumpParameterivATI = NULL; +PFNGLGETTEXBUMPPARAMETERFVATIPROC glad_glGetTexBumpParameterfvATI = NULL; +PFNGLGENFRAGMENTSHADERSATIPROC glad_glGenFragmentShadersATI = NULL; +PFNGLBINDFRAGMENTSHADERATIPROC glad_glBindFragmentShaderATI = NULL; +PFNGLDELETEFRAGMENTSHADERATIPROC glad_glDeleteFragmentShaderATI = NULL; +PFNGLBEGINFRAGMENTSHADERATIPROC glad_glBeginFragmentShaderATI = NULL; +PFNGLENDFRAGMENTSHADERATIPROC glad_glEndFragmentShaderATI = NULL; +PFNGLPASSTEXCOORDATIPROC glad_glPassTexCoordATI = NULL; +PFNGLSAMPLEMAPATIPROC glad_glSampleMapATI = NULL; +PFNGLCOLORFRAGMENTOP1ATIPROC glad_glColorFragmentOp1ATI = NULL; +PFNGLCOLORFRAGMENTOP2ATIPROC glad_glColorFragmentOp2ATI = NULL; +PFNGLCOLORFRAGMENTOP3ATIPROC glad_glColorFragmentOp3ATI = NULL; +PFNGLALPHAFRAGMENTOP1ATIPROC glad_glAlphaFragmentOp1ATI = NULL; +PFNGLALPHAFRAGMENTOP2ATIPROC glad_glAlphaFragmentOp2ATI = NULL; +PFNGLALPHAFRAGMENTOP3ATIPROC glad_glAlphaFragmentOp3ATI = NULL; +PFNGLSETFRAGMENTSHADERCONSTANTATIPROC glad_glSetFragmentShaderConstantATI = NULL; +PFNGLMAPOBJECTBUFFERATIPROC glad_glMapObjectBufferATI = NULL; +PFNGLUNMAPOBJECTBUFFERATIPROC glad_glUnmapObjectBufferATI = NULL; +PFNGLPNTRIANGLESIATIPROC glad_glPNTrianglesiATI = NULL; +PFNGLPNTRIANGLESFATIPROC glad_glPNTrianglesfATI = NULL; +PFNGLSTENCILOPSEPARATEATIPROC glad_glStencilOpSeparateATI = NULL; +PFNGLSTENCILFUNCSEPARATEATIPROC glad_glStencilFuncSeparateATI = NULL; +PFNGLNEWOBJECTBUFFERATIPROC glad_glNewObjectBufferATI = NULL; +PFNGLISOBJECTBUFFERATIPROC glad_glIsObjectBufferATI = NULL; +PFNGLUPDATEOBJECTBUFFERATIPROC glad_glUpdateObjectBufferATI = NULL; +PFNGLGETOBJECTBUFFERFVATIPROC glad_glGetObjectBufferfvATI = NULL; +PFNGLGETOBJECTBUFFERIVATIPROC glad_glGetObjectBufferivATI = NULL; +PFNGLFREEOBJECTBUFFERATIPROC glad_glFreeObjectBufferATI = NULL; +PFNGLARRAYOBJECTATIPROC glad_glArrayObjectATI = NULL; +PFNGLGETARRAYOBJECTFVATIPROC glad_glGetArrayObjectfvATI = NULL; +PFNGLGETARRAYOBJECTIVATIPROC glad_glGetArrayObjectivATI = NULL; +PFNGLVARIANTARRAYOBJECTATIPROC glad_glVariantArrayObjectATI = NULL; +PFNGLGETVARIANTARRAYOBJECTFVATIPROC glad_glGetVariantArrayObjectfvATI = NULL; +PFNGLGETVARIANTARRAYOBJECTIVATIPROC glad_glGetVariantArrayObjectivATI = NULL; +PFNGLVERTEXATTRIBARRAYOBJECTATIPROC glad_glVertexAttribArrayObjectATI = NULL; +PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC glad_glGetVertexAttribArrayObjectfvATI = NULL; +PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC glad_glGetVertexAttribArrayObjectivATI = NULL; +PFNGLVERTEXSTREAM1SATIPROC glad_glVertexStream1sATI = NULL; +PFNGLVERTEXSTREAM1SVATIPROC glad_glVertexStream1svATI = NULL; +PFNGLVERTEXSTREAM1IATIPROC glad_glVertexStream1iATI = NULL; +PFNGLVERTEXSTREAM1IVATIPROC glad_glVertexStream1ivATI = NULL; +PFNGLVERTEXSTREAM1FATIPROC glad_glVertexStream1fATI = NULL; +PFNGLVERTEXSTREAM1FVATIPROC glad_glVertexStream1fvATI = NULL; +PFNGLVERTEXSTREAM1DATIPROC glad_glVertexStream1dATI = NULL; +PFNGLVERTEXSTREAM1DVATIPROC glad_glVertexStream1dvATI = NULL; +PFNGLVERTEXSTREAM2SATIPROC glad_glVertexStream2sATI = NULL; +PFNGLVERTEXSTREAM2SVATIPROC glad_glVertexStream2svATI = NULL; +PFNGLVERTEXSTREAM2IATIPROC glad_glVertexStream2iATI = NULL; +PFNGLVERTEXSTREAM2IVATIPROC glad_glVertexStream2ivATI = NULL; +PFNGLVERTEXSTREAM2FATIPROC glad_glVertexStream2fATI = NULL; +PFNGLVERTEXSTREAM2FVATIPROC glad_glVertexStream2fvATI = NULL; +PFNGLVERTEXSTREAM2DATIPROC glad_glVertexStream2dATI = NULL; +PFNGLVERTEXSTREAM2DVATIPROC glad_glVertexStream2dvATI = NULL; +PFNGLVERTEXSTREAM3SATIPROC glad_glVertexStream3sATI = NULL; +PFNGLVERTEXSTREAM3SVATIPROC glad_glVertexStream3svATI = NULL; +PFNGLVERTEXSTREAM3IATIPROC glad_glVertexStream3iATI = NULL; +PFNGLVERTEXSTREAM3IVATIPROC glad_glVertexStream3ivATI = NULL; +PFNGLVERTEXSTREAM3FATIPROC glad_glVertexStream3fATI = NULL; +PFNGLVERTEXSTREAM3FVATIPROC glad_glVertexStream3fvATI = NULL; +PFNGLVERTEXSTREAM3DATIPROC glad_glVertexStream3dATI = NULL; +PFNGLVERTEXSTREAM3DVATIPROC glad_glVertexStream3dvATI = NULL; +PFNGLVERTEXSTREAM4SATIPROC glad_glVertexStream4sATI = NULL; +PFNGLVERTEXSTREAM4SVATIPROC glad_glVertexStream4svATI = NULL; +PFNGLVERTEXSTREAM4IATIPROC glad_glVertexStream4iATI = NULL; +PFNGLVERTEXSTREAM4IVATIPROC glad_glVertexStream4ivATI = NULL; +PFNGLVERTEXSTREAM4FATIPROC glad_glVertexStream4fATI = NULL; +PFNGLVERTEXSTREAM4FVATIPROC glad_glVertexStream4fvATI = NULL; +PFNGLVERTEXSTREAM4DATIPROC glad_glVertexStream4dATI = NULL; +PFNGLVERTEXSTREAM4DVATIPROC glad_glVertexStream4dvATI = NULL; +PFNGLNORMALSTREAM3BATIPROC glad_glNormalStream3bATI = NULL; +PFNGLNORMALSTREAM3BVATIPROC glad_glNormalStream3bvATI = NULL; +PFNGLNORMALSTREAM3SATIPROC glad_glNormalStream3sATI = NULL; +PFNGLNORMALSTREAM3SVATIPROC glad_glNormalStream3svATI = NULL; +PFNGLNORMALSTREAM3IATIPROC glad_glNormalStream3iATI = NULL; +PFNGLNORMALSTREAM3IVATIPROC glad_glNormalStream3ivATI = NULL; +PFNGLNORMALSTREAM3FATIPROC glad_glNormalStream3fATI = NULL; +PFNGLNORMALSTREAM3FVATIPROC glad_glNormalStream3fvATI = NULL; +PFNGLNORMALSTREAM3DATIPROC glad_glNormalStream3dATI = NULL; +PFNGLNORMALSTREAM3DVATIPROC glad_glNormalStream3dvATI = NULL; +PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC glad_glClientActiveVertexStreamATI = NULL; +PFNGLVERTEXBLENDENVIATIPROC glad_glVertexBlendEnviATI = NULL; +PFNGLVERTEXBLENDENVFATIPROC glad_glVertexBlendEnvfATI = NULL; +PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC glad_glEGLImageTargetTexStorageEXT = NULL; +PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC glad_glEGLImageTargetTextureStorageEXT = NULL; +PFNGLUNIFORMBUFFEREXTPROC glad_glUniformBufferEXT = NULL; +PFNGLGETUNIFORMBUFFERSIZEEXTPROC glad_glGetUniformBufferSizeEXT = NULL; +PFNGLGETUNIFORMOFFSETEXTPROC glad_glGetUniformOffsetEXT = NULL; +PFNGLBLENDCOLOREXTPROC glad_glBlendColorEXT = NULL; +PFNGLBLENDEQUATIONSEPARATEEXTPROC glad_glBlendEquationSeparateEXT = NULL; +PFNGLBLENDFUNCSEPARATEEXTPROC glad_glBlendFuncSeparateEXT = NULL; +PFNGLBLENDEQUATIONEXTPROC glad_glBlendEquationEXT = NULL; +PFNGLCOLORSUBTABLEEXTPROC glad_glColorSubTableEXT = NULL; +PFNGLCOPYCOLORSUBTABLEEXTPROC glad_glCopyColorSubTableEXT = NULL; +PFNGLLOCKARRAYSEXTPROC glad_glLockArraysEXT = NULL; +PFNGLUNLOCKARRAYSEXTPROC glad_glUnlockArraysEXT = NULL; +PFNGLCONVOLUTIONFILTER1DEXTPROC glad_glConvolutionFilter1DEXT = NULL; +PFNGLCONVOLUTIONFILTER2DEXTPROC glad_glConvolutionFilter2DEXT = NULL; +PFNGLCONVOLUTIONPARAMETERFEXTPROC glad_glConvolutionParameterfEXT = NULL; +PFNGLCONVOLUTIONPARAMETERFVEXTPROC glad_glConvolutionParameterfvEXT = NULL; +PFNGLCONVOLUTIONPARAMETERIEXTPROC glad_glConvolutionParameteriEXT = NULL; +PFNGLCONVOLUTIONPARAMETERIVEXTPROC glad_glConvolutionParameterivEXT = NULL; +PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC glad_glCopyConvolutionFilter1DEXT = NULL; +PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC glad_glCopyConvolutionFilter2DEXT = NULL; +PFNGLGETCONVOLUTIONFILTEREXTPROC glad_glGetConvolutionFilterEXT = NULL; +PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC glad_glGetConvolutionParameterfvEXT = NULL; +PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC glad_glGetConvolutionParameterivEXT = NULL; +PFNGLGETSEPARABLEFILTEREXTPROC glad_glGetSeparableFilterEXT = NULL; +PFNGLSEPARABLEFILTER2DEXTPROC glad_glSeparableFilter2DEXT = NULL; +PFNGLTANGENT3BEXTPROC glad_glTangent3bEXT = NULL; +PFNGLTANGENT3BVEXTPROC glad_glTangent3bvEXT = NULL; +PFNGLTANGENT3DEXTPROC glad_glTangent3dEXT = NULL; +PFNGLTANGENT3DVEXTPROC glad_glTangent3dvEXT = NULL; +PFNGLTANGENT3FEXTPROC glad_glTangent3fEXT = NULL; +PFNGLTANGENT3FVEXTPROC glad_glTangent3fvEXT = NULL; +PFNGLTANGENT3IEXTPROC glad_glTangent3iEXT = NULL; +PFNGLTANGENT3IVEXTPROC glad_glTangent3ivEXT = NULL; +PFNGLTANGENT3SEXTPROC glad_glTangent3sEXT = NULL; +PFNGLTANGENT3SVEXTPROC glad_glTangent3svEXT = NULL; +PFNGLBINORMAL3BEXTPROC glad_glBinormal3bEXT = NULL; +PFNGLBINORMAL3BVEXTPROC glad_glBinormal3bvEXT = NULL; +PFNGLBINORMAL3DEXTPROC glad_glBinormal3dEXT = NULL; +PFNGLBINORMAL3DVEXTPROC glad_glBinormal3dvEXT = NULL; +PFNGLBINORMAL3FEXTPROC glad_glBinormal3fEXT = NULL; +PFNGLBINORMAL3FVEXTPROC glad_glBinormal3fvEXT = NULL; +PFNGLBINORMAL3IEXTPROC glad_glBinormal3iEXT = NULL; +PFNGLBINORMAL3IVEXTPROC glad_glBinormal3ivEXT = NULL; +PFNGLBINORMAL3SEXTPROC glad_glBinormal3sEXT = NULL; +PFNGLBINORMAL3SVEXTPROC glad_glBinormal3svEXT = NULL; +PFNGLTANGENTPOINTEREXTPROC glad_glTangentPointerEXT = NULL; +PFNGLBINORMALPOINTEREXTPROC glad_glBinormalPointerEXT = NULL; +PFNGLCOPYTEXIMAGE1DEXTPROC glad_glCopyTexImage1DEXT = NULL; +PFNGLCOPYTEXIMAGE2DEXTPROC glad_glCopyTexImage2DEXT = NULL; +PFNGLCOPYTEXSUBIMAGE1DEXTPROC glad_glCopyTexSubImage1DEXT = NULL; +PFNGLCOPYTEXSUBIMAGE2DEXTPROC glad_glCopyTexSubImage2DEXT = NULL; +PFNGLCOPYTEXSUBIMAGE3DEXTPROC glad_glCopyTexSubImage3DEXT = NULL; +PFNGLCULLPARAMETERDVEXTPROC glad_glCullParameterdvEXT = NULL; +PFNGLCULLPARAMETERFVEXTPROC glad_glCullParameterfvEXT = NULL; +PFNGLLABELOBJECTEXTPROC glad_glLabelObjectEXT = NULL; +PFNGLGETOBJECTLABELEXTPROC glad_glGetObjectLabelEXT = NULL; +PFNGLINSERTEVENTMARKEREXTPROC glad_glInsertEventMarkerEXT = NULL; +PFNGLPUSHGROUPMARKEREXTPROC glad_glPushGroupMarkerEXT = NULL; +PFNGLPOPGROUPMARKEREXTPROC glad_glPopGroupMarkerEXT = NULL; +PFNGLDEPTHBOUNDSEXTPROC glad_glDepthBoundsEXT = NULL; +PFNGLMATRIXLOADFEXTPROC glad_glMatrixLoadfEXT = NULL; +PFNGLMATRIXLOADDEXTPROC glad_glMatrixLoaddEXT = NULL; +PFNGLMATRIXMULTFEXTPROC glad_glMatrixMultfEXT = NULL; +PFNGLMATRIXMULTDEXTPROC glad_glMatrixMultdEXT = NULL; +PFNGLMATRIXLOADIDENTITYEXTPROC glad_glMatrixLoadIdentityEXT = NULL; +PFNGLMATRIXROTATEFEXTPROC glad_glMatrixRotatefEXT = NULL; +PFNGLMATRIXROTATEDEXTPROC glad_glMatrixRotatedEXT = NULL; +PFNGLMATRIXSCALEFEXTPROC glad_glMatrixScalefEXT = NULL; +PFNGLMATRIXSCALEDEXTPROC glad_glMatrixScaledEXT = NULL; +PFNGLMATRIXTRANSLATEFEXTPROC glad_glMatrixTranslatefEXT = NULL; +PFNGLMATRIXTRANSLATEDEXTPROC glad_glMatrixTranslatedEXT = NULL; +PFNGLMATRIXFRUSTUMEXTPROC glad_glMatrixFrustumEXT = NULL; +PFNGLMATRIXORTHOEXTPROC glad_glMatrixOrthoEXT = NULL; +PFNGLMATRIXPOPEXTPROC glad_glMatrixPopEXT = NULL; +PFNGLMATRIXPUSHEXTPROC glad_glMatrixPushEXT = NULL; +PFNGLCLIENTATTRIBDEFAULTEXTPROC glad_glClientAttribDefaultEXT = NULL; +PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC glad_glPushClientAttribDefaultEXT = NULL; +PFNGLTEXTUREPARAMETERFEXTPROC glad_glTextureParameterfEXT = NULL; +PFNGLTEXTUREPARAMETERFVEXTPROC glad_glTextureParameterfvEXT = NULL; +PFNGLTEXTUREPARAMETERIEXTPROC glad_glTextureParameteriEXT = NULL; +PFNGLTEXTUREPARAMETERIVEXTPROC glad_glTextureParameterivEXT = NULL; +PFNGLTEXTUREIMAGE1DEXTPROC glad_glTextureImage1DEXT = NULL; +PFNGLTEXTUREIMAGE2DEXTPROC glad_glTextureImage2DEXT = NULL; +PFNGLTEXTURESUBIMAGE1DEXTPROC glad_glTextureSubImage1DEXT = NULL; +PFNGLTEXTURESUBIMAGE2DEXTPROC glad_glTextureSubImage2DEXT = NULL; +PFNGLCOPYTEXTUREIMAGE1DEXTPROC glad_glCopyTextureImage1DEXT = NULL; +PFNGLCOPYTEXTUREIMAGE2DEXTPROC glad_glCopyTextureImage2DEXT = NULL; +PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC glad_glCopyTextureSubImage1DEXT = NULL; +PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC glad_glCopyTextureSubImage2DEXT = NULL; +PFNGLGETTEXTUREIMAGEEXTPROC glad_glGetTextureImageEXT = NULL; +PFNGLGETTEXTUREPARAMETERFVEXTPROC glad_glGetTextureParameterfvEXT = NULL; +PFNGLGETTEXTUREPARAMETERIVEXTPROC glad_glGetTextureParameterivEXT = NULL; +PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC glad_glGetTextureLevelParameterfvEXT = NULL; +PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC glad_glGetTextureLevelParameterivEXT = NULL; +PFNGLTEXTUREIMAGE3DEXTPROC glad_glTextureImage3DEXT = NULL; +PFNGLTEXTURESUBIMAGE3DEXTPROC glad_glTextureSubImage3DEXT = NULL; +PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC glad_glCopyTextureSubImage3DEXT = NULL; +PFNGLBINDMULTITEXTUREEXTPROC glad_glBindMultiTextureEXT = NULL; +PFNGLMULTITEXCOORDPOINTEREXTPROC glad_glMultiTexCoordPointerEXT = NULL; +PFNGLMULTITEXENVFEXTPROC glad_glMultiTexEnvfEXT = NULL; +PFNGLMULTITEXENVFVEXTPROC glad_glMultiTexEnvfvEXT = NULL; +PFNGLMULTITEXENVIEXTPROC glad_glMultiTexEnviEXT = NULL; +PFNGLMULTITEXENVIVEXTPROC glad_glMultiTexEnvivEXT = NULL; +PFNGLMULTITEXGENDEXTPROC glad_glMultiTexGendEXT = NULL; +PFNGLMULTITEXGENDVEXTPROC glad_glMultiTexGendvEXT = NULL; +PFNGLMULTITEXGENFEXTPROC glad_glMultiTexGenfEXT = NULL; +PFNGLMULTITEXGENFVEXTPROC glad_glMultiTexGenfvEXT = NULL; +PFNGLMULTITEXGENIEXTPROC glad_glMultiTexGeniEXT = NULL; +PFNGLMULTITEXGENIVEXTPROC glad_glMultiTexGenivEXT = NULL; +PFNGLGETMULTITEXENVFVEXTPROC glad_glGetMultiTexEnvfvEXT = NULL; +PFNGLGETMULTITEXENVIVEXTPROC glad_glGetMultiTexEnvivEXT = NULL; +PFNGLGETMULTITEXGENDVEXTPROC glad_glGetMultiTexGendvEXT = NULL; +PFNGLGETMULTITEXGENFVEXTPROC glad_glGetMultiTexGenfvEXT = NULL; +PFNGLGETMULTITEXGENIVEXTPROC glad_glGetMultiTexGenivEXT = NULL; +PFNGLMULTITEXPARAMETERIEXTPROC glad_glMultiTexParameteriEXT = NULL; +PFNGLMULTITEXPARAMETERIVEXTPROC glad_glMultiTexParameterivEXT = NULL; +PFNGLMULTITEXPARAMETERFEXTPROC glad_glMultiTexParameterfEXT = NULL; +PFNGLMULTITEXPARAMETERFVEXTPROC glad_glMultiTexParameterfvEXT = NULL; +PFNGLMULTITEXIMAGE1DEXTPROC glad_glMultiTexImage1DEXT = NULL; +PFNGLMULTITEXIMAGE2DEXTPROC glad_glMultiTexImage2DEXT = NULL; +PFNGLMULTITEXSUBIMAGE1DEXTPROC glad_glMultiTexSubImage1DEXT = NULL; +PFNGLMULTITEXSUBIMAGE2DEXTPROC glad_glMultiTexSubImage2DEXT = NULL; +PFNGLCOPYMULTITEXIMAGE1DEXTPROC glad_glCopyMultiTexImage1DEXT = NULL; +PFNGLCOPYMULTITEXIMAGE2DEXTPROC glad_glCopyMultiTexImage2DEXT = NULL; +PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC glad_glCopyMultiTexSubImage1DEXT = NULL; +PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC glad_glCopyMultiTexSubImage2DEXT = NULL; +PFNGLGETMULTITEXIMAGEEXTPROC glad_glGetMultiTexImageEXT = NULL; +PFNGLGETMULTITEXPARAMETERFVEXTPROC glad_glGetMultiTexParameterfvEXT = NULL; +PFNGLGETMULTITEXPARAMETERIVEXTPROC glad_glGetMultiTexParameterivEXT = NULL; +PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC glad_glGetMultiTexLevelParameterfvEXT = NULL; +PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC glad_glGetMultiTexLevelParameterivEXT = NULL; +PFNGLMULTITEXIMAGE3DEXTPROC glad_glMultiTexImage3DEXT = NULL; +PFNGLMULTITEXSUBIMAGE3DEXTPROC glad_glMultiTexSubImage3DEXT = NULL; +PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC glad_glCopyMultiTexSubImage3DEXT = NULL; +PFNGLENABLECLIENTSTATEINDEXEDEXTPROC glad_glEnableClientStateIndexedEXT = NULL; +PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC glad_glDisableClientStateIndexedEXT = NULL; +PFNGLGETFLOATINDEXEDVEXTPROC glad_glGetFloatIndexedvEXT = NULL; +PFNGLGETDOUBLEINDEXEDVEXTPROC glad_glGetDoubleIndexedvEXT = NULL; +PFNGLGETPOINTERINDEXEDVEXTPROC glad_glGetPointerIndexedvEXT = NULL; +PFNGLENABLEINDEXEDEXTPROC glad_glEnableIndexedEXT = NULL; +PFNGLDISABLEINDEXEDEXTPROC glad_glDisableIndexedEXT = NULL; +PFNGLISENABLEDINDEXEDEXTPROC glad_glIsEnabledIndexedEXT = NULL; +PFNGLGETINTEGERINDEXEDVEXTPROC glad_glGetIntegerIndexedvEXT = NULL; +PFNGLGETBOOLEANINDEXEDVEXTPROC glad_glGetBooleanIndexedvEXT = NULL; +PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC glad_glCompressedTextureImage3DEXT = NULL; +PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC glad_glCompressedTextureImage2DEXT = NULL; +PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC glad_glCompressedTextureImage1DEXT = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC glad_glCompressedTextureSubImage3DEXT = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC glad_glCompressedTextureSubImage2DEXT = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC glad_glCompressedTextureSubImage1DEXT = NULL; +PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC glad_glGetCompressedTextureImageEXT = NULL; +PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC glad_glCompressedMultiTexImage3DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC glad_glCompressedMultiTexImage2DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC glad_glCompressedMultiTexImage1DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC glad_glCompressedMultiTexSubImage3DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC glad_glCompressedMultiTexSubImage2DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC glad_glCompressedMultiTexSubImage1DEXT = NULL; +PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC glad_glGetCompressedMultiTexImageEXT = NULL; +PFNGLMATRIXLOADTRANSPOSEFEXTPROC glad_glMatrixLoadTransposefEXT = NULL; +PFNGLMATRIXLOADTRANSPOSEDEXTPROC glad_glMatrixLoadTransposedEXT = NULL; +PFNGLMATRIXMULTTRANSPOSEFEXTPROC glad_glMatrixMultTransposefEXT = NULL; +PFNGLMATRIXMULTTRANSPOSEDEXTPROC glad_glMatrixMultTransposedEXT = NULL; +PFNGLNAMEDBUFFERDATAEXTPROC glad_glNamedBufferDataEXT = NULL; +PFNGLNAMEDBUFFERSUBDATAEXTPROC glad_glNamedBufferSubDataEXT = NULL; +PFNGLMAPNAMEDBUFFEREXTPROC glad_glMapNamedBufferEXT = NULL; +PFNGLUNMAPNAMEDBUFFEREXTPROC glad_glUnmapNamedBufferEXT = NULL; +PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC glad_glGetNamedBufferParameterivEXT = NULL; +PFNGLGETNAMEDBUFFERPOINTERVEXTPROC glad_glGetNamedBufferPointervEXT = NULL; +PFNGLGETNAMEDBUFFERSUBDATAEXTPROC glad_glGetNamedBufferSubDataEXT = NULL; +PFNGLPROGRAMUNIFORM1FEXTPROC glad_glProgramUniform1fEXT = NULL; +PFNGLPROGRAMUNIFORM2FEXTPROC glad_glProgramUniform2fEXT = NULL; +PFNGLPROGRAMUNIFORM3FEXTPROC glad_glProgramUniform3fEXT = NULL; +PFNGLPROGRAMUNIFORM4FEXTPROC glad_glProgramUniform4fEXT = NULL; +PFNGLPROGRAMUNIFORM1IEXTPROC glad_glProgramUniform1iEXT = NULL; +PFNGLPROGRAMUNIFORM2IEXTPROC glad_glProgramUniform2iEXT = NULL; +PFNGLPROGRAMUNIFORM3IEXTPROC glad_glProgramUniform3iEXT = NULL; +PFNGLPROGRAMUNIFORM4IEXTPROC glad_glProgramUniform4iEXT = NULL; +PFNGLPROGRAMUNIFORM1FVEXTPROC glad_glProgramUniform1fvEXT = NULL; +PFNGLPROGRAMUNIFORM2FVEXTPROC glad_glProgramUniform2fvEXT = NULL; +PFNGLPROGRAMUNIFORM3FVEXTPROC glad_glProgramUniform3fvEXT = NULL; +PFNGLPROGRAMUNIFORM4FVEXTPROC glad_glProgramUniform4fvEXT = NULL; +PFNGLPROGRAMUNIFORM1IVEXTPROC glad_glProgramUniform1ivEXT = NULL; +PFNGLPROGRAMUNIFORM2IVEXTPROC glad_glProgramUniform2ivEXT = NULL; +PFNGLPROGRAMUNIFORM3IVEXTPROC glad_glProgramUniform3ivEXT = NULL; +PFNGLPROGRAMUNIFORM4IVEXTPROC glad_glProgramUniform4ivEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC glad_glProgramUniformMatrix2fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC glad_glProgramUniformMatrix3fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC glad_glProgramUniformMatrix4fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC glad_glProgramUniformMatrix2x3fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC glad_glProgramUniformMatrix3x2fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC glad_glProgramUniformMatrix2x4fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC glad_glProgramUniformMatrix4x2fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC glad_glProgramUniformMatrix3x4fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC glad_glProgramUniformMatrix4x3fvEXT = NULL; +PFNGLTEXTUREBUFFEREXTPROC glad_glTextureBufferEXT = NULL; +PFNGLMULTITEXBUFFEREXTPROC glad_glMultiTexBufferEXT = NULL; +PFNGLTEXTUREPARAMETERIIVEXTPROC glad_glTextureParameterIivEXT = NULL; +PFNGLTEXTUREPARAMETERIUIVEXTPROC glad_glTextureParameterIuivEXT = NULL; +PFNGLGETTEXTUREPARAMETERIIVEXTPROC glad_glGetTextureParameterIivEXT = NULL; +PFNGLGETTEXTUREPARAMETERIUIVEXTPROC glad_glGetTextureParameterIuivEXT = NULL; +PFNGLMULTITEXPARAMETERIIVEXTPROC glad_glMultiTexParameterIivEXT = NULL; +PFNGLMULTITEXPARAMETERIUIVEXTPROC glad_glMultiTexParameterIuivEXT = NULL; +PFNGLGETMULTITEXPARAMETERIIVEXTPROC glad_glGetMultiTexParameterIivEXT = NULL; +PFNGLGETMULTITEXPARAMETERIUIVEXTPROC glad_glGetMultiTexParameterIuivEXT = NULL; +PFNGLPROGRAMUNIFORM1UIEXTPROC glad_glProgramUniform1uiEXT = NULL; +PFNGLPROGRAMUNIFORM2UIEXTPROC glad_glProgramUniform2uiEXT = NULL; +PFNGLPROGRAMUNIFORM3UIEXTPROC glad_glProgramUniform3uiEXT = NULL; +PFNGLPROGRAMUNIFORM4UIEXTPROC glad_glProgramUniform4uiEXT = NULL; +PFNGLPROGRAMUNIFORM1UIVEXTPROC glad_glProgramUniform1uivEXT = NULL; +PFNGLPROGRAMUNIFORM2UIVEXTPROC glad_glProgramUniform2uivEXT = NULL; +PFNGLPROGRAMUNIFORM3UIVEXTPROC glad_glProgramUniform3uivEXT = NULL; +PFNGLPROGRAMUNIFORM4UIVEXTPROC glad_glProgramUniform4uivEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC glad_glNamedProgramLocalParameters4fvEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC glad_glNamedProgramLocalParameterI4iEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC glad_glNamedProgramLocalParameterI4ivEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC glad_glNamedProgramLocalParametersI4ivEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC glad_glNamedProgramLocalParameterI4uiEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC glad_glNamedProgramLocalParameterI4uivEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC glad_glNamedProgramLocalParametersI4uivEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC glad_glGetNamedProgramLocalParameterIivEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC glad_glGetNamedProgramLocalParameterIuivEXT = NULL; +PFNGLENABLECLIENTSTATEIEXTPROC glad_glEnableClientStateiEXT = NULL; +PFNGLDISABLECLIENTSTATEIEXTPROC glad_glDisableClientStateiEXT = NULL; +PFNGLGETFLOATI_VEXTPROC glad_glGetFloati_vEXT = NULL; +PFNGLGETDOUBLEI_VEXTPROC glad_glGetDoublei_vEXT = NULL; +PFNGLGETPOINTERI_VEXTPROC glad_glGetPointeri_vEXT = NULL; +PFNGLNAMEDPROGRAMSTRINGEXTPROC glad_glNamedProgramStringEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC glad_glNamedProgramLocalParameter4dEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC glad_glNamedProgramLocalParameter4dvEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC glad_glNamedProgramLocalParameter4fEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC glad_glNamedProgramLocalParameter4fvEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC glad_glGetNamedProgramLocalParameterdvEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC glad_glGetNamedProgramLocalParameterfvEXT = NULL; +PFNGLGETNAMEDPROGRAMIVEXTPROC glad_glGetNamedProgramivEXT = NULL; +PFNGLGETNAMEDPROGRAMSTRINGEXTPROC glad_glGetNamedProgramStringEXT = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC glad_glNamedRenderbufferStorageEXT = NULL; +PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC glad_glGetNamedRenderbufferParameterivEXT = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glNamedRenderbufferStorageMultisampleEXT = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC glad_glNamedRenderbufferStorageMultisampleCoverageEXT = NULL; +PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC glad_glCheckNamedFramebufferStatusEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC glad_glNamedFramebufferTexture1DEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC glad_glNamedFramebufferTexture2DEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC glad_glNamedFramebufferTexture3DEXT = NULL; +PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC glad_glNamedFramebufferRenderbufferEXT = NULL; +PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glad_glGetNamedFramebufferAttachmentParameterivEXT = NULL; +PFNGLGENERATETEXTUREMIPMAPEXTPROC glad_glGenerateTextureMipmapEXT = NULL; +PFNGLGENERATEMULTITEXMIPMAPEXTPROC glad_glGenerateMultiTexMipmapEXT = NULL; +PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC glad_glFramebufferDrawBufferEXT = NULL; +PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC glad_glFramebufferDrawBuffersEXT = NULL; +PFNGLFRAMEBUFFERREADBUFFEREXTPROC glad_glFramebufferReadBufferEXT = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC glad_glGetFramebufferParameterivEXT = NULL; +PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC glad_glNamedCopyBufferSubDataEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC glad_glNamedFramebufferTextureEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC glad_glNamedFramebufferTextureLayerEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC glad_glNamedFramebufferTextureFaceEXT = NULL; +PFNGLTEXTURERENDERBUFFEREXTPROC glad_glTextureRenderbufferEXT = NULL; +PFNGLMULTITEXRENDERBUFFEREXTPROC glad_glMultiTexRenderbufferEXT = NULL; +PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC glad_glVertexArrayVertexOffsetEXT = NULL; +PFNGLVERTEXARRAYCOLOROFFSETEXTPROC glad_glVertexArrayColorOffsetEXT = NULL; +PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC glad_glVertexArrayEdgeFlagOffsetEXT = NULL; +PFNGLVERTEXARRAYINDEXOFFSETEXTPROC glad_glVertexArrayIndexOffsetEXT = NULL; +PFNGLVERTEXARRAYNORMALOFFSETEXTPROC glad_glVertexArrayNormalOffsetEXT = NULL; +PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC glad_glVertexArrayTexCoordOffsetEXT = NULL; +PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC glad_glVertexArrayMultiTexCoordOffsetEXT = NULL; +PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC glad_glVertexArrayFogCoordOffsetEXT = NULL; +PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC glad_glVertexArraySecondaryColorOffsetEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC glad_glVertexArrayVertexAttribOffsetEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC glad_glVertexArrayVertexAttribIOffsetEXT = NULL; +PFNGLENABLEVERTEXARRAYEXTPROC glad_glEnableVertexArrayEXT = NULL; +PFNGLDISABLEVERTEXARRAYEXTPROC glad_glDisableVertexArrayEXT = NULL; +PFNGLENABLEVERTEXARRAYATTRIBEXTPROC glad_glEnableVertexArrayAttribEXT = NULL; +PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC glad_glDisableVertexArrayAttribEXT = NULL; +PFNGLGETVERTEXARRAYINTEGERVEXTPROC glad_glGetVertexArrayIntegervEXT = NULL; +PFNGLGETVERTEXARRAYPOINTERVEXTPROC glad_glGetVertexArrayPointervEXT = NULL; +PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC glad_glGetVertexArrayIntegeri_vEXT = NULL; +PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC glad_glGetVertexArrayPointeri_vEXT = NULL; +PFNGLMAPNAMEDBUFFERRANGEEXTPROC glad_glMapNamedBufferRangeEXT = NULL; +PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC glad_glFlushMappedNamedBufferRangeEXT = NULL; +PFNGLNAMEDBUFFERSTORAGEEXTPROC glad_glNamedBufferStorageEXT = NULL; +PFNGLCLEARNAMEDBUFFERDATAEXTPROC glad_glClearNamedBufferDataEXT = NULL; +PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC glad_glClearNamedBufferSubDataEXT = NULL; +PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC glad_glNamedFramebufferParameteriEXT = NULL; +PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC glad_glGetNamedFramebufferParameterivEXT = NULL; +PFNGLPROGRAMUNIFORM1DEXTPROC glad_glProgramUniform1dEXT = NULL; +PFNGLPROGRAMUNIFORM2DEXTPROC glad_glProgramUniform2dEXT = NULL; +PFNGLPROGRAMUNIFORM3DEXTPROC glad_glProgramUniform3dEXT = NULL; +PFNGLPROGRAMUNIFORM4DEXTPROC glad_glProgramUniform4dEXT = NULL; +PFNGLPROGRAMUNIFORM1DVEXTPROC glad_glProgramUniform1dvEXT = NULL; +PFNGLPROGRAMUNIFORM2DVEXTPROC glad_glProgramUniform2dvEXT = NULL; +PFNGLPROGRAMUNIFORM3DVEXTPROC glad_glProgramUniform3dvEXT = NULL; +PFNGLPROGRAMUNIFORM4DVEXTPROC glad_glProgramUniform4dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC glad_glProgramUniformMatrix2dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC glad_glProgramUniformMatrix3dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC glad_glProgramUniformMatrix4dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC glad_glProgramUniformMatrix2x3dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC glad_glProgramUniformMatrix2x4dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC glad_glProgramUniformMatrix3x2dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC glad_glProgramUniformMatrix3x4dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC glad_glProgramUniformMatrix4x2dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC glad_glProgramUniformMatrix4x3dvEXT = NULL; +PFNGLTEXTUREBUFFERRANGEEXTPROC glad_glTextureBufferRangeEXT = NULL; +PFNGLTEXTURESTORAGE1DEXTPROC glad_glTextureStorage1DEXT = NULL; +PFNGLTEXTURESTORAGE2DEXTPROC glad_glTextureStorage2DEXT = NULL; +PFNGLTEXTURESTORAGE3DEXTPROC glad_glTextureStorage3DEXT = NULL; +PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC glad_glTextureStorage2DMultisampleEXT = NULL; +PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC glad_glTextureStorage3DMultisampleEXT = NULL; +PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC glad_glVertexArrayBindVertexBufferEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC glad_glVertexArrayVertexAttribFormatEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC glad_glVertexArrayVertexAttribIFormatEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC glad_glVertexArrayVertexAttribLFormatEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC glad_glVertexArrayVertexAttribBindingEXT = NULL; +PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC glad_glVertexArrayVertexBindingDivisorEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC glad_glVertexArrayVertexAttribLOffsetEXT = NULL; +PFNGLTEXTUREPAGECOMMITMENTEXTPROC glad_glTexturePageCommitmentEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC glad_glVertexArrayVertexAttribDivisorEXT = NULL; +PFNGLCOLORMASKINDEXEDEXTPROC glad_glColorMaskIndexedEXT = NULL; +PFNGLDRAWARRAYSINSTANCEDEXTPROC glad_glDrawArraysInstancedEXT = NULL; +PFNGLDRAWELEMENTSINSTANCEDEXTPROC glad_glDrawElementsInstancedEXT = NULL; +PFNGLDRAWRANGEELEMENTSEXTPROC glad_glDrawRangeElementsEXT = NULL; +PFNGLBUFFERSTORAGEEXTERNALEXTPROC glad_glBufferStorageExternalEXT = NULL; +PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC glad_glNamedBufferStorageExternalEXT = NULL; +PFNGLFOGCOORDFEXTPROC glad_glFogCoordfEXT = NULL; +PFNGLFOGCOORDFVEXTPROC glad_glFogCoordfvEXT = NULL; +PFNGLFOGCOORDDEXTPROC glad_glFogCoorddEXT = NULL; +PFNGLFOGCOORDDVEXTPROC glad_glFogCoorddvEXT = NULL; +PFNGLFOGCOORDPOINTEREXTPROC glad_glFogCoordPointerEXT = NULL; +PFNGLBLITFRAMEBUFFEREXTPROC glad_glBlitFramebufferEXT = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glRenderbufferStorageMultisampleEXT = NULL; +PFNGLISRENDERBUFFEREXTPROC glad_glIsRenderbufferEXT = NULL; +PFNGLBINDRENDERBUFFEREXTPROC glad_glBindRenderbufferEXT = NULL; +PFNGLDELETERENDERBUFFERSEXTPROC glad_glDeleteRenderbuffersEXT = NULL; +PFNGLGENRENDERBUFFERSEXTPROC glad_glGenRenderbuffersEXT = NULL; +PFNGLRENDERBUFFERSTORAGEEXTPROC glad_glRenderbufferStorageEXT = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glad_glGetRenderbufferParameterivEXT = NULL; +PFNGLISFRAMEBUFFEREXTPROC glad_glIsFramebufferEXT = NULL; +PFNGLBINDFRAMEBUFFEREXTPROC glad_glBindFramebufferEXT = NULL; +PFNGLDELETEFRAMEBUFFERSEXTPROC glad_glDeleteFramebuffersEXT = NULL; +PFNGLGENFRAMEBUFFERSEXTPROC glad_glGenFramebuffersEXT = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glad_glCheckFramebufferStatusEXT = NULL; +PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glad_glFramebufferTexture1DEXT = NULL; +PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glad_glFramebufferTexture2DEXT = NULL; +PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glad_glFramebufferTexture3DEXT = NULL; +PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glad_glFramebufferRenderbufferEXT = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glad_glGetFramebufferAttachmentParameterivEXT = NULL; +PFNGLGENERATEMIPMAPEXTPROC glad_glGenerateMipmapEXT = NULL; +PFNGLPROGRAMPARAMETERIEXTPROC glad_glProgramParameteriEXT = NULL; +PFNGLPROGRAMENVPARAMETERS4FVEXTPROC glad_glProgramEnvParameters4fvEXT = NULL; +PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC glad_glProgramLocalParameters4fvEXT = NULL; +PFNGLGETUNIFORMUIVEXTPROC glad_glGetUniformuivEXT = NULL; +PFNGLBINDFRAGDATALOCATIONEXTPROC glad_glBindFragDataLocationEXT = NULL; +PFNGLGETFRAGDATALOCATIONEXTPROC glad_glGetFragDataLocationEXT = NULL; +PFNGLUNIFORM1UIEXTPROC glad_glUniform1uiEXT = NULL; +PFNGLUNIFORM2UIEXTPROC glad_glUniform2uiEXT = NULL; +PFNGLUNIFORM3UIEXTPROC glad_glUniform3uiEXT = NULL; +PFNGLUNIFORM4UIEXTPROC glad_glUniform4uiEXT = NULL; +PFNGLUNIFORM1UIVEXTPROC glad_glUniform1uivEXT = NULL; +PFNGLUNIFORM2UIVEXTPROC glad_glUniform2uivEXT = NULL; +PFNGLUNIFORM3UIVEXTPROC glad_glUniform3uivEXT = NULL; +PFNGLUNIFORM4UIVEXTPROC glad_glUniform4uivEXT = NULL; +PFNGLGETHISTOGRAMEXTPROC glad_glGetHistogramEXT = NULL; +PFNGLGETHISTOGRAMPARAMETERFVEXTPROC glad_glGetHistogramParameterfvEXT = NULL; +PFNGLGETHISTOGRAMPARAMETERIVEXTPROC glad_glGetHistogramParameterivEXT = NULL; +PFNGLGETMINMAXEXTPROC glad_glGetMinmaxEXT = NULL; +PFNGLGETMINMAXPARAMETERFVEXTPROC glad_glGetMinmaxParameterfvEXT = NULL; +PFNGLGETMINMAXPARAMETERIVEXTPROC glad_glGetMinmaxParameterivEXT = NULL; +PFNGLHISTOGRAMEXTPROC glad_glHistogramEXT = NULL; +PFNGLMINMAXEXTPROC glad_glMinmaxEXT = NULL; +PFNGLRESETHISTOGRAMEXTPROC glad_glResetHistogramEXT = NULL; +PFNGLRESETMINMAXEXTPROC glad_glResetMinmaxEXT = NULL; +PFNGLINDEXFUNCEXTPROC glad_glIndexFuncEXT = NULL; +PFNGLINDEXMATERIALEXTPROC glad_glIndexMaterialEXT = NULL; +PFNGLAPPLYTEXTUREEXTPROC glad_glApplyTextureEXT = NULL; +PFNGLTEXTURELIGHTEXTPROC glad_glTextureLightEXT = NULL; +PFNGLTEXTUREMATERIALEXTPROC glad_glTextureMaterialEXT = NULL; +PFNGLGETUNSIGNEDBYTEVEXTPROC glad_glGetUnsignedBytevEXT = NULL; +PFNGLGETUNSIGNEDBYTEI_VEXTPROC glad_glGetUnsignedBytei_vEXT = NULL; +PFNGLDELETEMEMORYOBJECTSEXTPROC glad_glDeleteMemoryObjectsEXT = NULL; +PFNGLISMEMORYOBJECTEXTPROC glad_glIsMemoryObjectEXT = NULL; +PFNGLCREATEMEMORYOBJECTSEXTPROC glad_glCreateMemoryObjectsEXT = NULL; +PFNGLMEMORYOBJECTPARAMETERIVEXTPROC glad_glMemoryObjectParameterivEXT = NULL; +PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC glad_glGetMemoryObjectParameterivEXT = NULL; +PFNGLTEXSTORAGEMEM2DEXTPROC glad_glTexStorageMem2DEXT = NULL; +PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC glad_glTexStorageMem2DMultisampleEXT = NULL; +PFNGLTEXSTORAGEMEM3DEXTPROC glad_glTexStorageMem3DEXT = NULL; +PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC glad_glTexStorageMem3DMultisampleEXT = NULL; +PFNGLBUFFERSTORAGEMEMEXTPROC glad_glBufferStorageMemEXT = NULL; +PFNGLTEXTURESTORAGEMEM2DEXTPROC glad_glTextureStorageMem2DEXT = NULL; +PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC glad_glTextureStorageMem2DMultisampleEXT = NULL; +PFNGLTEXTURESTORAGEMEM3DEXTPROC glad_glTextureStorageMem3DEXT = NULL; +PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC glad_glTextureStorageMem3DMultisampleEXT = NULL; +PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC glad_glNamedBufferStorageMemEXT = NULL; +PFNGLTEXSTORAGEMEM1DEXTPROC glad_glTexStorageMem1DEXT = NULL; +PFNGLTEXTURESTORAGEMEM1DEXTPROC glad_glTextureStorageMem1DEXT = NULL; +PFNGLIMPORTMEMORYFDEXTPROC glad_glImportMemoryFdEXT = NULL; +PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC glad_glImportMemoryWin32HandleEXT = NULL; +PFNGLIMPORTMEMORYWIN32NAMEEXTPROC glad_glImportMemoryWin32NameEXT = NULL; +PFNGLMULTIDRAWARRAYSEXTPROC glad_glMultiDrawArraysEXT = NULL; +PFNGLMULTIDRAWELEMENTSEXTPROC glad_glMultiDrawElementsEXT = NULL; +PFNGLSAMPLEMASKEXTPROC glad_glSampleMaskEXT = NULL; +PFNGLSAMPLEPATTERNEXTPROC glad_glSamplePatternEXT = NULL; +PFNGLCOLORTABLEEXTPROC glad_glColorTableEXT = NULL; +PFNGLGETCOLORTABLEEXTPROC glad_glGetColorTableEXT = NULL; +PFNGLGETCOLORTABLEPARAMETERIVEXTPROC glad_glGetColorTableParameterivEXT = NULL; +PFNGLGETCOLORTABLEPARAMETERFVEXTPROC glad_glGetColorTableParameterfvEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERIEXTPROC glad_glPixelTransformParameteriEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERFEXTPROC glad_glPixelTransformParameterfEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC glad_glPixelTransformParameterivEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC glad_glPixelTransformParameterfvEXT = NULL; +PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC glad_glGetPixelTransformParameterivEXT = NULL; +PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC glad_glGetPixelTransformParameterfvEXT = NULL; +PFNGLPOINTPARAMETERFEXTPROC glad_glPointParameterfEXT = NULL; +PFNGLPOINTPARAMETERFVEXTPROC glad_glPointParameterfvEXT = NULL; +PFNGLPOLYGONOFFSETEXTPROC glad_glPolygonOffsetEXT = NULL; +PFNGLPOLYGONOFFSETCLAMPEXTPROC glad_glPolygonOffsetClampEXT = NULL; +PFNGLPROVOKINGVERTEXEXTPROC glad_glProvokingVertexEXT = NULL; +PFNGLRASTERSAMPLESEXTPROC glad_glRasterSamplesEXT = NULL; +PFNGLSECONDARYCOLOR3BEXTPROC glad_glSecondaryColor3bEXT = NULL; +PFNGLSECONDARYCOLOR3BVEXTPROC glad_glSecondaryColor3bvEXT = NULL; +PFNGLSECONDARYCOLOR3DEXTPROC glad_glSecondaryColor3dEXT = NULL; +PFNGLSECONDARYCOLOR3DVEXTPROC glad_glSecondaryColor3dvEXT = NULL; +PFNGLSECONDARYCOLOR3FEXTPROC glad_glSecondaryColor3fEXT = NULL; +PFNGLSECONDARYCOLOR3FVEXTPROC glad_glSecondaryColor3fvEXT = NULL; +PFNGLSECONDARYCOLOR3IEXTPROC glad_glSecondaryColor3iEXT = NULL; +PFNGLSECONDARYCOLOR3IVEXTPROC glad_glSecondaryColor3ivEXT = NULL; +PFNGLSECONDARYCOLOR3SEXTPROC glad_glSecondaryColor3sEXT = NULL; +PFNGLSECONDARYCOLOR3SVEXTPROC glad_glSecondaryColor3svEXT = NULL; +PFNGLSECONDARYCOLOR3UBEXTPROC glad_glSecondaryColor3ubEXT = NULL; +PFNGLSECONDARYCOLOR3UBVEXTPROC glad_glSecondaryColor3ubvEXT = NULL; +PFNGLSECONDARYCOLOR3UIEXTPROC glad_glSecondaryColor3uiEXT = NULL; +PFNGLSECONDARYCOLOR3UIVEXTPROC glad_glSecondaryColor3uivEXT = NULL; +PFNGLSECONDARYCOLOR3USEXTPROC glad_glSecondaryColor3usEXT = NULL; +PFNGLSECONDARYCOLOR3USVEXTPROC glad_glSecondaryColor3usvEXT = NULL; +PFNGLSECONDARYCOLORPOINTEREXTPROC glad_glSecondaryColorPointerEXT = NULL; +PFNGLGENSEMAPHORESEXTPROC glad_glGenSemaphoresEXT = NULL; +PFNGLDELETESEMAPHORESEXTPROC glad_glDeleteSemaphoresEXT = NULL; +PFNGLISSEMAPHOREEXTPROC glad_glIsSemaphoreEXT = NULL; +PFNGLSEMAPHOREPARAMETERUI64VEXTPROC glad_glSemaphoreParameterui64vEXT = NULL; +PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC glad_glGetSemaphoreParameterui64vEXT = NULL; +PFNGLWAITSEMAPHOREEXTPROC glad_glWaitSemaphoreEXT = NULL; +PFNGLSIGNALSEMAPHOREEXTPROC glad_glSignalSemaphoreEXT = NULL; +PFNGLIMPORTSEMAPHOREFDEXTPROC glad_glImportSemaphoreFdEXT = NULL; +PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC glad_glImportSemaphoreWin32HandleEXT = NULL; +PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC glad_glImportSemaphoreWin32NameEXT = NULL; +PFNGLUSESHADERPROGRAMEXTPROC glad_glUseShaderProgramEXT = NULL; +PFNGLACTIVEPROGRAMEXTPROC glad_glActiveProgramEXT = NULL; +PFNGLCREATESHADERPROGRAMEXTPROC glad_glCreateShaderProgramEXT = NULL; +PFNGLACTIVESHADERPROGRAMEXTPROC glad_glActiveShaderProgramEXT = NULL; +PFNGLBINDPROGRAMPIPELINEEXTPROC glad_glBindProgramPipelineEXT = NULL; +PFNGLCREATESHADERPROGRAMVEXTPROC glad_glCreateShaderProgramvEXT = NULL; +PFNGLDELETEPROGRAMPIPELINESEXTPROC glad_glDeleteProgramPipelinesEXT = NULL; +PFNGLGENPROGRAMPIPELINESEXTPROC glad_glGenProgramPipelinesEXT = NULL; +PFNGLGETPROGRAMPIPELINEINFOLOGEXTPROC glad_glGetProgramPipelineInfoLogEXT = NULL; +PFNGLGETPROGRAMPIPELINEIVEXTPROC glad_glGetProgramPipelineivEXT = NULL; +PFNGLISPROGRAMPIPELINEEXTPROC glad_glIsProgramPipelineEXT = NULL; +PFNGLUSEPROGRAMSTAGESEXTPROC glad_glUseProgramStagesEXT = NULL; +PFNGLVALIDATEPROGRAMPIPELINEEXTPROC glad_glValidateProgramPipelineEXT = NULL; +PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC glad_glFramebufferFetchBarrierEXT = NULL; +PFNGLBINDIMAGETEXTUREEXTPROC glad_glBindImageTextureEXT = NULL; +PFNGLMEMORYBARRIEREXTPROC glad_glMemoryBarrierEXT = NULL; +PFNGLSTENCILCLEARTAGEXTPROC glad_glStencilClearTagEXT = NULL; +PFNGLACTIVESTENCILFACEEXTPROC glad_glActiveStencilFaceEXT = NULL; +PFNGLTEXSUBIMAGE1DEXTPROC glad_glTexSubImage1DEXT = NULL; +PFNGLTEXSUBIMAGE2DEXTPROC glad_glTexSubImage2DEXT = NULL; +PFNGLTEXIMAGE3DEXTPROC glad_glTexImage3DEXT = NULL; +PFNGLTEXSUBIMAGE3DEXTPROC glad_glTexSubImage3DEXT = NULL; +PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC glad_glFramebufferTextureLayerEXT = NULL; +PFNGLTEXBUFFEREXTPROC glad_glTexBufferEXT = NULL; +PFNGLTEXPARAMETERIIVEXTPROC glad_glTexParameterIivEXT = NULL; +PFNGLTEXPARAMETERIUIVEXTPROC glad_glTexParameterIuivEXT = NULL; +PFNGLGETTEXPARAMETERIIVEXTPROC glad_glGetTexParameterIivEXT = NULL; +PFNGLGETTEXPARAMETERIUIVEXTPROC glad_glGetTexParameterIuivEXT = NULL; +PFNGLCLEARCOLORIIEXTPROC glad_glClearColorIiEXT = NULL; +PFNGLCLEARCOLORIUIEXTPROC glad_glClearColorIuiEXT = NULL; +PFNGLARETEXTURESRESIDENTEXTPROC glad_glAreTexturesResidentEXT = NULL; +PFNGLBINDTEXTUREEXTPROC glad_glBindTextureEXT = NULL; +PFNGLDELETETEXTURESEXTPROC glad_glDeleteTexturesEXT = NULL; +PFNGLGENTEXTURESEXTPROC glad_glGenTexturesEXT = NULL; +PFNGLISTEXTUREEXTPROC glad_glIsTextureEXT = NULL; +PFNGLPRIORITIZETEXTURESEXTPROC glad_glPrioritizeTexturesEXT = NULL; +PFNGLTEXTURENORMALEXTPROC glad_glTextureNormalEXT = NULL; +PFNGLGETQUERYOBJECTI64VEXTPROC glad_glGetQueryObjecti64vEXT = NULL; +PFNGLGETQUERYOBJECTUI64VEXTPROC glad_glGetQueryObjectui64vEXT = NULL; +PFNGLBEGINTRANSFORMFEEDBACKEXTPROC glad_glBeginTransformFeedbackEXT = NULL; +PFNGLENDTRANSFORMFEEDBACKEXTPROC glad_glEndTransformFeedbackEXT = NULL; +PFNGLBINDBUFFERRANGEEXTPROC glad_glBindBufferRangeEXT = NULL; +PFNGLBINDBUFFEROFFSETEXTPROC glad_glBindBufferOffsetEXT = NULL; +PFNGLBINDBUFFERBASEEXTPROC glad_glBindBufferBaseEXT = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC glad_glTransformFeedbackVaryingsEXT = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC glad_glGetTransformFeedbackVaryingEXT = NULL; +PFNGLARRAYELEMENTEXTPROC glad_glArrayElementEXT = NULL; +PFNGLCOLORPOINTEREXTPROC glad_glColorPointerEXT = NULL; +PFNGLDRAWARRAYSEXTPROC glad_glDrawArraysEXT = NULL; +PFNGLEDGEFLAGPOINTEREXTPROC glad_glEdgeFlagPointerEXT = NULL; +PFNGLGETPOINTERVEXTPROC glad_glGetPointervEXT = NULL; +PFNGLINDEXPOINTEREXTPROC glad_glIndexPointerEXT = NULL; +PFNGLNORMALPOINTEREXTPROC glad_glNormalPointerEXT = NULL; +PFNGLTEXCOORDPOINTEREXTPROC glad_glTexCoordPointerEXT = NULL; +PFNGLVERTEXPOINTEREXTPROC glad_glVertexPointerEXT = NULL; +PFNGLVERTEXATTRIBL1DEXTPROC glad_glVertexAttribL1dEXT = NULL; +PFNGLVERTEXATTRIBL2DEXTPROC glad_glVertexAttribL2dEXT = NULL; +PFNGLVERTEXATTRIBL3DEXTPROC glad_glVertexAttribL3dEXT = NULL; +PFNGLVERTEXATTRIBL4DEXTPROC glad_glVertexAttribL4dEXT = NULL; +PFNGLVERTEXATTRIBL1DVEXTPROC glad_glVertexAttribL1dvEXT = NULL; +PFNGLVERTEXATTRIBL2DVEXTPROC glad_glVertexAttribL2dvEXT = NULL; +PFNGLVERTEXATTRIBL3DVEXTPROC glad_glVertexAttribL3dvEXT = NULL; +PFNGLVERTEXATTRIBL4DVEXTPROC glad_glVertexAttribL4dvEXT = NULL; +PFNGLVERTEXATTRIBLPOINTEREXTPROC glad_glVertexAttribLPointerEXT = NULL; +PFNGLGETVERTEXATTRIBLDVEXTPROC glad_glGetVertexAttribLdvEXT = NULL; +PFNGLBEGINVERTEXSHADEREXTPROC glad_glBeginVertexShaderEXT = NULL; +PFNGLENDVERTEXSHADEREXTPROC glad_glEndVertexShaderEXT = NULL; +PFNGLBINDVERTEXSHADEREXTPROC glad_glBindVertexShaderEXT = NULL; +PFNGLGENVERTEXSHADERSEXTPROC glad_glGenVertexShadersEXT = NULL; +PFNGLDELETEVERTEXSHADEREXTPROC glad_glDeleteVertexShaderEXT = NULL; +PFNGLSHADEROP1EXTPROC glad_glShaderOp1EXT = NULL; +PFNGLSHADEROP2EXTPROC glad_glShaderOp2EXT = NULL; +PFNGLSHADEROP3EXTPROC glad_glShaderOp3EXT = NULL; +PFNGLSWIZZLEEXTPROC glad_glSwizzleEXT = NULL; +PFNGLWRITEMASKEXTPROC glad_glWriteMaskEXT = NULL; +PFNGLINSERTCOMPONENTEXTPROC glad_glInsertComponentEXT = NULL; +PFNGLEXTRACTCOMPONENTEXTPROC glad_glExtractComponentEXT = NULL; +PFNGLGENSYMBOLSEXTPROC glad_glGenSymbolsEXT = NULL; +PFNGLSETINVARIANTEXTPROC glad_glSetInvariantEXT = NULL; +PFNGLSETLOCALCONSTANTEXTPROC glad_glSetLocalConstantEXT = NULL; +PFNGLVARIANTBVEXTPROC glad_glVariantbvEXT = NULL; +PFNGLVARIANTSVEXTPROC glad_glVariantsvEXT = NULL; +PFNGLVARIANTIVEXTPROC glad_glVariantivEXT = NULL; +PFNGLVARIANTFVEXTPROC glad_glVariantfvEXT = NULL; +PFNGLVARIANTDVEXTPROC glad_glVariantdvEXT = NULL; +PFNGLVARIANTUBVEXTPROC glad_glVariantubvEXT = NULL; +PFNGLVARIANTUSVEXTPROC glad_glVariantusvEXT = NULL; +PFNGLVARIANTUIVEXTPROC glad_glVariantuivEXT = NULL; +PFNGLVARIANTPOINTEREXTPROC glad_glVariantPointerEXT = NULL; +PFNGLENABLEVARIANTCLIENTSTATEEXTPROC glad_glEnableVariantClientStateEXT = NULL; +PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC glad_glDisableVariantClientStateEXT = NULL; +PFNGLBINDLIGHTPARAMETEREXTPROC glad_glBindLightParameterEXT = NULL; +PFNGLBINDMATERIALPARAMETEREXTPROC glad_glBindMaterialParameterEXT = NULL; +PFNGLBINDTEXGENPARAMETEREXTPROC glad_glBindTexGenParameterEXT = NULL; +PFNGLBINDTEXTUREUNITPARAMETEREXTPROC glad_glBindTextureUnitParameterEXT = NULL; +PFNGLBINDPARAMETEREXTPROC glad_glBindParameterEXT = NULL; +PFNGLISVARIANTENABLEDEXTPROC glad_glIsVariantEnabledEXT = NULL; +PFNGLGETVARIANTBOOLEANVEXTPROC glad_glGetVariantBooleanvEXT = NULL; +PFNGLGETVARIANTINTEGERVEXTPROC glad_glGetVariantIntegervEXT = NULL; +PFNGLGETVARIANTFLOATVEXTPROC glad_glGetVariantFloatvEXT = NULL; +PFNGLGETVARIANTPOINTERVEXTPROC glad_glGetVariantPointervEXT = NULL; +PFNGLGETINVARIANTBOOLEANVEXTPROC glad_glGetInvariantBooleanvEXT = NULL; +PFNGLGETINVARIANTINTEGERVEXTPROC glad_glGetInvariantIntegervEXT = NULL; +PFNGLGETINVARIANTFLOATVEXTPROC glad_glGetInvariantFloatvEXT = NULL; +PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC glad_glGetLocalConstantBooleanvEXT = NULL; +PFNGLGETLOCALCONSTANTINTEGERVEXTPROC glad_glGetLocalConstantIntegervEXT = NULL; +PFNGLGETLOCALCONSTANTFLOATVEXTPROC glad_glGetLocalConstantFloatvEXT = NULL; +PFNGLVERTEXWEIGHTFEXTPROC glad_glVertexWeightfEXT = NULL; +PFNGLVERTEXWEIGHTFVEXTPROC glad_glVertexWeightfvEXT = NULL; +PFNGLVERTEXWEIGHTPOINTEREXTPROC glad_glVertexWeightPointerEXT = NULL; +PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC glad_glAcquireKeyedMutexWin32EXT = NULL; +PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC glad_glReleaseKeyedMutexWin32EXT = NULL; +PFNGLWINDOWRECTANGLESEXTPROC glad_glWindowRectanglesEXT = NULL; +PFNGLIMPORTSYNCEXTPROC glad_glImportSyncEXT = NULL; +PFNGLFRAMETERMINATORGREMEDYPROC glad_glFrameTerminatorGREMEDY = NULL; +PFNGLSTRINGMARKERGREMEDYPROC glad_glStringMarkerGREMEDY = NULL; +PFNGLIMAGETRANSFORMPARAMETERIHPPROC glad_glImageTransformParameteriHP = NULL; +PFNGLIMAGETRANSFORMPARAMETERFHPPROC glad_glImageTransformParameterfHP = NULL; +PFNGLIMAGETRANSFORMPARAMETERIVHPPROC glad_glImageTransformParameterivHP = NULL; +PFNGLIMAGETRANSFORMPARAMETERFVHPPROC glad_glImageTransformParameterfvHP = NULL; +PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC glad_glGetImageTransformParameterivHP = NULL; +PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC glad_glGetImageTransformParameterfvHP = NULL; +PFNGLMULTIMODEDRAWARRAYSIBMPROC glad_glMultiModeDrawArraysIBM = NULL; +PFNGLMULTIMODEDRAWELEMENTSIBMPROC glad_glMultiModeDrawElementsIBM = NULL; +PFNGLFLUSHSTATICDATAIBMPROC glad_glFlushStaticDataIBM = NULL; +PFNGLCOLORPOINTERLISTIBMPROC glad_glColorPointerListIBM = NULL; +PFNGLSECONDARYCOLORPOINTERLISTIBMPROC glad_glSecondaryColorPointerListIBM = NULL; +PFNGLEDGEFLAGPOINTERLISTIBMPROC glad_glEdgeFlagPointerListIBM = NULL; +PFNGLFOGCOORDPOINTERLISTIBMPROC glad_glFogCoordPointerListIBM = NULL; +PFNGLINDEXPOINTERLISTIBMPROC glad_glIndexPointerListIBM = NULL; +PFNGLNORMALPOINTERLISTIBMPROC glad_glNormalPointerListIBM = NULL; +PFNGLTEXCOORDPOINTERLISTIBMPROC glad_glTexCoordPointerListIBM = NULL; +PFNGLVERTEXPOINTERLISTIBMPROC glad_glVertexPointerListIBM = NULL; +PFNGLBLENDFUNCSEPARATEINGRPROC glad_glBlendFuncSeparateINGR = NULL; +PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC glad_glApplyFramebufferAttachmentCMAAINTEL = NULL; +PFNGLSYNCTEXTUREINTELPROC glad_glSyncTextureINTEL = NULL; +PFNGLUNMAPTEXTURE2DINTELPROC glad_glUnmapTexture2DINTEL = NULL; +PFNGLMAPTEXTURE2DINTELPROC glad_glMapTexture2DINTEL = NULL; +PFNGLVERTEXPOINTERVINTELPROC glad_glVertexPointervINTEL = NULL; +PFNGLNORMALPOINTERVINTELPROC glad_glNormalPointervINTEL = NULL; +PFNGLCOLORPOINTERVINTELPROC glad_glColorPointervINTEL = NULL; +PFNGLTEXCOORDPOINTERVINTELPROC glad_glTexCoordPointervINTEL = NULL; +PFNGLBEGINPERFQUERYINTELPROC glad_glBeginPerfQueryINTEL = NULL; +PFNGLCREATEPERFQUERYINTELPROC glad_glCreatePerfQueryINTEL = NULL; +PFNGLDELETEPERFQUERYINTELPROC glad_glDeletePerfQueryINTEL = NULL; +PFNGLENDPERFQUERYINTELPROC glad_glEndPerfQueryINTEL = NULL; +PFNGLGETFIRSTPERFQUERYIDINTELPROC glad_glGetFirstPerfQueryIdINTEL = NULL; +PFNGLGETNEXTPERFQUERYIDINTELPROC glad_glGetNextPerfQueryIdINTEL = NULL; +PFNGLGETPERFCOUNTERINFOINTELPROC glad_glGetPerfCounterInfoINTEL = NULL; +PFNGLGETPERFQUERYDATAINTELPROC glad_glGetPerfQueryDataINTEL = NULL; +PFNGLGETPERFQUERYIDBYNAMEINTELPROC glad_glGetPerfQueryIdByNameINTEL = NULL; +PFNGLGETPERFQUERYINFOINTELPROC glad_glGetPerfQueryInfoINTEL = NULL; +PFNGLBLENDBARRIERKHRPROC glad_glBlendBarrierKHR = NULL; +PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl = NULL; +PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert = NULL; +PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback = NULL; +PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog = NULL; +PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup = NULL; +PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL; +PFNGLOBJECTLABELPROC glad_glObjectLabel = NULL; +PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel = NULL; +PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel = NULL; +PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel = NULL; +PFNGLDEBUGMESSAGECONTROLKHRPROC glad_glDebugMessageControlKHR = NULL; +PFNGLDEBUGMESSAGEINSERTKHRPROC glad_glDebugMessageInsertKHR = NULL; +PFNGLDEBUGMESSAGECALLBACKKHRPROC glad_glDebugMessageCallbackKHR = NULL; +PFNGLGETDEBUGMESSAGELOGKHRPROC glad_glGetDebugMessageLogKHR = NULL; +PFNGLPUSHDEBUGGROUPKHRPROC glad_glPushDebugGroupKHR = NULL; +PFNGLPOPDEBUGGROUPKHRPROC glad_glPopDebugGroupKHR = NULL; +PFNGLOBJECTLABELKHRPROC glad_glObjectLabelKHR = NULL; +PFNGLGETOBJECTLABELKHRPROC glad_glGetObjectLabelKHR = NULL; +PFNGLOBJECTPTRLABELKHRPROC glad_glObjectPtrLabelKHR = NULL; +PFNGLGETOBJECTPTRLABELKHRPROC glad_glGetObjectPtrLabelKHR = NULL; +PFNGLGETPOINTERVKHRPROC glad_glGetPointervKHR = NULL; +PFNGLMAXSHADERCOMPILERTHREADSKHRPROC glad_glMaxShaderCompilerThreadsKHR = NULL; +PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus = NULL; +PFNGLREADNPIXELSPROC glad_glReadnPixels = NULL; +PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv = NULL; +PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv = NULL; +PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv = NULL; +PFNGLGETGRAPHICSRESETSTATUSKHRPROC glad_glGetGraphicsResetStatusKHR = NULL; +PFNGLREADNPIXELSKHRPROC glad_glReadnPixelsKHR = NULL; +PFNGLGETNUNIFORMFVKHRPROC glad_glGetnUniformfvKHR = NULL; +PFNGLGETNUNIFORMIVKHRPROC glad_glGetnUniformivKHR = NULL; +PFNGLGETNUNIFORMUIVKHRPROC glad_glGetnUniformuivKHR = NULL; +PFNGLFRAMEBUFFERPARAMETERIMESAPROC glad_glFramebufferParameteriMESA = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC glad_glGetFramebufferParameterivMESA = NULL; +PFNGLRESIZEBUFFERSMESAPROC glad_glResizeBuffersMESA = NULL; +PFNGLWINDOWPOS2DMESAPROC glad_glWindowPos2dMESA = NULL; +PFNGLWINDOWPOS2DVMESAPROC glad_glWindowPos2dvMESA = NULL; +PFNGLWINDOWPOS2FMESAPROC glad_glWindowPos2fMESA = NULL; +PFNGLWINDOWPOS2FVMESAPROC glad_glWindowPos2fvMESA = NULL; +PFNGLWINDOWPOS2IMESAPROC glad_glWindowPos2iMESA = NULL; +PFNGLWINDOWPOS2IVMESAPROC glad_glWindowPos2ivMESA = NULL; +PFNGLWINDOWPOS2SMESAPROC glad_glWindowPos2sMESA = NULL; +PFNGLWINDOWPOS2SVMESAPROC glad_glWindowPos2svMESA = NULL; +PFNGLWINDOWPOS3DMESAPROC glad_glWindowPos3dMESA = NULL; +PFNGLWINDOWPOS3DVMESAPROC glad_glWindowPos3dvMESA = NULL; +PFNGLWINDOWPOS3FMESAPROC glad_glWindowPos3fMESA = NULL; +PFNGLWINDOWPOS3FVMESAPROC glad_glWindowPos3fvMESA = NULL; +PFNGLWINDOWPOS3IMESAPROC glad_glWindowPos3iMESA = NULL; +PFNGLWINDOWPOS3IVMESAPROC glad_glWindowPos3ivMESA = NULL; +PFNGLWINDOWPOS3SMESAPROC glad_glWindowPos3sMESA = NULL; +PFNGLWINDOWPOS3SVMESAPROC glad_glWindowPos3svMESA = NULL; +PFNGLWINDOWPOS4DMESAPROC glad_glWindowPos4dMESA = NULL; +PFNGLWINDOWPOS4DVMESAPROC glad_glWindowPos4dvMESA = NULL; +PFNGLWINDOWPOS4FMESAPROC glad_glWindowPos4fMESA = NULL; +PFNGLWINDOWPOS4FVMESAPROC glad_glWindowPos4fvMESA = NULL; +PFNGLWINDOWPOS4IMESAPROC glad_glWindowPos4iMESA = NULL; +PFNGLWINDOWPOS4IVMESAPROC glad_glWindowPos4ivMESA = NULL; +PFNGLWINDOWPOS4SMESAPROC glad_glWindowPos4sMESA = NULL; +PFNGLWINDOWPOS4SVMESAPROC glad_glWindowPos4svMESA = NULL; +PFNGLBEGINCONDITIONALRENDERNVXPROC glad_glBeginConditionalRenderNVX = NULL; +PFNGLENDCONDITIONALRENDERNVXPROC glad_glEndConditionalRenderNVX = NULL; +PFNGLUPLOADGPUMASKNVXPROC glad_glUploadGpuMaskNVX = NULL; +PFNGLMULTICASTVIEWPORTARRAYVNVXPROC glad_glMulticastViewportArrayvNVX = NULL; +PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC glad_glMulticastViewportPositionWScaleNVX = NULL; +PFNGLMULTICASTSCISSORARRAYVNVXPROC glad_glMulticastScissorArrayvNVX = NULL; +PFNGLASYNCCOPYBUFFERSUBDATANVXPROC glad_glAsyncCopyBufferSubDataNVX = NULL; +PFNGLASYNCCOPYIMAGESUBDATANVXPROC glad_glAsyncCopyImageSubDataNVX = NULL; +PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC glad_glLGPUNamedBufferSubDataNVX = NULL; +PFNGLLGPUCOPYIMAGESUBDATANVXPROC glad_glLGPUCopyImageSubDataNVX = NULL; +PFNGLLGPUINTERLOCKNVXPROC glad_glLGPUInterlockNVX = NULL; +PFNGLCREATEPROGRESSFENCENVXPROC glad_glCreateProgressFenceNVX = NULL; +PFNGLSIGNALSEMAPHOREUI64NVXPROC glad_glSignalSemaphoreui64NVX = NULL; +PFNGLWAITSEMAPHOREUI64NVXPROC glad_glWaitSemaphoreui64NVX = NULL; +PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC glad_glClientWaitSemaphoreui64NVX = NULL; +PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC glad_glAlphaToCoverageDitherControlNV = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC glad_glMultiDrawArraysIndirectBindlessNV = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC glad_glMultiDrawElementsIndirectBindlessNV = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC glad_glMultiDrawArraysIndirectBindlessCountNV = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC glad_glMultiDrawElementsIndirectBindlessCountNV = NULL; +PFNGLGETTEXTUREHANDLENVPROC glad_glGetTextureHandleNV = NULL; +PFNGLGETTEXTURESAMPLERHANDLENVPROC glad_glGetTextureSamplerHandleNV = NULL; +PFNGLMAKETEXTUREHANDLERESIDENTNVPROC glad_glMakeTextureHandleResidentNV = NULL; +PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC glad_glMakeTextureHandleNonResidentNV = NULL; +PFNGLGETIMAGEHANDLENVPROC glad_glGetImageHandleNV = NULL; +PFNGLMAKEIMAGEHANDLERESIDENTNVPROC glad_glMakeImageHandleResidentNV = NULL; +PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC glad_glMakeImageHandleNonResidentNV = NULL; +PFNGLUNIFORMHANDLEUI64NVPROC glad_glUniformHandleui64NV = NULL; +PFNGLUNIFORMHANDLEUI64VNVPROC glad_glUniformHandleui64vNV = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC glad_glProgramUniformHandleui64NV = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC glad_glProgramUniformHandleui64vNV = NULL; +PFNGLISTEXTUREHANDLERESIDENTNVPROC glad_glIsTextureHandleResidentNV = NULL; +PFNGLISIMAGEHANDLERESIDENTNVPROC glad_glIsImageHandleResidentNV = NULL; +PFNGLBLENDPARAMETERINVPROC glad_glBlendParameteriNV = NULL; +PFNGLBLENDBARRIERNVPROC glad_glBlendBarrierNV = NULL; +PFNGLVIEWPORTPOSITIONWSCALENVPROC glad_glViewportPositionWScaleNV = NULL; +PFNGLCREATESTATESNVPROC glad_glCreateStatesNV = NULL; +PFNGLDELETESTATESNVPROC glad_glDeleteStatesNV = NULL; +PFNGLISSTATENVPROC glad_glIsStateNV = NULL; +PFNGLSTATECAPTURENVPROC glad_glStateCaptureNV = NULL; +PFNGLGETCOMMANDHEADERNVPROC glad_glGetCommandHeaderNV = NULL; +PFNGLGETSTAGEINDEXNVPROC glad_glGetStageIndexNV = NULL; +PFNGLDRAWCOMMANDSNVPROC glad_glDrawCommandsNV = NULL; +PFNGLDRAWCOMMANDSADDRESSNVPROC glad_glDrawCommandsAddressNV = NULL; +PFNGLDRAWCOMMANDSSTATESNVPROC glad_glDrawCommandsStatesNV = NULL; +PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC glad_glDrawCommandsStatesAddressNV = NULL; +PFNGLCREATECOMMANDLISTSNVPROC glad_glCreateCommandListsNV = NULL; +PFNGLDELETECOMMANDLISTSNVPROC glad_glDeleteCommandListsNV = NULL; +PFNGLISCOMMANDLISTNVPROC glad_glIsCommandListNV = NULL; +PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC glad_glListDrawCommandsStatesClientNV = NULL; +PFNGLCOMMANDLISTSEGMENTSNVPROC glad_glCommandListSegmentsNV = NULL; +PFNGLCOMPILECOMMANDLISTNVPROC glad_glCompileCommandListNV = NULL; +PFNGLCALLCOMMANDLISTNVPROC glad_glCallCommandListNV = NULL; +PFNGLBEGINCONDITIONALRENDERNVPROC glad_glBeginConditionalRenderNV = NULL; +PFNGLENDCONDITIONALRENDERNVPROC glad_glEndConditionalRenderNV = NULL; +PFNGLSUBPIXELPRECISIONBIASNVPROC glad_glSubpixelPrecisionBiasNV = NULL; +PFNGLCONSERVATIVERASTERPARAMETERFNVPROC glad_glConservativeRasterParameterfNV = NULL; +PFNGLCONSERVATIVERASTERPARAMETERINVPROC glad_glConservativeRasterParameteriNV = NULL; +PFNGLCOPYIMAGESUBDATANVPROC glad_glCopyImageSubDataNV = NULL; +PFNGLDEPTHRANGEDNVPROC glad_glDepthRangedNV = NULL; +PFNGLCLEARDEPTHDNVPROC glad_glClearDepthdNV = NULL; +PFNGLDEPTHBOUNDSDNVPROC glad_glDepthBoundsdNV = NULL; +PFNGLDRAWTEXTURENVPROC glad_glDrawTextureNV = NULL; +PFNGLDRAWVKIMAGENVPROC glad_glDrawVkImageNV = NULL; +PFNGLGETVKPROCADDRNVPROC glad_glGetVkProcAddrNV = NULL; +PFNGLWAITVKSEMAPHORENVPROC glad_glWaitVkSemaphoreNV = NULL; +PFNGLSIGNALVKSEMAPHORENVPROC glad_glSignalVkSemaphoreNV = NULL; +PFNGLSIGNALVKFENCENVPROC glad_glSignalVkFenceNV = NULL; +PFNGLMAPCONTROLPOINTSNVPROC glad_glMapControlPointsNV = NULL; +PFNGLMAPPARAMETERIVNVPROC glad_glMapParameterivNV = NULL; +PFNGLMAPPARAMETERFVNVPROC glad_glMapParameterfvNV = NULL; +PFNGLGETMAPCONTROLPOINTSNVPROC glad_glGetMapControlPointsNV = NULL; +PFNGLGETMAPPARAMETERIVNVPROC glad_glGetMapParameterivNV = NULL; +PFNGLGETMAPPARAMETERFVNVPROC glad_glGetMapParameterfvNV = NULL; +PFNGLGETMAPATTRIBPARAMETERIVNVPROC glad_glGetMapAttribParameterivNV = NULL; +PFNGLGETMAPATTRIBPARAMETERFVNVPROC glad_glGetMapAttribParameterfvNV = NULL; +PFNGLEVALMAPSNVPROC glad_glEvalMapsNV = NULL; +PFNGLGETMULTISAMPLEFVNVPROC glad_glGetMultisamplefvNV = NULL; +PFNGLSAMPLEMASKINDEXEDNVPROC glad_glSampleMaskIndexedNV = NULL; +PFNGLTEXRENDERBUFFERNVPROC glad_glTexRenderbufferNV = NULL; +PFNGLDELETEFENCESNVPROC glad_glDeleteFencesNV = NULL; +PFNGLGENFENCESNVPROC glad_glGenFencesNV = NULL; +PFNGLISFENCENVPROC glad_glIsFenceNV = NULL; +PFNGLTESTFENCENVPROC glad_glTestFenceNV = NULL; +PFNGLGETFENCEIVNVPROC glad_glGetFenceivNV = NULL; +PFNGLFINISHFENCENVPROC glad_glFinishFenceNV = NULL; +PFNGLSETFENCENVPROC glad_glSetFenceNV = NULL; +PFNGLFRAGMENTCOVERAGECOLORNVPROC glad_glFragmentCoverageColorNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4FNVPROC glad_glProgramNamedParameter4fNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC glad_glProgramNamedParameter4fvNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4DNVPROC glad_glProgramNamedParameter4dNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC glad_glProgramNamedParameter4dvNV = NULL; +PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC glad_glGetProgramNamedParameterfvNV = NULL; +PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC glad_glGetProgramNamedParameterdvNV = NULL; +PFNGLCOVERAGEMODULATIONTABLENVPROC glad_glCoverageModulationTableNV = NULL; +PFNGLGETCOVERAGEMODULATIONTABLENVPROC glad_glGetCoverageModulationTableNV = NULL; +PFNGLCOVERAGEMODULATIONNVPROC glad_glCoverageModulationNV = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glad_glRenderbufferStorageMultisampleCoverageNV = NULL; +PFNGLPROGRAMVERTEXLIMITNVPROC glad_glProgramVertexLimitNV = NULL; +PFNGLFRAMEBUFFERTEXTUREEXTPROC glad_glFramebufferTextureEXT = NULL; +PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC glad_glFramebufferTextureFaceEXT = NULL; +PFNGLRENDERGPUMASKNVPROC glad_glRenderGpuMaskNV = NULL; +PFNGLMULTICASTBUFFERSUBDATANVPROC glad_glMulticastBufferSubDataNV = NULL; +PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC glad_glMulticastCopyBufferSubDataNV = NULL; +PFNGLMULTICASTCOPYIMAGESUBDATANVPROC glad_glMulticastCopyImageSubDataNV = NULL; +PFNGLMULTICASTBLITFRAMEBUFFERNVPROC glad_glMulticastBlitFramebufferNV = NULL; +PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glMulticastFramebufferSampleLocationsfvNV = NULL; +PFNGLMULTICASTBARRIERNVPROC glad_glMulticastBarrierNV = NULL; +PFNGLMULTICASTWAITSYNCNVPROC glad_glMulticastWaitSyncNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTIVNVPROC glad_glMulticastGetQueryObjectivNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC glad_glMulticastGetQueryObjectuivNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC glad_glMulticastGetQueryObjecti64vNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC glad_glMulticastGetQueryObjectui64vNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4INVPROC glad_glProgramLocalParameterI4iNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC glad_glProgramLocalParameterI4ivNV = NULL; +PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC glad_glProgramLocalParametersI4ivNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4UINVPROC glad_glProgramLocalParameterI4uiNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC glad_glProgramLocalParameterI4uivNV = NULL; +PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC glad_glProgramLocalParametersI4uivNV = NULL; +PFNGLPROGRAMENVPARAMETERI4INVPROC glad_glProgramEnvParameterI4iNV = NULL; +PFNGLPROGRAMENVPARAMETERI4IVNVPROC glad_glProgramEnvParameterI4ivNV = NULL; +PFNGLPROGRAMENVPARAMETERSI4IVNVPROC glad_glProgramEnvParametersI4ivNV = NULL; +PFNGLPROGRAMENVPARAMETERI4UINVPROC glad_glProgramEnvParameterI4uiNV = NULL; +PFNGLPROGRAMENVPARAMETERI4UIVNVPROC glad_glProgramEnvParameterI4uivNV = NULL; +PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC glad_glProgramEnvParametersI4uivNV = NULL; +PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC glad_glGetProgramLocalParameterIivNV = NULL; +PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC glad_glGetProgramLocalParameterIuivNV = NULL; +PFNGLGETPROGRAMENVPARAMETERIIVNVPROC glad_glGetProgramEnvParameterIivNV = NULL; +PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC glad_glGetProgramEnvParameterIuivNV = NULL; +PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC glad_glProgramSubroutineParametersuivNV = NULL; +PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC glad_glGetProgramSubroutineParameteruivNV = NULL; +PFNGLVERTEX2HNVPROC glad_glVertex2hNV = NULL; +PFNGLVERTEX2HVNVPROC glad_glVertex2hvNV = NULL; +PFNGLVERTEX3HNVPROC glad_glVertex3hNV = NULL; +PFNGLVERTEX3HVNVPROC glad_glVertex3hvNV = NULL; +PFNGLVERTEX4HNVPROC glad_glVertex4hNV = NULL; +PFNGLVERTEX4HVNVPROC glad_glVertex4hvNV = NULL; +PFNGLNORMAL3HNVPROC glad_glNormal3hNV = NULL; +PFNGLNORMAL3HVNVPROC glad_glNormal3hvNV = NULL; +PFNGLCOLOR3HNVPROC glad_glColor3hNV = NULL; +PFNGLCOLOR3HVNVPROC glad_glColor3hvNV = NULL; +PFNGLCOLOR4HNVPROC glad_glColor4hNV = NULL; +PFNGLCOLOR4HVNVPROC glad_glColor4hvNV = NULL; +PFNGLTEXCOORD1HNVPROC glad_glTexCoord1hNV = NULL; +PFNGLTEXCOORD1HVNVPROC glad_glTexCoord1hvNV = NULL; +PFNGLTEXCOORD2HNVPROC glad_glTexCoord2hNV = NULL; +PFNGLTEXCOORD2HVNVPROC glad_glTexCoord2hvNV = NULL; +PFNGLTEXCOORD3HNVPROC glad_glTexCoord3hNV = NULL; +PFNGLTEXCOORD3HVNVPROC glad_glTexCoord3hvNV = NULL; +PFNGLTEXCOORD4HNVPROC glad_glTexCoord4hNV = NULL; +PFNGLTEXCOORD4HVNVPROC glad_glTexCoord4hvNV = NULL; +PFNGLMULTITEXCOORD1HNVPROC glad_glMultiTexCoord1hNV = NULL; +PFNGLMULTITEXCOORD1HVNVPROC glad_glMultiTexCoord1hvNV = NULL; +PFNGLMULTITEXCOORD2HNVPROC glad_glMultiTexCoord2hNV = NULL; +PFNGLMULTITEXCOORD2HVNVPROC glad_glMultiTexCoord2hvNV = NULL; +PFNGLMULTITEXCOORD3HNVPROC glad_glMultiTexCoord3hNV = NULL; +PFNGLMULTITEXCOORD3HVNVPROC glad_glMultiTexCoord3hvNV = NULL; +PFNGLMULTITEXCOORD4HNVPROC glad_glMultiTexCoord4hNV = NULL; +PFNGLMULTITEXCOORD4HVNVPROC glad_glMultiTexCoord4hvNV = NULL; +PFNGLFOGCOORDHNVPROC glad_glFogCoordhNV = NULL; +PFNGLFOGCOORDHVNVPROC glad_glFogCoordhvNV = NULL; +PFNGLSECONDARYCOLOR3HNVPROC glad_glSecondaryColor3hNV = NULL; +PFNGLSECONDARYCOLOR3HVNVPROC glad_glSecondaryColor3hvNV = NULL; +PFNGLVERTEXWEIGHTHNVPROC glad_glVertexWeighthNV = NULL; +PFNGLVERTEXWEIGHTHVNVPROC glad_glVertexWeighthvNV = NULL; +PFNGLVERTEXATTRIB1HNVPROC glad_glVertexAttrib1hNV = NULL; +PFNGLVERTEXATTRIB1HVNVPROC glad_glVertexAttrib1hvNV = NULL; +PFNGLVERTEXATTRIB2HNVPROC glad_glVertexAttrib2hNV = NULL; +PFNGLVERTEXATTRIB2HVNVPROC glad_glVertexAttrib2hvNV = NULL; +PFNGLVERTEXATTRIB3HNVPROC glad_glVertexAttrib3hNV = NULL; +PFNGLVERTEXATTRIB3HVNVPROC glad_glVertexAttrib3hvNV = NULL; +PFNGLVERTEXATTRIB4HNVPROC glad_glVertexAttrib4hNV = NULL; +PFNGLVERTEXATTRIB4HVNVPROC glad_glVertexAttrib4hvNV = NULL; +PFNGLVERTEXATTRIBS1HVNVPROC glad_glVertexAttribs1hvNV = NULL; +PFNGLVERTEXATTRIBS2HVNVPROC glad_glVertexAttribs2hvNV = NULL; +PFNGLVERTEXATTRIBS3HVNVPROC glad_glVertexAttribs3hvNV = NULL; +PFNGLVERTEXATTRIBS4HVNVPROC glad_glVertexAttribs4hvNV = NULL; +PFNGLGETINTERNALFORMATSAMPLEIVNVPROC glad_glGetInternalformatSampleivNV = NULL; +PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC glad_glGetMemoryObjectDetachedResourcesuivNV = NULL; +PFNGLRESETMEMORYOBJECTPARAMETERNVPROC glad_glResetMemoryObjectParameterNV = NULL; +PFNGLTEXATTACHMEMORYNVPROC glad_glTexAttachMemoryNV = NULL; +PFNGLBUFFERATTACHMEMORYNVPROC glad_glBufferAttachMemoryNV = NULL; +PFNGLTEXTUREATTACHMEMORYNVPROC glad_glTextureAttachMemoryNV = NULL; +PFNGLNAMEDBUFFERATTACHMEMORYNVPROC glad_glNamedBufferAttachMemoryNV = NULL; +PFNGLDRAWMESHTASKSNVPROC glad_glDrawMeshTasksNV = NULL; +PFNGLDRAWMESHTASKSINDIRECTNVPROC glad_glDrawMeshTasksIndirectNV = NULL; +PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC glad_glMultiDrawMeshTasksIndirectNV = NULL; +PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC glad_glMultiDrawMeshTasksIndirectCountNV = NULL; +PFNGLGENOCCLUSIONQUERIESNVPROC glad_glGenOcclusionQueriesNV = NULL; +PFNGLDELETEOCCLUSIONQUERIESNVPROC glad_glDeleteOcclusionQueriesNV = NULL; +PFNGLISOCCLUSIONQUERYNVPROC glad_glIsOcclusionQueryNV = NULL; +PFNGLBEGINOCCLUSIONQUERYNVPROC glad_glBeginOcclusionQueryNV = NULL; +PFNGLENDOCCLUSIONQUERYNVPROC glad_glEndOcclusionQueryNV = NULL; +PFNGLGETOCCLUSIONQUERYIVNVPROC glad_glGetOcclusionQueryivNV = NULL; +PFNGLGETOCCLUSIONQUERYUIVNVPROC glad_glGetOcclusionQueryuivNV = NULL; +PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC glad_glProgramBufferParametersfvNV = NULL; +PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC glad_glProgramBufferParametersIivNV = NULL; +PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC glad_glProgramBufferParametersIuivNV = NULL; +PFNGLGENPATHSNVPROC glad_glGenPathsNV = NULL; +PFNGLDELETEPATHSNVPROC glad_glDeletePathsNV = NULL; +PFNGLISPATHNVPROC glad_glIsPathNV = NULL; +PFNGLPATHCOMMANDSNVPROC glad_glPathCommandsNV = NULL; +PFNGLPATHCOORDSNVPROC glad_glPathCoordsNV = NULL; +PFNGLPATHSUBCOMMANDSNVPROC glad_glPathSubCommandsNV = NULL; +PFNGLPATHSUBCOORDSNVPROC glad_glPathSubCoordsNV = NULL; +PFNGLPATHSTRINGNVPROC glad_glPathStringNV = NULL; +PFNGLPATHGLYPHSNVPROC glad_glPathGlyphsNV = NULL; +PFNGLPATHGLYPHRANGENVPROC glad_glPathGlyphRangeNV = NULL; +PFNGLWEIGHTPATHSNVPROC glad_glWeightPathsNV = NULL; +PFNGLCOPYPATHNVPROC glad_glCopyPathNV = NULL; +PFNGLINTERPOLATEPATHSNVPROC glad_glInterpolatePathsNV = NULL; +PFNGLTRANSFORMPATHNVPROC glad_glTransformPathNV = NULL; +PFNGLPATHPARAMETERIVNVPROC glad_glPathParameterivNV = NULL; +PFNGLPATHPARAMETERINVPROC glad_glPathParameteriNV = NULL; +PFNGLPATHPARAMETERFVNVPROC glad_glPathParameterfvNV = NULL; +PFNGLPATHPARAMETERFNVPROC glad_glPathParameterfNV = NULL; +PFNGLPATHDASHARRAYNVPROC glad_glPathDashArrayNV = NULL; +PFNGLPATHSTENCILFUNCNVPROC glad_glPathStencilFuncNV = NULL; +PFNGLPATHSTENCILDEPTHOFFSETNVPROC glad_glPathStencilDepthOffsetNV = NULL; +PFNGLSTENCILFILLPATHNVPROC glad_glStencilFillPathNV = NULL; +PFNGLSTENCILSTROKEPATHNVPROC glad_glStencilStrokePathNV = NULL; +PFNGLSTENCILFILLPATHINSTANCEDNVPROC glad_glStencilFillPathInstancedNV = NULL; +PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC glad_glStencilStrokePathInstancedNV = NULL; +PFNGLPATHCOVERDEPTHFUNCNVPROC glad_glPathCoverDepthFuncNV = NULL; +PFNGLCOVERFILLPATHNVPROC glad_glCoverFillPathNV = NULL; +PFNGLCOVERSTROKEPATHNVPROC glad_glCoverStrokePathNV = NULL; +PFNGLCOVERFILLPATHINSTANCEDNVPROC glad_glCoverFillPathInstancedNV = NULL; +PFNGLCOVERSTROKEPATHINSTANCEDNVPROC glad_glCoverStrokePathInstancedNV = NULL; +PFNGLGETPATHPARAMETERIVNVPROC glad_glGetPathParameterivNV = NULL; +PFNGLGETPATHPARAMETERFVNVPROC glad_glGetPathParameterfvNV = NULL; +PFNGLGETPATHCOMMANDSNVPROC glad_glGetPathCommandsNV = NULL; +PFNGLGETPATHCOORDSNVPROC glad_glGetPathCoordsNV = NULL; +PFNGLGETPATHDASHARRAYNVPROC glad_glGetPathDashArrayNV = NULL; +PFNGLGETPATHMETRICSNVPROC glad_glGetPathMetricsNV = NULL; +PFNGLGETPATHMETRICRANGENVPROC glad_glGetPathMetricRangeNV = NULL; +PFNGLGETPATHSPACINGNVPROC glad_glGetPathSpacingNV = NULL; +PFNGLISPOINTINFILLPATHNVPROC glad_glIsPointInFillPathNV = NULL; +PFNGLISPOINTINSTROKEPATHNVPROC glad_glIsPointInStrokePathNV = NULL; +PFNGLGETPATHLENGTHNVPROC glad_glGetPathLengthNV = NULL; +PFNGLPOINTALONGPATHNVPROC glad_glPointAlongPathNV = NULL; +PFNGLMATRIXLOAD3X2FNVPROC glad_glMatrixLoad3x2fNV = NULL; +PFNGLMATRIXLOAD3X3FNVPROC glad_glMatrixLoad3x3fNV = NULL; +PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC glad_glMatrixLoadTranspose3x3fNV = NULL; +PFNGLMATRIXMULT3X2FNVPROC glad_glMatrixMult3x2fNV = NULL; +PFNGLMATRIXMULT3X3FNVPROC glad_glMatrixMult3x3fNV = NULL; +PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC glad_glMatrixMultTranspose3x3fNV = NULL; +PFNGLSTENCILTHENCOVERFILLPATHNVPROC glad_glStencilThenCoverFillPathNV = NULL; +PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC glad_glStencilThenCoverStrokePathNV = NULL; +PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC glad_glStencilThenCoverFillPathInstancedNV = NULL; +PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC glad_glStencilThenCoverStrokePathInstancedNV = NULL; +PFNGLPATHGLYPHINDEXRANGENVPROC glad_glPathGlyphIndexRangeNV = NULL; +PFNGLPATHGLYPHINDEXARRAYNVPROC glad_glPathGlyphIndexArrayNV = NULL; +PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC glad_glPathMemoryGlyphIndexArrayNV = NULL; +PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC glad_glProgramPathFragmentInputGenNV = NULL; +PFNGLGETPROGRAMRESOURCEFVNVPROC glad_glGetProgramResourcefvNV = NULL; +PFNGLPATHCOLORGENNVPROC glad_glPathColorGenNV = NULL; +PFNGLPATHTEXGENNVPROC glad_glPathTexGenNV = NULL; +PFNGLPATHFOGGENNVPROC glad_glPathFogGenNV = NULL; +PFNGLGETPATHCOLORGENIVNVPROC glad_glGetPathColorGenivNV = NULL; +PFNGLGETPATHCOLORGENFVNVPROC glad_glGetPathColorGenfvNV = NULL; +PFNGLGETPATHTEXGENIVNVPROC glad_glGetPathTexGenivNV = NULL; +PFNGLGETPATHTEXGENFVNVPROC glad_glGetPathTexGenfvNV = NULL; +PFNGLPIXELDATARANGENVPROC glad_glPixelDataRangeNV = NULL; +PFNGLFLUSHPIXELDATARANGENVPROC glad_glFlushPixelDataRangeNV = NULL; +PFNGLPOINTPARAMETERINVPROC glad_glPointParameteriNV = NULL; +PFNGLPOINTPARAMETERIVNVPROC glad_glPointParameterivNV = NULL; +PFNGLPRESENTFRAMEKEYEDNVPROC glad_glPresentFrameKeyedNV = NULL; +PFNGLPRESENTFRAMEDUALFILLNVPROC glad_glPresentFrameDualFillNV = NULL; +PFNGLGETVIDEOIVNVPROC glad_glGetVideoivNV = NULL; +PFNGLGETVIDEOUIVNVPROC glad_glGetVideouivNV = NULL; +PFNGLGETVIDEOI64VNVPROC glad_glGetVideoi64vNV = NULL; +PFNGLGETVIDEOUI64VNVPROC glad_glGetVideoui64vNV = NULL; +PFNGLPRIMITIVERESTARTNVPROC glad_glPrimitiveRestartNV = NULL; +PFNGLPRIMITIVERESTARTINDEXNVPROC glad_glPrimitiveRestartIndexNV = NULL; +PFNGLQUERYRESOURCENVPROC glad_glQueryResourceNV = NULL; +PFNGLGENQUERYRESOURCETAGNVPROC glad_glGenQueryResourceTagNV = NULL; +PFNGLDELETEQUERYRESOURCETAGNVPROC glad_glDeleteQueryResourceTagNV = NULL; +PFNGLQUERYRESOURCETAGNVPROC glad_glQueryResourceTagNV = NULL; +PFNGLCOMBINERPARAMETERFVNVPROC glad_glCombinerParameterfvNV = NULL; +PFNGLCOMBINERPARAMETERFNVPROC glad_glCombinerParameterfNV = NULL; +PFNGLCOMBINERPARAMETERIVNVPROC glad_glCombinerParameterivNV = NULL; +PFNGLCOMBINERPARAMETERINVPROC glad_glCombinerParameteriNV = NULL; +PFNGLCOMBINERINPUTNVPROC glad_glCombinerInputNV = NULL; +PFNGLCOMBINEROUTPUTNVPROC glad_glCombinerOutputNV = NULL; +PFNGLFINALCOMBINERINPUTNVPROC glad_glFinalCombinerInputNV = NULL; +PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC glad_glGetCombinerInputParameterfvNV = NULL; +PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC glad_glGetCombinerInputParameterivNV = NULL; +PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC glad_glGetCombinerOutputParameterfvNV = NULL; +PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC glad_glGetCombinerOutputParameterivNV = NULL; +PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC glad_glGetFinalCombinerInputParameterfvNV = NULL; +PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC glad_glGetFinalCombinerInputParameterivNV = NULL; +PFNGLCOMBINERSTAGEPARAMETERFVNVPROC glad_glCombinerStageParameterfvNV = NULL; +PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC glad_glGetCombinerStageParameterfvNV = NULL; +PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glFramebufferSampleLocationsfvNV = NULL; +PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glNamedFramebufferSampleLocationsfvNV = NULL; +PFNGLRESOLVEDEPTHVALUESNVPROC glad_glResolveDepthValuesNV = NULL; +PFNGLSCISSOREXCLUSIVENVPROC glad_glScissorExclusiveNV = NULL; +PFNGLSCISSOREXCLUSIVEARRAYVNVPROC glad_glScissorExclusiveArrayvNV = NULL; +PFNGLMAKEBUFFERRESIDENTNVPROC glad_glMakeBufferResidentNV = NULL; +PFNGLMAKEBUFFERNONRESIDENTNVPROC glad_glMakeBufferNonResidentNV = NULL; +PFNGLISBUFFERRESIDENTNVPROC glad_glIsBufferResidentNV = NULL; +PFNGLMAKENAMEDBUFFERRESIDENTNVPROC glad_glMakeNamedBufferResidentNV = NULL; +PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC glad_glMakeNamedBufferNonResidentNV = NULL; +PFNGLISNAMEDBUFFERRESIDENTNVPROC glad_glIsNamedBufferResidentNV = NULL; +PFNGLGETBUFFERPARAMETERUI64VNVPROC glad_glGetBufferParameterui64vNV = NULL; +PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC glad_glGetNamedBufferParameterui64vNV = NULL; +PFNGLGETINTEGERUI64VNVPROC glad_glGetIntegerui64vNV = NULL; +PFNGLUNIFORMUI64NVPROC glad_glUniformui64NV = NULL; +PFNGLUNIFORMUI64VNVPROC glad_glUniformui64vNV = NULL; +PFNGLPROGRAMUNIFORMUI64NVPROC glad_glProgramUniformui64NV = NULL; +PFNGLPROGRAMUNIFORMUI64VNVPROC glad_glProgramUniformui64vNV = NULL; +PFNGLBINDSHADINGRATEIMAGENVPROC glad_glBindShadingRateImageNV = NULL; +PFNGLGETSHADINGRATEIMAGEPALETTENVPROC glad_glGetShadingRateImagePaletteNV = NULL; +PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC glad_glGetShadingRateSampleLocationivNV = NULL; +PFNGLSHADINGRATEIMAGEBARRIERNVPROC glad_glShadingRateImageBarrierNV = NULL; +PFNGLSHADINGRATEIMAGEPALETTENVPROC glad_glShadingRateImagePaletteNV = NULL; +PFNGLSHADINGRATESAMPLEORDERNVPROC glad_glShadingRateSampleOrderNV = NULL; +PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC glad_glShadingRateSampleOrderCustomNV = NULL; +PFNGLTEXTUREBARRIERNVPROC glad_glTextureBarrierNV = NULL; +PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC glad_glTexImage2DMultisampleCoverageNV = NULL; +PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC glad_glTexImage3DMultisampleCoverageNV = NULL; +PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC glad_glTextureImage2DMultisampleNV = NULL; +PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC glad_glTextureImage3DMultisampleNV = NULL; +PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC glad_glTextureImage2DMultisampleCoverageNV = NULL; +PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC glad_glTextureImage3DMultisampleCoverageNV = NULL; +PFNGLBEGINTRANSFORMFEEDBACKNVPROC glad_glBeginTransformFeedbackNV = NULL; +PFNGLENDTRANSFORMFEEDBACKNVPROC glad_glEndTransformFeedbackNV = NULL; +PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC glad_glTransformFeedbackAttribsNV = NULL; +PFNGLBINDBUFFERRANGENVPROC glad_glBindBufferRangeNV = NULL; +PFNGLBINDBUFFEROFFSETNVPROC glad_glBindBufferOffsetNV = NULL; +PFNGLBINDBUFFERBASENVPROC glad_glBindBufferBaseNV = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC glad_glTransformFeedbackVaryingsNV = NULL; +PFNGLACTIVEVARYINGNVPROC glad_glActiveVaryingNV = NULL; +PFNGLGETVARYINGLOCATIONNVPROC glad_glGetVaryingLocationNV = NULL; +PFNGLGETACTIVEVARYINGNVPROC glad_glGetActiveVaryingNV = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC glad_glGetTransformFeedbackVaryingNV = NULL; +PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC glad_glTransformFeedbackStreamAttribsNV = NULL; +PFNGLBINDTRANSFORMFEEDBACKNVPROC glad_glBindTransformFeedbackNV = NULL; +PFNGLDELETETRANSFORMFEEDBACKSNVPROC glad_glDeleteTransformFeedbacksNV = NULL; +PFNGLGENTRANSFORMFEEDBACKSNVPROC glad_glGenTransformFeedbacksNV = NULL; +PFNGLISTRANSFORMFEEDBACKNVPROC glad_glIsTransformFeedbackNV = NULL; +PFNGLPAUSETRANSFORMFEEDBACKNVPROC glad_glPauseTransformFeedbackNV = NULL; +PFNGLRESUMETRANSFORMFEEDBACKNVPROC glad_glResumeTransformFeedbackNV = NULL; +PFNGLDRAWTRANSFORMFEEDBACKNVPROC glad_glDrawTransformFeedbackNV = NULL; +PFNGLVDPAUINITNVPROC glad_glVDPAUInitNV = NULL; +PFNGLVDPAUFININVPROC glad_glVDPAUFiniNV = NULL; +PFNGLVDPAUREGISTERVIDEOSURFACENVPROC glad_glVDPAURegisterVideoSurfaceNV = NULL; +PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC glad_glVDPAURegisterOutputSurfaceNV = NULL; +PFNGLVDPAUISSURFACENVPROC glad_glVDPAUIsSurfaceNV = NULL; +PFNGLVDPAUUNREGISTERSURFACENVPROC glad_glVDPAUUnregisterSurfaceNV = NULL; +PFNGLVDPAUGETSURFACEIVNVPROC glad_glVDPAUGetSurfaceivNV = NULL; +PFNGLVDPAUSURFACEACCESSNVPROC glad_glVDPAUSurfaceAccessNV = NULL; +PFNGLVDPAUMAPSURFACESNVPROC glad_glVDPAUMapSurfacesNV = NULL; +PFNGLVDPAUUNMAPSURFACESNVPROC glad_glVDPAUUnmapSurfacesNV = NULL; +PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC glad_glVDPAURegisterVideoSurfaceWithPictureStructureNV = NULL; +PFNGLFLUSHVERTEXARRAYRANGENVPROC glad_glFlushVertexArrayRangeNV = NULL; +PFNGLVERTEXARRAYRANGENVPROC glad_glVertexArrayRangeNV = NULL; +PFNGLVERTEXATTRIBL1I64NVPROC glad_glVertexAttribL1i64NV = NULL; +PFNGLVERTEXATTRIBL2I64NVPROC glad_glVertexAttribL2i64NV = NULL; +PFNGLVERTEXATTRIBL3I64NVPROC glad_glVertexAttribL3i64NV = NULL; +PFNGLVERTEXATTRIBL4I64NVPROC glad_glVertexAttribL4i64NV = NULL; +PFNGLVERTEXATTRIBL1I64VNVPROC glad_glVertexAttribL1i64vNV = NULL; +PFNGLVERTEXATTRIBL2I64VNVPROC glad_glVertexAttribL2i64vNV = NULL; +PFNGLVERTEXATTRIBL3I64VNVPROC glad_glVertexAttribL3i64vNV = NULL; +PFNGLVERTEXATTRIBL4I64VNVPROC glad_glVertexAttribL4i64vNV = NULL; +PFNGLVERTEXATTRIBL1UI64NVPROC glad_glVertexAttribL1ui64NV = NULL; +PFNGLVERTEXATTRIBL2UI64NVPROC glad_glVertexAttribL2ui64NV = NULL; +PFNGLVERTEXATTRIBL3UI64NVPROC glad_glVertexAttribL3ui64NV = NULL; +PFNGLVERTEXATTRIBL4UI64NVPROC glad_glVertexAttribL4ui64NV = NULL; +PFNGLVERTEXATTRIBL1UI64VNVPROC glad_glVertexAttribL1ui64vNV = NULL; +PFNGLVERTEXATTRIBL2UI64VNVPROC glad_glVertexAttribL2ui64vNV = NULL; +PFNGLVERTEXATTRIBL3UI64VNVPROC glad_glVertexAttribL3ui64vNV = NULL; +PFNGLVERTEXATTRIBL4UI64VNVPROC glad_glVertexAttribL4ui64vNV = NULL; +PFNGLGETVERTEXATTRIBLI64VNVPROC glad_glGetVertexAttribLi64vNV = NULL; +PFNGLGETVERTEXATTRIBLUI64VNVPROC glad_glGetVertexAttribLui64vNV = NULL; +PFNGLVERTEXATTRIBLFORMATNVPROC glad_glVertexAttribLFormatNV = NULL; +PFNGLBUFFERADDRESSRANGENVPROC glad_glBufferAddressRangeNV = NULL; +PFNGLVERTEXFORMATNVPROC glad_glVertexFormatNV = NULL; +PFNGLNORMALFORMATNVPROC glad_glNormalFormatNV = NULL; +PFNGLCOLORFORMATNVPROC glad_glColorFormatNV = NULL; +PFNGLINDEXFORMATNVPROC glad_glIndexFormatNV = NULL; +PFNGLTEXCOORDFORMATNVPROC glad_glTexCoordFormatNV = NULL; +PFNGLEDGEFLAGFORMATNVPROC glad_glEdgeFlagFormatNV = NULL; +PFNGLSECONDARYCOLORFORMATNVPROC glad_glSecondaryColorFormatNV = NULL; +PFNGLFOGCOORDFORMATNVPROC glad_glFogCoordFormatNV = NULL; +PFNGLVERTEXATTRIBFORMATNVPROC glad_glVertexAttribFormatNV = NULL; +PFNGLVERTEXATTRIBIFORMATNVPROC glad_glVertexAttribIFormatNV = NULL; +PFNGLGETINTEGERUI64I_VNVPROC glad_glGetIntegerui64i_vNV = NULL; +PFNGLAREPROGRAMSRESIDENTNVPROC glad_glAreProgramsResidentNV = NULL; +PFNGLBINDPROGRAMNVPROC glad_glBindProgramNV = NULL; +PFNGLDELETEPROGRAMSNVPROC glad_glDeleteProgramsNV = NULL; +PFNGLEXECUTEPROGRAMNVPROC glad_glExecuteProgramNV = NULL; +PFNGLGENPROGRAMSNVPROC glad_glGenProgramsNV = NULL; +PFNGLGETPROGRAMPARAMETERDVNVPROC glad_glGetProgramParameterdvNV = NULL; +PFNGLGETPROGRAMPARAMETERFVNVPROC glad_glGetProgramParameterfvNV = NULL; +PFNGLGETPROGRAMIVNVPROC glad_glGetProgramivNV = NULL; +PFNGLGETPROGRAMSTRINGNVPROC glad_glGetProgramStringNV = NULL; +PFNGLGETTRACKMATRIXIVNVPROC glad_glGetTrackMatrixivNV = NULL; +PFNGLGETVERTEXATTRIBDVNVPROC glad_glGetVertexAttribdvNV = NULL; +PFNGLGETVERTEXATTRIBFVNVPROC glad_glGetVertexAttribfvNV = NULL; +PFNGLGETVERTEXATTRIBIVNVPROC glad_glGetVertexAttribivNV = NULL; +PFNGLGETVERTEXATTRIBPOINTERVNVPROC glad_glGetVertexAttribPointervNV = NULL; +PFNGLISPROGRAMNVPROC glad_glIsProgramNV = NULL; +PFNGLLOADPROGRAMNVPROC glad_glLoadProgramNV = NULL; +PFNGLPROGRAMPARAMETER4DNVPROC glad_glProgramParameter4dNV = NULL; +PFNGLPROGRAMPARAMETER4DVNVPROC glad_glProgramParameter4dvNV = NULL; +PFNGLPROGRAMPARAMETER4FNVPROC glad_glProgramParameter4fNV = NULL; +PFNGLPROGRAMPARAMETER4FVNVPROC glad_glProgramParameter4fvNV = NULL; +PFNGLPROGRAMPARAMETERS4DVNVPROC glad_glProgramParameters4dvNV = NULL; +PFNGLPROGRAMPARAMETERS4FVNVPROC glad_glProgramParameters4fvNV = NULL; +PFNGLREQUESTRESIDENTPROGRAMSNVPROC glad_glRequestResidentProgramsNV = NULL; +PFNGLTRACKMATRIXNVPROC glad_glTrackMatrixNV = NULL; +PFNGLVERTEXATTRIBPOINTERNVPROC glad_glVertexAttribPointerNV = NULL; +PFNGLVERTEXATTRIB1DNVPROC glad_glVertexAttrib1dNV = NULL; +PFNGLVERTEXATTRIB1DVNVPROC glad_glVertexAttrib1dvNV = NULL; +PFNGLVERTEXATTRIB1FNVPROC glad_glVertexAttrib1fNV = NULL; +PFNGLVERTEXATTRIB1FVNVPROC glad_glVertexAttrib1fvNV = NULL; +PFNGLVERTEXATTRIB1SNVPROC glad_glVertexAttrib1sNV = NULL; +PFNGLVERTEXATTRIB1SVNVPROC glad_glVertexAttrib1svNV = NULL; +PFNGLVERTEXATTRIB2DNVPROC glad_glVertexAttrib2dNV = NULL; +PFNGLVERTEXATTRIB2DVNVPROC glad_glVertexAttrib2dvNV = NULL; +PFNGLVERTEXATTRIB2FNVPROC glad_glVertexAttrib2fNV = NULL; +PFNGLVERTEXATTRIB2FVNVPROC glad_glVertexAttrib2fvNV = NULL; +PFNGLVERTEXATTRIB2SNVPROC glad_glVertexAttrib2sNV = NULL; +PFNGLVERTEXATTRIB2SVNVPROC glad_glVertexAttrib2svNV = NULL; +PFNGLVERTEXATTRIB3DNVPROC glad_glVertexAttrib3dNV = NULL; +PFNGLVERTEXATTRIB3DVNVPROC glad_glVertexAttrib3dvNV = NULL; +PFNGLVERTEXATTRIB3FNVPROC glad_glVertexAttrib3fNV = NULL; +PFNGLVERTEXATTRIB3FVNVPROC glad_glVertexAttrib3fvNV = NULL; +PFNGLVERTEXATTRIB3SNVPROC glad_glVertexAttrib3sNV = NULL; +PFNGLVERTEXATTRIB3SVNVPROC glad_glVertexAttrib3svNV = NULL; +PFNGLVERTEXATTRIB4DNVPROC glad_glVertexAttrib4dNV = NULL; +PFNGLVERTEXATTRIB4DVNVPROC glad_glVertexAttrib4dvNV = NULL; +PFNGLVERTEXATTRIB4FNVPROC glad_glVertexAttrib4fNV = NULL; +PFNGLVERTEXATTRIB4FVNVPROC glad_glVertexAttrib4fvNV = NULL; +PFNGLVERTEXATTRIB4SNVPROC glad_glVertexAttrib4sNV = NULL; +PFNGLVERTEXATTRIB4SVNVPROC glad_glVertexAttrib4svNV = NULL; +PFNGLVERTEXATTRIB4UBNVPROC glad_glVertexAttrib4ubNV = NULL; +PFNGLVERTEXATTRIB4UBVNVPROC glad_glVertexAttrib4ubvNV = NULL; +PFNGLVERTEXATTRIBS1DVNVPROC glad_glVertexAttribs1dvNV = NULL; +PFNGLVERTEXATTRIBS1FVNVPROC glad_glVertexAttribs1fvNV = NULL; +PFNGLVERTEXATTRIBS1SVNVPROC glad_glVertexAttribs1svNV = NULL; +PFNGLVERTEXATTRIBS2DVNVPROC glad_glVertexAttribs2dvNV = NULL; +PFNGLVERTEXATTRIBS2FVNVPROC glad_glVertexAttribs2fvNV = NULL; +PFNGLVERTEXATTRIBS2SVNVPROC glad_glVertexAttribs2svNV = NULL; +PFNGLVERTEXATTRIBS3DVNVPROC glad_glVertexAttribs3dvNV = NULL; +PFNGLVERTEXATTRIBS3FVNVPROC glad_glVertexAttribs3fvNV = NULL; +PFNGLVERTEXATTRIBS3SVNVPROC glad_glVertexAttribs3svNV = NULL; +PFNGLVERTEXATTRIBS4DVNVPROC glad_glVertexAttribs4dvNV = NULL; +PFNGLVERTEXATTRIBS4FVNVPROC glad_glVertexAttribs4fvNV = NULL; +PFNGLVERTEXATTRIBS4SVNVPROC glad_glVertexAttribs4svNV = NULL; +PFNGLVERTEXATTRIBS4UBVNVPROC glad_glVertexAttribs4ubvNV = NULL; +PFNGLVERTEXATTRIBI1IEXTPROC glad_glVertexAttribI1iEXT = NULL; +PFNGLVERTEXATTRIBI2IEXTPROC glad_glVertexAttribI2iEXT = NULL; +PFNGLVERTEXATTRIBI3IEXTPROC glad_glVertexAttribI3iEXT = NULL; +PFNGLVERTEXATTRIBI4IEXTPROC glad_glVertexAttribI4iEXT = NULL; +PFNGLVERTEXATTRIBI1UIEXTPROC glad_glVertexAttribI1uiEXT = NULL; +PFNGLVERTEXATTRIBI2UIEXTPROC glad_glVertexAttribI2uiEXT = NULL; +PFNGLVERTEXATTRIBI3UIEXTPROC glad_glVertexAttribI3uiEXT = NULL; +PFNGLVERTEXATTRIBI4UIEXTPROC glad_glVertexAttribI4uiEXT = NULL; +PFNGLVERTEXATTRIBI1IVEXTPROC glad_glVertexAttribI1ivEXT = NULL; +PFNGLVERTEXATTRIBI2IVEXTPROC glad_glVertexAttribI2ivEXT = NULL; +PFNGLVERTEXATTRIBI3IVEXTPROC glad_glVertexAttribI3ivEXT = NULL; +PFNGLVERTEXATTRIBI4IVEXTPROC glad_glVertexAttribI4ivEXT = NULL; +PFNGLVERTEXATTRIBI1UIVEXTPROC glad_glVertexAttribI1uivEXT = NULL; +PFNGLVERTEXATTRIBI2UIVEXTPROC glad_glVertexAttribI2uivEXT = NULL; +PFNGLVERTEXATTRIBI3UIVEXTPROC glad_glVertexAttribI3uivEXT = NULL; +PFNGLVERTEXATTRIBI4UIVEXTPROC glad_glVertexAttribI4uivEXT = NULL; +PFNGLVERTEXATTRIBI4BVEXTPROC glad_glVertexAttribI4bvEXT = NULL; +PFNGLVERTEXATTRIBI4SVEXTPROC glad_glVertexAttribI4svEXT = NULL; +PFNGLVERTEXATTRIBI4UBVEXTPROC glad_glVertexAttribI4ubvEXT = NULL; +PFNGLVERTEXATTRIBI4USVEXTPROC glad_glVertexAttribI4usvEXT = NULL; +PFNGLVERTEXATTRIBIPOINTEREXTPROC glad_glVertexAttribIPointerEXT = NULL; +PFNGLGETVERTEXATTRIBIIVEXTPROC glad_glGetVertexAttribIivEXT = NULL; +PFNGLGETVERTEXATTRIBIUIVEXTPROC glad_glGetVertexAttribIuivEXT = NULL; +PFNGLBEGINVIDEOCAPTURENVPROC glad_glBeginVideoCaptureNV = NULL; +PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC glad_glBindVideoCaptureStreamBufferNV = NULL; +PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC glad_glBindVideoCaptureStreamTextureNV = NULL; +PFNGLENDVIDEOCAPTURENVPROC glad_glEndVideoCaptureNV = NULL; +PFNGLGETVIDEOCAPTUREIVNVPROC glad_glGetVideoCaptureivNV = NULL; +PFNGLGETVIDEOCAPTURESTREAMIVNVPROC glad_glGetVideoCaptureStreamivNV = NULL; +PFNGLGETVIDEOCAPTURESTREAMFVNVPROC glad_glGetVideoCaptureStreamfvNV = NULL; +PFNGLGETVIDEOCAPTURESTREAMDVNVPROC glad_glGetVideoCaptureStreamdvNV = NULL; +PFNGLVIDEOCAPTURENVPROC glad_glVideoCaptureNV = NULL; +PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC glad_glVideoCaptureStreamParameterivNV = NULL; +PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC glad_glVideoCaptureStreamParameterfvNV = NULL; +PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC glad_glVideoCaptureStreamParameterdvNV = NULL; +PFNGLVIEWPORTSWIZZLENVPROC glad_glViewportSwizzleNV = NULL; +PFNGLMULTITEXCOORD1BOESPROC glad_glMultiTexCoord1bOES = NULL; +PFNGLMULTITEXCOORD1BVOESPROC glad_glMultiTexCoord1bvOES = NULL; +PFNGLMULTITEXCOORD2BOESPROC glad_glMultiTexCoord2bOES = NULL; +PFNGLMULTITEXCOORD2BVOESPROC glad_glMultiTexCoord2bvOES = NULL; +PFNGLMULTITEXCOORD3BOESPROC glad_glMultiTexCoord3bOES = NULL; +PFNGLMULTITEXCOORD3BVOESPROC glad_glMultiTexCoord3bvOES = NULL; +PFNGLMULTITEXCOORD4BOESPROC glad_glMultiTexCoord4bOES = NULL; +PFNGLMULTITEXCOORD4BVOESPROC glad_glMultiTexCoord4bvOES = NULL; +PFNGLTEXCOORD1BOESPROC glad_glTexCoord1bOES = NULL; +PFNGLTEXCOORD1BVOESPROC glad_glTexCoord1bvOES = NULL; +PFNGLTEXCOORD2BOESPROC glad_glTexCoord2bOES = NULL; +PFNGLTEXCOORD2BVOESPROC glad_glTexCoord2bvOES = NULL; +PFNGLTEXCOORD3BOESPROC glad_glTexCoord3bOES = NULL; +PFNGLTEXCOORD3BVOESPROC glad_glTexCoord3bvOES = NULL; +PFNGLTEXCOORD4BOESPROC glad_glTexCoord4bOES = NULL; +PFNGLTEXCOORD4BVOESPROC glad_glTexCoord4bvOES = NULL; +PFNGLVERTEX2BOESPROC glad_glVertex2bOES = NULL; +PFNGLVERTEX2BVOESPROC glad_glVertex2bvOES = NULL; +PFNGLVERTEX3BOESPROC glad_glVertex3bOES = NULL; +PFNGLVERTEX3BVOESPROC glad_glVertex3bvOES = NULL; +PFNGLVERTEX4BOESPROC glad_glVertex4bOES = NULL; +PFNGLVERTEX4BVOESPROC glad_glVertex4bvOES = NULL; +PFNGLALPHAFUNCXOESPROC glad_glAlphaFuncxOES = NULL; +PFNGLCLEARCOLORXOESPROC glad_glClearColorxOES = NULL; +PFNGLCLEARDEPTHXOESPROC glad_glClearDepthxOES = NULL; +PFNGLCLIPPLANEXOESPROC glad_glClipPlanexOES = NULL; +PFNGLCOLOR4XOESPROC glad_glColor4xOES = NULL; +PFNGLDEPTHRANGEXOESPROC glad_glDepthRangexOES = NULL; +PFNGLFOGXOESPROC glad_glFogxOES = NULL; +PFNGLFOGXVOESPROC glad_glFogxvOES = NULL; +PFNGLFRUSTUMXOESPROC glad_glFrustumxOES = NULL; +PFNGLGETCLIPPLANEXOESPROC glad_glGetClipPlanexOES = NULL; +PFNGLGETFIXEDVOESPROC glad_glGetFixedvOES = NULL; +PFNGLGETTEXENVXVOESPROC glad_glGetTexEnvxvOES = NULL; +PFNGLGETTEXPARAMETERXVOESPROC glad_glGetTexParameterxvOES = NULL; +PFNGLLIGHTMODELXOESPROC glad_glLightModelxOES = NULL; +PFNGLLIGHTMODELXVOESPROC glad_glLightModelxvOES = NULL; +PFNGLLIGHTXOESPROC glad_glLightxOES = NULL; +PFNGLLIGHTXVOESPROC glad_glLightxvOES = NULL; +PFNGLLINEWIDTHXOESPROC glad_glLineWidthxOES = NULL; +PFNGLLOADMATRIXXOESPROC glad_glLoadMatrixxOES = NULL; +PFNGLMATERIALXOESPROC glad_glMaterialxOES = NULL; +PFNGLMATERIALXVOESPROC glad_glMaterialxvOES = NULL; +PFNGLMULTMATRIXXOESPROC glad_glMultMatrixxOES = NULL; +PFNGLMULTITEXCOORD4XOESPROC glad_glMultiTexCoord4xOES = NULL; +PFNGLNORMAL3XOESPROC glad_glNormal3xOES = NULL; +PFNGLORTHOXOESPROC glad_glOrthoxOES = NULL; +PFNGLPOINTPARAMETERXVOESPROC glad_glPointParameterxvOES = NULL; +PFNGLPOINTSIZEXOESPROC glad_glPointSizexOES = NULL; +PFNGLPOLYGONOFFSETXOESPROC glad_glPolygonOffsetxOES = NULL; +PFNGLROTATEXOESPROC glad_glRotatexOES = NULL; +PFNGLSCALEXOESPROC glad_glScalexOES = NULL; +PFNGLTEXENVXOESPROC glad_glTexEnvxOES = NULL; +PFNGLTEXENVXVOESPROC glad_glTexEnvxvOES = NULL; +PFNGLTEXPARAMETERXOESPROC glad_glTexParameterxOES = NULL; +PFNGLTEXPARAMETERXVOESPROC glad_glTexParameterxvOES = NULL; +PFNGLTRANSLATEXOESPROC glad_glTranslatexOES = NULL; +PFNGLGETLIGHTXVOESPROC glad_glGetLightxvOES = NULL; +PFNGLGETMATERIALXVOESPROC glad_glGetMaterialxvOES = NULL; +PFNGLPOINTPARAMETERXOESPROC glad_glPointParameterxOES = NULL; +PFNGLSAMPLECOVERAGEXOESPROC glad_glSampleCoveragexOES = NULL; +PFNGLACCUMXOESPROC glad_glAccumxOES = NULL; +PFNGLBITMAPXOESPROC glad_glBitmapxOES = NULL; +PFNGLBLENDCOLORXOESPROC glad_glBlendColorxOES = NULL; +PFNGLCLEARACCUMXOESPROC glad_glClearAccumxOES = NULL; +PFNGLCOLOR3XOESPROC glad_glColor3xOES = NULL; +PFNGLCOLOR3XVOESPROC glad_glColor3xvOES = NULL; +PFNGLCOLOR4XVOESPROC glad_glColor4xvOES = NULL; +PFNGLCONVOLUTIONPARAMETERXOESPROC glad_glConvolutionParameterxOES = NULL; +PFNGLCONVOLUTIONPARAMETERXVOESPROC glad_glConvolutionParameterxvOES = NULL; +PFNGLEVALCOORD1XOESPROC glad_glEvalCoord1xOES = NULL; +PFNGLEVALCOORD1XVOESPROC glad_glEvalCoord1xvOES = NULL; +PFNGLEVALCOORD2XOESPROC glad_glEvalCoord2xOES = NULL; +PFNGLEVALCOORD2XVOESPROC glad_glEvalCoord2xvOES = NULL; +PFNGLFEEDBACKBUFFERXOESPROC glad_glFeedbackBufferxOES = NULL; +PFNGLGETCONVOLUTIONPARAMETERXVOESPROC glad_glGetConvolutionParameterxvOES = NULL; +PFNGLGETHISTOGRAMPARAMETERXVOESPROC glad_glGetHistogramParameterxvOES = NULL; +PFNGLGETLIGHTXOESPROC glad_glGetLightxOES = NULL; +PFNGLGETMAPXVOESPROC glad_glGetMapxvOES = NULL; +PFNGLGETMATERIALXOESPROC glad_glGetMaterialxOES = NULL; +PFNGLGETPIXELMAPXVPROC glad_glGetPixelMapxv = NULL; +PFNGLGETTEXGENXVOESPROC glad_glGetTexGenxvOES = NULL; +PFNGLGETTEXLEVELPARAMETERXVOESPROC glad_glGetTexLevelParameterxvOES = NULL; +PFNGLINDEXXOESPROC glad_glIndexxOES = NULL; +PFNGLINDEXXVOESPROC glad_glIndexxvOES = NULL; +PFNGLLOADTRANSPOSEMATRIXXOESPROC glad_glLoadTransposeMatrixxOES = NULL; +PFNGLMAP1XOESPROC glad_glMap1xOES = NULL; +PFNGLMAP2XOESPROC glad_glMap2xOES = NULL; +PFNGLMAPGRID1XOESPROC glad_glMapGrid1xOES = NULL; +PFNGLMAPGRID2XOESPROC glad_glMapGrid2xOES = NULL; +PFNGLMULTTRANSPOSEMATRIXXOESPROC glad_glMultTransposeMatrixxOES = NULL; +PFNGLMULTITEXCOORD1XOESPROC glad_glMultiTexCoord1xOES = NULL; +PFNGLMULTITEXCOORD1XVOESPROC glad_glMultiTexCoord1xvOES = NULL; +PFNGLMULTITEXCOORD2XOESPROC glad_glMultiTexCoord2xOES = NULL; +PFNGLMULTITEXCOORD2XVOESPROC glad_glMultiTexCoord2xvOES = NULL; +PFNGLMULTITEXCOORD3XOESPROC glad_glMultiTexCoord3xOES = NULL; +PFNGLMULTITEXCOORD3XVOESPROC glad_glMultiTexCoord3xvOES = NULL; +PFNGLMULTITEXCOORD4XVOESPROC glad_glMultiTexCoord4xvOES = NULL; +PFNGLNORMAL3XVOESPROC glad_glNormal3xvOES = NULL; +PFNGLPASSTHROUGHXOESPROC glad_glPassThroughxOES = NULL; +PFNGLPIXELMAPXPROC glad_glPixelMapx = NULL; +PFNGLPIXELSTOREXPROC glad_glPixelStorex = NULL; +PFNGLPIXELTRANSFERXOESPROC glad_glPixelTransferxOES = NULL; +PFNGLPIXELZOOMXOESPROC glad_glPixelZoomxOES = NULL; +PFNGLPRIORITIZETEXTURESXOESPROC glad_glPrioritizeTexturesxOES = NULL; +PFNGLRASTERPOS2XOESPROC glad_glRasterPos2xOES = NULL; +PFNGLRASTERPOS2XVOESPROC glad_glRasterPos2xvOES = NULL; +PFNGLRASTERPOS3XOESPROC glad_glRasterPos3xOES = NULL; +PFNGLRASTERPOS3XVOESPROC glad_glRasterPos3xvOES = NULL; +PFNGLRASTERPOS4XOESPROC glad_glRasterPos4xOES = NULL; +PFNGLRASTERPOS4XVOESPROC glad_glRasterPos4xvOES = NULL; +PFNGLRECTXOESPROC glad_glRectxOES = NULL; +PFNGLRECTXVOESPROC glad_glRectxvOES = NULL; +PFNGLTEXCOORD1XOESPROC glad_glTexCoord1xOES = NULL; +PFNGLTEXCOORD1XVOESPROC glad_glTexCoord1xvOES = NULL; +PFNGLTEXCOORD2XOESPROC glad_glTexCoord2xOES = NULL; +PFNGLTEXCOORD2XVOESPROC glad_glTexCoord2xvOES = NULL; +PFNGLTEXCOORD3XOESPROC glad_glTexCoord3xOES = NULL; +PFNGLTEXCOORD3XVOESPROC glad_glTexCoord3xvOES = NULL; +PFNGLTEXCOORD4XOESPROC glad_glTexCoord4xOES = NULL; +PFNGLTEXCOORD4XVOESPROC glad_glTexCoord4xvOES = NULL; +PFNGLTEXGENXOESPROC glad_glTexGenxOES = NULL; +PFNGLTEXGENXVOESPROC glad_glTexGenxvOES = NULL; +PFNGLVERTEX2XOESPROC glad_glVertex2xOES = NULL; +PFNGLVERTEX2XVOESPROC glad_glVertex2xvOES = NULL; +PFNGLVERTEX3XOESPROC glad_glVertex3xOES = NULL; +PFNGLVERTEX3XVOESPROC glad_glVertex3xvOES = NULL; +PFNGLVERTEX4XOESPROC glad_glVertex4xOES = NULL; +PFNGLVERTEX4XVOESPROC glad_glVertex4xvOES = NULL; +PFNGLQUERYMATRIXXOESPROC glad_glQueryMatrixxOES = NULL; +PFNGLCLEARDEPTHFOESPROC glad_glClearDepthfOES = NULL; +PFNGLCLIPPLANEFOESPROC glad_glClipPlanefOES = NULL; +PFNGLDEPTHRANGEFOESPROC glad_glDepthRangefOES = NULL; +PFNGLFRUSTUMFOESPROC glad_glFrustumfOES = NULL; +PFNGLGETCLIPPLANEFOESPROC glad_glGetClipPlanefOES = NULL; +PFNGLORTHOFOESPROC glad_glOrthofOES = NULL; +PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC glad_glFramebufferTextureMultiviewOVR = NULL; +PFNGLHINTPGIPROC glad_glHintPGI = NULL; +PFNGLDETAILTEXFUNCSGISPROC glad_glDetailTexFuncSGIS = NULL; +PFNGLGETDETAILTEXFUNCSGISPROC glad_glGetDetailTexFuncSGIS = NULL; +PFNGLFOGFUNCSGISPROC glad_glFogFuncSGIS = NULL; +PFNGLGETFOGFUNCSGISPROC glad_glGetFogFuncSGIS = NULL; +PFNGLSAMPLEMASKSGISPROC glad_glSampleMaskSGIS = NULL; +PFNGLSAMPLEPATTERNSGISPROC glad_glSamplePatternSGIS = NULL; +PFNGLPIXELTEXGENPARAMETERISGISPROC glad_glPixelTexGenParameteriSGIS = NULL; +PFNGLPIXELTEXGENPARAMETERIVSGISPROC glad_glPixelTexGenParameterivSGIS = NULL; +PFNGLPIXELTEXGENPARAMETERFSGISPROC glad_glPixelTexGenParameterfSGIS = NULL; +PFNGLPIXELTEXGENPARAMETERFVSGISPROC glad_glPixelTexGenParameterfvSGIS = NULL; +PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC glad_glGetPixelTexGenParameterivSGIS = NULL; +PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC glad_glGetPixelTexGenParameterfvSGIS = NULL; +PFNGLPOINTPARAMETERFSGISPROC glad_glPointParameterfSGIS = NULL; +PFNGLPOINTPARAMETERFVSGISPROC glad_glPointParameterfvSGIS = NULL; +PFNGLSHARPENTEXFUNCSGISPROC glad_glSharpenTexFuncSGIS = NULL; +PFNGLGETSHARPENTEXFUNCSGISPROC glad_glGetSharpenTexFuncSGIS = NULL; +PFNGLTEXIMAGE4DSGISPROC glad_glTexImage4DSGIS = NULL; +PFNGLTEXSUBIMAGE4DSGISPROC glad_glTexSubImage4DSGIS = NULL; +PFNGLTEXTURECOLORMASKSGISPROC glad_glTextureColorMaskSGIS = NULL; +PFNGLGETTEXFILTERFUNCSGISPROC glad_glGetTexFilterFuncSGIS = NULL; +PFNGLTEXFILTERFUNCSGISPROC glad_glTexFilterFuncSGIS = NULL; +PFNGLASYNCMARKERSGIXPROC glad_glAsyncMarkerSGIX = NULL; +PFNGLFINISHASYNCSGIXPROC glad_glFinishAsyncSGIX = NULL; +PFNGLPOLLASYNCSGIXPROC glad_glPollAsyncSGIX = NULL; +PFNGLGENASYNCMARKERSSGIXPROC glad_glGenAsyncMarkersSGIX = NULL; +PFNGLDELETEASYNCMARKERSSGIXPROC glad_glDeleteAsyncMarkersSGIX = NULL; +PFNGLISASYNCMARKERSGIXPROC glad_glIsAsyncMarkerSGIX = NULL; +PFNGLFLUSHRASTERSGIXPROC glad_glFlushRasterSGIX = NULL; +PFNGLFRAGMENTCOLORMATERIALSGIXPROC glad_glFragmentColorMaterialSGIX = NULL; +PFNGLFRAGMENTLIGHTFSGIXPROC glad_glFragmentLightfSGIX = NULL; +PFNGLFRAGMENTLIGHTFVSGIXPROC glad_glFragmentLightfvSGIX = NULL; +PFNGLFRAGMENTLIGHTISGIXPROC glad_glFragmentLightiSGIX = NULL; +PFNGLFRAGMENTLIGHTIVSGIXPROC glad_glFragmentLightivSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELFSGIXPROC glad_glFragmentLightModelfSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELFVSGIXPROC glad_glFragmentLightModelfvSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELISGIXPROC glad_glFragmentLightModeliSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELIVSGIXPROC glad_glFragmentLightModelivSGIX = NULL; +PFNGLFRAGMENTMATERIALFSGIXPROC glad_glFragmentMaterialfSGIX = NULL; +PFNGLFRAGMENTMATERIALFVSGIXPROC glad_glFragmentMaterialfvSGIX = NULL; +PFNGLFRAGMENTMATERIALISGIXPROC glad_glFragmentMaterialiSGIX = NULL; +PFNGLFRAGMENTMATERIALIVSGIXPROC glad_glFragmentMaterialivSGIX = NULL; +PFNGLGETFRAGMENTLIGHTFVSGIXPROC glad_glGetFragmentLightfvSGIX = NULL; +PFNGLGETFRAGMENTLIGHTIVSGIXPROC glad_glGetFragmentLightivSGIX = NULL; +PFNGLGETFRAGMENTMATERIALFVSGIXPROC glad_glGetFragmentMaterialfvSGIX = NULL; +PFNGLGETFRAGMENTMATERIALIVSGIXPROC glad_glGetFragmentMaterialivSGIX = NULL; +PFNGLLIGHTENVISGIXPROC glad_glLightEnviSGIX = NULL; +PFNGLFRAMEZOOMSGIXPROC glad_glFrameZoomSGIX = NULL; +PFNGLIGLOOINTERFACESGIXPROC glad_glIglooInterfaceSGIX = NULL; +PFNGLGETINSTRUMENTSSGIXPROC glad_glGetInstrumentsSGIX = NULL; +PFNGLINSTRUMENTSBUFFERSGIXPROC glad_glInstrumentsBufferSGIX = NULL; +PFNGLPOLLINSTRUMENTSSGIXPROC glad_glPollInstrumentsSGIX = NULL; +PFNGLREADINSTRUMENTSSGIXPROC glad_glReadInstrumentsSGIX = NULL; +PFNGLSTARTINSTRUMENTSSGIXPROC glad_glStartInstrumentsSGIX = NULL; +PFNGLSTOPINSTRUMENTSSGIXPROC glad_glStopInstrumentsSGIX = NULL; +PFNGLGETLISTPARAMETERFVSGIXPROC glad_glGetListParameterfvSGIX = NULL; +PFNGLGETLISTPARAMETERIVSGIXPROC glad_glGetListParameterivSGIX = NULL; +PFNGLLISTPARAMETERFSGIXPROC glad_glListParameterfSGIX = NULL; +PFNGLLISTPARAMETERFVSGIXPROC glad_glListParameterfvSGIX = NULL; +PFNGLLISTPARAMETERISGIXPROC glad_glListParameteriSGIX = NULL; +PFNGLLISTPARAMETERIVSGIXPROC glad_glListParameterivSGIX = NULL; +PFNGLPIXELTEXGENSGIXPROC glad_glPixelTexGenSGIX = NULL; +PFNGLDEFORMATIONMAP3DSGIXPROC glad_glDeformationMap3dSGIX = NULL; +PFNGLDEFORMATIONMAP3FSGIXPROC glad_glDeformationMap3fSGIX = NULL; +PFNGLDEFORMSGIXPROC glad_glDeformSGIX = NULL; +PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC glad_glLoadIdentityDeformationMapSGIX = NULL; +PFNGLREFERENCEPLANESGIXPROC glad_glReferencePlaneSGIX = NULL; +PFNGLSPRITEPARAMETERFSGIXPROC glad_glSpriteParameterfSGIX = NULL; +PFNGLSPRITEPARAMETERFVSGIXPROC glad_glSpriteParameterfvSGIX = NULL; +PFNGLSPRITEPARAMETERISGIXPROC glad_glSpriteParameteriSGIX = NULL; +PFNGLSPRITEPARAMETERIVSGIXPROC glad_glSpriteParameterivSGIX = NULL; +PFNGLTAGSAMPLEBUFFERSGIXPROC glad_glTagSampleBufferSGIX = NULL; +PFNGLCOLORTABLESGIPROC glad_glColorTableSGI = NULL; +PFNGLCOLORTABLEPARAMETERFVSGIPROC glad_glColorTableParameterfvSGI = NULL; +PFNGLCOLORTABLEPARAMETERIVSGIPROC glad_glColorTableParameterivSGI = NULL; +PFNGLCOPYCOLORTABLESGIPROC glad_glCopyColorTableSGI = NULL; +PFNGLGETCOLORTABLESGIPROC glad_glGetColorTableSGI = NULL; +PFNGLGETCOLORTABLEPARAMETERFVSGIPROC glad_glGetColorTableParameterfvSGI = NULL; +PFNGLGETCOLORTABLEPARAMETERIVSGIPROC glad_glGetColorTableParameterivSGI = NULL; +PFNGLFINISHTEXTURESUNXPROC glad_glFinishTextureSUNX = NULL; +PFNGLGLOBALALPHAFACTORBSUNPROC glad_glGlobalAlphaFactorbSUN = NULL; +PFNGLGLOBALALPHAFACTORSSUNPROC glad_glGlobalAlphaFactorsSUN = NULL; +PFNGLGLOBALALPHAFACTORISUNPROC glad_glGlobalAlphaFactoriSUN = NULL; +PFNGLGLOBALALPHAFACTORFSUNPROC glad_glGlobalAlphaFactorfSUN = NULL; +PFNGLGLOBALALPHAFACTORDSUNPROC glad_glGlobalAlphaFactordSUN = NULL; +PFNGLGLOBALALPHAFACTORUBSUNPROC glad_glGlobalAlphaFactorubSUN = NULL; +PFNGLGLOBALALPHAFACTORUSSUNPROC glad_glGlobalAlphaFactorusSUN = NULL; +PFNGLGLOBALALPHAFACTORUISUNPROC glad_glGlobalAlphaFactoruiSUN = NULL; +PFNGLDRAWMESHARRAYSSUNPROC glad_glDrawMeshArraysSUN = NULL; +PFNGLREPLACEMENTCODEUISUNPROC glad_glReplacementCodeuiSUN = NULL; +PFNGLREPLACEMENTCODEUSSUNPROC glad_glReplacementCodeusSUN = NULL; +PFNGLREPLACEMENTCODEUBSUNPROC glad_glReplacementCodeubSUN = NULL; +PFNGLREPLACEMENTCODEUIVSUNPROC glad_glReplacementCodeuivSUN = NULL; +PFNGLREPLACEMENTCODEUSVSUNPROC glad_glReplacementCodeusvSUN = NULL; +PFNGLREPLACEMENTCODEUBVSUNPROC glad_glReplacementCodeubvSUN = NULL; +PFNGLREPLACEMENTCODEPOINTERSUNPROC glad_glReplacementCodePointerSUN = NULL; +PFNGLCOLOR4UBVERTEX2FSUNPROC glad_glColor4ubVertex2fSUN = NULL; +PFNGLCOLOR4UBVERTEX2FVSUNPROC glad_glColor4ubVertex2fvSUN = NULL; +PFNGLCOLOR4UBVERTEX3FSUNPROC glad_glColor4ubVertex3fSUN = NULL; +PFNGLCOLOR4UBVERTEX3FVSUNPROC glad_glColor4ubVertex3fvSUN = NULL; +PFNGLCOLOR3FVERTEX3FSUNPROC glad_glColor3fVertex3fSUN = NULL; +PFNGLCOLOR3FVERTEX3FVSUNPROC glad_glColor3fVertex3fvSUN = NULL; +PFNGLNORMAL3FVERTEX3FSUNPROC glad_glNormal3fVertex3fSUN = NULL; +PFNGLNORMAL3FVERTEX3FVSUNPROC glad_glNormal3fVertex3fvSUN = NULL; +PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glColor4fNormal3fVertex3fSUN = NULL; +PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glColor4fNormal3fVertex3fvSUN = NULL; +PFNGLTEXCOORD2FVERTEX3FSUNPROC glad_glTexCoord2fVertex3fSUN = NULL; +PFNGLTEXCOORD2FVERTEX3FVSUNPROC glad_glTexCoord2fVertex3fvSUN = NULL; +PFNGLTEXCOORD4FVERTEX4FSUNPROC glad_glTexCoord4fVertex4fSUN = NULL; +PFNGLTEXCOORD4FVERTEX4FVSUNPROC glad_glTexCoord4fVertex4fvSUN = NULL; +PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC glad_glTexCoord2fColor4ubVertex3fSUN = NULL; +PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC glad_glTexCoord2fColor4ubVertex3fvSUN = NULL; +PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC glad_glTexCoord2fColor3fVertex3fSUN = NULL; +PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC glad_glTexCoord2fColor3fVertex3fvSUN = NULL; +PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC glad_glTexCoord2fNormal3fVertex3fSUN = NULL; +PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC glad_glTexCoord2fNormal3fVertex3fvSUN = NULL; +PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glTexCoord2fColor4fNormal3fVertex3fSUN = NULL; +PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glTexCoord2fColor4fNormal3fVertex3fvSUN = NULL; +PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC glad_glTexCoord4fColor4fNormal3fVertex4fSUN = NULL; +PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC glad_glTexCoord4fColor4fNormal3fVertex4fvSUN = NULL; +PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC glad_glReplacementCodeuiVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC glad_glReplacementCodeuiVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC glad_glReplacementCodeuiColor4ubVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC glad_glReplacementCodeuiColor4ubVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC glad_glReplacementCodeuiColor3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC glad_glReplacementCodeuiColor3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiColor4fNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiColor4fNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN = NULL; +PFNGLBLITFRAMEBUFFERANGLEPROC glad_glBlitFramebufferANGLE = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC glad_glRenderbufferStorageMultisampleANGLE = NULL; +PFNGLDRAWARRAYSINSTANCEDANGLEPROC glad_glDrawArraysInstancedANGLE = NULL; +PFNGLDRAWELEMENTSINSTANCEDANGLEPROC glad_glDrawElementsInstancedANGLE = NULL; +PFNGLVERTEXATTRIBDIVISORANGLEPROC glad_glVertexAttribDivisorANGLE = NULL; +PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC glad_glGetTranslatedShaderSourceANGLE = NULL; +PFNGLCOPYTEXTURELEVELSAPPLEPROC glad_glCopyTextureLevelsAPPLE = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC glad_glRenderbufferStorageMultisampleAPPLE = NULL; +PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC glad_glResolveMultisampleFramebufferAPPLE = NULL; +PFNGLFENCESYNCAPPLEPROC glad_glFenceSyncAPPLE = NULL; +PFNGLISSYNCAPPLEPROC glad_glIsSyncAPPLE = NULL; +PFNGLDELETESYNCAPPLEPROC glad_glDeleteSyncAPPLE = NULL; +PFNGLCLIENTWAITSYNCAPPLEPROC glad_glClientWaitSyncAPPLE = NULL; +PFNGLWAITSYNCAPPLEPROC glad_glWaitSyncAPPLE = NULL; +PFNGLGETINTEGER64VAPPLEPROC glad_glGetInteger64vAPPLE = NULL; +PFNGLGETSYNCIVAPPLEPROC glad_glGetSyncivAPPLE = NULL; +PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC glad_glDrawArraysInstancedBaseInstanceEXT = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC glad_glDrawElementsInstancedBaseInstanceEXT = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC glad_glDrawElementsInstancedBaseVertexBaseInstanceEXT = NULL; +PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC glad_glBindFragDataLocationIndexedEXT = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC glad_glGetProgramResourceLocationIndexEXT = NULL; +PFNGLGETFRAGDATAINDEXEXTPROC glad_glGetFragDataIndexEXT = NULL; +PFNGLBUFFERSTORAGEEXTPROC glad_glBufferStorageEXT = NULL; +PFNGLCLEARTEXIMAGEEXTPROC glad_glClearTexImageEXT = NULL; +PFNGLCLEARTEXSUBIMAGEEXTPROC glad_glClearTexSubImageEXT = NULL; +PFNGLCLIPCONTROLEXTPROC glad_glClipControlEXT = NULL; +PFNGLCOPYIMAGESUBDATAEXTPROC glad_glCopyImageSubDataEXT = NULL; +PFNGLDISCARDFRAMEBUFFEREXTPROC glad_glDiscardFramebufferEXT = NULL; +PFNGLGENQUERIESEXTPROC glad_glGenQueriesEXT = NULL; +PFNGLDELETEQUERIESEXTPROC glad_glDeleteQueriesEXT = NULL; +PFNGLISQUERYEXTPROC glad_glIsQueryEXT = NULL; +PFNGLBEGINQUERYEXTPROC glad_glBeginQueryEXT = NULL; +PFNGLENDQUERYEXTPROC glad_glEndQueryEXT = NULL; +PFNGLQUERYCOUNTEREXTPROC glad_glQueryCounterEXT = NULL; +PFNGLGETQUERYIVEXTPROC glad_glGetQueryivEXT = NULL; +PFNGLGETQUERYOBJECTIVEXTPROC glad_glGetQueryObjectivEXT = NULL; +PFNGLGETQUERYOBJECTUIVEXTPROC glad_glGetQueryObjectuivEXT = NULL; +PFNGLDRAWBUFFERSEXTPROC glad_glDrawBuffersEXT = NULL; +PFNGLENABLEIEXTPROC glad_glEnableiEXT = NULL; +PFNGLDISABLEIEXTPROC glad_glDisableiEXT = NULL; +PFNGLBLENDEQUATIONIEXTPROC glad_glBlendEquationiEXT = NULL; +PFNGLBLENDEQUATIONSEPARATEIEXTPROC glad_glBlendEquationSeparateiEXT = NULL; +PFNGLBLENDFUNCIEXTPROC glad_glBlendFunciEXT = NULL; +PFNGLBLENDFUNCSEPARATEIEXTPROC glad_glBlendFuncSeparateiEXT = NULL; +PFNGLCOLORMASKIEXTPROC glad_glColorMaskiEXT = NULL; +PFNGLISENABLEDIEXTPROC glad_glIsEnablediEXT = NULL; +PFNGLDRAWELEMENTSBASEVERTEXEXTPROC glad_glDrawElementsBaseVertexEXT = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC glad_glDrawRangeElementsBaseVertexEXT = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC glad_glDrawElementsInstancedBaseVertexEXT = NULL; +PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC glad_glMultiDrawElementsBaseVertexEXT = NULL; +PFNGLDRAWTRANSFORMFEEDBACKEXTPROC glad_glDrawTransformFeedbackEXT = NULL; +PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDEXTPROC glad_glDrawTransformFeedbackInstancedEXT = NULL; +PFNGLVERTEXATTRIBDIVISOREXTPROC glad_glVertexAttribDivisorEXT = NULL; +PFNGLMAPBUFFERRANGEEXTPROC glad_glMapBufferRangeEXT = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC glad_glFlushMappedBufferRangeEXT = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC glad_glMultiDrawArraysIndirectEXT = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC glad_glMultiDrawElementsIndirectEXT = NULL; +PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glad_glFramebufferTexture2DMultisampleEXT = NULL; +PFNGLREADBUFFERINDEXEDEXTPROC glad_glReadBufferIndexedEXT = NULL; +PFNGLDRAWBUFFERSINDEXEDEXTPROC glad_glDrawBuffersIndexedEXT = NULL; +PFNGLGETINTEGERI_VEXTPROC glad_glGetIntegeri_vEXT = NULL; +PFNGLPRIMITIVEBOUNDINGBOXEXTPROC glad_glPrimitiveBoundingBoxEXT = NULL; +PFNGLGETGRAPHICSRESETSTATUSEXTPROC glad_glGetGraphicsResetStatusEXT = NULL; +PFNGLREADNPIXELSEXTPROC glad_glReadnPixelsEXT = NULL; +PFNGLGETNUNIFORMFVEXTPROC glad_glGetnUniformfvEXT = NULL; +PFNGLGETNUNIFORMIVEXTPROC glad_glGetnUniformivEXT = NULL; +PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC glad_glFramebufferPixelLocalStorageSizeEXT = NULL; +PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC glad_glGetFramebufferPixelLocalStorageSizeEXT = NULL; +PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC glad_glClearPixelLocalStorageuiEXT = NULL; +PFNGLTEXPAGECOMMITMENTEXTPROC glad_glTexPageCommitmentEXT = NULL; +PFNGLPATCHPARAMETERIEXTPROC glad_glPatchParameteriEXT = NULL; +PFNGLSAMPLERPARAMETERIIVEXTPROC glad_glSamplerParameterIivEXT = NULL; +PFNGLSAMPLERPARAMETERIUIVEXTPROC glad_glSamplerParameterIuivEXT = NULL; +PFNGLGETSAMPLERPARAMETERIIVEXTPROC glad_glGetSamplerParameterIivEXT = NULL; +PFNGLGETSAMPLERPARAMETERIUIVEXTPROC glad_glGetSamplerParameterIuivEXT = NULL; +PFNGLTEXBUFFERRANGEEXTPROC glad_glTexBufferRangeEXT = NULL; +PFNGLTEXSTORAGE1DEXTPROC glad_glTexStorage1DEXT = NULL; +PFNGLTEXSTORAGE2DEXTPROC glad_glTexStorage2DEXT = NULL; +PFNGLTEXSTORAGE3DEXTPROC glad_glTexStorage3DEXT = NULL; +PFNGLTEXTUREVIEWEXTPROC glad_glTextureViewEXT = NULL; +PFNGLGETTEXTUREHANDLEIMGPROC glad_glGetTextureHandleIMG = NULL; +PFNGLGETTEXTURESAMPLERHANDLEIMGPROC glad_glGetTextureSamplerHandleIMG = NULL; +PFNGLUNIFORMHANDLEUI64IMGPROC glad_glUniformHandleui64IMG = NULL; +PFNGLUNIFORMHANDLEUI64VIMGPROC glad_glUniformHandleui64vIMG = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64IMGPROC glad_glProgramUniformHandleui64IMG = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64VIMGPROC glad_glProgramUniformHandleui64vIMG = NULL; +PFNGLFRAMEBUFFERTEXTURE2DDOWNSAMPLEIMGPROC glad_glFramebufferTexture2DDownsampleIMG = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERDOWNSAMPLEIMGPROC glad_glFramebufferTextureLayerDownsampleIMG = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEIMGPROC glad_glRenderbufferStorageMultisampleIMG = NULL; +PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEIMGPROC glad_glFramebufferTexture2DMultisampleIMG = NULL; +PFNGLCOPYBUFFERSUBDATANVPROC glad_glCopyBufferSubDataNV = NULL; +PFNGLCOVERAGEMASKNVPROC glad_glCoverageMaskNV = NULL; +PFNGLCOVERAGEOPERATIONNVPROC glad_glCoverageOperationNV = NULL; +PFNGLDRAWBUFFERSNVPROC glad_glDrawBuffersNV = NULL; +PFNGLDRAWARRAYSINSTANCEDNVPROC glad_glDrawArraysInstancedNV = NULL; +PFNGLDRAWELEMENTSINSTANCEDNVPROC glad_glDrawElementsInstancedNV = NULL; +PFNGLBLITFRAMEBUFFERNVPROC glad_glBlitFramebufferNV = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC glad_glRenderbufferStorageMultisampleNV = NULL; +PFNGLVERTEXATTRIBDIVISORNVPROC glad_glVertexAttribDivisorNV = NULL; +PFNGLUNIFORMMATRIX2X3FVNVPROC glad_glUniformMatrix2x3fvNV = NULL; +PFNGLUNIFORMMATRIX3X2FVNVPROC glad_glUniformMatrix3x2fvNV = NULL; +PFNGLUNIFORMMATRIX2X4FVNVPROC glad_glUniformMatrix2x4fvNV = NULL; +PFNGLUNIFORMMATRIX4X2FVNVPROC glad_glUniformMatrix4x2fvNV = NULL; +PFNGLUNIFORMMATRIX3X4FVNVPROC glad_glUniformMatrix3x4fvNV = NULL; +PFNGLUNIFORMMATRIX4X3FVNVPROC glad_glUniformMatrix4x3fvNV = NULL; +PFNGLPOLYGONMODENVPROC glad_glPolygonModeNV = NULL; +PFNGLREADBUFFERNVPROC glad_glReadBufferNV = NULL; +PFNGLVIEWPORTARRAYVNVPROC glad_glViewportArrayvNV = NULL; +PFNGLVIEWPORTINDEXEDFNVPROC glad_glViewportIndexedfNV = NULL; +PFNGLVIEWPORTINDEXEDFVNVPROC glad_glViewportIndexedfvNV = NULL; +PFNGLSCISSORARRAYVNVPROC glad_glScissorArrayvNV = NULL; +PFNGLSCISSORINDEXEDNVPROC glad_glScissorIndexedNV = NULL; +PFNGLSCISSORINDEXEDVNVPROC glad_glScissorIndexedvNV = NULL; +PFNGLDEPTHRANGEARRAYFVNVPROC glad_glDepthRangeArrayfvNV = NULL; +PFNGLDEPTHRANGEINDEXEDFNVPROC glad_glDepthRangeIndexedfNV = NULL; +PFNGLGETFLOATI_VNVPROC glad_glGetFloati_vNV = NULL; +PFNGLENABLEINVPROC glad_glEnableiNV = NULL; +PFNGLDISABLEINVPROC glad_glDisableiNV = NULL; +PFNGLISENABLEDINVPROC glad_glIsEnablediNV = NULL; +PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glad_glEGLImageTargetTexture2DOES = NULL; +PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC glad_glEGLImageTargetRenderbufferStorageOES = NULL; +PFNGLCOPYIMAGESUBDATAOESPROC glad_glCopyImageSubDataOES = NULL; +PFNGLENABLEIOESPROC glad_glEnableiOES = NULL; +PFNGLDISABLEIOESPROC glad_glDisableiOES = NULL; +PFNGLBLENDEQUATIONIOESPROC glad_glBlendEquationiOES = NULL; +PFNGLBLENDEQUATIONSEPARATEIOESPROC glad_glBlendEquationSeparateiOES = NULL; +PFNGLBLENDFUNCIOESPROC glad_glBlendFunciOES = NULL; +PFNGLBLENDFUNCSEPARATEIOESPROC glad_glBlendFuncSeparateiOES = NULL; +PFNGLCOLORMASKIOESPROC glad_glColorMaskiOES = NULL; +PFNGLISENABLEDIOESPROC glad_glIsEnablediOES = NULL; +PFNGLDRAWELEMENTSBASEVERTEXOESPROC glad_glDrawElementsBaseVertexOES = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXOESPROC glad_glDrawRangeElementsBaseVertexOES = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXOESPROC glad_glDrawElementsInstancedBaseVertexOES = NULL; +PFNGLFRAMEBUFFERTEXTUREOESPROC glad_glFramebufferTextureOES = NULL; +PFNGLGETPROGRAMBINARYOESPROC glad_glGetProgramBinaryOES = NULL; +PFNGLPROGRAMBINARYOESPROC glad_glProgramBinaryOES = NULL; +PFNGLMAPBUFFEROESPROC glad_glMapBufferOES = NULL; +PFNGLUNMAPBUFFEROESPROC glad_glUnmapBufferOES = NULL; +PFNGLGETBUFFERPOINTERVOESPROC glad_glGetBufferPointervOES = NULL; +PFNGLPRIMITIVEBOUNDINGBOXOESPROC glad_glPrimitiveBoundingBoxOES = NULL; +PFNGLMINSAMPLESHADINGOESPROC glad_glMinSampleShadingOES = NULL; +PFNGLPATCHPARAMETERIOESPROC glad_glPatchParameteriOES = NULL; +PFNGLTEXIMAGE3DOESPROC glad_glTexImage3DOES = NULL; +PFNGLTEXSUBIMAGE3DOESPROC glad_glTexSubImage3DOES = NULL; +PFNGLCOPYTEXSUBIMAGE3DOESPROC glad_glCopyTexSubImage3DOES = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DOESPROC glad_glCompressedTexImage3DOES = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC glad_glCompressedTexSubImage3DOES = NULL; +PFNGLFRAMEBUFFERTEXTURE3DOESPROC glad_glFramebufferTexture3DOES = NULL; +PFNGLTEXPARAMETERIIVOESPROC glad_glTexParameterIivOES = NULL; +PFNGLTEXPARAMETERIUIVOESPROC glad_glTexParameterIuivOES = NULL; +PFNGLGETTEXPARAMETERIIVOESPROC glad_glGetTexParameterIivOES = NULL; +PFNGLGETTEXPARAMETERIUIVOESPROC glad_glGetTexParameterIuivOES = NULL; +PFNGLSAMPLERPARAMETERIIVOESPROC glad_glSamplerParameterIivOES = NULL; +PFNGLSAMPLERPARAMETERIUIVOESPROC glad_glSamplerParameterIuivOES = NULL; +PFNGLGETSAMPLERPARAMETERIIVOESPROC glad_glGetSamplerParameterIivOES = NULL; +PFNGLGETSAMPLERPARAMETERIUIVOESPROC glad_glGetSamplerParameterIuivOES = NULL; +PFNGLTEXBUFFEROESPROC glad_glTexBufferOES = NULL; +PFNGLTEXBUFFERRANGEOESPROC glad_glTexBufferRangeOES = NULL; +PFNGLTEXSTORAGE3DMULTISAMPLEOESPROC glad_glTexStorage3DMultisampleOES = NULL; +PFNGLTEXTUREVIEWOESPROC glad_glTextureViewOES = NULL; +PFNGLBINDVERTEXARRAYOESPROC glad_glBindVertexArrayOES = NULL; +PFNGLDELETEVERTEXARRAYSOESPROC glad_glDeleteVertexArraysOES = NULL; +PFNGLGENVERTEXARRAYSOESPROC glad_glGenVertexArraysOES = NULL; +PFNGLISVERTEXARRAYOESPROC glad_glIsVertexArrayOES = NULL; +PFNGLVIEWPORTARRAYVOESPROC glad_glViewportArrayvOES = NULL; +PFNGLVIEWPORTINDEXEDFOESPROC glad_glViewportIndexedfOES = NULL; +PFNGLVIEWPORTINDEXEDFVOESPROC glad_glViewportIndexedfvOES = NULL; +PFNGLSCISSORARRAYVOESPROC glad_glScissorArrayvOES = NULL; +PFNGLSCISSORINDEXEDOESPROC glad_glScissorIndexedOES = NULL; +PFNGLSCISSORINDEXEDVOESPROC glad_glScissorIndexedvOES = NULL; +PFNGLDEPTHRANGEARRAYFVOESPROC glad_glDepthRangeArrayfvOES = NULL; +PFNGLDEPTHRANGEINDEXEDFOESPROC glad_glDepthRangeIndexedfOES = NULL; +PFNGLGETFLOATI_VOESPROC glad_glGetFloati_vOES = NULL; +PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC glad_glFramebufferTextureMultisampleMultiviewOVR = NULL; +PFNGLALPHAFUNCQCOMPROC glad_glAlphaFuncQCOM = NULL; +PFNGLGETDRIVERCONTROLSQCOMPROC glad_glGetDriverControlsQCOM = NULL; +PFNGLGETDRIVERCONTROLSTRINGQCOMPROC glad_glGetDriverControlStringQCOM = NULL; +PFNGLENABLEDRIVERCONTROLQCOMPROC glad_glEnableDriverControlQCOM = NULL; +PFNGLDISABLEDRIVERCONTROLQCOMPROC glad_glDisableDriverControlQCOM = NULL; +PFNGLEXTGETTEXTURESQCOMPROC glad_glExtGetTexturesQCOM = NULL; +PFNGLEXTGETBUFFERSQCOMPROC glad_glExtGetBuffersQCOM = NULL; +PFNGLEXTGETRENDERBUFFERSQCOMPROC glad_glExtGetRenderbuffersQCOM = NULL; +PFNGLEXTGETFRAMEBUFFERSQCOMPROC glad_glExtGetFramebuffersQCOM = NULL; +PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC glad_glExtGetTexLevelParameterivQCOM = NULL; +PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC glad_glExtTexObjectStateOverrideiQCOM = NULL; +PFNGLEXTGETTEXSUBIMAGEQCOMPROC glad_glExtGetTexSubImageQCOM = NULL; +PFNGLEXTGETBUFFERPOINTERVQCOMPROC glad_glExtGetBufferPointervQCOM = NULL; +PFNGLEXTGETSHADERSQCOMPROC glad_glExtGetShadersQCOM = NULL; +PFNGLEXTGETPROGRAMSQCOMPROC glad_glExtGetProgramsQCOM = NULL; +PFNGLEXTISPROGRAMBINARYQCOMPROC glad_glExtIsProgramBinaryQCOM = NULL; +PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC glad_glExtGetProgramBinarySourceQCOM = NULL; +PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC glad_glFramebufferFoveationConfigQCOM = NULL; +PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC glad_glFramebufferFoveationParametersQCOM = NULL; +PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC glad_glFramebufferFetchBarrierQCOM = NULL; +PFNGLTEXTUREFOVEATIONPARAMETERSQCOMPROC glad_glTextureFoveationParametersQCOM = NULL; +PFNGLSTARTTILINGQCOMPROC glad_glStartTilingQCOM = NULL; +PFNGLENDTILINGQCOMPROC glad_glEndTilingQCOM = NULL; +static void load_GL_VERSION_1_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_0) return; + glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace"); + glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace"); + glad_glHint = (PFNGLHINTPROC)load("glHint"); + glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth"); + glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize"); + glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode"); + glad_glScissor = (PFNGLSCISSORPROC)load("glScissor"); + glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf"); + glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv"); + glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri"); + glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv"); + glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D"); + glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D"); + glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer"); + glad_glClear = (PFNGLCLEARPROC)load("glClear"); + glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor"); + glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil"); + glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth"); + glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask"); + glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask"); + glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask"); + glad_glDisable = (PFNGLDISABLEPROC)load("glDisable"); + glad_glEnable = (PFNGLENABLEPROC)load("glEnable"); + glad_glFinish = (PFNGLFINISHPROC)load("glFinish"); + glad_glFlush = (PFNGLFLUSHPROC)load("glFlush"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc"); + glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp"); + glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc"); + glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp"); + glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc"); + glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref"); + glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei"); + glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer"); + glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels"); + glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv"); + glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev"); + glad_glGetError = (PFNGLGETERRORPROC)load("glGetError"); + glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv"); + glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv"); + glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage"); + glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv"); + glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv"); + glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv"); + glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv"); + glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled"); + glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange"); + glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport"); + glad_glNewList = (PFNGLNEWLISTPROC)load("glNewList"); + glad_glEndList = (PFNGLENDLISTPROC)load("glEndList"); + glad_glCallList = (PFNGLCALLLISTPROC)load("glCallList"); + glad_glCallLists = (PFNGLCALLLISTSPROC)load("glCallLists"); + glad_glDeleteLists = (PFNGLDELETELISTSPROC)load("glDeleteLists"); + glad_glGenLists = (PFNGLGENLISTSPROC)load("glGenLists"); + glad_glListBase = (PFNGLLISTBASEPROC)load("glListBase"); + glad_glBegin = (PFNGLBEGINPROC)load("glBegin"); + glad_glBitmap = (PFNGLBITMAPPROC)load("glBitmap"); + glad_glColor3b = (PFNGLCOLOR3BPROC)load("glColor3b"); + glad_glColor3bv = (PFNGLCOLOR3BVPROC)load("glColor3bv"); + glad_glColor3d = (PFNGLCOLOR3DPROC)load("glColor3d"); + glad_glColor3dv = (PFNGLCOLOR3DVPROC)load("glColor3dv"); + glad_glColor3f = (PFNGLCOLOR3FPROC)load("glColor3f"); + glad_glColor3fv = (PFNGLCOLOR3FVPROC)load("glColor3fv"); + glad_glColor3i = (PFNGLCOLOR3IPROC)load("glColor3i"); + glad_glColor3iv = (PFNGLCOLOR3IVPROC)load("glColor3iv"); + glad_glColor3s = (PFNGLCOLOR3SPROC)load("glColor3s"); + glad_glColor3sv = (PFNGLCOLOR3SVPROC)load("glColor3sv"); + glad_glColor3ub = (PFNGLCOLOR3UBPROC)load("glColor3ub"); + glad_glColor3ubv = (PFNGLCOLOR3UBVPROC)load("glColor3ubv"); + glad_glColor3ui = (PFNGLCOLOR3UIPROC)load("glColor3ui"); + glad_glColor3uiv = (PFNGLCOLOR3UIVPROC)load("glColor3uiv"); + glad_glColor3us = (PFNGLCOLOR3USPROC)load("glColor3us"); + glad_glColor3usv = (PFNGLCOLOR3USVPROC)load("glColor3usv"); + glad_glColor4b = (PFNGLCOLOR4BPROC)load("glColor4b"); + glad_glColor4bv = (PFNGLCOLOR4BVPROC)load("glColor4bv"); + glad_glColor4d = (PFNGLCOLOR4DPROC)load("glColor4d"); + glad_glColor4dv = (PFNGLCOLOR4DVPROC)load("glColor4dv"); + glad_glColor4f = (PFNGLCOLOR4FPROC)load("glColor4f"); + glad_glColor4fv = (PFNGLCOLOR4FVPROC)load("glColor4fv"); + glad_glColor4i = (PFNGLCOLOR4IPROC)load("glColor4i"); + glad_glColor4iv = (PFNGLCOLOR4IVPROC)load("glColor4iv"); + glad_glColor4s = (PFNGLCOLOR4SPROC)load("glColor4s"); + glad_glColor4sv = (PFNGLCOLOR4SVPROC)load("glColor4sv"); + glad_glColor4ub = (PFNGLCOLOR4UBPROC)load("glColor4ub"); + glad_glColor4ubv = (PFNGLCOLOR4UBVPROC)load("glColor4ubv"); + glad_glColor4ui = (PFNGLCOLOR4UIPROC)load("glColor4ui"); + glad_glColor4uiv = (PFNGLCOLOR4UIVPROC)load("glColor4uiv"); + glad_glColor4us = (PFNGLCOLOR4USPROC)load("glColor4us"); + glad_glColor4usv = (PFNGLCOLOR4USVPROC)load("glColor4usv"); + glad_glEdgeFlag = (PFNGLEDGEFLAGPROC)load("glEdgeFlag"); + glad_glEdgeFlagv = (PFNGLEDGEFLAGVPROC)load("glEdgeFlagv"); + glad_glEnd = (PFNGLENDPROC)load("glEnd"); + glad_glIndexd = (PFNGLINDEXDPROC)load("glIndexd"); + glad_glIndexdv = (PFNGLINDEXDVPROC)load("glIndexdv"); + glad_glIndexf = (PFNGLINDEXFPROC)load("glIndexf"); + glad_glIndexfv = (PFNGLINDEXFVPROC)load("glIndexfv"); + glad_glIndexi = (PFNGLINDEXIPROC)load("glIndexi"); + glad_glIndexiv = (PFNGLINDEXIVPROC)load("glIndexiv"); + glad_glIndexs = (PFNGLINDEXSPROC)load("glIndexs"); + glad_glIndexsv = (PFNGLINDEXSVPROC)load("glIndexsv"); + glad_glNormal3b = (PFNGLNORMAL3BPROC)load("glNormal3b"); + glad_glNormal3bv = (PFNGLNORMAL3BVPROC)load("glNormal3bv"); + glad_glNormal3d = (PFNGLNORMAL3DPROC)load("glNormal3d"); + glad_glNormal3dv = (PFNGLNORMAL3DVPROC)load("glNormal3dv"); + glad_glNormal3f = (PFNGLNORMAL3FPROC)load("glNormal3f"); + glad_glNormal3fv = (PFNGLNORMAL3FVPROC)load("glNormal3fv"); + glad_glNormal3i = (PFNGLNORMAL3IPROC)load("glNormal3i"); + glad_glNormal3iv = (PFNGLNORMAL3IVPROC)load("glNormal3iv"); + glad_glNormal3s = (PFNGLNORMAL3SPROC)load("glNormal3s"); + glad_glNormal3sv = (PFNGLNORMAL3SVPROC)load("glNormal3sv"); + glad_glRasterPos2d = (PFNGLRASTERPOS2DPROC)load("glRasterPos2d"); + glad_glRasterPos2dv = (PFNGLRASTERPOS2DVPROC)load("glRasterPos2dv"); + glad_glRasterPos2f = (PFNGLRASTERPOS2FPROC)load("glRasterPos2f"); + glad_glRasterPos2fv = (PFNGLRASTERPOS2FVPROC)load("glRasterPos2fv"); + glad_glRasterPos2i = (PFNGLRASTERPOS2IPROC)load("glRasterPos2i"); + glad_glRasterPos2iv = (PFNGLRASTERPOS2IVPROC)load("glRasterPos2iv"); + glad_glRasterPos2s = (PFNGLRASTERPOS2SPROC)load("glRasterPos2s"); + glad_glRasterPos2sv = (PFNGLRASTERPOS2SVPROC)load("glRasterPos2sv"); + glad_glRasterPos3d = (PFNGLRASTERPOS3DPROC)load("glRasterPos3d"); + glad_glRasterPos3dv = (PFNGLRASTERPOS3DVPROC)load("glRasterPos3dv"); + glad_glRasterPos3f = (PFNGLRASTERPOS3FPROC)load("glRasterPos3f"); + glad_glRasterPos3fv = (PFNGLRASTERPOS3FVPROC)load("glRasterPos3fv"); + glad_glRasterPos3i = (PFNGLRASTERPOS3IPROC)load("glRasterPos3i"); + glad_glRasterPos3iv = (PFNGLRASTERPOS3IVPROC)load("glRasterPos3iv"); + glad_glRasterPos3s = (PFNGLRASTERPOS3SPROC)load("glRasterPos3s"); + glad_glRasterPos3sv = (PFNGLRASTERPOS3SVPROC)load("glRasterPos3sv"); + glad_glRasterPos4d = (PFNGLRASTERPOS4DPROC)load("glRasterPos4d"); + glad_glRasterPos4dv = (PFNGLRASTERPOS4DVPROC)load("glRasterPos4dv"); + glad_glRasterPos4f = (PFNGLRASTERPOS4FPROC)load("glRasterPos4f"); + glad_glRasterPos4fv = (PFNGLRASTERPOS4FVPROC)load("glRasterPos4fv"); + glad_glRasterPos4i = (PFNGLRASTERPOS4IPROC)load("glRasterPos4i"); + glad_glRasterPos4iv = (PFNGLRASTERPOS4IVPROC)load("glRasterPos4iv"); + glad_glRasterPos4s = (PFNGLRASTERPOS4SPROC)load("glRasterPos4s"); + glad_glRasterPos4sv = (PFNGLRASTERPOS4SVPROC)load("glRasterPos4sv"); + glad_glRectd = (PFNGLRECTDPROC)load("glRectd"); + glad_glRectdv = (PFNGLRECTDVPROC)load("glRectdv"); + glad_glRectf = (PFNGLRECTFPROC)load("glRectf"); + glad_glRectfv = (PFNGLRECTFVPROC)load("glRectfv"); + glad_glRecti = (PFNGLRECTIPROC)load("glRecti"); + glad_glRectiv = (PFNGLRECTIVPROC)load("glRectiv"); + glad_glRects = (PFNGLRECTSPROC)load("glRects"); + glad_glRectsv = (PFNGLRECTSVPROC)load("glRectsv"); + glad_glTexCoord1d = (PFNGLTEXCOORD1DPROC)load("glTexCoord1d"); + glad_glTexCoord1dv = (PFNGLTEXCOORD1DVPROC)load("glTexCoord1dv"); + glad_glTexCoord1f = (PFNGLTEXCOORD1FPROC)load("glTexCoord1f"); + glad_glTexCoord1fv = (PFNGLTEXCOORD1FVPROC)load("glTexCoord1fv"); + glad_glTexCoord1i = (PFNGLTEXCOORD1IPROC)load("glTexCoord1i"); + glad_glTexCoord1iv = (PFNGLTEXCOORD1IVPROC)load("glTexCoord1iv"); + glad_glTexCoord1s = (PFNGLTEXCOORD1SPROC)load("glTexCoord1s"); + glad_glTexCoord1sv = (PFNGLTEXCOORD1SVPROC)load("glTexCoord1sv"); + glad_glTexCoord2d = (PFNGLTEXCOORD2DPROC)load("glTexCoord2d"); + glad_glTexCoord2dv = (PFNGLTEXCOORD2DVPROC)load("glTexCoord2dv"); + glad_glTexCoord2f = (PFNGLTEXCOORD2FPROC)load("glTexCoord2f"); + glad_glTexCoord2fv = (PFNGLTEXCOORD2FVPROC)load("glTexCoord2fv"); + glad_glTexCoord2i = (PFNGLTEXCOORD2IPROC)load("glTexCoord2i"); + glad_glTexCoord2iv = (PFNGLTEXCOORD2IVPROC)load("glTexCoord2iv"); + glad_glTexCoord2s = (PFNGLTEXCOORD2SPROC)load("glTexCoord2s"); + glad_glTexCoord2sv = (PFNGLTEXCOORD2SVPROC)load("glTexCoord2sv"); + glad_glTexCoord3d = (PFNGLTEXCOORD3DPROC)load("glTexCoord3d"); + glad_glTexCoord3dv = (PFNGLTEXCOORD3DVPROC)load("glTexCoord3dv"); + glad_glTexCoord3f = (PFNGLTEXCOORD3FPROC)load("glTexCoord3f"); + glad_glTexCoord3fv = (PFNGLTEXCOORD3FVPROC)load("glTexCoord3fv"); + glad_glTexCoord3i = (PFNGLTEXCOORD3IPROC)load("glTexCoord3i"); + glad_glTexCoord3iv = (PFNGLTEXCOORD3IVPROC)load("glTexCoord3iv"); + glad_glTexCoord3s = (PFNGLTEXCOORD3SPROC)load("glTexCoord3s"); + glad_glTexCoord3sv = (PFNGLTEXCOORD3SVPROC)load("glTexCoord3sv"); + glad_glTexCoord4d = (PFNGLTEXCOORD4DPROC)load("glTexCoord4d"); + glad_glTexCoord4dv = (PFNGLTEXCOORD4DVPROC)load("glTexCoord4dv"); + glad_glTexCoord4f = (PFNGLTEXCOORD4FPROC)load("glTexCoord4f"); + glad_glTexCoord4fv = (PFNGLTEXCOORD4FVPROC)load("glTexCoord4fv"); + glad_glTexCoord4i = (PFNGLTEXCOORD4IPROC)load("glTexCoord4i"); + glad_glTexCoord4iv = (PFNGLTEXCOORD4IVPROC)load("glTexCoord4iv"); + glad_glTexCoord4s = (PFNGLTEXCOORD4SPROC)load("glTexCoord4s"); + glad_glTexCoord4sv = (PFNGLTEXCOORD4SVPROC)load("glTexCoord4sv"); + glad_glVertex2d = (PFNGLVERTEX2DPROC)load("glVertex2d"); + glad_glVertex2dv = (PFNGLVERTEX2DVPROC)load("glVertex2dv"); + glad_glVertex2f = (PFNGLVERTEX2FPROC)load("glVertex2f"); + glad_glVertex2fv = (PFNGLVERTEX2FVPROC)load("glVertex2fv"); + glad_glVertex2i = (PFNGLVERTEX2IPROC)load("glVertex2i"); + glad_glVertex2iv = (PFNGLVERTEX2IVPROC)load("glVertex2iv"); + glad_glVertex2s = (PFNGLVERTEX2SPROC)load("glVertex2s"); + glad_glVertex2sv = (PFNGLVERTEX2SVPROC)load("glVertex2sv"); + glad_glVertex3d = (PFNGLVERTEX3DPROC)load("glVertex3d"); + glad_glVertex3dv = (PFNGLVERTEX3DVPROC)load("glVertex3dv"); + glad_glVertex3f = (PFNGLVERTEX3FPROC)load("glVertex3f"); + glad_glVertex3fv = (PFNGLVERTEX3FVPROC)load("glVertex3fv"); + glad_glVertex3i = (PFNGLVERTEX3IPROC)load("glVertex3i"); + glad_glVertex3iv = (PFNGLVERTEX3IVPROC)load("glVertex3iv"); + glad_glVertex3s = (PFNGLVERTEX3SPROC)load("glVertex3s"); + glad_glVertex3sv = (PFNGLVERTEX3SVPROC)load("glVertex3sv"); + glad_glVertex4d = (PFNGLVERTEX4DPROC)load("glVertex4d"); + glad_glVertex4dv = (PFNGLVERTEX4DVPROC)load("glVertex4dv"); + glad_glVertex4f = (PFNGLVERTEX4FPROC)load("glVertex4f"); + glad_glVertex4fv = (PFNGLVERTEX4FVPROC)load("glVertex4fv"); + glad_glVertex4i = (PFNGLVERTEX4IPROC)load("glVertex4i"); + glad_glVertex4iv = (PFNGLVERTEX4IVPROC)load("glVertex4iv"); + glad_glVertex4s = (PFNGLVERTEX4SPROC)load("glVertex4s"); + glad_glVertex4sv = (PFNGLVERTEX4SVPROC)load("glVertex4sv"); + glad_glClipPlane = (PFNGLCLIPPLANEPROC)load("glClipPlane"); + glad_glColorMaterial = (PFNGLCOLORMATERIALPROC)load("glColorMaterial"); + glad_glFogf = (PFNGLFOGFPROC)load("glFogf"); + glad_glFogfv = (PFNGLFOGFVPROC)load("glFogfv"); + glad_glFogi = (PFNGLFOGIPROC)load("glFogi"); + glad_glFogiv = (PFNGLFOGIVPROC)load("glFogiv"); + glad_glLightf = (PFNGLLIGHTFPROC)load("glLightf"); + glad_glLightfv = (PFNGLLIGHTFVPROC)load("glLightfv"); + glad_glLighti = (PFNGLLIGHTIPROC)load("glLighti"); + glad_glLightiv = (PFNGLLIGHTIVPROC)load("glLightiv"); + glad_glLightModelf = (PFNGLLIGHTMODELFPROC)load("glLightModelf"); + glad_glLightModelfv = (PFNGLLIGHTMODELFVPROC)load("glLightModelfv"); + glad_glLightModeli = (PFNGLLIGHTMODELIPROC)load("glLightModeli"); + glad_glLightModeliv = (PFNGLLIGHTMODELIVPROC)load("glLightModeliv"); + glad_glLineStipple = (PFNGLLINESTIPPLEPROC)load("glLineStipple"); + glad_glMaterialf = (PFNGLMATERIALFPROC)load("glMaterialf"); + glad_glMaterialfv = (PFNGLMATERIALFVPROC)load("glMaterialfv"); + glad_glMateriali = (PFNGLMATERIALIPROC)load("glMateriali"); + glad_glMaterialiv = (PFNGLMATERIALIVPROC)load("glMaterialiv"); + glad_glPolygonStipple = (PFNGLPOLYGONSTIPPLEPROC)load("glPolygonStipple"); + glad_glShadeModel = (PFNGLSHADEMODELPROC)load("glShadeModel"); + glad_glTexEnvf = (PFNGLTEXENVFPROC)load("glTexEnvf"); + glad_glTexEnvfv = (PFNGLTEXENVFVPROC)load("glTexEnvfv"); + glad_glTexEnvi = (PFNGLTEXENVIPROC)load("glTexEnvi"); + glad_glTexEnviv = (PFNGLTEXENVIVPROC)load("glTexEnviv"); + glad_glTexGend = (PFNGLTEXGENDPROC)load("glTexGend"); + glad_glTexGendv = (PFNGLTEXGENDVPROC)load("glTexGendv"); + glad_glTexGenf = (PFNGLTEXGENFPROC)load("glTexGenf"); + glad_glTexGenfv = (PFNGLTEXGENFVPROC)load("glTexGenfv"); + glad_glTexGeni = (PFNGLTEXGENIPROC)load("glTexGeni"); + glad_glTexGeniv = (PFNGLTEXGENIVPROC)load("glTexGeniv"); + glad_glFeedbackBuffer = (PFNGLFEEDBACKBUFFERPROC)load("glFeedbackBuffer"); + glad_glSelectBuffer = (PFNGLSELECTBUFFERPROC)load("glSelectBuffer"); + glad_glRenderMode = (PFNGLRENDERMODEPROC)load("glRenderMode"); + glad_glInitNames = (PFNGLINITNAMESPROC)load("glInitNames"); + glad_glLoadName = (PFNGLLOADNAMEPROC)load("glLoadName"); + glad_glPassThrough = (PFNGLPASSTHROUGHPROC)load("glPassThrough"); + glad_glPopName = (PFNGLPOPNAMEPROC)load("glPopName"); + glad_glPushName = (PFNGLPUSHNAMEPROC)load("glPushName"); + glad_glClearAccum = (PFNGLCLEARACCUMPROC)load("glClearAccum"); + glad_glClearIndex = (PFNGLCLEARINDEXPROC)load("glClearIndex"); + glad_glIndexMask = (PFNGLINDEXMASKPROC)load("glIndexMask"); + glad_glAccum = (PFNGLACCUMPROC)load("glAccum"); + glad_glPopAttrib = (PFNGLPOPATTRIBPROC)load("glPopAttrib"); + glad_glPushAttrib = (PFNGLPUSHATTRIBPROC)load("glPushAttrib"); + glad_glMap1d = (PFNGLMAP1DPROC)load("glMap1d"); + glad_glMap1f = (PFNGLMAP1FPROC)load("glMap1f"); + glad_glMap2d = (PFNGLMAP2DPROC)load("glMap2d"); + glad_glMap2f = (PFNGLMAP2FPROC)load("glMap2f"); + glad_glMapGrid1d = (PFNGLMAPGRID1DPROC)load("glMapGrid1d"); + glad_glMapGrid1f = (PFNGLMAPGRID1FPROC)load("glMapGrid1f"); + glad_glMapGrid2d = (PFNGLMAPGRID2DPROC)load("glMapGrid2d"); + glad_glMapGrid2f = (PFNGLMAPGRID2FPROC)load("glMapGrid2f"); + glad_glEvalCoord1d = (PFNGLEVALCOORD1DPROC)load("glEvalCoord1d"); + glad_glEvalCoord1dv = (PFNGLEVALCOORD1DVPROC)load("glEvalCoord1dv"); + glad_glEvalCoord1f = (PFNGLEVALCOORD1FPROC)load("glEvalCoord1f"); + glad_glEvalCoord1fv = (PFNGLEVALCOORD1FVPROC)load("glEvalCoord1fv"); + glad_glEvalCoord2d = (PFNGLEVALCOORD2DPROC)load("glEvalCoord2d"); + glad_glEvalCoord2dv = (PFNGLEVALCOORD2DVPROC)load("glEvalCoord2dv"); + glad_glEvalCoord2f = (PFNGLEVALCOORD2FPROC)load("glEvalCoord2f"); + glad_glEvalCoord2fv = (PFNGLEVALCOORD2FVPROC)load("glEvalCoord2fv"); + glad_glEvalMesh1 = (PFNGLEVALMESH1PROC)load("glEvalMesh1"); + glad_glEvalPoint1 = (PFNGLEVALPOINT1PROC)load("glEvalPoint1"); + glad_glEvalMesh2 = (PFNGLEVALMESH2PROC)load("glEvalMesh2"); + glad_glEvalPoint2 = (PFNGLEVALPOINT2PROC)load("glEvalPoint2"); + glad_glAlphaFunc = (PFNGLALPHAFUNCPROC)load("glAlphaFunc"); + glad_glPixelZoom = (PFNGLPIXELZOOMPROC)load("glPixelZoom"); + glad_glPixelTransferf = (PFNGLPIXELTRANSFERFPROC)load("glPixelTransferf"); + glad_glPixelTransferi = (PFNGLPIXELTRANSFERIPROC)load("glPixelTransferi"); + glad_glPixelMapfv = (PFNGLPIXELMAPFVPROC)load("glPixelMapfv"); + glad_glPixelMapuiv = (PFNGLPIXELMAPUIVPROC)load("glPixelMapuiv"); + glad_glPixelMapusv = (PFNGLPIXELMAPUSVPROC)load("glPixelMapusv"); + glad_glCopyPixels = (PFNGLCOPYPIXELSPROC)load("glCopyPixels"); + glad_glDrawPixels = (PFNGLDRAWPIXELSPROC)load("glDrawPixels"); + glad_glGetClipPlane = (PFNGLGETCLIPPLANEPROC)load("glGetClipPlane"); + glad_glGetLightfv = (PFNGLGETLIGHTFVPROC)load("glGetLightfv"); + glad_glGetLightiv = (PFNGLGETLIGHTIVPROC)load("glGetLightiv"); + glad_glGetMapdv = (PFNGLGETMAPDVPROC)load("glGetMapdv"); + glad_glGetMapfv = (PFNGLGETMAPFVPROC)load("glGetMapfv"); + glad_glGetMapiv = (PFNGLGETMAPIVPROC)load("glGetMapiv"); + glad_glGetMaterialfv = (PFNGLGETMATERIALFVPROC)load("glGetMaterialfv"); + glad_glGetMaterialiv = (PFNGLGETMATERIALIVPROC)load("glGetMaterialiv"); + glad_glGetPixelMapfv = (PFNGLGETPIXELMAPFVPROC)load("glGetPixelMapfv"); + glad_glGetPixelMapuiv = (PFNGLGETPIXELMAPUIVPROC)load("glGetPixelMapuiv"); + glad_glGetPixelMapusv = (PFNGLGETPIXELMAPUSVPROC)load("glGetPixelMapusv"); + glad_glGetPolygonStipple = (PFNGLGETPOLYGONSTIPPLEPROC)load("glGetPolygonStipple"); + glad_glGetTexEnvfv = (PFNGLGETTEXENVFVPROC)load("glGetTexEnvfv"); + glad_glGetTexEnviv = (PFNGLGETTEXENVIVPROC)load("glGetTexEnviv"); + glad_glGetTexGendv = (PFNGLGETTEXGENDVPROC)load("glGetTexGendv"); + glad_glGetTexGenfv = (PFNGLGETTEXGENFVPROC)load("glGetTexGenfv"); + glad_glGetTexGeniv = (PFNGLGETTEXGENIVPROC)load("glGetTexGeniv"); + glad_glIsList = (PFNGLISLISTPROC)load("glIsList"); + glad_glFrustum = (PFNGLFRUSTUMPROC)load("glFrustum"); + glad_glLoadIdentity = (PFNGLLOADIDENTITYPROC)load("glLoadIdentity"); + glad_glLoadMatrixf = (PFNGLLOADMATRIXFPROC)load("glLoadMatrixf"); + glad_glLoadMatrixd = (PFNGLLOADMATRIXDPROC)load("glLoadMatrixd"); + glad_glMatrixMode = (PFNGLMATRIXMODEPROC)load("glMatrixMode"); + glad_glMultMatrixf = (PFNGLMULTMATRIXFPROC)load("glMultMatrixf"); + glad_glMultMatrixd = (PFNGLMULTMATRIXDPROC)load("glMultMatrixd"); + glad_glOrtho = (PFNGLORTHOPROC)load("glOrtho"); + glad_glPopMatrix = (PFNGLPOPMATRIXPROC)load("glPopMatrix"); + glad_glPushMatrix = (PFNGLPUSHMATRIXPROC)load("glPushMatrix"); + glad_glRotated = (PFNGLROTATEDPROC)load("glRotated"); + glad_glRotatef = (PFNGLROTATEFPROC)load("glRotatef"); + glad_glScaled = (PFNGLSCALEDPROC)load("glScaled"); + glad_glScalef = (PFNGLSCALEFPROC)load("glScalef"); + glad_glTranslated = (PFNGLTRANSLATEDPROC)load("glTranslated"); + glad_glTranslatef = (PFNGLTRANSLATEFPROC)load("glTranslatef"); +} +static void load_GL_VERSION_1_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_1) return; + glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays"); + glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements"); + glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv"); + glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset"); + glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D"); + glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D"); + glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D"); + glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D"); + glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D"); + glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D"); + glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture"); + glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures"); + glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures"); + glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture"); + glad_glArrayElement = (PFNGLARRAYELEMENTPROC)load("glArrayElement"); + glad_glColorPointer = (PFNGLCOLORPOINTERPROC)load("glColorPointer"); + glad_glDisableClientState = (PFNGLDISABLECLIENTSTATEPROC)load("glDisableClientState"); + glad_glEdgeFlagPointer = (PFNGLEDGEFLAGPOINTERPROC)load("glEdgeFlagPointer"); + glad_glEnableClientState = (PFNGLENABLECLIENTSTATEPROC)load("glEnableClientState"); + glad_glIndexPointer = (PFNGLINDEXPOINTERPROC)load("glIndexPointer"); + glad_glInterleavedArrays = (PFNGLINTERLEAVEDARRAYSPROC)load("glInterleavedArrays"); + glad_glNormalPointer = (PFNGLNORMALPOINTERPROC)load("glNormalPointer"); + glad_glTexCoordPointer = (PFNGLTEXCOORDPOINTERPROC)load("glTexCoordPointer"); + glad_glVertexPointer = (PFNGLVERTEXPOINTERPROC)load("glVertexPointer"); + glad_glAreTexturesResident = (PFNGLARETEXTURESRESIDENTPROC)load("glAreTexturesResident"); + glad_glPrioritizeTextures = (PFNGLPRIORITIZETEXTURESPROC)load("glPrioritizeTextures"); + glad_glIndexub = (PFNGLINDEXUBPROC)load("glIndexub"); + glad_glIndexubv = (PFNGLINDEXUBVPROC)load("glIndexubv"); + glad_glPopClientAttrib = (PFNGLPOPCLIENTATTRIBPROC)load("glPopClientAttrib"); + glad_glPushClientAttrib = (PFNGLPUSHCLIENTATTRIBPROC)load("glPushClientAttrib"); +} +static void load_GL_VERSION_1_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_2) return; + glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements"); + glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D"); + glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D"); + glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D"); +} +static void load_GL_VERSION_1_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_3) return; + glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture"); + glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage"); + glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D"); + glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D"); + glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D"); + glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D"); + glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D"); + glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D"); + glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage"); + glad_glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)load("glClientActiveTexture"); + glad_glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)load("glMultiTexCoord1d"); + glad_glMultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC)load("glMultiTexCoord1dv"); + glad_glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)load("glMultiTexCoord1f"); + glad_glMultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC)load("glMultiTexCoord1fv"); + glad_glMultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC)load("glMultiTexCoord1i"); + glad_glMultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC)load("glMultiTexCoord1iv"); + glad_glMultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC)load("glMultiTexCoord1s"); + glad_glMultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC)load("glMultiTexCoord1sv"); + glad_glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)load("glMultiTexCoord2d"); + glad_glMultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC)load("glMultiTexCoord2dv"); + glad_glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)load("glMultiTexCoord2f"); + glad_glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC)load("glMultiTexCoord2fv"); + glad_glMultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC)load("glMultiTexCoord2i"); + glad_glMultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC)load("glMultiTexCoord2iv"); + glad_glMultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC)load("glMultiTexCoord2s"); + glad_glMultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC)load("glMultiTexCoord2sv"); + glad_glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)load("glMultiTexCoord3d"); + glad_glMultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC)load("glMultiTexCoord3dv"); + glad_glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)load("glMultiTexCoord3f"); + glad_glMultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC)load("glMultiTexCoord3fv"); + glad_glMultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC)load("glMultiTexCoord3i"); + glad_glMultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC)load("glMultiTexCoord3iv"); + glad_glMultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC)load("glMultiTexCoord3s"); + glad_glMultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC)load("glMultiTexCoord3sv"); + glad_glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)load("glMultiTexCoord4d"); + glad_glMultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC)load("glMultiTexCoord4dv"); + glad_glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)load("glMultiTexCoord4f"); + glad_glMultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC)load("glMultiTexCoord4fv"); + glad_glMultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC)load("glMultiTexCoord4i"); + glad_glMultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC)load("glMultiTexCoord4iv"); + glad_glMultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC)load("glMultiTexCoord4s"); + glad_glMultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC)load("glMultiTexCoord4sv"); + glad_glLoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC)load("glLoadTransposeMatrixf"); + glad_glLoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC)load("glLoadTransposeMatrixd"); + glad_glMultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC)load("glMultTransposeMatrixf"); + glad_glMultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC)load("glMultTransposeMatrixd"); +} +static void load_GL_VERSION_1_4(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_4) return; + glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate"); + glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays"); + glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements"); + glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf"); + glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv"); + glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri"); + glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv"); + glad_glFogCoordf = (PFNGLFOGCOORDFPROC)load("glFogCoordf"); + glad_glFogCoordfv = (PFNGLFOGCOORDFVPROC)load("glFogCoordfv"); + glad_glFogCoordd = (PFNGLFOGCOORDDPROC)load("glFogCoordd"); + glad_glFogCoorddv = (PFNGLFOGCOORDDVPROC)load("glFogCoorddv"); + glad_glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)load("glFogCoordPointer"); + glad_glSecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC)load("glSecondaryColor3b"); + glad_glSecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC)load("glSecondaryColor3bv"); + glad_glSecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC)load("glSecondaryColor3d"); + glad_glSecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC)load("glSecondaryColor3dv"); + glad_glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC)load("glSecondaryColor3f"); + glad_glSecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC)load("glSecondaryColor3fv"); + glad_glSecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC)load("glSecondaryColor3i"); + glad_glSecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC)load("glSecondaryColor3iv"); + glad_glSecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC)load("glSecondaryColor3s"); + glad_glSecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC)load("glSecondaryColor3sv"); + glad_glSecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC)load("glSecondaryColor3ub"); + glad_glSecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC)load("glSecondaryColor3ubv"); + glad_glSecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC)load("glSecondaryColor3ui"); + glad_glSecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC)load("glSecondaryColor3uiv"); + glad_glSecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC)load("glSecondaryColor3us"); + glad_glSecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC)load("glSecondaryColor3usv"); + glad_glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)load("glSecondaryColorPointer"); + glad_glWindowPos2d = (PFNGLWINDOWPOS2DPROC)load("glWindowPos2d"); + glad_glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC)load("glWindowPos2dv"); + glad_glWindowPos2f = (PFNGLWINDOWPOS2FPROC)load("glWindowPos2f"); + glad_glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC)load("glWindowPos2fv"); + glad_glWindowPos2i = (PFNGLWINDOWPOS2IPROC)load("glWindowPos2i"); + glad_glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC)load("glWindowPos2iv"); + glad_glWindowPos2s = (PFNGLWINDOWPOS2SPROC)load("glWindowPos2s"); + glad_glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC)load("glWindowPos2sv"); + glad_glWindowPos3d = (PFNGLWINDOWPOS3DPROC)load("glWindowPos3d"); + glad_glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC)load("glWindowPos3dv"); + glad_glWindowPos3f = (PFNGLWINDOWPOS3FPROC)load("glWindowPos3f"); + glad_glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC)load("glWindowPos3fv"); + glad_glWindowPos3i = (PFNGLWINDOWPOS3IPROC)load("glWindowPos3i"); + glad_glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC)load("glWindowPos3iv"); + glad_glWindowPos3s = (PFNGLWINDOWPOS3SPROC)load("glWindowPos3s"); + glad_glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC)load("glWindowPos3sv"); + glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); +} +static void load_GL_VERSION_1_5(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_5) return; + glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries"); + glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries"); + glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery"); + glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery"); + glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery"); + glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv"); + glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv"); + glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv"); + glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer"); + glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers"); + glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers"); + glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer"); + glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData"); + glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData"); + glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData"); + glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer"); + glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer"); + glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv"); + glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv"); +} +static void load_GL_VERSION_2_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_0) return; + glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate"); + glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers"); + glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate"); + glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate"); + glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate"); + glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader"); + glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation"); + glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader"); + glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram"); + glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader"); + glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram"); + glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader"); + glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader"); + glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray"); + glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray"); + glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib"); + glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform"); + glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders"); + glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation"); + glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv"); + glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog"); + glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv"); + glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog"); + glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource"); + glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation"); + glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv"); + glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv"); + glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv"); + glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv"); + glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv"); + glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv"); + glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram"); + glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader"); + glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram"); + glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource"); + glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram"); + glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f"); + glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f"); + glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f"); + glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f"); + glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i"); + glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i"); + glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i"); + glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i"); + glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv"); + glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv"); + glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv"); + glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv"); + glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv"); + glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv"); + glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv"); + glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv"); + glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv"); + glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv"); + glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv"); + glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram"); + glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d"); + glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv"); + glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f"); + glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv"); + glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s"); + glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv"); + glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d"); + glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv"); + glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f"); + glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv"); + glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s"); + glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv"); + glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d"); + glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv"); + glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f"); + glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv"); + glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s"); + glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv"); + glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv"); + glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv"); + glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv"); + glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub"); + glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv"); + glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv"); + glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv"); + glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv"); + glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d"); + glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv"); + glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f"); + glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv"); + glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv"); + glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s"); + glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv"); + glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv"); + glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv"); + glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv"); + glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer"); +} +static void load_GL_VERSION_2_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_1) return; + glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv"); + glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv"); + glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv"); + glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv"); + glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv"); + glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv"); +} +static void load_GL_VERSION_3_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_0) return; + glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski"); + glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); + glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei"); + glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei"); + glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi"); + glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback"); + glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings"); + glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying"); + glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor"); + glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender"); + glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender"); + glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer"); + glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv"); + glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv"); + glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i"); + glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i"); + glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i"); + glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i"); + glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui"); + glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui"); + glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui"); + glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui"); + glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv"); + glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv"); + glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv"); + glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv"); + glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv"); + glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv"); + glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv"); + glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv"); + glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv"); + glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv"); + glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv"); + glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv"); + glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv"); + glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation"); + glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation"); + glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui"); + glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui"); + glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui"); + glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui"); + glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv"); + glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv"); + glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv"); + glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv"); + glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv"); + glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv"); + glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv"); + glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv"); + glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv"); + glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv"); + glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv"); + glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi"); + glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi"); + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus"); + glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D"); + glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); +} +static void load_GL_VERSION_3_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_1) return; + glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced"); + glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced"); + glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer"); + glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex"); + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); + glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); +} +static void load_GL_VERSION_3_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_2) return; + glad_glDrawElementsBaseVertex 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glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv"); + glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui"); + glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv"); + glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui"); + glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv"); + glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui"); + glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv"); + glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui"); + glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv"); + glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui"); + glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv"); + glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui"); + glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv"); + glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui"); + glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv"); + glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui"); + glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv"); + glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui"); + glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv"); +} +static void load_GL_3DFX_tbuffer(GLADloadproc load) { + if(!GLAD_GL_3DFX_tbuffer) return; + glad_glTbufferMask3DFX = (PFNGLTBUFFERMASK3DFXPROC)load("glTbufferMask3DFX"); +} +static void load_GL_AMD_debug_output(GLADloadproc load) { + if(!GLAD_GL_AMD_debug_output) return; + glad_glDebugMessageEnableAMD = (PFNGLDEBUGMESSAGEENABLEAMDPROC)load("glDebugMessageEnableAMD"); + glad_glDebugMessageInsertAMD = (PFNGLDEBUGMESSAGEINSERTAMDPROC)load("glDebugMessageInsertAMD"); + glad_glDebugMessageCallbackAMD = (PFNGLDEBUGMESSAGECALLBACKAMDPROC)load("glDebugMessageCallbackAMD"); + glad_glGetDebugMessageLogAMD = (PFNGLGETDEBUGMESSAGELOGAMDPROC)load("glGetDebugMessageLogAMD"); +} +static void load_GL_AMD_draw_buffers_blend(GLADloadproc load) { + if(!GLAD_GL_AMD_draw_buffers_blend) return; + glad_glBlendFuncIndexedAMD = (PFNGLBLENDFUNCINDEXEDAMDPROC)load("glBlendFuncIndexedAMD"); + glad_glBlendFuncSeparateIndexedAMD = (PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC)load("glBlendFuncSeparateIndexedAMD"); + glad_glBlendEquationIndexedAMD = (PFNGLBLENDEQUATIONINDEXEDAMDPROC)load("glBlendEquationIndexedAMD"); + glad_glBlendEquationSeparateIndexedAMD = (PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC)load("glBlendEquationSeparateIndexedAMD"); +} +static void load_GL_AMD_framebuffer_multisample_advanced(GLADloadproc load) { + if(!GLAD_GL_AMD_framebuffer_multisample_advanced) return; + glad_glRenderbufferStorageMultisampleAdvancedAMD = 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{ + if(!GLAD_GL_AMD_gpu_shader_int64) return; + glad_glUniform1i64NV = (PFNGLUNIFORM1I64NVPROC)load("glUniform1i64NV"); + glad_glUniform2i64NV = (PFNGLUNIFORM2I64NVPROC)load("glUniform2i64NV"); + glad_glUniform3i64NV = (PFNGLUNIFORM3I64NVPROC)load("glUniform3i64NV"); + glad_glUniform4i64NV = (PFNGLUNIFORM4I64NVPROC)load("glUniform4i64NV"); + glad_glUniform1i64vNV = (PFNGLUNIFORM1I64VNVPROC)load("glUniform1i64vNV"); + glad_glUniform2i64vNV = (PFNGLUNIFORM2I64VNVPROC)load("glUniform2i64vNV"); + glad_glUniform3i64vNV = (PFNGLUNIFORM3I64VNVPROC)load("glUniform3i64vNV"); + glad_glUniform4i64vNV = (PFNGLUNIFORM4I64VNVPROC)load("glUniform4i64vNV"); + glad_glUniform1ui64NV = (PFNGLUNIFORM1UI64NVPROC)load("glUniform1ui64NV"); + glad_glUniform2ui64NV = (PFNGLUNIFORM2UI64NVPROC)load("glUniform2ui64NV"); + glad_glUniform3ui64NV = (PFNGLUNIFORM3UI64NVPROC)load("glUniform3ui64NV"); + glad_glUniform4ui64NV = (PFNGLUNIFORM4UI64NVPROC)load("glUniform4ui64NV"); + glad_glUniform1ui64vNV = 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(PFNGLPROGRAMUNIFORM4UI64VNVPROC)load("glProgramUniform4ui64vNV"); +} +static void load_GL_AMD_interleaved_elements(GLADloadproc load) { + if(!GLAD_GL_AMD_interleaved_elements) return; + glad_glVertexAttribParameteriAMD = (PFNGLVERTEXATTRIBPARAMETERIAMDPROC)load("glVertexAttribParameteriAMD"); +} +static void load_GL_AMD_multi_draw_indirect(GLADloadproc load) { + if(!GLAD_GL_AMD_multi_draw_indirect) return; + glad_glMultiDrawArraysIndirectAMD = (PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC)load("glMultiDrawArraysIndirectAMD"); + glad_glMultiDrawElementsIndirectAMD = (PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC)load("glMultiDrawElementsIndirectAMD"); +} +static void load_GL_AMD_name_gen_delete(GLADloadproc load) { + if(!GLAD_GL_AMD_name_gen_delete) return; + glad_glGenNamesAMD = (PFNGLGENNAMESAMDPROC)load("glGenNamesAMD"); + glad_glDeleteNamesAMD = (PFNGLDELETENAMESAMDPROC)load("glDeleteNamesAMD"); + glad_glIsNameAMD = (PFNGLISNAMEAMDPROC)load("glIsNameAMD"); +} +static void load_GL_AMD_occlusion_query_event(GLADloadproc load) { + if(!GLAD_GL_AMD_occlusion_query_event) return; + glad_glQueryObjectParameteruiAMD = (PFNGLQUERYOBJECTPARAMETERUIAMDPROC)load("glQueryObjectParameteruiAMD"); +} +static void load_GL_AMD_performance_monitor(GLADloadproc load) { + if(!GLAD_GL_AMD_performance_monitor) return; + glad_glGetPerfMonitorGroupsAMD = (PFNGLGETPERFMONITORGROUPSAMDPROC)load("glGetPerfMonitorGroupsAMD"); + glad_glGetPerfMonitorCountersAMD = (PFNGLGETPERFMONITORCOUNTERSAMDPROC)load("glGetPerfMonitorCountersAMD"); + glad_glGetPerfMonitorGroupStringAMD = (PFNGLGETPERFMONITORGROUPSTRINGAMDPROC)load("glGetPerfMonitorGroupStringAMD"); + glad_glGetPerfMonitorCounterStringAMD = (PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC)load("glGetPerfMonitorCounterStringAMD"); + glad_glGetPerfMonitorCounterInfoAMD = (PFNGLGETPERFMONITORCOUNTERINFOAMDPROC)load("glGetPerfMonitorCounterInfoAMD"); + glad_glGenPerfMonitorsAMD = (PFNGLGENPERFMONITORSAMDPROC)load("glGenPerfMonitorsAMD"); + glad_glDeletePerfMonitorsAMD = (PFNGLDELETEPERFMONITORSAMDPROC)load("glDeletePerfMonitorsAMD"); + glad_glSelectPerfMonitorCountersAMD = (PFNGLSELECTPERFMONITORCOUNTERSAMDPROC)load("glSelectPerfMonitorCountersAMD"); + glad_glBeginPerfMonitorAMD = (PFNGLBEGINPERFMONITORAMDPROC)load("glBeginPerfMonitorAMD"); + glad_glEndPerfMonitorAMD = (PFNGLENDPERFMONITORAMDPROC)load("glEndPerfMonitorAMD"); + glad_glGetPerfMonitorCounterDataAMD = (PFNGLGETPERFMONITORCOUNTERDATAAMDPROC)load("glGetPerfMonitorCounterDataAMD"); +} +static void load_GL_AMD_sample_positions(GLADloadproc load) { + if(!GLAD_GL_AMD_sample_positions) return; + glad_glSetMultisamplefvAMD = (PFNGLSETMULTISAMPLEFVAMDPROC)load("glSetMultisamplefvAMD"); +} +static void load_GL_AMD_sparse_texture(GLADloadproc load) { + if(!GLAD_GL_AMD_sparse_texture) return; + glad_glTexStorageSparseAMD = (PFNGLTEXSTORAGESPARSEAMDPROC)load("glTexStorageSparseAMD"); + glad_glTextureStorageSparseAMD = (PFNGLTEXTURESTORAGESPARSEAMDPROC)load("glTextureStorageSparseAMD"); +} +static void load_GL_AMD_stencil_operation_extended(GLADloadproc load) { + if(!GLAD_GL_AMD_stencil_operation_extended) return; + glad_glStencilOpValueAMD = (PFNGLSTENCILOPVALUEAMDPROC)load("glStencilOpValueAMD"); +} +static void load_GL_AMD_vertex_shader_tessellator(GLADloadproc load) { + if(!GLAD_GL_AMD_vertex_shader_tessellator) return; + glad_glTessellationFactorAMD = (PFNGLTESSELLATIONFACTORAMDPROC)load("glTessellationFactorAMD"); + glad_glTessellationModeAMD = (PFNGLTESSELLATIONMODEAMDPROC)load("glTessellationModeAMD"); +} +static void load_GL_APPLE_element_array(GLADloadproc load) { + if(!GLAD_GL_APPLE_element_array) return; + glad_glElementPointerAPPLE = (PFNGLELEMENTPOINTERAPPLEPROC)load("glElementPointerAPPLE"); + glad_glDrawElementArrayAPPLE = (PFNGLDRAWELEMENTARRAYAPPLEPROC)load("glDrawElementArrayAPPLE"); + glad_glDrawRangeElementArrayAPPLE = (PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC)load("glDrawRangeElementArrayAPPLE"); + glad_glMultiDrawElementArrayAPPLE = (PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC)load("glMultiDrawElementArrayAPPLE"); + glad_glMultiDrawRangeElementArrayAPPLE = (PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC)load("glMultiDrawRangeElementArrayAPPLE"); +} +static void load_GL_APPLE_fence(GLADloadproc load) { + if(!GLAD_GL_APPLE_fence) return; + glad_glGenFencesAPPLE = (PFNGLGENFENCESAPPLEPROC)load("glGenFencesAPPLE"); + glad_glDeleteFencesAPPLE = (PFNGLDELETEFENCESAPPLEPROC)load("glDeleteFencesAPPLE"); + glad_glSetFenceAPPLE = (PFNGLSETFENCEAPPLEPROC)load("glSetFenceAPPLE"); + glad_glIsFenceAPPLE = (PFNGLISFENCEAPPLEPROC)load("glIsFenceAPPLE"); + glad_glTestFenceAPPLE = (PFNGLTESTFENCEAPPLEPROC)load("glTestFenceAPPLE"); + glad_glFinishFenceAPPLE = (PFNGLFINISHFENCEAPPLEPROC)load("glFinishFenceAPPLE"); + glad_glTestObjectAPPLE = (PFNGLTESTOBJECTAPPLEPROC)load("glTestObjectAPPLE"); + glad_glFinishObjectAPPLE = (PFNGLFINISHOBJECTAPPLEPROC)load("glFinishObjectAPPLE"); +} +static void load_GL_APPLE_flush_buffer_range(GLADloadproc load) { + if(!GLAD_GL_APPLE_flush_buffer_range) return; + glad_glBufferParameteriAPPLE = (PFNGLBUFFERPARAMETERIAPPLEPROC)load("glBufferParameteriAPPLE"); + glad_glFlushMappedBufferRangeAPPLE = (PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC)load("glFlushMappedBufferRangeAPPLE"); +} +static void load_GL_APPLE_object_purgeable(GLADloadproc load) { + if(!GLAD_GL_APPLE_object_purgeable) return; + glad_glObjectPurgeableAPPLE = (PFNGLOBJECTPURGEABLEAPPLEPROC)load("glObjectPurgeableAPPLE"); + glad_glObjectUnpurgeableAPPLE = (PFNGLOBJECTUNPURGEABLEAPPLEPROC)load("glObjectUnpurgeableAPPLE"); + glad_glGetObjectParameterivAPPLE = (PFNGLGETOBJECTPARAMETERIVAPPLEPROC)load("glGetObjectParameterivAPPLE"); +} +static void load_GL_APPLE_texture_range(GLADloadproc load) { + if(!GLAD_GL_APPLE_texture_range) return; + glad_glTextureRangeAPPLE = 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(PFNGLMAPVERTEXATTRIB2FAPPLEPROC)load("glMapVertexAttrib2fAPPLE"); +} +static void load_GL_ARB_ES2_compatibility(GLADloadproc load) { + if(!GLAD_GL_ARB_ES2_compatibility) return; + glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)load("glReleaseShaderCompiler"); + glad_glShaderBinary = (PFNGLSHADERBINARYPROC)load("glShaderBinary"); + glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)load("glGetShaderPrecisionFormat"); + glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)load("glDepthRangef"); + glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)load("glClearDepthf"); +} +static void load_GL_ARB_ES3_1_compatibility(GLADloadproc load) { + if(!GLAD_GL_ARB_ES3_1_compatibility) return; + glad_glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)load("glMemoryBarrierByRegion"); +} +static void load_GL_ARB_ES3_2_compatibility(GLADloadproc load) { + if(!GLAD_GL_ARB_ES3_2_compatibility) return; + glad_glPrimitiveBoundingBoxARB = (PFNGLPRIMITIVEBOUNDINGBOXARBPROC)load("glPrimitiveBoundingBoxARB"); +} +static void load_GL_ARB_base_instance(GLADloadproc load) { + if(!GLAD_GL_ARB_base_instance) return; + glad_glDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)load("glDrawArraysInstancedBaseInstance"); + glad_glDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)load("glDrawElementsInstancedBaseInstance"); + glad_glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)load("glDrawElementsInstancedBaseVertexBaseInstance"); +} +static void load_GL_ARB_bindless_texture(GLADloadproc load) { + if(!GLAD_GL_ARB_bindless_texture) return; + glad_glGetTextureHandleARB = (PFNGLGETTEXTUREHANDLEARBPROC)load("glGetTextureHandleARB"); + glad_glGetTextureSamplerHandleARB = (PFNGLGETTEXTURESAMPLERHANDLEARBPROC)load("glGetTextureSamplerHandleARB"); + glad_glMakeTextureHandleResidentARB = 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load_GL_ARB_cl_event(GLADloadproc load) { + if(!GLAD_GL_ARB_cl_event) return; + glad_glCreateSyncFromCLeventARB = (PFNGLCREATESYNCFROMCLEVENTARBPROC)load("glCreateSyncFromCLeventARB"); +} +static void load_GL_ARB_clear_buffer_object(GLADloadproc load) { + if(!GLAD_GL_ARB_clear_buffer_object) return; + glad_glClearBufferData = (PFNGLCLEARBUFFERDATAPROC)load("glClearBufferData"); + glad_glClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC)load("glClearBufferSubData"); +} +static void load_GL_ARB_clear_texture(GLADloadproc load) { + if(!GLAD_GL_ARB_clear_texture) return; + glad_glClearTexImage = (PFNGLCLEARTEXIMAGEPROC)load("glClearTexImage"); + glad_glClearTexSubImage = (PFNGLCLEARTEXSUBIMAGEPROC)load("glClearTexSubImage"); +} +static void load_GL_ARB_clip_control(GLADloadproc load) { + if(!GLAD_GL_ARB_clip_control) return; + glad_glClipControl = (PFNGLCLIPCONTROLPROC)load("glClipControl"); +} +static void load_GL_ARB_color_buffer_float(GLADloadproc load) { + if(!GLAD_GL_ARB_color_buffer_float) return; + glad_glClampColorARB = (PFNGLCLAMPCOLORARBPROC)load("glClampColorARB"); +} +static void load_GL_ARB_compute_shader(GLADloadproc load) { + if(!GLAD_GL_ARB_compute_shader) return; + glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)load("glDispatchCompute"); + glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)load("glDispatchComputeIndirect"); +} +static void load_GL_ARB_compute_variable_group_size(GLADloadproc load) { + if(!GLAD_GL_ARB_compute_variable_group_size) return; + glad_glDispatchComputeGroupSizeARB = (PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC)load("glDispatchComputeGroupSizeARB"); +} +static void load_GL_ARB_copy_buffer(GLADloadproc load) { + if(!GLAD_GL_ARB_copy_buffer) return; + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); +} +static void load_GL_ARB_copy_image(GLADloadproc load) { + if(!GLAD_GL_ARB_copy_image) return; + glad_glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC)load("glCopyImageSubData"); +} +static void load_GL_ARB_debug_output(GLADloadproc load) { + if(!GLAD_GL_ARB_debug_output) return; + glad_glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC)load("glDebugMessageControlARB"); + glad_glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC)load("glDebugMessageInsertARB"); + glad_glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)load("glDebugMessageCallbackARB"); + glad_glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC)load("glGetDebugMessageLogARB"); +} +static void load_GL_ARB_direct_state_access(GLADloadproc load) { + if(!GLAD_GL_ARB_direct_state_access) return; + glad_glCreateTransformFeedbacks = (PFNGLCREATETRANSFORMFEEDBACKSPROC)load("glCreateTransformFeedbacks"); + glad_glTransformFeedbackBufferBase = (PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)load("glTransformFeedbackBufferBase"); + glad_glTransformFeedbackBufferRange = (PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)load("glTransformFeedbackBufferRange"); + glad_glGetTransformFeedbackiv = (PFNGLGETTRANSFORMFEEDBACKIVPROC)load("glGetTransformFeedbackiv"); + glad_glGetTransformFeedbacki_v = (PFNGLGETTRANSFORMFEEDBACKI_VPROC)load("glGetTransformFeedbacki_v"); + glad_glGetTransformFeedbacki64_v = (PFNGLGETTRANSFORMFEEDBACKI64_VPROC)load("glGetTransformFeedbacki64_v"); + glad_glCreateBuffers = (PFNGLCREATEBUFFERSPROC)load("glCreateBuffers"); + glad_glNamedBufferStorage = (PFNGLNAMEDBUFFERSTORAGEPROC)load("glNamedBufferStorage"); + glad_glNamedBufferData = (PFNGLNAMEDBUFFERDATAPROC)load("glNamedBufferData"); + glad_glNamedBufferSubData = (PFNGLNAMEDBUFFERSUBDATAPROC)load("glNamedBufferSubData"); + glad_glCopyNamedBufferSubData = (PFNGLCOPYNAMEDBUFFERSUBDATAPROC)load("glCopyNamedBufferSubData"); + glad_glClearNamedBufferData = (PFNGLCLEARNAMEDBUFFERDATAPROC)load("glClearNamedBufferData"); + glad_glClearNamedBufferSubData = (PFNGLCLEARNAMEDBUFFERSUBDATAPROC)load("glClearNamedBufferSubData"); + glad_glMapNamedBuffer = (PFNGLMAPNAMEDBUFFERPROC)load("glMapNamedBuffer"); + glad_glMapNamedBufferRange = (PFNGLMAPNAMEDBUFFERRANGEPROC)load("glMapNamedBufferRange"); + glad_glUnmapNamedBuffer = (PFNGLUNMAPNAMEDBUFFERPROC)load("glUnmapNamedBuffer"); + glad_glFlushMappedNamedBufferRange = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)load("glFlushMappedNamedBufferRange"); + glad_glGetNamedBufferParameteriv = (PFNGLGETNAMEDBUFFERPARAMETERIVPROC)load("glGetNamedBufferParameteriv"); + glad_glGetNamedBufferParameteri64v = (PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)load("glGetNamedBufferParameteri64v"); + glad_glGetNamedBufferPointerv = (PFNGLGETNAMEDBUFFERPOINTERVPROC)load("glGetNamedBufferPointerv"); + glad_glGetNamedBufferSubData = (PFNGLGETNAMEDBUFFERSUBDATAPROC)load("glGetNamedBufferSubData"); + glad_glCreateFramebuffers = (PFNGLCREATEFRAMEBUFFERSPROC)load("glCreateFramebuffers"); + glad_glNamedFramebufferRenderbuffer = 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glad_glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)load("glBindProgramARB"); + glad_glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)load("glDeleteProgramsARB"); + glad_glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)load("glGenProgramsARB"); + glad_glProgramEnvParameter4dARB = (PFNGLPROGRAMENVPARAMETER4DARBPROC)load("glProgramEnvParameter4dARB"); + glad_glProgramEnvParameter4dvARB = (PFNGLPROGRAMENVPARAMETER4DVARBPROC)load("glProgramEnvParameter4dvARB"); + glad_glProgramEnvParameter4fARB = (PFNGLPROGRAMENVPARAMETER4FARBPROC)load("glProgramEnvParameter4fARB"); + glad_glProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC)load("glProgramEnvParameter4fvARB"); + glad_glProgramLocalParameter4dARB = (PFNGLPROGRAMLOCALPARAMETER4DARBPROC)load("glProgramLocalParameter4dARB"); + glad_glProgramLocalParameter4dvARB = (PFNGLPROGRAMLOCALPARAMETER4DVARBPROC)load("glProgramLocalParameter4dvARB"); + glad_glProgramLocalParameter4fARB = 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glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus"); + glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D"); + glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); +} +static void load_GL_ARB_geometry_shader4(GLADloadproc load) { + if(!GLAD_GL_ARB_geometry_shader4) return; + glad_glProgramParameteriARB = (PFNGLPROGRAMPARAMETERIARBPROC)load("glProgramParameteriARB"); + glad_glFramebufferTextureARB = (PFNGLFRAMEBUFFERTEXTUREARBPROC)load("glFramebufferTextureARB"); + glad_glFramebufferTextureLayerARB = (PFNGLFRAMEBUFFERTEXTURELAYERARBPROC)load("glFramebufferTextureLayerARB"); + glad_glFramebufferTextureFaceARB = (PFNGLFRAMEBUFFERTEXTUREFACEARBPROC)load("glFramebufferTextureFaceARB"); +} +static void load_GL_ARB_get_program_binary(GLADloadproc load) { + if(!GLAD_GL_ARB_get_program_binary) return; + glad_glGetProgramBinary = 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(PFNGLUNIFORM3DPROC)load("glUniform3d"); + glad_glUniform4d = (PFNGLUNIFORM4DPROC)load("glUniform4d"); + glad_glUniform1dv = (PFNGLUNIFORM1DVPROC)load("glUniform1dv"); + glad_glUniform2dv = (PFNGLUNIFORM2DVPROC)load("glUniform2dv"); + glad_glUniform3dv = (PFNGLUNIFORM3DVPROC)load("glUniform3dv"); + glad_glUniform4dv = (PFNGLUNIFORM4DVPROC)load("glUniform4dv"); + glad_glUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC)load("glUniformMatrix2dv"); + glad_glUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC)load("glUniformMatrix3dv"); + glad_glUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC)load("glUniformMatrix4dv"); + glad_glUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC)load("glUniformMatrix2x3dv"); + glad_glUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC)load("glUniformMatrix2x4dv"); + glad_glUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC)load("glUniformMatrix3x2dv"); + glad_glUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC)load("glUniformMatrix3x4dv"); + glad_glUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC)load("glUniformMatrix4x2dv"); + glad_glUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC)load("glUniformMatrix4x3dv"); + glad_glGetUniformdv = (PFNGLGETUNIFORMDVPROC)load("glGetUniformdv"); +} +static void load_GL_ARB_gpu_shader_int64(GLADloadproc load) { + if(!GLAD_GL_ARB_gpu_shader_int64) return; + glad_glUniform1i64ARB = (PFNGLUNIFORM1I64ARBPROC)load("glUniform1i64ARB"); + glad_glUniform2i64ARB = (PFNGLUNIFORM2I64ARBPROC)load("glUniform2i64ARB"); + glad_glUniform3i64ARB = (PFNGLUNIFORM3I64ARBPROC)load("glUniform3i64ARB"); + glad_glUniform4i64ARB = (PFNGLUNIFORM4I64ARBPROC)load("glUniform4i64ARB"); + glad_glUniform1i64vARB = (PFNGLUNIFORM1I64VARBPROC)load("glUniform1i64vARB"); + glad_glUniform2i64vARB = (PFNGLUNIFORM2I64VARBPROC)load("glUniform2i64vARB"); + glad_glUniform3i64vARB = (PFNGLUNIFORM3I64VARBPROC)load("glUniform3i64vARB"); + glad_glUniform4i64vARB = (PFNGLUNIFORM4I64VARBPROC)load("glUniform4i64vARB"); + glad_glUniform1ui64ARB = (PFNGLUNIFORM1UI64ARBPROC)load("glUniform1ui64ARB"); + glad_glUniform2ui64ARB = (PFNGLUNIFORM2UI64ARBPROC)load("glUniform2ui64ARB"); + glad_glUniform3ui64ARB = (PFNGLUNIFORM3UI64ARBPROC)load("glUniform3ui64ARB"); + glad_glUniform4ui64ARB = (PFNGLUNIFORM4UI64ARBPROC)load("glUniform4ui64ARB"); + glad_glUniform1ui64vARB = (PFNGLUNIFORM1UI64VARBPROC)load("glUniform1ui64vARB"); + glad_glUniform2ui64vARB = (PFNGLUNIFORM2UI64VARBPROC)load("glUniform2ui64vARB"); + glad_glUniform3ui64vARB = (PFNGLUNIFORM3UI64VARBPROC)load("glUniform3ui64vARB"); + glad_glUniform4ui64vARB = (PFNGLUNIFORM4UI64VARBPROC)load("glUniform4ui64vARB"); + glad_glGetUniformi64vARB = (PFNGLGETUNIFORMI64VARBPROC)load("glGetUniformi64vARB"); + glad_glGetUniformui64vARB = (PFNGLGETUNIFORMUI64VARBPROC)load("glGetUniformui64vARB"); + glad_glGetnUniformi64vARB = (PFNGLGETNUNIFORMI64VARBPROC)load("glGetnUniformi64vARB"); + glad_glGetnUniformui64vARB = (PFNGLGETNUNIFORMUI64VARBPROC)load("glGetnUniformui64vARB"); + glad_glProgramUniform1i64ARB = (PFNGLPROGRAMUNIFORM1I64ARBPROC)load("glProgramUniform1i64ARB"); + glad_glProgramUniform2i64ARB = (PFNGLPROGRAMUNIFORM2I64ARBPROC)load("glProgramUniform2i64ARB"); + glad_glProgramUniform3i64ARB = (PFNGLPROGRAMUNIFORM3I64ARBPROC)load("glProgramUniform3i64ARB"); + glad_glProgramUniform4i64ARB = (PFNGLPROGRAMUNIFORM4I64ARBPROC)load("glProgramUniform4i64ARB"); + glad_glProgramUniform1i64vARB = (PFNGLPROGRAMUNIFORM1I64VARBPROC)load("glProgramUniform1i64vARB"); + glad_glProgramUniform2i64vARB = (PFNGLPROGRAMUNIFORM2I64VARBPROC)load("glProgramUniform2i64vARB"); + glad_glProgramUniform3i64vARB = (PFNGLPROGRAMUNIFORM3I64VARBPROC)load("glProgramUniform3i64vARB"); + glad_glProgramUniform4i64vARB = (PFNGLPROGRAMUNIFORM4I64VARBPROC)load("glProgramUniform4i64vARB"); + glad_glProgramUniform1ui64ARB = (PFNGLPROGRAMUNIFORM1UI64ARBPROC)load("glProgramUniform1ui64ARB"); + glad_glProgramUniform2ui64ARB = (PFNGLPROGRAMUNIFORM2UI64ARBPROC)load("glProgramUniform2ui64ARB"); + glad_glProgramUniform3ui64ARB = (PFNGLPROGRAMUNIFORM3UI64ARBPROC)load("glProgramUniform3ui64ARB"); + glad_glProgramUniform4ui64ARB = (PFNGLPROGRAMUNIFORM4UI64ARBPROC)load("glProgramUniform4ui64ARB"); + glad_glProgramUniform1ui64vARB = (PFNGLPROGRAMUNIFORM1UI64VARBPROC)load("glProgramUniform1ui64vARB"); + glad_glProgramUniform2ui64vARB = (PFNGLPROGRAMUNIFORM2UI64VARBPROC)load("glProgramUniform2ui64vARB"); + glad_glProgramUniform3ui64vARB = (PFNGLPROGRAMUNIFORM3UI64VARBPROC)load("glProgramUniform3ui64vARB"); + glad_glProgramUniform4ui64vARB = (PFNGLPROGRAMUNIFORM4UI64VARBPROC)load("glProgramUniform4ui64vARB"); +} +static void load_GL_ARB_imaging(GLADloadproc load) { + if(!GLAD_GL_ARB_imaging) return; + glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); + glad_glColorTable = (PFNGLCOLORTABLEPROC)load("glColorTable"); + glad_glColorTableParameterfv = (PFNGLCOLORTABLEPARAMETERFVPROC)load("glColorTableParameterfv"); + glad_glColorTableParameteriv = (PFNGLCOLORTABLEPARAMETERIVPROC)load("glColorTableParameteriv"); + glad_glCopyColorTable = (PFNGLCOPYCOLORTABLEPROC)load("glCopyColorTable"); + glad_glGetColorTable = (PFNGLGETCOLORTABLEPROC)load("glGetColorTable"); + glad_glGetColorTableParameterfv = (PFNGLGETCOLORTABLEPARAMETERFVPROC)load("glGetColorTableParameterfv"); + glad_glGetColorTableParameteriv = (PFNGLGETCOLORTABLEPARAMETERIVPROC)load("glGetColorTableParameteriv"); + glad_glColorSubTable = (PFNGLCOLORSUBTABLEPROC)load("glColorSubTable"); + glad_glCopyColorSubTable = (PFNGLCOPYCOLORSUBTABLEPROC)load("glCopyColorSubTable"); + glad_glConvolutionFilter1D = (PFNGLCONVOLUTIONFILTER1DPROC)load("glConvolutionFilter1D"); + glad_glConvolutionFilter2D = (PFNGLCONVOLUTIONFILTER2DPROC)load("glConvolutionFilter2D"); + glad_glConvolutionParameterf = (PFNGLCONVOLUTIONPARAMETERFPROC)load("glConvolutionParameterf"); + glad_glConvolutionParameterfv = (PFNGLCONVOLUTIONPARAMETERFVPROC)load("glConvolutionParameterfv"); + glad_glConvolutionParameteri = (PFNGLCONVOLUTIONPARAMETERIPROC)load("glConvolutionParameteri"); + glad_glConvolutionParameteriv = (PFNGLCONVOLUTIONPARAMETERIVPROC)load("glConvolutionParameteriv"); + glad_glCopyConvolutionFilter1D = (PFNGLCOPYCONVOLUTIONFILTER1DPROC)load("glCopyConvolutionFilter1D"); + glad_glCopyConvolutionFilter2D = (PFNGLCOPYCONVOLUTIONFILTER2DPROC)load("glCopyConvolutionFilter2D"); + glad_glGetConvolutionFilter = (PFNGLGETCONVOLUTIONFILTERPROC)load("glGetConvolutionFilter"); + glad_glGetConvolutionParameterfv = (PFNGLGETCONVOLUTIONPARAMETERFVPROC)load("glGetConvolutionParameterfv"); + glad_glGetConvolutionParameteriv = (PFNGLGETCONVOLUTIONPARAMETERIVPROC)load("glGetConvolutionParameteriv"); + glad_glGetSeparableFilter = (PFNGLGETSEPARABLEFILTERPROC)load("glGetSeparableFilter"); + glad_glSeparableFilter2D = (PFNGLSEPARABLEFILTER2DPROC)load("glSeparableFilter2D"); + glad_glGetHistogram = (PFNGLGETHISTOGRAMPROC)load("glGetHistogram"); + glad_glGetHistogramParameterfv = (PFNGLGETHISTOGRAMPARAMETERFVPROC)load("glGetHistogramParameterfv"); + glad_glGetHistogramParameteriv = (PFNGLGETHISTOGRAMPARAMETERIVPROC)load("glGetHistogramParameteriv"); + glad_glGetMinmax = (PFNGLGETMINMAXPROC)load("glGetMinmax"); + glad_glGetMinmaxParameterfv = (PFNGLGETMINMAXPARAMETERFVPROC)load("glGetMinmaxParameterfv"); + glad_glGetMinmaxParameteriv = (PFNGLGETMINMAXPARAMETERIVPROC)load("glGetMinmaxParameteriv"); + glad_glHistogram = (PFNGLHISTOGRAMPROC)load("glHistogram"); + glad_glMinmax = (PFNGLMINMAXPROC)load("glMinmax"); + glad_glResetHistogram = (PFNGLRESETHISTOGRAMPROC)load("glResetHistogram"); + glad_glResetMinmax = (PFNGLRESETMINMAXPROC)load("glResetMinmax"); +} +static void load_GL_ARB_indirect_parameters(GLADloadproc load) { + if(!GLAD_GL_ARB_indirect_parameters) return; + glad_glMultiDrawArraysIndirectCountARB = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC)load("glMultiDrawArraysIndirectCountARB"); + glad_glMultiDrawElementsIndirectCountARB = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC)load("glMultiDrawElementsIndirectCountARB"); +} +static void load_GL_ARB_instanced_arrays(GLADloadproc load) { + if(!GLAD_GL_ARB_instanced_arrays) return; + glad_glVertexAttribDivisorARB = (PFNGLVERTEXATTRIBDIVISORARBPROC)load("glVertexAttribDivisorARB"); +} +static void load_GL_ARB_internalformat_query(GLADloadproc load) { + if(!GLAD_GL_ARB_internalformat_query) return; + glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ"); +} +static void load_GL_ARB_internalformat_query2(GLADloadproc load) { + if(!GLAD_GL_ARB_internalformat_query2) return; + glad_glGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC)load("glGetInternalformati64v"); +} +static void load_GL_ARB_invalidate_subdata(GLADloadproc load) { + if(!GLAD_GL_ARB_invalidate_subdata) return; + glad_glInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC)load("glInvalidateTexSubImage"); + glad_glInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC)load("glInvalidateTexImage"); + glad_glInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC)load("glInvalidateBufferSubData"); + glad_glInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC)load("glInvalidateBufferData"); + glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer"); + glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer"); +} +static void load_GL_ARB_map_buffer_range(GLADloadproc load) { + if(!GLAD_GL_ARB_map_buffer_range) return; + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); +} +static void load_GL_ARB_matrix_palette(GLADloadproc load) { + if(!GLAD_GL_ARB_matrix_palette) return; + glad_glCurrentPaletteMatrixARB = (PFNGLCURRENTPALETTEMATRIXARBPROC)load("glCurrentPaletteMatrixARB"); + glad_glMatrixIndexubvARB = (PFNGLMATRIXINDEXUBVARBPROC)load("glMatrixIndexubvARB"); + glad_glMatrixIndexusvARB = (PFNGLMATRIXINDEXUSVARBPROC)load("glMatrixIndexusvARB"); + glad_glMatrixIndexuivARB = (PFNGLMATRIXINDEXUIVARBPROC)load("glMatrixIndexuivARB"); + glad_glMatrixIndexPointerARB = (PFNGLMATRIXINDEXPOINTERARBPROC)load("glMatrixIndexPointerARB"); +} +static void load_GL_ARB_multi_bind(GLADloadproc load) { + if(!GLAD_GL_ARB_multi_bind) return; + glad_glBindBuffersBase = (PFNGLBINDBUFFERSBASEPROC)load("glBindBuffersBase"); + glad_glBindBuffersRange = (PFNGLBINDBUFFERSRANGEPROC)load("glBindBuffersRange"); + glad_glBindTextures = (PFNGLBINDTEXTURESPROC)load("glBindTextures"); + glad_glBindSamplers = (PFNGLBINDSAMPLERSPROC)load("glBindSamplers"); + glad_glBindImageTextures = (PFNGLBINDIMAGETEXTURESPROC)load("glBindImageTextures"); + glad_glBindVertexBuffers = (PFNGLBINDVERTEXBUFFERSPROC)load("glBindVertexBuffers"); +} +static void load_GL_ARB_multi_draw_indirect(GLADloadproc load) { + if(!GLAD_GL_ARB_multi_draw_indirect) return; + glad_glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC)load("glMultiDrawArraysIndirect"); + glad_glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)load("glMultiDrawElementsIndirect"); +} +static void load_GL_ARB_multisample(GLADloadproc load) { + if(!GLAD_GL_ARB_multisample) return; + glad_glSampleCoverageARB = (PFNGLSAMPLECOVERAGEARBPROC)load("glSampleCoverageARB"); +} +static void load_GL_ARB_multitexture(GLADloadproc load) { + if(!GLAD_GL_ARB_multitexture) return; + glad_glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)load("glActiveTextureARB"); + glad_glClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)load("glClientActiveTextureARB"); + glad_glMultiTexCoord1dARB = (PFNGLMULTITEXCOORD1DARBPROC)load("glMultiTexCoord1dARB"); + glad_glMultiTexCoord1dvARB = (PFNGLMULTITEXCOORD1DVARBPROC)load("glMultiTexCoord1dvARB"); + glad_glMultiTexCoord1fARB = (PFNGLMULTITEXCOORD1FARBPROC)load("glMultiTexCoord1fARB"); + glad_glMultiTexCoord1fvARB = (PFNGLMULTITEXCOORD1FVARBPROC)load("glMultiTexCoord1fvARB"); + glad_glMultiTexCoord1iARB = (PFNGLMULTITEXCOORD1IARBPROC)load("glMultiTexCoord1iARB"); + glad_glMultiTexCoord1ivARB = (PFNGLMULTITEXCOORD1IVARBPROC)load("glMultiTexCoord1ivARB"); + glad_glMultiTexCoord1sARB = (PFNGLMULTITEXCOORD1SARBPROC)load("glMultiTexCoord1sARB"); + glad_glMultiTexCoord1svARB = (PFNGLMULTITEXCOORD1SVARBPROC)load("glMultiTexCoord1svARB"); + glad_glMultiTexCoord2dARB = (PFNGLMULTITEXCOORD2DARBPROC)load("glMultiTexCoord2dARB"); + glad_glMultiTexCoord2dvARB = (PFNGLMULTITEXCOORD2DVARBPROC)load("glMultiTexCoord2dvARB"); + glad_glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)load("glMultiTexCoord2fARB"); + glad_glMultiTexCoord2fvARB = (PFNGLMULTITEXCOORD2FVARBPROC)load("glMultiTexCoord2fvARB"); + glad_glMultiTexCoord2iARB = (PFNGLMULTITEXCOORD2IARBPROC)load("glMultiTexCoord2iARB"); + glad_glMultiTexCoord2ivARB = (PFNGLMULTITEXCOORD2IVARBPROC)load("glMultiTexCoord2ivARB"); + glad_glMultiTexCoord2sARB = (PFNGLMULTITEXCOORD2SARBPROC)load("glMultiTexCoord2sARB"); + glad_glMultiTexCoord2svARB = (PFNGLMULTITEXCOORD2SVARBPROC)load("glMultiTexCoord2svARB"); + glad_glMultiTexCoord3dARB = (PFNGLMULTITEXCOORD3DARBPROC)load("glMultiTexCoord3dARB"); + glad_glMultiTexCoord3dvARB = (PFNGLMULTITEXCOORD3DVARBPROC)load("glMultiTexCoord3dvARB"); + glad_glMultiTexCoord3fARB = (PFNGLMULTITEXCOORD3FARBPROC)load("glMultiTexCoord3fARB"); + glad_glMultiTexCoord3fvARB = (PFNGLMULTITEXCOORD3FVARBPROC)load("glMultiTexCoord3fvARB"); + glad_glMultiTexCoord3iARB = (PFNGLMULTITEXCOORD3IARBPROC)load("glMultiTexCoord3iARB"); + glad_glMultiTexCoord3ivARB = (PFNGLMULTITEXCOORD3IVARBPROC)load("glMultiTexCoord3ivARB"); + glad_glMultiTexCoord3sARB = (PFNGLMULTITEXCOORD3SARBPROC)load("glMultiTexCoord3sARB"); + glad_glMultiTexCoord3svARB = (PFNGLMULTITEXCOORD3SVARBPROC)load("glMultiTexCoord3svARB"); + glad_glMultiTexCoord4dARB = (PFNGLMULTITEXCOORD4DARBPROC)load("glMultiTexCoord4dARB"); + glad_glMultiTexCoord4dvARB = (PFNGLMULTITEXCOORD4DVARBPROC)load("glMultiTexCoord4dvARB"); + glad_glMultiTexCoord4fARB = (PFNGLMULTITEXCOORD4FARBPROC)load("glMultiTexCoord4fARB"); + glad_glMultiTexCoord4fvARB = (PFNGLMULTITEXCOORD4FVARBPROC)load("glMultiTexCoord4fvARB"); + glad_glMultiTexCoord4iARB = (PFNGLMULTITEXCOORD4IARBPROC)load("glMultiTexCoord4iARB"); + glad_glMultiTexCoord4ivARB = (PFNGLMULTITEXCOORD4IVARBPROC)load("glMultiTexCoord4ivARB"); + glad_glMultiTexCoord4sARB = (PFNGLMULTITEXCOORD4SARBPROC)load("glMultiTexCoord4sARB"); + glad_glMultiTexCoord4svARB = (PFNGLMULTITEXCOORD4SVARBPROC)load("glMultiTexCoord4svARB"); +} +static void load_GL_ARB_occlusion_query(GLADloadproc load) { + if(!GLAD_GL_ARB_occlusion_query) return; + glad_glGenQueriesARB = (PFNGLGENQUERIESARBPROC)load("glGenQueriesARB"); + glad_glDeleteQueriesARB = (PFNGLDELETEQUERIESARBPROC)load("glDeleteQueriesARB"); + glad_glIsQueryARB = (PFNGLISQUERYARBPROC)load("glIsQueryARB"); + glad_glBeginQueryARB = (PFNGLBEGINQUERYARBPROC)load("glBeginQueryARB"); + glad_glEndQueryARB = (PFNGLENDQUERYARBPROC)load("glEndQueryARB"); + glad_glGetQueryivARB = (PFNGLGETQUERYIVARBPROC)load("glGetQueryivARB"); + glad_glGetQueryObjectivARB = (PFNGLGETQUERYOBJECTIVARBPROC)load("glGetQueryObjectivARB"); + glad_glGetQueryObjectuivARB = (PFNGLGETQUERYOBJECTUIVARBPROC)load("glGetQueryObjectuivARB"); +} +static void load_GL_ARB_parallel_shader_compile(GLADloadproc load) { + if(!GLAD_GL_ARB_parallel_shader_compile) return; + glad_glMaxShaderCompilerThreadsARB = (PFNGLMAXSHADERCOMPILERTHREADSARBPROC)load("glMaxShaderCompilerThreadsARB"); +} +static void load_GL_ARB_point_parameters(GLADloadproc load) { + if(!GLAD_GL_ARB_point_parameters) return; + glad_glPointParameterfARB = (PFNGLPOINTPARAMETERFARBPROC)load("glPointParameterfARB"); + glad_glPointParameterfvARB = (PFNGLPOINTPARAMETERFVARBPROC)load("glPointParameterfvARB"); +} +static void load_GL_ARB_polygon_offset_clamp(GLADloadproc load) { + if(!GLAD_GL_ARB_polygon_offset_clamp) return; + glad_glPolygonOffsetClamp = (PFNGLPOLYGONOFFSETCLAMPPROC)load("glPolygonOffsetClamp"); +} +static void load_GL_ARB_program_interface_query(GLADloadproc load) { + if(!GLAD_GL_ARB_program_interface_query) return; + glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)load("glGetProgramInterfaceiv"); + glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)load("glGetProgramResourceIndex"); + glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)load("glGetProgramResourceName"); + glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)load("glGetProgramResourceiv"); + glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)load("glGetProgramResourceLocation"); + glad_glGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)load("glGetProgramResourceLocationIndex"); +} +static void load_GL_ARB_provoking_vertex(GLADloadproc load) { + if(!GLAD_GL_ARB_provoking_vertex) return; + glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex"); +} +static void load_GL_ARB_robustness(GLADloadproc load) { + if(!GLAD_GL_ARB_robustness) return; + glad_glGetGraphicsResetStatusARB = (PFNGLGETGRAPHICSRESETSTATUSARBPROC)load("glGetGraphicsResetStatusARB"); + glad_glGetnTexImageARB = (PFNGLGETNTEXIMAGEARBPROC)load("glGetnTexImageARB"); + glad_glReadnPixelsARB = (PFNGLREADNPIXELSARBPROC)load("glReadnPixelsARB"); + glad_glGetnCompressedTexImageARB = (PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC)load("glGetnCompressedTexImageARB"); + glad_glGetnUniformfvARB = (PFNGLGETNUNIFORMFVARBPROC)load("glGetnUniformfvARB"); + glad_glGetnUniformivARB = (PFNGLGETNUNIFORMIVARBPROC)load("glGetnUniformivARB"); + glad_glGetnUniformuivARB = (PFNGLGETNUNIFORMUIVARBPROC)load("glGetnUniformuivARB"); + glad_glGetnUniformdvARB = (PFNGLGETNUNIFORMDVARBPROC)load("glGetnUniformdvARB"); + glad_glGetnMapdvARB = (PFNGLGETNMAPDVARBPROC)load("glGetnMapdvARB"); + glad_glGetnMapfvARB = (PFNGLGETNMAPFVARBPROC)load("glGetnMapfvARB"); + glad_glGetnMapivARB = (PFNGLGETNMAPIVARBPROC)load("glGetnMapivARB"); + glad_glGetnPixelMapfvARB = (PFNGLGETNPIXELMAPFVARBPROC)load("glGetnPixelMapfvARB"); + glad_glGetnPixelMapuivARB = (PFNGLGETNPIXELMAPUIVARBPROC)load("glGetnPixelMapuivARB"); + glad_glGetnPixelMapusvARB = (PFNGLGETNPIXELMAPUSVARBPROC)load("glGetnPixelMapusvARB"); + glad_glGetnPolygonStippleARB = (PFNGLGETNPOLYGONSTIPPLEARBPROC)load("glGetnPolygonStippleARB"); + glad_glGetnColorTableARB = (PFNGLGETNCOLORTABLEARBPROC)load("glGetnColorTableARB"); + glad_glGetnConvolutionFilterARB = (PFNGLGETNCONVOLUTIONFILTERARBPROC)load("glGetnConvolutionFilterARB"); + glad_glGetnSeparableFilterARB = (PFNGLGETNSEPARABLEFILTERARBPROC)load("glGetnSeparableFilterARB"); + glad_glGetnHistogramARB = (PFNGLGETNHISTOGRAMARBPROC)load("glGetnHistogramARB"); + glad_glGetnMinmaxARB = (PFNGLGETNMINMAXARBPROC)load("glGetnMinmaxARB"); +} +static void load_GL_ARB_sample_locations(GLADloadproc load) { + if(!GLAD_GL_ARB_sample_locations) return; + glad_glFramebufferSampleLocationsfvARB = (PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)load("glFramebufferSampleLocationsfvARB"); + glad_glNamedFramebufferSampleLocationsfvARB = (PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)load("glNamedFramebufferSampleLocationsfvARB"); + glad_glEvaluateDepthValuesARB = (PFNGLEVALUATEDEPTHVALUESARBPROC)load("glEvaluateDepthValuesARB"); +} +static void load_GL_ARB_sample_shading(GLADloadproc load) { + if(!GLAD_GL_ARB_sample_shading) return; + glad_glMinSampleShadingARB = (PFNGLMINSAMPLESHADINGARBPROC)load("glMinSampleShadingARB"); +} +static void load_GL_ARB_sampler_objects(GLADloadproc load) { + 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glad_glProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC)load("glProgramUniform3d"); + glad_glProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC)load("glProgramUniform3dv"); + glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)load("glProgramUniform3ui"); + glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)load("glProgramUniform3uiv"); + glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)load("glProgramUniform4i"); + glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)load("glProgramUniform4iv"); + glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)load("glProgramUniform4f"); + glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)load("glProgramUniform4fv"); + glad_glProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC)load("glProgramUniform4d"); + glad_glProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC)load("glProgramUniform4dv"); + glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)load("glProgramUniform4ui"); + glad_glProgramUniform4uiv = 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(PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)load("glProgramUniformMatrix4x3dv"); + glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)load("glValidateProgramPipeline"); + glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog"); +} +static void load_GL_ARB_shader_atomic_counters(GLADloadproc load) { + if(!GLAD_GL_ARB_shader_atomic_counters) return; + glad_glGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)load("glGetActiveAtomicCounterBufferiv"); +} +static void load_GL_ARB_shader_image_load_store(GLADloadproc load) { + if(!GLAD_GL_ARB_shader_image_load_store) return; + glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture"); + glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier"); +} +static void load_GL_ARB_shader_objects(GLADloadproc load) { + if(!GLAD_GL_ARB_shader_objects) return; + glad_glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)load("glDeleteObjectARB"); + glad_glGetHandleARB = (PFNGLGETHANDLEARBPROC)load("glGetHandleARB"); + glad_glDetachObjectARB = (PFNGLDETACHOBJECTARBPROC)load("glDetachObjectARB"); + glad_glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)load("glCreateShaderObjectARB"); + glad_glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)load("glShaderSourceARB"); + glad_glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)load("glCompileShaderARB"); + glad_glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)load("glCreateProgramObjectARB"); + glad_glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)load("glAttachObjectARB"); + glad_glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)load("glLinkProgramARB"); + glad_glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)load("glUseProgramObjectARB"); + glad_glValidateProgramARB = (PFNGLVALIDATEPROGRAMARBPROC)load("glValidateProgramARB"); + glad_glUniform1fARB = (PFNGLUNIFORM1FARBPROC)load("glUniform1fARB"); + glad_glUniform2fARB = (PFNGLUNIFORM2FARBPROC)load("glUniform2fARB"); + glad_glUniform3fARB = (PFNGLUNIFORM3FARBPROC)load("glUniform3fARB"); + glad_glUniform4fARB = (PFNGLUNIFORM4FARBPROC)load("glUniform4fARB"); + glad_glUniform1iARB = (PFNGLUNIFORM1IARBPROC)load("glUniform1iARB"); + glad_glUniform2iARB = (PFNGLUNIFORM2IARBPROC)load("glUniform2iARB"); + glad_glUniform3iARB = (PFNGLUNIFORM3IARBPROC)load("glUniform3iARB"); + glad_glUniform4iARB = (PFNGLUNIFORM4IARBPROC)load("glUniform4iARB"); + glad_glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC)load("glUniform1fvARB"); + glad_glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC)load("glUniform2fvARB"); + glad_glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC)load("glUniform3fvARB"); + glad_glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC)load("glUniform4fvARB"); + glad_glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC)load("glUniform1ivARB"); + glad_glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC)load("glUniform2ivARB"); + glad_glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC)load("glUniform3ivARB"); + glad_glUniform4ivARB = 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= (PFNGLGETUNIFORMIVARBPROC)load("glGetUniformivARB"); + glad_glGetShaderSourceARB = (PFNGLGETSHADERSOURCEARBPROC)load("glGetShaderSourceARB"); +} +static void load_GL_ARB_shader_storage_buffer_object(GLADloadproc load) { + if(!GLAD_GL_ARB_shader_storage_buffer_object) return; + glad_glShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC)load("glShaderStorageBlockBinding"); +} +static void load_GL_ARB_shader_subroutine(GLADloadproc load) { + if(!GLAD_GL_ARB_shader_subroutine) return; + glad_glGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)load("glGetSubroutineUniformLocation"); + glad_glGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC)load("glGetSubroutineIndex"); + glad_glGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)load("glGetActiveSubroutineUniformiv"); + glad_glGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)load("glGetActiveSubroutineUniformName"); + glad_glGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC)load("glGetActiveSubroutineName"); + glad_glUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC)load("glUniformSubroutinesuiv"); + glad_glGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC)load("glGetUniformSubroutineuiv"); + glad_glGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC)load("glGetProgramStageiv"); +} +static void load_GL_ARB_shading_language_include(GLADloadproc load) { + if(!GLAD_GL_ARB_shading_language_include) return; + glad_glNamedStringARB = (PFNGLNAMEDSTRINGARBPROC)load("glNamedStringARB"); + glad_glDeleteNamedStringARB = (PFNGLDELETENAMEDSTRINGARBPROC)load("glDeleteNamedStringARB"); + glad_glCompileShaderIncludeARB = (PFNGLCOMPILESHADERINCLUDEARBPROC)load("glCompileShaderIncludeARB"); + glad_glIsNamedStringARB = (PFNGLISNAMEDSTRINGARBPROC)load("glIsNamedStringARB"); + glad_glGetNamedStringARB = (PFNGLGETNAMEDSTRINGARBPROC)load("glGetNamedStringARB"); + glad_glGetNamedStringivARB = (PFNGLGETNAMEDSTRINGIVARBPROC)load("glGetNamedStringivARB"); +} +static void load_GL_ARB_sparse_buffer(GLADloadproc load) { + if(!GLAD_GL_ARB_sparse_buffer) return; + glad_glBufferPageCommitmentARB = (PFNGLBUFFERPAGECOMMITMENTARBPROC)load("glBufferPageCommitmentARB"); + glad_glNamedBufferPageCommitmentEXT = (PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC)load("glNamedBufferPageCommitmentEXT"); + glad_glNamedBufferPageCommitmentARB = (PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC)load("glNamedBufferPageCommitmentARB"); +} +static void load_GL_ARB_sparse_texture(GLADloadproc load) { + if(!GLAD_GL_ARB_sparse_texture) return; + glad_glTexPageCommitmentARB = (PFNGLTEXPAGECOMMITMENTARBPROC)load("glTexPageCommitmentARB"); +} +static void load_GL_ARB_sync(GLADloadproc load) { + if(!GLAD_GL_ARB_sync) return; + glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync"); + glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync"); + glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync"); + glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync"); + glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync"); + glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v"); + glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv"); +} +static void load_GL_ARB_tessellation_shader(GLADloadproc load) { + if(!GLAD_GL_ARB_tessellation_shader) return; + glad_glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)load("glPatchParameteri"); + glad_glPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC)load("glPatchParameterfv"); +} +static void load_GL_ARB_texture_barrier(GLADloadproc load) { + if(!GLAD_GL_ARB_texture_barrier) return; + glad_glTextureBarrier = (PFNGLTEXTUREBARRIERPROC)load("glTextureBarrier"); +} +static void load_GL_ARB_texture_buffer_object(GLADloadproc load) { + if(!GLAD_GL_ARB_texture_buffer_object) return; + glad_glTexBufferARB = (PFNGLTEXBUFFERARBPROC)load("glTexBufferARB"); +} +static void load_GL_ARB_texture_buffer_range(GLADloadproc load) { + if(!GLAD_GL_ARB_texture_buffer_range) return; + glad_glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)load("glTexBufferRange"); +} +static void load_GL_ARB_texture_compression(GLADloadproc load) { + if(!GLAD_GL_ARB_texture_compression) return; + glad_glCompressedTexImage3DARB = (PFNGLCOMPRESSEDTEXIMAGE3DARBPROC)load("glCompressedTexImage3DARB"); + glad_glCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)load("glCompressedTexImage2DARB"); + glad_glCompressedTexImage1DARB = (PFNGLCOMPRESSEDTEXIMAGE1DARBPROC)load("glCompressedTexImage1DARB"); + glad_glCompressedTexSubImage3DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC)load("glCompressedTexSubImage3DARB"); + glad_glCompressedTexSubImage2DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)load("glCompressedTexSubImage2DARB"); + glad_glCompressedTexSubImage1DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC)load("glCompressedTexSubImage1DARB"); + glad_glGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)load("glGetCompressedTexImageARB"); +} +static void load_GL_ARB_texture_multisample(GLADloadproc load) { + if(!GLAD_GL_ARB_texture_multisample) return; + glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample"); + glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample"); + glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv"); + glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski"); +} +static void load_GL_ARB_texture_storage(GLADloadproc load) { + if(!GLAD_GL_ARB_texture_storage) return; + glad_glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)load("glTexStorage1D"); + glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D"); + glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D"); +} +static void load_GL_ARB_texture_storage_multisample(GLADloadproc load) { + if(!GLAD_GL_ARB_texture_storage_multisample) return; + glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample"); + glad_glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)load("glTexStorage3DMultisample"); +} +static void load_GL_ARB_texture_view(GLADloadproc load) { + if(!GLAD_GL_ARB_texture_view) return; + glad_glTextureView = (PFNGLTEXTUREVIEWPROC)load("glTextureView"); +} +static void load_GL_ARB_timer_query(GLADloadproc load) { + if(!GLAD_GL_ARB_timer_query) return; + glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter"); + glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v"); + glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v"); +} +static void load_GL_ARB_transform_feedback2(GLADloadproc load) { + if(!GLAD_GL_ARB_transform_feedback2) return; + glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)load("glBindTransformFeedback"); + glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)load("glDeleteTransformFeedbacks"); + glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)load("glGenTransformFeedbacks"); + glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)load("glIsTransformFeedback"); + glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)load("glPauseTransformFeedback"); + glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)load("glResumeTransformFeedback"); + glad_glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)load("glDrawTransformFeedback"); +} +static void load_GL_ARB_transform_feedback3(GLADloadproc load) { + if(!GLAD_GL_ARB_transform_feedback3) return; + glad_glDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)load("glDrawTransformFeedbackStream"); + glad_glBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC)load("glBeginQueryIndexed"); + glad_glEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC)load("glEndQueryIndexed"); + glad_glGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC)load("glGetQueryIndexediv"); +} +static void load_GL_ARB_transform_feedback_instanced(GLADloadproc load) { + if(!GLAD_GL_ARB_transform_feedback_instanced) return; + glad_glDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)load("glDrawTransformFeedbackInstanced"); + glad_glDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)load("glDrawTransformFeedbackStreamInstanced"); +} +static void load_GL_ARB_transpose_matrix(GLADloadproc load) { + if(!GLAD_GL_ARB_transpose_matrix) return; + glad_glLoadTransposeMatrixfARB = (PFNGLLOADTRANSPOSEMATRIXFARBPROC)load("glLoadTransposeMatrixfARB"); + glad_glLoadTransposeMatrixdARB = (PFNGLLOADTRANSPOSEMATRIXDARBPROC)load("glLoadTransposeMatrixdARB"); + glad_glMultTransposeMatrixfARB = (PFNGLMULTTRANSPOSEMATRIXFARBPROC)load("glMultTransposeMatrixfARB"); + glad_glMultTransposeMatrixdARB = (PFNGLMULTTRANSPOSEMATRIXDARBPROC)load("glMultTransposeMatrixdARB"); +} +static void load_GL_ARB_uniform_buffer_object(GLADloadproc load) { + if(!GLAD_GL_ARB_uniform_buffer_object) return; + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); + glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); +} +static void load_GL_ARB_vertex_array_object(GLADloadproc load) { + if(!GLAD_GL_ARB_vertex_array_object) return; + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); +} +static void load_GL_ARB_vertex_attrib_64bit(GLADloadproc load) { + if(!GLAD_GL_ARB_vertex_attrib_64bit) return; + glad_glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC)load("glVertexAttribL1d"); + glad_glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC)load("glVertexAttribL2d"); + glad_glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC)load("glVertexAttribL3d"); + glad_glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC)load("glVertexAttribL4d"); + glad_glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC)load("glVertexAttribL1dv"); + glad_glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC)load("glVertexAttribL2dv"); + glad_glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC)load("glVertexAttribL3dv"); + glad_glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC)load("glVertexAttribL4dv"); + glad_glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)load("glVertexAttribLPointer"); + glad_glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC)load("glGetVertexAttribLdv"); +} +static void load_GL_ARB_vertex_attrib_binding(GLADloadproc load) { + if(!GLAD_GL_ARB_vertex_attrib_binding) return; + glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer"); + glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat"); + glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat"); + glad_glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC)load("glVertexAttribLFormat"); + glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding"); + glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor"); +} +static void load_GL_ARB_vertex_blend(GLADloadproc load) { + if(!GLAD_GL_ARB_vertex_blend) return; + glad_glWeightbvARB = (PFNGLWEIGHTBVARBPROC)load("glWeightbvARB"); + glad_glWeightsvARB = (PFNGLWEIGHTSVARBPROC)load("glWeightsvARB"); + glad_glWeightivARB = (PFNGLWEIGHTIVARBPROC)load("glWeightivARB"); + glad_glWeightfvARB = (PFNGLWEIGHTFVARBPROC)load("glWeightfvARB"); + glad_glWeightdvARB = (PFNGLWEIGHTDVARBPROC)load("glWeightdvARB"); + glad_glWeightubvARB = (PFNGLWEIGHTUBVARBPROC)load("glWeightubvARB"); + glad_glWeightusvARB = (PFNGLWEIGHTUSVARBPROC)load("glWeightusvARB"); + glad_glWeightuivARB = (PFNGLWEIGHTUIVARBPROC)load("glWeightuivARB"); + glad_glWeightPointerARB = (PFNGLWEIGHTPOINTERARBPROC)load("glWeightPointerARB"); + glad_glVertexBlendARB = (PFNGLVERTEXBLENDARBPROC)load("glVertexBlendARB"); +} +static void load_GL_ARB_vertex_buffer_object(GLADloadproc load) { + if(!GLAD_GL_ARB_vertex_buffer_object) return; + glad_glBindBufferARB = (PFNGLBINDBUFFERARBPROC)load("glBindBufferARB"); + glad_glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)load("glDeleteBuffersARB"); + glad_glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)load("glGenBuffersARB"); + glad_glIsBufferARB = (PFNGLISBUFFERARBPROC)load("glIsBufferARB"); + glad_glBufferDataARB = (PFNGLBUFFERDATAARBPROC)load("glBufferDataARB"); + glad_glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)load("glBufferSubDataARB"); + glad_glGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)load("glGetBufferSubDataARB"); + glad_glMapBufferARB = (PFNGLMAPBUFFERARBPROC)load("glMapBufferARB"); + glad_glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)load("glUnmapBufferARB"); + glad_glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)load("glGetBufferParameterivARB"); + glad_glGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)load("glGetBufferPointervARB"); +} +static void load_GL_ARB_vertex_program(GLADloadproc load) { + if(!GLAD_GL_ARB_vertex_program) return; + glad_glVertexAttrib1dARB = (PFNGLVERTEXATTRIB1DARBPROC)load("glVertexAttrib1dARB"); + glad_glVertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC)load("glVertexAttrib1dvARB"); + glad_glVertexAttrib1fARB = (PFNGLVERTEXATTRIB1FARBPROC)load("glVertexAttrib1fARB"); + glad_glVertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC)load("glVertexAttrib1fvARB"); + glad_glVertexAttrib1sARB = (PFNGLVERTEXATTRIB1SARBPROC)load("glVertexAttrib1sARB"); + glad_glVertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC)load("glVertexAttrib1svARB"); + glad_glVertexAttrib2dARB = (PFNGLVERTEXATTRIB2DARBPROC)load("glVertexAttrib2dARB"); + glad_glVertexAttrib2dvARB = (PFNGLVERTEXATTRIB2DVARBPROC)load("glVertexAttrib2dvARB"); + glad_glVertexAttrib2fARB = (PFNGLVERTEXATTRIB2FARBPROC)load("glVertexAttrib2fARB"); + glad_glVertexAttrib2fvARB = (PFNGLVERTEXATTRIB2FVARBPROC)load("glVertexAttrib2fvARB"); + glad_glVertexAttrib2sARB = (PFNGLVERTEXATTRIB2SARBPROC)load("glVertexAttrib2sARB"); + glad_glVertexAttrib2svARB = (PFNGLVERTEXATTRIB2SVARBPROC)load("glVertexAttrib2svARB"); + glad_glVertexAttrib3dARB = (PFNGLVERTEXATTRIB3DARBPROC)load("glVertexAttrib3dARB"); + glad_glVertexAttrib3dvARB = (PFNGLVERTEXATTRIB3DVARBPROC)load("glVertexAttrib3dvARB"); + glad_glVertexAttrib3fARB = (PFNGLVERTEXATTRIB3FARBPROC)load("glVertexAttrib3fARB"); + glad_glVertexAttrib3fvARB = (PFNGLVERTEXATTRIB3FVARBPROC)load("glVertexAttrib3fvARB"); + glad_glVertexAttrib3sARB = (PFNGLVERTEXATTRIB3SARBPROC)load("glVertexAttrib3sARB"); + glad_glVertexAttrib3svARB = (PFNGLVERTEXATTRIB3SVARBPROC)load("glVertexAttrib3svARB"); + glad_glVertexAttrib4NbvARB = (PFNGLVERTEXATTRIB4NBVARBPROC)load("glVertexAttrib4NbvARB"); + glad_glVertexAttrib4NivARB = (PFNGLVERTEXATTRIB4NIVARBPROC)load("glVertexAttrib4NivARB"); + glad_glVertexAttrib4NsvARB = (PFNGLVERTEXATTRIB4NSVARBPROC)load("glVertexAttrib4NsvARB"); + glad_glVertexAttrib4NubARB = (PFNGLVERTEXATTRIB4NUBARBPROC)load("glVertexAttrib4NubARB"); + glad_glVertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC)load("glVertexAttrib4NubvARB"); + glad_glVertexAttrib4NuivARB = (PFNGLVERTEXATTRIB4NUIVARBPROC)load("glVertexAttrib4NuivARB"); + glad_glVertexAttrib4NusvARB = (PFNGLVERTEXATTRIB4NUSVARBPROC)load("glVertexAttrib4NusvARB"); + glad_glVertexAttrib4bvARB = (PFNGLVERTEXATTRIB4BVARBPROC)load("glVertexAttrib4bvARB"); + glad_glVertexAttrib4dARB = (PFNGLVERTEXATTRIB4DARBPROC)load("glVertexAttrib4dARB"); + glad_glVertexAttrib4dvARB = (PFNGLVERTEXATTRIB4DVARBPROC)load("glVertexAttrib4dvARB"); + glad_glVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC)load("glVertexAttrib4fARB"); + glad_glVertexAttrib4fvARB = (PFNGLVERTEXATTRIB4FVARBPROC)load("glVertexAttrib4fvARB"); + glad_glVertexAttrib4ivARB = (PFNGLVERTEXATTRIB4IVARBPROC)load("glVertexAttrib4ivARB"); + glad_glVertexAttrib4sARB = (PFNGLVERTEXATTRIB4SARBPROC)load("glVertexAttrib4sARB"); + glad_glVertexAttrib4svARB = (PFNGLVERTEXATTRIB4SVARBPROC)load("glVertexAttrib4svARB"); + glad_glVertexAttrib4ubvARB = (PFNGLVERTEXATTRIB4UBVARBPROC)load("glVertexAttrib4ubvARB"); + glad_glVertexAttrib4uivARB = (PFNGLVERTEXATTRIB4UIVARBPROC)load("glVertexAttrib4uivARB"); + glad_glVertexAttrib4usvARB = (PFNGLVERTEXATTRIB4USVARBPROC)load("glVertexAttrib4usvARB"); + glad_glVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC)load("glVertexAttribPointerARB"); + glad_glEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC)load("glEnableVertexAttribArrayARB"); + glad_glDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)load("glDisableVertexAttribArrayARB"); + glad_glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)load("glProgramStringARB"); + glad_glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)load("glBindProgramARB"); + glad_glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)load("glDeleteProgramsARB"); + glad_glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)load("glGenProgramsARB"); + glad_glProgramEnvParameter4dARB = (PFNGLPROGRAMENVPARAMETER4DARBPROC)load("glProgramEnvParameter4dARB"); + glad_glProgramEnvParameter4dvARB = (PFNGLPROGRAMENVPARAMETER4DVARBPROC)load("glProgramEnvParameter4dvARB"); + glad_glProgramEnvParameter4fARB = (PFNGLPROGRAMENVPARAMETER4FARBPROC)load("glProgramEnvParameter4fARB"); + glad_glProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC)load("glProgramEnvParameter4fvARB"); + glad_glProgramLocalParameter4dARB = (PFNGLPROGRAMLOCALPARAMETER4DARBPROC)load("glProgramLocalParameter4dARB"); + glad_glProgramLocalParameter4dvARB = (PFNGLPROGRAMLOCALPARAMETER4DVARBPROC)load("glProgramLocalParameter4dvARB"); + glad_glProgramLocalParameter4fARB = (PFNGLPROGRAMLOCALPARAMETER4FARBPROC)load("glProgramLocalParameter4fARB"); + glad_glProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)load("glProgramLocalParameter4fvARB"); + glad_glGetProgramEnvParameterdvARB = 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(PFNGLGETVERTEXATTRIBPOINTERVARBPROC)load("glGetVertexAttribPointervARB"); + glad_glIsProgramARB = (PFNGLISPROGRAMARBPROC)load("glIsProgramARB"); +} +static void load_GL_ARB_vertex_shader(GLADloadproc load) { + if(!GLAD_GL_ARB_vertex_shader) return; + glad_glVertexAttrib1fARB = (PFNGLVERTEXATTRIB1FARBPROC)load("glVertexAttrib1fARB"); + glad_glVertexAttrib1sARB = (PFNGLVERTEXATTRIB1SARBPROC)load("glVertexAttrib1sARB"); + glad_glVertexAttrib1dARB = (PFNGLVERTEXATTRIB1DARBPROC)load("glVertexAttrib1dARB"); + glad_glVertexAttrib2fARB = (PFNGLVERTEXATTRIB2FARBPROC)load("glVertexAttrib2fARB"); + glad_glVertexAttrib2sARB = (PFNGLVERTEXATTRIB2SARBPROC)load("glVertexAttrib2sARB"); + glad_glVertexAttrib2dARB = (PFNGLVERTEXATTRIB2DARBPROC)load("glVertexAttrib2dARB"); + glad_glVertexAttrib3fARB = (PFNGLVERTEXATTRIB3FARBPROC)load("glVertexAttrib3fARB"); + glad_glVertexAttrib3sARB = (PFNGLVERTEXATTRIB3SARBPROC)load("glVertexAttrib3sARB"); + glad_glVertexAttrib3dARB = (PFNGLVERTEXATTRIB3DARBPROC)load("glVertexAttrib3dARB"); + glad_glVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC)load("glVertexAttrib4fARB"); + glad_glVertexAttrib4sARB = (PFNGLVERTEXATTRIB4SARBPROC)load("glVertexAttrib4sARB"); + glad_glVertexAttrib4dARB = (PFNGLVERTEXATTRIB4DARBPROC)load("glVertexAttrib4dARB"); + glad_glVertexAttrib4NubARB = (PFNGLVERTEXATTRIB4NUBARBPROC)load("glVertexAttrib4NubARB"); + glad_glVertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC)load("glVertexAttrib1fvARB"); + glad_glVertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC)load("glVertexAttrib1svARB"); + glad_glVertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC)load("glVertexAttrib1dvARB"); + glad_glVertexAttrib2fvARB = (PFNGLVERTEXATTRIB2FVARBPROC)load("glVertexAttrib2fvARB"); + glad_glVertexAttrib2svARB = (PFNGLVERTEXATTRIB2SVARBPROC)load("glVertexAttrib2svARB"); + glad_glVertexAttrib2dvARB = (PFNGLVERTEXATTRIB2DVARBPROC)load("glVertexAttrib2dvARB"); + glad_glVertexAttrib3fvARB = 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(PFNGLGETACTIVEATTRIBARBPROC)load("glGetActiveAttribARB"); + glad_glGetAttribLocationARB = (PFNGLGETATTRIBLOCATIONARBPROC)load("glGetAttribLocationARB"); + glad_glGetVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC)load("glGetVertexAttribdvARB"); + glad_glGetVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC)load("glGetVertexAttribfvARB"); + glad_glGetVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC)load("glGetVertexAttribivARB"); + glad_glGetVertexAttribPointervARB = (PFNGLGETVERTEXATTRIBPOINTERVARBPROC)load("glGetVertexAttribPointervARB"); +} +static void load_GL_ARB_vertex_type_2_10_10_10_rev(GLADloadproc load) { + if(!GLAD_GL_ARB_vertex_type_2_10_10_10_rev) return; + glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui"); + glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv"); + glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui"); + glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv"); + glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui"); + glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv"); + glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui"); + glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv"); + glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui"); + glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv"); + glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui"); + glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv"); + glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui"); + glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv"); + glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui"); + glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv"); + glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui"); + glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv"); + glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui"); + glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv"); + glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui"); + glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv"); + glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui"); + glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv"); + glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui"); + glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv"); + glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui"); + glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv"); + glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui"); + glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv"); + glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui"); + glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv"); + glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui"); + glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv"); + glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui"); + glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv"); + glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui"); + glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv"); +} +static void load_GL_ARB_viewport_array(GLADloadproc load) { + if(!GLAD_GL_ARB_viewport_array) return; + glad_glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC)load("glViewportArrayv"); + glad_glViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC)load("glViewportIndexedf"); + glad_glViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC)load("glViewportIndexedfv"); + glad_glScissorArrayv = (PFNGLSCISSORARRAYVPROC)load("glScissorArrayv"); + glad_glScissorIndexed = (PFNGLSCISSORINDEXEDPROC)load("glScissorIndexed"); + glad_glScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC)load("glScissorIndexedv"); + glad_glDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC)load("glDepthRangeArrayv"); + glad_glDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC)load("glDepthRangeIndexed"); + glad_glGetFloati_v = (PFNGLGETFLOATI_VPROC)load("glGetFloati_v"); + glad_glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC)load("glGetDoublei_v"); +} +static void load_GL_ARB_window_pos(GLADloadproc load) { + if(!GLAD_GL_ARB_window_pos) return; + glad_glWindowPos2dARB = (PFNGLWINDOWPOS2DARBPROC)load("glWindowPos2dARB"); + glad_glWindowPos2dvARB = (PFNGLWINDOWPOS2DVARBPROC)load("glWindowPos2dvARB"); + glad_glWindowPos2fARB = (PFNGLWINDOWPOS2FARBPROC)load("glWindowPos2fARB"); + glad_glWindowPos2fvARB = (PFNGLWINDOWPOS2FVARBPROC)load("glWindowPos2fvARB"); + glad_glWindowPos2iARB = (PFNGLWINDOWPOS2IARBPROC)load("glWindowPos2iARB"); + glad_glWindowPos2ivARB = (PFNGLWINDOWPOS2IVARBPROC)load("glWindowPos2ivARB"); + glad_glWindowPos2sARB = (PFNGLWINDOWPOS2SARBPROC)load("glWindowPos2sARB"); + glad_glWindowPos2svARB = (PFNGLWINDOWPOS2SVARBPROC)load("glWindowPos2svARB"); + glad_glWindowPos3dARB = (PFNGLWINDOWPOS3DARBPROC)load("glWindowPos3dARB"); + glad_glWindowPos3dvARB = (PFNGLWINDOWPOS3DVARBPROC)load("glWindowPos3dvARB"); + glad_glWindowPos3fARB = (PFNGLWINDOWPOS3FARBPROC)load("glWindowPos3fARB"); + glad_glWindowPos3fvARB = (PFNGLWINDOWPOS3FVARBPROC)load("glWindowPos3fvARB"); + glad_glWindowPos3iARB = (PFNGLWINDOWPOS3IARBPROC)load("glWindowPos3iARB"); + glad_glWindowPos3ivARB = (PFNGLWINDOWPOS3IVARBPROC)load("glWindowPos3ivARB"); + glad_glWindowPos3sARB = (PFNGLWINDOWPOS3SARBPROC)load("glWindowPos3sARB"); + glad_glWindowPos3svARB = (PFNGLWINDOWPOS3SVARBPROC)load("glWindowPos3svARB"); +} +static void load_GL_ATI_draw_buffers(GLADloadproc load) { + if(!GLAD_GL_ATI_draw_buffers) return; + glad_glDrawBuffersATI = (PFNGLDRAWBUFFERSATIPROC)load("glDrawBuffersATI"); +} +static void load_GL_ATI_element_array(GLADloadproc load) { + if(!GLAD_GL_ATI_element_array) return; + glad_glElementPointerATI = (PFNGLELEMENTPOINTERATIPROC)load("glElementPointerATI"); + glad_glDrawElementArrayATI = (PFNGLDRAWELEMENTARRAYATIPROC)load("glDrawElementArrayATI"); + glad_glDrawRangeElementArrayATI = (PFNGLDRAWRANGEELEMENTARRAYATIPROC)load("glDrawRangeElementArrayATI"); +} +static void load_GL_ATI_envmap_bumpmap(GLADloadproc load) { + if(!GLAD_GL_ATI_envmap_bumpmap) return; + glad_glTexBumpParameterivATI = (PFNGLTEXBUMPPARAMETERIVATIPROC)load("glTexBumpParameterivATI"); + glad_glTexBumpParameterfvATI = (PFNGLTEXBUMPPARAMETERFVATIPROC)load("glTexBumpParameterfvATI"); + glad_glGetTexBumpParameterivATI = (PFNGLGETTEXBUMPPARAMETERIVATIPROC)load("glGetTexBumpParameterivATI"); + glad_glGetTexBumpParameterfvATI = (PFNGLGETTEXBUMPPARAMETERFVATIPROC)load("glGetTexBumpParameterfvATI"); +} +static void load_GL_ATI_fragment_shader(GLADloadproc load) { + if(!GLAD_GL_ATI_fragment_shader) return; + glad_glGenFragmentShadersATI = (PFNGLGENFRAGMENTSHADERSATIPROC)load("glGenFragmentShadersATI"); + glad_glBindFragmentShaderATI = (PFNGLBINDFRAGMENTSHADERATIPROC)load("glBindFragmentShaderATI"); + glad_glDeleteFragmentShaderATI = (PFNGLDELETEFRAGMENTSHADERATIPROC)load("glDeleteFragmentShaderATI"); + glad_glBeginFragmentShaderATI = (PFNGLBEGINFRAGMENTSHADERATIPROC)load("glBeginFragmentShaderATI"); + glad_glEndFragmentShaderATI = (PFNGLENDFRAGMENTSHADERATIPROC)load("glEndFragmentShaderATI"); + glad_glPassTexCoordATI = (PFNGLPASSTEXCOORDATIPROC)load("glPassTexCoordATI"); + glad_glSampleMapATI = (PFNGLSAMPLEMAPATIPROC)load("glSampleMapATI"); + glad_glColorFragmentOp1ATI = (PFNGLCOLORFRAGMENTOP1ATIPROC)load("glColorFragmentOp1ATI"); + glad_glColorFragmentOp2ATI = (PFNGLCOLORFRAGMENTOP2ATIPROC)load("glColorFragmentOp2ATI"); + glad_glColorFragmentOp3ATI = (PFNGLCOLORFRAGMENTOP3ATIPROC)load("glColorFragmentOp3ATI"); + glad_glAlphaFragmentOp1ATI = (PFNGLALPHAFRAGMENTOP1ATIPROC)load("glAlphaFragmentOp1ATI"); + glad_glAlphaFragmentOp2ATI = (PFNGLALPHAFRAGMENTOP2ATIPROC)load("glAlphaFragmentOp2ATI"); + glad_glAlphaFragmentOp3ATI = (PFNGLALPHAFRAGMENTOP3ATIPROC)load("glAlphaFragmentOp3ATI"); + glad_glSetFragmentShaderConstantATI = (PFNGLSETFRAGMENTSHADERCONSTANTATIPROC)load("glSetFragmentShaderConstantATI"); +} +static void load_GL_ATI_map_object_buffer(GLADloadproc load) { + if(!GLAD_GL_ATI_map_object_buffer) return; + glad_glMapObjectBufferATI = (PFNGLMAPOBJECTBUFFERATIPROC)load("glMapObjectBufferATI"); + glad_glUnmapObjectBufferATI = (PFNGLUNMAPOBJECTBUFFERATIPROC)load("glUnmapObjectBufferATI"); +} +static void load_GL_ATI_pn_triangles(GLADloadproc load) { + if(!GLAD_GL_ATI_pn_triangles) return; + glad_glPNTrianglesiATI = (PFNGLPNTRIANGLESIATIPROC)load("glPNTrianglesiATI"); + glad_glPNTrianglesfATI = (PFNGLPNTRIANGLESFATIPROC)load("glPNTrianglesfATI"); +} +static void load_GL_ATI_separate_stencil(GLADloadproc load) { + if(!GLAD_GL_ATI_separate_stencil) return; + glad_glStencilOpSeparateATI = (PFNGLSTENCILOPSEPARATEATIPROC)load("glStencilOpSeparateATI"); + glad_glStencilFuncSeparateATI = (PFNGLSTENCILFUNCSEPARATEATIPROC)load("glStencilFuncSeparateATI"); +} +static void load_GL_ATI_vertex_array_object(GLADloadproc load) { + if(!GLAD_GL_ATI_vertex_array_object) return; + glad_glNewObjectBufferATI = (PFNGLNEWOBJECTBUFFERATIPROC)load("glNewObjectBufferATI"); + glad_glIsObjectBufferATI = (PFNGLISOBJECTBUFFERATIPROC)load("glIsObjectBufferATI"); + glad_glUpdateObjectBufferATI = (PFNGLUPDATEOBJECTBUFFERATIPROC)load("glUpdateObjectBufferATI"); + glad_glGetObjectBufferfvATI = (PFNGLGETOBJECTBUFFERFVATIPROC)load("glGetObjectBufferfvATI"); + glad_glGetObjectBufferivATI = 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glad_glGetVertexAttribArrayObjectfvATI = (PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC)load("glGetVertexAttribArrayObjectfvATI"); + glad_glGetVertexAttribArrayObjectivATI = (PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC)load("glGetVertexAttribArrayObjectivATI"); +} +static void load_GL_ATI_vertex_streams(GLADloadproc load) { + if(!GLAD_GL_ATI_vertex_streams) return; + glad_glVertexStream1sATI = (PFNGLVERTEXSTREAM1SATIPROC)load("glVertexStream1sATI"); + glad_glVertexStream1svATI = (PFNGLVERTEXSTREAM1SVATIPROC)load("glVertexStream1svATI"); + glad_glVertexStream1iATI = (PFNGLVERTEXSTREAM1IATIPROC)load("glVertexStream1iATI"); + glad_glVertexStream1ivATI = (PFNGLVERTEXSTREAM1IVATIPROC)load("glVertexStream1ivATI"); + glad_glVertexStream1fATI = (PFNGLVERTEXSTREAM1FATIPROC)load("glVertexStream1fATI"); + glad_glVertexStream1fvATI = (PFNGLVERTEXSTREAM1FVATIPROC)load("glVertexStream1fvATI"); + glad_glVertexStream1dATI = (PFNGLVERTEXSTREAM1DATIPROC)load("glVertexStream1dATI"); + glad_glVertexStream1dvATI = 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(PFNGLNORMALSTREAM3DATIPROC)load("glNormalStream3dATI"); + glad_glNormalStream3dvATI = (PFNGLNORMALSTREAM3DVATIPROC)load("glNormalStream3dvATI"); + glad_glClientActiveVertexStreamATI = (PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC)load("glClientActiveVertexStreamATI"); + glad_glVertexBlendEnviATI = (PFNGLVERTEXBLENDENVIATIPROC)load("glVertexBlendEnviATI"); + glad_glVertexBlendEnvfATI = (PFNGLVERTEXBLENDENVFATIPROC)load("glVertexBlendEnvfATI"); +} +static void load_GL_EXT_EGL_image_storage(GLADloadproc load) { + if(!GLAD_GL_EXT_EGL_image_storage) return; + glad_glEGLImageTargetTexStorageEXT = (PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC)load("glEGLImageTargetTexStorageEXT"); + glad_glEGLImageTargetTextureStorageEXT = (PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC)load("glEGLImageTargetTextureStorageEXT"); +} +static void load_GL_EXT_bindable_uniform(GLADloadproc load) { + if(!GLAD_GL_EXT_bindable_uniform) return; + glad_glUniformBufferEXT = (PFNGLUNIFORMBUFFEREXTPROC)load("glUniformBufferEXT"); + glad_glGetUniformBufferSizeEXT = (PFNGLGETUNIFORMBUFFERSIZEEXTPROC)load("glGetUniformBufferSizeEXT"); + glad_glGetUniformOffsetEXT = (PFNGLGETUNIFORMOFFSETEXTPROC)load("glGetUniformOffsetEXT"); +} +static void load_GL_EXT_blend_color(GLADloadproc load) { + if(!GLAD_GL_EXT_blend_color) return; + glad_glBlendColorEXT = (PFNGLBLENDCOLOREXTPROC)load("glBlendColorEXT"); +} +static void load_GL_EXT_blend_equation_separate(GLADloadproc load) { + if(!GLAD_GL_EXT_blend_equation_separate) return; + glad_glBlendEquationSeparateEXT = (PFNGLBLENDEQUATIONSEPARATEEXTPROC)load("glBlendEquationSeparateEXT"); +} +static void load_GL_EXT_blend_func_separate(GLADloadproc load) { + if(!GLAD_GL_EXT_blend_func_separate) return; + glad_glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC)load("glBlendFuncSeparateEXT"); +} +static void load_GL_EXT_blend_minmax(GLADloadproc load) { + if(!GLAD_GL_EXT_blend_minmax) return; + glad_glBlendEquationEXT = (PFNGLBLENDEQUATIONEXTPROC)load("glBlendEquationEXT"); +} +static void load_GL_EXT_color_subtable(GLADloadproc load) { + if(!GLAD_GL_EXT_color_subtable) return; + glad_glColorSubTableEXT = (PFNGLCOLORSUBTABLEEXTPROC)load("glColorSubTableEXT"); + glad_glCopyColorSubTableEXT = (PFNGLCOPYCOLORSUBTABLEEXTPROC)load("glCopyColorSubTableEXT"); +} +static void load_GL_EXT_compiled_vertex_array(GLADloadproc load) { + if(!GLAD_GL_EXT_compiled_vertex_array) return; + glad_glLockArraysEXT = (PFNGLLOCKARRAYSEXTPROC)load("glLockArraysEXT"); + glad_glUnlockArraysEXT = (PFNGLUNLOCKARRAYSEXTPROC)load("glUnlockArraysEXT"); +} +static void load_GL_EXT_convolution(GLADloadproc load) { + if(!GLAD_GL_EXT_convolution) return; + glad_glConvolutionFilter1DEXT = (PFNGLCONVOLUTIONFILTER1DEXTPROC)load("glConvolutionFilter1DEXT"); + glad_glConvolutionFilter2DEXT = (PFNGLCONVOLUTIONFILTER2DEXTPROC)load("glConvolutionFilter2DEXT"); + glad_glConvolutionParameterfEXT = (PFNGLCONVOLUTIONPARAMETERFEXTPROC)load("glConvolutionParameterfEXT"); + glad_glConvolutionParameterfvEXT = 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(PFNGLSEPARABLEFILTER2DEXTPROC)load("glSeparableFilter2DEXT"); +} +static void load_GL_EXT_coordinate_frame(GLADloadproc load) { + if(!GLAD_GL_EXT_coordinate_frame) return; + glad_glTangent3bEXT = (PFNGLTANGENT3BEXTPROC)load("glTangent3bEXT"); + glad_glTangent3bvEXT = (PFNGLTANGENT3BVEXTPROC)load("glTangent3bvEXT"); + glad_glTangent3dEXT = (PFNGLTANGENT3DEXTPROC)load("glTangent3dEXT"); + glad_glTangent3dvEXT = (PFNGLTANGENT3DVEXTPROC)load("glTangent3dvEXT"); + glad_glTangent3fEXT = (PFNGLTANGENT3FEXTPROC)load("glTangent3fEXT"); + glad_glTangent3fvEXT = (PFNGLTANGENT3FVEXTPROC)load("glTangent3fvEXT"); + glad_glTangent3iEXT = (PFNGLTANGENT3IEXTPROC)load("glTangent3iEXT"); + glad_glTangent3ivEXT = (PFNGLTANGENT3IVEXTPROC)load("glTangent3ivEXT"); + glad_glTangent3sEXT = (PFNGLTANGENT3SEXTPROC)load("glTangent3sEXT"); + glad_glTangent3svEXT = (PFNGLTANGENT3SVEXTPROC)load("glTangent3svEXT"); + glad_glBinormal3bEXT = (PFNGLBINORMAL3BEXTPROC)load("glBinormal3bEXT"); + glad_glBinormal3bvEXT = 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glad_glMultiTexParameterfvEXT = (PFNGLMULTITEXPARAMETERFVEXTPROC)load("glMultiTexParameterfvEXT"); + glad_glMultiTexImage1DEXT = (PFNGLMULTITEXIMAGE1DEXTPROC)load("glMultiTexImage1DEXT"); + glad_glMultiTexImage2DEXT = (PFNGLMULTITEXIMAGE2DEXTPROC)load("glMultiTexImage2DEXT"); + glad_glMultiTexSubImage1DEXT = (PFNGLMULTITEXSUBIMAGE1DEXTPROC)load("glMultiTexSubImage1DEXT"); + glad_glMultiTexSubImage2DEXT = (PFNGLMULTITEXSUBIMAGE2DEXTPROC)load("glMultiTexSubImage2DEXT"); + glad_glCopyMultiTexImage1DEXT = (PFNGLCOPYMULTITEXIMAGE1DEXTPROC)load("glCopyMultiTexImage1DEXT"); + glad_glCopyMultiTexImage2DEXT = (PFNGLCOPYMULTITEXIMAGE2DEXTPROC)load("glCopyMultiTexImage2DEXT"); + glad_glCopyMultiTexSubImage1DEXT = (PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC)load("glCopyMultiTexSubImage1DEXT"); + glad_glCopyMultiTexSubImage2DEXT = (PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC)load("glCopyMultiTexSubImage2DEXT"); + glad_glGetMultiTexImageEXT = (PFNGLGETMULTITEXIMAGEEXTPROC)load("glGetMultiTexImageEXT"); + glad_glGetMultiTexParameterfvEXT = (PFNGLGETMULTITEXPARAMETERFVEXTPROC)load("glGetMultiTexParameterfvEXT"); + glad_glGetMultiTexParameterivEXT = (PFNGLGETMULTITEXPARAMETERIVEXTPROC)load("glGetMultiTexParameterivEXT"); + glad_glGetMultiTexLevelParameterfvEXT = (PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC)load("glGetMultiTexLevelParameterfvEXT"); + glad_glGetMultiTexLevelParameterivEXT = (PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC)load("glGetMultiTexLevelParameterivEXT"); + glad_glMultiTexImage3DEXT = (PFNGLMULTITEXIMAGE3DEXTPROC)load("glMultiTexImage3DEXT"); + glad_glMultiTexSubImage3DEXT = (PFNGLMULTITEXSUBIMAGE3DEXTPROC)load("glMultiTexSubImage3DEXT"); + glad_glCopyMultiTexSubImage3DEXT = (PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC)load("glCopyMultiTexSubImage3DEXT"); + glad_glEnableClientStateIndexedEXT = (PFNGLENABLECLIENTSTATEINDEXEDEXTPROC)load("glEnableClientStateIndexedEXT"); + glad_glDisableClientStateIndexedEXT = (PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC)load("glDisableClientStateIndexedEXT"); 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glad_glCompressedTextureImage1DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC)load("glCompressedTextureImage1DEXT"); + glad_glCompressedTextureSubImage3DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC)load("glCompressedTextureSubImage3DEXT"); + glad_glCompressedTextureSubImage2DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC)load("glCompressedTextureSubImage2DEXT"); + glad_glCompressedTextureSubImage1DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC)load("glCompressedTextureSubImage1DEXT"); + glad_glGetCompressedTextureImageEXT = (PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC)load("glGetCompressedTextureImageEXT"); + glad_glCompressedMultiTexImage3DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC)load("glCompressedMultiTexImage3DEXT"); + glad_glCompressedMultiTexImage2DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC)load("glCompressedMultiTexImage2DEXT"); + glad_glCompressedMultiTexImage1DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC)load("glCompressedMultiTexImage1DEXT"); + glad_glCompressedMultiTexSubImage3DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC)load("glCompressedMultiTexSubImage3DEXT"); + glad_glCompressedMultiTexSubImage2DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC)load("glCompressedMultiTexSubImage2DEXT"); + glad_glCompressedMultiTexSubImage1DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC)load("glCompressedMultiTexSubImage1DEXT"); + glad_glGetCompressedMultiTexImageEXT = (PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC)load("glGetCompressedMultiTexImageEXT"); + glad_glMatrixLoadTransposefEXT = (PFNGLMATRIXLOADTRANSPOSEFEXTPROC)load("glMatrixLoadTransposefEXT"); + glad_glMatrixLoadTransposedEXT = (PFNGLMATRIXLOADTRANSPOSEDEXTPROC)load("glMatrixLoadTransposedEXT"); + glad_glMatrixMultTransposefEXT = (PFNGLMATRIXMULTTRANSPOSEFEXTPROC)load("glMatrixMultTransposefEXT"); + glad_glMatrixMultTransposedEXT = (PFNGLMATRIXMULTTRANSPOSEDEXTPROC)load("glMatrixMultTransposedEXT"); + glad_glNamedBufferDataEXT = 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glad_glProgramUniform3ivEXT = (PFNGLPROGRAMUNIFORM3IVEXTPROC)load("glProgramUniform3ivEXT"); + glad_glProgramUniform4ivEXT = (PFNGLPROGRAMUNIFORM4IVEXTPROC)load("glProgramUniform4ivEXT"); + glad_glProgramUniformMatrix2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC)load("glProgramUniformMatrix2fvEXT"); + glad_glProgramUniformMatrix3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC)load("glProgramUniformMatrix3fvEXT"); + glad_glProgramUniformMatrix4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC)load("glProgramUniformMatrix4fvEXT"); + glad_glProgramUniformMatrix2x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC)load("glProgramUniformMatrix2x3fvEXT"); + glad_glProgramUniformMatrix3x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC)load("glProgramUniformMatrix3x2fvEXT"); + glad_glProgramUniformMatrix2x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC)load("glProgramUniformMatrix2x4fvEXT"); + glad_glProgramUniformMatrix4x2fvEXT = 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glad_glProgramUniform3uivEXT = (PFNGLPROGRAMUNIFORM3UIVEXTPROC)load("glProgramUniform3uivEXT"); + glad_glProgramUniform4uivEXT = (PFNGLPROGRAMUNIFORM4UIVEXTPROC)load("glProgramUniform4uivEXT"); + glad_glNamedProgramLocalParameters4fvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC)load("glNamedProgramLocalParameters4fvEXT"); + glad_glNamedProgramLocalParameterI4iEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC)load("glNamedProgramLocalParameterI4iEXT"); + glad_glNamedProgramLocalParameterI4ivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC)load("glNamedProgramLocalParameterI4ivEXT"); + glad_glNamedProgramLocalParametersI4ivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC)load("glNamedProgramLocalParametersI4ivEXT"); + glad_glNamedProgramLocalParameterI4uiEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC)load("glNamedProgramLocalParameterI4uiEXT"); + glad_glNamedProgramLocalParameterI4uivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC)load("glNamedProgramLocalParameterI4uivEXT"); 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glad_glDisableIndexedEXT = (PFNGLDISABLEINDEXEDEXTPROC)load("glDisableIndexedEXT"); + glad_glIsEnabledIndexedEXT = (PFNGLISENABLEDINDEXEDEXTPROC)load("glIsEnabledIndexedEXT"); +} +static void load_GL_EXT_draw_instanced(GLADloadproc load) { + if(!GLAD_GL_EXT_draw_instanced) return; + glad_glDrawArraysInstancedEXT = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)load("glDrawArraysInstancedEXT"); + glad_glDrawElementsInstancedEXT = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)load("glDrawElementsInstancedEXT"); +} +static void load_GL_EXT_draw_range_elements(GLADloadproc load) { + if(!GLAD_GL_EXT_draw_range_elements) return; + glad_glDrawRangeElementsEXT = (PFNGLDRAWRANGEELEMENTSEXTPROC)load("glDrawRangeElementsEXT"); +} +static void load_GL_EXT_external_buffer(GLADloadproc load) { + if(!GLAD_GL_EXT_external_buffer) return; + glad_glBufferStorageExternalEXT = (PFNGLBUFFERSTORAGEEXTERNALEXTPROC)load("glBufferStorageExternalEXT"); + glad_glNamedBufferStorageExternalEXT = 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glad_glGetMinmaxParameterfvEXT = (PFNGLGETMINMAXPARAMETERFVEXTPROC)load("glGetMinmaxParameterfvEXT"); + glad_glGetMinmaxParameterivEXT = (PFNGLGETMINMAXPARAMETERIVEXTPROC)load("glGetMinmaxParameterivEXT"); + glad_glHistogramEXT = (PFNGLHISTOGRAMEXTPROC)load("glHistogramEXT"); + glad_glMinmaxEXT = (PFNGLMINMAXEXTPROC)load("glMinmaxEXT"); + glad_glResetHistogramEXT = (PFNGLRESETHISTOGRAMEXTPROC)load("glResetHistogramEXT"); + glad_glResetMinmaxEXT = (PFNGLRESETMINMAXEXTPROC)load("glResetMinmaxEXT"); +} +static void load_GL_EXT_index_func(GLADloadproc load) { + if(!GLAD_GL_EXT_index_func) return; + glad_glIndexFuncEXT = (PFNGLINDEXFUNCEXTPROC)load("glIndexFuncEXT"); +} +static void load_GL_EXT_index_material(GLADloadproc load) { + if(!GLAD_GL_EXT_index_material) return; + glad_glIndexMaterialEXT = (PFNGLINDEXMATERIALEXTPROC)load("glIndexMaterialEXT"); +} +static void load_GL_EXT_light_texture(GLADloadproc load) { + if(!GLAD_GL_EXT_light_texture) return; + glad_glApplyTextureEXT = 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(PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC)load("glTextureStorageMem3DMultisampleEXT"); + glad_glNamedBufferStorageMemEXT = (PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC)load("glNamedBufferStorageMemEXT"); + glad_glTexStorageMem1DEXT = (PFNGLTEXSTORAGEMEM1DEXTPROC)load("glTexStorageMem1DEXT"); + glad_glTextureStorageMem1DEXT = (PFNGLTEXTURESTORAGEMEM1DEXTPROC)load("glTextureStorageMem1DEXT"); +} +static void load_GL_EXT_memory_object_fd(GLADloadproc load) { + if(!GLAD_GL_EXT_memory_object_fd) return; + glad_glImportMemoryFdEXT = (PFNGLIMPORTMEMORYFDEXTPROC)load("glImportMemoryFdEXT"); +} +static void load_GL_EXT_memory_object_win32(GLADloadproc load) { + if(!GLAD_GL_EXT_memory_object_win32) return; + glad_glImportMemoryWin32HandleEXT = (PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC)load("glImportMemoryWin32HandleEXT"); + glad_glImportMemoryWin32NameEXT = (PFNGLIMPORTMEMORYWIN32NAMEEXTPROC)load("glImportMemoryWin32NameEXT"); +} +static void load_GL_EXT_multi_draw_arrays(GLADloadproc load) { + if(!GLAD_GL_EXT_multi_draw_arrays) return; + glad_glMultiDrawArraysEXT = (PFNGLMULTIDRAWARRAYSEXTPROC)load("glMultiDrawArraysEXT"); + glad_glMultiDrawElementsEXT = (PFNGLMULTIDRAWELEMENTSEXTPROC)load("glMultiDrawElementsEXT"); +} +static void load_GL_EXT_multisample(GLADloadproc load) { + if(!GLAD_GL_EXT_multisample) return; + glad_glSampleMaskEXT = (PFNGLSAMPLEMASKEXTPROC)load("glSampleMaskEXT"); + glad_glSamplePatternEXT = (PFNGLSAMPLEPATTERNEXTPROC)load("glSamplePatternEXT"); +} +static void load_GL_EXT_paletted_texture(GLADloadproc load) { + if(!GLAD_GL_EXT_paletted_texture) return; + glad_glColorTableEXT = (PFNGLCOLORTABLEEXTPROC)load("glColorTableEXT"); + glad_glGetColorTableEXT = (PFNGLGETCOLORTABLEEXTPROC)load("glGetColorTableEXT"); + glad_glGetColorTableParameterivEXT = (PFNGLGETCOLORTABLEPARAMETERIVEXTPROC)load("glGetColorTableParameterivEXT"); + glad_glGetColorTableParameterfvEXT = (PFNGLGETCOLORTABLEPARAMETERFVEXTPROC)load("glGetColorTableParameterfvEXT"); +} +static void load_GL_EXT_pixel_transform(GLADloadproc load) { + if(!GLAD_GL_EXT_pixel_transform) return; + glad_glPixelTransformParameteriEXT = (PFNGLPIXELTRANSFORMPARAMETERIEXTPROC)load("glPixelTransformParameteriEXT"); + glad_glPixelTransformParameterfEXT = (PFNGLPIXELTRANSFORMPARAMETERFEXTPROC)load("glPixelTransformParameterfEXT"); + glad_glPixelTransformParameterivEXT = (PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC)load("glPixelTransformParameterivEXT"); + glad_glPixelTransformParameterfvEXT = (PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC)load("glPixelTransformParameterfvEXT"); + glad_glGetPixelTransformParameterivEXT = (PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC)load("glGetPixelTransformParameterivEXT"); + glad_glGetPixelTransformParameterfvEXT = (PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC)load("glGetPixelTransformParameterfvEXT"); +} +static void load_GL_EXT_point_parameters(GLADloadproc load) { + if(!GLAD_GL_EXT_point_parameters) return; + glad_glPointParameterfEXT = 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load_GL_EXT_secondary_color(GLADloadproc load) { + if(!GLAD_GL_EXT_secondary_color) return; + glad_glSecondaryColor3bEXT = (PFNGLSECONDARYCOLOR3BEXTPROC)load("glSecondaryColor3bEXT"); + glad_glSecondaryColor3bvEXT = (PFNGLSECONDARYCOLOR3BVEXTPROC)load("glSecondaryColor3bvEXT"); + glad_glSecondaryColor3dEXT = (PFNGLSECONDARYCOLOR3DEXTPROC)load("glSecondaryColor3dEXT"); + glad_glSecondaryColor3dvEXT = (PFNGLSECONDARYCOLOR3DVEXTPROC)load("glSecondaryColor3dvEXT"); + glad_glSecondaryColor3fEXT = (PFNGLSECONDARYCOLOR3FEXTPROC)load("glSecondaryColor3fEXT"); + glad_glSecondaryColor3fvEXT = (PFNGLSECONDARYCOLOR3FVEXTPROC)load("glSecondaryColor3fvEXT"); + glad_glSecondaryColor3iEXT = (PFNGLSECONDARYCOLOR3IEXTPROC)load("glSecondaryColor3iEXT"); + glad_glSecondaryColor3ivEXT = (PFNGLSECONDARYCOLOR3IVEXTPROC)load("glSecondaryColor3ivEXT"); + glad_glSecondaryColor3sEXT = (PFNGLSECONDARYCOLOR3SEXTPROC)load("glSecondaryColor3sEXT"); + glad_glSecondaryColor3svEXT = 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if(!GLAD_GL_EXT_semaphore_win32) return; + glad_glImportSemaphoreWin32HandleEXT = (PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC)load("glImportSemaphoreWin32HandleEXT"); + glad_glImportSemaphoreWin32NameEXT = (PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC)load("glImportSemaphoreWin32NameEXT"); +} +static void load_GL_EXT_separate_shader_objects(GLADloadproc load) { + if(!GLAD_GL_EXT_separate_shader_objects) return; + glad_glUseShaderProgramEXT = (PFNGLUSESHADERPROGRAMEXTPROC)load("glUseShaderProgramEXT"); + glad_glActiveProgramEXT = (PFNGLACTIVEPROGRAMEXTPROC)load("glActiveProgramEXT"); + glad_glCreateShaderProgramEXT = (PFNGLCREATESHADERPROGRAMEXTPROC)load("glCreateShaderProgramEXT"); + glad_glActiveShaderProgramEXT = (PFNGLACTIVESHADERPROGRAMEXTPROC)load("glActiveShaderProgramEXT"); + glad_glBindProgramPipelineEXT = (PFNGLBINDPROGRAMPIPELINEEXTPROC)load("glBindProgramPipelineEXT"); + glad_glCreateShaderProgramvEXT = (PFNGLCREATESHADERPROGRAMVEXTPROC)load("glCreateShaderProgramvEXT"); + glad_glDeleteProgramPipelinesEXT = (PFNGLDELETEPROGRAMPIPELINESEXTPROC)load("glDeleteProgramPipelinesEXT"); + glad_glGenProgramPipelinesEXT = (PFNGLGENPROGRAMPIPELINESEXTPROC)load("glGenProgramPipelinesEXT"); + glad_glGetProgramPipelineInfoLogEXT = (PFNGLGETPROGRAMPIPELINEINFOLOGEXTPROC)load("glGetProgramPipelineInfoLogEXT"); + glad_glGetProgramPipelineivEXT = (PFNGLGETPROGRAMPIPELINEIVEXTPROC)load("glGetProgramPipelineivEXT"); + glad_glIsProgramPipelineEXT = (PFNGLISPROGRAMPIPELINEEXTPROC)load("glIsProgramPipelineEXT"); + glad_glProgramParameteriEXT = (PFNGLPROGRAMPARAMETERIEXTPROC)load("glProgramParameteriEXT"); + glad_glProgramUniform1fEXT = (PFNGLPROGRAMUNIFORM1FEXTPROC)load("glProgramUniform1fEXT"); + glad_glProgramUniform1fvEXT = (PFNGLPROGRAMUNIFORM1FVEXTPROC)load("glProgramUniform1fvEXT"); + glad_glProgramUniform1iEXT = (PFNGLPROGRAMUNIFORM1IEXTPROC)load("glProgramUniform1iEXT"); + glad_glProgramUniform1ivEXT = (PFNGLPROGRAMUNIFORM1IVEXTPROC)load("glProgramUniform1ivEXT"); + glad_glProgramUniform2fEXT = (PFNGLPROGRAMUNIFORM2FEXTPROC)load("glProgramUniform2fEXT"); + glad_glProgramUniform2fvEXT = (PFNGLPROGRAMUNIFORM2FVEXTPROC)load("glProgramUniform2fvEXT"); + glad_glProgramUniform2iEXT = (PFNGLPROGRAMUNIFORM2IEXTPROC)load("glProgramUniform2iEXT"); + glad_glProgramUniform2ivEXT = (PFNGLPROGRAMUNIFORM2IVEXTPROC)load("glProgramUniform2ivEXT"); + glad_glProgramUniform3fEXT = (PFNGLPROGRAMUNIFORM3FEXTPROC)load("glProgramUniform3fEXT"); + glad_glProgramUniform3fvEXT = (PFNGLPROGRAMUNIFORM3FVEXTPROC)load("glProgramUniform3fvEXT"); + glad_glProgramUniform3iEXT = (PFNGLPROGRAMUNIFORM3IEXTPROC)load("glProgramUniform3iEXT"); + glad_glProgramUniform3ivEXT = (PFNGLPROGRAMUNIFORM3IVEXTPROC)load("glProgramUniform3ivEXT"); + glad_glProgramUniform4fEXT = (PFNGLPROGRAMUNIFORM4FEXTPROC)load("glProgramUniform4fEXT"); + glad_glProgramUniform4fvEXT = (PFNGLPROGRAMUNIFORM4FVEXTPROC)load("glProgramUniform4fvEXT"); + glad_glProgramUniform4iEXT = 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glad_glStencilClearTagEXT = (PFNGLSTENCILCLEARTAGEXTPROC)load("glStencilClearTagEXT"); +} +static void load_GL_EXT_stencil_two_side(GLADloadproc load) { + if(!GLAD_GL_EXT_stencil_two_side) return; + glad_glActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC)load("glActiveStencilFaceEXT"); +} +static void load_GL_EXT_subtexture(GLADloadproc load) { + if(!GLAD_GL_EXT_subtexture) return; + glad_glTexSubImage1DEXT = (PFNGLTEXSUBIMAGE1DEXTPROC)load("glTexSubImage1DEXT"); + glad_glTexSubImage2DEXT = (PFNGLTEXSUBIMAGE2DEXTPROC)load("glTexSubImage2DEXT"); +} +static void load_GL_EXT_texture3D(GLADloadproc load) { + if(!GLAD_GL_EXT_texture3D) return; + glad_glTexImage3DEXT = (PFNGLTEXIMAGE3DEXTPROC)load("glTexImage3DEXT"); + glad_glTexSubImage3DEXT = (PFNGLTEXSUBIMAGE3DEXTPROC)load("glTexSubImage3DEXT"); +} +static void load_GL_EXT_texture_array(GLADloadproc load) { + if(!GLAD_GL_EXT_texture_array) return; + glad_glFramebufferTextureLayerEXT = 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+ glad_glVertexWeightfvEXT = (PFNGLVERTEXWEIGHTFVEXTPROC)load("glVertexWeightfvEXT"); + glad_glVertexWeightPointerEXT = (PFNGLVERTEXWEIGHTPOINTEREXTPROC)load("glVertexWeightPointerEXT"); +} +static void load_GL_EXT_win32_keyed_mutex(GLADloadproc load) { + if(!GLAD_GL_EXT_win32_keyed_mutex) return; + glad_glAcquireKeyedMutexWin32EXT = (PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC)load("glAcquireKeyedMutexWin32EXT"); + glad_glReleaseKeyedMutexWin32EXT = (PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC)load("glReleaseKeyedMutexWin32EXT"); +} +static void load_GL_EXT_window_rectangles(GLADloadproc load) { + if(!GLAD_GL_EXT_window_rectangles) return; + glad_glWindowRectanglesEXT = (PFNGLWINDOWRECTANGLESEXTPROC)load("glWindowRectanglesEXT"); +} +static void load_GL_EXT_x11_sync_object(GLADloadproc load) { + if(!GLAD_GL_EXT_x11_sync_object) return; + glad_glImportSyncEXT = (PFNGLIMPORTSYNCEXTPROC)load("glImportSyncEXT"); +} +static void load_GL_GREMEDY_frame_terminator(GLADloadproc load) { + if(!GLAD_GL_GREMEDY_frame_terminator) return; + glad_glFrameTerminatorGREMEDY = (PFNGLFRAMETERMINATORGREMEDYPROC)load("glFrameTerminatorGREMEDY"); +} +static void load_GL_GREMEDY_string_marker(GLADloadproc load) { + if(!GLAD_GL_GREMEDY_string_marker) return; + glad_glStringMarkerGREMEDY = (PFNGLSTRINGMARKERGREMEDYPROC)load("glStringMarkerGREMEDY"); +} +static void load_GL_HP_image_transform(GLADloadproc load) { + if(!GLAD_GL_HP_image_transform) return; + glad_glImageTransformParameteriHP = (PFNGLIMAGETRANSFORMPARAMETERIHPPROC)load("glImageTransformParameteriHP"); + glad_glImageTransformParameterfHP = (PFNGLIMAGETRANSFORMPARAMETERFHPPROC)load("glImageTransformParameterfHP"); + glad_glImageTransformParameterivHP = (PFNGLIMAGETRANSFORMPARAMETERIVHPPROC)load("glImageTransformParameterivHP"); + glad_glImageTransformParameterfvHP = (PFNGLIMAGETRANSFORMPARAMETERFVHPPROC)load("glImageTransformParameterfvHP"); + glad_glGetImageTransformParameterivHP = (PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC)load("glGetImageTransformParameterivHP"); + glad_glGetImageTransformParameterfvHP = (PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC)load("glGetImageTransformParameterfvHP"); +} +static void load_GL_IBM_multimode_draw_arrays(GLADloadproc load) { + if(!GLAD_GL_IBM_multimode_draw_arrays) return; + glad_glMultiModeDrawArraysIBM = (PFNGLMULTIMODEDRAWARRAYSIBMPROC)load("glMultiModeDrawArraysIBM"); + glad_glMultiModeDrawElementsIBM = (PFNGLMULTIMODEDRAWELEMENTSIBMPROC)load("glMultiModeDrawElementsIBM"); +} +static void load_GL_IBM_static_data(GLADloadproc load) { + if(!GLAD_GL_IBM_static_data) return; + glad_glFlushStaticDataIBM = (PFNGLFLUSHSTATICDATAIBMPROC)load("glFlushStaticDataIBM"); +} +static void load_GL_IBM_vertex_array_lists(GLADloadproc load) { + if(!GLAD_GL_IBM_vertex_array_lists) return; + glad_glColorPointerListIBM = (PFNGLCOLORPOINTERLISTIBMPROC)load("glColorPointerListIBM"); + glad_glSecondaryColorPointerListIBM = (PFNGLSECONDARYCOLORPOINTERLISTIBMPROC)load("glSecondaryColorPointerListIBM"); + glad_glEdgeFlagPointerListIBM = (PFNGLEDGEFLAGPOINTERLISTIBMPROC)load("glEdgeFlagPointerListIBM"); + glad_glFogCoordPointerListIBM = (PFNGLFOGCOORDPOINTERLISTIBMPROC)load("glFogCoordPointerListIBM"); + glad_glIndexPointerListIBM = (PFNGLINDEXPOINTERLISTIBMPROC)load("glIndexPointerListIBM"); + glad_glNormalPointerListIBM = (PFNGLNORMALPOINTERLISTIBMPROC)load("glNormalPointerListIBM"); + glad_glTexCoordPointerListIBM = (PFNGLTEXCOORDPOINTERLISTIBMPROC)load("glTexCoordPointerListIBM"); + glad_glVertexPointerListIBM = (PFNGLVERTEXPOINTERLISTIBMPROC)load("glVertexPointerListIBM"); +} +static void load_GL_INGR_blend_func_separate(GLADloadproc load) { + if(!GLAD_GL_INGR_blend_func_separate) return; + glad_glBlendFuncSeparateINGR = (PFNGLBLENDFUNCSEPARATEINGRPROC)load("glBlendFuncSeparateINGR"); +} +static void load_GL_INTEL_framebuffer_CMAA(GLADloadproc load) { + if(!GLAD_GL_INTEL_framebuffer_CMAA) return; + glad_glApplyFramebufferAttachmentCMAAINTEL = (PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC)load("glApplyFramebufferAttachmentCMAAINTEL"); +} +static void load_GL_INTEL_map_texture(GLADloadproc load) { + if(!GLAD_GL_INTEL_map_texture) return; + glad_glSyncTextureINTEL = (PFNGLSYNCTEXTUREINTELPROC)load("glSyncTextureINTEL"); + glad_glUnmapTexture2DINTEL = (PFNGLUNMAPTEXTURE2DINTELPROC)load("glUnmapTexture2DINTEL"); + glad_glMapTexture2DINTEL = (PFNGLMAPTEXTURE2DINTELPROC)load("glMapTexture2DINTEL"); +} +static void load_GL_INTEL_parallel_arrays(GLADloadproc load) { + if(!GLAD_GL_INTEL_parallel_arrays) return; + glad_glVertexPointervINTEL = (PFNGLVERTEXPOINTERVINTELPROC)load("glVertexPointervINTEL"); + glad_glNormalPointervINTEL = (PFNGLNORMALPOINTERVINTELPROC)load("glNormalPointervINTEL"); + glad_glColorPointervINTEL = (PFNGLCOLORPOINTERVINTELPROC)load("glColorPointervINTEL"); + glad_glTexCoordPointervINTEL = (PFNGLTEXCOORDPOINTERVINTELPROC)load("glTexCoordPointervINTEL"); +} +static void load_GL_INTEL_performance_query(GLADloadproc load) { + if(!GLAD_GL_INTEL_performance_query) return; + glad_glBeginPerfQueryINTEL = (PFNGLBEGINPERFQUERYINTELPROC)load("glBeginPerfQueryINTEL"); + glad_glCreatePerfQueryINTEL = (PFNGLCREATEPERFQUERYINTELPROC)load("glCreatePerfQueryINTEL"); + glad_glDeletePerfQueryINTEL = (PFNGLDELETEPERFQUERYINTELPROC)load("glDeletePerfQueryINTEL"); + glad_glEndPerfQueryINTEL = (PFNGLENDPERFQUERYINTELPROC)load("glEndPerfQueryINTEL"); + glad_glGetFirstPerfQueryIdINTEL = (PFNGLGETFIRSTPERFQUERYIDINTELPROC)load("glGetFirstPerfQueryIdINTEL"); + glad_glGetNextPerfQueryIdINTEL = (PFNGLGETNEXTPERFQUERYIDINTELPROC)load("glGetNextPerfQueryIdINTEL"); + glad_glGetPerfCounterInfoINTEL = (PFNGLGETPERFCOUNTERINFOINTELPROC)load("glGetPerfCounterInfoINTEL"); + glad_glGetPerfQueryDataINTEL = (PFNGLGETPERFQUERYDATAINTELPROC)load("glGetPerfQueryDataINTEL"); + glad_glGetPerfQueryIdByNameINTEL = (PFNGLGETPERFQUERYIDBYNAMEINTELPROC)load("glGetPerfQueryIdByNameINTEL"); + glad_glGetPerfQueryInfoINTEL = (PFNGLGETPERFQUERYINFOINTELPROC)load("glGetPerfQueryInfoINTEL"); +} +static void load_GL_KHR_blend_equation_advanced(GLADloadproc load) { + if(!GLAD_GL_KHR_blend_equation_advanced) return; + glad_glBlendBarrierKHR = (PFNGLBLENDBARRIERKHRPROC)load("glBlendBarrierKHR"); +} +static void load_GL_KHR_debug(GLADloadproc load) { + if(!GLAD_GL_KHR_debug) return; + glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)load("glDebugMessageControl"); + glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)load("glDebugMessageInsert"); + glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)load("glDebugMessageCallback"); + glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)load("glGetDebugMessageLog"); + glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)load("glPushDebugGroup"); + glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)load("glPopDebugGroup"); + glad_glObjectLabel = (PFNGLOBJECTLABELPROC)load("glObjectLabel"); + glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)load("glGetObjectLabel"); + glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)load("glObjectPtrLabel"); + glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)load("glGetObjectPtrLabel"); + glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv"); + glad_glDebugMessageControlKHR = (PFNGLDEBUGMESSAGECONTROLKHRPROC)load("glDebugMessageControlKHR"); + glad_glDebugMessageInsertKHR = (PFNGLDEBUGMESSAGEINSERTKHRPROC)load("glDebugMessageInsertKHR"); + glad_glDebugMessageCallbackKHR = (PFNGLDEBUGMESSAGECALLBACKKHRPROC)load("glDebugMessageCallbackKHR"); + glad_glGetDebugMessageLogKHR = (PFNGLGETDEBUGMESSAGELOGKHRPROC)load("glGetDebugMessageLogKHR"); + glad_glPushDebugGroupKHR = (PFNGLPUSHDEBUGGROUPKHRPROC)load("glPushDebugGroupKHR"); + glad_glPopDebugGroupKHR = (PFNGLPOPDEBUGGROUPKHRPROC)load("glPopDebugGroupKHR"); + glad_glObjectLabelKHR = (PFNGLOBJECTLABELKHRPROC)load("glObjectLabelKHR"); + glad_glGetObjectLabelKHR = (PFNGLGETOBJECTLABELKHRPROC)load("glGetObjectLabelKHR"); + glad_glObjectPtrLabelKHR = (PFNGLOBJECTPTRLABELKHRPROC)load("glObjectPtrLabelKHR"); + glad_glGetObjectPtrLabelKHR = (PFNGLGETOBJECTPTRLABELKHRPROC)load("glGetObjectPtrLabelKHR"); + glad_glGetPointervKHR = (PFNGLGETPOINTERVKHRPROC)load("glGetPointervKHR"); +} +static void load_GL_KHR_parallel_shader_compile(GLADloadproc load) { + if(!GLAD_GL_KHR_parallel_shader_compile) return; + glad_glMaxShaderCompilerThreadsKHR = (PFNGLMAXSHADERCOMPILERTHREADSKHRPROC)load("glMaxShaderCompilerThreadsKHR"); +} +static void load_GL_KHR_robustness(GLADloadproc load) { + if(!GLAD_GL_KHR_robustness) return; + glad_glGetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC)load("glGetGraphicsResetStatus"); + glad_glReadnPixels = (PFNGLREADNPIXELSPROC)load("glReadnPixels"); + glad_glGetnUniformfv = (PFNGLGETNUNIFORMFVPROC)load("glGetnUniformfv"); + glad_glGetnUniformiv = (PFNGLGETNUNIFORMIVPROC)load("glGetnUniformiv"); + glad_glGetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC)load("glGetnUniformuiv"); + glad_glGetGraphicsResetStatusKHR = (PFNGLGETGRAPHICSRESETSTATUSKHRPROC)load("glGetGraphicsResetStatusKHR"); + glad_glReadnPixelsKHR = (PFNGLREADNPIXELSKHRPROC)load("glReadnPixelsKHR"); + glad_glGetnUniformfvKHR = (PFNGLGETNUNIFORMFVKHRPROC)load("glGetnUniformfvKHR"); + glad_glGetnUniformivKHR = (PFNGLGETNUNIFORMIVKHRPROC)load("glGetnUniformivKHR"); + glad_glGetnUniformuivKHR = (PFNGLGETNUNIFORMUIVKHRPROC)load("glGetnUniformuivKHR"); +} +static void load_GL_MESA_framebuffer_flip_y(GLADloadproc load) { + if(!GLAD_GL_MESA_framebuffer_flip_y) return; + glad_glFramebufferParameteriMESA = (PFNGLFRAMEBUFFERPARAMETERIMESAPROC)load("glFramebufferParameteriMESA"); + glad_glGetFramebufferParameterivMESA = (PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC)load("glGetFramebufferParameterivMESA"); +} +static void load_GL_MESA_resize_buffers(GLADloadproc load) { + if(!GLAD_GL_MESA_resize_buffers) return; + glad_glResizeBuffersMESA = (PFNGLRESIZEBUFFERSMESAPROC)load("glResizeBuffersMESA"); +} +static void load_GL_MESA_window_pos(GLADloadproc load) { + if(!GLAD_GL_MESA_window_pos) return; + glad_glWindowPos2dMESA = (PFNGLWINDOWPOS2DMESAPROC)load("glWindowPos2dMESA"); + glad_glWindowPos2dvMESA = (PFNGLWINDOWPOS2DVMESAPROC)load("glWindowPos2dvMESA"); + glad_glWindowPos2fMESA = (PFNGLWINDOWPOS2FMESAPROC)load("glWindowPos2fMESA"); + glad_glWindowPos2fvMESA = (PFNGLWINDOWPOS2FVMESAPROC)load("glWindowPos2fvMESA"); + glad_glWindowPos2iMESA = (PFNGLWINDOWPOS2IMESAPROC)load("glWindowPos2iMESA"); + glad_glWindowPos2ivMESA = (PFNGLWINDOWPOS2IVMESAPROC)load("glWindowPos2ivMESA"); + glad_glWindowPos2sMESA = (PFNGLWINDOWPOS2SMESAPROC)load("glWindowPos2sMESA"); + glad_glWindowPos2svMESA = (PFNGLWINDOWPOS2SVMESAPROC)load("glWindowPos2svMESA"); + glad_glWindowPos3dMESA = (PFNGLWINDOWPOS3DMESAPROC)load("glWindowPos3dMESA"); + glad_glWindowPos3dvMESA = (PFNGLWINDOWPOS3DVMESAPROC)load("glWindowPos3dvMESA"); + glad_glWindowPos3fMESA = (PFNGLWINDOWPOS3FMESAPROC)load("glWindowPos3fMESA"); + glad_glWindowPos3fvMESA = (PFNGLWINDOWPOS3FVMESAPROC)load("glWindowPos3fvMESA"); + glad_glWindowPos3iMESA = (PFNGLWINDOWPOS3IMESAPROC)load("glWindowPos3iMESA"); + glad_glWindowPos3ivMESA = (PFNGLWINDOWPOS3IVMESAPROC)load("glWindowPos3ivMESA"); + glad_glWindowPos3sMESA = (PFNGLWINDOWPOS3SMESAPROC)load("glWindowPos3sMESA"); + glad_glWindowPos3svMESA = (PFNGLWINDOWPOS3SVMESAPROC)load("glWindowPos3svMESA"); + glad_glWindowPos4dMESA = (PFNGLWINDOWPOS4DMESAPROC)load("glWindowPos4dMESA"); + glad_glWindowPos4dvMESA = (PFNGLWINDOWPOS4DVMESAPROC)load("glWindowPos4dvMESA"); + glad_glWindowPos4fMESA = (PFNGLWINDOWPOS4FMESAPROC)load("glWindowPos4fMESA"); + glad_glWindowPos4fvMESA = (PFNGLWINDOWPOS4FVMESAPROC)load("glWindowPos4fvMESA"); + glad_glWindowPos4iMESA = (PFNGLWINDOWPOS4IMESAPROC)load("glWindowPos4iMESA"); + glad_glWindowPos4ivMESA = (PFNGLWINDOWPOS4IVMESAPROC)load("glWindowPos4ivMESA"); + glad_glWindowPos4sMESA = (PFNGLWINDOWPOS4SMESAPROC)load("glWindowPos4sMESA"); + glad_glWindowPos4svMESA = (PFNGLWINDOWPOS4SVMESAPROC)load("glWindowPos4svMESA"); +} +static void load_GL_NVX_conditional_render(GLADloadproc load) { + if(!GLAD_GL_NVX_conditional_render) return; + glad_glBeginConditionalRenderNVX = (PFNGLBEGINCONDITIONALRENDERNVXPROC)load("glBeginConditionalRenderNVX"); + glad_glEndConditionalRenderNVX = (PFNGLENDCONDITIONALRENDERNVXPROC)load("glEndConditionalRenderNVX"); +} +static void load_GL_NVX_gpu_multicast2(GLADloadproc load) { + if(!GLAD_GL_NVX_gpu_multicast2) return; + glad_glUploadGpuMaskNVX = (PFNGLUPLOADGPUMASKNVXPROC)load("glUploadGpuMaskNVX"); + glad_glMulticastViewportArrayvNVX = (PFNGLMULTICASTVIEWPORTARRAYVNVXPROC)load("glMulticastViewportArrayvNVX"); + glad_glMulticastViewportPositionWScaleNVX = (PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC)load("glMulticastViewportPositionWScaleNVX"); + glad_glMulticastScissorArrayvNVX = (PFNGLMULTICASTSCISSORARRAYVNVXPROC)load("glMulticastScissorArrayvNVX"); + glad_glAsyncCopyBufferSubDataNVX = (PFNGLASYNCCOPYBUFFERSUBDATANVXPROC)load("glAsyncCopyBufferSubDataNVX"); + glad_glAsyncCopyImageSubDataNVX = (PFNGLASYNCCOPYIMAGESUBDATANVXPROC)load("glAsyncCopyImageSubDataNVX"); +} +static void load_GL_NVX_linked_gpu_multicast(GLADloadproc load) { + if(!GLAD_GL_NVX_linked_gpu_multicast) return; + glad_glLGPUNamedBufferSubDataNVX = (PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC)load("glLGPUNamedBufferSubDataNVX"); + glad_glLGPUCopyImageSubDataNVX = (PFNGLLGPUCOPYIMAGESUBDATANVXPROC)load("glLGPUCopyImageSubDataNVX"); + glad_glLGPUInterlockNVX = (PFNGLLGPUINTERLOCKNVXPROC)load("glLGPUInterlockNVX"); +} +static void load_GL_NVX_progress_fence(GLADloadproc load) { + if(!GLAD_GL_NVX_progress_fence) return; + glad_glCreateProgressFenceNVX = (PFNGLCREATEPROGRESSFENCENVXPROC)load("glCreateProgressFenceNVX"); + glad_glSignalSemaphoreui64NVX = (PFNGLSIGNALSEMAPHOREUI64NVXPROC)load("glSignalSemaphoreui64NVX"); + glad_glWaitSemaphoreui64NVX = (PFNGLWAITSEMAPHOREUI64NVXPROC)load("glWaitSemaphoreui64NVX"); + glad_glClientWaitSemaphoreui64NVX = (PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC)load("glClientWaitSemaphoreui64NVX"); +} +static void load_GL_NV_alpha_to_coverage_dither_control(GLADloadproc load) { + if(!GLAD_GL_NV_alpha_to_coverage_dither_control) return; + glad_glAlphaToCoverageDitherControlNV = (PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC)load("glAlphaToCoverageDitherControlNV"); +} +static void load_GL_NV_bindless_multi_draw_indirect(GLADloadproc load) { + if(!GLAD_GL_NV_bindless_multi_draw_indirect) return; + glad_glMultiDrawArraysIndirectBindlessNV = (PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC)load("glMultiDrawArraysIndirectBindlessNV"); + glad_glMultiDrawElementsIndirectBindlessNV = (PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC)load("glMultiDrawElementsIndirectBindlessNV"); +} +static void load_GL_NV_bindless_multi_draw_indirect_count(GLADloadproc load) { + if(!GLAD_GL_NV_bindless_multi_draw_indirect_count) return; + glad_glMultiDrawArraysIndirectBindlessCountNV = (PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC)load("glMultiDrawArraysIndirectBindlessCountNV"); + glad_glMultiDrawElementsIndirectBindlessCountNV = (PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC)load("glMultiDrawElementsIndirectBindlessCountNV"); +} +static void load_GL_NV_bindless_texture(GLADloadproc load) { + if(!GLAD_GL_NV_bindless_texture) return; + glad_glGetTextureHandleNV = (PFNGLGETTEXTUREHANDLENVPROC)load("glGetTextureHandleNV"); + glad_glGetTextureSamplerHandleNV = (PFNGLGETTEXTURESAMPLERHANDLENVPROC)load("glGetTextureSamplerHandleNV"); + glad_glMakeTextureHandleResidentNV = (PFNGLMAKETEXTUREHANDLERESIDENTNVPROC)load("glMakeTextureHandleResidentNV"); + glad_glMakeTextureHandleNonResidentNV = (PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC)load("glMakeTextureHandleNonResidentNV"); + glad_glGetImageHandleNV = (PFNGLGETIMAGEHANDLENVPROC)load("glGetImageHandleNV"); + glad_glMakeImageHandleResidentNV = (PFNGLMAKEIMAGEHANDLERESIDENTNVPROC)load("glMakeImageHandleResidentNV"); + glad_glMakeImageHandleNonResidentNV = (PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC)load("glMakeImageHandleNonResidentNV"); + glad_glUniformHandleui64NV = (PFNGLUNIFORMHANDLEUI64NVPROC)load("glUniformHandleui64NV"); + glad_glUniformHandleui64vNV = (PFNGLUNIFORMHANDLEUI64VNVPROC)load("glUniformHandleui64vNV"); + glad_glProgramUniformHandleui64NV = (PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC)load("glProgramUniformHandleui64NV"); + glad_glProgramUniformHandleui64vNV = (PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC)load("glProgramUniformHandleui64vNV"); + glad_glIsTextureHandleResidentNV = (PFNGLISTEXTUREHANDLERESIDENTNVPROC)load("glIsTextureHandleResidentNV"); + glad_glIsImageHandleResidentNV = (PFNGLISIMAGEHANDLERESIDENTNVPROC)load("glIsImageHandleResidentNV"); +} +static void load_GL_NV_blend_equation_advanced(GLADloadproc load) { + if(!GLAD_GL_NV_blend_equation_advanced) return; + glad_glBlendParameteriNV = (PFNGLBLENDPARAMETERINVPROC)load("glBlendParameteriNV"); + glad_glBlendBarrierNV = (PFNGLBLENDBARRIERNVPROC)load("glBlendBarrierNV"); +} +static void load_GL_NV_clip_space_w_scaling(GLADloadproc load) { + if(!GLAD_GL_NV_clip_space_w_scaling) return; + glad_glViewportPositionWScaleNV = (PFNGLVIEWPORTPOSITIONWSCALENVPROC)load("glViewportPositionWScaleNV"); +} +static void load_GL_NV_command_list(GLADloadproc load) { + if(!GLAD_GL_NV_command_list) return; + glad_glCreateStatesNV = (PFNGLCREATESTATESNVPROC)load("glCreateStatesNV"); + glad_glDeleteStatesNV = (PFNGLDELETESTATESNVPROC)load("glDeleteStatesNV"); + glad_glIsStateNV = (PFNGLISSTATENVPROC)load("glIsStateNV"); + glad_glStateCaptureNV = (PFNGLSTATECAPTURENVPROC)load("glStateCaptureNV"); + glad_glGetCommandHeaderNV = (PFNGLGETCOMMANDHEADERNVPROC)load("glGetCommandHeaderNV"); + glad_glGetStageIndexNV = (PFNGLGETSTAGEINDEXNVPROC)load("glGetStageIndexNV"); + glad_glDrawCommandsNV = (PFNGLDRAWCOMMANDSNVPROC)load("glDrawCommandsNV"); + glad_glDrawCommandsAddressNV = (PFNGLDRAWCOMMANDSADDRESSNVPROC)load("glDrawCommandsAddressNV"); + glad_glDrawCommandsStatesNV = (PFNGLDRAWCOMMANDSSTATESNVPROC)load("glDrawCommandsStatesNV"); + glad_glDrawCommandsStatesAddressNV = (PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC)load("glDrawCommandsStatesAddressNV"); + glad_glCreateCommandListsNV = (PFNGLCREATECOMMANDLISTSNVPROC)load("glCreateCommandListsNV"); + glad_glDeleteCommandListsNV = (PFNGLDELETECOMMANDLISTSNVPROC)load("glDeleteCommandListsNV"); + glad_glIsCommandListNV = (PFNGLISCOMMANDLISTNVPROC)load("glIsCommandListNV"); + glad_glListDrawCommandsStatesClientNV = (PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC)load("glListDrawCommandsStatesClientNV"); + glad_glCommandListSegmentsNV = (PFNGLCOMMANDLISTSEGMENTSNVPROC)load("glCommandListSegmentsNV"); + glad_glCompileCommandListNV = (PFNGLCOMPILECOMMANDLISTNVPROC)load("glCompileCommandListNV"); + glad_glCallCommandListNV = (PFNGLCALLCOMMANDLISTNVPROC)load("glCallCommandListNV"); +} +static void load_GL_NV_conditional_render(GLADloadproc load) { + if(!GLAD_GL_NV_conditional_render) return; + glad_glBeginConditionalRenderNV = (PFNGLBEGINCONDITIONALRENDERNVPROC)load("glBeginConditionalRenderNV"); + glad_glEndConditionalRenderNV = (PFNGLENDCONDITIONALRENDERNVPROC)load("glEndConditionalRenderNV"); +} +static void load_GL_NV_conservative_raster(GLADloadproc load) { + if(!GLAD_GL_NV_conservative_raster) return; + glad_glSubpixelPrecisionBiasNV = (PFNGLSUBPIXELPRECISIONBIASNVPROC)load("glSubpixelPrecisionBiasNV"); +} +static void load_GL_NV_conservative_raster_dilate(GLADloadproc load) { + if(!GLAD_GL_NV_conservative_raster_dilate) return; + glad_glConservativeRasterParameterfNV = (PFNGLCONSERVATIVERASTERPARAMETERFNVPROC)load("glConservativeRasterParameterfNV"); +} +static void load_GL_NV_conservative_raster_pre_snap_triangles(GLADloadproc load) { + if(!GLAD_GL_NV_conservative_raster_pre_snap_triangles) return; + glad_glConservativeRasterParameteriNV = (PFNGLCONSERVATIVERASTERPARAMETERINVPROC)load("glConservativeRasterParameteriNV"); +} +static void load_GL_NV_copy_image(GLADloadproc load) { + if(!GLAD_GL_NV_copy_image) return; + glad_glCopyImageSubDataNV = (PFNGLCOPYIMAGESUBDATANVPROC)load("glCopyImageSubDataNV"); +} +static void load_GL_NV_depth_buffer_float(GLADloadproc load) { + if(!GLAD_GL_NV_depth_buffer_float) return; + glad_glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC)load("glDepthRangedNV"); + glad_glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)load("glClearDepthdNV"); + glad_glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)load("glDepthBoundsdNV"); +} +static void load_GL_NV_draw_texture(GLADloadproc load) { + if(!GLAD_GL_NV_draw_texture) return; + glad_glDrawTextureNV = (PFNGLDRAWTEXTURENVPROC)load("glDrawTextureNV"); +} +static void load_GL_NV_draw_vulkan_image(GLADloadproc load) { + if(!GLAD_GL_NV_draw_vulkan_image) return; + glad_glDrawVkImageNV = (PFNGLDRAWVKIMAGENVPROC)load("glDrawVkImageNV"); + glad_glGetVkProcAddrNV = (PFNGLGETVKPROCADDRNVPROC)load("glGetVkProcAddrNV"); + glad_glWaitVkSemaphoreNV = (PFNGLWAITVKSEMAPHORENVPROC)load("glWaitVkSemaphoreNV"); + glad_glSignalVkSemaphoreNV = (PFNGLSIGNALVKSEMAPHORENVPROC)load("glSignalVkSemaphoreNV"); + glad_glSignalVkFenceNV = (PFNGLSIGNALVKFENCENVPROC)load("glSignalVkFenceNV"); +} +static void load_GL_NV_evaluators(GLADloadproc load) { + if(!GLAD_GL_NV_evaluators) return; + glad_glMapControlPointsNV = (PFNGLMAPCONTROLPOINTSNVPROC)load("glMapControlPointsNV"); + glad_glMapParameterivNV = (PFNGLMAPPARAMETERIVNVPROC)load("glMapParameterivNV"); + glad_glMapParameterfvNV = (PFNGLMAPPARAMETERFVNVPROC)load("glMapParameterfvNV"); + glad_glGetMapControlPointsNV = (PFNGLGETMAPCONTROLPOINTSNVPROC)load("glGetMapControlPointsNV"); + glad_glGetMapParameterivNV = (PFNGLGETMAPPARAMETERIVNVPROC)load("glGetMapParameterivNV"); + glad_glGetMapParameterfvNV = (PFNGLGETMAPPARAMETERFVNVPROC)load("glGetMapParameterfvNV"); + glad_glGetMapAttribParameterivNV = (PFNGLGETMAPATTRIBPARAMETERIVNVPROC)load("glGetMapAttribParameterivNV"); + glad_glGetMapAttribParameterfvNV = (PFNGLGETMAPATTRIBPARAMETERFVNVPROC)load("glGetMapAttribParameterfvNV"); + glad_glEvalMapsNV = (PFNGLEVALMAPSNVPROC)load("glEvalMapsNV"); +} +static void load_GL_NV_explicit_multisample(GLADloadproc load) { + if(!GLAD_GL_NV_explicit_multisample) return; + glad_glGetMultisamplefvNV = (PFNGLGETMULTISAMPLEFVNVPROC)load("glGetMultisamplefvNV"); + glad_glSampleMaskIndexedNV = (PFNGLSAMPLEMASKINDEXEDNVPROC)load("glSampleMaskIndexedNV"); + glad_glTexRenderbufferNV = (PFNGLTEXRENDERBUFFERNVPROC)load("glTexRenderbufferNV"); +} +static void load_GL_NV_fence(GLADloadproc load) { + if(!GLAD_GL_NV_fence) return; + glad_glDeleteFencesNV = (PFNGLDELETEFENCESNVPROC)load("glDeleteFencesNV"); + glad_glGenFencesNV = (PFNGLGENFENCESNVPROC)load("glGenFencesNV"); + glad_glIsFenceNV = (PFNGLISFENCENVPROC)load("glIsFenceNV"); + glad_glTestFenceNV = (PFNGLTESTFENCENVPROC)load("glTestFenceNV"); + glad_glGetFenceivNV = (PFNGLGETFENCEIVNVPROC)load("glGetFenceivNV"); + glad_glFinishFenceNV = (PFNGLFINISHFENCENVPROC)load("glFinishFenceNV"); + glad_glSetFenceNV = (PFNGLSETFENCENVPROC)load("glSetFenceNV"); +} +static void load_GL_NV_fragment_coverage_to_color(GLADloadproc load) { + if(!GLAD_GL_NV_fragment_coverage_to_color) return; + glad_glFragmentCoverageColorNV = (PFNGLFRAGMENTCOVERAGECOLORNVPROC)load("glFragmentCoverageColorNV"); +} +static void load_GL_NV_fragment_program(GLADloadproc load) { + if(!GLAD_GL_NV_fragment_program) return; + glad_glProgramNamedParameter4fNV = (PFNGLPROGRAMNAMEDPARAMETER4FNVPROC)load("glProgramNamedParameter4fNV"); + glad_glProgramNamedParameter4fvNV = (PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC)load("glProgramNamedParameter4fvNV"); + glad_glProgramNamedParameter4dNV = (PFNGLPROGRAMNAMEDPARAMETER4DNVPROC)load("glProgramNamedParameter4dNV"); + glad_glProgramNamedParameter4dvNV = (PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC)load("glProgramNamedParameter4dvNV"); + glad_glGetProgramNamedParameterfvNV = (PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC)load("glGetProgramNamedParameterfvNV"); + glad_glGetProgramNamedParameterdvNV = (PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC)load("glGetProgramNamedParameterdvNV"); +} +static void load_GL_NV_framebuffer_mixed_samples(GLADloadproc load) { + if(!GLAD_GL_NV_framebuffer_mixed_samples) return; + glad_glRasterSamplesEXT = (PFNGLRASTERSAMPLESEXTPROC)load("glRasterSamplesEXT"); + glad_glCoverageModulationTableNV = (PFNGLCOVERAGEMODULATIONTABLENVPROC)load("glCoverageModulationTableNV"); + glad_glGetCoverageModulationTableNV = (PFNGLGETCOVERAGEMODULATIONTABLENVPROC)load("glGetCoverageModulationTableNV"); + glad_glCoverageModulationNV = (PFNGLCOVERAGEMODULATIONNVPROC)load("glCoverageModulationNV"); +} +static void load_GL_NV_framebuffer_multisample_coverage(GLADloadproc load) { + if(!GLAD_GL_NV_framebuffer_multisample_coverage) return; + glad_glRenderbufferStorageMultisampleCoverageNV = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC)load("glRenderbufferStorageMultisampleCoverageNV"); +} +static void load_GL_NV_geometry_program4(GLADloadproc load) { + if(!GLAD_GL_NV_geometry_program4) return; + glad_glProgramVertexLimitNV = (PFNGLPROGRAMVERTEXLIMITNVPROC)load("glProgramVertexLimitNV"); + glad_glFramebufferTextureEXT = (PFNGLFRAMEBUFFERTEXTUREEXTPROC)load("glFramebufferTextureEXT"); + glad_glFramebufferTextureLayerEXT = (PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC)load("glFramebufferTextureLayerEXT"); + glad_glFramebufferTextureFaceEXT = (PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC)load("glFramebufferTextureFaceEXT"); +} +static void load_GL_NV_gpu_multicast(GLADloadproc load) { + if(!GLAD_GL_NV_gpu_multicast) return; + glad_glRenderGpuMaskNV = (PFNGLRENDERGPUMASKNVPROC)load("glRenderGpuMaskNV"); 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glad_glGetProgramLocalParameterIuivNV = (PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC)load("glGetProgramLocalParameterIuivNV"); + glad_glGetProgramEnvParameterIivNV = (PFNGLGETPROGRAMENVPARAMETERIIVNVPROC)load("glGetProgramEnvParameterIivNV"); + glad_glGetProgramEnvParameterIuivNV = (PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC)load("glGetProgramEnvParameterIuivNV"); +} +static void load_GL_NV_gpu_program5(GLADloadproc load) { + if(!GLAD_GL_NV_gpu_program5) return; + glad_glProgramSubroutineParametersuivNV = (PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC)load("glProgramSubroutineParametersuivNV"); + glad_glGetProgramSubroutineParameteruivNV = (PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC)load("glGetProgramSubroutineParameteruivNV"); +} +static void load_GL_NV_gpu_shader5(GLADloadproc load) { + if(!GLAD_GL_NV_gpu_shader5) return; + glad_glUniform1i64NV = (PFNGLUNIFORM1I64NVPROC)load("glUniform1i64NV"); + glad_glUniform2i64NV = (PFNGLUNIFORM2I64NVPROC)load("glUniform2i64NV"); + glad_glUniform3i64NV = 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glad_glUniform4ui64vNV = (PFNGLUNIFORM4UI64VNVPROC)load("glUniform4ui64vNV"); + glad_glGetUniformi64vNV = (PFNGLGETUNIFORMI64VNVPROC)load("glGetUniformi64vNV"); + glad_glProgramUniform1i64NV = (PFNGLPROGRAMUNIFORM1I64NVPROC)load("glProgramUniform1i64NV"); + glad_glProgramUniform2i64NV = (PFNGLPROGRAMUNIFORM2I64NVPROC)load("glProgramUniform2i64NV"); + glad_glProgramUniform3i64NV = (PFNGLPROGRAMUNIFORM3I64NVPROC)load("glProgramUniform3i64NV"); + glad_glProgramUniform4i64NV = (PFNGLPROGRAMUNIFORM4I64NVPROC)load("glProgramUniform4i64NV"); + glad_glProgramUniform1i64vNV = (PFNGLPROGRAMUNIFORM1I64VNVPROC)load("glProgramUniform1i64vNV"); + glad_glProgramUniform2i64vNV = (PFNGLPROGRAMUNIFORM2I64VNVPROC)load("glProgramUniform2i64vNV"); + glad_glProgramUniform3i64vNV = (PFNGLPROGRAMUNIFORM3I64VNVPROC)load("glProgramUniform3i64vNV"); + glad_glProgramUniform4i64vNV = (PFNGLPROGRAMUNIFORM4I64VNVPROC)load("glProgramUniform4i64vNV"); + glad_glProgramUniform1ui64NV = 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glad_glResetMemoryObjectParameterNV = (PFNGLRESETMEMORYOBJECTPARAMETERNVPROC)load("glResetMemoryObjectParameterNV"); + glad_glTexAttachMemoryNV = (PFNGLTEXATTACHMEMORYNVPROC)load("glTexAttachMemoryNV"); + glad_glBufferAttachMemoryNV = (PFNGLBUFFERATTACHMEMORYNVPROC)load("glBufferAttachMemoryNV"); + glad_glTextureAttachMemoryNV = (PFNGLTEXTUREATTACHMEMORYNVPROC)load("glTextureAttachMemoryNV"); + glad_glNamedBufferAttachMemoryNV = (PFNGLNAMEDBUFFERATTACHMEMORYNVPROC)load("glNamedBufferAttachMemoryNV"); +} +static void load_GL_NV_mesh_shader(GLADloadproc load) { + if(!GLAD_GL_NV_mesh_shader) return; + glad_glDrawMeshTasksNV = (PFNGLDRAWMESHTASKSNVPROC)load("glDrawMeshTasksNV"); + glad_glDrawMeshTasksIndirectNV = (PFNGLDRAWMESHTASKSINDIRECTNVPROC)load("glDrawMeshTasksIndirectNV"); + glad_glMultiDrawMeshTasksIndirectNV = (PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC)load("glMultiDrawMeshTasksIndirectNV"); + glad_glMultiDrawMeshTasksIndirectCountNV = 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+ glad_glProgramBufferParametersfvNV = (PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC)load("glProgramBufferParametersfvNV"); + glad_glProgramBufferParametersIivNV = (PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC)load("glProgramBufferParametersIivNV"); + glad_glProgramBufferParametersIuivNV = (PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC)load("glProgramBufferParametersIuivNV"); +} +static void load_GL_NV_path_rendering(GLADloadproc load) { + if(!GLAD_GL_NV_path_rendering) return; + glad_glGenPathsNV = (PFNGLGENPATHSNVPROC)load("glGenPathsNV"); + glad_glDeletePathsNV = (PFNGLDELETEPATHSNVPROC)load("glDeletePathsNV"); + glad_glIsPathNV = (PFNGLISPATHNVPROC)load("glIsPathNV"); + glad_glPathCommandsNV = (PFNGLPATHCOMMANDSNVPROC)load("glPathCommandsNV"); + glad_glPathCoordsNV = (PFNGLPATHCOORDSNVPROC)load("glPathCoordsNV"); + glad_glPathSubCommandsNV = (PFNGLPATHSUBCOMMANDSNVPROC)load("glPathSubCommandsNV"); + glad_glPathSubCoordsNV = (PFNGLPATHSUBCOORDSNVPROC)load("glPathSubCoordsNV"); + glad_glPathStringNV = (PFNGLPATHSTRINGNVPROC)load("glPathStringNV"); + glad_glPathGlyphsNV = (PFNGLPATHGLYPHSNVPROC)load("glPathGlyphsNV"); + glad_glPathGlyphRangeNV = (PFNGLPATHGLYPHRANGENVPROC)load("glPathGlyphRangeNV"); + glad_glWeightPathsNV = (PFNGLWEIGHTPATHSNVPROC)load("glWeightPathsNV"); + glad_glCopyPathNV = (PFNGLCOPYPATHNVPROC)load("glCopyPathNV"); + glad_glInterpolatePathsNV = (PFNGLINTERPOLATEPATHSNVPROC)load("glInterpolatePathsNV"); + glad_glTransformPathNV = (PFNGLTRANSFORMPATHNVPROC)load("glTransformPathNV"); + glad_glPathParameterivNV = (PFNGLPATHPARAMETERIVNVPROC)load("glPathParameterivNV"); + glad_glPathParameteriNV = (PFNGLPATHPARAMETERINVPROC)load("glPathParameteriNV"); + glad_glPathParameterfvNV = (PFNGLPATHPARAMETERFVNVPROC)load("glPathParameterfvNV"); + glad_glPathParameterfNV = (PFNGLPATHPARAMETERFNVPROC)load("glPathParameterfNV"); + glad_glPathDashArrayNV = (PFNGLPATHDASHARRAYNVPROC)load("glPathDashArrayNV"); + glad_glPathStencilFuncNV = (PFNGLPATHSTENCILFUNCNVPROC)load("glPathStencilFuncNV"); + glad_glPathStencilDepthOffsetNV = (PFNGLPATHSTENCILDEPTHOFFSETNVPROC)load("glPathStencilDepthOffsetNV"); + glad_glStencilFillPathNV = (PFNGLSTENCILFILLPATHNVPROC)load("glStencilFillPathNV"); + glad_glStencilStrokePathNV = (PFNGLSTENCILSTROKEPATHNVPROC)load("glStencilStrokePathNV"); + glad_glStencilFillPathInstancedNV = (PFNGLSTENCILFILLPATHINSTANCEDNVPROC)load("glStencilFillPathInstancedNV"); + glad_glStencilStrokePathInstancedNV = (PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC)load("glStencilStrokePathInstancedNV"); + glad_glPathCoverDepthFuncNV = (PFNGLPATHCOVERDEPTHFUNCNVPROC)load("glPathCoverDepthFuncNV"); + glad_glCoverFillPathNV = (PFNGLCOVERFILLPATHNVPROC)load("glCoverFillPathNV"); + glad_glCoverStrokePathNV = (PFNGLCOVERSTROKEPATHNVPROC)load("glCoverStrokePathNV"); + glad_glCoverFillPathInstancedNV = (PFNGLCOVERFILLPATHINSTANCEDNVPROC)load("glCoverFillPathInstancedNV"); + glad_glCoverStrokePathInstancedNV = (PFNGLCOVERSTROKEPATHINSTANCEDNVPROC)load("glCoverStrokePathInstancedNV"); + glad_glGetPathParameterivNV = (PFNGLGETPATHPARAMETERIVNVPROC)load("glGetPathParameterivNV"); + glad_glGetPathParameterfvNV = (PFNGLGETPATHPARAMETERFVNVPROC)load("glGetPathParameterfvNV"); + glad_glGetPathCommandsNV = (PFNGLGETPATHCOMMANDSNVPROC)load("glGetPathCommandsNV"); + glad_glGetPathCoordsNV = (PFNGLGETPATHCOORDSNVPROC)load("glGetPathCoordsNV"); + glad_glGetPathDashArrayNV = (PFNGLGETPATHDASHARRAYNVPROC)load("glGetPathDashArrayNV"); + glad_glGetPathMetricsNV = (PFNGLGETPATHMETRICSNVPROC)load("glGetPathMetricsNV"); + glad_glGetPathMetricRangeNV = (PFNGLGETPATHMETRICRANGENVPROC)load("glGetPathMetricRangeNV"); + glad_glGetPathSpacingNV = (PFNGLGETPATHSPACINGNVPROC)load("glGetPathSpacingNV"); + glad_glIsPointInFillPathNV = (PFNGLISPOINTINFILLPATHNVPROC)load("glIsPointInFillPathNV"); + glad_glIsPointInStrokePathNV = (PFNGLISPOINTINSTROKEPATHNVPROC)load("glIsPointInStrokePathNV"); + glad_glGetPathLengthNV = (PFNGLGETPATHLENGTHNVPROC)load("glGetPathLengthNV"); + glad_glPointAlongPathNV = (PFNGLPOINTALONGPATHNVPROC)load("glPointAlongPathNV"); + glad_glMatrixLoad3x2fNV = (PFNGLMATRIXLOAD3X2FNVPROC)load("glMatrixLoad3x2fNV"); + glad_glMatrixLoad3x3fNV = (PFNGLMATRIXLOAD3X3FNVPROC)load("glMatrixLoad3x3fNV"); + glad_glMatrixLoadTranspose3x3fNV = (PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC)load("glMatrixLoadTranspose3x3fNV"); + glad_glMatrixMult3x2fNV = (PFNGLMATRIXMULT3X2FNVPROC)load("glMatrixMult3x2fNV"); + glad_glMatrixMult3x3fNV = (PFNGLMATRIXMULT3X3FNVPROC)load("glMatrixMult3x3fNV"); + glad_glMatrixMultTranspose3x3fNV = (PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC)load("glMatrixMultTranspose3x3fNV"); + glad_glStencilThenCoverFillPathNV = (PFNGLSTENCILTHENCOVERFILLPATHNVPROC)load("glStencilThenCoverFillPathNV"); + glad_glStencilThenCoverStrokePathNV = (PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC)load("glStencilThenCoverStrokePathNV"); + glad_glStencilThenCoverFillPathInstancedNV = (PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC)load("glStencilThenCoverFillPathInstancedNV"); + glad_glStencilThenCoverStrokePathInstancedNV = (PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC)load("glStencilThenCoverStrokePathInstancedNV"); + glad_glPathGlyphIndexRangeNV = (PFNGLPATHGLYPHINDEXRANGENVPROC)load("glPathGlyphIndexRangeNV"); + glad_glPathGlyphIndexArrayNV = (PFNGLPATHGLYPHINDEXARRAYNVPROC)load("glPathGlyphIndexArrayNV"); + glad_glPathMemoryGlyphIndexArrayNV = (PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC)load("glPathMemoryGlyphIndexArrayNV"); + glad_glProgramPathFragmentInputGenNV = (PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC)load("glProgramPathFragmentInputGenNV"); + glad_glGetProgramResourcefvNV = (PFNGLGETPROGRAMRESOURCEFVNVPROC)load("glGetProgramResourcefvNV"); + glad_glPathColorGenNV = (PFNGLPATHCOLORGENNVPROC)load("glPathColorGenNV"); + glad_glPathTexGenNV = (PFNGLPATHTEXGENNVPROC)load("glPathTexGenNV"); + glad_glPathFogGenNV = (PFNGLPATHFOGGENNVPROC)load("glPathFogGenNV"); + glad_glGetPathColorGenivNV = (PFNGLGETPATHCOLORGENIVNVPROC)load("glGetPathColorGenivNV"); + glad_glGetPathColorGenfvNV = (PFNGLGETPATHCOLORGENFVNVPROC)load("glGetPathColorGenfvNV"); + glad_glGetPathTexGenivNV = (PFNGLGETPATHTEXGENIVNVPROC)load("glGetPathTexGenivNV"); + glad_glGetPathTexGenfvNV = (PFNGLGETPATHTEXGENFVNVPROC)load("glGetPathTexGenfvNV"); + glad_glMatrixFrustumEXT = (PFNGLMATRIXFRUSTUMEXTPROC)load("glMatrixFrustumEXT"); + glad_glMatrixLoadIdentityEXT = (PFNGLMATRIXLOADIDENTITYEXTPROC)load("glMatrixLoadIdentityEXT"); + glad_glMatrixLoadTransposefEXT = (PFNGLMATRIXLOADTRANSPOSEFEXTPROC)load("glMatrixLoadTransposefEXT"); + glad_glMatrixLoadTransposedEXT = (PFNGLMATRIXLOADTRANSPOSEDEXTPROC)load("glMatrixLoadTransposedEXT"); + glad_glMatrixLoadfEXT = (PFNGLMATRIXLOADFEXTPROC)load("glMatrixLoadfEXT"); + glad_glMatrixLoaddEXT = (PFNGLMATRIXLOADDEXTPROC)load("glMatrixLoaddEXT"); + glad_glMatrixMultTransposefEXT = (PFNGLMATRIXMULTTRANSPOSEFEXTPROC)load("glMatrixMultTransposefEXT"); + glad_glMatrixMultTransposedEXT = (PFNGLMATRIXMULTTRANSPOSEDEXTPROC)load("glMatrixMultTransposedEXT"); + glad_glMatrixMultfEXT = (PFNGLMATRIXMULTFEXTPROC)load("glMatrixMultfEXT"); + glad_glMatrixMultdEXT = (PFNGLMATRIXMULTDEXTPROC)load("glMatrixMultdEXT"); + glad_glMatrixOrthoEXT = (PFNGLMATRIXORTHOEXTPROC)load("glMatrixOrthoEXT"); + glad_glMatrixPopEXT = (PFNGLMATRIXPOPEXTPROC)load("glMatrixPopEXT"); + glad_glMatrixPushEXT = (PFNGLMATRIXPUSHEXTPROC)load("glMatrixPushEXT"); + glad_glMatrixRotatefEXT = (PFNGLMATRIXROTATEFEXTPROC)load("glMatrixRotatefEXT"); + glad_glMatrixRotatedEXT = (PFNGLMATRIXROTATEDEXTPROC)load("glMatrixRotatedEXT"); + glad_glMatrixScalefEXT = (PFNGLMATRIXSCALEFEXTPROC)load("glMatrixScalefEXT"); + glad_glMatrixScaledEXT = (PFNGLMATRIXSCALEDEXTPROC)load("glMatrixScaledEXT"); + glad_glMatrixTranslatefEXT = (PFNGLMATRIXTRANSLATEFEXTPROC)load("glMatrixTranslatefEXT"); + glad_glMatrixTranslatedEXT = (PFNGLMATRIXTRANSLATEDEXTPROC)load("glMatrixTranslatedEXT"); +} +static void load_GL_NV_pixel_data_range(GLADloadproc load) { + if(!GLAD_GL_NV_pixel_data_range) return; + glad_glPixelDataRangeNV = (PFNGLPIXELDATARANGENVPROC)load("glPixelDataRangeNV"); + glad_glFlushPixelDataRangeNV = (PFNGLFLUSHPIXELDATARANGENVPROC)load("glFlushPixelDataRangeNV"); +} +static void load_GL_NV_point_sprite(GLADloadproc load) { + if(!GLAD_GL_NV_point_sprite) return; + glad_glPointParameteriNV = (PFNGLPOINTPARAMETERINVPROC)load("glPointParameteriNV"); + glad_glPointParameterivNV = (PFNGLPOINTPARAMETERIVNVPROC)load("glPointParameterivNV"); +} +static void load_GL_NV_present_video(GLADloadproc load) { + if(!GLAD_GL_NV_present_video) return; + glad_glPresentFrameKeyedNV = (PFNGLPRESENTFRAMEKEYEDNVPROC)load("glPresentFrameKeyedNV"); + glad_glPresentFrameDualFillNV = (PFNGLPRESENTFRAMEDUALFILLNVPROC)load("glPresentFrameDualFillNV"); + glad_glGetVideoivNV = (PFNGLGETVIDEOIVNVPROC)load("glGetVideoivNV"); + glad_glGetVideouivNV = (PFNGLGETVIDEOUIVNVPROC)load("glGetVideouivNV"); + glad_glGetVideoi64vNV = (PFNGLGETVIDEOI64VNVPROC)load("glGetVideoi64vNV"); + glad_glGetVideoui64vNV = (PFNGLGETVIDEOUI64VNVPROC)load("glGetVideoui64vNV"); +} +static void load_GL_NV_primitive_restart(GLADloadproc load) { + if(!GLAD_GL_NV_primitive_restart) return; + glad_glPrimitiveRestartNV = (PFNGLPRIMITIVERESTARTNVPROC)load("glPrimitiveRestartNV"); + glad_glPrimitiveRestartIndexNV = (PFNGLPRIMITIVERESTARTINDEXNVPROC)load("glPrimitiveRestartIndexNV"); +} +static void load_GL_NV_query_resource(GLADloadproc load) { + if(!GLAD_GL_NV_query_resource) return; + glad_glQueryResourceNV = (PFNGLQUERYRESOURCENVPROC)load("glQueryResourceNV"); +} +static void load_GL_NV_query_resource_tag(GLADloadproc load) { + if(!GLAD_GL_NV_query_resource_tag) return; + glad_glGenQueryResourceTagNV = (PFNGLGENQUERYRESOURCETAGNVPROC)load("glGenQueryResourceTagNV"); + glad_glDeleteQueryResourceTagNV = (PFNGLDELETEQUERYRESOURCETAGNVPROC)load("glDeleteQueryResourceTagNV"); + glad_glQueryResourceTagNV = (PFNGLQUERYRESOURCETAGNVPROC)load("glQueryResourceTagNV"); +} +static void load_GL_NV_register_combiners(GLADloadproc load) { + if(!GLAD_GL_NV_register_combiners) return; + glad_glCombinerParameterfvNV = (PFNGLCOMBINERPARAMETERFVNVPROC)load("glCombinerParameterfvNV"); + glad_glCombinerParameterfNV = (PFNGLCOMBINERPARAMETERFNVPROC)load("glCombinerParameterfNV"); + glad_glCombinerParameterivNV = (PFNGLCOMBINERPARAMETERIVNVPROC)load("glCombinerParameterivNV"); + glad_glCombinerParameteriNV = (PFNGLCOMBINERPARAMETERINVPROC)load("glCombinerParameteriNV"); + glad_glCombinerInputNV = (PFNGLCOMBINERINPUTNVPROC)load("glCombinerInputNV"); + glad_glCombinerOutputNV = (PFNGLCOMBINEROUTPUTNVPROC)load("glCombinerOutputNV"); + glad_glFinalCombinerInputNV = (PFNGLFINALCOMBINERINPUTNVPROC)load("glFinalCombinerInputNV"); + glad_glGetCombinerInputParameterfvNV = (PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC)load("glGetCombinerInputParameterfvNV"); + glad_glGetCombinerInputParameterivNV = (PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC)load("glGetCombinerInputParameterivNV"); + glad_glGetCombinerOutputParameterfvNV = (PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC)load("glGetCombinerOutputParameterfvNV"); + glad_glGetCombinerOutputParameterivNV = (PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC)load("glGetCombinerOutputParameterivNV"); + glad_glGetFinalCombinerInputParameterfvNV = (PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC)load("glGetFinalCombinerInputParameterfvNV"); + glad_glGetFinalCombinerInputParameterivNV = (PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC)load("glGetFinalCombinerInputParameterivNV"); +} +static void load_GL_NV_register_combiners2(GLADloadproc load) { + if(!GLAD_GL_NV_register_combiners2) return; + glad_glCombinerStageParameterfvNV = (PFNGLCOMBINERSTAGEPARAMETERFVNVPROC)load("glCombinerStageParameterfvNV"); + glad_glGetCombinerStageParameterfvNV = (PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC)load("glGetCombinerStageParameterfvNV"); +} +static void load_GL_NV_sample_locations(GLADloadproc load) { + if(!GLAD_GL_NV_sample_locations) return; + glad_glFramebufferSampleLocationsfvNV = (PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)load("glFramebufferSampleLocationsfvNV"); + glad_glNamedFramebufferSampleLocationsfvNV = (PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)load("glNamedFramebufferSampleLocationsfvNV"); + glad_glResolveDepthValuesNV = (PFNGLRESOLVEDEPTHVALUESNVPROC)load("glResolveDepthValuesNV"); +} +static void load_GL_NV_scissor_exclusive(GLADloadproc load) { + if(!GLAD_GL_NV_scissor_exclusive) return; + glad_glScissorExclusiveNV = (PFNGLSCISSOREXCLUSIVENVPROC)load("glScissorExclusiveNV"); + glad_glScissorExclusiveArrayvNV = (PFNGLSCISSOREXCLUSIVEARRAYVNVPROC)load("glScissorExclusiveArrayvNV"); +} +static void load_GL_NV_shader_buffer_load(GLADloadproc load) { + if(!GLAD_GL_NV_shader_buffer_load) return; + glad_glMakeBufferResidentNV = (PFNGLMAKEBUFFERRESIDENTNVPROC)load("glMakeBufferResidentNV"); + glad_glMakeBufferNonResidentNV = (PFNGLMAKEBUFFERNONRESIDENTNVPROC)load("glMakeBufferNonResidentNV"); + glad_glIsBufferResidentNV = (PFNGLISBUFFERRESIDENTNVPROC)load("glIsBufferResidentNV"); + glad_glMakeNamedBufferResidentNV = (PFNGLMAKENAMEDBUFFERRESIDENTNVPROC)load("glMakeNamedBufferResidentNV"); + glad_glMakeNamedBufferNonResidentNV = (PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC)load("glMakeNamedBufferNonResidentNV"); + glad_glIsNamedBufferResidentNV = (PFNGLISNAMEDBUFFERRESIDENTNVPROC)load("glIsNamedBufferResidentNV"); + glad_glGetBufferParameterui64vNV = (PFNGLGETBUFFERPARAMETERUI64VNVPROC)load("glGetBufferParameterui64vNV"); + glad_glGetNamedBufferParameterui64vNV = (PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC)load("glGetNamedBufferParameterui64vNV"); + glad_glGetIntegerui64vNV = (PFNGLGETINTEGERUI64VNVPROC)load("glGetIntegerui64vNV"); + glad_glUniformui64NV = (PFNGLUNIFORMUI64NVPROC)load("glUniformui64NV"); + glad_glUniformui64vNV = (PFNGLUNIFORMUI64VNVPROC)load("glUniformui64vNV"); + glad_glGetUniformui64vNV = (PFNGLGETUNIFORMUI64VNVPROC)load("glGetUniformui64vNV"); + glad_glProgramUniformui64NV = (PFNGLPROGRAMUNIFORMUI64NVPROC)load("glProgramUniformui64NV"); + glad_glProgramUniformui64vNV = (PFNGLPROGRAMUNIFORMUI64VNVPROC)load("glProgramUniformui64vNV"); +} +static void load_GL_NV_shading_rate_image(GLADloadproc load) { + if(!GLAD_GL_NV_shading_rate_image) return; + glad_glBindShadingRateImageNV = (PFNGLBINDSHADINGRATEIMAGENVPROC)load("glBindShadingRateImageNV"); + glad_glGetShadingRateImagePaletteNV = (PFNGLGETSHADINGRATEIMAGEPALETTENVPROC)load("glGetShadingRateImagePaletteNV"); + glad_glGetShadingRateSampleLocationivNV = (PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC)load("glGetShadingRateSampleLocationivNV"); + glad_glShadingRateImageBarrierNV = (PFNGLSHADINGRATEIMAGEBARRIERNVPROC)load("glShadingRateImageBarrierNV"); + glad_glShadingRateImageBarrierNV = (PFNGLSHADINGRATEIMAGEBARRIERNVPROC)load("glShadingRateImageBarrierNV"); + glad_glShadingRateImagePaletteNV = (PFNGLSHADINGRATEIMAGEPALETTENVPROC)load("glShadingRateImagePaletteNV"); + glad_glShadingRateSampleOrderNV = (PFNGLSHADINGRATESAMPLEORDERNVPROC)load("glShadingRateSampleOrderNV"); + glad_glShadingRateSampleOrderCustomNV = (PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC)load("glShadingRateSampleOrderCustomNV"); +} +static void load_GL_NV_texture_barrier(GLADloadproc load) { + if(!GLAD_GL_NV_texture_barrier) return; + glad_glTextureBarrierNV = (PFNGLTEXTUREBARRIERNVPROC)load("glTextureBarrierNV"); +} +static void load_GL_NV_texture_multisample(GLADloadproc load) { + if(!GLAD_GL_NV_texture_multisample) return; + glad_glTexImage2DMultisampleCoverageNV = (PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC)load("glTexImage2DMultisampleCoverageNV"); + glad_glTexImage3DMultisampleCoverageNV = (PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC)load("glTexImage3DMultisampleCoverageNV"); + glad_glTextureImage2DMultisampleNV = (PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC)load("glTextureImage2DMultisampleNV"); + glad_glTextureImage3DMultisampleNV = (PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC)load("glTextureImage3DMultisampleNV"); + glad_glTextureImage2DMultisampleCoverageNV = (PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC)load("glTextureImage2DMultisampleCoverageNV"); + glad_glTextureImage3DMultisampleCoverageNV = (PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC)load("glTextureImage3DMultisampleCoverageNV"); +} +static void load_GL_NV_transform_feedback(GLADloadproc load) { + if(!GLAD_GL_NV_transform_feedback) return; + glad_glBeginTransformFeedbackNV = (PFNGLBEGINTRANSFORMFEEDBACKNVPROC)load("glBeginTransformFeedbackNV"); + glad_glEndTransformFeedbackNV = (PFNGLENDTRANSFORMFEEDBACKNVPROC)load("glEndTransformFeedbackNV"); + glad_glTransformFeedbackAttribsNV = (PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC)load("glTransformFeedbackAttribsNV"); + glad_glBindBufferRangeNV = (PFNGLBINDBUFFERRANGENVPROC)load("glBindBufferRangeNV"); + glad_glBindBufferOffsetNV = (PFNGLBINDBUFFEROFFSETNVPROC)load("glBindBufferOffsetNV"); + glad_glBindBufferBaseNV = (PFNGLBINDBUFFERBASENVPROC)load("glBindBufferBaseNV"); + glad_glTransformFeedbackVaryingsNV = (PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC)load("glTransformFeedbackVaryingsNV"); + glad_glActiveVaryingNV = (PFNGLACTIVEVARYINGNVPROC)load("glActiveVaryingNV"); + glad_glGetVaryingLocationNV = (PFNGLGETVARYINGLOCATIONNVPROC)load("glGetVaryingLocationNV"); + glad_glGetActiveVaryingNV = (PFNGLGETACTIVEVARYINGNVPROC)load("glGetActiveVaryingNV"); + glad_glGetTransformFeedbackVaryingNV = (PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC)load("glGetTransformFeedbackVaryingNV"); + glad_glTransformFeedbackStreamAttribsNV = (PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC)load("glTransformFeedbackStreamAttribsNV"); +} +static void load_GL_NV_transform_feedback2(GLADloadproc load) { + if(!GLAD_GL_NV_transform_feedback2) return; + glad_glBindTransformFeedbackNV = (PFNGLBINDTRANSFORMFEEDBACKNVPROC)load("glBindTransformFeedbackNV"); + glad_glDeleteTransformFeedbacksNV = (PFNGLDELETETRANSFORMFEEDBACKSNVPROC)load("glDeleteTransformFeedbacksNV"); + glad_glGenTransformFeedbacksNV = (PFNGLGENTRANSFORMFEEDBACKSNVPROC)load("glGenTransformFeedbacksNV"); + glad_glIsTransformFeedbackNV = (PFNGLISTRANSFORMFEEDBACKNVPROC)load("glIsTransformFeedbackNV"); + glad_glPauseTransformFeedbackNV = (PFNGLPAUSETRANSFORMFEEDBACKNVPROC)load("glPauseTransformFeedbackNV"); + glad_glResumeTransformFeedbackNV = (PFNGLRESUMETRANSFORMFEEDBACKNVPROC)load("glResumeTransformFeedbackNV"); + glad_glDrawTransformFeedbackNV = (PFNGLDRAWTRANSFORMFEEDBACKNVPROC)load("glDrawTransformFeedbackNV"); +} +static void load_GL_NV_vdpau_interop(GLADloadproc load) { + if(!GLAD_GL_NV_vdpau_interop) return; + glad_glVDPAUInitNV = (PFNGLVDPAUINITNVPROC)load("glVDPAUInitNV"); + glad_glVDPAUFiniNV = (PFNGLVDPAUFININVPROC)load("glVDPAUFiniNV"); + glad_glVDPAURegisterVideoSurfaceNV = (PFNGLVDPAUREGISTERVIDEOSURFACENVPROC)load("glVDPAURegisterVideoSurfaceNV"); + glad_glVDPAURegisterOutputSurfaceNV = (PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC)load("glVDPAURegisterOutputSurfaceNV"); + glad_glVDPAUIsSurfaceNV = (PFNGLVDPAUISSURFACENVPROC)load("glVDPAUIsSurfaceNV"); + glad_glVDPAUUnregisterSurfaceNV = (PFNGLVDPAUUNREGISTERSURFACENVPROC)load("glVDPAUUnregisterSurfaceNV"); + glad_glVDPAUGetSurfaceivNV = (PFNGLVDPAUGETSURFACEIVNVPROC)load("glVDPAUGetSurfaceivNV"); + glad_glVDPAUSurfaceAccessNV = (PFNGLVDPAUSURFACEACCESSNVPROC)load("glVDPAUSurfaceAccessNV"); + glad_glVDPAUMapSurfacesNV = (PFNGLVDPAUMAPSURFACESNVPROC)load("glVDPAUMapSurfacesNV"); + glad_glVDPAUUnmapSurfacesNV = (PFNGLVDPAUUNMAPSURFACESNVPROC)load("glVDPAUUnmapSurfacesNV"); +} +static void load_GL_NV_vdpau_interop2(GLADloadproc load) { + if(!GLAD_GL_NV_vdpau_interop2) return; + glad_glVDPAURegisterVideoSurfaceWithPictureStructureNV = (PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC)load("glVDPAURegisterVideoSurfaceWithPictureStructureNV"); +} +static void load_GL_NV_vertex_array_range(GLADloadproc load) { + if(!GLAD_GL_NV_vertex_array_range) return; + glad_glFlushVertexArrayRangeNV = (PFNGLFLUSHVERTEXARRAYRANGENVPROC)load("glFlushVertexArrayRangeNV"); + glad_glVertexArrayRangeNV = (PFNGLVERTEXARRAYRANGENVPROC)load("glVertexArrayRangeNV"); +} +static void load_GL_NV_vertex_attrib_integer_64bit(GLADloadproc load) { + if(!GLAD_GL_NV_vertex_attrib_integer_64bit) return; + glad_glVertexAttribL1i64NV = (PFNGLVERTEXATTRIBL1I64NVPROC)load("glVertexAttribL1i64NV"); + glad_glVertexAttribL2i64NV = (PFNGLVERTEXATTRIBL2I64NVPROC)load("glVertexAttribL2i64NV"); + glad_glVertexAttribL3i64NV = (PFNGLVERTEXATTRIBL3I64NVPROC)load("glVertexAttribL3i64NV"); + glad_glVertexAttribL4i64NV = (PFNGLVERTEXATTRIBL4I64NVPROC)load("glVertexAttribL4i64NV"); + glad_glVertexAttribL1i64vNV = (PFNGLVERTEXATTRIBL1I64VNVPROC)load("glVertexAttribL1i64vNV"); + glad_glVertexAttribL2i64vNV = (PFNGLVERTEXATTRIBL2I64VNVPROC)load("glVertexAttribL2i64vNV"); + glad_glVertexAttribL3i64vNV = (PFNGLVERTEXATTRIBL3I64VNVPROC)load("glVertexAttribL3i64vNV"); + glad_glVertexAttribL4i64vNV = (PFNGLVERTEXATTRIBL4I64VNVPROC)load("glVertexAttribL4i64vNV"); + glad_glVertexAttribL1ui64NV = (PFNGLVERTEXATTRIBL1UI64NVPROC)load("glVertexAttribL1ui64NV"); + glad_glVertexAttribL2ui64NV = (PFNGLVERTEXATTRIBL2UI64NVPROC)load("glVertexAttribL2ui64NV"); + glad_glVertexAttribL3ui64NV = (PFNGLVERTEXATTRIBL3UI64NVPROC)load("glVertexAttribL3ui64NV"); + glad_glVertexAttribL4ui64NV = (PFNGLVERTEXATTRIBL4UI64NVPROC)load("glVertexAttribL4ui64NV"); + glad_glVertexAttribL1ui64vNV = (PFNGLVERTEXATTRIBL1UI64VNVPROC)load("glVertexAttribL1ui64vNV"); + glad_glVertexAttribL2ui64vNV = (PFNGLVERTEXATTRIBL2UI64VNVPROC)load("glVertexAttribL2ui64vNV"); + glad_glVertexAttribL3ui64vNV = (PFNGLVERTEXATTRIBL3UI64VNVPROC)load("glVertexAttribL3ui64vNV"); + glad_glVertexAttribL4ui64vNV = (PFNGLVERTEXATTRIBL4UI64VNVPROC)load("glVertexAttribL4ui64vNV"); + glad_glGetVertexAttribLi64vNV = (PFNGLGETVERTEXATTRIBLI64VNVPROC)load("glGetVertexAttribLi64vNV"); + glad_glGetVertexAttribLui64vNV = (PFNGLGETVERTEXATTRIBLUI64VNVPROC)load("glGetVertexAttribLui64vNV"); + glad_glVertexAttribLFormatNV = (PFNGLVERTEXATTRIBLFORMATNVPROC)load("glVertexAttribLFormatNV"); +} +static void load_GL_NV_vertex_buffer_unified_memory(GLADloadproc load) { + if(!GLAD_GL_NV_vertex_buffer_unified_memory) return; + glad_glBufferAddressRangeNV = (PFNGLBUFFERADDRESSRANGENVPROC)load("glBufferAddressRangeNV"); + glad_glVertexFormatNV = (PFNGLVERTEXFORMATNVPROC)load("glVertexFormatNV"); + glad_glNormalFormatNV = (PFNGLNORMALFORMATNVPROC)load("glNormalFormatNV"); + glad_glColorFormatNV = (PFNGLCOLORFORMATNVPROC)load("glColorFormatNV"); + glad_glIndexFormatNV = (PFNGLINDEXFORMATNVPROC)load("glIndexFormatNV"); + glad_glTexCoordFormatNV = (PFNGLTEXCOORDFORMATNVPROC)load("glTexCoordFormatNV"); + glad_glEdgeFlagFormatNV = (PFNGLEDGEFLAGFORMATNVPROC)load("glEdgeFlagFormatNV"); + glad_glSecondaryColorFormatNV = 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(PFNGLVERTEXATTRIB1DVNVPROC)load("glVertexAttrib1dvNV"); + glad_glVertexAttrib1fNV = (PFNGLVERTEXATTRIB1FNVPROC)load("glVertexAttrib1fNV"); + glad_glVertexAttrib1fvNV = (PFNGLVERTEXATTRIB1FVNVPROC)load("glVertexAttrib1fvNV"); + glad_glVertexAttrib1sNV = (PFNGLVERTEXATTRIB1SNVPROC)load("glVertexAttrib1sNV"); + glad_glVertexAttrib1svNV = (PFNGLVERTEXATTRIB1SVNVPROC)load("glVertexAttrib1svNV"); + glad_glVertexAttrib2dNV = (PFNGLVERTEXATTRIB2DNVPROC)load("glVertexAttrib2dNV"); + glad_glVertexAttrib2dvNV = (PFNGLVERTEXATTRIB2DVNVPROC)load("glVertexAttrib2dvNV"); + glad_glVertexAttrib2fNV = (PFNGLVERTEXATTRIB2FNVPROC)load("glVertexAttrib2fNV"); + glad_glVertexAttrib2fvNV = (PFNGLVERTEXATTRIB2FVNVPROC)load("glVertexAttrib2fvNV"); + glad_glVertexAttrib2sNV = (PFNGLVERTEXATTRIB2SNVPROC)load("glVertexAttrib2sNV"); + glad_glVertexAttrib2svNV = (PFNGLVERTEXATTRIB2SVNVPROC)load("glVertexAttrib2svNV"); + glad_glVertexAttrib3dNV = (PFNGLVERTEXATTRIB3DNVPROC)load("glVertexAttrib3dNV"); + glad_glVertexAttrib3dvNV = (PFNGLVERTEXATTRIB3DVNVPROC)load("glVertexAttrib3dvNV"); + glad_glVertexAttrib3fNV = (PFNGLVERTEXATTRIB3FNVPROC)load("glVertexAttrib3fNV"); + glad_glVertexAttrib3fvNV = (PFNGLVERTEXATTRIB3FVNVPROC)load("glVertexAttrib3fvNV"); + glad_glVertexAttrib3sNV = (PFNGLVERTEXATTRIB3SNVPROC)load("glVertexAttrib3sNV"); + glad_glVertexAttrib3svNV = (PFNGLVERTEXATTRIB3SVNVPROC)load("glVertexAttrib3svNV"); + glad_glVertexAttrib4dNV = (PFNGLVERTEXATTRIB4DNVPROC)load("glVertexAttrib4dNV"); + glad_glVertexAttrib4dvNV = (PFNGLVERTEXATTRIB4DVNVPROC)load("glVertexAttrib4dvNV"); + glad_glVertexAttrib4fNV = (PFNGLVERTEXATTRIB4FNVPROC)load("glVertexAttrib4fNV"); + glad_glVertexAttrib4fvNV = (PFNGLVERTEXATTRIB4FVNVPROC)load("glVertexAttrib4fvNV"); + glad_glVertexAttrib4sNV = (PFNGLVERTEXATTRIB4SNVPROC)load("glVertexAttrib4sNV"); + glad_glVertexAttrib4svNV = (PFNGLVERTEXATTRIB4SVNVPROC)load("glVertexAttrib4svNV"); + glad_glVertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC)load("glVertexAttrib4ubNV"); + glad_glVertexAttrib4ubvNV = (PFNGLVERTEXATTRIB4UBVNVPROC)load("glVertexAttrib4ubvNV"); + glad_glVertexAttribs1dvNV = (PFNGLVERTEXATTRIBS1DVNVPROC)load("glVertexAttribs1dvNV"); + glad_glVertexAttribs1fvNV = (PFNGLVERTEXATTRIBS1FVNVPROC)load("glVertexAttribs1fvNV"); + glad_glVertexAttribs1svNV = (PFNGLVERTEXATTRIBS1SVNVPROC)load("glVertexAttribs1svNV"); + glad_glVertexAttribs2dvNV = (PFNGLVERTEXATTRIBS2DVNVPROC)load("glVertexAttribs2dvNV"); + glad_glVertexAttribs2fvNV = (PFNGLVERTEXATTRIBS2FVNVPROC)load("glVertexAttribs2fvNV"); + glad_glVertexAttribs2svNV = (PFNGLVERTEXATTRIBS2SVNVPROC)load("glVertexAttribs2svNV"); + glad_glVertexAttribs3dvNV = (PFNGLVERTEXATTRIBS3DVNVPROC)load("glVertexAttribs3dvNV"); + glad_glVertexAttribs3fvNV = (PFNGLVERTEXATTRIBS3FVNVPROC)load("glVertexAttribs3fvNV"); + glad_glVertexAttribs3svNV = (PFNGLVERTEXATTRIBS3SVNVPROC)load("glVertexAttribs3svNV"); + glad_glVertexAttribs4dvNV = (PFNGLVERTEXATTRIBS4DVNVPROC)load("glVertexAttribs4dvNV"); + glad_glVertexAttribs4fvNV = (PFNGLVERTEXATTRIBS4FVNVPROC)load("glVertexAttribs4fvNV"); + glad_glVertexAttribs4svNV = (PFNGLVERTEXATTRIBS4SVNVPROC)load("glVertexAttribs4svNV"); + glad_glVertexAttribs4ubvNV = (PFNGLVERTEXATTRIBS4UBVNVPROC)load("glVertexAttribs4ubvNV"); +} +static void load_GL_NV_vertex_program4(GLADloadproc load) { + if(!GLAD_GL_NV_vertex_program4) return; + glad_glVertexAttribI1iEXT = (PFNGLVERTEXATTRIBI1IEXTPROC)load("glVertexAttribI1iEXT"); + glad_glVertexAttribI2iEXT = (PFNGLVERTEXATTRIBI2IEXTPROC)load("glVertexAttribI2iEXT"); + glad_glVertexAttribI3iEXT = (PFNGLVERTEXATTRIBI3IEXTPROC)load("glVertexAttribI3iEXT"); + glad_glVertexAttribI4iEXT = (PFNGLVERTEXATTRIBI4IEXTPROC)load("glVertexAttribI4iEXT"); + glad_glVertexAttribI1uiEXT = (PFNGLVERTEXATTRIBI1UIEXTPROC)load("glVertexAttribI1uiEXT"); + glad_glVertexAttribI2uiEXT = (PFNGLVERTEXATTRIBI2UIEXTPROC)load("glVertexAttribI2uiEXT"); + glad_glVertexAttribI3uiEXT = (PFNGLVERTEXATTRIBI3UIEXTPROC)load("glVertexAttribI3uiEXT"); + glad_glVertexAttribI4uiEXT = (PFNGLVERTEXATTRIBI4UIEXTPROC)load("glVertexAttribI4uiEXT"); + glad_glVertexAttribI1ivEXT = (PFNGLVERTEXATTRIBI1IVEXTPROC)load("glVertexAttribI1ivEXT"); + glad_glVertexAttribI2ivEXT = (PFNGLVERTEXATTRIBI2IVEXTPROC)load("glVertexAttribI2ivEXT"); + glad_glVertexAttribI3ivEXT = (PFNGLVERTEXATTRIBI3IVEXTPROC)load("glVertexAttribI3ivEXT"); + glad_glVertexAttribI4ivEXT = (PFNGLVERTEXATTRIBI4IVEXTPROC)load("glVertexAttribI4ivEXT"); + glad_glVertexAttribI1uivEXT = (PFNGLVERTEXATTRIBI1UIVEXTPROC)load("glVertexAttribI1uivEXT"); + glad_glVertexAttribI2uivEXT = (PFNGLVERTEXATTRIBI2UIVEXTPROC)load("glVertexAttribI2uivEXT"); + glad_glVertexAttribI3uivEXT = (PFNGLVERTEXATTRIBI3UIVEXTPROC)load("glVertexAttribI3uivEXT"); + glad_glVertexAttribI4uivEXT = (PFNGLVERTEXATTRIBI4UIVEXTPROC)load("glVertexAttribI4uivEXT"); + glad_glVertexAttribI4bvEXT = (PFNGLVERTEXATTRIBI4BVEXTPROC)load("glVertexAttribI4bvEXT"); + glad_glVertexAttribI4svEXT = (PFNGLVERTEXATTRIBI4SVEXTPROC)load("glVertexAttribI4svEXT"); + glad_glVertexAttribI4ubvEXT = (PFNGLVERTEXATTRIBI4UBVEXTPROC)load("glVertexAttribI4ubvEXT"); + glad_glVertexAttribI4usvEXT = (PFNGLVERTEXATTRIBI4USVEXTPROC)load("glVertexAttribI4usvEXT"); + glad_glVertexAttribIPointerEXT = (PFNGLVERTEXATTRIBIPOINTEREXTPROC)load("glVertexAttribIPointerEXT"); + glad_glGetVertexAttribIivEXT = (PFNGLGETVERTEXATTRIBIIVEXTPROC)load("glGetVertexAttribIivEXT"); + glad_glGetVertexAttribIuivEXT = (PFNGLGETVERTEXATTRIBIUIVEXTPROC)load("glGetVertexAttribIuivEXT"); +} +static void load_GL_NV_video_capture(GLADloadproc load) { + if(!GLAD_GL_NV_video_capture) return; + glad_glBeginVideoCaptureNV = (PFNGLBEGINVIDEOCAPTURENVPROC)load("glBeginVideoCaptureNV"); + glad_glBindVideoCaptureStreamBufferNV = (PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC)load("glBindVideoCaptureStreamBufferNV"); + glad_glBindVideoCaptureStreamTextureNV = (PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC)load("glBindVideoCaptureStreamTextureNV"); + glad_glEndVideoCaptureNV = (PFNGLENDVIDEOCAPTURENVPROC)load("glEndVideoCaptureNV"); + glad_glGetVideoCaptureivNV = (PFNGLGETVIDEOCAPTUREIVNVPROC)load("glGetVideoCaptureivNV"); + glad_glGetVideoCaptureStreamivNV = (PFNGLGETVIDEOCAPTURESTREAMIVNVPROC)load("glGetVideoCaptureStreamivNV"); + glad_glGetVideoCaptureStreamfvNV = (PFNGLGETVIDEOCAPTURESTREAMFVNVPROC)load("glGetVideoCaptureStreamfvNV"); + glad_glGetVideoCaptureStreamdvNV = (PFNGLGETVIDEOCAPTURESTREAMDVNVPROC)load("glGetVideoCaptureStreamdvNV"); + glad_glVideoCaptureNV = (PFNGLVIDEOCAPTURENVPROC)load("glVideoCaptureNV"); + glad_glVideoCaptureStreamParameterivNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC)load("glVideoCaptureStreamParameterivNV"); + glad_glVideoCaptureStreamParameterfvNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC)load("glVideoCaptureStreamParameterfvNV"); + glad_glVideoCaptureStreamParameterdvNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC)load("glVideoCaptureStreamParameterdvNV"); +} +static void load_GL_NV_viewport_swizzle(GLADloadproc load) { + if(!GLAD_GL_NV_viewport_swizzle) return; + glad_glViewportSwizzleNV = (PFNGLVIEWPORTSWIZZLENVPROC)load("glViewportSwizzleNV"); +} +static void load_GL_OES_byte_coordinates(GLADloadproc load) { + if(!GLAD_GL_OES_byte_coordinates) return; + glad_glMultiTexCoord1bOES = (PFNGLMULTITEXCOORD1BOESPROC)load("glMultiTexCoord1bOES"); + glad_glMultiTexCoord1bvOES = (PFNGLMULTITEXCOORD1BVOESPROC)load("glMultiTexCoord1bvOES"); + glad_glMultiTexCoord2bOES = (PFNGLMULTITEXCOORD2BOESPROC)load("glMultiTexCoord2bOES"); + glad_glMultiTexCoord2bvOES = (PFNGLMULTITEXCOORD2BVOESPROC)load("glMultiTexCoord2bvOES"); + glad_glMultiTexCoord3bOES = (PFNGLMULTITEXCOORD3BOESPROC)load("glMultiTexCoord3bOES"); + glad_glMultiTexCoord3bvOES = (PFNGLMULTITEXCOORD3BVOESPROC)load("glMultiTexCoord3bvOES"); + glad_glMultiTexCoord4bOES = (PFNGLMULTITEXCOORD4BOESPROC)load("glMultiTexCoord4bOES"); + glad_glMultiTexCoord4bvOES = (PFNGLMULTITEXCOORD4BVOESPROC)load("glMultiTexCoord4bvOES"); + glad_glTexCoord1bOES = (PFNGLTEXCOORD1BOESPROC)load("glTexCoord1bOES"); + glad_glTexCoord1bvOES = (PFNGLTEXCOORD1BVOESPROC)load("glTexCoord1bvOES"); + glad_glTexCoord2bOES = (PFNGLTEXCOORD2BOESPROC)load("glTexCoord2bOES"); + glad_glTexCoord2bvOES = (PFNGLTEXCOORD2BVOESPROC)load("glTexCoord2bvOES"); + glad_glTexCoord3bOES = (PFNGLTEXCOORD3BOESPROC)load("glTexCoord3bOES"); + glad_glTexCoord3bvOES = (PFNGLTEXCOORD3BVOESPROC)load("glTexCoord3bvOES"); + glad_glTexCoord4bOES = (PFNGLTEXCOORD4BOESPROC)load("glTexCoord4bOES"); + glad_glTexCoord4bvOES = (PFNGLTEXCOORD4BVOESPROC)load("glTexCoord4bvOES"); + glad_glVertex2bOES = (PFNGLVERTEX2BOESPROC)load("glVertex2bOES"); + glad_glVertex2bvOES = (PFNGLVERTEX2BVOESPROC)load("glVertex2bvOES"); + glad_glVertex3bOES = (PFNGLVERTEX3BOESPROC)load("glVertex3bOES"); + glad_glVertex3bvOES = (PFNGLVERTEX3BVOESPROC)load("glVertex3bvOES"); + glad_glVertex4bOES = (PFNGLVERTEX4BOESPROC)load("glVertex4bOES"); + glad_glVertex4bvOES = (PFNGLVERTEX4BVOESPROC)load("glVertex4bvOES"); +} +static void load_GL_OES_fixed_point(GLADloadproc load) { + if(!GLAD_GL_OES_fixed_point) return; + glad_glAlphaFuncxOES = (PFNGLALPHAFUNCXOESPROC)load("glAlphaFuncxOES"); + glad_glClearColorxOES = (PFNGLCLEARCOLORXOESPROC)load("glClearColorxOES"); + glad_glClearDepthxOES = (PFNGLCLEARDEPTHXOESPROC)load("glClearDepthxOES"); + glad_glClipPlanexOES = (PFNGLCLIPPLANEXOESPROC)load("glClipPlanexOES"); + glad_glColor4xOES = (PFNGLCOLOR4XOESPROC)load("glColor4xOES"); + glad_glDepthRangexOES = (PFNGLDEPTHRANGEXOESPROC)load("glDepthRangexOES"); + glad_glFogxOES = (PFNGLFOGXOESPROC)load("glFogxOES"); + glad_glFogxvOES = (PFNGLFOGXVOESPROC)load("glFogxvOES"); + glad_glFrustumxOES = (PFNGLFRUSTUMXOESPROC)load("glFrustumxOES"); + glad_glGetClipPlanexOES = (PFNGLGETCLIPPLANEXOESPROC)load("glGetClipPlanexOES"); + glad_glGetFixedvOES = (PFNGLGETFIXEDVOESPROC)load("glGetFixedvOES"); + glad_glGetTexEnvxvOES = (PFNGLGETTEXENVXVOESPROC)load("glGetTexEnvxvOES"); + glad_glGetTexParameterxvOES = (PFNGLGETTEXPARAMETERXVOESPROC)load("glGetTexParameterxvOES"); + glad_glLightModelxOES = (PFNGLLIGHTMODELXOESPROC)load("glLightModelxOES"); + glad_glLightModelxvOES = (PFNGLLIGHTMODELXVOESPROC)load("glLightModelxvOES"); + glad_glLightxOES = (PFNGLLIGHTXOESPROC)load("glLightxOES"); + glad_glLightxvOES = (PFNGLLIGHTXVOESPROC)load("glLightxvOES"); + glad_glLineWidthxOES = (PFNGLLINEWIDTHXOESPROC)load("glLineWidthxOES"); + glad_glLoadMatrixxOES = (PFNGLLOADMATRIXXOESPROC)load("glLoadMatrixxOES"); + glad_glMaterialxOES = (PFNGLMATERIALXOESPROC)load("glMaterialxOES"); + glad_glMaterialxvOES = (PFNGLMATERIALXVOESPROC)load("glMaterialxvOES"); + glad_glMultMatrixxOES = (PFNGLMULTMATRIXXOESPROC)load("glMultMatrixxOES"); + glad_glMultiTexCoord4xOES = (PFNGLMULTITEXCOORD4XOESPROC)load("glMultiTexCoord4xOES"); + glad_glNormal3xOES = (PFNGLNORMAL3XOESPROC)load("glNormal3xOES"); + glad_glOrthoxOES = (PFNGLORTHOXOESPROC)load("glOrthoxOES"); + glad_glPointParameterxvOES = (PFNGLPOINTPARAMETERXVOESPROC)load("glPointParameterxvOES"); + glad_glPointSizexOES = (PFNGLPOINTSIZEXOESPROC)load("glPointSizexOES"); + glad_glPolygonOffsetxOES = (PFNGLPOLYGONOFFSETXOESPROC)load("glPolygonOffsetxOES"); + glad_glRotatexOES = (PFNGLROTATEXOESPROC)load("glRotatexOES"); + glad_glScalexOES = (PFNGLSCALEXOESPROC)load("glScalexOES"); + glad_glTexEnvxOES = (PFNGLTEXENVXOESPROC)load("glTexEnvxOES"); + glad_glTexEnvxvOES = (PFNGLTEXENVXVOESPROC)load("glTexEnvxvOES"); + glad_glTexParameterxOES = (PFNGLTEXPARAMETERXOESPROC)load("glTexParameterxOES"); + glad_glTexParameterxvOES = (PFNGLTEXPARAMETERXVOESPROC)load("glTexParameterxvOES"); + glad_glTranslatexOES = (PFNGLTRANSLATEXOESPROC)load("glTranslatexOES"); + glad_glGetLightxvOES = (PFNGLGETLIGHTXVOESPROC)load("glGetLightxvOES"); + glad_glGetMaterialxvOES = 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(PFNGLEVALCOORD1XOESPROC)load("glEvalCoord1xOES"); + glad_glEvalCoord1xvOES = (PFNGLEVALCOORD1XVOESPROC)load("glEvalCoord1xvOES"); + glad_glEvalCoord2xOES = (PFNGLEVALCOORD2XOESPROC)load("glEvalCoord2xOES"); + glad_glEvalCoord2xvOES = (PFNGLEVALCOORD2XVOESPROC)load("glEvalCoord2xvOES"); + glad_glFeedbackBufferxOES = (PFNGLFEEDBACKBUFFERXOESPROC)load("glFeedbackBufferxOES"); + glad_glGetConvolutionParameterxvOES = (PFNGLGETCONVOLUTIONPARAMETERXVOESPROC)load("glGetConvolutionParameterxvOES"); + glad_glGetHistogramParameterxvOES = (PFNGLGETHISTOGRAMPARAMETERXVOESPROC)load("glGetHistogramParameterxvOES"); + glad_glGetLightxOES = (PFNGLGETLIGHTXOESPROC)load("glGetLightxOES"); + glad_glGetMapxvOES = (PFNGLGETMAPXVOESPROC)load("glGetMapxvOES"); + glad_glGetMaterialxOES = (PFNGLGETMATERIALXOESPROC)load("glGetMaterialxOES"); + glad_glGetPixelMapxv = (PFNGLGETPIXELMAPXVPROC)load("glGetPixelMapxv"); + glad_glGetTexGenxvOES = (PFNGLGETTEXGENXVOESPROC)load("glGetTexGenxvOES"); + glad_glGetTexLevelParameterxvOES = (PFNGLGETTEXLEVELPARAMETERXVOESPROC)load("glGetTexLevelParameterxvOES"); + glad_glIndexxOES = (PFNGLINDEXXOESPROC)load("glIndexxOES"); + glad_glIndexxvOES = (PFNGLINDEXXVOESPROC)load("glIndexxvOES"); + glad_glLoadTransposeMatrixxOES = (PFNGLLOADTRANSPOSEMATRIXXOESPROC)load("glLoadTransposeMatrixxOES"); + glad_glMap1xOES = (PFNGLMAP1XOESPROC)load("glMap1xOES"); + glad_glMap2xOES = (PFNGLMAP2XOESPROC)load("glMap2xOES"); + glad_glMapGrid1xOES = (PFNGLMAPGRID1XOESPROC)load("glMapGrid1xOES"); + glad_glMapGrid2xOES = (PFNGLMAPGRID2XOESPROC)load("glMapGrid2xOES"); + glad_glMultTransposeMatrixxOES = (PFNGLMULTTRANSPOSEMATRIXXOESPROC)load("glMultTransposeMatrixxOES"); + glad_glMultiTexCoord1xOES = (PFNGLMULTITEXCOORD1XOESPROC)load("glMultiTexCoord1xOES"); + glad_glMultiTexCoord1xvOES = (PFNGLMULTITEXCOORD1XVOESPROC)load("glMultiTexCoord1xvOES"); + glad_glMultiTexCoord2xOES = (PFNGLMULTITEXCOORD2XOESPROC)load("glMultiTexCoord2xOES"); + glad_glMultiTexCoord2xvOES = (PFNGLMULTITEXCOORD2XVOESPROC)load("glMultiTexCoord2xvOES"); + glad_glMultiTexCoord3xOES = (PFNGLMULTITEXCOORD3XOESPROC)load("glMultiTexCoord3xOES"); + glad_glMultiTexCoord3xvOES = (PFNGLMULTITEXCOORD3XVOESPROC)load("glMultiTexCoord3xvOES"); + glad_glMultiTexCoord4xvOES = (PFNGLMULTITEXCOORD4XVOESPROC)load("glMultiTexCoord4xvOES"); + glad_glNormal3xvOES = (PFNGLNORMAL3XVOESPROC)load("glNormal3xvOES"); + glad_glPassThroughxOES = (PFNGLPASSTHROUGHXOESPROC)load("glPassThroughxOES"); + glad_glPixelMapx = (PFNGLPIXELMAPXPROC)load("glPixelMapx"); + glad_glPixelStorex = (PFNGLPIXELSTOREXPROC)load("glPixelStorex"); + glad_glPixelTransferxOES = (PFNGLPIXELTRANSFERXOESPROC)load("glPixelTransferxOES"); + glad_glPixelZoomxOES = (PFNGLPIXELZOOMXOESPROC)load("glPixelZoomxOES"); + glad_glPrioritizeTexturesxOES = (PFNGLPRIORITIZETEXTURESXOESPROC)load("glPrioritizeTexturesxOES"); + glad_glRasterPos2xOES = (PFNGLRASTERPOS2XOESPROC)load("glRasterPos2xOES"); + glad_glRasterPos2xvOES = (PFNGLRASTERPOS2XVOESPROC)load("glRasterPos2xvOES"); + glad_glRasterPos3xOES = (PFNGLRASTERPOS3XOESPROC)load("glRasterPos3xOES"); + glad_glRasterPos3xvOES = (PFNGLRASTERPOS3XVOESPROC)load("glRasterPos3xvOES"); + glad_glRasterPos4xOES = (PFNGLRASTERPOS4XOESPROC)load("glRasterPos4xOES"); + glad_glRasterPos4xvOES = (PFNGLRASTERPOS4XVOESPROC)load("glRasterPos4xvOES"); + glad_glRectxOES = (PFNGLRECTXOESPROC)load("glRectxOES"); + glad_glRectxvOES = (PFNGLRECTXVOESPROC)load("glRectxvOES"); + glad_glTexCoord1xOES = (PFNGLTEXCOORD1XOESPROC)load("glTexCoord1xOES"); + glad_glTexCoord1xvOES = (PFNGLTEXCOORD1XVOESPROC)load("glTexCoord1xvOES"); + glad_glTexCoord2xOES = (PFNGLTEXCOORD2XOESPROC)load("glTexCoord2xOES"); + glad_glTexCoord2xvOES = (PFNGLTEXCOORD2XVOESPROC)load("glTexCoord2xvOES"); + glad_glTexCoord3xOES = (PFNGLTEXCOORD3XOESPROC)load("glTexCoord3xOES"); + glad_glTexCoord3xvOES = (PFNGLTEXCOORD3XVOESPROC)load("glTexCoord3xvOES"); + glad_glTexCoord4xOES = 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glad_glGetDetailTexFuncSGIS = (PFNGLGETDETAILTEXFUNCSGISPROC)load("glGetDetailTexFuncSGIS"); +} +static void load_GL_SGIS_fog_function(GLADloadproc load) { + if(!GLAD_GL_SGIS_fog_function) return; + glad_glFogFuncSGIS = (PFNGLFOGFUNCSGISPROC)load("glFogFuncSGIS"); + glad_glGetFogFuncSGIS = (PFNGLGETFOGFUNCSGISPROC)load("glGetFogFuncSGIS"); +} +static void load_GL_SGIS_multisample(GLADloadproc load) { + if(!GLAD_GL_SGIS_multisample) return; + glad_glSampleMaskSGIS = (PFNGLSAMPLEMASKSGISPROC)load("glSampleMaskSGIS"); + glad_glSamplePatternSGIS = (PFNGLSAMPLEPATTERNSGISPROC)load("glSamplePatternSGIS"); +} +static void load_GL_SGIS_pixel_texture(GLADloadproc load) { + if(!GLAD_GL_SGIS_pixel_texture) return; + glad_glPixelTexGenParameteriSGIS = (PFNGLPIXELTEXGENPARAMETERISGISPROC)load("glPixelTexGenParameteriSGIS"); + glad_glPixelTexGenParameterivSGIS = (PFNGLPIXELTEXGENPARAMETERIVSGISPROC)load("glPixelTexGenParameterivSGIS"); + glad_glPixelTexGenParameterfSGIS = (PFNGLPIXELTEXGENPARAMETERFSGISPROC)load("glPixelTexGenParameterfSGIS"); + glad_glPixelTexGenParameterfvSGIS = (PFNGLPIXELTEXGENPARAMETERFVSGISPROC)load("glPixelTexGenParameterfvSGIS"); + glad_glGetPixelTexGenParameterivSGIS = (PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC)load("glGetPixelTexGenParameterivSGIS"); + glad_glGetPixelTexGenParameterfvSGIS = (PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC)load("glGetPixelTexGenParameterfvSGIS"); +} +static void load_GL_SGIS_point_parameters(GLADloadproc load) { + if(!GLAD_GL_SGIS_point_parameters) return; + glad_glPointParameterfSGIS = (PFNGLPOINTPARAMETERFSGISPROC)load("glPointParameterfSGIS"); + glad_glPointParameterfvSGIS = (PFNGLPOINTPARAMETERFVSGISPROC)load("glPointParameterfvSGIS"); +} +static void load_GL_SGIS_sharpen_texture(GLADloadproc load) { + if(!GLAD_GL_SGIS_sharpen_texture) return; + glad_glSharpenTexFuncSGIS = (PFNGLSHARPENTEXFUNCSGISPROC)load("glSharpenTexFuncSGIS"); + glad_glGetSharpenTexFuncSGIS = (PFNGLGETSHARPENTEXFUNCSGISPROC)load("glGetSharpenTexFuncSGIS"); +} +static void load_GL_SGIS_texture4D(GLADloadproc load) { + if(!GLAD_GL_SGIS_texture4D) return; + glad_glTexImage4DSGIS = (PFNGLTEXIMAGE4DSGISPROC)load("glTexImage4DSGIS"); + glad_glTexSubImage4DSGIS = (PFNGLTEXSUBIMAGE4DSGISPROC)load("glTexSubImage4DSGIS"); +} +static void load_GL_SGIS_texture_color_mask(GLADloadproc load) { + if(!GLAD_GL_SGIS_texture_color_mask) return; + glad_glTextureColorMaskSGIS = (PFNGLTEXTURECOLORMASKSGISPROC)load("glTextureColorMaskSGIS"); +} +static void load_GL_SGIS_texture_filter4(GLADloadproc load) { + if(!GLAD_GL_SGIS_texture_filter4) return; + glad_glGetTexFilterFuncSGIS = (PFNGLGETTEXFILTERFUNCSGISPROC)load("glGetTexFilterFuncSGIS"); + glad_glTexFilterFuncSGIS = (PFNGLTEXFILTERFUNCSGISPROC)load("glTexFilterFuncSGIS"); +} +static void load_GL_SGIX_async(GLADloadproc load) { + if(!GLAD_GL_SGIX_async) return; + glad_glAsyncMarkerSGIX = (PFNGLASYNCMARKERSGIXPROC)load("glAsyncMarkerSGIX"); + glad_glFinishAsyncSGIX = (PFNGLFINISHASYNCSGIXPROC)load("glFinishAsyncSGIX"); + glad_glPollAsyncSGIX = (PFNGLPOLLASYNCSGIXPROC)load("glPollAsyncSGIX"); + glad_glGenAsyncMarkersSGIX = (PFNGLGENASYNCMARKERSSGIXPROC)load("glGenAsyncMarkersSGIX"); + glad_glDeleteAsyncMarkersSGIX = (PFNGLDELETEASYNCMARKERSSGIXPROC)load("glDeleteAsyncMarkersSGIX"); + glad_glIsAsyncMarkerSGIX = (PFNGLISASYNCMARKERSGIXPROC)load("glIsAsyncMarkerSGIX"); +} +static void load_GL_SGIX_flush_raster(GLADloadproc load) { + if(!GLAD_GL_SGIX_flush_raster) return; + glad_glFlushRasterSGIX = (PFNGLFLUSHRASTERSGIXPROC)load("glFlushRasterSGIX"); +} +static void load_GL_SGIX_fragment_lighting(GLADloadproc load) { + if(!GLAD_GL_SGIX_fragment_lighting) return; + glad_glFragmentColorMaterialSGIX = (PFNGLFRAGMENTCOLORMATERIALSGIXPROC)load("glFragmentColorMaterialSGIX"); + glad_glFragmentLightfSGIX = (PFNGLFRAGMENTLIGHTFSGIXPROC)load("glFragmentLightfSGIX"); + glad_glFragmentLightfvSGIX = (PFNGLFRAGMENTLIGHTFVSGIXPROC)load("glFragmentLightfvSGIX"); + glad_glFragmentLightiSGIX = (PFNGLFRAGMENTLIGHTISGIXPROC)load("glFragmentLightiSGIX"); + glad_glFragmentLightivSGIX = (PFNGLFRAGMENTLIGHTIVSGIXPROC)load("glFragmentLightivSGIX"); + glad_glFragmentLightModelfSGIX = (PFNGLFRAGMENTLIGHTMODELFSGIXPROC)load("glFragmentLightModelfSGIX"); + glad_glFragmentLightModelfvSGIX = (PFNGLFRAGMENTLIGHTMODELFVSGIXPROC)load("glFragmentLightModelfvSGIX"); + glad_glFragmentLightModeliSGIX = (PFNGLFRAGMENTLIGHTMODELISGIXPROC)load("glFragmentLightModeliSGIX"); + glad_glFragmentLightModelivSGIX = (PFNGLFRAGMENTLIGHTMODELIVSGIXPROC)load("glFragmentLightModelivSGIX"); + glad_glFragmentMaterialfSGIX = (PFNGLFRAGMENTMATERIALFSGIXPROC)load("glFragmentMaterialfSGIX"); + glad_glFragmentMaterialfvSGIX = (PFNGLFRAGMENTMATERIALFVSGIXPROC)load("glFragmentMaterialfvSGIX"); + glad_glFragmentMaterialiSGIX = (PFNGLFRAGMENTMATERIALISGIXPROC)load("glFragmentMaterialiSGIX"); + glad_glFragmentMaterialivSGIX = (PFNGLFRAGMENTMATERIALIVSGIXPROC)load("glFragmentMaterialivSGIX"); + glad_glGetFragmentLightfvSGIX = (PFNGLGETFRAGMENTLIGHTFVSGIXPROC)load("glGetFragmentLightfvSGIX"); + glad_glGetFragmentLightivSGIX = (PFNGLGETFRAGMENTLIGHTIVSGIXPROC)load("glGetFragmentLightivSGIX"); + glad_glGetFragmentMaterialfvSGIX = (PFNGLGETFRAGMENTMATERIALFVSGIXPROC)load("glGetFragmentMaterialfvSGIX"); + glad_glGetFragmentMaterialivSGIX = (PFNGLGETFRAGMENTMATERIALIVSGIXPROC)load("glGetFragmentMaterialivSGIX"); + glad_glLightEnviSGIX = (PFNGLLIGHTENVISGIXPROC)load("glLightEnviSGIX"); +} +static void load_GL_SGIX_framezoom(GLADloadproc load) { + if(!GLAD_GL_SGIX_framezoom) return; + glad_glFrameZoomSGIX = (PFNGLFRAMEZOOMSGIXPROC)load("glFrameZoomSGIX"); +} +static void load_GL_SGIX_igloo_interface(GLADloadproc load) { + if(!GLAD_GL_SGIX_igloo_interface) return; + glad_glIglooInterfaceSGIX = (PFNGLIGLOOINTERFACESGIXPROC)load("glIglooInterfaceSGIX"); +} +static void load_GL_SGIX_instruments(GLADloadproc load) { + if(!GLAD_GL_SGIX_instruments) return; + glad_glGetInstrumentsSGIX = (PFNGLGETINSTRUMENTSSGIXPROC)load("glGetInstrumentsSGIX"); + glad_glInstrumentsBufferSGIX = (PFNGLINSTRUMENTSBUFFERSGIXPROC)load("glInstrumentsBufferSGIX"); + glad_glPollInstrumentsSGIX = (PFNGLPOLLINSTRUMENTSSGIXPROC)load("glPollInstrumentsSGIX"); + glad_glReadInstrumentsSGIX = (PFNGLREADINSTRUMENTSSGIXPROC)load("glReadInstrumentsSGIX"); + glad_glStartInstrumentsSGIX = (PFNGLSTARTINSTRUMENTSSGIXPROC)load("glStartInstrumentsSGIX"); + glad_glStopInstrumentsSGIX = (PFNGLSTOPINSTRUMENTSSGIXPROC)load("glStopInstrumentsSGIX"); +} +static void load_GL_SGIX_list_priority(GLADloadproc load) { + if(!GLAD_GL_SGIX_list_priority) return; + glad_glGetListParameterfvSGIX = (PFNGLGETLISTPARAMETERFVSGIXPROC)load("glGetListParameterfvSGIX"); + glad_glGetListParameterivSGIX = (PFNGLGETLISTPARAMETERIVSGIXPROC)load("glGetListParameterivSGIX"); + glad_glListParameterfSGIX = (PFNGLLISTPARAMETERFSGIXPROC)load("glListParameterfSGIX"); + glad_glListParameterfvSGIX = (PFNGLLISTPARAMETERFVSGIXPROC)load("glListParameterfvSGIX"); + glad_glListParameteriSGIX = (PFNGLLISTPARAMETERISGIXPROC)load("glListParameteriSGIX"); + glad_glListParameterivSGIX = (PFNGLLISTPARAMETERIVSGIXPROC)load("glListParameterivSGIX"); +} +static void load_GL_SGIX_pixel_texture(GLADloadproc load) { + if(!GLAD_GL_SGIX_pixel_texture) return; + glad_glPixelTexGenSGIX = (PFNGLPIXELTEXGENSGIXPROC)load("glPixelTexGenSGIX"); +} +static void load_GL_SGIX_polynomial_ffd(GLADloadproc load) { + if(!GLAD_GL_SGIX_polynomial_ffd) return; + glad_glDeformationMap3dSGIX = (PFNGLDEFORMATIONMAP3DSGIXPROC)load("glDeformationMap3dSGIX"); + glad_glDeformationMap3fSGIX = (PFNGLDEFORMATIONMAP3FSGIXPROC)load("glDeformationMap3fSGIX"); + glad_glDeformSGIX = (PFNGLDEFORMSGIXPROC)load("glDeformSGIX"); + glad_glLoadIdentityDeformationMapSGIX = (PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC)load("glLoadIdentityDeformationMapSGIX"); +} +static void load_GL_SGIX_reference_plane(GLADloadproc load) { + if(!GLAD_GL_SGIX_reference_plane) return; + glad_glReferencePlaneSGIX = (PFNGLREFERENCEPLANESGIXPROC)load("glReferencePlaneSGIX"); +} +static void load_GL_SGIX_sprite(GLADloadproc load) { + if(!GLAD_GL_SGIX_sprite) return; + glad_glSpriteParameterfSGIX = (PFNGLSPRITEPARAMETERFSGIXPROC)load("glSpriteParameterfSGIX"); + glad_glSpriteParameterfvSGIX = (PFNGLSPRITEPARAMETERFVSGIXPROC)load("glSpriteParameterfvSGIX"); + glad_glSpriteParameteriSGIX = (PFNGLSPRITEPARAMETERISGIXPROC)load("glSpriteParameteriSGIX"); + glad_glSpriteParameterivSGIX = (PFNGLSPRITEPARAMETERIVSGIXPROC)load("glSpriteParameterivSGIX"); +} +static void load_GL_SGIX_tag_sample_buffer(GLADloadproc load) { + if(!GLAD_GL_SGIX_tag_sample_buffer) return; + glad_glTagSampleBufferSGIX = (PFNGLTAGSAMPLEBUFFERSGIXPROC)load("glTagSampleBufferSGIX"); +} +static void load_GL_SGI_color_table(GLADloadproc load) { + if(!GLAD_GL_SGI_color_table) return; + glad_glColorTableSGI = (PFNGLCOLORTABLESGIPROC)load("glColorTableSGI"); + glad_glColorTableParameterfvSGI = (PFNGLCOLORTABLEPARAMETERFVSGIPROC)load("glColorTableParameterfvSGI"); + glad_glColorTableParameterivSGI = (PFNGLCOLORTABLEPARAMETERIVSGIPROC)load("glColorTableParameterivSGI"); + glad_glCopyColorTableSGI = (PFNGLCOPYCOLORTABLESGIPROC)load("glCopyColorTableSGI"); + glad_glGetColorTableSGI = (PFNGLGETCOLORTABLESGIPROC)load("glGetColorTableSGI"); + glad_glGetColorTableParameterfvSGI = (PFNGLGETCOLORTABLEPARAMETERFVSGIPROC)load("glGetColorTableParameterfvSGI"); + glad_glGetColorTableParameterivSGI = (PFNGLGETCOLORTABLEPARAMETERIVSGIPROC)load("glGetColorTableParameterivSGI"); +} +static void load_GL_SUNX_constant_data(GLADloadproc load) { + if(!GLAD_GL_SUNX_constant_data) return; + glad_glFinishTextureSUNX = (PFNGLFINISHTEXTURESUNXPROC)load("glFinishTextureSUNX"); +} +static void load_GL_SUN_global_alpha(GLADloadproc load) { + if(!GLAD_GL_SUN_global_alpha) return; + glad_glGlobalAlphaFactorbSUN = (PFNGLGLOBALALPHAFACTORBSUNPROC)load("glGlobalAlphaFactorbSUN"); + glad_glGlobalAlphaFactorsSUN = (PFNGLGLOBALALPHAFACTORSSUNPROC)load("glGlobalAlphaFactorsSUN"); + glad_glGlobalAlphaFactoriSUN = (PFNGLGLOBALALPHAFACTORISUNPROC)load("glGlobalAlphaFactoriSUN"); + glad_glGlobalAlphaFactorfSUN = (PFNGLGLOBALALPHAFACTORFSUNPROC)load("glGlobalAlphaFactorfSUN"); + glad_glGlobalAlphaFactordSUN = (PFNGLGLOBALALPHAFACTORDSUNPROC)load("glGlobalAlphaFactordSUN"); + glad_glGlobalAlphaFactorubSUN = (PFNGLGLOBALALPHAFACTORUBSUNPROC)load("glGlobalAlphaFactorubSUN"); + glad_glGlobalAlphaFactorusSUN = (PFNGLGLOBALALPHAFACTORUSSUNPROC)load("glGlobalAlphaFactorusSUN"); + glad_glGlobalAlphaFactoruiSUN = (PFNGLGLOBALALPHAFACTORUISUNPROC)load("glGlobalAlphaFactoruiSUN"); +} +static void load_GL_SUN_mesh_array(GLADloadproc load) { + if(!GLAD_GL_SUN_mesh_array) return; + glad_glDrawMeshArraysSUN = (PFNGLDRAWMESHARRAYSSUNPROC)load("glDrawMeshArraysSUN"); +} +static void load_GL_SUN_triangle_list(GLADloadproc 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load_GL_ARB_transform_feedback_instanced(load); + load_GL_ARB_transpose_matrix(load); + load_GL_ARB_uniform_buffer_object(load); + load_GL_ARB_vertex_array_object(load); + load_GL_ARB_vertex_attrib_64bit(load); + load_GL_ARB_vertex_attrib_binding(load); + load_GL_ARB_vertex_blend(load); + load_GL_ARB_vertex_buffer_object(load); + load_GL_ARB_vertex_program(load); + load_GL_ARB_vertex_shader(load); + load_GL_ARB_vertex_type_2_10_10_10_rev(load); + load_GL_ARB_viewport_array(load); + load_GL_ARB_window_pos(load); + load_GL_ATI_draw_buffers(load); + load_GL_ATI_element_array(load); + load_GL_ATI_envmap_bumpmap(load); + load_GL_ATI_fragment_shader(load); + load_GL_ATI_map_object_buffer(load); + load_GL_ATI_pn_triangles(load); + load_GL_ATI_separate_stencil(load); + load_GL_ATI_vertex_array_object(load); + load_GL_ATI_vertex_attrib_array_object(load); + load_GL_ATI_vertex_streams(load); + load_GL_EXT_EGL_image_storage(load); + load_GL_EXT_bindable_uniform(load); + load_GL_EXT_blend_color(load); + load_GL_EXT_blend_equation_separate(load); + load_GL_EXT_blend_func_separate(load); + load_GL_EXT_blend_minmax(load); + load_GL_EXT_color_subtable(load); + load_GL_EXT_compiled_vertex_array(load); + load_GL_EXT_convolution(load); + load_GL_EXT_coordinate_frame(load); + load_GL_EXT_copy_texture(load); + load_GL_EXT_cull_vertex(load); + load_GL_EXT_debug_label(load); + load_GL_EXT_debug_marker(load); + load_GL_EXT_depth_bounds_test(load); + load_GL_EXT_direct_state_access(load); + load_GL_EXT_draw_buffers2(load); + load_GL_EXT_draw_instanced(load); + load_GL_EXT_draw_range_elements(load); + load_GL_EXT_external_buffer(load); + load_GL_EXT_fog_coord(load); + load_GL_EXT_framebuffer_blit(load); + load_GL_EXT_framebuffer_multisample(load); + load_GL_EXT_framebuffer_object(load); + load_GL_EXT_geometry_shader4(load); + load_GL_EXT_gpu_program_parameters(load); + load_GL_EXT_gpu_shader4(load); + load_GL_EXT_histogram(load); + load_GL_EXT_index_func(load); + load_GL_EXT_index_material(load); + load_GL_EXT_light_texture(load); + load_GL_EXT_memory_object(load); + load_GL_EXT_memory_object_fd(load); + load_GL_EXT_memory_object_win32(load); + load_GL_EXT_multi_draw_arrays(load); + load_GL_EXT_multisample(load); + load_GL_EXT_paletted_texture(load); + load_GL_EXT_pixel_transform(load); + load_GL_EXT_point_parameters(load); + load_GL_EXT_polygon_offset(load); + load_GL_EXT_polygon_offset_clamp(load); + load_GL_EXT_provoking_vertex(load); + load_GL_EXT_raster_multisample(load); + load_GL_EXT_secondary_color(load); + load_GL_EXT_semaphore(load); + load_GL_EXT_semaphore_fd(load); + load_GL_EXT_semaphore_win32(load); + load_GL_EXT_separate_shader_objects(load); + load_GL_EXT_shader_framebuffer_fetch_non_coherent(load); + load_GL_EXT_shader_image_load_store(load); + load_GL_EXT_stencil_clear_tag(load); + load_GL_EXT_stencil_two_side(load); + load_GL_EXT_subtexture(load); + load_GL_EXT_texture3D(load); + load_GL_EXT_texture_array(load); + load_GL_EXT_texture_buffer_object(load); + load_GL_EXT_texture_integer(load); + load_GL_EXT_texture_object(load); + load_GL_EXT_texture_perturb_normal(load); + load_GL_EXT_timer_query(load); + load_GL_EXT_transform_feedback(load); + load_GL_EXT_vertex_array(load); + load_GL_EXT_vertex_attrib_64bit(load); + load_GL_EXT_vertex_shader(load); + load_GL_EXT_vertex_weighting(load); + load_GL_EXT_win32_keyed_mutex(load); + load_GL_EXT_window_rectangles(load); + load_GL_EXT_x11_sync_object(load); + load_GL_GREMEDY_frame_terminator(load); + load_GL_GREMEDY_string_marker(load); + load_GL_HP_image_transform(load); + load_GL_IBM_multimode_draw_arrays(load); + load_GL_IBM_static_data(load); + load_GL_IBM_vertex_array_lists(load); + load_GL_INGR_blend_func_separate(load); + load_GL_INTEL_framebuffer_CMAA(load); + load_GL_INTEL_map_texture(load); + load_GL_INTEL_parallel_arrays(load); + load_GL_INTEL_performance_query(load); + load_GL_KHR_blend_equation_advanced(load); + load_GL_KHR_debug(load); + load_GL_KHR_parallel_shader_compile(load); + load_GL_KHR_robustness(load); + load_GL_MESA_framebuffer_flip_y(load); + load_GL_MESA_resize_buffers(load); + load_GL_MESA_window_pos(load); + load_GL_NVX_conditional_render(load); + load_GL_NVX_gpu_multicast2(load); + load_GL_NVX_linked_gpu_multicast(load); + load_GL_NVX_progress_fence(load); + load_GL_NV_alpha_to_coverage_dither_control(load); + load_GL_NV_bindless_multi_draw_indirect(load); + load_GL_NV_bindless_multi_draw_indirect_count(load); + load_GL_NV_bindless_texture(load); + load_GL_NV_blend_equation_advanced(load); + load_GL_NV_clip_space_w_scaling(load); + load_GL_NV_command_list(load); + load_GL_NV_conditional_render(load); + load_GL_NV_conservative_raster(load); + load_GL_NV_conservative_raster_dilate(load); + load_GL_NV_conservative_raster_pre_snap_triangles(load); + load_GL_NV_copy_image(load); + load_GL_NV_depth_buffer_float(load); + load_GL_NV_draw_texture(load); + load_GL_NV_draw_vulkan_image(load); + load_GL_NV_evaluators(load); + load_GL_NV_explicit_multisample(load); + load_GL_NV_fence(load); + load_GL_NV_fragment_coverage_to_color(load); + load_GL_NV_fragment_program(load); + load_GL_NV_framebuffer_mixed_samples(load); + load_GL_NV_framebuffer_multisample_coverage(load); + load_GL_NV_geometry_program4(load); + load_GL_NV_gpu_multicast(load); + load_GL_NV_gpu_program4(load); + load_GL_NV_gpu_program5(load); + load_GL_NV_gpu_shader5(load); + load_GL_NV_half_float(load); + load_GL_NV_internalformat_sample_query(load); + load_GL_NV_memory_attachment(load); + load_GL_NV_mesh_shader(load); + load_GL_NV_occlusion_query(load); + load_GL_NV_parameter_buffer_object(load); + load_GL_NV_path_rendering(load); + load_GL_NV_pixel_data_range(load); + load_GL_NV_point_sprite(load); + load_GL_NV_present_video(load); + load_GL_NV_primitive_restart(load); + load_GL_NV_query_resource(load); + load_GL_NV_query_resource_tag(load); + load_GL_NV_register_combiners(load); + load_GL_NV_register_combiners2(load); + load_GL_NV_sample_locations(load); + load_GL_NV_scissor_exclusive(load); + load_GL_NV_shader_buffer_load(load); + load_GL_NV_shading_rate_image(load); + load_GL_NV_texture_barrier(load); + load_GL_NV_texture_multisample(load); + load_GL_NV_transform_feedback(load); + load_GL_NV_transform_feedback2(load); + load_GL_NV_vdpau_interop(load); + load_GL_NV_vdpau_interop2(load); + load_GL_NV_vertex_array_range(load); + load_GL_NV_vertex_attrib_integer_64bit(load); + load_GL_NV_vertex_buffer_unified_memory(load); + load_GL_NV_vertex_program(load); + load_GL_NV_vertex_program4(load); + load_GL_NV_video_capture(load); + load_GL_NV_viewport_swizzle(load); + load_GL_OES_byte_coordinates(load); + load_GL_OES_fixed_point(load); + load_GL_OES_query_matrix(load); + load_GL_OES_single_precision(load); + load_GL_OVR_multiview(load); + load_GL_PGI_misc_hints(load); + load_GL_SGIS_detail_texture(load); + load_GL_SGIS_fog_function(load); + load_GL_SGIS_multisample(load); + load_GL_SGIS_pixel_texture(load); + load_GL_SGIS_point_parameters(load); + load_GL_SGIS_sharpen_texture(load); + load_GL_SGIS_texture4D(load); + load_GL_SGIS_texture_color_mask(load); + load_GL_SGIS_texture_filter4(load); + load_GL_SGIX_async(load); + load_GL_SGIX_flush_raster(load); + load_GL_SGIX_fragment_lighting(load); + load_GL_SGIX_framezoom(load); + load_GL_SGIX_igloo_interface(load); + load_GL_SGIX_instruments(load); + load_GL_SGIX_list_priority(load); + load_GL_SGIX_pixel_texture(load); + load_GL_SGIX_polynomial_ffd(load); + load_GL_SGIX_reference_plane(load); + load_GL_SGIX_sprite(load); + load_GL_SGIX_tag_sample_buffer(load); + load_GL_SGI_color_table(load); + load_GL_SUNX_constant_data(load); + load_GL_SUN_global_alpha(load); + load_GL_SUN_mesh_array(load); + load_GL_SUN_triangle_list(load); + load_GL_SUN_vertex(load); + return GLVersion.major != 0 || GLVersion.minor != 0; +} + +static void load_GL_ES_VERSION_2_0(GLADloadproc load) { + if(!GLAD_GL_ES_VERSION_2_0) return; + glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture"); + glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader"); + glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation"); + glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer"); + glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture"); + glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); + glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc"); + glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate"); + glad_glBufferData = 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(PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram"); + glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f"); + glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv"); + glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f"); + glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv"); + glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f"); + glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv"); + glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f"); + glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv"); + glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer"); + glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport"); +} +static void load_GL_ES_VERSION_3_0(GLADloadproc load) { + if(!GLAD_GL_ES_VERSION_3_0) return; + glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer"); + glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements"); + glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D"); + glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D"); + glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D"); + glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D"); + glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D"); + glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries"); + glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries"); + glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery"); + glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery"); + glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery"); + glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv"); + glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv"); + glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer"); + glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv"); + glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers"); + glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv"); + glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv"); + glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv"); + glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv"); + glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv"); + glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); + glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback"); + glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings"); + glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying"); + glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer"); + glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv"); + glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv"); + glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i"); + glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui"); + glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv"); + glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv"); + glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv"); + glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation"); + glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui"); + glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui"); + glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui"); + glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui"); + glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv"); + glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv"); + glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv"); + glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv"); + glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv"); + glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv"); + glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv"); + glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi"); + glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi"); + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); + glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced"); + glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced"); + glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync"); + glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync"); + glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync"); + glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync"); + glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync"); + glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v"); + glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv"); + glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v"); + glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v"); + glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers"); + glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers"); + glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler"); + glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler"); + glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri"); + glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv"); + glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf"); + glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv"); + glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv"); + glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv"); + glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor"); + glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)load("glBindTransformFeedback"); + glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)load("glDeleteTransformFeedbacks"); + glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)load("glGenTransformFeedbacks"); + glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)load("glIsTransformFeedback"); + glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)load("glPauseTransformFeedback"); + glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)load("glResumeTransformFeedback"); + glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)load("glGetProgramBinary"); + glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC)load("glProgramBinary"); + glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri"); + glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer"); + glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer"); + glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D"); + glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D"); + glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ"); +} +static void load_GL_ES_VERSION_3_1(GLADloadproc load) { + if(!GLAD_GL_ES_VERSION_3_1) return; + glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)load("glDispatchCompute"); + glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)load("glDispatchComputeIndirect"); + glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)load("glDrawArraysIndirect"); + glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)load("glDrawElementsIndirect"); + glad_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)load("glFramebufferParameteri"); + glad_glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)load("glGetFramebufferParameteriv"); + glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)load("glGetProgramInterfaceiv"); + glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)load("glGetProgramResourceIndex"); + glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)load("glGetProgramResourceName"); + glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)load("glGetProgramResourceiv"); + glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)load("glGetProgramResourceLocation"); + glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)load("glUseProgramStages"); + glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)load("glActiveShaderProgram"); + glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)load("glCreateShaderProgramv"); + glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)load("glBindProgramPipeline"); + glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)load("glDeleteProgramPipelines"); + glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)load("glGenProgramPipelines"); + glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)load("glIsProgramPipeline"); + glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)load("glGetProgramPipelineiv"); + glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)load("glProgramUniform1i"); + glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)load("glProgramUniform2i"); + glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)load("glProgramUniform3i"); + glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)load("glProgramUniform4i"); + glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)load("glProgramUniform1ui"); + glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)load("glProgramUniform2ui"); + glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)load("glProgramUniform3ui"); + glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)load("glProgramUniform4ui"); + glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)load("glProgramUniform1f"); + glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)load("glProgramUniform2f"); + glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)load("glProgramUniform3f"); + glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)load("glProgramUniform4f"); + glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)load("glProgramUniform1iv"); + glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)load("glProgramUniform2iv"); + glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)load("glProgramUniform3iv"); + glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)load("glProgramUniform4iv"); + glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)load("glProgramUniform1uiv"); + glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)load("glProgramUniform2uiv"); + glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)load("glProgramUniform3uiv"); + glad_glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)load("glProgramUniform4uiv"); + glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)load("glProgramUniform1fv"); + glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)load("glProgramUniform2fv"); + glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)load("glProgramUniform3fv"); + glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)load("glProgramUniform4fv"); + glad_glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)load("glProgramUniformMatrix2fv"); + glad_glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)load("glProgramUniformMatrix3fv"); + glad_glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)load("glProgramUniformMatrix4fv"); + glad_glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)load("glProgramUniformMatrix2x3fv"); + glad_glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)load("glProgramUniformMatrix3x2fv"); + glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)load("glProgramUniformMatrix2x4fv"); + glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)load("glProgramUniformMatrix4x2fv"); + glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)load("glProgramUniformMatrix3x4fv"); + glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)load("glProgramUniformMatrix4x3fv"); + glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)load("glValidateProgramPipeline"); + glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog"); + glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture"); + glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v"); + glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier"); + glad_glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)load("glMemoryBarrierByRegion"); + glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample"); + glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv"); + glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski"); + glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv"); + glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv"); + glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer"); + glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat"); + glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat"); + glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding"); + glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor"); +} +static void load_GL_ANGLE_framebuffer_blit(GLADloadproc load) { + if(!GLAD_GL_ANGLE_framebuffer_blit) return; + glad_glBlitFramebufferANGLE = (PFNGLBLITFRAMEBUFFERANGLEPROC)load("glBlitFramebufferANGLE"); +} +static void load_GL_ANGLE_framebuffer_multisample(GLADloadproc load) { + if(!GLAD_GL_ANGLE_framebuffer_multisample) return; + glad_glRenderbufferStorageMultisampleANGLE = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC)load("glRenderbufferStorageMultisampleANGLE"); +} +static void load_GL_ANGLE_instanced_arrays(GLADloadproc load) { + if(!GLAD_GL_ANGLE_instanced_arrays) return; + glad_glDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)load("glDrawArraysInstancedANGLE"); + glad_glDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)load("glDrawElementsInstancedANGLE"); + glad_glVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)load("glVertexAttribDivisorANGLE"); +} +static void load_GL_ANGLE_translated_shader_source(GLADloadproc load) { + if(!GLAD_GL_ANGLE_translated_shader_source) return; + glad_glGetTranslatedShaderSourceANGLE = (PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC)load("glGetTranslatedShaderSourceANGLE"); +} +static void load_GL_APPLE_copy_texture_levels(GLADloadproc load) { + if(!GLAD_GL_APPLE_copy_texture_levels) return; + glad_glCopyTextureLevelsAPPLE = (PFNGLCOPYTEXTURELEVELSAPPLEPROC)load("glCopyTextureLevelsAPPLE"); +} +static void load_GL_APPLE_framebuffer_multisample(GLADloadproc load) { + if(!GLAD_GL_APPLE_framebuffer_multisample) return; + glad_glRenderbufferStorageMultisampleAPPLE = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC)load("glRenderbufferStorageMultisampleAPPLE"); + glad_glResolveMultisampleFramebufferAPPLE = (PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC)load("glResolveMultisampleFramebufferAPPLE"); +} +static void load_GL_APPLE_sync(GLADloadproc load) { + if(!GLAD_GL_APPLE_sync) return; + glad_glFenceSyncAPPLE = (PFNGLFENCESYNCAPPLEPROC)load("glFenceSyncAPPLE"); + glad_glIsSyncAPPLE = (PFNGLISSYNCAPPLEPROC)load("glIsSyncAPPLE"); + glad_glDeleteSyncAPPLE = (PFNGLDELETESYNCAPPLEPROC)load("glDeleteSyncAPPLE"); + glad_glClientWaitSyncAPPLE = (PFNGLCLIENTWAITSYNCAPPLEPROC)load("glClientWaitSyncAPPLE"); + glad_glWaitSyncAPPLE = (PFNGLWAITSYNCAPPLEPROC)load("glWaitSyncAPPLE"); + glad_glGetInteger64vAPPLE = (PFNGLGETINTEGER64VAPPLEPROC)load("glGetInteger64vAPPLE"); + glad_glGetSyncivAPPLE = (PFNGLGETSYNCIVAPPLEPROC)load("glGetSyncivAPPLE"); +} +static void load_GL_EXT_base_instance(GLADloadproc load) { + if(!GLAD_GL_EXT_base_instance) return; + glad_glDrawArraysInstancedBaseInstanceEXT = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC)load("glDrawArraysInstancedBaseInstanceEXT"); + glad_glDrawElementsInstancedBaseInstanceEXT = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC)load("glDrawElementsInstancedBaseInstanceEXT"); + glad_glDrawElementsInstancedBaseVertexBaseInstanceEXT = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC)load("glDrawElementsInstancedBaseVertexBaseInstanceEXT"); +} +static void load_GL_EXT_blend_func_extended(GLADloadproc load) { + if(!GLAD_GL_EXT_blend_func_extended) return; + glad_glBindFragDataLocationIndexedEXT = (PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC)load("glBindFragDataLocationIndexedEXT"); + glad_glBindFragDataLocationEXT = (PFNGLBINDFRAGDATALOCATIONEXTPROC)load("glBindFragDataLocationEXT"); + glad_glGetProgramResourceLocationIndexEXT = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)load("glGetProgramResourceLocationIndexEXT"); + glad_glGetFragDataIndexEXT = (PFNGLGETFRAGDATAINDEXEXTPROC)load("glGetFragDataIndexEXT"); +} +static void load_GL_EXT_buffer_storage(GLADloadproc load) { + if(!GLAD_GL_EXT_buffer_storage) return; + glad_glBufferStorageEXT = (PFNGLBUFFERSTORAGEEXTPROC)load("glBufferStorageEXT"); +} +static void load_GL_EXT_clear_texture(GLADloadproc load) { + if(!GLAD_GL_EXT_clear_texture) return; + glad_glClearTexImageEXT = (PFNGLCLEARTEXIMAGEEXTPROC)load("glClearTexImageEXT"); + glad_glClearTexSubImageEXT = (PFNGLCLEARTEXSUBIMAGEEXTPROC)load("glClearTexSubImageEXT"); +} +static void load_GL_EXT_clip_control(GLADloadproc load) { + if(!GLAD_GL_EXT_clip_control) return; + glad_glClipControlEXT = (PFNGLCLIPCONTROLEXTPROC)load("glClipControlEXT"); +} +static void load_GL_EXT_copy_image(GLADloadproc load) { + if(!GLAD_GL_EXT_copy_image) return; + glad_glCopyImageSubDataEXT = (PFNGLCOPYIMAGESUBDATAEXTPROC)load("glCopyImageSubDataEXT"); +} +static void load_GL_EXT_discard_framebuffer(GLADloadproc load) { + if(!GLAD_GL_EXT_discard_framebuffer) return; + glad_glDiscardFramebufferEXT = (PFNGLDISCARDFRAMEBUFFEREXTPROC)load("glDiscardFramebufferEXT"); +} +static void 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glad_glUniformHandleui64IMG = (PFNGLUNIFORMHANDLEUI64IMGPROC)load("glUniformHandleui64IMG"); + glad_glUniformHandleui64vIMG = (PFNGLUNIFORMHANDLEUI64VIMGPROC)load("glUniformHandleui64vIMG"); + glad_glProgramUniformHandleui64IMG = (PFNGLPROGRAMUNIFORMHANDLEUI64IMGPROC)load("glProgramUniformHandleui64IMG"); + glad_glProgramUniformHandleui64vIMG = (PFNGLPROGRAMUNIFORMHANDLEUI64VIMGPROC)load("glProgramUniformHandleui64vIMG"); +} +static void load_GL_IMG_framebuffer_downsample(GLADloadproc load) { + if(!GLAD_GL_IMG_framebuffer_downsample) return; + glad_glFramebufferTexture2DDownsampleIMG = (PFNGLFRAMEBUFFERTEXTURE2DDOWNSAMPLEIMGPROC)load("glFramebufferTexture2DDownsampleIMG"); + glad_glFramebufferTextureLayerDownsampleIMG = (PFNGLFRAMEBUFFERTEXTURELAYERDOWNSAMPLEIMGPROC)load("glFramebufferTextureLayerDownsampleIMG"); +} +static void load_GL_IMG_multisampled_render_to_texture(GLADloadproc load) { + if(!GLAD_GL_IMG_multisampled_render_to_texture) return; + 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if(!GLAD_GL_NV_draw_instanced) return; + glad_glDrawArraysInstancedNV = (PFNGLDRAWARRAYSINSTANCEDNVPROC)load("glDrawArraysInstancedNV"); + glad_glDrawElementsInstancedNV = (PFNGLDRAWELEMENTSINSTANCEDNVPROC)load("glDrawElementsInstancedNV"); +} +static void load_GL_NV_framebuffer_blit(GLADloadproc load) { + if(!GLAD_GL_NV_framebuffer_blit) return; + glad_glBlitFramebufferNV = (PFNGLBLITFRAMEBUFFERNVPROC)load("glBlitFramebufferNV"); +} +static void load_GL_NV_framebuffer_multisample(GLADloadproc load) { + if(!GLAD_GL_NV_framebuffer_multisample) return; + glad_glRenderbufferStorageMultisampleNV = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC)load("glRenderbufferStorageMultisampleNV"); +} +static void load_GL_NV_instanced_arrays(GLADloadproc load) { + if(!GLAD_GL_NV_instanced_arrays) return; + glad_glVertexAttribDivisorNV = (PFNGLVERTEXATTRIBDIVISORNVPROC)load("glVertexAttribDivisorNV"); +} +static void load_GL_NV_non_square_matrices(GLADloadproc load) { + if(!GLAD_GL_NV_non_square_matrices) return; + glad_glUniformMatrix2x3fvNV = (PFNGLUNIFORMMATRIX2X3FVNVPROC)load("glUniformMatrix2x3fvNV"); + glad_glUniformMatrix3x2fvNV = (PFNGLUNIFORMMATRIX3X2FVNVPROC)load("glUniformMatrix3x2fvNV"); + glad_glUniformMatrix2x4fvNV = (PFNGLUNIFORMMATRIX2X4FVNVPROC)load("glUniformMatrix2x4fvNV"); + glad_glUniformMatrix4x2fvNV = (PFNGLUNIFORMMATRIX4X2FVNVPROC)load("glUniformMatrix4x2fvNV"); + glad_glUniformMatrix3x4fvNV = (PFNGLUNIFORMMATRIX3X4FVNVPROC)load("glUniformMatrix3x4fvNV"); + glad_glUniformMatrix4x3fvNV = (PFNGLUNIFORMMATRIX4X3FVNVPROC)load("glUniformMatrix4x3fvNV"); +} +static void load_GL_NV_polygon_mode(GLADloadproc load) { + if(!GLAD_GL_NV_polygon_mode) return; + glad_glPolygonModeNV = (PFNGLPOLYGONMODENVPROC)load("glPolygonModeNV"); +} +static void load_GL_NV_read_buffer(GLADloadproc load) { + if(!GLAD_GL_NV_read_buffer) return; + glad_glReadBufferNV = (PFNGLREADBUFFERNVPROC)load("glReadBufferNV"); +} +static void load_GL_NV_viewport_array(GLADloadproc load) { + if(!GLAD_GL_NV_viewport_array) return; + glad_glViewportArrayvNV = (PFNGLVIEWPORTARRAYVNVPROC)load("glViewportArrayvNV"); + glad_glViewportIndexedfNV = (PFNGLVIEWPORTINDEXEDFNVPROC)load("glViewportIndexedfNV"); + glad_glViewportIndexedfvNV = (PFNGLVIEWPORTINDEXEDFVNVPROC)load("glViewportIndexedfvNV"); + glad_glScissorArrayvNV = (PFNGLSCISSORARRAYVNVPROC)load("glScissorArrayvNV"); + glad_glScissorIndexedNV = (PFNGLSCISSORINDEXEDNVPROC)load("glScissorIndexedNV"); + glad_glScissorIndexedvNV = (PFNGLSCISSORINDEXEDVNVPROC)load("glScissorIndexedvNV"); + glad_glDepthRangeArrayfvNV = (PFNGLDEPTHRANGEARRAYFVNVPROC)load("glDepthRangeArrayfvNV"); + glad_glDepthRangeIndexedfNV = (PFNGLDEPTHRANGEINDEXEDFNVPROC)load("glDepthRangeIndexedfNV"); + glad_glGetFloati_vNV = (PFNGLGETFLOATI_VNVPROC)load("glGetFloati_vNV"); + glad_glEnableiNV = (PFNGLENABLEINVPROC)load("glEnableiNV"); + glad_glDisableiNV = (PFNGLDISABLEINVPROC)load("glDisableiNV"); + glad_glIsEnablediNV = (PFNGLISENABLEDINVPROC)load("glIsEnablediNV"); +} +static void load_GL_OES_EGL_image(GLADloadproc load) { + if(!GLAD_GL_OES_EGL_image) return; + glad_glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)load("glEGLImageTargetTexture2DOES"); + glad_glEGLImageTargetRenderbufferStorageOES = (PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC)load("glEGLImageTargetRenderbufferStorageOES"); +} +static void load_GL_OES_copy_image(GLADloadproc load) { + if(!GLAD_GL_OES_copy_image) return; + glad_glCopyImageSubDataOES = (PFNGLCOPYIMAGESUBDATAOESPROC)load("glCopyImageSubDataOES"); +} +static void load_GL_OES_draw_buffers_indexed(GLADloadproc load) { + if(!GLAD_GL_OES_draw_buffers_indexed) return; + glad_glEnableiOES = (PFNGLENABLEIOESPROC)load("glEnableiOES"); + glad_glDisableiOES = (PFNGLDISABLEIOESPROC)load("glDisableiOES"); + glad_glBlendEquationiOES = (PFNGLBLENDEQUATIONIOESPROC)load("glBlendEquationiOES"); + glad_glBlendEquationSeparateiOES = 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(PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC)load("glMultiDrawElementsBaseVertexEXT"); +} +static void load_GL_OES_geometry_shader(GLADloadproc load) { + if(!GLAD_GL_OES_geometry_shader) return; + glad_glFramebufferTextureOES = (PFNGLFRAMEBUFFERTEXTUREOESPROC)load("glFramebufferTextureOES"); +} +static void load_GL_OES_get_program_binary(GLADloadproc load) { + if(!GLAD_GL_OES_get_program_binary) return; + glad_glGetProgramBinaryOES = (PFNGLGETPROGRAMBINARYOESPROC)load("glGetProgramBinaryOES"); + glad_glProgramBinaryOES = (PFNGLPROGRAMBINARYOESPROC)load("glProgramBinaryOES"); +} +static void load_GL_OES_mapbuffer(GLADloadproc load) { + if(!GLAD_GL_OES_mapbuffer) return; + glad_glMapBufferOES = (PFNGLMAPBUFFEROESPROC)load("glMapBufferOES"); + glad_glUnmapBufferOES = (PFNGLUNMAPBUFFEROESPROC)load("glUnmapBufferOES"); + glad_glGetBufferPointervOES = (PFNGLGETBUFFERPOINTERVOESPROC)load("glGetBufferPointervOES"); +} +static void load_GL_OES_primitive_bounding_box(GLADloadproc load) { + if(!GLAD_GL_OES_primitive_bounding_box) return; + glad_glPrimitiveBoundingBoxOES = (PFNGLPRIMITIVEBOUNDINGBOXOESPROC)load("glPrimitiveBoundingBoxOES"); +} +static void load_GL_OES_sample_shading(GLADloadproc load) { + if(!GLAD_GL_OES_sample_shading) return; + glad_glMinSampleShadingOES = (PFNGLMINSAMPLESHADINGOESPROC)load("glMinSampleShadingOES"); +} +static void load_GL_OES_tessellation_shader(GLADloadproc load) { + if(!GLAD_GL_OES_tessellation_shader) return; + glad_glPatchParameteriOES = (PFNGLPATCHPARAMETERIOESPROC)load("glPatchParameteriOES"); +} +static void load_GL_OES_texture_3D(GLADloadproc load) { + if(!GLAD_GL_OES_texture_3D) return; + glad_glTexImage3DOES = (PFNGLTEXIMAGE3DOESPROC)load("glTexImage3DOES"); + glad_glTexSubImage3DOES = (PFNGLTEXSUBIMAGE3DOESPROC)load("glTexSubImage3DOES"); + glad_glCopyTexSubImage3DOES = (PFNGLCOPYTEXSUBIMAGE3DOESPROC)load("glCopyTexSubImage3DOES"); + glad_glCompressedTexImage3DOES = 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https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176 + * https://github.com/glfw/glfw/blob/master/src/context.c#L36 + */ + int i, major, minor; + + const char* version; + const char* prefixes[] = { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + NULL + }; + + version = (const char*) glGetString(GL_VERSION); + if (!version) return; + + for (i = 0; prefixes[i]; i++) { + const size_t length = strlen(prefixes[i]); + if (strncmp(version, prefixes[i], length) == 0) { + version += length; + break; + } + } + +/* PR #18 */ +#ifdef _MSC_VER + sscanf_s(version, "%d.%d", &major, &minor); +#else + sscanf(version, "%d.%d", &major, &minor); +#endif + + GLVersion.major = major; GLVersion.minor = minor; + max_loaded_major = major; max_loaded_minor = minor; + GLAD_GL_ES_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; + GLAD_GL_ES_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; + GLAD_GL_ES_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; + if 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load_GL_OES_vertex_array_object(load); + load_GL_OES_viewport_array(load); + load_GL_OVR_multiview(load); + load_GL_OVR_multiview_multisampled_render_to_texture(load); + load_GL_QCOM_alpha_test(load); + load_GL_QCOM_driver_control(load); + load_GL_QCOM_extended_get(load); + load_GL_QCOM_extended_get2(load); + load_GL_QCOM_framebuffer_foveated(load); + load_GL_QCOM_shader_framebuffer_fetch_noncoherent(load); + load_GL_QCOM_texture_foveated(load); + load_GL_QCOM_tiled_rendering(load); + return GLVersion.major != 0 || GLVersion.minor != 0; +} + From 57b88ec64a35d5fdada22ae54dd1c6c55a011927 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 16 Dec 2019 11:18:00 +0100 Subject: [PATCH 068/153] maintenance: obsolete dependencies cleanup --- ref/glew/LICENSE.txt | 73 - ref/glew/doc/advanced.html | 232 - ref/glew/doc/basic.html | 282 - ref/glew/doc/build.html | 151 - ref/glew/doc/credits.html | 104 - ref/glew/doc/github.png | Bin 1219 -> 0 bytes ref/glew/doc/glew.css | 187 - 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ref/glew/lib/msvc-14.0/x86/glew32s.lib delete mode 100644 ref/glew/version.txt diff --git a/ref/glew/LICENSE.txt b/ref/glew/LICENSE.txt deleted file mode 100644 index f7078042..00000000 --- a/ref/glew/LICENSE.txt +++ /dev/null @@ -1,73 +0,0 @@ -The OpenGL Extension Wrangler Library -Copyright (C) 2002-2007, Milan Ikits -Copyright (C) 2002-2007, Marcelo E. Magallon -Copyright (C) 2002, Lev Povalahev -All rights reserved. - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions are met: - -* Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. -* Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. -* The name of the author may be used to endorse or promote products - derived from this software without specific prior written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -THE POSSIBILITY OF SUCH DAMAGE. - - -Mesa 3-D graphics library -Version: 7.0 - -Copyright (C) 1999-2007 Brian Paul All Rights Reserved. - -Permission is hereby granted, free of charge, to any person obtaining a -copy of this software and associated documentation files (the "Software"), -to deal in the Software without restriction, including without limitation -the rights to use, copy, modify, merge, publish, distribute, sublicense, -and/or sell copies of the Software, and to permit persons to whom the -Software is furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included -in all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL -BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN -AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN -CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - - -Copyright (c) 2007 The Khronos Group Inc. - -Permission is hereby granted, free of charge, to any person obtaining a -copy of this software and/or associated documentation files (the -"Materials"), to deal in the Materials without restriction, including -without limitation the rights to use, copy, modify, merge, publish, -distribute, sublicense, and/or sell copies of the Materials, and to -permit persons to whom the Materials are furnished to do so, subject to -the following conditions: - -The above copyright notice and this permission notice shall be included -in all copies or substantial portions of the Materials. - -THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. diff --git a/ref/glew/doc/advanced.html b/ref/glew/doc/advanced.html deleted file mode 100644 index 8e617b6e..00000000 --- a/ref/glew/doc/advanced.html +++ /dev/null @@ -1,232 +0,0 @@ - - - - - -GLEW: The OpenGL Extension Wrangler Library - - - - - - - - -
- - - - - - - - -
- - - - - - - -
Latest Release: 2.1.0

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- - - - - - - - - - - - - - - -
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Last Update: 07-31-17
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-
-
- -

The OpenGL Extension Wrangler Library

- - - - -

Automatic Code Generation

- -

-Starting from release 1.1.0, the source code and parts of the -documentation are automatically generated from the extension -specifications in a two-step process. In the first step, -specification files from the OpenGL registry are downloaded and -parsed. Skeleton descriptors are created for each extension. These -descriptors contain all necessary information for creating the source -code and documentation in a simple and compact format, including the -name of the extension, url link to the specification, tokens, function -declarations, typedefs and struct definitions. In the second step, -the header files as well as the library and glewinfo source are -generated from the descriptor files. The code generation scripts are -located in the auto subdirectory. -

- -

-The code generation scripts require GNU make, wget, and perl. On -Windows, the simplest way to get access to these tools is to install -Cygwin, but make sure that the -root directory is mounted in binary mode. The makefile in the -auto directory provides the following build targets: -

- - - - - - - - - - - - -
makeCreate the source files from the descriptors.
If the -descriptors do not exist, create them from the spec files.
If the spec -files do not exist, download them from the OpenGL repository.
make cleanDelete the source files.
make clobberDelete the source files and the descriptors.
make destroyDelete the source files, the descriptors, and the spec files.
make customCreate the source files for the extensions -listed in auto/custom.txt.
See "Custom Code -Generation" below for more details.
- -

Adding a New Extension

- -

-To add a new extension, create a descriptor file for the extension in -auto/core and rerun the code generation scripts by typing -make clean; make in the auto directory. -

- -

-The format of the descriptor file is given below. Items in -brackets are optional. -

- -

-<Extension Name>
-[<URL of Specification File>]
-    [<Token Name> <Token Value>]
-    [<Token Name> <Token Value>]
-    ...
-    [<Typedef>]
-    [<Typedef>]
-    ...
-    [<Function Signature>]
-    [<Function Signature>]
-    ...
- -

- - - -

-Take a look at one of the files in auto/core for an -example. Note that typedefs and function signatures should not be -terminated with a semicolon. -

- -

Custom Code Generation

-

-Starting from GLEW 1.3.0, it is possible to control which extensions -to include in the libarary by specifying a list in -auto/custom.txt. This is useful when you do not need all the -extensions and would like to reduce the size of the source files. -Type make clean; make custom in the auto directory -to rerun the scripts with the custom list of extensions. -

- -

-For example, the following is the list of extensions needed to get GLEW and the -utilities to compile. -

- -

-WGL_ARB_extensions_string
-WGL_ARB_multisample
-WGL_ARB_pixel_format
-WGL_ARB_pbuffer
-WGL_EXT_extensions_string
-WGL_ATI_pixel_format_float
-WGL_NV_float_buffer
-

- -

Separate Namespace

- -

-To avoid name clashes when linking with libraries that include the -same symbols, extension entry points are declared in a separate -namespace (release 1.1.0 and up). This is achieved by aliasing OpenGL -function names to their GLEW equivalents. For instance, -glFancyFunction is simply an alias to -glewFancyFunction. The separate namespace does not effect -token and function pointer definitions. -

- -

Known Issues

- -

-GLEW requires GLX 1.2 for compatibility with GLUT. -

- - -
- - diff --git a/ref/glew/doc/basic.html b/ref/glew/doc/basic.html deleted file mode 100644 index bc3497bc..00000000 --- a/ref/glew/doc/basic.html +++ /dev/null @@ -1,282 +0,0 @@ - - - - - -GLEW: The OpenGL Extension Wrangler Library - - - - - - - - -
- - - - - - - - -
- - - - - - - -
Latest Release: 2.1.0

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The OpenGL Extension Wrangler Library

- - - - -

Initializing GLEW

-

-First you need to create a valid OpenGL rendering context and call -glewInit() to initialize the extension entry points. If -glewInit() returns GLEW_OK, the initialization -succeeded and you can use the available extensions as well as core -OpenGL functionality. For example: -

- -

-#include <GL/glew.h>
-#include <GL/glut.h>
-...
-glutInit(&argc, argv);
-glutCreateWindow("GLEW Test");
-GLenum err = glewInit();
-if (GLEW_OK != err)
-{
-  /* Problem: glewInit failed, something is seriously wrong. */
-  fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
-  ...
-}
-fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
-

- -

Checking for Extensions

- -

-Starting from GLEW 1.1.0, you can find out if a particular extension -is available on your platform by querying globally defined variables -of the form GLEW_{extension_name}: -

- -

-if (GLEW_ARB_vertex_program)
-{
-  /* It is safe to use the ARB_vertex_program extension here. */
-  glGenProgramsARB(...);
-}
-

- -

-In GLEW 1.0.x, a global structure was used for this task. To ensure -binary compatibility between releases, the struct was replaced with a -set of variables. -

- -

-You can also check for core OpenGL functionality. For example, to -see if OpenGL 1.3 is supported, do the following: -

- -

-if (GLEW_VERSION_1_3)
-{
-  /* Yay! OpenGL 1.3 is supported! */
-}
-

- -

-In general, you can check if GLEW_{extension_name} or -GLEW_VERSION_{version} is true or false. -

- -

-It is also possible to perform extension checks from string -input. Starting from the 1.3.0 release, use glewIsSupported -to check if the required core or extension functionality is -available: -

- -

-if (glewIsSupported("GL_VERSION_1_4  GL_ARB_point_sprite"))
-{
-  /* Great, we have OpenGL 1.4 + point sprites. */
-}
-

- -

-For extensions only, glewGetExtension provides a slower alternative -(GLEW 1.0.x-1.2.x). Note that in the 1.3.0 release -glewGetExtension was replaced with -glewIsSupported. -

- -

-if (glewGetExtension("GL_ARB_fragment_program"))
-{
-  /* Looks like ARB_fragment_program is supported. */
-}
-

- -

Experimental Drivers

- -

-GLEW obtains information on the supported extensions from the graphics -driver. Experimental or pre-release drivers, however, might not -report every available extension through the standard mechanism, in -which case GLEW will report it unsupported. To circumvent this -situation, the glewExperimental global switch can be turned -on by setting it to GL_TRUE before calling -glewInit(), which ensures that all extensions with valid -entry points will be exposed. -

- -

Platform Specific Extensions

- -

-Platform specific extensions are separated into two header files: -wglew.h and glxew.h, which define the available -WGL and GLX extensions. To determine if a certain -extension is supported, query WGLEW_{extension name} or -GLXEW_{extension_name}. For example: -

- -

-#include <GL/wglew.h>
-
-if (WGLEW_ARB_pbuffer)
-{
-  /* OK, we can use pbuffers. */
-}
-else
-{
-  /* Sorry, pbuffers will not work on this platform. */
-}
-

- -

-Alternatively, use wglewIsSupported or -glxewIsSupported to check for extensions from a string: -

- -

-if (wglewIsSupported("WGL_ARB_pbuffer"))
-{
-  /* OK, we can use pbuffers. */
-}
-

- -

Utilities

- -

-GLEW provides two command-line utilities: one for creating a list of -available extensions and visuals; and another for verifying extension -entry points. -

- -

visualinfo: extensions and visuals

- -

-visualinfo is an extended version of glxinfo. The -Windows version creates a file called visualinfo.txt, which -contains a list of available OpenGL, WGL, and GLU extensions as well -as a table of visuals aka. pixel formats. Pbuffer and MRT capable -visuals are also included. For additional usage information, type -visualinfo -h. -

- -

glewinfo: extension verification utility

- -

-glewinfo allows you to verify the entry points for the -extensions supported on your platform. The Windows version -reports the results to a text file called glewinfo.txt. The -Unix version prints the results to stdout. -

- -

Windows usage:

-
glewinfo [-pf <id>]
- -

where <id> is the pixel format id for which the -capabilities are displayed.

- -

Unix usage:

-
glewinfo [-display <dpy>] [-visual <id>]
- -

where <dpy> is the X11 display and <id> is -the visual id for which the capabilities are displayed.

- - -
- - diff --git a/ref/glew/doc/build.html b/ref/glew/doc/build.html deleted file mode 100644 index 8dd55808..00000000 --- a/ref/glew/doc/build.html +++ /dev/null @@ -1,151 +0,0 @@ - - - - - -GLEW: The OpenGL Extension Wrangler Library - - - - - - - - -
- - - - - - - - -
- - - - - - - -
Latest Release: 2.1.0

GLEW Logo

- - - - - - - - - - - - - - - -
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Last Update: 07-31-17
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-
-
- -

The OpenGL Extension Wrangler Library

- - - - -

Building GLEW

- -

Windows

- -

A MS Visual Studio project is provided in the build/vc6 directory.

-

Pre-built shared and static libraries are also available for download.

- -

Makefile

- -

For platforms other than MS Windows, the provided Makefile is used.

- -

Command-line variables

- - - - - - -
SYSTEMautoTarget system to build: darwin, linux, solaris, etc.
For a full list of supported targets: ls config/Makefile.*
-config.guess is used to auto detect, as necessary.
GLEW_DEST/usrBase directory for installation.
- -

Make targets

- - - - - - - - - - - - -
allBuild everything.
glew.libBuild static and dynamic GLEW libraries.
glew.lib.mxBuild static and dynamic GLEWmx libraries.
glew.binBuild glewinfo and visualinfo utilities.
cleanDelete temporary and built files.
install.allInstall everything.
installInstall GLEW libraries.
install.mxInstall GLEWmx libraries.
install.binInstall glewinfo and visualinfo utilities.
uninstallDelete installed files.
- -

Requirements

- -
    -
  • GNU make
  • -
  • perl
  • -
  • wget
  • -
  • GNU sed
  • -
  • gcc compiler
  • -
  • git
  • -
- -Ubuntu:
sudo apt-get install libXmu-dev libXi-dev libgl-dev dos2unix git wget
-Fedora:
sudo yum install libXmu-devel libXi-devel libGL-devel dos2unix git wget
- -
- - diff --git a/ref/glew/doc/credits.html b/ref/glew/doc/credits.html deleted file mode 100644 index ecf88b13..00000000 --- a/ref/glew/doc/credits.html +++ /dev/null @@ -1,104 +0,0 @@ - - - - - -GLEW: The OpenGL Extension Wrangler Library - - - - - - - - -
- - - - - - - - -
- - - - - - - -
Latest Release: 2.1.0

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The OpenGL Extension Wrangler Library

- - - - -

-Author, copyright and licensing information on github.

- -
- - diff --git a/ref/glew/doc/github.png b/ref/glew/doc/github.png deleted file mode 100644 index 540f7c0b150fc74a9d6c5a3f624fb9db3e3a2941..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 1219 zcmV;!1U&nRP)8Mw00002VoOIv0RM-N z%)bBt010qNS#tmY3ljhU3ljkVnw%H_000McNliru-vJm5D>gTw!wvud1XM{xK~zY` z?bcg}UG)_P@ZUc7IcF|enbJ;eBx96`rdCZ$5g$?`N@=k#QWR0z5+xKWv>>G~rQ(ZF zLGYy&OCL%rw#C|e!3PD24{fPRy`f{GsS*<$P5fsZ%v{cyv-@!NoH=vJ1lkuLvi8f~ z|I0ex`qp>WTAa7@_J3P^>;P?x)+)Hz6lAP>k8=bR=L|U;+)jvZIp_l9mdyC2-=qa% z*heYvofx=La+%K=@=kgZV#w7#BQw+c-T)_aqcL66UQFF{Bqv(&Oyp~xS7I;m&3HZD zj;nhtMHX4XRWt63rO0Et@UbhNjy&>s<1D{15+@^%cKjrUH`}iavf^*{fhCK`lpXa- zOuEw)9xSCR3ms1F zST^H~ivM8P4}1f^cKbk@%j=R}K5GI>eOQAetOY}ao8>Ym+}G0y(NxAU4?C{zAuM=b zyT?V8S6uev%!`$rC@INxC)(l1t)(izawa!SPo zF>SxglyGHy&%CEBuCNgji+y<9<|1?c>@8g7>*nHLUMSd^a+lqPy%&$Cr`ItP5}}E< zmx#KZnng@AxYd`{T;hlaT%v@}yVN`0un2a>gKE*yw5JCy8t$;qtZ8p4xzZ1{{mir+ zHP^e&uuRAGaZh?|g`3KXVziXdb{ISS*j2jd`jell*{-Bv+@2zcnwpZ4B0=N6Q)s5# z*T#^Fk%IXOs_F%cnUTJiDc_Cf)0=ArMMVj@dDKj}$i*(U%Y;gi`EGj7L5Fnkj9VP= ztXAQ^rlzJkAkduR-g@hJ#JC|($Ypl<>;?hr=%Q>K9j6@kN!1Mn@=;T+!N1e*h=!^h zr~F>UvLV;H@SNp+!C|LUHy(4XrkZUVH8ZD!nmst~UOaAcgQJF~j6NehJDR@TYa)JS z$6!_8)G{??T`yYDRMK1nCc(QtLfI8Dnm+VA@!=K@7uVE_6{U=+uRFI4+8b88Xvm7f zX}xCt>2&+j73;l--}ImlgmUjl>Uh*2b z$;_q`#Hd?cW5Hk26ESSk`)MX7)tyQw<4bNb>dExm_04jN`71V==gv08#g_LrpYG!0 hH{_nT^Y*{me*tLCU3U - - - - -GLEW: The OpenGL Extension Wrangler Library - - - - - - - - -
- - - - - - - - -
- - - - - - - -
Latest Release: 2.1.0

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- -

The OpenGL Extension Wrangler Library

- - - - -

Supported OpenGL Extensions

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1 3DFX_multisample
2 3DFX_tbuffer
3 3DFX_texture_compression_FXT1

4 AMD_blend_minmax_factor
5 AMD_compressed_3DC_texture
6 AMD_compressed_ATC_texture
7 AMD_conservative_depth
8 AMD_debug_output
9 AMD_depth_clamp_separate
10 AMD_draw_buffers_blend
11 AMD_framebuffer_sample_positions
12 AMD_gcn_shader
13 AMD_gpu_shader_half_float
14 AMD_gpu_shader_int16
15 AMD_gpu_shader_int64
16 AMD_interleaved_elements
17 AMD_multi_draw_indirect
18 AMD_name_gen_delete
19 AMD_occlusion_query_event
20 AMD_performance_monitor
21 AMD_pinned_memory
22 AMD_program_binary_Z400
23 AMD_query_buffer_object
24 AMD_sample_positions
25 AMD_seamless_cubemap_per_texture
26 AMD_shader_atomic_counter_ops
27 AMD_shader_ballot
28 AMD_shader_explicit_vertex_parameter
29 AMD_shader_stencil_export
30 AMD_shader_stencil_value_export
31 AMD_shader_trinary_minmax
32 AMD_sparse_texture
33 AMD_stencil_operation_extended
34 AMD_texture_gather_bias_lod
35 AMD_texture_texture4
36 AMD_transform_feedback3_lines_triangles
37 AMD_transform_feedback4
38 AMD_vertex_shader_layer
39 AMD_vertex_shader_tessellator
40 AMD_vertex_shader_viewport_index

41 ANDROID_extension_pack_es31a

42 ANGLE_depth_texture
43 ANGLE_framebuffer_blit
44 ANGLE_framebuffer_multisample
45 ANGLE_instanced_arrays
46 ANGLE_pack_reverse_row_order
47 ANGLE_program_binary
48 ANGLE_texture_compression_dxt1
49 ANGLE_texture_compression_dxt3
50 ANGLE_texture_compression_dxt5
51 ANGLE_texture_usage
52 ANGLE_timer_query
53 ANGLE_translated_shader_source

54 APPLE_aux_depth_stencil
55 APPLE_client_storage
56 APPLE_clip_distance
57 APPLE_color_buffer_packed_float
58 APPLE_copy_texture_levels
59 APPLE_element_array
60 APPLE_fence
61 APPLE_float_pixels
62 APPLE_flush_buffer_range
63 APPLE_framebuffer_multisample
64 APPLE_object_purgeable
65 APPLE_pixel_buffer
66 APPLE_rgb_422
67 APPLE_row_bytes
68 APPLE_specular_vector
69 APPLE_sync
70 APPLE_texture_2D_limited_npot
71 APPLE_texture_format_BGRA8888
72 APPLE_texture_max_level
73 APPLE_texture_packed_float
74 APPLE_texture_range
75 APPLE_transform_hint
76 APPLE_vertex_array_object
77 APPLE_vertex_array_range
78 APPLE_vertex_program_evaluators
79 APPLE_ycbcr_422

80 ARB_ES2_compatibility
81 ARB_ES3_1_compatibility
82 ARB_ES3_2_compatibility
83 ARB_ES3_compatibility
84 ARB_arrays_of_arrays
85 ARB_base_instance
86 ARB_bindless_texture
87 ARB_blend_func_extended
88 ARB_buffer_storage
89 ARB_cl_event
90 ARB_clear_buffer_object
91 ARB_clear_texture
92 ARB_clip_control
93 ARB_color_buffer_float
94 ARB_compatibility
95 ARB_compressed_texture_pixel_storage
96 ARB_compute_shader
97 ARB_compute_variable_group_size
98 ARB_conditional_render_inverted
99 ARB_conservative_depth
100 ARB_copy_buffer
101 ARB_copy_image
102 ARB_cull_distance
103 ARB_debug_output
104 ARB_depth_buffer_float
105 ARB_depth_clamp
106 ARB_depth_texture
107 ARB_derivative_control
108 ARB_direct_state_access
109 ARB_draw_buffers
110 ARB_draw_buffers_blend
111 ARB_draw_elements_base_vertex
112 ARB_draw_indirect
113 ARB_draw_instanced
114 ARB_enhanced_layouts
115 ARB_explicit_attrib_location
116 ARB_explicit_uniform_location
117 ARB_fragment_coord_conventions
118 ARB_fragment_layer_viewport
119 ARB_fragment_program
120 ARB_fragment_program_shadow
121 ARB_fragment_shader
122 ARB_fragment_shader_interlock
123 ARB_framebuffer_no_attachments
124 ARB_framebuffer_object
125 ARB_framebuffer_sRGB
126 ARB_geometry_shader4
127 ARB_get_program_binary
128 ARB_get_texture_sub_image
129 ARB_gl_spirv
130 ARB_gpu_shader5
131 ARB_gpu_shader_fp64
132 ARB_gpu_shader_int64
133 ARB_half_float_pixel
134 ARB_half_float_vertex
135 ARB_imaging
136 ARB_indirect_parameters
137 ARB_instanced_arrays
138 ARB_internalformat_query
139 ARB_internalformat_query2
140 ARB_invalidate_subdata
141 ARB_map_buffer_alignment
142 ARB_map_buffer_range
143 ARB_matrix_palette
144 ARB_multi_bind
145 ARB_multi_draw_indirect
146 ARB_multisample
147 ARB_multitexture
148 ARB_occlusion_query
149 ARB_occlusion_query2
150 ARB_parallel_shader_compile
151 ARB_pipeline_statistics_query
152 ARB_pixel_buffer_object
153 ARB_point_parameters
154 ARB_point_sprite
155 ARB_polygon_offset_clamp
156 ARB_post_depth_coverage
157 ARB_program_interface_query
158 ARB_provoking_vertex
159 ARB_query_buffer_object
160 ARB_robust_buffer_access_behavior
161 ARB_robustness
162 ARB_robustness_application_isolation
163 ARB_robustness_share_group_isolation
164 ARB_sample_locations
165 ARB_sample_shading
166 ARB_sampler_objects
167 ARB_seamless_cube_map
168 ARB_seamless_cubemap_per_texture
169 ARB_separate_shader_objects
170 ARB_shader_atomic_counter_ops
171 ARB_shader_atomic_counters
172 ARB_shader_ballot
173 ARB_shader_bit_encoding
174 ARB_shader_clock
175 ARB_shader_draw_parameters
176 ARB_shader_group_vote
177 ARB_shader_image_load_store
178 ARB_shader_image_size
179 ARB_shader_objects
180 ARB_shader_precision
181 ARB_shader_stencil_export
182 ARB_shader_storage_buffer_object
183 ARB_shader_subroutine
184 ARB_shader_texture_image_samples
185 ARB_shader_texture_lod
186 ARB_shader_viewport_layer_array
187 ARB_shading_language_100
188 ARB_shading_language_420pack
189 ARB_shading_language_include
190 ARB_shading_language_packing
191 ARB_shadow
192 ARB_shadow_ambient
193 ARB_sparse_buffer
194 ARB_sparse_texture
195 ARB_sparse_texture2
196 ARB_sparse_texture_clamp
197 ARB_spirv_extensions
198 ARB_stencil_texturing
199 ARB_sync
200 ARB_tessellation_shader
201 ARB_texture_barrier
202 ARB_texture_border_clamp
203 ARB_texture_buffer_object
204 ARB_texture_buffer_object_rgb32
205 ARB_texture_buffer_range
206 ARB_texture_compression
207 ARB_texture_compression_bptc
208 ARB_texture_compression_rgtc
209 ARB_texture_cube_map
210 ARB_texture_cube_map_array
211 ARB_texture_env_add
212 ARB_texture_env_combine
213 ARB_texture_env_crossbar
214 ARB_texture_env_dot3
215 ARB_texture_filter_anisotropic
216 ARB_texture_filter_minmax
217 ARB_texture_float
218 ARB_texture_gather
219 ARB_texture_mirror_clamp_to_edge
220 ARB_texture_mirrored_repeat
221 ARB_texture_multisample
222 ARB_texture_non_power_of_two
223 ARB_texture_query_levels
224 ARB_texture_query_lod
225 ARB_texture_rectangle
226 ARB_texture_rg
227 ARB_texture_rgb10_a2ui
228 ARB_texture_stencil8
229 ARB_texture_storage
230 ARB_texture_storage_multisample
231 ARB_texture_swizzle
232 ARB_texture_view
233 ARB_timer_query
234 ARB_transform_feedback2
235 ARB_transform_feedback3
236 ARB_transform_feedback_instanced
237 ARB_transform_feedback_overflow_query
238 ARB_transpose_matrix
239 ARB_uniform_buffer_object
240 ARB_vertex_array_bgra
241 ARB_vertex_array_object
242 ARB_vertex_attrib_64bit
243 ARB_vertex_attrib_binding
244 ARB_vertex_blend
245 ARB_vertex_buffer_object
246 ARB_vertex_program
247 ARB_vertex_shader
248 ARB_vertex_type_10f_11f_11f_rev
249 ARB_vertex_type_2_10_10_10_rev
250 ARB_viewport_array
251 ARB_window_pos

252 ARM_mali_program_binary
253 ARM_mali_shader_binary
254 ARM_rgba8
255 ARM_shader_framebuffer_fetch
256 ARM_shader_framebuffer_fetch_depth_stencil

257 ATIX_point_sprites
258 ATIX_texture_env_combine3
259 ATIX_texture_env_route
260 ATIX_vertex_shader_output_point_size

261 ATI_draw_buffers
262 ATI_element_array
263 ATI_envmap_bumpmap
264 ATI_fragment_shader
265 ATI_map_object_buffer
266 ATI_meminfo
267 ATI_pn_triangles
268 ATI_separate_stencil
269 ATI_shader_texture_lod
270 ATI_text_fragment_shader
271 ATI_texture_compression_3dc
272 ATI_texture_env_combine3
273 ATI_texture_float
274 ATI_texture_mirror_once
275 ATI_vertex_array_object
276 ATI_vertex_attrib_array_object
277 ATI_vertex_streams

278 EGL_KHR_context_flush_control
279 EGL_NV_robustness_video_memory_purge

280 EXT_422_pixels
281 EXT_Cg_shader
282 EXT_EGL_image_array
283 EXT_YUV_target
284 EXT_abgr
285 EXT_base_instance
286 EXT_bgra
287 EXT_bindable_uniform
288 EXT_blend_color
289 EXT_blend_equation_separate
290 EXT_blend_func_extended
291 EXT_blend_func_separate
292 EXT_blend_logic_op
293 EXT_blend_minmax
294 EXT_blend_subtract
295 EXT_buffer_storage
296 EXT_clear_texture
297 EXT_clip_cull_distance
298 EXT_clip_volume_hint
299 EXT_cmyka
300 EXT_color_buffer_float
301 EXT_color_buffer_half_float
302 EXT_color_subtable
303 EXT_compiled_vertex_array
304 EXT_compressed_ETC1_RGB8_sub_texture
305 EXT_conservative_depth
306 EXT_convolution
307 EXT_coordinate_frame
308 EXT_copy_image
309 EXT_copy_texture
310 EXT_cull_vertex
311 EXT_debug_label
312 EXT_debug_marker
313 EXT_depth_bounds_test
314 EXT_direct_state_access
315 EXT_discard_framebuffer
316 EXT_draw_buffers
317 EXT_draw_buffers2
318 EXT_draw_buffers_indexed
319 EXT_draw_elements_base_vertex
320 EXT_draw_instanced
321 EXT_draw_range_elements
322 EXT_external_buffer
323 EXT_float_blend
324 EXT_fog_coord
325 EXT_frag_depth
326 EXT_fragment_lighting
327 EXT_framebuffer_blit
328 EXT_framebuffer_multisample
329 EXT_framebuffer_multisample_blit_scaled
330 EXT_framebuffer_object
331 EXT_framebuffer_sRGB
332 EXT_geometry_point_size
333 EXT_geometry_shader
334 EXT_geometry_shader4
335 EXT_gpu_program_parameters
336 EXT_gpu_shader4
337 EXT_gpu_shader5
338 EXT_histogram
339 EXT_index_array_formats
340 EXT_index_func
341 EXT_index_material
342 EXT_index_texture
343 EXT_instanced_arrays
344 EXT_light_texture
345 EXT_map_buffer_range
346 EXT_memory_object
347 EXT_memory_object_fd
348 EXT_memory_object_win32
349 EXT_misc_attribute
350 EXT_multi_draw_arrays
351 EXT_multi_draw_indirect
352 EXT_multiple_textures
353 EXT_multisample
354 EXT_multisample_compatibility
355 EXT_multisampled_render_to_texture
356 EXT_multisampled_render_to_texture2
357 EXT_multiview_draw_buffers
358 EXT_packed_depth_stencil
359 EXT_packed_float
360 EXT_packed_pixels
361 EXT_paletted_texture
362 EXT_pixel_buffer_object
363 EXT_pixel_transform
364 EXT_pixel_transform_color_table
365 EXT_point_parameters
366 EXT_polygon_offset
367 EXT_polygon_offset_clamp
368 EXT_post_depth_coverage
369 EXT_provoking_vertex
370 EXT_pvrtc_sRGB
371 EXT_raster_multisample
372 EXT_read_format_bgra
373 EXT_render_snorm
374 EXT_rescale_normal
375 EXT_sRGB
376 EXT_sRGB_write_control
377 EXT_scene_marker
378 EXT_secondary_color
379 EXT_semaphore
380 EXT_semaphore_fd
381 EXT_semaphore_win32
382 EXT_separate_shader_objects
383 EXT_separate_specular_color
384 EXT_shader_framebuffer_fetch
385 EXT_shader_group_vote
386 EXT_shader_image_load_formatted
387 EXT_shader_image_load_store
388 EXT_shader_implicit_conversions
389 EXT_shader_integer_mix
390 EXT_shader_io_blocks
391 EXT_shader_non_constant_global_initializers
392 EXT_shader_pixel_local_storage
393 EXT_shader_pixel_local_storage2
394 EXT_shader_texture_lod
395 EXT_shadow_funcs
396 EXT_shadow_samplers
397 EXT_shared_texture_palette
398 EXT_sparse_texture
399 EXT_sparse_texture2
400 EXT_stencil_clear_tag
401 EXT_stencil_two_side
402 EXT_stencil_wrap
403 EXT_subtexture
404 EXT_texture
405 EXT_texture3D
406 EXT_texture_array
407 EXT_texture_buffer_object
408 EXT_texture_compression_astc_decode_mode
409 EXT_texture_compression_astc_decode_mode_rgb9e5
410 EXT_texture_compression_bptc
411 EXT_texture_compression_dxt1
412 EXT_texture_compression_latc
413 EXT_texture_compression_rgtc
414 EXT_texture_compression_s3tc
415 EXT_texture_cube_map
416 EXT_texture_cube_map_array
417 EXT_texture_edge_clamp
418 EXT_texture_env
419 EXT_texture_env_add
420 EXT_texture_env_combine
421 EXT_texture_env_dot3
422 EXT_texture_filter_anisotropic
423 EXT_texture_filter_minmax
424 EXT_texture_format_BGRA8888
425 EXT_texture_integer
426 EXT_texture_lod_bias
427 EXT_texture_mirror_clamp
428 EXT_texture_norm16
429 EXT_texture_object
430 EXT_texture_perturb_normal
431 EXT_texture_rectangle
432 EXT_texture_rg
433 EXT_texture_sRGB
434 EXT_texture_sRGB_R8
435 EXT_texture_sRGB_RG8
436 EXT_texture_sRGB_decode
437 EXT_texture_shared_exponent
438 EXT_texture_snorm
439 EXT_texture_storage
440 EXT_texture_swizzle
441 EXT_texture_type_2_10_10_10_REV
442 EXT_texture_view
443 EXT_timer_query
444 EXT_transform_feedback
445 EXT_unpack_subimage
446 EXT_vertex_array
447 EXT_vertex_array_bgra
448 EXT_vertex_array_setXXX
449 EXT_vertex_attrib_64bit
450 EXT_vertex_shader
451 EXT_vertex_weighting
452 EXT_win32_keyed_mutex
453 EXT_window_rectangles
454 EXT_x11_sync_object

455 GREMEDY_frame_terminator
456 GREMEDY_string_marker

457 HP_convolution_border_modes
458 HP_image_transform
459 HP_occlusion_test
460 HP_texture_lighting

461 IBM_cull_vertex
462 IBM_multimode_draw_arrays
463 IBM_rasterpos_clip
464 IBM_static_data
465 IBM_texture_mirrored_repeat
466 IBM_vertex_array_lists

467 INGR_color_clamp
468 INGR_interlace_read

469 INTEL_conservative_rasterization
470 INTEL_fragment_shader_ordering
471 INTEL_framebuffer_CMAA
472 INTEL_map_texture
473 INTEL_parallel_arrays
474 INTEL_performance_query
475 INTEL_texture_scissor

476 KHR_blend_equation_advanced
477 KHR_blend_equation_advanced_coherent
478 KHR_context_flush_control
479 KHR_debug
480 KHR_no_error
481 KHR_parallel_shader_compile
482 KHR_robust_buffer_access_behavior
483 KHR_robustness
484 KHR_texture_compression_astc_hdr
485 KHR_texture_compression_astc_ldr
486 KHR_texture_compression_astc_sliced_3d

487 KTX_buffer_region

488 MESAX_texture_stack

489 MESA_pack_invert
490 MESA_resize_buffers
491 MESA_shader_integer_functions
492 MESA_window_pos
493 MESA_ycbcr_texture

494 NVX_blend_equation_advanced_multi_draw_buffers
495 NVX_conditional_render
496 NVX_gpu_memory_info
497 NVX_linked_gpu_multicast

498 NV_3dvision_settings
499 NV_EGL_stream_consumer_external
500 NV_alpha_to_coverage_dither_control
501 NV_bgr
502 NV_bindless_multi_draw_indirect
503 NV_bindless_multi_draw_indirect_count
504 NV_bindless_texture
505 NV_blend_equation_advanced
506 NV_blend_equation_advanced_coherent
507 NV_blend_minmax_factor
508 NV_blend_square
509 NV_clip_space_w_scaling
510 NV_command_list
511 NV_compute_program5
512 NV_conditional_render
513 NV_conservative_raster
514 NV_conservative_raster_dilate
515 NV_conservative_raster_pre_snap_triangles
516 NV_copy_buffer
517 NV_copy_depth_to_color
518 NV_copy_image
519 NV_deep_texture3D
520 NV_depth_buffer_float
521 NV_depth_clamp
522 NV_depth_range_unclamped
523 NV_draw_buffers
524 NV_draw_instanced
525 NV_draw_texture
526 NV_draw_vulkan_image
527 NV_evaluators
528 NV_explicit_attrib_location
529 NV_explicit_multisample
530 NV_fbo_color_attachments
531 NV_fence
532 NV_fill_rectangle
533 NV_float_buffer
534 NV_fog_distance
535 NV_fragment_coverage_to_color
536 NV_fragment_program
537 NV_fragment_program2
538 NV_fragment_program4
539 NV_fragment_program_option
540 NV_fragment_shader_interlock
541 NV_framebuffer_blit
542 NV_framebuffer_mixed_samples
543 NV_framebuffer_multisample
544 NV_framebuffer_multisample_coverage
545 NV_generate_mipmap_sRGB
546 NV_geometry_program4
547 NV_geometry_shader4
548 NV_geometry_shader_passthrough
549 NV_gpu_multicast
550 NV_gpu_program4
551 NV_gpu_program5
552 NV_gpu_program5_mem_extended
553 NV_gpu_program_fp64
554 NV_gpu_shader5
555 NV_half_float
556 NV_image_formats
557 NV_instanced_arrays
558 NV_internalformat_sample_query
559 NV_light_max_exponent
560 NV_multisample_coverage
561 NV_multisample_filter_hint
562 NV_non_square_matrices
563 NV_occlusion_query
564 NV_pack_subimage
565 NV_packed_depth_stencil
566 NV_packed_float
567 NV_packed_float_linear
568 NV_parameter_buffer_object
569 NV_parameter_buffer_object2
570 NV_path_rendering
571 NV_path_rendering_shared_edge
572 NV_pixel_buffer_object
573 NV_pixel_data_range
574 NV_platform_binary
575 NV_point_sprite
576 NV_polygon_mode
577 NV_present_video
578 NV_primitive_restart
579 NV_read_depth
580 NV_read_depth_stencil
581 NV_read_stencil
582 NV_register_combiners
583 NV_register_combiners2
584 NV_robustness_video_memory_purge
585 NV_sRGB_formats
586 NV_sample_locations
587 NV_sample_mask_override_coverage
588 NV_shader_atomic_counters
589 NV_shader_atomic_float
590 NV_shader_atomic_float64
591 NV_shader_atomic_fp16_vector
592 NV_shader_atomic_int64
593 NV_shader_buffer_load
594 NV_shader_noperspective_interpolation
595 NV_shader_storage_buffer_object
596 NV_shader_thread_group
597 NV_shader_thread_shuffle
598 NV_shadow_samplers_array
599 NV_shadow_samplers_cube
600 NV_stereo_view_rendering
601 NV_tessellation_program5
602 NV_texgen_emboss
603 NV_texgen_reflection
604 NV_texture_array
605 NV_texture_barrier
606 NV_texture_border_clamp
607 NV_texture_compression_latc
608 NV_texture_compression_s3tc
609 NV_texture_compression_s3tc_update
610 NV_texture_compression_vtc
611 NV_texture_env_combine4
612 NV_texture_expand_normal
613 NV_texture_multisample
614 NV_texture_npot_2D_mipmap
615 NV_texture_rectangle
616 NV_texture_rectangle_compressed
617 NV_texture_shader
618 NV_texture_shader2
619 NV_texture_shader3
620 NV_transform_feedback
621 NV_transform_feedback2
622 NV_uniform_buffer_unified_memory
623 NV_vdpau_interop
624 NV_vertex_array_range
625 NV_vertex_array_range2
626 NV_vertex_attrib_integer_64bit
627 NV_vertex_buffer_unified_memory
628 NV_vertex_program
629 NV_vertex_program1_1
630 NV_vertex_program2
631 NV_vertex_program2_option
632 NV_vertex_program3
633 NV_vertex_program4
634 NV_video_capture
635 NV_viewport_array
636 NV_viewport_array2
637 NV_viewport_swizzle

638 OES_byte_coordinates

639 OML_interlace
640 OML_resample
641 OML_subsample

642 OVR_multiview
643 OVR_multiview2
644 OVR_multiview_multisampled_render_to_texture

645 PGI_misc_hints
646 PGI_vertex_hints

647 QCOM_alpha_test
648 QCOM_binning_control
649 QCOM_driver_control
650 QCOM_extended_get
651 QCOM_extended_get2
652 QCOM_framebuffer_foveated
653 QCOM_perfmon_global_mode
654 QCOM_shader_framebuffer_fetch_noncoherent
655 QCOM_tiled_rendering
656 QCOM_writeonly_rendering

657 REGAL_ES1_0_compatibility
658 REGAL_ES1_1_compatibility
659 REGAL_enable
660 REGAL_error_string
661 REGAL_extension_query
662 REGAL_log
663 REGAL_proc_address

664 REND_screen_coordinates

665 S3_s3tc

666 SGIS_clip_band_hint
667 SGIS_color_range
668 SGIS_detail_texture
669 SGIS_fog_function
670 SGIS_generate_mipmap
671 SGIS_line_texgen
672 SGIS_multisample
673 SGIS_multitexture
674 SGIS_pixel_texture
675 SGIS_point_line_texgen
676 SGIS_shared_multisample
677 SGIS_sharpen_texture
678 SGIS_texture4D
679 SGIS_texture_border_clamp
680 SGIS_texture_edge_clamp
681 SGIS_texture_filter4
682 SGIS_texture_lod
683 SGIS_texture_select

684 SGIX_async
685 SGIX_async_histogram
686 SGIX_async_pixel
687 SGIX_bali_g_instruments
688 SGIX_bali_r_instruments
689 SGIX_bali_timer_instruments
690 SGIX_blend_alpha_minmax
691 SGIX_blend_cadd
692 SGIX_blend_cmultiply
693 SGIX_calligraphic_fragment
694 SGIX_clipmap
695 SGIX_color_matrix_accuracy
696 SGIX_color_table_index_mode
697 SGIX_complex_polar
698 SGIX_convolution_accuracy
699 SGIX_cube_map
700 SGIX_cylinder_texgen
701 SGIX_datapipe
702 SGIX_decimation
703 SGIX_depth_pass_instrument
704 SGIX_depth_texture
705 SGIX_dvc
706 SGIX_flush_raster
707 SGIX_fog_blend
708 SGIX_fog_factor_to_alpha
709 SGIX_fog_layers
710 SGIX_fog_offset
711 SGIX_fog_patchy
712 SGIX_fog_scale
713 SGIX_fog_texture
714 SGIX_fragment_lighting_space
715 SGIX_fragment_specular_lighting
716 SGIX_fragments_instrument
717 SGIX_framezoom
718 SGIX_icc_texture
719 SGIX_igloo_interface
720 SGIX_image_compression
721 SGIX_impact_pixel_texture
722 SGIX_instrument_error
723 SGIX_interlace
724 SGIX_ir_instrument1
725 SGIX_line_quality_hint
726 SGIX_list_priority
727 SGIX_mpeg1
728 SGIX_mpeg2
729 SGIX_nonlinear_lighting_pervertex
730 SGIX_nurbs_eval
731 SGIX_occlusion_instrument
732 SGIX_packed_6bytes
733 SGIX_pixel_texture
734 SGIX_pixel_texture_bits
735 SGIX_pixel_texture_lod
736 SGIX_pixel_tiles
737 SGIX_polynomial_ffd
738 SGIX_quad_mesh
739 SGIX_reference_plane
740 SGIX_resample
741 SGIX_scalebias_hint
742 SGIX_shadow
743 SGIX_shadow_ambient
744 SGIX_slim
745 SGIX_spotlight_cutoff
746 SGIX_sprite
747 SGIX_subdiv_patch
748 SGIX_subsample
749 SGIX_tag_sample_buffer
750 SGIX_texture_add_env
751 SGIX_texture_coordinate_clamp
752 SGIX_texture_lod_bias
753 SGIX_texture_mipmap_anisotropic
754 SGIX_texture_multi_buffer
755 SGIX_texture_phase
756 SGIX_texture_range
757 SGIX_texture_scale_bias
758 SGIX_texture_supersample
759 SGIX_vector_ops
760 SGIX_vertex_array_object
761 SGIX_vertex_preclip
762 SGIX_vertex_preclip_hint
763 SGIX_ycrcb
764 SGIX_ycrcb_subsample
765 SGIX_ycrcba

766 SGI_color_matrix
767 SGI_color_table
768 SGI_complex
769 SGI_complex_type
770 SGI_fft
771 SGI_texture_color_table

772 SUNX_constant_data

773 SUN_convolution_border_modes
774 SUN_global_alpha
775 SUN_mesh_array
776 SUN_read_video_pixels
777 SUN_slice_accum
778 SUN_triangle_list
779 SUN_vertex

780 WIN_phong_shading
781 WIN_scene_markerXXX
782 WIN_specular_fog
783 WIN_swap_hint
- -
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zsr*`pOGuA$u2`J#v@*)>j{N#cyH%V2xn7SQmF+^|EFP=1xy`^p|CzDAL8t91TU~I< zx6HvrKFC}fN;bY&63<^r-+(Ok%tGO`F}S#@xjZ@g9Y0x5Z~9vwu`f*2)d&$2v7i~x zn!x?}hHKlWvl9OY*L#wIlYk0Yv9|Ilx~GLwZHttiPnrp)tTM3ZDlQR(Z?;=CB(fG4 zKb83UP)ztiejG&j@#Lr1Y2tT4GundTN_acbwo~?%W%9d^Qt!l+P0t|51_Y+XMZ)JT zK6;9%uMuH=*!oCpqP5A&!)?1^f~N#lym5qeh_^b`!gVhhJHY2IG8rW$|FgKaTHPa@ z6bRSg2V%tT!zL%kfoKN;cS=cF>+v_>QJBB2gaj<^65X2nntV_xn6Q6y(OICoTDv(} zDMa}BU9!~hv3`M)R1>s+ezz5mE&fxH%LPXlOXya7Hgk&3D1ks8Zv!!yjoj>OOitS9 zLHGJAM(PQgykz^~E*d6q23|X48Cx{8x2SOFLu@KC^(+2-%%JD|coYdh0L@MfiQ9h> SQv}cd07nix*}k?RB>f+9$xcWB diff --git a/ref/glew/doc/glew.txt b/ref/glew/doc/glew.txt deleted file mode 100644 index 67b4affb..00000000 --- a/ref/glew/doc/glew.txt +++ /dev/null @@ -1,29 +0,0 @@ -The OpenGL Extension Wrangler Library -Copyright (C) 2008-2016, Nigel Stewart -Copyright (C) 2002-2008, Milan Ikits -Copyright (C) 2002-2008, Marcelo E. Magallon -Copyright (C) 2002, Lev Povalahev -All rights reserved. - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions are met: - -* Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. -* Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. -* The name of the author may be used to endorse or promote products - derived from this software without specific prior written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -THE POSSIBILITY OF SUCH DAMAGE. diff --git a/ref/glew/doc/glxew.html b/ref/glew/doc/glxew.html deleted file mode 100644 index d1ee00c0..00000000 --- a/ref/glew/doc/glxew.html +++ /dev/null @@ -1,186 +0,0 @@ - - - - - -GLEW: The OpenGL Extension Wrangler Library - - - - - - - - -
- - - - - - - - -
- - - - - - - -
Latest Release: 2.1.0

GLEW Logo

- - - - - - - - - - - - - - - -
Download
Usage
Building
Installation
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GitHub
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-
- - - - -
Last Update: 07-31-17
- OpenGL Logo
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-
-
- -

The OpenGL Extension Wrangler Library

- - - - -

Supported GLX Extensions

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1 3DFX_multisample

2 AMD_gpu_association

3 ARB_context_flush_control
4 ARB_create_context
5 ARB_create_context_no_error
6 ARB_create_context_profile
7 ARB_create_context_robustness
8 ARB_fbconfig_float
9 ARB_framebuffer_sRGB
10 ARB_get_proc_address
11 ARB_multisample
12 ARB_robustness_application_isolation
13 ARB_robustness_share_group_isolation
14 ARB_vertex_buffer_object

15 ATI_pixel_format_float
16 ATI_render_texture

17 EXT_buffer_age
18 EXT_create_context_es2_profile
19 EXT_create_context_es_profile
20 EXT_fbconfig_packed_float
21 EXT_framebuffer_sRGB
22 EXT_import_context
23 EXT_libglvnd
24 EXT_scene_marker
25 EXT_stereo_tree
26 EXT_swap_control
27 EXT_swap_control_tear
28 EXT_texture_from_pixmap
29 EXT_visual_info
30 EXT_visual_rating

31 INTEL_swap_event

32 MESA_agp_offset
33 MESA_copy_sub_buffer
34 MESA_pixmap_colormap
35 MESA_query_renderer
36 MESA_release_buffers
37 MESA_set_3dfx_mode
38 MESA_swap_control

39 NV_copy_buffer
40 NV_copy_image
41 NV_delay_before_swap
42 NV_float_buffer
43 NV_multisample_coverage
44 NV_present_video
45 NV_robustness_video_memory_purge
46 NV_swap_group
47 NV_vertex_array_range
48 NV_video_capture
49 NV_video_out

50 OML_swap_method
51 OML_sync_control

52 SGIS_blended_overlay
53 SGIS_color_range
54 SGIS_multisample
55 SGIS_shared_multisample

56 SGIX_fbconfig
57 SGIX_hyperpipe
58 SGIX_pbuffer
59 SGIX_swap_barrier
60 SGIX_swap_group
61 SGIX_video_resize
62 SGIX_visual_select_group

63 SGI_cushion
64 SGI_make_current_read
65 SGI_swap_control
66 SGI_video_sync

67 SUN_get_transparent_index
68 SUN_video_resize
- -
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- - - - - - - - -
- - - - - - - -
Latest Release: 2.1.0

GLEW Logo

- - - - - - - - - - - - - - - -
Download
Usage
Building
Installation
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GitHub
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-
- - - - -
Last Update: 07-31-17
- OpenGL Logo
- GitHub Logo
- Travis Logo
- SourceForge Logo -
-
-
- -

The OpenGL Extension Wrangler Library

- - - - -

-The OpenGL Extension Wrangler Library (GLEW) is a cross-platform -open-source C/C++ extension loading library. GLEW provides efficient -run-time mechanisms for determining which OpenGL extensions are -supported on the target platform. OpenGL core and extension -functionality is exposed in a single header file. GLEW has been -tested on a variety of operating systems, including Windows, Linux, -Mac OS X, FreeBSD, Irix, and Solaris. -

- -

Downloads

-

-GLEW is distributed -as source and precompiled binaries.
-The latest release is -2.1.0[07-31-17]: -

-

-

-

- - - -
- - - - - - - - - - - - - - - -
Source -ZIP |  -TGZ
Binaries -Windows 32-bit and 64-bit -
-
- -

-

-An up-to-date copy is also available using git: -

-
    -
  • github
    -git clone https://github.com/nigels-com/glew.git glew
     
  • -
- -

Supported Extensions

-

-The latest release contains support for OpenGL 4.6, compatibility and forward-compatible contexts and the following extensions: -

- - -

News

-
    -
  • [07-31-17] GLEW 2.1.0 adds support for OpenGL 4.6, new extensions and minor bug fixes
  • -
  • [07-24-16] GLEW 2.0.0 adds support for forward-compatible contexts, adds new extensions, OSMesa and EGL support, MX discontinued and minor bug fixes
  • -
  • [08-10-15] GLEW 1.13.0 adds support for new extensions, fixes minor bugs
  • -
  • [26-01-15] GLEW 1.12.0 fixes minor bugs and adds new extensions
  • -
  • [08-11-14] GLEW 1.11.0 adds support for OpenGL 4.5, new extensions
  • -
  • [07-22-13] GLEW 1.10.0 adds support for OpenGL 4.4, new extensions
  • -
  • [08-06-12] GLEW 1.9.0 adds support for OpenGL 4.3, new extensions
  • -
  • [07-17-12] GLEW 1.8.0 fixes minor bugs and adds new extensions
  • -
  • [08-26-11] GLEW 1.7.0 adds support for OpenGL 4.2, new extensions, fixes bugs
  • -
  • [04-27-11] GLEW 1.6.0 fixes minor bugs and adds eight new extensions
  • -
  • [01-31-11] GLEW 1.5.8 fixes minor bugs and adds two new extensions
  • -
  • [11-03-10] GLEW 1.5.7 fixes minor bugs and adds one new extension
  • -
  • [09-07-10] GLEW 1.5.6 adds support for OpenGL 4.1, fixes bugs
  • -
  • [07-13-10] GLEW 1.5.5 fixes minor bugs and adds new extensions
  • -
  • [04-21-10] GLEW 1.5.4 adds support for OpenGL 3.3, OpenGL 4.0 and new extensions, fixes bugs
  • -
  • [02-28-10] GLEW 1.5.3 fixes minor bugs and adds three new extensions
  • -
  • [12-31-09] GLEW 1.5.2 adds support for OpenGL 3.1, OpenGL 3.2 and new extensions
  • -
  • [11-03-08] GLEW 1.5.1 adds support for OpenGL 3.0 and 31 new extensions
  • -
  • [12-27-07] GLEW 1.5.0 is released under less restrictive licenses
  • -
  • [04-27-07] GLEW 1.4.0 is released
  • -
  • [03-08-07] GLEW is included in the NVIDIA OpenGL SDK
  • -
  • [03-04-07] GLEW 1.3.6 is released
  • -
  • [02-28-07] Repository is migrated to SVN
  • -
  • [02-25-07] GLEW is included in the OpenGL SDK
  • -
  • [11-21-06] GLEW 1.3.5 adds OpenGL 2.1 and NVIDIA G80 extensions
  • -
  • [03-04-06] GLEW 1.3.4 adds support for five new extensions
  • -
  • [05-16-05] GLEW 1.3.3 is released
  • -
  • [03-16-05] GLEW 1.3.2 adds support for GL_APPLE_pixel_buffer
  • -
  • [02-11-05] gljava and sdljava provide a Java binding to OpenGL via GLEW
  • -
  • [02-02-05] GLEW 1.3.1 adds support for GL_EXT_framebuffer_object
  • -
  • [01-04-05] GLEW 1.3.0 adds core OpenGL 2.0 support plus many enhancements
  • -
  • [12-22-04] GLEWpy Python wrapper announced
  • -
  • [12-12-04] Mailing lists created on sourceforge
  • -
  • [12-06-04] GLEW 1.2.5 adds new extensions and support for FreeBSD
  • -
- -

Links

- - - -
- - diff --git a/ref/glew/doc/install.html b/ref/glew/doc/install.html deleted file mode 100644 index 19129e3a..00000000 --- a/ref/glew/doc/install.html +++ /dev/null @@ -1,228 +0,0 @@ - - - - - -GLEW: The OpenGL Extension Wrangler Library - - - - - - - - -
- - - - - - - - -
- - - - - - - -
Latest Release: 2.1.0

GLEW Logo

- - - - - - - - - - - - - - - -
Download
Usage
Building
Installation
Source Generation
Change Log

GitHub
Issues
Pull Requests
Authors
Licensing

SourceForge Page
-

-
- - - - -
Last Update: 07-31-17
- OpenGL Logo
- GitHub Logo
- Travis Logo
- SourceForge Logo -
-
-
- -

The OpenGL Extension Wrangler Library

- - - - -

Installation

- -

-To use the shared library version of GLEW, you need to copy the -headers and libraries into their destination directories. On Windows -this typically boils down to copying: -

- - - - - - - - - - -
bin/glew32.dll    to    %SystemRoot%/system32
lib/glew32.lib    to    {VC Root}/Lib
include/GL/glew.h    to    {VC Root}/Include/GL
include/GL/wglew.h    to    {VC Root}/Include/GL
-

-

- -

-where {VC Root} is the Visual C++ root directory, typically -C:/Program Files/Microsoft Visual Studio/VC98 for Visual -Studio 6.0 or C:/Program Files/Microsoft Visual -Studio .NET 2003/Vc7/PlatformSDK for Visual Studio .NET. -

- -

-On Unix, typing make install will attempt to install GLEW -into /usr/include/GL and /usr/lib. You can -customize the installation target via the GLEW_DEST -environment variable if you do not have write access to these -directories. -

- -

Building Your Project with GLEW

-

-There are two ways to build your project with GLEW. -

-

Including the source files / project file

-

-The simpler but less flexible way is to include glew.h and -glew.c into your project. On Windows, you also need to -define the GLEW_STATIC preprocessor token when building a -static library or executable, and the GLEW_BUILD preprocessor -token when building a dll. You also need to replace -<GL/gl.h> and <GL/glu.h> with -<glew.h> in your code and set the appropriate include -flag (-I) to tell the compiler where to look for it. For -example: -

-

-#include <glew.h>
-#include <GL/glut.h>
-<gl, glu, and glut functionality is available here>
-

-

-Depending on where you put glew.h you may also need to change -the include directives in glew.c. Note that if you are using -GLEW together with GLUT, you have to include glew.h first. -In addition, glew.h includes glu.h, so you do not -need to include it separately. -

-

-On Windows, you also have the option of adding the supplied project -file glew_static.dsp to your workspace (solution) and compile -it together with your other projects. In this case you also need to -change the GLEW_BUILD preprocessor constant to -GLEW_STATIC when building a static library or executable, -otherwise you get build errors. -

-

-Note that GLEW does not use the C -runtime library, so it does not matter which version (single-threaded, -multi-threaded or multi-threaded DLL) it is linked with (without -debugging information). It is, however, always a good idea to compile all -your projects including GLEW with the same C runtime settings. -

- -

Using GLEW as a shared library

- -

-Alternatively, you can use the provided project files / makefile to -build a separate shared library you can link your projects with later. -In this case the best practice is to install glew.h, -glew32.lib, and glew32.dll / libGLEW.so to -where the OpenGL equivalents gl.h, opengl32.lib, and -opengl32.dll / libGL.so are located. Note that you -need administrative privileges to do this. If you do not have -administrator access and your system administrator will not do it for -you, you can install GLEW into your own lib and include subdirectories -and tell the compiler where to find it. Then you can just replace -<GL/gl.h> with <GL/glew.h> in your -program: -

- -

-#include <GL/glew.h>
-#include <GL/glut.h>
-<gl, glu, and glut functionality is available here>
-

- -

-or: -

- -

-#include <GL/glew.h>
-<gl and glu functionality is available here>
-

- -

-Remember to link your project with glew32.lib, -glu32.lib, and opengl32.lib on Windows and -libGLEW.so, libGLU.so, and libGL.so on -Unix (-lGLEW -lGLU -lGL). -

- -

-It is important to keep in mind that glew.h includes neither -windows.h nor gl.h. Also, GLEW will warn you by -issuing a preprocessor error in case you have included gl.h, -glext.h, or glATI.h before glew.h. -

- - -
- - diff --git a/ref/glew/doc/khronos.txt b/ref/glew/doc/khronos.txt deleted file mode 100644 index ffc271c9..00000000 --- a/ref/glew/doc/khronos.txt +++ /dev/null @@ -1,20 +0,0 @@ -Copyright (c) 2007 The Khronos Group Inc. - -Permission is hereby granted, free of charge, to any person obtaining a -copy of this software and/or associated documentation files (the -"Materials"), to deal in the Materials without restriction, including -without limitation the rights to use, copy, modify, merge, publish, -distribute, sublicense, and/or sell copies of the Materials, and to -permit persons to whom the Materials are furnished to do so, subject to -the following conditions: - -The above copyright notice and this permission notice shall be included -in all copies or substantial portions of the Materials. - -THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. diff --git a/ref/glew/doc/log.html b/ref/glew/doc/log.html deleted file mode 100644 index a343f2bb..00000000 --- a/ref/glew/doc/log.html +++ /dev/null @@ -1,1238 +0,0 @@ - - - - - -GLEW: The OpenGL Extension Wrangler Library - - - - - - - - -
- - - - - - - - -
- - - - - - - -
Latest Release: 2.1.0

GLEW Logo

- - - - - - - - - - - - - - - -
Download
Usage
Building
Installation
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Change Log

GitHub
Issues
Pull Requests
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SourceForge Page
-

-
- - - - -
Last Update: 07-31-17
- OpenGL Logo
- GitHub Logo
- Travis Logo
- SourceForge Logo -
-
-
- -

The OpenGL Extension Wrangler Library

- - - - -

Change Log

- -
-
    -
  • 2.1.0 [07-31-17] -
      -
    • Enhancements: -
        -
      • OpenGL 4.6 support added -
      • Improved Mac OSX build support -
      • Improved cmake build support -
      -
    - -
      -
    • Bug fixes: -
        -
      • Resovled crash when glXGetCurrentDisplay() is NULL -
      • CMake: only install PDB files with MSVC -
      • wglGetProcAddress crash with NOGDI defined -
      • Mac: using -Os rather than -O2 -
      -
    - -
      -
    • New extensions: -
        -
      • GL_AMD_gpu_shader_half_float -
      • GL_AMD_shader_ballot -
      • GL_ARB_gl_spirv -
      • GL_EGL_KHR_context_flush_control -
      • GL_INTEL_conservative_rasterization -
      • GL_MESA_shader_integer_functions -
      • GL_NVX_blend_equation_advanced_multi_draw_buffers -
      • GL_NV_gpu_multicast -
      • EGL_ARM_implicit_external_sync -
      • EGL_EXT_gl_colorspace_bt2020_linear -
      • EGL_EXT_gl_colorspace_bt2020_pq -
      • EGL_EXT_gl_colorspace_scrgb_linear -
      • EGL_EXT_image_dma_buf_import_modifiers -
      • EGL_EXT_pixel_format_float -
      • EGL_EXT_surface_SMPTE2086_metadata -
      • EGL_KHR_context_flush_control -
      • EGL_KHR_no_config_context -
      • EGL_KHR_stream_attrib -
      • EGL_MESA_platform_surfaceless -
      • EGL_NV_stream_cross_display -
      • EGL_NV_stream_cross_object -
      • EGL_NV_stream_cross_partition -
      • EGL_NV_stream_cross_process -
      • EGL_NV_stream_cross_system -
      • EGL_NV_stream_fifo_next -
      • EGL_NV_stream_fifo_synchronous -
      • EGL_NV_stream_frame_limits -
      • EGL_NV_stream_remote -
      • EGL_NV_stream_reset -
      • EGL_NV_stream_socket -
      • EGL_NV_stream_socket_inet -
      • EGL_NV_stream_socket_unix -
      • WGL_EXT_colorspace -
      -
    - -
- -
-
    -
  • 2.0.0 [07-24-16] -
      -
    • Enhancements: -
        -
      • Forward context support added -
      • OSMesa support added -
      • EGL support added -
      • MX support discontinued -
      • Improved cmake build support -
      -
    -
      -
    • New extensions: -
        -
      • GL_AMD_shader_explicit_vertex_parameter -
      • GL_ARB_gl_spirv -
      • GL_EGL_NV_robustness_video_memory_purge -
      • GL_EXT_window_rectangles -
      • GL_INTEL_conservative_rasterization -
      • GL_KHR_texture_compression_astc_sliced_3d -
      • GL_MESA_shader_integer_functions -
      • GL_NVX_blend_equation_advanced_multi_draw_buffers -
      • GL_NVX_linked_gpu_multicast -
      • GL_NV_clip_space_w_scaling -
      • GL_NV_command_list -
      • GL_NV_conservative_raster_pre_snap_triangles -
      • GL_NV_draw_vulkan_image -
      • GL_NV_gpu_multicast -
      • GL_NV_robustness_video_memory_purge -
      • GL_NV_shader_atomic_float64 -
      • GL_NV_stereo_view_rendering -
      • GL_NV_viewport_swizzle -
      • GLX_EXT_libglvnd -
      • GLX_NV_robustness_video_memory_purge -
      -
    -
- -
-
    -
  • 1.13.0 [08-10-15] -
      -
    • Enhancements: -
        -
      • glxewInit, wglewInit -
      • glewinfo adds support for -version, -profile core|compatibility and -flag debug|forward parameters -
      • Improved cmake build support -
      -
    -
      -
    • New extensions: -
        -
      • GL_ARB_ES3_2_compatibility -
      • GL_ARB_fragment_shader_interlock -
      • GL_ARB_gpu_shader_int64 -
      • GL_ARB_parallel_shader_compile -
      • GL_ARB_post_depth_coverage -
      • GL_ARB_sample_locations -
      • GL_ARB_shader_atomic_counter_ops -
      • GL_ARB_shader_ballot -
      • GL_ARB_shader_clock -
      • GL_ARB_shader_viewport_layer_array -
      • GL_ARB_sparse_texture2 -
      • GL_ARB_sparse_texture_clamp -
      • GL_ARB_texture_filter_minmax -
      • GL_INTEL_framebuffer_CMAA -
      • GL_KHR_no_error -
      • GL_NV_conservative_raster_dilate -
      • GL_OVR_multiview -
      • GL_OVR_multiview2 -
      -
    • Bug fixes -
    -
- -
-
    -
  • 1.12.0 [01-26-15] -
      -
    • New extensions: -
        -
      • GL_EXT_polygon_offset_clamp -
      • GL_EXT_post_depth_coverage -
      • GL_EXT_raster_multisample -
      • GL_EXT_sparse_texture2 -
      • GL_EXT_texture_filter_minmax -
      • GL_NV_conservative_raster -
      • GL_NV_fill_rectangle -
      • GL_NV_fragment_coverage_to_color -
      • GL_NV_fragment_shader_interlock -
      • GL_NV_framebuffer_mixed_samples -
      • GL_NV_geometry_shader_passthrough -
      • GL_NV_internalformat_sample_query -
      • GL_NV_sample_locations -
      • GL_NV_sample_mask_override_coverage -
      • GL_NV_shader_atomic_fp16_vector -
      • GL_NV_uniform_buffer_unified_memory -
      • GL_NV_viewport_array2 -
      -
    • Bug fixes -
    -
- -
-
    -
  • 1.11.0 [08-11-14] -
      -
    • New features: -
        -
      • Support for OpenGL 4.5 -
      -
    • New extensions: -
        -
      • GL_AMD_gcn_shader -
      • GL_AMD_gpu_shader_int64 -
      • GL_AMD_occlusion_query_event -
      • GL_AMD_shader_atomic_counter_ops -
      • GL_AMD_shader_stencil_value_export -
      • GL_AMD_transform_feedback4 -
      • GL_ARB_ES3_1_compatibility -
      • GL_ARB_clip_control -
      • GL_ARB_conditional_render_inverted -
      • GL_ARB_cull_distance -
      • GL_ARB_derivative_control -
      • GL_ARB_direct_state_access -
      • GL_ARB_get_texture_sub_image -
      • GL_ARB_pipeline_statistics_query -
      • GL_ARB_shader_texture_image_samples -
      • GL_ARB_sparse_buffer -
      • GL_ARB_texture_barrier -
      • GL_ARB_transform_feedback_overflow_query -
      • GL_EXT_debug_label -
      • GL_EXT_shader_image_load_formatted -
      • GL_EXT_shader_integer_mix -
      • GL_INTEL_fragment_shader_ordering -
      • GL_INTEL_performance_query -
      • GL_KHR_blend_equation_advanced -
      • GL_KHR_blend_equation_advanced_coherent -
      • GL_KHR_context_flush_control -
      • GL_KHR_robust_buffer_access_behavior -
      • GL_KHR_robustness -
      • GL_KHR_texture_compression_astc_hdr -
      • GL_NV_bindless_multi_draw_indirect_count -
      • GL_NV_shader_atomic_int64 -
      • GL_NV_shader_thread_group -
      • GL_NV_shader_thread_shuffle -
      • GL_REGAL_proc_address -
      • GLX_ARB_context_flush_control -
      • GLX_EXT_stereo_tree -
      • GLX_MESA_query_renderer -
      • GLX_NV_copy_buffer -
      • GLX_NV_delay_before_swap -
      • WGL_ARB_context_flush_control -
      • WGL_NV_delay_before_swap -
      -
    • Bug fixes -
    -
- -
-
    -
  • 1.10.0 [07-22-13] -
      -
    • New features: -
        -
      • Support for OpenGL 4.4 -
      -
    • New extensions: -
        -
      • GL_AMD_interleaved_elements -
      • GL_AMD_shader_trinary_minmax -
      • GL_AMD_sparse_texture -
      • GL_ANGLE_depth_texture -
      • GL_ANGLE_framebuffer_blit -
      • GL_ANGLE_framebuffer_multisample -
      • GL_ANGLE_instanced_arrays -
      • GL_ANGLE_pack_reverse_row_order -
      • GL_ANGLE_program_binary -
      • GL_ANGLE_texture_compression_dxt1 -
      • GL_ANGLE_texture_compression_dxt3 -
      • GL_ANGLE_texture_compression_dxt5 -
      • GL_ANGLE_texture_usage -
      • GL_ANGLE_timer_query -
      • GL_ANGLE_translated_shader_source -
      • GL_ARB_bindless_texture -
      • GL_ARB_buffer_storage -
      • GL_ARB_clear_texture -
      • GL_ARB_compute_variable_group_size -
      • GL_ARB_enhanced_layouts -
      • GL_ARB_indirect_parameters -
      • GL_ARB_multi_bind -
      • GL_ARB_query_buffer_object -
      • GL_ARB_seamless_cubemap_per_texture -
      • GL_ARB_shader_draw_parameters -
      • GL_ARB_shader_group_vote -
      • GL_ARB_sparse_texture -
      • GL_ARB_texture_mirror_clamp_to_edge -
      • GL_ARB_texture_stencil8 -
      • GL_ARB_vertex_type_10f_11f_11f_rev -
      • GL_INTEL_map_texture -
      • GL_NVX_conditional_render -
      • GL_NV_bindless_multi_draw_indirect -
      • GL_NV_blend_equation_advanced -
      • GL_NV_compute_program5 -
      • GL_NV_deep_texture3D -
      • GL_NV_draw_texture -
      • GL_NV_shader_atomic_counters -
      • GL_NV_shader_storage_buffer_object -
      • GL_REGAL_ES1_0_compatibility -
      • GL_REGAL_ES1_1_compatibility -
      • GL_REGAL_enable -
      • GLX_EXT_buffer_age -
      • WGL_ARB_robustness_application_isolation -
      • WGL_ARB_robustness_share_group_isolation -
      -
    • Bug fixes -
    -
- -
-
    -
  • 1.9.0 [08-06-12] -
      -
    • New features: - -
    • New extensions: -
        -
      • GL_ARB_ES3_compatibility -
      • GL_ARB_clear_buffer_object -
      • GL_ARB_compute_shader -
      • GL_ARB_copy_image -
      • GL_ARB_explicit_uniform_location -
      • GL_ARB_fragment_layer_viewport -
      • GL_ARB_framebuffer_no_attachments -
      • GL_ARB_internalformat_query2 -
      • GL_ARB_multi_draw_indirect -
      • GL_ARB_program_interface_query -
      • GL_ARB_robust_buffer_access_behavior -
      • GL_ARB_robustness_application_isolation -
      • GL_ARB_robustness_share_group_isolation -
      • GL_ARB_shader_image_size -
      • GL_ARB_shader_storage_buffer_object -
      • GL_ARB_stencil_texturing -
      • GL_ARB_texture_buffer_range -
      • GL_ARB_texture_query_levels -
      • GL_ARB_texture_storage_multisample -
      • GL_ARB_texture_view -
      • GL_ARB_vertex_attrib_binding -
      • GL_EXT_debug_marker -
      • GL_KHR_debug -
      • GL_REGAL_error_string -
      • GL_REGAL_extension_query -
      • GL_REGAL_log -
      • GLX_ARB_robustness_application_isolation -
      • GLX_ARB_robustness_share_group_isolation -
      • GLX_EXT_create_context_es_profile -
      • WGL_EXT_create_context_es_profile -
      -
    • Bug fixes: -
        -
      • Not using GLU library for Makefile builds. -
      -
    -
- -
-
    -
  • 1.8.0 [07-17-12] -
      -
    • New extensions: -
        -
      • GL_AMD_pinned_memory -
      • GL_AMD_query_buffer_object -
      • GL_AMD_stencil_operation_extended -
      • GL_AMD_vertex_shader_layer -
      • GL_AMD_vertex_shader_viewport_index -
      • GL_NV_bindless_texture -
      • GL_NV_shader_atomic_float -
      • GLX_EXT_swap_control_tear -
      • WGL_EXT_swap_control_tear -
      • WGL_NV_DX_interop2 -
      -
    • Bug fixes: -
        -
      • MS Visual Studio 2010 projects added -
      • GLX_NV_video_out replaces GLX_NV_video_output -
      • ANSI C prototype for glewInit -
      • Improved CentOS build support -
      • Improved GL_ARB_gpu_shader_fp64 support -
      • ARB_texture_compression_bptc and ARB_copy_buffer constants -
      • Linux needs to define GLEW_STATIC for static library builds -
      • Custom code generation problem resolved -
      • GLEWAPIENTRY added to glew.h for calling convention customization -
      • Correction for glPathStencilDepthOffsetNV -
      • Resolve OSX gcc warnings -
      • Added build support for NetBSD -
      -
    -
- -
-
    -
  • 1.7.0 [08-26-11] -
      -
    • New features: -
        -
      • Support for OpenGL 4.2 -
      -
    • New extensions: -
        -
      • GL_AMD_multi_draw_indirect -
      • GL_ARB_base_instance -
      • GL_ARB_compressed_texture_pixel_storage -
      • GL_ARB_conservative_depth -
      • GL_ARB_internalformat_query -
      • GL_ARB_map_buffer_alignment -
      • GL_ARB_shader_atomic_counters -
      • GL_ARB_shader_image_load_store -
      • GL_ARB_shading_language_420pack -
      • GL_ARB_shading_language_packing -
      • GL_ARB_texture_storage -
      • GL_ARB_transform_feedback_instanced -
      • GL_EXT_framebuffer_multisample_blit_scaled -
      • GL_NV_path_rendering -
      • GL_NV_path_rendering -
      • GLX_MESA_swap_control -
      -
    • Bug fixes: -
        -
      • const qualifiers for GL 1.4 MultiDrawArrays, MultiDrawElements -
      • Add glGetGraphicsResetStatusARB to GL_ARB_robustness -
      • Remove EXT suffix from GL_KTX_buffer_region entry points -
      • Solaris needs inttypes.h -
      • Add ERROR_INVALID_VERSION_ARB and ERROR_INVALID_PROFILE_ARB to WGL_ARB_create_context -
      • Add GLX_MESA_swap_control -
      • Set -install_name for OSX -
      • Add 64-bit darwin build option (SYSTEM=darwin_x86-64) -
      • Add GL_NV_path_rendering -
      -
    -
- -
-
    -
  • 1.6.0 [04-27-11] -
      -
    • New extensions: -
        -
      • GL_AMD_blend_minmax_factor -
      • GL_AMD_sample_positions -
      • GL_EXT_x11_sync_object -
      • GL_NV_texture_multisample -
      • GL_NV_video_capture -
      • GLX_NV_video_capture -
      • WGL_NV_DX_interop -
      • WGL_NV_video_capture -
      -
    • Bug fixes: -
        -
      • Define GLEW_NO_GLU for no glu dependency. -
      • mx suffix for GLEW MX libraries, build both libraries by default. -
      • Cygwin build improvements -
      • Soname of GLEWmx shared libraries -
      • Query GL extension string only once -
      • GLX_OML_sync_control no longer requires C99 -
      • glDraw*InstancedARB moved from GL_ARB_draw_instanced to GL_ARB_instanced_arrays -
      • glFramebufferTextureLayerEXT moved from GL_EXT_geometry_shader4 to GL_EXT_texture_array -
      • Fixes for BSD build -
      -
    -
- -
-
    -
  • 1.5.8 [01-31-11] -
      -
    • New extensions: -
        -
      • GL_AMD_depth_clamp_separate -
      • GL_EXT_texture_sRGB_decode -
      -
    • Bug fixes: -
        -
      • Borland C++ fix for __int64 -
      • GL_DOUBLE_MATNxM enumerants for OpenGL 4.0 -
      • Correction to glGetTransformFeedbackVarying -
      • Correction to glSecondaryColorPointer -
      • Corrections to glGetVertexAttribPointerv and glGetShaderSource -
      • Switched code repository from svn to git -
      -
    -
- -
-
    -
  • 1.5.7 [11-03-10] -
      -
    • New extension: -
        -
      • GL_NVX_gpu_memory_info -
      -
    • Bug fixes: -
        -
      • Improved mingw32 build support -
      • Improved cygwin build support -
      • glGetPointervEXT fix -
      • Add GLEW_VERSION_1_2_1 -
      -
    -
- -
-
    -
  • 1.5.6 [09-07-10] -
      -
    • New features: -
        -
      • Support for OpenGL 4.1 -
      -
    • New extensions: -
        -
      • GL_ARB_ES2_compatibility -
      • GL_ARB_cl_event -
      • GL_ARB_debug_output -
      • GL_ARB_get_program_binary -
      • GL_ARB_robustness -
      • GL_ARB_separate_shader_objects -
      • GL_ARB_shader_precision -
      • GL_ARB_shader_stencil_export -
      • GL_ARB_vertex_attrib_64bit -
      • GL_ARB_viewport_array -
      • GLX_ARB_create_context_robustness -
      • GLX_EXT_create_context_es2_profile -
      • WGL_ARB_create_context_robustness -
      • WGL_EXT_create_context_es2_profile -
      -
    -
- -
-
    -
  • 1.5.5 [07-13-10] -
      -
    • New extensions: -
        -
      • GL_AMD_debug_output -
      • GL_AMD_name_gen_delete -
      • GL_AMD_transform_feedback3_lines_triangles -
      • GL_NV_multisample_coverage -
      • GL_NV_vdpau_interop -
      • GLX_AMD_gpu_association -
      • GLX_NV_multisample_coverage -
      • WGL_NV_multisample_coverage -
      -
    • Bug fixes: -
        -
      • Compilation issue with GLX_SGI_video_sync -
      • OpenGL 4.0 double-precision uniform functions added -
      • Constness of glPointParameterfvARB and glPointParameterfvEXT -
      • Added glVertexAttribDivisor -
      • Compilation issue with Nvidia GLX headers -
      -
    -
- -
-
    -
  • 1.5.4 [04-21-10] -
      -
    • New features: -
        -
      • Support for OpenGL 3.3 -
      • Support for OpenGL 4.0 -
      -
    • New extensions: -
        -
      • GL_AMD_conservative_depth -
      • GL_ARB_blend_func_extended -
      • GL_ARB_draw_indirect -
      • GL_ARB_explicit_attrib_location -
      • GL_ARB_gpu_shader5 -
      • GL_ARB_gpu_shader_fp64 -
      • GL_ARB_occlusion_query2 -
      • GL_ARB_sampler_objects -
      • GL_ARB_shader_bit_encoding -
      • GL_ARB_shader_subroutine -
      • GL_ARB_shading_language_include -
      • GL_ARB_tessellation_shader -
      • GL_ARB_texture_buffer_object_rgb32 -
      • GL_ARB_texture_compression_bptc -
      • GL_ARB_texture_rgb10_a2ui -
      • GL_ARB_texture_swizzle -
      • GL_ARB_timer_query -
      • GL_ARB_transform_feedback2 -
      • GL_ARB_transform_feedback3 -
      • GL_ARB_vertex_type_2_10_10_10_rev -
      • GL_EXT_shader_image_load_store -
      • GL_EXT_vertex_attrib_64bit -
      • GL_NV_gpu_program5 -
      • GL_NV_gpu_program_fp64 -
      • GL_NV_gpu_shader5 -
      • GL_NV_tessellation_program5 -
      • GL_NV_vertex_attrib_integer_64bit -
      • GLX_ARB_vertex_buffer_object -
      -
    • Bug fixes: -
        -
      • Parameter constness fix for glPointParameteriv and glPointParameterfv -
      -
    -
- -
-
    -
  • 1.5.3 [02-28-10] -
      -
    • New extensions: -
        -
      • GLX_INTEL_swap_event -
      • GL_AMD_seamless_cubemap_per_texture -
      • GL_AMD_shader_stencil_export -
      -
    • Bug fixes: -
        -
      • Correct version detection for GL 3.1 and 3.2 -
      • Missing 3.1 enumerants -
      • Add glew.pc -
      -
    -
- -
-
    -
  • 1.5.2 [12-31-09] -
      -
    • New features: -
        -
      • Support for OpenGL 3.1 -
      • Support for OpenGL 3.2 -
      -
    • New extensions: -
        -
      • GL_AMD_draw_buffers_blend -
      • GL_AMD_performance_monitor -
      • GL_AMD_texture_texture4 -
      • GL_AMD_vertex_shader_tessellator -
      • GL_APPLE_aux_depth_stencil -
      • GL_APPLE_object_purgeable -
      • GL_APPLE_rgb_422 -
      • GL_APPLE_row_bytes -
      • GL_APPLE_vertex_program_evaluators -
      • GL_ARB_compatibility -
      • GL_ARB_copy_buffer -
      • GL_ARB_depth_clamp -
      • GL_ARB_draw_buffers_blend -
      • GL_ARB_draw_elements_base_vertex -
      • GL_ARB_fragment_coord_conventions -
      • GL_ARB_provoking_vertex -
      • GL_ARB_sample_shading -
      • GL_ARB_seamless_cube_map -
      • GL_ARB_shader_texture_lod -
      • GL_ARB_sync -
      • GL_ARB_texture_cube_map_array -
      • GL_ARB_texture_gather -
      • GL_ARB_texture_multisample -
      • GL_ARB_texture_query_lod -
      • GL_ARB_uniform_buffer_object -
      • GL_ARB_vertex_array_bgra -
      • GL_ATI_meminfo -
      • GL_EXT_provoking_vertex -
      • GL_EXT_separate_shader_objects -
      • GL_EXT_texture_snorm -
      • GL_NV_copy_image -
      • GL_NV_parameter_buffer_object2 -
      • GL_NV_shader_buffer_load -
      • GL_NV_texture_barrier -
      • GL_NV_transform_feedback2 -
      • GL_NV_vertex_buffer_unified_memory -
      • WGL_AMD_gpu_association -
      • WGL_ARB_create_context_profile -
      • WGL_NV_copy_image -
      • GLX_ARB_create_context_profile -
      • GLX_EXT_swap_control -
      • GLX_NV_copy_image -
      -
    • Bug fixes: -
        -
      • DOS line endings for windows .zip archives only. -
      • glTransformFeedbackVaryings arguments. -
      • Resource leak in glewinfo and visualinfo tools. -
      • WIN32_LEAN_AND_MEAN preprocessor pollution. -
      • Fixed version detection for GLEW_VERSION_2_1 and GLEW_VERSION_3_0. -
      • MesaGLUT glut.h GLAPIENTRY dependency. -
      • glFramebufferTextureLayer correction. -
      • OSX compiler warnings resolved. -
      • Cygwin linking to opengl32 by default, rather than X11 OpenGL. -
      • SnowLeopard (OSX 10.6) gl.h detection. -
      • Use $(STRIP) consistently. -
      -
    -
- -
-
    -
  • 1.5.1 [11-03-08] -
      -
    • New features: -
        -
      • Support for OpenGL 3.0 -
      -
    • New extensions: -
        -
      • GL_ARB_depth_buffer_float -
      • GL_ARB_draw_instance, -
      • GL_ARB_framebuffer_object -
      • GL_ARB_framebuffer_sRGB -
      • GL_ARB_geometry_shader4 -
      • GL_ARB_half_float_pixel -
      • GL_ARB_half_float_vertex -
      • GL_ARB_instanced_arrays -
      • GL_ARB_map_buffer_range -
      • GL_ARB_texture_buffer_object -
      • GL_ARB_texture_compression_rgtc -
      • GL_ARB_vertex_array_object -
      • GL_EXT_direct_state_access -
      • GL_EXT_texture_swizzle -
      • GL_EXT_transform_feedback -
      • GL_EXT_vertex_array_bgra -
      • GL_NV_conditional_render -
      • GL_NV_explicit_multisample -
      • GL_NV_present_video -
      • GL_SGIS_point_line_texgen -
      • GL_SGIX_convolution_accuracy -
      • WGL_ARB_create_context -
      • WGL_ARB_framebuffer_sRGB -
      • WGL_NV_present_video -
      • WGL_NV_swap_group -
      • WGL_NV_video_output -
      • GLX_ARB_create_context -
      • GLX_ARB_framebuffer_sRGB -
      • GLX_NV_present_video -
      • GLX_NV_swap_group -
      • GLX_NV_video_output -
      -
    • Bug fixes: -
        -
      • Licensing issues with documentation -
      • Problems with long long and _MSC_VER on MINGW -
      • Incorrect parameter for glGetUniformLocation -
      • glewGetExtension fails on last entry -
      • Incomplete GL_NV_texture_shader tokens -
      • Scripting problems on Cygwin -
      • Incorrect definition for GLint on OS X -
      -
    -
- -
-
    -
  • 1.5.0 [12-27-07] -
      -
    • New features: -
        -
      • Licensing change (BSD, Mesa 3-D, Khronos) -
      • Switch to using registry on www.opengl.org -
      • Support for major and minor version strings -
      -
    • New extensions: -
        -
      • GL_APPLE_flush_buffer_range -
      • GL_GREMEDY_frame_terminator -
      • GLX_EXT_texture_from_pixmap -
      -
    • Bug fixes: -
        -
      • Incorrent 64-bit type definitions -
      • Do not strip static library on install -
      • Missing tokens in GL_ATI_fragment_shader and WGL_{ARB,EXT}_make_current_read -
      • Missing tokens in GL_VERSION_2_1 -
      • Missing functions in GL_VERSION_1_4 -
      • Incorrect parameter type for glXCopyContext -
      -
    -
-
-
    -
  • 1.4.0 [04-27-07] -
      -
    • New features: -
        -
      • Extension variables are declared const to avoid possible -corruption of their values -
      -
    • New extensions: -
        -
      • GL_NV_depth_range_unclamped -
      -
    • Bug fixes: -
        -
      • Incorrect tokens in GL_NV_transform_feedback and GL_NV_framebuffer_multisample_coverage -
      • Incorrect function names in GL_EXT_gpu_program_parameters -
      • Missing tokens in GL_EXT_framebuffer_multisample -
      • GLEW_MX initialization problem for WGL_{ARB,EXT}_extensions_string -
      -
    -
-
-
    -
  • 1.3.6 [03-04-07] -
      -
    • New extensions: -
        -
      • GL_ATI_shader_texture_lod -
      • GL_EXT_gpu_program_parameters -
      • GL_NV_geometry_shader4 -
      • WGL_NV_gpu_affinity -
      • GLX_SGIX_hyperpipe -
      -
    • Bug fixes: -
        -
      • Missing include guards in glxew.h -
      • Makefile and install problems for Cygwin builds -
      • Install problem for Linux AMD64 builds -
      • Incorrent token in GL_ATI_texture_compression_3dc -
      • Missing tokens from GL_ATIX_point_sprites -
      -
    -
-
-
    -
  • 1.3.5 [11-21-06] -
      -
    • New features: -
        -
      • Support for core OpenGL 2.1 -
      • Debug support for glewIsSupported -
      -
    • New extensions: -
        -
      • GL_EXT_bindable_uniform -
      • GL_EXT_draw_buffers2 -
      • GL_EXT_draw_instanced -
      • GL_EXT_framebuffer_sRGB -
      • GL_EXT_geometry_shader4 -
      • GL_EXT_gpu_shader4 -
      • GL_EXT_packed_float -
      • GL_EXT_texture_array -
      • GL_EXT_texture_buffer_object -
      • GL_EXT_texture_compression_latc -
      • GL_EXT_texture_compression_rgtc -
      • GL_EXT_texture_integer -
      • GL_EXT_texture_shared_exponent -
      • GL_EXT_timer_query -
      • GL_NV_depth_buffer_float -
      • GL_NV_fragment_program4 -
      • GL_NV_framebuffer_multisample_coverage -
      • GL_NV_geometry_program4 -
      • GL_NV_gpu_program4 -
      • GL_NV_parameter_buffer_object -
      • GL_NV_transform_feedback -
      • GL_NV_vertex_program4 -
      • GL_OES_byte_coordinates -
      • GL_OES_compressed_paletted_texture -
      • GL_OES_read_format -
      • GL_OES_single_precision -
      • WGL_EXT_pixel_format_packed_float -
      • WGL_EXT_framebuffer_sRGB -
      • GLX_EXT_fbconfig_packed_float -
      • GLX_EXT_framebuffer_sRGB -
      -
    • Bug fixes: -
        -
      • Wrong GLXContext definition on Solaris -
      • Makefile problem for parallel builds -
      -
    -
-
-
    -
  • 1.3.4 [03-04-06] -
      -
    • New extensions: -
        -
      • GL_EXT_framebuffer_blit -
      • GL_EXT_framebuffer_multisample -
      • GL_EXT_packed_depth_stencil -
      • GL_MESAX_texture_stack -
      • WGL_3DL_stereo_control -
      -
    -
      -
    • Bug fixes: -
        -
      • glBlendEquation missing from GL_ARB_imaging -
      • Wrong APIENTRY definition for Cygwin -
      • Incorrect OS X OpenGL types -
      • Unix 64-bit installation patch -
      -
    -
-
-
    -
  • 1.3.3 [05-16-05] -
      -
    • New feature: -
        -
      • Code generation option to split source into multiple files -
      -
    -
      -
    • Bug fixes: -
        -
      • OpenGL 2.0 core initialization problems -
      • Wrong value for token GL_SHADER_TYPE -
      • Missing tokens in GL_ATI_fragment_shader -
      • Missing entry points in GL_ARB_transpose_matrix -
      -
    -
-
-
    -
  • 1.3.2 [03-16-05] -
      -
    • New extension: -
        -
      • GL_APPLE_pixel_buffer -
      -
    • Bug fixes: -
        -
      • Missing OpenGL 2.0 entry points -
      • Missing tokens in GL_SGIX_shadow -
      • MinGW makefile problem -
      • Check for incorrect OpenGL version string on SiS hardware -
      • Documentation update to meet the HTML 4.01 Transitional specification -
      -
    -
-
-
    -
  • 1.3.1 [02-02-05] -
      -
    • New features: -
        -
      • Consistent Unix and Windows versioning -
      -
    • New extensions: -
        -
      • GL_EXT_framebuffer_object -
      • GL_ARB_pixel_buffer_object -
      -
    • Bug fixes: -
        -
      • Missing OpenGL 2.0 tokens -
      • Incorrect typedefs (GLhandleARB and GLhalf) -
      • Borland compiler problems -
      -
    -
-
-
    -
  • 1.3.0 [01-04-05] -
      -
    • New features: -
        -
      • Support for core OpenGL 2.0 -
      • glewIsSupported provides efficient string-based extension checks -
      • Custom code generation from a list of extensions -
      • Makefile changes -
      -
    • New extensions: -
        -
      • WGL_ATI_render_texture_rectangle -
      -
    • Bug fixes: -
        -
      • Incorrect function signature in OpenGL 1.5 core -
      -
    -
-
-
    -
  • 1.2.5 [12-06-04] -
      -
    • New extensions: -
        -
      • GL_ATI_texture_compression_3dc -
      • GL_EXT_Cg_shader -
      • GL_EXT_draw_range_elements -
      • GL_KTX_buffer_region -
      -
    • Bug fixes: -
        -
      • OpenGL version detection bug -
      • Problems with wxWindows and MinGW compilation -
      • visualinfo compilation problem with GLEW_MX specified -
      • Wrong token name in OpenGL 1.5 core -
      -
    • Support for FreeBSD -
    -
-
-
    -
  • 1.2.4 [09-06-04] -
      -
    • Added ARB_draw_buffers and ARB_texture_rectangle -
    • Fixed bug in ARB_shader_objects -
    • Replaced wglinfo with visualinfo -
    -
-
-
    -
  • 1.2.3 [06-10-04] -
      -
    • Added GL_NV_fragment_program2, GL_NV_fragment_program_option, GL_NV_vertex_program2_option, GL_NV_vertex_program3 -
    • Bug fix in GL_ARB_vertex_blend -
    -
-
-
    -
  • 1.2.2 [05-08-04] -
      -
    • Added GL_EXT_pixel_buffer_object, removed GL_NV_element_array -
    • Fixed GLEW_MX problems -
    • Bug fix in GL_EXT_texture_rectangle and wglinfo -
    -
-
-
    -
  • 1.2.1 [03-18-04] -
      -
    • Bug fix in OpenGL version query (early release of 1.2.0 contained this bug) -
    • Bug fix in GL_ARB_shader_objects and temporary bug fix in GL_ARB_vertex_shader -
    • Added flags on GDI support and multisampling to wglinfo -
    -
-
-
    -
  • 1.2.0 [02-19-04] -
      -
    • Added full OpenGL 1.5 support -
    • Added support for multiple rendering contexts with different capabilities -
    • Added command line flags to glewinfo for selecting displays and visuals -
    • Added GLX_SGIS_multisample, GLX_SUN_video_resize, and GL_SUN_read_video_pixels -
    • Added MinGW/MSYS support -
    • Bug fixes in GL_ARB_shader_objects and the OS X build -
    -
-
-
    -
  • 1.1.4 [12-15-03] -
      -
    • Added GL_APPLE_float_pixels, GL_APPLE_texture_range, -GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, -GLX_ATI_pixel_format_float, and GLX_ATI_render_texture -
    • Bug fixes in GL_ATI_map_object_buffer and GL_ATI_fragment_shader -
    -
-
-
    -
  • 1.1.3 [10-28-03] -
      -
    • Added Solaris and Darwin support -
    • Added GL_ARB_fragment_shader, GL_ARB_shader_objects, and GL_ARB_vertex_shader -
    • Fixed bug in GL_WIN_swap_hint -
    • Removed glewinfo's dependency on GLUT -
    -
-
-
    -
  • 1.1.2 [09-15-03] -
      -
    • Removed dependency on WGL_{ARB,EXT}_extensions_string to make GLEW run on Matrox cards -
    • Added glewGetString for querying the GLEW version string -
    -
-
-
    -
  • 1.1.1 [08-11-03] -
      -
    • Added GLX_NV_float_buffer, GL_ARB_shading_language_100, and GL_ARB_texture_non_power_of_two -
    • Fixed bug in GL_ARB_vertex_buffer_object -
    • Minor updates in documentation -
    -
-
-
    -
  • 1.1.0 [07-08-03] -
      -
    • Added automatic code generation -
    • Added almost every extension in the registry -
    • Added separate namespace -
    • Added Irix support -
    • Updated documentation -
    -
-
-
    -
  • 1.0.7 [06-29-03] -
      -
    • Added GL_EXT_depth_bounds_test -
    • Fixed typos -
    -
-
-
    -
  • 1.0.6 [05-05-03] -
      -
    • Added ARB_vertex_buffer_object and NV_half_float -
    • Updated wglinfo -
    • Temporary Linux bug fixes (problems with SDL and MESA) -
    -
-
-
    -
  • 1.0.5 [02-17-03] -
      -
    • Bug fixes -
    • Added wglinfo -
    • Updated documentation -
    -
-
-
    -
  • 1.0.4 [02-02-03] -
      -
    • Added NV_texture_expand_normal -
    • Added mingw support -
    • Updated documentation -
    -
-
-
    -
  • 1.0.3 [01-09-03] -
      -
    • Cleaned up ATI extensions -
    • Changed function prototypes to match glext.h -
    • Added EXT_texture3D -
    • Fixed typos in ATI_vertex_attrib_array_object and ATI_draw_buffers -
    -
-
-
    -
  • 1.0.2 [12-21-02] -
      -
    • Added list of supported extensions to documentation -
    • Added NV_half_float and NV_texgen_emboss -
    -
-
-
    -
  • 1.0.1 [12-17-02] -
      -
    • Bug fixes -
    • Added glewGetExtension -
    -
-
-
    -
  • 1.0.0 [12-12-02] -
      -
    • Initial release -
    -
-
- - -
- - diff --git a/ref/glew/doc/mesa.txt b/ref/glew/doc/mesa.txt deleted file mode 100644 index a82dd4bd..00000000 --- a/ref/glew/doc/mesa.txt +++ /dev/null @@ -1,21 +0,0 @@ -Mesa 3-D graphics library -Version: 7.0 - -Copyright (C) 1999-2007 Brian Paul All Rights Reserved. - -Permission is hereby granted, free of charge, to any person obtaining a -copy of this software and associated documentation files (the "Software"), -to deal in the Software without restriction, including without limitation -the rights to use, copy, modify, merge, publish, distribute, sublicense, -and/or sell copies of the Software, and to permit persons to whom the -Software is furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included -in all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS -OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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Latest Release: 2.1.0

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Last Update: 07-31-17
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The OpenGL Extension Wrangler Library

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Supported WGL Extensions

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1 3DFX_multisample

2 3DL_stereo_control

3 AMD_gpu_association

4 ARB_buffer_region
5 ARB_context_flush_control
6 ARB_create_context
7 ARB_create_context_no_error
8 ARB_create_context_profile
9 ARB_create_context_robustness
10 ARB_extensions_string
11 ARB_framebuffer_sRGB
12 ARB_make_current_read
13 ARB_multisample
14 ARB_pbuffer
15 ARB_pixel_format
16 ARB_pixel_format_float
17 ARB_render_texture
18 ARB_robustness_application_isolation
19 ARB_robustness_share_group_isolation

20 ATI_pixel_format_float
21 ATI_render_texture_rectangle

22 EXT_colorspace
23 EXT_create_context_es2_profile
24 EXT_create_context_es_profile
25 EXT_depth_float
26 EXT_display_color_table
27 EXT_extensions_string
28 EXT_framebuffer_sRGB
29 EXT_make_current_read
30 EXT_multisample
31 EXT_pbuffer
32 EXT_pixel_format
33 EXT_pixel_format_packed_float
34 EXT_swap_control
35 EXT_swap_control_tear

36 I3D_digital_video_control
37 I3D_gamma
38 I3D_genlock
39 I3D_image_buffer
40 I3D_swap_frame_lock
41 I3D_swap_frame_usage

42 NV_DX_interop
43 NV_DX_interop2
44 NV_copy_image
45 NV_delay_before_swap
46 NV_float_buffer
47 NV_gpu_affinity
48 NV_multisample_coverage
49 NV_present_video
50 NV_render_depth_texture
51 NV_render_texture_rectangle
52 NV_swap_group
53 NV_vertex_array_range
54 NV_video_capture
55 NV_video_output

56 OML_sync_control
- -
- - diff --git a/ref/glew/include/GL/eglew.h b/ref/glew/include/GL/eglew.h deleted file mode 100644 index 46701479..00000000 --- a/ref/glew/include/GL/eglew.h +++ /dev/null @@ -1,2618 +0,0 @@ -/* -** The OpenGL Extension Wrangler Library -** Copyright (C) 2008-2017, Nigel Stewart -** Copyright (C) 2002-2008, Milan Ikits -** Copyright (C) 2002-2008, Marcelo E. Magallon -** Copyright (C) 2002, Lev Povalahev -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are met: -** -** * Redistributions of source code must retain the above copyright notice, -** this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright notice, -** this list of conditions and the following disclaimer in the documentation -** and/or other materials provided with the distribution. -** * The name of the author may be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -** THE POSSIBILITY OF SUCH DAMAGE. -*/ - -/* - * Mesa 3-D graphics library - * Version: 7.0 - * - * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - -/* -** Copyright (c) 2007 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ - -#ifndef __eglew_h__ -#define __eglew_h__ -#define __EGLEW_H__ - -#ifdef __eglext_h_ -#error eglext.h included before eglew.h -#endif - -#if defined(__egl_h_) -#error egl.h included before eglew.h -#endif - -#define __eglext_h_ - -#define __egl_h_ - -#ifndef EGLAPIENTRY -#define EGLAPIENTRY -#endif -#ifndef EGLAPI -#define EGLAPI extern -#endif - -/* EGL Types */ -#include - -#include -#include - -#include - -#ifdef __cplusplus -extern "C" { -#endif - -typedef int32_t EGLint; - -typedef unsigned int EGLBoolean; -typedef void *EGLDisplay; -typedef void *EGLConfig; -typedef void *EGLSurface; -typedef void *EGLContext; -typedef void (*__eglMustCastToProperFunctionPointerType)(void); - -typedef unsigned int EGLenum; -typedef void *EGLClientBuffer; - -typedef void *EGLSync; -typedef intptr_t EGLAttrib; -typedef khronos_utime_nanoseconds_t EGLTime; -typedef void *EGLImage; - -typedef void *EGLSyncKHR; -typedef intptr_t EGLAttribKHR; -typedef void *EGLLabelKHR; -typedef void *EGLObjectKHR; -typedef void (EGLAPIENTRY *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message); -typedef khronos_utime_nanoseconds_t EGLTimeKHR; -typedef void *EGLImageKHR; -typedef void *EGLStreamKHR; -typedef khronos_uint64_t EGLuint64KHR; -typedef int EGLNativeFileDescriptorKHR; -typedef khronos_ssize_t EGLsizeiANDROID; -typedef void (*EGLSetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, const void *value, EGLsizeiANDROID valueSize); -typedef EGLsizeiANDROID (*EGLGetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, void *value, EGLsizeiANDROID valueSize); -typedef void *EGLDeviceEXT; -typedef void *EGLOutputLayerEXT; -typedef void *EGLOutputPortEXT; -typedef void *EGLSyncNV; -typedef khronos_utime_nanoseconds_t EGLTimeNV; -typedef khronos_utime_nanoseconds_t EGLuint64NV; -typedef khronos_stime_nanoseconds_t EGLnsecsANDROID; - -struct EGLClientPixmapHI; - -#define EGL_DONT_CARE ((EGLint)-1) - -#define EGL_NO_CONTEXT ((EGLContext)0) -#define EGL_NO_DISPLAY ((EGLDisplay)0) -#define EGL_NO_IMAGE ((EGLImage)0) -#define EGL_NO_SURFACE ((EGLSurface)0) -#define EGL_NO_SYNC ((EGLSync)0) - -#define EGL_UNKNOWN ((EGLint)-1) - -#define EGL_DEFAULT_DISPLAY ((EGLNativeDisplayType)0) - -EGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY eglGetProcAddress (const char *procname); -/* ---------------------------- EGL_VERSION_1_0 ---------------------------- */ - -#ifndef EGL_VERSION_1_0 -#define EGL_VERSION_1_0 1 - -#define EGL_FALSE 0 -#define EGL_PBUFFER_BIT 0x0001 -#define EGL_TRUE 1 -#define EGL_PIXMAP_BIT 0x0002 -#define EGL_WINDOW_BIT 0x0004 -#define EGL_SUCCESS 0x3000 -#define EGL_NOT_INITIALIZED 0x3001 -#define EGL_BAD_ACCESS 0x3002 -#define EGL_BAD_ALLOC 0x3003 -#define EGL_BAD_ATTRIBUTE 0x3004 -#define EGL_BAD_CONFIG 0x3005 -#define EGL_BAD_CONTEXT 0x3006 -#define EGL_BAD_CURRENT_SURFACE 0x3007 -#define EGL_BAD_DISPLAY 0x3008 -#define EGL_BAD_MATCH 0x3009 -#define EGL_BAD_NATIVE_PIXMAP 0x300A -#define EGL_BAD_NATIVE_WINDOW 0x300B -#define EGL_BAD_PARAMETER 0x300C -#define EGL_BAD_SURFACE 0x300D -#define EGL_BUFFER_SIZE 0x3020 -#define EGL_ALPHA_SIZE 0x3021 -#define EGL_BLUE_SIZE 0x3022 -#define EGL_GREEN_SIZE 0x3023 -#define EGL_RED_SIZE 0x3024 -#define EGL_DEPTH_SIZE 0x3025 -#define EGL_STENCIL_SIZE 0x3026 -#define EGL_CONFIG_CAVEAT 0x3027 -#define EGL_CONFIG_ID 0x3028 -#define EGL_LEVEL 0x3029 -#define EGL_MAX_PBUFFER_HEIGHT 0x302A -#define EGL_MAX_PBUFFER_PIXELS 0x302B -#define EGL_MAX_PBUFFER_WIDTH 0x302C -#define EGL_NATIVE_RENDERABLE 0x302D -#define EGL_NATIVE_VISUAL_ID 0x302E -#define EGL_NATIVE_VISUAL_TYPE 0x302F -#define EGL_SAMPLES 0x3031 -#define EGL_SAMPLE_BUFFERS 0x3032 -#define EGL_SURFACE_TYPE 0x3033 -#define EGL_TRANSPARENT_TYPE 0x3034 -#define EGL_TRANSPARENT_BLUE_VALUE 0x3035 -#define EGL_TRANSPARENT_GREEN_VALUE 0x3036 -#define EGL_TRANSPARENT_RED_VALUE 0x3037 -#define EGL_NONE 0x3038 -#define EGL_SLOW_CONFIG 0x3050 -#define EGL_NON_CONFORMANT_CONFIG 0x3051 -#define EGL_TRANSPARENT_RGB 0x3052 -#define EGL_VENDOR 0x3053 -#define EGL_VERSION 0x3054 -#define EGL_EXTENSIONS 0x3055 -#define EGL_HEIGHT 0x3056 -#define EGL_WIDTH 0x3057 -#define EGL_LARGEST_PBUFFER 0x3058 -#define EGL_DRAW 0x3059 -#define EGL_READ 0x305A -#define EGL_CORE_NATIVE_ENGINE 0x305B - -typedef EGLBoolean ( * PFNEGLCHOOSECONFIGPROC) (EGLDisplay dpy, const EGLint * attrib_list, EGLConfig * configs, EGLint config_size, EGLint * num_config); -typedef EGLBoolean ( * PFNEGLCOPYBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); -typedef EGLContext ( * PFNEGLCREATECONTEXTPROC) (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay dpy, EGLConfig config, const EGLint * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx); -typedef EGLBoolean ( * PFNEGLDESTROYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface); -typedef EGLBoolean ( * PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint * value); -typedef EGLBoolean ( * PFNEGLGETCONFIGSPROC) (EGLDisplay dpy, EGLConfig * configs, EGLint config_size, EGLint * num_config); -typedef EGLDisplay ( * PFNEGLGETCURRENTDISPLAYPROC) ( void ); -typedef EGLSurface ( * PFNEGLGETCURRENTSURFACEPROC) (EGLint readdraw); -typedef EGLDisplay ( * PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType display_id); -typedef EGLint ( * PFNEGLGETERRORPROC) ( void ); -typedef EGLBoolean ( * PFNEGLINITIALIZEPROC) (EGLDisplay dpy, EGLint * major, EGLint * minor); -typedef EGLBoolean ( * PFNEGLMAKECURRENTPROC) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); -typedef EGLBoolean ( * PFNEGLQUERYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint * value); -typedef const char * ( * PFNEGLQUERYSTRINGPROC) (EGLDisplay dpy, EGLint name); -typedef EGLBoolean ( * PFNEGLQUERYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint * value); -typedef EGLBoolean ( * PFNEGLSWAPBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface); -typedef EGLBoolean ( * PFNEGLTERMINATEPROC) (EGLDisplay dpy); -typedef EGLBoolean ( * PFNEGLWAITGLPROC) ( void ); -typedef EGLBoolean ( * PFNEGLWAITNATIVEPROC) (EGLint engine); - -#define eglChooseConfig EGLEW_GET_FUN(__eglewChooseConfig) -#define eglCopyBuffers EGLEW_GET_FUN(__eglewCopyBuffers) -#define eglCreateContext EGLEW_GET_FUN(__eglewCreateContext) -#define eglCreatePbufferSurface EGLEW_GET_FUN(__eglewCreatePbufferSurface) -#define eglCreatePixmapSurface EGLEW_GET_FUN(__eglewCreatePixmapSurface) -#define eglCreateWindowSurface EGLEW_GET_FUN(__eglewCreateWindowSurface) -#define eglDestroyContext EGLEW_GET_FUN(__eglewDestroyContext) -#define eglDestroySurface EGLEW_GET_FUN(__eglewDestroySurface) -#define eglGetConfigAttrib EGLEW_GET_FUN(__eglewGetConfigAttrib) -#define eglGetConfigs EGLEW_GET_FUN(__eglewGetConfigs) -#define eglGetCurrentDisplay EGLEW_GET_FUN(__eglewGetCurrentDisplay) -#define eglGetCurrentSurface EGLEW_GET_FUN(__eglewGetCurrentSurface) -#define eglGetDisplay EGLEW_GET_FUN(__eglewGetDisplay) -#define eglGetError EGLEW_GET_FUN(__eglewGetError) -#define eglInitialize EGLEW_GET_FUN(__eglewInitialize) -#define eglMakeCurrent EGLEW_GET_FUN(__eglewMakeCurrent) -#define eglQueryContext EGLEW_GET_FUN(__eglewQueryContext) -#define eglQueryString EGLEW_GET_FUN(__eglewQueryString) -#define eglQuerySurface EGLEW_GET_FUN(__eglewQuerySurface) -#define eglSwapBuffers EGLEW_GET_FUN(__eglewSwapBuffers) -#define eglTerminate EGLEW_GET_FUN(__eglewTerminate) -#define eglWaitGL EGLEW_GET_FUN(__eglewWaitGL) -#define eglWaitNative EGLEW_GET_FUN(__eglewWaitNative) - -#define EGLEW_VERSION_1_0 EGLEW_GET_VAR(__EGLEW_VERSION_1_0) - -#endif /* EGL_VERSION_1_0 */ - -/* ---------------------------- EGL_VERSION_1_1 ---------------------------- */ - -#ifndef EGL_VERSION_1_1 -#define EGL_VERSION_1_1 1 - -#define EGL_CONTEXT_LOST 0x300E -#define EGL_BIND_TO_TEXTURE_RGB 0x3039 -#define EGL_BIND_TO_TEXTURE_RGBA 0x303A -#define EGL_MIN_SWAP_INTERVAL 0x303B -#define EGL_MAX_SWAP_INTERVAL 0x303C -#define EGL_NO_TEXTURE 0x305C -#define EGL_TEXTURE_RGB 0x305D -#define EGL_TEXTURE_RGBA 0x305E -#define EGL_TEXTURE_2D 0x305F -#define EGL_TEXTURE_FORMAT 0x3080 -#define EGL_TEXTURE_TARGET 0x3081 -#define EGL_MIPMAP_TEXTURE 0x3082 -#define EGL_MIPMAP_LEVEL 0x3083 -#define EGL_BACK_BUFFER 0x3084 - -typedef EGLBoolean ( * PFNEGLBINDTEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); -typedef EGLBoolean ( * PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); -typedef EGLBoolean ( * PFNEGLSURFACEATTRIBPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); -typedef EGLBoolean ( * PFNEGLSWAPINTERVALPROC) (EGLDisplay dpy, EGLint interval); - -#define eglBindTexImage EGLEW_GET_FUN(__eglewBindTexImage) -#define eglReleaseTexImage EGLEW_GET_FUN(__eglewReleaseTexImage) -#define eglSurfaceAttrib EGLEW_GET_FUN(__eglewSurfaceAttrib) -#define eglSwapInterval EGLEW_GET_FUN(__eglewSwapInterval) - -#define EGLEW_VERSION_1_1 EGLEW_GET_VAR(__EGLEW_VERSION_1_1) - -#endif /* EGL_VERSION_1_1 */ - -/* ---------------------------- EGL_VERSION_1_2 ---------------------------- */ - -#ifndef EGL_VERSION_1_2 -#define EGL_VERSION_1_2 1 - -#define EGL_OPENGL_ES_BIT 0x0001 -#define EGL_OPENVG_BIT 0x0002 -#define EGL_LUMINANCE_SIZE 0x303D -#define EGL_ALPHA_MASK_SIZE 0x303E -#define EGL_COLOR_BUFFER_TYPE 0x303F -#define EGL_RENDERABLE_TYPE 0x3040 -#define EGL_SINGLE_BUFFER 0x3085 -#define EGL_RENDER_BUFFER 0x3086 -#define EGL_COLORSPACE 0x3087 -#define EGL_ALPHA_FORMAT 0x3088 -#define EGL_COLORSPACE_LINEAR 0x308A -#define EGL_ALPHA_FORMAT_NONPRE 0x308B -#define EGL_ALPHA_FORMAT_PRE 0x308C -#define EGL_CLIENT_APIS 0x308D -#define EGL_RGB_BUFFER 0x308E -#define EGL_LUMINANCE_BUFFER 0x308F -#define EGL_HORIZONTAL_RESOLUTION 0x3090 -#define EGL_VERTICAL_RESOLUTION 0x3091 -#define EGL_PIXEL_ASPECT_RATIO 0x3092 -#define EGL_SWAP_BEHAVIOR 0x3093 -#define EGL_BUFFER_PRESERVED 0x3094 -#define EGL_BUFFER_DESTROYED 0x3095 -#define EGL_OPENVG_IMAGE 0x3096 -#define EGL_CONTEXT_CLIENT_TYPE 0x3097 -#define EGL_OPENGL_ES_API 0x30A0 -#define EGL_OPENVG_API 0x30A1 -#define EGL_DISPLAY_SCALING 10000 - -typedef EGLBoolean ( * PFNEGLBINDAPIPROC) (EGLenum api); -typedef EGLSurface ( * PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint * attrib_list); -typedef EGLenum ( * PFNEGLQUERYAPIPROC) ( void ); -typedef EGLBoolean ( * PFNEGLRELEASETHREADPROC) ( void ); -typedef EGLBoolean ( * PFNEGLWAITCLIENTPROC) ( void ); - -#define eglBindAPI EGLEW_GET_FUN(__eglewBindAPI) -#define eglCreatePbufferFromClientBuffer EGLEW_GET_FUN(__eglewCreatePbufferFromClientBuffer) -#define eglQueryAPI EGLEW_GET_FUN(__eglewQueryAPI) -#define eglReleaseThread EGLEW_GET_FUN(__eglewReleaseThread) -#define eglWaitClient EGLEW_GET_FUN(__eglewWaitClient) - -#define EGLEW_VERSION_1_2 EGLEW_GET_VAR(__EGLEW_VERSION_1_2) - -#endif /* EGL_VERSION_1_2 */ - -/* ---------------------------- EGL_VERSION_1_3 ---------------------------- */ - -#ifndef EGL_VERSION_1_3 -#define EGL_VERSION_1_3 1 - -#define EGL_OPENGL_ES2_BIT 0x0004 -#define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020 -#define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040 -#define EGL_MATCH_NATIVE_PIXMAP 0x3041 -#define EGL_CONFORMANT 0x3042 -#define EGL_VG_COLORSPACE 0x3087 -#define EGL_VG_ALPHA_FORMAT 0x3088 -#define EGL_VG_COLORSPACE_LINEAR 0x308A -#define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B -#define EGL_VG_ALPHA_FORMAT_PRE 0x308C -#define EGL_CONTEXT_CLIENT_VERSION 0x3098 - -#define EGLEW_VERSION_1_3 EGLEW_GET_VAR(__EGLEW_VERSION_1_3) - -#endif /* EGL_VERSION_1_3 */ - -/* ---------------------------- EGL_VERSION_1_4 ---------------------------- */ - -#ifndef EGL_VERSION_1_4 -#define EGL_VERSION_1_4 1 - -#define EGL_OPENGL_BIT 0x0008 -#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200 -#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400 -#define EGL_MULTISAMPLE_RESOLVE 0x3099 -#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A -#define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B -#define EGL_OPENGL_API 0x30A2 - -typedef EGLContext ( * PFNEGLGETCURRENTCONTEXTPROC) ( void ); - -#define eglGetCurrentContext EGLEW_GET_FUN(__eglewGetCurrentContext) - -#define EGLEW_VERSION_1_4 EGLEW_GET_VAR(__EGLEW_VERSION_1_4) - -#endif /* EGL_VERSION_1_4 */ - -/* ---------------------------- EGL_VERSION_1_5 ---------------------------- */ - -#ifndef EGL_VERSION_1_5 -#define EGL_VERSION_1_5 1 - -#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001 -#define EGL_SYNC_FLUSH_COMMANDS_BIT 0x0001 -#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT 0x00000002 -#define EGL_OPENGL_ES3_BIT 0x00000040 -#define EGL_GL_COLORSPACE_SRGB 0x3089 -#define EGL_GL_COLORSPACE_LINEAR 0x308A -#define EGL_CONTEXT_MAJOR_VERSION 0x3098 -#define EGL_CL_EVENT_HANDLE 0x309C -#define EGL_GL_COLORSPACE 0x309D -#define EGL_GL_TEXTURE_2D 0x30B1 -#define EGL_GL_TEXTURE_3D 0x30B2 -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 -#define EGL_GL_RENDERBUFFER 0x30B9 -#define EGL_GL_TEXTURE_LEVEL 0x30BC -#define EGL_GL_TEXTURE_ZOFFSET 0x30BD -#define EGL_IMAGE_PRESERVED 0x30D2 -#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0 -#define EGL_SYNC_STATUS 0x30F1 -#define EGL_SIGNALED 0x30F2 -#define EGL_UNSIGNALED 0x30F3 -#define EGL_TIMEOUT_EXPIRED 0x30F5 -#define EGL_CONDITION_SATISFIED 0x30F6 -#define EGL_SYNC_TYPE 0x30F7 -#define EGL_SYNC_CONDITION 0x30F8 -#define EGL_SYNC_FENCE 0x30F9 -#define EGL_CONTEXT_MINOR_VERSION 0x30FB -#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD -#define EGL_SYNC_CL_EVENT 0x30FE -#define EGL_SYNC_CL_EVENT_COMPLETE 0x30FF -#define EGL_CONTEXT_OPENGL_DEBUG 0x31B0 -#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE 0x31B1 -#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS 0x31B2 -#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY 0x31BD -#define EGL_NO_RESET_NOTIFICATION 0x31BE -#define EGL_LOSE_CONTEXT_ON_RESET 0x31BF -#define EGL_FOREVER 0xFFFFFFFFFFFFFFFF - -typedef EGLint ( * PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); -typedef EGLImage ( * PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void * native_pixmap, const EGLAttrib * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void * native_window, const EGLAttrib * attrib_list); -typedef EGLSync ( * PFNEGLCREATESYNCPROC) (EGLDisplay dpy, EGLenum type, const EGLAttrib * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image); -typedef EGLBoolean ( * PFNEGLDESTROYSYNCPROC) (EGLDisplay dpy, EGLSync sync); -typedef EGLDisplay ( * PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void * native_display, const EGLAttrib * attrib_list); -typedef EGLBoolean ( * PFNEGLGETSYNCATTRIBPROC) (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib * value); -typedef EGLBoolean ( * PFNEGLWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags); - -#define eglClientWaitSync EGLEW_GET_FUN(__eglewClientWaitSync) -#define eglCreateImage EGLEW_GET_FUN(__eglewCreateImage) -#define eglCreatePlatformPixmapSurface EGLEW_GET_FUN(__eglewCreatePlatformPixmapSurface) -#define eglCreatePlatformWindowSurface EGLEW_GET_FUN(__eglewCreatePlatformWindowSurface) -#define eglCreateSync EGLEW_GET_FUN(__eglewCreateSync) -#define eglDestroyImage EGLEW_GET_FUN(__eglewDestroyImage) -#define eglDestroySync EGLEW_GET_FUN(__eglewDestroySync) -#define eglGetPlatformDisplay EGLEW_GET_FUN(__eglewGetPlatformDisplay) -#define eglGetSyncAttrib EGLEW_GET_FUN(__eglewGetSyncAttrib) -#define eglWaitSync EGLEW_GET_FUN(__eglewWaitSync) - -#define EGLEW_VERSION_1_5 EGLEW_GET_VAR(__EGLEW_VERSION_1_5) - -#endif /* EGL_VERSION_1_5 */ - -/* ------------------------- EGL_ANDROID_blob_cache ------------------------ */ - -#ifndef EGL_ANDROID_blob_cache -#define EGL_ANDROID_blob_cache 1 - -typedef void ( * PFNEGLSETBLOBCACHEFUNCSANDROIDPROC) (EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get); - -#define eglSetBlobCacheFuncsANDROID EGLEW_GET_FUN(__eglewSetBlobCacheFuncsANDROID) - -#define EGLEW_ANDROID_blob_cache EGLEW_GET_VAR(__EGLEW_ANDROID_blob_cache) - -#endif /* EGL_ANDROID_blob_cache */ - -/* ---------------- EGL_ANDROID_create_native_client_buffer ---------------- */ - -#ifndef EGL_ANDROID_create_native_client_buffer -#define EGL_ANDROID_create_native_client_buffer 1 - -#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001 -#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002 -#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004 -#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143 - -typedef EGLClientBuffer ( * PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint * attrib_list); - -#define eglCreateNativeClientBufferANDROID EGLEW_GET_FUN(__eglewCreateNativeClientBufferANDROID) - -#define EGLEW_ANDROID_create_native_client_buffer EGLEW_GET_VAR(__EGLEW_ANDROID_create_native_client_buffer) - -#endif /* EGL_ANDROID_create_native_client_buffer */ - -/* --------------------- EGL_ANDROID_framebuffer_target -------------------- */ - -#ifndef EGL_ANDROID_framebuffer_target -#define EGL_ANDROID_framebuffer_target 1 - -#define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147 - -#define EGLEW_ANDROID_framebuffer_target EGLEW_GET_VAR(__EGLEW_ANDROID_framebuffer_target) - -#endif /* EGL_ANDROID_framebuffer_target */ - -/* ----------------- EGL_ANDROID_front_buffer_auto_refresh ----------------- */ - -#ifndef EGL_ANDROID_front_buffer_auto_refresh -#define EGL_ANDROID_front_buffer_auto_refresh 1 - -#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C - -#define EGLEW_ANDROID_front_buffer_auto_refresh EGLEW_GET_VAR(__EGLEW_ANDROID_front_buffer_auto_refresh) - -#endif /* EGL_ANDROID_front_buffer_auto_refresh */ - -/* -------------------- EGL_ANDROID_image_native_buffer -------------------- */ - -#ifndef EGL_ANDROID_image_native_buffer -#define EGL_ANDROID_image_native_buffer 1 - -#define EGL_NATIVE_BUFFER_ANDROID 0x3140 - -#define EGLEW_ANDROID_image_native_buffer EGLEW_GET_VAR(__EGLEW_ANDROID_image_native_buffer) - -#endif /* EGL_ANDROID_image_native_buffer */ - -/* --------------------- EGL_ANDROID_native_fence_sync --------------------- */ - -#ifndef EGL_ANDROID_native_fence_sync -#define EGL_ANDROID_native_fence_sync 1 - -#define EGL_SYNC_NATIVE_FENCE_ANDROID 0x3144 -#define EGL_SYNC_NATIVE_FENCE_FD_ANDROID 0x3145 -#define EGL_SYNC_NATIVE_FENCE_SIGNALED_ANDROID 0x3146 - -typedef EGLint ( * PFNEGLDUPNATIVEFENCEFDANDROIDPROC) (EGLDisplay dpy, EGLSyncKHR sync); - -#define eglDupNativeFenceFDANDROID EGLEW_GET_FUN(__eglewDupNativeFenceFDANDROID) - -#define EGLEW_ANDROID_native_fence_sync EGLEW_GET_VAR(__EGLEW_ANDROID_native_fence_sync) - -#endif /* EGL_ANDROID_native_fence_sync */ - -/* --------------------- EGL_ANDROID_presentation_time --------------------- */ - -#ifndef EGL_ANDROID_presentation_time -#define EGL_ANDROID_presentation_time 1 - -typedef EGLBoolean ( * PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); - -#define eglPresentationTimeANDROID EGLEW_GET_FUN(__eglewPresentationTimeANDROID) - -#define EGLEW_ANDROID_presentation_time EGLEW_GET_VAR(__EGLEW_ANDROID_presentation_time) - -#endif /* EGL_ANDROID_presentation_time */ - -/* ------------------------- EGL_ANDROID_recordable ------------------------ */ - -#ifndef EGL_ANDROID_recordable -#define EGL_ANDROID_recordable 1 - -#define EGL_RECORDABLE_ANDROID 0x3142 - -#define EGLEW_ANDROID_recordable EGLEW_GET_VAR(__EGLEW_ANDROID_recordable) - -#endif /* EGL_ANDROID_recordable */ - -/* ---------------- EGL_ANGLE_d3d_share_handle_client_buffer --------------- */ - -#ifndef EGL_ANGLE_d3d_share_handle_client_buffer -#define EGL_ANGLE_d3d_share_handle_client_buffer 1 - -#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200 - -#define EGLEW_ANGLE_d3d_share_handle_client_buffer EGLEW_GET_VAR(__EGLEW_ANGLE_d3d_share_handle_client_buffer) - -#endif /* EGL_ANGLE_d3d_share_handle_client_buffer */ - -/* -------------------------- EGL_ANGLE_device_d3d ------------------------- */ - -#ifndef EGL_ANGLE_device_d3d -#define EGL_ANGLE_device_d3d 1 - -#define EGL_D3D9_DEVICE_ANGLE 0x33A0 -#define EGL_D3D11_DEVICE_ANGLE 0x33A1 - -#define EGLEW_ANGLE_device_d3d EGLEW_GET_VAR(__EGLEW_ANGLE_device_d3d) - -#endif /* EGL_ANGLE_device_d3d */ - -/* -------------------- EGL_ANGLE_query_surface_pointer -------------------- */ - -#ifndef EGL_ANGLE_query_surface_pointer -#define EGL_ANGLE_query_surface_pointer 1 - -typedef EGLBoolean ( * PFNEGLQUERYSURFACEPOINTERANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void ** value); - -#define eglQuerySurfacePointerANGLE EGLEW_GET_FUN(__eglewQuerySurfacePointerANGLE) - -#define EGLEW_ANGLE_query_surface_pointer EGLEW_GET_VAR(__EGLEW_ANGLE_query_surface_pointer) - -#endif /* EGL_ANGLE_query_surface_pointer */ - -/* ------------- EGL_ANGLE_surface_d3d_texture_2d_share_handle ------------- */ - -#ifndef EGL_ANGLE_surface_d3d_texture_2d_share_handle -#define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1 - -#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200 - -#define EGLEW_ANGLE_surface_d3d_texture_2d_share_handle EGLEW_GET_VAR(__EGLEW_ANGLE_surface_d3d_texture_2d_share_handle) - -#endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ - -/* ---------------------- EGL_ANGLE_window_fixed_size ---------------------- */ - -#ifndef EGL_ANGLE_window_fixed_size -#define EGL_ANGLE_window_fixed_size 1 - -#define EGL_FIXED_SIZE_ANGLE 0x3201 - -#define EGLEW_ANGLE_window_fixed_size EGLEW_GET_VAR(__EGLEW_ANGLE_window_fixed_size) - -#endif /* EGL_ANGLE_window_fixed_size */ - -/* --------------------- EGL_ARM_implicit_external_sync -------------------- */ - -#ifndef EGL_ARM_implicit_external_sync -#define EGL_ARM_implicit_external_sync 1 - -#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A - -#define EGLEW_ARM_implicit_external_sync EGLEW_GET_VAR(__EGLEW_ARM_implicit_external_sync) - -#endif /* EGL_ARM_implicit_external_sync */ - -/* ------------------- EGL_ARM_pixmap_multisample_discard ------------------ */ - -#ifndef EGL_ARM_pixmap_multisample_discard -#define EGL_ARM_pixmap_multisample_discard 1 - -#define EGL_DISCARD_SAMPLES_ARM 0x3286 - -#define EGLEW_ARM_pixmap_multisample_discard EGLEW_GET_VAR(__EGLEW_ARM_pixmap_multisample_discard) - -#endif /* EGL_ARM_pixmap_multisample_discard */ - -/* --------------------------- EGL_EXT_buffer_age -------------------------- */ - -#ifndef EGL_EXT_buffer_age -#define EGL_EXT_buffer_age 1 - -#define EGL_BUFFER_AGE_EXT 0x313D - -#define EGLEW_EXT_buffer_age EGLEW_GET_VAR(__EGLEW_EXT_buffer_age) - -#endif /* EGL_EXT_buffer_age */ - -/* ----------------------- EGL_EXT_client_extensions ----------------------- */ - -#ifndef EGL_EXT_client_extensions -#define EGL_EXT_client_extensions 1 - -#define EGLEW_EXT_client_extensions EGLEW_GET_VAR(__EGLEW_EXT_client_extensions) - -#endif /* EGL_EXT_client_extensions */ - -/* ------------------- EGL_EXT_create_context_robustness ------------------- */ - -#ifndef EGL_EXT_create_context_robustness -#define EGL_EXT_create_context_robustness 1 - -#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF -#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT 0x3138 -#define EGL_NO_RESET_NOTIFICATION_EXT 0x31BE -#define EGL_LOSE_CONTEXT_ON_RESET_EXT 0x31BF - -#define EGLEW_EXT_create_context_robustness EGLEW_GET_VAR(__EGLEW_EXT_create_context_robustness) - -#endif /* EGL_EXT_create_context_robustness */ - -/* -------------------------- EGL_EXT_device_base -------------------------- */ - -#ifndef EGL_EXT_device_base -#define EGL_EXT_device_base 1 - -#define EGL_BAD_DEVICE_EXT 0x322B -#define EGL_DEVICE_EXT 0x322C - -#define EGLEW_EXT_device_base EGLEW_GET_VAR(__EGLEW_EXT_device_base) - -#endif /* EGL_EXT_device_base */ - -/* --------------------------- EGL_EXT_device_drm -------------------------- */ - -#ifndef EGL_EXT_device_drm -#define EGL_EXT_device_drm 1 - -#define EGL_DRM_DEVICE_FILE_EXT 0x3233 - -#define EGLEW_EXT_device_drm EGLEW_GET_VAR(__EGLEW_EXT_device_drm) - -#endif /* EGL_EXT_device_drm */ - -/* ----------------------- EGL_EXT_device_enumeration ---------------------- */ - -#ifndef EGL_EXT_device_enumeration -#define EGL_EXT_device_enumeration 1 - -typedef EGLBoolean ( * PFNEGLQUERYDEVICESEXTPROC) (EGLint max_devices, EGLDeviceEXT * devices, EGLint * num_devices); - -#define eglQueryDevicesEXT EGLEW_GET_FUN(__eglewQueryDevicesEXT) - -#define EGLEW_EXT_device_enumeration EGLEW_GET_VAR(__EGLEW_EXT_device_enumeration) - -#endif /* EGL_EXT_device_enumeration */ - -/* ------------------------- EGL_EXT_device_openwf ------------------------- */ - -#ifndef EGL_EXT_device_openwf -#define EGL_EXT_device_openwf 1 - -#define EGL_OPENWF_DEVICE_ID_EXT 0x3237 - -#define EGLEW_EXT_device_openwf EGLEW_GET_VAR(__EGLEW_EXT_device_openwf) - -#endif /* EGL_EXT_device_openwf */ - -/* -------------------------- EGL_EXT_device_query ------------------------- */ - -#ifndef EGL_EXT_device_query -#define EGL_EXT_device_query 1 - -#define EGL_BAD_DEVICE_EXT 0x322B -#define EGL_DEVICE_EXT 0x322C - -typedef EGLBoolean ( * PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT device, EGLint attribute, EGLAttrib * value); -typedef const char * ( * PFNEGLQUERYDEVICESTRINGEXTPROC) (EGLDeviceEXT device, EGLint name); -typedef EGLBoolean ( * PFNEGLQUERYDISPLAYATTRIBEXTPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib * value); - -#define eglQueryDeviceAttribEXT EGLEW_GET_FUN(__eglewQueryDeviceAttribEXT) -#define eglQueryDeviceStringEXT EGLEW_GET_FUN(__eglewQueryDeviceStringEXT) -#define eglQueryDisplayAttribEXT EGLEW_GET_FUN(__eglewQueryDisplayAttribEXT) - -#define EGLEW_EXT_device_query EGLEW_GET_VAR(__EGLEW_EXT_device_query) - -#endif /* EGL_EXT_device_query */ - -/* ------------------ EGL_EXT_gl_colorspace_bt2020_linear ------------------ */ - -#ifndef EGL_EXT_gl_colorspace_bt2020_linear -#define EGL_EXT_gl_colorspace_bt2020_linear 1 - -#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F - -#define EGLEW_EXT_gl_colorspace_bt2020_linear EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_bt2020_linear) - -#endif /* EGL_EXT_gl_colorspace_bt2020_linear */ - -/* -------------------- EGL_EXT_gl_colorspace_bt2020_pq -------------------- */ - -#ifndef EGL_EXT_gl_colorspace_bt2020_pq -#define EGL_EXT_gl_colorspace_bt2020_pq 1 - -#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340 - -#define EGLEW_EXT_gl_colorspace_bt2020_pq EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_bt2020_pq) - -#endif /* EGL_EXT_gl_colorspace_bt2020_pq */ - -/* ------------------- EGL_EXT_gl_colorspace_scrgb_linear ------------------ */ - -#ifndef EGL_EXT_gl_colorspace_scrgb_linear -#define EGL_EXT_gl_colorspace_scrgb_linear 1 - -#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350 - -#define EGLEW_EXT_gl_colorspace_scrgb_linear EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_scrgb_linear) - -#endif /* EGL_EXT_gl_colorspace_scrgb_linear */ - -/* ---------------------- EGL_EXT_image_dma_buf_import --------------------- */ - -#ifndef EGL_EXT_image_dma_buf_import -#define EGL_EXT_image_dma_buf_import 1 - -#define EGL_LINUX_DMA_BUF_EXT 0x3270 -#define EGL_LINUX_DRM_FOURCC_EXT 0x3271 -#define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272 -#define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273 -#define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274 -#define EGL_DMA_BUF_PLANE1_FD_EXT 0x3275 -#define EGL_DMA_BUF_PLANE1_OFFSET_EXT 0x3276 -#define EGL_DMA_BUF_PLANE1_PITCH_EXT 0x3277 -#define EGL_DMA_BUF_PLANE2_FD_EXT 0x3278 -#define EGL_DMA_BUF_PLANE2_OFFSET_EXT 0x3279 -#define EGL_DMA_BUF_PLANE2_PITCH_EXT 0x327A -#define EGL_YUV_COLOR_SPACE_HINT_EXT 0x327B -#define EGL_SAMPLE_RANGE_HINT_EXT 0x327C -#define EGL_YUV_CHROMA_HORIZONTAL_SITING_HINT_EXT 0x327D -#define EGL_YUV_CHROMA_VERTICAL_SITING_HINT_EXT 0x327E -#define EGL_ITU_REC601_EXT 0x327F -#define EGL_ITU_REC709_EXT 0x3280 -#define EGL_ITU_REC2020_EXT 0x3281 -#define EGL_YUV_FULL_RANGE_EXT 0x3282 -#define EGL_YUV_NARROW_RANGE_EXT 0x3283 -#define EGL_YUV_CHROMA_SITING_0_EXT 0x3284 -#define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285 - -#define EGLEW_EXT_image_dma_buf_import EGLEW_GET_VAR(__EGLEW_EXT_image_dma_buf_import) - -#endif /* EGL_EXT_image_dma_buf_import */ - -/* ----------------- EGL_EXT_image_dma_buf_import_modifiers ---------------- */ - -#ifndef EGL_EXT_image_dma_buf_import_modifiers -#define EGL_EXT_image_dma_buf_import_modifiers 1 - -#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440 -#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441 -#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442 -#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443 -#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444 -#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445 -#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446 -#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447 -#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448 -#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449 -#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A - -typedef EGLBoolean ( * PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); -typedef EGLBoolean ( * PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); - -#define eglQueryDmaBufFormatsEXT EGLEW_GET_FUN(__eglewQueryDmaBufFormatsEXT) -#define eglQueryDmaBufModifiersEXT EGLEW_GET_FUN(__eglewQueryDmaBufModifiersEXT) - -#define EGLEW_EXT_image_dma_buf_import_modifiers EGLEW_GET_VAR(__EGLEW_EXT_image_dma_buf_import_modifiers) - -#endif /* EGL_EXT_image_dma_buf_import_modifiers */ - -/* ------------------------ EGL_EXT_multiview_window ----------------------- */ - -#ifndef EGL_EXT_multiview_window -#define EGL_EXT_multiview_window 1 - -#define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134 - -#define EGLEW_EXT_multiview_window EGLEW_GET_VAR(__EGLEW_EXT_multiview_window) - -#endif /* EGL_EXT_multiview_window */ - -/* -------------------------- EGL_EXT_output_base -------------------------- */ - -#ifndef EGL_EXT_output_base -#define EGL_EXT_output_base 1 - -#define EGL_BAD_OUTPUT_LAYER_EXT 0x322D -#define EGL_BAD_OUTPUT_PORT_EXT 0x322E -#define EGL_SWAP_INTERVAL_EXT 0x322F - -typedef EGLBoolean ( * PFNEGLGETOUTPUTLAYERSEXTPROC) (EGLDisplay dpy, const EGLAttrib * attrib_list, EGLOutputLayerEXT * layers, EGLint max_layers, EGLint * num_layers); -typedef EGLBoolean ( * PFNEGLGETOUTPUTPORTSEXTPROC) (EGLDisplay dpy, const EGLAttrib * attrib_list, EGLOutputPortEXT * ports, EGLint max_ports, EGLint * num_ports); -typedef EGLBoolean ( * PFNEGLOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib value); -typedef EGLBoolean ( * PFNEGLOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib value); -typedef EGLBoolean ( * PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib * value); -typedef const char * ( * PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint name); -typedef EGLBoolean ( * PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib * value); -typedef const char * ( * PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint name); - -#define eglGetOutputLayersEXT EGLEW_GET_FUN(__eglewGetOutputLayersEXT) -#define eglGetOutputPortsEXT EGLEW_GET_FUN(__eglewGetOutputPortsEXT) -#define eglOutputLayerAttribEXT EGLEW_GET_FUN(__eglewOutputLayerAttribEXT) -#define eglOutputPortAttribEXT EGLEW_GET_FUN(__eglewOutputPortAttribEXT) -#define eglQueryOutputLayerAttribEXT EGLEW_GET_FUN(__eglewQueryOutputLayerAttribEXT) -#define eglQueryOutputLayerStringEXT EGLEW_GET_FUN(__eglewQueryOutputLayerStringEXT) -#define eglQueryOutputPortAttribEXT EGLEW_GET_FUN(__eglewQueryOutputPortAttribEXT) -#define eglQueryOutputPortStringEXT EGLEW_GET_FUN(__eglewQueryOutputPortStringEXT) - -#define EGLEW_EXT_output_base EGLEW_GET_VAR(__EGLEW_EXT_output_base) - -#endif /* EGL_EXT_output_base */ - -/* --------------------------- EGL_EXT_output_drm -------------------------- */ - -#ifndef EGL_EXT_output_drm -#define EGL_EXT_output_drm 1 - -#define EGL_DRM_CRTC_EXT 0x3234 -#define EGL_DRM_PLANE_EXT 0x3235 -#define EGL_DRM_CONNECTOR_EXT 0x3236 - -#define EGLEW_EXT_output_drm EGLEW_GET_VAR(__EGLEW_EXT_output_drm) - -#endif /* EGL_EXT_output_drm */ - -/* ------------------------- EGL_EXT_output_openwf ------------------------- */ - -#ifndef EGL_EXT_output_openwf -#define EGL_EXT_output_openwf 1 - -#define EGL_OPENWF_PIPELINE_ID_EXT 0x3238 -#define EGL_OPENWF_PORT_ID_EXT 0x3239 - -#define EGLEW_EXT_output_openwf EGLEW_GET_VAR(__EGLEW_EXT_output_openwf) - -#endif /* EGL_EXT_output_openwf */ - -/* ----------------------- EGL_EXT_pixel_format_float ---------------------- */ - -#ifndef EGL_EXT_pixel_format_float -#define EGL_EXT_pixel_format_float 1 - -#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339 -#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A -#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B - -#define EGLEW_EXT_pixel_format_float EGLEW_GET_VAR(__EGLEW_EXT_pixel_format_float) - -#endif /* EGL_EXT_pixel_format_float */ - -/* ------------------------- EGL_EXT_platform_base ------------------------- */ - -#ifndef EGL_EXT_platform_base -#define EGL_EXT_platform_base 1 - -typedef EGLSurface ( * PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void * native_pixmap, const EGLint * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void * native_window, const EGLint * attrib_list); -typedef EGLDisplay ( * PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void * native_display, const EGLint * attrib_list); - -#define eglCreatePlatformPixmapSurfaceEXT EGLEW_GET_FUN(__eglewCreatePlatformPixmapSurfaceEXT) -#define eglCreatePlatformWindowSurfaceEXT EGLEW_GET_FUN(__eglewCreatePlatformWindowSurfaceEXT) -#define eglGetPlatformDisplayEXT EGLEW_GET_FUN(__eglewGetPlatformDisplayEXT) - -#define EGLEW_EXT_platform_base EGLEW_GET_VAR(__EGLEW_EXT_platform_base) - -#endif /* EGL_EXT_platform_base */ - -/* ------------------------ EGL_EXT_platform_device ------------------------ */ - -#ifndef EGL_EXT_platform_device -#define EGL_EXT_platform_device 1 - -#define EGL_PLATFORM_DEVICE_EXT 0x313F - -#define EGLEW_EXT_platform_device EGLEW_GET_VAR(__EGLEW_EXT_platform_device) - -#endif /* EGL_EXT_platform_device */ - -/* ------------------------ EGL_EXT_platform_wayland ----------------------- */ - -#ifndef EGL_EXT_platform_wayland -#define EGL_EXT_platform_wayland 1 - -#define EGL_PLATFORM_WAYLAND_EXT 0x31D8 - -#define EGLEW_EXT_platform_wayland EGLEW_GET_VAR(__EGLEW_EXT_platform_wayland) - -#endif /* EGL_EXT_platform_wayland */ - -/* -------------------------- EGL_EXT_platform_x11 ------------------------- */ - -#ifndef EGL_EXT_platform_x11 -#define EGL_EXT_platform_x11 1 - -#define EGL_PLATFORM_X11_EXT 0x31D5 -#define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6 - -#define EGLEW_EXT_platform_x11 EGLEW_GET_VAR(__EGLEW_EXT_platform_x11) - -#endif /* EGL_EXT_platform_x11 */ - -/* ----------------------- EGL_EXT_protected_content ----------------------- */ - -#ifndef EGL_EXT_protected_content -#define EGL_EXT_protected_content 1 - -#define EGL_PROTECTED_CONTENT_EXT 0x32C0 - -#define EGLEW_EXT_protected_content EGLEW_GET_VAR(__EGLEW_EXT_protected_content) - -#endif /* EGL_EXT_protected_content */ - -/* ----------------------- EGL_EXT_protected_surface ----------------------- */ - -#ifndef EGL_EXT_protected_surface -#define EGL_EXT_protected_surface 1 - -#define EGL_PROTECTED_CONTENT_EXT 0x32C0 - -#define EGLEW_EXT_protected_surface EGLEW_GET_VAR(__EGLEW_EXT_protected_surface) - -#endif /* EGL_EXT_protected_surface */ - -/* ------------------- EGL_EXT_stream_consumer_egloutput ------------------- */ - -#ifndef EGL_EXT_stream_consumer_egloutput -#define EGL_EXT_stream_consumer_egloutput 1 - -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMEROUTPUTEXTPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLOutputLayerEXT layer); - -#define eglStreamConsumerOutputEXT EGLEW_GET_FUN(__eglewStreamConsumerOutputEXT) - -#define EGLEW_EXT_stream_consumer_egloutput EGLEW_GET_VAR(__EGLEW_EXT_stream_consumer_egloutput) - -#endif /* EGL_EXT_stream_consumer_egloutput */ - -/* ------------------- EGL_EXT_surface_SMPTE2086_metadata ------------------ */ - -#ifndef EGL_EXT_surface_SMPTE2086_metadata -#define EGL_EXT_surface_SMPTE2086_metadata 1 - -#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341 -#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342 -#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343 -#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344 -#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345 -#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346 -#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347 -#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348 -#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349 -#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A - -#define EGLEW_EXT_surface_SMPTE2086_metadata EGLEW_GET_VAR(__EGLEW_EXT_surface_SMPTE2086_metadata) - -#endif /* EGL_EXT_surface_SMPTE2086_metadata */ - -/* -------------------- EGL_EXT_swap_buffers_with_damage ------------------- */ - -#ifndef EGL_EXT_swap_buffers_with_damage -#define EGL_EXT_swap_buffers_with_damage 1 - -typedef EGLBoolean ( * PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, EGLint * rects, EGLint n_rects); - -#define eglSwapBuffersWithDamageEXT EGLEW_GET_FUN(__eglewSwapBuffersWithDamageEXT) - -#define EGLEW_EXT_swap_buffers_with_damage EGLEW_GET_VAR(__EGLEW_EXT_swap_buffers_with_damage) - -#endif /* EGL_EXT_swap_buffers_with_damage */ - -/* -------------------------- EGL_EXT_yuv_surface -------------------------- */ - -#ifndef EGL_EXT_yuv_surface -#define EGL_EXT_yuv_surface 1 - -#define EGL_YUV_BUFFER_EXT 0x3300 -#define EGL_YUV_ORDER_EXT 0x3301 -#define EGL_YUV_ORDER_YUV_EXT 0x3302 -#define EGL_YUV_ORDER_YVU_EXT 0x3303 -#define EGL_YUV_ORDER_YUYV_EXT 0x3304 -#define EGL_YUV_ORDER_UYVY_EXT 0x3305 -#define EGL_YUV_ORDER_YVYU_EXT 0x3306 -#define EGL_YUV_ORDER_VYUY_EXT 0x3307 -#define EGL_YUV_ORDER_AYUV_EXT 0x3308 -#define EGL_YUV_CSC_STANDARD_EXT 0x330A -#define EGL_YUV_CSC_STANDARD_601_EXT 0x330B -#define EGL_YUV_CSC_STANDARD_709_EXT 0x330C -#define EGL_YUV_CSC_STANDARD_2020_EXT 0x330D -#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311 -#define EGL_YUV_SUBSAMPLE_EXT 0x3312 -#define EGL_YUV_SUBSAMPLE_4_2_0_EXT 0x3313 -#define EGL_YUV_SUBSAMPLE_4_2_2_EXT 0x3314 -#define EGL_YUV_SUBSAMPLE_4_4_4_EXT 0x3315 -#define EGL_YUV_DEPTH_RANGE_EXT 0x3317 -#define EGL_YUV_DEPTH_RANGE_LIMITED_EXT 0x3318 -#define EGL_YUV_DEPTH_RANGE_FULL_EXT 0x3319 -#define EGL_YUV_PLANE_BPP_EXT 0x331A -#define EGL_YUV_PLANE_BPP_0_EXT 0x331B -#define EGL_YUV_PLANE_BPP_8_EXT 0x331C -#define EGL_YUV_PLANE_BPP_10_EXT 0x331D - -#define EGLEW_EXT_yuv_surface EGLEW_GET_VAR(__EGLEW_EXT_yuv_surface) - -#endif /* EGL_EXT_yuv_surface */ - -/* -------------------------- EGL_HI_clientpixmap -------------------------- */ - -#ifndef EGL_HI_clientpixmap -#define EGL_HI_clientpixmap 1 - -#define EGL_CLIENT_PIXMAP_POINTER_HI 0x8F74 - -typedef EGLSurface ( * PFNEGLCREATEPIXMAPSURFACEHIPROC) (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI * pixmap); - -#define eglCreatePixmapSurfaceHI EGLEW_GET_FUN(__eglewCreatePixmapSurfaceHI) - -#define EGLEW_HI_clientpixmap EGLEW_GET_VAR(__EGLEW_HI_clientpixmap) - -#endif /* EGL_HI_clientpixmap */ - -/* -------------------------- EGL_HI_colorformats -------------------------- */ - -#ifndef EGL_HI_colorformats -#define EGL_HI_colorformats 1 - -#define EGL_COLOR_FORMAT_HI 0x8F70 -#define EGL_COLOR_RGB_HI 0x8F71 -#define EGL_COLOR_RGBA_HI 0x8F72 -#define EGL_COLOR_ARGB_HI 0x8F73 - -#define EGLEW_HI_colorformats EGLEW_GET_VAR(__EGLEW_HI_colorformats) - -#endif /* EGL_HI_colorformats */ - -/* ------------------------ EGL_IMG_context_priority ----------------------- */ - -#ifndef EGL_IMG_context_priority -#define EGL_IMG_context_priority 1 - -#define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100 -#define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101 -#define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102 -#define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 - -#define EGLEW_IMG_context_priority EGLEW_GET_VAR(__EGLEW_IMG_context_priority) - -#endif /* EGL_IMG_context_priority */ - -/* ---------------------- EGL_IMG_image_plane_attribs ---------------------- */ - -#ifndef EGL_IMG_image_plane_attribs -#define EGL_IMG_image_plane_attribs 1 - -#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105 -#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106 - -#define EGLEW_IMG_image_plane_attribs EGLEW_GET_VAR(__EGLEW_IMG_image_plane_attribs) - -#endif /* EGL_IMG_image_plane_attribs */ - -/* ---------------------------- EGL_KHR_cl_event --------------------------- */ - -#ifndef EGL_KHR_cl_event -#define EGL_KHR_cl_event 1 - -#define EGL_CL_EVENT_HANDLE_KHR 0x309C -#define EGL_SYNC_CL_EVENT_KHR 0x30FE -#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF - -#define EGLEW_KHR_cl_event EGLEW_GET_VAR(__EGLEW_KHR_cl_event) - -#endif /* EGL_KHR_cl_event */ - -/* --------------------------- EGL_KHR_cl_event2 --------------------------- */ - -#ifndef EGL_KHR_cl_event2 -#define EGL_KHR_cl_event2 1 - -#define EGL_CL_EVENT_HANDLE_KHR 0x309C -#define EGL_SYNC_CL_EVENT_KHR 0x30FE -#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF - -typedef EGLSyncKHR ( * PFNEGLCREATESYNC64KHRPROC) (EGLDisplay dpy, EGLenum type, const EGLAttribKHR * attrib_list); - -#define eglCreateSync64KHR EGLEW_GET_FUN(__eglewCreateSync64KHR) - -#define EGLEW_KHR_cl_event2 EGLEW_GET_VAR(__EGLEW_KHR_cl_event2) - -#endif /* EGL_KHR_cl_event2 */ - -/* ----------------- EGL_KHR_client_get_all_proc_addresses ----------------- */ - -#ifndef EGL_KHR_client_get_all_proc_addresses -#define EGL_KHR_client_get_all_proc_addresses 1 - -#define EGLEW_KHR_client_get_all_proc_addresses EGLEW_GET_VAR(__EGLEW_KHR_client_get_all_proc_addresses) - -#endif /* EGL_KHR_client_get_all_proc_addresses */ - -/* ------------------------- EGL_KHR_config_attribs ------------------------ */ - -#ifndef EGL_KHR_config_attribs -#define EGL_KHR_config_attribs 1 - -#define EGL_VG_COLORSPACE_LINEAR_BIT_KHR 0x0020 -#define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 -#define EGL_CONFORMANT_KHR 0x3042 - -#define EGLEW_KHR_config_attribs EGLEW_GET_VAR(__EGLEW_KHR_config_attribs) - -#endif /* EGL_KHR_config_attribs */ - -/* --------------------- EGL_KHR_context_flush_control --------------------- */ - -#ifndef EGL_KHR_context_flush_control -#define EGL_KHR_context_flush_control 1 - -#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0 -#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097 -#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098 - -#define EGLEW_KHR_context_flush_control EGLEW_GET_VAR(__EGLEW_KHR_context_flush_control) - -#endif /* EGL_KHR_context_flush_control */ - -/* ------------------------- EGL_KHR_create_context ------------------------ */ - -#ifndef EGL_KHR_create_context -#define EGL_KHR_create_context 1 - -#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001 -#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001 -#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002 -#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002 -#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004 -#define EGL_OPENGL_ES3_BIT 0x00000040 -#define EGL_OPENGL_ES3_BIT_KHR 0x00000040 -#define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098 -#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB -#define EGL_CONTEXT_FLAGS_KHR 0x30FC -#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD -#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD -#define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE -#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF - -#define EGLEW_KHR_create_context EGLEW_GET_VAR(__EGLEW_KHR_create_context) - -#endif /* EGL_KHR_create_context */ - -/* -------------------- EGL_KHR_create_context_no_error -------------------- */ - -#ifndef EGL_KHR_create_context_no_error -#define EGL_KHR_create_context_no_error 1 - -#define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3 - -#define EGLEW_KHR_create_context_no_error EGLEW_GET_VAR(__EGLEW_KHR_create_context_no_error) - -#endif /* EGL_KHR_create_context_no_error */ - -/* ----------------------------- EGL_KHR_debug ----------------------------- */ - -#ifndef EGL_KHR_debug -#define EGL_KHR_debug 1 - -#define EGL_OBJECT_THREAD_KHR 0x33B0 -#define EGL_OBJECT_DISPLAY_KHR 0x33B1 -#define EGL_OBJECT_CONTEXT_KHR 0x33B2 -#define EGL_OBJECT_SURFACE_KHR 0x33B3 -#define EGL_OBJECT_IMAGE_KHR 0x33B4 -#define EGL_OBJECT_SYNC_KHR 0x33B5 -#define EGL_OBJECT_STREAM_KHR 0x33B6 -#define EGL_DEBUG_CALLBACK_KHR 0x33B8 -#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9 -#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA -#define EGL_DEBUG_MSG_WARN_KHR 0x33BB -#define EGL_DEBUG_MSG_INFO_KHR 0x33BC - -typedef EGLint ( * PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR callback, const EGLAttrib * attrib_list); -typedef EGLint ( * PFNEGLLABELOBJECTKHRPROC) (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); -typedef EGLBoolean ( * PFNEGLQUERYDEBUGKHRPROC) (EGLint attribute, EGLAttrib * value); - -#define eglDebugMessageControlKHR EGLEW_GET_FUN(__eglewDebugMessageControlKHR) -#define eglLabelObjectKHR EGLEW_GET_FUN(__eglewLabelObjectKHR) -#define eglQueryDebugKHR EGLEW_GET_FUN(__eglewQueryDebugKHR) - -#define EGLEW_KHR_debug EGLEW_GET_VAR(__EGLEW_KHR_debug) - -#endif /* EGL_KHR_debug */ - -/* --------------------------- EGL_KHR_fence_sync -------------------------- */ - -#ifndef EGL_KHR_fence_sync -#define EGL_KHR_fence_sync 1 - -#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR 0x30F0 -#define EGL_SYNC_CONDITION_KHR 0x30F8 -#define EGL_SYNC_FENCE_KHR 0x30F9 - -#define EGLEW_KHR_fence_sync EGLEW_GET_VAR(__EGLEW_KHR_fence_sync) - -#endif /* EGL_KHR_fence_sync */ - -/* --------------------- EGL_KHR_get_all_proc_addresses -------------------- */ - -#ifndef EGL_KHR_get_all_proc_addresses -#define EGL_KHR_get_all_proc_addresses 1 - -#define EGLEW_KHR_get_all_proc_addresses EGLEW_GET_VAR(__EGLEW_KHR_get_all_proc_addresses) - -#endif /* EGL_KHR_get_all_proc_addresses */ - -/* ------------------------- EGL_KHR_gl_colorspace ------------------------- */ - -#ifndef EGL_KHR_gl_colorspace -#define EGL_KHR_gl_colorspace 1 - -#define EGL_GL_COLORSPACE_SRGB_KHR 0x3089 -#define EGL_GL_COLORSPACE_LINEAR_KHR 0x308A -#define EGL_GL_COLORSPACE_KHR 0x309D - -#define EGLEW_KHR_gl_colorspace EGLEW_GET_VAR(__EGLEW_KHR_gl_colorspace) - -#endif /* EGL_KHR_gl_colorspace */ - -/* --------------------- EGL_KHR_gl_renderbuffer_image --------------------- */ - -#ifndef EGL_KHR_gl_renderbuffer_image -#define EGL_KHR_gl_renderbuffer_image 1 - -#define EGL_GL_RENDERBUFFER_KHR 0x30B9 - -#define EGLEW_KHR_gl_renderbuffer_image EGLEW_GET_VAR(__EGLEW_KHR_gl_renderbuffer_image) - -#endif /* EGL_KHR_gl_renderbuffer_image */ - -/* ---------------------- EGL_KHR_gl_texture_2D_image ---------------------- */ - -#ifndef EGL_KHR_gl_texture_2D_image -#define EGL_KHR_gl_texture_2D_image 1 - -#define EGL_GL_TEXTURE_2D_KHR 0x30B1 -#define EGL_GL_TEXTURE_LEVEL_KHR 0x30BC - -#define EGLEW_KHR_gl_texture_2D_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_2D_image) - -#endif /* EGL_KHR_gl_texture_2D_image */ - -/* ---------------------- EGL_KHR_gl_texture_3D_image ---------------------- */ - -#ifndef EGL_KHR_gl_texture_3D_image -#define EGL_KHR_gl_texture_3D_image 1 - -#define EGL_GL_TEXTURE_3D_KHR 0x30B2 -#define EGL_GL_TEXTURE_ZOFFSET_KHR 0x30BD - -#define EGLEW_KHR_gl_texture_3D_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_3D_image) - -#endif /* EGL_KHR_gl_texture_3D_image */ - -/* -------------------- EGL_KHR_gl_texture_cubemap_image ------------------- */ - -#ifndef EGL_KHR_gl_texture_cubemap_image -#define EGL_KHR_gl_texture_cubemap_image 1 - -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR 0x30B3 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR 0x30B4 -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR 0x30B5 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR 0x30B6 -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR 0x30B7 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR 0x30B8 - -#define EGLEW_KHR_gl_texture_cubemap_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_cubemap_image) - -#endif /* EGL_KHR_gl_texture_cubemap_image */ - -/* ----------------------------- EGL_KHR_image ----------------------------- */ - -#ifndef EGL_KHR_image -#define EGL_KHR_image 1 - -#define EGL_NATIVE_PIXMAP_KHR 0x30B0 - -typedef EGLImageKHR ( * PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image); - -#define eglCreateImageKHR EGLEW_GET_FUN(__eglewCreateImageKHR) -#define eglDestroyImageKHR EGLEW_GET_FUN(__eglewDestroyImageKHR) - -#define EGLEW_KHR_image EGLEW_GET_VAR(__EGLEW_KHR_image) - -#endif /* EGL_KHR_image */ - -/* --------------------------- EGL_KHR_image_base -------------------------- */ - -#ifndef EGL_KHR_image_base -#define EGL_KHR_image_base 1 - -#define EGL_IMAGE_PRESERVED_KHR 0x30D2 - -#define EGLEW_KHR_image_base EGLEW_GET_VAR(__EGLEW_KHR_image_base) - -#endif /* EGL_KHR_image_base */ - -/* -------------------------- EGL_KHR_image_pixmap ------------------------- */ - -#ifndef EGL_KHR_image_pixmap -#define EGL_KHR_image_pixmap 1 - -#define EGL_NATIVE_PIXMAP_KHR 0x30B0 - -#define EGLEW_KHR_image_pixmap EGLEW_GET_VAR(__EGLEW_KHR_image_pixmap) - -#endif /* EGL_KHR_image_pixmap */ - -/* -------------------------- EGL_KHR_lock_surface ------------------------- */ - -#ifndef EGL_KHR_lock_surface -#define EGL_KHR_lock_surface 1 - -#define EGL_READ_SURFACE_BIT_KHR 0x0001 -#define EGL_WRITE_SURFACE_BIT_KHR 0x0002 -#define EGL_LOCK_SURFACE_BIT_KHR 0x0080 -#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 -#define EGL_MATCH_FORMAT_KHR 0x3043 -#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 -#define EGL_FORMAT_RGB_565_KHR 0x30C1 -#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 -#define EGL_FORMAT_RGBA_8888_KHR 0x30C3 -#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 -#define EGL_LOCK_USAGE_HINT_KHR 0x30C5 -#define EGL_BITMAP_POINTER_KHR 0x30C6 -#define EGL_BITMAP_PITCH_KHR 0x30C7 -#define EGL_BITMAP_ORIGIN_KHR 0x30C8 -#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 -#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA -#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB -#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC -#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD -#define EGL_LOWER_LEFT_KHR 0x30CE -#define EGL_UPPER_LEFT_KHR 0x30CF - -typedef EGLBoolean ( * PFNEGLLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLUNLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface); - -#define eglLockSurfaceKHR EGLEW_GET_FUN(__eglewLockSurfaceKHR) -#define eglUnlockSurfaceKHR EGLEW_GET_FUN(__eglewUnlockSurfaceKHR) - -#define EGLEW_KHR_lock_surface EGLEW_GET_VAR(__EGLEW_KHR_lock_surface) - -#endif /* EGL_KHR_lock_surface */ - -/* ------------------------- EGL_KHR_lock_surface2 ------------------------- */ - -#ifndef EGL_KHR_lock_surface2 -#define EGL_KHR_lock_surface2 1 - -#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110 - -#define EGLEW_KHR_lock_surface2 EGLEW_GET_VAR(__EGLEW_KHR_lock_surface2) - -#endif /* EGL_KHR_lock_surface2 */ - -/* ------------------------- EGL_KHR_lock_surface3 ------------------------- */ - -#ifndef EGL_KHR_lock_surface3 -#define EGL_KHR_lock_surface3 1 - -#define EGL_READ_SURFACE_BIT_KHR 0x0001 -#define EGL_WRITE_SURFACE_BIT_KHR 0x0002 -#define EGL_LOCK_SURFACE_BIT_KHR 0x0080 -#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 -#define EGL_MATCH_FORMAT_KHR 0x3043 -#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 -#define EGL_FORMAT_RGB_565_KHR 0x30C1 -#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 -#define EGL_FORMAT_RGBA_8888_KHR 0x30C3 -#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 -#define EGL_LOCK_USAGE_HINT_KHR 0x30C5 -#define EGL_BITMAP_POINTER_KHR 0x30C6 -#define EGL_BITMAP_PITCH_KHR 0x30C7 -#define EGL_BITMAP_ORIGIN_KHR 0x30C8 -#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 -#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA -#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB -#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC -#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD -#define EGL_LOWER_LEFT_KHR 0x30CE -#define EGL_UPPER_LEFT_KHR 0x30CF -#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110 - -typedef EGLBoolean ( * PFNEGLQUERYSURFACE64KHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLAttribKHR * value); - -#define eglQuerySurface64KHR EGLEW_GET_FUN(__eglewQuerySurface64KHR) - -#define EGLEW_KHR_lock_surface3 EGLEW_GET_VAR(__EGLEW_KHR_lock_surface3) - -#endif /* EGL_KHR_lock_surface3 */ - -/* --------------------- EGL_KHR_mutable_render_buffer --------------------- */ - -#ifndef EGL_KHR_mutable_render_buffer -#define EGL_KHR_mutable_render_buffer 1 - -#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000 - -#define EGLEW_KHR_mutable_render_buffer EGLEW_GET_VAR(__EGLEW_KHR_mutable_render_buffer) - -#endif /* EGL_KHR_mutable_render_buffer */ - -/* ----------------------- EGL_KHR_no_config_context ----------------------- */ - -#ifndef EGL_KHR_no_config_context -#define EGL_KHR_no_config_context 1 - -#define EGLEW_KHR_no_config_context EGLEW_GET_VAR(__EGLEW_KHR_no_config_context) - -#endif /* EGL_KHR_no_config_context */ - -/* ------------------------- EGL_KHR_partial_update ------------------------ */ - -#ifndef EGL_KHR_partial_update -#define EGL_KHR_partial_update 1 - -#define EGL_BUFFER_AGE_KHR 0x313D - -typedef EGLBoolean ( * PFNEGLSETDAMAGEREGIONKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint * rects, EGLint n_rects); - -#define eglSetDamageRegionKHR EGLEW_GET_FUN(__eglewSetDamageRegionKHR) - -#define EGLEW_KHR_partial_update EGLEW_GET_VAR(__EGLEW_KHR_partial_update) - -#endif /* EGL_KHR_partial_update */ - -/* ------------------------ EGL_KHR_platform_android ----------------------- */ - -#ifndef EGL_KHR_platform_android -#define EGL_KHR_platform_android 1 - -#define EGL_PLATFORM_ANDROID_KHR 0x3141 - -#define EGLEW_KHR_platform_android EGLEW_GET_VAR(__EGLEW_KHR_platform_android) - -#endif /* EGL_KHR_platform_android */ - -/* -------------------------- EGL_KHR_platform_gbm ------------------------- */ - -#ifndef EGL_KHR_platform_gbm -#define EGL_KHR_platform_gbm 1 - -#define EGL_PLATFORM_GBM_KHR 0x31D7 - -#define EGLEW_KHR_platform_gbm EGLEW_GET_VAR(__EGLEW_KHR_platform_gbm) - -#endif /* EGL_KHR_platform_gbm */ - -/* ------------------------ EGL_KHR_platform_wayland ----------------------- */ - -#ifndef EGL_KHR_platform_wayland -#define EGL_KHR_platform_wayland 1 - -#define EGL_PLATFORM_WAYLAND_KHR 0x31D8 - -#define EGLEW_KHR_platform_wayland EGLEW_GET_VAR(__EGLEW_KHR_platform_wayland) - -#endif /* EGL_KHR_platform_wayland */ - -/* -------------------------- EGL_KHR_platform_x11 ------------------------- */ - -#ifndef EGL_KHR_platform_x11 -#define EGL_KHR_platform_x11 1 - -#define EGL_PLATFORM_X11_KHR 0x31D5 -#define EGL_PLATFORM_X11_SCREEN_KHR 0x31D6 - -#define EGLEW_KHR_platform_x11 EGLEW_GET_VAR(__EGLEW_KHR_platform_x11) - -#endif /* EGL_KHR_platform_x11 */ - -/* ------------------------- EGL_KHR_reusable_sync ------------------------- */ - -#ifndef EGL_KHR_reusable_sync -#define EGL_KHR_reusable_sync 1 - -#define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 -#define EGL_SYNC_STATUS_KHR 0x30F1 -#define EGL_SIGNALED_KHR 0x30F2 -#define EGL_UNSIGNALED_KHR 0x30F3 -#define EGL_TIMEOUT_EXPIRED_KHR 0x30F5 -#define EGL_CONDITION_SATISFIED_KHR 0x30F6 -#define EGL_SYNC_TYPE_KHR 0x30F7 -#define EGL_SYNC_REUSABLE_KHR 0x30FA -#define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFF - -typedef EGLint ( * PFNEGLCLIENTWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); -typedef EGLSyncKHR ( * PFNEGLCREATESYNCKHRPROC) (EGLDisplay dpy, EGLenum type, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync); -typedef EGLBoolean ( * PFNEGLGETSYNCATTRIBKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint * value); -typedef EGLBoolean ( * PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); - -#define eglClientWaitSyncKHR EGLEW_GET_FUN(__eglewClientWaitSyncKHR) -#define eglCreateSyncKHR EGLEW_GET_FUN(__eglewCreateSyncKHR) -#define eglDestroySyncKHR EGLEW_GET_FUN(__eglewDestroySyncKHR) -#define eglGetSyncAttribKHR EGLEW_GET_FUN(__eglewGetSyncAttribKHR) -#define eglSignalSyncKHR EGLEW_GET_FUN(__eglewSignalSyncKHR) - -#define EGLEW_KHR_reusable_sync EGLEW_GET_VAR(__EGLEW_KHR_reusable_sync) - -#endif /* EGL_KHR_reusable_sync */ - -/* ----------------------------- EGL_KHR_stream ---------------------------- */ - -#ifndef EGL_KHR_stream -#define EGL_KHR_stream 1 - -#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 -#define EGL_PRODUCER_FRAME_KHR 0x3212 -#define EGL_CONSUMER_FRAME_KHR 0x3213 -#define EGL_STREAM_STATE_KHR 0x3214 -#define EGL_STREAM_STATE_CREATED_KHR 0x3215 -#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216 -#define EGL_STREAM_STATE_EMPTY_KHR 0x3217 -#define EGL_STREAM_STATE_NEW_FRAME_AVAILABLE_KHR 0x3218 -#define EGL_STREAM_STATE_OLD_FRAME_AVAILABLE_KHR 0x3219 -#define EGL_STREAM_STATE_DISCONNECTED_KHR 0x321A -#define EGL_BAD_STREAM_KHR 0x321B -#define EGL_BAD_STATE_KHR 0x321C - -typedef EGLStreamKHR ( * PFNEGLCREATESTREAMKHRPROC) (EGLDisplay dpy, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); -typedef EGLBoolean ( * PFNEGLQUERYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint * value); -typedef EGLBoolean ( * PFNEGLQUERYSTREAMU64KHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR * value); -typedef EGLBoolean ( * PFNEGLSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value); - -#define eglCreateStreamKHR EGLEW_GET_FUN(__eglewCreateStreamKHR) -#define eglDestroyStreamKHR EGLEW_GET_FUN(__eglewDestroyStreamKHR) -#define eglQueryStreamKHR EGLEW_GET_FUN(__eglewQueryStreamKHR) -#define eglQueryStreamu64KHR EGLEW_GET_FUN(__eglewQueryStreamu64KHR) -#define eglStreamAttribKHR EGLEW_GET_FUN(__eglewStreamAttribKHR) - -#define EGLEW_KHR_stream EGLEW_GET_VAR(__EGLEW_KHR_stream) - -#endif /* EGL_KHR_stream */ - -/* ------------------------- EGL_KHR_stream_attrib ------------------------- */ - -#ifndef EGL_KHR_stream_attrib -#define EGL_KHR_stream_attrib 1 - -#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 -#define EGL_STREAM_STATE_KHR 0x3214 -#define EGL_STREAM_STATE_CREATED_KHR 0x3215 -#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216 - -typedef EGLStreamKHR ( * PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay dpy, const EGLAttrib * attrib_list); -typedef EGLBoolean ( * PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib * value); -typedef EGLBoolean ( * PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib * attrib_list); -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib * attrib_list); - -#define eglCreateStreamAttribKHR EGLEW_GET_FUN(__eglewCreateStreamAttribKHR) -#define eglQueryStreamAttribKHR EGLEW_GET_FUN(__eglewQueryStreamAttribKHR) -#define eglSetStreamAttribKHR EGLEW_GET_FUN(__eglewSetStreamAttribKHR) -#define eglStreamConsumerAcquireAttribKHR EGLEW_GET_FUN(__eglewStreamConsumerAcquireAttribKHR) -#define eglStreamConsumerReleaseAttribKHR EGLEW_GET_FUN(__eglewStreamConsumerReleaseAttribKHR) - -#define EGLEW_KHR_stream_attrib EGLEW_GET_VAR(__EGLEW_KHR_stream_attrib) - -#endif /* EGL_KHR_stream_attrib */ - -/* ------------------- EGL_KHR_stream_consumer_gltexture ------------------- */ - -#ifndef EGL_KHR_stream_consumer_gltexture -#define EGL_KHR_stream_consumer_gltexture 1 - -#define EGL_CONSUMER_ACQUIRE_TIMEOUT_USEC_KHR 0x321E - -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERACQUIREKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERRELEASEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); - -#define eglStreamConsumerAcquireKHR EGLEW_GET_FUN(__eglewStreamConsumerAcquireKHR) -#define eglStreamConsumerGLTextureExternalKHR EGLEW_GET_FUN(__eglewStreamConsumerGLTextureExternalKHR) -#define eglStreamConsumerReleaseKHR EGLEW_GET_FUN(__eglewStreamConsumerReleaseKHR) - -#define EGLEW_KHR_stream_consumer_gltexture EGLEW_GET_VAR(__EGLEW_KHR_stream_consumer_gltexture) - -#endif /* EGL_KHR_stream_consumer_gltexture */ - -/* -------------------- EGL_KHR_stream_cross_process_fd -------------------- */ - -#ifndef EGL_KHR_stream_cross_process_fd -#define EGL_KHR_stream_cross_process_fd 1 - -typedef EGLStreamKHR ( * PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); -typedef EGLNativeFileDescriptorKHR ( * PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); - -#define eglCreateStreamFromFileDescriptorKHR EGLEW_GET_FUN(__eglewCreateStreamFromFileDescriptorKHR) -#define eglGetStreamFileDescriptorKHR EGLEW_GET_FUN(__eglewGetStreamFileDescriptorKHR) - -#define EGLEW_KHR_stream_cross_process_fd EGLEW_GET_VAR(__EGLEW_KHR_stream_cross_process_fd) - -#endif /* EGL_KHR_stream_cross_process_fd */ - -/* -------------------------- EGL_KHR_stream_fifo -------------------------- */ - -#ifndef EGL_KHR_stream_fifo -#define EGL_KHR_stream_fifo 1 - -#define EGL_STREAM_FIFO_LENGTH_KHR 0x31FC -#define EGL_STREAM_TIME_NOW_KHR 0x31FD -#define EGL_STREAM_TIME_CONSUMER_KHR 0x31FE -#define EGL_STREAM_TIME_PRODUCER_KHR 0x31FF - -typedef EGLBoolean ( * PFNEGLQUERYSTREAMTIMEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR * value); - -#define eglQueryStreamTimeKHR EGLEW_GET_FUN(__eglewQueryStreamTimeKHR) - -#define EGLEW_KHR_stream_fifo EGLEW_GET_VAR(__EGLEW_KHR_stream_fifo) - -#endif /* EGL_KHR_stream_fifo */ - -/* ----------------- EGL_KHR_stream_producer_aldatalocator ----------------- */ - -#ifndef EGL_KHR_stream_producer_aldatalocator -#define EGL_KHR_stream_producer_aldatalocator 1 - -#define EGLEW_KHR_stream_producer_aldatalocator EGLEW_GET_VAR(__EGLEW_KHR_stream_producer_aldatalocator) - -#endif /* EGL_KHR_stream_producer_aldatalocator */ - -/* ------------------- EGL_KHR_stream_producer_eglsurface ------------------ */ - -#ifndef EGL_KHR_stream_producer_eglsurface -#define EGL_KHR_stream_producer_eglsurface 1 - -#define EGL_STREAM_BIT_KHR 0x0800 - -typedef EGLSurface ( * PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC) (EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint * attrib_list); - -#define eglCreateStreamProducerSurfaceKHR EGLEW_GET_FUN(__eglewCreateStreamProducerSurfaceKHR) - -#define EGLEW_KHR_stream_producer_eglsurface EGLEW_GET_VAR(__EGLEW_KHR_stream_producer_eglsurface) - -#endif /* EGL_KHR_stream_producer_eglsurface */ - -/* ---------------------- EGL_KHR_surfaceless_context ---------------------- */ - -#ifndef EGL_KHR_surfaceless_context -#define EGL_KHR_surfaceless_context 1 - -#define EGLEW_KHR_surfaceless_context EGLEW_GET_VAR(__EGLEW_KHR_surfaceless_context) - -#endif /* EGL_KHR_surfaceless_context */ - -/* -------------------- EGL_KHR_swap_buffers_with_damage ------------------- */ - -#ifndef EGL_KHR_swap_buffers_with_damage -#define EGL_KHR_swap_buffers_with_damage 1 - -typedef EGLBoolean ( * PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint * rects, EGLint n_rects); - -#define eglSwapBuffersWithDamageKHR EGLEW_GET_FUN(__eglewSwapBuffersWithDamageKHR) - -#define EGLEW_KHR_swap_buffers_with_damage EGLEW_GET_VAR(__EGLEW_KHR_swap_buffers_with_damage) - -#endif /* EGL_KHR_swap_buffers_with_damage */ - -/* ------------------------ EGL_KHR_vg_parent_image ------------------------ */ - -#ifndef EGL_KHR_vg_parent_image -#define EGL_KHR_vg_parent_image 1 - -#define EGL_VG_PARENT_IMAGE_KHR 0x30BA - -#define EGLEW_KHR_vg_parent_image EGLEW_GET_VAR(__EGLEW_KHR_vg_parent_image) - -#endif /* EGL_KHR_vg_parent_image */ - -/* --------------------------- EGL_KHR_wait_sync --------------------------- */ - -#ifndef EGL_KHR_wait_sync -#define EGL_KHR_wait_sync 1 - -typedef EGLint ( * PFNEGLWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags); - -#define eglWaitSyncKHR EGLEW_GET_FUN(__eglewWaitSyncKHR) - -#define EGLEW_KHR_wait_sync EGLEW_GET_VAR(__EGLEW_KHR_wait_sync) - -#endif /* EGL_KHR_wait_sync */ - -/* --------------------------- EGL_MESA_drm_image -------------------------- */ - -#ifndef EGL_MESA_drm_image -#define EGL_MESA_drm_image 1 - -#define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 -#define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 -#define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 -#define EGL_DRM_BUFFER_USE_MESA 0x31D1 -#define EGL_DRM_BUFFER_FORMAT_ARGB32_MESA 0x31D2 -#define EGL_DRM_BUFFER_MESA 0x31D3 -#define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4 - -typedef EGLImageKHR ( * PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint * name, EGLint * handle, EGLint * stride); - -#define eglCreateDRMImageMESA EGLEW_GET_FUN(__eglewCreateDRMImageMESA) -#define eglExportDRMImageMESA EGLEW_GET_FUN(__eglewExportDRMImageMESA) - -#define EGLEW_MESA_drm_image EGLEW_GET_VAR(__EGLEW_MESA_drm_image) - -#endif /* EGL_MESA_drm_image */ - -/* --------------------- EGL_MESA_image_dma_buf_export --------------------- */ - -#ifndef EGL_MESA_image_dma_buf_export -#define EGL_MESA_image_dma_buf_export 1 - -typedef EGLBoolean ( * PFNEGLEXPORTDMABUFIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int * fds, EGLint * strides, EGLint * offsets); -typedef EGLBoolean ( * PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int * fourcc, int * num_planes, EGLuint64KHR * modifiers); - -#define eglExportDMABUFImageMESA EGLEW_GET_FUN(__eglewExportDMABUFImageMESA) -#define eglExportDMABUFImageQueryMESA EGLEW_GET_FUN(__eglewExportDMABUFImageQueryMESA) - -#define EGLEW_MESA_image_dma_buf_export EGLEW_GET_VAR(__EGLEW_MESA_image_dma_buf_export) - -#endif /* EGL_MESA_image_dma_buf_export */ - -/* ------------------------- EGL_MESA_platform_gbm ------------------------- */ - -#ifndef EGL_MESA_platform_gbm -#define EGL_MESA_platform_gbm 1 - -#define EGL_PLATFORM_GBM_MESA 0x31D7 - -#define EGLEW_MESA_platform_gbm EGLEW_GET_VAR(__EGLEW_MESA_platform_gbm) - -#endif /* EGL_MESA_platform_gbm */ - -/* --------------------- EGL_MESA_platform_surfaceless --------------------- */ - -#ifndef EGL_MESA_platform_surfaceless -#define EGL_MESA_platform_surfaceless 1 - -#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD - -#define EGLEW_MESA_platform_surfaceless EGLEW_GET_VAR(__EGLEW_MESA_platform_surfaceless) - -#endif /* EGL_MESA_platform_surfaceless */ - -/* -------------------------- EGL_NOK_swap_region -------------------------- */ - -#ifndef EGL_NOK_swap_region -#define EGL_NOK_swap_region 1 - -typedef EGLBoolean ( * PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint * rects); - -#define eglSwapBuffersRegionNOK EGLEW_GET_FUN(__eglewSwapBuffersRegionNOK) - -#define EGLEW_NOK_swap_region EGLEW_GET_VAR(__EGLEW_NOK_swap_region) - -#endif /* EGL_NOK_swap_region */ - -/* -------------------------- EGL_NOK_swap_region2 ------------------------- */ - -#ifndef EGL_NOK_swap_region2 -#define EGL_NOK_swap_region2 1 - -typedef EGLBoolean ( * PFNEGLSWAPBUFFERSREGION2NOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint * rects); - -#define eglSwapBuffersRegion2NOK EGLEW_GET_FUN(__eglewSwapBuffersRegion2NOK) - -#define EGLEW_NOK_swap_region2 EGLEW_GET_VAR(__EGLEW_NOK_swap_region2) - -#endif /* EGL_NOK_swap_region2 */ - -/* ---------------------- EGL_NOK_texture_from_pixmap ---------------------- */ - -#ifndef EGL_NOK_texture_from_pixmap -#define EGL_NOK_texture_from_pixmap 1 - -#define EGL_Y_INVERTED_NOK 0x307F - -#define EGLEW_NOK_texture_from_pixmap EGLEW_GET_VAR(__EGLEW_NOK_texture_from_pixmap) - -#endif /* EGL_NOK_texture_from_pixmap */ - -/* ------------------------ EGL_NV_3dvision_surface ------------------------ */ - -#ifndef EGL_NV_3dvision_surface -#define EGL_NV_3dvision_surface 1 - -#define EGL_AUTO_STEREO_NV 0x3136 - -#define EGLEW_NV_3dvision_surface EGLEW_GET_VAR(__EGLEW_NV_3dvision_surface) - -#endif /* EGL_NV_3dvision_surface */ - -/* ------------------------- EGL_NV_coverage_sample ------------------------ */ - -#ifndef EGL_NV_coverage_sample -#define EGL_NV_coverage_sample 1 - -#define EGL_COVERAGE_BUFFERS_NV 0x30E0 -#define EGL_COVERAGE_SAMPLES_NV 0x30E1 - -#define EGLEW_NV_coverage_sample EGLEW_GET_VAR(__EGLEW_NV_coverage_sample) - -#endif /* EGL_NV_coverage_sample */ - -/* --------------------- EGL_NV_coverage_sample_resolve -------------------- */ - -#ifndef EGL_NV_coverage_sample_resolve -#define EGL_NV_coverage_sample_resolve 1 - -#define EGL_COVERAGE_SAMPLE_RESOLVE_NV 0x3131 -#define EGL_COVERAGE_SAMPLE_RESOLVE_DEFAULT_NV 0x3132 -#define EGL_COVERAGE_SAMPLE_RESOLVE_NONE_NV 0x3133 - -#define EGLEW_NV_coverage_sample_resolve EGLEW_GET_VAR(__EGLEW_NV_coverage_sample_resolve) - -#endif /* EGL_NV_coverage_sample_resolve */ - -/* --------------------------- EGL_NV_cuda_event --------------------------- */ - -#ifndef EGL_NV_cuda_event -#define EGL_NV_cuda_event 1 - -#define EGL_CUDA_EVENT_HANDLE_NV 0x323B -#define EGL_SYNC_CUDA_EVENT_NV 0x323C -#define EGL_SYNC_CUDA_EVENT_COMPLETE_NV 0x323D - -#define EGLEW_NV_cuda_event EGLEW_GET_VAR(__EGLEW_NV_cuda_event) - -#endif /* EGL_NV_cuda_event */ - -/* ------------------------- EGL_NV_depth_nonlinear ------------------------ */ - -#ifndef EGL_NV_depth_nonlinear -#define EGL_NV_depth_nonlinear 1 - -#define EGL_DEPTH_ENCODING_NONE_NV 0 -#define EGL_DEPTH_ENCODING_NV 0x30E2 -#define EGL_DEPTH_ENCODING_NONLINEAR_NV 0x30E3 - -#define EGLEW_NV_depth_nonlinear EGLEW_GET_VAR(__EGLEW_NV_depth_nonlinear) - -#endif /* EGL_NV_depth_nonlinear */ - -/* --------------------------- EGL_NV_device_cuda -------------------------- */ - -#ifndef EGL_NV_device_cuda -#define EGL_NV_device_cuda 1 - -#define EGL_CUDA_DEVICE_NV 0x323A - -#define EGLEW_NV_device_cuda EGLEW_GET_VAR(__EGLEW_NV_device_cuda) - -#endif /* EGL_NV_device_cuda */ - -/* -------------------------- EGL_NV_native_query -------------------------- */ - -#ifndef EGL_NV_native_query -#define EGL_NV_native_query 1 - -typedef EGLBoolean ( * PFNEGLQUERYNATIVEDISPLAYNVPROC) (EGLDisplay dpy, EGLNativeDisplayType * display_id); -typedef EGLBoolean ( * PFNEGLQUERYNATIVEPIXMAPNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType * pixmap); -typedef EGLBoolean ( * PFNEGLQUERYNATIVEWINDOWNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType * window); - -#define eglQueryNativeDisplayNV EGLEW_GET_FUN(__eglewQueryNativeDisplayNV) -#define eglQueryNativePixmapNV EGLEW_GET_FUN(__eglewQueryNativePixmapNV) -#define eglQueryNativeWindowNV EGLEW_GET_FUN(__eglewQueryNativeWindowNV) - -#define EGLEW_NV_native_query EGLEW_GET_VAR(__EGLEW_NV_native_query) - -#endif /* EGL_NV_native_query */ - -/* ---------------------- EGL_NV_post_convert_rounding --------------------- */ - -#ifndef EGL_NV_post_convert_rounding -#define EGL_NV_post_convert_rounding 1 - -#define EGLEW_NV_post_convert_rounding EGLEW_GET_VAR(__EGLEW_NV_post_convert_rounding) - -#endif /* EGL_NV_post_convert_rounding */ - -/* ------------------------- EGL_NV_post_sub_buffer ------------------------ */ - -#ifndef EGL_NV_post_sub_buffer -#define EGL_NV_post_sub_buffer 1 - -#define EGL_POST_SUB_BUFFER_SUPPORTED_NV 0x30BE - -typedef EGLBoolean ( * PFNEGLPOSTSUBBUFFERNVPROC) (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); - -#define eglPostSubBufferNV EGLEW_GET_FUN(__eglewPostSubBufferNV) - -#define EGLEW_NV_post_sub_buffer EGLEW_GET_VAR(__EGLEW_NV_post_sub_buffer) - -#endif /* EGL_NV_post_sub_buffer */ - -/* ------------------ EGL_NV_robustness_video_memory_purge ----------------- */ - -#ifndef EGL_NV_robustness_video_memory_purge -#define EGL_NV_robustness_video_memory_purge 1 - -#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C - -#define EGLEW_NV_robustness_video_memory_purge EGLEW_GET_VAR(__EGLEW_NV_robustness_video_memory_purge) - -#endif /* EGL_NV_robustness_video_memory_purge */ - -/* ------------------ EGL_NV_stream_consumer_gltexture_yuv ----------------- */ - -#ifndef EGL_NV_stream_consumer_gltexture_yuv -#define EGL_NV_stream_consumer_gltexture_yuv 1 - -#define EGL_YUV_BUFFER_EXT 0x3300 -#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311 -#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C -#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D -#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E - -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLAttrib *attrib_list); - -#define eglStreamConsumerGLTextureExternalAttribsNV EGLEW_GET_FUN(__eglewStreamConsumerGLTextureExternalAttribsNV) - -#define EGLEW_NV_stream_consumer_gltexture_yuv EGLEW_GET_VAR(__EGLEW_NV_stream_consumer_gltexture_yuv) - -#endif /* EGL_NV_stream_consumer_gltexture_yuv */ - -/* ---------------------- EGL_NV_stream_cross_display ---------------------- */ - -#ifndef EGL_NV_stream_cross_display -#define EGL_NV_stream_cross_display 1 - -#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E - -#define EGLEW_NV_stream_cross_display EGLEW_GET_VAR(__EGLEW_NV_stream_cross_display) - -#endif /* EGL_NV_stream_cross_display */ - -/* ----------------------- EGL_NV_stream_cross_object ---------------------- */ - -#ifndef EGL_NV_stream_cross_object -#define EGL_NV_stream_cross_object 1 - -#define EGL_STREAM_CROSS_OBJECT_NV 0x334D - -#define EGLEW_NV_stream_cross_object EGLEW_GET_VAR(__EGLEW_NV_stream_cross_object) - -#endif /* EGL_NV_stream_cross_object */ - -/* --------------------- EGL_NV_stream_cross_partition --------------------- */ - -#ifndef EGL_NV_stream_cross_partition -#define EGL_NV_stream_cross_partition 1 - -#define EGL_STREAM_CROSS_PARTITION_NV 0x323F - -#define EGLEW_NV_stream_cross_partition EGLEW_GET_VAR(__EGLEW_NV_stream_cross_partition) - -#endif /* EGL_NV_stream_cross_partition */ - -/* ---------------------- EGL_NV_stream_cross_process ---------------------- */ - -#ifndef EGL_NV_stream_cross_process -#define EGL_NV_stream_cross_process 1 - -#define EGL_STREAM_CROSS_PROCESS_NV 0x3245 - -#define EGLEW_NV_stream_cross_process EGLEW_GET_VAR(__EGLEW_NV_stream_cross_process) - -#endif /* EGL_NV_stream_cross_process */ - -/* ----------------------- EGL_NV_stream_cross_system ---------------------- */ - -#ifndef EGL_NV_stream_cross_system -#define EGL_NV_stream_cross_system 1 - -#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F - -#define EGLEW_NV_stream_cross_system EGLEW_GET_VAR(__EGLEW_NV_stream_cross_system) - -#endif /* EGL_NV_stream_cross_system */ - -/* ------------------------ EGL_NV_stream_fifo_next ------------------------ */ - -#ifndef EGL_NV_stream_fifo_next -#define EGL_NV_stream_fifo_next 1 - -#define EGL_PENDING_FRAME_NV 0x3329 -#define EGL_STREAM_TIME_PENDING_NV 0x332A - -#define EGLEW_NV_stream_fifo_next EGLEW_GET_VAR(__EGLEW_NV_stream_fifo_next) - -#endif /* EGL_NV_stream_fifo_next */ - -/* --------------------- EGL_NV_stream_fifo_synchronous -------------------- */ - -#ifndef EGL_NV_stream_fifo_synchronous -#define EGL_NV_stream_fifo_synchronous 1 - -#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336 - -#define EGLEW_NV_stream_fifo_synchronous EGLEW_GET_VAR(__EGLEW_NV_stream_fifo_synchronous) - -#endif /* EGL_NV_stream_fifo_synchronous */ - -/* ----------------------- EGL_NV_stream_frame_limits ---------------------- */ - -#ifndef EGL_NV_stream_frame_limits -#define EGL_NV_stream_frame_limits 1 - -#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337 -#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338 - -#define EGLEW_NV_stream_frame_limits EGLEW_GET_VAR(__EGLEW_NV_stream_frame_limits) - -#endif /* EGL_NV_stream_frame_limits */ - -/* ------------------------- EGL_NV_stream_metadata ------------------------ */ - -#ifndef EGL_NV_stream_metadata -#define EGL_NV_stream_metadata 1 - -#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250 -#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251 -#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252 -#define EGL_PRODUCER_METADATA_NV 0x3253 -#define EGL_CONSUMER_METADATA_NV 0x3254 -#define EGL_METADATA0_SIZE_NV 0x3255 -#define EGL_METADATA1_SIZE_NV 0x3256 -#define EGL_METADATA2_SIZE_NV 0x3257 -#define EGL_METADATA3_SIZE_NV 0x3258 -#define EGL_METADATA0_TYPE_NV 0x3259 -#define EGL_METADATA1_TYPE_NV 0x325A -#define EGL_METADATA2_TYPE_NV 0x325B -#define EGL_METADATA3_TYPE_NV 0x325C -#define EGL_PENDING_METADATA_NV 0x3328 - -typedef EGLBoolean ( * PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib * value); -typedef EGLBoolean ( * PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void * data); -typedef EGLBoolean ( * PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void * data); - -#define eglQueryDisplayAttribNV EGLEW_GET_FUN(__eglewQueryDisplayAttribNV) -#define eglQueryStreamMetadataNV EGLEW_GET_FUN(__eglewQueryStreamMetadataNV) -#define eglSetStreamMetadataNV EGLEW_GET_FUN(__eglewSetStreamMetadataNV) - -#define EGLEW_NV_stream_metadata EGLEW_GET_VAR(__EGLEW_NV_stream_metadata) - -#endif /* EGL_NV_stream_metadata */ - -/* -------------------------- EGL_NV_stream_remote ------------------------- */ - -#ifndef EGL_NV_stream_remote -#define EGL_NV_stream_remote 1 - -#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240 -#define EGL_STREAM_TYPE_NV 0x3241 -#define EGL_STREAM_PROTOCOL_NV 0x3242 -#define EGL_STREAM_ENDPOINT_NV 0x3243 -#define EGL_STREAM_LOCAL_NV 0x3244 -#define EGL_STREAM_PROTOCOL_FD_NV 0x3246 -#define EGL_STREAM_PRODUCER_NV 0x3247 -#define EGL_STREAM_CONSUMER_NV 0x3248 - -#define EGLEW_NV_stream_remote EGLEW_GET_VAR(__EGLEW_NV_stream_remote) - -#endif /* EGL_NV_stream_remote */ - -/* -------------------------- EGL_NV_stream_reset -------------------------- */ - -#ifndef EGL_NV_stream_reset -#define EGL_NV_stream_reset 1 - -#define EGL_SUPPORT_RESET_NV 0x3334 -#define EGL_SUPPORT_REUSE_NV 0x3335 - -typedef EGLBoolean ( * PFNEGLRESETSTREAMNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); - -#define eglResetStreamNV EGLEW_GET_FUN(__eglewResetStreamNV) - -#define EGLEW_NV_stream_reset EGLEW_GET_VAR(__EGLEW_NV_stream_reset) - -#endif /* EGL_NV_stream_reset */ - -/* -------------------------- EGL_NV_stream_socket ------------------------- */ - -#ifndef EGL_NV_stream_socket -#define EGL_NV_stream_socket 1 - -#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B -#define EGL_SOCKET_HANDLE_NV 0x324C -#define EGL_SOCKET_TYPE_NV 0x324D - -#define EGLEW_NV_stream_socket EGLEW_GET_VAR(__EGLEW_NV_stream_socket) - -#endif /* EGL_NV_stream_socket */ - -/* ----------------------- EGL_NV_stream_socket_inet ----------------------- */ - -#ifndef EGL_NV_stream_socket_inet -#define EGL_NV_stream_socket_inet 1 - -#define EGL_SOCKET_TYPE_INET_NV 0x324F - -#define EGLEW_NV_stream_socket_inet EGLEW_GET_VAR(__EGLEW_NV_stream_socket_inet) - -#endif /* EGL_NV_stream_socket_inet */ - -/* ----------------------- EGL_NV_stream_socket_unix ----------------------- */ - -#ifndef EGL_NV_stream_socket_unix -#define EGL_NV_stream_socket_unix 1 - -#define EGL_SOCKET_TYPE_UNIX_NV 0x324E - -#define EGLEW_NV_stream_socket_unix EGLEW_GET_VAR(__EGLEW_NV_stream_socket_unix) - -#endif /* EGL_NV_stream_socket_unix */ - -/* --------------------------- EGL_NV_stream_sync -------------------------- */ - -#ifndef EGL_NV_stream_sync -#define EGL_NV_stream_sync 1 - -#define EGL_SYNC_TYPE_KHR 0x30F7 -#define EGL_SYNC_NEW_FRAME_NV 0x321F - -typedef EGLSyncKHR ( * PFNEGLCREATESTREAMSYNCNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum type, const EGLint * attrib_list); - -#define eglCreateStreamSyncNV EGLEW_GET_FUN(__eglewCreateStreamSyncNV) - -#define EGLEW_NV_stream_sync EGLEW_GET_VAR(__EGLEW_NV_stream_sync) - -#endif /* EGL_NV_stream_sync */ - -/* ------------------------------ EGL_NV_sync ------------------------------ */ - -#ifndef EGL_NV_sync -#define EGL_NV_sync 1 - -#define EGL_SYNC_FLUSH_COMMANDS_BIT_NV 0x0001 -#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV 0x30E6 -#define EGL_SYNC_STATUS_NV 0x30E7 -#define EGL_SIGNALED_NV 0x30E8 -#define EGL_UNSIGNALED_NV 0x30E9 -#define EGL_ALREADY_SIGNALED_NV 0x30EA -#define EGL_TIMEOUT_EXPIRED_NV 0x30EB -#define EGL_CONDITION_SATISFIED_NV 0x30EC -#define EGL_SYNC_TYPE_NV 0x30ED -#define EGL_SYNC_CONDITION_NV 0x30EE -#define EGL_SYNC_FENCE_NV 0x30EF -#define EGL_FOREVER_NV 0xFFFFFFFFFFFFFFFF - -typedef EGLint ( * PFNEGLCLIENTWAITSYNCNVPROC) (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); -typedef EGLSyncNV ( * PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync); -typedef EGLBoolean ( * PFNEGLFENCENVPROC) (EGLSyncNV sync); -typedef EGLBoolean ( * PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV sync, EGLint attribute, EGLint * value); -typedef EGLBoolean ( * PFNEGLSIGNALSYNCNVPROC) (EGLSyncNV sync, EGLenum mode); - -#define eglClientWaitSyncNV EGLEW_GET_FUN(__eglewClientWaitSyncNV) -#define eglCreateFenceSyncNV EGLEW_GET_FUN(__eglewCreateFenceSyncNV) -#define eglDestroySyncNV EGLEW_GET_FUN(__eglewDestroySyncNV) -#define eglFenceNV EGLEW_GET_FUN(__eglewFenceNV) -#define eglGetSyncAttribNV EGLEW_GET_FUN(__eglewGetSyncAttribNV) -#define eglSignalSyncNV EGLEW_GET_FUN(__eglewSignalSyncNV) - -#define EGLEW_NV_sync EGLEW_GET_VAR(__EGLEW_NV_sync) - -#endif /* EGL_NV_sync */ - -/* --------------------------- EGL_NV_system_time -------------------------- */ - -#ifndef EGL_NV_system_time -#define EGL_NV_system_time 1 - -typedef EGLuint64NV ( * PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) ( void ); -typedef EGLuint64NV ( * PFNEGLGETSYSTEMTIMENVPROC) ( void ); - -#define eglGetSystemTimeFrequencyNV EGLEW_GET_FUN(__eglewGetSystemTimeFrequencyNV) -#define eglGetSystemTimeNV EGLEW_GET_FUN(__eglewGetSystemTimeNV) - -#define EGLEW_NV_system_time EGLEW_GET_VAR(__EGLEW_NV_system_time) - -#endif /* EGL_NV_system_time */ - -/* --------------------- EGL_TIZEN_image_native_buffer --------------------- */ - -#ifndef EGL_TIZEN_image_native_buffer -#define EGL_TIZEN_image_native_buffer 1 - -#define EGL_NATIVE_BUFFER_TIZEN 0x32A0 - -#define EGLEW_TIZEN_image_native_buffer EGLEW_GET_VAR(__EGLEW_TIZEN_image_native_buffer) - -#endif /* EGL_TIZEN_image_native_buffer */ - -/* --------------------- EGL_TIZEN_image_native_surface -------------------- */ - -#ifndef EGL_TIZEN_image_native_surface -#define EGL_TIZEN_image_native_surface 1 - -#define EGL_NATIVE_SURFACE_TIZEN 0x32A1 - -#define EGLEW_TIZEN_image_native_surface EGLEW_GET_VAR(__EGLEW_TIZEN_image_native_surface) - -#endif /* EGL_TIZEN_image_native_surface */ - -/* ------------------------------------------------------------------------- */ - -#define EGLEW_FUN_EXPORT GLEW_FUN_EXPORT -#define EGLEW_VAR_EXPORT GLEW_VAR_EXPORT - -EGLEW_FUN_EXPORT PFNEGLCHOOSECONFIGPROC __eglewChooseConfig; -EGLEW_FUN_EXPORT PFNEGLCOPYBUFFERSPROC __eglewCopyBuffers; -EGLEW_FUN_EXPORT PFNEGLCREATECONTEXTPROC __eglewCreateContext; -EGLEW_FUN_EXPORT PFNEGLCREATEPBUFFERSURFACEPROC __eglewCreatePbufferSurface; -EGLEW_FUN_EXPORT PFNEGLCREATEPIXMAPSURFACEPROC __eglewCreatePixmapSurface; -EGLEW_FUN_EXPORT PFNEGLCREATEWINDOWSURFACEPROC __eglewCreateWindowSurface; -EGLEW_FUN_EXPORT PFNEGLDESTROYCONTEXTPROC __eglewDestroyContext; -EGLEW_FUN_EXPORT PFNEGLDESTROYSURFACEPROC __eglewDestroySurface; -EGLEW_FUN_EXPORT PFNEGLGETCONFIGATTRIBPROC __eglewGetConfigAttrib; -EGLEW_FUN_EXPORT PFNEGLGETCONFIGSPROC __eglewGetConfigs; -EGLEW_FUN_EXPORT PFNEGLGETCURRENTDISPLAYPROC __eglewGetCurrentDisplay; -EGLEW_FUN_EXPORT PFNEGLGETCURRENTSURFACEPROC __eglewGetCurrentSurface; -EGLEW_FUN_EXPORT PFNEGLGETDISPLAYPROC __eglewGetDisplay; -EGLEW_FUN_EXPORT PFNEGLGETERRORPROC __eglewGetError; -EGLEW_FUN_EXPORT PFNEGLINITIALIZEPROC __eglewInitialize; -EGLEW_FUN_EXPORT PFNEGLMAKECURRENTPROC __eglewMakeCurrent; -EGLEW_FUN_EXPORT PFNEGLQUERYCONTEXTPROC __eglewQueryContext; -EGLEW_FUN_EXPORT PFNEGLQUERYSTRINGPROC __eglewQueryString; -EGLEW_FUN_EXPORT PFNEGLQUERYSURFACEPROC __eglewQuerySurface; -EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSPROC __eglewSwapBuffers; -EGLEW_FUN_EXPORT PFNEGLTERMINATEPROC __eglewTerminate; -EGLEW_FUN_EXPORT PFNEGLWAITGLPROC __eglewWaitGL; -EGLEW_FUN_EXPORT PFNEGLWAITNATIVEPROC __eglewWaitNative; - -EGLEW_FUN_EXPORT PFNEGLBINDTEXIMAGEPROC __eglewBindTexImage; -EGLEW_FUN_EXPORT PFNEGLRELEASETEXIMAGEPROC __eglewReleaseTexImage; -EGLEW_FUN_EXPORT PFNEGLSURFACEATTRIBPROC __eglewSurfaceAttrib; -EGLEW_FUN_EXPORT PFNEGLSWAPINTERVALPROC __eglewSwapInterval; - -EGLEW_FUN_EXPORT PFNEGLBINDAPIPROC __eglewBindAPI; -EGLEW_FUN_EXPORT PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC __eglewCreatePbufferFromClientBuffer; -EGLEW_FUN_EXPORT PFNEGLQUERYAPIPROC __eglewQueryAPI; -EGLEW_FUN_EXPORT PFNEGLRELEASETHREADPROC __eglewReleaseThread; -EGLEW_FUN_EXPORT PFNEGLWAITCLIENTPROC __eglewWaitClient; - -EGLEW_FUN_EXPORT PFNEGLGETCURRENTCONTEXTPROC __eglewGetCurrentContext; - -EGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCPROC __eglewClientWaitSync; -EGLEW_FUN_EXPORT PFNEGLCREATEIMAGEPROC __eglewCreateImage; -EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC __eglewCreatePlatformPixmapSurface; -EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMWINDOWSURFACEPROC __eglewCreatePlatformWindowSurface; -EGLEW_FUN_EXPORT PFNEGLCREATESYNCPROC __eglewCreateSync; -EGLEW_FUN_EXPORT PFNEGLDESTROYIMAGEPROC __eglewDestroyImage; -EGLEW_FUN_EXPORT PFNEGLDESTROYSYNCPROC __eglewDestroySync; -EGLEW_FUN_EXPORT PFNEGLGETPLATFORMDISPLAYPROC __eglewGetPlatformDisplay; -EGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBPROC __eglewGetSyncAttrib; -EGLEW_FUN_EXPORT PFNEGLWAITSYNCPROC __eglewWaitSync; - -EGLEW_FUN_EXPORT PFNEGLSETBLOBCACHEFUNCSANDROIDPROC __eglewSetBlobCacheFuncsANDROID; - -EGLEW_FUN_EXPORT PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC __eglewCreateNativeClientBufferANDROID; - -EGLEW_FUN_EXPORT PFNEGLDUPNATIVEFENCEFDANDROIDPROC __eglewDupNativeFenceFDANDROID; - -EGLEW_FUN_EXPORT PFNEGLPRESENTATIONTIMEANDROIDPROC __eglewPresentationTimeANDROID; - -EGLEW_FUN_EXPORT PFNEGLQUERYSURFACEPOINTERANGLEPROC __eglewQuerySurfacePointerANGLE; - -EGLEW_FUN_EXPORT PFNEGLQUERYDEVICESEXTPROC __eglewQueryDevicesEXT; - -EGLEW_FUN_EXPORT PFNEGLQUERYDEVICEATTRIBEXTPROC __eglewQueryDeviceAttribEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYDEVICESTRINGEXTPROC __eglewQueryDeviceStringEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYDISPLAYATTRIBEXTPROC __eglewQueryDisplayAttribEXT; - -EGLEW_FUN_EXPORT PFNEGLQUERYDMABUFFORMATSEXTPROC __eglewQueryDmaBufFormatsEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYDMABUFMODIFIERSEXTPROC __eglewQueryDmaBufModifiersEXT; - -EGLEW_FUN_EXPORT PFNEGLGETOUTPUTLAYERSEXTPROC __eglewGetOutputLayersEXT; -EGLEW_FUN_EXPORT PFNEGLGETOUTPUTPORTSEXTPROC __eglewGetOutputPortsEXT; -EGLEW_FUN_EXPORT PFNEGLOUTPUTLAYERATTRIBEXTPROC __eglewOutputLayerAttribEXT; -EGLEW_FUN_EXPORT PFNEGLOUTPUTPORTATTRIBEXTPROC __eglewOutputPortAttribEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC __eglewQueryOutputLayerAttribEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC __eglewQueryOutputLayerStringEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC __eglewQueryOutputPortAttribEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC __eglewQueryOutputPortStringEXT; - -EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC __eglewCreatePlatformPixmapSurfaceEXT; -EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC __eglewCreatePlatformWindowSurfaceEXT; -EGLEW_FUN_EXPORT PFNEGLGETPLATFORMDISPLAYEXTPROC __eglewGetPlatformDisplayEXT; - -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMEROUTPUTEXTPROC __eglewStreamConsumerOutputEXT; - -EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC __eglewSwapBuffersWithDamageEXT; - -EGLEW_FUN_EXPORT PFNEGLCREATEPIXMAPSURFACEHIPROC __eglewCreatePixmapSurfaceHI; - -EGLEW_FUN_EXPORT PFNEGLCREATESYNC64KHRPROC __eglewCreateSync64KHR; - -EGLEW_FUN_EXPORT PFNEGLDEBUGMESSAGECONTROLKHRPROC __eglewDebugMessageControlKHR; -EGLEW_FUN_EXPORT PFNEGLLABELOBJECTKHRPROC __eglewLabelObjectKHR; -EGLEW_FUN_EXPORT PFNEGLQUERYDEBUGKHRPROC __eglewQueryDebugKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATEIMAGEKHRPROC __eglewCreateImageKHR; -EGLEW_FUN_EXPORT PFNEGLDESTROYIMAGEKHRPROC __eglewDestroyImageKHR; - -EGLEW_FUN_EXPORT PFNEGLLOCKSURFACEKHRPROC __eglewLockSurfaceKHR; -EGLEW_FUN_EXPORT PFNEGLUNLOCKSURFACEKHRPROC __eglewUnlockSurfaceKHR; - -EGLEW_FUN_EXPORT PFNEGLQUERYSURFACE64KHRPROC __eglewQuerySurface64KHR; - -EGLEW_FUN_EXPORT PFNEGLSETDAMAGEREGIONKHRPROC __eglewSetDamageRegionKHR; - -EGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCKHRPROC __eglewClientWaitSyncKHR; -EGLEW_FUN_EXPORT PFNEGLCREATESYNCKHRPROC __eglewCreateSyncKHR; -EGLEW_FUN_EXPORT PFNEGLDESTROYSYNCKHRPROC __eglewDestroySyncKHR; -EGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBKHRPROC __eglewGetSyncAttribKHR; -EGLEW_FUN_EXPORT PFNEGLSIGNALSYNCKHRPROC __eglewSignalSyncKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATESTREAMKHRPROC __eglewCreateStreamKHR; -EGLEW_FUN_EXPORT PFNEGLDESTROYSTREAMKHRPROC __eglewDestroyStreamKHR; -EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMKHRPROC __eglewQueryStreamKHR; -EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMU64KHRPROC __eglewQueryStreamu64KHR; -EGLEW_FUN_EXPORT PFNEGLSTREAMATTRIBKHRPROC __eglewStreamAttribKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATESTREAMATTRIBKHRPROC __eglewCreateStreamAttribKHR; -EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMATTRIBKHRPROC __eglewQueryStreamAttribKHR; -EGLEW_FUN_EXPORT PFNEGLSETSTREAMATTRIBKHRPROC __eglewSetStreamAttribKHR; -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC __eglewStreamConsumerAcquireAttribKHR; -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC __eglewStreamConsumerReleaseAttribKHR; - -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERACQUIREKHRPROC __eglewStreamConsumerAcquireKHR; -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC __eglewStreamConsumerGLTextureExternalKHR; -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERRELEASEKHRPROC __eglewStreamConsumerReleaseKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC __eglewCreateStreamFromFileDescriptorKHR; -EGLEW_FUN_EXPORT PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC __eglewGetStreamFileDescriptorKHR; - -EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMTIMEKHRPROC __eglewQueryStreamTimeKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC __eglewCreateStreamProducerSurfaceKHR; - -EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC __eglewSwapBuffersWithDamageKHR; - -EGLEW_FUN_EXPORT PFNEGLWAITSYNCKHRPROC __eglewWaitSyncKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATEDRMIMAGEMESAPROC __eglewCreateDRMImageMESA; -EGLEW_FUN_EXPORT PFNEGLEXPORTDRMIMAGEMESAPROC __eglewExportDRMImageMESA; - -EGLEW_FUN_EXPORT PFNEGLEXPORTDMABUFIMAGEMESAPROC __eglewExportDMABUFImageMESA; -EGLEW_FUN_EXPORT PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC __eglewExportDMABUFImageQueryMESA; - -EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSREGIONNOKPROC __eglewSwapBuffersRegionNOK; - -EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSREGION2NOKPROC __eglewSwapBuffersRegion2NOK; - -EGLEW_FUN_EXPORT PFNEGLQUERYNATIVEDISPLAYNVPROC __eglewQueryNativeDisplayNV; -EGLEW_FUN_EXPORT PFNEGLQUERYNATIVEPIXMAPNVPROC __eglewQueryNativePixmapNV; -EGLEW_FUN_EXPORT PFNEGLQUERYNATIVEWINDOWNVPROC __eglewQueryNativeWindowNV; - -EGLEW_FUN_EXPORT PFNEGLPOSTSUBBUFFERNVPROC __eglewPostSubBufferNV; - -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC __eglewStreamConsumerGLTextureExternalAttribsNV; - -EGLEW_FUN_EXPORT PFNEGLQUERYDISPLAYATTRIBNVPROC __eglewQueryDisplayAttribNV; -EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMMETADATANVPROC __eglewQueryStreamMetadataNV; -EGLEW_FUN_EXPORT PFNEGLSETSTREAMMETADATANVPROC __eglewSetStreamMetadataNV; - -EGLEW_FUN_EXPORT PFNEGLRESETSTREAMNVPROC __eglewResetStreamNV; - -EGLEW_FUN_EXPORT PFNEGLCREATESTREAMSYNCNVPROC __eglewCreateStreamSyncNV; - -EGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCNVPROC __eglewClientWaitSyncNV; -EGLEW_FUN_EXPORT PFNEGLCREATEFENCESYNCNVPROC __eglewCreateFenceSyncNV; -EGLEW_FUN_EXPORT PFNEGLDESTROYSYNCNVPROC __eglewDestroySyncNV; -EGLEW_FUN_EXPORT PFNEGLFENCENVPROC __eglewFenceNV; -EGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBNVPROC __eglewGetSyncAttribNV; -EGLEW_FUN_EXPORT PFNEGLSIGNALSYNCNVPROC __eglewSignalSyncNV; - -EGLEW_FUN_EXPORT PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC __eglewGetSystemTimeFrequencyNV; -EGLEW_FUN_EXPORT PFNEGLGETSYSTEMTIMENVPROC __eglewGetSystemTimeNV; -EGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_0; -EGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_1; 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-EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_post_sub_buffer; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_robustness_video_memory_purge; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_consumer_gltexture_yuv; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_display; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_object; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_partition; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_process; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_system; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_fifo_next; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_fifo_synchronous; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_frame_limits; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_metadata; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_remote; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_reset; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket_inet; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket_unix; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_sync; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_sync; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_system_time; -EGLEW_VAR_EXPORT GLboolean __EGLEW_TIZEN_image_native_buffer; -EGLEW_VAR_EXPORT GLboolean __EGLEW_TIZEN_image_native_surface; -/* ------------------------------------------------------------------------ */ - -GLEWAPI GLenum GLEWAPIENTRY eglewInit (EGLDisplay display); -GLEWAPI GLboolean GLEWAPIENTRY eglewIsSupported (const char *name); - -#define EGLEW_GET_VAR(x) (*(const GLboolean*)&x) -#define EGLEW_GET_FUN(x) x - -GLEWAPI GLboolean GLEWAPIENTRY eglewGetExtension (const char *name); - -#ifdef __cplusplus -} -#endif - -#endif /* __eglew_h__ */ diff --git a/ref/glew/include/GL/glew.h b/ref/glew/include/GL/glew.h deleted file mode 100644 index b5b6987f..00000000 --- a/ref/glew/include/GL/glew.h +++ /dev/null @@ -1,23686 +0,0 @@ -/* -** The OpenGL Extension Wrangler Library -** Copyright (C) 2008-2017, Nigel Stewart -** Copyright (C) 2002-2008, Milan Ikits -** Copyright (C) 2002-2008, Marcelo E. Magallon -** Copyright (C) 2002, Lev Povalahev -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are met: -** -** * Redistributions of source code must retain the above copyright notice, -** this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright notice, -** this list of conditions and the following disclaimer in the documentation -** and/or other materials provided with the distribution. -** * The name of the author may be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -** THE POSSIBILITY OF SUCH DAMAGE. -*/ - -/* - * Mesa 3-D graphics library - * Version: 7.0 - * - * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - -/* -** Copyright (c) 2007 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ - -#ifndef __glew_h__ -#define __glew_h__ -#define __GLEW_H__ - -#if defined(__gl_h_) || defined(__GL_H__) || defined(_GL_H) || defined(__X_GL_H) -#error gl.h included before glew.h -#endif -#if defined(__gl2_h_) -#error gl2.h included before glew.h -#endif -#if defined(__gltypes_h_) -#error gltypes.h included before glew.h -#endif -#if defined(__REGAL_H__) -#error Regal.h included before glew.h -#endif -#if defined(__glext_h_) || defined(__GLEXT_H_) -#error glext.h included before glew.h -#endif -#if defined(__gl_ATI_h_) -#error glATI.h included before glew.h -#endif - -#define __gl_h_ -#define __gl2_h_ -#define __GL_H__ -#define _GL_H -#define __gltypes_h_ -#define __REGAL_H__ -#define __X_GL_H -#define __glext_h_ -#define __GLEXT_H_ -#define __gl_ATI_h_ - -#if defined(_WIN32) - -/* - * GLEW does not include to avoid name space pollution. - * GL needs GLAPI and GLAPIENTRY, GLU needs APIENTRY, CALLBACK, and wchar_t - * defined properly. - */ -/* and */ -#ifdef APIENTRY -# ifndef GLAPIENTRY -# define GLAPIENTRY APIENTRY -# endif -# ifndef GLEWAPIENTRY -# define GLEWAPIENTRY APIENTRY -# endif -#else -#define GLEW_APIENTRY_DEFINED -# if defined(__MINGW32__) || defined(__CYGWIN__) || (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__) -# define APIENTRY __stdcall -# ifndef GLAPIENTRY -# define GLAPIENTRY __stdcall -# endif -# ifndef GLEWAPIENTRY -# define GLEWAPIENTRY __stdcall -# endif -# else -# define APIENTRY -# endif -#endif -#ifndef GLAPI -# if defined(__MINGW32__) || defined(__CYGWIN__) -# define GLAPI extern -# endif -#endif -/* */ -#ifndef CALLBACK -#define GLEW_CALLBACK_DEFINED -# if defined(__MINGW32__) || defined(__CYGWIN__) -# define CALLBACK __attribute__ ((__stdcall__)) -# elif (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS) -# define CALLBACK __stdcall -# else -# define CALLBACK -# endif -#endif -/* and */ -#ifndef WINGDIAPI -#define GLEW_WINGDIAPI_DEFINED -#define WINGDIAPI __declspec(dllimport) -#endif -/* */ -#if (defined(_MSC_VER) || defined(__BORLANDC__)) && !defined(_WCHAR_T_DEFINED) -typedef unsigned short wchar_t; -# define _WCHAR_T_DEFINED -#endif -/* */ -#if !defined(_W64) -# if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && defined(_MSC_VER) && _MSC_VER >= 1300 -# define _W64 __w64 -# else -# define _W64 -# endif -#endif -#if !defined(_PTRDIFF_T_DEFINED) && !defined(_PTRDIFF_T_) && !defined(__MINGW64__) -# ifdef _WIN64 -typedef __int64 ptrdiff_t; -# else -typedef _W64 int ptrdiff_t; -# endif -# define _PTRDIFF_T_DEFINED -# define _PTRDIFF_T_ -#endif - -#ifndef GLAPI -# if defined(__MINGW32__) || defined(__CYGWIN__) -# define GLAPI extern -# else -# define GLAPI WINGDIAPI -# endif -#endif - -/* - * GLEW_STATIC is defined for static library. - * GLEW_BUILD is defined for building the DLL library. - */ - -#ifdef GLEW_STATIC -# define GLEWAPI extern -#else -# ifdef GLEW_BUILD -# define GLEWAPI extern __declspec(dllexport) -# else -# define GLEWAPI extern __declspec(dllimport) -# endif -#endif - -#else /* _UNIX */ - -/* - * Needed for ptrdiff_t in turn needed by VBO. This is defined by ISO - * C. On my system, this amounts to _3 lines_ of included code, all of - * them pretty much harmless. If you know of a way of detecting 32 vs - * 64 _targets_ at compile time you are free to replace this with - * something that's portable. For now, _this_ is the portable solution. - * (mem, 2004-01-04) - */ - -#include - -/* SGI MIPSPro doesn't like stdint.h in C++ mode */ -/* ID: 3376260 Solaris 9 has inttypes.h, but not stdint.h */ - -#if (defined(__sgi) || defined(__sun)) && !defined(__GNUC__) -#include -#else -#include -#endif - -#define GLEW_APIENTRY_DEFINED -#define APIENTRY - -/* - * GLEW_STATIC is defined for static library. - */ - -#ifdef GLEW_STATIC -# define GLEWAPI extern -#else -# if defined(__GNUC__) && __GNUC__>=4 -# define GLEWAPI extern __attribute__ ((visibility("default"))) -# elif defined(__SUNPRO_C) || defined(__SUNPRO_CC) -# define GLEWAPI extern __global -# else -# define GLEWAPI extern -# endif -#endif - -/* */ -#ifndef GLAPI -#define GLAPI extern -#endif - -#endif /* _WIN32 */ - -#ifndef GLAPIENTRY -#define GLAPIENTRY -#endif - -#ifndef GLEWAPIENTRY -#define GLEWAPIENTRY -#endif - -#define GLEW_VAR_EXPORT GLEWAPI -#define GLEW_FUN_EXPORT GLEWAPI - -#ifdef __cplusplus -extern "C" { -#endif - -/* ----------------------------- GL_VERSION_1_1 ---------------------------- */ - -#ifndef GL_VERSION_1_1 -#define GL_VERSION_1_1 1 - -typedef unsigned int GLenum; -typedef unsigned int GLbitfield; -typedef unsigned int GLuint; -typedef int GLint; -typedef int GLsizei; -typedef unsigned char GLboolean; -typedef signed char GLbyte; -typedef short GLshort; -typedef unsigned char GLubyte; -typedef unsigned short GLushort; -typedef unsigned long GLulong; -typedef float GLfloat; -typedef float GLclampf; -typedef double GLdouble; -typedef double GLclampd; -typedef void GLvoid; -#if defined(_MSC_VER) && _MSC_VER < 1400 -typedef __int64 GLint64EXT; -typedef unsigned __int64 GLuint64EXT; -#elif defined(_MSC_VER) || defined(__BORLANDC__) -typedef signed long long GLint64EXT; -typedef unsigned long long GLuint64EXT; -#else -# if defined(__MINGW32__) || defined(__CYGWIN__) -#include -# endif -typedef int64_t GLint64EXT; -typedef uint64_t GLuint64EXT; -#endif -typedef GLint64EXT GLint64; -typedef GLuint64EXT GLuint64; -typedef struct __GLsync *GLsync; - -typedef char GLchar; - -#define GL_ZERO 0 -#define GL_FALSE 0 -#define GL_LOGIC_OP 0x0BF1 -#define GL_NONE 0 -#define GL_TEXTURE_COMPONENTS 0x1003 -#define GL_NO_ERROR 0 -#define GL_POINTS 0x0000 -#define GL_CURRENT_BIT 0x00000001 -#define GL_TRUE 1 -#define GL_ONE 1 -#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 -#define GL_LINES 0x0001 -#define GL_LINE_LOOP 0x0002 -#define GL_POINT_BIT 0x00000002 -#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 -#define GL_LINE_STRIP 0x0003 -#define GL_LINE_BIT 0x00000004 -#define GL_TRIANGLES 0x0004 -#define GL_TRIANGLE_STRIP 0x0005 -#define GL_TRIANGLE_FAN 0x0006 -#define GL_QUADS 0x0007 -#define GL_QUAD_STRIP 0x0008 -#define GL_POLYGON_BIT 0x00000008 -#define GL_POLYGON 0x0009 -#define GL_POLYGON_STIPPLE_BIT 0x00000010 -#define GL_PIXEL_MODE_BIT 0x00000020 -#define GL_LIGHTING_BIT 0x00000040 -#define GL_FOG_BIT 0x00000080 -#define GL_DEPTH_BUFFER_BIT 0x00000100 -#define GL_ACCUM 0x0100 -#define GL_LOAD 0x0101 -#define GL_RETURN 0x0102 -#define GL_MULT 0x0103 -#define GL_ADD 0x0104 -#define GL_NEVER 0x0200 -#define GL_ACCUM_BUFFER_BIT 0x00000200 -#define GL_LESS 0x0201 -#define GL_EQUAL 0x0202 -#define GL_LEQUAL 0x0203 -#define GL_GREATER 0x0204 -#define GL_NOTEQUAL 0x0205 -#define GL_GEQUAL 0x0206 -#define GL_ALWAYS 0x0207 -#define GL_SRC_COLOR 0x0300 -#define GL_ONE_MINUS_SRC_COLOR 0x0301 -#define GL_SRC_ALPHA 0x0302 -#define GL_ONE_MINUS_SRC_ALPHA 0x0303 -#define GL_DST_ALPHA 0x0304 -#define GL_ONE_MINUS_DST_ALPHA 0x0305 -#define GL_DST_COLOR 0x0306 -#define GL_ONE_MINUS_DST_COLOR 0x0307 -#define GL_SRC_ALPHA_SATURATE 0x0308 -#define GL_STENCIL_BUFFER_BIT 0x00000400 -#define GL_FRONT_LEFT 0x0400 -#define GL_FRONT_RIGHT 0x0401 -#define GL_BACK_LEFT 0x0402 -#define GL_BACK_RIGHT 0x0403 -#define GL_FRONT 0x0404 -#define GL_BACK 0x0405 -#define GL_LEFT 0x0406 -#define GL_RIGHT 0x0407 -#define GL_FRONT_AND_BACK 0x0408 -#define GL_AUX0 0x0409 -#define GL_AUX1 0x040A -#define GL_AUX2 0x040B -#define GL_AUX3 0x040C -#define GL_INVALID_ENUM 0x0500 -#define GL_INVALID_VALUE 0x0501 -#define GL_INVALID_OPERATION 0x0502 -#define GL_STACK_OVERFLOW 0x0503 -#define GL_STACK_UNDERFLOW 0x0504 -#define GL_OUT_OF_MEMORY 0x0505 -#define GL_2D 0x0600 -#define GL_3D 0x0601 -#define GL_3D_COLOR 0x0602 -#define GL_3D_COLOR_TEXTURE 0x0603 -#define GL_4D_COLOR_TEXTURE 0x0604 -#define GL_PASS_THROUGH_TOKEN 0x0700 -#define GL_POINT_TOKEN 0x0701 -#define GL_LINE_TOKEN 0x0702 -#define GL_POLYGON_TOKEN 0x0703 -#define GL_BITMAP_TOKEN 0x0704 -#define GL_DRAW_PIXEL_TOKEN 0x0705 -#define GL_COPY_PIXEL_TOKEN 0x0706 -#define GL_LINE_RESET_TOKEN 0x0707 -#define GL_EXP 0x0800 -#define GL_VIEWPORT_BIT 0x00000800 -#define GL_EXP2 0x0801 -#define GL_CW 0x0900 -#define GL_CCW 0x0901 -#define GL_COEFF 0x0A00 -#define GL_ORDER 0x0A01 -#define GL_DOMAIN 0x0A02 -#define GL_CURRENT_COLOR 0x0B00 -#define GL_CURRENT_INDEX 0x0B01 -#define GL_CURRENT_NORMAL 0x0B02 -#define GL_CURRENT_TEXTURE_COORDS 0x0B03 -#define GL_CURRENT_RASTER_COLOR 0x0B04 -#define GL_CURRENT_RASTER_INDEX 0x0B05 -#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 -#define GL_CURRENT_RASTER_POSITION 0x0B07 -#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 -#define GL_CURRENT_RASTER_DISTANCE 0x0B09 -#define GL_POINT_SMOOTH 0x0B10 -#define GL_POINT_SIZE 0x0B11 -#define GL_POINT_SIZE_RANGE 0x0B12 -#define GL_POINT_SIZE_GRANULARITY 0x0B13 -#define GL_LINE_SMOOTH 0x0B20 -#define GL_LINE_WIDTH 0x0B21 -#define GL_LINE_WIDTH_RANGE 0x0B22 -#define GL_LINE_WIDTH_GRANULARITY 0x0B23 -#define GL_LINE_STIPPLE 0x0B24 -#define GL_LINE_STIPPLE_PATTERN 0x0B25 -#define GL_LINE_STIPPLE_REPEAT 0x0B26 -#define GL_LIST_MODE 0x0B30 -#define GL_MAX_LIST_NESTING 0x0B31 -#define GL_LIST_BASE 0x0B32 -#define GL_LIST_INDEX 0x0B33 -#define GL_POLYGON_MODE 0x0B40 -#define GL_POLYGON_SMOOTH 0x0B41 -#define GL_POLYGON_STIPPLE 0x0B42 -#define GL_EDGE_FLAG 0x0B43 -#define GL_CULL_FACE 0x0B44 -#define GL_CULL_FACE_MODE 0x0B45 -#define GL_FRONT_FACE 0x0B46 -#define GL_LIGHTING 0x0B50 -#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 -#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 -#define GL_LIGHT_MODEL_AMBIENT 0x0B53 -#define GL_SHADE_MODEL 0x0B54 -#define GL_COLOR_MATERIAL_FACE 0x0B55 -#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 -#define GL_COLOR_MATERIAL 0x0B57 -#define GL_FOG 0x0B60 -#define GL_FOG_INDEX 0x0B61 -#define GL_FOG_DENSITY 0x0B62 -#define GL_FOG_START 0x0B63 -#define GL_FOG_END 0x0B64 -#define GL_FOG_MODE 0x0B65 -#define GL_FOG_COLOR 0x0B66 -#define GL_DEPTH_RANGE 0x0B70 -#define GL_DEPTH_TEST 0x0B71 -#define GL_DEPTH_WRITEMASK 0x0B72 -#define GL_DEPTH_CLEAR_VALUE 0x0B73 -#define GL_DEPTH_FUNC 0x0B74 -#define GL_ACCUM_CLEAR_VALUE 0x0B80 -#define GL_STENCIL_TEST 0x0B90 -#define GL_STENCIL_CLEAR_VALUE 0x0B91 -#define GL_STENCIL_FUNC 0x0B92 -#define GL_STENCIL_VALUE_MASK 0x0B93 -#define GL_STENCIL_FAIL 0x0B94 -#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 -#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 -#define GL_STENCIL_REF 0x0B97 -#define GL_STENCIL_WRITEMASK 0x0B98 -#define GL_MATRIX_MODE 0x0BA0 -#define GL_NORMALIZE 0x0BA1 -#define GL_VIEWPORT 0x0BA2 -#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 -#define GL_PROJECTION_STACK_DEPTH 0x0BA4 -#define GL_TEXTURE_STACK_DEPTH 0x0BA5 -#define GL_MODELVIEW_MATRIX 0x0BA6 -#define GL_PROJECTION_MATRIX 0x0BA7 -#define GL_TEXTURE_MATRIX 0x0BA8 -#define GL_ATTRIB_STACK_DEPTH 0x0BB0 -#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 -#define GL_ALPHA_TEST 0x0BC0 -#define GL_ALPHA_TEST_FUNC 0x0BC1 -#define GL_ALPHA_TEST_REF 0x0BC2 -#define GL_DITHER 0x0BD0 -#define GL_BLEND_DST 0x0BE0 -#define GL_BLEND_SRC 0x0BE1 -#define GL_BLEND 0x0BE2 -#define GL_LOGIC_OP_MODE 0x0BF0 -#define GL_INDEX_LOGIC_OP 0x0BF1 -#define GL_COLOR_LOGIC_OP 0x0BF2 -#define GL_AUX_BUFFERS 0x0C00 -#define GL_DRAW_BUFFER 0x0C01 -#define GL_READ_BUFFER 0x0C02 -#define GL_SCISSOR_BOX 0x0C10 -#define GL_SCISSOR_TEST 0x0C11 -#define GL_INDEX_CLEAR_VALUE 0x0C20 -#define GL_INDEX_WRITEMASK 0x0C21 -#define GL_COLOR_CLEAR_VALUE 0x0C22 -#define GL_COLOR_WRITEMASK 0x0C23 -#define GL_INDEX_MODE 0x0C30 -#define GL_RGBA_MODE 0x0C31 -#define GL_DOUBLEBUFFER 0x0C32 -#define GL_STEREO 0x0C33 -#define GL_RENDER_MODE 0x0C40 -#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 -#define GL_POINT_SMOOTH_HINT 0x0C51 -#define GL_LINE_SMOOTH_HINT 0x0C52 -#define GL_POLYGON_SMOOTH_HINT 0x0C53 -#define GL_FOG_HINT 0x0C54 -#define GL_TEXTURE_GEN_S 0x0C60 -#define GL_TEXTURE_GEN_T 0x0C61 -#define GL_TEXTURE_GEN_R 0x0C62 -#define GL_TEXTURE_GEN_Q 0x0C63 -#define GL_PIXEL_MAP_I_TO_I 0x0C70 -#define GL_PIXEL_MAP_S_TO_S 0x0C71 -#define GL_PIXEL_MAP_I_TO_R 0x0C72 -#define GL_PIXEL_MAP_I_TO_G 0x0C73 -#define GL_PIXEL_MAP_I_TO_B 0x0C74 -#define GL_PIXEL_MAP_I_TO_A 0x0C75 -#define GL_PIXEL_MAP_R_TO_R 0x0C76 -#define GL_PIXEL_MAP_G_TO_G 0x0C77 -#define GL_PIXEL_MAP_B_TO_B 0x0C78 -#define GL_PIXEL_MAP_A_TO_A 0x0C79 -#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 -#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 -#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 -#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 -#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 -#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 -#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 -#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 -#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 -#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 -#define GL_UNPACK_SWAP_BYTES 0x0CF0 -#define GL_UNPACK_LSB_FIRST 0x0CF1 -#define GL_UNPACK_ROW_LENGTH 0x0CF2 -#define GL_UNPACK_SKIP_ROWS 0x0CF3 -#define GL_UNPACK_SKIP_PIXELS 0x0CF4 -#define GL_UNPACK_ALIGNMENT 0x0CF5 -#define GL_PACK_SWAP_BYTES 0x0D00 -#define GL_PACK_LSB_FIRST 0x0D01 -#define GL_PACK_ROW_LENGTH 0x0D02 -#define GL_PACK_SKIP_ROWS 0x0D03 -#define GL_PACK_SKIP_PIXELS 0x0D04 -#define GL_PACK_ALIGNMENT 0x0D05 -#define GL_MAP_COLOR 0x0D10 -#define GL_MAP_STENCIL 0x0D11 -#define GL_INDEX_SHIFT 0x0D12 -#define GL_INDEX_OFFSET 0x0D13 -#define GL_RED_SCALE 0x0D14 -#define GL_RED_BIAS 0x0D15 -#define GL_ZOOM_X 0x0D16 -#define GL_ZOOM_Y 0x0D17 -#define GL_GREEN_SCALE 0x0D18 -#define GL_GREEN_BIAS 0x0D19 -#define GL_BLUE_SCALE 0x0D1A -#define GL_BLUE_BIAS 0x0D1B -#define GL_ALPHA_SCALE 0x0D1C -#define GL_ALPHA_BIAS 0x0D1D -#define GL_DEPTH_SCALE 0x0D1E -#define GL_DEPTH_BIAS 0x0D1F -#define GL_MAX_EVAL_ORDER 0x0D30 -#define GL_MAX_LIGHTS 0x0D31 -#define GL_MAX_CLIP_PLANES 0x0D32 -#define GL_MAX_TEXTURE_SIZE 0x0D33 -#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 -#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 -#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 -#define GL_MAX_NAME_STACK_DEPTH 0x0D37 -#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 -#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 -#define GL_MAX_VIEWPORT_DIMS 0x0D3A -#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B -#define GL_SUBPIXEL_BITS 0x0D50 -#define GL_INDEX_BITS 0x0D51 -#define GL_RED_BITS 0x0D52 -#define GL_GREEN_BITS 0x0D53 -#define GL_BLUE_BITS 0x0D54 -#define GL_ALPHA_BITS 0x0D55 -#define GL_DEPTH_BITS 0x0D56 -#define GL_STENCIL_BITS 0x0D57 -#define GL_ACCUM_RED_BITS 0x0D58 -#define GL_ACCUM_GREEN_BITS 0x0D59 -#define GL_ACCUM_BLUE_BITS 0x0D5A -#define GL_ACCUM_ALPHA_BITS 0x0D5B -#define GL_NAME_STACK_DEPTH 0x0D70 -#define GL_AUTO_NORMAL 0x0D80 -#define GL_MAP1_COLOR_4 0x0D90 -#define GL_MAP1_INDEX 0x0D91 -#define GL_MAP1_NORMAL 0x0D92 -#define GL_MAP1_TEXTURE_COORD_1 0x0D93 -#define GL_MAP1_TEXTURE_COORD_2 0x0D94 -#define GL_MAP1_TEXTURE_COORD_3 0x0D95 -#define GL_MAP1_TEXTURE_COORD_4 0x0D96 -#define GL_MAP1_VERTEX_3 0x0D97 -#define GL_MAP1_VERTEX_4 0x0D98 -#define GL_MAP2_COLOR_4 0x0DB0 -#define GL_MAP2_INDEX 0x0DB1 -#define GL_MAP2_NORMAL 0x0DB2 -#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 -#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 -#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 -#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 -#define GL_MAP2_VERTEX_3 0x0DB7 -#define GL_MAP2_VERTEX_4 0x0DB8 -#define GL_MAP1_GRID_DOMAIN 0x0DD0 -#define GL_MAP1_GRID_SEGMENTS 0x0DD1 -#define GL_MAP2_GRID_DOMAIN 0x0DD2 -#define GL_MAP2_GRID_SEGMENTS 0x0DD3 -#define GL_TEXTURE_1D 0x0DE0 -#define GL_TEXTURE_2D 0x0DE1 -#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 -#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 -#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 -#define GL_SELECTION_BUFFER_POINTER 0x0DF3 -#define GL_SELECTION_BUFFER_SIZE 0x0DF4 -#define GL_TEXTURE_WIDTH 0x1000 -#define GL_TRANSFORM_BIT 0x00001000 -#define GL_TEXTURE_HEIGHT 0x1001 -#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 -#define GL_TEXTURE_BORDER_COLOR 0x1004 -#define GL_TEXTURE_BORDER 0x1005 -#define GL_DONT_CARE 0x1100 -#define GL_FASTEST 0x1101 -#define GL_NICEST 0x1102 -#define GL_AMBIENT 0x1200 -#define GL_DIFFUSE 0x1201 -#define GL_SPECULAR 0x1202 -#define GL_POSITION 0x1203 -#define GL_SPOT_DIRECTION 0x1204 -#define GL_SPOT_EXPONENT 0x1205 -#define GL_SPOT_CUTOFF 0x1206 -#define GL_CONSTANT_ATTENUATION 0x1207 -#define GL_LINEAR_ATTENUATION 0x1208 -#define GL_QUADRATIC_ATTENUATION 0x1209 -#define GL_COMPILE 0x1300 -#define GL_COMPILE_AND_EXECUTE 0x1301 -#define GL_BYTE 0x1400 -#define GL_UNSIGNED_BYTE 0x1401 -#define GL_SHORT 0x1402 -#define GL_UNSIGNED_SHORT 0x1403 -#define GL_INT 0x1404 -#define GL_UNSIGNED_INT 0x1405 -#define GL_FLOAT 0x1406 -#define GL_2_BYTES 0x1407 -#define GL_3_BYTES 0x1408 -#define GL_4_BYTES 0x1409 -#define GL_DOUBLE 0x140A -#define GL_CLEAR 0x1500 -#define GL_AND 0x1501 -#define GL_AND_REVERSE 0x1502 -#define GL_COPY 0x1503 -#define GL_AND_INVERTED 0x1504 -#define GL_NOOP 0x1505 -#define GL_XOR 0x1506 -#define GL_OR 0x1507 -#define GL_NOR 0x1508 -#define GL_EQUIV 0x1509 -#define GL_INVERT 0x150A -#define GL_OR_REVERSE 0x150B -#define GL_COPY_INVERTED 0x150C -#define GL_OR_INVERTED 0x150D -#define GL_NAND 0x150E -#define GL_SET 0x150F -#define GL_EMISSION 0x1600 -#define GL_SHININESS 0x1601 -#define GL_AMBIENT_AND_DIFFUSE 0x1602 -#define GL_COLOR_INDEXES 0x1603 -#define GL_MODELVIEW 0x1700 -#define GL_PROJECTION 0x1701 -#define GL_TEXTURE 0x1702 -#define GL_COLOR 0x1800 -#define GL_DEPTH 0x1801 -#define GL_STENCIL 0x1802 -#define GL_COLOR_INDEX 0x1900 -#define GL_STENCIL_INDEX 0x1901 -#define GL_DEPTH_COMPONENT 0x1902 -#define GL_RED 0x1903 -#define GL_GREEN 0x1904 -#define GL_BLUE 0x1905 -#define GL_ALPHA 0x1906 -#define GL_RGB 0x1907 -#define GL_RGBA 0x1908 -#define GL_LUMINANCE 0x1909 -#define GL_LUMINANCE_ALPHA 0x190A -#define GL_BITMAP 0x1A00 -#define GL_POINT 0x1B00 -#define GL_LINE 0x1B01 -#define GL_FILL 0x1B02 -#define GL_RENDER 0x1C00 -#define GL_FEEDBACK 0x1C01 -#define GL_SELECT 0x1C02 -#define GL_FLAT 0x1D00 -#define GL_SMOOTH 0x1D01 -#define GL_KEEP 0x1E00 -#define GL_REPLACE 0x1E01 -#define GL_INCR 0x1E02 -#define GL_DECR 0x1E03 -#define GL_VENDOR 0x1F00 -#define GL_RENDERER 0x1F01 -#define GL_VERSION 0x1F02 -#define GL_EXTENSIONS 0x1F03 -#define GL_S 0x2000 -#define GL_ENABLE_BIT 0x00002000 -#define GL_T 0x2001 -#define GL_R 0x2002 -#define GL_Q 0x2003 -#define GL_MODULATE 0x2100 -#define GL_DECAL 0x2101 -#define GL_TEXTURE_ENV_MODE 0x2200 -#define GL_TEXTURE_ENV_COLOR 0x2201 -#define GL_TEXTURE_ENV 0x2300 -#define GL_EYE_LINEAR 0x2400 -#define GL_OBJECT_LINEAR 0x2401 -#define GL_SPHERE_MAP 0x2402 -#define GL_TEXTURE_GEN_MODE 0x2500 -#define GL_OBJECT_PLANE 0x2501 -#define GL_EYE_PLANE 0x2502 -#define GL_NEAREST 0x2600 -#define GL_LINEAR 0x2601 -#define GL_NEAREST_MIPMAP_NEAREST 0x2700 -#define GL_LINEAR_MIPMAP_NEAREST 0x2701 -#define GL_NEAREST_MIPMAP_LINEAR 0x2702 -#define GL_LINEAR_MIPMAP_LINEAR 0x2703 -#define GL_TEXTURE_MAG_FILTER 0x2800 -#define GL_TEXTURE_MIN_FILTER 0x2801 -#define GL_TEXTURE_WRAP_S 0x2802 -#define GL_TEXTURE_WRAP_T 0x2803 -#define GL_CLAMP 0x2900 -#define GL_REPEAT 0x2901 -#define GL_POLYGON_OFFSET_UNITS 0x2A00 -#define GL_POLYGON_OFFSET_POINT 0x2A01 -#define GL_POLYGON_OFFSET_LINE 0x2A02 -#define GL_R3_G3_B2 0x2A10 -#define GL_V2F 0x2A20 -#define GL_V3F 0x2A21 -#define GL_C4UB_V2F 0x2A22 -#define GL_C4UB_V3F 0x2A23 -#define GL_C3F_V3F 0x2A24 -#define GL_N3F_V3F 0x2A25 -#define GL_C4F_N3F_V3F 0x2A26 -#define GL_T2F_V3F 0x2A27 -#define GL_T4F_V4F 0x2A28 -#define GL_T2F_C4UB_V3F 0x2A29 -#define GL_T2F_C3F_V3F 0x2A2A -#define GL_T2F_N3F_V3F 0x2A2B -#define GL_T2F_C4F_N3F_V3F 0x2A2C -#define GL_T4F_C4F_N3F_V4F 0x2A2D -#define GL_CLIP_PLANE0 0x3000 -#define GL_CLIP_PLANE1 0x3001 -#define GL_CLIP_PLANE2 0x3002 -#define GL_CLIP_PLANE3 0x3003 -#define GL_CLIP_PLANE4 0x3004 -#define GL_CLIP_PLANE5 0x3005 -#define GL_LIGHT0 0x4000 -#define GL_COLOR_BUFFER_BIT 0x00004000 -#define GL_LIGHT1 0x4001 -#define GL_LIGHT2 0x4002 -#define GL_LIGHT3 0x4003 -#define GL_LIGHT4 0x4004 -#define GL_LIGHT5 0x4005 -#define GL_LIGHT6 0x4006 -#define GL_LIGHT7 0x4007 -#define GL_HINT_BIT 0x00008000 -#define GL_POLYGON_OFFSET_FILL 0x8037 -#define GL_POLYGON_OFFSET_FACTOR 0x8038 -#define GL_ALPHA4 0x803B -#define GL_ALPHA8 0x803C -#define GL_ALPHA12 0x803D -#define GL_ALPHA16 0x803E -#define GL_LUMINANCE4 0x803F -#define GL_LUMINANCE8 0x8040 -#define GL_LUMINANCE12 0x8041 -#define GL_LUMINANCE16 0x8042 -#define GL_LUMINANCE4_ALPHA4 0x8043 -#define GL_LUMINANCE6_ALPHA2 0x8044 -#define GL_LUMINANCE8_ALPHA8 0x8045 -#define GL_LUMINANCE12_ALPHA4 0x8046 -#define GL_LUMINANCE12_ALPHA12 0x8047 -#define GL_LUMINANCE16_ALPHA16 0x8048 -#define GL_INTENSITY 0x8049 -#define GL_INTENSITY4 0x804A -#define GL_INTENSITY8 0x804B -#define GL_INTENSITY12 0x804C -#define GL_INTENSITY16 0x804D -#define GL_RGB4 0x804F -#define GL_RGB5 0x8050 -#define GL_RGB8 0x8051 -#define GL_RGB10 0x8052 -#define GL_RGB12 0x8053 -#define GL_RGB16 0x8054 -#define GL_RGBA2 0x8055 -#define GL_RGBA4 0x8056 -#define GL_RGB5_A1 0x8057 -#define GL_RGBA8 0x8058 -#define GL_RGB10_A2 0x8059 -#define GL_RGBA12 0x805A -#define GL_RGBA16 0x805B -#define GL_TEXTURE_RED_SIZE 0x805C -#define GL_TEXTURE_GREEN_SIZE 0x805D -#define GL_TEXTURE_BLUE_SIZE 0x805E -#define GL_TEXTURE_ALPHA_SIZE 0x805F -#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 -#define GL_TEXTURE_INTENSITY_SIZE 0x8061 -#define GL_PROXY_TEXTURE_1D 0x8063 -#define GL_PROXY_TEXTURE_2D 0x8064 -#define GL_TEXTURE_PRIORITY 0x8066 -#define GL_TEXTURE_RESIDENT 0x8067 -#define GL_TEXTURE_BINDING_1D 0x8068 -#define GL_TEXTURE_BINDING_2D 0x8069 -#define GL_VERTEX_ARRAY 0x8074 -#define GL_NORMAL_ARRAY 0x8075 -#define GL_COLOR_ARRAY 0x8076 -#define GL_INDEX_ARRAY 0x8077 -#define GL_TEXTURE_COORD_ARRAY 0x8078 -#define GL_EDGE_FLAG_ARRAY 0x8079 -#define GL_VERTEX_ARRAY_SIZE 0x807A -#define GL_VERTEX_ARRAY_TYPE 0x807B -#define GL_VERTEX_ARRAY_STRIDE 0x807C -#define GL_NORMAL_ARRAY_TYPE 0x807E -#define GL_NORMAL_ARRAY_STRIDE 0x807F -#define GL_COLOR_ARRAY_SIZE 0x8081 -#define GL_COLOR_ARRAY_TYPE 0x8082 -#define GL_COLOR_ARRAY_STRIDE 0x8083 -#define GL_INDEX_ARRAY_TYPE 0x8085 -#define GL_INDEX_ARRAY_STRIDE 0x8086 -#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 -#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 -#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A -#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C -#define GL_VERTEX_ARRAY_POINTER 0x808E -#define GL_NORMAL_ARRAY_POINTER 0x808F -#define GL_COLOR_ARRAY_POINTER 0x8090 -#define GL_INDEX_ARRAY_POINTER 0x8091 -#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 -#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 -#define GL_COLOR_INDEX1_EXT 0x80E2 -#define GL_COLOR_INDEX2_EXT 0x80E3 -#define GL_COLOR_INDEX4_EXT 0x80E4 -#define GL_COLOR_INDEX8_EXT 0x80E5 -#define GL_COLOR_INDEX12_EXT 0x80E6 -#define GL_COLOR_INDEX16_EXT 0x80E7 -#define GL_EVAL_BIT 0x00010000 -#define GL_LIST_BIT 0x00020000 -#define GL_TEXTURE_BIT 0x00040000 -#define GL_SCISSOR_BIT 0x00080000 -#define GL_ALL_ATTRIB_BITS 0x000fffff -#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff - -GLAPI void GLAPIENTRY glAccum (GLenum op, GLfloat value); -GLAPI void GLAPIENTRY glAlphaFunc (GLenum func, GLclampf ref); -GLAPI GLboolean GLAPIENTRY glAreTexturesResident (GLsizei n, const GLuint *textures, GLboolean *residences); -GLAPI void GLAPIENTRY glArrayElement (GLint i); -GLAPI void GLAPIENTRY glBegin (GLenum mode); -GLAPI void GLAPIENTRY glBindTexture (GLenum target, GLuint texture); -GLAPI void GLAPIENTRY glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); -GLAPI void GLAPIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); -GLAPI void GLAPIENTRY glCallList (GLuint list); -GLAPI void GLAPIENTRY glCallLists (GLsizei n, GLenum type, const void *lists); -GLAPI void GLAPIENTRY glClear (GLbitfield mask); -GLAPI void GLAPIENTRY glClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); -GLAPI void GLAPIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); -GLAPI void GLAPIENTRY glClearDepth (GLclampd depth); -GLAPI void GLAPIENTRY glClearIndex (GLfloat c); -GLAPI void GLAPIENTRY glClearStencil (GLint s); -GLAPI void GLAPIENTRY glClipPlane (GLenum plane, const GLdouble *equation); -GLAPI void GLAPIENTRY glColor3b (GLbyte red, GLbyte green, GLbyte blue); -GLAPI void GLAPIENTRY glColor3bv (const GLbyte *v); -GLAPI void GLAPIENTRY glColor3d (GLdouble red, GLdouble green, GLdouble blue); -GLAPI void GLAPIENTRY glColor3dv (const GLdouble *v); -GLAPI void GLAPIENTRY glColor3f (GLfloat red, GLfloat green, GLfloat blue); -GLAPI void GLAPIENTRY glColor3fv (const GLfloat *v); -GLAPI void GLAPIENTRY glColor3i (GLint red, GLint green, GLint blue); -GLAPI void GLAPIENTRY glColor3iv (const GLint *v); -GLAPI void GLAPIENTRY glColor3s (GLshort red, GLshort green, GLshort blue); -GLAPI void GLAPIENTRY glColor3sv (const GLshort *v); -GLAPI void GLAPIENTRY glColor3ub (GLubyte red, GLubyte green, GLubyte blue); -GLAPI void GLAPIENTRY glColor3ubv (const GLubyte *v); -GLAPI void GLAPIENTRY glColor3ui (GLuint red, GLuint green, GLuint blue); -GLAPI void GLAPIENTRY glColor3uiv (const GLuint *v); -GLAPI void GLAPIENTRY glColor3us (GLushort red, GLushort green, GLushort blue); -GLAPI void GLAPIENTRY glColor3usv (const GLushort *v); -GLAPI void GLAPIENTRY glColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); -GLAPI void GLAPIENTRY glColor4bv (const GLbyte *v); -GLAPI void GLAPIENTRY glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); -GLAPI void GLAPIENTRY glColor4dv (const GLdouble *v); -GLAPI void GLAPIENTRY glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); -GLAPI void GLAPIENTRY glColor4fv (const GLfloat *v); -GLAPI void GLAPIENTRY glColor4i (GLint red, GLint green, GLint blue, GLint alpha); -GLAPI void GLAPIENTRY glColor4iv (const GLint *v); -GLAPI void GLAPIENTRY glColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha); -GLAPI void GLAPIENTRY glColor4sv (const GLshort *v); -GLAPI void GLAPIENTRY glColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); -GLAPI void GLAPIENTRY glColor4ubv (const GLubyte *v); -GLAPI void GLAPIENTRY glColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha); -GLAPI void GLAPIENTRY glColor4uiv (const GLuint *v); -GLAPI void GLAPIENTRY glColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha); -GLAPI void GLAPIENTRY glColor4usv (const GLushort *v); -GLAPI void GLAPIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); -GLAPI void GLAPIENTRY glColorMaterial (GLenum face, GLenum mode); -GLAPI void GLAPIENTRY glColorPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); -GLAPI void GLAPIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border); -GLAPI void GLAPIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -GLAPI void GLAPIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -GLAPI void GLAPIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -GLAPI void GLAPIENTRY glCullFace (GLenum mode); -GLAPI void GLAPIENTRY glDeleteLists (GLuint list, GLsizei range); -GLAPI void GLAPIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); -GLAPI void GLAPIENTRY glDepthFunc (GLenum func); -GLAPI void GLAPIENTRY glDepthMask (GLboolean flag); -GLAPI void GLAPIENTRY glDepthRange (GLclampd zNear, GLclampd zFar); -GLAPI void GLAPIENTRY glDisable (GLenum cap); -GLAPI void GLAPIENTRY glDisableClientState (GLenum array); -GLAPI void GLAPIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); -GLAPI void GLAPIENTRY glDrawBuffer (GLenum mode); -GLAPI void GLAPIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); -GLAPI void GLAPIENTRY glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -GLAPI void GLAPIENTRY glEdgeFlag (GLboolean flag); -GLAPI void GLAPIENTRY glEdgeFlagPointer (GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glEdgeFlagv (const GLboolean *flag); -GLAPI void GLAPIENTRY glEnable (GLenum cap); -GLAPI void GLAPIENTRY glEnableClientState (GLenum array); -GLAPI void GLAPIENTRY glEnd (void); -GLAPI void GLAPIENTRY glEndList (void); -GLAPI void GLAPIENTRY glEvalCoord1d (GLdouble u); -GLAPI void GLAPIENTRY glEvalCoord1dv (const GLdouble *u); -GLAPI void GLAPIENTRY glEvalCoord1f (GLfloat u); -GLAPI void GLAPIENTRY glEvalCoord1fv (const GLfloat *u); -GLAPI void GLAPIENTRY glEvalCoord2d (GLdouble u, GLdouble v); -GLAPI void GLAPIENTRY glEvalCoord2dv (const GLdouble *u); -GLAPI void GLAPIENTRY glEvalCoord2f (GLfloat u, GLfloat v); -GLAPI void GLAPIENTRY glEvalCoord2fv (const GLfloat *u); -GLAPI void GLAPIENTRY glEvalMesh1 (GLenum mode, GLint i1, GLint i2); -GLAPI void GLAPIENTRY glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); -GLAPI void GLAPIENTRY glEvalPoint1 (GLint i); -GLAPI void GLAPIENTRY glEvalPoint2 (GLint i, GLint j); -GLAPI void GLAPIENTRY glFeedbackBuffer (GLsizei size, GLenum type, GLfloat *buffer); -GLAPI void GLAPIENTRY glFinish (void); -GLAPI void GLAPIENTRY glFlush (void); -GLAPI void GLAPIENTRY glFogf (GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glFogfv (GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glFogi (GLenum pname, GLint param); -GLAPI void GLAPIENTRY glFogiv (GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glFrontFace (GLenum mode); -GLAPI void GLAPIENTRY glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); -GLAPI GLuint GLAPIENTRY glGenLists (GLsizei range); -GLAPI void GLAPIENTRY glGenTextures (GLsizei n, GLuint *textures); -GLAPI void GLAPIENTRY glGetBooleanv (GLenum pname, GLboolean *params); -GLAPI void GLAPIENTRY glGetClipPlane (GLenum plane, GLdouble *equation); -GLAPI void GLAPIENTRY glGetDoublev (GLenum pname, GLdouble *params); -GLAPI GLenum GLAPIENTRY glGetError (void); -GLAPI void GLAPIENTRY glGetFloatv (GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetIntegerv (GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetLightfv (GLenum light, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetLightiv (GLenum light, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetMapdv (GLenum target, GLenum query, GLdouble *v); -GLAPI void GLAPIENTRY glGetMapfv (GLenum target, GLenum query, GLfloat *v); -GLAPI void GLAPIENTRY glGetMapiv (GLenum target, GLenum query, GLint *v); -GLAPI void GLAPIENTRY glGetMaterialfv (GLenum face, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetMaterialiv (GLenum face, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetPixelMapfv (GLenum map, GLfloat *values); -GLAPI void GLAPIENTRY glGetPixelMapuiv (GLenum map, GLuint *values); -GLAPI void GLAPIENTRY glGetPixelMapusv (GLenum map, GLushort *values); -GLAPI void GLAPIENTRY glGetPointerv (GLenum pname, void* *params); -GLAPI void GLAPIENTRY glGetPolygonStipple (GLubyte *mask); -GLAPI const GLubyte * GLAPIENTRY glGetString (GLenum name); -GLAPI void GLAPIENTRY glGetTexEnvfv (GLenum target, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetTexEnviv (GLenum target, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetTexGendv (GLenum coord, GLenum pname, GLdouble *params); -GLAPI void GLAPIENTRY glGetTexGenfv (GLenum coord, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetTexGeniv (GLenum coord, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, void *pixels); -GLAPI void GLAPIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glHint (GLenum target, GLenum mode); -GLAPI void GLAPIENTRY glIndexMask (GLuint mask); -GLAPI void GLAPIENTRY glIndexPointer (GLenum type, GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glIndexd (GLdouble c); -GLAPI void GLAPIENTRY glIndexdv (const GLdouble *c); -GLAPI void GLAPIENTRY glIndexf (GLfloat c); -GLAPI void GLAPIENTRY glIndexfv (const GLfloat *c); -GLAPI void GLAPIENTRY glIndexi (GLint c); -GLAPI void GLAPIENTRY glIndexiv (const GLint *c); -GLAPI void GLAPIENTRY glIndexs (GLshort c); -GLAPI void GLAPIENTRY glIndexsv (const GLshort *c); -GLAPI void GLAPIENTRY glIndexub (GLubyte c); -GLAPI void GLAPIENTRY glIndexubv (const GLubyte *c); -GLAPI void GLAPIENTRY glInitNames (void); -GLAPI void GLAPIENTRY glInterleavedArrays (GLenum format, GLsizei stride, const void *pointer); -GLAPI GLboolean GLAPIENTRY glIsEnabled (GLenum cap); -GLAPI GLboolean GLAPIENTRY glIsList (GLuint list); -GLAPI GLboolean GLAPIENTRY glIsTexture (GLuint texture); -GLAPI void GLAPIENTRY glLightModelf (GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glLightModelfv (GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glLightModeli (GLenum pname, GLint param); -GLAPI void GLAPIENTRY glLightModeliv (GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glLightf (GLenum light, GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glLightfv (GLenum light, GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glLighti (GLenum light, GLenum pname, GLint param); -GLAPI void GLAPIENTRY glLightiv (GLenum light, GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glLineStipple (GLint factor, GLushort pattern); -GLAPI void GLAPIENTRY glLineWidth (GLfloat width); -GLAPI void GLAPIENTRY glListBase (GLuint base); -GLAPI void GLAPIENTRY glLoadIdentity (void); -GLAPI void GLAPIENTRY glLoadMatrixd (const GLdouble *m); -GLAPI void GLAPIENTRY glLoadMatrixf (const GLfloat *m); -GLAPI void GLAPIENTRY glLoadName (GLuint name); -GLAPI void GLAPIENTRY glLogicOp (GLenum opcode); -GLAPI void GLAPIENTRY glMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); -GLAPI void GLAPIENTRY glMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); -GLAPI void GLAPIENTRY glMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); -GLAPI void GLAPIENTRY glMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); -GLAPI void GLAPIENTRY glMapGrid1d (GLint un, GLdouble u1, GLdouble u2); -GLAPI void GLAPIENTRY glMapGrid1f (GLint un, GLfloat u1, GLfloat u2); -GLAPI void GLAPIENTRY glMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); -GLAPI void GLAPIENTRY glMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); -GLAPI void GLAPIENTRY glMaterialf (GLenum face, GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glMaterialfv (GLenum face, GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glMateriali (GLenum face, GLenum pname, GLint param); -GLAPI void GLAPIENTRY glMaterialiv (GLenum face, GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glMatrixMode (GLenum mode); -GLAPI void GLAPIENTRY glMultMatrixd (const GLdouble *m); -GLAPI void GLAPIENTRY glMultMatrixf (const GLfloat *m); -GLAPI void GLAPIENTRY glNewList (GLuint list, GLenum mode); -GLAPI void GLAPIENTRY glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz); -GLAPI void GLAPIENTRY glNormal3bv (const GLbyte *v); -GLAPI void GLAPIENTRY glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz); -GLAPI void GLAPIENTRY glNormal3dv (const GLdouble *v); -GLAPI void GLAPIENTRY glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz); -GLAPI void GLAPIENTRY glNormal3fv (const GLfloat *v); -GLAPI void GLAPIENTRY glNormal3i (GLint nx, GLint ny, GLint nz); -GLAPI void GLAPIENTRY glNormal3iv (const GLint *v); -GLAPI void GLAPIENTRY glNormal3s (GLshort nx, GLshort ny, GLshort nz); -GLAPI void GLAPIENTRY glNormal3sv (const GLshort *v); -GLAPI void GLAPIENTRY glNormalPointer (GLenum type, GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); -GLAPI void GLAPIENTRY glPassThrough (GLfloat token); -GLAPI void GLAPIENTRY glPixelMapfv (GLenum map, GLsizei mapsize, const GLfloat *values); -GLAPI void GLAPIENTRY glPixelMapuiv (GLenum map, GLsizei mapsize, const GLuint *values); -GLAPI void GLAPIENTRY glPixelMapusv (GLenum map, GLsizei mapsize, const GLushort *values); -GLAPI void GLAPIENTRY glPixelStoref (GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glPixelStorei (GLenum pname, GLint param); -GLAPI void GLAPIENTRY glPixelTransferf (GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glPixelTransferi (GLenum pname, GLint param); -GLAPI void GLAPIENTRY glPixelZoom (GLfloat xfactor, GLfloat yfactor); -GLAPI void GLAPIENTRY glPointSize (GLfloat size); -GLAPI void GLAPIENTRY glPolygonMode (GLenum face, GLenum mode); -GLAPI void GLAPIENTRY glPolygonOffset (GLfloat factor, GLfloat units); -GLAPI void GLAPIENTRY glPolygonStipple (const GLubyte *mask); -GLAPI void GLAPIENTRY glPopAttrib (void); -GLAPI void GLAPIENTRY glPopClientAttrib (void); -GLAPI void GLAPIENTRY glPopMatrix (void); -GLAPI void GLAPIENTRY glPopName (void); -GLAPI void GLAPIENTRY glPrioritizeTextures (GLsizei n, const GLuint *textures, const GLclampf *priorities); -GLAPI void GLAPIENTRY glPushAttrib (GLbitfield mask); -GLAPI void GLAPIENTRY glPushClientAttrib (GLbitfield mask); -GLAPI void GLAPIENTRY glPushMatrix (void); -GLAPI void GLAPIENTRY glPushName (GLuint name); -GLAPI void GLAPIENTRY glRasterPos2d (GLdouble x, GLdouble y); -GLAPI void GLAPIENTRY glRasterPos2dv (const GLdouble *v); -GLAPI void GLAPIENTRY glRasterPos2f (GLfloat x, GLfloat y); -GLAPI void GLAPIENTRY glRasterPos2fv (const GLfloat *v); -GLAPI void GLAPIENTRY glRasterPos2i (GLint x, GLint y); -GLAPI void GLAPIENTRY glRasterPos2iv (const GLint *v); -GLAPI void GLAPIENTRY glRasterPos2s (GLshort x, GLshort y); -GLAPI void GLAPIENTRY glRasterPos2sv (const GLshort *v); -GLAPI void GLAPIENTRY glRasterPos3d (GLdouble x, GLdouble y, GLdouble z); -GLAPI void GLAPIENTRY glRasterPos3dv (const GLdouble *v); -GLAPI void GLAPIENTRY glRasterPos3f (GLfloat x, GLfloat y, GLfloat z); -GLAPI void GLAPIENTRY glRasterPos3fv (const GLfloat *v); -GLAPI void GLAPIENTRY glRasterPos3i (GLint x, GLint y, GLint z); -GLAPI void GLAPIENTRY glRasterPos3iv (const GLint *v); -GLAPI void GLAPIENTRY glRasterPos3s (GLshort x, GLshort y, GLshort z); -GLAPI void GLAPIENTRY glRasterPos3sv (const GLshort *v); -GLAPI void GLAPIENTRY glRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w); -GLAPI void GLAPIENTRY glRasterPos4dv (const GLdouble *v); -GLAPI void GLAPIENTRY glRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w); -GLAPI void GLAPIENTRY glRasterPos4fv (const GLfloat *v); -GLAPI void GLAPIENTRY glRasterPos4i (GLint x, GLint y, GLint z, GLint w); -GLAPI void GLAPIENTRY glRasterPos4iv (const GLint *v); -GLAPI void GLAPIENTRY glRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w); -GLAPI void GLAPIENTRY glRasterPos4sv (const GLshort *v); -GLAPI void GLAPIENTRY glReadBuffer (GLenum mode); -GLAPI void GLAPIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); -GLAPI void GLAPIENTRY glRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); -GLAPI void GLAPIENTRY glRectdv (const GLdouble *v1, const GLdouble *v2); -GLAPI void GLAPIENTRY glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); -GLAPI void GLAPIENTRY glRectfv (const GLfloat *v1, const GLfloat *v2); -GLAPI void GLAPIENTRY glRecti (GLint x1, GLint y1, GLint x2, GLint y2); -GLAPI void GLAPIENTRY glRectiv (const GLint *v1, const GLint *v2); -GLAPI void GLAPIENTRY glRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2); -GLAPI void GLAPIENTRY glRectsv (const GLshort *v1, const GLshort *v2); -GLAPI GLint GLAPIENTRY glRenderMode (GLenum mode); -GLAPI void GLAPIENTRY glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z); -GLAPI void GLAPIENTRY glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z); -GLAPI void GLAPIENTRY glScaled (GLdouble x, GLdouble y, GLdouble z); -GLAPI void GLAPIENTRY glScalef (GLfloat x, GLfloat y, GLfloat z); -GLAPI void GLAPIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); -GLAPI void GLAPIENTRY glSelectBuffer (GLsizei size, GLuint *buffer); -GLAPI void GLAPIENTRY glShadeModel (GLenum mode); -GLAPI void GLAPIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); -GLAPI void GLAPIENTRY glStencilMask (GLuint mask); -GLAPI void GLAPIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); -GLAPI void GLAPIENTRY glTexCoord1d (GLdouble s); -GLAPI void GLAPIENTRY glTexCoord1dv (const GLdouble *v); -GLAPI void GLAPIENTRY glTexCoord1f (GLfloat s); -GLAPI void GLAPIENTRY glTexCoord1fv (const GLfloat *v); -GLAPI void GLAPIENTRY glTexCoord1i (GLint s); -GLAPI void GLAPIENTRY glTexCoord1iv (const GLint *v); -GLAPI void GLAPIENTRY glTexCoord1s (GLshort s); -GLAPI void GLAPIENTRY glTexCoord1sv (const GLshort *v); -GLAPI void GLAPIENTRY glTexCoord2d (GLdouble s, GLdouble t); -GLAPI void GLAPIENTRY glTexCoord2dv (const GLdouble *v); -GLAPI void GLAPIENTRY glTexCoord2f (GLfloat s, GLfloat t); -GLAPI void GLAPIENTRY glTexCoord2fv (const GLfloat *v); -GLAPI void GLAPIENTRY glTexCoord2i (GLint s, GLint t); -GLAPI void GLAPIENTRY glTexCoord2iv (const GLint *v); -GLAPI void GLAPIENTRY glTexCoord2s (GLshort s, GLshort t); -GLAPI void GLAPIENTRY glTexCoord2sv (const GLshort *v); -GLAPI void GLAPIENTRY glTexCoord3d (GLdouble s, GLdouble t, GLdouble r); -GLAPI void GLAPIENTRY glTexCoord3dv (const GLdouble *v); -GLAPI void GLAPIENTRY glTexCoord3f (GLfloat s, GLfloat t, GLfloat r); -GLAPI void GLAPIENTRY glTexCoord3fv (const GLfloat *v); -GLAPI void GLAPIENTRY glTexCoord3i (GLint s, GLint t, GLint r); -GLAPI void GLAPIENTRY glTexCoord3iv (const GLint *v); -GLAPI void GLAPIENTRY glTexCoord3s (GLshort s, GLshort t, GLshort r); -GLAPI void GLAPIENTRY glTexCoord3sv (const GLshort *v); -GLAPI void GLAPIENTRY glTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q); -GLAPI void GLAPIENTRY glTexCoord4dv (const GLdouble *v); -GLAPI void GLAPIENTRY glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q); -GLAPI void GLAPIENTRY glTexCoord4fv (const GLfloat *v); -GLAPI void GLAPIENTRY glTexCoord4i (GLint s, GLint t, GLint r, GLint q); -GLAPI void GLAPIENTRY glTexCoord4iv (const GLint *v); -GLAPI void GLAPIENTRY glTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q); -GLAPI void GLAPIENTRY glTexCoord4sv (const GLshort *v); -GLAPI void GLAPIENTRY glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glTexEnvf (GLenum target, GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glTexEnvi (GLenum target, GLenum pname, GLint param); -GLAPI void GLAPIENTRY glTexEnviv (GLenum target, GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glTexGend (GLenum coord, GLenum pname, GLdouble param); -GLAPI void GLAPIENTRY glTexGendv (GLenum coord, GLenum pname, const GLdouble *params); -GLAPI void GLAPIENTRY glTexGenf (GLenum coord, GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glTexGenfv (GLenum coord, GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glTexGeni (GLenum coord, GLenum pname, GLint param); -GLAPI void GLAPIENTRY glTexGeniv (GLenum coord, GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); -GLAPI void GLAPIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); -GLAPI void GLAPIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); -GLAPI void GLAPIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); -GLAPI void GLAPIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -GLAPI void GLAPIENTRY glTranslated (GLdouble x, GLdouble y, GLdouble z); -GLAPI void GLAPIENTRY glTranslatef (GLfloat x, GLfloat y, GLfloat z); -GLAPI void GLAPIENTRY glVertex2d (GLdouble x, GLdouble y); -GLAPI void GLAPIENTRY glVertex2dv (const GLdouble *v); -GLAPI void GLAPIENTRY glVertex2f (GLfloat x, GLfloat y); -GLAPI void GLAPIENTRY glVertex2fv (const GLfloat *v); -GLAPI void GLAPIENTRY glVertex2i (GLint x, GLint y); -GLAPI void GLAPIENTRY glVertex2iv (const GLint *v); -GLAPI void GLAPIENTRY glVertex2s (GLshort x, GLshort y); -GLAPI void GLAPIENTRY glVertex2sv (const GLshort *v); -GLAPI void GLAPIENTRY glVertex3d (GLdouble x, GLdouble y, GLdouble z); -GLAPI void GLAPIENTRY glVertex3dv (const GLdouble *v); -GLAPI void GLAPIENTRY glVertex3f (GLfloat x, GLfloat y, GLfloat z); -GLAPI void GLAPIENTRY glVertex3fv (const GLfloat *v); -GLAPI void GLAPIENTRY glVertex3i (GLint x, GLint y, GLint z); -GLAPI void GLAPIENTRY glVertex3iv (const GLint *v); -GLAPI void GLAPIENTRY glVertex3s (GLshort x, GLshort y, GLshort z); -GLAPI void GLAPIENTRY glVertex3sv (const GLshort *v); -GLAPI void GLAPIENTRY glVertex4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w); -GLAPI void GLAPIENTRY glVertex4dv (const GLdouble *v); -GLAPI void GLAPIENTRY glVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w); -GLAPI void GLAPIENTRY glVertex4fv (const GLfloat *v); -GLAPI void GLAPIENTRY glVertex4i (GLint x, GLint y, GLint z, GLint w); -GLAPI void GLAPIENTRY glVertex4iv (const GLint *v); -GLAPI void GLAPIENTRY glVertex4s (GLshort x, GLshort y, GLshort z, GLshort w); -GLAPI void GLAPIENTRY glVertex4sv (const GLshort *v); -GLAPI void GLAPIENTRY glVertexPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); - -#define GLEW_VERSION_1_1 GLEW_GET_VAR(__GLEW_VERSION_1_1) - -#endif /* GL_VERSION_1_1 */ - -/* ---------------------------------- GLU ---------------------------------- */ - -#ifndef GLEW_NO_GLU -# ifdef __APPLE__ -# include -# if defined(__IPHONE_OS_VERSION_MIN_REQUIRED) -# define GLEW_NO_GLU -# endif -# endif -#endif - -#ifndef GLEW_NO_GLU -/* this is where we can safely include GLU */ -# if defined(__APPLE__) && defined(__MACH__) -# include -# else -# include -# endif -#endif - -/* ----------------------------- GL_VERSION_1_2 ---------------------------- */ - -#ifndef GL_VERSION_1_2 -#define GL_VERSION_1_2 1 - -#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 -#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 -#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 -#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 -#define GL_UNSIGNED_BYTE_3_3_2 0x8032 -#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 -#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 -#define GL_UNSIGNED_INT_8_8_8_8 0x8035 -#define GL_UNSIGNED_INT_10_10_10_2 0x8036 -#define GL_RESCALE_NORMAL 0x803A -#define GL_TEXTURE_BINDING_3D 0x806A -#define GL_PACK_SKIP_IMAGES 0x806B -#define GL_PACK_IMAGE_HEIGHT 0x806C -#define GL_UNPACK_SKIP_IMAGES 0x806D -#define GL_UNPACK_IMAGE_HEIGHT 0x806E -#define GL_TEXTURE_3D 0x806F -#define GL_PROXY_TEXTURE_3D 0x8070 -#define GL_TEXTURE_DEPTH 0x8071 -#define GL_TEXTURE_WRAP_R 0x8072 -#define GL_MAX_3D_TEXTURE_SIZE 0x8073 -#define GL_BGR 0x80E0 -#define GL_BGRA 0x80E1 -#define GL_MAX_ELEMENTS_VERTICES 0x80E8 -#define GL_MAX_ELEMENTS_INDICES 0x80E9 -#define GL_CLAMP_TO_EDGE 0x812F -#define GL_TEXTURE_MIN_LOD 0x813A -#define GL_TEXTURE_MAX_LOD 0x813B -#define GL_TEXTURE_BASE_LEVEL 0x813C -#define GL_TEXTURE_MAX_LEVEL 0x813D -#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 -#define GL_SINGLE_COLOR 0x81F9 -#define GL_SEPARATE_SPECULAR_COLOR 0x81FA -#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 -#define GL_UNSIGNED_SHORT_5_6_5 0x8363 -#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 -#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 -#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 -#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 -#define GL_ALIASED_POINT_SIZE_RANGE 0x846D -#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E - -typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); -typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); - -#define glCopyTexSubImage3D GLEW_GET_FUN(__glewCopyTexSubImage3D) -#define glDrawRangeElements GLEW_GET_FUN(__glewDrawRangeElements) -#define glTexImage3D GLEW_GET_FUN(__glewTexImage3D) -#define glTexSubImage3D GLEW_GET_FUN(__glewTexSubImage3D) - -#define GLEW_VERSION_1_2 GLEW_GET_VAR(__GLEW_VERSION_1_2) - -#endif /* GL_VERSION_1_2 */ - -/* ---------------------------- GL_VERSION_1_2_1 --------------------------- */ - -#ifndef GL_VERSION_1_2_1 -#define GL_VERSION_1_2_1 1 - -#define GLEW_VERSION_1_2_1 GLEW_GET_VAR(__GLEW_VERSION_1_2_1) - -#endif /* GL_VERSION_1_2_1 */ - -/* ----------------------------- GL_VERSION_1_3 ---------------------------- */ - -#ifndef GL_VERSION_1_3 -#define GL_VERSION_1_3 1 - -#define GL_MULTISAMPLE 0x809D -#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E -#define GL_SAMPLE_ALPHA_TO_ONE 0x809F -#define GL_SAMPLE_COVERAGE 0x80A0 -#define GL_SAMPLE_BUFFERS 0x80A8 -#define GL_SAMPLES 0x80A9 -#define GL_SAMPLE_COVERAGE_VALUE 0x80AA -#define GL_SAMPLE_COVERAGE_INVERT 0x80AB -#define GL_CLAMP_TO_BORDER 0x812D -#define GL_TEXTURE0 0x84C0 -#define GL_TEXTURE1 0x84C1 -#define GL_TEXTURE2 0x84C2 -#define GL_TEXTURE3 0x84C3 -#define GL_TEXTURE4 0x84C4 -#define GL_TEXTURE5 0x84C5 -#define GL_TEXTURE6 0x84C6 -#define GL_TEXTURE7 0x84C7 -#define GL_TEXTURE8 0x84C8 -#define GL_TEXTURE9 0x84C9 -#define GL_TEXTURE10 0x84CA -#define GL_TEXTURE11 0x84CB -#define GL_TEXTURE12 0x84CC -#define GL_TEXTURE13 0x84CD -#define GL_TEXTURE14 0x84CE -#define GL_TEXTURE15 0x84CF -#define GL_TEXTURE16 0x84D0 -#define GL_TEXTURE17 0x84D1 -#define GL_TEXTURE18 0x84D2 -#define GL_TEXTURE19 0x84D3 -#define GL_TEXTURE20 0x84D4 -#define GL_TEXTURE21 0x84D5 -#define GL_TEXTURE22 0x84D6 -#define GL_TEXTURE23 0x84D7 -#define GL_TEXTURE24 0x84D8 -#define GL_TEXTURE25 0x84D9 -#define GL_TEXTURE26 0x84DA -#define GL_TEXTURE27 0x84DB -#define GL_TEXTURE28 0x84DC -#define GL_TEXTURE29 0x84DD -#define GL_TEXTURE30 0x84DE -#define GL_TEXTURE31 0x84DF -#define GL_ACTIVE_TEXTURE 0x84E0 -#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 -#define GL_MAX_TEXTURE_UNITS 0x84E2 -#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 -#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 -#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 -#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 -#define GL_SUBTRACT 0x84E7 -#define GL_COMPRESSED_ALPHA 0x84E9 -#define GL_COMPRESSED_LUMINANCE 0x84EA -#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB -#define GL_COMPRESSED_INTENSITY 0x84EC -#define GL_COMPRESSED_RGB 0x84ED -#define GL_COMPRESSED_RGBA 0x84EE -#define GL_TEXTURE_COMPRESSION_HINT 0x84EF -#define GL_NORMAL_MAP 0x8511 -#define GL_REFLECTION_MAP 0x8512 -#define GL_TEXTURE_CUBE_MAP 0x8513 -#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A -#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B -#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C -#define GL_COMBINE 0x8570 -#define GL_COMBINE_RGB 0x8571 -#define GL_COMBINE_ALPHA 0x8572 -#define GL_RGB_SCALE 0x8573 -#define GL_ADD_SIGNED 0x8574 -#define GL_INTERPOLATE 0x8575 -#define GL_CONSTANT 0x8576 -#define GL_PRIMARY_COLOR 0x8577 -#define GL_PREVIOUS 0x8578 -#define GL_SOURCE0_RGB 0x8580 -#define GL_SOURCE1_RGB 0x8581 -#define GL_SOURCE2_RGB 0x8582 -#define GL_SOURCE0_ALPHA 0x8588 -#define GL_SOURCE1_ALPHA 0x8589 -#define GL_SOURCE2_ALPHA 0x858A -#define GL_OPERAND0_RGB 0x8590 -#define GL_OPERAND1_RGB 0x8591 -#define GL_OPERAND2_RGB 0x8592 -#define GL_OPERAND0_ALPHA 0x8598 -#define GL_OPERAND1_ALPHA 0x8599 -#define GL_OPERAND2_ALPHA 0x859A -#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 -#define GL_TEXTURE_COMPRESSED 0x86A1 -#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 -#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 -#define GL_DOT3_RGB 0x86AE -#define GL_DOT3_RGBA 0x86AF -#define GL_MULTISAMPLE_BIT 0x20000000 - -typedef void (GLAPIENTRY * PFNGLACTIVETEXTUREPROC) (GLenum texture); -typedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, void *img); -typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble m[16]); -typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat m[16]); -typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble m[16]); -typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat m[16]); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert); - -#define glActiveTexture GLEW_GET_FUN(__glewActiveTexture) -#define glClientActiveTexture GLEW_GET_FUN(__glewClientActiveTexture) -#define glCompressedTexImage1D GLEW_GET_FUN(__glewCompressedTexImage1D) -#define glCompressedTexImage2D GLEW_GET_FUN(__glewCompressedTexImage2D) -#define glCompressedTexImage3D GLEW_GET_FUN(__glewCompressedTexImage3D) -#define glCompressedTexSubImage1D GLEW_GET_FUN(__glewCompressedTexSubImage1D) -#define glCompressedTexSubImage2D GLEW_GET_FUN(__glewCompressedTexSubImage2D) -#define glCompressedTexSubImage3D GLEW_GET_FUN(__glewCompressedTexSubImage3D) -#define glGetCompressedTexImage GLEW_GET_FUN(__glewGetCompressedTexImage) -#define glLoadTransposeMatrixd GLEW_GET_FUN(__glewLoadTransposeMatrixd) -#define glLoadTransposeMatrixf GLEW_GET_FUN(__glewLoadTransposeMatrixf) -#define glMultTransposeMatrixd GLEW_GET_FUN(__glewMultTransposeMatrixd) -#define glMultTransposeMatrixf GLEW_GET_FUN(__glewMultTransposeMatrixf) -#define glMultiTexCoord1d GLEW_GET_FUN(__glewMultiTexCoord1d) -#define glMultiTexCoord1dv GLEW_GET_FUN(__glewMultiTexCoord1dv) -#define glMultiTexCoord1f GLEW_GET_FUN(__glewMultiTexCoord1f) -#define glMultiTexCoord1fv GLEW_GET_FUN(__glewMultiTexCoord1fv) -#define glMultiTexCoord1i GLEW_GET_FUN(__glewMultiTexCoord1i) -#define glMultiTexCoord1iv GLEW_GET_FUN(__glewMultiTexCoord1iv) -#define glMultiTexCoord1s GLEW_GET_FUN(__glewMultiTexCoord1s) -#define glMultiTexCoord1sv GLEW_GET_FUN(__glewMultiTexCoord1sv) -#define glMultiTexCoord2d GLEW_GET_FUN(__glewMultiTexCoord2d) -#define glMultiTexCoord2dv GLEW_GET_FUN(__glewMultiTexCoord2dv) -#define glMultiTexCoord2f GLEW_GET_FUN(__glewMultiTexCoord2f) -#define glMultiTexCoord2fv GLEW_GET_FUN(__glewMultiTexCoord2fv) -#define glMultiTexCoord2i GLEW_GET_FUN(__glewMultiTexCoord2i) -#define glMultiTexCoord2iv GLEW_GET_FUN(__glewMultiTexCoord2iv) -#define glMultiTexCoord2s GLEW_GET_FUN(__glewMultiTexCoord2s) -#define glMultiTexCoord2sv GLEW_GET_FUN(__glewMultiTexCoord2sv) -#define glMultiTexCoord3d GLEW_GET_FUN(__glewMultiTexCoord3d) -#define glMultiTexCoord3dv GLEW_GET_FUN(__glewMultiTexCoord3dv) -#define glMultiTexCoord3f GLEW_GET_FUN(__glewMultiTexCoord3f) -#define glMultiTexCoord3fv GLEW_GET_FUN(__glewMultiTexCoord3fv) -#define glMultiTexCoord3i GLEW_GET_FUN(__glewMultiTexCoord3i) -#define glMultiTexCoord3iv GLEW_GET_FUN(__glewMultiTexCoord3iv) -#define glMultiTexCoord3s GLEW_GET_FUN(__glewMultiTexCoord3s) -#define glMultiTexCoord3sv GLEW_GET_FUN(__glewMultiTexCoord3sv) -#define glMultiTexCoord4d GLEW_GET_FUN(__glewMultiTexCoord4d) -#define glMultiTexCoord4dv GLEW_GET_FUN(__glewMultiTexCoord4dv) -#define glMultiTexCoord4f GLEW_GET_FUN(__glewMultiTexCoord4f) -#define glMultiTexCoord4fv GLEW_GET_FUN(__glewMultiTexCoord4fv) -#define glMultiTexCoord4i GLEW_GET_FUN(__glewMultiTexCoord4i) -#define glMultiTexCoord4iv GLEW_GET_FUN(__glewMultiTexCoord4iv) -#define glMultiTexCoord4s GLEW_GET_FUN(__glewMultiTexCoord4s) -#define glMultiTexCoord4sv GLEW_GET_FUN(__glewMultiTexCoord4sv) -#define glSampleCoverage GLEW_GET_FUN(__glewSampleCoverage) - -#define GLEW_VERSION_1_3 GLEW_GET_VAR(__GLEW_VERSION_1_3) - -#endif /* GL_VERSION_1_3 */ - -/* ----------------------------- GL_VERSION_1_4 ---------------------------- */ - -#ifndef GL_VERSION_1_4 -#define GL_VERSION_1_4 1 - -#define GL_BLEND_DST_RGB 0x80C8 -#define GL_BLEND_SRC_RGB 0x80C9 -#define GL_BLEND_DST_ALPHA 0x80CA -#define GL_BLEND_SRC_ALPHA 0x80CB -#define GL_POINT_SIZE_MIN 0x8126 -#define GL_POINT_SIZE_MAX 0x8127 -#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 -#define GL_POINT_DISTANCE_ATTENUATION 0x8129 -#define GL_GENERATE_MIPMAP 0x8191 -#define GL_GENERATE_MIPMAP_HINT 0x8192 -#define GL_DEPTH_COMPONENT16 0x81A5 -#define GL_DEPTH_COMPONENT24 0x81A6 -#define GL_DEPTH_COMPONENT32 0x81A7 -#define GL_MIRRORED_REPEAT 0x8370 -#define GL_FOG_COORDINATE_SOURCE 0x8450 -#define GL_FOG_COORDINATE 0x8451 -#define GL_FRAGMENT_DEPTH 0x8452 -#define GL_CURRENT_FOG_COORDINATE 0x8453 -#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 -#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 -#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 -#define GL_FOG_COORDINATE_ARRAY 0x8457 -#define GL_COLOR_SUM 0x8458 -#define GL_CURRENT_SECONDARY_COLOR 0x8459 -#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A -#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B -#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C -#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D -#define GL_SECONDARY_COLOR_ARRAY 0x845E -#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD -#define GL_TEXTURE_FILTER_CONTROL 0x8500 -#define GL_TEXTURE_LOD_BIAS 0x8501 -#define GL_INCR_WRAP 0x8507 -#define GL_DECR_WRAP 0x8508 -#define GL_TEXTURE_DEPTH_SIZE 0x884A -#define GL_DEPTH_TEXTURE_MODE 0x884B -#define GL_TEXTURE_COMPARE_MODE 0x884C -#define GL_TEXTURE_COMPARE_FUNC 0x884D -#define GL_COMPARE_R_TO_TEXTURE 0x884E - -typedef void (GLAPIENTRY * PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONPROC) (GLenum mode); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); -typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLFOGCOORDDPROC) (GLdouble coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDDVPROC) (const GLdouble *coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDFPROC) (GLfloat coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDFVPROC) (const GLfloat *coord); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const* indices, GLsizei drawcount); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVPROC) (const GLdouble *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVPROC) (const GLfloat *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IPROC) (GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVPROC) (const GLint *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVPROC) (const GLshort *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVPROC) (const GLdouble *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVPROC) (const GLfloat *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVPROC) (const GLint *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVPROC) (const GLshort *p); - -#define glBlendColor GLEW_GET_FUN(__glewBlendColor) -#define glBlendEquation GLEW_GET_FUN(__glewBlendEquation) -#define glBlendFuncSeparate GLEW_GET_FUN(__glewBlendFuncSeparate) -#define glFogCoordPointer GLEW_GET_FUN(__glewFogCoordPointer) -#define glFogCoordd GLEW_GET_FUN(__glewFogCoordd) -#define glFogCoorddv GLEW_GET_FUN(__glewFogCoorddv) -#define glFogCoordf GLEW_GET_FUN(__glewFogCoordf) -#define glFogCoordfv GLEW_GET_FUN(__glewFogCoordfv) -#define glMultiDrawArrays GLEW_GET_FUN(__glewMultiDrawArrays) -#define glMultiDrawElements GLEW_GET_FUN(__glewMultiDrawElements) -#define glPointParameterf GLEW_GET_FUN(__glewPointParameterf) -#define glPointParameterfv GLEW_GET_FUN(__glewPointParameterfv) -#define glPointParameteri GLEW_GET_FUN(__glewPointParameteri) -#define glPointParameteriv GLEW_GET_FUN(__glewPointParameteriv) -#define glSecondaryColor3b GLEW_GET_FUN(__glewSecondaryColor3b) -#define glSecondaryColor3bv GLEW_GET_FUN(__glewSecondaryColor3bv) -#define glSecondaryColor3d GLEW_GET_FUN(__glewSecondaryColor3d) -#define glSecondaryColor3dv GLEW_GET_FUN(__glewSecondaryColor3dv) -#define glSecondaryColor3f GLEW_GET_FUN(__glewSecondaryColor3f) -#define glSecondaryColor3fv GLEW_GET_FUN(__glewSecondaryColor3fv) -#define glSecondaryColor3i GLEW_GET_FUN(__glewSecondaryColor3i) -#define glSecondaryColor3iv GLEW_GET_FUN(__glewSecondaryColor3iv) -#define glSecondaryColor3s GLEW_GET_FUN(__glewSecondaryColor3s) -#define glSecondaryColor3sv GLEW_GET_FUN(__glewSecondaryColor3sv) -#define glSecondaryColor3ub GLEW_GET_FUN(__glewSecondaryColor3ub) -#define glSecondaryColor3ubv GLEW_GET_FUN(__glewSecondaryColor3ubv) -#define glSecondaryColor3ui GLEW_GET_FUN(__glewSecondaryColor3ui) -#define glSecondaryColor3uiv GLEW_GET_FUN(__glewSecondaryColor3uiv) -#define glSecondaryColor3us GLEW_GET_FUN(__glewSecondaryColor3us) -#define glSecondaryColor3usv GLEW_GET_FUN(__glewSecondaryColor3usv) -#define glSecondaryColorPointer GLEW_GET_FUN(__glewSecondaryColorPointer) -#define glWindowPos2d GLEW_GET_FUN(__glewWindowPos2d) -#define glWindowPos2dv GLEW_GET_FUN(__glewWindowPos2dv) -#define glWindowPos2f GLEW_GET_FUN(__glewWindowPos2f) -#define glWindowPos2fv GLEW_GET_FUN(__glewWindowPos2fv) -#define glWindowPos2i GLEW_GET_FUN(__glewWindowPos2i) -#define glWindowPos2iv GLEW_GET_FUN(__glewWindowPos2iv) -#define glWindowPos2s GLEW_GET_FUN(__glewWindowPos2s) -#define glWindowPos2sv GLEW_GET_FUN(__glewWindowPos2sv) -#define glWindowPos3d GLEW_GET_FUN(__glewWindowPos3d) -#define glWindowPos3dv GLEW_GET_FUN(__glewWindowPos3dv) -#define glWindowPos3f GLEW_GET_FUN(__glewWindowPos3f) -#define glWindowPos3fv GLEW_GET_FUN(__glewWindowPos3fv) -#define glWindowPos3i GLEW_GET_FUN(__glewWindowPos3i) -#define glWindowPos3iv GLEW_GET_FUN(__glewWindowPos3iv) -#define glWindowPos3s GLEW_GET_FUN(__glewWindowPos3s) -#define glWindowPos3sv GLEW_GET_FUN(__glewWindowPos3sv) - -#define GLEW_VERSION_1_4 GLEW_GET_VAR(__GLEW_VERSION_1_4) - -#endif /* GL_VERSION_1_4 */ - -/* ----------------------------- GL_VERSION_1_5 ---------------------------- */ - -#ifndef GL_VERSION_1_5 -#define GL_VERSION_1_5 1 - -#define GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE -#define GL_FOG_COORD GL_FOG_COORDINATE -#define GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY -#define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING -#define GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER -#define GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE -#define GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE -#define GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE -#define GL_SRC0_ALPHA GL_SOURCE0_ALPHA -#define GL_SRC0_RGB GL_SOURCE0_RGB -#define GL_SRC1_ALPHA GL_SOURCE1_ALPHA -#define GL_SRC1_RGB GL_SOURCE1_RGB -#define GL_SRC2_ALPHA GL_SOURCE2_ALPHA -#define GL_SRC2_RGB GL_SOURCE2_RGB -#define GL_BUFFER_SIZE 0x8764 -#define GL_BUFFER_USAGE 0x8765 -#define GL_QUERY_COUNTER_BITS 0x8864 -#define GL_CURRENT_QUERY 0x8865 -#define GL_QUERY_RESULT 0x8866 -#define GL_QUERY_RESULT_AVAILABLE 0x8867 -#define GL_ARRAY_BUFFER 0x8892 -#define GL_ELEMENT_ARRAY_BUFFER 0x8893 -#define GL_ARRAY_BUFFER_BINDING 0x8894 -#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 -#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 -#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 -#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 -#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 -#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A -#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B -#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C -#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D -#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E -#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F -#define GL_READ_ONLY 0x88B8 -#define GL_WRITE_ONLY 0x88B9 -#define GL_READ_WRITE 0x88BA -#define GL_BUFFER_ACCESS 0x88BB -#define GL_BUFFER_MAPPED 0x88BC -#define GL_BUFFER_MAP_POINTER 0x88BD -#define GL_STREAM_DRAW 0x88E0 -#define GL_STREAM_READ 0x88E1 -#define GL_STREAM_COPY 0x88E2 -#define GL_STATIC_DRAW 0x88E4 -#define GL_STATIC_READ 0x88E5 -#define GL_STATIC_COPY 0x88E6 -#define GL_DYNAMIC_DRAW 0x88E8 -#define GL_DYNAMIC_READ 0x88E9 -#define GL_DYNAMIC_COPY 0x88EA -#define GL_SAMPLES_PASSED 0x8914 - -typedef ptrdiff_t GLintptr; -typedef ptrdiff_t GLsizeiptr; - -typedef void (GLAPIENTRY * PFNGLBEGINQUERYPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void* data, GLenum usage); -typedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data); -typedef void (GLAPIENTRY * PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLENDQUERYPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLGENBUFFERSPROC) (GLsizei n, GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLGENQUERIESPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, void** params); -typedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, void* data); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERPROC) (GLuint buffer); -typedef GLboolean (GLAPIENTRY * PFNGLISQUERYPROC) (GLuint id); -typedef void* (GLAPIENTRY * PFNGLMAPBUFFERPROC) (GLenum target, GLenum access); -typedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERPROC) (GLenum target); - -#define glBeginQuery GLEW_GET_FUN(__glewBeginQuery) -#define glBindBuffer GLEW_GET_FUN(__glewBindBuffer) -#define glBufferData GLEW_GET_FUN(__glewBufferData) -#define glBufferSubData GLEW_GET_FUN(__glewBufferSubData) -#define glDeleteBuffers GLEW_GET_FUN(__glewDeleteBuffers) -#define glDeleteQueries GLEW_GET_FUN(__glewDeleteQueries) -#define glEndQuery GLEW_GET_FUN(__glewEndQuery) -#define glGenBuffers GLEW_GET_FUN(__glewGenBuffers) -#define glGenQueries GLEW_GET_FUN(__glewGenQueries) -#define glGetBufferParameteriv GLEW_GET_FUN(__glewGetBufferParameteriv) -#define glGetBufferPointerv GLEW_GET_FUN(__glewGetBufferPointerv) -#define glGetBufferSubData GLEW_GET_FUN(__glewGetBufferSubData) -#define glGetQueryObjectiv GLEW_GET_FUN(__glewGetQueryObjectiv) -#define glGetQueryObjectuiv GLEW_GET_FUN(__glewGetQueryObjectuiv) -#define glGetQueryiv GLEW_GET_FUN(__glewGetQueryiv) -#define glIsBuffer GLEW_GET_FUN(__glewIsBuffer) -#define glIsQuery GLEW_GET_FUN(__glewIsQuery) -#define glMapBuffer GLEW_GET_FUN(__glewMapBuffer) -#define glUnmapBuffer GLEW_GET_FUN(__glewUnmapBuffer) - -#define GLEW_VERSION_1_5 GLEW_GET_VAR(__GLEW_VERSION_1_5) - -#endif /* GL_VERSION_1_5 */ - -/* ----------------------------- GL_VERSION_2_0 ---------------------------- */ - -#ifndef GL_VERSION_2_0 -#define GL_VERSION_2_0 1 - -#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION -#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 -#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 -#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 -#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 -#define GL_CURRENT_VERTEX_ATTRIB 0x8626 -#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 -#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 -#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 -#define GL_STENCIL_BACK_FUNC 0x8800 -#define GL_STENCIL_BACK_FAIL 0x8801 -#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 -#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 -#define GL_MAX_DRAW_BUFFERS 0x8824 -#define GL_DRAW_BUFFER0 0x8825 -#define GL_DRAW_BUFFER1 0x8826 -#define GL_DRAW_BUFFER2 0x8827 -#define GL_DRAW_BUFFER3 0x8828 -#define GL_DRAW_BUFFER4 0x8829 -#define GL_DRAW_BUFFER5 0x882A -#define GL_DRAW_BUFFER6 0x882B -#define GL_DRAW_BUFFER7 0x882C -#define GL_DRAW_BUFFER8 0x882D -#define GL_DRAW_BUFFER9 0x882E -#define GL_DRAW_BUFFER10 0x882F -#define GL_DRAW_BUFFER11 0x8830 -#define GL_DRAW_BUFFER12 0x8831 -#define GL_DRAW_BUFFER13 0x8832 -#define GL_DRAW_BUFFER14 0x8833 -#define GL_DRAW_BUFFER15 0x8834 -#define GL_BLEND_EQUATION_ALPHA 0x883D -#define GL_POINT_SPRITE 0x8861 -#define GL_COORD_REPLACE 0x8862 -#define GL_MAX_VERTEX_ATTRIBS 0x8869 -#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A -#define GL_MAX_TEXTURE_COORDS 0x8871 -#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 -#define GL_FRAGMENT_SHADER 0x8B30 -#define GL_VERTEX_SHADER 0x8B31 -#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 -#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A -#define GL_MAX_VARYING_FLOATS 0x8B4B -#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C -#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D -#define GL_SHADER_TYPE 0x8B4F -#define GL_FLOAT_VEC2 0x8B50 -#define GL_FLOAT_VEC3 0x8B51 -#define GL_FLOAT_VEC4 0x8B52 -#define GL_INT_VEC2 0x8B53 -#define GL_INT_VEC3 0x8B54 -#define GL_INT_VEC4 0x8B55 -#define GL_BOOL 0x8B56 -#define GL_BOOL_VEC2 0x8B57 -#define GL_BOOL_VEC3 0x8B58 -#define GL_BOOL_VEC4 0x8B59 -#define GL_FLOAT_MAT2 0x8B5A -#define GL_FLOAT_MAT3 0x8B5B -#define GL_FLOAT_MAT4 0x8B5C -#define GL_SAMPLER_1D 0x8B5D -#define GL_SAMPLER_2D 0x8B5E -#define GL_SAMPLER_3D 0x8B5F -#define GL_SAMPLER_CUBE 0x8B60 -#define GL_SAMPLER_1D_SHADOW 0x8B61 -#define GL_SAMPLER_2D_SHADOW 0x8B62 -#define GL_DELETE_STATUS 0x8B80 -#define GL_COMPILE_STATUS 0x8B81 -#define GL_LINK_STATUS 0x8B82 -#define GL_VALIDATE_STATUS 0x8B83 -#define GL_INFO_LOG_LENGTH 0x8B84 -#define GL_ATTACHED_SHADERS 0x8B85 -#define GL_ACTIVE_UNIFORMS 0x8B86 -#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 -#define GL_SHADER_SOURCE_LENGTH 0x8B88 -#define GL_ACTIVE_ATTRIBUTES 0x8B89 -#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A -#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B -#define GL_SHADING_LANGUAGE_VERSION 0x8B8C -#define GL_CURRENT_PROGRAM 0x8B8D -#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 -#define GL_LOWER_LEFT 0x8CA1 -#define GL_UPPER_LEFT 0x8CA2 -#define GL_STENCIL_BACK_REF 0x8CA3 -#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 -#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 - -typedef void (GLAPIENTRY * PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); -typedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); -typedef void (GLAPIENTRY * PFNGLCOMPILESHADERPROC) (GLuint shader); -typedef GLuint (GLAPIENTRY * PFNGLCREATEPROGRAMPROC) (void); -typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROC) (GLenum type); -typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPROC) (GLuint program); -typedef void (GLAPIENTRY * PFNGLDELETESHADERPROC) (GLuint shader); -typedef void (GLAPIENTRY * PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum* bufs); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); -typedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders); -typedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog); -typedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEPROC) (GLuint obj, GLsizei maxLength, GLsizei* length, GLchar* source); -typedef void (GLAPIENTRY * PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint* param); -typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void** pointer); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPROC) (GLuint program); -typedef GLboolean (GLAPIENTRY * PFNGLISSHADERPROC) (GLuint shader); -typedef void (GLAPIENTRY * PFNGLLINKPROGRAMPROC) (GLuint program); -typedef void (GLAPIENTRY * PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const* string, const GLint* length); -typedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); -typedef void (GLAPIENTRY * PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); -typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); -typedef void (GLAPIENTRY * PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1IPROC) (GLint location, GLint v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUSEPROGRAMPROC) (GLuint program); -typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPROC) (GLuint program); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer); - -#define glAttachShader GLEW_GET_FUN(__glewAttachShader) -#define glBindAttribLocation GLEW_GET_FUN(__glewBindAttribLocation) -#define glBlendEquationSeparate GLEW_GET_FUN(__glewBlendEquationSeparate) -#define glCompileShader GLEW_GET_FUN(__glewCompileShader) -#define glCreateProgram GLEW_GET_FUN(__glewCreateProgram) -#define glCreateShader GLEW_GET_FUN(__glewCreateShader) -#define glDeleteProgram GLEW_GET_FUN(__glewDeleteProgram) -#define glDeleteShader GLEW_GET_FUN(__glewDeleteShader) -#define glDetachShader GLEW_GET_FUN(__glewDetachShader) -#define glDisableVertexAttribArray GLEW_GET_FUN(__glewDisableVertexAttribArray) -#define glDrawBuffers GLEW_GET_FUN(__glewDrawBuffers) -#define glEnableVertexAttribArray GLEW_GET_FUN(__glewEnableVertexAttribArray) -#define glGetActiveAttrib GLEW_GET_FUN(__glewGetActiveAttrib) -#define glGetActiveUniform GLEW_GET_FUN(__glewGetActiveUniform) -#define glGetAttachedShaders GLEW_GET_FUN(__glewGetAttachedShaders) -#define glGetAttribLocation GLEW_GET_FUN(__glewGetAttribLocation) -#define glGetProgramInfoLog GLEW_GET_FUN(__glewGetProgramInfoLog) -#define glGetProgramiv GLEW_GET_FUN(__glewGetProgramiv) -#define glGetShaderInfoLog GLEW_GET_FUN(__glewGetShaderInfoLog) -#define glGetShaderSource GLEW_GET_FUN(__glewGetShaderSource) -#define glGetShaderiv GLEW_GET_FUN(__glewGetShaderiv) -#define glGetUniformLocation GLEW_GET_FUN(__glewGetUniformLocation) -#define glGetUniformfv GLEW_GET_FUN(__glewGetUniformfv) -#define glGetUniformiv GLEW_GET_FUN(__glewGetUniformiv) -#define glGetVertexAttribPointerv GLEW_GET_FUN(__glewGetVertexAttribPointerv) -#define glGetVertexAttribdv GLEW_GET_FUN(__glewGetVertexAttribdv) -#define glGetVertexAttribfv GLEW_GET_FUN(__glewGetVertexAttribfv) -#define glGetVertexAttribiv GLEW_GET_FUN(__glewGetVertexAttribiv) -#define glIsProgram GLEW_GET_FUN(__glewIsProgram) -#define glIsShader GLEW_GET_FUN(__glewIsShader) -#define glLinkProgram GLEW_GET_FUN(__glewLinkProgram) -#define glShaderSource GLEW_GET_FUN(__glewShaderSource) -#define glStencilFuncSeparate GLEW_GET_FUN(__glewStencilFuncSeparate) -#define glStencilMaskSeparate GLEW_GET_FUN(__glewStencilMaskSeparate) -#define glStencilOpSeparate GLEW_GET_FUN(__glewStencilOpSeparate) -#define glUniform1f GLEW_GET_FUN(__glewUniform1f) -#define glUniform1fv GLEW_GET_FUN(__glewUniform1fv) -#define glUniform1i GLEW_GET_FUN(__glewUniform1i) -#define glUniform1iv GLEW_GET_FUN(__glewUniform1iv) -#define glUniform2f GLEW_GET_FUN(__glewUniform2f) -#define glUniform2fv GLEW_GET_FUN(__glewUniform2fv) -#define glUniform2i GLEW_GET_FUN(__glewUniform2i) -#define glUniform2iv GLEW_GET_FUN(__glewUniform2iv) -#define glUniform3f GLEW_GET_FUN(__glewUniform3f) -#define glUniform3fv GLEW_GET_FUN(__glewUniform3fv) -#define glUniform3i GLEW_GET_FUN(__glewUniform3i) -#define glUniform3iv GLEW_GET_FUN(__glewUniform3iv) -#define glUniform4f GLEW_GET_FUN(__glewUniform4f) -#define glUniform4fv GLEW_GET_FUN(__glewUniform4fv) -#define glUniform4i GLEW_GET_FUN(__glewUniform4i) -#define glUniform4iv GLEW_GET_FUN(__glewUniform4iv) -#define glUniformMatrix2fv GLEW_GET_FUN(__glewUniformMatrix2fv) -#define glUniformMatrix3fv GLEW_GET_FUN(__glewUniformMatrix3fv) -#define glUniformMatrix4fv GLEW_GET_FUN(__glewUniformMatrix4fv) -#define glUseProgram GLEW_GET_FUN(__glewUseProgram) -#define glValidateProgram GLEW_GET_FUN(__glewValidateProgram) -#define glVertexAttrib1d GLEW_GET_FUN(__glewVertexAttrib1d) -#define glVertexAttrib1dv GLEW_GET_FUN(__glewVertexAttrib1dv) -#define glVertexAttrib1f GLEW_GET_FUN(__glewVertexAttrib1f) -#define glVertexAttrib1fv GLEW_GET_FUN(__glewVertexAttrib1fv) -#define glVertexAttrib1s GLEW_GET_FUN(__glewVertexAttrib1s) -#define glVertexAttrib1sv GLEW_GET_FUN(__glewVertexAttrib1sv) -#define glVertexAttrib2d GLEW_GET_FUN(__glewVertexAttrib2d) -#define glVertexAttrib2dv GLEW_GET_FUN(__glewVertexAttrib2dv) -#define glVertexAttrib2f GLEW_GET_FUN(__glewVertexAttrib2f) -#define glVertexAttrib2fv GLEW_GET_FUN(__glewVertexAttrib2fv) -#define glVertexAttrib2s GLEW_GET_FUN(__glewVertexAttrib2s) -#define glVertexAttrib2sv GLEW_GET_FUN(__glewVertexAttrib2sv) -#define glVertexAttrib3d GLEW_GET_FUN(__glewVertexAttrib3d) -#define glVertexAttrib3dv GLEW_GET_FUN(__glewVertexAttrib3dv) -#define glVertexAttrib3f GLEW_GET_FUN(__glewVertexAttrib3f) -#define glVertexAttrib3fv GLEW_GET_FUN(__glewVertexAttrib3fv) -#define glVertexAttrib3s GLEW_GET_FUN(__glewVertexAttrib3s) -#define glVertexAttrib3sv GLEW_GET_FUN(__glewVertexAttrib3sv) -#define glVertexAttrib4Nbv GLEW_GET_FUN(__glewVertexAttrib4Nbv) -#define glVertexAttrib4Niv GLEW_GET_FUN(__glewVertexAttrib4Niv) -#define glVertexAttrib4Nsv GLEW_GET_FUN(__glewVertexAttrib4Nsv) -#define glVertexAttrib4Nub GLEW_GET_FUN(__glewVertexAttrib4Nub) -#define glVertexAttrib4Nubv GLEW_GET_FUN(__glewVertexAttrib4Nubv) -#define glVertexAttrib4Nuiv GLEW_GET_FUN(__glewVertexAttrib4Nuiv) -#define glVertexAttrib4Nusv GLEW_GET_FUN(__glewVertexAttrib4Nusv) -#define glVertexAttrib4bv GLEW_GET_FUN(__glewVertexAttrib4bv) -#define glVertexAttrib4d GLEW_GET_FUN(__glewVertexAttrib4d) -#define glVertexAttrib4dv GLEW_GET_FUN(__glewVertexAttrib4dv) -#define glVertexAttrib4f GLEW_GET_FUN(__glewVertexAttrib4f) -#define glVertexAttrib4fv GLEW_GET_FUN(__glewVertexAttrib4fv) -#define glVertexAttrib4iv GLEW_GET_FUN(__glewVertexAttrib4iv) -#define glVertexAttrib4s GLEW_GET_FUN(__glewVertexAttrib4s) -#define glVertexAttrib4sv GLEW_GET_FUN(__glewVertexAttrib4sv) -#define glVertexAttrib4ubv GLEW_GET_FUN(__glewVertexAttrib4ubv) -#define glVertexAttrib4uiv GLEW_GET_FUN(__glewVertexAttrib4uiv) -#define glVertexAttrib4usv GLEW_GET_FUN(__glewVertexAttrib4usv) -#define glVertexAttribPointer GLEW_GET_FUN(__glewVertexAttribPointer) - -#define GLEW_VERSION_2_0 GLEW_GET_VAR(__GLEW_VERSION_2_0) - -#endif /* GL_VERSION_2_0 */ - -/* ----------------------------- GL_VERSION_2_1 ---------------------------- */ - -#ifndef GL_VERSION_2_1 -#define GL_VERSION_2_1 1 - -#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F -#define GL_PIXEL_PACK_BUFFER 0x88EB -#define GL_PIXEL_UNPACK_BUFFER 0x88EC -#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED -#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF -#define GL_FLOAT_MAT2x3 0x8B65 -#define GL_FLOAT_MAT2x4 0x8B66 -#define GL_FLOAT_MAT3x2 0x8B67 -#define GL_FLOAT_MAT3x4 0x8B68 -#define GL_FLOAT_MAT4x2 0x8B69 -#define GL_FLOAT_MAT4x3 0x8B6A -#define GL_SRGB 0x8C40 -#define GL_SRGB8 0x8C41 -#define GL_SRGB_ALPHA 0x8C42 -#define GL_SRGB8_ALPHA8 0x8C43 -#define GL_SLUMINANCE_ALPHA 0x8C44 -#define GL_SLUMINANCE8_ALPHA8 0x8C45 -#define GL_SLUMINANCE 0x8C46 -#define GL_SLUMINANCE8 0x8C47 -#define GL_COMPRESSED_SRGB 0x8C48 -#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 -#define GL_COMPRESSED_SLUMINANCE 0x8C4A -#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B - -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); - -#define glUniformMatrix2x3fv GLEW_GET_FUN(__glewUniformMatrix2x3fv) -#define glUniformMatrix2x4fv GLEW_GET_FUN(__glewUniformMatrix2x4fv) -#define glUniformMatrix3x2fv GLEW_GET_FUN(__glewUniformMatrix3x2fv) -#define glUniformMatrix3x4fv GLEW_GET_FUN(__glewUniformMatrix3x4fv) -#define glUniformMatrix4x2fv GLEW_GET_FUN(__glewUniformMatrix4x2fv) -#define glUniformMatrix4x3fv GLEW_GET_FUN(__glewUniformMatrix4x3fv) - -#define GLEW_VERSION_2_1 GLEW_GET_VAR(__GLEW_VERSION_2_1) - -#endif /* GL_VERSION_2_1 */ - -/* ----------------------------- GL_VERSION_3_0 ---------------------------- */ - -#ifndef GL_VERSION_3_0 -#define GL_VERSION_3_0 1 - -#define GL_CLIP_DISTANCE0 GL_CLIP_PLANE0 -#define GL_CLIP_DISTANCE1 GL_CLIP_PLANE1 -#define GL_CLIP_DISTANCE2 GL_CLIP_PLANE2 -#define GL_CLIP_DISTANCE3 GL_CLIP_PLANE3 -#define GL_CLIP_DISTANCE4 GL_CLIP_PLANE4 -#define GL_CLIP_DISTANCE5 GL_CLIP_PLANE5 -#define GL_COMPARE_REF_TO_TEXTURE GL_COMPARE_R_TO_TEXTURE_ARB -#define GL_MAX_CLIP_DISTANCES GL_MAX_CLIP_PLANES -#define GL_MAX_VARYING_COMPONENTS GL_MAX_VARYING_FLOATS -#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001 -#define GL_MAJOR_VERSION 0x821B -#define GL_MINOR_VERSION 0x821C -#define GL_NUM_EXTENSIONS 0x821D -#define GL_CONTEXT_FLAGS 0x821E -#define GL_DEPTH_BUFFER 0x8223 -#define GL_STENCIL_BUFFER 0x8224 -#define GL_RGBA32F 0x8814 -#define GL_RGB32F 0x8815 -#define GL_RGBA16F 0x881A -#define GL_RGB16F 0x881B -#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD -#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF -#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 -#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 -#define GL_CLAMP_VERTEX_COLOR 0x891A -#define GL_CLAMP_FRAGMENT_COLOR 0x891B -#define GL_CLAMP_READ_COLOR 0x891C -#define GL_FIXED_ONLY 0x891D -#define GL_TEXTURE_RED_TYPE 0x8C10 -#define GL_TEXTURE_GREEN_TYPE 0x8C11 -#define GL_TEXTURE_BLUE_TYPE 0x8C12 -#define GL_TEXTURE_ALPHA_TYPE 0x8C13 -#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 -#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 -#define GL_TEXTURE_DEPTH_TYPE 0x8C16 -#define GL_TEXTURE_1D_ARRAY 0x8C18 -#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 -#define GL_TEXTURE_2D_ARRAY 0x8C1A -#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B -#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C -#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D -#define GL_R11F_G11F_B10F 0x8C3A -#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B -#define GL_RGB9_E5 0x8C3D -#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E -#define GL_TEXTURE_SHARED_SIZE 0x8C3F -#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 -#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 -#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 -#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 -#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 -#define GL_PRIMITIVES_GENERATED 0x8C87 -#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 -#define GL_RASTERIZER_DISCARD 0x8C89 -#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B -#define GL_INTERLEAVED_ATTRIBS 0x8C8C -#define GL_SEPARATE_ATTRIBS 0x8C8D -#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E -#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F -#define GL_RGBA32UI 0x8D70 -#define GL_RGB32UI 0x8D71 -#define GL_RGBA16UI 0x8D76 -#define GL_RGB16UI 0x8D77 -#define GL_RGBA8UI 0x8D7C -#define GL_RGB8UI 0x8D7D -#define GL_RGBA32I 0x8D82 -#define GL_RGB32I 0x8D83 -#define GL_RGBA16I 0x8D88 -#define GL_RGB16I 0x8D89 -#define GL_RGBA8I 0x8D8E -#define GL_RGB8I 0x8D8F -#define GL_RED_INTEGER 0x8D94 -#define GL_GREEN_INTEGER 0x8D95 -#define GL_BLUE_INTEGER 0x8D96 -#define GL_ALPHA_INTEGER 0x8D97 -#define GL_RGB_INTEGER 0x8D98 -#define GL_RGBA_INTEGER 0x8D99 -#define GL_BGR_INTEGER 0x8D9A -#define GL_BGRA_INTEGER 0x8D9B -#define GL_SAMPLER_1D_ARRAY 0x8DC0 -#define GL_SAMPLER_2D_ARRAY 0x8DC1 -#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 -#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 -#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 -#define GL_UNSIGNED_INT_VEC2 0x8DC6 -#define GL_UNSIGNED_INT_VEC3 0x8DC7 -#define GL_UNSIGNED_INT_VEC4 0x8DC8 -#define GL_INT_SAMPLER_1D 0x8DC9 -#define GL_INT_SAMPLER_2D 0x8DCA -#define GL_INT_SAMPLER_3D 0x8DCB -#define GL_INT_SAMPLER_CUBE 0x8DCC -#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE -#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF -#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 -#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 -#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 -#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 -#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 -#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 -#define GL_QUERY_WAIT 0x8E13 -#define GL_QUERY_NO_WAIT 0x8E14 -#define GL_QUERY_BY_REGION_WAIT 0x8E15 -#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 - -typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode); -typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode); -typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint colorNumber, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp); -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil); -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawBuffer, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawBuffer, const GLint* value); -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawBuffer, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLCOLORMASKIPROC) (GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); -typedef void (GLAPIENTRY * PFNGLDISABLEIPROC) (GLenum cap, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEIPROC) (GLenum cap, GLuint index); -typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERPROC) (void); -typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKPROC) (void); -typedef void (GLAPIENTRY * PFNGLGETBOOLEANI_VPROC) (GLenum pname, GLuint index, GLboolean* data); -typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar* name); -typedef const GLubyte* (GLAPIENTRY * PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIPROC) (GLenum cap, GLuint index); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint v0, GLint v1); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint v0, GLuint v1); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint v0, GLint v1, GLint v2); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint v0, GLint v1, GLint v2, GLint v3); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void*pointer); - -#define glBeginConditionalRender GLEW_GET_FUN(__glewBeginConditionalRender) -#define glBeginTransformFeedback GLEW_GET_FUN(__glewBeginTransformFeedback) -#define glBindFragDataLocation GLEW_GET_FUN(__glewBindFragDataLocation) -#define glClampColor GLEW_GET_FUN(__glewClampColor) -#define glClearBufferfi GLEW_GET_FUN(__glewClearBufferfi) -#define glClearBufferfv GLEW_GET_FUN(__glewClearBufferfv) -#define glClearBufferiv GLEW_GET_FUN(__glewClearBufferiv) -#define glClearBufferuiv GLEW_GET_FUN(__glewClearBufferuiv) -#define glColorMaski GLEW_GET_FUN(__glewColorMaski) -#define glDisablei GLEW_GET_FUN(__glewDisablei) -#define glEnablei GLEW_GET_FUN(__glewEnablei) -#define glEndConditionalRender GLEW_GET_FUN(__glewEndConditionalRender) -#define glEndTransformFeedback GLEW_GET_FUN(__glewEndTransformFeedback) -#define glGetBooleani_v GLEW_GET_FUN(__glewGetBooleani_v) -#define glGetFragDataLocation GLEW_GET_FUN(__glewGetFragDataLocation) -#define glGetStringi GLEW_GET_FUN(__glewGetStringi) -#define glGetTexParameterIiv GLEW_GET_FUN(__glewGetTexParameterIiv) -#define glGetTexParameterIuiv GLEW_GET_FUN(__glewGetTexParameterIuiv) -#define glGetTransformFeedbackVarying GLEW_GET_FUN(__glewGetTransformFeedbackVarying) -#define glGetUniformuiv GLEW_GET_FUN(__glewGetUniformuiv) -#define glGetVertexAttribIiv GLEW_GET_FUN(__glewGetVertexAttribIiv) -#define glGetVertexAttribIuiv GLEW_GET_FUN(__glewGetVertexAttribIuiv) -#define glIsEnabledi GLEW_GET_FUN(__glewIsEnabledi) -#define glTexParameterIiv GLEW_GET_FUN(__glewTexParameterIiv) -#define glTexParameterIuiv GLEW_GET_FUN(__glewTexParameterIuiv) -#define glTransformFeedbackVaryings GLEW_GET_FUN(__glewTransformFeedbackVaryings) -#define glUniform1ui GLEW_GET_FUN(__glewUniform1ui) -#define glUniform1uiv GLEW_GET_FUN(__glewUniform1uiv) -#define glUniform2ui GLEW_GET_FUN(__glewUniform2ui) -#define glUniform2uiv GLEW_GET_FUN(__glewUniform2uiv) -#define glUniform3ui GLEW_GET_FUN(__glewUniform3ui) -#define glUniform3uiv GLEW_GET_FUN(__glewUniform3uiv) -#define glUniform4ui GLEW_GET_FUN(__glewUniform4ui) -#define glUniform4uiv GLEW_GET_FUN(__glewUniform4uiv) -#define glVertexAttribI1i GLEW_GET_FUN(__glewVertexAttribI1i) -#define glVertexAttribI1iv GLEW_GET_FUN(__glewVertexAttribI1iv) -#define glVertexAttribI1ui GLEW_GET_FUN(__glewVertexAttribI1ui) -#define glVertexAttribI1uiv GLEW_GET_FUN(__glewVertexAttribI1uiv) -#define glVertexAttribI2i GLEW_GET_FUN(__glewVertexAttribI2i) -#define glVertexAttribI2iv GLEW_GET_FUN(__glewVertexAttribI2iv) -#define glVertexAttribI2ui GLEW_GET_FUN(__glewVertexAttribI2ui) -#define glVertexAttribI2uiv GLEW_GET_FUN(__glewVertexAttribI2uiv) -#define glVertexAttribI3i GLEW_GET_FUN(__glewVertexAttribI3i) -#define glVertexAttribI3iv GLEW_GET_FUN(__glewVertexAttribI3iv) -#define glVertexAttribI3ui GLEW_GET_FUN(__glewVertexAttribI3ui) -#define glVertexAttribI3uiv GLEW_GET_FUN(__glewVertexAttribI3uiv) -#define glVertexAttribI4bv GLEW_GET_FUN(__glewVertexAttribI4bv) -#define glVertexAttribI4i GLEW_GET_FUN(__glewVertexAttribI4i) -#define glVertexAttribI4iv GLEW_GET_FUN(__glewVertexAttribI4iv) -#define glVertexAttribI4sv GLEW_GET_FUN(__glewVertexAttribI4sv) -#define glVertexAttribI4ubv GLEW_GET_FUN(__glewVertexAttribI4ubv) -#define glVertexAttribI4ui GLEW_GET_FUN(__glewVertexAttribI4ui) -#define glVertexAttribI4uiv GLEW_GET_FUN(__glewVertexAttribI4uiv) -#define glVertexAttribI4usv GLEW_GET_FUN(__glewVertexAttribI4usv) -#define glVertexAttribIPointer GLEW_GET_FUN(__glewVertexAttribIPointer) - -#define GLEW_VERSION_3_0 GLEW_GET_VAR(__GLEW_VERSION_3_0) - -#endif /* GL_VERSION_3_0 */ - -/* ----------------------------- GL_VERSION_3_1 ---------------------------- */ - -#ifndef GL_VERSION_3_1 -#define GL_VERSION_3_1 1 - -#define GL_TEXTURE_RECTANGLE 0x84F5 -#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 -#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 -#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 -#define GL_SAMPLER_2D_RECT 0x8B63 -#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 -#define GL_TEXTURE_BUFFER 0x8C2A -#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B -#define GL_TEXTURE_BINDING_BUFFER 0x8C2C -#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D -#define GL_TEXTURE_BUFFER_FORMAT 0x8C2E -#define GL_SAMPLER_BUFFER 0x8DC2 -#define GL_INT_SAMPLER_2D_RECT 0x8DCD -#define GL_INT_SAMPLER_BUFFER 0x8DD0 -#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 -#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 -#define GL_RED_SNORM 0x8F90 -#define GL_RG_SNORM 0x8F91 -#define GL_RGB_SNORM 0x8F92 -#define GL_RGBA_SNORM 0x8F93 -#define GL_R8_SNORM 0x8F94 -#define GL_RG8_SNORM 0x8F95 -#define GL_RGB8_SNORM 0x8F96 -#define GL_RGBA8_SNORM 0x8F97 -#define GL_R16_SNORM 0x8F98 -#define GL_RG16_SNORM 0x8F99 -#define GL_RGB16_SNORM 0x8F9A -#define GL_RGBA16_SNORM 0x8F9B -#define GL_SIGNED_NORMALIZED 0x8F9C -#define GL_PRIMITIVE_RESTART 0x8F9D -#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E -#define GL_BUFFER_ACCESS_FLAGS 0x911F -#define GL_BUFFER_MAP_LENGTH 0x9120 -#define GL_BUFFER_MAP_OFFSET 0x9121 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalFormat, GLuint buffer); - -#define glDrawArraysInstanced GLEW_GET_FUN(__glewDrawArraysInstanced) -#define glDrawElementsInstanced GLEW_GET_FUN(__glewDrawElementsInstanced) -#define glPrimitiveRestartIndex GLEW_GET_FUN(__glewPrimitiveRestartIndex) -#define glTexBuffer GLEW_GET_FUN(__glewTexBuffer) - -#define GLEW_VERSION_3_1 GLEW_GET_VAR(__GLEW_VERSION_3_1) - -#endif /* GL_VERSION_3_1 */ - -/* ----------------------------- GL_VERSION_3_2 ---------------------------- */ - -#ifndef GL_VERSION_3_2 -#define GL_VERSION_3_2 1 - -#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 -#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 -#define GL_LINES_ADJACENCY 0x000A -#define GL_LINE_STRIP_ADJACENCY 0x000B -#define GL_TRIANGLES_ADJACENCY 0x000C -#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D -#define GL_PROGRAM_POINT_SIZE 0x8642 -#define GL_GEOMETRY_VERTICES_OUT 0x8916 -#define GL_GEOMETRY_INPUT_TYPE 0x8917 -#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 -#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 -#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 -#define GL_GEOMETRY_SHADER 0x8DD9 -#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF -#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 -#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 -#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 -#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 -#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 -#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 -#define GL_CONTEXT_PROFILE_MASK 0x9126 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum value, GLint64 * data); -typedef void (GLAPIENTRY * PFNGLGETINTEGER64I_VPROC) (GLenum pname, GLuint index, GLint64 * data); - -#define glFramebufferTexture GLEW_GET_FUN(__glewFramebufferTexture) -#define glGetBufferParameteri64v GLEW_GET_FUN(__glewGetBufferParameteri64v) -#define glGetInteger64i_v GLEW_GET_FUN(__glewGetInteger64i_v) - -#define GLEW_VERSION_3_2 GLEW_GET_VAR(__GLEW_VERSION_3_2) - -#endif /* GL_VERSION_3_2 */ - -/* ----------------------------- GL_VERSION_3_3 ---------------------------- */ - -#ifndef GL_VERSION_3_3 -#define GL_VERSION_3_3 1 - -#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE -#define GL_RGB10_A2UI 0x906F - -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor); - -#define glVertexAttribDivisor GLEW_GET_FUN(__glewVertexAttribDivisor) - -#define GLEW_VERSION_3_3 GLEW_GET_VAR(__GLEW_VERSION_3_3) - -#endif /* GL_VERSION_3_3 */ - -/* ----------------------------- GL_VERSION_4_0 ---------------------------- */ - -#ifndef GL_VERSION_4_0 -#define GL_VERSION_4_0 1 - -#define GL_SAMPLE_SHADING 0x8C36 -#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37 -#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E -#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F -#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS 0x8F9F -#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 -#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A -#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B -#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C -#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D -#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E -#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst); -typedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGPROC) (GLclampf value); - -#define glBlendEquationSeparatei GLEW_GET_FUN(__glewBlendEquationSeparatei) -#define glBlendEquationi GLEW_GET_FUN(__glewBlendEquationi) -#define glBlendFuncSeparatei GLEW_GET_FUN(__glewBlendFuncSeparatei) -#define glBlendFunci GLEW_GET_FUN(__glewBlendFunci) -#define glMinSampleShading GLEW_GET_FUN(__glewMinSampleShading) - -#define GLEW_VERSION_4_0 GLEW_GET_VAR(__GLEW_VERSION_4_0) - -#endif /* GL_VERSION_4_0 */ - -/* ----------------------------- GL_VERSION_4_1 ---------------------------- */ - -#ifndef GL_VERSION_4_1 -#define GL_VERSION_4_1 1 - -#define GLEW_VERSION_4_1 GLEW_GET_VAR(__GLEW_VERSION_4_1) - -#endif /* GL_VERSION_4_1 */ - -/* ----------------------------- GL_VERSION_4_2 ---------------------------- */ - -#ifndef GL_VERSION_4_2 -#define GL_VERSION_4_2 1 - -#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 -#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 -#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C -#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D -#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E -#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F -#define GL_COPY_READ_BUFFER_BINDING 0x8F36 -#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 - -#define GLEW_VERSION_4_2 GLEW_GET_VAR(__GLEW_VERSION_4_2) - -#endif /* GL_VERSION_4_2 */ - -/* ----------------------------- GL_VERSION_4_3 ---------------------------- */ - -#ifndef GL_VERSION_4_3 -#define GL_VERSION_4_3 1 - -#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 -#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E - -#define GLEW_VERSION_4_3 GLEW_GET_VAR(__GLEW_VERSION_4_3) - -#endif /* GL_VERSION_4_3 */ - -/* ----------------------------- GL_VERSION_4_4 ---------------------------- */ - -#ifndef GL_VERSION_4_4 -#define GL_VERSION_4_4 1 - -#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 -#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 -#define GL_TEXTURE_BUFFER_BINDING 0x8C2A - -#define GLEW_VERSION_4_4 GLEW_GET_VAR(__GLEW_VERSION_4_4) - -#endif /* GL_VERSION_4_4 */ - -/* ----------------------------- GL_VERSION_4_5 ---------------------------- */ - -#ifndef GL_VERSION_4_5 -#define GL_VERSION_4_5 1 - -#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004 - -typedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSPROC) (void); -typedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *pixels); -typedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEPROC) (GLenum tex, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *pixels); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); - -#define glGetGraphicsResetStatus GLEW_GET_FUN(__glewGetGraphicsResetStatus) -#define glGetnCompressedTexImage GLEW_GET_FUN(__glewGetnCompressedTexImage) -#define glGetnTexImage GLEW_GET_FUN(__glewGetnTexImage) -#define glGetnUniformdv GLEW_GET_FUN(__glewGetnUniformdv) - -#define GLEW_VERSION_4_5 GLEW_GET_VAR(__GLEW_VERSION_4_5) - -#endif /* GL_VERSION_4_5 */ - -/* ----------------------------- GL_VERSION_4_6 ---------------------------- */ - -#ifndef GL_VERSION_4_6 -#define GL_VERSION_4_6 1 - -#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008 -#define GL_PARAMETER_BUFFER 0x80EE -#define GL_PARAMETER_BUFFER_BINDING 0x80EF -#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC -#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED -#define GL_VERTICES_SUBMITTED 0x82EE -#define GL_PRIMITIVES_SUBMITTED 0x82EF -#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0 -#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1 -#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2 -#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3 -#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4 -#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5 -#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6 -#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7 -#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE -#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF -#define GL_POLYGON_OFFSET_CLAMP 0x8E1B -#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551 -#define GL_SPIR_V_BINARY 0x9552 -#define GL_SPIR_V_EXTENSIONS 0x9553 -#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC) (GLenum mode, const GLvoid *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC) (GLenum mode, GLenum type, const GLvoid *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLSPECIALIZESHADERPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); - -#define glMultiDrawArraysIndirectCount GLEW_GET_FUN(__glewMultiDrawArraysIndirectCount) -#define glMultiDrawElementsIndirectCount GLEW_GET_FUN(__glewMultiDrawElementsIndirectCount) -#define glSpecializeShader GLEW_GET_FUN(__glewSpecializeShader) - -#define GLEW_VERSION_4_6 GLEW_GET_VAR(__GLEW_VERSION_4_6) - -#endif /* GL_VERSION_4_6 */ - -/* -------------------------- GL_3DFX_multisample -------------------------- */ - -#ifndef GL_3DFX_multisample -#define GL_3DFX_multisample 1 - -#define GL_MULTISAMPLE_3DFX 0x86B2 -#define GL_SAMPLE_BUFFERS_3DFX 0x86B3 -#define GL_SAMPLES_3DFX 0x86B4 -#define GL_MULTISAMPLE_BIT_3DFX 0x20000000 - -#define GLEW_3DFX_multisample GLEW_GET_VAR(__GLEW_3DFX_multisample) - -#endif /* GL_3DFX_multisample */ - -/* ---------------------------- GL_3DFX_tbuffer ---------------------------- */ - -#ifndef GL_3DFX_tbuffer -#define GL_3DFX_tbuffer 1 - -typedef void (GLAPIENTRY * PFNGLTBUFFERMASK3DFXPROC) (GLuint mask); - -#define glTbufferMask3DFX GLEW_GET_FUN(__glewTbufferMask3DFX) - -#define GLEW_3DFX_tbuffer GLEW_GET_VAR(__GLEW_3DFX_tbuffer) - -#endif /* GL_3DFX_tbuffer */ - -/* -------------------- GL_3DFX_texture_compression_FXT1 ------------------- */ - -#ifndef GL_3DFX_texture_compression_FXT1 -#define GL_3DFX_texture_compression_FXT1 1 - -#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 -#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 - -#define GLEW_3DFX_texture_compression_FXT1 GLEW_GET_VAR(__GLEW_3DFX_texture_compression_FXT1) - -#endif /* GL_3DFX_texture_compression_FXT1 */ - -/* ----------------------- GL_AMD_blend_minmax_factor ---------------------- */ - -#ifndef GL_AMD_blend_minmax_factor -#define GL_AMD_blend_minmax_factor 1 - -#define GL_FACTOR_MIN_AMD 0x901C -#define GL_FACTOR_MAX_AMD 0x901D - -#define GLEW_AMD_blend_minmax_factor GLEW_GET_VAR(__GLEW_AMD_blend_minmax_factor) - -#endif /* GL_AMD_blend_minmax_factor */ - -/* --------------------- GL_AMD_compressed_3DC_texture --------------------- */ - -#ifndef GL_AMD_compressed_3DC_texture -#define GL_AMD_compressed_3DC_texture 1 - -#define GL_3DC_X_AMD 0x87F9 -#define GL_3DC_XY_AMD 0x87FA - -#define GLEW_AMD_compressed_3DC_texture GLEW_GET_VAR(__GLEW_AMD_compressed_3DC_texture) - -#endif /* GL_AMD_compressed_3DC_texture */ - -/* --------------------- GL_AMD_compressed_ATC_texture --------------------- */ - -#ifndef GL_AMD_compressed_ATC_texture -#define GL_AMD_compressed_ATC_texture 1 - -#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE -#define GL_ATC_RGB_AMD 0x8C92 -#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 - -#define GLEW_AMD_compressed_ATC_texture GLEW_GET_VAR(__GLEW_AMD_compressed_ATC_texture) - -#endif /* GL_AMD_compressed_ATC_texture */ - -/* ----------------------- GL_AMD_conservative_depth ----------------------- */ - -#ifndef GL_AMD_conservative_depth -#define GL_AMD_conservative_depth 1 - -#define GLEW_AMD_conservative_depth GLEW_GET_VAR(__GLEW_AMD_conservative_depth) - -#endif /* GL_AMD_conservative_depth */ - -/* -------------------------- GL_AMD_debug_output -------------------------- */ - -#ifndef GL_AMD_debug_output -#define GL_AMD_debug_output 1 - -#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143 -#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144 -#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145 -#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146 -#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147 -#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148 -#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149 -#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A -#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B -#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C -#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D -#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E -#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F -#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150 - -typedef void (GLAPIENTRY *GLDEBUGPROCAMD)(GLuint id, GLenum category, GLenum severity, GLsizei length, const GLchar* message, void* userParam); - -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKAMDPROC) (GLDEBUGPROCAMD callback, void *userParam); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTAMDPROC) (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar* buf); -typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGAMDPROC) (GLuint count, GLsizei bufsize, GLenum* categories, GLuint* severities, GLuint* ids, GLsizei* lengths, GLchar* message); - -#define glDebugMessageCallbackAMD GLEW_GET_FUN(__glewDebugMessageCallbackAMD) -#define glDebugMessageEnableAMD GLEW_GET_FUN(__glewDebugMessageEnableAMD) -#define glDebugMessageInsertAMD GLEW_GET_FUN(__glewDebugMessageInsertAMD) -#define glGetDebugMessageLogAMD GLEW_GET_FUN(__glewGetDebugMessageLogAMD) - -#define GLEW_AMD_debug_output GLEW_GET_VAR(__GLEW_AMD_debug_output) - -#endif /* GL_AMD_debug_output */ - -/* ---------------------- GL_AMD_depth_clamp_separate ---------------------- */ - -#ifndef GL_AMD_depth_clamp_separate -#define GL_AMD_depth_clamp_separate 1 - -#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E -#define GL_DEPTH_CLAMP_FAR_AMD 0x901F - -#define GLEW_AMD_depth_clamp_separate GLEW_GET_VAR(__GLEW_AMD_depth_clamp_separate) - -#endif /* GL_AMD_depth_clamp_separate */ - -/* ----------------------- GL_AMD_draw_buffers_blend ----------------------- */ - -#ifndef GL_AMD_draw_buffers_blend -#define GL_AMD_draw_buffers_blend 1 - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONINDEXEDAMDPROC) (GLuint buf, GLenum mode); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCINDEXEDAMDPROC) (GLuint buf, GLenum src, GLenum dst); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); - -#define glBlendEquationIndexedAMD GLEW_GET_FUN(__glewBlendEquationIndexedAMD) -#define glBlendEquationSeparateIndexedAMD GLEW_GET_FUN(__glewBlendEquationSeparateIndexedAMD) -#define glBlendFuncIndexedAMD GLEW_GET_FUN(__glewBlendFuncIndexedAMD) -#define glBlendFuncSeparateIndexedAMD GLEW_GET_FUN(__glewBlendFuncSeparateIndexedAMD) - -#define GLEW_AMD_draw_buffers_blend GLEW_GET_VAR(__GLEW_AMD_draw_buffers_blend) - -#endif /* GL_AMD_draw_buffers_blend */ - -/* ------------------ GL_AMD_framebuffer_sample_positions ------------------ */ - -#ifndef GL_AMD_framebuffer_sample_positions -#define GL_AMD_framebuffer_sample_positions 1 - -#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F -#define GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD 0x91AE -#define GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD 0x91AF -#define GL_ALL_PIXELS_AMD 0xFFFFFFFF - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat* values); -typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC) (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat* values); -typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC) (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat* values); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat* values); - -#define glFramebufferSamplePositionsfvAMD GLEW_GET_FUN(__glewFramebufferSamplePositionsfvAMD) -#define glGetFramebufferParameterfvAMD GLEW_GET_FUN(__glewGetFramebufferParameterfvAMD) -#define glGetNamedFramebufferParameterfvAMD GLEW_GET_FUN(__glewGetNamedFramebufferParameterfvAMD) -#define glNamedFramebufferSamplePositionsfvAMD GLEW_GET_FUN(__glewNamedFramebufferSamplePositionsfvAMD) - -#define GLEW_AMD_framebuffer_sample_positions GLEW_GET_VAR(__GLEW_AMD_framebuffer_sample_positions) - -#endif /* GL_AMD_framebuffer_sample_positions */ - -/* --------------------------- GL_AMD_gcn_shader --------------------------- */ - -#ifndef GL_AMD_gcn_shader -#define GL_AMD_gcn_shader 1 - -#define GLEW_AMD_gcn_shader GLEW_GET_VAR(__GLEW_AMD_gcn_shader) - -#endif /* GL_AMD_gcn_shader */ - -/* ---------------------- GL_AMD_gpu_shader_half_float --------------------- */ - -#ifndef GL_AMD_gpu_shader_half_float -#define GL_AMD_gpu_shader_half_float 1 - -#define GL_FLOAT16_NV 0x8FF8 -#define GL_FLOAT16_VEC2_NV 0x8FF9 -#define GL_FLOAT16_VEC3_NV 0x8FFA -#define GL_FLOAT16_VEC4_NV 0x8FFB -#define GL_FLOAT16_MAT2_AMD 0x91C5 -#define GL_FLOAT16_MAT3_AMD 0x91C6 -#define GL_FLOAT16_MAT4_AMD 0x91C7 -#define GL_FLOAT16_MAT2x3_AMD 0x91C8 -#define GL_FLOAT16_MAT2x4_AMD 0x91C9 -#define GL_FLOAT16_MAT3x2_AMD 0x91CA -#define GL_FLOAT16_MAT3x4_AMD 0x91CB -#define GL_FLOAT16_MAT4x2_AMD 0x91CC -#define GL_FLOAT16_MAT4x3_AMD 0x91CD - -#define GLEW_AMD_gpu_shader_half_float GLEW_GET_VAR(__GLEW_AMD_gpu_shader_half_float) - -#endif /* GL_AMD_gpu_shader_half_float */ - -/* ------------------------ GL_AMD_gpu_shader_int16 ------------------------ */ - -#ifndef GL_AMD_gpu_shader_int16 -#define GL_AMD_gpu_shader_int16 1 - -#define GLEW_AMD_gpu_shader_int16 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int16) - -#endif /* GL_AMD_gpu_shader_int16 */ - -/* ------------------------ GL_AMD_gpu_shader_int64 ------------------------ */ - -#ifndef GL_AMD_gpu_shader_int64 -#define GL_AMD_gpu_shader_int64 1 - -#define GLEW_AMD_gpu_shader_int64 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int64) - -#endif /* GL_AMD_gpu_shader_int64 */ - -/* ---------------------- GL_AMD_interleaved_elements ---------------------- */ - -#ifndef GL_AMD_interleaved_elements -#define GL_AMD_interleaved_elements 1 - -#define GL_RED 0x1903 -#define GL_GREEN 0x1904 -#define GL_BLUE 0x1905 -#define GL_ALPHA 0x1906 -#define GL_RG8UI 0x8238 -#define GL_RG16UI 0x823A -#define GL_RGBA8UI 0x8D7C -#define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4 -#define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5 - -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPARAMETERIAMDPROC) (GLuint index, GLenum pname, GLint param); - -#define glVertexAttribParameteriAMD GLEW_GET_FUN(__glewVertexAttribParameteriAMD) - -#define GLEW_AMD_interleaved_elements GLEW_GET_VAR(__GLEW_AMD_interleaved_elements) - -#endif /* GL_AMD_interleaved_elements */ - -/* ----------------------- GL_AMD_multi_draw_indirect ---------------------- */ - -#ifndef GL_AMD_multi_draw_indirect -#define GL_AMD_multi_draw_indirect 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); - -#define glMultiDrawArraysIndirectAMD GLEW_GET_FUN(__glewMultiDrawArraysIndirectAMD) -#define glMultiDrawElementsIndirectAMD GLEW_GET_FUN(__glewMultiDrawElementsIndirectAMD) - -#define GLEW_AMD_multi_draw_indirect GLEW_GET_VAR(__GLEW_AMD_multi_draw_indirect) - -#endif /* GL_AMD_multi_draw_indirect */ - -/* ------------------------- GL_AMD_name_gen_delete ------------------------ */ - -#ifndef GL_AMD_name_gen_delete -#define GL_AMD_name_gen_delete 1 - -#define GL_DATA_BUFFER_AMD 0x9151 -#define GL_PERFORMANCE_MONITOR_AMD 0x9152 -#define GL_QUERY_OBJECT_AMD 0x9153 -#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154 -#define GL_SAMPLER_OBJECT_AMD 0x9155 - -typedef void (GLAPIENTRY * PFNGLDELETENAMESAMDPROC) (GLenum identifier, GLuint num, const GLuint* names); -typedef void (GLAPIENTRY * PFNGLGENNAMESAMDPROC) (GLenum identifier, GLuint num, GLuint* names); -typedef GLboolean (GLAPIENTRY * PFNGLISNAMEAMDPROC) (GLenum identifier, GLuint name); - -#define glDeleteNamesAMD GLEW_GET_FUN(__glewDeleteNamesAMD) -#define glGenNamesAMD GLEW_GET_FUN(__glewGenNamesAMD) -#define glIsNameAMD GLEW_GET_FUN(__glewIsNameAMD) - -#define GLEW_AMD_name_gen_delete GLEW_GET_VAR(__GLEW_AMD_name_gen_delete) - -#endif /* GL_AMD_name_gen_delete */ - -/* ---------------------- GL_AMD_occlusion_query_event --------------------- */ - -#ifndef GL_AMD_occlusion_query_event -#define GL_AMD_occlusion_query_event 1 - -#define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001 -#define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002 -#define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004 -#define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008 -#define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F -#define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF - -typedef void (GLAPIENTRY * PFNGLQUERYOBJECTPARAMETERUIAMDPROC) (GLenum target, GLuint id, GLenum pname, GLuint param); - -#define glQueryObjectParameteruiAMD GLEW_GET_FUN(__glewQueryObjectParameteruiAMD) - -#define GLEW_AMD_occlusion_query_event GLEW_GET_VAR(__GLEW_AMD_occlusion_query_event) - -#endif /* GL_AMD_occlusion_query_event */ - -/* ----------------------- GL_AMD_performance_monitor ---------------------- */ - -#ifndef GL_AMD_performance_monitor -#define GL_AMD_performance_monitor 1 - -#define GL_COUNTER_TYPE_AMD 0x8BC0 -#define GL_COUNTER_RANGE_AMD 0x8BC1 -#define GL_UNSIGNED_INT64_AMD 0x8BC2 -#define GL_PERCENTAGE_AMD 0x8BC3 -#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 -#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 -#define GL_PERFMON_RESULT_AMD 0x8BC6 - -typedef void (GLAPIENTRY * PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor); -typedef void (GLAPIENTRY * PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors); -typedef void (GLAPIENTRY * PFNGLENDPERFMONITORAMDPROC) (GLuint monitor); -typedef void (GLAPIENTRY * PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint *bytesWritten); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar *counterString); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint* numCounters, GLint *maxActiveCounters, GLsizei countersSize, GLuint *counters); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei* length, GLchar *groupString); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint* numGroups, GLsizei groupsSize, GLuint *groups); -typedef void (GLAPIENTRY * PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* counterList); - -#define glBeginPerfMonitorAMD GLEW_GET_FUN(__glewBeginPerfMonitorAMD) -#define glDeletePerfMonitorsAMD GLEW_GET_FUN(__glewDeletePerfMonitorsAMD) -#define glEndPerfMonitorAMD GLEW_GET_FUN(__glewEndPerfMonitorAMD) -#define glGenPerfMonitorsAMD GLEW_GET_FUN(__glewGenPerfMonitorsAMD) -#define glGetPerfMonitorCounterDataAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterDataAMD) -#define glGetPerfMonitorCounterInfoAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterInfoAMD) -#define glGetPerfMonitorCounterStringAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterStringAMD) -#define glGetPerfMonitorCountersAMD GLEW_GET_FUN(__glewGetPerfMonitorCountersAMD) -#define glGetPerfMonitorGroupStringAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupStringAMD) -#define glGetPerfMonitorGroupsAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupsAMD) -#define glSelectPerfMonitorCountersAMD GLEW_GET_FUN(__glewSelectPerfMonitorCountersAMD) - -#define GLEW_AMD_performance_monitor GLEW_GET_VAR(__GLEW_AMD_performance_monitor) - -#endif /* GL_AMD_performance_monitor */ - -/* -------------------------- GL_AMD_pinned_memory ------------------------- */ - -#ifndef GL_AMD_pinned_memory -#define GL_AMD_pinned_memory 1 - -#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160 - -#define GLEW_AMD_pinned_memory GLEW_GET_VAR(__GLEW_AMD_pinned_memory) - -#endif /* GL_AMD_pinned_memory */ - -/* ----------------------- GL_AMD_program_binary_Z400 ---------------------- */ - -#ifndef GL_AMD_program_binary_Z400 -#define GL_AMD_program_binary_Z400 1 - -#define GL_Z400_BINARY_AMD 0x8740 - -#define GLEW_AMD_program_binary_Z400 GLEW_GET_VAR(__GLEW_AMD_program_binary_Z400) - -#endif /* GL_AMD_program_binary_Z400 */ - -/* ----------------------- GL_AMD_query_buffer_object ---------------------- */ - -#ifndef GL_AMD_query_buffer_object -#define GL_AMD_query_buffer_object 1 - -#define GL_QUERY_BUFFER_AMD 0x9192 -#define GL_QUERY_BUFFER_BINDING_AMD 0x9193 -#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194 - -#define GLEW_AMD_query_buffer_object GLEW_GET_VAR(__GLEW_AMD_query_buffer_object) - -#endif /* GL_AMD_query_buffer_object */ - -/* ------------------------ GL_AMD_sample_positions ------------------------ */ - -#ifndef GL_AMD_sample_positions -#define GL_AMD_sample_positions 1 - -#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F - -typedef void (GLAPIENTRY * PFNGLSETMULTISAMPLEFVAMDPROC) (GLenum pname, GLuint index, const GLfloat* val); - -#define glSetMultisamplefvAMD GLEW_GET_FUN(__glewSetMultisamplefvAMD) - -#define GLEW_AMD_sample_positions GLEW_GET_VAR(__GLEW_AMD_sample_positions) - -#endif /* GL_AMD_sample_positions */ - -/* ------------------ GL_AMD_seamless_cubemap_per_texture ------------------ */ - -#ifndef GL_AMD_seamless_cubemap_per_texture -#define GL_AMD_seamless_cubemap_per_texture 1 - -#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F - -#define GLEW_AMD_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_AMD_seamless_cubemap_per_texture) - -#endif /* GL_AMD_seamless_cubemap_per_texture */ - -/* -------------------- GL_AMD_shader_atomic_counter_ops ------------------- */ - -#ifndef GL_AMD_shader_atomic_counter_ops -#define GL_AMD_shader_atomic_counter_ops 1 - -#define GLEW_AMD_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_AMD_shader_atomic_counter_ops) - -#endif /* GL_AMD_shader_atomic_counter_ops */ - -/* -------------------------- GL_AMD_shader_ballot ------------------------- */ - -#ifndef GL_AMD_shader_ballot -#define GL_AMD_shader_ballot 1 - -#define GLEW_AMD_shader_ballot GLEW_GET_VAR(__GLEW_AMD_shader_ballot) - -#endif /* GL_AMD_shader_ballot */ - -/* ---------------- GL_AMD_shader_explicit_vertex_parameter ---------------- */ - -#ifndef GL_AMD_shader_explicit_vertex_parameter -#define GL_AMD_shader_explicit_vertex_parameter 1 - -#define GLEW_AMD_shader_explicit_vertex_parameter GLEW_GET_VAR(__GLEW_AMD_shader_explicit_vertex_parameter) - -#endif /* GL_AMD_shader_explicit_vertex_parameter */ - -/* ---------------------- GL_AMD_shader_stencil_export --------------------- */ - -#ifndef GL_AMD_shader_stencil_export -#define GL_AMD_shader_stencil_export 1 - -#define GLEW_AMD_shader_stencil_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_export) - -#endif /* GL_AMD_shader_stencil_export */ - -/* ------------------- GL_AMD_shader_stencil_value_export ------------------ */ - -#ifndef GL_AMD_shader_stencil_value_export -#define GL_AMD_shader_stencil_value_export 1 - -#define GLEW_AMD_shader_stencil_value_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_value_export) - -#endif /* GL_AMD_shader_stencil_value_export */ - -/* ---------------------- GL_AMD_shader_trinary_minmax --------------------- */ - -#ifndef GL_AMD_shader_trinary_minmax -#define GL_AMD_shader_trinary_minmax 1 - -#define GLEW_AMD_shader_trinary_minmax GLEW_GET_VAR(__GLEW_AMD_shader_trinary_minmax) - -#endif /* GL_AMD_shader_trinary_minmax */ - -/* ------------------------- GL_AMD_sparse_texture ------------------------- */ - -#ifndef GL_AMD_sparse_texture -#define GL_AMD_sparse_texture 1 - -#define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001 -#define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195 -#define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196 -#define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197 -#define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198 -#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199 -#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A -#define GL_MIN_SPARSE_LEVEL_AMD 0x919B -#define GL_MIN_LOD_WARNING_AMD 0x919C - -typedef void (GLAPIENTRY * PFNGLTEXSTORAGESPARSEAMDPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGESPARSEAMDPROC) (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); - -#define glTexStorageSparseAMD GLEW_GET_FUN(__glewTexStorageSparseAMD) -#define glTextureStorageSparseAMD GLEW_GET_FUN(__glewTextureStorageSparseAMD) - -#define GLEW_AMD_sparse_texture GLEW_GET_VAR(__GLEW_AMD_sparse_texture) - -#endif /* GL_AMD_sparse_texture */ - -/* ------------------- GL_AMD_stencil_operation_extended ------------------- */ - -#ifndef GL_AMD_stencil_operation_extended -#define GL_AMD_stencil_operation_extended 1 - -#define GL_SET_AMD 0x874A -#define GL_REPLACE_VALUE_AMD 0x874B -#define GL_STENCIL_OP_VALUE_AMD 0x874C -#define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D - -typedef void (GLAPIENTRY * PFNGLSTENCILOPVALUEAMDPROC) (GLenum face, GLuint value); - -#define glStencilOpValueAMD GLEW_GET_FUN(__glewStencilOpValueAMD) - -#define GLEW_AMD_stencil_operation_extended GLEW_GET_VAR(__GLEW_AMD_stencil_operation_extended) - -#endif /* GL_AMD_stencil_operation_extended */ - -/* --------------------- GL_AMD_texture_gather_bias_lod -------------------- */ - -#ifndef GL_AMD_texture_gather_bias_lod -#define GL_AMD_texture_gather_bias_lod 1 - -#define GLEW_AMD_texture_gather_bias_lod GLEW_GET_VAR(__GLEW_AMD_texture_gather_bias_lod) - -#endif /* GL_AMD_texture_gather_bias_lod */ - -/* ------------------------ GL_AMD_texture_texture4 ------------------------ */ - -#ifndef GL_AMD_texture_texture4 -#define GL_AMD_texture_texture4 1 - -#define GLEW_AMD_texture_texture4 GLEW_GET_VAR(__GLEW_AMD_texture_texture4) - -#endif /* GL_AMD_texture_texture4 */ - -/* --------------- GL_AMD_transform_feedback3_lines_triangles -------------- */ - -#ifndef GL_AMD_transform_feedback3_lines_triangles -#define GL_AMD_transform_feedback3_lines_triangles 1 - -#define GLEW_AMD_transform_feedback3_lines_triangles GLEW_GET_VAR(__GLEW_AMD_transform_feedback3_lines_triangles) - -#endif /* GL_AMD_transform_feedback3_lines_triangles */ - -/* ----------------------- GL_AMD_transform_feedback4 ---------------------- */ - -#ifndef GL_AMD_transform_feedback4 -#define GL_AMD_transform_feedback4 1 - -#define GL_STREAM_RASTERIZATION_AMD 0x91A0 - -#define GLEW_AMD_transform_feedback4 GLEW_GET_VAR(__GLEW_AMD_transform_feedback4) - -#endif /* GL_AMD_transform_feedback4 */ - -/* ----------------------- GL_AMD_vertex_shader_layer ---------------------- */ - -#ifndef GL_AMD_vertex_shader_layer -#define GL_AMD_vertex_shader_layer 1 - -#define GLEW_AMD_vertex_shader_layer GLEW_GET_VAR(__GLEW_AMD_vertex_shader_layer) - -#endif /* GL_AMD_vertex_shader_layer */ - -/* -------------------- GL_AMD_vertex_shader_tessellator ------------------- */ - -#ifndef GL_AMD_vertex_shader_tessellator -#define GL_AMD_vertex_shader_tessellator 1 - -#define GL_SAMPLER_BUFFER_AMD 0x9001 -#define GL_INT_SAMPLER_BUFFER_AMD 0x9002 -#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003 -#define GL_TESSELLATION_MODE_AMD 0x9004 -#define GL_TESSELLATION_FACTOR_AMD 0x9005 -#define GL_DISCRETE_AMD 0x9006 -#define GL_CONTINUOUS_AMD 0x9007 - -typedef void (GLAPIENTRY * PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor); -typedef void (GLAPIENTRY * PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode); - -#define glTessellationFactorAMD GLEW_GET_FUN(__glewTessellationFactorAMD) -#define glTessellationModeAMD GLEW_GET_FUN(__glewTessellationModeAMD) - -#define GLEW_AMD_vertex_shader_tessellator GLEW_GET_VAR(__GLEW_AMD_vertex_shader_tessellator) - -#endif /* GL_AMD_vertex_shader_tessellator */ - -/* ------------------ GL_AMD_vertex_shader_viewport_index ------------------ */ - -#ifndef GL_AMD_vertex_shader_viewport_index -#define GL_AMD_vertex_shader_viewport_index 1 - -#define GLEW_AMD_vertex_shader_viewport_index GLEW_GET_VAR(__GLEW_AMD_vertex_shader_viewport_index) - -#endif /* GL_AMD_vertex_shader_viewport_index */ - -/* -------------------- GL_ANDROID_extension_pack_es31a -------------------- */ - -#ifndef GL_ANDROID_extension_pack_es31a -#define GL_ANDROID_extension_pack_es31a 1 - -#define GLEW_ANDROID_extension_pack_es31a GLEW_GET_VAR(__GLEW_ANDROID_extension_pack_es31a) - -#endif /* GL_ANDROID_extension_pack_es31a */ - -/* ------------------------- GL_ANGLE_depth_texture ------------------------ */ - -#ifndef GL_ANGLE_depth_texture -#define GL_ANGLE_depth_texture 1 - -#define GLEW_ANGLE_depth_texture GLEW_GET_VAR(__GLEW_ANGLE_depth_texture) - -#endif /* GL_ANGLE_depth_texture */ - -/* ----------------------- GL_ANGLE_framebuffer_blit ----------------------- */ - -#ifndef GL_ANGLE_framebuffer_blit -#define GL_ANGLE_framebuffer_blit 1 - -#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6 -#define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8 -#define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9 -#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA - -typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERANGLEPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); - -#define glBlitFramebufferANGLE GLEW_GET_FUN(__glewBlitFramebufferANGLE) - -#define GLEW_ANGLE_framebuffer_blit GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_blit) - -#endif /* GL_ANGLE_framebuffer_blit */ - -/* -------------------- GL_ANGLE_framebuffer_multisample ------------------- */ - -#ifndef GL_ANGLE_framebuffer_multisample -#define GL_ANGLE_framebuffer_multisample 1 - -#define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56 -#define GL_MAX_SAMPLES_ANGLE 0x8D57 - -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); - -#define glRenderbufferStorageMultisampleANGLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleANGLE) - -#define GLEW_ANGLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_multisample) - -#endif /* GL_ANGLE_framebuffer_multisample */ - -/* ----------------------- GL_ANGLE_instanced_arrays ----------------------- */ - -#ifndef GL_ANGLE_instanced_arrays -#define GL_ANGLE_instanced_arrays 1 - -#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDANGLEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDANGLEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLuint divisor); - -#define glDrawArraysInstancedANGLE GLEW_GET_FUN(__glewDrawArraysInstancedANGLE) -#define glDrawElementsInstancedANGLE GLEW_GET_FUN(__glewDrawElementsInstancedANGLE) -#define glVertexAttribDivisorANGLE GLEW_GET_FUN(__glewVertexAttribDivisorANGLE) - -#define GLEW_ANGLE_instanced_arrays GLEW_GET_VAR(__GLEW_ANGLE_instanced_arrays) - -#endif /* GL_ANGLE_instanced_arrays */ - -/* -------------------- GL_ANGLE_pack_reverse_row_order -------------------- */ - -#ifndef GL_ANGLE_pack_reverse_row_order -#define GL_ANGLE_pack_reverse_row_order 1 - -#define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4 - -#define GLEW_ANGLE_pack_reverse_row_order GLEW_GET_VAR(__GLEW_ANGLE_pack_reverse_row_order) - -#endif /* GL_ANGLE_pack_reverse_row_order */ - -/* ------------------------ GL_ANGLE_program_binary ------------------------ */ - -#ifndef GL_ANGLE_program_binary -#define GL_ANGLE_program_binary 1 - -#define GL_PROGRAM_BINARY_ANGLE 0x93A6 - -#define GLEW_ANGLE_program_binary GLEW_GET_VAR(__GLEW_ANGLE_program_binary) - -#endif /* GL_ANGLE_program_binary */ - -/* ------------------- GL_ANGLE_texture_compression_dxt1 ------------------- */ - -#ifndef GL_ANGLE_texture_compression_dxt1 -#define GL_ANGLE_texture_compression_dxt1 1 - -#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 - -#define GLEW_ANGLE_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt1) - -#endif /* GL_ANGLE_texture_compression_dxt1 */ - -/* ------------------- GL_ANGLE_texture_compression_dxt3 ------------------- */ - -#ifndef GL_ANGLE_texture_compression_dxt3 -#define GL_ANGLE_texture_compression_dxt3 1 - -#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 - -#define GLEW_ANGLE_texture_compression_dxt3 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt3) - -#endif /* GL_ANGLE_texture_compression_dxt3 */ - -/* ------------------- GL_ANGLE_texture_compression_dxt5 ------------------- */ - -#ifndef GL_ANGLE_texture_compression_dxt5 -#define GL_ANGLE_texture_compression_dxt5 1 - -#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 - -#define GLEW_ANGLE_texture_compression_dxt5 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt5) - -#endif /* GL_ANGLE_texture_compression_dxt5 */ - -/* ------------------------- GL_ANGLE_texture_usage ------------------------ */ - -#ifndef GL_ANGLE_texture_usage -#define GL_ANGLE_texture_usage 1 - -#define GL_TEXTURE_USAGE_ANGLE 0x93A2 -#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3 - -#define GLEW_ANGLE_texture_usage GLEW_GET_VAR(__GLEW_ANGLE_texture_usage) - -#endif /* GL_ANGLE_texture_usage */ - -/* -------------------------- GL_ANGLE_timer_query ------------------------- */ - -#ifndef GL_ANGLE_timer_query -#define GL_ANGLE_timer_query 1 - -#define GL_QUERY_COUNTER_BITS_ANGLE 0x8864 -#define GL_CURRENT_QUERY_ANGLE 0x8865 -#define GL_QUERY_RESULT_ANGLE 0x8866 -#define GL_QUERY_RESULT_AVAILABLE_ANGLE 0x8867 -#define GL_TIME_ELAPSED_ANGLE 0x88BF -#define GL_TIMESTAMP_ANGLE 0x8E28 - -typedef void (GLAPIENTRY * PFNGLBEGINQUERYANGLEPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETEQUERIESANGLEPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLENDQUERYANGLEPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLGENQUERIESANGLEPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VANGLEPROC) (GLuint id, GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVANGLEPROC) (GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VANGLEPROC) (GLuint id, GLenum pname, GLuint64* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVANGLEPROC) (GLuint id, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYIVANGLEPROC) (GLenum target, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISQUERYANGLEPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLQUERYCOUNTERANGLEPROC) (GLuint id, GLenum target); - -#define glBeginQueryANGLE GLEW_GET_FUN(__glewBeginQueryANGLE) -#define glDeleteQueriesANGLE GLEW_GET_FUN(__glewDeleteQueriesANGLE) -#define glEndQueryANGLE GLEW_GET_FUN(__glewEndQueryANGLE) -#define glGenQueriesANGLE GLEW_GET_FUN(__glewGenQueriesANGLE) -#define glGetQueryObjecti64vANGLE GLEW_GET_FUN(__glewGetQueryObjecti64vANGLE) -#define glGetQueryObjectivANGLE GLEW_GET_FUN(__glewGetQueryObjectivANGLE) -#define glGetQueryObjectui64vANGLE GLEW_GET_FUN(__glewGetQueryObjectui64vANGLE) -#define glGetQueryObjectuivANGLE GLEW_GET_FUN(__glewGetQueryObjectuivANGLE) -#define glGetQueryivANGLE GLEW_GET_FUN(__glewGetQueryivANGLE) -#define glIsQueryANGLE GLEW_GET_FUN(__glewIsQueryANGLE) -#define glQueryCounterANGLE GLEW_GET_FUN(__glewQueryCounterANGLE) - -#define GLEW_ANGLE_timer_query GLEW_GET_VAR(__GLEW_ANGLE_timer_query) - -#endif /* GL_ANGLE_timer_query */ - -/* ------------------- GL_ANGLE_translated_shader_source ------------------- */ - -#ifndef GL_ANGLE_translated_shader_source -#define GL_ANGLE_translated_shader_source 1 - -#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0 - -typedef void (GLAPIENTRY * PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC) (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); - -#define glGetTranslatedShaderSourceANGLE GLEW_GET_FUN(__glewGetTranslatedShaderSourceANGLE) - -#define GLEW_ANGLE_translated_shader_source GLEW_GET_VAR(__GLEW_ANGLE_translated_shader_source) - -#endif /* GL_ANGLE_translated_shader_source */ - -/* ----------------------- GL_APPLE_aux_depth_stencil ---------------------- */ - -#ifndef GL_APPLE_aux_depth_stencil -#define GL_APPLE_aux_depth_stencil 1 - -#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14 - -#define GLEW_APPLE_aux_depth_stencil GLEW_GET_VAR(__GLEW_APPLE_aux_depth_stencil) - -#endif /* GL_APPLE_aux_depth_stencil */ - -/* ------------------------ GL_APPLE_client_storage ------------------------ */ - -#ifndef GL_APPLE_client_storage -#define GL_APPLE_client_storage 1 - -#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2 - -#define GLEW_APPLE_client_storage GLEW_GET_VAR(__GLEW_APPLE_client_storage) - -#endif /* GL_APPLE_client_storage */ - -/* ------------------------- GL_APPLE_clip_distance ------------------------ */ - -#ifndef GL_APPLE_clip_distance -#define GL_APPLE_clip_distance 1 - -#define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32 -#define GL_CLIP_DISTANCE0_APPLE 0x3000 -#define GL_CLIP_DISTANCE1_APPLE 0x3001 -#define GL_CLIP_DISTANCE2_APPLE 0x3002 -#define GL_CLIP_DISTANCE3_APPLE 0x3003 -#define GL_CLIP_DISTANCE4_APPLE 0x3004 -#define GL_CLIP_DISTANCE5_APPLE 0x3005 -#define GL_CLIP_DISTANCE6_APPLE 0x3006 -#define GL_CLIP_DISTANCE7_APPLE 0x3007 - -#define GLEW_APPLE_clip_distance GLEW_GET_VAR(__GLEW_APPLE_clip_distance) - -#endif /* GL_APPLE_clip_distance */ - -/* ------------------- GL_APPLE_color_buffer_packed_float ------------------ */ - -#ifndef GL_APPLE_color_buffer_packed_float -#define GL_APPLE_color_buffer_packed_float 1 - -#define GLEW_APPLE_color_buffer_packed_float GLEW_GET_VAR(__GLEW_APPLE_color_buffer_packed_float) - -#endif /* GL_APPLE_color_buffer_packed_float */ - -/* ---------------------- GL_APPLE_copy_texture_levels --------------------- */ - -#ifndef GL_APPLE_copy_texture_levels -#define GL_APPLE_copy_texture_levels 1 - -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURELEVELSAPPLEPROC) (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount); - -#define glCopyTextureLevelsAPPLE GLEW_GET_FUN(__glewCopyTextureLevelsAPPLE) - -#define GLEW_APPLE_copy_texture_levels GLEW_GET_VAR(__GLEW_APPLE_copy_texture_levels) - -#endif /* GL_APPLE_copy_texture_levels */ - -/* ------------------------- GL_APPLE_element_array ------------------------ */ - -#ifndef GL_APPLE_element_array -#define GL_APPLE_element_array 1 - -#define GL_ELEMENT_ARRAY_APPLE 0x8A0C -#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D -#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E - -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count); -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); -typedef void (GLAPIENTRY * PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const void *pointer); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint* first, const GLsizei *count, GLsizei primcount); - -#define glDrawElementArrayAPPLE GLEW_GET_FUN(__glewDrawElementArrayAPPLE) -#define glDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewDrawRangeElementArrayAPPLE) -#define glElementPointerAPPLE GLEW_GET_FUN(__glewElementPointerAPPLE) -#define glMultiDrawElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawElementArrayAPPLE) -#define glMultiDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawRangeElementArrayAPPLE) - -#define GLEW_APPLE_element_array GLEW_GET_VAR(__GLEW_APPLE_element_array) - -#endif /* GL_APPLE_element_array */ - -/* ----------------------------- GL_APPLE_fence ---------------------------- */ - -#ifndef GL_APPLE_fence -#define GL_APPLE_fence 1 - -#define GL_DRAW_PIXELS_APPLE 0x8A0A -#define GL_FENCE_APPLE 0x8A0B - -typedef void (GLAPIENTRY * PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint* fences); -typedef void (GLAPIENTRY * PFNGLFINISHFENCEAPPLEPROC) (GLuint fence); -typedef void (GLAPIENTRY * PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name); -typedef void (GLAPIENTRY * PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint* fences); -typedef GLboolean (GLAPIENTRY * PFNGLISFENCEAPPLEPROC) (GLuint fence); -typedef void (GLAPIENTRY * PFNGLSETFENCEAPPLEPROC) (GLuint fence); -typedef GLboolean (GLAPIENTRY * PFNGLTESTFENCEAPPLEPROC) (GLuint fence); -typedef GLboolean (GLAPIENTRY * PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name); - -#define glDeleteFencesAPPLE GLEW_GET_FUN(__glewDeleteFencesAPPLE) -#define glFinishFenceAPPLE GLEW_GET_FUN(__glewFinishFenceAPPLE) -#define glFinishObjectAPPLE GLEW_GET_FUN(__glewFinishObjectAPPLE) -#define glGenFencesAPPLE GLEW_GET_FUN(__glewGenFencesAPPLE) -#define glIsFenceAPPLE GLEW_GET_FUN(__glewIsFenceAPPLE) -#define glSetFenceAPPLE GLEW_GET_FUN(__glewSetFenceAPPLE) -#define glTestFenceAPPLE GLEW_GET_FUN(__glewTestFenceAPPLE) -#define glTestObjectAPPLE GLEW_GET_FUN(__glewTestObjectAPPLE) - -#define GLEW_APPLE_fence GLEW_GET_VAR(__GLEW_APPLE_fence) - -#endif /* GL_APPLE_fence */ - -/* ------------------------- GL_APPLE_float_pixels ------------------------- */ - -#ifndef GL_APPLE_float_pixels -#define GL_APPLE_float_pixels 1 - -#define GL_HALF_APPLE 0x140B -#define GL_RGBA_FLOAT32_APPLE 0x8814 -#define GL_RGB_FLOAT32_APPLE 0x8815 -#define GL_ALPHA_FLOAT32_APPLE 0x8816 -#define GL_INTENSITY_FLOAT32_APPLE 0x8817 -#define GL_LUMINANCE_FLOAT32_APPLE 0x8818 -#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819 -#define GL_RGBA_FLOAT16_APPLE 0x881A -#define GL_RGB_FLOAT16_APPLE 0x881B -#define GL_ALPHA_FLOAT16_APPLE 0x881C -#define GL_INTENSITY_FLOAT16_APPLE 0x881D -#define GL_LUMINANCE_FLOAT16_APPLE 0x881E -#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F -#define GL_COLOR_FLOAT_APPLE 0x8A0F - -#define GLEW_APPLE_float_pixels GLEW_GET_VAR(__GLEW_APPLE_float_pixels) - -#endif /* GL_APPLE_float_pixels */ - -/* ---------------------- GL_APPLE_flush_buffer_range ---------------------- */ - -#ifndef GL_APPLE_flush_buffer_range -#define GL_APPLE_flush_buffer_range 1 - -#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12 -#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13 - -typedef void (GLAPIENTRY * PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size); - -#define glBufferParameteriAPPLE GLEW_GET_FUN(__glewBufferParameteriAPPLE) -#define glFlushMappedBufferRangeAPPLE GLEW_GET_FUN(__glewFlushMappedBufferRangeAPPLE) - -#define GLEW_APPLE_flush_buffer_range GLEW_GET_VAR(__GLEW_APPLE_flush_buffer_range) - -#endif /* GL_APPLE_flush_buffer_range */ - -/* -------------------- GL_APPLE_framebuffer_multisample ------------------- */ - -#ifndef GL_APPLE_framebuffer_multisample -#define GL_APPLE_framebuffer_multisample 1 - -#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6 -#define GL_READ_FRAMEBUFFER_APPLE 0x8CA8 -#define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9 -#define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA -#define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56 -#define GL_MAX_SAMPLES_APPLE 0x8D57 - -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC) (void); - -#define glRenderbufferStorageMultisampleAPPLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleAPPLE) -#define glResolveMultisampleFramebufferAPPLE GLEW_GET_FUN(__glewResolveMultisampleFramebufferAPPLE) - -#define GLEW_APPLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_APPLE_framebuffer_multisample) - -#endif /* GL_APPLE_framebuffer_multisample */ - -/* ----------------------- GL_APPLE_object_purgeable ----------------------- */ - -#ifndef GL_APPLE_object_purgeable -#define GL_APPLE_object_purgeable 1 - -#define GL_BUFFER_OBJECT_APPLE 0x85B3 -#define GL_RELEASED_APPLE 0x8A19 -#define GL_VOLATILE_APPLE 0x8A1A -#define GL_RETAINED_APPLE 0x8A1B -#define GL_UNDEFINED_APPLE 0x8A1C -#define GL_PURGEABLE_APPLE 0x8A1D - -typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVAPPLEPROC) (GLenum objectType, GLuint name, GLenum pname, GLint* params); -typedef GLenum (GLAPIENTRY * PFNGLOBJECTPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); -typedef GLenum (GLAPIENTRY * PFNGLOBJECTUNPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); - -#define glGetObjectParameterivAPPLE GLEW_GET_FUN(__glewGetObjectParameterivAPPLE) -#define glObjectPurgeableAPPLE GLEW_GET_FUN(__glewObjectPurgeableAPPLE) -#define glObjectUnpurgeableAPPLE GLEW_GET_FUN(__glewObjectUnpurgeableAPPLE) - -#define GLEW_APPLE_object_purgeable GLEW_GET_VAR(__GLEW_APPLE_object_purgeable) - -#endif /* GL_APPLE_object_purgeable */ - -/* ------------------------- GL_APPLE_pixel_buffer ------------------------- */ - -#ifndef GL_APPLE_pixel_buffer -#define GL_APPLE_pixel_buffer 1 - -#define GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE 0x8A10 - -#define GLEW_APPLE_pixel_buffer GLEW_GET_VAR(__GLEW_APPLE_pixel_buffer) - -#endif /* GL_APPLE_pixel_buffer */ - -/* ---------------------------- GL_APPLE_rgb_422 --------------------------- */ - -#ifndef GL_APPLE_rgb_422 -#define GL_APPLE_rgb_422 1 - -#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA -#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB -#define GL_RGB_422_APPLE 0x8A1F -#define GL_RGB_RAW_422_APPLE 0x8A51 - -#define GLEW_APPLE_rgb_422 GLEW_GET_VAR(__GLEW_APPLE_rgb_422) - -#endif /* GL_APPLE_rgb_422 */ - -/* --------------------------- GL_APPLE_row_bytes -------------------------- */ - -#ifndef GL_APPLE_row_bytes -#define GL_APPLE_row_bytes 1 - -#define GL_PACK_ROW_BYTES_APPLE 0x8A15 -#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16 - -#define GLEW_APPLE_row_bytes GLEW_GET_VAR(__GLEW_APPLE_row_bytes) - -#endif /* GL_APPLE_row_bytes */ - -/* ------------------------ GL_APPLE_specular_vector ----------------------- */ - -#ifndef GL_APPLE_specular_vector -#define GL_APPLE_specular_vector 1 - -#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0 - -#define GLEW_APPLE_specular_vector GLEW_GET_VAR(__GLEW_APPLE_specular_vector) - -#endif /* GL_APPLE_specular_vector */ - -/* ----------------------------- GL_APPLE_sync ----------------------------- */ - -#ifndef GL_APPLE_sync -#define GL_APPLE_sync 1 - -#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE 0x00000001 -#define GL_SYNC_OBJECT_APPLE 0x8A53 -#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE 0x9111 -#define GL_OBJECT_TYPE_APPLE 0x9112 -#define GL_SYNC_CONDITION_APPLE 0x9113 -#define GL_SYNC_STATUS_APPLE 0x9114 -#define GL_SYNC_FLAGS_APPLE 0x9115 -#define GL_SYNC_FENCE_APPLE 0x9116 -#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117 -#define GL_UNSIGNALED_APPLE 0x9118 -#define GL_SIGNALED_APPLE 0x9119 -#define GL_ALREADY_SIGNALED_APPLE 0x911A -#define GL_TIMEOUT_EXPIRED_APPLE 0x911B -#define GL_CONDITION_SATISFIED_APPLE 0x911C -#define GL_WAIT_FAILED_APPLE 0x911D -#define GL_TIMEOUT_IGNORED_APPLE 0xFFFFFFFFFFFFFFFFull - -typedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCAPPLEPROC) (GLsync GLsync, GLbitfield flags, GLuint64 timeout); -typedef void (GLAPIENTRY * PFNGLDELETESYNCAPPLEPROC) (GLsync GLsync); -typedef GLsync (GLAPIENTRY * PFNGLFENCESYNCAPPLEPROC) (GLenum condition, GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLGETINTEGER64VAPPLEPROC) (GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETSYNCIVAPPLEPROC) (GLsync GLsync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values); -typedef GLboolean (GLAPIENTRY * PFNGLISSYNCAPPLEPROC) (GLsync GLsync); -typedef void (GLAPIENTRY * PFNGLWAITSYNCAPPLEPROC) (GLsync GLsync, GLbitfield flags, GLuint64 timeout); - -#define glClientWaitSyncAPPLE GLEW_GET_FUN(__glewClientWaitSyncAPPLE) -#define glDeleteSyncAPPLE GLEW_GET_FUN(__glewDeleteSyncAPPLE) -#define glFenceSyncAPPLE GLEW_GET_FUN(__glewFenceSyncAPPLE) -#define glGetInteger64vAPPLE GLEW_GET_FUN(__glewGetInteger64vAPPLE) -#define glGetSyncivAPPLE GLEW_GET_FUN(__glewGetSyncivAPPLE) -#define glIsSyncAPPLE GLEW_GET_FUN(__glewIsSyncAPPLE) -#define glWaitSyncAPPLE GLEW_GET_FUN(__glewWaitSyncAPPLE) - -#define GLEW_APPLE_sync GLEW_GET_VAR(__GLEW_APPLE_sync) - -#endif /* GL_APPLE_sync */ - -/* -------------------- GL_APPLE_texture_2D_limited_npot ------------------- */ - -#ifndef GL_APPLE_texture_2D_limited_npot -#define GL_APPLE_texture_2D_limited_npot 1 - -#define GLEW_APPLE_texture_2D_limited_npot GLEW_GET_VAR(__GLEW_APPLE_texture_2D_limited_npot) - -#endif /* GL_APPLE_texture_2D_limited_npot */ - -/* -------------------- GL_APPLE_texture_format_BGRA8888 ------------------- */ - -#ifndef GL_APPLE_texture_format_BGRA8888 -#define GL_APPLE_texture_format_BGRA8888 1 - -#define GL_BGRA_EXT 0x80E1 -#define GL_BGRA8_EXT 0x93A1 - -#define GLEW_APPLE_texture_format_BGRA8888 GLEW_GET_VAR(__GLEW_APPLE_texture_format_BGRA8888) - -#endif /* GL_APPLE_texture_format_BGRA8888 */ - -/* ----------------------- GL_APPLE_texture_max_level ---------------------- */ - -#ifndef GL_APPLE_texture_max_level -#define GL_APPLE_texture_max_level 1 - -#define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D - -#define GLEW_APPLE_texture_max_level GLEW_GET_VAR(__GLEW_APPLE_texture_max_level) - -#endif /* GL_APPLE_texture_max_level */ - -/* --------------------- GL_APPLE_texture_packed_float --------------------- */ - -#ifndef GL_APPLE_texture_packed_float -#define GL_APPLE_texture_packed_float 1 - -#define GL_R11F_G11F_B10F_APPLE 0x8C3A -#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B -#define GL_RGB9_E5_APPLE 0x8C3D -#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E - -#define GLEW_APPLE_texture_packed_float GLEW_GET_VAR(__GLEW_APPLE_texture_packed_float) - -#endif /* GL_APPLE_texture_packed_float */ - -/* ------------------------- GL_APPLE_texture_range ------------------------ */ - -#ifndef GL_APPLE_texture_range -#define GL_APPLE_texture_range 1 - -#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7 -#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8 -#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC -#define GL_STORAGE_PRIVATE_APPLE 0x85BD -#define GL_STORAGE_CACHED_APPLE 0x85BE -#define GL_STORAGE_SHARED_APPLE 0x85BF - -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) (GLenum target, GLenum pname, void **params); -typedef void (GLAPIENTRY * PFNGLTEXTURERANGEAPPLEPROC) (GLenum target, GLsizei length, void *pointer); - -#define glGetTexParameterPointervAPPLE GLEW_GET_FUN(__glewGetTexParameterPointervAPPLE) -#define glTextureRangeAPPLE GLEW_GET_FUN(__glewTextureRangeAPPLE) - -#define GLEW_APPLE_texture_range GLEW_GET_VAR(__GLEW_APPLE_texture_range) - -#endif /* GL_APPLE_texture_range */ - -/* ------------------------ GL_APPLE_transform_hint ------------------------ */ - -#ifndef GL_APPLE_transform_hint -#define GL_APPLE_transform_hint 1 - -#define GL_TRANSFORM_HINT_APPLE 0x85B1 - -#define GLEW_APPLE_transform_hint GLEW_GET_VAR(__GLEW_APPLE_transform_hint) - -#endif /* GL_APPLE_transform_hint */ - -/* ---------------------- GL_APPLE_vertex_array_object --------------------- */ - -#ifndef GL_APPLE_vertex_array_object -#define GL_APPLE_vertex_array_object 1 - -#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5 - -typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array); -typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays); -typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays); -typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array); - -#define glBindVertexArrayAPPLE GLEW_GET_FUN(__glewBindVertexArrayAPPLE) -#define glDeleteVertexArraysAPPLE GLEW_GET_FUN(__glewDeleteVertexArraysAPPLE) -#define glGenVertexArraysAPPLE GLEW_GET_FUN(__glewGenVertexArraysAPPLE) -#define glIsVertexArrayAPPLE GLEW_GET_FUN(__glewIsVertexArrayAPPLE) - -#define GLEW_APPLE_vertex_array_object GLEW_GET_VAR(__GLEW_APPLE_vertex_array_object) - -#endif /* GL_APPLE_vertex_array_object */ - -/* ---------------------- GL_APPLE_vertex_array_range ---------------------- */ - -#ifndef GL_APPLE_vertex_array_range -#define GL_APPLE_vertex_array_range 1 - -#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D -#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E -#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F -#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE 0x8520 -#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521 -#define GL_STORAGE_CLIENT_APPLE 0x85B4 -#define GL_STORAGE_CACHED_APPLE 0x85BE -#define GL_STORAGE_SHARED_APPLE 0x85BF - -typedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); - -#define glFlushVertexArrayRangeAPPLE GLEW_GET_FUN(__glewFlushVertexArrayRangeAPPLE) -#define glVertexArrayParameteriAPPLE GLEW_GET_FUN(__glewVertexArrayParameteriAPPLE) -#define glVertexArrayRangeAPPLE GLEW_GET_FUN(__glewVertexArrayRangeAPPLE) - -#define GLEW_APPLE_vertex_array_range GLEW_GET_VAR(__GLEW_APPLE_vertex_array_range) - -#endif /* GL_APPLE_vertex_array_range */ - -/* ------------------- GL_APPLE_vertex_program_evaluators ------------------ */ - -#ifndef GL_APPLE_vertex_program_evaluators -#define GL_APPLE_vertex_program_evaluators 1 - -#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00 -#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01 -#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02 -#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03 -#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04 -#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05 -#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06 -#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07 -#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08 -#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09 - -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); -typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) (GLuint index, GLenum pname); -typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points); -typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points); -typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points); -typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points); - -#define glDisableVertexAttribAPPLE GLEW_GET_FUN(__glewDisableVertexAttribAPPLE) -#define glEnableVertexAttribAPPLE GLEW_GET_FUN(__glewEnableVertexAttribAPPLE) -#define glIsVertexAttribEnabledAPPLE GLEW_GET_FUN(__glewIsVertexAttribEnabledAPPLE) -#define glMapVertexAttrib1dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1dAPPLE) -#define glMapVertexAttrib1fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1fAPPLE) -#define glMapVertexAttrib2dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2dAPPLE) -#define glMapVertexAttrib2fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2fAPPLE) - -#define GLEW_APPLE_vertex_program_evaluators GLEW_GET_VAR(__GLEW_APPLE_vertex_program_evaluators) - -#endif /* GL_APPLE_vertex_program_evaluators */ - -/* --------------------------- GL_APPLE_ycbcr_422 -------------------------- */ - -#ifndef GL_APPLE_ycbcr_422 -#define GL_APPLE_ycbcr_422 1 - -#define GL_YCBCR_422_APPLE 0x85B9 - -#define GLEW_APPLE_ycbcr_422 GLEW_GET_VAR(__GLEW_APPLE_ycbcr_422) - -#endif /* GL_APPLE_ycbcr_422 */ - -/* ------------------------ GL_ARB_ES2_compatibility ----------------------- */ - -#ifndef GL_ARB_ES2_compatibility -#define GL_ARB_ES2_compatibility 1 - -#define GL_FIXED 0x140C -#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A -#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B -#define GL_RGB565 0x8D62 -#define GL_LOW_FLOAT 0x8DF0 -#define GL_MEDIUM_FLOAT 0x8DF1 -#define GL_HIGH_FLOAT 0x8DF2 -#define GL_LOW_INT 0x8DF3 -#define GL_MEDIUM_INT 0x8DF4 -#define GL_HIGH_INT 0x8DF5 -#define GL_SHADER_BINARY_FORMATS 0x8DF8 -#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 -#define GL_SHADER_COMPILER 0x8DFA -#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB -#define GL_MAX_VARYING_VECTORS 0x8DFC -#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD - -typedef int GLfixed; - -typedef void (GLAPIENTRY * PFNGLCLEARDEPTHFPROC) (GLclampf d); -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEFPROC) (GLclampf n, GLclampf f); -typedef void (GLAPIENTRY * PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint *precision); -typedef void (GLAPIENTRY * PFNGLRELEASESHADERCOMPILERPROC) (void); -typedef void (GLAPIENTRY * PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint* shaders, GLenum binaryformat, const void*binary, GLsizei length); - -#define glClearDepthf GLEW_GET_FUN(__glewClearDepthf) -#define glDepthRangef GLEW_GET_FUN(__glewDepthRangef) -#define glGetShaderPrecisionFormat GLEW_GET_FUN(__glewGetShaderPrecisionFormat) -#define glReleaseShaderCompiler GLEW_GET_FUN(__glewReleaseShaderCompiler) -#define glShaderBinary GLEW_GET_FUN(__glewShaderBinary) - -#define GLEW_ARB_ES2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES2_compatibility) - -#endif /* GL_ARB_ES2_compatibility */ - -/* ----------------------- GL_ARB_ES3_1_compatibility ---------------------- */ - -#ifndef GL_ARB_ES3_1_compatibility -#define GL_ARB_ES3_1_compatibility 1 - -typedef void (GLAPIENTRY * PFNGLMEMORYBARRIERBYREGIONPROC) (GLbitfield barriers); - -#define glMemoryBarrierByRegion GLEW_GET_FUN(__glewMemoryBarrierByRegion) - -#define GLEW_ARB_ES3_1_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_1_compatibility) - -#endif /* GL_ARB_ES3_1_compatibility */ - -/* ----------------------- GL_ARB_ES3_2_compatibility ---------------------- */ - -#ifndef GL_ARB_ES3_2_compatibility -#define GL_ARB_ES3_2_compatibility 1 - -#define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE -#define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381 -#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382 - -typedef void (GLAPIENTRY * PFNGLPRIMITIVEBOUNDINGBOXARBPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); - -#define glPrimitiveBoundingBoxARB GLEW_GET_FUN(__glewPrimitiveBoundingBoxARB) - -#define GLEW_ARB_ES3_2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_2_compatibility) - -#endif /* GL_ARB_ES3_2_compatibility */ - -/* ------------------------ GL_ARB_ES3_compatibility ----------------------- */ - -#ifndef GL_ARB_ES3_compatibility -#define GL_ARB_ES3_compatibility 1 - -#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF -#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 -#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A -#define GL_MAX_ELEMENT_INDEX 0x8D6B -#define GL_COMPRESSED_R11_EAC 0x9270 -#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 -#define GL_COMPRESSED_RG11_EAC 0x9272 -#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 -#define GL_COMPRESSED_RGB8_ETC2 0x9274 -#define GL_COMPRESSED_SRGB8_ETC2 0x9275 -#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 -#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 -#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 -#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 - -#define GLEW_ARB_ES3_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_compatibility) - -#endif /* GL_ARB_ES3_compatibility */ - -/* ------------------------ GL_ARB_arrays_of_arrays ------------------------ */ - -#ifndef GL_ARB_arrays_of_arrays -#define GL_ARB_arrays_of_arrays 1 - -#define GLEW_ARB_arrays_of_arrays GLEW_GET_VAR(__GLEW_ARB_arrays_of_arrays) - -#endif /* GL_ARB_arrays_of_arrays */ - -/* -------------------------- GL_ARB_base_instance ------------------------- */ - -#ifndef GL_ARB_base_instance -#define GL_ARB_base_instance 1 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount, GLuint baseinstance); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLuint baseinstance); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex, GLuint baseinstance); - -#define glDrawArraysInstancedBaseInstance GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstance) -#define glDrawElementsInstancedBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstance) -#define glDrawElementsInstancedBaseVertexBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstance) - -#define GLEW_ARB_base_instance GLEW_GET_VAR(__GLEW_ARB_base_instance) - -#endif /* GL_ARB_base_instance */ - -/* ------------------------ GL_ARB_bindless_texture ------------------------ */ - -#ifndef GL_ARB_bindless_texture -#define GL_ARB_bindless_texture 1 - -#define GL_UNSIGNED_INT64_ARB 0x140F - -typedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLEARBPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); -typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLEARBPROC) (GLuint texture); -typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLEARBPROC) (GLuint texture, GLuint sampler); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VARBPROC) (GLuint index, GLenum pname, GLuint64EXT* params); -typedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle); -typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle, GLenum access); -typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC) (GLuint program, GLint location, GLuint64 value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values); -typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64ARBPROC) (GLint location, GLuint64 value); -typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64ARBPROC) (GLuint index, GLuint64EXT x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VARBPROC) (GLuint index, const GLuint64EXT* v); - -#define glGetImageHandleARB GLEW_GET_FUN(__glewGetImageHandleARB) -#define glGetTextureHandleARB GLEW_GET_FUN(__glewGetTextureHandleARB) -#define glGetTextureSamplerHandleARB GLEW_GET_FUN(__glewGetTextureSamplerHandleARB) -#define glGetVertexAttribLui64vARB GLEW_GET_FUN(__glewGetVertexAttribLui64vARB) -#define glIsImageHandleResidentARB GLEW_GET_FUN(__glewIsImageHandleResidentARB) -#define glIsTextureHandleResidentARB GLEW_GET_FUN(__glewIsTextureHandleResidentARB) -#define glMakeImageHandleNonResidentARB GLEW_GET_FUN(__glewMakeImageHandleNonResidentARB) -#define glMakeImageHandleResidentARB GLEW_GET_FUN(__glewMakeImageHandleResidentARB) -#define glMakeTextureHandleNonResidentARB GLEW_GET_FUN(__glewMakeTextureHandleNonResidentARB) -#define glMakeTextureHandleResidentARB GLEW_GET_FUN(__glewMakeTextureHandleResidentARB) -#define glProgramUniformHandleui64ARB GLEW_GET_FUN(__glewProgramUniformHandleui64ARB) -#define glProgramUniformHandleui64vARB GLEW_GET_FUN(__glewProgramUniformHandleui64vARB) -#define glUniformHandleui64ARB GLEW_GET_FUN(__glewUniformHandleui64ARB) -#define glUniformHandleui64vARB GLEW_GET_FUN(__glewUniformHandleui64vARB) -#define glVertexAttribL1ui64ARB GLEW_GET_FUN(__glewVertexAttribL1ui64ARB) -#define glVertexAttribL1ui64vARB GLEW_GET_FUN(__glewVertexAttribL1ui64vARB) - -#define GLEW_ARB_bindless_texture GLEW_GET_VAR(__GLEW_ARB_bindless_texture) - -#endif /* GL_ARB_bindless_texture */ - -/* ----------------------- GL_ARB_blend_func_extended ---------------------- */ - -#ifndef GL_ARB_blend_func_extended -#define GL_ARB_blend_func_extended 1 - -#define GL_SRC1_COLOR 0x88F9 -#define GL_ONE_MINUS_SRC1_COLOR 0x88FA -#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB -#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC - -typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name); -typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar * name); - -#define glBindFragDataLocationIndexed GLEW_GET_FUN(__glewBindFragDataLocationIndexed) -#define glGetFragDataIndex GLEW_GET_FUN(__glewGetFragDataIndex) - -#define GLEW_ARB_blend_func_extended GLEW_GET_VAR(__GLEW_ARB_blend_func_extended) - -#endif /* GL_ARB_blend_func_extended */ - -/* ------------------------- GL_ARB_buffer_storage ------------------------- */ - -#ifndef GL_ARB_buffer_storage -#define GL_ARB_buffer_storage 1 - -#define GL_MAP_READ_BIT 0x0001 -#define GL_MAP_WRITE_BIT 0x0002 -#define GL_MAP_PERSISTENT_BIT 0x00000040 -#define GL_MAP_COHERENT_BIT 0x00000080 -#define GL_DYNAMIC_STORAGE_BIT 0x0100 -#define GL_CLIENT_STORAGE_BIT 0x0200 -#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 -#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F -#define GL_BUFFER_STORAGE_FLAGS 0x8220 - -typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); - -#define glBufferStorage GLEW_GET_FUN(__glewBufferStorage) - -#define GLEW_ARB_buffer_storage GLEW_GET_VAR(__GLEW_ARB_buffer_storage) - -#endif /* GL_ARB_buffer_storage */ - -/* ---------------------------- GL_ARB_cl_event ---------------------------- */ - -#ifndef GL_ARB_cl_event -#define GL_ARB_cl_event 1 - -#define GL_SYNC_CL_EVENT_ARB 0x8240 -#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241 - -typedef struct _cl_context *cl_context; -typedef struct _cl_event *cl_event; - -typedef GLsync (GLAPIENTRY * PFNGLCREATESYNCFROMCLEVENTARBPROC) (cl_context context, cl_event event, GLbitfield flags); - -#define glCreateSyncFromCLeventARB GLEW_GET_FUN(__glewCreateSyncFromCLeventARB) - -#define GLEW_ARB_cl_event GLEW_GET_VAR(__GLEW_ARB_cl_event) - -#endif /* GL_ARB_cl_event */ - -/* ----------------------- GL_ARB_clear_buffer_object ---------------------- */ - -#ifndef GL_ARB_clear_buffer_object -#define GL_ARB_clear_buffer_object 1 - -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); - -#define glClearBufferData GLEW_GET_FUN(__glewClearBufferData) -#define glClearBufferSubData GLEW_GET_FUN(__glewClearBufferSubData) -#define glClearNamedBufferDataEXT GLEW_GET_FUN(__glewClearNamedBufferDataEXT) -#define glClearNamedBufferSubDataEXT GLEW_GET_FUN(__glewClearNamedBufferSubDataEXT) - -#define GLEW_ARB_clear_buffer_object GLEW_GET_VAR(__GLEW_ARB_clear_buffer_object) - -#endif /* GL_ARB_clear_buffer_object */ - -/* -------------------------- GL_ARB_clear_texture ------------------------- */ - -#ifndef GL_ARB_clear_texture -#define GL_ARB_clear_texture 1 - -#define GL_CLEAR_TEXTURE 0x9365 - -typedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); - -#define glClearTexImage GLEW_GET_FUN(__glewClearTexImage) -#define glClearTexSubImage GLEW_GET_FUN(__glewClearTexSubImage) - -#define GLEW_ARB_clear_texture GLEW_GET_VAR(__GLEW_ARB_clear_texture) - -#endif /* GL_ARB_clear_texture */ - -/* -------------------------- GL_ARB_clip_control -------------------------- */ - -#ifndef GL_ARB_clip_control -#define GL_ARB_clip_control 1 - -#define GL_LOWER_LEFT 0x8CA1 -#define GL_UPPER_LEFT 0x8CA2 -#define GL_CLIP_ORIGIN 0x935C -#define GL_CLIP_DEPTH_MODE 0x935D -#define GL_NEGATIVE_ONE_TO_ONE 0x935E -#define GL_ZERO_TO_ONE 0x935F - -typedef void (GLAPIENTRY * PFNGLCLIPCONTROLPROC) (GLenum origin, GLenum depth); - -#define glClipControl GLEW_GET_FUN(__glewClipControl) - -#define GLEW_ARB_clip_control GLEW_GET_VAR(__GLEW_ARB_clip_control) - -#endif /* GL_ARB_clip_control */ - -/* ----------------------- GL_ARB_color_buffer_float ----------------------- */ - -#ifndef GL_ARB_color_buffer_float -#define GL_ARB_color_buffer_float 1 - -#define GL_RGBA_FLOAT_MODE_ARB 0x8820 -#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A -#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B -#define GL_CLAMP_READ_COLOR_ARB 0x891C -#define GL_FIXED_ONLY_ARB 0x891D - -typedef void (GLAPIENTRY * PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp); - -#define glClampColorARB GLEW_GET_FUN(__glewClampColorARB) - -#define GLEW_ARB_color_buffer_float GLEW_GET_VAR(__GLEW_ARB_color_buffer_float) - -#endif /* GL_ARB_color_buffer_float */ - -/* -------------------------- GL_ARB_compatibility ------------------------- */ - -#ifndef GL_ARB_compatibility -#define GL_ARB_compatibility 1 - -#define GLEW_ARB_compatibility GLEW_GET_VAR(__GLEW_ARB_compatibility) - -#endif /* GL_ARB_compatibility */ - -/* ---------------- GL_ARB_compressed_texture_pixel_storage ---------------- */ - -#ifndef GL_ARB_compressed_texture_pixel_storage -#define GL_ARB_compressed_texture_pixel_storage 1 - -#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 -#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 -#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 -#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A -#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B -#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C -#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D -#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E - -#define GLEW_ARB_compressed_texture_pixel_storage GLEW_GET_VAR(__GLEW_ARB_compressed_texture_pixel_storage) - -#endif /* GL_ARB_compressed_texture_pixel_storage */ - -/* ------------------------- GL_ARB_compute_shader ------------------------- */ - -#ifndef GL_ARB_compute_shader -#define GL_ARB_compute_shader 1 - -#define GL_COMPUTE_SHADER_BIT 0x00000020 -#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 -#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 -#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 -#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 -#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 -#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 -#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB -#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED -#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE -#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF -#define GL_COMPUTE_SHADER 0x91B9 -#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB -#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC -#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD -#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE -#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF - -typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); -typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect); - -#define glDispatchCompute GLEW_GET_FUN(__glewDispatchCompute) -#define glDispatchComputeIndirect GLEW_GET_FUN(__glewDispatchComputeIndirect) - -#define GLEW_ARB_compute_shader GLEW_GET_VAR(__GLEW_ARB_compute_shader) - -#endif /* GL_ARB_compute_shader */ - -/* ------------------- GL_ARB_compute_variable_group_size ------------------ */ - -#ifndef GL_ARB_compute_variable_group_size -#define GL_ARB_compute_variable_group_size 1 - -#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB -#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF -#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344 -#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345 - -typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); - -#define glDispatchComputeGroupSizeARB GLEW_GET_FUN(__glewDispatchComputeGroupSizeARB) - -#define GLEW_ARB_compute_variable_group_size GLEW_GET_VAR(__GLEW_ARB_compute_variable_group_size) - -#endif /* GL_ARB_compute_variable_group_size */ - -/* ------------------- GL_ARB_conditional_render_inverted ------------------ */ - -#ifndef GL_ARB_conditional_render_inverted -#define GL_ARB_conditional_render_inverted 1 - -#define GL_QUERY_WAIT_INVERTED 0x8E17 -#define GL_QUERY_NO_WAIT_INVERTED 0x8E18 -#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 -#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A - -#define GLEW_ARB_conditional_render_inverted GLEW_GET_VAR(__GLEW_ARB_conditional_render_inverted) - -#endif /* GL_ARB_conditional_render_inverted */ - -/* ----------------------- GL_ARB_conservative_depth ----------------------- */ - -#ifndef GL_ARB_conservative_depth -#define GL_ARB_conservative_depth 1 - -#define GLEW_ARB_conservative_depth GLEW_GET_VAR(__GLEW_ARB_conservative_depth) - -#endif /* GL_ARB_conservative_depth */ - -/* --------------------------- GL_ARB_copy_buffer -------------------------- */ - -#ifndef GL_ARB_copy_buffer -#define GL_ARB_copy_buffer 1 - -#define GL_COPY_READ_BUFFER 0x8F36 -#define GL_COPY_WRITE_BUFFER 0x8F37 - -typedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size); - -#define glCopyBufferSubData GLEW_GET_FUN(__glewCopyBufferSubData) - -#define GLEW_ARB_copy_buffer GLEW_GET_VAR(__GLEW_ARB_copy_buffer) - -#endif /* GL_ARB_copy_buffer */ - -/* --------------------------- GL_ARB_copy_image --------------------------- */ - -#ifndef GL_ARB_copy_image -#define GL_ARB_copy_image 1 - -typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); - -#define glCopyImageSubData GLEW_GET_FUN(__glewCopyImageSubData) - -#define GLEW_ARB_copy_image GLEW_GET_VAR(__GLEW_ARB_copy_image) - -#endif /* GL_ARB_copy_image */ - -/* -------------------------- GL_ARB_cull_distance ------------------------- */ - -#ifndef GL_ARB_cull_distance -#define GL_ARB_cull_distance 1 - -#define GL_MAX_CULL_DISTANCES 0x82F9 -#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA - -#define GLEW_ARB_cull_distance GLEW_GET_VAR(__GLEW_ARB_cull_distance) - -#endif /* GL_ARB_cull_distance */ - -/* -------------------------- GL_ARB_debug_output -------------------------- */ - -#ifndef GL_ARB_debug_output -#define GL_ARB_debug_output 1 - -#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 -#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 -#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 -#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 -#define GL_DEBUG_SOURCE_API_ARB 0x8246 -#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 -#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 -#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 -#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A -#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B -#define GL_DEBUG_TYPE_ERROR_ARB 0x824C -#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D -#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E -#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F -#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 -#define GL_DEBUG_TYPE_OTHER_ARB 0x8251 -#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 -#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 -#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 -#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 -#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 -#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 - -typedef void (GLAPIENTRY *GLDEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam); - -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const void *userParam); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf); -typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog); - -#define glDebugMessageCallbackARB GLEW_GET_FUN(__glewDebugMessageCallbackARB) -#define glDebugMessageControlARB GLEW_GET_FUN(__glewDebugMessageControlARB) -#define glDebugMessageInsertARB GLEW_GET_FUN(__glewDebugMessageInsertARB) -#define glGetDebugMessageLogARB GLEW_GET_FUN(__glewGetDebugMessageLogARB) - -#define GLEW_ARB_debug_output GLEW_GET_VAR(__GLEW_ARB_debug_output) - -#endif /* GL_ARB_debug_output */ - -/* ----------------------- GL_ARB_depth_buffer_float ----------------------- */ - -#ifndef GL_ARB_depth_buffer_float -#define GL_ARB_depth_buffer_float 1 - -#define GL_DEPTH_COMPONENT32F 0x8CAC -#define GL_DEPTH32F_STENCIL8 0x8CAD -#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD - -#define GLEW_ARB_depth_buffer_float GLEW_GET_VAR(__GLEW_ARB_depth_buffer_float) - -#endif /* GL_ARB_depth_buffer_float */ - -/* --------------------------- GL_ARB_depth_clamp -------------------------- */ - -#ifndef GL_ARB_depth_clamp -#define GL_ARB_depth_clamp 1 - -#define GL_DEPTH_CLAMP 0x864F - -#define GLEW_ARB_depth_clamp GLEW_GET_VAR(__GLEW_ARB_depth_clamp) - -#endif /* GL_ARB_depth_clamp */ - -/* -------------------------- GL_ARB_depth_texture ------------------------- */ - -#ifndef GL_ARB_depth_texture -#define GL_ARB_depth_texture 1 - -#define GL_DEPTH_COMPONENT16_ARB 0x81A5 -#define GL_DEPTH_COMPONENT24_ARB 0x81A6 -#define GL_DEPTH_COMPONENT32_ARB 0x81A7 -#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A -#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B - -#define GLEW_ARB_depth_texture GLEW_GET_VAR(__GLEW_ARB_depth_texture) - -#endif /* GL_ARB_depth_texture */ - -/* ----------------------- GL_ARB_derivative_control ----------------------- */ - -#ifndef GL_ARB_derivative_control -#define GL_ARB_derivative_control 1 - -#define GLEW_ARB_derivative_control GLEW_GET_VAR(__GLEW_ARB_derivative_control) - -#endif /* GL_ARB_derivative_control */ - -/* ----------------------- GL_ARB_direct_state_access ---------------------- */ - -#ifndef GL_ARB_direct_state_access -#define GL_ARB_direct_state_access 1 - -#define GL_TEXTURE_TARGET 0x1006 -#define GL_QUERY_TARGET 0x82EA - -typedef void (GLAPIENTRY * PFNGLBINDTEXTUREUNITPROC) (GLuint unit, GLuint texture); -typedef void (GLAPIENTRY * PFNGLBLITNAMEDFRAMEBUFFERPROC) (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -typedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) (GLuint framebuffer, GLenum target); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat* value); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOPYNAMEDBUFFERSUBDATAPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCREATEBUFFERSPROC) (GLsizei n, GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLCREATEFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers); -typedef void (GLAPIENTRY * PFNGLCREATEPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines); -typedef void (GLAPIENTRY * PFNGLCREATEQUERIESPROC) (GLenum target, GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLCREATERENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers); -typedef void (GLAPIENTRY * PFNGLCREATESAMPLERSPROC) (GLsizei n, GLuint* samplers); -typedef void (GLAPIENTRY * PFNGLCREATETEXTURESPROC) (GLenum target, GLsizei n, GLuint* textures); -typedef void (GLAPIENTRY * PFNGLCREATETRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLCREATEVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays); -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); -typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); -typedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPPROC) (GLuint texture); -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLsizei bufSize, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) (GLuint buffer, GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVPROC) (GLuint buffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVPROC) (GLuint buffer, GLenum pname, void** params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); -typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) (GLuint framebuffer, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) (GLuint renderbuffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVPROC) (GLuint texture, GLint level, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVPROC) (GLuint texture, GLint level, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64* param); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKIVPROC) (GLuint xfb, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXED64IVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint64* param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXEDIVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYIVPROC) (GLuint vaobj, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments); -typedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERPROC) (GLuint buffer, GLenum access); -typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) (GLuint framebuffer, GLenum mode); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) (GLuint framebuffer, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) (GLuint framebuffer, GLenum mode); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); -typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERPROC) (GLuint texture, GLenum internalformat, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEPROC) (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFPROC) (GLuint texture, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, const GLfloat* param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIPROC) (GLuint texture, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, const GLint* param); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) (GLuint xfb, GLuint index, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFERPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBBINDINGPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBIFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBLFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDINGDIVISORPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYELEMENTBUFFERPROC) (GLuint vaobj, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERSPROC) (GLuint vaobj, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides); - -#define glBindTextureUnit GLEW_GET_FUN(__glewBindTextureUnit) -#define glBlitNamedFramebuffer GLEW_GET_FUN(__glewBlitNamedFramebuffer) -#define glCheckNamedFramebufferStatus GLEW_GET_FUN(__glewCheckNamedFramebufferStatus) -#define glClearNamedBufferData GLEW_GET_FUN(__glewClearNamedBufferData) -#define glClearNamedBufferSubData GLEW_GET_FUN(__glewClearNamedBufferSubData) -#define glClearNamedFramebufferfi GLEW_GET_FUN(__glewClearNamedFramebufferfi) -#define glClearNamedFramebufferfv GLEW_GET_FUN(__glewClearNamedFramebufferfv) -#define glClearNamedFramebufferiv GLEW_GET_FUN(__glewClearNamedFramebufferiv) -#define glClearNamedFramebufferuiv GLEW_GET_FUN(__glewClearNamedFramebufferuiv) -#define glCompressedTextureSubImage1D GLEW_GET_FUN(__glewCompressedTextureSubImage1D) -#define glCompressedTextureSubImage2D GLEW_GET_FUN(__glewCompressedTextureSubImage2D) -#define glCompressedTextureSubImage3D GLEW_GET_FUN(__glewCompressedTextureSubImage3D) -#define glCopyNamedBufferSubData GLEW_GET_FUN(__glewCopyNamedBufferSubData) -#define glCopyTextureSubImage1D GLEW_GET_FUN(__glewCopyTextureSubImage1D) -#define glCopyTextureSubImage2D GLEW_GET_FUN(__glewCopyTextureSubImage2D) -#define glCopyTextureSubImage3D GLEW_GET_FUN(__glewCopyTextureSubImage3D) -#define glCreateBuffers GLEW_GET_FUN(__glewCreateBuffers) -#define glCreateFramebuffers GLEW_GET_FUN(__glewCreateFramebuffers) -#define glCreateProgramPipelines GLEW_GET_FUN(__glewCreateProgramPipelines) -#define glCreateQueries GLEW_GET_FUN(__glewCreateQueries) -#define glCreateRenderbuffers GLEW_GET_FUN(__glewCreateRenderbuffers) -#define glCreateSamplers GLEW_GET_FUN(__glewCreateSamplers) -#define glCreateTextures GLEW_GET_FUN(__glewCreateTextures) -#define glCreateTransformFeedbacks GLEW_GET_FUN(__glewCreateTransformFeedbacks) -#define glCreateVertexArrays GLEW_GET_FUN(__glewCreateVertexArrays) -#define glDisableVertexArrayAttrib GLEW_GET_FUN(__glewDisableVertexArrayAttrib) -#define glEnableVertexArrayAttrib GLEW_GET_FUN(__glewEnableVertexArrayAttrib) -#define glFlushMappedNamedBufferRange GLEW_GET_FUN(__glewFlushMappedNamedBufferRange) -#define glGenerateTextureMipmap GLEW_GET_FUN(__glewGenerateTextureMipmap) -#define glGetCompressedTextureImage GLEW_GET_FUN(__glewGetCompressedTextureImage) -#define glGetNamedBufferParameteri64v GLEW_GET_FUN(__glewGetNamedBufferParameteri64v) -#define glGetNamedBufferParameteriv GLEW_GET_FUN(__glewGetNamedBufferParameteriv) -#define glGetNamedBufferPointerv GLEW_GET_FUN(__glewGetNamedBufferPointerv) -#define glGetNamedBufferSubData GLEW_GET_FUN(__glewGetNamedBufferSubData) -#define glGetNamedFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameteriv) -#define glGetNamedFramebufferParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferParameteriv) -#define glGetNamedRenderbufferParameteriv GLEW_GET_FUN(__glewGetNamedRenderbufferParameteriv) -#define glGetQueryBufferObjecti64v GLEW_GET_FUN(__glewGetQueryBufferObjecti64v) -#define glGetQueryBufferObjectiv GLEW_GET_FUN(__glewGetQueryBufferObjectiv) -#define glGetQueryBufferObjectui64v GLEW_GET_FUN(__glewGetQueryBufferObjectui64v) -#define glGetQueryBufferObjectuiv GLEW_GET_FUN(__glewGetQueryBufferObjectuiv) -#define glGetTextureImage GLEW_GET_FUN(__glewGetTextureImage) -#define glGetTextureLevelParameterfv GLEW_GET_FUN(__glewGetTextureLevelParameterfv) -#define glGetTextureLevelParameteriv GLEW_GET_FUN(__glewGetTextureLevelParameteriv) -#define glGetTextureParameterIiv GLEW_GET_FUN(__glewGetTextureParameterIiv) -#define glGetTextureParameterIuiv GLEW_GET_FUN(__glewGetTextureParameterIuiv) -#define glGetTextureParameterfv GLEW_GET_FUN(__glewGetTextureParameterfv) -#define glGetTextureParameteriv GLEW_GET_FUN(__glewGetTextureParameteriv) -#define glGetTransformFeedbacki64_v GLEW_GET_FUN(__glewGetTransformFeedbacki64_v) -#define glGetTransformFeedbacki_v GLEW_GET_FUN(__glewGetTransformFeedbacki_v) -#define glGetTransformFeedbackiv GLEW_GET_FUN(__glewGetTransformFeedbackiv) -#define glGetVertexArrayIndexed64iv GLEW_GET_FUN(__glewGetVertexArrayIndexed64iv) -#define glGetVertexArrayIndexediv GLEW_GET_FUN(__glewGetVertexArrayIndexediv) -#define glGetVertexArrayiv GLEW_GET_FUN(__glewGetVertexArrayiv) -#define glInvalidateNamedFramebufferData GLEW_GET_FUN(__glewInvalidateNamedFramebufferData) -#define glInvalidateNamedFramebufferSubData GLEW_GET_FUN(__glewInvalidateNamedFramebufferSubData) -#define glMapNamedBuffer GLEW_GET_FUN(__glewMapNamedBuffer) -#define glMapNamedBufferRange GLEW_GET_FUN(__glewMapNamedBufferRange) -#define glNamedBufferData GLEW_GET_FUN(__glewNamedBufferData) -#define glNamedBufferStorage GLEW_GET_FUN(__glewNamedBufferStorage) -#define glNamedBufferSubData GLEW_GET_FUN(__glewNamedBufferSubData) -#define glNamedFramebufferDrawBuffer GLEW_GET_FUN(__glewNamedFramebufferDrawBuffer) -#define glNamedFramebufferDrawBuffers GLEW_GET_FUN(__glewNamedFramebufferDrawBuffers) -#define glNamedFramebufferParameteri GLEW_GET_FUN(__glewNamedFramebufferParameteri) -#define glNamedFramebufferReadBuffer GLEW_GET_FUN(__glewNamedFramebufferReadBuffer) -#define glNamedFramebufferRenderbuffer GLEW_GET_FUN(__glewNamedFramebufferRenderbuffer) -#define glNamedFramebufferTexture GLEW_GET_FUN(__glewNamedFramebufferTexture) -#define glNamedFramebufferTextureLayer GLEW_GET_FUN(__glewNamedFramebufferTextureLayer) -#define glNamedRenderbufferStorage GLEW_GET_FUN(__glewNamedRenderbufferStorage) -#define glNamedRenderbufferStorageMultisample GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisample) -#define glTextureBuffer GLEW_GET_FUN(__glewTextureBuffer) -#define glTextureBufferRange GLEW_GET_FUN(__glewTextureBufferRange) -#define glTextureParameterIiv GLEW_GET_FUN(__glewTextureParameterIiv) -#define glTextureParameterIuiv GLEW_GET_FUN(__glewTextureParameterIuiv) -#define glTextureParameterf GLEW_GET_FUN(__glewTextureParameterf) -#define glTextureParameterfv GLEW_GET_FUN(__glewTextureParameterfv) -#define glTextureParameteri GLEW_GET_FUN(__glewTextureParameteri) -#define glTextureParameteriv GLEW_GET_FUN(__glewTextureParameteriv) -#define glTextureStorage1D GLEW_GET_FUN(__glewTextureStorage1D) -#define glTextureStorage2D GLEW_GET_FUN(__glewTextureStorage2D) -#define glTextureStorage2DMultisample GLEW_GET_FUN(__glewTextureStorage2DMultisample) -#define glTextureStorage3D GLEW_GET_FUN(__glewTextureStorage3D) -#define glTextureStorage3DMultisample GLEW_GET_FUN(__glewTextureStorage3DMultisample) -#define glTextureSubImage1D GLEW_GET_FUN(__glewTextureSubImage1D) -#define glTextureSubImage2D GLEW_GET_FUN(__glewTextureSubImage2D) -#define glTextureSubImage3D GLEW_GET_FUN(__glewTextureSubImage3D) -#define glTransformFeedbackBufferBase GLEW_GET_FUN(__glewTransformFeedbackBufferBase) -#define glTransformFeedbackBufferRange GLEW_GET_FUN(__glewTransformFeedbackBufferRange) -#define glUnmapNamedBuffer GLEW_GET_FUN(__glewUnmapNamedBuffer) -#define glVertexArrayAttribBinding GLEW_GET_FUN(__glewVertexArrayAttribBinding) -#define glVertexArrayAttribFormat GLEW_GET_FUN(__glewVertexArrayAttribFormat) -#define glVertexArrayAttribIFormat GLEW_GET_FUN(__glewVertexArrayAttribIFormat) -#define glVertexArrayAttribLFormat GLEW_GET_FUN(__glewVertexArrayAttribLFormat) -#define glVertexArrayBindingDivisor GLEW_GET_FUN(__glewVertexArrayBindingDivisor) -#define glVertexArrayElementBuffer GLEW_GET_FUN(__glewVertexArrayElementBuffer) -#define glVertexArrayVertexBuffer GLEW_GET_FUN(__glewVertexArrayVertexBuffer) -#define glVertexArrayVertexBuffers GLEW_GET_FUN(__glewVertexArrayVertexBuffers) - -#define GLEW_ARB_direct_state_access GLEW_GET_VAR(__GLEW_ARB_direct_state_access) - -#endif /* GL_ARB_direct_state_access */ - -/* -------------------------- GL_ARB_draw_buffers -------------------------- */ - -#ifndef GL_ARB_draw_buffers -#define GL_ARB_draw_buffers 1 - -#define GL_MAX_DRAW_BUFFERS_ARB 0x8824 -#define GL_DRAW_BUFFER0_ARB 0x8825 -#define GL_DRAW_BUFFER1_ARB 0x8826 -#define GL_DRAW_BUFFER2_ARB 0x8827 -#define GL_DRAW_BUFFER3_ARB 0x8828 -#define GL_DRAW_BUFFER4_ARB 0x8829 -#define GL_DRAW_BUFFER5_ARB 0x882A -#define GL_DRAW_BUFFER6_ARB 0x882B -#define GL_DRAW_BUFFER7_ARB 0x882C -#define GL_DRAW_BUFFER8_ARB 0x882D -#define GL_DRAW_BUFFER9_ARB 0x882E -#define GL_DRAW_BUFFER10_ARB 0x882F -#define GL_DRAW_BUFFER11_ARB 0x8830 -#define GL_DRAW_BUFFER12_ARB 0x8831 -#define GL_DRAW_BUFFER13_ARB 0x8832 -#define GL_DRAW_BUFFER14_ARB 0x8833 -#define GL_DRAW_BUFFER15_ARB 0x8834 - -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum* bufs); - -#define glDrawBuffersARB GLEW_GET_FUN(__glewDrawBuffersARB) - -#define GLEW_ARB_draw_buffers GLEW_GET_VAR(__GLEW_ARB_draw_buffers) - -#endif /* GL_ARB_draw_buffers */ - -/* ----------------------- GL_ARB_draw_buffers_blend ----------------------- */ - -#ifndef GL_ARB_draw_buffers_blend -#define GL_ARB_draw_buffers_blend 1 - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst); - -#define glBlendEquationSeparateiARB GLEW_GET_FUN(__glewBlendEquationSeparateiARB) -#define glBlendEquationiARB GLEW_GET_FUN(__glewBlendEquationiARB) -#define glBlendFuncSeparateiARB GLEW_GET_FUN(__glewBlendFuncSeparateiARB) -#define glBlendFunciARB GLEW_GET_FUN(__glewBlendFunciARB) - -#define GLEW_ARB_draw_buffers_blend GLEW_GET_VAR(__GLEW_ARB_draw_buffers_blend) - -#endif /* GL_ARB_draw_buffers_blend */ - -/* -------------------- GL_ARB_draw_elements_base_vertex ------------------- */ - -#ifndef GL_ARB_draw_elements_base_vertex -#define GL_ARB_draw_elements_base_vertex 1 - -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei* count, GLenum type, void**indices, GLsizei primcount, GLint *basevertex); - -#define glDrawElementsBaseVertex GLEW_GET_FUN(__glewDrawElementsBaseVertex) -#define glDrawElementsInstancedBaseVertex GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertex) -#define glDrawRangeElementsBaseVertex GLEW_GET_FUN(__glewDrawRangeElementsBaseVertex) -#define glMultiDrawElementsBaseVertex GLEW_GET_FUN(__glewMultiDrawElementsBaseVertex) - -#define GLEW_ARB_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_ARB_draw_elements_base_vertex) - -#endif /* GL_ARB_draw_elements_base_vertex */ - -/* -------------------------- GL_ARB_draw_indirect ------------------------- */ - -#ifndef GL_ARB_draw_indirect -#define GL_ARB_draw_indirect 1 - -#define GL_DRAW_INDIRECT_BUFFER 0x8F3F -#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect); - -#define glDrawArraysIndirect GLEW_GET_FUN(__glewDrawArraysIndirect) -#define glDrawElementsIndirect GLEW_GET_FUN(__glewDrawElementsIndirect) - -#define GLEW_ARB_draw_indirect GLEW_GET_VAR(__GLEW_ARB_draw_indirect) - -#endif /* GL_ARB_draw_indirect */ - -/* ------------------------- GL_ARB_draw_instanced ------------------------- */ - -#ifndef GL_ARB_draw_instanced -#define GL_ARB_draw_instanced 1 - -#define GLEW_ARB_draw_instanced GLEW_GET_VAR(__GLEW_ARB_draw_instanced) - -#endif /* GL_ARB_draw_instanced */ - -/* ------------------------ GL_ARB_enhanced_layouts ------------------------ */ - -#ifndef GL_ARB_enhanced_layouts -#define GL_ARB_enhanced_layouts 1 - -#define GL_LOCATION_COMPONENT 0x934A -#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B -#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C - -#define GLEW_ARB_enhanced_layouts GLEW_GET_VAR(__GLEW_ARB_enhanced_layouts) - -#endif /* GL_ARB_enhanced_layouts */ - -/* -------------------- GL_ARB_explicit_attrib_location -------------------- */ - -#ifndef GL_ARB_explicit_attrib_location -#define GL_ARB_explicit_attrib_location 1 - -#define GLEW_ARB_explicit_attrib_location GLEW_GET_VAR(__GLEW_ARB_explicit_attrib_location) - -#endif /* GL_ARB_explicit_attrib_location */ - -/* -------------------- GL_ARB_explicit_uniform_location ------------------- */ - -#ifndef GL_ARB_explicit_uniform_location -#define GL_ARB_explicit_uniform_location 1 - -#define GL_MAX_UNIFORM_LOCATIONS 0x826E - -#define GLEW_ARB_explicit_uniform_location GLEW_GET_VAR(__GLEW_ARB_explicit_uniform_location) - -#endif /* GL_ARB_explicit_uniform_location */ - -/* ------------------- GL_ARB_fragment_coord_conventions ------------------- */ - -#ifndef GL_ARB_fragment_coord_conventions -#define GL_ARB_fragment_coord_conventions 1 - -#define GLEW_ARB_fragment_coord_conventions GLEW_GET_VAR(__GLEW_ARB_fragment_coord_conventions) - -#endif /* GL_ARB_fragment_coord_conventions */ - -/* --------------------- GL_ARB_fragment_layer_viewport -------------------- */ - -#ifndef GL_ARB_fragment_layer_viewport -#define GL_ARB_fragment_layer_viewport 1 - -#define GLEW_ARB_fragment_layer_viewport GLEW_GET_VAR(__GLEW_ARB_fragment_layer_viewport) - -#endif /* GL_ARB_fragment_layer_viewport */ - -/* ------------------------ GL_ARB_fragment_program ------------------------ */ - -#ifndef GL_ARB_fragment_program -#define GL_ARB_fragment_program 1 - -#define GL_FRAGMENT_PROGRAM_ARB 0x8804 -#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 -#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 -#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 -#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 -#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 -#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A -#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B -#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C -#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D -#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E -#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F -#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 -#define GL_MAX_TEXTURE_COORDS_ARB 0x8871 -#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 - -#define GLEW_ARB_fragment_program GLEW_GET_VAR(__GLEW_ARB_fragment_program) - -#endif /* GL_ARB_fragment_program */ - -/* --------------------- GL_ARB_fragment_program_shadow -------------------- */ - -#ifndef GL_ARB_fragment_program_shadow -#define GL_ARB_fragment_program_shadow 1 - -#define GLEW_ARB_fragment_program_shadow GLEW_GET_VAR(__GLEW_ARB_fragment_program_shadow) - -#endif /* GL_ARB_fragment_program_shadow */ - -/* ------------------------- GL_ARB_fragment_shader ------------------------ */ - -#ifndef GL_ARB_fragment_shader -#define GL_ARB_fragment_shader 1 - -#define GL_FRAGMENT_SHADER_ARB 0x8B30 -#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 -#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B - -#define GLEW_ARB_fragment_shader GLEW_GET_VAR(__GLEW_ARB_fragment_shader) - -#endif /* GL_ARB_fragment_shader */ - -/* -------------------- GL_ARB_fragment_shader_interlock ------------------- */ - -#ifndef GL_ARB_fragment_shader_interlock -#define GL_ARB_fragment_shader_interlock 1 - -#define GLEW_ARB_fragment_shader_interlock GLEW_GET_VAR(__GLEW_ARB_fragment_shader_interlock) - -#endif /* GL_ARB_fragment_shader_interlock */ - -/* ------------------- GL_ARB_framebuffer_no_attachments ------------------- */ - -#ifndef GL_ARB_framebuffer_no_attachments -#define GL_ARB_framebuffer_no_attachments 1 - -#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 -#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 -#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 -#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 -#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 -#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 -#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 -#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317 -#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param); - -#define glFramebufferParameteri GLEW_GET_FUN(__glewFramebufferParameteri) -#define glGetFramebufferParameteriv GLEW_GET_FUN(__glewGetFramebufferParameteriv) -#define glGetNamedFramebufferParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferParameterivEXT) -#define glNamedFramebufferParameteriEXT GLEW_GET_FUN(__glewNamedFramebufferParameteriEXT) - -#define GLEW_ARB_framebuffer_no_attachments GLEW_GET_VAR(__GLEW_ARB_framebuffer_no_attachments) - -#endif /* GL_ARB_framebuffer_no_attachments */ - -/* ----------------------- GL_ARB_framebuffer_object ----------------------- */ - -#ifndef GL_ARB_framebuffer_object -#define GL_ARB_framebuffer_object 1 - -#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 -#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 -#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 -#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 -#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 -#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 -#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 -#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 -#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 -#define GL_FRAMEBUFFER_DEFAULT 0x8218 -#define GL_FRAMEBUFFER_UNDEFINED 0x8219 -#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A -#define GL_INDEX 0x8222 -#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 -#define GL_DEPTH_STENCIL 0x84F9 -#define GL_UNSIGNED_INT_24_8 0x84FA -#define GL_DEPTH24_STENCIL8 0x88F0 -#define GL_TEXTURE_STENCIL_SIZE 0x88F1 -#define GL_UNSIGNED_NORMALIZED 0x8C17 -#define GL_SRGB 0x8C40 -#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 -#define GL_FRAMEBUFFER_BINDING 0x8CA6 -#define GL_RENDERBUFFER_BINDING 0x8CA7 -#define GL_READ_FRAMEBUFFER 0x8CA8 -#define GL_DRAW_FRAMEBUFFER 0x8CA9 -#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA -#define GL_RENDERBUFFER_SAMPLES 0x8CAB -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 -#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 -#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 -#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 -#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB -#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC -#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD -#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF -#define GL_COLOR_ATTACHMENT0 0x8CE0 -#define GL_COLOR_ATTACHMENT1 0x8CE1 -#define GL_COLOR_ATTACHMENT2 0x8CE2 -#define GL_COLOR_ATTACHMENT3 0x8CE3 -#define GL_COLOR_ATTACHMENT4 0x8CE4 -#define GL_COLOR_ATTACHMENT5 0x8CE5 -#define GL_COLOR_ATTACHMENT6 0x8CE6 -#define GL_COLOR_ATTACHMENT7 0x8CE7 -#define GL_COLOR_ATTACHMENT8 0x8CE8 -#define GL_COLOR_ATTACHMENT9 0x8CE9 -#define GL_COLOR_ATTACHMENT10 0x8CEA -#define GL_COLOR_ATTACHMENT11 0x8CEB -#define GL_COLOR_ATTACHMENT12 0x8CEC -#define GL_COLOR_ATTACHMENT13 0x8CED -#define GL_COLOR_ATTACHMENT14 0x8CEE -#define GL_COLOR_ATTACHMENT15 0x8CEF -#define GL_DEPTH_ATTACHMENT 0x8D00 -#define GL_STENCIL_ATTACHMENT 0x8D20 -#define GL_FRAMEBUFFER 0x8D40 -#define GL_RENDERBUFFER 0x8D41 -#define GL_RENDERBUFFER_WIDTH 0x8D42 -#define GL_RENDERBUFFER_HEIGHT 0x8D43 -#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 -#define GL_STENCIL_INDEX1 0x8D46 -#define GL_STENCIL_INDEX4 0x8D47 -#define GL_STENCIL_INDEX8 0x8D48 -#define GL_STENCIL_INDEX16 0x8D49 -#define GL_RENDERBUFFER_RED_SIZE 0x8D50 -#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 -#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 -#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 -#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 -#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 -#define GL_MAX_SAMPLES 0x8D57 - -typedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer); -typedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -typedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint* framebuffers); -typedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint* renderbuffers); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target,GLenum attachment, GLuint texture,GLint level,GLint layer); -typedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers); -typedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers); -typedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer); -typedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); - -#define glBindFramebuffer GLEW_GET_FUN(__glewBindFramebuffer) -#define glBindRenderbuffer GLEW_GET_FUN(__glewBindRenderbuffer) -#define glBlitFramebuffer GLEW_GET_FUN(__glewBlitFramebuffer) -#define glCheckFramebufferStatus GLEW_GET_FUN(__glewCheckFramebufferStatus) -#define glDeleteFramebuffers GLEW_GET_FUN(__glewDeleteFramebuffers) -#define glDeleteRenderbuffers GLEW_GET_FUN(__glewDeleteRenderbuffers) -#define glFramebufferRenderbuffer GLEW_GET_FUN(__glewFramebufferRenderbuffer) -#define glFramebufferTexture1D GLEW_GET_FUN(__glewFramebufferTexture1D) -#define glFramebufferTexture2D GLEW_GET_FUN(__glewFramebufferTexture2D) -#define glFramebufferTexture3D GLEW_GET_FUN(__glewFramebufferTexture3D) -#define glFramebufferTextureLayer GLEW_GET_FUN(__glewFramebufferTextureLayer) -#define glGenFramebuffers GLEW_GET_FUN(__glewGenFramebuffers) -#define glGenRenderbuffers GLEW_GET_FUN(__glewGenRenderbuffers) -#define glGenerateMipmap GLEW_GET_FUN(__glewGenerateMipmap) -#define glGetFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetFramebufferAttachmentParameteriv) -#define glGetRenderbufferParameteriv GLEW_GET_FUN(__glewGetRenderbufferParameteriv) -#define glIsFramebuffer GLEW_GET_FUN(__glewIsFramebuffer) -#define glIsRenderbuffer GLEW_GET_FUN(__glewIsRenderbuffer) -#define glRenderbufferStorage GLEW_GET_FUN(__glewRenderbufferStorage) -#define glRenderbufferStorageMultisample GLEW_GET_FUN(__glewRenderbufferStorageMultisample) - -#define GLEW_ARB_framebuffer_object GLEW_GET_VAR(__GLEW_ARB_framebuffer_object) - -#endif /* GL_ARB_framebuffer_object */ - -/* ------------------------ GL_ARB_framebuffer_sRGB ------------------------ */ - -#ifndef GL_ARB_framebuffer_sRGB -#define GL_ARB_framebuffer_sRGB 1 - -#define GL_FRAMEBUFFER_SRGB 0x8DB9 - -#define GLEW_ARB_framebuffer_sRGB GLEW_GET_VAR(__GLEW_ARB_framebuffer_sRGB) - -#endif /* GL_ARB_framebuffer_sRGB */ - -/* ------------------------ GL_ARB_geometry_shader4 ------------------------ */ - -#ifndef GL_ARB_geometry_shader4 -#define GL_ARB_geometry_shader4 1 - -#define GL_LINES_ADJACENCY_ARB 0xA -#define GL_LINE_STRIP_ADJACENCY_ARB 0xB -#define GL_TRIANGLES_ADJACENCY_ARB 0xC -#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0xD -#define GL_PROGRAM_POINT_SIZE_ARB 0x8642 -#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 -#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9 -#define GL_GEOMETRY_SHADER_ARB 0x8DD9 -#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA -#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB -#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC -#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD -#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE -#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF -#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0 -#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIARBPROC) (GLuint program, GLenum pname, GLint value); - -#define glFramebufferTextureARB GLEW_GET_FUN(__glewFramebufferTextureARB) -#define glFramebufferTextureFaceARB GLEW_GET_FUN(__glewFramebufferTextureFaceARB) -#define glFramebufferTextureLayerARB GLEW_GET_FUN(__glewFramebufferTextureLayerARB) -#define glProgramParameteriARB GLEW_GET_FUN(__glewProgramParameteriARB) - -#define GLEW_ARB_geometry_shader4 GLEW_GET_VAR(__GLEW_ARB_geometry_shader4) - -#endif /* GL_ARB_geometry_shader4 */ - -/* ----------------------- GL_ARB_get_program_binary ----------------------- */ - -#ifndef GL_ARB_get_program_binary -#define GL_ARB_get_program_binary 1 - -#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 -#define GL_PROGRAM_BINARY_LENGTH 0x8741 -#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE -#define GL_PROGRAM_BINARY_FORMATS 0x87FF - -typedef void (GLAPIENTRY * PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum *binaryFormat, void*binary); -typedef void (GLAPIENTRY * PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value); - -#define glGetProgramBinary GLEW_GET_FUN(__glewGetProgramBinary) -#define glProgramBinary GLEW_GET_FUN(__glewProgramBinary) -#define glProgramParameteri GLEW_GET_FUN(__glewProgramParameteri) - -#define GLEW_ARB_get_program_binary GLEW_GET_VAR(__GLEW_ARB_get_program_binary) - -#endif /* GL_ARB_get_program_binary */ - -/* ---------------------- GL_ARB_get_texture_sub_image --------------------- */ - -#ifndef GL_ARB_get_texture_sub_image -#define GL_ARB_get_texture_sub_image 1 - -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); - -#define glGetCompressedTextureSubImage GLEW_GET_FUN(__glewGetCompressedTextureSubImage) -#define glGetTextureSubImage GLEW_GET_FUN(__glewGetTextureSubImage) - -#define GLEW_ARB_get_texture_sub_image GLEW_GET_VAR(__GLEW_ARB_get_texture_sub_image) - -#endif /* GL_ARB_get_texture_sub_image */ - -/* ---------------------------- GL_ARB_gl_spirv ---------------------------- */ - -#ifndef GL_ARB_gl_spirv -#define GL_ARB_gl_spirv 1 - -#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551 -#define GL_SPIR_V_BINARY_ARB 0x9552 - -typedef void (GLAPIENTRY * PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const GLchar* pEntryPoint, GLuint numSpecializationConstants, const GLuint* pConstantIndex, const GLuint* pConstantValue); - -#define glSpecializeShaderARB GLEW_GET_FUN(__glewSpecializeShaderARB) - -#define GLEW_ARB_gl_spirv GLEW_GET_VAR(__GLEW_ARB_gl_spirv) - -#endif /* GL_ARB_gl_spirv */ - -/* --------------------------- GL_ARB_gpu_shader5 -------------------------- */ - -#ifndef GL_ARB_gpu_shader5 -#define GL_ARB_gpu_shader5 1 - -#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F -#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A -#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B -#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C -#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D -#define GL_MAX_VERTEX_STREAMS 0x8E71 - -#define GLEW_ARB_gpu_shader5 GLEW_GET_VAR(__GLEW_ARB_gpu_shader5) - -#endif /* GL_ARB_gpu_shader5 */ - -/* ------------------------- GL_ARB_gpu_shader_fp64 ------------------------ */ - -#ifndef GL_ARB_gpu_shader_fp64 -#define GL_ARB_gpu_shader_fp64 1 - -#define GL_DOUBLE_MAT2 0x8F46 -#define GL_DOUBLE_MAT3 0x8F47 -#define GL_DOUBLE_MAT4 0x8F48 -#define GL_DOUBLE_MAT2x3 0x8F49 -#define GL_DOUBLE_MAT2x4 0x8F4A -#define GL_DOUBLE_MAT3x2 0x8F4B -#define GL_DOUBLE_MAT3x4 0x8F4C -#define GL_DOUBLE_MAT4x2 0x8F4D -#define GL_DOUBLE_MAT4x3 0x8F4E -#define GL_DOUBLE_VEC2 0x8FFC -#define GL_DOUBLE_VEC3 0x8FFD -#define GL_DOUBLE_VEC4 0x8FFE - -typedef void (GLAPIENTRY * PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLUNIFORM1DPROC) (GLint location, GLdouble x); -typedef void (GLAPIENTRY * PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); - -#define glGetUniformdv GLEW_GET_FUN(__glewGetUniformdv) -#define glUniform1d GLEW_GET_FUN(__glewUniform1d) -#define glUniform1dv GLEW_GET_FUN(__glewUniform1dv) -#define glUniform2d GLEW_GET_FUN(__glewUniform2d) -#define glUniform2dv GLEW_GET_FUN(__glewUniform2dv) -#define glUniform3d GLEW_GET_FUN(__glewUniform3d) -#define glUniform3dv GLEW_GET_FUN(__glewUniform3dv) -#define glUniform4d GLEW_GET_FUN(__glewUniform4d) -#define glUniform4dv GLEW_GET_FUN(__glewUniform4dv) -#define glUniformMatrix2dv GLEW_GET_FUN(__glewUniformMatrix2dv) -#define glUniformMatrix2x3dv GLEW_GET_FUN(__glewUniformMatrix2x3dv) -#define glUniformMatrix2x4dv GLEW_GET_FUN(__glewUniformMatrix2x4dv) -#define glUniformMatrix3dv GLEW_GET_FUN(__glewUniformMatrix3dv) -#define glUniformMatrix3x2dv GLEW_GET_FUN(__glewUniformMatrix3x2dv) -#define glUniformMatrix3x4dv GLEW_GET_FUN(__glewUniformMatrix3x4dv) -#define glUniformMatrix4dv GLEW_GET_FUN(__glewUniformMatrix4dv) -#define glUniformMatrix4x2dv GLEW_GET_FUN(__glewUniformMatrix4x2dv) -#define glUniformMatrix4x3dv GLEW_GET_FUN(__glewUniformMatrix4x3dv) - -#define GLEW_ARB_gpu_shader_fp64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_fp64) - -#endif /* GL_ARB_gpu_shader_fp64 */ - -/* ------------------------ GL_ARB_gpu_shader_int64 ------------------------ */ - -#ifndef GL_ARB_gpu_shader_int64 -#define GL_ARB_gpu_shader_int64 1 - -#define GL_INT64_ARB 0x140E -#define GL_UNSIGNED_INT64_ARB 0x140F -#define GL_INT64_VEC2_ARB 0x8FE9 -#define GL_INT64_VEC3_ARB 0x8FEA -#define GL_INT64_VEC4_ARB 0x8FEB -#define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5 -#define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6 -#define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7 - -typedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VARBPROC) (GLuint program, GLint location, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLuint64* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint64* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64ARBPROC) (GLuint program, GLint location, GLint64 x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64ARBPROC) (GLuint program, GLint location, GLuint64 x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1I64ARBPROC) (GLint location, GLint64 x); -typedef void (GLAPIENTRY * PFNGLUNIFORM1I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64ARBPROC) (GLint location, GLuint64 x); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2I64ARBPROC) (GLint location, GLint64 x, GLint64 y); -typedef void (GLAPIENTRY * PFNGLUNIFORM2I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z); -typedef void (GLAPIENTRY * PFNGLUNIFORM3I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); -typedef void (GLAPIENTRY * PFNGLUNIFORM4I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); - -#define glGetUniformi64vARB GLEW_GET_FUN(__glewGetUniformi64vARB) -#define glGetUniformui64vARB GLEW_GET_FUN(__glewGetUniformui64vARB) -#define glGetnUniformi64vARB GLEW_GET_FUN(__glewGetnUniformi64vARB) -#define glGetnUniformui64vARB GLEW_GET_FUN(__glewGetnUniformui64vARB) -#define glProgramUniform1i64ARB GLEW_GET_FUN(__glewProgramUniform1i64ARB) -#define glProgramUniform1i64vARB GLEW_GET_FUN(__glewProgramUniform1i64vARB) -#define glProgramUniform1ui64ARB GLEW_GET_FUN(__glewProgramUniform1ui64ARB) -#define glProgramUniform1ui64vARB GLEW_GET_FUN(__glewProgramUniform1ui64vARB) -#define glProgramUniform2i64ARB GLEW_GET_FUN(__glewProgramUniform2i64ARB) -#define glProgramUniform2i64vARB GLEW_GET_FUN(__glewProgramUniform2i64vARB) -#define glProgramUniform2ui64ARB GLEW_GET_FUN(__glewProgramUniform2ui64ARB) -#define glProgramUniform2ui64vARB GLEW_GET_FUN(__glewProgramUniform2ui64vARB) -#define glProgramUniform3i64ARB GLEW_GET_FUN(__glewProgramUniform3i64ARB) -#define glProgramUniform3i64vARB GLEW_GET_FUN(__glewProgramUniform3i64vARB) -#define glProgramUniform3ui64ARB GLEW_GET_FUN(__glewProgramUniform3ui64ARB) -#define glProgramUniform3ui64vARB GLEW_GET_FUN(__glewProgramUniform3ui64vARB) -#define glProgramUniform4i64ARB GLEW_GET_FUN(__glewProgramUniform4i64ARB) -#define glProgramUniform4i64vARB GLEW_GET_FUN(__glewProgramUniform4i64vARB) -#define glProgramUniform4ui64ARB GLEW_GET_FUN(__glewProgramUniform4ui64ARB) -#define glProgramUniform4ui64vARB GLEW_GET_FUN(__glewProgramUniform4ui64vARB) -#define glUniform1i64ARB GLEW_GET_FUN(__glewUniform1i64ARB) -#define glUniform1i64vARB GLEW_GET_FUN(__glewUniform1i64vARB) -#define glUniform1ui64ARB GLEW_GET_FUN(__glewUniform1ui64ARB) -#define glUniform1ui64vARB GLEW_GET_FUN(__glewUniform1ui64vARB) -#define glUniform2i64ARB GLEW_GET_FUN(__glewUniform2i64ARB) -#define glUniform2i64vARB GLEW_GET_FUN(__glewUniform2i64vARB) -#define glUniform2ui64ARB GLEW_GET_FUN(__glewUniform2ui64ARB) -#define glUniform2ui64vARB GLEW_GET_FUN(__glewUniform2ui64vARB) -#define glUniform3i64ARB GLEW_GET_FUN(__glewUniform3i64ARB) -#define glUniform3i64vARB GLEW_GET_FUN(__glewUniform3i64vARB) -#define glUniform3ui64ARB GLEW_GET_FUN(__glewUniform3ui64ARB) -#define glUniform3ui64vARB GLEW_GET_FUN(__glewUniform3ui64vARB) -#define glUniform4i64ARB GLEW_GET_FUN(__glewUniform4i64ARB) -#define glUniform4i64vARB GLEW_GET_FUN(__glewUniform4i64vARB) -#define glUniform4ui64ARB GLEW_GET_FUN(__glewUniform4ui64ARB) -#define glUniform4ui64vARB GLEW_GET_FUN(__glewUniform4ui64vARB) - -#define GLEW_ARB_gpu_shader_int64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_int64) - -#endif /* GL_ARB_gpu_shader_int64 */ - -/* ------------------------ GL_ARB_half_float_pixel ------------------------ */ - -#ifndef GL_ARB_half_float_pixel -#define GL_ARB_half_float_pixel 1 - -#define GL_HALF_FLOAT_ARB 0x140B - -#define GLEW_ARB_half_float_pixel GLEW_GET_VAR(__GLEW_ARB_half_float_pixel) - -#endif /* GL_ARB_half_float_pixel */ - -/* ------------------------ GL_ARB_half_float_vertex ----------------------- */ - -#ifndef GL_ARB_half_float_vertex -#define GL_ARB_half_float_vertex 1 - -#define GL_HALF_FLOAT 0x140B - -#define GLEW_ARB_half_float_vertex GLEW_GET_VAR(__GLEW_ARB_half_float_vertex) - -#endif /* GL_ARB_half_float_vertex */ - -/* ----------------------------- GL_ARB_imaging ---------------------------- */ - -#ifndef GL_ARB_imaging -#define GL_ARB_imaging 1 - -#define GL_CONSTANT_COLOR 0x8001 -#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 -#define GL_CONSTANT_ALPHA 0x8003 -#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 -#define GL_BLEND_COLOR 0x8005 -#define GL_FUNC_ADD 0x8006 -#define GL_MIN 0x8007 -#define GL_MAX 0x8008 -#define GL_BLEND_EQUATION 0x8009 -#define GL_FUNC_SUBTRACT 0x800A -#define GL_FUNC_REVERSE_SUBTRACT 0x800B -#define GL_CONVOLUTION_1D 0x8010 -#define GL_CONVOLUTION_2D 0x8011 -#define GL_SEPARABLE_2D 0x8012 -#define GL_CONVOLUTION_BORDER_MODE 0x8013 -#define GL_CONVOLUTION_FILTER_SCALE 0x8014 -#define GL_CONVOLUTION_FILTER_BIAS 0x8015 -#define GL_REDUCE 0x8016 -#define GL_CONVOLUTION_FORMAT 0x8017 -#define GL_CONVOLUTION_WIDTH 0x8018 -#define GL_CONVOLUTION_HEIGHT 0x8019 -#define GL_MAX_CONVOLUTION_WIDTH 0x801A -#define GL_MAX_CONVOLUTION_HEIGHT 0x801B -#define GL_POST_CONVOLUTION_RED_SCALE 0x801C -#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D -#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E -#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F -#define GL_POST_CONVOLUTION_RED_BIAS 0x8020 -#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 -#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 -#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 -#define GL_HISTOGRAM 0x8024 -#define GL_PROXY_HISTOGRAM 0x8025 -#define GL_HISTOGRAM_WIDTH 0x8026 -#define GL_HISTOGRAM_FORMAT 0x8027 -#define GL_HISTOGRAM_RED_SIZE 0x8028 -#define GL_HISTOGRAM_GREEN_SIZE 0x8029 -#define GL_HISTOGRAM_BLUE_SIZE 0x802A -#define GL_HISTOGRAM_ALPHA_SIZE 0x802B -#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C -#define GL_HISTOGRAM_SINK 0x802D -#define GL_MINMAX 0x802E -#define GL_MINMAX_FORMAT 0x802F -#define GL_MINMAX_SINK 0x8030 -#define GL_TABLE_TOO_LARGE 0x8031 -#define GL_COLOR_MATRIX 0x80B1 -#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 -#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 -#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 -#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 -#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 -#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 -#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 -#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 -#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA -#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB -#define GL_COLOR_TABLE 0x80D0 -#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 -#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 -#define GL_PROXY_COLOR_TABLE 0x80D3 -#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 -#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 -#define GL_COLOR_TABLE_SCALE 0x80D6 -#define GL_COLOR_TABLE_BIAS 0x80D7 -#define GL_COLOR_TABLE_FORMAT 0x80D8 -#define GL_COLOR_TABLE_WIDTH 0x80D9 -#define GL_COLOR_TABLE_RED_SIZE 0x80DA -#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB -#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC -#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD -#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE -#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF -#define GL_IGNORE_BORDER 0x8150 -#define GL_CONSTANT_BORDER 0x8151 -#define GL_WRAP_BORDER 0x8152 -#define GL_REPLICATE_BORDER 0x8153 -#define GL_CONVOLUTION_BORDER_COLOR 0x8154 - -typedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); -typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); -typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); -typedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, void *table); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, void *image); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum types, void *values); -typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); -typedef void (GLAPIENTRY * PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); -typedef void (GLAPIENTRY * PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink); -typedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLRESETMINMAXPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); - -#define glColorSubTable GLEW_GET_FUN(__glewColorSubTable) -#define glColorTable GLEW_GET_FUN(__glewColorTable) -#define glColorTableParameterfv GLEW_GET_FUN(__glewColorTableParameterfv) -#define glColorTableParameteriv GLEW_GET_FUN(__glewColorTableParameteriv) -#define glConvolutionFilter1D GLEW_GET_FUN(__glewConvolutionFilter1D) -#define glConvolutionFilter2D GLEW_GET_FUN(__glewConvolutionFilter2D) -#define glConvolutionParameterf GLEW_GET_FUN(__glewConvolutionParameterf) -#define glConvolutionParameterfv GLEW_GET_FUN(__glewConvolutionParameterfv) -#define glConvolutionParameteri GLEW_GET_FUN(__glewConvolutionParameteri) -#define glConvolutionParameteriv GLEW_GET_FUN(__glewConvolutionParameteriv) -#define glCopyColorSubTable GLEW_GET_FUN(__glewCopyColorSubTable) -#define glCopyColorTable GLEW_GET_FUN(__glewCopyColorTable) -#define glCopyConvolutionFilter1D GLEW_GET_FUN(__glewCopyConvolutionFilter1D) -#define glCopyConvolutionFilter2D GLEW_GET_FUN(__glewCopyConvolutionFilter2D) -#define glGetColorTable GLEW_GET_FUN(__glewGetColorTable) -#define glGetColorTableParameterfv GLEW_GET_FUN(__glewGetColorTableParameterfv) -#define glGetColorTableParameteriv GLEW_GET_FUN(__glewGetColorTableParameteriv) -#define glGetConvolutionFilter GLEW_GET_FUN(__glewGetConvolutionFilter) -#define glGetConvolutionParameterfv GLEW_GET_FUN(__glewGetConvolutionParameterfv) -#define glGetConvolutionParameteriv GLEW_GET_FUN(__glewGetConvolutionParameteriv) -#define glGetHistogram GLEW_GET_FUN(__glewGetHistogram) -#define glGetHistogramParameterfv GLEW_GET_FUN(__glewGetHistogramParameterfv) -#define glGetHistogramParameteriv GLEW_GET_FUN(__glewGetHistogramParameteriv) -#define glGetMinmax GLEW_GET_FUN(__glewGetMinmax) -#define glGetMinmaxParameterfv GLEW_GET_FUN(__glewGetMinmaxParameterfv) -#define glGetMinmaxParameteriv GLEW_GET_FUN(__glewGetMinmaxParameteriv) -#define glGetSeparableFilter GLEW_GET_FUN(__glewGetSeparableFilter) -#define glHistogram GLEW_GET_FUN(__glewHistogram) -#define glMinmax GLEW_GET_FUN(__glewMinmax) -#define glResetHistogram GLEW_GET_FUN(__glewResetHistogram) -#define glResetMinmax GLEW_GET_FUN(__glewResetMinmax) -#define glSeparableFilter2D GLEW_GET_FUN(__glewSeparableFilter2D) - -#define GLEW_ARB_imaging GLEW_GET_VAR(__GLEW_ARB_imaging) - -#endif /* GL_ARB_imaging */ - -/* ----------------------- GL_ARB_indirect_parameters ---------------------- */ - -#ifndef GL_ARB_indirect_parameters -#define GL_ARB_indirect_parameters 1 - -#define GL_PARAMETER_BUFFER_ARB 0x80EE -#define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); - -#define glMultiDrawArraysIndirectCountARB GLEW_GET_FUN(__glewMultiDrawArraysIndirectCountARB) -#define glMultiDrawElementsIndirectCountARB GLEW_GET_FUN(__glewMultiDrawElementsIndirectCountARB) - -#define GLEW_ARB_indirect_parameters GLEW_GET_VAR(__GLEW_ARB_indirect_parameters) - -#endif /* GL_ARB_indirect_parameters */ - -/* ------------------------ GL_ARB_instanced_arrays ------------------------ */ - -#ifndef GL_ARB_instanced_arrays -#define GL_ARB_instanced_arrays 1 - -#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDARBPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor); - -#define glDrawArraysInstancedARB GLEW_GET_FUN(__glewDrawArraysInstancedARB) -#define glDrawElementsInstancedARB GLEW_GET_FUN(__glewDrawElementsInstancedARB) -#define glVertexAttribDivisorARB GLEW_GET_FUN(__glewVertexAttribDivisorARB) - -#define GLEW_ARB_instanced_arrays GLEW_GET_VAR(__GLEW_ARB_instanced_arrays) - -#endif /* GL_ARB_instanced_arrays */ - -/* ---------------------- GL_ARB_internalformat_query ---------------------- */ - -#ifndef GL_ARB_internalformat_query -#define GL_ARB_internalformat_query 1 - -#define GL_NUM_SAMPLE_COUNTS 0x9380 - -typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params); - -#define glGetInternalformativ GLEW_GET_FUN(__glewGetInternalformativ) - -#define GLEW_ARB_internalformat_query GLEW_GET_VAR(__GLEW_ARB_internalformat_query) - -#endif /* GL_ARB_internalformat_query */ - -/* ---------------------- GL_ARB_internalformat_query2 --------------------- */ - -#ifndef GL_ARB_internalformat_query2 -#define GL_ARB_internalformat_query2 1 - -#define GL_INTERNALFORMAT_SUPPORTED 0x826F -#define GL_INTERNALFORMAT_PREFERRED 0x8270 -#define GL_INTERNALFORMAT_RED_SIZE 0x8271 -#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 -#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 -#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 -#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 -#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 -#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 -#define GL_INTERNALFORMAT_RED_TYPE 0x8278 -#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 -#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A -#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B -#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C -#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D -#define GL_MAX_WIDTH 0x827E -#define GL_MAX_HEIGHT 0x827F -#define GL_MAX_DEPTH 0x8280 -#define GL_MAX_LAYERS 0x8281 -#define GL_MAX_COMBINED_DIMENSIONS 0x8282 -#define GL_COLOR_COMPONENTS 0x8283 -#define GL_DEPTH_COMPONENTS 0x8284 -#define GL_STENCIL_COMPONENTS 0x8285 -#define GL_COLOR_RENDERABLE 0x8286 -#define GL_DEPTH_RENDERABLE 0x8287 -#define GL_STENCIL_RENDERABLE 0x8288 -#define GL_FRAMEBUFFER_RENDERABLE 0x8289 -#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A -#define GL_FRAMEBUFFER_BLEND 0x828B -#define GL_READ_PIXELS 0x828C -#define GL_READ_PIXELS_FORMAT 0x828D -#define GL_READ_PIXELS_TYPE 0x828E -#define GL_TEXTURE_IMAGE_FORMAT 0x828F -#define GL_TEXTURE_IMAGE_TYPE 0x8290 -#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 -#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 -#define GL_MIPMAP 0x8293 -#define GL_MANUAL_GENERATE_MIPMAP 0x8294 -#define GL_AUTO_GENERATE_MIPMAP 0x8295 -#define GL_COLOR_ENCODING 0x8296 -#define GL_SRGB_READ 0x8297 -#define GL_SRGB_WRITE 0x8298 -#define GL_SRGB_DECODE_ARB 0x8299 -#define GL_FILTER 0x829A -#define GL_VERTEX_TEXTURE 0x829B -#define GL_TESS_CONTROL_TEXTURE 0x829C -#define GL_TESS_EVALUATION_TEXTURE 0x829D -#define GL_GEOMETRY_TEXTURE 0x829E -#define GL_FRAGMENT_TEXTURE 0x829F -#define GL_COMPUTE_TEXTURE 0x82A0 -#define GL_TEXTURE_SHADOW 0x82A1 -#define GL_TEXTURE_GATHER 0x82A2 -#define GL_TEXTURE_GATHER_SHADOW 0x82A3 -#define GL_SHADER_IMAGE_LOAD 0x82A4 -#define GL_SHADER_IMAGE_STORE 0x82A5 -#define GL_SHADER_IMAGE_ATOMIC 0x82A6 -#define GL_IMAGE_TEXEL_SIZE 0x82A7 -#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 -#define GL_IMAGE_PIXEL_FORMAT 0x82A9 -#define GL_IMAGE_PIXEL_TYPE 0x82AA -#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC -#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD -#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE -#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF -#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 -#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 -#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 -#define GL_CLEAR_BUFFER 0x82B4 -#define GL_TEXTURE_VIEW 0x82B5 -#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 -#define GL_FULL_SUPPORT 0x82B7 -#define GL_CAVEAT_SUPPORT 0x82B8 -#define GL_IMAGE_CLASS_4_X_32 0x82B9 -#define GL_IMAGE_CLASS_2_X_32 0x82BA -#define GL_IMAGE_CLASS_1_X_32 0x82BB -#define GL_IMAGE_CLASS_4_X_16 0x82BC -#define GL_IMAGE_CLASS_2_X_16 0x82BD -#define GL_IMAGE_CLASS_1_X_16 0x82BE -#define GL_IMAGE_CLASS_4_X_8 0x82BF -#define GL_IMAGE_CLASS_2_X_8 0x82C0 -#define GL_IMAGE_CLASS_1_X_8 0x82C1 -#define GL_IMAGE_CLASS_11_11_10 0x82C2 -#define GL_IMAGE_CLASS_10_10_10_2 0x82C3 -#define GL_VIEW_CLASS_128_BITS 0x82C4 -#define GL_VIEW_CLASS_96_BITS 0x82C5 -#define GL_VIEW_CLASS_64_BITS 0x82C6 -#define GL_VIEW_CLASS_48_BITS 0x82C7 -#define GL_VIEW_CLASS_32_BITS 0x82C8 -#define GL_VIEW_CLASS_24_BITS 0x82C9 -#define GL_VIEW_CLASS_16_BITS 0x82CA -#define GL_VIEW_CLASS_8_BITS 0x82CB -#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC -#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD -#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE -#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF -#define GL_VIEW_CLASS_RGTC1_RED 0x82D0 -#define GL_VIEW_CLASS_RGTC2_RG 0x82D1 -#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 -#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 - -typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64* params); - -#define glGetInternalformati64v GLEW_GET_FUN(__glewGetInternalformati64v) - -#define GLEW_ARB_internalformat_query2 GLEW_GET_VAR(__GLEW_ARB_internalformat_query2) - -#endif /* GL_ARB_internalformat_query2 */ - -/* ----------------------- GL_ARB_invalidate_subdata ----------------------- */ - -#ifndef GL_ARB_invalidate_subdata -#define GL_ARB_invalidate_subdata 1 - -typedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); -typedef void (GLAPIENTRY * PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments); -typedef void (GLAPIENTRY * PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); - -#define glInvalidateBufferData GLEW_GET_FUN(__glewInvalidateBufferData) -#define glInvalidateBufferSubData GLEW_GET_FUN(__glewInvalidateBufferSubData) -#define glInvalidateFramebuffer GLEW_GET_FUN(__glewInvalidateFramebuffer) -#define glInvalidateSubFramebuffer GLEW_GET_FUN(__glewInvalidateSubFramebuffer) -#define glInvalidateTexImage GLEW_GET_FUN(__glewInvalidateTexImage) -#define glInvalidateTexSubImage GLEW_GET_FUN(__glewInvalidateTexSubImage) - -#define GLEW_ARB_invalidate_subdata GLEW_GET_VAR(__GLEW_ARB_invalidate_subdata) - -#endif /* GL_ARB_invalidate_subdata */ - -/* ---------------------- GL_ARB_map_buffer_alignment ---------------------- */ - -#ifndef GL_ARB_map_buffer_alignment -#define GL_ARB_map_buffer_alignment 1 - -#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC - -#define GLEW_ARB_map_buffer_alignment GLEW_GET_VAR(__GLEW_ARB_map_buffer_alignment) - -#endif /* GL_ARB_map_buffer_alignment */ - -/* ------------------------ GL_ARB_map_buffer_range ------------------------ */ - -#ifndef GL_ARB_map_buffer_range -#define GL_ARB_map_buffer_range 1 - -#define GL_MAP_READ_BIT 0x0001 -#define GL_MAP_WRITE_BIT 0x0002 -#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 -#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 -#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 -#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 - -typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length); -typedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); - -#define glFlushMappedBufferRange GLEW_GET_FUN(__glewFlushMappedBufferRange) -#define glMapBufferRange GLEW_GET_FUN(__glewMapBufferRange) - -#define GLEW_ARB_map_buffer_range GLEW_GET_VAR(__GLEW_ARB_map_buffer_range) - -#endif /* GL_ARB_map_buffer_range */ - -/* ------------------------- GL_ARB_matrix_palette ------------------------- */ - -#ifndef GL_ARB_matrix_palette -#define GL_ARB_matrix_palette 1 - -#define GL_MATRIX_PALETTE_ARB 0x8840 -#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841 -#define GL_MAX_PALETTE_MATRICES_ARB 0x8842 -#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843 -#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844 -#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845 -#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846 -#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847 -#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848 -#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849 - -typedef void (GLAPIENTRY * PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index); -typedef void (GLAPIENTRY * PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer); -typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUBVARBPROC) (GLint size, GLubyte *indices); -typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUIVARBPROC) (GLint size, GLuint *indices); -typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUSVARBPROC) (GLint size, GLushort *indices); - -#define glCurrentPaletteMatrixARB GLEW_GET_FUN(__glewCurrentPaletteMatrixARB) -#define glMatrixIndexPointerARB GLEW_GET_FUN(__glewMatrixIndexPointerARB) -#define glMatrixIndexubvARB GLEW_GET_FUN(__glewMatrixIndexubvARB) -#define glMatrixIndexuivARB GLEW_GET_FUN(__glewMatrixIndexuivARB) -#define glMatrixIndexusvARB GLEW_GET_FUN(__glewMatrixIndexusvARB) - -#define GLEW_ARB_matrix_palette GLEW_GET_VAR(__GLEW_ARB_matrix_palette) - -#endif /* GL_ARB_matrix_palette */ - -/* --------------------------- GL_ARB_multi_bind --------------------------- */ - -#ifndef GL_ARB_multi_bind -#define GL_ARB_multi_bind 1 - -typedef void (GLAPIENTRY * PFNGLBINDBUFFERSBASEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERSRANGEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizeiptr *sizes); -typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures); -typedef void (GLAPIENTRY * PFNGLBINDSAMPLERSPROC) (GLuint first, GLsizei count, const GLuint* samplers); -typedef void (GLAPIENTRY * PFNGLBINDTEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures); -typedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERSPROC) (GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides); - -#define glBindBuffersBase GLEW_GET_FUN(__glewBindBuffersBase) -#define glBindBuffersRange GLEW_GET_FUN(__glewBindBuffersRange) -#define glBindImageTextures GLEW_GET_FUN(__glewBindImageTextures) -#define glBindSamplers GLEW_GET_FUN(__glewBindSamplers) -#define glBindTextures GLEW_GET_FUN(__glewBindTextures) -#define glBindVertexBuffers GLEW_GET_FUN(__glewBindVertexBuffers) - -#define GLEW_ARB_multi_bind GLEW_GET_VAR(__GLEW_ARB_multi_bind) - -#endif /* GL_ARB_multi_bind */ - -/* ----------------------- GL_ARB_multi_draw_indirect ---------------------- */ - -#ifndef GL_ARB_multi_draw_indirect -#define GL_ARB_multi_draw_indirect 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); - -#define glMultiDrawArraysIndirect GLEW_GET_FUN(__glewMultiDrawArraysIndirect) -#define glMultiDrawElementsIndirect GLEW_GET_FUN(__glewMultiDrawElementsIndirect) - -#define GLEW_ARB_multi_draw_indirect GLEW_GET_VAR(__GLEW_ARB_multi_draw_indirect) - -#endif /* GL_ARB_multi_draw_indirect */ - -/* --------------------------- GL_ARB_multisample -------------------------- */ - -#ifndef GL_ARB_multisample -#define GL_ARB_multisample 1 - -#define GL_MULTISAMPLE_ARB 0x809D -#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E -#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F -#define GL_SAMPLE_COVERAGE_ARB 0x80A0 -#define GL_SAMPLE_BUFFERS_ARB 0x80A8 -#define GL_SAMPLES_ARB 0x80A9 -#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA -#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB -#define GL_MULTISAMPLE_BIT_ARB 0x20000000 - -typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert); - -#define glSampleCoverageARB GLEW_GET_FUN(__glewSampleCoverageARB) - -#define GLEW_ARB_multisample GLEW_GET_VAR(__GLEW_ARB_multisample) - -#endif /* GL_ARB_multisample */ - -/* -------------------------- GL_ARB_multitexture -------------------------- */ - -#ifndef GL_ARB_multitexture -#define GL_ARB_multitexture 1 - -#define GL_TEXTURE0_ARB 0x84C0 -#define GL_TEXTURE1_ARB 0x84C1 -#define GL_TEXTURE2_ARB 0x84C2 -#define GL_TEXTURE3_ARB 0x84C3 -#define GL_TEXTURE4_ARB 0x84C4 -#define GL_TEXTURE5_ARB 0x84C5 -#define GL_TEXTURE6_ARB 0x84C6 -#define GL_TEXTURE7_ARB 0x84C7 -#define GL_TEXTURE8_ARB 0x84C8 -#define GL_TEXTURE9_ARB 0x84C9 -#define GL_TEXTURE10_ARB 0x84CA -#define GL_TEXTURE11_ARB 0x84CB -#define GL_TEXTURE12_ARB 0x84CC -#define GL_TEXTURE13_ARB 0x84CD -#define GL_TEXTURE14_ARB 0x84CE -#define GL_TEXTURE15_ARB 0x84CF -#define GL_TEXTURE16_ARB 0x84D0 -#define GL_TEXTURE17_ARB 0x84D1 -#define GL_TEXTURE18_ARB 0x84D2 -#define GL_TEXTURE19_ARB 0x84D3 -#define GL_TEXTURE20_ARB 0x84D4 -#define GL_TEXTURE21_ARB 0x84D5 -#define GL_TEXTURE22_ARB 0x84D6 -#define GL_TEXTURE23_ARB 0x84D7 -#define GL_TEXTURE24_ARB 0x84D8 -#define GL_TEXTURE25_ARB 0x84D9 -#define GL_TEXTURE26_ARB 0x84DA -#define GL_TEXTURE27_ARB 0x84DB -#define GL_TEXTURE28_ARB 0x84DC -#define GL_TEXTURE29_ARB 0x84DD -#define GL_TEXTURE30_ARB 0x84DE -#define GL_TEXTURE31_ARB 0x84DF -#define GL_ACTIVE_TEXTURE_ARB 0x84E0 -#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 -#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 - -typedef void (GLAPIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum texture); -typedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); - -#define glActiveTextureARB GLEW_GET_FUN(__glewActiveTextureARB) -#define glClientActiveTextureARB GLEW_GET_FUN(__glewClientActiveTextureARB) -#define glMultiTexCoord1dARB GLEW_GET_FUN(__glewMultiTexCoord1dARB) -#define glMultiTexCoord1dvARB GLEW_GET_FUN(__glewMultiTexCoord1dvARB) -#define glMultiTexCoord1fARB GLEW_GET_FUN(__glewMultiTexCoord1fARB) -#define glMultiTexCoord1fvARB GLEW_GET_FUN(__glewMultiTexCoord1fvARB) -#define glMultiTexCoord1iARB GLEW_GET_FUN(__glewMultiTexCoord1iARB) -#define glMultiTexCoord1ivARB GLEW_GET_FUN(__glewMultiTexCoord1ivARB) -#define glMultiTexCoord1sARB GLEW_GET_FUN(__glewMultiTexCoord1sARB) -#define glMultiTexCoord1svARB GLEW_GET_FUN(__glewMultiTexCoord1svARB) -#define glMultiTexCoord2dARB GLEW_GET_FUN(__glewMultiTexCoord2dARB) -#define glMultiTexCoord2dvARB GLEW_GET_FUN(__glewMultiTexCoord2dvARB) -#define glMultiTexCoord2fARB GLEW_GET_FUN(__glewMultiTexCoord2fARB) -#define glMultiTexCoord2fvARB GLEW_GET_FUN(__glewMultiTexCoord2fvARB) -#define glMultiTexCoord2iARB GLEW_GET_FUN(__glewMultiTexCoord2iARB) -#define glMultiTexCoord2ivARB GLEW_GET_FUN(__glewMultiTexCoord2ivARB) -#define glMultiTexCoord2sARB GLEW_GET_FUN(__glewMultiTexCoord2sARB) -#define glMultiTexCoord2svARB GLEW_GET_FUN(__glewMultiTexCoord2svARB) -#define glMultiTexCoord3dARB GLEW_GET_FUN(__glewMultiTexCoord3dARB) -#define glMultiTexCoord3dvARB GLEW_GET_FUN(__glewMultiTexCoord3dvARB) -#define glMultiTexCoord3fARB GLEW_GET_FUN(__glewMultiTexCoord3fARB) -#define glMultiTexCoord3fvARB GLEW_GET_FUN(__glewMultiTexCoord3fvARB) -#define glMultiTexCoord3iARB GLEW_GET_FUN(__glewMultiTexCoord3iARB) -#define glMultiTexCoord3ivARB GLEW_GET_FUN(__glewMultiTexCoord3ivARB) -#define glMultiTexCoord3sARB GLEW_GET_FUN(__glewMultiTexCoord3sARB) -#define glMultiTexCoord3svARB GLEW_GET_FUN(__glewMultiTexCoord3svARB) -#define glMultiTexCoord4dARB GLEW_GET_FUN(__glewMultiTexCoord4dARB) -#define glMultiTexCoord4dvARB GLEW_GET_FUN(__glewMultiTexCoord4dvARB) -#define glMultiTexCoord4fARB GLEW_GET_FUN(__glewMultiTexCoord4fARB) -#define glMultiTexCoord4fvARB GLEW_GET_FUN(__glewMultiTexCoord4fvARB) -#define glMultiTexCoord4iARB GLEW_GET_FUN(__glewMultiTexCoord4iARB) -#define glMultiTexCoord4ivARB GLEW_GET_FUN(__glewMultiTexCoord4ivARB) -#define glMultiTexCoord4sARB GLEW_GET_FUN(__glewMultiTexCoord4sARB) -#define glMultiTexCoord4svARB GLEW_GET_FUN(__glewMultiTexCoord4svARB) - -#define GLEW_ARB_multitexture GLEW_GET_VAR(__GLEW_ARB_multitexture) - -#endif /* GL_ARB_multitexture */ - -/* ------------------------- GL_ARB_occlusion_query ------------------------ */ - -#ifndef GL_ARB_occlusion_query -#define GL_ARB_occlusion_query 1 - -#define GL_QUERY_COUNTER_BITS_ARB 0x8864 -#define GL_CURRENT_QUERY_ARB 0x8865 -#define GL_QUERY_RESULT_ARB 0x8866 -#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 -#define GL_SAMPLES_PASSED_ARB 0x8914 - -typedef void (GLAPIENTRY * PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLENDQUERYARBPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISQUERYARBPROC) (GLuint id); - -#define glBeginQueryARB GLEW_GET_FUN(__glewBeginQueryARB) -#define glDeleteQueriesARB GLEW_GET_FUN(__glewDeleteQueriesARB) -#define glEndQueryARB GLEW_GET_FUN(__glewEndQueryARB) -#define glGenQueriesARB GLEW_GET_FUN(__glewGenQueriesARB) -#define glGetQueryObjectivARB GLEW_GET_FUN(__glewGetQueryObjectivARB) -#define glGetQueryObjectuivARB GLEW_GET_FUN(__glewGetQueryObjectuivARB) -#define glGetQueryivARB GLEW_GET_FUN(__glewGetQueryivARB) -#define glIsQueryARB GLEW_GET_FUN(__glewIsQueryARB) - -#define GLEW_ARB_occlusion_query GLEW_GET_VAR(__GLEW_ARB_occlusion_query) - -#endif /* GL_ARB_occlusion_query */ - -/* ------------------------ GL_ARB_occlusion_query2 ------------------------ */ - -#ifndef GL_ARB_occlusion_query2 -#define GL_ARB_occlusion_query2 1 - -#define GL_ANY_SAMPLES_PASSED 0x8C2F - -#define GLEW_ARB_occlusion_query2 GLEW_GET_VAR(__GLEW_ARB_occlusion_query2) - -#endif /* GL_ARB_occlusion_query2 */ - -/* --------------------- GL_ARB_parallel_shader_compile -------------------- */ - -#ifndef GL_ARB_parallel_shader_compile -#define GL_ARB_parallel_shader_compile 1 - -#define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0 -#define GL_COMPLETION_STATUS_ARB 0x91B1 - -typedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSARBPROC) (GLuint count); - -#define glMaxShaderCompilerThreadsARB GLEW_GET_FUN(__glewMaxShaderCompilerThreadsARB) - -#define GLEW_ARB_parallel_shader_compile GLEW_GET_VAR(__GLEW_ARB_parallel_shader_compile) - -#endif /* GL_ARB_parallel_shader_compile */ - -/* -------------------- GL_ARB_pipeline_statistics_query ------------------- */ - -#ifndef GL_ARB_pipeline_statistics_query -#define GL_ARB_pipeline_statistics_query 1 - -#define GL_VERTICES_SUBMITTED_ARB 0x82EE -#define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF -#define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0 -#define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1 -#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2 -#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3 -#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4 -#define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5 -#define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6 -#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7 -#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F - -#define GLEW_ARB_pipeline_statistics_query GLEW_GET_VAR(__GLEW_ARB_pipeline_statistics_query) - -#endif /* GL_ARB_pipeline_statistics_query */ - -/* ----------------------- GL_ARB_pixel_buffer_object ---------------------- */ - -#ifndef GL_ARB_pixel_buffer_object -#define GL_ARB_pixel_buffer_object 1 - -#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB -#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC -#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED -#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF - -#define GLEW_ARB_pixel_buffer_object GLEW_GET_VAR(__GLEW_ARB_pixel_buffer_object) - -#endif /* GL_ARB_pixel_buffer_object */ - -/* ------------------------ GL_ARB_point_parameters ------------------------ */ - -#ifndef GL_ARB_point_parameters -#define GL_ARB_point_parameters 1 - -#define GL_POINT_SIZE_MIN_ARB 0x8126 -#define GL_POINT_SIZE_MAX_ARB 0x8127 -#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128 -#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129 - -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat* params); - -#define glPointParameterfARB GLEW_GET_FUN(__glewPointParameterfARB) -#define glPointParameterfvARB GLEW_GET_FUN(__glewPointParameterfvARB) - -#define GLEW_ARB_point_parameters GLEW_GET_VAR(__GLEW_ARB_point_parameters) - -#endif /* GL_ARB_point_parameters */ - -/* -------------------------- GL_ARB_point_sprite -------------------------- */ - -#ifndef GL_ARB_point_sprite -#define GL_ARB_point_sprite 1 - -#define GL_POINT_SPRITE_ARB 0x8861 -#define GL_COORD_REPLACE_ARB 0x8862 - -#define GLEW_ARB_point_sprite GLEW_GET_VAR(__GLEW_ARB_point_sprite) - -#endif /* GL_ARB_point_sprite */ - -/* ---------------------- GL_ARB_polygon_offset_clamp ---------------------- */ - -#ifndef GL_ARB_polygon_offset_clamp -#define GL_ARB_polygon_offset_clamp 1 - -#define GL_POLYGON_OFFSET_CLAMP 0x8E1B - -typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPPROC) (GLfloat factor, GLfloat units, GLfloat clamp); - -#define glPolygonOffsetClamp GLEW_GET_FUN(__glewPolygonOffsetClamp) - -#define GLEW_ARB_polygon_offset_clamp GLEW_GET_VAR(__GLEW_ARB_polygon_offset_clamp) - -#endif /* GL_ARB_polygon_offset_clamp */ - -/* ----------------------- GL_ARB_post_depth_coverage ---------------------- */ - -#ifndef GL_ARB_post_depth_coverage -#define GL_ARB_post_depth_coverage 1 - -#define GLEW_ARB_post_depth_coverage GLEW_GET_VAR(__GLEW_ARB_post_depth_coverage) - -#endif /* GL_ARB_post_depth_coverage */ - -/* --------------------- GL_ARB_program_interface_query -------------------- */ - -#ifndef GL_ARB_program_interface_query -#define GL_ARB_program_interface_query 1 - -#define GL_UNIFORM 0x92E1 -#define GL_UNIFORM_BLOCK 0x92E2 -#define GL_PROGRAM_INPUT 0x92E3 -#define GL_PROGRAM_OUTPUT 0x92E4 -#define GL_BUFFER_VARIABLE 0x92E5 -#define GL_SHADER_STORAGE_BLOCK 0x92E6 -#define GL_IS_PER_PATCH 0x92E7 -#define GL_VERTEX_SUBROUTINE 0x92E8 -#define GL_TESS_CONTROL_SUBROUTINE 0x92E9 -#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA -#define GL_GEOMETRY_SUBROUTINE 0x92EB -#define GL_FRAGMENT_SUBROUTINE 0x92EC -#define GL_COMPUTE_SUBROUTINE 0x92ED -#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE -#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF -#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 -#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 -#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 -#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 -#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 -#define GL_ACTIVE_RESOURCES 0x92F5 -#define GL_MAX_NAME_LENGTH 0x92F6 -#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 -#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 -#define GL_NAME_LENGTH 0x92F9 -#define GL_TYPE 0x92FA -#define GL_ARRAY_SIZE 0x92FB -#define GL_OFFSET 0x92FC -#define GL_BLOCK_INDEX 0x92FD -#define GL_ARRAY_STRIDE 0x92FE -#define GL_MATRIX_STRIDE 0x92FF -#define GL_IS_ROW_MAJOR 0x9300 -#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 -#define GL_BUFFER_BINDING 0x9302 -#define GL_BUFFER_DATA_SIZE 0x9303 -#define GL_NUM_ACTIVE_VARIABLES 0x9304 -#define GL_ACTIVE_VARIABLES 0x9305 -#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 -#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307 -#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 -#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 -#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A -#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B -#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C -#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D -#define GL_LOCATION 0x930E -#define GL_LOCATION_INDEX 0x930F - -typedef void (GLAPIENTRY * PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint* params); -typedef GLuint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name); -typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar* name); -typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar *name); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLint *params); - -#define glGetProgramInterfaceiv GLEW_GET_FUN(__glewGetProgramInterfaceiv) -#define glGetProgramResourceIndex GLEW_GET_FUN(__glewGetProgramResourceIndex) -#define glGetProgramResourceLocation GLEW_GET_FUN(__glewGetProgramResourceLocation) -#define glGetProgramResourceLocationIndex GLEW_GET_FUN(__glewGetProgramResourceLocationIndex) -#define glGetProgramResourceName GLEW_GET_FUN(__glewGetProgramResourceName) -#define glGetProgramResourceiv GLEW_GET_FUN(__glewGetProgramResourceiv) - -#define GLEW_ARB_program_interface_query GLEW_GET_VAR(__GLEW_ARB_program_interface_query) - -#endif /* GL_ARB_program_interface_query */ - -/* ------------------------ GL_ARB_provoking_vertex ------------------------ */ - -#ifndef GL_ARB_provoking_vertex -#define GL_ARB_provoking_vertex 1 - -#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C -#define GL_FIRST_VERTEX_CONVENTION 0x8E4D -#define GL_LAST_VERTEX_CONVENTION 0x8E4E -#define GL_PROVOKING_VERTEX 0x8E4F - -typedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXPROC) (GLenum mode); - -#define glProvokingVertex GLEW_GET_FUN(__glewProvokingVertex) - -#define GLEW_ARB_provoking_vertex GLEW_GET_VAR(__GLEW_ARB_provoking_vertex) - -#endif /* GL_ARB_provoking_vertex */ - -/* ----------------------- GL_ARB_query_buffer_object ---------------------- */ - -#ifndef GL_ARB_query_buffer_object -#define GL_ARB_query_buffer_object 1 - -#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 -#define GL_QUERY_BUFFER 0x9192 -#define GL_QUERY_BUFFER_BINDING 0x9193 -#define GL_QUERY_RESULT_NO_WAIT 0x9194 - -#define GLEW_ARB_query_buffer_object GLEW_GET_VAR(__GLEW_ARB_query_buffer_object) - -#endif /* GL_ARB_query_buffer_object */ - -/* ------------------ GL_ARB_robust_buffer_access_behavior ----------------- */ - -#ifndef GL_ARB_robust_buffer_access_behavior -#define GL_ARB_robust_buffer_access_behavior 1 - -#define GLEW_ARB_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_ARB_robust_buffer_access_behavior) - -#endif /* GL_ARB_robust_buffer_access_behavior */ - -/* --------------------------- GL_ARB_robustness --------------------------- */ - -#ifndef GL_ARB_robustness -#define GL_ARB_robustness 1 - -#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004 -#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 -#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253 -#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254 -#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255 -#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 -#define GL_NO_RESET_NOTIFICATION_ARB 0x8261 - -typedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void); -typedef void (GLAPIENTRY * PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* table); -typedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, void* img); -typedef void (GLAPIENTRY * PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* image); -typedef void (GLAPIENTRY * PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values); -typedef void (GLAPIENTRY * PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble* v); -typedef void (GLAPIENTRY * PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat* v); -typedef void (GLAPIENTRY * PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint* v); -typedef void (GLAPIENTRY * PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values); -typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat* values); -typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint* values); -typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort* values); -typedef void (GLAPIENTRY * PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte* pattern); -typedef void (GLAPIENTRY * PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void* row, GLsizei columnBufSize, void*column, void*span); -typedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* img); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params); -typedef void (GLAPIENTRY * PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void* data); - -#define glGetGraphicsResetStatusARB GLEW_GET_FUN(__glewGetGraphicsResetStatusARB) -#define glGetnColorTableARB GLEW_GET_FUN(__glewGetnColorTableARB) -#define glGetnCompressedTexImageARB GLEW_GET_FUN(__glewGetnCompressedTexImageARB) -#define glGetnConvolutionFilterARB GLEW_GET_FUN(__glewGetnConvolutionFilterARB) -#define glGetnHistogramARB GLEW_GET_FUN(__glewGetnHistogramARB) -#define glGetnMapdvARB GLEW_GET_FUN(__glewGetnMapdvARB) -#define glGetnMapfvARB GLEW_GET_FUN(__glewGetnMapfvARB) -#define glGetnMapivARB GLEW_GET_FUN(__glewGetnMapivARB) -#define glGetnMinmaxARB GLEW_GET_FUN(__glewGetnMinmaxARB) -#define glGetnPixelMapfvARB GLEW_GET_FUN(__glewGetnPixelMapfvARB) -#define glGetnPixelMapuivARB GLEW_GET_FUN(__glewGetnPixelMapuivARB) -#define glGetnPixelMapusvARB GLEW_GET_FUN(__glewGetnPixelMapusvARB) -#define glGetnPolygonStippleARB GLEW_GET_FUN(__glewGetnPolygonStippleARB) -#define glGetnSeparableFilterARB GLEW_GET_FUN(__glewGetnSeparableFilterARB) -#define glGetnTexImageARB GLEW_GET_FUN(__glewGetnTexImageARB) -#define glGetnUniformdvARB GLEW_GET_FUN(__glewGetnUniformdvARB) -#define glGetnUniformfvARB GLEW_GET_FUN(__glewGetnUniformfvARB) -#define glGetnUniformivARB GLEW_GET_FUN(__glewGetnUniformivARB) -#define glGetnUniformuivARB GLEW_GET_FUN(__glewGetnUniformuivARB) -#define glReadnPixelsARB GLEW_GET_FUN(__glewReadnPixelsARB) - -#define GLEW_ARB_robustness GLEW_GET_VAR(__GLEW_ARB_robustness) - -#endif /* GL_ARB_robustness */ - -/* ---------------- GL_ARB_robustness_application_isolation ---------------- */ - -#ifndef GL_ARB_robustness_application_isolation -#define GL_ARB_robustness_application_isolation 1 - -#define GLEW_ARB_robustness_application_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_application_isolation) - -#endif /* GL_ARB_robustness_application_isolation */ - -/* ---------------- GL_ARB_robustness_share_group_isolation ---------------- */ - -#ifndef GL_ARB_robustness_share_group_isolation -#define GL_ARB_robustness_share_group_isolation 1 - -#define GLEW_ARB_robustness_share_group_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_share_group_isolation) - -#endif /* GL_ARB_robustness_share_group_isolation */ - -/* ------------------------ GL_ARB_sample_locations ------------------------ */ - -#ifndef GL_ARB_sample_locations -#define GL_ARB_sample_locations 1 - -#define GL_SAMPLE_LOCATION_ARB 0x8E50 -#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D -#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E -#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F -#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340 -#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341 -#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342 -#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v); - -#define glFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewFramebufferSampleLocationsfvARB) -#define glNamedFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvARB) - -#define GLEW_ARB_sample_locations GLEW_GET_VAR(__GLEW_ARB_sample_locations) - -#endif /* GL_ARB_sample_locations */ - -/* ------------------------- GL_ARB_sample_shading ------------------------- */ - -#ifndef GL_ARB_sample_shading -#define GL_ARB_sample_shading 1 - -#define GL_SAMPLE_SHADING_ARB 0x8C36 -#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37 - -typedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGARBPROC) (GLclampf value); - -#define glMinSampleShadingARB GLEW_GET_FUN(__glewMinSampleShadingARB) - -#define GLEW_ARB_sample_shading GLEW_GET_VAR(__GLEW_ARB_sample_shading) - -#endif /* GL_ARB_sample_shading */ - -/* ------------------------- GL_ARB_sampler_objects ------------------------ */ - -#ifndef GL_ARB_sampler_objects -#define GL_ARB_sampler_objects 1 - -#define GL_SAMPLER_BINDING 0x8919 - -typedef void (GLAPIENTRY * PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); -typedef void (GLAPIENTRY * PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint * samplers); -typedef void (GLAPIENTRY * PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint* samplers); -typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISSAMPLERPROC) (GLuint sampler); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint* params); - -#define glBindSampler GLEW_GET_FUN(__glewBindSampler) -#define glDeleteSamplers GLEW_GET_FUN(__glewDeleteSamplers) -#define glGenSamplers GLEW_GET_FUN(__glewGenSamplers) -#define glGetSamplerParameterIiv GLEW_GET_FUN(__glewGetSamplerParameterIiv) -#define glGetSamplerParameterIuiv GLEW_GET_FUN(__glewGetSamplerParameterIuiv) -#define glGetSamplerParameterfv GLEW_GET_FUN(__glewGetSamplerParameterfv) -#define glGetSamplerParameteriv GLEW_GET_FUN(__glewGetSamplerParameteriv) -#define glIsSampler GLEW_GET_FUN(__glewIsSampler) -#define glSamplerParameterIiv GLEW_GET_FUN(__glewSamplerParameterIiv) -#define glSamplerParameterIuiv GLEW_GET_FUN(__glewSamplerParameterIuiv) -#define glSamplerParameterf GLEW_GET_FUN(__glewSamplerParameterf) -#define glSamplerParameterfv GLEW_GET_FUN(__glewSamplerParameterfv) -#define glSamplerParameteri GLEW_GET_FUN(__glewSamplerParameteri) -#define glSamplerParameteriv GLEW_GET_FUN(__glewSamplerParameteriv) - -#define GLEW_ARB_sampler_objects GLEW_GET_VAR(__GLEW_ARB_sampler_objects) - -#endif /* GL_ARB_sampler_objects */ - -/* ------------------------ GL_ARB_seamless_cube_map ----------------------- */ - -#ifndef GL_ARB_seamless_cube_map -#define GL_ARB_seamless_cube_map 1 - -#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F - -#define GLEW_ARB_seamless_cube_map GLEW_GET_VAR(__GLEW_ARB_seamless_cube_map) - -#endif /* GL_ARB_seamless_cube_map */ - -/* ------------------ GL_ARB_seamless_cubemap_per_texture ------------------ */ - -#ifndef GL_ARB_seamless_cubemap_per_texture -#define GL_ARB_seamless_cubemap_per_texture 1 - -#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F - -#define GLEW_ARB_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_ARB_seamless_cubemap_per_texture) - -#endif /* GL_ARB_seamless_cubemap_per_texture */ - -/* --------------------- GL_ARB_separate_shader_objects -------------------- */ - -#ifndef GL_ARB_separate_shader_objects -#define GL_ARB_separate_shader_objects 1 - -#define GL_VERTEX_SHADER_BIT 0x00000001 -#define GL_FRAGMENT_SHADER_BIT 0x00000002 -#define GL_GEOMETRY_SHADER_BIT 0x00000004 -#define GL_TESS_CONTROL_SHADER_BIT 0x00000008 -#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 -#define GL_PROGRAM_SEPARABLE 0x8258 -#define GL_ACTIVE_PROGRAM 0x8259 -#define GL_PROGRAM_PIPELINE_BINDING 0x825A -#define GL_ALL_SHADER_BITS 0xFFFFFFFF - -typedef void (GLAPIENTRY * PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program); -typedef void (GLAPIENTRY * PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline); -typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar * const * strings); -typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint* pipelines); -typedef void (GLAPIENTRY * PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar *infoLog); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint x, GLuint y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z, GLuint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program); -typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline); - -#define glActiveShaderProgram GLEW_GET_FUN(__glewActiveShaderProgram) -#define glBindProgramPipeline GLEW_GET_FUN(__glewBindProgramPipeline) -#define glCreateShaderProgramv GLEW_GET_FUN(__glewCreateShaderProgramv) -#define glDeleteProgramPipelines GLEW_GET_FUN(__glewDeleteProgramPipelines) -#define glGenProgramPipelines GLEW_GET_FUN(__glewGenProgramPipelines) -#define glGetProgramPipelineInfoLog GLEW_GET_FUN(__glewGetProgramPipelineInfoLog) -#define glGetProgramPipelineiv GLEW_GET_FUN(__glewGetProgramPipelineiv) -#define glIsProgramPipeline GLEW_GET_FUN(__glewIsProgramPipeline) -#define glProgramUniform1d GLEW_GET_FUN(__glewProgramUniform1d) -#define glProgramUniform1dv GLEW_GET_FUN(__glewProgramUniform1dv) -#define glProgramUniform1f GLEW_GET_FUN(__glewProgramUniform1f) -#define glProgramUniform1fv GLEW_GET_FUN(__glewProgramUniform1fv) -#define glProgramUniform1i GLEW_GET_FUN(__glewProgramUniform1i) -#define glProgramUniform1iv GLEW_GET_FUN(__glewProgramUniform1iv) -#define glProgramUniform1ui GLEW_GET_FUN(__glewProgramUniform1ui) -#define glProgramUniform1uiv GLEW_GET_FUN(__glewProgramUniform1uiv) -#define glProgramUniform2d GLEW_GET_FUN(__glewProgramUniform2d) -#define glProgramUniform2dv GLEW_GET_FUN(__glewProgramUniform2dv) -#define glProgramUniform2f GLEW_GET_FUN(__glewProgramUniform2f) -#define glProgramUniform2fv GLEW_GET_FUN(__glewProgramUniform2fv) -#define glProgramUniform2i GLEW_GET_FUN(__glewProgramUniform2i) -#define glProgramUniform2iv GLEW_GET_FUN(__glewProgramUniform2iv) -#define glProgramUniform2ui GLEW_GET_FUN(__glewProgramUniform2ui) -#define glProgramUniform2uiv GLEW_GET_FUN(__glewProgramUniform2uiv) -#define glProgramUniform3d GLEW_GET_FUN(__glewProgramUniform3d) -#define glProgramUniform3dv GLEW_GET_FUN(__glewProgramUniform3dv) -#define glProgramUniform3f GLEW_GET_FUN(__glewProgramUniform3f) -#define glProgramUniform3fv GLEW_GET_FUN(__glewProgramUniform3fv) -#define glProgramUniform3i GLEW_GET_FUN(__glewProgramUniform3i) -#define glProgramUniform3iv GLEW_GET_FUN(__glewProgramUniform3iv) -#define glProgramUniform3ui GLEW_GET_FUN(__glewProgramUniform3ui) -#define glProgramUniform3uiv GLEW_GET_FUN(__glewProgramUniform3uiv) -#define glProgramUniform4d GLEW_GET_FUN(__glewProgramUniform4d) -#define glProgramUniform4dv GLEW_GET_FUN(__glewProgramUniform4dv) -#define glProgramUniform4f GLEW_GET_FUN(__glewProgramUniform4f) -#define glProgramUniform4fv GLEW_GET_FUN(__glewProgramUniform4fv) -#define glProgramUniform4i GLEW_GET_FUN(__glewProgramUniform4i) -#define glProgramUniform4iv GLEW_GET_FUN(__glewProgramUniform4iv) -#define glProgramUniform4ui GLEW_GET_FUN(__glewProgramUniform4ui) -#define glProgramUniform4uiv GLEW_GET_FUN(__glewProgramUniform4uiv) -#define glProgramUniformMatrix2dv GLEW_GET_FUN(__glewProgramUniformMatrix2dv) -#define glProgramUniformMatrix2fv GLEW_GET_FUN(__glewProgramUniformMatrix2fv) -#define glProgramUniformMatrix2x3dv GLEW_GET_FUN(__glewProgramUniformMatrix2x3dv) -#define glProgramUniformMatrix2x3fv GLEW_GET_FUN(__glewProgramUniformMatrix2x3fv) -#define glProgramUniformMatrix2x4dv GLEW_GET_FUN(__glewProgramUniformMatrix2x4dv) -#define glProgramUniformMatrix2x4fv GLEW_GET_FUN(__glewProgramUniformMatrix2x4fv) -#define glProgramUniformMatrix3dv GLEW_GET_FUN(__glewProgramUniformMatrix3dv) -#define glProgramUniformMatrix3fv GLEW_GET_FUN(__glewProgramUniformMatrix3fv) -#define glProgramUniformMatrix3x2dv GLEW_GET_FUN(__glewProgramUniformMatrix3x2dv) -#define glProgramUniformMatrix3x2fv GLEW_GET_FUN(__glewProgramUniformMatrix3x2fv) -#define glProgramUniformMatrix3x4dv GLEW_GET_FUN(__glewProgramUniformMatrix3x4dv) -#define glProgramUniformMatrix3x4fv GLEW_GET_FUN(__glewProgramUniformMatrix3x4fv) -#define glProgramUniformMatrix4dv GLEW_GET_FUN(__glewProgramUniformMatrix4dv) -#define glProgramUniformMatrix4fv GLEW_GET_FUN(__glewProgramUniformMatrix4fv) -#define glProgramUniformMatrix4x2dv GLEW_GET_FUN(__glewProgramUniformMatrix4x2dv) -#define glProgramUniformMatrix4x2fv GLEW_GET_FUN(__glewProgramUniformMatrix4x2fv) -#define glProgramUniformMatrix4x3dv GLEW_GET_FUN(__glewProgramUniformMatrix4x3dv) -#define glProgramUniformMatrix4x3fv GLEW_GET_FUN(__glewProgramUniformMatrix4x3fv) -#define glUseProgramStages GLEW_GET_FUN(__glewUseProgramStages) -#define glValidateProgramPipeline GLEW_GET_FUN(__glewValidateProgramPipeline) - -#define GLEW_ARB_separate_shader_objects GLEW_GET_VAR(__GLEW_ARB_separate_shader_objects) - -#endif /* GL_ARB_separate_shader_objects */ - -/* -------------------- GL_ARB_shader_atomic_counter_ops ------------------- */ - -#ifndef GL_ARB_shader_atomic_counter_ops -#define GL_ARB_shader_atomic_counter_ops 1 - -#define GLEW_ARB_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counter_ops) - -#endif /* GL_ARB_shader_atomic_counter_ops */ - -/* --------------------- GL_ARB_shader_atomic_counters --------------------- */ - -#ifndef GL_ARB_shader_atomic_counters -#define GL_ARB_shader_atomic_counters 1 - -#define GL_ATOMIC_COUNTER_BUFFER 0x92C0 -#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 -#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 -#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 -#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 -#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 -#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB -#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC -#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD -#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE -#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF -#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 -#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 -#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 -#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 -#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 -#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 -#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 -#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 -#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 -#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 -#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA -#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB -#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC - -typedef void (GLAPIENTRY * PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint* params); - -#define glGetActiveAtomicCounterBufferiv GLEW_GET_FUN(__glewGetActiveAtomicCounterBufferiv) - -#define GLEW_ARB_shader_atomic_counters GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counters) - -#endif /* GL_ARB_shader_atomic_counters */ - -/* -------------------------- GL_ARB_shader_ballot ------------------------- */ - -#ifndef GL_ARB_shader_ballot -#define GL_ARB_shader_ballot 1 - -#define GLEW_ARB_shader_ballot GLEW_GET_VAR(__GLEW_ARB_shader_ballot) - -#endif /* GL_ARB_shader_ballot */ - -/* ----------------------- GL_ARB_shader_bit_encoding ---------------------- */ - -#ifndef GL_ARB_shader_bit_encoding -#define GL_ARB_shader_bit_encoding 1 - -#define GLEW_ARB_shader_bit_encoding GLEW_GET_VAR(__GLEW_ARB_shader_bit_encoding) - -#endif /* GL_ARB_shader_bit_encoding */ - -/* -------------------------- GL_ARB_shader_clock -------------------------- */ - -#ifndef GL_ARB_shader_clock -#define GL_ARB_shader_clock 1 - -#define GLEW_ARB_shader_clock GLEW_GET_VAR(__GLEW_ARB_shader_clock) - -#endif /* GL_ARB_shader_clock */ - -/* --------------------- GL_ARB_shader_draw_parameters --------------------- */ - -#ifndef GL_ARB_shader_draw_parameters -#define GL_ARB_shader_draw_parameters 1 - -#define GLEW_ARB_shader_draw_parameters GLEW_GET_VAR(__GLEW_ARB_shader_draw_parameters) - -#endif /* GL_ARB_shader_draw_parameters */ - -/* ------------------------ GL_ARB_shader_group_vote ----------------------- */ - -#ifndef GL_ARB_shader_group_vote -#define GL_ARB_shader_group_vote 1 - -#define GLEW_ARB_shader_group_vote GLEW_GET_VAR(__GLEW_ARB_shader_group_vote) - -#endif /* GL_ARB_shader_group_vote */ - -/* --------------------- GL_ARB_shader_image_load_store -------------------- */ - -#ifndef GL_ARB_shader_image_load_store -#define GL_ARB_shader_image_load_store 1 - -#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 -#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 -#define GL_UNIFORM_BARRIER_BIT 0x00000004 -#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 -#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 -#define GL_COMMAND_BARRIER_BIT 0x00000040 -#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 -#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 -#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 -#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 -#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 -#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 -#define GL_MAX_IMAGE_UNITS 0x8F38 -#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 -#define GL_IMAGE_BINDING_NAME 0x8F3A -#define GL_IMAGE_BINDING_LEVEL 0x8F3B -#define GL_IMAGE_BINDING_LAYERED 0x8F3C -#define GL_IMAGE_BINDING_LAYER 0x8F3D -#define GL_IMAGE_BINDING_ACCESS 0x8F3E -#define GL_IMAGE_1D 0x904C -#define GL_IMAGE_2D 0x904D -#define GL_IMAGE_3D 0x904E -#define GL_IMAGE_2D_RECT 0x904F -#define GL_IMAGE_CUBE 0x9050 -#define GL_IMAGE_BUFFER 0x9051 -#define GL_IMAGE_1D_ARRAY 0x9052 -#define GL_IMAGE_2D_ARRAY 0x9053 -#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 -#define GL_IMAGE_2D_MULTISAMPLE 0x9055 -#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 -#define GL_INT_IMAGE_1D 0x9057 -#define GL_INT_IMAGE_2D 0x9058 -#define GL_INT_IMAGE_3D 0x9059 -#define GL_INT_IMAGE_2D_RECT 0x905A -#define GL_INT_IMAGE_CUBE 0x905B -#define GL_INT_IMAGE_BUFFER 0x905C -#define GL_INT_IMAGE_1D_ARRAY 0x905D -#define GL_INT_IMAGE_2D_ARRAY 0x905E -#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F -#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 -#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 -#define GL_UNSIGNED_INT_IMAGE_1D 0x9062 -#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 -#define GL_UNSIGNED_INT_IMAGE_3D 0x9064 -#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 -#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 -#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 -#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 -#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 -#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A -#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B -#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C -#define GL_MAX_IMAGE_SAMPLES 0x906D -#define GL_IMAGE_BINDING_FORMAT 0x906E -#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 -#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 -#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 -#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA -#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB -#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC -#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD -#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE -#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF -#define GL_ALL_BARRIER_BITS 0xFFFFFFFF - -typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); -typedef void (GLAPIENTRY * PFNGLMEMORYBARRIERPROC) (GLbitfield barriers); - -#define glBindImageTexture GLEW_GET_FUN(__glewBindImageTexture) -#define glMemoryBarrier GLEW_GET_FUN(__glewMemoryBarrier) - -#define GLEW_ARB_shader_image_load_store GLEW_GET_VAR(__GLEW_ARB_shader_image_load_store) - -#endif /* GL_ARB_shader_image_load_store */ - -/* ------------------------ GL_ARB_shader_image_size ----------------------- */ - -#ifndef GL_ARB_shader_image_size -#define GL_ARB_shader_image_size 1 - -#define GLEW_ARB_shader_image_size GLEW_GET_VAR(__GLEW_ARB_shader_image_size) - -#endif /* GL_ARB_shader_image_size */ - -/* ------------------------- GL_ARB_shader_objects ------------------------- */ - -#ifndef GL_ARB_shader_objects -#define GL_ARB_shader_objects 1 - -#define GL_PROGRAM_OBJECT_ARB 0x8B40 -#define GL_SHADER_OBJECT_ARB 0x8B48 -#define GL_OBJECT_TYPE_ARB 0x8B4E -#define GL_OBJECT_SUBTYPE_ARB 0x8B4F -#define GL_FLOAT_VEC2_ARB 0x8B50 -#define GL_FLOAT_VEC3_ARB 0x8B51 -#define GL_FLOAT_VEC4_ARB 0x8B52 -#define GL_INT_VEC2_ARB 0x8B53 -#define GL_INT_VEC3_ARB 0x8B54 -#define GL_INT_VEC4_ARB 0x8B55 -#define GL_BOOL_ARB 0x8B56 -#define GL_BOOL_VEC2_ARB 0x8B57 -#define GL_BOOL_VEC3_ARB 0x8B58 -#define GL_BOOL_VEC4_ARB 0x8B59 -#define GL_FLOAT_MAT2_ARB 0x8B5A -#define GL_FLOAT_MAT3_ARB 0x8B5B -#define GL_FLOAT_MAT4_ARB 0x8B5C -#define GL_SAMPLER_1D_ARB 0x8B5D -#define GL_SAMPLER_2D_ARB 0x8B5E -#define GL_SAMPLER_3D_ARB 0x8B5F -#define GL_SAMPLER_CUBE_ARB 0x8B60 -#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61 -#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62 -#define GL_SAMPLER_2D_RECT_ARB 0x8B63 -#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 -#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 -#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 -#define GL_OBJECT_LINK_STATUS_ARB 0x8B82 -#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 -#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 -#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 -#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 -#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 -#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 - -typedef char GLcharARB; -typedef unsigned int GLhandleARB; - -typedef void (GLAPIENTRY * PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj); -typedef void (GLAPIENTRY * PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj); -typedef GLhandleARB (GLAPIENTRY * PFNGLCREATEPROGRAMOBJECTARBPROC) (void); -typedef GLhandleARB (GLAPIENTRY * PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType); -typedef void (GLAPIENTRY * PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj); -typedef void (GLAPIENTRY * PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name); -typedef void (GLAPIENTRY * PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei* count, GLhandleARB *obj); -typedef GLhandleARB (GLAPIENTRY * PFNGLGETHANDLEARBPROC) (GLenum pname); -typedef void (GLAPIENTRY * PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *infoLog); -typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *source); -typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint* params); -typedef void (GLAPIENTRY * PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj); -typedef void (GLAPIENTRY * PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB ** string, const GLint *length); -typedef void (GLAPIENTRY * PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj); -typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj); - -#define glAttachObjectARB GLEW_GET_FUN(__glewAttachObjectARB) -#define glCompileShaderARB GLEW_GET_FUN(__glewCompileShaderARB) -#define glCreateProgramObjectARB GLEW_GET_FUN(__glewCreateProgramObjectARB) -#define glCreateShaderObjectARB GLEW_GET_FUN(__glewCreateShaderObjectARB) -#define glDeleteObjectARB GLEW_GET_FUN(__glewDeleteObjectARB) -#define glDetachObjectARB GLEW_GET_FUN(__glewDetachObjectARB) -#define glGetActiveUniformARB GLEW_GET_FUN(__glewGetActiveUniformARB) -#define glGetAttachedObjectsARB GLEW_GET_FUN(__glewGetAttachedObjectsARB) -#define glGetHandleARB GLEW_GET_FUN(__glewGetHandleARB) -#define glGetInfoLogARB GLEW_GET_FUN(__glewGetInfoLogARB) -#define glGetObjectParameterfvARB GLEW_GET_FUN(__glewGetObjectParameterfvARB) -#define glGetObjectParameterivARB GLEW_GET_FUN(__glewGetObjectParameterivARB) -#define glGetShaderSourceARB GLEW_GET_FUN(__glewGetShaderSourceARB) -#define glGetUniformLocationARB GLEW_GET_FUN(__glewGetUniformLocationARB) -#define glGetUniformfvARB GLEW_GET_FUN(__glewGetUniformfvARB) -#define glGetUniformivARB GLEW_GET_FUN(__glewGetUniformivARB) -#define glLinkProgramARB GLEW_GET_FUN(__glewLinkProgramARB) -#define glShaderSourceARB GLEW_GET_FUN(__glewShaderSourceARB) -#define glUniform1fARB GLEW_GET_FUN(__glewUniform1fARB) -#define glUniform1fvARB GLEW_GET_FUN(__glewUniform1fvARB) -#define glUniform1iARB GLEW_GET_FUN(__glewUniform1iARB) -#define glUniform1ivARB GLEW_GET_FUN(__glewUniform1ivARB) -#define glUniform2fARB GLEW_GET_FUN(__glewUniform2fARB) -#define glUniform2fvARB GLEW_GET_FUN(__glewUniform2fvARB) -#define glUniform2iARB GLEW_GET_FUN(__glewUniform2iARB) -#define glUniform2ivARB GLEW_GET_FUN(__glewUniform2ivARB) -#define glUniform3fARB GLEW_GET_FUN(__glewUniform3fARB) -#define glUniform3fvARB GLEW_GET_FUN(__glewUniform3fvARB) -#define glUniform3iARB GLEW_GET_FUN(__glewUniform3iARB) -#define glUniform3ivARB GLEW_GET_FUN(__glewUniform3ivARB) -#define glUniform4fARB GLEW_GET_FUN(__glewUniform4fARB) -#define glUniform4fvARB GLEW_GET_FUN(__glewUniform4fvARB) -#define glUniform4iARB GLEW_GET_FUN(__glewUniform4iARB) -#define glUniform4ivARB GLEW_GET_FUN(__glewUniform4ivARB) -#define glUniformMatrix2fvARB GLEW_GET_FUN(__glewUniformMatrix2fvARB) -#define glUniformMatrix3fvARB GLEW_GET_FUN(__glewUniformMatrix3fvARB) -#define glUniformMatrix4fvARB GLEW_GET_FUN(__glewUniformMatrix4fvARB) -#define glUseProgramObjectARB GLEW_GET_FUN(__glewUseProgramObjectARB) -#define glValidateProgramARB GLEW_GET_FUN(__glewValidateProgramARB) - -#define GLEW_ARB_shader_objects GLEW_GET_VAR(__GLEW_ARB_shader_objects) - -#endif /* GL_ARB_shader_objects */ - -/* ------------------------ GL_ARB_shader_precision ------------------------ */ - -#ifndef GL_ARB_shader_precision -#define GL_ARB_shader_precision 1 - -#define GLEW_ARB_shader_precision GLEW_GET_VAR(__GLEW_ARB_shader_precision) - -#endif /* GL_ARB_shader_precision */ - -/* ---------------------- GL_ARB_shader_stencil_export --------------------- */ - -#ifndef GL_ARB_shader_stencil_export -#define GL_ARB_shader_stencil_export 1 - -#define GLEW_ARB_shader_stencil_export GLEW_GET_VAR(__GLEW_ARB_shader_stencil_export) - -#endif /* GL_ARB_shader_stencil_export */ - -/* ------------------ GL_ARB_shader_storage_buffer_object ------------------ */ - -#ifndef GL_ARB_shader_storage_buffer_object -#define GL_ARB_shader_storage_buffer_object 1 - -#define GL_SHADER_STORAGE_BARRIER_BIT 0x2000 -#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 -#define GL_SHADER_STORAGE_BUFFER 0x90D2 -#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 -#define GL_SHADER_STORAGE_BUFFER_START 0x90D4 -#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 -#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 -#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 -#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 -#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 -#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA -#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB -#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC -#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD -#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE -#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF - -typedef void (GLAPIENTRY * PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); - -#define glShaderStorageBlockBinding GLEW_GET_FUN(__glewShaderStorageBlockBinding) - -#define GLEW_ARB_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_ARB_shader_storage_buffer_object) - -#endif /* GL_ARB_shader_storage_buffer_object */ - -/* ------------------------ GL_ARB_shader_subroutine ----------------------- */ - -#ifndef GL_ARB_shader_subroutine -#define GL_ARB_shader_subroutine 1 - -#define GL_ACTIVE_SUBROUTINES 0x8DE5 -#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 -#define GL_MAX_SUBROUTINES 0x8DE7 -#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 -#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 -#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 -#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 -#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A -#define GL_COMPATIBLE_SUBROUTINES 0x8E4B - -typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name); -typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name); -typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint* values); -typedef GLuint (GLAPIENTRY * PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar* name); -typedef GLint (GLAPIENTRY * PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint* params); -typedef void (GLAPIENTRY * PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint* indices); - -#define glGetActiveSubroutineName GLEW_GET_FUN(__glewGetActiveSubroutineName) -#define glGetActiveSubroutineUniformName GLEW_GET_FUN(__glewGetActiveSubroutineUniformName) -#define glGetActiveSubroutineUniformiv GLEW_GET_FUN(__glewGetActiveSubroutineUniformiv) -#define glGetProgramStageiv GLEW_GET_FUN(__glewGetProgramStageiv) -#define glGetSubroutineIndex GLEW_GET_FUN(__glewGetSubroutineIndex) -#define glGetSubroutineUniformLocation GLEW_GET_FUN(__glewGetSubroutineUniformLocation) -#define glGetUniformSubroutineuiv GLEW_GET_FUN(__glewGetUniformSubroutineuiv) -#define glUniformSubroutinesuiv GLEW_GET_FUN(__glewUniformSubroutinesuiv) - -#define GLEW_ARB_shader_subroutine GLEW_GET_VAR(__GLEW_ARB_shader_subroutine) - -#endif /* GL_ARB_shader_subroutine */ - -/* ------------------ GL_ARB_shader_texture_image_samples ------------------ */ - -#ifndef GL_ARB_shader_texture_image_samples -#define GL_ARB_shader_texture_image_samples 1 - -#define GLEW_ARB_shader_texture_image_samples GLEW_GET_VAR(__GLEW_ARB_shader_texture_image_samples) - -#endif /* GL_ARB_shader_texture_image_samples */ - -/* ----------------------- GL_ARB_shader_texture_lod ----------------------- */ - -#ifndef GL_ARB_shader_texture_lod -#define GL_ARB_shader_texture_lod 1 - -#define GLEW_ARB_shader_texture_lod GLEW_GET_VAR(__GLEW_ARB_shader_texture_lod) - -#endif /* GL_ARB_shader_texture_lod */ - -/* ------------------- GL_ARB_shader_viewport_layer_array ------------------ */ - -#ifndef GL_ARB_shader_viewport_layer_array -#define GL_ARB_shader_viewport_layer_array 1 - -#define GLEW_ARB_shader_viewport_layer_array GLEW_GET_VAR(__GLEW_ARB_shader_viewport_layer_array) - -#endif /* GL_ARB_shader_viewport_layer_array */ - -/* ---------------------- GL_ARB_shading_language_100 ---------------------- */ - -#ifndef GL_ARB_shading_language_100 -#define GL_ARB_shading_language_100 1 - -#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C - -#define GLEW_ARB_shading_language_100 GLEW_GET_VAR(__GLEW_ARB_shading_language_100) - -#endif /* GL_ARB_shading_language_100 */ - -/* -------------------- GL_ARB_shading_language_420pack -------------------- */ - -#ifndef GL_ARB_shading_language_420pack -#define GL_ARB_shading_language_420pack 1 - -#define GLEW_ARB_shading_language_420pack GLEW_GET_VAR(__GLEW_ARB_shading_language_420pack) - -#endif /* GL_ARB_shading_language_420pack */ - -/* -------------------- GL_ARB_shading_language_include -------------------- */ - -#ifndef GL_ARB_shading_language_include -#define GL_ARB_shading_language_include 1 - -#define GL_SHADER_INCLUDE_ARB 0x8DAE -#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9 -#define GL_NAMED_STRING_TYPE_ARB 0x8DEA - -typedef void (GLAPIENTRY * PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar* const *path, const GLint *length); -typedef void (GLAPIENTRY * PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name, GLsizei bufSize, GLint *stringlen, GLchar *string); -typedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar* name, GLenum pname, GLint *params); -typedef GLboolean (GLAPIENTRY * PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar* name, GLint stringlen, const GLchar *string); - -#define glCompileShaderIncludeARB GLEW_GET_FUN(__glewCompileShaderIncludeARB) -#define glDeleteNamedStringARB GLEW_GET_FUN(__glewDeleteNamedStringARB) -#define glGetNamedStringARB GLEW_GET_FUN(__glewGetNamedStringARB) -#define glGetNamedStringivARB GLEW_GET_FUN(__glewGetNamedStringivARB) -#define glIsNamedStringARB GLEW_GET_FUN(__glewIsNamedStringARB) -#define glNamedStringARB GLEW_GET_FUN(__glewNamedStringARB) - -#define GLEW_ARB_shading_language_include GLEW_GET_VAR(__GLEW_ARB_shading_language_include) - -#endif /* GL_ARB_shading_language_include */ - -/* -------------------- GL_ARB_shading_language_packing -------------------- */ - -#ifndef GL_ARB_shading_language_packing -#define GL_ARB_shading_language_packing 1 - -#define GLEW_ARB_shading_language_packing GLEW_GET_VAR(__GLEW_ARB_shading_language_packing) - -#endif /* GL_ARB_shading_language_packing */ - -/* ----------------------------- GL_ARB_shadow ----------------------------- */ - -#ifndef GL_ARB_shadow -#define GL_ARB_shadow 1 - -#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C -#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D -#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E - -#define GLEW_ARB_shadow GLEW_GET_VAR(__GLEW_ARB_shadow) - -#endif /* GL_ARB_shadow */ - -/* ------------------------- GL_ARB_shadow_ambient ------------------------- */ - -#ifndef GL_ARB_shadow_ambient -#define GL_ARB_shadow_ambient 1 - -#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF - -#define GLEW_ARB_shadow_ambient GLEW_GET_VAR(__GLEW_ARB_shadow_ambient) - -#endif /* GL_ARB_shadow_ambient */ - -/* -------------------------- GL_ARB_sparse_buffer ------------------------- */ - -#ifndef GL_ARB_sparse_buffer -#define GL_ARB_sparse_buffer 1 - -#define GL_SPARSE_STORAGE_BIT_ARB 0x0400 -#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8 - -typedef void (GLAPIENTRY * PFNGLBUFFERPAGECOMMITMENTARBPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); - -#define glBufferPageCommitmentARB GLEW_GET_FUN(__glewBufferPageCommitmentARB) - -#define GLEW_ARB_sparse_buffer GLEW_GET_VAR(__GLEW_ARB_sparse_buffer) - -#endif /* GL_ARB_sparse_buffer */ - -/* ------------------------- GL_ARB_sparse_texture ------------------------- */ - -#ifndef GL_ARB_sparse_texture -#define GL_ARB_sparse_texture 1 - -#define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195 -#define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196 -#define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197 -#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198 -#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199 -#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A -#define GL_TEXTURE_SPARSE_ARB 0x91A6 -#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7 -#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8 -#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9 -#define GL_NUM_SPARSE_LEVELS_ARB 0x91AA - -typedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); - -#define glTexPageCommitmentARB GLEW_GET_FUN(__glewTexPageCommitmentARB) - -#define GLEW_ARB_sparse_texture GLEW_GET_VAR(__GLEW_ARB_sparse_texture) - -#endif /* GL_ARB_sparse_texture */ - -/* ------------------------- GL_ARB_sparse_texture2 ------------------------ */ - -#ifndef GL_ARB_sparse_texture2 -#define GL_ARB_sparse_texture2 1 - -#define GLEW_ARB_sparse_texture2 GLEW_GET_VAR(__GLEW_ARB_sparse_texture2) - -#endif /* GL_ARB_sparse_texture2 */ - -/* ---------------------- GL_ARB_sparse_texture_clamp ---------------------- */ - -#ifndef GL_ARB_sparse_texture_clamp -#define GL_ARB_sparse_texture_clamp 1 - -#define GLEW_ARB_sparse_texture_clamp GLEW_GET_VAR(__GLEW_ARB_sparse_texture_clamp) - -#endif /* GL_ARB_sparse_texture_clamp */ - -/* ------------------------ GL_ARB_spirv_extensions ------------------------ */ - -#ifndef GL_ARB_spirv_extensions -#define GL_ARB_spirv_extensions 1 - -#define GL_SPIR_V_EXTENSIONS 0x9553 -#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 - -#define GLEW_ARB_spirv_extensions GLEW_GET_VAR(__GLEW_ARB_spirv_extensions) - -#endif /* GL_ARB_spirv_extensions */ - -/* ------------------------ GL_ARB_stencil_texturing ----------------------- */ - -#ifndef GL_ARB_stencil_texturing -#define GL_ARB_stencil_texturing 1 - -#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA - -#define GLEW_ARB_stencil_texturing GLEW_GET_VAR(__GLEW_ARB_stencil_texturing) - -#endif /* GL_ARB_stencil_texturing */ - -/* ------------------------------ GL_ARB_sync ------------------------------ */ - -#ifndef GL_ARB_sync -#define GL_ARB_sync 1 - -#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 -#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 -#define GL_OBJECT_TYPE 0x9112 -#define GL_SYNC_CONDITION 0x9113 -#define GL_SYNC_STATUS 0x9114 -#define GL_SYNC_FLAGS 0x9115 -#define GL_SYNC_FENCE 0x9116 -#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 -#define GL_UNSIGNALED 0x9118 -#define GL_SIGNALED 0x9119 -#define GL_ALREADY_SIGNALED 0x911A -#define GL_TIMEOUT_EXPIRED 0x911B -#define GL_CONDITION_SATISFIED 0x911C -#define GL_WAIT_FAILED 0x911D -#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull - -typedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout); -typedef void (GLAPIENTRY * PFNGLDELETESYNCPROC) (GLsync GLsync); -typedef GLsync (GLAPIENTRY * PFNGLFENCESYNCPROC) (GLenum condition,GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETSYNCIVPROC) (GLsync GLsync,GLenum pname,GLsizei bufSize,GLsizei* length, GLint *values); -typedef GLboolean (GLAPIENTRY * PFNGLISSYNCPROC) (GLsync GLsync); -typedef void (GLAPIENTRY * PFNGLWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout); - -#define glClientWaitSync GLEW_GET_FUN(__glewClientWaitSync) -#define glDeleteSync GLEW_GET_FUN(__glewDeleteSync) -#define glFenceSync GLEW_GET_FUN(__glewFenceSync) -#define glGetInteger64v GLEW_GET_FUN(__glewGetInteger64v) -#define glGetSynciv GLEW_GET_FUN(__glewGetSynciv) -#define glIsSync GLEW_GET_FUN(__glewIsSync) -#define glWaitSync GLEW_GET_FUN(__glewWaitSync) - -#define GLEW_ARB_sync GLEW_GET_VAR(__GLEW_ARB_sync) - -#endif /* GL_ARB_sync */ - -/* ----------------------- GL_ARB_tessellation_shader ---------------------- */ - -#ifndef GL_ARB_tessellation_shader -#define GL_ARB_tessellation_shader 1 - -#define GL_PATCHES 0xE -#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 -#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 -#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C -#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D -#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E -#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F -#define GL_PATCH_VERTICES 0x8E72 -#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 -#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 -#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 -#define GL_TESS_GEN_MODE 0x8E76 -#define GL_TESS_GEN_SPACING 0x8E77 -#define GL_TESS_GEN_VERTEX_ORDER 0x8E78 -#define GL_TESS_GEN_POINT_MODE 0x8E79 -#define GL_ISOLINES 0x8E7A -#define GL_FRACTIONAL_ODD 0x8E7B -#define GL_FRACTIONAL_EVEN 0x8E7C -#define GL_MAX_PATCH_VERTICES 0x8E7D -#define GL_MAX_TESS_GEN_LEVEL 0x8E7E -#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F -#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 -#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 -#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 -#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 -#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 -#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 -#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 -#define GL_TESS_EVALUATION_SHADER 0x8E87 -#define GL_TESS_CONTROL_SHADER 0x8E88 -#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 -#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A - -typedef void (GLAPIENTRY * PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat* values); -typedef void (GLAPIENTRY * PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value); - -#define glPatchParameterfv GLEW_GET_FUN(__glewPatchParameterfv) -#define glPatchParameteri GLEW_GET_FUN(__glewPatchParameteri) - -#define GLEW_ARB_tessellation_shader GLEW_GET_VAR(__GLEW_ARB_tessellation_shader) - -#endif /* GL_ARB_tessellation_shader */ - -/* ------------------------- GL_ARB_texture_barrier ------------------------ */ - -#ifndef GL_ARB_texture_barrier -#define GL_ARB_texture_barrier 1 - -typedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERPROC) (void); - -#define glTextureBarrier GLEW_GET_FUN(__glewTextureBarrier) - -#define GLEW_ARB_texture_barrier GLEW_GET_VAR(__GLEW_ARB_texture_barrier) - -#endif /* GL_ARB_texture_barrier */ - -/* ---------------------- GL_ARB_texture_border_clamp ---------------------- */ - -#ifndef GL_ARB_texture_border_clamp -#define GL_ARB_texture_border_clamp 1 - -#define GL_CLAMP_TO_BORDER_ARB 0x812D - -#define GLEW_ARB_texture_border_clamp GLEW_GET_VAR(__GLEW_ARB_texture_border_clamp) - -#endif /* GL_ARB_texture_border_clamp */ - -/* ---------------------- GL_ARB_texture_buffer_object --------------------- */ - -#ifndef GL_ARB_texture_buffer_object -#define GL_ARB_texture_buffer_object 1 - -#define GL_TEXTURE_BUFFER_ARB 0x8C2A -#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B -#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C -#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D -#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E - -typedef void (GLAPIENTRY * PFNGLTEXBUFFERARBPROC) (GLenum target, GLenum internalformat, GLuint buffer); - -#define glTexBufferARB GLEW_GET_FUN(__glewTexBufferARB) - -#define GLEW_ARB_texture_buffer_object GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object) - -#endif /* GL_ARB_texture_buffer_object */ - -/* ------------------- GL_ARB_texture_buffer_object_rgb32 ------------------ */ - -#ifndef GL_ARB_texture_buffer_object_rgb32 -#define GL_ARB_texture_buffer_object_rgb32 1 - -#define GLEW_ARB_texture_buffer_object_rgb32 GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object_rgb32) - -#endif /* GL_ARB_texture_buffer_object_rgb32 */ - -/* ---------------------- GL_ARB_texture_buffer_range ---------------------- */ - -#ifndef GL_ARB_texture_buffer_range -#define GL_ARB_texture_buffer_range 1 - -#define GL_TEXTURE_BUFFER_OFFSET 0x919D -#define GL_TEXTURE_BUFFER_SIZE 0x919E -#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F - -typedef void (GLAPIENTRY * PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); - -#define glTexBufferRange GLEW_GET_FUN(__glewTexBufferRange) -#define glTextureBufferRangeEXT GLEW_GET_FUN(__glewTextureBufferRangeEXT) - -#define GLEW_ARB_texture_buffer_range GLEW_GET_VAR(__GLEW_ARB_texture_buffer_range) - -#endif /* GL_ARB_texture_buffer_range */ - -/* ----------------------- GL_ARB_texture_compression ---------------------- */ - -#ifndef GL_ARB_texture_compression -#define GL_ARB_texture_compression 1 - -#define GL_COMPRESSED_ALPHA_ARB 0x84E9 -#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA -#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB -#define GL_COMPRESSED_INTENSITY_ARB 0x84EC -#define GL_COMPRESSED_RGB_ARB 0x84ED -#define GL_COMPRESSED_RGBA_ARB 0x84EE -#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF -#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 -#define GL_TEXTURE_COMPRESSED_ARB 0x86A1 -#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 -#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 - -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, void *img); - -#define glCompressedTexImage1DARB GLEW_GET_FUN(__glewCompressedTexImage1DARB) -#define glCompressedTexImage2DARB GLEW_GET_FUN(__glewCompressedTexImage2DARB) -#define glCompressedTexImage3DARB GLEW_GET_FUN(__glewCompressedTexImage3DARB) -#define glCompressedTexSubImage1DARB GLEW_GET_FUN(__glewCompressedTexSubImage1DARB) -#define glCompressedTexSubImage2DARB GLEW_GET_FUN(__glewCompressedTexSubImage2DARB) -#define glCompressedTexSubImage3DARB GLEW_GET_FUN(__glewCompressedTexSubImage3DARB) -#define glGetCompressedTexImageARB GLEW_GET_FUN(__glewGetCompressedTexImageARB) - -#define GLEW_ARB_texture_compression GLEW_GET_VAR(__GLEW_ARB_texture_compression) - -#endif /* GL_ARB_texture_compression */ - -/* -------------------- GL_ARB_texture_compression_bptc -------------------- */ - -#ifndef GL_ARB_texture_compression_bptc -#define GL_ARB_texture_compression_bptc 1 - -#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C -#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D -#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E -#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F - -#define GLEW_ARB_texture_compression_bptc GLEW_GET_VAR(__GLEW_ARB_texture_compression_bptc) - -#endif /* GL_ARB_texture_compression_bptc */ - -/* -------------------- GL_ARB_texture_compression_rgtc -------------------- */ - -#ifndef GL_ARB_texture_compression_rgtc -#define GL_ARB_texture_compression_rgtc 1 - -#define GL_COMPRESSED_RED_RGTC1 0x8DBB -#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC -#define GL_COMPRESSED_RG_RGTC2 0x8DBD -#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE - -#define GLEW_ARB_texture_compression_rgtc GLEW_GET_VAR(__GLEW_ARB_texture_compression_rgtc) - -#endif /* GL_ARB_texture_compression_rgtc */ - -/* ------------------------ GL_ARB_texture_cube_map ------------------------ */ - -#ifndef GL_ARB_texture_cube_map -#define GL_ARB_texture_cube_map 1 - -#define GL_NORMAL_MAP_ARB 0x8511 -#define GL_REFLECTION_MAP_ARB 0x8512 -#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 -#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A -#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B -#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C - -#define GLEW_ARB_texture_cube_map GLEW_GET_VAR(__GLEW_ARB_texture_cube_map) - -#endif /* GL_ARB_texture_cube_map */ - -/* --------------------- GL_ARB_texture_cube_map_array --------------------- */ - -#ifndef GL_ARB_texture_cube_map_array -#define GL_ARB_texture_cube_map_array 1 - -#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009 -#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A -#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B -#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C -#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D -#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E -#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F - -#define GLEW_ARB_texture_cube_map_array GLEW_GET_VAR(__GLEW_ARB_texture_cube_map_array) - -#endif /* GL_ARB_texture_cube_map_array */ - -/* ------------------------- GL_ARB_texture_env_add ------------------------ */ - -#ifndef GL_ARB_texture_env_add -#define GL_ARB_texture_env_add 1 - -#define GLEW_ARB_texture_env_add GLEW_GET_VAR(__GLEW_ARB_texture_env_add) - -#endif /* GL_ARB_texture_env_add */ - -/* ----------------------- GL_ARB_texture_env_combine ---------------------- */ - -#ifndef GL_ARB_texture_env_combine -#define GL_ARB_texture_env_combine 1 - -#define GL_SUBTRACT_ARB 0x84E7 -#define GL_COMBINE_ARB 0x8570 -#define GL_COMBINE_RGB_ARB 0x8571 -#define GL_COMBINE_ALPHA_ARB 0x8572 -#define GL_RGB_SCALE_ARB 0x8573 -#define GL_ADD_SIGNED_ARB 0x8574 -#define GL_INTERPOLATE_ARB 0x8575 -#define GL_CONSTANT_ARB 0x8576 -#define GL_PRIMARY_COLOR_ARB 0x8577 -#define GL_PREVIOUS_ARB 0x8578 -#define GL_SOURCE0_RGB_ARB 0x8580 -#define GL_SOURCE1_RGB_ARB 0x8581 -#define GL_SOURCE2_RGB_ARB 0x8582 -#define GL_SOURCE0_ALPHA_ARB 0x8588 -#define GL_SOURCE1_ALPHA_ARB 0x8589 -#define GL_SOURCE2_ALPHA_ARB 0x858A -#define GL_OPERAND0_RGB_ARB 0x8590 -#define GL_OPERAND1_RGB_ARB 0x8591 -#define GL_OPERAND2_RGB_ARB 0x8592 -#define GL_OPERAND0_ALPHA_ARB 0x8598 -#define GL_OPERAND1_ALPHA_ARB 0x8599 -#define GL_OPERAND2_ALPHA_ARB 0x859A - -#define GLEW_ARB_texture_env_combine GLEW_GET_VAR(__GLEW_ARB_texture_env_combine) - -#endif /* GL_ARB_texture_env_combine */ - -/* ---------------------- GL_ARB_texture_env_crossbar ---------------------- */ - -#ifndef GL_ARB_texture_env_crossbar -#define GL_ARB_texture_env_crossbar 1 - -#define GLEW_ARB_texture_env_crossbar GLEW_GET_VAR(__GLEW_ARB_texture_env_crossbar) - -#endif /* GL_ARB_texture_env_crossbar */ - -/* ------------------------ GL_ARB_texture_env_dot3 ------------------------ */ - -#ifndef GL_ARB_texture_env_dot3 -#define GL_ARB_texture_env_dot3 1 - -#define GL_DOT3_RGB_ARB 0x86AE -#define GL_DOT3_RGBA_ARB 0x86AF - -#define GLEW_ARB_texture_env_dot3 GLEW_GET_VAR(__GLEW_ARB_texture_env_dot3) - -#endif /* GL_ARB_texture_env_dot3 */ - -/* ------------------- GL_ARB_texture_filter_anisotropic ------------------- */ - -#ifndef GL_ARB_texture_filter_anisotropic -#define GL_ARB_texture_filter_anisotropic 1 - -#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE -#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF - -#define GLEW_ARB_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_ARB_texture_filter_anisotropic) - -#endif /* GL_ARB_texture_filter_anisotropic */ - -/* ---------------------- GL_ARB_texture_filter_minmax --------------------- */ - -#ifndef GL_ARB_texture_filter_minmax -#define GL_ARB_texture_filter_minmax 1 - -#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366 -#define GL_WEIGHTED_AVERAGE_ARB 0x9367 - -#define GLEW_ARB_texture_filter_minmax GLEW_GET_VAR(__GLEW_ARB_texture_filter_minmax) - -#endif /* GL_ARB_texture_filter_minmax */ - -/* -------------------------- GL_ARB_texture_float ------------------------- */ - -#ifndef GL_ARB_texture_float -#define GL_ARB_texture_float 1 - -#define GL_RGBA32F_ARB 0x8814 -#define GL_RGB32F_ARB 0x8815 -#define GL_ALPHA32F_ARB 0x8816 -#define GL_INTENSITY32F_ARB 0x8817 -#define GL_LUMINANCE32F_ARB 0x8818 -#define GL_LUMINANCE_ALPHA32F_ARB 0x8819 -#define GL_RGBA16F_ARB 0x881A -#define GL_RGB16F_ARB 0x881B -#define GL_ALPHA16F_ARB 0x881C -#define GL_INTENSITY16F_ARB 0x881D -#define GL_LUMINANCE16F_ARB 0x881E -#define GL_LUMINANCE_ALPHA16F_ARB 0x881F -#define GL_TEXTURE_RED_TYPE_ARB 0x8C10 -#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11 -#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12 -#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13 -#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14 -#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15 -#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16 -#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17 - -#define GLEW_ARB_texture_float GLEW_GET_VAR(__GLEW_ARB_texture_float) - -#endif /* GL_ARB_texture_float */ - -/* ------------------------- GL_ARB_texture_gather ------------------------- */ - -#ifndef GL_ARB_texture_gather -#define GL_ARB_texture_gather 1 - -#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E -#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F -#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F - -#define GLEW_ARB_texture_gather GLEW_GET_VAR(__GLEW_ARB_texture_gather) - -#endif /* GL_ARB_texture_gather */ - -/* ------------------ GL_ARB_texture_mirror_clamp_to_edge ------------------ */ - -#ifndef GL_ARB_texture_mirror_clamp_to_edge -#define GL_ARB_texture_mirror_clamp_to_edge 1 - -#define GL_MIRROR_CLAMP_TO_EDGE 0x8743 - -#define GLEW_ARB_texture_mirror_clamp_to_edge GLEW_GET_VAR(__GLEW_ARB_texture_mirror_clamp_to_edge) - -#endif /* GL_ARB_texture_mirror_clamp_to_edge */ - -/* --------------------- GL_ARB_texture_mirrored_repeat -------------------- */ - -#ifndef GL_ARB_texture_mirrored_repeat -#define GL_ARB_texture_mirrored_repeat 1 - -#define GL_MIRRORED_REPEAT_ARB 0x8370 - -#define GLEW_ARB_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_ARB_texture_mirrored_repeat) - -#endif /* GL_ARB_texture_mirrored_repeat */ - -/* ----------------------- GL_ARB_texture_multisample ---------------------- */ - -#ifndef GL_ARB_texture_multisample -#define GL_ARB_texture_multisample 1 - -#define GL_SAMPLE_POSITION 0x8E50 -#define GL_SAMPLE_MASK 0x8E51 -#define GL_SAMPLE_MASK_VALUE 0x8E52 -#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 -#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 -#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 -#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 -#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 -#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 -#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 -#define GL_TEXTURE_SAMPLES 0x9106 -#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 -#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 -#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 -#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A -#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B -#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C -#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D -#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E -#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F -#define GL_MAX_INTEGER_SAMPLES 0x9110 - -typedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat* val); -typedef void (GLAPIENTRY * PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask); -typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); - -#define glGetMultisamplefv GLEW_GET_FUN(__glewGetMultisamplefv) -#define glSampleMaski GLEW_GET_FUN(__glewSampleMaski) -#define glTexImage2DMultisample GLEW_GET_FUN(__glewTexImage2DMultisample) -#define glTexImage3DMultisample GLEW_GET_FUN(__glewTexImage3DMultisample) - -#define GLEW_ARB_texture_multisample GLEW_GET_VAR(__GLEW_ARB_texture_multisample) - -#endif /* GL_ARB_texture_multisample */ - -/* -------------------- GL_ARB_texture_non_power_of_two -------------------- */ - -#ifndef GL_ARB_texture_non_power_of_two -#define GL_ARB_texture_non_power_of_two 1 - -#define GLEW_ARB_texture_non_power_of_two GLEW_GET_VAR(__GLEW_ARB_texture_non_power_of_two) - -#endif /* GL_ARB_texture_non_power_of_two */ - -/* ---------------------- GL_ARB_texture_query_levels ---------------------- */ - -#ifndef GL_ARB_texture_query_levels -#define GL_ARB_texture_query_levels 1 - -#define GLEW_ARB_texture_query_levels GLEW_GET_VAR(__GLEW_ARB_texture_query_levels) - -#endif /* GL_ARB_texture_query_levels */ - -/* ------------------------ GL_ARB_texture_query_lod ----------------------- */ - -#ifndef GL_ARB_texture_query_lod -#define GL_ARB_texture_query_lod 1 - -#define GLEW_ARB_texture_query_lod GLEW_GET_VAR(__GLEW_ARB_texture_query_lod) - -#endif /* GL_ARB_texture_query_lod */ - -/* ------------------------ GL_ARB_texture_rectangle ----------------------- */ - -#ifndef GL_ARB_texture_rectangle -#define GL_ARB_texture_rectangle 1 - -#define GL_TEXTURE_RECTANGLE_ARB 0x84F5 -#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6 -#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7 -#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 -#define GL_SAMPLER_2D_RECT_ARB 0x8B63 -#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 - -#define GLEW_ARB_texture_rectangle GLEW_GET_VAR(__GLEW_ARB_texture_rectangle) - -#endif /* GL_ARB_texture_rectangle */ - -/* --------------------------- GL_ARB_texture_rg --------------------------- */ - -#ifndef GL_ARB_texture_rg -#define GL_ARB_texture_rg 1 - -#define GL_COMPRESSED_RED 0x8225 -#define GL_COMPRESSED_RG 0x8226 -#define GL_RG 0x8227 -#define GL_RG_INTEGER 0x8228 -#define GL_R8 0x8229 -#define GL_R16 0x822A -#define GL_RG8 0x822B -#define GL_RG16 0x822C -#define GL_R16F 0x822D -#define GL_R32F 0x822E -#define GL_RG16F 0x822F -#define GL_RG32F 0x8230 -#define GL_R8I 0x8231 -#define GL_R8UI 0x8232 -#define GL_R16I 0x8233 -#define GL_R16UI 0x8234 -#define GL_R32I 0x8235 -#define GL_R32UI 0x8236 -#define GL_RG8I 0x8237 -#define GL_RG8UI 0x8238 -#define GL_RG16I 0x8239 -#define GL_RG16UI 0x823A -#define GL_RG32I 0x823B -#define GL_RG32UI 0x823C - -#define GLEW_ARB_texture_rg GLEW_GET_VAR(__GLEW_ARB_texture_rg) - -#endif /* GL_ARB_texture_rg */ - -/* ----------------------- GL_ARB_texture_rgb10_a2ui ----------------------- */ - -#ifndef GL_ARB_texture_rgb10_a2ui -#define GL_ARB_texture_rgb10_a2ui 1 - -#define GL_RGB10_A2UI 0x906F - -#define GLEW_ARB_texture_rgb10_a2ui GLEW_GET_VAR(__GLEW_ARB_texture_rgb10_a2ui) - -#endif /* GL_ARB_texture_rgb10_a2ui */ - -/* ------------------------ GL_ARB_texture_stencil8 ------------------------ */ - -#ifndef GL_ARB_texture_stencil8 -#define GL_ARB_texture_stencil8 1 - -#define GL_STENCIL_INDEX 0x1901 -#define GL_STENCIL_INDEX8 0x8D48 - -#define GLEW_ARB_texture_stencil8 GLEW_GET_VAR(__GLEW_ARB_texture_stencil8) - -#endif /* GL_ARB_texture_stencil8 */ - -/* ------------------------- GL_ARB_texture_storage ------------------------ */ - -#ifndef GL_ARB_texture_storage -#define GL_ARB_texture_storage 1 - -#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F - -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); - -#define glTexStorage1D GLEW_GET_FUN(__glewTexStorage1D) -#define glTexStorage2D GLEW_GET_FUN(__glewTexStorage2D) -#define glTexStorage3D GLEW_GET_FUN(__glewTexStorage3D) - -#define GLEW_ARB_texture_storage GLEW_GET_VAR(__GLEW_ARB_texture_storage) - -#endif /* GL_ARB_texture_storage */ - -/* ------------------- GL_ARB_texture_storage_multisample ------------------ */ - -#ifndef GL_ARB_texture_storage_multisample -#define GL_ARB_texture_storage_multisample 1 - -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); - -#define glTexStorage2DMultisample GLEW_GET_FUN(__glewTexStorage2DMultisample) -#define glTexStorage3DMultisample GLEW_GET_FUN(__glewTexStorage3DMultisample) -#define glTextureStorage2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage2DMultisampleEXT) -#define glTextureStorage3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage3DMultisampleEXT) - -#define GLEW_ARB_texture_storage_multisample GLEW_GET_VAR(__GLEW_ARB_texture_storage_multisample) - -#endif /* GL_ARB_texture_storage_multisample */ - -/* ------------------------- GL_ARB_texture_swizzle ------------------------ */ - -#ifndef GL_ARB_texture_swizzle -#define GL_ARB_texture_swizzle 1 - -#define GL_TEXTURE_SWIZZLE_R 0x8E42 -#define GL_TEXTURE_SWIZZLE_G 0x8E43 -#define GL_TEXTURE_SWIZZLE_B 0x8E44 -#define GL_TEXTURE_SWIZZLE_A 0x8E45 -#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 - -#define GLEW_ARB_texture_swizzle GLEW_GET_VAR(__GLEW_ARB_texture_swizzle) - -#endif /* GL_ARB_texture_swizzle */ - -/* -------------------------- GL_ARB_texture_view -------------------------- */ - -#ifndef GL_ARB_texture_view -#define GL_ARB_texture_view 1 - -#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB -#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC -#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD -#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE -#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF - -typedef void (GLAPIENTRY * PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); - -#define glTextureView GLEW_GET_FUN(__glewTextureView) - -#define GLEW_ARB_texture_view GLEW_GET_VAR(__GLEW_ARB_texture_view) - -#endif /* GL_ARB_texture_view */ - -/* --------------------------- GL_ARB_timer_query -------------------------- */ - -#ifndef GL_ARB_timer_query -#define GL_ARB_timer_query 1 - -#define GL_TIME_ELAPSED 0x88BF -#define GL_TIMESTAMP 0x8E28 - -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64* params); -typedef void (GLAPIENTRY * PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target); - -#define glGetQueryObjecti64v GLEW_GET_FUN(__glewGetQueryObjecti64v) -#define glGetQueryObjectui64v GLEW_GET_FUN(__glewGetQueryObjectui64v) -#define glQueryCounter GLEW_GET_FUN(__glewQueryCounter) - -#define GLEW_ARB_timer_query GLEW_GET_VAR(__GLEW_ARB_timer_query) - -#endif /* GL_ARB_timer_query */ - -/* ----------------------- GL_ARB_transform_feedback2 ---------------------- */ - -#ifndef GL_ARB_transform_feedback2 -#define GL_ARB_transform_feedback2 1 - -#define GL_TRANSFORM_FEEDBACK 0x8E22 -#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 -#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 -#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 - -typedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id); -typedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids); -typedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKPROC) (void); -typedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKPROC) (void); - -#define glBindTransformFeedback GLEW_GET_FUN(__glewBindTransformFeedback) -#define glDeleteTransformFeedbacks GLEW_GET_FUN(__glewDeleteTransformFeedbacks) -#define glDrawTransformFeedback GLEW_GET_FUN(__glewDrawTransformFeedback) -#define glGenTransformFeedbacks GLEW_GET_FUN(__glewGenTransformFeedbacks) -#define glIsTransformFeedback GLEW_GET_FUN(__glewIsTransformFeedback) -#define glPauseTransformFeedback GLEW_GET_FUN(__glewPauseTransformFeedback) -#define glResumeTransformFeedback GLEW_GET_FUN(__glewResumeTransformFeedback) - -#define GLEW_ARB_transform_feedback2 GLEW_GET_VAR(__GLEW_ARB_transform_feedback2) - -#endif /* GL_ARB_transform_feedback2 */ - -/* ----------------------- GL_ARB_transform_feedback3 ---------------------- */ - -#ifndef GL_ARB_transform_feedback3 -#define GL_ARB_transform_feedback3 1 - -#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 -#define GL_MAX_VERTEX_STREAMS 0x8E71 - -typedef void (GLAPIENTRY * PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id); -typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream); -typedef void (GLAPIENTRY * PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params); - -#define glBeginQueryIndexed GLEW_GET_FUN(__glewBeginQueryIndexed) -#define glDrawTransformFeedbackStream GLEW_GET_FUN(__glewDrawTransformFeedbackStream) -#define glEndQueryIndexed GLEW_GET_FUN(__glewEndQueryIndexed) -#define glGetQueryIndexediv GLEW_GET_FUN(__glewGetQueryIndexediv) - -#define GLEW_ARB_transform_feedback3 GLEW_GET_VAR(__GLEW_ARB_transform_feedback3) - -#endif /* GL_ARB_transform_feedback3 */ - -/* ------------------ GL_ARB_transform_feedback_instanced ------------------ */ - -#ifndef GL_ARB_transform_feedback_instanced -#define GL_ARB_transform_feedback_instanced 1 - -typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei primcount); - -#define glDrawTransformFeedbackInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackInstanced) -#define glDrawTransformFeedbackStreamInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackStreamInstanced) - -#define GLEW_ARB_transform_feedback_instanced GLEW_GET_VAR(__GLEW_ARB_transform_feedback_instanced) - -#endif /* GL_ARB_transform_feedback_instanced */ - -/* ---------------- GL_ARB_transform_feedback_overflow_query --------------- */ - -#ifndef GL_ARB_transform_feedback_overflow_query -#define GL_ARB_transform_feedback_overflow_query 1 - -#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC -#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED - -#define GLEW_ARB_transform_feedback_overflow_query GLEW_GET_VAR(__GLEW_ARB_transform_feedback_overflow_query) - -#endif /* GL_ARB_transform_feedback_overflow_query */ - -/* ------------------------ GL_ARB_transpose_matrix ------------------------ */ - -#ifndef GL_ARB_transpose_matrix -#define GL_ARB_transpose_matrix 1 - -#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3 -#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4 -#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5 -#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6 - -typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]); -typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]); -typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]); -typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]); - -#define glLoadTransposeMatrixdARB GLEW_GET_FUN(__glewLoadTransposeMatrixdARB) -#define glLoadTransposeMatrixfARB GLEW_GET_FUN(__glewLoadTransposeMatrixfARB) -#define glMultTransposeMatrixdARB GLEW_GET_FUN(__glewMultTransposeMatrixdARB) -#define glMultTransposeMatrixfARB GLEW_GET_FUN(__glewMultTransposeMatrixfARB) - -#define GLEW_ARB_transpose_matrix GLEW_GET_VAR(__GLEW_ARB_transpose_matrix) - -#endif /* GL_ARB_transpose_matrix */ - -/* ---------------------- GL_ARB_uniform_buffer_object --------------------- */ - -#ifndef GL_ARB_uniform_buffer_object -#define GL_ARB_uniform_buffer_object 1 - -#define GL_UNIFORM_BUFFER 0x8A11 -#define GL_UNIFORM_BUFFER_BINDING 0x8A28 -#define GL_UNIFORM_BUFFER_START 0x8A29 -#define GL_UNIFORM_BUFFER_SIZE 0x8A2A -#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B -#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C -#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D -#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E -#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F -#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 -#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 -#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 -#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 -#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 -#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 -#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 -#define GL_UNIFORM_TYPE 0x8A37 -#define GL_UNIFORM_SIZE 0x8A38 -#define GL_UNIFORM_NAME_LENGTH 0x8A39 -#define GL_UNIFORM_BLOCK_INDEX 0x8A3A -#define GL_UNIFORM_OFFSET 0x8A3B -#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C -#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D -#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E -#define GL_UNIFORM_BLOCK_BINDING 0x8A3F -#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 -#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 -#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 -#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 -#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 -#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 -#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 -#define GL_INVALID_INDEX 0xFFFFFFFFu - -typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint* data); -typedef GLuint (GLAPIENTRY * PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar* uniformBlockName); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* const * uniformNames, GLuint* uniformIndices); -typedef void (GLAPIENTRY * PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); - -#define glBindBufferBase GLEW_GET_FUN(__glewBindBufferBase) -#define glBindBufferRange GLEW_GET_FUN(__glewBindBufferRange) -#define glGetActiveUniformBlockName GLEW_GET_FUN(__glewGetActiveUniformBlockName) -#define glGetActiveUniformBlockiv GLEW_GET_FUN(__glewGetActiveUniformBlockiv) -#define glGetActiveUniformName GLEW_GET_FUN(__glewGetActiveUniformName) -#define glGetActiveUniformsiv GLEW_GET_FUN(__glewGetActiveUniformsiv) -#define glGetIntegeri_v GLEW_GET_FUN(__glewGetIntegeri_v) -#define glGetUniformBlockIndex GLEW_GET_FUN(__glewGetUniformBlockIndex) -#define glGetUniformIndices GLEW_GET_FUN(__glewGetUniformIndices) -#define glUniformBlockBinding GLEW_GET_FUN(__glewUniformBlockBinding) - -#define GLEW_ARB_uniform_buffer_object GLEW_GET_VAR(__GLEW_ARB_uniform_buffer_object) - -#endif /* GL_ARB_uniform_buffer_object */ - -/* ------------------------ GL_ARB_vertex_array_bgra ----------------------- */ - -#ifndef GL_ARB_vertex_array_bgra -#define GL_ARB_vertex_array_bgra 1 - -#define GL_BGRA 0x80E1 - -#define GLEW_ARB_vertex_array_bgra GLEW_GET_VAR(__GLEW_ARB_vertex_array_bgra) - -#endif /* GL_ARB_vertex_array_bgra */ - -/* ----------------------- GL_ARB_vertex_array_object ---------------------- */ - -#ifndef GL_ARB_vertex_array_object -#define GL_ARB_vertex_array_object 1 - -#define GL_VERTEX_ARRAY_BINDING 0x85B5 - -typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYPROC) (GLuint array); -typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays); -typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays); -typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYPROC) (GLuint array); - -#define glBindVertexArray GLEW_GET_FUN(__glewBindVertexArray) -#define glDeleteVertexArrays GLEW_GET_FUN(__glewDeleteVertexArrays) -#define glGenVertexArrays GLEW_GET_FUN(__glewGenVertexArrays) -#define glIsVertexArray GLEW_GET_FUN(__glewIsVertexArray) - -#define GLEW_ARB_vertex_array_object GLEW_GET_VAR(__GLEW_ARB_vertex_array_object) - -#endif /* GL_ARB_vertex_array_object */ - -/* ----------------------- GL_ARB_vertex_attrib_64bit ---------------------- */ - -#ifndef GL_ARB_vertex_attrib_64bit -#define GL_ARB_vertex_attrib_64bit 1 - -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer); - -#define glGetVertexAttribLdv GLEW_GET_FUN(__glewGetVertexAttribLdv) -#define glVertexAttribL1d GLEW_GET_FUN(__glewVertexAttribL1d) -#define glVertexAttribL1dv GLEW_GET_FUN(__glewVertexAttribL1dv) -#define glVertexAttribL2d GLEW_GET_FUN(__glewVertexAttribL2d) -#define glVertexAttribL2dv GLEW_GET_FUN(__glewVertexAttribL2dv) -#define glVertexAttribL3d GLEW_GET_FUN(__glewVertexAttribL3d) -#define glVertexAttribL3dv GLEW_GET_FUN(__glewVertexAttribL3dv) -#define glVertexAttribL4d GLEW_GET_FUN(__glewVertexAttribL4d) -#define glVertexAttribL4dv GLEW_GET_FUN(__glewVertexAttribL4dv) -#define glVertexAttribLPointer GLEW_GET_FUN(__glewVertexAttribLPointer) - -#define GLEW_ARB_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_64bit) - -#endif /* GL_ARB_vertex_attrib_64bit */ - -/* ---------------------- GL_ARB_vertex_attrib_binding --------------------- */ - -#ifndef GL_ARB_vertex_attrib_binding -#define GL_ARB_vertex_attrib_binding 1 - -#define GL_VERTEX_ATTRIB_BINDING 0x82D4 -#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 -#define GL_VERTEX_BINDING_DIVISOR 0x82D6 -#define GL_VERTEX_BINDING_OFFSET 0x82D7 -#define GL_VERTEX_BINDING_STRIDE 0x82D8 -#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 -#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA -#define GL_VERTEX_BINDING_BUFFER 0x8F4F - -typedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor); - -#define glBindVertexBuffer GLEW_GET_FUN(__glewBindVertexBuffer) -#define glVertexArrayBindVertexBufferEXT GLEW_GET_FUN(__glewVertexArrayBindVertexBufferEXT) -#define glVertexArrayVertexAttribBindingEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribBindingEXT) -#define glVertexArrayVertexAttribFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribFormatEXT) -#define glVertexArrayVertexAttribIFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIFormatEXT) -#define glVertexArrayVertexAttribLFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLFormatEXT) -#define glVertexArrayVertexBindingDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexBindingDivisorEXT) -#define glVertexAttribBinding GLEW_GET_FUN(__glewVertexAttribBinding) -#define glVertexAttribFormat GLEW_GET_FUN(__glewVertexAttribFormat) -#define glVertexAttribIFormat GLEW_GET_FUN(__glewVertexAttribIFormat) -#define glVertexAttribLFormat GLEW_GET_FUN(__glewVertexAttribLFormat) -#define glVertexBindingDivisor GLEW_GET_FUN(__glewVertexBindingDivisor) - -#define GLEW_ARB_vertex_attrib_binding GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_binding) - -#endif /* GL_ARB_vertex_attrib_binding */ - -/* -------------------------- GL_ARB_vertex_blend -------------------------- */ - -#ifndef GL_ARB_vertex_blend -#define GL_ARB_vertex_blend 1 - -#define GL_MODELVIEW0_ARB 0x1700 -#define GL_MODELVIEW1_ARB 0x850A -#define GL_MAX_VERTEX_UNITS_ARB 0x86A4 -#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5 -#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6 -#define GL_VERTEX_BLEND_ARB 0x86A7 -#define GL_CURRENT_WEIGHT_ARB 0x86A8 -#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9 -#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA -#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB -#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC -#define GL_WEIGHT_ARRAY_ARB 0x86AD -#define GL_MODELVIEW2_ARB 0x8722 -#define GL_MODELVIEW3_ARB 0x8723 -#define GL_MODELVIEW4_ARB 0x8724 -#define GL_MODELVIEW5_ARB 0x8725 -#define GL_MODELVIEW6_ARB 0x8726 -#define GL_MODELVIEW7_ARB 0x8727 -#define GL_MODELVIEW8_ARB 0x8728 -#define GL_MODELVIEW9_ARB 0x8729 -#define GL_MODELVIEW10_ARB 0x872A -#define GL_MODELVIEW11_ARB 0x872B -#define GL_MODELVIEW12_ARB 0x872C -#define GL_MODELVIEW13_ARB 0x872D -#define GL_MODELVIEW14_ARB 0x872E -#define GL_MODELVIEW15_ARB 0x872F -#define GL_MODELVIEW16_ARB 0x8730 -#define GL_MODELVIEW17_ARB 0x8731 -#define GL_MODELVIEW18_ARB 0x8732 -#define GL_MODELVIEW19_ARB 0x8733 -#define GL_MODELVIEW20_ARB 0x8734 -#define GL_MODELVIEW21_ARB 0x8735 -#define GL_MODELVIEW22_ARB 0x8736 -#define GL_MODELVIEW23_ARB 0x8737 -#define GL_MODELVIEW24_ARB 0x8738 -#define GL_MODELVIEW25_ARB 0x8739 -#define GL_MODELVIEW26_ARB 0x873A -#define GL_MODELVIEW27_ARB 0x873B -#define GL_MODELVIEW28_ARB 0x873C -#define GL_MODELVIEW29_ARB 0x873D -#define GL_MODELVIEW30_ARB 0x873E -#define GL_MODELVIEW31_ARB 0x873F - -typedef void (GLAPIENTRY * PFNGLVERTEXBLENDARBPROC) (GLint count); -typedef void (GLAPIENTRY * PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer); -typedef void (GLAPIENTRY * PFNGLWEIGHTBVARBPROC) (GLint size, GLbyte *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTDVARBPROC) (GLint size, GLdouble *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTFVARBPROC) (GLint size, GLfloat *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTIVARBPROC) (GLint size, GLint *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTSVARBPROC) (GLint size, GLshort *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTUBVARBPROC) (GLint size, GLubyte *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTUIVARBPROC) (GLint size, GLuint *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTUSVARBPROC) (GLint size, GLushort *weights); - -#define glVertexBlendARB GLEW_GET_FUN(__glewVertexBlendARB) -#define glWeightPointerARB GLEW_GET_FUN(__glewWeightPointerARB) -#define glWeightbvARB GLEW_GET_FUN(__glewWeightbvARB) -#define glWeightdvARB GLEW_GET_FUN(__glewWeightdvARB) -#define glWeightfvARB GLEW_GET_FUN(__glewWeightfvARB) -#define glWeightivARB GLEW_GET_FUN(__glewWeightivARB) -#define glWeightsvARB GLEW_GET_FUN(__glewWeightsvARB) -#define glWeightubvARB GLEW_GET_FUN(__glewWeightubvARB) -#define glWeightuivARB GLEW_GET_FUN(__glewWeightuivARB) -#define glWeightusvARB GLEW_GET_FUN(__glewWeightusvARB) - -#define GLEW_ARB_vertex_blend GLEW_GET_VAR(__GLEW_ARB_vertex_blend) - -#endif /* GL_ARB_vertex_blend */ - -/* ---------------------- GL_ARB_vertex_buffer_object ---------------------- */ - -#ifndef GL_ARB_vertex_buffer_object -#define GL_ARB_vertex_buffer_object 1 - -#define GL_BUFFER_SIZE_ARB 0x8764 -#define GL_BUFFER_USAGE_ARB 0x8765 -#define GL_ARRAY_BUFFER_ARB 0x8892 -#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 -#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 -#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 -#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 -#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 -#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 -#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 -#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A -#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B -#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C -#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D -#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E -#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F -#define GL_READ_ONLY_ARB 0x88B8 -#define GL_WRITE_ONLY_ARB 0x88B9 -#define GL_READ_WRITE_ARB 0x88BA -#define GL_BUFFER_ACCESS_ARB 0x88BB -#define GL_BUFFER_MAPPED_ARB 0x88BC -#define GL_BUFFER_MAP_POINTER_ARB 0x88BD -#define GL_STREAM_DRAW_ARB 0x88E0 -#define GL_STREAM_READ_ARB 0x88E1 -#define GL_STREAM_COPY_ARB 0x88E2 -#define GL_STATIC_DRAW_ARB 0x88E4 -#define GL_STATIC_READ_ARB 0x88E5 -#define GL_STATIC_COPY_ARB 0x88E6 -#define GL_DYNAMIC_DRAW_ARB 0x88E8 -#define GL_DYNAMIC_READ_ARB 0x88E9 -#define GL_DYNAMIC_COPY_ARB 0x88EA - -typedef ptrdiff_t GLintptrARB; -typedef ptrdiff_t GLsizeiptrARB; - -typedef void (GLAPIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage); -typedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data); -typedef void (GLAPIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, void** params); -typedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data); -typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERARBPROC) (GLuint buffer); -typedef void * (GLAPIENTRY * PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access); -typedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERARBPROC) (GLenum target); - -#define glBindBufferARB GLEW_GET_FUN(__glewBindBufferARB) -#define glBufferDataARB GLEW_GET_FUN(__glewBufferDataARB) -#define glBufferSubDataARB GLEW_GET_FUN(__glewBufferSubDataARB) -#define glDeleteBuffersARB GLEW_GET_FUN(__glewDeleteBuffersARB) -#define glGenBuffersARB GLEW_GET_FUN(__glewGenBuffersARB) -#define glGetBufferParameterivARB GLEW_GET_FUN(__glewGetBufferParameterivARB) -#define glGetBufferPointervARB GLEW_GET_FUN(__glewGetBufferPointervARB) -#define glGetBufferSubDataARB GLEW_GET_FUN(__glewGetBufferSubDataARB) -#define glIsBufferARB GLEW_GET_FUN(__glewIsBufferARB) -#define glMapBufferARB GLEW_GET_FUN(__glewMapBufferARB) -#define glUnmapBufferARB GLEW_GET_FUN(__glewUnmapBufferARB) - -#define GLEW_ARB_vertex_buffer_object GLEW_GET_VAR(__GLEW_ARB_vertex_buffer_object) - -#endif /* GL_ARB_vertex_buffer_object */ - -/* ------------------------- GL_ARB_vertex_program ------------------------- */ - -#ifndef GL_ARB_vertex_program -#define GL_ARB_vertex_program 1 - -#define GL_COLOR_SUM_ARB 0x8458 -#define GL_VERTEX_PROGRAM_ARB 0x8620 -#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 -#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 -#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 -#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 -#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 -#define GL_PROGRAM_LENGTH_ARB 0x8627 -#define GL_PROGRAM_STRING_ARB 0x8628 -#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E -#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F -#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 -#define GL_CURRENT_MATRIX_ARB 0x8641 -#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 -#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 -#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 -#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B -#define GL_PROGRAM_BINDING_ARB 0x8677 -#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 -#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A -#define GL_PROGRAM_ERROR_STRING_ARB 0x8874 -#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 -#define GL_PROGRAM_FORMAT_ARB 0x8876 -#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 -#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 -#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 -#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 -#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 -#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 -#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 -#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 -#define GL_PROGRAM_PARAMETERS_ARB 0x88A8 -#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 -#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA -#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB -#define GL_PROGRAM_ATTRIBS_ARB 0x88AC -#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD -#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE -#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF -#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 -#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 -#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 -#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 -#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 -#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 -#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 -#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 -#define GL_MATRIX0_ARB 0x88C0 -#define GL_MATRIX1_ARB 0x88C1 -#define GL_MATRIX2_ARB 0x88C2 -#define GL_MATRIX3_ARB 0x88C3 -#define GL_MATRIX4_ARB 0x88C4 -#define GL_MATRIX5_ARB 0x88C5 -#define GL_MATRIX6_ARB 0x88C6 -#define GL_MATRIX7_ARB 0x88C7 -#define GL_MATRIX8_ARB 0x88C8 -#define GL_MATRIX9_ARB 0x88C9 -#define GL_MATRIX10_ARB 0x88CA -#define GL_MATRIX11_ARB 0x88CB -#define GL_MATRIX12_ARB 0x88CC -#define GL_MATRIX13_ARB 0x88CD -#define GL_MATRIX14_ARB 0x88CE -#define GL_MATRIX15_ARB 0x88CF -#define GL_MATRIX16_ARB 0x88D0 -#define GL_MATRIX17_ARB 0x88D1 -#define GL_MATRIX18_ARB 0x88D2 -#define GL_MATRIX19_ARB 0x88D3 -#define GL_MATRIX20_ARB 0x88D4 -#define GL_MATRIX21_ARB 0x88D5 -#define GL_MATRIX22_ARB 0x88D6 -#define GL_MATRIX23_ARB 0x88D7 -#define GL_MATRIX24_ARB 0x88D8 -#define GL_MATRIX25_ARB 0x88D9 -#define GL_MATRIX26_ARB 0x88DA -#define GL_MATRIX27_ARB 0x88DB -#define GL_MATRIX28_ARB 0x88DC -#define GL_MATRIX29_ARB 0x88DD -#define GL_MATRIX30_ARB 0x88DE -#define GL_MATRIX31_ARB 0x88DF - -typedef void (GLAPIENTRY * PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program); -typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint* programs); -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); -typedef void (GLAPIENTRY * PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint* programs); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, void *string); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, void** pointer); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMARBPROC) (GLuint program); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const void *string); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); - -#define glBindProgramARB GLEW_GET_FUN(__glewBindProgramARB) -#define glDeleteProgramsARB GLEW_GET_FUN(__glewDeleteProgramsARB) -#define glDisableVertexAttribArrayARB GLEW_GET_FUN(__glewDisableVertexAttribArrayARB) -#define glEnableVertexAttribArrayARB GLEW_GET_FUN(__glewEnableVertexAttribArrayARB) -#define glGenProgramsARB GLEW_GET_FUN(__glewGenProgramsARB) -#define glGetProgramEnvParameterdvARB GLEW_GET_FUN(__glewGetProgramEnvParameterdvARB) -#define glGetProgramEnvParameterfvARB GLEW_GET_FUN(__glewGetProgramEnvParameterfvARB) -#define glGetProgramLocalParameterdvARB GLEW_GET_FUN(__glewGetProgramLocalParameterdvARB) -#define glGetProgramLocalParameterfvARB GLEW_GET_FUN(__glewGetProgramLocalParameterfvARB) -#define glGetProgramStringARB GLEW_GET_FUN(__glewGetProgramStringARB) -#define glGetProgramivARB GLEW_GET_FUN(__glewGetProgramivARB) -#define glGetVertexAttribPointervARB GLEW_GET_FUN(__glewGetVertexAttribPointervARB) -#define glGetVertexAttribdvARB GLEW_GET_FUN(__glewGetVertexAttribdvARB) -#define glGetVertexAttribfvARB GLEW_GET_FUN(__glewGetVertexAttribfvARB) -#define glGetVertexAttribivARB GLEW_GET_FUN(__glewGetVertexAttribivARB) -#define glIsProgramARB GLEW_GET_FUN(__glewIsProgramARB) -#define glProgramEnvParameter4dARB GLEW_GET_FUN(__glewProgramEnvParameter4dARB) -#define glProgramEnvParameter4dvARB GLEW_GET_FUN(__glewProgramEnvParameter4dvARB) -#define glProgramEnvParameter4fARB GLEW_GET_FUN(__glewProgramEnvParameter4fARB) -#define glProgramEnvParameter4fvARB GLEW_GET_FUN(__glewProgramEnvParameter4fvARB) -#define glProgramLocalParameter4dARB GLEW_GET_FUN(__glewProgramLocalParameter4dARB) -#define glProgramLocalParameter4dvARB GLEW_GET_FUN(__glewProgramLocalParameter4dvARB) -#define glProgramLocalParameter4fARB GLEW_GET_FUN(__glewProgramLocalParameter4fARB) -#define glProgramLocalParameter4fvARB GLEW_GET_FUN(__glewProgramLocalParameter4fvARB) -#define glProgramStringARB GLEW_GET_FUN(__glewProgramStringARB) -#define glVertexAttrib1dARB GLEW_GET_FUN(__glewVertexAttrib1dARB) -#define glVertexAttrib1dvARB GLEW_GET_FUN(__glewVertexAttrib1dvARB) -#define glVertexAttrib1fARB GLEW_GET_FUN(__glewVertexAttrib1fARB) -#define glVertexAttrib1fvARB GLEW_GET_FUN(__glewVertexAttrib1fvARB) -#define glVertexAttrib1sARB GLEW_GET_FUN(__glewVertexAttrib1sARB) -#define glVertexAttrib1svARB GLEW_GET_FUN(__glewVertexAttrib1svARB) -#define glVertexAttrib2dARB GLEW_GET_FUN(__glewVertexAttrib2dARB) -#define glVertexAttrib2dvARB GLEW_GET_FUN(__glewVertexAttrib2dvARB) -#define glVertexAttrib2fARB GLEW_GET_FUN(__glewVertexAttrib2fARB) -#define glVertexAttrib2fvARB GLEW_GET_FUN(__glewVertexAttrib2fvARB) -#define glVertexAttrib2sARB GLEW_GET_FUN(__glewVertexAttrib2sARB) -#define glVertexAttrib2svARB GLEW_GET_FUN(__glewVertexAttrib2svARB) -#define glVertexAttrib3dARB GLEW_GET_FUN(__glewVertexAttrib3dARB) -#define glVertexAttrib3dvARB GLEW_GET_FUN(__glewVertexAttrib3dvARB) -#define glVertexAttrib3fARB GLEW_GET_FUN(__glewVertexAttrib3fARB) -#define glVertexAttrib3fvARB GLEW_GET_FUN(__glewVertexAttrib3fvARB) -#define glVertexAttrib3sARB GLEW_GET_FUN(__glewVertexAttrib3sARB) -#define glVertexAttrib3svARB GLEW_GET_FUN(__glewVertexAttrib3svARB) -#define glVertexAttrib4NbvARB GLEW_GET_FUN(__glewVertexAttrib4NbvARB) -#define glVertexAttrib4NivARB GLEW_GET_FUN(__glewVertexAttrib4NivARB) -#define glVertexAttrib4NsvARB GLEW_GET_FUN(__glewVertexAttrib4NsvARB) -#define glVertexAttrib4NubARB GLEW_GET_FUN(__glewVertexAttrib4NubARB) -#define glVertexAttrib4NubvARB GLEW_GET_FUN(__glewVertexAttrib4NubvARB) -#define glVertexAttrib4NuivARB GLEW_GET_FUN(__glewVertexAttrib4NuivARB) -#define glVertexAttrib4NusvARB GLEW_GET_FUN(__glewVertexAttrib4NusvARB) -#define glVertexAttrib4bvARB GLEW_GET_FUN(__glewVertexAttrib4bvARB) -#define glVertexAttrib4dARB GLEW_GET_FUN(__glewVertexAttrib4dARB) -#define glVertexAttrib4dvARB GLEW_GET_FUN(__glewVertexAttrib4dvARB) -#define glVertexAttrib4fARB GLEW_GET_FUN(__glewVertexAttrib4fARB) -#define glVertexAttrib4fvARB GLEW_GET_FUN(__glewVertexAttrib4fvARB) -#define glVertexAttrib4ivARB GLEW_GET_FUN(__glewVertexAttrib4ivARB) -#define glVertexAttrib4sARB GLEW_GET_FUN(__glewVertexAttrib4sARB) -#define glVertexAttrib4svARB GLEW_GET_FUN(__glewVertexAttrib4svARB) -#define glVertexAttrib4ubvARB GLEW_GET_FUN(__glewVertexAttrib4ubvARB) -#define glVertexAttrib4uivARB GLEW_GET_FUN(__glewVertexAttrib4uivARB) -#define glVertexAttrib4usvARB GLEW_GET_FUN(__glewVertexAttrib4usvARB) -#define glVertexAttribPointerARB GLEW_GET_FUN(__glewVertexAttribPointerARB) - -#define GLEW_ARB_vertex_program GLEW_GET_VAR(__GLEW_ARB_vertex_program) - -#endif /* GL_ARB_vertex_program */ - -/* -------------------------- GL_ARB_vertex_shader ------------------------- */ - -#ifndef GL_ARB_vertex_shader -#define GL_ARB_vertex_shader 1 - -#define GL_VERTEX_SHADER_ARB 0x8B31 -#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A -#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B -#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C -#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D -#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 -#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A - -typedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB* name); -typedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name); -typedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name); - -#define glBindAttribLocationARB GLEW_GET_FUN(__glewBindAttribLocationARB) -#define glGetActiveAttribARB GLEW_GET_FUN(__glewGetActiveAttribARB) -#define glGetAttribLocationARB GLEW_GET_FUN(__glewGetAttribLocationARB) - -#define GLEW_ARB_vertex_shader GLEW_GET_VAR(__GLEW_ARB_vertex_shader) - -#endif /* GL_ARB_vertex_shader */ - -/* ------------------- GL_ARB_vertex_type_10f_11f_11f_rev ------------------ */ - -#ifndef GL_ARB_vertex_type_10f_11f_11f_rev -#define GL_ARB_vertex_type_10f_11f_11f_rev 1 - -#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B - -#define GLEW_ARB_vertex_type_10f_11f_11f_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_10f_11f_11f_rev) - -#endif /* GL_ARB_vertex_type_10f_11f_11f_rev */ - -/* ------------------- GL_ARB_vertex_type_2_10_10_10_rev ------------------- */ - -#ifndef GL_ARB_vertex_type_2_10_10_10_rev -#define GL_ARB_vertex_type_2_10_10_10_rev 1 - -#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 -#define GL_INT_2_10_10_10_REV 0x8D9F - -typedef void (GLAPIENTRY * PFNGLCOLORP3UIPROC) (GLenum type, GLuint color); -typedef void (GLAPIENTRY * PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint* color); -typedef void (GLAPIENTRY * PFNGLCOLORP4UIPROC) (GLenum type, GLuint color); -typedef void (GLAPIENTRY * PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint* color); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint* color); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint* value); - -#define glColorP3ui GLEW_GET_FUN(__glewColorP3ui) -#define glColorP3uiv GLEW_GET_FUN(__glewColorP3uiv) -#define glColorP4ui GLEW_GET_FUN(__glewColorP4ui) -#define glColorP4uiv GLEW_GET_FUN(__glewColorP4uiv) -#define glMultiTexCoordP1ui GLEW_GET_FUN(__glewMultiTexCoordP1ui) -#define glMultiTexCoordP1uiv GLEW_GET_FUN(__glewMultiTexCoordP1uiv) -#define glMultiTexCoordP2ui GLEW_GET_FUN(__glewMultiTexCoordP2ui) -#define glMultiTexCoordP2uiv GLEW_GET_FUN(__glewMultiTexCoordP2uiv) -#define glMultiTexCoordP3ui GLEW_GET_FUN(__glewMultiTexCoordP3ui) -#define glMultiTexCoordP3uiv GLEW_GET_FUN(__glewMultiTexCoordP3uiv) -#define glMultiTexCoordP4ui GLEW_GET_FUN(__glewMultiTexCoordP4ui) -#define glMultiTexCoordP4uiv GLEW_GET_FUN(__glewMultiTexCoordP4uiv) -#define glNormalP3ui GLEW_GET_FUN(__glewNormalP3ui) -#define glNormalP3uiv GLEW_GET_FUN(__glewNormalP3uiv) -#define glSecondaryColorP3ui GLEW_GET_FUN(__glewSecondaryColorP3ui) -#define glSecondaryColorP3uiv GLEW_GET_FUN(__glewSecondaryColorP3uiv) -#define glTexCoordP1ui GLEW_GET_FUN(__glewTexCoordP1ui) -#define glTexCoordP1uiv GLEW_GET_FUN(__glewTexCoordP1uiv) -#define glTexCoordP2ui GLEW_GET_FUN(__glewTexCoordP2ui) -#define glTexCoordP2uiv GLEW_GET_FUN(__glewTexCoordP2uiv) -#define glTexCoordP3ui GLEW_GET_FUN(__glewTexCoordP3ui) -#define glTexCoordP3uiv GLEW_GET_FUN(__glewTexCoordP3uiv) -#define glTexCoordP4ui GLEW_GET_FUN(__glewTexCoordP4ui) -#define glTexCoordP4uiv GLEW_GET_FUN(__glewTexCoordP4uiv) -#define glVertexAttribP1ui GLEW_GET_FUN(__glewVertexAttribP1ui) -#define glVertexAttribP1uiv GLEW_GET_FUN(__glewVertexAttribP1uiv) -#define glVertexAttribP2ui GLEW_GET_FUN(__glewVertexAttribP2ui) -#define glVertexAttribP2uiv GLEW_GET_FUN(__glewVertexAttribP2uiv) -#define glVertexAttribP3ui GLEW_GET_FUN(__glewVertexAttribP3ui) -#define glVertexAttribP3uiv GLEW_GET_FUN(__glewVertexAttribP3uiv) -#define glVertexAttribP4ui GLEW_GET_FUN(__glewVertexAttribP4ui) -#define glVertexAttribP4uiv GLEW_GET_FUN(__glewVertexAttribP4uiv) -#define glVertexP2ui GLEW_GET_FUN(__glewVertexP2ui) -#define glVertexP2uiv GLEW_GET_FUN(__glewVertexP2uiv) -#define glVertexP3ui GLEW_GET_FUN(__glewVertexP3ui) -#define glVertexP3uiv GLEW_GET_FUN(__glewVertexP3uiv) -#define glVertexP4ui GLEW_GET_FUN(__glewVertexP4ui) -#define glVertexP4uiv GLEW_GET_FUN(__glewVertexP4uiv) - -#define GLEW_ARB_vertex_type_2_10_10_10_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_2_10_10_10_rev) - -#endif /* GL_ARB_vertex_type_2_10_10_10_rev */ - -/* ------------------------- GL_ARB_viewport_array ------------------------- */ - -#ifndef GL_ARB_viewport_array -#define GL_ARB_viewport_array 1 - -#define GL_DEPTH_RANGE 0x0B70 -#define GL_VIEWPORT 0x0BA2 -#define GL_SCISSOR_BOX 0x0C10 -#define GL_SCISSOR_TEST 0x0C11 -#define GL_MAX_VIEWPORTS 0x825B -#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C -#define GL_VIEWPORT_BOUNDS_RANGE 0x825D -#define GL_LAYER_PROVOKING_VERTEX 0x825E -#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F -#define GL_UNDEFINED_VERTEX 0x8260 -#define GL_FIRST_VERTEX_CONVENTION 0x8E4D -#define GL_LAST_VERTEX_CONVENTION 0x8E4E -#define GL_PROVOKING_VERTEX 0x8E4F - -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLclampd * v); -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLclampd n, GLclampd f); -typedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble* data); -typedef void (GLAPIENTRY * PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat* data); -typedef void (GLAPIENTRY * PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint * v); -typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint * v); -typedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat * v); -typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); -typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat * v); - -#define glDepthRangeArrayv GLEW_GET_FUN(__glewDepthRangeArrayv) -#define glDepthRangeIndexed GLEW_GET_FUN(__glewDepthRangeIndexed) -#define glGetDoublei_v GLEW_GET_FUN(__glewGetDoublei_v) -#define glGetFloati_v GLEW_GET_FUN(__glewGetFloati_v) -#define glScissorArrayv GLEW_GET_FUN(__glewScissorArrayv) -#define glScissorIndexed GLEW_GET_FUN(__glewScissorIndexed) -#define glScissorIndexedv GLEW_GET_FUN(__glewScissorIndexedv) -#define glViewportArrayv GLEW_GET_FUN(__glewViewportArrayv) -#define glViewportIndexedf GLEW_GET_FUN(__glewViewportIndexedf) -#define glViewportIndexedfv GLEW_GET_FUN(__glewViewportIndexedfv) - -#define GLEW_ARB_viewport_array GLEW_GET_VAR(__GLEW_ARB_viewport_array) - -#endif /* GL_ARB_viewport_array */ - -/* --------------------------- GL_ARB_window_pos --------------------------- */ - -#ifndef GL_ARB_window_pos -#define GL_ARB_window_pos 1 - -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVARBPROC) (const GLdouble* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVARBPROC) (const GLfloat* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVARBPROC) (const GLint* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVARBPROC) (const GLshort* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVARBPROC) (const GLdouble* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVARBPROC) (const GLfloat* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVARBPROC) (const GLint* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVARBPROC) (const GLshort* p); - -#define glWindowPos2dARB GLEW_GET_FUN(__glewWindowPos2dARB) -#define glWindowPos2dvARB GLEW_GET_FUN(__glewWindowPos2dvARB) -#define glWindowPos2fARB GLEW_GET_FUN(__glewWindowPos2fARB) -#define glWindowPos2fvARB GLEW_GET_FUN(__glewWindowPos2fvARB) -#define glWindowPos2iARB GLEW_GET_FUN(__glewWindowPos2iARB) -#define glWindowPos2ivARB GLEW_GET_FUN(__glewWindowPos2ivARB) -#define glWindowPos2sARB GLEW_GET_FUN(__glewWindowPos2sARB) -#define glWindowPos2svARB GLEW_GET_FUN(__glewWindowPos2svARB) -#define glWindowPos3dARB GLEW_GET_FUN(__glewWindowPos3dARB) -#define glWindowPos3dvARB GLEW_GET_FUN(__glewWindowPos3dvARB) -#define glWindowPos3fARB GLEW_GET_FUN(__glewWindowPos3fARB) -#define glWindowPos3fvARB GLEW_GET_FUN(__glewWindowPos3fvARB) -#define glWindowPos3iARB GLEW_GET_FUN(__glewWindowPos3iARB) -#define glWindowPos3ivARB GLEW_GET_FUN(__glewWindowPos3ivARB) -#define glWindowPos3sARB GLEW_GET_FUN(__glewWindowPos3sARB) -#define glWindowPos3svARB GLEW_GET_FUN(__glewWindowPos3svARB) - -#define GLEW_ARB_window_pos GLEW_GET_VAR(__GLEW_ARB_window_pos) - -#endif /* GL_ARB_window_pos */ - -/* ----------------------- GL_ARM_mali_program_binary ---------------------- */ - -#ifndef GL_ARM_mali_program_binary -#define GL_ARM_mali_program_binary 1 - -#define GL_MALI_PROGRAM_BINARY_ARM 0x8F61 - -#define GLEW_ARM_mali_program_binary GLEW_GET_VAR(__GLEW_ARM_mali_program_binary) - -#endif /* GL_ARM_mali_program_binary */ - -/* ----------------------- GL_ARM_mali_shader_binary ----------------------- */ - -#ifndef GL_ARM_mali_shader_binary -#define GL_ARM_mali_shader_binary 1 - -#define GL_MALI_SHADER_BINARY_ARM 0x8F60 - -#define GLEW_ARM_mali_shader_binary GLEW_GET_VAR(__GLEW_ARM_mali_shader_binary) - -#endif /* GL_ARM_mali_shader_binary */ - -/* ------------------------------ GL_ARM_rgba8 ----------------------------- */ - -#ifndef GL_ARM_rgba8 -#define GL_ARM_rgba8 1 - -#define GL_RGBA8_OES 0x8058 - -#define GLEW_ARM_rgba8 GLEW_GET_VAR(__GLEW_ARM_rgba8) - -#endif /* GL_ARM_rgba8 */ - -/* -------------------- GL_ARM_shader_framebuffer_fetch -------------------- */ - -#ifndef GL_ARM_shader_framebuffer_fetch -#define GL_ARM_shader_framebuffer_fetch 1 - -#define GL_FETCH_PER_SAMPLE_ARM 0x8F65 -#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66 - -#define GLEW_ARM_shader_framebuffer_fetch GLEW_GET_VAR(__GLEW_ARM_shader_framebuffer_fetch) - -#endif /* GL_ARM_shader_framebuffer_fetch */ - -/* ------------- GL_ARM_shader_framebuffer_fetch_depth_stencil ------------- */ - -#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil -#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1 - -#define GLEW_ARM_shader_framebuffer_fetch_depth_stencil GLEW_GET_VAR(__GLEW_ARM_shader_framebuffer_fetch_depth_stencil) - -#endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */ - -/* ------------------------- GL_ATIX_point_sprites ------------------------- */ - -#ifndef GL_ATIX_point_sprites -#define GL_ATIX_point_sprites 1 - -#define GL_TEXTURE_POINT_MODE_ATIX 0x60B0 -#define GL_TEXTURE_POINT_ONE_COORD_ATIX 0x60B1 -#define GL_TEXTURE_POINT_SPRITE_ATIX 0x60B2 -#define GL_POINT_SPRITE_CULL_MODE_ATIX 0x60B3 -#define GL_POINT_SPRITE_CULL_CENTER_ATIX 0x60B4 -#define GL_POINT_SPRITE_CULL_CLIP_ATIX 0x60B5 - -#define GLEW_ATIX_point_sprites GLEW_GET_VAR(__GLEW_ATIX_point_sprites) - -#endif /* GL_ATIX_point_sprites */ - -/* ---------------------- GL_ATIX_texture_env_combine3 --------------------- */ - -#ifndef GL_ATIX_texture_env_combine3 -#define GL_ATIX_texture_env_combine3 1 - -#define GL_MODULATE_ADD_ATIX 0x8744 -#define GL_MODULATE_SIGNED_ADD_ATIX 0x8745 -#define GL_MODULATE_SUBTRACT_ATIX 0x8746 - -#define GLEW_ATIX_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATIX_texture_env_combine3) - -#endif /* GL_ATIX_texture_env_combine3 */ - -/* ----------------------- GL_ATIX_texture_env_route ----------------------- */ - -#ifndef GL_ATIX_texture_env_route -#define GL_ATIX_texture_env_route 1 - -#define GL_SECONDARY_COLOR_ATIX 0x8747 -#define GL_TEXTURE_OUTPUT_RGB_ATIX 0x8748 -#define GL_TEXTURE_OUTPUT_ALPHA_ATIX 0x8749 - -#define GLEW_ATIX_texture_env_route GLEW_GET_VAR(__GLEW_ATIX_texture_env_route) - -#endif /* GL_ATIX_texture_env_route */ - -/* ---------------- GL_ATIX_vertex_shader_output_point_size ---------------- */ - -#ifndef GL_ATIX_vertex_shader_output_point_size -#define GL_ATIX_vertex_shader_output_point_size 1 - -#define GL_OUTPUT_POINT_SIZE_ATIX 0x610E - -#define GLEW_ATIX_vertex_shader_output_point_size GLEW_GET_VAR(__GLEW_ATIX_vertex_shader_output_point_size) - -#endif /* GL_ATIX_vertex_shader_output_point_size */ - -/* -------------------------- GL_ATI_draw_buffers -------------------------- */ - -#ifndef GL_ATI_draw_buffers -#define GL_ATI_draw_buffers 1 - -#define GL_MAX_DRAW_BUFFERS_ATI 0x8824 -#define GL_DRAW_BUFFER0_ATI 0x8825 -#define GL_DRAW_BUFFER1_ATI 0x8826 -#define GL_DRAW_BUFFER2_ATI 0x8827 -#define GL_DRAW_BUFFER3_ATI 0x8828 -#define GL_DRAW_BUFFER4_ATI 0x8829 -#define GL_DRAW_BUFFER5_ATI 0x882A -#define GL_DRAW_BUFFER6_ATI 0x882B -#define GL_DRAW_BUFFER7_ATI 0x882C -#define GL_DRAW_BUFFER8_ATI 0x882D -#define GL_DRAW_BUFFER9_ATI 0x882E -#define GL_DRAW_BUFFER10_ATI 0x882F -#define GL_DRAW_BUFFER11_ATI 0x8830 -#define GL_DRAW_BUFFER12_ATI 0x8831 -#define GL_DRAW_BUFFER13_ATI 0x8832 -#define GL_DRAW_BUFFER14_ATI 0x8833 -#define GL_DRAW_BUFFER15_ATI 0x8834 - -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum* bufs); - -#define glDrawBuffersATI GLEW_GET_FUN(__glewDrawBuffersATI) - -#define GLEW_ATI_draw_buffers GLEW_GET_VAR(__GLEW_ATI_draw_buffers) - -#endif /* GL_ATI_draw_buffers */ - -/* -------------------------- GL_ATI_element_array ------------------------- */ - -#ifndef GL_ATI_element_array -#define GL_ATI_element_array 1 - -#define GL_ELEMENT_ARRAY_ATI 0x8768 -#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769 -#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A - -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count); -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count); -typedef void (GLAPIENTRY * PFNGLELEMENTPOINTERATIPROC) (GLenum type, const void *pointer); - -#define glDrawElementArrayATI GLEW_GET_FUN(__glewDrawElementArrayATI) -#define glDrawRangeElementArrayATI GLEW_GET_FUN(__glewDrawRangeElementArrayATI) -#define glElementPointerATI GLEW_GET_FUN(__glewElementPointerATI) - -#define GLEW_ATI_element_array GLEW_GET_VAR(__GLEW_ATI_element_array) - -#endif /* GL_ATI_element_array */ - -/* ------------------------- GL_ATI_envmap_bumpmap ------------------------- */ - -#ifndef GL_ATI_envmap_bumpmap -#define GL_ATI_envmap_bumpmap 1 - -#define GL_BUMP_ROT_MATRIX_ATI 0x8775 -#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776 -#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777 -#define GL_BUMP_TEX_UNITS_ATI 0x8778 -#define GL_DUDV_ATI 0x8779 -#define GL_DU8DV8_ATI 0x877A -#define GL_BUMP_ENVMAP_ATI 0x877B -#define GL_BUMP_TARGET_ATI 0x877C - -typedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param); -typedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param); -typedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param); -typedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param); - -#define glGetTexBumpParameterfvATI GLEW_GET_FUN(__glewGetTexBumpParameterfvATI) -#define glGetTexBumpParameterivATI GLEW_GET_FUN(__glewGetTexBumpParameterivATI) -#define glTexBumpParameterfvATI GLEW_GET_FUN(__glewTexBumpParameterfvATI) -#define glTexBumpParameterivATI GLEW_GET_FUN(__glewTexBumpParameterivATI) - -#define GLEW_ATI_envmap_bumpmap GLEW_GET_VAR(__GLEW_ATI_envmap_bumpmap) - -#endif /* GL_ATI_envmap_bumpmap */ - -/* ------------------------- GL_ATI_fragment_shader ------------------------ */ - -#ifndef GL_ATI_fragment_shader -#define GL_ATI_fragment_shader 1 - -#define GL_2X_BIT_ATI 0x00000001 -#define GL_RED_BIT_ATI 0x00000001 -#define GL_4X_BIT_ATI 0x00000002 -#define GL_COMP_BIT_ATI 0x00000002 -#define GL_GREEN_BIT_ATI 0x00000002 -#define GL_8X_BIT_ATI 0x00000004 -#define GL_BLUE_BIT_ATI 0x00000004 -#define GL_NEGATE_BIT_ATI 0x00000004 -#define GL_BIAS_BIT_ATI 0x00000008 -#define GL_HALF_BIT_ATI 0x00000008 -#define GL_QUARTER_BIT_ATI 0x00000010 -#define GL_EIGHTH_BIT_ATI 0x00000020 -#define GL_SATURATE_BIT_ATI 0x00000040 -#define GL_FRAGMENT_SHADER_ATI 0x8920 -#define GL_REG_0_ATI 0x8921 -#define GL_REG_1_ATI 0x8922 -#define GL_REG_2_ATI 0x8923 -#define GL_REG_3_ATI 0x8924 -#define GL_REG_4_ATI 0x8925 -#define GL_REG_5_ATI 0x8926 -#define GL_CON_0_ATI 0x8941 -#define GL_CON_1_ATI 0x8942 -#define GL_CON_2_ATI 0x8943 -#define GL_CON_3_ATI 0x8944 -#define GL_CON_4_ATI 0x8945 -#define GL_CON_5_ATI 0x8946 -#define GL_CON_6_ATI 0x8947 -#define GL_CON_7_ATI 0x8948 -#define GL_MOV_ATI 0x8961 -#define GL_ADD_ATI 0x8963 -#define GL_MUL_ATI 0x8964 -#define GL_SUB_ATI 0x8965 -#define GL_DOT3_ATI 0x8966 -#define GL_DOT4_ATI 0x8967 -#define GL_MAD_ATI 0x8968 -#define GL_LERP_ATI 0x8969 -#define GL_CND_ATI 0x896A -#define GL_CND0_ATI 0x896B -#define GL_DOT2_ADD_ATI 0x896C -#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D -#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E -#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F -#define GL_NUM_PASSES_ATI 0x8970 -#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971 -#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972 -#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973 -#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974 -#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975 -#define GL_SWIZZLE_STR_ATI 0x8976 -#define GL_SWIZZLE_STQ_ATI 0x8977 -#define GL_SWIZZLE_STR_DR_ATI 0x8978 -#define GL_SWIZZLE_STQ_DQ_ATI 0x8979 -#define GL_SWIZZLE_STRQ_ATI 0x897A -#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B - -typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); -typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); -typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); -typedef void (GLAPIENTRY * PFNGLBEGINFRAGMENTSHADERATIPROC) (void); -typedef void (GLAPIENTRY * PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); -typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); -typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); -typedef void (GLAPIENTRY * PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLENDFRAGMENTSHADERATIPROC) (void); -typedef GLuint (GLAPIENTRY * PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range); -typedef void (GLAPIENTRY * PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle); -typedef void (GLAPIENTRY * PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle); -typedef void (GLAPIENTRY * PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat* value); - -#define glAlphaFragmentOp1ATI GLEW_GET_FUN(__glewAlphaFragmentOp1ATI) -#define glAlphaFragmentOp2ATI GLEW_GET_FUN(__glewAlphaFragmentOp2ATI) -#define glAlphaFragmentOp3ATI GLEW_GET_FUN(__glewAlphaFragmentOp3ATI) -#define glBeginFragmentShaderATI GLEW_GET_FUN(__glewBeginFragmentShaderATI) -#define glBindFragmentShaderATI GLEW_GET_FUN(__glewBindFragmentShaderATI) -#define glColorFragmentOp1ATI GLEW_GET_FUN(__glewColorFragmentOp1ATI) -#define glColorFragmentOp2ATI GLEW_GET_FUN(__glewColorFragmentOp2ATI) -#define glColorFragmentOp3ATI GLEW_GET_FUN(__glewColorFragmentOp3ATI) -#define glDeleteFragmentShaderATI GLEW_GET_FUN(__glewDeleteFragmentShaderATI) -#define glEndFragmentShaderATI GLEW_GET_FUN(__glewEndFragmentShaderATI) -#define glGenFragmentShadersATI GLEW_GET_FUN(__glewGenFragmentShadersATI) -#define glPassTexCoordATI GLEW_GET_FUN(__glewPassTexCoordATI) -#define glSampleMapATI GLEW_GET_FUN(__glewSampleMapATI) -#define glSetFragmentShaderConstantATI GLEW_GET_FUN(__glewSetFragmentShaderConstantATI) - -#define GLEW_ATI_fragment_shader GLEW_GET_VAR(__GLEW_ATI_fragment_shader) - -#endif /* GL_ATI_fragment_shader */ - -/* ------------------------ GL_ATI_map_object_buffer ----------------------- */ - -#ifndef GL_ATI_map_object_buffer -#define GL_ATI_map_object_buffer 1 - -typedef void * (GLAPIENTRY * PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer); - -#define glMapObjectBufferATI GLEW_GET_FUN(__glewMapObjectBufferATI) -#define glUnmapObjectBufferATI GLEW_GET_FUN(__glewUnmapObjectBufferATI) - -#define GLEW_ATI_map_object_buffer GLEW_GET_VAR(__GLEW_ATI_map_object_buffer) - -#endif /* GL_ATI_map_object_buffer */ - -/* ----------------------------- GL_ATI_meminfo ---------------------------- */ - -#ifndef GL_ATI_meminfo -#define GL_ATI_meminfo 1 - -#define GL_VBO_FREE_MEMORY_ATI 0x87FB -#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC -#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD - -#define GLEW_ATI_meminfo GLEW_GET_VAR(__GLEW_ATI_meminfo) - -#endif /* GL_ATI_meminfo */ - -/* -------------------------- GL_ATI_pn_triangles -------------------------- */ - -#ifndef GL_ATI_pn_triangles -#define GL_ATI_pn_triangles 1 - -#define GL_PN_TRIANGLES_ATI 0x87F0 -#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1 -#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2 -#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3 -#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4 -#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5 -#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6 -#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7 -#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8 - -typedef void (GLAPIENTRY * PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param); - -#define glPNTrianglesfATI GLEW_GET_FUN(__glewPNTrianglesfATI) -#define glPNTrianglesiATI GLEW_GET_FUN(__glewPNTrianglesiATI) - -#define GLEW_ATI_pn_triangles GLEW_GET_VAR(__GLEW_ATI_pn_triangles) - -#endif /* GL_ATI_pn_triangles */ - -/* ------------------------ GL_ATI_separate_stencil ------------------------ */ - -#ifndef GL_ATI_separate_stencil -#define GL_ATI_separate_stencil 1 - -#define GL_STENCIL_BACK_FUNC_ATI 0x8800 -#define GL_STENCIL_BACK_FAIL_ATI 0x8801 -#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802 -#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803 - -typedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); -typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); - -#define glStencilFuncSeparateATI GLEW_GET_FUN(__glewStencilFuncSeparateATI) -#define glStencilOpSeparateATI GLEW_GET_FUN(__glewStencilOpSeparateATI) - -#define GLEW_ATI_separate_stencil GLEW_GET_VAR(__GLEW_ATI_separate_stencil) - -#endif /* GL_ATI_separate_stencil */ - -/* ----------------------- GL_ATI_shader_texture_lod ----------------------- */ - -#ifndef GL_ATI_shader_texture_lod -#define GL_ATI_shader_texture_lod 1 - -#define GLEW_ATI_shader_texture_lod GLEW_GET_VAR(__GLEW_ATI_shader_texture_lod) - -#endif /* GL_ATI_shader_texture_lod */ - -/* ---------------------- GL_ATI_text_fragment_shader ---------------------- */ - -#ifndef GL_ATI_text_fragment_shader -#define GL_ATI_text_fragment_shader 1 - -#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200 - -#define GLEW_ATI_text_fragment_shader GLEW_GET_VAR(__GLEW_ATI_text_fragment_shader) - -#endif /* GL_ATI_text_fragment_shader */ - -/* --------------------- GL_ATI_texture_compression_3dc -------------------- */ - -#ifndef GL_ATI_texture_compression_3dc -#define GL_ATI_texture_compression_3dc 1 - -#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837 - -#define GLEW_ATI_texture_compression_3dc GLEW_GET_VAR(__GLEW_ATI_texture_compression_3dc) - -#endif /* GL_ATI_texture_compression_3dc */ - -/* ---------------------- GL_ATI_texture_env_combine3 ---------------------- */ - -#ifndef GL_ATI_texture_env_combine3 -#define GL_ATI_texture_env_combine3 1 - -#define GL_MODULATE_ADD_ATI 0x8744 -#define GL_MODULATE_SIGNED_ADD_ATI 0x8745 -#define GL_MODULATE_SUBTRACT_ATI 0x8746 - -#define GLEW_ATI_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATI_texture_env_combine3) - -#endif /* GL_ATI_texture_env_combine3 */ - -/* -------------------------- GL_ATI_texture_float ------------------------- */ - -#ifndef GL_ATI_texture_float -#define GL_ATI_texture_float 1 - -#define GL_RGBA_FLOAT32_ATI 0x8814 -#define GL_RGB_FLOAT32_ATI 0x8815 -#define GL_ALPHA_FLOAT32_ATI 0x8816 -#define GL_INTENSITY_FLOAT32_ATI 0x8817 -#define GL_LUMINANCE_FLOAT32_ATI 0x8818 -#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819 -#define GL_RGBA_FLOAT16_ATI 0x881A -#define GL_RGB_FLOAT16_ATI 0x881B -#define GL_ALPHA_FLOAT16_ATI 0x881C -#define GL_INTENSITY_FLOAT16_ATI 0x881D -#define GL_LUMINANCE_FLOAT16_ATI 0x881E -#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F - -#define GLEW_ATI_texture_float GLEW_GET_VAR(__GLEW_ATI_texture_float) - -#endif /* GL_ATI_texture_float */ - -/* ----------------------- GL_ATI_texture_mirror_once ---------------------- */ - -#ifndef GL_ATI_texture_mirror_once -#define GL_ATI_texture_mirror_once 1 - -#define GL_MIRROR_CLAMP_ATI 0x8742 -#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743 - -#define GLEW_ATI_texture_mirror_once GLEW_GET_VAR(__GLEW_ATI_texture_mirror_once) - -#endif /* GL_ATI_texture_mirror_once */ - -/* ----------------------- GL_ATI_vertex_array_object ---------------------- */ - -#ifndef GL_ATI_vertex_array_object -#define GL_ATI_vertex_array_object 1 - -#define GL_STATIC_ATI 0x8760 -#define GL_DYNAMIC_ATI 0x8761 -#define GL_PRESERVE_ATI 0x8762 -#define GL_DISCARD_ATI 0x8763 -#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764 -#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765 -#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766 -#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767 - -typedef void (GLAPIENTRY * PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); -typedef void (GLAPIENTRY * PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer); -typedef GLuint (GLAPIENTRY * PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const void *pointer, GLenum usage); -typedef void (GLAPIENTRY * PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve); -typedef void (GLAPIENTRY * PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); - -#define glArrayObjectATI GLEW_GET_FUN(__glewArrayObjectATI) -#define glFreeObjectBufferATI GLEW_GET_FUN(__glewFreeObjectBufferATI) -#define glGetArrayObjectfvATI GLEW_GET_FUN(__glewGetArrayObjectfvATI) -#define glGetArrayObjectivATI GLEW_GET_FUN(__glewGetArrayObjectivATI) -#define glGetObjectBufferfvATI GLEW_GET_FUN(__glewGetObjectBufferfvATI) -#define glGetObjectBufferivATI GLEW_GET_FUN(__glewGetObjectBufferivATI) -#define glGetVariantArrayObjectfvATI GLEW_GET_FUN(__glewGetVariantArrayObjectfvATI) -#define glGetVariantArrayObjectivATI GLEW_GET_FUN(__glewGetVariantArrayObjectivATI) -#define glIsObjectBufferATI GLEW_GET_FUN(__glewIsObjectBufferATI) -#define glNewObjectBufferATI GLEW_GET_FUN(__glewNewObjectBufferATI) -#define glUpdateObjectBufferATI GLEW_GET_FUN(__glewUpdateObjectBufferATI) -#define glVariantArrayObjectATI GLEW_GET_FUN(__glewVariantArrayObjectATI) - -#define GLEW_ATI_vertex_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_array_object) - -#endif /* GL_ATI_vertex_array_object */ - -/* ------------------- GL_ATI_vertex_attrib_array_object ------------------- */ - -#ifndef GL_ATI_vertex_attrib_array_object -#define GL_ATI_vertex_attrib_array_object 1 - -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); - -#define glGetVertexAttribArrayObjectfvATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectfvATI) -#define glGetVertexAttribArrayObjectivATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectivATI) -#define glVertexAttribArrayObjectATI GLEW_GET_FUN(__glewVertexAttribArrayObjectATI) - -#define GLEW_ATI_vertex_attrib_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_attrib_array_object) - -#endif /* GL_ATI_vertex_attrib_array_object */ - -/* ------------------------- GL_ATI_vertex_streams ------------------------- */ - -#ifndef GL_ATI_vertex_streams -#define GL_ATI_vertex_streams 1 - -#define GL_MAX_VERTEX_STREAMS_ATI 0x876B -#define GL_VERTEX_SOURCE_ATI 0x876C -#define GL_VERTEX_STREAM0_ATI 0x876D -#define GL_VERTEX_STREAM1_ATI 0x876E -#define GL_VERTEX_STREAM2_ATI 0x876F -#define GL_VERTEX_STREAM3_ATI 0x8770 -#define GL_VERTEX_STREAM4_ATI 0x8771 -#define GL_VERTEX_STREAM5_ATI 0x8772 -#define GL_VERTEX_STREAM6_ATI 0x8773 -#define GL_VERTEX_STREAM7_ATI 0x8774 - -typedef void (GLAPIENTRY * PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte x, GLbyte y, GLbyte z); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords); - -#define glClientActiveVertexStreamATI GLEW_GET_FUN(__glewClientActiveVertexStreamATI) -#define glNormalStream3bATI GLEW_GET_FUN(__glewNormalStream3bATI) -#define glNormalStream3bvATI GLEW_GET_FUN(__glewNormalStream3bvATI) -#define glNormalStream3dATI GLEW_GET_FUN(__glewNormalStream3dATI) -#define glNormalStream3dvATI GLEW_GET_FUN(__glewNormalStream3dvATI) -#define glNormalStream3fATI GLEW_GET_FUN(__glewNormalStream3fATI) -#define glNormalStream3fvATI GLEW_GET_FUN(__glewNormalStream3fvATI) -#define glNormalStream3iATI GLEW_GET_FUN(__glewNormalStream3iATI) -#define glNormalStream3ivATI GLEW_GET_FUN(__glewNormalStream3ivATI) -#define glNormalStream3sATI GLEW_GET_FUN(__glewNormalStream3sATI) -#define glNormalStream3svATI GLEW_GET_FUN(__glewNormalStream3svATI) -#define glVertexBlendEnvfATI GLEW_GET_FUN(__glewVertexBlendEnvfATI) -#define glVertexBlendEnviATI GLEW_GET_FUN(__glewVertexBlendEnviATI) -#define glVertexStream1dATI GLEW_GET_FUN(__glewVertexStream1dATI) -#define glVertexStream1dvATI GLEW_GET_FUN(__glewVertexStream1dvATI) -#define glVertexStream1fATI GLEW_GET_FUN(__glewVertexStream1fATI) -#define glVertexStream1fvATI GLEW_GET_FUN(__glewVertexStream1fvATI) -#define glVertexStream1iATI GLEW_GET_FUN(__glewVertexStream1iATI) -#define glVertexStream1ivATI GLEW_GET_FUN(__glewVertexStream1ivATI) -#define glVertexStream1sATI GLEW_GET_FUN(__glewVertexStream1sATI) -#define glVertexStream1svATI GLEW_GET_FUN(__glewVertexStream1svATI) -#define glVertexStream2dATI GLEW_GET_FUN(__glewVertexStream2dATI) -#define glVertexStream2dvATI GLEW_GET_FUN(__glewVertexStream2dvATI) -#define glVertexStream2fATI GLEW_GET_FUN(__glewVertexStream2fATI) -#define glVertexStream2fvATI GLEW_GET_FUN(__glewVertexStream2fvATI) -#define glVertexStream2iATI GLEW_GET_FUN(__glewVertexStream2iATI) -#define glVertexStream2ivATI GLEW_GET_FUN(__glewVertexStream2ivATI) -#define glVertexStream2sATI GLEW_GET_FUN(__glewVertexStream2sATI) -#define glVertexStream2svATI GLEW_GET_FUN(__glewVertexStream2svATI) -#define glVertexStream3dATI GLEW_GET_FUN(__glewVertexStream3dATI) -#define glVertexStream3dvATI GLEW_GET_FUN(__glewVertexStream3dvATI) -#define glVertexStream3fATI GLEW_GET_FUN(__glewVertexStream3fATI) -#define glVertexStream3fvATI GLEW_GET_FUN(__glewVertexStream3fvATI) -#define glVertexStream3iATI GLEW_GET_FUN(__glewVertexStream3iATI) -#define glVertexStream3ivATI GLEW_GET_FUN(__glewVertexStream3ivATI) -#define glVertexStream3sATI GLEW_GET_FUN(__glewVertexStream3sATI) -#define glVertexStream3svATI GLEW_GET_FUN(__glewVertexStream3svATI) -#define glVertexStream4dATI GLEW_GET_FUN(__glewVertexStream4dATI) -#define glVertexStream4dvATI GLEW_GET_FUN(__glewVertexStream4dvATI) -#define glVertexStream4fATI GLEW_GET_FUN(__glewVertexStream4fATI) -#define glVertexStream4fvATI GLEW_GET_FUN(__glewVertexStream4fvATI) -#define glVertexStream4iATI GLEW_GET_FUN(__glewVertexStream4iATI) -#define glVertexStream4ivATI GLEW_GET_FUN(__glewVertexStream4ivATI) -#define glVertexStream4sATI GLEW_GET_FUN(__glewVertexStream4sATI) -#define glVertexStream4svATI GLEW_GET_FUN(__glewVertexStream4svATI) - -#define GLEW_ATI_vertex_streams GLEW_GET_VAR(__GLEW_ATI_vertex_streams) - -#endif /* GL_ATI_vertex_streams */ - -/* -------------------- GL_EGL_KHR_context_flush_control ------------------- */ - -#ifndef GL_EGL_KHR_context_flush_control -#define GL_EGL_KHR_context_flush_control 1 - -#define GLEW_EGL_KHR_context_flush_control GLEW_GET_VAR(__GLEW_EGL_KHR_context_flush_control) - -#endif /* GL_EGL_KHR_context_flush_control */ - -/* ---------------- GL_EGL_NV_robustness_video_memory_purge ---------------- */ - -#ifndef GL_EGL_NV_robustness_video_memory_purge -#define GL_EGL_NV_robustness_video_memory_purge 1 - -#define GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C -#define GL_PURGED_CONTEXT_RESET_NV 0x92BB - -#define GLEW_EGL_NV_robustness_video_memory_purge GLEW_GET_VAR(__GLEW_EGL_NV_robustness_video_memory_purge) - -#endif /* GL_EGL_NV_robustness_video_memory_purge */ - -/* --------------------------- GL_EXT_422_pixels --------------------------- */ - -#ifndef GL_EXT_422_pixels -#define GL_EXT_422_pixels 1 - -#define GL_422_EXT 0x80CC -#define GL_422_REV_EXT 0x80CD -#define GL_422_AVERAGE_EXT 0x80CE -#define GL_422_REV_AVERAGE_EXT 0x80CF - -#define GLEW_EXT_422_pixels GLEW_GET_VAR(__GLEW_EXT_422_pixels) - -#endif /* GL_EXT_422_pixels */ - -/* ---------------------------- GL_EXT_Cg_shader --------------------------- */ - -#ifndef GL_EXT_Cg_shader -#define GL_EXT_Cg_shader 1 - -#define GL_CG_VERTEX_SHADER_EXT 0x890E -#define GL_CG_FRAGMENT_SHADER_EXT 0x890F - -#define GLEW_EXT_Cg_shader GLEW_GET_VAR(__GLEW_EXT_Cg_shader) - -#endif /* GL_EXT_Cg_shader */ - -/* ------------------------- GL_EXT_EGL_image_array ------------------------ */ - -#ifndef GL_EXT_EGL_image_array -#define GL_EXT_EGL_image_array 1 - -#define GLEW_EXT_EGL_image_array GLEW_GET_VAR(__GLEW_EXT_EGL_image_array) - -#endif /* GL_EXT_EGL_image_array */ - -/* --------------------------- GL_EXT_YUV_target --------------------------- */ - -#ifndef GL_EXT_YUV_target -#define GL_EXT_YUV_target 1 - -#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7 - -#define GLEW_EXT_YUV_target GLEW_GET_VAR(__GLEW_EXT_YUV_target) - -#endif /* GL_EXT_YUV_target */ - -/* ------------------------------ GL_EXT_abgr ------------------------------ */ - -#ifndef GL_EXT_abgr -#define GL_EXT_abgr 1 - -#define GL_ABGR_EXT 0x8000 - -#define GLEW_EXT_abgr GLEW_GET_VAR(__GLEW_EXT_abgr) - -#endif /* GL_EXT_abgr */ - -/* -------------------------- GL_EXT_base_instance ------------------------- */ - -#ifndef GL_EXT_base_instance -#define GL_EXT_base_instance 1 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); - -#define glDrawArraysInstancedBaseInstanceEXT GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstanceEXT) -#define glDrawElementsInstancedBaseInstanceEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstanceEXT) -#define glDrawElementsInstancedBaseVertexBaseInstanceEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstanceEXT) - -#define GLEW_EXT_base_instance GLEW_GET_VAR(__GLEW_EXT_base_instance) - -#endif /* GL_EXT_base_instance */ - -/* ------------------------------ GL_EXT_bgra ------------------------------ */ - -#ifndef GL_EXT_bgra -#define GL_EXT_bgra 1 - -#define GL_BGR_EXT 0x80E0 -#define GL_BGRA_EXT 0x80E1 - -#define GLEW_EXT_bgra GLEW_GET_VAR(__GLEW_EXT_bgra) - -#endif /* GL_EXT_bgra */ - -/* ------------------------ GL_EXT_bindable_uniform ------------------------ */ - -#ifndef GL_EXT_bindable_uniform -#define GL_EXT_bindable_uniform 1 - -#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2 -#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3 -#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4 -#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED -#define GL_UNIFORM_BUFFER_EXT 0x8DEE -#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF - -typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location); -typedef GLintptr (GLAPIENTRY * PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location); -typedef void (GLAPIENTRY * PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer); - -#define glGetUniformBufferSizeEXT GLEW_GET_FUN(__glewGetUniformBufferSizeEXT) -#define glGetUniformOffsetEXT GLEW_GET_FUN(__glewGetUniformOffsetEXT) -#define glUniformBufferEXT GLEW_GET_FUN(__glewUniformBufferEXT) - -#define GLEW_EXT_bindable_uniform GLEW_GET_VAR(__GLEW_EXT_bindable_uniform) - -#endif /* GL_EXT_bindable_uniform */ - -/* --------------------------- GL_EXT_blend_color -------------------------- */ - -#ifndef GL_EXT_blend_color -#define GL_EXT_blend_color 1 - -#define GL_CONSTANT_COLOR_EXT 0x8001 -#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 -#define GL_CONSTANT_ALPHA_EXT 0x8003 -#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 -#define GL_BLEND_COLOR_EXT 0x8005 - -typedef void (GLAPIENTRY * PFNGLBLENDCOLOREXTPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); - -#define glBlendColorEXT GLEW_GET_FUN(__glewBlendColorEXT) - -#define GLEW_EXT_blend_color GLEW_GET_VAR(__GLEW_EXT_blend_color) - -#endif /* GL_EXT_blend_color */ - -/* --------------------- GL_EXT_blend_equation_separate -------------------- */ - -#ifndef GL_EXT_blend_equation_separate -#define GL_EXT_blend_equation_separate 1 - -#define GL_BLEND_EQUATION_RGB_EXT 0x8009 -#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha); - -#define glBlendEquationSeparateEXT GLEW_GET_FUN(__glewBlendEquationSeparateEXT) - -#define GLEW_EXT_blend_equation_separate GLEW_GET_VAR(__GLEW_EXT_blend_equation_separate) - -#endif /* GL_EXT_blend_equation_separate */ - -/* ----------------------- GL_EXT_blend_func_extended ---------------------- */ - -#ifndef GL_EXT_blend_func_extended -#define GL_EXT_blend_func_extended 1 - -#define GL_SRC_ALPHA_SATURATE_EXT 0x0308 -#define GL_SRC1_ALPHA_EXT 0x8589 -#define GL_SRC1_COLOR_EXT 0x88F9 -#define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA -#define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB -#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC -#define GL_LOCATION_INDEX_EXT 0x930F - -typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name); -typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXEXTPROC) (GLuint program, const GLchar * name); -typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC) (GLuint program, GLenum programInterface, const GLchar* name); - -#define glBindFragDataLocationIndexedEXT GLEW_GET_FUN(__glewBindFragDataLocationIndexedEXT) -#define glGetFragDataIndexEXT GLEW_GET_FUN(__glewGetFragDataIndexEXT) -#define glGetProgramResourceLocationIndexEXT GLEW_GET_FUN(__glewGetProgramResourceLocationIndexEXT) - -#define GLEW_EXT_blend_func_extended GLEW_GET_VAR(__GLEW_EXT_blend_func_extended) - -#endif /* GL_EXT_blend_func_extended */ - -/* ----------------------- GL_EXT_blend_func_separate ---------------------- */ - -#ifndef GL_EXT_blend_func_separate -#define GL_EXT_blend_func_separate 1 - -#define GL_BLEND_DST_RGB_EXT 0x80C8 -#define GL_BLEND_SRC_RGB_EXT 0x80C9 -#define GL_BLEND_DST_ALPHA_EXT 0x80CA -#define GL_BLEND_SRC_ALPHA_EXT 0x80CB - -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); - -#define glBlendFuncSeparateEXT GLEW_GET_FUN(__glewBlendFuncSeparateEXT) - -#define GLEW_EXT_blend_func_separate GLEW_GET_VAR(__GLEW_EXT_blend_func_separate) - -#endif /* GL_EXT_blend_func_separate */ - -/* ------------------------- GL_EXT_blend_logic_op ------------------------- */ - -#ifndef GL_EXT_blend_logic_op -#define GL_EXT_blend_logic_op 1 - -#define GLEW_EXT_blend_logic_op GLEW_GET_VAR(__GLEW_EXT_blend_logic_op) - -#endif /* GL_EXT_blend_logic_op */ - -/* -------------------------- GL_EXT_blend_minmax -------------------------- */ - -#ifndef GL_EXT_blend_minmax -#define GL_EXT_blend_minmax 1 - -#define GL_FUNC_ADD_EXT 0x8006 -#define GL_MIN_EXT 0x8007 -#define GL_MAX_EXT 0x8008 -#define GL_BLEND_EQUATION_EXT 0x8009 - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONEXTPROC) (GLenum mode); - -#define glBlendEquationEXT GLEW_GET_FUN(__glewBlendEquationEXT) - -#define GLEW_EXT_blend_minmax GLEW_GET_VAR(__GLEW_EXT_blend_minmax) - -#endif /* GL_EXT_blend_minmax */ - -/* ------------------------- GL_EXT_blend_subtract ------------------------- */ - -#ifndef GL_EXT_blend_subtract -#define GL_EXT_blend_subtract 1 - -#define GL_FUNC_SUBTRACT_EXT 0x800A -#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B - -#define GLEW_EXT_blend_subtract GLEW_GET_VAR(__GLEW_EXT_blend_subtract) - -#endif /* GL_EXT_blend_subtract */ - -/* ------------------------- GL_EXT_buffer_storage ------------------------- */ - -#ifndef GL_EXT_buffer_storage -#define GL_EXT_buffer_storage 1 - -#define GL_MAP_READ_BIT 0x0001 -#define GL_MAP_WRITE_BIT 0x0002 -#define GL_MAP_PERSISTENT_BIT_EXT 0x0040 -#define GL_MAP_COHERENT_BIT_EXT 0x0080 -#define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100 -#define GL_CLIENT_STORAGE_BIT_EXT 0x0200 -#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000 -#define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F -#define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220 - -typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEEXTPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); - -#define glBufferStorageEXT GLEW_GET_FUN(__glewBufferStorageEXT) -#define glNamedBufferStorageEXT GLEW_GET_FUN(__glewNamedBufferStorageEXT) - -#define GLEW_EXT_buffer_storage GLEW_GET_VAR(__GLEW_EXT_buffer_storage) - -#endif /* GL_EXT_buffer_storage */ - -/* -------------------------- GL_EXT_clear_texture ------------------------- */ - -#ifndef GL_EXT_clear_texture -#define GL_EXT_clear_texture 1 - -typedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEEXTPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); - -#define glClearTexImageEXT GLEW_GET_FUN(__glewClearTexImageEXT) -#define glClearTexSubImageEXT GLEW_GET_FUN(__glewClearTexSubImageEXT) - -#define GLEW_EXT_clear_texture GLEW_GET_VAR(__GLEW_EXT_clear_texture) - -#endif /* GL_EXT_clear_texture */ - -/* ----------------------- GL_EXT_clip_cull_distance ----------------------- */ - -#ifndef GL_EXT_clip_cull_distance -#define GL_EXT_clip_cull_distance 1 - -#define GL_MAX_CLIP_DISTANCES_EXT 0x0D32 -#define GL_CLIP_DISTANCE0_EXT 0x3000 -#define GL_CLIP_DISTANCE1_EXT 0x3001 -#define GL_CLIP_DISTANCE2_EXT 0x3002 -#define GL_CLIP_DISTANCE3_EXT 0x3003 -#define GL_CLIP_DISTANCE4_EXT 0x3004 -#define GL_CLIP_DISTANCE5_EXT 0x3005 -#define GL_CLIP_DISTANCE6_EXT 0x3006 -#define GL_CLIP_DISTANCE7_EXT 0x3007 -#define GL_MAX_CULL_DISTANCES_EXT 0x82F9 -#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT 0x82FA - -#define GLEW_EXT_clip_cull_distance GLEW_GET_VAR(__GLEW_EXT_clip_cull_distance) - -#endif /* GL_EXT_clip_cull_distance */ - -/* ------------------------ GL_EXT_clip_volume_hint ------------------------ */ - -#ifndef GL_EXT_clip_volume_hint -#define GL_EXT_clip_volume_hint 1 - -#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0 - -#define GLEW_EXT_clip_volume_hint GLEW_GET_VAR(__GLEW_EXT_clip_volume_hint) - -#endif /* GL_EXT_clip_volume_hint */ - -/* ------------------------------ GL_EXT_cmyka ----------------------------- */ - -#ifndef GL_EXT_cmyka -#define GL_EXT_cmyka 1 - -#define GL_CMYK_EXT 0x800C -#define GL_CMYKA_EXT 0x800D -#define GL_PACK_CMYK_HINT_EXT 0x800E -#define GL_UNPACK_CMYK_HINT_EXT 0x800F - -#define GLEW_EXT_cmyka GLEW_GET_VAR(__GLEW_EXT_cmyka) - -#endif /* GL_EXT_cmyka */ - -/* ----------------------- GL_EXT_color_buffer_float ----------------------- */ - -#ifndef GL_EXT_color_buffer_float -#define GL_EXT_color_buffer_float 1 - -#define GLEW_EXT_color_buffer_float GLEW_GET_VAR(__GLEW_EXT_color_buffer_float) - -#endif /* GL_EXT_color_buffer_float */ - -/* --------------------- GL_EXT_color_buffer_half_float -------------------- */ - -#ifndef GL_EXT_color_buffer_half_float -#define GL_EXT_color_buffer_half_float 1 - -#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211 -#define GL_R16F_EXT 0x822D -#define GL_RG16F_EXT 0x822F -#define GL_RGBA16F_EXT 0x881A -#define GL_RGB16F_EXT 0x881B -#define GL_UNSIGNED_NORMALIZED_EXT 0x8C17 - -#define GLEW_EXT_color_buffer_half_float GLEW_GET_VAR(__GLEW_EXT_color_buffer_half_float) - -#endif /* GL_EXT_color_buffer_half_float */ - -/* ------------------------- GL_EXT_color_subtable ------------------------- */ - -#ifndef GL_EXT_color_subtable -#define GL_EXT_color_subtable 1 - -typedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); - -#define glColorSubTableEXT GLEW_GET_FUN(__glewColorSubTableEXT) -#define glCopyColorSubTableEXT GLEW_GET_FUN(__glewCopyColorSubTableEXT) - -#define GLEW_EXT_color_subtable GLEW_GET_VAR(__GLEW_EXT_color_subtable) - -#endif /* GL_EXT_color_subtable */ - -/* ---------------------- GL_EXT_compiled_vertex_array --------------------- */ - -#ifndef GL_EXT_compiled_vertex_array -#define GL_EXT_compiled_vertex_array 1 - -#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8 -#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9 - -typedef void (GLAPIENTRY * PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count); -typedef void (GLAPIENTRY * PFNGLUNLOCKARRAYSEXTPROC) (void); - -#define glLockArraysEXT GLEW_GET_FUN(__glewLockArraysEXT) -#define glUnlockArraysEXT GLEW_GET_FUN(__glewUnlockArraysEXT) - -#define GLEW_EXT_compiled_vertex_array GLEW_GET_VAR(__GLEW_EXT_compiled_vertex_array) - -#endif /* GL_EXT_compiled_vertex_array */ - -/* ---------------- GL_EXT_compressed_ETC1_RGB8_sub_texture ---------------- */ - -#ifndef GL_EXT_compressed_ETC1_RGB8_sub_texture -#define GL_EXT_compressed_ETC1_RGB8_sub_texture 1 - -#define GLEW_EXT_compressed_ETC1_RGB8_sub_texture GLEW_GET_VAR(__GLEW_EXT_compressed_ETC1_RGB8_sub_texture) - -#endif /* GL_EXT_compressed_ETC1_RGB8_sub_texture */ - -/* ----------------------- GL_EXT_conservative_depth ----------------------- */ - -#ifndef GL_EXT_conservative_depth -#define GL_EXT_conservative_depth 1 - -#define GLEW_EXT_conservative_depth GLEW_GET_VAR(__GLEW_EXT_conservative_depth) - -#endif /* GL_EXT_conservative_depth */ - -/* --------------------------- GL_EXT_convolution -------------------------- */ - -#ifndef GL_EXT_convolution -#define GL_EXT_convolution 1 - -#define GL_CONVOLUTION_1D_EXT 0x8010 -#define GL_CONVOLUTION_2D_EXT 0x8011 -#define GL_SEPARABLE_2D_EXT 0x8012 -#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013 -#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014 -#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015 -#define GL_REDUCE_EXT 0x8016 -#define GL_CONVOLUTION_FORMAT_EXT 0x8017 -#define GL_CONVOLUTION_WIDTH_EXT 0x8018 -#define GL_CONVOLUTION_HEIGHT_EXT 0x8019 -#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A -#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B -#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C -#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D -#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E -#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F -#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020 -#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021 -#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022 -#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023 - -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *image); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); -typedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); - -#define glConvolutionFilter1DEXT GLEW_GET_FUN(__glewConvolutionFilter1DEXT) -#define glConvolutionFilter2DEXT GLEW_GET_FUN(__glewConvolutionFilter2DEXT) -#define glConvolutionParameterfEXT GLEW_GET_FUN(__glewConvolutionParameterfEXT) -#define glConvolutionParameterfvEXT GLEW_GET_FUN(__glewConvolutionParameterfvEXT) -#define glConvolutionParameteriEXT GLEW_GET_FUN(__glewConvolutionParameteriEXT) -#define glConvolutionParameterivEXT GLEW_GET_FUN(__glewConvolutionParameterivEXT) -#define glCopyConvolutionFilter1DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter1DEXT) -#define glCopyConvolutionFilter2DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter2DEXT) -#define glGetConvolutionFilterEXT GLEW_GET_FUN(__glewGetConvolutionFilterEXT) -#define glGetConvolutionParameterfvEXT GLEW_GET_FUN(__glewGetConvolutionParameterfvEXT) -#define glGetConvolutionParameterivEXT GLEW_GET_FUN(__glewGetConvolutionParameterivEXT) -#define glGetSeparableFilterEXT GLEW_GET_FUN(__glewGetSeparableFilterEXT) -#define glSeparableFilter2DEXT GLEW_GET_FUN(__glewSeparableFilter2DEXT) - -#define GLEW_EXT_convolution GLEW_GET_VAR(__GLEW_EXT_convolution) - -#endif /* GL_EXT_convolution */ - -/* ------------------------ GL_EXT_coordinate_frame ------------------------ */ - -#ifndef GL_EXT_coordinate_frame -#define GL_EXT_coordinate_frame 1 - -#define GL_TANGENT_ARRAY_EXT 0x8439 -#define GL_BINORMAL_ARRAY_EXT 0x843A -#define GL_CURRENT_TANGENT_EXT 0x843B -#define GL_CURRENT_BINORMAL_EXT 0x843C -#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E -#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F -#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440 -#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441 -#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442 -#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443 -#define GL_MAP1_TANGENT_EXT 0x8444 -#define GL_MAP2_TANGENT_EXT 0x8445 -#define GL_MAP1_BINORMAL_EXT 0x8446 -#define GL_MAP2_BINORMAL_EXT 0x8447 - -typedef void (GLAPIENTRY * PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer); -typedef void (GLAPIENTRY * PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer); - -#define glBinormalPointerEXT GLEW_GET_FUN(__glewBinormalPointerEXT) -#define glTangentPointerEXT GLEW_GET_FUN(__glewTangentPointerEXT) - -#define GLEW_EXT_coordinate_frame GLEW_GET_VAR(__GLEW_EXT_coordinate_frame) - -#endif /* GL_EXT_coordinate_frame */ - -/* --------------------------- GL_EXT_copy_image --------------------------- */ - -#ifndef GL_EXT_copy_image -#define GL_EXT_copy_image 1 - -typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAEXTPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); - -#define glCopyImageSubDataEXT GLEW_GET_FUN(__glewCopyImageSubDataEXT) - -#define GLEW_EXT_copy_image GLEW_GET_VAR(__GLEW_EXT_copy_image) - -#endif /* GL_EXT_copy_image */ - -/* -------------------------- GL_EXT_copy_texture -------------------------- */ - -#ifndef GL_EXT_copy_texture -#define GL_EXT_copy_texture 1 - -typedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); - -#define glCopyTexImage1DEXT GLEW_GET_FUN(__glewCopyTexImage1DEXT) -#define glCopyTexImage2DEXT GLEW_GET_FUN(__glewCopyTexImage2DEXT) -#define glCopyTexSubImage1DEXT GLEW_GET_FUN(__glewCopyTexSubImage1DEXT) -#define glCopyTexSubImage2DEXT GLEW_GET_FUN(__glewCopyTexSubImage2DEXT) -#define glCopyTexSubImage3DEXT GLEW_GET_FUN(__glewCopyTexSubImage3DEXT) - -#define GLEW_EXT_copy_texture GLEW_GET_VAR(__GLEW_EXT_copy_texture) - -#endif /* GL_EXT_copy_texture */ - -/* --------------------------- GL_EXT_cull_vertex -------------------------- */ - -#ifndef GL_EXT_cull_vertex -#define GL_EXT_cull_vertex 1 - -#define GL_CULL_VERTEX_EXT 0x81AA -#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB -#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC - -typedef void (GLAPIENTRY * PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat* params); - -#define glCullParameterdvEXT GLEW_GET_FUN(__glewCullParameterdvEXT) -#define glCullParameterfvEXT GLEW_GET_FUN(__glewCullParameterfvEXT) - -#define GLEW_EXT_cull_vertex GLEW_GET_VAR(__GLEW_EXT_cull_vertex) - -#endif /* GL_EXT_cull_vertex */ - -/* --------------------------- GL_EXT_debug_label -------------------------- */ - -#ifndef GL_EXT_debug_label -#define GL_EXT_debug_label 1 - -#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F -#define GL_PROGRAM_OBJECT_EXT 0x8B40 -#define GL_SHADER_OBJECT_EXT 0x8B48 -#define GL_BUFFER_OBJECT_EXT 0x9151 -#define GL_QUERY_OBJECT_EXT 0x9153 -#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 - -typedef void (GLAPIENTRY * PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei* length, GLchar *label); -typedef void (GLAPIENTRY * PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar* label); - -#define glGetObjectLabelEXT GLEW_GET_FUN(__glewGetObjectLabelEXT) -#define glLabelObjectEXT GLEW_GET_FUN(__glewLabelObjectEXT) - -#define GLEW_EXT_debug_label GLEW_GET_VAR(__GLEW_EXT_debug_label) - -#endif /* GL_EXT_debug_label */ - -/* -------------------------- GL_EXT_debug_marker -------------------------- */ - -#ifndef GL_EXT_debug_marker -#define GL_EXT_debug_marker 1 - -typedef void (GLAPIENTRY * PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar* marker); -typedef void (GLAPIENTRY * PFNGLPOPGROUPMARKEREXTPROC) (void); -typedef void (GLAPIENTRY * PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar* marker); - -#define glInsertEventMarkerEXT GLEW_GET_FUN(__glewInsertEventMarkerEXT) -#define glPopGroupMarkerEXT GLEW_GET_FUN(__glewPopGroupMarkerEXT) -#define glPushGroupMarkerEXT GLEW_GET_FUN(__glewPushGroupMarkerEXT) - -#define GLEW_EXT_debug_marker GLEW_GET_VAR(__GLEW_EXT_debug_marker) - -#endif /* GL_EXT_debug_marker */ - -/* ------------------------ GL_EXT_depth_bounds_test ----------------------- */ - -#ifndef GL_EXT_depth_bounds_test -#define GL_EXT_depth_bounds_test 1 - -#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890 -#define GL_DEPTH_BOUNDS_EXT 0x8891 - -typedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax); - -#define glDepthBoundsEXT GLEW_GET_FUN(__glewDepthBoundsEXT) - -#define GLEW_EXT_depth_bounds_test GLEW_GET_VAR(__GLEW_EXT_depth_bounds_test) - -#endif /* GL_EXT_depth_bounds_test */ - -/* ----------------------- GL_EXT_direct_state_access ---------------------- */ - -#ifndef GL_EXT_direct_state_access -#define GL_EXT_direct_state_access 1 - -#define GL_PROGRAM_MATRIX_EXT 0x8E2D -#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E -#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F - -typedef void (GLAPIENTRY * PFNGLBINDMULTITEXTUREEXTPROC) (GLenum texunit, GLenum target, GLuint texture); -typedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) (GLuint framebuffer, GLenum target); -typedef void (GLAPIENTRY * PFNGLCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); -typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); -typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); -typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERREADBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); -typedef void (GLAPIENTRY * PFNGLGENERATEMULTITEXMIPMAPEXTPROC) (GLenum texunit, GLenum target); -typedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPEXTPROC) (GLuint texture, GLenum target); -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, void *img); -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, void *img); -typedef void (GLAPIENTRY * PFNGLGETDOUBLEINDEXEDVEXTPROC) (GLenum target, GLuint index, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETFLOATINDEXEDVEXTPROC) (GLenum target, GLuint index, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) (GLuint buffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) (GLuint buffer, GLenum pname, void** params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); -typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum pname, void *string); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMIVEXTPROC) (GLuint program, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) (GLuint renderbuffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETPOINTERINDEXEDVEXTPROC) (GLenum target, GLuint index, void** params); -typedef void (GLAPIENTRY * PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void** params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERVEXTPROC) (GLuint vaobj, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void** param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERVEXTPROC) (GLuint vaobj, GLenum pname, void** param); -typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFEREXTPROC) (GLuint buffer, GLenum access); -typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); -typedef void (GLAPIENTRY * PFNGLMATRIXFRUSTUMEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum matrixMode); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADDEXTPROC) (GLenum matrixMode, const GLdouble* m); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADFEXTPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULTDEXTPROC) (GLenum matrixMode, const GLdouble* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULTFEXTPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXORTHOEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f); -typedef void (GLAPIENTRY * PFNGLMATRIXPOPEXTPROC) (GLenum matrixMode); -typedef void (GLAPIENTRY * PFNGLMATRIXPUSHEXTPROC) (GLenum matrixMode); -typedef void (GLAPIENTRY * PFNGLMATRIXROTATEDEXTPROC) (GLenum matrixMode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLMATRIXROTATEFEXTPROC) (GLenum matrixMode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLMATRIXSCALEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLMATRIXSCALEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLMULTITEXBUFFEREXTPROC) (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDPOINTEREXTPROC) (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLMULTITEXENVFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXENVIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENDEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble param); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENFEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENIEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* param); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* param); -typedef void (GLAPIENTRY * PFNGLMULTITEXRENDERBUFFEREXTPROC) (GLenum texunit, GLenum target, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); -typedef void (GLAPIENTRY * PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string); -typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); -typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFEREXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLfloat* param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* param); -typedef void (GLAPIENTRY * PFNGLTEXTURERENDERBUFFEREXTPROC) (GLuint texture, GLenum target, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); -typedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFEREXTPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC) (GLuint vaobj, GLuint index, GLuint divisor); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); - -#define glBindMultiTextureEXT GLEW_GET_FUN(__glewBindMultiTextureEXT) -#define glCheckNamedFramebufferStatusEXT GLEW_GET_FUN(__glewCheckNamedFramebufferStatusEXT) -#define glClientAttribDefaultEXT GLEW_GET_FUN(__glewClientAttribDefaultEXT) -#define glCompressedMultiTexImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage1DEXT) -#define glCompressedMultiTexImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage2DEXT) -#define glCompressedMultiTexImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage3DEXT) -#define glCompressedMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage1DEXT) -#define glCompressedMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage2DEXT) -#define glCompressedMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage3DEXT) -#define glCompressedTextureImage1DEXT GLEW_GET_FUN(__glewCompressedTextureImage1DEXT) -#define glCompressedTextureImage2DEXT GLEW_GET_FUN(__glewCompressedTextureImage2DEXT) -#define glCompressedTextureImage3DEXT GLEW_GET_FUN(__glewCompressedTextureImage3DEXT) -#define glCompressedTextureSubImage1DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage1DEXT) -#define glCompressedTextureSubImage2DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage2DEXT) -#define glCompressedTextureSubImage3DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage3DEXT) -#define glCopyMultiTexImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexImage1DEXT) -#define glCopyMultiTexImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexImage2DEXT) -#define glCopyMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage1DEXT) -#define glCopyMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage2DEXT) -#define glCopyMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage3DEXT) -#define glCopyTextureImage1DEXT GLEW_GET_FUN(__glewCopyTextureImage1DEXT) -#define glCopyTextureImage2DEXT GLEW_GET_FUN(__glewCopyTextureImage2DEXT) -#define glCopyTextureSubImage1DEXT GLEW_GET_FUN(__glewCopyTextureSubImage1DEXT) -#define glCopyTextureSubImage2DEXT GLEW_GET_FUN(__glewCopyTextureSubImage2DEXT) -#define glCopyTextureSubImage3DEXT GLEW_GET_FUN(__glewCopyTextureSubImage3DEXT) -#define glDisableClientStateIndexedEXT GLEW_GET_FUN(__glewDisableClientStateIndexedEXT) -#define glDisableClientStateiEXT GLEW_GET_FUN(__glewDisableClientStateiEXT) -#define glDisableVertexArrayAttribEXT GLEW_GET_FUN(__glewDisableVertexArrayAttribEXT) -#define glDisableVertexArrayEXT GLEW_GET_FUN(__glewDisableVertexArrayEXT) -#define glEnableClientStateIndexedEXT GLEW_GET_FUN(__glewEnableClientStateIndexedEXT) -#define glEnableClientStateiEXT GLEW_GET_FUN(__glewEnableClientStateiEXT) -#define glEnableVertexArrayAttribEXT GLEW_GET_FUN(__glewEnableVertexArrayAttribEXT) -#define glEnableVertexArrayEXT GLEW_GET_FUN(__glewEnableVertexArrayEXT) -#define glFlushMappedNamedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedNamedBufferRangeEXT) -#define glFramebufferDrawBufferEXT GLEW_GET_FUN(__glewFramebufferDrawBufferEXT) -#define glFramebufferDrawBuffersEXT GLEW_GET_FUN(__glewFramebufferDrawBuffersEXT) -#define glFramebufferReadBufferEXT GLEW_GET_FUN(__glewFramebufferReadBufferEXT) -#define glGenerateMultiTexMipmapEXT GLEW_GET_FUN(__glewGenerateMultiTexMipmapEXT) -#define glGenerateTextureMipmapEXT GLEW_GET_FUN(__glewGenerateTextureMipmapEXT) -#define glGetCompressedMultiTexImageEXT GLEW_GET_FUN(__glewGetCompressedMultiTexImageEXT) -#define glGetCompressedTextureImageEXT GLEW_GET_FUN(__glewGetCompressedTextureImageEXT) -#define glGetDoubleIndexedvEXT GLEW_GET_FUN(__glewGetDoubleIndexedvEXT) -#define glGetDoublei_vEXT GLEW_GET_FUN(__glewGetDoublei_vEXT) -#define glGetFloatIndexedvEXT GLEW_GET_FUN(__glewGetFloatIndexedvEXT) -#define glGetFloati_vEXT GLEW_GET_FUN(__glewGetFloati_vEXT) -#define glGetFramebufferParameterivEXT GLEW_GET_FUN(__glewGetFramebufferParameterivEXT) -#define glGetMultiTexEnvfvEXT GLEW_GET_FUN(__glewGetMultiTexEnvfvEXT) -#define glGetMultiTexEnvivEXT GLEW_GET_FUN(__glewGetMultiTexEnvivEXT) -#define glGetMultiTexGendvEXT GLEW_GET_FUN(__glewGetMultiTexGendvEXT) -#define glGetMultiTexGenfvEXT GLEW_GET_FUN(__glewGetMultiTexGenfvEXT) -#define glGetMultiTexGenivEXT GLEW_GET_FUN(__glewGetMultiTexGenivEXT) -#define glGetMultiTexImageEXT GLEW_GET_FUN(__glewGetMultiTexImageEXT) -#define glGetMultiTexLevelParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterfvEXT) -#define glGetMultiTexLevelParameterivEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterivEXT) -#define glGetMultiTexParameterIivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIivEXT) -#define glGetMultiTexParameterIuivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIuivEXT) -#define glGetMultiTexParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexParameterfvEXT) -#define glGetMultiTexParameterivEXT GLEW_GET_FUN(__glewGetMultiTexParameterivEXT) -#define glGetNamedBufferParameterivEXT GLEW_GET_FUN(__glewGetNamedBufferParameterivEXT) -#define glGetNamedBufferPointervEXT GLEW_GET_FUN(__glewGetNamedBufferPointervEXT) -#define glGetNamedBufferSubDataEXT GLEW_GET_FUN(__glewGetNamedBufferSubDataEXT) -#define glGetNamedFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameterivEXT) -#define glGetNamedProgramLocalParameterIivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIivEXT) -#define glGetNamedProgramLocalParameterIuivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIuivEXT) -#define glGetNamedProgramLocalParameterdvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterdvEXT) -#define glGetNamedProgramLocalParameterfvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterfvEXT) -#define glGetNamedProgramStringEXT GLEW_GET_FUN(__glewGetNamedProgramStringEXT) -#define glGetNamedProgramivEXT GLEW_GET_FUN(__glewGetNamedProgramivEXT) -#define glGetNamedRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetNamedRenderbufferParameterivEXT) -#define glGetPointerIndexedvEXT GLEW_GET_FUN(__glewGetPointerIndexedvEXT) -#define glGetPointeri_vEXT GLEW_GET_FUN(__glewGetPointeri_vEXT) -#define glGetTextureImageEXT GLEW_GET_FUN(__glewGetTextureImageEXT) -#define glGetTextureLevelParameterfvEXT GLEW_GET_FUN(__glewGetTextureLevelParameterfvEXT) -#define glGetTextureLevelParameterivEXT GLEW_GET_FUN(__glewGetTextureLevelParameterivEXT) -#define glGetTextureParameterIivEXT GLEW_GET_FUN(__glewGetTextureParameterIivEXT) -#define glGetTextureParameterIuivEXT GLEW_GET_FUN(__glewGetTextureParameterIuivEXT) -#define glGetTextureParameterfvEXT GLEW_GET_FUN(__glewGetTextureParameterfvEXT) -#define glGetTextureParameterivEXT GLEW_GET_FUN(__glewGetTextureParameterivEXT) -#define glGetVertexArrayIntegeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayIntegeri_vEXT) -#define glGetVertexArrayIntegervEXT GLEW_GET_FUN(__glewGetVertexArrayIntegervEXT) -#define glGetVertexArrayPointeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayPointeri_vEXT) -#define glGetVertexArrayPointervEXT GLEW_GET_FUN(__glewGetVertexArrayPointervEXT) -#define glMapNamedBufferEXT GLEW_GET_FUN(__glewMapNamedBufferEXT) -#define glMapNamedBufferRangeEXT GLEW_GET_FUN(__glewMapNamedBufferRangeEXT) -#define glMatrixFrustumEXT GLEW_GET_FUN(__glewMatrixFrustumEXT) -#define glMatrixLoadIdentityEXT GLEW_GET_FUN(__glewMatrixLoadIdentityEXT) -#define glMatrixLoadTransposedEXT GLEW_GET_FUN(__glewMatrixLoadTransposedEXT) -#define glMatrixLoadTransposefEXT GLEW_GET_FUN(__glewMatrixLoadTransposefEXT) -#define glMatrixLoaddEXT GLEW_GET_FUN(__glewMatrixLoaddEXT) -#define glMatrixLoadfEXT GLEW_GET_FUN(__glewMatrixLoadfEXT) -#define glMatrixMultTransposedEXT GLEW_GET_FUN(__glewMatrixMultTransposedEXT) -#define glMatrixMultTransposefEXT GLEW_GET_FUN(__glewMatrixMultTransposefEXT) -#define glMatrixMultdEXT GLEW_GET_FUN(__glewMatrixMultdEXT) -#define glMatrixMultfEXT GLEW_GET_FUN(__glewMatrixMultfEXT) -#define glMatrixOrthoEXT GLEW_GET_FUN(__glewMatrixOrthoEXT) -#define glMatrixPopEXT GLEW_GET_FUN(__glewMatrixPopEXT) -#define glMatrixPushEXT GLEW_GET_FUN(__glewMatrixPushEXT) -#define glMatrixRotatedEXT GLEW_GET_FUN(__glewMatrixRotatedEXT) -#define glMatrixRotatefEXT GLEW_GET_FUN(__glewMatrixRotatefEXT) -#define glMatrixScaledEXT GLEW_GET_FUN(__glewMatrixScaledEXT) -#define glMatrixScalefEXT GLEW_GET_FUN(__glewMatrixScalefEXT) -#define glMatrixTranslatedEXT GLEW_GET_FUN(__glewMatrixTranslatedEXT) -#define glMatrixTranslatefEXT GLEW_GET_FUN(__glewMatrixTranslatefEXT) -#define glMultiTexBufferEXT GLEW_GET_FUN(__glewMultiTexBufferEXT) -#define glMultiTexCoordPointerEXT GLEW_GET_FUN(__glewMultiTexCoordPointerEXT) -#define glMultiTexEnvfEXT GLEW_GET_FUN(__glewMultiTexEnvfEXT) -#define glMultiTexEnvfvEXT GLEW_GET_FUN(__glewMultiTexEnvfvEXT) -#define glMultiTexEnviEXT GLEW_GET_FUN(__glewMultiTexEnviEXT) -#define glMultiTexEnvivEXT GLEW_GET_FUN(__glewMultiTexEnvivEXT) -#define glMultiTexGendEXT GLEW_GET_FUN(__glewMultiTexGendEXT) -#define glMultiTexGendvEXT GLEW_GET_FUN(__glewMultiTexGendvEXT) -#define glMultiTexGenfEXT GLEW_GET_FUN(__glewMultiTexGenfEXT) -#define glMultiTexGenfvEXT GLEW_GET_FUN(__glewMultiTexGenfvEXT) -#define glMultiTexGeniEXT GLEW_GET_FUN(__glewMultiTexGeniEXT) -#define glMultiTexGenivEXT GLEW_GET_FUN(__glewMultiTexGenivEXT) -#define glMultiTexImage1DEXT GLEW_GET_FUN(__glewMultiTexImage1DEXT) -#define glMultiTexImage2DEXT GLEW_GET_FUN(__glewMultiTexImage2DEXT) -#define glMultiTexImage3DEXT GLEW_GET_FUN(__glewMultiTexImage3DEXT) -#define glMultiTexParameterIivEXT GLEW_GET_FUN(__glewMultiTexParameterIivEXT) -#define glMultiTexParameterIuivEXT GLEW_GET_FUN(__glewMultiTexParameterIuivEXT) -#define glMultiTexParameterfEXT GLEW_GET_FUN(__glewMultiTexParameterfEXT) -#define glMultiTexParameterfvEXT GLEW_GET_FUN(__glewMultiTexParameterfvEXT) -#define glMultiTexParameteriEXT GLEW_GET_FUN(__glewMultiTexParameteriEXT) -#define glMultiTexParameterivEXT GLEW_GET_FUN(__glewMultiTexParameterivEXT) -#define glMultiTexRenderbufferEXT GLEW_GET_FUN(__glewMultiTexRenderbufferEXT) -#define glMultiTexSubImage1DEXT GLEW_GET_FUN(__glewMultiTexSubImage1DEXT) -#define glMultiTexSubImage2DEXT GLEW_GET_FUN(__glewMultiTexSubImage2DEXT) -#define glMultiTexSubImage3DEXT GLEW_GET_FUN(__glewMultiTexSubImage3DEXT) -#define glNamedBufferDataEXT GLEW_GET_FUN(__glewNamedBufferDataEXT) -#define glNamedBufferSubDataEXT GLEW_GET_FUN(__glewNamedBufferSubDataEXT) -#define glNamedCopyBufferSubDataEXT GLEW_GET_FUN(__glewNamedCopyBufferSubDataEXT) -#define glNamedFramebufferRenderbufferEXT GLEW_GET_FUN(__glewNamedFramebufferRenderbufferEXT) -#define glNamedFramebufferTexture1DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture1DEXT) -#define glNamedFramebufferTexture2DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture2DEXT) -#define glNamedFramebufferTexture3DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture3DEXT) -#define glNamedFramebufferTextureEXT GLEW_GET_FUN(__glewNamedFramebufferTextureEXT) -#define glNamedFramebufferTextureFaceEXT GLEW_GET_FUN(__glewNamedFramebufferTextureFaceEXT) -#define glNamedFramebufferTextureLayerEXT GLEW_GET_FUN(__glewNamedFramebufferTextureLayerEXT) -#define glNamedProgramLocalParameter4dEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dEXT) -#define glNamedProgramLocalParameter4dvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dvEXT) -#define glNamedProgramLocalParameter4fEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fEXT) -#define glNamedProgramLocalParameter4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fvEXT) -#define glNamedProgramLocalParameterI4iEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4iEXT) -#define glNamedProgramLocalParameterI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4ivEXT) -#define glNamedProgramLocalParameterI4uiEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uiEXT) -#define glNamedProgramLocalParameterI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uivEXT) -#define glNamedProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameters4fvEXT) -#define glNamedProgramLocalParametersI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4ivEXT) -#define glNamedProgramLocalParametersI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4uivEXT) -#define glNamedProgramStringEXT GLEW_GET_FUN(__glewNamedProgramStringEXT) -#define glNamedRenderbufferStorageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageEXT) -#define glNamedRenderbufferStorageMultisampleCoverageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleCoverageEXT) -#define glNamedRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleEXT) -#define glProgramUniform1fEXT GLEW_GET_FUN(__glewProgramUniform1fEXT) -#define glProgramUniform1fvEXT GLEW_GET_FUN(__glewProgramUniform1fvEXT) -#define glProgramUniform1iEXT GLEW_GET_FUN(__glewProgramUniform1iEXT) -#define glProgramUniform1ivEXT GLEW_GET_FUN(__glewProgramUniform1ivEXT) -#define glProgramUniform1uiEXT GLEW_GET_FUN(__glewProgramUniform1uiEXT) -#define glProgramUniform1uivEXT GLEW_GET_FUN(__glewProgramUniform1uivEXT) -#define glProgramUniform2fEXT GLEW_GET_FUN(__glewProgramUniform2fEXT) -#define glProgramUniform2fvEXT GLEW_GET_FUN(__glewProgramUniform2fvEXT) -#define glProgramUniform2iEXT GLEW_GET_FUN(__glewProgramUniform2iEXT) -#define glProgramUniform2ivEXT GLEW_GET_FUN(__glewProgramUniform2ivEXT) -#define glProgramUniform2uiEXT GLEW_GET_FUN(__glewProgramUniform2uiEXT) -#define glProgramUniform2uivEXT GLEW_GET_FUN(__glewProgramUniform2uivEXT) -#define glProgramUniform3fEXT GLEW_GET_FUN(__glewProgramUniform3fEXT) -#define glProgramUniform3fvEXT GLEW_GET_FUN(__glewProgramUniform3fvEXT) -#define glProgramUniform3iEXT GLEW_GET_FUN(__glewProgramUniform3iEXT) -#define glProgramUniform3ivEXT GLEW_GET_FUN(__glewProgramUniform3ivEXT) -#define glProgramUniform3uiEXT GLEW_GET_FUN(__glewProgramUniform3uiEXT) -#define glProgramUniform3uivEXT GLEW_GET_FUN(__glewProgramUniform3uivEXT) -#define glProgramUniform4fEXT GLEW_GET_FUN(__glewProgramUniform4fEXT) -#define glProgramUniform4fvEXT GLEW_GET_FUN(__glewProgramUniform4fvEXT) -#define glProgramUniform4iEXT GLEW_GET_FUN(__glewProgramUniform4iEXT) -#define glProgramUniform4ivEXT GLEW_GET_FUN(__glewProgramUniform4ivEXT) -#define glProgramUniform4uiEXT GLEW_GET_FUN(__glewProgramUniform4uiEXT) -#define glProgramUniform4uivEXT GLEW_GET_FUN(__glewProgramUniform4uivEXT) -#define glProgramUniformMatrix2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2fvEXT) -#define glProgramUniformMatrix2x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x3fvEXT) -#define glProgramUniformMatrix2x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x4fvEXT) -#define glProgramUniformMatrix3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3fvEXT) -#define glProgramUniformMatrix3x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x2fvEXT) -#define glProgramUniformMatrix3x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x4fvEXT) -#define glProgramUniformMatrix4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4fvEXT) -#define glProgramUniformMatrix4x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x2fvEXT) -#define glProgramUniformMatrix4x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x3fvEXT) -#define glPushClientAttribDefaultEXT GLEW_GET_FUN(__glewPushClientAttribDefaultEXT) -#define glTextureBufferEXT GLEW_GET_FUN(__glewTextureBufferEXT) -#define glTextureImage1DEXT GLEW_GET_FUN(__glewTextureImage1DEXT) -#define glTextureImage2DEXT GLEW_GET_FUN(__glewTextureImage2DEXT) -#define glTextureImage3DEXT GLEW_GET_FUN(__glewTextureImage3DEXT) -#define glTextureParameterIivEXT GLEW_GET_FUN(__glewTextureParameterIivEXT) -#define glTextureParameterIuivEXT GLEW_GET_FUN(__glewTextureParameterIuivEXT) -#define glTextureParameterfEXT GLEW_GET_FUN(__glewTextureParameterfEXT) -#define glTextureParameterfvEXT GLEW_GET_FUN(__glewTextureParameterfvEXT) -#define glTextureParameteriEXT GLEW_GET_FUN(__glewTextureParameteriEXT) -#define glTextureParameterivEXT GLEW_GET_FUN(__glewTextureParameterivEXT) -#define glTextureRenderbufferEXT GLEW_GET_FUN(__glewTextureRenderbufferEXT) -#define glTextureSubImage1DEXT GLEW_GET_FUN(__glewTextureSubImage1DEXT) -#define glTextureSubImage2DEXT GLEW_GET_FUN(__glewTextureSubImage2DEXT) -#define glTextureSubImage3DEXT GLEW_GET_FUN(__glewTextureSubImage3DEXT) -#define glUnmapNamedBufferEXT GLEW_GET_FUN(__glewUnmapNamedBufferEXT) -#define glVertexArrayColorOffsetEXT GLEW_GET_FUN(__glewVertexArrayColorOffsetEXT) -#define glVertexArrayEdgeFlagOffsetEXT GLEW_GET_FUN(__glewVertexArrayEdgeFlagOffsetEXT) -#define glVertexArrayFogCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayFogCoordOffsetEXT) -#define glVertexArrayIndexOffsetEXT GLEW_GET_FUN(__glewVertexArrayIndexOffsetEXT) -#define glVertexArrayMultiTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayMultiTexCoordOffsetEXT) -#define glVertexArrayNormalOffsetEXT GLEW_GET_FUN(__glewVertexArrayNormalOffsetEXT) -#define glVertexArraySecondaryColorOffsetEXT GLEW_GET_FUN(__glewVertexArraySecondaryColorOffsetEXT) -#define glVertexArrayTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayTexCoordOffsetEXT) -#define glVertexArrayVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribDivisorEXT) -#define glVertexArrayVertexAttribIOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIOffsetEXT) -#define glVertexArrayVertexAttribOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribOffsetEXT) -#define glVertexArrayVertexOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexOffsetEXT) - -#define GLEW_EXT_direct_state_access GLEW_GET_VAR(__GLEW_EXT_direct_state_access) - -#endif /* GL_EXT_direct_state_access */ - -/* ----------------------- GL_EXT_discard_framebuffer ---------------------- */ - -#ifndef GL_EXT_discard_framebuffer -#define GL_EXT_discard_framebuffer 1 - -#define GL_COLOR_EXT 0x1800 -#define GL_DEPTH_EXT 0x1801 -#define GL_STENCIL_EXT 0x1802 - -typedef void (GLAPIENTRY * PFNGLDISCARDFRAMEBUFFEREXTPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments); - -#define glDiscardFramebufferEXT GLEW_GET_FUN(__glewDiscardFramebufferEXT) - -#define GLEW_EXT_discard_framebuffer GLEW_GET_VAR(__GLEW_EXT_discard_framebuffer) - -#endif /* GL_EXT_discard_framebuffer */ - -/* -------------------------- GL_EXT_draw_buffers -------------------------- */ - -#ifndef GL_EXT_draw_buffers -#define GL_EXT_draw_buffers 1 - -#define GL_MAX_DRAW_BUFFERS_EXT 0x8824 -#define GL_DRAW_BUFFER0_EXT 0x8825 -#define GL_DRAW_BUFFER1_EXT 0x8826 -#define GL_DRAW_BUFFER2_EXT 0x8827 -#define GL_DRAW_BUFFER3_EXT 0x8828 -#define GL_DRAW_BUFFER4_EXT 0x8829 -#define GL_DRAW_BUFFER5_EXT 0x882A -#define GL_DRAW_BUFFER6_EXT 0x882B -#define GL_DRAW_BUFFER7_EXT 0x882C -#define GL_DRAW_BUFFER8_EXT 0x882D -#define GL_DRAW_BUFFER9_EXT 0x882E -#define GL_DRAW_BUFFER10_EXT 0x882F -#define GL_DRAW_BUFFER11_EXT 0x8830 -#define GL_DRAW_BUFFER12_EXT 0x8831 -#define GL_DRAW_BUFFER13_EXT 0x8832 -#define GL_DRAW_BUFFER14_EXT 0x8833 -#define GL_DRAW_BUFFER15_EXT 0x8834 -#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF -#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 -#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 -#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 -#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 -#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 -#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 -#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 -#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 -#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 -#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 -#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA -#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB -#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC -#define GL_COLOR_ATTACHMENT13_EXT 0x8CED -#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE -#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF - -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSEXTPROC) (GLsizei n, const GLenum* bufs); - -#define glDrawBuffersEXT GLEW_GET_FUN(__glewDrawBuffersEXT) - -#define GLEW_EXT_draw_buffers GLEW_GET_VAR(__GLEW_EXT_draw_buffers) - -#endif /* GL_EXT_draw_buffers */ - -/* -------------------------- GL_EXT_draw_buffers2 ------------------------- */ - -#ifndef GL_EXT_draw_buffers2 -#define GL_EXT_draw_buffers2 1 - -typedef void (GLAPIENTRY * PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a); -typedef void (GLAPIENTRY * PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum value, GLuint index, GLboolean* data); -typedef void (GLAPIENTRY * PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum value, GLuint index, GLint* data); -typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index); - -#define glColorMaskIndexedEXT GLEW_GET_FUN(__glewColorMaskIndexedEXT) -#define glDisableIndexedEXT GLEW_GET_FUN(__glewDisableIndexedEXT) -#define glEnableIndexedEXT GLEW_GET_FUN(__glewEnableIndexedEXT) -#define glGetBooleanIndexedvEXT GLEW_GET_FUN(__glewGetBooleanIndexedvEXT) -#define glGetIntegerIndexedvEXT GLEW_GET_FUN(__glewGetIntegerIndexedvEXT) -#define glIsEnabledIndexedEXT GLEW_GET_FUN(__glewIsEnabledIndexedEXT) - -#define GLEW_EXT_draw_buffers2 GLEW_GET_VAR(__GLEW_EXT_draw_buffers2) - -#endif /* GL_EXT_draw_buffers2 */ - -/* ---------------------- GL_EXT_draw_buffers_indexed ---------------------- */ - -#ifndef GL_EXT_draw_buffers_indexed -#define GL_EXT_draw_buffers_indexed 1 - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIEXTPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIEXTPROC) (GLuint buf, GLenum mode); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIEXTPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCIEXTPROC) (GLuint buf, GLenum src, GLenum dst); -typedef void (GLAPIENTRY * PFNGLCOLORMASKIEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a); -typedef void (GLAPIENTRY * PFNGLDISABLEIEXTPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEIEXTPROC) (GLenum target, GLuint index); -typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIEXTPROC) (GLenum target, GLuint index); - -#define glBlendEquationSeparateiEXT GLEW_GET_FUN(__glewBlendEquationSeparateiEXT) -#define glBlendEquationiEXT GLEW_GET_FUN(__glewBlendEquationiEXT) -#define glBlendFuncSeparateiEXT GLEW_GET_FUN(__glewBlendFuncSeparateiEXT) -#define glBlendFunciEXT GLEW_GET_FUN(__glewBlendFunciEXT) -#define glColorMaskiEXT GLEW_GET_FUN(__glewColorMaskiEXT) -#define glDisableiEXT GLEW_GET_FUN(__glewDisableiEXT) -#define glEnableiEXT GLEW_GET_FUN(__glewEnableiEXT) -#define glIsEnablediEXT GLEW_GET_FUN(__glewIsEnablediEXT) - -#define GLEW_EXT_draw_buffers_indexed GLEW_GET_VAR(__GLEW_EXT_draw_buffers_indexed) - -#endif /* GL_EXT_draw_buffers_indexed */ - -/* -------------------- GL_EXT_draw_elements_base_vertex ------------------- */ - -#ifndef GL_EXT_draw_elements_base_vertex -#define GL_EXT_draw_elements_base_vertex 1 - -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, const GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount, const GLint *basevertex); - -#define glDrawElementsBaseVertexEXT GLEW_GET_FUN(__glewDrawElementsBaseVertexEXT) -#define glDrawElementsInstancedBaseVertexEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexEXT) -#define glDrawRangeElementsBaseVertexEXT GLEW_GET_FUN(__glewDrawRangeElementsBaseVertexEXT) -#define glMultiDrawElementsBaseVertexEXT GLEW_GET_FUN(__glewMultiDrawElementsBaseVertexEXT) - -#define GLEW_EXT_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_EXT_draw_elements_base_vertex) - -#endif /* GL_EXT_draw_elements_base_vertex */ - -/* ------------------------- GL_EXT_draw_instanced ------------------------- */ - -#ifndef GL_EXT_draw_instanced -#define GL_EXT_draw_instanced 1 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); - -#define glDrawArraysInstancedEXT GLEW_GET_FUN(__glewDrawArraysInstancedEXT) -#define glDrawElementsInstancedEXT GLEW_GET_FUN(__glewDrawElementsInstancedEXT) - -#define GLEW_EXT_draw_instanced GLEW_GET_VAR(__GLEW_EXT_draw_instanced) - -#endif /* GL_EXT_draw_instanced */ - -/* ----------------------- GL_EXT_draw_range_elements ---------------------- */ - -#ifndef GL_EXT_draw_range_elements -#define GL_EXT_draw_range_elements 1 - -#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8 -#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9 - -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); - -#define glDrawRangeElementsEXT GLEW_GET_FUN(__glewDrawRangeElementsEXT) - -#define GLEW_EXT_draw_range_elements GLEW_GET_VAR(__GLEW_EXT_draw_range_elements) - -#endif /* GL_EXT_draw_range_elements */ - -/* ------------------------- GL_EXT_external_buffer ------------------------ */ - -#ifndef GL_EXT_external_buffer -#define GL_EXT_external_buffer 1 - -typedef void* GLeglClientBufferEXT; - -typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); - -#define glBufferStorageExternalEXT GLEW_GET_FUN(__glewBufferStorageExternalEXT) -#define glNamedBufferStorageExternalEXT GLEW_GET_FUN(__glewNamedBufferStorageExternalEXT) - -#define GLEW_EXT_external_buffer GLEW_GET_VAR(__GLEW_EXT_external_buffer) - -#endif /* GL_EXT_external_buffer */ - -/* --------------------------- GL_EXT_float_blend -------------------------- */ - -#ifndef GL_EXT_float_blend -#define GL_EXT_float_blend 1 - -#define GLEW_EXT_float_blend GLEW_GET_VAR(__GLEW_EXT_float_blend) - -#endif /* GL_EXT_float_blend */ - -/* ---------------------------- GL_EXT_fog_coord --------------------------- */ - -#ifndef GL_EXT_fog_coord -#define GL_EXT_fog_coord 1 - -#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 -#define GL_FOG_COORDINATE_EXT 0x8451 -#define GL_FRAGMENT_DEPTH_EXT 0x8452 -#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 -#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 -#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 -#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 -#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 - -typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLFOGCOORDDEXTPROC) (GLdouble coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDFEXTPROC) (GLfloat coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord); - -#define glFogCoordPointerEXT GLEW_GET_FUN(__glewFogCoordPointerEXT) -#define glFogCoorddEXT GLEW_GET_FUN(__glewFogCoorddEXT) -#define glFogCoorddvEXT GLEW_GET_FUN(__glewFogCoorddvEXT) -#define glFogCoordfEXT GLEW_GET_FUN(__glewFogCoordfEXT) -#define glFogCoordfvEXT GLEW_GET_FUN(__glewFogCoordfvEXT) - -#define GLEW_EXT_fog_coord GLEW_GET_VAR(__GLEW_EXT_fog_coord) - -#endif /* GL_EXT_fog_coord */ - -/* --------------------------- GL_EXT_frag_depth --------------------------- */ - -#ifndef GL_EXT_frag_depth -#define GL_EXT_frag_depth 1 - -#define GLEW_EXT_frag_depth GLEW_GET_VAR(__GLEW_EXT_frag_depth) - -#endif /* GL_EXT_frag_depth */ - -/* ------------------------ GL_EXT_fragment_lighting ----------------------- */ - -#ifndef GL_EXT_fragment_lighting -#define GL_EXT_fragment_lighting 1 - -#define GL_FRAGMENT_LIGHTING_EXT 0x8400 -#define GL_FRAGMENT_COLOR_MATERIAL_EXT 0x8401 -#define GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT 0x8402 -#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT 0x8403 -#define GL_MAX_FRAGMENT_LIGHTS_EXT 0x8404 -#define GL_MAX_ACTIVE_LIGHTS_EXT 0x8405 -#define GL_CURRENT_RASTER_NORMAL_EXT 0x8406 -#define GL_LIGHT_ENV_MODE_EXT 0x8407 -#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT 0x8408 -#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT 0x8409 -#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT 0x840A -#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT 0x840B -#define GL_FRAGMENT_LIGHT0_EXT 0x840C -#define GL_FRAGMENT_LIGHT7_EXT 0x8413 - -typedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALEXTPROC) (GLenum face, GLenum mode); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFEXTPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVEXTPROC) (GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIEXTPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVEXTPROC) (GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFEXTPROC) (GLenum light, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIEXTPROC) (GLenum light, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFEXTPROC) (GLenum face, GLenum pname, const GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIEXTPROC) (GLenum face, GLenum pname, const GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLLIGHTENVIEXTPROC) (GLenum pname, GLint param); - -#define glFragmentColorMaterialEXT GLEW_GET_FUN(__glewFragmentColorMaterialEXT) -#define glFragmentLightModelfEXT GLEW_GET_FUN(__glewFragmentLightModelfEXT) -#define glFragmentLightModelfvEXT GLEW_GET_FUN(__glewFragmentLightModelfvEXT) -#define glFragmentLightModeliEXT GLEW_GET_FUN(__glewFragmentLightModeliEXT) -#define glFragmentLightModelivEXT GLEW_GET_FUN(__glewFragmentLightModelivEXT) -#define glFragmentLightfEXT GLEW_GET_FUN(__glewFragmentLightfEXT) -#define glFragmentLightfvEXT GLEW_GET_FUN(__glewFragmentLightfvEXT) -#define glFragmentLightiEXT GLEW_GET_FUN(__glewFragmentLightiEXT) -#define glFragmentLightivEXT GLEW_GET_FUN(__glewFragmentLightivEXT) -#define glFragmentMaterialfEXT GLEW_GET_FUN(__glewFragmentMaterialfEXT) -#define glFragmentMaterialfvEXT GLEW_GET_FUN(__glewFragmentMaterialfvEXT) -#define glFragmentMaterialiEXT GLEW_GET_FUN(__glewFragmentMaterialiEXT) -#define glFragmentMaterialivEXT GLEW_GET_FUN(__glewFragmentMaterialivEXT) -#define glGetFragmentLightfvEXT GLEW_GET_FUN(__glewGetFragmentLightfvEXT) -#define glGetFragmentLightivEXT GLEW_GET_FUN(__glewGetFragmentLightivEXT) -#define glGetFragmentMaterialfvEXT GLEW_GET_FUN(__glewGetFragmentMaterialfvEXT) -#define glGetFragmentMaterialivEXT GLEW_GET_FUN(__glewGetFragmentMaterialivEXT) -#define glLightEnviEXT GLEW_GET_FUN(__glewLightEnviEXT) - -#define GLEW_EXT_fragment_lighting GLEW_GET_VAR(__GLEW_EXT_fragment_lighting) - -#endif /* GL_EXT_fragment_lighting */ - -/* ------------------------ GL_EXT_framebuffer_blit ------------------------ */ - -#ifndef GL_EXT_framebuffer_blit -#define GL_EXT_framebuffer_blit 1 - -#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6 -#define GL_READ_FRAMEBUFFER_EXT 0x8CA8 -#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 -#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA - -typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); - -#define glBlitFramebufferEXT GLEW_GET_FUN(__glewBlitFramebufferEXT) - -#define GLEW_EXT_framebuffer_blit GLEW_GET_VAR(__GLEW_EXT_framebuffer_blit) - -#endif /* GL_EXT_framebuffer_blit */ - -/* --------------------- GL_EXT_framebuffer_multisample -------------------- */ - -#ifndef GL_EXT_framebuffer_multisample -#define GL_EXT_framebuffer_multisample 1 - -#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 -#define GL_MAX_SAMPLES_EXT 0x8D57 - -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); - -#define glRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewRenderbufferStorageMultisampleEXT) - -#define GLEW_EXT_framebuffer_multisample GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample) - -#endif /* GL_EXT_framebuffer_multisample */ - -/* --------------- GL_EXT_framebuffer_multisample_blit_scaled -------------- */ - -#ifndef GL_EXT_framebuffer_multisample_blit_scaled -#define GL_EXT_framebuffer_multisample_blit_scaled 1 - -#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA -#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB - -#define GLEW_EXT_framebuffer_multisample_blit_scaled GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample_blit_scaled) - -#endif /* GL_EXT_framebuffer_multisample_blit_scaled */ - -/* ----------------------- GL_EXT_framebuffer_object ----------------------- */ - -#ifndef GL_EXT_framebuffer_object -#define GL_EXT_framebuffer_object 1 - -#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 -#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 -#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 -#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 -#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 -#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 -#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 -#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 -#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA -#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB -#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC -#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD -#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF -#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 -#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 -#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 -#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 -#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 -#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 -#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 -#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 -#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 -#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 -#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA -#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB -#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC -#define GL_COLOR_ATTACHMENT13_EXT 0x8CED -#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE -#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF -#define GL_DEPTH_ATTACHMENT_EXT 0x8D00 -#define GL_STENCIL_ATTACHMENT_EXT 0x8D20 -#define GL_FRAMEBUFFER_EXT 0x8D40 -#define GL_RENDERBUFFER_EXT 0x8D41 -#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 -#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 -#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 -#define GL_STENCIL_INDEX1_EXT 0x8D46 -#define GL_STENCIL_INDEX4_EXT 0x8D47 -#define GL_STENCIL_INDEX8_EXT 0x8D48 -#define GL_STENCIL_INDEX16_EXT 0x8D49 -#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 -#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 -#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 -#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 -#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 -#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 - -typedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer); -typedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer); -typedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint* framebuffers); -typedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint* renderbuffers); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); -typedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint* framebuffers); -typedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint* renderbuffers); -typedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPEXTPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer); -typedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); - -#define glBindFramebufferEXT GLEW_GET_FUN(__glewBindFramebufferEXT) -#define glBindRenderbufferEXT GLEW_GET_FUN(__glewBindRenderbufferEXT) -#define glCheckFramebufferStatusEXT GLEW_GET_FUN(__glewCheckFramebufferStatusEXT) -#define glDeleteFramebuffersEXT GLEW_GET_FUN(__glewDeleteFramebuffersEXT) -#define glDeleteRenderbuffersEXT GLEW_GET_FUN(__glewDeleteRenderbuffersEXT) -#define glFramebufferRenderbufferEXT GLEW_GET_FUN(__glewFramebufferRenderbufferEXT) -#define glFramebufferTexture1DEXT GLEW_GET_FUN(__glewFramebufferTexture1DEXT) -#define glFramebufferTexture2DEXT GLEW_GET_FUN(__glewFramebufferTexture2DEXT) -#define glFramebufferTexture3DEXT GLEW_GET_FUN(__glewFramebufferTexture3DEXT) -#define glGenFramebuffersEXT GLEW_GET_FUN(__glewGenFramebuffersEXT) -#define glGenRenderbuffersEXT GLEW_GET_FUN(__glewGenRenderbuffersEXT) -#define glGenerateMipmapEXT GLEW_GET_FUN(__glewGenerateMipmapEXT) -#define glGetFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetFramebufferAttachmentParameterivEXT) -#define glGetRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetRenderbufferParameterivEXT) -#define glIsFramebufferEXT GLEW_GET_FUN(__glewIsFramebufferEXT) -#define glIsRenderbufferEXT GLEW_GET_FUN(__glewIsRenderbufferEXT) -#define glRenderbufferStorageEXT GLEW_GET_FUN(__glewRenderbufferStorageEXT) - -#define GLEW_EXT_framebuffer_object GLEW_GET_VAR(__GLEW_EXT_framebuffer_object) - -#endif /* GL_EXT_framebuffer_object */ - -/* ------------------------ GL_EXT_framebuffer_sRGB ------------------------ */ - -#ifndef GL_EXT_framebuffer_sRGB -#define GL_EXT_framebuffer_sRGB 1 - -#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 -#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA - -#define GLEW_EXT_framebuffer_sRGB GLEW_GET_VAR(__GLEW_EXT_framebuffer_sRGB) - -#endif /* GL_EXT_framebuffer_sRGB */ - -/* ----------------------- GL_EXT_geometry_point_size ---------------------- */ - -#ifndef GL_EXT_geometry_point_size -#define GL_EXT_geometry_point_size 1 - -#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004 -#define GL_LINES_ADJACENCY_EXT 0xA -#define GL_LINE_STRIP_ADJACENCY_EXT 0xB -#define GL_TRIANGLES_ADJACENCY_EXT 0xC -#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD -#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E -#define GL_UNDEFINED_VERTEX_EXT 0x8260 -#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F -#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916 -#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917 -#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918 -#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C -#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32 -#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 -#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 -#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 -#define GL_GEOMETRY_SHADER_EXT 0x8DD9 -#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF -#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 -#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 -#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D -#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E -#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A -#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD -#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7 -#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123 -#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124 -#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF -#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5 -#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309 -#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312 -#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317 - -#define GLEW_EXT_geometry_point_size GLEW_GET_VAR(__GLEW_EXT_geometry_point_size) - -#endif /* GL_EXT_geometry_point_size */ - -/* ------------------------- GL_EXT_geometry_shader ------------------------ */ - -#ifndef GL_EXT_geometry_shader -#define GL_EXT_geometry_shader 1 - -#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004 -#define GL_LINES_ADJACENCY_EXT 0xA -#define GL_LINE_STRIP_ADJACENCY_EXT 0xB -#define GL_TRIANGLES_ADJACENCY_EXT 0xC -#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD -#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E -#define GL_UNDEFINED_VERTEX_EXT 0x8260 -#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F -#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916 -#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917 -#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918 -#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C -#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32 -#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 -#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 -#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 -#define GL_GEOMETRY_SHADER_EXT 0x8DD9 -#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF -#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 -#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 -#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D -#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E -#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A -#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD -#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7 -#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123 -#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124 -#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF -#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5 -#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309 -#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312 -#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317 - -#define GLEW_EXT_geometry_shader GLEW_GET_VAR(__GLEW_EXT_geometry_shader) - -#endif /* GL_EXT_geometry_shader */ - -/* ------------------------ GL_EXT_geometry_shader4 ------------------------ */ - -#ifndef GL_EXT_geometry_shader4 -#define GL_EXT_geometry_shader4 1 - -#define GL_LINES_ADJACENCY_EXT 0xA -#define GL_LINE_STRIP_ADJACENCY_EXT 0xB -#define GL_TRIANGLES_ADJACENCY_EXT 0xC -#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD -#define GL_PROGRAM_POINT_SIZE_EXT 0x8642 -#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B -#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 -#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 -#define GL_GEOMETRY_SHADER_EXT 0x8DD9 -#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA -#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB -#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC -#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD -#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE -#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF -#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 -#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); - -#define glFramebufferTextureEXT GLEW_GET_FUN(__glewFramebufferTextureEXT) -#define glFramebufferTextureFaceEXT GLEW_GET_FUN(__glewFramebufferTextureFaceEXT) -#define glProgramParameteriEXT GLEW_GET_FUN(__glewProgramParameteriEXT) - -#define GLEW_EXT_geometry_shader4 GLEW_GET_VAR(__GLEW_EXT_geometry_shader4) - -#endif /* GL_EXT_geometry_shader4 */ - -/* --------------------- GL_EXT_gpu_program_parameters --------------------- */ - -#ifndef GL_EXT_gpu_program_parameters -#define GL_EXT_gpu_program_parameters 1 - -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params); - -#define glProgramEnvParameters4fvEXT GLEW_GET_FUN(__glewProgramEnvParameters4fvEXT) -#define glProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewProgramLocalParameters4fvEXT) - -#define GLEW_EXT_gpu_program_parameters GLEW_GET_VAR(__GLEW_EXT_gpu_program_parameters) - -#endif /* GL_EXT_gpu_program_parameters */ - -/* --------------------------- GL_EXT_gpu_shader4 -------------------------- */ - -#ifndef GL_EXT_gpu_shader4 -#define GL_EXT_gpu_shader4 1 - -#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD -#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 -#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 -#define GL_SAMPLER_BUFFER_EXT 0x8DC2 -#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 -#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 -#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 -#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 -#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 -#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 -#define GL_INT_SAMPLER_1D_EXT 0x8DC9 -#define GL_INT_SAMPLER_2D_EXT 0x8DCA -#define GL_INT_SAMPLER_3D_EXT 0x8DCB -#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC -#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD -#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE -#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF -#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 -#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 -#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 -#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 -#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 -#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 -#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 -#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 -#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 - -typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name); -typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); - -#define glBindFragDataLocationEXT GLEW_GET_FUN(__glewBindFragDataLocationEXT) -#define glGetFragDataLocationEXT GLEW_GET_FUN(__glewGetFragDataLocationEXT) -#define glGetUniformuivEXT GLEW_GET_FUN(__glewGetUniformuivEXT) -#define glGetVertexAttribIivEXT GLEW_GET_FUN(__glewGetVertexAttribIivEXT) -#define glGetVertexAttribIuivEXT GLEW_GET_FUN(__glewGetVertexAttribIuivEXT) -#define glUniform1uiEXT GLEW_GET_FUN(__glewUniform1uiEXT) -#define glUniform1uivEXT GLEW_GET_FUN(__glewUniform1uivEXT) -#define glUniform2uiEXT GLEW_GET_FUN(__glewUniform2uiEXT) -#define glUniform2uivEXT GLEW_GET_FUN(__glewUniform2uivEXT) -#define glUniform3uiEXT GLEW_GET_FUN(__glewUniform3uiEXT) -#define glUniform3uivEXT GLEW_GET_FUN(__glewUniform3uivEXT) -#define glUniform4uiEXT GLEW_GET_FUN(__glewUniform4uiEXT) -#define glUniform4uivEXT GLEW_GET_FUN(__glewUniform4uivEXT) -#define glVertexAttribI1iEXT GLEW_GET_FUN(__glewVertexAttribI1iEXT) -#define glVertexAttribI1ivEXT GLEW_GET_FUN(__glewVertexAttribI1ivEXT) -#define glVertexAttribI1uiEXT GLEW_GET_FUN(__glewVertexAttribI1uiEXT) -#define glVertexAttribI1uivEXT GLEW_GET_FUN(__glewVertexAttribI1uivEXT) -#define glVertexAttribI2iEXT GLEW_GET_FUN(__glewVertexAttribI2iEXT) -#define glVertexAttribI2ivEXT GLEW_GET_FUN(__glewVertexAttribI2ivEXT) -#define glVertexAttribI2uiEXT GLEW_GET_FUN(__glewVertexAttribI2uiEXT) -#define glVertexAttribI2uivEXT GLEW_GET_FUN(__glewVertexAttribI2uivEXT) -#define glVertexAttribI3iEXT GLEW_GET_FUN(__glewVertexAttribI3iEXT) -#define glVertexAttribI3ivEXT GLEW_GET_FUN(__glewVertexAttribI3ivEXT) -#define glVertexAttribI3uiEXT GLEW_GET_FUN(__glewVertexAttribI3uiEXT) -#define glVertexAttribI3uivEXT GLEW_GET_FUN(__glewVertexAttribI3uivEXT) -#define glVertexAttribI4bvEXT GLEW_GET_FUN(__glewVertexAttribI4bvEXT) -#define glVertexAttribI4iEXT GLEW_GET_FUN(__glewVertexAttribI4iEXT) -#define glVertexAttribI4ivEXT GLEW_GET_FUN(__glewVertexAttribI4ivEXT) -#define glVertexAttribI4svEXT GLEW_GET_FUN(__glewVertexAttribI4svEXT) -#define glVertexAttribI4ubvEXT GLEW_GET_FUN(__glewVertexAttribI4ubvEXT) -#define glVertexAttribI4uiEXT GLEW_GET_FUN(__glewVertexAttribI4uiEXT) -#define glVertexAttribI4uivEXT GLEW_GET_FUN(__glewVertexAttribI4uivEXT) -#define glVertexAttribI4usvEXT GLEW_GET_FUN(__glewVertexAttribI4usvEXT) -#define glVertexAttribIPointerEXT GLEW_GET_FUN(__glewVertexAttribIPointerEXT) - -#define GLEW_EXT_gpu_shader4 GLEW_GET_VAR(__GLEW_EXT_gpu_shader4) - -#endif /* GL_EXT_gpu_shader4 */ - -/* --------------------------- GL_EXT_gpu_shader5 -------------------------- */ - -#ifndef GL_EXT_gpu_shader5 -#define GL_EXT_gpu_shader5 1 - -#define GLEW_EXT_gpu_shader5 GLEW_GET_VAR(__GLEW_EXT_gpu_shader5) - -#endif /* GL_EXT_gpu_shader5 */ - -/* ---------------------------- GL_EXT_histogram --------------------------- */ - -#ifndef GL_EXT_histogram -#define GL_EXT_histogram 1 - -#define GL_HISTOGRAM_EXT 0x8024 -#define GL_PROXY_HISTOGRAM_EXT 0x8025 -#define GL_HISTOGRAM_WIDTH_EXT 0x8026 -#define GL_HISTOGRAM_FORMAT_EXT 0x8027 -#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028 -#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029 -#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A -#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B -#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C -#define GL_HISTOGRAM_SINK_EXT 0x802D -#define GL_MINMAX_EXT 0x802E -#define GL_MINMAX_FORMAT_EXT 0x802F -#define GL_MINMAX_SINK_EXT 0x8030 - -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); -typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); -typedef void (GLAPIENTRY * PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink); -typedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMEXTPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLRESETMINMAXEXTPROC) (GLenum target); - -#define glGetHistogramEXT GLEW_GET_FUN(__glewGetHistogramEXT) -#define glGetHistogramParameterfvEXT GLEW_GET_FUN(__glewGetHistogramParameterfvEXT) -#define glGetHistogramParameterivEXT GLEW_GET_FUN(__glewGetHistogramParameterivEXT) -#define glGetMinmaxEXT GLEW_GET_FUN(__glewGetMinmaxEXT) -#define glGetMinmaxParameterfvEXT GLEW_GET_FUN(__glewGetMinmaxParameterfvEXT) -#define glGetMinmaxParameterivEXT GLEW_GET_FUN(__glewGetMinmaxParameterivEXT) -#define glHistogramEXT GLEW_GET_FUN(__glewHistogramEXT) -#define glMinmaxEXT GLEW_GET_FUN(__glewMinmaxEXT) -#define glResetHistogramEXT GLEW_GET_FUN(__glewResetHistogramEXT) -#define glResetMinmaxEXT GLEW_GET_FUN(__glewResetMinmaxEXT) - -#define GLEW_EXT_histogram GLEW_GET_VAR(__GLEW_EXT_histogram) - -#endif /* GL_EXT_histogram */ - -/* ----------------------- GL_EXT_index_array_formats ---------------------- */ - -#ifndef GL_EXT_index_array_formats -#define GL_EXT_index_array_formats 1 - -#define GLEW_EXT_index_array_formats GLEW_GET_VAR(__GLEW_EXT_index_array_formats) - -#endif /* GL_EXT_index_array_formats */ - -/* --------------------------- GL_EXT_index_func --------------------------- */ - -#ifndef GL_EXT_index_func -#define GL_EXT_index_func 1 - -typedef void (GLAPIENTRY * PFNGLINDEXFUNCEXTPROC) (GLenum func, GLfloat ref); - -#define glIndexFuncEXT GLEW_GET_FUN(__glewIndexFuncEXT) - -#define GLEW_EXT_index_func GLEW_GET_VAR(__GLEW_EXT_index_func) - -#endif /* GL_EXT_index_func */ - -/* ------------------------- GL_EXT_index_material ------------------------- */ - -#ifndef GL_EXT_index_material -#define GL_EXT_index_material 1 - -typedef void (GLAPIENTRY * PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode); - -#define glIndexMaterialEXT GLEW_GET_FUN(__glewIndexMaterialEXT) - -#define GLEW_EXT_index_material GLEW_GET_VAR(__GLEW_EXT_index_material) - -#endif /* GL_EXT_index_material */ - -/* -------------------------- GL_EXT_index_texture ------------------------- */ - -#ifndef GL_EXT_index_texture -#define GL_EXT_index_texture 1 - -#define GLEW_EXT_index_texture GLEW_GET_VAR(__GLEW_EXT_index_texture) - -#endif /* GL_EXT_index_texture */ - -/* ------------------------ GL_EXT_instanced_arrays ------------------------ */ - -#ifndef GL_EXT_instanced_arrays -#define GL_EXT_instanced_arrays 1 - -#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE - -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); - -#define glVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexAttribDivisorEXT) - -#define GLEW_EXT_instanced_arrays GLEW_GET_VAR(__GLEW_EXT_instanced_arrays) - -#endif /* GL_EXT_instanced_arrays */ - -/* -------------------------- GL_EXT_light_texture ------------------------- */ - -#ifndef GL_EXT_light_texture -#define GL_EXT_light_texture 1 - -#define GL_FRAGMENT_MATERIAL_EXT 0x8349 -#define GL_FRAGMENT_NORMAL_EXT 0x834A -#define GL_FRAGMENT_COLOR_EXT 0x834C -#define GL_ATTENUATION_EXT 0x834D -#define GL_SHADOW_ATTENUATION_EXT 0x834E -#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F -#define GL_TEXTURE_LIGHT_EXT 0x8350 -#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351 -#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352 - -typedef void (GLAPIENTRY * PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode); -typedef void (GLAPIENTRY * PFNGLTEXTURELIGHTEXTPROC) (GLenum pname); -typedef void (GLAPIENTRY * PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode); - -#define glApplyTextureEXT GLEW_GET_FUN(__glewApplyTextureEXT) -#define glTextureLightEXT GLEW_GET_FUN(__glewTextureLightEXT) -#define glTextureMaterialEXT GLEW_GET_FUN(__glewTextureMaterialEXT) - -#define GLEW_EXT_light_texture GLEW_GET_VAR(__GLEW_EXT_light_texture) - -#endif /* GL_EXT_light_texture */ - -/* ------------------------ GL_EXT_map_buffer_range ------------------------ */ - -#ifndef GL_EXT_map_buffer_range -#define GL_EXT_map_buffer_range 1 - -#define GL_MAP_READ_BIT_EXT 0x0001 -#define GL_MAP_WRITE_BIT_EXT 0x0002 -#define GL_MAP_INVALIDATE_RANGE_BIT_EXT 0x0004 -#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT 0x0008 -#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT 0x0010 -#define GL_MAP_UNSYNCHRONIZED_BIT_EXT 0x0020 - -typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length); -typedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); - -#define glFlushMappedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedBufferRangeEXT) -#define glMapBufferRangeEXT GLEW_GET_FUN(__glewMapBufferRangeEXT) - -#define GLEW_EXT_map_buffer_range GLEW_GET_VAR(__GLEW_EXT_map_buffer_range) - -#endif /* GL_EXT_map_buffer_range */ - -/* -------------------------- GL_EXT_memory_object ------------------------- */ - -#ifndef GL_EXT_memory_object -#define GL_EXT_memory_object 1 - -#define GL_UUID_SIZE_EXT 16 -#define GL_TEXTURE_TILING_EXT 0x9580 -#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 -#define GL_NUM_TILING_TYPES_EXT 0x9582 -#define GL_TILING_TYPES_EXT 0x9583 -#define GL_OPTIMAL_TILING_EXT 0x9584 -#define GL_LINEAR_TILING_EXT 0x9585 -#define GL_LAYOUT_GENERAL_EXT 0x958D -#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E -#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F -#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 -#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 -#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 -#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 -#define GL_NUM_DEVICE_UUIDS_EXT 0x9596 -#define GL_DEVICE_UUID_EXT 0x9597 -#define GL_DRIVER_UUID_EXT 0x9598 -#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B - -typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint* memoryObjects); -typedef void (GLAPIENTRY * PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint* memoryObjects); -typedef void (GLAPIENTRY * PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte* data); -typedef void (GLAPIENTRY * PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte* data); -typedef GLboolean (GLAPIENTRY * PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject); -typedef void (GLAPIENTRY * PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM1DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); - -#define glBufferStorageMemEXT GLEW_GET_FUN(__glewBufferStorageMemEXT) -#define glCreateMemoryObjectsEXT GLEW_GET_FUN(__glewCreateMemoryObjectsEXT) -#define glDeleteMemoryObjectsEXT GLEW_GET_FUN(__glewDeleteMemoryObjectsEXT) -#define glGetMemoryObjectParameterivEXT GLEW_GET_FUN(__glewGetMemoryObjectParameterivEXT) -#define glGetUnsignedBytei_vEXT GLEW_GET_FUN(__glewGetUnsignedBytei_vEXT) -#define glGetUnsignedBytevEXT GLEW_GET_FUN(__glewGetUnsignedBytevEXT) -#define glIsMemoryObjectEXT GLEW_GET_FUN(__glewIsMemoryObjectEXT) -#define glMemoryObjectParameterivEXT GLEW_GET_FUN(__glewMemoryObjectParameterivEXT) -#define glNamedBufferStorageMemEXT GLEW_GET_FUN(__glewNamedBufferStorageMemEXT) -#define glTexStorageMem1DEXT GLEW_GET_FUN(__glewTexStorageMem1DEXT) -#define glTexStorageMem2DEXT GLEW_GET_FUN(__glewTexStorageMem2DEXT) -#define glTexStorageMem2DMultisampleEXT GLEW_GET_FUN(__glewTexStorageMem2DMultisampleEXT) -#define glTexStorageMem3DEXT GLEW_GET_FUN(__glewTexStorageMem3DEXT) -#define glTexStorageMem3DMultisampleEXT GLEW_GET_FUN(__glewTexStorageMem3DMultisampleEXT) -#define glTextureStorageMem1DEXT GLEW_GET_FUN(__glewTextureStorageMem1DEXT) -#define glTextureStorageMem2DEXT GLEW_GET_FUN(__glewTextureStorageMem2DEXT) -#define glTextureStorageMem2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorageMem2DMultisampleEXT) -#define glTextureStorageMem3DEXT GLEW_GET_FUN(__glewTextureStorageMem3DEXT) -#define glTextureStorageMem3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorageMem3DMultisampleEXT) - -#define GLEW_EXT_memory_object GLEW_GET_VAR(__GLEW_EXT_memory_object) - -#endif /* GL_EXT_memory_object */ - -/* ------------------------ GL_EXT_memory_object_fd ------------------------ */ - -#ifndef GL_EXT_memory_object_fd -#define GL_EXT_memory_object_fd 1 - -#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 - -typedef void (GLAPIENTRY * PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); - -#define glImportMemoryFdEXT GLEW_GET_FUN(__glewImportMemoryFdEXT) - -#define GLEW_EXT_memory_object_fd GLEW_GET_VAR(__GLEW_EXT_memory_object_fd) - -#endif /* GL_EXT_memory_object_fd */ - -/* ----------------------- GL_EXT_memory_object_win32 ---------------------- */ - -#ifndef GL_EXT_memory_object_win32 -#define GL_EXT_memory_object_win32 1 - -#define GL_LUID_SIZE_EXT 8 -#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 -#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 -#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 -#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A -#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B -#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C -#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 -#define GL_D3D12_FENCE_VALUE_EXT 0x9595 -#define GL_DEVICE_LUID_EXT 0x9599 -#define GL_DEVICE_NODE_MASK_EXT 0x959A - -typedef void (GLAPIENTRY * PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle); -typedef void (GLAPIENTRY * PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name); - -#define glImportMemoryWin32HandleEXT GLEW_GET_FUN(__glewImportMemoryWin32HandleEXT) -#define glImportMemoryWin32NameEXT GLEW_GET_FUN(__glewImportMemoryWin32NameEXT) - -#define GLEW_EXT_memory_object_win32 GLEW_GET_VAR(__GLEW_EXT_memory_object_win32) - -#endif /* GL_EXT_memory_object_win32 */ - -/* ------------------------- GL_EXT_misc_attribute ------------------------- */ - -#ifndef GL_EXT_misc_attribute -#define GL_EXT_misc_attribute 1 - -#define GLEW_EXT_misc_attribute GLEW_GET_VAR(__GLEW_EXT_misc_attribute) - -#endif /* GL_EXT_misc_attribute */ - -/* ------------------------ GL_EXT_multi_draw_arrays ----------------------- */ - -#ifndef GL_EXT_multi_draw_arrays -#define GL_EXT_multi_draw_arrays 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount); - -#define glMultiDrawArraysEXT GLEW_GET_FUN(__glewMultiDrawArraysEXT) -#define glMultiDrawElementsEXT GLEW_GET_FUN(__glewMultiDrawElementsEXT) - -#define GLEW_EXT_multi_draw_arrays GLEW_GET_VAR(__GLEW_EXT_multi_draw_arrays) - -#endif /* GL_EXT_multi_draw_arrays */ - -/* ----------------------- GL_EXT_multi_draw_indirect ---------------------- */ - -#ifndef GL_EXT_multi_draw_indirect -#define GL_EXT_multi_draw_indirect 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); - -#define glMultiDrawArraysIndirectEXT GLEW_GET_FUN(__glewMultiDrawArraysIndirectEXT) -#define glMultiDrawElementsIndirectEXT GLEW_GET_FUN(__glewMultiDrawElementsIndirectEXT) - -#define GLEW_EXT_multi_draw_indirect GLEW_GET_VAR(__GLEW_EXT_multi_draw_indirect) - -#endif /* GL_EXT_multi_draw_indirect */ - -/* ------------------------ GL_EXT_multiple_textures ----------------------- */ - -#ifndef GL_EXT_multiple_textures -#define GL_EXT_multiple_textures 1 - -#define GLEW_EXT_multiple_textures GLEW_GET_VAR(__GLEW_EXT_multiple_textures) - -#endif /* GL_EXT_multiple_textures */ - -/* --------------------------- GL_EXT_multisample -------------------------- */ - -#ifndef GL_EXT_multisample -#define GL_EXT_multisample 1 - -#define GL_MULTISAMPLE_EXT 0x809D -#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E -#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F -#define GL_SAMPLE_MASK_EXT 0x80A0 -#define GL_1PASS_EXT 0x80A1 -#define GL_2PASS_0_EXT 0x80A2 -#define GL_2PASS_1_EXT 0x80A3 -#define GL_4PASS_0_EXT 0x80A4 -#define GL_4PASS_1_EXT 0x80A5 -#define GL_4PASS_2_EXT 0x80A6 -#define GL_4PASS_3_EXT 0x80A7 -#define GL_SAMPLE_BUFFERS_EXT 0x80A8 -#define GL_SAMPLES_EXT 0x80A9 -#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA -#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB -#define GL_SAMPLE_PATTERN_EXT 0x80AC -#define GL_MULTISAMPLE_BIT_EXT 0x20000000 - -typedef void (GLAPIENTRY * PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert); -typedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern); - -#define glSampleMaskEXT GLEW_GET_FUN(__glewSampleMaskEXT) -#define glSamplePatternEXT GLEW_GET_FUN(__glewSamplePatternEXT) - -#define GLEW_EXT_multisample GLEW_GET_VAR(__GLEW_EXT_multisample) - -#endif /* GL_EXT_multisample */ - -/* -------------------- GL_EXT_multisample_compatibility ------------------- */ - -#ifndef GL_EXT_multisample_compatibility -#define GL_EXT_multisample_compatibility 1 - -#define GL_MULTISAMPLE_EXT 0x809D -#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F - -#define GLEW_EXT_multisample_compatibility GLEW_GET_VAR(__GLEW_EXT_multisample_compatibility) - -#endif /* GL_EXT_multisample_compatibility */ - -/* ----------------- GL_EXT_multisampled_render_to_texture ----------------- */ - -#ifndef GL_EXT_multisampled_render_to_texture -#define GL_EXT_multisampled_render_to_texture 1 - -#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 -#define GL_MAX_SAMPLES_EXT 0x8D57 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); - -#define glFramebufferTexture2DMultisampleEXT GLEW_GET_FUN(__glewFramebufferTexture2DMultisampleEXT) - -#define GLEW_EXT_multisampled_render_to_texture GLEW_GET_VAR(__GLEW_EXT_multisampled_render_to_texture) - -#endif /* GL_EXT_multisampled_render_to_texture */ - -/* ----------------- GL_EXT_multisampled_render_to_texture2 ---------------- */ - -#ifndef GL_EXT_multisampled_render_to_texture2 -#define GL_EXT_multisampled_render_to_texture2 1 - -#define GLEW_EXT_multisampled_render_to_texture2 GLEW_GET_VAR(__GLEW_EXT_multisampled_render_to_texture2) - -#endif /* GL_EXT_multisampled_render_to_texture2 */ - -/* --------------------- GL_EXT_multiview_draw_buffers --------------------- */ - -#ifndef GL_EXT_multiview_draw_buffers -#define GL_EXT_multiview_draw_buffers 1 - -#define GL_DRAW_BUFFER_EXT 0x0C01 -#define GL_READ_BUFFER_EXT 0x0C02 -#define GL_COLOR_ATTACHMENT_EXT 0x90F0 -#define GL_MULTIVIEW_EXT 0x90F1 -#define GL_MAX_MULTIVIEW_BUFFERS_EXT 0x90F2 - -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSINDEXEDEXTPROC) (GLint n, const GLenum* location, const GLint *indices); -typedef void (GLAPIENTRY * PFNGLGETINTEGERI_VEXTPROC) (GLenum target, GLuint index, GLint* data); -typedef void (GLAPIENTRY * PFNGLREADBUFFERINDEXEDEXTPROC) (GLenum src, GLint index); - -#define glDrawBuffersIndexedEXT GLEW_GET_FUN(__glewDrawBuffersIndexedEXT) -#define glGetIntegeri_vEXT GLEW_GET_FUN(__glewGetIntegeri_vEXT) -#define glReadBufferIndexedEXT GLEW_GET_FUN(__glewReadBufferIndexedEXT) - -#define GLEW_EXT_multiview_draw_buffers GLEW_GET_VAR(__GLEW_EXT_multiview_draw_buffers) - -#endif /* GL_EXT_multiview_draw_buffers */ - -/* ---------------------- GL_EXT_packed_depth_stencil ---------------------- */ - -#ifndef GL_EXT_packed_depth_stencil -#define GL_EXT_packed_depth_stencil 1 - -#define GL_DEPTH_STENCIL_EXT 0x84F9 -#define GL_UNSIGNED_INT_24_8_EXT 0x84FA -#define GL_DEPTH24_STENCIL8_EXT 0x88F0 -#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1 - -#define GLEW_EXT_packed_depth_stencil GLEW_GET_VAR(__GLEW_EXT_packed_depth_stencil) - -#endif /* GL_EXT_packed_depth_stencil */ - -/* -------------------------- GL_EXT_packed_float -------------------------- */ - -#ifndef GL_EXT_packed_float -#define GL_EXT_packed_float 1 - -#define GL_R11F_G11F_B10F_EXT 0x8C3A -#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B -#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C - -#define GLEW_EXT_packed_float GLEW_GET_VAR(__GLEW_EXT_packed_float) - -#endif /* GL_EXT_packed_float */ - -/* -------------------------- GL_EXT_packed_pixels ------------------------- */ - -#ifndef GL_EXT_packed_pixels -#define GL_EXT_packed_pixels 1 - -#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032 -#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033 -#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034 -#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035 -#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036 - -#define GLEW_EXT_packed_pixels GLEW_GET_VAR(__GLEW_EXT_packed_pixels) - -#endif /* GL_EXT_packed_pixels */ - -/* ------------------------ GL_EXT_paletted_texture ------------------------ */ - -#ifndef GL_EXT_paletted_texture -#define GL_EXT_paletted_texture 1 - -#define GL_TEXTURE_1D 0x0DE0 -#define GL_TEXTURE_2D 0x0DE1 -#define GL_PROXY_TEXTURE_1D 0x8063 -#define GL_PROXY_TEXTURE_2D 0x8064 -#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8 -#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9 -#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA -#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB -#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC -#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD -#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE -#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF -#define GL_COLOR_INDEX1_EXT 0x80E2 -#define GL_COLOR_INDEX2_EXT 0x80E3 -#define GL_COLOR_INDEX4_EXT 0x80E4 -#define GL_COLOR_INDEX8_EXT 0x80E5 -#define GL_COLOR_INDEX12_EXT 0x80E6 -#define GL_COLOR_INDEX16_EXT 0x80E7 -#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED -#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 -#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B - -typedef void (GLAPIENTRY * PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, void *data); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); - -#define glColorTableEXT GLEW_GET_FUN(__glewColorTableEXT) -#define glGetColorTableEXT GLEW_GET_FUN(__glewGetColorTableEXT) -#define glGetColorTableParameterfvEXT GLEW_GET_FUN(__glewGetColorTableParameterfvEXT) -#define glGetColorTableParameterivEXT GLEW_GET_FUN(__glewGetColorTableParameterivEXT) - -#define GLEW_EXT_paletted_texture GLEW_GET_VAR(__GLEW_EXT_paletted_texture) - -#endif /* GL_EXT_paletted_texture */ - -/* ----------------------- GL_EXT_pixel_buffer_object ---------------------- */ - -#ifndef GL_EXT_pixel_buffer_object -#define GL_EXT_pixel_buffer_object 1 - -#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB -#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC -#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED -#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF - -#define GLEW_EXT_pixel_buffer_object GLEW_GET_VAR(__GLEW_EXT_pixel_buffer_object) - -#endif /* GL_EXT_pixel_buffer_object */ - -/* ------------------------- GL_EXT_pixel_transform ------------------------ */ - -#ifndef GL_EXT_pixel_transform -#define GL_EXT_pixel_transform 1 - -#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330 -#define GL_PIXEL_MAG_FILTER_EXT 0x8331 -#define GL_PIXEL_MIN_FILTER_EXT 0x8332 -#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333 -#define GL_CUBIC_EXT 0x8334 -#define GL_AVERAGE_EXT 0x8335 -#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336 -#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337 -#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338 - -typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, const GLfloat param); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, const GLint param); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params); - -#define glGetPixelTransformParameterfvEXT GLEW_GET_FUN(__glewGetPixelTransformParameterfvEXT) -#define glGetPixelTransformParameterivEXT GLEW_GET_FUN(__glewGetPixelTransformParameterivEXT) -#define glPixelTransformParameterfEXT GLEW_GET_FUN(__glewPixelTransformParameterfEXT) -#define glPixelTransformParameterfvEXT GLEW_GET_FUN(__glewPixelTransformParameterfvEXT) -#define glPixelTransformParameteriEXT GLEW_GET_FUN(__glewPixelTransformParameteriEXT) -#define glPixelTransformParameterivEXT GLEW_GET_FUN(__glewPixelTransformParameterivEXT) - -#define GLEW_EXT_pixel_transform GLEW_GET_VAR(__GLEW_EXT_pixel_transform) - -#endif /* GL_EXT_pixel_transform */ - -/* ------------------- GL_EXT_pixel_transform_color_table ------------------ */ - -#ifndef GL_EXT_pixel_transform_color_table -#define GL_EXT_pixel_transform_color_table 1 - -#define GLEW_EXT_pixel_transform_color_table GLEW_GET_VAR(__GLEW_EXT_pixel_transform_color_table) - -#endif /* GL_EXT_pixel_transform_color_table */ - -/* ------------------------ GL_EXT_point_parameters ------------------------ */ - -#ifndef GL_EXT_point_parameters -#define GL_EXT_point_parameters 1 - -#define GL_POINT_SIZE_MIN_EXT 0x8126 -#define GL_POINT_SIZE_MAX_EXT 0x8127 -#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128 -#define GL_DISTANCE_ATTENUATION_EXT 0x8129 - -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat* params); - -#define glPointParameterfEXT GLEW_GET_FUN(__glewPointParameterfEXT) -#define glPointParameterfvEXT GLEW_GET_FUN(__glewPointParameterfvEXT) - -#define GLEW_EXT_point_parameters GLEW_GET_VAR(__GLEW_EXT_point_parameters) - -#endif /* GL_EXT_point_parameters */ - -/* ------------------------- GL_EXT_polygon_offset ------------------------- */ - -#ifndef GL_EXT_polygon_offset -#define GL_EXT_polygon_offset 1 - -#define GL_POLYGON_OFFSET_EXT 0x8037 -#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038 -#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039 - -typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias); - -#define glPolygonOffsetEXT GLEW_GET_FUN(__glewPolygonOffsetEXT) - -#define GLEW_EXT_polygon_offset GLEW_GET_VAR(__GLEW_EXT_polygon_offset) - -#endif /* GL_EXT_polygon_offset */ - -/* ---------------------- GL_EXT_polygon_offset_clamp ---------------------- */ - -#ifndef GL_EXT_polygon_offset_clamp -#define GL_EXT_polygon_offset_clamp 1 - -#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B - -typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp); - -#define glPolygonOffsetClampEXT GLEW_GET_FUN(__glewPolygonOffsetClampEXT) - -#define GLEW_EXT_polygon_offset_clamp GLEW_GET_VAR(__GLEW_EXT_polygon_offset_clamp) - -#endif /* GL_EXT_polygon_offset_clamp */ - -/* ----------------------- GL_EXT_post_depth_coverage ---------------------- */ - -#ifndef GL_EXT_post_depth_coverage -#define GL_EXT_post_depth_coverage 1 - -#define GLEW_EXT_post_depth_coverage GLEW_GET_VAR(__GLEW_EXT_post_depth_coverage) - -#endif /* GL_EXT_post_depth_coverage */ - -/* ------------------------ GL_EXT_provoking_vertex ------------------------ */ - -#ifndef GL_EXT_provoking_vertex -#define GL_EXT_provoking_vertex 1 - -#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C -#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D -#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E -#define GL_PROVOKING_VERTEX_EXT 0x8E4F - -typedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXEXTPROC) (GLenum mode); - -#define glProvokingVertexEXT GLEW_GET_FUN(__glewProvokingVertexEXT) - -#define GLEW_EXT_provoking_vertex GLEW_GET_VAR(__GLEW_EXT_provoking_vertex) - -#endif /* GL_EXT_provoking_vertex */ - -/* --------------------------- GL_EXT_pvrtc_sRGB --------------------------- */ - -#ifndef GL_EXT_pvrtc_sRGB -#define GL_EXT_pvrtc_sRGB 1 - -#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 -#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 -#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 -#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 - -#define GLEW_EXT_pvrtc_sRGB GLEW_GET_VAR(__GLEW_EXT_pvrtc_sRGB) - -#endif /* GL_EXT_pvrtc_sRGB */ - -/* ----------------------- GL_EXT_raster_multisample ----------------------- */ - -#ifndef GL_EXT_raster_multisample -#define GL_EXT_raster_multisample 1 - -#define GL_COLOR_SAMPLES_NV 0x8E20 -#define GL_RASTER_MULTISAMPLE_EXT 0x9327 -#define GL_RASTER_SAMPLES_EXT 0x9328 -#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 -#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A -#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B -#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C -#define GL_DEPTH_SAMPLES_NV 0x932D -#define GL_STENCIL_SAMPLES_NV 0x932E -#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F -#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 -#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 -#define GL_COVERAGE_MODULATION_NV 0x9332 -#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 - -typedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components); -typedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufsize, GLfloat* v); -typedef void (GLAPIENTRY * PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations); - -#define glCoverageModulationNV GLEW_GET_FUN(__glewCoverageModulationNV) -#define glCoverageModulationTableNV GLEW_GET_FUN(__glewCoverageModulationTableNV) -#define glGetCoverageModulationTableNV GLEW_GET_FUN(__glewGetCoverageModulationTableNV) -#define glRasterSamplesEXT GLEW_GET_FUN(__glewRasterSamplesEXT) - -#define GLEW_EXT_raster_multisample GLEW_GET_VAR(__GLEW_EXT_raster_multisample) - -#endif /* GL_EXT_raster_multisample */ - -/* ------------------------ GL_EXT_read_format_bgra ------------------------ */ - -#ifndef GL_EXT_read_format_bgra -#define GL_EXT_read_format_bgra 1 - -#define GL_BGRA_EXT 0x80E1 -#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365 -#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366 - -#define GLEW_EXT_read_format_bgra GLEW_GET_VAR(__GLEW_EXT_read_format_bgra) - -#endif /* GL_EXT_read_format_bgra */ - -/* -------------------------- GL_EXT_render_snorm -------------------------- */ - -#ifndef GL_EXT_render_snorm -#define GL_EXT_render_snorm 1 - -#define GL_BYTE 0x1400 -#define GL_SHORT 0x1402 -#define GL_R8_SNORM 0x8F94 -#define GL_RG8_SNORM 0x8F95 -#define GL_RGBA8_SNORM 0x8F97 -#define GL_R16_SNORM_EXT 0x8F98 -#define GL_RG16_SNORM_EXT 0x8F99 -#define GL_RGBA16_SNORM_EXT 0x8F9B - -#define GLEW_EXT_render_snorm GLEW_GET_VAR(__GLEW_EXT_render_snorm) - -#endif /* GL_EXT_render_snorm */ - -/* ------------------------- GL_EXT_rescale_normal ------------------------- */ - -#ifndef GL_EXT_rescale_normal -#define GL_EXT_rescale_normal 1 - -#define GL_RESCALE_NORMAL_EXT 0x803A - -#define GLEW_EXT_rescale_normal GLEW_GET_VAR(__GLEW_EXT_rescale_normal) - -#endif /* GL_EXT_rescale_normal */ - -/* ------------------------------ GL_EXT_sRGB ------------------------------ */ - -#ifndef GL_EXT_sRGB -#define GL_EXT_sRGB 1 - -#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210 -#define GL_SRGB_EXT 0x8C40 -#define GL_SRGB_ALPHA_EXT 0x8C42 -#define GL_SRGB8_ALPHA8_EXT 0x8C43 - -#define GLEW_EXT_sRGB GLEW_GET_VAR(__GLEW_EXT_sRGB) - -#endif /* GL_EXT_sRGB */ - -/* ----------------------- GL_EXT_sRGB_write_control ----------------------- */ - -#ifndef GL_EXT_sRGB_write_control -#define GL_EXT_sRGB_write_control 1 - -#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 - -#define GLEW_EXT_sRGB_write_control GLEW_GET_VAR(__GLEW_EXT_sRGB_write_control) - -#endif /* GL_EXT_sRGB_write_control */ - -/* -------------------------- GL_EXT_scene_marker -------------------------- */ - -#ifndef GL_EXT_scene_marker -#define GL_EXT_scene_marker 1 - -typedef void (GLAPIENTRY * PFNGLBEGINSCENEEXTPROC) (void); -typedef void (GLAPIENTRY * PFNGLENDSCENEEXTPROC) (void); - -#define glBeginSceneEXT GLEW_GET_FUN(__glewBeginSceneEXT) -#define glEndSceneEXT GLEW_GET_FUN(__glewEndSceneEXT) - -#define GLEW_EXT_scene_marker GLEW_GET_VAR(__GLEW_EXT_scene_marker) - -#endif /* GL_EXT_scene_marker */ - -/* ------------------------- GL_EXT_secondary_color ------------------------ */ - -#ifndef GL_EXT_secondary_color -#define GL_EXT_secondary_color 1 - -#define GL_COLOR_SUM_EXT 0x8458 -#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459 -#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A -#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B -#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C -#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D -#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E - -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); - -#define glSecondaryColor3bEXT GLEW_GET_FUN(__glewSecondaryColor3bEXT) -#define glSecondaryColor3bvEXT GLEW_GET_FUN(__glewSecondaryColor3bvEXT) -#define glSecondaryColor3dEXT GLEW_GET_FUN(__glewSecondaryColor3dEXT) -#define glSecondaryColor3dvEXT GLEW_GET_FUN(__glewSecondaryColor3dvEXT) -#define glSecondaryColor3fEXT GLEW_GET_FUN(__glewSecondaryColor3fEXT) -#define glSecondaryColor3fvEXT GLEW_GET_FUN(__glewSecondaryColor3fvEXT) -#define glSecondaryColor3iEXT GLEW_GET_FUN(__glewSecondaryColor3iEXT) -#define glSecondaryColor3ivEXT GLEW_GET_FUN(__glewSecondaryColor3ivEXT) -#define glSecondaryColor3sEXT GLEW_GET_FUN(__glewSecondaryColor3sEXT) -#define glSecondaryColor3svEXT GLEW_GET_FUN(__glewSecondaryColor3svEXT) -#define glSecondaryColor3ubEXT GLEW_GET_FUN(__glewSecondaryColor3ubEXT) -#define glSecondaryColor3ubvEXT GLEW_GET_FUN(__glewSecondaryColor3ubvEXT) -#define glSecondaryColor3uiEXT GLEW_GET_FUN(__glewSecondaryColor3uiEXT) -#define glSecondaryColor3uivEXT GLEW_GET_FUN(__glewSecondaryColor3uivEXT) -#define glSecondaryColor3usEXT GLEW_GET_FUN(__glewSecondaryColor3usEXT) -#define glSecondaryColor3usvEXT GLEW_GET_FUN(__glewSecondaryColor3usvEXT) -#define glSecondaryColorPointerEXT GLEW_GET_FUN(__glewSecondaryColorPointerEXT) - -#define GLEW_EXT_secondary_color GLEW_GET_VAR(__GLEW_EXT_secondary_color) - -#endif /* GL_EXT_secondary_color */ - -/* ---------------------------- GL_EXT_semaphore --------------------------- */ - -#ifndef GL_EXT_semaphore -#define GL_EXT_semaphore 1 - -typedef void (GLAPIENTRY * PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint* semaphores); -typedef void (GLAPIENTRY * PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint* semaphores); -typedef void (GLAPIENTRY * PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64* params); -typedef GLboolean (GLAPIENTRY * PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore); -typedef void (GLAPIENTRY * PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64* params); -typedef void (GLAPIENTRY * PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint* buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); -typedef void (GLAPIENTRY * PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint* buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); - -#define glDeleteSemaphoresEXT GLEW_GET_FUN(__glewDeleteSemaphoresEXT) -#define glGenSemaphoresEXT GLEW_GET_FUN(__glewGenSemaphoresEXT) -#define glGetSemaphoreParameterui64vEXT GLEW_GET_FUN(__glewGetSemaphoreParameterui64vEXT) -#define glIsSemaphoreEXT GLEW_GET_FUN(__glewIsSemaphoreEXT) -#define glSemaphoreParameterui64vEXT GLEW_GET_FUN(__glewSemaphoreParameterui64vEXT) -#define glSignalSemaphoreEXT GLEW_GET_FUN(__glewSignalSemaphoreEXT) -#define glWaitSemaphoreEXT GLEW_GET_FUN(__glewWaitSemaphoreEXT) - -#define GLEW_EXT_semaphore GLEW_GET_VAR(__GLEW_EXT_semaphore) - -#endif /* GL_EXT_semaphore */ - -/* -------------------------- GL_EXT_semaphore_fd -------------------------- */ - -#ifndef GL_EXT_semaphore_fd -#define GL_EXT_semaphore_fd 1 - -typedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd); - -#define glImportSemaphoreFdEXT GLEW_GET_FUN(__glewImportSemaphoreFdEXT) - -#define GLEW_EXT_semaphore_fd GLEW_GET_VAR(__GLEW_EXT_semaphore_fd) - -#endif /* GL_EXT_semaphore_fd */ - -/* ------------------------- GL_EXT_semaphore_win32 ------------------------ */ - -#ifndef GL_EXT_semaphore_win32 -#define GL_EXT_semaphore_win32 1 - -typedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle); -typedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name); - -#define glImportSemaphoreWin32HandleEXT GLEW_GET_FUN(__glewImportSemaphoreWin32HandleEXT) -#define glImportSemaphoreWin32NameEXT GLEW_GET_FUN(__glewImportSemaphoreWin32NameEXT) - -#define GLEW_EXT_semaphore_win32 GLEW_GET_VAR(__GLEW_EXT_semaphore_win32) - -#endif /* GL_EXT_semaphore_win32 */ - -/* --------------------- GL_EXT_separate_shader_objects -------------------- */ - -#ifndef GL_EXT_separate_shader_objects -#define GL_EXT_separate_shader_objects 1 - -#define GL_ACTIVE_PROGRAM_EXT 0x8B8D - -typedef void (GLAPIENTRY * PFNGLACTIVEPROGRAMEXTPROC) (GLuint program); -typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMEXTPROC) (GLenum type, const GLchar* string); -typedef void (GLAPIENTRY * PFNGLUSESHADERPROGRAMEXTPROC) (GLenum type, GLuint program); - -#define glActiveProgramEXT GLEW_GET_FUN(__glewActiveProgramEXT) -#define glCreateShaderProgramEXT GLEW_GET_FUN(__glewCreateShaderProgramEXT) -#define glUseShaderProgramEXT GLEW_GET_FUN(__glewUseShaderProgramEXT) - -#define GLEW_EXT_separate_shader_objects GLEW_GET_VAR(__GLEW_EXT_separate_shader_objects) - -#endif /* GL_EXT_separate_shader_objects */ - -/* --------------------- GL_EXT_separate_specular_color -------------------- */ - -#ifndef GL_EXT_separate_specular_color -#define GL_EXT_separate_specular_color 1 - -#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 -#define GL_SINGLE_COLOR_EXT 0x81F9 -#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA - -#define GLEW_EXT_separate_specular_color GLEW_GET_VAR(__GLEW_EXT_separate_specular_color) - -#endif /* GL_EXT_separate_specular_color */ - -/* -------------------- GL_EXT_shader_framebuffer_fetch -------------------- */ - -#ifndef GL_EXT_shader_framebuffer_fetch -#define GL_EXT_shader_framebuffer_fetch 1 - -#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 - -#define GLEW_EXT_shader_framebuffer_fetch GLEW_GET_VAR(__GLEW_EXT_shader_framebuffer_fetch) - -#endif /* GL_EXT_shader_framebuffer_fetch */ - -/* ------------------------ GL_EXT_shader_group_vote ----------------------- */ - -#ifndef GL_EXT_shader_group_vote -#define GL_EXT_shader_group_vote 1 - -#define GLEW_EXT_shader_group_vote GLEW_GET_VAR(__GLEW_EXT_shader_group_vote) - -#endif /* GL_EXT_shader_group_vote */ - -/* ------------------- GL_EXT_shader_image_load_formatted ------------------ */ - -#ifndef GL_EXT_shader_image_load_formatted -#define GL_EXT_shader_image_load_formatted 1 - -#define GLEW_EXT_shader_image_load_formatted GLEW_GET_VAR(__GLEW_EXT_shader_image_load_formatted) - -#endif /* GL_EXT_shader_image_load_formatted */ - -/* --------------------- GL_EXT_shader_image_load_store -------------------- */ - -#ifndef GL_EXT_shader_image_load_store -#define GL_EXT_shader_image_load_store 1 - -#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001 -#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002 -#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004 -#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008 -#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020 -#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040 -#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080 -#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100 -#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200 -#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400 -#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800 -#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000 -#define GL_MAX_IMAGE_UNITS_EXT 0x8F38 -#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39 -#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A -#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B -#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C -#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D -#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E -#define GL_IMAGE_1D_EXT 0x904C -#define GL_IMAGE_2D_EXT 0x904D -#define GL_IMAGE_3D_EXT 0x904E -#define GL_IMAGE_2D_RECT_EXT 0x904F -#define GL_IMAGE_CUBE_EXT 0x9050 -#define GL_IMAGE_BUFFER_EXT 0x9051 -#define GL_IMAGE_1D_ARRAY_EXT 0x9052 -#define GL_IMAGE_2D_ARRAY_EXT 0x9053 -#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 -#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055 -#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056 -#define GL_INT_IMAGE_1D_EXT 0x9057 -#define GL_INT_IMAGE_2D_EXT 0x9058 -#define GL_INT_IMAGE_3D_EXT 0x9059 -#define GL_INT_IMAGE_2D_RECT_EXT 0x905A -#define GL_INT_IMAGE_CUBE_EXT 0x905B -#define GL_INT_IMAGE_BUFFER_EXT 0x905C -#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D -#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E -#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F -#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060 -#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061 -#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062 -#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063 -#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064 -#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065 -#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066 -#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 -#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068 -#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069 -#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A -#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B -#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C -#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D -#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E -#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF - -typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREEXTPROC) (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); -typedef void (GLAPIENTRY * PFNGLMEMORYBARRIEREXTPROC) (GLbitfield barriers); - -#define glBindImageTextureEXT GLEW_GET_FUN(__glewBindImageTextureEXT) -#define glMemoryBarrierEXT GLEW_GET_FUN(__glewMemoryBarrierEXT) - -#define GLEW_EXT_shader_image_load_store GLEW_GET_VAR(__GLEW_EXT_shader_image_load_store) - -#endif /* GL_EXT_shader_image_load_store */ - -/* ------------------- GL_EXT_shader_implicit_conversions ------------------ */ - -#ifndef GL_EXT_shader_implicit_conversions -#define GL_EXT_shader_implicit_conversions 1 - -#define GLEW_EXT_shader_implicit_conversions GLEW_GET_VAR(__GLEW_EXT_shader_implicit_conversions) - -#endif /* GL_EXT_shader_implicit_conversions */ - -/* ----------------------- GL_EXT_shader_integer_mix ----------------------- */ - -#ifndef GL_EXT_shader_integer_mix -#define GL_EXT_shader_integer_mix 1 - -#define GLEW_EXT_shader_integer_mix GLEW_GET_VAR(__GLEW_EXT_shader_integer_mix) - -#endif /* GL_EXT_shader_integer_mix */ - -/* ------------------------ GL_EXT_shader_io_blocks ------------------------ */ - -#ifndef GL_EXT_shader_io_blocks -#define GL_EXT_shader_io_blocks 1 - -#define GLEW_EXT_shader_io_blocks GLEW_GET_VAR(__GLEW_EXT_shader_io_blocks) - -#endif /* GL_EXT_shader_io_blocks */ - -/* ------------- GL_EXT_shader_non_constant_global_initializers ------------ */ - -#ifndef GL_EXT_shader_non_constant_global_initializers -#define GL_EXT_shader_non_constant_global_initializers 1 - -#define GLEW_EXT_shader_non_constant_global_initializers GLEW_GET_VAR(__GLEW_EXT_shader_non_constant_global_initializers) - -#endif /* GL_EXT_shader_non_constant_global_initializers */ - -/* ------------------- GL_EXT_shader_pixel_local_storage ------------------- */ - -#ifndef GL_EXT_shader_pixel_local_storage -#define GL_EXT_shader_pixel_local_storage 1 - -#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63 -#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64 -#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67 - -#define GLEW_EXT_shader_pixel_local_storage GLEW_GET_VAR(__GLEW_EXT_shader_pixel_local_storage) - -#endif /* GL_EXT_shader_pixel_local_storage */ - -/* ------------------- GL_EXT_shader_pixel_local_storage2 ------------------ */ - -#ifndef GL_EXT_shader_pixel_local_storage2 -#define GL_EXT_shader_pixel_local_storage2 1 - -#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650 -#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651 -#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652 - -typedef void (GLAPIENTRY * PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC) (GLsizei offset, GLsizei n, const GLuint* values); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target, GLsizei size); -typedef GLsizei (GLAPIENTRY * PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target); - -#define glClearPixelLocalStorageuiEXT GLEW_GET_FUN(__glewClearPixelLocalStorageuiEXT) -#define glFramebufferPixelLocalStorageSizeEXT GLEW_GET_FUN(__glewFramebufferPixelLocalStorageSizeEXT) -#define glGetFramebufferPixelLocalStorageSizeEXT GLEW_GET_FUN(__glewGetFramebufferPixelLocalStorageSizeEXT) - -#define GLEW_EXT_shader_pixel_local_storage2 GLEW_GET_VAR(__GLEW_EXT_shader_pixel_local_storage2) - -#endif /* GL_EXT_shader_pixel_local_storage2 */ - -/* ----------------------- GL_EXT_shader_texture_lod ----------------------- */ - -#ifndef GL_EXT_shader_texture_lod -#define GL_EXT_shader_texture_lod 1 - -#define GLEW_EXT_shader_texture_lod GLEW_GET_VAR(__GLEW_EXT_shader_texture_lod) - -#endif /* GL_EXT_shader_texture_lod */ - -/* -------------------------- GL_EXT_shadow_funcs -------------------------- */ - -#ifndef GL_EXT_shadow_funcs -#define GL_EXT_shadow_funcs 1 - -#define GLEW_EXT_shadow_funcs GLEW_GET_VAR(__GLEW_EXT_shadow_funcs) - -#endif /* GL_EXT_shadow_funcs */ - -/* ------------------------- GL_EXT_shadow_samplers ------------------------ */ - -#ifndef GL_EXT_shadow_samplers -#define GL_EXT_shadow_samplers 1 - -#define GL_TEXTURE_COMPARE_MODE_EXT 0x884C -#define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D -#define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E -#define GL_SAMPLER_2D_SHADOW_EXT 0x8B62 - -#define GLEW_EXT_shadow_samplers GLEW_GET_VAR(__GLEW_EXT_shadow_samplers) - -#endif /* GL_EXT_shadow_samplers */ - -/* --------------------- GL_EXT_shared_texture_palette --------------------- */ - -#ifndef GL_EXT_shared_texture_palette -#define GL_EXT_shared_texture_palette 1 - -#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB - -#define GLEW_EXT_shared_texture_palette GLEW_GET_VAR(__GLEW_EXT_shared_texture_palette) - -#endif /* GL_EXT_shared_texture_palette */ - -/* ------------------------- GL_EXT_sparse_texture ------------------------- */ - -#ifndef GL_EXT_sparse_texture -#define GL_EXT_sparse_texture 1 - -#define GL_TEXTURE_2D 0x0DE1 -#define GL_TEXTURE_3D 0x806F -#define GL_TEXTURE_CUBE_MAP 0x8513 -#define GL_TEXTURE_2D_ARRAY 0x8C1A -#define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009 -#define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195 -#define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196 -#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197 -#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198 -#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199 -#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A -#define GL_TEXTURE_SPARSE_EXT 0x91A6 -#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7 -#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8 -#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9 -#define GL_NUM_SPARSE_LEVELS_EXT 0x91AA - -typedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); -typedef void (GLAPIENTRY * PFNGLTEXTUREPAGECOMMITMENTEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); - -#define glTexPageCommitmentEXT GLEW_GET_FUN(__glewTexPageCommitmentEXT) -#define glTexturePageCommitmentEXT GLEW_GET_FUN(__glewTexturePageCommitmentEXT) - -#define GLEW_EXT_sparse_texture GLEW_GET_VAR(__GLEW_EXT_sparse_texture) - -#endif /* GL_EXT_sparse_texture */ - -/* ------------------------- GL_EXT_sparse_texture2 ------------------------ */ - -#ifndef GL_EXT_sparse_texture2 -#define GL_EXT_sparse_texture2 1 - -#define GLEW_EXT_sparse_texture2 GLEW_GET_VAR(__GLEW_EXT_sparse_texture2) - -#endif /* GL_EXT_sparse_texture2 */ - -/* ------------------------ GL_EXT_stencil_clear_tag ----------------------- */ - -#ifndef GL_EXT_stencil_clear_tag -#define GL_EXT_stencil_clear_tag 1 - -#define GL_STENCIL_TAG_BITS_EXT 0x88F2 -#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3 - -#define GLEW_EXT_stencil_clear_tag GLEW_GET_VAR(__GLEW_EXT_stencil_clear_tag) - -#endif /* GL_EXT_stencil_clear_tag */ - -/* ------------------------ GL_EXT_stencil_two_side ------------------------ */ - -#ifndef GL_EXT_stencil_two_side -#define GL_EXT_stencil_two_side 1 - -#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910 -#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911 - -typedef void (GLAPIENTRY * PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face); - -#define glActiveStencilFaceEXT GLEW_GET_FUN(__glewActiveStencilFaceEXT) - -#define GLEW_EXT_stencil_two_side GLEW_GET_VAR(__GLEW_EXT_stencil_two_side) - -#endif /* GL_EXT_stencil_two_side */ - -/* -------------------------- GL_EXT_stencil_wrap -------------------------- */ - -#ifndef GL_EXT_stencil_wrap -#define GL_EXT_stencil_wrap 1 - -#define GL_INCR_WRAP_EXT 0x8507 -#define GL_DECR_WRAP_EXT 0x8508 - -#define GLEW_EXT_stencil_wrap GLEW_GET_VAR(__GLEW_EXT_stencil_wrap) - -#endif /* GL_EXT_stencil_wrap */ - -/* --------------------------- GL_EXT_subtexture --------------------------- */ - -#ifndef GL_EXT_subtexture -#define GL_EXT_subtexture 1 - -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); - -#define glTexSubImage1DEXT GLEW_GET_FUN(__glewTexSubImage1DEXT) -#define glTexSubImage2DEXT GLEW_GET_FUN(__glewTexSubImage2DEXT) -#define glTexSubImage3DEXT GLEW_GET_FUN(__glewTexSubImage3DEXT) - -#define GLEW_EXT_subtexture GLEW_GET_VAR(__GLEW_EXT_subtexture) - -#endif /* GL_EXT_subtexture */ - -/* ----------------------------- GL_EXT_texture ---------------------------- */ - -#ifndef GL_EXT_texture -#define GL_EXT_texture 1 - -#define GL_ALPHA4_EXT 0x803B -#define GL_ALPHA8_EXT 0x803C -#define GL_ALPHA12_EXT 0x803D -#define GL_ALPHA16_EXT 0x803E -#define GL_LUMINANCE4_EXT 0x803F -#define GL_LUMINANCE8_EXT 0x8040 -#define GL_LUMINANCE12_EXT 0x8041 -#define GL_LUMINANCE16_EXT 0x8042 -#define GL_LUMINANCE4_ALPHA4_EXT 0x8043 -#define GL_LUMINANCE6_ALPHA2_EXT 0x8044 -#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 -#define GL_LUMINANCE12_ALPHA4_EXT 0x8046 -#define GL_LUMINANCE12_ALPHA12_EXT 0x8047 -#define GL_LUMINANCE16_ALPHA16_EXT 0x8048 -#define GL_INTENSITY_EXT 0x8049 -#define GL_INTENSITY4_EXT 0x804A -#define GL_INTENSITY8_EXT 0x804B -#define GL_INTENSITY12_EXT 0x804C -#define GL_INTENSITY16_EXT 0x804D -#define GL_RGB2_EXT 0x804E -#define GL_RGB4_EXT 0x804F -#define GL_RGB5_EXT 0x8050 -#define GL_RGB8_EXT 0x8051 -#define GL_RGB10_EXT 0x8052 -#define GL_RGB12_EXT 0x8053 -#define GL_RGB16_EXT 0x8054 -#define GL_RGBA2_EXT 0x8055 -#define GL_RGBA4_EXT 0x8056 -#define GL_RGB5_A1_EXT 0x8057 -#define GL_RGBA8_EXT 0x8058 -#define GL_RGB10_A2_EXT 0x8059 -#define GL_RGBA12_EXT 0x805A -#define GL_RGBA16_EXT 0x805B -#define GL_TEXTURE_RED_SIZE_EXT 0x805C -#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D -#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E -#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F -#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 -#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 -#define GL_REPLACE_EXT 0x8062 -#define GL_PROXY_TEXTURE_1D_EXT 0x8063 -#define GL_PROXY_TEXTURE_2D_EXT 0x8064 - -#define GLEW_EXT_texture GLEW_GET_VAR(__GLEW_EXT_texture) - -#endif /* GL_EXT_texture */ - -/* ---------------------------- GL_EXT_texture3D --------------------------- */ - -#ifndef GL_EXT_texture3D -#define GL_EXT_texture3D 1 - -#define GL_PACK_SKIP_IMAGES_EXT 0x806B -#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C -#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D -#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E -#define GL_TEXTURE_3D_EXT 0x806F -#define GL_PROXY_TEXTURE_3D_EXT 0x8070 -#define GL_TEXTURE_DEPTH_EXT 0x8071 -#define GL_TEXTURE_WRAP_R_EXT 0x8072 -#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073 - -typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); - -#define glTexImage3DEXT GLEW_GET_FUN(__glewTexImage3DEXT) - -#define GLEW_EXT_texture3D GLEW_GET_VAR(__GLEW_EXT_texture3D) - -#endif /* GL_EXT_texture3D */ - -/* -------------------------- GL_EXT_texture_array ------------------------- */ - -#ifndef GL_EXT_texture_array -#define GL_EXT_texture_array 1 - -#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E -#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF -#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18 -#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19 -#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A -#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B -#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C -#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); - -#define glFramebufferTextureLayerEXT GLEW_GET_FUN(__glewFramebufferTextureLayerEXT) - -#define GLEW_EXT_texture_array GLEW_GET_VAR(__GLEW_EXT_texture_array) - -#endif /* GL_EXT_texture_array */ - -/* ---------------------- GL_EXT_texture_buffer_object --------------------- */ - -#ifndef GL_EXT_texture_buffer_object -#define GL_EXT_texture_buffer_object 1 - -#define GL_TEXTURE_BUFFER_EXT 0x8C2A -#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B -#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C -#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D -#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E - -typedef void (GLAPIENTRY * PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer); - -#define glTexBufferEXT GLEW_GET_FUN(__glewTexBufferEXT) - -#define GLEW_EXT_texture_buffer_object GLEW_GET_VAR(__GLEW_EXT_texture_buffer_object) - -#endif /* GL_EXT_texture_buffer_object */ - -/* -------------- GL_EXT_texture_compression_astc_decode_mode -------------- */ - -#ifndef GL_EXT_texture_compression_astc_decode_mode -#define GL_EXT_texture_compression_astc_decode_mode 1 - -#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69 - -#define GLEW_EXT_texture_compression_astc_decode_mode GLEW_GET_VAR(__GLEW_EXT_texture_compression_astc_decode_mode) - -#endif /* GL_EXT_texture_compression_astc_decode_mode */ - -/* ----------- GL_EXT_texture_compression_astc_decode_mode_rgb9e5 ---------- */ - -#ifndef GL_EXT_texture_compression_astc_decode_mode_rgb9e5 -#define GL_EXT_texture_compression_astc_decode_mode_rgb9e5 1 - -#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69 - -#define GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5 GLEW_GET_VAR(__GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5) - -#endif /* GL_EXT_texture_compression_astc_decode_mode_rgb9e5 */ - -/* -------------------- GL_EXT_texture_compression_bptc -------------------- */ - -#ifndef GL_EXT_texture_compression_bptc -#define GL_EXT_texture_compression_bptc 1 - -#define GL_COMPRESSED_RGBA_BPTC_UNORM_EXT 0x8E8C -#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT 0x8E8D -#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT 0x8E8E -#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT 0x8E8F - -#define GLEW_EXT_texture_compression_bptc GLEW_GET_VAR(__GLEW_EXT_texture_compression_bptc) - -#endif /* GL_EXT_texture_compression_bptc */ - -/* -------------------- GL_EXT_texture_compression_dxt1 -------------------- */ - -#ifndef GL_EXT_texture_compression_dxt1 -#define GL_EXT_texture_compression_dxt1 1 - -#define GLEW_EXT_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_EXT_texture_compression_dxt1) - -#endif /* GL_EXT_texture_compression_dxt1 */ - -/* -------------------- GL_EXT_texture_compression_latc -------------------- */ - -#ifndef GL_EXT_texture_compression_latc -#define GL_EXT_texture_compression_latc 1 - -#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 -#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 -#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 -#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 - -#define GLEW_EXT_texture_compression_latc GLEW_GET_VAR(__GLEW_EXT_texture_compression_latc) - -#endif /* GL_EXT_texture_compression_latc */ - -/* -------------------- GL_EXT_texture_compression_rgtc -------------------- */ - -#ifndef GL_EXT_texture_compression_rgtc -#define GL_EXT_texture_compression_rgtc 1 - -#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB -#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC -#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD -#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE - -#define GLEW_EXT_texture_compression_rgtc GLEW_GET_VAR(__GLEW_EXT_texture_compression_rgtc) - -#endif /* GL_EXT_texture_compression_rgtc */ - -/* -------------------- GL_EXT_texture_compression_s3tc -------------------- */ - -#ifndef GL_EXT_texture_compression_s3tc -#define GL_EXT_texture_compression_s3tc 1 - -#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 - -#define GLEW_EXT_texture_compression_s3tc GLEW_GET_VAR(__GLEW_EXT_texture_compression_s3tc) - -#endif /* GL_EXT_texture_compression_s3tc */ - -/* ------------------------ GL_EXT_texture_cube_map ------------------------ */ - -#ifndef GL_EXT_texture_cube_map -#define GL_EXT_texture_cube_map 1 - -#define GL_NORMAL_MAP_EXT 0x8511 -#define GL_REFLECTION_MAP_EXT 0x8512 -#define GL_TEXTURE_CUBE_MAP_EXT 0x8513 -#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A -#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B -#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C - -#define GLEW_EXT_texture_cube_map GLEW_GET_VAR(__GLEW_EXT_texture_cube_map) - -#endif /* GL_EXT_texture_cube_map */ - -/* --------------------- GL_EXT_texture_cube_map_array --------------------- */ - -#ifndef GL_EXT_texture_cube_map_array -#define GL_EXT_texture_cube_map_array 1 - -#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009 -#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A -#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C -#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D -#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E -#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F -#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 -#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F -#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A - -#define GLEW_EXT_texture_cube_map_array GLEW_GET_VAR(__GLEW_EXT_texture_cube_map_array) - -#endif /* GL_EXT_texture_cube_map_array */ - -/* ----------------------- GL_EXT_texture_edge_clamp ----------------------- */ - -#ifndef GL_EXT_texture_edge_clamp -#define GL_EXT_texture_edge_clamp 1 - -#define GL_CLAMP_TO_EDGE_EXT 0x812F - -#define GLEW_EXT_texture_edge_clamp GLEW_GET_VAR(__GLEW_EXT_texture_edge_clamp) - -#endif /* GL_EXT_texture_edge_clamp */ - -/* --------------------------- GL_EXT_texture_env -------------------------- */ - -#ifndef GL_EXT_texture_env -#define GL_EXT_texture_env 1 - -#define GLEW_EXT_texture_env GLEW_GET_VAR(__GLEW_EXT_texture_env) - -#endif /* GL_EXT_texture_env */ - -/* ------------------------- GL_EXT_texture_env_add ------------------------ */ - -#ifndef GL_EXT_texture_env_add -#define GL_EXT_texture_env_add 1 - -#define GLEW_EXT_texture_env_add GLEW_GET_VAR(__GLEW_EXT_texture_env_add) - -#endif /* GL_EXT_texture_env_add */ - -/* ----------------------- GL_EXT_texture_env_combine ---------------------- */ - -#ifndef GL_EXT_texture_env_combine -#define GL_EXT_texture_env_combine 1 - -#define GL_COMBINE_EXT 0x8570 -#define GL_COMBINE_RGB_EXT 0x8571 -#define GL_COMBINE_ALPHA_EXT 0x8572 -#define GL_RGB_SCALE_EXT 0x8573 -#define GL_ADD_SIGNED_EXT 0x8574 -#define GL_INTERPOLATE_EXT 0x8575 -#define GL_CONSTANT_EXT 0x8576 -#define GL_PRIMARY_COLOR_EXT 0x8577 -#define GL_PREVIOUS_EXT 0x8578 -#define GL_SOURCE0_RGB_EXT 0x8580 -#define GL_SOURCE1_RGB_EXT 0x8581 -#define GL_SOURCE2_RGB_EXT 0x8582 -#define GL_SOURCE0_ALPHA_EXT 0x8588 -#define GL_SOURCE1_ALPHA_EXT 0x8589 -#define GL_SOURCE2_ALPHA_EXT 0x858A -#define GL_OPERAND0_RGB_EXT 0x8590 -#define GL_OPERAND1_RGB_EXT 0x8591 -#define GL_OPERAND2_RGB_EXT 0x8592 -#define GL_OPERAND0_ALPHA_EXT 0x8598 -#define GL_OPERAND1_ALPHA_EXT 0x8599 -#define GL_OPERAND2_ALPHA_EXT 0x859A - -#define GLEW_EXT_texture_env_combine GLEW_GET_VAR(__GLEW_EXT_texture_env_combine) - -#endif /* GL_EXT_texture_env_combine */ - -/* ------------------------ GL_EXT_texture_env_dot3 ------------------------ */ - -#ifndef GL_EXT_texture_env_dot3 -#define GL_EXT_texture_env_dot3 1 - -#define GL_DOT3_RGB_EXT 0x8740 -#define GL_DOT3_RGBA_EXT 0x8741 - -#define GLEW_EXT_texture_env_dot3 GLEW_GET_VAR(__GLEW_EXT_texture_env_dot3) - -#endif /* GL_EXT_texture_env_dot3 */ - -/* ------------------- GL_EXT_texture_filter_anisotropic ------------------- */ - -#ifndef GL_EXT_texture_filter_anisotropic -#define GL_EXT_texture_filter_anisotropic 1 - -#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE -#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF - -#define GLEW_EXT_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_EXT_texture_filter_anisotropic) - -#endif /* GL_EXT_texture_filter_anisotropic */ - -/* ---------------------- GL_EXT_texture_filter_minmax --------------------- */ - -#ifndef GL_EXT_texture_filter_minmax -#define GL_EXT_texture_filter_minmax 1 - -#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 -#define GL_WEIGHTED_AVERAGE_EXT 0x9367 - -#define GLEW_EXT_texture_filter_minmax GLEW_GET_VAR(__GLEW_EXT_texture_filter_minmax) - -#endif /* GL_EXT_texture_filter_minmax */ - -/* --------------------- GL_EXT_texture_format_BGRA8888 -------------------- */ - -#ifndef GL_EXT_texture_format_BGRA8888 -#define GL_EXT_texture_format_BGRA8888 1 - -#define GL_BGRA_EXT 0x80E1 - -#define GLEW_EXT_texture_format_BGRA8888 GLEW_GET_VAR(__GLEW_EXT_texture_format_BGRA8888) - -#endif /* GL_EXT_texture_format_BGRA8888 */ - -/* ------------------------- GL_EXT_texture_integer ------------------------ */ - -#ifndef GL_EXT_texture_integer -#define GL_EXT_texture_integer 1 - -#define GL_RGBA32UI_EXT 0x8D70 -#define GL_RGB32UI_EXT 0x8D71 -#define GL_ALPHA32UI_EXT 0x8D72 -#define GL_INTENSITY32UI_EXT 0x8D73 -#define GL_LUMINANCE32UI_EXT 0x8D74 -#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75 -#define GL_RGBA16UI_EXT 0x8D76 -#define GL_RGB16UI_EXT 0x8D77 -#define GL_ALPHA16UI_EXT 0x8D78 -#define GL_INTENSITY16UI_EXT 0x8D79 -#define GL_LUMINANCE16UI_EXT 0x8D7A -#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B -#define GL_RGBA8UI_EXT 0x8D7C -#define GL_RGB8UI_EXT 0x8D7D -#define GL_ALPHA8UI_EXT 0x8D7E -#define GL_INTENSITY8UI_EXT 0x8D7F -#define GL_LUMINANCE8UI_EXT 0x8D80 -#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81 -#define GL_RGBA32I_EXT 0x8D82 -#define GL_RGB32I_EXT 0x8D83 -#define GL_ALPHA32I_EXT 0x8D84 -#define GL_INTENSITY32I_EXT 0x8D85 -#define GL_LUMINANCE32I_EXT 0x8D86 -#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87 -#define GL_RGBA16I_EXT 0x8D88 -#define GL_RGB16I_EXT 0x8D89 -#define GL_ALPHA16I_EXT 0x8D8A -#define GL_INTENSITY16I_EXT 0x8D8B -#define GL_LUMINANCE16I_EXT 0x8D8C -#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D -#define GL_RGBA8I_EXT 0x8D8E -#define GL_RGB8I_EXT 0x8D8F -#define GL_ALPHA8I_EXT 0x8D90 -#define GL_INTENSITY8I_EXT 0x8D91 -#define GL_LUMINANCE8I_EXT 0x8D92 -#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93 -#define GL_RED_INTEGER_EXT 0x8D94 -#define GL_GREEN_INTEGER_EXT 0x8D95 -#define GL_BLUE_INTEGER_EXT 0x8D96 -#define GL_ALPHA_INTEGER_EXT 0x8D97 -#define GL_RGB_INTEGER_EXT 0x8D98 -#define GL_RGBA_INTEGER_EXT 0x8D99 -#define GL_BGR_INTEGER_EXT 0x8D9A -#define GL_BGRA_INTEGER_EXT 0x8D9B -#define GL_LUMINANCE_INTEGER_EXT 0x8D9C -#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D -#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E - -typedef void (GLAPIENTRY * PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha); -typedef void (GLAPIENTRY * PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha); -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params); - -#define glClearColorIiEXT GLEW_GET_FUN(__glewClearColorIiEXT) -#define glClearColorIuiEXT GLEW_GET_FUN(__glewClearColorIuiEXT) -#define glGetTexParameterIivEXT GLEW_GET_FUN(__glewGetTexParameterIivEXT) -#define glGetTexParameterIuivEXT GLEW_GET_FUN(__glewGetTexParameterIuivEXT) -#define glTexParameterIivEXT GLEW_GET_FUN(__glewTexParameterIivEXT) -#define glTexParameterIuivEXT GLEW_GET_FUN(__glewTexParameterIuivEXT) - -#define GLEW_EXT_texture_integer GLEW_GET_VAR(__GLEW_EXT_texture_integer) - -#endif /* GL_EXT_texture_integer */ - -/* ------------------------ GL_EXT_texture_lod_bias ------------------------ */ - -#ifndef GL_EXT_texture_lod_bias -#define GL_EXT_texture_lod_bias 1 - -#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD -#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500 -#define GL_TEXTURE_LOD_BIAS_EXT 0x8501 - -#define GLEW_EXT_texture_lod_bias GLEW_GET_VAR(__GLEW_EXT_texture_lod_bias) - -#endif /* GL_EXT_texture_lod_bias */ - -/* ---------------------- GL_EXT_texture_mirror_clamp ---------------------- */ - -#ifndef GL_EXT_texture_mirror_clamp -#define GL_EXT_texture_mirror_clamp 1 - -#define GL_MIRROR_CLAMP_EXT 0x8742 -#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 -#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912 - -#define GLEW_EXT_texture_mirror_clamp GLEW_GET_VAR(__GLEW_EXT_texture_mirror_clamp) - -#endif /* GL_EXT_texture_mirror_clamp */ - -/* ------------------------- GL_EXT_texture_norm16 ------------------------- */ - -#ifndef GL_EXT_texture_norm16 -#define GL_EXT_texture_norm16 1 - -#define GL_RGB16_EXT 0x8054 -#define GL_RGBA16_EXT 0x805B -#define GL_R16_EXT 0x822A -#define GL_RG16_EXT 0x822C -#define GL_R16_SNORM_EXT 0x8F98 -#define GL_RG16_SNORM_EXT 0x8F99 -#define GL_RGB16_SNORM_EXT 0x8F9A -#define GL_RGBA16_SNORM_EXT 0x8F9B - -#define GLEW_EXT_texture_norm16 GLEW_GET_VAR(__GLEW_EXT_texture_norm16) - -#endif /* GL_EXT_texture_norm16 */ - -/* ------------------------- GL_EXT_texture_object ------------------------- */ - -#ifndef GL_EXT_texture_object -#define GL_EXT_texture_object 1 - -#define GL_TEXTURE_PRIORITY_EXT 0x8066 -#define GL_TEXTURE_RESIDENT_EXT 0x8067 -#define GL_TEXTURE_1D_BINDING_EXT 0x8068 -#define GL_TEXTURE_2D_BINDING_EXT 0x8069 -#define GL_TEXTURE_3D_BINDING_EXT 0x806A - -typedef GLboolean (GLAPIENTRY * PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint* textures, GLboolean* residences); -typedef void (GLAPIENTRY * PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture); -typedef void (GLAPIENTRY * PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint* textures); -typedef void (GLAPIENTRY * PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint* textures); -typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREEXTPROC) (GLuint texture); -typedef void (GLAPIENTRY * PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint* textures, const GLclampf* priorities); - -#define glAreTexturesResidentEXT GLEW_GET_FUN(__glewAreTexturesResidentEXT) -#define glBindTextureEXT GLEW_GET_FUN(__glewBindTextureEXT) -#define glDeleteTexturesEXT GLEW_GET_FUN(__glewDeleteTexturesEXT) -#define glGenTexturesEXT GLEW_GET_FUN(__glewGenTexturesEXT) -#define glIsTextureEXT GLEW_GET_FUN(__glewIsTextureEXT) -#define glPrioritizeTexturesEXT GLEW_GET_FUN(__glewPrioritizeTexturesEXT) - -#define GLEW_EXT_texture_object GLEW_GET_VAR(__GLEW_EXT_texture_object) - -#endif /* GL_EXT_texture_object */ - -/* --------------------- GL_EXT_texture_perturb_normal --------------------- */ - -#ifndef GL_EXT_texture_perturb_normal -#define GL_EXT_texture_perturb_normal 1 - -#define GL_PERTURB_EXT 0x85AE -#define GL_TEXTURE_NORMAL_EXT 0x85AF - -typedef void (GLAPIENTRY * PFNGLTEXTURENORMALEXTPROC) (GLenum mode); - -#define glTextureNormalEXT GLEW_GET_FUN(__glewTextureNormalEXT) - -#define GLEW_EXT_texture_perturb_normal GLEW_GET_VAR(__GLEW_EXT_texture_perturb_normal) - -#endif /* GL_EXT_texture_perturb_normal */ - -/* ------------------------ GL_EXT_texture_rectangle ----------------------- */ - -#ifndef GL_EXT_texture_rectangle -#define GL_EXT_texture_rectangle 1 - -#define GL_TEXTURE_RECTANGLE_EXT 0x84F5 -#define GL_TEXTURE_BINDING_RECTANGLE_EXT 0x84F6 -#define GL_PROXY_TEXTURE_RECTANGLE_EXT 0x84F7 -#define GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT 0x84F8 - -#define GLEW_EXT_texture_rectangle GLEW_GET_VAR(__GLEW_EXT_texture_rectangle) - -#endif /* GL_EXT_texture_rectangle */ - -/* --------------------------- GL_EXT_texture_rg --------------------------- */ - -#ifndef GL_EXT_texture_rg -#define GL_EXT_texture_rg 1 - -#define GL_RED_EXT 0x1903 -#define GL_RG_EXT 0x8227 -#define GL_R8_EXT 0x8229 -#define GL_RG8_EXT 0x822B - -#define GLEW_EXT_texture_rg GLEW_GET_VAR(__GLEW_EXT_texture_rg) - -#endif /* GL_EXT_texture_rg */ - -/* -------------------------- GL_EXT_texture_sRGB -------------------------- */ - -#ifndef GL_EXT_texture_sRGB -#define GL_EXT_texture_sRGB 1 - -#define GL_SRGB_EXT 0x8C40 -#define GL_SRGB8_EXT 0x8C41 -#define GL_SRGB_ALPHA_EXT 0x8C42 -#define GL_SRGB8_ALPHA8_EXT 0x8C43 -#define GL_SLUMINANCE_ALPHA_EXT 0x8C44 -#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 -#define GL_SLUMINANCE_EXT 0x8C46 -#define GL_SLUMINANCE8_EXT 0x8C47 -#define GL_COMPRESSED_SRGB_EXT 0x8C48 -#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 -#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A -#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B -#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F - -#define GLEW_EXT_texture_sRGB GLEW_GET_VAR(__GLEW_EXT_texture_sRGB) - -#endif /* GL_EXT_texture_sRGB */ - -/* ------------------------- GL_EXT_texture_sRGB_R8 ------------------------ */ - -#ifndef GL_EXT_texture_sRGB_R8 -#define GL_EXT_texture_sRGB_R8 1 - -#define GL_SR8_EXT 0x8FBD - -#define GLEW_EXT_texture_sRGB_R8 GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_R8) - -#endif /* GL_EXT_texture_sRGB_R8 */ - -/* ------------------------ GL_EXT_texture_sRGB_RG8 ------------------------ */ - -#ifndef GL_EXT_texture_sRGB_RG8 -#define GL_EXT_texture_sRGB_RG8 1 - -#define GL_SRG8_EXT 0x8FBE - -#define GLEW_EXT_texture_sRGB_RG8 GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_RG8) - -#endif /* GL_EXT_texture_sRGB_RG8 */ - -/* ----------------------- GL_EXT_texture_sRGB_decode ---------------------- */ - -#ifndef GL_EXT_texture_sRGB_decode -#define GL_EXT_texture_sRGB_decode 1 - -#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 -#define GL_DECODE_EXT 0x8A49 -#define GL_SKIP_DECODE_EXT 0x8A4A - -#define GLEW_EXT_texture_sRGB_decode GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_decode) - -#endif /* GL_EXT_texture_sRGB_decode */ - -/* --------------------- GL_EXT_texture_shared_exponent -------------------- */ - -#ifndef GL_EXT_texture_shared_exponent -#define GL_EXT_texture_shared_exponent 1 - -#define GL_RGB9_E5_EXT 0x8C3D -#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E -#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F - -#define GLEW_EXT_texture_shared_exponent GLEW_GET_VAR(__GLEW_EXT_texture_shared_exponent) - -#endif /* GL_EXT_texture_shared_exponent */ - -/* -------------------------- GL_EXT_texture_snorm ------------------------- */ - -#ifndef GL_EXT_texture_snorm -#define GL_EXT_texture_snorm 1 - -#define GL_RED_SNORM 0x8F90 -#define GL_RG_SNORM 0x8F91 -#define GL_RGB_SNORM 0x8F92 -#define GL_RGBA_SNORM 0x8F93 -#define GL_R8_SNORM 0x8F94 -#define GL_RG8_SNORM 0x8F95 -#define GL_RGB8_SNORM 0x8F96 -#define GL_RGBA8_SNORM 0x8F97 -#define GL_R16_SNORM 0x8F98 -#define GL_RG16_SNORM 0x8F99 -#define GL_RGB16_SNORM 0x8F9A -#define GL_RGBA16_SNORM 0x8F9B -#define GL_SIGNED_NORMALIZED 0x8F9C -#define GL_ALPHA_SNORM 0x9010 -#define GL_LUMINANCE_SNORM 0x9011 -#define GL_LUMINANCE_ALPHA_SNORM 0x9012 -#define GL_INTENSITY_SNORM 0x9013 -#define GL_ALPHA8_SNORM 0x9014 -#define GL_LUMINANCE8_SNORM 0x9015 -#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016 -#define GL_INTENSITY8_SNORM 0x9017 -#define GL_ALPHA16_SNORM 0x9018 -#define GL_LUMINANCE16_SNORM 0x9019 -#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A -#define GL_INTENSITY16_SNORM 0x901B - -#define GLEW_EXT_texture_snorm GLEW_GET_VAR(__GLEW_EXT_texture_snorm) - -#endif /* GL_EXT_texture_snorm */ - -/* ------------------------- GL_EXT_texture_storage ------------------------ */ - -#ifndef GL_EXT_texture_storage -#define GL_EXT_texture_storage 1 - -#define GL_ALPHA8_EXT 0x803C -#define GL_LUMINANCE8_EXT 0x8040 -#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 -#define GL_RGB10_EXT 0x8052 -#define GL_RGB10_A2_EXT 0x8059 -#define GL_R8_EXT 0x8229 -#define GL_RG8_EXT 0x822B -#define GL_R16F_EXT 0x822D -#define GL_R32F_EXT 0x822E -#define GL_RG16F_EXT 0x822F -#define GL_RG32F_EXT 0x8230 -#define GL_RGBA32F_EXT 0x8814 -#define GL_RGB32F_EXT 0x8815 -#define GL_ALPHA32F_EXT 0x8816 -#define GL_LUMINANCE32F_EXT 0x8818 -#define GL_LUMINANCE_ALPHA32F_EXT 0x8819 -#define GL_RGBA16F_EXT 0x881A -#define GL_RGB16F_EXT 0x881B -#define GL_ALPHA16F_EXT 0x881C -#define GL_LUMINANCE16F_EXT 0x881E -#define GL_LUMINANCE_ALPHA16F_EXT 0x881F -#define GL_RGB_RAW_422_APPLE 0x8A51 -#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F -#define GL_BGRA8_EXT 0x93A1 - -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); - -#define glTexStorage1DEXT GLEW_GET_FUN(__glewTexStorage1DEXT) -#define glTexStorage2DEXT GLEW_GET_FUN(__glewTexStorage2DEXT) -#define glTexStorage3DEXT GLEW_GET_FUN(__glewTexStorage3DEXT) -#define glTextureStorage1DEXT GLEW_GET_FUN(__glewTextureStorage1DEXT) -#define glTextureStorage2DEXT GLEW_GET_FUN(__glewTextureStorage2DEXT) -#define glTextureStorage3DEXT GLEW_GET_FUN(__glewTextureStorage3DEXT) - -#define GLEW_EXT_texture_storage GLEW_GET_VAR(__GLEW_EXT_texture_storage) - -#endif /* GL_EXT_texture_storage */ - -/* ------------------------- GL_EXT_texture_swizzle ------------------------ */ - -#ifndef GL_EXT_texture_swizzle -#define GL_EXT_texture_swizzle 1 - -#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42 -#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43 -#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44 -#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45 -#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46 - -#define GLEW_EXT_texture_swizzle GLEW_GET_VAR(__GLEW_EXT_texture_swizzle) - -#endif /* GL_EXT_texture_swizzle */ - -/* ------------------- GL_EXT_texture_type_2_10_10_10_REV ------------------ */ - -#ifndef GL_EXT_texture_type_2_10_10_10_REV -#define GL_EXT_texture_type_2_10_10_10_REV 1 - -#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368 - -#define GLEW_EXT_texture_type_2_10_10_10_REV GLEW_GET_VAR(__GLEW_EXT_texture_type_2_10_10_10_REV) - -#endif /* GL_EXT_texture_type_2_10_10_10_REV */ - -/* -------------------------- GL_EXT_texture_view -------------------------- */ - -#ifndef GL_EXT_texture_view -#define GL_EXT_texture_view 1 - -#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB -#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC -#define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD -#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE -#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF - -typedef void (GLAPIENTRY * PFNGLTEXTUREVIEWEXTPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); - -#define glTextureViewEXT GLEW_GET_FUN(__glewTextureViewEXT) - -#define GLEW_EXT_texture_view GLEW_GET_VAR(__GLEW_EXT_texture_view) - -#endif /* GL_EXT_texture_view */ - -/* --------------------------- GL_EXT_timer_query -------------------------- */ - -#ifndef GL_EXT_timer_query -#define GL_EXT_timer_query 1 - -#define GL_TIME_ELAPSED_EXT 0x88BF - -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64EXT *params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64EXT *params); - -#define glGetQueryObjecti64vEXT GLEW_GET_FUN(__glewGetQueryObjecti64vEXT) -#define glGetQueryObjectui64vEXT GLEW_GET_FUN(__glewGetQueryObjectui64vEXT) - -#define GLEW_EXT_timer_query GLEW_GET_VAR(__GLEW_EXT_timer_query) - -#endif /* GL_EXT_timer_query */ - -/* ----------------------- GL_EXT_transform_feedback ----------------------- */ - -#ifndef GL_EXT_transform_feedback -#define GL_EXT_transform_feedback 1 - -#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76 -#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80 -#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83 -#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84 -#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85 -#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 -#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88 -#define GL_RASTERIZER_DISCARD_EXT 0x8C89 -#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B -#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C -#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D -#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E -#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F - -typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) (GLenum primitiveMode); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEEXTPROC) (GLenum target, GLuint index, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKEXTPROC) (void); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei *size, GLenum *type, GLchar *name); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) (GLuint program, GLsizei count, const GLchar * const* varyings, GLenum bufferMode); - -#define glBeginTransformFeedbackEXT GLEW_GET_FUN(__glewBeginTransformFeedbackEXT) -#define glBindBufferBaseEXT GLEW_GET_FUN(__glewBindBufferBaseEXT) -#define glBindBufferOffsetEXT GLEW_GET_FUN(__glewBindBufferOffsetEXT) -#define glBindBufferRangeEXT GLEW_GET_FUN(__glewBindBufferRangeEXT) -#define glEndTransformFeedbackEXT GLEW_GET_FUN(__glewEndTransformFeedbackEXT) -#define glGetTransformFeedbackVaryingEXT GLEW_GET_FUN(__glewGetTransformFeedbackVaryingEXT) -#define glTransformFeedbackVaryingsEXT GLEW_GET_FUN(__glewTransformFeedbackVaryingsEXT) - -#define GLEW_EXT_transform_feedback GLEW_GET_VAR(__GLEW_EXT_transform_feedback) - -#endif /* GL_EXT_transform_feedback */ - -/* ------------------------- GL_EXT_unpack_subimage ------------------------ */ - -#ifndef GL_EXT_unpack_subimage -#define GL_EXT_unpack_subimage 1 - -#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2 -#define GL_UNPACK_SKIP_ROWS_EXT 0x0CF3 -#define GL_UNPACK_SKIP_PIXELS_EXT 0x0CF4 - -#define GLEW_EXT_unpack_subimage GLEW_GET_VAR(__GLEW_EXT_unpack_subimage) - -#endif /* GL_EXT_unpack_subimage */ - -/* -------------------------- GL_EXT_vertex_array -------------------------- */ - -#ifndef GL_EXT_vertex_array -#define GL_EXT_vertex_array 1 - -#define GL_DOUBLE_EXT 0x140A -#define GL_VERTEX_ARRAY_EXT 0x8074 -#define GL_NORMAL_ARRAY_EXT 0x8075 -#define GL_COLOR_ARRAY_EXT 0x8076 -#define GL_INDEX_ARRAY_EXT 0x8077 -#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 -#define GL_EDGE_FLAG_ARRAY_EXT 0x8079 -#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A -#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B -#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C -#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D -#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E -#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F -#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 -#define GL_COLOR_ARRAY_SIZE_EXT 0x8081 -#define GL_COLOR_ARRAY_TYPE_EXT 0x8082 -#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 -#define GL_COLOR_ARRAY_COUNT_EXT 0x8084 -#define GL_INDEX_ARRAY_TYPE_EXT 0x8085 -#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 -#define GL_INDEX_ARRAY_COUNT_EXT 0x8087 -#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 -#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 -#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A -#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B -#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C -#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D -#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E -#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F -#define GL_COLOR_ARRAY_POINTER_EXT 0x8090 -#define GL_INDEX_ARRAY_POINTER_EXT 0x8091 -#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 -#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 - -typedef void (GLAPIENTRY * PFNGLARRAYELEMENTEXTPROC) (GLint i); -typedef void (GLAPIENTRY * PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count); -typedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean* pointer); -typedef void (GLAPIENTRY * PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); -typedef void (GLAPIENTRY * PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); -typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); -typedef void (GLAPIENTRY * PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); - -#define glArrayElementEXT GLEW_GET_FUN(__glewArrayElementEXT) -#define glColorPointerEXT GLEW_GET_FUN(__glewColorPointerEXT) -#define glDrawArraysEXT GLEW_GET_FUN(__glewDrawArraysEXT) -#define glEdgeFlagPointerEXT GLEW_GET_FUN(__glewEdgeFlagPointerEXT) -#define glIndexPointerEXT GLEW_GET_FUN(__glewIndexPointerEXT) -#define glNormalPointerEXT GLEW_GET_FUN(__glewNormalPointerEXT) -#define glTexCoordPointerEXT GLEW_GET_FUN(__glewTexCoordPointerEXT) -#define glVertexPointerEXT GLEW_GET_FUN(__glewVertexPointerEXT) - -#define GLEW_EXT_vertex_array GLEW_GET_VAR(__GLEW_EXT_vertex_array) - -#endif /* GL_EXT_vertex_array */ - -/* ------------------------ GL_EXT_vertex_array_bgra ----------------------- */ - -#ifndef GL_EXT_vertex_array_bgra -#define GL_EXT_vertex_array_bgra 1 - -#define GL_BGRA 0x80E1 - -#define GLEW_EXT_vertex_array_bgra GLEW_GET_VAR(__GLEW_EXT_vertex_array_bgra) - -#endif /* GL_EXT_vertex_array_bgra */ - -/* ----------------------- GL_EXT_vertex_array_setXXX ---------------------- */ - -#ifndef GL_EXT_vertex_array_setXXX -#define GL_EXT_vertex_array_setXXX 1 - -typedef void (GLAPIENTRY * PFNGLBINDARRAYSETEXTPROC) (const void *arrayset); -typedef const void * (GLAPIENTRY * PFNGLCREATEARRAYSETEXTPROC) (void); -typedef void (GLAPIENTRY * PFNGLDELETEARRAYSETSEXTPROC) (GLsizei n, const void *arrayset[]); - -#define glBindArraySetEXT GLEW_GET_FUN(__glewBindArraySetEXT) -#define glCreateArraySetExt GLEW_GET_FUN(__glewCreateArraySetExt) -#define glDeleteArraySetsEXT GLEW_GET_FUN(__glewDeleteArraySetsEXT) - -#define GLEW_EXT_vertex_array_setXXX GLEW_GET_VAR(__GLEW_EXT_vertex_array_setXXX) - -#endif /* GL_EXT_vertex_array_setXXX */ - -/* ----------------------- GL_EXT_vertex_attrib_64bit ---------------------- */ - -#ifndef GL_EXT_vertex_attrib_64bit -#define GL_EXT_vertex_attrib_64bit 1 - -#define GL_DOUBLE_MAT2_EXT 0x8F46 -#define GL_DOUBLE_MAT3_EXT 0x8F47 -#define GL_DOUBLE_MAT4_EXT 0x8F48 -#define GL_DOUBLE_MAT2x3_EXT 0x8F49 -#define GL_DOUBLE_MAT2x4_EXT 0x8F4A -#define GL_DOUBLE_MAT3x2_EXT 0x8F4B -#define GL_DOUBLE_MAT3x4_EXT 0x8F4C -#define GL_DOUBLE_MAT4x2_EXT 0x8F4D -#define GL_DOUBLE_MAT4x3_EXT 0x8F4E -#define GL_DOUBLE_VEC2_EXT 0x8FFC -#define GL_DOUBLE_VEC3_EXT 0x8FFD -#define GL_DOUBLE_VEC4_EXT 0x8FFE - -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVEXTPROC) (GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DEXTPROC) (GLuint index, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVEXTPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DEXTPROC) (GLuint index, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVEXTPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVEXTPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVEXTPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); - -#define glGetVertexAttribLdvEXT GLEW_GET_FUN(__glewGetVertexAttribLdvEXT) -#define glVertexArrayVertexAttribLOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLOffsetEXT) -#define glVertexAttribL1dEXT GLEW_GET_FUN(__glewVertexAttribL1dEXT) -#define glVertexAttribL1dvEXT GLEW_GET_FUN(__glewVertexAttribL1dvEXT) -#define glVertexAttribL2dEXT GLEW_GET_FUN(__glewVertexAttribL2dEXT) -#define glVertexAttribL2dvEXT GLEW_GET_FUN(__glewVertexAttribL2dvEXT) -#define glVertexAttribL3dEXT GLEW_GET_FUN(__glewVertexAttribL3dEXT) -#define glVertexAttribL3dvEXT GLEW_GET_FUN(__glewVertexAttribL3dvEXT) -#define glVertexAttribL4dEXT GLEW_GET_FUN(__glewVertexAttribL4dEXT) -#define glVertexAttribL4dvEXT GLEW_GET_FUN(__glewVertexAttribL4dvEXT) -#define glVertexAttribLPointerEXT GLEW_GET_FUN(__glewVertexAttribLPointerEXT) - -#define GLEW_EXT_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_EXT_vertex_attrib_64bit) - -#endif /* GL_EXT_vertex_attrib_64bit */ - -/* -------------------------- GL_EXT_vertex_shader ------------------------- */ - -#ifndef GL_EXT_vertex_shader -#define GL_EXT_vertex_shader 1 - -#define GL_VERTEX_SHADER_EXT 0x8780 -#define GL_VERTEX_SHADER_BINDING_EXT 0x8781 -#define GL_OP_INDEX_EXT 0x8782 -#define GL_OP_NEGATE_EXT 0x8783 -#define GL_OP_DOT3_EXT 0x8784 -#define GL_OP_DOT4_EXT 0x8785 -#define GL_OP_MUL_EXT 0x8786 -#define GL_OP_ADD_EXT 0x8787 -#define GL_OP_MADD_EXT 0x8788 -#define GL_OP_FRAC_EXT 0x8789 -#define GL_OP_MAX_EXT 0x878A -#define GL_OP_MIN_EXT 0x878B -#define GL_OP_SET_GE_EXT 0x878C -#define GL_OP_SET_LT_EXT 0x878D -#define GL_OP_CLAMP_EXT 0x878E -#define GL_OP_FLOOR_EXT 0x878F -#define GL_OP_ROUND_EXT 0x8790 -#define GL_OP_EXP_BASE_2_EXT 0x8791 -#define GL_OP_LOG_BASE_2_EXT 0x8792 -#define GL_OP_POWER_EXT 0x8793 -#define GL_OP_RECIP_EXT 0x8794 -#define GL_OP_RECIP_SQRT_EXT 0x8795 -#define GL_OP_SUB_EXT 0x8796 -#define GL_OP_CROSS_PRODUCT_EXT 0x8797 -#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798 -#define GL_OP_MOV_EXT 0x8799 -#define GL_OUTPUT_VERTEX_EXT 0x879A -#define GL_OUTPUT_COLOR0_EXT 0x879B -#define GL_OUTPUT_COLOR1_EXT 0x879C -#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D -#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E -#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F -#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0 -#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1 -#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2 -#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3 -#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4 -#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5 -#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6 -#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7 -#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8 -#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9 -#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA -#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB -#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC -#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD -#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE -#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF -#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0 -#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1 -#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2 -#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3 -#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4 -#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5 -#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6 -#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7 -#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8 -#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9 -#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA -#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB -#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC -#define GL_OUTPUT_FOG_EXT 0x87BD -#define GL_SCALAR_EXT 0x87BE -#define GL_VECTOR_EXT 0x87BF -#define GL_MATRIX_EXT 0x87C0 -#define GL_VARIANT_EXT 0x87C1 -#define GL_INVARIANT_EXT 0x87C2 -#define GL_LOCAL_CONSTANT_EXT 0x87C3 -#define GL_LOCAL_EXT 0x87C4 -#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5 -#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6 -#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7 -#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8 -#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9 -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CC -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CD -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE -#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF -#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0 -#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1 -#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2 -#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3 -#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4 -#define GL_X_EXT 0x87D5 -#define GL_Y_EXT 0x87D6 -#define GL_Z_EXT 0x87D7 -#define GL_W_EXT 0x87D8 -#define GL_NEGATIVE_X_EXT 0x87D9 -#define GL_NEGATIVE_Y_EXT 0x87DA -#define GL_NEGATIVE_Z_EXT 0x87DB -#define GL_NEGATIVE_W_EXT 0x87DC -#define GL_ZERO_EXT 0x87DD -#define GL_ONE_EXT 0x87DE -#define GL_NEGATIVE_ONE_EXT 0x87DF -#define GL_NORMALIZED_RANGE_EXT 0x87E0 -#define GL_FULL_RANGE_EXT 0x87E1 -#define GL_CURRENT_VERTEX_EXT 0x87E2 -#define GL_MVP_MATRIX_EXT 0x87E3 -#define GL_VARIANT_VALUE_EXT 0x87E4 -#define GL_VARIANT_DATATYPE_EXT 0x87E5 -#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6 -#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7 -#define GL_VARIANT_ARRAY_EXT 0x87E8 -#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9 -#define GL_INVARIANT_VALUE_EXT 0x87EA -#define GL_INVARIANT_DATATYPE_EXT 0x87EB -#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC -#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED - -typedef void (GLAPIENTRY * PFNGLBEGINVERTEXSHADEREXTPROC) (void); -typedef GLuint (GLAPIENTRY * PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value); -typedef GLuint (GLAPIENTRY * PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value); -typedef GLuint (GLAPIENTRY * PFNGLBINDPARAMETEREXTPROC) (GLenum value); -typedef GLuint (GLAPIENTRY * PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value); -typedef GLuint (GLAPIENTRY * PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value); -typedef void (GLAPIENTRY * PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLENDVERTEXSHADEREXTPROC) (void); -typedef void (GLAPIENTRY * PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); -typedef GLuint (GLAPIENTRY * PFNGLGENSYMBOLSEXTPROC) (GLenum dataType, GLenum storageType, GLenum range, GLuint components); -typedef GLuint (GLAPIENTRY * PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range); -typedef void (GLAPIENTRY * PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); -typedef void (GLAPIENTRY * PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); -typedef void (GLAPIENTRY * PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); -typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); -typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); -typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); -typedef void (GLAPIENTRY * PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); -typedef void (GLAPIENTRY * PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); -typedef void (GLAPIENTRY * PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); -typedef void (GLAPIENTRY * PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, void **data); -typedef void (GLAPIENTRY * PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); -typedef GLboolean (GLAPIENTRY * PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap); -typedef void (GLAPIENTRY * PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, void *addr); -typedef void (GLAPIENTRY * PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, void *addr); -typedef void (GLAPIENTRY * PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1); -typedef void (GLAPIENTRY * PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2); -typedef void (GLAPIENTRY * PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); -typedef void (GLAPIENTRY * PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); -typedef void (GLAPIENTRY * PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, void *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTBVEXTPROC) (GLuint id, GLbyte *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTDVEXTPROC) (GLuint id, GLdouble *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTFVEXTPROC) (GLuint id, GLfloat *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTIVEXTPROC) (GLuint id, GLint *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTSVEXTPROC) (GLuint id, GLshort *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTUBVEXTPROC) (GLuint id, GLubyte *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTUIVEXTPROC) (GLuint id, GLuint *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTUSVEXTPROC) (GLuint id, GLushort *addr); -typedef void (GLAPIENTRY * PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); - -#define glBeginVertexShaderEXT GLEW_GET_FUN(__glewBeginVertexShaderEXT) -#define glBindLightParameterEXT GLEW_GET_FUN(__glewBindLightParameterEXT) -#define glBindMaterialParameterEXT GLEW_GET_FUN(__glewBindMaterialParameterEXT) -#define glBindParameterEXT GLEW_GET_FUN(__glewBindParameterEXT) -#define glBindTexGenParameterEXT GLEW_GET_FUN(__glewBindTexGenParameterEXT) -#define glBindTextureUnitParameterEXT GLEW_GET_FUN(__glewBindTextureUnitParameterEXT) -#define glBindVertexShaderEXT GLEW_GET_FUN(__glewBindVertexShaderEXT) -#define glDeleteVertexShaderEXT GLEW_GET_FUN(__glewDeleteVertexShaderEXT) -#define glDisableVariantClientStateEXT GLEW_GET_FUN(__glewDisableVariantClientStateEXT) -#define glEnableVariantClientStateEXT GLEW_GET_FUN(__glewEnableVariantClientStateEXT) -#define glEndVertexShaderEXT GLEW_GET_FUN(__glewEndVertexShaderEXT) -#define glExtractComponentEXT GLEW_GET_FUN(__glewExtractComponentEXT) -#define glGenSymbolsEXT GLEW_GET_FUN(__glewGenSymbolsEXT) -#define glGenVertexShadersEXT GLEW_GET_FUN(__glewGenVertexShadersEXT) -#define glGetInvariantBooleanvEXT GLEW_GET_FUN(__glewGetInvariantBooleanvEXT) -#define glGetInvariantFloatvEXT GLEW_GET_FUN(__glewGetInvariantFloatvEXT) -#define glGetInvariantIntegervEXT GLEW_GET_FUN(__glewGetInvariantIntegervEXT) -#define glGetLocalConstantBooleanvEXT GLEW_GET_FUN(__glewGetLocalConstantBooleanvEXT) -#define glGetLocalConstantFloatvEXT GLEW_GET_FUN(__glewGetLocalConstantFloatvEXT) -#define glGetLocalConstantIntegervEXT GLEW_GET_FUN(__glewGetLocalConstantIntegervEXT) -#define glGetVariantBooleanvEXT GLEW_GET_FUN(__glewGetVariantBooleanvEXT) -#define glGetVariantFloatvEXT GLEW_GET_FUN(__glewGetVariantFloatvEXT) -#define glGetVariantIntegervEXT GLEW_GET_FUN(__glewGetVariantIntegervEXT) -#define glGetVariantPointervEXT GLEW_GET_FUN(__glewGetVariantPointervEXT) -#define glInsertComponentEXT GLEW_GET_FUN(__glewInsertComponentEXT) -#define glIsVariantEnabledEXT GLEW_GET_FUN(__glewIsVariantEnabledEXT) -#define glSetInvariantEXT GLEW_GET_FUN(__glewSetInvariantEXT) -#define glSetLocalConstantEXT GLEW_GET_FUN(__glewSetLocalConstantEXT) -#define glShaderOp1EXT GLEW_GET_FUN(__glewShaderOp1EXT) -#define glShaderOp2EXT GLEW_GET_FUN(__glewShaderOp2EXT) -#define glShaderOp3EXT GLEW_GET_FUN(__glewShaderOp3EXT) -#define glSwizzleEXT GLEW_GET_FUN(__glewSwizzleEXT) -#define glVariantPointerEXT GLEW_GET_FUN(__glewVariantPointerEXT) -#define glVariantbvEXT GLEW_GET_FUN(__glewVariantbvEXT) -#define glVariantdvEXT GLEW_GET_FUN(__glewVariantdvEXT) -#define glVariantfvEXT GLEW_GET_FUN(__glewVariantfvEXT) -#define glVariantivEXT GLEW_GET_FUN(__glewVariantivEXT) -#define glVariantsvEXT GLEW_GET_FUN(__glewVariantsvEXT) -#define glVariantubvEXT GLEW_GET_FUN(__glewVariantubvEXT) -#define glVariantuivEXT GLEW_GET_FUN(__glewVariantuivEXT) -#define glVariantusvEXT GLEW_GET_FUN(__glewVariantusvEXT) -#define glWriteMaskEXT GLEW_GET_FUN(__glewWriteMaskEXT) - -#define GLEW_EXT_vertex_shader GLEW_GET_VAR(__GLEW_EXT_vertex_shader) - -#endif /* GL_EXT_vertex_shader */ - -/* ------------------------ GL_EXT_vertex_weighting ------------------------ */ - -#ifndef GL_EXT_vertex_weighting -#define GL_EXT_vertex_weighting 1 - -#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3 -#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6 -#define GL_MODELVIEW0_EXT 0x1700 -#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502 -#define GL_MODELVIEW1_MATRIX_EXT 0x8506 -#define GL_VERTEX_WEIGHTING_EXT 0x8509 -#define GL_MODELVIEW1_EXT 0x850A -#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B -#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C -#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D -#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E -#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F -#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510 - -typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, void *pointer); -typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight); -typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFVEXTPROC) (GLfloat* weight); - -#define glVertexWeightPointerEXT GLEW_GET_FUN(__glewVertexWeightPointerEXT) -#define glVertexWeightfEXT GLEW_GET_FUN(__glewVertexWeightfEXT) -#define glVertexWeightfvEXT GLEW_GET_FUN(__glewVertexWeightfvEXT) - -#define GLEW_EXT_vertex_weighting GLEW_GET_VAR(__GLEW_EXT_vertex_weighting) - -#endif /* GL_EXT_vertex_weighting */ - -/* ------------------------ GL_EXT_win32_keyed_mutex ----------------------- */ - -#ifndef GL_EXT_win32_keyed_mutex -#define GL_EXT_win32_keyed_mutex 1 - -typedef GLboolean (GLAPIENTRY * PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout); -typedef GLboolean (GLAPIENTRY * PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key); - -#define glAcquireKeyedMutexWin32EXT GLEW_GET_FUN(__glewAcquireKeyedMutexWin32EXT) -#define glReleaseKeyedMutexWin32EXT GLEW_GET_FUN(__glewReleaseKeyedMutexWin32EXT) - -#define GLEW_EXT_win32_keyed_mutex GLEW_GET_VAR(__GLEW_EXT_win32_keyed_mutex) - -#endif /* GL_EXT_win32_keyed_mutex */ - -/* ------------------------ GL_EXT_window_rectangles ----------------------- */ - -#ifndef GL_EXT_window_rectangles -#define GL_EXT_window_rectangles 1 - -#define GL_INCLUSIVE_EXT 0x8F10 -#define GL_EXCLUSIVE_EXT 0x8F11 -#define GL_WINDOW_RECTANGLE_EXT 0x8F12 -#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 -#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 -#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 - -typedef void (GLAPIENTRY * PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint box[]); - -#define glWindowRectanglesEXT GLEW_GET_FUN(__glewWindowRectanglesEXT) - -#define GLEW_EXT_window_rectangles GLEW_GET_VAR(__GLEW_EXT_window_rectangles) - -#endif /* GL_EXT_window_rectangles */ - -/* ------------------------- GL_EXT_x11_sync_object ------------------------ */ - -#ifndef GL_EXT_x11_sync_object -#define GL_EXT_x11_sync_object 1 - -#define GL_SYNC_X11_FENCE_EXT 0x90E1 - -typedef GLsync (GLAPIENTRY * PFNGLIMPORTSYNCEXTPROC) (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); - -#define glImportSyncEXT GLEW_GET_FUN(__glewImportSyncEXT) - -#define GLEW_EXT_x11_sync_object GLEW_GET_VAR(__GLEW_EXT_x11_sync_object) - -#endif /* GL_EXT_x11_sync_object */ - -/* ---------------------- GL_GREMEDY_frame_terminator ---------------------- */ - -#ifndef GL_GREMEDY_frame_terminator -#define GL_GREMEDY_frame_terminator 1 - -typedef void (GLAPIENTRY * PFNGLFRAMETERMINATORGREMEDYPROC) (void); - -#define glFrameTerminatorGREMEDY GLEW_GET_FUN(__glewFrameTerminatorGREMEDY) - -#define GLEW_GREMEDY_frame_terminator GLEW_GET_VAR(__GLEW_GREMEDY_frame_terminator) - -#endif /* GL_GREMEDY_frame_terminator */ - -/* ------------------------ GL_GREMEDY_string_marker ----------------------- */ - -#ifndef GL_GREMEDY_string_marker -#define GL_GREMEDY_string_marker 1 - -typedef void (GLAPIENTRY * PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const void *string); - -#define glStringMarkerGREMEDY GLEW_GET_FUN(__glewStringMarkerGREMEDY) - -#define GLEW_GREMEDY_string_marker GLEW_GET_VAR(__GLEW_GREMEDY_string_marker) - -#endif /* GL_GREMEDY_string_marker */ - -/* --------------------- GL_HP_convolution_border_modes -------------------- */ - -#ifndef GL_HP_convolution_border_modes -#define GL_HP_convolution_border_modes 1 - -#define GLEW_HP_convolution_border_modes GLEW_GET_VAR(__GLEW_HP_convolution_border_modes) - -#endif /* GL_HP_convolution_border_modes */ - -/* ------------------------- GL_HP_image_transform ------------------------- */ - -#ifndef GL_HP_image_transform -#define GL_HP_image_transform 1 - -typedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, const GLfloat param); -typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, const GLint param); -typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params); - -#define glGetImageTransformParameterfvHP GLEW_GET_FUN(__glewGetImageTransformParameterfvHP) -#define glGetImageTransformParameterivHP GLEW_GET_FUN(__glewGetImageTransformParameterivHP) -#define glImageTransformParameterfHP GLEW_GET_FUN(__glewImageTransformParameterfHP) -#define glImageTransformParameterfvHP GLEW_GET_FUN(__glewImageTransformParameterfvHP) -#define glImageTransformParameteriHP GLEW_GET_FUN(__glewImageTransformParameteriHP) -#define glImageTransformParameterivHP GLEW_GET_FUN(__glewImageTransformParameterivHP) - -#define GLEW_HP_image_transform GLEW_GET_VAR(__GLEW_HP_image_transform) - -#endif /* GL_HP_image_transform */ - -/* -------------------------- GL_HP_occlusion_test ------------------------- */ - -#ifndef GL_HP_occlusion_test -#define GL_HP_occlusion_test 1 - -#define GLEW_HP_occlusion_test GLEW_GET_VAR(__GLEW_HP_occlusion_test) - -#endif /* GL_HP_occlusion_test */ - -/* ------------------------- GL_HP_texture_lighting ------------------------ */ - -#ifndef GL_HP_texture_lighting -#define GL_HP_texture_lighting 1 - -#define GLEW_HP_texture_lighting GLEW_GET_VAR(__GLEW_HP_texture_lighting) - -#endif /* GL_HP_texture_lighting */ - -/* --------------------------- GL_IBM_cull_vertex -------------------------- */ - -#ifndef GL_IBM_cull_vertex -#define GL_IBM_cull_vertex 1 - -#define GL_CULL_VERTEX_IBM 103050 - -#define GLEW_IBM_cull_vertex GLEW_GET_VAR(__GLEW_IBM_cull_vertex) - -#endif /* GL_IBM_cull_vertex */ - -/* ---------------------- GL_IBM_multimode_draw_arrays --------------------- */ - -#ifndef GL_IBM_multimode_draw_arrays -#define GL_IBM_multimode_draw_arrays 1 - -typedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum* mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); -typedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum* mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei primcount, GLint modestride); - -#define glMultiModeDrawArraysIBM GLEW_GET_FUN(__glewMultiModeDrawArraysIBM) -#define glMultiModeDrawElementsIBM GLEW_GET_FUN(__glewMultiModeDrawElementsIBM) - -#define GLEW_IBM_multimode_draw_arrays GLEW_GET_VAR(__GLEW_IBM_multimode_draw_arrays) - -#endif /* GL_IBM_multimode_draw_arrays */ - -/* ------------------------- GL_IBM_rasterpos_clip ------------------------- */ - -#ifndef GL_IBM_rasterpos_clip -#define GL_IBM_rasterpos_clip 1 - -#define GL_RASTER_POSITION_UNCLIPPED_IBM 103010 - -#define GLEW_IBM_rasterpos_clip GLEW_GET_VAR(__GLEW_IBM_rasterpos_clip) - -#endif /* GL_IBM_rasterpos_clip */ - -/* --------------------------- GL_IBM_static_data -------------------------- */ - -#ifndef GL_IBM_static_data -#define GL_IBM_static_data 1 - -#define GL_ALL_STATIC_DATA_IBM 103060 -#define GL_STATIC_VERTEX_ARRAY_IBM 103061 - -#define GLEW_IBM_static_data GLEW_GET_VAR(__GLEW_IBM_static_data) - -#endif /* GL_IBM_static_data */ - -/* --------------------- GL_IBM_texture_mirrored_repeat -------------------- */ - -#ifndef GL_IBM_texture_mirrored_repeat -#define GL_IBM_texture_mirrored_repeat 1 - -#define GL_MIRRORED_REPEAT_IBM 0x8370 - -#define GLEW_IBM_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_IBM_texture_mirrored_repeat) - -#endif /* GL_IBM_texture_mirrored_repeat */ - -/* ----------------------- GL_IBM_vertex_array_lists ----------------------- */ - -#ifndef GL_IBM_vertex_array_lists -#define GL_IBM_vertex_array_lists 1 - -#define GL_VERTEX_ARRAY_LIST_IBM 103070 -#define GL_NORMAL_ARRAY_LIST_IBM 103071 -#define GL_COLOR_ARRAY_LIST_IBM 103072 -#define GL_INDEX_ARRAY_LIST_IBM 103073 -#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074 -#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075 -#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076 -#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077 -#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080 -#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081 -#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082 -#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083 -#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084 -#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085 -#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086 -#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087 - -typedef void (GLAPIENTRY * PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean ** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); - -#define glColorPointerListIBM GLEW_GET_FUN(__glewColorPointerListIBM) -#define glEdgeFlagPointerListIBM GLEW_GET_FUN(__glewEdgeFlagPointerListIBM) -#define glFogCoordPointerListIBM GLEW_GET_FUN(__glewFogCoordPointerListIBM) -#define glIndexPointerListIBM GLEW_GET_FUN(__glewIndexPointerListIBM) -#define glNormalPointerListIBM GLEW_GET_FUN(__glewNormalPointerListIBM) -#define glSecondaryColorPointerListIBM GLEW_GET_FUN(__glewSecondaryColorPointerListIBM) -#define glTexCoordPointerListIBM GLEW_GET_FUN(__glewTexCoordPointerListIBM) -#define glVertexPointerListIBM GLEW_GET_FUN(__glewVertexPointerListIBM) - -#define GLEW_IBM_vertex_array_lists GLEW_GET_VAR(__GLEW_IBM_vertex_array_lists) - -#endif /* GL_IBM_vertex_array_lists */ - -/* -------------------------- GL_INGR_color_clamp -------------------------- */ - -#ifndef GL_INGR_color_clamp -#define GL_INGR_color_clamp 1 - -#define GL_RED_MIN_CLAMP_INGR 0x8560 -#define GL_GREEN_MIN_CLAMP_INGR 0x8561 -#define GL_BLUE_MIN_CLAMP_INGR 0x8562 -#define GL_ALPHA_MIN_CLAMP_INGR 0x8563 -#define GL_RED_MAX_CLAMP_INGR 0x8564 -#define GL_GREEN_MAX_CLAMP_INGR 0x8565 -#define GL_BLUE_MAX_CLAMP_INGR 0x8566 -#define GL_ALPHA_MAX_CLAMP_INGR 0x8567 - -#define GLEW_INGR_color_clamp GLEW_GET_VAR(__GLEW_INGR_color_clamp) - -#endif /* GL_INGR_color_clamp */ - -/* ------------------------- GL_INGR_interlace_read ------------------------ */ - -#ifndef GL_INGR_interlace_read -#define GL_INGR_interlace_read 1 - -#define GL_INTERLACE_READ_INGR 0x8568 - -#define GLEW_INGR_interlace_read GLEW_GET_VAR(__GLEW_INGR_interlace_read) - -#endif /* GL_INGR_interlace_read */ - -/* ------------------ GL_INTEL_conservative_rasterization ------------------ */ - -#ifndef GL_INTEL_conservative_rasterization -#define GL_INTEL_conservative_rasterization 1 - -#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE - -#define GLEW_INTEL_conservative_rasterization GLEW_GET_VAR(__GLEW_INTEL_conservative_rasterization) - -#endif /* GL_INTEL_conservative_rasterization */ - -/* ------------------- GL_INTEL_fragment_shader_ordering ------------------- */ - -#ifndef GL_INTEL_fragment_shader_ordering -#define GL_INTEL_fragment_shader_ordering 1 - -#define GLEW_INTEL_fragment_shader_ordering GLEW_GET_VAR(__GLEW_INTEL_fragment_shader_ordering) - -#endif /* GL_INTEL_fragment_shader_ordering */ - -/* ----------------------- GL_INTEL_framebuffer_CMAA ----------------------- */ - -#ifndef GL_INTEL_framebuffer_CMAA -#define GL_INTEL_framebuffer_CMAA 1 - -#define GLEW_INTEL_framebuffer_CMAA GLEW_GET_VAR(__GLEW_INTEL_framebuffer_CMAA) - -#endif /* GL_INTEL_framebuffer_CMAA */ - -/* -------------------------- GL_INTEL_map_texture ------------------------- */ - -#ifndef GL_INTEL_map_texture -#define GL_INTEL_map_texture 1 - -#define GL_LAYOUT_DEFAULT_INTEL 0 -#define GL_LAYOUT_LINEAR_INTEL 1 -#define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2 -#define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF - -typedef void * (GLAPIENTRY * PFNGLMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level, GLbitfield access, GLint* stride, GLenum *layout); -typedef void (GLAPIENTRY * PFNGLSYNCTEXTUREINTELPROC) (GLuint texture); -typedef void (GLAPIENTRY * PFNGLUNMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level); - -#define glMapTexture2DINTEL GLEW_GET_FUN(__glewMapTexture2DINTEL) -#define glSyncTextureINTEL GLEW_GET_FUN(__glewSyncTextureINTEL) -#define glUnmapTexture2DINTEL GLEW_GET_FUN(__glewUnmapTexture2DINTEL) - -#define GLEW_INTEL_map_texture GLEW_GET_VAR(__GLEW_INTEL_map_texture) - -#endif /* GL_INTEL_map_texture */ - -/* ------------------------ GL_INTEL_parallel_arrays ----------------------- */ - -#ifndef GL_INTEL_parallel_arrays -#define GL_INTEL_parallel_arrays 1 - -#define GL_PARALLEL_ARRAYS_INTEL 0x83F4 -#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5 -#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6 -#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7 -#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8 - -typedef void (GLAPIENTRY * PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer); -typedef void (GLAPIENTRY * PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const void** pointer); -typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer); -typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer); - -#define glColorPointervINTEL GLEW_GET_FUN(__glewColorPointervINTEL) -#define glNormalPointervINTEL GLEW_GET_FUN(__glewNormalPointervINTEL) -#define glTexCoordPointervINTEL GLEW_GET_FUN(__glewTexCoordPointervINTEL) -#define glVertexPointervINTEL GLEW_GET_FUN(__glewVertexPointervINTEL) - -#define GLEW_INTEL_parallel_arrays GLEW_GET_VAR(__GLEW_INTEL_parallel_arrays) - -#endif /* GL_INTEL_parallel_arrays */ - -/* ----------------------- GL_INTEL_performance_query ---------------------- */ - -#ifndef GL_INTEL_performance_query -#define GL_INTEL_performance_query 1 - -#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x0000 -#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x0001 -#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 -#define GL_PERFQUERY_FLUSH_INTEL 0x83FA -#define GL_PERFQUERY_WAIT_INTEL 0x83FB -#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 -#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 -#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 -#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 -#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 -#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 -#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 -#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 -#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA -#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB -#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC -#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD -#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE -#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF -#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 - -typedef void (GLAPIENTRY * PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle); -typedef void (GLAPIENTRY * PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint* queryHandle); -typedef void (GLAPIENTRY * PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle); -typedef void (GLAPIENTRY * PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle); -typedef void (GLAPIENTRY * PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint* queryId); -typedef void (GLAPIENTRY * PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint* nextQueryId); -typedef void (GLAPIENTRY * PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar* counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); -typedef void (GLAPIENTRY * PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); -typedef void (GLAPIENTRY * PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar* queryName, GLuint *queryId); -typedef void (GLAPIENTRY * PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar* queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); - -#define glBeginPerfQueryINTEL GLEW_GET_FUN(__glewBeginPerfQueryINTEL) -#define glCreatePerfQueryINTEL GLEW_GET_FUN(__glewCreatePerfQueryINTEL) -#define glDeletePerfQueryINTEL GLEW_GET_FUN(__glewDeletePerfQueryINTEL) -#define glEndPerfQueryINTEL GLEW_GET_FUN(__glewEndPerfQueryINTEL) -#define glGetFirstPerfQueryIdINTEL GLEW_GET_FUN(__glewGetFirstPerfQueryIdINTEL) -#define glGetNextPerfQueryIdINTEL GLEW_GET_FUN(__glewGetNextPerfQueryIdINTEL) -#define glGetPerfCounterInfoINTEL GLEW_GET_FUN(__glewGetPerfCounterInfoINTEL) -#define glGetPerfQueryDataINTEL GLEW_GET_FUN(__glewGetPerfQueryDataINTEL) -#define glGetPerfQueryIdByNameINTEL GLEW_GET_FUN(__glewGetPerfQueryIdByNameINTEL) -#define glGetPerfQueryInfoINTEL GLEW_GET_FUN(__glewGetPerfQueryInfoINTEL) - -#define GLEW_INTEL_performance_query GLEW_GET_VAR(__GLEW_INTEL_performance_query) - -#endif /* GL_INTEL_performance_query */ - -/* ------------------------ GL_INTEL_texture_scissor ----------------------- */ - -#ifndef GL_INTEL_texture_scissor -#define GL_INTEL_texture_scissor 1 - -typedef void (GLAPIENTRY * PFNGLTEXSCISSORFUNCINTELPROC) (GLenum target, GLenum lfunc, GLenum hfunc); -typedef void (GLAPIENTRY * PFNGLTEXSCISSORINTELPROC) (GLenum target, GLclampf tlow, GLclampf thigh); - -#define glTexScissorFuncINTEL GLEW_GET_FUN(__glewTexScissorFuncINTEL) -#define glTexScissorINTEL GLEW_GET_FUN(__glewTexScissorINTEL) - -#define GLEW_INTEL_texture_scissor GLEW_GET_VAR(__GLEW_INTEL_texture_scissor) - -#endif /* GL_INTEL_texture_scissor */ - -/* --------------------- GL_KHR_blend_equation_advanced -------------------- */ - -#ifndef GL_KHR_blend_equation_advanced -#define GL_KHR_blend_equation_advanced 1 - -#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 -#define GL_MULTIPLY_KHR 0x9294 -#define GL_SCREEN_KHR 0x9295 -#define GL_OVERLAY_KHR 0x9296 -#define GL_DARKEN_KHR 0x9297 -#define GL_LIGHTEN_KHR 0x9298 -#define GL_COLORDODGE_KHR 0x9299 -#define GL_COLORBURN_KHR 0x929A -#define GL_HARDLIGHT_KHR 0x929B -#define GL_SOFTLIGHT_KHR 0x929C -#define GL_DIFFERENCE_KHR 0x929E -#define GL_EXCLUSION_KHR 0x92A0 -#define GL_HSL_HUE_KHR 0x92AD -#define GL_HSL_SATURATION_KHR 0x92AE -#define GL_HSL_COLOR_KHR 0x92AF -#define GL_HSL_LUMINOSITY_KHR 0x92B0 - -typedef void (GLAPIENTRY * PFNGLBLENDBARRIERKHRPROC) (void); - -#define glBlendBarrierKHR GLEW_GET_FUN(__glewBlendBarrierKHR) - -#define GLEW_KHR_blend_equation_advanced GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced) - -#endif /* GL_KHR_blend_equation_advanced */ - -/* ---------------- GL_KHR_blend_equation_advanced_coherent ---------------- */ - -#ifndef GL_KHR_blend_equation_advanced_coherent -#define GL_KHR_blend_equation_advanced_coherent 1 - -#define GLEW_KHR_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced_coherent) - -#endif /* GL_KHR_blend_equation_advanced_coherent */ - -/* ---------------------- GL_KHR_context_flush_control --------------------- */ - -#ifndef GL_KHR_context_flush_control -#define GL_KHR_context_flush_control 1 - -#define GLEW_KHR_context_flush_control GLEW_GET_VAR(__GLEW_KHR_context_flush_control) - -#endif /* GL_KHR_context_flush_control */ - -/* ------------------------------ GL_KHR_debug ----------------------------- */ - -#ifndef GL_KHR_debug -#define GL_KHR_debug 1 - -#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 -#define GL_STACK_OVERFLOW 0x0503 -#define GL_STACK_UNDERFLOW 0x0504 -#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 -#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 -#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 -#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 -#define GL_DEBUG_SOURCE_API 0x8246 -#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 -#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 -#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 -#define GL_DEBUG_SOURCE_APPLICATION 0x824A -#define GL_DEBUG_SOURCE_OTHER 0x824B -#define GL_DEBUG_TYPE_ERROR 0x824C -#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D -#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E -#define GL_DEBUG_TYPE_PORTABILITY 0x824F -#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 -#define GL_DEBUG_TYPE_OTHER 0x8251 -#define GL_DEBUG_TYPE_MARKER 0x8268 -#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 -#define GL_DEBUG_TYPE_POP_GROUP 0x826A -#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B -#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C -#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D -#define GL_BUFFER 0x82E0 -#define GL_SHADER 0x82E1 -#define GL_PROGRAM 0x82E2 -#define GL_QUERY 0x82E3 -#define GL_PROGRAM_PIPELINE 0x82E4 -#define GL_SAMPLER 0x82E6 -#define GL_DISPLAY_LIST 0x82E7 -#define GL_MAX_LABEL_LENGTH 0x82E8 -#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 -#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 -#define GL_DEBUG_LOGGED_MESSAGES 0x9145 -#define GL_DEBUG_SEVERITY_HIGH 0x9146 -#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 -#define GL_DEBUG_SEVERITY_LOW 0x9148 -#define GL_DEBUG_OUTPUT 0x92E0 - -typedef void (GLAPIENTRY *GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam); - -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf); -typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog); -typedef void (GLAPIENTRY * PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei* length, GLchar *label); -typedef void (GLAPIENTRY * PFNGLGETOBJECTPTRLABELPROC) (void* ptr, GLsizei bufSize, GLsizei* length, GLchar *label); -typedef void (GLAPIENTRY * PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar* label); -typedef void (GLAPIENTRY * PFNGLOBJECTPTRLABELPROC) (void* ptr, GLsizei length, const GLchar* label); -typedef void (GLAPIENTRY * PFNGLPOPDEBUGGROUPPROC) (void); -typedef void (GLAPIENTRY * PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar * message); - -#define glDebugMessageCallback GLEW_GET_FUN(__glewDebugMessageCallback) -#define glDebugMessageControl GLEW_GET_FUN(__glewDebugMessageControl) -#define glDebugMessageInsert GLEW_GET_FUN(__glewDebugMessageInsert) -#define glGetDebugMessageLog GLEW_GET_FUN(__glewGetDebugMessageLog) -#define glGetObjectLabel GLEW_GET_FUN(__glewGetObjectLabel) -#define glGetObjectPtrLabel GLEW_GET_FUN(__glewGetObjectPtrLabel) -#define glObjectLabel GLEW_GET_FUN(__glewObjectLabel) -#define glObjectPtrLabel GLEW_GET_FUN(__glewObjectPtrLabel) -#define glPopDebugGroup GLEW_GET_FUN(__glewPopDebugGroup) -#define glPushDebugGroup GLEW_GET_FUN(__glewPushDebugGroup) - -#define GLEW_KHR_debug GLEW_GET_VAR(__GLEW_KHR_debug) - -#endif /* GL_KHR_debug */ - -/* ---------------------------- GL_KHR_no_error ---------------------------- */ - -#ifndef GL_KHR_no_error -#define GL_KHR_no_error 1 - -#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 - -#define GLEW_KHR_no_error GLEW_GET_VAR(__GLEW_KHR_no_error) - -#endif /* GL_KHR_no_error */ - -/* --------------------- GL_KHR_parallel_shader_compile -------------------- */ - -#ifndef GL_KHR_parallel_shader_compile -#define GL_KHR_parallel_shader_compile 1 - -#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 -#define GL_COMPLETION_STATUS_KHR 0x91B1 - -typedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count); - -#define glMaxShaderCompilerThreadsKHR GLEW_GET_FUN(__glewMaxShaderCompilerThreadsKHR) - -#define GLEW_KHR_parallel_shader_compile GLEW_GET_VAR(__GLEW_KHR_parallel_shader_compile) - -#endif /* GL_KHR_parallel_shader_compile */ - -/* ------------------ GL_KHR_robust_buffer_access_behavior ----------------- */ - -#ifndef GL_KHR_robust_buffer_access_behavior -#define GL_KHR_robust_buffer_access_behavior 1 - -#define GLEW_KHR_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_KHR_robust_buffer_access_behavior) - -#endif /* GL_KHR_robust_buffer_access_behavior */ - -/* --------------------------- GL_KHR_robustness --------------------------- */ - -#ifndef GL_KHR_robustness -#define GL_KHR_robustness 1 - -#define GL_CONTEXT_LOST 0x0507 -#define GL_LOSE_CONTEXT_ON_RESET 0x8252 -#define GL_GUILTY_CONTEXT_RESET 0x8253 -#define GL_INNOCENT_CONTEXT_RESET 0x8254 -#define GL_UNKNOWN_CONTEXT_RESET 0x8255 -#define GL_RESET_NOTIFICATION_STRATEGY 0x8256 -#define GL_NO_RESET_NOTIFICATION 0x8261 -#define GL_CONTEXT_ROBUST_ACCESS 0x90F3 - -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params); -typedef void (GLAPIENTRY * PFNGLREADNPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); - -#define glGetnUniformfv GLEW_GET_FUN(__glewGetnUniformfv) -#define glGetnUniformiv GLEW_GET_FUN(__glewGetnUniformiv) -#define glGetnUniformuiv GLEW_GET_FUN(__glewGetnUniformuiv) -#define glReadnPixels GLEW_GET_FUN(__glewReadnPixels) - -#define GLEW_KHR_robustness GLEW_GET_VAR(__GLEW_KHR_robustness) - -#endif /* GL_KHR_robustness */ - -/* ------------------ GL_KHR_texture_compression_astc_hdr ------------------ */ - -#ifndef GL_KHR_texture_compression_astc_hdr -#define GL_KHR_texture_compression_astc_hdr 1 - -#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 -#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 -#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 -#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 -#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 -#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 -#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 -#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 -#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 -#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 -#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA -#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB -#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC -#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD - -#define GLEW_KHR_texture_compression_astc_hdr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_hdr) - -#endif /* GL_KHR_texture_compression_astc_hdr */ - -/* ------------------ GL_KHR_texture_compression_astc_ldr ------------------ */ - -#ifndef GL_KHR_texture_compression_astc_ldr -#define GL_KHR_texture_compression_astc_ldr 1 - -#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 -#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 -#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 -#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 -#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 -#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 -#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 -#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 -#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 -#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 -#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA -#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB -#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC -#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD - -#define GLEW_KHR_texture_compression_astc_ldr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_ldr) - -#endif /* GL_KHR_texture_compression_astc_ldr */ - -/* --------------- GL_KHR_texture_compression_astc_sliced_3d --------------- */ - -#ifndef GL_KHR_texture_compression_astc_sliced_3d -#define GL_KHR_texture_compression_astc_sliced_3d 1 - -#define GLEW_KHR_texture_compression_astc_sliced_3d GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_sliced_3d) - -#endif /* GL_KHR_texture_compression_astc_sliced_3d */ - -/* -------------------------- GL_KTX_buffer_region ------------------------- */ - -#ifndef GL_KTX_buffer_region -#define GL_KTX_buffer_region 1 - -#define GL_KTX_FRONT_REGION 0x0 -#define GL_KTX_BACK_REGION 0x1 -#define GL_KTX_Z_REGION 0x2 -#define GL_KTX_STENCIL_REGION 0x3 - -typedef GLuint (GLAPIENTRY * PFNGLBUFFERREGIONENABLEDPROC) (void); -typedef void (GLAPIENTRY * PFNGLDELETEBUFFERREGIONPROC) (GLenum region); -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height, GLint xDest, GLint yDest); -typedef GLuint (GLAPIENTRY * PFNGLNEWBUFFERREGIONPROC) (GLenum region); -typedef void (GLAPIENTRY * PFNGLREADBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height); - -#define glBufferRegionEnabled GLEW_GET_FUN(__glewBufferRegionEnabled) -#define glDeleteBufferRegion GLEW_GET_FUN(__glewDeleteBufferRegion) -#define glDrawBufferRegion GLEW_GET_FUN(__glewDrawBufferRegion) -#define glNewBufferRegion GLEW_GET_FUN(__glewNewBufferRegion) -#define glReadBufferRegion GLEW_GET_FUN(__glewReadBufferRegion) - -#define GLEW_KTX_buffer_region GLEW_GET_VAR(__GLEW_KTX_buffer_region) - -#endif /* GL_KTX_buffer_region */ - -/* ------------------------- GL_MESAX_texture_stack ------------------------ */ - -#ifndef GL_MESAX_texture_stack -#define GL_MESAX_texture_stack 1 - -#define GL_TEXTURE_1D_STACK_MESAX 0x8759 -#define GL_TEXTURE_2D_STACK_MESAX 0x875A -#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B -#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C -#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D -#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E - -#define GLEW_MESAX_texture_stack GLEW_GET_VAR(__GLEW_MESAX_texture_stack) - -#endif /* GL_MESAX_texture_stack */ - -/* -------------------------- GL_MESA_pack_invert -------------------------- */ - -#ifndef GL_MESA_pack_invert -#define GL_MESA_pack_invert 1 - -#define GL_PACK_INVERT_MESA 0x8758 - -#define GLEW_MESA_pack_invert GLEW_GET_VAR(__GLEW_MESA_pack_invert) - -#endif /* GL_MESA_pack_invert */ - -/* ------------------------- GL_MESA_resize_buffers ------------------------ */ - -#ifndef GL_MESA_resize_buffers -#define GL_MESA_resize_buffers 1 - -typedef void (GLAPIENTRY * PFNGLRESIZEBUFFERSMESAPROC) (void); - -#define glResizeBuffersMESA GLEW_GET_FUN(__glewResizeBuffersMESA) - -#define GLEW_MESA_resize_buffers GLEW_GET_VAR(__GLEW_MESA_resize_buffers) - -#endif /* GL_MESA_resize_buffers */ - -/* -------------------- GL_MESA_shader_integer_functions ------------------- */ - -#ifndef GL_MESA_shader_integer_functions -#define GL_MESA_shader_integer_functions 1 - -#define GLEW_MESA_shader_integer_functions GLEW_GET_VAR(__GLEW_MESA_shader_integer_functions) - -#endif /* GL_MESA_shader_integer_functions */ - -/* --------------------------- GL_MESA_window_pos -------------------------- */ - -#ifndef GL_MESA_window_pos -#define GL_MESA_window_pos 1 - -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVMESAPROC) (const GLint* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVMESAPROC) (const GLshort* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVMESAPROC) (const GLint* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVMESAPROC) (const GLshort* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4IVMESAPROC) (const GLint* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4SVMESAPROC) (const GLshort* p); - -#define glWindowPos2dMESA GLEW_GET_FUN(__glewWindowPos2dMESA) -#define glWindowPos2dvMESA GLEW_GET_FUN(__glewWindowPos2dvMESA) -#define glWindowPos2fMESA GLEW_GET_FUN(__glewWindowPos2fMESA) -#define glWindowPos2fvMESA GLEW_GET_FUN(__glewWindowPos2fvMESA) -#define glWindowPos2iMESA GLEW_GET_FUN(__glewWindowPos2iMESA) -#define glWindowPos2ivMESA GLEW_GET_FUN(__glewWindowPos2ivMESA) -#define glWindowPos2sMESA GLEW_GET_FUN(__glewWindowPos2sMESA) -#define glWindowPos2svMESA GLEW_GET_FUN(__glewWindowPos2svMESA) -#define glWindowPos3dMESA GLEW_GET_FUN(__glewWindowPos3dMESA) -#define glWindowPos3dvMESA GLEW_GET_FUN(__glewWindowPos3dvMESA) -#define glWindowPos3fMESA GLEW_GET_FUN(__glewWindowPos3fMESA) -#define glWindowPos3fvMESA GLEW_GET_FUN(__glewWindowPos3fvMESA) -#define glWindowPos3iMESA GLEW_GET_FUN(__glewWindowPos3iMESA) -#define glWindowPos3ivMESA GLEW_GET_FUN(__glewWindowPos3ivMESA) -#define glWindowPos3sMESA GLEW_GET_FUN(__glewWindowPos3sMESA) -#define glWindowPos3svMESA GLEW_GET_FUN(__glewWindowPos3svMESA) -#define glWindowPos4dMESA GLEW_GET_FUN(__glewWindowPos4dMESA) -#define glWindowPos4dvMESA GLEW_GET_FUN(__glewWindowPos4dvMESA) -#define glWindowPos4fMESA GLEW_GET_FUN(__glewWindowPos4fMESA) -#define glWindowPos4fvMESA GLEW_GET_FUN(__glewWindowPos4fvMESA) -#define glWindowPos4iMESA GLEW_GET_FUN(__glewWindowPos4iMESA) -#define glWindowPos4ivMESA GLEW_GET_FUN(__glewWindowPos4ivMESA) -#define glWindowPos4sMESA GLEW_GET_FUN(__glewWindowPos4sMESA) -#define glWindowPos4svMESA GLEW_GET_FUN(__glewWindowPos4svMESA) - -#define GLEW_MESA_window_pos GLEW_GET_VAR(__GLEW_MESA_window_pos) - -#endif /* GL_MESA_window_pos */ - -/* ------------------------- GL_MESA_ycbcr_texture ------------------------- */ - -#ifndef GL_MESA_ycbcr_texture -#define GL_MESA_ycbcr_texture 1 - -#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA -#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB -#define GL_YCBCR_MESA 0x8757 - -#define GLEW_MESA_ycbcr_texture GLEW_GET_VAR(__GLEW_MESA_ycbcr_texture) - -#endif /* GL_MESA_ycbcr_texture */ - -/* ----------- GL_NVX_blend_equation_advanced_multi_draw_buffers ----------- */ - -#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers -#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 - -#define GLEW_NVX_blend_equation_advanced_multi_draw_buffers GLEW_GET_VAR(__GLEW_NVX_blend_equation_advanced_multi_draw_buffers) - -#endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */ - -/* ----------------------- GL_NVX_conditional_render ----------------------- */ - -#ifndef GL_NVX_conditional_render -#define GL_NVX_conditional_render 1 - -typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVXPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVXPROC) (void); - -#define glBeginConditionalRenderNVX GLEW_GET_FUN(__glewBeginConditionalRenderNVX) -#define glEndConditionalRenderNVX GLEW_GET_FUN(__glewEndConditionalRenderNVX) - -#define GLEW_NVX_conditional_render GLEW_GET_VAR(__GLEW_NVX_conditional_render) - -#endif /* GL_NVX_conditional_render */ - -/* ------------------------- GL_NVX_gpu_memory_info ------------------------ */ - -#ifndef GL_NVX_gpu_memory_info -#define GL_NVX_gpu_memory_info 1 - -#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047 -#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048 -#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049 -#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A -#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B - -#define GLEW_NVX_gpu_memory_info GLEW_GET_VAR(__GLEW_NVX_gpu_memory_info) - -#endif /* GL_NVX_gpu_memory_info */ - -/* ---------------------- GL_NVX_linked_gpu_multicast ---------------------- */ - -#ifndef GL_NVX_linked_gpu_multicast -#define GL_NVX_linked_gpu_multicast 1 - -#define GL_LGPU_SEPARATE_STORAGE_BIT_NVX 0x0800 -#define GL_MAX_LGPU_GPUS_NVX 0x92BA - -typedef void (GLAPIENTRY * PFNGLLGPUCOPYIMAGESUBDATANVXPROC) (GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); -typedef void (GLAPIENTRY * PFNGLLGPUINTERLOCKNVXPROC) (void); -typedef void (GLAPIENTRY * PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); - -#define glLGPUCopyImageSubDataNVX GLEW_GET_FUN(__glewLGPUCopyImageSubDataNVX) -#define glLGPUInterlockNVX GLEW_GET_FUN(__glewLGPUInterlockNVX) -#define glLGPUNamedBufferSubDataNVX GLEW_GET_FUN(__glewLGPUNamedBufferSubDataNVX) - -#define GLEW_NVX_linked_gpu_multicast GLEW_GET_VAR(__GLEW_NVX_linked_gpu_multicast) - -#endif /* GL_NVX_linked_gpu_multicast */ - -/* ------------------------ GL_NV_3dvision_settings ------------------------ */ - -#ifndef GL_NV_3dvision_settings -#define GL_NV_3dvision_settings 1 - -#define GL_3DVISION_STEREO_NV 0x90F4 -#define GL_STEREO_SEPARATION_NV 0x90F5 -#define GL_STEREO_CONVERGENCE_NV 0x90F6 -#define GL_STEREO_CUTOFF_NV 0x90F7 -#define GL_STEREO_PROJECTION_NV 0x90F8 -#define GL_STEREO_PROJECTION_PERSPECTIVE_NV 0x90F9 -#define GL_STEREO_PROJECTION_ORTHO_NV 0x90FA - -typedef void (GLAPIENTRY * PFNGLSTEREOPARAMETERFNVPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLSTEREOPARAMETERINVPROC) (GLenum pname, GLint param); - -#define glStereoParameterfNV GLEW_GET_FUN(__glewStereoParameterfNV) -#define glStereoParameteriNV GLEW_GET_FUN(__glewStereoParameteriNV) - -#define GLEW_NV_3dvision_settings GLEW_GET_VAR(__GLEW_NV_3dvision_settings) - -#endif /* GL_NV_3dvision_settings */ - -/* ------------------- GL_NV_EGL_stream_consumer_external ------------------ */ - -#ifndef GL_NV_EGL_stream_consumer_external -#define GL_NV_EGL_stream_consumer_external 1 - -#define GL_TEXTURE_EXTERNAL_OES 0x8D65 -#define GL_SAMPLER_EXTERNAL_OES 0x8D66 -#define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67 -#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68 - -#define GLEW_NV_EGL_stream_consumer_external GLEW_GET_VAR(__GLEW_NV_EGL_stream_consumer_external) - -#endif /* GL_NV_EGL_stream_consumer_external */ - -/* ----------------- GL_NV_alpha_to_coverage_dither_control ---------------- */ - -#ifndef GL_NV_alpha_to_coverage_dither_control -#define GL_NV_alpha_to_coverage_dither_control 1 - -#define GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV 0x92BF -#define GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV 0x934D -#define GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV 0x934E -#define GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV 0x934F - -#define GLEW_NV_alpha_to_coverage_dither_control GLEW_GET_VAR(__GLEW_NV_alpha_to_coverage_dither_control) - -#endif /* GL_NV_alpha_to_coverage_dither_control */ - -/* ------------------------------- GL_NV_bgr ------------------------------- */ - -#ifndef GL_NV_bgr -#define GL_NV_bgr 1 - -#define GL_BGR_NV 0x80E0 - -#define GLEW_NV_bgr GLEW_GET_VAR(__GLEW_NV_bgr) - -#endif /* GL_NV_bgr */ - -/* ------------------- GL_NV_bindless_multi_draw_indirect ------------------ */ - -#ifndef GL_NV_bindless_multi_draw_indirect -#define GL_NV_bindless_multi_draw_indirect 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); - -#define glMultiDrawArraysIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessNV) -#define glMultiDrawElementsIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessNV) - -#define GLEW_NV_bindless_multi_draw_indirect GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect) - -#endif /* GL_NV_bindless_multi_draw_indirect */ - -/* ---------------- GL_NV_bindless_multi_draw_indirect_count --------------- */ - -#ifndef GL_NV_bindless_multi_draw_indirect_count -#define GL_NV_bindless_multi_draw_indirect_count 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); - -#define glMultiDrawArraysIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessCountNV) -#define glMultiDrawElementsIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessCountNV) - -#define GLEW_NV_bindless_multi_draw_indirect_count GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect_count) - -#endif /* GL_NV_bindless_multi_draw_indirect_count */ - -/* ------------------------- GL_NV_bindless_texture ------------------------ */ - -#ifndef GL_NV_bindless_texture -#define GL_NV_bindless_texture 1 - -typedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); -typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture); -typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler); -typedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle); -typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access); -typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values); -typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value); -typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64* value); - -#define glGetImageHandleNV GLEW_GET_FUN(__glewGetImageHandleNV) -#define glGetTextureHandleNV GLEW_GET_FUN(__glewGetTextureHandleNV) -#define glGetTextureSamplerHandleNV GLEW_GET_FUN(__glewGetTextureSamplerHandleNV) -#define glIsImageHandleResidentNV GLEW_GET_FUN(__glewIsImageHandleResidentNV) -#define glIsTextureHandleResidentNV GLEW_GET_FUN(__glewIsTextureHandleResidentNV) -#define glMakeImageHandleNonResidentNV GLEW_GET_FUN(__glewMakeImageHandleNonResidentNV) -#define glMakeImageHandleResidentNV GLEW_GET_FUN(__glewMakeImageHandleResidentNV) -#define glMakeTextureHandleNonResidentNV GLEW_GET_FUN(__glewMakeTextureHandleNonResidentNV) -#define glMakeTextureHandleResidentNV GLEW_GET_FUN(__glewMakeTextureHandleResidentNV) -#define glProgramUniformHandleui64NV GLEW_GET_FUN(__glewProgramUniformHandleui64NV) -#define glProgramUniformHandleui64vNV GLEW_GET_FUN(__glewProgramUniformHandleui64vNV) -#define glUniformHandleui64NV GLEW_GET_FUN(__glewUniformHandleui64NV) -#define glUniformHandleui64vNV GLEW_GET_FUN(__glewUniformHandleui64vNV) - -#define GLEW_NV_bindless_texture GLEW_GET_VAR(__GLEW_NV_bindless_texture) - -#endif /* GL_NV_bindless_texture */ - -/* --------------------- GL_NV_blend_equation_advanced --------------------- */ - -#ifndef GL_NV_blend_equation_advanced -#define GL_NV_blend_equation_advanced 1 - -#define GL_XOR_NV 0x1506 -#define GL_RED_NV 0x1903 -#define GL_GREEN_NV 0x1904 -#define GL_BLUE_NV 0x1905 -#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 -#define GL_BLEND_OVERLAP_NV 0x9281 -#define GL_UNCORRELATED_NV 0x9282 -#define GL_DISJOINT_NV 0x9283 -#define GL_CONJOINT_NV 0x9284 -#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 -#define GL_SRC_NV 0x9286 -#define GL_DST_NV 0x9287 -#define GL_SRC_OVER_NV 0x9288 -#define GL_DST_OVER_NV 0x9289 -#define GL_SRC_IN_NV 0x928A -#define GL_DST_IN_NV 0x928B -#define GL_SRC_OUT_NV 0x928C -#define GL_DST_OUT_NV 0x928D -#define GL_SRC_ATOP_NV 0x928E -#define GL_DST_ATOP_NV 0x928F -#define GL_PLUS_NV 0x9291 -#define GL_PLUS_DARKER_NV 0x9292 -#define GL_MULTIPLY_NV 0x9294 -#define GL_SCREEN_NV 0x9295 -#define GL_OVERLAY_NV 0x9296 -#define GL_DARKEN_NV 0x9297 -#define GL_LIGHTEN_NV 0x9298 -#define GL_COLORDODGE_NV 0x9299 -#define GL_COLORBURN_NV 0x929A -#define GL_HARDLIGHT_NV 0x929B -#define GL_SOFTLIGHT_NV 0x929C -#define GL_DIFFERENCE_NV 0x929E -#define GL_MINUS_NV 0x929F -#define GL_EXCLUSION_NV 0x92A0 -#define GL_CONTRAST_NV 0x92A1 -#define GL_INVERT_RGB_NV 0x92A3 -#define GL_LINEARDODGE_NV 0x92A4 -#define GL_LINEARBURN_NV 0x92A5 -#define GL_VIVIDLIGHT_NV 0x92A6 -#define GL_LINEARLIGHT_NV 0x92A7 -#define GL_PINLIGHT_NV 0x92A8 -#define GL_HARDMIX_NV 0x92A9 -#define GL_HSL_HUE_NV 0x92AD -#define GL_HSL_SATURATION_NV 0x92AE -#define GL_HSL_COLOR_NV 0x92AF -#define GL_HSL_LUMINOSITY_NV 0x92B0 -#define GL_PLUS_CLAMPED_NV 0x92B1 -#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 -#define GL_MINUS_CLAMPED_NV 0x92B3 -#define GL_INVERT_OVG_NV 0x92B4 - -typedef void (GLAPIENTRY * PFNGLBLENDBARRIERNVPROC) (void); -typedef void (GLAPIENTRY * PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value); - -#define glBlendBarrierNV GLEW_GET_FUN(__glewBlendBarrierNV) -#define glBlendParameteriNV GLEW_GET_FUN(__glewBlendParameteriNV) - -#define GLEW_NV_blend_equation_advanced GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced) - -#endif /* GL_NV_blend_equation_advanced */ - -/* ----------------- GL_NV_blend_equation_advanced_coherent ---------------- */ - -#ifndef GL_NV_blend_equation_advanced_coherent -#define GL_NV_blend_equation_advanced_coherent 1 - -#define GLEW_NV_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced_coherent) - -#endif /* GL_NV_blend_equation_advanced_coherent */ - -/* ----------------------- GL_NV_blend_minmax_factor ----------------------- */ - -#ifndef GL_NV_blend_minmax_factor -#define GL_NV_blend_minmax_factor 1 - -#define GL_FACTOR_MIN_AMD 0x901C -#define GL_FACTOR_MAX_AMD 0x901D - -#define GLEW_NV_blend_minmax_factor GLEW_GET_VAR(__GLEW_NV_blend_minmax_factor) - -#endif /* GL_NV_blend_minmax_factor */ - -/* --------------------------- GL_NV_blend_square -------------------------- */ - -#ifndef GL_NV_blend_square -#define GL_NV_blend_square 1 - -#define GLEW_NV_blend_square GLEW_GET_VAR(__GLEW_NV_blend_square) - -#endif /* GL_NV_blend_square */ - -/* ----------------------- GL_NV_clip_space_w_scaling ---------------------- */ - -#ifndef GL_NV_clip_space_w_scaling -#define GL_NV_clip_space_w_scaling 1 - -#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C -#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D -#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E - -typedef void (GLAPIENTRY * PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff); - -#define glViewportPositionWScaleNV GLEW_GET_FUN(__glewViewportPositionWScaleNV) - -#define GLEW_NV_clip_space_w_scaling GLEW_GET_VAR(__GLEW_NV_clip_space_w_scaling) - -#endif /* GL_NV_clip_space_w_scaling */ - -/* --------------------------- GL_NV_command_list -------------------------- */ - -#ifndef GL_NV_command_list -#define GL_NV_command_list 1 - -#define GL_TERMINATE_SEQUENCE_COMMAND_NV 0x0000 -#define GL_NOP_COMMAND_NV 0x0001 -#define GL_DRAW_ELEMENTS_COMMAND_NV 0x0002 -#define GL_DRAW_ARRAYS_COMMAND_NV 0x0003 -#define GL_DRAW_ELEMENTS_STRIP_COMMAND_NV 0x0004 -#define GL_DRAW_ARRAYS_STRIP_COMMAND_NV 0x0005 -#define GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV 0x0006 -#define GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV 0x0007 -#define GL_ELEMENT_ADDRESS_COMMAND_NV 0x0008 -#define GL_ATTRIBUTE_ADDRESS_COMMAND_NV 0x0009 -#define GL_UNIFORM_ADDRESS_COMMAND_NV 0x000a -#define GL_BLEND_COLOR_COMMAND_NV 0x000b -#define GL_STENCIL_REF_COMMAND_NV 0x000c -#define GL_LINE_WIDTH_COMMAND_NV 0x000d -#define GL_POLYGON_OFFSET_COMMAND_NV 0x000e -#define GL_ALPHA_REF_COMMAND_NV 0x000f -#define GL_VIEWPORT_COMMAND_NV 0x0010 -#define GL_SCISSOR_COMMAND_NV 0x0011 -#define GL_FRONT_FACE_COMMAND_NV 0x0012 - -typedef void (GLAPIENTRY * PFNGLCALLCOMMANDLISTNVPROC) (GLuint list); -typedef void (GLAPIENTRY * PFNGLCOMMANDLISTSEGMENTSNVPROC) (GLuint list, GLuint segments); -typedef void (GLAPIENTRY * PFNGLCOMPILECOMMANDLISTNVPROC) (GLuint list); -typedef void (GLAPIENTRY * PFNGLCREATECOMMANDLISTSNVPROC) (GLsizei n, GLuint* lists); -typedef void (GLAPIENTRY * PFNGLCREATESTATESNVPROC) (GLsizei n, GLuint* states); -typedef void (GLAPIENTRY * PFNGLDELETECOMMANDLISTSNVPROC) (GLsizei n, const GLuint* lists); -typedef void (GLAPIENTRY * PFNGLDELETESTATESNVPROC) (GLsizei n, const GLuint* states); -typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSADDRESSNVPROC) (GLenum primitiveMode, const GLuint64* indirects, const GLsizei* sizes, GLuint count); -typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSNVPROC) (GLenum primitiveMode, GLuint buffer, const GLintptr* indirects, const GLsizei* sizes, GLuint count); -typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC) (const GLuint64* indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count); -typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSSTATESNVPROC) (GLuint buffer, const GLintptr* indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count); -typedef GLuint (GLAPIENTRY * PFNGLGETCOMMANDHEADERNVPROC) (GLenum tokenID, GLuint size); -typedef GLushort (GLAPIENTRY * PFNGLGETSTAGEINDEXNVPROC) (GLenum shadertype); -typedef GLboolean (GLAPIENTRY * PFNGLISCOMMANDLISTNVPROC) (GLuint list); -typedef GLboolean (GLAPIENTRY * PFNGLISSTATENVPROC) (GLuint state); -typedef void (GLAPIENTRY * PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC) (GLuint list, GLuint segment, const void** indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count); -typedef void (GLAPIENTRY * PFNGLSTATECAPTURENVPROC) (GLuint state, GLenum mode); - -#define glCallCommandListNV GLEW_GET_FUN(__glewCallCommandListNV) -#define glCommandListSegmentsNV GLEW_GET_FUN(__glewCommandListSegmentsNV) -#define glCompileCommandListNV GLEW_GET_FUN(__glewCompileCommandListNV) -#define glCreateCommandListsNV GLEW_GET_FUN(__glewCreateCommandListsNV) -#define glCreateStatesNV GLEW_GET_FUN(__glewCreateStatesNV) -#define glDeleteCommandListsNV GLEW_GET_FUN(__glewDeleteCommandListsNV) -#define glDeleteStatesNV GLEW_GET_FUN(__glewDeleteStatesNV) -#define glDrawCommandsAddressNV GLEW_GET_FUN(__glewDrawCommandsAddressNV) -#define glDrawCommandsNV GLEW_GET_FUN(__glewDrawCommandsNV) -#define glDrawCommandsStatesAddressNV GLEW_GET_FUN(__glewDrawCommandsStatesAddressNV) -#define glDrawCommandsStatesNV GLEW_GET_FUN(__glewDrawCommandsStatesNV) -#define glGetCommandHeaderNV GLEW_GET_FUN(__glewGetCommandHeaderNV) -#define glGetStageIndexNV GLEW_GET_FUN(__glewGetStageIndexNV) -#define glIsCommandListNV GLEW_GET_FUN(__glewIsCommandListNV) -#define glIsStateNV GLEW_GET_FUN(__glewIsStateNV) -#define glListDrawCommandsStatesClientNV GLEW_GET_FUN(__glewListDrawCommandsStatesClientNV) -#define glStateCaptureNV GLEW_GET_FUN(__glewStateCaptureNV) - -#define GLEW_NV_command_list GLEW_GET_VAR(__GLEW_NV_command_list) - -#endif /* GL_NV_command_list */ - -/* ------------------------- GL_NV_compute_program5 ------------------------ */ - -#ifndef GL_NV_compute_program5 -#define GL_NV_compute_program5 1 - -#define GL_COMPUTE_PROGRAM_NV 0x90FB -#define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC - -#define GLEW_NV_compute_program5 GLEW_GET_VAR(__GLEW_NV_compute_program5) - -#endif /* GL_NV_compute_program5 */ - -/* ------------------------ GL_NV_conditional_render ----------------------- */ - -#ifndef GL_NV_conditional_render -#define GL_NV_conditional_render 1 - -#define GL_QUERY_WAIT_NV 0x8E13 -#define GL_QUERY_NO_WAIT_NV 0x8E14 -#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 -#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 - -typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode); -typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVPROC) (void); - -#define glBeginConditionalRenderNV GLEW_GET_FUN(__glewBeginConditionalRenderNV) -#define glEndConditionalRenderNV GLEW_GET_FUN(__glewEndConditionalRenderNV) - -#define GLEW_NV_conditional_render GLEW_GET_VAR(__GLEW_NV_conditional_render) - -#endif /* GL_NV_conditional_render */ - -/* ----------------------- GL_NV_conservative_raster ----------------------- */ - -#ifndef GL_NV_conservative_raster -#define GL_NV_conservative_raster 1 - -#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 -#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 -#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 -#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 - -typedef void (GLAPIENTRY * PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits); - -#define glSubpixelPrecisionBiasNV GLEW_GET_FUN(__glewSubpixelPrecisionBiasNV) - -#define GLEW_NV_conservative_raster GLEW_GET_VAR(__GLEW_NV_conservative_raster) - -#endif /* GL_NV_conservative_raster */ - -/* -------------------- GL_NV_conservative_raster_dilate ------------------- */ - -#ifndef GL_NV_conservative_raster_dilate -#define GL_NV_conservative_raster_dilate 1 - -#define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379 -#define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A -#define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B - -typedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERFNVPROC) (GLenum pname, GLfloat value); - -#define glConservativeRasterParameterfNV GLEW_GET_FUN(__glewConservativeRasterParameterfNV) - -#define GLEW_NV_conservative_raster_dilate GLEW_GET_VAR(__GLEW_NV_conservative_raster_dilate) - -#endif /* GL_NV_conservative_raster_dilate */ - -/* -------------- GL_NV_conservative_raster_pre_snap_triangles ------------- */ - -#ifndef GL_NV_conservative_raster_pre_snap_triangles -#define GL_NV_conservative_raster_pre_snap_triangles 1 - -#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D -#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E -#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F - -typedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param); - -#define glConservativeRasterParameteriNV GLEW_GET_FUN(__glewConservativeRasterParameteriNV) - -#define GLEW_NV_conservative_raster_pre_snap_triangles GLEW_GET_VAR(__GLEW_NV_conservative_raster_pre_snap_triangles) - -#endif /* GL_NV_conservative_raster_pre_snap_triangles */ - -/* --------------------------- GL_NV_copy_buffer --------------------------- */ - -#ifndef GL_NV_copy_buffer -#define GL_NV_copy_buffer 1 - -#define GL_COPY_READ_BUFFER_NV 0x8F36 -#define GL_COPY_WRITE_BUFFER_NV 0x8F37 - -typedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATANVPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size); - -#define glCopyBufferSubDataNV GLEW_GET_FUN(__glewCopyBufferSubDataNV) - -#define GLEW_NV_copy_buffer GLEW_GET_VAR(__GLEW_NV_copy_buffer) - -#endif /* GL_NV_copy_buffer */ - -/* ----------------------- GL_NV_copy_depth_to_color ----------------------- */ - -#ifndef GL_NV_copy_depth_to_color -#define GL_NV_copy_depth_to_color 1 - -#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E -#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F - -#define GLEW_NV_copy_depth_to_color GLEW_GET_VAR(__GLEW_NV_copy_depth_to_color) - -#endif /* GL_NV_copy_depth_to_color */ - -/* ---------------------------- GL_NV_copy_image --------------------------- */ - -#ifndef GL_NV_copy_image -#define GL_NV_copy_image 1 - -typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATANVPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); - -#define glCopyImageSubDataNV GLEW_GET_FUN(__glewCopyImageSubDataNV) - -#define GLEW_NV_copy_image GLEW_GET_VAR(__GLEW_NV_copy_image) - -#endif /* GL_NV_copy_image */ - -/* -------------------------- GL_NV_deep_texture3D ------------------------- */ - -#ifndef GL_NV_deep_texture3D -#define GL_NV_deep_texture3D 1 - -#define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0 -#define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1 - -#define GLEW_NV_deep_texture3D GLEW_GET_VAR(__GLEW_NV_deep_texture3D) - -#endif /* GL_NV_deep_texture3D */ - -/* ------------------------ GL_NV_depth_buffer_float ----------------------- */ - -#ifndef GL_NV_depth_buffer_float -#define GL_NV_depth_buffer_float 1 - -#define GL_DEPTH_COMPONENT32F_NV 0x8DAB -#define GL_DEPTH32F_STENCIL8_NV 0x8DAC -#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD -#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF - -typedef void (GLAPIENTRY * PFNGLCLEARDEPTHDNVPROC) (GLdouble depth); -typedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax); -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar); - -#define glClearDepthdNV GLEW_GET_FUN(__glewClearDepthdNV) -#define glDepthBoundsdNV GLEW_GET_FUN(__glewDepthBoundsdNV) -#define glDepthRangedNV GLEW_GET_FUN(__glewDepthRangedNV) - -#define GLEW_NV_depth_buffer_float GLEW_GET_VAR(__GLEW_NV_depth_buffer_float) - -#endif /* GL_NV_depth_buffer_float */ - -/* --------------------------- GL_NV_depth_clamp --------------------------- */ - -#ifndef GL_NV_depth_clamp -#define GL_NV_depth_clamp 1 - -#define GL_DEPTH_CLAMP_NV 0x864F - -#define GLEW_NV_depth_clamp GLEW_GET_VAR(__GLEW_NV_depth_clamp) - -#endif /* GL_NV_depth_clamp */ - -/* ---------------------- GL_NV_depth_range_unclamped ---------------------- */ - -#ifndef GL_NV_depth_range_unclamped -#define GL_NV_depth_range_unclamped 1 - -#define GL_SAMPLE_COUNT_BITS_NV 0x8864 -#define GL_CURRENT_SAMPLE_COUNT_QUERY_NV 0x8865 -#define GL_QUERY_RESULT_NV 0x8866 -#define GL_QUERY_RESULT_AVAILABLE_NV 0x8867 -#define GL_SAMPLE_COUNT_NV 0x8914 - -#define GLEW_NV_depth_range_unclamped GLEW_GET_VAR(__GLEW_NV_depth_range_unclamped) - -#endif /* GL_NV_depth_range_unclamped */ - -/* --------------------------- GL_NV_draw_buffers -------------------------- */ - -#ifndef GL_NV_draw_buffers -#define GL_NV_draw_buffers 1 - -#define GL_MAX_DRAW_BUFFERS_NV 0x8824 -#define GL_DRAW_BUFFER0_NV 0x8825 -#define GL_DRAW_BUFFER1_NV 0x8826 -#define GL_DRAW_BUFFER2_NV 0x8827 -#define GL_DRAW_BUFFER3_NV 0x8828 -#define GL_DRAW_BUFFER4_NV 0x8829 -#define GL_DRAW_BUFFER5_NV 0x882A -#define GL_DRAW_BUFFER6_NV 0x882B -#define GL_DRAW_BUFFER7_NV 0x882C -#define GL_DRAW_BUFFER8_NV 0x882D -#define GL_DRAW_BUFFER9_NV 0x882E -#define GL_DRAW_BUFFER10_NV 0x882F -#define GL_DRAW_BUFFER11_NV 0x8830 -#define GL_DRAW_BUFFER12_NV 0x8831 -#define GL_DRAW_BUFFER13_NV 0x8832 -#define GL_DRAW_BUFFER14_NV 0x8833 -#define GL_DRAW_BUFFER15_NV 0x8834 -#define GL_COLOR_ATTACHMENT0_NV 0x8CE0 -#define GL_COLOR_ATTACHMENT1_NV 0x8CE1 -#define GL_COLOR_ATTACHMENT2_NV 0x8CE2 -#define GL_COLOR_ATTACHMENT3_NV 0x8CE3 -#define GL_COLOR_ATTACHMENT4_NV 0x8CE4 -#define GL_COLOR_ATTACHMENT5_NV 0x8CE5 -#define GL_COLOR_ATTACHMENT6_NV 0x8CE6 -#define GL_COLOR_ATTACHMENT7_NV 0x8CE7 -#define GL_COLOR_ATTACHMENT8_NV 0x8CE8 -#define GL_COLOR_ATTACHMENT9_NV 0x8CE9 -#define GL_COLOR_ATTACHMENT10_NV 0x8CEA -#define GL_COLOR_ATTACHMENT11_NV 0x8CEB -#define GL_COLOR_ATTACHMENT12_NV 0x8CEC -#define GL_COLOR_ATTACHMENT13_NV 0x8CED -#define GL_COLOR_ATTACHMENT14_NV 0x8CEE -#define GL_COLOR_ATTACHMENT15_NV 0x8CEF - -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSNVPROC) (GLsizei n, const GLenum* bufs); - -#define glDrawBuffersNV GLEW_GET_FUN(__glewDrawBuffersNV) - -#define GLEW_NV_draw_buffers GLEW_GET_VAR(__GLEW_NV_draw_buffers) - -#endif /* GL_NV_draw_buffers */ - -/* -------------------------- GL_NV_draw_instanced ------------------------- */ - -#ifndef GL_NV_draw_instanced -#define GL_NV_draw_instanced 1 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDNVPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDNVPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); - -#define glDrawArraysInstancedNV GLEW_GET_FUN(__glewDrawArraysInstancedNV) -#define glDrawElementsInstancedNV GLEW_GET_FUN(__glewDrawElementsInstancedNV) - -#define GLEW_NV_draw_instanced GLEW_GET_VAR(__GLEW_NV_draw_instanced) - -#endif /* GL_NV_draw_instanced */ - -/* --------------------------- GL_NV_draw_texture -------------------------- */ - -#ifndef GL_NV_draw_texture -#define GL_NV_draw_texture 1 - -typedef void (GLAPIENTRY * PFNGLDRAWTEXTURENVPROC) (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); - -#define glDrawTextureNV GLEW_GET_FUN(__glewDrawTextureNV) - -#define GLEW_NV_draw_texture GLEW_GET_VAR(__GLEW_NV_draw_texture) - -#endif /* GL_NV_draw_texture */ - -/* ------------------------ GL_NV_draw_vulkan_image ------------------------ */ - -#ifndef GL_NV_draw_vulkan_image -#define GL_NV_draw_vulkan_image 1 - -typedef void (APIENTRY *GLVULKANPROCNV)(void); - -typedef void (GLAPIENTRY * PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); -typedef GLVULKANPROCNV (GLAPIENTRY * PFNGLGETVKPROCADDRNVPROC) (const GLchar* name); -typedef void (GLAPIENTRY * PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence); -typedef void (GLAPIENTRY * PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); -typedef void (GLAPIENTRY * PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); - -#define glDrawVkImageNV GLEW_GET_FUN(__glewDrawVkImageNV) -#define glGetVkProcAddrNV GLEW_GET_FUN(__glewGetVkProcAddrNV) -#define glSignalVkFenceNV GLEW_GET_FUN(__glewSignalVkFenceNV) -#define glSignalVkSemaphoreNV GLEW_GET_FUN(__glewSignalVkSemaphoreNV) -#define glWaitVkSemaphoreNV GLEW_GET_FUN(__glewWaitVkSemaphoreNV) - -#define GLEW_NV_draw_vulkan_image GLEW_GET_VAR(__GLEW_NV_draw_vulkan_image) - -#endif /* GL_NV_draw_vulkan_image */ - -/* ---------------------------- GL_NV_evaluators --------------------------- */ - -#ifndef GL_NV_evaluators -#define GL_NV_evaluators 1 - -#define GL_EVAL_2D_NV 0x86C0 -#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1 -#define GL_MAP_TESSELLATION_NV 0x86C2 -#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3 -#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4 -#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5 -#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6 -#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7 -#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8 -#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9 -#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA -#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB -#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC -#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD -#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE -#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF -#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0 -#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1 -#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2 -#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3 -#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4 -#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5 -#define GL_MAX_MAP_TESSELLATION_NV 0x86D6 -#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7 - -typedef void (GLAPIENTRY * PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode); -typedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points); -typedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points); -typedef void (GLAPIENTRY * PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint* params); - -#define glEvalMapsNV GLEW_GET_FUN(__glewEvalMapsNV) -#define glGetMapAttribParameterfvNV GLEW_GET_FUN(__glewGetMapAttribParameterfvNV) -#define glGetMapAttribParameterivNV GLEW_GET_FUN(__glewGetMapAttribParameterivNV) -#define glGetMapControlPointsNV GLEW_GET_FUN(__glewGetMapControlPointsNV) -#define glGetMapParameterfvNV GLEW_GET_FUN(__glewGetMapParameterfvNV) -#define glGetMapParameterivNV GLEW_GET_FUN(__glewGetMapParameterivNV) -#define glMapControlPointsNV GLEW_GET_FUN(__glewMapControlPointsNV) -#define glMapParameterfvNV GLEW_GET_FUN(__glewMapParameterfvNV) -#define glMapParameterivNV GLEW_GET_FUN(__glewMapParameterivNV) - -#define GLEW_NV_evaluators GLEW_GET_VAR(__GLEW_NV_evaluators) - -#endif /* GL_NV_evaluators */ - -/* --------------------- GL_NV_explicit_attrib_location -------------------- */ - -#ifndef GL_NV_explicit_attrib_location -#define GL_NV_explicit_attrib_location 1 - -#define GLEW_NV_explicit_attrib_location GLEW_GET_VAR(__GLEW_NV_explicit_attrib_location) - -#endif /* GL_NV_explicit_attrib_location */ - -/* ----------------------- GL_NV_explicit_multisample ---------------------- */ - -#ifndef GL_NV_explicit_multisample -#define GL_NV_explicit_multisample 1 - -#define GL_SAMPLE_POSITION_NV 0x8E50 -#define GL_SAMPLE_MASK_NV 0x8E51 -#define GL_SAMPLE_MASK_VALUE_NV 0x8E52 -#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53 -#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54 -#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55 -#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56 -#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57 -#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58 -#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59 - -typedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVNVPROC) (GLenum pname, GLuint index, GLfloat* val); -typedef void (GLAPIENTRY * PFNGLSAMPLEMASKINDEXEDNVPROC) (GLuint index, GLbitfield mask); -typedef void (GLAPIENTRY * PFNGLTEXRENDERBUFFERNVPROC) (GLenum target, GLuint renderbuffer); - -#define glGetMultisamplefvNV GLEW_GET_FUN(__glewGetMultisamplefvNV) -#define glSampleMaskIndexedNV GLEW_GET_FUN(__glewSampleMaskIndexedNV) -#define glTexRenderbufferNV GLEW_GET_FUN(__glewTexRenderbufferNV) - -#define GLEW_NV_explicit_multisample GLEW_GET_VAR(__GLEW_NV_explicit_multisample) - -#endif /* GL_NV_explicit_multisample */ - -/* ---------------------- GL_NV_fbo_color_attachments ---------------------- */ - -#ifndef GL_NV_fbo_color_attachments -#define GL_NV_fbo_color_attachments 1 - -#define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF -#define GL_COLOR_ATTACHMENT0_NV 0x8CE0 -#define GL_COLOR_ATTACHMENT1_NV 0x8CE1 -#define GL_COLOR_ATTACHMENT2_NV 0x8CE2 -#define GL_COLOR_ATTACHMENT3_NV 0x8CE3 -#define GL_COLOR_ATTACHMENT4_NV 0x8CE4 -#define GL_COLOR_ATTACHMENT5_NV 0x8CE5 -#define GL_COLOR_ATTACHMENT6_NV 0x8CE6 -#define GL_COLOR_ATTACHMENT7_NV 0x8CE7 -#define GL_COLOR_ATTACHMENT8_NV 0x8CE8 -#define GL_COLOR_ATTACHMENT9_NV 0x8CE9 -#define GL_COLOR_ATTACHMENT10_NV 0x8CEA -#define GL_COLOR_ATTACHMENT11_NV 0x8CEB -#define GL_COLOR_ATTACHMENT12_NV 0x8CEC -#define GL_COLOR_ATTACHMENT13_NV 0x8CED -#define GL_COLOR_ATTACHMENT14_NV 0x8CEE -#define GL_COLOR_ATTACHMENT15_NV 0x8CEF - -#define GLEW_NV_fbo_color_attachments GLEW_GET_VAR(__GLEW_NV_fbo_color_attachments) - -#endif /* GL_NV_fbo_color_attachments */ - -/* ------------------------------ GL_NV_fence ------------------------------ */ - -#ifndef GL_NV_fence -#define GL_NV_fence 1 - -#define GL_ALL_COMPLETED_NV 0x84F2 -#define GL_FENCE_STATUS_NV 0x84F3 -#define GL_FENCE_CONDITION_NV 0x84F4 - -typedef void (GLAPIENTRY * PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint* fences); -typedef void (GLAPIENTRY * PFNGLFINISHFENCENVPROC) (GLuint fence); -typedef void (GLAPIENTRY * PFNGLGENFENCESNVPROC) (GLsizei n, GLuint* fences); -typedef void (GLAPIENTRY * PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISFENCENVPROC) (GLuint fence); -typedef void (GLAPIENTRY * PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); -typedef GLboolean (GLAPIENTRY * PFNGLTESTFENCENVPROC) (GLuint fence); - -#define glDeleteFencesNV GLEW_GET_FUN(__glewDeleteFencesNV) -#define glFinishFenceNV GLEW_GET_FUN(__glewFinishFenceNV) -#define glGenFencesNV GLEW_GET_FUN(__glewGenFencesNV) -#define glGetFenceivNV GLEW_GET_FUN(__glewGetFenceivNV) -#define glIsFenceNV GLEW_GET_FUN(__glewIsFenceNV) -#define glSetFenceNV GLEW_GET_FUN(__glewSetFenceNV) -#define glTestFenceNV GLEW_GET_FUN(__glewTestFenceNV) - -#define GLEW_NV_fence GLEW_GET_VAR(__GLEW_NV_fence) - -#endif /* GL_NV_fence */ - -/* -------------------------- GL_NV_fill_rectangle ------------------------- */ - -#ifndef GL_NV_fill_rectangle -#define GL_NV_fill_rectangle 1 - -#define GL_FILL_RECTANGLE_NV 0x933C - -#define GLEW_NV_fill_rectangle GLEW_GET_VAR(__GLEW_NV_fill_rectangle) - -#endif /* GL_NV_fill_rectangle */ - -/* --------------------------- GL_NV_float_buffer -------------------------- */ - -#ifndef GL_NV_float_buffer -#define GL_NV_float_buffer 1 - -#define GL_FLOAT_R_NV 0x8880 -#define GL_FLOAT_RG_NV 0x8881 -#define GL_FLOAT_RGB_NV 0x8882 -#define GL_FLOAT_RGBA_NV 0x8883 -#define GL_FLOAT_R16_NV 0x8884 -#define GL_FLOAT_R32_NV 0x8885 -#define GL_FLOAT_RG16_NV 0x8886 -#define GL_FLOAT_RG32_NV 0x8887 -#define GL_FLOAT_RGB16_NV 0x8888 -#define GL_FLOAT_RGB32_NV 0x8889 -#define GL_FLOAT_RGBA16_NV 0x888A -#define GL_FLOAT_RGBA32_NV 0x888B -#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C -#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D -#define GL_FLOAT_RGBA_MODE_NV 0x888E - -#define GLEW_NV_float_buffer GLEW_GET_VAR(__GLEW_NV_float_buffer) - -#endif /* GL_NV_float_buffer */ - -/* --------------------------- GL_NV_fog_distance -------------------------- */ - -#ifndef GL_NV_fog_distance -#define GL_NV_fog_distance 1 - -#define GL_FOG_DISTANCE_MODE_NV 0x855A -#define GL_EYE_RADIAL_NV 0x855B -#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C - -#define GLEW_NV_fog_distance GLEW_GET_VAR(__GLEW_NV_fog_distance) - -#endif /* GL_NV_fog_distance */ - -/* -------------------- GL_NV_fragment_coverage_to_color ------------------- */ - -#ifndef GL_NV_fragment_coverage_to_color -#define GL_NV_fragment_coverage_to_color 1 - -#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD -#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE - -typedef void (GLAPIENTRY * PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color); - -#define glFragmentCoverageColorNV GLEW_GET_FUN(__glewFragmentCoverageColorNV) - -#define GLEW_NV_fragment_coverage_to_color GLEW_GET_VAR(__GLEW_NV_fragment_coverage_to_color) - -#endif /* GL_NV_fragment_coverage_to_color */ - -/* ------------------------- GL_NV_fragment_program ------------------------ */ - -#ifndef GL_NV_fragment_program -#define GL_NV_fragment_program 1 - -#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868 -#define GL_FRAGMENT_PROGRAM_NV 0x8870 -#define GL_MAX_TEXTURE_COORDS_NV 0x8871 -#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872 -#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873 -#define GL_PROGRAM_ERROR_STRING_NV 0x8874 - -typedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble *params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLdouble v[]); -typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLfloat v[]); - -#define glGetProgramNamedParameterdvNV GLEW_GET_FUN(__glewGetProgramNamedParameterdvNV) -#define glGetProgramNamedParameterfvNV GLEW_GET_FUN(__glewGetProgramNamedParameterfvNV) -#define glProgramNamedParameter4dNV GLEW_GET_FUN(__glewProgramNamedParameter4dNV) -#define glProgramNamedParameter4dvNV GLEW_GET_FUN(__glewProgramNamedParameter4dvNV) -#define glProgramNamedParameter4fNV GLEW_GET_FUN(__glewProgramNamedParameter4fNV) -#define glProgramNamedParameter4fvNV GLEW_GET_FUN(__glewProgramNamedParameter4fvNV) - -#define GLEW_NV_fragment_program GLEW_GET_VAR(__GLEW_NV_fragment_program) - -#endif /* GL_NV_fragment_program */ - -/* ------------------------ GL_NV_fragment_program2 ------------------------ */ - -#ifndef GL_NV_fragment_program2 -#define GL_NV_fragment_program2 1 - -#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 -#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 -#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6 -#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7 -#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8 - -#define GLEW_NV_fragment_program2 GLEW_GET_VAR(__GLEW_NV_fragment_program2) - -#endif /* GL_NV_fragment_program2 */ - -/* ------------------------ GL_NV_fragment_program4 ------------------------ */ - -#ifndef GL_NV_fragment_program4 -#define GL_NV_fragment_program4 1 - -#define GLEW_NV_fragment_program4 GLEW_GET_VAR(__GLEW_NV_fragment_program4) - -#endif /* GL_NV_fragment_program4 */ - -/* --------------------- GL_NV_fragment_program_option --------------------- */ - -#ifndef GL_NV_fragment_program_option -#define GL_NV_fragment_program_option 1 - -#define GLEW_NV_fragment_program_option GLEW_GET_VAR(__GLEW_NV_fragment_program_option) - -#endif /* GL_NV_fragment_program_option */ - -/* -------------------- GL_NV_fragment_shader_interlock -------------------- */ - -#ifndef GL_NV_fragment_shader_interlock -#define GL_NV_fragment_shader_interlock 1 - -#define GLEW_NV_fragment_shader_interlock GLEW_GET_VAR(__GLEW_NV_fragment_shader_interlock) - -#endif /* GL_NV_fragment_shader_interlock */ - -/* ------------------------- GL_NV_framebuffer_blit ------------------------ */ - -#ifndef GL_NV_framebuffer_blit -#define GL_NV_framebuffer_blit 1 - -#define GL_DRAW_FRAMEBUFFER_BINDING_NV 0x8CA6 -#define GL_READ_FRAMEBUFFER_NV 0x8CA8 -#define GL_DRAW_FRAMEBUFFER_NV 0x8CA9 -#define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA - -typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERNVPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); - -#define glBlitFramebufferNV GLEW_GET_FUN(__glewBlitFramebufferNV) - -#define GLEW_NV_framebuffer_blit GLEW_GET_VAR(__GLEW_NV_framebuffer_blit) - -#endif /* GL_NV_framebuffer_blit */ - -/* -------------------- GL_NV_framebuffer_mixed_samples -------------------- */ - -#ifndef GL_NV_framebuffer_mixed_samples -#define GL_NV_framebuffer_mixed_samples 1 - -#define GL_COLOR_SAMPLES_NV 0x8E20 -#define GL_RASTER_MULTISAMPLE_EXT 0x9327 -#define GL_RASTER_SAMPLES_EXT 0x9328 -#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 -#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A -#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B -#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C -#define GL_DEPTH_SAMPLES_NV 0x932D -#define GL_STENCIL_SAMPLES_NV 0x932E -#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F -#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 -#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 -#define GL_COVERAGE_MODULATION_NV 0x9332 -#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 - -#define GLEW_NV_framebuffer_mixed_samples GLEW_GET_VAR(__GLEW_NV_framebuffer_mixed_samples) - -#endif /* GL_NV_framebuffer_mixed_samples */ - -/* --------------------- GL_NV_framebuffer_multisample --------------------- */ - -#ifndef GL_NV_framebuffer_multisample -#define GL_NV_framebuffer_multisample 1 - -#define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56 -#define GL_MAX_SAMPLES_NV 0x8D57 - -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); - -#define glRenderbufferStorageMultisampleNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleNV) - -#define GLEW_NV_framebuffer_multisample GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample) - -#endif /* GL_NV_framebuffer_multisample */ - -/* ----------------- GL_NV_framebuffer_multisample_coverage ---------------- */ - -#ifndef GL_NV_framebuffer_multisample_coverage -#define GL_NV_framebuffer_multisample_coverage 1 - -#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB -#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10 -#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11 -#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12 - -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); - -#define glRenderbufferStorageMultisampleCoverageNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleCoverageNV) - -#define GLEW_NV_framebuffer_multisample_coverage GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample_coverage) - -#endif /* GL_NV_framebuffer_multisample_coverage */ - -/* ----------------------- GL_NV_generate_mipmap_sRGB ---------------------- */ - -#ifndef GL_NV_generate_mipmap_sRGB -#define GL_NV_generate_mipmap_sRGB 1 - -#define GLEW_NV_generate_mipmap_sRGB GLEW_GET_VAR(__GLEW_NV_generate_mipmap_sRGB) - -#endif /* GL_NV_generate_mipmap_sRGB */ - -/* ------------------------ GL_NV_geometry_program4 ------------------------ */ - -#ifndef GL_NV_geometry_program4 -#define GL_NV_geometry_program4 1 - -#define GL_GEOMETRY_PROGRAM_NV 0x8C26 -#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27 -#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28 - -typedef void (GLAPIENTRY * PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit); - -#define glProgramVertexLimitNV GLEW_GET_FUN(__glewProgramVertexLimitNV) - -#define GLEW_NV_geometry_program4 GLEW_GET_VAR(__GLEW_NV_geometry_program4) - -#endif /* GL_NV_geometry_program4 */ - -/* ------------------------- GL_NV_geometry_shader4 ------------------------ */ - -#ifndef GL_NV_geometry_shader4 -#define GL_NV_geometry_shader4 1 - -#define GLEW_NV_geometry_shader4 GLEW_GET_VAR(__GLEW_NV_geometry_shader4) - -#endif /* GL_NV_geometry_shader4 */ - -/* ------------------- GL_NV_geometry_shader_passthrough ------------------- */ - -#ifndef GL_NV_geometry_shader_passthrough -#define GL_NV_geometry_shader_passthrough 1 - -#define GLEW_NV_geometry_shader_passthrough GLEW_GET_VAR(__GLEW_NV_geometry_shader_passthrough) - -#endif /* GL_NV_geometry_shader_passthrough */ - -/* -------------------------- GL_NV_gpu_multicast -------------------------- */ - -#ifndef GL_NV_gpu_multicast -#define GL_NV_gpu_multicast 1 - -#define GL_PER_GPU_STORAGE_BIT_NV 0x0800 -#define GL_MULTICAST_GPUS_NV 0x92BA -#define GL_PER_GPU_STORAGE_NV 0x9548 -#define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549 -#define GL_RENDER_GPU_MASK_NV 0x9558 - -typedef void (GLAPIENTRY * PFNGLMULTICASTBARRIERNVPROC) (void); -typedef void (GLAPIENTRY * PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) (GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -typedef void (GLAPIENTRY * PFNGLMULTICASTBUFFERSUBDATANVPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); -typedef void (GLAPIENTRY * PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) (GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) (GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); -typedef void (GLAPIENTRY * PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint64* params); -typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLMULTICASTWAITSYNCNVPROC) (GLuint signalGpu, GLbitfield waitGpuMask); -typedef void (GLAPIENTRY * PFNGLRENDERGPUMASKNVPROC) (GLbitfield mask); - -#define glMulticastBarrierNV GLEW_GET_FUN(__glewMulticastBarrierNV) -#define glMulticastBlitFramebufferNV GLEW_GET_FUN(__glewMulticastBlitFramebufferNV) -#define glMulticastBufferSubDataNV GLEW_GET_FUN(__glewMulticastBufferSubDataNV) -#define glMulticastCopyBufferSubDataNV GLEW_GET_FUN(__glewMulticastCopyBufferSubDataNV) -#define glMulticastCopyImageSubDataNV GLEW_GET_FUN(__glewMulticastCopyImageSubDataNV) -#define glMulticastFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewMulticastFramebufferSampleLocationsfvNV) -#define glMulticastGetQueryObjecti64vNV GLEW_GET_FUN(__glewMulticastGetQueryObjecti64vNV) -#define glMulticastGetQueryObjectivNV GLEW_GET_FUN(__glewMulticastGetQueryObjectivNV) -#define glMulticastGetQueryObjectui64vNV GLEW_GET_FUN(__glewMulticastGetQueryObjectui64vNV) -#define glMulticastGetQueryObjectuivNV GLEW_GET_FUN(__glewMulticastGetQueryObjectuivNV) -#define glMulticastWaitSyncNV GLEW_GET_FUN(__glewMulticastWaitSyncNV) -#define glRenderGpuMaskNV GLEW_GET_FUN(__glewRenderGpuMaskNV) - -#define GLEW_NV_gpu_multicast GLEW_GET_VAR(__GLEW_NV_gpu_multicast) - -#endif /* GL_NV_gpu_multicast */ - -/* --------------------------- GL_NV_gpu_program4 -------------------------- */ - -#ifndef GL_NV_gpu_program4 -#define GL_NV_gpu_program4 1 - -#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904 -#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905 -#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906 -#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907 -#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908 -#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909 -#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5 -#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6 - -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); - -#define glProgramEnvParameterI4iNV GLEW_GET_FUN(__glewProgramEnvParameterI4iNV) -#define glProgramEnvParameterI4ivNV GLEW_GET_FUN(__glewProgramEnvParameterI4ivNV) -#define glProgramEnvParameterI4uiNV GLEW_GET_FUN(__glewProgramEnvParameterI4uiNV) -#define glProgramEnvParameterI4uivNV GLEW_GET_FUN(__glewProgramEnvParameterI4uivNV) -#define glProgramEnvParametersI4ivNV GLEW_GET_FUN(__glewProgramEnvParametersI4ivNV) -#define glProgramEnvParametersI4uivNV GLEW_GET_FUN(__glewProgramEnvParametersI4uivNV) -#define glProgramLocalParameterI4iNV GLEW_GET_FUN(__glewProgramLocalParameterI4iNV) -#define glProgramLocalParameterI4ivNV GLEW_GET_FUN(__glewProgramLocalParameterI4ivNV) -#define glProgramLocalParameterI4uiNV GLEW_GET_FUN(__glewProgramLocalParameterI4uiNV) -#define glProgramLocalParameterI4uivNV GLEW_GET_FUN(__glewProgramLocalParameterI4uivNV) -#define glProgramLocalParametersI4ivNV GLEW_GET_FUN(__glewProgramLocalParametersI4ivNV) -#define glProgramLocalParametersI4uivNV GLEW_GET_FUN(__glewProgramLocalParametersI4uivNV) - -#define GLEW_NV_gpu_program4 GLEW_GET_VAR(__GLEW_NV_gpu_program4) - -#endif /* GL_NV_gpu_program4 */ - -/* --------------------------- GL_NV_gpu_program5 -------------------------- */ - -#ifndef GL_NV_gpu_program5 -#define GL_NV_gpu_program5 1 - -#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A -#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B -#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C -#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D -#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E -#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F - -#define GLEW_NV_gpu_program5 GLEW_GET_VAR(__GLEW_NV_gpu_program5) - -#endif /* GL_NV_gpu_program5 */ - -/* -------------------- GL_NV_gpu_program5_mem_extended -------------------- */ - -#ifndef GL_NV_gpu_program5_mem_extended -#define GL_NV_gpu_program5_mem_extended 1 - -#define GLEW_NV_gpu_program5_mem_extended GLEW_GET_VAR(__GLEW_NV_gpu_program5_mem_extended) - -#endif /* GL_NV_gpu_program5_mem_extended */ - -/* ------------------------- GL_NV_gpu_program_fp64 ------------------------ */ - -#ifndef GL_NV_gpu_program_fp64 -#define GL_NV_gpu_program_fp64 1 - -#define GLEW_NV_gpu_program_fp64 GLEW_GET_VAR(__GLEW_NV_gpu_program_fp64) - -#endif /* GL_NV_gpu_program_fp64 */ - -/* --------------------------- GL_NV_gpu_shader5 --------------------------- */ - -#ifndef GL_NV_gpu_shader5 -#define GL_NV_gpu_shader5 1 - -#define GL_INT64_NV 0x140E -#define GL_UNSIGNED_INT64_NV 0x140F -#define GL_INT8_NV 0x8FE0 -#define GL_INT8_VEC2_NV 0x8FE1 -#define GL_INT8_VEC3_NV 0x8FE2 -#define GL_INT8_VEC4_NV 0x8FE3 -#define GL_INT16_NV 0x8FE4 -#define GL_INT16_VEC2_NV 0x8FE5 -#define GL_INT16_VEC3_NV 0x8FE6 -#define GL_INT16_VEC4_NV 0x8FE7 -#define GL_INT64_VEC2_NV 0x8FE9 -#define GL_INT64_VEC3_NV 0x8FEA -#define GL_INT64_VEC4_NV 0x8FEB -#define GL_UNSIGNED_INT8_NV 0x8FEC -#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED -#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE -#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF -#define GL_UNSIGNED_INT16_NV 0x8FF0 -#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 -#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 -#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 -#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 -#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 -#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 -#define GL_FLOAT16_NV 0x8FF8 -#define GL_FLOAT16_VEC2_NV 0x8FF9 -#define GL_FLOAT16_VEC3_NV 0x8FFA -#define GL_FLOAT16_VEC4_NV 0x8FFB - -typedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT* params); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLuint64EXT* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x); -typedef void (GLAPIENTRY * PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y); -typedef void (GLAPIENTRY * PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); -typedef void (GLAPIENTRY * PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); -typedef void (GLAPIENTRY * PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); - -#define glGetUniformi64vNV GLEW_GET_FUN(__glewGetUniformi64vNV) -#define glGetUniformui64vNV GLEW_GET_FUN(__glewGetUniformui64vNV) -#define glProgramUniform1i64NV GLEW_GET_FUN(__glewProgramUniform1i64NV) -#define glProgramUniform1i64vNV GLEW_GET_FUN(__glewProgramUniform1i64vNV) -#define glProgramUniform1ui64NV GLEW_GET_FUN(__glewProgramUniform1ui64NV) -#define glProgramUniform1ui64vNV GLEW_GET_FUN(__glewProgramUniform1ui64vNV) -#define glProgramUniform2i64NV GLEW_GET_FUN(__glewProgramUniform2i64NV) -#define glProgramUniform2i64vNV GLEW_GET_FUN(__glewProgramUniform2i64vNV) -#define glProgramUniform2ui64NV GLEW_GET_FUN(__glewProgramUniform2ui64NV) -#define glProgramUniform2ui64vNV GLEW_GET_FUN(__glewProgramUniform2ui64vNV) -#define glProgramUniform3i64NV GLEW_GET_FUN(__glewProgramUniform3i64NV) -#define glProgramUniform3i64vNV GLEW_GET_FUN(__glewProgramUniform3i64vNV) -#define glProgramUniform3ui64NV GLEW_GET_FUN(__glewProgramUniform3ui64NV) -#define glProgramUniform3ui64vNV GLEW_GET_FUN(__glewProgramUniform3ui64vNV) -#define glProgramUniform4i64NV GLEW_GET_FUN(__glewProgramUniform4i64NV) -#define glProgramUniform4i64vNV GLEW_GET_FUN(__glewProgramUniform4i64vNV) -#define glProgramUniform4ui64NV GLEW_GET_FUN(__glewProgramUniform4ui64NV) -#define glProgramUniform4ui64vNV GLEW_GET_FUN(__glewProgramUniform4ui64vNV) -#define glUniform1i64NV GLEW_GET_FUN(__glewUniform1i64NV) -#define glUniform1i64vNV GLEW_GET_FUN(__glewUniform1i64vNV) -#define glUniform1ui64NV GLEW_GET_FUN(__glewUniform1ui64NV) -#define glUniform1ui64vNV GLEW_GET_FUN(__glewUniform1ui64vNV) -#define glUniform2i64NV GLEW_GET_FUN(__glewUniform2i64NV) -#define glUniform2i64vNV GLEW_GET_FUN(__glewUniform2i64vNV) -#define glUniform2ui64NV GLEW_GET_FUN(__glewUniform2ui64NV) -#define glUniform2ui64vNV GLEW_GET_FUN(__glewUniform2ui64vNV) -#define glUniform3i64NV GLEW_GET_FUN(__glewUniform3i64NV) -#define glUniform3i64vNV GLEW_GET_FUN(__glewUniform3i64vNV) -#define glUniform3ui64NV GLEW_GET_FUN(__glewUniform3ui64NV) -#define glUniform3ui64vNV GLEW_GET_FUN(__glewUniform3ui64vNV) -#define glUniform4i64NV GLEW_GET_FUN(__glewUniform4i64NV) -#define glUniform4i64vNV GLEW_GET_FUN(__glewUniform4i64vNV) -#define glUniform4ui64NV GLEW_GET_FUN(__glewUniform4ui64NV) -#define glUniform4ui64vNV GLEW_GET_FUN(__glewUniform4ui64vNV) - -#define GLEW_NV_gpu_shader5 GLEW_GET_VAR(__GLEW_NV_gpu_shader5) - -#endif /* GL_NV_gpu_shader5 */ - -/* ---------------------------- GL_NV_half_float --------------------------- */ - -#ifndef GL_NV_half_float -#define GL_NV_half_float 1 - -#define GL_HALF_FLOAT_NV 0x140B - -typedef unsigned short GLhalf; - -typedef void (GLAPIENTRY * PFNGLCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue); -typedef void (GLAPIENTRY * PFNGLCOLOR3HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLCOLOR4HNVPROC) (GLhalf red, GLhalf green, GLhalf blue, GLhalf alpha); -typedef void (GLAPIENTRY * PFNGLCOLOR4HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLFOGCOORDHNVPROC) (GLhalf fog); -typedef void (GLAPIENTRY * PFNGLFOGCOORDHVNVPROC) (const GLhalf* fog); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalf s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalf s, GLhalf t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r, GLhalf q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLNORMAL3HNVPROC) (GLhalf nx, GLhalf ny, GLhalf nz); -typedef void (GLAPIENTRY * PFNGLNORMAL3HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD1HNVPROC) (GLhalf s); -typedef void (GLAPIENTRY * PFNGLTEXCOORD1HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2HNVPROC) (GLhalf s, GLhalf t); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD3HNVPROC) (GLhalf s, GLhalf t, GLhalf r); -typedef void (GLAPIENTRY * PFNGLTEXCOORD3HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4HNVPROC) (GLhalf s, GLhalf t, GLhalf r, GLhalf q); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEX2HNVPROC) (GLhalf x, GLhalf y); -typedef void (GLAPIENTRY * PFNGLVERTEX2HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEX3HNVPROC) (GLhalf x, GLhalf y, GLhalf z); -typedef void (GLAPIENTRY * PFNGLVERTEX3HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEX4HNVPROC) (GLhalf x, GLhalf y, GLhalf z, GLhalf w); -typedef void (GLAPIENTRY * PFNGLVERTEX4HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalf x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalf x, GLhalf y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z, GLhalf w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHNVPROC) (GLhalf weight); -typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalf* weight); - -#define glColor3hNV GLEW_GET_FUN(__glewColor3hNV) -#define glColor3hvNV GLEW_GET_FUN(__glewColor3hvNV) -#define glColor4hNV GLEW_GET_FUN(__glewColor4hNV) -#define glColor4hvNV GLEW_GET_FUN(__glewColor4hvNV) -#define glFogCoordhNV GLEW_GET_FUN(__glewFogCoordhNV) -#define glFogCoordhvNV GLEW_GET_FUN(__glewFogCoordhvNV) -#define glMultiTexCoord1hNV GLEW_GET_FUN(__glewMultiTexCoord1hNV) -#define glMultiTexCoord1hvNV GLEW_GET_FUN(__glewMultiTexCoord1hvNV) -#define glMultiTexCoord2hNV GLEW_GET_FUN(__glewMultiTexCoord2hNV) -#define glMultiTexCoord2hvNV GLEW_GET_FUN(__glewMultiTexCoord2hvNV) -#define glMultiTexCoord3hNV GLEW_GET_FUN(__glewMultiTexCoord3hNV) -#define glMultiTexCoord3hvNV GLEW_GET_FUN(__glewMultiTexCoord3hvNV) -#define glMultiTexCoord4hNV GLEW_GET_FUN(__glewMultiTexCoord4hNV) -#define glMultiTexCoord4hvNV GLEW_GET_FUN(__glewMultiTexCoord4hvNV) -#define glNormal3hNV GLEW_GET_FUN(__glewNormal3hNV) -#define glNormal3hvNV GLEW_GET_FUN(__glewNormal3hvNV) -#define glSecondaryColor3hNV GLEW_GET_FUN(__glewSecondaryColor3hNV) -#define glSecondaryColor3hvNV GLEW_GET_FUN(__glewSecondaryColor3hvNV) -#define glTexCoord1hNV GLEW_GET_FUN(__glewTexCoord1hNV) -#define glTexCoord1hvNV GLEW_GET_FUN(__glewTexCoord1hvNV) -#define glTexCoord2hNV GLEW_GET_FUN(__glewTexCoord2hNV) -#define glTexCoord2hvNV GLEW_GET_FUN(__glewTexCoord2hvNV) -#define glTexCoord3hNV GLEW_GET_FUN(__glewTexCoord3hNV) -#define glTexCoord3hvNV GLEW_GET_FUN(__glewTexCoord3hvNV) -#define glTexCoord4hNV GLEW_GET_FUN(__glewTexCoord4hNV) -#define glTexCoord4hvNV GLEW_GET_FUN(__glewTexCoord4hvNV) -#define glVertex2hNV GLEW_GET_FUN(__glewVertex2hNV) -#define glVertex2hvNV GLEW_GET_FUN(__glewVertex2hvNV) -#define glVertex3hNV GLEW_GET_FUN(__glewVertex3hNV) -#define glVertex3hvNV GLEW_GET_FUN(__glewVertex3hvNV) -#define glVertex4hNV GLEW_GET_FUN(__glewVertex4hNV) -#define glVertex4hvNV GLEW_GET_FUN(__glewVertex4hvNV) -#define glVertexAttrib1hNV GLEW_GET_FUN(__glewVertexAttrib1hNV) -#define glVertexAttrib1hvNV GLEW_GET_FUN(__glewVertexAttrib1hvNV) -#define glVertexAttrib2hNV GLEW_GET_FUN(__glewVertexAttrib2hNV) -#define glVertexAttrib2hvNV GLEW_GET_FUN(__glewVertexAttrib2hvNV) -#define glVertexAttrib3hNV GLEW_GET_FUN(__glewVertexAttrib3hNV) -#define glVertexAttrib3hvNV GLEW_GET_FUN(__glewVertexAttrib3hvNV) -#define glVertexAttrib4hNV GLEW_GET_FUN(__glewVertexAttrib4hNV) -#define glVertexAttrib4hvNV GLEW_GET_FUN(__glewVertexAttrib4hvNV) -#define glVertexAttribs1hvNV GLEW_GET_FUN(__glewVertexAttribs1hvNV) -#define glVertexAttribs2hvNV GLEW_GET_FUN(__glewVertexAttribs2hvNV) -#define glVertexAttribs3hvNV GLEW_GET_FUN(__glewVertexAttribs3hvNV) -#define glVertexAttribs4hvNV GLEW_GET_FUN(__glewVertexAttribs4hvNV) -#define glVertexWeighthNV GLEW_GET_FUN(__glewVertexWeighthNV) -#define glVertexWeighthvNV GLEW_GET_FUN(__glewVertexWeighthvNV) - -#define GLEW_NV_half_float GLEW_GET_VAR(__GLEW_NV_half_float) - -#endif /* GL_NV_half_float */ - -/* -------------------------- GL_NV_image_formats -------------------------- */ - -#ifndef GL_NV_image_formats -#define GL_NV_image_formats 1 - -#define GLEW_NV_image_formats GLEW_GET_VAR(__GLEW_NV_image_formats) - -#endif /* GL_NV_image_formats */ - -/* ------------------------- GL_NV_instanced_arrays ------------------------ */ - -#ifndef GL_NV_instanced_arrays -#define GL_NV_instanced_arrays 1 - -#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE - -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORNVPROC) (GLuint index, GLuint divisor); - -#define glVertexAttribDivisorNV GLEW_GET_FUN(__glewVertexAttribDivisorNV) - -#define GLEW_NV_instanced_arrays GLEW_GET_VAR(__GLEW_NV_instanced_arrays) - -#endif /* GL_NV_instanced_arrays */ - -/* ------------------- GL_NV_internalformat_sample_query ------------------- */ - -#ifndef GL_NV_internalformat_sample_query -#define GL_NV_internalformat_sample_query 1 - -#define GL_MULTISAMPLES_NV 0x9371 -#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 -#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 -#define GL_CONFORMANT_NV 0x9374 - -typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei bufSize, GLint* params); - -#define glGetInternalformatSampleivNV GLEW_GET_FUN(__glewGetInternalformatSampleivNV) - -#define GLEW_NV_internalformat_sample_query GLEW_GET_VAR(__GLEW_NV_internalformat_sample_query) - -#endif /* GL_NV_internalformat_sample_query */ - -/* ------------------------ GL_NV_light_max_exponent ----------------------- */ - -#ifndef GL_NV_light_max_exponent -#define GL_NV_light_max_exponent 1 - -#define GL_MAX_SHININESS_NV 0x8504 -#define GL_MAX_SPOT_EXPONENT_NV 0x8505 - -#define GLEW_NV_light_max_exponent GLEW_GET_VAR(__GLEW_NV_light_max_exponent) - -#endif /* GL_NV_light_max_exponent */ - -/* ----------------------- GL_NV_multisample_coverage ---------------------- */ - -#ifndef GL_NV_multisample_coverage -#define GL_NV_multisample_coverage 1 - -#define GL_COLOR_SAMPLES_NV 0x8E20 - -#define GLEW_NV_multisample_coverage GLEW_GET_VAR(__GLEW_NV_multisample_coverage) - -#endif /* GL_NV_multisample_coverage */ - -/* --------------------- GL_NV_multisample_filter_hint --------------------- */ - -#ifndef GL_NV_multisample_filter_hint -#define GL_NV_multisample_filter_hint 1 - -#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534 - -#define GLEW_NV_multisample_filter_hint GLEW_GET_VAR(__GLEW_NV_multisample_filter_hint) - -#endif /* GL_NV_multisample_filter_hint */ - -/* ----------------------- GL_NV_non_square_matrices ----------------------- */ - -#ifndef GL_NV_non_square_matrices -#define GL_NV_non_square_matrices 1 - -#define GL_FLOAT_MAT2x3_NV 0x8B65 -#define GL_FLOAT_MAT2x4_NV 0x8B66 -#define GL_FLOAT_MAT3x2_NV 0x8B67 -#define GL_FLOAT_MAT3x4_NV 0x8B68 -#define GL_FLOAT_MAT4x2_NV 0x8B69 -#define GL_FLOAT_MAT4x3_NV 0x8B6A - -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); - -#define glUniformMatrix2x3fvNV GLEW_GET_FUN(__glewUniformMatrix2x3fvNV) -#define glUniformMatrix2x4fvNV GLEW_GET_FUN(__glewUniformMatrix2x4fvNV) -#define glUniformMatrix3x2fvNV GLEW_GET_FUN(__glewUniformMatrix3x2fvNV) -#define glUniformMatrix3x4fvNV GLEW_GET_FUN(__glewUniformMatrix3x4fvNV) -#define glUniformMatrix4x2fvNV GLEW_GET_FUN(__glewUniformMatrix4x2fvNV) -#define glUniformMatrix4x3fvNV GLEW_GET_FUN(__glewUniformMatrix4x3fvNV) - -#define GLEW_NV_non_square_matrices GLEW_GET_VAR(__GLEW_NV_non_square_matrices) - -#endif /* GL_NV_non_square_matrices */ - -/* ------------------------- GL_NV_occlusion_query ------------------------- */ - -#ifndef GL_NV_occlusion_query -#define GL_NV_occlusion_query 1 - -#define GL_PIXEL_COUNTER_BITS_NV 0x8864 -#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865 -#define GL_PIXEL_COUNT_NV 0x8866 -#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867 - -typedef void (GLAPIENTRY * PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLENDOCCLUSIONQUERYNVPROC) (void); -typedef void (GLAPIENTRY * PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id); - -#define glBeginOcclusionQueryNV GLEW_GET_FUN(__glewBeginOcclusionQueryNV) -#define glDeleteOcclusionQueriesNV GLEW_GET_FUN(__glewDeleteOcclusionQueriesNV) -#define glEndOcclusionQueryNV GLEW_GET_FUN(__glewEndOcclusionQueryNV) -#define glGenOcclusionQueriesNV GLEW_GET_FUN(__glewGenOcclusionQueriesNV) -#define glGetOcclusionQueryivNV GLEW_GET_FUN(__glewGetOcclusionQueryivNV) -#define glGetOcclusionQueryuivNV GLEW_GET_FUN(__glewGetOcclusionQueryuivNV) -#define glIsOcclusionQueryNV GLEW_GET_FUN(__glewIsOcclusionQueryNV) - -#define GLEW_NV_occlusion_query GLEW_GET_VAR(__GLEW_NV_occlusion_query) - -#endif /* GL_NV_occlusion_query */ - -/* -------------------------- GL_NV_pack_subimage -------------------------- */ - -#ifndef GL_NV_pack_subimage -#define GL_NV_pack_subimage 1 - -#define GL_PACK_ROW_LENGTH_NV 0x0D02 -#define GL_PACK_SKIP_ROWS_NV 0x0D03 -#define GL_PACK_SKIP_PIXELS_NV 0x0D04 - -#define GLEW_NV_pack_subimage GLEW_GET_VAR(__GLEW_NV_pack_subimage) - -#endif /* GL_NV_pack_subimage */ - -/* ----------------------- GL_NV_packed_depth_stencil ---------------------- */ - -#ifndef GL_NV_packed_depth_stencil -#define GL_NV_packed_depth_stencil 1 - -#define GL_DEPTH_STENCIL_NV 0x84F9 -#define GL_UNSIGNED_INT_24_8_NV 0x84FA - -#define GLEW_NV_packed_depth_stencil GLEW_GET_VAR(__GLEW_NV_packed_depth_stencil) - -#endif /* GL_NV_packed_depth_stencil */ - -/* --------------------------- GL_NV_packed_float -------------------------- */ - -#ifndef GL_NV_packed_float -#define GL_NV_packed_float 1 - -#define GL_R11F_G11F_B10F_NV 0x8C3A -#define GL_UNSIGNED_INT_10F_11F_11F_REV_NV 0x8C3B - -#define GLEW_NV_packed_float GLEW_GET_VAR(__GLEW_NV_packed_float) - -#endif /* GL_NV_packed_float */ - -/* ----------------------- GL_NV_packed_float_linear ----------------------- */ - -#ifndef GL_NV_packed_float_linear -#define GL_NV_packed_float_linear 1 - -#define GL_R11F_G11F_B10F_NV 0x8C3A -#define GL_UNSIGNED_INT_10F_11F_11F_REV_NV 0x8C3B - -#define GLEW_NV_packed_float_linear GLEW_GET_VAR(__GLEW_NV_packed_float_linear) - -#endif /* GL_NV_packed_float_linear */ - -/* --------------------- GL_NV_parameter_buffer_object --------------------- */ - -#ifndef GL_NV_parameter_buffer_object -#define GL_NV_parameter_buffer_object 1 - -#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0 -#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1 -#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2 -#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3 -#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4 - -typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLuint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLfloat *params); - -#define glProgramBufferParametersIivNV GLEW_GET_FUN(__glewProgramBufferParametersIivNV) -#define glProgramBufferParametersIuivNV GLEW_GET_FUN(__glewProgramBufferParametersIuivNV) -#define glProgramBufferParametersfvNV GLEW_GET_FUN(__glewProgramBufferParametersfvNV) - -#define GLEW_NV_parameter_buffer_object GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object) - -#endif /* GL_NV_parameter_buffer_object */ - -/* --------------------- GL_NV_parameter_buffer_object2 -------------------- */ - -#ifndef GL_NV_parameter_buffer_object2 -#define GL_NV_parameter_buffer_object2 1 - -#define GLEW_NV_parameter_buffer_object2 GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object2) - -#endif /* GL_NV_parameter_buffer_object2 */ - -/* -------------------------- GL_NV_path_rendering ------------------------- */ - -#ifndef GL_NV_path_rendering -#define GL_NV_path_rendering 1 - -#define GL_CLOSE_PATH_NV 0x00 -#define GL_BOLD_BIT_NV 0x01 -#define GL_GLYPH_WIDTH_BIT_NV 0x01 -#define GL_GLYPH_HEIGHT_BIT_NV 0x02 -#define GL_ITALIC_BIT_NV 0x02 -#define GL_MOVE_TO_NV 0x02 -#define GL_RELATIVE_MOVE_TO_NV 0x03 -#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 -#define GL_LINE_TO_NV 0x04 -#define GL_RELATIVE_LINE_TO_NV 0x05 -#define GL_HORIZONTAL_LINE_TO_NV 0x06 -#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 -#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 -#define GL_VERTICAL_LINE_TO_NV 0x08 -#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 -#define GL_QUADRATIC_CURVE_TO_NV 0x0A -#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B -#define GL_CUBIC_CURVE_TO_NV 0x0C -#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D -#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E -#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F -#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 -#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 -#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 -#define GL_SMALL_CCW_ARC_TO_NV 0x12 -#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 -#define GL_SMALL_CW_ARC_TO_NV 0x14 -#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 -#define GL_LARGE_CCW_ARC_TO_NV 0x16 -#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 -#define GL_LARGE_CW_ARC_TO_NV 0x18 -#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 -#define GL_CONIC_CURVE_TO_NV 0x1A -#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B -#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 -#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 -#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 -#define GL_ROUNDED_RECT_NV 0xE8 -#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 -#define GL_ROUNDED_RECT2_NV 0xEA -#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB -#define GL_ROUNDED_RECT4_NV 0xEC -#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED -#define GL_ROUNDED_RECT8_NV 0xEE -#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF -#define GL_RESTART_PATH_NV 0xF0 -#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 -#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 -#define GL_RECT_NV 0xF6 -#define GL_RELATIVE_RECT_NV 0xF7 -#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 -#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA -#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC -#define GL_ARC_TO_NV 0xFE -#define GL_RELATIVE_ARC_TO_NV 0xFF -#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 -#define GL_PRIMARY_COLOR_NV 0x852C -#define GL_SECONDARY_COLOR_NV 0x852D -#define GL_PRIMARY_COLOR 0x8577 -#define GL_PATH_FORMAT_SVG_NV 0x9070 -#define GL_PATH_FORMAT_PS_NV 0x9071 -#define GL_STANDARD_FONT_NAME_NV 0x9072 -#define GL_SYSTEM_FONT_NAME_NV 0x9073 -#define GL_FILE_NAME_NV 0x9074 -#define GL_PATH_STROKE_WIDTH_NV 0x9075 -#define GL_PATH_END_CAPS_NV 0x9076 -#define GL_PATH_INITIAL_END_CAP_NV 0x9077 -#define GL_PATH_TERMINAL_END_CAP_NV 0x9078 -#define GL_PATH_JOIN_STYLE_NV 0x9079 -#define GL_PATH_MITER_LIMIT_NV 0x907A -#define GL_PATH_DASH_CAPS_NV 0x907B -#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C -#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D -#define GL_PATH_DASH_OFFSET_NV 0x907E -#define GL_PATH_CLIENT_LENGTH_NV 0x907F -#define GL_PATH_FILL_MODE_NV 0x9080 -#define GL_PATH_FILL_MASK_NV 0x9081 -#define GL_PATH_FILL_COVER_MODE_NV 0x9082 -#define GL_PATH_STROKE_COVER_MODE_NV 0x9083 -#define GL_PATH_STROKE_MASK_NV 0x9084 -#define GL_PATH_STROKE_BOUND_NV 0x9086 -#define GL_COUNT_UP_NV 0x9088 -#define GL_COUNT_DOWN_NV 0x9089 -#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A -#define GL_CONVEX_HULL_NV 0x908B -#define GL_BOUNDING_BOX_NV 0x908D -#define GL_TRANSLATE_X_NV 0x908E -#define GL_TRANSLATE_Y_NV 0x908F -#define GL_TRANSLATE_2D_NV 0x9090 -#define GL_TRANSLATE_3D_NV 0x9091 -#define GL_AFFINE_2D_NV 0x9092 -#define GL_AFFINE_3D_NV 0x9094 -#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 -#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 -#define GL_UTF8_NV 0x909A -#define GL_UTF16_NV 0x909B -#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C -#define GL_PATH_COMMAND_COUNT_NV 0x909D -#define GL_PATH_COORD_COUNT_NV 0x909E -#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F -#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 -#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 -#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 -#define GL_SQUARE_NV 0x90A3 -#define GL_ROUND_NV 0x90A4 -#define GL_TRIANGULAR_NV 0x90A5 -#define GL_BEVEL_NV 0x90A6 -#define GL_MITER_REVERT_NV 0x90A7 -#define GL_MITER_TRUNCATE_NV 0x90A8 -#define GL_SKIP_MISSING_GLYPH_NV 0x90A9 -#define GL_USE_MISSING_GLYPH_NV 0x90AA -#define GL_PATH_ERROR_POSITION_NV 0x90AB -#define GL_PATH_FOG_GEN_MODE_NV 0x90AC -#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD -#define GL_ADJACENT_PAIRS_NV 0x90AE -#define GL_FIRST_TO_REST_NV 0x90AF -#define GL_PATH_GEN_MODE_NV 0x90B0 -#define GL_PATH_GEN_COEFF_NV 0x90B1 -#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2 -#define GL_PATH_GEN_COMPONENTS_NV 0x90B3 -#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 -#define GL_MOVE_TO_RESETS_NV 0x90B5 -#define GL_MOVE_TO_CONTINUES_NV 0x90B6 -#define GL_PATH_STENCIL_FUNC_NV 0x90B7 -#define GL_PATH_STENCIL_REF_NV 0x90B8 -#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 -#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD -#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE -#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF -#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 -#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 -#define GL_FONT_UNAVAILABLE_NV 0x936A -#define GL_FONT_UNINTELLIGIBLE_NV 0x936B -#define GL_STANDARD_FONT_FORMAT_NV 0x936C -#define GL_FRAGMENT_INPUT_NV 0x936D -#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 -#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 -#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 -#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 -#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 -#define GL_FONT_ASCENDER_BIT_NV 0x00200000 -#define GL_FONT_DESCENDER_BIT_NV 0x00400000 -#define GL_FONT_HEIGHT_BIT_NV 0x00800000 -#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 -#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 -#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 -#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 -#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 -#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 - -typedef void (GLAPIENTRY * PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath); -typedef void (GLAPIENTRY * PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode); -typedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode); -typedef void (GLAPIENTRY * PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range); -typedef GLuint (GLAPIENTRY * PFNGLGENPATHSNVPROC) (GLsizei range); -typedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENFVNVPROC) (GLenum color, GLenum pname, GLfloat* value); -typedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENIVNVPROC) (GLenum color, GLenum pname, GLint* value); -typedef void (GLAPIENTRY * PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte* commands); -typedef void (GLAPIENTRY * PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat* coords); -typedef void (GLAPIENTRY * PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat* dashArray); -typedef GLfloat (GLAPIENTRY * PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments); -typedef void (GLAPIENTRY * PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat* metrics); -typedef void (GLAPIENTRY * PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); -typedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat* value); -typedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint* value); -typedef void (GLAPIENTRY * PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); -typedef void (GLAPIENTRY * PFNGLGETPATHTEXGENFVNVPROC) (GLenum texCoordSet, GLenum pname, GLfloat* value); -typedef void (GLAPIENTRY * PFNGLGETPATHTEXGENIVNVPROC) (GLenum texCoordSet, GLenum pname, GLint* value); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); -typedef GLboolean (GLAPIENTRY * PFNGLISPATHNVPROC) (GLuint path); -typedef GLboolean (GLAPIENTRY * PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y); -typedef GLboolean (GLAPIENTRY * PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLPATHCOLORGENNVPROC) (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat* coeffs); -typedef void (GLAPIENTRY * PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords); -typedef void (GLAPIENTRY * PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); -typedef void (GLAPIENTRY * PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum zfunc); -typedef void (GLAPIENTRY * PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat* dashArray); -typedef void (GLAPIENTRY * PFNGLPATHFOGGENNVPROC) (GLenum genMode); -typedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); -typedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint baseAndCount[2]); -typedef void (GLAPIENTRY * PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); -typedef void (GLAPIENTRY * PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void*charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); -typedef GLenum (GLAPIENTRY * PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); -typedef void (GLAPIENTRY * PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value); -typedef void (GLAPIENTRY * PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value); -typedef void (GLAPIENTRY * PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units); -typedef void (GLAPIENTRY * PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask); -typedef void (GLAPIENTRY * PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString); -typedef void (GLAPIENTRY * PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords); -typedef void (GLAPIENTRY * PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); -typedef void (GLAPIENTRY * PFNGLPATHTEXGENNVPROC) (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat* coeffs); -typedef GLboolean (GLAPIENTRY * PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat* x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); -typedef void (GLAPIENTRY * PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat* coeffs); -typedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask); -typedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask); -typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); -typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode); -typedef void (GLAPIENTRY * PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat* transformValues); -typedef void (GLAPIENTRY * PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint paths[], const GLfloat weights[]); - -#define glCopyPathNV GLEW_GET_FUN(__glewCopyPathNV) -#define glCoverFillPathInstancedNV GLEW_GET_FUN(__glewCoverFillPathInstancedNV) -#define glCoverFillPathNV GLEW_GET_FUN(__glewCoverFillPathNV) -#define glCoverStrokePathInstancedNV GLEW_GET_FUN(__glewCoverStrokePathInstancedNV) -#define glCoverStrokePathNV GLEW_GET_FUN(__glewCoverStrokePathNV) -#define glDeletePathsNV GLEW_GET_FUN(__glewDeletePathsNV) -#define glGenPathsNV GLEW_GET_FUN(__glewGenPathsNV) -#define glGetPathColorGenfvNV GLEW_GET_FUN(__glewGetPathColorGenfvNV) -#define glGetPathColorGenivNV GLEW_GET_FUN(__glewGetPathColorGenivNV) -#define glGetPathCommandsNV GLEW_GET_FUN(__glewGetPathCommandsNV) -#define glGetPathCoordsNV GLEW_GET_FUN(__glewGetPathCoordsNV) -#define glGetPathDashArrayNV GLEW_GET_FUN(__glewGetPathDashArrayNV) -#define glGetPathLengthNV GLEW_GET_FUN(__glewGetPathLengthNV) -#define glGetPathMetricRangeNV GLEW_GET_FUN(__glewGetPathMetricRangeNV) -#define glGetPathMetricsNV GLEW_GET_FUN(__glewGetPathMetricsNV) -#define glGetPathParameterfvNV GLEW_GET_FUN(__glewGetPathParameterfvNV) -#define glGetPathParameterivNV GLEW_GET_FUN(__glewGetPathParameterivNV) -#define glGetPathSpacingNV GLEW_GET_FUN(__glewGetPathSpacingNV) -#define glGetPathTexGenfvNV GLEW_GET_FUN(__glewGetPathTexGenfvNV) -#define glGetPathTexGenivNV GLEW_GET_FUN(__glewGetPathTexGenivNV) -#define glGetProgramResourcefvNV GLEW_GET_FUN(__glewGetProgramResourcefvNV) -#define glInterpolatePathsNV GLEW_GET_FUN(__glewInterpolatePathsNV) -#define glIsPathNV GLEW_GET_FUN(__glewIsPathNV) -#define glIsPointInFillPathNV GLEW_GET_FUN(__glewIsPointInFillPathNV) -#define glIsPointInStrokePathNV GLEW_GET_FUN(__glewIsPointInStrokePathNV) -#define glMatrixLoad3x2fNV GLEW_GET_FUN(__glewMatrixLoad3x2fNV) -#define glMatrixLoad3x3fNV GLEW_GET_FUN(__glewMatrixLoad3x3fNV) -#define glMatrixLoadTranspose3x3fNV GLEW_GET_FUN(__glewMatrixLoadTranspose3x3fNV) -#define glMatrixMult3x2fNV GLEW_GET_FUN(__glewMatrixMult3x2fNV) -#define glMatrixMult3x3fNV GLEW_GET_FUN(__glewMatrixMult3x3fNV) -#define glMatrixMultTranspose3x3fNV GLEW_GET_FUN(__glewMatrixMultTranspose3x3fNV) -#define glPathColorGenNV GLEW_GET_FUN(__glewPathColorGenNV) -#define glPathCommandsNV GLEW_GET_FUN(__glewPathCommandsNV) -#define glPathCoordsNV GLEW_GET_FUN(__glewPathCoordsNV) -#define glPathCoverDepthFuncNV GLEW_GET_FUN(__glewPathCoverDepthFuncNV) -#define glPathDashArrayNV GLEW_GET_FUN(__glewPathDashArrayNV) -#define glPathFogGenNV GLEW_GET_FUN(__glewPathFogGenNV) -#define glPathGlyphIndexArrayNV GLEW_GET_FUN(__glewPathGlyphIndexArrayNV) -#define glPathGlyphIndexRangeNV GLEW_GET_FUN(__glewPathGlyphIndexRangeNV) -#define glPathGlyphRangeNV GLEW_GET_FUN(__glewPathGlyphRangeNV) -#define glPathGlyphsNV GLEW_GET_FUN(__glewPathGlyphsNV) -#define glPathMemoryGlyphIndexArrayNV GLEW_GET_FUN(__glewPathMemoryGlyphIndexArrayNV) -#define glPathParameterfNV GLEW_GET_FUN(__glewPathParameterfNV) -#define glPathParameterfvNV GLEW_GET_FUN(__glewPathParameterfvNV) -#define glPathParameteriNV GLEW_GET_FUN(__glewPathParameteriNV) -#define glPathParameterivNV GLEW_GET_FUN(__glewPathParameterivNV) -#define glPathStencilDepthOffsetNV GLEW_GET_FUN(__glewPathStencilDepthOffsetNV) -#define glPathStencilFuncNV GLEW_GET_FUN(__glewPathStencilFuncNV) -#define glPathStringNV GLEW_GET_FUN(__glewPathStringNV) -#define glPathSubCommandsNV GLEW_GET_FUN(__glewPathSubCommandsNV) -#define glPathSubCoordsNV GLEW_GET_FUN(__glewPathSubCoordsNV) -#define glPathTexGenNV GLEW_GET_FUN(__glewPathTexGenNV) -#define glPointAlongPathNV GLEW_GET_FUN(__glewPointAlongPathNV) -#define glProgramPathFragmentInputGenNV GLEW_GET_FUN(__glewProgramPathFragmentInputGenNV) -#define glStencilFillPathInstancedNV GLEW_GET_FUN(__glewStencilFillPathInstancedNV) -#define glStencilFillPathNV GLEW_GET_FUN(__glewStencilFillPathNV) -#define glStencilStrokePathInstancedNV GLEW_GET_FUN(__glewStencilStrokePathInstancedNV) -#define glStencilStrokePathNV GLEW_GET_FUN(__glewStencilStrokePathNV) -#define glStencilThenCoverFillPathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverFillPathInstancedNV) -#define glStencilThenCoverFillPathNV GLEW_GET_FUN(__glewStencilThenCoverFillPathNV) -#define glStencilThenCoverStrokePathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathInstancedNV) -#define glStencilThenCoverStrokePathNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathNV) -#define glTransformPathNV GLEW_GET_FUN(__glewTransformPathNV) -#define glWeightPathsNV GLEW_GET_FUN(__glewWeightPathsNV) - -#define GLEW_NV_path_rendering GLEW_GET_VAR(__GLEW_NV_path_rendering) - -#endif /* GL_NV_path_rendering */ - -/* -------------------- GL_NV_path_rendering_shared_edge ------------------- */ - -#ifndef GL_NV_path_rendering_shared_edge -#define GL_NV_path_rendering_shared_edge 1 - -#define GL_SHARED_EDGE_NV 0xC0 - -#define GLEW_NV_path_rendering_shared_edge GLEW_GET_VAR(__GLEW_NV_path_rendering_shared_edge) - -#endif /* GL_NV_path_rendering_shared_edge */ - -/* ----------------------- GL_NV_pixel_buffer_object ----------------------- */ - -#ifndef GL_NV_pixel_buffer_object -#define GL_NV_pixel_buffer_object 1 - -#define GL_PIXEL_PACK_BUFFER_NV 0x88EB -#define GL_PIXEL_UNPACK_BUFFER_NV 0x88EC -#define GL_PIXEL_PACK_BUFFER_BINDING_NV 0x88ED -#define GL_PIXEL_UNPACK_BUFFER_BINDING_NV 0x88EF - -#define GLEW_NV_pixel_buffer_object GLEW_GET_VAR(__GLEW_NV_pixel_buffer_object) - -#endif /* GL_NV_pixel_buffer_object */ - -/* ------------------------- GL_NV_pixel_data_range ------------------------ */ - -#ifndef GL_NV_pixel_data_range -#define GL_NV_pixel_data_range 1 - -#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878 -#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879 -#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A -#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B -#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C -#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D - -typedef void (GLAPIENTRY * PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, void *pointer); - -#define glFlushPixelDataRangeNV GLEW_GET_FUN(__glewFlushPixelDataRangeNV) -#define glPixelDataRangeNV GLEW_GET_FUN(__glewPixelDataRangeNV) - -#define GLEW_NV_pixel_data_range GLEW_GET_VAR(__GLEW_NV_pixel_data_range) - -#endif /* GL_NV_pixel_data_range */ - -/* ------------------------- GL_NV_platform_binary ------------------------- */ - -#ifndef GL_NV_platform_binary -#define GL_NV_platform_binary 1 - -#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B - -#define GLEW_NV_platform_binary GLEW_GET_VAR(__GLEW_NV_platform_binary) - -#endif /* GL_NV_platform_binary */ - -/* --------------------------- GL_NV_point_sprite -------------------------- */ - -#ifndef GL_NV_point_sprite -#define GL_NV_point_sprite 1 - -#define GL_POINT_SPRITE_NV 0x8861 -#define GL_COORD_REPLACE_NV 0x8862 -#define GL_POINT_SPRITE_R_MODE_NV 0x8863 - -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint* params); - -#define glPointParameteriNV GLEW_GET_FUN(__glewPointParameteriNV) -#define glPointParameterivNV GLEW_GET_FUN(__glewPointParameterivNV) - -#define GLEW_NV_point_sprite GLEW_GET_VAR(__GLEW_NV_point_sprite) - -#endif /* GL_NV_point_sprite */ - -/* --------------------------- GL_NV_polygon_mode -------------------------- */ - -#ifndef GL_NV_polygon_mode -#define GL_NV_polygon_mode 1 - -#define GL_POLYGON_MODE_NV 0x0B40 -#define GL_POINT_NV 0x1B00 -#define GL_LINE_NV 0x1B01 -#define GL_FILL_NV 0x1B02 -#define GL_POLYGON_OFFSET_POINT_NV 0x2A01 -#define GL_POLYGON_OFFSET_LINE_NV 0x2A02 - -typedef void (GLAPIENTRY * PFNGLPOLYGONMODENVPROC) (GLenum face, GLenum mode); - -#define glPolygonModeNV GLEW_GET_FUN(__glewPolygonModeNV) - -#define GLEW_NV_polygon_mode GLEW_GET_VAR(__GLEW_NV_polygon_mode) - -#endif /* GL_NV_polygon_mode */ - -/* -------------------------- GL_NV_present_video -------------------------- */ - -#ifndef GL_NV_present_video -#define GL_NV_present_video 1 - -#define GL_FRAME_NV 0x8E26 -#define GL_FIELDS_NV 0x8E27 -#define GL_CURRENT_TIME_NV 0x8E28 -#define GL_NUM_FILL_STREAMS_NV 0x8E29 -#define GL_PRESENT_TIME_NV 0x8E2A -#define GL_PRESENT_DURATION_NV 0x8E2B - -typedef void (GLAPIENTRY * PFNGLGETVIDEOI64VNVPROC) (GLuint video_slot, GLenum pname, GLint64EXT* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOIVNVPROC) (GLuint video_slot, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOUI64VNVPROC) (GLuint video_slot, GLenum pname, GLuint64EXT* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOUIVNVPROC) (GLuint video_slot, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLPRESENTFRAMEDUALFILLNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); -typedef void (GLAPIENTRY * PFNGLPRESENTFRAMEKEYEDNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); - -#define glGetVideoi64vNV GLEW_GET_FUN(__glewGetVideoi64vNV) -#define glGetVideoivNV GLEW_GET_FUN(__glewGetVideoivNV) -#define glGetVideoui64vNV GLEW_GET_FUN(__glewGetVideoui64vNV) -#define glGetVideouivNV GLEW_GET_FUN(__glewGetVideouivNV) -#define glPresentFrameDualFillNV GLEW_GET_FUN(__glewPresentFrameDualFillNV) -#define glPresentFrameKeyedNV GLEW_GET_FUN(__glewPresentFrameKeyedNV) - -#define GLEW_NV_present_video GLEW_GET_VAR(__GLEW_NV_present_video) - -#endif /* GL_NV_present_video */ - -/* ------------------------ GL_NV_primitive_restart ------------------------ */ - -#ifndef GL_NV_primitive_restart -#define GL_NV_primitive_restart 1 - -#define GL_PRIMITIVE_RESTART_NV 0x8558 -#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559 - -typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index); -typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTNVPROC) (void); - -#define glPrimitiveRestartIndexNV GLEW_GET_FUN(__glewPrimitiveRestartIndexNV) -#define glPrimitiveRestartNV GLEW_GET_FUN(__glewPrimitiveRestartNV) - -#define GLEW_NV_primitive_restart GLEW_GET_VAR(__GLEW_NV_primitive_restart) - -#endif /* GL_NV_primitive_restart */ - -/* ---------------------------- GL_NV_read_depth --------------------------- */ - -#ifndef GL_NV_read_depth -#define GL_NV_read_depth 1 - -#define GLEW_NV_read_depth GLEW_GET_VAR(__GLEW_NV_read_depth) - -#endif /* GL_NV_read_depth */ - -/* ------------------------ GL_NV_read_depth_stencil ----------------------- */ - -#ifndef GL_NV_read_depth_stencil -#define GL_NV_read_depth_stencil 1 - -#define GLEW_NV_read_depth_stencil GLEW_GET_VAR(__GLEW_NV_read_depth_stencil) - -#endif /* GL_NV_read_depth_stencil */ - -/* --------------------------- GL_NV_read_stencil -------------------------- */ - -#ifndef GL_NV_read_stencil -#define GL_NV_read_stencil 1 - -#define GLEW_NV_read_stencil GLEW_GET_VAR(__GLEW_NV_read_stencil) - -#endif /* GL_NV_read_stencil */ - -/* ------------------------ GL_NV_register_combiners ----------------------- */ - -#ifndef GL_NV_register_combiners -#define GL_NV_register_combiners 1 - -#define GL_REGISTER_COMBINERS_NV 0x8522 -#define GL_VARIABLE_A_NV 0x8523 -#define GL_VARIABLE_B_NV 0x8524 -#define GL_VARIABLE_C_NV 0x8525 -#define GL_VARIABLE_D_NV 0x8526 -#define GL_VARIABLE_E_NV 0x8527 -#define GL_VARIABLE_F_NV 0x8528 -#define GL_VARIABLE_G_NV 0x8529 -#define GL_CONSTANT_COLOR0_NV 0x852A -#define GL_CONSTANT_COLOR1_NV 0x852B -#define GL_PRIMARY_COLOR_NV 0x852C -#define GL_SECONDARY_COLOR_NV 0x852D -#define GL_SPARE0_NV 0x852E -#define GL_SPARE1_NV 0x852F -#define GL_DISCARD_NV 0x8530 -#define GL_E_TIMES_F_NV 0x8531 -#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532 -#define GL_UNSIGNED_IDENTITY_NV 0x8536 -#define GL_UNSIGNED_INVERT_NV 0x8537 -#define GL_EXPAND_NORMAL_NV 0x8538 -#define GL_EXPAND_NEGATE_NV 0x8539 -#define GL_HALF_BIAS_NORMAL_NV 0x853A -#define GL_HALF_BIAS_NEGATE_NV 0x853B -#define GL_SIGNED_IDENTITY_NV 0x853C -#define GL_SIGNED_NEGATE_NV 0x853D -#define GL_SCALE_BY_TWO_NV 0x853E -#define GL_SCALE_BY_FOUR_NV 0x853F -#define GL_SCALE_BY_ONE_HALF_NV 0x8540 -#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541 -#define GL_COMBINER_INPUT_NV 0x8542 -#define GL_COMBINER_MAPPING_NV 0x8543 -#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544 -#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545 -#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546 -#define GL_COMBINER_MUX_SUM_NV 0x8547 -#define GL_COMBINER_SCALE_NV 0x8548 -#define GL_COMBINER_BIAS_NV 0x8549 -#define GL_COMBINER_AB_OUTPUT_NV 0x854A -#define GL_COMBINER_CD_OUTPUT_NV 0x854B -#define GL_COMBINER_SUM_OUTPUT_NV 0x854C -#define GL_MAX_GENERAL_COMBINERS_NV 0x854D -#define GL_NUM_GENERAL_COMBINERS_NV 0x854E -#define GL_COLOR_SUM_CLAMP_NV 0x854F -#define GL_COMBINER0_NV 0x8550 -#define GL_COMBINER1_NV 0x8551 -#define GL_COMBINER2_NV 0x8552 -#define GL_COMBINER3_NV 0x8553 -#define GL_COMBINER4_NV 0x8554 -#define GL_COMBINER5_NV 0x8555 -#define GL_COMBINER6_NV 0x8556 -#define GL_COMBINER7_NV 0x8557 - -typedef void (GLAPIENTRY * PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); -typedef void (GLAPIENTRY * PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); -typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); -typedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint* params); - -#define glCombinerInputNV GLEW_GET_FUN(__glewCombinerInputNV) -#define glCombinerOutputNV GLEW_GET_FUN(__glewCombinerOutputNV) -#define glCombinerParameterfNV GLEW_GET_FUN(__glewCombinerParameterfNV) -#define glCombinerParameterfvNV GLEW_GET_FUN(__glewCombinerParameterfvNV) -#define glCombinerParameteriNV GLEW_GET_FUN(__glewCombinerParameteriNV) -#define glCombinerParameterivNV GLEW_GET_FUN(__glewCombinerParameterivNV) -#define glFinalCombinerInputNV GLEW_GET_FUN(__glewFinalCombinerInputNV) -#define glGetCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetCombinerInputParameterfvNV) -#define glGetCombinerInputParameterivNV GLEW_GET_FUN(__glewGetCombinerInputParameterivNV) -#define glGetCombinerOutputParameterfvNV GLEW_GET_FUN(__glewGetCombinerOutputParameterfvNV) -#define glGetCombinerOutputParameterivNV GLEW_GET_FUN(__glewGetCombinerOutputParameterivNV) -#define glGetFinalCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterfvNV) -#define glGetFinalCombinerInputParameterivNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterivNV) - -#define GLEW_NV_register_combiners GLEW_GET_VAR(__GLEW_NV_register_combiners) - -#endif /* GL_NV_register_combiners */ - -/* ----------------------- GL_NV_register_combiners2 ----------------------- */ - -#ifndef GL_NV_register_combiners2 -#define GL_NV_register_combiners2 1 - -#define GL_PER_STAGE_CONSTANTS_NV 0x8535 - -typedef void (GLAPIENTRY * PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat* params); - -#define glCombinerStageParameterfvNV GLEW_GET_FUN(__glewCombinerStageParameterfvNV) -#define glGetCombinerStageParameterfvNV GLEW_GET_FUN(__glewGetCombinerStageParameterfvNV) - -#define GLEW_NV_register_combiners2 GLEW_GET_VAR(__GLEW_NV_register_combiners2) - -#endif /* GL_NV_register_combiners2 */ - -/* ------------------ GL_NV_robustness_video_memory_purge ------------------ */ - -#ifndef GL_NV_robustness_video_memory_purge -#define GL_NV_robustness_video_memory_purge 1 - -#define GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C -#define GL_PURGED_CONTEXT_RESET_NV 0x92BB - -#define GLEW_NV_robustness_video_memory_purge GLEW_GET_VAR(__GLEW_NV_robustness_video_memory_purge) - -#endif /* GL_NV_robustness_video_memory_purge */ - -/* --------------------------- GL_NV_sRGB_formats -------------------------- */ - -#ifndef GL_NV_sRGB_formats -#define GL_NV_sRGB_formats 1 - -#define GL_ETC1_SRGB8_NV 0x88EE -#define GL_SRGB8_NV 0x8C41 -#define GL_SLUMINANCE_ALPHA_NV 0x8C44 -#define GL_SLUMINANCE8_ALPHA8_NV 0x8C45 -#define GL_SLUMINANCE_NV 0x8C46 -#define GL_SLUMINANCE8_NV 0x8C47 -#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F - -#define GLEW_NV_sRGB_formats GLEW_GET_VAR(__GLEW_NV_sRGB_formats) - -#endif /* GL_NV_sRGB_formats */ - -/* ------------------------- GL_NV_sample_locations ------------------------ */ - -#ifndef GL_NV_sample_locations -#define GL_NV_sample_locations 1 - -#define GL_SAMPLE_LOCATION_NV 0x8E50 -#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D -#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E -#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F -#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 -#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 -#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 -#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v); - -#define glFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewFramebufferSampleLocationsfvNV) -#define glNamedFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvNV) - -#define GLEW_NV_sample_locations GLEW_GET_VAR(__GLEW_NV_sample_locations) - -#endif /* GL_NV_sample_locations */ - -/* ------------------ GL_NV_sample_mask_override_coverage ------------------ */ - -#ifndef GL_NV_sample_mask_override_coverage -#define GL_NV_sample_mask_override_coverage 1 - -#define GLEW_NV_sample_mask_override_coverage GLEW_GET_VAR(__GLEW_NV_sample_mask_override_coverage) - -#endif /* GL_NV_sample_mask_override_coverage */ - -/* ---------------------- GL_NV_shader_atomic_counters --------------------- */ - -#ifndef GL_NV_shader_atomic_counters -#define GL_NV_shader_atomic_counters 1 - -#define GLEW_NV_shader_atomic_counters GLEW_GET_VAR(__GLEW_NV_shader_atomic_counters) - -#endif /* GL_NV_shader_atomic_counters */ - -/* ----------------------- GL_NV_shader_atomic_float ----------------------- */ - -#ifndef GL_NV_shader_atomic_float -#define GL_NV_shader_atomic_float 1 - -#define GLEW_NV_shader_atomic_float GLEW_GET_VAR(__GLEW_NV_shader_atomic_float) - -#endif /* GL_NV_shader_atomic_float */ - -/* ---------------------- GL_NV_shader_atomic_float64 ---------------------- */ - -#ifndef GL_NV_shader_atomic_float64 -#define GL_NV_shader_atomic_float64 1 - -#define GLEW_NV_shader_atomic_float64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_float64) - -#endif /* GL_NV_shader_atomic_float64 */ - -/* -------------------- GL_NV_shader_atomic_fp16_vector -------------------- */ - -#ifndef GL_NV_shader_atomic_fp16_vector -#define GL_NV_shader_atomic_fp16_vector 1 - -#define GLEW_NV_shader_atomic_fp16_vector GLEW_GET_VAR(__GLEW_NV_shader_atomic_fp16_vector) - -#endif /* GL_NV_shader_atomic_fp16_vector */ - -/* ----------------------- GL_NV_shader_atomic_int64 ----------------------- */ - -#ifndef GL_NV_shader_atomic_int64 -#define GL_NV_shader_atomic_int64 1 - -#define GLEW_NV_shader_atomic_int64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_int64) - -#endif /* GL_NV_shader_atomic_int64 */ - -/* ------------------------ GL_NV_shader_buffer_load ----------------------- */ - -#ifndef GL_NV_shader_buffer_load -#define GL_NV_shader_buffer_load 1 - -#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D -#define GL_GPU_ADDRESS_NV 0x8F34 -#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35 - -typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERUI64VNVPROC) (GLenum target, GLenum pname, GLuint64EXT* params); -typedef void (GLAPIENTRY * PFNGLGETINTEGERUI64VNVPROC) (GLenum value, GLuint64EXT* result); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) (GLuint buffer, GLenum pname, GLuint64EXT* params); -typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERRESIDENTNVPROC) (GLenum target); -typedef GLboolean (GLAPIENTRY * PFNGLISNAMEDBUFFERRESIDENTNVPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLMAKEBUFFERNONRESIDENTNVPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLMAKEBUFFERRESIDENTNVPROC) (GLenum target, GLenum access); -typedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) (GLuint buffer, GLenum access); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64NVPROC) (GLuint program, GLint location, GLuint64EXT value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMUI64NVPROC) (GLint location, GLuint64EXT value); -typedef void (GLAPIENTRY * PFNGLUNIFORMUI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); - -#define glGetBufferParameterui64vNV GLEW_GET_FUN(__glewGetBufferParameterui64vNV) -#define glGetIntegerui64vNV GLEW_GET_FUN(__glewGetIntegerui64vNV) -#define glGetNamedBufferParameterui64vNV GLEW_GET_FUN(__glewGetNamedBufferParameterui64vNV) -#define glIsBufferResidentNV GLEW_GET_FUN(__glewIsBufferResidentNV) -#define glIsNamedBufferResidentNV GLEW_GET_FUN(__glewIsNamedBufferResidentNV) -#define glMakeBufferNonResidentNV GLEW_GET_FUN(__glewMakeBufferNonResidentNV) -#define glMakeBufferResidentNV GLEW_GET_FUN(__glewMakeBufferResidentNV) -#define glMakeNamedBufferNonResidentNV GLEW_GET_FUN(__glewMakeNamedBufferNonResidentNV) -#define glMakeNamedBufferResidentNV GLEW_GET_FUN(__glewMakeNamedBufferResidentNV) -#define glProgramUniformui64NV GLEW_GET_FUN(__glewProgramUniformui64NV) -#define glProgramUniformui64vNV GLEW_GET_FUN(__glewProgramUniformui64vNV) -#define glUniformui64NV GLEW_GET_FUN(__glewUniformui64NV) -#define glUniformui64vNV GLEW_GET_FUN(__glewUniformui64vNV) - -#define GLEW_NV_shader_buffer_load GLEW_GET_VAR(__GLEW_NV_shader_buffer_load) - -#endif /* GL_NV_shader_buffer_load */ - -/* ---------------- GL_NV_shader_noperspective_interpolation --------------- */ - -#ifndef GL_NV_shader_noperspective_interpolation -#define GL_NV_shader_noperspective_interpolation 1 - -#define GLEW_NV_shader_noperspective_interpolation GLEW_GET_VAR(__GLEW_NV_shader_noperspective_interpolation) - -#endif /* GL_NV_shader_noperspective_interpolation */ - -/* ------------------- GL_NV_shader_storage_buffer_object ------------------ */ - -#ifndef GL_NV_shader_storage_buffer_object -#define GL_NV_shader_storage_buffer_object 1 - -#define GLEW_NV_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_NV_shader_storage_buffer_object) - -#endif /* GL_NV_shader_storage_buffer_object */ - -/* ----------------------- GL_NV_shader_thread_group ----------------------- */ - -#ifndef GL_NV_shader_thread_group -#define GL_NV_shader_thread_group 1 - -#define GL_WARP_SIZE_NV 0x9339 -#define GL_WARPS_PER_SM_NV 0x933A -#define GL_SM_COUNT_NV 0x933B - -#define GLEW_NV_shader_thread_group GLEW_GET_VAR(__GLEW_NV_shader_thread_group) - -#endif /* GL_NV_shader_thread_group */ - -/* ---------------------- GL_NV_shader_thread_shuffle ---------------------- */ - -#ifndef GL_NV_shader_thread_shuffle -#define GL_NV_shader_thread_shuffle 1 - -#define GLEW_NV_shader_thread_shuffle GLEW_GET_VAR(__GLEW_NV_shader_thread_shuffle) - -#endif /* GL_NV_shader_thread_shuffle */ - -/* ---------------------- GL_NV_shadow_samplers_array ---------------------- */ - -#ifndef GL_NV_shadow_samplers_array -#define GL_NV_shadow_samplers_array 1 - -#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4 - -#define GLEW_NV_shadow_samplers_array GLEW_GET_VAR(__GLEW_NV_shadow_samplers_array) - -#endif /* GL_NV_shadow_samplers_array */ - -/* ----------------------- GL_NV_shadow_samplers_cube ---------------------- */ - -#ifndef GL_NV_shadow_samplers_cube -#define GL_NV_shadow_samplers_cube 1 - -#define GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5 - -#define GLEW_NV_shadow_samplers_cube GLEW_GET_VAR(__GLEW_NV_shadow_samplers_cube) - -#endif /* GL_NV_shadow_samplers_cube */ - -/* ---------------------- GL_NV_stereo_view_rendering ---------------------- */ - -#ifndef GL_NV_stereo_view_rendering -#define GL_NV_stereo_view_rendering 1 - -#define GLEW_NV_stereo_view_rendering GLEW_GET_VAR(__GLEW_NV_stereo_view_rendering) - -#endif /* GL_NV_stereo_view_rendering */ - -/* ---------------------- GL_NV_tessellation_program5 ---------------------- */ - -#ifndef GL_NV_tessellation_program5 -#define GL_NV_tessellation_program5 1 - -#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8 -#define GL_TESS_CONTROL_PROGRAM_NV 0x891E -#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F -#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74 -#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75 - -#define GLEW_NV_tessellation_program5 GLEW_GET_VAR(__GLEW_NV_tessellation_program5) - -#endif /* GL_NV_tessellation_program5 */ - -/* -------------------------- GL_NV_texgen_emboss -------------------------- */ - -#ifndef GL_NV_texgen_emboss -#define GL_NV_texgen_emboss 1 - -#define GL_EMBOSS_LIGHT_NV 0x855D -#define GL_EMBOSS_CONSTANT_NV 0x855E -#define GL_EMBOSS_MAP_NV 0x855F - -#define GLEW_NV_texgen_emboss GLEW_GET_VAR(__GLEW_NV_texgen_emboss) - -#endif /* GL_NV_texgen_emboss */ - -/* ------------------------ GL_NV_texgen_reflection ------------------------ */ - -#ifndef GL_NV_texgen_reflection -#define GL_NV_texgen_reflection 1 - -#define GL_NORMAL_MAP_NV 0x8511 -#define GL_REFLECTION_MAP_NV 0x8512 - -#define GLEW_NV_texgen_reflection GLEW_GET_VAR(__GLEW_NV_texgen_reflection) - -#endif /* GL_NV_texgen_reflection */ - -/* -------------------------- GL_NV_texture_array -------------------------- */ - -#ifndef GL_NV_texture_array -#define GL_NV_texture_array 1 - -#define GL_UNPACK_SKIP_IMAGES_NV 0x806D -#define GL_UNPACK_IMAGE_HEIGHT_NV 0x806E -#define GL_MAX_ARRAY_TEXTURE_LAYERS_NV 0x88FF -#define GL_TEXTURE_2D_ARRAY_NV 0x8C1A -#define GL_TEXTURE_BINDING_2D_ARRAY_NV 0x8C1D -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_NV 0x8CD4 -#define GL_SAMPLER_2D_ARRAY_NV 0x8DC1 - -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DNVPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERNVPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); -typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DNVPROC) (GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); - -#define glCompressedTexImage3DNV GLEW_GET_FUN(__glewCompressedTexImage3DNV) -#define glCompressedTexSubImage3DNV GLEW_GET_FUN(__glewCompressedTexSubImage3DNV) -#define glCopyTexSubImage3DNV GLEW_GET_FUN(__glewCopyTexSubImage3DNV) -#define glFramebufferTextureLayerNV GLEW_GET_FUN(__glewFramebufferTextureLayerNV) -#define glTexImage3DNV GLEW_GET_FUN(__glewTexImage3DNV) -#define glTexSubImage3DNV GLEW_GET_FUN(__glewTexSubImage3DNV) - -#define GLEW_NV_texture_array GLEW_GET_VAR(__GLEW_NV_texture_array) - -#endif /* GL_NV_texture_array */ - -/* ------------------------- GL_NV_texture_barrier ------------------------- */ - -#ifndef GL_NV_texture_barrier -#define GL_NV_texture_barrier 1 - -typedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERNVPROC) (void); - -#define glTextureBarrierNV GLEW_GET_FUN(__glewTextureBarrierNV) - -#define GLEW_NV_texture_barrier GLEW_GET_VAR(__GLEW_NV_texture_barrier) - -#endif /* GL_NV_texture_barrier */ - -/* ----------------------- GL_NV_texture_border_clamp ---------------------- */ - -#ifndef GL_NV_texture_border_clamp -#define GL_NV_texture_border_clamp 1 - -#define GL_TEXTURE_BORDER_COLOR_NV 0x1004 -#define GL_CLAMP_TO_BORDER_NV 0x812D - -#define GLEW_NV_texture_border_clamp GLEW_GET_VAR(__GLEW_NV_texture_border_clamp) - -#endif /* GL_NV_texture_border_clamp */ - -/* --------------------- GL_NV_texture_compression_latc -------------------- */ - -#ifndef GL_NV_texture_compression_latc -#define GL_NV_texture_compression_latc 1 - -#define GL_COMPRESSED_LUMINANCE_LATC1_NV 0x8C70 -#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_NV 0x8C71 -#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_NV 0x8C72 -#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_NV 0x8C73 - -#define GLEW_NV_texture_compression_latc GLEW_GET_VAR(__GLEW_NV_texture_compression_latc) - -#endif /* GL_NV_texture_compression_latc */ - -/* --------------------- GL_NV_texture_compression_s3tc -------------------- */ - -#ifndef GL_NV_texture_compression_s3tc -#define GL_NV_texture_compression_s3tc 1 - -#define GL_COMPRESSED_RGB_S3TC_DXT1_NV 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_NV 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_NV 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_NV 0x83F3 - -#define GLEW_NV_texture_compression_s3tc GLEW_GET_VAR(__GLEW_NV_texture_compression_s3tc) - -#endif /* GL_NV_texture_compression_s3tc */ - -/* ----------------- GL_NV_texture_compression_s3tc_update ----------------- */ - -#ifndef GL_NV_texture_compression_s3tc_update -#define GL_NV_texture_compression_s3tc_update 1 - -#define GLEW_NV_texture_compression_s3tc_update GLEW_GET_VAR(__GLEW_NV_texture_compression_s3tc_update) - -#endif /* GL_NV_texture_compression_s3tc_update */ - -/* --------------------- GL_NV_texture_compression_vtc --------------------- */ - -#ifndef GL_NV_texture_compression_vtc -#define GL_NV_texture_compression_vtc 1 - -#define GLEW_NV_texture_compression_vtc GLEW_GET_VAR(__GLEW_NV_texture_compression_vtc) - -#endif /* GL_NV_texture_compression_vtc */ - -/* ----------------------- GL_NV_texture_env_combine4 ---------------------- */ - -#ifndef GL_NV_texture_env_combine4 -#define GL_NV_texture_env_combine4 1 - -#define GL_COMBINE4_NV 0x8503 -#define GL_SOURCE3_RGB_NV 0x8583 -#define GL_SOURCE3_ALPHA_NV 0x858B -#define GL_OPERAND3_RGB_NV 0x8593 -#define GL_OPERAND3_ALPHA_NV 0x859B - -#define GLEW_NV_texture_env_combine4 GLEW_GET_VAR(__GLEW_NV_texture_env_combine4) - -#endif /* GL_NV_texture_env_combine4 */ - -/* ---------------------- GL_NV_texture_expand_normal ---------------------- */ - -#ifndef GL_NV_texture_expand_normal -#define GL_NV_texture_expand_normal 1 - -#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F - -#define GLEW_NV_texture_expand_normal GLEW_GET_VAR(__GLEW_NV_texture_expand_normal) - -#endif /* GL_NV_texture_expand_normal */ - -/* ----------------------- GL_NV_texture_multisample ----------------------- */ - -#ifndef GL_NV_texture_multisample -#define GL_NV_texture_multisample 1 - -#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045 -#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046 - -typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); -typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); - -#define glTexImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage2DMultisampleCoverageNV) -#define glTexImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage3DMultisampleCoverageNV) -#define glTextureImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage2DMultisampleCoverageNV) -#define glTextureImage2DMultisampleNV GLEW_GET_FUN(__glewTextureImage2DMultisampleNV) -#define glTextureImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage3DMultisampleCoverageNV) -#define glTextureImage3DMultisampleNV GLEW_GET_FUN(__glewTextureImage3DMultisampleNV) - -#define GLEW_NV_texture_multisample GLEW_GET_VAR(__GLEW_NV_texture_multisample) - -#endif /* GL_NV_texture_multisample */ - -/* ---------------------- GL_NV_texture_npot_2D_mipmap --------------------- */ - -#ifndef GL_NV_texture_npot_2D_mipmap -#define GL_NV_texture_npot_2D_mipmap 1 - -#define GLEW_NV_texture_npot_2D_mipmap GLEW_GET_VAR(__GLEW_NV_texture_npot_2D_mipmap) - -#endif /* GL_NV_texture_npot_2D_mipmap */ - -/* ------------------------ GL_NV_texture_rectangle ------------------------ */ - -#ifndef GL_NV_texture_rectangle -#define GL_NV_texture_rectangle 1 - -#define GL_TEXTURE_RECTANGLE_NV 0x84F5 -#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6 -#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7 -#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8 - -#define GLEW_NV_texture_rectangle GLEW_GET_VAR(__GLEW_NV_texture_rectangle) - -#endif /* GL_NV_texture_rectangle */ - -/* ------------------- GL_NV_texture_rectangle_compressed ------------------ */ - -#ifndef GL_NV_texture_rectangle_compressed -#define GL_NV_texture_rectangle_compressed 1 - -#define GLEW_NV_texture_rectangle_compressed GLEW_GET_VAR(__GLEW_NV_texture_rectangle_compressed) - -#endif /* GL_NV_texture_rectangle_compressed */ - -/* -------------------------- GL_NV_texture_shader ------------------------- */ - -#ifndef GL_NV_texture_shader -#define GL_NV_texture_shader 1 - -#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C -#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D -#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E -#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9 -#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA -#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB -#define GL_DSDT_MAG_INTENSITY_NV 0x86DC -#define GL_SHADER_CONSISTENT_NV 0x86DD -#define GL_TEXTURE_SHADER_NV 0x86DE -#define GL_SHADER_OPERATION_NV 0x86DF -#define GL_CULL_MODES_NV 0x86E0 -#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1 -#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 -#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2 -#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2 -#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3 -#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3 -#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 -#define GL_CONST_EYE_NV 0x86E5 -#define GL_PASS_THROUGH_NV 0x86E6 -#define GL_CULL_FRAGMENT_NV 0x86E7 -#define GL_OFFSET_TEXTURE_2D_NV 0x86E8 -#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9 -#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA -#define GL_DOT_PRODUCT_NV 0x86EC -#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED -#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE -#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0 -#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1 -#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2 -#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3 -#define GL_HILO_NV 0x86F4 -#define GL_DSDT_NV 0x86F5 -#define GL_DSDT_MAG_NV 0x86F6 -#define GL_DSDT_MAG_VIB_NV 0x86F7 -#define GL_HILO16_NV 0x86F8 -#define GL_SIGNED_HILO_NV 0x86F9 -#define GL_SIGNED_HILO16_NV 0x86FA -#define GL_SIGNED_RGBA_NV 0x86FB -#define GL_SIGNED_RGBA8_NV 0x86FC -#define GL_SIGNED_RGB_NV 0x86FE -#define GL_SIGNED_RGB8_NV 0x86FF -#define GL_SIGNED_LUMINANCE_NV 0x8701 -#define GL_SIGNED_LUMINANCE8_NV 0x8702 -#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 -#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 -#define GL_SIGNED_ALPHA_NV 0x8705 -#define GL_SIGNED_ALPHA8_NV 0x8706 -#define GL_SIGNED_INTENSITY_NV 0x8707 -#define GL_SIGNED_INTENSITY8_NV 0x8708 -#define GL_DSDT8_NV 0x8709 -#define GL_DSDT8_MAG8_NV 0x870A -#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B -#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C -#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D -#define GL_HI_SCALE_NV 0x870E -#define GL_LO_SCALE_NV 0x870F -#define GL_DS_SCALE_NV 0x8710 -#define GL_DT_SCALE_NV 0x8711 -#define GL_MAGNITUDE_SCALE_NV 0x8712 -#define GL_VIBRANCE_SCALE_NV 0x8713 -#define GL_HI_BIAS_NV 0x8714 -#define GL_LO_BIAS_NV 0x8715 -#define GL_DS_BIAS_NV 0x8716 -#define GL_DT_BIAS_NV 0x8717 -#define GL_MAGNITUDE_BIAS_NV 0x8718 -#define GL_VIBRANCE_BIAS_NV 0x8719 -#define GL_TEXTURE_BORDER_VALUES_NV 0x871A -#define GL_TEXTURE_HI_SIZE_NV 0x871B -#define GL_TEXTURE_LO_SIZE_NV 0x871C -#define GL_TEXTURE_DS_SIZE_NV 0x871D -#define GL_TEXTURE_DT_SIZE_NV 0x871E -#define GL_TEXTURE_MAG_SIZE_NV 0x871F - -#define GLEW_NV_texture_shader GLEW_GET_VAR(__GLEW_NV_texture_shader) - -#endif /* GL_NV_texture_shader */ - -/* ------------------------- GL_NV_texture_shader2 ------------------------- */ - -#ifndef GL_NV_texture_shader2 -#define GL_NV_texture_shader2 1 - -#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA -#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB -#define GL_DSDT_MAG_INTENSITY_NV 0x86DC -#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF -#define GL_HILO_NV 0x86F4 -#define GL_DSDT_NV 0x86F5 -#define GL_DSDT_MAG_NV 0x86F6 -#define GL_DSDT_MAG_VIB_NV 0x86F7 -#define GL_HILO16_NV 0x86F8 -#define GL_SIGNED_HILO_NV 0x86F9 -#define GL_SIGNED_HILO16_NV 0x86FA -#define GL_SIGNED_RGBA_NV 0x86FB -#define GL_SIGNED_RGBA8_NV 0x86FC -#define GL_SIGNED_RGB_NV 0x86FE -#define GL_SIGNED_RGB8_NV 0x86FF -#define GL_SIGNED_LUMINANCE_NV 0x8701 -#define GL_SIGNED_LUMINANCE8_NV 0x8702 -#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 -#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 -#define GL_SIGNED_ALPHA_NV 0x8705 -#define GL_SIGNED_ALPHA8_NV 0x8706 -#define GL_SIGNED_INTENSITY_NV 0x8707 -#define GL_SIGNED_INTENSITY8_NV 0x8708 -#define GL_DSDT8_NV 0x8709 -#define GL_DSDT8_MAG8_NV 0x870A -#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B -#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C -#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D - -#define GLEW_NV_texture_shader2 GLEW_GET_VAR(__GLEW_NV_texture_shader2) - -#endif /* GL_NV_texture_shader2 */ - -/* ------------------------- GL_NV_texture_shader3 ------------------------- */ - -#ifndef GL_NV_texture_shader3 -#define GL_NV_texture_shader3 1 - -#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850 -#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851 -#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852 -#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853 -#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854 -#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855 -#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856 -#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857 -#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858 -#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859 -#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A -#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B -#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C -#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D -#define GL_HILO8_NV 0x885E -#define GL_SIGNED_HILO8_NV 0x885F -#define GL_FORCE_BLUE_TO_ONE_NV 0x8860 - -#define GLEW_NV_texture_shader3 GLEW_GET_VAR(__GLEW_NV_texture_shader3) - -#endif /* GL_NV_texture_shader3 */ - -/* ------------------------ GL_NV_transform_feedback ----------------------- */ - -#ifndef GL_NV_transform_feedback -#define GL_NV_transform_feedback 1 - -#define GL_BACK_PRIMARY_COLOR_NV 0x8C77 -#define GL_BACK_SECONDARY_COLOR_NV 0x8C78 -#define GL_TEXTURE_COORD_NV 0x8C79 -#define GL_CLIP_DISTANCE_NV 0x8C7A -#define GL_VERTEX_ID_NV 0x8C7B -#define GL_PRIMITIVE_ID_NV 0x8C7C -#define GL_GENERIC_ATTRIB_NV 0x8C7D -#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E -#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80 -#define GL_ACTIVE_VARYINGS_NV 0x8C81 -#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82 -#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83 -#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84 -#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85 -#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86 -#define GL_PRIMITIVES_GENERATED_NV 0x8C87 -#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88 -#define GL_RASTERIZER_DISCARD_NV 0x8C89 -#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B -#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C -#define GL_SEPARATE_ATTRIBS_NV 0x8C8D -#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E -#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F - -typedef void (GLAPIENTRY * PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name); -typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKNVPROC) (void); -typedef void (GLAPIENTRY * PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location); -typedef GLint (GLAPIENTRY * PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLuint count, const GLint *attribs, GLenum bufferMode); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); - -#define glActiveVaryingNV GLEW_GET_FUN(__glewActiveVaryingNV) -#define glBeginTransformFeedbackNV GLEW_GET_FUN(__glewBeginTransformFeedbackNV) -#define glBindBufferBaseNV GLEW_GET_FUN(__glewBindBufferBaseNV) -#define glBindBufferOffsetNV GLEW_GET_FUN(__glewBindBufferOffsetNV) -#define glBindBufferRangeNV GLEW_GET_FUN(__glewBindBufferRangeNV) -#define glEndTransformFeedbackNV GLEW_GET_FUN(__glewEndTransformFeedbackNV) -#define glGetActiveVaryingNV GLEW_GET_FUN(__glewGetActiveVaryingNV) -#define glGetTransformFeedbackVaryingNV GLEW_GET_FUN(__glewGetTransformFeedbackVaryingNV) -#define glGetVaryingLocationNV GLEW_GET_FUN(__glewGetVaryingLocationNV) -#define glTransformFeedbackAttribsNV GLEW_GET_FUN(__glewTransformFeedbackAttribsNV) -#define glTransformFeedbackVaryingsNV GLEW_GET_FUN(__glewTransformFeedbackVaryingsNV) - -#define GLEW_NV_transform_feedback GLEW_GET_VAR(__GLEW_NV_transform_feedback) - -#endif /* GL_NV_transform_feedback */ - -/* ----------------------- GL_NV_transform_feedback2 ----------------------- */ - -#ifndef GL_NV_transform_feedback2 -#define GL_NV_transform_feedback2 1 - -#define GL_TRANSFORM_FEEDBACK_NV 0x8E22 -#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23 -#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24 -#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25 - -typedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKNVPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSNVPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKNVPROC) (GLenum mode, GLuint id); -typedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSNVPROC) (GLsizei n, GLuint* ids); -typedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKNVPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKNVPROC) (void); -typedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKNVPROC) (void); - -#define glBindTransformFeedbackNV GLEW_GET_FUN(__glewBindTransformFeedbackNV) -#define glDeleteTransformFeedbacksNV GLEW_GET_FUN(__glewDeleteTransformFeedbacksNV) -#define glDrawTransformFeedbackNV GLEW_GET_FUN(__glewDrawTransformFeedbackNV) -#define glGenTransformFeedbacksNV GLEW_GET_FUN(__glewGenTransformFeedbacksNV) -#define glIsTransformFeedbackNV GLEW_GET_FUN(__glewIsTransformFeedbackNV) -#define glPauseTransformFeedbackNV GLEW_GET_FUN(__glewPauseTransformFeedbackNV) -#define glResumeTransformFeedbackNV GLEW_GET_FUN(__glewResumeTransformFeedbackNV) - -#define GLEW_NV_transform_feedback2 GLEW_GET_VAR(__GLEW_NV_transform_feedback2) - -#endif /* GL_NV_transform_feedback2 */ - -/* ------------------ GL_NV_uniform_buffer_unified_memory ------------------ */ - -#ifndef GL_NV_uniform_buffer_unified_memory -#define GL_NV_uniform_buffer_unified_memory 1 - -#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E -#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F -#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370 - -#define GLEW_NV_uniform_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_uniform_buffer_unified_memory) - -#endif /* GL_NV_uniform_buffer_unified_memory */ - -/* -------------------------- GL_NV_vdpau_interop -------------------------- */ - -#ifndef GL_NV_vdpau_interop -#define GL_NV_vdpau_interop 1 - -#define GL_SURFACE_STATE_NV 0x86EB -#define GL_SURFACE_REGISTERED_NV 0x86FD -#define GL_SURFACE_MAPPED_NV 0x8700 -#define GL_WRITE_DISCARD_NV 0x88BE - -typedef GLintptr GLvdpauSurfaceNV; - -typedef void (GLAPIENTRY * PFNGLVDPAUFININVPROC) (void); -typedef void (GLAPIENTRY * PFNGLVDPAUGETSURFACEIVNVPROC) (GLvdpauSurfaceNV surface, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values); -typedef void (GLAPIENTRY * PFNGLVDPAUINITNVPROC) (const void* vdpDevice, const void*getProcAddress); -typedef void (GLAPIENTRY * PFNGLVDPAUISSURFACENVPROC) (GLvdpauSurfaceNV surface); -typedef void (GLAPIENTRY * PFNGLVDPAUMAPSURFACESNVPROC) (GLsizei numSurfaces, const GLvdpauSurfaceNV* surfaces); -typedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); -typedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); -typedef void (GLAPIENTRY * PFNGLVDPAUSURFACEACCESSNVPROC) (GLvdpauSurfaceNV surface, GLenum access); -typedef void (GLAPIENTRY * PFNGLVDPAUUNMAPSURFACESNVPROC) (GLsizei numSurface, const GLvdpauSurfaceNV* surfaces); -typedef void (GLAPIENTRY * PFNGLVDPAUUNREGISTERSURFACENVPROC) (GLvdpauSurfaceNV surface); - -#define glVDPAUFiniNV GLEW_GET_FUN(__glewVDPAUFiniNV) -#define glVDPAUGetSurfaceivNV GLEW_GET_FUN(__glewVDPAUGetSurfaceivNV) -#define glVDPAUInitNV GLEW_GET_FUN(__glewVDPAUInitNV) -#define glVDPAUIsSurfaceNV GLEW_GET_FUN(__glewVDPAUIsSurfaceNV) -#define glVDPAUMapSurfacesNV GLEW_GET_FUN(__glewVDPAUMapSurfacesNV) -#define glVDPAURegisterOutputSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterOutputSurfaceNV) -#define glVDPAURegisterVideoSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterVideoSurfaceNV) -#define glVDPAUSurfaceAccessNV GLEW_GET_FUN(__glewVDPAUSurfaceAccessNV) -#define glVDPAUUnmapSurfacesNV GLEW_GET_FUN(__glewVDPAUUnmapSurfacesNV) -#define glVDPAUUnregisterSurfaceNV GLEW_GET_FUN(__glewVDPAUUnregisterSurfaceNV) - -#define GLEW_NV_vdpau_interop GLEW_GET_VAR(__GLEW_NV_vdpau_interop) - -#endif /* GL_NV_vdpau_interop */ - -/* ------------------------ GL_NV_vertex_array_range ----------------------- */ - -#ifndef GL_NV_vertex_array_range -#define GL_NV_vertex_array_range 1 - -#define GL_VERTEX_ARRAY_RANGE_NV 0x851D -#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E -#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F -#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520 -#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521 - -typedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, void *pointer); - -#define glFlushVertexArrayRangeNV GLEW_GET_FUN(__glewFlushVertexArrayRangeNV) -#define glVertexArrayRangeNV GLEW_GET_FUN(__glewVertexArrayRangeNV) - -#define GLEW_NV_vertex_array_range GLEW_GET_VAR(__GLEW_NV_vertex_array_range) - -#endif /* GL_NV_vertex_array_range */ - -/* ----------------------- GL_NV_vertex_array_range2 ----------------------- */ - -#ifndef GL_NV_vertex_array_range2 -#define GL_NV_vertex_array_range2 1 - -#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533 - -#define GLEW_NV_vertex_array_range2 GLEW_GET_VAR(__GLEW_NV_vertex_array_range2) - -#endif /* GL_NV_vertex_array_range2 */ - -/* ------------------- GL_NV_vertex_attrib_integer_64bit ------------------- */ - -#ifndef GL_NV_vertex_attrib_integer_64bit -#define GL_NV_vertex_attrib_integer_64bit 1 - -#define GL_INT64_NV 0x140E -#define GL_UNSIGNED_INT64_NV 0x140F - -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLI64VNVPROC) (GLuint index, GLenum pname, GLint64EXT* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VNVPROC) (GLuint index, GLenum pname, GLuint64EXT* params); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64NVPROC) (GLuint index, GLint64EXT x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64VNVPROC) (GLuint index, const GLint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64NVPROC) (GLuint index, GLuint64EXT x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VNVPROC) (GLuint index, const GLuint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64VNVPROC) (GLuint index, const GLint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64VNVPROC) (GLuint index, const GLuint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64VNVPROC) (GLuint index, const GLint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64VNVPROC) (GLuint index, const GLuint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64VNVPROC) (GLuint index, const GLint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64VNVPROC) (GLuint index, const GLuint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); - -#define glGetVertexAttribLi64vNV GLEW_GET_FUN(__glewGetVertexAttribLi64vNV) -#define glGetVertexAttribLui64vNV GLEW_GET_FUN(__glewGetVertexAttribLui64vNV) -#define glVertexAttribL1i64NV GLEW_GET_FUN(__glewVertexAttribL1i64NV) -#define glVertexAttribL1i64vNV GLEW_GET_FUN(__glewVertexAttribL1i64vNV) -#define glVertexAttribL1ui64NV GLEW_GET_FUN(__glewVertexAttribL1ui64NV) -#define glVertexAttribL1ui64vNV GLEW_GET_FUN(__glewVertexAttribL1ui64vNV) -#define glVertexAttribL2i64NV GLEW_GET_FUN(__glewVertexAttribL2i64NV) -#define glVertexAttribL2i64vNV GLEW_GET_FUN(__glewVertexAttribL2i64vNV) -#define glVertexAttribL2ui64NV GLEW_GET_FUN(__glewVertexAttribL2ui64NV) -#define glVertexAttribL2ui64vNV GLEW_GET_FUN(__glewVertexAttribL2ui64vNV) -#define glVertexAttribL3i64NV GLEW_GET_FUN(__glewVertexAttribL3i64NV) -#define glVertexAttribL3i64vNV GLEW_GET_FUN(__glewVertexAttribL3i64vNV) -#define glVertexAttribL3ui64NV GLEW_GET_FUN(__glewVertexAttribL3ui64NV) -#define glVertexAttribL3ui64vNV GLEW_GET_FUN(__glewVertexAttribL3ui64vNV) -#define glVertexAttribL4i64NV GLEW_GET_FUN(__glewVertexAttribL4i64NV) -#define glVertexAttribL4i64vNV GLEW_GET_FUN(__glewVertexAttribL4i64vNV) -#define glVertexAttribL4ui64NV GLEW_GET_FUN(__glewVertexAttribL4ui64NV) -#define glVertexAttribL4ui64vNV GLEW_GET_FUN(__glewVertexAttribL4ui64vNV) -#define glVertexAttribLFormatNV GLEW_GET_FUN(__glewVertexAttribLFormatNV) - -#define GLEW_NV_vertex_attrib_integer_64bit GLEW_GET_VAR(__GLEW_NV_vertex_attrib_integer_64bit) - -#endif /* GL_NV_vertex_attrib_integer_64bit */ - -/* ------------------- GL_NV_vertex_buffer_unified_memory ------------------ */ - -#ifndef GL_NV_vertex_buffer_unified_memory -#define GL_NV_vertex_buffer_unified_memory 1 - -#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E -#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F -#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20 -#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21 -#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22 -#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23 -#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24 -#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25 -#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26 -#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27 -#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28 -#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29 -#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A -#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B -#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C -#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D -#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E -#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F -#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30 -#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31 -#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32 -#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33 -#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40 -#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41 -#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42 - -typedef void (GLAPIENTRY * PFNGLBUFFERADDRESSRANGENVPROC) (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); -typedef void (GLAPIENTRY * PFNGLCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLEDGEFLAGFORMATNVPROC) (GLsizei stride); -typedef void (GLAPIENTRY * PFNGLFOGCOORDFORMATNVPROC) (GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT result[]); -typedef void (GLAPIENTRY * PFNGLINDEXFORMATNVPROC) (GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLNORMALFORMATNVPROC) (GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLTEXCOORDFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); - -#define glBufferAddressRangeNV GLEW_GET_FUN(__glewBufferAddressRangeNV) -#define glColorFormatNV GLEW_GET_FUN(__glewColorFormatNV) -#define glEdgeFlagFormatNV GLEW_GET_FUN(__glewEdgeFlagFormatNV) -#define glFogCoordFormatNV GLEW_GET_FUN(__glewFogCoordFormatNV) -#define glGetIntegerui64i_vNV GLEW_GET_FUN(__glewGetIntegerui64i_vNV) -#define glIndexFormatNV GLEW_GET_FUN(__glewIndexFormatNV) -#define glNormalFormatNV GLEW_GET_FUN(__glewNormalFormatNV) -#define glSecondaryColorFormatNV GLEW_GET_FUN(__glewSecondaryColorFormatNV) -#define glTexCoordFormatNV GLEW_GET_FUN(__glewTexCoordFormatNV) -#define glVertexAttribFormatNV GLEW_GET_FUN(__glewVertexAttribFormatNV) -#define glVertexAttribIFormatNV GLEW_GET_FUN(__glewVertexAttribIFormatNV) -#define glVertexFormatNV GLEW_GET_FUN(__glewVertexFormatNV) - -#define GLEW_NV_vertex_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_vertex_buffer_unified_memory) - -#endif /* GL_NV_vertex_buffer_unified_memory */ - -/* -------------------------- GL_NV_vertex_program ------------------------- */ - -#ifndef GL_NV_vertex_program -#define GL_NV_vertex_program 1 - -#define GL_VERTEX_PROGRAM_NV 0x8620 -#define GL_VERTEX_STATE_PROGRAM_NV 0x8621 -#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623 -#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624 -#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625 -#define GL_CURRENT_ATTRIB_NV 0x8626 -#define GL_PROGRAM_LENGTH_NV 0x8627 -#define GL_PROGRAM_STRING_NV 0x8628 -#define GL_MODELVIEW_PROJECTION_NV 0x8629 -#define GL_IDENTITY_NV 0x862A -#define GL_INVERSE_NV 0x862B -#define GL_TRANSPOSE_NV 0x862C -#define GL_INVERSE_TRANSPOSE_NV 0x862D -#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E -#define GL_MAX_TRACK_MATRICES_NV 0x862F -#define GL_MATRIX0_NV 0x8630 -#define GL_MATRIX1_NV 0x8631 -#define GL_MATRIX2_NV 0x8632 -#define GL_MATRIX3_NV 0x8633 -#define GL_MATRIX4_NV 0x8634 -#define GL_MATRIX5_NV 0x8635 -#define GL_MATRIX6_NV 0x8636 -#define GL_MATRIX7_NV 0x8637 -#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640 -#define GL_CURRENT_MATRIX_NV 0x8641 -#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 -#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643 -#define GL_PROGRAM_PARAMETER_NV 0x8644 -#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645 -#define GL_PROGRAM_TARGET_NV 0x8646 -#define GL_PROGRAM_RESIDENT_NV 0x8647 -#define GL_TRACK_MATRIX_NV 0x8648 -#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649 -#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A -#define GL_PROGRAM_ERROR_POSITION_NV 0x864B -#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650 -#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651 -#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652 -#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653 -#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654 -#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655 -#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656 -#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657 -#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658 -#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659 -#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A -#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B -#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C -#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D -#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E -#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F -#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660 -#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661 -#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662 -#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663 -#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664 -#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665 -#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666 -#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667 -#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668 -#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669 -#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A -#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B -#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C -#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D -#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E -#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F -#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670 -#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671 -#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672 -#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673 -#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674 -#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675 -#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676 -#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677 -#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678 -#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679 -#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A -#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B -#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C -#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D -#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E -#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F - -typedef GLboolean (GLAPIENTRY * PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint* ids, GLboolean *residences); -typedef void (GLAPIENTRY * PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte* program); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, void** pointer); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMNVPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte* program); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei n, const GLubyte* v); - -#define glAreProgramsResidentNV GLEW_GET_FUN(__glewAreProgramsResidentNV) -#define glBindProgramNV GLEW_GET_FUN(__glewBindProgramNV) -#define glDeleteProgramsNV GLEW_GET_FUN(__glewDeleteProgramsNV) -#define glExecuteProgramNV GLEW_GET_FUN(__glewExecuteProgramNV) -#define glGenProgramsNV GLEW_GET_FUN(__glewGenProgramsNV) -#define glGetProgramParameterdvNV GLEW_GET_FUN(__glewGetProgramParameterdvNV) -#define glGetProgramParameterfvNV GLEW_GET_FUN(__glewGetProgramParameterfvNV) -#define glGetProgramStringNV GLEW_GET_FUN(__glewGetProgramStringNV) -#define glGetProgramivNV GLEW_GET_FUN(__glewGetProgramivNV) -#define glGetTrackMatrixivNV GLEW_GET_FUN(__glewGetTrackMatrixivNV) -#define glGetVertexAttribPointervNV GLEW_GET_FUN(__glewGetVertexAttribPointervNV) -#define glGetVertexAttribdvNV GLEW_GET_FUN(__glewGetVertexAttribdvNV) -#define glGetVertexAttribfvNV GLEW_GET_FUN(__glewGetVertexAttribfvNV) -#define glGetVertexAttribivNV GLEW_GET_FUN(__glewGetVertexAttribivNV) -#define glIsProgramNV GLEW_GET_FUN(__glewIsProgramNV) -#define glLoadProgramNV GLEW_GET_FUN(__glewLoadProgramNV) -#define glProgramParameter4dNV GLEW_GET_FUN(__glewProgramParameter4dNV) -#define glProgramParameter4dvNV GLEW_GET_FUN(__glewProgramParameter4dvNV) -#define glProgramParameter4fNV GLEW_GET_FUN(__glewProgramParameter4fNV) -#define glProgramParameter4fvNV GLEW_GET_FUN(__glewProgramParameter4fvNV) -#define glProgramParameters4dvNV GLEW_GET_FUN(__glewProgramParameters4dvNV) -#define glProgramParameters4fvNV GLEW_GET_FUN(__glewProgramParameters4fvNV) -#define glRequestResidentProgramsNV GLEW_GET_FUN(__glewRequestResidentProgramsNV) -#define glTrackMatrixNV GLEW_GET_FUN(__glewTrackMatrixNV) -#define glVertexAttrib1dNV GLEW_GET_FUN(__glewVertexAttrib1dNV) -#define glVertexAttrib1dvNV GLEW_GET_FUN(__glewVertexAttrib1dvNV) -#define glVertexAttrib1fNV GLEW_GET_FUN(__glewVertexAttrib1fNV) -#define glVertexAttrib1fvNV GLEW_GET_FUN(__glewVertexAttrib1fvNV) -#define glVertexAttrib1sNV GLEW_GET_FUN(__glewVertexAttrib1sNV) -#define glVertexAttrib1svNV GLEW_GET_FUN(__glewVertexAttrib1svNV) -#define glVertexAttrib2dNV GLEW_GET_FUN(__glewVertexAttrib2dNV) -#define glVertexAttrib2dvNV GLEW_GET_FUN(__glewVertexAttrib2dvNV) -#define glVertexAttrib2fNV GLEW_GET_FUN(__glewVertexAttrib2fNV) -#define glVertexAttrib2fvNV GLEW_GET_FUN(__glewVertexAttrib2fvNV) -#define glVertexAttrib2sNV GLEW_GET_FUN(__glewVertexAttrib2sNV) -#define glVertexAttrib2svNV GLEW_GET_FUN(__glewVertexAttrib2svNV) -#define glVertexAttrib3dNV GLEW_GET_FUN(__glewVertexAttrib3dNV) -#define glVertexAttrib3dvNV GLEW_GET_FUN(__glewVertexAttrib3dvNV) -#define glVertexAttrib3fNV GLEW_GET_FUN(__glewVertexAttrib3fNV) -#define glVertexAttrib3fvNV GLEW_GET_FUN(__glewVertexAttrib3fvNV) -#define glVertexAttrib3sNV GLEW_GET_FUN(__glewVertexAttrib3sNV) -#define glVertexAttrib3svNV GLEW_GET_FUN(__glewVertexAttrib3svNV) -#define glVertexAttrib4dNV GLEW_GET_FUN(__glewVertexAttrib4dNV) -#define glVertexAttrib4dvNV GLEW_GET_FUN(__glewVertexAttrib4dvNV) -#define glVertexAttrib4fNV GLEW_GET_FUN(__glewVertexAttrib4fNV) -#define glVertexAttrib4fvNV GLEW_GET_FUN(__glewVertexAttrib4fvNV) -#define glVertexAttrib4sNV GLEW_GET_FUN(__glewVertexAttrib4sNV) -#define glVertexAttrib4svNV GLEW_GET_FUN(__glewVertexAttrib4svNV) -#define glVertexAttrib4ubNV GLEW_GET_FUN(__glewVertexAttrib4ubNV) -#define glVertexAttrib4ubvNV GLEW_GET_FUN(__glewVertexAttrib4ubvNV) -#define glVertexAttribPointerNV GLEW_GET_FUN(__glewVertexAttribPointerNV) -#define glVertexAttribs1dvNV GLEW_GET_FUN(__glewVertexAttribs1dvNV) -#define glVertexAttribs1fvNV GLEW_GET_FUN(__glewVertexAttribs1fvNV) -#define glVertexAttribs1svNV GLEW_GET_FUN(__glewVertexAttribs1svNV) -#define glVertexAttribs2dvNV GLEW_GET_FUN(__glewVertexAttribs2dvNV) -#define glVertexAttribs2fvNV GLEW_GET_FUN(__glewVertexAttribs2fvNV) -#define glVertexAttribs2svNV GLEW_GET_FUN(__glewVertexAttribs2svNV) -#define glVertexAttribs3dvNV GLEW_GET_FUN(__glewVertexAttribs3dvNV) -#define glVertexAttribs3fvNV GLEW_GET_FUN(__glewVertexAttribs3fvNV) -#define glVertexAttribs3svNV GLEW_GET_FUN(__glewVertexAttribs3svNV) -#define glVertexAttribs4dvNV GLEW_GET_FUN(__glewVertexAttribs4dvNV) -#define glVertexAttribs4fvNV GLEW_GET_FUN(__glewVertexAttribs4fvNV) -#define glVertexAttribs4svNV GLEW_GET_FUN(__glewVertexAttribs4svNV) -#define glVertexAttribs4ubvNV GLEW_GET_FUN(__glewVertexAttribs4ubvNV) - -#define GLEW_NV_vertex_program GLEW_GET_VAR(__GLEW_NV_vertex_program) - -#endif /* GL_NV_vertex_program */ - -/* ------------------------ GL_NV_vertex_program1_1 ------------------------ */ - -#ifndef GL_NV_vertex_program1_1 -#define GL_NV_vertex_program1_1 1 - -#define GLEW_NV_vertex_program1_1 GLEW_GET_VAR(__GLEW_NV_vertex_program1_1) - -#endif /* GL_NV_vertex_program1_1 */ - -/* ------------------------- GL_NV_vertex_program2 ------------------------- */ - -#ifndef GL_NV_vertex_program2 -#define GL_NV_vertex_program2 1 - -#define GLEW_NV_vertex_program2 GLEW_GET_VAR(__GLEW_NV_vertex_program2) - -#endif /* GL_NV_vertex_program2 */ - -/* ---------------------- GL_NV_vertex_program2_option --------------------- */ - -#ifndef GL_NV_vertex_program2_option -#define GL_NV_vertex_program2_option 1 - -#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 -#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 - -#define GLEW_NV_vertex_program2_option GLEW_GET_VAR(__GLEW_NV_vertex_program2_option) - -#endif /* GL_NV_vertex_program2_option */ - -/* ------------------------- GL_NV_vertex_program3 ------------------------- */ - -#ifndef GL_NV_vertex_program3 -#define GL_NV_vertex_program3 1 - -#define MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C - -#define GLEW_NV_vertex_program3 GLEW_GET_VAR(__GLEW_NV_vertex_program3) - -#endif /* GL_NV_vertex_program3 */ - -/* ------------------------- GL_NV_vertex_program4 ------------------------- */ - -#ifndef GL_NV_vertex_program4 -#define GL_NV_vertex_program4 1 - -#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD - -#define GLEW_NV_vertex_program4 GLEW_GET_VAR(__GLEW_NV_vertex_program4) - -#endif /* GL_NV_vertex_program4 */ - -/* -------------------------- GL_NV_video_capture -------------------------- */ - -#ifndef GL_NV_video_capture -#define GL_NV_video_capture 1 - -#define GL_VIDEO_BUFFER_NV 0x9020 -#define GL_VIDEO_BUFFER_BINDING_NV 0x9021 -#define GL_FIELD_UPPER_NV 0x9022 -#define GL_FIELD_LOWER_NV 0x9023 -#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024 -#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025 -#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026 -#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027 -#define GL_VIDEO_BUFFER_PITCH_NV 0x9028 -#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029 -#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A -#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B -#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C -#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D -#define GL_PARTIAL_SUCCESS_NV 0x902E -#define GL_SUCCESS_NV 0x902F -#define GL_FAILURE_NV 0x9030 -#define GL_YCBYCR8_422_NV 0x9031 -#define GL_YCBAYCR8A_4224_NV 0x9032 -#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033 -#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034 -#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035 -#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036 -#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037 -#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038 -#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039 -#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A -#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B -#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C - -typedef void (GLAPIENTRY * PFNGLBEGINVIDEOCAPTURENVPROC) (GLuint video_capture_slot); -typedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); -typedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); -typedef void (GLAPIENTRY * PFNGLENDVIDEOCAPTURENVPROC) (GLuint video_capture_slot); -typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTUREIVNVPROC) (GLuint video_capture_slot, GLenum pname, GLint* params); -typedef GLenum (GLAPIENTRY * PFNGLVIDEOCAPTURENVPROC) (GLuint video_capture_slot, GLuint* sequence_num, GLuint64EXT *capture_time); -typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint* params); - -#define glBeginVideoCaptureNV GLEW_GET_FUN(__glewBeginVideoCaptureNV) -#define glBindVideoCaptureStreamBufferNV GLEW_GET_FUN(__glewBindVideoCaptureStreamBufferNV) -#define glBindVideoCaptureStreamTextureNV GLEW_GET_FUN(__glewBindVideoCaptureStreamTextureNV) -#define glEndVideoCaptureNV GLEW_GET_FUN(__glewEndVideoCaptureNV) -#define glGetVideoCaptureStreamdvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamdvNV) -#define glGetVideoCaptureStreamfvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamfvNV) -#define glGetVideoCaptureStreamivNV GLEW_GET_FUN(__glewGetVideoCaptureStreamivNV) -#define glGetVideoCaptureivNV GLEW_GET_FUN(__glewGetVideoCaptureivNV) -#define glVideoCaptureNV GLEW_GET_FUN(__glewVideoCaptureNV) -#define glVideoCaptureStreamParameterdvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterdvNV) -#define glVideoCaptureStreamParameterfvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterfvNV) -#define glVideoCaptureStreamParameterivNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterivNV) - -#define GLEW_NV_video_capture GLEW_GET_VAR(__GLEW_NV_video_capture) - -#endif /* GL_NV_video_capture */ - -/* -------------------------- GL_NV_viewport_array ------------------------- */ - -#ifndef GL_NV_viewport_array -#define GL_NV_viewport_array 1 - -#define GL_DEPTH_RANGE 0x0B70 -#define GL_VIEWPORT 0x0BA2 -#define GL_SCISSOR_BOX 0x0C10 -#define GL_SCISSOR_TEST 0x0C11 -#define GL_MAX_VIEWPORTS_NV 0x825B -#define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C -#define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D -#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F - -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYFVNVPROC) (GLuint first, GLsizei count, const GLfloat * v); -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDFNVPROC) (GLuint index, GLfloat n, GLfloat f); -typedef void (GLAPIENTRY * PFNGLDISABLEINVPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEINVPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLGETFLOATI_VNVPROC) (GLenum target, GLuint index, GLfloat* data); -typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINVPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLSCISSORARRAYVNVPROC) (GLuint first, GLsizei count, const GLint * v); -typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDNVPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVNVPROC) (GLuint index, const GLint * v); -typedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVNVPROC) (GLuint first, GLsizei count, const GLfloat * v); -typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); -typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVNVPROC) (GLuint index, const GLfloat * v); - -#define glDepthRangeArrayfvNV GLEW_GET_FUN(__glewDepthRangeArrayfvNV) -#define glDepthRangeIndexedfNV GLEW_GET_FUN(__glewDepthRangeIndexedfNV) -#define glDisableiNV GLEW_GET_FUN(__glewDisableiNV) -#define glEnableiNV GLEW_GET_FUN(__glewEnableiNV) -#define glGetFloati_vNV GLEW_GET_FUN(__glewGetFloati_vNV) -#define glIsEnablediNV GLEW_GET_FUN(__glewIsEnablediNV) -#define glScissorArrayvNV GLEW_GET_FUN(__glewScissorArrayvNV) -#define glScissorIndexedNV GLEW_GET_FUN(__glewScissorIndexedNV) -#define glScissorIndexedvNV GLEW_GET_FUN(__glewScissorIndexedvNV) -#define glViewportArrayvNV GLEW_GET_FUN(__glewViewportArrayvNV) -#define glViewportIndexedfNV GLEW_GET_FUN(__glewViewportIndexedfNV) -#define glViewportIndexedfvNV GLEW_GET_FUN(__glewViewportIndexedfvNV) - -#define GLEW_NV_viewport_array GLEW_GET_VAR(__GLEW_NV_viewport_array) - -#endif /* GL_NV_viewport_array */ - -/* ------------------------- GL_NV_viewport_array2 ------------------------- */ - -#ifndef GL_NV_viewport_array2 -#define GL_NV_viewport_array2 1 - -#define GLEW_NV_viewport_array2 GLEW_GET_VAR(__GLEW_NV_viewport_array2) - -#endif /* GL_NV_viewport_array2 */ - -/* ------------------------- GL_NV_viewport_swizzle ------------------------ */ - -#ifndef GL_NV_viewport_swizzle -#define GL_NV_viewport_swizzle 1 - -#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 -#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 -#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 -#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 -#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 -#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 -#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 -#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 -#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 -#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 -#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A -#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B - -typedef void (GLAPIENTRY * PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); - -#define glViewportSwizzleNV GLEW_GET_FUN(__glewViewportSwizzleNV) - -#define GLEW_NV_viewport_swizzle GLEW_GET_VAR(__GLEW_NV_viewport_swizzle) - -#endif /* GL_NV_viewport_swizzle */ - -/* ------------------------ GL_OES_byte_coordinates ------------------------ */ - -#ifndef GL_OES_byte_coordinates -#define GL_OES_byte_coordinates 1 - -#define GLEW_OES_byte_coordinates GLEW_GET_VAR(__GLEW_OES_byte_coordinates) - -#endif /* GL_OES_byte_coordinates */ - -/* ---------------------------- GL_OML_interlace --------------------------- */ - -#ifndef GL_OML_interlace -#define GL_OML_interlace 1 - -#define GL_INTERLACE_OML 0x8980 -#define GL_INTERLACE_READ_OML 0x8981 - -#define GLEW_OML_interlace GLEW_GET_VAR(__GLEW_OML_interlace) - -#endif /* GL_OML_interlace */ - -/* ---------------------------- GL_OML_resample ---------------------------- */ - -#ifndef GL_OML_resample -#define GL_OML_resample 1 - -#define GL_PACK_RESAMPLE_OML 0x8984 -#define GL_UNPACK_RESAMPLE_OML 0x8985 -#define GL_RESAMPLE_REPLICATE_OML 0x8986 -#define GL_RESAMPLE_ZERO_FILL_OML 0x8987 -#define GL_RESAMPLE_AVERAGE_OML 0x8988 -#define GL_RESAMPLE_DECIMATE_OML 0x8989 - -#define GLEW_OML_resample GLEW_GET_VAR(__GLEW_OML_resample) - -#endif /* GL_OML_resample */ - -/* ---------------------------- GL_OML_subsample --------------------------- */ - -#ifndef GL_OML_subsample -#define GL_OML_subsample 1 - -#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982 -#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983 - -#define GLEW_OML_subsample GLEW_GET_VAR(__GLEW_OML_subsample) - -#endif /* GL_OML_subsample */ - -/* ---------------------------- GL_OVR_multiview --------------------------- */ - -#ifndef GL_OVR_multiview -#define GL_OVR_multiview 1 - -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 -#define GL_MAX_VIEWS_OVR 0x9631 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 -#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); - -#define glFramebufferTextureMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultiviewOVR) - -#define GLEW_OVR_multiview GLEW_GET_VAR(__GLEW_OVR_multiview) - -#endif /* GL_OVR_multiview */ - -/* --------------------------- GL_OVR_multiview2 --------------------------- */ - -#ifndef GL_OVR_multiview2 -#define GL_OVR_multiview2 1 - -#define GLEW_OVR_multiview2 GLEW_GET_VAR(__GLEW_OVR_multiview2) - -#endif /* GL_OVR_multiview2 */ - -/* ------------ GL_OVR_multiview_multisampled_render_to_texture ------------ */ - -#ifndef GL_OVR_multiview_multisampled_render_to_texture -#define GL_OVR_multiview_multisampled_render_to_texture 1 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews); - -#define glFramebufferTextureMultisampleMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultisampleMultiviewOVR) - -#define GLEW_OVR_multiview_multisampled_render_to_texture GLEW_GET_VAR(__GLEW_OVR_multiview_multisampled_render_to_texture) - -#endif /* GL_OVR_multiview_multisampled_render_to_texture */ - -/* --------------------------- GL_PGI_misc_hints --------------------------- */ - -#ifndef GL_PGI_misc_hints -#define GL_PGI_misc_hints 1 - -#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 107000 -#define GL_CONSERVE_MEMORY_HINT_PGI 107005 -#define GL_RECLAIM_MEMORY_HINT_PGI 107006 -#define GL_NATIVE_GRAPHICS_HANDLE_PGI 107010 -#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 107011 -#define GL_NATIVE_GRAPHICS_END_HINT_PGI 107012 -#define GL_ALWAYS_FAST_HINT_PGI 107020 -#define GL_ALWAYS_SOFT_HINT_PGI 107021 -#define GL_ALLOW_DRAW_OBJ_HINT_PGI 107022 -#define GL_ALLOW_DRAW_WIN_HINT_PGI 107023 -#define GL_ALLOW_DRAW_FRG_HINT_PGI 107024 -#define GL_ALLOW_DRAW_MEM_HINT_PGI 107025 -#define GL_STRICT_DEPTHFUNC_HINT_PGI 107030 -#define GL_STRICT_LIGHTING_HINT_PGI 107031 -#define GL_STRICT_SCISSOR_HINT_PGI 107032 -#define GL_FULL_STIPPLE_HINT_PGI 107033 -#define GL_CLIP_NEAR_HINT_PGI 107040 -#define GL_CLIP_FAR_HINT_PGI 107041 -#define GL_WIDE_LINE_HINT_PGI 107042 -#define GL_BACK_NORMALS_HINT_PGI 107043 - -#define GLEW_PGI_misc_hints GLEW_GET_VAR(__GLEW_PGI_misc_hints) - -#endif /* GL_PGI_misc_hints */ - -/* -------------------------- GL_PGI_vertex_hints -------------------------- */ - -#ifndef GL_PGI_vertex_hints -#define GL_PGI_vertex_hints 1 - -#define GL_VERTEX23_BIT_PGI 0x00000004 -#define GL_VERTEX4_BIT_PGI 0x00000008 -#define GL_COLOR3_BIT_PGI 0x00010000 -#define GL_COLOR4_BIT_PGI 0x00020000 -#define GL_EDGEFLAG_BIT_PGI 0x00040000 -#define GL_INDEX_BIT_PGI 0x00080000 -#define GL_MAT_AMBIENT_BIT_PGI 0x00100000 -#define GL_VERTEX_DATA_HINT_PGI 107050 -#define GL_VERTEX_CONSISTENT_HINT_PGI 107051 -#define GL_MATERIAL_SIDE_HINT_PGI 107052 -#define GL_MAX_VERTEX_HINT_PGI 107053 -#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000 -#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000 -#define GL_MAT_EMISSION_BIT_PGI 0x00800000 -#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000 -#define GL_MAT_SHININESS_BIT_PGI 0x02000000 -#define GL_MAT_SPECULAR_BIT_PGI 0x04000000 -#define GL_NORMAL_BIT_PGI 0x08000000 -#define GL_TEXCOORD1_BIT_PGI 0x10000000 -#define GL_TEXCOORD2_BIT_PGI 0x20000000 -#define GL_TEXCOORD3_BIT_PGI 0x40000000 -#define GL_TEXCOORD4_BIT_PGI 0x80000000 - -#define GLEW_PGI_vertex_hints GLEW_GET_VAR(__GLEW_PGI_vertex_hints) - -#endif /* GL_PGI_vertex_hints */ - -/* --------------------------- GL_QCOM_alpha_test -------------------------- */ - -#ifndef GL_QCOM_alpha_test -#define GL_QCOM_alpha_test 1 - -#define GL_ALPHA_TEST_QCOM 0x0BC0 -#define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1 -#define GL_ALPHA_TEST_REF_QCOM 0x0BC2 - -typedef void (GLAPIENTRY * PFNGLALPHAFUNCQCOMPROC) (GLenum func, GLclampf ref); - -#define glAlphaFuncQCOM GLEW_GET_FUN(__glewAlphaFuncQCOM) - -#define GLEW_QCOM_alpha_test GLEW_GET_VAR(__GLEW_QCOM_alpha_test) - -#endif /* GL_QCOM_alpha_test */ - -/* ------------------------ GL_QCOM_binning_control ------------------------ */ - -#ifndef GL_QCOM_binning_control -#define GL_QCOM_binning_control 1 - -#define GL_DONT_CARE 0x1100 -#define GL_BINNING_CONTROL_HINT_QCOM 0x8FB0 -#define GL_CPU_OPTIMIZED_QCOM 0x8FB1 -#define GL_GPU_OPTIMIZED_QCOM 0x8FB2 -#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3 - -#define GLEW_QCOM_binning_control GLEW_GET_VAR(__GLEW_QCOM_binning_control) - -#endif /* GL_QCOM_binning_control */ - -/* ------------------------- GL_QCOM_driver_control ------------------------ */ - -#ifndef GL_QCOM_driver_control -#define GL_QCOM_driver_control 1 - -typedef void (GLAPIENTRY * PFNGLDISABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); -typedef void (GLAPIENTRY * PFNGLENABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); -typedef void (GLAPIENTRY * PFNGLGETDRIVERCONTROLSTRINGQCOMPROC) (GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar *driverControlString); -typedef void (GLAPIENTRY * PFNGLGETDRIVERCONTROLSQCOMPROC) (GLint* num, GLsizei size, GLuint *driverControls); - -#define glDisableDriverControlQCOM GLEW_GET_FUN(__glewDisableDriverControlQCOM) -#define glEnableDriverControlQCOM GLEW_GET_FUN(__glewEnableDriverControlQCOM) -#define glGetDriverControlStringQCOM GLEW_GET_FUN(__glewGetDriverControlStringQCOM) -#define glGetDriverControlsQCOM GLEW_GET_FUN(__glewGetDriverControlsQCOM) - -#define GLEW_QCOM_driver_control GLEW_GET_VAR(__GLEW_QCOM_driver_control) - -#endif /* GL_QCOM_driver_control */ - -/* -------------------------- GL_QCOM_extended_get ------------------------- */ - -#ifndef GL_QCOM_extended_get -#define GL_QCOM_extended_get 1 - -#define GL_TEXTURE_WIDTH_QCOM 0x8BD2 -#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3 -#define GL_TEXTURE_DEPTH_QCOM 0x8BD4 -#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5 -#define GL_TEXTURE_FORMAT_QCOM 0x8BD6 -#define GL_TEXTURE_TYPE_QCOM 0x8BD7 -#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8 -#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9 -#define GL_TEXTURE_TARGET_QCOM 0x8BDA -#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB -#define GL_STATE_RESTORE 0x8BDC - -typedef void (GLAPIENTRY * PFNGLEXTGETBUFFERPOINTERVQCOMPROC) (GLenum target, void** params); -typedef void (GLAPIENTRY * PFNGLEXTGETBUFFERSQCOMPROC) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers); -typedef void (GLAPIENTRY * PFNGLEXTGETFRAMEBUFFERSQCOMPROC) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers); -typedef void (GLAPIENTRY * PFNGLEXTGETRENDERBUFFERSQCOMPROC) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers); -typedef void (GLAPIENTRY * PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLEXTGETTEXSUBIMAGEQCOMPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels); -typedef void (GLAPIENTRY * PFNGLEXTGETTEXTURESQCOMPROC) (GLuint* textures, GLint maxTextures, GLint* numTextures); -typedef void (GLAPIENTRY * PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC) (GLenum target, GLenum pname, GLint param); - -#define glExtGetBufferPointervQCOM GLEW_GET_FUN(__glewExtGetBufferPointervQCOM) -#define glExtGetBuffersQCOM GLEW_GET_FUN(__glewExtGetBuffersQCOM) -#define glExtGetFramebuffersQCOM GLEW_GET_FUN(__glewExtGetFramebuffersQCOM) -#define glExtGetRenderbuffersQCOM GLEW_GET_FUN(__glewExtGetRenderbuffersQCOM) -#define glExtGetTexLevelParameterivQCOM GLEW_GET_FUN(__glewExtGetTexLevelParameterivQCOM) -#define glExtGetTexSubImageQCOM GLEW_GET_FUN(__glewExtGetTexSubImageQCOM) -#define glExtGetTexturesQCOM GLEW_GET_FUN(__glewExtGetTexturesQCOM) -#define glExtTexObjectStateOverrideiQCOM GLEW_GET_FUN(__glewExtTexObjectStateOverrideiQCOM) - -#define GLEW_QCOM_extended_get GLEW_GET_VAR(__GLEW_QCOM_extended_get) - -#endif /* GL_QCOM_extended_get */ - -/* ------------------------- GL_QCOM_extended_get2 ------------------------- */ - -#ifndef GL_QCOM_extended_get2 -#define GL_QCOM_extended_get2 1 - -typedef void (GLAPIENTRY * PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC) (GLuint program, GLenum shadertype, GLchar* source, GLint* length); -typedef void (GLAPIENTRY * PFNGLEXTGETPROGRAMSQCOMPROC) (GLuint* programs, GLint maxPrograms, GLint* numPrograms); -typedef void (GLAPIENTRY * PFNGLEXTGETSHADERSQCOMPROC) (GLuint* shaders, GLint maxShaders, GLint* numShaders); -typedef GLboolean (GLAPIENTRY * PFNGLEXTISPROGRAMBINARYQCOMPROC) (GLuint program); - -#define glExtGetProgramBinarySourceQCOM GLEW_GET_FUN(__glewExtGetProgramBinarySourceQCOM) -#define glExtGetProgramsQCOM GLEW_GET_FUN(__glewExtGetProgramsQCOM) -#define glExtGetShadersQCOM GLEW_GET_FUN(__glewExtGetShadersQCOM) -#define glExtIsProgramBinaryQCOM GLEW_GET_FUN(__glewExtIsProgramBinaryQCOM) - -#define GLEW_QCOM_extended_get2 GLEW_GET_VAR(__GLEW_QCOM_extended_get2) - -#endif /* GL_QCOM_extended_get2 */ - -/* ---------------------- GL_QCOM_framebuffer_foveated --------------------- */ - -#ifndef GL_QCOM_framebuffer_foveated -#define GL_QCOM_framebuffer_foveated 1 - -#define GL_FOVEATION_ENABLE_BIT_QCOM 0x1 -#define GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM 0x2 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC) (GLuint fbo, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint* providedFeatures); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC) (GLuint fbo, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); - -#define glFramebufferFoveationConfigQCOM GLEW_GET_FUN(__glewFramebufferFoveationConfigQCOM) -#define glFramebufferFoveationParametersQCOM GLEW_GET_FUN(__glewFramebufferFoveationParametersQCOM) - -#define GLEW_QCOM_framebuffer_foveated GLEW_GET_VAR(__GLEW_QCOM_framebuffer_foveated) - -#endif /* GL_QCOM_framebuffer_foveated */ - -/* ---------------------- GL_QCOM_perfmon_global_mode ---------------------- */ - -#ifndef GL_QCOM_perfmon_global_mode -#define GL_QCOM_perfmon_global_mode 1 - -#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0 - -#define GLEW_QCOM_perfmon_global_mode GLEW_GET_VAR(__GLEW_QCOM_perfmon_global_mode) - -#endif /* GL_QCOM_perfmon_global_mode */ - -/* -------------- GL_QCOM_shader_framebuffer_fetch_noncoherent ------------- */ - -#ifndef GL_QCOM_shader_framebuffer_fetch_noncoherent -#define GL_QCOM_shader_framebuffer_fetch_noncoherent 1 - -#define GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM 0x96A2 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC) (void); - -#define glFramebufferFetchBarrierQCOM GLEW_GET_FUN(__glewFramebufferFetchBarrierQCOM) - -#define GLEW_QCOM_shader_framebuffer_fetch_noncoherent GLEW_GET_VAR(__GLEW_QCOM_shader_framebuffer_fetch_noncoherent) - -#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */ - -/* ------------------------ GL_QCOM_tiled_rendering ------------------------ */ - -#ifndef GL_QCOM_tiled_rendering -#define GL_QCOM_tiled_rendering 1 - -#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001 -#define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002 -#define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004 -#define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008 -#define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010 -#define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020 -#define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040 -#define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080 -#define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100 -#define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200 -#define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400 -#define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800 -#define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000 -#define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000 -#define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000 -#define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000 -#define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000 -#define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000 -#define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000 -#define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000 -#define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000 -#define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000 -#define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000 -#define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000 -#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000 -#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000 -#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000 -#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000 -#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000 -#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000 -#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000 -#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000 - -typedef void (GLAPIENTRY * PFNGLENDTILINGQCOMPROC) (GLbitfield preserveMask); -typedef void (GLAPIENTRY * PFNGLSTARTTILINGQCOMPROC) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); - -#define glEndTilingQCOM GLEW_GET_FUN(__glewEndTilingQCOM) -#define glStartTilingQCOM GLEW_GET_FUN(__glewStartTilingQCOM) - -#define GLEW_QCOM_tiled_rendering GLEW_GET_VAR(__GLEW_QCOM_tiled_rendering) - -#endif /* GL_QCOM_tiled_rendering */ - -/* ---------------------- GL_QCOM_writeonly_rendering ---------------------- */ - -#ifndef GL_QCOM_writeonly_rendering -#define GL_QCOM_writeonly_rendering 1 - -#define GL_WRITEONLY_RENDERING_QCOM 0x8823 - -#define GLEW_QCOM_writeonly_rendering GLEW_GET_VAR(__GLEW_QCOM_writeonly_rendering) - -#endif /* GL_QCOM_writeonly_rendering */ - -/* ---------------------- GL_REGAL_ES1_0_compatibility --------------------- */ - -#ifndef GL_REGAL_ES1_0_compatibility -#define GL_REGAL_ES1_0_compatibility 1 - -typedef int GLclampx; - -typedef void (GLAPIENTRY * PFNGLALPHAFUNCXPROC) (GLenum func, GLclampx ref); -typedef void (GLAPIENTRY * PFNGLCLEARCOLORXPROC) (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha); -typedef void (GLAPIENTRY * PFNGLCLEARDEPTHXPROC) (GLclampx depth); -typedef void (GLAPIENTRY * PFNGLCOLOR4XPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEXPROC) (GLclampx zNear, GLclampx zFar); -typedef void (GLAPIENTRY * PFNGLFOGXPROC) (GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLFOGXVPROC) (GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLFRUSTUMFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); -typedef void (GLAPIENTRY * PFNGLFRUSTUMXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); -typedef void (GLAPIENTRY * PFNGLLIGHTMODELXPROC) (GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLLIGHTMODELXVPROC) (GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLLIGHTXPROC) (GLenum light, GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLLIGHTXVPROC) (GLenum light, GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLLINEWIDTHXPROC) (GLfixed width); -typedef void (GLAPIENTRY * PFNGLLOADMATRIXXPROC) (const GLfixed* m); -typedef void (GLAPIENTRY * PFNGLMATERIALXPROC) (GLenum face, GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLMATERIALXVPROC) (GLenum face, GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLMULTMATRIXXPROC) (const GLfixed* m); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4XPROC) (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q); -typedef void (GLAPIENTRY * PFNGLNORMAL3XPROC) (GLfixed nx, GLfixed ny, GLfixed nz); -typedef void (GLAPIENTRY * PFNGLORTHOFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); -typedef void (GLAPIENTRY * PFNGLORTHOXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); -typedef void (GLAPIENTRY * PFNGLPOINTSIZEXPROC) (GLfixed size); -typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETXPROC) (GLfixed factor, GLfixed units); -typedef void (GLAPIENTRY * PFNGLROTATEXPROC) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z); -typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEXPROC) (GLclampx value, GLboolean invert); -typedef void (GLAPIENTRY * PFNGLSCALEXPROC) (GLfixed x, GLfixed y, GLfixed z); -typedef void (GLAPIENTRY * PFNGLTEXENVXPROC) (GLenum target, GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLTEXENVXVPROC) (GLenum target, GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERXPROC) (GLenum target, GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLTRANSLATEXPROC) (GLfixed x, GLfixed y, GLfixed z); - -#define glAlphaFuncx GLEW_GET_FUN(__glewAlphaFuncx) -#define glClearColorx GLEW_GET_FUN(__glewClearColorx) -#define glClearDepthx GLEW_GET_FUN(__glewClearDepthx) -#define glColor4x GLEW_GET_FUN(__glewColor4x) -#define glDepthRangex GLEW_GET_FUN(__glewDepthRangex) -#define glFogx GLEW_GET_FUN(__glewFogx) -#define glFogxv GLEW_GET_FUN(__glewFogxv) -#define glFrustumf GLEW_GET_FUN(__glewFrustumf) -#define glFrustumx GLEW_GET_FUN(__glewFrustumx) -#define glLightModelx GLEW_GET_FUN(__glewLightModelx) -#define glLightModelxv GLEW_GET_FUN(__glewLightModelxv) -#define glLightx GLEW_GET_FUN(__glewLightx) -#define glLightxv GLEW_GET_FUN(__glewLightxv) -#define glLineWidthx GLEW_GET_FUN(__glewLineWidthx) -#define glLoadMatrixx GLEW_GET_FUN(__glewLoadMatrixx) -#define glMaterialx GLEW_GET_FUN(__glewMaterialx) -#define glMaterialxv GLEW_GET_FUN(__glewMaterialxv) -#define glMultMatrixx GLEW_GET_FUN(__glewMultMatrixx) -#define glMultiTexCoord4x GLEW_GET_FUN(__glewMultiTexCoord4x) -#define glNormal3x GLEW_GET_FUN(__glewNormal3x) -#define glOrthof GLEW_GET_FUN(__glewOrthof) -#define glOrthox GLEW_GET_FUN(__glewOrthox) -#define glPointSizex GLEW_GET_FUN(__glewPointSizex) -#define glPolygonOffsetx GLEW_GET_FUN(__glewPolygonOffsetx) -#define glRotatex GLEW_GET_FUN(__glewRotatex) -#define glSampleCoveragex GLEW_GET_FUN(__glewSampleCoveragex) -#define glScalex GLEW_GET_FUN(__glewScalex) -#define glTexEnvx GLEW_GET_FUN(__glewTexEnvx) -#define glTexEnvxv GLEW_GET_FUN(__glewTexEnvxv) -#define glTexParameterx GLEW_GET_FUN(__glewTexParameterx) -#define glTranslatex GLEW_GET_FUN(__glewTranslatex) - -#define GLEW_REGAL_ES1_0_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_0_compatibility) - -#endif /* GL_REGAL_ES1_0_compatibility */ - -/* ---------------------- GL_REGAL_ES1_1_compatibility --------------------- */ - -#ifndef GL_REGAL_ES1_1_compatibility -#define GL_REGAL_ES1_1_compatibility 1 - -typedef void (GLAPIENTRY * PFNGLCLIPPLANEFPROC) (GLenum plane, const GLfloat* equation); -typedef void (GLAPIENTRY * PFNGLCLIPPLANEXPROC) (GLenum plane, const GLfixed* equation); -typedef void (GLAPIENTRY * PFNGLGETCLIPPLANEFPROC) (GLenum pname, GLfloat eqn[4]); -typedef void (GLAPIENTRY * PFNGLGETCLIPPLANEXPROC) (GLenum pname, GLfixed eqn[4]); -typedef void (GLAPIENTRY * PFNGLGETFIXEDVPROC) (GLenum pname, GLfixed* params); -typedef void (GLAPIENTRY * PFNGLGETLIGHTXVPROC) (GLenum light, GLenum pname, GLfixed* params); -typedef void (GLAPIENTRY * PFNGLGETMATERIALXVPROC) (GLenum face, GLenum pname, GLfixed* params); -typedef void (GLAPIENTRY * PFNGLGETTEXENVXVPROC) (GLenum env, GLenum pname, GLfixed* params); -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERXVPROC) (GLenum target, GLenum pname, GLfixed* params); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXPROC) (GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXVPROC) (GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLPOINTSIZEPOINTEROESPROC) (GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERXVPROC) (GLenum target, GLenum pname, const GLfixed* params); - -#define glClipPlanef GLEW_GET_FUN(__glewClipPlanef) -#define glClipPlanex GLEW_GET_FUN(__glewClipPlanex) -#define glGetClipPlanef GLEW_GET_FUN(__glewGetClipPlanef) -#define glGetClipPlanex GLEW_GET_FUN(__glewGetClipPlanex) -#define glGetFixedv GLEW_GET_FUN(__glewGetFixedv) -#define glGetLightxv GLEW_GET_FUN(__glewGetLightxv) -#define glGetMaterialxv GLEW_GET_FUN(__glewGetMaterialxv) -#define glGetTexEnvxv GLEW_GET_FUN(__glewGetTexEnvxv) -#define glGetTexParameterxv GLEW_GET_FUN(__glewGetTexParameterxv) -#define glPointParameterx GLEW_GET_FUN(__glewPointParameterx) -#define glPointParameterxv GLEW_GET_FUN(__glewPointParameterxv) -#define glPointSizePointerOES GLEW_GET_FUN(__glewPointSizePointerOES) -#define glTexParameterxv GLEW_GET_FUN(__glewTexParameterxv) - -#define GLEW_REGAL_ES1_1_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_1_compatibility) - -#endif /* GL_REGAL_ES1_1_compatibility */ - -/* ---------------------------- GL_REGAL_enable ---------------------------- */ - -#ifndef GL_REGAL_enable -#define GL_REGAL_enable 1 - -#define GL_ERROR_REGAL 0x9322 -#define GL_DEBUG_REGAL 0x9323 -#define GL_LOG_REGAL 0x9324 -#define GL_EMULATION_REGAL 0x9325 -#define GL_DRIVER_REGAL 0x9326 -#define GL_MISSING_REGAL 0x9360 -#define GL_TRACE_REGAL 0x9361 -#define GL_CACHE_REGAL 0x9362 -#define GL_CODE_REGAL 0x9363 -#define GL_STATISTICS_REGAL 0x9364 - -#define GLEW_REGAL_enable GLEW_GET_VAR(__GLEW_REGAL_enable) - -#endif /* GL_REGAL_enable */ - -/* ------------------------- GL_REGAL_error_string ------------------------- */ - -#ifndef GL_REGAL_error_string -#define GL_REGAL_error_string 1 - -typedef const GLchar* (GLAPIENTRY * PFNGLERRORSTRINGREGALPROC) (GLenum error); - -#define glErrorStringREGAL GLEW_GET_FUN(__glewErrorStringREGAL) - -#define GLEW_REGAL_error_string GLEW_GET_VAR(__GLEW_REGAL_error_string) - -#endif /* GL_REGAL_error_string */ - -/* ------------------------ GL_REGAL_extension_query ----------------------- */ - -#ifndef GL_REGAL_extension_query -#define GL_REGAL_extension_query 1 - -typedef GLboolean (GLAPIENTRY * PFNGLGETEXTENSIONREGALPROC) (const GLchar* ext); -typedef GLboolean (GLAPIENTRY * PFNGLISSUPPORTEDREGALPROC) (const GLchar* ext); - -#define glGetExtensionREGAL GLEW_GET_FUN(__glewGetExtensionREGAL) -#define glIsSupportedREGAL GLEW_GET_FUN(__glewIsSupportedREGAL) - -#define GLEW_REGAL_extension_query GLEW_GET_VAR(__GLEW_REGAL_extension_query) - -#endif /* GL_REGAL_extension_query */ - -/* ------------------------------ GL_REGAL_log ----------------------------- */ - -#ifndef GL_REGAL_log -#define GL_REGAL_log 1 - -#define GL_LOG_ERROR_REGAL 0x9319 -#define GL_LOG_WARNING_REGAL 0x931A -#define GL_LOG_INFO_REGAL 0x931B -#define GL_LOG_APP_REGAL 0x931C -#define GL_LOG_DRIVER_REGAL 0x931D -#define GL_LOG_INTERNAL_REGAL 0x931E -#define GL_LOG_DEBUG_REGAL 0x931F -#define GL_LOG_STATUS_REGAL 0x9320 -#define GL_LOG_HTTP_REGAL 0x9321 - -typedef void (APIENTRY *GLLOGPROCREGAL)(GLenum stream, GLsizei length, const GLchar *message, void *context); - -typedef void (GLAPIENTRY * PFNGLLOGMESSAGECALLBACKREGALPROC) (GLLOGPROCREGAL callback); - -#define glLogMessageCallbackREGAL GLEW_GET_FUN(__glewLogMessageCallbackREGAL) - -#define GLEW_REGAL_log GLEW_GET_VAR(__GLEW_REGAL_log) - -#endif /* GL_REGAL_log */ - -/* ------------------------- GL_REGAL_proc_address ------------------------- */ - -#ifndef GL_REGAL_proc_address -#define GL_REGAL_proc_address 1 - -typedef void * (GLAPIENTRY * PFNGLGETPROCADDRESSREGALPROC) (const GLchar *name); - -#define glGetProcAddressREGAL GLEW_GET_FUN(__glewGetProcAddressREGAL) - -#define GLEW_REGAL_proc_address GLEW_GET_VAR(__GLEW_REGAL_proc_address) - -#endif /* GL_REGAL_proc_address */ - -/* ----------------------- GL_REND_screen_coordinates ---------------------- */ - -#ifndef GL_REND_screen_coordinates -#define GL_REND_screen_coordinates 1 - -#define GL_SCREEN_COORDINATES_REND 0x8490 -#define GL_INVERTED_SCREEN_W_REND 0x8491 - -#define GLEW_REND_screen_coordinates GLEW_GET_VAR(__GLEW_REND_screen_coordinates) - -#endif /* GL_REND_screen_coordinates */ - -/* ------------------------------- GL_S3_s3tc ------------------------------ */ - -#ifndef GL_S3_s3tc -#define GL_S3_s3tc 1 - -#define GL_RGB_S3TC 0x83A0 -#define GL_RGB4_S3TC 0x83A1 -#define GL_RGBA_S3TC 0x83A2 -#define GL_RGBA4_S3TC 0x83A3 -#define GL_RGBA_DXT5_S3TC 0x83A4 -#define GL_RGBA4_DXT5_S3TC 0x83A5 - -#define GLEW_S3_s3tc GLEW_GET_VAR(__GLEW_S3_s3tc) - -#endif /* GL_S3_s3tc */ - -/* ------------------------- GL_SGIS_clip_band_hint ------------------------ */ - -#ifndef GL_SGIS_clip_band_hint -#define GL_SGIS_clip_band_hint 1 - -#define GLEW_SGIS_clip_band_hint GLEW_GET_VAR(__GLEW_SGIS_clip_band_hint) - -#endif /* GL_SGIS_clip_band_hint */ - -/* -------------------------- GL_SGIS_color_range -------------------------- */ - -#ifndef GL_SGIS_color_range -#define GL_SGIS_color_range 1 - -#define GL_EXTENDED_RANGE_SGIS 0x85A5 -#define GL_MIN_RED_SGIS 0x85A6 -#define GL_MAX_RED_SGIS 0x85A7 -#define GL_MIN_GREEN_SGIS 0x85A8 -#define GL_MAX_GREEN_SGIS 0x85A9 -#define GL_MIN_BLUE_SGIS 0x85AA -#define GL_MAX_BLUE_SGIS 0x85AB -#define GL_MIN_ALPHA_SGIS 0x85AC -#define GL_MAX_ALPHA_SGIS 0x85AD - -#define GLEW_SGIS_color_range GLEW_GET_VAR(__GLEW_SGIS_color_range) - -#endif /* GL_SGIS_color_range */ - -/* ------------------------- GL_SGIS_detail_texture ------------------------ */ - -#ifndef GL_SGIS_detail_texture -#define GL_SGIS_detail_texture 1 - -typedef void (GLAPIENTRY * PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points); -typedef void (GLAPIENTRY * PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat* points); - -#define glDetailTexFuncSGIS GLEW_GET_FUN(__glewDetailTexFuncSGIS) -#define glGetDetailTexFuncSGIS GLEW_GET_FUN(__glewGetDetailTexFuncSGIS) - -#define GLEW_SGIS_detail_texture GLEW_GET_VAR(__GLEW_SGIS_detail_texture) - -#endif /* GL_SGIS_detail_texture */ - -/* -------------------------- GL_SGIS_fog_function ------------------------- */ - -#ifndef GL_SGIS_fog_function -#define GL_SGIS_fog_function 1 - -typedef void (GLAPIENTRY * PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat* points); -typedef void (GLAPIENTRY * PFNGLGETFOGFUNCSGISPROC) (GLfloat* points); - -#define glFogFuncSGIS GLEW_GET_FUN(__glewFogFuncSGIS) -#define glGetFogFuncSGIS GLEW_GET_FUN(__glewGetFogFuncSGIS) - -#define GLEW_SGIS_fog_function GLEW_GET_VAR(__GLEW_SGIS_fog_function) - -#endif /* GL_SGIS_fog_function */ - -/* ------------------------ GL_SGIS_generate_mipmap ------------------------ */ - -#ifndef GL_SGIS_generate_mipmap -#define GL_SGIS_generate_mipmap 1 - -#define GL_GENERATE_MIPMAP_SGIS 0x8191 -#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192 - -#define GLEW_SGIS_generate_mipmap GLEW_GET_VAR(__GLEW_SGIS_generate_mipmap) - -#endif /* GL_SGIS_generate_mipmap */ - -/* -------------------------- GL_SGIS_line_texgen -------------------------- */ - -#ifndef GL_SGIS_line_texgen -#define GL_SGIS_line_texgen 1 - -#define GLEW_SGIS_line_texgen GLEW_GET_VAR(__GLEW_SGIS_line_texgen) - -#endif /* GL_SGIS_line_texgen */ - -/* -------------------------- GL_SGIS_multisample -------------------------- */ - -#ifndef GL_SGIS_multisample -#define GL_SGIS_multisample 1 - -#define GL_MULTISAMPLE_SGIS 0x809D -#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E -#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F -#define GL_SAMPLE_MASK_SGIS 0x80A0 -#define GL_1PASS_SGIS 0x80A1 -#define GL_2PASS_0_SGIS 0x80A2 -#define GL_2PASS_1_SGIS 0x80A3 -#define GL_4PASS_0_SGIS 0x80A4 -#define GL_4PASS_1_SGIS 0x80A5 -#define GL_4PASS_2_SGIS 0x80A6 -#define GL_4PASS_3_SGIS 0x80A7 -#define GL_SAMPLE_BUFFERS_SGIS 0x80A8 -#define GL_SAMPLES_SGIS 0x80A9 -#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA -#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB -#define GL_SAMPLE_PATTERN_SGIS 0x80AC - -typedef void (GLAPIENTRY * PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert); -typedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern); - -#define glSampleMaskSGIS GLEW_GET_FUN(__glewSampleMaskSGIS) -#define glSamplePatternSGIS GLEW_GET_FUN(__glewSamplePatternSGIS) - -#define GLEW_SGIS_multisample GLEW_GET_VAR(__GLEW_SGIS_multisample) - -#endif /* GL_SGIS_multisample */ - -/* -------------------------- GL_SGIS_multitexture ------------------------- */ - -#ifndef GL_SGIS_multitexture -#define GL_SGIS_multitexture 1 - -#define GL_SELECTED_TEXTURE_SGIS 0x83C0 -#define GL_SELECTED_TEXTURE_COORD_SET_SGIS 0x83C1 -#define GL_SELECTED_TEXTURE_TRANSFORM_SGIS 0x83C2 -#define GL_MAX_TEXTURES_SGIS 0x83C3 -#define GL_MAX_TEXTURE_COORD_SETS_SGIS 0x83C4 -#define GL_TEXTURE_COORD_SET_INTERLEAVE_FACTOR_SGIS 0x83C5 -#define GL_TEXTURE_ENV_COORD_SET_SGIS 0x83C6 -#define GL_TEXTURE0_SGIS 0x83C7 -#define GL_TEXTURE1_SGIS 0x83C8 -#define GL_TEXTURE2_SGIS 0x83C9 -#define GL_TEXTURE3_SGIS 0x83CA - -typedef void (GLAPIENTRY * PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC) (GLint factor); -typedef void (GLAPIENTRY * PFNGLSELECTTEXTURECOORDSETSGISPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLSELECTTEXTURESGISPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLSELECTTEXTURETRANSFORMSGISPROC) (GLenum target); - -#define glInterleavedTextureCoordSetsSGIS GLEW_GET_FUN(__glewInterleavedTextureCoordSetsSGIS) -#define glSelectTextureCoordSetSGIS GLEW_GET_FUN(__glewSelectTextureCoordSetSGIS) -#define glSelectTextureSGIS GLEW_GET_FUN(__glewSelectTextureSGIS) -#define glSelectTextureTransformSGIS GLEW_GET_FUN(__glewSelectTextureTransformSGIS) - -#define GLEW_SGIS_multitexture GLEW_GET_VAR(__GLEW_SGIS_multitexture) - -#endif /* GL_SGIS_multitexture */ - -/* ------------------------- GL_SGIS_pixel_texture ------------------------- */ - -#ifndef GL_SGIS_pixel_texture -#define GL_SGIS_pixel_texture 1 - -#define GLEW_SGIS_pixel_texture GLEW_GET_VAR(__GLEW_SGIS_pixel_texture) - -#endif /* GL_SGIS_pixel_texture */ - -/* ----------------------- GL_SGIS_point_line_texgen ----------------------- */ - -#ifndef GL_SGIS_point_line_texgen -#define GL_SGIS_point_line_texgen 1 - -#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0 -#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1 -#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2 -#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3 -#define GL_EYE_POINT_SGIS 0x81F4 -#define GL_OBJECT_POINT_SGIS 0x81F5 -#define GL_EYE_LINE_SGIS 0x81F6 -#define GL_OBJECT_LINE_SGIS 0x81F7 - -#define GLEW_SGIS_point_line_texgen GLEW_GET_VAR(__GLEW_SGIS_point_line_texgen) - -#endif /* GL_SGIS_point_line_texgen */ - -/* ----------------------- GL_SGIS_shared_multisample ---------------------- */ - -#ifndef GL_SGIS_shared_multisample -#define GL_SGIS_shared_multisample 1 - -typedef void (GLAPIENTRY * PFNGLMULTISAMPLESUBRECTPOSSGISPROC) (GLint x, GLint y); - -#define glMultisampleSubRectPosSGIS GLEW_GET_FUN(__glewMultisampleSubRectPosSGIS) - -#define GLEW_SGIS_shared_multisample GLEW_GET_VAR(__GLEW_SGIS_shared_multisample) - -#endif /* GL_SGIS_shared_multisample */ - -/* ------------------------ GL_SGIS_sharpen_texture ------------------------ */ - -#ifndef GL_SGIS_sharpen_texture -#define GL_SGIS_sharpen_texture 1 - -typedef void (GLAPIENTRY * PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat* points); -typedef void (GLAPIENTRY * PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points); - -#define glGetSharpenTexFuncSGIS GLEW_GET_FUN(__glewGetSharpenTexFuncSGIS) -#define glSharpenTexFuncSGIS GLEW_GET_FUN(__glewSharpenTexFuncSGIS) - -#define GLEW_SGIS_sharpen_texture GLEW_GET_VAR(__GLEW_SGIS_sharpen_texture) - -#endif /* GL_SGIS_sharpen_texture */ - -/* --------------------------- GL_SGIS_texture4D --------------------------- */ - -#ifndef GL_SGIS_texture4D -#define GL_SGIS_texture4D 1 - -typedef void (GLAPIENTRY * PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLenum format, GLenum type, const void *pixels); - -#define glTexImage4DSGIS GLEW_GET_FUN(__glewTexImage4DSGIS) -#define glTexSubImage4DSGIS GLEW_GET_FUN(__glewTexSubImage4DSGIS) - -#define GLEW_SGIS_texture4D GLEW_GET_VAR(__GLEW_SGIS_texture4D) - -#endif /* GL_SGIS_texture4D */ - -/* ---------------------- GL_SGIS_texture_border_clamp --------------------- */ - -#ifndef GL_SGIS_texture_border_clamp -#define GL_SGIS_texture_border_clamp 1 - -#define GL_CLAMP_TO_BORDER_SGIS 0x812D - -#define GLEW_SGIS_texture_border_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_border_clamp) - -#endif /* GL_SGIS_texture_border_clamp */ - -/* ----------------------- GL_SGIS_texture_edge_clamp ---------------------- */ - -#ifndef GL_SGIS_texture_edge_clamp -#define GL_SGIS_texture_edge_clamp 1 - -#define GL_CLAMP_TO_EDGE_SGIS 0x812F - -#define GLEW_SGIS_texture_edge_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_edge_clamp) - -#endif /* GL_SGIS_texture_edge_clamp */ - -/* ------------------------ GL_SGIS_texture_filter4 ------------------------ */ - -#ifndef GL_SGIS_texture_filter4 -#define GL_SGIS_texture_filter4 1 - -typedef void (GLAPIENTRY * PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat* weights); -typedef void (GLAPIENTRY * PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat* weights); - -#define glGetTexFilterFuncSGIS GLEW_GET_FUN(__glewGetTexFilterFuncSGIS) -#define glTexFilterFuncSGIS GLEW_GET_FUN(__glewTexFilterFuncSGIS) - -#define GLEW_SGIS_texture_filter4 GLEW_GET_VAR(__GLEW_SGIS_texture_filter4) - -#endif /* GL_SGIS_texture_filter4 */ - -/* -------------------------- GL_SGIS_texture_lod -------------------------- */ - -#ifndef GL_SGIS_texture_lod -#define GL_SGIS_texture_lod 1 - -#define GL_TEXTURE_MIN_LOD_SGIS 0x813A -#define GL_TEXTURE_MAX_LOD_SGIS 0x813B -#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C -#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D - -#define GLEW_SGIS_texture_lod GLEW_GET_VAR(__GLEW_SGIS_texture_lod) - -#endif /* GL_SGIS_texture_lod */ - -/* ------------------------- GL_SGIS_texture_select ------------------------ */ - -#ifndef GL_SGIS_texture_select -#define GL_SGIS_texture_select 1 - -#define GLEW_SGIS_texture_select GLEW_GET_VAR(__GLEW_SGIS_texture_select) - -#endif /* GL_SGIS_texture_select */ - -/* ----------------------------- GL_SGIX_async ----------------------------- */ - -#ifndef GL_SGIX_async -#define GL_SGIX_async 1 - -#define GL_ASYNC_MARKER_SGIX 0x8329 - -typedef void (GLAPIENTRY * PFNGLASYNCMARKERSGIXPROC) (GLuint marker); -typedef void (GLAPIENTRY * PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range); -typedef GLint (GLAPIENTRY * PFNGLFINISHASYNCSGIXPROC) (GLuint* markerp); -typedef GLuint (GLAPIENTRY * PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range); -typedef GLboolean (GLAPIENTRY * PFNGLISASYNCMARKERSGIXPROC) (GLuint marker); -typedef GLint (GLAPIENTRY * PFNGLPOLLASYNCSGIXPROC) (GLuint* markerp); - -#define glAsyncMarkerSGIX GLEW_GET_FUN(__glewAsyncMarkerSGIX) -#define glDeleteAsyncMarkersSGIX GLEW_GET_FUN(__glewDeleteAsyncMarkersSGIX) -#define glFinishAsyncSGIX GLEW_GET_FUN(__glewFinishAsyncSGIX) -#define glGenAsyncMarkersSGIX GLEW_GET_FUN(__glewGenAsyncMarkersSGIX) -#define glIsAsyncMarkerSGIX GLEW_GET_FUN(__glewIsAsyncMarkerSGIX) -#define glPollAsyncSGIX GLEW_GET_FUN(__glewPollAsyncSGIX) - -#define GLEW_SGIX_async GLEW_GET_VAR(__GLEW_SGIX_async) - -#endif /* GL_SGIX_async */ - -/* ------------------------ GL_SGIX_async_histogram ------------------------ */ - -#ifndef GL_SGIX_async_histogram -#define GL_SGIX_async_histogram 1 - -#define GL_ASYNC_HISTOGRAM_SGIX 0x832C -#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D - -#define GLEW_SGIX_async_histogram GLEW_GET_VAR(__GLEW_SGIX_async_histogram) - -#endif /* GL_SGIX_async_histogram */ - -/* -------------------------- GL_SGIX_async_pixel -------------------------- */ - -#ifndef GL_SGIX_async_pixel -#define GL_SGIX_async_pixel 1 - -#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C -#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D -#define GL_ASYNC_READ_PIXELS_SGIX 0x835E -#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F -#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360 -#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361 - -#define GLEW_SGIX_async_pixel GLEW_GET_VAR(__GLEW_SGIX_async_pixel) - -#endif /* GL_SGIX_async_pixel */ - -/* ----------------------- GL_SGIX_bali_g_instruments ---------------------- */ - -#ifndef GL_SGIX_bali_g_instruments -#define GL_SGIX_bali_g_instruments 1 - -#define GL_BALI_NUM_TRIS_CULLED_INSTRUMENT 0x6080 -#define GL_BALI_NUM_PRIMS_CLIPPED_INSTRUMENT 0x6081 -#define GL_BALI_NUM_PRIMS_REJECT_INSTRUMENT 0x6082 -#define GL_BALI_NUM_PRIMS_CLIP_RESULT_INSTRUMENT 0x6083 - -#define GLEW_SGIX_bali_g_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_g_instruments) - -#endif /* GL_SGIX_bali_g_instruments */ - -/* ----------------------- GL_SGIX_bali_r_instruments ---------------------- */ - -#ifndef GL_SGIX_bali_r_instruments -#define GL_SGIX_bali_r_instruments 1 - -#define GL_BALI_FRAGMENTS_GENERATED_INSTRUMENT 0x6090 -#define GL_BALI_DEPTH_PASS_INSTRUMENT 0x6091 -#define GL_BALI_R_CHIP_COUNT 0x6092 - -#define GLEW_SGIX_bali_r_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_r_instruments) - -#endif /* GL_SGIX_bali_r_instruments */ - -/* --------------------- GL_SGIX_bali_timer_instruments -------------------- */ - -#ifndef GL_SGIX_bali_timer_instruments -#define GL_SGIX_bali_timer_instruments 1 - -#define GLEW_SGIX_bali_timer_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_timer_instruments) - -#endif /* GL_SGIX_bali_timer_instruments */ - -/* ----------------------- GL_SGIX_blend_alpha_minmax ---------------------- */ - -#ifndef GL_SGIX_blend_alpha_minmax -#define GL_SGIX_blend_alpha_minmax 1 - -#define GL_ALPHA_MIN_SGIX 0x8320 -#define GL_ALPHA_MAX_SGIX 0x8321 - -#define GLEW_SGIX_blend_alpha_minmax GLEW_GET_VAR(__GLEW_SGIX_blend_alpha_minmax) - -#endif /* GL_SGIX_blend_alpha_minmax */ - -/* --------------------------- GL_SGIX_blend_cadd -------------------------- */ - -#ifndef GL_SGIX_blend_cadd -#define GL_SGIX_blend_cadd 1 - -#define GL_FUNC_COMPLEX_ADD_EXT 0x601C - -#define GLEW_SGIX_blend_cadd GLEW_GET_VAR(__GLEW_SGIX_blend_cadd) - -#endif /* GL_SGIX_blend_cadd */ - -/* ------------------------ GL_SGIX_blend_cmultiply ------------------------ */ - -#ifndef GL_SGIX_blend_cmultiply -#define GL_SGIX_blend_cmultiply 1 - -#define GL_FUNC_COMPLEX_MULTIPLY_EXT 0x601B - -#define GLEW_SGIX_blend_cmultiply GLEW_GET_VAR(__GLEW_SGIX_blend_cmultiply) - -#endif /* GL_SGIX_blend_cmultiply */ - -/* --------------------- GL_SGIX_calligraphic_fragment --------------------- */ - -#ifndef GL_SGIX_calligraphic_fragment -#define GL_SGIX_calligraphic_fragment 1 - -#define GLEW_SGIX_calligraphic_fragment GLEW_GET_VAR(__GLEW_SGIX_calligraphic_fragment) - -#endif /* GL_SGIX_calligraphic_fragment */ - -/* ---------------------------- GL_SGIX_clipmap ---------------------------- */ - -#ifndef GL_SGIX_clipmap -#define GL_SGIX_clipmap 1 - -#define GLEW_SGIX_clipmap GLEW_GET_VAR(__GLEW_SGIX_clipmap) - -#endif /* GL_SGIX_clipmap */ - -/* --------------------- GL_SGIX_color_matrix_accuracy --------------------- */ - -#ifndef GL_SGIX_color_matrix_accuracy -#define GL_SGIX_color_matrix_accuracy 1 - -#define GL_COLOR_MATRIX_HINT 0x8317 - -#define GLEW_SGIX_color_matrix_accuracy GLEW_GET_VAR(__GLEW_SGIX_color_matrix_accuracy) - -#endif /* GL_SGIX_color_matrix_accuracy */ - -/* --------------------- GL_SGIX_color_table_index_mode -------------------- */ - -#ifndef GL_SGIX_color_table_index_mode -#define GL_SGIX_color_table_index_mode 1 - -#define GLEW_SGIX_color_table_index_mode GLEW_GET_VAR(__GLEW_SGIX_color_table_index_mode) - -#endif /* GL_SGIX_color_table_index_mode */ - -/* ------------------------- GL_SGIX_complex_polar ------------------------- */ - -#ifndef GL_SGIX_complex_polar -#define GL_SGIX_complex_polar 1 - -#define GLEW_SGIX_complex_polar GLEW_GET_VAR(__GLEW_SGIX_complex_polar) - -#endif /* GL_SGIX_complex_polar */ - -/* ---------------------- GL_SGIX_convolution_accuracy --------------------- */ - -#ifndef GL_SGIX_convolution_accuracy -#define GL_SGIX_convolution_accuracy 1 - -#define GL_CONVOLUTION_HINT_SGIX 0x8316 - -#define GLEW_SGIX_convolution_accuracy GLEW_GET_VAR(__GLEW_SGIX_convolution_accuracy) - -#endif /* GL_SGIX_convolution_accuracy */ - -/* ---------------------------- GL_SGIX_cube_map --------------------------- */ - -#ifndef GL_SGIX_cube_map -#define GL_SGIX_cube_map 1 - -#define GL_ENV_MAP_SGIX 0x8340 -#define GL_CUBE_MAP_SGIX 0x8341 -#define GL_CUBE_MAP_ZP_SGIX 0x8342 -#define GL_CUBE_MAP_ZN_SGIX 0x8343 -#define GL_CUBE_MAP_XN_SGIX 0x8344 -#define GL_CUBE_MAP_XP_SGIX 0x8345 -#define GL_CUBE_MAP_YN_SGIX 0x8346 -#define GL_CUBE_MAP_YP_SGIX 0x8347 -#define GL_CUBE_MAP_BINDING_SGIX 0x8348 - -#define GLEW_SGIX_cube_map GLEW_GET_VAR(__GLEW_SGIX_cube_map) - -#endif /* GL_SGIX_cube_map */ - -/* ------------------------ GL_SGIX_cylinder_texgen ------------------------ */ - -#ifndef GL_SGIX_cylinder_texgen -#define GL_SGIX_cylinder_texgen 1 - -#define GLEW_SGIX_cylinder_texgen GLEW_GET_VAR(__GLEW_SGIX_cylinder_texgen) - -#endif /* GL_SGIX_cylinder_texgen */ - -/* ---------------------------- GL_SGIX_datapipe --------------------------- */ - -#ifndef GL_SGIX_datapipe -#define GL_SGIX_datapipe 1 - -#define GL_GEOMETRY_BIT 0x1 -#define GL_IMAGE_BIT 0x2 - -typedef void (GLAPIENTRY * PFNGLADDRESSSPACEPROC) (GLenum space, GLbitfield mask); -typedef GLint (GLAPIENTRY * PFNGLDATAPIPEPROC) (GLenum space); - -#define glAddressSpace GLEW_GET_FUN(__glewAddressSpace) -#define glDataPipe GLEW_GET_FUN(__glewDataPipe) - -#define GLEW_SGIX_datapipe GLEW_GET_VAR(__GLEW_SGIX_datapipe) - -#endif /* GL_SGIX_datapipe */ - -/* --------------------------- GL_SGIX_decimation -------------------------- */ - -#ifndef GL_SGIX_decimation -#define GL_SGIX_decimation 1 - -#define GLEW_SGIX_decimation GLEW_GET_VAR(__GLEW_SGIX_decimation) - -#endif /* GL_SGIX_decimation */ - -/* --------------------- GL_SGIX_depth_pass_instrument --------------------- */ - -#ifndef GL_SGIX_depth_pass_instrument -#define GL_SGIX_depth_pass_instrument 1 - -#define GL_DEPTH_PASS_INSTRUMENT_SGIX 0x8310 -#define GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX 0x8311 -#define GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX 0x8312 - -#define GLEW_SGIX_depth_pass_instrument GLEW_GET_VAR(__GLEW_SGIX_depth_pass_instrument) - -#endif /* GL_SGIX_depth_pass_instrument */ - -/* ------------------------- GL_SGIX_depth_texture ------------------------- */ - -#ifndef GL_SGIX_depth_texture -#define GL_SGIX_depth_texture 1 - -#define GL_DEPTH_COMPONENT16_SGIX 0x81A5 -#define GL_DEPTH_COMPONENT24_SGIX 0x81A6 -#define GL_DEPTH_COMPONENT32_SGIX 0x81A7 - -#define GLEW_SGIX_depth_texture GLEW_GET_VAR(__GLEW_SGIX_depth_texture) - -#endif /* GL_SGIX_depth_texture */ - -/* ------------------------------ GL_SGIX_dvc ------------------------------ */ - -#ifndef GL_SGIX_dvc -#define GL_SGIX_dvc 1 - -#define GLEW_SGIX_dvc GLEW_GET_VAR(__GLEW_SGIX_dvc) - -#endif /* GL_SGIX_dvc */ - -/* -------------------------- GL_SGIX_flush_raster ------------------------- */ - -#ifndef GL_SGIX_flush_raster -#define GL_SGIX_flush_raster 1 - -typedef void (GLAPIENTRY * PFNGLFLUSHRASTERSGIXPROC) (void); - -#define glFlushRasterSGIX GLEW_GET_FUN(__glewFlushRasterSGIX) - -#define GLEW_SGIX_flush_raster GLEW_GET_VAR(__GLEW_SGIX_flush_raster) - -#endif /* GL_SGIX_flush_raster */ - -/* --------------------------- GL_SGIX_fog_blend --------------------------- */ - -#ifndef GL_SGIX_fog_blend -#define GL_SGIX_fog_blend 1 - -#define GL_FOG_BLEND_ALPHA_SGIX 0x81FE -#define GL_FOG_BLEND_COLOR_SGIX 0x81FF - -#define GLEW_SGIX_fog_blend GLEW_GET_VAR(__GLEW_SGIX_fog_blend) - -#endif /* GL_SGIX_fog_blend */ - -/* ---------------------- GL_SGIX_fog_factor_to_alpha ---------------------- */ - -#ifndef GL_SGIX_fog_factor_to_alpha -#define GL_SGIX_fog_factor_to_alpha 1 - -#define GLEW_SGIX_fog_factor_to_alpha GLEW_GET_VAR(__GLEW_SGIX_fog_factor_to_alpha) - -#endif /* GL_SGIX_fog_factor_to_alpha */ - -/* --------------------------- GL_SGIX_fog_layers -------------------------- */ - -#ifndef GL_SGIX_fog_layers -#define GL_SGIX_fog_layers 1 - -#define GL_FOG_TYPE_SGIX 0x8323 -#define GL_UNIFORM_SGIX 0x8324 -#define GL_LAYERED_SGIX 0x8325 -#define GL_FOG_GROUND_PLANE_SGIX 0x8326 -#define GL_FOG_LAYERS_POINTS_SGIX 0x8327 -#define GL_MAX_FOG_LAYERS_POINTS_SGIX 0x8328 - -typedef void (GLAPIENTRY * PFNGLFOGLAYERSSGIXPROC) (GLsizei n, const GLfloat* points); -typedef void (GLAPIENTRY * PFNGLGETFOGLAYERSSGIXPROC) (GLfloat* points); - -#define glFogLayersSGIX GLEW_GET_FUN(__glewFogLayersSGIX) -#define glGetFogLayersSGIX GLEW_GET_FUN(__glewGetFogLayersSGIX) - -#define GLEW_SGIX_fog_layers GLEW_GET_VAR(__GLEW_SGIX_fog_layers) - -#endif /* GL_SGIX_fog_layers */ - -/* --------------------------- GL_SGIX_fog_offset -------------------------- */ - -#ifndef GL_SGIX_fog_offset -#define GL_SGIX_fog_offset 1 - -#define GL_FOG_OFFSET_SGIX 0x8198 -#define GL_FOG_OFFSET_VALUE_SGIX 0x8199 - -#define GLEW_SGIX_fog_offset GLEW_GET_VAR(__GLEW_SGIX_fog_offset) - -#endif /* GL_SGIX_fog_offset */ - -/* --------------------------- GL_SGIX_fog_patchy -------------------------- */ - -#ifndef GL_SGIX_fog_patchy -#define GL_SGIX_fog_patchy 1 - -#define GLEW_SGIX_fog_patchy GLEW_GET_VAR(__GLEW_SGIX_fog_patchy) - -#endif /* GL_SGIX_fog_patchy */ - -/* --------------------------- GL_SGIX_fog_scale --------------------------- */ - -#ifndef GL_SGIX_fog_scale -#define GL_SGIX_fog_scale 1 - -#define GL_FOG_SCALE_SGIX 0x81FC -#define GL_FOG_SCALE_VALUE_SGIX 0x81FD - -#define GLEW_SGIX_fog_scale GLEW_GET_VAR(__GLEW_SGIX_fog_scale) - -#endif /* GL_SGIX_fog_scale */ - -/* -------------------------- GL_SGIX_fog_texture -------------------------- */ - -#ifndef GL_SGIX_fog_texture -#define GL_SGIX_fog_texture 1 - -typedef void (GLAPIENTRY * PFNGLTEXTUREFOGSGIXPROC) (GLenum pname); - -#define glTextureFogSGIX GLEW_GET_FUN(__glewTextureFogSGIX) - -#define GLEW_SGIX_fog_texture GLEW_GET_VAR(__GLEW_SGIX_fog_texture) - -#endif /* GL_SGIX_fog_texture */ - -/* -------------------- GL_SGIX_fragment_lighting_space -------------------- */ - -#ifndef GL_SGIX_fragment_lighting_space -#define GL_SGIX_fragment_lighting_space 1 - -#define GL_EYE_SPACE_SGIX 0x8436 -#define GL_TANGENT_SPACE_SGIX 0x8437 -#define GL_OBJECT_SPACE_SGIX 0x8438 -#define GL_FRAGMENT_LIGHT_SPACE_SGIX 0x843D - -#define GLEW_SGIX_fragment_lighting_space GLEW_GET_VAR(__GLEW_SGIX_fragment_lighting_space) - -#endif /* GL_SGIX_fragment_lighting_space */ - -/* ------------------- GL_SGIX_fragment_specular_lighting ------------------ */ - -#ifndef GL_SGIX_fragment_specular_lighting -#define GL_SGIX_fragment_specular_lighting 1 - -typedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, const GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, const GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum value, GLfloat* data); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum value, GLint* data); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* data); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* data); - -#define glFragmentColorMaterialSGIX GLEW_GET_FUN(__glewFragmentColorMaterialSGIX) -#define glFragmentLightModelfSGIX GLEW_GET_FUN(__glewFragmentLightModelfSGIX) -#define glFragmentLightModelfvSGIX GLEW_GET_FUN(__glewFragmentLightModelfvSGIX) -#define glFragmentLightModeliSGIX GLEW_GET_FUN(__glewFragmentLightModeliSGIX) -#define glFragmentLightModelivSGIX GLEW_GET_FUN(__glewFragmentLightModelivSGIX) -#define glFragmentLightfSGIX GLEW_GET_FUN(__glewFragmentLightfSGIX) -#define glFragmentLightfvSGIX GLEW_GET_FUN(__glewFragmentLightfvSGIX) -#define glFragmentLightiSGIX GLEW_GET_FUN(__glewFragmentLightiSGIX) -#define glFragmentLightivSGIX GLEW_GET_FUN(__glewFragmentLightivSGIX) -#define glFragmentMaterialfSGIX GLEW_GET_FUN(__glewFragmentMaterialfSGIX) -#define glFragmentMaterialfvSGIX GLEW_GET_FUN(__glewFragmentMaterialfvSGIX) -#define glFragmentMaterialiSGIX GLEW_GET_FUN(__glewFragmentMaterialiSGIX) -#define glFragmentMaterialivSGIX GLEW_GET_FUN(__glewFragmentMaterialivSGIX) -#define glGetFragmentLightfvSGIX GLEW_GET_FUN(__glewGetFragmentLightfvSGIX) -#define glGetFragmentLightivSGIX GLEW_GET_FUN(__glewGetFragmentLightivSGIX) -#define glGetFragmentMaterialfvSGIX GLEW_GET_FUN(__glewGetFragmentMaterialfvSGIX) -#define glGetFragmentMaterialivSGIX GLEW_GET_FUN(__glewGetFragmentMaterialivSGIX) - -#define GLEW_SGIX_fragment_specular_lighting GLEW_GET_VAR(__GLEW_SGIX_fragment_specular_lighting) - -#endif /* GL_SGIX_fragment_specular_lighting */ - -/* ---------------------- GL_SGIX_fragments_instrument --------------------- */ - -#ifndef GL_SGIX_fragments_instrument -#define GL_SGIX_fragments_instrument 1 - -#define GL_FRAGMENTS_INSTRUMENT_SGIX 0x8313 -#define GL_FRAGMENTS_INSTRUMENT_COUNTERS_SGIX 0x8314 -#define GL_FRAGMENTS_INSTRUMENT_MAX_SGIX 0x8315 - -#define GLEW_SGIX_fragments_instrument GLEW_GET_VAR(__GLEW_SGIX_fragments_instrument) - -#endif /* GL_SGIX_fragments_instrument */ - -/* --------------------------- GL_SGIX_framezoom --------------------------- */ - -#ifndef GL_SGIX_framezoom -#define GL_SGIX_framezoom 1 - -typedef void (GLAPIENTRY * PFNGLFRAMEZOOMSGIXPROC) (GLint factor); - -#define glFrameZoomSGIX GLEW_GET_FUN(__glewFrameZoomSGIX) - -#define GLEW_SGIX_framezoom GLEW_GET_VAR(__GLEW_SGIX_framezoom) - -#endif /* GL_SGIX_framezoom */ - -/* -------------------------- GL_SGIX_icc_texture -------------------------- */ - -#ifndef GL_SGIX_icc_texture -#define GL_SGIX_icc_texture 1 - -#define GL_RGB_ICC_SGIX 0x8460 -#define GL_RGBA_ICC_SGIX 0x8461 -#define GL_ALPHA_ICC_SGIX 0x8462 -#define GL_LUMINANCE_ICC_SGIX 0x8463 -#define GL_INTENSITY_ICC_SGIX 0x8464 -#define GL_LUMINANCE_ALPHA_ICC_SGIX 0x8465 -#define GL_R5_G6_B5_ICC_SGIX 0x8466 -#define GL_R5_G6_B5_A8_ICC_SGIX 0x8467 -#define GL_ALPHA16_ICC_SGIX 0x8468 -#define GL_LUMINANCE16_ICC_SGIX 0x8469 -#define GL_INTENSITY16_ICC_SGIX 0x846A -#define GL_LUMINANCE16_ALPHA8_ICC_SGIX 0x846B - -#define GLEW_SGIX_icc_texture GLEW_GET_VAR(__GLEW_SGIX_icc_texture) - -#endif /* GL_SGIX_icc_texture */ - -/* ------------------------ GL_SGIX_igloo_interface ------------------------ */ - -#ifndef GL_SGIX_igloo_interface -#define GL_SGIX_igloo_interface 1 - -#define GL_IGLOO_FULLSCREEN_SGIX 0x819E -#define GL_IGLOO_VIEWPORT_OFFSET_SGIX 0x819F -#define GL_IGLOO_SWAPTMESH_SGIX 0x81A0 -#define GL_IGLOO_COLORNORMAL_SGIX 0x81A1 -#define GL_IGLOO_IRISGL_MODE_SGIX 0x81A2 -#define GL_IGLOO_LMC_COLOR_SGIX 0x81A3 -#define GL_IGLOO_TMESHMODE_SGIX 0x81A4 -#define GL_LIGHT31 0xBEAD - -typedef void (GLAPIENTRY * PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, void *param); - -#define glIglooInterfaceSGIX GLEW_GET_FUN(__glewIglooInterfaceSGIX) - -#define GLEW_SGIX_igloo_interface GLEW_GET_VAR(__GLEW_SGIX_igloo_interface) - -#endif /* GL_SGIX_igloo_interface */ - -/* ----------------------- GL_SGIX_image_compression ----------------------- */ - -#ifndef GL_SGIX_image_compression -#define GL_SGIX_image_compression 1 - -#define GLEW_SGIX_image_compression GLEW_GET_VAR(__GLEW_SGIX_image_compression) - -#endif /* GL_SGIX_image_compression */ - -/* ---------------------- GL_SGIX_impact_pixel_texture --------------------- */ - -#ifndef GL_SGIX_impact_pixel_texture -#define GL_SGIX_impact_pixel_texture 1 - -#define GLEW_SGIX_impact_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_impact_pixel_texture) - -#endif /* GL_SGIX_impact_pixel_texture */ - -/* ------------------------ GL_SGIX_instrument_error ----------------------- */ - -#ifndef GL_SGIX_instrument_error -#define GL_SGIX_instrument_error 1 - -#define GLEW_SGIX_instrument_error GLEW_GET_VAR(__GLEW_SGIX_instrument_error) - -#endif /* GL_SGIX_instrument_error */ - -/* --------------------------- GL_SGIX_interlace --------------------------- */ - -#ifndef GL_SGIX_interlace -#define GL_SGIX_interlace 1 - -#define GL_INTERLACE_SGIX 0x8094 - -#define GLEW_SGIX_interlace GLEW_GET_VAR(__GLEW_SGIX_interlace) - -#endif /* GL_SGIX_interlace */ - -/* ------------------------- GL_SGIX_ir_instrument1 ------------------------ */ - -#ifndef GL_SGIX_ir_instrument1 -#define GL_SGIX_ir_instrument1 1 - -#define GLEW_SGIX_ir_instrument1 GLEW_GET_VAR(__GLEW_SGIX_ir_instrument1) - -#endif /* GL_SGIX_ir_instrument1 */ - -/* ----------------------- GL_SGIX_line_quality_hint ----------------------- */ - -#ifndef GL_SGIX_line_quality_hint -#define GL_SGIX_line_quality_hint 1 - -#define GL_LINE_QUALITY_HINT_SGIX 0x835B - -#define GLEW_SGIX_line_quality_hint GLEW_GET_VAR(__GLEW_SGIX_line_quality_hint) - -#endif /* GL_SGIX_line_quality_hint */ - -/* ------------------------- GL_SGIX_list_priority ------------------------- */ - -#ifndef GL_SGIX_list_priority -#define GL_SGIX_list_priority 1 - -#define GLEW_SGIX_list_priority GLEW_GET_VAR(__GLEW_SGIX_list_priority) - -#endif /* GL_SGIX_list_priority */ - -/* ----------------------------- GL_SGIX_mpeg1 ----------------------------- */ - -#ifndef GL_SGIX_mpeg1 -#define GL_SGIX_mpeg1 1 - -typedef void (GLAPIENTRY * PFNGLALLOCMPEGPREDICTORSSGIXPROC) (GLsizei width, GLsizei height, GLsizei n, GLuint* predictors); -typedef void (GLAPIENTRY * PFNGLDELETEMPEGPREDICTORSSGIXPROC) (GLsizei n, GLuint* predictors); -typedef void (GLAPIENTRY * PFNGLGENMPEGPREDICTORSSGIXPROC) (GLsizei n, GLuint* predictors); -typedef void (GLAPIENTRY * PFNGLGETMPEGPARAMETERFVSGIXPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMPEGPARAMETERIVSGIXPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMPEGPREDICTORSGIXPROC) (GLenum target, GLenum format, GLenum type, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETMPEGQUANTTABLEUBVPROC) (GLenum target, GLubyte* values); -typedef GLboolean (GLAPIENTRY * PFNGLISMPEGPREDICTORSGIXPROC) (GLuint predictor); -typedef void (GLAPIENTRY * PFNGLMPEGPREDICTORSGIXPROC) (GLenum target, GLenum format, GLenum type, void *pixels); -typedef void (GLAPIENTRY * PFNGLMPEGQUANTTABLEUBVPROC) (GLenum target, GLubyte* values); -typedef void (GLAPIENTRY * PFNGLSWAPMPEGPREDICTORSSGIXPROC) (GLenum target0, GLenum target1); - -#define glAllocMPEGPredictorsSGIX GLEW_GET_FUN(__glewAllocMPEGPredictorsSGIX) -#define glDeleteMPEGPredictorsSGIX GLEW_GET_FUN(__glewDeleteMPEGPredictorsSGIX) -#define glGenMPEGPredictorsSGIX GLEW_GET_FUN(__glewGenMPEGPredictorsSGIX) -#define glGetMPEGParameterfvSGIX GLEW_GET_FUN(__glewGetMPEGParameterfvSGIX) -#define glGetMPEGParameterivSGIX GLEW_GET_FUN(__glewGetMPEGParameterivSGIX) -#define glGetMPEGPredictorSGIX GLEW_GET_FUN(__glewGetMPEGPredictorSGIX) -#define glGetMPEGQuantTableubv GLEW_GET_FUN(__glewGetMPEGQuantTableubv) -#define glIsMPEGPredictorSGIX GLEW_GET_FUN(__glewIsMPEGPredictorSGIX) -#define glMPEGPredictorSGIX GLEW_GET_FUN(__glewMPEGPredictorSGIX) -#define glMPEGQuantTableubv GLEW_GET_FUN(__glewMPEGQuantTableubv) -#define glSwapMPEGPredictorsSGIX GLEW_GET_FUN(__glewSwapMPEGPredictorsSGIX) - -#define GLEW_SGIX_mpeg1 GLEW_GET_VAR(__GLEW_SGIX_mpeg1) - -#endif /* GL_SGIX_mpeg1 */ - -/* ----------------------------- GL_SGIX_mpeg2 ----------------------------- */ - -#ifndef GL_SGIX_mpeg2 -#define GL_SGIX_mpeg2 1 - -#define GLEW_SGIX_mpeg2 GLEW_GET_VAR(__GLEW_SGIX_mpeg2) - -#endif /* GL_SGIX_mpeg2 */ - -/* ------------------ GL_SGIX_nonlinear_lighting_pervertex ----------------- */ - -#ifndef GL_SGIX_nonlinear_lighting_pervertex -#define GL_SGIX_nonlinear_lighting_pervertex 1 - -typedef void (GLAPIENTRY * PFNGLGETNONLINLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLint* terms, GLfloat *data); -typedef void (GLAPIENTRY * PFNGLGETNONLINMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLint* terms, const GLfloat *data); -typedef void (GLAPIENTRY * PFNGLNONLINLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLint terms, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLNONLINMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLint terms, const GLfloat* params); - -#define glGetNonlinLightfvSGIX GLEW_GET_FUN(__glewGetNonlinLightfvSGIX) -#define glGetNonlinMaterialfvSGIX GLEW_GET_FUN(__glewGetNonlinMaterialfvSGIX) -#define glNonlinLightfvSGIX GLEW_GET_FUN(__glewNonlinLightfvSGIX) -#define glNonlinMaterialfvSGIX GLEW_GET_FUN(__glewNonlinMaterialfvSGIX) - -#define GLEW_SGIX_nonlinear_lighting_pervertex GLEW_GET_VAR(__GLEW_SGIX_nonlinear_lighting_pervertex) - -#endif /* GL_SGIX_nonlinear_lighting_pervertex */ - -/* --------------------------- GL_SGIX_nurbs_eval -------------------------- */ - -#ifndef GL_SGIX_nurbs_eval -#define GL_SGIX_nurbs_eval 1 - -#define GL_MAP1_VERTEX_3_NURBS_SGIX 0x81CB -#define GL_MAP1_VERTEX_4_NURBS_SGIX 0x81CC -#define GL_MAP1_INDEX_NURBS_SGIX 0x81CD -#define GL_MAP1_COLOR_4_NURBS_SGIX 0x81CE -#define GL_MAP1_NORMAL_NURBS_SGIX 0x81CF -#define GL_MAP1_TEXTURE_COORD_1_NURBS_SGIX 0x81E0 -#define GL_MAP1_TEXTURE_COORD_2_NURBS_SGIX 0x81E1 -#define GL_MAP1_TEXTURE_COORD_3_NURBS_SGIX 0x81E2 -#define GL_MAP1_TEXTURE_COORD_4_NURBS_SGIX 0x81E3 -#define GL_MAP2_VERTEX_3_NURBS_SGIX 0x81E4 -#define GL_MAP2_VERTEX_4_NURBS_SGIX 0x81E5 -#define GL_MAP2_INDEX_NURBS_SGIX 0x81E6 -#define GL_MAP2_COLOR_4_NURBS_SGIX 0x81E7 -#define GL_MAP2_NORMAL_NURBS_SGIX 0x81E8 -#define GL_MAP2_TEXTURE_COORD_1_NURBS_SGIX 0x81E9 -#define GL_MAP2_TEXTURE_COORD_2_NURBS_SGIX 0x81EA -#define GL_MAP2_TEXTURE_COORD_3_NURBS_SGIX 0x81EB -#define GL_MAP2_TEXTURE_COORD_4_NURBS_SGIX 0x81EC -#define GL_NURBS_KNOT_COUNT_SGIX 0x81ED -#define GL_NURBS_KNOT_VECTOR_SGIX 0x81EE - -#define GLEW_SGIX_nurbs_eval GLEW_GET_VAR(__GLEW_SGIX_nurbs_eval) - -#endif /* GL_SGIX_nurbs_eval */ - -/* ---------------------- GL_SGIX_occlusion_instrument --------------------- */ - -#ifndef GL_SGIX_occlusion_instrument -#define GL_SGIX_occlusion_instrument 1 - -#define GL_OCCLUSION_INSTRUMENT_SGIX 0x6060 - -#define GLEW_SGIX_occlusion_instrument GLEW_GET_VAR(__GLEW_SGIX_occlusion_instrument) - -#endif /* GL_SGIX_occlusion_instrument */ - -/* ------------------------- GL_SGIX_packed_6bytes ------------------------- */ - -#ifndef GL_SGIX_packed_6bytes -#define GL_SGIX_packed_6bytes 1 - -#define GLEW_SGIX_packed_6bytes GLEW_GET_VAR(__GLEW_SGIX_packed_6bytes) - -#endif /* GL_SGIX_packed_6bytes */ - -/* ------------------------- GL_SGIX_pixel_texture ------------------------- */ - -#ifndef GL_SGIX_pixel_texture -#define GL_SGIX_pixel_texture 1 - -typedef void (GLAPIENTRY * PFNGLPIXELTEXGENSGIXPROC) (GLenum mode); - -#define glPixelTexGenSGIX GLEW_GET_FUN(__glewPixelTexGenSGIX) - -#define GLEW_SGIX_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_pixel_texture) - -#endif /* GL_SGIX_pixel_texture */ - -/* ----------------------- GL_SGIX_pixel_texture_bits ---------------------- */ - -#ifndef GL_SGIX_pixel_texture_bits -#define GL_SGIX_pixel_texture_bits 1 - -#define GLEW_SGIX_pixel_texture_bits GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_bits) - -#endif /* GL_SGIX_pixel_texture_bits */ - -/* ----------------------- GL_SGIX_pixel_texture_lod ----------------------- */ - -#ifndef GL_SGIX_pixel_texture_lod -#define GL_SGIX_pixel_texture_lod 1 - -#define GLEW_SGIX_pixel_texture_lod GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_lod) - -#endif /* GL_SGIX_pixel_texture_lod */ - -/* -------------------------- GL_SGIX_pixel_tiles -------------------------- */ - -#ifndef GL_SGIX_pixel_tiles -#define GL_SGIX_pixel_tiles 1 - -#define GLEW_SGIX_pixel_tiles GLEW_GET_VAR(__GLEW_SGIX_pixel_tiles) - -#endif /* GL_SGIX_pixel_tiles */ - -/* ------------------------- GL_SGIX_polynomial_ffd ------------------------ */ - -#ifndef GL_SGIX_polynomial_ffd -#define GL_SGIX_polynomial_ffd 1 - -#define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x1 -#define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x2 - -typedef void (GLAPIENTRY * PFNGLDEFORMSGIXPROC) (GLbitfield mask); -typedef void (GLAPIENTRY * PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask); - -#define glDeformSGIX GLEW_GET_FUN(__glewDeformSGIX) -#define glLoadIdentityDeformationMapSGIX GLEW_GET_FUN(__glewLoadIdentityDeformationMapSGIX) - -#define GLEW_SGIX_polynomial_ffd GLEW_GET_VAR(__GLEW_SGIX_polynomial_ffd) - -#endif /* GL_SGIX_polynomial_ffd */ - -/* --------------------------- GL_SGIX_quad_mesh --------------------------- */ - -#ifndef GL_SGIX_quad_mesh -#define GL_SGIX_quad_mesh 1 - -typedef void (GLAPIENTRY * PFNGLMESHBREADTHSGIXPROC) (GLint breadth); -typedef void (GLAPIENTRY * PFNGLMESHSTRIDESGIXPROC) (GLint stride); - -#define glMeshBreadthSGIX GLEW_GET_FUN(__glewMeshBreadthSGIX) -#define glMeshStrideSGIX GLEW_GET_FUN(__glewMeshStrideSGIX) - -#define GLEW_SGIX_quad_mesh GLEW_GET_VAR(__GLEW_SGIX_quad_mesh) - -#endif /* GL_SGIX_quad_mesh */ - -/* ------------------------ GL_SGIX_reference_plane ------------------------ */ - -#ifndef GL_SGIX_reference_plane -#define GL_SGIX_reference_plane 1 - -typedef void (GLAPIENTRY * PFNGLREFERENCEPLANESGIXPROC) (const GLdouble* equation); - -#define glReferencePlaneSGIX GLEW_GET_FUN(__glewReferencePlaneSGIX) - -#define GLEW_SGIX_reference_plane GLEW_GET_VAR(__GLEW_SGIX_reference_plane) - -#endif /* GL_SGIX_reference_plane */ - -/* ---------------------------- GL_SGIX_resample --------------------------- */ - -#ifndef GL_SGIX_resample -#define GL_SGIX_resample 1 - -#define GL_PACK_RESAMPLE_SGIX 0x842E -#define GL_UNPACK_RESAMPLE_SGIX 0x842F -#define GL_RESAMPLE_DECIMATE_SGIX 0x8430 -#define GL_RESAMPLE_REPLICATE_SGIX 0x8433 -#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434 - -#define GLEW_SGIX_resample GLEW_GET_VAR(__GLEW_SGIX_resample) - -#endif /* GL_SGIX_resample */ - -/* ------------------------- GL_SGIX_scalebias_hint ------------------------ */ - -#ifndef GL_SGIX_scalebias_hint -#define GL_SGIX_scalebias_hint 1 - -#define GL_SCALEBIAS_HINT_SGIX 0x8322 - -#define GLEW_SGIX_scalebias_hint GLEW_GET_VAR(__GLEW_SGIX_scalebias_hint) - -#endif /* GL_SGIX_scalebias_hint */ - -/* ----------------------------- GL_SGIX_shadow ---------------------------- */ - -#ifndef GL_SGIX_shadow -#define GL_SGIX_shadow 1 - -#define GL_TEXTURE_COMPARE_SGIX 0x819A -#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B -#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C -#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D - -#define GLEW_SGIX_shadow GLEW_GET_VAR(__GLEW_SGIX_shadow) - -#endif /* GL_SGIX_shadow */ - -/* ------------------------- GL_SGIX_shadow_ambient ------------------------ */ - -#ifndef GL_SGIX_shadow_ambient -#define GL_SGIX_shadow_ambient 1 - -#define GL_SHADOW_AMBIENT_SGIX 0x80BF - -#define GLEW_SGIX_shadow_ambient GLEW_GET_VAR(__GLEW_SGIX_shadow_ambient) - -#endif /* GL_SGIX_shadow_ambient */ - -/* ------------------------------ GL_SGIX_slim ----------------------------- */ - -#ifndef GL_SGIX_slim -#define GL_SGIX_slim 1 - -#define GL_PACK_MAX_COMPRESSED_SIZE_SGIX 0x831B -#define GL_SLIM8U_SGIX 0x831D -#define GL_SLIM10U_SGIX 0x831E -#define GL_SLIM12S_SGIX 0x831F - -#define GLEW_SGIX_slim GLEW_GET_VAR(__GLEW_SGIX_slim) - -#endif /* GL_SGIX_slim */ - -/* ------------------------ GL_SGIX_spotlight_cutoff ----------------------- */ - -#ifndef GL_SGIX_spotlight_cutoff -#define GL_SGIX_spotlight_cutoff 1 - -#define GL_SPOT_CUTOFF_DELTA_SGIX 0x8193 - -#define GLEW_SGIX_spotlight_cutoff GLEW_GET_VAR(__GLEW_SGIX_spotlight_cutoff) - -#endif /* GL_SGIX_spotlight_cutoff */ - -/* ----------------------------- GL_SGIX_sprite ---------------------------- */ - -#ifndef GL_SGIX_sprite -#define GL_SGIX_sprite 1 - -typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, GLint* params); - -#define glSpriteParameterfSGIX GLEW_GET_FUN(__glewSpriteParameterfSGIX) -#define glSpriteParameterfvSGIX GLEW_GET_FUN(__glewSpriteParameterfvSGIX) -#define glSpriteParameteriSGIX GLEW_GET_FUN(__glewSpriteParameteriSGIX) -#define glSpriteParameterivSGIX GLEW_GET_FUN(__glewSpriteParameterivSGIX) - -#define GLEW_SGIX_sprite GLEW_GET_VAR(__GLEW_SGIX_sprite) - -#endif /* GL_SGIX_sprite */ - -/* -------------------------- GL_SGIX_subdiv_patch ------------------------- */ - -#ifndef GL_SGIX_subdiv_patch -#define GL_SGIX_subdiv_patch 1 - -#define GLEW_SGIX_subdiv_patch GLEW_GET_VAR(__GLEW_SGIX_subdiv_patch) - -#endif /* GL_SGIX_subdiv_patch */ - -/* --------------------------- GL_SGIX_subsample --------------------------- */ - -#ifndef GL_SGIX_subsample -#define GL_SGIX_subsample 1 - -#define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0 -#define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1 -#define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2 -#define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3 -#define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4 - -#define GLEW_SGIX_subsample GLEW_GET_VAR(__GLEW_SGIX_subsample) - -#endif /* GL_SGIX_subsample */ - -/* ----------------------- GL_SGIX_tag_sample_buffer ----------------------- */ - -#ifndef GL_SGIX_tag_sample_buffer -#define GL_SGIX_tag_sample_buffer 1 - -typedef void (GLAPIENTRY * PFNGLTAGSAMPLEBUFFERSGIXPROC) (void); - -#define glTagSampleBufferSGIX GLEW_GET_FUN(__glewTagSampleBufferSGIX) - -#define GLEW_SGIX_tag_sample_buffer GLEW_GET_VAR(__GLEW_SGIX_tag_sample_buffer) - -#endif /* GL_SGIX_tag_sample_buffer */ - -/* ------------------------ GL_SGIX_texture_add_env ------------------------ */ - -#ifndef GL_SGIX_texture_add_env -#define GL_SGIX_texture_add_env 1 - -#define GLEW_SGIX_texture_add_env GLEW_GET_VAR(__GLEW_SGIX_texture_add_env) - -#endif /* GL_SGIX_texture_add_env */ - -/* -------------------- GL_SGIX_texture_coordinate_clamp ------------------- */ - -#ifndef GL_SGIX_texture_coordinate_clamp -#define GL_SGIX_texture_coordinate_clamp 1 - -#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369 -#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A -#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B - -#define GLEW_SGIX_texture_coordinate_clamp GLEW_GET_VAR(__GLEW_SGIX_texture_coordinate_clamp) - -#endif /* GL_SGIX_texture_coordinate_clamp */ - -/* ------------------------ GL_SGIX_texture_lod_bias ----------------------- */ - -#ifndef GL_SGIX_texture_lod_bias -#define GL_SGIX_texture_lod_bias 1 - -#define GLEW_SGIX_texture_lod_bias GLEW_GET_VAR(__GLEW_SGIX_texture_lod_bias) - -#endif /* GL_SGIX_texture_lod_bias */ - -/* ------------------- GL_SGIX_texture_mipmap_anisotropic ------------------ */ - -#ifndef GL_SGIX_texture_mipmap_anisotropic -#define GL_SGIX_texture_mipmap_anisotropic 1 - -#define GL_TEXTURE_MIPMAP_ANISOTROPY_SGIX 0x832E -#define GL_MAX_MIPMAP_ANISOTROPY_SGIX 0x832F - -#define GLEW_SGIX_texture_mipmap_anisotropic GLEW_GET_VAR(__GLEW_SGIX_texture_mipmap_anisotropic) - -#endif /* GL_SGIX_texture_mipmap_anisotropic */ - -/* ---------------------- GL_SGIX_texture_multi_buffer --------------------- */ - -#ifndef GL_SGIX_texture_multi_buffer -#define GL_SGIX_texture_multi_buffer 1 - -#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E - -#define GLEW_SGIX_texture_multi_buffer GLEW_GET_VAR(__GLEW_SGIX_texture_multi_buffer) - -#endif /* GL_SGIX_texture_multi_buffer */ - -/* ------------------------- GL_SGIX_texture_phase ------------------------- */ - -#ifndef GL_SGIX_texture_phase -#define GL_SGIX_texture_phase 1 - -#define GL_PHASE_SGIX 0x832A - -#define GLEW_SGIX_texture_phase GLEW_GET_VAR(__GLEW_SGIX_texture_phase) - -#endif /* GL_SGIX_texture_phase */ - -/* ------------------------- GL_SGIX_texture_range ------------------------- */ - -#ifndef GL_SGIX_texture_range -#define GL_SGIX_texture_range 1 - -#define GL_RGB_SIGNED_SGIX 0x85E0 -#define GL_RGBA_SIGNED_SGIX 0x85E1 -#define GL_ALPHA_SIGNED_SGIX 0x85E2 -#define GL_LUMINANCE_SIGNED_SGIX 0x85E3 -#define GL_INTENSITY_SIGNED_SGIX 0x85E4 -#define GL_LUMINANCE_ALPHA_SIGNED_SGIX 0x85E5 -#define GL_RGB16_SIGNED_SGIX 0x85E6 -#define GL_RGBA16_SIGNED_SGIX 0x85E7 -#define GL_ALPHA16_SIGNED_SGIX 0x85E8 -#define GL_LUMINANCE16_SIGNED_SGIX 0x85E9 -#define GL_INTENSITY16_SIGNED_SGIX 0x85EA -#define GL_LUMINANCE16_ALPHA16_SIGNED_SGIX 0x85EB -#define GL_RGB_EXTENDED_RANGE_SGIX 0x85EC -#define GL_RGBA_EXTENDED_RANGE_SGIX 0x85ED -#define GL_ALPHA_EXTENDED_RANGE_SGIX 0x85EE -#define GL_LUMINANCE_EXTENDED_RANGE_SGIX 0x85EF -#define GL_INTENSITY_EXTENDED_RANGE_SGIX 0x85F0 -#define GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX 0x85F1 -#define GL_RGB16_EXTENDED_RANGE_SGIX 0x85F2 -#define GL_RGBA16_EXTENDED_RANGE_SGIX 0x85F3 -#define GL_ALPHA16_EXTENDED_RANGE_SGIX 0x85F4 -#define GL_LUMINANCE16_EXTENDED_RANGE_SGIX 0x85F5 -#define GL_INTENSITY16_EXTENDED_RANGE_SGIX 0x85F6 -#define GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX 0x85F7 -#define GL_MIN_LUMINANCE_SGIS 0x85F8 -#define GL_MAX_LUMINANCE_SGIS 0x85F9 -#define GL_MIN_INTENSITY_SGIS 0x85FA -#define GL_MAX_INTENSITY_SGIS 0x85FB - -#define GLEW_SGIX_texture_range GLEW_GET_VAR(__GLEW_SGIX_texture_range) - -#endif /* GL_SGIX_texture_range */ - -/* ----------------------- GL_SGIX_texture_scale_bias ---------------------- */ - -#ifndef GL_SGIX_texture_scale_bias -#define GL_SGIX_texture_scale_bias 1 - -#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179 -#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A -#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B -#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C - -#define GLEW_SGIX_texture_scale_bias GLEW_GET_VAR(__GLEW_SGIX_texture_scale_bias) - -#endif /* GL_SGIX_texture_scale_bias */ - -/* ---------------------- GL_SGIX_texture_supersample ---------------------- */ - -#ifndef GL_SGIX_texture_supersample -#define GL_SGIX_texture_supersample 1 - -#define GLEW_SGIX_texture_supersample GLEW_GET_VAR(__GLEW_SGIX_texture_supersample) - -#endif /* GL_SGIX_texture_supersample */ - -/* --------------------------- GL_SGIX_vector_ops -------------------------- */ - -#ifndef GL_SGIX_vector_ops -#define GL_SGIX_vector_ops 1 - -typedef void (GLAPIENTRY * PFNGLGETVECTOROPERATIONSGIXPROC) (GLenum operation); -typedef void (GLAPIENTRY * PFNGLVECTOROPERATIONSGIXPROC) (GLenum operation); - -#define glGetVectorOperationSGIX GLEW_GET_FUN(__glewGetVectorOperationSGIX) -#define glVectorOperationSGIX GLEW_GET_FUN(__glewVectorOperationSGIX) - -#define GLEW_SGIX_vector_ops GLEW_GET_VAR(__GLEW_SGIX_vector_ops) - -#endif /* GL_SGIX_vector_ops */ - -/* ---------------------- GL_SGIX_vertex_array_object ---------------------- */ - -#ifndef GL_SGIX_vertex_array_object -#define GL_SGIX_vertex_array_object 1 - -typedef GLboolean (GLAPIENTRY * PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC) (GLsizei n, const GLuint* arrays, GLboolean* residences); -typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYSGIXPROC) (GLuint array); -typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSSGIXPROC) (GLsizei n, const GLuint* arrays); -typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSSGIXPROC) (GLsizei n, GLuint* arrays); -typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYSGIXPROC) (GLuint array); -typedef void (GLAPIENTRY * PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC) (GLsizei n, const GLuint* arrays, const GLclampf* priorities); - -#define glAreVertexArraysResidentSGIX GLEW_GET_FUN(__glewAreVertexArraysResidentSGIX) -#define glBindVertexArraySGIX GLEW_GET_FUN(__glewBindVertexArraySGIX) -#define glDeleteVertexArraysSGIX GLEW_GET_FUN(__glewDeleteVertexArraysSGIX) -#define glGenVertexArraysSGIX GLEW_GET_FUN(__glewGenVertexArraysSGIX) -#define glIsVertexArraySGIX GLEW_GET_FUN(__glewIsVertexArraySGIX) -#define glPrioritizeVertexArraysSGIX GLEW_GET_FUN(__glewPrioritizeVertexArraysSGIX) - -#define GLEW_SGIX_vertex_array_object GLEW_GET_VAR(__GLEW_SGIX_vertex_array_object) - -#endif /* GL_SGIX_vertex_array_object */ - -/* ------------------------- GL_SGIX_vertex_preclip ------------------------ */ - -#ifndef GL_SGIX_vertex_preclip -#define GL_SGIX_vertex_preclip 1 - -#define GL_VERTEX_PRECLIP_SGIX 0x83EE -#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF - -#define GLEW_SGIX_vertex_preclip GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip) - -#endif /* GL_SGIX_vertex_preclip */ - -/* ---------------------- GL_SGIX_vertex_preclip_hint ---------------------- */ - -#ifndef GL_SGIX_vertex_preclip_hint -#define GL_SGIX_vertex_preclip_hint 1 - -#define GL_VERTEX_PRECLIP_SGIX 0x83EE -#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF - -#define GLEW_SGIX_vertex_preclip_hint GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip_hint) - -#endif /* GL_SGIX_vertex_preclip_hint */ - -/* ----------------------------- GL_SGIX_ycrcb ----------------------------- */ - -#ifndef GL_SGIX_ycrcb -#define GL_SGIX_ycrcb 1 - -#define GLEW_SGIX_ycrcb GLEW_GET_VAR(__GLEW_SGIX_ycrcb) - -#endif /* GL_SGIX_ycrcb */ - -/* ------------------------ GL_SGIX_ycrcb_subsample ------------------------ */ - -#ifndef GL_SGIX_ycrcb_subsample -#define GL_SGIX_ycrcb_subsample 1 - -#define GLEW_SGIX_ycrcb_subsample GLEW_GET_VAR(__GLEW_SGIX_ycrcb_subsample) - -#endif /* GL_SGIX_ycrcb_subsample */ - -/* ----------------------------- GL_SGIX_ycrcba ---------------------------- */ - -#ifndef GL_SGIX_ycrcba -#define GL_SGIX_ycrcba 1 - -#define GL_YCRCB_SGIX 0x8318 -#define GL_YCRCBA_SGIX 0x8319 - -#define GLEW_SGIX_ycrcba GLEW_GET_VAR(__GLEW_SGIX_ycrcba) - -#endif /* GL_SGIX_ycrcba */ - -/* -------------------------- GL_SGI_color_matrix -------------------------- */ - -#ifndef GL_SGI_color_matrix -#define GL_SGI_color_matrix 1 - -#define GL_COLOR_MATRIX_SGI 0x80B1 -#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2 -#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3 -#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4 -#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5 -#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6 -#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7 -#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8 -#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9 -#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA -#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB - -#define GLEW_SGI_color_matrix GLEW_GET_VAR(__GLEW_SGI_color_matrix) - -#endif /* GL_SGI_color_matrix */ - -/* --------------------------- GL_SGI_color_table -------------------------- */ - -#ifndef GL_SGI_color_table -#define GL_SGI_color_table 1 - -#define GL_COLOR_TABLE_SGI 0x80D0 -#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1 -#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2 -#define GL_PROXY_COLOR_TABLE_SGI 0x80D3 -#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4 -#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5 -#define GL_COLOR_TABLE_SCALE_SGI 0x80D6 -#define GL_COLOR_TABLE_BIAS_SGI 0x80D7 -#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8 -#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9 -#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA -#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB -#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC -#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD -#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE -#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF - -typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); -typedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, void *table); - -#define glColorTableParameterfvSGI GLEW_GET_FUN(__glewColorTableParameterfvSGI) -#define glColorTableParameterivSGI GLEW_GET_FUN(__glewColorTableParameterivSGI) -#define glColorTableSGI GLEW_GET_FUN(__glewColorTableSGI) -#define glCopyColorTableSGI GLEW_GET_FUN(__glewCopyColorTableSGI) -#define glGetColorTableParameterfvSGI GLEW_GET_FUN(__glewGetColorTableParameterfvSGI) -#define glGetColorTableParameterivSGI GLEW_GET_FUN(__glewGetColorTableParameterivSGI) -#define glGetColorTableSGI GLEW_GET_FUN(__glewGetColorTableSGI) - -#define GLEW_SGI_color_table GLEW_GET_VAR(__GLEW_SGI_color_table) - -#endif /* GL_SGI_color_table */ - -/* ----------------------------- GL_SGI_complex ---------------------------- */ - -#ifndef GL_SGI_complex -#define GL_SGI_complex 1 - -#define GLEW_SGI_complex GLEW_GET_VAR(__GLEW_SGI_complex) - -#endif /* GL_SGI_complex */ - -/* -------------------------- GL_SGI_complex_type -------------------------- */ - -#ifndef GL_SGI_complex_type -#define GL_SGI_complex_type 1 - -#define GL_COMPLEX_UNSIGNED_BYTE_SGI 0x81BD -#define GL_COMPLEX_BYTE_SGI 0x81BE -#define GL_COMPLEX_UNSIGNED_SHORT_SGI 0x81BF -#define GL_COMPLEX_SHORT_SGI 0x81C0 -#define GL_COMPLEX_UNSIGNED_INT_SGI 0x81C1 -#define GL_COMPLEX_INT_SGI 0x81C2 -#define GL_COMPLEX_FLOAT_SGI 0x81C3 - -#define GLEW_SGI_complex_type GLEW_GET_VAR(__GLEW_SGI_complex_type) - -#endif /* GL_SGI_complex_type */ - -/* ------------------------------- GL_SGI_fft ------------------------------ */ - -#ifndef GL_SGI_fft -#define GL_SGI_fft 1 - -#define GL_PIXEL_TRANSFORM_OPERATOR_SGI 0x81C4 -#define GL_CONVOLUTION_SGI 0x81C5 -#define GL_FFT_1D_SGI 0x81C6 -#define GL_PIXEL_TRANSFORM_SGI 0x81C7 -#define GL_MAX_FFT_WIDTH_SGI 0x81C8 - -typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFSGIPROC) (GLenum target, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERISGIPROC) (GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMSGIPROC) (GLenum target); - -#define glGetPixelTransformParameterfvSGI GLEW_GET_FUN(__glewGetPixelTransformParameterfvSGI) -#define glGetPixelTransformParameterivSGI GLEW_GET_FUN(__glewGetPixelTransformParameterivSGI) -#define glPixelTransformParameterfSGI GLEW_GET_FUN(__glewPixelTransformParameterfSGI) -#define glPixelTransformParameterfvSGI GLEW_GET_FUN(__glewPixelTransformParameterfvSGI) -#define glPixelTransformParameteriSGI GLEW_GET_FUN(__glewPixelTransformParameteriSGI) -#define glPixelTransformParameterivSGI GLEW_GET_FUN(__glewPixelTransformParameterivSGI) -#define glPixelTransformSGI GLEW_GET_FUN(__glewPixelTransformSGI) - -#define GLEW_SGI_fft GLEW_GET_VAR(__GLEW_SGI_fft) - -#endif /* GL_SGI_fft */ - -/* ----------------------- GL_SGI_texture_color_table ---------------------- */ - -#ifndef GL_SGI_texture_color_table -#define GL_SGI_texture_color_table 1 - -#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC -#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD - -#define GLEW_SGI_texture_color_table GLEW_GET_VAR(__GLEW_SGI_texture_color_table) - -#endif /* GL_SGI_texture_color_table */ - -/* ------------------------- GL_SUNX_constant_data ------------------------- */ - -#ifndef GL_SUNX_constant_data -#define GL_SUNX_constant_data 1 - -#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5 -#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6 - -typedef void (GLAPIENTRY * PFNGLFINISHTEXTURESUNXPROC) (void); - -#define glFinishTextureSUNX GLEW_GET_FUN(__glewFinishTextureSUNX) - -#define GLEW_SUNX_constant_data GLEW_GET_VAR(__GLEW_SUNX_constant_data) - -#endif /* GL_SUNX_constant_data */ - -/* -------------------- GL_SUN_convolution_border_modes -------------------- */ - -#ifndef GL_SUN_convolution_border_modes -#define GL_SUN_convolution_border_modes 1 - -#define GL_WRAP_BORDER_SUN 0x81D4 - -#define GLEW_SUN_convolution_border_modes GLEW_GET_VAR(__GLEW_SUN_convolution_border_modes) - -#endif /* GL_SUN_convolution_border_modes */ - -/* -------------------------- GL_SUN_global_alpha -------------------------- */ - -#ifndef GL_SUN_global_alpha -#define GL_SUN_global_alpha 1 - -#define GL_GLOBAL_ALPHA_SUN 0x81D9 -#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA - -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor); - -#define glGlobalAlphaFactorbSUN GLEW_GET_FUN(__glewGlobalAlphaFactorbSUN) -#define glGlobalAlphaFactordSUN GLEW_GET_FUN(__glewGlobalAlphaFactordSUN) -#define glGlobalAlphaFactorfSUN GLEW_GET_FUN(__glewGlobalAlphaFactorfSUN) -#define glGlobalAlphaFactoriSUN GLEW_GET_FUN(__glewGlobalAlphaFactoriSUN) -#define glGlobalAlphaFactorsSUN GLEW_GET_FUN(__glewGlobalAlphaFactorsSUN) -#define glGlobalAlphaFactorubSUN GLEW_GET_FUN(__glewGlobalAlphaFactorubSUN) -#define glGlobalAlphaFactoruiSUN GLEW_GET_FUN(__glewGlobalAlphaFactoruiSUN) -#define glGlobalAlphaFactorusSUN GLEW_GET_FUN(__glewGlobalAlphaFactorusSUN) - -#define GLEW_SUN_global_alpha GLEW_GET_VAR(__GLEW_SUN_global_alpha) - -#endif /* GL_SUN_global_alpha */ - -/* --------------------------- GL_SUN_mesh_array --------------------------- */ - -#ifndef GL_SUN_mesh_array -#define GL_SUN_mesh_array 1 - -#define GL_QUAD_MESH_SUN 0x8614 -#define GL_TRIANGLE_MESH_SUN 0x8615 - -#define GLEW_SUN_mesh_array GLEW_GET_VAR(__GLEW_SUN_mesh_array) - -#endif /* GL_SUN_mesh_array */ - -/* ------------------------ GL_SUN_read_video_pixels ----------------------- */ - -#ifndef GL_SUN_read_video_pixels -#define GL_SUN_read_video_pixels 1 - -typedef void (GLAPIENTRY * PFNGLREADVIDEOPIXELSSUNPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); - -#define glReadVideoPixelsSUN GLEW_GET_FUN(__glewReadVideoPixelsSUN) - -#define GLEW_SUN_read_video_pixels GLEW_GET_VAR(__GLEW_SUN_read_video_pixels) - -#endif /* GL_SUN_read_video_pixels */ - -/* --------------------------- GL_SUN_slice_accum -------------------------- */ - -#ifndef GL_SUN_slice_accum -#define GL_SUN_slice_accum 1 - -#define GL_SLICE_ACCUM_SUN 0x85CC - -#define GLEW_SUN_slice_accum GLEW_GET_VAR(__GLEW_SUN_slice_accum) - -#endif /* GL_SUN_slice_accum */ - -/* -------------------------- GL_SUN_triangle_list ------------------------- */ - -#ifndef GL_SUN_triangle_list -#define GL_SUN_triangle_list 1 - -#define GL_RESTART_SUN 0x01 -#define GL_REPLACE_MIDDLE_SUN 0x02 -#define GL_REPLACE_OLDEST_SUN 0x03 -#define GL_TRIANGLE_LIST_SUN 0x81D7 -#define GL_REPLACEMENT_CODE_SUN 0x81D8 -#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0 -#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1 -#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2 -#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3 -#define GL_R1UI_V3F_SUN 0x85C4 -#define GL_R1UI_C4UB_V3F_SUN 0x85C5 -#define GL_R1UI_C3F_V3F_SUN 0x85C6 -#define GL_R1UI_N3F_V3F_SUN 0x85C7 -#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8 -#define GL_R1UI_T2F_V3F_SUN 0x85C9 -#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA -#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB - -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte* code); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint* code); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort* code); - -#define glReplacementCodePointerSUN GLEW_GET_FUN(__glewReplacementCodePointerSUN) -#define glReplacementCodeubSUN GLEW_GET_FUN(__glewReplacementCodeubSUN) -#define glReplacementCodeubvSUN GLEW_GET_FUN(__glewReplacementCodeubvSUN) -#define glReplacementCodeuiSUN GLEW_GET_FUN(__glewReplacementCodeuiSUN) -#define glReplacementCodeuivSUN GLEW_GET_FUN(__glewReplacementCodeuivSUN) -#define glReplacementCodeusSUN GLEW_GET_FUN(__glewReplacementCodeusSUN) -#define glReplacementCodeusvSUN GLEW_GET_FUN(__glewReplacementCodeusvSUN) - -#define GLEW_SUN_triangle_list GLEW_GET_VAR(__GLEW_SUN_triangle_list) - -#endif /* GL_SUN_triangle_list */ - -/* ----------------------------- GL_SUN_vertex ----------------------------- */ - -#ifndef GL_SUN_vertex -#define GL_SUN_vertex 1 - -typedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte* c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte* c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint* rc, const GLubyte *c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat* tc, const GLubyte *c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *v); - -#define glColor3fVertex3fSUN GLEW_GET_FUN(__glewColor3fVertex3fSUN) -#define glColor3fVertex3fvSUN GLEW_GET_FUN(__glewColor3fVertex3fvSUN) -#define glColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fSUN) -#define glColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fvSUN) -#define glColor4ubVertex2fSUN GLEW_GET_FUN(__glewColor4ubVertex2fSUN) -#define glColor4ubVertex2fvSUN GLEW_GET_FUN(__glewColor4ubVertex2fvSUN) -#define glColor4ubVertex3fSUN GLEW_GET_FUN(__glewColor4ubVertex3fSUN) -#define glColor4ubVertex3fvSUN GLEW_GET_FUN(__glewColor4ubVertex3fvSUN) -#define glNormal3fVertex3fSUN GLEW_GET_FUN(__glewNormal3fVertex3fSUN) -#define glNormal3fVertex3fvSUN GLEW_GET_FUN(__glewNormal3fVertex3fvSUN) -#define glReplacementCodeuiColor3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fSUN) -#define glReplacementCodeuiColor3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fvSUN) -#define glReplacementCodeuiColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fSUN) -#define glReplacementCodeuiColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fvSUN) -#define glReplacementCodeuiColor4ubVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fSUN) -#define glReplacementCodeuiColor4ubVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fvSUN) -#define glReplacementCodeuiNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fSUN) -#define glReplacementCodeuiNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fvSUN) -#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN) -#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN) -#define glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN) -#define glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN) -#define glReplacementCodeuiTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fSUN) -#define glReplacementCodeuiTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fvSUN) -#define glReplacementCodeuiVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fSUN) -#define glReplacementCodeuiVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fvSUN) -#define glTexCoord2fColor3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fSUN) -#define glTexCoord2fColor3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fvSUN) -#define glTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fSUN) -#define glTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fvSUN) -#define glTexCoord2fColor4ubVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fSUN) -#define glTexCoord2fColor4ubVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fvSUN) -#define glTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fSUN) -#define glTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fvSUN) -#define glTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fSUN) -#define glTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fvSUN) -#define glTexCoord4fColor4fNormal3fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fSUN) -#define glTexCoord4fColor4fNormal3fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fvSUN) -#define glTexCoord4fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fSUN) -#define glTexCoord4fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fvSUN) - -#define GLEW_SUN_vertex GLEW_GET_VAR(__GLEW_SUN_vertex) - -#endif /* GL_SUN_vertex */ - -/* -------------------------- GL_WIN_phong_shading ------------------------- */ - -#ifndef GL_WIN_phong_shading -#define GL_WIN_phong_shading 1 - -#define GL_PHONG_WIN 0x80EA -#define GL_PHONG_HINT_WIN 0x80EB - -#define GLEW_WIN_phong_shading GLEW_GET_VAR(__GLEW_WIN_phong_shading) - -#endif /* GL_WIN_phong_shading */ - -/* ------------------------- GL_WIN_scene_markerXXX ------------------------ */ - -#ifndef GL_WIN_scene_markerXXX -#define GL_WIN_scene_markerXXX 1 - -#define GLEW_WIN_scene_markerXXX GLEW_GET_VAR(__GLEW_WIN_scene_markerXXX) - -#endif /* GL_WIN_scene_markerXXX */ - -/* -------------------------- GL_WIN_specular_fog -------------------------- */ - -#ifndef GL_WIN_specular_fog -#define GL_WIN_specular_fog 1 - -#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC - -#define GLEW_WIN_specular_fog GLEW_GET_VAR(__GLEW_WIN_specular_fog) - -#endif /* GL_WIN_specular_fog */ - -/* ---------------------------- GL_WIN_swap_hint --------------------------- */ - -#ifndef GL_WIN_swap_hint -#define GL_WIN_swap_hint 1 - -typedef void (GLAPIENTRY * PFNGLADDSWAPHINTRECTWINPROC) (GLint x, GLint y, GLsizei width, GLsizei height); - -#define glAddSwapHintRectWIN GLEW_GET_FUN(__glewAddSwapHintRectWIN) - -#define GLEW_WIN_swap_hint GLEW_GET_VAR(__GLEW_WIN_swap_hint) - -#endif /* GL_WIN_swap_hint */ - -/* ------------------------------------------------------------------------- */ - - - -GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DPROC __glewCopyTexSubImage3D; -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSPROC __glewDrawRangeElements; -GLEW_FUN_EXPORT PFNGLTEXIMAGE3DPROC __glewTexImage3D; -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DPROC __glewTexSubImage3D; - -GLEW_FUN_EXPORT PFNGLACTIVETEXTUREPROC __glewActiveTexture; -GLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREPROC __glewClientActiveTexture; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DPROC __glewCompressedTexImage1D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DPROC __glewCompressedTexImage2D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DPROC __glewCompressedTexImage3D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC __glewCompressedTexSubImage1D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC __glewCompressedTexSubImage2D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC __glewCompressedTexSubImage3D; -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEPROC __glewGetCompressedTexImage; -GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDPROC __glewLoadTransposeMatrixd; -GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFPROC __glewLoadTransposeMatrixf; -GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDPROC __glewMultTransposeMatrixd; -GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFPROC __glewMultTransposeMatrixf; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DPROC __glewMultiTexCoord1d; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVPROC __glewMultiTexCoord1dv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FPROC __glewMultiTexCoord1f; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVPROC __glewMultiTexCoord1fv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IPROC __glewMultiTexCoord1i; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVPROC __glewMultiTexCoord1iv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SPROC __glewMultiTexCoord1s; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVPROC __glewMultiTexCoord1sv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DPROC __glewMultiTexCoord2d; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVPROC __glewMultiTexCoord2dv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FPROC __glewMultiTexCoord2f; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVPROC __glewMultiTexCoord2fv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IPROC __glewMultiTexCoord2i; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVPROC __glewMultiTexCoord2iv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SPROC __glewMultiTexCoord2s; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVPROC __glewMultiTexCoord2sv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DPROC __glewMultiTexCoord3d; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVPROC __glewMultiTexCoord3dv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FPROC __glewMultiTexCoord3f; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVPROC __glewMultiTexCoord3fv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IPROC __glewMultiTexCoord3i; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVPROC __glewMultiTexCoord3iv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SPROC __glewMultiTexCoord3s; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVPROC __glewMultiTexCoord3sv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DPROC __glewMultiTexCoord4d; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVPROC __glewMultiTexCoord4dv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FPROC __glewMultiTexCoord4f; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVPROC __glewMultiTexCoord4fv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IPROC __glewMultiTexCoord4i; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVPROC __glewMultiTexCoord4iv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SPROC __glewMultiTexCoord4s; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVPROC __glewMultiTexCoord4sv; -GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEPROC __glewSampleCoverage; - -GLEW_FUN_EXPORT PFNGLBLENDCOLORPROC __glewBlendColor; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONPROC __glewBlendEquation; -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEPROC __glewBlendFuncSeparate; -GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERPROC __glewFogCoordPointer; -GLEW_FUN_EXPORT PFNGLFOGCOORDDPROC __glewFogCoordd; -GLEW_FUN_EXPORT PFNGLFOGCOORDDVPROC __glewFogCoorddv; -GLEW_FUN_EXPORT PFNGLFOGCOORDFPROC __glewFogCoordf; -GLEW_FUN_EXPORT PFNGLFOGCOORDFVPROC __glewFogCoordfv; -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSPROC __glewMultiDrawArrays; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSPROC __glewMultiDrawElements; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFPROC __glewPointParameterf; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVPROC __glewPointParameterfv; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIPROC __glewPointParameteri; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVPROC __glewPointParameteriv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BPROC __glewSecondaryColor3b; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVPROC __glewSecondaryColor3bv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DPROC __glewSecondaryColor3d; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVPROC __glewSecondaryColor3dv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FPROC __glewSecondaryColor3f; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVPROC __glewSecondaryColor3fv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IPROC __glewSecondaryColor3i; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVPROC __glewSecondaryColor3iv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SPROC __glewSecondaryColor3s; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVPROC __glewSecondaryColor3sv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBPROC __glewSecondaryColor3ub; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVPROC __glewSecondaryColor3ubv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIPROC __glewSecondaryColor3ui; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVPROC __glewSecondaryColor3uiv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USPROC __glewSecondaryColor3us; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVPROC __glewSecondaryColor3usv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERPROC __glewSecondaryColorPointer; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DPROC __glewWindowPos2d; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVPROC __glewWindowPos2dv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FPROC __glewWindowPos2f; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVPROC __glewWindowPos2fv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IPROC __glewWindowPos2i; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVPROC __glewWindowPos2iv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SPROC __glewWindowPos2s; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVPROC __glewWindowPos2sv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DPROC __glewWindowPos3d; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVPROC __glewWindowPos3dv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FPROC __glewWindowPos3f; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVPROC __glewWindowPos3fv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IPROC __glewWindowPos3i; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVPROC __glewWindowPos3iv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SPROC __glewWindowPos3s; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVPROC __glewWindowPos3sv; - -GLEW_FUN_EXPORT PFNGLBEGINQUERYPROC __glewBeginQuery; -GLEW_FUN_EXPORT PFNGLBINDBUFFERPROC __glewBindBuffer; -GLEW_FUN_EXPORT PFNGLBUFFERDATAPROC __glewBufferData; -GLEW_FUN_EXPORT PFNGLBUFFERSUBDATAPROC __glewBufferSubData; -GLEW_FUN_EXPORT PFNGLDELETEBUFFERSPROC __glewDeleteBuffers; -GLEW_FUN_EXPORT PFNGLDELETEQUERIESPROC __glewDeleteQueries; -GLEW_FUN_EXPORT PFNGLENDQUERYPROC __glewEndQuery; -GLEW_FUN_EXPORT PFNGLGENBUFFERSPROC __glewGenBuffers; -GLEW_FUN_EXPORT PFNGLGENQUERIESPROC __glewGenQueries; -GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVPROC __glewGetBufferParameteriv; -GLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVPROC __glewGetBufferPointerv; -GLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAPROC __glewGetBufferSubData; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVPROC __glewGetQueryObjectiv; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVPROC __glewGetQueryObjectuiv; -GLEW_FUN_EXPORT PFNGLGETQUERYIVPROC __glewGetQueryiv; -GLEW_FUN_EXPORT PFNGLISBUFFERPROC __glewIsBuffer; -GLEW_FUN_EXPORT PFNGLISQUERYPROC __glewIsQuery; -GLEW_FUN_EXPORT PFNGLMAPBUFFERPROC __glewMapBuffer; -GLEW_FUN_EXPORT PFNGLUNMAPBUFFERPROC __glewUnmapBuffer; - -GLEW_FUN_EXPORT PFNGLATTACHSHADERPROC __glewAttachShader; -GLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONPROC __glewBindAttribLocation; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEPROC __glewBlendEquationSeparate; -GLEW_FUN_EXPORT PFNGLCOMPILESHADERPROC __glewCompileShader; -GLEW_FUN_EXPORT PFNGLCREATEPROGRAMPROC __glewCreateProgram; -GLEW_FUN_EXPORT PFNGLCREATESHADERPROC __glewCreateShader; -GLEW_FUN_EXPORT PFNGLDELETEPROGRAMPROC __glewDeleteProgram; -GLEW_FUN_EXPORT PFNGLDELETESHADERPROC __glewDeleteShader; -GLEW_FUN_EXPORT PFNGLDETACHSHADERPROC __glewDetachShader; -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYPROC __glewDisableVertexAttribArray; -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSPROC __glewDrawBuffers; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYPROC __glewEnableVertexAttribArray; -GLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBPROC __glewGetActiveAttrib; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMPROC __glewGetActiveUniform; -GLEW_FUN_EXPORT PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders; -GLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONPROC __glewGetAttribLocation; -GLEW_FUN_EXPORT PFNGLGETPROGRAMINFOLOGPROC __glewGetProgramInfoLog; -GLEW_FUN_EXPORT PFNGLGETPROGRAMIVPROC __glewGetProgramiv; -GLEW_FUN_EXPORT PFNGLGETSHADERINFOLOGPROC __glewGetShaderInfoLog; -GLEW_FUN_EXPORT PFNGLGETSHADERSOURCEPROC __glewGetShaderSource; -GLEW_FUN_EXPORT PFNGLGETSHADERIVPROC __glewGetShaderiv; -GLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONPROC __glewGetUniformLocation; -GLEW_FUN_EXPORT PFNGLGETUNIFORMFVPROC __glewGetUniformfv; -GLEW_FUN_EXPORT PFNGLGETUNIFORMIVPROC __glewGetUniformiv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVPROC __glewGetVertexAttribPointerv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVPROC __glewGetVertexAttribdv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVPROC __glewGetVertexAttribfv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVPROC __glewGetVertexAttribiv; -GLEW_FUN_EXPORT PFNGLISPROGRAMPROC __glewIsProgram; -GLEW_FUN_EXPORT PFNGLISSHADERPROC __glewIsShader; -GLEW_FUN_EXPORT PFNGLLINKPROGRAMPROC __glewLinkProgram; -GLEW_FUN_EXPORT PFNGLSHADERSOURCEPROC __glewShaderSource; -GLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEPROC __glewStencilFuncSeparate; -GLEW_FUN_EXPORT PFNGLSTENCILMASKSEPARATEPROC __glewStencilMaskSeparate; -GLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEPROC __glewStencilOpSeparate; -GLEW_FUN_EXPORT PFNGLUNIFORM1FPROC __glewUniform1f; -GLEW_FUN_EXPORT PFNGLUNIFORM1FVPROC __glewUniform1fv; -GLEW_FUN_EXPORT PFNGLUNIFORM1IPROC __glewUniform1i; -GLEW_FUN_EXPORT PFNGLUNIFORM1IVPROC __glewUniform1iv; -GLEW_FUN_EXPORT PFNGLUNIFORM2FPROC __glewUniform2f; -GLEW_FUN_EXPORT PFNGLUNIFORM2FVPROC __glewUniform2fv; -GLEW_FUN_EXPORT PFNGLUNIFORM2IPROC __glewUniform2i; -GLEW_FUN_EXPORT PFNGLUNIFORM2IVPROC __glewUniform2iv; -GLEW_FUN_EXPORT PFNGLUNIFORM3FPROC __glewUniform3f; -GLEW_FUN_EXPORT PFNGLUNIFORM3FVPROC __glewUniform3fv; -GLEW_FUN_EXPORT PFNGLUNIFORM3IPROC __glewUniform3i; -GLEW_FUN_EXPORT PFNGLUNIFORM3IVPROC __glewUniform3iv; -GLEW_FUN_EXPORT PFNGLUNIFORM4FPROC __glewUniform4f; -GLEW_FUN_EXPORT PFNGLUNIFORM4FVPROC __glewUniform4fv; -GLEW_FUN_EXPORT PFNGLUNIFORM4IPROC __glewUniform4i; -GLEW_FUN_EXPORT PFNGLUNIFORM4IVPROC __glewUniform4iv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVPROC __glewUniformMatrix2fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVPROC __glewUniformMatrix3fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVPROC __glewUniformMatrix4fv; -GLEW_FUN_EXPORT PFNGLUSEPROGRAMPROC __glewUseProgram; -GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPROC __glewValidateProgram; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DPROC __glewVertexAttrib1d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVPROC __glewVertexAttrib1dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FPROC __glewVertexAttrib1f; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVPROC __glewVertexAttrib1fv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SPROC __glewVertexAttrib1s; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVPROC __glewVertexAttrib1sv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DPROC __glewVertexAttrib2d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVPROC __glewVertexAttrib2dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FPROC __glewVertexAttrib2f; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVPROC __glewVertexAttrib2fv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SPROC __glewVertexAttrib2s; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVPROC __glewVertexAttrib2sv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DPROC __glewVertexAttrib3d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVPROC __glewVertexAttrib3dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FPROC __glewVertexAttrib3f; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVPROC __glewVertexAttrib3fv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SPROC __glewVertexAttrib3s; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVPROC __glewVertexAttrib3sv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVPROC __glewVertexAttrib4Nbv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVPROC __glewVertexAttrib4Niv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVPROC __glewVertexAttrib4Nsv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBPROC __glewVertexAttrib4Nub; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVPROC __glewVertexAttrib4Nubv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVPROC __glewVertexAttrib4Nuiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVPROC __glewVertexAttrib4Nusv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVPROC __glewVertexAttrib4bv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DPROC __glewVertexAttrib4d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVPROC __glewVertexAttrib4dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FPROC __glewVertexAttrib4f; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVPROC __glewVertexAttrib4fv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVPROC __glewVertexAttrib4iv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SPROC __glewVertexAttrib4s; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVPROC __glewVertexAttrib4sv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVPROC __glewVertexAttrib4ubv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVPROC __glewVertexAttrib4uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVPROC __glewVertexAttrib4usv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERPROC __glewVertexAttribPointer; - -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVPROC __glewUniformMatrix2x3fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVPROC __glewUniformMatrix2x4fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVPROC __glewUniformMatrix3x2fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVPROC __glewUniformMatrix3x4fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVPROC __glewUniformMatrix4x2fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVPROC __glewUniformMatrix4x3fv; - -GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERPROC __glewBeginConditionalRender; -GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKPROC __glewBeginTransformFeedback; -GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONPROC __glewBindFragDataLocation; -GLEW_FUN_EXPORT PFNGLCLAMPCOLORPROC __glewClampColor; -GLEW_FUN_EXPORT PFNGLCLEARBUFFERFIPROC __glewClearBufferfi; -GLEW_FUN_EXPORT PFNGLCLEARBUFFERFVPROC __glewClearBufferfv; -GLEW_FUN_EXPORT PFNGLCLEARBUFFERIVPROC __glewClearBufferiv; -GLEW_FUN_EXPORT PFNGLCLEARBUFFERUIVPROC __glewClearBufferuiv; -GLEW_FUN_EXPORT PFNGLCOLORMASKIPROC __glewColorMaski; -GLEW_FUN_EXPORT PFNGLDISABLEIPROC __glewDisablei; -GLEW_FUN_EXPORT PFNGLENABLEIPROC __glewEnablei; -GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERPROC __glewEndConditionalRender; -GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKPROC __glewEndTransformFeedback; -GLEW_FUN_EXPORT PFNGLGETBOOLEANI_VPROC __glewGetBooleani_v; -GLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONPROC __glewGetFragDataLocation; -GLEW_FUN_EXPORT PFNGLGETSTRINGIPROC __glewGetStringi; -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVPROC __glewGetTexParameterIiv; -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVPROC __glewGetTexParameterIuiv; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGPROC __glewGetTransformFeedbackVarying; -GLEW_FUN_EXPORT PFNGLGETUNIFORMUIVPROC __glewGetUniformuiv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVPROC __glewGetVertexAttribIiv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVPROC __glewGetVertexAttribIuiv; -GLEW_FUN_EXPORT PFNGLISENABLEDIPROC __glewIsEnabledi; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVPROC __glewTexParameterIiv; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVPROC __glewTexParameterIuiv; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSPROC __glewTransformFeedbackVaryings; -GLEW_FUN_EXPORT PFNGLUNIFORM1UIPROC __glewUniform1ui; -GLEW_FUN_EXPORT PFNGLUNIFORM1UIVPROC __glewUniform1uiv; -GLEW_FUN_EXPORT PFNGLUNIFORM2UIPROC __glewUniform2ui; -GLEW_FUN_EXPORT PFNGLUNIFORM2UIVPROC __glewUniform2uiv; -GLEW_FUN_EXPORT PFNGLUNIFORM3UIPROC __glewUniform3ui; -GLEW_FUN_EXPORT PFNGLUNIFORM3UIVPROC __glewUniform3uiv; -GLEW_FUN_EXPORT PFNGLUNIFORM4UIPROC __glewUniform4ui; -GLEW_FUN_EXPORT PFNGLUNIFORM4UIVPROC __glewUniform4uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IPROC __glewVertexAttribI1i; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVPROC __glewVertexAttribI1iv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIPROC __glewVertexAttribI1ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVPROC __glewVertexAttribI1uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IPROC __glewVertexAttribI2i; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVPROC __glewVertexAttribI2iv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIPROC __glewVertexAttribI2ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVPROC __glewVertexAttribI2uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IPROC __glewVertexAttribI3i; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVPROC __glewVertexAttribI3iv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIPROC __glewVertexAttribI3ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVPROC __glewVertexAttribI3uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVPROC __glewVertexAttribI4bv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IPROC __glewVertexAttribI4i; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVPROC __glewVertexAttribI4iv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVPROC __glewVertexAttribI4sv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVPROC __glewVertexAttribI4ubv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIPROC __glewVertexAttribI4ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVPROC __glewVertexAttribI4uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVPROC __glewVertexAttribI4usv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTERPROC __glewVertexAttribIPointer; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDPROC __glewDrawArraysInstanced; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDPROC __glewDrawElementsInstanced; -GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXPROC __glewPrimitiveRestartIndex; -GLEW_FUN_EXPORT PFNGLTEXBUFFERPROC __glewTexBuffer; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREPROC __glewFramebufferTexture; -GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERI64VPROC __glewGetBufferParameteri64v; -GLEW_FUN_EXPORT PFNGLGETINTEGER64I_VPROC __glewGetInteger64i_v; - -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORPROC __glewVertexAttribDivisor; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIPROC __glewBlendEquationSeparatei; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIPROC __glewBlendEquationi; -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIPROC __glewBlendFuncSeparatei; -GLEW_FUN_EXPORT PFNGLBLENDFUNCIPROC __glewBlendFunci; -GLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGPROC __glewMinSampleShading; - -GLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSPROC __glewGetGraphicsResetStatus; -GLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEPROC __glewGetnCompressedTexImage; -GLEW_FUN_EXPORT PFNGLGETNTEXIMAGEPROC __glewGetnTexImage; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMDVPROC __glewGetnUniformdv; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC __glewMultiDrawArraysIndirectCount; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC __glewMultiDrawElementsIndirectCount; -GLEW_FUN_EXPORT PFNGLSPECIALIZESHADERPROC __glewSpecializeShader; - -GLEW_FUN_EXPORT PFNGLTBUFFERMASK3DFXPROC __glewTbufferMask3DFX; - -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKAMDPROC __glewDebugMessageCallbackAMD; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEENABLEAMDPROC __glewDebugMessageEnableAMD; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTAMDPROC __glewDebugMessageInsertAMD; -GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGAMDPROC __glewGetDebugMessageLogAMD; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONINDEXEDAMDPROC __glewBlendEquationIndexedAMD; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC __glewBlendEquationSeparateIndexedAMD; -GLEW_FUN_EXPORT PFNGLBLENDFUNCINDEXEDAMDPROC __glewBlendFuncIndexedAMD; -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC __glewBlendFuncSeparateIndexedAMD; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewFramebufferSamplePositionsfvAMD; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC __glewGetFramebufferParameterfvAMD; -GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC __glewGetNamedFramebufferParameterfvAMD; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewNamedFramebufferSamplePositionsfvAMD; - -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPARAMETERIAMDPROC __glewVertexAttribParameteriAMD; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC __glewMultiDrawArraysIndirectAMD; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC __glewMultiDrawElementsIndirectAMD; - -GLEW_FUN_EXPORT PFNGLDELETENAMESAMDPROC __glewDeleteNamesAMD; -GLEW_FUN_EXPORT PFNGLGENNAMESAMDPROC __glewGenNamesAMD; -GLEW_FUN_EXPORT PFNGLISNAMEAMDPROC __glewIsNameAMD; - -GLEW_FUN_EXPORT PFNGLQUERYOBJECTPARAMETERUIAMDPROC __glewQueryObjectParameteruiAMD; - -GLEW_FUN_EXPORT PFNGLBEGINPERFMONITORAMDPROC __glewBeginPerfMonitorAMD; -GLEW_FUN_EXPORT PFNGLDELETEPERFMONITORSAMDPROC __glewDeletePerfMonitorsAMD; -GLEW_FUN_EXPORT PFNGLENDPERFMONITORAMDPROC __glewEndPerfMonitorAMD; -GLEW_FUN_EXPORT PFNGLGENPERFMONITORSAMDPROC __glewGenPerfMonitorsAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERDATAAMDPROC __glewGetPerfMonitorCounterDataAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERINFOAMDPROC __glewGetPerfMonitorCounterInfoAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC __glewGetPerfMonitorCounterStringAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSAMDPROC __glewGetPerfMonitorCountersAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSTRINGAMDPROC __glewGetPerfMonitorGroupStringAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSAMDPROC __glewGetPerfMonitorGroupsAMD; -GLEW_FUN_EXPORT PFNGLSELECTPERFMONITORCOUNTERSAMDPROC __glewSelectPerfMonitorCountersAMD; - -GLEW_FUN_EXPORT PFNGLSETMULTISAMPLEFVAMDPROC __glewSetMultisamplefvAMD; - -GLEW_FUN_EXPORT PFNGLTEXSTORAGESPARSEAMDPROC __glewTexStorageSparseAMD; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGESPARSEAMDPROC __glewTextureStorageSparseAMD; - -GLEW_FUN_EXPORT PFNGLSTENCILOPVALUEAMDPROC __glewStencilOpValueAMD; - -GLEW_FUN_EXPORT PFNGLTESSELLATIONFACTORAMDPROC __glewTessellationFactorAMD; -GLEW_FUN_EXPORT PFNGLTESSELLATIONMODEAMDPROC __glewTessellationModeAMD; - -GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERANGLEPROC __glewBlitFramebufferANGLE; - -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC __glewRenderbufferStorageMultisampleANGLE; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDANGLEPROC __glewDrawArraysInstancedANGLE; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDANGLEPROC __glewDrawElementsInstancedANGLE; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORANGLEPROC __glewVertexAttribDivisorANGLE; - -GLEW_FUN_EXPORT PFNGLBEGINQUERYANGLEPROC __glewBeginQueryANGLE; -GLEW_FUN_EXPORT PFNGLDELETEQUERIESANGLEPROC __glewDeleteQueriesANGLE; -GLEW_FUN_EXPORT PFNGLENDQUERYANGLEPROC __glewEndQueryANGLE; -GLEW_FUN_EXPORT PFNGLGENQUERIESANGLEPROC __glewGenQueriesANGLE; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VANGLEPROC __glewGetQueryObjecti64vANGLE; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVANGLEPROC __glewGetQueryObjectivANGLE; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VANGLEPROC __glewGetQueryObjectui64vANGLE; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVANGLEPROC __glewGetQueryObjectuivANGLE; -GLEW_FUN_EXPORT PFNGLGETQUERYIVANGLEPROC __glewGetQueryivANGLE; -GLEW_FUN_EXPORT PFNGLISQUERYANGLEPROC __glewIsQueryANGLE; -GLEW_FUN_EXPORT PFNGLQUERYCOUNTERANGLEPROC __glewQueryCounterANGLE; - -GLEW_FUN_EXPORT PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC __glewGetTranslatedShaderSourceANGLE; - -GLEW_FUN_EXPORT PFNGLCOPYTEXTURELEVELSAPPLEPROC __glewCopyTextureLevelsAPPLE; - -GLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYAPPLEPROC __glewDrawElementArrayAPPLE; -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC __glewDrawRangeElementArrayAPPLE; -GLEW_FUN_EXPORT PFNGLELEMENTPOINTERAPPLEPROC __glewElementPointerAPPLE; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC __glewMultiDrawElementArrayAPPLE; -GLEW_FUN_EXPORT PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC __glewMultiDrawRangeElementArrayAPPLE; - -GLEW_FUN_EXPORT PFNGLDELETEFENCESAPPLEPROC __glewDeleteFencesAPPLE; -GLEW_FUN_EXPORT PFNGLFINISHFENCEAPPLEPROC __glewFinishFenceAPPLE; -GLEW_FUN_EXPORT PFNGLFINISHOBJECTAPPLEPROC __glewFinishObjectAPPLE; -GLEW_FUN_EXPORT PFNGLGENFENCESAPPLEPROC __glewGenFencesAPPLE; -GLEW_FUN_EXPORT PFNGLISFENCEAPPLEPROC __glewIsFenceAPPLE; -GLEW_FUN_EXPORT PFNGLSETFENCEAPPLEPROC __glewSetFenceAPPLE; -GLEW_FUN_EXPORT PFNGLTESTFENCEAPPLEPROC __glewTestFenceAPPLE; -GLEW_FUN_EXPORT PFNGLTESTOBJECTAPPLEPROC __glewTestObjectAPPLE; - -GLEW_FUN_EXPORT PFNGLBUFFERPARAMETERIAPPLEPROC __glewBufferParameteriAPPLE; -GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC __glewFlushMappedBufferRangeAPPLE; - -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC __glewRenderbufferStorageMultisampleAPPLE; -GLEW_FUN_EXPORT PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC __glewResolveMultisampleFramebufferAPPLE; - -GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVAPPLEPROC __glewGetObjectParameterivAPPLE; -GLEW_FUN_EXPORT PFNGLOBJECTPURGEABLEAPPLEPROC __glewObjectPurgeableAPPLE; -GLEW_FUN_EXPORT PFNGLOBJECTUNPURGEABLEAPPLEPROC __glewObjectUnpurgeableAPPLE; - -GLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCAPPLEPROC __glewClientWaitSyncAPPLE; -GLEW_FUN_EXPORT PFNGLDELETESYNCAPPLEPROC __glewDeleteSyncAPPLE; -GLEW_FUN_EXPORT PFNGLFENCESYNCAPPLEPROC __glewFenceSyncAPPLE; -GLEW_FUN_EXPORT PFNGLGETINTEGER64VAPPLEPROC __glewGetInteger64vAPPLE; -GLEW_FUN_EXPORT PFNGLGETSYNCIVAPPLEPROC __glewGetSyncivAPPLE; -GLEW_FUN_EXPORT PFNGLISSYNCAPPLEPROC __glewIsSyncAPPLE; -GLEW_FUN_EXPORT PFNGLWAITSYNCAPPLEPROC __glewWaitSyncAPPLE; - -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC __glewGetTexParameterPointervAPPLE; -GLEW_FUN_EXPORT PFNGLTEXTURERANGEAPPLEPROC __glewTextureRangeAPPLE; - -GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYAPPLEPROC __glewBindVertexArrayAPPLE; -GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSAPPLEPROC __glewDeleteVertexArraysAPPLE; -GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSAPPLEPROC __glewGenVertexArraysAPPLE; -GLEW_FUN_EXPORT PFNGLISVERTEXARRAYAPPLEPROC __glewIsVertexArrayAPPLE; - -GLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC __glewFlushVertexArrayRangeAPPLE; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYPARAMETERIAPPLEPROC __glewVertexArrayParameteriAPPLE; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGEAPPLEPROC __glewVertexArrayRangeAPPLE; - -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBAPPLEPROC __glewDisableVertexAttribAPPLE; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBAPPLEPROC __glewEnableVertexAttribAPPLE; -GLEW_FUN_EXPORT PFNGLISVERTEXATTRIBENABLEDAPPLEPROC __glewIsVertexAttribEnabledAPPLE; -GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1DAPPLEPROC __glewMapVertexAttrib1dAPPLE; -GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1FAPPLEPROC __glewMapVertexAttrib1fAPPLE; -GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2DAPPLEPROC __glewMapVertexAttrib2dAPPLE; -GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2FAPPLEPROC __glewMapVertexAttrib2fAPPLE; - -GLEW_FUN_EXPORT PFNGLCLEARDEPTHFPROC __glewClearDepthf; -GLEW_FUN_EXPORT PFNGLDEPTHRANGEFPROC __glewDepthRangef; -GLEW_FUN_EXPORT PFNGLGETSHADERPRECISIONFORMATPROC __glewGetShaderPrecisionFormat; -GLEW_FUN_EXPORT PFNGLRELEASESHADERCOMPILERPROC __glewReleaseShaderCompiler; -GLEW_FUN_EXPORT PFNGLSHADERBINARYPROC __glewShaderBinary; - -GLEW_FUN_EXPORT PFNGLMEMORYBARRIERBYREGIONPROC __glewMemoryBarrierByRegion; - -GLEW_FUN_EXPORT PFNGLPRIMITIVEBOUNDINGBOXARBPROC __glewPrimitiveBoundingBoxARB; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC __glewDrawArraysInstancedBaseInstance; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC __glewDrawElementsInstancedBaseInstance; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC __glewDrawElementsInstancedBaseVertexBaseInstance; - -GLEW_FUN_EXPORT PFNGLGETIMAGEHANDLEARBPROC __glewGetImageHandleARB; -GLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLEARBPROC __glewGetTextureHandleARB; -GLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLEARBPROC __glewGetTextureSamplerHandleARB; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VARBPROC __glewGetVertexAttribLui64vARB; -GLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTARBPROC __glewIsImageHandleResidentARB; -GLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTARBPROC __glewIsTextureHandleResidentARB; -GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC __glewMakeImageHandleNonResidentARB; -GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTARBPROC __glewMakeImageHandleResidentARB; -GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC __glewMakeTextureHandleNonResidentARB; -GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTARBPROC __glewMakeTextureHandleResidentARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC __glewProgramUniformHandleui64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC __glewProgramUniformHandleui64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64ARBPROC __glewUniformHandleui64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VARBPROC __glewUniformHandleui64vARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64ARBPROC __glewVertexAttribL1ui64ARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VARBPROC __glewVertexAttribL1ui64vARB; - -GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDPROC __glewBindFragDataLocationIndexed; -GLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXPROC __glewGetFragDataIndex; - -GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEPROC __glewBufferStorage; - -GLEW_FUN_EXPORT PFNGLCREATESYNCFROMCLEVENTARBPROC __glewCreateSyncFromCLeventARB; - -GLEW_FUN_EXPORT PFNGLCLEARBUFFERDATAPROC __glewClearBufferData; -GLEW_FUN_EXPORT PFNGLCLEARBUFFERSUBDATAPROC __glewClearBufferSubData; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAEXTPROC __glewClearNamedBufferDataEXT; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC __glewClearNamedBufferSubDataEXT; - -GLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEPROC __glewClearTexImage; -GLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEPROC __glewClearTexSubImage; - -GLEW_FUN_EXPORT PFNGLCLIPCONTROLPROC __glewClipControl; - -GLEW_FUN_EXPORT PFNGLCLAMPCOLORARBPROC __glewClampColorARB; - -GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEPROC __glewDispatchCompute; -GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEINDIRECTPROC __glewDispatchComputeIndirect; - -GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC __glewDispatchComputeGroupSizeARB; - -GLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATAPROC __glewCopyBufferSubData; - -GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAPROC __glewCopyImageSubData; - -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKARBPROC __glewDebugMessageCallbackARB; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLARBPROC __glewDebugMessageControlARB; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTARBPROC __glewDebugMessageInsertARB; -GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGARBPROC __glewGetDebugMessageLogARB; - -GLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPROC __glewBindTextureUnit; -GLEW_FUN_EXPORT PFNGLBLITNAMEDFRAMEBUFFERPROC __glewBlitNamedFramebuffer; -GLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC __glewCheckNamedFramebufferStatus; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAPROC __glewClearNamedBufferData; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAPROC __glewClearNamedBufferSubData; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFIPROC __glewClearNamedFramebufferfi; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFVPROC __glewClearNamedFramebufferfv; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERIVPROC __glewClearNamedFramebufferiv; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC __glewClearNamedFramebufferuiv; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC __glewCompressedTextureSubImage1D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC __glewCompressedTextureSubImage2D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC __glewCompressedTextureSubImage3D; -GLEW_FUN_EXPORT PFNGLCOPYNAMEDBUFFERSUBDATAPROC __glewCopyNamedBufferSubData; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DPROC __glewCopyTextureSubImage1D; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DPROC __glewCopyTextureSubImage2D; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DPROC __glewCopyTextureSubImage3D; -GLEW_FUN_EXPORT PFNGLCREATEBUFFERSPROC __glewCreateBuffers; -GLEW_FUN_EXPORT PFNGLCREATEFRAMEBUFFERSPROC __glewCreateFramebuffers; -GLEW_FUN_EXPORT PFNGLCREATEPROGRAMPIPELINESPROC __glewCreateProgramPipelines; -GLEW_FUN_EXPORT PFNGLCREATEQUERIESPROC __glewCreateQueries; -GLEW_FUN_EXPORT PFNGLCREATERENDERBUFFERSPROC __glewCreateRenderbuffers; -GLEW_FUN_EXPORT PFNGLCREATESAMPLERSPROC __glewCreateSamplers; -GLEW_FUN_EXPORT PFNGLCREATETEXTURESPROC __glewCreateTextures; -GLEW_FUN_EXPORT PFNGLCREATETRANSFORMFEEDBACKSPROC __glewCreateTransformFeedbacks; -GLEW_FUN_EXPORT PFNGLCREATEVERTEXARRAYSPROC __glewCreateVertexArrays; -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBPROC __glewDisableVertexArrayAttrib; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBPROC __glewEnableVertexArrayAttrib; -GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC __glewFlushMappedNamedBufferRange; -GLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPPROC __glewGenerateTextureMipmap; -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC __glewGetCompressedTextureImage; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERI64VPROC __glewGetNamedBufferParameteri64v; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVPROC __glewGetNamedBufferParameteriv; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVPROC __glewGetNamedBufferPointerv; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAPROC __glewGetNamedBufferSubData; -GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetNamedFramebufferAttachmentParameteriv; -GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC __glewGetNamedFramebufferParameteriv; -GLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC __glewGetNamedRenderbufferParameteriv; -GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTI64VPROC __glewGetQueryBufferObjecti64v; -GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTIVPROC __glewGetQueryBufferObjectiv; -GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUI64VPROC __glewGetQueryBufferObjectui64v; -GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUIVPROC __glewGetQueryBufferObjectuiv; -GLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEPROC __glewGetTextureImage; -GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVPROC __glewGetTextureLevelParameterfv; -GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVPROC __glewGetTextureLevelParameteriv; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVPROC __glewGetTextureParameterIiv; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVPROC __glewGetTextureParameterIuiv; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVPROC __glewGetTextureParameterfv; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVPROC __glewGetTextureParameteriv; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI64_VPROC __glewGetTransformFeedbacki64_v; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI_VPROC __glewGetTransformFeedbacki_v; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKIVPROC __glewGetTransformFeedbackiv; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXED64IVPROC __glewGetVertexArrayIndexed64iv; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXEDIVPROC __glewGetVertexArrayIndexediv; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYIVPROC __glewGetVertexArrayiv; -GLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC __glewInvalidateNamedFramebufferData; -GLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC __glewInvalidateNamedFramebufferSubData; -GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERPROC __glewMapNamedBuffer; -GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEPROC __glewMapNamedBufferRange; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAPROC __glewNamedBufferData; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEPROC __glewNamedBufferStorage; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAPROC __glewNamedBufferSubData; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC __glewNamedFramebufferDrawBuffer; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC __glewNamedFramebufferDrawBuffers; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC __glewNamedFramebufferParameteri; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC __glewNamedFramebufferReadBuffer; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC __glewNamedFramebufferRenderbuffer; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREPROC __glewNamedFramebufferTexture; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC __glewNamedFramebufferTextureLayer; -GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEPROC __glewNamedRenderbufferStorage; -GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewNamedRenderbufferStorageMultisample; -GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERPROC __glewTextureBuffer; -GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEPROC __glewTextureBufferRange; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVPROC __glewTextureParameterIiv; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVPROC __glewTextureParameterIuiv; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFPROC __glewTextureParameterf; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVPROC __glewTextureParameterfv; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIPROC __glewTextureParameteri; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVPROC __glewTextureParameteriv; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DPROC __glewTextureStorage1D; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DPROC __glewTextureStorage2D; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC __glewTextureStorage2DMultisample; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DPROC __glewTextureStorage3D; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC __glewTextureStorage3DMultisample; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DPROC __glewTextureSubImage1D; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DPROC __glewTextureSubImage2D; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DPROC __glewTextureSubImage3D; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC __glewTransformFeedbackBufferBase; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC __glewTransformFeedbackBufferRange; -GLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFERPROC __glewUnmapNamedBuffer; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBBINDINGPROC __glewVertexArrayAttribBinding; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBFORMATPROC __glewVertexArrayAttribFormat; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBIFORMATPROC __glewVertexArrayAttribIFormat; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBLFORMATPROC __glewVertexArrayAttribLFormat; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDINGDIVISORPROC __glewVertexArrayBindingDivisor; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYELEMENTBUFFERPROC __glewVertexArrayElementBuffer; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERPROC __glewVertexArrayVertexBuffer; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERSPROC __glewVertexArrayVertexBuffers; - -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSARBPROC __glewDrawBuffersARB; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIARBPROC __glewBlendEquationSeparateiARB; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIARBPROC __glewBlendEquationiARB; -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIARBPROC __glewBlendFuncSeparateiARB; -GLEW_FUN_EXPORT PFNGLBLENDFUNCIARBPROC __glewBlendFunciARB; - -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXPROC __glewDrawElementsBaseVertex; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC __glewDrawElementsInstancedBaseVertex; -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC __glewDrawRangeElementsBaseVertex; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC __glewMultiDrawElementsBaseVertex; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINDIRECTPROC __glewDrawArraysIndirect; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINDIRECTPROC __glewDrawElementsIndirect; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERPARAMETERIPROC __glewFramebufferParameteri; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVPROC __glewGetFramebufferParameteriv; -GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC __glewGetNamedFramebufferParameterivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC __glewNamedFramebufferParameteriEXT; - -GLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFERPROC __glewBindFramebuffer; -GLEW_FUN_EXPORT PFNGLBINDRENDERBUFFERPROC __glewBindRenderbuffer; -GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERPROC __glewBlitFramebuffer; -GLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSPROC __glewCheckFramebufferStatus; -GLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSPROC __glewDeleteFramebuffers; -GLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSPROC __glewDeleteRenderbuffers; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFERPROC __glewFramebufferRenderbuffer; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DPROC __glewFramebufferTexture1D; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DPROC __glewFramebufferTexture2D; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DPROC __glewFramebufferTexture3D; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERPROC __glewFramebufferTextureLayer; -GLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSPROC __glewGenFramebuffers; -GLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSPROC __glewGenRenderbuffers; -GLEW_FUN_EXPORT PFNGLGENERATEMIPMAPPROC __glewGenerateMipmap; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetFramebufferAttachmentParameteriv; -GLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVPROC __glewGetRenderbufferParameteriv; -GLEW_FUN_EXPORT PFNGLISFRAMEBUFFERPROC __glewIsFramebuffer; -GLEW_FUN_EXPORT PFNGLISRENDERBUFFERPROC __glewIsRenderbuffer; -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEPROC __glewRenderbufferStorage; -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewRenderbufferStorageMultisample; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREARBPROC __glewFramebufferTextureARB; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEARBPROC __glewFramebufferTextureFaceARB; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERARBPROC __glewFramebufferTextureLayerARB; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIARBPROC __glewProgramParameteriARB; - -GLEW_FUN_EXPORT PFNGLGETPROGRAMBINARYPROC __glewGetProgramBinary; -GLEW_FUN_EXPORT PFNGLPROGRAMBINARYPROC __glewProgramBinary; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIPROC __glewProgramParameteri; - -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC __glewGetCompressedTextureSubImage; -GLEW_FUN_EXPORT PFNGLGETTEXTURESUBIMAGEPROC __glewGetTextureSubImage; - -GLEW_FUN_EXPORT PFNGLSPECIALIZESHADERARBPROC __glewSpecializeShaderARB; - -GLEW_FUN_EXPORT PFNGLGETUNIFORMDVPROC __glewGetUniformdv; -GLEW_FUN_EXPORT PFNGLUNIFORM1DPROC __glewUniform1d; -GLEW_FUN_EXPORT PFNGLUNIFORM1DVPROC __glewUniform1dv; -GLEW_FUN_EXPORT PFNGLUNIFORM2DPROC __glewUniform2d; -GLEW_FUN_EXPORT PFNGLUNIFORM2DVPROC __glewUniform2dv; -GLEW_FUN_EXPORT PFNGLUNIFORM3DPROC __glewUniform3d; -GLEW_FUN_EXPORT PFNGLUNIFORM3DVPROC __glewUniform3dv; -GLEW_FUN_EXPORT PFNGLUNIFORM4DPROC __glewUniform4d; -GLEW_FUN_EXPORT PFNGLUNIFORM4DVPROC __glewUniform4dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2DVPROC __glewUniformMatrix2dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3DVPROC __glewUniformMatrix2x3dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4DVPROC __glewUniformMatrix2x4dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3DVPROC __glewUniformMatrix3dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2DVPROC __glewUniformMatrix3x2dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4DVPROC __glewUniformMatrix3x4dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4DVPROC __glewUniformMatrix4dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2DVPROC __glewUniformMatrix4x2dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3DVPROC __glewUniformMatrix4x3dv; - -GLEW_FUN_EXPORT PFNGLGETUNIFORMI64VARBPROC __glewGetUniformi64vARB; -GLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VARBPROC __glewGetUniformui64vARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMI64VARBPROC __glewGetnUniformi64vARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMUI64VARBPROC __glewGetnUniformui64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64ARBPROC __glewProgramUniform1i64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VARBPROC __glewProgramUniform1i64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64ARBPROC __glewProgramUniform1ui64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VARBPROC __glewProgramUniform1ui64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64ARBPROC __glewProgramUniform2i64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VARBPROC __glewProgramUniform2i64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64ARBPROC __glewProgramUniform2ui64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VARBPROC __glewProgramUniform2ui64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64ARBPROC __glewProgramUniform3i64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VARBPROC __glewProgramUniform3i64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64ARBPROC __glewProgramUniform3ui64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VARBPROC __glewProgramUniform3ui64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64ARBPROC __glewProgramUniform4i64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VARBPROC __glewProgramUniform4i64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64ARBPROC __glewProgramUniform4ui64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VARBPROC __glewProgramUniform4ui64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1I64ARBPROC __glewUniform1i64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1I64VARBPROC __glewUniform1i64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1UI64ARBPROC __glewUniform1ui64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1UI64VARBPROC __glewUniform1ui64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2I64ARBPROC __glewUniform2i64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2I64VARBPROC __glewUniform2i64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2UI64ARBPROC __glewUniform2ui64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2UI64VARBPROC __glewUniform2ui64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3I64ARBPROC __glewUniform3i64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3I64VARBPROC __glewUniform3i64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3UI64ARBPROC __glewUniform3ui64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3UI64VARBPROC __glewUniform3ui64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4I64ARBPROC __glewUniform4i64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4I64VARBPROC __glewUniform4i64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4UI64ARBPROC __glewUniform4ui64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4UI64VARBPROC __glewUniform4ui64vARB; - -GLEW_FUN_EXPORT PFNGLCOLORSUBTABLEPROC __glewColorSubTable; -GLEW_FUN_EXPORT PFNGLCOLORTABLEPROC __glewColorTable; -GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVPROC __glewColorTableParameterfv; -GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVPROC __glewColorTableParameteriv; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DPROC __glewConvolutionFilter1D; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DPROC __glewConvolutionFilter2D; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFPROC __glewConvolutionParameterf; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVPROC __glewConvolutionParameterfv; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIPROC __glewConvolutionParameteri; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVPROC __glewConvolutionParameteriv; -GLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEPROC __glewCopyColorSubTable; -GLEW_FUN_EXPORT PFNGLCOPYCOLORTABLEPROC __glewCopyColorTable; -GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DPROC __glewCopyConvolutionFilter1D; -GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DPROC __glewCopyConvolutionFilter2D; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPROC __glewGetColorTable; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVPROC __glewGetColorTableParameterfv; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVPROC __glewGetColorTableParameteriv; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTERPROC __glewGetConvolutionFilter; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVPROC __glewGetConvolutionParameterfv; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVPROC __glewGetConvolutionParameteriv; -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPROC __glewGetHistogram; -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVPROC __glewGetHistogramParameterfv; -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVPROC __glewGetHistogramParameteriv; -GLEW_FUN_EXPORT PFNGLGETMINMAXPROC __glewGetMinmax; -GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVPROC __glewGetMinmaxParameterfv; -GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVPROC __glewGetMinmaxParameteriv; -GLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTERPROC __glewGetSeparableFilter; -GLEW_FUN_EXPORT PFNGLHISTOGRAMPROC __glewHistogram; -GLEW_FUN_EXPORT PFNGLMINMAXPROC __glewMinmax; -GLEW_FUN_EXPORT PFNGLRESETHISTOGRAMPROC __glewResetHistogram; -GLEW_FUN_EXPORT PFNGLRESETMINMAXPROC __glewResetMinmax; -GLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DPROC __glewSeparableFilter2D; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC __glewMultiDrawArraysIndirectCountARB; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC __glewMultiDrawElementsIndirectCountARB; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDARBPROC __glewDrawArraysInstancedARB; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDARBPROC __glewDrawElementsInstancedARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORARBPROC __glewVertexAttribDivisorARB; - -GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATIVPROC __glewGetInternalformativ; - -GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATI64VPROC __glewGetInternalformati64v; - -GLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERDATAPROC __glewInvalidateBufferData; -GLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERSUBDATAPROC __glewInvalidateBufferSubData; -GLEW_FUN_EXPORT PFNGLINVALIDATEFRAMEBUFFERPROC __glewInvalidateFramebuffer; -GLEW_FUN_EXPORT PFNGLINVALIDATESUBFRAMEBUFFERPROC __glewInvalidateSubFramebuffer; -GLEW_FUN_EXPORT PFNGLINVALIDATETEXIMAGEPROC __glewInvalidateTexImage; -GLEW_FUN_EXPORT PFNGLINVALIDATETEXSUBIMAGEPROC __glewInvalidateTexSubImage; - -GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEPROC __glewFlushMappedBufferRange; -GLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEPROC __glewMapBufferRange; - -GLEW_FUN_EXPORT PFNGLCURRENTPALETTEMATRIXARBPROC __glewCurrentPaletteMatrixARB; -GLEW_FUN_EXPORT PFNGLMATRIXINDEXPOINTERARBPROC __glewMatrixIndexPointerARB; -GLEW_FUN_EXPORT PFNGLMATRIXINDEXUBVARBPROC __glewMatrixIndexubvARB; -GLEW_FUN_EXPORT PFNGLMATRIXINDEXUIVARBPROC __glewMatrixIndexuivARB; -GLEW_FUN_EXPORT PFNGLMATRIXINDEXUSVARBPROC __glewMatrixIndexusvARB; - -GLEW_FUN_EXPORT PFNGLBINDBUFFERSBASEPROC __glewBindBuffersBase; -GLEW_FUN_EXPORT PFNGLBINDBUFFERSRANGEPROC __glewBindBuffersRange; -GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTURESPROC __glewBindImageTextures; -GLEW_FUN_EXPORT PFNGLBINDSAMPLERSPROC __glewBindSamplers; -GLEW_FUN_EXPORT PFNGLBINDTEXTURESPROC __glewBindTextures; -GLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERSPROC __glewBindVertexBuffers; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTPROC __glewMultiDrawArraysIndirect; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTPROC __glewMultiDrawElementsIndirect; - -GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEARBPROC __glewSampleCoverageARB; - -GLEW_FUN_EXPORT PFNGLACTIVETEXTUREARBPROC __glewActiveTextureARB; -GLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREARBPROC __glewClientActiveTextureARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DARBPROC __glewMultiTexCoord1dARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVARBPROC __glewMultiTexCoord1dvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FARBPROC __glewMultiTexCoord1fARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVARBPROC __glewMultiTexCoord1fvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IARBPROC __glewMultiTexCoord1iARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVARBPROC __glewMultiTexCoord1ivARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SARBPROC __glewMultiTexCoord1sARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVARBPROC __glewMultiTexCoord1svARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DARBPROC __glewMultiTexCoord2dARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVARBPROC __glewMultiTexCoord2dvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FARBPROC __glewMultiTexCoord2fARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVARBPROC __glewMultiTexCoord2fvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IARBPROC __glewMultiTexCoord2iARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVARBPROC __glewMultiTexCoord2ivARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SARBPROC __glewMultiTexCoord2sARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVARBPROC __glewMultiTexCoord2svARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DARBPROC __glewMultiTexCoord3dARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVARBPROC __glewMultiTexCoord3dvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FARBPROC __glewMultiTexCoord3fARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVARBPROC __glewMultiTexCoord3fvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IARBPROC __glewMultiTexCoord3iARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVARBPROC __glewMultiTexCoord3ivARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SARBPROC __glewMultiTexCoord3sARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVARBPROC __glewMultiTexCoord3svARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DARBPROC __glewMultiTexCoord4dARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVARBPROC __glewMultiTexCoord4dvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FARBPROC __glewMultiTexCoord4fARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVARBPROC __glewMultiTexCoord4fvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IARBPROC __glewMultiTexCoord4iARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVARBPROC __glewMultiTexCoord4ivARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SARBPROC __glewMultiTexCoord4sARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVARBPROC __glewMultiTexCoord4svARB; - -GLEW_FUN_EXPORT PFNGLBEGINQUERYARBPROC __glewBeginQueryARB; -GLEW_FUN_EXPORT PFNGLDELETEQUERIESARBPROC __glewDeleteQueriesARB; -GLEW_FUN_EXPORT PFNGLENDQUERYARBPROC __glewEndQueryARB; -GLEW_FUN_EXPORT PFNGLGENQUERIESARBPROC __glewGenQueriesARB; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVARBPROC __glewGetQueryObjectivARB; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVARBPROC __glewGetQueryObjectuivARB; -GLEW_FUN_EXPORT PFNGLGETQUERYIVARBPROC __glewGetQueryivARB; -GLEW_FUN_EXPORT PFNGLISQUERYARBPROC __glewIsQueryARB; - -GLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSARBPROC __glewMaxShaderCompilerThreadsARB; - -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFARBPROC __glewPointParameterfARB; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVARBPROC __glewPointParameterfvARB; - -GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPPROC __glewPolygonOffsetClamp; - -GLEW_FUN_EXPORT PFNGLGETPROGRAMINTERFACEIVPROC __glewGetProgramInterfaceiv; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEINDEXPROC __glewGetProgramResourceIndex; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONPROC __glewGetProgramResourceLocation; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC __glewGetProgramResourceLocationIndex; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCENAMEPROC __glewGetProgramResourceName; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEIVPROC __glewGetProgramResourceiv; - -GLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXPROC __glewProvokingVertex; - -GLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSARBPROC __glewGetGraphicsResetStatusARB; -GLEW_FUN_EXPORT PFNGLGETNCOLORTABLEARBPROC __glewGetnColorTableARB; -GLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC __glewGetnCompressedTexImageARB; -GLEW_FUN_EXPORT PFNGLGETNCONVOLUTIONFILTERARBPROC __glewGetnConvolutionFilterARB; -GLEW_FUN_EXPORT PFNGLGETNHISTOGRAMARBPROC __glewGetnHistogramARB; -GLEW_FUN_EXPORT PFNGLGETNMAPDVARBPROC __glewGetnMapdvARB; -GLEW_FUN_EXPORT PFNGLGETNMAPFVARBPROC __glewGetnMapfvARB; -GLEW_FUN_EXPORT PFNGLGETNMAPIVARBPROC __glewGetnMapivARB; -GLEW_FUN_EXPORT PFNGLGETNMINMAXARBPROC __glewGetnMinmaxARB; -GLEW_FUN_EXPORT PFNGLGETNPIXELMAPFVARBPROC __glewGetnPixelMapfvARB; -GLEW_FUN_EXPORT PFNGLGETNPIXELMAPUIVARBPROC __glewGetnPixelMapuivARB; -GLEW_FUN_EXPORT PFNGLGETNPIXELMAPUSVARBPROC __glewGetnPixelMapusvARB; -GLEW_FUN_EXPORT PFNGLGETNPOLYGONSTIPPLEARBPROC __glewGetnPolygonStippleARB; -GLEW_FUN_EXPORT PFNGLGETNSEPARABLEFILTERARBPROC __glewGetnSeparableFilterARB; -GLEW_FUN_EXPORT PFNGLGETNTEXIMAGEARBPROC __glewGetnTexImageARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMDVARBPROC __glewGetnUniformdvARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMFVARBPROC __glewGetnUniformfvARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMIVARBPROC __glewGetnUniformivARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVARBPROC __glewGetnUniformuivARB; -GLEW_FUN_EXPORT PFNGLREADNPIXELSARBPROC __glewReadnPixelsARB; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewFramebufferSampleLocationsfvARB; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewNamedFramebufferSampleLocationsfvARB; - -GLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGARBPROC __glewMinSampleShadingARB; - -GLEW_FUN_EXPORT PFNGLBINDSAMPLERPROC __glewBindSampler; -GLEW_FUN_EXPORT PFNGLDELETESAMPLERSPROC __glewDeleteSamplers; -GLEW_FUN_EXPORT PFNGLGENSAMPLERSPROC __glewGenSamplers; -GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIIVPROC __glewGetSamplerParameterIiv; -GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIUIVPROC __glewGetSamplerParameterIuiv; -GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERFVPROC __glewGetSamplerParameterfv; -GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIVPROC __glewGetSamplerParameteriv; -GLEW_FUN_EXPORT PFNGLISSAMPLERPROC __glewIsSampler; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIIVPROC __glewSamplerParameterIiv; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIUIVPROC __glewSamplerParameterIuiv; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFPROC __glewSamplerParameterf; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFVPROC __glewSamplerParameterfv; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIPROC __glewSamplerParameteri; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIVPROC __glewSamplerParameteriv; - -GLEW_FUN_EXPORT PFNGLACTIVESHADERPROGRAMPROC __glewActiveShaderProgram; -GLEW_FUN_EXPORT PFNGLBINDPROGRAMPIPELINEPROC __glewBindProgramPipeline; -GLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMVPROC __glewCreateShaderProgramv; -GLEW_FUN_EXPORT PFNGLDELETEPROGRAMPIPELINESPROC __glewDeleteProgramPipelines; -GLEW_FUN_EXPORT PFNGLGENPROGRAMPIPELINESPROC __glewGenProgramPipelines; -GLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEINFOLOGPROC __glewGetProgramPipelineInfoLog; -GLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEIVPROC __glewGetProgramPipelineiv; -GLEW_FUN_EXPORT PFNGLISPROGRAMPIPELINEPROC __glewIsProgramPipeline; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DPROC __glewProgramUniform1d; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DVPROC __glewProgramUniform1dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FPROC __glewProgramUniform1f; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVPROC __glewProgramUniform1fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IPROC __glewProgramUniform1i; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVPROC __glewProgramUniform1iv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIPROC __glewProgramUniform1ui; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVPROC __glewProgramUniform1uiv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DPROC __glewProgramUniform2d; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DVPROC __glewProgramUniform2dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FPROC __glewProgramUniform2f; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVPROC __glewProgramUniform2fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IPROC __glewProgramUniform2i; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVPROC __glewProgramUniform2iv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIPROC __glewProgramUniform2ui; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVPROC __glewProgramUniform2uiv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DPROC __glewProgramUniform3d; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DVPROC __glewProgramUniform3dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FPROC __glewProgramUniform3f; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVPROC __glewProgramUniform3fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IPROC __glewProgramUniform3i; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVPROC __glewProgramUniform3iv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIPROC __glewProgramUniform3ui; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVPROC __glewProgramUniform3uiv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DPROC __glewProgramUniform4d; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DVPROC __glewProgramUniform4dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FPROC __glewProgramUniform4f; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVPROC __glewProgramUniform4fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IPROC __glewProgramUniform4i; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVPROC __glewProgramUniform4iv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIPROC __glewProgramUniform4ui; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVPROC __glewProgramUniform4uiv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2DVPROC __glewProgramUniformMatrix2dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVPROC __glewProgramUniformMatrix2fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC __glewProgramUniformMatrix2x3dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC __glewProgramUniformMatrix2x3fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC __glewProgramUniformMatrix2x4dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC __glewProgramUniformMatrix2x4fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3DVPROC __glewProgramUniformMatrix3dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVPROC __glewProgramUniformMatrix3fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC __glewProgramUniformMatrix3x2dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC __glewProgramUniformMatrix3x2fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC __glewProgramUniformMatrix3x4dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC __glewProgramUniformMatrix3x4fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4DVPROC __glewProgramUniformMatrix4dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVPROC __glewProgramUniformMatrix4fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC __glewProgramUniformMatrix4x2dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC __glewProgramUniformMatrix4x2fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC __glewProgramUniformMatrix4x3dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC __glewProgramUniformMatrix4x3fv; -GLEW_FUN_EXPORT PFNGLUSEPROGRAMSTAGESPROC __glewUseProgramStages; -GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPIPELINEPROC __glewValidateProgramPipeline; - -GLEW_FUN_EXPORT PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC __glewGetActiveAtomicCounterBufferiv; - -GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREPROC __glewBindImageTexture; -GLEW_FUN_EXPORT PFNGLMEMORYBARRIERPROC __glewMemoryBarrier; - -GLEW_FUN_EXPORT PFNGLATTACHOBJECTARBPROC __glewAttachObjectARB; -GLEW_FUN_EXPORT PFNGLCOMPILESHADERARBPROC __glewCompileShaderARB; -GLEW_FUN_EXPORT PFNGLCREATEPROGRAMOBJECTARBPROC __glewCreateProgramObjectARB; -GLEW_FUN_EXPORT PFNGLCREATESHADEROBJECTARBPROC __glewCreateShaderObjectARB; -GLEW_FUN_EXPORT PFNGLDELETEOBJECTARBPROC __glewDeleteObjectARB; -GLEW_FUN_EXPORT PFNGLDETACHOBJECTARBPROC __glewDetachObjectARB; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMARBPROC __glewGetActiveUniformARB; -GLEW_FUN_EXPORT PFNGLGETATTACHEDOBJECTSARBPROC __glewGetAttachedObjectsARB; -GLEW_FUN_EXPORT PFNGLGETHANDLEARBPROC __glewGetHandleARB; -GLEW_FUN_EXPORT PFNGLGETINFOLOGARBPROC __glewGetInfoLogARB; -GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERFVARBPROC __glewGetObjectParameterfvARB; -GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVARBPROC __glewGetObjectParameterivARB; -GLEW_FUN_EXPORT PFNGLGETSHADERSOURCEARBPROC __glewGetShaderSourceARB; -GLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONARBPROC __glewGetUniformLocationARB; -GLEW_FUN_EXPORT PFNGLGETUNIFORMFVARBPROC __glewGetUniformfvARB; -GLEW_FUN_EXPORT PFNGLGETUNIFORMIVARBPROC __glewGetUniformivARB; -GLEW_FUN_EXPORT PFNGLLINKPROGRAMARBPROC __glewLinkProgramARB; -GLEW_FUN_EXPORT PFNGLSHADERSOURCEARBPROC __glewShaderSourceARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1FARBPROC __glewUniform1fARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1FVARBPROC __glewUniform1fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1IARBPROC __glewUniform1iARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1IVARBPROC __glewUniform1ivARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2FARBPROC __glewUniform2fARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2FVARBPROC __glewUniform2fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2IARBPROC __glewUniform2iARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2IVARBPROC __glewUniform2ivARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3FARBPROC __glewUniform3fARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3FVARBPROC __glewUniform3fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3IARBPROC __glewUniform3iARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3IVARBPROC __glewUniform3ivARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4FARBPROC __glewUniform4fARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4FVARBPROC __glewUniform4fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4IARBPROC __glewUniform4iARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4IVARBPROC __glewUniform4ivARB; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVARBPROC __glewUniformMatrix2fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVARBPROC __glewUniformMatrix3fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVARBPROC __glewUniformMatrix4fvARB; -GLEW_FUN_EXPORT PFNGLUSEPROGRAMOBJECTARBPROC __glewUseProgramObjectARB; -GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMARBPROC __glewValidateProgramARB; - -GLEW_FUN_EXPORT PFNGLSHADERSTORAGEBLOCKBINDINGPROC __glewShaderStorageBlockBinding; - -GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINENAMEPROC __glewGetActiveSubroutineName; -GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC __glewGetActiveSubroutineUniformName; -GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC __glewGetActiveSubroutineUniformiv; -GLEW_FUN_EXPORT PFNGLGETPROGRAMSTAGEIVPROC __glewGetProgramStageiv; -GLEW_FUN_EXPORT PFNGLGETSUBROUTINEINDEXPROC __glewGetSubroutineIndex; -GLEW_FUN_EXPORT PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC __glewGetSubroutineUniformLocation; -GLEW_FUN_EXPORT PFNGLGETUNIFORMSUBROUTINEUIVPROC __glewGetUniformSubroutineuiv; -GLEW_FUN_EXPORT PFNGLUNIFORMSUBROUTINESUIVPROC __glewUniformSubroutinesuiv; - -GLEW_FUN_EXPORT PFNGLCOMPILESHADERINCLUDEARBPROC __glewCompileShaderIncludeARB; -GLEW_FUN_EXPORT PFNGLDELETENAMEDSTRINGARBPROC __glewDeleteNamedStringARB; -GLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGARBPROC __glewGetNamedStringARB; -GLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGIVARBPROC __glewGetNamedStringivARB; -GLEW_FUN_EXPORT PFNGLISNAMEDSTRINGARBPROC __glewIsNamedStringARB; -GLEW_FUN_EXPORT PFNGLNAMEDSTRINGARBPROC __glewNamedStringARB; - -GLEW_FUN_EXPORT PFNGLBUFFERPAGECOMMITMENTARBPROC __glewBufferPageCommitmentARB; - -GLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTARBPROC __glewTexPageCommitmentARB; - -GLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCPROC __glewClientWaitSync; -GLEW_FUN_EXPORT PFNGLDELETESYNCPROC __glewDeleteSync; -GLEW_FUN_EXPORT PFNGLFENCESYNCPROC __glewFenceSync; -GLEW_FUN_EXPORT PFNGLGETINTEGER64VPROC __glewGetInteger64v; -GLEW_FUN_EXPORT PFNGLGETSYNCIVPROC __glewGetSynciv; -GLEW_FUN_EXPORT PFNGLISSYNCPROC __glewIsSync; -GLEW_FUN_EXPORT PFNGLWAITSYNCPROC __glewWaitSync; - -GLEW_FUN_EXPORT PFNGLPATCHPARAMETERFVPROC __glewPatchParameterfv; -GLEW_FUN_EXPORT PFNGLPATCHPARAMETERIPROC __glewPatchParameteri; - -GLEW_FUN_EXPORT PFNGLTEXTUREBARRIERPROC __glewTextureBarrier; - -GLEW_FUN_EXPORT PFNGLTEXBUFFERARBPROC __glewTexBufferARB; - -GLEW_FUN_EXPORT PFNGLTEXBUFFERRANGEPROC __glewTexBufferRange; -GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEEXTPROC __glewTextureBufferRangeEXT; - -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DARBPROC __glewCompressedTexImage1DARB; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DARBPROC __glewCompressedTexImage2DARB; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DARBPROC __glewCompressedTexImage3DARB; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC __glewCompressedTexSubImage1DARB; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC __glewCompressedTexSubImage2DARB; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC __glewCompressedTexSubImage3DARB; -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEARBPROC __glewGetCompressedTexImageARB; - -GLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVPROC __glewGetMultisamplefv; -GLEW_FUN_EXPORT PFNGLSAMPLEMASKIPROC __glewSampleMaski; -GLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLEPROC __glewTexImage2DMultisample; -GLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLEPROC __glewTexImage3DMultisample; - -GLEW_FUN_EXPORT PFNGLTEXSTORAGE1DPROC __glewTexStorage1D; -GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DPROC __glewTexStorage2D; -GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DPROC __glewTexStorage3D; - -GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DMULTISAMPLEPROC __glewTexStorage2DMultisample; -GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DMULTISAMPLEPROC __glewTexStorage3DMultisample; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC __glewTextureStorage2DMultisampleEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC __glewTextureStorage3DMultisampleEXT; - -GLEW_FUN_EXPORT PFNGLTEXTUREVIEWPROC __glewTextureView; - -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VPROC __glewGetQueryObjecti64v; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VPROC __glewGetQueryObjectui64v; -GLEW_FUN_EXPORT PFNGLQUERYCOUNTERPROC __glewQueryCounter; - -GLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKPROC __glewBindTransformFeedback; -GLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSPROC __glewDeleteTransformFeedbacks; -GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKPROC __glewDrawTransformFeedback; -GLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSPROC __glewGenTransformFeedbacks; -GLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKPROC __glewIsTransformFeedback; -GLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKPROC __glewPauseTransformFeedback; -GLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKPROC __glewResumeTransformFeedback; - -GLEW_FUN_EXPORT PFNGLBEGINQUERYINDEXEDPROC __glewBeginQueryIndexed; -GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC __glewDrawTransformFeedbackStream; -GLEW_FUN_EXPORT PFNGLENDQUERYINDEXEDPROC __glewEndQueryIndexed; -GLEW_FUN_EXPORT PFNGLGETQUERYINDEXEDIVPROC __glewGetQueryIndexediv; - -GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC __glewDrawTransformFeedbackInstanced; -GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC __glewDrawTransformFeedbackStreamInstanced; - -GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDARBPROC __glewLoadTransposeMatrixdARB; -GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFARBPROC __glewLoadTransposeMatrixfARB; -GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDARBPROC __glewMultTransposeMatrixdARB; -GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFARBPROC __glewMultTransposeMatrixfARB; - -GLEW_FUN_EXPORT PFNGLBINDBUFFERBASEPROC __glewBindBufferBase; -GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEPROC __glewBindBufferRange; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC __glewGetActiveUniformBlockName; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKIVPROC __glewGetActiveUniformBlockiv; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMNAMEPROC __glewGetActiveUniformName; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMSIVPROC __glewGetActiveUniformsiv; -GLEW_FUN_EXPORT PFNGLGETINTEGERI_VPROC __glewGetIntegeri_v; -GLEW_FUN_EXPORT PFNGLGETUNIFORMBLOCKINDEXPROC __glewGetUniformBlockIndex; -GLEW_FUN_EXPORT PFNGLGETUNIFORMINDICESPROC __glewGetUniformIndices; -GLEW_FUN_EXPORT PFNGLUNIFORMBLOCKBINDINGPROC __glewUniformBlockBinding; - -GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYPROC __glewBindVertexArray; -GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSPROC __glewDeleteVertexArrays; -GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSPROC __glewGenVertexArrays; -GLEW_FUN_EXPORT PFNGLISVERTEXARRAYPROC __glewIsVertexArray; - -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVPROC __glewGetVertexAttribLdv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DPROC __glewVertexAttribL1d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVPROC __glewVertexAttribL1dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DPROC __glewVertexAttribL2d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVPROC __glewVertexAttribL2dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DPROC __glewVertexAttribL3d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVPROC __glewVertexAttribL3dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DPROC __glewVertexAttribL4d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVPROC __glewVertexAttribL4dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTERPROC __glewVertexAttribLPointer; - -GLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERPROC __glewBindVertexBuffer; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC __glewVertexArrayBindVertexBufferEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC __glewVertexArrayVertexAttribBindingEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC __glewVertexArrayVertexAttribFormatEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC __glewVertexArrayVertexAttribIFormatEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC __glewVertexArrayVertexAttribLFormatEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC __glewVertexArrayVertexBindingDivisorEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBBINDINGPROC __glewVertexAttribBinding; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATPROC __glewVertexAttribFormat; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATPROC __glewVertexAttribIFormat; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATPROC __glewVertexAttribLFormat; -GLEW_FUN_EXPORT PFNGLVERTEXBINDINGDIVISORPROC __glewVertexBindingDivisor; - -GLEW_FUN_EXPORT PFNGLVERTEXBLENDARBPROC __glewVertexBlendARB; -GLEW_FUN_EXPORT PFNGLWEIGHTPOINTERARBPROC __glewWeightPointerARB; -GLEW_FUN_EXPORT PFNGLWEIGHTBVARBPROC __glewWeightbvARB; -GLEW_FUN_EXPORT PFNGLWEIGHTDVARBPROC __glewWeightdvARB; -GLEW_FUN_EXPORT PFNGLWEIGHTFVARBPROC __glewWeightfvARB; -GLEW_FUN_EXPORT PFNGLWEIGHTIVARBPROC __glewWeightivARB; -GLEW_FUN_EXPORT PFNGLWEIGHTSVARBPROC __glewWeightsvARB; -GLEW_FUN_EXPORT PFNGLWEIGHTUBVARBPROC __glewWeightubvARB; -GLEW_FUN_EXPORT PFNGLWEIGHTUIVARBPROC __glewWeightuivARB; -GLEW_FUN_EXPORT PFNGLWEIGHTUSVARBPROC __glewWeightusvARB; - -GLEW_FUN_EXPORT PFNGLBINDBUFFERARBPROC __glewBindBufferARB; -GLEW_FUN_EXPORT PFNGLBUFFERDATAARBPROC __glewBufferDataARB; -GLEW_FUN_EXPORT PFNGLBUFFERSUBDATAARBPROC __glewBufferSubDataARB; -GLEW_FUN_EXPORT PFNGLDELETEBUFFERSARBPROC __glewDeleteBuffersARB; -GLEW_FUN_EXPORT PFNGLGENBUFFERSARBPROC __glewGenBuffersARB; -GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVARBPROC __glewGetBufferParameterivARB; -GLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVARBPROC __glewGetBufferPointervARB; -GLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAARBPROC __glewGetBufferSubDataARB; -GLEW_FUN_EXPORT PFNGLISBUFFERARBPROC __glewIsBufferARB; -GLEW_FUN_EXPORT PFNGLMAPBUFFERARBPROC __glewMapBufferARB; -GLEW_FUN_EXPORT PFNGLUNMAPBUFFERARBPROC __glewUnmapBufferARB; - -GLEW_FUN_EXPORT PFNGLBINDPROGRAMARBPROC __glewBindProgramARB; -GLEW_FUN_EXPORT PFNGLDELETEPROGRAMSARBPROC __glewDeleteProgramsARB; -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYARBPROC __glewDisableVertexAttribArrayARB; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYARBPROC __glewEnableVertexAttribArrayARB; -GLEW_FUN_EXPORT PFNGLGENPROGRAMSARBPROC __glewGenProgramsARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERDVARBPROC __glewGetProgramEnvParameterdvARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERFVARBPROC __glewGetProgramEnvParameterfvARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC __glewGetProgramLocalParameterdvARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC __glewGetProgramLocalParameterfvARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGARBPROC __glewGetProgramStringARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMIVARBPROC __glewGetProgramivARB; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVARBPROC __glewGetVertexAttribPointervARB; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVARBPROC __glewGetVertexAttribdvARB; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVARBPROC __glewGetVertexAttribfvARB; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVARBPROC __glewGetVertexAttribivARB; -GLEW_FUN_EXPORT PFNGLISPROGRAMARBPROC __glewIsProgramARB; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DARBPROC __glewProgramEnvParameter4dARB; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DVARBPROC __glewProgramEnvParameter4dvARB; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FARBPROC __glewProgramEnvParameter4fARB; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FVARBPROC __glewProgramEnvParameter4fvARB; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DARBPROC __glewProgramLocalParameter4dARB; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DVARBPROC __glewProgramLocalParameter4dvARB; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FARBPROC __glewProgramLocalParameter4fARB; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FVARBPROC __glewProgramLocalParameter4fvARB; -GLEW_FUN_EXPORT PFNGLPROGRAMSTRINGARBPROC __glewProgramStringARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DARBPROC __glewVertexAttrib1dARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVARBPROC __glewVertexAttrib1dvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FARBPROC __glewVertexAttrib1fARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVARBPROC __glewVertexAttrib1fvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SARBPROC __glewVertexAttrib1sARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVARBPROC __glewVertexAttrib1svARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DARBPROC __glewVertexAttrib2dARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVARBPROC __glewVertexAttrib2dvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FARBPROC __glewVertexAttrib2fARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVARBPROC __glewVertexAttrib2fvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SARBPROC __glewVertexAttrib2sARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVARBPROC __glewVertexAttrib2svARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DARBPROC __glewVertexAttrib3dARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVARBPROC __glewVertexAttrib3dvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FARBPROC __glewVertexAttrib3fARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVARBPROC __glewVertexAttrib3fvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SARBPROC __glewVertexAttrib3sARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVARBPROC __glewVertexAttrib3svARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVARBPROC __glewVertexAttrib4NbvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVARBPROC __glewVertexAttrib4NivARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVARBPROC __glewVertexAttrib4NsvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBARBPROC __glewVertexAttrib4NubARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVARBPROC __glewVertexAttrib4NubvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVARBPROC __glewVertexAttrib4NuivARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVARBPROC __glewVertexAttrib4NusvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVARBPROC __glewVertexAttrib4bvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DARBPROC __glewVertexAttrib4dARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVARBPROC __glewVertexAttrib4dvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FARBPROC __glewVertexAttrib4fARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVARBPROC __glewVertexAttrib4fvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVARBPROC __glewVertexAttrib4ivARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SARBPROC __glewVertexAttrib4sARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVARBPROC __glewVertexAttrib4svARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVARBPROC __glewVertexAttrib4ubvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVARBPROC __glewVertexAttrib4uivARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVARBPROC __glewVertexAttrib4usvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERARBPROC __glewVertexAttribPointerARB; - -GLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONARBPROC __glewBindAttribLocationARB; -GLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBARBPROC __glewGetActiveAttribARB; -GLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONARBPROC __glewGetAttribLocationARB; - -GLEW_FUN_EXPORT PFNGLCOLORP3UIPROC __glewColorP3ui; -GLEW_FUN_EXPORT PFNGLCOLORP3UIVPROC __glewColorP3uiv; -GLEW_FUN_EXPORT PFNGLCOLORP4UIPROC __glewColorP4ui; -GLEW_FUN_EXPORT PFNGLCOLORP4UIVPROC __glewColorP4uiv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIPROC __glewMultiTexCoordP1ui; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIVPROC __glewMultiTexCoordP1uiv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIPROC __glewMultiTexCoordP2ui; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIVPROC __glewMultiTexCoordP2uiv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIPROC __glewMultiTexCoordP3ui; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIVPROC __glewMultiTexCoordP3uiv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIPROC __glewMultiTexCoordP4ui; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIVPROC __glewMultiTexCoordP4uiv; -GLEW_FUN_EXPORT PFNGLNORMALP3UIPROC __glewNormalP3ui; -GLEW_FUN_EXPORT PFNGLNORMALP3UIVPROC __glewNormalP3uiv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIPROC __glewSecondaryColorP3ui; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIVPROC __glewSecondaryColorP3uiv; -GLEW_FUN_EXPORT PFNGLTEXCOORDP1UIPROC __glewTexCoordP1ui; -GLEW_FUN_EXPORT PFNGLTEXCOORDP1UIVPROC __glewTexCoordP1uiv; -GLEW_FUN_EXPORT PFNGLTEXCOORDP2UIPROC __glewTexCoordP2ui; -GLEW_FUN_EXPORT PFNGLTEXCOORDP2UIVPROC __glewTexCoordP2uiv; -GLEW_FUN_EXPORT PFNGLTEXCOORDP3UIPROC __glewTexCoordP3ui; -GLEW_FUN_EXPORT PFNGLTEXCOORDP3UIVPROC __glewTexCoordP3uiv; -GLEW_FUN_EXPORT PFNGLTEXCOORDP4UIPROC __glewTexCoordP4ui; -GLEW_FUN_EXPORT PFNGLTEXCOORDP4UIVPROC __glewTexCoordP4uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIPROC __glewVertexAttribP1ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIVPROC __glewVertexAttribP1uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIPROC __glewVertexAttribP2ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIVPROC __glewVertexAttribP2uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIPROC __glewVertexAttribP3ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIVPROC __glewVertexAttribP3uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIPROC __glewVertexAttribP4ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIVPROC __glewVertexAttribP4uiv; -GLEW_FUN_EXPORT PFNGLVERTEXP2UIPROC __glewVertexP2ui; -GLEW_FUN_EXPORT PFNGLVERTEXP2UIVPROC __glewVertexP2uiv; -GLEW_FUN_EXPORT PFNGLVERTEXP3UIPROC __glewVertexP3ui; -GLEW_FUN_EXPORT PFNGLVERTEXP3UIVPROC __glewVertexP3uiv; -GLEW_FUN_EXPORT PFNGLVERTEXP4UIPROC __glewVertexP4ui; -GLEW_FUN_EXPORT PFNGLVERTEXP4UIVPROC __glewVertexP4uiv; - -GLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYVPROC __glewDepthRangeArrayv; -GLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDPROC __glewDepthRangeIndexed; -GLEW_FUN_EXPORT PFNGLGETDOUBLEI_VPROC __glewGetDoublei_v; -GLEW_FUN_EXPORT PFNGLGETFLOATI_VPROC __glewGetFloati_v; -GLEW_FUN_EXPORT PFNGLSCISSORARRAYVPROC __glewScissorArrayv; -GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDPROC __glewScissorIndexed; -GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVPROC __glewScissorIndexedv; -GLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVPROC __glewViewportArrayv; -GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFPROC __glewViewportIndexedf; -GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVPROC __glewViewportIndexedfv; - -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DARBPROC __glewWindowPos2dARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVARBPROC __glewWindowPos2dvARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FARBPROC __glewWindowPos2fARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVARBPROC __glewWindowPos2fvARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IARBPROC __glewWindowPos2iARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVARBPROC __glewWindowPos2ivARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SARBPROC __glewWindowPos2sARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVARBPROC __glewWindowPos2svARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DARBPROC __glewWindowPos3dARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVARBPROC __glewWindowPos3dvARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FARBPROC __glewWindowPos3fARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVARBPROC __glewWindowPos3fvARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IARBPROC __glewWindowPos3iARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVARBPROC __glewWindowPos3ivARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SARBPROC __glewWindowPos3sARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVARBPROC __glewWindowPos3svARB; - -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSATIPROC __glewDrawBuffersATI; - -GLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYATIPROC __glewDrawElementArrayATI; -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYATIPROC __glewDrawRangeElementArrayATI; -GLEW_FUN_EXPORT PFNGLELEMENTPOINTERATIPROC __glewElementPointerATI; - -GLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERFVATIPROC __glewGetTexBumpParameterfvATI; -GLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERIVATIPROC __glewGetTexBumpParameterivATI; -GLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERFVATIPROC __glewTexBumpParameterfvATI; -GLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERIVATIPROC __glewTexBumpParameterivATI; - -GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP1ATIPROC __glewAlphaFragmentOp1ATI; -GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP2ATIPROC __glewAlphaFragmentOp2ATI; -GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP3ATIPROC __glewAlphaFragmentOp3ATI; -GLEW_FUN_EXPORT PFNGLBEGINFRAGMENTSHADERATIPROC __glewBeginFragmentShaderATI; -GLEW_FUN_EXPORT PFNGLBINDFRAGMENTSHADERATIPROC __glewBindFragmentShaderATI; -GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP1ATIPROC __glewColorFragmentOp1ATI; -GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP2ATIPROC __glewColorFragmentOp2ATI; -GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP3ATIPROC __glewColorFragmentOp3ATI; -GLEW_FUN_EXPORT PFNGLDELETEFRAGMENTSHADERATIPROC __glewDeleteFragmentShaderATI; -GLEW_FUN_EXPORT PFNGLENDFRAGMENTSHADERATIPROC __glewEndFragmentShaderATI; -GLEW_FUN_EXPORT PFNGLGENFRAGMENTSHADERSATIPROC __glewGenFragmentShadersATI; -GLEW_FUN_EXPORT PFNGLPASSTEXCOORDATIPROC __glewPassTexCoordATI; -GLEW_FUN_EXPORT PFNGLSAMPLEMAPATIPROC __glewSampleMapATI; -GLEW_FUN_EXPORT PFNGLSETFRAGMENTSHADERCONSTANTATIPROC __glewSetFragmentShaderConstantATI; - -GLEW_FUN_EXPORT PFNGLMAPOBJECTBUFFERATIPROC __glewMapObjectBufferATI; -GLEW_FUN_EXPORT PFNGLUNMAPOBJECTBUFFERATIPROC __glewUnmapObjectBufferATI; - -GLEW_FUN_EXPORT PFNGLPNTRIANGLESFATIPROC __glewPNTrianglesfATI; -GLEW_FUN_EXPORT PFNGLPNTRIANGLESIATIPROC __glewPNTrianglesiATI; - -GLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEATIPROC __glewStencilFuncSeparateATI; -GLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEATIPROC __glewStencilOpSeparateATI; - -GLEW_FUN_EXPORT PFNGLARRAYOBJECTATIPROC __glewArrayObjectATI; -GLEW_FUN_EXPORT PFNGLFREEOBJECTBUFFERATIPROC __glewFreeObjectBufferATI; -GLEW_FUN_EXPORT PFNGLGETARRAYOBJECTFVATIPROC __glewGetArrayObjectfvATI; -GLEW_FUN_EXPORT PFNGLGETARRAYOBJECTIVATIPROC __glewGetArrayObjectivATI; -GLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERFVATIPROC __glewGetObjectBufferfvATI; -GLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERIVATIPROC __glewGetObjectBufferivATI; -GLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTFVATIPROC __glewGetVariantArrayObjectfvATI; -GLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTIVATIPROC __glewGetVariantArrayObjectivATI; -GLEW_FUN_EXPORT PFNGLISOBJECTBUFFERATIPROC __glewIsObjectBufferATI; -GLEW_FUN_EXPORT PFNGLNEWOBJECTBUFFERATIPROC __glewNewObjectBufferATI; -GLEW_FUN_EXPORT PFNGLUPDATEOBJECTBUFFERATIPROC __glewUpdateObjectBufferATI; -GLEW_FUN_EXPORT PFNGLVARIANTARRAYOBJECTATIPROC __glewVariantArrayObjectATI; - -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC __glewGetVertexAttribArrayObjectfvATI; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC __glewGetVertexAttribArrayObjectivATI; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBARRAYOBJECTATIPROC __glewVertexAttribArrayObjectATI; - -GLEW_FUN_EXPORT PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC __glewClientActiveVertexStreamATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3BATIPROC __glewNormalStream3bATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3BVATIPROC __glewNormalStream3bvATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3DATIPROC __glewNormalStream3dATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3DVATIPROC __glewNormalStream3dvATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3FATIPROC __glewNormalStream3fATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3FVATIPROC __glewNormalStream3fvATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3IATIPROC __glewNormalStream3iATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3IVATIPROC __glewNormalStream3ivATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3SATIPROC __glewNormalStream3sATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3SVATIPROC __glewNormalStream3svATI; -GLEW_FUN_EXPORT PFNGLVERTEXBLENDENVFATIPROC __glewVertexBlendEnvfATI; -GLEW_FUN_EXPORT PFNGLVERTEXBLENDENVIATIPROC __glewVertexBlendEnviATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DATIPROC __glewVertexStream1dATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DVATIPROC __glewVertexStream1dvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FATIPROC __glewVertexStream1fATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FVATIPROC __glewVertexStream1fvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IATIPROC __glewVertexStream1iATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IVATIPROC __glewVertexStream1ivATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SATIPROC __glewVertexStream1sATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SVATIPROC __glewVertexStream1svATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DATIPROC __glewVertexStream2dATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DVATIPROC __glewVertexStream2dvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FATIPROC __glewVertexStream2fATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FVATIPROC __glewVertexStream2fvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IATIPROC __glewVertexStream2iATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IVATIPROC __glewVertexStream2ivATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SATIPROC __glewVertexStream2sATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SVATIPROC __glewVertexStream2svATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DATIPROC __glewVertexStream3dATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DVATIPROC __glewVertexStream3dvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FATIPROC __glewVertexStream3fATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FVATIPROC __glewVertexStream3fvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IATIPROC __glewVertexStream3iATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IVATIPROC __glewVertexStream3ivATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SATIPROC __glewVertexStream3sATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SVATIPROC __glewVertexStream3svATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DATIPROC __glewVertexStream4dATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DVATIPROC __glewVertexStream4dvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FATIPROC __glewVertexStream4fATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FVATIPROC __glewVertexStream4fvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IATIPROC __glewVertexStream4iATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IVATIPROC __glewVertexStream4ivATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SATIPROC __glewVertexStream4sATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SVATIPROC __glewVertexStream4svATI; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC __glewDrawArraysInstancedBaseInstanceEXT; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseInstanceEXT; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseVertexBaseInstanceEXT; - -GLEW_FUN_EXPORT PFNGLGETUNIFORMBUFFERSIZEEXTPROC __glewGetUniformBufferSizeEXT; -GLEW_FUN_EXPORT PFNGLGETUNIFORMOFFSETEXTPROC __glewGetUniformOffsetEXT; -GLEW_FUN_EXPORT PFNGLUNIFORMBUFFEREXTPROC __glewUniformBufferEXT; - -GLEW_FUN_EXPORT PFNGLBLENDCOLOREXTPROC __glewBlendColorEXT; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEEXTPROC __glewBlendEquationSeparateEXT; - -GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC __glewBindFragDataLocationIndexedEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXEXTPROC __glewGetFragDataIndexEXT; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC __glewGetProgramResourceLocationIndexEXT; - -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEEXTPROC __glewBlendFuncSeparateEXT; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONEXTPROC __glewBlendEquationEXT; - -GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEEXTPROC __glewBufferStorageEXT; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTPROC __glewNamedBufferStorageEXT; - -GLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEEXTPROC __glewClearTexImageEXT; -GLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEEXTPROC __glewClearTexSubImageEXT; - -GLEW_FUN_EXPORT PFNGLCOLORSUBTABLEEXTPROC __glewColorSubTableEXT; -GLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEEXTPROC __glewCopyColorSubTableEXT; - -GLEW_FUN_EXPORT PFNGLLOCKARRAYSEXTPROC __glewLockArraysEXT; -GLEW_FUN_EXPORT PFNGLUNLOCKARRAYSEXTPROC __glewUnlockArraysEXT; - -GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DEXTPROC __glewConvolutionFilter1DEXT; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DEXTPROC __glewConvolutionFilter2DEXT; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFEXTPROC __glewConvolutionParameterfEXT; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVEXTPROC __glewConvolutionParameterfvEXT; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIEXTPROC __glewConvolutionParameteriEXT; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVEXTPROC __glewConvolutionParameterivEXT; -GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC __glewCopyConvolutionFilter1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC __glewCopyConvolutionFilter2DEXT; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTEREXTPROC __glewGetConvolutionFilterEXT; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC __glewGetConvolutionParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC __glewGetConvolutionParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTEREXTPROC __glewGetSeparableFilterEXT; -GLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DEXTPROC __glewSeparableFilter2DEXT; - -GLEW_FUN_EXPORT PFNGLBINORMALPOINTEREXTPROC __glewBinormalPointerEXT; -GLEW_FUN_EXPORT PFNGLTANGENTPOINTEREXTPROC __glewTangentPointerEXT; - -GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAEXTPROC __glewCopyImageSubDataEXT; - -GLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE1DEXTPROC __glewCopyTexImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE2DEXTPROC __glewCopyTexImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE1DEXTPROC __glewCopyTexSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE2DEXTPROC __glewCopyTexSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DEXTPROC __glewCopyTexSubImage3DEXT; - -GLEW_FUN_EXPORT PFNGLCULLPARAMETERDVEXTPROC __glewCullParameterdvEXT; -GLEW_FUN_EXPORT PFNGLCULLPARAMETERFVEXTPROC __glewCullParameterfvEXT; - -GLEW_FUN_EXPORT PFNGLGETOBJECTLABELEXTPROC __glewGetObjectLabelEXT; -GLEW_FUN_EXPORT PFNGLLABELOBJECTEXTPROC __glewLabelObjectEXT; - -GLEW_FUN_EXPORT PFNGLINSERTEVENTMARKEREXTPROC __glewInsertEventMarkerEXT; -GLEW_FUN_EXPORT PFNGLPOPGROUPMARKEREXTPROC __glewPopGroupMarkerEXT; -GLEW_FUN_EXPORT PFNGLPUSHGROUPMARKEREXTPROC __glewPushGroupMarkerEXT; - -GLEW_FUN_EXPORT PFNGLDEPTHBOUNDSEXTPROC __glewDepthBoundsEXT; - -GLEW_FUN_EXPORT PFNGLBINDMULTITEXTUREEXTPROC __glewBindMultiTextureEXT; -GLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC __glewCheckNamedFramebufferStatusEXT; -GLEW_FUN_EXPORT PFNGLCLIENTATTRIBDEFAULTEXTPROC __glewClientAttribDefaultEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC __glewCompressedMultiTexImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC __glewCompressedMultiTexImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC __glewCompressedMultiTexImage3DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC __glewCompressedMultiTexSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC __glewCompressedMultiTexSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC __glewCompressedMultiTexSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC __glewCompressedTextureImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC __glewCompressedTextureImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC __glewCompressedTextureImage3DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC __glewCompressedTextureSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC __glewCompressedTextureSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC __glewCompressedTextureSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE1DEXTPROC __glewCopyMultiTexImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE2DEXTPROC __glewCopyMultiTexImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC __glewCopyMultiTexSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC __glewCopyMultiTexSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC __glewCopyMultiTexSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE1DEXTPROC __glewCopyTextureImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE2DEXTPROC __glewCopyTextureImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC __glewCopyTextureSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC __glewCopyTextureSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC __glewCopyTextureSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC __glewDisableClientStateIndexedEXT; -GLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEIEXTPROC __glewDisableClientStateiEXT; -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC __glewDisableVertexArrayAttribEXT; -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYEXTPROC __glewDisableVertexArrayEXT; -GLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEINDEXEDEXTPROC __glewEnableClientStateIndexedEXT; -GLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEIEXTPROC __glewEnableClientStateiEXT; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBEXTPROC __glewEnableVertexArrayAttribEXT; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYEXTPROC __glewEnableVertexArrayEXT; -GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC __glewFlushMappedNamedBufferRangeEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC __glewFramebufferDrawBufferEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC __glewFramebufferDrawBuffersEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERREADBUFFEREXTPROC __glewFramebufferReadBufferEXT; -GLEW_FUN_EXPORT PFNGLGENERATEMULTITEXMIPMAPEXTPROC __glewGenerateMultiTexMipmapEXT; -GLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPEXTPROC __glewGenerateTextureMipmapEXT; -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC __glewGetCompressedMultiTexImageEXT; -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC __glewGetCompressedTextureImageEXT; -GLEW_FUN_EXPORT PFNGLGETDOUBLEINDEXEDVEXTPROC __glewGetDoubleIndexedvEXT; -GLEW_FUN_EXPORT PFNGLGETDOUBLEI_VEXTPROC __glewGetDoublei_vEXT; -GLEW_FUN_EXPORT PFNGLGETFLOATINDEXEDVEXTPROC __glewGetFloatIndexedvEXT; -GLEW_FUN_EXPORT PFNGLGETFLOATI_VEXTPROC __glewGetFloati_vEXT; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC __glewGetFramebufferParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXENVFVEXTPROC __glewGetMultiTexEnvfvEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXENVIVEXTPROC __glewGetMultiTexEnvivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXGENDVEXTPROC __glewGetMultiTexGendvEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXGENFVEXTPROC __glewGetMultiTexGenfvEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXGENIVEXTPROC __glewGetMultiTexGenivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXIMAGEEXTPROC __glewGetMultiTexImageEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC __glewGetMultiTexLevelParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC __glewGetMultiTexLevelParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIIVEXTPROC __glewGetMultiTexParameterIivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIUIVEXTPROC __glewGetMultiTexParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERFVEXTPROC __glewGetMultiTexParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIVEXTPROC __glewGetMultiTexParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC __glewGetNamedBufferParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVEXTPROC __glewGetNamedBufferPointervEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAEXTPROC __glewGetNamedBufferSubDataEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetNamedFramebufferAttachmentParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC __glewGetNamedProgramLocalParameterIivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC __glewGetNamedProgramLocalParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC __glewGetNamedProgramLocalParameterdvEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC __glewGetNamedProgramLocalParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMSTRINGEXTPROC __glewGetNamedProgramStringEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMIVEXTPROC __glewGetNamedProgramivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC __glewGetNamedRenderbufferParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETPOINTERINDEXEDVEXTPROC __glewGetPointerIndexedvEXT; -GLEW_FUN_EXPORT PFNGLGETPOINTERI_VEXTPROC __glewGetPointeri_vEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEEXTPROC __glewGetTextureImageEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC __glewGetTextureLevelParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC __glewGetTextureLevelParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVEXTPROC __glewGetTextureParameterIivEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVEXTPROC __glewGetTextureParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVEXTPROC __glewGetTextureParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVEXTPROC __glewGetTextureParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC __glewGetVertexArrayIntegeri_vEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERVEXTPROC __glewGetVertexArrayIntegervEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC __glewGetVertexArrayPointeri_vEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERVEXTPROC __glewGetVertexArrayPointervEXT; -GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFEREXTPROC __glewMapNamedBufferEXT; -GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEEXTPROC __glewMapNamedBufferRangeEXT; -GLEW_FUN_EXPORT PFNGLMATRIXFRUSTUMEXTPROC __glewMatrixFrustumEXT; -GLEW_FUN_EXPORT PFNGLMATRIXLOADIDENTITYEXTPROC __glewMatrixLoadIdentityEXT; -GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEDEXTPROC __glewMatrixLoadTransposedEXT; -GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEFEXTPROC __glewMatrixLoadTransposefEXT; -GLEW_FUN_EXPORT PFNGLMATRIXLOADDEXTPROC __glewMatrixLoaddEXT; -GLEW_FUN_EXPORT PFNGLMATRIXLOADFEXTPROC __glewMatrixLoadfEXT; -GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEDEXTPROC __glewMatrixMultTransposedEXT; -GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEFEXTPROC __glewMatrixMultTransposefEXT; -GLEW_FUN_EXPORT PFNGLMATRIXMULTDEXTPROC __glewMatrixMultdEXT; -GLEW_FUN_EXPORT PFNGLMATRIXMULTFEXTPROC __glewMatrixMultfEXT; -GLEW_FUN_EXPORT PFNGLMATRIXORTHOEXTPROC __glewMatrixOrthoEXT; -GLEW_FUN_EXPORT PFNGLMATRIXPOPEXTPROC __glewMatrixPopEXT; -GLEW_FUN_EXPORT PFNGLMATRIXPUSHEXTPROC __glewMatrixPushEXT; -GLEW_FUN_EXPORT PFNGLMATRIXROTATEDEXTPROC __glewMatrixRotatedEXT; -GLEW_FUN_EXPORT PFNGLMATRIXROTATEFEXTPROC __glewMatrixRotatefEXT; -GLEW_FUN_EXPORT PFNGLMATRIXSCALEDEXTPROC __glewMatrixScaledEXT; -GLEW_FUN_EXPORT PFNGLMATRIXSCALEFEXTPROC __glewMatrixScalefEXT; -GLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEDEXTPROC __glewMatrixTranslatedEXT; -GLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEFEXTPROC __glewMatrixTranslatefEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXBUFFEREXTPROC __glewMultiTexBufferEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDPOINTEREXTPROC __glewMultiTexCoordPointerEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXENVFEXTPROC __glewMultiTexEnvfEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXENVFVEXTPROC __glewMultiTexEnvfvEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXENVIEXTPROC __glewMultiTexEnviEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXENVIVEXTPROC __glewMultiTexEnvivEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENDEXTPROC __glewMultiTexGendEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENDVEXTPROC __glewMultiTexGendvEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENFEXTPROC __glewMultiTexGenfEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENFVEXTPROC __glewMultiTexGenfvEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENIEXTPROC __glewMultiTexGeniEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENIVEXTPROC __glewMultiTexGenivEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE1DEXTPROC __glewMultiTexImage1DEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE2DEXTPROC __glewMultiTexImage2DEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE3DEXTPROC __glewMultiTexImage3DEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIIVEXTPROC __glewMultiTexParameterIivEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIUIVEXTPROC __glewMultiTexParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFEXTPROC __glewMultiTexParameterfEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFVEXTPROC __glewMultiTexParameterfvEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIEXTPROC __glewMultiTexParameteriEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIVEXTPROC __glewMultiTexParameterivEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXRENDERBUFFEREXTPROC __glewMultiTexRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE1DEXTPROC __glewMultiTexSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE2DEXTPROC __glewMultiTexSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE3DEXTPROC __glewMultiTexSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAEXTPROC __glewNamedBufferDataEXT; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAEXTPROC __glewNamedBufferSubDataEXT; -GLEW_FUN_EXPORT PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC __glewNamedCopyBufferSubDataEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC __glewNamedFramebufferRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC __glewNamedFramebufferTexture1DEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC __glewNamedFramebufferTexture2DEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC __glewNamedFramebufferTexture3DEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC __glewNamedFramebufferTextureEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC __glewNamedFramebufferTextureFaceEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC __glewNamedFramebufferTextureLayerEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC __glewNamedProgramLocalParameter4dEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC __glewNamedProgramLocalParameter4dvEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC __glewNamedProgramLocalParameter4fEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC __glewNamedProgramLocalParameter4fvEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC __glewNamedProgramLocalParameterI4iEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC __glewNamedProgramLocalParameterI4ivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC __glewNamedProgramLocalParameterI4uiEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC __glewNamedProgramLocalParameterI4uivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC __glewNamedProgramLocalParameters4fvEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC __glewNamedProgramLocalParametersI4ivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC __glewNamedProgramLocalParametersI4uivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMSTRINGEXTPROC __glewNamedProgramStringEXT; -GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC __glewNamedRenderbufferStorageEXT; -GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC __glewNamedRenderbufferStorageMultisampleCoverageEXT; -GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewNamedRenderbufferStorageMultisampleEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FEXTPROC __glewProgramUniform1fEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVEXTPROC __glewProgramUniform1fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IEXTPROC __glewProgramUniform1iEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVEXTPROC __glewProgramUniform1ivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIEXTPROC __glewProgramUniform1uiEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVEXTPROC __glewProgramUniform1uivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FEXTPROC __glewProgramUniform2fEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVEXTPROC __glewProgramUniform2fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IEXTPROC __glewProgramUniform2iEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVEXTPROC __glewProgramUniform2ivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIEXTPROC __glewProgramUniform2uiEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVEXTPROC __glewProgramUniform2uivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FEXTPROC __glewProgramUniform3fEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVEXTPROC __glewProgramUniform3fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IEXTPROC __glewProgramUniform3iEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVEXTPROC __glewProgramUniform3ivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIEXTPROC __glewProgramUniform3uiEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVEXTPROC __glewProgramUniform3uivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FEXTPROC __glewProgramUniform4fEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVEXTPROC __glewProgramUniform4fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IEXTPROC __glewProgramUniform4iEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVEXTPROC __glewProgramUniform4ivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIEXTPROC __glewProgramUniform4uiEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVEXTPROC __glewProgramUniform4uivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC __glewProgramUniformMatrix2fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC __glewProgramUniformMatrix2x3fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC __glewProgramUniformMatrix2x4fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC __glewProgramUniformMatrix3fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC __glewProgramUniformMatrix3x2fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC __glewProgramUniformMatrix3x4fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC __glewProgramUniformMatrix4fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC __glewProgramUniformMatrix4x2fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC __glewProgramUniformMatrix4x3fvEXT; -GLEW_FUN_EXPORT PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC __glewPushClientAttribDefaultEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREBUFFEREXTPROC __glewTextureBufferEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE1DEXTPROC __glewTextureImage1DEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DEXTPROC __glewTextureImage2DEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DEXTPROC __glewTextureImage3DEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVEXTPROC __glewTextureParameterIivEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVEXTPROC __glewTextureParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFEXTPROC __glewTextureParameterfEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVEXTPROC __glewTextureParameterfvEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIEXTPROC __glewTextureParameteriEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVEXTPROC __glewTextureParameterivEXT; -GLEW_FUN_EXPORT PFNGLTEXTURERENDERBUFFEREXTPROC __glewTextureRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DEXTPROC __glewTextureSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DEXTPROC __glewTextureSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DEXTPROC __glewTextureSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFEREXTPROC __glewUnmapNamedBufferEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYCOLOROFFSETEXTPROC __glewVertexArrayColorOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC __glewVertexArrayEdgeFlagOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC __glewVertexArrayFogCoordOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYINDEXOFFSETEXTPROC __glewVertexArrayIndexOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC __glewVertexArrayMultiTexCoordOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYNORMALOFFSETEXTPROC __glewVertexArrayNormalOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC __glewVertexArraySecondaryColorOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC __glewVertexArrayTexCoordOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC __glewVertexArrayVertexAttribDivisorEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC __glewVertexArrayVertexAttribIOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC __glewVertexArrayVertexAttribOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC __glewVertexArrayVertexOffsetEXT; - -GLEW_FUN_EXPORT PFNGLDISCARDFRAMEBUFFEREXTPROC __glewDiscardFramebufferEXT; - -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSEXTPROC __glewDrawBuffersEXT; - -GLEW_FUN_EXPORT PFNGLCOLORMASKINDEXEDEXTPROC __glewColorMaskIndexedEXT; -GLEW_FUN_EXPORT PFNGLDISABLEINDEXEDEXTPROC __glewDisableIndexedEXT; -GLEW_FUN_EXPORT PFNGLENABLEINDEXEDEXTPROC __glewEnableIndexedEXT; -GLEW_FUN_EXPORT PFNGLGETBOOLEANINDEXEDVEXTPROC __glewGetBooleanIndexedvEXT; -GLEW_FUN_EXPORT PFNGLGETINTEGERINDEXEDVEXTPROC __glewGetIntegerIndexedvEXT; -GLEW_FUN_EXPORT PFNGLISENABLEDINDEXEDEXTPROC __glewIsEnabledIndexedEXT; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIEXTPROC __glewBlendEquationSeparateiEXT; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIEXTPROC __glewBlendEquationiEXT; -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIEXTPROC __glewBlendFuncSeparateiEXT; -GLEW_FUN_EXPORT PFNGLBLENDFUNCIEXTPROC __glewBlendFunciEXT; -GLEW_FUN_EXPORT PFNGLCOLORMASKIEXTPROC __glewColorMaskiEXT; -GLEW_FUN_EXPORT PFNGLDISABLEIEXTPROC __glewDisableiEXT; -GLEW_FUN_EXPORT PFNGLENABLEIEXTPROC __glewEnableiEXT; -GLEW_FUN_EXPORT PFNGLISENABLEDIEXTPROC __glewIsEnablediEXT; - -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXEXTPROC __glewDrawElementsBaseVertexEXT; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC __glewDrawElementsInstancedBaseVertexEXT; -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC __glewDrawRangeElementsBaseVertexEXT; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC __glewMultiDrawElementsBaseVertexEXT; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDEXTPROC __glewDrawArraysInstancedEXT; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDEXTPROC __glewDrawElementsInstancedEXT; - -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSEXTPROC __glewDrawRangeElementsEXT; - -GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEEXTERNALEXTPROC __glewBufferStorageExternalEXT; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC __glewNamedBufferStorageExternalEXT; - -GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTEREXTPROC __glewFogCoordPointerEXT; -GLEW_FUN_EXPORT PFNGLFOGCOORDDEXTPROC __glewFogCoorddEXT; -GLEW_FUN_EXPORT PFNGLFOGCOORDDVEXTPROC __glewFogCoorddvEXT; -GLEW_FUN_EXPORT PFNGLFOGCOORDFEXTPROC __glewFogCoordfEXT; -GLEW_FUN_EXPORT PFNGLFOGCOORDFVEXTPROC __glewFogCoordfvEXT; - -GLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALEXTPROC __glewFragmentColorMaterialEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFEXTPROC __glewFragmentLightModelfEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVEXTPROC __glewFragmentLightModelfvEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIEXTPROC __glewFragmentLightModeliEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVEXTPROC __glewFragmentLightModelivEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFEXTPROC __glewFragmentLightfEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVEXTPROC __glewFragmentLightfvEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIEXTPROC __glewFragmentLightiEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVEXTPROC __glewFragmentLightivEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFEXTPROC __glewFragmentMaterialfEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVEXTPROC __glewFragmentMaterialfvEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIEXTPROC __glewFragmentMaterialiEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVEXTPROC __glewFragmentMaterialivEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVEXTPROC __glewGetFragmentLightfvEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVEXTPROC __glewGetFragmentLightivEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVEXTPROC __glewGetFragmentMaterialfvEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVEXTPROC __glewGetFragmentMaterialivEXT; -GLEW_FUN_EXPORT PFNGLLIGHTENVIEXTPROC __glewLightEnviEXT; - -GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFEREXTPROC __glewBlitFramebufferEXT; - -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewRenderbufferStorageMultisampleEXT; - -GLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFEREXTPROC __glewBindFramebufferEXT; -GLEW_FUN_EXPORT PFNGLBINDRENDERBUFFEREXTPROC __glewBindRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC __glewCheckFramebufferStatusEXT; -GLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSEXTPROC __glewDeleteFramebuffersEXT; -GLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSEXTPROC __glewDeleteRenderbuffersEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC __glewFramebufferRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DEXTPROC __glewFramebufferTexture1DEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DEXTPROC __glewFramebufferTexture2DEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DEXTPROC __glewFramebufferTexture3DEXT; -GLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSEXTPROC __glewGenFramebuffersEXT; -GLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSEXTPROC __glewGenRenderbuffersEXT; -GLEW_FUN_EXPORT PFNGLGENERATEMIPMAPEXTPROC __glewGenerateMipmapEXT; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetFramebufferAttachmentParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC __glewGetRenderbufferParameterivEXT; -GLEW_FUN_EXPORT PFNGLISFRAMEBUFFEREXTPROC __glewIsFramebufferEXT; -GLEW_FUN_EXPORT PFNGLISRENDERBUFFEREXTPROC __glewIsRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEEXTPROC __glewRenderbufferStorageEXT; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREEXTPROC __glewFramebufferTextureEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC __glewFramebufferTextureFaceEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIEXTPROC __glewProgramParameteriEXT; - -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERS4FVEXTPROC __glewProgramEnvParameters4fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC __glewProgramLocalParameters4fvEXT; - -GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONEXTPROC __glewBindFragDataLocationEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONEXTPROC __glewGetFragDataLocationEXT; -GLEW_FUN_EXPORT PFNGLGETUNIFORMUIVEXTPROC __glewGetUniformuivEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVEXTPROC __glewGetVertexAttribIivEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVEXTPROC __glewGetVertexAttribIuivEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM1UIEXTPROC __glewUniform1uiEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM1UIVEXTPROC __glewUniform1uivEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM2UIEXTPROC __glewUniform2uiEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM2UIVEXTPROC __glewUniform2uivEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM3UIEXTPROC __glewUniform3uiEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM3UIVEXTPROC __glewUniform3uivEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM4UIEXTPROC __glewUniform4uiEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM4UIVEXTPROC __glewUniform4uivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IEXTPROC __glewVertexAttribI1iEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVEXTPROC __glewVertexAttribI1ivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIEXTPROC __glewVertexAttribI1uiEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVEXTPROC __glewVertexAttribI1uivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IEXTPROC __glewVertexAttribI2iEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVEXTPROC __glewVertexAttribI2ivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIEXTPROC __glewVertexAttribI2uiEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVEXTPROC __glewVertexAttribI2uivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IEXTPROC __glewVertexAttribI3iEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVEXTPROC __glewVertexAttribI3ivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIEXTPROC __glewVertexAttribI3uiEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVEXTPROC __glewVertexAttribI3uivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVEXTPROC __glewVertexAttribI4bvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IEXTPROC __glewVertexAttribI4iEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVEXTPROC __glewVertexAttribI4ivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVEXTPROC __glewVertexAttribI4svEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVEXTPROC __glewVertexAttribI4ubvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIEXTPROC __glewVertexAttribI4uiEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVEXTPROC __glewVertexAttribI4uivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVEXTPROC __glewVertexAttribI4usvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTEREXTPROC __glewVertexAttribIPointerEXT; - -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMEXTPROC __glewGetHistogramEXT; -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVEXTPROC __glewGetHistogramParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVEXTPROC __glewGetHistogramParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETMINMAXEXTPROC __glewGetMinmaxEXT; -GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVEXTPROC __glewGetMinmaxParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVEXTPROC __glewGetMinmaxParameterivEXT; -GLEW_FUN_EXPORT PFNGLHISTOGRAMEXTPROC __glewHistogramEXT; -GLEW_FUN_EXPORT PFNGLMINMAXEXTPROC __glewMinmaxEXT; -GLEW_FUN_EXPORT PFNGLRESETHISTOGRAMEXTPROC __glewResetHistogramEXT; -GLEW_FUN_EXPORT PFNGLRESETMINMAXEXTPROC __glewResetMinmaxEXT; - -GLEW_FUN_EXPORT PFNGLINDEXFUNCEXTPROC __glewIndexFuncEXT; - -GLEW_FUN_EXPORT PFNGLINDEXMATERIALEXTPROC __glewIndexMaterialEXT; - -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISOREXTPROC __glewVertexAttribDivisorEXT; - -GLEW_FUN_EXPORT PFNGLAPPLYTEXTUREEXTPROC __glewApplyTextureEXT; -GLEW_FUN_EXPORT PFNGLTEXTURELIGHTEXTPROC __glewTextureLightEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREMATERIALEXTPROC __glewTextureMaterialEXT; - -GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC __glewFlushMappedBufferRangeEXT; -GLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEEXTPROC __glewMapBufferRangeEXT; - -GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEMEMEXTPROC __glewBufferStorageMemEXT; -GLEW_FUN_EXPORT PFNGLCREATEMEMORYOBJECTSEXTPROC __glewCreateMemoryObjectsEXT; -GLEW_FUN_EXPORT PFNGLDELETEMEMORYOBJECTSEXTPROC __glewDeleteMemoryObjectsEXT; -GLEW_FUN_EXPORT PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC __glewGetMemoryObjectParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETUNSIGNEDBYTEI_VEXTPROC __glewGetUnsignedBytei_vEXT; -GLEW_FUN_EXPORT PFNGLGETUNSIGNEDBYTEVEXTPROC __glewGetUnsignedBytevEXT; -GLEW_FUN_EXPORT PFNGLISMEMORYOBJECTEXTPROC __glewIsMemoryObjectEXT; -GLEW_FUN_EXPORT PFNGLMEMORYOBJECTPARAMETERIVEXTPROC __glewMemoryObjectParameterivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC __glewNamedBufferStorageMemEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM1DEXTPROC __glewTexStorageMem1DEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM2DEXTPROC __glewTexStorageMem2DEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC __glewTexStorageMem2DMultisampleEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM3DEXTPROC __glewTexStorageMem3DEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC __glewTexStorageMem3DMultisampleEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM1DEXTPROC __glewTextureStorageMem1DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM2DEXTPROC __glewTextureStorageMem2DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC __glewTextureStorageMem2DMultisampleEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM3DEXTPROC __glewTextureStorageMem3DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC __glewTextureStorageMem3DMultisampleEXT; - -GLEW_FUN_EXPORT PFNGLIMPORTMEMORYFDEXTPROC __glewImportMemoryFdEXT; - -GLEW_FUN_EXPORT PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC __glewImportMemoryWin32HandleEXT; -GLEW_FUN_EXPORT PFNGLIMPORTMEMORYWIN32NAMEEXTPROC __glewImportMemoryWin32NameEXT; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSEXTPROC __glewMultiDrawArraysEXT; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSEXTPROC __glewMultiDrawElementsEXT; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC __glewMultiDrawArraysIndirectEXT; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC __glewMultiDrawElementsIndirectEXT; - -GLEW_FUN_EXPORT PFNGLSAMPLEMASKEXTPROC __glewSampleMaskEXT; -GLEW_FUN_EXPORT PFNGLSAMPLEPATTERNEXTPROC __glewSamplePatternEXT; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC __glewFramebufferTexture2DMultisampleEXT; - -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSINDEXEDEXTPROC __glewDrawBuffersIndexedEXT; -GLEW_FUN_EXPORT PFNGLGETINTEGERI_VEXTPROC __glewGetIntegeri_vEXT; -GLEW_FUN_EXPORT PFNGLREADBUFFERINDEXEDEXTPROC __glewReadBufferIndexedEXT; - -GLEW_FUN_EXPORT PFNGLCOLORTABLEEXTPROC __glewColorTableEXT; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEEXTPROC __glewGetColorTableEXT; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVEXTPROC __glewGetColorTableParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVEXTPROC __glewGetColorTableParameterivEXT; - -GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC __glewGetPixelTransformParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC __glewGetPixelTransformParameterivEXT; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFEXTPROC __glewPixelTransformParameterfEXT; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC __glewPixelTransformParameterfvEXT; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIEXTPROC __glewPixelTransformParameteriEXT; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC __glewPixelTransformParameterivEXT; - -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFEXTPROC __glewPointParameterfEXT; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVEXTPROC __glewPointParameterfvEXT; - -GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETEXTPROC __glewPolygonOffsetEXT; - -GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPEXTPROC __glewPolygonOffsetClampEXT; - -GLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXEXTPROC __glewProvokingVertexEXT; - -GLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONNVPROC __glewCoverageModulationNV; -GLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONTABLENVPROC __glewCoverageModulationTableNV; -GLEW_FUN_EXPORT PFNGLGETCOVERAGEMODULATIONTABLENVPROC __glewGetCoverageModulationTableNV; -GLEW_FUN_EXPORT PFNGLRASTERSAMPLESEXTPROC __glewRasterSamplesEXT; - -GLEW_FUN_EXPORT PFNGLBEGINSCENEEXTPROC __glewBeginSceneEXT; -GLEW_FUN_EXPORT PFNGLENDSCENEEXTPROC __glewEndSceneEXT; - -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BEXTPROC __glewSecondaryColor3bEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVEXTPROC __glewSecondaryColor3bvEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DEXTPROC __glewSecondaryColor3dEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVEXTPROC __glewSecondaryColor3dvEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FEXTPROC __glewSecondaryColor3fEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVEXTPROC __glewSecondaryColor3fvEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IEXTPROC __glewSecondaryColor3iEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVEXTPROC __glewSecondaryColor3ivEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SEXTPROC __glewSecondaryColor3sEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVEXTPROC __glewSecondaryColor3svEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBEXTPROC __glewSecondaryColor3ubEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVEXTPROC __glewSecondaryColor3ubvEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIEXTPROC __glewSecondaryColor3uiEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVEXTPROC __glewSecondaryColor3uivEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USEXTPROC __glewSecondaryColor3usEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVEXTPROC __glewSecondaryColor3usvEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTEREXTPROC __glewSecondaryColorPointerEXT; - -GLEW_FUN_EXPORT PFNGLDELETESEMAPHORESEXTPROC __glewDeleteSemaphoresEXT; -GLEW_FUN_EXPORT PFNGLGENSEMAPHORESEXTPROC __glewGenSemaphoresEXT; -GLEW_FUN_EXPORT PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC __glewGetSemaphoreParameterui64vEXT; -GLEW_FUN_EXPORT PFNGLISSEMAPHOREEXTPROC __glewIsSemaphoreEXT; -GLEW_FUN_EXPORT PFNGLSEMAPHOREPARAMETERUI64VEXTPROC __glewSemaphoreParameterui64vEXT; -GLEW_FUN_EXPORT PFNGLSIGNALSEMAPHOREEXTPROC __glewSignalSemaphoreEXT; -GLEW_FUN_EXPORT PFNGLWAITSEMAPHOREEXTPROC __glewWaitSemaphoreEXT; - -GLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREFDEXTPROC __glewImportSemaphoreFdEXT; - -GLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC __glewImportSemaphoreWin32HandleEXT; -GLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC __glewImportSemaphoreWin32NameEXT; - -GLEW_FUN_EXPORT PFNGLACTIVEPROGRAMEXTPROC __glewActiveProgramEXT; -GLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMEXTPROC __glewCreateShaderProgramEXT; -GLEW_FUN_EXPORT PFNGLUSESHADERPROGRAMEXTPROC __glewUseShaderProgramEXT; - -GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREEXTPROC __glewBindImageTextureEXT; -GLEW_FUN_EXPORT PFNGLMEMORYBARRIEREXTPROC __glewMemoryBarrierEXT; - -GLEW_FUN_EXPORT PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC __glewClearPixelLocalStorageuiEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewFramebufferPixelLocalStorageSizeEXT; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewGetFramebufferPixelLocalStorageSizeEXT; - -GLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTEXTPROC __glewTexPageCommitmentEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPAGECOMMITMENTEXTPROC __glewTexturePageCommitmentEXT; - -GLEW_FUN_EXPORT PFNGLACTIVESTENCILFACEEXTPROC __glewActiveStencilFaceEXT; - -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE1DEXTPROC __glewTexSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE2DEXTPROC __glewTexSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DEXTPROC __glewTexSubImage3DEXT; - -GLEW_FUN_EXPORT PFNGLTEXIMAGE3DEXTPROC __glewTexImage3DEXT; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC __glewFramebufferTextureLayerEXT; - -GLEW_FUN_EXPORT PFNGLTEXBUFFEREXTPROC __glewTexBufferEXT; - -GLEW_FUN_EXPORT PFNGLCLEARCOLORIIEXTPROC __glewClearColorIiEXT; -GLEW_FUN_EXPORT PFNGLCLEARCOLORIUIEXTPROC __glewClearColorIuiEXT; -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVEXTPROC __glewGetTexParameterIivEXT; -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVEXTPROC __glewGetTexParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVEXTPROC __glewTexParameterIivEXT; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVEXTPROC __glewTexParameterIuivEXT; - -GLEW_FUN_EXPORT PFNGLARETEXTURESRESIDENTEXTPROC __glewAreTexturesResidentEXT; -GLEW_FUN_EXPORT PFNGLBINDTEXTUREEXTPROC __glewBindTextureEXT; -GLEW_FUN_EXPORT PFNGLDELETETEXTURESEXTPROC __glewDeleteTexturesEXT; -GLEW_FUN_EXPORT PFNGLGENTEXTURESEXTPROC __glewGenTexturesEXT; -GLEW_FUN_EXPORT PFNGLISTEXTUREEXTPROC __glewIsTextureEXT; -GLEW_FUN_EXPORT PFNGLPRIORITIZETEXTURESEXTPROC __glewPrioritizeTexturesEXT; - -GLEW_FUN_EXPORT PFNGLTEXTURENORMALEXTPROC __glewTextureNormalEXT; - -GLEW_FUN_EXPORT PFNGLTEXSTORAGE1DEXTPROC __glewTexStorage1DEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DEXTPROC __glewTexStorage2DEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DEXTPROC __glewTexStorage3DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DEXTPROC __glewTextureStorage1DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DEXTPROC __glewTextureStorage2DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DEXTPROC __glewTextureStorage3DEXT; - -GLEW_FUN_EXPORT PFNGLTEXTUREVIEWEXTPROC __glewTextureViewEXT; - -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VEXTPROC __glewGetQueryObjecti64vEXT; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VEXTPROC __glewGetQueryObjectui64vEXT; - -GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKEXTPROC __glewBeginTransformFeedbackEXT; -GLEW_FUN_EXPORT PFNGLBINDBUFFERBASEEXTPROC __glewBindBufferBaseEXT; -GLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETEXTPROC __glewBindBufferOffsetEXT; -GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEEXTPROC __glewBindBufferRangeEXT; -GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKEXTPROC __glewEndTransformFeedbackEXT; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC __glewGetTransformFeedbackVaryingEXT; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC __glewTransformFeedbackVaryingsEXT; - -GLEW_FUN_EXPORT PFNGLARRAYELEMENTEXTPROC __glewArrayElementEXT; -GLEW_FUN_EXPORT PFNGLCOLORPOINTEREXTPROC __glewColorPointerEXT; -GLEW_FUN_EXPORT PFNGLDRAWARRAYSEXTPROC __glewDrawArraysEXT; -GLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTEREXTPROC __glewEdgeFlagPointerEXT; -GLEW_FUN_EXPORT PFNGLINDEXPOINTEREXTPROC __glewIndexPointerEXT; -GLEW_FUN_EXPORT PFNGLNORMALPOINTEREXTPROC __glewNormalPointerEXT; -GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTEREXTPROC __glewTexCoordPointerEXT; -GLEW_FUN_EXPORT PFNGLVERTEXPOINTEREXTPROC __glewVertexPointerEXT; - -GLEW_FUN_EXPORT PFNGLBINDARRAYSETEXTPROC __glewBindArraySetEXT; -GLEW_FUN_EXPORT PFNGLCREATEARRAYSETEXTPROC __glewCreateArraySetExt; -GLEW_FUN_EXPORT PFNGLDELETEARRAYSETSEXTPROC __glewDeleteArraySetsEXT; - -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVEXTPROC __glewGetVertexAttribLdvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC __glewVertexArrayVertexAttribLOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DEXTPROC __glewVertexAttribL1dEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVEXTPROC __glewVertexAttribL1dvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DEXTPROC __glewVertexAttribL2dEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVEXTPROC __glewVertexAttribL2dvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DEXTPROC __glewVertexAttribL3dEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVEXTPROC __glewVertexAttribL3dvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DEXTPROC __glewVertexAttribL4dEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVEXTPROC __glewVertexAttribL4dvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTEREXTPROC __glewVertexAttribLPointerEXT; - -GLEW_FUN_EXPORT PFNGLBEGINVERTEXSHADEREXTPROC __glewBeginVertexShaderEXT; -GLEW_FUN_EXPORT PFNGLBINDLIGHTPARAMETEREXTPROC __glewBindLightParameterEXT; -GLEW_FUN_EXPORT PFNGLBINDMATERIALPARAMETEREXTPROC __glewBindMaterialParameterEXT; -GLEW_FUN_EXPORT PFNGLBINDPARAMETEREXTPROC __glewBindParameterEXT; -GLEW_FUN_EXPORT PFNGLBINDTEXGENPARAMETEREXTPROC __glewBindTexGenParameterEXT; -GLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPARAMETEREXTPROC __glewBindTextureUnitParameterEXT; -GLEW_FUN_EXPORT PFNGLBINDVERTEXSHADEREXTPROC __glewBindVertexShaderEXT; -GLEW_FUN_EXPORT PFNGLDELETEVERTEXSHADEREXTPROC __glewDeleteVertexShaderEXT; -GLEW_FUN_EXPORT PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC __glewDisableVariantClientStateEXT; -GLEW_FUN_EXPORT PFNGLENABLEVARIANTCLIENTSTATEEXTPROC __glewEnableVariantClientStateEXT; -GLEW_FUN_EXPORT PFNGLENDVERTEXSHADEREXTPROC __glewEndVertexShaderEXT; -GLEW_FUN_EXPORT PFNGLEXTRACTCOMPONENTEXTPROC __glewExtractComponentEXT; -GLEW_FUN_EXPORT PFNGLGENSYMBOLSEXTPROC __glewGenSymbolsEXT; -GLEW_FUN_EXPORT PFNGLGENVERTEXSHADERSEXTPROC __glewGenVertexShadersEXT; -GLEW_FUN_EXPORT PFNGLGETINVARIANTBOOLEANVEXTPROC __glewGetInvariantBooleanvEXT; -GLEW_FUN_EXPORT PFNGLGETINVARIANTFLOATVEXTPROC __glewGetInvariantFloatvEXT; -GLEW_FUN_EXPORT PFNGLGETINVARIANTINTEGERVEXTPROC __glewGetInvariantIntegervEXT; -GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC __glewGetLocalConstantBooleanvEXT; -GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTFLOATVEXTPROC __glewGetLocalConstantFloatvEXT; -GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTINTEGERVEXTPROC __glewGetLocalConstantIntegervEXT; -GLEW_FUN_EXPORT PFNGLGETVARIANTBOOLEANVEXTPROC __glewGetVariantBooleanvEXT; -GLEW_FUN_EXPORT PFNGLGETVARIANTFLOATVEXTPROC __glewGetVariantFloatvEXT; -GLEW_FUN_EXPORT PFNGLGETVARIANTINTEGERVEXTPROC __glewGetVariantIntegervEXT; -GLEW_FUN_EXPORT PFNGLGETVARIANTPOINTERVEXTPROC __glewGetVariantPointervEXT; -GLEW_FUN_EXPORT PFNGLINSERTCOMPONENTEXTPROC __glewInsertComponentEXT; -GLEW_FUN_EXPORT PFNGLISVARIANTENABLEDEXTPROC __glewIsVariantEnabledEXT; -GLEW_FUN_EXPORT PFNGLSETINVARIANTEXTPROC __glewSetInvariantEXT; -GLEW_FUN_EXPORT PFNGLSETLOCALCONSTANTEXTPROC __glewSetLocalConstantEXT; -GLEW_FUN_EXPORT PFNGLSHADEROP1EXTPROC __glewShaderOp1EXT; -GLEW_FUN_EXPORT PFNGLSHADEROP2EXTPROC __glewShaderOp2EXT; -GLEW_FUN_EXPORT PFNGLSHADEROP3EXTPROC __glewShaderOp3EXT; -GLEW_FUN_EXPORT PFNGLSWIZZLEEXTPROC __glewSwizzleEXT; -GLEW_FUN_EXPORT PFNGLVARIANTPOINTEREXTPROC __glewVariantPointerEXT; -GLEW_FUN_EXPORT PFNGLVARIANTBVEXTPROC __glewVariantbvEXT; -GLEW_FUN_EXPORT PFNGLVARIANTDVEXTPROC __glewVariantdvEXT; -GLEW_FUN_EXPORT PFNGLVARIANTFVEXTPROC __glewVariantfvEXT; -GLEW_FUN_EXPORT PFNGLVARIANTIVEXTPROC __glewVariantivEXT; -GLEW_FUN_EXPORT PFNGLVARIANTSVEXTPROC __glewVariantsvEXT; -GLEW_FUN_EXPORT PFNGLVARIANTUBVEXTPROC __glewVariantubvEXT; -GLEW_FUN_EXPORT PFNGLVARIANTUIVEXTPROC __glewVariantuivEXT; -GLEW_FUN_EXPORT PFNGLVARIANTUSVEXTPROC __glewVariantusvEXT; -GLEW_FUN_EXPORT PFNGLWRITEMASKEXTPROC __glewWriteMaskEXT; - -GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTPOINTEREXTPROC __glewVertexWeightPointerEXT; -GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFEXTPROC __glewVertexWeightfEXT; -GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFVEXTPROC __glewVertexWeightfvEXT; - -GLEW_FUN_EXPORT PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC __glewAcquireKeyedMutexWin32EXT; -GLEW_FUN_EXPORT PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC __glewReleaseKeyedMutexWin32EXT; - -GLEW_FUN_EXPORT PFNGLWINDOWRECTANGLESEXTPROC __glewWindowRectanglesEXT; - -GLEW_FUN_EXPORT PFNGLIMPORTSYNCEXTPROC __glewImportSyncEXT; - -GLEW_FUN_EXPORT PFNGLFRAMETERMINATORGREMEDYPROC __glewFrameTerminatorGREMEDY; - -GLEW_FUN_EXPORT PFNGLSTRINGMARKERGREMEDYPROC __glewStringMarkerGREMEDY; - -GLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC __glewGetImageTransformParameterfvHP; -GLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC __glewGetImageTransformParameterivHP; -GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFHPPROC __glewImageTransformParameterfHP; -GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFVHPPROC __glewImageTransformParameterfvHP; -GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIHPPROC __glewImageTransformParameteriHP; -GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIVHPPROC __glewImageTransformParameterivHP; - -GLEW_FUN_EXPORT PFNGLMULTIMODEDRAWARRAYSIBMPROC __glewMultiModeDrawArraysIBM; -GLEW_FUN_EXPORT PFNGLMULTIMODEDRAWELEMENTSIBMPROC __glewMultiModeDrawElementsIBM; - -GLEW_FUN_EXPORT PFNGLCOLORPOINTERLISTIBMPROC __glewColorPointerListIBM; -GLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTERLISTIBMPROC __glewEdgeFlagPointerListIBM; -GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERLISTIBMPROC __glewFogCoordPointerListIBM; -GLEW_FUN_EXPORT PFNGLINDEXPOINTERLISTIBMPROC __glewIndexPointerListIBM; -GLEW_FUN_EXPORT PFNGLNORMALPOINTERLISTIBMPROC __glewNormalPointerListIBM; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERLISTIBMPROC __glewSecondaryColorPointerListIBM; -GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERLISTIBMPROC __glewTexCoordPointerListIBM; -GLEW_FUN_EXPORT PFNGLVERTEXPOINTERLISTIBMPROC __glewVertexPointerListIBM; - -GLEW_FUN_EXPORT PFNGLMAPTEXTURE2DINTELPROC __glewMapTexture2DINTEL; -GLEW_FUN_EXPORT PFNGLSYNCTEXTUREINTELPROC __glewSyncTextureINTEL; -GLEW_FUN_EXPORT PFNGLUNMAPTEXTURE2DINTELPROC __glewUnmapTexture2DINTEL; - -GLEW_FUN_EXPORT PFNGLCOLORPOINTERVINTELPROC __glewColorPointervINTEL; -GLEW_FUN_EXPORT PFNGLNORMALPOINTERVINTELPROC __glewNormalPointervINTEL; -GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERVINTELPROC __glewTexCoordPointervINTEL; -GLEW_FUN_EXPORT PFNGLVERTEXPOINTERVINTELPROC __glewVertexPointervINTEL; - -GLEW_FUN_EXPORT PFNGLBEGINPERFQUERYINTELPROC __glewBeginPerfQueryINTEL; -GLEW_FUN_EXPORT PFNGLCREATEPERFQUERYINTELPROC __glewCreatePerfQueryINTEL; -GLEW_FUN_EXPORT PFNGLDELETEPERFQUERYINTELPROC __glewDeletePerfQueryINTEL; -GLEW_FUN_EXPORT PFNGLENDPERFQUERYINTELPROC __glewEndPerfQueryINTEL; -GLEW_FUN_EXPORT PFNGLGETFIRSTPERFQUERYIDINTELPROC __glewGetFirstPerfQueryIdINTEL; -GLEW_FUN_EXPORT PFNGLGETNEXTPERFQUERYIDINTELPROC __glewGetNextPerfQueryIdINTEL; -GLEW_FUN_EXPORT PFNGLGETPERFCOUNTERINFOINTELPROC __glewGetPerfCounterInfoINTEL; -GLEW_FUN_EXPORT PFNGLGETPERFQUERYDATAINTELPROC __glewGetPerfQueryDataINTEL; -GLEW_FUN_EXPORT PFNGLGETPERFQUERYIDBYNAMEINTELPROC __glewGetPerfQueryIdByNameINTEL; -GLEW_FUN_EXPORT PFNGLGETPERFQUERYINFOINTELPROC __glewGetPerfQueryInfoINTEL; - -GLEW_FUN_EXPORT PFNGLTEXSCISSORFUNCINTELPROC __glewTexScissorFuncINTEL; -GLEW_FUN_EXPORT PFNGLTEXSCISSORINTELPROC __glewTexScissorINTEL; - -GLEW_FUN_EXPORT PFNGLBLENDBARRIERKHRPROC __glewBlendBarrierKHR; - -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKPROC __glewDebugMessageCallback; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLPROC __glewDebugMessageControl; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTPROC __glewDebugMessageInsert; -GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGPROC __glewGetDebugMessageLog; -GLEW_FUN_EXPORT PFNGLGETOBJECTLABELPROC __glewGetObjectLabel; -GLEW_FUN_EXPORT PFNGLGETOBJECTPTRLABELPROC __glewGetObjectPtrLabel; -GLEW_FUN_EXPORT PFNGLOBJECTLABELPROC __glewObjectLabel; -GLEW_FUN_EXPORT PFNGLOBJECTPTRLABELPROC __glewObjectPtrLabel; -GLEW_FUN_EXPORT PFNGLPOPDEBUGGROUPPROC __glewPopDebugGroup; -GLEW_FUN_EXPORT PFNGLPUSHDEBUGGROUPPROC __glewPushDebugGroup; - -GLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSKHRPROC __glewMaxShaderCompilerThreadsKHR; - -GLEW_FUN_EXPORT PFNGLGETNUNIFORMFVPROC __glewGetnUniformfv; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMIVPROC __glewGetnUniformiv; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVPROC __glewGetnUniformuiv; -GLEW_FUN_EXPORT PFNGLREADNPIXELSPROC __glewReadnPixels; - -GLEW_FUN_EXPORT PFNGLBUFFERREGIONENABLEDPROC __glewBufferRegionEnabled; -GLEW_FUN_EXPORT PFNGLDELETEBUFFERREGIONPROC __glewDeleteBufferRegion; -GLEW_FUN_EXPORT PFNGLDRAWBUFFERREGIONPROC __glewDrawBufferRegion; -GLEW_FUN_EXPORT PFNGLNEWBUFFERREGIONPROC __glewNewBufferRegion; -GLEW_FUN_EXPORT PFNGLREADBUFFERREGIONPROC __glewReadBufferRegion; - -GLEW_FUN_EXPORT PFNGLRESIZEBUFFERSMESAPROC __glewResizeBuffersMESA; - -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DMESAPROC __glewWindowPos2dMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVMESAPROC __glewWindowPos2dvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FMESAPROC __glewWindowPos2fMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVMESAPROC __glewWindowPos2fvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IMESAPROC __glewWindowPos2iMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVMESAPROC __glewWindowPos2ivMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SMESAPROC __glewWindowPos2sMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVMESAPROC __glewWindowPos2svMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DMESAPROC __glewWindowPos3dMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVMESAPROC __glewWindowPos3dvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FMESAPROC __glewWindowPos3fMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVMESAPROC __glewWindowPos3fvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IMESAPROC __glewWindowPos3iMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVMESAPROC __glewWindowPos3ivMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SMESAPROC __glewWindowPos3sMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVMESAPROC __glewWindowPos3svMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4DMESAPROC __glewWindowPos4dMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4DVMESAPROC __glewWindowPos4dvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4FMESAPROC __glewWindowPos4fMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4FVMESAPROC __glewWindowPos4fvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4IMESAPROC __glewWindowPos4iMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4IVMESAPROC __glewWindowPos4ivMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4SMESAPROC __glewWindowPos4sMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4SVMESAPROC __glewWindowPos4svMESA; - -GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVXPROC __glewBeginConditionalRenderNVX; -GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVXPROC __glewEndConditionalRenderNVX; - -GLEW_FUN_EXPORT PFNGLLGPUCOPYIMAGESUBDATANVXPROC __glewLGPUCopyImageSubDataNVX; -GLEW_FUN_EXPORT PFNGLLGPUINTERLOCKNVXPROC __glewLGPUInterlockNVX; -GLEW_FUN_EXPORT PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC __glewLGPUNamedBufferSubDataNVX; - -GLEW_FUN_EXPORT PFNGLSTEREOPARAMETERFNVPROC __glewStereoParameterfNV; -GLEW_FUN_EXPORT PFNGLSTEREOPARAMETERINVPROC __glewStereoParameteriNV; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC __glewMultiDrawArraysIndirectBindlessNV; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC __glewMultiDrawElementsIndirectBindlessNV; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawArraysIndirectBindlessCountNV; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawElementsIndirectBindlessCountNV; - -GLEW_FUN_EXPORT PFNGLGETIMAGEHANDLENVPROC __glewGetImageHandleNV; -GLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLENVPROC __glewGetTextureHandleNV; -GLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLENVPROC __glewGetTextureSamplerHandleNV; -GLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTNVPROC __glewIsImageHandleResidentNV; -GLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTNVPROC __glewIsTextureHandleResidentNV; -GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC __glewMakeImageHandleNonResidentNV; -GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTNVPROC __glewMakeImageHandleResidentNV; -GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC __glewMakeTextureHandleNonResidentNV; -GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTNVPROC __glewMakeTextureHandleResidentNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC __glewProgramUniformHandleui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC __glewProgramUniformHandleui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64NVPROC __glewUniformHandleui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VNVPROC __glewUniformHandleui64vNV; - -GLEW_FUN_EXPORT PFNGLBLENDBARRIERNVPROC __glewBlendBarrierNV; -GLEW_FUN_EXPORT PFNGLBLENDPARAMETERINVPROC __glewBlendParameteriNV; - -GLEW_FUN_EXPORT PFNGLVIEWPORTPOSITIONWSCALENVPROC __glewViewportPositionWScaleNV; - -GLEW_FUN_EXPORT PFNGLCALLCOMMANDLISTNVPROC __glewCallCommandListNV; -GLEW_FUN_EXPORT PFNGLCOMMANDLISTSEGMENTSNVPROC __glewCommandListSegmentsNV; -GLEW_FUN_EXPORT PFNGLCOMPILECOMMANDLISTNVPROC __glewCompileCommandListNV; -GLEW_FUN_EXPORT PFNGLCREATECOMMANDLISTSNVPROC __glewCreateCommandListsNV; -GLEW_FUN_EXPORT PFNGLCREATESTATESNVPROC __glewCreateStatesNV; -GLEW_FUN_EXPORT PFNGLDELETECOMMANDLISTSNVPROC __glewDeleteCommandListsNV; -GLEW_FUN_EXPORT PFNGLDELETESTATESNVPROC __glewDeleteStatesNV; -GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSADDRESSNVPROC __glewDrawCommandsAddressNV; -GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSNVPROC __glewDrawCommandsNV; -GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC __glewDrawCommandsStatesAddressNV; -GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSSTATESNVPROC __glewDrawCommandsStatesNV; -GLEW_FUN_EXPORT PFNGLGETCOMMANDHEADERNVPROC __glewGetCommandHeaderNV; -GLEW_FUN_EXPORT PFNGLGETSTAGEINDEXNVPROC __glewGetStageIndexNV; -GLEW_FUN_EXPORT PFNGLISCOMMANDLISTNVPROC __glewIsCommandListNV; -GLEW_FUN_EXPORT PFNGLISSTATENVPROC __glewIsStateNV; -GLEW_FUN_EXPORT PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC __glewListDrawCommandsStatesClientNV; -GLEW_FUN_EXPORT PFNGLSTATECAPTURENVPROC __glewStateCaptureNV; - -GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVPROC __glewBeginConditionalRenderNV; -GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVPROC __glewEndConditionalRenderNV; - -GLEW_FUN_EXPORT PFNGLSUBPIXELPRECISIONBIASNVPROC __glewSubpixelPrecisionBiasNV; - -GLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERFNVPROC __glewConservativeRasterParameterfNV; - -GLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERINVPROC __glewConservativeRasterParameteriNV; - -GLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATANVPROC __glewCopyBufferSubDataNV; - -GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATANVPROC __glewCopyImageSubDataNV; - -GLEW_FUN_EXPORT PFNGLCLEARDEPTHDNVPROC __glewClearDepthdNV; -GLEW_FUN_EXPORT PFNGLDEPTHBOUNDSDNVPROC __glewDepthBoundsdNV; -GLEW_FUN_EXPORT PFNGLDEPTHRANGEDNVPROC __glewDepthRangedNV; - -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSNVPROC __glewDrawBuffersNV; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDNVPROC __glewDrawArraysInstancedNV; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDNVPROC __glewDrawElementsInstancedNV; - -GLEW_FUN_EXPORT PFNGLDRAWTEXTURENVPROC __glewDrawTextureNV; - -GLEW_FUN_EXPORT PFNGLDRAWVKIMAGENVPROC __glewDrawVkImageNV; -GLEW_FUN_EXPORT PFNGLGETVKPROCADDRNVPROC __glewGetVkProcAddrNV; -GLEW_FUN_EXPORT PFNGLSIGNALVKFENCENVPROC __glewSignalVkFenceNV; -GLEW_FUN_EXPORT PFNGLSIGNALVKSEMAPHORENVPROC __glewSignalVkSemaphoreNV; -GLEW_FUN_EXPORT PFNGLWAITVKSEMAPHORENVPROC __glewWaitVkSemaphoreNV; - -GLEW_FUN_EXPORT PFNGLEVALMAPSNVPROC __glewEvalMapsNV; -GLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERFVNVPROC __glewGetMapAttribParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERIVNVPROC __glewGetMapAttribParameterivNV; -GLEW_FUN_EXPORT PFNGLGETMAPCONTROLPOINTSNVPROC __glewGetMapControlPointsNV; -GLEW_FUN_EXPORT PFNGLGETMAPPARAMETERFVNVPROC __glewGetMapParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETMAPPARAMETERIVNVPROC __glewGetMapParameterivNV; -GLEW_FUN_EXPORT PFNGLMAPCONTROLPOINTSNVPROC __glewMapControlPointsNV; -GLEW_FUN_EXPORT PFNGLMAPPARAMETERFVNVPROC __glewMapParameterfvNV; -GLEW_FUN_EXPORT PFNGLMAPPARAMETERIVNVPROC __glewMapParameterivNV; - -GLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVNVPROC __glewGetMultisamplefvNV; -GLEW_FUN_EXPORT PFNGLSAMPLEMASKINDEXEDNVPROC __glewSampleMaskIndexedNV; -GLEW_FUN_EXPORT PFNGLTEXRENDERBUFFERNVPROC __glewTexRenderbufferNV; - -GLEW_FUN_EXPORT PFNGLDELETEFENCESNVPROC __glewDeleteFencesNV; -GLEW_FUN_EXPORT PFNGLFINISHFENCENVPROC __glewFinishFenceNV; -GLEW_FUN_EXPORT PFNGLGENFENCESNVPROC __glewGenFencesNV; -GLEW_FUN_EXPORT PFNGLGETFENCEIVNVPROC __glewGetFenceivNV; -GLEW_FUN_EXPORT PFNGLISFENCENVPROC __glewIsFenceNV; -GLEW_FUN_EXPORT PFNGLSETFENCENVPROC __glewSetFenceNV; -GLEW_FUN_EXPORT PFNGLTESTFENCENVPROC __glewTestFenceNV; - -GLEW_FUN_EXPORT PFNGLFRAGMENTCOVERAGECOLORNVPROC __glewFragmentCoverageColorNV; - -GLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC __glewGetProgramNamedParameterdvNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC __glewGetProgramNamedParameterfvNV; -GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DNVPROC __glewProgramNamedParameter4dNV; -GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC __glewProgramNamedParameter4dvNV; -GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FNVPROC __glewProgramNamedParameter4fNV; -GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC __glewProgramNamedParameter4fvNV; - -GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERNVPROC __glewBlitFramebufferNV; - -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC __glewRenderbufferStorageMultisampleNV; - -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC __glewRenderbufferStorageMultisampleCoverageNV; - -GLEW_FUN_EXPORT PFNGLPROGRAMVERTEXLIMITNVPROC __glewProgramVertexLimitNV; - -GLEW_FUN_EXPORT PFNGLMULTICASTBARRIERNVPROC __glewMulticastBarrierNV; -GLEW_FUN_EXPORT PFNGLMULTICASTBLITFRAMEBUFFERNVPROC __glewMulticastBlitFramebufferNV; -GLEW_FUN_EXPORT PFNGLMULTICASTBUFFERSUBDATANVPROC __glewMulticastBufferSubDataNV; -GLEW_FUN_EXPORT PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC __glewMulticastCopyBufferSubDataNV; -GLEW_FUN_EXPORT PFNGLMULTICASTCOPYIMAGESUBDATANVPROC __glewMulticastCopyImageSubDataNV; -GLEW_FUN_EXPORT PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewMulticastFramebufferSampleLocationsfvNV; -GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC __glewMulticastGetQueryObjecti64vNV; -GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTIVNVPROC __glewMulticastGetQueryObjectivNV; -GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC __glewMulticastGetQueryObjectui64vNV; -GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC __glewMulticastGetQueryObjectuivNV; -GLEW_FUN_EXPORT PFNGLMULTICASTWAITSYNCNVPROC __glewMulticastWaitSyncNV; -GLEW_FUN_EXPORT PFNGLRENDERGPUMASKNVPROC __glewRenderGpuMaskNV; - -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4INVPROC __glewProgramEnvParameterI4iNV; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4IVNVPROC __glewProgramEnvParameterI4ivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UINVPROC __glewProgramEnvParameterI4uiNV; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UIVNVPROC __glewProgramEnvParameterI4uivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4IVNVPROC __glewProgramEnvParametersI4ivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC __glewProgramEnvParametersI4uivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4INVPROC __glewProgramLocalParameterI4iNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC __glewProgramLocalParameterI4ivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UINVPROC __glewProgramLocalParameterI4uiNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC __glewProgramLocalParameterI4uivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC __glewProgramLocalParametersI4ivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC __glewProgramLocalParametersI4uivNV; - -GLEW_FUN_EXPORT PFNGLGETUNIFORMI64VNVPROC __glewGetUniformi64vNV; -GLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VNVPROC __glewGetUniformui64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64NVPROC __glewProgramUniform1i64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VNVPROC __glewProgramUniform1i64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64NVPROC __glewProgramUniform1ui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VNVPROC __glewProgramUniform1ui64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64NVPROC __glewProgramUniform2i64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VNVPROC __glewProgramUniform2i64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64NVPROC __glewProgramUniform2ui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VNVPROC __glewProgramUniform2ui64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64NVPROC __glewProgramUniform3i64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VNVPROC __glewProgramUniform3i64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64NVPROC __glewProgramUniform3ui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VNVPROC __glewProgramUniform3ui64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64NVPROC __glewProgramUniform4i64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VNVPROC __glewProgramUniform4i64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64NVPROC __glewProgramUniform4ui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VNVPROC __glewProgramUniform4ui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM1I64NVPROC __glewUniform1i64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM1I64VNVPROC __glewUniform1i64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM1UI64NVPROC __glewUniform1ui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM1UI64VNVPROC __glewUniform1ui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM2I64NVPROC __glewUniform2i64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM2I64VNVPROC __glewUniform2i64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM2UI64NVPROC __glewUniform2ui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM2UI64VNVPROC __glewUniform2ui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM3I64NVPROC __glewUniform3i64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM3I64VNVPROC __glewUniform3i64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM3UI64NVPROC __glewUniform3ui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM3UI64VNVPROC __glewUniform3ui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM4I64NVPROC __glewUniform4i64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM4I64VNVPROC __glewUniform4i64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM4UI64NVPROC __glewUniform4ui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM4UI64VNVPROC __glewUniform4ui64vNV; - -GLEW_FUN_EXPORT PFNGLCOLOR3HNVPROC __glewColor3hNV; -GLEW_FUN_EXPORT PFNGLCOLOR3HVNVPROC __glewColor3hvNV; -GLEW_FUN_EXPORT PFNGLCOLOR4HNVPROC __glewColor4hNV; -GLEW_FUN_EXPORT PFNGLCOLOR4HVNVPROC __glewColor4hvNV; -GLEW_FUN_EXPORT PFNGLFOGCOORDHNVPROC __glewFogCoordhNV; -GLEW_FUN_EXPORT PFNGLFOGCOORDHVNVPROC __glewFogCoordhvNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HNVPROC __glewMultiTexCoord1hNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HVNVPROC __glewMultiTexCoord1hvNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HNVPROC __glewMultiTexCoord2hNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HVNVPROC __glewMultiTexCoord2hvNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HNVPROC __glewMultiTexCoord3hNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HVNVPROC __glewMultiTexCoord3hvNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HNVPROC __glewMultiTexCoord4hNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HVNVPROC __glewMultiTexCoord4hvNV; -GLEW_FUN_EXPORT PFNGLNORMAL3HNVPROC __glewNormal3hNV; -GLEW_FUN_EXPORT PFNGLNORMAL3HVNVPROC __glewNormal3hvNV; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HNVPROC __glewSecondaryColor3hNV; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HVNVPROC __glewSecondaryColor3hvNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD1HNVPROC __glewTexCoord1hNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD1HVNVPROC __glewTexCoord1hvNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD2HNVPROC __glewTexCoord2hNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD2HVNVPROC __glewTexCoord2hvNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD3HNVPROC __glewTexCoord3hNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD3HVNVPROC __glewTexCoord3hvNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD4HNVPROC __glewTexCoord4hNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD4HVNVPROC __glewTexCoord4hvNV; -GLEW_FUN_EXPORT PFNGLVERTEX2HNVPROC __glewVertex2hNV; -GLEW_FUN_EXPORT PFNGLVERTEX2HVNVPROC __glewVertex2hvNV; -GLEW_FUN_EXPORT PFNGLVERTEX3HNVPROC __glewVertex3hNV; -GLEW_FUN_EXPORT PFNGLVERTEX3HVNVPROC __glewVertex3hvNV; -GLEW_FUN_EXPORT PFNGLVERTEX4HNVPROC __glewVertex4hNV; -GLEW_FUN_EXPORT PFNGLVERTEX4HVNVPROC __glewVertex4hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HNVPROC __glewVertexAttrib1hNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HVNVPROC __glewVertexAttrib1hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HNVPROC __glewVertexAttrib2hNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HVNVPROC __glewVertexAttrib2hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HNVPROC __glewVertexAttrib3hNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HVNVPROC __glewVertexAttrib3hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HNVPROC __glewVertexAttrib4hNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HVNVPROC __glewVertexAttrib4hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1HVNVPROC __glewVertexAttribs1hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2HVNVPROC __glewVertexAttribs2hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3HVNVPROC __glewVertexAttribs3hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4HVNVPROC __glewVertexAttribs4hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHNVPROC __glewVertexWeighthNV; -GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHVNVPROC __glewVertexWeighthvNV; - -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORNVPROC __glewVertexAttribDivisorNV; - -GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATSAMPLEIVNVPROC __glewGetInternalformatSampleivNV; - -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVNVPROC __glewUniformMatrix2x3fvNV; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVNVPROC __glewUniformMatrix2x4fvNV; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVNVPROC __glewUniformMatrix3x2fvNV; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVNVPROC __glewUniformMatrix3x4fvNV; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVNVPROC __glewUniformMatrix4x2fvNV; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVNVPROC __glewUniformMatrix4x3fvNV; - -GLEW_FUN_EXPORT PFNGLBEGINOCCLUSIONQUERYNVPROC __glewBeginOcclusionQueryNV; -GLEW_FUN_EXPORT PFNGLDELETEOCCLUSIONQUERIESNVPROC __glewDeleteOcclusionQueriesNV; -GLEW_FUN_EXPORT PFNGLENDOCCLUSIONQUERYNVPROC __glewEndOcclusionQueryNV; -GLEW_FUN_EXPORT PFNGLGENOCCLUSIONQUERIESNVPROC __glewGenOcclusionQueriesNV; -GLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYIVNVPROC __glewGetOcclusionQueryivNV; -GLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYUIVNVPROC __glewGetOcclusionQueryuivNV; -GLEW_FUN_EXPORT PFNGLISOCCLUSIONQUERYNVPROC __glewIsOcclusionQueryNV; - -GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC __glewProgramBufferParametersIivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC __glewProgramBufferParametersIuivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC __glewProgramBufferParametersfvNV; - -GLEW_FUN_EXPORT PFNGLCOPYPATHNVPROC __glewCopyPathNV; -GLEW_FUN_EXPORT PFNGLCOVERFILLPATHINSTANCEDNVPROC __glewCoverFillPathInstancedNV; -GLEW_FUN_EXPORT PFNGLCOVERFILLPATHNVPROC __glewCoverFillPathNV; -GLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHINSTANCEDNVPROC __glewCoverStrokePathInstancedNV; -GLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHNVPROC __glewCoverStrokePathNV; -GLEW_FUN_EXPORT PFNGLDELETEPATHSNVPROC __glewDeletePathsNV; -GLEW_FUN_EXPORT PFNGLGENPATHSNVPROC __glewGenPathsNV; -GLEW_FUN_EXPORT PFNGLGETPATHCOLORGENFVNVPROC __glewGetPathColorGenfvNV; -GLEW_FUN_EXPORT PFNGLGETPATHCOLORGENIVNVPROC __glewGetPathColorGenivNV; -GLEW_FUN_EXPORT PFNGLGETPATHCOMMANDSNVPROC __glewGetPathCommandsNV; -GLEW_FUN_EXPORT PFNGLGETPATHCOORDSNVPROC __glewGetPathCoordsNV; -GLEW_FUN_EXPORT PFNGLGETPATHDASHARRAYNVPROC __glewGetPathDashArrayNV; -GLEW_FUN_EXPORT PFNGLGETPATHLENGTHNVPROC __glewGetPathLengthNV; -GLEW_FUN_EXPORT PFNGLGETPATHMETRICRANGENVPROC __glewGetPathMetricRangeNV; -GLEW_FUN_EXPORT PFNGLGETPATHMETRICSNVPROC __glewGetPathMetricsNV; -GLEW_FUN_EXPORT PFNGLGETPATHPARAMETERFVNVPROC __glewGetPathParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETPATHPARAMETERIVNVPROC __glewGetPathParameterivNV; -GLEW_FUN_EXPORT PFNGLGETPATHSPACINGNVPROC __glewGetPathSpacingNV; -GLEW_FUN_EXPORT PFNGLGETPATHTEXGENFVNVPROC __glewGetPathTexGenfvNV; -GLEW_FUN_EXPORT PFNGLGETPATHTEXGENIVNVPROC __glewGetPathTexGenivNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEFVNVPROC __glewGetProgramResourcefvNV; -GLEW_FUN_EXPORT PFNGLINTERPOLATEPATHSNVPROC __glewInterpolatePathsNV; -GLEW_FUN_EXPORT PFNGLISPATHNVPROC __glewIsPathNV; -GLEW_FUN_EXPORT PFNGLISPOINTINFILLPATHNVPROC __glewIsPointInFillPathNV; -GLEW_FUN_EXPORT PFNGLISPOINTINSTROKEPATHNVPROC __glewIsPointInStrokePathNV; -GLEW_FUN_EXPORT PFNGLMATRIXLOAD3X2FNVPROC __glewMatrixLoad3x2fNV; -GLEW_FUN_EXPORT PFNGLMATRIXLOAD3X3FNVPROC __glewMatrixLoad3x3fNV; -GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC __glewMatrixLoadTranspose3x3fNV; -GLEW_FUN_EXPORT PFNGLMATRIXMULT3X2FNVPROC __glewMatrixMult3x2fNV; -GLEW_FUN_EXPORT PFNGLMATRIXMULT3X3FNVPROC __glewMatrixMult3x3fNV; -GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC __glewMatrixMultTranspose3x3fNV; -GLEW_FUN_EXPORT PFNGLPATHCOLORGENNVPROC __glewPathColorGenNV; -GLEW_FUN_EXPORT PFNGLPATHCOMMANDSNVPROC __glewPathCommandsNV; -GLEW_FUN_EXPORT PFNGLPATHCOORDSNVPROC __glewPathCoordsNV; -GLEW_FUN_EXPORT PFNGLPATHCOVERDEPTHFUNCNVPROC __glewPathCoverDepthFuncNV; -GLEW_FUN_EXPORT PFNGLPATHDASHARRAYNVPROC __glewPathDashArrayNV; -GLEW_FUN_EXPORT PFNGLPATHFOGGENNVPROC __glewPathFogGenNV; -GLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXARRAYNVPROC __glewPathGlyphIndexArrayNV; -GLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXRANGENVPROC __glewPathGlyphIndexRangeNV; -GLEW_FUN_EXPORT PFNGLPATHGLYPHRANGENVPROC __glewPathGlyphRangeNV; -GLEW_FUN_EXPORT PFNGLPATHGLYPHSNVPROC __glewPathGlyphsNV; -GLEW_FUN_EXPORT PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC __glewPathMemoryGlyphIndexArrayNV; -GLEW_FUN_EXPORT PFNGLPATHPARAMETERFNVPROC __glewPathParameterfNV; -GLEW_FUN_EXPORT PFNGLPATHPARAMETERFVNVPROC __glewPathParameterfvNV; -GLEW_FUN_EXPORT PFNGLPATHPARAMETERINVPROC __glewPathParameteriNV; -GLEW_FUN_EXPORT PFNGLPATHPARAMETERIVNVPROC __glewPathParameterivNV; -GLEW_FUN_EXPORT PFNGLPATHSTENCILDEPTHOFFSETNVPROC __glewPathStencilDepthOffsetNV; -GLEW_FUN_EXPORT PFNGLPATHSTENCILFUNCNVPROC __glewPathStencilFuncNV; -GLEW_FUN_EXPORT PFNGLPATHSTRINGNVPROC __glewPathStringNV; -GLEW_FUN_EXPORT PFNGLPATHSUBCOMMANDSNVPROC __glewPathSubCommandsNV; -GLEW_FUN_EXPORT PFNGLPATHSUBCOORDSNVPROC __glewPathSubCoordsNV; -GLEW_FUN_EXPORT PFNGLPATHTEXGENNVPROC __glewPathTexGenNV; -GLEW_FUN_EXPORT PFNGLPOINTALONGPATHNVPROC __glewPointAlongPathNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC __glewProgramPathFragmentInputGenNV; -GLEW_FUN_EXPORT PFNGLSTENCILFILLPATHINSTANCEDNVPROC __glewStencilFillPathInstancedNV; -GLEW_FUN_EXPORT PFNGLSTENCILFILLPATHNVPROC __glewStencilFillPathNV; -GLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC __glewStencilStrokePathInstancedNV; -GLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHNVPROC __glewStencilStrokePathNV; -GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC __glewStencilThenCoverFillPathInstancedNV; -GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHNVPROC __glewStencilThenCoverFillPathNV; -GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC __glewStencilThenCoverStrokePathInstancedNV; -GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC __glewStencilThenCoverStrokePathNV; -GLEW_FUN_EXPORT PFNGLTRANSFORMPATHNVPROC __glewTransformPathNV; -GLEW_FUN_EXPORT PFNGLWEIGHTPATHSNVPROC __glewWeightPathsNV; - -GLEW_FUN_EXPORT PFNGLFLUSHPIXELDATARANGENVPROC __glewFlushPixelDataRangeNV; -GLEW_FUN_EXPORT PFNGLPIXELDATARANGENVPROC __glewPixelDataRangeNV; - -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERINVPROC __glewPointParameteriNV; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVNVPROC __glewPointParameterivNV; - -GLEW_FUN_EXPORT PFNGLPOLYGONMODENVPROC __glewPolygonModeNV; - -GLEW_FUN_EXPORT PFNGLGETVIDEOI64VNVPROC __glewGetVideoi64vNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOIVNVPROC __glewGetVideoivNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOUI64VNVPROC __glewGetVideoui64vNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOUIVNVPROC __glewGetVideouivNV; -GLEW_FUN_EXPORT PFNGLPRESENTFRAMEDUALFILLNVPROC __glewPresentFrameDualFillNV; -GLEW_FUN_EXPORT PFNGLPRESENTFRAMEKEYEDNVPROC __glewPresentFrameKeyedNV; - -GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXNVPROC __glewPrimitiveRestartIndexNV; -GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTNVPROC __glewPrimitiveRestartNV; - -GLEW_FUN_EXPORT PFNGLCOMBINERINPUTNVPROC __glewCombinerInputNV; -GLEW_FUN_EXPORT PFNGLCOMBINEROUTPUTNVPROC __glewCombinerOutputNV; -GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFNVPROC __glewCombinerParameterfNV; -GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFVNVPROC __glewCombinerParameterfvNV; -GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERINVPROC __glewCombinerParameteriNV; -GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERIVNVPROC __glewCombinerParameterivNV; -GLEW_FUN_EXPORT PFNGLFINALCOMBINERINPUTNVPROC __glewFinalCombinerInputNV; -GLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC __glewGetCombinerInputParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC __glewGetCombinerInputParameterivNV; -GLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC __glewGetCombinerOutputParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC __glewGetCombinerOutputParameterivNV; -GLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC __glewGetFinalCombinerInputParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC __glewGetFinalCombinerInputParameterivNV; - -GLEW_FUN_EXPORT PFNGLCOMBINERSTAGEPARAMETERFVNVPROC __glewCombinerStageParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC __glewGetCombinerStageParameterfvNV; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewFramebufferSampleLocationsfvNV; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewNamedFramebufferSampleLocationsfvNV; - -GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERUI64VNVPROC __glewGetBufferParameterui64vNV; -GLEW_FUN_EXPORT PFNGLGETINTEGERUI64VNVPROC __glewGetIntegerui64vNV; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC __glewGetNamedBufferParameterui64vNV; -GLEW_FUN_EXPORT PFNGLISBUFFERRESIDENTNVPROC __glewIsBufferResidentNV; -GLEW_FUN_EXPORT PFNGLISNAMEDBUFFERRESIDENTNVPROC __glewIsNamedBufferResidentNV; -GLEW_FUN_EXPORT PFNGLMAKEBUFFERNONRESIDENTNVPROC __glewMakeBufferNonResidentNV; -GLEW_FUN_EXPORT PFNGLMAKEBUFFERRESIDENTNVPROC __glewMakeBufferResidentNV; -GLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC __glewMakeNamedBufferNonResidentNV; -GLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERRESIDENTNVPROC __glewMakeNamedBufferResidentNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64NVPROC __glewProgramUniformui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64VNVPROC __glewProgramUniformui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORMUI64NVPROC __glewUniformui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORMUI64VNVPROC __glewUniformui64vNV; - -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DNVPROC __glewCompressedTexImage3DNV; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC __glewCompressedTexSubImage3DNV; -GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DNVPROC __glewCopyTexSubImage3DNV; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERNVPROC __glewFramebufferTextureLayerNV; -GLEW_FUN_EXPORT PFNGLTEXIMAGE3DNVPROC __glewTexImage3DNV; -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DNVPROC __glewTexSubImage3DNV; - -GLEW_FUN_EXPORT PFNGLTEXTUREBARRIERNVPROC __glewTextureBarrierNV; - -GLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTexImage2DMultisampleCoverageNV; -GLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTexImage3DMultisampleCoverageNV; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTextureImage2DMultisampleCoverageNV; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC __glewTextureImage2DMultisampleNV; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTextureImage3DMultisampleCoverageNV; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC __glewTextureImage3DMultisampleNV; - -GLEW_FUN_EXPORT PFNGLACTIVEVARYINGNVPROC __glewActiveVaryingNV; -GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKNVPROC __glewBeginTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLBINDBUFFERBASENVPROC __glewBindBufferBaseNV; -GLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETNVPROC __glewBindBufferOffsetNV; -GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGENVPROC __glewBindBufferRangeNV; -GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKNVPROC __glewEndTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLGETACTIVEVARYINGNVPROC __glewGetActiveVaryingNV; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC __glewGetTransformFeedbackVaryingNV; -GLEW_FUN_EXPORT PFNGLGETVARYINGLOCATIONNVPROC __glewGetVaryingLocationNV; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC __glewTransformFeedbackAttribsNV; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC __glewTransformFeedbackVaryingsNV; - -GLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKNVPROC __glewBindTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSNVPROC __glewDeleteTransformFeedbacksNV; -GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKNVPROC __glewDrawTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSNVPROC __glewGenTransformFeedbacksNV; -GLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKNVPROC __glewIsTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKNVPROC __glewPauseTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKNVPROC __glewResumeTransformFeedbackNV; - -GLEW_FUN_EXPORT PFNGLVDPAUFININVPROC __glewVDPAUFiniNV; -GLEW_FUN_EXPORT PFNGLVDPAUGETSURFACEIVNVPROC __glewVDPAUGetSurfaceivNV; -GLEW_FUN_EXPORT PFNGLVDPAUINITNVPROC __glewVDPAUInitNV; -GLEW_FUN_EXPORT PFNGLVDPAUISSURFACENVPROC __glewVDPAUIsSurfaceNV; -GLEW_FUN_EXPORT PFNGLVDPAUMAPSURFACESNVPROC __glewVDPAUMapSurfacesNV; -GLEW_FUN_EXPORT PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC __glewVDPAURegisterOutputSurfaceNV; -GLEW_FUN_EXPORT PFNGLVDPAUREGISTERVIDEOSURFACENVPROC __glewVDPAURegisterVideoSurfaceNV; -GLEW_FUN_EXPORT PFNGLVDPAUSURFACEACCESSNVPROC __glewVDPAUSurfaceAccessNV; -GLEW_FUN_EXPORT PFNGLVDPAUUNMAPSURFACESNVPROC __glewVDPAUUnmapSurfacesNV; -GLEW_FUN_EXPORT PFNGLVDPAUUNREGISTERSURFACENVPROC __glewVDPAUUnregisterSurfaceNV; - -GLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGENVPROC __glewFlushVertexArrayRangeNV; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGENVPROC __glewVertexArrayRangeNV; - -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLI64VNVPROC __glewGetVertexAttribLi64vNV; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VNVPROC __glewGetVertexAttribLui64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64NVPROC __glewVertexAttribL1i64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64VNVPROC __glewVertexAttribL1i64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64NVPROC __glewVertexAttribL1ui64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VNVPROC __glewVertexAttribL1ui64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64NVPROC __glewVertexAttribL2i64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64VNVPROC __glewVertexAttribL2i64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64VNVPROC __glewVertexAttribL2ui64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64NVPROC __glewVertexAttribL3i64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64VNVPROC __glewVertexAttribL3i64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64NVPROC __glewVertexAttribL3ui64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64VNVPROC __glewVertexAttribL3ui64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64NVPROC __glewVertexAttribL4i64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64VNVPROC __glewVertexAttribL4i64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64NVPROC __glewVertexAttribL4ui64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64VNVPROC __glewVertexAttribL4ui64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATNVPROC __glewVertexAttribLFormatNV; - -GLEW_FUN_EXPORT PFNGLBUFFERADDRESSRANGENVPROC __glewBufferAddressRangeNV; -GLEW_FUN_EXPORT PFNGLCOLORFORMATNVPROC __glewColorFormatNV; -GLEW_FUN_EXPORT PFNGLEDGEFLAGFORMATNVPROC __glewEdgeFlagFormatNV; -GLEW_FUN_EXPORT PFNGLFOGCOORDFORMATNVPROC __glewFogCoordFormatNV; -GLEW_FUN_EXPORT PFNGLGETINTEGERUI64I_VNVPROC __glewGetIntegerui64i_vNV; -GLEW_FUN_EXPORT PFNGLINDEXFORMATNVPROC __glewIndexFormatNV; -GLEW_FUN_EXPORT PFNGLNORMALFORMATNVPROC __glewNormalFormatNV; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORFORMATNVPROC __glewSecondaryColorFormatNV; -GLEW_FUN_EXPORT PFNGLTEXCOORDFORMATNVPROC __glewTexCoordFormatNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATNVPROC __glewVertexAttribFormatNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATNVPROC __glewVertexAttribIFormatNV; -GLEW_FUN_EXPORT PFNGLVERTEXFORMATNVPROC __glewVertexFormatNV; - -GLEW_FUN_EXPORT PFNGLAREPROGRAMSRESIDENTNVPROC __glewAreProgramsResidentNV; -GLEW_FUN_EXPORT PFNGLBINDPROGRAMNVPROC __glewBindProgramNV; -GLEW_FUN_EXPORT PFNGLDELETEPROGRAMSNVPROC __glewDeleteProgramsNV; -GLEW_FUN_EXPORT PFNGLEXECUTEPROGRAMNVPROC __glewExecuteProgramNV; -GLEW_FUN_EXPORT PFNGLGENPROGRAMSNVPROC __glewGenProgramsNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERDVNVPROC __glewGetProgramParameterdvNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERFVNVPROC __glewGetProgramParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGNVPROC __glewGetProgramStringNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMIVNVPROC __glewGetProgramivNV; -GLEW_FUN_EXPORT PFNGLGETTRACKMATRIXIVNVPROC __glewGetTrackMatrixivNV; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVNVPROC __glewGetVertexAttribPointervNV; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVNVPROC __glewGetVertexAttribdvNV; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVNVPROC __glewGetVertexAttribfvNV; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVNVPROC __glewGetVertexAttribivNV; -GLEW_FUN_EXPORT PFNGLISPROGRAMNVPROC __glewIsProgramNV; -GLEW_FUN_EXPORT PFNGLLOADPROGRAMNVPROC __glewLoadProgramNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DNVPROC __glewProgramParameter4dNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DVNVPROC __glewProgramParameter4dvNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FNVPROC __glewProgramParameter4fNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FVNVPROC __glewProgramParameter4fvNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4DVNVPROC __glewProgramParameters4dvNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4FVNVPROC __glewProgramParameters4fvNV; -GLEW_FUN_EXPORT PFNGLREQUESTRESIDENTPROGRAMSNVPROC __glewRequestResidentProgramsNV; -GLEW_FUN_EXPORT PFNGLTRACKMATRIXNVPROC __glewTrackMatrixNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DNVPROC __glewVertexAttrib1dNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVNVPROC __glewVertexAttrib1dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FNVPROC __glewVertexAttrib1fNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVNVPROC __glewVertexAttrib1fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SNVPROC __glewVertexAttrib1sNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVNVPROC __glewVertexAttrib1svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DNVPROC __glewVertexAttrib2dNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVNVPROC __glewVertexAttrib2dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FNVPROC __glewVertexAttrib2fNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVNVPROC __glewVertexAttrib2fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SNVPROC __glewVertexAttrib2sNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVNVPROC __glewVertexAttrib2svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DNVPROC __glewVertexAttrib3dNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVNVPROC __glewVertexAttrib3dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FNVPROC __glewVertexAttrib3fNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVNVPROC __glewVertexAttrib3fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SNVPROC __glewVertexAttrib3sNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVNVPROC __glewVertexAttrib3svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DNVPROC __glewVertexAttrib4dNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVNVPROC __glewVertexAttrib4dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FNVPROC __glewVertexAttrib4fNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVNVPROC __glewVertexAttrib4fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SNVPROC __glewVertexAttrib4sNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVNVPROC __glewVertexAttrib4svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBNVPROC __glewVertexAttrib4ubNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVNVPROC __glewVertexAttrib4ubvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERNVPROC __glewVertexAttribPointerNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1DVNVPROC __glewVertexAttribs1dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1FVNVPROC __glewVertexAttribs1fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1SVNVPROC __glewVertexAttribs1svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2DVNVPROC __glewVertexAttribs2dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2FVNVPROC __glewVertexAttribs2fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2SVNVPROC __glewVertexAttribs2svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3DVNVPROC __glewVertexAttribs3dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3FVNVPROC __glewVertexAttribs3fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3SVNVPROC __glewVertexAttribs3svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4DVNVPROC __glewVertexAttribs4dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4FVNVPROC __glewVertexAttribs4fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4SVNVPROC __glewVertexAttribs4svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4UBVNVPROC __glewVertexAttribs4ubvNV; - -GLEW_FUN_EXPORT PFNGLBEGINVIDEOCAPTURENVPROC __glewBeginVideoCaptureNV; -GLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC __glewBindVideoCaptureStreamBufferNV; -GLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC __glewBindVideoCaptureStreamTextureNV; -GLEW_FUN_EXPORT PFNGLENDVIDEOCAPTURENVPROC __glewEndVideoCaptureNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMDVNVPROC __glewGetVideoCaptureStreamdvNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMFVNVPROC __glewGetVideoCaptureStreamfvNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMIVNVPROC __glewGetVideoCaptureStreamivNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTUREIVNVPROC __glewGetVideoCaptureivNV; -GLEW_FUN_EXPORT PFNGLVIDEOCAPTURENVPROC __glewVideoCaptureNV; -GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC __glewVideoCaptureStreamParameterdvNV; -GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC __glewVideoCaptureStreamParameterfvNV; -GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC __glewVideoCaptureStreamParameterivNV; - -GLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYFVNVPROC __glewDepthRangeArrayfvNV; -GLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDFNVPROC __glewDepthRangeIndexedfNV; -GLEW_FUN_EXPORT PFNGLDISABLEINVPROC __glewDisableiNV; -GLEW_FUN_EXPORT PFNGLENABLEINVPROC __glewEnableiNV; -GLEW_FUN_EXPORT PFNGLGETFLOATI_VNVPROC __glewGetFloati_vNV; -GLEW_FUN_EXPORT PFNGLISENABLEDINVPROC __glewIsEnablediNV; -GLEW_FUN_EXPORT PFNGLSCISSORARRAYVNVPROC __glewScissorArrayvNV; -GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDNVPROC __glewScissorIndexedNV; -GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVNVPROC __glewScissorIndexedvNV; -GLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVNVPROC __glewViewportArrayvNV; -GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFNVPROC __glewViewportIndexedfNV; -GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVNVPROC __glewViewportIndexedfvNV; - -GLEW_FUN_EXPORT PFNGLVIEWPORTSWIZZLENVPROC __glewViewportSwizzleNV; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC __glewFramebufferTextureMultiviewOVR; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC __glewFramebufferTextureMultisampleMultiviewOVR; - -GLEW_FUN_EXPORT PFNGLALPHAFUNCQCOMPROC __glewAlphaFuncQCOM; - -GLEW_FUN_EXPORT PFNGLDISABLEDRIVERCONTROLQCOMPROC __glewDisableDriverControlQCOM; -GLEW_FUN_EXPORT PFNGLENABLEDRIVERCONTROLQCOMPROC __glewEnableDriverControlQCOM; -GLEW_FUN_EXPORT PFNGLGETDRIVERCONTROLSTRINGQCOMPROC __glewGetDriverControlStringQCOM; -GLEW_FUN_EXPORT PFNGLGETDRIVERCONTROLSQCOMPROC __glewGetDriverControlsQCOM; - -GLEW_FUN_EXPORT PFNGLEXTGETBUFFERPOINTERVQCOMPROC __glewExtGetBufferPointervQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETBUFFERSQCOMPROC __glewExtGetBuffersQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETFRAMEBUFFERSQCOMPROC __glewExtGetFramebuffersQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETRENDERBUFFERSQCOMPROC __glewExtGetRenderbuffersQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC __glewExtGetTexLevelParameterivQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETTEXSUBIMAGEQCOMPROC __glewExtGetTexSubImageQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETTEXTURESQCOMPROC __glewExtGetTexturesQCOM; -GLEW_FUN_EXPORT PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC __glewExtTexObjectStateOverrideiQCOM; - -GLEW_FUN_EXPORT PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC __glewExtGetProgramBinarySourceQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETPROGRAMSQCOMPROC __glewExtGetProgramsQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETSHADERSQCOMPROC __glewExtGetShadersQCOM; -GLEW_FUN_EXPORT PFNGLEXTISPROGRAMBINARYQCOMPROC __glewExtIsProgramBinaryQCOM; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC __glewFramebufferFoveationConfigQCOM; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC __glewFramebufferFoveationParametersQCOM; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC __glewFramebufferFetchBarrierQCOM; - -GLEW_FUN_EXPORT PFNGLENDTILINGQCOMPROC __glewEndTilingQCOM; -GLEW_FUN_EXPORT PFNGLSTARTTILINGQCOMPROC __glewStartTilingQCOM; - -GLEW_FUN_EXPORT PFNGLALPHAFUNCXPROC __glewAlphaFuncx; -GLEW_FUN_EXPORT PFNGLCLEARCOLORXPROC __glewClearColorx; -GLEW_FUN_EXPORT PFNGLCLEARDEPTHXPROC __glewClearDepthx; -GLEW_FUN_EXPORT PFNGLCOLOR4XPROC __glewColor4x; -GLEW_FUN_EXPORT PFNGLDEPTHRANGEXPROC __glewDepthRangex; -GLEW_FUN_EXPORT PFNGLFOGXPROC __glewFogx; -GLEW_FUN_EXPORT PFNGLFOGXVPROC __glewFogxv; -GLEW_FUN_EXPORT PFNGLFRUSTUMFPROC __glewFrustumf; -GLEW_FUN_EXPORT PFNGLFRUSTUMXPROC __glewFrustumx; -GLEW_FUN_EXPORT PFNGLLIGHTMODELXPROC __glewLightModelx; -GLEW_FUN_EXPORT PFNGLLIGHTMODELXVPROC __glewLightModelxv; -GLEW_FUN_EXPORT PFNGLLIGHTXPROC __glewLightx; -GLEW_FUN_EXPORT PFNGLLIGHTXVPROC __glewLightxv; -GLEW_FUN_EXPORT PFNGLLINEWIDTHXPROC __glewLineWidthx; -GLEW_FUN_EXPORT PFNGLLOADMATRIXXPROC __glewLoadMatrixx; -GLEW_FUN_EXPORT PFNGLMATERIALXPROC __glewMaterialx; -GLEW_FUN_EXPORT PFNGLMATERIALXVPROC __glewMaterialxv; -GLEW_FUN_EXPORT PFNGLMULTMATRIXXPROC __glewMultMatrixx; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4XPROC __glewMultiTexCoord4x; -GLEW_FUN_EXPORT PFNGLNORMAL3XPROC __glewNormal3x; -GLEW_FUN_EXPORT PFNGLORTHOFPROC __glewOrthof; -GLEW_FUN_EXPORT PFNGLORTHOXPROC __glewOrthox; -GLEW_FUN_EXPORT PFNGLPOINTSIZEXPROC __glewPointSizex; -GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETXPROC __glewPolygonOffsetx; -GLEW_FUN_EXPORT PFNGLROTATEXPROC __glewRotatex; -GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEXPROC __glewSampleCoveragex; -GLEW_FUN_EXPORT PFNGLSCALEXPROC __glewScalex; -GLEW_FUN_EXPORT PFNGLTEXENVXPROC __glewTexEnvx; -GLEW_FUN_EXPORT PFNGLTEXENVXVPROC __glewTexEnvxv; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERXPROC __glewTexParameterx; -GLEW_FUN_EXPORT PFNGLTRANSLATEXPROC __glewTranslatex; - -GLEW_FUN_EXPORT PFNGLCLIPPLANEFPROC __glewClipPlanef; -GLEW_FUN_EXPORT PFNGLCLIPPLANEXPROC __glewClipPlanex; -GLEW_FUN_EXPORT PFNGLGETCLIPPLANEFPROC __glewGetClipPlanef; -GLEW_FUN_EXPORT PFNGLGETCLIPPLANEXPROC __glewGetClipPlanex; -GLEW_FUN_EXPORT PFNGLGETFIXEDVPROC __glewGetFixedv; -GLEW_FUN_EXPORT PFNGLGETLIGHTXVPROC __glewGetLightxv; -GLEW_FUN_EXPORT PFNGLGETMATERIALXVPROC __glewGetMaterialxv; -GLEW_FUN_EXPORT PFNGLGETTEXENVXVPROC __glewGetTexEnvxv; -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERXVPROC __glewGetTexParameterxv; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERXPROC __glewPointParameterx; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERXVPROC __glewPointParameterxv; -GLEW_FUN_EXPORT PFNGLPOINTSIZEPOINTEROESPROC __glewPointSizePointerOES; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERXVPROC __glewTexParameterxv; - -GLEW_FUN_EXPORT PFNGLERRORSTRINGREGALPROC __glewErrorStringREGAL; - -GLEW_FUN_EXPORT PFNGLGETEXTENSIONREGALPROC __glewGetExtensionREGAL; -GLEW_FUN_EXPORT PFNGLISSUPPORTEDREGALPROC __glewIsSupportedREGAL; - -GLEW_FUN_EXPORT PFNGLLOGMESSAGECALLBACKREGALPROC __glewLogMessageCallbackREGAL; - -GLEW_FUN_EXPORT PFNGLGETPROCADDRESSREGALPROC __glewGetProcAddressREGAL; - -GLEW_FUN_EXPORT PFNGLDETAILTEXFUNCSGISPROC __glewDetailTexFuncSGIS; -GLEW_FUN_EXPORT PFNGLGETDETAILTEXFUNCSGISPROC __glewGetDetailTexFuncSGIS; - -GLEW_FUN_EXPORT PFNGLFOGFUNCSGISPROC __glewFogFuncSGIS; -GLEW_FUN_EXPORT PFNGLGETFOGFUNCSGISPROC __glewGetFogFuncSGIS; - -GLEW_FUN_EXPORT PFNGLSAMPLEMASKSGISPROC __glewSampleMaskSGIS; -GLEW_FUN_EXPORT PFNGLSAMPLEPATTERNSGISPROC __glewSamplePatternSGIS; - -GLEW_FUN_EXPORT PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC __glewInterleavedTextureCoordSetsSGIS; -GLEW_FUN_EXPORT PFNGLSELECTTEXTURECOORDSETSGISPROC __glewSelectTextureCoordSetSGIS; -GLEW_FUN_EXPORT PFNGLSELECTTEXTURESGISPROC __glewSelectTextureSGIS; -GLEW_FUN_EXPORT PFNGLSELECTTEXTURETRANSFORMSGISPROC __glewSelectTextureTransformSGIS; - -GLEW_FUN_EXPORT PFNGLMULTISAMPLESUBRECTPOSSGISPROC __glewMultisampleSubRectPosSGIS; - -GLEW_FUN_EXPORT PFNGLGETSHARPENTEXFUNCSGISPROC __glewGetSharpenTexFuncSGIS; -GLEW_FUN_EXPORT PFNGLSHARPENTEXFUNCSGISPROC __glewSharpenTexFuncSGIS; - -GLEW_FUN_EXPORT PFNGLTEXIMAGE4DSGISPROC __glewTexImage4DSGIS; -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE4DSGISPROC __glewTexSubImage4DSGIS; - -GLEW_FUN_EXPORT PFNGLGETTEXFILTERFUNCSGISPROC __glewGetTexFilterFuncSGIS; -GLEW_FUN_EXPORT PFNGLTEXFILTERFUNCSGISPROC __glewTexFilterFuncSGIS; - -GLEW_FUN_EXPORT PFNGLASYNCMARKERSGIXPROC __glewAsyncMarkerSGIX; -GLEW_FUN_EXPORT PFNGLDELETEASYNCMARKERSSGIXPROC __glewDeleteAsyncMarkersSGIX; -GLEW_FUN_EXPORT PFNGLFINISHASYNCSGIXPROC __glewFinishAsyncSGIX; -GLEW_FUN_EXPORT PFNGLGENASYNCMARKERSSGIXPROC __glewGenAsyncMarkersSGIX; -GLEW_FUN_EXPORT PFNGLISASYNCMARKERSGIXPROC __glewIsAsyncMarkerSGIX; -GLEW_FUN_EXPORT PFNGLPOLLASYNCSGIXPROC __glewPollAsyncSGIX; - -GLEW_FUN_EXPORT PFNGLADDRESSSPACEPROC __glewAddressSpace; -GLEW_FUN_EXPORT PFNGLDATAPIPEPROC __glewDataPipe; - -GLEW_FUN_EXPORT PFNGLFLUSHRASTERSGIXPROC __glewFlushRasterSGIX; - -GLEW_FUN_EXPORT PFNGLFOGLAYERSSGIXPROC __glewFogLayersSGIX; -GLEW_FUN_EXPORT PFNGLGETFOGLAYERSSGIXPROC __glewGetFogLayersSGIX; - -GLEW_FUN_EXPORT PFNGLTEXTUREFOGSGIXPROC __glewTextureFogSGIX; - -GLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALSGIXPROC __glewFragmentColorMaterialSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFSGIXPROC __glewFragmentLightModelfSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVSGIXPROC __glewFragmentLightModelfvSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELISGIXPROC __glewFragmentLightModeliSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVSGIXPROC __glewFragmentLightModelivSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFSGIXPROC __glewFragmentLightfSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVSGIXPROC __glewFragmentLightfvSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTISGIXPROC __glewFragmentLightiSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVSGIXPROC __glewFragmentLightivSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFSGIXPROC __glewFragmentMaterialfSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVSGIXPROC __glewFragmentMaterialfvSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALISGIXPROC __glewFragmentMaterialiSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVSGIXPROC __glewFragmentMaterialivSGIX; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVSGIXPROC __glewGetFragmentLightfvSGIX; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVSGIXPROC __glewGetFragmentLightivSGIX; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVSGIXPROC __glewGetFragmentMaterialfvSGIX; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVSGIXPROC __glewGetFragmentMaterialivSGIX; - -GLEW_FUN_EXPORT PFNGLFRAMEZOOMSGIXPROC __glewFrameZoomSGIX; - -GLEW_FUN_EXPORT PFNGLIGLOOINTERFACESGIXPROC __glewIglooInterfaceSGIX; - -GLEW_FUN_EXPORT PFNGLALLOCMPEGPREDICTORSSGIXPROC __glewAllocMPEGPredictorsSGIX; -GLEW_FUN_EXPORT PFNGLDELETEMPEGPREDICTORSSGIXPROC __glewDeleteMPEGPredictorsSGIX; -GLEW_FUN_EXPORT PFNGLGENMPEGPREDICTORSSGIXPROC __glewGenMPEGPredictorsSGIX; -GLEW_FUN_EXPORT PFNGLGETMPEGPARAMETERFVSGIXPROC __glewGetMPEGParameterfvSGIX; -GLEW_FUN_EXPORT PFNGLGETMPEGPARAMETERIVSGIXPROC __glewGetMPEGParameterivSGIX; -GLEW_FUN_EXPORT PFNGLGETMPEGPREDICTORSGIXPROC __glewGetMPEGPredictorSGIX; -GLEW_FUN_EXPORT PFNGLGETMPEGQUANTTABLEUBVPROC __glewGetMPEGQuantTableubv; -GLEW_FUN_EXPORT PFNGLISMPEGPREDICTORSGIXPROC __glewIsMPEGPredictorSGIX; -GLEW_FUN_EXPORT PFNGLMPEGPREDICTORSGIXPROC __glewMPEGPredictorSGIX; -GLEW_FUN_EXPORT PFNGLMPEGQUANTTABLEUBVPROC __glewMPEGQuantTableubv; -GLEW_FUN_EXPORT PFNGLSWAPMPEGPREDICTORSSGIXPROC __glewSwapMPEGPredictorsSGIX; - -GLEW_FUN_EXPORT PFNGLGETNONLINLIGHTFVSGIXPROC __glewGetNonlinLightfvSGIX; -GLEW_FUN_EXPORT PFNGLGETNONLINMATERIALFVSGIXPROC __glewGetNonlinMaterialfvSGIX; -GLEW_FUN_EXPORT PFNGLNONLINLIGHTFVSGIXPROC __glewNonlinLightfvSGIX; -GLEW_FUN_EXPORT PFNGLNONLINMATERIALFVSGIXPROC __glewNonlinMaterialfvSGIX; - -GLEW_FUN_EXPORT PFNGLPIXELTEXGENSGIXPROC __glewPixelTexGenSGIX; - -GLEW_FUN_EXPORT PFNGLDEFORMSGIXPROC __glewDeformSGIX; -GLEW_FUN_EXPORT PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC __glewLoadIdentityDeformationMapSGIX; - -GLEW_FUN_EXPORT PFNGLMESHBREADTHSGIXPROC __glewMeshBreadthSGIX; -GLEW_FUN_EXPORT PFNGLMESHSTRIDESGIXPROC __glewMeshStrideSGIX; - -GLEW_FUN_EXPORT PFNGLREFERENCEPLANESGIXPROC __glewReferencePlaneSGIX; - -GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFSGIXPROC __glewSpriteParameterfSGIX; -GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFVSGIXPROC __glewSpriteParameterfvSGIX; -GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERISGIXPROC __glewSpriteParameteriSGIX; -GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERIVSGIXPROC __glewSpriteParameterivSGIX; - -GLEW_FUN_EXPORT PFNGLTAGSAMPLEBUFFERSGIXPROC __glewTagSampleBufferSGIX; - -GLEW_FUN_EXPORT PFNGLGETVECTOROPERATIONSGIXPROC __glewGetVectorOperationSGIX; -GLEW_FUN_EXPORT PFNGLVECTOROPERATIONSGIXPROC __glewVectorOperationSGIX; - -GLEW_FUN_EXPORT PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC __glewAreVertexArraysResidentSGIX; -GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYSGIXPROC __glewBindVertexArraySGIX; -GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSSGIXPROC __glewDeleteVertexArraysSGIX; -GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSSGIXPROC __glewGenVertexArraysSGIX; -GLEW_FUN_EXPORT PFNGLISVERTEXARRAYSGIXPROC __glewIsVertexArraySGIX; -GLEW_FUN_EXPORT PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC __glewPrioritizeVertexArraysSGIX; - -GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVSGIPROC __glewColorTableParameterfvSGI; -GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVSGIPROC __glewColorTableParameterivSGI; -GLEW_FUN_EXPORT PFNGLCOLORTABLESGIPROC __glewColorTableSGI; -GLEW_FUN_EXPORT PFNGLCOPYCOLORTABLESGIPROC __glewCopyColorTableSGI; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVSGIPROC __glewGetColorTableParameterfvSGI; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVSGIPROC __glewGetColorTableParameterivSGI; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLESGIPROC __glewGetColorTableSGI; - -GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC __glewGetPixelTransformParameterfvSGI; -GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC __glewGetPixelTransformParameterivSGI; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFSGIPROC __glewPixelTransformParameterfSGI; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC __glewPixelTransformParameterfvSGI; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERISGIPROC __glewPixelTransformParameteriSGI; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC __glewPixelTransformParameterivSGI; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMSGIPROC __glewPixelTransformSGI; - -GLEW_FUN_EXPORT PFNGLFINISHTEXTURESUNXPROC __glewFinishTextureSUNX; - -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORBSUNPROC __glewGlobalAlphaFactorbSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORDSUNPROC __glewGlobalAlphaFactordSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORFSUNPROC __glewGlobalAlphaFactorfSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORISUNPROC __glewGlobalAlphaFactoriSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORSSUNPROC __glewGlobalAlphaFactorsSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUBSUNPROC __glewGlobalAlphaFactorubSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUISUNPROC __glewGlobalAlphaFactoruiSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUSSUNPROC __glewGlobalAlphaFactorusSUN; - -GLEW_FUN_EXPORT PFNGLREADVIDEOPIXELSSUNPROC __glewReadVideoPixelsSUN; - -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEPOINTERSUNPROC __glewReplacementCodePointerSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBSUNPROC __glewReplacementCodeubSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBVSUNPROC __glewReplacementCodeubvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUISUNPROC __glewReplacementCodeuiSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVSUNPROC __glewReplacementCodeuivSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSSUNPROC __glewReplacementCodeusSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSVSUNPROC __glewReplacementCodeusvSUN; - -GLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FSUNPROC __glewColor3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FVSUNPROC __glewColor3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewColor4fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewColor4fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FSUNPROC __glewColor4ubVertex2fSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FVSUNPROC __glewColor4ubVertex2fvSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FSUNPROC __glewColor4ubVertex3fSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FVSUNPROC __glewColor4ubVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FSUNPROC __glewNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FVSUNPROC __glewNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC __glewReplacementCodeuiColor3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC __glewReplacementCodeuiColor4ubVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC __glewReplacementCodeuiColor4ubVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC __glewReplacementCodeuiVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC __glewReplacementCodeuiVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC __glewTexCoord2fColor3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC __glewTexCoord2fColor3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC __glewTexCoord2fColor4ubVertex3fSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC __glewTexCoord2fColor4ubVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FSUNPROC 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-GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_int64; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_buffer_load; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_noperspective_interpolation; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_storage_buffer_object; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_group; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_shuffle; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shadow_samplers_array; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shadow_samplers_cube; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_stereo_view_rendering; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_tessellation_program5; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_emboss; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_reflection; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_array; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_barrier; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_border_clamp; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_latc; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_s3tc; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_s3tc_update; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_vtc; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_env_combine4; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_expand_normal; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_multisample; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_npot_2D_mipmap; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_rectangle; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_rectangle_compressed; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader2; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader3; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback2; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_uniform_buffer_unified_memory; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_vdpau_interop; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range; -GLEW_VAR_EXPORT 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-GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_border_clamp; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_edge_clamp; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_filter4; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_lod; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_select; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_histogram; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_pixel; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_g_instruments; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_r_instruments; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_timer_instruments; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_alpha_minmax; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_cadd; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_cmultiply; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_calligraphic_fragment; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_clipmap; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_color_matrix_accuracy; -GLEW_VAR_EXPORT GLboolean 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-GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragment_specular_lighting; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragments_instrument; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_framezoom; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_icc_texture; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_igloo_interface; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_image_compression; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_impact_pixel_texture; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_instrument_error; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_interlace; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ir_instrument1; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_line_quality_hint; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_list_priority; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_mpeg1; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_mpeg2; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_nonlinear_lighting_pervertex; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_nurbs_eval; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_occlusion_instrument; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_packed_6bytes; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture_bits; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture_lod; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_tiles; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_polynomial_ffd; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_quad_mesh; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_reference_plane; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_resample; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_scalebias_hint; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow_ambient; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_slim; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_spotlight_cutoff; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_sprite; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_subdiv_patch; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_subsample; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_tag_sample_buffer; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_add_env; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_coordinate_clamp; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_lod_bias; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_mipmap_anisotropic; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_multi_buffer; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_phase; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_range; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_scale_bias; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_supersample; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vector_ops; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_array_object; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip_hint; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb_subsample; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcba; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_matrix; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_table; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_complex; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_complex_type; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_fft; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_texture_color_table; -GLEW_VAR_EXPORT GLboolean __GLEW_SUNX_constant_data; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_convolution_border_modes; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_global_alpha; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_mesh_array; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_read_video_pixels; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_slice_accum; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_triangle_list; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_vertex; -GLEW_VAR_EXPORT GLboolean __GLEW_WIN_phong_shading; -GLEW_VAR_EXPORT GLboolean __GLEW_WIN_scene_markerXXX; -GLEW_VAR_EXPORT GLboolean __GLEW_WIN_specular_fog; -GLEW_VAR_EXPORT GLboolean __GLEW_WIN_swap_hint; -/* ------------------------------------------------------------------------- */ - -/* error codes */ -#define GLEW_OK 0 -#define GLEW_NO_ERROR 0 -#define GLEW_ERROR_NO_GL_VERSION 1 /* missing GL version */ -#define GLEW_ERROR_GL_VERSION_10_ONLY 2 /* Need at least OpenGL 1.1 */ -#define GLEW_ERROR_GLX_VERSION_11_ONLY 3 /* Need at least GLX 1.2 */ -#define GLEW_ERROR_NO_GLX_DISPLAY 4 /* Need GLX display for GLX support */ - -/* string codes */ -#define GLEW_VERSION 1 -#define GLEW_VERSION_MAJOR 2 -#define GLEW_VERSION_MINOR 3 -#define GLEW_VERSION_MICRO 4 - -/* ------------------------------------------------------------------------- */ - -/* GLEW version info */ - -/* -VERSION 2.1.0 -VERSION_MAJOR 2 -VERSION_MINOR 1 -VERSION_MICRO 0 -*/ - -/* API */ -GLEWAPI GLenum GLEWAPIENTRY glewInit (void); -GLEWAPI GLboolean GLEWAPIENTRY glewIsSupported (const char *name); -#define glewIsExtensionSupported(x) glewIsSupported(x) - -#ifndef GLEW_GET_VAR -#define GLEW_GET_VAR(x) (*(const GLboolean*)&x) -#endif - -#ifndef GLEW_GET_FUN -#define GLEW_GET_FUN(x) x -#endif - -GLEWAPI GLboolean glewExperimental; -GLEWAPI GLboolean GLEWAPIENTRY glewGetExtension (const char *name); -GLEWAPI const GLubyte * GLEWAPIENTRY glewGetErrorString (GLenum error); -GLEWAPI const GLubyte * GLEWAPIENTRY glewGetString (GLenum name); - -#ifdef __cplusplus -} -#endif - -#ifdef GLEW_APIENTRY_DEFINED -#undef GLEW_APIENTRY_DEFINED -#undef APIENTRY -#endif - -#ifdef GLEW_CALLBACK_DEFINED -#undef GLEW_CALLBACK_DEFINED -#undef CALLBACK -#endif - -#ifdef GLEW_WINGDIAPI_DEFINED -#undef GLEW_WINGDIAPI_DEFINED -#undef WINGDIAPI -#endif - -#undef GLAPI -/* #undef GLEWAPI */ - -#endif /* __glew_h__ */ diff --git a/ref/glew/include/GL/glxew.h b/ref/glew/include/GL/glxew.h deleted file mode 100644 index 7e39c2fd..00000000 --- a/ref/glew/include/GL/glxew.h +++ /dev/null @@ -1,1775 +0,0 @@ -/* -** The OpenGL Extension Wrangler Library -** Copyright (C) 2008-2017, Nigel Stewart -** Copyright (C) 2002-2008, Milan Ikits -** Copyright (C) 2002-2008, Marcelo E. Magallon -** Copyright (C) 2002, Lev Povalahev -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are met: -** -** * Redistributions of source code must retain the above copyright notice, -** this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright notice, -** this list of conditions and the following disclaimer in the documentation -** and/or other materials provided with the distribution. -** * The name of the author may be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -** THE POSSIBILITY OF SUCH DAMAGE. -*/ - -/* - * Mesa 3-D graphics library - * Version: 7.0 - * - * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - -/* -** Copyright (c) 2007 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ - -#ifndef __glxew_h__ -#define __glxew_h__ -#define __GLXEW_H__ - -#ifdef __glxext_h_ -#error glxext.h included before glxew.h -#endif - -#if defined(GLX_H) || defined(__GLX_glx_h__) || defined(__glx_h__) -#error glx.h included before glxew.h -#endif - -#define __glxext_h_ - -#define GLX_H -#define __GLX_glx_h__ -#define __glx_h__ - -#include -#include -#include -#include - -#ifdef __cplusplus -extern "C" { -#endif - -/* ---------------------------- GLX_VERSION_1_0 --------------------------- */ - -#ifndef GLX_VERSION_1_0 -#define GLX_VERSION_1_0 1 - -#define GLX_USE_GL 1 -#define GLX_BUFFER_SIZE 2 -#define GLX_LEVEL 3 -#define GLX_RGBA 4 -#define GLX_DOUBLEBUFFER 5 -#define GLX_STEREO 6 -#define GLX_AUX_BUFFERS 7 -#define GLX_RED_SIZE 8 -#define GLX_GREEN_SIZE 9 -#define GLX_BLUE_SIZE 10 -#define GLX_ALPHA_SIZE 11 -#define GLX_DEPTH_SIZE 12 -#define GLX_STENCIL_SIZE 13 -#define GLX_ACCUM_RED_SIZE 14 -#define GLX_ACCUM_GREEN_SIZE 15 -#define GLX_ACCUM_BLUE_SIZE 16 -#define GLX_ACCUM_ALPHA_SIZE 17 -#define GLX_BAD_SCREEN 1 -#define GLX_BAD_ATTRIBUTE 2 -#define GLX_NO_EXTENSION 3 -#define GLX_BAD_VISUAL 4 -#define GLX_BAD_CONTEXT 5 -#define GLX_BAD_VALUE 6 -#define GLX_BAD_ENUM 7 - -typedef XID GLXDrawable; -typedef XID GLXPixmap; -#ifdef __sun -typedef struct __glXContextRec *GLXContext; -#else -typedef struct __GLXcontextRec *GLXContext; -#endif - -typedef unsigned int GLXVideoDeviceNV; - -extern Bool glXQueryExtension (Display *dpy, int *errorBase, int *eventBase); -extern Bool glXQueryVersion (Display *dpy, int *major, int *minor); -extern int glXGetConfig (Display *dpy, XVisualInfo *vis, int attrib, int *value); -extern XVisualInfo* glXChooseVisual (Display *dpy, int screen, int *attribList); -extern GLXPixmap glXCreateGLXPixmap (Display *dpy, XVisualInfo *vis, Pixmap pixmap); -extern void glXDestroyGLXPixmap (Display *dpy, GLXPixmap pix); -extern GLXContext glXCreateContext (Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct); -extern void glXDestroyContext (Display *dpy, GLXContext ctx); -extern Bool glXIsDirect (Display *dpy, GLXContext ctx); -extern void glXCopyContext (Display *dpy, GLXContext src, GLXContext dst, GLulong mask); -extern Bool glXMakeCurrent (Display *dpy, GLXDrawable drawable, GLXContext ctx); -extern GLXContext glXGetCurrentContext (void); -extern GLXDrawable glXGetCurrentDrawable (void); -extern void glXWaitGL (void); -extern void glXWaitX (void); -extern void glXSwapBuffers (Display *dpy, GLXDrawable drawable); -extern void glXUseXFont (Font font, int first, int count, int listBase); - -#define GLXEW_VERSION_1_0 GLXEW_GET_VAR(__GLXEW_VERSION_1_0) - -#endif /* GLX_VERSION_1_0 */ - -/* ---------------------------- GLX_VERSION_1_1 --------------------------- */ - -#ifndef GLX_VERSION_1_1 -#define GLX_VERSION_1_1 - -#define GLX_VENDOR 0x1 -#define GLX_VERSION 0x2 -#define GLX_EXTENSIONS 0x3 - -extern const char* glXQueryExtensionsString (Display *dpy, int screen); -extern const char* glXGetClientString (Display *dpy, int name); -extern const char* glXQueryServerString (Display *dpy, int screen, int name); - -#define GLXEW_VERSION_1_1 GLXEW_GET_VAR(__GLXEW_VERSION_1_1) - -#endif /* GLX_VERSION_1_1 */ - -/* ---------------------------- GLX_VERSION_1_2 ---------------------------- */ - -#ifndef GLX_VERSION_1_2 -#define GLX_VERSION_1_2 1 - -typedef Display* ( * PFNGLXGETCURRENTDISPLAYPROC) (void); - -#define glXGetCurrentDisplay GLXEW_GET_FUN(__glewXGetCurrentDisplay) - -#define GLXEW_VERSION_1_2 GLXEW_GET_VAR(__GLXEW_VERSION_1_2) - -#endif /* GLX_VERSION_1_2 */ - -/* ---------------------------- GLX_VERSION_1_3 ---------------------------- */ - -#ifndef GLX_VERSION_1_3 -#define GLX_VERSION_1_3 1 - -#define GLX_FRONT_LEFT_BUFFER_BIT 0x00000001 -#define GLX_RGBA_BIT 0x00000001 -#define GLX_WINDOW_BIT 0x00000001 -#define GLX_COLOR_INDEX_BIT 0x00000002 -#define GLX_FRONT_RIGHT_BUFFER_BIT 0x00000002 -#define GLX_PIXMAP_BIT 0x00000002 -#define GLX_BACK_LEFT_BUFFER_BIT 0x00000004 -#define GLX_PBUFFER_BIT 0x00000004 -#define GLX_BACK_RIGHT_BUFFER_BIT 0x00000008 -#define GLX_AUX_BUFFERS_BIT 0x00000010 -#define GLX_CONFIG_CAVEAT 0x20 -#define GLX_DEPTH_BUFFER_BIT 0x00000020 -#define GLX_X_VISUAL_TYPE 0x22 -#define GLX_TRANSPARENT_TYPE 0x23 -#define GLX_TRANSPARENT_INDEX_VALUE 0x24 -#define GLX_TRANSPARENT_RED_VALUE 0x25 -#define GLX_TRANSPARENT_GREEN_VALUE 0x26 -#define GLX_TRANSPARENT_BLUE_VALUE 0x27 -#define GLX_TRANSPARENT_ALPHA_VALUE 0x28 -#define GLX_STENCIL_BUFFER_BIT 0x00000040 -#define GLX_ACCUM_BUFFER_BIT 0x00000080 -#define GLX_NONE 0x8000 -#define GLX_SLOW_CONFIG 0x8001 -#define GLX_TRUE_COLOR 0x8002 -#define GLX_DIRECT_COLOR 0x8003 -#define GLX_PSEUDO_COLOR 0x8004 -#define GLX_STATIC_COLOR 0x8005 -#define GLX_GRAY_SCALE 0x8006 -#define GLX_STATIC_GRAY 0x8007 -#define GLX_TRANSPARENT_RGB 0x8008 -#define GLX_TRANSPARENT_INDEX 0x8009 -#define GLX_VISUAL_ID 0x800B -#define GLX_SCREEN 0x800C -#define GLX_NON_CONFORMANT_CONFIG 0x800D -#define GLX_DRAWABLE_TYPE 0x8010 -#define GLX_RENDER_TYPE 0x8011 -#define GLX_X_RENDERABLE 0x8012 -#define GLX_FBCONFIG_ID 0x8013 -#define GLX_RGBA_TYPE 0x8014 -#define GLX_COLOR_INDEX_TYPE 0x8015 -#define GLX_MAX_PBUFFER_WIDTH 0x8016 -#define GLX_MAX_PBUFFER_HEIGHT 0x8017 -#define GLX_MAX_PBUFFER_PIXELS 0x8018 -#define GLX_PRESERVED_CONTENTS 0x801B -#define GLX_LARGEST_PBUFFER 0x801C -#define GLX_WIDTH 0x801D -#define GLX_HEIGHT 0x801E -#define GLX_EVENT_MASK 0x801F -#define GLX_DAMAGED 0x8020 -#define GLX_SAVED 0x8021 -#define GLX_WINDOW 0x8022 -#define GLX_PBUFFER 0x8023 -#define GLX_PBUFFER_HEIGHT 0x8040 -#define GLX_PBUFFER_WIDTH 0x8041 -#define GLX_PBUFFER_CLOBBER_MASK 0x08000000 -#define GLX_DONT_CARE 0xFFFFFFFF - -typedef XID GLXFBConfigID; -typedef XID GLXPbuffer; -typedef XID GLXWindow; -typedef struct __GLXFBConfigRec *GLXFBConfig; - -typedef struct { - int event_type; - int draw_type; - unsigned long serial; - Bool send_event; - Display *display; - GLXDrawable drawable; - unsigned int buffer_mask; - unsigned int aux_buffer; - int x, y; - int width, height; - int count; -} GLXPbufferClobberEvent; -typedef union __GLXEvent { - GLXPbufferClobberEvent glxpbufferclobber; - long pad[24]; -} GLXEvent; - -typedef GLXFBConfig* ( * PFNGLXCHOOSEFBCONFIGPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements); -typedef GLXContext ( * PFNGLXCREATENEWCONTEXTPROC) (Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct); -typedef GLXPbuffer ( * PFNGLXCREATEPBUFFERPROC) (Display *dpy, GLXFBConfig config, const int *attrib_list); -typedef GLXPixmap ( * PFNGLXCREATEPIXMAPPROC) (Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list); -typedef GLXWindow ( * PFNGLXCREATEWINDOWPROC) (Display *dpy, GLXFBConfig config, Window win, const int *attrib_list); -typedef void ( * PFNGLXDESTROYPBUFFERPROC) (Display *dpy, GLXPbuffer pbuf); -typedef void ( * PFNGLXDESTROYPIXMAPPROC) (Display *dpy, GLXPixmap pixmap); -typedef void ( * PFNGLXDESTROYWINDOWPROC) (Display *dpy, GLXWindow win); -typedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLEPROC) (void); -typedef int ( * PFNGLXGETFBCONFIGATTRIBPROC) (Display *dpy, GLXFBConfig config, int attribute, int *value); -typedef GLXFBConfig* ( * PFNGLXGETFBCONFIGSPROC) (Display *dpy, int screen, int *nelements); -typedef void ( * PFNGLXGETSELECTEDEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long *event_mask); -typedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGPROC) (Display *dpy, GLXFBConfig config); -typedef Bool ( * PFNGLXMAKECONTEXTCURRENTPROC) (Display *display, GLXDrawable draw, GLXDrawable read, GLXContext ctx); -typedef int ( * PFNGLXQUERYCONTEXTPROC) (Display *dpy, GLXContext ctx, int attribute, int *value); -typedef void ( * PFNGLXQUERYDRAWABLEPROC) (Display *dpy, GLXDrawable draw, int attribute, unsigned int *value); -typedef void ( * PFNGLXSELECTEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long event_mask); - -#define glXChooseFBConfig GLXEW_GET_FUN(__glewXChooseFBConfig) -#define glXCreateNewContext GLXEW_GET_FUN(__glewXCreateNewContext) -#define glXCreatePbuffer GLXEW_GET_FUN(__glewXCreatePbuffer) -#define glXCreatePixmap GLXEW_GET_FUN(__glewXCreatePixmap) -#define glXCreateWindow GLXEW_GET_FUN(__glewXCreateWindow) -#define glXDestroyPbuffer GLXEW_GET_FUN(__glewXDestroyPbuffer) -#define glXDestroyPixmap GLXEW_GET_FUN(__glewXDestroyPixmap) -#define glXDestroyWindow GLXEW_GET_FUN(__glewXDestroyWindow) -#define glXGetCurrentReadDrawable GLXEW_GET_FUN(__glewXGetCurrentReadDrawable) -#define glXGetFBConfigAttrib GLXEW_GET_FUN(__glewXGetFBConfigAttrib) -#define glXGetFBConfigs GLXEW_GET_FUN(__glewXGetFBConfigs) -#define glXGetSelectedEvent GLXEW_GET_FUN(__glewXGetSelectedEvent) -#define glXGetVisualFromFBConfig GLXEW_GET_FUN(__glewXGetVisualFromFBConfig) -#define glXMakeContextCurrent GLXEW_GET_FUN(__glewXMakeContextCurrent) -#define glXQueryContext GLXEW_GET_FUN(__glewXQueryContext) -#define glXQueryDrawable GLXEW_GET_FUN(__glewXQueryDrawable) -#define glXSelectEvent GLXEW_GET_FUN(__glewXSelectEvent) - -#define GLXEW_VERSION_1_3 GLXEW_GET_VAR(__GLXEW_VERSION_1_3) - -#endif /* GLX_VERSION_1_3 */ - -/* ---------------------------- GLX_VERSION_1_4 ---------------------------- */ - -#ifndef GLX_VERSION_1_4 -#define GLX_VERSION_1_4 1 - -#define GLX_SAMPLE_BUFFERS 100000 -#define GLX_SAMPLES 100001 - -extern void ( * glXGetProcAddress (const GLubyte *procName)) (void); - -#define GLXEW_VERSION_1_4 GLXEW_GET_VAR(__GLXEW_VERSION_1_4) - -#endif /* GLX_VERSION_1_4 */ - -/* -------------------------- GLX_3DFX_multisample ------------------------- */ - -#ifndef GLX_3DFX_multisample -#define GLX_3DFX_multisample 1 - -#define GLX_SAMPLE_BUFFERS_3DFX 0x8050 -#define GLX_SAMPLES_3DFX 0x8051 - -#define GLXEW_3DFX_multisample GLXEW_GET_VAR(__GLXEW_3DFX_multisample) - -#endif /* GLX_3DFX_multisample */ - -/* ------------------------ GLX_AMD_gpu_association ------------------------ */ - -#ifndef GLX_AMD_gpu_association -#define GLX_AMD_gpu_association 1 - -#define GLX_GPU_VENDOR_AMD 0x1F00 -#define GLX_GPU_RENDERER_STRING_AMD 0x1F01 -#define GLX_GPU_OPENGL_VERSION_STRING_AMD 0x1F02 -#define GLX_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2 -#define GLX_GPU_RAM_AMD 0x21A3 -#define GLX_GPU_CLOCK_AMD 0x21A4 -#define GLX_GPU_NUM_PIPES_AMD 0x21A5 -#define GLX_GPU_NUM_SIMD_AMD 0x21A6 -#define GLX_GPU_NUM_RB_AMD 0x21A7 -#define GLX_GPU_NUM_SPI_AMD 0x21A8 - -typedef void ( * PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC) (GLXContext dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -typedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC) (unsigned int id, GLXContext share_list); -typedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (unsigned int id, GLXContext share_context, const int* attribList); -typedef Bool ( * PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC) (GLXContext ctx); -typedef unsigned int ( * PFNGLXGETCONTEXTGPUIDAMDPROC) (GLXContext ctx); -typedef GLXContext ( * PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void); -typedef unsigned int ( * PFNGLXGETGPUIDSAMDPROC) (unsigned int maxCount, unsigned int* ids); -typedef int ( * PFNGLXGETGPUINFOAMDPROC) (unsigned int id, int property, GLenum dataType, unsigned int size, void* data); -typedef Bool ( * PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (GLXContext ctx); - -#define glXBlitContextFramebufferAMD GLXEW_GET_FUN(__glewXBlitContextFramebufferAMD) -#define glXCreateAssociatedContextAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAMD) -#define glXCreateAssociatedContextAttribsAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAttribsAMD) -#define glXDeleteAssociatedContextAMD GLXEW_GET_FUN(__glewXDeleteAssociatedContextAMD) -#define glXGetContextGPUIDAMD GLXEW_GET_FUN(__glewXGetContextGPUIDAMD) -#define glXGetCurrentAssociatedContextAMD GLXEW_GET_FUN(__glewXGetCurrentAssociatedContextAMD) -#define glXGetGPUIDsAMD GLXEW_GET_FUN(__glewXGetGPUIDsAMD) -#define glXGetGPUInfoAMD GLXEW_GET_FUN(__glewXGetGPUInfoAMD) -#define glXMakeAssociatedContextCurrentAMD GLXEW_GET_FUN(__glewXMakeAssociatedContextCurrentAMD) - -#define GLXEW_AMD_gpu_association GLXEW_GET_VAR(__GLXEW_AMD_gpu_association) - -#endif /* GLX_AMD_gpu_association */ - -/* --------------------- GLX_ARB_context_flush_control --------------------- */ - -#ifndef GLX_ARB_context_flush_control -#define GLX_ARB_context_flush_control 1 - -#define GLXEW_ARB_context_flush_control GLXEW_GET_VAR(__GLXEW_ARB_context_flush_control) - -#endif /* GLX_ARB_context_flush_control */ - -/* ------------------------- GLX_ARB_create_context ------------------------ */ - -#ifndef GLX_ARB_create_context -#define GLX_ARB_create_context 1 - -#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001 -#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002 -#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091 -#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092 -#define GLX_CONTEXT_FLAGS_ARB 0x2094 - -typedef GLXContext ( * PFNGLXCREATECONTEXTATTRIBSARBPROC) (Display* dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list); - -#define glXCreateContextAttribsARB GLXEW_GET_FUN(__glewXCreateContextAttribsARB) - -#define GLXEW_ARB_create_context GLXEW_GET_VAR(__GLXEW_ARB_create_context) - -#endif /* GLX_ARB_create_context */ - -/* -------------------- GLX_ARB_create_context_no_error -------------------- */ - -#ifndef GLX_ARB_create_context_no_error -#define GLX_ARB_create_context_no_error 1 - -#define GLXEW_ARB_create_context_no_error GLXEW_GET_VAR(__GLXEW_ARB_create_context_no_error) - -#endif /* GLX_ARB_create_context_no_error */ - -/* --------------------- GLX_ARB_create_context_profile -------------------- */ - -#ifndef GLX_ARB_create_context_profile -#define GLX_ARB_create_context_profile 1 - -#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 -#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002 -#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126 - -#define GLXEW_ARB_create_context_profile GLXEW_GET_VAR(__GLXEW_ARB_create_context_profile) - -#endif /* GLX_ARB_create_context_profile */ - -/* ------------------- GLX_ARB_create_context_robustness ------------------- */ - -#ifndef GLX_ARB_create_context_robustness -#define GLX_ARB_create_context_robustness 1 - -#define GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004 -#define GLX_LOSE_CONTEXT_ON_RESET_ARB 0x8252 -#define GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 -#define GLX_NO_RESET_NOTIFICATION_ARB 0x8261 - -#define GLXEW_ARB_create_context_robustness GLXEW_GET_VAR(__GLXEW_ARB_create_context_robustness) - -#endif /* GLX_ARB_create_context_robustness */ - -/* ------------------------- GLX_ARB_fbconfig_float ------------------------ */ - -#ifndef GLX_ARB_fbconfig_float -#define GLX_ARB_fbconfig_float 1 - -#define GLX_RGBA_FLOAT_BIT_ARB 0x00000004 -#define GLX_RGBA_FLOAT_TYPE_ARB 0x20B9 - -#define GLXEW_ARB_fbconfig_float GLXEW_GET_VAR(__GLXEW_ARB_fbconfig_float) - -#endif /* GLX_ARB_fbconfig_float */ - -/* ------------------------ GLX_ARB_framebuffer_sRGB ----------------------- */ - -#ifndef GLX_ARB_framebuffer_sRGB -#define GLX_ARB_framebuffer_sRGB 1 - -#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2 - -#define GLXEW_ARB_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_ARB_framebuffer_sRGB) - -#endif /* GLX_ARB_framebuffer_sRGB */ - -/* ------------------------ GLX_ARB_get_proc_address ----------------------- */ - -#ifndef GLX_ARB_get_proc_address -#define GLX_ARB_get_proc_address 1 - -extern void ( * glXGetProcAddressARB (const GLubyte *procName)) (void); - -#define GLXEW_ARB_get_proc_address GLXEW_GET_VAR(__GLXEW_ARB_get_proc_address) - -#endif /* GLX_ARB_get_proc_address */ - -/* -------------------------- GLX_ARB_multisample -------------------------- */ - -#ifndef GLX_ARB_multisample -#define GLX_ARB_multisample 1 - -#define GLX_SAMPLE_BUFFERS_ARB 100000 -#define GLX_SAMPLES_ARB 100001 - -#define GLXEW_ARB_multisample GLXEW_GET_VAR(__GLXEW_ARB_multisample) - -#endif /* GLX_ARB_multisample */ - -/* ---------------- GLX_ARB_robustness_application_isolation --------------- */ - -#ifndef GLX_ARB_robustness_application_isolation -#define GLX_ARB_robustness_application_isolation 1 - -#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 - -#define GLXEW_ARB_robustness_application_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_application_isolation) - -#endif /* GLX_ARB_robustness_application_isolation */ - -/* ---------------- GLX_ARB_robustness_share_group_isolation --------------- */ - -#ifndef GLX_ARB_robustness_share_group_isolation -#define GLX_ARB_robustness_share_group_isolation 1 - -#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 - -#define GLXEW_ARB_robustness_share_group_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_share_group_isolation) - -#endif /* GLX_ARB_robustness_share_group_isolation */ - -/* ---------------------- GLX_ARB_vertex_buffer_object --------------------- */ - -#ifndef GLX_ARB_vertex_buffer_object -#define GLX_ARB_vertex_buffer_object 1 - -#define GLX_CONTEXT_ALLOW_BUFFER_BYTE_ORDER_MISMATCH_ARB 0x2095 - -#define GLXEW_ARB_vertex_buffer_object GLXEW_GET_VAR(__GLXEW_ARB_vertex_buffer_object) - -#endif /* GLX_ARB_vertex_buffer_object */ - -/* ----------------------- GLX_ATI_pixel_format_float ---------------------- */ - -#ifndef GLX_ATI_pixel_format_float -#define GLX_ATI_pixel_format_float 1 - -#define GLX_RGBA_FLOAT_ATI_BIT 0x00000100 - -#define GLXEW_ATI_pixel_format_float GLXEW_GET_VAR(__GLXEW_ATI_pixel_format_float) - -#endif /* GLX_ATI_pixel_format_float */ - -/* ------------------------- GLX_ATI_render_texture ------------------------ */ - -#ifndef GLX_ATI_render_texture -#define GLX_ATI_render_texture 1 - -#define GLX_BIND_TO_TEXTURE_RGB_ATI 0x9800 -#define GLX_BIND_TO_TEXTURE_RGBA_ATI 0x9801 -#define GLX_TEXTURE_FORMAT_ATI 0x9802 -#define GLX_TEXTURE_TARGET_ATI 0x9803 -#define GLX_MIPMAP_TEXTURE_ATI 0x9804 -#define GLX_TEXTURE_RGB_ATI 0x9805 -#define GLX_TEXTURE_RGBA_ATI 0x9806 -#define GLX_NO_TEXTURE_ATI 0x9807 -#define GLX_TEXTURE_CUBE_MAP_ATI 0x9808 -#define GLX_TEXTURE_1D_ATI 0x9809 -#define GLX_TEXTURE_2D_ATI 0x980A -#define GLX_MIPMAP_LEVEL_ATI 0x980B -#define GLX_CUBE_MAP_FACE_ATI 0x980C -#define GLX_TEXTURE_CUBE_MAP_POSITIVE_X_ATI 0x980D -#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_X_ATI 0x980E -#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Y_ATI 0x980F -#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Y_ATI 0x9810 -#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Z_ATI 0x9811 -#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Z_ATI 0x9812 -#define GLX_FRONT_LEFT_ATI 0x9813 -#define GLX_FRONT_RIGHT_ATI 0x9814 -#define GLX_BACK_LEFT_ATI 0x9815 -#define GLX_BACK_RIGHT_ATI 0x9816 -#define GLX_AUX0_ATI 0x9817 -#define GLX_AUX1_ATI 0x9818 -#define GLX_AUX2_ATI 0x9819 -#define GLX_AUX3_ATI 0x981A -#define GLX_AUX4_ATI 0x981B -#define GLX_AUX5_ATI 0x981C -#define GLX_AUX6_ATI 0x981D -#define GLX_AUX7_ATI 0x981E -#define GLX_AUX8_ATI 0x981F -#define GLX_AUX9_ATI 0x9820 -#define GLX_BIND_TO_TEXTURE_LUMINANCE_ATI 0x9821 -#define GLX_BIND_TO_TEXTURE_INTENSITY_ATI 0x9822 - -typedef void ( * PFNGLXBINDTEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer); -typedef void ( * PFNGLXDRAWABLEATTRIBATIPROC) (Display *dpy, GLXDrawable draw, const int *attrib_list); -typedef void ( * PFNGLXRELEASETEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer); - -#define glXBindTexImageATI GLXEW_GET_FUN(__glewXBindTexImageATI) -#define glXDrawableAttribATI GLXEW_GET_FUN(__glewXDrawableAttribATI) -#define glXReleaseTexImageATI GLXEW_GET_FUN(__glewXReleaseTexImageATI) - -#define GLXEW_ATI_render_texture GLXEW_GET_VAR(__GLXEW_ATI_render_texture) - -#endif /* GLX_ATI_render_texture */ - -/* --------------------------- GLX_EXT_buffer_age -------------------------- */ - -#ifndef GLX_EXT_buffer_age -#define GLX_EXT_buffer_age 1 - -#define GLX_BACK_BUFFER_AGE_EXT 0x20F4 - -#define GLXEW_EXT_buffer_age GLXEW_GET_VAR(__GLXEW_EXT_buffer_age) - -#endif /* GLX_EXT_buffer_age */ - -/* ------------------- GLX_EXT_create_context_es2_profile ------------------ */ - -#ifndef GLX_EXT_create_context_es2_profile -#define GLX_EXT_create_context_es2_profile 1 - -#define GLX_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004 - -#define GLXEW_EXT_create_context_es2_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es2_profile) - -#endif /* GLX_EXT_create_context_es2_profile */ - -/* ------------------- GLX_EXT_create_context_es_profile ------------------- */ - -#ifndef GLX_EXT_create_context_es_profile -#define GLX_EXT_create_context_es_profile 1 - -#define GLX_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004 - -#define GLXEW_EXT_create_context_es_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es_profile) - -#endif /* GLX_EXT_create_context_es_profile */ - -/* --------------------- GLX_EXT_fbconfig_packed_float --------------------- */ - -#ifndef GLX_EXT_fbconfig_packed_float -#define GLX_EXT_fbconfig_packed_float 1 - -#define GLX_RGBA_UNSIGNED_FLOAT_BIT_EXT 0x00000008 -#define GLX_RGBA_UNSIGNED_FLOAT_TYPE_EXT 0x20B1 - -#define GLXEW_EXT_fbconfig_packed_float GLXEW_GET_VAR(__GLXEW_EXT_fbconfig_packed_float) - -#endif /* GLX_EXT_fbconfig_packed_float */ - -/* ------------------------ GLX_EXT_framebuffer_sRGB ----------------------- */ - -#ifndef GLX_EXT_framebuffer_sRGB -#define GLX_EXT_framebuffer_sRGB 1 - -#define GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20B2 - -#define GLXEW_EXT_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_EXT_framebuffer_sRGB) - -#endif /* GLX_EXT_framebuffer_sRGB */ - -/* ------------------------- GLX_EXT_import_context ------------------------ */ - -#ifndef GLX_EXT_import_context -#define GLX_EXT_import_context 1 - -#define GLX_SHARE_CONTEXT_EXT 0x800A -#define GLX_VISUAL_ID_EXT 0x800B -#define GLX_SCREEN_EXT 0x800C - -typedef XID GLXContextID; - -typedef void ( * PFNGLXFREECONTEXTEXTPROC) (Display* dpy, GLXContext context); -typedef GLXContextID ( * PFNGLXGETCONTEXTIDEXTPROC) (const GLXContext context); -typedef GLXContext ( * PFNGLXIMPORTCONTEXTEXTPROC) (Display* dpy, GLXContextID contextID); -typedef int ( * PFNGLXQUERYCONTEXTINFOEXTPROC) (Display* dpy, GLXContext context, int attribute,int *value); - -#define glXFreeContextEXT GLXEW_GET_FUN(__glewXFreeContextEXT) -#define glXGetContextIDEXT GLXEW_GET_FUN(__glewXGetContextIDEXT) -#define glXImportContextEXT GLXEW_GET_FUN(__glewXImportContextEXT) -#define glXQueryContextInfoEXT GLXEW_GET_FUN(__glewXQueryContextInfoEXT) - -#define GLXEW_EXT_import_context GLXEW_GET_VAR(__GLXEW_EXT_import_context) - -#endif /* GLX_EXT_import_context */ - -/* ---------------------------- GLX_EXT_libglvnd --------------------------- */ - -#ifndef GLX_EXT_libglvnd -#define GLX_EXT_libglvnd 1 - -#define GLX_VENDOR_NAMES_EXT 0x20F6 - -#define GLXEW_EXT_libglvnd GLXEW_GET_VAR(__GLXEW_EXT_libglvnd) - -#endif /* GLX_EXT_libglvnd */ - -/* -------------------------- GLX_EXT_scene_marker ------------------------- */ - -#ifndef GLX_EXT_scene_marker -#define GLX_EXT_scene_marker 1 - -#define GLXEW_EXT_scene_marker GLXEW_GET_VAR(__GLXEW_EXT_scene_marker) - -#endif /* GLX_EXT_scene_marker */ - -/* -------------------------- GLX_EXT_stereo_tree -------------------------- */ - -#ifndef GLX_EXT_stereo_tree -#define GLX_EXT_stereo_tree 1 - -#define GLX_STEREO_NOTIFY_EXT 0x00000000 -#define GLX_STEREO_NOTIFY_MASK_EXT 0x00000001 -#define GLX_STEREO_TREE_EXT 0x20F5 - -#define GLXEW_EXT_stereo_tree GLXEW_GET_VAR(__GLXEW_EXT_stereo_tree) - -#endif /* GLX_EXT_stereo_tree */ - -/* -------------------------- GLX_EXT_swap_control ------------------------- */ - -#ifndef GLX_EXT_swap_control -#define GLX_EXT_swap_control 1 - -#define GLX_SWAP_INTERVAL_EXT 0x20F1 -#define GLX_MAX_SWAP_INTERVAL_EXT 0x20F2 - -typedef void ( * PFNGLXSWAPINTERVALEXTPROC) (Display* dpy, GLXDrawable drawable, int interval); - -#define glXSwapIntervalEXT GLXEW_GET_FUN(__glewXSwapIntervalEXT) - -#define GLXEW_EXT_swap_control GLXEW_GET_VAR(__GLXEW_EXT_swap_control) - -#endif /* GLX_EXT_swap_control */ - -/* ----------------------- GLX_EXT_swap_control_tear ----------------------- */ - -#ifndef GLX_EXT_swap_control_tear -#define GLX_EXT_swap_control_tear 1 - -#define GLX_LATE_SWAPS_TEAR_EXT 0x20F3 - -#define GLXEW_EXT_swap_control_tear GLXEW_GET_VAR(__GLXEW_EXT_swap_control_tear) - -#endif /* GLX_EXT_swap_control_tear */ - -/* ---------------------- GLX_EXT_texture_from_pixmap ---------------------- */ - -#ifndef GLX_EXT_texture_from_pixmap -#define GLX_EXT_texture_from_pixmap 1 - -#define GLX_TEXTURE_1D_BIT_EXT 0x00000001 -#define GLX_TEXTURE_2D_BIT_EXT 0x00000002 -#define GLX_TEXTURE_RECTANGLE_BIT_EXT 0x00000004 -#define GLX_BIND_TO_TEXTURE_RGB_EXT 0x20D0 -#define GLX_BIND_TO_TEXTURE_RGBA_EXT 0x20D1 -#define GLX_BIND_TO_MIPMAP_TEXTURE_EXT 0x20D2 -#define GLX_BIND_TO_TEXTURE_TARGETS_EXT 0x20D3 -#define GLX_Y_INVERTED_EXT 0x20D4 -#define GLX_TEXTURE_FORMAT_EXT 0x20D5 -#define GLX_TEXTURE_TARGET_EXT 0x20D6 -#define GLX_MIPMAP_TEXTURE_EXT 0x20D7 -#define GLX_TEXTURE_FORMAT_NONE_EXT 0x20D8 -#define GLX_TEXTURE_FORMAT_RGB_EXT 0x20D9 -#define GLX_TEXTURE_FORMAT_RGBA_EXT 0x20DA -#define GLX_TEXTURE_1D_EXT 0x20DB -#define GLX_TEXTURE_2D_EXT 0x20DC -#define GLX_TEXTURE_RECTANGLE_EXT 0x20DD -#define GLX_FRONT_LEFT_EXT 0x20DE -#define GLX_FRONT_RIGHT_EXT 0x20DF -#define GLX_BACK_LEFT_EXT 0x20E0 -#define GLX_BACK_RIGHT_EXT 0x20E1 -#define GLX_AUX0_EXT 0x20E2 -#define GLX_AUX1_EXT 0x20E3 -#define GLX_AUX2_EXT 0x20E4 -#define GLX_AUX3_EXT 0x20E5 -#define GLX_AUX4_EXT 0x20E6 -#define GLX_AUX5_EXT 0x20E7 -#define GLX_AUX6_EXT 0x20E8 -#define GLX_AUX7_EXT 0x20E9 -#define GLX_AUX8_EXT 0x20EA -#define GLX_AUX9_EXT 0x20EB - -typedef void ( * PFNGLXBINDTEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer, const int *attrib_list); -typedef void ( * PFNGLXRELEASETEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer); - -#define glXBindTexImageEXT GLXEW_GET_FUN(__glewXBindTexImageEXT) -#define glXReleaseTexImageEXT GLXEW_GET_FUN(__glewXReleaseTexImageEXT) - -#define GLXEW_EXT_texture_from_pixmap GLXEW_GET_VAR(__GLXEW_EXT_texture_from_pixmap) - -#endif /* GLX_EXT_texture_from_pixmap */ - -/* -------------------------- GLX_EXT_visual_info -------------------------- */ - -#ifndef GLX_EXT_visual_info -#define GLX_EXT_visual_info 1 - -#define GLX_X_VISUAL_TYPE_EXT 0x22 -#define GLX_TRANSPARENT_TYPE_EXT 0x23 -#define GLX_TRANSPARENT_INDEX_VALUE_EXT 0x24 -#define GLX_TRANSPARENT_RED_VALUE_EXT 0x25 -#define GLX_TRANSPARENT_GREEN_VALUE_EXT 0x26 -#define GLX_TRANSPARENT_BLUE_VALUE_EXT 0x27 -#define GLX_TRANSPARENT_ALPHA_VALUE_EXT 0x28 -#define GLX_NONE_EXT 0x8000 -#define GLX_TRUE_COLOR_EXT 0x8002 -#define GLX_DIRECT_COLOR_EXT 0x8003 -#define GLX_PSEUDO_COLOR_EXT 0x8004 -#define GLX_STATIC_COLOR_EXT 0x8005 -#define GLX_GRAY_SCALE_EXT 0x8006 -#define GLX_STATIC_GRAY_EXT 0x8007 -#define GLX_TRANSPARENT_RGB_EXT 0x8008 -#define GLX_TRANSPARENT_INDEX_EXT 0x8009 - -#define GLXEW_EXT_visual_info GLXEW_GET_VAR(__GLXEW_EXT_visual_info) - -#endif /* GLX_EXT_visual_info */ - -/* ------------------------- GLX_EXT_visual_rating ------------------------- */ - -#ifndef GLX_EXT_visual_rating -#define GLX_EXT_visual_rating 1 - -#define GLX_VISUAL_CAVEAT_EXT 0x20 -#define GLX_SLOW_VISUAL_EXT 0x8001 -#define GLX_NON_CONFORMANT_VISUAL_EXT 0x800D - -#define GLXEW_EXT_visual_rating GLXEW_GET_VAR(__GLXEW_EXT_visual_rating) - -#endif /* GLX_EXT_visual_rating */ - -/* -------------------------- GLX_INTEL_swap_event ------------------------- */ - -#ifndef GLX_INTEL_swap_event -#define GLX_INTEL_swap_event 1 - -#define GLX_EXCHANGE_COMPLETE_INTEL 0x8180 -#define GLX_COPY_COMPLETE_INTEL 0x8181 -#define GLX_FLIP_COMPLETE_INTEL 0x8182 -#define GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK 0x04000000 - -#define GLXEW_INTEL_swap_event GLXEW_GET_VAR(__GLXEW_INTEL_swap_event) - -#endif /* GLX_INTEL_swap_event */ - -/* -------------------------- GLX_MESA_agp_offset -------------------------- */ - -#ifndef GLX_MESA_agp_offset -#define GLX_MESA_agp_offset 1 - -typedef unsigned int ( * PFNGLXGETAGPOFFSETMESAPROC) (const void* pointer); - -#define glXGetAGPOffsetMESA GLXEW_GET_FUN(__glewXGetAGPOffsetMESA) - -#define GLXEW_MESA_agp_offset GLXEW_GET_VAR(__GLXEW_MESA_agp_offset) - -#endif /* GLX_MESA_agp_offset */ - -/* ------------------------ GLX_MESA_copy_sub_buffer ----------------------- */ - -#ifndef GLX_MESA_copy_sub_buffer -#define GLX_MESA_copy_sub_buffer 1 - -typedef void ( * PFNGLXCOPYSUBBUFFERMESAPROC) (Display* dpy, GLXDrawable drawable, int x, int y, int width, int height); - -#define glXCopySubBufferMESA GLXEW_GET_FUN(__glewXCopySubBufferMESA) - -#define GLXEW_MESA_copy_sub_buffer GLXEW_GET_VAR(__GLXEW_MESA_copy_sub_buffer) - -#endif /* GLX_MESA_copy_sub_buffer */ - -/* ------------------------ GLX_MESA_pixmap_colormap ----------------------- */ - -#ifndef GLX_MESA_pixmap_colormap -#define GLX_MESA_pixmap_colormap 1 - -typedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPMESAPROC) (Display* dpy, XVisualInfo *visual, Pixmap pixmap, Colormap cmap); - -#define glXCreateGLXPixmapMESA GLXEW_GET_FUN(__glewXCreateGLXPixmapMESA) - -#define GLXEW_MESA_pixmap_colormap GLXEW_GET_VAR(__GLXEW_MESA_pixmap_colormap) - -#endif /* GLX_MESA_pixmap_colormap */ - -/* ------------------------ GLX_MESA_query_renderer ------------------------ */ - -#ifndef GLX_MESA_query_renderer -#define GLX_MESA_query_renderer 1 - -#define GLX_RENDERER_VENDOR_ID_MESA 0x8183 -#define GLX_RENDERER_DEVICE_ID_MESA 0x8184 -#define GLX_RENDERER_VERSION_MESA 0x8185 -#define GLX_RENDERER_ACCELERATED_MESA 0x8186 -#define GLX_RENDERER_VIDEO_MEMORY_MESA 0x8187 -#define GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA 0x8188 -#define GLX_RENDERER_PREFERRED_PROFILE_MESA 0x8189 -#define GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA 0x818A -#define GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA 0x818B -#define GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA 0x818C -#define GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA 0x818D -#define GLX_RENDERER_ID_MESA 0x818E - -typedef Bool ( * PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC) (int attribute, unsigned int* value); -typedef const char* ( * PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC) (int attribute); -typedef Bool ( * PFNGLXQUERYRENDERERINTEGERMESAPROC) (Display* dpy, int screen, int renderer, int attribute, unsigned int *value); -typedef const char* ( * PFNGLXQUERYRENDERERSTRINGMESAPROC) (Display *dpy, int screen, int renderer, int attribute); - -#define glXQueryCurrentRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererIntegerMESA) -#define glXQueryCurrentRendererStringMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererStringMESA) -#define glXQueryRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryRendererIntegerMESA) -#define glXQueryRendererStringMESA GLXEW_GET_FUN(__glewXQueryRendererStringMESA) - -#define GLXEW_MESA_query_renderer GLXEW_GET_VAR(__GLXEW_MESA_query_renderer) - -#endif /* GLX_MESA_query_renderer */ - -/* ------------------------ GLX_MESA_release_buffers ----------------------- */ - -#ifndef GLX_MESA_release_buffers -#define GLX_MESA_release_buffers 1 - -typedef Bool ( * PFNGLXRELEASEBUFFERSMESAPROC) (Display* dpy, GLXDrawable d); - -#define glXReleaseBuffersMESA GLXEW_GET_FUN(__glewXReleaseBuffersMESA) - -#define GLXEW_MESA_release_buffers GLXEW_GET_VAR(__GLXEW_MESA_release_buffers) - -#endif /* GLX_MESA_release_buffers */ - -/* ------------------------- GLX_MESA_set_3dfx_mode ------------------------ */ - -#ifndef GLX_MESA_set_3dfx_mode -#define GLX_MESA_set_3dfx_mode 1 - -#define GLX_3DFX_WINDOW_MODE_MESA 0x1 -#define GLX_3DFX_FULLSCREEN_MODE_MESA 0x2 - -typedef GLboolean ( * PFNGLXSET3DFXMODEMESAPROC) (GLint mode); - -#define glXSet3DfxModeMESA GLXEW_GET_FUN(__glewXSet3DfxModeMESA) - -#define GLXEW_MESA_set_3dfx_mode GLXEW_GET_VAR(__GLXEW_MESA_set_3dfx_mode) - -#endif /* GLX_MESA_set_3dfx_mode */ - -/* ------------------------- GLX_MESA_swap_control ------------------------- */ - -#ifndef GLX_MESA_swap_control -#define GLX_MESA_swap_control 1 - -typedef int ( * PFNGLXGETSWAPINTERVALMESAPROC) (void); -typedef int ( * PFNGLXSWAPINTERVALMESAPROC) (unsigned int interval); - -#define glXGetSwapIntervalMESA GLXEW_GET_FUN(__glewXGetSwapIntervalMESA) -#define glXSwapIntervalMESA GLXEW_GET_FUN(__glewXSwapIntervalMESA) - -#define GLXEW_MESA_swap_control GLXEW_GET_VAR(__GLXEW_MESA_swap_control) - -#endif /* GLX_MESA_swap_control */ - -/* --------------------------- GLX_NV_copy_buffer -------------------------- */ - -#ifndef GLX_NV_copy_buffer -#define GLX_NV_copy_buffer 1 - -typedef void ( * PFNGLXCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); -typedef void ( * PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); - -#define glXCopyBufferSubDataNV GLXEW_GET_FUN(__glewXCopyBufferSubDataNV) -#define glXNamedCopyBufferSubDataNV GLXEW_GET_FUN(__glewXNamedCopyBufferSubDataNV) - -#define GLXEW_NV_copy_buffer GLXEW_GET_VAR(__GLXEW_NV_copy_buffer) - -#endif /* GLX_NV_copy_buffer */ - -/* --------------------------- GLX_NV_copy_image --------------------------- */ - -#ifndef GLX_NV_copy_image -#define GLX_NV_copy_image 1 - -typedef void ( * PFNGLXCOPYIMAGESUBDATANVPROC) (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); - -#define glXCopyImageSubDataNV GLXEW_GET_FUN(__glewXCopyImageSubDataNV) - -#define GLXEW_NV_copy_image GLXEW_GET_VAR(__GLXEW_NV_copy_image) - -#endif /* GLX_NV_copy_image */ - -/* ------------------------ GLX_NV_delay_before_swap ----------------------- */ - -#ifndef GLX_NV_delay_before_swap -#define GLX_NV_delay_before_swap 1 - -typedef Bool ( * PFNGLXDELAYBEFORESWAPNVPROC) (Display* dpy, GLXDrawable drawable, GLfloat seconds); - -#define glXDelayBeforeSwapNV GLXEW_GET_FUN(__glewXDelayBeforeSwapNV) - -#define GLXEW_NV_delay_before_swap GLXEW_GET_VAR(__GLXEW_NV_delay_before_swap) - -#endif /* GLX_NV_delay_before_swap */ - -/* -------------------------- GLX_NV_float_buffer -------------------------- */ - -#ifndef GLX_NV_float_buffer -#define GLX_NV_float_buffer 1 - -#define GLX_FLOAT_COMPONENTS_NV 0x20B0 - -#define GLXEW_NV_float_buffer GLXEW_GET_VAR(__GLXEW_NV_float_buffer) - -#endif /* GLX_NV_float_buffer */ - -/* ---------------------- GLX_NV_multisample_coverage ---------------------- */ - -#ifndef GLX_NV_multisample_coverage -#define GLX_NV_multisample_coverage 1 - -#define GLX_COLOR_SAMPLES_NV 0x20B3 -#define GLX_COVERAGE_SAMPLES_NV 100001 - -#define GLXEW_NV_multisample_coverage GLXEW_GET_VAR(__GLXEW_NV_multisample_coverage) - -#endif /* GLX_NV_multisample_coverage */ - -/* -------------------------- GLX_NV_present_video ------------------------- */ - -#ifndef GLX_NV_present_video -#define GLX_NV_present_video 1 - -#define GLX_NUM_VIDEO_SLOTS_NV 0x20F0 - -typedef int ( * PFNGLXBINDVIDEODEVICENVPROC) (Display* dpy, unsigned int video_slot, unsigned int video_device, const int *attrib_list); -typedef unsigned int* ( * PFNGLXENUMERATEVIDEODEVICESNVPROC) (Display *dpy, int screen, int *nelements); - -#define glXBindVideoDeviceNV GLXEW_GET_FUN(__glewXBindVideoDeviceNV) -#define glXEnumerateVideoDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoDevicesNV) - -#define GLXEW_NV_present_video GLXEW_GET_VAR(__GLXEW_NV_present_video) - -#endif /* GLX_NV_present_video */ - -/* ------------------ GLX_NV_robustness_video_memory_purge ----------------- */ - -#ifndef GLX_NV_robustness_video_memory_purge -#define GLX_NV_robustness_video_memory_purge 1 - -#define GLX_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x20F7 - -#define GLXEW_NV_robustness_video_memory_purge GLXEW_GET_VAR(__GLXEW_NV_robustness_video_memory_purge) - -#endif /* GLX_NV_robustness_video_memory_purge */ - -/* --------------------------- GLX_NV_swap_group --------------------------- */ - -#ifndef GLX_NV_swap_group -#define GLX_NV_swap_group 1 - -typedef Bool ( * PFNGLXBINDSWAPBARRIERNVPROC) (Display* dpy, GLuint group, GLuint barrier); -typedef Bool ( * PFNGLXJOINSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint group); -typedef Bool ( * PFNGLXQUERYFRAMECOUNTNVPROC) (Display* dpy, int screen, GLuint *count); -typedef Bool ( * PFNGLXQUERYMAXSWAPGROUPSNVPROC) (Display* dpy, int screen, GLuint *maxGroups, GLuint *maxBarriers); -typedef Bool ( * PFNGLXQUERYSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint *group, GLuint *barrier); -typedef Bool ( * PFNGLXRESETFRAMECOUNTNVPROC) (Display* dpy, int screen); - -#define glXBindSwapBarrierNV GLXEW_GET_FUN(__glewXBindSwapBarrierNV) -#define glXJoinSwapGroupNV GLXEW_GET_FUN(__glewXJoinSwapGroupNV) -#define glXQueryFrameCountNV GLXEW_GET_FUN(__glewXQueryFrameCountNV) -#define glXQueryMaxSwapGroupsNV GLXEW_GET_FUN(__glewXQueryMaxSwapGroupsNV) -#define glXQuerySwapGroupNV GLXEW_GET_FUN(__glewXQuerySwapGroupNV) -#define glXResetFrameCountNV GLXEW_GET_FUN(__glewXResetFrameCountNV) - -#define GLXEW_NV_swap_group GLXEW_GET_VAR(__GLXEW_NV_swap_group) - -#endif /* GLX_NV_swap_group */ - -/* ----------------------- GLX_NV_vertex_array_range ----------------------- */ - -#ifndef GLX_NV_vertex_array_range -#define GLX_NV_vertex_array_range 1 - -typedef void * ( * PFNGLXALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority); -typedef void ( * PFNGLXFREEMEMORYNVPROC) (void *pointer); - -#define glXAllocateMemoryNV GLXEW_GET_FUN(__glewXAllocateMemoryNV) -#define glXFreeMemoryNV GLXEW_GET_FUN(__glewXFreeMemoryNV) - -#define GLXEW_NV_vertex_array_range GLXEW_GET_VAR(__GLXEW_NV_vertex_array_range) - -#endif /* GLX_NV_vertex_array_range */ - -/* -------------------------- GLX_NV_video_capture ------------------------- */ - -#ifndef GLX_NV_video_capture -#define GLX_NV_video_capture 1 - -#define GLX_DEVICE_ID_NV 0x20CD -#define GLX_UNIQUE_ID_NV 0x20CE -#define GLX_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF - -typedef XID GLXVideoCaptureDeviceNV; - -typedef int ( * PFNGLXBINDVIDEOCAPTUREDEVICENVPROC) (Display* dpy, unsigned int video_capture_slot, GLXVideoCaptureDeviceNV device); -typedef GLXVideoCaptureDeviceNV * ( * PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC) (Display* dpy, int screen, int *nelements); -typedef void ( * PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device); -typedef int ( * PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device, int attribute, int *value); -typedef void ( * PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device); - -#define glXBindVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXBindVideoCaptureDeviceNV) -#define glXEnumerateVideoCaptureDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoCaptureDevicesNV) -#define glXLockVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXLockVideoCaptureDeviceNV) -#define glXQueryVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXQueryVideoCaptureDeviceNV) -#define glXReleaseVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoCaptureDeviceNV) - -#define GLXEW_NV_video_capture GLXEW_GET_VAR(__GLXEW_NV_video_capture) - -#endif /* GLX_NV_video_capture */ - -/* ---------------------------- GLX_NV_video_out --------------------------- */ - -#ifndef GLX_NV_video_out -#define GLX_NV_video_out 1 - -#define GLX_VIDEO_OUT_COLOR_NV 0x20C3 -#define GLX_VIDEO_OUT_ALPHA_NV 0x20C4 -#define GLX_VIDEO_OUT_DEPTH_NV 0x20C5 -#define GLX_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6 -#define GLX_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7 -#define GLX_VIDEO_OUT_FRAME_NV 0x20C8 -#define GLX_VIDEO_OUT_FIELD_1_NV 0x20C9 -#define GLX_VIDEO_OUT_FIELD_2_NV 0x20CA -#define GLX_VIDEO_OUT_STACKED_FIELDS_1_2_NV 0x20CB -#define GLX_VIDEO_OUT_STACKED_FIELDS_2_1_NV 0x20CC - -typedef int ( * PFNGLXBINDVIDEOIMAGENVPROC) (Display* dpy, GLXVideoDeviceNV VideoDevice, GLXPbuffer pbuf, int iVideoBuffer); -typedef int ( * PFNGLXGETVIDEODEVICENVPROC) (Display* dpy, int screen, int numVideoDevices, GLXVideoDeviceNV *pVideoDevice); -typedef int ( * PFNGLXGETVIDEOINFONVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo); -typedef int ( * PFNGLXRELEASEVIDEODEVICENVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice); -typedef int ( * PFNGLXRELEASEVIDEOIMAGENVPROC) (Display* dpy, GLXPbuffer pbuf); -typedef int ( * PFNGLXSENDPBUFFERTOVIDEONVPROC) (Display* dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock); - -#define glXBindVideoImageNV GLXEW_GET_FUN(__glewXBindVideoImageNV) -#define glXGetVideoDeviceNV GLXEW_GET_FUN(__glewXGetVideoDeviceNV) -#define glXGetVideoInfoNV GLXEW_GET_FUN(__glewXGetVideoInfoNV) -#define glXReleaseVideoDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoDeviceNV) -#define glXReleaseVideoImageNV GLXEW_GET_FUN(__glewXReleaseVideoImageNV) -#define glXSendPbufferToVideoNV GLXEW_GET_FUN(__glewXSendPbufferToVideoNV) - -#define GLXEW_NV_video_out GLXEW_GET_VAR(__GLXEW_NV_video_out) - -#endif /* GLX_NV_video_out */ - -/* -------------------------- GLX_OML_swap_method -------------------------- */ - -#ifndef GLX_OML_swap_method -#define GLX_OML_swap_method 1 - -#define GLX_SWAP_METHOD_OML 0x8060 -#define GLX_SWAP_EXCHANGE_OML 0x8061 -#define GLX_SWAP_COPY_OML 0x8062 -#define GLX_SWAP_UNDEFINED_OML 0x8063 - -#define GLXEW_OML_swap_method GLXEW_GET_VAR(__GLXEW_OML_swap_method) - -#endif /* GLX_OML_swap_method */ - -/* -------------------------- GLX_OML_sync_control ------------------------- */ - -#ifndef GLX_OML_sync_control -#define GLX_OML_sync_control 1 - -typedef Bool ( * PFNGLXGETMSCRATEOMLPROC) (Display* dpy, GLXDrawable drawable, int32_t* numerator, int32_t* denominator); -typedef Bool ( * PFNGLXGETSYNCVALUESOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t* ust, int64_t* msc, int64_t* sbc); -typedef int64_t ( * PFNGLXSWAPBUFFERSMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder); -typedef Bool ( * PFNGLXWAITFORMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder, int64_t* ust, int64_t* msc, int64_t* sbc); -typedef Bool ( * PFNGLXWAITFORSBCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_sbc, int64_t* ust, int64_t* msc, int64_t* sbc); - -#define glXGetMscRateOML GLXEW_GET_FUN(__glewXGetMscRateOML) -#define glXGetSyncValuesOML GLXEW_GET_FUN(__glewXGetSyncValuesOML) -#define glXSwapBuffersMscOML GLXEW_GET_FUN(__glewXSwapBuffersMscOML) -#define glXWaitForMscOML GLXEW_GET_FUN(__glewXWaitForMscOML) -#define glXWaitForSbcOML GLXEW_GET_FUN(__glewXWaitForSbcOML) - -#define GLXEW_OML_sync_control GLXEW_GET_VAR(__GLXEW_OML_sync_control) - -#endif /* GLX_OML_sync_control */ - -/* ------------------------ GLX_SGIS_blended_overlay ----------------------- */ - -#ifndef GLX_SGIS_blended_overlay -#define GLX_SGIS_blended_overlay 1 - -#define GLX_BLENDED_RGBA_SGIS 0x8025 - -#define GLXEW_SGIS_blended_overlay GLXEW_GET_VAR(__GLXEW_SGIS_blended_overlay) - -#endif /* GLX_SGIS_blended_overlay */ - -/* -------------------------- GLX_SGIS_color_range ------------------------- */ - -#ifndef GLX_SGIS_color_range -#define GLX_SGIS_color_range 1 - -#define GLXEW_SGIS_color_range GLXEW_GET_VAR(__GLXEW_SGIS_color_range) - -#endif /* GLX_SGIS_color_range */ - -/* -------------------------- GLX_SGIS_multisample ------------------------- */ - -#ifndef GLX_SGIS_multisample -#define GLX_SGIS_multisample 1 - -#define GLX_SAMPLE_BUFFERS_SGIS 100000 -#define GLX_SAMPLES_SGIS 100001 - -#define GLXEW_SGIS_multisample GLXEW_GET_VAR(__GLXEW_SGIS_multisample) - -#endif /* GLX_SGIS_multisample */ - -/* ---------------------- GLX_SGIS_shared_multisample ---------------------- */ - -#ifndef GLX_SGIS_shared_multisample -#define GLX_SGIS_shared_multisample 1 - -#define GLX_MULTISAMPLE_SUB_RECT_WIDTH_SGIS 0x8026 -#define GLX_MULTISAMPLE_SUB_RECT_HEIGHT_SGIS 0x8027 - -#define GLXEW_SGIS_shared_multisample GLXEW_GET_VAR(__GLXEW_SGIS_shared_multisample) - -#endif /* GLX_SGIS_shared_multisample */ - -/* --------------------------- GLX_SGIX_fbconfig --------------------------- */ - -#ifndef GLX_SGIX_fbconfig -#define GLX_SGIX_fbconfig 1 - -#define GLX_RGBA_BIT_SGIX 0x00000001 -#define GLX_WINDOW_BIT_SGIX 0x00000001 -#define GLX_COLOR_INDEX_BIT_SGIX 0x00000002 -#define GLX_PIXMAP_BIT_SGIX 0x00000002 -#define GLX_SCREEN_EXT 0x800C -#define GLX_DRAWABLE_TYPE_SGIX 0x8010 -#define GLX_RENDER_TYPE_SGIX 0x8011 -#define GLX_X_RENDERABLE_SGIX 0x8012 -#define GLX_FBCONFIG_ID_SGIX 0x8013 -#define GLX_RGBA_TYPE_SGIX 0x8014 -#define GLX_COLOR_INDEX_TYPE_SGIX 0x8015 - -typedef XID GLXFBConfigIDSGIX; -typedef struct __GLXFBConfigRec *GLXFBConfigSGIX; - -typedef GLXFBConfigSGIX* ( * PFNGLXCHOOSEFBCONFIGSGIXPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements); -typedef GLXContext ( * PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct); -typedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, Pixmap pixmap); -typedef int ( * PFNGLXGETFBCONFIGATTRIBSGIXPROC) (Display* dpy, GLXFBConfigSGIX config, int attribute, int *value); -typedef GLXFBConfigSGIX ( * PFNGLXGETFBCONFIGFROMVISUALSGIXPROC) (Display* dpy, XVisualInfo *vis); -typedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGSGIXPROC) (Display *dpy, GLXFBConfig config); - -#define glXChooseFBConfigSGIX GLXEW_GET_FUN(__glewXChooseFBConfigSGIX) -#define glXCreateContextWithConfigSGIX GLXEW_GET_FUN(__glewXCreateContextWithConfigSGIX) -#define glXCreateGLXPixmapWithConfigSGIX GLXEW_GET_FUN(__glewXCreateGLXPixmapWithConfigSGIX) -#define glXGetFBConfigAttribSGIX GLXEW_GET_FUN(__glewXGetFBConfigAttribSGIX) -#define glXGetFBConfigFromVisualSGIX GLXEW_GET_FUN(__glewXGetFBConfigFromVisualSGIX) -#define glXGetVisualFromFBConfigSGIX GLXEW_GET_FUN(__glewXGetVisualFromFBConfigSGIX) - -#define GLXEW_SGIX_fbconfig GLXEW_GET_VAR(__GLXEW_SGIX_fbconfig) - -#endif /* GLX_SGIX_fbconfig */ - -/* --------------------------- GLX_SGIX_hyperpipe -------------------------- */ - -#ifndef GLX_SGIX_hyperpipe -#define GLX_SGIX_hyperpipe 1 - -#define GLX_HYPERPIPE_DISPLAY_PIPE_SGIX 0x00000001 -#define GLX_PIPE_RECT_SGIX 0x00000001 -#define GLX_HYPERPIPE_RENDER_PIPE_SGIX 0x00000002 -#define GLX_PIPE_RECT_LIMITS_SGIX 0x00000002 -#define GLX_HYPERPIPE_STEREO_SGIX 0x00000003 -#define GLX_HYPERPIPE_PIXEL_AVERAGE_SGIX 0x00000004 -#define GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX 80 -#define GLX_BAD_HYPERPIPE_CONFIG_SGIX 91 -#define GLX_BAD_HYPERPIPE_SGIX 92 -#define GLX_HYPERPIPE_ID_SGIX 0x8030 - -typedef struct { - char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; - int networkId; -} GLXHyperpipeNetworkSGIX; -typedef struct { - char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; - int XOrigin; - int YOrigin; - int maxHeight; - int maxWidth; -} GLXPipeRectLimits; -typedef struct { - char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; - int channel; - unsigned int participationType; - int timeSlice; -} GLXHyperpipeConfigSGIX; -typedef struct { - char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; - int srcXOrigin; - int srcYOrigin; - int srcWidth; - int srcHeight; - int destXOrigin; - int destYOrigin; - int destWidth; - int destHeight; -} GLXPipeRect; - -typedef int ( * PFNGLXBINDHYPERPIPESGIXPROC) (Display *dpy, int hpId); -typedef int ( * PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId); -typedef int ( * PFNGLXHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList); -typedef int ( * PFNGLXHYPERPIPECONFIGSGIXPROC) (Display *dpy, int networkId, int npipes, GLXHyperpipeConfigSGIX *cfg, int *hpId); -typedef int ( * PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *returnAttribList); -typedef int ( * PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList, void *returnAttribList); -typedef GLXHyperpipeConfigSGIX * ( * PFNGLXQUERYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId, int *npipes); -typedef GLXHyperpipeNetworkSGIX * ( * PFNGLXQUERYHYPERPIPENETWORKSGIXPROC) (Display *dpy, int *npipes); - -#define glXBindHyperpipeSGIX GLXEW_GET_FUN(__glewXBindHyperpipeSGIX) -#define glXDestroyHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXDestroyHyperpipeConfigSGIX) -#define glXHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXHyperpipeAttribSGIX) -#define glXHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXHyperpipeConfigSGIX) -#define glXQueryHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeAttribSGIX) -#define glXQueryHyperpipeBestAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeBestAttribSGIX) -#define glXQueryHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeConfigSGIX) -#define glXQueryHyperpipeNetworkSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeNetworkSGIX) - -#define GLXEW_SGIX_hyperpipe GLXEW_GET_VAR(__GLXEW_SGIX_hyperpipe) - -#endif /* GLX_SGIX_hyperpipe */ - -/* ---------------------------- GLX_SGIX_pbuffer --------------------------- */ - -#ifndef GLX_SGIX_pbuffer -#define GLX_SGIX_pbuffer 1 - -#define GLX_FRONT_LEFT_BUFFER_BIT_SGIX 0x00000001 -#define GLX_FRONT_RIGHT_BUFFER_BIT_SGIX 0x00000002 -#define GLX_BACK_LEFT_BUFFER_BIT_SGIX 0x00000004 -#define GLX_PBUFFER_BIT_SGIX 0x00000004 -#define GLX_BACK_RIGHT_BUFFER_BIT_SGIX 0x00000008 -#define GLX_AUX_BUFFERS_BIT_SGIX 0x00000010 -#define GLX_DEPTH_BUFFER_BIT_SGIX 0x00000020 -#define GLX_STENCIL_BUFFER_BIT_SGIX 0x00000040 -#define GLX_ACCUM_BUFFER_BIT_SGIX 0x00000080 -#define GLX_SAMPLE_BUFFERS_BIT_SGIX 0x00000100 -#define GLX_MAX_PBUFFER_WIDTH_SGIX 0x8016 -#define GLX_MAX_PBUFFER_HEIGHT_SGIX 0x8017 -#define GLX_MAX_PBUFFER_PIXELS_SGIX 0x8018 -#define GLX_OPTIMAL_PBUFFER_WIDTH_SGIX 0x8019 -#define GLX_OPTIMAL_PBUFFER_HEIGHT_SGIX 0x801A -#define GLX_PRESERVED_CONTENTS_SGIX 0x801B -#define GLX_LARGEST_PBUFFER_SGIX 0x801C -#define GLX_WIDTH_SGIX 0x801D -#define GLX_HEIGHT_SGIX 0x801E -#define GLX_EVENT_MASK_SGIX 0x801F -#define GLX_DAMAGED_SGIX 0x8020 -#define GLX_SAVED_SGIX 0x8021 -#define GLX_WINDOW_SGIX 0x8022 -#define GLX_PBUFFER_SGIX 0x8023 -#define GLX_BUFFER_CLOBBER_MASK_SGIX 0x08000000 - -typedef XID GLXPbufferSGIX; -typedef struct { int type; unsigned long serial; Bool send_event; Display *display; GLXDrawable drawable; int event_type; int draw_type; unsigned int mask; int x, y; int width, height; int count; } GLXBufferClobberEventSGIX; - -typedef GLXPbuffer ( * PFNGLXCREATEGLXPBUFFERSGIXPROC) (Display* dpy, GLXFBConfig config, unsigned int width, unsigned int height, int *attrib_list); -typedef void ( * PFNGLXDESTROYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf); -typedef void ( * PFNGLXGETSELECTEDEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long *mask); -typedef void ( * PFNGLXQUERYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf, int attribute, unsigned int *value); -typedef void ( * PFNGLXSELECTEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long mask); - -#define glXCreateGLXPbufferSGIX GLXEW_GET_FUN(__glewXCreateGLXPbufferSGIX) -#define glXDestroyGLXPbufferSGIX GLXEW_GET_FUN(__glewXDestroyGLXPbufferSGIX) -#define glXGetSelectedEventSGIX GLXEW_GET_FUN(__glewXGetSelectedEventSGIX) -#define glXQueryGLXPbufferSGIX GLXEW_GET_FUN(__glewXQueryGLXPbufferSGIX) -#define glXSelectEventSGIX GLXEW_GET_FUN(__glewXSelectEventSGIX) - -#define GLXEW_SGIX_pbuffer GLXEW_GET_VAR(__GLXEW_SGIX_pbuffer) - -#endif /* GLX_SGIX_pbuffer */ - -/* ------------------------- GLX_SGIX_swap_barrier ------------------------- */ - -#ifndef GLX_SGIX_swap_barrier -#define GLX_SGIX_swap_barrier 1 - -typedef void ( * PFNGLXBINDSWAPBARRIERSGIXPROC) (Display *dpy, GLXDrawable drawable, int barrier); -typedef Bool ( * PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC) (Display *dpy, int screen, int *max); - -#define glXBindSwapBarrierSGIX GLXEW_GET_FUN(__glewXBindSwapBarrierSGIX) -#define glXQueryMaxSwapBarriersSGIX GLXEW_GET_FUN(__glewXQueryMaxSwapBarriersSGIX) - -#define GLXEW_SGIX_swap_barrier GLXEW_GET_VAR(__GLXEW_SGIX_swap_barrier) - -#endif /* GLX_SGIX_swap_barrier */ - -/* -------------------------- GLX_SGIX_swap_group -------------------------- */ - -#ifndef GLX_SGIX_swap_group -#define GLX_SGIX_swap_group 1 - -typedef void ( * PFNGLXJOINSWAPGROUPSGIXPROC) (Display *dpy, GLXDrawable drawable, GLXDrawable member); - -#define glXJoinSwapGroupSGIX GLXEW_GET_FUN(__glewXJoinSwapGroupSGIX) - -#define GLXEW_SGIX_swap_group GLXEW_GET_VAR(__GLXEW_SGIX_swap_group) - -#endif /* GLX_SGIX_swap_group */ - -/* ------------------------- GLX_SGIX_video_resize ------------------------- */ - -#ifndef GLX_SGIX_video_resize -#define GLX_SGIX_video_resize 1 - -#define GLX_SYNC_FRAME_SGIX 0x00000000 -#define GLX_SYNC_SWAP_SGIX 0x00000001 - -typedef int ( * PFNGLXBINDCHANNELTOWINDOWSGIXPROC) (Display* display, int screen, int channel, Window window); -typedef int ( * PFNGLXCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int x, int y, int w, int h); -typedef int ( * PFNGLXCHANNELRECTSYNCSGIXPROC) (Display* display, int screen, int channel, GLenum synctype); -typedef int ( * PFNGLXQUERYCHANNELDELTASSGIXPROC) (Display* display, int screen, int channel, int *x, int *y, int *w, int *h); -typedef int ( * PFNGLXQUERYCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int *dx, int *dy, int *dw, int *dh); - -#define glXBindChannelToWindowSGIX GLXEW_GET_FUN(__glewXBindChannelToWindowSGIX) -#define glXChannelRectSGIX GLXEW_GET_FUN(__glewXChannelRectSGIX) -#define glXChannelRectSyncSGIX GLXEW_GET_FUN(__glewXChannelRectSyncSGIX) -#define glXQueryChannelDeltasSGIX GLXEW_GET_FUN(__glewXQueryChannelDeltasSGIX) -#define glXQueryChannelRectSGIX GLXEW_GET_FUN(__glewXQueryChannelRectSGIX) - -#define GLXEW_SGIX_video_resize GLXEW_GET_VAR(__GLXEW_SGIX_video_resize) - -#endif /* GLX_SGIX_video_resize */ - -/* ---------------------- GLX_SGIX_visual_select_group --------------------- */ - -#ifndef GLX_SGIX_visual_select_group -#define GLX_SGIX_visual_select_group 1 - -#define GLX_VISUAL_SELECT_GROUP_SGIX 0x8028 - -#define GLXEW_SGIX_visual_select_group GLXEW_GET_VAR(__GLXEW_SGIX_visual_select_group) - -#endif /* GLX_SGIX_visual_select_group */ - -/* ---------------------------- GLX_SGI_cushion ---------------------------- */ - -#ifndef GLX_SGI_cushion -#define GLX_SGI_cushion 1 - -typedef void ( * PFNGLXCUSHIONSGIPROC) (Display* dpy, Window window, float cushion); - -#define glXCushionSGI GLXEW_GET_FUN(__glewXCushionSGI) - -#define GLXEW_SGI_cushion GLXEW_GET_VAR(__GLXEW_SGI_cushion) - -#endif /* GLX_SGI_cushion */ - -/* ----------------------- GLX_SGI_make_current_read ----------------------- */ - -#ifndef GLX_SGI_make_current_read -#define GLX_SGI_make_current_read 1 - -typedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLESGIPROC) (void); -typedef Bool ( * PFNGLXMAKECURRENTREADSGIPROC) (Display* dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx); - -#define glXGetCurrentReadDrawableSGI GLXEW_GET_FUN(__glewXGetCurrentReadDrawableSGI) -#define glXMakeCurrentReadSGI GLXEW_GET_FUN(__glewXMakeCurrentReadSGI) - -#define GLXEW_SGI_make_current_read GLXEW_GET_VAR(__GLXEW_SGI_make_current_read) - -#endif /* GLX_SGI_make_current_read */ - -/* -------------------------- GLX_SGI_swap_control ------------------------- */ - -#ifndef GLX_SGI_swap_control -#define GLX_SGI_swap_control 1 - -typedef int ( * PFNGLXSWAPINTERVALSGIPROC) (int interval); - -#define glXSwapIntervalSGI GLXEW_GET_FUN(__glewXSwapIntervalSGI) - -#define GLXEW_SGI_swap_control GLXEW_GET_VAR(__GLXEW_SGI_swap_control) - -#endif /* GLX_SGI_swap_control */ - -/* --------------------------- GLX_SGI_video_sync -------------------------- */ - -#ifndef GLX_SGI_video_sync -#define GLX_SGI_video_sync 1 - -typedef int ( * PFNGLXGETVIDEOSYNCSGIPROC) (unsigned int* count); -typedef int ( * PFNGLXWAITVIDEOSYNCSGIPROC) (int divisor, int remainder, unsigned int* count); - -#define glXGetVideoSyncSGI GLXEW_GET_FUN(__glewXGetVideoSyncSGI) -#define glXWaitVideoSyncSGI GLXEW_GET_FUN(__glewXWaitVideoSyncSGI) - -#define GLXEW_SGI_video_sync GLXEW_GET_VAR(__GLXEW_SGI_video_sync) - -#endif /* GLX_SGI_video_sync */ - -/* --------------------- GLX_SUN_get_transparent_index --------------------- */ - -#ifndef GLX_SUN_get_transparent_index -#define GLX_SUN_get_transparent_index 1 - -typedef Status ( * PFNGLXGETTRANSPARENTINDEXSUNPROC) (Display* dpy, Window overlay, Window underlay, unsigned long *pTransparentIndex); - -#define glXGetTransparentIndexSUN GLXEW_GET_FUN(__glewXGetTransparentIndexSUN) - -#define GLXEW_SUN_get_transparent_index GLXEW_GET_VAR(__GLXEW_SUN_get_transparent_index) - -#endif /* GLX_SUN_get_transparent_index */ - -/* -------------------------- GLX_SUN_video_resize ------------------------- */ - -#ifndef GLX_SUN_video_resize -#define GLX_SUN_video_resize 1 - -#define GLX_VIDEO_RESIZE_SUN 0x8171 -#define GL_VIDEO_RESIZE_COMPENSATION_SUN 0x85CD - -typedef int ( * PFNGLXGETVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float* factor); -typedef int ( * PFNGLXVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float factor); - -#define glXGetVideoResizeSUN GLXEW_GET_FUN(__glewXGetVideoResizeSUN) -#define glXVideoResizeSUN GLXEW_GET_FUN(__glewXVideoResizeSUN) - -#define GLXEW_SUN_video_resize GLXEW_GET_VAR(__GLXEW_SUN_video_resize) - -#endif /* GLX_SUN_video_resize */ - -/* ------------------------------------------------------------------------- */ - -#define GLXEW_FUN_EXPORT GLEW_FUN_EXPORT -#define GLXEW_VAR_EXPORT GLEW_VAR_EXPORT - -GLXEW_FUN_EXPORT PFNGLXGETCURRENTDISPLAYPROC __glewXGetCurrentDisplay; - -GLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGPROC __glewXChooseFBConfig; -GLXEW_FUN_EXPORT PFNGLXCREATENEWCONTEXTPROC __glewXCreateNewContext; -GLXEW_FUN_EXPORT PFNGLXCREATEPBUFFERPROC __glewXCreatePbuffer; -GLXEW_FUN_EXPORT PFNGLXCREATEPIXMAPPROC __glewXCreatePixmap; -GLXEW_FUN_EXPORT PFNGLXCREATEWINDOWPROC __glewXCreateWindow; -GLXEW_FUN_EXPORT PFNGLXDESTROYPBUFFERPROC __glewXDestroyPbuffer; -GLXEW_FUN_EXPORT PFNGLXDESTROYPIXMAPPROC __glewXDestroyPixmap; -GLXEW_FUN_EXPORT PFNGLXDESTROYWINDOWPROC __glewXDestroyWindow; -GLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLEPROC __glewXGetCurrentReadDrawable; -GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBPROC __glewXGetFBConfigAttrib; -GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGSPROC __glewXGetFBConfigs; -GLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTPROC __glewXGetSelectedEvent; -GLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGPROC __glewXGetVisualFromFBConfig; -GLXEW_FUN_EXPORT PFNGLXMAKECONTEXTCURRENTPROC __glewXMakeContextCurrent; -GLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTPROC __glewXQueryContext; -GLXEW_FUN_EXPORT PFNGLXQUERYDRAWABLEPROC __glewXQueryDrawable; -GLXEW_FUN_EXPORT PFNGLXSELECTEVENTPROC __glewXSelectEvent; - -GLXEW_FUN_EXPORT PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC __glewXBlitContextFramebufferAMD; -GLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC __glewXCreateAssociatedContextAMD; -GLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __glewXCreateAssociatedContextAttribsAMD; -GLXEW_FUN_EXPORT PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC __glewXDeleteAssociatedContextAMD; -GLXEW_FUN_EXPORT PFNGLXGETCONTEXTGPUIDAMDPROC __glewXGetContextGPUIDAMD; -GLXEW_FUN_EXPORT PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC __glewXGetCurrentAssociatedContextAMD; -GLXEW_FUN_EXPORT PFNGLXGETGPUIDSAMDPROC __glewXGetGPUIDsAMD; -GLXEW_FUN_EXPORT PFNGLXGETGPUINFOAMDPROC __glewXGetGPUInfoAMD; -GLXEW_FUN_EXPORT PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __glewXMakeAssociatedContextCurrentAMD; - -GLXEW_FUN_EXPORT PFNGLXCREATECONTEXTATTRIBSARBPROC __glewXCreateContextAttribsARB; - -GLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEATIPROC __glewXBindTexImageATI; -GLXEW_FUN_EXPORT PFNGLXDRAWABLEATTRIBATIPROC __glewXDrawableAttribATI; -GLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEATIPROC __glewXReleaseTexImageATI; - -GLXEW_FUN_EXPORT PFNGLXFREECONTEXTEXTPROC __glewXFreeContextEXT; -GLXEW_FUN_EXPORT PFNGLXGETCONTEXTIDEXTPROC __glewXGetContextIDEXT; -GLXEW_FUN_EXPORT PFNGLXIMPORTCONTEXTEXTPROC __glewXImportContextEXT; -GLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTINFOEXTPROC __glewXQueryContextInfoEXT; - -GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALEXTPROC __glewXSwapIntervalEXT; - -GLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEEXTPROC __glewXBindTexImageEXT; -GLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEEXTPROC __glewXReleaseTexImageEXT; - -GLXEW_FUN_EXPORT PFNGLXGETAGPOFFSETMESAPROC __glewXGetAGPOffsetMESA; - -GLXEW_FUN_EXPORT PFNGLXCOPYSUBBUFFERMESAPROC __glewXCopySubBufferMESA; - -GLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPMESAPROC __glewXCreateGLXPixmapMESA; - -GLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC __glewXQueryCurrentRendererIntegerMESA; -GLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC __glewXQueryCurrentRendererStringMESA; -GLXEW_FUN_EXPORT PFNGLXQUERYRENDERERINTEGERMESAPROC __glewXQueryRendererIntegerMESA; -GLXEW_FUN_EXPORT PFNGLXQUERYRENDERERSTRINGMESAPROC __glewXQueryRendererStringMESA; - -GLXEW_FUN_EXPORT PFNGLXRELEASEBUFFERSMESAPROC __glewXReleaseBuffersMESA; - -GLXEW_FUN_EXPORT PFNGLXSET3DFXMODEMESAPROC __glewXSet3DfxModeMESA; - -GLXEW_FUN_EXPORT PFNGLXGETSWAPINTERVALMESAPROC __glewXGetSwapIntervalMESA; -GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALMESAPROC __glewXSwapIntervalMESA; - -GLXEW_FUN_EXPORT PFNGLXCOPYBUFFERSUBDATANVPROC __glewXCopyBufferSubDataNV; -GLXEW_FUN_EXPORT PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC __glewXNamedCopyBufferSubDataNV; - -GLXEW_FUN_EXPORT PFNGLXCOPYIMAGESUBDATANVPROC __glewXCopyImageSubDataNV; - -GLXEW_FUN_EXPORT PFNGLXDELAYBEFORESWAPNVPROC __glewXDelayBeforeSwapNV; - -GLXEW_FUN_EXPORT PFNGLXBINDVIDEODEVICENVPROC __glewXBindVideoDeviceNV; -GLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEODEVICESNVPROC __glewXEnumerateVideoDevicesNV; - -GLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERNVPROC __glewXBindSwapBarrierNV; -GLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPNVPROC __glewXJoinSwapGroupNV; -GLXEW_FUN_EXPORT PFNGLXQUERYFRAMECOUNTNVPROC __glewXQueryFrameCountNV; -GLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPGROUPSNVPROC __glewXQueryMaxSwapGroupsNV; -GLXEW_FUN_EXPORT PFNGLXQUERYSWAPGROUPNVPROC __glewXQuerySwapGroupNV; -GLXEW_FUN_EXPORT PFNGLXRESETFRAMECOUNTNVPROC __glewXResetFrameCountNV; - -GLXEW_FUN_EXPORT PFNGLXALLOCATEMEMORYNVPROC __glewXAllocateMemoryNV; -GLXEW_FUN_EXPORT PFNGLXFREEMEMORYNVPROC __glewXFreeMemoryNV; - -GLXEW_FUN_EXPORT PFNGLXBINDVIDEOCAPTUREDEVICENVPROC __glewXBindVideoCaptureDeviceNV; -GLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC __glewXEnumerateVideoCaptureDevicesNV; -GLXEW_FUN_EXPORT PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC __glewXLockVideoCaptureDeviceNV; -GLXEW_FUN_EXPORT PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC __glewXQueryVideoCaptureDeviceNV; -GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC __glewXReleaseVideoCaptureDeviceNV; - -GLXEW_FUN_EXPORT PFNGLXBINDVIDEOIMAGENVPROC __glewXBindVideoImageNV; -GLXEW_FUN_EXPORT PFNGLXGETVIDEODEVICENVPROC __glewXGetVideoDeviceNV; -GLXEW_FUN_EXPORT PFNGLXGETVIDEOINFONVPROC __glewXGetVideoInfoNV; -GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEODEVICENVPROC __glewXReleaseVideoDeviceNV; -GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOIMAGENVPROC __glewXReleaseVideoImageNV; -GLXEW_FUN_EXPORT PFNGLXSENDPBUFFERTOVIDEONVPROC __glewXSendPbufferToVideoNV; - -GLXEW_FUN_EXPORT PFNGLXGETMSCRATEOMLPROC __glewXGetMscRateOML; -GLXEW_FUN_EXPORT PFNGLXGETSYNCVALUESOMLPROC __glewXGetSyncValuesOML; -GLXEW_FUN_EXPORT PFNGLXSWAPBUFFERSMSCOMLPROC __glewXSwapBuffersMscOML; -GLXEW_FUN_EXPORT PFNGLXWAITFORMSCOMLPROC __glewXWaitForMscOML; -GLXEW_FUN_EXPORT PFNGLXWAITFORSBCOMLPROC __glewXWaitForSbcOML; - -GLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGSGIXPROC __glewXChooseFBConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC __glewXCreateContextWithConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC __glewXCreateGLXPixmapWithConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBSGIXPROC __glewXGetFBConfigAttribSGIX; -GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGFROMVISUALSGIXPROC __glewXGetFBConfigFromVisualSGIX; -GLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGSGIXPROC __glewXGetVisualFromFBConfigSGIX; - -GLXEW_FUN_EXPORT PFNGLXBINDHYPERPIPESGIXPROC __glewXBindHyperpipeSGIX; -GLXEW_FUN_EXPORT PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC __glewXDestroyHyperpipeConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXHYPERPIPEATTRIBSGIXPROC __glewXHyperpipeAttribSGIX; -GLXEW_FUN_EXPORT PFNGLXHYPERPIPECONFIGSGIXPROC __glewXHyperpipeConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC __glewXQueryHyperpipeAttribSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC __glewXQueryHyperpipeBestAttribSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPECONFIGSGIXPROC __glewXQueryHyperpipeConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPENETWORKSGIXPROC __glewXQueryHyperpipeNetworkSGIX; - -GLXEW_FUN_EXPORT PFNGLXCREATEGLXPBUFFERSGIXPROC __glewXCreateGLXPbufferSGIX; -GLXEW_FUN_EXPORT PFNGLXDESTROYGLXPBUFFERSGIXPROC __glewXDestroyGLXPbufferSGIX; -GLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTSGIXPROC __glewXGetSelectedEventSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYGLXPBUFFERSGIXPROC __glewXQueryGLXPbufferSGIX; -GLXEW_FUN_EXPORT PFNGLXSELECTEVENTSGIXPROC __glewXSelectEventSGIX; - -GLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERSGIXPROC __glewXBindSwapBarrierSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC __glewXQueryMaxSwapBarriersSGIX; - -GLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPSGIXPROC __glewXJoinSwapGroupSGIX; - -GLXEW_FUN_EXPORT PFNGLXBINDCHANNELTOWINDOWSGIXPROC __glewXBindChannelToWindowSGIX; -GLXEW_FUN_EXPORT PFNGLXCHANNELRECTSGIXPROC __glewXChannelRectSGIX; -GLXEW_FUN_EXPORT PFNGLXCHANNELRECTSYNCSGIXPROC __glewXChannelRectSyncSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYCHANNELDELTASSGIXPROC __glewXQueryChannelDeltasSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYCHANNELRECTSGIXPROC __glewXQueryChannelRectSGIX; - -GLXEW_FUN_EXPORT PFNGLXCUSHIONSGIPROC __glewXCushionSGI; - -GLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLESGIPROC __glewXGetCurrentReadDrawableSGI; -GLXEW_FUN_EXPORT PFNGLXMAKECURRENTREADSGIPROC __glewXMakeCurrentReadSGI; - -GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALSGIPROC __glewXSwapIntervalSGI; - -GLXEW_FUN_EXPORT PFNGLXGETVIDEOSYNCSGIPROC __glewXGetVideoSyncSGI; -GLXEW_FUN_EXPORT PFNGLXWAITVIDEOSYNCSGIPROC __glewXWaitVideoSyncSGI; - -GLXEW_FUN_EXPORT PFNGLXGETTRANSPARENTINDEXSUNPROC __glewXGetTransparentIndexSUN; - -GLXEW_FUN_EXPORT PFNGLXGETVIDEORESIZESUNPROC __glewXGetVideoResizeSUN; -GLXEW_FUN_EXPORT PFNGLXVIDEORESIZESUNPROC __glewXVideoResizeSUN; -GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_0; -GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_1; -GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_2; -GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_3; -GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_4; -GLXEW_VAR_EXPORT GLboolean __GLXEW_3DFX_multisample; -GLXEW_VAR_EXPORT GLboolean __GLXEW_AMD_gpu_association; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_context_flush_control; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_no_error; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_profile; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_robustness; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_fbconfig_float; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_framebuffer_sRGB; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_get_proc_address; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_multisample; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_application_isolation; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_share_group_isolation; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_vertex_buffer_object; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_pixel_format_float; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_render_texture; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_buffer_age; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es2_profile; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es_profile; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_fbconfig_packed_float; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_framebuffer_sRGB; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_import_context; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_libglvnd; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_scene_marker; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_stereo_tree; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control_tear; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_texture_from_pixmap; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_info; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_rating; -GLXEW_VAR_EXPORT GLboolean __GLXEW_INTEL_swap_event; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_agp_offset; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_copy_sub_buffer; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_pixmap_colormap; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_query_renderer; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_release_buffers; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_set_3dfx_mode; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_swap_control; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_buffer; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_image; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_delay_before_swap; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_float_buffer; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_multisample_coverage; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_present_video; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_robustness_video_memory_purge; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_swap_group; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_vertex_array_range; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_capture; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_out; -GLXEW_VAR_EXPORT GLboolean __GLXEW_OML_swap_method; -GLXEW_VAR_EXPORT GLboolean __GLXEW_OML_sync_control; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_blended_overlay; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_color_range; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_multisample; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_shared_multisample; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_fbconfig; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_hyperpipe; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_pbuffer; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_barrier; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_group; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_video_resize; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_visual_select_group; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_cushion; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_make_current_read; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_swap_control; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_video_sync; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_get_transparent_index; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_video_resize; -/* ------------------------------------------------------------------------ */ - -GLEWAPI GLenum GLEWAPIENTRY glxewInit (); -GLEWAPI GLboolean GLEWAPIENTRY glxewIsSupported (const char *name); - -#ifndef GLXEW_GET_VAR -#define GLXEW_GET_VAR(x) (*(const GLboolean*)&x) -#endif - -#ifndef GLXEW_GET_FUN -#define GLXEW_GET_FUN(x) x -#endif - -GLEWAPI GLboolean GLEWAPIENTRY glxewGetExtension (const char *name); - -#ifdef __cplusplus -} -#endif - -#endif /* __glxew_h__ */ diff --git a/ref/glew/include/GL/wglew.h b/ref/glew/include/GL/wglew.h deleted file mode 100644 index 2097c0f0..00000000 --- a/ref/glew/include/GL/wglew.h +++ /dev/null @@ -1,1447 +0,0 @@ -/* -** The OpenGL Extension Wrangler Library -** Copyright (C) 2008-2017, Nigel Stewart -** Copyright (C) 2002-2008, Milan Ikits -** Copyright (C) 2002-2008, Marcelo E. Magallon -** Copyright (C) 2002, Lev Povalahev -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are met: -** -** * Redistributions of source code must retain the above copyright notice, -** this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright notice, -** this list of conditions and the following disclaimer in the documentation -** and/or other materials provided with the distribution. -** * The name of the author may be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -** THE POSSIBILITY OF SUCH DAMAGE. -*/ - -/* -** Copyright (c) 2007 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ - -#ifndef __wglew_h__ -#define __wglew_h__ -#define __WGLEW_H__ - -#ifdef __wglext_h_ -#error wglext.h included before wglew.h -#endif - -#define __wglext_h_ - -#if !defined(WINAPI) -# ifndef WIN32_LEAN_AND_MEAN -# define WIN32_LEAN_AND_MEAN 1 -# endif -#include -# undef WIN32_LEAN_AND_MEAN -#endif - -/* - * GLEW_STATIC needs to be set when using the static version. - * GLEW_BUILD is set when building the DLL version. - */ -#ifdef GLEW_STATIC -# define GLEWAPI extern -#else -# ifdef GLEW_BUILD -# define GLEWAPI extern __declspec(dllexport) -# else -# define GLEWAPI extern __declspec(dllimport) -# endif -#endif - -#ifdef __cplusplus -extern "C" { -#endif - -/* -------------------------- WGL_3DFX_multisample ------------------------- */ - -#ifndef WGL_3DFX_multisample -#define WGL_3DFX_multisample 1 - -#define WGL_SAMPLE_BUFFERS_3DFX 0x2060 -#define WGL_SAMPLES_3DFX 0x2061 - -#define WGLEW_3DFX_multisample WGLEW_GET_VAR(__WGLEW_3DFX_multisample) - -#endif /* WGL_3DFX_multisample */ - -/* ------------------------- WGL_3DL_stereo_control ------------------------ */ - -#ifndef WGL_3DL_stereo_control -#define WGL_3DL_stereo_control 1 - -#define WGL_STEREO_EMITTER_ENABLE_3DL 0x2055 -#define WGL_STEREO_EMITTER_DISABLE_3DL 0x2056 -#define WGL_STEREO_POLARITY_NORMAL_3DL 0x2057 -#define WGL_STEREO_POLARITY_INVERT_3DL 0x2058 - -typedef BOOL (WINAPI * PFNWGLSETSTEREOEMITTERSTATE3DLPROC) (HDC hDC, UINT uState); - -#define wglSetStereoEmitterState3DL WGLEW_GET_FUN(__wglewSetStereoEmitterState3DL) - -#define WGLEW_3DL_stereo_control WGLEW_GET_VAR(__WGLEW_3DL_stereo_control) - -#endif /* WGL_3DL_stereo_control */ - -/* ------------------------ WGL_AMD_gpu_association ------------------------ */ - -#ifndef WGL_AMD_gpu_association -#define WGL_AMD_gpu_association 1 - -#define WGL_GPU_VENDOR_AMD 0x1F00 -#define WGL_GPU_RENDERER_STRING_AMD 0x1F01 -#define WGL_GPU_OPENGL_VERSION_STRING_AMD 0x1F02 -#define WGL_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2 -#define WGL_GPU_RAM_AMD 0x21A3 -#define WGL_GPU_CLOCK_AMD 0x21A4 -#define WGL_GPU_NUM_PIPES_AMD 0x21A5 -#define WGL_GPU_NUM_SIMD_AMD 0x21A6 -#define WGL_GPU_NUM_RB_AMD 0x21A7 -#define WGL_GPU_NUM_SPI_AMD 0x21A8 - -typedef VOID (WINAPI * PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC) (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC) (UINT id); -typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (UINT id, HGLRC hShareContext, const int* attribList); -typedef BOOL (WINAPI * PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC) (HGLRC hglrc); -typedef UINT (WINAPI * PFNWGLGETCONTEXTGPUIDAMDPROC) (HGLRC hglrc); -typedef HGLRC (WINAPI * PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void); -typedef UINT (WINAPI * PFNWGLGETGPUIDSAMDPROC) (UINT maxCount, UINT* ids); -typedef INT (WINAPI * PFNWGLGETGPUINFOAMDPROC) (UINT id, INT property, GLenum dataType, UINT size, void* data); -typedef BOOL (WINAPI * PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (HGLRC hglrc); - -#define wglBlitContextFramebufferAMD WGLEW_GET_FUN(__wglewBlitContextFramebufferAMD) -#define wglCreateAssociatedContextAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAMD) -#define wglCreateAssociatedContextAttribsAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAttribsAMD) -#define wglDeleteAssociatedContextAMD WGLEW_GET_FUN(__wglewDeleteAssociatedContextAMD) -#define wglGetContextGPUIDAMD WGLEW_GET_FUN(__wglewGetContextGPUIDAMD) -#define wglGetCurrentAssociatedContextAMD WGLEW_GET_FUN(__wglewGetCurrentAssociatedContextAMD) -#define wglGetGPUIDsAMD WGLEW_GET_FUN(__wglewGetGPUIDsAMD) -#define wglGetGPUInfoAMD WGLEW_GET_FUN(__wglewGetGPUInfoAMD) -#define wglMakeAssociatedContextCurrentAMD WGLEW_GET_FUN(__wglewMakeAssociatedContextCurrentAMD) - -#define WGLEW_AMD_gpu_association WGLEW_GET_VAR(__WGLEW_AMD_gpu_association) - -#endif /* WGL_AMD_gpu_association */ - -/* ------------------------- WGL_ARB_buffer_region ------------------------- */ - -#ifndef WGL_ARB_buffer_region -#define WGL_ARB_buffer_region 1 - -#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001 -#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002 -#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004 -#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008 - -typedef HANDLE (WINAPI * PFNWGLCREATEBUFFERREGIONARBPROC) (HDC hDC, int iLayerPlane, UINT uType); -typedef VOID (WINAPI * PFNWGLDELETEBUFFERREGIONARBPROC) (HANDLE hRegion); -typedef BOOL (WINAPI * PFNWGLRESTOREBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc); -typedef BOOL (WINAPI * PFNWGLSAVEBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height); - -#define wglCreateBufferRegionARB WGLEW_GET_FUN(__wglewCreateBufferRegionARB) -#define wglDeleteBufferRegionARB WGLEW_GET_FUN(__wglewDeleteBufferRegionARB) -#define wglRestoreBufferRegionARB WGLEW_GET_FUN(__wglewRestoreBufferRegionARB) -#define wglSaveBufferRegionARB WGLEW_GET_FUN(__wglewSaveBufferRegionARB) - -#define WGLEW_ARB_buffer_region WGLEW_GET_VAR(__WGLEW_ARB_buffer_region) - -#endif /* WGL_ARB_buffer_region */ - -/* --------------------- WGL_ARB_context_flush_control --------------------- */ - -#ifndef WGL_ARB_context_flush_control -#define WGL_ARB_context_flush_control 1 - -#define WGLEW_ARB_context_flush_control WGLEW_GET_VAR(__WGLEW_ARB_context_flush_control) - -#endif /* WGL_ARB_context_flush_control */ - -/* ------------------------- WGL_ARB_create_context ------------------------ */ - -#ifndef WGL_ARB_create_context -#define WGL_ARB_create_context 1 - -#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001 -#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002 -#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091 -#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092 -#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093 -#define WGL_CONTEXT_FLAGS_ARB 0x2094 -#define ERROR_INVALID_VERSION_ARB 0x2095 -#define ERROR_INVALID_PROFILE_ARB 0x2096 - -typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int* attribList); - -#define wglCreateContextAttribsARB WGLEW_GET_FUN(__wglewCreateContextAttribsARB) - -#define WGLEW_ARB_create_context WGLEW_GET_VAR(__WGLEW_ARB_create_context) - -#endif /* WGL_ARB_create_context */ - -/* -------------------- WGL_ARB_create_context_no_error -------------------- */ - -#ifndef WGL_ARB_create_context_no_error -#define WGL_ARB_create_context_no_error 1 - -#define WGLEW_ARB_create_context_no_error WGLEW_GET_VAR(__WGLEW_ARB_create_context_no_error) - -#endif /* WGL_ARB_create_context_no_error */ - -/* --------------------- WGL_ARB_create_context_profile -------------------- */ - -#ifndef WGL_ARB_create_context_profile -#define WGL_ARB_create_context_profile 1 - -#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 -#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002 -#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126 - -#define WGLEW_ARB_create_context_profile WGLEW_GET_VAR(__WGLEW_ARB_create_context_profile) - -#endif /* WGL_ARB_create_context_profile */ - -/* ------------------- WGL_ARB_create_context_robustness ------------------- */ - -#ifndef WGL_ARB_create_context_robustness -#define WGL_ARB_create_context_robustness 1 - -#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004 -#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 -#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 -#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261 - -#define WGLEW_ARB_create_context_robustness WGLEW_GET_VAR(__WGLEW_ARB_create_context_robustness) - -#endif /* WGL_ARB_create_context_robustness */ - -/* ----------------------- WGL_ARB_extensions_string ----------------------- */ - -#ifndef WGL_ARB_extensions_string -#define WGL_ARB_extensions_string 1 - -typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc); - -#define wglGetExtensionsStringARB WGLEW_GET_FUN(__wglewGetExtensionsStringARB) - -#define WGLEW_ARB_extensions_string WGLEW_GET_VAR(__WGLEW_ARB_extensions_string) - -#endif /* WGL_ARB_extensions_string */ - -/* ------------------------ WGL_ARB_framebuffer_sRGB ----------------------- */ - -#ifndef WGL_ARB_framebuffer_sRGB -#define WGL_ARB_framebuffer_sRGB 1 - -#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9 - -#define WGLEW_ARB_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_ARB_framebuffer_sRGB) - -#endif /* WGL_ARB_framebuffer_sRGB */ - -/* ----------------------- WGL_ARB_make_current_read ----------------------- */ - -#ifndef WGL_ARB_make_current_read -#define WGL_ARB_make_current_read 1 - -#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043 -#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054 - -typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCARBPROC) (VOID); -typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc); - -#define wglGetCurrentReadDCARB WGLEW_GET_FUN(__wglewGetCurrentReadDCARB) -#define wglMakeContextCurrentARB WGLEW_GET_FUN(__wglewMakeContextCurrentARB) - -#define WGLEW_ARB_make_current_read WGLEW_GET_VAR(__WGLEW_ARB_make_current_read) - -#endif /* WGL_ARB_make_current_read */ - -/* -------------------------- WGL_ARB_multisample -------------------------- */ - -#ifndef WGL_ARB_multisample -#define WGL_ARB_multisample 1 - -#define WGL_SAMPLE_BUFFERS_ARB 0x2041 -#define WGL_SAMPLES_ARB 0x2042 - -#define WGLEW_ARB_multisample WGLEW_GET_VAR(__WGLEW_ARB_multisample) - -#endif /* WGL_ARB_multisample */ - -/* ---------------------------- WGL_ARB_pbuffer ---------------------------- */ - -#ifndef WGL_ARB_pbuffer -#define WGL_ARB_pbuffer 1 - -#define WGL_DRAW_TO_PBUFFER_ARB 0x202D -#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E -#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F -#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030 -#define WGL_PBUFFER_LARGEST_ARB 0x2033 -#define WGL_PBUFFER_WIDTH_ARB 0x2034 -#define WGL_PBUFFER_HEIGHT_ARB 0x2035 -#define WGL_PBUFFER_LOST_ARB 0x2036 - -DECLARE_HANDLE(HPBUFFERARB); - -typedef HPBUFFERARB (WINAPI * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList); -typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer); -typedef HDC (WINAPI * PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer); -typedef BOOL (WINAPI * PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int* piValue); -typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC); - -#define wglCreatePbufferARB WGLEW_GET_FUN(__wglewCreatePbufferARB) -#define wglDestroyPbufferARB WGLEW_GET_FUN(__wglewDestroyPbufferARB) -#define wglGetPbufferDCARB WGLEW_GET_FUN(__wglewGetPbufferDCARB) -#define wglQueryPbufferARB WGLEW_GET_FUN(__wglewQueryPbufferARB) -#define wglReleasePbufferDCARB WGLEW_GET_FUN(__wglewReleasePbufferDCARB) - -#define WGLEW_ARB_pbuffer WGLEW_GET_VAR(__WGLEW_ARB_pbuffer) - -#endif /* WGL_ARB_pbuffer */ - -/* -------------------------- WGL_ARB_pixel_format ------------------------- */ - -#ifndef WGL_ARB_pixel_format -#define WGL_ARB_pixel_format 1 - -#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000 -#define WGL_DRAW_TO_WINDOW_ARB 0x2001 -#define WGL_DRAW_TO_BITMAP_ARB 0x2002 -#define WGL_ACCELERATION_ARB 0x2003 -#define WGL_NEED_PALETTE_ARB 0x2004 -#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005 -#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006 -#define WGL_SWAP_METHOD_ARB 0x2007 -#define WGL_NUMBER_OVERLAYS_ARB 0x2008 -#define WGL_NUMBER_UNDERLAYS_ARB 0x2009 -#define WGL_TRANSPARENT_ARB 0x200A -#define WGL_SHARE_DEPTH_ARB 0x200C -#define WGL_SHARE_STENCIL_ARB 0x200D -#define WGL_SHARE_ACCUM_ARB 0x200E -#define WGL_SUPPORT_GDI_ARB 0x200F -#define WGL_SUPPORT_OPENGL_ARB 0x2010 -#define WGL_DOUBLE_BUFFER_ARB 0x2011 -#define WGL_STEREO_ARB 0x2012 -#define WGL_PIXEL_TYPE_ARB 0x2013 -#define WGL_COLOR_BITS_ARB 0x2014 -#define WGL_RED_BITS_ARB 0x2015 -#define WGL_RED_SHIFT_ARB 0x2016 -#define WGL_GREEN_BITS_ARB 0x2017 -#define WGL_GREEN_SHIFT_ARB 0x2018 -#define WGL_BLUE_BITS_ARB 0x2019 -#define WGL_BLUE_SHIFT_ARB 0x201A -#define WGL_ALPHA_BITS_ARB 0x201B -#define WGL_ALPHA_SHIFT_ARB 0x201C -#define WGL_ACCUM_BITS_ARB 0x201D -#define WGL_ACCUM_RED_BITS_ARB 0x201E -#define WGL_ACCUM_GREEN_BITS_ARB 0x201F -#define WGL_ACCUM_BLUE_BITS_ARB 0x2020 -#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021 -#define WGL_DEPTH_BITS_ARB 0x2022 -#define WGL_STENCIL_BITS_ARB 0x2023 -#define WGL_AUX_BUFFERS_ARB 0x2024 -#define WGL_NO_ACCELERATION_ARB 0x2025 -#define WGL_GENERIC_ACCELERATION_ARB 0x2026 -#define WGL_FULL_ACCELERATION_ARB 0x2027 -#define WGL_SWAP_EXCHANGE_ARB 0x2028 -#define WGL_SWAP_COPY_ARB 0x2029 -#define WGL_SWAP_UNDEFINED_ARB 0x202A -#define WGL_TYPE_RGBA_ARB 0x202B -#define WGL_TYPE_COLORINDEX_ARB 0x202C -#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037 -#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038 -#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039 -#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A -#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B - -typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats); -typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, FLOAT *pfValues); -typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, int *piValues); - -#define wglChoosePixelFormatARB WGLEW_GET_FUN(__wglewChoosePixelFormatARB) -#define wglGetPixelFormatAttribfvARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvARB) -#define wglGetPixelFormatAttribivARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribivARB) - -#define WGLEW_ARB_pixel_format WGLEW_GET_VAR(__WGLEW_ARB_pixel_format) - -#endif /* WGL_ARB_pixel_format */ - -/* ----------------------- WGL_ARB_pixel_format_float ---------------------- */ - -#ifndef WGL_ARB_pixel_format_float -#define WGL_ARB_pixel_format_float 1 - -#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0 - -#define WGLEW_ARB_pixel_format_float WGLEW_GET_VAR(__WGLEW_ARB_pixel_format_float) - -#endif /* WGL_ARB_pixel_format_float */ - -/* ------------------------- WGL_ARB_render_texture ------------------------ */ - -#ifndef WGL_ARB_render_texture -#define WGL_ARB_render_texture 1 - -#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070 -#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071 -#define WGL_TEXTURE_FORMAT_ARB 0x2072 -#define WGL_TEXTURE_TARGET_ARB 0x2073 -#define WGL_MIPMAP_TEXTURE_ARB 0x2074 -#define WGL_TEXTURE_RGB_ARB 0x2075 -#define WGL_TEXTURE_RGBA_ARB 0x2076 -#define WGL_NO_TEXTURE_ARB 0x2077 -#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078 -#define WGL_TEXTURE_1D_ARB 0x2079 -#define WGL_TEXTURE_2D_ARB 0x207A -#define WGL_MIPMAP_LEVEL_ARB 0x207B -#define WGL_CUBE_MAP_FACE_ARB 0x207C -#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D -#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E -#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F -#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080 -#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081 -#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082 -#define WGL_FRONT_LEFT_ARB 0x2083 -#define WGL_FRONT_RIGHT_ARB 0x2084 -#define WGL_BACK_LEFT_ARB 0x2085 -#define WGL_BACK_RIGHT_ARB 0x2086 -#define WGL_AUX0_ARB 0x2087 -#define WGL_AUX1_ARB 0x2088 -#define WGL_AUX2_ARB 0x2089 -#define WGL_AUX3_ARB 0x208A -#define WGL_AUX4_ARB 0x208B -#define WGL_AUX5_ARB 0x208C -#define WGL_AUX6_ARB 0x208D -#define WGL_AUX7_ARB 0x208E -#define WGL_AUX8_ARB 0x208F -#define WGL_AUX9_ARB 0x2090 - -typedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer); -typedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer); -typedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC) (HPBUFFERARB hPbuffer, const int* piAttribList); - -#define wglBindTexImageARB WGLEW_GET_FUN(__wglewBindTexImageARB) -#define wglReleaseTexImageARB WGLEW_GET_FUN(__wglewReleaseTexImageARB) -#define wglSetPbufferAttribARB WGLEW_GET_FUN(__wglewSetPbufferAttribARB) - -#define WGLEW_ARB_render_texture WGLEW_GET_VAR(__WGLEW_ARB_render_texture) - -#endif /* WGL_ARB_render_texture */ - -/* ---------------- WGL_ARB_robustness_application_isolation --------------- */ - -#ifndef WGL_ARB_robustness_application_isolation -#define WGL_ARB_robustness_application_isolation 1 - -#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 - -#define WGLEW_ARB_robustness_application_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_application_isolation) - -#endif /* WGL_ARB_robustness_application_isolation */ - -/* ---------------- WGL_ARB_robustness_share_group_isolation --------------- */ - -#ifndef WGL_ARB_robustness_share_group_isolation -#define WGL_ARB_robustness_share_group_isolation 1 - -#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 - -#define WGLEW_ARB_robustness_share_group_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_share_group_isolation) - -#endif /* WGL_ARB_robustness_share_group_isolation */ - -/* ----------------------- WGL_ATI_pixel_format_float ---------------------- */ - -#ifndef WGL_ATI_pixel_format_float -#define WGL_ATI_pixel_format_float 1 - -#define WGL_TYPE_RGBA_FLOAT_ATI 0x21A0 -#define GL_RGBA_FLOAT_MODE_ATI 0x8820 -#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835 - -#define WGLEW_ATI_pixel_format_float WGLEW_GET_VAR(__WGLEW_ATI_pixel_format_float) - -#endif /* WGL_ATI_pixel_format_float */ - -/* -------------------- WGL_ATI_render_texture_rectangle ------------------- */ - -#ifndef WGL_ATI_render_texture_rectangle -#define WGL_ATI_render_texture_rectangle 1 - -#define WGL_TEXTURE_RECTANGLE_ATI 0x21A5 - -#define WGLEW_ATI_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_ATI_render_texture_rectangle) - -#endif /* WGL_ATI_render_texture_rectangle */ - -/* --------------------------- WGL_EXT_colorspace -------------------------- */ - -#ifndef WGL_EXT_colorspace -#define WGL_EXT_colorspace 1 - -#define WGL_COLORSPACE_SRGB_EXT 0x3089 -#define WGL_COLORSPACE_LINEAR_EXT 0x308A -#define WGL_COLORSPACE_EXT 0x309D - -#define WGLEW_EXT_colorspace WGLEW_GET_VAR(__WGLEW_EXT_colorspace) - -#endif /* WGL_EXT_colorspace */ - -/* ------------------- WGL_EXT_create_context_es2_profile ------------------ */ - -#ifndef WGL_EXT_create_context_es2_profile -#define WGL_EXT_create_context_es2_profile 1 - -#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004 - -#define WGLEW_EXT_create_context_es2_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es2_profile) - -#endif /* WGL_EXT_create_context_es2_profile */ - -/* ------------------- WGL_EXT_create_context_es_profile ------------------- */ - -#ifndef WGL_EXT_create_context_es_profile -#define WGL_EXT_create_context_es_profile 1 - -#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004 - -#define WGLEW_EXT_create_context_es_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es_profile) - -#endif /* WGL_EXT_create_context_es_profile */ - -/* -------------------------- WGL_EXT_depth_float -------------------------- */ - -#ifndef WGL_EXT_depth_float -#define WGL_EXT_depth_float 1 - -#define WGL_DEPTH_FLOAT_EXT 0x2040 - -#define WGLEW_EXT_depth_float WGLEW_GET_VAR(__WGLEW_EXT_depth_float) - -#endif /* WGL_EXT_depth_float */ - -/* ---------------------- WGL_EXT_display_color_table ---------------------- */ - -#ifndef WGL_EXT_display_color_table -#define WGL_EXT_display_color_table 1 - -typedef GLboolean (WINAPI * PFNWGLBINDDISPLAYCOLORTABLEEXTPROC) (GLushort id); -typedef GLboolean (WINAPI * PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC) (GLushort id); -typedef void (WINAPI * PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC) (GLushort id); -typedef GLboolean (WINAPI * PFNWGLLOADDISPLAYCOLORTABLEEXTPROC) (GLushort* table, GLuint length); - -#define wglBindDisplayColorTableEXT WGLEW_GET_FUN(__wglewBindDisplayColorTableEXT) -#define wglCreateDisplayColorTableEXT WGLEW_GET_FUN(__wglewCreateDisplayColorTableEXT) -#define wglDestroyDisplayColorTableEXT WGLEW_GET_FUN(__wglewDestroyDisplayColorTableEXT) -#define wglLoadDisplayColorTableEXT WGLEW_GET_FUN(__wglewLoadDisplayColorTableEXT) - -#define WGLEW_EXT_display_color_table WGLEW_GET_VAR(__WGLEW_EXT_display_color_table) - -#endif /* WGL_EXT_display_color_table */ - -/* ----------------------- WGL_EXT_extensions_string ----------------------- */ - -#ifndef WGL_EXT_extensions_string -#define WGL_EXT_extensions_string 1 - -typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC) (void); - -#define wglGetExtensionsStringEXT WGLEW_GET_FUN(__wglewGetExtensionsStringEXT) - -#define WGLEW_EXT_extensions_string WGLEW_GET_VAR(__WGLEW_EXT_extensions_string) - -#endif /* WGL_EXT_extensions_string */ - -/* ------------------------ WGL_EXT_framebuffer_sRGB ----------------------- */ - -#ifndef WGL_EXT_framebuffer_sRGB -#define WGL_EXT_framebuffer_sRGB 1 - -#define WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20A9 - -#define WGLEW_EXT_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_EXT_framebuffer_sRGB) - -#endif /* WGL_EXT_framebuffer_sRGB */ - -/* ----------------------- WGL_EXT_make_current_read ----------------------- */ - -#ifndef WGL_EXT_make_current_read -#define WGL_EXT_make_current_read 1 - -#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043 - -typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCEXTPROC) (VOID); -typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTEXTPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc); - -#define wglGetCurrentReadDCEXT WGLEW_GET_FUN(__wglewGetCurrentReadDCEXT) -#define wglMakeContextCurrentEXT WGLEW_GET_FUN(__wglewMakeContextCurrentEXT) - -#define WGLEW_EXT_make_current_read WGLEW_GET_VAR(__WGLEW_EXT_make_current_read) - -#endif /* WGL_EXT_make_current_read */ - -/* -------------------------- WGL_EXT_multisample -------------------------- */ - -#ifndef WGL_EXT_multisample -#define WGL_EXT_multisample 1 - -#define WGL_SAMPLE_BUFFERS_EXT 0x2041 -#define WGL_SAMPLES_EXT 0x2042 - -#define WGLEW_EXT_multisample WGLEW_GET_VAR(__WGLEW_EXT_multisample) - -#endif /* WGL_EXT_multisample */ - -/* ---------------------------- WGL_EXT_pbuffer ---------------------------- */ - -#ifndef WGL_EXT_pbuffer -#define WGL_EXT_pbuffer 1 - -#define WGL_DRAW_TO_PBUFFER_EXT 0x202D -#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E -#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F -#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030 -#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031 -#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032 -#define WGL_PBUFFER_LARGEST_EXT 0x2033 -#define WGL_PBUFFER_WIDTH_EXT 0x2034 -#define WGL_PBUFFER_HEIGHT_EXT 0x2035 - -DECLARE_HANDLE(HPBUFFEREXT); - -typedef HPBUFFEREXT (WINAPI * PFNWGLCREATEPBUFFEREXTPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList); -typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer); -typedef HDC (WINAPI * PFNWGLGETPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer); -typedef BOOL (WINAPI * PFNWGLQUERYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer, int iAttribute, int* piValue); -typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer, HDC hDC); - -#define wglCreatePbufferEXT WGLEW_GET_FUN(__wglewCreatePbufferEXT) -#define wglDestroyPbufferEXT WGLEW_GET_FUN(__wglewDestroyPbufferEXT) -#define wglGetPbufferDCEXT WGLEW_GET_FUN(__wglewGetPbufferDCEXT) -#define wglQueryPbufferEXT WGLEW_GET_FUN(__wglewQueryPbufferEXT) -#define wglReleasePbufferDCEXT WGLEW_GET_FUN(__wglewReleasePbufferDCEXT) - -#define WGLEW_EXT_pbuffer WGLEW_GET_VAR(__WGLEW_EXT_pbuffer) - -#endif /* WGL_EXT_pbuffer */ - -/* -------------------------- WGL_EXT_pixel_format ------------------------- */ - -#ifndef WGL_EXT_pixel_format -#define WGL_EXT_pixel_format 1 - -#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000 -#define WGL_DRAW_TO_WINDOW_EXT 0x2001 -#define WGL_DRAW_TO_BITMAP_EXT 0x2002 -#define WGL_ACCELERATION_EXT 0x2003 -#define WGL_NEED_PALETTE_EXT 0x2004 -#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005 -#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006 -#define WGL_SWAP_METHOD_EXT 0x2007 -#define WGL_NUMBER_OVERLAYS_EXT 0x2008 -#define WGL_NUMBER_UNDERLAYS_EXT 0x2009 -#define WGL_TRANSPARENT_EXT 0x200A -#define WGL_TRANSPARENT_VALUE_EXT 0x200B -#define WGL_SHARE_DEPTH_EXT 0x200C -#define WGL_SHARE_STENCIL_EXT 0x200D -#define WGL_SHARE_ACCUM_EXT 0x200E -#define WGL_SUPPORT_GDI_EXT 0x200F -#define WGL_SUPPORT_OPENGL_EXT 0x2010 -#define WGL_DOUBLE_BUFFER_EXT 0x2011 -#define WGL_STEREO_EXT 0x2012 -#define WGL_PIXEL_TYPE_EXT 0x2013 -#define WGL_COLOR_BITS_EXT 0x2014 -#define WGL_RED_BITS_EXT 0x2015 -#define WGL_RED_SHIFT_EXT 0x2016 -#define WGL_GREEN_BITS_EXT 0x2017 -#define WGL_GREEN_SHIFT_EXT 0x2018 -#define WGL_BLUE_BITS_EXT 0x2019 -#define WGL_BLUE_SHIFT_EXT 0x201A -#define WGL_ALPHA_BITS_EXT 0x201B -#define WGL_ALPHA_SHIFT_EXT 0x201C -#define WGL_ACCUM_BITS_EXT 0x201D -#define WGL_ACCUM_RED_BITS_EXT 0x201E -#define WGL_ACCUM_GREEN_BITS_EXT 0x201F -#define WGL_ACCUM_BLUE_BITS_EXT 0x2020 -#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021 -#define WGL_DEPTH_BITS_EXT 0x2022 -#define WGL_STENCIL_BITS_EXT 0x2023 -#define WGL_AUX_BUFFERS_EXT 0x2024 -#define WGL_NO_ACCELERATION_EXT 0x2025 -#define WGL_GENERIC_ACCELERATION_EXT 0x2026 -#define WGL_FULL_ACCELERATION_EXT 0x2027 -#define WGL_SWAP_EXCHANGE_EXT 0x2028 -#define WGL_SWAP_COPY_EXT 0x2029 -#define WGL_SWAP_UNDEFINED_EXT 0x202A -#define WGL_TYPE_RGBA_EXT 0x202B -#define WGL_TYPE_COLORINDEX_EXT 0x202C - -typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATEXTPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats); -typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, FLOAT *pfValues); -typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, int *piValues); - -#define wglChoosePixelFormatEXT WGLEW_GET_FUN(__wglewChoosePixelFormatEXT) -#define wglGetPixelFormatAttribfvEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvEXT) -#define wglGetPixelFormatAttribivEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribivEXT) - -#define WGLEW_EXT_pixel_format WGLEW_GET_VAR(__WGLEW_EXT_pixel_format) - -#endif /* WGL_EXT_pixel_format */ - -/* ------------------- WGL_EXT_pixel_format_packed_float ------------------- */ - -#ifndef WGL_EXT_pixel_format_packed_float -#define WGL_EXT_pixel_format_packed_float 1 - -#define WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT 0x20A8 - -#define WGLEW_EXT_pixel_format_packed_float WGLEW_GET_VAR(__WGLEW_EXT_pixel_format_packed_float) - -#endif /* WGL_EXT_pixel_format_packed_float */ - -/* -------------------------- WGL_EXT_swap_control ------------------------- */ - -#ifndef WGL_EXT_swap_control -#define WGL_EXT_swap_control 1 - -typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void); -typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval); - -#define wglGetSwapIntervalEXT WGLEW_GET_FUN(__wglewGetSwapIntervalEXT) -#define wglSwapIntervalEXT WGLEW_GET_FUN(__wglewSwapIntervalEXT) - -#define WGLEW_EXT_swap_control WGLEW_GET_VAR(__WGLEW_EXT_swap_control) - -#endif /* WGL_EXT_swap_control */ - -/* ----------------------- WGL_EXT_swap_control_tear ----------------------- */ - -#ifndef WGL_EXT_swap_control_tear -#define WGL_EXT_swap_control_tear 1 - -#define WGLEW_EXT_swap_control_tear WGLEW_GET_VAR(__WGLEW_EXT_swap_control_tear) - -#endif /* WGL_EXT_swap_control_tear */ - -/* --------------------- WGL_I3D_digital_video_control --------------------- */ - -#ifndef WGL_I3D_digital_video_control -#define WGL_I3D_digital_video_control 1 - -#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050 -#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051 -#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052 -#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053 - -typedef BOOL (WINAPI * PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue); -typedef BOOL (WINAPI * PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue); - -#define wglGetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewGetDigitalVideoParametersI3D) -#define wglSetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewSetDigitalVideoParametersI3D) - -#define WGLEW_I3D_digital_video_control WGLEW_GET_VAR(__WGLEW_I3D_digital_video_control) - -#endif /* WGL_I3D_digital_video_control */ - -/* ----------------------------- WGL_I3D_gamma ----------------------------- */ - -#ifndef WGL_I3D_gamma -#define WGL_I3D_gamma 1 - -#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E -#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F - -typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, USHORT* puRed, USHORT *puGreen, USHORT *puBlue); -typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue); -typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, const USHORT* puRed, const USHORT *puGreen, const USHORT *puBlue); -typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue); - -#define wglGetGammaTableI3D WGLEW_GET_FUN(__wglewGetGammaTableI3D) -#define wglGetGammaTableParametersI3D WGLEW_GET_FUN(__wglewGetGammaTableParametersI3D) -#define wglSetGammaTableI3D WGLEW_GET_FUN(__wglewSetGammaTableI3D) -#define wglSetGammaTableParametersI3D WGLEW_GET_FUN(__wglewSetGammaTableParametersI3D) - -#define WGLEW_I3D_gamma WGLEW_GET_VAR(__WGLEW_I3D_gamma) - -#endif /* WGL_I3D_gamma */ - -/* ---------------------------- WGL_I3D_genlock ---------------------------- */ - -#ifndef WGL_I3D_genlock -#define WGL_I3D_genlock 1 - -#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044 -#define WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D 0x2045 -#define WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D 0x2046 -#define WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D 0x2047 -#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048 -#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049 -#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A -#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B -#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C - -typedef BOOL (WINAPI * PFNWGLDISABLEGENLOCKI3DPROC) (HDC hDC); -typedef BOOL (WINAPI * PFNWGLENABLEGENLOCKI3DPROC) (HDC hDC); -typedef BOOL (WINAPI * PFNWGLGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT uRate); -typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT uDelay); -typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT uEdge); -typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEI3DPROC) (HDC hDC, UINT uSource); -typedef BOOL (WINAPI * PFNWGLGETGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT* uRate); -typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT* uDelay); -typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT* uEdge); -typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEI3DPROC) (HDC hDC, UINT* uSource); -typedef BOOL (WINAPI * PFNWGLISENABLEDGENLOCKI3DPROC) (HDC hDC, BOOL* pFlag); -typedef BOOL (WINAPI * PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC) (HDC hDC, UINT* uMaxLineDelay, UINT *uMaxPixelDelay); - -#define wglDisableGenlockI3D WGLEW_GET_FUN(__wglewDisableGenlockI3D) -#define wglEnableGenlockI3D WGLEW_GET_FUN(__wglewEnableGenlockI3D) -#define wglGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGenlockSampleRateI3D) -#define wglGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGenlockSourceDelayI3D) -#define wglGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGenlockSourceEdgeI3D) -#define wglGenlockSourceI3D WGLEW_GET_FUN(__wglewGenlockSourceI3D) -#define wglGetGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGetGenlockSampleRateI3D) -#define wglGetGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGetGenlockSourceDelayI3D) -#define wglGetGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGetGenlockSourceEdgeI3D) -#define wglGetGenlockSourceI3D WGLEW_GET_FUN(__wglewGetGenlockSourceI3D) -#define wglIsEnabledGenlockI3D WGLEW_GET_FUN(__wglewIsEnabledGenlockI3D) -#define wglQueryGenlockMaxSourceDelayI3D WGLEW_GET_FUN(__wglewQueryGenlockMaxSourceDelayI3D) - -#define WGLEW_I3D_genlock WGLEW_GET_VAR(__WGLEW_I3D_genlock) - -#endif /* WGL_I3D_genlock */ - -/* -------------------------- WGL_I3D_image_buffer ------------------------- */ - -#ifndef WGL_I3D_image_buffer -#define WGL_I3D_image_buffer 1 - -#define WGL_IMAGE_BUFFER_MIN_ACCESS_I3D 0x00000001 -#define WGL_IMAGE_BUFFER_LOCK_I3D 0x00000002 - -typedef BOOL (WINAPI * PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, HANDLE* pEvent, LPVOID *pAddress, DWORD *pSize, UINT count); -typedef LPVOID (WINAPI * PFNWGLCREATEIMAGEBUFFERI3DPROC) (HDC hDC, DWORD dwSize, UINT uFlags); -typedef BOOL (WINAPI * PFNWGLDESTROYIMAGEBUFFERI3DPROC) (HDC hDC, LPVOID pAddress); -typedef BOOL (WINAPI * PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, LPVOID* pAddress, UINT count); - -#define wglAssociateImageBufferEventsI3D WGLEW_GET_FUN(__wglewAssociateImageBufferEventsI3D) -#define wglCreateImageBufferI3D WGLEW_GET_FUN(__wglewCreateImageBufferI3D) -#define wglDestroyImageBufferI3D WGLEW_GET_FUN(__wglewDestroyImageBufferI3D) -#define wglReleaseImageBufferEventsI3D WGLEW_GET_FUN(__wglewReleaseImageBufferEventsI3D) - -#define WGLEW_I3D_image_buffer WGLEW_GET_VAR(__WGLEW_I3D_image_buffer) - -#endif /* WGL_I3D_image_buffer */ - -/* ------------------------ WGL_I3D_swap_frame_lock ------------------------ */ - -#ifndef WGL_I3D_swap_frame_lock -#define WGL_I3D_swap_frame_lock 1 - -typedef BOOL (WINAPI * PFNWGLDISABLEFRAMELOCKI3DPROC) (VOID); -typedef BOOL (WINAPI * PFNWGLENABLEFRAMELOCKI3DPROC) (VOID); -typedef BOOL (WINAPI * PFNWGLISENABLEDFRAMELOCKI3DPROC) (BOOL* pFlag); -typedef BOOL (WINAPI * PFNWGLQUERYFRAMELOCKMASTERI3DPROC) (BOOL* pFlag); - -#define wglDisableFrameLockI3D WGLEW_GET_FUN(__wglewDisableFrameLockI3D) -#define wglEnableFrameLockI3D WGLEW_GET_FUN(__wglewEnableFrameLockI3D) -#define wglIsEnabledFrameLockI3D WGLEW_GET_FUN(__wglewIsEnabledFrameLockI3D) -#define wglQueryFrameLockMasterI3D WGLEW_GET_FUN(__wglewQueryFrameLockMasterI3D) - -#define WGLEW_I3D_swap_frame_lock WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_lock) - -#endif /* WGL_I3D_swap_frame_lock */ - -/* ------------------------ WGL_I3D_swap_frame_usage ----------------------- */ - -#ifndef WGL_I3D_swap_frame_usage -#define WGL_I3D_swap_frame_usage 1 - -typedef BOOL (WINAPI * PFNWGLBEGINFRAMETRACKINGI3DPROC) (void); -typedef BOOL (WINAPI * PFNWGLENDFRAMETRACKINGI3DPROC) (void); -typedef BOOL (WINAPI * PFNWGLGETFRAMEUSAGEI3DPROC) (float* pUsage); -typedef BOOL (WINAPI * PFNWGLQUERYFRAMETRACKINGI3DPROC) (DWORD* pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage); - -#define wglBeginFrameTrackingI3D WGLEW_GET_FUN(__wglewBeginFrameTrackingI3D) -#define wglEndFrameTrackingI3D WGLEW_GET_FUN(__wglewEndFrameTrackingI3D) -#define wglGetFrameUsageI3D WGLEW_GET_FUN(__wglewGetFrameUsageI3D) -#define wglQueryFrameTrackingI3D WGLEW_GET_FUN(__wglewQueryFrameTrackingI3D) - -#define WGLEW_I3D_swap_frame_usage WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_usage) - -#endif /* WGL_I3D_swap_frame_usage */ - -/* --------------------------- WGL_NV_DX_interop --------------------------- */ - -#ifndef WGL_NV_DX_interop -#define WGL_NV_DX_interop 1 - -#define WGL_ACCESS_READ_ONLY_NV 0x0000 -#define WGL_ACCESS_READ_WRITE_NV 0x0001 -#define WGL_ACCESS_WRITE_DISCARD_NV 0x0002 - -typedef BOOL (WINAPI * PFNWGLDXCLOSEDEVICENVPROC) (HANDLE hDevice); -typedef BOOL (WINAPI * PFNWGLDXLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects); -typedef BOOL (WINAPI * PFNWGLDXOBJECTACCESSNVPROC) (HANDLE hObject, GLenum access); -typedef HANDLE (WINAPI * PFNWGLDXOPENDEVICENVPROC) (void* dxDevice); -typedef HANDLE (WINAPI * PFNWGLDXREGISTEROBJECTNVPROC) (HANDLE hDevice, void* dxObject, GLuint name, GLenum type, GLenum access); -typedef BOOL (WINAPI * PFNWGLDXSETRESOURCESHAREHANDLENVPROC) (void* dxObject, HANDLE shareHandle); -typedef BOOL (WINAPI * PFNWGLDXUNLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects); -typedef BOOL (WINAPI * PFNWGLDXUNREGISTEROBJECTNVPROC) (HANDLE hDevice, HANDLE hObject); - -#define wglDXCloseDeviceNV WGLEW_GET_FUN(__wglewDXCloseDeviceNV) -#define wglDXLockObjectsNV WGLEW_GET_FUN(__wglewDXLockObjectsNV) -#define wglDXObjectAccessNV WGLEW_GET_FUN(__wglewDXObjectAccessNV) -#define wglDXOpenDeviceNV WGLEW_GET_FUN(__wglewDXOpenDeviceNV) -#define wglDXRegisterObjectNV WGLEW_GET_FUN(__wglewDXRegisterObjectNV) -#define wglDXSetResourceShareHandleNV WGLEW_GET_FUN(__wglewDXSetResourceShareHandleNV) -#define wglDXUnlockObjectsNV WGLEW_GET_FUN(__wglewDXUnlockObjectsNV) -#define wglDXUnregisterObjectNV WGLEW_GET_FUN(__wglewDXUnregisterObjectNV) - -#define WGLEW_NV_DX_interop WGLEW_GET_VAR(__WGLEW_NV_DX_interop) - -#endif /* WGL_NV_DX_interop */ - -/* --------------------------- WGL_NV_DX_interop2 -------------------------- */ - -#ifndef WGL_NV_DX_interop2 -#define WGL_NV_DX_interop2 1 - -#define WGLEW_NV_DX_interop2 WGLEW_GET_VAR(__WGLEW_NV_DX_interop2) - -#endif /* WGL_NV_DX_interop2 */ - -/* --------------------------- WGL_NV_copy_image --------------------------- */ - -#ifndef WGL_NV_copy_image -#define WGL_NV_copy_image 1 - -typedef BOOL (WINAPI * PFNWGLCOPYIMAGESUBDATANVPROC) (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); - -#define wglCopyImageSubDataNV WGLEW_GET_FUN(__wglewCopyImageSubDataNV) - -#define WGLEW_NV_copy_image WGLEW_GET_VAR(__WGLEW_NV_copy_image) - -#endif /* WGL_NV_copy_image */ - -/* ------------------------ WGL_NV_delay_before_swap ----------------------- */ - -#ifndef WGL_NV_delay_before_swap -#define WGL_NV_delay_before_swap 1 - -typedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds); - -#define wglDelayBeforeSwapNV WGLEW_GET_FUN(__wglewDelayBeforeSwapNV) - -#define WGLEW_NV_delay_before_swap WGLEW_GET_VAR(__WGLEW_NV_delay_before_swap) - -#endif /* WGL_NV_delay_before_swap */ - -/* -------------------------- WGL_NV_float_buffer -------------------------- */ - -#ifndef WGL_NV_float_buffer -#define WGL_NV_float_buffer 1 - -#define WGL_FLOAT_COMPONENTS_NV 0x20B0 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV 0x20B1 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV 0x20B2 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV 0x20B3 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV 0x20B4 -#define WGL_TEXTURE_FLOAT_R_NV 0x20B5 -#define WGL_TEXTURE_FLOAT_RG_NV 0x20B6 -#define WGL_TEXTURE_FLOAT_RGB_NV 0x20B7 -#define WGL_TEXTURE_FLOAT_RGBA_NV 0x20B8 - -#define WGLEW_NV_float_buffer WGLEW_GET_VAR(__WGLEW_NV_float_buffer) - -#endif /* WGL_NV_float_buffer */ - -/* -------------------------- WGL_NV_gpu_affinity -------------------------- */ - -#ifndef WGL_NV_gpu_affinity -#define WGL_NV_gpu_affinity 1 - -#define WGL_ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV 0x20D0 -#define WGL_ERROR_MISSING_AFFINITY_MASK_NV 0x20D1 - -DECLARE_HANDLE(HGPUNV); -typedef struct _GPU_DEVICE { - DWORD cb; - CHAR DeviceName[32]; - CHAR DeviceString[128]; - DWORD Flags; - RECT rcVirtualScreen; -} GPU_DEVICE, *PGPU_DEVICE; - -typedef HDC (WINAPI * PFNWGLCREATEAFFINITYDCNVPROC) (const HGPUNV *phGpuList); -typedef BOOL (WINAPI * PFNWGLDELETEDCNVPROC) (HDC hdc); -typedef BOOL (WINAPI * PFNWGLENUMGPUDEVICESNVPROC) (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice); -typedef BOOL (WINAPI * PFNWGLENUMGPUSFROMAFFINITYDCNVPROC) (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu); -typedef BOOL (WINAPI * PFNWGLENUMGPUSNVPROC) (UINT iGpuIndex, HGPUNV *phGpu); - -#define wglCreateAffinityDCNV WGLEW_GET_FUN(__wglewCreateAffinityDCNV) -#define wglDeleteDCNV WGLEW_GET_FUN(__wglewDeleteDCNV) -#define wglEnumGpuDevicesNV WGLEW_GET_FUN(__wglewEnumGpuDevicesNV) -#define wglEnumGpusFromAffinityDCNV WGLEW_GET_FUN(__wglewEnumGpusFromAffinityDCNV) -#define wglEnumGpusNV WGLEW_GET_FUN(__wglewEnumGpusNV) - -#define WGLEW_NV_gpu_affinity WGLEW_GET_VAR(__WGLEW_NV_gpu_affinity) - -#endif /* WGL_NV_gpu_affinity */ - -/* ---------------------- WGL_NV_multisample_coverage ---------------------- */ - -#ifndef WGL_NV_multisample_coverage -#define WGL_NV_multisample_coverage 1 - -#define WGL_COVERAGE_SAMPLES_NV 0x2042 -#define WGL_COLOR_SAMPLES_NV 0x20B9 - -#define WGLEW_NV_multisample_coverage WGLEW_GET_VAR(__WGLEW_NV_multisample_coverage) - -#endif /* WGL_NV_multisample_coverage */ - -/* -------------------------- WGL_NV_present_video ------------------------- */ - -#ifndef WGL_NV_present_video -#define WGL_NV_present_video 1 - -#define WGL_NUM_VIDEO_SLOTS_NV 0x20F0 - -DECLARE_HANDLE(HVIDEOOUTPUTDEVICENV); - -typedef BOOL (WINAPI * PFNWGLBINDVIDEODEVICENVPROC) (HDC hDc, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int* piAttribList); -typedef int (WINAPI * PFNWGLENUMERATEVIDEODEVICESNVPROC) (HDC hDc, HVIDEOOUTPUTDEVICENV* phDeviceList); -typedef BOOL (WINAPI * PFNWGLQUERYCURRENTCONTEXTNVPROC) (int iAttribute, int* piValue); - -#define wglBindVideoDeviceNV WGLEW_GET_FUN(__wglewBindVideoDeviceNV) -#define wglEnumerateVideoDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoDevicesNV) -#define wglQueryCurrentContextNV WGLEW_GET_FUN(__wglewQueryCurrentContextNV) - -#define WGLEW_NV_present_video WGLEW_GET_VAR(__WGLEW_NV_present_video) - -#endif /* WGL_NV_present_video */ - -/* ---------------------- WGL_NV_render_depth_texture ---------------------- */ - -#ifndef WGL_NV_render_depth_texture -#define WGL_NV_render_depth_texture 1 - -#define WGL_NO_TEXTURE_ARB 0x2077 -#define WGL_BIND_TO_TEXTURE_DEPTH_NV 0x20A3 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV 0x20A4 -#define WGL_DEPTH_TEXTURE_FORMAT_NV 0x20A5 -#define WGL_TEXTURE_DEPTH_COMPONENT_NV 0x20A6 -#define WGL_DEPTH_COMPONENT_NV 0x20A7 - -#define WGLEW_NV_render_depth_texture WGLEW_GET_VAR(__WGLEW_NV_render_depth_texture) - -#endif /* WGL_NV_render_depth_texture */ - -/* -------------------- WGL_NV_render_texture_rectangle -------------------- */ - -#ifndef WGL_NV_render_texture_rectangle -#define WGL_NV_render_texture_rectangle 1 - -#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV 0x20A0 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV 0x20A1 -#define WGL_TEXTURE_RECTANGLE_NV 0x20A2 - -#define WGLEW_NV_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_NV_render_texture_rectangle) - -#endif /* WGL_NV_render_texture_rectangle */ - -/* --------------------------- WGL_NV_swap_group --------------------------- */ - -#ifndef WGL_NV_swap_group -#define WGL_NV_swap_group 1 - -typedef BOOL (WINAPI * PFNWGLBINDSWAPBARRIERNVPROC) (GLuint group, GLuint barrier); -typedef BOOL (WINAPI * PFNWGLJOINSWAPGROUPNVPROC) (HDC hDC, GLuint group); -typedef BOOL (WINAPI * PFNWGLQUERYFRAMECOUNTNVPROC) (HDC hDC, GLuint* count); -typedef BOOL (WINAPI * PFNWGLQUERYMAXSWAPGROUPSNVPROC) (HDC hDC, GLuint* maxGroups, GLuint *maxBarriers); -typedef BOOL (WINAPI * PFNWGLQUERYSWAPGROUPNVPROC) (HDC hDC, GLuint* group, GLuint *barrier); -typedef BOOL (WINAPI * PFNWGLRESETFRAMECOUNTNVPROC) (HDC hDC); - -#define wglBindSwapBarrierNV WGLEW_GET_FUN(__wglewBindSwapBarrierNV) -#define wglJoinSwapGroupNV WGLEW_GET_FUN(__wglewJoinSwapGroupNV) -#define wglQueryFrameCountNV WGLEW_GET_FUN(__wglewQueryFrameCountNV) -#define wglQueryMaxSwapGroupsNV WGLEW_GET_FUN(__wglewQueryMaxSwapGroupsNV) -#define wglQuerySwapGroupNV WGLEW_GET_FUN(__wglewQuerySwapGroupNV) -#define wglResetFrameCountNV WGLEW_GET_FUN(__wglewResetFrameCountNV) - -#define WGLEW_NV_swap_group WGLEW_GET_VAR(__WGLEW_NV_swap_group) - -#endif /* WGL_NV_swap_group */ - -/* ----------------------- WGL_NV_vertex_array_range ----------------------- */ - -#ifndef WGL_NV_vertex_array_range -#define WGL_NV_vertex_array_range 1 - -typedef void * (WINAPI * PFNWGLALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority); -typedef void (WINAPI * PFNWGLFREEMEMORYNVPROC) (void *pointer); - -#define wglAllocateMemoryNV WGLEW_GET_FUN(__wglewAllocateMemoryNV) -#define wglFreeMemoryNV WGLEW_GET_FUN(__wglewFreeMemoryNV) - -#define WGLEW_NV_vertex_array_range WGLEW_GET_VAR(__WGLEW_NV_vertex_array_range) - -#endif /* WGL_NV_vertex_array_range */ - -/* -------------------------- WGL_NV_video_capture ------------------------- */ - -#ifndef WGL_NV_video_capture -#define WGL_NV_video_capture 1 - -#define WGL_UNIQUE_ID_NV 0x20CE -#define WGL_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF - -DECLARE_HANDLE(HVIDEOINPUTDEVICENV); - -typedef BOOL (WINAPI * PFNWGLBINDVIDEOCAPTUREDEVICENVPROC) (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice); -typedef UINT (WINAPI * PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC) (HDC hDc, HVIDEOINPUTDEVICENV* phDeviceList); -typedef BOOL (WINAPI * PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice); -typedef BOOL (WINAPI * PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int* piValue); -typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice); - -#define wglBindVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewBindVideoCaptureDeviceNV) -#define wglEnumerateVideoCaptureDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoCaptureDevicesNV) -#define wglLockVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewLockVideoCaptureDeviceNV) -#define wglQueryVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewQueryVideoCaptureDeviceNV) -#define wglReleaseVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoCaptureDeviceNV) - -#define WGLEW_NV_video_capture WGLEW_GET_VAR(__WGLEW_NV_video_capture) - -#endif /* WGL_NV_video_capture */ - -/* -------------------------- WGL_NV_video_output -------------------------- */ - -#ifndef WGL_NV_video_output -#define WGL_NV_video_output 1 - -#define WGL_BIND_TO_VIDEO_RGB_NV 0x20C0 -#define WGL_BIND_TO_VIDEO_RGBA_NV 0x20C1 -#define WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV 0x20C2 -#define WGL_VIDEO_OUT_COLOR_NV 0x20C3 -#define WGL_VIDEO_OUT_ALPHA_NV 0x20C4 -#define WGL_VIDEO_OUT_DEPTH_NV 0x20C5 -#define WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6 -#define WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7 -#define WGL_VIDEO_OUT_FRAME 0x20C8 -#define WGL_VIDEO_OUT_FIELD_1 0x20C9 -#define WGL_VIDEO_OUT_FIELD_2 0x20CA -#define WGL_VIDEO_OUT_STACKED_FIELDS_1_2 0x20CB -#define WGL_VIDEO_OUT_STACKED_FIELDS_2_1 0x20CC - -DECLARE_HANDLE(HPVIDEODEV); - -typedef BOOL (WINAPI * PFNWGLBINDVIDEOIMAGENVPROC) (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer); -typedef BOOL (WINAPI * PFNWGLGETVIDEODEVICENVPROC) (HDC hDC, int numDevices, HPVIDEODEV* hVideoDevice); -typedef BOOL (WINAPI * PFNWGLGETVIDEOINFONVPROC) (HPVIDEODEV hpVideoDevice, unsigned long* pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo); -typedef BOOL (WINAPI * PFNWGLRELEASEVIDEODEVICENVPROC) (HPVIDEODEV hVideoDevice); -typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOIMAGENVPROC) (HPBUFFERARB hPbuffer, int iVideoBuffer); -typedef BOOL (WINAPI * PFNWGLSENDPBUFFERTOVIDEONVPROC) (HPBUFFERARB hPbuffer, int iBufferType, unsigned long* pulCounterPbuffer, BOOL bBlock); - -#define wglBindVideoImageNV WGLEW_GET_FUN(__wglewBindVideoImageNV) -#define wglGetVideoDeviceNV WGLEW_GET_FUN(__wglewGetVideoDeviceNV) -#define wglGetVideoInfoNV WGLEW_GET_FUN(__wglewGetVideoInfoNV) -#define wglReleaseVideoDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoDeviceNV) -#define wglReleaseVideoImageNV WGLEW_GET_FUN(__wglewReleaseVideoImageNV) -#define wglSendPbufferToVideoNV WGLEW_GET_FUN(__wglewSendPbufferToVideoNV) - -#define WGLEW_NV_video_output WGLEW_GET_VAR(__WGLEW_NV_video_output) - -#endif /* WGL_NV_video_output */ - -/* -------------------------- WGL_OML_sync_control ------------------------- */ - -#ifndef WGL_OML_sync_control -#define WGL_OML_sync_control 1 - -typedef BOOL (WINAPI * PFNWGLGETMSCRATEOMLPROC) (HDC hdc, INT32* numerator, INT32 *denominator); -typedef BOOL (WINAPI * PFNWGLGETSYNCVALUESOMLPROC) (HDC hdc, INT64* ust, INT64 *msc, INT64 *sbc); -typedef INT64 (WINAPI * PFNWGLSWAPBUFFERSMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder); -typedef INT64 (WINAPI * PFNWGLSWAPLAYERBUFFERSMSCOMLPROC) (HDC hdc, INT fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder); -typedef BOOL (WINAPI * PFNWGLWAITFORMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64* ust, INT64 *msc, INT64 *sbc); -typedef BOOL (WINAPI * PFNWGLWAITFORSBCOMLPROC) (HDC hdc, INT64 target_sbc, INT64* ust, INT64 *msc, INT64 *sbc); - -#define wglGetMscRateOML WGLEW_GET_FUN(__wglewGetMscRateOML) -#define wglGetSyncValuesOML WGLEW_GET_FUN(__wglewGetSyncValuesOML) -#define wglSwapBuffersMscOML WGLEW_GET_FUN(__wglewSwapBuffersMscOML) -#define wglSwapLayerBuffersMscOML WGLEW_GET_FUN(__wglewSwapLayerBuffersMscOML) -#define wglWaitForMscOML WGLEW_GET_FUN(__wglewWaitForMscOML) -#define wglWaitForSbcOML WGLEW_GET_FUN(__wglewWaitForSbcOML) - -#define WGLEW_OML_sync_control WGLEW_GET_VAR(__WGLEW_OML_sync_control) - -#endif /* WGL_OML_sync_control */ - -/* ------------------------------------------------------------------------- */ - -#define WGLEW_FUN_EXPORT GLEW_FUN_EXPORT -#define WGLEW_VAR_EXPORT GLEW_VAR_EXPORT - -WGLEW_FUN_EXPORT PFNWGLSETSTEREOEMITTERSTATE3DLPROC __wglewSetStereoEmitterState3DL; - -WGLEW_FUN_EXPORT PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC __wglewBlitContextFramebufferAMD; -WGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC __wglewCreateAssociatedContextAMD; -WGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __wglewCreateAssociatedContextAttribsAMD; -WGLEW_FUN_EXPORT PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC __wglewDeleteAssociatedContextAMD; -WGLEW_FUN_EXPORT PFNWGLGETCONTEXTGPUIDAMDPROC __wglewGetContextGPUIDAMD; -WGLEW_FUN_EXPORT PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC __wglewGetCurrentAssociatedContextAMD; -WGLEW_FUN_EXPORT PFNWGLGETGPUIDSAMDPROC __wglewGetGPUIDsAMD; -WGLEW_FUN_EXPORT PFNWGLGETGPUINFOAMDPROC __wglewGetGPUInfoAMD; -WGLEW_FUN_EXPORT PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __wglewMakeAssociatedContextCurrentAMD; - -WGLEW_FUN_EXPORT PFNWGLCREATEBUFFERREGIONARBPROC __wglewCreateBufferRegionARB; -WGLEW_FUN_EXPORT PFNWGLDELETEBUFFERREGIONARBPROC __wglewDeleteBufferRegionARB; -WGLEW_FUN_EXPORT PFNWGLRESTOREBUFFERREGIONARBPROC __wglewRestoreBufferRegionARB; -WGLEW_FUN_EXPORT PFNWGLSAVEBUFFERREGIONARBPROC __wglewSaveBufferRegionARB; - -WGLEW_FUN_EXPORT PFNWGLCREATECONTEXTATTRIBSARBPROC __wglewCreateContextAttribsARB; - -WGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGARBPROC __wglewGetExtensionsStringARB; - -WGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCARBPROC __wglewGetCurrentReadDCARB; -WGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTARBPROC __wglewMakeContextCurrentARB; - -WGLEW_FUN_EXPORT PFNWGLCREATEPBUFFERARBPROC __wglewCreatePbufferARB; -WGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFERARBPROC __wglewDestroyPbufferARB; -WGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCARBPROC __wglewGetPbufferDCARB; -WGLEW_FUN_EXPORT PFNWGLQUERYPBUFFERARBPROC __wglewQueryPbufferARB; -WGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCARBPROC __wglewReleasePbufferDCARB; - -WGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATARBPROC __wglewChoosePixelFormatARB; -WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVARBPROC __wglewGetPixelFormatAttribfvARB; -WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVARBPROC __wglewGetPixelFormatAttribivARB; - -WGLEW_FUN_EXPORT PFNWGLBINDTEXIMAGEARBPROC __wglewBindTexImageARB; -WGLEW_FUN_EXPORT PFNWGLRELEASETEXIMAGEARBPROC __wglewReleaseTexImageARB; -WGLEW_FUN_EXPORT PFNWGLSETPBUFFERATTRIBARBPROC __wglewSetPbufferAttribARB; - -WGLEW_FUN_EXPORT PFNWGLBINDDISPLAYCOLORTABLEEXTPROC __wglewBindDisplayColorTableEXT; -WGLEW_FUN_EXPORT PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC __wglewCreateDisplayColorTableEXT; -WGLEW_FUN_EXPORT PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC __wglewDestroyDisplayColorTableEXT; -WGLEW_FUN_EXPORT PFNWGLLOADDISPLAYCOLORTABLEEXTPROC __wglewLoadDisplayColorTableEXT; - -WGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGEXTPROC __wglewGetExtensionsStringEXT; - -WGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCEXTPROC __wglewGetCurrentReadDCEXT; -WGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTEXTPROC __wglewMakeContextCurrentEXT; - -WGLEW_FUN_EXPORT PFNWGLCREATEPBUFFEREXTPROC __wglewCreatePbufferEXT; -WGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFEREXTPROC __wglewDestroyPbufferEXT; -WGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCEXTPROC __wglewGetPbufferDCEXT; -WGLEW_FUN_EXPORT PFNWGLQUERYPBUFFEREXTPROC __wglewQueryPbufferEXT; -WGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCEXTPROC __wglewReleasePbufferDCEXT; - -WGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATEXTPROC __wglewChoosePixelFormatEXT; -WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVEXTPROC __wglewGetPixelFormatAttribfvEXT; -WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVEXTPROC __wglewGetPixelFormatAttribivEXT; - -WGLEW_FUN_EXPORT PFNWGLGETSWAPINTERVALEXTPROC __wglewGetSwapIntervalEXT; -WGLEW_FUN_EXPORT PFNWGLSWAPINTERVALEXTPROC __wglewSwapIntervalEXT; - -WGLEW_FUN_EXPORT PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC __wglewGetDigitalVideoParametersI3D; -WGLEW_FUN_EXPORT PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC __wglewSetDigitalVideoParametersI3D; - -WGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEI3DPROC __wglewGetGammaTableI3D; -WGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEPARAMETERSI3DPROC __wglewGetGammaTableParametersI3D; -WGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEI3DPROC __wglewSetGammaTableI3D; -WGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEPARAMETERSI3DPROC __wglewSetGammaTableParametersI3D; - -WGLEW_FUN_EXPORT PFNWGLDISABLEGENLOCKI3DPROC __wglewDisableGenlockI3D; -WGLEW_FUN_EXPORT PFNWGLENABLEGENLOCKI3DPROC __wglewEnableGenlockI3D; -WGLEW_FUN_EXPORT PFNWGLGENLOCKSAMPLERATEI3DPROC __wglewGenlockSampleRateI3D; -WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEDELAYI3DPROC __wglewGenlockSourceDelayI3D; -WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEEDGEI3DPROC __wglewGenlockSourceEdgeI3D; -WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEI3DPROC __wglewGenlockSourceI3D; -WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSAMPLERATEI3DPROC __wglewGetGenlockSampleRateI3D; -WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEDELAYI3DPROC __wglewGetGenlockSourceDelayI3D; -WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEEDGEI3DPROC __wglewGetGenlockSourceEdgeI3D; -WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEI3DPROC __wglewGetGenlockSourceI3D; -WGLEW_FUN_EXPORT PFNWGLISENABLEDGENLOCKI3DPROC __wglewIsEnabledGenlockI3D; -WGLEW_FUN_EXPORT PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC __wglewQueryGenlockMaxSourceDelayI3D; - -WGLEW_FUN_EXPORT PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC __wglewAssociateImageBufferEventsI3D; -WGLEW_FUN_EXPORT PFNWGLCREATEIMAGEBUFFERI3DPROC __wglewCreateImageBufferI3D; -WGLEW_FUN_EXPORT PFNWGLDESTROYIMAGEBUFFERI3DPROC __wglewDestroyImageBufferI3D; -WGLEW_FUN_EXPORT PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC __wglewReleaseImageBufferEventsI3D; - -WGLEW_FUN_EXPORT PFNWGLDISABLEFRAMELOCKI3DPROC __wglewDisableFrameLockI3D; -WGLEW_FUN_EXPORT PFNWGLENABLEFRAMELOCKI3DPROC __wglewEnableFrameLockI3D; -WGLEW_FUN_EXPORT PFNWGLISENABLEDFRAMELOCKI3DPROC __wglewIsEnabledFrameLockI3D; -WGLEW_FUN_EXPORT PFNWGLQUERYFRAMELOCKMASTERI3DPROC __wglewQueryFrameLockMasterI3D; - -WGLEW_FUN_EXPORT PFNWGLBEGINFRAMETRACKINGI3DPROC __wglewBeginFrameTrackingI3D; -WGLEW_FUN_EXPORT PFNWGLENDFRAMETRACKINGI3DPROC __wglewEndFrameTrackingI3D; -WGLEW_FUN_EXPORT PFNWGLGETFRAMEUSAGEI3DPROC __wglewGetFrameUsageI3D; -WGLEW_FUN_EXPORT PFNWGLQUERYFRAMETRACKINGI3DPROC __wglewQueryFrameTrackingI3D; - -WGLEW_FUN_EXPORT PFNWGLDXCLOSEDEVICENVPROC __wglewDXCloseDeviceNV; -WGLEW_FUN_EXPORT PFNWGLDXLOCKOBJECTSNVPROC __wglewDXLockObjectsNV; -WGLEW_FUN_EXPORT PFNWGLDXOBJECTACCESSNVPROC __wglewDXObjectAccessNV; -WGLEW_FUN_EXPORT PFNWGLDXOPENDEVICENVPROC __wglewDXOpenDeviceNV; -WGLEW_FUN_EXPORT PFNWGLDXREGISTEROBJECTNVPROC __wglewDXRegisterObjectNV; -WGLEW_FUN_EXPORT PFNWGLDXSETRESOURCESHAREHANDLENVPROC __wglewDXSetResourceShareHandleNV; -WGLEW_FUN_EXPORT PFNWGLDXUNLOCKOBJECTSNVPROC __wglewDXUnlockObjectsNV; -WGLEW_FUN_EXPORT PFNWGLDXUNREGISTEROBJECTNVPROC __wglewDXUnregisterObjectNV; - -WGLEW_FUN_EXPORT PFNWGLCOPYIMAGESUBDATANVPROC __wglewCopyImageSubDataNV; - -WGLEW_FUN_EXPORT PFNWGLDELAYBEFORESWAPNVPROC __wglewDelayBeforeSwapNV; - -WGLEW_FUN_EXPORT PFNWGLCREATEAFFINITYDCNVPROC __wglewCreateAffinityDCNV; -WGLEW_FUN_EXPORT PFNWGLDELETEDCNVPROC __wglewDeleteDCNV; -WGLEW_FUN_EXPORT PFNWGLENUMGPUDEVICESNVPROC __wglewEnumGpuDevicesNV; -WGLEW_FUN_EXPORT PFNWGLENUMGPUSFROMAFFINITYDCNVPROC __wglewEnumGpusFromAffinityDCNV; -WGLEW_FUN_EXPORT PFNWGLENUMGPUSNVPROC __wglewEnumGpusNV; - -WGLEW_FUN_EXPORT PFNWGLBINDVIDEODEVICENVPROC __wglewBindVideoDeviceNV; -WGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEODEVICESNVPROC __wglewEnumerateVideoDevicesNV; -WGLEW_FUN_EXPORT PFNWGLQUERYCURRENTCONTEXTNVPROC __wglewQueryCurrentContextNV; - -WGLEW_FUN_EXPORT PFNWGLBINDSWAPBARRIERNVPROC __wglewBindSwapBarrierNV; -WGLEW_FUN_EXPORT PFNWGLJOINSWAPGROUPNVPROC __wglewJoinSwapGroupNV; -WGLEW_FUN_EXPORT PFNWGLQUERYFRAMECOUNTNVPROC __wglewQueryFrameCountNV; -WGLEW_FUN_EXPORT PFNWGLQUERYMAXSWAPGROUPSNVPROC __wglewQueryMaxSwapGroupsNV; -WGLEW_FUN_EXPORT PFNWGLQUERYSWAPGROUPNVPROC __wglewQuerySwapGroupNV; -WGLEW_FUN_EXPORT PFNWGLRESETFRAMECOUNTNVPROC __wglewResetFrameCountNV; - -WGLEW_FUN_EXPORT PFNWGLALLOCATEMEMORYNVPROC __wglewAllocateMemoryNV; -WGLEW_FUN_EXPORT PFNWGLFREEMEMORYNVPROC __wglewFreeMemoryNV; - -WGLEW_FUN_EXPORT PFNWGLBINDVIDEOCAPTUREDEVICENVPROC __wglewBindVideoCaptureDeviceNV; -WGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC __wglewEnumerateVideoCaptureDevicesNV; -WGLEW_FUN_EXPORT PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC __wglewLockVideoCaptureDeviceNV; -WGLEW_FUN_EXPORT PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC __wglewQueryVideoCaptureDeviceNV; -WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC __wglewReleaseVideoCaptureDeviceNV; - -WGLEW_FUN_EXPORT PFNWGLBINDVIDEOIMAGENVPROC __wglewBindVideoImageNV; -WGLEW_FUN_EXPORT PFNWGLGETVIDEODEVICENVPROC __wglewGetVideoDeviceNV; -WGLEW_FUN_EXPORT PFNWGLGETVIDEOINFONVPROC __wglewGetVideoInfoNV; -WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEODEVICENVPROC __wglewReleaseVideoDeviceNV; -WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOIMAGENVPROC __wglewReleaseVideoImageNV; -WGLEW_FUN_EXPORT PFNWGLSENDPBUFFERTOVIDEONVPROC __wglewSendPbufferToVideoNV; - -WGLEW_FUN_EXPORT PFNWGLGETMSCRATEOMLPROC 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zHTmTv4ZkP)F?u^WquPU7!DUH9H7WMix0f|!)riMcC7Z?Svq&4Nk?;TimpAT{H>x90 z@FUL;Wz8^M-fSG=nBGQIwd{S~QisMelsmM4m}XzL*lAXNky3~1@o92L15H}emA8cG zv(@!&?Qd@{b*MhJZ`~(#6#J!YEE-YO$0RBBq4xJrv%G$~e4@I1aT1F4iGG$P0+Su8 z@`>v5#YrgEV^cT6<=VvZiOrVky7|0hlH<(Rumhv-_qKY&Tyiy)(4%=v@zy3D@%PB>8UgtI$h2vOQm3m$OnU zWM}K5x9IC9$?ricZ?1WWtI}DL{2lYW>H)vo|NU*~#TU!|X?-qy&=>CA@A0$z?meDZ zuqPj5G0@W=Bk}2LEBQ6(X0De{obIUh_%ZN4rG)ZjV|jzk>>*FCQj+x0gxcsmbN9S_ z)#{ZNy0~mIN8CGeW2*b|lFA2oQ|hhHcPyK3EW>xjBN~sV)qmH?2xfCS3+mr-?R)O} z%=d~$Upu$H-gSr!>s{&0@~4*P>Q}$?_kwIBz;Vy7R!@(9`omu&zxajVFC3M+xLI9W z6UfG{lu<@2TzzLnIHT~Zj4%>1S)~U{{|{} B4B7wy diff --git a/ref/glew/version.txt b/ref/glew/version.txt deleted file mode 100644 index e29d0623..00000000 --- a/ref/glew/version.txt +++ /dev/null @@ -1 +0,0 @@ -glew-2.1.0 \ No newline at end of file From 0ebc7e282fe5237e0b5b150dc7092793be5292c7 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 17 Dec 2019 14:50:04 +0100 Subject: [PATCH 069/153] minor bug fixes, minor diagnostics tweaks --- drivermode.cpp | 2 +- gamepadinput.cpp | 17 +++++++++++++++-- gl/framebuffer.cpp | 2 +- material.cpp | 3 ++- opengl33renderer.cpp | 34 ++++++++++++++++------------------ openglparticles.cpp | 4 ++-- openglparticles.h | 2 +- openglprecipitation.cpp | 4 ++-- openglprecipitation.h | 7 +------ openglrenderer.cpp | 30 ++++++++++++++++-------------- 10 files changed, 57 insertions(+), 48 deletions(-) diff --git a/drivermode.cpp b/drivermode.cpp index 7c4cfab2..574bcb8f 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -437,7 +437,7 @@ driver_mode::update_camera( double const Deltatime ) { if( d ) pDynamicNearest = d; // zmiana na nowy, jeśli coś znaleziony niepusty if( pDynamicNearest ) - Camera.LookAt = pDynamicNearest->GetPosition(); + Camera.LookAt = pDynamicNearest->GetPosition() + 0.5 * pDynamicNearest->VectorUp() * pDynamicNearest->MoverParameters->Dim.H; } Camera.RaLook(); // jednorazowe przestawienie kamery } diff --git a/gamepadinput.cpp b/gamepadinput.cpp index ecbbd031..0ee7e6cf 100644 --- a/gamepadinput.cpp +++ b/gamepadinput.cpp @@ -464,9 +464,22 @@ gamepad_input::process_axes() { if( inputtype == input_type::value_invert ) { param *= -1.0; } - // special case, viewturn receives some param scaling - if( boundcommand1 == user_command::viewturn ) { + } + // scale passed value according to command type + switch( boundcommand1 ) { + case user_command::viewturn: { param *= 10.0 * ( Timer::GetDeltaRenderTime() * 60.0 ); + break; + } + case user_command::movehorizontal: + case user_command::movehorizontalfast: { + // these expect value in -1:1 range + break; + } + default: { + // commands generally expect their parameter to be in 0:1 range + param = param * 0.5 + 0.5; + break; } } break; diff --git a/gl/framebuffer.cpp b/gl/framebuffer.cpp index 1caa89c8..7c6439b6 100644 --- a/gl/framebuffer.cpp +++ b/gl/framebuffer.cpp @@ -56,7 +56,7 @@ bool gl::framebuffer::is_complete() auto const iscomplete { status == GL_FRAMEBUFFER_COMPLETE }; if( false == iscomplete ) { - ErrorLog( "framebuffer status error: " + to_hex_str( status ) ); + ErrorLog( "framebuffer status: error " + to_hex_str( status ) ); } return iscomplete; diff --git a/material.cpp b/material.cpp index 69a0cc38..0b6eb8f2 100644 --- a/material.cpp +++ b/material.cpp @@ -43,7 +43,8 @@ void opengl_material::log_error(const std::string &str) std::map texture_bindings { { "diffuse", 0 }, - { "normal", 1 } + { "normals", 1 }, + { "normalmap", 1 } }; void opengl_material::finalize(bool Loadnow) diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 4ca6e647..368da47b 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -48,8 +48,6 @@ bool opengl33_renderer::Init(GLFWwindow *Window) if (!Init_caps()) return false; - WriteLog("preparing renderer..."); - OpenGLMatrices.upload() = false; // set matrix stack in virtual mode m_window = Window; @@ -80,12 +78,10 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_lights.emplace_back(light); } // preload some common textures - WriteLog("Loading common gfx data..."); m_glaretexture = Fetch_Texture("fx/lightglare"); m_suntexture = Fetch_Texture("fx/sun"); m_moontexture = Fetch_Texture("fx/moon"); m_smoketexture = Fetch_Texture("fx/smoke"); - WriteLog("...gfx data pre-loading done"); // prepare basic geometry chunks float const size = 2.5f / 2.0f; @@ -168,6 +164,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_shadow_tex = std::make_unique(); m_shadow_tex->alloc_rendertarget(Global.gfx_format_depth, GL_DEPTH_COMPONENT, m_shadowbuffersize, m_shadowbuffersize, m_shadowpass.size()); m_shadow_fb->attach(*m_shadow_tex, GL_DEPTH_ATTACHMENT, 0); + m_shadow_fb->setup_drawing(0); if( !m_shadow_fb->is_complete() ) { ErrorLog( "shadow framebuffer setup failed" ); @@ -277,7 +274,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window) WriteLog("picking objects created"); - WriteLog("gfx renderer setup complete"); + WriteLog("Gfx Renderer: setup complete"); return true; } @@ -303,7 +300,7 @@ bool opengl33_renderer::init_viewport(viewport_config &vp) { glfwMakeContextCurrent(vp.window); - WriteLog("init viewport: " + std::to_string(vp.width) + ", " + std::to_string(vp.height)); + WriteLog("init viewport: " + std::to_string(vp.width) + " x " + std::to_string(vp.height)); glfwSwapInterval( Global.VSync ? 1 : 0 ); @@ -331,8 +328,11 @@ bool opengl33_renderer::init_viewport(viewport_config &vp) else if (GLAD_GL_EXT_clip_control) glClipControlEXT(GL_LOWER_LEFT_EXT, GL_ZERO_TO_ONE_EXT); - if (!Global.gfx_usegles) - glEnable(GL_PROGRAM_POINT_SIZE); + if( !Global.gfx_usegles ) { + glEnable( GL_PROGRAM_POINT_SIZE ); + // not present in core, but if we get compatibility profile instead we won't get gl_pointcoord without it + glEnable( GL_POINT_SPRITE ); + } if (!gl::vao::use_vao) { @@ -4035,10 +4035,9 @@ bool opengl33_renderer::Init_caps() { WriteLog( "Gfx Renderer: " + std::string( (char *)glGetString(GL_RENDERER)) - + "\nVendor: " + std::string( (char *)glGetString(GL_VENDOR)) - + "\nOpenGL Version: " + std::string((char *)glGetString(GL_VERSION)) ); + + " Vendor: " + std::string( (char *)glGetString(GL_VENDOR)) + + " OpenGL Version: " + std::string((char *)glGetString(GL_VERSION)) ); - WriteLog("--------"); { GLint extCount = 0; glGetIntegerv( GL_NUM_EXTENSIONS, &extCount ); @@ -4052,7 +4051,6 @@ bool opengl33_renderer::Init_caps() } WriteLog( extensions ); } - WriteLog("--------"); if (!Global.gfx_usegles) { @@ -4100,15 +4098,15 @@ bool opengl33_renderer::Init_caps() glGetError(); glLineWidth(2.0f); - if (!glGetError()) - { + if (!glGetError()) { WriteLog("wide lines supported"); m_widelines_supported = true; } - else - WriteLog("warning: wide lines not supported"); + else { + WriteLog( "warning: wide lines not supported" ); + } - WriteLog("--------"); + WriteLog( "render path: Shaders, VBO" ); // ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur { @@ -4134,7 +4132,7 @@ bool opengl33_renderer::Init_caps() if (Global.gfx_framebuffer_height == -1) Global.gfx_framebuffer_height = Global.iWindowHeight; - WriteLog("main window size: " + std::to_string(Global.gfx_framebuffer_width) + "x" + std::to_string(Global.gfx_framebuffer_height)); + WriteLog("main window size: " + std::to_string(Global.gfx_framebuffer_width) + " x " + std::to_string(Global.gfx_framebuffer_height)); return true; } diff --git a/openglparticles.cpp b/openglparticles.cpp index b12d6c48..4b4e0163 100644 --- a/openglparticles.cpp +++ b/openglparticles.cpp @@ -129,7 +129,7 @@ opengl_particles::update( opengl_camera const &Camera ) { } std::size_t -opengl_particles::render( int const Textureunit ) { +opengl_particles::render( GLint const Textureunit ) { if( false == Global.Smoke ) { return 0; } if( m_buffercapacity == 0 ) { return 0; } @@ -143,7 +143,7 @@ opengl_particles::render( int const Textureunit ) { ::glEnableClientState( GL_VERTEX_ARRAY ); ::glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( particle_vertex ), reinterpret_cast( sizeof( float ) * 3 ) ); ::glEnableClientState( GL_COLOR_ARRAY ); - ::glClientActiveTexture( Textureunit ); + ::glClientActiveTexture( GL_TEXTURE0 + Textureunit ); ::glTexCoordPointer( 2, GL_FLOAT, sizeof( particle_vertex ), reinterpret_cast( sizeof( float ) * 3 + sizeof( std::uint8_t ) * 4 ) ); ::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // ...draw... diff --git a/openglparticles.h b/openglparticles.h index afb18a29..aca20af5 100644 --- a/openglparticles.h +++ b/openglparticles.h @@ -24,7 +24,7 @@ public: void update( opengl_camera const &Camera ); std::size_t - render( int const Textureunit ); + render( GLint const Textureunit ); private: // types struct particle_vertex { diff --git a/openglprecipitation.cpp b/openglprecipitation.cpp index 1e28de38..c5ac8821 100644 --- a/openglprecipitation.cpp +++ b/openglprecipitation.cpp @@ -139,7 +139,7 @@ opengl_precipitation::update() { } void -opengl_precipitation::render() { +opengl_precipitation::render( GLint const Textureunit ) { if( m_texture == null_handle ) { return; } @@ -154,7 +154,7 @@ opengl_precipitation::render() { ::glEnableClientState( GL_VERTEX_ARRAY ); // uvs ::glBindBuffer( GL_ARRAY_BUFFER, m_uvbuffer ); - ::glClientActiveTexture( m_textureunit ); + ::glClientActiveTexture( GL_TEXTURE0 + Textureunit ); ::glTexCoordPointer( 2, GL_FLOAT, sizeof( glm::vec2 ), reinterpret_cast( 0 ) ); ::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // uv transformation matrix diff --git a/openglprecipitation.h b/openglprecipitation.h index 3b49e7f1..ced4fddf 100644 --- a/openglprecipitation.h +++ b/openglprecipitation.h @@ -19,14 +19,10 @@ public: // destructor ~opengl_precipitation(); // methods - inline - void - set_unit( GLint const Textureunit ) { - m_textureunit = Textureunit; } void update(); void - render(); + render( GLint const Textureunit ); private: // methods @@ -38,7 +34,6 @@ private: GLuint m_vertexbuffer { (GLuint)-1 }; GLuint m_uvbuffer { (GLuint)-1 }; GLuint m_indexbuffer { (GLuint)-1 }; - GLint m_textureunit { 0 }; texture_handle m_texture { null_handle }; float m_overcast { -1.f }; // cached overcast level, difference from current state triggers texture update }; diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 9f97bddf..5e585989 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -52,7 +52,6 @@ opengl_renderer::Init( GLFWwindow *Window ) { std::vector{ m_diffusetextureunit } : std::vector{ m_normaltextureunit, m_diffusetextureunit } ); ui_layer::set_unit( m_diffusetextureunit ); - m_precipitationrenderer.set_unit( m_diffusetextureunit ); select_unit( m_diffusetextureunit ); ::glDepthFunc( GL_LEQUAL ); @@ -109,7 +108,6 @@ opengl_renderer::Init( GLFWwindow *Window ) { m_lights.emplace_back( light ); } // preload some common textures - WriteLog( "Loading common gfx data..." ); m_glaretexture = Fetch_Texture( "fx/lightglare" ); m_suntexture = Fetch_Texture( "fx/sun" ); m_moontexture = Fetch_Texture( "fx/moon" ); @@ -117,7 +115,6 @@ opengl_renderer::Init( GLFWwindow *Window ) { m_reflectiontexture = Fetch_Texture( "fx/reflections" ); } m_smoketexture = Fetch_Texture( "fx/smoke" ); - WriteLog( "...gfx data pre-loading done" ); #ifdef EU07_USE_PICKING_FRAMEBUFFER // pick buffer resources @@ -312,6 +309,8 @@ opengl_renderer::Init( GLFWwindow *Window ) { m_quadric = ::gluNewQuadric(); ::gluQuadricNormals( m_quadric, GLU_FLAT ); + WriteLog( "Gfx Renderer: setup complete" ); + return true; } @@ -338,7 +337,7 @@ opengl_renderer::Render() { // add user interface setup_units( true, false, false ); ::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); - ::glClientActiveTexture( m_diffusetextureunit ); + ::glClientActiveTexture( GL_TEXTURE0 + m_diffusetextureunit ); ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); Application.render_ui(); ::glPopClientAttrib(); @@ -3151,7 +3150,7 @@ opengl_renderer::Render_precipitation() { // momentarily disable depth write, to allow vehicle cab drawn afterwards to mask it instead of leaving it 'inside' ::glDepthMask( GL_FALSE ); - m_precipitationrenderer.render(); + m_precipitationrenderer.render( m_diffusetextureunit ); if( Global.bUseVBO ) { gfx::opengl_vbogeometrybank::reset(); } @@ -4161,15 +4160,16 @@ opengl_renderer::Init_caps() { } #endif - WriteLog( "Supported extensions: " + std::string((char *)glGetString( GL_EXTENSIONS )) ); + WriteLog( "Supported extensions: \n" + + std::string((char *)glGetString( GL_EXTENSIONS )) ); - WriteLog( std::string("Render path: ") + ( Global.bUseVBO ? "VBO" : "Display lists" ) ); + WriteLog( std::string("render path: ") + ( Global.bUseVBO ? "VBO" : "Display lists" ) ); if( GL_EXT_framebuffer_object ) { m_framebuffersupport = true; - WriteLog( "Framebuffer objects enabled" ); + WriteLog( "framebuffer objects enabled" ); } else { - WriteLog( "Framebuffer objects not supported, resorting to back buffer rendering where possible" ); + WriteLog( "framebuffer objects not supported, resorting to back buffer rendering where possible" ); } // ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur { @@ -4181,18 +4181,18 @@ opengl_renderer::Init_caps() { Global.CurrentMaxTextureSize = Global.iMaxTextureSize; m_shadowbuffersize = Global.shadowtune.map_size; m_shadowbuffersize = std::min( m_shadowbuffersize, texturesize ); - WriteLog( "Shadows map size capped at " + std::to_string( m_shadowbuffersize ) + "p" ); + WriteLog( "shadows map size capped at " + std::to_string( m_shadowbuffersize ) + "p" ); } // cap the number of supported lights based on hardware { GLint maxlights; ::glGetIntegerv( GL_MAX_LIGHTS, &maxlights ); Global.DynamicLightCount = std::min( Global.DynamicLightCount, maxlights - 1 ); - WriteLog( "Dynamic light amount capped at " + std::to_string( Global.DynamicLightCount ) + " (" + std::to_string(maxlights) + " lights total supported by the gfx card)" ); + WriteLog( "dynamic light amount capped at " + std::to_string( Global.DynamicLightCount ) + " (" + std::to_string(maxlights) + " lights total supported by the gfx card)" ); } // select renderer mode if( true == Global.BasicRenderer ) { - WriteLog( "Basic renderer selected, shadow and reflection mapping will be disabled" ); + WriteLog( "basic renderer selected, shadow and reflection mapping will be disabled" ); Global.RenderShadows = false; m_diffusetextureunit = 0; m_helpertextureunit = -1; @@ -4203,7 +4203,7 @@ opengl_renderer::Init_caps() { GLint maxtextureunits; ::glGetIntegerv( GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits ); if( maxtextureunits < 4 ) { - WriteLog( "Less than 4 texture units, shadow and reflection mapping will be disabled" ); + WriteLog( "less than 4 texture units, shadow and reflection mapping will be disabled" ); Global.BasicRenderer = true; Global.RenderShadows = false; m_diffusetextureunit = 0; @@ -4214,9 +4214,11 @@ opengl_renderer::Init_caps() { } if( Global.iMultisampling ) { - WriteLog( "Using multisampling x" + std::to_string( 1 << Global.iMultisampling ) ); + WriteLog( "using multisampling x" + std::to_string( 1 << Global.iMultisampling ) ); } + WriteLog( "main window size: " + std::to_string( Global.gfx_framebuffer_width ) + "x" + std::to_string( Global.gfx_framebuffer_height ) ); + return true; } From 943e05462dee1e9c4a0962d328e1780ff2779071 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 25 Dec 2019 19:42:50 +0100 Subject: [PATCH 070/153] build 191224. opengl 3.3 renderer material glossiness support, minor bug fixes --- DynObj.cpp | 2 +- Train.cpp | 2 +- Train.h | 2 +- drivermode.cpp | 1 - gl/shader.cpp | 3 ++- gl/shader.h | 3 ++- material.cpp | 7 +++++++ material.h | 2 ++ opengl33renderer.cpp | 36 +++++++++++++++++++++++++++++------- openglrenderer.cpp | 2 +- version.h | 4 ++-- 11 files changed, 48 insertions(+), 16 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index 3236a519..ad49e5cd 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4212,7 +4212,7 @@ void TDynamicObject::RenderSounds() { clamp( MoverParameters->Vel / 40.0, 0.0, 1.0 ) ) - + ( MyTrack->eType == tt_Switch ? 0.25 : 0.0 ); + * ( MyTrack->eType == tt_Switch ? 100.0 : 1.0 ); } else { volume = 0; diff --git a/Train.cpp b/Train.cpp index 6af695ba..24cc858c 100644 --- a/Train.cpp +++ b/Train.cpp @@ -432,7 +432,7 @@ TTrain::TTrain() { { for ( int j = 0; j < 3; ++j ) fPress[i][j] = 0.0; - bBrakes[i][0] = bBrakes[i][1] = 0.0; + bBrakes[i][0] = bBrakes[i][1] = false; } } diff --git a/Train.h b/Train.h index eb7c5a97..0fb6b9df 100644 --- a/Train.h +++ b/Train.h @@ -741,7 +741,7 @@ private: public: float fPress[20][3]; // cisnienia dla wszystkich czlonow - float bBrakes[20][2]; // zalaczenie i dzialanie hamulcow + bool bBrakes[20][2]; // zalaczenie i dzialanie hamulcow static std::vector const fPress_labels; float fEIMParams[9][10]; // parametry dla silnikow asynchronicznych float fDieselParams[9][10]; // parametry dla silnikow asynchronicznych diff --git a/drivermode.cpp b/drivermode.cpp index 574bcb8f..15d87e43 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -1169,7 +1169,6 @@ driver_mode::ChangeDynamic() { if( false == driver->AIControllFlag ) // tylko jeśli ręcznie prowadzony { occupied->LimPipePress = occupied->PipePress; - occupied->CabOccupied = occupied->CabActive; occupied->CabActivisation( true ); // załączenie rozrządu (wirtualne kabiny) vehicle->MechInside = true; vehicle->Controller = Humandriver; diff --git a/gl/shader.cpp b/gl/shader.cpp index f4d7f3c7..462cb959 100644 --- a/gl/shader.cpp +++ b/gl/shader.cpp @@ -69,7 +69,8 @@ std::unordered_map gl::shader::defaultp { "one", defaultparam_e::one }, { "ambient", defaultparam_e::ambient }, { "diffuse", defaultparam_e::diffuse }, - { "specular", defaultparam_e::specular } + { "specular", defaultparam_e::specular }, + { "glossiness", defaultparam_e::glossiness } }; void gl::shader::process_source(std::string &str) diff --git a/gl/shader.h b/gl/shader.h index 0430d450..154229a1 100644 --- a/gl/shader.h +++ b/gl/shader.h @@ -44,7 +44,8 @@ namespace gl one, ambient, diffuse, - specular + specular, + glossiness }; struct param_entry diff --git a/material.cpp b/material.cpp index 0b6eb8f2..2b2fae30 100644 --- a/material.cpp +++ b/material.cpp @@ -267,6 +267,13 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c selfillum = std::stof(value); //m7t: handle exception m_selfillum_priority = Priority; } + else if (key == "glossiness:" && + Priority > m_glossiness_priority) + { + std::string value = deserialize_random_set( Input ); + glossiness = std::stof(value); //m7t: handle exception + m_glossiness_priority = Priority; + } else if( key == "size:" ) { Input.getTokens( 2 ); Input diff --git a/material.h b/material.h index 008707c1..cf6a44ce 100644 --- a/material.h +++ b/material.h @@ -26,6 +26,7 @@ struct opengl_material { std::shared_ptr shader; float opacity = std::numeric_limits::quiet_NaN(); float selfillum = std::numeric_limits::quiet_NaN(); + float glossiness { 10.f }; std::string name; glm::vec2 size { -1.f, -1.f }; // 'physical' size of bound texture, in meters @@ -55,6 +56,7 @@ private: int m_shader_priority = -1; int m_opacity_priority = -1; int m_selfillum_priority = -1; + int m_glossiness_priority = -1; struct parse_info_s { diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 368da47b..8623db99 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -220,6 +220,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_depth_pointer_fb = std::make_unique(); m_depth_pointer_fb->attach(*m_depth_pointer_rb, GL_DEPTH_ATTACHMENT); + m_depth_pointer_fb->setup_drawing(0); if( !m_depth_pointer_fb->is_complete() ) { ErrorLog( "depth pointer framebuffer setup failed" ); @@ -1699,16 +1700,37 @@ void opengl33_renderer::Bind_Material(material_handle const Material, TSubModel glm::vec4 src(1.0f); + // submodel-based parameters if (sm) { - if (entry.defaultparam == gl::shader::defaultparam_e::ambient) - src = sm->f4Ambient; - else if (entry.defaultparam == gl::shader::defaultparam_e::diffuse) - src = sm->f4Diffuse; -// src = glm::vec4( glm::pow( glm::vec3( sm->f4Diffuse ), gammacorrection ), sm->f4Diffuse.a ); - else if (entry.defaultparam == gl::shader::defaultparam_e::specular) - src = sm->f4Specular; + switch( entry.defaultparam ) { + case gl::shader::defaultparam_e::ambient: { + src = sm->f4Ambient; + break; + } + case gl::shader::defaultparam_e::diffuse: { + src = sm->f4Diffuse; +// src = glm::vec4( glm::pow( glm::vec3( sm->f4Diffuse ), gammacorrection ), sm->f4Diffuse.a ); + break; + } + case gl::shader::defaultparam_e::specular: { + src = sm->f4Specular;// *( sm->Opacity > 0.f ? m_specularopaquescalefactor : m_speculartranslucentscalefactor ); + break; + } + default: { + break; + } + } } + // material-based parameters + switch( entry.defaultparam ) { + case gl::shader::defaultparam_e::glossiness: { + src = glm::vec4( material.glossiness ); + } + default: { + break; + } + } for (size_t j = 0; j < entry.size; j++) model_ubs.param[entry.location][entry.offset + j] = src[j]; diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 5e585989..1d1ccac2 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -4217,7 +4217,7 @@ opengl_renderer::Init_caps() { WriteLog( "using multisampling x" + std::to_string( 1 << Global.iMultisampling ) ); } - WriteLog( "main window size: " + std::to_string( Global.gfx_framebuffer_width ) + "x" + std::to_string( Global.gfx_framebuffer_height ) ); + WriteLog( "main window size: " + std::to_string( Global.iWindowWidth ) + "x" + std::to_string( Global.iWindowHeight ) ); return true; } diff --git a/version.h b/version.h index 9c75d1a5..fd5923f2 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 19 -#define VERSION_MINOR 1214 -#define VERSION_REVISION 0 +#define VERSION_MINOR 1224 +#define VERSION_REVISION 1 From ee1a80d7a8b207f3cac4a653b830478ec3b7663f Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 28 Dec 2019 02:38:07 +0100 Subject: [PATCH 071/153] main breaker readiness cab indicator, compressor preset switch enhancement, compressor logic cleanup, track end detection logic fix --- Driver.cpp | 179 ++++++++++--------- McZapkie/MOVER.h | 1 + McZapkie/Mover.cpp | 432 ++++++++++++++++----------------------------- Train.cpp | 103 +++++------ Train.h | 1 + color.h | 2 +- 6 files changed, 310 insertions(+), 408 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 86e24496..1aecbc0e 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -746,7 +746,7 @@ void TController::TableTraceRoute(double fDistance, TDynamicObject *pVehicle) else if( sSpeedTable[ iLast ].trTrack == tLast ) { // otherwise just mark the last added track as the final one // TODO: investigate exactly how we can wind up not marking the last existing track as actual end - sSpeedTable[ iLast ].iFlags |= spEnd; + sSpeedTable[ iLast ].iFlags |= ( spEnabled | spEnd ); } // to ostatnia pozycja, bo NULL nic nie da, a może się podpiąć obrotnica, czy jakieś transportery return; @@ -919,25 +919,25 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN Drugi parametr ujemny - wskazanie zatrzymania dla krótszych składów (W32). Drugi paramer dodatni - długość peronu (W4). */ - auto L = 0.0; + auto L = 0.0; auto Par1 = sSpeedTable[i].evEvent->input_value(1); auto Par2 = sSpeedTable[i].evEvent->input_value(2); if ((Par2 >= 0) || (fLength < -Par2)) { //użyj tego W4 if (Par1 < 0) { L = -Par1; } - else { + else { //środek L = Par1 - fMinProximityDist - fLength * 0.5; - } + } L = std::max(0.0, std::min(L, std::abs(Par2) - fMinProximityDist - fLength)); sSpeedTable[i].UpdateDistance(L); sSpeedTable[i].bMoved = true; - } - else { + } + else { sSpeedTable[i].iFlags = 0; - } - } + } + } IsAtPassengerStop = ( ( sSpeedTable[ i ].fDist <= passengerstopmaxdistance ) // Ra 2F1I: odległość plus długość pociągu musi być mniejsza od długości @@ -946,9 +946,9 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // przyjąć odległość fMinProximityDist && ( ( iDrivigFlags & moveStopCloser ) != 0 ? sSpeedTable[ i ].fDist + fLength <= - std::max( - std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ), - 2.0 * fMaxProximityDist + fLength ) : // fmaxproximitydist typically equals ~50 m + std::max( + std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ), + 2.0 * fMaxProximityDist + fLength ) : // fmaxproximitydist typically equals ~50 m sSpeedTable[ i ].fDist < d_to_next_sem ) ); if( !eSignNext ) { @@ -959,12 +959,12 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // jeśli jedzie (nie trzeba czekać, aż się drgania wytłumią - drzwi zamykane od 1.0) to będzie zatrzymanie sSpeedTable[ i ].fVelNext = 0; } else if( true == IsAtPassengerStop ) { - // jeśli się zatrzymał przy W4, albo stał w momencie zobaczenia W4 + // jeśli się zatrzymał przy W4, albo stał w momencie zobaczenia W4 if( !AIControllFlag ) { // w razie przełączenia na AI ma nie podciągać do W4, gdy użytkownik zatrzymał za daleko iDrivigFlags &= ~moveStopCloser; } - + if( ( iDrivigFlags & moveDoorOpened ) == 0 ) { // drzwi otwierać jednorazowo iDrivigFlags |= moveDoorOpened; // nie wykonywać drugi raz @@ -1032,8 +1032,8 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN if ( ( true == IsCargoTrain ) || ( true == TrainParams.IsMaintenance() ) || ( TrainParams.IsTimeToGo( simulation::Time.data().wHour, simulation::Time.data().wMinute + simulation::Time.data().wSecond*0.0167 ) ) ) { - // z dalszą akcją czekamy do godziny odjazdu - // cargo trains and passenger trains at maintenance stop don't need to wait + // z dalszą akcją czekamy do godziny odjazdu + // cargo trains and passenger trains at maintenance stop don't need to wait IsAtPassengerStop = false; // przy jakim dystansie (stanie licznika) ma przesunąć na następny postój fLastStopExpDist = mvOccupied->DistCounter + 0.050 + 0.001 * fLength; @@ -1166,8 +1166,8 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } } if( ( SemNextStopIndex == -1 ) - || ( ( sSpeedTable[ SemNextStopIndex ].fVelNext != 0 ) - && ( sSpeedTable[ i ].fVelNext == 0 ) ) ) { + || ( ( sSpeedTable[ SemNextStopIndex ].fVelNext != 0 ) + && ( sSpeedTable[ i ].fVelNext == 0 ) ) ) { SemNextStopIndex = i; } } @@ -1199,9 +1199,9 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN if( mvOccupied->Vel < 2.0 ) { // stanąć nie musi, ale zwolnić przynajmniej if( ( sSpeedTable[ i ].fDist < fMaxProximityDist ) - && ( Obstacle.distance > 1000 ) ) { - // jest w maksymalnym zasięgu to można go pominąć (wziąć drugą prędkosć) - // as long as there isn't any obstacle in arbitrary view range + && ( Obstacle.distance > 1000 ) ) { + // jest w maksymalnym zasięgu to można go pominąć (wziąć drugą prędkosć) + // as long as there isn't any obstacle in arbitrary view range eSignSkip = sSpeedTable[ i ].evEvent; // jazda na widoczność - skanować możliwość kolizji i nie podjeżdżać zbyt blisko // usunąć flagę po podjechaniu blisko semafora zezwalającego na jazdę @@ -1285,8 +1285,8 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN //sprawdzenie eventów pasywnych przed nami if( ( mvOccupied->CategoryFlag & 1 ) - && ( sSpeedTable[ i ].fDist > Obstacle.distance - 20 ) ) { - // jak sygnał jest dalej niż zawalidroga + && ( sSpeedTable[ i ].fDist > Obstacle.distance - 20 ) ) { + // jak sygnał jest dalej niż zawalidroga v = 0.0; // to może być podany dla tamtego: jechać tak, jakby tam stop był } else @@ -1318,7 +1318,7 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN if( sSpeedTable[ i ].fDist < 0.0 ) { // jeśli przejechany //!!! ustawienie, gdy przejechany jest lepsze niż wcale, ale to jeszcze nie to - VelSignal = v; + VelSignal = v; // to można usunąć (nie mogą być usuwane w skanowaniu) sSpeedTable[ i ].iFlags = 0; } @@ -1330,8 +1330,8 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN if( go == TCommandType::cm_Unknown ) { // jeśli nie było komendy wcześniej - pierwsza się liczy - ustawianie VelSignal if( ( v < 0.0 ) - || ( v >= 1.0 ) ) { - // bo wartość 0.1 służy do hamowania tylko + || ( v >= 1.0 ) ) { + // bo wartość 0.1 służy do hamowania tylko go = TCommandType::cm_SetVelocity; // może odjechać // Ra 2014-06: (VelSignal) nie może być tu ustawiane, bo semafor może być daleko // VelSignal=v; //nie do końca tak, to jest druga prędkość; -1 nie wpisywać... @@ -1346,9 +1346,9 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN if( sSpeedTable[ i ].iFlags & spEvent ) { // jeśli event if( ( sSpeedTable[ i ].evEvent != eSignSkip ) - || ( sSpeedTable[ i ].fVelNext != VelRestricted ) ) { - // ale inny niż ten, na którym minięto S1, chyba że się już zmieniło - // sygnał zezwalający na jazdę wyłącza jazdę na widoczność (po S1 na SBL) + || ( sSpeedTable[ i ].fVelNext != VelRestricted ) ) { + // ale inny niż ten, na którym minięto S1, chyba że się już zmieniło + // sygnał zezwalający na jazdę wyłącza jazdę na widoczność (po S1 na SBL) iDrivigFlags &= ~moveVisibility; // remove restricted speed VelRestricted = -1.0; @@ -1377,66 +1377,85 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } // jeśli nie ma zawalidrogi } // jeśli event - if (v >= 0.0) { + auto const railwaytrackend { ( true == TestFlag( sSpeedTable[ i ].iFlags, spEnd ) ) && ( mvOccupied->CategoryFlag & 1 ) }; + if( ( v >= 0.0 ) + || ( railwaytrackend ) ) { // pozycje z prędkością -1 można spokojnie pomijać d = sSpeedTable[i].fDist; - if( ( d > 0.0 ) - && ( false == TestFlag( sSpeedTable[ i ].iFlags, spElapsed ) ) ) { - // sygnał lub ograniczenie z przodu (+32=przejechane) - // 2014-02: jeśli stoi, a ma do przejechania kawałek, to niech jedzie - if( ( mvOccupied->Vel < 0.01 ) - && ( true == TestFlag( sSpeedTable[ i ].iFlags, ( spEnabled | spEvent | spPassengerStopPoint ) ) ) - && ( false == IsAtPassengerStop ) ) { - // ma podjechać bliżej - czy na pewno w tym miejscu taki warunek? - a = ( ( d > passengerstopmaxdistance ) || ( ( iDrivigFlags & moveStopCloser ) != 0 ) ? - fAcc : - 0.0 ); - } - else { - // przyspieszenie: ujemne, gdy trzeba hamować - a = ( v * v - mvOccupied->Vel * mvOccupied->Vel ) / ( 25.92 * d ); - if( ( mvOccupied->Vel < v ) - || ( v == 0.0 ) ) { - // if we're going slower than the target velocity and there's enough room for safe stop, speed up - auto const brakingdistance { 1.2 * fBrakeDist * braking_distance_multiplier( v ) }; - if( brakingdistance > 0.0 ) { - // maintain desired acc while we have enough room to brake safely, when close enough start paying attention - // try to make a smooth transition instead of sharp change - a = interpolate( a, AccPreferred, clamp( ( d - brakingdistance ) / brakingdistance, 0.0, 1.0 ) ); + if( v >= 0.0 ) { + if( ( d > 0.0 ) + && ( false == TestFlag( sSpeedTable[ i ].iFlags, spElapsed ) ) ) { + // sygnał lub ograniczenie z przodu (+32=przejechane) + // 2014-02: jeśli stoi, a ma do przejechania kawałek, to niech jedzie + if( ( mvOccupied->Vel < 0.01 ) + && ( true == TestFlag( sSpeedTable[ i ].iFlags, ( spEnabled | spEvent | spPassengerStopPoint ) ) ) + && ( false == IsAtPassengerStop ) ) { + // ma podjechać bliżej - czy na pewno w tym miejscu taki warunek? + a = ( ( d > passengerstopmaxdistance ) || ( ( iDrivigFlags & moveStopCloser ) != 0 ) ? + fAcc : + 0.0 ); + } + else { + // przyspieszenie: ujemne, gdy trzeba hamować + if( v >= 0.0 ) { + a = ( v * v - mvOccupied->Vel * mvOccupied->Vel ) / ( 25.92 * d ); + if( ( mvOccupied->Vel < v ) + || ( v == 0.0 ) ) { + // if we're going slower than the target velocity and there's enough room for safe stop, speed up + auto const brakingdistance { 1.2 * fBrakeDist * braking_distance_multiplier( v ) }; + if( brakingdistance > 0.0 ) { + // maintain desired acc while we have enough room to brake safely, when close enough start paying attention + // try to make a smooth transition instead of sharp change + a = interpolate( a, AccPreferred, clamp( ( d - brakingdistance ) / brakingdistance, 0.0, 1.0 ) ); + } + } + if( ( d < fMinProximityDist ) + && ( v < fVelDes ) ) { + // jak jest już blisko, ograniczenie aktualnej prędkości + fVelDes = v; + } } } - if( ( d < fMinProximityDist ) - && ( v < fVelDes ) ) { + } + else if (sSpeedTable[i].iFlags & spTrack) // jeśli tor + { // tor ogranicza prędkość, dopóki cały skład nie przejedzie, + if( v >= 1.0 ) // EU06 się zawieszało po dojechaniu na koniec toru postojowego + if( d + sSpeedTable[ i ].trTrack->Length() < -fLength ) + if( false == railwaytrackend ) + continue; // zapętlenie, jeśli już wyjechał za ten odcinek + if( v < fVelDes ) { + // ograniczenie aktualnej prędkości aż do wyjechania za ograniczenie + fVelDes = v; + } + if( false == railwaytrackend ) + continue; // i tyle wystarczy + } + else { + // event trzyma tylko jeśli VelNext=0, nawet po przejechaniu (nie powinno dotyczyć samochodów?) + a = (v > 0.0 ? + fAcc : + mvOccupied->Vel < 0.01 ? + 0.0 : // already standing still so no need to bother with brakes + -2.0 ); // ruszanie albo hamowanie + } + } + // track can potentially end, which creates another virtual point of interest with speed limit of 0 at the end of it + // TBD, TODO: when tracing the route create a dedicated table entry for it, to simplify the code? + if( ( true == TestFlag( sSpeedTable[ i ].iFlags, spEnd ) ) + && ( mvOccupied->CategoryFlag & 1 ) ) { + // if the railway track ends here set the velnext accordingly as well + // TODO: test this with turntables and such + auto const stopatendacceleration = ( -1.0 * mvOccupied->Vel * mvOccupied->Vel ) / ( 25.92 * ( d + sSpeedTable[ i ].trTrack->Length() ) ); + if( stopatendacceleration < a ) { + a = stopatendacceleration; + v = 0.0; + d += sSpeedTable[ i ].trTrack->Length(); + if( d < fMinProximityDist ) { // jak jest już blisko, ograniczenie aktualnej prędkości fVelDes = v; } } - if( ( true == TestFlag( sSpeedTable[ i ].iFlags, spEnd ) ) - && ( mvOccupied->CategoryFlag & 1 ) ) { - // if the railway track ends here set the velnext accordingly as well - // TODO: test this with turntables and such - fNext = 0.0; - } } - else if (sSpeedTable[i].iFlags & spTrack) // jeśli tor - { // tor ogranicza prędkość, dopóki cały skład nie przejedzie, - // d=fLength+d; //zamiana na długość liczoną do przodu - if( v >= 1.0 ) // EU06 się zawieszało po dojechaniu na koniec toru postojowego - if( d + sSpeedTable[ i ].trTrack->Length() < -fLength ) - continue; // zapętlenie, jeśli już wyjechał za ten odcinek - if( v < fVelDes ) { - // ograniczenie aktualnej prędkości aż do wyjechania za ograniczenie - fVelDes = v; - } - // if (v==0.0) fAcc=-0.9; //hamowanie jeśli stop - continue; // i tyle wystarczy - } - else // event trzyma tylko jeśli VelNext=0, nawet po przejechaniu (nie powinno dotyczyć samochodów?) - a = (v > 0.0 ? - fAcc : - mvOccupied->Vel < 0.01 ? - 0.0 : // already standing still so no need to bother with brakes - -2.0 ); // ruszanie albo hamowanie if ((a < fAcc) && (v == std::min(v, fNext))) { // mniejsze przyspieszenie to mniejsza możliwość rozpędzenia się albo konieczność hamowania @@ -5455,7 +5474,7 @@ TController::UpdateSituation(double dt) { ActualProximityDist, Obstacle.distance ); - if( ActualProximityDist <= ( + if( Obstacle.distance <= ( ( mvOccupied->CategoryFlag & 2 ) ? 100.0 : // cars 250.0 ) ) { // others diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 3d159321..7a8ca315 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1639,6 +1639,7 @@ public: void MainSwitch_( bool const State ); bool ConverterSwitch( bool State, range_t const Notify = range_t::consist );/*! wl/wyl przetwornicy*/ bool CompressorSwitch( bool State, range_t const Notify = range_t::consist );/*! wl/wyl sprezarki*/ + bool ChangeCompressorPreset( int const Change, range_t const Notify = range_t::consist ); /*-funkcje typowe dla lokomotywy elektrycznej*/ void MainsCheck( double const Deltatime ); diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index f928c335..f06fdfb3 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -3186,74 +3186,68 @@ void TMoverParameters::MainSwitch_( bool const State ) { // Q: 20160713 // włączenie / wyłączenie przetwornicy // ************************************************************************************************* -bool TMoverParameters::ConverterSwitch( bool State, range_t const Notify ) -{ - bool CS = false; // Ra: normalnie chyba false? +bool TMoverParameters::ConverterSwitch( bool State, range_t const Notify ) { - if (ConverterAllow != State) - { - ConverterAllow = State; - CS = true; - } - if( ConverterAllow == true ) { - if( Notify != range_t::local ) { - SendCtrlToNext( - "ConverterSwitch", 1, CabActive, - ( Notify == range_t::unit ? - ctrain_controll | ctrain_depot : - ctrain_controll ) ); - } - } - else { - if( Notify != range_t::local ) { - SendCtrlToNext( - "ConverterSwitch", 0, CabActive, - ( Notify == range_t::unit ? - ctrain_controll | ctrain_depot : - ctrain_controll ) ); - } + auto const initialstate { ConverterAllow }; + + ConverterAllow = State; + + if( Notify != range_t::local ) { + SendCtrlToNext( + "ConverterSwitch", + ( State ? 1 : 0 ), + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); } - return CS; + return ( ConverterAllow != initialstate ); } // ************************************************************************************************* // Q: 20160713 // włączenie / wyłączenie sprężarki // ************************************************************************************************* -bool TMoverParameters::CompressorSwitch( bool State, range_t const Notify ) -{ +bool TMoverParameters::CompressorSwitch( bool State, range_t const Notify ) { + if( CompressorStart != start_t::manual ) { // only pay attention if the compressor can be controlled manually return false; } - bool CS = false; // Ra: normalnie chyba tak? - if ( CompressorAllow != State ) - { - CompressorAllow = State; - CS = true; - } - if( CompressorAllow == true ) { - if( Notify != range_t::local ) { - SendCtrlToNext( - "CompressorSwitch", 1, CabActive, - ( Notify == range_t::unit ? - ctrain_controll | ctrain_depot : - ctrain_controll ) ); - } - } - else { - if( Notify != range_t::local ) { - SendCtrlToNext( - "CompressorSwitch", 0, CabActive, - ( Notify == range_t::unit ? - ctrain_controll | ctrain_depot : - ctrain_controll ) ); - } + auto const initialstate { CompressorAllow }; + + CompressorAllow = State; + + if( Notify != range_t::local ) { + SendCtrlToNext( + "CompressorSwitch", + ( State ? 1 : 0 ), + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); } - return CS; + return ( CompressorAllow != initialstate ); +} + +bool TMoverParameters::ChangeCompressorPreset( int const State, range_t const Notify ) { + + auto const initialstate { CompressorListPos }; + + CompressorListPos = clamp( State, 0, CompressorListPosNo ); + + if( Notify != range_t::local ) { + SendCtrlToNext( + "CompressorPreset", State, CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); + } + + return ( CompressorListPos != initialstate ); } // ************************************************************************************************* @@ -3700,20 +3694,8 @@ void TMoverParameters::UpdateBrakePressure(double dt) // Q: 20160712 // Obliczanie pracy sprężarki // ************************************************************************************************* -// TODO: clean the method up, a lot of the code is redundant -void TMoverParameters::CompressorCheck(double dt) -{ +void TMoverParameters::CompressorCheck(double dt) { - double MaxCompressorF = CompressorList[TCompressorList::cl_MaxFactor][CompressorListPos] * MaxCompressor; - double MinCompressorF = CompressorList[TCompressorList::cl_MinFactor][CompressorListPos] * MinCompressor; - double CompressorSpeedF = CompressorList[TCompressorList::cl_SpeedFactor][CompressorListPos] * CompressorSpeed; - double AllowFactor = CompressorList[TCompressorList::cl_Allow][CompressorListPos]; - - //checking the impact on the compressor allowance - if (AllowFactor > 0.5) { - CompressorAllow = AllowFactor > 1.5; - } - if( VeselVolume == 0.0 ) { return; } //EmergencyValve @@ -3723,231 +3705,125 @@ void TMoverParameters::CompressorCheck(double dt) CompressedVolume -= dV; } - CompressedVolume = std::max( 0.0, CompressedVolume - dt * AirLeakRate * 0.1 ); // nieszczelności: 0.001=1l/s - if( ( true == CompressorGovernorLock ) - && ( Compressor < MinCompressorF ) ) { - // if the pressure drops below the cut-in level, we can reset compressor governor - // TBD, TODO: don't operate the lock without battery power? - CompressorGovernorLock = false; - } + // assorted operational logic + auto const MaxCompressorF { CompressorList[ TCompressorList::cl_MaxFactor ][ CompressorListPos ] * MaxCompressor }; + auto const MinCompressorF { CompressorList[ TCompressorList::cl_MinFactor ][ CompressorListPos ] * MinCompressor }; + auto const CompressorSpeedF { CompressorList[ TCompressorList::cl_SpeedFactor ][ CompressorListPos ] * CompressorSpeed }; + auto const AllowFactor { CompressorList[ TCompressorList::cl_Allow ][ CompressorListPos ] }; + //checking the impact on the compressor allowance + if (AllowFactor > 0.5) { + CompressorAllow = ( AllowFactor > 1.5 ); + } - if( CompressorPower == 2 ) { - CompressorAllow = ConverterAllow; - } - // TODO: clean up compressor CompressorFlag state code, large parts are cloned and an utter mess - if (MaxCompressorF - MinCompressorF < 0.0001) { - // TODO: investigate purpose of this branch and whether it can be removed as it duplicates later code - if( ( true == CompressorAllow ) - && ( true == CompressorAllowLocal ) - && ( true == Mains ) - && ( MainCtrlPowerPos() > 0 ) ) { - if( Compressor < MaxCompressorF ) { - if( ( EngineType == TEngineType::DieselElectric ) - && ( CompressorPower > 0 ) ) { - CompressedVolume += - CompressorSpeedF - * ( 2.0 * MaxCompressorF - Compressor ) / MaxCompressorF - * ( ( 60.0 * std::abs( enrot ) ) / DElist[ MainCtrlPosNo ].RPM ) - * dt; - } - else { - CompressedVolume += - CompressorSpeedF - * ( 2.0 * MaxCompressorF - Compressor ) / MaxCompressorF - * dt; - TotalCurrent += 0.0015 * PantographVoltage; // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę - } - } - else { - CompressedVolume = CompressedVolume * 0.8; - SetFlag(SoundFlag, sound::relay | sound::loud); - } + switch( CompressorPower ) { + case 2: { + CompressorAllow = ConverterAllow; + break; } - } - else { - if( CompressorPower == 3 ) { - // experimental: make sure compressor coupled with diesel engine is always ready for work + case 3: { + // HACK: make sure compressor coupled with diesel engine is always ready for work CompressorStart = start_t::automatic; + break; } - if (CompressorFlag) // jeśli sprężarka załączona - { // sprawdzić możliwe warunki wyłączenia sprężarki - if (CompressorPower == 5) // jeśli zasilanie z sąsiedniego członu - { // zasilanie sprężarki w członie ra z członu silnikowego (sprzęg 1) - if( Couplers[ end::rear ].Connected != NULL ) { - CompressorFlag = ( - ( ( Couplers[ end::rear ].Connected->CompressorAllow ) || ( CompressorStart == start_t::automatic ) ) - && ( CompressorAllowLocal ) - && ( Couplers[ end::rear ].Connected->ConverterFlag ) ); - } - else { - // bez tamtego członu nie zadziała - CompressorFlag = false; - } - } - else if (CompressorPower == 4) // jeśli zasilanie z poprzedniego członu - { // zasilanie sprężarki w członie ra z członu silnikowego (sprzęg 1) - if( Couplers[ end::front ].Connected != NULL ) { - CompressorFlag = ( - ( ( Couplers[ end::front ].Connected->CompressorAllow ) || ( CompressorStart == start_t::automatic ) ) - && ( CompressorAllowLocal ) - && ( Couplers[ end::front ].Connected->ConverterFlag ) ); - } - else { - CompressorFlag = false; // bez tamtego członu nie zadziała - } - } - else - CompressorFlag = ( - ( ( CompressorAllow ) || ( CompressorStart == start_t::automatic ) ) - && ( CompressorAllowLocal ) - && ( CompressorPower == 0 ? Mains : - CompressorPower == 3 ? Mains : - ConverterFlag ) ); - - if( Compressor > MaxCompressorF ) { - // wyłącznik ciśnieniowy jest niezależny od sposobu zasilania - // TBD, TODO: don't operate the lock without battery power? - if( CompressorPower == 3 ) { - // if the compressor is powered directly by the engine the lock can't turn it off and instead just changes the output - if( false == CompressorGovernorLock ) { - // emit relay sound when the lock engages (the state change itself is below) and presumably changes where the air goes - SetFlag( SoundFlag, sound::relay | sound::loud ); - } - } - else { - // if the compressor isn't coupled with the engine the lock can control its state freely - CompressorFlag = false; - } - CompressorGovernorLock = true; // prevent manual activation until the pressure goes below cut-in level - } - - if( ( TrainType == dt_ET41 ) - || ( TrainType == dt_ET42 ) ) { - // for these multi-unit engines compressors turn off whenever any of them was affected by the governor - // NOTE: this is crude implementation, TODO: re-implement when a more elegant/flexible system is in place - if( ( Couplers[ 1 ].Connected != nullptr ) - && ( true == TestFlag( Couplers[ 1 ].CouplingFlag, coupling::permanent ) ) ) { - // the first unit isn't allowed to start its compressor until second unit can start its own as well - CompressorFlag &= ( Couplers[ 1 ].Connected->CompressorGovernorLock == false ); - } - if( ( Couplers[ 0 ].Connected != nullptr ) - && ( true == TestFlag( Couplers[ 0 ].CouplingFlag, coupling::permanent ) ) ) { - // the second unit isn't allowed to start its compressor until first unit can start its own as well - CompressorFlag &= ( Couplers[ 0 ].Connected->CompressorGovernorLock == false ); - } - } + default: { + break; } - else { - // jeśli nie załączona - if( ( LastSwitchingTime > CtrlDelay ) - && ( ( Compressor < MinCompressorF ) - || ( ( Compressor < MaxCompressorF ) - && ( false == CompressorGovernorLock ) ) ) ) { - // załączenie przy małym ciśnieniu - // jeśli nie załączona, a ciśnienie za małe - // or if the switch is on and the pressure isn't maxed - if( CompressorPower == 5 ) // jeśli zasilanie z następnego członu - { // zasilanie sprężarki w członie ra z członu silnikowego (sprzęg 1) - if( Couplers[ end::rear ].Connected != NULL ) { - CompressorFlag = ( - ( ( Couplers[ end::rear ].Connected->CompressorAllow ) || ( CompressorStart == start_t::automatic ) ) - && ( CompressorAllowLocal ) - && ( Couplers[ end::rear ].Connected->ConverterFlag ) ); - } - else { - // bez tamtego członu nie zadziała - CompressorFlag = false; - } - } - else if( CompressorPower == 4 ) // jeśli zasilanie z poprzedniego członu - { // zasilanie sprężarki w członie ra z członu silnikowego (sprzęg 1) - if( Couplers[ end::front ].Connected != NULL ) { - CompressorFlag = ( - ( ( Couplers[ end::front ].Connected->CompressorAllow ) || ( CompressorStart == start_t::automatic ) ) - && ( CompressorAllowLocal ) - && ( Couplers[ end::front ].Connected->ConverterFlag ) ); - } - else { - CompressorFlag = false; // bez tamtego członu nie zadziała - } - } - else { - CompressorFlag = ( - ( ( CompressorAllow ) || ( CompressorStart == start_t::automatic ) ) - && ( CompressorAllowLocal ) - && ( CompressorPower == 0 ? Mains : - CompressorPower == 3 ? Mains : - ConverterFlag ) ); - } + } - // NOTE: crude way to enforce simultaneous activation of compressors in multi-unit setups - // TODO: replace this with a more universal activation system down the road - if( ( TrainType == dt_ET41 ) - || ( TrainType == dt_ET42 ) ) { + auto *compressorowner { ( + CompressorPower == 4 ? Couplers[ end::front ].Connected : + CompressorPower == 5 ? Couplers[ end::rear ].Connected : + this ) }; + auto const compressorpower { ( + CompressorPower == 0 ? Mains : + CompressorPower == 3 ? Mains : + ( compressorowner != nullptr ) && ( compressorowner->ConverterFlag ) ) }; + auto const compressorallow { + ( CompressorAllowLocal ) + && ( ( CompressorStart == start_t::automatic ) + || ( ( compressorowner != nullptr ) && ( compressorowner->CompressorAllow ) ) ) }; - if( ( Couplers[1].Connected != nullptr ) - && ( true == TestFlag( Couplers[ 1 ].CouplingFlag, coupling::permanent ) ) ) { - // the first unit isn't allowed to start its compressor until second unit can start its own as well - CompressorFlag &= ( Couplers[ 1 ].Connected->CompressorGovernorLock == false ); - } - if( ( Couplers[ 0 ].Connected != nullptr ) - && ( true == TestFlag( Couplers[ 0 ].CouplingFlag, coupling::permanent ) ) ) { - // the second unit isn't allowed to start its compressor until first unit can start its own as well - CompressorFlag &= ( Couplers[ 0 ].Connected->CompressorGovernorLock == false ); - } - } + auto const pressureistoolow { Compressor < MinCompressorF }; + auto const pressureistoohigh { Compressor > MaxCompressorF }; - if( CompressorFlag ) { - // jeśli została załączona - LastSwitchingTime = 0; // to trzeba ograniczyć ponowne włączenie - } - } + // TBD, TODO: break the lock with no low voltage power? + auto const governorlockispresent { MaxCompressorF - MinCompressorF > 0.0001 }; + CompressorGovernorLock = + ( governorlockispresent ) + && ( false == pressureistoolow ) // unlock if pressure drops below minimal threshold + && ( pressureistoohigh || CompressorGovernorLock ); // lock if pressure goes above maximum threshold + // for these multi-unit engines compressors turn off whenever any of them was affected by the governor + // NOTE: this is crude implementation, limited only to adjacent vehicles + // TODO: re-implement when a more elegant/flexible system is in place + auto const coupledgovernorlock { + ( ( Couplers[ end::rear ].Connected != nullptr ) + && ( true == TestFlag( Couplers[ end::rear ].CouplingFlag, coupling::permanent ) ) + && ( Couplers[ end::rear ].Connected->CompressorGovernorLock ) ) + || ( ( Couplers[ end::front ].Connected != nullptr ) + && ( true == TestFlag( Couplers[ end::front ].CouplingFlag, coupling::permanent ) ) + && ( Couplers[ end::front ].Connected->CompressorGovernorLock ) ) }; + auto const governorlock { CompressorGovernorLock || coupledgovernorlock }; + + auto const compressorflag { CompressorFlag }; + CompressorFlag = + ( compressorpower ) + && ( ( false == governorlock ) || ( CompressorPower == 3 ) ) + && ( ( CompressorFlag ) + || ( ( compressorallow ) && ( LastSwitchingTime > CtrlDelay ) ) ); + + if( ( CompressorFlag ) && ( CompressorFlag != compressorflag ) ) { + // jeśli została załączona to trzeba ograniczyć ponowne włączenie + LastSwitchingTime = 0; + } + + if( false == CompressorFlag ) { return; } + + // working compressor adds air to the air reservoir + switch( CompressorPower ) { + case 3: { + // the compressor is coupled with the diesel engine, engine revolutions affect the output + auto const enginefactor { ( + EngineType == TEngineType::DieselElectric ? ( ( 60.0 * std::abs( enrot ) ) / DElist[ MainCtrlPosNo ].RPM ) : + EngineType == TEngineType::DieselEngine ? ( std::abs( enrot ) / nmax ) : + 1.0 ) }; // shouldn't ever get here but, eh + CompressedVolume += + CompressorSpeedF + * ( 2.0 * MaxCompressorF - Compressor ) / MaxCompressorF + * enginefactor + * dt; + break; } + default: { + // the compressor is a stand-alone device, working at steady pace + CompressedVolume += + CompressorSpeedF + * ( 2.0 * MaxCompressorF - Compressor ) / MaxCompressorF + * dt; + break; + } + } - if( CompressorFlag ) { - // working compressor adds air to the air reservoir - if( CompressorPower == 3 ) { - // the compressor is coupled with the diesel engine, engine revolutions affect the output - if( false == CompressorGovernorLock ) { - auto const enginefactor { ( - EngineType == TEngineType::DieselElectric ? ( ( 60.0 * std::abs( enrot ) ) / DElist[ MainCtrlPosNo ].RPM ) : - EngineType == TEngineType::DieselEngine ? ( std::abs( enrot ) / nmax ) : - 1.0 ) }; // shouldn't ever get here but, eh - CompressedVolume += - CompressorSpeed - * ( 2.0 * MaxCompressorF - Compressor ) / MaxCompressorF - * enginefactor - * dt; - } -/* - else { - // the lock is active, air is being vented out at arbitrary rate - CompressedVolume -= 0.01 * dt; - } -*/ - } - else { - // the compressor is a stand-alone device, working at steady pace - CompressedVolume += - CompressorSpeedF - * ( 2.0 * MaxCompressorF - Compressor ) / MaxCompressorF - * dt; + if( ( pressureistoohigh ) + && ( false == governorlockispresent ) ) { + // vent some air out if there's no governor lock to stop the compressor from exceeding acceptable pressure level + SetFlag( SoundFlag, sound::relay | sound::loud ); + CompressedVolume *= 0.8; + } - if( ( CompressorPower == 5 ) && ( Couplers[ 1 ].Connected != NULL ) ) { - // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę - Couplers[ 1 ].Connected->TotalCurrent += 0.0015 * Couplers[ 1 ].Connected->PantographVoltage; - } - else if( ( CompressorPower == 4 ) && ( Couplers[ 0 ].Connected != NULL ) ) { - // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę - Couplers[ 0 ].Connected->TotalCurrent += 0.0015 * Couplers[ 0 ].Connected->PantographVoltage; - } - else { - // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę - TotalCurrent += 0.0015 * PantographVoltage; - } + // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę + // TODO: draw power from proper high- or low voltage circuit + switch( CompressorPower ) { + case 3: { + // diesel-powered compressor doesn't draw power + break; + } + default: { + if( compressorowner != nullptr ) { + compressorowner->TotalCurrent += 0.0015 * compressorowner->PantographVoltage; } + break; } } } @@ -11090,6 +10966,10 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C } OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } + else if( Command == "CompressorPreset" ) { + CompressorListPos = clamp( static_cast( CValue1 ), 0, CompressorListPosNo ); + OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); + } else if (Command == "DoorPermit") { auto const left { CValue2 > 0 ? 1 : 2 }; diff --git a/Train.cpp b/Train.cpp index 24cc858c..3d2c9fdc 100644 --- a/Train.cpp +++ b/Train.cpp @@ -3079,9 +3079,7 @@ void TTrain::OnCommand_compressorenable( TTrain *Train, command_data const &Comm void TTrain::OnCommand_compressordisable( TTrain *Train, command_data const &Command ) { - if( Train->mvControlled->CompressorPower >= 2 ) { - return; - } + if( Train->mvControlled->CompressorPower >= 2 ) { return; } if( Command.action == GLFW_PRESS ) { // visual feedback @@ -3103,12 +3101,8 @@ void TTrain::OnCommand_compressordisable( TTrain *Train, command_data const &Com void TTrain::OnCommand_compressortogglelocal( TTrain *Train, command_data const &Command ) { - if( Train->mvOccupied->CompressorPower >= 2 ) { - return; - } - if( Train->ggCompressorLocalButton.SubModel == nullptr ) { - return; - } + if( Train->mvOccupied->CompressorPower >= 2 ) { return; } + if( Train->ggCompressorLocalButton.SubModel == nullptr ) { return; } if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down @@ -3131,48 +3125,54 @@ void TTrain::OnCommand_compressortogglelocal( TTrain *Train, command_data const void TTrain::OnCommand_compressorpresetactivatenext(TTrain *Train, command_data const &Command) { - if (Train->mvOccupied->CompressorListPosNo == 0) { - // lights are controlled by preset selector - return; - } - if (Command.action != GLFW_PRESS) { - // one change per key press - return; - } + if (Train->mvOccupied->CompressorListPosNo == 0) { return; } + if( Command.action == GLFW_REPEAT ) { return; } - if ((Train->mvOccupied->CompressorListPos < Train->mvOccupied->CompressorListPosNo) - || (true == Train->mvOccupied->CompressorListWrap)) { - // active light preset is stored as value in range 1-LigthPosNo - Train->mvOccupied->CompressorListPos = ( - Train->mvOccupied->CompressorListPos < Train->mvOccupied->CompressorListPosNo ? - Train->mvOccupied->CompressorListPos + 1 : - 1); // wrap mode + if( Train->ggCompressorListButton.type() == TGaugeType::push ) { + // impulse switch + if( Train->mvOccupied->CompressorListPosNo < Train->mvOccupied->CompressorListDefPos + 1 ) { return; } - // visual feedback - if (Train->ggCompressorListButton.SubModel != nullptr) { - Train->ggCompressorListButton.UpdateValue(Train->mvOccupied->CompressorListPos - 1, Train->dsbSwitch); - } - } + Train->mvOccupied->ChangeCompressorPreset( ( + Command.action == GLFW_PRESS ? + Train->mvOccupied->CompressorListDefPos + 1 : + Train->mvOccupied->CompressorListDefPos ) ); + // visual feedback + Train->ggCompressorListButton.UpdateValue( Train->mvOccupied->CompressorListPos - 1, Train->dsbSwitch ); + } + else { + // multi-state switch + if( Command.action == GLFW_RELEASE ) { return; } + + if( ( Train->mvOccupied->CompressorListPos < Train->mvOccupied->CompressorListPosNo ) + || ( true == Train->mvOccupied->CompressorListWrap ) ) { + // active light preset is stored as value in range 1-LigthPosNo + Train->mvOccupied->ChangeCompressorPreset( ( + Train->mvOccupied->CompressorListPos < Train->mvOccupied->CompressorListPosNo ? + Train->mvOccupied->CompressorListPos + 1 : + 1 ) ); // wrap mode + // visual feedback + Train->ggCompressorListButton.UpdateValue( Train->mvOccupied->CompressorListPos - 1, Train->dsbSwitch ); + } + } } void TTrain::OnCommand_compressorpresetactivateprevious(TTrain *Train, command_data const &Command) { - if (Train->mvOccupied->CompressorListPosNo == 0) { - // lights are controlled by preset selector - return; - } - if (Command.action != GLFW_PRESS) { - // one change per key press - return; - } + if (Train->mvOccupied->CompressorListPosNo == 0) { return; } + if (Command.action != GLFW_PRESS) { return; } // one change per key press + + if( Train->ggCompressorListButton.type() == TGaugeType::push ) { + // impulse switch toggles only between positions 'default' and 'default+1' + return; + } if ((Train->mvOccupied->CompressorListPos > 1) || (true == Train->mvOccupied->CompressorListWrap)) { // active light preset is stored as value in range 1-LigthPosNo - Train->mvOccupied->CompressorListPos = ( + Train->mvOccupied->ChangeCompressorPreset( ( Train->mvOccupied->CompressorListPos > 1 ? Train->mvOccupied->CompressorListPos - 1 : - Train->mvOccupied->CompressorListPosNo); // wrap mode + Train->mvOccupied->CompressorListPosNo) ); // wrap mode // visual feedback if (Train->ggCompressorListButton.SubModel != nullptr) { @@ -3183,18 +3183,12 @@ void TTrain::OnCommand_compressorpresetactivateprevious(TTrain *Train, command_d void TTrain::OnCommand_compressorpresetactivatedefault(TTrain *Train, command_data const &Command) { - if (Train->mvOccupied->CompressorListPosNo == 0) { - // lights are controlled by preset selector - return; - } - if (Command.action != GLFW_PRESS) { - // one change per key press - return; - } + if (Train->mvOccupied->CompressorListPosNo == 0) { return; } + if (Command.action != GLFW_PRESS) { return; } // one change per key press - Train->mvOccupied->CompressorListPos = Train->mvOccupied->CompressorListDefPos; + Train->mvOccupied->ChangeCompressorPreset( Train->mvOccupied->CompressorListDefPos ); - // visual feedback + // visual feedback if (Train->ggCompressorListButton.SubModel != nullptr) { Train->ggCompressorListButton.UpdateValue(Train->mvOccupied->CompressorListPos - 1, Train->dsbSwitch); } @@ -6166,8 +6160,12 @@ bool TTrain::Update( double const Deltatime ) true : false ) ); btLampkaWylSzybkiOff.Turn( + ( ( ( m_linebreakerstate == 2 ) + || ( true == mvControlled->Mains ) ) ? + false : + true ) ); + btLampkaMainBreakerReady.Turn( ( ( ( mvControlled->MainsInitTimeCountdown > 0.0 ) -// || ( fHVoltage == 0.0 ) || ( m_linebreakerstate == 2 ) || ( true == mvControlled->Mains ) ) ? false : @@ -6328,6 +6326,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaSHP.Turn( false ); btLampkaWylSzybki.Turn( false ); btLampkaWylSzybkiOff.Turn( false ); + btLampkaMainBreakerReady.Turn( false ); btLampkaWysRozr.Turn( false ); btLampkaOpory.Turn( false ); btLampkaStyczn.Turn( false ); @@ -6406,7 +6405,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaWylSzybkiB.Turn( mover->Mains ); btLampkaWylSzybkiBOff.Turn( ( false == mover->Mains ) - && ( mover->MainsInitTimeCountdown <= 0.0 ) + /*&& ( mover->MainsInitTimeCountdown <= 0.0 )*/ /*&& ( fHVoltage != 0.0 )*/ ); btLampkaOporyB.Turn( mover->ResistorsFlagCheck() ); @@ -8024,6 +8023,7 @@ void TTrain::clear_cab_controls() btLampkaWylSzybkiOff.Clear(); btLampkaWylSzybkiB.Clear(); btLampkaWylSzybkiBOff.Clear(); + btLampkaMainBreakerReady.Clear(); btLampkaBezoporowa.Clear(); btLampkaBezoporowaB.Clear(); btLampkaMaxSila.Clear(); @@ -8445,6 +8445,7 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co { "i-mainbreakerb:", btLampkaWylSzybkiB }, { "i-mainbreakeroff:", btLampkaWylSzybkiOff }, { "i-mainbreakerboff:", btLampkaWylSzybkiBOff }, + { "i-mainbreakerready:", btLampkaMainBreakerReady }, { "i-vent_ovld:", btLampkaNadmWent }, { "i-comp_ovld:", btLampkaNadmSpr }, { "i-resistors:", btLampkaOpory }, diff --git a/Train.h b/Train.h index 0fb6b9df..76cf3767 100644 --- a/Train.h +++ b/Train.h @@ -566,6 +566,7 @@ public: // reszta może by?publiczna TButton btLampkaNadmSil; TButton btLampkaWylSzybki; TButton btLampkaWylSzybkiOff; + TButton btLampkaMainBreakerReady; TButton btLampkaNadmWent; TButton btLampkaNadmSpr; // TODO: implement // yB: drugie lampki dla EP05 i ET42 diff --git a/color.h b/color.h index 4260b1fb..ac084e34 100644 --- a/color.h +++ b/color.h @@ -4,7 +4,7 @@ namespace colors { glm::vec4 const none{ 0.f, 0.f, 0.f, 1.f }; glm::vec4 const white{ 1.f, 1.f, 1.f, 1.f }; -glm::vec4 const shadow{ 0.6f, 0.6f, 0.6f, 1.f }; +glm::vec4 const shadow{ 0.35f, 0.40f, 0.45f, 1.f }; inline glm::vec3 From 2b7f0af9cee0c4e8a72c34fa56ead89c8eb33273 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Kr=C3=B3lik=20Uszasty?= Date: Sun, 29 Dec 2019 15:19:42 +0100 Subject: [PATCH 072/153] EIMCtrl for DieselElectric --- DynObj.cpp | 5 ++-- McZapkie/MOVER.h | 1 + McZapkie/Mover.cpp | 75 ++++++++++++++++++++++++++++++++++++++-------- 3 files changed, 66 insertions(+), 15 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index ad49e5cd..73ef3066 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2824,8 +2824,9 @@ bool TDynamicObject::Update(double dt, double dt1) if (Mechanik) { // Ra 2F3F: do Driver.cpp to przenieść? MoverParameters->EqvtPipePress = GetEPP(); // srednie cisnienie w PG - if ((Mechanik->primary()) - && (MoverParameters->EngineType == TEngineType::DieselEngine) + if ((Mechanik->primary()) && + ((MoverParameters->EngineType == TEngineType::DieselEngine) || + (MoverParameters->EngineType == TEngineType::DieselElectric)) && (MoverParameters->EIMCtrlType > 0)) { MoverParameters->CheckEIMIC(dt1); if (MoverParameters->SpeedCtrl) diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 7a8ca315..98d43936 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1058,6 +1058,7 @@ public: int UniCtrlListSize = 0; /*wielkosc listy pozycji uniwersalnego nastawnika*/ bool UniCtrlIntegratedBrakePNCtrl = false; /*zintegrowany nastawnik JH obsluguje hamulec PN*/ bool UniCtrlIntegratedBrakeCtrl = false; /*zintegrowany nastawnik JH obsluguje hamowanie*/ + bool UniCtrlIntegratedLocalBrakeCtrl = false; /*zintegrowany nastawnik JH obsluguje hamowanie hamulcem pomocniczym*/ /*-sekcja parametrow dla lokomotywy elektrycznej*/ TSchemeTable RList; /*lista rezystorow rozruchowych i polaczen silnikow, dla dizla: napelnienia*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index f06fdfb3..e8d15e12 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -3855,6 +3855,10 @@ void TMoverParameters::UpdatePipePressure(double dt) if ((EngineType != TEngineType::ElectricInductionMotor)) { double lbpa = LocalBrakePosA; + if ((EIMCtrlType > 0) && (UniCtrlIntegratedLocalBrakeCtrl)) + { + lbpa = std::max(0.0, -eimic_real); + } if (SpeedCtrlUnit.Parking) { lbpa = std::max(lbpa, StopBrakeDecc); } @@ -4813,7 +4817,10 @@ double TMoverParameters::TractionForce( double dt ) { if( ( true == Mains ) && ( true == FuelPump.is_active ) ) { - tmp = DElist[ MainCtrlPos ].RPM / 60.0; + if (EIMCtrlType > 0) //sterowanie cyfrowe + tmp = (DElist[0].RPM + ((DElist[MainCtrlPosNo].RPM - DElist[0].RPM) * std::max(0.0,eimic_real))) / 60.0; + else + tmp = DElist[ MainCtrlPos ].RPM / 60.0; if( ( true == HeatingAllow ) && ( HeatingPower > 0 ) @@ -5169,7 +5176,44 @@ double TMoverParameters::TractionForce( double dt ) { { // tmpV:=V*CabActive*DirActive; auto const tmpV { nrot * Pirazy2 * 0.5 * WheelDiameter * DirAbsolute }; //*CabActive*DirActive; + auto tempUmax = 0.0; + auto tempImax = 0.0; + auto tempPmax = 0.0; // jazda manewrowa + if (EIMCtrlType > 0) //sterowanie cyfrowe + { + auto eimic_positive = std::max(0.0, eimic_real); + auto const rpmratio {60.0 * enrot / DElist[MainCtrlPosNo].RPM}; + tempImax = DElist[MainCtrlPosNo].Imax * eimic_positive; + tempUmax = DElist[MainCtrlPosNo].Umax * std::min(eimic_positive, rpmratio); + tempPmax = DElist[MainCtrlPosNo].GenPower * std::min(eimic_positive, rpmratio); + tmp = tempPmax; + // NOTE: Mains in this context is working diesel engine + if ((true == Mains) && (MainCtrlPowerPos() > 0)) + { + + if (tmpV < (Vhyp * tempPmax / DElist[MainCtrlPosNo].GenPower)) + { + // czy na czesci prostej, czy na hiperboli + Ft = (Ftmax - + ((Ftmax - 1000.0 * DElist[MainCtrlPosNo].GenPower / (Vhyp + Vadd)) * + (tmpV / Vhyp) / PowerCorRatio)) * + eimic_positive; // posratio - bo sila jakos tam sie rozklada + } + else + { + // na hiperboli + // 1.107 - wspolczynnik sredniej nadwyzki Ft w symku nad charakterystyka + Ft = 1000.0 * tempPmax / (tmpV + Vadd) / + PowerCorRatio; // tu jest zawarty stosunek mocy + } + } + else + Ft = 0; // jak nastawnik na zero, to sila tez zero + + PosRatio = tempPmax / DElist[MainCtrlPosNo].GenPower; + } + else if( true == ShuntMode ) { if( ( true == Mains ) && ( MainCtrlPowerPos() > 0 ) ) { EngineVoltage = ( SST[ MainCtrlPos ].Umax * AnPos ) + ( SST[ MainCtrlPos ].Umin * ( 1.0 - AnPos ) ); @@ -5188,6 +5232,9 @@ double TMoverParameters::TractionForce( double dt ) { else // jazda ciapongowa { auto power = Power; + tempImax = DElist[MainCtrlPos].Imax; + tempUmax = DElist[MainCtrlPos].Umax; + tempPmax = DElist[MainCtrlPos].GenPower; if( true == Heating ) { power -= HeatingPower; } if( power < 0.0 ) { power = 0.0; } // NOTE: very crude way to approximate power generated at current rpm instead of instant top output @@ -5252,10 +5299,10 @@ double TMoverParameters::TractionForce( double dt ) { } else { - if (abs(Im) > DElist[MainCtrlPos].Imax) + if (abs(Im) > tempImax) { // nie ma nadmiarowego, tylko Imax i zwarcie na pradnicy - Ft = Ft / Im * DElist[MainCtrlPos].Imax; - Im = DElist[MainCtrlPos].Imax; + Ft = Ft / Im * tempImax; + Im = tempImax; } if( Im > 0 ) { @@ -5265,25 +5312,26 @@ double TMoverParameters::TractionForce( double dt ) { EngineVoltage = 1000.0 * tmp / std::abs( Im ); } else { + auto tempMCP = EIMCtrlType > 0 ? 1 + 99 * std::max(1.0, eimic_real) : MainCtrlPos; + auto tempMCPN = EIMCtrlType > 0 ? 100 : MainCtrlPosNo; // charakterystyka pradnicy obcowzbudnej (elipsa) - twierdzenie Pitagorasa EngineVoltage = std::sqrt( std::abs( - square( DElist[ MainCtrlPos ].Umax ) - - square( DElist[ MainCtrlPos ].Umax * Im / DElist[ MainCtrlPos ].Imax ) ) ) - * ( MainCtrlPos - 1 ) - + ( 1.0 - Im / DElist[ MainCtrlPos ].Imax ) * DElist[ MainCtrlPos ].Umax * ( MainCtrlPosNo - MainCtrlPos ); - EngineVoltage /= ( MainCtrlPosNo - 1 ); + square(tempUmax) - square(tempUmax * Im / tempImax))) * + (tempMCP - 1) + + (1.0 - Im / tempImax) * tempUmax * (tempMCPN - tempMCP); + EngineVoltage /= (tempMCPN - 1); EngineVoltage = clamp( EngineVoltage, Im * 0.05, ( 1000.0 * tmp / std::abs( Im ) ) ); } } - if( ( EngineVoltage > DElist[ MainCtrlPos ].Umax ) + if ((EngineVoltage > tempUmax) || ( Im == 0 ) ) { // gdy wychodzi za duze napiecie albo przy biegu jalowym (jest cos takiego?) - EngineVoltage = DElist[ MainCtrlPos ].Umax * ( ConverterFlag ? 1 : 0 ); + EngineVoltage = tempUmax * (ConverterFlag ? 1 : 0); } EnginePower = EngineVoltage * Im / 1000.0; @@ -6547,9 +6595,9 @@ void TMoverParameters::CheckEIMIC(double dt) LastRelayTime = 0; MainCtrlActualPos = MainCtrlPos; } - if (Hamulec->GetEDBCP() > 0.3 && eimic < 0) //when braking with pneumatic brake + if (Hamulec->GetEDBCP() > 0.3 && eimic < 0 && !UniCtrlIntegratedLocalBrakeCtrl) //when braking with pneumatic brake eimic = 0; //shut off retarder - if (UniCtrlIntegratedBrakeCtrl == false) + if ((UniCtrlIntegratedBrakeCtrl == false)&&(UniCtrlIntegratedLocalBrakeCtrl == false)) { eimic = (LocalBrakeRatio() > 0.01 ? -LocalBrakeRatio() : eimic); } @@ -10053,6 +10101,7 @@ void TMoverParameters::LoadFIZ_UCList(std::string const &Input) { extract_value( UniCtrlListSize, "Size", Input, "" ); extract_value( UniCtrlIntegratedBrakeCtrl, "IntegratedBrake", Input, "" ); + extract_value( UniCtrlIntegratedLocalBrakeCtrl, "IntegratedLocBrake", Input, ""); extract_value( UniCtrlIntegratedBrakePNCtrl, "IntegratedBrakePN", Input, "" ); } From 10262f37dcc0cae8fde1c4b59a46a009c48a4ddb Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 1 Jan 2020 20:37:19 +0100 Subject: [PATCH 073/153] compressor logic tweaks, battery cab controls, pump sounds --- DynObj.cpp | 52 ++++++++++++++++++++++++++++++++++++++++---- DynObj.h | 3 +++ McZapkie/MOVER.h | 1 + McZapkie/Mover.cpp | 16 +++++++++++--- Train.cpp | 29 +++++++++++++++++------- Train.h | 2 ++ drivermouseinput.cpp | 6 +++++ translation.cpp | 6 +++++ translation.h | 2 ++ 9 files changed, 102 insertions(+), 15 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index 73ef3066..2a91b271 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -3782,7 +3782,8 @@ void TDynamicObject::TurnOff() // przeliczanie dźwięków, bo będzie słychać bez wyświetlania sektora z pojazdem void TDynamicObject::RenderSounds() { - if( Global.iPause != 0 ) { return; } + if( false == simulation::is_ready ) { return; } + if( Global.iPause != 0 ) { return; } if( ( m_startjoltplayed ) && ( ( std::abs( MoverParameters->AccSVBased ) < 0.01 ) @@ -5094,11 +5095,25 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } else if( token == "oilpump:" ) { - // plik z dzwiekiem wentylatora, mnozniki i ofsety amp. i czest. m_powertrainsounds.oil_pump.deserialize( parser, sound_type::single ); m_powertrainsounds.oil_pump.owner( this ); } + else if( token == "fuelpump:" ) { + m_powertrainsounds.fuel_pump.deserialize( parser, sound_type::single ); + m_powertrainsounds.fuel_pump.owner( this ); + } + + else if( token == "waterpump:" ) { + m_powertrainsounds.water_pump.deserialize( parser, sound_type::single ); + m_powertrainsounds.water_pump.owner( this ); + } + + else if( token == "waterheater:" ) { + m_powertrainsounds.water_heater.deserialize( parser, sound_type::single ); + m_powertrainsounds.water_heater.owner( this ); + } + else if( ( token == "tractionmotor:" ) && ( MoverParameters->Power > 0 ) ) { // plik z dzwiekiem silnika, mnozniki i ofsety amp. i czest. @@ -6611,7 +6626,7 @@ TDynamicObject::powertrain_sounds::position( glm::vec3 const Location ) { std::vector enginesounds = { &inverter, &motor_relay, &dsbWejscie_na_bezoporow, &motor_parallel, &motor_shuntfield, &rsWentylator, - &engine, &engine_ignition, &engine_shutdown, &engine_revving, &engine_turbo, &oil_pump, &radiator_fan, &radiator_fan_aux, + &engine, &engine_ignition, &engine_shutdown, &engine_revving, &engine_turbo, &oil_pump, &fuel_pump, &water_pump, &water_heater, &radiator_fan, &radiator_fan_aux, &transmission, &rsEngageSlippery }; for( auto sound : enginesounds ) { @@ -6639,7 +6654,36 @@ TDynamicObject::powertrain_sounds::render( TMoverParameters const &Vehicle, doub else { oil_pump.stop(); } - + // fuel pump + if( true == Vehicle.FuelPump.is_active ) { + fuel_pump + .pitch( fuel_pump.m_frequencyoffset + fuel_pump.m_frequencyfactor * 1.f ) + .gain( fuel_pump.m_amplitudeoffset + fuel_pump.m_amplitudefactor * 1.f ) + .play( sound_flags::exclusive | sound_flags::looping ); + } + else { + fuel_pump.stop(); + } + // water pump + if( true == Vehicle.WaterPump.is_active ) { + water_pump + .pitch( water_pump.m_frequencyoffset + water_pump.m_frequencyfactor * 1.f ) + .gain( water_pump.m_amplitudeoffset + water_pump.m_amplitudefactor * 1.f ) + .play( sound_flags::exclusive | sound_flags::looping ); + } + else { + water_pump.stop(); + } + // water heater + if( true == Vehicle.WaterHeater.is_active ) { + water_heater + .pitch( water_heater.m_frequencyoffset + water_heater.m_frequencyfactor * 1.f ) + .gain( water_heater.m_amplitudeoffset + water_heater.m_amplitudefactor * 1.f ) + .play( sound_flags::exclusive | sound_flags::looping ); + } + else { + water_heater.stop(); + } // engine sounds // ignition if( engine_state_last != Vehicle.Mains ) { diff --git a/DynObj.h b/DynObj.h index 0b153c1b..094bc2af 100644 --- a/DynObj.h +++ b/DynObj.h @@ -369,6 +369,9 @@ private: sound_source engine_turbo { sound_placement::engine }; double engine_turbo_pitch { 1.0 }; sound_source oil_pump { sound_placement::engine }; + sound_source fuel_pump { sound_placement::engine }; + sound_source water_pump { sound_placement::engine }; + sound_source water_heater { sound_placement::engine }; sound_source radiator_fan { sound_placement::engine }; sound_source radiator_fan_aux { sound_placement::engine }; sound_source transmission { sound_placement::engine }; diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 98d43936..64b8b2ec 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1281,6 +1281,7 @@ public: bool CompressorAllow = false; /*! zezwolenie na uruchomienie sprezarki NBMX*/ bool CompressorAllowLocal{ true }; // local device state override (most units don't have this fitted so it's set to true not to intefere) bool CompressorGovernorLock{ false }; // indicates whether compressor pressure switch was activated due to reaching cut-out pressure + bool CompressorTankValve{ false }; // indicates excessive pressure is vented from compressor tank directly and instantly start_t CompressorStart{ start_t::manual }; // whether the compressor is started manually, or another way start_t PantographCompressorStart{ start_t::manual }; // TODO converter parameters, for when we start cleaning up mover parameters diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index e8d15e12..b1207669 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -3707,6 +3707,8 @@ void TMoverParameters::CompressorCheck(double dt) { CompressedVolume = std::max( 0.0, CompressedVolume - dt * AirLeakRate * 0.1 ); // nieszczelności: 0.001=1l/s + Compressor = CompressedVolume / VeselVolume; + // assorted operational logic auto const MaxCompressorF { CompressorList[ TCompressorList::cl_MaxFactor ][ CompressorListPos ] * MaxCompressor }; auto const MinCompressorF { CompressorList[ TCompressorList::cl_MinFactor ][ CompressorListPos ] * MinCompressor }; @@ -3792,7 +3794,8 @@ void TMoverParameters::CompressorCheck(double dt) { CompressorSpeedF * ( 2.0 * MaxCompressorF - Compressor ) / MaxCompressorF * enginefactor - * dt; + * dt + * ( CompressorGovernorLock ? 0.0 : 1.0 ); // with the lock active air is vented out break; } default: { @@ -3806,10 +3809,16 @@ void TMoverParameters::CompressorCheck(double dt) { } if( ( pressureistoohigh ) - && ( false == governorlockispresent ) ) { + && ( ( false == governorlockispresent ) || ( CompressorPower == 3 ) ) ) { // vent some air out if there's no governor lock to stop the compressor from exceeding acceptable pressure level SetFlag( SoundFlag, sound::relay | sound::loud ); - CompressedVolume *= 0.8; + CompressedVolume *= ( + false == governorlockispresent ? 0.80 : // arbitrary amount + CompressorTankValve ? MinCompressorF / MaxCompressorF : // drop to mincompressor level + 0.999 ); // HACK: drop a tiny bit so the sound doesn't trigger repeatedly + if( ( false == governorlockispresent ) || ( CompressorTankValve ) ) { + CompressorGovernorLock = false; + } } // tymczasowo tylko obciążenie sprężarki, tak z 5A na sprężarkę @@ -9221,6 +9230,7 @@ void TMoverParameters::LoadFIZ_Brake( std::string const &line ) { */ extract_value( MinCompressor, "MinCP", line, "" ); extract_value( MaxCompressor, "MaxCP", line, "" ); + extract_value( CompressorTankValve, "CompressorTankValve", line, "" ); extract_value( CompressorSpeed, "CompressorSpeed", line, "" ); extract_value( EmergencyValveOff, "MinEVP", line, "" ); extract_value( EmergencyValveOn, "MaxEVP", line, "" ); diff --git a/Train.cpp b/Train.cpp index 3d2c9fdc..b417eee8 100644 --- a/Train.cpp +++ b/Train.cpp @@ -1932,7 +1932,8 @@ void TTrain::OnCommand_batteryenable( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { // visual feedback - Train->ggBatteryButton.UpdateValue( 1.0, Train->dsbSwitch ); + Train->ggBatteryButton.UpdateValue( 1.0f, Train->dsbSwitch ); + Train->ggBatteryOnButton.UpdateValue( 1.0f, Train->dsbSwitch ); if( true == Train->mvOccupied->Battery ) { return; } // already on @@ -1953,6 +1954,7 @@ void TTrain::OnCommand_batteryenable( TTrain *Train, command_data const &Command // return the switch to neutral position Train->ggBatteryButton.UpdateValue( 0.5f ); } + Train->ggBatteryOnButton.UpdateValue( 0.0f, Train->dsbSwitch ); } } @@ -1960,7 +1962,8 @@ void TTrain::OnCommand_batterydisable( TTrain *Train, command_data const &Comman // TBD, TODO: ewentualnie zablokować z FIZ, np. w samochodach się nie odłącza akumulatora if( Command.action == GLFW_PRESS ) { // visual feedback - Train->ggBatteryButton.UpdateValue( 0.0, Train->dsbSwitch ); + Train->ggBatteryButton.UpdateValue( 0.0f, Train->dsbSwitch ); + Train->ggBatteryOffButton.UpdateValue( 1.0f, Train->dsbSwitch ); if( false == Train->mvOccupied->Battery ) { return; } // already off @@ -1978,6 +1981,7 @@ void TTrain::OnCommand_batterydisable( TTrain *Train, command_data const &Comman // return the switch to neutral position Train->ggBatteryButton.UpdateValue( 0.5f ); } + Train->ggBatteryOffButton.UpdateValue( 0.0f, Train->dsbSwitch ); } } @@ -2279,10 +2283,11 @@ void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Co void TTrain::OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_data const &Command ) { - if( ( Train->mvControlled->TrainType == dt_EZT ? - ( Train->mvControlled != Train->mvOccupied ) : - ( Train->iCabn != 0 ) ) ) { - // tylko w maszynowym + if( ( Train->ggPantCompressorValve.SubModel == nullptr ) + && ( Train->mvControlled->TrainType == dt_EZT ? + ( Train->mvControlled != Train->mvOccupied ) : + ( Train->iCabn != 0 ) ) ) { + // tylko w maszynowym, unless actual device is present return; } @@ -2305,7 +2310,8 @@ void TTrain::OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_d void TTrain::OnCommand_pantographcompressoractivate( TTrain *Train, command_data const &Command ) { - if( ( Train->mvControlled->TrainType == dt_EZT ? + if( ( Train->ggPantCompressorValve.SubModel == nullptr ) + && ( Train->mvControlled->TrainType == dt_EZT ? ( Train->mvControlled != Train->mvOccupied ) : ( Train->iCabn != 0 ) ) ) { // tylko w maszynowym @@ -6737,6 +6743,8 @@ bool TTrain::Update( double const Deltatime ) ggCabLightButton.Update(); ggCabLightDimButton.Update(); ggBatteryButton.Update(); + ggBatteryOnButton.Update(); + ggBatteryOffButton.Update(); ggWaterPumpBreakerButton.Update(); ggWaterPumpButton.Update(); @@ -7942,6 +7950,8 @@ void TTrain::clear_cab_controls() ggCabLightButton.Clear(); ggCabLightDimButton.Clear(); ggBatteryButton.Clear(); + ggBatteryOnButton.Clear(); + ggBatteryOffButton.Clear(); //------- ggFuseButton.Clear(); ggConverterFuseButton.Clear(); @@ -8529,7 +8539,8 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co std::unordered_map const autolights = { { "i-doorpermit_left:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit }, { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit }, - { "i-doorstep:", &mvOccupied->Doors.step_enabled } + { "i-doorstep:", &mvOccupied->Doors.step_enabled }, + { "i-mainpipelock:", &mvOccupied->LockPipe } }; { auto lookup = autolights.find( Label ); @@ -8688,6 +8699,8 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "cablight_sw:", ggCabLightButton }, { "cablightdim_sw:", ggCabLightDimButton }, { "battery_sw:", ggBatteryButton }, + { "batteryon_sw:", ggBatteryOnButton }, + { "batteryoff_sw:", ggBatteryOffButton }, { "distancecounter_sw:", ggDistanceCounterButton }, { "universal0:", ggUniversals[ 0 ] }, { "universal1:", ggUniversals[ 1 ] }, diff --git a/Train.h b/Train.h index 76cf3767..ff7b7c82 100644 --- a/Train.h +++ b/Train.h @@ -512,6 +512,8 @@ public: // reszta może by?publiczna TGauge ggCabLightButton; // hunter-091012: przelacznik oswietlania kabiny TGauge ggCabLightDimButton; // hunter-091012: przelacznik przyciemnienia TGauge ggBatteryButton; // Stele 161228 hebelek baterii + TGauge ggBatteryOnButton; + TGauge ggBatteryOffButton; // oswietlenia kabiny // NBMX wrzesien 2003 - obsluga drzwi diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 837aa0a9..73c8a18e 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -821,6 +821,12 @@ drivermouse_input::default_bindings() { { "battery_sw:", { user_command::batterytoggle, user_command::none } }, + { "batteryon_sw:", { + user_command::batteryenable, + user_command::none } }, + { "batteryoff_sw:", { + user_command::batterydisable, + user_command::none } }, { "universal0:", { user_command::generictoggle0, user_command::none } }, diff --git a/translation.cpp b/translation.cpp index 2bc83509..282c451a 100644 --- a/translation.cpp +++ b/translation.cpp @@ -178,6 +178,8 @@ init() { "interior light", "interior light dimmer", "battery", + "battery", + "battery", "interactive part", "interactive part", "interactive part", @@ -346,6 +348,8 @@ init() { "oswietlenie kabiny", "przyciemnienie oswietlenia kabiny", "bateria", + "bateria", + "bateria", "element ruchomy", "element ruchomy", "element ruchomy", @@ -467,6 +471,8 @@ init() { "cablight_sw:", "cablightdim_sw:", "battery_sw:", + "batteryon_sw:", + "batteryoff_sw:", "universal0:", "universal1:", "universal2:", diff --git a/translation.h b/translation.h index b8511290..4abcd9e6 100644 --- a/translation.h +++ b/translation.h @@ -167,6 +167,8 @@ enum string { cab_cablight_sw, cab_cablightdim_sw, cab_battery_sw, + cab_batteryon_sw, + cab_batteryoff_sw, cab_universal0, cab_universal1, cab_universal2, From 14699a96deaf737fcba1ec5c545b1243f2ff1a72 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 1 Jan 2020 20:41:05 +0100 Subject: [PATCH 074/153] build 200101. opengl 3.3 renderer projected headlights --- Texture.cpp | 2 +- Texture.h | 2 +- gl/glsl_common.cpp | 4 ++ gl/shader.cpp | 5 +- gl/ubo.h | 12 +++- lightarray.cpp | 10 ++- lightarray.h | 1 + opengl33renderer.cpp | 159 ++++++++++++++++++++++++++++++------------- opengl33renderer.h | 7 +- openglrenderer.cpp | 2 +- version.h | 6 +- 11 files changed, 147 insertions(+), 63 deletions(-) diff --git a/Texture.cpp b/Texture.cpp index ca68d695..889aeb72 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -28,7 +28,7 @@ http://mozilla.org/MPL/2.0/. #define EU07_DEFERRED_TEXTURE_UPLOAD -std::array opengl_texture::units = { 0 }; +std::array opengl_texture::units = { 0 }; GLint opengl_texture::m_activeunit = -1; std::unordered_map opengl_texture::precompressed_formats = diff --git a/Texture.h b/Texture.h index d0741c65..2bc73f24 100644 --- a/Texture.h +++ b/Texture.h @@ -60,7 +60,7 @@ struct opengl_texture { GLint components_hint = 0; // components that material wants GLenum target = GL_TEXTURE_2D; - static std::array units; + static std::array units; static GLint m_activeunit; private: diff --git a/gl/glsl_common.cpp b/gl/glsl_common.cpp index 7ca89dce..fd1e761f 100644 --- a/gl/glsl_common.cpp +++ b/gl/glsl_common.cpp @@ -19,6 +19,7 @@ void gl::glsl_common_setup() const uint LIGHT_SPOT = 0U; const uint LIGHT_POINT = 1U; const uint LIGHT_DIR = 2U; + const uint LIGHT_HEADLIGHTS = 3U; struct light_s { @@ -36,6 +37,9 @@ void gl::glsl_common_setup() float intensity; float ambient; + + mat4 headlight_projection; + vec4 headlight_weights; }; layout(std140) uniform light_ubo diff --git a/gl/shader.cpp b/gl/shader.cpp index 462cb959..fe8f52ec 100644 --- a/gl/shader.cpp +++ b/gl/shader.cpp @@ -272,8 +272,9 @@ void gl::program::init() glUniform1i(loc, e.id); } - glUniform1i(glGetUniformLocation(*this, "shadowmap"), MAX_TEXTURES + 0); - glUniform1i(glGetUniformLocation(*this, "envmap"), MAX_TEXTURES + 1); + glUniform1i(glGetUniformLocation(*this, "shadowmap"), gl::SHADOW_TEX); + glUniform1i(glGetUniformLocation(*this, "envmap"), gl::ENV_TEX); + glUniform1i( glGetUniformLocation( *this, "headlightmap" ), gl::HEADLIGHT_TEX); GLuint index; diff --git a/gl/ubo.h b/gl/ubo.h index 2f6962e7..22aa2324 100644 --- a/gl/ubo.h +++ b/gl/ubo.h @@ -33,6 +33,10 @@ namespace gl const size_t MAX_TEXTURES = 8; const size_t ENVMAP_SIZE = 1024; const size_t MAX_CASCADES = 3; + const size_t HELPER_TEXTURES = 4; + const size_t SHADOW_TEX = MAX_TEXTURES + 0; + const size_t ENV_TEX = MAX_TEXTURES + 1; + const size_t HEADLIGHT_TEX = MAX_TEXTURES + 2; struct scene_ubs { @@ -76,7 +80,8 @@ namespace gl { SPOT = 0, POINT, - DIR + DIR, + HEADLIGHTS }; glm::vec3 pos; @@ -93,9 +98,12 @@ namespace gl float intensity; float ambient; + + glm::mat4 headlight_projection; + glm::vec4 headlight_weights; }; - static_assert(sizeof(light_element_ubs) == 64, "bad size of ubs"); + static_assert(sizeof(light_element_ubs) == 144, "bad size of ubs"); const size_t MAX_LIGHTS = 8; diff --git a/lightarray.cpp b/lightarray.cpp index aa22a957..8391c5e8 100644 --- a/lightarray.cpp +++ b/lightarray.cpp @@ -46,12 +46,12 @@ light_array::update() { // update light parameters to match current data of the owner if( light.index == end::front ) { // front light set - light.position = light.owner->GetPosition() + ( light.owner->VectorFront() * light.owner->GetLength() * 0.4 ); + light.position = light.owner->GetPosition() + ( light.owner->VectorFront() * ( std::max( 0.0, light.owner->GetLength() * 0.5 - 2.0 ) ) );// +( light.owner->VectorUp() * 0.25 ); light.direction = glm::make_vec3( light.owner->VectorFront().getArray() ); } else { // rear light set - light.position = light.owner->GetPosition() - ( light.owner->VectorFront() * light.owner->GetLength() * 0.4 ); + light.position = light.owner->GetPosition() - ( light.owner->VectorFront() * ( std::max( 0.0, light.owner->GetLength() * 0.5 - 2.0 ) ) );// +( light.owner->VectorUp() * 0.25 ); light.direction = glm::make_vec3( light.owner->VectorFront().getArray() ); light.direction.x = -light.direction.x; light.direction.z = -light.direction.z; @@ -72,9 +72,15 @@ light_array::update() { light.intensity = std::max( 0.0f, std::log( (float)light.count + 1.0f ) ); light.intensity *= ( light.owner->DimHeadlights ? 0.6f : 1.0f ); // TBD, TODO: intensity can be affected further by other factors + light.state = { + ( ( lights & light::headlight_left ) ? 1.f : 0.f ), + ( ( lights & light::headlight_upper ) ? 1.f : 0.f ), + ( ( lights & light::headlight_right ) ? 1.f : 0.f ) }; + light.state *= ( light.owner->DimHeadlights ? 0.6f : 1.0f ); } else { light.intensity = 0.0f; + light.state = glm::vec3{ 0.f }; } } else { diff --git a/lightarray.h b/lightarray.h index 0c22e13a..e826440f 100644 --- a/lightarray.h +++ b/lightarray.h @@ -21,6 +21,7 @@ public: glm::vec3 color{ 255.0f / 255.0f, 241.0f / 255.0f, 224.0f / 255.0f }; // color of the light, default is halogen light float intensity{ 0.0f }; // (combined) intensity of the light(s) int count{ 0 }; // number (or pattern) of active light(s) + glm::vec3 state{ 0.f }; // state of individual lights }; // methods diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 8623db99..aeac2497 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -39,8 +39,7 @@ ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei l bool opengl33_renderer::Init(GLFWwindow *Window) { /* - if( false == Global.gfx_usegles ) { - // enable for gles after move to 3.2+ + if( GLAD_GL_KHR_debug ) { glEnable( GL_DEBUG_OUTPUT ); glDebugMessageCallback( ErrorCallback, 0 ); } @@ -82,6 +81,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_suntexture = Fetch_Texture("fx/sun"); m_moontexture = Fetch_Texture("fx/moon"); m_smoketexture = Fetch_Texture("fx/smoke"); + m_headlightstexture = Fetch_Texture("fx/headlights:st"); // prepare basic geometry chunks float const size = 2.5f / 2.0f; @@ -1329,7 +1329,7 @@ void opengl33_renderer::setup_drawing(bool const Alpha) void opengl33_renderer::setup_shadow_unbind_map() { - opengl_texture::unbind( gl::MAX_TEXTURES + 0 ); + opengl_texture::unbind( gl::SHADOW_TEX ); } // binds shadow map and updates shadow map uniform data @@ -1337,7 +1337,7 @@ void opengl33_renderer::setup_shadow_bind_map() { if( false == Global.gfx_shadowmap_enabled ) { return; } - m_shadow_tex->bind(gl::MAX_TEXTURES + 0); + m_shadow_tex->bind(gl::SHADOW_TEX); glm::mat4 coordmove; @@ -1386,12 +1386,12 @@ void opengl33_renderer::setup_env_map(gl::cubemap *tex) { if (tex) { - tex->bind(GL_TEXTURE0 + gl::MAX_TEXTURES + 1); + tex->bind(GL_TEXTURE0 + gl::ENV_TEX); glActiveTexture(GL_TEXTURE0); } else { - glActiveTexture(GL_TEXTURE0 + gl::MAX_TEXTURES + 1); + glActiveTexture(GL_TEXTURE0 + gl::ENV_TEX); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); glActiveTexture(GL_TEXTURE0); } @@ -3958,43 +3958,56 @@ void opengl33_renderer::Update_Lights(light_array &Lights) { glDebug("Update_Lights"); + Bind_Texture( gl::HEADLIGHT_TEX, m_headlightstexture ); + // arrange the light array from closest to farthest from current position of the camera auto const camera = m_renderpass.pass_camera.position(); - std::sort(std::begin(Lights.data), std::end(Lights.data), [&camera](light_array::light_record const &Left, light_array::light_record const &Right) { - // move lights which are off at the end... - if (Left.intensity == 0.f) - { - return false; - } - if (Right.intensity == 0.f) - { - return true; - } - // ...otherwise prefer closer and/or brigher light sources - return (glm::length2(camera - Left.position) * (1.f - Left.intensity)) < (glm::length2(camera - Right.position) * (1.f - Right.intensity)); - }); + std::sort( + std::begin(Lights.data), std::end(Lights.data), + [&camera](light_array::light_record const &Left, light_array::light_record const &Right) { + // move lights which are off at the end... + if (Left.intensity == 0.f) { return false; } + if (Right.intensity == 0.f) { return true; } + // ...otherwise prefer closer and/or brigher light sources + return (glm::length2(camera - Left.position) / Left.intensity) < (glm::length2(camera - Right.position) / Right.intensity); + }); - auto renderlight = m_lights.begin(); - size_t light_i = 1; + // set up helpers + glm::mat4 coordmove; + if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) + // transform 1..-1 NDC xy coordinates to 1..0 + coordmove = glm::mat4( // + 0.5, 0.0, 0.0, 0.0, // + 0.0, 0.5, 0.0, 0.0, // + 0.0, 0.0, 1.0, 0.0, // + 0.5, 0.5, 0.0, 1.0 // + ); + else + // without clip_control we also need to transform z + coordmove = glm::mat4( // + 0.5, 0.0, 0.0, 0.0, // + 0.0, 0.5, 0.0, 0.0, // + 0.0, 0.0, 0.5, 0.0, // + 0.5, 0.5, 0.5, 1.0 // + ); + glm::mat4 mv = OpenGLMatrices.data( GL_MODELVIEW ); - glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW); + // fill vehicle headlights data + auto renderlight = m_lights.begin(); + size_t light_i = 1; - for (auto const &scenelight : Lights.data) + for (auto const &scenelight : Lights.data) { - - if (renderlight == m_lights.end()) - { + if (renderlight == m_lights.end()) { // we ran out of lights to assign break; } - if (scenelight.intensity == 0.f) - { + if (scenelight.intensity == 0.f) { // all lights past this one are bound to be off break; } auto const lightoffset = glm::vec3{scenelight.position - camera}; - if (glm::length(lightoffset) > 1000.f) - { + if (glm::length(lightoffset) > 1000.f) { // we don't care about lights past arbitrary limit of 1 km. // but there could still be weaker lights which are closer, so keep looking continue; @@ -4016,39 +4029,89 @@ void opengl33_renderer::Update_Lights(light_array &Lights) renderlight->apply_intensity( ( scenelight.count * 0.5 ) * ( scenelight.owner->DimHeadlights ? 0.5 : 1.0 ) ); renderlight->apply_angle(); - gl::light_element_ubs *l = &light_ubs.lights[light_i]; - l->pos = mv * glm::vec4(renderlight->position, 1.0f); - l->dir = mv * glm::vec4(renderlight->direction, 0.0f); - l->type = gl::light_element_ubs::SPOT; - l->in_cutoff = headlight_config.in_cutoff; - l->out_cutoff = headlight_config.out_cutoff; - l->color = renderlight->diffuse * renderlight->factor; - l->linear = headlight_config.falloff_linear / 10.0f; - l->quadratic = headlight_config.falloff_quadratic / 100.0f; - l->ambient = headlight_config.ambient; - l->intensity = headlight_config.intensity; - light_i++; + gl::light_element_ubs *light = &light_ubs.lights[light_i]; + light->pos = mv * glm::vec4(renderlight->position, 1.0f); + light->dir = mv * glm::vec4(renderlight->direction, 0.0f); + light->type = gl::light_element_ubs::HEADLIGHTS; + light->in_cutoff = headlight_config.in_cutoff; + light->out_cutoff = headlight_config.out_cutoff; + light->color = renderlight->diffuse * renderlight->factor; + light->linear = headlight_config.falloff_linear / 10.0f; + light->quadratic = headlight_config.falloff_quadratic / 100.0f; + light->ambient = headlight_config.ambient; + light->intensity = headlight_config.intensity; + // headlights-to-world projection + { + // headlight projection is 1 km long box aligned with vehicle rotation and aimed slightly downwards + opengl_camera headlights; + auto const &ownerdimensions{ scenelight.owner->MoverParameters->Dim }; + auto const up{ static_cast( scenelight.owner->VectorUp() ) }; + auto const size{ static_cast( std::max( ownerdimensions.W, ownerdimensions.H ) * 1.0 ) }; // ensure square ratio + headlights.position() = + scenelight.owner->GetPosition() + - scenelight.direction * 150.f + + up * ( size * 0.5 ); +/* + headlights.projection() = ortho_projection( + -size, size, + -size, size, + ownerdimensions.L * 0.5 - 0.5, 1000.0f ); +*/ + headlights.projection() = perspective_projection( + glm::radians( 2.5 ), + 1.0, + ownerdimensions.L * 0.5 + 150.0 - 0.25, 1000.0f ); + glm::dmat4 viewmatrix{ 1.0 }; + viewmatrix *= + glm::lookAt( + headlights.position(), + headlights.position() + - up * 1.0 + + glm::dvec3{ scenelight.direction * 1000.f }, + glm::dvec3{ 0.f, 1.f, 0.f } ); + headlights.modelview() = viewmatrix; + // calculate world->headlight space projection matrix + glm::mat4 const depthproj{ headlights.projection() }; + // NOTE: we strip transformations from camera projections to remove jitter that occurs + // with large (and unneded as we only need the offset) transformations back and forth + auto const lightcam{ glm::mat3{ headlights.modelview() } }; + auto const worldcam{ glm::mat3{ m_renderpass.pass_camera.modelview() } }; + + light->headlight_projection = + coordmove + * depthproj + * glm::translate( + glm::mat4{ lightcam }, + glm::vec3{ m_renderpass.pass_camera.position() - headlights.position() } ) + * glm::mat4{ glm::inverse( worldcam ) }; + } + // headlights weights + light->headlight_weights = { scenelight.state, 0.f }; + + ++light_i; ++renderlight; } - + light_ubs.lights_count = light_i; + // fill sunlight data light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor;// *simulation::Environment.light_intensity(); light_ubs.lights[0].type = gl::light_element_ubs::DIR; light_ubs.lights[0].dir = mv * glm::vec4(m_sunlight.direction, 0.0f); light_ubs.lights[0].color = m_sunlight.diffuse * m_sunlight.factor * simulation::Environment.light_intensity(); light_ubs.lights[0].ambient = 0.0f; light_ubs.lights[0].intensity = 1.0f; - light_ubs.lights_count = light_i; - + // fill fog data light_ubs.fog_color = Global.FogColor; if (Global.fFogEnd > 0) { m_fogrange = Global.fFogEnd / std::max(1.f, Global.Overcast * 2.f); model_ubs.fog_density = 1.0f / m_fogrange; } - else - model_ubs.fog_density = 0.0f; - + else + { + model_ubs.fog_density = 0.0f; + } + // ship config data to the gpu model_ubo->update(model_ubs); light_ubo->update(light_ubs); } diff --git a/opengl33renderer.h b/opengl33renderer.h index 1a802fcc..e5fea87e 100644 --- a/opengl33renderer.h +++ b/opengl33renderer.h @@ -279,6 +279,7 @@ class opengl33_renderer : public gfx_renderer { texture_handle m_suntexture{-1}; texture_handle m_moontexture{-1}; texture_handle m_smoketexture{-1}; + texture_handle m_headlightstexture{-1}; // main shadowmap resources int m_shadowbuffersize{2048}; @@ -396,11 +397,11 @@ class opengl33_renderer : public gfx_renderer { float in_cutoff = 1.005f; float out_cutoff = 0.993f; - float falloff_linear = 0.069f; - float falloff_quadratic = 0.03f; + float falloff_linear = 0.15f; + float falloff_quadratic = 0.15f; float intensity = 1.0f; - float ambient = 0.184f; + float ambient = 0.0f; }; headlight_config_s headlight_config; diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 1d1ccac2..84134dd9 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -4071,7 +4071,7 @@ opengl_renderer::Update_Lights( light_array &Lights ) { if( Left.intensity == 0.f ) { return false; } if( Right.intensity == 0.f ) { return true; } // ...otherwise prefer closer and/or brigher light sources - return ( glm::length2( camera - Left.position ) * ( 1.f - Left.intensity ) ) < ( glm::length2( camera - Right.position ) * ( 1.f - Right.intensity ) ); } ); + return ( glm::length2( camera - Left.position ) / Left.intensity ) < ( glm::length2( camera - Right.position ) / Right.intensity ); } ); size_t const count = std::min( m_lights.size(), Lights.data.size() ); if( count == 0 ) { return; } diff --git a/version.h b/version.h index fd5923f2..f8f8f692 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once -#define VERSION_MAJOR 19 -#define VERSION_MINOR 1224 -#define VERSION_REVISION 1 +#define VERSION_MAJOR 20 +#define VERSION_MINOR 101 +#define VERSION_REVISION 0 From 93ef01142cfc4e4c675afc1e20d6c811dfe3b693 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 4 Jan 2020 15:33:57 +0100 Subject: [PATCH 075/153] build 200104. minor bug fixes, gfx renderer diagnostics enhancement --- Driver.cpp | 64 ++++++++++++++++++++++++----------- DynObj.cpp | 14 ++++---- McZapkie/Mover.cpp | 19 ++++++++--- geometrybank.cpp | 6 ++-- geometrybank.h | 15 +++++--- material.cpp | 46 ++++++++++++++++++------- material.h | 2 ++ opengl33geometrybank.cpp | 10 ++++-- opengl33geometrybank.h | 4 +-- opengl33renderer.cpp | 12 ++++++- opengl33renderer.h | 1 + openglgeometrybank.cpp | 19 +++++++++-- openglgeometrybank.h | 9 ++--- openglrenderer.cpp | 4 ++- simulationstateserializer.cpp | 2 +- version.h | 2 +- 16 files changed, 166 insertions(+), 63 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 1aecbc0e..5c8b7a10 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -2665,12 +2665,14 @@ bool TController::PrepareEngine() bool TController::ReleaseEngine() { if( mvOccupied->Vel > 0.01 ) { - // TBD, TODO: make a dedicated braking procedure out of it for potential reuse VelDesired = 0.0; AccDesired = std::min( AccDesired, -1.25 ); // hamuj solidnie - ReactionTime = 0.1; - ZeroSpeed(); - IncBrake(); + if( true == AIControllFlag ) { + // TBD, TODO: make a dedicated braking procedure out of it for potential reuse + ZeroSpeed(); + IncBrake(); + ReactionTime = 0.1; + } // don't bother with the rest until we're standing still return false; } @@ -2936,19 +2938,36 @@ bool TController::IncBrakeEIM() bool OK = false; switch (mvOccupied->EIMCtrlType) { - case 0: - OK = mvOccupied->IncLocalBrakeLevel(1); - break; - case 1: - OK = mvOccupied->MainCtrlPos > 0; - if (OK) - mvOccupied->MainCtrlPos = 0; - break; - case 2: - OK = mvOccupied->MainCtrlPos > 1; - if (OK) - mvOccupied->MainCtrlPos = 1; - break; + case 0: { + OK = mvOccupied->IncLocalBrakeLevel( 1 ); + break; + } + case 1: { + OK = mvOccupied->MainCtrlPos > 0; + if( OK ) + mvOccupied->MainCtrlPos = 0; + break; + } + case 2: { + OK = mvOccupied->MainCtrlPos > 1; + if( OK ) + mvOccupied->MainCtrlPos = 1; + break; + } + case 3: { + if( mvOccupied->UniCtrlIntegratedLocalBrakeCtrl ) { + OK = mvOccupied->MainCtrlPos > 0; + if( OK ) + mvOccupied->MainCtrlPos = 0; + } + else { + OK = mvOccupied->IncLocalBrakeLevel( 1 ); + } + break; + } + default: { + break; + } } return OK; } @@ -3041,7 +3060,12 @@ bool TController::DecBrakeEIM() if (OK) mvOccupied->MainCtrlPos = 3; break; - } + case 3: + OK = mvOccupied->MainCtrlPos < mvOccupied->MaxMainCtrlPosNoDirChange; + if( OK ) + mvOccupied->MainCtrlPos = mvOccupied->MaxMainCtrlPosNoDirChange; + break; + } return OK; } @@ -3188,7 +3212,9 @@ bool TController::IncSpeed() if (!mvControlling->FuseFlag) if (Ready || (iDrivigFlags & movePress)) //{(BrakePress<=0.01*MaxBrakePress)} { - OK = mvControlling->IncMainCtrl(1); + OK = IncSpeedEIM(); + if( !OK ) + OK = mvControlling->IncMainCtrl(1); if (!OK) OK = mvControlling->IncScndCtrl(1); } diff --git a/DynObj.cpp b/DynObj.cpp index 2a91b271..e35b3a4a 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -3801,12 +3801,14 @@ void TDynamicObject::RenderSounds() { // NBMX dzwiek przetwornicy if( MoverParameters->ConverterFlag ) { frequency = ( - MoverParameters->EngineType == TEngineType::ElectricSeriesMotor ? - ( MoverParameters->PantographVoltage / MoverParameters->NominalVoltage ) * MoverParameters->RList[ MoverParameters->RlistSize ].Mn : - 1.0 ); + MoverParameters->EngineType != TEngineType::ElectricSeriesMotor ? + 1.0 : + MoverParameters->PantographVoltage > 0.0 ? + MoverParameters->PantographVoltage / ( MoverParameters->NominalVoltage * MoverParameters->RList[ MoverParameters->RlistSize ].Mn ) : + 1.0 ); frequency = sConverter.m_frequencyoffset + sConverter.m_frequencyfactor * frequency; sConverter - .pitch( clamp( frequency, 0.5, 1.25 ) ) // arbitrary limits ) + .pitch( clamp( frequency, 0.75, 1.25 ) ) // arbitrary limits ) .play( sound_flags::exclusive | sound_flags::looping ); } else { @@ -4208,13 +4210,13 @@ void TDynamicObject::RenderSounds() { && ( MoverParameters->Vel > 5.0 ) ) { // scale volume with curve radius and vehicle speed volume = - MoverParameters->AccN // * MoverParameters->AccN + std::abs( MoverParameters->AccN ) // * MoverParameters->AccN * interpolate( 0.5, 1.0, clamp( MoverParameters->Vel / 40.0, 0.0, 1.0 ) ) - * ( MyTrack->eType == tt_Switch ? 100.0 : 1.0 ); + * ( ( ( MyTrack->eType == tt_Switch ) && ( std::abs( ts.R ) < 1500.0 ) ) ? 100.0 : 1.0 ); } else { volume = 0; diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index b1207669..1ea00f90 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -2189,6 +2189,7 @@ int TMoverParameters::MainCtrlNoPowerPos() const { switch( EIMCtrlType ) { case 1: { return 3; } case 2: { return 3; } + case 3: { return 3; } default: { return 0; } } } @@ -10775,14 +10776,24 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C if (Command == "MainCtrl") { - if (MainCtrlPosNo >= floor(CValue1)) - MainCtrlPos = static_cast(floor(CValue1)); + if( MainCtrlPosNo >= floor( CValue1 ) ) { + MainCtrlPos = static_cast( floor( CValue1 ) ); + if( DelayCtrlFlag ) { + if( ( LastRelayTime >= InitialCtrlDelay ) && ( MainCtrlPos == 1 ) ) + LastRelayTime = 0; + } + else if( LastRelayTime > CtrlDelay ) + LastRelayTime = 0; + } OK = SendCtrlToNext(Command, CValue1, CValue2, Couplertype); } else if (Command == "ScndCtrl") { - if (ScndCtrlPosNo >= floor(CValue1)) - ScndCtrlPos = static_cast(floor(CValue1)); + if( ScndCtrlPosNo >= floor( CValue1 ) ) { + ScndCtrlPos = static_cast( floor( CValue1 ) ); + if( LastRelayTime > CtrlDelay ) + LastRelayTime = 0; + } OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } /* else if command='BrakeCtrl' then diff --git a/geometrybank.cpp b/geometrybank.cpp index 3cc68cbd..ac8448a6 100644 --- a/geometrybank.cpp +++ b/geometrybank.cpp @@ -212,10 +212,10 @@ geometry_bank::append( gfx::vertex_array &Vertices, gfx::geometry_handle const & } // draws geometry stored in specified chunk -void +std::size_t geometry_bank::draw( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) { // template method implementation - draw_( Geometry, Units, Streams ); + return draw_( Geometry, Units, Streams ); } // frees subclass-specific resources associated with the bank, typically called when the bank wasn't in use for a period of time @@ -283,7 +283,7 @@ geometrybank_manager::draw( gfx::geometry_handle const &Geometry, unsigned int c auto &bankrecord = bank( Geometry ); bankrecord.second = m_garbagecollector.timestamp(); - bankrecord.first->draw( Geometry, m_units, Streams ); + m_primitivecount += bankrecord.first->draw( Geometry, m_units, Streams ); } // provides direct access to vertex data of specfied chunk diff --git a/geometrybank.h b/geometrybank.h index d3c14007..1bfd982d 100644 --- a/geometrybank.h +++ b/geometrybank.h @@ -97,12 +97,14 @@ public: // adds supplied vertex data at the end of specified chunk auto append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) -> bool; // draws geometry stored in specified chunk - void draw( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams = basic_streams ); + auto draw( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams = basic_streams ) -> std::size_t; // draws geometry stored in supplied list of chunks template - void draw( Iterator_ First, Iterator_ Last, gfx::stream_units const &Units, unsigned int const Streams = basic_streams ) { + auto draw( Iterator_ First, Iterator_ Last, gfx::stream_units const &Units, unsigned int const Streams = basic_streams ) ->std::size_t { + std::size_t count { 0 }; while( First != Last ) { - draw( *First, Units, Streams ); ++First; } } + count += draw( *First, Units, Streams ); ++First; } + return count; } // frees subclass-specific resources associated with the bank, typically called when the bank wasn't in use for a period of time void release(); // provides direct access to vertex data of specfied chunk @@ -141,7 +143,7 @@ private: // replace() subclass details virtual void replace_( gfx::geometry_handle const &Geometry ) = 0; // draw() subclass details - virtual void draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) = 0; + virtual auto draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t = 0; // resource release subclass details virtual void release_() = 0; }; @@ -177,6 +179,9 @@ public: auto vertices( gfx::geometry_handle const &Geometry ) const -> gfx::vertex_array const &; // sets target texture unit for the texture data stream auto units() -> gfx::stream_units & { return m_units; } + // provides access to primitives count + auto primitives_count() const -> std::size_t const & { return m_primitivecount; } + auto primitives_count() -> std::size_t & { return m_primitivecount; } private: // types: @@ -200,6 +205,8 @@ private: auto bank( gfx::geometry_handle const Geometry ) const -> geometrybanktimepointpair_sequence::value_type const & { return m_geometrybanks[ Geometry.bank - 1 ]; } +// members: + std::size_t m_primitivecount { 0 }; // number of drawn primitives }; } // namespace gfx \ No newline at end of file diff --git a/material.cpp b/material.cpp index 2b2fae30..ca1ee332 100644 --- a/material.cpp +++ b/material.cpp @@ -49,6 +49,8 @@ std::map texture_bindings { void opengl_material::finalize(bool Loadnow) { + is_good = true; + if (parse_info) { for (auto it : parse_info->tex_mapping) @@ -59,10 +61,13 @@ void opengl_material::finalize(bool Loadnow) if (key.size() > 0 && key[0] != '_') { size_t num = std::stoi(key) - 1; - if (num < gl::MAX_TEXTURES) + if (num < gl::MAX_TEXTURES) { textures[num] = GfxRenderer->Fetch_Texture(value, Loadnow); - else + } + else { log_error("invalid texture binding: " + std::to_string(num)); + is_good = false; + } } else if (key.size() > 2) { @@ -78,10 +83,13 @@ void opengl_material::finalize(bool Loadnow) } else { log_error( "unknown texture binding: " + key ); + is_good = false; } } - else + else { log_error("unrecognized texture binding: " + key); + is_good = false; + } } if (!shader) @@ -103,8 +111,10 @@ void opengl_material::finalize(bool Loadnow) } } - if (!shader) + if( !shader ) { + is_good = false; return; + } for (auto it : parse_info->param_mapping) { @@ -114,10 +124,13 @@ void opengl_material::finalize(bool Loadnow) if (key.size() > 1 && key[0] != '_') { size_t num = std::stoi(key) - 1; - if (num < gl::MAX_PARAMS) + if (num < gl::MAX_PARAMS) { params[num] = value; - else + } + else { log_error("invalid param binding: " + std::to_string(num)); + is_good = false; + } } else if (key.size() > 2) { @@ -129,18 +142,24 @@ void opengl_material::finalize(bool Loadnow) for (size_t i = 0; i < entry.size; i++) params[entry.location][entry.offset + i] = value[i]; } - else + else { log_error("unknown param binding: " + key); + is_good = false; + } } - else + else { log_error("unrecognized param binding: " + key); + is_good = false; + } } parse_info.reset(); } - if (!shader) - return; + if( !shader ) { + is_good = false; + return; + } for (auto it : shader->param_conf) { @@ -169,10 +188,13 @@ void opengl_material::finalize(bool Loadnow) { gl::shader::texture_entry &entry = it.second; texture_handle handle = textures[entry.id]; - if (handle) + if (handle) { GfxRenderer->Texture(handle).set_components_hint((GLint)entry.components); - else + } + else { log_error("missing texture: " + it.first); + is_good = false; + } } } diff --git a/material.h b/material.h index cf6a44ce..3b447fdc 100644 --- a/material.h +++ b/material.h @@ -40,6 +40,8 @@ struct opengl_material { void finalize(bool Loadnow); float get_or_guess_opacity() const; bool is_translucent() const; +// members + bool is_good { false }; // indicates material was compiled without failure private: // methods diff --git a/opengl33geometrybank.cpp b/opengl33geometrybank.cpp index 78324703..07b3adad 100644 --- a/opengl33geometrybank.cpp +++ b/opengl33geometrybank.cpp @@ -93,7 +93,7 @@ void opengl33_vaogeometrybank::setup_buffer() // draw() subclass details // NOTE: units and stream parameters are unused, but they're part of (legacy) interface // TBD: specialized bank/manager pair without the cruft? -void +std::size_t opengl33_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) { setup_buffer(); @@ -101,7 +101,7 @@ opengl33_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stre auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1); // sanity check; shouldn't be needed but, eh if( chunkrecord.size == 0 ) - return; + return 0; auto const &chunk = gfx::geometry_bank::chunk( Geometry ); if( false == chunkrecord.is_good ) { // we may potentially need to upload new buffer data before we can draw it @@ -113,6 +113,12 @@ opengl33_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stre // render m_vao->bind(); ::glDrawArrays( chunk.type, chunkrecord.offset, chunkrecord.size ); + + switch( chunk.type ) { + case GL_TRIANGLES: { return chunkrecord.size / 3; } + case GL_TRIANGLE_STRIP: { return chunkrecord.size - 2; } + default: { return 0; } + } } // release () subclass details diff --git a/opengl33geometrybank.h b/opengl33geometrybank.h index 6ea4ed43..53432198 100644 --- a/opengl33geometrybank.h +++ b/opengl33geometrybank.h @@ -48,8 +48,8 @@ private: void replace_( gfx::geometry_handle const &Geometry ) override; // draw() subclass details - void - draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) override; + auto + draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t override; // release() subclass details void release_() override; diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index aeac2497..31ef48ef 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -438,6 +438,7 @@ bool opengl33_renderer::Render() m_renderpass.draw_mode = rendermode::none; // force setup anew m_renderpass.draw_stats = debug_stats(); + m_geometry.primitives_count() = 0; for (auto &viewport : m_viewports) { Render_pass(*viewport, rendermode::color); @@ -468,7 +469,8 @@ bool opengl33_renderer::Render() shadowstats += shadowpass.draw_stats; } m_debugstatstext = - "vehicles: " + to_string( m_colorpass.draw_stats.dynamics, 7 ) + " +" + to_string( shadowstats.dynamics, 7 ) + "triangles: " + to_string( static_cast(m_geometry.primitives_count()), 7 ) + "\n" + + "vehicles: " + to_string( m_colorpass.draw_stats.dynamics, 7 ) + " +" + to_string( shadowstats.dynamics, 7 ) + " =" + to_string( m_colorpass.draw_stats.dynamics + shadowstats.dynamics, 7 ) + "\n" + "models: " + to_string( m_colorpass.draw_stats.models, 7 ) + " +" + to_string( shadowstats.models, 7 ) + " =" + to_string( m_colorpass.draw_stats.models + shadowstats.models, 7 ) + "\n" @@ -1692,6 +1694,14 @@ void opengl33_renderer::Bind_Material(material_handle const Material, TSubModel { auto &material = m_materials.material(Material); + if( false == material.is_good ) { + // use failure indicator instead + if( Material != m_invalid_material ) { + Bind_Material( m_invalid_material ); + } + return; + } + memcpy(&model_ubs.param[0], &material.params[0], sizeof(model_ubs.param)); for (size_t i = 0; i < material.params_state.size(); i++) diff --git a/opengl33renderer.h b/opengl33renderer.h index e5fea87e..755cd8dd 100644 --- a/opengl33renderer.h +++ b/opengl33renderer.h @@ -155,6 +155,7 @@ class opengl33_renderer : public gfx_renderer { int lines{0}; int particles{0}; int drawcalls{0}; + int triangles{0}; debug_stats& operator+=( const debug_stats& Right ) { dynamics += Right.dynamics; diff --git a/openglgeometrybank.cpp b/openglgeometrybank.cpp index ad58db98..53052c6e 100644 --- a/openglgeometrybank.cpp +++ b/openglgeometrybank.cpp @@ -46,14 +46,14 @@ opengl_vbogeometrybank::replace_( gfx::geometry_handle const &Geometry ) { } // draw() subclass details -void +std::size_t opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) { setup_buffer(); auto &chunkrecord { m_chunkrecords[ Geometry.chunk - 1 ] }; // sanity check; shouldn't be needed but, eh - if( chunkrecord.size == 0 ) { return; } + if( chunkrecord.size == 0 ) { return 0; } // setup... if( m_activebuffer != m_buffer ) { bind_buffer(); @@ -80,6 +80,11 @@ opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream ::glDisableClientState( GL_TEXTURE_COORD_ARRAY ); ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); m_activebuffer = 0; */ + switch( chunk.type ) { + case GL_TRIANGLES: { return chunkrecord.size / 3; } + case GL_TRIANGLE_STRIP: { return chunkrecord.size - 2; } + default: { return 0; } + } } // release () subclass details @@ -231,12 +236,13 @@ opengl_dlgeometrybank::replace_( gfx::geometry_handle const &Geometry ) { } // draw() subclass details -void +std::size_t opengl_dlgeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) { auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ]; if( chunkrecord.streams != Streams ) { delete_list( Geometry ); + chunkrecord.primitive_count = 0; } if( chunkrecord.list == 0 ) { // we don't have a list ready, so compile one @@ -254,9 +260,16 @@ opengl_dlgeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_ } ::glEnd(); ::glEndList(); + + switch( chunk.type ) { + case GL_TRIANGLES: { chunkrecord.primitive_count += chunk.vertices.size() / 3; break; } + case GL_TRIANGLE_STRIP: { chunkrecord.primitive_count += chunk.vertices.size() - 2; break; } + default: { break; } + } } // with the list done we can just play it ::glCallList( chunkrecord.list ); + return chunkrecord.primitive_count; } // release () subclass details diff --git a/openglgeometrybank.h b/openglgeometrybank.h index 2f0fae1e..31dde3c2 100644 --- a/openglgeometrybank.h +++ b/openglgeometrybank.h @@ -48,8 +48,8 @@ private: void replace_( gfx::geometry_handle const &Geometry ) override; // draw() subclass details - void - draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) override; + auto + draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t override; // release() subclass details void release_() override; @@ -93,6 +93,7 @@ private: struct chunk_record { GLuint list { 0 }; // display list associated with the chunk unsigned int streams { 0 }; // stream combination used to generate the display list + std::size_t primitive_count { 0 }; }; using chunkrecord_sequence = std::vector; @@ -105,8 +106,8 @@ private: void replace_( gfx::geometry_handle const &Geometry ) override; // draw() subclass details - void - draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) override; + auto + draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t override; // release () subclass details void release_() override; diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 84134dd9..2315f290 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -331,6 +331,7 @@ opengl_renderer::Render() { opengl_texture::reset_unit_cache(); m_renderpass.draw_mode = rendermode::none; // force setup anew m_renderpass.draw_stats = debug_stats(); + m_geometry.primitives_count() = 0; m_debugtimestext.clear(); Render_pass( rendermode::color ); Timer::subsystem.gfx_color.stop(); @@ -361,7 +362,8 @@ opengl_renderer::Render() { m_debugtimestext += "uilayer: " + to_string( Timer::subsystem.gfx_gui.average(), 2 ) + " ms\n"; m_debugstatstext = - "vehicles: " + to_string( m_colorpass.draw_stats.dynamics, 7 ) + " +" + to_string( m_shadowpass.draw_stats.dynamics, 7 ) + "triangles: " + to_string( static_cast(m_geometry.primitives_count()), 7 ) + "\n" + + "vehicles: " + to_string( m_colorpass.draw_stats.dynamics, 7 ) + " +" + to_string( m_shadowpass.draw_stats.dynamics, 7 ) + " =" + to_string( m_colorpass.draw_stats.dynamics + m_shadowpass.draw_stats.dynamics, 7 ) + "\n" + "models: " + to_string( m_colorpass.draw_stats.models, 7 ) + " +" + to_string( m_shadowpass.draw_stats.models, 7 ) + " =" + to_string( m_colorpass.draw_stats.models + m_shadowpass.draw_stats.models, 7 ) + "\n" diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index aca525e0..730dc820 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -120,7 +120,7 @@ state_serializer::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) } timenow = std::chrono::steady_clock::now(); - if( std::chrono::duration_cast( timenow - timelast ).count() >= 75 ) { + if( std::chrono::duration_cast( timenow - timelast ).count() >= 100 ) { timelast = timenow; glfwPollEvents(); Application.set_progress( Input.getProgress(), Input.getFullProgress() ); diff --git a/version.h b/version.h index f8f8f692..0e5f4a0e 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 101 +#define VERSION_MINOR 104 #define VERSION_REVISION 0 From bebb413c31fdea6c3b34557afdff7bde518b01ad Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 4 Jan 2020 17:55:08 +0100 Subject: [PATCH 076/153] universal controller configuration fix, opengl 3.3 renderer headlights cone tweak --- McZapkie/MOVER.h | 3 ++- McZapkie/Mover.cpp | 11 ++++++++++- opengl33renderer.cpp | 8 +++++--- 3 files changed, 17 insertions(+), 5 deletions(-) diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 64b8b2ec..e9781c21 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -611,7 +611,7 @@ struct TUniversalCtrl int NextPosFastInc = 0; /*nastepna duza pozycja przy przechodzeniu szybkim*/ int PrevPosFastDec = 0; /*poprzednia duza pozycja przy przechodzeniu szybkim*/ }; -typedef TUniversalCtrl TUniversalCtrlTable[UniversalCtrlArraySize + 1]; /*tablica sterowania uniwersalnego nastawnika*/ +using TUniversalCtrlTable = std::array< TUniversalCtrl, UniversalCtrlArraySize + 1>; struct TSecuritySystem { @@ -1059,6 +1059,7 @@ public: bool UniCtrlIntegratedBrakePNCtrl = false; /*zintegrowany nastawnik JH obsluguje hamulec PN*/ bool UniCtrlIntegratedBrakeCtrl = false; /*zintegrowany nastawnik JH obsluguje hamowanie*/ bool UniCtrlIntegratedLocalBrakeCtrl = false; /*zintegrowany nastawnik JH obsluguje hamowanie hamulcem pomocniczym*/ + int UniCtrlNoPowerPos{ 0 }; // cached highesr position not generating traction force /*-sekcja parametrow dla lokomotywy elektrycznej*/ TSchemeTable RList; /*lista rezystorow rozruchowych i polaczen silnikow, dla dizla: napelnienia*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 1ea00f90..f8c06269 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -2189,7 +2189,7 @@ int TMoverParameters::MainCtrlNoPowerPos() const { switch( EIMCtrlType ) { case 1: { return 3; } case 2: { return 3; } - case 3: { return 3; } + case 3: { return UniCtrlNoPowerPos; } default: { return 0; } } } @@ -10653,6 +10653,15 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) // WriteLogSS("OK=", BoolTo10(OK)); // WriteLog(""); + if( EIMCtrlType == 3 ) { + for( auto idx = 0; idx < MainCtrlPosNo; ++idx ) { + if( UniCtrlList[ idx ].MaxCtrlVal > 0.0 ) { + UniCtrlNoPowerPos = std::max( 0, ( idx - 1 ) ); + break; + } + } + } + return OK; } diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 31ef48ef..a04026e8 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -4058,9 +4058,11 @@ void opengl33_renderer::Update_Lights(light_array &Lights) auto const &ownerdimensions{ scenelight.owner->MoverParameters->Dim }; auto const up{ static_cast( scenelight.owner->VectorUp() ) }; auto const size{ static_cast( std::max( ownerdimensions.W, ownerdimensions.H ) * 1.0 ) }; // ensure square ratio + auto const cone{ 5.f }; + auto const offset{ 75.f * ( 5.f / cone ) }; headlights.position() = scenelight.owner->GetPosition() - - scenelight.direction * 150.f + - scenelight.direction * offset + up * ( size * 0.5 ); /* headlights.projection() = ortho_projection( @@ -4069,9 +4071,9 @@ void opengl33_renderer::Update_Lights(light_array &Lights) ownerdimensions.L * 0.5 - 0.5, 1000.0f ); */ headlights.projection() = perspective_projection( - glm::radians( 2.5 ), + glm::radians( cone ), 1.0, - ownerdimensions.L * 0.5 + 150.0 - 0.25, 1000.0f ); + ownerdimensions.L * 0.5 + offset - 0.25, 1000.0f ); glm::dmat4 viewmatrix{ 1.0 }; viewmatrix *= glm::lookAt( From a23dda041abd0136875df564f7f0fc9d894d7b56 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 7 Jan 2020 05:05:41 +0100 Subject: [PATCH 077/153] build 200106. ep brake cab control, battery state cab indicator, additional cab control tooltips, minor bug fixes --- Gauge.cpp | 3 +++ Gauge.h | 5 ++-- McZapkie/Mover.cpp | 9 ++++--- Train.cpp | 56 ++++++++++++++++++++++++++++++-------------- Train.h | 1 + drivermouseinput.cpp | 3 +++ translation.cpp | 12 ++++++++++ translation.h | 4 ++++ version.h | 2 +- 9 files changed, 71 insertions(+), 24 deletions(-) diff --git a/Gauge.cpp b/Gauge.cpp index a283c3bc..2788a4b2 100644 --- a/Gauge.cpp +++ b/Gauge.cpp @@ -216,9 +216,12 @@ TGauge::Load_mapping( cParser &Input ) { if( key == "type:" ) { auto const gaugetype { Input.getToken( true, "\n\r\t ,;" ) }; m_type = ( + gaugetype == "push" ? TGaugeType::push : gaugetype == "impulse" ? TGaugeType::push : gaugetype == "return" ? TGaugeType::push : gaugetype == "delayed" ? TGaugeType::push_delayed : + gaugetype == "pushtoggle" ? TGaugeType::pushtoggle : + gaugetype == "toggle" ? TGaugeType::toggle : TGaugeType::toggle ); // default } else if( key == "soundinc:" ) { diff --git a/Gauge.h b/Gauge.h index f14bd129..a215227d 100644 --- a/Gauge.h +++ b/Gauge.h @@ -21,9 +21,10 @@ enum class TGaugeAnimation { gt_Digital // licznik cyfrowy, np. kilometrów }; -enum class TGaugeType { - toggle, +enum class TGaugeType : int { + toggle = 1, push, + pushtoggle = ( toggle | push ), push_delayed }; diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index f8c06269..a7b989c6 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -3743,10 +3743,12 @@ void TMoverParameters::CompressorCheck(double dt) { CompressorPower == 0 ? Mains : CompressorPower == 3 ? Mains : ( compressorowner != nullptr ) && ( compressorowner->ConverterFlag ) ) }; - auto const compressorallow { + // TBD: split CompressorAllow into separate enable/disable flags, inherit compressor from basic_device + auto const compressorenable { ( CompressorAllowLocal ) && ( ( CompressorStart == start_t::automatic ) || ( ( compressorowner != nullptr ) && ( compressorowner->CompressorAllow ) ) ) }; + auto const compressordisable { false == compressorenable }; auto const pressureistoolow { Compressor < MinCompressorF }; auto const pressureistoohigh { Compressor > MaxCompressorF }; @@ -3772,9 +3774,10 @@ void TMoverParameters::CompressorCheck(double dt) { auto const compressorflag { CompressorFlag }; CompressorFlag = ( compressorpower ) + && ( false == compressordisable ) && ( ( false == governorlock ) || ( CompressorPower == 3 ) ) && ( ( CompressorFlag ) - || ( ( compressorallow ) && ( LastSwitchingTime > CtrlDelay ) ) ); + || ( ( compressorenable ) && ( LastSwitchingTime > CtrlDelay ) ) ); if( ( CompressorFlag ) && ( CompressorFlag != compressorflag ) ) { // jeśli została załączona to trzeba ograniczyć ponowne włączenie @@ -3943,7 +3946,7 @@ void TMoverParameters::UpdatePipePressure(double dt) || ( true == s_CAtestebrake ) || ( ( true == securitysystempresent ) && ( false == lowvoltagepower ) ) ) { - dpMainValve = dpMainValve + PF( 0, PipePress, 0.15 ) * dt; + dpMainValve += PF( 0, PipePress, 0.15 ) * dt; } // 0.2*Spg Pipe->Flow(-dpMainValve); diff --git a/Train.cpp b/Train.cpp index b417eee8..b85389da 100644 --- a/Train.cpp +++ b/Train.cpp @@ -1610,27 +1610,43 @@ void TTrain::OnCommand_autosandboxdeactivate(TTrain *Train, command_data const & void TTrain::OnCommand_epbrakecontroltoggle( TTrain *Train, command_data const &Command ) { + if( Command.action == GLFW_REPEAT ) { return; } + + auto const ispush{ ( static_cast( Train->ggEPFuseButton.type() ) & static_cast( TGaugeType::push ) ) != 0 }; + auto const istoggle{ ( static_cast( Train->ggEPFuseButton.type() ) & static_cast( TGaugeType::toggle ) ) != 0 }; + if( Command.action == GLFW_PRESS ) { - // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( false == Train->mvOccupied->EpFuse ) { - // turn on + if( istoggle ) { + // switch state + if( false == Train->mvOccupied->EpFuse ) { + // turn on + if( Train->mvOccupied->EpFuseSwitch( true ) ) { + // audio feedback + Train->dsbPneumaticSwitch.play(); + }; + } + else { + //turn off + Train->mvOccupied->EpFuseSwitch( false ); + } + } + else if( ispush ) { + // potentially turn on if( Train->mvOccupied->EpFuseSwitch( true ) ) { // audio feedback Train->dsbPneumaticSwitch.play(); - // visual feedback - // NOTE: there's no button for ep brake control switch - // TBD, TODO: add ep brake control switch? - } + }; } - else { - //turn off - if( Train->mvOccupied->EpFuseSwitch( false ) ) { - // audio feedback - Train->dsbPneumaticSwitch.play(); - // visual feedback - // NOTE: there's no button for ep brake control switch - // TBD, TODO: add ep brake control switch? - } + // visual feedback + Train->ggEPFuseButton.UpdateValue( ( + ispush ? 1.0f : // push or pushtoggle + Train->mvOccupied->EpFuse ? 1.0f : 0.0f ), // toggle + Train->dsbSwitch ); + } + else if( Command.action == GLFW_RELEASE ) { + if( ispush ) { + // return the switch to neutral position + Train->ggEPFuseButton.UpdateValue( 0.0f, Train->dsbSwitch ); } } } @@ -6668,6 +6684,7 @@ bool TTrain::Update( double const Deltatime ) ggUniveralBrakeButton1.Update(); ggUniveralBrakeButton2.Update(); ggUniveralBrakeButton3.Update(); + ggEPFuseButton.Update(); ggAntiSlipButton.Update(); ggSandButton.Update(); ggAutoSandButton.Update(); @@ -7924,6 +7941,7 @@ void TTrain::clear_cab_controls() ggUniveralBrakeButton1.Clear(); ggUniveralBrakeButton2.Clear(); ggUniveralBrakeButton3.Clear(); + ggEPFuseButton.Clear(); ggSandButton.Clear(); ggAutoSandButton.Clear(); ggAntiSlipButton.Clear(); @@ -7936,7 +7954,7 @@ void TTrain::clear_cab_controls() ggSpeedControlIncreaseButton.Clear(); ggSpeedControlDecreaseButton.Clear(); ggSpeedControlPowerIncreaseButton.Clear(); - ggSpeedControlDecreaseButton.Clear(); + ggSpeedControlPowerDecreaseButton.Clear(); for (auto &speedctrlbutton : ggSpeedCtrlButtons) { speedctrlbutton.Clear(); } @@ -8540,7 +8558,8 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co { "i-doorpermit_left:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit }, { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit }, { "i-doorstep:", &mvOccupied->Doors.step_enabled }, - { "i-mainpipelock:", &mvOccupied->LockPipe } + { "i-mainpipelock:", &mvOccupied->LockPipe }, + { "i-battery:", &mvOccupied->Battery } }; { auto lookup = autolights.find( Label ); @@ -8616,6 +8635,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "universalbrake1_bt:", ggUniveralBrakeButton1 }, { "universalbrake2_bt:", ggUniveralBrakeButton2 }, { "universalbrake3_bt:", ggUniveralBrakeButton3 }, + { "epbrake_bt:", ggEPFuseButton }, { "sand_bt:", ggSandButton }, { "autosandallow_sw:", ggAutoSandButton }, { "antislip_bt:", ggAntiSlipButton }, diff --git a/Train.h b/Train.h index ff7b7c82..ae72ee1b 100644 --- a/Train.h +++ b/Train.h @@ -449,6 +449,7 @@ public: // reszta może by?publiczna TGauge ggUniveralBrakeButton1; TGauge ggUniveralBrakeButton2; TGauge ggUniveralBrakeButton3; + TGauge ggEPFuseButton; TGauge ggSandButton; // guzik piasecznicy TGauge ggAutoSandButton; // przełącznik piasecznicy TGauge ggAntiSlipButton; diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 73c8a18e..94ed3b07 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -605,6 +605,9 @@ drivermouse_input::default_bindings() { { "universalbrake3_bt:",{ user_command::universalbrakebutton3, user_command::none } }, + { "epbrake_bt:",{ + user_command::epbrakecontroltoggle, + user_command::none } }, { "sand_bt:", { user_command::sandboxactivate, user_command::none } }, diff --git a/translation.cpp b/translation.cpp index 282c451a..0010d472 100644 --- a/translation.cpp +++ b/translation.cpp @@ -111,6 +111,10 @@ init() { "line breaker", "alerter", "independent brake releaser", + "spring brake", + "spring brake", + "spring brake", + "electro-pneumatic brake", "sandbox", "wheelspin brake", "horn", @@ -281,6 +285,10 @@ init() { "wylacznik szybki", "czuwak", "odluzniacz", + "hamulec sprezynowy", + "hamulec sprezynowy", + "hamulec sprezynowy", + "hamulec elektropneumatyczny", "piasecznica", "hamulec przeciwposlizgowy", "syrena", @@ -404,6 +412,10 @@ init() { "main_on_bt:", "security_reset_bt:", "releaser_bt:", + "springbraketoggle_bt:", + "springbrakeon_bt:", + "springbrakeoff_bt:", + "epbrake_bt:", "sand_bt:", "antislip_bt:", "horn_bt:", diff --git a/translation.h b/translation.h index 4abcd9e6..77da90b3 100644 --- a/translation.h +++ b/translation.h @@ -100,6 +100,10 @@ enum string { cab_main_on_bt, cab_security_reset_bt, cab_releaser_bt, + cab_springbrake_bt, + cab_springbrakeon_bt, + cab_springbrakeoff_bt, + cab_epbrake_bt, cab_sand_bt, cab_antislip_bt, cab_horn_bt, diff --git a/version.h b/version.h index 0e5f4a0e..525cd064 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 104 +#define VERSION_MINOR 106 #define VERSION_REVISION 0 From 25ec32d0e691b8a1f1a04a127a9616653a057842 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 8 Jan 2020 18:57:44 +0100 Subject: [PATCH 078/153] build 200108. sound start offset support, default coupler sound naming cleanup, minor bug fixes --- DynObj.cpp | 55 ++++++++++++++++++++++++++++------------------ DynObj.h | 2 ++ McZapkie/Mover.cpp | 2 +- audiorenderer.h | 17 +++++++++++++- drivermode.cpp | 10 ++++++++- driveruipanels.cpp | 2 +- sound.cpp | 6 +++++ sound.h | 11 +++++++++- version.h | 2 +- 9 files changed, 80 insertions(+), 27 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index e35b3a4a..6b20af95 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4206,8 +4206,9 @@ void TDynamicObject::RenderSounds() { } // youBy: dzwiek ostrych lukow i ciasnych zwrotek - if( ( ts.R * ts.R > 1 ) - && ( MoverParameters->Vel > 5.0 ) ) { + if( ( MoverParameters->Vel > 5.0 ) + && ( ts.R * ts.R > 1.0 ) + && ( std::abs( ts.R ) < 15000.0 ) ) { // scale volume with curve radius and vehicle speed volume = std::abs( MoverParameters->AccN ) // * MoverParameters->AccN @@ -5440,16 +5441,13 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co else if( token == "outernoise:" ) { // szum podczas jazdy: - sound_source noisetemplate { sound_placement::external, EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; + sound_source noisetemplate{ sound_placement::external, EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; noisetemplate.deserialize( parser, sound_type::single, sound_parameters::amplitude | sound_parameters::frequency, MoverParameters->Vmax ); noisetemplate.owner( this ); noisetemplate.m_amplitudefactor /= ( 1 + MoverParameters->Vmax ); noisetemplate.m_frequencyfactor /= ( 1 + MoverParameters->Vmax ); - - m_outernoise = noisetemplate; -/* -// disabled until we can resolve sound interferences +#ifdef EU07_SOUND_BOGIESOUNDS if( true == m_bogiesounds.empty() ) { // fallback for cases without specified noise locations, convert sound template to a single sound source m_bogiesounds.emplace_back( noisetemplate ); @@ -5458,13 +5456,27 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co // apply configuration to all defined bogies for( auto &bogie : m_bogiesounds ) { // combine potential x- and y-axis offsets of the sound template with z-axis offsets of individual motors - auto bogieoffset { noisetemplate.offset() }; + auto bogieoffset{ noisetemplate.offset() }; bogieoffset.z = bogie.offset().z; bogie = noisetemplate; bogie.offset( bogieoffset ); } } -*/ + // apply randomized playback start offset for each bogie, to reduce potential reverb with identical nearby sources + auto bogieidx( 0 ); + for( auto &bogie : m_bogiesounds ) { + bogie.start( ( + bogieidx % 2 ? + Random( 0.0, 30.0 ) : + Random( 50.0, 80.0 ) ) + * 0.01 ); + ++bogieidx; + } +#else + m_outernoise = noisetemplate; + // apply randomized playback start offset, to reduce potential reverb with identical nearby sources + m_outernoise.start( Random( 0.0, 80.0 ) * 0.01 ); +#endif } else if( token == "wheelflat:" ) { @@ -5791,46 +5803,46 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co if( MoverParameters->Power > 0 ) { if( true == m_powertrainsounds.dsbWejscie_na_bezoporow.empty() ) { // hunter-111211: domyslne, gdy brak - m_powertrainsounds.dsbWejscie_na_bezoporow.deserialize( "wejscie_na_bezoporow.wav", sound_type::single ); + m_powertrainsounds.dsbWejscie_na_bezoporow.deserialize( "wejscie_na_bezoporow", sound_type::single ); m_powertrainsounds.dsbWejscie_na_bezoporow.owner( this ); } if( true == m_powertrainsounds.motor_parallel.empty() ) { - m_powertrainsounds.motor_parallel.deserialize( "wescie_na_drugi_uklad.wav", sound_type::single ); + m_powertrainsounds.motor_parallel.deserialize( "wescie_na_drugi_uklad", sound_type::single ); m_powertrainsounds.motor_parallel.owner( this ); } } // braking sounds if( true == rsUnbrake.empty() ) { - rsUnbrake.deserialize( "[1007]estluz.wav", sound_type::single ); + rsUnbrake.deserialize( "[1007]estluz", sound_type::single ); rsUnbrake.owner( this ); } // couplers for( auto &couplersounds : m_couplersounds ) { if( true == couplersounds.dsbCouplerAttach.empty() ) { - couplersounds.dsbCouplerAttach.deserialize( "couplerattach.wav", sound_type::single ); + couplersounds.dsbCouplerAttach.deserialize( "couplerattach_default", sound_type::single ); couplersounds.dsbCouplerAttach.owner( this ); } if( true == couplersounds.dsbCouplerDetach.empty() ) { - couplersounds.dsbCouplerDetach.deserialize( "couplerdetach.wav", sound_type::single ); + couplersounds.dsbCouplerDetach.deserialize( "couplerdetach_default", sound_type::single ); couplersounds.dsbCouplerDetach.owner( this ); } if( true == couplersounds.dsbCouplerStretch.empty() ) { - couplersounds.dsbCouplerStretch.deserialize( "en57_couplerstretch.wav", sound_type::single ); + couplersounds.dsbCouplerStretch.deserialize( "couplerstretch_default", sound_type::single ); couplersounds.dsbCouplerStretch.owner( this ); } if( true == couplersounds.dsbBufferClamp.empty() ) { - couplersounds.dsbBufferClamp.deserialize( "en57_bufferclamp.wav", sound_type::single ); + couplersounds.dsbBufferClamp.deserialize( "bufferclamp_default", sound_type::single ); couplersounds.dsbBufferClamp.owner( this ); } } // other sounds if( true == m_wheelflat.empty() ) { - m_wheelflat.deserialize( "lomotpodkucia.wav 0.23 0.0", sound_type::single, sound_parameters::frequency ); + m_wheelflat.deserialize( "lomotpodkucia 0.23 0.0", sound_type::single, sound_parameters::frequency ); m_wheelflat.owner( this ); } if( true == rscurve.empty() ) { // hunter-111211: domyslne, gdy brak - rscurve.deserialize( "curve.wav", sound_type::single ); + rscurve.deserialize( "curve", sound_type::single ); rscurve.owner( this ); } } @@ -6402,15 +6414,16 @@ void TDynamicObject::DestinationSet(std::string to, std::string numer) { std::string signrequest { "make:" - + DestinationSign.script + "?" + + DestinationSign.script + + "?" // timetable include + "$timetable=" + ( ctOwner == nullptr ? MoverParameters->Name : // leading vehicle, can point to it directly - ctOwner->Vehicle()->MoverParameters->Name ) + "&" // owned vehicle, safer to point to owner as carriages can have identical names + ctOwner->Vehicle()->MoverParameters->Name ) // owned vehicle, safer to point to owner as carriages can have identical names // basic instancing string // NOTE: underscore doesn't have any magic meaning for the time being, it's just less likely to conflict with regular dictionary keys - + "_id1=" + ( + + "&_id1=" + ( ctOwner != nullptr ? ctOwner->TrainName() : Mechanik != nullptr ? Mechanik->TrainName() : "none" ) }; // shouldn't get here but, eh diff --git a/DynObj.h b/DynObj.h index 094bc2af..602d0b42 100644 --- a/DynObj.h +++ b/DynObj.h @@ -21,6 +21,8 @@ http://mozilla.org/MPL/2.0/. #include "sound.h" #include "Spring.h" +#define EU07_SOUND_BOGIESOUNDS + //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index a7b989c6..9a3a5d18 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -4704,7 +4704,7 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { // potentially generate sounds on clash or stretch if( ( newdistance < 0.0 ) && ( coupler.Dist > newdistance ) - && ( dV < -0.5 ) ) { + && ( dV < -0.1 ) ) { // 090503: dzwieki pracy zderzakow SetFlag( coupler.sounds, diff --git a/audiorenderer.h b/audiorenderer.h index 5cdb96d3..3d2de107 100644 --- a/audiorenderer.h +++ b/audiorenderer.h @@ -180,11 +180,26 @@ openal_source::bind( sound_source *Controller, uint32_sequence Sounds, Iterator_ auto const &buffer { audio::renderer.buffer( bufferhandle ) }; buffers.emplace_back( buffer.id ); } ); + is_multipart = ( buffers.size() > 1 ); + if( id != audio::null_resource ) { ::alSourceQueueBuffers( id, static_cast( buffers.size() ), buffers.data() ); ::alSourceRewind( id ); + // sound controller can potentially request playback to start from certain buffer point + if( controller->start() == 0.f ) { + // regular case with no offset, reset bound source just in case + ::alSourcei( id, AL_SAMPLE_OFFSET, 0 ); + } + else { + // move playback start to specified point in 0-1 range + ALint buffersize; + ::alGetBufferi( buffers.front(), AL_SIZE, &buffersize ); + ::alSourcei( + id, + AL_SAMPLE_OFFSET, + static_cast( controller->start() * ( buffersize / sizeof( std::int16_t ) ) ) ); + } } - is_multipart = ( buffers.size() > 1 ); return *this; } diff --git a/drivermode.cpp b/drivermode.cpp index 15d87e43..1ec7c49e 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -743,12 +743,20 @@ driver_mode::OnKeyDown(int cKey) { // jeśli mielismy pojazd if( simulation::Train->Dynamic()->Mechanik ) { // na skutek jakiegoś błędu może czasem zniknąć auto const *currentvehicle { simulation::Train->Dynamic() }; + auto const samevehicle { currentvehicle == targetvehicle }; + + if( samevehicle ) { + // we already control desired vehicle so don't overcomplicate things + InOutKey(); // do kabiny + break; + } + auto const sameconsist { ( targetvehicle->ctOwner == currentvehicle->Mechanik ) || ( targetvehicle->ctOwner == currentvehicle->ctOwner ) }; auto const isincharge { currentvehicle->Mechanik->primary() }; auto const aidriveractive { currentvehicle->Mechanik->AIControllFlag }; - + if( !sameconsist && isincharge ) { // oddajemy dotychczasowy AI simulation::Train->Dynamic()->Mechanik->TakeControl( true ); diff --git a/driveruipanels.cpp b/driveruipanels.cpp index e6112630..0f3d133d 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -696,7 +696,7 @@ debug_panel::update_section_vehicle( std::vector &Output ) { // acceleration Acc, mover.AccN + 0.001f, - std::string( std::abs( mover.RunningShape.R ) > 10000.0 ? "~0" : to_string( mover.RunningShape.R, 0 ) ).c_str(), + std::string( std::abs( mover.RunningShape.R ) > 15000.0 ? "~0" : to_string( mover.RunningShape.R, 0 ) ).c_str(), // velocity vehicle.GetVelocity(), mover.DistCounter, diff --git a/sound.cpp b/sound.cpp index 1d7418cc..f3bd17ba 100644 --- a/sound.cpp +++ b/sound.cpp @@ -193,6 +193,12 @@ sound_source::deserialize_mapping( cParser &Input ) { 1.0f : 0.01f * static_cast( Random( 100.0 - variation, 100.0 + variation ) ) ); } + else if( key == "startoffset:" ) { + m_startoffset = + clamp( + Input.getToken( false, "\n\r\t ,;" ), + 0.0f, 1.0f ); + } else if( key.compare( 0, std::min( key.size(), 5 ), "pitch" ) == 0 ) { // sound chunk pitch, defined with key pitchX where X = activation threshold auto const indexstart { key.find_first_of( "1234567890" ) }; diff --git a/sound.h b/sound.h index 455d6d7c..d810fee0 100644 --- a/sound.h +++ b/sound.h @@ -102,6 +102,11 @@ public: name( std::string Name ); std::string const & name() const; + // playback starting point shift setter/getter + void + start( float const Offset ); + float const & + start() const; // returns true if there isn't any sound buffer associated with the object, false otherwise bool empty() const; @@ -204,7 +209,8 @@ private: std::string m_name; int m_flags {}; // requested playback parameters sound_properties m_properties; // current properties of the emitted sounds - float m_pitchvariation {}; // emitter-specific shift in base pitch + float m_pitchvariation {}; // emitter-specific shift for base pitch + float m_startoffset {}; // emitter-specific shift for playback starting point bool m_stop { false }; // indicates active sample instances should be terminated /* bool m_stopend { false }; // indicates active instances of optional ending sound should be terminated @@ -225,6 +231,9 @@ inline glm::vec3 const & sound_source::offset() const { return m_offset; } // sound source name setter/getter inline void sound_source::name( std::string Name ) { m_name = Name; } inline std::string const & sound_source::name() const { return m_name; } +// playback starting point shift setter/getter +inline void sound_source::start( float const Offset ) { m_startoffset = Offset; } +inline float const & sound_source::start() const { return m_startoffset; } // collection of sound sources present in the scene class sound_table : public basic_table { diff --git a/version.h b/version.h index 525cd064..4fdd6647 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 106 +#define VERSION_MINOR 108 #define VERSION_REVISION 0 From 3d1d3a0b67bab6f44ccc6e18e6da3b87c0a8fe32 Mon Sep 17 00:00:00 2001 From: milek7 Date: Mon, 4 Sep 2017 18:57:00 +0200 Subject: [PATCH 079/153] crazy hack for weird numpads on windows --- windows.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/windows.cpp b/windows.cpp index 70c29127..4b45df0b 100644 --- a/windows.cpp +++ b/windows.cpp @@ -65,7 +65,13 @@ LRESULT APIENTRY WndProc( HWND hWnd, // handle for this window multiplayer::OnCommandGet( ( multiplayer::DaneRozkaz *)( pDane->lpData ) ); break; } + case WM_KEYDOWN: + case WM_KEYUP: { + lParam &= ~0x1ff0000; + lParam |= MapVirtualKey(MAPVK_VK_TO_VSC, wParam) << 16; + break; + } } // pass all unhandled messages to DefWindowProc return CallWindowProc( BaseWindowProc, Hwnd, uMsg, wParam, lParam ); -}; \ No newline at end of file +}; From 70fba7df69a0d3c022f168217f918292cb37b3a2 Mon Sep 17 00:00:00 2001 From: milek7 Date: Tue, 5 Sep 2017 21:37:04 +0200 Subject: [PATCH 080/153] oops --- windows.cpp | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) diff --git a/windows.cpp b/windows.cpp index 4b45df0b..9e0777ac 100644 --- a/windows.cpp +++ b/windows.cpp @@ -67,8 +67,20 @@ LRESULT APIENTRY WndProc( HWND hWnd, // handle for this window } case WM_KEYDOWN: case WM_KEYUP: { - lParam &= ~0x1ff0000; - lParam |= MapVirtualKey(MAPVK_VK_TO_VSC, wParam) << 16; + if (wParam == VK_INSERT || wParam == VK_DELETE || wParam == VK_HOME || wParam == VK_END || wParam == VK_PRIOR || wParam == VK_NEXT) + lParam &= ~0x1ff0000; + if (wParam == VK_INSERT) + lParam |= 0x152 << 16; + if (wParam == VK_DELETE) + lParam |= 0x153 << 16; + if (wParam == VK_HOME) + lParam |= 0x147 << 16; + if (wParam == VK_END) + lParam |= 0x14F << 16; + if (wParam == VK_PRIOR) + lParam |= 0x149 << 16; + if (wParam == VK_NEXT) + lParam |= 0x151 << 16; break; } } From eb9304495ab25218d95e818f6e34300d114765f1 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 13 Jan 2020 15:59:13 +0100 Subject: [PATCH 081/153] build 200112. vehicle level of detail selection tweak, track end detection logic tweak, minor bug fixes --- Driver.cpp | 5 ++++- DynObj.cpp | 29 ++++++++++++++++++++++------- McZapkie/Mover.cpp | 4 ++-- Traction.cpp | 15 +++++++++------ TractionPower.cpp | 3 +-- TractionPower.h | 2 ++ Train.cpp | 2 +- drivermode.cpp | 4 ++-- opengl33renderer.cpp | 41 ++++++++++++++++++++++------------------- openglrenderer.cpp | 14 +++++++------- version.h | 2 +- 11 files changed, 73 insertions(+), 48 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 5c8b7a10..b5db66dc 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -746,7 +746,10 @@ void TController::TableTraceRoute(double fDistance, TDynamicObject *pVehicle) else if( sSpeedTable[ iLast ].trTrack == tLast ) { // otherwise just mark the last added track as the final one // TODO: investigate exactly how we can wind up not marking the last existing track as actual end - sSpeedTable[ iLast ].iFlags |= ( spEnabled | spEnd ); + if( false == TestFlag( sSpeedTable[ iLast ].trTrack->iCategoryFlag, 0x100 ) ) { + // don't mark portals, as these aren't exactly track ends, but teleport devices + sSpeedTable[ iLast ].iFlags |= ( spEnabled | spEnd ); + } } // to ostatnia pozycja, bo NULL nic nie da, a może się podpiąć obrotnica, czy jakieś transportery return; diff --git a/DynObj.cpp b/DynObj.cpp index 6b20af95..8b15d1f3 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -1642,7 +1642,7 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" else if (DriverType == "reardriver") DriverType = "2"; // sterujący kabiną -1 else if (DriverType == "passenger") - DriverType = "p"; // to do przemyślenia + DriverType = ""; // legacy type, no longer needed else if (DriverType == "nobody") DriverType = ""; // nikt nie siedzi @@ -3341,8 +3341,7 @@ bool TDynamicObject::Update(double dt, double dt1) ( MoverParameters->DynamicBrakeFlag && MoverParameters->ResistorsFlag ) ? 0 : std::abs( MoverParameters->Itot ) ) - + MoverParameters->TotalCurrent; // prąd pobierany przez pojazd - bez - // sensu z tym (TotalCurrent) + + MoverParameters->TotalCurrent; // prąd pobierany przez pojazd - bez sensu z tym (TotalCurrent) // TotalCurrent to bedzie prad nietrakcyjny (niezwiazany z napedem) // fCurrent+=fabs(MoverParameters->Voltage)*1e-6; //prąd płynący przez woltomierz, rozładowuje kondensator orgromowy 4µF double fPantCurrent = fCurrent; // normalnie cały prąd przez jeden pantograf @@ -3387,8 +3386,16 @@ bool TDynamicObject::Update(double dt, double dt1) if (p->hvPowerWire) { auto const lastvoltage { MoverParameters->PantFrontVolt }; // TODO: wyliczyć trzeba prąd przypadający na pantograf i wstawić do GetVoltage() - MoverParameters->PantFrontVolt = p->hvPowerWire->VoltageGet( MoverParameters->PantographVoltage, fPantCurrent ); - fCurrent -= fPantCurrent; // taki prąd płynie przez powyższy pantograf + if( lastvoltage == 0.0 ) { + // HACK: retrieve the wire voltage for calculations down the road without blowing up the supply + MoverParameters->PantFrontVolt = p->hvPowerWire->VoltageGet( MoverParameters->PantographVoltage, 0.0 ); + } + else { + MoverParameters->PantFrontVolt = p->hvPowerWire->VoltageGet( MoverParameters->PantographVoltage, fPantCurrent ); + if( MoverParameters->PantFrontVolt > 0.0 ) { + fCurrent -= fPantCurrent; // taki prąd płynie przez powyższy pantograf (unless it doesn't) + } + } // TODO: refactor reaction to voltage change to mover as sound event for specific pantograph if( ( lastvoltage == 0.0 ) && ( MoverParameters->PantFrontVolt > 0.0 ) ) { @@ -3421,8 +3428,16 @@ bool TDynamicObject::Update(double dt, double dt1) if (p->hvPowerWire) { auto const lastvoltage { MoverParameters->PantRearVolt }; // TODO: wyliczyć trzeba prąd przypadający na pantograf i wstawić do GetVoltage() - MoverParameters->PantRearVolt = p->hvPowerWire->VoltageGet( MoverParameters->PantographVoltage, fPantCurrent ); - fCurrent -= fPantCurrent; // taki prąd płynie przez powyższy pantograf + if( lastvoltage == 0.0 ) { + // HACK: retrieve the wire voltage for calculations down the road without blowing up the supply + MoverParameters->PantRearVolt = p->hvPowerWire->VoltageGet( MoverParameters->PantographVoltage, 0.0 ); + } + else { + MoverParameters->PantRearVolt = p->hvPowerWire->VoltageGet( MoverParameters->PantographVoltage, fPantCurrent ); + if( MoverParameters->PantRearVolt > 0.0 ) { + fCurrent -= fPantCurrent; // taki prąd płynie przez powyższy pantograf (unless it doesn't) + } + } // TODO: refactor reaction to voltage change to mover as sound event for specific pantograph if( ( lastvoltage == 0.0 ) && ( MoverParameters->PantRearVolt > 0.0 ) ) { diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 9a3a5d18..447def89 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1651,8 +1651,8 @@ void TMoverParameters::ConverterCheck( double const Timestep ) { if( ( ConverterAllow ) && ( ConverterAllowLocal ) && ( false == PantPressLockActive ) - && ( ( Mains ) - || ( GetAnyTrainsetVoltage() > 0.0 ) ) ) { + // HACK: allow carriages to operate converter without (missing) fuse prerequisite + && ( ( Power > 1.0 ? Mains : GetAnyTrainsetVoltage() > 0.0 ) ) ) { // delay timer can be optionally configured, and is set anew whenever converter goes off if( ConverterStartDelayTimer <= 0.0 ) { ConverterFlag = true; diff --git a/Traction.cpp b/Traction.cpp index 7e81285f..376fe7fd 100644 --- a/Traction.cpp +++ b/Traction.cpp @@ -486,18 +486,21 @@ double TTraction::VoltageGet(double u, double i) psPowered->CurrentGet( res ) * res : 0.0 ); } + if( ( psPower[0] && psPower[0]->Fuse() ) + || ( psPower[1] && psPower[1]->Fuse() ) ) { + // if either power source is out, so are we + return 0.0; + } + double r0t, r1t, r0g, r1g; double i0, i1; r0t = fResistance[0]; //średni pomysł, ale lepsze niż nic r1t = fResistance[1]; // bo nie uwzględnia spadków z innych pojazdów if (psPower[0] && psPower[1]) { // gdy przęsło jest zasilane z obu stron - mamy trójkąt: res, r0t, r1t - // yB: Gdy wywali podstacja, to zaczyna się robić nieciekawie - napięcie w sekcji na jednym - // końcu jest równe zasilaniu, - // yB: a na drugim końcu jest równe 0. Kolejna sprawa to rozróżnienie uszynienia sieci na - // podstacji/odłączniku (czyli - // yB: potencjał masy na sieci) od braku zasilania (czyli odłączenie źródła od sieci i brak - // jego wpływu na napięcie). + // yB: Gdy wywali podstacja, to zaczyna się robić nieciekawie - napięcie w sekcji na jednym końcu jest równe zasilaniu, + // yB: a na drugim końcu jest równe 0. Kolejna sprawa to rozróżnienie uszynienia sieci na podstacji/odłączniku (czyli + // yB: potencjał masy na sieci) od braku zasilania (czyli odłączenie źródła od sieci i brak jego wpływu na napięcie). if ((r0t > 0.0) && (r1t > 0.0)) { // rezystancje w mianowniku nie mogą być zerowe r0g = res + r0t + (res * r0t) / r1t; // przeliczenie z trójkąta na gwiazdę diff --git a/TractionPower.cpp b/TractionPower.cpp index 48ff6d4a..cbe4d9cd 100644 --- a/TractionPower.cpp +++ b/TractionPower.cpp @@ -121,8 +121,7 @@ double TTractionPowerSource::CurrentGet(double res) return 0; } if ((res > 0) || ((res < 0) && (Recuperation || true))) - TotalAdmitance += - 1.0 / res; // połączenie równoległe rezystancji jest równoważne sumie admitancji + TotalAdmitance += 1.0 / res; // połączenie równoległe rezystancji jest równoważne sumie admitancji float NomVolt = (TotalPreviousAdmitance < 0 ? NominalVoltage * 1.083 : NominalVoltage); TotalCurrent = (TotalPreviousAdmitance != 0.0) ? NomVolt / (InternalRes + 1.0 / TotalPreviousAdmitance) : diff --git a/TractionPower.h b/TractionPower.h index 171f2879..d96f401d 100644 --- a/TractionPower.h +++ b/TractionPower.h @@ -28,6 +28,8 @@ public: void VoltageSet(double const v) { NominalVoltage = v; }; void PowerSet(TTractionPowerSource *ps); + bool Fuse() const { + return ( FastFuse || SlowFuse ); } // members TTractionPowerSource *psNode[ 2 ] = { nullptr, nullptr }; // zasilanie na końcach dla sekcji bool bSection = false; // czy jest sekcją diff --git a/Train.cpp b/Train.cpp index b85389da..580d4e02 100644 --- a/Train.cpp +++ b/Train.cpp @@ -6061,7 +6061,7 @@ bool TTrain::Update( double const Deltatime ) (std::abs(mvControlled->Im) > 0)) { ggEngineVoltage.UpdateValue( - (x * (mvControlled->PantographVoltage - + (x * (std::abs(mvControlled->EngineVoltage) - mvControlled->RList[mvControlled->MainCtrlActualPos].R * std::abs(mvControlled->Im)) / mvControlled->RList[mvControlled->MainCtrlActualPos].Mn)); diff --git a/drivermode.cpp b/drivermode.cpp index 1ec7c49e..d1b8ba27 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -420,7 +420,7 @@ driver_mode::update_camera( double const Deltatime ) { if( Camera.m_owner == nullptr ) { if( controlled && LengthSquared3( controlled->GetPosition() - Camera.Pos ) < ( 1500 * 1500 ) ) { // gdy bliżej niż 1.5km - Camera.LookAt = controlled->GetPosition(); + Camera.LookAt = controlled->GetPosition() + 0.4 * controlled->VectorUp() * controlled->MoverParameters->Dim.H; } else { TDynamicObject *d = std::get( simulation::Region->find_vehicle( Global.pCamera.Pos, 300, false, false ) ); @@ -437,7 +437,7 @@ driver_mode::update_camera( double const Deltatime ) { if( d ) pDynamicNearest = d; // zmiana na nowy, jeśli coś znaleziony niepusty if( pDynamicNearest ) - Camera.LookAt = pDynamicNearest->GetPosition() + 0.5 * pDynamicNearest->VectorUp() * pDynamicNearest->MoverParameters->Dim.H; + Camera.LookAt = pDynamicNearest->GetPosition() + 0.4 * pDynamicNearest->VectorUp() * pDynamicNearest->MoverParameters->Dim.H; } Camera.RaLook(); // jednorazowe przestawienie kamery } diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index a04026e8..fc18c9dc 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -580,7 +580,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) scene_ubs.time = Timer::GetTime(); scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION); - scene_ubs.inv_view = glm::inverse( glm::mat4{ glm::mat3{ m_renderpass.pass_camera.modelview() } } ); + scene_ubs.inv_view = glm::inverse( glm::mat4{ glm::mat3{ m_colorpass.pass_camera.modelview() } } ); scene_ubo->update(scene_ubs); scene_ubo->bind_uniform(); @@ -657,7 +657,8 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) setup_drawing(true); m_renderpass.draw_stats = {}; - glm::mat4 future; + model_ubs.future = glm::mat4(); + glm::mat4 future; if (Global.pCamera.m_owner != nullptr) { auto const *vehicle = Global.pCamera.m_owner; @@ -665,7 +666,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) future = glm::translate(mv, -glm::vec3(vehicle->get_future_movement())) * glm::inverse(mv); } - model_ubs.future = glm::mat4(); + Update_Lights( simulation::Lights ); glDebug("render environment"); @@ -683,8 +684,8 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) // precipitation happens when overcast is in 1-2 range if (!FreeFlyModeFlag && Global.Overcast <= 1.0f && Global.render_cab) { - glDebug("render cab opaque"); - // cache shadow colour in case we need to account for cab light + glDebug("render opaque cab"); + model_ubs.future = glm::mat4(); auto const *vehicle{ simulation::Train->Dynamic() }; if( vehicle->InteriorLightLevel > 0.f ) { setup_shadow_color( glm::min( colors::white, m_shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); @@ -715,9 +716,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) // cab render if (false == FreeFlyModeFlag && Global.render_cab) { - glDebug("render translucent cab"); model_ubs.future = glm::mat4(); - // cache shadow colour in case we need to account for cab light auto *vehicle { simulation::Train->Dynamic() }; if( vehicle->InteriorLightLevel > 0.f ) { setup_shadow_color( glm::min( colors::white, m_shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); @@ -725,16 +724,22 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) if (Global.Overcast > 1.0f) { // with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab - setup_drawing(false); + glDebug( "render opaque cab" ); + setup_drawing(false); Render_cab(vehicle, vehicle->InteriorLightLevel, false); - Render_interior( false ); + Render_interior(false); setup_drawing(true); - Render_interior( true ); + Render_interior(true); } - Render_cab(vehicle, vehicle->InteriorLightLevel, true); + glDebug( "render translucent cab" ); + Render_cab(vehicle, vehicle->InteriorLightLevel, true); if( vehicle->InteriorLightLevel > 0.f ) { setup_shadow_color( m_shadowcolor ); } + if( Global.Overcast > 1.0f ) { + // with the cab in place we can (finally) safely draw translucent part of the occupied vehicle + Render_Alpha( vehicle ); + } } Timer::subsystem.gfx_color.stop(); @@ -950,7 +955,7 @@ bool opengl33_renderer::Render_interior( bool const Alpha ) { while( dynamic != nullptr ) { glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.pass_camera.position() }; - float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor }; + float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) }; dynamics.emplace_back( squaredistance, dynamic ); dynamic = dynamic->NextC( coupling::permanent ); } @@ -959,7 +964,7 @@ bool opengl33_renderer::Render_interior( bool const Alpha ) { while( dynamic != nullptr ) { glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.pass_camera.position() }; - float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor }; + float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) }; dynamics.emplace_back( squaredistance, dynamic ); dynamic = dynamic->PrevC( coupling::permanent ); } @@ -1909,8 +1914,6 @@ void opengl33_renderer::Render(scene::basic_region *Region) { case rendermode::color: { - Update_Lights(simulation::Lights); - Render(std::begin(m_sectionqueue), std::end(m_sectionqueue)); // draw queue is filled while rendering sections if (EditorModeFlag && m_current_viewport->main) @@ -2343,7 +2346,7 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) { case rendermode::shadows: { - squaredistance = glm::length2(glm::vec3{glm::dvec3{Dynamic->vPosition - m_renderpass.viewport_camera.position()}} / Global.ZoomFactor) / Global.fDistanceFactor; + squaredistance = glm::length2(glm::vec3{glm::dvec3{Dynamic->vPosition - m_renderpass.viewport_camera.position()}} / Global.ZoomFactor); if( false == FreeFlyModeFlag ) { // filter out small details if we're in vehicle cab squaredistance = std::max( 100.f * 100.f, squaredistance ); @@ -2352,7 +2355,7 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) } default: { - squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor) / Global.fDistanceFactor; + squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor); // TODO: filter out small details based on fidelity setting break; } @@ -3332,7 +3335,7 @@ bool opengl33_renderer::Render_Alpha(TDynamicObject *Dynamic) case rendermode::shadows: default: { - squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor) / Global.fDistanceFactor; + squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor); break; } } @@ -3971,7 +3974,7 @@ void opengl33_renderer::Update_Lights(light_array &Lights) Bind_Texture( gl::HEADLIGHT_TEX, m_headlightstexture ); // arrange the light array from closest to farthest from current position of the camera - auto const camera = m_renderpass.pass_camera.position(); + auto const camera = m_colorpass.pass_camera.position(); std::sort( std::begin(Lights.data), std::end(Lights.data), [&camera](light_array::light_record const &Left, light_array::light_record const &Right) { diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 2315f290..124f4404 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -751,7 +751,7 @@ bool opengl_renderer::Render_interior( bool const Alpha ) { while( dynamic != nullptr ) { glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.camera.position() }; - float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor }; + float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) }; dynamics.emplace_back( squaredistance, dynamic ); dynamic = dynamic->NextC( coupling::permanent ); } @@ -760,7 +760,7 @@ bool opengl_renderer::Render_interior( bool const Alpha ) { while( dynamic != nullptr ) { glm::dvec3 const originoffset { dynamic->vPosition - m_renderpass.camera.position() }; - float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor }; + float const squaredistance{ glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) }; dynamics.emplace_back( squaredistance, dynamic ); dynamic = dynamic->PrevC( coupling::permanent ); } @@ -2249,7 +2249,7 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) { glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.camera.position(); switch( m_renderpass.draw_mode ) { case rendermode::shadows: { - squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor; + squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ); if( false == FreeFlyModeFlag ) { // filter out small details if we're in vehicle cab squaredistance = std::max( 100.f * 100.f, squaredistance ); @@ -2257,13 +2257,13 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) { break; } case rendermode::cabshadows: { - squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor; + squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ); // filter out small details squaredistance = std::max( 100.f * 100.f, squaredistance ); break; } default: { - squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor; + squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ); // TODO: filter out small details based on fidelity setting break; } @@ -3432,11 +3432,11 @@ opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) { float squaredistance; switch( m_renderpass.draw_mode ) { case rendermode::shadows: { - squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor; + squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ); break; } default: { - squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor; + squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ); break; } } diff --git a/version.h b/version.h index 4fdd6647..44c490d7 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 108 +#define VERSION_MINOR 112 #define VERSION_REVISION 0 From cf02c37ea71e13395139745caccdec00969e782c Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 16 Jan 2020 23:08:36 +0100 Subject: [PATCH 082/153] build 200116. generic LocHandleTimeTraxx support, pantograph selection controls, vehicle status fix debug panel button --- McZapkie/Mover.cpp | 46 +++--- Train.cpp | 306 +++++++++++++++++++++++++++------------- Train.h | 11 +- command.cpp | 5 +- command.h | 4 + driverkeyboardinput.cpp | 4 + drivermouseinput.cpp | 15 +- driveruipanels.cpp | 17 ++- driveruipanels.h | 2 +- translation.cpp | 3 + translation.h | 1 + version.h | 2 +- 12 files changed, 286 insertions(+), 130 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 447def89..a0b19e78 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1161,6 +1161,11 @@ TMoverParameters::derail( int const Reason ) { AccS *= 0.65; V *= 0.65; + if( Vel < 5.0 ) { + // HACK: prevent permanent axle spin in static vehicle after a collision + nrot = 0.0; + SlippingWheels = false; + } WriteLog( "Bad driving: " + Name + " derailed" ); } @@ -6527,26 +6532,6 @@ void TMoverParameters::CheckEIMIC(double dt) } if (MainCtrlPos >= 3 && eimic < 0) eimic = 0; if (MainCtrlPos <= 3 && eimic > 0) eimic = 0; - if (LocHandleTimeTraxx) - { - if (LocalBrakeRatio() < 0.05) //pozycja 0 - { - eim_localbrake -= dt*0.17; //zmniejszanie - } - - if (LocalBrakeRatio() > 0.15) //pozycja 2 - { - eim_localbrake += dt*0.17; //wzrastanie - eim_localbrake = std::max(eim_localbrake, BrakePress / MaxBrakePress[0]); - } - else - { - if (eim_localbrake < Hamulec->GetEDBCP() / MaxBrakePress[0]) - eim_localbrake = 0; - } - eim_localbrake = clamp(eim_localbrake, 0.0, 1.0); - if (eim_localbrake > 0.04 && eimic > 0) eimic = 0; - } break; case 2: if ((MainCtrlActualPos != MainCtrlPos) || (LastRelayTime>InitialCtrlDelay)) @@ -6616,6 +6601,27 @@ void TMoverParameters::CheckEIMIC(double dt) } } + if (LocHandleTimeTraxx) + { + if (LocalBrakeRatio() < 0.05) //pozycja 0 + { + eim_localbrake -= dt*0.17; //zmniejszanie + } + + if (LocalBrakeRatio() > 0.15) //pozycja 2 + { + eim_localbrake += dt*0.17; //wzrastanie + eim_localbrake = std::max(eim_localbrake, BrakePress / MaxBrakePress[0]); + } + else + { + if (eim_localbrake < Hamulec->GetEDBCP() / MaxBrakePress[0]) + eim_localbrake = 0; + } + eim_localbrake = clamp(eim_localbrake, 0.0, 1.0); + if (eim_localbrake > 0.04 && eimic > 0) eimic = 0; + } + auto const eimicpowerenabled { ( ( true == Mains ) || ( Power == 0.0 ) ) && ( ( Doors.instances[ side::left ].open_permit == false ) diff --git a/Train.cpp b/Train.cpp index 580d4e02..576572a5 100644 --- a/Train.cpp +++ b/Train.cpp @@ -233,6 +233,10 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::pantographlowerfront, &TTrain::OnCommand_pantographlowerfront }, { user_command::pantographlowerrear, &TTrain::OnCommand_pantographlowerrear }, { user_command::pantographlowerall, &TTrain::OnCommand_pantographlowerall }, + { user_command::pantographselectnext, &TTrain::OnCommand_pantographselectnext }, + { user_command::pantographselectprevious, &TTrain::OnCommand_pantographselectprevious }, + { user_command::pantographraiseselected, &TTrain::OnCommand_pantographraiseselected }, + { user_command::pantographlowerselected, &TTrain::OnCommand_pantographlowerselected }, { user_command::linebreakertoggle, &TTrain::OnCommand_linebreakertoggle }, { user_command::linebreakeropen, &TTrain::OnCommand_linebreakeropen }, { user_command::linebreakerclose, &TTrain::OnCommand_linebreakerclose }, @@ -2020,18 +2024,9 @@ void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const if( Train->mvOccupied->PantSwitchType == "impulse" ) { if( Train->ggPantFrontButton.SubModel ) Train->ggPantFrontButton.UpdateValue( 0.0, Train->dsbSwitch ); - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( Train->ggPantSelectedButton.SubModel ) - Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); // also the switch off button, in cabs which have it if( Train->ggPantFrontButtonOff.SubModel ) Train->ggPantFrontButtonOff.UpdateValue( 0.0, Train->dsbSwitch ); - if( Train->ggPantSelectedDownButton.SubModel ) { - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); - } } } } @@ -2055,40 +2050,25 @@ void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const & if( Train->mvOccupied->PantSwitchType == "impulse" ) { if( Train->ggPantRearButton.SubModel ) Train->ggPantRearButton.UpdateValue( 0.0, Train->dsbSwitch ); - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( Train->ggPantSelectedButton.SubModel ) - Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); // also the switch off button, in cabs which have it if( Train->ggPantRearButtonOff.SubModel ) Train->ggPantRearButtonOff.UpdateValue( 0.0, Train->dsbSwitch ); - if( Train->ggPantSelectedDownButton.SubModel ) { - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); - } } } } void TTrain::OnCommand_pantographraisefront( TTrain *Train, command_data const &Command ) { + if( Train->ggPantFrontButton.SubModel == nullptr ) { return; } + if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down // visual feedback if( Train->ggPantFrontButton.SubModel ) Train->ggPantFrontButton.UpdateValue( 1.0, Train->dsbSwitch ); - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( Train->ggPantSelectedButton.SubModel ) - Train->ggPantSelectedButton.UpdateValue( 1.0, Train->dsbSwitch ); // pantograph control can have two-button setup if( Train->ggPantFrontButtonOff.SubModel ) Train->ggPantFrontButtonOff.UpdateValue( 0.0, Train->dsbSwitch ); - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( Train->ggPantSelectedDownButton.SubModel ) - Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); if( true == Train->mvControlled->PantFrontUp ) { return; } // already up @@ -2106,22 +2086,16 @@ void TTrain::OnCommand_pantographraisefront( TTrain *Train, command_data const & void TTrain::OnCommand_pantographraiserear( TTrain *Train, command_data const &Command ) { + if( Train->ggPantRearButton.SubModel == nullptr ) { return; } + if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down // visual feedback if( Train->ggPantRearButton.SubModel ) Train->ggPantRearButton.UpdateValue( 1.0, Train->dsbSwitch ); - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( Train->ggPantSelectedButton.SubModel ) - Train->ggPantSelectedButton.UpdateValue( 1.0, Train->dsbSwitch ); // pantograph control can have two-button setup if( Train->ggPantRearButtonOff.SubModel ) Train->ggPantRearButtonOff.UpdateValue( 0.0, Train->dsbSwitch ); - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( Train->ggPantSelectedDownButton.SubModel ) - Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); if( true == Train->mvControlled->PantRearUp ) { return; } // already up @@ -2139,32 +2113,28 @@ void TTrain::OnCommand_pantographraiserear( TTrain *Train, command_data const &C void TTrain::OnCommand_pantographlowerfront( TTrain *Train, command_data const &Command ) { + if( ( Train->ggPantFrontButton.SubModel == nullptr ) + && ( Train->ggPantFrontButtonOff.SubModel == nullptr ) ) { + // no buttons, either there's other switch types or none whatsoever + return; + } + if( Command.action == GLFW_PRESS ) { if( Train->mvOccupied->PantSwitchType == "impulse" ) { - if( ( Train->ggPantFrontButtonOff.SubModel == nullptr ) - && ( Train->ggPantSelectedDownButton.SubModel == nullptr ) ) { + if( Train->ggPantFrontButtonOff.SubModel == nullptr ) { // with impulse buttons we expect a dedicated switch to lower the pantograph, and if the cabin lacks it // then another control has to be used (like pantographlowerall) // TODO: we should have a way to define presence of cab controls without having to bind these to 3d submodels return; } } - // visual feedback if( Train->ggPantFrontButton.SubModel ) Train->ggPantFrontButton.UpdateValue( 0.0, Train->dsbSwitch ); - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( Train->ggPantSelectedButton.SubModel ) - Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); // pantograph control can have two-button setup if( Train->ggPantFrontButtonOff.SubModel ) Train->ggPantFrontButtonOff.UpdateValue( 1.0, Train->dsbSwitch ); - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( Train->ggPantSelectedDownButton.SubModel ) - Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); if( false == Train->mvControlled->PantFrontUp ) { return; } // already down @@ -2182,32 +2152,28 @@ void TTrain::OnCommand_pantographlowerfront( TTrain *Train, command_data const & void TTrain::OnCommand_pantographlowerrear( TTrain *Train, command_data const &Command ) { + if( ( Train->ggPantRearButton.SubModel == nullptr ) + && ( Train->ggPantRearButtonOff.SubModel == nullptr ) ) { + // no buttons, either there's other switch types or none whatsoever + return; + } + if( Command.action == GLFW_PRESS ) { if( Train->mvOccupied->PantSwitchType == "impulse" ) { - if( ( Train->ggPantRearButtonOff.SubModel == nullptr ) - && ( Train->ggPantSelectedDownButton.SubModel == nullptr ) ) { + if( Train->ggPantRearButtonOff.SubModel == nullptr ) { // with impulse buttons we expect a dedicated switch to lower the pantograph, and if the cabin lacks it // then another control has to be used (like pantographlowerall) // TODO: we should have a way to define presence of cab controls without having to bind these to 3d submodels return; } } - // visual feedback if( Train->ggPantRearButton.SubModel ) Train->ggPantRearButton.UpdateValue( 0.0, Train->dsbSwitch ); - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( Train->ggPantSelectedButton.SubModel ) - Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); // pantograph control can have two-button setup if( Train->ggPantRearButtonOff.SubModel ) Train->ggPantRearButtonOff.UpdateValue( 1.0, Train->dsbSwitch ); - // NOTE: currently we animate the selectable pantograph control based on standard key presses - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( Train->ggPantSelectedDownButton.SubModel ) - Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); if( false == Train->mvControlled->PantRearUp ) { return; } // already down @@ -2227,8 +2193,7 @@ void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Co if( Command.action == GLFW_REPEAT ) { return; } - if( ( Train->ggPantAllDownButton.SubModel == nullptr ) - && ( Train->ggPantSelectedDownButton.SubModel == nullptr ) ) { + if( Train->ggPantAllDownButton.SubModel == nullptr ) { // TODO: expand definition of cab controls so we can know if the control is present without testing for presence of 3d switch if( Command.action == GLFW_PRESS ) { WriteLog( "Lower All Pantographs switch is missing, or wasn't defined" ); @@ -2248,20 +2213,12 @@ void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Co Train->mvControlled->PantRearSP = false; Train->mvControlled->PantRear( false ); // visual feedback - if( Train->ggPantAllDownButton.SubModel ) - Train->ggPantAllDownButton.UpdateValue( 1.0, Train->dsbSwitch ); - if( Train->ggPantSelectedDownButton.SubModel ) { - Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); - } + Train->ggPantAllDownButton.UpdateValue( 1.0, Train->dsbSwitch ); } else if( Command.action == GLFW_RELEASE ) { // release the button // visual feedback - if( Train->ggPantAllDownButton.SubModel ) - Train->ggPantAllDownButton.UpdateValue( 0.0 ); - if( Train->ggPantSelectedDownButton.SubModel ) { - Train->ggPantSelectedDownButton.UpdateValue( 0.0 ); - } + Train->ggPantAllDownButton.UpdateValue( 0.0 ); } } else { @@ -2278,25 +2235,146 @@ void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Co Train->mvControlled->PantRearSP = false; Train->mvControlled->PantRear( false ); // visual feedback - if( Train->ggPantAllDownButton.SubModel ) - Train->ggPantAllDownButton.UpdateValue( 1.0, Train->dsbSwitch ); - if( Train->ggPantSelectedDownButton.SubModel ) { - Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); - } + Train->ggPantAllDownButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { // currently active, move it back to neutral position // visual feedback - if( Train->ggPantAllDownButton.SubModel ) - Train->ggPantAllDownButton.UpdateValue( 0.0 ); - if( Train->ggPantSelectedDownButton.SubModel ) { - Train->ggPantSelectedDownButton.UpdateValue( 0.0 ); - } + Train->ggPantAllDownButton.UpdateValue( 0.0 ); } } } } +void TTrain::OnCommand_pantographselectnext( TTrain *Train, command_data const &Command ) { + + if( Command.action != GLFW_PRESS ) { return; } + + Train->change_pantograph_selection( 1 ); +} + +void TTrain::OnCommand_pantographselectprevious( TTrain *Train, command_data const &Command ) { + + if( Command.action != GLFW_PRESS ) { return; } + + Train->change_pantograph_selection( -1 ); +} + +void TTrain::OnCommand_pantographraiseselected( TTrain *Train, command_data const &Command ) { + + if( Command.action == GLFW_REPEAT ) { return; } + + if( Train->ggPantSelectedButton.type() == TGaugeType::push ) { + // impulse switch + if( Command.action == GLFW_PRESS ) { + // visual feedback + Train->ggPantSelectedButton.UpdateValue( 1.0, Train->dsbSwitch ); + // raise selected + Train->change_pantograph_selection_state( true ); + } + else if( Command.action == GLFW_RELEASE ) { + // visual feedback + Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); + } + } + else { + // two-state switch, only cares about press events + if( Command.action == GLFW_PRESS ) { + // visual feedback + Train->ggPantSelectedButton.UpdateValue( 1.0, Train->dsbSwitch ); + // raise selected + Train->change_pantograph_selection_state( true ); + } + } +} + +void TTrain::OnCommand_pantographlowerselected( TTrain *Train, command_data const &Command ) { + + if( Command.action == GLFW_REPEAT ) { return; } + + if( Train->ggPantSelectedDownButton.type() == TGaugeType::push ) { + // impulse switch + if( Command.action == GLFW_PRESS ) { + // visual feedback + Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); + // lower selected + Train->change_pantograph_selection_state( false ); + } + else if( Command.action == GLFW_RELEASE ) { + // visual feedback + Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); + } + } + else { + // two-state switch, only cares about press events + if( Command.action == GLFW_PRESS ) { + // visual feedback + Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); + // lower selected + Train->change_pantograph_selection_state( false ); + } + } +} + +void TTrain::change_pantograph_selection( int const Change, bool const Force ) { + + auto const initialstate { m_pantselection }; + + m_pantselection = clamp( m_pantselection + Change, 0, 3 ); + // visual feedback + ggPantSelectButton.UpdateValue( m_pantselection ); + + if( ( m_pantselection == initialstate ) && ( false == Force ) ) { return; } // no change, nothing to do + + // crude way to determine whether pantograph state change is automatic + // if there's button to raise/lower selected panthograph, we presume the change has to be invoked manually + if( ggPantSelectedButton.SubModel != nullptr ) { return; } + + // raise or lower pantographs according to new requested state + auto const swapends{ cab_to_end() != end::front }; + // check desired states for both pantographs; value: whether the pantograph should be raised + auto const frontstate{ ( m_pantselection == 2 ) || ( m_pantselection == ( swapends ? 1 : 3 ) ) }; + auto const rearstate{ ( m_pantselection == 2 ) || ( m_pantselection == ( swapends ? 3 : 1 ) ) }; + // potentially adjust front pantograph state + if( mvControlled->PantFrontUp != frontstate ) { + // TBD, TODO: impulse switch should only work when the power is on? + if( mvControlled->PantFront( frontstate ) == frontstate ) { + mvControlled->PantFrontSP = false; + } + } + // potentially adjust rear pantograph state + if( mvControlled->PantRearUp != rearstate ) { + // TBD, TODO: impulse switch should only work when the power is on? + if( mvControlled->PantRear( rearstate ) == rearstate ) { + mvControlled->PantRearSP = false; + } + } +} + +void TTrain::change_pantograph_selection_state( bool const State ) { + + auto const swapends { cab_to_end() != end::front }; + // check desired states for both pantographs; value: whether the pantograph should be raised + auto const frontselected { ( m_pantselection == 0 ) || ( m_pantselection == 2 ) || ( m_pantselection == ( swapends ? 1 : 3 ) ) }; + auto const rearselected { ( m_pantselection == 0 ) || ( m_pantselection == 2 ) || ( m_pantselection == ( swapends ? 3 : 1 ) ) }; + // potentially adjust front pantograph state + if( ( true == frontselected ) + && ( mvControlled->PantFrontUp != State ) ) { + // TBD, TODO: impulse switch should only work when the power is on? + if( mvControlled->PantFront( State ) == State ) { + mvControlled->PantFrontSP = false; + } + } + // potentially adjust rear pantograph state + if( ( true == rearselected ) + && ( mvControlled->PantRearUp != State ) ) { + // TBD, TODO: impulse switch should only work when the power is on? + if( mvControlled->PantRear( State ) == State ) { + mvControlled->PantRearSP = false; + } + } +} + void TTrain::OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_data const &Command ) { if( ( Train->ggPantCompressorValve.SubModel == nullptr ) @@ -6036,11 +6114,15 @@ bool TTrain::Update( double const Deltatime ) } Cabine[iCabn].Update( lowvoltagepower ); // nowy sposób ustawienia animacji +/* if (ggZbS.SubModel) { ggZbS.UpdateValue(mvOccupied->Handle->GetCP()); ggZbS.Update(); } +*/ + // replacement for the above. TODO: move it to a more suitable place + m_brakehandlecp = mvOccupied->Handle->GetCP(); // youBy - napiecie na silnikach if (ggEngineVoltage.SubModel) @@ -6710,6 +6792,7 @@ bool TTrain::Update( double const Deltatime ) ggPantRearButtonOff.Update(); ggPantSelectedDownButton.Update(); ggPantAllDownButton.Update(); + ggPantSelectButton.Update(); ggPantCompressorButton.Update(); ggPantCompressorValve.Update(); @@ -6834,6 +6917,18 @@ bool TTrain::Update( double const Deltatime ) mvControlled->PantRear( true ); } } + if( ggPantSelectButton.SubModel ) { + if( ggPantSelectedButton.SubModel ) { + if( ( ggPantSelectedButton.type() == TGaugeType::toggle ) + && ( ggPantSelectedButton.GetDesiredValue() >= 0.95 ) ) { + change_pantograph_selection_state( true ); + } + } + else { + // HACK: force pantographs into currently selected state + change_pantograph_selection( 0, true ); + } + } } } /* @@ -8012,9 +8107,9 @@ void TTrain::clear_cab_controls() ggPantRearButtonOff.Clear(); ggPantSelectedDownButton.Clear(); ggPantAllDownButton.Clear(); + ggPantSelectButton.Clear(); ggPantCompressorButton.Clear(); ggPantCompressorValve.Clear(); - ggZbS.Clear(); ggI1B.Clear(); ggI2B.Clear(); ggI3B.Clear(); @@ -8168,20 +8263,6 @@ void TTrain::set_cab_controls( int const Cab ) { 0.f : 1.f ) ); } - // NOTE: currently we animate the selectable pantograph control for both pantographs - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( ggPantSelectedButton.SubModel ) { - ggPantSelectedButton.PutValue( - ( mvControlled->PantFrontUp ? - 1.f : - 0.f ) ); - } - if( ggPantSelectedDownButton.SubModel ) { - ggPantSelectedDownButton.PutValue( - ( mvControlled->PantFrontUp ? - 0.f : - 1.f ) ); - } } if( mvOccupied->PantSwitchType != "impulse" ) { if( ggPantRearButton.SubModel ) { @@ -8196,17 +8277,41 @@ void TTrain::set_cab_controls( int const Cab ) { 0.f : 1.f ) ); } - // NOTE: currently we animate the selectable pantograph control for both pantographs - // TODO: implement actual selection control, and refactor handling this control setup in a separate method - if( ggPantSelectedButton.SubModel ) { + } + // front/end pantograph selection is relative to occupied cab + m_pantselection = ( + m_pantselection == 1 ? ( cab_to_end( Cab ) == cab_to_end() ? 1 : 3 ) : + m_pantselection == 3 ? ( cab_to_end( Cab ) == cab_to_end() ? 3 : 1 ) : + m_pantselection ); // other settings affect both pantographs + if( ggPantSelectButton.SubModel ) { + ggPantSelectButton.PutValue( m_pantselection ); + } + if( ggPantSelectedButton.type() == TGaugeType::toggle ) { + if( ggPantSelectButton.SubModel ) { + auto const swapends{ cab_to_end( Cab ) != end::front }; + auto const pantraised{ ( + m_pantselection == 0 ? false : + m_pantselection == 1 ? ( swapends ? mvControlled->PantFrontUp : mvControlled->PantRearUp ) : + m_pantselection == 2 ? ( mvControlled->PantFrontUp & mvControlled->PantRearUp ) : + m_pantselection == 3 ? ( swapends ? mvControlled->PantRearUp : mvControlled->PantFrontUp ) : + false ) }; ggPantSelectedButton.PutValue( - ( mvControlled->PantRearUp ? + ( pantraised ? 1.f : 0.f ) ); } + } + if( ggPantSelectedDownButton.type() == TGaugeType::toggle ) { if( ggPantSelectedDownButton.SubModel ) { + auto const swapends{ cab_to_end( Cab ) != end::front }; + auto const pantraised{ ( + m_pantselection == 0 ? false : + m_pantselection == 1 ? ( swapends ? mvControlled->PantFrontUp : mvControlled->PantRearUp ) : + m_pantselection == 2 ? ( mvControlled->PantFrontUp & mvControlled->PantRearUp ) : + m_pantselection == 3 ? ( swapends ? mvControlled->PantRearUp : mvControlled->PantFrontUp ) : + false ) }; ggPantSelectedDownButton.PutValue( - ( mvControlled->PantRearUp ? + ( pantraised ? 0.f : 1.f ) ); } @@ -8707,6 +8812,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "pantalloff_sw:", ggPantAllDownButton }, { "pantselected_sw:", ggPantSelectedButton }, { "pantselectedoff_sw:", ggPantSelectedDownButton }, + { "pantselect_sw:", ggPantSelectButton }, { "pantcompressor_sw:", ggPantCompressorButton }, { "pantcompressorvalve_sw:", ggPantCompressorValve }, { "trainheating_sw:", ggTrainHeatingButton }, @@ -8896,7 +9002,9 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con else if (Label == "limpipepress:") { // manometr zbiornika sterujacego zaworu maszynisty - ggZbS.Load(Parser, DynamicObject, 0.1); + auto &gauge = Cabine[ Cabindex ].Gauge( -1 ); // pierwsza wolna gałka + gauge.Load( Parser, DynamicObject, 0.1 ); + gauge.AssignDouble( &m_brakehandlecp ); } else if (Label == "cntrlpress:") { diff --git a/Train.h b/Train.h index ae72ee1b..e57b61b0 100644 --- a/Train.h +++ b/Train.h @@ -155,6 +155,9 @@ class TTrain { void set_train_brake_speed( TDynamicObject *Vehicle, int const Speed ); // sets the motor connector button in paired unit to specified state void set_paired_open_motor_connectors_button( bool const State ); + // helper, common part of pantograph selection methods + void change_pantograph_selection( int const Change, bool const Force = false ); + void change_pantograph_selection_state( bool const State ); // update function subroutines void update_sounds( double const Deltatime ); void update_sounds_runningnoise( sound_source &Sound ); @@ -249,6 +252,10 @@ class TTrain { static void OnCommand_pantographlowerfront( TTrain *Train, command_data const &Command ); static void OnCommand_pantographlowerrear( TTrain *Train, command_data const &Command ); static void OnCommand_pantographlowerall( TTrain *Train, command_data const &Command ); + static void OnCommand_pantographselectnext( TTrain *Train, command_data const &Command ); + static void OnCommand_pantographselectprevious( TTrain *Train, command_data const &Command ); + static void OnCommand_pantographraiseselected( TTrain *Train, command_data const &Command ); + static void OnCommand_pantographlowerselected( TTrain *Train, command_data const &Command ); static void OnCommand_linebreakertoggle( TTrain *Train, command_data const &Command ); static void OnCommand_linebreakeropen( TTrain *Train, command_data const &Command ); static void OnCommand_linebreakerclose( TTrain *Train, command_data const &Command ); @@ -404,7 +411,6 @@ public: // reszta może by?publiczna // McZapkie: definicje wskaźników // Ra 2014-08: częsciowo przeniesione do tablicy w TCab - TGauge ggZbS; TGauge ggClockSInd; TGauge ggClockMInd; TGauge ggClockHInd; @@ -539,6 +545,7 @@ public: // reszta może by?publiczna TGauge ggPantAllDownButton; TGauge ggPantSelectedButton; TGauge ggPantSelectedDownButton; + TGauge ggPantSelectButton; TGauge ggPantCompressorButton; TGauge ggPantCompressorValve; // Winger 020304 - wlacznik ogrzewania @@ -742,6 +749,8 @@ private: float m_mastercontrollerreturndelay { 0.f }; std::vector> m_screens; float m_distancecounter { -1.f }; // distance traveled since meter was activated or -1 if inactive + double m_brakehandlecp{ 0.0 }; + int m_pantselection{ 0 }; public: float fPress[20][3]; // cisnienia dla wszystkich czlonow diff --git a/command.cpp b/command.cpp index 1ffc4b7c..2189a597 100644 --- a/command.cpp +++ b/command.cpp @@ -178,6 +178,10 @@ commanddescription_sequence Commands_descriptions = { { "pantographlowerfront", command_target::vehicle }, { "pantographlowerrear", command_target::vehicle }, { "pantographlowerall", command_target::vehicle }, + { "pantographselectnext", command_target::vehicle }, + { "pantographselectprevious", command_target::vehicle }, + { "pantographraiseselected", command_target::vehicle }, + { "pantographlowerselected", command_target::vehicle }, { "heatingtoggle", command_target::vehicle }, { "heatingenable", command_target::vehicle }, { "heatingdisable", command_target::vehicle }, @@ -262,7 +266,6 @@ commanddescription_sequence Commands_descriptions = { { "speedcontrolbutton7", command_target::vehicle }, { "speedcontrolbutton8", command_target::vehicle }, { "speedcontrolbutton9", command_target::vehicle } - }; } // simulation diff --git a/command.h b/command.h index f6fa01f0..a4fdc03e 100644 --- a/command.h +++ b/command.h @@ -171,6 +171,10 @@ enum class user_command { pantographlowerfront, pantographlowerrear, pantographlowerall, + pantographselectnext, + pantographselectprevious, + pantographraiseselected, + pantographlowerselected, heatingtoggle, heatingenable, heatingdisable, diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index f13a2f31..fb693475 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -180,6 +180,10 @@ driverkeyboard_input::default_bindings() { // pantographlowerfront, // pantographlowerrear, { user_command::pantographlowerall, GLFW_KEY_P | keymodifier::control }, + { user_command::pantographselectnext, GLFW_KEY_P | keymodifier::shift }, + { user_command::pantographselectprevious, GLFW_KEY_O | keymodifier::shift }, + { user_command::pantographraiseselected, GLFW_KEY_O | keymodifier::shift | keymodifier::control }, + { user_command::pantographlowerselected, GLFW_KEY_O | keymodifier::control }, { user_command::heatingtoggle, GLFW_KEY_H }, // heatingenable, // heatingdisable, diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 94ed3b07..706d16c3 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -772,19 +772,22 @@ drivermouse_input::default_bindings() { user_command::none } }, { "pantfrontoff_sw:", { user_command::pantographlowerfront, - user_command::none } }, // TODO: dedicated lower pantograph commands + user_command::none } }, { "pantrearoff_sw:", { user_command::pantographlowerrear, - user_command::none } }, // TODO: dedicated lower pantograph commands + user_command::none } }, { "pantalloff_sw:", { user_command::pantographlowerall, user_command::none } }, { "pantselected_sw:", { - user_command::none, - user_command::none } }, // TODO: selected pantograph(s) operation command + user_command::pantographraiseselected, + user_command::none } }, // TBD: bind lowerselected in case of toggle switch { "pantselectedoff_sw:", { - user_command::none, - user_command::none } }, // TODO: lower selected pantograp(s) command + user_command::pantographlowerselected, + user_command::none } }, + { "pantselect_sw:", { + user_command::pantographselectnext, + user_command::pantographselectprevious } }, { "pantcompressor_sw:", { user_command::pantographcompressoractivate, user_command::none } }, diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 0f3d133d..7ca3461c 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -523,7 +523,22 @@ debug_panel::render() { } // sections ImGui::Separator(); - render_section( "Vehicle", m_vehiclelines ); + if( true == render_section( "Vehicle", m_vehiclelines ) ) { + if( ( m_input.mover ) + && ( m_input.mover->DamageFlag != 0 ) ) { + if( true == ImGui::Button( "Fix Status" ) ) { + // TODO: refactor status reset into mover method + m_input.mover->DamageFlag = 0; + m_input.mover->EngDmgFlag = 0; + m_input.mover->V = 0.0001; // HACK: force vehicle position re-calculation + m_input.mover->DistCounter = 0.0; + m_input.mover->WheelFlat = 0.0; + m_input.mover->AlarmChainFlag = false; + m_input.mover->OffsetTrackH = 0.0; + m_input.mover->OffsetTrackV = 0.0; + } + } + } render_section( "Vehicle Engine", m_enginelines ); render_section( "Vehicle AI", m_ailines ); render_section( "Vehicle Scan Table", m_scantablelines ); diff --git a/driveruipanels.h b/driveruipanels.h index ddd4eff2..82a48404 100644 --- a/driveruipanels.h +++ b/driveruipanels.h @@ -76,7 +76,7 @@ private: TDynamicObject const *controlled; TCamera const *camera; TDynamicObject const *vehicle; - TMoverParameters const *mover; + TMoverParameters *mover; TController const *mechanik; }; // methods diff --git a/translation.cpp b/translation.cpp index 0010d472..4b52c8bd 100644 --- a/translation.cpp +++ b/translation.cpp @@ -170,6 +170,7 @@ init() { "all pantographs", "selected pantograph", "selected pantograph", + "selected pantograph", "pantograph compressor", "pantograph 3 way valve", "heating", @@ -344,6 +345,7 @@ init() { "wszystkie pantografy", "wybrany pantograf", "wybrany pantograf", + "wybrany pantograf", "sprezarka pantografow", "kurek trojdrogowy pantografow", "ogrzewanie pociagu", @@ -471,6 +473,7 @@ init() { "pantalloff_sw:", "pantselected_sw:", "pantselectedoff_sw:", + "pantselect_sw:", "pantcompressor_sw:", "pantcompressorvalve_sw:", "trainheating_sw:", diff --git a/translation.h b/translation.h index 77da90b3..ec43a056 100644 --- a/translation.h +++ b/translation.h @@ -159,6 +159,7 @@ enum string { cab_pantalloff_sw, cab_pantselected_sw, cab_pantselectedoff_sw, + cab_pantselect_sw, cab_pantcompressor_sw, cab_pantcompressorvalve_sw, cab_trainheating_sw, diff --git a/version.h b/version.h index 44c490d7..be631c54 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 112 +#define VERSION_MINOR 116 #define VERSION_REVISION 0 From a501c09b0f5746934f7a699be12393fe66d1998d Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 20 Jan 2020 18:51:18 +0100 Subject: [PATCH 083/153] build 200120. pantograph valves, emergency brake sound, sound proofing tweak, minor vehicle logic bug fixes, minor gfx renderer bug fixes --- Driver.cpp | 71 ++++--- DynObj.cpp | 98 ++++++---- DynObj.h | 2 + Gauge.h | 2 +- McZapkie/MOVER.h | 57 ++++-- McZapkie/Mover.cpp | 428 +++++++++++++++++++++---------------------- Train.cpp | 423 ++++++++++++++---------------------------- Train.h | 5 +- audiorenderer.cpp | 10 +- audiorenderer.h | 2 + driveruipanels.cpp | 5 +- opengl33renderer.cpp | 16 +- openglrenderer.cpp | 6 +- sound.cpp | 4 +- translation.cpp | 4 +- version.h | 2 +- 16 files changed, 533 insertions(+), 602 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index b5db66dc..d1747092 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -2537,8 +2537,9 @@ bool TController::PrepareEngine() } if (mvControlling->EnginePowerSource.SourceType == TPowerSource::CurrentCollector) { // jeśli silnikowy jest pantografującym - mvOccupied->PantFront( true ); - mvOccupied->PantRear( true ); + mvControlling->OperatePantographsValve( operation_t::enable ); + mvControlling->OperatePantographValve( end::front, operation_t::enable ); + mvControlling->OperatePantographValve( end::rear, operation_t::enable ); if (mvControlling->PantPress < 4.2) { // załączenie małej sprężarki if( false == mvControlling->PantAutoValve ) { @@ -2726,8 +2727,8 @@ bool TController::ReleaseEngine() { // line breaker/engine OK = mvControlling->MainSwitch( false ); if( mvControlling->EnginePowerSource.SourceType == TPowerSource::CurrentCollector ) { - mvControlling->PantFront( false ); - mvControlling->PantRear( false ); + mvControlling->OperatePantographValve( end::front, operation_t::disable ); + mvControlling->OperatePantographValve( end::rear, operation_t::disable ); } } else { @@ -3064,9 +3065,9 @@ bool TController::DecBrakeEIM() mvOccupied->MainCtrlPos = 3; break; case 3: - OK = mvOccupied->MainCtrlPos < mvOccupied->MaxMainCtrlPosNoDirChange; + OK = mvOccupied->MainCtrlPos < mvOccupied->MainCtrlMaxDirChangePos; if( OK ) - mvOccupied->MainCtrlPos = mvOccupied->MaxMainCtrlPosNoDirChange; + mvOccupied->MainCtrlPos = mvOccupied->MainCtrlMaxDirChangePos; break; } return OK; @@ -4685,42 +4686,59 @@ TController::UpdateSituation(double dt) { if (mvControlling->EnginePowerSource.SourceType == TPowerSource::CurrentCollector) { + auto const useregularpantographlayout { + ( pVehicle->NextC( coupling::control ) == nullptr ) // standalone + || ( mvControlling->TrainType == dt_EZT ) // special case + || ( mvControlling->TrainType == dt_ET41 ) }; // special case + if( mvOccupied->Vel > 0.05 ) { // is moving if( ( fOverhead2 >= 0.0 ) || iOverheadZero ) { // jeśli jazda bezprądowa albo z opuszczonym pantografem ZeroSpeed(); } + if( ( fOverhead2 > 0.0 ) || iOverheadDown ) { // jazda z opuszczonymi pantografami - mvControlling->PantFront( false ); - mvControlling->PantRear( false ); + mvControlling->OperatePantographValve( end::front, operation_t::disable ); + mvControlling->OperatePantographValve( end::rear, operation_t::disable ); } else { // jeśli nie trzeba opuszczać pantografów // jazda na tylnym - if( iDirection >= 0 ) { + if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) { // jak jedzie w kierunku sprzęgu 0 - mvControlling->PantRear( true ); + if( ( mvControlling->PantRearVolt == 0.0 ) + // filter out cases with single _other_ working pantograph so we don't try to raise something we can't + && ( ( mvControlling->PantographVoltage == 0.0 ) + || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { + mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + } } else { - mvControlling->PantFront( true ); + // jak jedzie w kierunku sprzęgu 0 + if( ( mvControlling->PantFrontVolt == 0.0 ) + // filter out cases with single _other_ working pantograph so we don't try to raise something we can't + && ( ( mvControlling->PantographVoltage == 0.0 ) + || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { + mvControlling->OperatePantographValve( end::front, operation_t::enable ); + } } } if( mvOccupied->Vel > 5 ) { // opuszczenie przedniego po rozpędzeniu się o ile jest więcej niż jeden if( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { - if( iDirection >= 0 ) // jak jedzie w kierunku sprzęgu 0 + if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) // jak jedzie w kierunku sprzęgu 0 { // poczekać na podniesienie tylnego - if( mvControlling->PantRearVolt != 0.0 ) { - // czy jest napięcie zasilające na tylnym? - mvControlling->PantFront( false ); // opuszcza od sprzęgu 0 + if( ( mvControlling->PantFrontVolt != 0.0 ) + && ( mvControlling->PantRearVolt != 0.0 ) ) { // czy jest napięcie zasilające na tylnym? + mvControlling->OperatePantographValve( end::front, operation_t::disable ); // opuszcza od sprzęgu 0 } } else { // poczekać na podniesienie przedniego - if( mvControlling->PantFrontVolt != 0.0 ) { - // czy jest napięcie zasilające na przednim? - mvControlling->PantRear( false ); // opuszcza od sprzęgu 1 + if( ( mvControlling->PantRearVolt != 0.0 ) + && ( mvControlling->PantFrontVolt != 0.0 ) ) { // czy jest napięcie zasilające na przednim? + mvControlling->OperatePantographValve( end::rear, operation_t::disable ); // opuszcza od sprzęgu 1 } } } @@ -4761,10 +4779,17 @@ TController::UpdateSituation(double dt) { // NOTE: abs(stoptime) covers either at least 15 sec remaining for a scheduled stop, or 15+ secs spent at a basic stop && ( std::abs( fStopTime ) > 15.0 ) ) { // spending a longer at a stop, raise also front pantograph - if( iDirection >= 0 ) // jak jedzie w kierunku sprzęgu 0 - mvControlling->PantFront( true ); - else - mvControlling->PantRear( true ); + if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) { + // jak jedzie w kierunku sprzęgu 0 + if( mvControlling->PantFrontVolt == 0.0 ) { + mvControlling->OperatePantographValve( end::front, operation_t::enable ); + } + } + else { + if( mvControlling->PantRearVolt == 0.0 ) { + mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + } + } } } } @@ -7004,7 +7029,7 @@ void TController::DirectionForward(bool forward) { // ustawienie jazdy do przodu dla true i do tyłu dla false (zależy od kabiny) ZeroSpeed( true ); // TODO: check if force switch is needed anymore here // HACK: make sure the master controller isn't set in position which prevents direction change - mvControlling->MainCtrlPos = std::min( mvControlling->MainCtrlPos, mvControlling->MaxMainCtrlPosNoDirChange ); + mvControlling->MainCtrlPos = std::min( mvControlling->MainCtrlPos, mvControlling->MainCtrlMaxDirChangePos ); if( forward ) { // do przodu w obecnej kabinie diff --git a/DynObj.cpp b/DynObj.cpp index 8b15d1f3..ba47e876 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2788,8 +2788,8 @@ bool TDynamicObject::Update(double dt, double dt1) if( MoverParameters->Vel > 0.5 ) { // jeśli jedzie // Ra 2014-07: doraźna blokada logowania zimnych lokomotyw - zrobić to trzeba inaczej - if( MoverParameters->PantFrontUp - || MoverParameters->PantRearUp ) { + if( MoverParameters->Pantographs[end::front].is_active + || MoverParameters->Pantographs[end::rear].is_active ) { if( ( MoverParameters->Mains ) && ( MoverParameters->GetAnyTrainsetVoltage() < 0.1f ) ) { @@ -3380,7 +3380,7 @@ bool TDynamicObject::Update(double dt, double dt1) 0.95 * MoverParameters->EnginePowerSource.MaxVoltage : 0.0; } - else if( ( true == MoverParameters->PantFrontUp ) + else if( ( true == MoverParameters->Pantographs[ end::front ].is_active ) && ( PantDiff < 0.01 ) ) // tolerancja niedolegania { if (p->hvPowerWire) { @@ -3422,7 +3422,7 @@ bool TDynamicObject::Update(double dt, double dt1) 0.95 * MoverParameters->EnginePowerSource.MaxVoltage : 0.0; } - else if ( ( true == MoverParameters->PantRearUp ) + else if ( ( true == MoverParameters->Pantographs[ end::rear ].is_active ) && ( PantDiff < 0.01 ) ) { if (p->hvPowerWire) { @@ -3476,9 +3476,7 @@ bool TDynamicObject::Update(double dt, double dt1) pantspeedfactor = std::max( 0.0, pantspeedfactor ); k = p->fAngleL; if( ( pantspeedfactor > 0.0 ) - && ( i ? - MoverParameters->PantRearUp : - MoverParameters->PantFrontUp ) )// jeśli ma być podniesiony + && ( MoverParameters->Pantographs[i].is_active ) )// jeśli ma być podniesiony { if (PantDiff > 0.001) // jeśli nie dolega do drutu { // jeśli poprzednia wysokość jest mniejsza niż pożądana, zwiększyć kąt dolnego @@ -3522,39 +3520,39 @@ bool TDynamicObject::Update(double dt, double dt1) } } } // koniec pętli po pantografach - if ((MoverParameters->PantFrontSP == false) && (MoverParameters->PantFrontUp == false)) - { - for( auto &pantograph : m_pantographsounds ) { - if( pantograph.sPantDown.offset().z > 0 ) { - // limit to pantographs located in the front half of the vehicle - pantograph.sPantDown.play( sound_flags::exclusive ); + // TBD, TODO: generate sound event during mover update instead? + if( MoverParameters->Pantographs[end::front].sound_event != MoverParameters->Pantographs[ end::front ].is_active ) { + if( MoverParameters->Pantographs[ end::front ].is_active ) { + // pantograph moving up + // TBD: add a sound? + } + else { + // pantograph dropping + for( auto &pantograph : m_pantographsounds ) { + if( pantograph.sPantDown.offset().z > 0 ) { + // limit to pantographs located in the front half of the vehicle + pantograph.sPantDown.play( sound_flags::exclusive ); + } } } - MoverParameters->PantFrontSP = true; + MoverParameters->Pantographs[ end::front ].sound_event = MoverParameters->Pantographs[ end::front ].is_active; } - if ((MoverParameters->PantRearSP == false) && (MoverParameters->PantRearUp == false)) - { - for( auto &pantograph : m_pantographsounds ) { - if( pantograph.sPantDown.offset().z < 0 ) { - // limit to pantographs located in the rear half of the vehicle - pantograph.sPantDown.play( sound_flags::exclusive ); + if( MoverParameters->Pantographs[ end::rear ].sound_event != MoverParameters->Pantographs[ end::rear ].is_active ) { + if( MoverParameters->Pantographs[ end::rear ].is_active ) { + // pantograph moving up + // TBD: add a sound? + } + else { + // pantograph dropping + for( auto &pantograph : m_pantographsounds ) { + if( pantograph.sPantDown.offset().z < 0 ) { + // limit to pantographs located in the front half of the vehicle + pantograph.sPantDown.play( sound_flags::exclusive ); + } } } - MoverParameters->PantRearSP = true; + MoverParameters->Pantographs[ end::rear ].sound_event = MoverParameters->Pantographs[ end::rear ].is_active; } -/* - // NOTE: disabled because it's both redundant and doesn't take into account alternative power sources - // converter and compressor will (should) turn off during their individual checks, in the mover's (fast)computemovement() calls - if (MoverParameters->EnginePowerSource.SourceType == CurrentCollector) - { // Winger 240404 - wylaczanie sprezarki i - // przetwornicy przy braku napiecia - if (tmpTraction.TractionVoltage == 0) - { // to coś wyłączało dźwięk silnika w ST43! - MoverParameters->ConverterFlag = false; - MoverParameters->CompressorFlag = false; // Ra: to jest wątpliwe - wyłączenie sprężarki powinno być w jednym miejscu! - } - } -*/ } else if (MoverParameters->EnginePowerSource.SourceType == TPowerSource::InternalSource) if (MoverParameters->EnginePowerSource.PowerType == TPowerType::SteamPower) @@ -3887,6 +3885,25 @@ void TDynamicObject::RenderSounds() { } } + // emergency brake + if( MoverParameters->EmergencyValveFlow > 0.025 ) { + // smooth out air flow rate + m_emergencybrakeflow = ( + m_emergencybrakeflow == 0.0 ? + MoverParameters->EmergencyValveFlow : + interpolate( m_emergencybrakeflow, MoverParameters->EmergencyValveFlow, 0.1 ) ); + // scale volume based on the flow rate and on the pressure in the main pipe + auto const flowpressure { clamp( m_emergencybrakeflow, 0.0, 1.0 ) + clamp( 0.1 * MoverParameters->PipePress, 0.0, 0.5 ) }; + m_emergencybrake + .pitch( m_emergencybrake.m_frequencyoffset + 1.0 * m_emergencybrake.m_frequencyfactor ) + .gain( m_emergencybrake.m_amplitudeoffset + clamp( flowpressure, 0.0, 1.0 ) * m_emergencybrake.m_amplitudefactor ) + .play( sound_flags::exclusive | sound_flags::looping ); + } + else if( MoverParameters->EmergencyValveFlow < 0.015 ) { + m_emergencybrakeflow = 0.0; + m_emergencybrake.stop(); + } + // air release if( m_lastbrakepressure != -1.f ) { // calculate rate of pressure drop in brake cylinder, once it's been initialized @@ -5251,6 +5268,12 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co m_brakecylinderpistonrecede.owner( this ); } + else if( token == "emergencybrake:" ) { + // emergency brake sound + m_emergencybrake.deserialize( parser, sound_type::single ); + m_emergencybrake.owner( this ); + } + else if( token == "brakeacc:" ) { // plik z przyspieszaczem (upust po zlapaniu hamowania) sBrakeAcc.deserialize( parser, sound_type::single ); @@ -7193,11 +7216,8 @@ vehicle_table::update_traction( TDynamicObject *Vehicle ) { for( int pantographindex = 0; pantographindex < Vehicle->iAnimType[ ANIM_PANTS ]; ++pantographindex ) { // pętla po pantografach - auto pantograph { Vehicle->pants[ pantographindex ].fParamPants }; - if( true == ( - pantographindex == end::front ? - Vehicle->MoverParameters->PantFrontUp : - Vehicle->MoverParameters->PantRearUp ) ) { + auto *pantograph { Vehicle->pants[ pantographindex ].fParamPants }; + if( true == Vehicle->MoverParameters->Pantographs[ pantographindex ].is_active ) { // jeśli pantograf podniesiony auto const pant0 { position + ( vLeft * pantograph->vPos.z ) + ( vUp * pantograph->vPos.y ) + ( vFront * pantograph->vPos.x ) }; if( pantograph->hvPowerWire != nullptr ) { diff --git a/DynObj.h b/DynObj.h index 602d0b42..b61d9620 100644 --- a/DynObj.h +++ b/DynObj.h @@ -447,6 +447,8 @@ private: sound_source m_brakecylinderpistonrecede { sound_placement::external }; float m_lastbrakepressure { -1.f }; // helper, cached level of pressure in the brake cylinder float m_brakepressurechange { 0.f }; // recent change of pressure in the brake cylinder + sound_source m_emergencybrake { sound_placement::engine }; + double m_emergencybrakeflow{ 0.f }; sound_source sReleaser { sound_placement::external }; sound_source rsSlippery { sound_placement::external, EU07_SOUND_BRAKINGCUTOFFRANGE }; // moved from cab sound_source sSand { sound_placement::external }; diff --git a/Gauge.h b/Gauge.h index a215227d..86b65120 100644 --- a/Gauge.h +++ b/Gauge.h @@ -23,7 +23,7 @@ enum class TGaugeAnimation { enum class TGaugeType : int { toggle = 1, - push, + push = 2, pushtoggle = ( toggle | push ), push_delayed }; diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index e9781c21..b9bb4ae1 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -168,6 +168,16 @@ enum class range_t { unit, consist }; +// possible settings of enable/disable input pair; exclusive +enum class operation_t { + enable_on = 1, + enable_off = -1, + disable_on = 2, + disable_off = -2, + none = 0, + enable, + disable, +}; // start method for devices; exclusive enum class start_t { manual, @@ -778,6 +788,23 @@ private: bool breaker { true }; // device is allowed to operate }; + // basic approximation of a solenoid valve + struct basic_valve : basic_device { + // config + bool solenoid { true }; // requires electric power to operate + bool spring { true }; // spring return or double acting actuator + }; + + // basic approximation of a pantograph + struct basic_pantograph { + // ld inputs + basic_valve valve; // associated pneumatic valve + // ld outputs + bool is_active { false }; // device is working + bool sound_event { false }; // indicates last state which generated sound event + double voltage { 0.0 }; + }; + // basic approximation of doors struct basic_door { // config @@ -1085,8 +1112,7 @@ public: int FastSerialCircuit = 0;/*0 - po kolei zamyka styczniki az do osiagniecia szeregowej, 1 - natychmiastowe wejscie na szeregowa*/ /*hunter-111012*/ int AutoRelayType = 0; /*0 -brak, 1 - jest, 2 - opcja*/ bool CoupledCtrl = false; /*czy mainctrl i scndctrl sa sprzezone*/ - //CouplerNr: TCouplerNr; {ABu: nr sprzegu podlaczonego w drugim obiekcie} - bool IsCoupled = false; /*czy jest sprzezony ale jedzie z tylu*/ + bool HasCamshaft { false }; int DynamicBrakeType = 0; /*patrz dbrake_**/ int DynamicBrakeAmpmeters = 2; /*liczba amperomierzy przy hamowaniu ED*/ double DynamicBrakeRes = 5.8; /*rezystancja oporników przy hamowaniu ED*/ @@ -1265,7 +1291,11 @@ public: bool SandDoseAutoAllow = true; /*zezwolenie na automatyczne piaskowanie*/ double Sand = 0.0; /*ilosc piasku*/ double BrakeSlippingTimer = 0.0; /*pomocnicza zmienna do wylaczania przeciwposlizgu*/ - double dpBrake = 0.0; double dpPipe = 0.0; double dpMainValve = 0.0; double dpLocalValve = 0.0; + double dpBrake = 0.0; + double dpPipe = 0.0; + double dpMainValve = 0.0; + double dpLocalValve = 0.0; + double EmergencyValveFlow = 0.0; // air flow through alerter valve during last simulation step /*! przyrosty cisnienia w kroku czasowym*/ double ScndPipePress = 0.0; /*cisnienie w przewodzie zasilajacym*/ double BrakePress = 0.0; /*!o cisnienie w cylindrach hamulcowych*/ @@ -1356,7 +1386,7 @@ public: int CompressorListPos = 0; /*polozenie przelacznika wielopozycyjnego sprezarek*/ int DirActive = 0; //czy lok. jest wlaczona i w ktorym kierunku: względem wybranej kabiny: -1 - do tylu, +1 - do przodu, 0 - wylaczona int DirAbsolute = 0; //zadany kierunek jazdy względem sprzęgów (1=w strone 0,-1=w stronę 1) - int MaxMainCtrlPosNoDirChange { 0 }; // can't change reverser state with master controller set above this position + int MainCtrlMaxDirChangePos { 0 }; // can't change reverser state with master controller set above this position int CabActive = 0; //numer kabiny, z której jest sterowanie: 1 lub -1; w przeciwnym razie brak sterowania - rozrzad int CabOccupied = 0; //numer kabiny, w ktorej jest obsada (zwykle jedna na skład) // TODO: move to TController double LastSwitchingTime = 0.0; /*czas ostatniego przelaczania czegos*/ @@ -1474,10 +1504,9 @@ public: bool DoorRightOpened = false; double DoorRightOpenTimer{ -1.0 }; // right door closing timer for automatic door type #endif - bool PantFrontUp = false; //stan patykow 'Winger 160204 - bool PantRearUp = false; - bool PantFrontSP = true; //dzwiek patykow 'Winger 010304 - bool PantRearSP = true; + basic_valve PantsValve; + std::array Pantographs; + bool PantAllDown { false }; double PantFrontVolt = 0.0; //pantograf pod napieciem? 'Winger 160404 double PantRearVolt = 0.0; // TODO: move these switch types where they belong, cabin definition @@ -1515,6 +1544,7 @@ public: void derail( int const Reason ); bool DirectionForward(); bool DirectionBackward( void );/*! kierunek ruchu*/ + bool EIMDirectionChangeAllow( void ) const; void BrakeLevelSet(double b); bool BrakeLevelAdd(double b); bool IncBrakeLevel(); // wersja na użytek AI @@ -1552,8 +1582,10 @@ public: /*! glowny nastawnik:*/ bool IncMainCtrl(int CtrlSpeed); bool DecMainCtrl(int CtrlSpeed); + bool IsMainCtrlActualNoPowerPos() const; // whether the master controller is actually set to position which won't generate any extra power bool IsMainCtrlNoPowerPos() const; // whether the master controller is set to position which won't generate any extra power int MainCtrlNoPowerPos() const; // highest setting of master controller which won't cause engine to generate extra power + int MainCtrlActualPowerPos() const; // current actual setting of master controller, relative to the highest setting not generating extra power int MainCtrlPowerPos() const; // current setting of master controller, relative to the highest setting not generating extra power /*! pomocniczy nastawnik:*/ bool IncScndCtrl(int CtrlSpeed); @@ -1654,6 +1686,7 @@ public: void FuelPumpCheck( double const Timestep ); void OilPumpCheck( double const Timestep ); void MotorBlowersCheck( double const Timestep ); + void PantographsCheck( double const Timestep ); bool FuseOn(void); //bezpiecznik nadamiary bool FuseFlagCheck(void) const; // sprawdzanie flagi nadmiarowego void FuseOff(void); // wylaczenie nadmiarowego @@ -1675,10 +1708,11 @@ public: bool AutoRelaySwitch(bool State); //przelacznik automatycznego rozruchu bool AutoRelayCheck();//symulacja automatycznego rozruchu bool MotorConnectorsCheck(); - bool ResistorsFlagCheck(void) const; //sprawdzenie kontrolki oporow rozruchowych NBMX - bool PantFront( bool const State, range_t const Notify = range_t::consist ); //obsluga pantografou przedniego - bool PantRear( bool const State, range_t const Notify = range_t::consist ); //obsluga pantografu tylnego + + bool OperatePantographsValve( operation_t const State, range_t const Notify = range_t::consist ); + bool OperatePantographValve( end const End, operation_t const State, range_t const Notify = range_t::consist ); + bool DropAllPantographs( bool const State, range_t const Notify = range_t::consist ); void CheckEIMIC(double dt); //sprawdzenie i zmiana nastawy zintegrowanego nastawnika jazdy/hamowania void CheckSpeedCtrl(double dt); @@ -1768,7 +1802,6 @@ private: bool readCompressorList(std::string const &Input); void BrakeValveDecode( std::string const &s ); //Q 20160719 void BrakeSubsystemDecode(); //Q 20160719 - bool EIMDirectionChangeAllow( void ); }; //double Distance(TLocation Loc1, TLocation Loc2, TDimension Dim1, TDimension Dim2); diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index a0b19e78..583fe5e9 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -531,7 +531,9 @@ bool TMoverParameters::Dettach(int ConnectNo) bool TMoverParameters::DirectionForward() { - if ((MainCtrlPosNo > 0) && (DirActive < 1) && (EIMDirectionChangeAllow())) + if( false == EIMDirectionChangeAllow() ) { return false; } + + if ((MainCtrlPosNo > 0) && (DirActive < 1)) { ++DirActive; DirAbsolute = DirActive * CabActive; @@ -678,23 +680,19 @@ TMoverParameters::CurrentSwitch(bool const State) { return false; }; -void TMoverParameters::UpdatePantVolume(double dt) -{ // KURS90 - sprężarka pantografów; Ra 2014-07: teraz jest to zbiornik rozrządu, chociaż to jeszcze nie tak - + // KURS90 - sprężarka pantografów; Ra 2014-07: teraz jest to zbiornik rozrządu, chociaż to jeszcze nie tak +void TMoverParameters::UpdatePantVolume(double dt) { // check the pantograph compressor while at it - if( ( PantPress < 4.2 ) + // TODO: move the check to a separate method + // automatic start if the pressure is too low + PantCompFlag |= ( + ( PantPress < 4.2 ) + && ( true == ( Pantographs[ end::front ].is_active | Pantographs[ end::rear ].is_active ) ) // TODO: any_pantograph_is_active method && ( ( PantographCompressorStart == start_t::automatic ) - || ( PantographCompressorStart == start_t::manualwithautofallback ) ) - && ( ( true == PantRearUp ) - || ( true == PantFrontUp ) ) ) { - // automatic start if the pressure is too low - PantCompFlag = true; - } - if( ( true == PantCompFlag ) - && ( false == Battery ) - && ( false == ConverterFlag ) ) { - PantCompFlag = false; - } + || ( PantographCompressorStart == start_t::manualwithautofallback ) ) ); + + auto const lowvoltagepower { Battery | ConverterFlag }; + PantCompFlag &= lowvoltagepower; if (EnginePowerSource.SourceType == TPowerSource::CurrentCollector) // tylko jeśli pantografujący { @@ -768,20 +766,6 @@ void TMoverParameters::UpdatePantVolume(double dt) } } } -/* - // NOTE: pantograph tank pressure sharing experimentally disabled for more accurate simulation - if (TrainType != dt_EZT) // w EN57 pompuje się tylko w silnikowym - // pierwotnie w CHK pantografy miały również rozrządcze EZT - for (int b = 0; b <= 1; ++b) - if (TestFlag(Couplers[b].CouplingFlag, ctrain_controll)) - if (Couplers[b].Connected->PantVolume < - PantVolume) // bo inaczej trzeba w obydwu członach przestawiać - Couplers[b].Connected->PantVolume = - PantVolume; // przekazanie ciśnienia do sąsiedniego członu - // czy np. w ET40, ET41, ET42 pantografy członów mają połączenie pneumatyczne? - // Ra 2014-07: raczej nie - najpierw się załącza jeden człon, a potem można podnieść w - // drugim -*/ } else { // a tu coś dla SM42 i SM31, aby pokazywać na manometrze @@ -1430,6 +1414,8 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { // TODO: gather and move current calculations to dedicated method TotalCurrent = 0; + // power sources + PantographsCheck( Deltatime ); // main circuit MainsCheck( Deltatime ); // traction motors @@ -1849,7 +1835,9 @@ void TMoverParameters::MotorBlowersCheck( double const Timestep ) { // && ( true == blower.breaker ) && ( false == blower.is_disabled ) && ( ( true == blower.is_active ) - || ( blower.start_type == start_t::manual ? blower.is_enabled : true ) ) ); + || ( blower.start_type == start_t::manual ? + blower.is_enabled : + true ) ) ); } // update for( auto &fan : MotorBlowers ) { @@ -1873,6 +1861,46 @@ void TMoverParameters::MotorBlowersCheck( double const Timestep ) { } } +void TMoverParameters::PantographsCheck( double const Timestep ) { + + { + auto &valve { PantsValve }; + auto const lowvoltagepower{ valve.solenoid ? ( Battery || ConverterFlag ) : true }; + auto const autostart{ valve.start_type == start_t::automatic || valve.start_type == start_t::manualwithautofallback }; + auto const manualcontrol{ valve.start_type == start_t::manual || valve.start_type == start_t::manualwithautofallback }; + + PantsValve.is_active = ( + ( ( valve.spring ? lowvoltagepower : true ) ) // spring actuator needs power to maintain non-default state + && ( ( ( manualcontrol && lowvoltagepower ) ? false == valve.is_disabled : true ) ) // needs power to change state + && ( ( valve.is_active ) + || ( autostart ? lowvoltagepower : + !autostart ? ( lowvoltagepower && valve.is_enabled ) : + false ) ) ); // shouldn't ever get this far but, eh + } + + for( auto &pantograph : Pantographs ) { + + auto &valve { pantograph.valve }; + auto const lowvoltagepower { valve.solenoid ? ( Battery || ConverterFlag ) : true }; + auto const autostart { valve.start_type == start_t::automatic || valve.start_type == start_t::manualwithautofallback }; + auto const manualcontrol { valve.start_type == start_t::manual || valve.start_type == start_t::manualwithautofallback }; + + valve.is_active = ( + ( ( valve.spring ? lowvoltagepower : true ) ) // spring actuator needs power to maintain non-default state + && ( ( ( manualcontrol && lowvoltagepower ) ? false == valve.is_disabled : true ) ) // needs power to change state + && ( ( ( manualcontrol && lowvoltagepower ) ? false == PantAllDown : true ) ) + && ( ( valve.is_active ) + || ( autostart ? lowvoltagepower : + !autostart ? ( lowvoltagepower && valve.is_enabled ) : + false ) ) ); // shouldn't ever get this far but, eh + + pantograph.is_active = ( + ( valve.is_active ) + && ( PantsValve.is_active ) +// && ( ) // TODO: add other checks + ); + } +} double TMoverParameters::ShowCurrent(int AmpN) const { // Odczyt poboru prądu na podanym amperomierzu @@ -2184,6 +2212,11 @@ bool TMoverParameters::DecMainCtrl(int CtrlSpeed) return OK; } +bool TMoverParameters::IsMainCtrlActualNoPowerPos() const { + // TODO: wrap controller pieces into a class for potential specializations, similar to brake subsystems + return MainCtrlActualPos <= MainCtrlNoPowerPos(); +} + bool TMoverParameters::IsMainCtrlNoPowerPos() const { // TODO: wrap controller pieces into a class for potential specializations, similar to brake subsystems return MainCtrlPos <= MainCtrlNoPowerPos(); @@ -2199,6 +2232,11 @@ int TMoverParameters::MainCtrlNoPowerPos() const { } } +int TMoverParameters::MainCtrlActualPowerPos() const { + + return MainCtrlActualPos - MainCtrlNoPowerPos(); +} + int TMoverParameters::MainCtrlPowerPos() const { return MainCtrlPos - MainCtrlNoPowerPos(); @@ -2765,39 +2803,39 @@ bool TMoverParameters::SpringBrakeRelease() // ************************************************************************************************* bool TMoverParameters::DirectionBackward(void) { - bool DB = false; + if( false == EIMDirectionChangeAllow() ) { return false; } + if ((DirActive == 1) && (MainCtrlPos == 0) && (TrainType == dt_EZT) && (EngineType != TEngineType::ElectricInductionMotor)) if (MinCurrentSwitch(false)) { - DB = true; // - return DB; // exit; TODO: czy dobrze przetlumaczone? + return true; } - if ((MainCtrlPosNo > 0) && (DirActive > -1) && (EIMDirectionChangeAllow())) + if ((MainCtrlPosNo > 0) && (DirActive > -1)) { if (EngineType == TEngineType::WheelsDriven) - CabActive--; + --CabActive; // else - DirActive--; + --DirActive; DirAbsolute = DirActive * CabActive; + // TODO: move shp activation to shp check if (DirAbsolute != 0) if (Battery) // jeśli bateria jest już załączona BatterySwitch(true); // to w ten oto durny sposób aktywuje się CA/SHP - DB = true; SendCtrlToNext("Direction", DirActive, CabActive); + return true; } - else - DB = false; - return DB; + + return false; } -bool TMoverParameters::EIMDirectionChangeAllow(void) +bool TMoverParameters::EIMDirectionChangeAllow(void) const { bool OK = false; /* // NOTE: disabled while eimic variables aren't immediately synced with master controller changes inside ai module OK = (EngineType != TEngineType::ElectricInductionMotor || ((eimic <= 0) && (eimic_real <= 0) && (Vel < 0.1))); */ - OK = ( MainCtrlPos <= MaxMainCtrlPosNoDirChange ); + OK = ( MainCtrlPos <= MainCtrlMaxDirChangePos ); return OK; } @@ -3936,6 +3974,8 @@ void TMoverParameters::UpdatePipePressure(double dt) } // ulepszony hamulec bezp. + EmergencyValveFlow = 0.0; + auto const securitysystempresent { SecuritySystem.RadioStop || ( SecuritySystem.SystemType > 0 ) }; auto const lowvoltagepower { Battery || ConverterFlag }; @@ -3951,8 +3991,10 @@ void TMoverParameters::UpdatePipePressure(double dt) || ( true == s_CAtestebrake ) || ( ( true == securitysystempresent ) && ( false == lowvoltagepower ) ) ) { - dpMainValve += PF( 0, PipePress, 0.15 ) * dt; + EmergencyValveFlow = PF( 0, PipePress, 0.15 ) * dt; } + dpMainValve += EmergencyValveFlow; + // 0.2*Spg Pipe->Flow(-dpMainValve); Pipe->Flow(-(PipePress)*0.001 * dt); @@ -5045,6 +5087,8 @@ double TMoverParameters::TractionForce( double dt ) { case TEngineType::DieselElectric: { // TODO: move this to the auto relay check when the electric engine code paths are unified StLinFlag = MotorConnectorsCheck(); + StLinFlag &= IsMainCtrlNoPowerPos(); + break; } @@ -6105,7 +6149,8 @@ bool TMoverParameters::AutoRelayCheck(void) // Ra 2014-06: dla SN61 nie działa prawidłowo // yBARC - rozlaczenie stycznikow liniowych - if( false == motorconnectors ) { + if( ( false == motorconnectors ) + || ( HasCamshaft ? IsMainCtrlActualNoPowerPos() : IsMainCtrlNoPowerPos() ) ) { StLinFlag = false; OK = false; if( false == DynamicBrakeFlag ) { @@ -6301,7 +6346,7 @@ bool TMoverParameters::AutoRelayCheck(void) && ( ( MainCtrlActualPos > 0 ) || ( ScndCtrlActualPos > 0 ) ) ) { - if( true == CoupledCtrl ) { + if( CoupledCtrl ) { if( TrainType == dt_EZT ) { // EN57 wal jednokierunkowy calosciowy @@ -6374,7 +6419,6 @@ bool TMoverParameters::MotorConnectorsCheck() { ( false == Mains ) || ( true == FuseFlag ) || ( true == StLinSwitchOff ) - || ( IsMainCtrlNoPowerPos() ) || ( DirActive == 0 ) }; if( connectorsoff ) { return false; } @@ -6389,106 +6433,70 @@ bool TMoverParameters::MotorConnectorsCheck() { return connectorson; } -// ************************************************************************************************* -// Q: 20160713 -// Podnosi / opuszcza przedni pantograf. Returns: state of the pantograph after the operation -// ************************************************************************************************* -bool TMoverParameters::PantFront( bool const State, range_t const Notify ) -{ -/* - if( ( true == Battery ) - || ( true == ConverterFlag ) ) { -*/ - if( PantFrontUp != State ) { - PantFrontUp = State; - if( State == true ) { - if( Notify != range_t::local ) { - // wysłanie wyłączenia do pozostałych? - SendCtrlToNext( - "PantFront", 1, CabActive, - ( Notify == range_t::unit ? - ctrain_controll | ctrain_depot : - ctrain_controll ) ); - } - } - else { - if( Notify != range_t::local ) { - // wysłanie wyłączenia do pozostałych? - SendCtrlToNext( - "PantFront", 0, CabActive, - ( Notify == range_t::unit ? - ctrain_controll | ctrain_depot : - ctrain_controll ) ); - } - } - } -/* +bool TMoverParameters::OperatePantographsValve( operation_t const State, range_t const Notify ) { + + auto const lowvoltagepower { PantsValve.solenoid ? ( Battery || ConverterFlag ) : true }; + + auto &valve { PantsValve }; + + valve.is_enabled = ( State == operation_t::enable ); + valve.is_disabled = ( State == operation_t::disable ); + + if( Notify != range_t::local ) { + SendCtrlToNext( + "PantsValve", + static_cast( State ), + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); } - else { - // no power, drop the pantograph - // NOTE: this is a simplification as it should just drop on its own with loss of pressure without resupply from (dead) compressor - PantFrontStart = ( - PantFrontUp ? - 1 : - 0 ); - PantFrontUp = false; - if( true == Multiunitcontrol ) { - SendCtrlToNext( "PantFront", 0, CabActive ); - } - } -*/ - return PantFrontUp; + + return true; } -// ************************************************************************************************* -// Q: 20160713 -// Podnoszenie / opuszczanie pantografu tylnego -// ************************************************************************************************* -bool TMoverParameters::PantRear( bool const State, range_t const Notify ) -{ -/* - if( ( true == Battery ) - || ( true == ConverterFlag ) ) { -*/ - if( PantRearUp != State ) { - PantRearUp = State; - if( State == true ) { - if( Notify != range_t::local ) { - // wysłanie wyłączenia do pozostałych? - SendCtrlToNext( - "PantRear", 1, CabActive, - ( Notify == range_t::unit ? - ctrain_controll | ctrain_depot : - ctrain_controll ) ); - } - } - else { - if( Notify != range_t::local ) { - // wysłanie wyłączenia do pozostałych? - SendCtrlToNext( - "PantRear", 0, CabActive, - ( Notify == range_t::unit ? - ctrain_controll | ctrain_depot : - ctrain_controll ) ); - } - } - } -/* +bool TMoverParameters::OperatePantographValve( end const End, operation_t const State, range_t const Notify ) { + + auto &valve { Pantographs[ End ].valve }; + + valve.is_enabled = ( State == operation_t::enable ); + valve.is_disabled = ( State == operation_t::disable ); + + if( Notify != range_t::local ) { + SendCtrlToNext( + "PantValve", + // HACK: pack the state, pantograph index and sender cab into 8-bit value + // with high bit storing front/rear pantograph, and 7th bit storing sender cab + static_cast( + 0x80 * ( End == end::front ? 0 : 1 ) + + 0x40 * ( CabActive != -1 ? 1 : 0 ) + + static_cast( State ) ), + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); } - else { - // no power, drop the pantograph - // NOTE: this is a simplification as it should just drop on its own with loss of pressure without resupply from (dead) compressor - PantRearStart = ( - PantRearUp ? - 1 : - 0 ); - PantRearUp = false; - if( true == Multiunitcontrol ) { - SendCtrlToNext( "PantRear", 0, CabActive ); - } + + return true; +} + +bool TMoverParameters::DropAllPantographs( bool const State, range_t const Notify ) { + + auto const initialstate{ PantAllDown }; + + PantAllDown = State; + + if( Notify != range_t::local ) { + SendCtrlToNext( + "PantAllDown", + ( State ? 1 : 0 ), + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); } -*/ - return PantRearUp; + + return State != initialstate; } void TMoverParameters::CheckEIMIC(double dt) @@ -7509,12 +7517,12 @@ TMoverParameters::AssignLoad( std::string const &Name, float const Amount ) { DoubleTr = -1; } if( pantographsetup & ( 1 << 0 ) ) { - if( DoubleTr == 1 ) { PantFront( true ); } - else { PantRear( true ); } + if( DoubleTr == 1 ) { OperatePantographValve( end::front, operation_t::enable, range_t::local ); } + else { OperatePantographValve( end::rear, operation_t::enable, range_t::local ); } } if( pantographsetup & ( 1 << 1 ) ) { - if( DoubleTr == 1 ) { PantRear( true ); } - else { PantFront( true ); } + if( DoubleTr == 1 ) { OperatePantographValve( end::rear, operation_t::enable, range_t::local ); } + else { OperatePantographValve( end::front, operation_t::enable, range_t::local ); } } return true; } @@ -9586,7 +9594,7 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { extract_value( MainCtrlPosNo, "MCPN", line, "" ); extract_value( ScndCtrlPosNo, "SCPN", line, "" ); extract_value( ScndInMain, "SCIM", line, "" ); - extract_value( MaxMainCtrlPosNoDirChange, "DirChangeMaxPos", line, "" ); + extract_value( MainCtrlMaxDirChangePos, "DirChangeMaxPos", line, "" ); auto const autorelay { ToLower( extract_value( "AutoRelay", line ) ) }; if( autorelay == "optional" ) { AutoRelayType = 2; } @@ -9594,7 +9602,8 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { else { AutoRelayType = 0; } extract_value( CoupledCtrl, "CoupledCtrl", line, "" ); - extract_value( EIMCtrlType, "EIMCtrlType", line, "" ); + extract_value( HasCamshaft, "Camshaft", line, "" ); + extract_value( EIMCtrlType, "EIMCtrlType", line, "" ); EIMCtrlType = clamp( EIMCtrlType, 0, 3 ); extract_value( LocHandleTimeTraxx, "LocalBrakeTraxx", line, "" ); extract_value( EIMCtrlAdditionalZeros, "EIMCtrlAddZeros", line, "" ); @@ -9656,6 +9665,32 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { // pantograph compressor valve PantAutoValve = ( TrainType == dt_EZT ); // legacy code behaviour, automatic valve was initially installed in all EMUs extract_value( PantAutoValve, "PantAutoValve", line, "" ); + // pantographs valve + { + auto lookup = starts.find( extract_value( "PantEPValveStart", line ) ); + PantsValve.start_type = + lookup != starts.end() ? + lookup->second : + start_t::automatic; // legacy code behaviour, there was no pantographs valve + extract_value( PantsValve.spring, "PantEPValveSpring", line, "" ); + } + // pantograph valve configuration + { + auto lookup = starts.find( extract_value( "PantValveStart", line ) ); + auto valvestarttype = + lookup != starts.end() ? + lookup->second : + start_t::manual; + auto valvespring { true }; + extract_value( valvespring, "PantValveSpring", line, "" ); + auto valvesolenoid { true }; + extract_value( valvesolenoid, "PantValveSolenoid", line, "" ); + for( auto &pantograph : Pantographs ) { + pantograph.valve.spring = valvespring; + pantograph.valve.solenoid = valvesolenoid; + pantograph.valve.start_type = valvestarttype; + } + } // fuel pump { auto lookup = starts.find( extract_value( "FuelStart", line ) ); @@ -11146,86 +11181,31 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C false ); OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } - else if (Command == "PantFront") /*Winger 160204*/ + else if (Command == "PantValve") //Winger 160204 { // Ra: uwzględnić trzeba jeszcze zgodność sprzęgów - // Czemu EZT ma być traktowane inaczej? Ukrotnienie ma, a człon może być odwrócony - if ((TrainType == dt_EZT) - || (TrainType == dt_ET41)) - { //'ezt' - if ((CValue1 == 1)) - { - PantFrontUp = true; - } - else if ((CValue1 == 0)) - { - PantFrontUp = false; - } - } - else - { // nie 'ezt' - odwrotne ustawienie pantografów: ^-.-^ zamiast ^-.^- - if ((CValue1 == 1)) - if ((TestFlag(Couplers[1].CouplingFlag, ctrain_controll) && (CValue2 == 1)) || - (TestFlag(Couplers[0].CouplingFlag, ctrain_controll) && (CValue2 == -1))) - { - PantFrontUp = true; - } - else - { - PantRearUp = true; - } - else if ((CValue1 == 0)) - if ((TestFlag(Couplers[1].CouplingFlag, ctrain_controll) && (CValue2 == 1)) || - (TestFlag(Couplers[0].CouplingFlag, ctrain_controll) && (CValue2 == -1))) - { - PantFrontUp = false; - } - else - { - PantRearUp = false; - } - } + auto const inputend { ( static_cast( CValue1 ) & 0x80 ) != 0 ? 1 : 0 }; + auto const inputcab { ( static_cast( CValue1 ) & 0x40 ) != 0 ? 1 : 0 }; + auto const inputoperation { static_cast( CValue1 ) & ~( 0x80 | 0x40 ) }; + auto const noswap { ( TrainType == dt_EZT ) || ( TrainType == dt_ET41 ) }; + auto swap { + ( false == noswap ) + && ( TestFlag( Couplers[ ( CValue2 == -1 ? end::rear : end::front ) ].CouplingFlag, coupling::control ) ) }; + auto const reversed { inputcab != ( CabActive != -1 ? 1 : 0 ) }; + if( reversed ) { swap = !swap; } // TODO: check whether this part has RL equivalent + OperatePantographValve( + static_cast( swap ? 1 - inputend : inputend ), + static_cast( inputoperation ), + range_t::local ); OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } - else if (Command == "PantRear") /*Winger 160204, ABu 310105 i 030305*/ - { // Ra: uwzględnić trzeba jeszcze zgodność sprzęgów - if ((TrainType == dt_EZT) - ||(TrainType == dt_ET41)) - { //'ezt' - if ((CValue1 == 1)) - { - PantRearUp = true; - } - else if ((CValue1 == 0)) - { - PantRearUp = false; - } - } - else - { //nie 'ezt' - if ((CValue1 == 1)) - //if ostatni polaczony sprz. sterowania - if ((TestFlag(Couplers[1].CouplingFlag, ctrain_controll) && (CValue2 == 1)) || - (TestFlag(Couplers[0].CouplingFlag, ctrain_controll) && (CValue2 == -1))) - { - PantRearUp = true; - } - else - { - PantFrontUp = true; - } - else if ((CValue1 == 0)) - if ((TestFlag(Couplers[1].CouplingFlag, ctrain_controll) && (CValue2 == 1)) || - (TestFlag(Couplers[0].CouplingFlag, ctrain_controll) && (CValue2 == -1))) - { - PantRearUp = false; - } - else - { - PantFrontUp = false; - } - } + else if( Command == "PantsValve" ) { + OperatePantographsValve( static_cast( static_cast( CValue1 ) ), range_t::local ); OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); - } + } + else if( Command == "PantAllDown" ) { + DropAllPantographs( CValue1 == 1, range_t::local ); + OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); + } else if (Command == "MaxCurrentSwitch") { OK = MaxCurrentSwitch(CValue1 == 1); diff --git a/Train.cpp b/Train.cpp index 576572a5..7dc5ec43 100644 --- a/Train.cpp +++ b/Train.cpp @@ -1816,6 +1816,10 @@ void TTrain::OnCommand_reverserincrease( TTrain *Train, command_data const &Comm if( Command.action == GLFW_PRESS ) { + // HACK: master controller position isn't set in occupied vehicle in E(D)MUs + // so we do a manual check in relevant vehicle here + if( false == Train->mvControlled->EIMDirectionChangeAllow() ) { return; } + if( Train->mvOccupied->DirectionForward() ) { // aktualizacja skrajnych pojazdów w składzie if( ( Train->mvOccupied->DirActive ) @@ -1831,6 +1835,10 @@ void TTrain::OnCommand_reverserdecrease( TTrain *Train, command_data const &Comm if( Command.action == GLFW_PRESS ) { + // HACK: master controller position isn't set in occupied vehicle in E(D)MUs + // so we do a manual check in relevant vehicle here + if( false == Train->mvControlled->EIMDirectionChangeAllow() ) { return; } + if( Train->mvOccupied->DirectionBackward() ) { // aktualizacja skrajnych pojazdów w składzie if( ( Train->mvOccupied->DirActive ) @@ -1854,6 +1862,11 @@ void TTrain::OnCommand_reverserforwardhigh( TTrain *Train, command_data const &C void TTrain::OnCommand_reverserforward( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { + + // HACK: master controller position isn't set in occupied vehicle in E(D)MUs + // so we do a manual check in relevant vehicle here + if( false == Train->mvControlled->EIMDirectionChangeAllow() ) { return; } + // HACK: try to move the reverser one position back, in case it's set to "high forward" OnCommand_reverserdecrease( Train, Command ); @@ -1877,6 +1890,10 @@ void TTrain::OnCommand_reverserneutral( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { + // HACK: master controller position isn't set in occupied vehicle in E(D)MUs + // so we do a manual check in relevant vehicle here + if( false == Train->mvControlled->EIMDirectionChangeAllow() ) { return; } + while( ( Train->mvOccupied->DirActive < 0 ) && ( true == Train->mvOccupied->DirectionForward() ) ) { // all work is done in the header @@ -1892,6 +1909,10 @@ void TTrain::OnCommand_reverserbackward( TTrain *Train, command_data const &Comm if( Command.action == GLFW_PRESS ) { + // HACK: master controller position isn't set in occupied vehicle in E(D)MUs + // so we do a manual check in relevant vehicle here + if( false == Train->mvControlled->EIMDirectionChangeAllow() ) { return; } + if( Train->mvOccupied->DirActive > -1 ) { while( ( Train->mvOccupied->DirActive > -1 ) @@ -1987,14 +2008,7 @@ void TTrain::OnCommand_batterydisable( TTrain *Train, command_data const &Comman if( false == Train->mvOccupied->Battery ) { return; } // already off - if( Train->mvOccupied->BatterySwitch( false ) ) { - // side-effects - if( false == Train->mvControlled->ConverterFlag ) { - // if there's no (low voltage) power source left, drop pantographs - Train->mvControlled->PantFront( false ); - Train->mvControlled->PantRear( false ); - } - } + Train->mvOccupied->BatterySwitch( false ); } else if( Command.action == GLFW_RELEASE ) { if( Train->ggBatteryButton.type() == TGaugeType::push ) { @@ -2007,78 +2021,66 @@ void TTrain::OnCommand_batterydisable( TTrain *Train, command_data const &Comman void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const &Command ) { + // HACK: presence of pantograph selector prevents manual operation of the individual valves + if( Train->ggPantSelectButton.SubModel ) { return; } + if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( false == Train->mvControlled->PantFrontUp ) { - // turn on... - OnCommand_pantographraisefront( Train, Command ); + auto const &pantograph { Train->mvControlled->Pantographs[ end::front ] }; + auto const state { + pantograph.valve.is_enabled + | pantograph.is_active }; // fallback for impulse switches + if( state ) { + OnCommand_pantographlowerfront( Train, Command ); } else { - // ...or turn off - OnCommand_pantographlowerfront( Train, Command ); + OnCommand_pantographraisefront( Train, Command ); } } else if( Command.action == GLFW_RELEASE ) { // impulse switches return automatically to neutral position - // NOTE: this routine is used also by dedicated raise and lower commands if( Train->mvOccupied->PantSwitchType == "impulse" ) { - if( Train->ggPantFrontButton.SubModel ) - Train->ggPantFrontButton.UpdateValue( 0.0, Train->dsbSwitch ); - // also the switch off button, in cabs which have it - if( Train->ggPantFrontButtonOff.SubModel ) - Train->ggPantFrontButtonOff.UpdateValue( 0.0, Train->dsbSwitch ); + Train->mvControlled->OperatePantographValve( end::front, operation_t::none ); } } } void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const &Command ) { + // HACK: presence of pantograph selector prevents manual operation of the individual valves + if( Train->ggPantSelectButton.SubModel ) { return; } + if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( false == Train->mvControlled->PantRearUp ) { - // turn on... - OnCommand_pantographraiserear( Train, Command ); + auto const &pantograph { Train->mvControlled->Pantographs[ end::rear ] }; + auto const state { + pantograph.valve.is_enabled + | pantograph.is_active }; // fallback for impulse switches + if( state ) { + OnCommand_pantographlowerrear( Train, Command ); } else { - // ...or turn off - OnCommand_pantographlowerrear( Train, Command ); + OnCommand_pantographraiserear( Train, Command ); } } else if( Command.action == GLFW_RELEASE ) { // impulse switches return automatically to neutral position - // NOTE: this routine is used also by dedicated raise and lower commands if( Train->mvOccupied->PantSwitchType == "impulse" ) { - if( Train->ggPantRearButton.SubModel ) - Train->ggPantRearButton.UpdateValue( 0.0, Train->dsbSwitch ); - // also the switch off button, in cabs which have it - if( Train->ggPantRearButtonOff.SubModel ) - Train->ggPantRearButtonOff.UpdateValue( 0.0, Train->dsbSwitch ); + Train->mvControlled->OperatePantographValve( end::rear, operation_t::none ); } } } void TTrain::OnCommand_pantographraisefront( TTrain *Train, command_data const &Command ) { - if( Train->ggPantFrontButton.SubModel == nullptr ) { return; } + // HACK: presence of pantograph selector prevents manual operation of the individual valves + if( Train->ggPantSelectButton.SubModel ) { return; } if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - // visual feedback - if( Train->ggPantFrontButton.SubModel ) - Train->ggPantFrontButton.UpdateValue( 1.0, Train->dsbSwitch ); - // pantograph control can have two-button setup - if( Train->ggPantFrontButtonOff.SubModel ) - Train->ggPantFrontButtonOff.UpdateValue( 0.0, Train->dsbSwitch ); - - if( true == Train->mvControlled->PantFrontUp ) { return; } // already up - - // TBD, TODO: impulse switch should only work when the power is on? - if( Train->mvControlled->PantFront( true ) ) { - Train->mvControlled->PantFrontSP = false; - } + Train->mvControlled->OperatePantographValve( end::front, operation_t::enable ); } else if( Command.action == GLFW_RELEASE ) { - // visual feedback // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch OnCommand_pantographtogglefront( Train, Command ); } @@ -2086,26 +2088,14 @@ void TTrain::OnCommand_pantographraisefront( TTrain *Train, command_data const & void TTrain::OnCommand_pantographraiserear( TTrain *Train, command_data const &Command ) { - if( Train->ggPantRearButton.SubModel == nullptr ) { return; } + // HACK: presence of pantograph selector prevents manual operation of the individual valves + if( Train->ggPantSelectButton.SubModel ) { return; } if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - // visual feedback - if( Train->ggPantRearButton.SubModel ) - Train->ggPantRearButton.UpdateValue( 1.0, Train->dsbSwitch ); - // pantograph control can have two-button setup - if( Train->ggPantRearButtonOff.SubModel ) - Train->ggPantRearButtonOff.UpdateValue( 0.0, Train->dsbSwitch ); - - if( true == Train->mvControlled->PantRearUp ) { return; } // already up - - // TBD, TODO: impulse switch should only work when the power is on? - if( Train->mvControlled->PantRear( true ) ) { - Train->mvControlled->PantRearSP = false; - } + Train->mvControlled->OperatePantographValve( end::rear, operation_t::enable ); } else if( Command.action == GLFW_RELEASE ) { - // visual feedback // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch OnCommand_pantographtogglerear( Train, Command ); } @@ -2113,38 +2103,14 @@ void TTrain::OnCommand_pantographraiserear( TTrain *Train, command_data const &C void TTrain::OnCommand_pantographlowerfront( TTrain *Train, command_data const &Command ) { - if( ( Train->ggPantFrontButton.SubModel == nullptr ) - && ( Train->ggPantFrontButtonOff.SubModel == nullptr ) ) { - // no buttons, either there's other switch types or none whatsoever - return; - } + // HACK: presence of pantograph selector prevents manual operation of the individual valves + if( Train->ggPantSelectButton.SubModel ) { return; } if( Command.action == GLFW_PRESS ) { - - if( Train->mvOccupied->PantSwitchType == "impulse" ) { - if( Train->ggPantFrontButtonOff.SubModel == nullptr ) { - // with impulse buttons we expect a dedicated switch to lower the pantograph, and if the cabin lacks it - // then another control has to be used (like pantographlowerall) - // TODO: we should have a way to define presence of cab controls without having to bind these to 3d submodels - return; - } - } - // visual feedback - if( Train->ggPantFrontButton.SubModel ) - Train->ggPantFrontButton.UpdateValue( 0.0, Train->dsbSwitch ); - // pantograph control can have two-button setup - if( Train->ggPantFrontButtonOff.SubModel ) - Train->ggPantFrontButtonOff.UpdateValue( 1.0, Train->dsbSwitch ); - - if( false == Train->mvControlled->PantFrontUp ) { return; } // already down - - // TBD, TODO: impulse switch should only work when the power is on? - if( Train->mvControlled->PantFront( false ) ) { - Train->mvControlled->PantFrontSP = false; - } + // only reacting to press, so the switch doesn't flip back and forth if key is held down + Train->mvControlled->OperatePantographValve( end::front, operation_t::disable ); } else if( Command.action == GLFW_RELEASE ) { - // visual feedback // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch OnCommand_pantographtogglefront( Train, Command ); } @@ -2152,40 +2118,16 @@ void TTrain::OnCommand_pantographlowerfront( TTrain *Train, command_data const & void TTrain::OnCommand_pantographlowerrear( TTrain *Train, command_data const &Command ) { - if( ( Train->ggPantRearButton.SubModel == nullptr ) - && ( Train->ggPantRearButtonOff.SubModel == nullptr ) ) { - // no buttons, either there's other switch types or none whatsoever - return; - } + // HACK: presence of pantograph selector prevents manual operation of the individual valves + if( Train->ggPantSelectButton.SubModel ) { return; } if( Command.action == GLFW_PRESS ) { - - if( Train->mvOccupied->PantSwitchType == "impulse" ) { - if( Train->ggPantRearButtonOff.SubModel == nullptr ) { - // with impulse buttons we expect a dedicated switch to lower the pantograph, and if the cabin lacks it - // then another control has to be used (like pantographlowerall) - // TODO: we should have a way to define presence of cab controls without having to bind these to 3d submodels - return; - } - } - // visual feedback - if( Train->ggPantRearButton.SubModel ) - Train->ggPantRearButton.UpdateValue( 0.0, Train->dsbSwitch ); - // pantograph control can have two-button setup - if( Train->ggPantRearButtonOff.SubModel ) - Train->ggPantRearButtonOff.UpdateValue( 1.0, Train->dsbSwitch ); - - if( false == Train->mvControlled->PantRearUp ) { return; } // already down - - // TBD, TODO: impulse switch should only work when the power is on? - if( Train->mvControlled->PantRear( false ) ) { - Train->mvControlled->PantRearSP = false; - } + // only reacting to press, so the switch doesn't flip back and forth if key is held down + Train->mvControlled->OperatePantographValve( end::rear, operation_t::disable ); } else if( Command.action == GLFW_RELEASE ) { - // visual feedback // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch - OnCommand_pantographtogglerear( Train, Command ); + OnCommand_pantographtogglefront( Train, Command ); } } @@ -2201,48 +2143,19 @@ void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Co return; } - if( Train->ggPantAllDownButton.type() == TGaugeType::push ) { - // impulse switch + if( Train->ggPantAllDownButton.type() == TGaugeType::toggle ) { + // two-state switch, only cares about press events if( Command.action == GLFW_PRESS ) { - // press the button - // since we're just lowering all potential pantographs we don't need to test for state and effect - // front... - Train->mvControlled->PantFrontSP = false; - Train->mvControlled->PantFront( false ); - // ...and rear - Train->mvControlled->PantRearSP = false; - Train->mvControlled->PantRear( false ); + Train->mvControlled->DropAllPantographs( false == Train->mvControlled->PantAllDown ); // visual feedback - Train->ggPantAllDownButton.UpdateValue( 1.0, Train->dsbSwitch ); - } - else if( Command.action == GLFW_RELEASE ) { - // release the button - // visual feedback - Train->ggPantAllDownButton.UpdateValue( 0.0 ); + Train->ggPantAllDownButton.UpdateValue( ( Train->mvControlled->PantAllDown ? 1.0 : 0.0 ), Train->dsbSwitch ); } } else { - // two-state switch, only cares about press events - if( Command.action == GLFW_PRESS ) { - // HACK: use current switch position to determine (intended) state - if( Train->ggPantAllDownButton.GetDesiredValue() < 0.05 ) { - // currenty inactive, activate it - // since we're just lowering all potential pantographs we don't need to test for state and effect - // front... - Train->mvControlled->PantFrontSP = false; - Train->mvControlled->PantFront( false ); - // ...and rear - Train->mvControlled->PantRearSP = false; - Train->mvControlled->PantRear( false ); - // visual feedback - Train->ggPantAllDownButton.UpdateValue( 1.0, Train->dsbSwitch ); - } - else { - // currently active, move it back to neutral position - // visual feedback - Train->ggPantAllDownButton.UpdateValue( 0.0 ); - } - } + // impulse switch + Train->mvControlled->DropAllPantographs( Command.action == GLFW_PRESS ); + // visual feedback + Train->ggPantAllDownButton.UpdateValue( ( Command.action == GLFW_PRESS ? 1.0 : 0.0 ), Train->dsbSwitch ); } } @@ -2250,12 +2163,16 @@ void TTrain::OnCommand_pantographselectnext( TTrain *Train, command_data const & if( Command.action != GLFW_PRESS ) { return; } + if( Train->ggPantSelectButton.SubModel == nullptr ) { return; } + Train->change_pantograph_selection( 1 ); } void TTrain::OnCommand_pantographselectprevious( TTrain *Train, command_data const &Command ) { - if( Command.action != GLFW_PRESS ) { return; } + if( Command.action != GLFW_PRESS ) { return; } + + if( Train->ggPantSelectButton.SubModel == nullptr ) { return; } Train->change_pantograph_selection( -1 ); } @@ -2264,59 +2181,47 @@ void TTrain::OnCommand_pantographraiseselected( TTrain *Train, command_data cons if( Command.action == GLFW_REPEAT ) { return; } - if( Train->ggPantSelectedButton.type() == TGaugeType::push ) { - // impulse switch - if( Command.action == GLFW_PRESS ) { - // visual feedback - Train->ggPantSelectedButton.UpdateValue( 1.0, Train->dsbSwitch ); - // raise selected - Train->change_pantograph_selection_state( true ); - } - else if( Command.action == GLFW_RELEASE ) { + if( Command.action == GLFW_PRESS ) { + // raise selected + Train->mvControlled->OperatePantographsValve( + Train->ggPantSelectedButton.type() == TGaugeType::toggle ? + operation_t::enable : + operation_t::enable_on ); + // visual feedback + Train->ggPantSelectedButton.UpdateValue( 1.0, Train->dsbSwitch ); + } + else if( Command.action == GLFW_RELEASE ) { + if( Train->ggPantSelectedButton.type() != TGaugeType::toggle ) { + Train->mvControlled->OperatePantographsValve( operation_t::enable_off ); // visual feedback Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); } } - else { - // two-state switch, only cares about press events - if( Command.action == GLFW_PRESS ) { - // visual feedback - Train->ggPantSelectedButton.UpdateValue( 1.0, Train->dsbSwitch ); - // raise selected - Train->change_pantograph_selection_state( true ); - } - } } void TTrain::OnCommand_pantographlowerselected( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_REPEAT ) { return; } - if( Train->ggPantSelectedDownButton.type() == TGaugeType::push ) { - // impulse switch - if( Command.action == GLFW_PRESS ) { - // visual feedback - Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); - // lower selected - Train->change_pantograph_selection_state( false ); - } - else if( Command.action == GLFW_RELEASE ) { - // visual feedback - Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); - } + if( Command.action == GLFW_PRESS ) { + // lower selected + Train->mvControlled->OperatePantographsValve( + Train->ggPantSelectedDownButton.type() == TGaugeType::toggle ? + operation_t::disable : + operation_t::disable_on ); + // visual feedback + Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); } - else { - // two-state switch, only cares about press events - if( Command.action == GLFW_PRESS ) { + else if( Command.action == GLFW_RELEASE ) { + if( Train->ggPantSelectedDownButton.type() != TGaugeType::toggle ) { + Train->mvControlled->OperatePantographsValve( operation_t::disable_off ); // visual feedback Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); - // lower selected - Train->change_pantograph_selection_state( false ); } } } -void TTrain::change_pantograph_selection( int const Change, bool const Force ) { +void TTrain::change_pantograph_selection( int const Change ) { auto const initialstate { m_pantselection }; @@ -2324,55 +2229,16 @@ void TTrain::change_pantograph_selection( int const Change, bool const Force ) { // visual feedback ggPantSelectButton.UpdateValue( m_pantselection ); - if( ( m_pantselection == initialstate ) && ( false == Force ) ) { return; } // no change, nothing to do + if( m_pantselection == initialstate ) { return; } // no change, nothing to do - // crude way to determine whether pantograph state change is automatic - // if there's button to raise/lower selected panthograph, we presume the change has to be invoked manually - if( ggPantSelectedButton.SubModel != nullptr ) { return; } - - // raise or lower pantographs according to new requested state - auto const swapends{ cab_to_end() != end::front }; + // configure pantograph valves matching the new state + auto const swapends { cab_to_end() != end::front }; // check desired states for both pantographs; value: whether the pantograph should be raised auto const frontstate{ ( m_pantselection == 2 ) || ( m_pantselection == ( swapends ? 1 : 3 ) ) }; auto const rearstate{ ( m_pantselection == 2 ) || ( m_pantselection == ( swapends ? 3 : 1 ) ) }; - // potentially adjust front pantograph state - if( mvControlled->PantFrontUp != frontstate ) { - // TBD, TODO: impulse switch should only work when the power is on? - if( mvControlled->PantFront( frontstate ) == frontstate ) { - mvControlled->PantFrontSP = false; - } - } - // potentially adjust rear pantograph state - if( mvControlled->PantRearUp != rearstate ) { - // TBD, TODO: impulse switch should only work when the power is on? - if( mvControlled->PantRear( rearstate ) == rearstate ) { - mvControlled->PantRearSP = false; - } - } -} - -void TTrain::change_pantograph_selection_state( bool const State ) { - - auto const swapends { cab_to_end() != end::front }; - // check desired states for both pantographs; value: whether the pantograph should be raised - auto const frontselected { ( m_pantselection == 0 ) || ( m_pantselection == 2 ) || ( m_pantselection == ( swapends ? 1 : 3 ) ) }; - auto const rearselected { ( m_pantselection == 0 ) || ( m_pantselection == 2 ) || ( m_pantselection == ( swapends ? 3 : 1 ) ) }; - // potentially adjust front pantograph state - if( ( true == frontselected ) - && ( mvControlled->PantFrontUp != State ) ) { - // TBD, TODO: impulse switch should only work when the power is on? - if( mvControlled->PantFront( State ) == State ) { - mvControlled->PantFrontSP = false; - } - } - // potentially adjust rear pantograph state - if( ( true == rearselected ) - && ( mvControlled->PantRearUp != State ) ) { - // TBD, TODO: impulse switch should only work when the power is on? - if( mvControlled->PantRear( State ) == State ) { - mvControlled->PantRearSP = false; - } - } + // potentially adjust pantograph valves + mvControlled->OperatePantographValve( end::front, ( frontstate ? operation_t::enable : operation_t::disable ) ); + mvControlled->OperatePantographValve( end::rear, ( rearstate ? operation_t::enable : operation_t::disable ) ); } void TTrain::OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_data const &Command ) { @@ -3031,11 +2897,6 @@ void TTrain::OnCommand_converterdisable( TTrain *Train, command_data const &Comm && ( false == TestFlag( Train->mvControlled->EngDmgFlag, 4 ) ) ) { Train->mvControlled->ConvOvldFlag = false; } - // if there's no (low voltage) power source left, drop pantographs - if( false == Train->mvControlled->Battery ) { - Train->mvControlled->PantFront( false ); - Train->mvControlled->PantRear( false ); - } } } else if( Command.action == GLFW_RELEASE ) { @@ -5909,8 +5770,8 @@ bool TTrain::Update( double const Deltatime ) cCode[i] = p->MoverParameters->TypeName[p->MoverParameters->TypeName.length() - 1]; asCarName[i] = p->name(); if( p->MoverParameters->EnginePowerSource.SourceType == TPowerSource::CurrentCollector ) { - bPants[iUnitNo - 1][end::front] = ( bPants[iUnitNo - 1][end::front] || p->MoverParameters->PantFrontUp ); - bPants[iUnitNo - 1][end::rear] = ( bPants[iUnitNo - 1][end::rear] || p->MoverParameters->PantRearUp ); + bPants[iUnitNo - 1][end::front] = ( bPants[iUnitNo - 1][end::front] || p->MoverParameters->Pantographs[end::front].is_active ); + bPants[iUnitNo - 1][end::rear] = ( bPants[iUnitNo - 1][end::rear] || p->MoverParameters->Pantographs[end::rear].is_active ); } bComp[iUnitNo - 1][0] = (bComp[iUnitNo - 1][0] || p->MoverParameters->CompressorAllow || (p->MoverParameters->CompressorStart == start_t::automatic)); bSlip[i] = p->MoverParameters->SlippingWheels; @@ -6784,14 +6645,15 @@ bool TTrain::Update( double const Deltatime ) ggRadioVolumePrevious.Update(); ggRadioVolumeNext.Update(); ggDepartureSignalButton.Update(); - +/* ggPantFrontButton.Update(); ggPantRearButton.Update(); - ggPantSelectedButton.Update(); ggPantFrontButtonOff.Update(); ggPantRearButtonOff.Update(); - ggPantSelectedDownButton.Update(); +*/ ggPantAllDownButton.Update(); + ggPantSelectedDownButton.Update(); + ggPantSelectedButton.Update(); ggPantSelectButton.Update(); ggPantCompressorButton.Update(); ggPantCompressorValve.Update(); @@ -6898,7 +6760,7 @@ bool TTrain::Update( double const Deltatime ) mvControlled->AntiSlippingBrake(); } } - +/* // NOTE: crude way to have the pantographs go back up if they're dropped due to insufficient pressure etc // TODO: rework it into something more elegant, when redoing the whole consist/unit/cab etc arrangement if( ( DynamicObject->Mechanik == nullptr ) @@ -6931,6 +6793,7 @@ bool TTrain::Update( double const Deltatime ) } } } +*/ /* // check whether we should raise the pantographs, based on volume in pantograph tank // NOTE: disabled while switch state isn't preserved while moving between compartments @@ -8100,13 +7963,15 @@ void TTrain::clear_cab_controls() ggConverterOffButton.Clear(); ggConverterLocalButton.Clear(); ggMainButton.Clear(); +/* ggPantFrontButton.Clear(); ggPantRearButton.Clear(); - ggPantSelectedButton.Clear(); ggPantFrontButtonOff.Clear(); ggPantRearButtonOff.Clear(); - ggPantSelectedDownButton.Clear(); +*/ ggPantAllDownButton.Clear(); + ggPantSelectedButton.Clear(); + ggPantSelectedDownButton.Clear(); ggPantSelectButton.Clear(); ggPantCompressorButton.Clear(); ggPantCompressorValve.Clear(); @@ -8250,34 +8115,36 @@ void TTrain::set_cab_controls( int const Cab ) { } ggRadioChannelSelector.PutValue( RadioChannel() - 1 ); // pantographs +/* if( mvOccupied->PantSwitchType != "impulse" ) { if( ggPantFrontButton.SubModel ) { ggPantFrontButton.PutValue( - ( mvControlled->PantFrontUp ? + ( mvControlled->Pantographs[end::front].valve.is_enabled ? 1.f : 0.f ) ); } if( ggPantFrontButtonOff.SubModel ) { ggPantFrontButtonOff.PutValue( - ( mvControlled->PantFrontUp ? - 0.f : - 1.f ) ); + ( mvControlled->Pantographs[end::front].valve.is_disabled ? + 1.f : + 0.f ) ); } } if( mvOccupied->PantSwitchType != "impulse" ) { if( ggPantRearButton.SubModel ) { ggPantRearButton.PutValue( - ( mvControlled->PantRearUp ? + ( mvControlled->Pantographs[end::rear].valve.is_enabled ? 1.f : 0.f ) ); } if( ggPantRearButtonOff.SubModel ) { ggPantRearButtonOff.PutValue( - ( mvControlled->PantRearUp ? - 0.f : - 1.f ) ); + ( mvControlled->Pantographs[end::rear].valve.is_disabled ? + 1.f : + 0.f ) ); } } +*/ // front/end pantograph selection is relative to occupied cab m_pantselection = ( m_pantselection == 1 ? ( cab_to_end( Cab ) == cab_to_end() ? 1 : 3 ) : @@ -8287,34 +8154,16 @@ void TTrain::set_cab_controls( int const Cab ) { ggPantSelectButton.PutValue( m_pantselection ); } if( ggPantSelectedButton.type() == TGaugeType::toggle ) { - if( ggPantSelectButton.SubModel ) { - auto const swapends{ cab_to_end( Cab ) != end::front }; - auto const pantraised{ ( - m_pantselection == 0 ? false : - m_pantselection == 1 ? ( swapends ? mvControlled->PantFrontUp : mvControlled->PantRearUp ) : - m_pantselection == 2 ? ( mvControlled->PantFrontUp & mvControlled->PantRearUp ) : - m_pantselection == 3 ? ( swapends ? mvControlled->PantRearUp : mvControlled->PantFrontUp ) : - false ) }; - ggPantSelectedButton.PutValue( - ( pantraised ? - 1.f : - 0.f ) ); - } + ggPantSelectedButton.PutValue( + ( mvControlled->PantsValve.is_enabled ? + 1.f : + 0.f ) ); } if( ggPantSelectedDownButton.type() == TGaugeType::toggle ) { - if( ggPantSelectedDownButton.SubModel ) { - auto const swapends{ cab_to_end( Cab ) != end::front }; - auto const pantraised{ ( - m_pantselection == 0 ? false : - m_pantselection == 1 ? ( swapends ? mvControlled->PantFrontUp : mvControlled->PantRearUp ) : - m_pantselection == 2 ? ( mvControlled->PantFrontUp & mvControlled->PantRearUp ) : - m_pantselection == 3 ? ( swapends ? mvControlled->PantRearUp : mvControlled->PantFrontUp ) : - false ) }; - ggPantSelectedDownButton.PutValue( - ( pantraised ? - 0.f : - 1.f ) ); - } + ggPantSelectedDownButton.PutValue( + ( mvControlled->PantsValve.is_disabled ? + 1.f : + 0.f ) ); } // auxiliary compressor ggPantCompressorValve.PutValue( @@ -8805,10 +8654,12 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "radiovolume_sw:", ggRadioVolumeSelector }, { "radiovolumeprev_sw:", ggRadioVolumePrevious }, { "radiovolumenext_sw:", ggRadioVolumeNext }, +/* { "pantfront_sw:", ggPantFrontButton }, { "pantrear_sw:", ggPantRearButton }, { "pantfrontoff_sw:", ggPantFrontButtonOff }, { "pantrearoff_sw:", ggPantRearButtonOff }, +*/ { "pantalloff_sw:", ggPantAllDownButton }, { "pantselected_sw:", ggPantSelectedButton }, { "pantselectedoff_sw:", ggPantSelectedDownButton }, @@ -8879,7 +8730,11 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con std::unordered_map const autoboolgauges = { { "doormode_sw:", &mvOccupied->Doors.remote_only }, { "doorstep_sw:", &mvOccupied->Doors.step_enabled }, - { "coolingfans_sw:", &mvControlled->RVentForceOn } + { "coolingfans_sw:", &mvControlled->RVentForceOn }, + { "pantfront_sw:", &mvControlled->Pantographs[end::front].valve.is_enabled }, + { "pantrear_sw:", &mvControlled->Pantographs[end::rear].valve.is_enabled }, + { "pantfrontoff_sw:", &mvControlled->Pantographs[end::front].valve.is_disabled }, + { "pantrearoff_sw:", &mvControlled->Pantographs[end::rear].valve.is_disabled } }; { auto lookup = autoboolgauges.find( Label ); diff --git a/Train.h b/Train.h index e57b61b0..03ae09e9 100644 --- a/Train.h +++ b/Train.h @@ -156,8 +156,7 @@ class TTrain { // sets the motor connector button in paired unit to specified state void set_paired_open_motor_connectors_button( bool const State ); // helper, common part of pantograph selection methods - void change_pantograph_selection( int const Change, bool const Force = false ); - void change_pantograph_selection_state( bool const State ); + void change_pantograph_selection( int const Change ); // update function subroutines void update_sounds( double const Deltatime ); void update_sounds_runningnoise( sound_source &Sound ); @@ -538,10 +537,12 @@ public: // reszta może by?publiczna TGauge ggDepartureSignalButton; // Winger 160204 - obsluga pantografow - ZROBIC +/* TGauge ggPantFrontButton; TGauge ggPantRearButton; TGauge ggPantFrontButtonOff; // EZT TGauge ggPantRearButtonOff; +*/ TGauge ggPantAllDownButton; TGauge ggPantSelectedButton; TGauge ggPantSelectedDownButton; diff --git a/audiorenderer.cpp b/audiorenderer.cpp index 31289f08..ff4a22d9 100644 --- a/audiorenderer.cpp +++ b/audiorenderer.cpp @@ -155,14 +155,18 @@ openal_source::sync_with( sound_properties const &State ) { ::alSourcefv( id, AL_POSITION, glm::value_ptr( glm::vec3() ) ); } // gain - if( ( State.soundproofing_stamp != properties.soundproofing_stamp ) - || ( State.gain != properties.gain ) ) { + if( ( State.gain != properties.gain ) + || ( State.soundproofing_stamp != properties.soundproofing_stamp ) ) { // gain value has changed properties.gain = State.gain; properties.soundproofing = State.soundproofing; properties.soundproofing_stamp = State.soundproofing_stamp; - ::alSourcef( id, AL_GAIN, properties.gain * properties.soundproofing ); + auto const range { ( + sound_range >= 0 ? + sound_range : + 5 ) }; // range of -1 means sound of unlimited range, positioned at the listener + ::alSourcef( id, AL_REFERENCE_DISTANCE, range * ( 1.f / 16.f ) * properties.soundproofing ); } if( sound_range > 0 ) { auto const rangesquared { sound_range * sound_range }; diff --git a/audiorenderer.h b/audiorenderer.h index 3d2de107..84543c15 100644 --- a/audiorenderer.h +++ b/audiorenderer.h @@ -13,6 +13,8 @@ http://mozilla.org/MPL/2.0/. #include "ResourceManager.h" #include "uitranscripts.h" +#define EU07_SOUND_PROOFINGUSESRANGE + class opengl_renderer; class sound_source; diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 7ca3461c..b7da9755 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -596,8 +596,9 @@ debug_panel::update_section_vehicle( std::vector &Output ) { ( mover.Battery ? 'B' : '.' ), ( mover.Mains ? 'M' : '.' ), ( mover.FuseFlag ? '!' : '.' ), - ( mover.PantRearUp ? ( mover.PantRearVolt > 0.0 ? 'O' : 'o' ) : '.' ), - ( mover.PantFrontUp ? ( mover.PantFrontVolt > 0.0 ? 'P' : 'p' ) : '.' ), + ( mover.PantsValve.is_active ? '+' : '.' ), + ( mover.Pantographs[ end::rear ].valve.is_enabled ? ( mover.Pantographs[ end::rear ].valve.is_active ? 'O' : 'o' ) : '.' ), + ( mover.Pantographs[end::front].valve.is_enabled ? ( mover.Pantographs[ end::front ].valve.is_active ? 'P' : 'p' ) : '.' ), ( mover.PantPressLockActive ? '!' : ( mover.PantPressSwitchActive ? '*' : '.' ) ), ( mover.WaterPump.is_active ? 'W' : ( false == mover.WaterPump.breaker ? '-' : ( mover.WaterPump.is_enabled ? 'w' : '.' ) ) ), ( true == mover.WaterHeater.is_damaged ? '!' : ( mover.WaterHeater.is_active ? 'H' : ( false == mover.WaterHeater.breaker ? '-' : ( mover.WaterHeater.is_enabled ? 'h' : '.' ) ) ) ), diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index fc18c9dc..24f4edf8 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -2508,10 +2508,12 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li setup_sunlight_intensity(Dynamic->fShade); } - // crude way to light the cabin, until we have something more complete in place - glm::vec3 old_ambient = light_ubs.ambient; - light_ubs.ambient += Dynamic->InteriorLight * Lightlevel; - light_ubo->update(light_ubs); + auto const old_ambient { light_ubs.ambient }; + if( Lightlevel > 0.f ) { + // crude way to light the cabin, until we have something more complete in place + light_ubs.ambient += ( Dynamic->InteriorLight * Lightlevel ) * static_cast( clamp( 1.25 - Global.fLuminance, 0.0, 1.0 ) ); + light_ubo->update( light_ubs ); + } // render if (true == Alpha) @@ -2532,8 +2534,10 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li } // restore ambient - light_ubs.ambient = old_ambient; - light_ubo->update(light_ubs); + if( Lightlevel > 0.f ) { + light_ubs.ambient = old_ambient; + light_ubo->update( light_ubs ); + } break; } diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 124f4404..16baee8f 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -2403,7 +2403,11 @@ opengl_renderer::Render_cab( TDynamicObject const *Dynamic, float const Lightlev } if( Lightlevel > 0.f ) { // crude way to light the cabin, until we have something more complete in place - ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( Dynamic->InteriorLight * Lightlevel ) ); + ::glLightModelfv( + GL_LIGHT_MODEL_AMBIENT, + glm::value_ptr( + glm::vec3( m_baseambient ) + + ( Dynamic->InteriorLight * Lightlevel ) * static_cast( clamp( 1.25 - Global.fLuminance, 0.0, 1.0 ) ) ) ); } // render if( true == Alpha ) { diff --git a/sound.cpp b/sound.cpp index f3bd17ba..fa9c94fc 100644 --- a/sound.cpp +++ b/sound.cpp @@ -917,8 +917,8 @@ sound_source::update_location() { m_properties.location = location(); } -float const EU07_SOUNDPROOFING_STRONG { 0.25f }; -float const EU07_SOUNDPROOFING_SOME { 0.65f }; +float const EU07_SOUNDPROOFING_STRONG { 0.5f }; // 0.25 after squaring +float const EU07_SOUNDPROOFING_SOME { 0.8f }; // ~0.65 after squaring float const EU07_SOUNDPROOFING_NONE { 1.f }; bool diff --git a/translation.cpp b/translation.cpp index 4b52c8bd..004e20f3 100644 --- a/translation.cpp +++ b/translation.cpp @@ -70,7 +70,7 @@ init() { "Name: %s%s\nLoad: %.0f %s\nStatus: %s%s\nCouplers:\n front: %s\n rear: %s", ", owned by: ", "none", - "Devices: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nPower transfers: %.0f@%.0f%s%s[%.0f]%s%s%.0f@%.0f", + "Devices: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nPower transfers: %.0f@%.0f%s%s[%.0f]%s%s%.0f@%.0f", " radio: ", " oil pressure: ", "Controllers:\n master: %d(%d), secondary: %s\nEngine output: %.1f, current: %.0f\nRevolutions:\n engine: %.0f, motors: %.0f\n engine fans: %.0f, motor fans: %.0f+%.0f, cooling fans: %.0f+%.0f", @@ -245,7 +245,7 @@ init() { "Nazwa: %s%s\nLadunek: %.0f %s\nStatus: %s%s\nSprzegi:\n przedni: %s\n tylny: %s", ", wlasciciel: ", "wolny", - "Urzadzenia: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nTransfer pradow: %.0f@%.0f%s%s[%.0f]%s%s%.0f@%.0f", + "Urzadzenia: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nTransfer pradow: %.0f@%.0f%s%s[%.0f]%s%s%.0f@%.0f", " radio: ", " cisn.oleju: ", "Nastawniki:\n glowny: %d(%d), dodatkowy: %s\nMoc silnika: %.1f, prad silnika: %.0f\nObroty:\n silnik: %.0f, motory: %.0f\n went.silnika: %.0f, went.motorow: %.0f+%.0f, went.chlodnicy: %.0f+%.0f", diff --git a/version.h b/version.h index be631c54..510595e8 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 116 +#define VERSION_MINOR 120 #define VERSION_REVISION 0 From f14b2c1343b7c4adbf6abbf2ae509a11b7de6555 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 24 Jan 2020 17:25:57 +0100 Subject: [PATCH 084/153] build 200124. scenario parameters control sliders, material reload support, material opacity driven translucent geometry alpha test, command keyboard mapping tooltip hints, camshaft logic tweak, motor connector logic tweak, ai power use logic tweak, ai pantograph control logic tweak, converter sound pitch fix. additional cab control localization --- Driver.cpp | 52 +++++++++------ Driver.h | 1 + DynObj.cpp | 38 ++++++----- Globals.h | 2 +- McZapkie/MOVER.h | 9 +-- McZapkie/Mover.cpp | 67 ++++++++++++------- Model3d.cpp | 3 + Texture.cpp | 2 +- Train.cpp | 117 ++++++++++++++++----------------- Train.h | 6 +- applicationmode.h | 5 ++ drivermode.cpp | 92 ++++++++++++++++++++++++++ drivermode.h | 4 ++ drivermouseinput.cpp | 135 +++++++++++++++++++++----------------- drivermouseinput.h | 3 + driveruilayer.cpp | 23 ------- driveruipanels.cpp | 27 ++++++-- keyboardinput.cpp | 64 +++++++++++++++--- keyboardinput.h | 6 +- material.cpp | 101 ++++++++++++++++++++++++++-- material.h | 17 ++++- messaging.cpp | 2 +- opengl33renderer.cpp | 47 +++++++++---- opengl33renderer.h | 4 ++ openglrenderer.cpp | 37 ++++++++--- openglrenderer.h | 4 ++ simulationenvironment.cpp | 13 ++-- simulationtime.cpp | 2 +- sound.cpp | 23 ++++--- translation.cpp | 60 +++++++++++++++++ translation.h | 20 ++++++ version.h | 2 +- 32 files changed, 709 insertions(+), 279 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index d1747092..39d65109 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -2194,6 +2194,7 @@ bool TController::CheckVehicles(TOrders user) } // with the order established the virtual train manager can do their work p = pVehicles[0]; + ControlledEnginesCount = ( p->MoverParameters->Power > 1.0 ? 1 : 0 ); while (p) { if( p != pVehicle ) { @@ -2207,6 +2208,11 @@ bool TController::CheckVehicles(TOrders user) p->MoverParameters->ConverterSwitch( true, range_t::local ); } } + else { + if( p->MoverParameters->Power > 1.0 ) { + ++ControlledEnginesCount; + } + } } if (p->asDestination == "none") @@ -2537,9 +2543,6 @@ bool TController::PrepareEngine() } if (mvControlling->EnginePowerSource.SourceType == TPowerSource::CurrentCollector) { // jeśli silnikowy jest pantografującym - mvControlling->OperatePantographsValve( operation_t::enable ); - mvControlling->OperatePantographValve( end::front, operation_t::enable ); - mvControlling->OperatePantographValve( end::rear, operation_t::enable ); if (mvControlling->PantPress < 4.2) { // załączenie małej sprężarki if( false == mvControlling->PantAutoValve ) { @@ -2550,11 +2553,15 @@ bool TController::PrepareEngine() } else { // jeżeli jest wystarczające ciśnienie w pantografach - if ((!mvControlling->bPantKurek3) || - (mvControlling->PantPress <= - mvControlling->ScndPipePress)) // kurek przełączony albo główna już pompuje + if ((!mvControlling->bPantKurek3) + || (mvControlling->PantPress <= mvControlling->ScndPipePress)) // kurek przełączony albo główna już pompuje mvControlling->PantCompFlag = false; // sprężarkę pantografów można już wyłączyć } + if( ( fOverhead2 == -1.0 ) && ( iOverheadDown == 0 ) ) { + mvControlling->OperatePantographsValve( operation_t::enable ); + mvControlling->OperatePantographValve( end::front, operation_t::enable ); + mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + } } } @@ -3163,7 +3170,7 @@ bool TController::IncSpeed() if( usefieldshunting ) { // to dać bocznik // engage the shuntfield only if there's sufficient power margin to draw from - auto const sufficientpowermargin { fVoltage - useseriesmodevoltage > ( IsHeavyCargoTrain ? 100.0 : 75.0 ) }; + auto const sufficientpowermargin { fVoltage - useseriesmodevoltage > ( IsHeavyCargoTrain ? 100.0 : 75.0 ) * ControlledEnginesCount }; OK = ( sufficientpowermargin ? @@ -3183,7 +3190,7 @@ bool TController::IncSpeed() mvControlling->RList[ std::min( mvControlling->MainCtrlPos + 1, mvControlling->MainCtrlPosNo ) ].Bn == 1 ? mvControlling->EnginePowerSource.CollectorParameters.MinV : useseriesmodevoltage ) - > ( IsHeavyCargoTrain ? 80.0 : 60.0 ) }; + > ( IsHeavyCargoTrain ? 80.0 : 60.0 ) * ControlledEnginesCount }; OK = ( ( sufficientpowermargin && ( false == mvControlling->DelayCtrlFlag ) ) ? @@ -3994,8 +4001,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N if (NewCommand == "Overhead") { // informacja o stanie sieci trakcyjnej - fOverhead1 = - NewValue1; // informacja o napięciu w sieci trakcyjnej (0=brak drutu, zatrzymaj!) + fOverhead1 = NewValue1; // informacja o napięciu w sieci trakcyjnej (0=brak drutu, zatrzymaj!) fOverhead2 = NewValue2; // informacja o sposobie jazdy (-1=normalnie, 0=bez prądu, >0=z // opuszczonym i ograniczeniem prędkości) return true; // załatwione @@ -4700,8 +4706,12 @@ TController::UpdateSituation(double dt) { if( ( fOverhead2 > 0.0 ) || iOverheadDown ) { // jazda z opuszczonymi pantografami - mvControlling->OperatePantographValve( end::front, operation_t::disable ); - mvControlling->OperatePantographValve( end::rear, operation_t::disable ); + if( mvControlling->Pantographs[ end::front ].is_active ) { + mvControlling->OperatePantographValve( end::front, operation_t::disable ); + } + if( mvControlling->Pantographs[ end::rear ].is_active ) { + mvControlling->OperatePantographValve( end::rear, operation_t::disable ); + } } else { // jeśli nie trzeba opuszczać pantografów @@ -4779,15 +4789,17 @@ TController::UpdateSituation(double dt) { // NOTE: abs(stoptime) covers either at least 15 sec remaining for a scheduled stop, or 15+ secs spent at a basic stop && ( std::abs( fStopTime ) > 15.0 ) ) { // spending a longer at a stop, raise also front pantograph - if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) { - // jak jedzie w kierunku sprzęgu 0 - if( mvControlling->PantFrontVolt == 0.0 ) { - mvControlling->OperatePantographValve( end::front, operation_t::enable ); + if( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { + if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) { + // jak jedzie w kierunku sprzęgu 0 + if( mvControlling->PantFrontVolt == 0.0 ) { + mvControlling->OperatePantographValve( end::front, operation_t::enable ); + } } - } - else { - if( mvControlling->PantRearVolt == 0.0 ) { - mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + else { + if( mvControlling->PantRearVolt == 0.0 ) { + mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + } } } } diff --git a/Driver.h b/Driver.h index e4e77e51..9ccfab6a 100644 --- a/Driver.h +++ b/Driver.h @@ -459,6 +459,7 @@ private: double fMass = 0.0; // całkowita masa do liczenia stycznej składowej grawitacji double fAccGravity = 0.0; // przyspieszenie składowej stycznej grawitacji int iVehicles = 0; // ilość pojazdów w składzie + int ControlledEnginesCount{ 0 }; // number of powered vehicles under driver's control bool iEngineActive{ false }; // ABu: Czy silnik byl juz zalaczony bool IsCargoTrain{ false }; bool IsHeavyCargoTrain{ false }; diff --git a/DynObj.cpp b/DynObj.cpp index ba47e876..af7cc565 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -3805,24 +3805,28 @@ void TDynamicObject::RenderSounds() { m_startjoltplayed = false; } - double const dt{ Timer::GetDeltaRenderTime() }; - double volume{ 0.0 }; - double frequency{ 1.0 }; - + auto const dt{ Timer::GetDeltaRenderTime() }; m_powertrainsounds.render( *MoverParameters, dt ); + auto volume{ 0.0 }; + auto frequency{ 1.0 }; + // NBMX dzwiek przetwornicy if( MoverParameters->ConverterFlag ) { - frequency = ( - MoverParameters->EngineType != TEngineType::ElectricSeriesMotor ? - 1.0 : - MoverParameters->PantographVoltage > 0.0 ? - MoverParameters->PantographVoltage / ( MoverParameters->NominalVoltage * MoverParameters->RList[ MoverParameters->RlistSize ].Mn ) : - 1.0 ); - frequency = sConverter.m_frequencyoffset + sConverter.m_frequencyfactor * frequency; - sConverter - .pitch( clamp( frequency, 0.75, 1.25 ) ) // arbitrary limits ) - .play( sound_flags::exclusive | sound_flags::looping ); + if( MoverParameters->EngineType == TEngineType::ElectricSeriesMotor ) { + auto const voltage { std::max( MoverParameters->GetAnyTrainsetVoltage(), MoverParameters->PantographVoltage ) }; + if( voltage > 0.0 ) { + // NOTE: we do sound modulation here to avoid sudden jump on voltage loss + frequency = ( voltage / ( MoverParameters->NominalVoltage * MoverParameters->RList[ MoverParameters->RlistSize ].Mn ) ); + frequency *= sConverter.m_frequencyfactor + sConverter.m_frequencyoffset; + sConverter.pitch( clamp( frequency, 0.75, 1.25 ) ); // arbitrary limits ) + } + } + else { + frequency = sConverter.m_frequencyoffset + sConverter.m_frequencyfactor * frequency; + sConverter.pitch( clamp( frequency, 0.75, 1.25 ) ); // arbitrary limits ) + } + sConverter.play( sound_flags::exclusive | sound_flags::looping ); } else { sConverter.stop(); @@ -6522,14 +6526,12 @@ void TDynamicObject::OverheadTrack(float o) } else if (o > 0.0) { // opuszczenie pantografów - ctOwner->iOverheadZero |= - iOverheadMask; // ustawienie bitu - ma jechać bez pobierania prądu + ctOwner->iOverheadZero |= iOverheadMask; // ustawienie bitu - ma jechać bez pobierania prądu ctOwner->iOverheadDown |= iOverheadMask; // ustawienie bitu - ma opuścić pantograf } else { // jazda bezprądowa z podniesionym pantografem - ctOwner->iOverheadZero |= - iOverheadMask; // ustawienie bitu - ma jechać bez pobierania prądu + ctOwner->iOverheadZero |= iOverheadMask; // ustawienie bitu - ma jechać bez pobierania prądu ctOwner->iOverheadDown &= ~iOverheadMask; // zerowanie bitu - może podnieść pantograf } } diff --git a/Globals.h b/Globals.h index 9c79a45b..2c36081d 100644 --- a/Globals.h +++ b/Globals.h @@ -83,7 +83,7 @@ struct global_settings { std::string Weather{ "cloudy:" }; // current weather bool FullPhysics{ true }; // full calculations performed for each simulation step bool bnewAirCouplers{ true }; - double fMoveLight{ -1 }; // numer dnia w roku albo -1 + float fMoveLight{ -1.f }; // numer dnia w roku albo -1 bool FakeLight{ false }; // toggle between fixed and dynamic daylight double fTimeSpeed{ 1.0 }; // przyspieszenie czasu, zmienna do testów double fLatitudeDeg{ 52.0 }; // szerokość geograficzna diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index b9bb4ae1..f86707d4 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -170,13 +170,13 @@ enum class range_t { }; // possible settings of enable/disable input pair; exclusive enum class operation_t { - enable_on = 1, - enable_off = -1, - disable_on = 2, - disable_off = -2, none = 0, enable, disable, + enable_on, + enable_off, + disable_on, + disable_off, }; // start method for devices; exclusive enum class start_t { @@ -1380,6 +1380,7 @@ public: bool Mains = false; /*polozenie glownego wylacznika*/ double MainsInitTime{ 0.0 }; // config, initialization time (in seconds) of the main circuit after it receives power, before it can be closed double MainsInitTimeCountdown{ 0.0 }; // current state of main circuit initialization, remaining time (in seconds) until it's ready + bool LineBreakerClosesAtNoPowerPosOnly{ false }; int MainCtrlPos = 0; /*polozenie glownego nastawnika*/ int ScndCtrlPos = 0; /*polozenie dodatkowego nastawnika*/ int LightsPos = 0; /*polozenie przelacznika wielopozycyjnego swiatel*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 583fe5e9..5d5f655a 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -3193,6 +3193,7 @@ void TMoverParameters::MainSwitch_( bool const State ) { && ( true == NoVoltRelay ) && ( true == OvervoltageRelay ) && ( LastSwitchingTime > CtrlDelay ) + && ( HasCamshaft ? IsMainCtrlActualNoPowerPos() : ( LineBreakerClosesAtNoPowerPosOnly ? IsMainCtrlNoPowerPos() : true ) ) && ( false == TestFlag( DamageFlag, dtrain_out ) ) && ( false == TestFlag( EngDmgFlag, 1 ) ) ) ) { @@ -5086,8 +5087,12 @@ double TMoverParameters::TractionForce( double dt ) { case TEngineType::DieselElectric: { // TODO: move this to the auto relay check when the electric engine code paths are unified - StLinFlag = MotorConnectorsCheck(); - StLinFlag &= IsMainCtrlNoPowerPos(); + StLinFlag &= MotorConnectorsCheck(); + StLinFlag |= ( + ( MainCtrlActualPos == 0 ) + && ( TrainType != dt_EZT ? + MainCtrlPowerPos() == 1 : + MainCtrlPowerPos() > 0 ) ); break; } @@ -6145,12 +6150,14 @@ bool TMoverParameters::AutoRelayCheck(void) bool OK = false; // b:int; bool ARC = false; - auto const motorconnectors { MotorConnectorsCheck() }; + auto const motorconnectorsoff { false == MotorConnectorsCheck() }; // Ra 2014-06: dla SN61 nie działa prawidłowo // yBARC - rozlaczenie stycznikow liniowych - if( ( false == motorconnectors ) - || ( HasCamshaft ? IsMainCtrlActualNoPowerPos() : IsMainCtrlNoPowerPos() ) ) { + if( ( motorconnectorsoff ) + || ( HasCamshaft ? + IsMainCtrlActualNoPowerPos() : + IsMainCtrlNoPowerPos() ) ) { StLinFlag = false; OK = false; if( false == DynamicBrakeFlag ) { @@ -6329,7 +6336,12 @@ bool TMoverParameters::AutoRelayCheck(void) { OK = false; // ybARC - zalaczenie stycznikow liniowych - if( true == motorconnectors ) { + if( ( false == motorconnectorsoff ) + && ( MainCtrlActualPos == 0 ) + && ( ( TrainType == dt_EZT || HasCamshaft ) ? + MainCtrlPowerPos() > 0 : + MainCtrlPowerPos() == 1 ) ) { + DelayCtrlFlag = true; if( LastRelayTime >= InitialCtrlDelay ) { StLinFlag = true; @@ -6339,14 +6351,15 @@ bool TMoverParameters::AutoRelayCheck(void) OK = true; } } - else + else { DelayCtrlFlag = false; + } if( ( false == StLinFlag ) && ( ( MainCtrlActualPos > 0 ) || ( ScndCtrlActualPos > 0 ) ) ) { - if( CoupledCtrl ) { + if( CoupledCtrl || HasCamshaft ) { if( TrainType == dt_EZT ) { // EN57 wal jednokierunkowy calosciowy @@ -6380,7 +6393,8 @@ bool TMoverParameters::AutoRelayCheck(void) else { // wal kulakowy dwukierunkowy if( LastRelayTime > CtrlDownDelay ) { - if( ScndCtrlActualPos > 0 ) { + if( ( CoupledCtrl ) + && ( ScndCtrlActualPos > 0 ) ) { --ScndCtrlActualPos; SetFlag( SoundFlag, sound::shuntfield ); } @@ -6421,16 +6435,7 @@ bool TMoverParameters::MotorConnectorsCheck() { || ( true == StLinSwitchOff ) || ( DirActive == 0 ) }; - if( connectorsoff ) { return false; } - - auto const connectorson { - ( true == StLinFlag ) - || ( ( MainCtrlActualPos == 0 ) - && ( ( TrainType != dt_EZT ? - MainCtrlPowerPos() == 1 : - MainCtrlPowerPos() > 0 ) ) ) }; - - return connectorson; + return ( false == connectorsoff ); } bool TMoverParameters::OperatePantographsValve( operation_t const State, range_t const Notify ) { @@ -6439,8 +6444,15 @@ bool TMoverParameters::OperatePantographsValve( operation_t const State, range_t auto &valve { PantsValve }; - valve.is_enabled = ( State == operation_t::enable ); - valve.is_disabled = ( State == operation_t::disable ); + switch( State ) { + case operation_t::none: { valve.is_enabled = false; valve.is_disabled = false; break; } + case operation_t::enable: { valve.is_enabled = true; valve.is_disabled = false; break; } + case operation_t::disable: { valve.is_enabled = false; valve.is_disabled = true; break; } + case operation_t::enable_on: { valve.is_enabled = true; break; } + case operation_t::enable_off: { valve.is_enabled = false; break; } + case operation_t::disable_on: { valve.is_disabled = true; break; } + case operation_t::disable_off: { valve.is_disabled = false; break; } + } if( Notify != range_t::local ) { SendCtrlToNext( @@ -6458,9 +6470,16 @@ bool TMoverParameters::OperatePantographsValve( operation_t const State, range_t bool TMoverParameters::OperatePantographValve( end const End, operation_t const State, range_t const Notify ) { auto &valve { Pantographs[ End ].valve }; - - valve.is_enabled = ( State == operation_t::enable ); - valve.is_disabled = ( State == operation_t::disable ); + + switch( State ) { + case operation_t::none: { valve.is_enabled = false; valve.is_disabled = false; break; } + case operation_t::enable: { valve.is_enabled = true; valve.is_disabled = false; break; } + case operation_t::disable: { valve.is_enabled = false; valve.is_disabled = true; break; } + case operation_t::enable_on: { valve.is_enabled = true; break; } + case operation_t::enable_off: { valve.is_enabled = false; break; } + case operation_t::disable_on: { valve.is_disabled = true; break; } + case operation_t::disable_off: { valve.is_disabled = false; break; } + } if( Notify != range_t::local ) { SendCtrlToNext( diff --git a/Model3d.cpp b/Model3d.cpp index e75f6f2d..3dc31f8d 100644 --- a/Model3d.cpp +++ b/Model3d.cpp @@ -353,6 +353,9 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic if( Opacity > 1.f ) { Opacity = std::min( 1.f, Opacity * 0.01f ); } + if( Opacity < -1.f ) { + Opacity = std::max( -1.f, Opacity * 0.01f ); + } if (!parser.expectToken("map:")) Error("Model map parse failure!"); diff --git a/Texture.cpp b/Texture.cpp index 889aeb72..70f3e9da 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -1284,7 +1284,7 @@ texture_manager::info() const { } return - "; textures: " + "textures: " #ifdef EU07_DEFERRED_TEXTURE_UPLOAD + std::to_string( readytexturecount ) + " (" diff --git a/Train.cpp b/Train.cpp index 7dc5ec43..0835c571 100644 --- a/Train.cpp +++ b/Train.cpp @@ -39,11 +39,19 @@ extern user_command command; } */ +void +control_mapper::clear() { + + *this = control_mapper(); +} + void control_mapper::insert( TGauge const &Gauge, std::string const &Label ) { if( Gauge.SubModel != nullptr ) { m_controlnames.emplace( Gauge.SubModel, Label ); } if( Gauge.SubModelOn != nullptr ) { m_controlnames.emplace( Gauge.SubModelOn, Label ); } + + m_names.emplace( Label ); } std::string @@ -58,6 +66,12 @@ control_mapper::find( TSubModel const *Control ) const { } } +bool +control_mapper::contains( std::string const Control ) const { + + return ( m_names.find( Control ) != m_names.end() ); +} + void TCab::Load(cParser &Parser) { // NOTE: clearing control tables here is bit of a crutch, imposed by current scheme of loading compartments anew on each cab change @@ -2075,10 +2089,16 @@ void TTrain::OnCommand_pantographraisefront( TTrain *Train, command_data const & // HACK: presence of pantograph selector prevents manual operation of the individual valves if( Train->ggPantSelectButton.SubModel ) { return; } + // prevent operation without submodel outside of engine compartment + if( ( Train->iCabn != 0 ) + && ( false == Train->m_controlmapper.contains( "pantfront_sw:" ) ) ) { return; } if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvControlled->OperatePantographValve( end::front, operation_t::enable ); + Train->mvControlled->OperatePantographValve( end::front, + Train->mvOccupied->PantSwitchType == "impulse" ? + operation_t::enable_on : + operation_t::enable ); } else if( Command.action == GLFW_RELEASE ) { // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch @@ -2090,11 +2110,17 @@ void TTrain::OnCommand_pantographraiserear( TTrain *Train, command_data const &C // HACK: presence of pantograph selector prevents manual operation of the individual valves if( Train->ggPantSelectButton.SubModel ) { return; } + // prevent operation without submodel outside of engine compartment + if( ( Train->iCabn != 0 ) + && ( false == Train->m_controlmapper.contains( "pantrear_sw:" ) ) ) { return; } if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvControlled->OperatePantographValve( end::rear, operation_t::enable ); - } + Train->mvControlled->OperatePantographValve( end::rear, + Train->mvOccupied->PantSwitchType == "impulse" ? + operation_t::enable_on : + operation_t::enable ); + } else if( Command.action == GLFW_RELEASE ) { // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch OnCommand_pantographtogglerear( Train, Command ); @@ -2105,10 +2131,21 @@ void TTrain::OnCommand_pantographlowerfront( TTrain *Train, command_data const & // HACK: presence of pantograph selector prevents manual operation of the individual valves if( Train->ggPantSelectButton.SubModel ) { return; } + // prevent operation without submodel outside of engine compartment + if( ( Train->iCabn != 0 ) + && ( false == Train->m_controlmapper.contains( + Train->mvOccupied->PantSwitchType == "impulse" ? + "pantfrontoff_sw:" : + "pantfront_sw:" ) ) ) { + return; + } if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvControlled->OperatePantographValve( end::front, operation_t::disable ); + Train->mvControlled->OperatePantographValve( end::front, + Train->mvOccupied->PantSwitchType == "impulse" ? + operation_t::disable_on : + operation_t::disable ); } else if( Command.action == GLFW_RELEASE ) { // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch @@ -2120,14 +2157,24 @@ void TTrain::OnCommand_pantographlowerrear( TTrain *Train, command_data const &C // HACK: presence of pantograph selector prevents manual operation of the individual valves if( Train->ggPantSelectButton.SubModel ) { return; } + if( ( Train->iCabn != 0 ) + && ( false == Train->m_controlmapper.contains( + Train->mvOccupied->PantSwitchType == "impulse" ? + "pantrearoff_sw:" : + "pantrear_sw:" ) ) ) { + return; + } if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvControlled->OperatePantographValve( end::rear, operation_t::disable ); + Train->mvControlled->OperatePantographValve( end::rear, + Train->mvOccupied->PantSwitchType == "impulse" ? + operation_t::disable_on : + operation_t::disable ); } else if( Command.action == GLFW_RELEASE ) { // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch - OnCommand_pantographtogglefront( Train, Command ); + OnCommand_pantographtogglerear( Train, Command ); } } @@ -6150,9 +6197,9 @@ bool TTrain::Update( double const Deltatime ) || ( mvControlled->MainCtrlActualPos == 0 ) ); // do EU04 btLampkaStyczn.Turn( - mvControlled->StLinFlag ? + ( ( mvOccupied->StLinFlag ) /* || ( mvOccupied->BrakePress > 2.0 ) || ( mvOccupied->PipePress < 3.6 ) */ ) ? false : - mvOccupied->BrakePress < 1.0 ); // mozna prowadzic rozruch + ( mvOccupied->BrakePress < 1.0 ) ); // mozna prowadzic rozruch if( ( ( mvControlled->CabOccupied == 1 ) && ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) ) || ( ( mvControlled->CabOccupied == -1 ) && ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) ) ) { @@ -6380,7 +6427,7 @@ bool TTrain::Update( double const Deltatime ) if( ( mover->StLinFlag ) || ( mover->BrakePress > 2.0 ) - || ( mover->PipePress < 0.36 ) ) { + || ( mover->PipePress < 3.6 ) ) { btLampkaStycznB.Turn( false ); } else if( mover->BrakePress < 1.0 ) { @@ -6760,57 +6807,6 @@ bool TTrain::Update( double const Deltatime ) mvControlled->AntiSlippingBrake(); } } -/* - // NOTE: crude way to have the pantographs go back up if they're dropped due to insufficient pressure etc - // TODO: rework it into something more elegant, when redoing the whole consist/unit/cab etc arrangement - if( ( DynamicObject->Mechanik == nullptr ) - || ( false == DynamicObject->Mechanik->AIControllFlag ) ) { - // don't mess with the ai driving, at least not while switches don't follow ai-set vehicle state - if( ( mvControlled->Battery ) - || ( mvControlled->ConverterFlag ) ) { - if( ggPantAllDownButton.GetDesiredValue() < 0.05 ) { - // the 'lower all' button overrides state of switches, while active itself - if( ( false == mvControlled->PantFrontUp ) - && ( ggPantFrontButton.GetDesiredValue() >= 0.95 ) ) { - mvControlled->PantFront( true ); - } - if( ( false == mvControlled->PantRearUp ) - && ( ggPantRearButton.GetDesiredValue() >= 0.95 ) ) { - mvControlled->PantRear( true ); - } - } - if( ggPantSelectButton.SubModel ) { - if( ggPantSelectedButton.SubModel ) { - if( ( ggPantSelectedButton.type() == TGaugeType::toggle ) - && ( ggPantSelectedButton.GetDesiredValue() >= 0.95 ) ) { - change_pantograph_selection_state( true ); - } - } - else { - // HACK: force pantographs into currently selected state - change_pantograph_selection( 0, true ); - } - } - } - } -*/ -/* - // check whether we should raise the pantographs, based on volume in pantograph tank - // NOTE: disabled while switch state isn't preserved while moving between compartments - if( mvControlled->PantPress > ( - mvControlled->TrainType == dt_EZT ? - 2.4 : - 3.5 ) ) { - if( ( false == mvControlled->PantFrontUp ) - && ( ggPantFrontButton.GetValue() > 0.95 ) ) { - mvControlled->PantFront( true ); - } - if( ( false == mvControlled->PantRearUp ) - && ( ggPantRearButton.GetValue() > 0.95 ) ) { - mvControlled->PantRear( true ); - } - } -*/ // screens fScreenTimer += Deltatime; if( ( fScreenTimer > Global.PythonScreenUpdateRate * 0.001f ) @@ -7718,6 +7714,7 @@ Math3D::vector3 TTrain::MirrorPosition(bool lewe) 1.5 + Cabine[iCabn].CabPos1.y, Cabine[iCabn].CabPos1.z); case 1: // przednia (1) + [[fallthrough]]; default: return DynamicObject->mMatrix * Math3D::vector3( diff --git a/Train.h b/Train.h index 03ae09e9..0262cb50 100644 --- a/Train.h +++ b/Train.h @@ -59,13 +59,17 @@ private: class control_mapper { typedef std::unordered_map< TSubModel const *, std::string> submodelstring_map; submodelstring_map m_controlnames; + using stringset = std::unordered_set; + stringset m_names; // names of registered controls public: void - clear() { m_controlnames.clear(); } + clear(); void insert( TGauge const &Gauge, std::string const &Label ); std::string find( TSubModel const *Control ) const; + bool + contains( std::string const Control ) const; }; class TTrain { diff --git a/applicationmode.h b/applicationmode.h index 0bc0eaa0..f3f925c3 100644 --- a/applicationmode.h +++ b/applicationmode.h @@ -39,6 +39,11 @@ public: set_progress( float const Progress = 0.f, float const Subtaskprogress = 0.f ) { if( m_userinterface != nullptr ) { m_userinterface->set_progress( Progress, Subtaskprogress ); } } + inline + void + set_tooltip( std::string const &Tooltip ) { + if( m_userinterface != nullptr ) { + m_userinterface->set_tooltip( Tooltip ); } } // maintenance method, called when the mode is activated virtual void diff --git a/drivermode.cpp b/drivermode.cpp index d1b8ba27..3d6fda45 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -13,6 +13,7 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "application.h" +#include "translation.h" #include "simulation.h" #include "simulationtime.h" #include "simulationenvironment.h" @@ -80,6 +81,50 @@ driver_mode::drivermode_input::init() { return result; } +std::string +driver_mode::drivermode_input::command_hints( std::pair const &Commands ) const { + + auto const inputhintleft { keyboard.mapping( Commands.first ) }; + auto const inputhintright { keyboard.mapping( Commands.second ) }; + std::string inputhints = + inputhintleft + + ( inputhintright.empty() ? "" : + inputhintleft.empty() ? + inputhintright : + "] [" + inputhintright ); + + return inputhints; +} + +std::unordered_map> commandfallbacks = { + { user_command::mastercontrollerset, { user_command::mastercontrollerincrease, user_command::mastercontrollerdecrease } }, + { user_command::secondcontrollerset, { user_command::secondcontrollerincrease, user_command::secondcontrollerdecrease } }, + { user_command::trainbrakeset, { user_command::trainbrakeincrease, user_command::trainbrakedecrease } }, + { user_command::independentbrakeset, { user_command::independentbrakeincrease, user_command::independentbrakedecrease } }, + { user_command::linebreakeropen, { user_command::linebreakertoggle, user_command::none } }, + { user_command::linebreakerclose, { user_command::linebreakertoggle, user_command::none } }, + { user_command::pantographlowerfront, { user_command::pantographtogglefront, user_command::none } }, + { user_command::pantographlowerrear, { user_command::pantographtogglerear, user_command::none } }, +}; + +std::pair +driver_mode::drivermode_input::command_fallback( user_command const Command ) const { + + if( Command == user_command::none ) { + return { user_command::none, user_command::none }; + } + + auto const lookup { commandfallbacks.find( Command ) }; + + if( lookup == commandfallbacks.end() ) { + return { user_command::none, user_command::none }; + } + + return lookup->second; +} + + + driver_mode::driver_mode() { m_userinterface = std::make_shared(); @@ -217,6 +262,7 @@ driver_mode::update() { // fixed step render time routines fTime50Hz += deltarealtime; // w pauzie też trzeba zliczać czas, bo przy dużym FPS będzie problem z odczytem ramek + bool runonce { false }; while( fTime50Hz >= 1.0 / 50.0 ) { Console::Update(); // to i tak trzeba wywoływać ui::Transcripts.Update(); // obiekt obsługujący stenogramy dźwięków na ekranie @@ -232,6 +278,52 @@ driver_mode::update() { if( std::abs( DebugCamera.Velocity.y ) < 0.01 ) { DebugCamera.Velocity.y = 0.0; } if( std::abs( DebugCamera.Velocity.z ) < 0.01 ) { DebugCamera.Velocity.z = 0.0; } + if( false == runonce ) { + // tooltip update + set_tooltip( "" ); + auto const *train{ simulation::Train }; + if( ( train != nullptr ) && ( false == FreeFlyModeFlag ) ) { + if( false == DebugModeFlag ) { + // in regular mode show control functions, for defined controls + auto const controlname { train->GetLabel( GfxRenderer->Pick_Control() ) }; + if( false == controlname.empty() ) { + auto const bindings { m_input.mouse.bindings( controlname ) }; + auto inputhints { m_input.command_hints( bindings ) }; + // if the commands bound with the control don't have any assigned keys try potential fallbacks + if( inputhints.empty() ) { + inputhints = m_input.command_hints( m_input.command_fallback( bindings.first ) ); + } + if( inputhints.empty() ) { + inputhints = m_input.command_hints( m_input.command_fallback( bindings.second ) ); + } + // ready or not, here we go + if( inputhints.empty() ) { + set_tooltip( locale::label_cab_control( controlname ) ); + } + else { + set_tooltip( + locale::label_cab_control( controlname ) + + " [" + inputhints + "]" ); + } + } + } + else { + // in debug mode show names of submodels, to help with cab setup and/or debugging + auto const cabcontrol = GfxRenderer->Pick_Control(); + set_tooltip( ( cabcontrol ? cabcontrol->pName : "" ) ); + } + } + if( ( true == Global.ControlPicking ) && ( true == FreeFlyModeFlag ) && ( true == DebugModeFlag ) ) { + auto const scenerynode = GfxRenderer->Pick_Node(); + set_tooltip( + ( scenerynode ? + scenerynode->name() : + "" ) ); + } + + runonce = true; + } + fTime50Hz -= 1.0 / 50.0; } diff --git a/drivermode.h b/drivermode.h index 0f4f1a81..61d1606e 100644 --- a/drivermode.h +++ b/drivermode.h @@ -77,6 +77,10 @@ private: bool init(); void poll(); + std::string + command_hints( std::pair const &Commands ) const; + std::pair + command_fallback( user_command const Command ) const; }; // methods diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 706d16c3..0565c750 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -372,70 +372,70 @@ drivermouse_input::button( int const Button, int const Action ) { bool pickwaiting = m_pickwaiting; m_pickwaiting = false; - auto const lookup = m_buttonbindings.find( simulation::Train->GetLabel( control ) ); - if( lookup != m_buttonbindings.end() ) { - // if the recognized element under the cursor has a command associated with the pressed button, notify the recipient - mousecommand = ( - Button == GLFW_MOUSE_BUTTON_LEFT ? - lookup->second.left : - lookup->second.right - ); - if( mousecommand == user_command::none ) { return; } - // check manually for commands which have 'fast' variants launched with shift modifier - if( Global.shiftState ) { - switch( mousecommand ) { - case user_command::mastercontrollerincrease: { mousecommand = user_command::mastercontrollerincreasefast; break; } - case user_command::mastercontrollerdecrease: { mousecommand = user_command::mastercontrollerdecreasefast; break; } - case user_command::secondcontrollerincrease: { mousecommand = user_command::secondcontrollerincreasefast; break; } - case user_command::secondcontrollerdecrease: { mousecommand = user_command::secondcontrollerdecreasefast; break; } - case user_command::independentbrakeincrease: { mousecommand = user_command::independentbrakeincreasefast; break; } - case user_command::independentbrakedecrease: { mousecommand = user_command::independentbrakedecreasefast; break; } - default: { break; } - } + auto const controlbindings { bindings( simulation::Train->GetLabel( control ) ) }; + // if the recognized element under the cursor has a command associated with the pressed button, notify the recipient + mousecommand = ( + Button == GLFW_MOUSE_BUTTON_LEFT ? + controlbindings.first : + controlbindings.second + ); + + if( mousecommand == user_command::none ) { + // if we don't have any recognized element under the cursor and the right button was pressed, enter view panning mode + if( Button == GLFW_MOUSE_BUTTON_RIGHT ) { + m_pickmodepanning = true; } + return; + } + // check manually for commands which have 'fast' variants launched with shift modifier + if( Global.shiftState ) { + switch( mousecommand ) { + case user_command::mastercontrollerincrease: { mousecommand = user_command::mastercontrollerincreasefast; break; } + case user_command::mastercontrollerdecrease: { mousecommand = user_command::mastercontrollerdecreasefast; break; } + case user_command::secondcontrollerincrease: { mousecommand = user_command::secondcontrollerincreasefast; break; } + case user_command::secondcontrollerdecrease: { mousecommand = user_command::secondcontrollerdecreasefast; break; } + case user_command::independentbrakeincrease: { mousecommand = user_command::independentbrakeincreasefast; break; } + case user_command::independentbrakedecrease: { mousecommand = user_command::independentbrakedecreasefast; break; } + default: { break; } + } + } - switch( mousecommand ) { - case user_command::mastercontrollerincrease: - case user_command::mastercontrollerdecrease: - case user_command::secondcontrollerincrease: - case user_command::secondcontrollerdecrease: - case user_command::trainbrakeincrease: - case user_command::trainbrakedecrease: - case user_command::independentbrakeincrease: - case user_command::independentbrakedecrease: { - // these commands trigger varying repeat rate mode, - // which scales the rate based on the distance of the cursor from its point when the command was first issued - m_varyingpollrateorigin = m_cursorposition; - m_varyingpollrate = true; - break; - } - case user_command::jointcontrollerset: - case user_command::mastercontrollerset: - case user_command::secondcontrollerset: - case user_command::trainbrakeset: - case user_command::independentbrakeset: { - m_slider.bind( mousecommand ); - mousecommand = user_command::none; - return; - } - default: { - break; - } + switch( mousecommand ) { + case user_command::mastercontrollerincrease: + case user_command::mastercontrollerdecrease: + case user_command::secondcontrollerincrease: + case user_command::secondcontrollerdecrease: + case user_command::trainbrakeincrease: + case user_command::trainbrakedecrease: + case user_command::independentbrakeincrease: + case user_command::independentbrakedecrease: { + // these commands trigger varying repeat rate mode, + // which scales the rate based on the distance of the cursor from its point when the command was first issued + m_varyingpollrateorigin = m_cursorposition; + m_varyingpollrate = true; + break; } - - // NOTE: basic keyboard controls don't have any parameters - // NOTE: as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 - // TODO: pass correct entity id once the missing systems are in place - m_relay.post( mousecommand, 0, 0, Action, 0 ); - if (!pickwaiting) // already depressed - m_relay.post( mousecommand, 0, 0, GLFW_RELEASE, 0 ); - m_updateaccumulator = -0.25; // prevent potential command repeat right after issuing one - } - else { - // if we don't have any recognized element under the cursor and the right button was pressed, enter view panning mode - if( Button == GLFW_MOUSE_BUTTON_RIGHT ) { - m_pickmodepanning = true; - } } } ); + case user_command::jointcontrollerset: + case user_command::mastercontrollerset: + case user_command::secondcontrollerset: + case user_command::trainbrakeset: + case user_command::independentbrakeset: { + m_slider.bind( mousecommand ); + mousecommand = user_command::none; + return; + } + default: { + break; + } + } + // NOTE: basic keyboard controls don't have any parameters + // NOTE: as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0 + // TODO: pass correct entity id once the missing systems are in place + m_relay.post( mousecommand, 0, 0, Action, 0 ); + if (!pickwaiting) // already depressed + m_relay.post( mousecommand, 0, 0, GLFW_RELEASE, 0 ); + m_updateaccumulator = -0.25; // prevent potential command repeat right after issuing one + } ); } } } @@ -495,6 +495,19 @@ drivermouse_input::command() const { m_mousecommandright ); } +// returns pair of bindings associated with specified cab control +std::pair +drivermouse_input::bindings( std::string const &Control ) const { + + auto const lookup{ m_buttonbindings.find( Control ) }; + + if( lookup != m_buttonbindings.end() ) + return { lookup->second.left, lookup->second.right }; + else { + return { user_command::none, user_command::none }; + } +} + void drivermouse_input::default_bindings() { diff --git a/drivermouseinput.h b/drivermouseinput.h index af1928ff..6ff66f02 100644 --- a/drivermouseinput.h +++ b/drivermouseinput.h @@ -66,6 +66,9 @@ public: poll(); user_command command() const; + // returns pair of bindings associated with specified cab control + std::pair + bindings( std::string const &Control ) const; private: // types diff --git a/driveruilayer.cpp b/driveruilayer.cpp index a160aed1..1ac6acbe 100644 --- a/driveruilayer.cpp +++ b/driveruilayer.cpp @@ -164,29 +164,6 @@ driver_ui::update() { } m_paused = ispaused; - set_tooltip( "" ); - - auto const *train { simulation::Train }; - - if( ( train != nullptr ) && ( false == FreeFlyModeFlag ) ) { - if( false == DebugModeFlag ) { - // in regular mode show control functions, for defined controls - set_tooltip( locale::label_cab_control( train->GetLabel( GfxRenderer->Pick_Control() ) ) ); - } - else { - // in debug mode show names of submodels, to help with cab setup and/or debugging - auto const cabcontrol = GfxRenderer->Pick_Control(); - set_tooltip( ( cabcontrol ? cabcontrol->pName : "" ) ); - } - } - if( ( true == Global.ControlPicking ) && ( true == FreeFlyModeFlag ) && ( true == DebugModeFlag ) ) { - auto const scenerynode = GfxRenderer->Pick_Node(); - set_tooltip( - ( scenerynode ? - scenerynode->name() : - "" ) ); - } - ui_layer::update(); } diff --git a/driveruipanels.cpp b/driveruipanels.cpp index b7da9755..4117f136 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -542,7 +542,25 @@ debug_panel::render() { render_section( "Vehicle Engine", m_enginelines ); render_section( "Vehicle AI", m_ailines ); render_section( "Vehicle Scan Table", m_scantablelines ); - render_section( "Scenario", m_scenariolines ); + if( true == render_section( "Scenario", m_scenariolines ) ) { + // cloud cover slider + if( ImGui::SliderFloat( + ( to_string(Global.Overcast, 2 ) + " (" + Global.Weather + ")###overcast" ).c_str(), &Global.Overcast, 0.0f, 2.0f, "Cloud cover" ) ) { + Global.Overcast = clamp( Global.Overcast, 0.0f, 2.0f ); + simulation::Environment.compute_weather(); + } + // day of year slider + if( ImGui::SliderFloat( ( to_string( Global.fMoveLight, 0, 4 ) + " (" + Global.Season + ")###movelight" ).c_str(), &Global.fMoveLight, 0.0f, 355.0f, "Day of year" ) ) { + Global.fMoveLight = clamp( Global.fMoveLight, 0.0f, 355.0f ); + auto const weather { Global.Weather }; + simulation::Environment.compute_season( Global.fMoveLight ); + simulation::Time.init(); + if( weather != Global.Weather ) { + // HACK: force re-calculation of precipitation + Global.Overcast = clamp( Global.Overcast - 0.0001f, 0.0f, 2.0f ); + } + } + } if( true == render_section( "Scenario Event Queue", m_eventqueuelines ) ) { // event queue filter ImGui::Checkbox( "By This Vehicle Only", &m_eventqueueactivevehicleonly ); @@ -597,8 +615,8 @@ debug_panel::update_section_vehicle( std::vector &Output ) { ( mover.Mains ? 'M' : '.' ), ( mover.FuseFlag ? '!' : '.' ), ( mover.PantsValve.is_active ? '+' : '.' ), - ( mover.Pantographs[ end::rear ].valve.is_enabled ? ( mover.Pantographs[ end::rear ].valve.is_active ? 'O' : 'o' ) : '.' ), - ( mover.Pantographs[end::front].valve.is_enabled ? ( mover.Pantographs[ end::front ].valve.is_active ? 'P' : 'p' ) : '.' ), + ( mover.Pantographs[ end::rear ].valve.is_active ? 'O' : ( mover.Pantographs[ end::rear ].valve.is_enabled ? 'o' : '.' ) ), + ( mover.Pantographs[ end::front ].valve.is_active ? 'P' : ( mover.Pantographs[ end::front ].valve.is_enabled ? 'p' : '.' ) ), ( mover.PantPressLockActive ? '!' : ( mover.PantPressSwitchActive ? '*' : '.' ) ), ( mover.WaterPump.is_active ? 'W' : ( false == mover.WaterPump.breaker ? '-' : ( mover.WaterPump.is_enabled ? 'w' : '.' ) ) ), ( true == mover.WaterHeater.is_damaged ? '!' : ( mover.WaterHeater.is_active ? 'H' : ( false == mover.WaterHeater.breaker ? '-' : ( mover.WaterHeater.is_enabled ? 'h' : '.' ) ) ) ), @@ -987,8 +1005,7 @@ debug_panel::update_section_scenario( std::vector &Output ) { Output.emplace_back( textline, Global.UITextColor ); // current luminance level - textline = "Cloud cover: " + to_string( Global.Overcast, 3 ); - textline += "\nLight level: " + to_string( Global.fLuminance, 3 ); + textline = "Light level: " + to_string( Global.fLuminance, 3 ) + ( Global.FakeLight ? "(*)" : "" ); if( Global.FakeLight ) { textline += "(*)"; } textline += "\nWind: azimuth " diff --git a/keyboardinput.cpp b/keyboardinput.cpp index dcb79db2..4f1a61e3 100644 --- a/keyboardinput.cpp +++ b/keyboardinput.cpp @@ -159,8 +159,8 @@ keyboard_input::key( int const Key, int const Action ) { | ( modifier ? 0 : ( input::key_shift ? keymodifier::shift : 0 ) ) | ( modifier ? 0 : ( input::key_ctrl ? keymodifier::control : 0 ) ); - auto const lookup = m_bindings.find( key ); - if( lookup == m_bindings.end() ) { + auto const lookup = m_commands.find( key ); + if( lookup == m_commands.end() ) { // no binding for this key return false; } @@ -187,7 +187,8 @@ keyboard_input::bind() { for( auto const &bindingsetup : m_bindingsetups ) { - m_bindings[ bindingsetup.binding ] = bindingsetup.command; + m_commands[ bindingsetup.binding ] = bindingsetup.command; + m_bindings[ bindingsetup.command ] = bindingsetup.binding; } // cache movement key bindings m_bindingscache.forward = binding( user_command::moveforward ); @@ -201,12 +202,11 @@ keyboard_input::bind() { int keyboard_input::binding( user_command const Command ) const { - for( auto const &binding : m_bindings ) { - if( binding.second == Command ) { - return binding.first; - } - } - return -1; + auto const lookup{ m_bindings.find( Command ) }; + return ( + lookup != m_bindings.end() ? + lookup->second : + -1 ); } bool @@ -274,4 +274,50 @@ keyboard_input::poll() { m_movementvertical = movementvertical; } +std::unordered_map keytonamemap = { + { GLFW_KEY_0, "0" }, { GLFW_KEY_1, "1" }, { GLFW_KEY_2, "2" }, { GLFW_KEY_3, "3" }, { GLFW_KEY_4, "4" }, + { GLFW_KEY_5, "5" }, { GLFW_KEY_6, "6" }, { GLFW_KEY_7, "7" }, { GLFW_KEY_8, "8" }, { GLFW_KEY_9, "9" }, + { GLFW_KEY_MINUS, "-" }, { GLFW_KEY_EQUAL, "=" }, + { GLFW_KEY_A, "A" }, { GLFW_KEY_B, "B" }, { GLFW_KEY_C, "C" }, { GLFW_KEY_D, "D" }, { GLFW_KEY_E, "E" }, + { GLFW_KEY_F, "F" }, { GLFW_KEY_G, "G" }, { GLFW_KEY_H, "H" }, { GLFW_KEY_I, "I" }, { GLFW_KEY_J, "J" }, + { GLFW_KEY_K, "K" }, { GLFW_KEY_L, "L" }, { GLFW_KEY_M, "M" }, { GLFW_KEY_N, "N" }, { GLFW_KEY_O, "O" }, + { GLFW_KEY_P, "P" }, { GLFW_KEY_Q, "Q" }, { GLFW_KEY_R, "R" }, { GLFW_KEY_S, "S" }, { GLFW_KEY_T, "T" }, + { GLFW_KEY_U, "U" }, { GLFW_KEY_V, "V" }, { GLFW_KEY_W, "W" }, { GLFW_KEY_X, "X" }, { GLFW_KEY_Y, "Y" }, { GLFW_KEY_Z, "Z" }, + { GLFW_KEY_BACKSPACE, "BACKSPACE" }, + { GLFW_KEY_LEFT_BRACKET, "[" }, { GLFW_KEY_RIGHT_BRACKET, "]" }, { GLFW_KEY_BACKSLASH, "\\" }, + { GLFW_KEY_SEMICOLON, ";" }, { GLFW_KEY_APOSTROPHE, "'" }, { GLFW_KEY_ENTER, "ENTER" }, + { GLFW_KEY_COMMA, "<" }, { GLFW_KEY_PERIOD, ">" }, { GLFW_KEY_SLASH, "/" }, + { GLFW_KEY_SPACE, "SPACE" }, + { GLFW_KEY_PAUSE, "PAUSE" }, { GLFW_KEY_INSERT, "INSERT" }, { GLFW_KEY_DELETE, "DELETE" }, { GLFW_KEY_HOME, "HOME" }, { GLFW_KEY_END, "END" }, + // numpad block + { GLFW_KEY_KP_DIVIDE, "NUM /" }, { GLFW_KEY_KP_MULTIPLY, "NUM *" }, { GLFW_KEY_KP_SUBTRACT, "NUM -" }, + { GLFW_KEY_KP_7, "NUM 7" }, { GLFW_KEY_KP_8, "NUM 8" }, { GLFW_KEY_KP_9, "NUM 9" }, { GLFW_KEY_KP_ADD, "NUM +" }, + { GLFW_KEY_KP_4, "NUM 4" }, { GLFW_KEY_KP_5, "NUM 5" }, { GLFW_KEY_KP_6, "NUM 6" }, + { GLFW_KEY_KP_1, "NUM 1" }, { GLFW_KEY_KP_2, "NUM 2" }, { GLFW_KEY_KP_3, "NUM 3" }, { GLFW_KEY_KP_ENTER, "NUM ENTER" }, + { GLFW_KEY_KP_0, "NUM 0" }, { GLFW_KEY_KP_DECIMAL, "NUM ." } +}; + +std::string +keyboard_input::mapping( user_command const Command ) const { + + if( Command == user_command::none ) { return ""; } + + auto const binding { this->binding( Command ) }; + if( binding == -1 ) { return ""; } + + auto const lookup { keytonamemap.find( binding & 0xffff ) }; + if( lookup == keytonamemap.end() ) { return ""; } + + std::string mapping; + if( ( binding & keymodifier::shift ) != 0 ) { + mapping += "SHIFT "; + } + if( ( binding & keymodifier::control ) != 0 ) { + mapping += "CTRL "; + } + mapping += lookup->second; + + return mapping; +} + //--------------------------------------------------------------------------- diff --git a/keyboardinput.h b/keyboardinput.h index aa64ed9e..5d01d3ba 100644 --- a/keyboardinput.h +++ b/keyboardinput.h @@ -45,6 +45,8 @@ public: user_command const command() const { return m_command; } + std::string + mapping( user_command const Command ) const; protected: // types @@ -77,6 +79,7 @@ protected: private: // types using usercommand_map = std::unordered_map; + using binding_map = std::unordered_map; struct bindings_cache { @@ -96,7 +99,8 @@ private: // members user_command m_command { user_command::none }; // last, if any, issued command - usercommand_map m_bindings; + usercommand_map m_commands; + binding_map m_bindings; command_relay m_relay; bindings_cache m_bindingscache; glm::vec2 m_movementhorizontal { 0.f }; diff --git a/material.cpp b/material.cpp index ca1ee332..21a47309 100644 --- a/material.cpp +++ b/material.cpp @@ -17,6 +17,8 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "Logs.h" +opengl_material::path_data opengl_material::paths; + opengl_material::opengl_material() { for (size_t i = 0; i < params.size(); i++) @@ -32,6 +34,21 @@ opengl_material::deserialize( cParser &Input, bool const Loadnow ) { result = true; // once would suffice but, eh } + if( ( path == -1 ) + && ( update_on_weather_change || update_on_season_change ) ) { + // record current texture path in the material, potentially needed when material is reloaded on environment change + // NOTE: we're storing this only for textures that can actually change, to keep the size of path database modest + auto const lookup{ paths.index_map.find( Global.asCurrentTexturePath ) }; + if( lookup != paths.index_map.end() ) { + path = lookup->second; + } + else { + path = paths.data.size(); + paths.data.emplace_back( Global.asCurrentTexturePath ); + paths.index_map.emplace( Global.asCurrentTexturePath, path ); + } + } + return result; } @@ -94,19 +111,20 @@ void opengl_material::finalize(bool Loadnow) if (!shader) { +// TODO: add error severity to logging, re-enable these errors as low severity messages if (textures[0] == null_handle) { - log_error("shader not specified, assuming \"default_0\""); +// log_error("shader not specified, assuming \"default_0\""); shader = GfxRenderer->Fetch_Shader("default_0"); } else if (textures[1] == null_handle) { - log_error("shader not specified, assuming \"default_1\""); +// log_error("shader not specified, assuming \"default_1\""); shader = GfxRenderer->Fetch_Shader("default_1"); } else if (textures[2] == null_handle) { - log_error("shader not specified, assuming \"default_2\""); +// log_error("shader not specified, assuming \"default_2\""); shader = GfxRenderer->Fetch_Shader("default_2"); } } @@ -198,6 +216,55 @@ void opengl_material::finalize(bool Loadnow) } } +bool opengl_material::update() { + + auto const texturepathbackup { Global.asCurrentTexturePath }; + auto const namebackup { name }; + auto const pathbackup { path }; + cParser materialparser( name + ".mat", cParser::buffer_FILE ); // fairly safe to presume .mat is present for branching materials + + // temporarily set texture path to state recorded in the material + Global.asCurrentTexturePath = paths.data[ path ]; + + // clean material slate, restore relevant members + *this = opengl_material(); + name = namebackup; + path = pathbackup; + + auto result { false }; + + if( true == deserialize( materialparser, true ) ) { + try { + finalize( true ); + result = true; + } + catch( gl::shader_exception const &e ) { + ErrorLog( "invalid shader: " + std::string( e.what() ) ); + } + } + // restore texture path + Global.asCurrentTexturePath = texturepathbackup; + + return result; +} + +std::unordered_set seasons = { + "winter:", "spring:", "summer:", "autumn:" +}; + +bool is_season( std::string const &String ) { + + return ( seasons.find( String ) != seasons.end() ); +} + +std::unordered_set weather = { + "clear:", "cloudy:", "rain:", "snow:" }; + +bool is_weather( std::string const &String ) { + + return ( weather.find( String ) != weather.end() ); +} + // imports member data pair from the config file bool opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow ) { @@ -209,6 +276,11 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c if( Priority != -1 ) { // regular attribute processing mode + + // mark potential material change + update_on_weather_change |= is_weather( key ); + update_on_season_change |= is_season( key ); + if( key == Global.Weather ) { // weather textures override generic (pri 0) and seasonal (pri 1) textures // seasonal weather textures (pri 1+2=3) override generic weather (pri 2) textures @@ -433,14 +505,13 @@ material_manager::create( std::string const &Filename, bool const Loadnow ) { if( false == material.name.empty() ) { // if we have material name and shader it means resource was processed succesfully - try { + materialhandle = m_materials.size(); + m_materialmappings.emplace( material.name, materialhandle ); + try { material.finalize(Loadnow); - materialhandle = m_materials.size(); - m_materialmappings.emplace( material.name, materialhandle ); m_materials.emplace_back( std::move(material) ); } catch (gl::shader_exception const &e) { ErrorLog("invalid shader: " + std::string(e.what())); - m_materialmappings.emplace( filename, materialhandle ); } } else { @@ -451,6 +522,22 @@ material_manager::create( std::string const &Filename, bool const Loadnow ) { return materialhandle; }; +void +material_manager::on_weather_change() { + + for( auto &material : m_materials ) { + if( material.update_on_weather_change ) { material.update(); } + } +} + +void +material_manager::on_season_change() { + + for( auto &material : m_materials ) { + if( material.update_on_season_change ) { material.update(); } + } +} + // checks whether specified material is in the material bank. returns handle to the material, or a null handle material_handle material_manager::find_in_databank( std::string const &Materialname ) const { diff --git a/material.h b/material.h index 3b447fdc..f5744e38 100644 --- a/material.h +++ b/material.h @@ -38,10 +38,18 @@ struct opengl_material { bool deserialize( cParser &Input, bool const Loadnow ); void finalize(bool Loadnow); + bool update(); float get_or_guess_opacity() const; bool is_translucent() const; // members + static struct path_data { + std::unordered_map index_map; + std::vector data; + } paths; bool is_good { false }; // indicates material was compiled without failure + int path{ -1 }; // index to material path + bool update_on_weather_change{ false }; + bool update_on_season_change{ false }; private: // methods @@ -49,9 +57,6 @@ private: bool deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow ); void log_error(const std::string &str); - // extracts name of the sound file from provided data stream - std::string - deserialize_filename( cParser &Input ); // members // priorities for textures, shader, opacity @@ -89,6 +94,12 @@ public: material( material_handle const Material ) const { return m_materials[ Material ]; } opengl_material & material( material_handle const Material ) { return m_materials[ Material ]; } + // material updates executed when environment changes + // TODO: registerable callbacks in environment manager + void + on_weather_change(); + void + on_season_change(); private: // types diff --git a/messaging.cpp b/messaging.cpp index 43eb7047..d51f72e4 100644 --- a/messaging.cpp +++ b/messaging.cpp @@ -113,7 +113,7 @@ OnCommandGet(multiplayer::DaneRozkaz *pRozkaz) if (*pRozkaz->iPar == 0) // sprawdzenie czasu if (*pRozkaz->iPar & 1) // ustawienie czasu { - double t = pRozkaz->fPar[1]; + auto t = pRozkaz->fPar[1]; simulation::Time.data().wDay = std::floor(t); // niby nie powinno być dnia, ale... if (Global.fMoveLight >= 0) Global.fMoveLight = t; // trzeba by deklinację Słońca przeliczyć diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 24f4edf8..c0b16ea4 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -1597,9 +1597,14 @@ bool opengl33_renderer::Render(world_environment *Environment) if (Environment->m_clouds.mdCloud) { // setup - glm::vec3 color = interpolate(Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f) * interpolate(1.f, 0.35f, Global.Overcast / 2.f) // overcast darkens the clouds - * 0.5f; - + glm::vec3 color = + interpolate( + Environment->m_skydome.GetAverageColor(), suncolor, + duskfactor * 0.25f) + * interpolate( + 1.f, 0.35f, + Global.Overcast / 2.f) // overcast darkens the clouds + * 0.5f; // write cloud color into material TSubModel *mdl = Environment->m_clouds.mdCloud->Root; if (mdl->m_material != null_handle) @@ -1751,17 +1756,18 @@ void opengl33_renderer::Bind_Material(material_handle const Material, TSubModel model_ubs.param[entry.location][entry.offset + j] = src[j]; } - if (m_blendingenabled) - { - model_ubs.opacity = -1.0f; - } - else - { - if (!std::isnan(material.opacity)) - model_ubs.opacity = material.opacity; - else - model_ubs.opacity = 0.5f; - } + if( !std::isnan( material.opacity ) ) { + model_ubs.opacity = ( + m_blendingenabled ? + -material.opacity : + material.opacity ); + } + else { + model_ubs.opacity = ( + m_blendingenabled ? + 0.0f : + 0.5f ); + } if (sm) model_ubs.alpha_mult = sm->fVisible; @@ -3926,6 +3932,19 @@ void opengl33_renderer::Update(double const Deltatime) } } + // update resources if there was environmental change + simulation_state simulationstate { + Global.Weather, + Global.Season + }; + std::swap( m_simulationstate, simulationstate ); + if( ( m_simulationstate.season != simulationstate.season ) && ( false == simulationstate.season.empty() ) ) { + m_materials.on_season_change(); + } + if( ( m_simulationstate.weather != simulationstate.weather ) && ( false == simulationstate.weather.empty() ) ) { + m_materials.on_weather_change(); + } + if ((true == Global.ResourceSweep) && (true == simulation::is_ready)) { // garbage collection diff --git a/opengl33renderer.h b/opengl33renderer.h index 755cd8dd..04ef0433 100644 --- a/opengl33renderer.h +++ b/opengl33renderer.h @@ -300,6 +300,10 @@ class opengl33_renderer : public gfx_renderer { std::string m_pickdebuginfo; //debug_stats m_debugstats; std::string m_debugstatstext; + struct simulation_state { + std::string weather; + std::string season; + } m_simulationstate; glm::vec4 m_baseambient{0.0f, 0.0f, 0.0f, 1.0f}; glm::vec4 m_shadowcolor{colors::shadow}; diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 16baee8f..f002f7d0 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -3601,14 +3601,14 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) { #endif // material configuration: // textures... - if( Submodel->m_material < 0 ) { // zmienialne skóry - Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] ); - } - else { - // również 0 - Bind_Material( Submodel->m_material ); - } - // ...colors... + auto const material { ( + Submodel->m_material < 0 ? + Submodel->ReplacableSkinId[ -Submodel->m_material ] : // zmienialne skóry + Submodel->m_material ) }; // również 0 + // textures... + Bind_Material( material ); + // ...colors and opacity... + auto const opacity { clamp( Material( material ).get_or_guess_opacity(), 0.f, 1.f ) }; if( Submodel->fVisible < 1.f ) { ::glColor4f( Submodel->f4Diffuse.r, @@ -3619,6 +3619,10 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) { else { ::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub } + if( opacity != 0.f ) { + // discard fragments with opacity exceeding the threshold + ::glAlphaFunc( GL_LEQUAL, opacity ); + } if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * m_sunlight.specular.a * m_speculartranslucentscalefactor ) ); } @@ -3639,6 +3643,10 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) { m_geometry.draw( Submodel->m_geometry ); // post-draw reset + if( opacity != 0.f ) { + // discard fragments with opacity exceeding the threshold + ::glAlphaFunc( GL_GREATER, 0.0f ); + } if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) { ::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( colors::none ) ); } @@ -4032,6 +4040,19 @@ opengl_renderer::Update( double const Deltatime ) { } } + // update resources if there was environmental change + simulation_state simulationstate { + Global.Weather, + Global.Season + }; + std::swap( m_simulationstate, simulationstate ); + if( ( m_simulationstate.season != simulationstate.season ) && ( false == simulationstate.season.empty() ) ) { + m_materials.on_season_change(); + } + if( ( m_simulationstate.weather != simulationstate.weather ) && ( false == simulationstate.weather.empty() ) ) { + m_materials.on_weather_change(); + } + if( ( true == Global.ResourceSweep ) && ( true == simulation::is_ready ) ) { // garbage collection diff --git a/openglrenderer.h b/openglrenderer.h index ac17a9da..afb375a0 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -320,6 +320,10 @@ private: std::string m_debugtimestext; std::string m_pickdebuginfo; std::string m_debugstatstext; + struct simulation_state { + std::string weather; + std::string season; + } m_simulationstate; glm::vec4 m_baseambient { 0.0f, 0.0f, 0.0f, 1.0f }; glm::vec4 m_shadowcolor { colors::shadow }; diff --git a/simulationenvironment.cpp b/simulationenvironment.cpp index 49e824ac..a989567e 100644 --- a/simulationenvironment.cpp +++ b/simulationenvironment.cpp @@ -169,15 +169,16 @@ world_environment::update() { Global.FogColor = m_skydome.GetAverageHorizonColor(); // weather-related simulation factors - // TODO: dynamic change of air temperature and overcast levels + Global.FrictionWeatherFactor = ( + Global.Weather == "rain:" ? 0.85f : + Global.Weather == "snow:" ? 0.75f : + 1.0f ); + if( Global.Weather == "rain:" ) { - // reduce friction in rain - Global.FrictionWeatherFactor = 0.85f; m_precipitationsound.play( sound_flags::exclusive | sound_flags::looping ); } - else if( Global.Weather == "snow:" ) { - // reduce friction due to snow - Global.FrictionWeatherFactor = 0.75f; + else { + m_precipitationsound.stop(); } update_wind(); diff --git a/simulationtime.cpp b/simulationtime.cpp index f1c5531e..81981bfa 100644 --- a/simulationtime.cpp +++ b/simulationtime.cpp @@ -34,7 +34,7 @@ scenario_time::init() { // cache requested elements, if any ::GetLocalTime( &m_time ); - if( Global.fMoveLight > 0.0 ) { + if( Global.fMoveLight > 0.f ) { // day and month of the year can be overriden by scenario setup daymonth( m_time.wDay, m_time.wMonth, m_time.wYear, static_cast( Global.fMoveLight ) ); } diff --git a/sound.cpp b/sound.cpp index fa9c94fc..8a0b722d 100644 --- a/sound.cpp +++ b/sound.cpp @@ -117,20 +117,23 @@ sound_source::deserialize( cParser &Input, sound_type const Legacytype, int cons } if( Legacyparameters & sound_parameters::range ) { - Input.getTokens( 1, false ); - Input >> m_range; + if( Input.getTokens( 1, false ) ) { + Input >> m_range; + } } if( Legacyparameters & sound_parameters::amplitude ) { - Input.getTokens( 2, false ); - Input - >> m_amplitudefactor - >> m_amplitudeoffset; + if( Input.getTokens( 2, false ) ) { + Input + >> m_amplitudefactor + >> m_amplitudeoffset; + } } if( Legacyparameters & sound_parameters::frequency ) { - Input.getTokens( 2, false ); - Input - >> m_frequencyfactor - >> m_frequencyoffset; + if( Input.getTokens( 2, false ) ) { + Input + >> m_frequencyfactor + >> m_frequencyoffset; + } } } // restore parser behaviour diff --git a/translation.cpp b/translation.cpp index 004e20f3..b6f8aef9 100644 --- a/translation.cpp +++ b/translation.cpp @@ -85,6 +85,20 @@ init() { "second controller", "shunt mode power", "tempomat", + "tempomat (speed)", + "tempomat (speed)", + "tempomat (power)", + "tempomat (power)", + "tempomat (speed)", + "tempomat (speed)", + "tempomat (speed)", + "tempomat (speed)", + "tempomat (speed)", + "tempomat (speed)", + "tempomat (speed)", + "tempomat (speed)", + "tempomat (speed)", + "tempomat (speed)", "distance counter", "reverser", "train brake", @@ -114,6 +128,9 @@ init() { "spring brake", "spring brake", "spring brake", + "train brake", + "train brake", + "train brake", "electro-pneumatic brake", "sandbox", "wheelspin brake", @@ -163,6 +180,9 @@ init() { "radiostop test", "radiostop", "radio call 3", + "radio volume", + "radio volume", + "radio volume", "pantograph A", "pantograph B", "pantograph A", @@ -260,6 +280,20 @@ init() { "nastawnik dodatkowy", "sterowanie analogowe", "tempomat", + "tempomat (predkosc)", + "tempomat (predkosc)", + "tempomat (moc)", + "tempomat (moc)", + "tempomat (predkosc)", + "tempomat (predkosc)", + "tempomat (predkosc)", + "tempomat (predkosc)", + "tempomat (predkosc)", + "tempomat (predkosc)", + "tempomat (predkosc)", + "tempomat (predkosc)", + "tempomat (predkosc)", + "tempomat (predkosc)", "miernik odleglosci", "nastawnik kierunku", "hamulec zespolony", @@ -289,6 +323,9 @@ init() { "hamulec sprezynowy", "hamulec sprezynowy", "hamulec sprezynowy", + "hamulec zespolony", + "hamulec zespolony", + "hamulec zespolony", "hamulec elektropneumatyczny", "piasecznica", "hamulec przeciwposlizgowy", @@ -338,6 +375,9 @@ init() { "test radiostopu", "radiostop", "zew 3", + "glosnosc radia", + "glosnosc radia", + "glosnosc radia", "pantograf A", "pantograf B", "pantograf A", @@ -388,6 +428,20 @@ init() { "scndctrl:", "shuntmodepower:", "tempomat_sw:", + "speedinc_bt:", + "speeddec_bt:", + "speedctrlpowerinc_bt:", + "speedctrlpowerdec_bt:", + "speedbutton0:", + "speedbutton1:", + "speedbutton2:", + "speedbutton3:", + "speedbutton4:", + "speedbutton5:", + "speedbutton6:", + "speedbutton7:", + "speedbutton8:", + "speedbutton9:", "distancecounter_sw:", "dirkey:", "brakectrl:", @@ -417,6 +471,9 @@ init() { "springbraketoggle_bt:", "springbrakeon_bt:", "springbrakeoff_bt:", + "universalbrake1_bt:", + "universalbrake2_bt:", + "universalbrake3_bt:", "epbrake_bt:", "sand_bt:", "antislip_bt:", @@ -466,6 +523,9 @@ init() { "radiotest_sw:", "radiostop_sw:", "radiocall3_sw:", + "radiovolume_sw:", + "radiovolumeprev_sw:", + "radiovolumenext_sw:", "pantfront_sw:", "pantrear_sw:", "pantfrontoff_sw:", diff --git a/translation.h b/translation.h index ec43a056..ed48552b 100644 --- a/translation.h +++ b/translation.h @@ -74,6 +74,20 @@ enum string { cab_scndctrl, cab_shuntmodepower, cab_tempomat, + cab_speedinc, + cab_speeddec, + cab_speedctrlpowerinc, + cab_speedctrlpowerdec, + cab_speedbutton0, + cab_speedbutton1, + cab_speedbutton2, + cab_speedbutton3, + cab_speedbutton4, + cab_speedbutton5, + cab_speedbutton6, + cab_speedbutton7, + cab_speedbutton8, + cab_speedbutton9, cab_distancecounter, cab_dirkey, cab_brakectrl, @@ -103,6 +117,9 @@ enum string { cab_springbrake_bt, cab_springbrakeon_bt, cab_springbrakeoff_bt, + cab_universalbrake1_bt, + cab_universalbrake2_bt, + cab_universalbrake3_bt, cab_epbrake_bt, cab_sand_bt, cab_antislip_bt, @@ -152,6 +169,9 @@ enum string { cab_radiotest_sw, cab_radiostop_sw, cab_radiocall3_sw, + cab_radiovolume_sw, + cab_radiovolumeprev_sw, + cab_radiovolumenext_sw, cab_pantfront_sw, cab_pantrear_sw, cab_pantfrontoff_sw, diff --git a/version.h b/version.h index 510595e8..8b9188cf 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 120 +#define VERSION_MINOR 124 #define VERSION_REVISION 0 From 0526833e42649c547b6bee5ddde940feb216209f Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 24 Jan 2020 17:26:44 +0100 Subject: [PATCH 085/153] fog range slider --- Globals.h | 2 +- driveruipanels.cpp | 6 ++++++ opengl33renderer.cpp | 4 ++-- openglrenderer.cpp | 4 ++-- 4 files changed, 11 insertions(+), 5 deletions(-) diff --git a/Globals.h b/Globals.h index 2c36081d..02960a90 100644 --- a/Globals.h +++ b/Globals.h @@ -78,7 +78,7 @@ struct global_settings { bool bLiveTraction{ true }; float Overcast{ 0.1f }; // NOTE: all this weather stuff should be moved elsewhere glm::vec3 FogColor = { 0.6f, 0.7f, 0.8f }; - double fFogEnd{ 7500 }; + float fFogEnd{ 7500 }; std::string Season{}; // season of the year, based on simulation date std::string Weather{ "cloudy:" }; // current weather bool FullPhysics{ true }; // full calculations performed for each simulation step diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 4117f136..c2b36119 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -543,6 +543,12 @@ debug_panel::render() { render_section( "Vehicle AI", m_ailines ); render_section( "Vehicle Scan Table", m_scantablelines ); if( true == render_section( "Scenario", m_scenariolines ) ) { + // fog slider + auto fogrange = std::log( Global.fFogEnd ); + if( ImGui::SliderFloat( + ( to_string( std::exp( fogrange ), 0 ) + " m###fogend" ).c_str(), &fogrange, std::log( 10.0f ), std::log( 25000.0f ), "Fog distance" ) ) { + Global.fFogEnd = clamp( std::exp( fogrange ), 10.0f, 25000.0f ); + } // cloud cover slider if( ImGui::SliderFloat( ( to_string(Global.Overcast, 2 ) + " (" + Global.Weather + ")###overcast" ).c_str(), &Global.Overcast, 0.0f, 2.0f, "Cloud cover" ) ) { diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index c0b16ea4..e27e7bf8 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -1498,7 +1498,7 @@ bool opengl33_renderer::Render(world_environment *Environment) auto const &modelview = OpenGLMatrices.data(GL_MODELVIEW); - auto const fogfactor{clamp(Global.fFogEnd / 2000.f, 0.f, 1.f)}; // stronger fog reduces opacity of the celestial bodies + auto const fogfactor{clamp(Global.fFogEnd / 2000.f, 0.f, 1.f)}; // stronger fog reduces opacity of the celestial bodies float const duskfactor = 1.0f - clamp(std::abs(Environment->m_sun.getAngle()), 0.0f, 12.0f) / 12.0f; glm::vec3 suncolor = interpolate(glm::vec3(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f), glm::vec3(235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f), duskfactor); @@ -3634,7 +3634,7 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) if (Global.Overcast > 1.0f) { // fake fog halo - float const fogfactor{interpolate(2.f, 1.f, clamp(Global.fFogEnd / 2000, 0.f, 1.f)) * std::max(1.f, Global.Overcast)}; + float const fogfactor{interpolate(2.f, 1.f, clamp(Global.fFogEnd / 2000, 0.f, 1.f)) * std::max(1.f, Global.Overcast)}; model_ubs.param[1].x = pointsize * resolutionratio * fogfactor * 3.0f; model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel) * 0.5f); diff --git a/openglrenderer.cpp b/openglrenderer.cpp index f002f7d0..85294828 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -1523,7 +1523,7 @@ opengl_renderer::Render( world_environment *Environment ) { auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW ); - auto const fogfactor { clamp( Global.fFogEnd / 2000.f, 0.f, 1.f ) }; // closer/denser fog reduces opacity of the celestial bodies + auto const fogfactor { clamp( Global.fFogEnd / 2000.f, 0.f, 1.f ) }; // closer/denser fog reduces opacity of the celestial bodies float const duskfactor = 1.0f - clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f; glm::vec3 suncolor = interpolate( glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ), @@ -2758,7 +2758,7 @@ opengl_renderer::Render( TSubModel *Submodel ) { float const fogfactor { interpolate( 2.f, 1.f, - clamp( Global.fFogEnd / 2000, 0.f, 1.f ) ) + clamp( Global.fFogEnd / 2000, 0.f, 1.f ) ) * std::max( 1.f, Global.Overcast ) }; ::glPointSize( pointsize * resolutionratio * fogfactor ); From a1e8f6e24d64b24d084f700d30fc15dac5f67799 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 26 Jan 2020 16:47:33 +0100 Subject: [PATCH 086/153] build 200126. memory cell-based simulation state interface , time of day slider, minor bug fixes --- Globals.h | 1 + McZapkie/MOVER.h | 1 + McZapkie/Mover.cpp | 23 +++++++--- Train.cpp | 66 ++++++++++++++++++++-------- Train.h | 1 + application.cpp | 17 +++++++ application.h | 7 +++ command.cpp | 1 + command.h | 1 + driverkeyboardinput.cpp | 5 ++- drivermode.cpp | 1 + drivermouseinput.cpp | 2 +- driveruipanels.cpp | 83 ++++++++++++++++++++++++----------- driveruipanels.h | 1 + particles.cpp | 4 ++ simulation.cpp | 79 +++++++++++++++++++++++++++++++++ simulation.h | 7 +++ simulationenvironment.cpp | 5 +++ simulationstateserializer.cpp | 2 + version.h | 2 +- 20 files changed, 256 insertions(+), 53 deletions(-) diff --git a/Globals.h b/Globals.h index 02960a90..1e4ee291 100644 --- a/Globals.h +++ b/Globals.h @@ -81,6 +81,7 @@ struct global_settings { float fFogEnd{ 7500 }; std::string Season{}; // season of the year, based on simulation date std::string Weather{ "cloudy:" }; // current weather + std::string Period{}; // time of the day, based on sun position bool FullPhysics{ true }; // full calculations performed for each simulation step bool bnewAirCouplers{ true }; float fMoveLight{ -1.f }; // numer dnia w roku albo -1 diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index f86707d4..500bc062 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1381,6 +1381,7 @@ public: double MainsInitTime{ 0.0 }; // config, initialization time (in seconds) of the main circuit after it receives power, before it can be closed double MainsInitTimeCountdown{ 0.0 }; // current state of main circuit initialization, remaining time (in seconds) until it's ready bool LineBreakerClosesAtNoPowerPosOnly{ false }; + bool HasPressureSwitch{ true }; int MainCtrlPos = 0; /*polozenie glownego nastawnika*/ int ScndCtrlPos = 0; /*polozenie dodatkowego nastawnika*/ int LightsPos = 0; /*polozenie przelacznika wielopozycyjnego swiatel*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 5d5f655a..fb0ca6d8 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -6222,9 +6222,8 @@ bool TMoverParameters::AutoRelayCheck(void) // main bez samoczynnego rozruchu if( ( MainCtrlActualPos < ( sizeof( RList ) / sizeof( TScheme ) - 1 ) ) // crude guard against running out of current fixed table && ( ( RList[ MainCtrlActualPos ].Relay < MainCtrlPos ) - || ( RList[ MainCtrlActualPos + 1 ].Relay == MainCtrlPos ) - || ( ( TrainType == dt_ET22 ) - && ( DelayCtrlFlag ) ) ) ) { + || ( ( RList[ MainCtrlActualPos + 1 ].Relay == MainCtrlPos ) && ( MainCtrlActualPos < RlistSize ) ) + || ( ( TrainType == dt_ET22 ) && ( DelayCtrlFlag ) ) ) ) { if( ( RList[MainCtrlPos].R == 0 ) && ( MainCtrlPos > 0 ) @@ -6359,7 +6358,7 @@ bool TMoverParameters::AutoRelayCheck(void) && ( ( MainCtrlActualPos > 0 ) || ( ScndCtrlActualPos > 0 ) ) ) { - if( CoupledCtrl || HasCamshaft ) { + if( CoupledCtrl ) { if( TrainType == dt_EZT ) { // EN57 wal jednokierunkowy calosciowy @@ -6393,8 +6392,7 @@ bool TMoverParameters::AutoRelayCheck(void) else { // wal kulakowy dwukierunkowy if( LastRelayTime > CtrlDownDelay ) { - if( ( CoupledCtrl ) - && ( ScndCtrlActualPos > 0 ) ) { + if( ScndCtrlActualPos > 0 ) { --ScndCtrlActualPos; SetFlag( SoundFlag, sound::shuntfield ); } @@ -6405,6 +6403,16 @@ bool TMoverParameters::AutoRelayCheck(void) } } } + else if( HasCamshaft ) { + // wal kulakowy dwukierunkowy + if( LastRelayTime > CtrlDownDelay ) { + if( MainCtrlActualPos > 0 ) { + --MainCtrlActualPos; + } + ScndCtrlActualPos = 0; + OK = true; + } + } else { MainCtrlActualPos = 0; ScndCtrlActualPos = 0; @@ -6424,6 +6432,7 @@ bool TMoverParameters::MotorConnectorsCheck() { // hunter-111211: wylacznik cisnieniowy auto const pressureswitch { ( TrainType != dt_EZT ) + && ( HasPressureSwitch ) && ( ( BrakePress > 2.0 ) || ( PipePress < 3.6 ) ) }; @@ -10090,6 +10099,8 @@ void TMoverParameters::LoadFIZ_Engine( std::string const &Input ) { // traction motors extract_value( MotorBlowers[ end::front ].speed, "MotorBlowersSpeed", Input, "" ); MotorBlowers[ end::rear ] = MotorBlowers[ end::front ]; + // pressure switch + extract_value( HasPressureSwitch, "PressureSwitch", Input, "" ); } void TMoverParameters::LoadFIZ_Switches( std::string const &Input ) { diff --git a/Train.cpp b/Train.cpp index 0835c571..08b8a404 100644 --- a/Train.cpp +++ b/Train.cpp @@ -249,6 +249,7 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::pantographlowerall, &TTrain::OnCommand_pantographlowerall }, { user_command::pantographselectnext, &TTrain::OnCommand_pantographselectnext }, { user_command::pantographselectprevious, &TTrain::OnCommand_pantographselectprevious }, + { user_command::pantographtoggleselected, &TTrain::OnCommand_pantographtoggleselected }, { user_command::pantographraiseselected, &TTrain::OnCommand_pantographraiseselected }, { user_command::pantographlowerselected, &TTrain::OnCommand_pantographlowerselected }, { user_command::linebreakertoggle, &TTrain::OnCommand_linebreakertoggle }, @@ -2224,6 +2225,37 @@ void TTrain::OnCommand_pantographselectprevious( TTrain *Train, command_data con Train->change_pantograph_selection( -1 ); } +void TTrain::OnCommand_pantographtoggleselected( TTrain *Train, command_data const &Command ) { + + if( Command.action == GLFW_REPEAT ) { return; } + + if( Command.action == GLFW_PRESS ) { + // only reacting to press, so the switch doesn't flip back and forth if key is held down + auto const state { + Train->mvControlled->PantsValve.is_enabled + | Train->mvControlled->PantsValve.is_active }; // fallback for impulse switches + if( state ) { + OnCommand_pantographlowerselected( Train, Command ); + } + else { + OnCommand_pantographraiseselected( Train, Command ); + } + } + else if( Command.action == GLFW_RELEASE ) { + // impulse switches return automatically to neutral position + if( Train->ggPantSelectedButton.type() != TGaugeType::toggle ) { + Train->mvControlled->OperatePantographsValve( operation_t::enable_off ); + // visual feedback + Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); + } + if( Train->ggPantSelectedDownButton.type() != TGaugeType::toggle ) { + Train->mvControlled->OperatePantographsValve( operation_t::disable_off ); + // visual feedback + Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); + } + } +} + void TTrain::OnCommand_pantographraiseselected( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_REPEAT ) { return; } @@ -2231,18 +2263,15 @@ void TTrain::OnCommand_pantographraiseselected( TTrain *Train, command_data cons if( Command.action == GLFW_PRESS ) { // raise selected Train->mvControlled->OperatePantographsValve( - Train->ggPantSelectedButton.type() == TGaugeType::toggle ? - operation_t::enable : - operation_t::enable_on ); + Train->ggPantSelectedButton.type() != TGaugeType::toggle ? + operation_t::enable_on : + operation_t::enable ); // visual feedback Train->ggPantSelectedButton.UpdateValue( 1.0, Train->dsbSwitch ); } else if( Command.action == GLFW_RELEASE ) { - if( Train->ggPantSelectedButton.type() != TGaugeType::toggle ) { - Train->mvControlled->OperatePantographsValve( operation_t::enable_off ); - // visual feedback - Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); - } + // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch + OnCommand_pantographtoggleselected( Train, Command ); } } @@ -2253,18 +2282,18 @@ void TTrain::OnCommand_pantographlowerselected( TTrain *Train, command_data cons if( Command.action == GLFW_PRESS ) { // lower selected Train->mvControlled->OperatePantographsValve( - Train->ggPantSelectedDownButton.type() == TGaugeType::toggle ? - operation_t::disable : - operation_t::disable_on ); + Train->ggPantSelectedDownButton.type() != TGaugeType::toggle ? + operation_t::disable_on : + operation_t::disable ); // visual feedback Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); + if( Train->ggPantSelectedButton.type() == TGaugeType::toggle ) { + Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); + } } else if( Command.action == GLFW_RELEASE ) { - if( Train->ggPantSelectedDownButton.type() != TGaugeType::toggle ) { - Train->mvControlled->OperatePantographsValve( operation_t::disable_off ); - // visual feedback - Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); - } + // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch + OnCommand_pantographtoggleselected( Train, Command ); } } @@ -5682,7 +5711,8 @@ bool TTrain::Update( double const Deltatime ) && ( false == DynamicObject->Mechanik->AIControllFlag ) ) { // nie blokujemy AI if( ( mvOccupied->TrainType == dt_ET40 ) - || ( mvOccupied->TrainType == dt_EP05 ) ) { + || ( mvOccupied->TrainType == dt_EP05 ) + || ( mvOccupied->HasCamshaft ) ) { // dla ET40 i EU05 automatyczne cofanie nastawnika - i tak nie będzie to działać dobrze... // TODO: use deltatime to stabilize speed /* @@ -5691,7 +5721,7 @@ bool TTrain::Update( double const Deltatime ) || ( input::command == user_command::mastercontrollerincrease ) || ( input::command == user_command::mastercontrollerdecrease ) ) ) { */ - if( false == m_mastercontrollerinuse ) { + if( false == ( m_mastercontrollerinuse || Global.ctrlState ) ) { m_mastercontrollerreturndelay -= Deltatime; if( m_mastercontrollerreturndelay < 0.f ) { m_mastercontrollerreturndelay = EU07_CONTROLLER_BASERETURNDELAY; diff --git a/Train.h b/Train.h index 0262cb50..61fd6eaa 100644 --- a/Train.h +++ b/Train.h @@ -257,6 +257,7 @@ class TTrain { static void OnCommand_pantographlowerall( TTrain *Train, command_data const &Command ); static void OnCommand_pantographselectnext( TTrain *Train, command_data const &Command ); static void OnCommand_pantographselectprevious( TTrain *Train, command_data const &Command ); + static void OnCommand_pantographtoggleselected( TTrain *Train, command_data const &Command ); static void OnCommand_pantographraiseselected( TTrain *Train, command_data const &Command ); static void OnCommand_pantographlowerselected( TTrain *Train, command_data const &Command ); static void OnCommand_linebreakertoggle( TTrain *Train, command_data const &Command ); diff --git a/application.cpp b/application.cpp index c0938f1c..07b94b11 100644 --- a/application.cpp +++ b/application.cpp @@ -255,6 +255,14 @@ eu07_application::set_progress( float const Progress, float const Subtaskprogres m_modes[ m_modestack.top() ]->set_progress( Progress, Subtaskprogress ); } +void +eu07_application::set_tooltip( std::string const &Tooltip ) { + + if( m_modestack.empty() ) { return; } + + m_modes[ m_modestack.top() ]->set_tooltip( Tooltip ); +} + void eu07_application::set_cursor( int const Mode ) { @@ -288,7 +296,16 @@ eu07_application::get_mouse_button( int const Button ) const { return glfwGetMouseButton( m_windows.front(), Button ); } +/* +// provides keyboard mapping associated with specified control item +std::string +eu07_application::get_input_hint( user_command const Command ) const { + if( m_modestack.empty() ) { return ""; } + + return m_modes[ m_modestack.top() ]->get_input_hint( Command ); +} +*/ void eu07_application::on_key( int const Key, int const Scancode, int const Action, int const Mods ) { diff --git a/application.h b/application.h index 7016d323..8f987556 100644 --- a/application.h +++ b/application.h @@ -52,6 +52,8 @@ public: set_title( std::string const &Title ); void set_progress( float const Progress = 0.f, float const Subtaskprogress = 0.f ); + void + set_tooltip( std::string const &Tooltip ); void set_cursor( int const Mode ); void @@ -62,6 +64,11 @@ public: get_cursor_pos( double &Horizontal, double &Vertical ) const; int get_mouse_button( int const Button ) const; +/* + // provides inputs associated with specified command + std::string + get_input_hint( user_command const Command ) const; +*/ // input handlers void on_key( int const Key, int const Scancode, int const Action, int const Mods ); diff --git a/command.cpp b/command.cpp index 2189a597..fb91f1d9 100644 --- a/command.cpp +++ b/command.cpp @@ -180,6 +180,7 @@ commanddescription_sequence Commands_descriptions = { { "pantographlowerall", command_target::vehicle }, { "pantographselectnext", command_target::vehicle }, { "pantographselectprevious", command_target::vehicle }, + { "pantographtoggleselected", command_target::vehicle }, { "pantographraiseselected", command_target::vehicle }, { "pantographlowerselected", command_target::vehicle }, { "heatingtoggle", command_target::vehicle }, diff --git a/command.h b/command.h index a4fdc03e..18960093 100644 --- a/command.h +++ b/command.h @@ -173,6 +173,7 @@ enum class user_command { pantographlowerall, pantographselectnext, pantographselectprevious, + pantographtoggleselected, pantographraiseselected, pantographlowerselected, heatingtoggle, diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index fb693475..fdb1aba0 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -182,8 +182,9 @@ driverkeyboard_input::default_bindings() { { user_command::pantographlowerall, GLFW_KEY_P | keymodifier::control }, { user_command::pantographselectnext, GLFW_KEY_P | keymodifier::shift }, { user_command::pantographselectprevious, GLFW_KEY_O | keymodifier::shift }, - { user_command::pantographraiseselected, GLFW_KEY_O | keymodifier::shift | keymodifier::control }, - { user_command::pantographlowerselected, GLFW_KEY_O | keymodifier::control }, + { user_command::pantographtoggleselected, GLFW_KEY_O | keymodifier::shift | keymodifier::control }, + // pantographraiseselected, + // pantographlowerselected, { user_command::heatingtoggle, GLFW_KEY_H }, // heatingenable, // heatingdisable, diff --git a/drivermode.cpp b/drivermode.cpp index 3d6fda45..d0226093 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -151,6 +151,7 @@ driver_mode::update() { simulation::Time.update( deltatime ); } simulation::State.update_clocks(); + simulation::State.update_scripting_interface(); simulation::Environment.update(); // fixed step, simulation time based updates diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 0565c750..65f8ca09 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -793,7 +793,7 @@ drivermouse_input::default_bindings() { user_command::pantographlowerall, user_command::none } }, { "pantselected_sw:", { - user_command::pantographraiseselected, + user_command::pantographtoggleselected, user_command::none } }, // TBD: bind lowerselected in case of toggle switch { "pantselectedoff_sw:", { user_command::pantographlowerselected, diff --git a/driveruipanels.cpp b/driveruipanels.cpp index c2b36119..9730670d 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -542,31 +542,7 @@ debug_panel::render() { render_section( "Vehicle Engine", m_enginelines ); render_section( "Vehicle AI", m_ailines ); render_section( "Vehicle Scan Table", m_scantablelines ); - if( true == render_section( "Scenario", m_scenariolines ) ) { - // fog slider - auto fogrange = std::log( Global.fFogEnd ); - if( ImGui::SliderFloat( - ( to_string( std::exp( fogrange ), 0 ) + " m###fogend" ).c_str(), &fogrange, std::log( 10.0f ), std::log( 25000.0f ), "Fog distance" ) ) { - Global.fFogEnd = clamp( std::exp( fogrange ), 10.0f, 25000.0f ); - } - // cloud cover slider - if( ImGui::SliderFloat( - ( to_string(Global.Overcast, 2 ) + " (" + Global.Weather + ")###overcast" ).c_str(), &Global.Overcast, 0.0f, 2.0f, "Cloud cover" ) ) { - Global.Overcast = clamp( Global.Overcast, 0.0f, 2.0f ); - simulation::Environment.compute_weather(); - } - // day of year slider - if( ImGui::SliderFloat( ( to_string( Global.fMoveLight, 0, 4 ) + " (" + Global.Season + ")###movelight" ).c_str(), &Global.fMoveLight, 0.0f, 355.0f, "Day of year" ) ) { - Global.fMoveLight = clamp( Global.fMoveLight, 0.0f, 355.0f ); - auto const weather { Global.Weather }; - simulation::Environment.compute_season( Global.fMoveLight ); - simulation::Time.init(); - if( weather != Global.Weather ) { - // HACK: force re-calculation of precipitation - Global.Overcast = clamp( Global.Overcast - 0.0001f, 0.0f, 2.0f ); - } - } - } + render_section_scenario(); if( true == render_section( "Scenario Event Queue", m_eventqueuelines ) ) { // event queue filter ImGui::Checkbox( "By This Vehicle Only", &m_eventqueueactivevehicleonly ); @@ -584,6 +560,63 @@ debug_panel::render() { ImGui::End(); } +bool +debug_panel::render_section_scenario() { + + if( false == render_section( "Scenario", m_scenariolines ) ) { return false; } + + // fog slider + { + auto fogrange = std::log( Global.fFogEnd ); + if( ImGui::SliderFloat( + ( to_string( std::exp( fogrange ), 0, 5 ) + " m###fogend" ).c_str(), &fogrange, std::log( 10.0f ), std::log( 25000.0f ), "Fog distance" ) ) { + Global.fFogEnd = clamp( std::exp( fogrange ), 10.0f, 25000.0f ); + } + } + // cloud cover slider + { + if( ImGui::SliderFloat( + ( to_string( Global.Overcast, 2, 5 ) + " (" + Global.Weather + ")###overcast" ).c_str(), &Global.Overcast, 0.0f, 2.0f, "Cloud cover" ) ) { + Global.Overcast = clamp( Global.Overcast, 0.0f, 2.0f ); + simulation::Environment.compute_weather(); + } + } + // day of year slider + { + if( ImGui::SliderFloat( ( to_string( Global.fMoveLight, 0, 5 ) + " (" + Global.Season + ")###movelight" ).c_str(), &Global.fMoveLight, 0.0f, 364.0f, "Day of year" ) ) { + Global.fMoveLight = clamp( Global.fMoveLight, 0.0f, 365.0f ); + auto const weather{ Global.Weather }; + simulation::Environment.compute_season( Global.fMoveLight ); + simulation::Time.init(); + if( weather != Global.Weather ) { + // HACK: force re-calculation of precipitation + Global.Overcast = clamp( Global.Overcast - 0.0001f, 0.0f, 2.0f ); + } + } + } + // time of day slider + { + ImGui::PushStyleColor( ImGuiCol_Text, { Global.UITextColor.r, Global.UITextColor.g, Global.UITextColor.b, Global.UITextColor.a } ); + ImGui::TextUnformatted( "CAUTION: time change will affect simulation state" ); + ImGui::PopStyleColor(); + auto time = simulation::Time.data().wHour * 60 + simulation::Time.data().wMinute; + auto const timestring{ + std::string( to_string( int( 100 + simulation::Time.data().wHour ) ).substr( 1, 2 ) + + ":" + + std::string( to_string( int( 100 + simulation::Time.data().wMinute ) ).substr( 1, 2 ) ) ) }; + if( ImGui::SliderInt( ( timestring + " (" + Global.Period + ")###simulationtime" ).c_str(), &time, 0, 1439, "Time of day" ) ) { + time = clamp( time, 0, 1439 ); + auto const hour{ std::floor( time / 60 ) }; + auto const minute{ time % 60 }; + simulation::Time.data().wHour = hour; + simulation::Time.data().wMinute = minute; + } + } + + + return true; +} + void debug_panel::update_section_vehicle( std::vector &Output ) { diff --git a/driveruipanels.h b/driveruipanels.h index 82a48404..d6bb5225 100644 --- a/driveruipanels.h +++ b/driveruipanels.h @@ -95,6 +95,7 @@ private: std::string update_vehicle_brake() const; // renders provided lines, under specified collapsing header bool render_section( std::string const &Header, std::vector const &Lines ); + bool render_section_scenario(); // members std::array m_buffer; input_data m_input; diff --git a/particles.cpp b/particles.cpp index 0889fe8a..4c05956e 100644 --- a/particles.cpp +++ b/particles.cpp @@ -14,6 +14,7 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "AnimModel.h" #include "simulationenvironment.h" +#include "Logs.h" void @@ -429,6 +430,9 @@ particle_manager::find( std::string const &Template ) { // should be 'safe enough' to return lookup result directly afterwards return &( m_sourcetemplates.find( templatename )->second ); } + else { + ErrorLog( "Bad file: failed do locate particle source configuration file \"" + std::string( templatepath + templatename + ".txt" ) + "\"", logtype::file ); + } // if fetching data from the file fails too, give up return nullptr; } diff --git a/simulation.cpp b/simulation.cpp index 8faca902..036c7cfc 100644 --- a/simulation.cpp +++ b/simulation.cpp @@ -10,6 +10,7 @@ http://mozilla.org/MPL/2.0/. #include "stdafx.h" #include "simulation.h" #include "simulationtime.h" +#include "simulationenvironment.h" #include "Globals.h" #include "Event.h" @@ -57,6 +58,36 @@ state_manager::export_as_text( std::string const &Scenariofile ) const { return m_serializer.export_as_text( Scenariofile ); } +void +state_manager::init_scripting_interface() { + + // create scenario data memory cells + { + auto *memorycell = new TMemCell( { + 0, -1, + "__simulation.weather", + "memcell" } ); + simulation::Memory.insert( memorycell ); + simulation::Region->insert( memorycell ); + } + { + auto *memorycell = new TMemCell( { + 0, -1, + "__simulation.time", + "memcell" } ); + simulation::Memory.insert( memorycell ); + simulation::Region->insert( memorycell ); + } + { + auto *memorycell = new TMemCell( { + 0, -1, + "__simulation.date", + "memcell" } ); + simulation::Memory.insert( memorycell ); + simulation::Region->insert( memorycell ); + } +} + // legacy method, calculates changes in simulation state over specified time void state_manager::update( double const Deltatime, int Iterationcount ) { @@ -87,6 +118,54 @@ state_manager::update_clocks() { Global.fClockAngleDeg[ 5 ] = 36.0 * ( time.wHour / 10 ); // dziesiątki godzin } +void +state_manager::update_scripting_interface() { + + auto *weather{ Memory.find( "__simulation.weather" ) }; + auto *time{ Memory.find( "__simulation.time" ) }; + auto *date{ Memory.find( "__simulation.date" ) }; + + if( simulation::is_ready ) { + // potentially adjust weather + if( weather->Value1() != m_scriptinginterface.weather->Value1() ) { + Global.Overcast = clamp( weather->Value1(), 0, 2 ); + simulation::Environment.compute_weather(); + } + if( weather->Value2() != m_scriptinginterface.weather->Value2() ) { + Global.fFogEnd = clamp( weather->Value2(), 10, 25000 ); + } + } + else { + m_scriptinginterface.weather = std::make_shared( scene::node_data() ); + m_scriptinginterface.date = std::make_shared( scene::node_data() ); + m_scriptinginterface.time = std::make_shared( scene::node_data() ); + } + + // update scripting interface + weather->UpdateValues( + Global.Weather, + Global.Overcast, + Global.fFogEnd, + basic_event::flags::text | basic_event::flags::value_1 | basic_event::flags::value_2 ); + + time->UpdateValues( + Global.Period, + Time.data().wHour, + Time.data().wMinute, + basic_event::flags::text | basic_event::flags::value_1 | basic_event::flags::value_2 ); + + date->UpdateValues( + Global.Season, + Time.year_day(), + 0, + basic_event::flags::text | basic_event::flags::value_1 ); + + // cache cell state to detect potential script-issued changes on next cycle + *m_scriptinginterface.weather = *weather; + *m_scriptinginterface.time = *time; + *m_scriptinginterface.date = *date; +} + // passes specified sound to all vehicles within range as a radio message broadcasted on specified channel void radio_message( sound_source *Message, int const Channel ) { diff --git a/simulation.h b/simulation.h index b2e55dd1..03d8f8c5 100644 --- a/simulation.h +++ b/simulation.h @@ -18,11 +18,15 @@ class state_manager { public: // methods + void + init_scripting_interface(); // legacy method, calculates changes in simulation state over specified time void update( double Deltatime, int Iterationcount ); void update_clocks(); + void + update_scripting_interface(); // restores simulation data from specified file. returns: true on success, false otherwise bool deserialize( std::string const &Scenariofile ); @@ -33,6 +37,9 @@ public: private: // members state_serializer m_serializer; + struct { + std::shared_ptr weather, time, date; + } m_scriptinginterface; }; // passes specified sound to all vehicles within range as a radio message broadcasted on specified channel diff --git a/simulationenvironment.cpp b/simulationenvironment.cpp index a989567e..5948021a 100644 --- a/simulationenvironment.cpp +++ b/simulationenvironment.cpp @@ -174,6 +174,11 @@ world_environment::update() { Global.Weather == "snow:" ? 0.75f : 1.0f ); + Global.Period = ( + m_sun.getAngle() > -12.0f ? + "day:" : + "night:" ); + if( Global.Weather == "rain:" ) { m_precipitationsound.play( sound_flags::exclusive | sound_flags::looping ); } diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index 730dc820..5aadd4a6 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -38,6 +38,8 @@ state_serializer::deserialize( std::string const &Scenariofile ) { SafeDelete( Region ); Region = new scene::basic_region(); + simulation::State.init_scripting_interface(); + // TODO: check first for presence of serialized binary files // if this fails, fall back on the legacy text format scene::scratch_data importscratchpad; diff --git a/version.h b/version.h index 8b9188cf..b95d1dba 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 124 +#define VERSION_MINOR 126 #define VERSION_REVISION 0 From 2ce3091e8fba338ab4bc9b8b967cc8493fdaf9f3 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 2 Feb 2020 22:30:36 +0100 Subject: [PATCH 087/153] line breaker cab control enhancement, minor bug fixes --- Event.cpp | 10 +++ McZapkie/Mover.cpp | 5 +- Model3d.cpp | 6 +- Train.cpp | 146 ++++++++++++++++++++++++++++--------------- drivermode.cpp | 2 + gl/glsl_common.cpp | 6 +- opengl33renderer.cpp | 6 +- version.h | 2 +- 8 files changed, 120 insertions(+), 63 deletions(-) diff --git a/Event.cpp b/Event.cpp index fdcf7e93..805d8494 100644 --- a/Event.cpp +++ b/Event.cpp @@ -687,6 +687,16 @@ putvalues_event::run_() { m_input.data_value_2, loc ); } + else if( m_activator->ctOwner ) { + // send the command to consist owner, + // we're acting on presumption there's hardly ever need to issue command to unmanned vehicle + // and the intended recipient moved between vehicles after the event was queued + m_activator->ctOwner->PutCommand( + m_input.data_text, + m_input.data_value_1, + m_input.data_value_2, + loc ); + } else { // przekazanie do pojazdu m_activator->MoverParameters->PutCommand( diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index fb0ca6d8..07700c31 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -636,7 +636,7 @@ bool TMoverParameters::ChangeCab(int direction) BrakeLevelSet(Handle->GetPos(bh_NP)); // if not TestFlag(BrakeStatus,b_dmg) then // BrakeStatus:=b_off; //z Megapacka - MainCtrlPos = 0; + MainCtrlPos = MainCtrlNoPowerPos(); ScndCtrlPos = 0; // Ra: to poniżej jest bez sensu - można przejść nie wyłączając // if ((EngineType!=DieselEngine)&&(EngineType!=DieselElectric)) @@ -7878,8 +7878,7 @@ TMoverParameters::update_doors( double const Deltatime ) { auto const autoopenrequest { ( Doors.open_control == control_t::autonomous ) - && ( ( false == Doors.permit_needed ) || door.open_permit ) - }; + && ( ( false == Doors.permit_needed ) || door.open_permit ) }; auto const openrequest { ( localopencontrol && door.local_open ) || ( remoteopencontrol && door.remote_open ) diff --git a/Model3d.cpp b/Model3d.cpp index 3dc31f8d..e9cc722a 100644 --- a/Model3d.cpp +++ b/Model3d.cpp @@ -1890,7 +1890,11 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, std::vector *t, b_aAnim = b_Anim; // skopiowanie animacji do drugiego cyklu - if( (eType == TP_FREESPOTLIGHT) && (iFlags & 0x10)) { + if( eType == TP_STARS ) { + m_material = GfxRenderer->Fetch_Material( "stars" ); + iFlags |= 0x10; + } + else if( (eType == TP_FREESPOTLIGHT) && (iFlags & 0x10)) { // we've added light glare which needs to be rendered during transparent phase, // but models converted to e3d before addition won't have the render flag set correctly for this // so as a workaround we're doing it here manually diff --git a/Train.cpp b/Train.cpp index 08b8a404..6a5dc5ba 100644 --- a/Train.cpp +++ b/Train.cpp @@ -1151,7 +1151,16 @@ void TTrain::OnCommand_independentbrakeincrease( TTrain *Train, command_data con if( Command.action != GLFW_RELEASE ) { if( Train->mvOccupied->LocalBrake != TLocalBrake::ManualBrake ) { - Train->mvOccupied->IncLocalBrakeLevel( 1 ); + if( ( Train->ggJointCtrl.SubModel != nullptr ) + && ( Train->mvOccupied->MainCtrlPos > 0 ) ) { + OnCommand_mastercontrollerdecrease( Train, Command ); + } + else { + Train->mvOccupied->IncLocalBrakeLevel( 1 ); + if( Train->ggJointCtrl.SubModel != nullptr ) { + Train->m_mastercontrollerinuse = true; + } + } } } } @@ -1161,7 +1170,16 @@ void TTrain::OnCommand_independentbrakeincreasefast( TTrain *Train, command_data if( Command.action != GLFW_RELEASE ) { if( Train->mvOccupied->LocalBrake != TLocalBrake::ManualBrake ) { - Train->mvOccupied->IncLocalBrakeLevel( LocalBrakePosNo ); + if( ( Train->ggJointCtrl.SubModel != nullptr ) + && ( Train->mvOccupied->MainCtrlPos > 0 ) ) { + OnCommand_mastercontrollerdecreasefast( Train, Command ); + } + else { + Train->mvOccupied->IncLocalBrakeLevel( LocalBrakePosNo ); + if( Train->ggJointCtrl.SubModel != nullptr ) { + Train->m_mastercontrollerinuse = true; + } + } } } } @@ -1174,7 +1192,16 @@ void TTrain::OnCommand_independentbrakedecrease( TTrain *Train, command_data con // Ra 1014-06: AI potrafi zahamować pomocniczym mimo jego braku - odhamować jakoś trzeba // TODO: sort AI out so it doesn't do things it doesn't have equipment for || ( Train->mvOccupied->LocalBrakePosA > 0 ) ) { - Train->mvOccupied->DecLocalBrakeLevel( 1 ); + if( ( Train->ggJointCtrl.SubModel != nullptr ) + && ( Train->mvOccupied->LocalBrakePosA == 0.0 ) ) { + OnCommand_mastercontrollerincrease( Train, Command ); + } + else { + Train->mvOccupied->DecLocalBrakeLevel( 1 ); + if( Train->ggJointCtrl.SubModel != nullptr ) { + Train->m_mastercontrollerinuse = true; + } + } } } } @@ -1187,7 +1214,16 @@ void TTrain::OnCommand_independentbrakedecreasefast( TTrain *Train, command_data // Ra 1014-06: AI potrafi zahamować pomocniczym mimo jego braku - odhamować jakoś trzeba // TODO: sort AI out so it doesn't do things it doesn't have equipment for || ( Train->mvOccupied->LocalBrakePosA > 0 ) ) { - Train->mvOccupied->DecLocalBrakeLevel( LocalBrakePosNo ); + if( ( Train->ggJointCtrl.SubModel != nullptr ) + && ( Train->mvOccupied->LocalBrakePosA == 0.0 ) ) { + OnCommand_mastercontrollerincreasefast( Train, Command ); + } + else { + Train->mvOccupied->DecLocalBrakeLevel( LocalBrakePosNo ); + if( Train->ggJointCtrl.SubModel != nullptr ) { + Train->m_mastercontrollerinuse = true; + } + } } } } @@ -2243,15 +2279,27 @@ void TTrain::OnCommand_pantographtoggleselected( TTrain *Train, command_data con } else if( Command.action == GLFW_RELEASE ) { // impulse switches return automatically to neutral position - if( Train->ggPantSelectedButton.type() != TGaugeType::toggle ) { - Train->mvControlled->OperatePantographsValve( operation_t::enable_off ); - // visual feedback - Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); + if( Train->m_controlmapper.contains( "pantselectedoff_sw:" ) ) { + // two buttons setup + if( Train->ggPantSelectedButton.type() != TGaugeType::toggle ) { + Train->mvControlled->OperatePantographsValve( operation_t::enable_off ); + // visual feedback + Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); + } + if( Train->ggPantSelectedDownButton.type() != TGaugeType::toggle ) { + Train->mvControlled->OperatePantographsValve( operation_t::disable_off ); + // visual feedback + Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); + } } - if( Train->ggPantSelectedDownButton.type() != TGaugeType::toggle ) { - Train->mvControlled->OperatePantographsValve( operation_t::disable_off ); - // visual feedback - Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); + else { + if( Train->ggPantSelectedButton.type() != TGaugeType::toggle ) { + // special case, just one impulse switch controlling both states + // with neutral position mid-way + Train->mvControlled->OperatePantographsValve( operation_t::none ); + // visual feedback + Train->ggPantSelectedButton.UpdateValue( 0.5, Train->dsbSwitch ); + } } } } @@ -2286,8 +2334,12 @@ void TTrain::OnCommand_pantographlowerselected( TTrain *Train, command_data cons operation_t::disable_on : operation_t::disable ); // visual feedback - Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); - if( Train->ggPantSelectedButton.type() == TGaugeType::toggle ) { + if( Train->m_controlmapper.contains( "pantselectedoff_sw:" ) ) { + // two button setup + Train->ggPantSelectedDownButton.UpdateValue( 1.0, Train->dsbSwitch ); + } + else { + // single button Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); } } @@ -2391,9 +2443,9 @@ void TTrain::OnCommand_linebreakertoggle( TTrain *Train, command_data const &Com else if( Command.action == GLFW_RELEASE ) { // release... if( ( Train->ggMainOnButton.SubModel != nullptr ) - || ( Train->mvControlled->TrainType == dt_EZT ) ) { - // only impulse switches react to release events; since we don't have switch type definition for the line breaker, - // we detect it from presence of relevant button, or presume such switch arrangement for EMUs + || ( Train->ggMainButton.type() != TGaugeType::toggle ) ) { + // only impulse switches react to release events + // NOTE: we presume dedicated state switch is of impulse type if( Train->m_linebreakerstate == 0 ) { // ...after opening circuit, or holding for too short time to close it OnCommand_linebreakeropen( Train, Command ); @@ -2411,37 +2463,20 @@ void TTrain::OnCommand_linebreakeropen( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { // visual feedback - if( Train->ggMainOffButton.SubModel != nullptr ) { - // two separate switches to close and break the circuit + if( Train->m_controlmapper.contains( "main_off_bt:" ) ) { Train->ggMainOffButton.UpdateValue( 1.0, Train->dsbSwitch ); } - else if( Train->ggMainButton.SubModel != nullptr ) { - // single two-state switch - // NOTE: we don't have switch type definition for the line breaker switch - // so for the time being we have hard coded "impulse" switches for all EMUs - // TODO: have proper switch type config for all switches, and put it in the cab switch descriptions, not in the .fiz - if( Train->mvControlled->TrainType == dt_EZT ) { - Train->ggMainButton.UpdateValue( 1.0, Train->dsbSwitch ); - } - else { - Train->ggMainButton.UpdateValue( 0.0, Train->dsbSwitch ); - } + else if( Train->m_controlmapper.contains( "main_sw:" ) ) { + Train->ggMainButton.UpdateValue( 0.0, Train->dsbSwitch ); } else { - // fallback for cabs with no submodel - Train->ggMainButton.UpdateValue( 0.0, Train->dsbSwitch ); + // there's no switch capable of doing the job + return; } // play sound immediately when the switch is hit, not after release Train->fMainRelayTimer = 0.0f; if( Train->m_linebreakerstate == 0 ) { return; } // already in the desired state - // NOTE: we don't have switch type definition for the line breaker switch - // so for the time being we have hard coded "impulse" switches for all EMUs - // TODO: have proper switch type config for all switches, and put it in the cab switch descriptions, not in the .fiz - if( Train->mvControlled->TrainType == dt_EZT ) { - // a single impulse switch can't open the circuit, only close it - return; - } if( true == Train->mvControlled->MainSwitch( false ) ) { Train->m_linebreakerstate = 0; @@ -2459,7 +2494,11 @@ void TTrain::OnCommand_linebreakeropen( TTrain *Train, command_data const &Comma } // and the two-state switch too, for good measure if( Train->ggMainButton.SubModel != nullptr ) { - Train->ggMainButton.UpdateValue( 0.0, Train->dsbSwitch ); + Train->ggMainButton.UpdateValue( ( + Train->ggMainButton.type() != TGaugeType::toggle ? + 0.5 : + 0.0 ), + Train->dsbSwitch ); } } } @@ -2472,15 +2511,10 @@ void TTrain::OnCommand_linebreakerclose( TTrain *Train, command_data const &Comm // two separate switches to close and break the circuit Train->ggMainOnButton.UpdateValue( 1.0, Train->dsbSwitch ); } - else if( Train->ggMainButton.SubModel != nullptr ) { + else { // single two-state switch Train->ggMainButton.UpdateValue( 1.0, Train->dsbSwitch ); } - else { - // fallback for cabs with no submodel - Train->ggMainButton.UpdateValue( 1.0, Train->dsbSwitch ); - } - // the actual closing of the line breaker is handled in the train update routine } else if( Command.action == GLFW_RELEASE ) { @@ -2489,12 +2523,9 @@ void TTrain::OnCommand_linebreakerclose( TTrain *Train, command_data const &Comm // setup with two separate switches Train->ggMainOnButton.UpdateValue( 0.0, Train->dsbSwitch ); } - // NOTE: we don't have switch type definition for the line breaker switch - // so for the time being we have hard coded "impulse" switches for all EMUs - // TODO: have proper switch type config for all switches, and put it in the cab switch descriptions, not in the .fiz - if( Train->mvControlled->TrainType == dt_EZT ) { - if( Train->ggMainButton.SubModel != nullptr ) { - Train->ggMainButton.UpdateValue( 0.0, Train->dsbSwitch ); + else { + if( Train->ggMainButton.type() != TGaugeType::toggle ) { + Train->ggMainButton.UpdateValue( 0.5, Train->dsbSwitch ); } } @@ -8131,6 +8162,11 @@ void TTrain::set_cab_controls( int const Cab ) { ( ggBatteryButton.type() == TGaugeType::push ? 0.5f : mvOccupied->Battery ? 1.f : 0.f ) ); + // line breaker + ggMainButton.PutValue( + ( ggMainButton.type() == TGaugeType::push ? 0.5f : + m_linebreakerstate > 0 ? 1.f : + 0.f ) ); // motor connectors ggStLinOffButton.PutValue( ( mvControlled->StLinSwitchOff ? @@ -8186,6 +8222,12 @@ void TTrain::set_cab_controls( int const Cab ) { 1.f : 0.f ) ); } + else { + if( false == m_controlmapper.contains( "pantselectedoff_sw:" ) ) { + // single impulse switch arrangement, with neutral position mid-way + ggPantSelectedButton.PutValue( 0.5f ); + } + } if( ggPantSelectedDownButton.type() == TGaugeType::toggle ) { ggPantSelectedDownButton.PutValue( ( mvControlled->PantsValve.is_disabled ? diff --git a/drivermode.cpp b/drivermode.cpp index d0226093..86771561 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -1244,6 +1244,8 @@ driver_mode::ChangeDynamic() { occupied->CabDeactivisation(); occupied->CabOccupied = 0; occupied->BrakeLevelSet( occupied->Handle->GetPos( bh_NP ) ); //rozwala sterowanie hamulcem GF 04-2016 + occupied->MainCtrlPos = occupied->MainCtrlNoPowerPos(); + occupied->ScndCtrlPos = 0; vehicle->MechInside = false; vehicle->Controller = AIdriver; } diff --git a/gl/glsl_common.cpp b/gl/glsl_common.cpp index fd1e761f..8dda3ae2 100644 --- a/gl/glsl_common.cpp +++ b/gl/glsl_common.cpp @@ -12,9 +12,9 @@ void gl::glsl_common_setup() "#define POSTFX_ENABLED " + std::to_string((int)!Global.gfx_skippipeline) + "\n" + "#define EXTRAEFFECTS_ENABLED " + std::to_string((int)Global.gfx_extraeffects) + "\n" + "#define USE_GLES " + std::to_string((int)Global.gfx_usegles) + "\n" + - "const uint MAX_LIGHTS = " + std::to_string(MAX_LIGHTS) + "U;\n" + - "const uint MAX_CASCADES = " + std::to_string(MAX_CASCADES) + "U;\n" + - "const uint MAX_PARAMS = " + std::to_string(MAX_PARAMS) + "U;\n" + + "#define MAX_LIGHTS " + std::to_string(MAX_LIGHTS) + "U\n" + + "#define MAX_CASCADES " + std::to_string(MAX_CASCADES) + "U\n" + + "#define MAX_PARAMS " + std::to_string(MAX_PARAMS) + "U\n" + R"STRING( const uint LIGHT_SPOT = 0U; const uint LIGHT_POINT = 1U; diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index e27e7bf8..54c3b802 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -3634,13 +3634,13 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) if (Global.Overcast > 1.0f) { // fake fog halo - float const fogfactor{interpolate(2.f, 1.f, clamp(Global.fFogEnd / 2000, 0.f, 1.f)) * std::max(1.f, Global.Overcast)}; - model_ubs.param[1].x = pointsize * resolutionratio * fogfactor * 3.0f; + float const fogfactor{interpolate(1.5f, 1.f, clamp(Global.fFogEnd / 2000, 0.f, 1.f)) * std::max(1.f, Global.Overcast)}; + model_ubs.param[1].x = pointsize * resolutionratio * fogfactor * 4.0f; model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel) * 0.5f); draw(Submodel->m_geometry); } - model_ubs.param[1].x = pointsize * resolutionratio * 3.0f; + model_ubs.param[1].x = pointsize * resolutionratio * 4.0f; model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel)); if (!Submodel->occlusion_query) diff --git a/version.h b/version.h index b95d1dba..fa5e2800 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 126 +#define VERSION_MINOR 129 #define VERSION_REVISION 0 From 7a0c89f5083f7976e0dbd445f1d78f6ab99a71fd Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 16 Feb 2020 03:03:17 +0100 Subject: [PATCH 088/153] milek7/sim branch network code import --- Classes.h | 5 + Driver.cpp | 8 +- DynObj.cpp | 57 ++++++- DynObj.h | 2 + EvLaunch.cpp | 64 ++++---- EvLaunch.h | 1 + Event.cpp | 19 ++- Event.h | 6 + Globals.cpp | 37 ++++- Globals.h | 24 ++- Logs.h | 2 +- Names.h | 37 +++++ Timer.cpp | 46 +++--- Timer.h | 16 +- Train.cpp | 166 +++++++++++++++++++- Train.h | 16 ++ TrkFoll.cpp | 6 + TrkFoll.h | 1 + application.cpp | 263 +++++++++++++++++++++++++++++--- application.h | 14 ++ applicationmode.h | 6 + command.cpp | 128 ++++++++++------ command.h | 75 +++++++++- driverkeyboardinput.cpp | 11 +- drivermode.cpp | 178 ++++++++-------------- drivermode.h | 6 + driveruilayer.cpp | 23 +-- editormode.cpp | 11 ++ editormode.h | 4 + maszyna.vcxproj | 24 ++- maszyna.vcxproj.filters | 36 +++++ messaging.cpp | 7 +- network/backend/asio.cpp | 244 ++++++++++++++++++++++++++++++ network/backend/asio.h | 82 ++++++++++ network/manager.cpp | 89 +++++++++++ network/manager.h | 34 +++++ network/message.cpp | 124 +++++++++++++++ network/message.h | 73 +++++++++ network/network.cpp | 269 +++++++++++++++++++++++++++++++++ network/network.h | 122 +++++++++++++++ scenarioloadermode.cpp | 39 +++-- scenarioloadermode.h | 7 + scene.cpp | 37 +++-- scene.h | 2 +- scenenode.h | 5 + simulation.cpp | 274 +++++++++++++++++++++++++++++++++- simulation.h | 28 +++- simulationstateserializer.cpp | 192 +++++++++++++++--------- simulationstateserializer.h | 27 +++- simulationtime.cpp | 25 +++- simulationtime.h | 4 +- sn_utils.cpp | 41 +++++ sn_utils.h | 4 + sound.cpp | 4 +- utilities.cpp | 6 +- utilities.h | 4 +- 56 files changed, 2609 insertions(+), 426 deletions(-) create mode 100644 network/backend/asio.cpp create mode 100644 network/backend/asio.h create mode 100644 network/manager.cpp create mode 100644 network/manager.h create mode 100644 network/message.cpp create mode 100644 network/message.h create mode 100644 network/network.cpp create mode 100644 network/network.h diff --git a/Classes.h b/Classes.h index 3e0bc8e6..f91c5e08 100644 --- a/Classes.h +++ b/Classes.h @@ -40,6 +40,7 @@ class memory_table; class powergridsource_table; class instance_table; class vehicle_table; +class train_table; struct light_array; class particle_manager; struct dictionary_source; @@ -77,4 +78,8 @@ enum class TCommandType using material_handle = int; using texture_handle = int; +struct invalid_scenery_exception : std::runtime_error { + invalid_scenery_exception() : std::runtime_error("cannot load scenery") {} +}; + #endif diff --git a/Driver.cpp b/Driver.cpp index 39d65109..1e32858b 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1862,11 +1862,9 @@ void TController::Activation() } if (pVehicle != old) { // jeśli zmieniony został pojazd prowadzony - if( ( simulation::Train ) - && ( simulation::Train->Dynamic() == old ) ) { - // ewentualna zmiana kabiny użytkownikowi - Global.changeDynObj = pVehicle; // uruchomienie protezy - } + TTrain *train = simulation::Trains.find(old->name()); + if (train) + train->MoveToVehicle(pVehicle); ControllingSet(); // utworzenie połączenia do sterowanego pojazdu (może się zmienić) - silnikowy dla EZT } if( mvControlling->EngineType == TEngineType::DieselEngine ) { diff --git a/DynObj.cpp b/DynObj.cpp index af7cc565..625d94da 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -1615,6 +1615,36 @@ TDynamicObject::~TDynamicObject() { SafeDeleteArray( pAnimated ); // lista animowanych submodeli } +void TDynamicObject::place_on_track(TTrack *Track, double fDist, bool Reversed) +{ + for( auto &axle : m_axlesounds ) { + // wyszukiwanie osi (0 jest na końcu, dlatego dodajemy długość?) + axle.distance = ( + Reversed ? + -axle.offset : + ( axle.offset + MoverParameters->Dim.L ) ) + fDist; + } + double fAxleDistHalf = fAxleDist * 0.5; + // przesuwanie pojazdu tak, aby jego początek był we wskazanym miejcu + fDist -= 0.5 * MoverParameters->Dim.L; // dodajemy pół długości pojazdu, bo ustawiamy jego środek (zliczanie na minus) + switch (iNumAxles) { + // Ra: pojazdy wstawiane są na tor początkowy, a potem przesuwane + case 2: // ustawianie osi na torze + Axle0.Init(Track, this, iDirection ? 1 : -1); + Axle0.Reset(); + Axle0.Move((iDirection ? fDist : -fDist) + fAxleDistHalf, false); + Axle1.Init(Track, this, iDirection ? 1 : -1); + Axle1.Reset(); + Axle1.Move((iDirection ? fDist : -fDist) - fAxleDistHalf, false); // false, żeby nie generować eventów + break; + } + // potrzebne do wyliczenia aktualnej pozycji; nie może być zero, bo nie przeliczy pozycji + // teraz jeszcze trzeba przypisać pojazdy do nowego toru, bo przesuwanie początkowe osi nie + // zrobiło tego + Move( 0.0001 ); + ABuCheckMyTrack(); // zmiana toru na ten, co oś Axle0 (oś z przodu) +} + double TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" std::string BaseDir, // z którego katalogu wczytany, np. "PKP/EU07" @@ -2190,7 +2220,7 @@ TDynamicObject::create_controller( std::string const Type, bool const Trainset ) if( Type == "" ) { return; } - if( asName == Global.asHumanCtrlVehicle ) { + if( asName == Global.local_start_vehicle ) { // jeśli pojazd wybrany do prowadzenia if( MoverParameters->EngineType != TEngineType::Dumb ) { // wsadzamy tam sterującego @@ -6542,6 +6572,20 @@ glm::dvec3 TDynamicObject::get_future_movement() const { return m_future_movement; } +void TDynamicObject::move_set(double distance) +{ + TDynamicObject *d = this; + while( d ) { + d->Move( distance * d->DirectionGet() ); + d = d->Next(); // pozostałe też + } + d = Prev(); + while( d ) { + d->Move( distance * d->DirectionGet() ); + d = d->Prev(); // w drugą stronę też + } +} + // returns type of the nearest functional power source present in the trainset TPowerSource TDynamicObject::ConnectedEnginePowerSource( TDynamicObject const *Caller ) const { @@ -6640,13 +6684,13 @@ TDynamicObject::update_shake( double const Timedelta ) { auto shake { 1.25 * ShakeSpring.ComputateForces( shakevector, ShakeState.offset ) }; - if( Random( iVel ) > 25.0 ) { + if( LocalRandom( iVel ) > 25.0 ) { // extra shake at increased velocity shake += ShakeSpring.ComputateForces( Math3D::vector3( - ( Random( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * BaseShake.jolt_scale.x, - ( Random( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * BaseShake.jolt_scale.y, - ( Random( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * BaseShake.jolt_scale.z ) + ( LocalRandom( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * BaseShake.jolt_scale.x, + ( LocalRandom( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * BaseShake.jolt_scale.y, + ( LocalRandom( iVel * 2 ) - iVel ) / ( ( iVel * 2 ) * 4 ) * BaseShake.jolt_scale.z ) // * (( 200 - DynamicObject->MyTrack->iQualityFlag ) * 0.0075 ) // scale to 75-150% based on track quality * 1.25, ShakeState.offset ); @@ -6986,7 +7030,7 @@ TDynamicObject::powertrain_sounds::render( TMoverParameters const &Vehicle, doub if( ( volume < 1.0 ) && ( Vehicle.EnginePower < 100 ) ) { - auto const volumevariation { Random( 100 ) * Vehicle.enrot / ( 1 + Vehicle.nmax ) }; + auto const volumevariation { LocalRandom( 100 ) * Vehicle.enrot / ( 1 + Vehicle.nmax ) }; if( volumevariation < 2 ) { volume += volumevariation / 200; } @@ -7362,6 +7406,7 @@ vehicle_table::erase_disabled() { // TBD, TODO: kill vehicle sounds SafeDelete( simulation::Train ); } + simulation::Trains.purge(vehicle->name()); // remove potential entries in the light array simulation::Lights.remove( vehicle ); /* diff --git a/DynObj.h b/DynObj.h index b61d9620..efb3dac1 100644 --- a/DynObj.h +++ b/DynObj.h @@ -544,6 +544,7 @@ private: TDynamicObject(); ~TDynamicObject(); + void place_on_track(TTrack *Track, double fDist, bool Reversed); // zwraca długość pojazdu albo 0, jeśli błąd double Init( std::string Name, std::string BaseDir, std::string asReplacableSkin, std::string Type_Name, @@ -672,6 +673,7 @@ private: material_handle DestinationFind( std::string Destination ); void OverheadTrack(float o); glm::dvec3 get_future_movement() const; + void move_set(double distance); double MED[9][8]; // lista zmiennych do debugowania hamulca ED static std::string const MED_labels[ 8 ]; diff --git a/EvLaunch.cpp b/EvLaunch.cpp index 275be42d..fc411b30 100644 --- a/EvLaunch.cpp +++ b/EvLaunch.cpp @@ -31,20 +31,23 @@ http://mozilla.org/MPL/2.0/. // encodes expected key in a short, where low byte represents the actual key, // and the high byte holds modifiers: 0x1 = shift, 0x2 = ctrl, 0x4 = alt int vk_to_glfw_key( int const Keycode ) { + char modifier = 0; + char key = 0; -#ifdef _WIN32 - auto const code = VkKeyScan( Keycode ); - char key = code & 0xff; - char shiftstate = ( code & 0xff00 ) >> 8; + if (Keycode < 'A') { + key = Keycode; + } else if (Keycode <= 'Z') { + key = Keycode; + modifier = GLFW_MOD_SHIFT; + } else if (Keycode < 'a') { + key = Keycode; + } else if (Keycode <= 'z') { + key = Keycode - 32; + } else { + ErrorLog("unknown key: " + std::to_string(Keycode)); + } - if( (key >= 'A') && (key <= 'Z') ) { - key = GLFW_KEY_A + key - 'A'; - } - else if( ( key >= '0' ) && ( key <= '9' ) ) { - key = GLFW_KEY_0 + key - '0'; - } - return key + ( shiftstate << 8 ); -#endif + return ((int)modifier << 8) | key; } bool TEventLauncher::Load(cParser *parser) @@ -152,24 +155,33 @@ bool TEventLauncher::Load(cParser *parser) return true; } +bool TEventLauncher::check_activation_key() { + if (iKey <= 0) + return false; + + char key = iKey & 0xff; + + bool result = Console::Pressed(key); + + char modifier = iKey >> 8; + if (modifier & GLFW_MOD_SHIFT) + result &= Global.shiftState; + if (modifier & GLFW_MOD_CONTROL) + result &= Global.ctrlState; + + return result; +} + bool TEventLauncher::check_activation() { auto bCond { false }; - if( iKey > 0 ) { - if( iKey > 255 ) { - // key and modifier - auto const modifier = ( iKey & 0xff00 ) >> 8; - bCond = ( Console::Pressed( iKey & 0xff ) ) - && ( ( modifier & 1 ) ? Global.shiftState : true ) - && ( ( modifier & 2 ) ? Global.ctrlState : true ); - } - else { - // just key - bCond = ( Console::Pressed( iKey & 0xff ) ); // czy klawisz wciśnięty - } - } - if( DeltaTime > 0 ) { + if (DeltaTime == 10000.0) { + if (UpdatedTime == 0.0) + bCond = true; + UpdatedTime = 1.0; + } + else if( DeltaTime > 0 ) { if( UpdatedTime > DeltaTime ) { UpdatedTime = 0; // naliczanie od nowa bCond = true; diff --git a/EvLaunch.h b/EvLaunch.h index b4006901..7ed9d240 100644 --- a/EvLaunch.h +++ b/EvLaunch.h @@ -30,6 +30,7 @@ public: // methods bool Load( cParser *parser ); + bool check_activation_key(); bool check_activation(); // checks conditions associated with the event. returns: true if the conditions are met bool check_conditions(); diff --git a/Event.cpp b/Event.cpp index 805d8494..4a4e0255 100644 --- a/Event.cpp +++ b/Event.cpp @@ -1966,14 +1966,19 @@ event_manager::update() { CheckQuery(); // test list of global events for possible new additions to the queue for( auto *launcher : m_launcherqueue ) { + if (launcher->check_conditions() && launcher->Event1) { + // NOTE: we're presuming global events aren't going to use event2 - if( true == ( launcher->check_activation() && launcher->check_conditions() ) ) { - // NOTE: we're presuming global events aren't going to use event2 - WriteLog( "Eventlauncher " + launcher->name() ); - if( launcher->Event1 ) { - AddToQuery( launcher->Event1, nullptr ); - } - } + if (launcher->check_activation()) { + WriteLog( "Eventlauncher: " + launcher->name() ); + AddToQuery( launcher->Event1, nullptr ); + } + + if (launcher->check_activation_key()) { + WriteLog( "Eventlauncher: " + launcher->name() ); + m_relay.post(user_command::queueevent, 0.0, 0.0, GLFW_PRESS, 0, glm::vec3(0.0f), &launcher->Event1->name()); + } + } } } diff --git a/Event.h b/Event.h index ca01c295..06f93899 100644 --- a/Event.h +++ b/Event.h @@ -77,6 +77,7 @@ public: virtual glm::dvec3 input_location() const; void group( scene::group_handle Group ); scene::group_handle group() const; + std::string const &name() const { return m_name; } // members basic_event *m_next { nullptr }; // następny w kolejce // TODO: replace with event list in the manager basic_event *m_sibling { nullptr }; // kolejny event z tą samą nazwą - od wersji 378 @@ -584,6 +585,10 @@ public: // legacy method, returns pointer to specified event, or null basic_event * FindEvent( std::string const &Name ); + inline TEventLauncher* FindEventlauncher(std::string const &Name) { + auto ptr = m_inputdrivenlaunchers.find(Name); + return ptr ? ptr : m_radiodrivenlaunchers.find(Name); + } // legacy method, inserts specified event in the event query bool AddToQuery( basic_event *Event, TDynamicObject const *Owner ); @@ -618,6 +623,7 @@ private: basic_table m_inputdrivenlaunchers; basic_table m_radiodrivenlaunchers; eventlauncher_sequence m_launcherqueue; + command_relay m_relay; }; diff --git a/Globals.cpp b/Globals.cpp index 198430a6..304fd0f2 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -52,7 +52,7 @@ global_settings::ConfigParse(cParser &Parser) { { Parser.getTokens(); - Parser >> asHumanCtrlVehicle; + Parser >> local_start_vehicle; } else if( token == "fieldofview" ) { @@ -768,6 +768,18 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens(1); Parser >> gfx_shadowmap_enabled; } + else if (token == "fpslimit") + { + Parser.getTokens(1); + float fpslimit; + Parser >> fpslimit; + minframetime = std::chrono::duration(1.0f / fpslimit); + } + else if (token == "randomseed") + { + Parser.getTokens(1); + Parser >> Global.random_seed; + } else if (token == "gfx.envmap.enabled") { Parser.getTokens(1); @@ -852,6 +864,29 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens(1); Parser >> python_mipmaps; } + else if (token == "network.server") + { + Parser.getTokens(2); + + std::string backend; + std::string conf; + Parser >> backend >> conf; + + network_servers.push_back(std::make_pair(backend, conf)); + } + else if (token == "network.client") + { + Parser.getTokens(2); + + network_client.emplace(); + Parser >> network_client->first; + Parser >> network_client->second; + } + else if (token == "execonexit") { + Parser.getTokens(1); + Parser >> exec_on_exit; + std::replace(std::begin(exec_on_exit), std::end(exec_on_exit), '_', ' '); + } /* else if (token == "crashdamage") { Parser.getTokens(1); diff --git a/Globals.h b/Globals.h index 1e4ee291..cf04b051 100644 --- a/Globals.h +++ b/Globals.h @@ -28,8 +28,11 @@ struct global_settings { bool shiftState{ false }; //m7todo: brzydko bool ctrlState{ false }; bool altState{ false }; - std::mt19937 random_engine{ std::mt19937( static_cast( std::time( NULL ) ) ) }; - std::mt19937 local_random_engine{ std::mt19937( static_cast( std::time( NULL ) ) ) }; + std::mt19937 random_engine; + std::mt19937 local_random_engine; + bool ready_to_load { false }; + std::time_t starting_timestamp = 0; // starting time, in local timezone + uint32_t random_seed = 0; TDynamicObject *changeDynObj{ nullptr };// info o zmianie pojazdu TCamera pCamera; // parametry kamery TCamera pDebugCamera; @@ -63,7 +66,7 @@ struct global_settings { std::string szTexturesDDS{ ".dds" }; // lista tekstur od DDS std::string szDefaultExt{ szTexturesDDS }; std::string SceneryFile{ "td.scn" }; - std::string asHumanCtrlVehicle{ "EU07-424" }; + std::string local_start_vehicle{ "EU07-424" }; int iConvertModels{ 0 }; // tworzenie plików binarnych bool file_binary_terrain{ true }; // enable binary terrain (de)serialization // logs @@ -188,6 +191,13 @@ struct global_settings { std::string asVersion{ "UNKNOWN" }; // z opisem // TODO: move these to relevant areas bool render_cab = true; + + std::chrono::duration minframetime {0.0f}; + + std::string fullscreen_monitor; + + bool python_mipmaps = true; + int gfx_framebuffer_width = -1; int gfx_framebuffer_height = -1; int gfx_framebuffer_fidelity = -1; @@ -202,8 +212,12 @@ struct global_settings { bool gfx_extraeffects = true; bool gfx_shadergamma = false; bool gfx_usegles = false; - std::string fullscreen_monitor; - bool python_mipmaps = true; + + std::string exec_on_exit; + + std::vector> network_servers; + std::optional> network_client; + double desync = 0.0; // methods void LoadIniFile( std::string asFileName ); diff --git a/Logs.h b/Logs.h index 0d41bffb..c4bd93ce 100644 --- a/Logs.h +++ b/Logs.h @@ -20,7 +20,7 @@ enum logtype : unsigned int { // lua = ( 1 << 4 ), material = ( 1 << 5 ), shader = ( 1 << 6 ), -// net = ( 1 << 7 ) + net = ( 1 << 7 ) }; void WriteLog( const char *str, logtype const Type = logtype::generic ); diff --git a/Names.h b/Names.h index 4f0f1089..178d82e4 100644 --- a/Names.h +++ b/Names.h @@ -38,6 +38,43 @@ public: // item with this name already exists; update mapping to point to the new one, for backward compatibility mapping.first->second = itemhandle; return false; } + void purge (std::string const &Name) + { + auto lookup = m_itemmap.find( Name ); + if (lookup == m_itemmap.end()) + return; + delete m_items[lookup->second]; + + detach(Name); + } + void detach (std::string const &Name) + { + auto lookup = m_itemmap.find( Name ); + if (lookup == m_itemmap.end()) + return; + + m_items[lookup->second] = nullptr; + // TBD, TODO: remove from m_items? + + m_itemmap.erase(lookup); + } + uint32_t find_id( std::string const &Name) const { + auto lookup = m_itemmap.find( Name ); + return ( + lookup != m_itemmap.end() ? + lookup->second : + -1 ); + } + void purge (Type_ *Item) + { + for (auto it = m_items.begin(); it != m_items.end(); it++) { + if (*it == Item) { + delete *it; + *it = nullptr; + return; + } + } + } // locates item with specified name. returns pointer to the item, or nullptr Type_ * find( std::string const &Name ) const { diff --git a/Timer.cpp b/Timer.cpp index bfbdc456..fcd038a0 100644 --- a/Timer.cpp +++ b/Timer.cpp @@ -15,13 +15,14 @@ namespace Timer { subsystem_stopwatches subsystem; -double DeltaTime, DeltaRenderTime; +double DeltaTime = 0.0, DeltaRenderTime = 0.0; double fFPS{ 0.0f }; double fLastTime{ 0.0f }; DWORD dwFrames{ 0 }; double fSimulationTime{ 0.0 }; double fSoundTimer{ 0.0 }; double fSinceStart{ 0.0 }; +double override_delta = -1.0f; double GetTime() { @@ -30,6 +31,8 @@ double GetTime() double GetDeltaTime() { // czas symulacji (stoi gdy pauza) + if (override_delta != -1.0f) + return override_delta; return DeltaTime; } @@ -38,35 +41,31 @@ double GetDeltaRenderTime() return DeltaRenderTime; } -void SetDeltaTime(double t) +void set_delta_override(double t) { - DeltaTime = t; -} - -bool GetSoundTimer() -{ // Ra: być może, by dźwięki nie modyfikowały się zbyt często, po 0.1s zeruje się ten licznik - return (fSoundTimer == 0.0f); -} - -double GetFPS() -{ - return fFPS; + override_delta = t; } void ResetTimers() { UpdateTimers( Global.iPause != 0 ); - DeltaTime = 0.1; + DeltaTime = 0.0; DeltaRenderTime = 0.0; - fSoundTimer = 0.0; -}; +} -LONGLONG fr, count, oldCount; - -void UpdateTimers(bool pause) { +uint64_t fr, count, oldCount; +void UpdateTimers(bool pause) +{ +#ifdef _WIN32 QueryPerformanceFrequency((LARGE_INTEGER *)&fr); QueryPerformanceCounter((LARGE_INTEGER *)&count); +#elif __unix__ + timespec ts; + clock_gettime(CLOCK_MONOTONIC, &ts); + count = (uint64_t)ts.tv_sec * 1000000000 + (uint64_t)ts.tv_nsec; + fr = 1000000000; +#endif DeltaRenderTime = double(count - oldCount) / double(fr); if (!pause) { @@ -77,15 +76,19 @@ void UpdateTimers(bool pause) { if (DeltaTime > 1.0) DeltaTime = 1.0; + + fSimulationTime += GetDeltaTime(); } else DeltaTime = 0.0; // wszystko stoi, bo czas nie płynie oldCount = count; // Keep track of the time lapse and frame count -#if _WIN32_WINNT >= _WIN32_WINNT_VISTA +#if __unix__ + double fTime = (double)(count / 1000000000); +#elif _WIN32_WINNT >= _WIN32_WINNT_VISTA double fTime = ::GetTickCount64() * 0.001f; // Get current time in seconds -#else +#elif _WIN32 double fTime = ::GetTickCount() * 0.001f; // Get current time in seconds #endif ++dwFrames; // licznik ramek @@ -96,7 +99,6 @@ void UpdateTimers(bool pause) { fLastTime = fTime; dwFrames = 0L; } - fSimulationTime += DeltaTime; }; }; // namespace timer diff --git a/Timer.h b/Timer.h index 2aa69728..b87e473b 100644 --- a/Timer.h +++ b/Timer.h @@ -16,11 +16,7 @@ double GetTime(); double GetDeltaTime(); double GetDeltaRenderTime(); -void SetDeltaTime(double v); - -bool GetSoundTimer(); - -double GetFPS(); +void set_delta_override(double v); void ResetTimers(); @@ -35,17 +31,23 @@ public: void start() { m_start = std::chrono::steady_clock::now(); } - void + std::chrono::duration stop() { - m_accumulator = 0.95f * m_accumulator + std::chrono::duration_cast( ( std::chrono::steady_clock::now() - m_start ) ).count() / 1000.f; } + m_last = std::chrono::duration_cast( ( std::chrono::steady_clock::now() - m_start ) ); + m_accumulator = 0.95f * m_accumulator + m_last.count() / 1000.f; + return m_last; } float average() const { return m_accumulator / 20.f;} + std::chrono::microseconds + last() const { + return m_last; } private: // members std::chrono::time_point m_start { std::chrono::steady_clock::now() }; float m_accumulator { 1000.f / 30.f * 20.f }; // 20 last samples, initial 'neutral' rate of 30 fps + std::chrono::microseconds m_last; }; struct subsystem_stopwatches { diff --git a/Train.cpp b/Train.cpp index 6a5dc5ba..d828d438 100644 --- a/Train.cpp +++ b/Train.cpp @@ -381,6 +381,9 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::generictoggle7, &TTrain::OnCommand_generictoggle }, { user_command::generictoggle8, &TTrain::OnCommand_generictoggle }, { user_command::generictoggle9, &TTrain::OnCommand_generictoggle }, + { user_command::vehiclemoveforwards, &TTrain::OnCommand_vehiclemoveforwards }, + { user_command::vehiclemovebackwards, &TTrain::OnCommand_vehiclemovebackwards }, + { user_command::vehicleboost, &TTrain::OnCommand_vehicleboost }, { user_command::springbraketoggle, &TTrain::OnCommand_springbraketoggle }, { user_command::springbrakeenable, &TTrain::OnCommand_springbrakeenable }, { user_command::springbrakedisable, &TTrain::OnCommand_springbrakedisable }, @@ -5582,14 +5585,15 @@ void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Comm end::rear ) }; if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ exitdirection ].CouplingFlag, coupling::gangway ) ) { // przejscie do nastepnego pojazdu - Global.changeDynObj = ( + auto *targetvehicle = ( exitdirection == end::front ? Train->DynamicObject->PrevConnected() : Train->DynamicObject->NextConnected() ); - Global.changeDynObj->MoverParameters->CabOccupied = ( + targetvehicle->MoverParameters->CabOccupied = ( Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? -1 : 1 ); + Train->MoveToVehicle( targetvehicle ); } } // HACK: match consist door permit state with the preset in the active cab @@ -5615,14 +5619,15 @@ void TTrain::OnCommand_cabchangebackward( TTrain *Train, command_data const &Com end::rear ) }; if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ exitdirection ].CouplingFlag, coupling::gangway ) ) { // przejscie do nastepnego pojazdu - Global.changeDynObj = ( + auto *targetvehicle = ( exitdirection == end::front ? Train->DynamicObject->PrevConnected() : Train->DynamicObject->NextConnected() ); - Global.changeDynObj->MoverParameters->CabOccupied = ( + targetvehicle->MoverParameters->CabOccupied = ( Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? -1 : 1 ); + Train->MoveToVehicle( targetvehicle ); } } // HACK: match consist door permit state with the preset in the active cab @@ -5632,6 +5637,38 @@ void TTrain::OnCommand_cabchangebackward( TTrain *Train, command_data const &Com } } +void TTrain::OnCommand_vehiclemoveforwards(TTrain *Train, const command_data &Command) { + if (Command.action == GLFW_RELEASE || !DebugModeFlag) + return; + + Train->DynamicObject->move_set(100.0); +} + +void TTrain::OnCommand_vehiclemovebackwards(TTrain *Train, const command_data &Command) { + if (Command.action == GLFW_RELEASE || !DebugModeFlag) + return; + + Train->DynamicObject->move_set(-100.0); +} + +void TTrain::OnCommand_vehicleboost(TTrain *Train, const command_data &Command) { + if (Command.action == GLFW_RELEASE || !DebugModeFlag) + return; + + double boost = Command.param1 != 0.0 ? Command.param1 : 2.78; + + TDynamicObject *d = Train->DynamicObject; + while( d ) { + d->MoverParameters->V += d->DirectionGet() * boost; + d = d->Next(); // pozostałe też + } + d = Train->DynamicObject->Prev(); + while( d ) { + d->MoverParameters->V += d->DirectionGet() * boost; + d = d->Prev(); // w drugą stronę też + } +} + // cab movement update, fixed step part void TTrain::UpdateCab() { @@ -5720,7 +5757,7 @@ bool TTrain::Update( double const Deltatime ) command_data commanddata; // NOTE: currently we're only storing commands for local vehicle and there's no id system in place, // so we're supplying 'default' vehicle id of 0 - while( simulation::Commands.pop( commanddata, static_cast( command_target::vehicle ) | 0 ) ) { + while( simulation::Commands.pop( commanddata, static_cast( command_target::vehicle ) | id() ) ) { auto lookup = m_commandhandlers.find( commanddata.command ); if( lookup != m_commandhandlers.end() ) { @@ -7829,6 +7866,95 @@ void TTrain::DynamicSet(TDynamicObject *d) } }; +void +TTrain::MoveToVehicle(TDynamicObject *target) { + // > Ra: to nie może być tak robione, to zbytnia proteza jest + // indeed, too much hacks... + // TODO: cleanup + + TTrain *target_train = simulation::Trains.find(target->name()); + if (target_train) { + // let's try to destroy this TTrain and move to already existing one + + if (!Dynamic()->Mechanik || !Dynamic()->Mechanik->AIControllFlag) { + // tylko jeśli ręcznie prowadzony + // jeśli prowadzi AI, to mu nie robimy dywersji! + Occupied()->CabDeactivisation(); + Occupied()->CabOccupied = 0; + Occupied()->BrakeLevelSet(Occupied()->Handle->GetPos(bh_NP)); //rozwala sterowanie hamulcem GF 04-2016 + Dynamic()->MechInside = false; + Dynamic()->Controller = AIdriver; + + Dynamic()->bDisplayCab = false; + Dynamic()->ABuSetModelShake( {} ); + + Dynamic()->Mechanik->MoveTo(target); + + target_train->Occupied()->LimPipePress = target_train->Occupied()->PipePress; + target_train->Occupied()->CabActivisation(); // załączenie rozrządu (wirtualne kabiny) + target_train->Dynamic()->MechInside = true; + target_train->Dynamic()->Controller = Humandriver; + } else { + target_train->Dynamic()->bDisplayCab = false; + target_train->Dynamic()->ABuSetModelShake( {} ); + } + + target_train->Dynamic()->bDisplayCab = true; + target_train->Dynamic()->ABuSetModelShake( {} ); // zerowanie przesunięcia przed powrotem? + + // potentially move player + if (simulation::Train == this) { + simulation::Train = target_train; + } + + // delete this TTrain + pending_delete = true; + } else { + // move this TTrain to other dynamic + + // remove TTrain from global list, we're going to change dynamic anyway + simulation::Trains.detach(Dynamic()->name()); + + if (!Dynamic()->Mechanik || !Dynamic()->Mechanik->AIControllFlag) { + // tylko jeśli ręcznie prowadzony + // jeśli prowadzi AI, to mu nie robimy dywersji! + + Occupied()->CabDeactivisation(); + Occupied()->CabOccupied = 0; + Occupied()->BrakeLevelSet(Occupied()->Handle->GetPos(bh_NP)); //rozwala sterowanie hamulcem GF 04-2016 + Dynamic()->MechInside = false; + Dynamic()->Controller = AIdriver; + + Dynamic()->bDisplayCab = false; + Dynamic()->ABuSetModelShake( {} ); + + Dynamic()->Mechanik->MoveTo(target); + + DynamicSet(target); + + Occupied()->LimPipePress = Occupied()->PipePress; + Occupied()->CabActivisation(); // załączenie rozrządu (wirtualne kabiny) + Dynamic()->MechInside = true; + Dynamic()->Controller = Humandriver; + } else { + Dynamic()->bDisplayCab = false; + Dynamic()->ABuSetModelShake( {} ); + + DynamicSet(target); + } + + InitializeCab( + Occupied()->CabActive, + Dynamic()->asBaseDir + Occupied()->TypeName + ".mmd" ); + + Dynamic()->bDisplayCab = true; + Dynamic()->ABuSetModelShake( {} ); // zerowanie przesunięcia przed powrotem? + + // add it back with updated dynamic name + simulation::Trains.insert(this); + } +} + // checks whether specified point is within boundaries of the active cab bool TTrain::point_inside( Math3D::vector3 const Point ) const { @@ -9106,3 +9232,33 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con return true; } + +uint16_t TTrain::id() { + if (vid == 0) { + vid = ++simulation::prev_train_id; + WriteLog("net: assigning id " + std::to_string(vid) + " to vehicle " + Dynamic()->name(), logtype::net); + } + return vid; +} + +void train_table::update(double dt) +{ + for (TTrain *train : m_items) { + if (!train) + continue; + + train->Update(dt); + + if (train->pending_delete) { + purge(train->Dynamic()->name()); + if (simulation::Train == train) + simulation::Train = nullptr; + } + + // for single-player destroy non-player trains + if (simulation::Train != train + && Global.network_servers.empty() && !Global.network_client) { + purge(train->Dynamic()->name()); + } + } +} diff --git a/Train.h b/Train.h index 61fd6eaa..49ccfe84 100644 --- a/Train.h +++ b/Train.h @@ -130,6 +130,9 @@ class TTrain { bool LoadMMediaFile(std::string const &asFileName); dictionary_source *GetTrainState(); state_t get_state() const; + inline + std::string name() const { + return Dynamic()->name(); } private: // types @@ -384,6 +387,9 @@ class TTrain { static void OnCommand_cabchangeforward( TTrain *Train, command_data const &Command ); static void OnCommand_cabchangebackward( TTrain *Train, command_data const &Command ); static void OnCommand_generictoggle( TTrain *Train, command_data const &Command ); + static void OnCommand_vehiclemoveforwards( TTrain *Train, command_data const &Command ); + static void OnCommand_vehiclemovebackwards( TTrain *Train, command_data const &Command ); + static void OnCommand_vehicleboost( TTrain *Train, command_data const &Command ); static void OnCommand_springbraketoggle(TTrain *Train, command_data const &Command); static void OnCommand_springbrakeenable(TTrain *Train, command_data const &Command); static void OnCommand_springbrakedisable(TTrain *Train, command_data const &Command); @@ -754,6 +760,7 @@ private: bool m_mastercontrollerinuse { false }; float m_mastercontrollerreturndelay { 0.f }; std::vector> m_screens; + uint16_t vid { 0 }; // train network recipient id float m_distancecounter { -1.f }; // distance traveled since meter was activated or -1 if inactive double m_brakehandlecp{ 0.0 }; int m_pantselection{ 0 }; @@ -775,9 +782,18 @@ private: inline TMoverParameters *Occupied() { return mvOccupied; }; inline TMoverParameters const *Occupied() const { return mvOccupied; }; void DynamicSet(TDynamicObject *d); + void MoveToVehicle( TDynamicObject *target ); // checks whether specified point is within boundaries of the active cab bool point_inside( Math3D::vector3 const Point ) const; Math3D::vector3 clamp_inside( Math3D::vector3 const &Point ) const; + uint16_t id(); + bool pending_delete = false; }; + +class train_table : public basic_table { +public: + void update( double dt ); +}; + //--------------------------------------------------------------------------- diff --git a/TrkFoll.cpp b/TrkFoll.cpp index 49c48bc6..e3b5661b 100644 --- a/TrkFoll.cpp +++ b/TrkFoll.cpp @@ -38,6 +38,12 @@ bool TTrackFollower::Init(TTrack *pTrack, TDynamicObject *NewOwner, double fDir) return true; } +void TTrackFollower::Reset() +{ + fCurrentDistance = 0.0; + fDirection = 1.0; +} + TTrack * TTrackFollower::SetCurrentTrack(TTrack *pTrack, int end) { // przejechanie na inny odcinkek toru, z ewentualnym rozpruciem if (pTrack) diff --git a/TrkFoll.h b/TrkFoll.h index 05fb1b94..c2a118f5 100644 --- a/TrkFoll.h +++ b/TrkFoll.h @@ -40,6 +40,7 @@ public: //{ return pCurrentSegment->ComputeLength(p1,cp1,cp2,p2); }; // inline double GetRadius(double L, double d); //McZapkie-150503 bool Init(TTrack *pTrack, TDynamicObject *NewOwner, double fDir); + void Reset(); void Render(float fNr); // members double fOffsetH = 0.0; // Ra: odległość środka osi od osi toru (dla samochodów) - użyć do wężykowania diff --git a/application.cpp b/application.cpp index 07b94b11..71b146e1 100644 --- a/application.cpp +++ b/application.cpp @@ -43,6 +43,11 @@ http://mozilla.org/MPL/2.0/. #pragma comment (lib, "dbghelp.lib") #pragma comment (lib, "version.lib") +#ifdef __unix__ +#include +#include +#endif + extern "C" { _declspec( dllexport ) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001; } extern "C" { _declspec( dllexport ) DWORD NvOptimusEnablement = 0x00000001; } @@ -65,19 +70,14 @@ extern WNDPROC BaseWindowProc; // user input callbacks void focus_callback( GLFWwindow *window, int focus ) { - if( Global.bInactivePause ) // jeśli ma być pauzowanie okna w tle - if( focus ) - Global.iPause &= ~4; // odpauzowanie, gdy jest na pierwszym planie - else - Global.iPause |= 4; // włączenie pauzy, gdy nieaktywy + Application.on_focus_change(focus != 0); } void window_resize_callback( GLFWwindow *window, int w, int h ) { // NOTE: we have two variables which basically do the same thing as we don't have dynamic fullscreen toggle // TBD, TODO: merge them? Global.iWindowWidth = w; - Global.iWindowHeight = h; - Global.fDistanceFactor = std::max( 0.5f, h / 768.0f ); // not sure if this is really something we want to use + Global.iWindowHeight = h; glViewport( 0, 0, w, h ); } @@ -101,6 +101,11 @@ void key_callback( GLFWwindow *window, int key, int scancode, int action, int mo Application.on_key( key, scancode, action, mods ); } +void char_callback(GLFWwindow *window, unsigned int c) +{ + Application.on_char(c); +} + // public: int @@ -117,10 +122,10 @@ eu07_application::init( int Argc, char *Argv[] ) { return result; } - WriteLog( "Starting MaSzyna rail vehicle simulator (release: " + Global.asVersion + ")" ); - WriteLog( "For online documentation and additional files refer to: http://eu07.pl" ); - WriteLog( "Authors: Marcin_EU, McZapkie, ABu, Winger, Tolaris, nbmx, OLO_EU, Bart, Quark-t, " - "ShaXbee, Oli_EU, youBy, KURS90, Ra, hunter, szociu, Stele, Q, firleju and others\n" ); + WriteLog( "Starting MaSzyna rail vehicle simulator (release: " + Global.asVersion + ")" ); + WriteLog( "For online documentation and additional files refer to: http://eu07.pl" ); + WriteLog( "Authors: Marcin_EU, McZapkie, ABu, Winger, Tolaris, nbmx, OLO_EU, Bart, Quark-t, " + "ShaXbee, Oli_EU, youBy, KURS90, Ra, hunter, szociu, Stele, Q, firleju and others\n" ); if( ( result = init_glfw() ) != 0 ) { return result; @@ -140,9 +145,28 @@ eu07_application::init( int Argc, char *Argv[] ) { return result; } + if (!init_network()) + return -1; + return result; } +double eu07_application::generate_sync() { + if (Timer::GetDeltaTime() == 0.0) + return 0.0; + double sync = 0.0; + for (const TDynamicObject* vehicle : simulation::Vehicles.sequence()) { + auto const pos { vehicle->GetPosition() }; + sync += pos.x + pos.y + pos.z; + } + sync += Random(1.0, 100.0); + return sync; +} + +void eu07_application::queue_quit() { + glfwSetWindowShouldClose(m_windows[0], GLFW_TRUE); +} + int eu07_application::run() { @@ -151,11 +175,125 @@ eu07_application::run() { { Timer::subsystem.mainloop_total.start(); - if( !m_modes[ m_modestack.top() ]->update() ) - break; + // ------------------------------------------------------------------- + // multiplayer command relaying logic can seem a bit complex + // + // we are simultaneously: + // => master (not client) OR slave (client) + // => server OR not + // + // trivia: being client and server is possible + + double frameStartTime = Timer::GetTime(); + + if (m_modes[m_modestack.top()]->is_command_processor()) { + // active mode is doing real calculations (e.g. drivermode) + int loop_remaining = MAX_NETWORK_PER_FRAME; + while (--loop_remaining > 0) + { + command_queue::commands_map commands_to_exec; + command_queue::commands_map local_commands = simulation::Commands.pop_intercept_queue(); + double slave_sync; + + // if we're the server + if (m_network && m_network->servers) + { + // fetch from network layer command requests received from clients + command_queue::commands_map remote_commands = m_network->servers->pop_commands(); + + // push these into local queue + add_to_dequemap(local_commands, remote_commands); + } + + // if we're slave + if (m_network && m_network->client) + { + // fetch frame info from network layer, + auto frame_info = m_network->client->get_next_delta(MAX_NETWORK_PER_FRAME - loop_remaining); + + // use delta and commands received from master + double delta = std::get<0>(frame_info); + Timer::set_delta_override(delta); + slave_sync = std::get<1>(frame_info); + add_to_dequemap(commands_to_exec, std::get<2>(frame_info)); + + // and send our local commands to master + m_network->client->send_commands(local_commands); + + if (delta == 0.0) + loop_remaining = -1; + } + // if we're master + else { + // just push local commands to execution + add_to_dequemap(commands_to_exec, local_commands); + + loop_remaining = -1; + } + + // send commands to command queue + simulation::Commands.push_commands(commands_to_exec); + + // do actual frame processing + if (!m_modes[ m_modestack.top() ]->update()) + return 0; + + double sync = generate_sync(); + + // if we're the server + if (m_network && m_network->servers) + { + // send delta, sync, and commands we just executed to clients + double delta = Timer::GetDeltaTime(); + double render = Timer::GetDeltaRenderTime(); + m_network->servers->push_delta(render, delta, sync, commands_to_exec); + } + + // if we're slave + if (m_network && m_network->client) + { + // verify sync + if (sync != slave_sync) { + WriteLog("net: desync! calculated: " + std::to_string(sync) + + ", received: " + std::to_string(slave_sync), logtype::net); + + Global.desync = slave_sync - sync; + } + + // set total delta for rendering code + double totalDelta = Timer::GetTime() - frameStartTime; + Timer::set_delta_override(totalDelta); + } + } + + if (!loop_remaining) { + // loop break forced by counter + float received = m_network->client->get_frame_counter(); + float awaiting = m_network->client->get_awaiting_frames(); + + // TODO: don't meddle with mode progresbar + m_modes[m_modestack.top()]->set_progress(100.0f, 100.0f * (received - awaiting) / received); + } else { + m_modes[m_modestack.top()]->set_progress(0.0f, 0.0f); + } + } else { + // active mode is loader + + // clear local command queue + simulation::Commands.pop_intercept_queue(); + + // do actual frame processing + if (!m_modes[ m_modestack.top() ]->update()) + return 0; + } + + // ------------------------------------------------------------------- + + // TODO: re-enable after python changes merge + // m_taskqueue.update(); if (!GfxRenderer->Render()) - break; + return 0; glfwPollEvents(); @@ -164,10 +302,15 @@ eu07_application::run() { m_modes[ m_modestack.top() ]->on_event_poll(); - Timer::subsystem.mainloop_total.stop(); + if (m_network) + m_network->update(); + + auto frametime = Timer::subsystem.mainloop_total.stop(); + if (Global.minframetime.count() != 0.0f && (Global.minframetime - frametime).count() > 0.0f) + std::this_thread::sleep_for(Global.minframetime - frametime); } - return 0; + return 0; } // issues request for a worker thread to perform specified task. returns: true if task was scheduled @@ -199,8 +342,12 @@ eu07_application::release_python_lock() { void eu07_application::exit() { + for (auto &mode : m_modes) + mode.reset(); - SafeDelete( simulation::Train ); + m_network.reset(); + +// SafeDelete( simulation::Train ); SafeDelete( simulation::Region ); ui_layer::shutdown(); @@ -208,8 +355,11 @@ eu07_application::exit() { for( auto *window : m_windows ) { glfwDestroyWindow( window ); } - glfwTerminate(); m_taskqueue.exit(); + glfwTerminate(); + + if (!Global.exec_on_exit.empty()) + system(Global.exec_on_exit.c_str()); } void @@ -222,7 +372,6 @@ eu07_application::render_ui() { bool eu07_application::pop_mode() { - if( m_modestack.empty() ) { return false; } m_modes[ m_modestack.top() ]->exit(); @@ -291,6 +440,7 @@ eu07_application::get_cursor_pos( double &Horizontal, double &Vertical ) const { glfwGetCursorPos( m_windows.front(), &Horizontal, &Vertical ); } + int eu07_application::get_mouse_button( int const Button ) const { @@ -314,6 +464,13 @@ eu07_application::on_key( int const Key, int const Scancode, int const Action, i m_modes[ m_modestack.top() ]->on_key( Key, Scancode, Action, Mods ); } +void eu07_application::on_char( unsigned int const Char ) { + + if( m_modestack.empty() ) { return; } + + m_modes[ m_modestack.top() ]->on_char( Char ); +} + void eu07_application::on_cursor_pos( double const Horizontal, double const Vertical ) { @@ -338,6 +495,13 @@ eu07_application::on_scroll( double const Xoffset, double const Yoffset ) { m_modes[ m_modestack.top() ]->on_scroll( Xoffset, Yoffset ); } +void eu07_application::on_focus_change(bool focus) { + if( Global.bInactivePause && !m_network->client) {// jeśli ma być pauzowanie okna w tle + command_relay relay; + relay.post(user_command::focuspauseset, focus ? 1.0 : 0.0, 0.0, GLFW_PRESS, 0); + } +} + GLFWwindow * eu07_application::window(int const Windowindex, bool visible, int width, int height, GLFWmonitor *monitor, bool keep_ownership , bool share_ctx) { @@ -373,7 +537,7 @@ eu07_application::window(int const Windowindex, bool visible, int width, int hei // private: GLFWmonitor* eu07_application::find_monitor(const std::string &str) const { - int monitor_count; + int monitor_count; GLFWmonitor **monitors = glfwGetMonitors(&monitor_count); for (size_t i = 0; i < monitor_count; i++) { @@ -394,17 +558,21 @@ std::string eu07_application::describe_monitor(GLFWmonitor *monitor) const { return name + ":" + std::to_string(x) + "," + std::to_string(y); } +// private: + void eu07_application::init_debug() { #if defined(_MSC_VER) && defined (_DEBUG) // memory leaks _CrtSetDbgFlag( _CrtSetDbgFlag( _CRTDBG_REPORT_FLAG ) | _CRTDBG_LEAK_CHECK_DF ); + /* // floating point operation errors auto state { _clearfp() }; state = _control87( 0, 0 ); // this will turn on FPE for #IND and zerodiv state = _control87( state & ~( _EM_ZERODIVIDE | _EM_INVALID ), _MCW_EM ); + */ #endif #ifdef _WIN32 ::SetUnhandledExceptionFilter( unhandled_handler ); @@ -417,7 +585,11 @@ eu07_application::init_files() { #ifdef _WIN32 DeleteFile( "log.txt" ); DeleteFile( "errors.txt" ); - _mkdir( "logs" ); + CreateDirectory( "logs", NULL ); +#elif __unix__ + unlink("log.txt"); + unlink("errors.txt"); + mkdir("logs", 0755); #endif } @@ -425,10 +597,12 @@ int eu07_application::init_settings( int Argc, char *Argv[] ) { Global.LoadIniFile( "eu07.ini" ); +#ifdef _WIN32 if( ( Global.iWriteLogEnabled & 2 ) != 0 ) { // show output console if requested AllocConsole(); } +#endif /* std::string executable( argv[ 0 ] ); auto const pathend = executable.rfind( '\\' ); Global.ExecutableName = @@ -486,7 +660,7 @@ eu07_application::init_settings( int Argc, char *Argv[] ) { } else if( token == "-v" ) { if( i + 1 < Argc ) { - Global.asHumanCtrlVehicle = ToLower( Argv[ ++i ] ); + Global.local_start_vehicle = ToLower( Argv[ ++i ] ); } } else { @@ -588,6 +762,7 @@ eu07_application::init_callbacks() { glfwSetMouseButtonCallback( window, mouse_button_callback ); glfwSetKeyCallback( window, key_callback ); glfwSetScrollCallback( window, scroll_callback ); + glfwSetCharCallback(window, char_callback); glfwSetWindowFocusCallback( window, focus_callback ); { int width, height; @@ -668,7 +843,12 @@ eu07_application::init_data() { int eu07_application::init_modes() { + Global.local_random_engine.seed(std::random_device{}()); + if ((!Global.network_servers.empty() || Global.network_client) && Global.SceneryFile.empty()) { + ErrorLog("launcher mode is currently not supported in network mode"); + return -1; + } // NOTE: we could delay creation/initialization until transition to specific mode is requested, // but doing it in one go at the start saves us some error checking headache down the road @@ -687,3 +867,42 @@ eu07_application::init_modes() { return 0; } + +bool eu07_application::init_network() { + if (!Global.network_servers.empty() || Global.network_client) { + // create network manager + m_network.emplace(); + } + + for (auto const &pair : Global.network_servers) { + // create all servers + m_network->create_server(pair.first, pair.second); + } + + if (Global.network_client) { + // create client + m_network->connect(Global.network_client->first, Global.network_client->second); + } else { + // we're simulation master + if (!Global.random_seed) + Global.random_seed = std::random_device{}(); + Global.random_engine.seed(Global.random_seed); + + // TODO: sort out this timezone mess + std::time_t utc_now = std::time(nullptr); + + tm tm_local, tm_utc; + tm *tmp = std::localtime(&utc_now); + memcpy(&tm_local, tmp, sizeof(tm)); + tmp = std::gmtime(&utc_now); + memcpy(&tm_utc, tmp, sizeof(tm)); + + int64_t offset = (tm_local.tm_hour * 3600 + tm_local.tm_min * 60 + tm_local.tm_sec) + - (tm_utc.tm_hour * 3600 + tm_utc.tm_min * 60 + tm_utc.tm_sec); + + Global.starting_timestamp = utc_now + offset; + Global.ready_to_load = true; + } + + return true; +} diff --git a/application.h b/application.h index 8f987556..f2006c07 100644 --- a/application.h +++ b/application.h @@ -11,8 +11,10 @@ http://mozilla.org/MPL/2.0/. #include "applicationmode.h" #include "PyInt.h" +#include "network/manager.h" class eu07_application { + const int MAX_NETWORK_PER_FRAME = 1000; public: // types @@ -72,15 +74,24 @@ public: // input handlers void on_key( int const Key, int const Scancode, int const Action, int const Mods ); + void + on_char( unsigned int const Char ); void on_cursor_pos( double const Horizontal, double const Vertical ); void on_mouse_button( int const Button, int const Action, int const Mods ); void on_scroll( double const Xoffset, double const Yoffset ); + void + on_focus_change(bool focus); // gives access to specified window, creates a new window if index == -1 GLFWwindow * window( int const Windowindex = 0, bool visible = false, int width = 1, int height = 1, GLFWmonitor *monitor = nullptr, bool keep_ownership = true, bool share_ctx = true ); + // generate network sync verification number + double + generate_sync(); + void + queue_quit(); private: // types @@ -97,6 +108,7 @@ private: int init_audio(); int init_data(); int init_modes(); + bool init_network(); GLFWmonitor * find_monitor( const std::string &str ) const; std::string describe_monitor( GLFWmonitor *monitor ) const; // members @@ -104,6 +116,8 @@ private: mode_stack m_modestack; // current behaviour mode python_taskqueue m_taskqueue; std::vector m_windows; + + std::optional m_network; }; extern eu07_application Application; diff --git a/applicationmode.h b/applicationmode.h index f3f925c3..30053e84 100644 --- a/applicationmode.h +++ b/applicationmode.h @@ -57,6 +57,9 @@ public: void on_key( int const Key, int const Scancode, int const Action, int const Mods ) = 0; virtual + void + on_char( unsigned int const Char ) = 0; + virtual void on_cursor_pos( double const X, double const Y ) = 0; virtual @@ -68,6 +71,9 @@ public: virtual void on_event_poll() = 0; + virtual + bool + is_command_processor() = 0; protected: // members diff --git a/command.cpp b/command.cpp index fb91f1d9..d40a1018 100644 --- a/command.cpp +++ b/command.cpp @@ -14,6 +14,8 @@ http://mozilla.org/MPL/2.0/. #include "Logs.h" #include "Timer.h" #include "utilities.h" +#include "simulation.h" +#include "Train.h" namespace simulation { @@ -266,7 +268,36 @@ commanddescription_sequence Commands_descriptions = { { "speedcontrolbutton6", command_target::vehicle }, { "speedcontrolbutton7", command_target::vehicle }, { "speedcontrolbutton8", command_target::vehicle }, - { "speedcontrolbutton9", command_target::vehicle } + { "speedcontrolbutton9", command_target::vehicle }, + + { "globalradiostop", command_target::simulation }, + { "timejump", command_target::simulation }, + { "timejumplarge", command_target::simulation }, + { "timejumpsmall", command_target::simulation }, + { "setdatetime", command_target::simulation }, + { "setweather", command_target::simulation }, + { "settemperature", command_target::simulation }, + { "vehiclemoveforwards", command_target::vehicle }, + { "vehiclemovebackwards", command_target::vehicle }, + { "vehicleboost", command_target::vehicle }, + { "debugtoggle", command_target::simulation }, + { "focuspauseset", command_target::simulation }, + { "pausetoggle", command_target::simulation }, + { "entervehicle", command_target::simulation }, + { "resetconsist", command_target::simulation }, + { "fillcompressor", command_target::simulation }, + { "consistreleaser", command_target::simulation }, + { "queueevent", command_target::simulation }, + { "setlight", command_target::simulation }, + { "insertmodel", command_target::simulation }, + { "deletemodel", command_target::simulation }, + { "trainsetmove", command_target::simulation }, + { "consistteleport", command_target::simulation }, + { "pullalarmchain", command_target::simulation }, + { "sendaicommand", command_target::simulation }, + { "spawntrainset", command_target::simulation }, + { "destroytrainset", command_target::simulation }, + { "quitsimulation", command_target::simulation }, }; } // simulation @@ -274,10 +305,18 @@ commanddescription_sequence Commands_descriptions = { // posts specified command for specified recipient void command_queue::push( command_data const &Command, std::size_t const Recipient ) { + if (is_network_target(Recipient)) { + auto lookup = m_intercept_queue.emplace(Recipient, commanddata_sequence()); + lookup.first->second.emplace_back(Command); + } else { + push_direct(Command, Recipient); + } +} - auto lookup = m_commands.emplace( Recipient, commanddata_sequence() ); - // recipient stack was either located or created, so we can add to it quite safely - lookup.first->second.emplace( Command ); +void command_queue::push_direct(const command_data &Command, const uint32_t Recipient) { + auto lookup = m_commands.emplace( Recipient, commanddata_sequence() ); + // recipient stack was either located or created, so we can add to it quite safely + lookup.first->second.emplace_back( Command ); } // retrieves oldest posted command for specified recipient, if any. returns: true on retrieval, false if there's nothing to retrieve @@ -296,15 +335,45 @@ command_queue::pop( command_data &Command, std::size_t const Recipient ) { } // we have command stack with command(s) on it, retrieve and pop the first one Command = commands.front(); - commands.pop(); + commands.pop_front(); return true; } +bool command_queue::is_network_target(uint32_t const Recipient) { + const command_target target = (command_target)(Recipient & ~0xffff); + + if (target == command_target::entity) + return false; + + return true; +} + +command_queue::commands_map command_queue::pop_intercept_queue() { + commands_map map(m_intercept_queue); + m_intercept_queue.clear(); + return map; +} + +void command_queue::push_commands(const commands_map &commands) { + for (auto const &kv : commands) + for (command_data const &data : kv.second) + push_direct(data, kv.first); +} + void -command_relay::post( user_command const Command, double const Param1, double const Param2, int const Action, std::uint16_t const Recipient ) const { +command_relay::post(user_command const Command, double const Param1, double const Param2, + int const Action, uint16_t Recipient, glm::vec3 Position, const std::string *Payload) const { auto const &command = simulation::Commands_descriptions[ static_cast( Command ) ]; + + if (command.target == command_target::vehicle && Recipient == 0) { + // default 0 recipient is currently controlled train + if (simulation::Train == nullptr) + return; + Recipient = simulation::Train->id(); + } + if( ( command.target == command_target::vehicle ) && ( true == FreeFlyModeFlag ) && ( ( false == DebugModeFlag ) @@ -313,44 +382,15 @@ command_relay::post( user_command const Command, double const Param1, double con return; } - simulation::Commands.push( - command_data{ - Command, - Action, - Param1, - Param2, - Timer::GetDeltaTime() }, - static_cast( command.target ) | Recipient ); -/* -#ifdef _DEBUG - if( Action != GLFW_RELEASE ) { - // key was pressed or is still held - if( false == command.name.empty() ) { - if( false == ( - ( Command == user_command::moveleft ) - || ( Command == user_command::moveleftfast ) - || ( Command == user_command::moveright ) - || ( Command == user_command::moverightfast ) - || ( Command == user_command::moveforward ) - || ( Command == user_command::moveforwardfast ) - || ( Command == user_command::moveback ) - || ( Command == user_command::movebackfast ) - || ( Command == user_command::moveup ) - || ( Command == user_command::moveupfast ) - || ( Command == user_command::movedown ) - || ( Command == user_command::movedownfast ) - || ( Command == user_command::movevector ) - || ( Command == user_command::viewturn ) ) ) { - WriteLog( "Command issued: " + command.name ); - } - } - } - else { - // key was released (but we don't log this) - WriteLog( "Key released: " + command.name ); - } -#endif -*/ + if (Position == glm::vec3(0.0f)) + Position = Global.pCamera.Pos; + + uint32_t combined_recipient = static_cast( command.target ) | Recipient; + command_data commanddata({Command, Action, Param1, Param2, Timer::GetDeltaTime(), FreeFlyModeFlag, Position }); + if (Payload) + commanddata.payload = *Payload; + + simulation::Commands.push(commanddata, combined_recipient); } //--------------------------------------------------------------------------- diff --git a/command.h b/command.h index 18960093..215bd3ad 100644 --- a/command.h +++ b/command.h @@ -260,13 +260,42 @@ enum class user_command { speedcontrolbutton7, speedcontrolbutton8, speedcontrolbutton9, + + globalradiostop, + timejump, + timejumplarge, + timejumpsmall, + setdatetime, + setweather, + settemperature, + vehiclemoveforwards, + vehiclemovebackwards, + vehicleboost, + debugtoggle, + focuspauseset, + pausetoggle, + entervehicle, + resetconsist, + fillcompressor, + consistreleaser, + queueevent, + setlight, + insertmodel, + deletemodel, + dynamicmove, + consistteleport, + pullalarmchain, + sendaicommand, + spawntrainset, + destroytrainset, + quitsimulation, + none = -1 }; enum class command_target { userinterface, - simulation, /* // NOTE: there's no need for consist- and unit-specific commands at this point, but it's a possibility. // since command targets are mutually exclusive these don't reduce ranges for individual vehicles etc @@ -276,7 +305,9 @@ enum class command_target { // values are combined with object id. 0xffff objects of each type should be quite enough ("for everyone") vehicle = 0x10000, signal = 0x20000, - entity = 0x40000 + entity = 0x40000, + + simulation = 0x80000 }; struct command_description { @@ -292,6 +323,11 @@ struct command_data { double param1; double param2; double time_delta; + + bool freefly; + glm::vec3 location; + + std::string payload; }; // command_queues: collects and holds commands from input sources, for processing by their intended recipients @@ -301,6 +337,9 @@ struct command_data { class command_queue { public: +// types + typedef std::deque commanddata_sequence; + typedef std::unordered_map commands_map; // methods // posts specified command for specified recipient void @@ -308,16 +347,36 @@ public: // retrieves oldest posted command for specified recipient, if any. returns: true on retrieval, false if there's nothing to retrieve bool pop( command_data &Command, std::size_t const Recipient ); + // checks if given command must be scheduled on server + bool + is_network_target(const uint32_t Recipient); + + // pops commands from intercept queue + commands_map pop_intercept_queue(); + + // pushes commands into main queue + void push_commands(const commands_map &commands); private: -// types - typedef std::queue commanddata_sequence; - typedef std::unordered_map commanddatasequence_map; // members - commanddatasequence_map m_commands; + // contains command ready to execution + commands_map m_commands; + // contains intercepted commands to be read by application layer + commands_map m_intercept_queue; + + void push_direct( command_data const &Command, uint32_t const Recipient ); }; +template +void add_to_dequemap(std::unordered_map> &lhs, const std::unordered_map> &rhs) { + for (auto const &kv : rhs) { + auto lookup = lhs.emplace(kv.first, std::deque()); + for (B const &data : kv.second) + lookup.first->second.emplace_back(data); + } +} + // NOTE: simulation should be a (light) wrapper rather than namespace so we could potentially instance it, // but realistically it's not like we're going to run more than one simulation at a time namespace simulation { @@ -340,8 +399,8 @@ public: // posts specified command for the specified recipient // TODO: replace uint16_t with recipient handle, based on item id void - post( user_command const Command, double const Param1, double const Param2, - int const Action, std::uint16_t const Recipient ) const; + post(user_command const Command, double const Param1, double const Param2, + int const Action, uint16_t Recipient, glm::vec3 Position = glm::vec3(0.0f) , const std::string *Payload = nullptr) const; private: // types // members diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index fdb1aba0..cf461660 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -244,7 +244,7 @@ driverkeyboard_input::default_bindings() { // batterydisable, { user_command::motorblowerstogglefront, GLFW_KEY_N | keymodifier::shift }, { user_command::motorblowerstogglerear, GLFW_KEY_M | keymodifier::shift }, - { user_command::motorblowersdisableall, GLFW_KEY_M | keymodifier::control } + { user_command::motorblowersdisableall, GLFW_KEY_M | keymodifier::control }, // coolingfanstoggle, // tempomattoggle, // springbraketoggle, @@ -269,6 +269,15 @@ driverkeyboard_input::default_bindings() { // speedcontrolbutton7, // speedcontrolbutton8, // speedcontrolbutton9, + // admin_timejump, + { user_command::timejumplarge, GLFW_KEY_F1 | keymodifier::control }, + { user_command::timejumpsmall, GLFW_KEY_F1 | keymodifier::shift }, + // admin_vehiclemove, + { user_command::vehiclemoveforwards, GLFW_KEY_LEFT_BRACKET | keymodifier::control }, + { user_command::vehiclemovebackwards, GLFW_KEY_RIGHT_BRACKET | keymodifier::control }, + { user_command::vehicleboost, GLFW_KEY_TAB | keymodifier::control }, + { user_command::debugtoggle, GLFW_KEY_F12 | keymodifier::control | keymodifier::shift }, + { user_command::pausetoggle, GLFW_KEY_ESCAPE } }; } diff --git a/drivermode.cpp b/drivermode.cpp index 86771561..007f5379 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -226,11 +226,26 @@ driver_mode::update() { // variable step simulation time routines + if (!change_train.empty()) { + TTrain *train = simulation::Trains.find(change_train); + if (train) { + simulation::Train = train; + InOutKey(); + m_relay.post(user_command::aidriverdisable, 0.0, 0.0, GLFW_PRESS, 0); + change_train.clear(); + } + } + if( ( simulation::Train == nullptr ) && ( false == FreeFlyModeFlag ) ) { // intercept cases when the driven train got removed after entering portal InOutKey(); } + if (!FreeFlyModeFlag && simulation::Train->Dynamic() != Camera.m_owner) { + // fixup camera after vehicle switch + CabView(); + } +/* if( Global.changeDynObj ) { // ABu zmiana pojazdu - przejście do innego ChangeDynamic(); @@ -243,15 +258,13 @@ driver_mode::update() { InOutKey(); } } +*/ + if( simulation::Train != nullptr ) + TSubModel::iInstance = reinterpret_cast( simulation::Train->Dynamic() ); + else + TSubModel::iInstance = 0; - if( simulation::Train != nullptr ) { - TSubModel::iInstance = reinterpret_cast( simulation::Train->Dynamic() ); - simulation::Train->Update( deltatime ); - } - else { - TSubModel::iInstance = 0; - } - + simulation::Trains.update(deltatime); simulation::Events.update(); simulation::Region->update_events(); simulation::Lights.update(); @@ -260,12 +273,16 @@ driver_mode::update() { auto const deltarealtime = Timer::GetDeltaRenderTime(); // nie uwzględnia pauzowania ani mnożenia czasu + simulation::State.process_commands(); + // fixed step render time routines fTime50Hz += deltarealtime; // w pauzie też trzeba zliczać czas, bo przy dużym FPS będzie problem z odczytem ramek bool runonce { false }; while( fTime50Hz >= 1.0 / 50.0 ) { +#ifdef _WIN32 Console::Update(); // to i tak trzeba wywoływać +#endif ui::Transcripts.Update(); // obiekt obsługujący stenogramy dźwięków na ekranie m_userinterface->update(); // decelerate camera @@ -354,8 +371,8 @@ void driver_mode::enter() { TDynamicObject *nPlayerTrain { ( - ( Global.asHumanCtrlVehicle != "ghostview" ) ? - simulation::Vehicles.find( Global.asHumanCtrlVehicle ) : + ( Global.local_start_vehicle != "ghostview" ) ? + simulation::Vehicles.find( Global.local_start_vehicle ) : nullptr ) }; Camera.Init(Global.FreeCameraInit[0], Global.FreeCameraInitAngle[0], nPlayerTrain ); @@ -364,32 +381,17 @@ driver_mode::enter() { if (nPlayerTrain) { - WriteLog( "Initializing player train, \"" + Global.asHumanCtrlVehicle + "\"" ); + WriteLog( "Trying to enter player train, \"" + Global.local_start_vehicle + "\"" ); - if( simulation::Train == nullptr ) { - simulation::Train = new TTrain(); - } - if( simulation::Train->Init( nPlayerTrain ) ) - { - WriteLog("Player train initialization OK"); - - Application.set_title( Global.AppName + " (" + simulation::Train->Controlled()->Name + " @ " + Global.SceneryFile + ")" ); - - CabView(); - } - else - { - Error("Bad init: player train initialization failed"); - FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie - SafeDelete( simulation::Train ); - Camera.m_owner = nullptr; - } + FreeFlyModeFlag = true; // HACK: entervehicle won't work if the simulation thinks we're outside + m_relay.post(user_command::entervehicle, 0.0, 0.0, GLFW_PRESS, 0, nPlayerTrain->GetPosition()); + change_train = nPlayerTrain->name(); } else { - if (Global.asHumanCtrlVehicle != "ghostview") + if (Global.local_start_vehicle != "ghostview") { - Error("Bad scenario: failed to locate player train, \"" + Global.asHumanCtrlVehicle + "\"" ); + Error("Bad scenario: failed to locate player train, \"" + Global.local_start_vehicle + "\"" ); } FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie Camera.m_owner = nullptr; @@ -459,6 +461,11 @@ driver_mode::on_key( int const Key, int const Scancode, int const Action, int co } } +void +driver_mode::on_char( unsigned int const Char ) { + // TODO: implement +} + void driver_mode::on_cursor_pos( double const Horizontal, double const Vertical ) { @@ -498,6 +505,12 @@ driver_mode::on_event_poll() { m_input.poll(); } +bool +driver_mode::is_command_processor() { + + return true; +} + void driver_mode::update_camera( double const Deltatime ) { @@ -759,7 +772,7 @@ driver_mode::OnKeyDown(int cKey) { // z [Shift] uruchomienie eventu if( ( Global.iPause == 0 ) // podczas pauzy klawisze nie działają && ( KeyEvents[ i ] != nullptr ) ) { - simulation::Events.AddToQuery( KeyEvents[ i ], NULL ); + m_relay.post(user_command::queueevent, 0.0, 0.0, GLFW_PRESS, 0, glm::vec3(0.0f), &KeyEvents[i]->name()); } } else if( Global.ctrlState ) { @@ -794,21 +807,6 @@ driver_mode::OnKeyDown(int cKey) { switch (cKey) { - case GLFW_KEY_F1: { - - if( DebugModeFlag ) { - // additional simulation clock jump keys in debug mode - if( Global.ctrlState ) { - // ctrl-f1 - simulation::Time.update( 20.0 * 60.0 ); - } - else if( Global.shiftState ) { - // shift-f1 - simulation::Time.update( 5.0 * 60.0 ); - } - } - break; - } case GLFW_KEY_F4: { if( Global.shiftState ) { ExternalView(); } // with Shift, cycle through external views @@ -817,6 +815,19 @@ driver_mode::OnKeyDown(int cKey) { } case GLFW_KEY_F5: { // przesiadka do innego pojazdu + if (!FreeFlyModeFlag) + // only available in free fly mode + break; + + TDynamicObject *dynamic = std::get( simulation::Region->find_vehicle( Global.pCamera.Pos, 50, false, false ) ); + if (dynamic) { + m_relay.post(user_command::entervehicle, 0.0, 0.0, GLFW_PRESS, 0); + + change_train = dynamic->name(); + } + + break; +/* if( false == FreeFlyModeFlag ) { // only available in free fly mode break; @@ -872,12 +883,10 @@ driver_mode::OnKeyDown(int cKey) { // we can simply move the 'human' controller to the new vehicle Global.changeDynObj = targetvehicle; // TODO: choose active cab based on camera's location relative to vehicle's location -/* - Global.changeDynObj->MoverParameters->CabOccupied = ( - Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? - -1 : - 1 ); -*/ +// Global.changeDynObj->MoverParameters->CabOccupied = ( +// Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? +// -1 : +// 1 ); } } } @@ -905,6 +914,7 @@ driver_mode::OnKeyDown(int cKey) { } } break; +*/ } case GLFW_KEY_F6: { // przyspieszenie symulacji do testowania scenerii... uwaga na FPS! @@ -954,66 +964,6 @@ driver_mode::OnKeyDown(int cKey) { } break; } - case GLFW_KEY_F12: { - // quick debug mode toggle - if( Global.ctrlState - && Global.shiftState ) { - DebugModeFlag = !DebugModeFlag; - } - break; - } - - case GLFW_KEY_LEFT_BRACKET: - case GLFW_KEY_RIGHT_BRACKET: - case GLFW_KEY_TAB: { - // consist movement in debug mode - if( ( true == DebugModeFlag ) - && ( false == Global.shiftState ) - && ( true == Global.ctrlState ) - && ( simulation::Train != nullptr ) - && ( simulation::Train->Dynamic()->Controller == Humandriver ) ) { - - if( DebugModeFlag ) { - // przesuwanie składu o 100m - auto *vehicle { simulation::Train->Dynamic() }; - TDynamicObject *d = vehicle; - if( cKey == GLFW_KEY_LEFT_BRACKET ) { - while( d ) { - d->Move( 100.0 * d->DirectionGet() ); - d = d->Next(); // pozostałe też - } - d = vehicle->Prev(); - while( d ) { - d->Move( 100.0 * d->DirectionGet() ); - d = d->Prev(); // w drugą stronę też - } - } - else if( cKey == GLFW_KEY_RIGHT_BRACKET ) { - while( d ) { - d->Move( -100.0 * d->DirectionGet() ); - d = d->Next(); // pozostałe też - } - d = vehicle->Prev(); - while( d ) { - d->Move( -100.0 * d->DirectionGet() ); - d = d->Prev(); // w drugą stronę też - } - } - else if( cKey == GLFW_KEY_TAB ) { - while( d ) { - d->MoverParameters->V += d->DirectionGet()*2.78; - d = d->Next(); // pozostałe też - } - d = vehicle->Prev(); - while( d ) { - d->MoverParameters->V += d->DirectionGet()*2.78; - d = d->Prev(); // w drugą stronę też - } - } - } - } - break; - } default: { break; @@ -1267,7 +1217,7 @@ driver_mode::ChangeDynamic() { vehicle = train->Dynamic(); occupied = train->Occupied(); driver = vehicle->Mechanik; - Global.asHumanCtrlVehicle = vehicle->name(); + Global.local_start_vehicle = vehicle->name(); if( driver ) // AI może sobie samo pójść if( false == driver->AIControllFlag ) // tylko jeśli ręcznie prowadzony { diff --git a/drivermode.h b/drivermode.h index 61d1606e..eedd307b 100644 --- a/drivermode.h +++ b/drivermode.h @@ -41,6 +41,8 @@ public: // input handlers void on_key( int const Key, int const Scancode, int const Action, int const Mods ) override; + void + on_char( unsigned int const Char ) override; void on_cursor_pos( double const Horizontal, double const Vertical ) override; void @@ -49,6 +51,8 @@ public: on_scroll( double const Xoffset, double const Yoffset ) override; void on_event_poll() override; + bool + is_command_processor() override; private: // types @@ -109,4 +113,6 @@ private: double m_primaryupdateaccumulator { m_secondaryupdaterate }; // keeps track of elapsed simulation time, for core fixed step routines double m_secondaryupdateaccumulator { m_secondaryupdaterate }; // keeps track of elapsed simulation time, for less important fixed step routines int iPause { 0 }; // wykrywanie zmian w zapauzowaniu + command_relay m_relay; + std::string change_train; // train name awaiting entering }; diff --git a/driveruilayer.cpp b/driveruilayer.cpp index 1ac6acbe..edf28499 100644 --- a/driveruilayer.cpp +++ b/driveruilayer.cpp @@ -47,22 +47,6 @@ driver_ui::driver_ui() { bool driver_ui::on_key_( int const Key, int const Scancode, int const Action, int const Mods ) { - if( Key == GLFW_KEY_ESCAPE ) { - // toggle pause - if( Action != GLFW_PRESS ) { return true; } // recognized, but ignored - - if( Global.iPause & 1 ) { - // jeśli pauza startowa - // odpauzowanie, gdy po wczytaniu miało nie startować - Global.iPause ^= 1; - } - else if( ( Global.iMultiplayer & 2 ) == 0 ) { - // w multiplayerze pauza nie ma sensu - Global.iPause ^= 2; // zmiana stanu zapauzowania - } - return true; - } - // if the pause is on ignore block other input if( m_paused ) { return true; } @@ -192,12 +176,13 @@ driver_ui::render_() { auto const popupwidth{ locale::strings[ locale::string::driver_pause_header ].size() * 7 }; if( ImGui::Button( locale::strings[ locale::string::driver_pause_resume ].c_str(), ImVec2( popupwidth, 0 ) ) ) { ImGui::CloseCurrentPopup(); - auto const pausemask { 1 | 2 }; - Global.iPause &= ~pausemask; + command_relay commandrelay; + commandrelay.post(user_command::pausetoggle, 0.0, 0.0, GLFW_PRESS, 0); } if( ImGui::Button( locale::strings[ locale::string::driver_pause_quit ].c_str(), ImVec2( popupwidth, 0 ) ) ) { ImGui::CloseCurrentPopup(); - glfwSetWindowShouldClose( m_window, 1 ); + command_relay commandrelay; + commandrelay.post(user_command::quitsimulation, 0.0, 0.0, GLFW_PRESS, 0); } ImGui::EndPopup(); } diff --git a/editormode.cpp b/editormode.cpp index 340fe2ff..9a725dc5 100644 --- a/editormode.cpp +++ b/editormode.cpp @@ -181,6 +181,11 @@ editor_mode::on_key( int const Key, int const Scancode, int const Action, int co } } +void +editor_mode::on_char( unsigned int const Char ) { + // TODO: implement +} + void editor_mode::on_cursor_pos( double const Horizontal, double const Vertical ) { @@ -266,6 +271,12 @@ editor_mode::on_event_poll() { m_input.poll(); } +bool +editor_mode::is_command_processor() { + + return false; +} + bool editor_mode::mode_translation() const { diff --git a/editormode.h b/editormode.h index df146561..52e990ef 100644 --- a/editormode.h +++ b/editormode.h @@ -37,6 +37,8 @@ public: // input handlers void on_key( int const Key, int const Scancode, int const Action, int const Mods ) override; + void + on_char( unsigned int const Char ) override; void on_cursor_pos( double const Horizontal, double const Vertical ) override; void @@ -45,6 +47,8 @@ public: on_scroll( double const Xoffset, double const Yoffset ) override; void on_event_poll() override; + bool + is_command_processor() override; private: // types diff --git a/maszyna.vcxproj b/maszyna.vcxproj index 30a5a291..57ce694a 100644 --- a/maszyna.vcxproj +++ b/maszyna.vcxproj @@ -84,10 +84,10 @@ - WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + WIN32;WIN32_LEAN_AND_MEAN;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) Level3 ProgramDatabase - $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/asio/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) Use true false @@ -108,10 +108,10 @@ - WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + WIN32;WIN32_LEAN_AND_MEAN;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) Level3 ProgramDatabase - $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/asio/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) Use true false @@ -128,10 +128,10 @@ - WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + WIN32;WIN32_LEAN_AND_MEAN;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) Level3 ProgramDatabase - $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/asio/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) Use true true @@ -151,10 +151,10 @@ - WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + WIN32;WIN32_LEAN_AND_MEAN;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) Level3 ProgramDatabase - $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) + $(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glad/include;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/openal/include;$(SolutionDir)ref/dr_libs/include;$(SolutionDir)ref/imgui;$(SolutionDir)ref/imgui/examples;$(SolutionDir)ref/python/include;$(SolutionDir)ref/libserialport/include;$(SolutionDir)ref/asio/include;$(SolutionDir)ref/stb;%(AdditionalIncludeDirectories) Use true true @@ -234,6 +234,10 @@ + + + + @@ -409,6 +413,10 @@ + + + + diff --git a/maszyna.vcxproj.filters b/maszyna.vcxproj.filters index cee574f7..946b3115 100644 --- a/maszyna.vcxproj.filters +++ b/maszyna.vcxproj.filters @@ -70,6 +70,18 @@ {dd00198e-a316-4bcc-a4d3-916c8dcfe08f} + + {a41f784b-da5a-40de-a4ec-f9b1da1aa607} + + + {5a6c58fe-4b3c-4a46-8ef0-71d4c08d7ebe} + + + {de8b7596-9589-4320-9008-15e15ebf1d8f} + + + {db0ac2d6-9a5d-412e-87b6-8b23c8f8b7a7} + @@ -441,6 +453,18 @@ Source Files\gfx + + Source Files\application\network + + + Source Files\application\network + + + Source Files\application\network + + + Source Files\application\network\backend + @@ -812,6 +836,18 @@ Header Files\gfx + + Header Files\application\network + + + Header Files\application\network + + + Header Files\application\network + + + Header Files\application\network\backend + diff --git a/messaging.cpp b/messaging.cpp index d51f72e4..65a76b79 100644 --- a/messaging.cpp +++ b/messaging.cpp @@ -68,7 +68,8 @@ OnCommandGet(multiplayer::DaneRozkaz *pRozkaz) || ( typeid( *event ) == typeid( lights_event ) ) || ( event->m_sibling != 0 ) ) { // tylko jawne albo niejawne Multiple - simulation::Events.AddToQuery( event, nullptr ); // drugi parametr to dynamic wywołujący - tu brak + command_relay relay; + relay.post(user_command::queueevent, 0.0, 0.0, GLFW_PRESS, 0, glm::vec3(0.0f), &event->name()); } } } @@ -139,7 +140,7 @@ OnCommandGet(multiplayer::DaneRozkaz *pRozkaz) // jeśli długość nazwy jest niezerowa szukamy pierwszego pojazdu o takiej nazwie i odsyłamy parametry ramką #7 auto *vehicle = ( pRozkaz->cString[ 1 ] == '*' ? - simulation::Vehicles.find( Global.asHumanCtrlVehicle ) : + simulation::Vehicles.find( Global.local_start_vehicle ) : simulation::Vehicles.find( std::string{ pRozkaz->cString + 1, (unsigned)pRozkaz->cString[ 0 ] } ) ); if( vehicle != nullptr ) { WyslijNamiary( vehicle ); // wysłanie informacji o pojeździe @@ -180,7 +181,7 @@ OnCommandGet(multiplayer::DaneRozkaz *pRozkaz) { // szukamy pierwszego pojazdu o takiej nazwie i odsyłamy parametry ramką #13 auto *lookup = ( pRozkaz->cString[ 2 ] == '*' ? - simulation::Vehicles.find( Global.asHumanCtrlVehicle ) : // nazwa pojazdu użytkownika + simulation::Vehicles.find( Global.local_start_vehicle ) : // nazwa pojazdu użytkownika simulation::Vehicles.find( std::string( pRozkaz->cString + 2, (unsigned)pRozkaz->cString[ 1 ] ) ) ); // nazwa pojazdu if( lookup == nullptr ) { break; } // nothing found, nothing to do auto *d { lookup }; diff --git a/network/backend/asio.cpp b/network/backend/asio.cpp new file mode 100644 index 00000000..f98f1323 --- /dev/null +++ b/network/backend/asio.cpp @@ -0,0 +1,244 @@ +#include "stdafx.h" +#include "network/backend/asio.h" + +#include "sn_utils.h" +#include "Logs.h" + +network::tcp::connection::connection(asio::io_context &io_ctx, bool client, size_t counter) + : network::connection(client, counter), + m_socket(io_ctx) +{ + m_header_buffer.resize(8); +} + +network::tcp::connection::~connection() +{ + m_socket.shutdown(m_socket.shutdown_both); + m_socket.close(); +} + +void network::tcp::connection::disconnect() +{ + network::connection::disconnect(); +} + +void network::tcp::connection::send_data(std::shared_ptr buffer) +{ + asio::async_write(m_socket, asio::buffer(*buffer.get()), std::bind(&connection::send_complete, this, buffer)); +} + +void network::tcp::connection::connected() +{ + network::connection::connected(); + read_header(); +} + +void network::tcp::connection::read_header() +{ + asio::async_read(m_socket, asio::buffer(m_header_buffer), + std::bind(&connection::handle_header, this, + std::placeholders::_1, std::placeholders::_2)); +} + +void network::tcp::connection::handle_header(const asio::error_code &err, size_t bytes_transferred) +{ + if (err) { + disconnect(); + return; + } + + std::istringstream header(m_header_buffer); + if (m_header_buffer.size() != bytes_transferred) { + disconnect(); + return; + } + + uint32_t sig = sn_utils::ld_uint32(header); + if (sig != NETWORK_MAGIC) { + disconnect(); + return; + } + + uint32_t len = sn_utils::ld_uint32(header); + m_body_buffer.resize(len); + if (len > MAX_MSG_SIZE) { + disconnect(); + return; + } + + asio::async_read(m_socket, asio::buffer(m_body_buffer), + std::bind(&connection::handle_data, this, std::placeholders::_1, std::placeholders::_2)); +} + +void network::tcp::connection::handle_data(const asio::error_code &err, size_t bytes_transferred) +{ + if (err) { + disconnect(); + return; + } + + if (m_body_buffer.size() != bytes_transferred) { + disconnect(); + return; + } + + std::istringstream stream(m_body_buffer); + std::shared_ptr msg = deserialize_message(stream); + if (message_handler) + message_handler(*msg); + + read_header(); +} + +void network::tcp::connection::write_message(const message &msg, std::ostream &stream) +{ + size_t beg = (size_t)stream.tellp(); + + sn_utils::ls_uint32(stream, NETWORK_MAGIC); + sn_utils::ls_uint32(stream, 0); + + serialize_message(msg, stream); + + size_t size = (size_t)stream.tellp() - beg - 8; + if (size > MAX_MSG_SIZE) { + ErrorLog("net: message too big", logtype::net); + return; + } + stream.seekp(beg + 4, std::ios_base::beg); + sn_utils::ls_uint32(stream, size); + + stream.seekp(0, std::ios_base::end); +} + +void network::tcp::connection::send_messages(const std::vector > &messages) +{ + if (messages.size() == 0) + return; + + std::ostringstream stream; + for (auto const &msg : messages) + write_message(*msg.get(), stream); + + stream.flush(); + send_data(std::make_shared(stream.str())); +} + +void network::tcp::connection::send_message(const message &msg) +{ + std::ostringstream stream; + write_message(msg, stream); + + stream.flush(); + send_data(std::make_shared(stream.str())); +} + +// ----------------- + +network::tcp::server::server(std::shared_ptr buf, asio::io_context &io_ctx, const std::string &host, uint32_t port) + : network::server(buf), m_acceptor(io_ctx) +{ + auto endpoint = asio::ip::tcp::endpoint(asio::ip::address::from_string(host), port); + m_acceptor.open(endpoint.protocol()); + m_acceptor.set_option(asio::socket_base::reuse_address(true)); + m_acceptor.set_option(asio::ip::tcp::no_delay(true)); + m_acceptor.bind(endpoint); + m_acceptor.listen(10); + + accept_conn(); +} + +void network::tcp::server::accept_conn() +{ + std::shared_ptr conn = std::make_shared(m_acceptor.get_executor().context()); + conn->set_handler(std::bind(&server::handle_message, this, conn, std::placeholders::_1)); + + m_acceptor.async_accept(conn->m_socket, std::bind(&server::handle_accept, this, conn, std::placeholders::_1)); +} + +void network::tcp::server::handle_accept(std::shared_ptr conn, const asio::error_code &err) +{ + if (!err) + { + clients.emplace_back(conn); + conn->connected(); + } + else + { + conn->state = connection::DEAD; + WriteLog(std::string("net: failed to accept client: " + err.message()), logtype::net); + } + + accept_conn(); +} + +// ------------------ + +network::tcp::client::client(asio::io_context &io_ctxx, const std::string &hostarg, uint32_t portarg) + : host(hostarg), port(portarg), io_ctx(io_ctxx) +{ +} + +void network::tcp::client::connect() +{ + if (this->conn) + return; + + std::shared_ptr conn = std::make_shared(io_ctx, true, resume_frame_counter); + conn->set_handler(std::bind(&client::handle_message, this, conn, std::placeholders::_1)); + + asio::ip::tcp::endpoint endpoint( + asio::ip::address::from_string(host), port); + conn->m_socket.open(endpoint.protocol()); + conn->m_socket.set_option(asio::ip::tcp::no_delay(true)); + conn->m_socket.async_connect(endpoint, + std::bind(&client::handle_accept, this, std::placeholders::_1)); + + this->conn = conn; + +} + +void network::tcp::client::handle_accept(const asio::error_code &err) +{ + if (!err) + { + conn->connected(); + } + else + { + WriteLog(std::string("net: failed to connect: " + err.message()), logtype::net); + conn->disconnect(); + } +} + +network::tcp::asio_manager::asio_manager() { + backend_list().emplace("tcp", this); +} + +std::shared_ptr network::tcp::asio_manager::create_server(std::shared_ptr backbuffer, const std::string &conf) { + std::istringstream stream(conf); + + std::string host; + std::getline(stream, host, ':'); + + int port; + stream >> port; + + return std::make_shared(backbuffer, io_context, host, port); +} + +std::shared_ptr network::tcp::asio_manager::create_client(const std::string &conf) { + std::istringstream stream(conf); + + std::string host; + std::getline(stream, host, ':'); + + int port; + stream >> port; + + return std::make_shared(io_context, host, port); +} + +void network::tcp::asio_manager::update() { + io_context.restart(); + io_context.poll(); +} diff --git a/network/backend/asio.h b/network/backend/asio.h new file mode 100644 index 00000000..f78c85ab --- /dev/null +++ b/network/backend/asio.h @@ -0,0 +1,82 @@ +#define ASIO_STANDALONE + +#ifdef DBG_NEW +#undef new +#endif + +#include + +#include "network/network.h" + +namespace network::tcp +{ + const uint32_t NETWORK_MAGIC = 0x37305545; + const uint32_t MAX_MSG_SIZE = 100000; + + class connection : public network::connection + { + friend class server; + friend class client; + + public: + connection(asio::io_context &io_ctx, bool client = false, size_t counter = 0); + ~connection(); + + virtual void connected() override; + virtual void disconnect() override; + virtual void send_messages(const std::vector > &messages) override; + virtual void send_message(const message &msg) override; + + asio::ip::tcp::socket m_socket; + + private: + std::string m_header_buffer; + std::string m_body_buffer; + + void write_message(const message &msg, std::ostream &stream); + void send_data(std::shared_ptr buffer); + void read_header(); + void handle_header(const asio::error_code &err, size_t bytes_transferred); + void handle_data(const asio::error_code &err, size_t bytes_transferred); + }; + + class server : public network::server + { + private: + void accept_conn(); + void handle_accept(std::shared_ptr conn, const asio::error_code &err); + + asio::ip::tcp::acceptor m_acceptor; + + public: + server(std::shared_ptr buf, asio::io_context &io_ctx, const std::string &host, uint32_t port); + }; + + class client : public network::client + { + private: + void handle_accept(const asio::error_code &err); + asio::io_context &io_ctx; + std::string host; + uint32_t port; + + protected: + virtual void connect() override; + + public: + client(asio::io_context &io_ctx, const std::string &host, uint32_t port); + }; + + class asio_manager : public network::backend_manager { + asio::io_context io_context; + + public: + asio_manager(); + + virtual std::shared_ptr create_server(std::shared_ptr, const std::string &conf) override; + virtual std::shared_ptr create_client(const std::string &conf) override; + virtual void update() override; + }; + + asio_manager manager; +} diff --git a/network/manager.cpp b/network/manager.cpp new file mode 100644 index 00000000..82b9106e --- /dev/null +++ b/network/manager.cpp @@ -0,0 +1,89 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "network/manager.h" + +#include "simulation.h" +#include "Logs.h" + +network::server_manager::server_manager() +{ + backbuffer = std::make_shared("backbuffer.bin", std::ios::out | std::ios::in | std::ios::trunc | std::ios::binary); +} + +command_queue::commands_map network::server_manager::pop_commands() +{ + command_queue::commands_map map; + + for (auto srv : servers) + add_to_dequemap(map, srv->pop_commands()); + + return map; +} + +void network::server_manager::push_delta(double render_dt, double dt, double sync, const command_queue::commands_map &commands) +{ + if (dt == 0.0 && commands.empty()) + return; + + frame_info msg; + msg.render_dt = render_dt; + msg.dt = dt; + msg.sync = sync; + msg.commands = commands; + + for (auto srv : servers) + srv->push_delta(msg); + + serialize_message(msg, *backbuffer.get()); +} + +void network::server_manager::create_server(const std::string &backend, const std::string &conf) +{ + auto it = backend_list().find(backend); + if (it == backend_list().end()) { + ErrorLog("net: unknown backend: " + backend); + return; + } + + servers.emplace_back(it->second->create_server(backbuffer, conf)); +} + +network::manager::manager() +{ +} + +void network::manager::update() +{ + for (auto &backend : backend_list()) + backend.second->update(); + + if (client) + client->update(); +} + +void network::manager::create_server(const std::string &backend, const std::string &conf) +{ + servers.emplace(); + servers->create_server(backend, conf); +} + +void network::manager::connect(const std::string &backend, const std::string &conf) +{ + auto it = backend_list().find(backend); + if (it == backend_list().end()) { + ErrorLog("net: unknown backend: " + backend); + return; + } + + client = it->second->create_client(conf); +} + +//std::unordered_map> network::backend_list; diff --git a/network/manager.h b/network/manager.h new file mode 100644 index 00000000..a2ecd91d --- /dev/null +++ b/network/manager.h @@ -0,0 +1,34 @@ +#pragma once +#include +#include "network/network.h" +#include "command.h" + +namespace network +{ + class server_manager + { + private: + std::vector> servers; + std::shared_ptr backbuffer; + + public: + server_manager(); + + void push_delta(double render_dt, double dt, double sync, const command_queue::commands_map &commands); + command_queue::commands_map pop_commands(); + void create_server(const std::string &backend, const std::string &conf); + }; + + class manager + { + public: + manager(); + + std::optional servers; + std::shared_ptr client; + + void create_server(const std::string &backend, const std::string &conf); + void connect(const std::string &backend, const std::string &conf); + void update(); + }; +} diff --git a/network/message.cpp b/network/message.cpp new file mode 100644 index 00000000..03de9fae --- /dev/null +++ b/network/message.cpp @@ -0,0 +1,124 @@ +#include "stdafx.h" +#include "network/message.h" +#include "sn_utils.h" + +void network::client_hello::serialize(std::ostream &stream) const +{ + sn_utils::ls_int32(stream, version); + sn_utils::ls_uint32(stream, start_packet); +} + +void network::client_hello::deserialize(std::istream &stream) +{ + version = sn_utils::ld_int32(stream); + start_packet = sn_utils::ld_uint32(stream); +} + +void network::server_hello::serialize(std::ostream &stream) const +{ + sn_utils::ls_uint32(stream, seed); + sn_utils::ls_int64(stream, timestamp); +} + +void network::server_hello::deserialize(std::istream &stream) +{ + seed = sn_utils::ld_uint32(stream); + timestamp = sn_utils::ld_int64(stream); +} + +void ::network::request_command::serialize(std::ostream &stream) const +{ + sn_utils::ls_uint32(stream, commands.size()); + for (auto const &kv : commands) + { + sn_utils::ls_uint32(stream, kv.first); + sn_utils::ls_uint32(stream, kv.second.size()); + for (command_data const &data : kv.second) + { + sn_utils::ls_uint32(stream, (uint32_t)data.command); + sn_utils::ls_int32(stream, data.action); + sn_utils::ls_float64(stream, data.param1); + sn_utils::ls_float64(stream, data.param2); + sn_utils::ls_float64(stream, data.time_delta); + + sn_utils::s_bool(stream, data.freefly); + sn_utils::s_vec3(stream, data.location); + + sn_utils::s_str(stream, data.payload); + } + } +} + +void network::request_command::deserialize(std::istream &stream) +{ + uint32_t commands_size = sn_utils::ld_uint32(stream); + for (uint32_t i = 0; i < commands_size; i++) + { + uint32_t recipient = sn_utils::ld_uint32(stream); + uint32_t sequence_size = sn_utils::ld_uint32(stream); + + command_queue::commanddata_sequence sequence; + for (uint32_t i = 0; i < sequence_size; i++) + { + command_data data; + data.command = (user_command)sn_utils::ld_uint32(stream); + data.action = sn_utils::ld_int32(stream); + data.param1 = sn_utils::ld_float64(stream); + data.param2 = sn_utils::ld_float64(stream); + data.time_delta = sn_utils::ld_float64(stream); + + data.freefly = sn_utils::d_bool(stream); + data.location = sn_utils::d_vec3(stream); + + data.payload = sn_utils::d_str(stream); + + sequence.emplace_back(data); + } + + commands.emplace(recipient, sequence); + } +} + +void network::frame_info::serialize(std::ostream &stream) const +{ + sn_utils::ls_float64(stream, render_dt); + sn_utils::ls_float64(stream, dt); + sn_utils::ls_float64(stream, sync); + + request_command::serialize(stream); +} + +void network::frame_info::deserialize(std::istream &stream) +{ + render_dt = sn_utils::ld_float64(stream); + dt = sn_utils::ld_float64(stream); + sync = sn_utils::ld_float64(stream); + + request_command::deserialize(stream); +} + +std::shared_ptr network::deserialize_message(std::istream &stream) +{ + message::type_e type = (message::type_e)sn_utils::ld_uint16(stream); + + std::shared_ptr msg; + + if (type == message::CLIENT_HELLO) + msg = std::make_shared(); + else if (type == message::SERVER_HELLO) + msg = std::make_shared(); + else if (type == message::FRAME_INFO) + msg = std::make_shared(); + else if (type == message::REQUEST_COMMAND) + msg = std::make_shared(); + + msg->deserialize(stream); + + return msg; +} + +void network::serialize_message(const message &msg, std::ostream &stream) +{ + sn_utils::ls_uint16(stream, (uint16_t)msg.type); + msg.serialize(stream); +} diff --git a/network/message.h b/network/message.h new file mode 100644 index 00000000..aa81a5ed --- /dev/null +++ b/network/message.h @@ -0,0 +1,73 @@ +#pragma once +#include "network/message.h" +#include "command.h" +#include + +namespace network +{ +struct message +{ + enum type_e + { + CLIENT_HELLO = 0, + SERVER_HELLO, + FRAME_INFO, + REQUEST_COMMAND, + TYPE_MAX + }; + + type_e type; + + message(type_e t) : type(t) {} + virtual void serialize(std::ostream &stream) const {} + virtual void deserialize(std::istream &stream) {} +}; + +struct client_hello : public message +{ + client_hello() : message(CLIENT_HELLO) {} + + virtual void serialize(std::ostream &stream) const override; + virtual void deserialize(std::istream &stream) override; + + int32_t version; + uint32_t start_packet; +}; + +struct server_hello : public message +{ + server_hello() : message(SERVER_HELLO) {} + + uint32_t seed; + int64_t timestamp; + + virtual void serialize(std::ostream &stream) const override; + virtual void deserialize(std::istream &stream) override; +}; + +struct request_command : public message +{ + request_command(type_e type) : message(type) {} + request_command() : message(REQUEST_COMMAND) {} + + command_queue::commands_map commands; + + virtual void serialize(std::ostream &stream) const override; + virtual void deserialize(std::istream &stream) override; +}; + +struct frame_info : public request_command +{ + frame_info() : request_command(FRAME_INFO) {} + + double render_dt; + double dt; + double sync; + + virtual void serialize(std::ostream &stream) const override; + virtual void deserialize(std::istream &stream) override; +}; + +std::shared_ptr deserialize_message(std::istream &stream); +void serialize_message(const message &msg, std::ostream &stream); +} // namespace network diff --git a/network/network.cpp b/network/network.cpp new file mode 100644 index 00000000..28f20de1 --- /dev/null +++ b/network/network.cpp @@ -0,0 +1,269 @@ +#include "stdafx.h" +#include "network/network.h" +#include "network/message.h" +#include "Logs.h" +#include "sn_utils.h" +#include "Timer.h" +#include "application.h" +#include "Globals.h" + +namespace network { + +backend_list_t& backend_list() { + // HACK: static initialization order fiasco fix + // NOTE: potential static deinitialization order fiasco + static backend_list_t backend_list; + return backend_list; +} + +} +// connection + +void network::connection::disconnect() { + WriteLog("net: peer dropped", logtype::net); + state = DEAD; +} + +void network::connection::set_handler(std::function handler) { + message_handler = handler; +} + +network::connection::connection(bool client, size_t counter) { + packet_counter = counter; + is_client = client; + state = AWAITING_HELLO; +} + +void network::connection::connected() +{ + WriteLog("net: socket connected", logtype::net); + + if (is_client) { + client_hello msg; + msg.version = 1; + msg.start_packet = packet_counter; + send_message(msg); + } +} + +void network::connection::catch_up() +{ + backbuffer->seekg(backbuffer_pos); + + std::vector> messages; + + for (int i = 0; i < CATCHUP_PACKETS; i++) { + if (backbuffer->peek() == EOF) { + send_messages(messages); + state = ACTIVE; + backbuffer->seekg(0, std::ios_base::end); + return; + } + + auto msg = deserialize_message(*backbuffer.get()); + + if (packet_counter) { + packet_counter--; + i--; // TODO: it would be better to skip frames in chunks + continue; + } + + messages.push_back(msg); + } + + backbuffer_pos = backbuffer->tellg(); + backbuffer->seekg(0, std::ios_base::end); + + send_messages(messages); +} + +void network::connection::send_complete(std::shared_ptr buf) +{ + if (!is_client && state == CATCHING_UP) { + catch_up(); + } +} + +// -------------- + +// server +network::server::server(std::shared_ptr buf) : backbuffer(buf) +{ + +} + +void network::server::push_delta(const frame_info &msg) +{ + for (auto it = clients.begin(); it != clients.end(); ) { + if ((*it)->state == connection::DEAD) { + it = clients.erase(it); + continue; + } + + if ((*it)->state == connection::ACTIVE) + (*it)->send_message(msg); + + it++; + } +} + +command_queue::commands_map network::server::pop_commands() +{ + command_queue::commands_map map(client_commands_queue); + client_commands_queue.clear(); + return map; +} + +void network::server::handle_message(std::shared_ptr conn, const message &msg) +{ + if (msg.type == message::TYPE_MAX) + { + conn->disconnect(); + return; + } + + if (msg.type == message::CLIENT_HELLO) { + auto cmd = dynamic_cast(msg); + + if (cmd.version != 1 // wrong version + || !Global.ready_to_load) { // not ready yet + conn->disconnect(); + return; + } + + server_hello reply; + reply.seed = Global.random_seed; + reply.timestamp = Global.starting_timestamp; + conn->state = connection::CATCHING_UP; + conn->backbuffer = backbuffer; + conn->backbuffer_pos = 0; + conn->packet_counter = cmd.start_packet; + + conn->send_message(reply); + + WriteLog("net: client accepted", logtype::net); + } + else if (msg.type == message::REQUEST_COMMAND) { + auto cmd = dynamic_cast(msg); + + for (auto const &kv : cmd.commands) + client_commands_queue.emplace(kv); + } +} + +// ------------ + +void network::client::update() +{ + if (conn && conn->state == connection::DEAD) { + conn.reset(); + } + + if (!conn) { + if (!reconnect_delay) { + connect(); + reconnect_delay = RECONNECT_DELAY_FRAMES; + } + reconnect_delay--; + } +} + +// client +std::tuple network::client::get_next_delta(int counter) +{ + auto now = std::chrono::high_resolution_clock::now(); + if (counter == 1) { + frame_time = now - last_frame; + last_frame = now; + } + + if (delta_queue.empty()) { + // buffer underflow + return std::tuple(0.0, 0.0, command_queue::commands_map()); + } + + + float size = delta_queue.size() - consume_counter; + auto entry = delta_queue.front(); + float mult = entry.render_dt / std::chrono::duration_cast>(frame_time).count(); + + if (counter == 1 && size < MAX_BUFFER_SIZE * 2.0f) { + last_target = last_target * TARGET_MIX + + (std::min(TARGET_MIN + jitteriness * JITTERINESS_MULTIPIER, MAX_BUFFER_SIZE)) * (1.0f - TARGET_MIX); + float diff = size - last_target; + jitteriness = std::max(jitteriness * JITTERINESS_MIX, std::abs(diff)); + + float speed = 1.0f + diff * CONSUME_MULTIPIER; + + consume_counter += speed; + } + + float last_rcv_diff = std::chrono::duration_cast>(now - last_rcv).count(); + + if (size > MAX_BUFFER_SIZE || consume_counter > mult || last_rcv_diff > 1.0f) { + if (consume_counter > mult) { + consume_counter = std::clamp(consume_counter - mult, -MAX_BUFFER_SIZE, MAX_BUFFER_SIZE); + } + + delta_queue.pop(); + + return std::make_tuple(entry.dt, entry.sync, entry.commands); + } else { + // nothing to push + return std::tuple(0.0, 0.0, command_queue::commands_map()); + } +} + +void network::client::send_commands(command_queue::commands_map commands) +{ + if (!conn || conn->state == connection::DEAD || commands.empty()) + return; + // eh, maybe queue lost messages + + request_command msg; + msg.commands = commands; + + conn->send_message(msg); +} + +void network::client::handle_message(std::shared_ptr conn, const message &msg) +{ + if (msg.type >= message::TYPE_MAX) + { + conn->disconnect(); + return; + } + + if (msg.type == message::SERVER_HELLO) { + auto cmd = dynamic_cast(msg); + conn->state = connection::ACTIVE; + + if (!Global.ready_to_load) { + Global.random_seed = cmd.seed; + Global.random_engine.seed(Global.random_seed); + Global.starting_timestamp = cmd.timestamp; + Global.ready_to_load = true; + } else if (Global.random_seed != cmd.seed) { + ErrorLog("net: seed mismatch", logtype::net); + conn->disconnect(); + return; + } + + WriteLog("net: accept received", logtype::net); + } + + if (conn->state != connection::ACTIVE) + return; + + if (msg.type == message::FRAME_INFO) { + resume_frame_counter++; + + auto delta = dynamic_cast(msg); + delta_queue.push(delta); + last_rcv = std::chrono::high_resolution_clock::now(); + } +} + +// -------------- diff --git a/network/network.h b/network/network.h new file mode 100644 index 00000000..e84c7e0f --- /dev/null +++ b/network/network.h @@ -0,0 +1,122 @@ +#pragma once + +#include +#include +#include +#include +#include +#include "network/message.h" +#include "command.h" + +namespace network +{ + //m7todo: separate client/server connection class? + class connection + { + friend class server; + friend class client; + + private: + const int CATCHUP_PACKETS = 300; + + bool is_client; + + protected: + std::shared_ptr backbuffer; + size_t backbuffer_pos; + size_t packet_counter; + + void send_complete(std::shared_ptr buf); + void catch_up(); + + public: + std::function message_handler; + + virtual void connected() = 0; + virtual void send_message(const message &msg) = 0; + virtual void send_messages(const std::vector> &messages) = 0; + + connection(bool client = false, size_t counter = 0); + void set_handler(std::function handler); + + virtual void disconnect() = 0; + + enum peer_state { + AWAITING_HELLO, + CATCHING_UP, + ACTIVE, + DEAD + }; + peer_state state; + }; + + class server + { + private: + std::shared_ptr backbuffer; + + protected: + void handle_message(std::shared_ptr conn, const message &msg); + + std::vector> clients; + + command_queue::commands_map client_commands_queue; + + public: + server(std::shared_ptr buf); + void push_delta(const frame_info &msg); + command_queue::commands_map pop_commands(); + }; + + class client + { + protected: + virtual void connect() = 0; + void handle_message(std::shared_ptr conn, const message &msg); + std::shared_ptr conn; + size_t resume_frame_counter = 0; + size_t reconnect_delay = 0; + + const size_t RECONNECT_DELAY_FRAMES = 60; + const float MAX_BUFFER_SIZE = 60.0f; + const float JITTERINESS_MIX = 0.998f; + const float TARGET_MIN = 2.0f; + const float TARGET_MIX = 0.98f; + const float JITTERINESS_MULTIPIER = 2.0f; + const float CONSUME_MULTIPIER = 0.05f; + + std::queue delta_queue; + + float last_target = 20.0f; + float jitteriness = 1.0f; + float consume_counter = 0.0f; + + std::chrono::high_resolution_clock::time_point last_rcv; + std::chrono::high_resolution_clock::time_point last_frame; + std::chrono::high_resolution_clock::duration frame_time; + + public: + void update(); + std::tuple get_next_delta(int counter); + void send_commands(command_queue::commands_map commands); + int get_frame_counter() { + return resume_frame_counter; + } + int get_awaiting_frames() { + return delta_queue.size(); + } + }; + + class backend_manager + { + public: + virtual std::shared_ptr create_server(std::shared_ptr, const std::string &conf) = 0; + virtual std::shared_ptr create_client(const std::string &conf) = 0; + virtual void update() = 0; + }; + + // HACK: static initialization order fiasco fix +// extern std::unordered_map backend_list; + using backend_list_t = std::unordered_map; + backend_list_t& backend_list(); +} diff --git a/scenarioloadermode.cpp b/scenarioloadermode.cpp index df30c706..95c791b3 100644 --- a/scenarioloadermode.cpp +++ b/scenarioloadermode.cpp @@ -37,20 +37,33 @@ scenarioloader_mode::init() { bool scenarioloader_mode::update() { - WriteLog( "\nLoading scenario \"" + Global.SceneryFile + "\"..." ); + if (!Global.ready_to_load) + // waiting for network connection + return true; - auto timestart = std::chrono::system_clock::now(); + if (!state) { + WriteLog("using simulation seed: " + std::to_string(Global.random_seed), logtype::generic); - if( true == simulation::State.deserialize( Global.SceneryFile ) ) { - WriteLog( "Scenario loading time: " + std::to_string( std::chrono::duration_cast( ( std::chrono::system_clock::now() - timestart ) ).count() ) + " seconds" ); - // TODO: implement and use next mode cue - Application.pop_mode(); - Application.push_mode( eu07_application::mode::driver ); - } - else { - ErrorLog( "Bad init: scenario loading failed" ); - Application.pop_mode(); - } + WriteLog( "\nLoading scenario \"" + Global.SceneryFile + "\"..." ); + + timestart = std::chrono::system_clock::now(); + state = simulation::State.deserialize_begin(Global.SceneryFile); + } + + try { + if (simulation::State.deserialize_continue(state)) + return true; + } + catch (invalid_scenery_exception &e) { + ErrorLog( "Bad init: scenario loading failed" ); + Application.pop_mode(); + } + + WriteLog( "Scenario loading time: " + std::to_string( std::chrono::duration_cast( ( std::chrono::system_clock::now() - timestart ) ).count() ) + " seconds" ); + // TODO: implement and use next mode cue + + Application.pop_mode(); + Application.push_mode( eu07_application::mode::driver ); return true; } @@ -75,6 +88,6 @@ scenarioloader_mode::enter() { void scenarioloader_mode::exit() { - simulation::Time.init(); + simulation::Time.init( Global.starting_timestamp ); simulation::Environment.init(); } diff --git a/scenarioloadermode.h b/scenarioloadermode.h index 630c8655..441ac12a 100644 --- a/scenarioloadermode.h +++ b/scenarioloadermode.h @@ -10,8 +10,11 @@ http://mozilla.org/MPL/2.0/. #pragma once #include "applicationmode.h" +#include "simulation.h" class scenarioloader_mode : public application_mode { + std::shared_ptr state; + std::chrono::system_clock::time_point timestart; public: // constructors @@ -32,6 +35,8 @@ public: // input handlers void on_key( int const Key, int const Scancode, int const Action, int const Mods ) override { ; } + void + on_char( unsigned int const Char ) override { ; } void on_cursor_pos( double const Horizontal, double const Vertical ) override { ; } void @@ -40,4 +45,6 @@ public: on_scroll( double const Xoffset, double const Yoffset ) override { ; } void on_event_poll() override { ; } + bool + is_command_processor() override { return false; } }; diff --git a/scene.cpp b/scene.cpp index 69e84095..1f104e7f 100644 --- a/scene.cpp +++ b/scene.cpp @@ -35,7 +35,7 @@ basic_cell::on_click( TAnimModel const *Instance ) { if( ( launcher->name() == Instance->name() ) && ( glm::length2( launcher->location() - Instance->location() ) < launcher->dRadius ) && ( true == launcher->check_conditions() ) ) { - launch_event( launcher ); + launch_event( launcher, true ); } } } @@ -123,11 +123,13 @@ basic_cell::update_events() { // event launchers for( auto *launcher : m_eventlaunchers ) { - if( ( true == ( launcher->check_activation() && launcher->check_conditions() ) ) - && ( ( launcher->dRadius < 0.0 ) - || ( SquareMagnitude( launcher->location() - Global.pCamera.Pos ) < launcher->dRadius ) ) ) { - - launch_event( launcher ); + if( launcher->check_conditions() + && ( launcher->dRadius < 0.0 + || SquareMagnitude( launcher->location() - Global.pCamera.Pos ) < launcher->dRadius ) ) { + if( launcher->check_activation() ) + launch_event( launcher, true ); + if( launcher->check_activation_key() ) + launch_event( launcher, true ); } } } @@ -608,16 +610,19 @@ basic_cell::create_geometry( gfx::geometrybank_handle const &Bank ) { // executes event assigned to specified launcher void -basic_cell::launch_event( TEventLauncher *Launcher ) { - - WriteLog( "Eventlauncher " + Launcher->name() ); - if( ( true == Global.shiftState ) - && ( Launcher->Event2 != nullptr ) ) { - simulation::Events.AddToQuery( Launcher->Event2, nullptr ); - } - else if( Launcher->Event1 ) { - simulation::Events.AddToQuery( Launcher->Event1, nullptr ); - } +basic_cell::launch_event( TEventLauncher *Launcher, bool local_only ) { + WriteLog( "Eventlauncher: " + Launcher->name() ); + if (!local_only) { + if( Launcher->Event1 ) { + simulation::Events.AddToQuery( Launcher->Event1, nullptr ); + } + } else { + command_relay commandrelay; + if (Global.shiftState && Launcher->Event2 != nullptr) + commandrelay.post(user_command::queueevent, 0.0, 0.0, GLFW_PRESS, 0, glm::vec3(0.0f), &Launcher->Event2->name()); + else if (Launcher->Event1) + commandrelay.post(user_command::queueevent, 0.0, 0.0, GLFW_PRESS, 0, glm::vec3(0.0f), &Launcher->Event1->name()); + } } // adjusts cell bounding area to enclose specified node diff --git a/scene.h b/scene.h index 916dd916..4ec48c05 100644 --- a/scene.h +++ b/scene.h @@ -173,7 +173,7 @@ private: using memorycell_sequence = std::vector; // methods void - launch_event( TEventLauncher *Launcher ); + launch_event(TEventLauncher *Launcher, bool local_only); void enclose_area( scene::basic_node *Node ); // members diff --git a/scenenode.h b/scenenode.h index 06b59356..a4da9a0f 100644 --- a/scenenode.h +++ b/scenenode.h @@ -342,6 +342,10 @@ public: group( scene::group_handle Group ); scene::group_handle group() const; + void + mark_dirty() { m_dirty = true; } + bool + dirty() const { return m_dirty; } protected: // members @@ -351,6 +355,7 @@ protected: double m_rangesquaredmax { 0.0 }; // visibility range, max bool m_visible { true }; // visibility flag std::string m_name; + bool m_dirty { false }; private: // methods diff --git a/simulation.cpp b/simulation.cpp index 036c7cfc..767ddfc0 100644 --- a/simulation.cpp +++ b/simulation.cpp @@ -25,6 +25,7 @@ http://mozilla.org/MPL/2.0/. #include "particles.h" #include "scene.h" #include "Train.h" +#include "application.h" namespace simulation { @@ -37,18 +38,26 @@ powergridsource_table Powergrid; sound_table Sounds; instance_table Instances; vehicle_table Vehicles; +train_table Trains; light_array Lights; particle_manager Particles; scene::basic_region *Region { nullptr }; TTrain *Train { nullptr }; +uint16_t prev_train_id { 0 }; bool is_ready { false }; -bool -state_manager::deserialize( std::string const &Scenariofile ) { +std::shared_ptr +state_manager::deserialize_begin(std::string const &Scenariofile) { - return m_serializer.deserialize( Scenariofile ); + return m_serializer.deserialize_begin( Scenariofile ); +} + +bool +state_manager::deserialize_continue(std::shared_ptr state) { + + return m_serializer.deserialize_continue(state); } // stores class data in specified file, in legacy (text) format @@ -92,9 +101,7 @@ state_manager::init_scripting_interface() { void state_manager::update( double const Deltatime, int Iterationcount ) { // aktualizacja animacji krokiem FPS: dt=krok czasu [s], dt*iter=czas od ostatnich przeliczeń - if (Deltatime == 0.0) { - return; - } + if (Deltatime == 0.0) { return; } auto const totaltime { Deltatime * Iterationcount }; // NOTE: we perform animations first, as they can determine factors like contact with powergrid @@ -166,6 +173,261 @@ state_manager::update_scripting_interface() { *m_scriptinginterface.date = *date; } +void state_manager::process_commands() { + command_data commanddata; + while( Commands.pop( commanddata, (uint32_t)command_target::simulation )) { + if (commanddata.command == user_command::consistreleaser) { + TDynamicObject *found_vehicle = simulation::Vehicles.find(commanddata.payload); + TDynamicObject *vehicle = found_vehicle; + + while (vehicle) { + vehicle->MoverParameters->Hamulec->Releaser(commanddata.action != GLFW_RELEASE ? 1 : 0); + vehicle = vehicle->Next(); + } + + vehicle = found_vehicle; + while (vehicle) { + vehicle->MoverParameters->Hamulec->Releaser(commanddata.action != GLFW_RELEASE ? 1 : 0); + vehicle = vehicle->Prev(); + } + } + + if (commanddata.action == GLFW_RELEASE) + continue; + + if (commanddata.command == user_command::debugtoggle) + DebugModeFlag = !DebugModeFlag; + + if (commanddata.command == user_command::pausetoggle) { + if( Global.iPause & 1 ) { + // jeśli pauza startowa + // odpauzowanie, gdy po wczytaniu miało nie startować + Global.iPause ^= 1; + } + else { + Global.iPause ^= 2; // zmiana stanu zapauzowania + } + } + + if (commanddata.command == user_command::focuspauseset) { + if( commanddata.param1 == 1.0 ) + Global.iPause &= ~4; // odpauzowanie, gdy jest na pierwszym planie + else + Global.iPause |= 4; // włączenie pauzy, gdy nieaktywy + } + + if (commanddata.command == user_command::entervehicle) { + // przesiadka do innego pojazdu + if (!commanddata.freefly) + // only available in free fly mode + continue; + + TDynamicObject *dynamic = std::get( simulation::Region->find_vehicle( commanddata.location, 50, false, false ) ); + + if (!dynamic) + continue; + + TTrain *train = simulation::Trains.find(dynamic->name()); + if (train) + continue; + + train = new TTrain(); + if (train->Init(dynamic)) { + simulation::Trains.insert(train); + } + else { + delete train; + train = nullptr; + } + } + + if (commanddata.command == user_command::queueevent) { + std::istringstream ss(commanddata.payload); + + std::string event_name; + std::string vehicle_name; + std::getline(ss, event_name, '%'); + std::getline(ss, vehicle_name, '%'); + + basic_event *ev = Events.FindEvent(event_name); + TDynamicObject *vehicle = nullptr; + if (!vehicle_name.empty()) + vehicle = simulation::Vehicles.find(vehicle_name); + + if (ev) + Events.AddToQuery(ev, vehicle); + } + + if (commanddata.command == user_command::setlight) { + int light = std::round(commanddata.param1); + float state = commanddata.param2; + TAnimModel *model = simulation::Instances.find(commanddata.payload); + if (model) + model->LightSet(light, state); + } + + if (commanddata.command == user_command::setdatetime) { + int yearday = std::round(commanddata.param1); + int minute = std::round(commanddata.param2 * 60.0); + simulation::Time.set_time(yearday, minute); + + simulation::Environment.compute_season(yearday); + } + + if (commanddata.command == user_command::setweather) { + Global.fFogEnd = commanddata.param1; + Global.Overcast = commanddata.param2; + + simulation::Environment.compute_weather(); + } + + if (commanddata.command == user_command::settemperature) { + Global.AirTemperature = commanddata.param1; + } + + if (commanddata.command == user_command::insertmodel) { + std::istringstream ss(commanddata.payload); + + std::string name; + std::string data; + std::getline(ss, name, ':'); + std::getline(ss, data, ':'); + + TAnimModel *model = simulation::State.create_model(data, name, commanddata.location); + simulation::State.create_eventlauncher("node -1 0 launcher eventlauncher 0 0 0 " + std::to_string(model->radius()) + + " none -10000.0 obstacle_collision end", name + "_snd", commanddata.location); + } + + if (commanddata.command == user_command::deletemodel) { + simulation::State.delete_model(simulation::Instances.find(commanddata.payload)); + simulation::State.delete_eventlauncher(simulation::Events.FindEventlauncher(commanddata.payload + "_snd")); + } + + if (commanddata.command == user_command::globalradiostop) { + simulation::Region->RadioStop( commanddata.location ); + } + + if (commanddata.command == user_command::resetconsist) { + TDynamicObject *found_vehicle = simulation::Vehicles.find(commanddata.payload); + TDynamicObject *vehicle = found_vehicle; + + while (vehicle) { + if (vehicle->Next()) + vehicle = vehicle->Next(); + else + break; + } + + while (vehicle) { + vehicle->MoverParameters->DamageFlag = 0; + vehicle->MoverParameters->EngDmgFlag = 0; + vehicle->MoverParameters->V = 0.0; + vehicle->MoverParameters->DistCounter = 0.0; + vehicle->MoverParameters->WheelFlat = 0.0; + vehicle->MoverParameters->AlarmChainFlag = false; + vehicle->MoverParameters->OffsetTrackH = 0.0; + vehicle->MoverParameters->OffsetTrackV = 0.0; + vehicle = vehicle->Prev(); + } + } + + if (commanddata.command == user_command::fillcompressor) { + TDynamicObject *vehicle = simulation::Vehicles.find(commanddata.payload); + vehicle->MoverParameters->CompressedVolume = 8.0f * vehicle->MoverParameters->VeselVolume; + } + + if (commanddata.command == user_command::dynamicmove) { + TDynamicObject *vehicle = simulation::Vehicles.find(commanddata.payload); + if (vehicle) + vehicle->move_set(commanddata.param1); + } + + if (commanddata.command == user_command::consistteleport) { + std::istringstream ss(commanddata.payload); + + std::string track_name; + std::string vehicle_name; + std::getline(ss, vehicle_name, '%'); + std::getline(ss, track_name, '%'); + + TTrack *track = simulation::Paths.find(track_name); + TDynamicObject *vehicle = simulation::Vehicles.find(vehicle_name); + + while (vehicle) { + if (vehicle->Next()) + vehicle = vehicle->Next(); + else + break; + } + + double offset = 0.0; + + while (vehicle) { + offset += vehicle->MoverParameters->Dim.L; + vehicle->place_on_track(track, offset, false); + vehicle = vehicle->Prev(); + } + } + + if (commanddata.command == user_command::spawntrainset) { + + } + + if (commanddata.command == user_command::pullalarmchain) { + TDynamicObject *vehicle = simulation::Vehicles.find(commanddata.payload); + if (vehicle) + vehicle->MoverParameters->AlarmChainSwitch(true); + } + + if (commanddata.command == user_command::sendaicommand) { + std::istringstream ss(commanddata.payload); + + std::string vehicle_name; + std::string command; + std::getline(ss, vehicle_name, '%'); + std::getline(ss, command, '%'); + + TDynamicObject *vehicle = simulation::Vehicles.find(vehicle_name); + glm::dvec3 location = commanddata.location; + if (vehicle && vehicle->Mechanik) + vehicle->Mechanik->PutCommand(command, commanddata.param1, commanddata.param2, &location); + } + + if (commanddata.command == user_command::quitsimulation) { + Application.queue_quit(); + } + + if (DebugModeFlag) { + if (commanddata.command == user_command::timejump) { + Time.update(commanddata.param1); + } + else if (commanddata.command == user_command::timejumplarge) { + Time.update(20.0 * 60.0); + } + else if (commanddata.command == user_command::timejumpsmall) { + Time.update(5.0 * 60.0); + } + } + } +} + +TAnimModel * state_manager::create_model(const std::string &src, const std::string &name, const glm::dvec3 &position) { + return m_serializer.create_model(src, name, position); +} + +TEventLauncher * state_manager::create_eventlauncher(const std::string &src, const std::string &name, const glm::dvec3 &position) { + return m_serializer.create_eventlauncher(src, name, position); +} + +void state_manager::delete_model(TAnimModel *model) { + Region->erase(model); + Instances.purge(model); +} + +void state_manager::delete_eventlauncher(TEventLauncher *launcher) { + launcher->dRadius = 0.0f; // disable it +} + // passes specified sound to all vehicles within range as a radio message broadcasted on specified channel void radio_message( sound_source *Message, int const Channel ) { diff --git a/simulation.h b/simulation.h index 03d8f8c5..e3c0521d 100644 --- a/simulation.h +++ b/simulation.h @@ -27,9 +27,27 @@ public: update_clocks(); void update_scripting_interface(); - // restores simulation data from specified file. returns: true on success, false otherwise - bool - deserialize( std::string const &Scenariofile ); + // process input commands + void + process_commands(); + // create model from node string + TAnimModel * + create_model(const std::string &src, const std::string &name, const glm::dvec3 &position); + // create eventlauncher from node string + TEventLauncher * + create_eventlauncher(const std::string &src, const std::string &name, const glm::dvec3 &position); + // delete TAnimModel instance + void + delete_model(TAnimModel *model); + // delete TEventLauncher instance + void + delete_eventlauncher(TEventLauncher *launcher); + // starts deserialization from specified file, returns context pointer on success, throws otherwise + std::shared_ptr + deserialize_begin(std::string const &Scenariofile); + // continues deserialization for given context, amount limited by time, returns true if needs to be called again + bool + deserialize_continue(std::shared_ptr state); // stores class data in specified file, in legacy (text) format void export_as_text( std::string const &Scenariofile ) const; @@ -54,14 +72,18 @@ extern powergridsource_table Powergrid; extern sound_table Sounds; extern instance_table Instances; extern vehicle_table Vehicles; +extern train_table Trains; extern light_array Lights; extern particle_manager Particles; extern scene::basic_region *Region; extern TTrain *Train; +extern uint16_t prev_train_id; extern bool is_ready; +struct deserializer_state; + } // simulation //--------------------------------------------------------------------------- diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index 5aadd4a6..090a5c70 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -31,8 +31,8 @@ http://mozilla.org/MPL/2.0/. namespace simulation { -bool -state_serializer::deserialize( std::string const &Scenariofile ) { +std::shared_ptr +state_serializer::deserialize_begin( std::string const &Scenariofile ) { // TODO: move initialization to separate routine so we can reuse it SafeDelete( Region ); @@ -40,93 +40,81 @@ state_serializer::deserialize( std::string const &Scenariofile ) { simulation::State.init_scripting_interface(); + // NOTE: for the time being import from text format is a given, since we don't have full binary serialization + std::shared_ptr state = + std::make_shared(Scenariofile, cParser::buffer_FILE, Global.asCurrentSceneryPath, Global.bLoadTraction); + // TODO: check first for presence of serialized binary files // if this fails, fall back on the legacy text format - scene::scratch_data importscratchpad; - importscratchpad.name = Scenariofile; - if( ( true == Global.file_binary_terrain ) - && ( Scenariofile != "$.scn" ) ) { + state->scratchpad.name = Scenariofile; + if( Scenariofile != "$.scn" ) { // compilation to binary file isn't supported for rainsted-created overrides // NOTE: we postpone actual loading of the scene until we process time, season and weather data - importscratchpad.binary.terrain = Region->is_scene( Scenariofile ) ; - } - // NOTE: for the time being import from text format is a given, since we don't have full binary serialization - cParser scenarioparser( Scenariofile, cParser::buffer_FILE, Global.asCurrentSceneryPath, Global.bLoadTraction ); - - if( false == scenarioparser.ok() ) { return false; } - - deserialize( scenarioparser, importscratchpad ); - if( ( true == Global.file_binary_terrain ) - && ( false == importscratchpad.binary.terrain ) - && ( Scenariofile != "$.scn" ) ) { - // if we didn't find usable binary version of the scenario files, create them now for future use - // as long as the scenario file wasn't rainsted-created base file override - Region->serialize( Scenariofile ); + state->scratchpad.binary.terrain = Region->is_scene( Scenariofile ) ; } - return true; + if( false == state->input.ok() ) + throw invalid_scenery_exception(); + + // prepare deserialization function table + // since all methods use the same objects, we can have simple, hard-coded binds or lambdas for the task + using deserializefunction = void( state_serializer::*)(cParser &, scene::scratch_data &); + std::vector< + std::pair< + std::string, + deserializefunction> > functionlist = { + { "area", &state_serializer::deserialize_area }, + { "assignment", &state_serializer::deserialize_assignment }, + { "atmo", &state_serializer::deserialize_atmo }, + { "camera", &state_serializer::deserialize_camera }, + { "config", &state_serializer::deserialize_config }, + { "description", &state_serializer::deserialize_description }, + { "event", &state_serializer::deserialize_event }, +// { "lua", &state_serializer::deserialize_lua }, + { "firstinit", &state_serializer::deserialize_firstinit }, + { "group", &state_serializer::deserialize_group }, + { "endgroup", &state_serializer::deserialize_endgroup }, + { "light", &state_serializer::deserialize_light }, + { "node", &state_serializer::deserialize_node }, + { "origin", &state_serializer::deserialize_origin }, + { "endorigin", &state_serializer::deserialize_endorigin }, + { "rotate", &state_serializer::deserialize_rotate }, + { "sky", &state_serializer::deserialize_sky }, + { "test", &state_serializer::deserialize_test }, + { "time", &state_serializer::deserialize_time }, + { "trainset", &state_serializer::deserialize_trainset }, + { "endtrainset", &state_serializer::deserialize_endtrainset } }; + + for( auto &function : functionlist ) { + state->functionmap.emplace( function.first, std::bind( function.second, this, std::ref( state->input ), std::ref( state->scratchpad ) ) ); + } + + return state; } -// restores class data from provided stream -void -state_serializer::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) { - - // prepare deserialization function table - // since all methods use the same objects, we can have simple, hard-coded binds or lambdas for the task - using deserializefunction = void( state_serializer::*)(cParser &, scene::scratch_data &); - std::vector< - std::pair< - std::string, - deserializefunction> > functionlist = { - { "area", &state_serializer::deserialize_area }, - { "assignment", &state_serializer::deserialize_assignment }, - { "atmo", &state_serializer::deserialize_atmo }, - { "camera", &state_serializer::deserialize_camera }, - { "config", &state_serializer::deserialize_config }, - { "description", &state_serializer::deserialize_description }, - { "event", &state_serializer::deserialize_event }, - { "firstinit", &state_serializer::deserialize_firstinit }, - { "group", &state_serializer::deserialize_group }, - { "endgroup", &state_serializer::deserialize_endgroup }, - { "light", &state_serializer::deserialize_light }, - { "node", &state_serializer::deserialize_node }, - { "origin", &state_serializer::deserialize_origin }, - { "endorigin", &state_serializer::deserialize_endorigin }, - { "rotate", &state_serializer::deserialize_rotate }, - { "sky", &state_serializer::deserialize_sky }, - { "test", &state_serializer::deserialize_test }, - { "time", &state_serializer::deserialize_time }, - { "trainset", &state_serializer::deserialize_trainset }, - { "endtrainset", &state_serializer::deserialize_endtrainset } }; - using deserializefunctionbind = std::function; - std::unordered_map< - std::string, - deserializefunctionbind> functionmap; - for( auto &function : functionlist ) { - functionmap.emplace( function.first, std::bind( function.second, this, std::ref( Input ), std::ref( Scratchpad ) ) ); - } +// continues deserialization for given context, amount limited by time, returns true if needs to be called again +bool +state_serializer::deserialize_continue(std::shared_ptr state) { + cParser &Input = state->input; + scene::scratch_data &Scratchpad = state->scratchpad; // deserialize content from the provided input - auto - timelast { std::chrono::steady_clock::now() }, - timenow { timelast }; + auto timelast { std::chrono::steady_clock::now() }; std::string token { Input.getToken() }; while( false == token.empty() ) { - auto lookup = functionmap.find( token ); - if( lookup != functionmap.end() ) { + auto lookup = state->functionmap.find( token ); + if( lookup != state->functionmap.end() ) { lookup->second(); } else { ErrorLog( "Bad scenario: unexpected token \"" + token + "\" defined in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" ); } - timenow = std::chrono::steady_clock::now(); - if( std::chrono::duration_cast( timenow - timelast ).count() >= 100 ) { - timelast = timenow; - glfwPollEvents(); + auto timenow = std::chrono::steady_clock::now(); + if( std::chrono::duration_cast( timenow - timelast ).count() >= 200 ) { Application.set_progress( Input.getProgress(), Input.getFullProgress() ); - GfxRenderer->Render(); + return true; } token = Input.getToken(); @@ -136,6 +124,18 @@ state_serializer::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) // manually perform scenario initialization deserialize_firstinit( Input, Scratchpad ); } +/* + scene::Groups.update_map(); + Region->create_map_geometry(); +*/ + if( ( false == state->scratchpad.binary.terrain ) + && ( state->scenariofile != "$.scn" ) ) { + // if we didn't find usable binary version of the scenario files, create them now for future use + // as long as the scenario file wasn't rainsted-created base file override + Region->serialize( state->scenariofile ); + } + + return false; } void @@ -1072,6 +1072,60 @@ state_serializer::export_as_text( std::string const &Scenariofile ) const { WriteLog( "Scenery data export done." ); } +TAnimModel *state_serializer::create_model(const std::string &src, const std::string &name, const glm::dvec3 &position) { + cParser parser(src); + parser.getTokens(); // "node" + parser.getTokens(2); // ranges + + scene::node_data nodedata; + parser >> nodedata.range_max >> nodedata.range_min; + + parser.getTokens(2); // name, type + nodedata.name = name; + nodedata.type = "model"; + + scene::scratch_data scratch; + + TAnimModel *cloned = deserialize_model(parser, scratch, nodedata); + + if (!cloned) + return nullptr; + + cloned->mark_dirty(); + cloned->location(position); + simulation::Instances.insert(cloned); + simulation::Region->insert(cloned); + + return cloned; +} + +TEventLauncher *state_serializer::create_eventlauncher(const std::string &src, const std::string &name, const glm::dvec3 &position) { + cParser parser(src); + parser.getTokens(); // "node" + parser.getTokens(2); // ranges + + scene::node_data nodedata; + parser >> nodedata.range_max >> nodedata.range_min; + + parser.getTokens(2); // name, type + nodedata.name = name; + nodedata.type = "eventlauncher"; + + scene::scratch_data scratch; + + TEventLauncher *launcher = deserialize_eventlauncher(parser, scratch, nodedata); + + if (!launcher) + return nullptr; + + launcher->Event1 = simulation::Events.FindEvent( launcher->asEvent1Name ); + launcher->location(position); + simulation::Events.insert(launcher); + simulation::Region->insert(launcher); + + return launcher; +} + } // simulation //--------------------------------------------------------------------------- diff --git a/simulationstateserializer.h b/simulationstateserializer.h index ef39056e..fee8c0f8 100644 --- a/simulationstateserializer.h +++ b/simulationstateserializer.h @@ -14,21 +14,40 @@ http://mozilla.org/MPL/2.0/. namespace simulation { +struct deserializer_state { + std::string scenariofile; + cParser input; + scene::scratch_data scratchpad; + using deserializefunctionbind = std::function; + std::unordered_map< + std::string, + deserializefunctionbind> functionmap; + + deserializer_state(std::string const &File, cParser::buffertype const Type, const std::string &Path, bool const Loadtraction) + : scenariofile(File), input(File, Type, Path, Loadtraction) { } +}; + class state_serializer { public: // methods - // restores simulation data from specified file. returns: true on success, false otherwise - bool - deserialize( std::string const &Scenariofile ); + // starts deserialization from specified file, returns context pointer on success, throws otherwise + std::shared_ptr + deserialize_begin(std::string const &Scenariofile); + // continues deserialization for given context, amount limited by time, returns true if needs to be called again + bool + deserialize_continue(std::shared_ptr state); // stores class data in specified file, in legacy (text) format void export_as_text( std::string const &Scenariofile ) const; + // create new model from node stirng + TAnimModel * create_model(std::string const &src, std::string const &name, const glm::dvec3 &position); + // create new eventlauncher from node stirng + TEventLauncher * create_eventlauncher(std::string const &src, std::string const &name, const glm::dvec3 &position); private: // methods // restores class data from provided stream - void deserialize( cParser &Input, scene::scratch_data &Scratchpad ); void deserialize_area( cParser &Input, scene::scratch_data &Scratchpad ); void deserialize_assignment( cParser &Input, scene::scratch_data &Scratchpad ); void deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad ); diff --git a/simulationtime.cpp b/simulationtime.cpp index 81981bfa..dd519763 100644 --- a/simulationtime.cpp +++ b/simulationtime.cpp @@ -20,7 +20,7 @@ scenario_time Time; } // simulation void -scenario_time::init() { +scenario_time::init(std::time_t timestamp) { char monthdaycounts[ 2 ][ 13 ] = { { 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }, @@ -32,7 +32,21 @@ scenario_time::init() { auto const requestedhour { ( requestedtime / 60 ) % 24 }; auto const requestedminute { requestedtime % 60 }; // cache requested elements, if any - ::GetLocalTime( &m_time ); + + if( timestamp != 0 ) { + std::tm *tms = std::gmtime( ×tamp ); + m_time.wYear = tms->tm_year + 1900; + m_time.wMonth = tms->tm_mon + 1; + m_time.wDayOfWeek = tms->tm_wday; + m_time.wDay = tms->tm_mday; + m_time.wHour = tms->tm_hour; + m_time.wMinute = tms->tm_min; + m_time.wSecond = tms->tm_sec; + m_time.wMilliseconds = 0; + } + else { + ::GetLocalTime( &m_time ); + } if( Global.fMoveLight > 0.f ) { // day and month of the year can be overriden by scenario setup @@ -192,6 +206,13 @@ scenario_time::julian_day() const { return JD; } +void scenario_time::set_time(int yearday, int minute) { + m_yearday = yearday; + daymonth(m_time.wDay, m_time.wMonth, m_time.wYear, m_yearday); + m_time.wHour = minute / 60; + m_time.wMinute = minute % 60; +} + // calculates day of week for provided date int scenario_time::day_of_week( int const Day, int const Month, int const Year ) const { diff --git a/simulationtime.h b/simulationtime.h index 58a8b317..320564e0 100644 --- a/simulationtime.h +++ b/simulationtime.h @@ -16,7 +16,7 @@ public: scenario_time() { m_time.wHour = 10; m_time.wMinute = 30; } void - init(); + init(time_t timestamp = 0); void update( double const Deltatime ); inline @@ -41,6 +41,8 @@ public: double zone_bias() const { return m_timezonebias; } + void + set_time(int yearday, int minute); private: // converts provided time transition date to regular date diff --git a/sn_utils.cpp b/sn_utils.cpp index 9906d9c1..d96dc74a 100644 --- a/sn_utils.cpp +++ b/sn_utils.cpp @@ -38,6 +38,18 @@ int32_t sn_utils::ld_int32(std::istream &s) return reinterpret_cast(v); } +// deserialize little endian int64 +int64_t sn_utils::ld_int64(std::istream &s) +{ + uint8_t buf[8]; + s.read((char*)buf, 8); + uint64_t v = ((uint64_t)buf[7] << 56) | ((uint64_t)buf[6] << 48) | + ((uint64_t)buf[5] << 40) | ((uint64_t)buf[4] << 32) | + ((uint64_t)buf[3] << 24) | ((uint64_t)buf[2] << 16) | + ((uint64_t)buf[1] << 8) | (uint64_t)buf[0]; + return reinterpret_cast(v); +} + // deserialize little endian ieee754 float32 float sn_utils::ld_float32(std::istream &s) { @@ -88,6 +100,14 @@ glm::dvec3 sn_utils::d_dvec3(std::istream& s) ld_float64(s) }; } +glm::vec3 sn_utils::d_vec3( std::istream& s) +{ + return { + ld_float32(s), + ld_float32(s), + ld_float32(s) }; +} + glm::vec4 sn_utils::d_vec4( std::istream& s) { return { @@ -125,6 +145,20 @@ void sn_utils::ls_int32(std::ostream &s, int32_t v) s.write((char*)buf, 4); } +void sn_utils::ls_int64(std::ostream &s, int64_t v) +{ + uint8_t buf[8]; + buf[0] = v; + buf[1] = v >> 8; + buf[2] = v >> 16; + buf[3] = v >> 24; + buf[4] = v >> 32; + buf[5] = v >> 40; + buf[6] = v >> 48; + buf[7] = v >> 56; + s.write((char*)buf, 8); +} + void sn_utils::ls_float32(std::ostream &s, float t) { uint32_t v = reinterpret_cast(t); @@ -173,6 +207,13 @@ void sn_utils::s_dvec3(std::ostream &s, glm::dvec3 const &v) ls_float64(s, v.z); } +void sn_utils::s_vec3(std::ostream &s, glm::vec3 const &v) +{ + ls_float32(s, v.x); + ls_float32(s, v.y); + ls_float32(s, v.z); +} + void sn_utils::s_vec4(std::ostream &s, glm::vec4 const &v) { ls_float32(s, v.x); diff --git a/sn_utils.h b/sn_utils.h index e11d1b31..5b8c8001 100644 --- a/sn_utils.h +++ b/sn_utils.h @@ -10,20 +10,24 @@ public: static uint16_t ld_uint16(std::istream&); static uint32_t ld_uint32(std::istream&); static int32_t ld_int32(std::istream&); + static int64_t ld_int64(std::istream&); static float ld_float32(std::istream&); static double ld_float64(std::istream&); static std::string d_str(std::istream&); static bool d_bool(std::istream&); static glm::dvec3 d_dvec3(std::istream&); + static glm::vec3 d_vec3(std::istream&); static glm::vec4 d_vec4(std::istream&); static void ls_uint16(std::ostream&, uint16_t); static void ls_uint32(std::ostream&, uint32_t); static void ls_int32(std::ostream&, int32_t); + static void ls_int64(std::ostream&, int64_t); static void ls_float32(std::ostream&, float); static void ls_float64(std::ostream&, double); static void s_str(std::ostream&, std::string); static void s_bool(std::ostream&, bool); static void s_dvec3(std::ostream&, glm::dvec3 const &); + static void s_vec3(std::ostream&, glm::vec3 const &); static void s_vec4(std::ostream&, glm::vec4 const &); }; \ No newline at end of file diff --git a/sound.cpp b/sound.cpp index 8a0b722d..67fa09bf 100644 --- a/sound.cpp +++ b/sound.cpp @@ -194,7 +194,7 @@ sound_source::deserialize_mapping( cParser &Input ) { m_pitchvariation = ( variation == 0.0f ? 1.0f : - 0.01f * static_cast( Random( 100.0 - variation, 100.0 + variation ) ) ); + 0.01f * static_cast( LocalRandom( 100.0 - variation, 100.0 + variation ) ) ); } else if( key == "startoffset:" ) { m_startoffset = @@ -353,7 +353,7 @@ sound_source::play( int const Flags ) { // initialize emitter-specific pitch variation if it wasn't yet set if( m_pitchvariation == 0.f ) { - m_pitchvariation = 0.01f * static_cast( Random( 97.5, 102.5 ) ); + m_pitchvariation = 0.01f * static_cast( LocalRandom( 97.5, 102.5 ) ); } /* if( ( ( m_flags & sound_flags::exclusive ) != 0 ) diff --git a/utilities.cpp b/utilities.cpp index 49d6ec53..d93cfd7a 100644 --- a/utilities.cpp +++ b/utilities.cpp @@ -28,7 +28,7 @@ Copyright (C) 2007-2014 Maciej Cierniak #include "parser.h" bool DebugModeFlag = false; -bool FreeFlyModeFlag = false; +bool FreeFlyModeFlag = true; bool EditorModeFlag = false; bool DebugCameraFlag = false; bool DebugTractionFlag = false; @@ -106,8 +106,8 @@ bool ClearFlag( int &Flag, int const Value ) { double Random(double a, double b) { - std::uniform_real_distribution<> dis(a, b); - return dis(Global.random_engine); + uint32_t val = Global.random_engine(); + return interpolate(a, b, (double)val / Global.random_engine.max()); } double LocalRandom(double a, double b) diff --git a/utilities.h b/utilities.h index df682341..e8fd614e 100644 --- a/utilities.h +++ b/utilities.h @@ -313,8 +313,8 @@ template void bounding_box( VecType_ &Mincorner, VecType_ &Maxcorner, Iterator_ First, Iterator_ Last ) { - Mincorner = VecType_( typename std::numeric_limits::max() ); - Maxcorner = VecType_( typename std::numeric_limits::lowest() ); + Mincorner = VecType_( std::numeric_limits::max() ); + Maxcorner = VecType_( std::numeric_limits::lowest() ); std::for_each( First, Last, From 330bd3c45526aa8b59392e6241954b1b51c178ee Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 20 Feb 2020 20:28:32 +0100 Subject: [PATCH 089/153] post-merge fixes --- Driver.cpp | 34 ++- DynObj.cpp | 15 +- Globals.h | 1 - Names.h | 7 - Train.cpp | 52 ++++- Train.h | 4 +- application.cpp | 22 +- application.h | 4 + command.cpp | 2 +- command.h | 1 - drivermode.cpp | 427 +++++++++++----------------------- drivermode.h | 1 - driveruilayer.cpp | 10 +- driveruipanels.cpp | 50 ++-- network/message.cpp | 6 +- network/message.h | 2 + network/network.cpp | 10 +- particles.cpp | 12 +- scenarioloadermode.cpp | 8 +- scene.h | 1 + simulation.cpp | 62 +++-- simulationstateserializer.cpp | 32 ++- simulationstateserializer.h | 1 + utilities.cpp | 11 +- 24 files changed, 381 insertions(+), 394 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 1e32858b..9a78bb68 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -3080,8 +3080,8 @@ bool TController::DecBrakeEIM() bool TController::IncSpeed() { // zwiększenie prędkości; zwraca false, jeśli dalej się nie da zwiększać - if( true == tsGuardSignal.is_playing() ) { - // jeśli gada, to nie jedziemy + if( fActionTime < 0.0 ) { + // gdy jest nakaz poczekać z jazdą, to nie ruszać return false; } bool OK = true; @@ -3093,6 +3093,7 @@ bool TController::IncSpeed() if (mvOccupied->SpringBrake.IsActive && mvOccupied->SpringBrake.Activate) { mvOccupied->SpringBrakeActivate(false); } + // Doors() call can potentially adjust fActionTime if( fActionTime < 0.0 ) { // gdy jest nakaz poczekać z jazdą, to nie ruszać return false; @@ -5717,6 +5718,8 @@ TController::UpdateSituation(double dt) { // place virtual conductor some distance away tsGuardSignal.offset( { pVehicle->MoverParameters->Dim.W * -0.75f, 1.7f, std::min( -20.0, -0.2 * fLength ) } ); tsGuardSignal.play( sound_flags::exclusive ); + // NOTE: we can't rely on is_playing() check as sound playback is based on distance from local camera + fActionTime = -5.0; // niech trochę potrzyma } else { // if (iGuardRadio==iRadioChannel) //zgodność kanału @@ -5727,6 +5730,8 @@ TController::UpdateSituation(double dt) { tsGuardSignal.owner( pVehicle ); tsGuardSignal.offset( { 0.f, 2.f, pVehicle->MoverParameters->Dim.L * 0.4f * ( pVehicle->MoverParameters->CabOccupied < 0 ? -1 : 1 ) } ); tsGuardSignal.play( sound_flags::exclusive ); + // NOTE: we can't rely on is_playing() check as sound playback is based on distance from local camera + fActionTime = -5.0; // niech trochę potrzyma } } } @@ -6984,7 +6989,7 @@ void TController::UpdateDelayFlag() { void TController::TakeControl( bool const Aidriver, bool const Forcevehiclecheck ) { // przejęcie kontroli przez AI albo oddanie - if (AIControllFlag == Aidriver) + if ((AIControllFlag == Aidriver) && (!Forcevehiclecheck)) return; // już jest jak ma być if (Aidriver) //żeby nie wykonywać dwa razy { // teraz AI prowadzi @@ -7145,12 +7150,29 @@ TController::TrackBlock() const { void TController::MoveTo(TDynamicObject *to) { // przesunięcie AI do innego pojazdu (przy zmianie kabiny) - // mvOccupied->CabDeactivisation(); //wyłączenie kabiny w opuszczanym - pVehicle->Mechanik = to->Mechanik; //żeby się zamieniły, jak jest jakieś drugie + if( ( to->Mechanik != nullptr ) + && ( to->Mechanik != this ) ) { + // ai controller thunderdome, there can be only one + if( to->Mechanik->AIControllFlag ) { + if( to->Mechanik->primary() ) { + // take over boss duties + primary( true ); + } + SafeDelete( to->Mechanik ); + } + else { + // can't quite delete a human + if( AIControllFlag ) { + delete this; + } + return; + } + } + pVehicle->Mechanik = nullptr; pVehicle = to; ControllingSet(); // utworzenie połączenia do sterowanego pojazdu pVehicle->Mechanik = this; - // iDirection=0; //kierunek jazdy trzeba dopiero zgadnąć + }; void TController::ControllingSet() diff --git a/DynObj.cpp b/DynObj.cpp index 625d94da..23dda44b 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2220,17 +2220,6 @@ TDynamicObject::create_controller( std::string const Type, bool const Trainset ) if( Type == "" ) { return; } - if( asName == Global.local_start_vehicle ) { - // jeśli pojazd wybrany do prowadzenia - if( MoverParameters->EngineType != TEngineType::Dumb ) { - // wsadzamy tam sterującego - Controller = Humandriver; - } - else { - // w przeciwnym razie trzeba włączyć pokazywanie kabiny - bDisplayCab = true; - } - } // McZapkie-151102: rozkład jazdy czytany z pliku *.txt z katalogu w którym jest sceneria if( ( Type == "1" ) || ( Type == "2" ) ) { @@ -5539,8 +5528,8 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co for( auto &bogie : m_bogiesounds ) { bogie.start( ( bogieidx % 2 ? - Random( 0.0, 30.0 ) : - Random( 50.0, 80.0 ) ) + LocalRandom( 0.0, 30.0 ) : + LocalRandom( 50.0, 80.0 ) ) * 0.01 ); ++bogieidx; } diff --git a/Globals.h b/Globals.h index cf04b051..a30a2697 100644 --- a/Globals.h +++ b/Globals.h @@ -33,7 +33,6 @@ struct global_settings { bool ready_to_load { false }; std::time_t starting_timestamp = 0; // starting time, in local timezone uint32_t random_seed = 0; - TDynamicObject *changeDynObj{ nullptr };// info o zmianie pojazdu TCamera pCamera; // parametry kamery TCamera pDebugCamera; std::array FreeCameraInit; // pozycje kamery diff --git a/Names.h b/Names.h index 178d82e4..b3f59303 100644 --- a/Names.h +++ b/Names.h @@ -58,13 +58,6 @@ public: m_itemmap.erase(lookup); } - uint32_t find_id( std::string const &Name) const { - auto lookup = m_itemmap.find( Name ); - return ( - lookup != m_itemmap.end() ? - lookup->second : - -1 ); - } void purge (Type_ *Item) { for (auto it = m_items.begin(); it != m_items.end(); it++) { diff --git a/Train.cpp b/Train.cpp index d828d438..cd95447e 100644 --- a/Train.cpp +++ b/Train.cpp @@ -5827,7 +5827,7 @@ bool TTrain::Update( double const Deltatime ) if (ff != fTachoTimer) // jesli w tej sekundzie nie zmienial { if (fTachoVelocity > 1) // jedzie - fTachoVelocityJump = fTachoVelocity + (2.0 - Random(3) + Random(3)) * 0.5; + fTachoVelocityJump = fTachoVelocity + (2.0 - LocalRandom(3) + LocalRandom(3)) * 0.5; else fTachoVelocityJump = 0; // stoi fTachoTimer = ff; // juz zmienil @@ -6049,7 +6049,8 @@ bool TTrain::Update( double const Deltatime ) if ((mvControlled->CompressorFlag == true) && (mvControlled->CompressorPower == 1) && ((mvControlled->EngineType == TEngineType::ElectricSeriesMotor) || (mvControlled->TrainType == dt_EZT)) && - (DynamicObject->Controller == Humandriver)) // hunter-110212: poprawka dla EZT + (DynamicObject->Controller == Humandriver) // hunter-110212: poprawka dla EZT + && ( false == DynamicObject->Mechanik->AIControllFlag ) ) { // hunter-091012: poprawka (zmiana warunku z CompressorPower /rozne od 0/ na /rowne 1/) if (fConverterTimer < fConverterPrzekaznik) { @@ -7496,6 +7497,9 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) } // reset view angles pMechViewAngle = { 0.0, 0.0 }; + + is_cab_initialized = true; // the attempt may fail, but it's the attempt that counts + bool parse = false; int cabindex = 0; DynamicObject->mdKabina = NULL; // likwidacja wskaźnika na dotychczasową kabinę @@ -7871,7 +7875,6 @@ TTrain::MoveToVehicle(TDynamicObject *target) { // > Ra: to nie może być tak robione, to zbytnia proteza jest // indeed, too much hacks... // TODO: cleanup - TTrain *target_train = simulation::Trains.find(target->name()); if (target_train) { // let's try to destroy this TTrain and move to already existing one @@ -7882,18 +7885,22 @@ TTrain::MoveToVehicle(TDynamicObject *target) { Occupied()->CabDeactivisation(); Occupied()->CabOccupied = 0; Occupied()->BrakeLevelSet(Occupied()->Handle->GetPos(bh_NP)); //rozwala sterowanie hamulcem GF 04-2016 - Dynamic()->MechInside = false; + Occupied()->MainCtrlPos = Occupied()->MainCtrlNoPowerPos(); + Occupied()->ScndCtrlPos = 0; + Dynamic()->MechInside = false; Dynamic()->Controller = AIdriver; Dynamic()->bDisplayCab = false; Dynamic()->ABuSetModelShake( {} ); - Dynamic()->Mechanik->MoveTo(target); + if( Dynamic()->Mechanik ) { + Dynamic()->Mechanik->MoveTo( target ); + } target_train->Occupied()->LimPipePress = target_train->Occupied()->PipePress; - target_train->Occupied()->CabActivisation(); // załączenie rozrządu (wirtualne kabiny) + target_train->Occupied()->CabActivisation( true ); // załączenie rozrządu (wirtualne kabiny) target_train->Dynamic()->MechInside = true; - target_train->Dynamic()->Controller = Humandriver; + target_train->Dynamic()->Controller = ( target_train->Dynamic()->Mechanik ? !target_train->Dynamic()->Mechanik->AIControllFlag : Humandriver ); } else { target_train->Dynamic()->bDisplayCab = false; target_train->Dynamic()->ABuSetModelShake( {} ); @@ -7922,20 +7929,24 @@ TTrain::MoveToVehicle(TDynamicObject *target) { Occupied()->CabDeactivisation(); Occupied()->CabOccupied = 0; Occupied()->BrakeLevelSet(Occupied()->Handle->GetPos(bh_NP)); //rozwala sterowanie hamulcem GF 04-2016 - Dynamic()->MechInside = false; + Occupied()->MainCtrlPos = Occupied()->MainCtrlNoPowerPos(); + Occupied()->ScndCtrlPos = 0; + Dynamic()->MechInside = false; Dynamic()->Controller = AIdriver; Dynamic()->bDisplayCab = false; Dynamic()->ABuSetModelShake( {} ); - Dynamic()->Mechanik->MoveTo(target); + if( Dynamic()->Mechanik ) { + Dynamic()->Mechanik->MoveTo( target ); + } DynamicSet(target); Occupied()->LimPipePress = Occupied()->PipePress; - Occupied()->CabActivisation(); // załączenie rozrządu (wirtualne kabiny) + Occupied()->CabActivisation( true ); // załączenie rozrządu (wirtualne kabiny) Dynamic()->MechInside = true; - Dynamic()->Controller = Humandriver; + Dynamic()->Controller = ( Dynamic()->Mechanik ? !Dynamic()->Mechanik->AIControllFlag : Humandriver ); } else { Dynamic()->bDisplayCab = false; Dynamic()->ABuSetModelShake( {} ); @@ -7953,6 +7964,7 @@ TTrain::MoveToVehicle(TDynamicObject *target) { // add it back with updated dynamic name simulation::Trains.insert(this); } + } // checks whether specified point is within boundaries of the active cab @@ -8302,7 +8314,7 @@ void TTrain::set_cab_controls( int const Cab ) { if( true == mvOccupied->Radio ) { ggRadioButton.PutValue( 1.f ); } - ggRadioChannelSelector.PutValue( RadioChannel() - 1 ); + ggRadioChannelSelector.PutValue( ( Dynamic()->Mechanik ? Dynamic()->Mechanik->iRadioChannel : 1 ) - 1 ); // pantographs /* if( mvOccupied->PantSwitchType != "impulse" ) { @@ -9262,3 +9274,19 @@ void train_table::update(double dt) } } } + +TTrain * +train_table::find_id( std::uint16_t const Id ) const { + + if( Id == 0 ) { return nullptr; } + + for( TTrain *train : m_items ) { + if( !train ) { + continue; + } + if( train->id() == Id ) { + return train; + } + } + return nullptr; +} diff --git a/Train.h b/Train.h index 49ccfe84..9edafb78 100644 --- a/Train.h +++ b/Train.h @@ -716,6 +716,7 @@ public: // reszta może by?publiczna // McZapkie: opis kabiny - obszar poruszania sie mechanika oraz zajetosc std::array Cabine; // przedzial maszynowy, kabina 1 (A), kabina 2 (B) int iCabn { 0 }; // 0: mid, 1: front, 2: rear + bool is_cab_initialized { false }; // McZapkie: do poruszania sie po kabinie Math3D::vector3 pMechSittingPosition; // ABu 180404 Math3D::vector3 MirrorPosition( bool lewe ); @@ -773,7 +774,7 @@ private: float fDieselParams[9][10]; // parametry dla silnikow asynchronicznych // plays provided sound from position of the radio void radio_message( sound_source *Message, int const Channel ); - inline auto const &RadioChannel() const { return Dynamic()->Mechanik->iRadioChannel; } + inline auto const RadioChannel() const { return ( Dynamic()->Mechanik ? Dynamic()->Mechanik->iRadioChannel : 1 ); } inline auto &RadioChannel() { return Dynamic()->Mechanik->iRadioChannel; } inline TDynamicObject *Dynamic() { return DynamicObject; }; inline TDynamicObject const *Dynamic() const { return DynamicObject; }; @@ -794,6 +795,7 @@ private: class train_table : public basic_table { public: void update( double dt ); + TTrain *find_id( std::uint16_t const Id ) const; }; //--------------------------------------------------------------------------- diff --git a/application.cpp b/application.cpp index 71b146e1..dd8fee7e 100644 --- a/application.cpp +++ b/application.cpp @@ -167,13 +167,26 @@ void eu07_application::queue_quit() { glfwSetWindowShouldClose(m_windows[0], GLFW_TRUE); } +bool +eu07_application::is_server() const { + + return ( m_network && m_network->servers ); +} + +bool +eu07_application::is_client() const { + + return ( m_network && m_network->client ); +} + int eu07_application::run() { - + auto frame{ 0 }; // main application loop while (!glfwWindowShouldClose( m_windows.front() ) && !m_modestack.empty()) { Timer::subsystem.mainloop_total.start(); + glfwPollEvents(); // ------------------------------------------------------------------- // multiplayer command relaying logic can seem a bit complex @@ -191,6 +204,9 @@ eu07_application::run() { int loop_remaining = MAX_NETWORK_PER_FRAME; while (--loop_remaining > 0) { +#ifdef EU07_DEBUG_NETSYNC + WriteLog( "net: frame " + std::to_string(++frame) + " start", logtype::net ); +#endif command_queue::commands_map commands_to_exec; command_queue::commands_map local_commands = simulation::Commands.pop_intercept_queue(); double slave_sync; @@ -272,7 +288,7 @@ eu07_application::run() { float awaiting = m_network->client->get_awaiting_frames(); // TODO: don't meddle with mode progresbar - m_modes[m_modestack.top()]->set_progress(100.0f, 100.0f * (received - awaiting) / received); + m_modes[m_modestack.top()]->set_progress(100.0f * (received - awaiting) / received); } else { m_modes[m_modestack.top()]->set_progress(0.0f, 0.0f); } @@ -295,8 +311,6 @@ eu07_application::run() { if (!GfxRenderer->Render()) return 0; - glfwPollEvents(); - if (m_modestack.empty()) return 0; diff --git a/application.h b/application.h index f2006c07..8145cf75 100644 --- a/application.h +++ b/application.h @@ -92,6 +92,10 @@ public: generate_sync(); void queue_quit(); + bool + is_server() const; + bool + is_client() const; private: // types diff --git a/command.cpp b/command.cpp index d40a1018..241d05ce 100644 --- a/command.cpp +++ b/command.cpp @@ -386,7 +386,7 @@ command_relay::post(user_command const Command, double const Param1, double cons Position = Global.pCamera.Pos; uint32_t combined_recipient = static_cast( command.target ) | Recipient; - command_data commanddata({Command, Action, Param1, Param2, Timer::GetDeltaTime(), FreeFlyModeFlag, Position }); + command_data commanddata({Command, Action, Param1, Param2, Timer::GetDeltaTime(), Position }); if (Payload) commanddata.payload = *Payload; diff --git a/command.h b/command.h index 215bd3ad..1073cbb2 100644 --- a/command.h +++ b/command.h @@ -324,7 +324,6 @@ struct command_data { double param2; double time_delta; - bool freefly; glm::vec3 location; std::string payload; diff --git a/drivermode.cpp b/drivermode.cpp index 007f5379..437c5e08 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -17,6 +17,7 @@ http://mozilla.org/MPL/2.0/. #include "simulation.h" #include "simulationtime.h" #include "simulationenvironment.h" +#include "scene.h" #include "lightarray.h" #include "particles.h" #include "Train.h" @@ -146,129 +147,119 @@ driver_mode::update() { double const deltatime = Timer::GetDeltaTime(); // 0.0 gdy pauza - if( Global.iPause == 0 ) { - // jak pauza, to nie ma po co tego przeliczać - simulation::Time.update( deltatime ); - } simulation::State.update_clocks(); simulation::State.update_scripting_interface(); simulation::Environment.update(); + if (deltatime != 0.0) + { + // jak pauza, to nie ma po co tego przeliczać + simulation::Time.update( deltatime ); + // fixed step, simulation time based updates -// m_primaryupdateaccumulator += dt; // unused for the time being - m_secondaryupdateaccumulator += deltatime; -/* - // NOTE: until we have no physics state interpolation during render, we need to rely on the old code, - // as doing fixed step calculations but flexible step render results in ugly mini jitter - // core routines (physics) - int updatecount = 0; - while( ( m_primaryupdateaccumulator >= m_primaryupdaterate ) - &&( updatecount < 20 ) ) { - // no more than 20 updates per single pass, to keep physics from hogging up all run time - Ground.Update( m_primaryupdaterate, 1 ); - ++updatecount; - m_primaryupdateaccumulator -= m_primaryupdaterate; - } -*/ - int updatecount = 1; - if( deltatime > m_primaryupdaterate ) // normalnie 0.01s - { -/* - // NOTE: experimentally disabled physics update cap - auto const iterations = std::ceil(dt / m_primaryupdaterate); - updatecount = std::min( 20, static_cast( iterations ) ); -*/ - updatecount = std::ceil( deltatime / m_primaryupdaterate ); -/* - // NOTE: changing dt wrecks things further down the code. re-acquire proper value later or cleanup here - dt = dt / iterations; // Ra: fizykę lepiej by było przeliczać ze stałym krokiem -*/ - } - auto const stepdeltatime { deltatime / updatecount }; - // NOTE: updates are limited to 20, but dt is distributed over potentially many more iterations - // this means at count > 20 simulation and render are going to desync. is that right? - // NOTE: experimentally changing this to prevent the desync. - // TODO: test what happens if we hit more than 20 * 0.01 sec slices, i.e. less than 5 fps - Timer::subsystem.sim_dynamics.start(); - if( true == Global.FullPhysics ) { - // mixed calculation mode, steps calculated in ~0.05s chunks - while( updatecount >= 5 ) { - simulation::State.update( stepdeltatime, 5 ); - updatecount -= 5; - } - if( updatecount ) { - simulation::State.update( stepdeltatime, updatecount ); - } - } - else { - // simplified calculation mode; faster but can lead to errors - simulation::State.update( stepdeltatime, updatecount ); - } - Timer::subsystem.sim_dynamics.stop(); - - // secondary fixed step simulation time routines - while( m_secondaryupdateaccumulator >= m_secondaryupdaterate ) { - - // awaria PoKeys mogła włączyć pauzę - przekazać informację - if( Global.iMultiplayer ) // dajemy znać do serwera o wykonaniu - if( iPause != Global.iPause ) { // przesłanie informacji o pauzie do programu nadzorującego - multiplayer::WyslijParam( 5, 3 ); // ramka 5 z czasem i stanem zapauzowania - iPause = Global.iPause; - } - - // TODO: generic shake update pass for vehicles within view range - if( Camera.m_owner != nullptr ) { - Camera.m_owner->update_shake( m_secondaryupdaterate ); - } - - m_secondaryupdateaccumulator -= m_secondaryupdaterate; // these should be inexpensive enough we have no cap - } - - // variable step simulation time routines - - if (!change_train.empty()) { - TTrain *train = simulation::Trains.find(change_train); - if (train) { - simulation::Train = train; - InOutKey(); - m_relay.post(user_command::aidriverdisable, 0.0, 0.0, GLFW_PRESS, 0); - change_train.clear(); + // m_primaryupdateaccumulator += dt; // unused for the time being + m_secondaryupdateaccumulator += deltatime; + /* + // NOTE: until we have no physics state interpolation during render, we need to rely on the old code, + // as doing fixed step calculations but flexible step render results in ugly mini jitter + // core routines (physics) + int updatecount = 0; + while( ( m_primaryupdateaccumulator >= m_primaryupdaterate ) + &&( updatecount < 20 ) ) { + // no more than 20 updates per single pass, to keep physics from hogging up all run time + Ground.Update( m_primaryupdaterate, 1 ); + ++updatecount; + m_primaryupdateaccumulator -= m_primaryupdaterate; } + */ + int updatecount = 1; + if( deltatime > m_primaryupdaterate ) // normalnie 0.01s + { + /* + // NOTE: experimentally disabled physics update cap + auto const iterations = std::ceil(dt / m_primaryupdaterate); + updatecount = std::min( 20, static_cast( iterations ) ); + */ + updatecount = std::ceil( deltatime / m_primaryupdaterate ); + /* + // NOTE: changing dt wrecks things further down the code. re-acquire proper value later or cleanup here + dt = dt / iterations; // Ra: fizykę lepiej by było przeliczać ze stałym krokiem + */ + } + auto const stepdeltatime { deltatime / updatecount }; + // NOTE: updates are limited to 20, but dt is distributed over potentially many more iterations + // this means at count > 20 simulation and render are going to desync. is that right? + // NOTE: experimentally changing this to prevent the desync. + // TODO: test what happens if we hit more than 20 * 0.01 sec slices, i.e. less than 5 fps + Timer::subsystem.sim_dynamics.start(); + if( true == Global.FullPhysics ) { + // mixed calculation mode, steps calculated in ~0.05s chunks + while( updatecount >= 5 ) { + simulation::State.update( stepdeltatime, 5 ); + updatecount -= 5; + } + if( updatecount ) { + simulation::State.update( stepdeltatime, updatecount ); + } + } + else { + // simplified calculation mode; faster but can lead to errors + simulation::State.update( stepdeltatime, updatecount ); + } + Timer::subsystem.sim_dynamics.stop(); + + // secondary fixed step simulation time routines + while( m_secondaryupdateaccumulator >= m_secondaryupdaterate ) { + + // awaria PoKeys mogła włączyć pauzę - przekazać informację + if( Global.iMultiplayer ) // dajemy znać do serwera o wykonaniu + if( iPause != Global.iPause ) { // przesłanie informacji o pauzie do programu nadzorującego + multiplayer::WyslijParam( 5, 3 ); // ramka 5 z czasem i stanem zapauzowania + iPause = Global.iPause; + } + + // TODO: generic shake update pass for vehicles within view range + if( Camera.m_owner != nullptr ) { + Camera.m_owner->update_shake( m_secondaryupdaterate ); + } + + m_secondaryupdateaccumulator -= m_secondaryupdaterate; // these should be inexpensive enough we have no cap + } + + // variable step simulation time routines + + if (!change_train.empty()) { + TTrain *train = simulation::Trains.find(change_train); + if (train) { + Global.local_start_vehicle = change_train; + simulation::Train = train; + InOutKey(); + m_relay.post(user_command::aidriverdisable, 0.0, 0.0, GLFW_PRESS, 0); + change_train.clear(); + } + } + + if( ( simulation::Train == nullptr ) && ( false == FreeFlyModeFlag ) ) { + // intercept cases when the driven train got removed after entering portal + InOutKey(); + } + + if (!FreeFlyModeFlag && simulation::Train->Dynamic() != Camera.m_owner) { + // fixup camera after vehicle switch + CabView(); + } + + if( simulation::Train != nullptr ) + TSubModel::iInstance = reinterpret_cast( simulation::Train->Dynamic() ); + else + TSubModel::iInstance = 0; + + simulation::Trains.update(deltatime); + simulation::Events.update(); + simulation::Region->update_events(); + simulation::Lights.update(); } - if( ( simulation::Train == nullptr ) && ( false == FreeFlyModeFlag ) ) { - // intercept cases when the driven train got removed after entering portal - InOutKey(); - } - - if (!FreeFlyModeFlag && simulation::Train->Dynamic() != Camera.m_owner) { - // fixup camera after vehicle switch - CabView(); - } -/* - if( Global.changeDynObj ) { - // ABu zmiana pojazdu - przejście do innego - ChangeDynamic(); - // move inside, but only if the human is in charge (otherwise we'll get pulled in when ai switches cabs) - if( ( simulation::Train != nullptr ) - && ( simulation::Train->Dynamic() != nullptr ) - && ( simulation::Train->Dynamic()->Mechanik != nullptr ) - && ( simulation::Train->Dynamic()->Mechanik->AIControllFlag == false ) - && ( true == FreeFlyModeFlag ) ) { - InOutKey(); - } - } -*/ - if( simulation::Train != nullptr ) - TSubModel::iInstance = reinterpret_cast( simulation::Train->Dynamic() ); - else - TSubModel::iInstance = 0; - - simulation::Trains.update(deltatime); - simulation::Events.update(); - simulation::Region->update_events(); - simulation::Lights.update(); - // render time routines follow: auto const deltarealtime = Timer::GetDeltaRenderTime(); // nie uwzględnia pauzowania ani mnożenia czasu @@ -359,10 +350,10 @@ driver_mode::update() { // NOTE: particle system runs on simulation time, but needs actual camera position to determine how to update each particle source simulation::Particles.update(); - simulation::is_ready = true; - GfxRenderer->Update( deltarealtime ); + simulation::is_ready = simulation::is_ready || ( ( simulation::Train != nullptr ) && ( simulation::Train->is_cab_initialized ) ) || ( Global.local_start_vehicle == "ghostview" ); + return true; } @@ -375,27 +366,24 @@ driver_mode::enter() { simulation::Vehicles.find( Global.local_start_vehicle ) : nullptr ) }; - Camera.Init(Global.FreeCameraInit[0], Global.FreeCameraInitAngle[0], nPlayerTrain ); + Camera.Init(Global.FreeCameraInit[0], Global.FreeCameraInitAngle[0], nullptr ); Global.pCamera = Camera; - Global.pDebugCamera = DebugCamera; + Global.pDebugCamera = DebugCamera; + + FreeFlyModeFlag = true; + DebugCamera = Camera; if (nPlayerTrain) { WriteLog( "Trying to enter player train, \"" + Global.local_start_vehicle + "\"" ); - FreeFlyModeFlag = true; // HACK: entervehicle won't work if the simulation thinks we're outside - m_relay.post(user_command::entervehicle, 0.0, 0.0, GLFW_PRESS, 0, nPlayerTrain->GetPosition()); + m_relay.post(user_command::entervehicle, 0.0, 0.0, GLFW_PRESS, 0, nPlayerTrain->GetPosition(), &Global.local_start_vehicle ); change_train = nPlayerTrain->name(); } - else + else if (Global.local_start_vehicle != "ghostview") { - if (Global.local_start_vehicle != "ghostview") - { - Error("Bad scenario: failed to locate player train, \"" + Global.local_start_vehicle + "\"" ); - } - FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie - Camera.m_owner = nullptr; - DebugCamera = Camera; + Global.local_start_vehicle = "ghostview"; + Error("Bad scenario: failed to locate player train, \"" + Global.local_start_vehicle + "\"" ); } // if (!Global.bMultiplayer) //na razie włączone @@ -430,8 +418,10 @@ driver_mode::on_key( int const Key, int const Scancode, int const Action, int co Global.ctrlState = ( Mods & GLFW_MOD_CONTROL ) ? true : false; Global.altState = ( Mods & GLFW_MOD_ALT ) ? true : false; + bool anyModifier = Mods & (GLFW_MOD_SHIFT | GLFW_MOD_CONTROL | GLFW_MOD_ALT); + // give the ui first shot at the input processing... - if( true == m_userinterface->on_key( Key, Scancode, Action, Mods ) ) { return; } + if( !anyModifier && true == m_userinterface->on_key( Key, Scancode, Action, Mods ) ) { return; } // ...if the input is left untouched, pass it on if( true == m_input.keyboard.key( Key, Action ) ) { return; } @@ -529,9 +519,9 @@ driver_mode::update_camera( double const Deltatime ) { Camera.LookAt = controlled->GetPosition() + 0.4 * controlled->VectorUp() * controlled->MoverParameters->Dim.H; } else { - TDynamicObject *d = std::get( simulation::Region->find_vehicle( Global.pCamera.Pos, 300, false, false ) ); + TDynamicObject *d = std::get( simulation::Region->find_vehicle( Camera.Pos, 300, false, false ) ); if( !d ) - d = std::get( simulation::Region->find_vehicle( Global.pCamera.Pos, 1000, false, false ) ); // dalej szukanie, jesli bliżej nie ma + d = std::get( simulation::Region->find_vehicle( Camera.Pos, 1000, false, false ) ); // dalej szukanie, jesli bliżej nie ma if( d && pDynamicNearest ) { // jeśli jakiś jest znaleziony wcześniej @@ -815,106 +805,32 @@ driver_mode::OnKeyDown(int cKey) { } case GLFW_KEY_F5: { // przesiadka do innego pojazdu - if (!FreeFlyModeFlag) - // only available in free fly mode - break; + if( !FreeFlyModeFlag ) { break; } - TDynamicObject *dynamic = std::get( simulation::Region->find_vehicle( Global.pCamera.Pos, 50, false, false ) ); - if (dynamic) { - m_relay.post(user_command::entervehicle, 0.0, 0.0, GLFW_PRESS, 0); + auto const *targetvehicle { std::get( simulation::Region->find_vehicle( Camera.Pos, 50, false, false ) ) }; - change_train = dynamic->name(); - } - - break; -/* - if( false == FreeFlyModeFlag ) { - // only available in free fly mode + if( targetvehicle == nullptr ) { break; } + if( ( targetvehicle->Mechanik ) && + ( false == targetvehicle->Mechanik->AIControllFlag ) ) { + // for the time being we don't allow more than one person per vehicle break; } - TDynamicObject *targetvehicle = std::get( simulation::Region->find_vehicle( Global.pCamera.Pos, 50, false, false ) ); - - if( targetvehicle != nullptr ) { - - if( ( true == DebugModeFlag ) - || ( targetvehicle->MoverParameters->Vel <= 5.0 ) ) { - // works always in debug mode, or for stopped/slow moving vehicles otherwise - if( simulation::Train == nullptr ) { - simulation::Train = new TTrain(); // jeśli niczym jeszcze nie jeździlismy - } - if( simulation::Train->Dynamic() != nullptr ) { - // jeśli mielismy pojazd - if( simulation::Train->Dynamic()->Mechanik ) { // na skutek jakiegoś błędu może czasem zniknąć - auto const *currentvehicle { simulation::Train->Dynamic() }; - auto const samevehicle { currentvehicle == targetvehicle }; - - if( samevehicle ) { - // we already control desired vehicle so don't overcomplicate things - InOutKey(); // do kabiny - break; - } - - auto const sameconsist { - ( targetvehicle->ctOwner == currentvehicle->Mechanik ) - || ( targetvehicle->ctOwner == currentvehicle->ctOwner ) }; - auto const isincharge { currentvehicle->Mechanik->primary() }; - auto const aidriveractive { currentvehicle->Mechanik->AIControllFlag }; - - if( !sameconsist && isincharge ) { - // oddajemy dotychczasowy AI - simulation::Train->Dynamic()->Mechanik->TakeControl( true ); - } - - if( ( !sameconsist ) // we leave behind an ai driver which should be preserved - || ( aidriveractive ) // we want to preserve existing ai driver - || ( targetvehicle->Mechanik != nullptr ) ) { // .changedynobj swaps drivers but we want a takeover not a swap - - if( sameconsist && !aidriveractive ) { - // we will be taking over controller in the target vehicle, so get rid of the old one - // unless it's an active ai in which case leave it running - SafeDelete( simulation::Train->Dynamic()->Mechanik ); - } - // HACK: by resetting owned vehicle we can reuse dynamic==nullptr code branch below - // TODO: refactor into utility method - simulation::Train->DynamicSet( nullptr ); - } - else { - // we can simply move the 'human' controller to the new vehicle - Global.changeDynObj = targetvehicle; - // TODO: choose active cab based on camera's location relative to vehicle's location -// Global.changeDynObj->MoverParameters->CabOccupied = ( -// Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? -// -1 : -// 1 ); - } - } - } - if( simulation::Train->Dynamic() == nullptr ) { - // jeśli niczym jeszcze nie jeździlismy - if( simulation::Train->Init( targetvehicle ) ) { - // przejmujemy sterowanie - if( true == Global.ctrlState ) { - // make sure we can take over the consist - // TODO: remove ctrl key mode once manual cab (de)activation is in place - simulation::Train->Dynamic()->Mechanik->primary( true ); - } - simulation::Train->Dynamic()->Mechanik->TakeControl( false, true ); - if( true == simulation::Train->Dynamic()->Mechanik->primary() ) { - simulation::Train->Occupied()->CabDeactivisation( true ); // potentially left active -// simulation::Train->Occupied()->CabOccupied = simulation::Train->Occupied()->CabActive; - simulation::Train->Occupied()->CabActivisation(); - } - InOutKey(); // do kabiny - } - else { - SafeDelete( simulation::Train ); // i nie ma czym sterować - } - } - } + if( ( true == DebugModeFlag ) + || ( targetvehicle->MoverParameters->Vel <= 5.0 ) ) { + // works always in debug mode, or for stopped/slow moving vehicles otherwise + m_relay.post( + user_command::entervehicle, + ( Global.ctrlState ? GLFW_MOD_CONTROL : 0 ), // TODO: remove ctrl key mode once manual cab (de)activation is in place, + ( simulation::Train ? simulation::Train->id() : 0 ), + GLFW_PRESS, + 0, + targetvehicle->GetPosition(), + &targetvehicle->name() ); + change_train = targetvehicle->name(); } break; -*/ + } case GLFW_KEY_F6: { // przyspieszenie symulacji do testowania scenerii... uwaga na FPS! @@ -1176,67 +1092,6 @@ driver_mode::CabView() { train->pMechOffset = Camera.m_owneroffset; } -void -driver_mode::ChangeDynamic() { - - auto *train { simulation::Train }; - if( train == nullptr ) { return; } - - auto *vehicle { train->Dynamic() }; - auto *occupied { train->Occupied() }; - auto *driver { vehicle->Mechanik }; - // Ra: to nie może być tak robione, to zbytnia proteza jest - if( driver ) { - // AI może sobie samo pójść - if( false == driver->AIControllFlag ) { - // tylko jeśli ręcznie prowadzony - // jeśli prowadzi AI, to mu nie robimy dywersji! - occupied->CabDeactivisation(); - occupied->CabOccupied = 0; - occupied->BrakeLevelSet( occupied->Handle->GetPos( bh_NP ) ); //rozwala sterowanie hamulcem GF 04-2016 - occupied->MainCtrlPos = occupied->MainCtrlNoPowerPos(); - occupied->ScndCtrlPos = 0; - vehicle->MechInside = false; - vehicle->Controller = AIdriver; - } - } - TDynamicObject *temp = Global.changeDynObj; - vehicle->bDisplayCab = false; - vehicle->ABuSetModelShake( {} ); - - if( driver ) // AI może sobie samo pójść - if( false == driver->AIControllFlag ) { - // tylko jeśli ręcznie prowadzony - // przsunięcie obiektu zarządzającego - driver->MoveTo( temp ); - } - - train->DynamicSet( temp ); - // update helpers - train = simulation::Train; - vehicle = train->Dynamic(); - occupied = train->Occupied(); - driver = vehicle->Mechanik; - Global.local_start_vehicle = vehicle->name(); - if( driver ) // AI może sobie samo pójść - if( false == driver->AIControllFlag ) // tylko jeśli ręcznie prowadzony - { - occupied->LimPipePress = occupied->PipePress; - occupied->CabActivisation( true ); // załączenie rozrządu (wirtualne kabiny) - vehicle->MechInside = true; - vehicle->Controller = Humandriver; - } - train->InitializeCab( - occupied->CabActive, - vehicle->asBaseDir + occupied->TypeName + ".mmd" ); - if( false == FreeFlyModeFlag ) { - vehicle->bDisplayCab = true; - vehicle->ABuSetModelShake( {} ); // zerowanie przesunięcia przed powrotem? - CabView(); // na pozycję mecha - } - Global.changeDynObj = nullptr; -} - void driver_mode::InOutKey() { // przełączenie widoku z kabiny na zewnętrzny i odwrotnie diff --git a/drivermode.h b/drivermode.h index eedd307b..3e3618b0 100644 --- a/drivermode.h +++ b/drivermode.h @@ -91,7 +91,6 @@ private: void update_camera( const double Deltatime ); // handles vehicle change flag void OnKeyDown( int cKey ); - void ChangeDynamic(); void InOutKey(); void CabView(); void ExternalView(); diff --git a/driveruilayer.cpp b/driveruilayer.cpp index edf28499..772b54d5 100644 --- a/driveruilayer.cpp +++ b/driveruilayer.cpp @@ -181,8 +181,14 @@ driver_ui::render_() { } if( ImGui::Button( locale::strings[ locale::string::driver_pause_quit ].c_str(), ImVec2( popupwidth, 0 ) ) ) { ImGui::CloseCurrentPopup(); - command_relay commandrelay; - commandrelay.post(user_command::quitsimulation, 0.0, 0.0, GLFW_PRESS, 0); + // NOTE: server shuts down entire network, client or standalone instance only shuts down self + if( Application.is_server() ) { + command_relay commandrelay; + commandrelay.post( user_command::quitsimulation, 0.0, 0.0, GLFW_PRESS, 0 ); + } + else { + Application.queue_quit(); + } } ImGui::EndPopup(); } diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 9730670d..40e9cc5f 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -11,6 +11,7 @@ http://mozilla.org/MPL/2.0/. #include "driveruipanels.h" #include "Globals.h" +#include "application.h" #include "translation.h" #include "simulation.h" #include "simulationtime.h" @@ -564,34 +565,45 @@ bool debug_panel::render_section_scenario() { if( false == render_section( "Scenario", m_scenariolines ) ) { return false; } - + if( Application.is_client() ) { + // NOTE: simulation clients can't adjust scenarion state, this is reserved for the server/standalone instance + return true; + } // fog slider { auto fogrange = std::log( Global.fFogEnd ); if( ImGui::SliderFloat( ( to_string( std::exp( fogrange ), 0, 5 ) + " m###fogend" ).c_str(), &fogrange, std::log( 10.0f ), std::log( 25000.0f ), "Fog distance" ) ) { - Global.fFogEnd = clamp( std::exp( fogrange ), 10.0f, 25000.0f ); + command_relay relay; + relay.post( + user_command::setweather, + clamp( std::exp( fogrange ), 10.0f, 25000.0f ), + Global.Overcast, + GLFW_PRESS, 0 ); } } // cloud cover slider { if( ImGui::SliderFloat( ( to_string( Global.Overcast, 2, 5 ) + " (" + Global.Weather + ")###overcast" ).c_str(), &Global.Overcast, 0.0f, 2.0f, "Cloud cover" ) ) { - Global.Overcast = clamp( Global.Overcast, 0.0f, 2.0f ); - simulation::Environment.compute_weather(); + command_relay relay; + relay.post( + user_command::setweather, + Global.fFogEnd, + clamp( Global.Overcast, 0.0f, 2.0f ), + GLFW_PRESS, 0 ); } } // day of year slider { - if( ImGui::SliderFloat( ( to_string( Global.fMoveLight, 0, 5 ) + " (" + Global.Season + ")###movelight" ).c_str(), &Global.fMoveLight, 0.0f, 364.0f, "Day of year" ) ) { - Global.fMoveLight = clamp( Global.fMoveLight, 0.0f, 365.0f ); - auto const weather{ Global.Weather }; - simulation::Environment.compute_season( Global.fMoveLight ); - simulation::Time.init(); - if( weather != Global.Weather ) { - // HACK: force re-calculation of precipitation - Global.Overcast = clamp( Global.Overcast - 0.0001f, 0.0f, 2.0f ); - } + if( ImGui::SliderFloat( + ( to_string( Global.fMoveLight, 0, 5 ) + " (" + Global.Season + ")###movelight" ).c_str(), &Global.fMoveLight, 0.0f, 364.0f, "Day of year" ) ) { + command_relay relay; + relay.post( + user_command::setdatetime, + clamp( Global.fMoveLight, 0.0f, 365.0f ), + simulation::Time.data().wHour * 60 + simulation::Time.data().wMinute, + GLFW_PRESS, 0 ); } } // time of day slider @@ -605,15 +617,15 @@ debug_panel::render_section_scenario() { + ":" + std::string( to_string( int( 100 + simulation::Time.data().wMinute ) ).substr( 1, 2 ) ) ) }; if( ImGui::SliderInt( ( timestring + " (" + Global.Period + ")###simulationtime" ).c_str(), &time, 0, 1439, "Time of day" ) ) { - time = clamp( time, 0, 1439 ); - auto const hour{ std::floor( time / 60 ) }; - auto const minute{ time % 60 }; - simulation::Time.data().wHour = hour; - simulation::Time.data().wMinute = minute; + command_relay relay; + relay.post( + user_command::setdatetime, + Global.fMoveLight, + clamp( time, 0, 1439 ), + GLFW_PRESS, 0 ); } } - return true; } diff --git a/network/message.cpp b/network/message.cpp index 03de9fae..8de64797 100644 --- a/network/message.cpp +++ b/network/message.cpp @@ -18,12 +18,16 @@ void network::server_hello::serialize(std::ostream &stream) const { sn_utils::ls_uint32(stream, seed); sn_utils::ls_int64(stream, timestamp); + sn_utils::ls_int64(stream, config); + sn_utils::s_str(stream, scenario); } void network::server_hello::deserialize(std::istream &stream) { seed = sn_utils::ld_uint32(stream); timestamp = sn_utils::ld_int64(stream); + config = sn_utils::ld_int64(stream); + scenario = sn_utils::d_str(stream); } void ::network::request_command::serialize(std::ostream &stream) const @@ -41,7 +45,6 @@ void ::network::request_command::serialize(std::ostream &stream) const sn_utils::ls_float64(stream, data.param2); sn_utils::ls_float64(stream, data.time_delta); - sn_utils::s_bool(stream, data.freefly); sn_utils::s_vec3(stream, data.location); sn_utils::s_str(stream, data.payload); @@ -67,7 +70,6 @@ void network::request_command::deserialize(std::istream &stream) data.param2 = sn_utils::ld_float64(stream); data.time_delta = sn_utils::ld_float64(stream); - data.freefly = sn_utils::d_bool(stream); data.location = sn_utils::d_vec3(stream); data.payload = sn_utils::d_str(stream); diff --git a/network/message.h b/network/message.h index aa81a5ed..4ddc0b40 100644 --- a/network/message.h +++ b/network/message.h @@ -40,6 +40,8 @@ struct server_hello : public message uint32_t seed; int64_t timestamp; + int64_t config; + std::string scenario; virtual void serialize(std::ostream &stream) const override; virtual void deserialize(std::istream &stream) override; diff --git a/network/network.cpp b/network/network.cpp index 28f20de1..1f5a1f87 100644 --- a/network/network.cpp +++ b/network/network.cpp @@ -7,6 +7,8 @@ #include "application.h" #include "Globals.h" +std::uint32_t const EU07_NETWORK_VERSION = 2; + namespace network { backend_list_t& backend_list() { @@ -40,7 +42,7 @@ void network::connection::connected() if (is_client) { client_hello msg; - msg.version = 1; + msg.version = EU07_NETWORK_VERSION; msg.start_packet = packet_counter; send_message(msg); } @@ -125,7 +127,7 @@ void network::server::handle_message(std::shared_ptr conn, const mes if (msg.type == message::CLIENT_HELLO) { auto cmd = dynamic_cast(msg); - if (cmd.version != 1 // wrong version + if (cmd.version != EU07_NETWORK_VERSION // wrong version || !Global.ready_to_load) { // not ready yet conn->disconnect(); return; @@ -134,6 +136,8 @@ void network::server::handle_message(std::shared_ptr conn, const mes server_hello reply; reply.seed = Global.random_seed; reply.timestamp = Global.starting_timestamp; + reply.config = 0; // TODO: pass bitfield with state of relevant setting switches + reply.scenario = Global.SceneryFile; conn->state = connection::CATCHING_UP; conn->backbuffer = backbuffer; conn->backbuffer_pos = 0; @@ -244,6 +248,8 @@ void network::client::handle_message(std::shared_ptr conn, const mes Global.random_seed = cmd.seed; Global.random_engine.seed(Global.random_seed); Global.starting_timestamp = cmd.timestamp; + // TODO: configure simulation settings according to received cmd.config + Global.SceneryFile = cmd.scenario; Global.ready_to_load = true; } else if (Global.random_seed != cmd.seed) { ErrorLog("net: seed mismatch", logtype::net); diff --git a/particles.cpp b/particles.cpp index 4c05956e..44df63de 100644 --- a/particles.cpp +++ b/particles.cpp @@ -58,20 +58,20 @@ smoke_source::particle_emitter::deserialize( cParser &Input ) { void smoke_source::particle_emitter::initialize( smoke_particle &Particle ) { - auto const polarangle { glm::radians( Random( inclination[ value_limit::min ], inclination[ value_limit::max ] ) ) }; // theta - auto const azimuthalangle { glm::radians( Random( -180, 180 ) ) }; // phi + auto const polarangle { glm::radians( LocalRandom( inclination[ value_limit::min ], inclination[ value_limit::max ] ) ) }; // theta + auto const azimuthalangle { glm::radians( LocalRandom( -180, 180 ) ) }; // phi // convert spherical coordinates to opengl coordinates auto const launchvector { glm::vec3( std::sin( polarangle ) * std::sin( azimuthalangle ) * -1, std::cos( polarangle ), std::sin( polarangle ) * std::cos( azimuthalangle ) ) }; - auto const launchvelocity { static_cast( Random( velocity[ value_limit::min ], velocity[ value_limit::max ] ) ) }; + auto const launchvelocity { static_cast( LocalRandom( velocity[ value_limit::min ], velocity[ value_limit::max ] ) ) }; Particle.velocity = launchvector * launchvelocity; - Particle.rotation = glm::radians( Random( 0, 360 ) ); - Particle.size = Random( size[ value_limit::min ], size[ value_limit::max ] ); - Particle.opacity = Random( opacity[ value_limit::min ], opacity[ value_limit::max ] ) / Global.SmokeFidelity; + Particle.rotation = glm::radians( LocalRandom( 0, 360 ) ); + Particle.size = LocalRandom( size[ value_limit::min ], size[ value_limit::max ] ); + Particle.opacity = LocalRandom( opacity[ value_limit::min ], opacity[ value_limit::max ] ) / Global.SmokeFidelity; Particle.age = 0; } diff --git a/scenarioloadermode.cpp b/scenarioloadermode.cpp index 95c791b3..8232afda 100644 --- a/scenarioloadermode.cpp +++ b/scenarioloadermode.cpp @@ -36,7 +36,6 @@ scenarioloader_mode::init() { // mode-specific update of simulation data. returns: false on error, true otherwise bool scenarioloader_mode::update() { - if (!Global.ready_to_load) // waiting for network connection return true; @@ -44,7 +43,8 @@ scenarioloader_mode::update() { if (!state) { WriteLog("using simulation seed: " + std::to_string(Global.random_seed), logtype::generic); - WriteLog( "\nLoading scenario \"" + Global.SceneryFile + "\"..." ); + Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" ); + WriteLog( "\nLoading scenario \"" + Global.SceneryFile + "\"..." ); timestart = std::chrono::system_clock::now(); state = simulation::State.deserialize_begin(Global.SceneryFile); @@ -63,7 +63,7 @@ scenarioloader_mode::update() { // TODO: implement and use next mode cue Application.pop_mode(); - Application.push_mode( eu07_application::mode::driver ); + Application.push_mode( eu07_application::mode::driver ); return true; } @@ -78,7 +78,7 @@ scenarioloader_mode::enter() { simulation::is_ready = false; m_userinterface->set_background( "logo" ); - Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" ); + Application.set_title( Global.AppName ); m_userinterface->set_progress(); m_userinterface->set_progress( "Loading scenery / Wczytywanie scenerii" ); GfxRenderer->Render(); diff --git a/scene.h b/scene.h index 4ec48c05..c76846a5 100644 --- a/scene.h +++ b/scene.h @@ -59,6 +59,7 @@ struct scratch_data { std::string name; bool initialized { false }; + bool time_initialized { false }; }; // basic element of rudimentary partitioning scheme for the section. fixed size, no further subdivision diff --git a/simulation.cpp b/simulation.cpp index 767ddfc0..8e229506 100644 --- a/simulation.cpp +++ b/simulation.cpp @@ -218,28 +218,58 @@ void state_manager::process_commands() { if (commanddata.command == user_command::entervehicle) { // przesiadka do innego pojazdu - if (!commanddata.freefly) - // only available in free fly mode + // NOTE: because malformed scenario can have vehicle name duplicates we first try to locate vehicle in world, with name search as fallback + TDynamicObject *targetvehicle = std::get( simulation::Region->find_vehicle( commanddata.location, 50, false, false ) ); + if( ( targetvehicle == nullptr ) || ( targetvehicle->name() != commanddata.payload ) ) { + targetvehicle = simulation::Vehicles.find( commanddata.payload ); + } + + if (!targetvehicle) continue; - TDynamicObject *dynamic = std::get( simulation::Region->find_vehicle( commanddata.location, 50, false, false ) ); + auto *senderlocaltrain { simulation::Trains.find_id( static_cast( commanddata.param2 ) ) }; + if( senderlocaltrain ) { + auto *currentvehicle { senderlocaltrain->Dynamic() }; + auto const samevehicle { currentvehicle == targetvehicle }; - if (!dynamic) - continue; + if( samevehicle ) { + // we already control desired vehicle so don't overcomplicate things + continue; + } - TTrain *train = simulation::Trains.find(dynamic->name()); - if (train) - continue; + auto const sameconsist{ + ( targetvehicle->ctOwner == currentvehicle->Mechanik ) + || ( targetvehicle->ctOwner == currentvehicle->ctOwner ) }; + auto const isincharge{ currentvehicle->Mechanik->primary() }; + auto const aidriveractive{ currentvehicle->Mechanik->AIControllFlag }; + // TODO: support for primary mode request passed as commanddata.param1 + if( !sameconsist && isincharge ) { + // oddajemy dotychczasowy AI + currentvehicle->Mechanik->TakeControl( true ); + } + + if( sameconsist && !aidriveractive ) { + // since we're consist owner we can simply move to the destination vehicle + senderlocaltrain->MoveToVehicle( targetvehicle ); + senderlocaltrain->Dynamic()->Mechanik->TakeControl( false, true ); + } + } + + auto *train { simulation::Trains.find( targetvehicle->name() ) }; + + if (train) + continue; train = new TTrain(); - if (train->Init(dynamic)) { + if (train->Init(targetvehicle)) { simulation::Trains.insert(train); } else { delete train; train = nullptr; } - } + + } if (commanddata.command == user_command::queueevent) { std::istringstream ss(commanddata.payload); @@ -268,11 +298,16 @@ void state_manager::process_commands() { if (commanddata.command == user_command::setdatetime) { int yearday = std::round(commanddata.param1); - int minute = std::round(commanddata.param2 * 60.0); + int minute = std::round(commanddata.param2); simulation::Time.set_time(yearday, minute); - simulation::Environment.compute_season(yearday); - } + auto const weather { Global.Weather }; + simulation::Environment.compute_season(yearday); + if( weather != Global.Weather ) { + // HACK: force re-calculation of precipitation + Global.Overcast = clamp( Global.Overcast - 0.0001f, 0.0f, 2.0f ); + } + } if (commanddata.command == user_command::setweather) { Global.fFogEnd = commanddata.param1; @@ -394,6 +429,7 @@ void state_manager::process_commands() { } if (commanddata.command == user_command::quitsimulation) { + // TBD: allow clients to go into offline mode? Application.queue_quit(); } diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index 090a5c70..af6029ad 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -320,6 +320,9 @@ state_serializer::deserialize_firstinit( cParser &Input, scene::scratch_data &Sc simulation::Events.InitLaunchers(); simulation::Memory.InitCells(); + if (!Scratchpad.time_initialized) + init_time(); + Scratchpad.initialized = true; } @@ -628,20 +631,14 @@ state_serializer::deserialize_time( cParser &Input, scene::scratch_data &Scratch >> time.wHour >> time.wMinute; - if( true == Global.ScenarioTimeCurrent ) { - // calculate time shift required to match scenario time with local clock - auto timenow = std::time( 0 ); - auto const *localtime = std::localtime( &timenow ); - Global.ScenarioTimeOffset = ( ( localtime->tm_hour * 60 + localtime->tm_min ) - ( time.wHour * 60 + time.wMinute ) ) / 60.f; - } - else if( false == std::isnan( Global.ScenarioTimeOverride ) ) { - // scenario time override takes precedence over scenario time offset - Global.ScenarioTimeOffset = ( ( Global.ScenarioTimeOverride * 60 ) - ( time.wHour * 60 + time.wMinute ) ) / 60.f; - } - // remaining sunrise and sunset parameters are no longer used, as they're now calculated dynamically // anything else left in the section has no defined meaning skip_until( Input, "endtime" ); + + if (!Scratchpad.time_initialized) + Scratchpad.time_initialized = true; + + init_time(); } void @@ -974,6 +971,19 @@ state_serializer::deserialize_sound( cParser &Input, scene::scratch_data &Scratc return sound; } +void state_serializer::init_time() { + auto &time = simulation::Time.data(); + if( true == Global.ScenarioTimeCurrent ) { + // calculate time shift required to match scenario time with local clock + auto const *localtime = std::gmtime( &Global.starting_timestamp ); + Global.ScenarioTimeOffset = ( ( localtime->tm_hour * 60 + localtime->tm_min ) - ( time.wHour * 60 + time.wMinute ) ) / 60.f; + } + else if( false == std::isnan( Global.ScenarioTimeOverride ) ) { + // scenario time override takes precedence over scenario time offset + Global.ScenarioTimeOffset = ( ( Global.ScenarioTimeOverride * 60 ) - ( time.wHour * 60 + time.wMinute ) ) / 60.f; + } +} + // skips content of stream until specified token void state_serializer::skip_until( cParser &Input, std::string const &Token ) { diff --git a/simulationstateserializer.h b/simulationstateserializer.h index fee8c0f8..2994d7a9 100644 --- a/simulationstateserializer.h +++ b/simulationstateserializer.h @@ -76,6 +76,7 @@ private: TAnimModel * deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ); TDynamicObject * deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ); sound_source * deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata ); + void init_time(); // skips content of stream until specified token void skip_until( cParser &Input, std::string const &Token ); // transforms provided location by specifed rotation and offset diff --git a/utilities.cpp b/utilities.cpp index d93cfd7a..3e62257c 100644 --- a/utilities.cpp +++ b/utilities.cpp @@ -27,8 +27,10 @@ Copyright (C) 2007-2014 Maciej Cierniak #include "Globals.h" #include "parser.h" +#include "Logs.h" + bool DebugModeFlag = false; -bool FreeFlyModeFlag = true; +bool FreeFlyModeFlag = false; bool EditorModeFlag = false; bool DebugCameraFlag = false; bool DebugTractionFlag = false; @@ -107,7 +109,12 @@ bool ClearFlag( int &Flag, int const Value ) { double Random(double a, double b) { uint32_t val = Global.random_engine(); - return interpolate(a, b, (double)val / Global.random_engine.max()); +#ifdef EU07_DEBUG_NETSYNC + auto const value = interpolate( a, b, (double)val / Global.random_engine.max() ); + WriteLog( "random: [" + to_string(a,0) + "-" + to_string(b,0) + "] = " + std::to_string( value ) ); + return value; +#endif + return interpolate(a, b, (double)val / Global.random_engine.max()); } double LocalRandom(double a, double b) From d1df65f737999289138ada0991e23d4ee447ca95 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 20 Feb 2020 20:32:06 +0100 Subject: [PATCH 090/153] cloud coloring tweak, shadow color tweak --- color.h | 2 +- opengl33renderer.cpp | 45 +++++++++++++++++++++++++++++++++++++------- openglrenderer.cpp | 2 +- 3 files changed, 40 insertions(+), 9 deletions(-) diff --git a/color.h b/color.h index ac084e34..19ed43c2 100644 --- a/color.h +++ b/color.h @@ -4,7 +4,7 @@ namespace colors { glm::vec4 const none{ 0.f, 0.f, 0.f, 1.f }; glm::vec4 const white{ 1.f, 1.f, 1.f, 1.f }; -glm::vec4 const shadow{ 0.35f, 0.40f, 0.45f, 1.f }; +glm::vec4 const shadow{ 0.25f, 0.30f, 0.35f, 1.f }; inline glm::vec3 diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 54c3b802..8f1d6b09 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -28,22 +28,41 @@ auto const gammacorrection { glm::vec3( 2.2f ) }; void GLAPIENTRY ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ) { +/* + auto const typestring { + type == GL_DEBUG_TYPE_ERROR ? "error" : + type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR ? "deprecated behavior" : + type == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR ? "undefined behavior" : + type == GL_DEBUG_TYPE_PORTABILITY ? "portability" : + type == GL_DEBUG_TYPE_PERFORMANCE ? "performance" : + type == GL_DEBUG_TYPE_OTHER ? "other" : + "unknown" }; +*/ + auto const severitystring { + severity == GL_DEBUG_SEVERITY_HIGH ? "high severity" : + severity == GL_DEBUG_SEVERITY_MEDIUM ? "medium severity" : + severity == GL_DEBUG_SEVERITY_LOW ? "low severity" : + severity == GL_DEBUG_SEVERITY_NOTIFICATION ? "notification" : + "unknown" }; ErrorLog( - "bad gfx code: " + std::string( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ) - + " type = " + to_hex_str( id ) - + ", severity = " + to_hex_str( severity ) - + ", message = " + message ); + "bad gfx code: " + std::string( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR ** " : "" ) + + to_hex_str( id ) + + " (" + severitystring + ") " + + message ); } bool opengl33_renderer::Init(GLFWwindow *Window) { -/* +#ifdef EU07_DEBUG_OPENGL if( GLAD_GL_KHR_debug ) { glEnable( GL_DEBUG_OUTPUT ); + glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS ); + glDebugMessageControl( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, GL_FALSE ); + glDebugMessageControl( GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE, GL_DONT_CARE, 0, nullptr, GL_FALSE ); glDebugMessageCallback( ErrorCallback, 0 ); } -*/ +#endif if (!Init_caps()) return false; @@ -332,7 +351,9 @@ bool opengl33_renderer::init_viewport(viewport_config &vp) if( !Global.gfx_usegles ) { glEnable( GL_PROGRAM_POINT_SIZE ); // not present in core, but if we get compatibility profile instead we won't get gl_pointcoord without it - glEnable( GL_POINT_SPRITE ); + if( std::string( (char *)glGetString( GL_VERSION ) ).find( "3.3" ) != 0 ) { + glEnable( GL_POINT_SPRITE ); + } } if (!gl::vao::use_vao) @@ -565,6 +586,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) if (!simulation::is_ready) { + gl::program::unbind(); gl::framebuffer::unbind(); glClearColor( 51.0f / 255.f, 102.0f / 255.f, 85.0f / 255.f, 1.f ); // initial background Color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); @@ -1597,6 +1619,7 @@ bool opengl33_renderer::Render(world_environment *Environment) if (Environment->m_clouds.mdCloud) { // setup +/* glm::vec3 color = interpolate( Environment->m_skydome.GetAverageColor(), suncolor, @@ -1605,6 +1628,14 @@ bool opengl33_renderer::Render(world_environment *Environment) 1.f, 0.35f, Global.Overcast / 2.f) // overcast darkens the clouds * 0.5f; +*/ + auto const color { + glm::clamp( + ( glm::vec3 { Global.DayLight.ambient } + + 0.35f * glm::vec3{ Global.DayLight.diffuse } ) * simulation::Environment.light_intensity() + * 0.5f, + glm::vec3{ 0.f }, glm::vec3{ 1.f } ) }; + // write cloud color into material TSubModel *mdl = Environment->m_clouds.mdCloud->Root; if (mdl->m_material != null_handle) diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 85294828..27b6bf0a 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -3148,7 +3148,7 @@ opengl_renderer::Render_precipitation() { } if( Global.Weather == "rain:" ) { // oddly enough random streaks produce more natural looking rain than ones the eye can follow - ::glRotated( Random() * 360, 0.0, 1.0, 0.0 ); + ::glRotated( LocalRandom() * 360, 0.0, 1.0, 0.0 ); } // TBD: leave lighting on to allow vehicle lights to affect it? From 7ba6383c758318fc25ac9334f7f0119baa6eeeb3 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 21 Feb 2020 22:20:10 +0100 Subject: [PATCH 091/153] vehicle configuration ai hints section, pantograph setup ai hint, vehicle screens drawing optimization --- Driver.cpp | 74 ++++++++++++++++++++++++++++------------------ McZapkie/MOVER.h | 3 ++ McZapkie/Mover.cpp | 12 ++++++++ Train.cpp | 3 +- 4 files changed, 63 insertions(+), 29 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 9a78bb68..981dd90a 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -4714,40 +4714,58 @@ TController::UpdateSituation(double dt) { } else { // jeśli nie trzeba opuszczać pantografów - // jazda na tylnym - if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) { - // jak jedzie w kierunku sprzęgu 0 - if( ( mvControlling->PantRearVolt == 0.0 ) - // filter out cases with single _other_ working pantograph so we don't try to raise something we can't - && ( ( mvControlling->PantographVoltage == 0.0 ) - || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { - mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + if( mvOccupied->AIHintPantstate == 0 ) { + // jazda na tylnym + if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) { + // jak jedzie w kierunku sprzęgu 0 + if( ( mvControlling->PantRearVolt == 0.0 ) + // filter out cases with single _other_ working pantograph so we don't try to raise something we can't + && ( ( mvControlling->PantographVoltage == 0.0 ) + || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { + mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + } } - } - else { - // jak jedzie w kierunku sprzęgu 0 - if( ( mvControlling->PantFrontVolt == 0.0 ) - // filter out cases with single _other_ working pantograph so we don't try to raise something we can't - && ( ( mvControlling->PantographVoltage == 0.0 ) - || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { - mvControlling->OperatePantographValve( end::front, operation_t::enable ); + else { + // jak jedzie w kierunku sprzęgu 0 + if( ( mvControlling->PantFrontVolt == 0.0 ) + // filter out cases with single _other_ working pantograph so we don't try to raise something we can't + && ( ( mvControlling->PantographVoltage == 0.0 ) + || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { + mvControlling->OperatePantographValve( end::front, operation_t::enable ); + } } } } if( mvOccupied->Vel > 5 ) { - // opuszczenie przedniego po rozpędzeniu się o ile jest więcej niż jeden - if( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { - if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) // jak jedzie w kierunku sprzęgu 0 - { // poczekać na podniesienie tylnego - if( ( mvControlling->PantFrontVolt != 0.0 ) - && ( mvControlling->PantRearVolt != 0.0 ) ) { // czy jest napięcie zasilające na tylnym? - mvControlling->OperatePantographValve( end::front, operation_t::disable ); // opuszcza od sprzęgu 0 + if( mvOccupied->AIHintPantstate != 0 ) { + // use suggested pantograph setup + auto const pantographsetup { mvOccupied->AIHintPantstate }; + mvControlling->OperatePantographValve( + end::front, + ( pantographsetup & ( 1 << 0 ) ? + operation_t::enable : + operation_t::disable ) ); + mvControlling->OperatePantographValve( + end::rear, + ( pantographsetup & ( 1 << 1 ) ? + operation_t::enable : + operation_t::disable ) ); + } + else { + // opuszczenie przedniego po rozpędzeniu się o ile jest więcej niż jeden + if( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { + if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) // jak jedzie w kierunku sprzęgu 0 + { // poczekać na podniesienie tylnego + if( ( mvControlling->PantFrontVolt != 0.0 ) + && ( mvControlling->PantRearVolt != 0.0 ) ) { // czy jest napięcie zasilające na tylnym? + mvControlling->OperatePantographValve( end::front, operation_t::disable ); // opuszcza od sprzęgu 0 + } } - } - else { // poczekać na podniesienie przedniego - if( ( mvControlling->PantRearVolt != 0.0 ) - && ( mvControlling->PantFrontVolt != 0.0 ) ) { // czy jest napięcie zasilające na przednim? - mvControlling->OperatePantographValve( end::rear, operation_t::disable ); // opuszcza od sprzęgu 1 + else { // poczekać na podniesienie przedniego + if( ( mvControlling->PantRearVolt != 0.0 ) + && ( mvControlling->PantFrontVolt != 0.0 ) ) { // czy jest napięcie zasilające na przednim? + mvControlling->OperatePantographValve( end::rear, operation_t::disable ); // opuszcza od sprzęgu 1 + } } } } diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 500bc062..b9a25bef 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1534,6 +1534,8 @@ public: int iProblem = 0; // flagi problemów z taborem, aby AI nie musiało porównywać; 0=może jechać int iLights[2]; // bity zapalonych świateł tutaj, żeby dało się liczyć pobór prądu + int AIHintPantstate{ 0 }; // suggested pantograph setup + public: TMoverParameters(double VelInitial, std::string TypeNameInit, std::string NameInit, int Cab); // obsługa sprzęgów @@ -1777,6 +1779,7 @@ private: void LoadFIZ_Switches( std::string const &Input ); void LoadFIZ_MotorParamTable( std::string const &Input ); void LoadFIZ_Circuit( std::string const &Input ); + void LoadFIZ_AI( std::string const &Input ); void LoadFIZ_RList( std::string const &Input ); void LoadFIZ_UCList(std::string const &Input); void LoadFIZ_DList( std::string const &Input ); diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 07700c31..b02a8238 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -8912,6 +8912,13 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) continue; } + if( issection( "AI:", inputline ) ) { + startBPT = false; + fizlines.emplace( "AI", inputline ); + LoadFIZ_AI( inputline ); + continue; + } + if( issection( "RList:", inputline ) ) { startBPT = false; @@ -10151,6 +10158,11 @@ void TMoverParameters::LoadFIZ_Circuit( std::string const &Input ) { } +void TMoverParameters::LoadFIZ_AI( std::string const &Input ) { + + extract_value( AIHintPantstate, "Pantstate", Input, "" ); +} + void TMoverParameters::LoadFIZ_RList( std::string const &Input ) { extract_value( RlistSize, "Size", Input, "" ); diff --git a/Train.cpp b/Train.cpp index cd95447e..a4520ec2 100644 --- a/Train.cpp +++ b/Train.cpp @@ -6908,7 +6908,8 @@ bool TTrain::Update( double const Deltatime ) } // screens fScreenTimer += Deltatime; - if( ( fScreenTimer > Global.PythonScreenUpdateRate * 0.001f ) + if( ( this == simulation::Train ) // no point in drawing screens for vehicles other than our own + && ( fScreenTimer > Global.PythonScreenUpdateRate * 0.001f ) && ( false == FreeFlyModeFlag ) ) { // don't bother if we're outside fScreenTimer = 0.f; for( auto const &screen : m_screens ) { From 6b1ab6c125778b746e1fe1aaf4d1985e56484d42 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 21 Feb 2020 22:50:52 +0100 Subject: [PATCH 092/153] opengl 3.3 renderer shaders --- shaders/alphashadowmap.frag | 10 ++ shaders/apply_fog.glsl | 30 +++++ shaders/billboard.frag | 25 +++++ shaders/celestial.frag | 25 +++++ shaders/celestial.vert | 28 +++++ shaders/color.frag | 23 ++++ shaders/envmapping.glsl | 15 +++ shaders/freespot.frag | 38 +++++++ shaders/freespot.vert | 19 ++++ shaders/gles_depthpointer.frag | 11 ++ shaders/light_common.glsl | 162 +++++++++++++++++++++++++++ shaders/map.frag | 8 ++ shaders/map.vert | 14 +++ shaders/map_poi.frag | 14 +++ shaders/map_poi.geom | 30 +++++ shaders/mat_clouds.frag | 61 ++++++++++ shaders/mat_colored.frag | 53 +++++++++ shaders/mat_default.frag | 65 +++++++++++ shaders/mat_default_0.frag | 1 + shaders/mat_default_1.frag | 1 + shaders/mat_default_2.frag | 1 + shaders/mat_invalid.frag | 20 ++++ shaders/mat_normalmap.frag | 68 +++++++++++ shaders/mat_parallax.frag | 121 ++++++++++++++++++++ shaders/mat_reflmap.frag | 66 +++++++++++ shaders/mat_shadowlessnormalmap.frag | 67 +++++++++++ shaders/mat_stars.frag | 28 +++++ shaders/mat_sunlessnormalmap.frag | 110 ++++++++++++++++++ shaders/mat_water.frag | 89 +++++++++++++++ shaders/pick.frag | 8 ++ shaders/postfx_motionblur.frag | 29 +++++ shaders/postfx_tonemapping.frag | 15 +++ shaders/precipitation.frag | 35 ++++++ shaders/precipitation.vert | 18 +++ shaders/quad.vert | 23 ++++ shaders/shadowmap.frag | 5 + shaders/simpleuv.vert | 12 ++ shaders/smoke.frag | 36 ++++++ shaders/smoke.vert | 23 ++++ shaders/texturewindow.frag | 14 +++ shaders/texturewindow.vert | 31 +++++ shaders/tonemapping.glsl | 47 ++++++++ shaders/traction.frag | 32 ++++++ shaders/traction.vert | 18 +++ shaders/vbocolor.vert | 17 +++ shaders/vertex.vert | 46 ++++++++ shaders/vertexonly.vert | 8 ++ 47 files changed, 1620 insertions(+) create mode 100644 shaders/alphashadowmap.frag create mode 100644 shaders/apply_fog.glsl create mode 100644 shaders/billboard.frag create mode 100644 shaders/celestial.frag create mode 100644 shaders/celestial.vert create mode 100644 shaders/color.frag create mode 100644 shaders/envmapping.glsl create mode 100644 shaders/freespot.frag create mode 100644 shaders/freespot.vert create mode 100644 shaders/gles_depthpointer.frag create mode 100644 shaders/light_common.glsl create mode 100644 shaders/map.frag create mode 100644 shaders/map.vert create mode 100644 shaders/map_poi.frag create mode 100644 shaders/map_poi.geom create mode 100644 shaders/mat_clouds.frag create mode 100644 shaders/mat_colored.frag create mode 100644 shaders/mat_default.frag create mode 100644 shaders/mat_default_0.frag create mode 100644 shaders/mat_default_1.frag create mode 100644 shaders/mat_default_2.frag create mode 100644 shaders/mat_invalid.frag create mode 100644 shaders/mat_normalmap.frag create mode 100644 shaders/mat_parallax.frag create mode 100644 shaders/mat_reflmap.frag create mode 100644 shaders/mat_shadowlessnormalmap.frag create mode 100644 shaders/mat_stars.frag create mode 100644 shaders/mat_sunlessnormalmap.frag create mode 100644 shaders/mat_water.frag create mode 100644 shaders/pick.frag create mode 100644 shaders/postfx_motionblur.frag create mode 100644 shaders/postfx_tonemapping.frag create mode 100644 shaders/precipitation.frag create mode 100644 shaders/precipitation.vert create mode 100644 shaders/quad.vert create mode 100644 shaders/shadowmap.frag create mode 100644 shaders/simpleuv.vert create mode 100644 shaders/smoke.frag create mode 100644 shaders/smoke.vert create mode 100644 shaders/texturewindow.frag create mode 100644 shaders/texturewindow.vert create mode 100644 shaders/tonemapping.glsl create mode 100644 shaders/traction.frag create mode 100644 shaders/traction.vert create mode 100644 shaders/vbocolor.vert create mode 100644 shaders/vertex.vert create mode 100644 shaders/vertexonly.vert diff --git a/shaders/alphashadowmap.frag b/shaders/alphashadowmap.frag new file mode 100644 index 00000000..9ff0e1d7 --- /dev/null +++ b/shaders/alphashadowmap.frag @@ -0,0 +1,10 @@ +in vec2 f_coord; + +#texture (tex1, 0, sRGB_A) +uniform sampler2D tex1; + +void main() +{ + if (texture(tex1, f_coord).a < 0.5f) + discard; +} diff --git a/shaders/apply_fog.glsl b/shaders/apply_fog.glsl new file mode 100644 index 00000000..34fc529b --- /dev/null +++ b/shaders/apply_fog.glsl @@ -0,0 +1,30 @@ +vec3 get_fog_color() +{ + vec3 fog_color_v = fog_color; + if (lights_count >= 1U && lights[0].type == LIGHT_DIR) { + float sun_amount = max(dot(normalize(f_pos.xyz), normalize(-lights[0].dir)), 0.0); + fog_color_v += lights[0].color * pow(sun_amount, 30.0); + } + return fog_color_v; +} + +float get_fog_amount() +{ + float z = length(f_pos.xyz); +// float fog_amount_v = 1.0 - z * fog_density; // linear +// float fog_amount_v = exp( -fog_density * z ); // exp + float fog_amount_v = exp2( -fog_density * fog_density * z * z * 1.442695 ); // exp2 + + fog_amount_v = 1.0 - clamp(fog_amount_v, 0.0, 1.0); + return fog_amount_v; +} + +vec3 apply_fog(vec3 color) +{ + return mix(color, get_fog_color(), get_fog_amount()); +} + +vec3 add_fog(vec3 color, float amount) +{ + return color + get_fog_color() * get_fog_amount() * amount; +} diff --git a/shaders/billboard.frag b/shaders/billboard.frag new file mode 100644 index 00000000..7ef0756f --- /dev/null +++ b/shaders/billboard.frag @@ -0,0 +1,25 @@ +in vec2 f_coord; + +#texture (tex1, 0, sRGB_A) +uniform sampler2D tex1; + +#include +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +void main() +{ + vec4 tex_color = texture(tex1, f_coord); +#if POSTFX_ENABLED + out_color = tex_color * param[0]; +#else + out_color = tonemap(tex_color * param[0]); +#endif +#if MOTIONBLUR_ENABLED + out_motion = vec4(0.0f); +#endif +} diff --git a/shaders/celestial.frag b/shaders/celestial.frag new file mode 100644 index 00000000..7ef0756f --- /dev/null +++ b/shaders/celestial.frag @@ -0,0 +1,25 @@ +in vec2 f_coord; + +#texture (tex1, 0, sRGB_A) +uniform sampler2D tex1; + +#include +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +void main() +{ + vec4 tex_color = texture(tex1, f_coord); +#if POSTFX_ENABLED + out_color = tex_color * param[0]; +#else + out_color = tonemap(tex_color * param[0]); +#endif +#if MOTIONBLUR_ENABLED + out_motion = vec4(0.0f); +#endif +} diff --git a/shaders/celestial.vert b/shaders/celestial.vert new file mode 100644 index 00000000..168ba49f --- /dev/null +++ b/shaders/celestial.vert @@ -0,0 +1,28 @@ +const vec2 vert[4] = vec2[] +( + vec2(-1.0, 1.0), + vec2(-1.0, -1.0), + vec2( 1.0, 1.0), + vec2( 1.0, -1.0) +); + +out vec2 f_coord; + +#include + +void main() +{ + gl_Position = projection * (vec4(param[1].xyz, 1.0) + vec4(vert[gl_VertexID] * param[1].w, 0.0, 0.0)); + + vec2 coord = param[2].xy; + float size = param[2].z; + + if (gl_VertexID == 0) + f_coord = vec2(coord.x, coord.y); + if (gl_VertexID == 1) + f_coord = vec2(coord.x, coord.y - size); + if (gl_VertexID == 2) + f_coord = vec2(coord.x + size, coord.y); + if (gl_VertexID == 3) + f_coord = vec2(coord.x + size, coord.y - size); +} diff --git a/shaders/color.frag b/shaders/color.frag new file mode 100644 index 00000000..3ecfb644 --- /dev/null +++ b/shaders/color.frag @@ -0,0 +1,23 @@ +in vec3 f_color; +in vec4 f_pos; + +#include +#include +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +void main() +{ +#if POSTFX_ENABLED + out_color = vec4(apply_fog(f_color), 1.0f); +#else + out_color = tonemap(vec4(apply_fog(f_color), 1.0f)); +#endif +#if MOTIONBLUR_ENABLED + out_motion = vec4(0.0f); +#endif +} diff --git a/shaders/envmapping.glsl b/shaders/envmapping.glsl new file mode 100644 index 00000000..72a0ddc1 --- /dev/null +++ b/shaders/envmapping.glsl @@ -0,0 +1,15 @@ +#if ENVMAP_ENABLED +uniform samplerCube envmap; +#endif + +vec3 envmap_color( vec3 normal ) +{ +#if ENVMAP_ENABLED + vec3 refvec = reflect(f_pos.xyz, normal); // view space + refvec = vec3(inv_view * vec4(refvec, 0.0)); // world space + vec3 envcolor = texture(envmap, refvec).rgb; +#else + vec3 envcolor = vec3(0.5); +#endif + return envcolor; +} diff --git a/shaders/freespot.frag b/shaders/freespot.frag new file mode 100644 index 00000000..3dad9031 --- /dev/null +++ b/shaders/freespot.frag @@ -0,0 +1,38 @@ +in vec4 f_pos; +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#include +#include + +void main() +{ + float x = (gl_PointCoord.x - 0.5f) * 2.0f; + float y = (gl_PointCoord.y - 0.5f) * 2.0f; + float dist = sqrt(x * x + y * y); + if (dist > 0.5f) + discard; +// vec4 color = vec4(param[0].rgb * emission, mix(param[0].a, 0.0f, dist * 2.0f)); + vec4 color = vec4(apply_fog(param[0].rgb * emission), mix(param[0].a, 0.0f, dist * 2.0f)); +// vec4 color = vec4(add_fog(param[0].rgb * emission * (1.0 - get_fog_amount()), 1.0), mix(param[0].a, 0.0f, dist * 2.0f)); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/freespot.vert b/shaders/freespot.vert new file mode 100644 index 00000000..590520df --- /dev/null +++ b/shaders/freespot.vert @@ -0,0 +1,19 @@ +layout(location = 0) in vec3 v_vert; +layout(location = 1) in vec3 v_normal; +layout(location = 2) in vec2 v_coord; + +#include + +out vec4 f_pos; +out vec4 f_clip_pos; +out vec4 f_clip_future_pos; + +void main() +{ + f_pos = modelview * vec4(v_vert, 1.0); + f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0f); + f_clip_future_pos = (projection * future * modelview) * vec4(v_vert, 1.0f); + + gl_Position = f_clip_pos; + gl_PointSize = param[1].x; +} diff --git a/shaders/gles_depthpointer.frag b/shaders/gles_depthpointer.frag new file mode 100644 index 00000000..42b9cb60 --- /dev/null +++ b/shaders/gles_depthpointer.frag @@ -0,0 +1,11 @@ +in vec2 f_coords; + +#texture (tex1, 0, R) +uniform sampler2D tex1; + +layout(location = 0) out uvec4 out_color; + +void main() +{ + out_color = uvec4(uint(texture(tex1, f_coords).r * 65535.0), 0, 0, 0xFFFF); +} diff --git a/shaders/light_common.glsl b/shaders/light_common.glsl new file mode 100644 index 00000000..0d26e1e2 --- /dev/null +++ b/shaders/light_common.glsl @@ -0,0 +1,162 @@ +#if SHADOWMAP_ENABLED +in vec4 f_light_pos[MAX_CASCADES]; +uniform sampler2DArrayShadow shadowmap; +#endif +uniform sampler2D headlightmap; + +#include + +float length2(vec3 v) +{ + return dot(v, v); +} + +float calc_shadow() +{ +#if SHADOWMAP_ENABLED + float distance = dot(f_pos.xyz, f_pos.xyz); + uint cascade; + for (cascade = 0U; cascade < MAX_CASCADES; cascade++) + if (distance <= cascade_end[cascade]) + break; + + vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w; + if (coords.z < 0.0f) + return 0.0f; + + float shadow = 0.0; + //basic +// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias)); + //PCF + float bias = 0.00005f * (cascade + 1U); + vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0)); + float radius = 1.0; + for (float y = -1.5; y <= 1.5; y += 1.0) + for (float x = -1.5; x <= 1.5; x += 1.0) + shadow += texture( shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) ); + shadow /= 16.0; + + return shadow; +#else + return 0.0; +#endif +} + +// [0] - diffuse, [1] - specular +// do magic here +vec2 calc_light(vec3 light_dir, vec3 fragnormal) +{ + vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); + vec3 halfway_dir = normalize(light_dir + view_dir); + + float diffuse_v = max(dot(fragnormal, light_dir), 0.0); + float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(abs(param[1].w), 0.01)) * diffuse_v; + + return vec2(diffuse_v, specular_v); +} + +vec2 calc_point_light(light_s light, vec3 fragnormal) +{ + vec3 light_dir = normalize(light.pos - f_pos.xyz); + vec2 val = calc_light(light_dir, fragnormal); + val.x += light.ambient; + val *= light.intensity; + + float distance = length(light.pos - f_pos.xyz); + float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); + + return val * atten; +} + +vec2 calc_spot_light(light_s light, vec3 fragnormal) +{ + vec3 light_dir = normalize(light.pos - f_pos.xyz); + + float theta = dot(light_dir, normalize(-light.dir)); + float epsilon = light.in_cutoff - light.out_cutoff; + float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0); + + vec2 point = calc_point_light(light, fragnormal); + return point * intensity; +} + +vec2 calc_dir_light(light_s light, vec3 fragnormal) +{ + vec3 light_dir = normalize(-light.dir); + return calc_light(light_dir, fragnormal); +} + +vec2 calc_headlights(light_s light, vec3 fragnormal) +{ + vec4 headlightpos = light.headlight_projection * f_pos; + vec3 coords = headlightpos.xyz / headlightpos.w; + + if (coords.z > 1.0) + return vec2(0.0); + if (coords.z < 0.0) + return vec2(0.0); + + vec3 light_dir = normalize(light.pos - f_pos.xyz); + vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.25, 0.0, 1.0); + float distance = length(light.pos - f_pos.xyz); + float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); + atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0)); + vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb; + float lightintensity = max(max(lights.r, lights.g), lights.b); + return part * atten * lightintensity; +} + +vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) +{ + vec3 emissioncolor = param[0].rgb * emission; + vec3 envcolor = envmap_color(fragnormal); + + if(lights_count == 0U) + return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; + + vec2 sunlight = calc_dir_light(lights[0], fragnormal); + + float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; +// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity); + fragcolor += lights[0].color * diffuseamount; + fragcolor = mix(fragcolor, envcolor, reflectivity); + + for (uint i = 1U; i < lights_count; i++) + { + light_s light = lights[i]; + vec2 part = vec2(0.0); + +// if (light.type == LIGHT_SPOT) +// part = calc_spot_light(light, fragnormal); +// else if (light.type == LIGHT_POINT) +// part = calc_point_light(light, fragnormal); +// else if (light.type == LIGHT_DIR) +// part = calc_dir_light(light, fragnormal); +// else if (light.type == LIGHT_HEADLIGHTS) + part = calc_headlights(light, fragnormal); + + fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; + } + + float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0); + if (shadowtone < 1.0) + { + float shadow = calc_shadow(); + specularamount *= clamp(1.0 - shadow, 0.0, 1.0); + fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); + } + fragcolor += emissioncolor; + vec3 specularcolor = specularamount * lights[0].color; + if (param[1].w >= 0.0) + { + fragcolor *= texturecolor; + fragcolor += specularcolor; + } + else + { + fragcolor += specularcolor; + fragcolor *= texturecolor; + } + + return fragcolor; +} diff --git a/shaders/map.frag b/shaders/map.frag new file mode 100644 index 00000000..3e73e714 --- /dev/null +++ b/shaders/map.frag @@ -0,0 +1,8 @@ +#include + +layout(location = 0) out vec4 out_color; + +void main() +{ + out_color = vec4(scene_extra, 1.0f); +} diff --git a/shaders/map.vert b/shaders/map.vert new file mode 100644 index 00000000..149efb62 --- /dev/null +++ b/shaders/map.vert @@ -0,0 +1,14 @@ +layout(location = 0) in vec3 v_vert; +layout(location = 2) in vec2 v_coords; + +out vec2 g_coords; + +#include + +void main() +{ + vec4 clip_pos = projection * vec4(v_vert, 1.0f); + + gl_Position = vec4(clip_pos.xz, 0.5, 1.0); + g_coords = v_coords; +} diff --git a/shaders/map_poi.frag b/shaders/map_poi.frag new file mode 100644 index 00000000..cb8c43ea --- /dev/null +++ b/shaders/map_poi.frag @@ -0,0 +1,14 @@ +in vec2 f_coords; + +layout(location = 0) out vec4 out_color; + +#texture (tex1, 0, sRGB_A) +uniform sampler2D tex1; + +void main() +{ + vec2 texcoord = f_coords; + vec4 color = texture(tex1, texcoord); + + out_color = color; +} diff --git a/shaders/map_poi.geom b/shaders/map_poi.geom new file mode 100644 index 00000000..25f12fe6 --- /dev/null +++ b/shaders/map_poi.geom @@ -0,0 +1,30 @@ +layout (points) in; +layout (triangle_strip, max_vertices = 4) out; + +in vec2 g_coords[]; +out vec2 f_coords; + +#include + +void main() { + vec4 position = gl_in[0].gl_Position; + vec2 size = vec2(0.1) * scene_extra.xy; + + gl_Position = position + vec4(-size.x, -size.y, 0.0, 0.0); + f_coords = vec2(g_coords[0].s, 0.0); + EmitVertex(); + + gl_Position = position + vec4( size.x, -size.y, 0.0, 0.0); + f_coords = vec2(g_coords[0].t, 0.0); + EmitVertex(); + + gl_Position = position + vec4(-size.x, size.y, 0.0, 0.0); + f_coords = vec2(g_coords[0].s, 1.0); + EmitVertex(); + + gl_Position = position + vec4( size.x, size.y, 0.0, 0.0); + f_coords = vec2(g_coords[0].t, 1.0); + EmitVertex(); + + EndPrimitive(); +} diff --git a/shaders/mat_clouds.frag b/shaders/mat_clouds.frag new file mode 100644 index 00000000..5e6f4f39 --- /dev/null +++ b/shaders/mat_clouds.frag @@ -0,0 +1,61 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +#param (diffuse, 1, 0, 1, diffuse) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#include +#include + +vec3 apply_lights_clouds(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor) +{ + if(lights_count == 0U) + return fragcolor * texturecolor; + + vec3 light_dir = normalize(-lights[0].dir); + vec3 view_dir = normalize(vec3(0.0) - f_pos.xyz); + vec3 halfway_dir = normalize(light_dir + view_dir); + float diffuse_v = max(dot(fragnormal, light_dir), 0.0); + float diffuseamount = (diffuse_v * param[1].x) * lights[0].intensity; + fragcolor += lights[0].color * diffuseamount; + fragcolor *= texturecolor; + + return fragcolor; +} + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + tex_color.a = clamp(tex_color.a * 1.25, 0.0, 1.0); + if(tex_color.a < 0.01) + discard; + + vec3 fragcolor = param[0].rgb; + vec3 fragnormal = normalize(f_normal); + + fragcolor = apply_lights_clouds(fragcolor, fragnormal, tex_color.rgb); + vec4 color = vec4(apply_fog(fragcolor), tex_color.a); + +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif + +#if MOTIONBLUR_ENABLED + out_motion = vec4(0.0f); +#endif +} diff --git a/shaders/mat_colored.frag b/shaders/mat_colored.frag new file mode 100644 index 00000000..2d808326 --- /dev/null +++ b/shaders/mat_colored.frag @@ -0,0 +1,53 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, zero) +#param (glossiness, 1, 3, 1, glossiness) + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#include +#include +#include + +void main() +{ + vec4 tex_color = vec4(pow(param[0].rgb, vec3(2.2)), param[0].a); + +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + vec3 fragnormal = normalize(f_normal); + float reflectivity = param[1].z; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/mat_default.frag b/shaders/mat_default.frag new file mode 100644 index 00000000..89cf61cc --- /dev/null +++ b/shaders/mat_default.frag @@ -0,0 +1,65 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, zero) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#include +#include +#include + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + vec3 fragnormal = normalize(f_normal); + float reflectivity = param[1].z; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +/* + float distance = dot(f_pos.xyz, f_pos.xyz); + if( distance <= cascade_end.x ) { color.r += 0.25; } + else if( distance <= cascade_end.y ) { color.g += 0.25; } + else if( distance <= cascade_end.z ) { color.b += 0.25; } +*/ +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif + +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult); + } +#endif +} diff --git a/shaders/mat_default_0.frag b/shaders/mat_default_0.frag new file mode 100644 index 00000000..f951f70d --- /dev/null +++ b/shaders/mat_default_0.frag @@ -0,0 +1 @@ +#include diff --git a/shaders/mat_default_1.frag b/shaders/mat_default_1.frag new file mode 100644 index 00000000..8eb248b7 --- /dev/null +++ b/shaders/mat_default_1.frag @@ -0,0 +1 @@ +#include diff --git a/shaders/mat_default_2.frag b/shaders/mat_default_2.frag new file mode 100644 index 00000000..9761f4fe --- /dev/null +++ b/shaders/mat_default_2.frag @@ -0,0 +1 @@ +#include diff --git a/shaders/mat_invalid.frag b/shaders/mat_invalid.frag new file mode 100644 index 00000000..4a94ae47 --- /dev/null +++ b/shaders/mat_invalid.frag @@ -0,0 +1,20 @@ +#include +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +void main() +{ + vec4 color = vec4(1.0, 0.0, 1.0, 1.0); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + out_motion = vec4(0.0f); +#endif +} diff --git a/shaders/mat_normalmap.frag b/shaders/mat_normalmap.frag new file mode 100644 index 00000000..3ef505eb --- /dev/null +++ b/shaders/mat_normalmap.frag @@ -0,0 +1,68 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, one) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (normalmap, 1, RGBA) +uniform sampler2D normalmap; + +#define NORMALMAP +#include +#include +#include + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, f_coord).a; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/mat_parallax.frag b/shaders/mat_parallax.frag new file mode 100644 index 00000000..7adac054 --- /dev/null +++ b/shaders/mat_parallax.frag @@ -0,0 +1,121 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; //tangent matrix nietransponowany; mnożyć przez f_tbn dla TangentLightPos; TangentViewPos; TangentFragPos; +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; +in vec3 TangentFragPos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, one) +#param (glossiness, 1, 3, 1, glossiness) +#param (height_scale, 2, 1, 1, zero) +#param (height_offset, 2, 2, 1, zero) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (normalmap, 1, RGBA) +uniform sampler2D normalmap; + +#define PARALLAX +#include +#include +#include + +vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir); + +void main() +{ + //parallax mapping + vec3 viewDir = normalize(vec3(0.0f, 0.0f, 0.0f) - TangentFragPos); //tangent view pos - tangent frag pos + vec2 f_coord_p = ParallaxMapping(f_coord, viewDir); + + vec4 tex_color = texture(diffuse, f_coord_p); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(normalmap, f_coord_p).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, f_coord_p).a; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} + +vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir) +{ + float pos_len = length(f_pos.xyz); + + if (pos_len > 100.0) { + return f_coord; + } + +#if EXTRAEFFECTS_ENABLED + const float minLayers = 8.0; + const float maxLayers = 32.0; + float LayersWeight = pos_len / 20.0; + vec2 currentTexCoords = f_coord; + float currentDepthMapValue = texture(normalmap, currentTexCoords).b; + LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight); + float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); // number of depth layers + float layerDepth = 1.0 / numLayers; // calculate the size of each layer + float currentLayerDepth = 0.0; // depth of current layer + vec2 P = viewDir.xy * param[2].y; // the amount to shift the texture coordinates per layer (from vector P) + vec2 deltaTexCoords = P / numLayers; + + + while(currentLayerDepth < currentDepthMapValue) + { + currentTexCoords -= deltaTexCoords; // shift texture coordinates along direction of P + currentDepthMapValue = texture(normalmap, currentTexCoords).b; // get depthmap value at current texture coordinates + currentLayerDepth += layerDepth; // get depth of next layer + } + + vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations) + + float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation + float beforeDepth = texture(normalmap, prevTexCoords).b - currentLayerDepth + layerDepth; + + float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates + vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight); + + return finalTexCoords; +#else + float height = texture(normalmap, f_coord).b; + vec2 p = viewDir.xy / viewDir.z * (height * (param[2].y - param[2].z) * 0.2); + return f_coord - p; +#endif +} diff --git a/shaders/mat_reflmap.frag b/shaders/mat_reflmap.frag new file mode 100644 index 00000000..24d139d5 --- /dev/null +++ b/shaders/mat_reflmap.frag @@ -0,0 +1,66 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, one) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (reflmap, 1, RGBA) +uniform sampler2D reflmap; + +#include +#include +#include + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + vec3 fragnormal = normalize(f_normal); + float reflectivity = param[1].z * texture(reflmap, f_coord).a; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + + if(alphatestfail) + fragcolor.r = 1.0; + + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); + +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/mat_shadowlessnormalmap.frag b/shaders/mat_shadowlessnormalmap.frag new file mode 100644 index 00000000..b2b49b1f --- /dev/null +++ b/shaders/mat_shadowlessnormalmap.frag @@ -0,0 +1,67 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, zero) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (normalmap, 1, RGBA) +uniform sampler2D normalmap; + +#define NORMALMAP +#include +#include +#include + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, f_coord).a; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, 1.0); + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/mat_stars.frag b/shaders/mat_stars.frag new file mode 100644 index 00000000..9da44100 --- /dev/null +++ b/shaders/mat_stars.frag @@ -0,0 +1,28 @@ +#include +#include + +flat in vec3 f_normal_raw; + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +void main() +{ + float x = (gl_PointCoord.x - 0.5f) * 2.0f; + float y = (gl_PointCoord.y - 0.5f) * 2.0f; + float dist2 = abs(x * x + y * y); + if (dist2 > 0.5f * 0.5f) + discard; + // color data space is shared with normals, ugh + vec4 color = vec4(pow(f_normal_raw.rgb, vec3(2.2)), 1.0f); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + out_motion = vec4(0.0f); +#endif +} diff --git a/shaders/mat_sunlessnormalmap.frag b/shaders/mat_sunlessnormalmap.frag new file mode 100644 index 00000000..380a17b0 --- /dev/null +++ b/shaders/mat_sunlessnormalmap.frag @@ -0,0 +1,110 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, zero) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (normalmap, 1, RGBA) +uniform sampler2D normalmap; + +#define NORMALMAP +#include +#include +#include + +vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) +{ + vec3 emissioncolor = param[0].rgb * emission; + vec3 envcolor = envmap_color(fragnormal); + + if(lights_count == 0U) + return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; + + vec2 sunlight = calc_dir_light(lights[0], fragnormal); + + float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; + fragcolor += envcolor * reflectivity; + float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity; + + for (uint i = 1U; i < lights_count; i++) + { + light_s light = lights[i]; + vec2 part = vec2(0.0); + +// if (light.type == LIGHT_SPOT) +// part = calc_spot_light(light, fragnormal); +// else if (light.type == LIGHT_POINT) +// part = calc_point_light(light, fragnormal); +// else if (light.type == LIGHT_DIR) +// part = calc_dir_light(light, fragnormal); +// else if (light.type == LIGHT_HEADLIGHTS) + part = calc_headlights(light, fragnormal); + + fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; + } + + if (shadowtone < 1.0) + { + float shadow = calc_shadow(); + specularamount *= clamp(1.0 - shadow, 0.0, 1.0); + fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); + } + fragcolor += emissioncolor; + fragcolor *= texturecolor; + + return fragcolor; +} + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, f_coord).a; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + + fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/mat_water.frag b/shaders/mat_water.frag new file mode 100644 index 00000000..23e933cb --- /dev/null +++ b/shaders/mat_water.frag @@ -0,0 +1,89 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, one) +#param (glossiness, 1, 3, 1, glossiness) +#param (wave_strength, 2, 1, 1, one) +#param (wave_speed, 2, 2, 1, one) + +#texture (normalmap, 0, RGBA) +uniform sampler2D normalmap; + +#texture (dudvmap, 1, RGB) +uniform sampler2D dudvmap; + +#texture (diffuse, 2, sRGB_A) +uniform sampler2D diffuse; + +//wave distortion variables +float move_factor = 0.0; + +#define WATER +#include +#include +#include + +void main() +{ + //wave distortion + move_factor += (param[2].z * time); + move_factor = mod(move_factor, 1.0); + vec2 texture_coords = f_coord; + vec2 distorted_tex_coord = texture(dudvmap, vec2(texture_coords.x + move_factor, texture_coords.y)).rg * 0.1; + distorted_tex_coord = texture_coords + vec2(distorted_tex_coord.x , distorted_tex_coord.y + move_factor); + vec2 total_distorted_tex_coord = (texture(dudvmap, distorted_tex_coord).rg * 2.0 - 1.0 ) * param[2].y; + texture_coords += total_distorted_tex_coord; + + vec4 tex_color = texture(diffuse, texture_coords); + + vec3 fragcolor = ambient * 0.25; + + vec3 normal; + normal.xy = (texture(normalmap, texture_coords).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, texture_coords ).a; + float specularity = 1.0; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + + //fragcolor = mix(fragcolor, param[0].rgb, param[1].z); +// fragcolor = (fragcolor * tex_color.rgb * param[1].z) + (fragcolor * (1.0 - param[1].z)); //multiply + //fragcolor = ( max(fragcolor + param[0].rgb -1.0,0.0) * param[1].z + fragcolor * (1.0 - param[1].z)); //linear burn + //fragcolor = ( min(param[0].rgb,fragcolor) * param[1].z + fragcolor * (1.0 - param[1].z)); //darken + + // fresnel effect + vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); + float fresnel = pow ( dot (f_normal, view_dir), 0.2 ); + float fresnel_inv = ((fresnel - 1.0 ) * -1.0 ); + + vec4 color = vec4(apply_fog(clamp(fragcolor, 0.0, 1.0)), clamp((fresnel_inv + param[0].a), 0.0, 1.0)); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/pick.frag b/shaders/pick.frag new file mode 100644 index 00000000..cd9abc4a --- /dev/null +++ b/shaders/pick.frag @@ -0,0 +1,8 @@ +#include + +layout(location = 0) out vec4 out_color; + +void main() +{ + out_color = vec4(param[0].rgb, 1.0); +} diff --git a/shaders/postfx_motionblur.frag b/shaders/postfx_motionblur.frag new file mode 100644 index 00000000..331fc0d7 --- /dev/null +++ b/shaders/postfx_motionblur.frag @@ -0,0 +1,29 @@ +in vec2 f_coords; +layout(location = 0) out vec4 out_color; + +#texture (color_tex, 0, RGB) +uniform sampler2D color_tex; + +#texture (velocity_tex, 1, RG) +uniform sampler2D velocity_tex; + +#include + +void main() +{ + vec2 texelSize = 1.0 / vec2(textureSize(color_tex, 0)); + vec2 velocity = texture(velocity_tex, f_coords).rg * param[0].r; + + float speed = length(velocity / texelSize); + int nSamples = clamp(int(speed), 1, 64); + + vec4 oResult = texture(color_tex, f_coords); + for (int i = 1; i < nSamples; ++i) + { + vec2 offset = velocity * (float(i) / float(nSamples - 1) - 0.5); + oResult += texture(color_tex, f_coords + offset); + } + oResult /= float(nSamples); + + out_color = oResult; +} diff --git a/shaders/postfx_tonemapping.frag b/shaders/postfx_tonemapping.frag new file mode 100644 index 00000000..81b3c3f4 --- /dev/null +++ b/shaders/postfx_tonemapping.frag @@ -0,0 +1,15 @@ +in vec2 f_coords; + +layout(location = 0) out vec4 out_color; + +#texture (tex1, 0, RGB) +uniform sampler2D tex1; + +#include + +void main() +{ + vec2 texcoord = f_coords; + vec3 hdr_color = texture(tex1, texcoord).xyz; + out_color = tonemap(vec4(hdr_color, 1.0)); +} diff --git a/shaders/precipitation.frag b/shaders/precipitation.frag new file mode 100644 index 00000000..2b1ea6a4 --- /dev/null +++ b/shaders/precipitation.frag @@ -0,0 +1,35 @@ +in vec2 f_coord; + +#texture (tex1, 0, sRGB_A) +uniform sampler2D tex1; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +void main() +{ + vec4 tex_color = texture(tex1, vec2(f_coord.x, f_coord.y + param[1].x)); + vec4 color = tex_color * param[0]; +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5; + + out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult); + } +#endif +} diff --git a/shaders/precipitation.vert b/shaders/precipitation.vert new file mode 100644 index 00000000..4b33ccac --- /dev/null +++ b/shaders/precipitation.vert @@ -0,0 +1,18 @@ +layout(location = 0) in vec3 v_vert; +layout(location = 1) in vec2 v_coord; + +out vec2 f_coord; + +out vec4 f_clip_pos; +out vec4 f_clip_future_pos; + +#include + +void main() +{ + f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0f); + f_clip_future_pos = (projection * future * modelview) * vec4(v_vert, 1.0f); + + gl_Position = f_clip_pos; + f_coord = v_coord; +} diff --git a/shaders/quad.vert b/shaders/quad.vert new file mode 100644 index 00000000..850d3fee --- /dev/null +++ b/shaders/quad.vert @@ -0,0 +1,23 @@ +const vec2 vert[4] = vec2[] +( + vec2(-1.0, 1.0), + vec2(-1.0, -1.0), + vec2( 1.0, 1.0), + vec2( 1.0, -1.0) +); + +const vec2 uv[4] = vec2[] +( + vec2(0.0, 1.0), + vec2(0.0, 0.0), + vec2(1.0, 1.0), + vec2(1.0, 0.0) +); + +out vec2 f_coords; + +void main() +{ + gl_Position = vec4(vert[gl_VertexID], 0.0, 1.0); + f_coords = uv[gl_VertexID]; +} diff --git a/shaders/shadowmap.frag b/shaders/shadowmap.frag new file mode 100644 index 00000000..14ef7549 --- /dev/null +++ b/shaders/shadowmap.frag @@ -0,0 +1,5 @@ +in vec2 f_coord; + +void main() +{ +} diff --git a/shaders/simpleuv.vert b/shaders/simpleuv.vert new file mode 100644 index 00000000..f3cd0ea2 --- /dev/null +++ b/shaders/simpleuv.vert @@ -0,0 +1,12 @@ +layout(location = 0) in vec3 v_vert; +layout(location = 2) in vec2 v_coord; + +out vec2 f_coord; + +#include + +void main() +{ + gl_Position = (projection * modelview) * vec4(v_vert, 1.0f); + f_coord = v_coord; +} diff --git a/shaders/smoke.frag b/shaders/smoke.frag new file mode 100644 index 00000000..b790ef3c --- /dev/null +++ b/shaders/smoke.frag @@ -0,0 +1,36 @@ +in vec4 f_color; +in vec2 f_coord; +in vec4 f_pos; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#texture (tex1, 0, sRGB_A) +uniform sampler2D tex1; + +#include +#include +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +void main() +{ + vec4 tex_color = texture(tex1, f_coord) * f_color; +#if POSTFX_ENABLED + out_color = vec4(apply_fog(tex_color.rgb), tex_color.a); +#else + out_color = tonemap(vec4(apply_fog(tex_color.rgb), tex_color.a)); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult); + } +#endif +} diff --git a/shaders/smoke.vert b/shaders/smoke.vert new file mode 100644 index 00000000..8769d067 --- /dev/null +++ b/shaders/smoke.vert @@ -0,0 +1,23 @@ +layout(location = 0) in vec3 v_vert; +layout(location = 1) in vec4 v_color; +layout(location = 2) in vec2 v_coord; + +out vec4 f_pos; +out vec4 f_color; +out vec2 f_coord; + +out vec4 f_clip_pos; +out vec4 f_clip_future_pos; + +#include + +void main() +{ + f_pos = modelview * vec4(v_vert, 1.0f); + f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0f); + f_clip_future_pos = (projection * future * modelview) * vec4(v_vert, 1.0f); + + gl_Position = f_clip_pos; + f_coord = v_coord; + f_color = v_color; +} diff --git a/shaders/texturewindow.frag b/shaders/texturewindow.frag new file mode 100644 index 00000000..80a3ebc8 --- /dev/null +++ b/shaders/texturewindow.frag @@ -0,0 +1,14 @@ +in vec2 f_coords; + +layout(location = 0) out vec4 out_color; + +#texture (tex1, 0, sRGB) +uniform sampler2D tex1; + +void main() +{ + vec2 texcoord = f_coords; + vec3 color = texture(tex1, texcoord).rgb; + + out_color = FBOUT(vec4(color, 1.0)); +} diff --git a/shaders/texturewindow.vert b/shaders/texturewindow.vert new file mode 100644 index 00000000..47e7ecf6 --- /dev/null +++ b/shaders/texturewindow.vert @@ -0,0 +1,31 @@ +layout (std140) uniform scene_ubo +{ + mat4 projection; + mat4 lightview; + float time; +}; + +const vec2 vert[4] = vec2[] +( + vec2(-1.0, 1.0), + vec2(-1.0, -1.0), + vec2( 1.0, 1.0), + vec2( 1.0, -1.0) +); + +const vec2 uv[4] = vec2[] +( + vec2(0.0, 1.0), + vec2(0.0, 0.0), + vec2(1.0, 1.0), + vec2(1.0, 0.0) +); + +out vec2 f_coords; + +void main() +{ + gl_Position = vec4(vert[gl_VertexID], 0.0, 1.0); + f_coords = vec2(mat3(projection) * vec3(uv[gl_VertexID], 1.0)); +} + diff --git a/shaders/tonemapping.glsl b/shaders/tonemapping.glsl new file mode 100644 index 00000000..de01a258 --- /dev/null +++ b/shaders/tonemapping.glsl @@ -0,0 +1,47 @@ +const float pureWhite = 1.0; + +vec3 reinhard(vec3 x) +{ +// return x / (x + vec3(1.0)); + + // Reinhard tonemapping operator. + // see: "Photographic Tone Reproduction for Digital Images", eq. 4 + float luminance = dot(x, vec3(0.2126, 0.7152, 0.0722)); + float mappedLuminance = (luminance * (1.0 + luminance/(pureWhite*pureWhite))) / (1.0 + luminance); + // Scale color by ratio of average luminances. + return (mappedLuminance / luminance) * x; +} + +// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ +vec3 ACESFilm(vec3 x) +{ + float a = 2.51f; + float b = 0.03f; + float c = 2.43f; + float d = 0.59f; + float e = 0.14f; + return (x*(a*x+b))/(x*(c*x+d)+e); +} + +// https://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting +vec3 filmicF(vec3 x) +{ + float A = 0.22f; + float B = 0.30f; + float C = 0.10f; + float D = 0.20f; + float E = 0.01f; + float F = 0.30f; + return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F)) - E/F; +} + +vec3 filmic(vec3 x) +{ + return filmicF(x) / filmicF(vec3(11.2f)); +} + +vec4 tonemap(vec4 x) +{ +// return FBOUT(vec4(ACESFilm(x.rgb), x.a)); + return FBOUT(vec4(reinhard(x.rgb), x.a)); +} diff --git a/shaders/traction.frag b/shaders/traction.frag new file mode 100644 index 00000000..f80639df --- /dev/null +++ b/shaders/traction.frag @@ -0,0 +1,32 @@ +#include + +in vec4 f_pos; +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#include +#include + +void main() +{ + vec4 color = vec4(apply_fog(pow(param[0].rgb, vec3(2.2))), param[0].a); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif + +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/traction.vert b/shaders/traction.vert new file mode 100644 index 00000000..55d5bd9a --- /dev/null +++ b/shaders/traction.vert @@ -0,0 +1,18 @@ +layout(location = 0) in vec3 v_vert; +layout(location = 1) in vec3 v_normal; +layout(location = 2) in vec2 v_coord; + +#include + +out vec4 f_clip_pos; +out vec4 f_clip_future_pos; +out vec4 f_pos; + +void main() +{ + f_pos = modelview * vec4(v_vert, 1.0f); + f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0f); + f_clip_future_pos = (projection * future * modelview) * vec4(v_vert, 1.0f); + + gl_Position = f_clip_pos; +} diff --git a/shaders/vbocolor.vert b/shaders/vbocolor.vert new file mode 100644 index 00000000..af4d693e --- /dev/null +++ b/shaders/vbocolor.vert @@ -0,0 +1,17 @@ +layout(location = 0) in vec3 v_vert; +layout(location = 1) in vec3 v_color; + +out vec3 f_color; +out vec4 f_pos; +out vec4 f_clip_pos; + +#include + +void main() +{ + f_pos = modelview * vec4(v_vert, 1.0); + f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0); + f_color = v_color; + + gl_Position = f_clip_pos; +} diff --git a/shaders/vertex.vert b/shaders/vertex.vert new file mode 100644 index 00000000..4d274e71 --- /dev/null +++ b/shaders/vertex.vert @@ -0,0 +1,46 @@ +layout(location = 0) in vec3 v_vert; +layout(location = 1) in vec3 v_normal; +layout(location = 2) in vec2 v_coord; +layout(location = 3) in vec4 v_tangent; + +#include + +out vec3 f_normal; +flat out vec3 f_normal_raw; +out vec2 f_coord; +out vec4 f_pos; +out mat3 f_tbn; +out vec4 f_light_pos[MAX_CASCADES]; + +out vec4 f_clip_pos; +out vec4 f_clip_future_pos; + +//out vec3 TangentLightPos; +//out vec3 TangentViewPos; +out vec3 TangentFragPos; + +void main() +{ + f_normal = normalize(modelviewnormal * v_normal); + f_normal_raw = v_normal; + f_coord = v_coord; + f_pos = modelview * vec4(v_vert, 1.0); + for (uint idx = 0U ; idx < MAX_CASCADES ; ++idx) { + f_light_pos[idx] = lightview[idx] * f_pos; + } + f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0); + f_clip_future_pos = (projection * future * modelview) * vec4(v_vert, 1.0); + + gl_Position = f_clip_pos; + gl_PointSize = param[1].x; + + vec3 T = normalize(modelviewnormal * v_tangent.xyz); + vec3 N = f_normal; + vec3 B = normalize(cross(N, T)); + f_tbn = mat3(T, B, N); + + mat3 TBN = transpose(f_tbn); +// TangentLightPos = TBN * f_light_pos.xyz; +// TangentViewPos = TBN * vec3(0.0, 0.0, 0.0); + TangentFragPos = TBN * f_pos.xyz; +} diff --git a/shaders/vertexonly.vert b/shaders/vertexonly.vert new file mode 100644 index 00000000..c121b09b --- /dev/null +++ b/shaders/vertexonly.vert @@ -0,0 +1,8 @@ +layout(location = 0) in vec3 v_vert; + +#include + +void main() +{ + gl_Position = (projection * modelview) * vec4(v_vert, 1.0); +} From fcc8460d88b5024b719a072e13c86c6a24a9b154 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 22 Feb 2020 01:41:34 +0100 Subject: [PATCH 093/153] milek7/sim branch python taskqueue code import --- Globals.cpp | 10 +++ Globals.h | 4 +- PyInt.cpp | 206 +++++++++++++++++++++++++++++++++++++----------- PyInt.h | 71 ++++++++++++++--- Texture.cpp | 5 +- Texture.h | 3 +- Train.cpp | 69 ++++++++++++---- Train.h | 13 ++- application.cpp | 2 +- 9 files changed, 304 insertions(+), 79 deletions(-) diff --git a/Globals.cpp b/Globals.cpp index 304fd0f2..36805f86 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -859,6 +859,16 @@ global_settings::ConfigParse(cParser &Parser) { Parser >> gfx_shadergamma; } */ + else if (token == "python.threadedupload") + { + Parser.getTokens(1); + Parser >> python_threadedupload; + } + else if (token == "python.uploadmain") + { + Parser.getTokens(1); + Parser >> python_uploadmain; + } else if (token == "python.mipmaps") { Parser.getTokens(1); diff --git a/Globals.h b/Globals.h index a30a2697..e376d595 100644 --- a/Globals.h +++ b/Globals.h @@ -195,7 +195,9 @@ struct global_settings { std::string fullscreen_monitor; - bool python_mipmaps = true; + bool python_mipmaps = true; + bool python_threadedupload = true; + bool python_uploadmain = true; int gfx_framebuffer_width = -1; int gfx_framebuffer_height = -1; diff --git a/PyInt.cpp b/PyInt.cpp index 4f52c296..cb9cfe8d 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -13,16 +13,44 @@ http://mozilla.org/MPL/2.0/. #include "dictionary.h" #include "application.h" #include "Logs.h" +#include "Globals.h" + +#ifdef __GNUC__ +#pragma GCC diagnostic ignored "-Wwrite-strings" +#endif void render_task::run() { // convert provided input to a python dictionary auto *input = PyDict_New(); - if( input == nullptr ) { goto exit; } + if (input == nullptr) { + cancel(); + return; + } for( auto const &datapair : m_input->floats ) { auto *value{ PyGetFloat( datapair.second ) }; PyDict_SetItemString( input, datapair.first.c_str(), value ); Py_DECREF( value ); } for( auto const &datapair : m_input->integers ) { auto *value{ PyGetInt( datapair.second ) }; PyDict_SetItemString( input, datapair.first.c_str(), value ); Py_DECREF( value ); } for( auto const &datapair : m_input->bools ) { auto *value{ PyGetBool( datapair.second ) }; PyDict_SetItemString( input, datapair.first.c_str(), value ); } for( auto const &datapair : m_input->strings ) { auto *value{ PyGetString( datapair.second.c_str() ) }; PyDict_SetItemString( input, datapair.first.c_str(), value ); Py_DECREF( value ); } +/* + for (auto const &datapair : m_input->vec2_lists) { + PyObject *list = PyList_New(datapair.second.size()); + + for (size_t i = 0; i < datapair.second.size(); i++) { + auto const &vec = datapair.second[i]; + + PyObject *tuple = PyTuple_New(2); + PyTuple_SetItem(tuple, 0, PyGetFloat(vec.x)); // steals ref + PyTuple_SetItem(tuple, 1, PyGetFloat(vec.y)); // steals ref + + PyList_SetItem(list, i, tuple); // steals ref + } + + PyDict_SetItemString(input, datapair.first.c_str(), list); + Py_DECREF(list); + } +*/ + delete m_input; + m_input = nullptr; // call the renderer auto *output { PyObject_CallMethod( m_renderer, "render", "O", input ) }; @@ -33,40 +61,82 @@ void render_task::run() { auto *outputheight { PyObject_CallMethod( m_renderer, "get_height", nullptr ) }; // upload texture data if( ( outputwidth != nullptr ) - && ( outputheight != nullptr ) ) { + && ( outputheight != nullptr ) + && m_target) { + int width = PyInt_AsLong( outputwidth ); + int height = PyInt_AsLong( outputheight ); + int components, format; - ::glBindTexture( GL_TEXTURE_2D, m_target ); - // build texture - ::glTexImage2D( - GL_TEXTURE_2D, 0, - ( Global.GfxFramebufferSRGB ? GL_SRGB8 : GL_RGBA8 ), - PyInt_AsLong( outputwidth ), PyInt_AsLong( outputheight ), 0, - GL_RGB, GL_UNSIGNED_BYTE, reinterpret_cast( PyString_AsString( output ) ) ); - // setup texture parameters - if( ( Global.AnisotropicFiltering >= 0 ) - && ( GL_EXT_texture_filter_anisotropic != 0 ) ) { - // anisotropic filtering - ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); - } - if( Global.python_mipmaps ) { - ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); - ::glGenerateMipmap( GL_TEXTURE_2D ); - } - else { - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - } - // all done - ::glFlush(); + const unsigned char *image = reinterpret_cast( PyString_AsString( output ) ); + + std::lock_guard guard(m_target->mutex); + if (m_target->image) + delete[] m_target->image; + + if (!Global.gfx_usegles) + { + int size = width * height * 3; + format = GL_SRGB8; + components = GL_RGB; + m_target->image = new unsigned char[size]; + memcpy(m_target->image, image, size); + } + else + { + format = GL_SRGB8_ALPHA8; + components = GL_RGBA; + m_target->image = new unsigned char[width * height * 4]; + + int w = width; + int h = height; + for (int y = 0; y < h; y++) + for (int x = 0; x < w; x++) + { + m_target->image[(y * w + x) * 4 + 0] = image[(y * w + x) * 3 + 0]; + m_target->image[(y * w + x) * 4 + 1] = image[(y * w + x) * 3 + 1]; + m_target->image[(y * w + x) * 4 + 2] = image[(y * w + x) * 3 + 2]; + m_target->image[(y * w + x) * 4 + 3] = 0xFF; + } + } + + m_target->width = width; + m_target->height = height; + m_target->components = components; + m_target->format = format; + m_target->timestamp = std::chrono::high_resolution_clock::now(); } if( outputheight != nullptr ) { Py_DECREF( outputheight ); } if( outputwidth != nullptr ) { Py_DECREF( outputwidth ); } Py_DECREF( output ); } +} -exit: - // clean up after yourself - delete m_input; - delete this; +void render_task::upload() +{ + if (Global.python_uploadmain && m_target->image) + { + glBindTexture(GL_TEXTURE_2D, m_target->shared_tex); + glTexImage2D( + GL_TEXTURE_2D, 0, + m_target->format, + m_target->width, m_target->height, 0, + m_target->components, GL_UNSIGNED_BYTE, m_target->image); + + if (Global.python_mipmaps) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glGenerateMipmap(GL_TEXTURE_2D); + } + else + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } + + if (Global.python_threadedupload) + glFlush(); + } + + delete this; } void render_task::cancel() { @@ -88,9 +158,21 @@ auto python_taskqueue::init() -> bool { Py_SetPythonHome("linuxpython64"); else Py_SetPythonHome("linuxpython"); +#elif __APPLE__ + if (sizeof(void*) == 8) + Py_SetPythonHome("macpython64"); + else + Py_SetPythonHome("macpython"); #endif Py_Initialize(); PyEval_InitThreads(); + + m_initialized = true; + + PyObject *stringiomodule { nullptr }; + PyObject *stringioclassname { nullptr }; + PyObject *stringioobject { nullptr }; + // do the setup work while we hold the lock m_main = PyImport_ImportModule("__main__"); if (m_main == nullptr) { @@ -98,15 +180,15 @@ auto python_taskqueue::init() -> bool { goto release_and_exit; } - auto *stringiomodule { PyImport_ImportModule( "cStringIO" ) }; - auto *stringioclassname { ( + stringiomodule = PyImport_ImportModule( "cStringIO" ); + stringioclassname = ( stringiomodule != nullptr ? PyObject_GetAttrString( stringiomodule, "StringIO" ) : - nullptr ) }; - auto *stringioobject { ( + nullptr ); + stringioobject = ( stringioclassname != nullptr ? PyObject_CallObject( stringioclassname, nullptr ) : - nullptr ) }; + nullptr ); m_stderr = { ( stringioobject == nullptr ? nullptr : PySys_SetObject( "stderr", stringioobject ) != 0 ? nullptr : @@ -117,15 +199,17 @@ auto python_taskqueue::init() -> bool { // release the lock, save the state for future use m_mainthread = PyEval_SaveThread(); - WriteLog( "Python Interpreter: setup complete" ); + WriteLog( "Python Interpreter setup complete" ); // init workers for( auto &worker : m_workers ) { - auto *openglcontextwindow { Application.window( -1 ) }; + GLFWwindow *openglcontextwindow = nullptr; + if (Global.python_threadedupload) + openglcontextwindow = Application.window( -1 ); worker = std::thread( &python_taskqueue::run, this, - openglcontextwindow, std::ref( m_tasks ), std::ref( m_condition ), std::ref( m_exit ) ); + openglcontextwindow, std::ref( m_tasks ), std::ref(m_uploadtasks), std::ref( m_condition ), std::ref( m_exit ) ); if( false == worker.joinable() ) { return false; } } @@ -139,12 +223,16 @@ release_and_exit: // shuts down the module void python_taskqueue::exit() { + if (!m_initialized) + return; + // let the workers know we're done with them m_exit = true; m_condition.notify_all(); // let them free up their shit before we proceed for( auto &worker : m_workers ) { - worker.join(); + if (worker.joinable()) + worker.join(); } // get rid of the leftover tasks // with the workers dead we don't have to worry about concurrent access anymore @@ -161,8 +249,7 @@ auto python_taskqueue::insert( task_request const &Task ) -> bool { if( ( Task.renderer.empty() ) || ( Task.input == nullptr ) - || ( Task.target == 0 ) - || ( Task.target == (GLuint)-1 ) ) { return false; } + || ( Task.target == 0 ) ) { return false; } auto *renderer { fetch_renderer( Task.renderer ) }; if( renderer == nullptr ) { return false; } @@ -199,7 +286,8 @@ auto python_taskqueue::run_file( std::string const &File, std::string const &Pat if( lookup.first.empty() ) { return false; } std::ifstream inputfile { lookup.first + lookup.second }; - std::string const input { std::istreambuf_iterator( inputfile ), std::istreambuf_iterator() }; + std::string input; + input.assign( std::istreambuf_iterator( inputfile ), std::istreambuf_iterator() ); if( PyRun_SimpleString( input.c_str() ) != 0 ) { error(); @@ -221,7 +309,7 @@ void python_taskqueue::release_lock() { PyEval_SaveThread(); } -auto python_taskqueue::fetch_renderer( std::string const Renderer ) -> PyObject * { +auto python_taskqueue::fetch_renderer( std::string const Renderer ) ->PyObject * { auto const lookup { m_renderers.find( Renderer ) }; if( lookup != std::end( m_renderers ) ) { @@ -232,6 +320,7 @@ auto python_taskqueue::fetch_renderer( std::string const Renderer ) -> PyObject auto const file { Renderer.substr( path.size() ) }; PyObject *renderer { nullptr }; PyObject *rendererarguments { nullptr }; + PyObject *renderername { nullptr }; acquire_lock(); { if( m_main == nullptr ) { @@ -242,7 +331,7 @@ auto python_taskqueue::fetch_renderer( std::string const Renderer ) -> PyObject if( false == run_file( file, path ) ) { goto cache_and_return; } - auto *renderername{ PyObject_GetAttrString( m_main, file.c_str() ) }; + renderername = PyObject_GetAttrString( m_main, file.c_str() ); if( renderername == nullptr ) { ErrorLog( "Python Renderer: class \"" + file + "\" not defined" ); goto cache_and_return; @@ -271,9 +360,11 @@ cache_and_return: return renderer; } -void python_taskqueue::run( GLFWwindow *Context, rendertask_sequence &Tasks, threading::condition_variable &Condition, std::atomic &Exit ) { +void python_taskqueue::run( GLFWwindow *Context, rendertask_sequence &Tasks, uploadtask_sequence &Upload_Tasks, threading::condition_variable &Condition, std::atomic &Exit ) { + + if (Context) + glfwMakeContextCurrent( Context ); - glfwMakeContextCurrent( Context ); // create a state object for this thread PyEval_AcquireLock(); auto *threadstate { PyThreadState_New( m_mainthread->interp ) }; @@ -302,9 +393,15 @@ void python_taskqueue::run( GLFWwindow *Context, rendertask_sequence &Tasks, thr { // execute python code task->run(); - if( PyErr_Occurred() != nullptr ) { - error(); - } + if (Context) + task->upload(); + else + { + std::lock_guard lock(Upload_Tasks.mutex); + Upload_Tasks.data.push_back(task); + } + if( PyErr_Occurred() != nullptr ) + error(); } // clear the thread state PyEval_SaveThread(); @@ -323,10 +420,19 @@ void python_taskqueue::run( GLFWwindow *Context, rendertask_sequence &Tasks, thr PyEval_ReleaseLock(); } +void python_taskqueue::update() +{ + std::lock_guard lock(m_uploadtasks.mutex); + + for (auto &task : m_uploadtasks.data) + task->upload(); + + m_uploadtasks.data.clear(); +} + void python_taskqueue::error() { - ErrorLog( "Python Interpreter: encountered error" ); if( m_stderr != nullptr ) { // std err pythona jest buforowane PyErr_Print(); @@ -362,3 +468,7 @@ python_taskqueue::error() { } } } + +#ifdef __GNUC__ +#pragma GCC diagnostic pop +#endif diff --git a/PyInt.h b/PyInt.h index 36880d42..d3e6bc29 100644 --- a/PyInt.h +++ b/PyInt.h @@ -7,7 +7,25 @@ obtain one at http://mozilla.org/MPL/2.0/. */ -#pragma once +#ifndef PYINT_H +#define PYINT_H + +#ifdef _POSIX_C_SOURCE +#undef _POSIX_C_SOURCE +#endif + +#ifdef _XOPEN_SOURCE +#undef _XOPEN_SOURCE +#endif + +#ifdef _MSC_VER +#pragma warning( push ) +#pragma warning( disable : 5033 ) +#endif +#ifdef __GNUC__ +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wregister" +#endif #ifdef _DEBUG #undef _DEBUG // bez tego macra Py_DECREF powoduja problemy przy linkowaniu @@ -16,35 +34,63 @@ http://mozilla.org/MPL/2.0/. #else #include "Python.h" #endif + +#ifdef __GNUC__ +#pragma GCC diagnostic pop +#endif +#ifdef _MSC_VER +#pragma warning( pop ) +#endif + #include "Classes.h" +#include "utilities.h" #define PyGetFloat(param) PyFloat_FromDouble(param) #define PyGetInt(param) PyInt_FromLong(param) #define PyGetBool(param) param ? Py_True : Py_False #define PyGetString(param) PyString_FromString(param) +// python rendertarget +struct python_rt { + std::mutex mutex; + + GLuint shared_tex; + + int format; + int components; + int width; + int height; + unsigned char *image = nullptr; + + std::chrono::high_resolution_clock::time_point timestamp; + + ~python_rt() { + if (image) + delete[] image; + } +}; + // TODO: extract common base and inherit specialization from it class render_task { public: // constructors - render_task( PyObject *Renderer, dictionary_source *Input, GLuint Target ) : + render_task( PyObject *Renderer, dictionary_source *Input, std::shared_ptr Target ) : m_renderer( Renderer ), m_input( Input ), m_target( Target ) {} // methods - void run(); + void run(); + void upload(); void cancel(); - auto target() const -> texture_handle { return m_target; } + auto target() const -> std::shared_ptr { return m_target; } private: // members PyObject *m_renderer {nullptr}; dictionary_source *m_input { nullptr }; - GLuint m_target { 0 }; + std::shared_ptr m_target { nullptr }; }; - - class python_taskqueue { public: @@ -53,7 +99,7 @@ public: std::string const &renderer; dictionary_source *input; - GLuint target; + std::shared_ptr target; }; // constructors python_taskqueue() = default; @@ -71,14 +117,17 @@ public: // releases the python gil and swaps the main thread out void release_lock(); + void update(); + private: // types static int const WORKERCOUNT { 1 }; using worker_array = std::array; using rendertask_sequence = threading::lockable< std::deque >; + using uploadtask_sequence = threading::lockable< std::deque >; // methods auto fetch_renderer( std::string const Renderer ) -> PyObject *; - void run( GLFWwindow *Context, rendertask_sequence &Tasks, threading::condition_variable &Condition, std::atomic &Exit ); + void run(GLFWwindow *Context, rendertask_sequence &Tasks, uploadtask_sequence &Upload_Tasks, threading::condition_variable &Condition, std::atomic &Exit ); void error(); // members PyObject *m_main { nullptr }; @@ -89,4 +138,8 @@ private: std::atomic m_exit { false }; // signals the workers to quit std::unordered_map m_renderers; // cache of python classes rendertask_sequence m_tasks; + uploadtask_sequence m_uploadtasks; + bool m_initialized { false }; }; + +#endif diff --git a/Texture.cpp b/Texture.cpp index 70f3e9da..f89b9d15 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -293,7 +293,10 @@ opengl_texture::make_request() { auto *dictionary { new dictionary_source( components.back() ) }; if( dictionary == nullptr ) { return; } - Application.request( { ToLower( components.front() ), dictionary, id } ); + auto rt = std::make_shared(); + rt->shared_tex = id; + + Application.request( { ToLower( components.front() ), dictionary, rt } ); } void diff --git a/Texture.h b/Texture.h index 2bc73f24..a62df204 100644 --- a/Texture.h +++ b/Texture.h @@ -35,6 +35,8 @@ struct opengl_texture { // releases resources allocated on the opengl end, storing local copy if requested void release(); + void + make_stub(); void alloc_rendertarget( GLint format, GLint components, int width, int height, int layers = 1, int samples = 1, GLint wrap = GL_CLAMP_TO_EDGE ); void @@ -65,7 +67,6 @@ struct opengl_texture { private: // methods - void make_stub(); void make_request(); void load_BMP(); void load_DDS(); diff --git a/Train.cpp b/Train.cpp index a4520ec2..a68b313f 100644 --- a/Train.cpp +++ b/Train.cpp @@ -6913,7 +6913,12 @@ bool TTrain::Update( double const Deltatime ) && ( false == FreeFlyModeFlag ) ) { // don't bother if we're outside fScreenTimer = 0.f; for( auto const &screen : m_screens ) { - Application.request( { screen.first, GetTrainState(), GfxRenderer->Texture( screen.second ).id } ); + auto state_dict = GetTrainState(); +/* + state_dict->insert("touches", *screen.touch_list); + screen.touch_list->clear(); +*/ + Application.request({ screen.rendererpath, state_dict, screen.rt } ); } } // sounds @@ -7707,23 +7712,53 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) >> submodelname >> renderername; - auto const *submodel { ( DynamicObject->mdKabina ? DynamicObject->mdKabina->GetFromName( submodelname ) : nullptr ) }; - if( submodel == nullptr ) { - WriteLog( "Python Screen: submodel " + submodelname + " not found - Ignoring screen" ); - continue; - } - auto const material { submodel->GetMaterial() }; - if( material <= 0 ) { - // sub model nie posiada tekstury lub tekstura wymienna - nie obslugiwana - WriteLog( "Python Screen: invalid texture id " + std::to_string( material ) + " - Ignoring screen" ); - continue; - } + const std::string rendererpath { + substr_path(renderername).empty() ? // supply vehicle folder as path if none is provided + DynamicObject->asBaseDir + renderername : + renderername }; + + opengl_texture *tex = nullptr; + TSubModel *submodel = nullptr; + if (submodelname != "none") { + submodel = ( DynamicObject->mdKabina ? DynamicObject->mdKabina->GetFromName( submodelname ) : nullptr ); + if( submodel == nullptr ) { + WriteLog( "Python Screen: submodel " + submodelname + " not found - Ignoring screen" ); + continue; + } + auto const material { submodel->GetMaterial() }; + if( material <= 0 ) { + // sub model nie posiada tekstury lub tekstura wymienna - nie obslugiwana + WriteLog( "Python Screen: invalid texture id " + std::to_string( material ) + " - Ignoring screen" ); + continue; + } + + tex = &GfxRenderer->Texture(GfxRenderer->Material(material).textures[0]); + } + else { + // TODO: fix leak + tex = new opengl_texture(); + tex->make_stub(); + } + + tex->create(); + + auto touch_list = std::make_shared>(); + auto rt = std::make_shared(); + rt->shared_tex = tex->id; +/* + if (submodel) + submodel->screen_touch_list = touch_list; +*/ // record renderer and material binding for future update requests - m_screens.emplace_back( - ( substr_path(renderername).empty() ? // supply vehicle folder as path if none is provided - DynamicObject->asBaseDir + renderername : - renderername ), - GfxRenderer->Material( material ).textures[0] ); + m_screens.emplace_back(); + m_screens.back().rendererpath = rendererpath; + m_screens.back().rt = rt; +/* + m_screens.back().touch_list = touch_list; + + if (Global.python_displaywindows) + m_screens.back().viewer = std::make_unique(rt, touch_list, rendererpath); +*/ } // btLampkaUnknown.Init("unknown",mdKabina,false); } while (token != ""); diff --git a/Train.h b/Train.h index 9edafb78..c3d4f6e7 100644 --- a/Train.h +++ b/Train.h @@ -110,6 +110,17 @@ class TTrain { bool springbrake_active; }; + struct screen_entry { + std::string rendererpath; + std::shared_ptr rt; +/* + std::unique_ptr viewer; + std::shared_ptr> touch_list; +*/ + }; + + typedef std::vector screen_map; + // constructors TTrain(); // methods @@ -760,7 +771,7 @@ private: float fPPress, fNPress; bool m_mastercontrollerinuse { false }; float m_mastercontrollerreturndelay { 0.f }; - std::vector> m_screens; + screen_map m_screens; uint16_t vid { 0 }; // train network recipient id float m_distancecounter { -1.f }; // distance traveled since meter was activated or -1 if inactive double m_brakehandlecp{ 0.0 }; diff --git a/application.cpp b/application.cpp index dd8fee7e..ae66ddc9 100644 --- a/application.cpp +++ b/application.cpp @@ -306,7 +306,7 @@ eu07_application::run() { // ------------------------------------------------------------------- // TODO: re-enable after python changes merge - // m_taskqueue.update(); + m_taskqueue.update(); if (!GfxRenderer->Render()) return 0; From 4e9eabbcfe6b61db299a51fa3ca1c2b4d2c6fd48 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 23 Feb 2020 03:43:05 +0100 Subject: [PATCH 094/153] key binding lookup, ai vehicle activation delay --- Driver.cpp | 10 ++++++++-- application.cpp | 8 ++++++++ application.h | 3 +++ applicationmode.h | 8 ++++++-- drivermode.cpp | 23 +++++++++++++++-------- drivermode.h | 7 +++++-- driveruilayer.cpp | 6 ++++-- editormode.cpp | 8 +++++++- editormode.h | 5 ++++- keyboardinput.cpp | 12 ++++++------ keyboardinput.h | 6 +++--- scenarioloadermode.h | 5 ++++- 12 files changed, 73 insertions(+), 28 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 981dd90a..0e6d1192 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1719,6 +1719,9 @@ TController::TController(bool AI, TDynamicObject *NewControll, bool InitPsyche, #endif LogFile.flush(); } + + // HACK: give the simulation a small window to potentially replace the AI with a human driver + fActionTime = -2.0; }; void TController::CloseLog() @@ -2511,7 +2514,10 @@ void TController::SetDriverPsyche() bool TController::PrepareEngine() { // odpalanie silnika - bool OK = false, + // HACK: don't immediately activate inert vehicle in case the simulation is about to replace us with human driver + if( /* ( mvOccupied->Vel < 1.0 ) && */ ( fActionTime < 0.0 ) ) { return false; } + + bool OK = false, voltfront = false, voltrear = false; LastReactionTime = 0.0; @@ -4663,7 +4669,7 @@ TController::UpdateSituation(double dt) { fVoltage = 0.5 * (fVoltage + std::max( mvControlling->GetAnyTrainsetVoltage(), mvControlling->PantographVoltage ) ); if( fVoltage < mvControlling->EnginePowerSource.CollectorParameters.MinV ) { // gdy rozłączenie WS z powodu niskiego napięcia - if( fActionTime >= 0 ) { + if( fActionTime >= PrepareTime ) { // jeśli czas oczekiwania nie został ustawiony, losowy czas oczekiwania przed ponownym załączeniem jazdy fActionTime = -2.0 - Random( 10 ); } diff --git a/application.cpp b/application.cpp index ae66ddc9..2f89472e 100644 --- a/application.cpp +++ b/application.cpp @@ -470,6 +470,14 @@ eu07_application::get_input_hint( user_command const Command ) const { return m_modes[ m_modestack.top() ]->get_input_hint( Command ); } */ +int +eu07_application::key_binding( user_command const Command ) const { + + if( m_modestack.empty() ) { return -1; } + + return m_modes[ m_modestack.top() ]->key_binding( Command ); +} + void eu07_application::on_key( int const Key, int const Scancode, int const Action, int const Mods ) { diff --git a/application.h b/application.h index 8145cf75..da49b1fd 100644 --- a/application.h +++ b/application.h @@ -71,6 +71,9 @@ public: std::string get_input_hint( user_command const Command ) const; */ + // provides key code associated with specified command + int + key_binding( user_command const Command ) const; // input handlers void on_key( int const Key, int const Scancode, int const Action, int const Mods ); diff --git a/applicationmode.h b/applicationmode.h index 30053e84..850fc0d1 100644 --- a/applicationmode.h +++ b/applicationmode.h @@ -71,9 +71,13 @@ public: virtual void on_event_poll() = 0; - virtual + // provides key code associated with specified command + virtual + int + key_binding( user_command const Command ) const = 0; + virtual bool - is_command_processor() = 0; + is_command_processor() const = 0; protected: // members diff --git a/drivermode.cpp b/drivermode.cpp index 437c5e08..6b14af91 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -83,10 +83,10 @@ driver_mode::drivermode_input::init() { } std::string -driver_mode::drivermode_input::command_hints( std::pair const &Commands ) const { +driver_mode::drivermode_input::binding_hints( std::pair const &Commands ) const { - auto const inputhintleft { keyboard.mapping( Commands.first ) }; - auto const inputhintright { keyboard.mapping( Commands.second ) }; + auto const inputhintleft { keyboard.binding_hint( Commands.first ) }; + auto const inputhintright { keyboard.binding_hint( Commands.second ) }; std::string inputhints = inputhintleft + ( inputhintright.empty() ? "" : @@ -296,14 +296,14 @@ driver_mode::update() { // in regular mode show control functions, for defined controls auto const controlname { train->GetLabel( GfxRenderer->Pick_Control() ) }; if( false == controlname.empty() ) { - auto const bindings { m_input.mouse.bindings( controlname ) }; - auto inputhints { m_input.command_hints( bindings ) }; + auto const mousecommands { m_input.mouse.bindings( controlname ) }; + auto inputhints { m_input.binding_hints( mousecommands ) }; // if the commands bound with the control don't have any assigned keys try potential fallbacks if( inputhints.empty() ) { - inputhints = m_input.command_hints( m_input.command_fallback( bindings.first ) ); + inputhints = m_input.binding_hints( m_input.command_fallback( mousecommands.first ) ); } if( inputhints.empty() ) { - inputhints = m_input.command_hints( m_input.command_fallback( bindings.second ) ); + inputhints = m_input.binding_hints( m_input.command_fallback( mousecommands.second ) ); } // ready or not, here we go if( inputhints.empty() ) { @@ -411,6 +411,13 @@ driver_mode::exit() { } +// provides key code associated with specified command +int +driver_mode::key_binding( user_command const Command ) const { + + return m_input.keyboard.binding( Command ); +} + void driver_mode::on_key( int const Key, int const Scancode, int const Action, int const Mods ) { @@ -496,7 +503,7 @@ driver_mode::on_event_poll() { } bool -driver_mode::is_command_processor() { +driver_mode::is_command_processor() const { return true; } diff --git a/drivermode.h b/drivermode.h index 3e3618b0..e3d404d9 100644 --- a/drivermode.h +++ b/drivermode.h @@ -51,8 +51,11 @@ public: on_scroll( double const Xoffset, double const Yoffset ) override; void on_event_poll() override; + // provides key code associated with specified command + int + key_binding( user_command const Command ) const override; bool - is_command_processor() override; + is_command_processor() const override; private: // types @@ -82,7 +85,7 @@ private: bool init(); void poll(); std::string - command_hints( std::pair const &Commands ) const; + binding_hints( std::pair const &Commands ) const; std::pair command_fallback( user_command const Command ) const; }; diff --git a/driveruilayer.cpp b/driveruilayer.cpp index 772b54d5..65158b6a 100644 --- a/driveruilayer.cpp +++ b/driveruilayer.cpp @@ -47,8 +47,10 @@ driver_ui::driver_ui() { bool driver_ui::on_key_( int const Key, int const Scancode, int const Action, int const Mods ) { - // if the pause is on ignore block other input - if( m_paused ) { return true; } + if( m_paused ) { + // if the pause is on block input except for the pause key which we let the owner deal with + return ( Key != Application.key_binding( user_command::pausetoggle ) ); + } switch( Key ) { diff --git a/editormode.cpp b/editormode.cpp index 9a725dc5..61414899 100644 --- a/editormode.cpp +++ b/editormode.cpp @@ -271,8 +271,14 @@ editor_mode::on_event_poll() { m_input.poll(); } +int +editor_mode::key_binding( user_command const Command ) const { + + return m_input.keyboard.binding( Command ); +} + bool -editor_mode::is_command_processor() { +editor_mode::is_command_processor() const { return false; } diff --git a/editormode.h b/editormode.h index 52e990ef..ad04fd86 100644 --- a/editormode.h +++ b/editormode.h @@ -47,8 +47,11 @@ public: on_scroll( double const Xoffset, double const Yoffset ) override; void on_event_poll() override; + // provides key code associated with specified command + int + key_binding( user_command const Command ) const override; bool - is_command_processor() override; + is_command_processor() const override; private: // types diff --git a/keyboardinput.cpp b/keyboardinput.cpp index 4f1a61e3..4d390d39 100644 --- a/keyboardinput.cpp +++ b/keyboardinput.cpp @@ -298,7 +298,7 @@ std::unordered_map keytonamemap = { }; std::string -keyboard_input::mapping( user_command const Command ) const { +keyboard_input::binding_hint( user_command const Command ) const { if( Command == user_command::none ) { return ""; } @@ -308,16 +308,16 @@ keyboard_input::mapping( user_command const Command ) const { auto const lookup { keytonamemap.find( binding & 0xffff ) }; if( lookup == keytonamemap.end() ) { return ""; } - std::string mapping; + std::string hint; if( ( binding & keymodifier::shift ) != 0 ) { - mapping += "SHIFT "; + hint += "SHIFT "; } if( ( binding & keymodifier::control ) != 0 ) { - mapping += "CTRL "; + hint += "CTRL "; } - mapping += lookup->second; + hint += lookup->second; - return mapping; + return hint; } //--------------------------------------------------------------------------- diff --git a/keyboardinput.h b/keyboardinput.h index 5d01d3ba..0c6344a3 100644 --- a/keyboardinput.h +++ b/keyboardinput.h @@ -45,8 +45,10 @@ public: user_command const command() const { return m_command; } + int + binding( user_command const Command ) const; std::string - mapping( user_command const Command ) const; + binding_hint( user_command const Command ) const; protected: // types @@ -92,8 +94,6 @@ private: }; // methods - int - binding( user_command const Command ) const; bool is_movement_key( int const Key ) const; diff --git a/scenarioloadermode.h b/scenarioloadermode.h index 441ac12a..99642de9 100644 --- a/scenarioloadermode.h +++ b/scenarioloadermode.h @@ -45,6 +45,9 @@ public: on_scroll( double const Xoffset, double const Yoffset ) override { ; } void on_event_poll() override { ; } + // provides key code associated with specified command + int + key_binding( user_command const Command ) const override { return -1; } bool - is_command_processor() override { return false; } + is_command_processor() const override { return false; } }; From e4502217e520a693bc000bef622d6a355f03bb00 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 23 Feb 2020 03:44:45 +0100 Subject: [PATCH 095/153] build 200222. enhanced memory cell comparison event condition --- EvLaunch.cpp | 8 +- Event.cpp | 157 +++++++++++++++++++++++++--------------- Event.h | 17 +++-- MemCell.cpp | 50 +++++++++++-- MemCell.h | 7 +- Track.cpp | 4 +- comparison.h | 78 ++++++++++++++++++++ maszyna.vcxproj | 1 + maszyna.vcxproj.filters | 3 + simulation.cpp | 6 +- version.h | 2 +- 11 files changed, 249 insertions(+), 84 deletions(-) create mode 100644 comparison.h diff --git a/EvLaunch.cpp b/EvLaunch.cpp index fc411b30..df4119e7 100644 --- a/EvLaunch.cpp +++ b/EvLaunch.cpp @@ -112,7 +112,7 @@ bool TEventLauncher::Load(cParser *parser) *parser >> token; if (token != "*") //*=nie brać wartości 1. pod uwagę { - iCheckMask |= basic_event::flags::value_1; + iCheckMask |= basic_event::flags::value1; fVal1 = atof(token.c_str()); } else @@ -121,7 +121,7 @@ bool TEventLauncher::Load(cParser *parser) *parser >> token; if (token.compare("*") != 0) //*=nie brać wartości 2. pod uwagę { - iCheckMask |= basic_event::flags::value_2; + iCheckMask |= basic_event::flags::value2; fVal2 = atof(token.c_str()); } else @@ -314,8 +314,8 @@ TEventLauncher::export_as_text_( std::ostream &Output ) const { << "condition " << asMemCellName << ' ' << szText << ' ' - << ( ( iCheckMask & basic_event::flags::value_1 ) != 0 ? to_string( fVal1 ) : "*" ) << ' ' - << ( ( iCheckMask & basic_event::flags::value_2 ) != 0 ? to_string( fVal2 ) : "*" ) << ' '; + << ( ( iCheckMask & basic_event::flags::value1 ) != 0 ? to_string( fVal1 ) : "*" ) << ' ' + << ( ( iCheckMask & basic_event::flags::value2 ) != 0 ? to_string( fVal2 ) : "*" ) << ' '; } // footer Output diff --git a/Event.cpp b/Event.cpp index 4a4e0255..4258db4d 100644 --- a/Event.cpp +++ b/Event.cpp @@ -33,7 +33,7 @@ http://mozilla.org/MPL/2.0/. void basic_event::event_conditions::bind( basic_event::node_sequence *Nodes ) { - cells = Nodes; + memcompare_cells = Nodes; } void @@ -42,7 +42,7 @@ basic_event::event_conditions::init() { tracks.clear(); if( flags & ( flags::track_busy | flags::track_free ) ) { - for( auto &target : *cells ) { + for( auto &target : *memcompare_cells ) { tracks.emplace_back( simulation::Paths.find( std::get( target ) ) ); if( tracks.back() == nullptr ) { // legacy compatibility behaviour, instead of disabling the event we disable the memory cell comparison test @@ -63,7 +63,11 @@ basic_event::event_conditions::test() const { // if there's conditions, check them if( flags & flags::probability ) { auto const randomroll { static_cast( Random() ) }; - WriteLog( "Test: Random integer - [" + std::to_string( randomroll ) + "] / [" + std::to_string( probability ) + "]" ); + WriteLog( + "Test: Random integer - [" + + std::to_string( randomroll ) + "] / [" + std::to_string( probability ) + + "] - " + + ( randomroll > probability ? "Pass" : "Fail" ) ); if( randomroll > probability ) { return false; } @@ -82,9 +86,9 @@ basic_event::event_conditions::test() const { } } } - if( flags & ( flags::text | flags::value_1 | flags::value_2 ) ) { + if( flags & ( flags::text | flags::value1 | flags::value2 ) ) { // porównanie wartości - for( auto &cellwrapper : *cells ) { + for( auto &cellwrapper : *memcompare_cells ) { auto *cell { static_cast( std::get( cellwrapper ) ) }; if( cell == nullptr ) { // ErrorLog( "Event " + asName + " trying conditional_memcompare with nonexistent memcell" ); @@ -92,35 +96,38 @@ basic_event::event_conditions::test() const { } auto const comparisonresult = cell->Compare( - match_text, - match_value_1, - match_value_2, - flags ); + memcompare_text, memcompare_value1, memcompare_value2, + flags, + memcompare_text_operator, memcompare_value1_operator, memcompare_value2_operator, + memcompare_pass ); + + auto const combiner { ( + memcompare_pass == comparison_pass::all ? " && " : + memcompare_pass == comparison_pass::any ? " || " : + memcompare_pass == comparison_pass::none ? " !! " : + " ?? " ) }; std::string comparisonlog = "Test: MemCompare - " + cell->name() + " - "; comparisonlog += - "[" + cell->Text() + "]" - + " [" + to_string( cell->Value1(), 2 ) + "]" - + " [" + to_string( cell->Value2(), 2 ) + "]"; + ( TestFlag( flags, flags::text ) ? + "[" + cell->Text() + "] " + to_string( memcompare_text_operator ) + " [" + memcompare_text + "]" : + "[*]" ) + + combiner; - comparisonlog += ( - true == comparisonresult ? - " == " : - " != " ); + comparisonlog += + ( TestFlag( flags, flags::value1 ) ? + "[" + to_string( cell->Value1(), 2 ) + "] " + to_string( memcompare_value1_operator ) + " [" + to_string( memcompare_value1, 2 ) + "]" : + "[*]" ) + + combiner; - comparisonlog += ( - TestFlag( flags, flags::text ) ? - "[" + std::string( match_text ) + "]" : - "[*]" ); - comparisonlog += ( - TestFlag( flags, flags::value_1 ) ? - " [" + to_string( match_value_1, 2 ) + "]" : - " [*]" ); - comparisonlog += ( - TestFlag( flags, flags::value_2 ) ? - " [" + to_string( match_value_2, 2 ) + "]" : - " [*]" ); + comparisonlog += + ( TestFlag( flags, flags::value2 ) ? + "[" + to_string( cell->Value2(), 2 ) + "] " + to_string( memcompare_value2_operator ) + " [" + to_string( memcompare_value2, 2 ) + "]" : + "[*]" ) + + " - "; + + comparisonlog += ( comparisonresult ? "Pass" : "Fail" ); WriteLog( comparisonlog ); @@ -134,7 +141,8 @@ basic_event::event_conditions::test() const { } void -basic_event::event_conditions::deserialize( cParser &Input ) { // przetwarzanie warunków, wspólne dla Multiple i UpdateValues +basic_event::event_conditions::deserialize( cParser &Input ) { + // przetwarzanie warunków, wspólne dla Multiple i UpdateValues std::string token; while( ( true == Input.getTokens() ) @@ -156,20 +164,52 @@ basic_event::event_conditions::deserialize( cParser &Input ) { // przetwarzanie Input.getTokens( 1, false ); // case sensitive if( Input.peek() != "*" ) //"*" - nie brac command pod uwage { // zapamiętanie łańcucha do porównania - Input >> match_text; + Input >> memcompare_text; flags |= flags::text; } Input.getTokens(); if( Input.peek() != "*" ) //"*" - nie brac val1 pod uwage { - Input >> match_value_1; - flags |= flags::value_1; + Input >> memcompare_value1; + flags |= flags::value1; } Input.getTokens(); if( Input.peek() != "*" ) //"*" - nie brac val2 pod uwage { - Input >> match_value_2; - flags |= flags::value_2; + Input >> memcompare_value2; + flags |= flags::value2; + } + } + else if( token == "memcompareex" ) { + memcompare_pass = comparison_pass_from_string( Input.getToken() ); + Input.getTokens(); + if( Input.peek() != "*" ) //"*" - nie brac pod uwage + { // two tokens, operator followed by comparison value + std::string operatorstring; + Input >> operatorstring; + memcompare_text_operator = comparison_operator_from_string( operatorstring ); + Input.getTokens( 1, false ); // case sensitive + Input >> memcompare_text; + flags |= flags::text; + } + Input.getTokens(); + if( Input.peek() != "*" ) //"*" - nie brac val1 pod uwage + { // two tokens, operator followed by comparison value + std::string operatorstring; + Input >> operatorstring; + memcompare_value1_operator = comparison_operator_from_string( operatorstring ); + Input.getTokens(); + Input >> memcompare_value1; + flags |= flags::value1; + } + Input.getTokens(); + { // two tokens, operator followed by comparison value + std::string operatorstring; + Input >> operatorstring; + memcompare_value2_operator = comparison_operator_from_string( operatorstring ); + Input.getTokens(); + Input >> memcompare_value2; + flags |= flags::value1; } } } @@ -192,12 +232,12 @@ basic_event::event_conditions::export_as_text( std::ostream &Output ) const { << "propability " << probability << ' '; } - if( ( flags & ( flags::text | flags::value_1 | flags::value_2 ) ) != 0 ) { + if( ( flags & ( flags::text | flags::value1 | flags::value2 ) ) != 0 ) { Output << "memcompare " - << ( ( flags & flags::text ) == 0 ? "*" : match_text ) << ' ' - << ( ( flags & flags::value_1 ) == 0 ? "*" : to_string( match_value_1 ) ) << ' ' - << ( ( flags & flags::value_2 ) == 0 ? "*" : to_string( match_value_2 ) ) << ' '; + << ( ( flags & flags::text ) == 0 ? "*" : memcompare_text ) << ' ' + << ( ( flags & flags::value1 ) == 0 ? "*" : to_string( memcompare_value1 ) ) << ' ' + << ( ( flags & flags::value2 ) == 0 ? "*" : to_string( memcompare_value2 ) ) << ' '; } } } @@ -404,12 +444,12 @@ updatevalues_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpa Input.getTokens(); if( Input.peek() != "*" ) { //"*" - nie brac val1 pod uwage Input >> m_input.data_value_1; - m_input.flags |= flags::value_1; + m_input.flags |= flags::value1; } Input.getTokens(); if( Input.peek() != "*" ) { //"*" - nie brac val2 pod uwage Input >> m_input.data_value_2; - m_input.flags |= flags::value_2; + m_input.flags |= flags::value2; } Input.getTokens(); // optional blocks @@ -433,8 +473,8 @@ updatevalues_event::run_() { WriteLog( "Type: " + std::string( ( m_input.flags & flags::mode_add ) ? "AddValues" : "UpdateValues" ) + " & Track command - [" + ( ( m_input.flags & flags::text ) ? m_input.data_text : "X" ) + "] [" - + ( ( m_input.flags & flags::value_1 ) ? to_string( m_input.data_value_1, 2 ) : "X" ) + "] [" - + ( ( m_input.flags & flags::value_2 ) ? to_string( m_input.data_value_2, 2 ) : "X" ) + "]" ); + + ( ( m_input.flags & flags::value1 ) ? to_string( m_input.data_value_1, 2 ) : "X" ) + "] [" + + ( ( m_input.flags & flags::value2 ) ? to_string( m_input.data_value_2, 2 ) : "X" ) + "]" ); // TODO: dump status of target cells after the operation for( auto &target : m_targets ) { auto *targetcell { static_cast( std::get( target ) ) }; @@ -460,9 +500,9 @@ void updatevalues_event::export_as_text_( std::ostream &Output ) const { Output - << ( ( m_input.flags & flags::text ) == 0 ? "*" : m_input.data_text ) << ' ' - << ( ( m_input.flags & flags::value_1 ) == 0 ? "*" : to_string( m_input.data_value_1 ) ) << ' ' - << ( ( m_input.flags & flags::value_2 ) == 0 ? "*" : to_string( m_input.data_value_2 ) ) << ' '; + << ( ( m_input.flags & flags::text ) == 0 ? "*" : m_input.data_text ) << ' ' + << ( ( m_input.flags & flags::value1 ) == 0 ? "*" : to_string( m_input.data_value_1 ) ) << ' ' + << ( ( m_input.flags & flags::value2 ) == 0 ? "*" : to_string( m_input.data_value_2 ) ) << ' '; m_conditions.export_as_text( Output ); } @@ -774,7 +814,7 @@ copyvalues_event::type() const { void copyvalues_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) { - m_input.flags = ( flags::text | flags::value_1 | flags::value_2 ); // normalnie trzy + m_input.flags = ( flags::text | flags::value1 | flags::value2 ); // normalnie trzy std::string token; int paramidx { 0 }; @@ -790,7 +830,7 @@ copyvalues_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad break; } case 2: { // maska wartości - m_input.flags = stol_def( token, ( flags::text | flags::value_1 | flags::value_2 ) ); + m_input.flags = stol_def( token, ( flags::text | flags::value1 | flags::value2 ) ); break; } default: { @@ -812,8 +852,8 @@ copyvalues_event::run_() { WriteLog( "Type: CopyValues - [" + ( ( m_input.flags & flags::text ) ? m_input.data_text : "X" ) + "] [" - + ( ( m_input.flags & flags::value_1 ) ? to_string( m_input.data_value_1, 2 ) : "X" ) + "] [" - + ( ( m_input.flags & flags::value_2 ) ? to_string( m_input.data_value_2, 2 ) : "X" ) + "]" ); + + ( ( m_input.flags & flags::value1 ) ? to_string( m_input.data_value_1, 2 ) : "X" ) + "] [" + + ( ( m_input.flags & flags::value2 ) ? to_string( m_input.data_value_2, 2 ) : "X" ) + "]" ); // TODO: dump status of target cells after the operation for( auto &target : m_targets ) { auto *targetcell { static_cast( std::get( target ) ) }; @@ -843,7 +883,7 @@ copyvalues_event::export_as_text_( std::ostream &Output ) const { << ( datasource != nullptr ? datasource->name() : std::get( m_input.data_source ) ) - << ' ' << ( m_input.flags & ( flags::text | flags::value_1 | flags::value_2 ) ) << ' '; + << ' ' << ( m_input.flags & ( flags::text | flags::value1 | flags::value2 ) ) << ' '; } @@ -866,7 +906,7 @@ whois_event::type() const { void whois_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) { - m_input.flags = ( flags::text | flags::value_1 | flags::value_2 ); // normalnie trzy + m_input.flags = ( flags::text | flags::value1 | flags::value2 ); // normalnie trzy std::string token; int paramidx { 0 }; @@ -878,7 +918,7 @@ whois_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) { Input >> token; switch( ++paramidx ) { case 1: { // maska wartości - m_input.flags = stol_def( token, ( flags::text | flags::value_1 | flags::value_2 ) ); + m_input.flags = stol_def( token, ( flags::text | flags::value1 | flags::value2 ) ); break; } default: { @@ -923,7 +963,7 @@ whois_event::run_() { m_activator->MoverParameters->TypeName, // typ pojazdu consistbrakelevel, collisiondistance, - m_input.flags & ( flags::text | flags::value_1 | flags::value_2 ) ); + m_input.flags & ( flags::text | flags::value1 | flags::value2 ) ); WriteLog( "Type: WhoIs (" + to_string( m_input.flags ) + ") - " @@ -937,7 +977,7 @@ whois_event::run_() { m_activator->MoverParameters->LoadType.name, // nazwa ładunku m_activator->MoverParameters->LoadAmount, // aktualna ilość m_activator->MoverParameters->MaxLoad, // maksymalna ilość - m_input.flags & ( flags::text | flags::value_1 | flags::value_2 ) ); + m_input.flags & ( flags::text | flags::value1 | flags::value2 ) ); WriteLog( "Type: WhoIs (" + to_string( m_input.flags ) + ") - " @@ -952,7 +992,7 @@ whois_event::run_() { m_activator->asDestination, // adres docelowy m_activator->DirectionGet(), // kierunek pojazdu względem czoła składu (1=zgodny,-1=przeciwny) m_activator->MoverParameters->Power, // moc pojazdu silnikowego: 0 dla wagonu - m_input.flags & ( flags::text | flags::value_1 | flags::value_2 ) ); + m_input.flags & ( flags::text | flags::value1 | flags::value2 ) ); WriteLog( "Type: WhoIs (" + to_string( m_input.flags ) + ") - " @@ -984,7 +1024,7 @@ whois_event::run_() { void whois_event::export_as_text_( std::ostream &Output ) const { - Output << ( m_input.flags & ( flags::text | flags::value_1 | flags::value_2 ) ) << ' '; + Output << ( m_input.flags & ( flags::text | flags::value1 | flags::value2 ) ) << ' '; } @@ -1044,12 +1084,12 @@ logvalues_event::export_as_text_( std::ostream &Output ) const { void multi_event::init() { - auto const conditiontchecksmemcell { ( m_conditions.flags & ( flags::text | flags::value_1 | flags::value_2 ) ) != 0 }; + auto const conditiontchecksmemcell { ( m_conditions.flags & ( flags::text | flags::value1 | flags::value2 ) ) != 0 }; // not all multi-events have memory cell checks, for the ones which don't we can keep quiet about it init_targets( simulation::Memory, "memory cell", conditiontchecksmemcell ); if( m_ignored ) { // legacy compatibility behaviour, instead of disabling the event we disable the memory cell comparison test - m_conditions.flags &= ~( flags::text | flags::value_1 | flags::value_2 ); + m_conditions.flags &= ~( flags::text | flags::value1 | flags::value2 ); m_ignored = false; } // conditional data @@ -1087,7 +1127,6 @@ multi_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) { // NOTE: condition block comes last so we can bail out afterwards break; } - else if( token == "else" ) { // zmiana flagi dla słowa "else" m_conditions.has_else = !m_conditions.has_else; diff --git a/Event.h b/Event.h index 06f93899..0bd3a779 100644 --- a/Event.h +++ b/Event.h @@ -13,6 +13,7 @@ http://mozilla.org/MPL/2.0/. #include "scene.h" #include "Names.h" #include "EvLaunch.h" +#include "comparison.h" // common event interface class basic_event { @@ -22,8 +23,8 @@ public: enum flags { // shared values text = 1 << 0, - value_1 = 1 << 1, - value_2 = 1 << 2, + value1 = 1 << 1, + value2 = 1 << 2, // update values mode_add = 1 << 3, // whois @@ -98,10 +99,14 @@ protected: struct event_conditions { unsigned int flags { 0 }; float probability { 0.0 }; // used by conditional_probability - double match_value_1 { 0.0 }; // used by conditional_memcompare - double match_value_2 { 0.0 }; // used by conditional_memcompare - std::string match_text; // used by conditional_memcompare - basic_event::node_sequence *cells; // used by conditional_memcompare + double memcompare_value1 { 0.0 }; // used by conditional_memcompare + double memcompare_value2 { 0.0 }; // used by conditional_memcompare + std::string memcompare_text; // used by conditional_memcompare + comparison_operator memcompare_value1_operator { comparison_operator::eq }; // used by conditional_memcompare + comparison_operator memcompare_value2_operator { comparison_operator::eq }; // used by conditional_memcompare + comparison_operator memcompare_text_operator { comparison_operator::eq }; // used by conditional_memcompare + comparison_pass memcompare_pass { comparison_pass::all }; // used by conditional_memcompare + basic_event::node_sequence *memcompare_cells; // used by conditional_memcompare std::vector tracks; // used by conditional_track bool has_else { false }; diff --git a/MemCell.cpp b/MemCell.cpp index 0fc915a8..44a26cbb 100644 --- a/MemCell.cpp +++ b/MemCell.cpp @@ -31,18 +31,18 @@ void TMemCell::UpdateValues( std::string const &szNewText, double const fNewValu { // dodawanie wartości if( TestFlag( CheckMask, basic_event::flags::text ) ) szText += szNewText; - if (TestFlag(CheckMask, basic_event::flags::value_1)) + if (TestFlag(CheckMask, basic_event::flags::value1)) fValue1 += fNewValue1; - if (TestFlag(CheckMask, basic_event::flags::value_2)) + if (TestFlag(CheckMask, basic_event::flags::value2)) fValue2 += fNewValue2; } else { if( TestFlag( CheckMask, basic_event::flags::text ) ) szText = szNewText; - if (TestFlag(CheckMask, basic_event::flags::value_1)) + if (TestFlag(CheckMask, basic_event::flags::value1)) fValue1 = fNewValue1; - if (TestFlag(CheckMask, basic_event::flags::value_2)) + if (TestFlag(CheckMask, basic_event::flags::value2)) fValue2 = fNewValue2; } if (TestFlag(CheckMask, basic_event::flags::text)) @@ -118,8 +118,11 @@ void TMemCell::PutCommand( TController *Mech, glm::dvec3 const *Loc ) const Mech->PutCommand(szText, fValue1, fValue2, Loc); } -bool TMemCell::Compare( std::string const &szTestText, double const fTestValue1, double const fTestValue2, int const CheckMask ) const { - // porównanie zawartości komórki pamięci z podanymi wartościami +bool TMemCell::Compare( std::string const &szTestText, double const fTestValue1, double const fTestValue2, int const CheckMask, + comparison_operator const TextOperator, comparison_operator const Value1Operator, comparison_operator const Value2Operator, + comparison_pass const Pass ) const { +// porównanie zawartości komórki pamięci z podanymi wartościami +/* if( TestFlag( CheckMask, basic_event::flags::text ) ) { // porównać teksty auto range = szTestText.find( '*' ); @@ -137,8 +140,39 @@ bool TMemCell::Compare( std::string const &szTestText, double const fTestValue1, } } // tekst zgodny, porównać resztę - return ( ( !TestFlag( CheckMask, basic_event::flags::value_1 ) || ( fValue1 == fTestValue1 ) ) - && ( !TestFlag( CheckMask, basic_event::flags::value_2 ) || ( fValue2 == fTestValue2 ) ) ); + return ( ( !TestFlag( CheckMask, basic_event::flags::value1 ) || ( fValue1 == fTestValue1 ) ) + && ( !TestFlag( CheckMask, basic_event::flags::value2 ) || ( fValue2 == fTestValue2 ) ) ); +*/ + bool checkpassed { false }; + bool checkfailed { false }; + + if( TestFlag( CheckMask, basic_event::flags::text ) ) { + // porównać teksty + auto range = szTestText.find( '*' ); + auto const result { ( + range == std::string::npos ? + compare( szText, szTestText, TextOperator ) : + compare( szText.substr( 0, range ), szTestText.substr( 0, range ), TextOperator ) ) }; + checkpassed |= result; + checkfailed |= ( !result ); + } + if( TestFlag( CheckMask, basic_event::flags::value1 ) ) { + auto const result { compare( fValue1, fTestValue1, TextOperator ) }; + checkpassed |= result; + checkfailed |= ( !result ); + } + if( TestFlag( CheckMask, basic_event::flags::value2 ) ) { + auto const result { compare( fValue2, fTestValue2, TextOperator ) }; + checkpassed |= result; + checkfailed |= ( !result ); + } + + switch( Pass ) { + case comparison_pass::all: { return ( checkfailed == false ); } + case comparison_pass::any: { return ( checkpassed == true ); } + case comparison_pass::none: { return ( checkpassed == false ); } + default: { return false; } + } }; bool TMemCell::IsVelocity() const diff --git a/MemCell.h b/MemCell.h index 579bf845..ce05d701 100644 --- a/MemCell.h +++ b/MemCell.h @@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/. #include "Classes.h" #include "scenenode.h" #include "Names.h" +#include "comparison.h" class TMemCell : public scene::basic_node { @@ -26,7 +27,11 @@ public: void PutCommand( TController *Mech, glm::dvec3 const *Loc ) const; bool - Compare( std::string const &szTestText, double const fTestValue1, double const fTestValue2, int const CheckMask ) const; + Compare( std::string const &szTestText, double const fTestValue1, double const fTestValue2, int const CheckMask, + comparison_operator const TextOperator = comparison_operator::eq, + comparison_operator const Value1Operator = comparison_operator::eq, + comparison_operator const Value2Operator = comparison_operator::eq, + comparison_pass const Pass = comparison_pass::all ) const; std::string const & Text() const { return szText; } diff --git a/Track.cpp b/Track.cpp index 848bd369..4dc4e733 100644 --- a/Track.cpp +++ b/Track.cpp @@ -129,7 +129,7 @@ void TIsolated::Modify(int i, TDynamicObject *o) multiplayer::WyslijString(asName, 10); // wysłanie pakietu o zwolnieniu if (pMemCell) // w powiązanej komórce pMemCell->UpdateValues( "", 0, int( pMemCell->Value2() ) & ~0xFF, - basic_event::flags::value_2 ); //"zerujemy" ostatnią wartość + basic_event::flags::value2 ); //"zerujemy" ostatnią wartość } } else @@ -142,7 +142,7 @@ void TIsolated::Modify(int i, TDynamicObject *o) if (Global.iMultiplayer) // jeśli multiplayer multiplayer::WyslijString(asName, 11); // wysłanie pakietu o zajęciu if (pMemCell) // w powiązanej komórce - pMemCell->UpdateValues( "", 0, int( pMemCell->Value2() ) | 1, basic_event::flags::value_2 ); // zmieniamy ostatnią wartość na nieparzystą + pMemCell->UpdateValues( "", 0, int( pMemCell->Value2() ) | 1, basic_event::flags::value2 ); // zmieniamy ostatnią wartość na nieparzystą } } // pass the event to the parent diff --git a/comparison.h b/comparison.h new file mode 100644 index 00000000..b363a099 --- /dev/null +++ b/comparison.h @@ -0,0 +1,78 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +enum class comparison_operator { + eq, // == + not_eq, // != + lt, // < + gt, // > + lt_eq, // <= + gt_eq // >= +}; + +enum class comparison_pass { + all, // && + any, // || + none // ! +}; + +template +bool compare( Type_ const Left, Type_ const Right, comparison_operator const Operator ) { + switch( Operator ) { + case comparison_operator::eq: { return Left == Right; } + case comparison_operator::not_eq: { return Left != Right; } + case comparison_operator::lt: { return Left < Right; } + case comparison_operator::gt: { return Left > Right; } + case comparison_operator::lt_eq: { return Left <= Right; } + case comparison_operator::gt_eq: { return Left >= Right; } + default: { return false; } + } +} + +inline +std::string +to_string( comparison_operator const Operator ) { + switch( Operator ) { + case comparison_operator::eq: { return "=="; } + case comparison_operator::not_eq: { return "!="; } + case comparison_operator::lt: { return "<"; } + case comparison_operator::gt: { return ">"; } + case comparison_operator::lt_eq: { return "<="; } + case comparison_operator::gt_eq: { return ">"; } + default: { return "??"; } + } +} + +inline +comparison_pass +comparison_pass_from_string( std::string const Input ) { + if( Input == "all" ) { return comparison_pass::all; } + else if( Input == "any" ) { return comparison_pass::any; } + else if( Input == "none" ) { return comparison_pass::none; } + + return comparison_pass::all; // legacy default +} + +inline +comparison_operator +comparison_operator_from_string( std::string const Input ) { + if( Input == "==" ) { return comparison_operator::eq; } + else if( Input == "!=" ) { return comparison_operator::not_eq; } + else if( Input == "<" ) { return comparison_operator::lt; } + else if( Input == ">" ) { return comparison_operator::gt; } + else if( Input == "<=" ) { return comparison_operator::lt_eq; } + else if( Input == ">=" ) { return comparison_operator::gt_eq; } + + return comparison_operator::eq; // legacy default +} + +//--------------------------------------------------------------------------- + diff --git a/maszyna.vcxproj b/maszyna.vcxproj index 57ce694a..ff54530e 100644 --- a/maszyna.vcxproj +++ b/maszyna.vcxproj @@ -358,6 +358,7 @@ + diff --git a/maszyna.vcxproj.filters b/maszyna.vcxproj.filters index 946b3115..0a713f73 100644 --- a/maszyna.vcxproj.filters +++ b/maszyna.vcxproj.filters @@ -848,6 +848,9 @@ Header Files\application\network\backend + + Header Files + diff --git a/simulation.cpp b/simulation.cpp index 8e229506..ba1a2bd4 100644 --- a/simulation.cpp +++ b/simulation.cpp @@ -153,19 +153,19 @@ state_manager::update_scripting_interface() { Global.Weather, Global.Overcast, Global.fFogEnd, - basic_event::flags::text | basic_event::flags::value_1 | basic_event::flags::value_2 ); + basic_event::flags::text | basic_event::flags::value1 | basic_event::flags::value2 ); time->UpdateValues( Global.Period, Time.data().wHour, Time.data().wMinute, - basic_event::flags::text | basic_event::flags::value_1 | basic_event::flags::value_2 ); + basic_event::flags::text | basic_event::flags::value1 | basic_event::flags::value2 ); date->UpdateValues( Global.Season, Time.year_day(), 0, - basic_event::flags::text | basic_event::flags::value_1 ); + basic_event::flags::text | basic_event::flags::value1 ); // cache cell state to detect potential script-issued changes on next cycle *m_scriptinginterface.weather = *weather; diff --git a/version.h b/version.h index fa5e2800..85e730d5 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 129 +#define VERSION_MINOR 222 #define VERSION_REVISION 0 From 879f3bb360098f70eb46eb9f7509e4c24036ab77 Mon Sep 17 00:00:00 2001 From: stele Date: Sun, 23 Feb 2020 10:36:15 +0100 Subject: [PATCH 096/153] Specular/glossines/metalic mapping added to all fragment shaders --- shaders/light_common.glsl | 11 +- shaders/mat_colored.frag | 1 + shaders/mat_default.frag | 1 + shaders/mat_default_specgloss.frag | 70 ++++++++++ shaders/mat_normalmap_specgloss.frag | 74 ++++++++++ shaders/mat_parallax_specgloss.frag | 127 ++++++++++++++++++ shaders/mat_reflmap.frag | 3 +- shaders/mat_reflmap_specgloss.frag | 72 ++++++++++ shaders/mat_shadowlessnormalmap.frag | 3 +- .../mat_shadowlessnormalmap_specgloss.frag | 73 ++++++++++ shaders/mat_stars.frag | 1 + shaders/mat_sunlessnormalmap.frag | 1 + shaders/mat_sunlessnormalmap_specgloss.frag | 116 ++++++++++++++++ shaders/mat_water.frag | 1 + shaders/mat_water_specgloss.frag | 95 +++++++++++++ 15 files changed, 643 insertions(+), 6 deletions(-) create mode 100644 shaders/mat_default_specgloss.frag create mode 100644 shaders/mat_normalmap_specgloss.frag create mode 100644 shaders/mat_parallax_specgloss.frag create mode 100644 shaders/mat_reflmap_specgloss.frag create mode 100644 shaders/mat_shadowlessnormalmap_specgloss.frag create mode 100644 shaders/mat_sunlessnormalmap_specgloss.frag create mode 100644 shaders/mat_water_specgloss.frag diff --git a/shaders/light_common.glsl b/shaders/light_common.glsl index 0d26e1e2..fd91eab6 100644 --- a/shaders/light_common.glsl +++ b/shaders/light_common.glsl @@ -42,6 +42,7 @@ float calc_shadow() #endif } +float glossiness = 1.0; // [0] - diffuse, [1] - specular // do magic here vec2 calc_light(vec3 light_dir, vec3 fragnormal) @@ -50,7 +51,7 @@ vec2 calc_light(vec3 light_dir, vec3 fragnormal) vec3 halfway_dir = normalize(light_dir + view_dir); float diffuse_v = max(dot(fragnormal, light_dir), 0.0); - float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(abs(param[1].w), 0.01)) * diffuse_v; + float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(glossiness, 0.01)) * diffuse_v; return vec2(diffuse_v, specular_v); } @@ -106,6 +107,8 @@ vec2 calc_headlights(light_s light, vec3 fragnormal) return part * atten * lightintensity; } + bool metalic = false; + vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) { vec3 emissioncolor = param[0].rgb * emission; @@ -147,15 +150,15 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl } fragcolor += emissioncolor; vec3 specularcolor = specularamount * lights[0].color; - if (param[1].w >= 0.0) + if ((param[1].w < 0.0) || (metalic == true)) { - fragcolor *= texturecolor; fragcolor += specularcolor; + fragcolor *= texturecolor; } else { - fragcolor += specularcolor; fragcolor *= texturecolor; + fragcolor += specularcolor; } return fragcolor; diff --git a/shaders/mat_colored.frag b/shaders/mat_colored.frag index 2d808326..47b350f3 100644 --- a/shaders/mat_colored.frag +++ b/shaders/mat_colored.frag @@ -33,6 +33,7 @@ void main() vec3 fragnormal = normalize(f_normal); float reflectivity = param[1].z; float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + glossiness = abs(param[1].w); fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); diff --git a/shaders/mat_default.frag b/shaders/mat_default.frag index 89cf61cc..826dedee 100644 --- a/shaders/mat_default.frag +++ b/shaders/mat_default.frag @@ -39,6 +39,7 @@ void main() vec3 fragnormal = normalize(f_normal); float reflectivity = param[1].z; float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + glossiness = abs(param[1].w); fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); diff --git a/shaders/mat_default_specgloss.frag b/shaders/mat_default_specgloss.frag new file mode 100644 index 00000000..6cc35a6e --- /dev/null +++ b/shaders/mat_default_specgloss.frag @@ -0,0 +1,70 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, zero) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (specgloss, 1, RGBA) +uniform sampler2D specgloss; + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#include +#include +#include + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + vec3 fragnormal = normalize(f_normal); + float reflectivity = param[1].z; + float specularity = texture(specgloss, f_coord).r; + glossiness = texture(specgloss, f_coord).g * 8; + metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +/* + float distance = dot(f_pos.xyz, f_pos.xyz); + if( distance <= cascade_end.x ) { color.r += 0.25; } + else if( distance <= cascade_end.y ) { color.g += 0.25; } + else if( distance <= cascade_end.z ) { color.b += 0.25; } +*/ +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif + +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult); + } +#endif +} diff --git a/shaders/mat_normalmap_specgloss.frag b/shaders/mat_normalmap_specgloss.frag new file mode 100644 index 00000000..e3d6eb55 --- /dev/null +++ b/shaders/mat_normalmap_specgloss.frag @@ -0,0 +1,74 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, one) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (normalmap, 1, RGBA) +uniform sampler2D normalmap; + +#texture (specgloss, 2, RGBA) +uniform sampler2D specgloss; + + +#define NORMALMAP +#include +#include +#include + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, f_coord).a; + float specularity = texture(specgloss, f_coord).r; + glossiness = texture(specgloss, f_coord).g * 8; + metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/mat_parallax_specgloss.frag b/shaders/mat_parallax_specgloss.frag new file mode 100644 index 00000000..d9ac41bd --- /dev/null +++ b/shaders/mat_parallax_specgloss.frag @@ -0,0 +1,127 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; //tangent matrix nietransponowany; mnożyć przez f_tbn dla TangentLightPos; TangentViewPos; TangentFragPos; +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; +in vec3 TangentFragPos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, one) +#param (glossiness, 1, 3, 1, glossiness) +#param (height_scale, 2, 1, 1, zero) +#param (height_offset, 2, 2, 1, zero) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (normalmap, 1, RGBA) +uniform sampler2D normalmap; + +#texture (specgloss, 2, RGBA) +uniform sampler2D specgloss; + + +#define PARALLAX +#include +#include +#include + +vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir); + +void main() +{ + //parallax mapping + vec3 viewDir = normalize(vec3(0.0f, 0.0f, 0.0f) - TangentFragPos); //tangent view pos - tangent frag pos + vec2 f_coord_p = ParallaxMapping(f_coord, viewDir); + + vec4 tex_color = texture(diffuse, f_coord_p); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(normalmap, f_coord_p).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, f_coord_p).a; + float specularity = texture(specgloss, f_coord).r; + glossiness = texture(specgloss, f_coord).g * 8; + metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} + +vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir) +{ + float pos_len = length(f_pos.xyz); + + if (pos_len > 100.0) { + return f_coord; + } + +#if EXTRAEFFECTS_ENABLED + const float minLayers = 8.0; + const float maxLayers = 32.0; + float LayersWeight = pos_len / 20.0; + vec2 currentTexCoords = f_coord; + float currentDepthMapValue = texture(normalmap, currentTexCoords).b; + LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight); + float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); // number of depth layers + float layerDepth = 1.0 / numLayers; // calculate the size of each layer + float currentLayerDepth = 0.0; // depth of current layer + vec2 P = viewDir.xy * param[2].y; // the amount to shift the texture coordinates per layer (from vector P) + vec2 deltaTexCoords = P / numLayers; + + + while(currentLayerDepth < currentDepthMapValue) + { + currentTexCoords -= deltaTexCoords; // shift texture coordinates along direction of P + currentDepthMapValue = texture(normalmap, currentTexCoords).b; // get depthmap value at current texture coordinates + currentLayerDepth += layerDepth; // get depth of next layer + } + + vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations) + + float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation + float beforeDepth = texture(normalmap, prevTexCoords).b - currentLayerDepth + layerDepth; + + float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates + vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight); + + return finalTexCoords; +#else + float height = texture(normalmap, f_coord).b; + vec2 p = viewDir.xy / viewDir.z * (height * (param[2].y - param[2].z) * 0.2); + return f_coord - p; +#endif +} diff --git a/shaders/mat_reflmap.frag b/shaders/mat_reflmap.frag index 24d139d5..3b02e092 100644 --- a/shaders/mat_reflmap.frag +++ b/shaders/mat_reflmap.frag @@ -41,7 +41,8 @@ void main() vec3 fragcolor = ambient; vec3 fragnormal = normalize(f_normal); float reflectivity = param[1].z * texture(reflmap, f_coord).a; - float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + glossiness = abs(param[1].w); fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); diff --git a/shaders/mat_reflmap_specgloss.frag b/shaders/mat_reflmap_specgloss.frag new file mode 100644 index 00000000..a95db18d --- /dev/null +++ b/shaders/mat_reflmap_specgloss.frag @@ -0,0 +1,72 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, one) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (reflmap, 1, RGBA) +uniform sampler2D reflmap; + +#texture (specgloss, 2, RGBA) +uniform sampler2D specgloss; + + +#include +#include +#include + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + vec3 fragnormal = normalize(f_normal); + float reflectivity = param[1].z * texture(reflmap, f_coord).a; + float specularity = texture(specgloss, f_coord).r; + glossiness = texture(specgloss, f_coord).g * 8; + metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + + if(alphatestfail) + fragcolor.r = 1.0; + + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); + +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/mat_shadowlessnormalmap.frag b/shaders/mat_shadowlessnormalmap.frag index b2b49b1f..cb2c040e 100644 --- a/shaders/mat_shadowlessnormalmap.frag +++ b/shaders/mat_shadowlessnormalmap.frag @@ -47,7 +47,8 @@ void main() normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); float reflectivity = param[1].z * texture(normalmap, f_coord).a; - float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + glossiness = abs(param[1].w); fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, 1.0); vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); diff --git a/shaders/mat_shadowlessnormalmap_specgloss.frag b/shaders/mat_shadowlessnormalmap_specgloss.frag new file mode 100644 index 00000000..1c30b58e --- /dev/null +++ b/shaders/mat_shadowlessnormalmap_specgloss.frag @@ -0,0 +1,73 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, zero) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (normalmap, 1, RGBA) +uniform sampler2D normalmap; + +#texture (specgloss, 2, RGBA) +uniform sampler2D specgloss; + + +#define NORMALMAP +#include +#include +#include + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, f_coord).a; + float specularity = texture(specgloss, f_coord).r; + glossiness = texture(specgloss, f_coord).g * 8; + metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, 1.0); + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/mat_stars.frag b/shaders/mat_stars.frag index 9da44100..aabc3ef3 100644 --- a/shaders/mat_stars.frag +++ b/shaders/mat_stars.frag @@ -15,6 +15,7 @@ void main() float dist2 = abs(x * x + y * y); if (dist2 > 0.5f * 0.5f) discard; + // color data space is shared with normals, ugh vec4 color = vec4(pow(f_normal_raw.rgb, vec3(2.2)), 1.0f); #if POSTFX_ENABLED diff --git a/shaders/mat_sunlessnormalmap.frag b/shaders/mat_sunlessnormalmap.frag index 380a17b0..361b00db 100644 --- a/shaders/mat_sunlessnormalmap.frag +++ b/shaders/mat_sunlessnormalmap.frag @@ -43,6 +43,7 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; fragcolor += envcolor * reflectivity; float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity; + glossiness = abs(param[1].w); for (uint i = 1U; i < lights_count; i++) { diff --git a/shaders/mat_sunlessnormalmap_specgloss.frag b/shaders/mat_sunlessnormalmap_specgloss.frag new file mode 100644 index 00000000..44d87c63 --- /dev/null +++ b/shaders/mat_sunlessnormalmap_specgloss.frag @@ -0,0 +1,116 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, zero) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (normalmap, 1, RGBA) +uniform sampler2D normalmap; + +#texture (specgloss, 2, RGBA) +uniform sampler2D specgloss; + + +#define NORMALMAP +#include +#include +#include + +vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) +{ + vec3 emissioncolor = param[0].rgb * emission; + vec3 envcolor = envmap_color(fragnormal); + + if(lights_count == 0U) + return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; + + vec2 sunlight = calc_dir_light(lights[0], fragnormal); + + float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; + fragcolor += envcolor * reflectivity; + float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity; + + for (uint i = 1U; i < lights_count; i++) + { + light_s light = lights[i]; + vec2 part = vec2(0.0); + +// if (light.type == LIGHT_SPOT) +// part = calc_spot_light(light, fragnormal); +// else if (light.type == LIGHT_POINT) +// part = calc_point_light(light, fragnormal); +// else if (light.type == LIGHT_DIR) +// part = calc_dir_light(light, fragnormal); +// else if (light.type == LIGHT_HEADLIGHTS) + part = calc_headlights(light, fragnormal); + + fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; + } + + if (shadowtone < 1.0) + { + float shadow = calc_shadow(); + specularamount *= clamp(1.0 - shadow, 0.0, 1.0); + fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); + } + fragcolor += emissioncolor; + fragcolor *= texturecolor; + + return fragcolor; +} + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, f_coord).a; + float specularity = texture(specgloss, f_coord).r; + glossiness = texture(specgloss, f_coord).g * 8; + metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; + + fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/mat_water.frag b/shaders/mat_water.frag index 23e933cb..ca461f21 100644 --- a/shaders/mat_water.frag +++ b/shaders/mat_water.frag @@ -59,6 +59,7 @@ void main() vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); float reflectivity = param[1].z * texture(normalmap, texture_coords ).a; float specularity = 1.0; + glossiness = abs(param[1].w); fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); diff --git a/shaders/mat_water_specgloss.frag b/shaders/mat_water_specgloss.frag new file mode 100644 index 00000000..a6d0dbb6 --- /dev/null +++ b/shaders/mat_water_specgloss.frag @@ -0,0 +1,95 @@ +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, one) +#param (glossiness, 1, 3, 1, glossiness) +#param (wave_strength, 2, 1, 1, one) +#param (wave_speed, 2, 2, 1, one) + +#texture (normalmap, 0, RGBA) +uniform sampler2D normalmap; + +#texture (dudvmap, 1, RGB) +uniform sampler2D dudvmap; + +#texture (diffuse, 2, sRGB_A) +uniform sampler2D diffuse; + +#texture (specgloss, 3, RGBA) +uniform sampler2D specgloss; + + +//wave distortion variables +float move_factor = 0.0; + +#define WATER +#include +#include +#include + +void main() +{ + //wave distortion + move_factor += (param[2].z * time); + move_factor = mod(move_factor, 1.0); + vec2 texture_coords = f_coord; + vec2 distorted_tex_coord = texture(dudvmap, vec2(texture_coords.x + move_factor, texture_coords.y)).rg * 0.1; + distorted_tex_coord = texture_coords + vec2(distorted_tex_coord.x , distorted_tex_coord.y + move_factor); + vec2 total_distorted_tex_coord = (texture(dudvmap, distorted_tex_coord).rg * 2.0 - 1.0 ) * param[2].y; + texture_coords += total_distorted_tex_coord; + + vec4 tex_color = texture(diffuse, texture_coords); + + vec3 fragcolor = ambient * 0.25; + + vec3 normal; + normal.xy = (texture(normalmap, texture_coords).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, texture_coords ).a; + float specularity = texture(specgloss, f_coord).r; + glossiness = texture(specgloss, f_coord).g * 8; + metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; + + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + + //fragcolor = mix(fragcolor, param[0].rgb, param[1].z); +// fragcolor = (fragcolor * tex_color.rgb * param[1].z) + (fragcolor * (1.0 - param[1].z)); //multiply + //fragcolor = ( max(fragcolor + param[0].rgb -1.0,0.0) * param[1].z + fragcolor * (1.0 - param[1].z)); //linear burn + //fragcolor = ( min(param[0].rgb,fragcolor) * param[1].z + fragcolor * (1.0 - param[1].z)); //darken + + // fresnel effect + vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); + float fresnel = pow ( dot (f_normal, view_dir), 0.2 ); + float fresnel_inv = ((fresnel - 1.0 ) * -1.0 ); + + vec4 color = vec4(apply_fog(clamp(fragcolor, 0.0, 1.0)), clamp((fresnel_inv + param[0].a), 0.0, 1.0)); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} From 642b8fb623362d12e312982c7ca5a36eca6fa9b1 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 1 Mar 2020 03:09:55 +0100 Subject: [PATCH 097/153] compartment lighting vehicle subsystem, submodel diffuse impact on ambient lighting, minor gfx renderer bug fixes, minor ai logic tweaks --- Driver.cpp | 103 +++++++++++++++-------- Driver.h | 1 + DynObj.cpp | 40 +++++---- DynObj.h | 2 +- Gauge.h | 8 +- McZapkie/MOVER.h | 21 +++-- McZapkie/Mover.cpp | 105 +++++++++++++++++++++++ Model3d.cpp | 17 ++++ Model3d.h | 2 + PyInt.cpp | 2 +- Train.cpp | 172 ++++++++++++++++++++++++++++++-------- Train.h | 10 ++- command.cpp | 3 + command.h | 3 + driverkeyboardinput.cpp | 3 + drivermode.cpp | 4 + drivermouseinput.cpp | 9 ++ maszyna.vcxproj | 8 +- opengl33renderer.cpp | 65 +++++++++----- opengl33renderer.h | 2 +- openglrenderer.cpp | 14 +++- openglrenderer.h | 2 +- renderer.h | 4 +- shaders/light_common.glsl | 3 + translation.cpp | 9 ++ translation.h | 3 + 26 files changed, 485 insertions(+), 130 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 0e6d1192..8b660a27 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1721,7 +1721,7 @@ TController::TController(bool AI, TDynamicObject *NewControll, bool InitPsyche, } // HACK: give the simulation a small window to potentially replace the AI with a human driver - fActionTime = -2.0; + fActionTime = -5.0; }; void TController::CloseLog() @@ -2229,6 +2229,11 @@ bool TController::CheckVehicles(TOrders user) || ( pVehicle->NextC( coupling::control ) != nullptr ) ) { sync_consist_reversers(); } + // potentially sync compartment lighting state for the newly connected vehicles + if( mvOccupied->CompartmentLights.start_type == start_t::manual ) { + mvOccupied->CompartmentLightsSwitchOff( mvOccupied->CompartmentLights.is_disabled ); + mvOccupied->CompartmentLightsSwitch( mvOccupied->CompartmentLights.is_enabled ); + } } if (AIControllFlag) @@ -2515,7 +2520,7 @@ void TController::SetDriverPsyche() bool TController::PrepareEngine() { // odpalanie silnika // HACK: don't immediately activate inert vehicle in case the simulation is about to replace us with human driver - if( /* ( mvOccupied->Vel < 1.0 ) && */ ( fActionTime < 0.0 ) ) { return false; } + if( ( mvOccupied->Vel < 1.0 ) && ( fActionTime < 0.0 ) ) { return false; } bool OK = false, voltfront = false, @@ -4525,6 +4530,7 @@ TController::UpdateSituation(double dt) { double dy; // składowa styczna grawitacji, w przedziale <0,1> double AbsAccS = 0; IsAnyDoorOpen[ side::right ] = IsAnyDoorOpen[ side::left ] = false; + ConsistShade = 0.0; TDynamicObject *p = pVehicles[0]; // pojazd na czole składu while (p) { // sprawdzenie odhamowania wszystkich połączonych pojazdów @@ -4573,9 +4579,13 @@ TController::UpdateSituation(double dt) { IsAnyDoorOpen[ side::left ] = IsAnyDoorOpen[ side::left ] || ( false == vehicle->Doors.instances[ ( switchsides ? side::right : side::left ) ].is_closed ); - + // measure lighting level + // TBD: apply weight (multiplier) to partially lit vehicles? + ConsistShade += ( p->fShade > 0.0 ? p->fShade : 1.0 ); p = p->Next(); // pojazd podłączony z tyłu (patrząc od czoła) } + // calculate average amount of received sunlight + ConsistShade /= iVehicles; // test state of main switch in all powered vehicles under control IsLineBreakerClosed = ( mvOccupied->Power > 0.01 ? mvOccupied->Mains : true ); @@ -4720,32 +4730,35 @@ TController::UpdateSituation(double dt) { } else { // jeśli nie trzeba opuszczać pantografów - if( mvOccupied->AIHintPantstate == 0 ) { - // jazda na tylnym - if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) { - // jak jedzie w kierunku sprzęgu 0 - if( ( mvControlling->PantRearVolt == 0.0 ) - // filter out cases with single _other_ working pantograph so we don't try to raise something we can't - && ( ( mvControlling->PantographVoltage == 0.0 ) - || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { - mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + if( fActionTime > 0.0 ) { + if( mvOccupied->AIHintPantstate == 0 ) { + // jazda na tylnym + if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) { + // jak jedzie w kierunku sprzęgu 0 + if( ( mvControlling->PantRearVolt == 0.0 ) + // filter out cases with single _other_ working pantograph so we don't try to raise something we can't + && ( ( mvControlling->PantographVoltage == 0.0 ) + || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { + mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + } } - } - else { - // jak jedzie w kierunku sprzęgu 0 - if( ( mvControlling->PantFrontVolt == 0.0 ) - // filter out cases with single _other_ working pantograph so we don't try to raise something we can't - && ( ( mvControlling->PantographVoltage == 0.0 ) - || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { - mvControlling->OperatePantographValve( end::front, operation_t::enable ); + else { + // jak jedzie w kierunku sprzęgu 0 + if( ( mvControlling->PantFrontVolt == 0.0 ) + // filter out cases with single _other_ working pantograph so we don't try to raise something we can't + && ( ( mvControlling->PantographVoltage == 0.0 ) + || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { + mvControlling->OperatePantographValve( end::front, operation_t::enable ); + } } } } } if( mvOccupied->Vel > 5 ) { - if( mvOccupied->AIHintPantstate != 0 ) { - // use suggested pantograph setup - auto const pantographsetup { mvOccupied->AIHintPantstate }; + if( fActionTime > 0.0 ) { + if( mvOccupied->AIHintPantstate != 0 ) { + // use suggested pantograph setup + auto const pantographsetup{ mvOccupied->AIHintPantstate }; mvControlling->OperatePantographValve( end::front, ( pantographsetup & ( 1 << 0 ) ? @@ -4756,21 +4769,22 @@ TController::UpdateSituation(double dt) { ( pantographsetup & ( 1 << 1 ) ? operation_t::enable : operation_t::disable ) ); - } - else { - // opuszczenie przedniego po rozpędzeniu się o ile jest więcej niż jeden - if( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { - if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) // jak jedzie w kierunku sprzęgu 0 - { // poczekać na podniesienie tylnego - if( ( mvControlling->PantFrontVolt != 0.0 ) - && ( mvControlling->PantRearVolt != 0.0 ) ) { // czy jest napięcie zasilające na tylnym? - mvControlling->OperatePantographValve( end::front, operation_t::disable ); // opuszcza od sprzęgu 0 + } + else { + // opuszczenie przedniego po rozpędzeniu się o ile jest więcej niż jeden + if( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { + if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) // jak jedzie w kierunku sprzęgu 0 + { // poczekać na podniesienie tylnego + if( ( mvControlling->PantFrontVolt != 0.0 ) + && ( mvControlling->PantRearVolt != 0.0 ) ) { // czy jest napięcie zasilające na tylnym? + mvControlling->OperatePantographValve( end::front, operation_t::disable ); // opuszcza od sprzęgu 0 + } } - } - else { // poczekać na podniesienie przedniego - if( ( mvControlling->PantRearVolt != 0.0 ) - && ( mvControlling->PantFrontVolt != 0.0 ) ) { // czy jest napięcie zasilające na przednim? - mvControlling->OperatePantographValve( end::rear, operation_t::disable ); // opuszcza od sprzęgu 1 + else { // poczekać na podniesienie przedniego + if( ( mvControlling->PantRearVolt != 0.0 ) + && ( mvControlling->PantFrontVolt != 0.0 ) ) { // czy jest napięcie zasilające na przednim? + mvControlling->OperatePantographValve( end::rear, operation_t::disable ); // opuszcza od sprzęgu 1 + } } } } @@ -4860,6 +4874,21 @@ TController::UpdateSituation(double dt) { if (AIControllFlag) { CheckTimeControllers(); + + // low priority operations + // compartment lights + if( mvOccupied->CompartmentLights.start_type == start_t::manual ) { + auto const currentlightstate { mvOccupied->CompartmentLights.is_enabled }; + auto const lightlevel { Global.fLuminance * ConsistShade }; + auto const desiredlightstate { ( + currentlightstate ? + lightlevel < 0.40 : // turn off if lighting level goes above 0.4 + lightlevel < 0.35 ) }; // turn on if lighting level goes below 0.35 + if( desiredlightstate != currentlightstate ) { + mvOccupied->CompartmentLightsSwitch( desiredlightstate ); + mvOccupied->CompartmentLightsSwitchOff( !desiredlightstate ); + } + } } LastReactionTime -= reactiontime; diff --git a/Driver.h b/Driver.h index 9ccfab6a..c3349d8c 100644 --- a/Driver.h +++ b/Driver.h @@ -466,6 +466,7 @@ private: bool IsLineBreakerClosed{ false }; // state of line breaker in all powered vehicles under control double fReady = 0.0; // poziom odhamowania wagonów bool Ready = false; // ABu: stan gotowosci do odjazdu - sprawdzenie odhamowania wagonow + double ConsistShade{ 1.0 }; // averaged amount of sunlight received by the consist TDynamicObject *pVehicles[ 2 ]; // skrajne pojazdy w składzie (niekoniecznie bezpośrednio sterowane) bool IsAnyDoorOpen[ 2 ]; // state of door in the consist diff --git a/DynObj.cpp b/DynObj.cpp index 23dda44b..ff28fd81 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -664,13 +664,7 @@ TDynamicObject::toggle_lights() { if( true == SectionLightsActive ) { // switch all lights off... - for( auto §ion : Sections ) { - // ... but skip cab sections, their lighting ignores battery state - auto const sectionname { section.compartment->pName }; - if( sectionname.find( "cab" ) == 0 ) { continue; } - - section.light_level = 0.0f; - } + MoverParameters->BatterySwitch( false ); SectionLightsActive = false; } else { @@ -690,6 +684,7 @@ TDynamicObject::toggle_lights() { section.light_level = ( Random() < 0.75 ? 0.75f : 0.15f ); } } + MoverParameters->BatterySwitch( true ); SectionLightsActive = true; } } @@ -1092,15 +1087,20 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) } // interior light levels auto sectionlightcolor { glm::vec4( 1.f ) }; + bool cabsection{ true }; for( auto const §ion : Sections ) { - /* - sectionlightcolor = glm::vec4( InteriorLight, section.light_level ); - */ + if( cabsection ) { + // check whether we're still processing cab sections + auto const §ionname { section.compartment->pName }; + cabsection &= ( ( sectionname.size() >= 4 ) && ( sectionname.substr( 0, 3 ) == "cab" ) ); + } + // TODO: add cablight devices + auto const sectionlightlevel { section.light_level * ( cabsection ? 1.0f : MoverParameters->CompartmentLights.intensity ) }; sectionlightcolor = glm::vec4( - ( ( ( section.light_level == 0.f ) || ( Global.fLuminance > section.compartment->fLight ) ) ? + ( ( ( sectionlightlevel == 0.f ) || ( Global.fLuminance > section.compartment->fLight ) ) ? glm::vec3( 240.f / 255.f ) : // TBD: save and restore initial submodel diffuse instead of enforcing one? InteriorLight ), // TODO: per-compartment (type) light color - section.light_level ); + sectionlightlevel ); section.compartment->SetLightLevel( sectionlightcolor, true ); if( section.load != nullptr ) { section.load->SetLightLevel( sectionlightcolor, true ); @@ -2069,7 +2069,7 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" // passenger car compartments std::vector nameprefixes = { "corridor", "korytarz", "compartment", "przedzial" }; for( auto const &nameprefix : nameprefixes ) { - init_sections( mdLowPolyInt, nameprefix ); + init_sections( mdLowPolyInt, nameprefix, MoverParameters->CompartmentLights.start_type == start_t::manual ); } } // destination sign @@ -2078,7 +2078,7 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" } // 'external_load' is an optional special section in the main model, pointing to submodel of external load if( mdModel ) { - init_sections( mdModel, "external_load" ); + init_sections( mdModel, "external_load", false ); } update_load_sections(); update_load_visibility(); @@ -2176,7 +2176,7 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" } int -TDynamicObject::init_sections( TModel3d const *Model, std::string const &Nameprefix ) { +TDynamicObject::init_sections( TModel3d const *Model, std::string const &Nameprefix, bool const Overrideselfillum ) { auto sectioncount = 0; auto sectionindex = 0; @@ -2192,6 +2192,10 @@ TDynamicObject::init_sections( TModel3d const *Model, std::string const &Namepre sectionsubmodel = Model->GetFromName( Nameprefix + "0" + sectionindexname ); } if( sectionsubmodel != nullptr ) { + // HACK: disable automatic self-illumination threshold, at least until 3d model update + if( Overrideselfillum ) { + sectionsubmodel->SetSelfIllum( 2.0f, true, true ); + } Sections.push_back( { sectionsubmodel, nullptr, // pointers to load sections are generated afterwards @@ -2609,6 +2613,10 @@ TDynamicObject::update_load_sections() { if( ( section.load != nullptr ) && ( section.load->count_children() > 0 ) ) { SectionLoadVisibility.push_back( { section.load, false } ); + // HACK: disable automatic self-illumination threshold, at least until 3d model update + if( MoverParameters->CompartmentLights.start_type == start_t::manual ) { + section.load->SetSelfIllum( 2.0f, true, true ); + } } } shuffle_load_sections(); @@ -3690,7 +3698,7 @@ bool TDynamicObject::Update(double dt, double dt1) // if the vehicle has a controller, we base the light state on state of the controller otherwise we check the vehicle itself if( ( ctOwner != nullptr ? ctOwner->Controlling()->Battery != SectionLightsActive : - SectionLightsActive == true ) ) { // without controller lights are off. NOTE: this likely mess up the EMU + MoverParameters->CompartmentLights.is_active == true ) ) { // without controller lights are off. NOTE: this likely mess up the EMU toggle_lights(); } diff --git a/DynObj.h b/DynObj.h index efb3dac1..8319fad2 100644 --- a/DynObj.h +++ b/DynObj.h @@ -550,7 +550,7 @@ private: std::string Name, std::string BaseDir, std::string asReplacableSkin, std::string Type_Name, TTrack *Track, double fDist, std::string DriverType, double fVel, std::string TrainName, float Load, std::string LoadType, bool Reversed, std::string); - int init_sections( TModel3d const *Model, std::string const &Nameprefix ); + int init_sections( TModel3d const *Model, std::string const &Nameprefix, bool const Overrideselfillum ); bool init_destination( TModel3d *Model ); void create_controller( std::string const Type, bool const Trainset ); void AttachPrev(TDynamicObject *Object, int iType = 1); diff --git a/Gauge.h b/Gauge.h index 86b65120..86b08c97 100644 --- a/Gauge.h +++ b/Gauge.h @@ -22,10 +22,12 @@ enum class TGaugeAnimation { }; enum class TGaugeType : int { - toggle = 1, - push = 2, + toggle = 1 << 0, + push = 1 << 1, + delayed = 1 << 2, pushtoggle = ( toggle | push ), - push_delayed + push_delayed = ( push | delayed ), + pushtoggle_delayed = ( toggle | push | delayed ) }; // animowany wskaźnik, mogący przyjmować wiele stanów pośrednich diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index b9a25bef..9394e8fc 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -756,6 +756,13 @@ private: bool is_active { false }; // device is working }; + struct basic_light : public basic_device { + // config + float dimming { 1.0f }; // light strength multiplier + // ld outputs + float intensity { 0.0f }; // current light strength + }; + struct cooling_fan : public basic_device { // config float speed { 0.f }; // cooling fan rpm; either fraction of parent rpm, or absolute value if negative @@ -1315,6 +1322,11 @@ public: bool CompressorTankValve{ false }; // indicates excessive pressure is vented from compressor tank directly and instantly start_t CompressorStart{ start_t::manual }; // whether the compressor is started manually, or another way start_t PantographCompressorStart{ start_t::manual }; + basic_valve PantsValve; + std::array Pantographs; + bool PantAllDown { false }; + double PantFrontVolt = 0.0; //pantograf pod napieciem? 'Winger 160404 + double PantRearVolt = 0.0; // TODO converter parameters, for when we start cleaning up mover parameters start_t ConverterStart{ start_t::manual }; // whether converter is started manually, or by other means float ConverterStartDelay{ 0.0f }; // delay (in seconds) before the converter is started, once its activation conditions are met @@ -1506,11 +1518,6 @@ public: bool DoorRightOpened = false; double DoorRightOpenTimer{ -1.0 }; // right door closing timer for automatic door type #endif - basic_valve PantsValve; - std::array Pantographs; - bool PantAllDown { false }; - double PantFrontVolt = 0.0; //pantograf pod napieciem? 'Winger 160404 - double PantRearVolt = 0.0; // TODO: move these switch types where they belong, cabin definition std::string PantSwitchType; std::string ConvSwitchType; @@ -1519,6 +1526,7 @@ public: bool Heating = false; //ogrzewanie 'Winger 020304 bool HeatingAllow { false }; // heating switch // TODO: wrap heating in a basic device int DoubleTr = 1; //trakcja ukrotniona - przedni pojazd 'Winger 160304 + basic_light CompartmentLights; bool PhysicActivation = true; @@ -1674,6 +1682,8 @@ public: bool OilPumpSwitchOff( bool State, range_t const Notify = range_t::consist ); // oil pump state toggle bool MotorBlowersSwitch( bool State, end const Side, range_t const Notify = range_t::consist ); // traction motor fan state toggle bool MotorBlowersSwitchOff( bool State, end const Side, range_t const Notify = range_t::consist ); // traction motor fan state toggle + bool CompartmentLightsSwitch( bool State, range_t const Notify = range_t::consist ); // compartment lights state toggle + bool CompartmentLightsSwitchOff( bool State, range_t const Notify = range_t::consist ); // compartment lights state toggle bool MainSwitch( bool const State, range_t const Notify = range_t::consist );/*! wylacznik glowny*/ void MainSwitch_( bool const State ); bool ConverterSwitch( bool State, range_t const Notify = range_t::consist );/*! wl/wyl przetwornicy*/ @@ -1691,6 +1701,7 @@ public: void OilPumpCheck( double const Timestep ); void MotorBlowersCheck( double const Timestep ); void PantographsCheck( double const Timestep ); + void LightsCheck( double const Timestep ); bool FuseOn(void); //bezpiecznik nadamiary bool FuseFlagCheck(void) const; // sprawdzanie flagi nadmiarowego void FuseOff(void); // wylaczenie nadmiarowego diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index b02a8238..da8f4e47 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1439,6 +1439,8 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { } // heating HeatingCheck( Deltatime ); + // lighting + LightsCheck( Deltatime ); UpdateBrakePressure(Deltatime); UpdatePipePressure(Deltatime); @@ -1902,6 +1904,35 @@ void TMoverParameters::PantographsCheck( double const Timestep ) { } } +void TMoverParameters::LightsCheck( double const Timestep ) { + + auto const lowvoltagepower { ( + ( ConverterFlag ) + || ( ( ( Couplers[ end::front ].CouplingFlag & coupling::permanent ) != 0 ) && ( Couplers[ end::front ].Connected->ConverterFlag ) ) + || ( ( ( Couplers[ end::rear ].CouplingFlag & coupling::permanent ) != 0 ) && ( Couplers[ end::rear ].Connected->ConverterFlag ) ) ) }; + + auto &light { CompartmentLights }; + + light.is_active = ( + // TODO: bind properly power source when ld is in place + ( Battery || lowvoltagepower ) // power source + && ( false == light.is_disabled ) + && ( ( true == light.is_active ) + || ( light.start_type == start_t::manual ? + light.is_enabled : + true ) ) ); + + light.intensity = + ( light.is_active ? + 1.0f : + 0.0f ) + // TODO: bind properly power source when ld is in place + * ( lowvoltagepower ? 1.0f : + Battery ? 0.5f : + 0.0f ) + * light.dimming; +} + double TMoverParameters::ShowCurrent(int AmpN) const { // Odczyt poboru prądu na podanym amperomierzu switch (EngineType) @@ -3151,6 +3182,55 @@ bool TMoverParameters::MotorBlowersSwitchOff( bool State, end const Side, range_ return ( fan.is_disabled != initialstate ); } +bool TMoverParameters::CompartmentLightsSwitch( bool State, range_t const Notify ) { + + if( CompartmentLights.start_type == start_t::automatic ) { + // automatic lights ignore 'manual' state commands + return false; + } + + bool const initialstate { CompartmentLights.is_enabled }; + + CompartmentLights.is_enabled = State; + + if( Notify != range_t::local ) { + SendCtrlToNext( + "CompartmentLightsSwitch", + ( CompartmentLights.is_enabled ? 1 : 0 ), + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); + } + + return ( CompartmentLights.is_enabled != initialstate ); +} + +// water pump state toggle +bool TMoverParameters::CompartmentLightsSwitchOff( bool State, range_t const Notify ) { + + if( CompartmentLights.start_type == start_t::automatic ) { + // automatic lights ignore 'manual' state commands + return false; + } + + bool const initialstate { CompartmentLights.is_disabled }; + + CompartmentLights.is_disabled = State; + + if( Notify != range_t::local ) { + SendCtrlToNext( + "CompartmentLightsSwitchOff", + ( CompartmentLights.is_disabled ? 1 : 0 ), + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); + } + + return ( CompartmentLights.is_disabled != initialstate ); +} + // ************************************************************************************************* // Q: 20160713 // włączenie / wyłączenie obwodu głownego @@ -9758,6 +9838,15 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { lookup->second : start_t::manual; } + // compartment lights + { + auto lookup = starts.find( extract_value( "CompartmentLightsStart", line ) ); + CompartmentLights.start_type = + lookup != starts.end() ? + lookup->second : + start_t::automatic; + } + } void TMoverParameters::LoadFIZ_Blending(std::string const &line) { @@ -11042,6 +11131,22 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C } OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } + else if( Command == "CompartmentLightsSwitch" ) { + + if( CompartmentLights.start_type != start_t::automatic ) { + // automatic lights ignore 'manual' state commands + CompartmentLights.is_enabled = ( CValue1 == 1 ); + } + OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); + } + else if( Command == "CompartmentLightsSwitchOff" ) { + + if( CompartmentLights.start_type != start_t::automatic ) { + // automatic lights ignore 'manual' state commands + CompartmentLights.is_disabled = ( CValue1 == 1 ); + } + OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); + } else if (Command == "MainSwitch") { MainSwitch_( CValue1 > 0.0 ); diff --git a/Model3d.cpp b/Model3d.cpp index e9cc722a..b04b7fa4 100644 --- a/Model3d.cpp +++ b/Model3d.cpp @@ -151,6 +151,23 @@ TSubModel::SetLightLevel( glm::vec4 const &Level, bool const Includechildren, bo } } +// sets activation threshold of self-illumination to specitied value +void TSubModel::SetSelfIllum( float const Threshold, bool const Includechildren, bool const Includesiblings ) { + + fLight = Threshold; + if( true == Includesiblings ) { + auto sibling { this }; + while( ( sibling = sibling->Next ) != nullptr ) { + sibling->SetSelfIllum( Threshold, Includechildren, false ); // no need for all siblings to duplicate the work + } + } + if( ( true == Includechildren ) + && ( Child != nullptr ) ) { + Child->SetSelfIllum( Threshold, Includechildren, true ); // node's children include child's siblings and children + } +} + + int TSubModel::SeekFaceNormal(std::vector const &Masks, int const Startface, unsigned int const Mask, glm::vec3 const &Position, gfx::vertex_array const &Vertices) { // szukanie punktu stycznego do (pt), zwraca numer wierzchołka, a nie trójkąta int facecount = iNumVerts / 3; // bo maska powierzchni jest jedna na trójkąt diff --git a/Model3d.h b/Model3d.h index d4a8ecea..25f3cb01 100644 --- a/Model3d.h +++ b/Model3d.h @@ -214,6 +214,8 @@ public: void SetVisibilityLevel( float const Level, bool const Includechildren = false, bool const Includesiblings = false ); // sets light level (alpha component of illumination color) to specified value void SetLightLevel( glm::vec4 const &Level, bool const Includechildren = false, bool const Includesiblings = false ); + // sets activation threshold of self-illumination to specitied value + void SetSelfIllum( float const Threshold, bool const Includechildren = false, bool const Includesiblings = false ); inline float3 Translation1Get() { return fMatrix ? *(fMatrix->TranslationGet()) + v_TransVector : v_TransVector; } inline float3 Translation2Get() { diff --git a/PyInt.cpp b/PyInt.cpp index cb9cfe8d..e527a86f 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -76,7 +76,7 @@ void render_task::run() { if (!Global.gfx_usegles) { int size = width * height * 3; - format = GL_SRGB8; + format = ( Global.GfxFramebufferSRGB ? GL_SRGB8 : GL_RGBA8 ); components = GL_RGB; m_target->image = new unsigned char[size]; memcpy(m_target->image, image, size); diff --git a/Train.cpp b/Train.cpp index a68b313f..e153da9b 100644 --- a/Train.cpp +++ b/Train.cpp @@ -335,6 +335,9 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::interiorlightdimtoggle, &TTrain::OnCommand_interiorlightdimtoggle }, { user_command::interiorlightdimenable, &TTrain::OnCommand_interiorlightdimenable }, { user_command::interiorlightdimdisable, &TTrain::OnCommand_interiorlightdimdisable }, + { user_command::compartmentlightstoggle, &TTrain::OnCommand_compartmentlightstoggle }, + { user_command::compartmentlightsenable, &TTrain::OnCommand_compartmentlightsenable }, + { user_command::compartmentlightsdisable, &TTrain::OnCommand_compartmentlightsdisable }, { user_command::instrumentlighttoggle, &TTrain::OnCommand_instrumentlighttoggle }, { user_command::instrumentlightenable, &TTrain::OnCommand_instrumentlightenable }, { user_command::instrumentlightdisable, &TTrain::OnCommand_instrumentlightdisable }, @@ -536,6 +539,7 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "pant_compressor", mvControlled->PantCompFlag ); dict->insert( "lights_front", mvOccupied->iLights[ end::front ] ); dict->insert( "lights_rear", mvOccupied->iLights[ end::rear ] ); + dict->insert( "lights_compartments", mvOccupied->CompartmentLights.is_active || mvOccupied->CompartmentLights.is_disabled ); // reverser dict->insert( "direction", mvOccupied->DirActive ); // throttle @@ -757,8 +761,8 @@ void TTrain::zero_charging_train_brake() { && ( DynamicObject->Controller != AIdriver ) && ( Global.iFeedbackMode < 3 ) && ( ( mvOccupied->BrakeHandle == TBrakeHandle::FVel6 ) - || (mvOccupied->BrakeHandle == TBrakeHandle::MHZ_EN57) - || (mvOccupied->BrakeHandle == TBrakeHandle::MHZ_K8P)) ) { + || ( mvOccupied->BrakeHandle == TBrakeHandle::MHZ_EN57 ) + || ( mvOccupied->BrakeHandle == TBrakeHandle::MHZ_K8P ) ) ) { // Odskakiwanie hamulce EP set_train_brake( 0 ); } @@ -2466,14 +2470,16 @@ void TTrain::OnCommand_linebreakeropen( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { // visual feedback - if( Train->m_controlmapper.contains( "main_off_bt:" ) ) { + if( Train->ggMainOffButton.SubModel != nullptr ) { Train->ggMainOffButton.UpdateValue( 1.0, Train->dsbSwitch ); } - else if( Train->m_controlmapper.contains( "main_sw:" ) ) { + else if( Train->ggMainButton.SubModel != nullptr ) { Train->ggMainButton.UpdateValue( 0.0, Train->dsbSwitch ); } - else { - // there's no switch capable of doing the job + else if( Train->ggMainOnButton.SubModel != nullptr ) { + // NOTE: legacy behaviour, for vehicles equipped only with impulse close switch + // it doesn't make any real sense to animate this one, but some people can't get over how there's no visual reaction to their keypress + Train->ggMainOnButton.UpdateValue( 1.0, Train->dsbSwitch ); return; } // play sound immediately when the switch is hit, not after release @@ -2514,10 +2520,14 @@ void TTrain::OnCommand_linebreakerclose( TTrain *Train, command_data const &Comm // two separate switches to close and break the circuit Train->ggMainOnButton.UpdateValue( 1.0, Train->dsbSwitch ); } - else { + else if( Train->ggMainButton.SubModel != nullptr ) { // single two-state switch Train->ggMainButton.UpdateValue( 1.0, Train->dsbSwitch ); } + else { + // no switch capable of doing the job + return; + } // the actual closing of the line breaker is handled in the train update routine } else if( Command.action == GLFW_RELEASE ) { @@ -2526,7 +2536,7 @@ void TTrain::OnCommand_linebreakerclose( TTrain *Train, command_data const &Comm // setup with two separate switches Train->ggMainOnButton.UpdateValue( 0.0, Train->dsbSwitch ); } - else { + else if( Train->ggMainButton.SubModel != nullptr ) { if( Train->ggMainButton.type() != TGaugeType::toggle ) { Train->ggMainButton.UpdateValue( 0.5, Train->dsbSwitch ); } @@ -2536,8 +2546,9 @@ void TTrain::OnCommand_linebreakerclose( TTrain *Train, command_data const &Comm if( Train->m_linebreakerstate == 2 ) { // we don't need to start the diesel twice, but the other types (with impulse switch setup) still need to be launched - if( ( Train->mvControlled->EngineType != TEngineType::DieselEngine ) - && ( Train->mvControlled->EngineType != TEngineType::DieselElectric ) ) { + // NOTE: this behaviour should depend on MainOnButton presence and type_delayed + // TODO: change it when/if vehicle definition files get their proper switch types + if( Train->mvControlled->EngineType == TEngineType::ElectricSeriesMotor ) { // try to finalize state change of the line breaker, set the state based on the outcome Train->m_linebreakerstate = ( Train->mvControlled->MainSwitch( true ) ? @@ -4356,6 +4367,79 @@ void TTrain::OnCommand_interiorlightdimdisable( TTrain *Train, command_data cons } } +void TTrain::OnCommand_compartmentlightstoggle( TTrain *Train, command_data const &Command ) { + + if( Command.action == GLFW_REPEAT ) { return; } + + // keep the switch from flipping back and forth if key is held down + if( ( false == Train->mvOccupied->CompartmentLights.is_active ) + && ( false == Train->mvOccupied->CompartmentLights.is_enabled ) ) { + // turn on + OnCommand_compartmentlightsenable( Train, Command ); + } + else { + //turn off + OnCommand_compartmentlightsdisable( Train, Command ); + } +} + +void TTrain::OnCommand_compartmentlightsenable( TTrain *Train, command_data const &Command ) { + + if( Command.action == GLFW_PRESS ) { + Train->mvOccupied->CompartmentLightsSwitch( true ); + // visual feedback + if( Train->m_controlmapper.contains( "compartmentlights_sw:" ) ) { + Train->ggCompartmentLightsButton.UpdateValue( 1.0f, Train->dsbSwitch ); + } + if( Train->m_controlmapper.contains( "compartmentlightson_sw:" ) ) { + Train->ggCompartmentLightsOnButton.UpdateValue( 1.0f, Train->dsbSwitch ); + } + } + else if( Command.action == GLFW_RELEASE ) { + if( Train->m_controlmapper.contains( "compartmentlights_sw:" ) ) { + if( Train->ggCompartmentLightsButton.type() == TGaugeType::push ) { + // return the switch to neutral position + Train->mvOccupied->CompartmentLightsSwitch( false ); + Train->mvOccupied->CompartmentLightsSwitchOff( false ); + Train->ggCompartmentLightsButton.UpdateValue( 0.5f ); + } + } + if( Train->m_controlmapper.contains( "compartmentlightson_sw:" ) ) { + Train->mvOccupied->CompartmentLightsSwitch( false ); + Train->ggCompartmentLightsOnButton.UpdateValue( 0.0f, Train->dsbSwitch ); + } + } +} + +void TTrain::OnCommand_compartmentlightsdisable( TTrain *Train, command_data const &Command ) { + + if( Command.action == GLFW_PRESS ) { + // visual feedback + if( Train->m_controlmapper.contains( "compartmentlights_sw:" ) ) { + Train->ggCompartmentLightsButton.UpdateValue( 0.0f, Train->dsbSwitch ); + } + if( Train->m_controlmapper.contains( "compartmentlightsoff_sw:" ) ) { + Train->ggCompartmentLightsOffButton.UpdateValue( 1.0f, Train->dsbSwitch ); + } + + Train->mvOccupied->CompartmentLightsSwitchOff( true ); + } + else if( Command.action == GLFW_RELEASE ) { + if( Train->m_controlmapper.contains( "compartmentlights_sw:" ) ) { + if( Train->ggCompartmentLightsButton.type() == TGaugeType::push ) { + // return the switch to neutral position + Train->mvOccupied->CompartmentLightsSwitch( false ); + Train->mvOccupied->CompartmentLightsSwitchOff( false ); + Train->ggCompartmentLightsButton.UpdateValue( 0.5f ); + } + } + if( Train->m_controlmapper.contains( "compartmentlightsoff_sw:" ) ) { + Train->mvOccupied->CompartmentLightsSwitchOff( false ); + Train->ggCompartmentLightsOffButton.UpdateValue( 0.0f, Train->dsbSwitch ); + } + } +} + void TTrain::OnCommand_instrumentlighttoggle( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { @@ -5709,8 +5793,8 @@ bool TTrain::Update( double const Deltatime ) } } - if( ( ggMainButton.GetDesiredValue() > 0.95 ) - || ( ggMainOnButton.GetDesiredValue() > 0.95 ) ) { + if( ( ( ggMainButton.SubModel != nullptr ) && ( ggMainButton.GetDesiredValue() > 0.95 ) ) + || ( ( ggMainOnButton.SubModel != nullptr ) && ( ggMainOnButton.GetDesiredValue() > 0.95 ) ) ) { // keep track of period the line breaker button is held down, to determine when/if circuit closes if( ( mvControlled->MainsInitTimeCountdown <= 0.0 ) && ( ( fHVoltage > 0.5 * mvControlled->EnginePowerSource.MaxVoltage ) @@ -5733,15 +5817,15 @@ bool TTrain::Update( double const Deltatime ) if( m_linebreakerstate == 0 ) { if( fMainRelayTimer > mvControlled->InitialCtrlDelay ) { // wlaczanie WSa z opoznieniem - // mark the line breaker as ready to close; for electric vehicles with impulse switch the setup is completed on button release + // mark the line breaker as ready to close; for electric series vehicles with impulse switch the setup is completed on button release m_linebreakerstate = 2; } } if( m_linebreakerstate == 2 ) { // for diesels and/or vehicles with toggle switch setup we complete the engine start here + // TODO: make it a test for main_on_bt of type push_delayed instead if( ( ggMainOnButton.SubModel == nullptr ) - || ( ( mvControlled->EngineType == TEngineType::DieselEngine ) - || ( mvControlled->EngineType == TEngineType::DieselElectric ) ) ) { + || ( mvControlled->EngineType != TEngineType::ElectricSeriesMotor ) ) { // try to finalize state change of the line breaker, set the state based on the outcome m_linebreakerstate = ( mvControlled->MainSwitch( true ) ? @@ -5749,6 +5833,8 @@ bool TTrain::Update( double const Deltatime ) 0 ); } } + // helper variables + m_doors = ( DynamicObject->Mechanik->IsAnyDoorOpen[ side::right ] || DynamicObject->Mechanik->IsAnyDoorOpen[ side::left ] ); // check for received user commands // NOTE: this is a temporary arrangement, for the transition period from old command setup to the new one @@ -6204,8 +6290,8 @@ bool TTrain::Update( double const Deltatime ) ( mvControlled->Mains ) || ( mvControlled->dizel_startup ) || ( fMainRelayTimer > 0.f ) - || ( ggMainButton.GetDesiredValue() > 0.95 ) - || ( ggMainOnButton.GetDesiredValue() > 0.95 ) ); + || ( ( ggMainButton.SubModel != nullptr ) && ( ggMainButton.GetDesiredValue() > 0.95 ) ) + || ( ( ggMainOnButton.SubModel != nullptr ) && ( ggMainOnButton.GetDesiredValue() > 0.95 ) ) ); ggIgnitionKey.Update(); } } @@ -6395,7 +6481,6 @@ bool TTrain::Update( double const Deltatime ) // NBMX wrzesien 2003 - drzwi oraz sygnał odjazdu btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::left : side::right ) ] ); btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::right : side::left ) ] ); - btLampkaDoors.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ side::right ] || DynamicObject->Mechanik->IsAnyDoorOpen[ side::left ] ); btLampkaBlokadaDrzwi.Turn( mvOccupied->Doors.is_locked ); btLampkaDoorLockOff.Turn( false == mvOccupied->Doors.lock_enabled ); btLampkaDepartureSignal.Turn( mvControlled->DepartureSignal ); @@ -6467,7 +6552,6 @@ bool TTrain::Update( double const Deltatime ) btLampkaHamulecReczny.Turn( false ); btLampkaDoorLeft.Turn( false ); btLampkaDoorRight.Turn( false ); - btLampkaDoors.Turn( false ); btLampkaBlokadaDrzwi.Turn( false ); btLampkaDoorLockOff.Turn( false ); btLampkaDepartureSignal.Turn( false ); @@ -6850,6 +6934,9 @@ bool TTrain::Update( double const Deltatime ) ggTimetableLightButton.Update(); ggCabLightButton.Update(); ggCabLightDimButton.Update(); + ggCompartmentLightsButton.Update(); + ggCompartmentLightsOnButton.Update(); + ggCompartmentLightsOffButton.Update(); ggBatteryButton.Update(); ggBatteryOnButton.Update(); ggBatteryOffButton.Update(); @@ -7942,13 +8029,14 @@ TTrain::MoveToVehicle(TDynamicObject *target) { target_train->Dynamic()->ABuSetModelShake( {} ); } - target_train->Dynamic()->bDisplayCab = true; target_train->Dynamic()->ABuSetModelShake( {} ); // zerowanie przesunięcia przed powrotem? // potentially move player if (simulation::Train == this) { simulation::Train = target_train; - } + // our local driver may potentially be in external view mode, in which case we shouldn't activate cab visualization + target_train->Dynamic()->bDisplayCab |= !FreeFlyModeFlag; + } // delete this TTrain pending_delete = true; @@ -7982,7 +8070,7 @@ TTrain::MoveToVehicle(TDynamicObject *target) { Occupied()->LimPipePress = Occupied()->PipePress; Occupied()->CabActivisation( true ); // załączenie rozrządu (wirtualne kabiny) Dynamic()->MechInside = true; - Dynamic()->Controller = ( Dynamic()->Mechanik ? !Dynamic()->Mechanik->AIControllFlag : Humandriver ); + Dynamic()->Controller = ( Dynamic()->Mechanik ? Dynamic()->Mechanik->AIControllFlag : Humandriver ); } else { Dynamic()->bDisplayCab = false; Dynamic()->ABuSetModelShake( {} ); @@ -7994,9 +8082,13 @@ TTrain::MoveToVehicle(TDynamicObject *target) { Occupied()->CabActive, Dynamic()->asBaseDir + Occupied()->TypeName + ".mmd" ); - Dynamic()->bDisplayCab = true; Dynamic()->ABuSetModelShake( {} ); // zerowanie przesunięcia przed powrotem? + if( simulation::Train == this ) { + // our local driver may potentially be in external view mode, in which case we shouldn't activate cab visualization + Dynamic()->bDisplayCab |= !FreeFlyModeFlag; + } + // add it back with updated dynamic name simulation::Trains.insert(this); } @@ -8157,6 +8249,9 @@ void TTrain::clear_cab_controls() // hunter-091012 ggCabLightButton.Clear(); ggCabLightDimButton.Clear(); + ggCompartmentLightsButton.Clear(); + ggCompartmentLightsOnButton.Clear(); + ggCompartmentLightsOffButton.Clear(); ggBatteryButton.Clear(); ggBatteryOnButton.Clear(); ggBatteryOffButton.Clear(); @@ -8262,7 +8357,6 @@ void TTrain::clear_cab_controls() btLampkaWentZaluzje.Clear(); btLampkaDoorLeft.Clear(); btLampkaDoorRight.Clear(); - btLampkaDoors.Clear(); btLampkaDepartureSignal.Clear(); btLampkaRezerwa.Clear(); btLampkaBoczniki.Clear(); @@ -8337,10 +8431,12 @@ void TTrain::set_cab_controls( int const Cab ) { mvOccupied->Battery ? 1.f : 0.f ) ); // line breaker - ggMainButton.PutValue( - ( ggMainButton.type() == TGaugeType::push ? 0.5f : - m_linebreakerstate > 0 ? 1.f : - 0.f ) ); + if( ggMainButton.SubModel != nullptr ) { // instead of single main button there can be on/off pair + ggMainButton.PutValue( + ( ggMainButton.type() == TGaugeType::push ? 0.5f : + m_linebreakerstate > 0 ? 1.f : + 0.f ) ); + } // motor connectors ggStLinOffButton.PutValue( ( mvControlled->StLinSwitchOff ? @@ -8487,7 +8583,12 @@ void TTrain::set_cab_controls( int const Cab ) { if( true == Cabine[Cab].bLightDim ) { ggCabLightDimButton.PutValue( 1.f ); } - + // compartment lights + ggCompartmentLightsButton.PutValue( + ( ggCompartmentLightsButton.type() == TGaugeType::push ? 0.5f : + mvOccupied->CompartmentLights.is_enabled ? 1.f : + 0.f ) ); + // instrument lights ggInstrumentLightButton.PutValue( ( InstrumentLightActive ? 1.f : @@ -8687,7 +8788,6 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co { "i-security_cabsignal:", btLampkaSHP }, { "i-door_left:", btLampkaDoorLeft }, { "i-door_right:", btLampkaDoorRight }, - { "i-doors:", btLampkaDoors }, { "i-departure_signal:", btLampkaDepartureSignal }, { "i-reserve:", btLampkaRezerwa }, { "i-scnd:", btLampkaBoczniki }, @@ -8752,6 +8852,7 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co } // TODO: move viable dedicated lights to the automatic light array std::unordered_map const autolights = { + { "i-doors:", &m_doors }, { "i-doorpermit_left:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit }, { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit }, { "i-doorstep:", &mvOccupied->Doors.step_enabled }, @@ -8844,8 +8945,6 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "fuse_bt:", ggFuseButton }, { "converterfuse_bt:", ggConverterFuseButton }, { "stlinoff_bt:", ggStLinOffButton }, - { "doorleftpermit_sw:", ggDoorLeftPermitButton }, - { "doorrightpermit_sw:", ggDoorRightPermitButton }, { "doorpermitpreset_sw:", ggDoorPermitPresetButton }, { "door_left_sw:", ggDoorLeftButton }, { "door_right_sw:", ggDoorRightButton }, @@ -8854,7 +8953,6 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "doorleftoff_sw:", ggDoorLeftOffButton }, { "doorrightoff_sw:", ggDoorRightOffButton }, { "doorallon_sw:", ggDoorAllOnButton }, - { "dooralloff_sw:", ggDoorAllOffButton }, { "departure_signal_bt:", ggDepartureSignalButton }, { "upperlight_sw:", ggUpperLightButton }, { "leftlight_sw:", ggLeftLightButton }, @@ -8918,6 +9016,9 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "timetablelight_sw:", ggTimetableLightButton }, { "cablight_sw:", ggCabLightButton }, { "cablightdim_sw:", ggCabLightDimButton }, + { "compartmentlights_sw:", ggCompartmentLightsButton }, + { "compartmentlightson_sw:", ggCompartmentLightsOnButton }, + { "compartmentlightsoff_sw:", ggCompartmentLightsOffButton }, { "battery_sw:", ggBatteryButton }, { "batteryon_sw:", ggBatteryOnButton }, { "batteryoff_sw:", ggBatteryOffButton }, @@ -8957,7 +9058,10 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "speedbutton6:", { ggSpeedCtrlButtons[ 6 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, { "speedbutton7:", { ggSpeedCtrlButtons[ 7 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, { "speedbutton8:", { ggSpeedCtrlButtons[ 8 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, - { "speedbutton9:", { ggSpeedCtrlButtons[ 9 ], &mvOccupied->SpeedCtrlUnit.IsActive } } + { "speedbutton9:", { ggSpeedCtrlButtons[ 9 ], &mvOccupied->SpeedCtrlUnit.IsActive } }, + { "doorleftpermit_sw:", { ggDoorLeftPermitButton, &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit } }, + { "doorrightpermit_sw:", { ggDoorRightPermitButton, &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit } }, + { "dooralloff_sw:", { ggDoorAllOffButton, &m_doors } }, }; { auto const lookup { stategauges.find( Label ) }; diff --git a/Train.h b/Train.h index c3d4f6e7..6a1b4cb1 100644 --- a/Train.h +++ b/Train.h @@ -361,6 +361,9 @@ class TTrain { static void OnCommand_interiorlightdimtoggle( TTrain *Train, command_data const &Command ); static void OnCommand_interiorlightdimenable( TTrain *Train, command_data const &Command ); static void OnCommand_interiorlightdimdisable( TTrain *Train, command_data const &Command ); + static void OnCommand_compartmentlightstoggle( TTrain *Train, command_data const &Command ); + static void OnCommand_compartmentlightsenable( TTrain *Train, command_data const &Command ); + static void OnCommand_compartmentlightsdisable( TTrain *Train, command_data const &Command ); static void OnCommand_instrumentlighttoggle( TTrain *Train, command_data const &Command ); static void OnCommand_instrumentlightenable( TTrain *Train, command_data const &Command ); static void OnCommand_instrumentlightdisable( TTrain *Train, command_data const &Command ); @@ -539,10 +542,13 @@ public: // reszta może by?publiczna TGauge ggTimetableLightButton; TGauge ggCabLightButton; // hunter-091012: przelacznik oswietlania kabiny TGauge ggCabLightDimButton; // hunter-091012: przelacznik przyciemnienia + // oswietlenia kabiny + TGauge ggCompartmentLightsButton; + TGauge ggCompartmentLightsOnButton; + TGauge ggCompartmentLightsOffButton; TGauge ggBatteryButton; // Stele 161228 hebelek baterii TGauge ggBatteryOnButton; TGauge ggBatteryOffButton; - // oswietlenia kabiny // NBMX wrzesien 2003 - obsluga drzwi TGauge ggDoorLeftPermitButton; @@ -661,7 +667,6 @@ public: // reszta może by?publiczna TButton btLampkaPrzekrMaxSila; TButton btLampkaDoorLeft; TButton btLampkaDoorRight; - TButton btLampkaDoors; TButton btLampkaDepartureSignal; TButton btLampkaBlokadaDrzwi; TButton btLampkaDoorLockOff; @@ -776,6 +781,7 @@ private: float m_distancecounter { -1.f }; // distance traveled since meter was activated or -1 if inactive double m_brakehandlecp{ 0.0 }; int m_pantselection{ 0 }; + bool m_doors{ false }; // helper, true if any door is open public: float fPress[20][3]; // cisnienia dla wszystkich czlonow diff --git a/command.cpp b/command.cpp index 241d05ce..d4ea7974 100644 --- a/command.cpp +++ b/command.cpp @@ -224,6 +224,9 @@ commanddescription_sequence Commands_descriptions = { { "interiorlightdimtoggle", command_target::vehicle }, { "interiorlightdimenable", command_target::vehicle }, { "interiorlightdimdisable", command_target::vehicle }, + { "compartmentlightstoggle", command_target::vehicle }, + { "compartmentlightsenable", command_target::vehicle }, + { "compartmentlightsdisable", command_target::vehicle }, { "instrumentlighttoggle", command_target::vehicle }, { "instrumentlightenable", command_target::vehicle }, { "instrumentlightdisable", command_target::vehicle }, diff --git a/command.h b/command.h index 1073cbb2..0987a421 100644 --- a/command.h +++ b/command.h @@ -215,6 +215,9 @@ enum class user_command { interiorlightdimtoggle, interiorlightdimenable, interiorlightdimdisable, + compartmentlightstoggle, + compartmentlightsenable, + compartmentlightsdisable, instrumentlighttoggle, instrumentlightenable, instrumentlightdisable, diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index cf461660..3ba33ddd 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -224,6 +224,9 @@ driverkeyboard_input::default_bindings() { { user_command::interiorlightdimtoggle, GLFW_KEY_APOSTROPHE | keymodifier::control }, // interiorlightdimenable, // interiorlightdimdisable, + // compartmentlightstoggle, + // compartmentlightsenable, + // compartmentlightsdisable, { user_command::instrumentlighttoggle, GLFW_KEY_SEMICOLON }, // instrumentlightenable, // instrumentlightdisable, diff --git a/drivermode.cpp b/drivermode.cpp index 6b14af91..fffa5e64 100644 --- a/drivermode.cpp +++ b/drivermode.cpp @@ -106,6 +106,10 @@ std::unordered_map> commandf { user_command::linebreakerclose, { user_command::linebreakertoggle, user_command::none } }, { user_command::pantographlowerfront, { user_command::pantographtogglefront, user_command::none } }, { user_command::pantographlowerrear, { user_command::pantographtogglerear, user_command::none } }, + { user_command::compartmentlightsenable, { user_command::compartmentlightstoggle, user_command::none } }, + { user_command::compartmentlightsdisable, { user_command::compartmentlightstoggle, user_command::none } }, + { user_command::batteryenable, { user_command::batterytoggle, user_command::none } }, + { user_command::batterydisable, { user_command::batterytoggle, user_command::none } }, }; std::pair diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 65f8ca09..60b9bc4c 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -837,6 +837,15 @@ drivermouse_input::default_bindings() { { "cablightdim_sw:", { user_command::interiorlightdimtoggle, user_command::none } }, + { "compartmentlights_sw:", { + user_command::compartmentlightstoggle, + user_command::none } }, + { "compartmentlightson_sw:", { + user_command::compartmentlightsenable, + user_command::none } }, + { "compartmentlightsoff_sw:", { + user_command::compartmentlightsdisable, + user_command::none } }, { "battery_sw:", { user_command::batterytoggle, user_command::none } }, diff --git a/maszyna.vcxproj b/maszyna.vcxproj index ff54530e..612613da 100644 --- a/maszyna.vcxproj +++ b/maszyna.vcxproj @@ -97,7 +97,7 @@ true - $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) Windows @@ -120,7 +120,7 @@ true - $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) Windows @@ -142,7 +142,7 @@ true true true - $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) Windows libcmt.lib true @@ -166,7 +166,7 @@ true true true - $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glew/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) + $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) Windows libcmt.lib UseLinkTimeCodeGeneration diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 8f1d6b09..008b1eab 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -713,11 +713,10 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) setup_shadow_color( glm::min( colors::white, m_shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); } Render_cab( vehicle, vehicle->InteriorLightLevel, false ); - if( vehicle->InteriorLightLevel > 0.f ) { - setup_shadow_color( m_shadowcolor ); - } } + setup_shadow_color( m_shadowcolor ); + glDebug("render opaque region"); model_ubs.future = future; @@ -755,9 +754,9 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) } glDebug( "render translucent cab" ); Render_cab(vehicle, vehicle->InteriorLightLevel, true); - if( vehicle->InteriorLightLevel > 0.f ) { - setup_shadow_color( m_shadowcolor ); - } + + setup_shadow_color( m_shadowcolor ); + if( Global.Overcast > 1.0f ) { // with the cab in place we can (finally) safely draw translucent part of the occupied vehicle Render_Alpha( vehicle ); @@ -1023,7 +1022,19 @@ bool opengl33_renderer::Render_lowpoly( TDynamicObject *Dynamic, float const Squ } // HACK: reduce light level for vehicle interior if there's strong global lighting source if( false == Alpha ) { - auto const luminance{ static_cast( 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) }; +/* + auto const luminance { static_cast( std::min( + ( Dynamic->fShade > 0.0 ? Dynamic->fShade * Global.fLuminance : Global.fLuminance ), + Global.fLuminance - 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) ) }; +*/ + auto const luminance{ static_cast( + 0.5 + * ( std::max( + 0.3, + ( Global.fLuminance - Global.Overcast ) + * ( Dynamic->fShade > 0.0 ? + Dynamic->fShade : + 1.0 ) ) ) ) }; setup_sunlight_intensity( clamp( ( Dynamic->fShade > 0.f ? @@ -1729,7 +1740,7 @@ std::shared_ptr opengl33_renderer::Fetch_Shader(const std::string & return m_shaders[name]; } -void opengl33_renderer::Bind_Material(material_handle const Material, TSubModel *sm) +void opengl33_renderer::Bind_Material( material_handle const Material, TSubModel const *sm, lighting_data const *lighting ) { if (Material != null_handle) { @@ -1773,6 +1784,26 @@ void opengl33_renderer::Bind_Material(material_handle const Material, TSubModel } } } + if( lighting ) + { + switch( entry.defaultparam ) { + case gl::shader::defaultparam_e::ambient: { + src = lighting->ambient; + break; + } + case gl::shader::defaultparam_e::diffuse: { + src = lighting->diffuse; + break; + } + case gl::shader::defaultparam_e::specular: { + src = lighting->specular; + break; + } + default: { + break; + } + } + } // material-based parameters switch( entry.defaultparam ) { case gl::shader::defaultparam_e::glossiness: { @@ -2280,7 +2311,7 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore { case rendermode::color: case rendermode::reflections: - Bind_Material(data.material); + Bind_Material(data.material, nullptr, &Shape.data().lighting ); break; case rendermode::shadows: Bind_Material_Shadow(data.material); @@ -2546,9 +2577,10 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li } auto const old_ambient { light_ubs.ambient }; + auto const luminance { Global.fLuminance * ( Dynamic->fShade > 0.0f ? Dynamic->fShade : 1.0f ) }; if( Lightlevel > 0.f ) { // crude way to light the cabin, until we have something more complete in place - light_ubs.ambient += ( Dynamic->InteriorLight * Lightlevel ) * static_cast( clamp( 1.25 - Global.fLuminance, 0.0, 1.0 ) ); + light_ubs.ambient += ( Dynamic->InteriorLight * Lightlevel ) * static_cast( clamp( 1.25 - luminance, 0.0, 1.0 ) ); light_ubo->update( light_ubs ); } @@ -2564,17 +2596,8 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li Render(Dynamic->mdKabina, Dynamic->Material(), 0.0); } // post-render restore - if (Dynamic->fShade > 0.0f) - { - // change light level based on light level of the occupied track - setup_sunlight_intensity(); - } - - // restore ambient - if( Lightlevel > 0.f ) { - light_ubs.ambient = old_ambient; - light_ubo->update( light_ubs ); - } + light_ubs.ambient = old_ambient; + setup_sunlight_intensity(); break; } diff --git a/opengl33renderer.h b/opengl33renderer.h index 04ef0433..15649e18 100644 --- a/opengl33renderer.h +++ b/opengl33renderer.h @@ -73,7 +73,7 @@ class opengl33_renderer : public gfx_renderer { material_handle Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override; void - Bind_Material( material_handle const Material, TSubModel *sm = nullptr ) override; + Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override; opengl_material const & Material( material_handle const Material ) const override; // shader methods diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 27b6bf0a..3bf399dc 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -797,7 +797,14 @@ bool opengl_renderer::Render_lowpoly( TDynamicObject *Dynamic, float const Squar } // HACK: reduce light level for vehicle interior if there's strong global lighting source if( false == Alpha ) { - auto const luminance{ static_cast( 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) }; + auto const luminance{ static_cast( + 0.5 + * ( std::max( + 0.3, + ( Global.fLuminance - Global.Overcast ) + * ( Dynamic->fShade > 0.0 ? + Dynamic->fShade : + 1.0 ) ) ) ) }; m_sunlight.apply_intensity( clamp( ( Dynamic->fShade > 0.f ? @@ -1677,7 +1684,7 @@ opengl_renderer::Fetch_Material( std::string const &Filename, bool const Loadnow } void -opengl_renderer::Bind_Material( material_handle const Material, TSubModel *sm ) { +opengl_renderer::Bind_Material( material_handle const Material, TSubModel const *sm, lighting_data const *lighting ) { auto const &material = m_materials.material( Material ); if( false == Global.BasicRenderer ) { @@ -2403,11 +2410,12 @@ opengl_renderer::Render_cab( TDynamicObject const *Dynamic, float const Lightlev } if( Lightlevel > 0.f ) { // crude way to light the cabin, until we have something more complete in place + auto const luminance { Global.fLuminance * ( Dynamic->fShade > 0.0f ? Dynamic->fShade : 1.0f ) }; ::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( glm::vec3( m_baseambient ) - + ( Dynamic->InteriorLight * Lightlevel ) * static_cast( clamp( 1.25 - Global.fLuminance, 0.0, 1.0 ) ) ) ); + + ( Dynamic->InteriorLight * Lightlevel ) * static_cast( clamp( 1.25 - luminance, 0.0, 1.0 ) ) ) ); } // render if( true == Alpha ) { diff --git a/openglrenderer.h b/openglrenderer.h index afb375a0..d80c7793 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -67,7 +67,7 @@ public: material_handle Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override; void - Bind_Material( material_handle const Material, TSubModel *sm = nullptr ) override; + Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override; opengl_material const & Material( material_handle const Material ) const override; // shader methods diff --git a/renderer.h b/renderer.h index 4e08ffac..f8c0c71b 100644 --- a/renderer.h +++ b/renderer.h @@ -12,6 +12,8 @@ http://mozilla.org/MPL/2.0/. #include "geometrybank.h" #include "material.h" +class lighting_data; + class gfx_renderer { public: @@ -38,7 +40,7 @@ public: virtual auto Vertices( gfx::geometry_handle const &Geometry ) const ->gfx::vertex_array const & = 0; // material methods virtual auto Fetch_Material( std::string const &Filename, bool const Loadnow = true ) -> material_handle = 0; - virtual void Bind_Material( material_handle const Material, TSubModel *sm = nullptr ) = 0; + virtual void Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) = 0; virtual auto Material( material_handle const Material ) const -> opengl_material const & = 0; // shader methods virtual auto Fetch_Shader( std::string const &name ) -> std::shared_ptr = 0; diff --git a/shaders/light_common.glsl b/shaders/light_common.glsl index 0d26e1e2..335d1ff0 100644 --- a/shaders/light_common.glsl +++ b/shaders/light_common.glsl @@ -108,12 +108,15 @@ vec2 calc_headlights(light_s light, vec3 fragnormal) vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) { + fragcolor *= param[1].x; + vec3 emissioncolor = param[0].rgb * emission; vec3 envcolor = envmap_color(fragnormal); if(lights_count == 0U) return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; +// fragcolor *= lights[0].intensity; vec2 sunlight = calc_dir_light(lights[0], fragnormal); float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; diff --git a/translation.cpp b/translation.cpp index b6f8aef9..f5cbc4c7 100644 --- a/translation.cpp +++ b/translation.cpp @@ -202,6 +202,9 @@ init() { "timetable light", "interior light", "interior light dimmer", + "compartment lights", + "compartment lights", + "compartment lights", "battery", "battery", "battery", @@ -397,6 +400,9 @@ init() { "oswietlenie rozkladu jazdy", "oswietlenie kabiny", "przyciemnienie oswietlenia kabiny", + "oswietlenie przedzialow", + "oswietlenie przedzialow", + "oswietlenie przedzialow", "bateria", "bateria", "bateria", @@ -545,6 +551,9 @@ init() { "timetablelight_sw:", "cablight_sw:", "cablightdim_sw:", + "compartmentlights_sw:", + "compartmentlightson_sw:", + "compartmentlightsoff_sw:", "battery_sw:", "batteryon_sw:", "batteryoff_sw:", diff --git a/translation.h b/translation.h index ed48552b..def285d0 100644 --- a/translation.h +++ b/translation.h @@ -191,6 +191,9 @@ enum string { cab_timetablelight_sw, cab_cablight_sw, cab_cablightdim_sw, + cab_compartmentlights_sw, + cab_compartmentlightson_sw, + cab_compartmentlightsoff_sw, cab_battery_sw, cab_batteryon_sw, cab_batteryoff_sw, From 09ad3dbacd33f44fdc7c3084a1d07d4536176114 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 1 Mar 2020 03:16:12 +0100 Subject: [PATCH 098/153] application component state switches, chromatic aberration post process filter, minor ai logic tweaks, minor cab controls tweaks, minor bug fixes --- Driver.cpp | 92 ++++++------ Driver.h | 1 + DynObj.cpp | 10 +- Globals.cpp | 18 ++- Globals.h | 3 + McZapkie/Mover.cpp | 25 ++-- PyInt.cpp | 3 +- Train.cpp | 78 +++++----- Train.h | 1 - opengl33renderer.cpp | 12 +- opengl33renderer.h | 1 + openglrenderer.cpp | 189 ++++++++++++------------ shaders/postfx_chromaticaberration.frag | 21 +++ 13 files changed, 254 insertions(+), 200 deletions(-) create mode 100644 shaders/postfx_chromaticaberration.frag diff --git a/Driver.cpp b/Driver.cpp index 8b660a27..16c234fb 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -4738,7 +4738,7 @@ TController::UpdateSituation(double dt) { if( ( mvControlling->PantRearVolt == 0.0 ) // filter out cases with single _other_ working pantograph so we don't try to raise something we can't && ( ( mvControlling->PantographVoltage == 0.0 ) - || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { + || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { mvControlling->OperatePantographValve( end::rear, operation_t::enable ); } } @@ -4747,45 +4747,45 @@ TController::UpdateSituation(double dt) { if( ( mvControlling->PantFrontVolt == 0.0 ) // filter out cases with single _other_ working pantograph so we don't try to raise something we can't && ( ( mvControlling->PantographVoltage == 0.0 ) - || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { + || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { mvControlling->OperatePantographValve( end::front, operation_t::enable ); } } - } - } - } - if( mvOccupied->Vel > 5 ) { - if( fActionTime > 0.0 ) { - if( mvOccupied->AIHintPantstate != 0 ) { - // use suggested pantograph setup - auto const pantographsetup{ mvOccupied->AIHintPantstate }; - mvControlling->OperatePantographValve( - end::front, - ( pantographsetup & ( 1 << 0 ) ? - operation_t::enable : - operation_t::disable ) ); - mvControlling->OperatePantographValve( - end::rear, - ( pantographsetup & ( 1 << 1 ) ? - operation_t::enable : - operation_t::disable ) ); + + if( mvOccupied->Vel > 5 ) { + // opuszczenie przedniego po rozpędzeniu się o ile jest więcej niż jeden + if( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { + if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) // jak jedzie w kierunku sprzęgu 0 + { // poczekać na podniesienie tylnego + if( ( mvControlling->PantFrontVolt != 0.0 ) + && ( mvControlling->PantRearVolt != 0.0 ) ) { // czy jest napięcie zasilające na tylnym? + mvControlling->OperatePantographValve( end::front, operation_t::disable ); // opuszcza od sprzęgu 0 + } + } + else { // poczekać na podniesienie przedniego + if( ( mvControlling->PantRearVolt != 0.0 ) + && ( mvControlling->PantFrontVolt != 0.0 ) ) { // czy jest napięcie zasilające na przednim? + mvControlling->OperatePantographValve( end::rear, operation_t::disable ); // opuszcza od sprzęgu 1 + } + } + } + } + } else { - // opuszczenie przedniego po rozpędzeniu się o ile jest więcej niż jeden - if( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { - if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) // jak jedzie w kierunku sprzęgu 0 - { // poczekać na podniesienie tylnego - if( ( mvControlling->PantFrontVolt != 0.0 ) - && ( mvControlling->PantRearVolt != 0.0 ) ) { // czy jest napięcie zasilające na tylnym? - mvControlling->OperatePantographValve( end::front, operation_t::disable ); // opuszcza od sprzęgu 0 - } - } - else { // poczekać na podniesienie przedniego - if( ( mvControlling->PantRearVolt != 0.0 ) - && ( mvControlling->PantFrontVolt != 0.0 ) ) { // czy jest napięcie zasilające na przednim? - mvControlling->OperatePantographValve( end::rear, operation_t::disable ); // opuszcza od sprzęgu 1 - } - } + // use suggested pantograph setup + if( mvOccupied->Vel > 5 ) { + auto const pantographsetup{ mvOccupied->AIHintPantstate }; + mvControlling->OperatePantographValve( + end::front, + ( pantographsetup & ( 1 << 0 ) ? + operation_t::enable : + operation_t::disable ) ); + mvControlling->OperatePantographValve( + end::rear, + ( pantographsetup & ( 1 << 1 ) ? + operation_t::enable : + operation_t::disable ) ); } } } @@ -4875,18 +4875,20 @@ TController::UpdateSituation(double dt) { if (AIControllFlag) { CheckTimeControllers(); + if( fActionTime > 0.0 ) { // low priority operations // compartment lights - if( mvOccupied->CompartmentLights.start_type == start_t::manual ) { - auto const currentlightstate { mvOccupied->CompartmentLights.is_enabled }; - auto const lightlevel { Global.fLuminance * ConsistShade }; - auto const desiredlightstate { ( - currentlightstate ? - lightlevel < 0.40 : // turn off if lighting level goes above 0.4 - lightlevel < 0.35 ) }; // turn on if lighting level goes below 0.35 - if( desiredlightstate != currentlightstate ) { - mvOccupied->CompartmentLightsSwitch( desiredlightstate ); - mvOccupied->CompartmentLightsSwitchOff( !desiredlightstate ); + if( mvOccupied->CompartmentLights.start_type == start_t::manual ) { + auto const currentlightstate{ mvOccupied->CompartmentLights.is_enabled }; + auto const lightlevel{ Global.fLuminance * ConsistShade }; + auto const desiredlightstate{ ( + currentlightstate ? + lightlevel < 0.40 : // turn off if lighting level goes above 0.4 + lightlevel < 0.35 ) }; // turn on if lighting level goes below 0.35 + if( desiredlightstate != currentlightstate ) { + mvOccupied->CompartmentLightsSwitch( desiredlightstate ); + mvOccupied->CompartmentLightsSwitchOff( !desiredlightstate ); + } } } } diff --git a/Driver.h b/Driver.h index c3349d8c..1396d2b6 100644 --- a/Driver.h +++ b/Driver.h @@ -454,6 +454,7 @@ private: // returns true if any vehicle in the consist has an open door bool doors_open() const; void AutoRewident(); // ustawia hamulce w składzie + void UpdatePantographs(); // members double fLength = 0.0; // długość składu (do wyciągania z ograniczeń) double fMass = 0.0; // całkowita masa do liczenia stycznej składowej grawitacji diff --git a/DynObj.cpp b/DynObj.cpp index ff28fd81..b3521ea8 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2194,7 +2194,7 @@ TDynamicObject::init_sections( TModel3d const *Model, std::string const &Namepre if( sectionsubmodel != nullptr ) { // HACK: disable automatic self-illumination threshold, at least until 3d model update if( Overrideselfillum ) { - sectionsubmodel->SetSelfIllum( 2.0f, true, true ); + sectionsubmodel->SetSelfIllum( 2.0f, true, false ); } Sections.push_back( { sectionsubmodel, @@ -2615,7 +2615,7 @@ TDynamicObject::update_load_sections() { SectionLoadVisibility.push_back( { section.load, false } ); // HACK: disable automatic self-illumination threshold, at least until 3d model update if( MoverParameters->CompartmentLights.start_type == start_t::manual ) { - section.load->SetSelfIllum( 2.0f, true, true ); + section.load->SetSelfIllum( 2.0f, true, false ); } } } @@ -3696,9 +3696,9 @@ bool TDynamicObject::Update(double dt, double dt1) // compartment lights // if the vehicle has a controller, we base the light state on state of the controller otherwise we check the vehicle itself - if( ( ctOwner != nullptr ? - ctOwner->Controlling()->Battery != SectionLightsActive : - MoverParameters->CompartmentLights.is_active == true ) ) { // without controller lights are off. NOTE: this likely mess up the EMU + if( ( ctOwner != nullptr ? ctOwner->Controlling()->Battery != SectionLightsActive : + Mechanik != nullptr ? Mechanik->primary() == false : // don't touch lights in a stand-alone manned vehicle + MoverParameters->CompartmentLights.is_active == true ) ) { // without controller switch the lights off toggle_lights(); } diff --git a/Globals.cpp b/Globals.cpp index 36805f86..ec5742b7 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -648,10 +648,11 @@ global_settings::ConfigParse(cParser &Parser) { // old variable, repurposed as update rate of python screen renderer Parser.getTokens(); Parser >> token; - auto const priority { ToLower( token ) }; + auto const priority { token }; PythonScreenUpdateRate = ( priority == "lower" ? 500 : priority == "lowest" ? 1000 : + priority == "off" ? 0 : 200 ); } else if( token == "python.updatetime" ) @@ -805,6 +806,11 @@ global_settings::ConfigParse(cParser &Parser) { else if (token == "rg32f") gfx_postfx_motionblur_format = GL_RG32F; } + else if (token == "gfx.postfx.chromaticaberration.enabled") + { + Parser.getTokens(1); + Parser >> gfx_postfx_chromaticaberration_enabled; + } else if (token == "gfx.format.color") { Parser.getTokens(1); @@ -833,6 +839,11 @@ global_settings::ConfigParse(cParser &Parser) { else if (token == "z32f") gfx_format_depth = GL_DEPTH_COMPONENT32F; } + else if (token == "gfx.skiprendering") + { + Parser.getTokens(1); + Parser >> gfx_skiprendering; + } else if (token == "gfx.skippipeline") { Parser.getTokens(1); @@ -859,6 +870,11 @@ global_settings::ConfigParse(cParser &Parser) { Parser >> gfx_shadergamma; } */ + else if (token == "python.enabled") + { + Parser.getTokens(1); + Parser >> python_enabled; + } else if (token == "python.threadedupload") { Parser.getTokens(1); diff --git a/Globals.h b/Globals.h index e376d595..ee1f77ba 100644 --- a/Globals.h +++ b/Globals.h @@ -195,10 +195,12 @@ struct global_settings { std::string fullscreen_monitor; + bool python_enabled = true; bool python_mipmaps = true; bool python_threadedupload = true; bool python_uploadmain = true; + bool gfx_skiprendering = false; int gfx_framebuffer_width = -1; int gfx_framebuffer_height = -1; int gfx_framebuffer_fidelity = -1; @@ -209,6 +211,7 @@ struct global_settings { GLenum gfx_postfx_motionblur_format = GL_RG16F; GLenum gfx_format_color = GL_RGB16F; GLenum gfx_format_depth = GL_DEPTH_COMPONENT32F; + bool gfx_postfx_chromaticaberration_enabled = true; bool gfx_skippipeline = false; bool gfx_extraeffects = true; bool gfx_shadergamma = false; diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index da8f4e47..b59ce564 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -2281,7 +2281,7 @@ bool TMoverParameters::IncScndCtrl(int CtrlSpeed) { bool OK = false; - if ((IsMainCtrlNoPowerPos()) && (CabActive != 0) && (TrainType == dt_ET42) && (ScndCtrlPos == 0) && (DynamicBrakeFlag)) + if ( ( DynamicBrakeFlag ) && ( TrainType == dt_ET42 ) && ( CabActive != 0 ) && ( IsMainCtrlNoPowerPos() ) && ( ScndCtrlPos == 0 ) ) { OK = DynamicBrakeSwitch(false); } @@ -2291,18 +2291,23 @@ bool TMoverParameters::IncScndCtrl(int CtrlSpeed) { // if (RList[MainCtrlPos].R=0) and (MainCtrlPos>0) and (ScndCtrlPos 1) - { - ScndCtrlPos = ScndCtrlPosNo; // takie chamskie, potem poprawie + else { + if( CtrlSpeed == 1 ) { + ScndCtrlPos++; + } + else if( CtrlSpeed > 1 ) { + ScndCtrlPos = ScndCtrlPosNo; // takie chamskie, potem poprawie + } + OK = true; } - OK = true; } else // nie mozna zmienic OK = false; diff --git a/PyInt.cpp b/PyInt.cpp index e527a86f..a90e709a 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -247,7 +247,8 @@ void python_taskqueue::exit() { // adds specified task along with provided collection of data to the work queue. returns true on success auto python_taskqueue::insert( task_request const &Task ) -> bool { - if( ( Task.renderer.empty() ) + if( ( false == Global.python_enabled ) + || ( Task.renderer.empty() ) || ( Task.input == nullptr ) || ( Task.target == 0 ) ) { return false; } diff --git a/Train.cpp b/Train.cpp index e153da9b..51c5fc51 100644 --- a/Train.cpp +++ b/Train.cpp @@ -986,16 +986,33 @@ void TTrain::OnCommand_mastercontrollerset( TTrain *Train, command_data const &C void TTrain::OnCommand_secondcontrollerincrease( TTrain *Train, command_data const &Command ) { - if( Command.action != GLFW_RELEASE ) { - // on press or hold - if( ( Train->mvControlled->EngineType == TEngineType::DieselElectric ) - && ( true == Train->mvControlled->ShuntMode ) ) { + if( ( Train->mvControlled->EngineType == TEngineType::DieselElectric ) + && ( true == Train->mvControlled->ShuntModeAllow ) + && ( true == Train->mvControlled->ShuntMode ) ) { + if( Command.action != GLFW_RELEASE ) { Train->mvControlled->AnPos = clamp( Train->mvControlled->AnPos + 0.025, 0.0, 1.0 ); } + } + else { + if( Train->ggScndCtrl.type() == TGaugeType::push ) { + // two-state control, active while the button is down + if( Command.action == GLFW_PRESS ) { + // activate on press + Train->mvControlled->IncScndCtrl( 1 ); + } + else if( Command.action == GLFW_RELEASE ) { + // zero on release + Train->mvControlled->DecScndCtrl( 2 ); + } + } else { - Train->mvControlled->IncScndCtrl( 1 ); + // multi-state control + if( Command.action != GLFW_RELEASE ) { + // on press or hold + Train->mvControlled->IncScndCtrl( 1 ); + } } } } @@ -5521,30 +5538,22 @@ void TTrain::OnCommand_whistleactivate( TTrain *Train, command_data const &Comma void TTrain::OnCommand_radiotoggle( TTrain *Train, command_data const &Command ) { - if( Train->ggRadioButton.SubModel == nullptr ) { - if( Command.action == GLFW_PRESS ) { - WriteLog( "Radio switch is missing, or wasn't defined" ); - } -/* - // NOTE: we ignore the lack of 3d model to allow system reset after receiving radio-stop signal - return; -*/ - } + if( Command.action != GLFW_PRESS ) { return; } - if( Command.action == GLFW_PRESS ) { - // only reacting to press, so the sound can loop uninterrupted - if( false == Train->mvOccupied->Radio ) { - // turn on - Train->mvOccupied->Radio = true; - // visual feedback - Train->ggRadioButton.UpdateValue( 1.0, Train->dsbSwitch ); - } - else { - // turn off - Train->mvOccupied->Radio = false; - // visual feedback - Train->ggRadioButton.UpdateValue( 0.0, Train->dsbSwitch ); - } + // NOTE: we ignore the lack of 3d model to allow system reset after receiving radio-stop signal +/* + if( false == Train->m_controlmapper.contains( "radio_sw:" ) ) { + return; + } +*/ + // only reacting to press, so the sound can loop uninterrupted + if( false == Train->mvOccupied->Radio ) { + // turn on + Train->mvOccupied->Radio = true; + } + else { + // turn off + Train->mvOccupied->Radio = false; } } @@ -6864,7 +6873,6 @@ bool TTrain::Update( double const Deltatime ) ggFuseButton.Update(); ggConverterFuseButton.Update(); ggStLinOffButton.Update(); - ggRadioButton.Update(); ggRadioChannelSelector.Update(); ggRadioChannelPrevious.Update(); ggRadioChannelNext.Update(); @@ -6996,6 +7004,7 @@ bool TTrain::Update( double const Deltatime ) // screens fScreenTimer += Deltatime; if( ( this == simulation::Train ) // no point in drawing screens for vehicles other than our own + && ( Global.PythonScreenUpdateRate > 0 ) && ( fScreenTimer > Global.PythonScreenUpdateRate * 0.001f ) && ( false == FreeFlyModeFlag ) ) { // don't bother if we're outside fScreenTimer = 0.f; @@ -7883,9 +7892,6 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) if( m_radiosound.offset() == nullvector ) { m_radiosound.offset( btLampkaRadio.model_offset() ); } - if( m_radiosound.offset() == nullvector ) { - m_radiosound.offset( ggRadioButton.model_offset() ); - } if( m_radiostop.offset() == nullvector ) { m_radiostop.offset( m_radiosound.offset() ); } @@ -8259,7 +8265,6 @@ void TTrain::clear_cab_controls() ggFuseButton.Clear(); ggConverterFuseButton.Clear(); ggStLinOffButton.Clear(); - ggRadioButton.Clear(); ggRadioChannelSelector.Clear(); ggRadioChannelPrevious.Clear(); ggRadioChannelNext.Clear(); @@ -8443,9 +8448,6 @@ void TTrain::set_cab_controls( int const Cab ) { 1.f : 0.f ) ); // radio - if( true == mvOccupied->Radio ) { - ggRadioButton.PutValue( 1.f ); - } ggRadioChannelSelector.PutValue( ( Dynamic()->Mechanik ? Dynamic()->Mechanik->iRadioChannel : 1 ) - 1 ); // pantographs /* @@ -8985,7 +8987,6 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "motorblowersfront_sw:", ggMotorBlowersFrontButton }, { "motorblowersrear_sw:", ggMotorBlowersRearButton }, { "motorblowersalloff_sw:", ggMotorBlowersAllOffButton }, - { "radio_sw:", ggRadioButton }, { "radiochannel_sw:", ggRadioChannelSelector }, { "radiochannelprev_sw:", ggRadioChannelPrevious }, { "radiochannelnext_sw:", ggRadioChannelNext }, @@ -9081,7 +9082,8 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "pantfront_sw:", &mvControlled->Pantographs[end::front].valve.is_enabled }, { "pantrear_sw:", &mvControlled->Pantographs[end::rear].valve.is_enabled }, { "pantfrontoff_sw:", &mvControlled->Pantographs[end::front].valve.is_disabled }, - { "pantrearoff_sw:", &mvControlled->Pantographs[end::rear].valve.is_disabled } + { "pantrearoff_sw:", &mvControlled->Pantographs[end::rear].valve.is_disabled }, + { "radio_sw:", &mvOccupied->Radio }, }; { auto lookup = autoboolgauges.find( Label ); diff --git a/Train.h b/Train.h index 6a1b4cb1..135e1f65 100644 --- a/Train.h +++ b/Train.h @@ -486,7 +486,6 @@ public: // reszta może by?publiczna TGauge ggFuseButton; TGauge ggConverterFuseButton; // hunter-261211: przycisk odblokowania nadmiarowego przetwornic i ogrzewania TGauge ggStLinOffButton; - TGauge ggRadioButton; TGauge ggRadioChannelSelector; TGauge ggRadioChannelPrevious; TGauge ggRadioChannelNext; diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 008b1eab..5ef8297a 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -151,6 +151,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window) m_pfx_motionblur = std::make_unique("motionblur"); m_pfx_tonemapping = std::make_unique("tonemapping"); + m_pfx_chromaticaberration = std::make_unique( "chromaticaberration" ); m_empty_cubemap = std::make_unique(); m_empty_cubemap->alloc(Global.gfx_format_color, 16, 16, GL_RGB, GL_FLOAT); @@ -584,7 +585,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) gl::buffer::unbind(); m_current_viewport = &vp; - if (!simulation::is_ready) + if ((!simulation::is_ready) || (Global.gfx_skiprendering)) { gl::program::unbind(); gl::framebuffer::unbind(); @@ -796,9 +797,14 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode) if (!Global.gfx_usegles && !Global.gfx_shadergamma) glEnable(GL_FRAMEBUFFER_SRGB); - glViewport(0, 0, target_size.x, target_size.y); + glViewport(0, 0, target_size.x, target_size.y); m_pfx_tonemapping->apply(*vp.main2_tex, nullptr); - opengl_texture::reset_unit_cache(); + + if( Global.gfx_postfx_chromaticaberration_enabled ) { + m_pfx_chromaticaberration->apply( *vp.main2_tex, nullptr ); + } + + opengl_texture::reset_unit_cache(); } if (!Global.gfx_usegles && !Global.gfx_shadergamma) diff --git a/opengl33renderer.h b/opengl33renderer.h index 15649e18..7e2030f4 100644 --- a/opengl33renderer.h +++ b/opengl33renderer.h @@ -363,6 +363,7 @@ class opengl33_renderer : public gfx_renderer { std::unique_ptr m_pfx_motionblur; std::unique_ptr m_pfx_tonemapping; + std::unique_ptr m_pfx_chromaticaberration; std::unique_ptr m_shadow_shader; std::unique_ptr m_alpha_shadow_shader; diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 3bf399dc..a0fd386c 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -404,9 +404,14 @@ opengl_renderer::Render_pass( rendermode const Mode ) { m_colorpass = m_renderpass; + if( ( !simulation::is_ready ) || ( Global.gfx_skiprendering ) ) { + ::glClearColor( 51.0f / 255.f, 102.0f / 255.f, 85.0f / 255.f, 1.f ); // initial background Color + ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + break; + } + if( ( true == Global.RenderShadows ) && ( false == Global.bWireFrame ) - && ( true == simulation::is_ready ) && ( m_shadowcolor != colors::white ) ) { // run shadowmaps pass before color @@ -443,8 +448,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) { } } - if( ( true == m_environmentcubetexturesupport ) - && ( true == simulation::is_ready ) ) { + if( true == m_environmentcubetexturesupport ) { // potentially update environmental cube map m_renderpass.draw_stats = {}; if( true == Render_reflections() ) { @@ -454,110 +458,103 @@ opengl_renderer::Render_pass( rendermode const Mode ) { ::glViewport( 0, 0, Global.iWindowWidth, Global.iWindowHeight ); - if( simulation::is_ready ) { - auto const skydomecolour = simulation::Environment.m_skydome.GetAverageColor(); - ::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 0.f ); // kolor nieba - } - else { - ::glClearColor( 51.0f / 255.f, 102.0f / 255.f, 85.0f / 255.f, 1.f ); // initial background Color - } + auto const skydomecolour = simulation::Environment.m_skydome.GetAverageColor(); + ::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 0.f ); // kolor nieba ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - if( simulation::is_ready ) { - // setup - setup_matrices(); - // render - setup_drawing( true ); - setup_units( true, false, false ); - m_renderpass.draw_stats = {}; - Render( &simulation::Environment ); - // opaque parts... - setup_drawing( false ); - setup_units( true, true, true ); + // setup + setup_matrices(); + // render + setup_drawing( true ); + setup_units( true, false, false ); + m_renderpass.draw_stats = {}; + Render( &simulation::Environment ); + // opaque parts... + setup_drawing( false ); + setup_units( true, true, true ); #ifdef EU07_USE_DEBUG_CAMERA - if( DebugModeFlag ) { - // draw light frustum - ::glLineWidth( 2.f ); - ::glColor4f( 1.f, 0.9f, 0.8f, 1.f ); - ::glDisable( GL_LIGHTING ); - ::glDisable( GL_TEXTURE_2D ); - if( ( true == Global.RenderShadows ) && ( false == Global.bWireFrame ) ) { - m_shadowpass.camera.draw( m_renderpass.camera.position() - m_shadowpass.camera.position() ); - } - if( DebugCameraFlag ) { - ::glColor4f( 0.8f, 1.f, 0.9f, 1.f ); - m_worldcamera.camera.draw( m_renderpass.camera.position() - m_worldcamera.camera.position() ); - } - ::glLineWidth( 1.f ); - ::glEnable( GL_LIGHTING ); - ::glEnable( GL_TEXTURE_2D ); + if( DebugModeFlag ) { + // draw light frustum + ::glLineWidth( 2.f ); + ::glColor4f( 1.f, 0.9f, 0.8f, 1.f ); + ::glDisable( GL_LIGHTING ); + ::glDisable( GL_TEXTURE_2D ); + if( ( true == Global.RenderShadows ) && ( false == Global.bWireFrame ) ) { + m_shadowpass.camera.draw( m_renderpass.camera.position() - m_shadowpass.camera.position() ); } + if( DebugCameraFlag ) { + ::glColor4f( 0.8f, 1.f, 0.9f, 1.f ); + m_worldcamera.camera.draw( m_renderpass.camera.position() - m_worldcamera.camera.position() ); + } + ::glLineWidth( 1.f ); + ::glEnable( GL_LIGHTING ); + ::glEnable( GL_TEXTURE_2D ); + } #endif - // without rain/snow we can render the cab early to limit the overdraw - if( ( false == FreeFlyModeFlag ) - && ( Global.Overcast <= 1.f ) ) { // precipitation happens when overcast is in 1-2 range + // without rain/snow we can render the cab early to limit the overdraw + if( ( false == FreeFlyModeFlag ) + && ( Global.Overcast <= 1.f ) ) { // precipitation happens when overcast is in 1-2 range #ifdef EU07_DISABLECABREFLECTIONS - switch_units( true, true, false ); + switch_units( true, true, false ); #endif - setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix ); - // cache shadow colour in case we need to account for cab light - auto const shadowcolor { m_shadowcolor }; - auto const *vehicle{ simulation::Train->Dynamic() }; - if( vehicle->InteriorLightLevel > 0.f ) { - setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); - } + setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix ); + // cache shadow colour in case we need to account for cab light + auto const shadowcolor { m_shadowcolor }; + auto const *vehicle{ simulation::Train->Dynamic() }; + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); + } + Render_cab( vehicle, vehicle->InteriorLightLevel, false ); + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( shadowcolor ); + } + } + switch_units( true, true, true ); + setup_shadow_map( m_shadowtexture, m_shadowtexturematrix ); + Render( simulation::Region ); + // ...translucent parts + setup_drawing( true ); + Render_Alpha( simulation::Region ); + // particles + Render_particles(); + // precipitation; done at the end, only before cab render + Render_precipitation(); + // cab render + if( false == FreeFlyModeFlag ) { +#ifdef EU07_DISABLECABREFLECTIONS + switch_units( true, true, false ); +#endif + setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix ); + // cache shadow colour in case we need to account for cab light + auto const shadowcolor{ m_shadowcolor }; + auto *vehicle { simulation::Train->Dynamic() }; + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); + } + if( Global.Overcast > 1.f ) { + // with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab + setup_drawing( false ); Render_cab( vehicle, vehicle->InteriorLightLevel, false ); - if( vehicle->InteriorLightLevel > 0.f ) { - setup_shadow_color( shadowcolor ); - } + Render_interior( false); + setup_drawing( true ); + Render_interior( true ); } - switch_units( true, true, true ); - setup_shadow_map( m_shadowtexture, m_shadowtexturematrix ); - Render( simulation::Region ); - // ...translucent parts - setup_drawing( true ); - Render_Alpha( simulation::Region ); - // particles - Render_particles(); - // precipitation; done at the end, only before cab render - Render_precipitation(); - // cab render - if( false == FreeFlyModeFlag ) { -#ifdef EU07_DISABLECABREFLECTIONS - switch_units( true, true, false ); -#endif - setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix ); - // cache shadow colour in case we need to account for cab light - auto const shadowcolor{ m_shadowcolor }; - auto *vehicle { simulation::Train->Dynamic() }; - if( vehicle->InteriorLightLevel > 0.f ) { - setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) ); - } - if( Global.Overcast > 1.f ) { - // with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab - setup_drawing( false ); - Render_cab( vehicle, vehicle->InteriorLightLevel, false ); - Render_interior( false); - setup_drawing( true ); - Render_interior( true ); - } - Render_cab( vehicle, vehicle->InteriorLightLevel, true ); - if( vehicle->InteriorLightLevel > 0.f ) { - setup_shadow_color( shadowcolor ); - } - // with the cab in place we can (finally) safely draw translucent part of the occupied vehicle - Render_Alpha( vehicle ); + Render_cab( vehicle, vehicle->InteriorLightLevel, true ); + if( vehicle->InteriorLightLevel > 0.f ) { + setup_shadow_color( shadowcolor ); } + // with the cab in place we can (finally) safely draw translucent part of the occupied vehicle + Render_Alpha( vehicle ); + } - if( m_environmentcubetexturesupport ) { - // restore default texture matrix for reflections cube map - select_unit( m_helpertextureunit ); - ::glMatrixMode( GL_TEXTURE ); -// ::glPopMatrix(); - ::glLoadIdentity(); - select_unit( m_diffusetextureunit ); - ::glMatrixMode( GL_MODELVIEW ); - } + if( m_environmentcubetexturesupport ) { + // restore default texture matrix for reflections cube map + select_unit( m_helpertextureunit ); + ::glMatrixMode( GL_TEXTURE ); +// ::glPopMatrix(); + ::glLoadIdentity(); + select_unit( m_diffusetextureunit ); + ::glMatrixMode( GL_MODELVIEW ); } // store draw stats m_colorpass.draw_stats = m_renderpass.draw_stats; diff --git a/shaders/postfx_chromaticaberration.frag b/shaders/postfx_chromaticaberration.frag new file mode 100644 index 00000000..c7f98d18 --- /dev/null +++ b/shaders/postfx_chromaticaberration.frag @@ -0,0 +1,21 @@ +in vec2 f_coords; + +layout(location = 0) out vec4 out_color; + +#texture (color_tex, 0, RGB) +uniform sampler2D iChannel0; + +void main() +{ + float amount = 0.001; + + vec2 uv = f_coords; + vec3 col; + col.r = texture( iChannel0, vec2(uv.x+amount,uv.y) ).r; + col.g = texture( iChannel0, uv ).g; + col.b = texture( iChannel0, vec2(uv.x-amount,uv.y) ).b; + + col *= (1.0 - amount * 0.5); + + out_color = vec4(col,1.0); +} From 3e7537d88c76efc7dd35faebdfb3b339004b40a2 Mon Sep 17 00:00:00 2001 From: stele Date: Mon, 9 Mar 2020 19:05:23 +0100 Subject: [PATCH 099/153] Fragment color multiplied by ambient color instead of luminosity. --- shaders/light_common.glsl | 333 +++++++++++++++++++------------------- 1 file changed, 168 insertions(+), 165 deletions(-) diff --git a/shaders/light_common.glsl b/shaders/light_common.glsl index fd91eab6..33422f95 100644 --- a/shaders/light_common.glsl +++ b/shaders/light_common.glsl @@ -1,165 +1,168 @@ -#if SHADOWMAP_ENABLED -in vec4 f_light_pos[MAX_CASCADES]; -uniform sampler2DArrayShadow shadowmap; -#endif -uniform sampler2D headlightmap; - -#include - -float length2(vec3 v) -{ - return dot(v, v); -} - -float calc_shadow() -{ -#if SHADOWMAP_ENABLED - float distance = dot(f_pos.xyz, f_pos.xyz); - uint cascade; - for (cascade = 0U; cascade < MAX_CASCADES; cascade++) - if (distance <= cascade_end[cascade]) - break; - - vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w; - if (coords.z < 0.0f) - return 0.0f; - - float shadow = 0.0; - //basic -// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias)); - //PCF - float bias = 0.00005f * (cascade + 1U); - vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0)); - float radius = 1.0; - for (float y = -1.5; y <= 1.5; y += 1.0) - for (float x = -1.5; x <= 1.5; x += 1.0) - shadow += texture( shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) ); - shadow /= 16.0; - - return shadow; -#else - return 0.0; -#endif -} - -float glossiness = 1.0; -// [0] - diffuse, [1] - specular -// do magic here -vec2 calc_light(vec3 light_dir, vec3 fragnormal) -{ - vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); - vec3 halfway_dir = normalize(light_dir + view_dir); - - float diffuse_v = max(dot(fragnormal, light_dir), 0.0); - float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(glossiness, 0.01)) * diffuse_v; - - return vec2(diffuse_v, specular_v); -} - -vec2 calc_point_light(light_s light, vec3 fragnormal) -{ - vec3 light_dir = normalize(light.pos - f_pos.xyz); - vec2 val = calc_light(light_dir, fragnormal); - val.x += light.ambient; - val *= light.intensity; - - float distance = length(light.pos - f_pos.xyz); - float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); - - return val * atten; -} - -vec2 calc_spot_light(light_s light, vec3 fragnormal) -{ - vec3 light_dir = normalize(light.pos - f_pos.xyz); - - float theta = dot(light_dir, normalize(-light.dir)); - float epsilon = light.in_cutoff - light.out_cutoff; - float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0); - - vec2 point = calc_point_light(light, fragnormal); - return point * intensity; -} - -vec2 calc_dir_light(light_s light, vec3 fragnormal) -{ - vec3 light_dir = normalize(-light.dir); - return calc_light(light_dir, fragnormal); -} - -vec2 calc_headlights(light_s light, vec3 fragnormal) -{ - vec4 headlightpos = light.headlight_projection * f_pos; - vec3 coords = headlightpos.xyz / headlightpos.w; - - if (coords.z > 1.0) - return vec2(0.0); - if (coords.z < 0.0) - return vec2(0.0); - - vec3 light_dir = normalize(light.pos - f_pos.xyz); - vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.25, 0.0, 1.0); - float distance = length(light.pos - f_pos.xyz); - float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); - atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0)); - vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb; - float lightintensity = max(max(lights.r, lights.g), lights.b); - return part * atten * lightintensity; -} - - bool metalic = false; - -vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) -{ - vec3 emissioncolor = param[0].rgb * emission; - vec3 envcolor = envmap_color(fragnormal); - - if(lights_count == 0U) - return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; - - vec2 sunlight = calc_dir_light(lights[0], fragnormal); - - float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; -// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity); - fragcolor += lights[0].color * diffuseamount; - fragcolor = mix(fragcolor, envcolor, reflectivity); - - for (uint i = 1U; i < lights_count; i++) - { - light_s light = lights[i]; - vec2 part = vec2(0.0); - -// if (light.type == LIGHT_SPOT) -// part = calc_spot_light(light, fragnormal); -// else if (light.type == LIGHT_POINT) -// part = calc_point_light(light, fragnormal); -// else if (light.type == LIGHT_DIR) -// part = calc_dir_light(light, fragnormal); -// else if (light.type == LIGHT_HEADLIGHTS) - part = calc_headlights(light, fragnormal); - - fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; - } - - float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0); - if (shadowtone < 1.0) - { - float shadow = calc_shadow(); - specularamount *= clamp(1.0 - shadow, 0.0, 1.0); - fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); - } - fragcolor += emissioncolor; - vec3 specularcolor = specularamount * lights[0].color; - if ((param[1].w < 0.0) || (metalic == true)) - { - fragcolor += specularcolor; - fragcolor *= texturecolor; - } - else - { - fragcolor *= texturecolor; - fragcolor += specularcolor; - } - - return fragcolor; -} +#if SHADOWMAP_ENABLED +in vec4 f_light_pos[MAX_CASCADES]; +uniform sampler2DArrayShadow shadowmap; +#endif +uniform sampler2D headlightmap; + +#include + +float length2(vec3 v) +{ + return dot(v, v); +} + +float calc_shadow() +{ +#if SHADOWMAP_ENABLED + float distance = dot(f_pos.xyz, f_pos.xyz); + uint cascade; + for (cascade = 0U; cascade < MAX_CASCADES; cascade++) + if (distance <= cascade_end[cascade]) + break; + + vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w; + if (coords.z < 0.0f) + return 0.0f; + + float shadow = 0.0; + //basic +// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias)); + //PCF + float bias = 0.00005f * (cascade + 1U); + vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0)); + float radius = 1.0; + for (float y = -1.5; y <= 1.5; y += 1.0) + for (float x = -1.5; x <= 1.5; x += 1.0) + shadow += texture( shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) ); + shadow /= 16.0; + + return shadow; +#else + return 0.0; +#endif +} + +float glossiness = 1.0; +// [0] - diffuse, [1] - specular +// do magic here +vec2 calc_light(vec3 light_dir, vec3 fragnormal) +{ + vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); + vec3 halfway_dir = normalize(light_dir + view_dir); + + float diffuse_v = max(dot(fragnormal, light_dir), 0.0); + float specular_v = pow(max(dot(fragnormal, halfway_dir), 0.0), max(glossiness, 0.01)) * diffuse_v; + + return vec2(diffuse_v, specular_v); +} + +vec2 calc_point_light(light_s light, vec3 fragnormal) +{ + vec3 light_dir = normalize(light.pos - f_pos.xyz); + vec2 val = calc_light(light_dir, fragnormal); + val.x += light.ambient; + val *= light.intensity; + + float distance = length(light.pos - f_pos.xyz); + float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); + + return val * atten; +} + +vec2 calc_spot_light(light_s light, vec3 fragnormal) +{ + vec3 light_dir = normalize(light.pos - f_pos.xyz); + + float theta = dot(light_dir, normalize(-light.dir)); + float epsilon = light.in_cutoff - light.out_cutoff; + float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0); + + vec2 point = calc_point_light(light, fragnormal); + return point * intensity; +} + +vec2 calc_dir_light(light_s light, vec3 fragnormal) +{ + vec3 light_dir = normalize(-light.dir); + return calc_light(light_dir, fragnormal); +} + +vec2 calc_headlights(light_s light, vec3 fragnormal) +{ + vec4 headlightpos = light.headlight_projection * f_pos; + vec3 coords = headlightpos.xyz / headlightpos.w; + + if (coords.z > 1.0) + return vec2(0.0); + if (coords.z < 0.0) + return vec2(0.0); + + vec3 light_dir = normalize(light.pos - f_pos.xyz); + vec2 part = vec2(1.0) * clamp(dot(fragnormal, light_dir) + 0.25, 0.0, 1.0); + float distance = length(light.pos - f_pos.xyz); + float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); + atten *= mix(1.0, 0.0, clamp((coords.z - 0.998) * 500.0, 0.0, 1.0)); + vec3 lights = textureProj(headlightmap, headlightpos).rgb * light.headlight_weights.rgb; + float lightintensity = max(max(lights.r, lights.g), lights.b); + return part * atten * lightintensity; +} + + bool metalic = false; + +vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) +{ + fragcolor *= param[0].rgb; + + vec3 emissioncolor = param[0].rgb * emission; + vec3 envcolor = envmap_color(fragnormal); + + if(lights_count == 0U) + return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; + +// fragcolor *= lights[0].intensity; + vec2 sunlight = calc_dir_light(lights[0], fragnormal); + + float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; +// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity); + fragcolor += lights[0].color * diffuseamount; + fragcolor = mix(fragcolor, envcolor, reflectivity); + + for (uint i = 1U; i < lights_count; i++) + { + light_s light = lights[i]; + vec2 part = vec2(0.0); + +// if (light.type == LIGHT_SPOT) +// part = calc_spot_light(light, fragnormal); +// else if (light.type == LIGHT_POINT) +// part = calc_point_light(light, fragnormal); +// else if (light.type == LIGHT_DIR) +// part = calc_dir_light(light, fragnormal); +// else if (light.type == LIGHT_HEADLIGHTS) + part = calc_headlights(light, fragnormal); + + fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; + } + + float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0); + if (shadowtone < 1.0) + { + float shadow = calc_shadow(); + specularamount *= clamp(1.0 - shadow, 0.0, 1.0); + fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); + } + fragcolor += emissioncolor; + vec3 specularcolor = specularamount * lights[0].color; + if ((param[1].w < 0.0) || (metalic == true)) + { + fragcolor += specularcolor; + fragcolor *= texturecolor; + } + else + { + fragcolor *= texturecolor; + fragcolor += specularcolor; + } + + return fragcolor; +} From e0c1f41474fc52c2a710830f6800dcb2c6e03bcd Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 12 Mar 2020 22:29:33 +0100 Subject: [PATCH 100/153] event condition fixes, cab light control enhancement, manual brake control enhancement --- Event.cpp | 5 +++-- MemCell.cpp | 4 ++-- Train.cpp | 44 +++++++++++++++++++++----------------------- Train.h | 5 ++--- 4 files changed, 28 insertions(+), 30 deletions(-) diff --git a/Event.cpp b/Event.cpp index 4258db4d..e92b7548 100644 --- a/Event.cpp +++ b/Event.cpp @@ -193,7 +193,7 @@ basic_event::event_conditions::deserialize( cParser &Input ) { flags |= flags::text; } Input.getTokens(); - if( Input.peek() != "*" ) //"*" - nie brac val1 pod uwage + if( Input.peek() != "*" ) //"*" - nie brac pod uwage { // two tokens, operator followed by comparison value std::string operatorstring; Input >> operatorstring; @@ -203,13 +203,14 @@ basic_event::event_conditions::deserialize( cParser &Input ) { flags |= flags::value1; } Input.getTokens(); + if( Input.peek() != "*" ) //"*" - nie brac pod uwage { // two tokens, operator followed by comparison value std::string operatorstring; Input >> operatorstring; memcompare_value2_operator = comparison_operator_from_string( operatorstring ); Input.getTokens(); Input >> memcompare_value2; - flags |= flags::value1; + flags |= flags::value2; } } } diff --git a/MemCell.cpp b/MemCell.cpp index 44a26cbb..c8dca3e7 100644 --- a/MemCell.cpp +++ b/MemCell.cpp @@ -157,12 +157,12 @@ bool TMemCell::Compare( std::string const &szTestText, double const fTestValue1, checkfailed |= ( !result ); } if( TestFlag( CheckMask, basic_event::flags::value1 ) ) { - auto const result { compare( fValue1, fTestValue1, TextOperator ) }; + auto const result { compare( fValue1, fTestValue1, Value1Operator ) }; checkpassed |= result; checkfailed |= ( !result ); } if( TestFlag( CheckMask, basic_event::flags::value2 ) ) { - auto const result { compare( fValue2, fTestValue2, TextOperator ) }; + auto const result { compare( fValue2, fTestValue2, Value2Operator ) }; checkpassed |= result; checkfailed |= ( !result ); } diff --git a/Train.cpp b/Train.cpp index 51c5fc51..682b5d1b 100644 --- a/Train.cpp +++ b/Train.cpp @@ -4271,14 +4271,11 @@ void TTrain::OnCommand_interiorlightenable( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( Train->ggCabLightButton.SubModel == nullptr ) { + if( false == Train->m_controlmapper.contains( "cablight_sw:" ) ) { // TODO: proper control deviced definition for the interiors, that doesn't hinge of presence of 3d submodels WriteLog( "Interior Light switch is missing, or wasn't defined" ); return; } - // visual feedback - Train->ggCabLightButton.UpdateValue( 1.0, Train->dsbSwitch ); - Train->btCabLight.Turn( true ); // store lighting switch states if( false == Train->DynamicObject->JointCabs ) { // vehicles with separate cabs get separate lighting switch states @@ -4297,14 +4294,11 @@ void TTrain::OnCommand_interiorlightdisable( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( Train->ggCabLightButton.SubModel == nullptr ) { + if( false == Train->m_controlmapper.contains( "cablight_sw:" ) ) { // TODO: proper control deviced definition for the interiors, that doesn't hinge of presence of 3d submodels WriteLog( "Interior Light switch is missing, or wasn't defined" ); return; } - // visual feedback - Train->ggCabLightButton.UpdateValue( 0.0, Train->dsbSwitch ); - Train->btCabLight.Turn( false ); // store lighting switch states if( false == Train->DynamicObject->JointCabs ) { // vehicles with separate cabs get separate lighting switch states @@ -6800,10 +6794,6 @@ bool TTrain::Update( double const Deltatime ) } ggLocalBrake.Update(); } - if (ggManualBrake.SubModel != nullptr) { - ggManualBrake.UpdateValue(double(mvOccupied->ManualBrakePos)); - ggManualBrake.Update(); - } ggAlarmChain.Update(); ggBrakeProfileCtrl.Update(); ggBrakeProfileG.Update(); @@ -6940,7 +6930,6 @@ bool TTrain::Update( double const Deltatime ) ggInstrumentLightButton.Update(); ggDashboardLightButton.Update(); ggTimetableLightButton.Update(); - ggCabLightButton.Update(); ggCabLightDimButton.Update(); ggCompartmentLightsButton.Update(); ggCompartmentLightsOnButton.Update(); @@ -7617,6 +7606,8 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) cabindex = 0; break; } + iCabn = cabindex; + std::string cabstr("cab" + std::to_string(cabindex) + "definition:"); cParser parser(asFileName, cParser::buffer_FILE); @@ -8212,7 +8203,6 @@ void TTrain::clear_cab_controls() ggDirKey.Clear(); ggBrakeCtrl.Clear(); ggLocalBrake.Clear(); - ggManualBrake.Clear(); ggAlarmChain.Clear(); ggBrakeProfileCtrl.Clear(); ggBrakeProfileG.Clear(); @@ -8253,7 +8243,6 @@ void TTrain::clear_cab_controls() ggDashboardLightButton.Clear(); ggTimetableLightButton.Clear(); // hunter-091012 - ggCabLightButton.Clear(); ggCabLightDimButton.Clear(); ggCompartmentLightsButton.Clear(); ggCompartmentLightsOnButton.Clear(); @@ -8403,7 +8392,6 @@ void TTrain::clear_cab_controls() btLampkaRearRightLight.Clear(); btLampkaRearLeftEndLight.Clear(); btLampkaRearRightEndLight.Clear(); - btCabLight.Clear(); // hunter-171012 // others btLampkaMalfunction.Clear(); btLampkaMalfunctionB.Clear(); @@ -8579,9 +8567,6 @@ void TTrain::set_cab_controls( int const Cab ) { ggDimHeadlightsButton.PutValue( 1.f ); } // cab lights - if( true == Cabine[Cab].bLight ) { - ggCabLightButton.PutValue( 1.f ); - } if( true == Cabine[Cab].bLightDim ) { ggCabLightDimButton.PutValue( 1.f ); } @@ -8833,7 +8818,6 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co { "i-rearrightend:", btLampkaRearRightEndLight }, { "i-dashboardlight:", btDashboardLight }, { "i-timetablelight:", btTimetableLight }, - { "i-cablight:", btCabLight }, { "i-universal0:", btUniversals[ 0 ] }, { "i-universal1:", btUniversals[ 1 ] }, { "i-universal2:", btUniversals[ 2 ] }, @@ -8859,7 +8843,8 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit }, { "i-doorstep:", &mvOccupied->Doors.step_enabled }, { "i-mainpipelock:", &mvOccupied->LockPipe }, - { "i-battery:", &mvOccupied->Battery } + { "i-battery:", &mvOccupied->Battery }, + { "i-cablight:", &Cabine[ iCabn ].bLight }, }; { auto lookup = autolights.find( Label ); @@ -8918,7 +8903,6 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "dirkey:" , ggDirKey }, { "brakectrl:", ggBrakeCtrl }, { "localbrake:", ggLocalBrake }, - { "manualbrake:", ggManualBrake }, { "alarmchain:", ggAlarmChain }, { "brakeprofile_sw:", ggBrakeProfileCtrl }, { "brakeprofileg_sw:", ggBrakeProfileG }, @@ -9015,7 +8999,6 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "instrumentlight_sw:", ggInstrumentLightButton }, { "dashboardlight_sw:", ggDashboardLightButton }, { "timetablelight_sw:", ggTimetableLightButton }, - { "cablight_sw:", ggCabLightButton }, { "cablightdim_sw:", ggCabLightDimButton }, { "compartmentlights_sw:", ggCompartmentLightsButton }, { "compartmentlightson_sw:", ggCompartmentLightsOnButton }, @@ -9084,6 +9067,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "pantfrontoff_sw:", &mvControlled->Pantographs[end::front].valve.is_disabled }, { "pantrearoff_sw:", &mvControlled->Pantographs[end::rear].valve.is_disabled }, { "radio_sw:", &mvOccupied->Radio }, + { "cablight_sw:", &Cabine[ iCabn ].bLight }, }; { auto lookup = autoboolgauges.find( Label ); @@ -9095,6 +9079,20 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con return true; } } + // TODO: move viable dedicated gauges to the automatic array + std::unordered_map const autointgauges = { + { "manualbrake:", &mvOccupied->ManualBrakePos }, + }; + { + auto lookup = autointgauges.find( Label ); + if( lookup != autointgauges.end() ) { + auto &gauge = Cabine[ Cabindex ].Gauge( -1 ); // pierwsza wolna lampka + gauge.Load( Parser, DynamicObject ); + gauge.AssignInt( lookup->second ); + m_controlmapper.insert( gauge, lookup->first ); + return true; + } + } // ABu 090305: uniwersalne przyciski lub inne rzeczy if( Label == "mainctrlact:" ) { diff --git a/Train.h b/Train.h index 135e1f65..8acbf339 100644 --- a/Train.h +++ b/Train.h @@ -459,7 +459,6 @@ public: // reszta może by?publiczna TGauge ggDirKey; TGauge ggBrakeCtrl; TGauge ggLocalBrake; - TGauge ggManualBrake; TGauge ggAlarmChain; TGauge ggBrakeProfileCtrl; // nastawiacz GPR - przelacznik obrotowy TGauge ggBrakeProfileG; // nastawiacz GP - hebelek towarowy @@ -539,7 +538,7 @@ public: // reszta może by?publiczna TGauge ggInstrumentLightButton; TGauge ggDashboardLightButton; TGauge ggTimetableLightButton; - TGauge ggCabLightButton; // hunter-091012: przelacznik oswietlania kabiny +// TGauge ggCabLightButton; // hunter-091012: przelacznik oswietlania kabiny TGauge ggCabLightDimButton; // hunter-091012: przelacznik przyciemnienia // oswietlenia kabiny TGauge ggCompartmentLightsButton; @@ -691,7 +690,7 @@ public: // reszta może by?publiczna TButton btLampkaTempomat; TButton btLampkaDistanceCounter; - TButton btCabLight; // hunter-171012: lampa oswietlajaca kabine +// TButton btCabLight; // hunter-171012: lampa oswietlajaca kabine // Ra 2013-12: wirtualne "lampki" do odbijania na haslerze w PoKeys TButton btHaslerBrakes; // ciśnienie w cylindrach TButton btHaslerCurrent; // prąd na silnikach From c22f4c900ffb2b17d9c4e9ad5de95292b904799d Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 24 Mar 2020 16:12:25 +0100 Subject: [PATCH 101/153] build 200322. coupler adapter, automatic coupling vehicle setting, parked vehicle manual brake activation, ai braking logic enhancement, opengl 3.3 renderer diffuse color visualization fix, minor cab control logic bug fixes --- Driver.cpp | 113 +++++++++++++++++++++++++++----------- DynObj.cpp | 119 +++++++++++++++++++++++++++++++++++++++- DynObj.h | 16 +++++- McZapkie/MOVER.h | 24 +++++++- McZapkie/Mover.cpp | 52 +++++++++++------- Model3d.cpp | 4 ++ Train.cpp | 59 ++++++++++++++++---- Train.h | 2 + command.cpp | 2 + command.h | 2 + driverkeyboardinput.cpp | 2 + driveruipanels.cpp | 13 +++-- opengl33renderer.cpp | 63 ++++++++++++++++----- opengl33renderer.h | 1 + openglrenderer.cpp | 48 +++++++++++++--- openglrenderer.h | 2 + version.h | 2 +- 17 files changed, 431 insertions(+), 93 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 16c234fb..0ddc81ae 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1988,6 +1988,8 @@ void TController::AutoRewident() break; } } + // potentially release manual brake + d->MoverParameters->DecManualBrakeLevel( ManualBrakePosNo ); } d = d->Next(); // kolejny pojazd, podłączony od tyłu (licząc od czoła) } @@ -2347,6 +2349,10 @@ bool TController::CheckVehicles(TOrders user) break; } } // switch + if( OrderCurrentGet() & ( Shunt | Loose_shunt | Obey_train | Bank ) ) { + // nastawianie hamulca do jazdy pociągowej + AutoRewident(); + } } // Ra 2014-09: tymczasowo prymitywne ustawienie warunku pod kątem SN61 if( ( mvOccupied->TrainType == dt_EZT ) @@ -2767,7 +2773,14 @@ bool TController::ReleaseEngine() { } // gasimy światła Lights( 0, 0 ); + // activate parking brake + // TBD: do it earlier? mvOccupied->SpringBrakeActivate(true); + if( ( mvOccupied->LocalBrake == TLocalBrake::ManualBrake ) + || ( mvOccupied->MBrake == true ) ) { + mvOccupied->IncManualBrakeLevel( ManualBrakePosNo ); + } + // switch off remaining power mvOccupied->BatterySwitch( false ); } } @@ -2959,7 +2972,14 @@ bool TController::IncBrakeEIM() switch (mvOccupied->EIMCtrlType) { case 0: { - OK = mvOccupied->IncLocalBrakeLevel( 1 ); + if( mvOccupied->MED_amax != 9.81 ) { + auto const brakeposition{ clamp( -1.0 * mvOccupied->AIHintLocalBrakeAccFactor * AccDesired / mvOccupied->MED_amax, 0.0, 1.0 ) }; + OK = ( brakeposition != mvOccupied->LocalBrakePosA ); + mvOccupied->LocalBrakePosA = brakeposition; + } + else { + OK = mvOccupied->IncLocalBrakeLevel( 1 ); + } break; } case 1: { @@ -3067,24 +3087,35 @@ bool TController::DecBrakeEIM() bool OK = false; switch (mvOccupied->EIMCtrlType) { - case 0: - OK = mvOccupied->DecLocalBrakeLevel(1); - break; - case 1: - OK = mvOccupied->MainCtrlPos < 2; - if (OK) - mvOccupied->MainCtrlPos = 2; - break; - case 2: - OK = mvOccupied->MainCtrlPos < 3; - if (OK) - mvOccupied->MainCtrlPos = 3; - break; - case 3: - OK = mvOccupied->MainCtrlPos < mvOccupied->MainCtrlMaxDirChangePos; - if( OK ) - mvOccupied->MainCtrlPos = mvOccupied->MainCtrlMaxDirChangePos; - break; + case 0: { + if( mvOccupied->MED_amax != 9.81 ) { + auto const brakeposition { clamp( -1.0 * mvOccupied->AIHintLocalBrakeAccFactor * AccDesired / mvOccupied->MED_amax, 0.0, 1.0 ) }; + OK = ( brakeposition != mvOccupied->LocalBrakePosA ); + mvOccupied->LocalBrakePosA = brakeposition; + } + else { + OK = mvOccupied->DecLocalBrakeLevel( 1 ); + } + break; + } + case 1: { + OK = mvOccupied->MainCtrlPos < 2; + if( OK ) + mvOccupied->MainCtrlPos = 2; + break; + } + case 2: { + OK = mvOccupied->MainCtrlPos < 3; + if( OK ) + mvOccupied->MainCtrlPos = 3; + break; + } + case 3: { + OK = mvOccupied->MainCtrlPos < mvOccupied->MainCtrlMaxDirChangePos; + if( OK ) + mvOccupied->MainCtrlPos = mvOccupied->MainCtrlMaxDirChangePos; + break; + } } return OK; } @@ -4468,6 +4499,7 @@ void TController::PhysicsLog() void TController::UpdateSituation(double dt) { // uruchamiać przynajmniej raz na sekundę + if( false == simulation::is_ready ) { return; } if( ( iDrivigFlags & movePrimary ) == 0 ) { return; } // pasywny nic nie robi // update timers @@ -5068,18 +5100,30 @@ TController::UpdateSituation(double dt) { int const end { ( vehicle->DirectionGet() > 0 ? end::front : end::rear ) }; auto const &neighbour { vehicleparameters->Neighbours[ end ] }; if( neighbour.vehicle != nullptr ) { - // próba podczepienia - vehicleparameters->Attach( - end, neighbour.vehicle_end, - neighbour.vehicle->MoverParameters, - iCoupler ); - if( vehicleparameters->Couplers[ end ].CouplingFlag == iCoupler ) { - // jeżeli został podłączony - iCoupler = 0; // dalsza jazda manewrowa już bez łączenia - iDrivigFlags &= ~moveConnect; // zdjęcie flagi doczepiania - SetVelocity( 0, 0, stopJoin ); // wyłączyć przyspieszanie - CheckVehicles( Connect ); // sprawdzić światła nowego składu - JumpToNextOrder(); // wykonanie następnej komendy + if( neighbour.distance < 10 ) { + // check whether we don't need to attach coupler adapter + auto &coupler{ vehicleparameters->Couplers[ end ] }; + if( coupler.type() != TCouplerType::Automatic ) { + auto &othercoupler = neighbour.vehicle->MoverParameters->Couplers[ ( neighbour.vehicle_end != 2 ? neighbour.vehicle_end : coupler.ConnectedNr ) ]; + if( othercoupler.type() == TCouplerType::Automatic ) { + vehicle->attach_coupler_adapter( end ); + } + } + if( neighbour.distance < 2 ) { + // próba podczepienia + vehicleparameters->Attach( + end, neighbour.vehicle_end, + neighbour.vehicle->MoverParameters, + iCoupler ); + if( vehicleparameters->Couplers[ end ].CouplingFlag == iCoupler ) { + // jeżeli został podłączony + iCoupler = 0; // dalsza jazda manewrowa już bez łączenia + iDrivigFlags &= ~moveConnect; // zdjęcie flagi doczepiania + SetVelocity( 0, 0, stopJoin ); // wyłączyć przyspieszanie + CheckVehicles( Connect ); // sprawdzić światła nowego składu + JumpToNextOrder(); // wykonanie następnej komendy + } + } } } } // if (AIControllFlag) //koniec zblokowania, bo była zmienna lokalna @@ -5463,7 +5507,12 @@ TController::UpdateSituation(double dt) { // tylko jeśli odepnie WriteLog( mvOccupied->Name + " odczepiony." ); iVehicleCount = -2; - CheckVehicles( Disconnect ); // update trainset state + // potentially remove coupler adapter + if( p->MoverParameters->Couplers[ d ].has_adapter() ) { + p->remove_coupler_adapter( d ); + } + // update trainset state + CheckVehicles( Disconnect ); } // a jak nie, to dociskać dalej } if ((mvOccupied->Vel < 0.01) && !(iDrivigFlags & movePress)) diff --git a/DynObj.cpp b/DynObj.cpp index b3521ea8..52343cec 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -747,14 +747,16 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) // ABu-240105: Dodatkowy warunek: if (...).Render, zeby rysowal tylko // jeden // z polaczonych sprzegow - if ((TestFlag(MoverParameters->Couplers[end::front].CouplingFlag, ctrain_coupler)) && + if ((false == MoverParameters->Couplers[ end::front ].has_adapter()) && + (TestFlag(MoverParameters->Couplers[end::front].CouplingFlag, ctrain_coupler)) && (MoverParameters->Couplers[end::front].Render)) { btCoupler1.Turn( true ); btnOn = true; } // else btCoupler1.TurnOff(); - if ((TestFlag(MoverParameters->Couplers[end::rear].CouplingFlag, ctrain_coupler)) && + if ((false == MoverParameters->Couplers[ end::rear ].has_adapter()) && + (TestFlag(MoverParameters->Couplers[end::rear].CouplingFlag, ctrain_coupler)) && (MoverParameters->Couplers[end::rear].Render)) { btCoupler2.Turn( true ); @@ -903,6 +905,12 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) // uginanie zderzakow for (int i = 0; i < 2; ++i) { + if( MoverParameters->Couplers[ i ].has_adapter() ) { + // HACK: if there's coupler adapter on this side, we presume there's additional distance put between vehicles + // which prevents buffers from clashing against each other (or the other vehicle doesn't have buffers to begin with) + continue; + } + auto const dist { clamp( MoverParameters->Couplers[ i ].Dist / 2.0, -MoverParameters->Couplers[ i ].DmaxB, 0.0 ) }; if( dist >= 0.0 ) { continue; } @@ -1539,6 +1547,64 @@ TDynamicObject::uncouple( int const Side ) { return couplingflag; } +bool +TDynamicObject::attach_coupler_adapter( int const Side ) { + + auto &coupler { MoverParameters->Couplers[ Side ] }; + // sanity check(s) + if( coupler.type() == TCouplerType::Automatic ) { return false; } + auto const *neighbour { MoverParameters->Neighbours[ Side ].vehicle }; + if( ( neighbour == nullptr ) + || ( MoverParameters->Neighbours[ Side ].distance > 25.0 ) ) { + // can only acquire the adapter from a nearby enough vehicle + return false; + } + // TBD: empty struct instead of fallback defaults, to allow vehicles without adapter? + auto adapterdata { + coupleradapter_data { + { 0.085f, 0.95f }, + "tabor/polsprzeg" } }; + if( false == neighbour->m_coupleradapter.model.empty() ) { + // explicit coupler adapter definition overrides default parameters + adapterdata = neighbour->m_coupleradapter; + } + if( MoverParameters->Neighbours[ Side ].distance - adapterdata.position.x < 0.5 ) { + // arbitrary amount of free room required to install the adapter + // NOTE: this also covers cases with established physical connection + return false; + } + + coupler.adapter_type = TCouplerType::Automatic; + coupler.adapter_length = adapterdata.position.x; + coupler.adapter_height = adapterdata.position.y; + // audio flag, visuals update + coupler.sounds |= sound::attachadapter; + m_coupleradapters[ Side ] = TModelsManager::GetModel( adapterdata.model ); + + return true; +} + +bool +TDynamicObject::remove_coupler_adapter( int const Side ) { + + auto &coupler{ MoverParameters->Couplers[ Side ] }; + + if( coupler.adapter_type == TCouplerType::NoCoupler ) { return false; } + // TODO: sanity check(s) + if( coupler.Connected != nullptr ) { + // TBD: disallow instead adapter removal if it's coupled with another vehicle? + uncouple( Side ); + } + coupler.adapter_type = TCouplerType::NoCoupler; + coupler.adapter_length = 0.0; + coupler.adapter_height = 0.0; + // audio flag, visuals update + coupler.sounds |= sound::removeadapter; + m_coupleradapters[ Side ] = nullptr; + + return true; +} + TDynamicObject::TDynamicObject() { modelShake = Math3D::vector3(0, 0, 0); // fTrackBlock = 10000.0; // brak przeszkody na drodze @@ -3367,7 +3433,7 @@ bool TDynamicObject::Update(double dt, double dt1) double fCurrent = ( ( MoverParameters->DynamicBrakeFlag && MoverParameters->ResistorsFlag ) ? 0 : - std::abs( MoverParameters->Itot ) ) + std::abs( MoverParameters->Itot ) * MoverParameters->IsVehicleEIMBrakingFactor() ) + MoverParameters->TotalCurrent; // prąd pobierany przez pojazd - bez sensu z tym (TotalCurrent) // TotalCurrent to bedzie prad nietrakcyjny (niezwiazany z napedem) // fCurrent+=fabs(MoverParameters->Voltage)*1e-6; //prąd płynący przez woltomierz, rozładowuje kondensator orgromowy 4µF @@ -4394,6 +4460,12 @@ void TDynamicObject::RenderSounds() { m_couplersounds[ couplerindex ].dsbCouplerAttach.play(); m_couplersounds[ couplerindex ].dsbCouplerDetach.play(); } + if( true == TestFlag( coupler.sounds, sound::attachadapter ) ) { + m_couplersounds[ couplerindex ].dsbAdapterAttach.play(); + } + if( true == TestFlag( coupler.sounds, sound::removeadapter ) ) { + m_couplersounds[ couplerindex ].dsbAdapterRemove.play(); + } ++couplerindex; coupler.sounds = 0; @@ -4566,6 +4638,17 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co mdLowPolyInt = TModelsManager::GetModel(asModel, true); } + else if(token == "coupleradapter:") { + // coupling adapter data + parser.getTokens( 3 ); + parser + >> m_coupleradapter.model + >> m_coupleradapter.position.x + >> m_coupleradapter.position.y; + replace_slashes( m_coupleradapter.model ); + erase_leading_slashes( m_coupleradapter.model ); + } + else if(token == "attachments:") { // additional 3d models attached to main body // content provided as a series of values together enclosed in "{}" @@ -5784,6 +5867,24 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co couplersounds.dsbBufferClamp_loud = bufferclash; } } + else if( token == "coupleradapterattach:" ) { + // laczenie: + sound_source adapterattach { sound_placement::external }; + adapterattach.deserialize( parser, sound_type::single ); + adapterattach.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.dsbAdapterAttach = adapterattach; + } + } + else if( token == "coupleradapterremove:" ) { + // rozlaczanie: + sound_source adapterremove { sound_placement::external }; + adapterremove.deserialize( parser, sound_type::single ); + adapterremove.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.dsbAdapterRemove = adapterremove; + } + } else if( token == "startjolt:" ) { // movement start jolt m_startjolt.deserialize( parser, sound_type::single ); @@ -5972,6 +6073,8 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co m_couplersounds[ end::front ].dsbCouplerStretch_loud.offset( frontcoupleroffset ); m_couplersounds[ end::front ].dsbBufferClamp.offset( frontcoupleroffset ); m_couplersounds[ end::front ].dsbBufferClamp_loud.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].dsbAdapterAttach.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].dsbAdapterRemove.offset( frontcoupleroffset ); auto const rearcoupleroffset { glm::vec3{ 0.f, 1.f, MoverParameters->Dim.L * -0.5f } }; m_couplersounds[ end::rear ].dsbCouplerAttach.offset( rearcoupleroffset ); m_couplersounds[ end::rear ].dsbCouplerDetach.offset( rearcoupleroffset ); @@ -5979,6 +6082,8 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co m_couplersounds[ end::rear ].dsbCouplerStretch_loud.offset( rearcoupleroffset ); m_couplersounds[ end::rear ].dsbBufferClamp.offset( rearcoupleroffset ); m_couplersounds[ end::rear ].dsbBufferClamp_loud.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].dsbAdapterAttach.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].dsbAdapterRemove.offset( rearcoupleroffset ); } TModel3d * @@ -6258,6 +6363,10 @@ TDynamicObject::update_neighbours() { // neighbour.vehicle = coupler.Connected; // neighbour.vehicle_end = coupler.ConnectedNr; neighbour.distance = TMoverParameters::CouplerDist( MoverParameters, coupler.Connected ); + // take into account potential adapters attached to the couplers + auto const &othercoupler { neighbour.vehicle->MoverParameters->Couplers[ neighbour.vehicle_end ] }; + neighbour.distance -= coupler.adapter_length; + neighbour.distance -= othercoupler.adapter_length; } else { // if there's no connected vehicle check for potential collision sources in the vicinity @@ -6276,6 +6385,10 @@ TDynamicObject::update_neighbours() { if( neighbour.distance < ( neighbour.vehicle->MoverParameters->CategoryFlag == 2 ? 50 : 100 ) ) { // at short distances (re)calculate range between couplers directly neighbour.distance = TMoverParameters::CouplerDist( MoverParameters, neighbour.vehicle->MoverParameters ); + // take into account potential adapters attached to the couplers + auto const &othercoupler { neighbour.vehicle->MoverParameters->Couplers[ neighbour.vehicle_end ] }; + neighbour.distance -= coupler.adapter_length; + neighbour.distance -= othercoupler.adapter_length; } } } diff --git a/DynObj.h b/DynObj.h index 8319fad2..22a6339c 100644 --- a/DynObj.h +++ b/DynObj.h @@ -311,6 +311,11 @@ private: float time { 0.f }; // time spent on the operation }; + struct coupleradapter_data { + glm::vec2 position; // adapter placement; offset from vehicle end and height + std::string model; // 3d model of the adapter + }; + struct coupler_sounds { sound_source dsbCouplerAttach { sound_placement::external }; // moved from cab sound_source dsbCouplerDetach { sound_placement::external }; // moved from cab @@ -318,6 +323,8 @@ private: sound_source dsbCouplerStretch_loud { sound_placement::external }; sound_source dsbBufferClamp { sound_placement::external }; // moved from cab sound_source dsbBufferClamp_loud { sound_placement::external }; + sound_source dsbAdapterAttach { sound_placement::external }; + sound_source dsbAdapterRemove { sound_placement::external }; }; struct pantograph_sounds { @@ -394,6 +401,7 @@ private: // members TButton btCoupler1; // sprzegi TButton btCoupler2; + std::array m_coupleradapters = { nullptr, nullptr }; TAirCoupler btCPneumatic1; // sprzegi powietrzne //yB - zmienione z Button na AirCoupler - krzyzyki TAirCoupler btCPneumatic2; TAirCoupler btCPneumatic1r; // ABu: to zeby nie bylo problemow przy laczeniu wagonow, @@ -469,12 +477,14 @@ private: sound_source m_outernoise { sound_placement::external, EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; #endif sound_source m_wheelflat { sound_placement::external, EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; - sound_source rscurve { sound_placement::external, 2 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; // youBy + sound_source rscurve { sound_placement::external, EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; // youBy sound_source rsDerailment { sound_placement::external, 2 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; // McZapkie-051202 exchange_data m_exchange; // state of active load exchange procedure, if any exchange_sounds m_exchangesounds; // sounds associated with the load exchange + coupleradapter_data m_coupleradapter; + bool renderme; // yB - czy renderowac float ModCamRot; int iInventory[ 2 ] { 0, 0 }; // flagi bitowe posiadanych submodeli (np. świateł) @@ -583,6 +593,8 @@ private: // pobranie współrzędnych tyłu inline Math3D::vector3 RearPosition() { return vCoulpler[iDirection]; }; + inline Math3D::vector3 CouplerPosition( end const End ) const { + return vCoulpler[ End ]; } inline Math3D::vector3 AxlePositionGet() { return iAxleFirst ? Axle1.pPosition : @@ -647,6 +659,8 @@ private: void couple( int const Side ); int uncouple( int const Side ); + bool attach_coupler_adapter( int const Side ); + bool remove_coupler_adapter( int const Side ); void RadioStop(); void Damage(char flag); void RaLightsSet(int head, int rear); diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 9394e8fc..b6834cea 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -240,7 +240,9 @@ enum sound { attachmainhose = 1 << 10, attachcontrol = 1 << 11, attachgangway = 1 << 12, - attachheating = 1 << 13 + attachheating = 1 << 13, + attachadapter = 1 << 14, + removeadapter = 1 << 15, }; //szczególne typy pojazdów (inna obsługa) dla zmiennej TrainType @@ -673,7 +675,8 @@ struct TCoupling { double FmaxC = 1000.0; double beta = 0.0; TCouplerType CouplerType = TCouplerType::NoCoupler; /*typ sprzegu*/ - int AllowedFlag = 3; //Ra: maska dostępnych + int AutomaticCouplingFlag = coupling::coupler; + int AllowedFlag = coupling::coupler | coupling::brakehose; //Ra: maska dostępnych /*zmienne*/ int CouplingFlag = 0; /*0 - wirtualnie, 1 - sprzegi, 2 - pneumatycznie, 4 - sterowanie, 8 - kabel mocy*/ class TMoverParameters *Connected = nullptr; /*co jest podlaczone*/ @@ -682,12 +685,26 @@ struct TCoupling { double Dist = 0.0; /*strzalka ugiecia zderzaków*/ bool CheckCollision = false; /*czy sprawdzac sile czy pedy*/ float stretch_duration { 0.f }; // seconds, elapsed time with excessive force applied to the coupler + // optional adapter piece + double adapter_length { 0.0 }; // meters, value added on the given end to standard vehicle (half)length + double adapter_height { 0.0 }; // meters, distance from rail level + TCouplerType adapter_type = TCouplerType::NoCoupler; // CouplerType override if other than NoCoupler power_coupling power_high; // power_coupling power_low; // TODO: implement this int sounds { 0 }; // sounds emitted by the coupling devices bool Render = false; /*ABu: czy rysowac jak zaczepiony sprzeg*/ + + inline bool + has_adapter() const { + return ( adapter_type != TCouplerType::NoCoupler ); } + inline TCouplerType const + type() const { + return ( + adapter_type == TCouplerType::NoCoupler ? + CouplerType : + adapter_type ); } }; struct neighbour_data { @@ -1543,6 +1560,7 @@ public: int iLights[2]; // bity zapalonych świateł tutaj, żeby dało się liczyć pobór prądu int AIHintPantstate{ 0 }; // suggested pantograph setup + double AIHintLocalBrakeAccFactor{ 1.05 }; // suggested acceleration weight for local brake operation public: TMoverParameters(double VelInitial, std::string TypeNameInit, std::string NameInit, int Cab); @@ -1557,6 +1575,8 @@ public: bool DirectionForward(); bool DirectionBackward( void );/*! kierunek ruchu*/ bool EIMDirectionChangeAllow( void ) const; + inline double IsVehicleEIMBrakingFactor() { + return eimv[ eimv_Ipoj ] < 0 ? -1.0 : 1.0; } void BrakeLevelSet(double b); bool BrakeLevelAdd(double b); bool IncBrakeLevel(); // wersja na użytek AI diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index b59ce564..0714413f 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -22,7 +22,7 @@ http://mozilla.org/MPL/2.0/. // Jeśli jakieś zmienne nie są używane w mover.pas, też można je przenosić. // Przeniesienie wszystkiego na raz zrobiło by zbyt wielki chaos do ogarnięcia. -const double dEpsilon = 0.01; // 1cm (zależy od typu sprzęgu...) +const double dEpsilon = 0.025; // 1cm (zależy od typu sprzęgu...) const double CouplerTune = 0.1; // skalowanie tlumiennosci int ConversionError = 0; @@ -438,13 +438,13 @@ bool TMoverParameters::Attach(int ConnectNo, int ConnectToNr, TMoverParameters * auto &coupler { Couplers[ ConnectNo ] }; auto &othercoupler = ConnectTo->Couplers[ ( ConnectToNr != 2 ? ConnectToNr : coupler.ConnectedNr ) ]; - auto const distance { CouplerDist( this, ConnectTo ) }; + auto const distance { CouplerDist( this, ConnectTo ) - ( coupler.adapter_length + othercoupler.adapter_length ) }; auto const couplercheck { ( Forced ) || ( ( distance <= dEpsilon ) - && ( coupler.CouplerType != TCouplerType::NoCoupler ) - && ( coupler.CouplerType == othercoupler.CouplerType ) ) }; + && ( coupler.type() != TCouplerType::NoCoupler ) + && ( coupler.type() == othercoupler.type() ) ) }; if( false == couplercheck ) { return false; } @@ -495,7 +495,7 @@ int TMoverParameters::DettachStatus(int ConnectNo) if (TestFlag(DamageFlag, dtrain_coupling)) return -Couplers[ConnectNo].CouplingFlag; // hak urwany - rozłączanie jest OK // CouplerDist(ConnectNo); - if (Couplers[ConnectNo].CouplerType == TCouplerType::Screw ? Neighbours[ConnectNo].distance < 0.01 : true) + if ( (Couplers[ConnectNo].type() != TCouplerType::Screw) || (Neighbours[ConnectNo].distance < 0.01) ) return -Couplers[ConnectNo].CouplingFlag; // można rozłączać, jeśli dociśnięty return (Neighbours[ConnectNo].distance > 0.2) ? -Couplers[ConnectNo].CouplingFlag : Couplers[ConnectNo].CouplingFlag; @@ -1102,7 +1102,7 @@ TMoverParameters::damage_coupler( int const End ) { auto &coupler{ Couplers[ End ] }; - if( coupler.CouplerType == TCouplerType::Articulated ) { return; } // HACK: don't break articulated couplings no matter what + if( coupler.type() == TCouplerType::Articulated ) { return; } // HACK: don't break articulated couplings no matter what if( SetFlag( DamageFlag, dtrain_coupling ) ) EventFlag = true; @@ -1595,7 +1595,7 @@ void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { // bez napiecia... if( couplervoltage != 0.0 ) { // ...ale jest cos na sprzegach: - coupler.power_high.current = ( std::abs( Itot ) + TotalCurrent ) * coupler.power_high.voltage / couplervoltage; // obciążenie rozkladane stosownie do napiec + coupler.power_high.current = ( std::abs( Itot ) * IsVehicleEIMBrakingFactor() + TotalCurrent ) * coupler.power_high.voltage / couplervoltage; // obciążenie rozkladane stosownie do napiec if( true == coupler.power_high.is_live ) { coupler.power_high.current += connectedothercoupler.power_high.current; } @@ -4837,7 +4837,8 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { // potentially generate sounds on clash or stretch if( ( newdistance < 0.0 ) && ( coupler.Dist > newdistance ) - && ( dV < -0.1 ) ) { + && ( dV < -0.1 ) + && ( false == coupler.has_adapter() ) ) { // HACK: with adapter present we presume buffers won't clash // 090503: dzwieki pracy zderzakow SetFlag( coupler.sounds, @@ -4866,7 +4867,7 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { if( ( coupler.CouplingFlag != coupling::faux ) || ( initialdistance < 0 ) ) { - coupler.Dist = clamp( newdistance, -coupler.DmaxB, coupler.DmaxC ); + coupler.Dist = clamp( newdistance, ( coupler.has_adapter() ? 0 : -coupler.DmaxB ), coupler.DmaxC ); double BetaAvg = 0; double Fmax = 0; @@ -4923,16 +4924,19 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { - Fmax * dV * BetaAvg; } // liczenie sily ze sprezystosci zderzaka - if( -newdistance > ( coupler.DmaxB + othercoupler.DmaxB ) ) { + auto const collisiondistance { ( + ( coupler.has_adapter() || othercoupler.has_adapter() ) ? + std::min( coupler.DmaxB, othercoupler.DmaxB ) : // HACK: only take into account buffering ability of automatic coupler + coupler.DmaxB + othercoupler.DmaxB + ) }; + if( -newdistance > collisiondistance ) { // zderzenie coupler.CheckCollision = true; - if( ( coupler.CouplerType == TCouplerType::Automatic ) - && ( coupler.CouplerType == othercoupler.CouplerType ) + if( ( coupler.type() == TCouplerType::Automatic ) + && ( coupler.type() == othercoupler.type() ) && ( coupler.CouplingFlag == coupling::faux ) ) { // sprzeganie wagonow z samoczynnymi sprzegami - // EN57 - // TBD, TODO: configurable flag for automatic coupling - coupler.CouplingFlag = coupling::coupler /*| coupling::brakehose | coupling::mainhose | coupling::control*/; + coupler.CouplingFlag = ( coupler.AutomaticCouplingFlag & othercoupler.AutomaticCouplingFlag ); SetFlag( coupler.sounds, sound::attachcoupler ); } } @@ -5898,10 +5902,10 @@ double TMoverParameters::TractionForce( double dt ) { else if ((std::abs(EngineVoltage) < EnginePowerSource.CollectorParameters.MaxV)) Vadd *= (1.0 - dt); else - Vadd = Max0R( + Vadd = std::max( Vadd * (1.0 - 0.2 * dt), 0.007 * (std::abs(EngineVoltage) - (EnginePowerSource.CollectorParameters.MaxV - 100))); - Itot = eimv[eimv_Ipoj] * (0.01 + Min0R(0.99, 0.99 - Vadd)); + Itot = eimv[eimv_Ipoj] * (0.01 + std::min(0.99, 0.99 - Vadd)); EnginePower = abs(eimv[eimv_Ic] * eimv[eimv_U] * NPoweredAxles) / 1000; // power inverters @@ -9498,8 +9502,8 @@ void TMoverParameters::LoadFIZ_BuffCoupl( std::string const &line, int const Ind auto lookup = couplertypes.find( extract_value( "CType", line ) ); coupler->CouplerType = ( lookup != couplertypes.end() ? - lookup->second : - TCouplerType::NoCoupler ); + lookup->second : + TCouplerType::NoCoupler ); extract_value( coupler->SpringKC, "kC", line, "" ); extract_value( coupler->DmaxC, "DmaxC", line, "" ); @@ -9508,6 +9512,7 @@ void TMoverParameters::LoadFIZ_BuffCoupl( std::string const &line, int const Ind extract_value( coupler->DmaxB, "DmaxB", line, "" ); extract_value( coupler->FmaxB, "FmaxB", line, "" ); extract_value( coupler->beta, "beta", line, "" ); + extract_value( coupler->AutomaticCouplingFlag, "AutomaticFlag", line, "" ); extract_value( coupler->AllowedFlag, "AllowedFlag", line, "" ); if( coupler->AllowedFlag < 0 ) { @@ -10255,6 +10260,8 @@ void TMoverParameters::LoadFIZ_Circuit( std::string const &Input ) { void TMoverParameters::LoadFIZ_AI( std::string const &Input ) { extract_value( AIHintPantstate, "Pantstate", Input, "" ); + extract_value( AIHintLocalBrakeAccFactor, "LocalBrakeAccFactor", Input, "" ); + } void TMoverParameters::LoadFIZ_RList( std::string const &Input ) { @@ -10763,6 +10770,13 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) LocalBrakePosA = 0.0; BrakeCtrlPos = static_cast( Handle->GetPos( bh_NP ) ); LimPipePress = LowPipePress; + if( ( LocalBrake == TLocalBrake::ManualBrake ) + || ( MBrake == true ) ) { + IncManualBrakeLevel( ManualBrakePosNo ); + } + if( SpringBrake.MaxBrakeForce > 0.0 ) { + SpringBrake.Activate = true; + } } ActFlowSpeed = 0.0; diff --git a/Model3d.cpp b/Model3d.cpp index b04b7fa4..d8e653e9 100644 --- a/Model3d.cpp +++ b/Model3d.cpp @@ -448,9 +448,13 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic */ { // if material has opacity set, replace submodel opacity with it + // NOTE: reverted to use base opacity, this allows to define opacity threshold in material + // without it causing the translucent models to become opaque auto const opacity { ( +/* false == std::isnan( mat.opacity ) ? mat.opacity : +*/ Opacity ) }; iFlags &= ~0x30; iFlags |= ( diff --git a/Train.cpp b/Train.cpp index 682b5d1b..75417b8c 100644 --- a/Train.cpp +++ b/Train.cpp @@ -360,6 +360,8 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::doormodetoggle, &TTrain::OnCommand_doormodetoggle }, { user_command::carcouplingincrease, &TTrain::OnCommand_carcouplingincrease }, { user_command::carcouplingdisconnect, &TTrain::OnCommand_carcouplingdisconnect }, + { user_command::carcoupleradapterattach, &TTrain::OnCommand_carcoupleradapterattach }, + { user_command::carcoupleradapterremove, &TTrain::OnCommand_carcoupleradapterremove }, { user_command::departureannounce, &TTrain::OnCommand_departureannounce }, { user_command::hornlowactivate, &TTrain::OnCommand_hornlowactivate }, { user_command::hornhighactivate, &TTrain::OnCommand_hornhighactivate }, @@ -2430,22 +2432,20 @@ void TTrain::OnCommand_pantographcompressoractivate( TTrain *Train, command_data return; } - if( ( Train->mvControlled->PantPress > 4.8 ) - || ( false == Train->mvControlled->Battery ) ) { - // needs live power source and low enough pressure to work - return; - } - if( Command.action != GLFW_RELEASE ) { // press or hold to activate - Train->mvControlled->PantCompFlag = true; - // visual feedback: + if( ( Train->mvControlled->PantPress < 4.8 ) + && ( true == Train->mvControlled->Battery ) ) { + // needs live power source and low enough pressure to work + Train->mvControlled->PantCompFlag = true; + } + // visual feedback Train->ggPantCompressorButton.UpdateValue( 1.0 ); } else { // release to disable Train->mvControlled->PantCompFlag = false; - // visual feedback: + // visual feedback Train->ggPantCompressorButton.UpdateValue( 0.0 ); } } @@ -2480,6 +2480,8 @@ void TTrain::OnCommand_linebreakertoggle( TTrain *Train, command_data const &Com OnCommand_linebreakerclose( Train, Command ); } } + // HACK: ignition key ignores lack of submodel, so we can start vehicles without any modeled controls + Train->ggIgnitionKey.UpdateValue( 0.0 ); } } @@ -2543,6 +2545,8 @@ void TTrain::OnCommand_linebreakerclose( TTrain *Train, command_data const &Comm } else { // no switch capable of doing the job + // HACK: ignition key ignores lack of submodel, so we can start vehicles without any modeled controls + Train->ggIgnitionKey.UpdateValue( 1.0 ); return; } // the actual closing of the line breaker is handled in the train update routine @@ -5400,6 +5404,40 @@ void TTrain::OnCommand_carcouplingdisconnect( TTrain *Train, command_data const } } +void TTrain::OnCommand_carcoupleradapterattach( TTrain *Train, command_data const &Command ) { + + if( ( true == FreeFlyModeFlag ) + && ( Command.action == GLFW_PRESS ) ) { + // tryb freefly, press only + auto *vehicle { std::get( simulation::Region->find_vehicle( Command.location, 50, false, true ) ) }; + if( vehicle == nullptr ) { return; } + + auto const coupler = ( + glm::length2( glm::vec3 { vehicle->CouplerPosition( end::front ) } - Command.location ) < glm::length2( glm::vec3 { vehicle->CouplerPosition( end::rear ) } - Command.location ) ? + end::front : + end::rear ); + + vehicle->attach_coupler_adapter( coupler ); + } +} + +void TTrain::OnCommand_carcoupleradapterremove( TTrain *Train, command_data const &Command ) { + + if( ( true == FreeFlyModeFlag ) + && ( Command.action == GLFW_PRESS ) ) { + // tryb freefly, press only + auto *vehicle { std::get( simulation::Region->find_vehicle( Command.location, 50, false, true ) ) }; + if( vehicle == nullptr ) { return; } + + auto const coupler = ( + glm::length2( glm::vec3 { vehicle->CouplerPosition( end::front ) } - Command.location ) < glm::length2( glm::vec3 { vehicle->CouplerPosition( end::rear ) } - Command.location ) ? + end::front : + end::rear ); + + vehicle->remove_coupler_adapter( coupler ); + } +} + void TTrain::OnCommand_departureannounce( TTrain *Train, command_data const &Command ) { if( Train->ggDepartureSignalButton.SubModel == nullptr ) { @@ -5797,7 +5835,8 @@ bool TTrain::Update( double const Deltatime ) } if( ( ( ggMainButton.SubModel != nullptr ) && ( ggMainButton.GetDesiredValue() > 0.95 ) ) - || ( ( ggMainOnButton.SubModel != nullptr ) && ( ggMainOnButton.GetDesiredValue() > 0.95 ) ) ) { + || ( ( ggMainOnButton.SubModel != nullptr ) && ( ggMainOnButton.GetDesiredValue() > 0.95 ) + || ( ggIgnitionKey.GetDesiredValue() > 0.95 ) ) ) { // HACK: fallback // keep track of period the line breaker button is held down, to determine when/if circuit closes if( ( mvControlled->MainsInitTimeCountdown <= 0.0 ) && ( ( fHVoltage > 0.5 * mvControlled->EnginePowerSource.MaxVoltage ) diff --git a/Train.h b/Train.h index 8acbf339..be8af815 100644 --- a/Train.h +++ b/Train.h @@ -386,6 +386,8 @@ class TTrain { static void OnCommand_doormodetoggle( TTrain *Train, command_data const &Command ); static void OnCommand_carcouplingincrease( TTrain *Train, command_data const &Command ); static void OnCommand_carcouplingdisconnect( TTrain *Train, command_data const &Command ); + static void OnCommand_carcoupleradapterattach( TTrain *Train, command_data const &Command ); + static void OnCommand_carcoupleradapterremove( TTrain *Train, command_data const &Command ); static void OnCommand_departureannounce( TTrain *Train, command_data const &Command ); static void OnCommand_hornlowactivate( TTrain *Train, command_data const &Command ); static void OnCommand_hornhighactivate( TTrain *Train, command_data const &Command ); diff --git a/command.cpp b/command.cpp index d4ea7974..a452e9d7 100644 --- a/command.cpp +++ b/command.cpp @@ -155,6 +155,8 @@ commanddescription_sequence Commands_descriptions = { // TBD, TODO: make coupling controls entity-centric { "carcouplingincrease", command_target::vehicle }, { "carcouplingdisconnect", command_target::vehicle }, + { "carcoupleradapterattach", command_target::vehicle }, + { "carcoupleradapterremove", command_target::vehicle }, { "doortoggleleft", command_target::vehicle }, { "doortoggleright", command_target::vehicle }, { "doorpermitleft", command_target::vehicle }, diff --git a/command.h b/command.h index 0987a421..1ea9877e 100644 --- a/command.h +++ b/command.h @@ -146,6 +146,8 @@ enum class user_command { carcouplingincrease, carcouplingdisconnect, + carcoupleradapterattach, + carcoupleradapterremove, doortoggleleft, doortoggleright, doorpermitleft, diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index 3ba33ddd..96bc3ab6 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -155,6 +155,8 @@ driverkeyboard_input::default_bindings() { { user_command::movedown, GLFW_KEY_PAGE_DOWN }, { user_command::carcouplingincrease, GLFW_KEY_INSERT }, { user_command::carcouplingdisconnect, GLFW_KEY_DELETE }, + { user_command::carcoupleradapterattach, GLFW_KEY_INSERT | keymodifier::control }, + { user_command::carcoupleradapterremove, GLFW_KEY_DELETE | keymodifier::control }, { user_command::doortoggleleft, GLFW_KEY_COMMA }, { user_command::doortoggleright, GLFW_KEY_PERIOD }, { user_command::doorpermitleft, GLFW_KEY_COMMA | keymodifier::shift }, diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 40e9cc5f..3e32f61b 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -797,18 +797,23 @@ debug_panel::update_section_vehicle( std::vector &Output ) { std::string debug_panel::update_vehicle_coupler( int const Side ) { // NOTE: mover and vehicle are guaranteed to be valid by the caller + auto const &mover { *( m_input.mover ) }; + std::string couplerstatus { locale::strings[ locale::string::debug_vehicle_none ] }; + std::string const adapterstatus { ( mover.Couplers[ Side ].adapter_type == TCouplerType::NoCoupler ? "" : "[A]" ) }; auto const *connected { m_input.vehicle->MoverParameters->Neighbours[ Side ].vehicle }; - if( connected == nullptr ) { return couplerstatus; } - - auto const &mover { *( m_input.mover ) }; + if( connected == nullptr ) { + + return couplerstatus + " " + adapterstatus; + } std::snprintf( m_buffer.data(), m_buffer.size(), - "%s [%d] (%.1f m)", + "%s %s[%d] (%.1f m)", connected->name().c_str(), + adapterstatus.c_str(), mover.Couplers[ Side ].CouplingFlag, mover.Neighbours[ Side ].distance ); diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 5ef8297a..f179c21d 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -1083,6 +1083,30 @@ bool opengl33_renderer::Render_lowpoly( TDynamicObject *Dynamic, float const Squ return true; } +bool opengl33_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha ) { + + if( Dynamic->m_coupleradapters[ End ] == nullptr ) { return false; } + + auto const position { Math3D::vector3 { + 0.f, + Dynamic->MoverParameters->Couplers[ End ].adapter_height, + ( Dynamic->MoverParameters->Couplers[ End ].adapter_length + Dynamic->MoverParameters->Dim.L * 0.5 ) * ( End == end::front ? 1 : -1 ) } }; + + auto const angle { glm::vec3{ + 0, + ( End == end::front ? 0 : 180 ), + 0 } }; + + if( Alpha ) { + Render_Alpha( Dynamic->m_coupleradapters[ End ], Dynamic->Material(), Squaredistance, position, angle ); + } + else { + Render( Dynamic->m_coupleradapters[ End ], Dynamic->Material(), Squaredistance, position, angle ); + } + + return true; +} + // creates dynamic environment cubemap bool opengl33_renderer::Render_reflections(viewport_config &vp) { @@ -1813,13 +1837,17 @@ void opengl33_renderer::Bind_Material( material_handle const Material, TSubModel // material-based parameters switch( entry.defaultparam ) { case gl::shader::defaultparam_e::glossiness: { - src = glm::vec4( material.glossiness ); + src = glm::vec4 { material.glossiness }; } default: { break; } } + if( entry.size == 1 ) { + // HACK: convert color to luminosity, if it's passed as single value + src == glm::vec4 { colors::RGBtoHSV( glm::vec3 { src } ).s }; + } for (size_t j = 0; j < entry.size; j++) model_ubs.param[entry.location][entry.offset + j] = src[j]; } @@ -2487,8 +2515,11 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) for( auto *attachment : Dynamic->mdAttachments ) { Render( attachment, Dynamic->Material(), squaredistance ); } + // optional coupling adapters + Render_coupler_adapter( Dynamic, squaredistance, end::front ); + Render_coupler_adapter( Dynamic, squaredistance, end::rear ); - // post-render cleanup + // post-render cleanup if (Dynamic->fShade > 0.0f) { // restore regular light level @@ -2510,6 +2541,9 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) for( auto *attachment : Dynamic->mdAttachments ) { Render( attachment, Dynamic->Material(), squaredistance ); } + // optional coupling adapters + Render_coupler_adapter( Dynamic, squaredistance, end::front ); + Render_coupler_adapter( Dynamic, squaredistance, end::rear ); if( Dynamic->mdLoad ) { // renderowanie nieprzezroczystego ładunku Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); @@ -2687,11 +2721,6 @@ void opengl33_renderer::Render(TSubModel *Submodel) if ((Submodel->iVisible) && (TSubModel::fSquareDist >= Submodel->fSquareMinDist) && (TSubModel::fSquareDist < Submodel->fSquareMaxDist)) { - - // debug data - ++m_renderpass.draw_stats.submodels; - ++m_renderpass.draw_stats.drawcalls; - glm::mat4 future_stack = model_ubs.future; if (Submodel->iFlags & 0xC000) @@ -2714,6 +2743,11 @@ void opengl33_renderer::Render(TSubModel *Submodel) if (Submodel->iAlpha & Submodel->iFlags & 0x1F) { // rysuj gdy element nieprzezroczysty + + // debug data + ++m_renderpass.draw_stats.submodels; + ++m_renderpass.draw_stats.drawcalls; + switch (m_renderpass.draw_mode) { case rendermode::color: @@ -3440,6 +3474,9 @@ bool opengl33_renderer::Render_Alpha(TDynamicObject *Dynamic) for( auto *attachment : Dynamic->mdAttachments ) { Render_Alpha( attachment, Dynamic->Material(), squaredistance ); } + // optional coupling adapters + Render_coupler_adapter( Dynamic, squaredistance, end::front, true ); + Render_coupler_adapter( Dynamic, squaredistance, end::rear, true ); if( Dynamic->mdLoad ) { // renderowanie nieprzezroczystego ładunku Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); @@ -3512,11 +3549,6 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) // renderowanie przezroczystych przez DL if ((Submodel->iVisible) && (TSubModel::fSquareDist >= Submodel->fSquareMinDist) && (TSubModel::fSquareDist < Submodel->fSquareMaxDist)) { - - // debug data - ++m_renderpass.draw_stats.submodels; - ++m_renderpass.draw_stats.drawcalls; - glm::mat4 future_stack = model_ubs.future; if (Submodel->iFlags & 0xC000) @@ -3538,7 +3570,12 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel) // renderowanie obiektów OpenGL if (Submodel->iAlpha & Submodel->iFlags & 0x2F) { - // rysuj gdy element przezroczysty + // rysuj gdy element przezroczysty + + // debug data + ++m_renderpass.draw_stats.submodels; + ++m_renderpass.draw_stats.drawcalls; + switch (m_renderpass.draw_mode) { case rendermode::color: diff --git a/opengl33renderer.h b/opengl33renderer.h index 7e2030f4..8b7d3db3 100644 --- a/opengl33renderer.h +++ b/opengl33renderer.h @@ -242,6 +242,7 @@ class opengl33_renderer : public gfx_renderer { bool Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false); bool Render_interior( bool const Alpha = false ); bool Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false ); + bool Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false ); void Render(TMemCell *Memcell); void Render_particles(); void Render_precipitation(); diff --git a/openglrenderer.cpp b/openglrenderer.cpp index a0fd386c..8932a82a 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -845,6 +845,27 @@ bool opengl_renderer::Render_lowpoly( TDynamicObject *Dynamic, float const Squar return true; } +bool opengl_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha ) { + + if( Dynamic->m_coupleradapters[ End ] == nullptr ) { return false; } + + auto const position { Math3D::vector3 { + 0.f, + Dynamic->MoverParameters->Couplers[ End ].adapter_height, + ( Dynamic->MoverParameters->Couplers[ End ].adapter_length + Dynamic->MoverParameters->Dim.L * 0.5 ) * ( End == end::front ? 1 : -1 ) } }; + + auto const angle{ glm::vec3{ 0, ( End == end::front ? 0 : 180 ), 0 } }; + + if( Alpha ) { + Render_Alpha( Dynamic->m_coupleradapters[ End ], Dynamic->Material(), Squaredistance, position, angle ); + } + else { + Render( Dynamic->m_coupleradapters[ End ], Dynamic->Material(), Squaredistance, position, angle ); + } + + return true; +} + // creates dynamic environment cubemap bool opengl_renderer::Render_reflections() { @@ -2318,6 +2339,9 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) { for( auto *attachment : Dynamic->mdAttachments ) { Render( attachment, Dynamic->Material(), squaredistance ); } + // optional coupling adapters + Render_coupler_adapter( Dynamic, squaredistance, end::front ); + Render_coupler_adapter( Dynamic, squaredistance, end::rear ); // post-render cleanup m_renderspecular = false; if( Dynamic->fShade > 0.0f ) { @@ -2342,6 +2366,9 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) { for( auto *attachment : Dynamic->mdAttachments ) { Render( attachment, Dynamic->Material(), squaredistance ); } + // optional coupling adapters + Render_coupler_adapter( Dynamic, squaredistance, end::front ); + Render_coupler_adapter( Dynamic, squaredistance, end::rear ); if( Dynamic->mdLoad ) { // renderowanie nieprzezroczystego ładunku Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); @@ -2524,10 +2551,6 @@ opengl_renderer::Render( TSubModel *Submodel ) { && ( TSubModel::fSquareDist >= Submodel->fSquareMinDist ) && ( TSubModel::fSquareDist < Submodel->fSquareMaxDist ) ) { - // debug data - ++m_renderpass.draw_stats.submodels; - ++m_renderpass.draw_stats.drawcalls; - if( Submodel->iFlags & 0xC000 ) { ::glPushMatrix(); if( Submodel->fMatrix ) @@ -2540,6 +2563,11 @@ opengl_renderer::Render( TSubModel *Submodel ) { // renderowanie obiektów OpenGL if( Submodel->iAlpha & Submodel->iFlags & 0x1F ) { // rysuj gdy element nieprzezroczysty + + // debug data + ++m_renderpass.draw_stats.submodels; + ++m_renderpass.draw_stats.drawcalls; + switch( m_renderpass.draw_mode ) { case rendermode::color: case rendermode::reflections: { @@ -3491,6 +3519,9 @@ opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) { for( auto *attachment : Dynamic->mdAttachments ) { Render_Alpha( attachment, Dynamic->Material(), squaredistance ); } + // optional coupling adapters + Render_coupler_adapter( Dynamic, squaredistance, end::front, true ); + Render_coupler_adapter( Dynamic, squaredistance, end::rear, true ); if( Dynamic->mdLoad ) { // renderowanie nieprzezroczystego ładunku Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} ); @@ -3569,10 +3600,6 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) { && ( TSubModel::fSquareDist >= Submodel->fSquareMinDist ) && ( TSubModel::fSquareDist < Submodel->fSquareMaxDist ) ) { - // debug data - ++m_renderpass.draw_stats.submodels; - ++m_renderpass.draw_stats.drawcalls; - if( Submodel->iFlags & 0xC000 ) { ::glPushMatrix(); if( Submodel->fMatrix ) @@ -3585,6 +3612,11 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) { // renderowanie obiektów OpenGL if( Submodel->iAlpha & Submodel->iFlags & 0x2F ) { // rysuj gdy element przezroczysty + + // debug data + ++m_renderpass.draw_stats.submodels; + ++m_renderpass.draw_stats.drawcalls; + switch( m_renderpass.draw_mode ) { case rendermode::color: { diff --git a/openglrenderer.h b/openglrenderer.h index d80c7793..deec0011 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -223,6 +223,8 @@ private: Render_interior( bool const Alpha = false ); bool Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false ); + bool + Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false ); void Render( TMemCell *Memcell ); void diff --git a/version.h b/version.h index 85e730d5..ead6fcb4 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 222 +#define VERSION_MINOR 322 #define VERSION_REVISION 0 From 7ffe5c3371cbc7d35814011fdf1f99e41c5bee6a Mon Sep 17 00:00:00 2001 From: stele Date: Fri, 27 Mar 2020 23:26:45 +0100 Subject: [PATCH 102/153] Additional moon phase --- moon.cpp | 13 +++++++++---- opengl33renderer.cpp | 5 +++++ 2 files changed, 14 insertions(+), 4 deletions(-) diff --git a/moon.cpp b/moon.cpp index df9fd7bc..fd93f3ca 100644 --- a/moon.cpp +++ b/moon.cpp @@ -305,10 +305,15 @@ void cMoon::irradiance() { void cMoon::phase() { - - // calculate moon's age in days from new moon - float ip = normalize( ( simulation::Time.julian_day() - 2451550.1f ) / 29.530588853f ); - m_phase = ip * 29.53f; + SYSTEMTIME lt; + GetLocalTime(<); + if ((lt.wMonth==5)&&(lt.wDay==4)) //May the forth be with you! + m_phase = 50; + else { + // calculate moon's age in days from new moon + float ip = normalize( ( simulation::Time.julian_day() - 2451550.1f ) / 29.530588853f ); + m_phase = ip * 29.53f; + } } // normalize values to range 0...1 diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index f179c21d..3350607f 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -1636,6 +1636,11 @@ bool opengl33_renderer::Render(world_environment *Environment) moonv = 1.0f - 0.667f; moonu = 0.333f; } + else if (moonphase == 50) //9th slot used for easter egg + { + moonv = 1.0f - 0.667f; + moonu = 0.66f; + } else { moonv = 1.0f - 0.0f; From c417f388b1d79450fca3a6d1536c7d570f486958 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 2 Apr 2020 01:08:35 +0200 Subject: [PATCH 103/153] audio device list, customizable relay reset cab controls, pantograph control ai hint, minor vehicle initialization tweaks, minor ai logic tweaks --- Driver.cpp | 66 +++++++++------- DynObj.cpp | 19 ++++- McZapkie/MOVER.h | 21 +++++- McZapkie/Mover.cpp | 161 ++++++++++++++++++++++++++++++++-------- Train.cpp | 53 +++++++++---- Train.h | 3 +- audiorenderer.cpp | 15 ++++ command.cpp | 3 + command.h | 3 + driverkeyboardinput.cpp | 3 + drivermouseinput.cpp | 9 +++ translation.cpp | 9 +++ translation.h | 3 + 13 files changed, 292 insertions(+), 76 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 0ddc81ae..507debee 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -638,6 +638,8 @@ void TController::TableTraceRoute(double fDistance, TDynamicObject *pVehicle) if (pTrack->eType == tt_Cross) { // na skrzyżowaniach trzeba wybrać segment, po którym pojedzie pojazd // dopiero tutaj jest ustalany kierunek segmentu na skrzyżowaniu +/* + // NOTE: manual selection disabled due to multiplayer int routewanted; if( false == AIControllFlag ) { routewanted = ( @@ -648,7 +650,8 @@ void TController::TableTraceRoute(double fDistance, TDynamicObject *pVehicle) else { routewanted = 1 + std::floor( Random( static_cast( pTrack->RouteCount() ) - 0.001 ) ); } - +*/ + auto const routewanted { 1 + std::floor( Random( static_cast( pTrack->RouteCount() ) - 0.001 ) ) }; sSpeedTable[iLast].iFlags |= ( ( pTrack->CrossSegment( (fLastDir < 0 ? @@ -1829,17 +1832,20 @@ void TController::Activation() TDynamicObject *old = pVehicle, *d = pVehicle; // w tym siedzi AI TController *drugi; // jakby były dwa, to zamienić miejscami, a nie robić wycieku pamięci poprzez nadpisanie auto const localbrakelevel { mvOccupied->LocalBrakePosA }; + // switch off tempomat + SpeedCntrl( 0.0 ); + mvControlling->DecScndCtrl( 2 ); + // reset controls ZeroSpeed(); ZeroDirection(); - mvOccupied->SpringBrakeActivate(true); + mvOccupied->SpringBrakeActivate( true ); if (TestFlag(d->MoverParameters->Couplers[iDirectionOrder < 0 ? end::rear : end::front].CouplingFlag, ctrain_controll)) { - mvControlling->MainSwitch( false); // dezaktywacja czuwaka, jeśli przejście do innego członu + mvControlling->MainSwitch( false ); // dezaktywacja czuwaka, jeśli przejście do innego członu mvOccupied->DecLocalBrakeLevel(LocalBrakePosNo); // zwolnienie hamulca w opuszczanym pojeździe // mvOccupied->BrakeLevelSet((mvOccupied->BrakeHandle==FVel6)?4:-2); //odcięcie na // zaworze maszynisty, FVel6 po drugiej stronie nie luzuje - mvOccupied->BrakeLevelSet( - mvOccupied->Handle->GetPos(bh_NP)); // odcięcie na zaworze maszynisty - BrakeLevelSet(gbh_NP); //ustawienie zmiennej GBH + mvOccupied->BrakeLevelSet( mvOccupied->Handle->GetPos(bh_NP) ); // odcięcie na zaworze maszynisty + BrakeLevelSet( gbh_NP ); //ustawienie zmiennej GBH } mvOccupied->CabOccupied = mvOccupied->CabActive; // użytkownik moze zmienić CabOccupied wychodząc mvOccupied->CabDeactivisation(); // tak jest w Train.cpp @@ -2623,6 +2629,10 @@ bool TController::PrepareEngine() } else if (false == IsLineBreakerClosed) { ZeroSpeed(); + if( mvOccupied->DirActive == 0 ) { + OrderDirectionChange( iDirection, mvOccupied ); + } + mvControlling->FuseOn(); // consist-wide ground relay reset if( mvOccupied->TrainType == dt_SN61 ) { // specjalnie dla SN61 żeby nie zgasł while( ( mvControlling->RList[ mvControlling->MainCtrlPos ].Mn == 0 ) @@ -2636,7 +2646,6 @@ bool TController::PrepareEngine() } } else { - OK = ( OrderDirectionChange( iDirection, mvOccupied ) == -1 ); mvControlling->ConverterSwitch( true ); // w EN57 sprężarka w ra jest zasilana z silnikowego mvControlling->CompressorSwitch( true ); @@ -2658,6 +2667,7 @@ bool TController::PrepareEngine() if( lookup != brakepositions.end() ) { BrakeLevelSet( lookup->second ); // GBH } + OK = ( VelforDriver == -1 ); } } else @@ -2717,14 +2727,14 @@ bool TController::ReleaseEngine() { mvOccupied->BrakeReleaser( 0 ); if( std::abs( fAccGravity ) < 0.01 ) { // release train brake if on flats... - // TODO: check if we shouldn't leave it engaged instead - while( true == mvOccupied->DecBrakeLevel() ) { - // tu moze zmieniać na -2, ale to bez znaczenia - ; - } - // ...and engage independent brake - while( true == mvOccupied->IncLocalBrakeLevel( 1 ) ) { - ; + if( mvOccupied->LocalBrake != TLocalBrake::ManualBrake ) { + // ...as long as it's a vehicle with independent brake, anyway + // TODO: check if we shouldn't leave it engaged instead + while( true == DecBrake() ) { + ; + } + // ...and engage independent brake + mvOccupied->IncLocalBrakeLevel( LocalBrakePosNo ); } } else { @@ -4854,7 +4864,8 @@ TController::UpdateSituation(double dt) { } } else { - if( ( IdleTime > 45.0 ) + if( ( mvOccupied->AIHintPantUpIfIdle ) + && ( IdleTime > 45.0 ) // NOTE: abs(stoptime) covers either at least 15 sec remaining for a scheduled stop, or 15+ secs spent at a basic stop && ( std::abs( fStopTime ) > 15.0 ) ) { // spending a longer at a stop, raise also front pantograph @@ -6160,12 +6171,11 @@ TController::UpdateSituation(double dt) { if ((mvControlling->EngineType == TEngineType::ElectricSeriesMotor) || (mvControlling->TrainType & dt_EZT) || (mvControlling->EngineType == TEngineType::DieselElectric)) - if (mvControlling->FuseFlag || Need_TryAgain) + if (mvControlling->FuseFlag || Need_TryAgain || (false == mvControlling->GroundRelay)) { Need_TryAgain = false; // true, jeśli druga pozycja w elektryku nie załapała mvControlling->DecScndCtrl(2); // nastawnik bocznikowania na 0 mvControlling->DecMainCtrl(2); // nastawnik jazdy na 0 - mvControlling->MainSwitch(true); // Ra: dodałem, bo EN57 stawały po wywaleniu if (mvControlling->FuseOn()) { ++iDriverFailCount; if (iDriverFailCount > maxdriverfails) @@ -6173,6 +6183,7 @@ TController::UpdateSituation(double dt) { if (iDriverFailCount > maxdriverfails * 2) SetDriverPsyche(); } + mvControlling->MainSwitch(true); // Ra: dodałem, bo EN57 stawały po wywaleniu } // NOTE: as a stop-gap measure the routine is limited to trains only while car calculations seem off if( mvControlling->CategoryFlag == 1 ) { @@ -6464,13 +6475,18 @@ TController::UpdateSituation(double dt) { if( ( mvOccupied->Vel < 0.01 ) && ( ( VelDesired == 0.0 ) || ( AccDesired == 0.0 ) ) ) { - if( mvOccupied->BrakeCtrlPos == mvOccupied->Handle->GetPos( bh_RP ) ) { - // dodatkowy na pozycję 1 - mvOccupied->IncLocalBrakeLevel( 1 ); - } - else { - mvOccupied->BrakeLevelSet( mvOccupied->Handle->GetPos( bh_RP ) ); //GBH - BrakeLevelSet(gbh_RP); + if( mvOccupied->LocalBrake != TLocalBrake::ManualBrake ) { + // do it only if the vehicle actually has the independent brake + if( mvOccupied->BrakeCtrlPos == mvOccupied->Handle->GetPos( bh_RP ) ) { + if( mvOccupied->LocalBrakePosA == 0.0 ) { + // dodatkowy na pozycję 1 + mvOccupied->IncLocalBrakeLevel( LocalBrakePosNo ); + } + } + else { + mvOccupied->BrakeLevelSet( mvOccupied->Handle->GetPos( bh_RP ) ); //GBH + BrakeLevelSet( gbh_RP ); + } } } } diff --git a/DynObj.cpp b/DynObj.cpp index 52343cec..14167c90 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -1794,14 +1794,25 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" static_cast( std::floor(MoverParameters->Handle->GetPos(bh_NP)) ); else MoverParameters->BrakeCtrlPos = static_cast( std::floor(MoverParameters->Handle->GetPos(bh_RP)) ); + + // engage independent brake if applicable, if the vehicle is to be on standby + // NOTE: with more than one driver in the consist this is likely to go awery, since all but one will be sent to sleep + // TBD, TODO: have the virtual helper release independent brakes during consist check? + if( DriverType != "" ) { + if( MoverParameters->LocalBrake != TLocalBrake::ManualBrake ) { + if( fVel < 1.0 ) { + MoverParameters->IncLocalBrakeLevel( LocalBrakePosNo ); + } + } + } } else MoverParameters->BrakeCtrlPos = static_cast( std::floor(MoverParameters->Handle->GetPos(bh_NP)) ); - MoverParameters->BrakeLevelSet( - MoverParameters->BrakeCtrlPos); // poprawienie hamulca po ewentualnym - // przestawieniu przez Pascal + // poprawienie hamulca po ewentualnym przestawieniu przez Pascal + // TODO: check if needed, we're not in Pascal anymore, Toto + MoverParameters->BrakeLevelSet(MoverParameters->BrakeCtrlPos); // dodatkowe parametry yB MoreParams += "."; // wykonuje o jedną iterację za mało, więc trzeba mu dodać @@ -3763,7 +3774,7 @@ bool TDynamicObject::Update(double dt, double dt1) // compartment lights // if the vehicle has a controller, we base the light state on state of the controller otherwise we check the vehicle itself if( ( ctOwner != nullptr ? ctOwner->Controlling()->Battery != SectionLightsActive : - Mechanik != nullptr ? Mechanik->primary() == false : // don't touch lights in a stand-alone manned vehicle + Mechanik != nullptr ? false : // don't touch lights in a stand-alone manned vehicle MoverParameters->CompartmentLights.is_active == true ) ) { // without controller switch the lights off toggle_lights(); } diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index b6834cea..b8df0634 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -245,6 +245,18 @@ enum sound { removeadapter = 1 << 15, }; +// customizable reset button +enum relay_t { + maincircuitground = 1 << 0, + auxiliarycircuitground = 1 << 1, + tractionnmotoroverload = 1 << 2, + primaryconverteroverload = 1 << 3, + secondaryconverteroverload = 1 << 4, + ventillatoroverload = 1 << 5, + heatingoverload = 1 << 6, + electrodynamicbrakesoverload = 1 << 7, +}; + //szczególne typy pojazdów (inna obsługa) dla zmiennej TrainType //zamienione na flagi bitowe, aby szybko wybierać grupę (np. EZT+SZT) // TODO: convert to enums, they're used as specific checks anyway @@ -1042,6 +1054,7 @@ public: TBrakePressure BrakePressureActual; //wartości ważone dla aktualnej pozycji kranu int ASBType = 0; /*0: brak hamulca przeciwposlizgowego, 1: reczny, 2: automat*/ int UniversalBrakeButtonFlag[3] = { 0, 0, 0 }; /* mozliwe działania przycisków hamulcowych */ + int UniversalResetButtonFlag[3] = { 0, 0, 0 }; // customizable reset buttons assignments int TurboTest = 0; double MaxBrakeForce = 0.0; /*maksymalna sila nacisku hamulca*/ double MaxBrakePress[5]; //pomocniczy, proz, sred, lad, pp @@ -1453,6 +1466,7 @@ public: bool AutoRelayFlag = false; /*mozna zmieniac jesli AutoRelayType=2*/ bool FuseFlag = false; /*!o bezpiecznik nadmiarowy*/ bool ConvOvldFlag = false; /*! nadmiarowy przetwornicy i ogrzewania*/ + bool GroundRelay { true }; // switches off to protect against damage from earths bool StLinFlag = false; /*!o styczniki liniowe*/ bool StLinSwitchOff{ false }; // state of the button forcing motor connectors open bool ResistorsFlag = false; /*!o jazda rezystorowa*/ @@ -1560,6 +1574,7 @@ public: int iLights[2]; // bity zapalonych świateł tutaj, żeby dało się liczyć pobór prądu int AIHintPantstate{ 0 }; // suggested pantograph setup + bool AIHintPantUpIfIdle{ true }; // whether raise both pantographs if idling for a while double AIHintLocalBrakeAccFactor{ 1.05 }; // suggested acceleration weight for local brake operation public: @@ -1706,11 +1721,13 @@ public: bool CompartmentLightsSwitchOff( bool State, range_t const Notify = range_t::consist ); // compartment lights state toggle bool MainSwitch( bool const State, range_t const Notify = range_t::consist );/*! wylacznik glowny*/ void MainSwitch_( bool const State ); + bool MainSwitchCheck() const; // checks conditions for closing the line breaker bool ConverterSwitch( bool State, range_t const Notify = range_t::consist );/*! wl/wyl przetwornicy*/ bool CompressorSwitch( bool State, range_t const Notify = range_t::consist );/*! wl/wyl sprezarki*/ bool ChangeCompressorPreset( int const Change, range_t const Notify = range_t::consist ); /*-funkcje typowe dla lokomotywy elektrycznej*/ + void LowVoltagePowerCheck( double const Deltatime ); void MainsCheck( double const Deltatime ); void PowerCouplersCheck( double const Deltatime ); void ConverterCheck( double const Timestep ); // przetwornica @@ -1722,9 +1739,11 @@ public: void MotorBlowersCheck( double const Timestep ); void PantographsCheck( double const Timestep ); void LightsCheck( double const Timestep ); - bool FuseOn(void); //bezpiecznik nadamiary + bool FuseOn( range_t const Notify = range_t::consist ); //bezpiecznik nadamiary bool FuseFlagCheck(void) const; // sprawdzanie flagi nadmiarowego void FuseOff(void); // wylaczenie nadmiarowego + bool UniversalResetButton( int const Button, range_t const Notify = range_t::consist ); + bool RelayReset( int const Relays ); // resets specified relays double ShowCurrent( int AmpN ) const; //pokazuje bezwgl. wartosc pradu na wybranym amperomierzu double ShowCurrentP(int AmpN) const; //pokazuje bezwgl. wartosc pradu w wybranym pojezdzie //Q 20160722 diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 0714413f..bca8f347 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1414,6 +1414,8 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { // TODO: gather and move current calculations to dedicated method TotalCurrent = 0; + // low voltage power sources + LowVoltagePowerCheck( Deltatime ); // power sources PantographsCheck( Deltatime ); // main circuit @@ -1497,6 +1499,21 @@ void TMoverParameters::MainsCheck( double const Deltatime ) { } } +void TMoverParameters::LowVoltagePowerCheck( double const Deltatime ) { + + auto const lowvoltagepower { Battery | ConverterFlag }; + + switch( EngineType ) { + case TEngineType::ElectricSeriesMotor: { + GroundRelay &= lowvoltagepower; + break; + } + default: { + break; + } + } +} + void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { // TODO: add support for other power sources auto localvoltage { 0.0 }; @@ -3272,15 +3289,7 @@ void TMoverParameters::MainSwitch_( bool const State ) { bool const initialstate { Mains || dizel_startup }; if( ( false == State ) - || ( ( ( ScndCtrlPos == 0 ) || ( EngineType == TEngineType::ElectricInductionMotor ) ) - && ( ( ConvOvldFlag == false ) || ( TrainType == dt_EZT ) ) - && ( MainsInitTimeCountdown <= 0.0 ) - && ( true == NoVoltRelay ) - && ( true == OvervoltageRelay ) - && ( LastSwitchingTime > CtrlDelay ) - && ( HasCamshaft ? IsMainCtrlActualNoPowerPos() : ( LineBreakerClosesAtNoPowerPosOnly ? IsMainCtrlNoPowerPos() : true ) ) - && ( false == TestFlag( DamageFlag, dtrain_out ) ) - && ( false == TestFlag( EngDmgFlag, 1 ) ) ) ) { + || ( true == MainSwitchCheck() ) ) { if( true == State ) { // switch on @@ -3312,6 +3321,21 @@ void TMoverParameters::MainSwitch_( bool const State ) { } } +bool TMoverParameters::MainSwitchCheck() const { + + return ( + ( ( ScndCtrlPos == 0 ) || ( EngineType == TEngineType::ElectricInductionMotor ) ) + && ( MainsInitTimeCountdown <= 0.0 ) + && ( ( ConvOvldFlag == false ) || ( TrainType == dt_EZT ) ) + && ( true == GroundRelay ) + && ( true == NoVoltRelay ) + && ( true == OvervoltageRelay ) + && ( LastSwitchingTime > CtrlDelay ) + && ( HasCamshaft ? IsMainCtrlActualNoPowerPos() : ( LineBreakerClosesAtNoPowerPosOnly ? IsMainCtrlNoPowerPos() : true ) ) + && ( false == TestFlag( DamageFlag, dtrain_out ) ) + && ( false == TestFlag( EngDmgFlag, 1 ) ) ); +} + // ************************************************************************************************* // Q: 20160713 // włączenie / wyłączenie przetwornicy @@ -6021,21 +6045,21 @@ bool TMoverParameters::FuseFlagCheck(void) const // Q: 20160713 // Załączenie bezpiecznika nadmiarowego // ************************************************************************************************* -bool TMoverParameters::FuseOn(void) +bool TMoverParameters::FuseOn( range_t const Notify ) { - bool FO = false; - if ((IsMainCtrlNoPowerPos()) && (ScndCtrlPos == 0) && (TrainType != dt_ET40) && - ((Mains) || (TrainType != dt_EZT)) && (!TestFlag(EngDmgFlag, 1))) - { // w ET40 jest blokada nastawnika, ale czy działa dobrze? - SendCtrlToNext("FuseSwitch", 1, CabActive); - if (((EngineType == TEngineType::ElectricSeriesMotor) || ((EngineType == TEngineType::DieselElectric))) && FuseFlag) - { - FuseFlag = false; // wlaczenie ponowne obwodu - FO = true; - SetFlag(SoundFlag, sound::relay | sound::loud); - } + bool const result { RelayReset( relay_t::maincircuitground | relay_t::tractionnmotoroverload ) }; + + if( Notify != range_t::local ) { + SendCtrlToNext( + "FuseSwitch", + 1, + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); } - return FO; + + return result; } // ************************************************************************************************* @@ -6052,6 +6076,81 @@ void TMoverParameters::FuseOff(void) } } +// resets relays assigned to specified customizable reset button +bool TMoverParameters::UniversalResetButton( int const Button, range_t const Notify ) { + + auto const lowvoltagepower { Battery || ConverterFlag }; + if( false == lowvoltagepower ) { return false; } + + auto const relays { UniversalResetButtonFlag[ Button ] }; + if( relays == 0 ) { return false; } + + auto const result { RelayReset( relays ) }; + + if( Notify != range_t::local ) { + SendCtrlToNext( + "RelayReset", + relays, + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); + } + + return result; +} + +// resets state of specified relays +bool TMoverParameters::RelayReset( int const Relays ) { + + auto const lowvoltagepower { Battery || ConverterFlag }; + bool reset { false }; + + if( TestFlag( Relays, relay_t::maincircuitground ) ) { + if( ( ( EngineType == TEngineType::ElectricSeriesMotor ) || ( EngineType == TEngineType::DieselElectric ) ) + && ( IsMainCtrlNoPowerPos() ) + && ( ScndCtrlPos == 0 ) + && ( DirActive != 0 ) + && ( !TestFlag( EngDmgFlag, 1 ) ) ) { + // NOTE: true means the relay is operational + reset |= ( !GroundRelay && lowvoltagepower ); + GroundRelay |= lowvoltagepower; + } + } + + if( TestFlag( Relays, relay_t::tractionnmotoroverload ) ) { + if( ( ( EngineType == TEngineType::ElectricSeriesMotor ) || ( EngineType == TEngineType::DieselElectric ) ) + && ( IsMainCtrlNoPowerPos() ) + && ( ScndCtrlPos == 0 ) + && ( DirActive != 0 ) + && ( !TestFlag( EngDmgFlag, 1 ) ) ) { + // NOTE: false means the relay is operational + // TODO: cleanup, flip the FuseFlag code to match other relays + // TODO: check whether the power is required, TBD, TODO: make it configurable? + reset |= ( FuseFlag && lowvoltagepower ); + FuseFlag &= !lowvoltagepower; + } + } + + if( TestFlag( Relays, relay_t::primaryconverteroverload ) ) { + if( ( false == Mains ) + && ( false == ConverterAllow ) + && ( TrainType != dt_EZT ) ) { // for EMUs the relay is reset automatically when converter switches off + // NOTE: false means the relay is operational + // TODO: cleanup, flip the FuseFlag code to match other relays + // TODO: check whether the power is required, TBD, TODO: make it configurable? + reset |= ( ConvOvldFlag && lowvoltagepower ); + ConvOvldFlag &= !lowvoltagepower; + } + } + + if( reset ) { + SetFlag( SoundFlag, sound::relay | sound::loud ); + } + + return reset; +} + // ************************************************************************************************* // Q: 20160713 // Przeliczenie prędkości liniowej na obrotową @@ -9854,7 +9953,7 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { CompartmentLights.start_type = lookup != starts.end() ? lookup->second : - start_t::automatic; + start_t::automatic; // legacy behaviour } } @@ -10217,6 +10316,10 @@ void TMoverParameters::LoadFIZ_Switches( std::string const &Input ) { PantSwitchType = ToLower( PantSwitchType ); ConvSwitchType = ToLower( ConvSwitchType ); StLinSwitchType = ToLower( StLinSwitchType ); + // universal reset buttons assignments + extract_value( UniversalResetButtonFlag[ 0 ], "RelayResetButton1", Input, "" ); + extract_value( UniversalResetButtonFlag[ 1 ], "RelayResetButton2", Input, "" ); + extract_value( UniversalResetButtonFlag[ 2 ], "RelayResetButton3", Input, "" ); } void TMoverParameters::LoadFIZ_MotorParamTable( std::string const &Input ) { @@ -10260,6 +10363,7 @@ void TMoverParameters::LoadFIZ_Circuit( std::string const &Input ) { void TMoverParameters::LoadFIZ_AI( std::string const &Input ) { extract_value( AIHintPantstate, "Pantstate", Input, "" ); + extract_value( AIHintPantUpIfIdle, "IdlePantUp", Input, "" ); extract_value( AIHintLocalBrakeAccFactor, "LocalBrakeAccFactor", Input, "" ); } @@ -10751,6 +10855,8 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) DirActive = 0; // Dir; //nastawnik kierunkowy - musi być ustawiane osobno! DirAbsolute = DirActive * CabActive; // kierunek jazdy względem sprzęgów LimPipePress = CntrlPipePress; + + Battery = true; } else { // zahamowany} WriteLog( "Braked" ); @@ -11208,14 +11314,7 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C } else if (Command == "FuseSwitch") { - if (((EngineType == TEngineType::ElectricSeriesMotor) || (EngineType == TEngineType::DieselElectric)) && FuseFlag && - (CValue1 == 1) && (MainCtrlActualPos == 0) && (ScndCtrlActualPos == 0) && Mains) - /* if (EngineType=ElectricSeriesMotor) and (CValue1=1) and - (MainCtrlActualPos=0) and (ScndCtrlActualPos=0) and Mains then*/ - FuseFlag = false; /*wlaczenie ponowne obwodu*/ - // if ((EngineType=ElectricSeriesMotor)or(EngineType=DieselElectric)) and not FuseFlag and - // (CValue1=0) and Mains then - // FuseFlag:=true; + FuseOn( range_t::local ); OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } else if (Command == "ConverterSwitch") /*NBMX*/ diff --git a/Train.cpp b/Train.cpp index 75417b8c..a4eb605b 100644 --- a/Train.cpp +++ b/Train.cpp @@ -299,6 +299,9 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::motoroverloadrelaythresholdsetlow, &TTrain::OnCommand_motoroverloadrelaythresholdsetlow }, { user_command::motoroverloadrelaythresholdsethigh, &TTrain::OnCommand_motoroverloadrelaythresholdsethigh }, { user_command::motoroverloadrelayreset, &TTrain::OnCommand_motoroverloadrelayreset }, + { user_command::universalrelayreset1, &TTrain::OnCommand_universalrelayreset }, + { user_command::universalrelayreset2, &TTrain::OnCommand_universalrelayreset }, + { user_command::universalrelayreset3, &TTrain::OnCommand_universalrelayreset }, { user_command::heatingtoggle, &TTrain::OnCommand_heatingtoggle }, { user_command::heatingenable, &TTrain::OnCommand_heatingenable }, { user_command::heatingdisable, &TTrain::OnCommand_heatingdisable }, @@ -3115,11 +3118,7 @@ void TTrain::OnCommand_converteroverloadrelayreset( TTrain *Train, command_data // visual feedback Train->ggConverterFuseButton.UpdateValue( 1.0, Train->dsbSwitch ); - if( ( Train->mvControlled->Mains == false ) - && ( Train->ggConverterButton.GetValue() < 0.05 ) - && ( Train->mvControlled->TrainType != dt_EZT ) ) { - Train->mvControlled->ConvOvldFlag = false; - } + Train->mvControlled->RelayReset( relay_t::primaryconverteroverload ); } else if( Command.action == GLFW_RELEASE ) { // visual feedback @@ -3626,6 +3625,23 @@ void TTrain::OnCommand_motoroverloadrelayreset( TTrain *Train, command_data cons } } +void TTrain::OnCommand_universalrelayreset( TTrain *Train, command_data const &Command ) { + + auto const itemindex = static_cast( Command.command ) - static_cast( user_command::universalrelayreset1 ); + auto &item = Train->ggRelayResetButtons[ itemindex ]; + + // NOTE: relay reset switches are impulse-only + if( Command.action == GLFW_PRESS ) { + Train->mvOccupied->UniversalResetButton( itemindex ); + // visual feedback + item.UpdateValue( 1.0 ); + } + else if( Command.action == GLFW_RELEASE ) { + // visual feedback + item.UpdateValue( 0.0 ); + } +} + void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data const &Command ) { if( Train->mvOccupied->LightsPosNo == 0 ) { @@ -4681,7 +4697,6 @@ void TTrain::OnCommand_springbrakeenable(TTrain *Train, command_data const &Comm Train->mvOccupied->SpringBrakeActivate(true); // visual feedback Train->ggSpringBrakeOnButton.UpdateValue(1.0, Train->dsbSwitch); - Train->ggSpringBrakeToggleButton.UpdateValue(1.0, Train->dsbSwitch); Train->ggSpringBrakeOffButton.UpdateValue(0.0, Train->dsbSwitch); } else if (Command.action == GLFW_RELEASE) { @@ -4697,7 +4712,6 @@ void TTrain::OnCommand_springbrakedisable(TTrain *Train, command_data const &Com Train->mvOccupied->SpringBrakeActivate(false); // visual feedback Train->ggSpringBrakeOffButton.UpdateValue(1.0, Train->dsbSwitch); - Train->ggSpringBrakeToggleButton.UpdateValue(0.0, Train->dsbSwitch); Train->ggSpringBrakeOnButton.UpdateValue(0.0, Train->dsbSwitch); } else if (Command.action == GLFW_RELEASE) { @@ -5838,7 +5852,7 @@ bool TTrain::Update( double const Deltatime ) || ( ( ggMainOnButton.SubModel != nullptr ) && ( ggMainOnButton.GetDesiredValue() > 0.95 ) || ( ggIgnitionKey.GetDesiredValue() > 0.95 ) ) ) { // HACK: fallback // keep track of period the line breaker button is held down, to determine when/if circuit closes - if( ( mvControlled->MainsInitTimeCountdown <= 0.0 ) + if( ( mvControlled->MainSwitchCheck() ) && ( ( fHVoltage > 0.5 * mvControlled->EnginePowerSource.MaxVoltage ) || ( ( mvControlled->EngineType != TEngineType::ElectricSeriesMotor ) && ( mvControlled->EngineType != TEngineType::ElectricInductionMotor ) @@ -6424,9 +6438,14 @@ bool TTrain::Update( double const Deltatime ) || ( mvControlled->MainCtrlActualPos == 0 ) ); // do EU04 btLampkaStyczn.Turn( - ( ( mvOccupied->StLinFlag ) /* || ( mvOccupied->BrakePress > 2.0 ) || ( mvOccupied->PipePress < 3.6 ) */ ) ? + ( ( mvControlled->StLinFlag ) /* || ( mvControlled->BrakePress > 2.0 ) || ( mvControlled->PipePress < 3.6 ) */ ) ? false : - ( mvOccupied->BrakePress < 1.0 ) ); // mozna prowadzic rozruch + ( mvControlled->BrakePress < 1.0 ) ); // mozna prowadzic rozruch + + btLampkaPrzekRozn.Turn( + ( ( mvControlled->GroundRelay ) || ( mvControlled->BrakePress > 2.0 ) || ( mvControlled->PipePress < 3.6 ) ) ? + false : + ( mvControlled->BrakePress < 1.0 ) ); // relay is off and needs a reset if( ( ( mvControlled->CabOccupied == 1 ) && ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) ) || ( ( mvControlled->CabOccupied == -1 ) && ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) ) ) { @@ -6889,7 +6908,6 @@ bool TTrain::Update( double const Deltatime ) ggMainButton.Update(); ggSecurityResetButton.Update(); ggReleaserButton.Update(); - ggSpringBrakeToggleButton.Update(); ggSpringBrakeOnButton.Update(); ggSpringBrakeOffButton.Update(); ggUniveralBrakeButton1.Update(); @@ -6961,10 +6979,12 @@ bool TTrain::Update( double const Deltatime ) for (auto &speedctrlbutton : ggSpeedCtrlButtons) { speedctrlbutton.Update( lowvoltagepower ); } - for( auto &universal : ggUniversals ) { universal.Update(); } + for( auto &relayresetbutton : ggRelayResetButtons ) { + relayresetbutton.Update(); + } // hunter-091012 ggInstrumentLightButton.Update(); ggDashboardLightButton.Update(); @@ -8252,7 +8272,6 @@ void TTrain::clear_cab_controls() ggMainOnButton.Clear(); ggSecurityResetButton.Clear(); ggReleaserButton.Clear(); - ggSpringBrakeToggleButton.Clear(); ggSpringBrakeOnButton.Clear(); ggSpringBrakeOffButton.Clear(); ggUniveralBrakeButton1.Clear(); @@ -8278,6 +8297,9 @@ void TTrain::clear_cab_controls() for( auto &universal : ggUniversals ) { universal.Clear(); } + for( auto &relayresetbutton : ggRelayResetButtons ) { + relayresetbutton.Clear(); + } ggInstrumentLightButton.Clear(); ggDashboardLightButton.Clear(); ggTimetableLightButton.Clear(); @@ -8952,7 +8974,6 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "main_on_bt:", ggMainOnButton }, { "security_reset_bt:", ggSecurityResetButton }, { "releaser_bt:", ggReleaserButton }, - { "springbraketoggle_bt:", ggSpringBrakeToggleButton }, { "springbrakeon_bt:", ggSpringBrakeOnButton }, { "springbrakeoff_bt:", ggSpringBrakeOffButton }, { "universalbrake1_bt:", ggUniveralBrakeButton1 }, @@ -9046,6 +9067,9 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "batteryon_sw:", ggBatteryOnButton }, { "batteryoff_sw:", ggBatteryOffButton }, { "distancecounter_sw:", ggDistanceCounterButton }, + { "relayreset1_bt:", ggRelayResetButtons[ 0 ] }, + { "relayreset2_bt:", ggRelayResetButtons[ 1 ] }, + { "relayreset3_bt:", ggRelayResetButtons[ 2 ] }, { "universal0:", ggUniversals[ 0 ] }, { "universal1:", ggUniversals[ 1 ] }, { "universal2:", ggUniversals[ 2 ] }, @@ -9107,6 +9131,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "pantrearoff_sw:", &mvControlled->Pantographs[end::rear].valve.is_disabled }, { "radio_sw:", &mvOccupied->Radio }, { "cablight_sw:", &Cabine[ iCabn ].bLight }, + { "springbraketoggle_bt:", &mvOccupied->SpringBrake.Activate }, }; { auto lookup = autoboolgauges.find( Label ); diff --git a/Train.h b/Train.h index be8af815..02269291 100644 --- a/Train.h +++ b/Train.h @@ -325,6 +325,7 @@ class TTrain { static void OnCommand_motoroverloadrelaythresholdsetlow( TTrain *Train, command_data const &Command ); static void OnCommand_motoroverloadrelaythresholdsethigh( TTrain *Train, command_data const &Command ); static void OnCommand_motoroverloadrelayreset( TTrain *Train, command_data const &Command ); + static void OnCommand_universalrelayreset( TTrain *Train, command_data const &Command ); static void OnCommand_heatingtoggle( TTrain *Train, command_data const &Command ); static void OnCommand_heatingenable( TTrain *Train, command_data const &Command ); static void OnCommand_heatingdisable( TTrain *Train, command_data const &Command ); @@ -474,7 +475,6 @@ public: // reszta może by?publiczna TGauge ggMainButton; // EZT TGauge ggSecurityResetButton; TGauge ggReleaserButton; - TGauge ggSpringBrakeToggleButton; TGauge ggSpringBrakeOnButton; TGauge ggSpringBrakeOffButton; TGauge ggUniveralBrakeButton1; @@ -536,6 +536,7 @@ public: // reszta może by?publiczna std::array ggSpeedCtrlButtons; // NOTE: temporary arrangement until we have dynamically built control table std::array ggUniversals; // NOTE: temporary arrangement until we have dynamically built control table + std::array ggRelayResetButtons; // NOTE: temporary arrangement until we have dynamically built control table TGauge ggInstrumentLightButton; TGauge ggDashboardLightButton; diff --git a/audiorenderer.cpp b/audiorenderer.cpp index ff4a22d9..aac97574 100644 --- a/audiorenderer.cpp +++ b/audiorenderer.cpp @@ -463,6 +463,21 @@ openal_renderer::fetch_source() { bool openal_renderer::init_caps() { + if( ::alcIsExtensionPresent( nullptr, "ALC_ENUMERATION_EXT" ) == AL_TRUE ) { + // enumeration supported + WriteLog( "available audio devices:" ); + auto const *devices { ::alcGetString( nullptr, ALC_DEVICE_SPECIFIER ) }; + auto const + *device { devices }, + *next { devices + 1 }; + while( (device) && (*device != '\0') && (next) && (*next != '\0') ) { + WriteLog( { device } ); + auto const len { std::strlen( device ) }; + device += ( len + 1 ); + next += ( len + 2 ); + } + } + // NOTE: default value of audio renderer variable is empty string, meaning argument of NULL i.e. 'preferred' device m_device = ::alcOpenDevice( Global.AudioRenderer.c_str() ); if( m_device == nullptr ) { diff --git a/command.cpp b/command.cpp index a452e9d7..311892d6 100644 --- a/command.cpp +++ b/command.cpp @@ -113,6 +113,9 @@ commanddescription_sequence Commands_descriptions = { { "motoroverloadrelaythresholdsetlow", command_target::vehicle }, { "motoroverloadrelaythresholdsethigh", command_target::vehicle }, { "motoroverloadrelayreset", command_target::vehicle }, + { "universalrelayreset1", command_target::vehicle }, + { "universalrelayreset2", command_target::vehicle }, + { "universalrelayreset3", command_target::vehicle }, { "notchingrelaytoggle", command_target::vehicle }, { "epbrakecontroltoggle", command_target::vehicle }, { "trainbrakeoperationmodeincrease", command_target::vehicle }, diff --git a/command.h b/command.h index 1ea9877e..fb28817c 100644 --- a/command.h +++ b/command.h @@ -105,6 +105,9 @@ enum class user_command { motoroverloadrelaythresholdsetlow, motoroverloadrelaythresholdsethigh, motoroverloadrelayreset, + universalrelayreset1, + universalrelayreset2, + universalrelayreset3, notchingrelaytoggle, epbrakecontroltoggle, trainbrakeoperationmodeincrease, diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index 96bc3ab6..9dffa3b1 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -116,6 +116,9 @@ driverkeyboard_input::default_bindings() { // motoroverloadrelaythresholdsetlow, // motoroverloadrelaythresholdsethigh, { user_command::motoroverloadrelayreset, GLFW_KEY_N }, + // universalrelayreset1, + // universalrelayreset2, + // universalrelayreset3, { user_command::notchingrelaytoggle, GLFW_KEY_G }, { user_command::epbrakecontroltoggle, GLFW_KEY_Z | keymodifier::control }, { user_command::trainbrakeoperationmodeincrease, GLFW_KEY_KP_2 | keymodifier::control }, diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 60b9bc4c..fd87a514 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -645,6 +645,15 @@ drivermouse_input::default_bindings() { { "converterfuse_bt:", { user_command::converteroverloadrelayreset, user_command::none } }, + { "relayreset1_bt:", { + user_command::universalrelayreset1, + user_command::none } }, + { "relayreset2_bt:", { + user_command::universalrelayreset2, + user_command::none } }, + { "relayreset3_bt:", { + user_command::universalrelayreset3, + user_command::none } }, { "stlinoff_bt:", { user_command::motorconnectorsopen, user_command::none } }, diff --git a/translation.cpp b/translation.cpp index f5cbc4c7..f961c7a9 100644 --- a/translation.cpp +++ b/translation.cpp @@ -140,6 +140,9 @@ init() { "whistle", "motor overload relay reset", "converter overload relay reset", + "relay reset", + "relay reset", + "relay reset", "motor connectors", "left door (permit)", "right door (permit)", @@ -338,6 +341,9 @@ init() { "gwizdawka", "przekaznik nadmiarowy silnikow trakcyjnych", "przekaznik nadmiarowy przetwornicy", + "przekazniki nadmiarowe", + "przekazniki nadmiarowe", + "przekazniki nadmiarowe", "styczniki liniowe", "drzwi lewe (zezwol)", "drzwi prawe (zezwol)", @@ -489,6 +495,9 @@ init() { "whistle_bt:", "fuse_bt:", "converterfuse_bt:", + "relayreset1_bt:", + "relayreset2_bt:", + "relayreset3_bt:", "stlinoff_bt:", "doorleftpermit_sw:", "doorrightpermit_sw:", diff --git a/translation.h b/translation.h index def285d0..7d50fe03 100644 --- a/translation.h +++ b/translation.h @@ -129,6 +129,9 @@ enum string { cab_whistle_bt, cab_fuse_bt, cab_converterfuse_bt, + cab_relayreset1, + cab_relayreset2, + cab_relayreset3, cab_stlinoff_bt, cab_doorleftpermit_sw, cab_doorrightpermit_sw, From 730dfa2af612147d9af48af6b528781410c901d3 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 2 Apr 2020 01:27:38 +0200 Subject: [PATCH 104/153] post-merge tweaks --- openglrenderer.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 8932a82a..fb719c8a 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -1614,6 +1614,7 @@ opengl_renderer::Render( world_environment *Environment ) { else if( moonphase < 20.30228f ) { moonv = 1.0f - 0.333f; moonu = 0.667f; } else if( moonphase < 23.99361f ) { moonv = 1.0f - 0.667f; moonu = 0.0f; } else if( moonphase < 27.68493f ) { moonv = 1.0f - 0.667f; moonu = 0.333f; } + else if( moonphase == 50 ) { moonv = 1.0f - 0.667f; moonu = 0.66f; } //9th slot used for easter egg else { moonv = 1.0f - 0.0f; moonu = 0.0f; } ::glBegin( GL_TRIANGLE_STRIP ); From 0593f158ba66028ad77ac4ae8e6a0bc26a972e32 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 6 Apr 2020 15:59:07 +0200 Subject: [PATCH 105/153] build 200406. power relay cab indicators logic tweak, cab update logic tweak, compartment lights logic tweak, automatic coupling crash workaround, pantograph power draw fix --- Driver.h | 2 +- DynObj.cpp | 55 +- McZapkie/MOVER.h | 2 + McZapkie/Mover.cpp | 33 +- Train.cpp | 2029 ++++++++++++++++++++++---------------------- simulation.cpp | 5 + version.h | 2 +- 7 files changed, 1080 insertions(+), 1048 deletions(-) diff --git a/Driver.h b/Driver.h index 1396d2b6..8241e166 100644 --- a/Driver.h +++ b/Driver.h @@ -446,8 +446,8 @@ private: // consist // methods public: + bool CheckVehicles( TOrders user = Wait_for_orders ); private: - bool CheckVehicles(TOrders user = Wait_for_orders); bool PrepareEngine(); bool ReleaseEngine(); void Doors(bool const Open, int const Side = 0); diff --git a/DynObj.cpp b/DynObj.cpp index 14167c90..6e44e78d 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -664,7 +664,12 @@ TDynamicObject::toggle_lights() { if( true == SectionLightsActive ) { // switch all lights off... - MoverParameters->BatterySwitch( false ); + for( auto §ion : Sections ) { + auto const sectionname { section.compartment->pName }; + if( sectionname.rfind( "cab", 0 ) != 0 ) { + section.light_level = 0.0; + } + } SectionLightsActive = false; } else { @@ -684,7 +689,6 @@ TDynamicObject::toggle_lights() { section.light_level = ( Random() < 0.75 ? 0.75f : 0.15f ); } } - MoverParameters->BatterySwitch( true ); SectionLightsActive = true; } } @@ -2848,14 +2852,19 @@ bool TDynamicObject::Update(double dt, double dt1) // couplers if( ( MoverParameters->Couplers[ 0 ].CouplingFlag != coupling::faux ) && ( MoverParameters->Couplers[ 1 ].CouplingFlag != coupling::faux ) ) { - MoverParameters->InsideConsist = true; } else { - MoverParameters->InsideConsist = false; } - // + // HACK: we're using sound event to detect whether vehicle was connected to another + if( TestFlag( MoverParameters->AIFlag, sound::attachcoupler ) ) { + auto *driver{ ctOwner ? ctOwner : Mechanik }; + if( driver != nullptr ) { + driver->CheckVehicles( Connect ); + } + SetFlag( MoverParameters->AIFlag, -sound::attachcoupler ); + } // napiecie sieci trakcyjnej // Ra 15-01: przeliczenie poboru prądu powinno być robione wcześniej, żeby na @@ -3448,11 +3457,35 @@ bool TDynamicObject::Update(double dt, double dt1) + MoverParameters->TotalCurrent; // prąd pobierany przez pojazd - bez sensu z tym (TotalCurrent) // TotalCurrent to bedzie prad nietrakcyjny (niezwiazany z napedem) // fCurrent+=fabs(MoverParameters->Voltage)*1e-6; //prąd płynący przez woltomierz, rozładowuje kondensator orgromowy 4µF +/* double fPantCurrent = fCurrent; // normalnie cały prąd przez jeden pantograf - if (iAnimType[ANIM_PANTS] > 1) // a jeśli są dwa pantografy //Ra 1014-11: proteza, trzeba zrobić sensowniej - if (pants[0].fParamPants->hvPowerWire && - pants[1].fParamPants->hvPowerWire) // i oba podłączone do drutów + if (iAnimType[ANIM_PANTS] > 1) { // a jeśli są dwa pantografy //Ra 1014-11: proteza, trzeba zrobić sensowniej + if (pants[0].fParamPants->hvPowerWire && pants[1].fParamPants->hvPowerWire) { // i oba podłączone do drutów fPantCurrent = fCurrent * 0.5; // to dzielimy prąd równo na oba (trochę bez sensu, ale lepiej tak niż podwoić prąd) + } + } +*/ + // test whether more than one pantograph touches the wire + // NOTE: we're duplicating lot of code from below + // TODO: clean this up + auto activepantographs { 0 }; + for( int idx = 0; idx < iAnimType[ ANIM_PANTS ]; ++idx ) { + auto const *pantograph { pants[ idx ].fParamPants }; + if( Global.bLiveTraction == false ) { + if( pantograph->PantWys >= 1.2 ) { + ++activepantographs; + } + } + else { + if( ( pantograph->hvPowerWire != nullptr ) + && ( true == MoverParameters->Pantographs[ end::front ].is_active ) + && ( pantograph->PantTraction - pantograph->PantWys < 0.01 ) ) { // tolerancja niedolegania + ++activepantographs; + } + } + } + auto const fPantCurrent { fCurrent / std::max( 1, activepantographs ) }; + for (int i = 0; i < iAnimType[ANIM_PANTS]; ++i) { // pętla po wszystkich pantografach p = pants[i].fParamPants; @@ -3773,9 +3806,9 @@ bool TDynamicObject::Update(double dt, double dt1) // compartment lights // if the vehicle has a controller, we base the light state on state of the controller otherwise we check the vehicle itself - if( ( ctOwner != nullptr ? ctOwner->Controlling()->Battery != SectionLightsActive : - Mechanik != nullptr ? false : // don't touch lights in a stand-alone manned vehicle - MoverParameters->CompartmentLights.is_active == true ) ) { // without controller switch the lights off + if( ( ctOwner != nullptr ? SectionLightsActive != MoverParameters->CompartmentLights.is_active : + Mechanik != nullptr ? SectionLightsActive != MoverParameters->CompartmentLights.is_active : + SectionLightsActive ) ) { // without controller switch the lights off toggle_lights(); } diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index b8df0634..91197c57 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -284,6 +284,7 @@ static int const eimc_f_Uzh = 8; static int const eimc_f_DU = 9; static int const eimc_f_I0 = 10; static int const eimc_f_cfu = 11; +static int const eimc_f_cfuH = 12; static int const eimc_p_F0 = 13; static int const eimc_p_a1 = 14; static int const eimc_p_Pmax = 15; @@ -1304,6 +1305,7 @@ public: std::array Neighbours; // potential collision sources bool EventFlag = false; /*!o true jesli cos nietypowego sie wydarzy*/ int SoundFlag = 0; /*!o patrz stale sound_ */ + int AIFlag{ 0 }; // HACK: events of interest for consist owner double DistCounter = 0.0; /*! licznik kilometrow */ double V = 0.0; //predkosc w [m/s] względem sprzęgów (dodania gdy jedzie w stronę 0) double Vel = 0.0; //moduł prędkości w [km/h], używany przez AI diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index bca8f347..4e5ca721 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1923,7 +1923,7 @@ void TMoverParameters::PantographsCheck( double const Timestep ) { void TMoverParameters::LightsCheck( double const Timestep ) { - auto const lowvoltagepower { ( + auto const converterpower { ( ( ConverterFlag ) || ( ( ( Couplers[ end::front ].CouplingFlag & coupling::permanent ) != 0 ) && ( Couplers[ end::front ].Connected->ConverterFlag ) ) || ( ( ( Couplers[ end::rear ].CouplingFlag & coupling::permanent ) != 0 ) && ( Couplers[ end::rear ].Connected->ConverterFlag ) ) ) }; @@ -1932,7 +1932,7 @@ void TMoverParameters::LightsCheck( double const Timestep ) { light.is_active = ( // TODO: bind properly power source when ld is in place - ( Battery || lowvoltagepower ) // power source + ( Battery || converterpower ) // power source && ( false == light.is_disabled ) && ( ( true == light.is_active ) || ( light.start_type == start_t::manual ? @@ -1944,7 +1944,7 @@ void TMoverParameters::LightsCheck( double const Timestep ) { 1.0f : 0.0f ) // TODO: bind properly power source when ld is in place - * ( lowvoltagepower ? 1.0f : + * ( converterpower ? 1.0f : Battery ? 0.5f : 0.0f ) * light.dimming; @@ -4602,15 +4602,14 @@ void TMoverParameters::ComputeTotalForce(double dt) { Fb = BrakeForce(RunningTrack); // poslizg auto Fwheels { FTrain - Fb * Sign( V ) }; - if( ( Vel > 0.001 ) // crude trap, to prevent braked stationary vehicles from passing fb > mass * adhesive test + if( ( Vel > 0.1 ) // crude trap, to prevent braked stationary vehicles from passing fb > mass * adhesive test && ( std::abs(Fwheels) > TotalMassxg * Adhesive( RunningTrack.friction ) ) ) { SlippingWheels = true; } double temp_nrot = nrot; if (true == SlippingWheels) { - temp_nrot = ComputeRotatingWheel(Fwheels - Sign(nrot * M_PI * WheelDiameter - V) * - Adhesive(RunningTrack.friction) * TotalMassxg, dt, nrot); + temp_nrot = ComputeRotatingWheel(Fwheels - Sign(nrot * M_PI * WheelDiameter - V) * Adhesive(RunningTrack.friction) * TotalMassxg, dt, nrot); if (Sign(nrot * M_PI * WheelDiameter - V)*Sign(temp_nrot * M_PI * WheelDiameter - V) < 0) { SlippingWheels = false; @@ -4960,8 +4959,13 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { && ( coupler.type() == othercoupler.type() ) && ( coupler.CouplingFlag == coupling::faux ) ) { // sprzeganie wagonow z samoczynnymi sprzegami + if( Attach( End, otherend, othervehicle, ( coupler.AutomaticCouplingFlag & othercoupler.AutomaticCouplingFlag ) ) ) { + SetFlag( AIFlag, sound::attachcoupler ); + } +/* coupler.CouplingFlag = ( coupler.AutomaticCouplingFlag & othercoupler.AutomaticCouplingFlag ); SetFlag( coupler.sounds, sound::attachcoupler ); +*/ } } } @@ -5201,11 +5205,11 @@ double TMoverParameters::TractionForce( double dt ) { case TEngineType::DieselElectric: { // TODO: move this to the auto relay check when the electric engine code paths are unified StLinFlag &= MotorConnectorsCheck(); + StLinFlag &= ( MainCtrlActualPos > 0 ); StLinFlag |= ( - ( MainCtrlActualPos == 0 ) - && ( TrainType != dt_EZT ? - MainCtrlPowerPos() == 1 : - MainCtrlPowerPos() > 0 ) ); + ( Mains ) + && ( MainCtrlActualPos == 0 ) + && ( MainCtrlPowerPos() > 0 ) ); break; } @@ -5847,8 +5851,10 @@ double TMoverParameters::TractionForce( double dt ) { else tmp = eimc[eimc_f_Uzmax]; + auto f_cfu { DynamicBrakeFlag ? eimc[eimc_f_cfuH] : eimc[eimc_f_cfu] }; + eimv[eimv_Uzsmax] = Min0R(EngineVoltage - eimc[eimc_f_DU], tmp); - eimv[eimv_fkr] = eimv[eimv_Uzsmax] / eimc[eimc_f_cfu]; + eimv[eimv_fkr] = eimv[eimv_Uzsmax] / f_cfu; if( (eimv_pr < 0 ) ) { eimv[ eimv_Pmax ] = eimc[ eimc_p_Ph ]; } @@ -5866,7 +5872,7 @@ double TMoverParameters::TractionForce( double dt ) { eimv[ eimv_fkr ] / std::max( abs( enrot ) * eimc[ eimc_s_p ] + eimc[ eimc_s_dfmax ] * eimv[ eimv_ks ], eimc[ eimc_s_dfmax ] ) ) - * eimc[ eimc_f_cfu ] + * f_cfu / eimc[ eimc_s_cfu ] ) * ( eimc[ eimc_s_dfmax ] * eimc[ eimc_s_dfic ] * eimc[ eimc_s_cim ] ) * Transmision.Ratio * NPoweredAxles * 2.0 / WheelDiameter; @@ -5908,7 +5914,7 @@ double TMoverParameters::TractionForce( double dt ) { // eimv[eimv_U]:=Max0R(eimv[eimv_Uzsmax],Min0R(eimc[eimc_f_cfu]*eimv[eimv_fp],eimv[eimv_Uzsmax])); // eimv[eimv_pole]:=eimv[eimv_U]/(eimv[eimv_fp]*eimc[eimc_s_cfu]); if ((abs(eimv[eimv_fp]) <= eimv[eimv_fkr])) - eimv[eimv_pole] = eimc[eimc_f_cfu] / eimc[eimc_s_cfu]; + eimv[eimv_pole] = f_cfu / eimc[eimc_s_cfu]; else eimv[eimv_pole] = eimv[eimv_Uzsmax] / eimc[eimc_s_cfu] / abs(eimv[eimv_fp]); eimv[eimv_U] = eimv[eimv_pole] * eimv[eimv_fp] * eimc[eimc_s_cfu]; @@ -10248,6 +10254,7 @@ void TMoverParameters::LoadFIZ_Engine( std::string const &Input ) { extract_value( eimc[ eimc_f_DU ], "DU", Input, "" ); extract_value( eimc[ eimc_f_I0 ], "I0", Input, "" ); extract_value( eimc[ eimc_f_cfu ], "fcfu", Input, "" ); + extract_value( eimc[ eimc_f_cfuH ], "fcfuH", Input, to_string(eimc[eimc_f_cfu])); extract_value( eimc[ eimc_p_F0 ], "F0", Input, "" ); extract_value( eimc[ eimc_p_a1 ], "a1", Input, "" ); extract_value( eimc[ eimc_p_Pmax ], "Pmax", Input, "" ); diff --git a/Train.cpp b/Train.cpp index a4eb605b..4315cbb3 100644 --- a/Train.cpp +++ b/Train.cpp @@ -498,9 +498,11 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) Global.CurrentMaxTextureSize = Global.iMaxCabTextureSize; auto const result{ LoadMMediaFile( DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" ) }; Global.CurrentMaxTextureSize = Global.iMaxTextureSize; +/* if( false == result ) { return false; } +*/ } // Ra: taka proteza - przesłanie kierunku do członów connected @@ -5914,1101 +5916,1084 @@ bool TTrain::Update( double const Deltatime ) UpdateCab(); - if (DynamicObject->mdKabina) - { // Ra: TODO: odczyty klawiatury/pulpitu nie powinny być uzależnione od istnienia modelu kabiny - - if( ( DynamicObject->Mechanik != nullptr ) - && ( false == DynamicObject->Mechanik->AIControllFlag ) ) { - // nie blokujemy AI - if( ( mvOccupied->TrainType == dt_ET40 ) - || ( mvOccupied->TrainType == dt_EP05 ) - || ( mvOccupied->HasCamshaft ) ) { - // dla ET40 i EU05 automatyczne cofanie nastawnika - i tak nie będzie to działać dobrze... - // TODO: use deltatime to stabilize speed + if( ( DynamicObject->Mechanik != nullptr ) + && ( false == DynamicObject->Mechanik->AIControllFlag ) ) { + // nie blokujemy AI + if( ( mvOccupied->TrainType == dt_ET40 ) + || ( mvOccupied->TrainType == dt_EP05 ) + || ( mvOccupied->HasCamshaft ) ) { + // dla ET40 i EU05 automatyczne cofanie nastawnika - i tak nie będzie to działać dobrze... + // TODO: use deltatime to stabilize speed /* - if( false == ( - ( input::command == user_command::mastercontrollerset ) - || ( input::command == user_command::mastercontrollerincrease ) - || ( input::command == user_command::mastercontrollerdecrease ) ) ) { + if( false == ( + ( input::command == user_command::mastercontrollerset ) + || ( input::command == user_command::mastercontrollerincrease ) + || ( input::command == user_command::mastercontrollerdecrease ) ) ) { */ - if( false == ( m_mastercontrollerinuse || Global.ctrlState ) ) { - m_mastercontrollerreturndelay -= Deltatime; - if( m_mastercontrollerreturndelay < 0.f ) { - m_mastercontrollerreturndelay = EU07_CONTROLLER_BASERETURNDELAY; - if( mvOccupied->MainCtrlPos > mvOccupied->MainCtrlActualPos ) { - mvOccupied->DecMainCtrl( 1 ); - } - else if( mvOccupied->MainCtrlPos < mvOccupied->MainCtrlActualPos ) { - // Ra 15-01: a to nie miało być tylko cofanie? - mvOccupied->IncMainCtrl( 1 ); - } + if( false == ( m_mastercontrollerinuse || Global.ctrlState ) ) { + m_mastercontrollerreturndelay -= Deltatime; + if( m_mastercontrollerreturndelay < 0.f ) { + m_mastercontrollerreturndelay = EU07_CONTROLLER_BASERETURNDELAY; + if( mvOccupied->MainCtrlPos > mvOccupied->MainCtrlActualPos ) { + mvOccupied->DecMainCtrl( 1 ); + } + else if( mvOccupied->MainCtrlPos < mvOccupied->MainCtrlActualPos ) { + // Ra 15-01: a to nie miało być tylko cofanie? + mvOccupied->IncMainCtrl( 1 ); } } } -/* - if( ( mvOccupied->BrakeHandle == TBrakeHandle::FVel6 ) - && ( mvOccupied->fBrakeCtrlPos < 0.0 ) - && ( Global.iFeedbackMode < 3 ) ) { - // Odskakiwanie hamulce EP - if( false == ( - ( input::command == user_command::trainbrakeset ) - || ( input::command == user_command::trainbrakedecrease ) - || ( input::command == user_command::trainbrakecharging ) ) ) { - set_train_brake( 0 ); - } - } -*/ } + } - // McZapkie: predkosc wyswietlana na tachometrze brana jest z obrotow kol - auto const maxtacho { 3.0 }; - fTachoVelocity = static_cast( std::min( std::abs(11.31 * mvControlled->WheelDiameter * mvControlled->nrot), mvControlled->Vmax * 1.05) ); - { // skacze osobna zmienna - float ff = simulation::Time.data().wSecond; // skacze co sekunde - pol sekundy - // pomiar, pol sekundy ustawienie - if (ff != fTachoTimer) // jesli w tej sekundzie nie zmienial - { - if (fTachoVelocity > 1) // jedzie - fTachoVelocityJump = fTachoVelocity + (2.0 - LocalRandom(3) + LocalRandom(3)) * 0.5; - else - fTachoVelocityJump = 0; // stoi - fTachoTimer = ff; // juz zmienil - } - } - if (fTachoVelocity > 1) // McZapkie-270503: podkrecanie tachometru + // McZapkie: predkosc wyswietlana na tachometrze brana jest z obrotow kol + auto const maxtacho { 3.0 }; + fTachoVelocity = static_cast( std::min( std::abs(11.31 * mvControlled->WheelDiameter * mvControlled->nrot), mvControlled->Vmax * 1.05) ); + { // skacze osobna zmienna + float ff = simulation::Time.data().wSecond; // skacze co sekunde - pol sekundy + // pomiar, pol sekundy ustawienie + if (ff != fTachoTimer) // jesli w tej sekundzie nie zmienial { - // szybciej zacznij stukac - fTachoCount = std::min( maxtacho, fTachoCount + Deltatime * 3 ); - } - else if( fTachoCount > 0 ) { - // schodz powoli - niektore haslery to ze 4 sekundy potrafia stukac - fTachoCount = std::max( 0.0, fTachoCount - Deltatime * 0.66 ); - } - - // Ra 2014-09: napięcia i prądy muszą być ustalone najpierw, bo wysyłane są ewentualnie na PoKeys - if( ( mvControlled->EngineType != TEngineType::DieselElectric ) - && ( mvControlled->EngineType != TEngineType::ElectricInductionMotor ) ) { // Ra 2014-09: czy taki rozdzia? ma sens? - fHVoltage = std::max( - mvControlled->PantographVoltage, - mvControlled->GetAnyTrainsetVoltage() ); // Winger czy to nie jest zle? - } - // *mvControlled->Mains); - else { - fHVoltage = mvControlled->EngineVoltage; - } - if (ShowNextCurrent) - { // jeśli pokazywać drugi człon - if (mvSecond) - { // o ile jest ten drugi - fHCurrent[0] = mvSecond->ShowCurrent(0) * 1.05; - fHCurrent[1] = mvSecond->ShowCurrent(1) * 1.05; - fHCurrent[2] = mvSecond->ShowCurrent(2) * 1.05; - fHCurrent[3] = mvSecond->ShowCurrent(3) * 1.05; - } + if (fTachoVelocity > 1) // jedzie + fTachoVelocityJump = fTachoVelocity + (2.0 - LocalRandom(3) + LocalRandom(3)) * 0.5; else - fHCurrent[0] = fHCurrent[1] = fHCurrent[2] = fHCurrent[3] = - 0.0; // gdy nie ma człona + fTachoVelocityJump = 0; // stoi + fTachoTimer = ff; // juz zmienil + } + } + if (fTachoVelocity > 1) // McZapkie-270503: podkrecanie tachometru + { + // szybciej zacznij stukac + fTachoCount = std::min( maxtacho, fTachoCount + Deltatime * 3 ); + } + else if( fTachoCount > 0 ) { + // schodz powoli - niektore haslery to ze 4 sekundy potrafia stukac + fTachoCount = std::max( 0.0, fTachoCount - Deltatime * 0.66 ); + } + + // Ra 2014-09: napięcia i prądy muszą być ustalone najpierw, bo wysyłane są ewentualnie na PoKeys + if( ( mvControlled->EngineType != TEngineType::DieselElectric ) + && ( mvControlled->EngineType != TEngineType::ElectricInductionMotor ) ) { // Ra 2014-09: czy taki rozdzia? ma sens? + fHVoltage = std::max( + mvControlled->PantographVoltage, + mvControlled->GetAnyTrainsetVoltage() ); // Winger czy to nie jest zle? + } + // *mvControlled->Mains); + else { + fHVoltage = mvControlled->EngineVoltage; + } + if (ShowNextCurrent) + { // jeśli pokazywać drugi człon + if (mvSecond) + { // o ile jest ten drugi + fHCurrent[0] = mvSecond->ShowCurrent(0) * 1.05; + fHCurrent[1] = mvSecond->ShowCurrent(1) * 1.05; + fHCurrent[2] = mvSecond->ShowCurrent(2) * 1.05; + fHCurrent[3] = mvSecond->ShowCurrent(3) * 1.05; } else - { // normalne pokazywanie - fHCurrent[0] = mvControlled->ShowCurrent(0); - fHCurrent[1] = mvControlled->ShowCurrent(1); - fHCurrent[2] = mvControlled->ShowCurrent(2); - fHCurrent[3] = mvControlled->ShowCurrent(3); - } + fHCurrent[0] = fHCurrent[1] = fHCurrent[2] = fHCurrent[3] = + 0.0; // gdy nie ma człona + } + else + { // normalne pokazywanie + fHCurrent[0] = mvControlled->ShowCurrent(0); + fHCurrent[1] = mvControlled->ShowCurrent(1); + fHCurrent[2] = mvControlled->ShowCurrent(2); + fHCurrent[3] = mvControlled->ShowCurrent(3); + } - bool kier = (DynamicObject->DirectionGet() * mvOccupied->CabOccupied > 0); - TDynamicObject *p = DynamicObject->GetFirstDynamic(mvOccupied->CabOccupied < 0 ? end::rear : end::front, 4); - int in = 0; - fEIMParams[0][6] = 0; - iCarNo = 0; - iPowerNo = 0; - iUnitNo = 1; + bool kier = (DynamicObject->DirectionGet() * mvOccupied->CabOccupied > 0); + TDynamicObject *p = DynamicObject->GetFirstDynamic(mvOccupied->CabOccupied < 0 ? end::rear : end::front, 4); + int in = 0; + fEIMParams[0][6] = 0; + iCarNo = 0; + iPowerNo = 0; + iUnitNo = 1; - for (int i = 0; i < 8; i++) + for (int i = 0; i < 8; i++) + { + bMains[i] = false; + fCntVol[i] = 0.0f; + bPants[i][0] = false; + bPants[i][1] = false; + bFuse[i] = false; + bBatt[i] = false; + bConv[i] = false; + bComp[i][0] = false; + bComp[i][1] = false; + bHeat[i] = false; + } + for (int i = 0; i < 20; i++) + { + if (p) { - bMains[i] = false; - fCntVol[i] = 0.0f; - bPants[i][0] = false; - bPants[i][1] = false; - bFuse[i] = false; - bBatt[i] = false; - bConv[i] = false; - bComp[i][0] = false; - bComp[i][1] = false; - bHeat[i] = false; + fPress[i][0] = p->MoverParameters->BrakePress; + fPress[i][1] = p->MoverParameters->PipePress; + fPress[i][2] = p->MoverParameters->ScndPipePress; + bBrakes[i][0] = p->MoverParameters->SpringBrake.IsActive; + bBrakes[i][1] = p->MoverParameters->SpringBrake.ShuttOff; + bDoors[i][1] = ( p->MoverParameters->Doors.instances[ side::left ].position > 0.f ); + bDoors[i][2] = ( p->MoverParameters->Doors.instances[ side::right ].position > 0.f ); + bDoors[i][3] = ( p->MoverParameters->Doors.instances[ side::left ].step_position > 0.f ); + bDoors[i][4] = ( p->MoverParameters->Doors.instances[ side::right ].step_position > 0.f ); + bDoors[i][0] = ( bDoors[i][1] || bDoors[i][2] ); + iDoorNo[i] = p->iAnimType[ANIM_DOORS]; + iUnits[i] = iUnitNo; + cCode[i] = p->MoverParameters->TypeName[p->MoverParameters->TypeName.length() - 1]; + asCarName[i] = p->name(); + if( p->MoverParameters->EnginePowerSource.SourceType == TPowerSource::CurrentCollector ) { + bPants[iUnitNo - 1][end::front] = ( bPants[iUnitNo - 1][end::front] || p->MoverParameters->Pantographs[end::front].is_active ); + bPants[iUnitNo - 1][end::rear] = ( bPants[iUnitNo - 1][end::rear] || p->MoverParameters->Pantographs[end::rear].is_active ); + } + bComp[iUnitNo - 1][0] = (bComp[iUnitNo - 1][0] || p->MoverParameters->CompressorAllow || (p->MoverParameters->CompressorStart == start_t::automatic)); + bSlip[i] = p->MoverParameters->SlippingWheels; + if (p->MoverParameters->CompressorSpeed > 0.00001) + { + bComp[iUnitNo - 1][1] = (bComp[iUnitNo - 1][1] || p->MoverParameters->CompressorFlag); + } + if ((in < 8) && (p->MoverParameters->eimc[eimc_p_Pmax] > 1)) + { + fEIMParams[1 + in][0] = p->MoverParameters->eimv[eimv_Fmax]; + fEIMParams[1 + in][1] = Max0R(fEIMParams[1 + in][0], 0); + fEIMParams[1 + in][2] = -Min0R(fEIMParams[1 + in][0], 0); + fEIMParams[1 + in][3] = p->MoverParameters->eimv[eimv_Fmax] / + Max0R(p->MoverParameters->eimv[eimv_Fful], 1); + fEIMParams[1 + in][4] = Max0R(fEIMParams[1 + in][3], 0); + fEIMParams[1 + in][5] = -Min0R(fEIMParams[1 + in][3], 0); + fEIMParams[1 + in][6] = p->MoverParameters->eimv[eimv_If]; + fEIMParams[1 + in][7] = p->MoverParameters->eimv[eimv_U]; + fEIMParams[1 + in][8] = p->MoverParameters->Itot;//p->MoverParameters->eimv[eimv_Ipoj]; + fEIMParams[1 + in][9] = p->MoverParameters->EngineVoltage; + fEIMParams[0][6] += fEIMParams[1 + in][8]; + bMains[in] = p->MoverParameters->Mains; + fCntVol[in] = p->MoverParameters->BatteryVoltage; + bFuse[in] = p->MoverParameters->FuseFlag; + bBatt[in] = p->MoverParameters->Battery; + bConv[in] = p->MoverParameters->ConverterFlag; + bHeat[in] = p->MoverParameters->Heating; + in++; + iPowerNo = in; + } + if ((in < 8) + && ((p->MoverParameters->EngineType==TEngineType::DieselEngine) + ||(p->MoverParameters->EngineType==TEngineType::DieselElectric))) + { + fDieselParams[1 + in][0] = p->MoverParameters->enrot*60; + fDieselParams[1 + in][1] = p->MoverParameters->nrot; + fDieselParams[1 + in][2] = p->MoverParameters->RList[p->MoverParameters->MainCtrlPos].R; + fDieselParams[1 + in][3] = p->MoverParameters->dizel_fill; + fDieselParams[1 + in][4] = p->MoverParameters->RList[p->MoverParameters->MainCtrlPos].Mn; + fDieselParams[1 + in][5] = p->MoverParameters->dizel_engage; + fDieselParams[1 + in][6] = p->MoverParameters->dizel_heat.Twy; + fDieselParams[1 + in][7] = p->MoverParameters->OilPump.pressure; + fDieselParams[1 + in][8] = p->MoverParameters->dizel_heat.Ts; + fDieselParams[1 + in][9] = p->MoverParameters->hydro_R_Fill; + bMains[in] = p->MoverParameters->Mains; + fCntVol[in] = p->MoverParameters->BatteryVoltage; + bFuse[in] = p->MoverParameters->FuseFlag; + bBatt[in] = p->MoverParameters->Battery; + bConv[in] = p->MoverParameters->ConverterFlag; + bHeat[in] = p->MoverParameters->Heating; + in++; + iPowerNo = in; + } + // p = p->NextC(4); //prev + if ((kier ? p->NextC(128) : p->PrevC(128)) != (kier ? p->NextC(4) : p->PrevC(4))) + iUnitNo++; + p = (kier ? p->NextC(4) : p->PrevC(4)); + iCarNo = i + 1; } - for (int i = 0; i < 20; i++) + else { - if (p) - { - fPress[i][0] = p->MoverParameters->BrakePress; - fPress[i][1] = p->MoverParameters->PipePress; - fPress[i][2] = p->MoverParameters->ScndPipePress; - bBrakes[i][0] = p->MoverParameters->SpringBrake.IsActive; - bBrakes[i][1] = p->MoverParameters->SpringBrake.ShuttOff; - bDoors[i][1] = ( p->MoverParameters->Doors.instances[ side::left ].position > 0.f ); - bDoors[i][2] = ( p->MoverParameters->Doors.instances[ side::right ].position > 0.f ); - bDoors[i][3] = ( p->MoverParameters->Doors.instances[ side::left ].step_position > 0.f ); - bDoors[i][4] = ( p->MoverParameters->Doors.instances[ side::right ].step_position > 0.f ); - bDoors[i][0] = ( bDoors[i][1] || bDoors[i][2] ); - iDoorNo[i] = p->iAnimType[ANIM_DOORS]; - iUnits[i] = iUnitNo; - cCode[i] = p->MoverParameters->TypeName[p->MoverParameters->TypeName.length() - 1]; - asCarName[i] = p->name(); - if( p->MoverParameters->EnginePowerSource.SourceType == TPowerSource::CurrentCollector ) { - bPants[iUnitNo - 1][end::front] = ( bPants[iUnitNo - 1][end::front] || p->MoverParameters->Pantographs[end::front].is_active ); - bPants[iUnitNo - 1][end::rear] = ( bPants[iUnitNo - 1][end::rear] || p->MoverParameters->Pantographs[end::rear].is_active ); - } - bComp[iUnitNo - 1][0] = (bComp[iUnitNo - 1][0] || p->MoverParameters->CompressorAllow || (p->MoverParameters->CompressorStart == start_t::automatic)); - bSlip[i] = p->MoverParameters->SlippingWheels; - if (p->MoverParameters->CompressorSpeed > 0.00001) - { - bComp[iUnitNo - 1][1] = (bComp[iUnitNo - 1][1] || p->MoverParameters->CompressorFlag); - } - if ((in < 8) && (p->MoverParameters->eimc[eimc_p_Pmax] > 1)) - { - fEIMParams[1 + in][0] = p->MoverParameters->eimv[eimv_Fmax]; - fEIMParams[1 + in][1] = Max0R(fEIMParams[1 + in][0], 0); - fEIMParams[1 + in][2] = -Min0R(fEIMParams[1 + in][0], 0); - fEIMParams[1 + in][3] = p->MoverParameters->eimv[eimv_Fmax] / - Max0R(p->MoverParameters->eimv[eimv_Fful], 1); - fEIMParams[1 + in][4] = Max0R(fEIMParams[1 + in][3], 0); - fEIMParams[1 + in][5] = -Min0R(fEIMParams[1 + in][3], 0); - fEIMParams[1 + in][6] = p->MoverParameters->eimv[eimv_If]; - fEIMParams[1 + in][7] = p->MoverParameters->eimv[eimv_U]; - fEIMParams[1 + in][8] = p->MoverParameters->Itot;//p->MoverParameters->eimv[eimv_Ipoj]; - fEIMParams[1 + in][9] = p->MoverParameters->EngineVoltage; - fEIMParams[0][6] += fEIMParams[1 + in][8]; - bMains[in] = p->MoverParameters->Mains; - fCntVol[in] = p->MoverParameters->BatteryVoltage; - bFuse[in] = p->MoverParameters->FuseFlag; - bBatt[in] = p->MoverParameters->Battery; - bConv[in] = p->MoverParameters->ConverterFlag; - bHeat[in] = p->MoverParameters->Heating; - in++; - iPowerNo = in; - } - if ((in < 8) - && ((p->MoverParameters->EngineType==TEngineType::DieselEngine) - ||(p->MoverParameters->EngineType==TEngineType::DieselElectric))) - { - fDieselParams[1 + in][0] = p->MoverParameters->enrot*60; - fDieselParams[1 + in][1] = p->MoverParameters->nrot; - fDieselParams[1 + in][2] = p->MoverParameters->RList[p->MoverParameters->MainCtrlPos].R; - fDieselParams[1 + in][3] = p->MoverParameters->dizel_fill; - fDieselParams[1 + in][4] = p->MoverParameters->RList[p->MoverParameters->MainCtrlPos].Mn; - fDieselParams[1 + in][5] = p->MoverParameters->dizel_engage; - fDieselParams[1 + in][6] = p->MoverParameters->dizel_heat.Twy; - fDieselParams[1 + in][7] = p->MoverParameters->OilPump.pressure; - fDieselParams[1 + in][8] = p->MoverParameters->dizel_heat.Ts; - fDieselParams[1 + in][9] = p->MoverParameters->hydro_R_Fill; - bMains[in] = p->MoverParameters->Mains; - fCntVol[in] = p->MoverParameters->BatteryVoltage; - bFuse[in] = p->MoverParameters->FuseFlag; - bBatt[in] = p->MoverParameters->Battery; - bConv[in] = p->MoverParameters->ConverterFlag; - bHeat[in] = p->MoverParameters->Heating; - in++; - iPowerNo = in; - } - // p = p->NextC(4); //prev - if ((kier ? p->NextC(128) : p->PrevC(128)) != (kier ? p->NextC(4) : p->PrevC(4))) - iUnitNo++; - p = (kier ? p->NextC(4) : p->PrevC(4)); - iCarNo = i + 1; - } - else - { - fPress[i][0] - = fPress[i][1] - = fPress[i][2] - = 0; - bDoors[i][0] - = bDoors[i][1] - = bDoors[i][2] - = bDoors[i][3] - = bDoors[i][4] - = false; - bBrakes[i][0] - = bBrakes[i][1] - = false; - bSlip[i] = false; - iUnits[i] = 0; - cCode[i] = 0; //'0'; - asCarName[i] = ""; - } + fPress[i][0] + = fPress[i][1] + = fPress[i][2] + = 0; + bDoors[i][0] + = bDoors[i][1] + = bDoors[i][2] + = bDoors[i][3] + = bDoors[i][4] + = false; + bBrakes[i][0] + = bBrakes[i][1] + = false; + bSlip[i] = false; + iUnits[i] = 0; + cCode[i] = 0; //'0'; + asCarName[i] = ""; } + } // if (mvControlled == mvOccupied) // fEIMParams[0][3] = mvControlled->eimv[eimv_Fzad]; // procent zadany // else // fEIMParams[0][3] = // mvControlled->eimv[eimv_Fzad] - mvOccupied->LocalBrakeRatio(); // procent zadany - fEIMParams[0][3] = mvOccupied->eimic_real; - fEIMParams[0][4] = Max0R(fEIMParams[0][3], 0); - fEIMParams[0][5] = -Min0R(fEIMParams[0][3], 0); - fEIMParams[0][1] = fEIMParams[0][4] * mvControlled->eimv[eimv_Fful]; - fEIMParams[0][2] = fEIMParams[0][5] * mvControlled->eimv[eimv_Fful]; - fEIMParams[0][0] = fEIMParams[0][1] - fEIMParams[0][2]; - fEIMParams[0][7] = 0; - fEIMParams[0][8] = 0; - fEIMParams[0][9] = 0; + fEIMParams[0][3] = mvOccupied->eimic_real; + fEIMParams[0][4] = Max0R(fEIMParams[0][3], 0); + fEIMParams[0][5] = -Min0R(fEIMParams[0][3], 0); + fEIMParams[0][1] = fEIMParams[0][4] * mvControlled->eimv[eimv_Fful]; + fEIMParams[0][2] = fEIMParams[0][5] * mvControlled->eimv[eimv_Fful]; + fEIMParams[0][0] = fEIMParams[0][1] - fEIMParams[0][2]; + fEIMParams[0][7] = 0; + fEIMParams[0][8] = 0; + fEIMParams[0][9] = 0; - for (int i = in; i < 8; i++) - { - for (int j = 0; j <= 9; j++) - { - fEIMParams[1 + i][j] = 0; - fDieselParams[1 + i][j] = 0; - } - } + for (int i = in; i < 8; i++) + { + for (int j = 0; j <= 9; j++) + { + fEIMParams[1 + i][j] = 0; + fDieselParams[1 + i][j] = 0; + } + } #ifdef _WIN32 - if (Global.iFeedbackMode == 4) { - // wykonywać tylko gdy wyprowadzone na pulpit - // Ra: sterowanie miernikiem: zbiornik główny - Console::ValueSet(0, mvOccupied->Compressor); - // Ra: sterowanie miernikiem: przewód główny - Console::ValueSet(1, mvOccupied->PipePress); - // Ra: sterowanie miernikiem: cylinder hamulcowy - Console::ValueSet(2, mvOccupied->BrakePress); - // woltomierz wysokiego napięcia - Console::ValueSet(3, fHVoltage); - // Ra: sterowanie miernikiem: drugi amperomierz - Console::ValueSet(4, fHCurrent[2]); - // pierwszy amperomierz; dla EZT prąd całkowity - Console::ValueSet(5, fHCurrent[(mvControlled->TrainType & dt_EZT) ? 0 : 1]); - // Ra: prędkość na pin 43 - wyjście analogowe (to nie jest PWM); skakanie zapewnia mechanika napędu - Console::ValueSet(6, fTachoVelocity); - } + if (Global.iFeedbackMode == 4) { + // wykonywać tylko gdy wyprowadzone na pulpit + // Ra: sterowanie miernikiem: zbiornik główny + Console::ValueSet(0, mvOccupied->Compressor); + // Ra: sterowanie miernikiem: przewód główny + Console::ValueSet(1, mvOccupied->PipePress); + // Ra: sterowanie miernikiem: cylinder hamulcowy + Console::ValueSet(2, mvOccupied->BrakePress); + // woltomierz wysokiego napięcia + Console::ValueSet(3, fHVoltage); + // Ra: sterowanie miernikiem: drugi amperomierz + Console::ValueSet(4, fHCurrent[2]); + // pierwszy amperomierz; dla EZT prąd całkowity + Console::ValueSet(5, fHCurrent[(mvControlled->TrainType & dt_EZT) ? 0 : 1]); + // Ra: prędkość na pin 43 - wyjście analogowe (to nie jest PWM); skakanie zapewnia mechanika napędu + Console::ValueSet(6, fTachoVelocity); + } #endif - //------------------ - // hunter-261211: nadmiarowy przetwornicy i ogrzewania - // Ra 15-01: to musi stąd wylecieć - zależności nie mogą być w kabinie - if (mvControlled->ConverterFlag == true) - { - fConverterTimer += Deltatime; - if ((mvControlled->CompressorFlag == true) && (mvControlled->CompressorPower == 1) && - ((mvControlled->EngineType == TEngineType::ElectricSeriesMotor) || - (mvControlled->TrainType == dt_EZT)) && - (DynamicObject->Controller == Humandriver) // hunter-110212: poprawka dla EZT - && ( false == DynamicObject->Mechanik->AIControllFlag ) ) - { // hunter-091012: poprawka (zmiana warunku z CompressorPower /rozne od 0/ na /rowne 1/) - if (fConverterTimer < fConverterPrzekaznik) - { - mvControlled->ConvOvldFlag = true; - if (mvControlled->TrainType != dt_EZT) - mvControlled->MainSwitch( false, ( mvControlled->TrainType == dt_EZT ? range_t::unit : range_t::local ) ); + //------------------ + // hunter-261211: nadmiarowy przetwornicy i ogrzewania + // Ra 15-01: to musi stąd wylecieć - zależności nie mogą być w kabinie + if (mvControlled->ConverterFlag == true) + { + fConverterTimer += Deltatime; + if ((mvControlled->CompressorFlag == true) && (mvControlled->CompressorPower == 1) && + ((mvControlled->EngineType == TEngineType::ElectricSeriesMotor) || + (mvControlled->TrainType == dt_EZT)) && + (DynamicObject->Controller == Humandriver) // hunter-110212: poprawka dla EZT + && ( false == DynamicObject->Mechanik->AIControllFlag ) ) + { // hunter-091012: poprawka (zmiana warunku z CompressorPower /rozne od 0/ na /rowne 1/) + if (fConverterTimer < fConverterPrzekaznik) + { + mvControlled->ConvOvldFlag = true; + if (mvControlled->TrainType != dt_EZT) + mvControlled->MainSwitch( false, ( mvControlled->TrainType == dt_EZT ? range_t::unit : range_t::local ) ); + } + else if( fConverterTimer >= fConverterPrzekaznik ) { + // changed switch from always true to take into account state of the compressor switch + mvControlled->CompressorSwitch( mvControlled->CompressorAllow ); + } + } + } + else + fConverterTimer = 0; + //------------------ + auto const lowvoltagepower { mvControlled->Battery || mvControlled->ConverterFlag }; + + // youBy - prad w drugim czlonie: galaz lub calosc + { + TDynamicObject *tmp { nullptr }; + if (DynamicObject->NextConnected()) + if ((TestFlag(mvControlled->Couplers[end::rear].CouplingFlag, ctrain_controll)) && + (mvOccupied->CabOccupied == 1)) + tmp = DynamicObject->NextConnected(); + if (DynamicObject->PrevConnected()) + if ((TestFlag(mvControlled->Couplers[end::front].CouplingFlag, ctrain_controll)) && + (mvOccupied->CabOccupied == -1)) + tmp = DynamicObject->PrevConnected(); + if( tmp ) { + if( tmp->MoverParameters->Power > 0 ) { + if( ggI1B.SubModel ) { + ggI1B.UpdateValue( tmp->MoverParameters->ShowCurrent( 1 ) ); + ggI1B.Update(); } - else if( fConverterTimer >= fConverterPrzekaznik ) { - // changed switch from always true to take into account state of the compressor switch - mvControlled->CompressorSwitch( mvControlled->CompressorAllow ); + if( ggI2B.SubModel ) { + ggI2B.UpdateValue( tmp->MoverParameters->ShowCurrent( 2 ) ); + ggI2B.Update(); + } + if( ggI3B.SubModel ) { + ggI3B.UpdateValue( tmp->MoverParameters->ShowCurrent( 3 ) ); + ggI3B.Update(); + } + if( ggItotalB.SubModel ) { + ggItotalB.UpdateValue( tmp->MoverParameters->ShowCurrent( 0 ) ); + ggItotalB.Update(); + } + if( ggWater1TempB.SubModel ) { + ggWater1TempB.UpdateValue( tmp->MoverParameters->dizel_heat.temperatura1 ); + ggWater1TempB.Update(); + } + if( ggOilPressB.SubModel ) { + ggOilPressB.UpdateValue( tmp->MoverParameters->OilPump.pressure ); + ggOilPressB.Update(); } } } + } + // McZapkie-300302: zegarek + if (ggClockMInd.SubModel) + { + ggClockSInd.UpdateValue(simulation::Time.data().wSecond); + ggClockSInd.Update(); + ggClockMInd.UpdateValue(simulation::Time.data().wMinute); + ggClockMInd.Update(); + ggClockHInd.UpdateValue(simulation::Time.data().wHour + simulation::Time.data().wMinute / 60.0); + ggClockHInd.Update(); + } + + Cabine[iCabn].Update( lowvoltagepower ); // nowy sposób ustawienia animacji +/* + if (ggZbS.SubModel) + { + ggZbS.UpdateValue(mvOccupied->Handle->GetCP()); + ggZbS.Update(); + } +*/ + // replacement for the above. TODO: move it to a more suitable place + m_brakehandlecp = mvOccupied->Handle->GetCP(); + + // youBy - napiecie na silnikach + if (ggEngineVoltage.SubModel) + { + if (mvControlled->DynamicBrakeFlag) + { + ggEngineVoltage.UpdateValue(std::abs(mvControlled->Im * 5)); + } else - fConverterTimer = 0; - //------------------ - auto const lowvoltagepower { mvControlled->Battery || mvControlled->ConverterFlag }; - - // youBy - prad w drugim czlonie: galaz lub calosc { - TDynamicObject *tmp { nullptr }; - if (DynamicObject->NextConnected()) - if ((TestFlag(mvControlled->Couplers[end::rear].CouplingFlag, ctrain_controll)) && - (mvOccupied->CabOccupied == 1)) - tmp = DynamicObject->NextConnected(); - if (DynamicObject->PrevConnected()) - if ((TestFlag(mvControlled->Couplers[end::front].CouplingFlag, ctrain_controll)) && - (mvOccupied->CabOccupied == -1)) - tmp = DynamicObject->PrevConnected(); - if( tmp ) { - if( tmp->MoverParameters->Power > 0 ) { - if( ggI1B.SubModel ) { - ggI1B.UpdateValue( tmp->MoverParameters->ShowCurrent( 1 ) ); - ggI1B.Update(); - } - if( ggI2B.SubModel ) { - ggI2B.UpdateValue( tmp->MoverParameters->ShowCurrent( 2 ) ); - ggI2B.Update(); - } - if( ggI3B.SubModel ) { - ggI3B.UpdateValue( tmp->MoverParameters->ShowCurrent( 3 ) ); - ggI3B.Update(); - } - if( ggItotalB.SubModel ) { - ggItotalB.UpdateValue( tmp->MoverParameters->ShowCurrent( 0 ) ); - ggItotalB.Update(); - } - if( ggWater1TempB.SubModel ) { - ggWater1TempB.UpdateValue( tmp->MoverParameters->dizel_heat.temperatura1 ); - ggWater1TempB.Update(); - } - if( ggOilPressB.SubModel ) { - ggOilPressB.UpdateValue( tmp->MoverParameters->OilPump.pressure ); - ggOilPressB.Update(); - } - } - } - } - // McZapkie-300302: zegarek - if (ggClockMInd.SubModel) - { - ggClockSInd.UpdateValue(simulation::Time.data().wSecond); - ggClockSInd.Update(); - ggClockMInd.UpdateValue(simulation::Time.data().wMinute); - ggClockMInd.Update(); - ggClockHInd.UpdateValue(simulation::Time.data().wHour + simulation::Time.data().wMinute / 60.0); - ggClockHInd.Update(); - } - - Cabine[iCabn].Update( lowvoltagepower ); // nowy sposób ustawienia animacji -/* - if (ggZbS.SubModel) - { - ggZbS.UpdateValue(mvOccupied->Handle->GetCP()); - ggZbS.Update(); - } -*/ - // replacement for the above. TODO: move it to a more suitable place - m_brakehandlecp = mvOccupied->Handle->GetCP(); - - // youBy - napiecie na silnikach - if (ggEngineVoltage.SubModel) - { - if (mvControlled->DynamicBrakeFlag) + int x; + if ((mvControlled->TrainType == dt_ET42) && + (mvControlled->Imax == mvControlled->ImaxHi)) + x = 1; + else + x = 2; + if ((mvControlled->RList[mvControlled->MainCtrlActualPos].Mn > 0) && + (std::abs(mvControlled->Im) > 0)) { - ggEngineVoltage.UpdateValue(std::abs(mvControlled->Im * 5)); + ggEngineVoltage.UpdateValue( + (x * (std::abs(mvControlled->EngineVoltage) - + mvControlled->RList[mvControlled->MainCtrlActualPos].R * + std::abs(mvControlled->Im)) / + mvControlled->RList[mvControlled->MainCtrlActualPos].Mn)); } else { - int x; - if ((mvControlled->TrainType == dt_ET42) && - (mvControlled->Imax == mvControlled->ImaxHi)) - x = 1; - else - x = 2; - if ((mvControlled->RList[mvControlled->MainCtrlActualPos].Mn > 0) && - (std::abs(mvControlled->Im) > 0)) - { - ggEngineVoltage.UpdateValue( - (x * (std::abs(mvControlled->EngineVoltage) - - mvControlled->RList[mvControlled->MainCtrlActualPos].R * - std::abs(mvControlled->Im)) / - mvControlled->RList[mvControlled->MainCtrlActualPos].Mn)); - } - else - { - ggEngineVoltage.UpdateValue(0); - } + ggEngineVoltage.UpdateValue(0); } - ggEngineVoltage.Update(); } + ggEngineVoltage.Update(); + } - // Winger 140404 - woltomierz NN - if (ggLVoltage.SubModel) + // Winger 140404 - woltomierz NN + if (ggLVoltage.SubModel) + { + // NOTE: since we don't have functional converter object, we're faking it here by simple check whether converter is on + // TODO: implement object-based circuits and power systems model so we can have this working more properly + ggLVoltage.UpdateValue( + std::max( + ( mvControlled->ConverterFlag ? + mvControlled->NominalBatteryVoltage : + 0.0 ), + ( mvControlled->Battery ? + mvControlled->BatteryVoltage : + 0.0 ) ) ); + ggLVoltage.Update(); + } + + if (mvControlled->EngineType == TEngineType::DieselElectric) + { // ustawienie zmiennych dla silnika spalinowego + fEngine[1] = mvControlled->ShowEngineRotation(1); + fEngine[2] = mvControlled->ShowEngineRotation(2); + } + + else if (mvControlled->EngineType == TEngineType::DieselEngine) + { // albo dla innego spalinowego + fEngine[1] = mvControlled->ShowEngineRotation(1); + fEngine[2] = mvControlled->ShowEngineRotation(2); + fEngine[3] = mvControlled->ShowEngineRotation(3); + if (ggMainGearStatus.SubModel) { - // NOTE: since we don't have functional converter object, we're faking it here by simple check whether converter is on - // TODO: implement object-based circuits and power systems model so we can have this working more properly - ggLVoltage.UpdateValue( - std::max( - ( mvControlled->ConverterFlag ? - mvControlled->NominalBatteryVoltage : - 0.0 ), - ( mvControlled->Battery ? - mvControlled->BatteryVoltage : - 0.0 ) ) ); - ggLVoltage.Update(); + if (mvControlled->Mains) + ggMainGearStatus.UpdateValue(1.1 - std::abs(mvControlled->dizel_automaticgearstatus)); + else + ggMainGearStatus.UpdateValue(0.0); + ggMainGearStatus.Update(); } - - if (mvControlled->EngineType == TEngineType::DieselElectric) - { // ustawienie zmiennych dla silnika spalinowego - fEngine[1] = mvControlled->ShowEngineRotation(1); - fEngine[2] = mvControlled->ShowEngineRotation(2); + if (ggIgnitionKey.SubModel) + { + ggIgnitionKey.UpdateValue( + ( mvControlled->Mains ) + || ( mvControlled->dizel_startup ) + || ( fMainRelayTimer > 0.f ) + || ( ( ggMainButton.SubModel != nullptr ) && ( ggMainButton.GetDesiredValue() > 0.95 ) ) + || ( ( ggMainOnButton.SubModel != nullptr ) && ( ggMainOnButton.GetDesiredValue() > 0.95 ) ) ); + ggIgnitionKey.Update(); } + } - else if (mvControlled->EngineType == TEngineType::DieselEngine) - { // albo dla innego spalinowego - fEngine[1] = mvControlled->ShowEngineRotation(1); - fEngine[2] = mvControlled->ShowEngineRotation(2); - fEngine[3] = mvControlled->ShowEngineRotation(3); - if (ggMainGearStatus.SubModel) - { - if (mvControlled->Mains) - ggMainGearStatus.UpdateValue(1.1 - std::abs(mvControlled->dizel_automaticgearstatus)); - else - ggMainGearStatus.UpdateValue(0.0); - ggMainGearStatus.Update(); - } - if (ggIgnitionKey.SubModel) - { - ggIgnitionKey.UpdateValue( - ( mvControlled->Mains ) - || ( mvControlled->dizel_startup ) - || ( fMainRelayTimer > 0.f ) - || ( ( ggMainButton.SubModel != nullptr ) && ( ggMainButton.GetDesiredValue() > 0.95 ) ) - || ( ( ggMainOnButton.SubModel != nullptr ) && ( ggMainOnButton.GetDesiredValue() > 0.95 ) ) ); - ggIgnitionKey.Update(); + if (mvControlled->SlippingWheels) { + // Ra 2014-12: lokomotywy 181/182 dostają SlippingWheels po zahamowaniu powyżej 2.85 bara i buczały + double veldiff = (DynamicObject->GetVelocity() - fTachoVelocity) / mvControlled->Vmax; + if( veldiff < -0.01 ) { + // 1% Vmax rezerwy, żeby 181/182 nie buczały po zahamowaniu, ale to proteza + if( std::abs( mvControlled->Im ) > 10.0 ) { + btLampkaPoslizg.Turn( true ); } } + } + else { + btLampkaPoslizg.Turn( false ); + } - if (mvControlled->SlippingWheels) { - // Ra 2014-12: lokomotywy 181/182 dostają SlippingWheels po zahamowaniu powyżej 2.85 bara i buczały - double veldiff = (DynamicObject->GetVelocity() - fTachoVelocity) / mvControlled->Vmax; - if( veldiff < -0.01 ) { - // 1% Vmax rezerwy, żeby 181/182 nie buczały po zahamowaniu, ale to proteza - if( std::abs( mvControlled->Im ) > 10.0 ) { - btLampkaPoslizg.Turn( true ); - } + if ((mvControlled->Mains) || (mvControlled->TrainType == dt_EZT)) + { + btLampkaNadmSil.Turn(mvControlled->FuseFlagCheck()); + } + else + { + btLampkaNadmSil.Turn( false ); + } + + if( true == lowvoltagepower ) { + // alerter test + if( true == CAflag ) { + if( ggSecurityResetButton.GetDesiredValue() > 0.95 ) { + fCzuwakTestTimer += Deltatime; + } + if( fCzuwakTestTimer > 1.0 ) { + SetFlag( mvOccupied->SecuritySystem.Status, s_CAtest ); + } + } + // McZapkie-141102: SHP i czuwak, TODO: sygnalizacja kabinowa + if( mvOccupied->SecuritySystem.Status != s_off ) { + if( fBlinkTimer > fCzuwakBlink ) + fBlinkTimer = -fCzuwakBlink; + else + fBlinkTimer += Deltatime; + // hunter-091012: dodanie testu czuwaka + if( ( TestFlag( mvOccupied->SecuritySystem.Status, s_aware ) ) + || ( TestFlag( mvOccupied->SecuritySystem.Status, s_CAtest ) ) ) { + btLampkaCzuwaka.Turn( fBlinkTimer > 0 ); + } + else + btLampkaCzuwaka.Turn( false ); + + btLampkaSHP.Turn( TestFlag( mvOccupied->SecuritySystem.Status, s_active ) ); + } + else // wylaczone + { + btLampkaCzuwaka.Turn( false ); + btLampkaSHP.Turn( false ); + } + + btLampkaWylSzybki.Turn( + ( ( (m_linebreakerstate == 2) + || (true == mvControlled->Mains) ) ? + true : + false ) ); + btLampkaWylSzybkiOff.Turn( + ( ( ( m_linebreakerstate == 2 ) + || ( true == mvControlled->Mains ) ) ? + false : + true ) ); + btLampkaMainBreakerReady.Turn( + ( ( ( mvControlled->MainsInitTimeCountdown > 0.0 ) + || ( m_linebreakerstate == 2 ) + || ( true == mvControlled->Mains ) ) ? + false : + true ) ); + + btLampkaPrzetw.Turn( mvControlled->ConverterFlag ); + btLampkaPrzetwOff.Turn( false == mvControlled->ConverterFlag ); + btLampkaNadmPrzetw.Turn( mvControlled->ConvOvldFlag ); + + btLampkaOpory.Turn( + mvControlled->StLinFlag ? + mvControlled->ResistorsFlagCheck() : + false ); + + btLampkaBezoporowa.Turn( + ( true == mvControlled->ResistorsFlagCheck() ) + || ( mvControlled->MainCtrlActualPos == 0 ) ); // do EU04 + + btLampkaStyczn.Turn( + ( ( mvControlled->StLinFlag ) || ( mvControlled->BrakePress > 2.0 ) || ( mvControlled->PipePress < 3.6 ) ) ? + false : + ( mvControlled->BrakePress < 1.0 ) ); // mozna prowadzic rozruch + + btLampkaPrzekRozn.Turn( + ( ( mvControlled->GroundRelay ) || ( mvControlled->BrakePress > 2.0 ) || ( mvControlled->PipePress < 3.6 ) ) ? + false : + ( mvControlled->BrakePress < 1.0 ) ); // relay is off and needs a reset + + if( ( ( mvControlled->CabOccupied == 1 ) && ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) ) + || ( ( mvControlled->CabOccupied == -1 ) && ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) ) ) { + btLampkaUkrotnienie.Turn( true ); + } + else { + btLampkaUkrotnienie.Turn( false ); + } + + // if + // ((TestFlag(mvControlled->BrakeStatus,+b_Rused+b_Ractive)))//Lampka drugiego stopnia hamowania + btLampkaHamPosp.Turn((TestFlag(mvOccupied->Hamulec->GetBrakeStatus(), 1))); // lampka drugiego stopnia hamowania + //TODO: youBy wyciągnąć flagę wysokiego stopnia + + // hunter-121211: lampka zanikowo-pradowego wentylatorow: + btLampkaNadmWent.Turn( ( mvControlled->RventRot < 5.0 ) && ( mvControlled->ResistorsFlagCheck() ) ); + //------- + + btLampkaWysRozr.Turn(!(mvControlled->Imax < mvControlled->ImaxHi)); + + if( ( false == mvControlled->DelayCtrlFlag ) + && ( ( mvControlled->ScndCtrlActualPos > 0 ) + || ( ( mvControlled->RList[ mvControlled->MainCtrlActualPos ].ScndAct != 0 ) + && ( mvControlled->RList[ mvControlled->MainCtrlActualPos ].ScndAct != 255 ) ) ) ) { + btLampkaBoczniki.Turn( true ); + } + else { + btLampkaBoczniki.Turn( false ); + } + + btLampkaNapNastHam.Turn(mvControlled->DirActive != 0); // napiecie na nastawniku hamulcowym + btLampkaSprezarka.Turn(mvControlled->CompressorFlag); // mutopsitka dziala + btLampkaSprezarkaOff.Turn( false == mvControlled->CompressorFlag ); + btLampkaFuelPumpOff.Turn( false == mvControlled->FuelPump.is_active ); + // boczniki + unsigned char scp; // Ra: dopisałem "unsigned" + // Ra: w SU45 boczniki wchodzą na MainCtrlPos, a nie na MainCtrlActualPos + // - pokićkał ktoś? + scp = mvControlled->RList[mvControlled->MainCtrlPos].ScndAct; + scp = (scp == 255 ? 0 : scp); // Ra: whatta hella is this? + if ((mvControlled->ScndCtrlPos > 0) || (mvControlled->ScndInMain != 0) && (scp > 0)) + { // boczniki pojedynczo + btLampkaBocznik1.Turn( true ); + btLampkaBocznik2.Turn(mvControlled->ScndCtrlPos > 1); + btLampkaBocznik3.Turn(mvControlled->ScndCtrlPos > 2); + btLampkaBocznik4.Turn(mvControlled->ScndCtrlPos > 3); + } + else + { // wyłączone wszystkie cztery + btLampkaBocznik1.Turn( false ); + btLampkaBocznik2.Turn( false ); + btLampkaBocznik3.Turn( false ); + btLampkaBocznik4.Turn( false ); + } + + if( mvControlled->Signalling == true ) { + if( mvOccupied->BrakePress >= 1.45f ) { + btLampkaHamowanie1zes.Turn( true ); + } + if( mvControlled->BrakePress < 0.75f ) { + btLampkaHamowanie1zes.Turn( false ); } } else { - btLampkaPoslizg.Turn( false ); + btLampkaHamowanie1zes.Turn( false ); } - if ((mvControlled->Mains) || (mvControlled->TrainType == dt_EZT)) - { - btLampkaNadmSil.Turn(mvControlled->FuseFlagCheck()); - } - else - { - btLampkaNadmSil.Turn( false ); - } - - if( true == lowvoltagepower ) { - // alerter test - if( true == CAflag ) { - if( ggSecurityResetButton.GetDesiredValue() > 0.95 ) { - fCzuwakTestTimer += Deltatime; - } - if( fCzuwakTestTimer > 1.0 ) { - SetFlag( mvOccupied->SecuritySystem.Status, s_CAtest ); - } + switch (mvControlled->TrainType) { + // zależnie od typu lokomotywy + case dt_EZT: { + btLampkaHamienie.Turn( ( mvControlled->BrakePress >= 0.2 ) && mvControlled->Signalling ); + break; } - // McZapkie-141102: SHP i czuwak, TODO: sygnalizacja kabinowa - if( mvOccupied->SecuritySystem.Status != s_off ) { - if( fBlinkTimer > fCzuwakBlink ) - fBlinkTimer = -fCzuwakBlink; - else - fBlinkTimer += Deltatime; - // hunter-091012: dodanie testu czuwaka - if( ( TestFlag( mvOccupied->SecuritySystem.Status, s_aware ) ) - || ( TestFlag( mvOccupied->SecuritySystem.Status, s_CAtest ) ) ) { - btLampkaCzuwaka.Turn( fBlinkTimer > 0 ); + case dt_ET41: { + // odhamowanie drugiego członu + if( mvSecond ) { + // bo może komuś przyjść do głowy jeżdżenie jednym członem + btLampkaHamienie.Turn( mvSecond->BrakePress < 0.4 ); } - else - btLampkaCzuwaka.Turn( false ); + break; + } + default: { + btLampkaHamienie.Turn( ( mvOccupied->BrakePress >= 0.1 ) || mvControlled->DynamicBrakeFlag ); + btLampkaBrakingOff.Turn( ( mvOccupied->BrakePress < 0.1 ) && ( false == mvControlled->DynamicBrakeFlag ) ); + break; + } + } + // KURS90 + btLampkaMaxSila.Turn(abs(mvControlled->Im) >= 350); + btLampkaPrzekrMaxSila.Turn(abs(mvControlled->Im) >= 450); + btLampkaRadio.Turn(mvOccupied->Radio); + btLampkaRadioStop.Turn( mvOccupied->Radio && mvOccupied->RadioStopFlag ); + btLampkaHamulecReczny.Turn(mvOccupied->ManualBrakePos > 0); + // NBMX wrzesien 2003 - drzwi oraz sygnał odjazdu + btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::left : side::right ) ] ); + btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::right : side::left ) ] ); + btLampkaBlokadaDrzwi.Turn( mvOccupied->Doors.is_locked ); + btLampkaDoorLockOff.Turn( false == mvOccupied->Doors.lock_enabled ); + btLampkaDepartureSignal.Turn( mvControlled->DepartureSignal ); + btLampkaNapNastHam.Turn((mvControlled->DirActive != 0) && (mvOccupied->EpFuse)); // napiecie na nastawniku hamulcowym + btLampkaForward.Turn(mvControlled->DirActive > 0); // jazda do przodu + btLampkaBackward.Turn(mvControlled->DirActive < 0); // jazda do tyłu + btLampkaED.Turn(mvControlled->DynamicBrakeFlag); // hamulec ED + btLampkaBrakeProfileG.Turn( TestFlag( mvOccupied->BrakeDelayFlag, bdelay_G ) ); + btLampkaBrakeProfileP.Turn( TestFlag( mvOccupied->BrakeDelayFlag, bdelay_P ) ); + btLampkaBrakeProfileR.Turn( TestFlag( mvOccupied->BrakeDelayFlag, bdelay_R ) ); + btLampkaSpringBrakeActive.Turn( mvOccupied->SpringBrake.IsActive ); + btLampkaSpringBrakeInactive.Turn( !mvOccupied->SpringBrake.IsActive ); + // light indicators + // NOTE: sides are hardcoded to deal with setups where single cab is equipped with all indicators + btLampkaUpperLight.Turn( ( mvOccupied->iLights[ end::front ] & light::headlight_upper ) != 0 ); + btLampkaLeftLight.Turn( ( mvOccupied->iLights[ end::front ] & light::headlight_left ) != 0 ); + btLampkaRightLight.Turn( ( mvOccupied->iLights[ end::front ] & light::headlight_right ) != 0 ); + btLampkaLeftEndLight.Turn( ( mvOccupied->iLights[ end::front ] & light::redmarker_left ) != 0 ); + btLampkaRightEndLight.Turn( ( mvOccupied->iLights[ end::front ] & light::redmarker_right ) != 0 ); + btLampkaRearUpperLight.Turn( ( mvOccupied->iLights[ end::rear ] & light::headlight_upper ) != 0 ); + btLampkaRearLeftLight.Turn( ( mvOccupied->iLights[ end::rear ] & light::headlight_left ) != 0 ); + btLampkaRearRightLight.Turn( ( mvOccupied->iLights[ end::rear ] & light::headlight_right ) != 0 ); + btLampkaRearLeftEndLight.Turn( ( mvOccupied->iLights[ end::rear ] & light::redmarker_left ) != 0 ); + btLampkaRearRightEndLight.Turn( ( mvOccupied->iLights[ end::rear ] & light::redmarker_right ) != 0 ); + // others + btLampkaMalfunction.Turn( mvControlled->dizel_heat.PA ); + btLampkaMotorBlowers.Turn( ( mvControlled->MotorBlowers[ end::front ].is_active ) && ( mvControlled->MotorBlowers[ end::rear ].is_active ) ); + btLampkaCoolingFans.Turn( mvControlled->RventRot > 1.0 ); + btLampkaTempomat.Turn( mvOccupied->SpeedCtrlUnit.IsActive ); + btLampkaDistanceCounter.Turn( m_distancecounter >= 0.f ); + // universal devices state indicators + for( auto idx = 0; idx < btUniversals.size(); ++idx ) { + btUniversals[ idx ].Turn( ggUniversals[ idx ].GetValue() > 0.5 ); + } + } + else { + // wylaczone + btLampkaCzuwaka.Turn( false ); + btLampkaSHP.Turn( false ); + btLampkaWylSzybki.Turn( false ); + btLampkaWylSzybkiOff.Turn( false ); + btLampkaMainBreakerReady.Turn( false ); + btLampkaWysRozr.Turn( false ); + btLampkaOpory.Turn( false ); + btLampkaStyczn.Turn( false ); + btLampkaUkrotnienie.Turn( false ); + btLampkaHamPosp.Turn( false ); + btLampkaBoczniki.Turn( false ); + btLampkaNapNastHam.Turn( false ); + btLampkaPrzetw.Turn( false ); + btLampkaPrzetwOff.Turn( false ); + btLampkaNadmPrzetw.Turn( false ); + btLampkaSprezarka.Turn( false ); + btLampkaSprezarkaOff.Turn( false ); + btLampkaFuelPumpOff.Turn( false ); + btLampkaBezoporowa.Turn( false ); + btLampkaHamowanie1zes.Turn( false ); + btLampkaHamienie.Turn( false ); + btLampkaBrakingOff.Turn( false ); + btLampkaBrakeProfileG.Turn( false ); + btLampkaBrakeProfileP.Turn( false ); + btLampkaBrakeProfileR.Turn( false ); + btLampkaSpringBrakeActive.Turn( false ); + btLampkaSpringBrakeInactive.Turn( false ); + btLampkaMaxSila.Turn( false ); + btLampkaPrzekrMaxSila.Turn( false ); + btLampkaRadio.Turn( false ); + btLampkaRadioStop.Turn( false ); + btLampkaHamulecReczny.Turn( false ); + btLampkaDoorLeft.Turn( false ); + btLampkaDoorRight.Turn( false ); + btLampkaBlokadaDrzwi.Turn( false ); + btLampkaDoorLockOff.Turn( false ); + btLampkaDepartureSignal.Turn( false ); + btLampkaNapNastHam.Turn( false ); + btLampkaForward.Turn( false ); + btLampkaBackward.Turn( false ); + btLampkaED.Turn( false ); + // light indicators + btLampkaUpperLight.Turn( false ); + btLampkaLeftLight.Turn( false ); + btLampkaRightLight.Turn( false ); + btLampkaLeftEndLight.Turn( false ); + btLampkaRightEndLight.Turn( false ); + btLampkaRearUpperLight.Turn( false ); + btLampkaRearLeftLight.Turn( false ); + btLampkaRearRightLight.Turn( false ); + btLampkaRearLeftEndLight.Turn( false ); + btLampkaRearRightEndLight.Turn( false ); + // others + btLampkaMalfunction.Turn( false ); + btLampkaMotorBlowers.Turn( false ); + btLampkaCoolingFans.Turn( false ); + btLampkaTempomat.Turn( false ); + btLampkaDistanceCounter.Turn( false ); + // universal devices state indicators + for( auto &universal : btUniversals ) { + universal.Turn( false ); + } + } - btLampkaSHP.Turn( TestFlag( mvOccupied->SecuritySystem.Status, s_active ) ); + { // yB - wskazniki drugiego czlonu + TDynamicObject *tmp { nullptr }; //=mvControlled->mvSecond; //Ra 2014-07: trzeba to jeszcze wyjąć z kabiny... + // Ra 2014-07: no nie ma potrzeby szukać tego w każdej klatce + if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, ctrain_controll)) && + (mvOccupied->CabOccupied > 0)) + tmp = DynamicObject->NextConnected(); + if ((TestFlag(mvControlled->Couplers[0].CouplingFlag, ctrain_controll)) && + (mvOccupied->CabOccupied < 0)) + tmp = DynamicObject->PrevConnected(); + + if( tmp ) { + if( lowvoltagepower ) { + + auto const *mover{ tmp->MoverParameters }; + + btLampkaWylSzybkiB.Turn( mover->Mains ); + btLampkaWylSzybkiBOff.Turn( + ( false == mover->Mains ) + /*&& ( mover->MainsInitTimeCountdown <= 0.0 )*/ + /*&& ( fHVoltage != 0.0 )*/ ); + + btLampkaOporyB.Turn( mover->ResistorsFlagCheck() ); + btLampkaBezoporowaB.Turn( + ( true == mover->ResistorsFlagCheck() ) + || ( mover->MainCtrlActualPos == 0 ) ); // do EU04 + + if( ( mover->StLinFlag ) + || ( mover->BrakePress > 2.0 ) + || ( mover->PipePress < 3.6 ) ) { + btLampkaStycznB.Turn( false ); + } + else if( mover->BrakePress < 1.0 ) { + btLampkaStycznB.Turn( true ); // mozna prowadzic rozruch + } + // hunter-271211: sygnalizacja poslizgu w pierwszym pojezdzie, gdy wystapi w drugim + btLampkaPoslizg.Turn( mover->SlippingWheels ); + + btLampkaSprezarkaB.Turn( mover->CompressorFlag ); // mutopsitka dziala + btLampkaSprezarkaBOff.Turn( false == mover->CompressorFlag ); + if( mvControlled->Signalling == true ) { + if( mover->BrakePress >= 1.45f ) { + btLampkaHamowanie2zes.Turn( true ); + } + if( mover->BrakePress < 0.75f ) { + btLampkaHamowanie2zes.Turn( false ); + } + } + else { + btLampkaHamowanie2zes.Turn( false ); + } + btLampkaNadmPrzetwB.Turn( mover->ConvOvldFlag ); // nadmiarowy przetwornicy? + btLampkaPrzetwB.Turn( mover->ConverterFlag ); // zalaczenie przetwornicy + btLampkaPrzetwBOff.Turn( false == mover->ConverterFlag ); + btLampkaHVoltageB.Turn( mover->NoVoltRelay && mover->OvervoltageRelay ); + btLampkaMalfunctionB.Turn( mover->dizel_heat.PA ); + // motor fuse indicator turns on if the fuse was blown in any unit under control + if( mover->Mains ) { + btLampkaNadmSil.Turn( btLampkaNadmSil.GetValue() || mover->FuseFlagCheck() ); + } } else // wylaczone { - btLampkaCzuwaka.Turn( false ); - btLampkaSHP.Turn( false ); + btLampkaWylSzybkiB.Turn( false ); + btLampkaWylSzybkiBOff.Turn( false ); + btLampkaOporyB.Turn( false ); + btLampkaStycznB.Turn( false ); + btLampkaSprezarkaB.Turn( false ); + btLampkaSprezarkaBOff.Turn( false ); + btLampkaBezoporowaB.Turn( false ); + btLampkaHamowanie2zes.Turn( false ); + btLampkaNadmPrzetwB.Turn( false ); + btLampkaPrzetwB.Turn( false ); + btLampkaPrzetwBOff.Turn( false ); + btLampkaHVoltageB.Turn( false ); + btLampkaMalfunctionB.Turn( false ); } + } + } + // McZapkie-080602: obroty (albo translacje) regulatorow + if( ggJointCtrl.SubModel != nullptr ) { + // joint master controller moves forward to adjust power and backward to adjust brakes + auto const brakerangemultiplier { + /* NOTE: scaling disabled as it was conflicting with associating sounds with control positions + ( mvControlled->CoupledCtrl ? + mvControlled->MainCtrlPosNo + mvControlled->ScndCtrlPosNo : + mvControlled->MainCtrlPosNo ) + / static_cast(LocalBrakePosNo) + */ + 1 }; + ggJointCtrl.UpdateValue( + ( mvOccupied->LocalBrakePosA > 0.0 ? mvOccupied->LocalBrakePosA * LocalBrakePosNo * -1 * brakerangemultiplier : + mvControlled->CoupledCtrl ? double( mvControlled->MainCtrlPos + mvControlled->ScndCtrlPos ) : + double( mvControlled->MainCtrlPos ) ), + dsbNastawnikJazdy ); + ggJointCtrl.Update(); + } + if ( ggMainCtrl.SubModel != nullptr ) { - btLampkaWylSzybki.Turn( - ( ( (m_linebreakerstate == 2) - || (true == mvControlled->Mains) ) ? - true : - false ) ); - btLampkaWylSzybkiOff.Turn( - ( ( ( m_linebreakerstate == 2 ) - || ( true == mvControlled->Mains ) ) ? - false : - true ) ); - btLampkaMainBreakerReady.Turn( - ( ( ( mvControlled->MainsInitTimeCountdown > 0.0 ) - || ( m_linebreakerstate == 2 ) - || ( true == mvControlled->Mains ) ) ? - false : - true ) ); +#ifdef _WIN32 + if( ( DynamicObject->Mechanik != nullptr ) + && ( false == DynamicObject->Mechanik->AIControllFlag ) // nie blokujemy AI + && ( Global.iFeedbackMode == 4 ) + && ( Global.fCalibrateIn[ 2 ][ 1 ] != 0.0 ) ) { - btLampkaPrzetw.Turn( mvControlled->ConverterFlag ); - btLampkaPrzetwOff.Turn( false == mvControlled->ConverterFlag ); - btLampkaNadmPrzetw.Turn( mvControlled->ConvOvldFlag ); + set_master_controller( Console::AnalogCalibrateGet( 2 ) * mvOccupied->MainCtrlPosNo ); + } +#endif - btLampkaOpory.Turn( - mvControlled->StLinFlag ? - mvControlled->ResistorsFlagCheck() : - false ); - - btLampkaBezoporowa.Turn( - ( true == mvControlled->ResistorsFlagCheck() ) - || ( mvControlled->MainCtrlActualPos == 0 ) ); // do EU04 - - btLampkaStyczn.Turn( - ( ( mvControlled->StLinFlag ) /* || ( mvControlled->BrakePress > 2.0 ) || ( mvControlled->PipePress < 3.6 ) */ ) ? - false : - ( mvControlled->BrakePress < 1.0 ) ); // mozna prowadzic rozruch - - btLampkaPrzekRozn.Turn( - ( ( mvControlled->GroundRelay ) || ( mvControlled->BrakePress > 2.0 ) || ( mvControlled->PipePress < 3.6 ) ) ? - false : - ( mvControlled->BrakePress < 1.0 ) ); // relay is off and needs a reset - - if( ( ( mvControlled->CabOccupied == 1 ) && ( TestFlag( mvControlled->Couplers[ end::rear ].CouplingFlag, coupling::control ) ) ) - || ( ( mvControlled->CabOccupied == -1 ) && ( TestFlag( mvControlled->Couplers[ end::front ].CouplingFlag, coupling::control ) ) ) ) { - btLampkaUkrotnienie.Turn( true ); - } - else { - btLampkaUkrotnienie.Turn( false ); - } - - // if - // ((TestFlag(mvControlled->BrakeStatus,+b_Rused+b_Ractive)))//Lampka drugiego stopnia hamowania - btLampkaHamPosp.Turn((TestFlag(mvOccupied->Hamulec->GetBrakeStatus(), 1))); // lampka drugiego stopnia hamowania - //TODO: youBy wyciągnąć flagę wysokiego stopnia - - // hunter-121211: lampka zanikowo-pradowego wentylatorow: - btLampkaNadmWent.Turn( ( mvControlled->RventRot < 5.0 ) && ( mvControlled->ResistorsFlagCheck() ) ); - //------- - - btLampkaWysRozr.Turn(!(mvControlled->Imax < mvControlled->ImaxHi)); - - if( ( false == mvControlled->DelayCtrlFlag ) - && ( ( mvControlled->ScndCtrlActualPos > 0 ) - || ( ( mvControlled->RList[ mvControlled->MainCtrlActualPos ].ScndAct != 0 ) - && ( mvControlled->RList[ mvControlled->MainCtrlActualPos ].ScndAct != 255 ) ) ) ) { - btLampkaBoczniki.Turn( true ); - } - else { - btLampkaBoczniki.Turn( false ); - } - - btLampkaNapNastHam.Turn(mvControlled->DirActive != 0); // napiecie na nastawniku hamulcowym - btLampkaSprezarka.Turn(mvControlled->CompressorFlag); // mutopsitka dziala - btLampkaSprezarkaOff.Turn( false == mvControlled->CompressorFlag ); - btLampkaFuelPumpOff.Turn( false == mvControlled->FuelPump.is_active ); - // boczniki - unsigned char scp; // Ra: dopisałem "unsigned" - // Ra: w SU45 boczniki wchodzą na MainCtrlPos, a nie na MainCtrlActualPos - // - pokićkał ktoś? - scp = mvControlled->RList[mvControlled->MainCtrlPos].ScndAct; - scp = (scp == 255 ? 0 : scp); // Ra: whatta hella is this? - if ((mvControlled->ScndCtrlPos > 0) || (mvControlled->ScndInMain != 0) && (scp > 0)) - { // boczniki pojedynczo - btLampkaBocznik1.Turn( true ); - btLampkaBocznik2.Turn(mvControlled->ScndCtrlPos > 1); - btLampkaBocznik3.Turn(mvControlled->ScndCtrlPos > 2); - btLampkaBocznik4.Turn(mvControlled->ScndCtrlPos > 3); - } - else - { // wyłączone wszystkie cztery - btLampkaBocznik1.Turn( false ); - btLampkaBocznik2.Turn( false ); - btLampkaBocznik3.Turn( false ); - btLampkaBocznik4.Turn( false ); - } - - if( mvControlled->Signalling == true ) { - if( mvOccupied->BrakePress >= 1.45f ) { - btLampkaHamowanie1zes.Turn( true ); - } - if( mvControlled->BrakePress < 0.75f ) { - btLampkaHamowanie1zes.Turn( false ); - } - } - else { - btLampkaHamowanie1zes.Turn( false ); - } - - switch (mvControlled->TrainType) { - // zależnie od typu lokomotywy - case dt_EZT: { - btLampkaHamienie.Turn( ( mvControlled->BrakePress >= 0.2 ) && mvControlled->Signalling ); - break; - } - case dt_ET41: { - // odhamowanie drugiego członu - if( mvSecond ) { - // bo może komuś przyjść do głowy jeżdżenie jednym członem - btLampkaHamienie.Turn( mvSecond->BrakePress < 0.4 ); - } - break; - } - default: { - btLampkaHamienie.Turn( ( mvOccupied->BrakePress >= 0.1 ) || mvControlled->DynamicBrakeFlag ); - btLampkaBrakingOff.Turn( ( mvOccupied->BrakePress < 0.1 ) && ( false == mvControlled->DynamicBrakeFlag ) ); - break; - } - } - // KURS90 - btLampkaMaxSila.Turn(abs(mvControlled->Im) >= 350); - btLampkaPrzekrMaxSila.Turn(abs(mvControlled->Im) >= 450); - btLampkaRadio.Turn(mvOccupied->Radio); - btLampkaRadioStop.Turn( mvOccupied->Radio && mvOccupied->RadioStopFlag ); - btLampkaHamulecReczny.Turn(mvOccupied->ManualBrakePos > 0); - // NBMX wrzesien 2003 - drzwi oraz sygnał odjazdu - btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::left : side::right ) ] ); - btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::right : side::left ) ] ); - btLampkaBlokadaDrzwi.Turn( mvOccupied->Doors.is_locked ); - btLampkaDoorLockOff.Turn( false == mvOccupied->Doors.lock_enabled ); - btLampkaDepartureSignal.Turn( mvControlled->DepartureSignal ); - btLampkaNapNastHam.Turn((mvControlled->DirActive != 0) && (mvOccupied->EpFuse)); // napiecie na nastawniku hamulcowym - btLampkaForward.Turn(mvControlled->DirActive > 0); // jazda do przodu - btLampkaBackward.Turn(mvControlled->DirActive < 0); // jazda do tyłu - btLampkaED.Turn(mvControlled->DynamicBrakeFlag); // hamulec ED - btLampkaBrakeProfileG.Turn( TestFlag( mvOccupied->BrakeDelayFlag, bdelay_G ) ); - btLampkaBrakeProfileP.Turn( TestFlag( mvOccupied->BrakeDelayFlag, bdelay_P ) ); - btLampkaBrakeProfileR.Turn( TestFlag( mvOccupied->BrakeDelayFlag, bdelay_R ) ); - btLampkaSpringBrakeActive.Turn( mvOccupied->SpringBrake.IsActive ); - btLampkaSpringBrakeInactive.Turn( !mvOccupied->SpringBrake.IsActive ); - // light indicators - // NOTE: sides are hardcoded to deal with setups where single cab is equipped with all indicators - btLampkaUpperLight.Turn( ( mvOccupied->iLights[ end::front ] & light::headlight_upper ) != 0 ); - btLampkaLeftLight.Turn( ( mvOccupied->iLights[ end::front ] & light::headlight_left ) != 0 ); - btLampkaRightLight.Turn( ( mvOccupied->iLights[ end::front ] & light::headlight_right ) != 0 ); - btLampkaLeftEndLight.Turn( ( mvOccupied->iLights[ end::front ] & light::redmarker_left ) != 0 ); - btLampkaRightEndLight.Turn( ( mvOccupied->iLights[ end::front ] & light::redmarker_right ) != 0 ); - btLampkaRearUpperLight.Turn( ( mvOccupied->iLights[ end::rear ] & light::headlight_upper ) != 0 ); - btLampkaRearLeftLight.Turn( ( mvOccupied->iLights[ end::rear ] & light::headlight_left ) != 0 ); - btLampkaRearRightLight.Turn( ( mvOccupied->iLights[ end::rear ] & light::headlight_right ) != 0 ); - btLampkaRearLeftEndLight.Turn( ( mvOccupied->iLights[ end::rear ] & light::redmarker_left ) != 0 ); - btLampkaRearRightEndLight.Turn( ( mvOccupied->iLights[ end::rear ] & light::redmarker_right ) != 0 ); - // others - btLampkaMalfunction.Turn( mvControlled->dizel_heat.PA ); - btLampkaMotorBlowers.Turn( ( mvControlled->MotorBlowers[ end::front ].is_active ) && ( mvControlled->MotorBlowers[ end::rear ].is_active ) ); - btLampkaCoolingFans.Turn( mvControlled->RventRot > 1.0 ); - btLampkaTempomat.Turn( mvOccupied->SpeedCtrlUnit.IsActive ); - btLampkaDistanceCounter.Turn( m_distancecounter >= 0.f ); - // universal devices state indicators - for( auto idx = 0; idx < btUniversals.size(); ++idx ) { - btUniversals[ idx ].Turn( ggUniversals[ idx ].GetValue() > 0.5 ); - } + if( mvControlled->CoupledCtrl ) { + ggMainCtrl.UpdateValue( + double( mvControlled->MainCtrlPos + mvControlled->ScndCtrlPos ), + dsbNastawnikJazdy ); } else { - // wylaczone - btLampkaCzuwaka.Turn( false ); - btLampkaSHP.Turn( false ); - btLampkaWylSzybki.Turn( false ); - btLampkaWylSzybkiOff.Turn( false ); - btLampkaMainBreakerReady.Turn( false ); - btLampkaWysRozr.Turn( false ); - btLampkaOpory.Turn( false ); - btLampkaStyczn.Turn( false ); - btLampkaUkrotnienie.Turn( false ); - btLampkaHamPosp.Turn( false ); - btLampkaBoczniki.Turn( false ); - btLampkaNapNastHam.Turn( false ); - btLampkaPrzetw.Turn( false ); - btLampkaPrzetwOff.Turn( false ); - btLampkaNadmPrzetw.Turn( false ); - btLampkaSprezarka.Turn( false ); - btLampkaSprezarkaOff.Turn( false ); - btLampkaFuelPumpOff.Turn( false ); - btLampkaBezoporowa.Turn( false ); - btLampkaHamowanie1zes.Turn( false ); - btLampkaHamienie.Turn( false ); - btLampkaBrakingOff.Turn( false ); - btLampkaBrakeProfileG.Turn( false ); - btLampkaBrakeProfileP.Turn( false ); - btLampkaBrakeProfileR.Turn( false ); - btLampkaSpringBrakeActive.Turn( false ); - btLampkaSpringBrakeInactive.Turn( false ); - btLampkaMaxSila.Turn( false ); - btLampkaPrzekrMaxSila.Turn( false ); - btLampkaRadio.Turn( false ); - btLampkaRadioStop.Turn( false ); - btLampkaHamulecReczny.Turn( false ); - btLampkaDoorLeft.Turn( false ); - btLampkaDoorRight.Turn( false ); - btLampkaBlokadaDrzwi.Turn( false ); - btLampkaDoorLockOff.Turn( false ); - btLampkaDepartureSignal.Turn( false ); - btLampkaNapNastHam.Turn( false ); - btLampkaForward.Turn( false ); - btLampkaBackward.Turn( false ); - btLampkaED.Turn( false ); - // light indicators - btLampkaUpperLight.Turn( false ); - btLampkaLeftLight.Turn( false ); - btLampkaRightLight.Turn( false ); - btLampkaLeftEndLight.Turn( false ); - btLampkaRightEndLight.Turn( false ); - btLampkaRearUpperLight.Turn( false ); - btLampkaRearLeftLight.Turn( false ); - btLampkaRearRightLight.Turn( false ); - btLampkaRearLeftEndLight.Turn( false ); - btLampkaRearRightEndLight.Turn( false ); - // others - btLampkaMalfunction.Turn( false ); - btLampkaMotorBlowers.Turn( false ); - btLampkaCoolingFans.Turn( false ); - btLampkaTempomat.Turn( false ); - btLampkaDistanceCounter.Turn( false ); - // universal devices state indicators - for( auto &universal : btUniversals ) { - universal.Turn( false ); - } - } - - { // yB - wskazniki drugiego czlonu - TDynamicObject *tmp { nullptr }; //=mvControlled->mvSecond; //Ra 2014-07: trzeba to jeszcze wyjąć z kabiny... - // Ra 2014-07: no nie ma potrzeby szukać tego w każdej klatce - if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, ctrain_controll)) && - (mvOccupied->CabOccupied > 0)) - tmp = DynamicObject->NextConnected(); - if ((TestFlag(mvControlled->Couplers[0].CouplingFlag, ctrain_controll)) && - (mvOccupied->CabOccupied < 0)) - tmp = DynamicObject->PrevConnected(); - - if( tmp ) { - if( lowvoltagepower ) { - - auto const *mover{ tmp->MoverParameters }; - - btLampkaWylSzybkiB.Turn( mover->Mains ); - btLampkaWylSzybkiBOff.Turn( - ( false == mover->Mains ) - /*&& ( mover->MainsInitTimeCountdown <= 0.0 )*/ - /*&& ( fHVoltage != 0.0 )*/ ); - - btLampkaOporyB.Turn( mover->ResistorsFlagCheck() ); - btLampkaBezoporowaB.Turn( - ( true == mover->ResistorsFlagCheck() ) - || ( mover->MainCtrlActualPos == 0 ) ); // do EU04 - - if( ( mover->StLinFlag ) - || ( mover->BrakePress > 2.0 ) - || ( mover->PipePress < 3.6 ) ) { - btLampkaStycznB.Turn( false ); - } - else if( mover->BrakePress < 1.0 ) { - btLampkaStycznB.Turn( true ); // mozna prowadzic rozruch - } - // hunter-271211: sygnalizacja poslizgu w pierwszym pojezdzie, gdy wystapi w drugim - btLampkaPoslizg.Turn( mover->SlippingWheels ); - - btLampkaSprezarkaB.Turn( mover->CompressorFlag ); // mutopsitka dziala - btLampkaSprezarkaBOff.Turn( false == mover->CompressorFlag ); - if( mvControlled->Signalling == true ) { - if( mover->BrakePress >= 1.45f ) { - btLampkaHamowanie2zes.Turn( true ); - } - if( mover->BrakePress < 0.75f ) { - btLampkaHamowanie2zes.Turn( false ); - } - } - else { - btLampkaHamowanie2zes.Turn( false ); - } - btLampkaNadmPrzetwB.Turn( mover->ConvOvldFlag ); // nadmiarowy przetwornicy? - btLampkaPrzetwB.Turn( mover->ConverterFlag ); // zalaczenie przetwornicy - btLampkaPrzetwBOff.Turn( false == mover->ConverterFlag ); - btLampkaHVoltageB.Turn( mover->NoVoltRelay && mover->OvervoltageRelay ); - btLampkaMalfunctionB.Turn( mover->dizel_heat.PA ); - // motor fuse indicator turns on if the fuse was blown in any unit under control - if( mover->Mains ) { - btLampkaNadmSil.Turn( btLampkaNadmSil.GetValue() || mover->FuseFlagCheck() ); - } - } - else // wylaczone - { - btLampkaWylSzybkiB.Turn( false ); - btLampkaWylSzybkiBOff.Turn( false ); - btLampkaOporyB.Turn( false ); - btLampkaStycznB.Turn( false ); - btLampkaSprezarkaB.Turn( false ); - btLampkaSprezarkaBOff.Turn( false ); - btLampkaBezoporowaB.Turn( false ); - btLampkaHamowanie2zes.Turn( false ); - btLampkaNadmPrzetwB.Turn( false ); - btLampkaPrzetwB.Turn( false ); - btLampkaPrzetwBOff.Turn( false ); - btLampkaHVoltageB.Turn( false ); - btLampkaMalfunctionB.Turn( false ); - } - } - } - // McZapkie-080602: obroty (albo translacje) regulatorow - if( ggJointCtrl.SubModel != nullptr ) { - // joint master controller moves forward to adjust power and backward to adjust brakes - auto const brakerangemultiplier { - /* NOTE: scaling disabled as it was conflicting with associating sounds with control positions - ( mvControlled->CoupledCtrl ? - mvControlled->MainCtrlPosNo + mvControlled->ScndCtrlPosNo : - mvControlled->MainCtrlPosNo ) - / static_cast(LocalBrakePosNo) - */ - 1 }; - ggJointCtrl.UpdateValue( - ( mvOccupied->LocalBrakePosA > 0.0 ? mvOccupied->LocalBrakePosA * LocalBrakePosNo * -1 * brakerangemultiplier : - mvControlled->CoupledCtrl ? double( mvControlled->MainCtrlPos + mvControlled->ScndCtrlPos ) : - double( mvControlled->MainCtrlPos ) ), + ggMainCtrl.UpdateValue( + double( mvControlled->MainCtrlPos ), dsbNastawnikJazdy ); - ggJointCtrl.Update(); } - if ( ggMainCtrl.SubModel != nullptr ) { - + ggMainCtrl.Update(); + } + if (ggMainCtrlAct.SubModel) + { + if (mvControlled->CoupledCtrl) + ggMainCtrlAct.UpdateValue( + double(mvControlled->MainCtrlActualPos + mvControlled->ScndCtrlActualPos)); + else + ggMainCtrlAct.UpdateValue(double(mvControlled->MainCtrlActualPos)); + ggMainCtrlAct.Update(); + } + if (ggScndCtrl.SubModel) { + // Ra: od byte odejmowane boolean i konwertowane potem na double? + ggScndCtrl.UpdateValue( + double( mvControlled->ScndCtrlPos + - ( ( mvControlled->TrainType == dt_ET42 ) && mvControlled->DynamicBrakeFlag ) ), + dsbNastawnikBocz ); + ggScndCtrl.Update(); + } + ggScndCtrlButton.Update( lowvoltagepower ); + ggDistanceCounterButton.Update(); + if (ggDirKey.SubModel) { + if (mvControlled->TrainType != dt_EZT) + ggDirKey.UpdateValue( + double(mvControlled->DirActive), + dsbReverserKey); + else + ggDirKey.UpdateValue( + double(mvControlled->DirActive) + double(mvControlled->Imin == mvControlled->IminHi), + dsbReverserKey); + ggDirKey.Update(); + } + if (ggBrakeCtrl.SubModel) + { #ifdef _WIN32 - if( ( DynamicObject->Mechanik != nullptr ) - && ( false == DynamicObject->Mechanik->AIControllFlag ) // nie blokujemy AI - && ( Global.iFeedbackMode == 4 ) - && ( Global.fCalibrateIn[ 2 ][ 1 ] != 0.0 ) ) { - - set_master_controller( Console::AnalogCalibrateGet( 2 ) * mvOccupied->MainCtrlPosNo ); + if (DynamicObject->Mechanik ? + (DynamicObject->Mechanik->AIControllFlag ? false : + (Global.iFeedbackMode == 4 /*|| (Global.bMWDmasterEnable && Global.bMWDBreakEnable)*/)) : + false) // nie blokujemy AI + { // Ra: nie najlepsze miejsce, ale na początek gdzieś to dać trzeba + // Firleju: dlatego kasujemy i zastepujemy funkcją w Console + if (mvOccupied->BrakeHandle == TBrakeHandle::FV4a) + { + double b = Console::AnalogCalibrateGet(0); + b = b * 8.0 - 2.0; + b = clamp( b, -2.0, mvOccupied->BrakeCtrlPosNo ); // przycięcie zmiennej do granic + ggBrakeCtrl.UpdateValue(b); // przesów bez zaokrąglenia + mvOccupied->BrakeLevelSet(b); } -#endif - - if( mvControlled->CoupledCtrl ) { - ggMainCtrl.UpdateValue( - double( mvControlled->MainCtrlPos + mvControlled->ScndCtrlPos ), - dsbNastawnikJazdy ); + if (mvOccupied->BrakeHandle == TBrakeHandle::FVel6) // może można usunąć ograniczenie do FV4a i FVel6? + { + double b = Console::AnalogCalibrateGet(0); + b = b * 7.0 - 1.0; + b = clamp( b, -1.0, mvOccupied->BrakeCtrlPosNo ); // przycięcie zmiennej do granic + ggBrakeCtrl.UpdateValue(b); // przesów bez zaokrąglenia + mvOccupied->BrakeLevelSet(b); } - else { - ggMainCtrl.UpdateValue( - double( mvControlled->MainCtrlPos ), - dsbNastawnikJazdy ); - } - ggMainCtrl.Update(); - } - if (ggMainCtrlAct.SubModel) - { - if (mvControlled->CoupledCtrl) - ggMainCtrlAct.UpdateValue( - double(mvControlled->MainCtrlActualPos + mvControlled->ScndCtrlActualPos)); - else - ggMainCtrlAct.UpdateValue(double(mvControlled->MainCtrlActualPos)); - ggMainCtrlAct.Update(); - } - if (ggScndCtrl.SubModel) { - // Ra: od byte odejmowane boolean i konwertowane potem na double? - ggScndCtrl.UpdateValue( - double( mvControlled->ScndCtrlPos - - ( ( mvControlled->TrainType == dt_ET42 ) && mvControlled->DynamicBrakeFlag ) ), - dsbNastawnikBocz ); - ggScndCtrl.Update(); - } - ggScndCtrlButton.Update( lowvoltagepower ); - ggDistanceCounterButton.Update(); - if (ggDirKey.SubModel) { - if (mvControlled->TrainType != dt_EZT) - ggDirKey.UpdateValue( - double(mvControlled->DirActive), - dsbReverserKey); - else - ggDirKey.UpdateValue( - double(mvControlled->DirActive) + double(mvControlled->Imin == mvControlled->IminHi), - dsbReverserKey); - ggDirKey.Update(); - } - if (ggBrakeCtrl.SubModel) - { -#ifdef _WIN32 - if (DynamicObject->Mechanik ? - (DynamicObject->Mechanik->AIControllFlag ? false : - (Global.iFeedbackMode == 4 /*|| (Global.bMWDmasterEnable && Global.bMWDBreakEnable)*/)) : - false) // nie blokujemy AI - { // Ra: nie najlepsze miejsce, ale na początek gdzieś to dać trzeba - // Firleju: dlatego kasujemy i zastepujemy funkcją w Console - if (mvOccupied->BrakeHandle == TBrakeHandle::FV4a) - { - double b = Console::AnalogCalibrateGet(0); - b = b * 8.0 - 2.0; - b = clamp( b, -2.0, mvOccupied->BrakeCtrlPosNo ); // przycięcie zmiennej do granic - ggBrakeCtrl.UpdateValue(b); // przesów bez zaokrąglenia - mvOccupied->BrakeLevelSet(b); - } - if (mvOccupied->BrakeHandle == TBrakeHandle::FVel6) // może można usunąć ograniczenie do FV4a i FVel6? - { - double b = Console::AnalogCalibrateGet(0); - b = b * 7.0 - 1.0; - b = clamp( b, -1.0, mvOccupied->BrakeCtrlPosNo ); // przycięcie zmiennej do granic - ggBrakeCtrl.UpdateValue(b); // przesów bez zaokrąglenia - mvOccupied->BrakeLevelSet(b); - } - // else //standardowa prodedura z kranem powiązanym z klawiaturą - // ggBrakeCtrl.UpdateValue(double(mvOccupied->BrakeCtrlPos)); - } -#endif // else //standardowa prodedura z kranem powiązanym z klawiaturą // ggBrakeCtrl.UpdateValue(double(mvOccupied->BrakeCtrlPos)); - ggBrakeCtrl.UpdateValue(mvOccupied->fBrakeCtrlPos); - ggBrakeCtrl.Update(); } - - if( ggLocalBrake.SubModel != nullptr ) { -#ifdef _WIN32 - if( ( DynamicObject->Mechanik != nullptr ) - && ( false == DynamicObject->Mechanik->AIControllFlag ) // nie blokujemy AI - && ( mvOccupied->BrakeLocHandle == TBrakeHandle::FD1 ) - && ( ( Global.iFeedbackMode == 4 ) - /*|| ( Global.bMWDmasterEnable && Global.bMWDBreakEnable )*/ ) ) { - // Ra: nie najlepsze miejsce, ale na początek gdzieś to dać trzeba - // Firleju: dlatego kasujemy i zastepujemy funkcją w Console - auto const b = clamp( - Console::AnalogCalibrateGet( 1 ), - 0.0, - 1.0 ); - mvOccupied->LocalBrakePosA = b; - ggLocalBrake.UpdateValue( b * LocalBrakePosNo ); - } - else #endif - { - // standardowa prodedura z kranem powiązanym z klawiaturą - ggLocalBrake.UpdateValue( mvOccupied->LocalBrakePosA * LocalBrakePosNo ); - } - ggLocalBrake.Update(); - } - ggAlarmChain.Update(); - ggBrakeProfileCtrl.Update(); - ggBrakeProfileG.Update(); - ggBrakeProfileR.Update(); - ggBrakeOperationModeCtrl.Update(); - ggMaxCurrentCtrl.Update(); - // NBMX wrzesien 2003 - drzwi - ggDoorLeftPermitButton.Update(); - ggDoorRightPermitButton.Update(); - ggDoorPermitPresetButton.Update(); - ggDoorLeftButton.Update(); - ggDoorRightButton.Update(); - ggDoorLeftOnButton.Update(); - ggDoorRightOnButton.Update(); - ggDoorLeftOffButton.Update(); - ggDoorRightOffButton.Update(); - ggDoorAllOnButton.Update(); - ggDoorAllOffButton.Update(); - ggDoorSignallingButton.Update(); - // NBMX dzwignia sprezarki - ggCompressorButton.Update(); - ggCompressorLocalButton.Update(); - ggCompressorListButton.Update(); - - //--------- - // hunter-080812: poprawka na ogrzewanie w elektrykach - usuniete uzaleznienie od przetwornicy - if( ( mvControlled->Heating == true ) - && ( mvControlled->ConvOvldFlag == false ) ) - btLampkaOgrzewanieSkladu.Turn( true ); - else - btLampkaOgrzewanieSkladu.Turn( false ); - - //---------- - - // lights - auto const lightpower { ( - InstrumentLightType == 0 ? mvControlled->Battery || mvControlled->ConverterFlag : - InstrumentLightType == 1 ? mvControlled->Mains : - InstrumentLightType == 2 ? mvControlled->ConverterFlag : - InstrumentLightType == 3 ? mvControlled->Battery || mvControlled->ConverterFlag : - InstrumentLightType == 4 ? mvControlled->Battery || mvControlled->ConverterFlag : - false ) }; - InstrumentLightActive = ( - InstrumentLightType == 3 ? true : // TODO: link the light state with the state of the master key - InstrumentLightType == 4 ? ( mvOccupied->iLights[end::front] != 0 ) || ( mvOccupied->iLights[end::rear] != 0 ) : - InstrumentLightActive ); - btInstrumentLight.Turn( InstrumentLightActive && lightpower ); - btDashboardLight.Turn( DashboardLightActive && lightpower ); - btTimetableLight.Turn( TimetableLightActive && lightpower ); - - // guziki: - ggMainOffButton.Update(); - ggMainOnButton.Update(); - ggMainButton.Update(); - ggSecurityResetButton.Update(); - ggReleaserButton.Update(); - ggSpringBrakeOnButton.Update(); - ggSpringBrakeOffButton.Update(); - ggUniveralBrakeButton1.Update(); - ggUniveralBrakeButton2.Update(); - ggUniveralBrakeButton3.Update(); - ggEPFuseButton.Update(); - ggAntiSlipButton.Update(); - ggSandButton.Update(); - ggAutoSandButton.Update(); - ggFuseButton.Update(); - ggConverterFuseButton.Update(); - ggStLinOffButton.Update(); - ggRadioChannelSelector.Update(); - ggRadioChannelPrevious.Update(); - ggRadioChannelNext.Update(); - ggRadioStop.Update(); - ggRadioTest.Update(); - ggRadioCall3.Update(); - ggRadioVolumeSelector.Update(); - ggRadioVolumePrevious.Update(); - ggRadioVolumeNext.Update(); - ggDepartureSignalButton.Update(); -/* - ggPantFrontButton.Update(); - ggPantRearButton.Update(); - ggPantFrontButtonOff.Update(); - ggPantRearButtonOff.Update(); -*/ - ggPantAllDownButton.Update(); - ggPantSelectedDownButton.Update(); - ggPantSelectedButton.Update(); - ggPantSelectButton.Update(); - ggPantCompressorButton.Update(); - ggPantCompressorValve.Update(); - - ggLightsButton.Update(); - ggUpperLightButton.Update(); - ggLeftLightButton.Update(); - ggRightLightButton.Update(); - ggLeftEndLightButton.Update(); - ggRightEndLightButton.Update(); - // hunter-230112 - ggRearUpperLightButton.Update(); - ggRearLeftLightButton.Update(); - ggRearRightLightButton.Update(); - ggRearLeftEndLightButton.Update(); - ggRearRightEndLightButton.Update(); - ggDimHeadlightsButton.Update(); - //------------ - ggConverterButton.Update(); - ggConverterLocalButton.Update(); - ggConverterOffButton.Update(); - ggTrainHeatingButton.Update(); - ggSignallingButton.Update(); - ggNextCurrentButton.Update(); - ggHornButton.Update(); - ggHornLowButton.Update(); - ggHornHighButton.Update(); - ggWhistleButton.Update(); - if( DynamicObject->Mechanik != nullptr ) { - ggHelperButton.UpdateValue( DynamicObject->Mechanik->HelperState ); - } - ggHelperButton.Update(); - - ggSpeedControlIncreaseButton.Update( lowvoltagepower ); - ggSpeedControlDecreaseButton.Update( lowvoltagepower ); - ggSpeedControlPowerIncreaseButton.Update( lowvoltagepower ); - ggSpeedControlPowerDecreaseButton.Update( lowvoltagepower ); - for (auto &speedctrlbutton : ggSpeedCtrlButtons) { - speedctrlbutton.Update( lowvoltagepower ); - } - for( auto &universal : ggUniversals ) { - universal.Update(); - } - for( auto &relayresetbutton : ggRelayResetButtons ) { - relayresetbutton.Update(); - } - // hunter-091012 - ggInstrumentLightButton.Update(); - ggDashboardLightButton.Update(); - ggTimetableLightButton.Update(); - ggCabLightDimButton.Update(); - ggCompartmentLightsButton.Update(); - ggCompartmentLightsOnButton.Update(); - ggCompartmentLightsOffButton.Update(); - ggBatteryButton.Update(); - ggBatteryOnButton.Update(); - ggBatteryOffButton.Update(); - - ggWaterPumpBreakerButton.Update(); - ggWaterPumpButton.Update(); - ggWaterHeaterBreakerButton.Update(); - ggWaterHeaterButton.Update(); - ggWaterCircuitsLinkButton.Update(); - ggFuelPumpButton.Update(); - ggOilPumpButton.Update(); - ggMotorBlowersFrontButton.Update(); - ggMotorBlowersRearButton.Update(); - ggMotorBlowersAllOffButton.Update(); - //------ + // else //standardowa prodedura z kranem powiązanym z klawiaturą + // ggBrakeCtrl.UpdateValue(double(mvOccupied->BrakeCtrlPos)); + ggBrakeCtrl.UpdateValue(mvOccupied->fBrakeCtrlPos); + ggBrakeCtrl.Update(); } + + if( ggLocalBrake.SubModel != nullptr ) { +#ifdef _WIN32 + if( ( DynamicObject->Mechanik != nullptr ) + && ( false == DynamicObject->Mechanik->AIControllFlag ) // nie blokujemy AI + && ( mvOccupied->BrakeLocHandle == TBrakeHandle::FD1 ) + && ( ( Global.iFeedbackMode == 4 ) +/* || ( Global.bMWDmasterEnable && Global.bMWDBreakEnable )*/ ) ) { + // Ra: nie najlepsze miejsce, ale na początek gdzieś to dać trzeba + // Firleju: dlatego kasujemy i zastepujemy funkcją w Console + auto const b = clamp( + Console::AnalogCalibrateGet( 1 ), + 0.0, + 1.0 ); + mvOccupied->LocalBrakePosA = b; + ggLocalBrake.UpdateValue( b * LocalBrakePosNo ); + } + else +#endif + { + // standardowa prodedura z kranem powiązanym z klawiaturą + ggLocalBrake.UpdateValue( mvOccupied->LocalBrakePosA * LocalBrakePosNo ); + } + ggLocalBrake.Update(); + } + ggAlarmChain.Update(); + ggBrakeProfileCtrl.Update(); + ggBrakeProfileG.Update(); + ggBrakeProfileR.Update(); + ggBrakeOperationModeCtrl.Update(); + ggMaxCurrentCtrl.Update(); + // NBMX wrzesien 2003 - drzwi + ggDoorLeftPermitButton.Update(); + ggDoorRightPermitButton.Update(); + ggDoorPermitPresetButton.Update(); + ggDoorLeftButton.Update(); + ggDoorRightButton.Update(); + ggDoorLeftOnButton.Update(); + ggDoorRightOnButton.Update(); + ggDoorLeftOffButton.Update(); + ggDoorRightOffButton.Update(); + ggDoorAllOnButton.Update(); + ggDoorAllOffButton.Update(); + ggDoorSignallingButton.Update(); + // NBMX dzwignia sprezarki + ggCompressorButton.Update(); + ggCompressorLocalButton.Update(); + ggCompressorListButton.Update(); + + //--------- + // hunter-080812: poprawka na ogrzewanie w elektrykach - usuniete uzaleznienie od przetwornicy + if( ( mvControlled->Heating == true ) + && ( mvControlled->ConvOvldFlag == false ) ) + btLampkaOgrzewanieSkladu.Turn( true ); + else + btLampkaOgrzewanieSkladu.Turn( false ); + + //---------- + + // lights + auto const lightpower { ( + InstrumentLightType == 0 ? mvControlled->Battery || mvControlled->ConverterFlag : + InstrumentLightType == 1 ? mvControlled->Mains : + InstrumentLightType == 2 ? mvControlled->ConverterFlag : + InstrumentLightType == 3 ? mvControlled->Battery || mvControlled->ConverterFlag : + InstrumentLightType == 4 ? mvControlled->Battery || mvControlled->ConverterFlag : + false ) }; + InstrumentLightActive = ( + InstrumentLightType == 3 ? true : // TODO: link the light state with the state of the master key + InstrumentLightType == 4 ? ( mvOccupied->iLights[end::front] != 0 ) || ( mvOccupied->iLights[end::rear] != 0 ) : + InstrumentLightActive ); + btInstrumentLight.Turn( InstrumentLightActive && lightpower ); + btDashboardLight.Turn( DashboardLightActive && lightpower ); + btTimetableLight.Turn( TimetableLightActive && lightpower ); + + // guziki: + ggMainOffButton.Update(); + ggMainOnButton.Update(); + ggMainButton.Update(); + ggSecurityResetButton.Update(); + ggReleaserButton.Update(); + ggSpringBrakeOnButton.Update(); + ggSpringBrakeOffButton.Update(); + ggUniveralBrakeButton1.Update(); + ggUniveralBrakeButton2.Update(); + ggUniveralBrakeButton3.Update(); + ggEPFuseButton.Update(); + ggAntiSlipButton.Update(); + ggSandButton.Update(); + ggAutoSandButton.Update(); + ggFuseButton.Update(); + ggConverterFuseButton.Update(); + ggStLinOffButton.Update(); + ggRadioChannelSelector.Update(); + ggRadioChannelPrevious.Update(); + ggRadioChannelNext.Update(); + ggRadioStop.Update(); + ggRadioTest.Update(); + ggRadioCall3.Update(); + ggRadioVolumeSelector.Update(); + ggRadioVolumePrevious.Update(); + ggRadioVolumeNext.Update(); + ggDepartureSignalButton.Update(); +/* + ggPantFrontButton.Update(); + ggPantRearButton.Update(); + ggPantFrontButtonOff.Update(); + ggPantRearButtonOff.Update(); +*/ + ggPantAllDownButton.Update(); + ggPantSelectedDownButton.Update(); + ggPantSelectedButton.Update(); + ggPantSelectButton.Update(); + ggPantCompressorButton.Update(); + ggPantCompressorValve.Update(); + + ggLightsButton.Update(); + ggUpperLightButton.Update(); + ggLeftLightButton.Update(); + ggRightLightButton.Update(); + ggLeftEndLightButton.Update(); + ggRightEndLightButton.Update(); + // hunter-230112 + ggRearUpperLightButton.Update(); + ggRearLeftLightButton.Update(); + ggRearRightLightButton.Update(); + ggRearLeftEndLightButton.Update(); + ggRearRightEndLightButton.Update(); + ggDimHeadlightsButton.Update(); + //------------ + ggConverterButton.Update(); + ggConverterLocalButton.Update(); + ggConverterOffButton.Update(); + ggTrainHeatingButton.Update(); + ggSignallingButton.Update(); + ggNextCurrentButton.Update(); + ggHornButton.Update(); + ggHornLowButton.Update(); + ggHornHighButton.Update(); + ggWhistleButton.Update(); + if( DynamicObject->Mechanik != nullptr ) { + ggHelperButton.UpdateValue( DynamicObject->Mechanik->HelperState ); + } + ggHelperButton.Update(); + + ggSpeedControlIncreaseButton.Update( lowvoltagepower ); + ggSpeedControlDecreaseButton.Update( lowvoltagepower ); + ggSpeedControlPowerIncreaseButton.Update( lowvoltagepower ); + ggSpeedControlPowerDecreaseButton.Update( lowvoltagepower ); + for (auto &speedctrlbutton : ggSpeedCtrlButtons) { + speedctrlbutton.Update( lowvoltagepower ); + } + for( auto &universal : ggUniversals ) { + universal.Update(); + } + for( auto &relayresetbutton : ggRelayResetButtons ) { + relayresetbutton.Update(); + } + // hunter-091012 + ggInstrumentLightButton.Update(); + ggDashboardLightButton.Update(); + ggTimetableLightButton.Update(); + ggCabLightDimButton.Update(); + ggCompartmentLightsButton.Update(); + ggCompartmentLightsOnButton.Update(); + ggCompartmentLightsOffButton.Update(); + ggBatteryButton.Update(); + ggBatteryOnButton.Update(); + ggBatteryOffButton.Update(); + + ggWaterPumpBreakerButton.Update(); + ggWaterPumpButton.Update(); + ggWaterHeaterBreakerButton.Update(); + ggWaterHeaterButton.Update(); + ggWaterCircuitsLinkButton.Update(); + ggFuelPumpButton.Update(); + ggOilPumpButton.Update(); + ggMotorBlowersFrontButton.Update(); + ggMotorBlowersRearButton.Update(); + ggMotorBlowersAllOffButton.Update(); + // wyprowadzenie sygnałów dla haslera na PoKeys (zaznaczanie na taśmie) btHaslerBrakes.Turn(DynamicObject->MoverParameters->BrakePress > 0.4); // ciśnienie w cylindrach btHaslerCurrent.Turn(DynamicObject->MoverParameters->Im != 0.0); // prąd na silnikach diff --git a/simulation.cpp b/simulation.cpp index ba1a2bd4..f40c7022 100644 --- a/simulation.cpp +++ b/simulation.cpp @@ -26,6 +26,7 @@ http://mozilla.org/MPL/2.0/. #include "scene.h" #include "Train.h" #include "application.h" +#include "Logs.h" namespace simulation { @@ -267,6 +268,10 @@ void state_manager::process_commands() { else { delete train; train = nullptr; + if( targetvehicle->name() == Global.local_start_vehicle ) { + ErrorLog( "Failed to initialize player train, \"" + Global.local_start_vehicle + "\"" ); + Global.local_start_vehicle = "ghostview"; + } } } diff --git a/version.h b/version.h index ead6fcb4..d75ea4a5 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 322 +#define VERSION_MINOR 406 #define VERSION_REVISION 0 From 65780f9fb2f4069822988a0e8ce873adb91e6347 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 9 Apr 2020 01:32:11 +0200 Subject: [PATCH 106/153] ground relay start method, motor connector logic fixes, ai door control logic fix, user vehicle initialization fix --- Driver.cpp | 14 ++++++++++++++ McZapkie/MOVER.h | 3 ++- McZapkie/Mover.cpp | 45 +++++++++++++++++++++++++++++---------------- simulation.cpp | 3 +++ 4 files changed, 48 insertions(+), 17 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 507debee..6ba5711d 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -3950,6 +3950,7 @@ void TController::Doors( bool const Open, int const Side ) { && ( false == doors_open() ) ) { // the doors are already closed and we don't have to revoke control permit, we can skip all hard work iDrivigFlags &= ~moveDoorOpened; + return; } if( AIControllFlag ) { @@ -4089,6 +4090,19 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N else { // inicjacja pierwszego przystanku i pobranie jego nazwy // HACK: clear the potentially set door state flag to ensure door get opened if applicable + if( true == AIControllFlag ) { + // simplified door closing procedure, to sync actual door state with the door state flag + // NOTE: this may result in visually ugly quick switch between closing and opening the doors, but eh + if( ( pVehicle->MoverParameters->Doors.close_control == control_t::driver ) + || ( pVehicle->MoverParameters->Doors.close_control == control_t::mixed ) ) { + pVehicle->MoverParameters->OperateDoors( side::right, false ); + pVehicle->MoverParameters->OperateDoors( side::left, false ); + } + if( pVehicle->MoverParameters->Doors.permit_needed ) { + pVehicle->MoverParameters->PermitDoors( side::right, false ); + pVehicle->MoverParameters->PermitDoors( side::left, false ); + } + } iDrivigFlags &= ~( moveDoorOpened ); TrainParams.UpdateMTable( simulation::Time, TrainParams.NextStationName ); diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 91197c57..38821119 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1469,6 +1469,7 @@ public: bool FuseFlag = false; /*!o bezpiecznik nadmiarowy*/ bool ConvOvldFlag = false; /*! nadmiarowy przetwornicy i ogrzewania*/ bool GroundRelay { true }; // switches off to protect against damage from earths + start_t GroundRelayStart { start_t::manual }; // relay activation method bool StLinFlag = false; /*!o styczniki liniowe*/ bool StLinSwitchOff{ false }; // state of the button forcing motor connectors open bool ResistorsFlag = false; /*!o jazda rezystorowa*/ @@ -1569,7 +1570,7 @@ public: double FrictConst2d= 0.0; double TotalMassxg = 0.0; /*TotalMass*g*/ - double fBrakeCtrlPos = -2.0; // płynna nastawa hamulca zespolonego + double fBrakeCtrlPos = -2.0; // płynna nastawa hamulca zespolonego bool bPantKurek3 = true; // kurek trójdrogowy (pantografu): true=połączenie z ZG, false=połączenie z małą sprężarką // domyślnie zbiornik pantografu połączony jest ze zbiornikiem głównym bool PantAutoValve { false }; // type of installed pantograph compressor valve int iProblem = 0; // flagi problemów z taborem, aby AI nie musiało porównywać; 0=może jechać diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 4e5ca721..315b0e45 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -691,7 +691,7 @@ void TMoverParameters::UpdatePantVolume(double dt) { && ( ( PantographCompressorStart == start_t::automatic ) || ( PantographCompressorStart == start_t::manualwithautofallback ) ) ); - auto const lowvoltagepower { Battery | ConverterFlag }; + auto const lowvoltagepower { Battery || ConverterFlag }; PantCompFlag &= lowvoltagepower; if (EnginePowerSource.SourceType == TPowerSource::CurrentCollector) // tylko jeśli pantografujący @@ -1501,11 +1501,16 @@ void TMoverParameters::MainsCheck( double const Deltatime ) { void TMoverParameters::LowVoltagePowerCheck( double const Deltatime ) { - auto const lowvoltagepower { Battery | ConverterFlag }; + auto const lowvoltagepower { Battery || ConverterFlag }; switch( EngineType ) { case TEngineType::ElectricSeriesMotor: { GroundRelay &= lowvoltagepower; + if( GroundRelayStart != start_t::manual ) { + // NOTE: we're ignoring intricaties of battery and converter types as they're unlikely to be used + // TODO: generic check method which takes these into account + GroundRelay |= lowvoltagepower; + } break; } default: { @@ -5204,12 +5209,12 @@ double TMoverParameters::TractionForce( double dt ) { case TEngineType::DieselElectric: { // TODO: move this to the auto relay check when the electric engine code paths are unified - StLinFlag &= MotorConnectorsCheck(); - StLinFlag &= ( MainCtrlActualPos > 0 ); StLinFlag |= ( ( Mains ) - && ( MainCtrlActualPos == 0 ) - && ( MainCtrlPowerPos() > 0 ) ); + && ( false == StLinFlag ) + && ( MainCtrlPowerPos() == 1 ) ); + StLinFlag &= MotorConnectorsCheck(); + StLinFlag &= ( MainCtrlPowerPos() > 0 ); break; } @@ -5372,8 +5377,7 @@ double TMoverParameters::TractionForce( double dt ) { tempUmax = DElist[MainCtrlPosNo].Umax * std::min(eimic_positive, rpmratio); tempPmax = DElist[MainCtrlPosNo].GenPower * std::min(eimic_positive, rpmratio); tmp = tempPmax; - // NOTE: Mains in this context is working diesel engine - if ((true == Mains) && (MainCtrlPowerPos() > 0)) + if (true == StLinFlag) { if (tmpV < (Vhyp * tempPmax / DElist[MainCtrlPosNo].GenPower)) @@ -5399,7 +5403,7 @@ double TMoverParameters::TractionForce( double dt ) { } else if( true == ShuntMode ) { - if( ( true == Mains ) && ( MainCtrlPowerPos() > 0 ) ) { + if( true == StLinFlag ) { EngineVoltage = ( SST[ MainCtrlPos ].Umax * AnPos ) + ( SST[ MainCtrlPos ].Umin * ( 1.0 - AnPos ) ); // NOTE: very crude way to approximate power generated at current rpm instead of instant top output // NOTE, TODO: doesn't take into account potentially increased revolutions if heating is on, fix it @@ -5433,7 +5437,7 @@ double TMoverParameters::TractionForce( double dt ) { PosRatio = currentgenpower / DElist[MainCtrlPosNo].GenPower; // stosunek mocy teraz do mocy max // NOTE: Mains in this context is working diesel engine - if( ( true == Mains ) && ( MainCtrlPowerPos() > 0 ) ) { + if( true == StLinFlag ) { if( tmpV < ( Vhyp * power / DElist[ MainCtrlPosNo ].GenPower ) ) { // czy na czesci prostej, czy na hiperboli @@ -5536,9 +5540,9 @@ double TMoverParameters::TractionForce( double dt ) { EngineVoltage = 0; // przekazniki bocznikowania, kazdy inny dla kazdej pozycji - if ((IsMainCtrlNoPowerPos()) || (ShuntMode) || (false==Mains)) + if( ( false == StLinFlag ) || ( ShuntMode ) ) { ScndCtrlPos = 0; - + } else { if( AutoRelayFlag ) { @@ -6114,6 +6118,7 @@ bool TMoverParameters::RelayReset( int const Relays ) { if( TestFlag( Relays, relay_t::maincircuitground ) ) { if( ( ( EngineType == TEngineType::ElectricSeriesMotor ) || ( EngineType == TEngineType::DieselElectric ) ) + && ( ( GroundRelayStart == start_t::manual ) || ( GroundRelayStart == start_t::manualwithautofallback ) ) && ( IsMainCtrlNoPowerPos() ) && ( ScndCtrlPos == 0 ) && ( DirActive != 0 ) @@ -8053,9 +8058,8 @@ TMoverParameters::update_doors( double const Deltatime ) { // revoke permit if... door.open_permit = ( true == door.open_permit ) // ...we already have one... - && ( ( false == Doors.permit_presets.empty() ) // ...there's no permit preset switch... - || ( ( false == Doors.is_locked ) // ...and the door lock is engaged... - && ( false == door.remote_close ) ) );// ...or about to be closed + && ( false == Doors.is_locked ) // ...and the door lock is engaged... + && ( false == door.remote_close );// ...or about to be closed door.is_open = ( door.position >= Doors.range ) @@ -9961,7 +9965,16 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { lookup->second : start_t::automatic; // legacy behaviour } - + // ground relay + { + auto lookup = starts.find( extract_value( "GroundRelayStart", line ) ); + GroundRelayStart = ( + lookup != starts.end() ? + lookup->second : + ( TrainType == dt_EZT ? + start_t::automatic : + start_t::manual ) ); + } } void TMoverParameters::LoadFIZ_Blending(std::string const &line) { diff --git a/simulation.cpp b/simulation.cpp index f40c7022..5d8d79ee 100644 --- a/simulation.cpp +++ b/simulation.cpp @@ -219,6 +219,9 @@ void state_manager::process_commands() { if (commanddata.command == user_command::entervehicle) { // przesiadka do innego pojazdu + if( commanddata.payload == "ghostview" ) { + continue; + } // NOTE: because malformed scenario can have vehicle name duplicates we first try to locate vehicle in world, with name search as fallback TDynamicObject *targetvehicle = std::get( simulation::Region->find_vehicle( commanddata.location, 50, false, false ) ); if( ( targetvehicle == nullptr ) || ( targetvehicle->name() != commanddata.payload ) ) { From f2c1a4dc96f200bd07117421360a3920feacac88 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 9 Apr 2020 03:17:17 +0200 Subject: [PATCH 107/153] milek7/sim branch uart input code import --- uart.cpp | 146 ++++++++++++++++++++++++++++++++++++++++++++++--------- uart.h | 2 + 2 files changed, 125 insertions(+), 23 deletions(-) diff --git a/uart.cpp b/uart.cpp index 7343c4bc..3f3c88d2 100644 --- a/uart.cpp +++ b/uart.cpp @@ -12,11 +12,31 @@ uart_input::uart_input() { conf = Global.uart_conf; - if (sp_get_port_by_name(conf.port.c_str(), &port) != SP_OK) - throw std::runtime_error("uart: cannot find specified port"); + if (!setup_port()) + throw std::runtime_error("uart: cannot open port"); - if (sp_open(port, (sp_mode)(SP_MODE_READ | SP_MODE_WRITE)) != SP_OK) - throw std::runtime_error("uart: cannot open port"); + old_packet.fill(0); + last_update = std::chrono::high_resolution_clock::now(); +} + +bool uart_input::setup_port() +{ + if (port) { + sp_close(port); + sp_free_port(port); + port = nullptr; + } + + if (sp_get_port_by_name(conf.port.c_str(), &port) != SP_OK) { + ErrorLog("uart: cannot find specified port"); + return false; + } + + if (sp_open(port, (sp_mode)(SP_MODE_READ | SP_MODE_WRITE)) != SP_OK) { + ErrorLog("uart: cannot open port"); + port = nullptr; + return false; + } sp_port_config *config; @@ -26,21 +46,33 @@ uart_input::uart_input() sp_set_config_bits(config, 8) != SP_OK || sp_set_config_stopbits(config, 1) != SP_OK || sp_set_config_parity(config, SP_PARITY_NONE) != SP_OK || - sp_set_config(port, config) != SP_OK) - throw std::runtime_error("uart: cannot set config"); + sp_set_config(port, config) != SP_OK) { + ErrorLog("uart: cannot set config"); + port = nullptr; + return false; + } sp_free_config(config); - if (sp_flush(port, SP_BUF_BOTH) != SP_OK) - throw std::runtime_error("uart: cannot flush"); - - old_packet.fill(0); - last_update = std::chrono::high_resolution_clock::now(); + if (sp_flush(port, SP_BUF_BOTH) != SP_OK) { + ErrorLog("uart: cannot flush"); + port = nullptr; + return false; + } + + return true; } uart_input::~uart_input() { - std::array buffer = { 0 }; + if (!port) + return; + + std::array buffer = { 0 }; + buffer[0] = 0xEF; + buffer[1] = 0xEF; + buffer[2] = 0xEF; + buffer[3] = 0xEF; sp_blocking_write(port, (void*)buffer.data(), buffer.size(), 0); sp_drain(port); @@ -131,18 +163,77 @@ void uart_input::poll() return; last_update = now; + if (!port) { + setup_port(); + return; + } + auto const *t =simulation::Train; if (!t) return; sp_return ret; - - if ((ret = sp_input_waiting(port)) >= 16) + + if ((ret = sp_input_waiting(port)) >= 20) { - std::array buffer; // TBD, TODO: replace with vector of configurable size? - ret = sp_blocking_read(port, (void*)buffer.data(), buffer.size(), 0); - if (ret < 0) - throw std::runtime_error("uart: failed to read from port"); + std::array tmp_buffer; // TBD, TODO: replace with vector of configurable size? + ret = sp_blocking_read(port, (void*)tmp_buffer.data(), tmp_buffer.size(), 0); + + if (ret < 0) { + setup_port(); + return; + } + + bool sync; + if (tmp_buffer[0] != 0xEF || tmp_buffer[1] != 0xEF || tmp_buffer[2] != 0xEF || tmp_buffer[3] != 0xEF) { + if (conf.debug) + WriteLog("uart: bad sync"); + sync = false; + } + else { + if (conf.debug) + WriteLog("uart: sync ok"); + sync = true; + } + + if (!sync) { + int sync_cnt = 0; + int sync_fail = 0; + char sc = 0; + while ((ret = sp_blocking_read(port, &sc, 1, 10)) >= 0) { + if (conf.debug) + WriteLog("uart: read byte: " + std::to_string((int)sc)); + if (sc == 0xEF) + sync_cnt++; + else { + sync_cnt = 0; + sync_fail++; + } + if (sync_cnt == 4) { + if (conf.debug) + WriteLog("uart: synced, skipping one packet.."); + ret = sp_blocking_read(port, (void*)tmp_buffer.data(), 16, 500); + if (ret < 0) { + setup_port(); + return; + } + data_pending = false; + break; + } + if (sync_fail >= 60) { + if (conf.debug) + WriteLog("uart: tired of trying"); + break; + } + } + if (ret < 0) { + setup_port(); + } + return; + } + + std::array buffer; + memmove(&buffer[0], &tmp_buffer[4], 16); if (conf.debug) { @@ -230,6 +321,11 @@ void uart_input::poll() old_packet = buffer; } + if (ret < 0) { + setup_port(); + return; + } + if (!data_pending && sp_output_waiting(port) == 0) { // TODO: ugly! move it into structure like input_bits @@ -251,8 +347,10 @@ void uart_input::poll() m_trainstatecab = trainstate.cab - 1; } - std::array buffer { - //byte 0-1 + std::array buffer { + //preamble + 0xEF, 0xEF, 0xEF, 0xEF, + //byte 0-1 (counting without preamble) SPLIT_INT16(tacho), //byte 2 (uint8_t)( @@ -323,9 +421,11 @@ void uart_input::poll() } ret = sp_blocking_write(port, (void*)buffer.data(), buffer.size(), 0); - if (ret != buffer.size()) - throw std::runtime_error("uart: failed to write to port"); + if (ret < 0) { + setup_port(); + return; + } data_pending = true; } -} \ No newline at end of file +} diff --git a/uart.h b/uart.h index 73a65300..3d864740 100644 --- a/uart.h +++ b/uart.h @@ -60,6 +60,8 @@ private: using input_pin_t = std::tuple; using inputpin_sequence = std::vector; + + bool setup_port(); // members sp_port *port = nullptr; From f7d2b8bb7fef7a7a8e8704d8c116fdb86b63bac3 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 21 Apr 2020 16:04:22 +0200 Subject: [PATCH 108/153] control pressure switch, ground relay state exposed to uart interface, independent brake ai logic tweaks --- Driver.cpp | 70 +++++++++++++++++++++++++++++++++++++++------- Driver.h | 1 + DynObj.cpp | 7 +++-- Globals.h | 2 +- McZapkie/MOVER.h | 6 ++-- McZapkie/Mover.cpp | 29 +++++++++++-------- Train.cpp | 19 +++++++------ Train.h | 1 + driveruipanels.cpp | 5 ++-- translation.cpp | 4 +-- uart.cpp | 1 + 11 files changed, 104 insertions(+), 41 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 6ba5711d..b2e0b50f 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -3092,6 +3092,16 @@ bool TController::DecBrake() return OK; }; +bool TController::ZeroLocalBrake() { + + if( mvOccupied->UniCtrlIntegratedLocalBrakeCtrl ) { + return DecBrakeEIM(); + } + else { + return mvOccupied->DecLocalBrakeLevel( 2 ); + } +} + bool TController::DecBrakeEIM() { // zmniejszenie siły hamowania bool OK = false; @@ -3170,9 +3180,10 @@ bool TController::IncSpeed() if (iOverheadZero) // jazda bezprądowa z poziomu toru ustawia bity return false; // to nici z ruszania } - if (!mvControlling->FuseFlag) //&&mvControlling->StLinFlag) //yBARC - if ((mvControlling->IsMainCtrlNoPowerPos()) || - (mvControlling->StLinFlag)) // youBy polecił dodać 2012-09-08 v367 + if ((!mvControlling->FuseFlag) + &&(!mvControlling->ControlPressureSwitch)) { + if ((mvControlling->IsMainCtrlNoPowerPos()) + || (mvControlling->StLinFlag)) { // youBy polecił dodać 2012-09-08 v367 // na pozycji 0 przejdzie, a na pozostałych będzie czekać, aż się załączą liniowe (zgaśnie DelayCtrlFlag) if (Ready || (iDrivigFlags & movePress)) { // use series mode: @@ -3193,8 +3204,8 @@ bool TController::IncSpeed() ( mvControlling->Imax > mvControlling->ImaxLo ) || ( fVoltage < useseriesmodevoltage ) || ( ( true == sufficienttractionforce ) - && ( true == sufficientacceleration ) - && ( mvOccupied->Vel <= ( IsCargoTrain ? 35 : 25 ) + ( seriesmodefieldshunting ? 5 : 0 ) - ( ( fAccGravity < -0.025 ) ? 10 : 0 ) ) ) ); + && ( true == sufficientacceleration ) + && ( mvOccupied->Vel <= ( IsCargoTrain ? 35 : 25 ) + ( seriesmodefieldshunting ? 5 : 0 ) - ( ( fAccGravity < -0.025 ) ? 10 : 0 ) ) ) ); // when not in series mode use the first available parallel mode configuration until 50/60 km/h for passenger/cargo train // (if there's only one parallel mode configuration it'll be used regardless of current speed) auto const usefieldshunting = ( @@ -3267,10 +3278,11 @@ bool TController::IncSpeed() OK = false; } } + } + } mvControlling->AutoRelayCheck(); // sprawdzenie logiki sterowania break; case TEngineType::Dumb: - case TEngineType::DieselElectric: if (!mvControlling->FuseFlag) if (Ready || (iDrivigFlags & movePress)) //{(BrakePress<=0.01*MaxBrakePress)} { @@ -3281,6 +3293,23 @@ bool TController::IncSpeed() OK = mvControlling->IncScndCtrl(1); } break; + case TEngineType::DieselElectric: + if ((!mvControlling->FuseFlag) + &&(!mvControlling->ControlPressureSwitch)) { + if ((mvControlling->IsMainCtrlNoPowerPos()) || + (mvControlling->StLinFlag)) { // youBy polecił dodać 2012-09-08 v367 + // na pozycji 0 przejdzie, a na pozostałych będzie czekać, aż się załączą liniowe (zgaśnie DelayCtrlFlag) + if (Ready || (iDrivigFlags & movePress)) //{(BrakePress<=0.01*MaxBrakePress)} + { + OK = IncSpeedEIM(); + if( !OK ) + OK = mvControlling->IncMainCtrl(1); + if (!OK) + OK = mvControlling->IncScndCtrl(1); + } + } + } + break; case TEngineType::ElectricInductionMotor: if (!mvControlling->FuseFlag) if (Ready || (iDrivigFlags & movePress) || (mvOccupied->ShuntMode)) //{(BrakePress<=0.01*MaxBrakePress)} @@ -3619,7 +3648,14 @@ void TController::SpeedSet() } break; case TEngineType::Dumb: + break; case TEngineType::DieselElectric: + if( ( false == mvControlling->StLinFlag ) + && ( mvControlling->MainCtrlPowerPos() > 1 ) ) { + // styczniki liniowe rozłączone yBARC + ZeroSpeed(); + } + break; case TEngineType::ElectricInductionMotor: break; case TEngineType::DieselEngine: @@ -3726,6 +3762,7 @@ void TController::SetTimeControllers() //2. Check the type of Secondary Brake Handle //3. Check the type od EIMCtrlType +/* if (mvOccupied->EIMCtrlType > 0) { if (mvOccupied->EIMCtrlType == 1) //traxx @@ -3737,6 +3774,12 @@ void TController::SetTimeControllers() if (mvOccupied->LocalBrakePosA > 0.95) mvOccupied->MainCtrlPos = 1; } } +*/ + if( ( mvOccupied->UniCtrlIntegratedLocalBrakeCtrl ) + && ( mvOccupied->LocalBrakePosA > 0.95 ) ) { + while( IncBrakeEIM() ) { ; } + } + //4. Check Speed Control System if (mvOccupied->EngineType == TEngineType::ElectricInductionMotor && mvOccupied->ScndCtrlPosNo > 1 && mvOccupied->SpeedCtrlTypeTime) { @@ -5492,9 +5535,7 @@ TController::UpdateSituation(double dt) { if( iVehicleCount >= 0 ) { // zmieni się po odczepieniu WriteLog( mvOccupied->Name + " dociskanie..." ); - while( mvOccupied->DecLocalBrakeLevel( 1 ) ) { // dociśnij sklad - ; - } + ZeroLocalBrake(); IncSpeed(); } WriteLog(mvOccupied->Name + " odczepianie w kierunku " + std::to_string(mvOccupied->DirAbsolute)); @@ -6233,6 +6274,15 @@ TController::UpdateSituation(double dt) { if( ( AccDesired > -0.03 ) && ( false == mvOccupied->Hamulec->Releaser() ) ) { if( mvOccupied->PipePress < 3.0 ) { + ZeroSpeed(); // some vehicles may require master controller in neutral position + // some vehicles require brake handle to be moved to specific position + if( mvOccupied->HandleUnlock != -3 ) { + while( ( BrakeCtrlPosition >= mvOccupied->HandleUnlock ) + && ( BrakeLevelAdd( -1 ) ) ) { + // all work is done in the header + ; + } + } mvOccupied->BrakeReleaser( 1 ); } if( ( mvOccupied->BrakePress > 0.4 ) @@ -6492,7 +6542,7 @@ TController::UpdateSituation(double dt) { if( mvOccupied->LocalBrake != TLocalBrake::ManualBrake ) { // do it only if the vehicle actually has the independent brake if( mvOccupied->BrakeCtrlPos == mvOccupied->Handle->GetPos( bh_RP ) ) { - if( mvOccupied->LocalBrakePosA == 0.0 ) { + if( mvOccupied->LocalBrakePosA < 1.0 ) { // dodatkowy na pozycję 1 mvOccupied->IncLocalBrakeLevel( LocalBrakePosNo ); } diff --git a/Driver.h b/Driver.h index 8241e166..9d0d0fda 100644 --- a/Driver.h +++ b/Driver.h @@ -227,6 +227,7 @@ private: void SetDriverPsyche(); bool IncBrake(); bool DecBrake(); + bool ZeroLocalBrake(); bool IncSpeed(); bool DecSpeed(bool force = false); void ZeroSpeed( bool const Enforce = false ); diff --git a/DynObj.cpp b/DynObj.cpp index 6e44e78d..7e40210c 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -3079,9 +3079,10 @@ bool TDynamicObject::Update(double dt, double dt1) MEDLogTime = 0; } auto FzadED { 0.0 }; - if( ( MoverParameters->EpFuse && (MoverParameters->BrakeHandle != TBrakeHandle::MHZ_EN57)) - || ( ( MoverParameters->BrakeHandle == TBrakeHandle::MHZ_EN57 ) - && ( MoverParameters->BrakeOpModeFlag & bom_MED ) ) ) { + if( ( LBR > MoverParameters->MED_MinBrakeReqED ) + && ( MoverParameters->BrakeHandle == TBrakeHandle::MHZ_EN57 ? + ( ( MoverParameters->BrakeOpModeFlag & bom_MED ) != 0 ) : + MoverParameters->EpFuse ) ) { FzadED = std::min( Fzad, FmaxED ); } if (MoverParameters->EIMCtrlType == 2 && MoverParameters->MainCtrlPos < 2 && MoverParameters->eimic > -0.999) diff --git a/Globals.h b/Globals.h index ee1f77ba..6799d5c7 100644 --- a/Globals.h +++ b/Globals.h @@ -86,7 +86,7 @@ struct global_settings { std::string Period{}; // time of the day, based on sun position bool FullPhysics{ true }; // full calculations performed for each simulation step bool bnewAirCouplers{ true }; - float fMoveLight{ -1.f }; // numer dnia w roku albo -1 + float fMoveLight{ 0.f }; // numer dnia w roku albo -1 bool FakeLight{ false }; // toggle between fixed and dynamic daylight double fTimeSpeed{ 1.0 }; // przyspieszenie czasu, zmienna do testów double fLatitudeDeg{ 52.0 }; // szerokość geograficzna diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 38821119..6d0d63da 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -339,8 +339,6 @@ enum TCompressorList // lista parametrów w programatorze sprężarek cl_MaxFactor = 3 // mnożnik progu wyłącznika ciśnieniowego }; -/*ogolne*/ -/*lokacja*/ struct TLocation { double X; @@ -1255,6 +1253,7 @@ public: bool MED_EPVC = 0; // czy korekcja sily hamowania EP, gdy nie ma dostepnego ED double MED_EPVC_Time = 7; // czas korekcji sily hamowania EP, gdy nie ma dostepnego ED bool MED_Ncor = 0; // czy korekcja sily hamowania z uwzglednieniem nacisku + double MED_MinBrakeReqED = 0; int DCEMUED_CC { 0 }; //na którym sprzęgu sprawdzać działanie ED double DCEMUED_EP_max_Vel{ 0.0 }; //maksymalna prędkość, przy której działa EP przy włączonym ED w jednostce (dla tocznych) @@ -1425,7 +1424,8 @@ public: double MainsInitTime{ 0.0 }; // config, initialization time (in seconds) of the main circuit after it receives power, before it can be closed double MainsInitTimeCountdown{ 0.0 }; // current state of main circuit initialization, remaining time (in seconds) until it's ready bool LineBreakerClosesAtNoPowerPosOnly{ false }; - bool HasPressureSwitch{ true }; + bool ControlPressureSwitch{ false }; // activates if the main pipe and/or brake cylinder pressure aren't within operational levels + bool HasControlPressureSwitch{ true }; int MainCtrlPos = 0; /*polozenie glownego nastawnika*/ int ScndCtrlPos = 0; /*polozenie dodatkowego nastawnika*/ int LightsPos = 0; /*polozenie przelacznika wielopozycyjnego swiatel*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 315b0e45..3c3acf3f 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -3641,7 +3641,15 @@ bool TMoverParameters::AntiSlippingBrake(void) bool TMoverParameters::BrakeReleaser(int state) { bool OK = true; //false tylko jeśli nie uda się wysłać, GF 20161124 - Hamulec->Releaser(state); + if( state != 0 ) { + // additional limitations imposed by pressure switch + if( ( false == ControlPressureSwitch ) || ( true == IsMainCtrlNoPowerPos() ) ) { + Hamulec->Releaser( state ); + } + } + else { + Hamulec->Releaser( state ); + } if (CabActive != 0) // rekurencyjne wysłanie do następnego OK = SendCtrlToNext("BrakeReleaser", state, CabActive); return OK; @@ -3671,9 +3679,7 @@ bool TMoverParameters::UniversalBrakeButton(int button, int state) if ( TestFlag ( UniversalBrakeButtonFlag[0] & UniversalBrakeButtonFlag[1] & UniversalBrakeButtonFlag[2], TUniversalBrake::ub_Release ) ) { - Hamulec->Releaser( int ( TestFlag ( flag, TUniversalBrake::ub_Release ) )); - if (CabActive != 0) // rekurencyjne wysłanie do następnego - OK = SendCtrlToNext("BrakeReleaser", state, CabActive); + BrakeReleaser( TestFlag( flag, TUniversalBrake::ub_Release ) ? 1 : 0 ); } return OK; } @@ -5003,7 +5009,7 @@ double TMoverParameters::TractionForce( double dt ) { if (EIMCtrlType > 0) //sterowanie cyfrowe tmp = (DElist[0].RPM + ((DElist[MainCtrlPosNo].RPM - DElist[0].RPM) * std::max(0.0,eimic_real))) / 60.0; else - tmp = DElist[ MainCtrlPos ].RPM / 60.0; + tmp = DElist[ ( ControlPressureSwitch ? MainCtrlNoPowerPos() : MainCtrlPos ) ].RPM / 60.0; if( ( true == HeatingAllow ) && ( HeatingPower > 0 ) @@ -6629,13 +6635,12 @@ bool TMoverParameters::AutoRelayCheck(void) bool TMoverParameters::MotorConnectorsCheck() { // hunter-111211: wylacznik cisnieniowy - auto const pressureswitch { - ( TrainType != dt_EZT ) - && ( HasPressureSwitch ) + ControlPressureSwitch = ( + ( HasControlPressureSwitch ) && ( ( BrakePress > 2.0 ) - || ( PipePress < 3.6 ) ) }; + || ( PipePress < 3.6 ) ) ); - if( pressureswitch ) { return false; } + if( true == ControlPressureSwitch ) { return false; } auto const connectorsoff { ( false == Mains ) @@ -9985,7 +9990,7 @@ void TMoverParameters::LoadFIZ_Blending(std::string const &line) { extract_value(MED_amax, "MED_amax", line, "9.81"); extract_value(MED_EPVC, "MED_EPVC", line, ""); extract_value(MED_Ncor, "MED_Ncor", line, ""); - + extract_value(MED_MinBrakeReqED, "MED_MinBrakeReqED", line, ""); } void TMoverParameters::LoadFIZ_DCEMUED(std::string const &line) { @@ -10324,7 +10329,7 @@ void TMoverParameters::LoadFIZ_Engine( std::string const &Input ) { extract_value( MotorBlowers[ end::front ].speed, "MotorBlowersSpeed", Input, "" ); MotorBlowers[ end::rear ] = MotorBlowers[ end::front ]; // pressure switch - extract_value( HasPressureSwitch, "PressureSwitch", Input, "" ); + extract_value( HasControlPressureSwitch, "PressureSwitch", Input, ( TrainType != dt_EZT ? "yes" : "no" ) ); } void TMoverParameters::LoadFIZ_Switches( std::string const &Input ) { diff --git a/Train.cpp b/Train.cpp index 4315cbb3..92130fcf 100644 --- a/Train.cpp +++ b/Train.cpp @@ -685,6 +685,7 @@ TTrain::get_state() const { btLampkaRadioStop.GetValue(), btLampkaOpory.GetValue(), btLampkaWylSzybki.GetValue(), + btLampkaPrzekRozn.GetValue(), btLampkaNadmSil.GetValue(), btLampkaStyczn.GetValue(), btLampkaPoslizg.GetValue(), @@ -2402,10 +2403,13 @@ void TTrain::change_pantograph_selection( int const Change ) { void TTrain::OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_data const &Command ) { - if( ( Train->ggPantCompressorValve.SubModel == nullptr ) - && ( Train->mvControlled->TrainType == dt_EZT ? - ( Train->mvControlled != Train->mvOccupied ) : - ( Train->iCabn != 0 ) ) ) { + auto const valveispresent { + ( Train->ggPantCompressorValve.SubModel != nullptr ) + || ( ( Train->iCabn == 0 ) + && ( Train->mvControlled == Train->mvOccupied ) ) }; + + if( false == valveispresent ) + { // tylko w maszynowym, unless actual device is present return; } @@ -6424,12 +6428,12 @@ bool TTrain::Update( double const Deltatime ) || ( mvControlled->MainCtrlActualPos == 0 ) ); // do EU04 btLampkaStyczn.Turn( - ( ( mvControlled->StLinFlag ) || ( mvControlled->BrakePress > 2.0 ) || ( mvControlled->PipePress < 3.6 ) ) ? + ( ( mvControlled->StLinFlag ) || ( mvControlled->ControlPressureSwitch ) ) ? false : ( mvControlled->BrakePress < 1.0 ) ); // mozna prowadzic rozruch btLampkaPrzekRozn.Turn( - ( ( mvControlled->GroundRelay ) || ( mvControlled->BrakePress > 2.0 ) || ( mvControlled->PipePress < 3.6 ) ) ? + ( ( mvControlled->GroundRelay ) || ( mvControlled->ControlPressureSwitch ) ) ? false : ( mvControlled->BrakePress < 1.0 ) ); // relay is off and needs a reset @@ -6656,8 +6660,7 @@ bool TTrain::Update( double const Deltatime ) || ( mover->MainCtrlActualPos == 0 ) ); // do EU04 if( ( mover->StLinFlag ) - || ( mover->BrakePress > 2.0 ) - || ( mover->PipePress < 3.6 ) ) { + || ( mover->ControlPressureSwitch ) ) { btLampkaStycznB.Turn( false ); } else if( mover->BrakePress < 1.0 ) { diff --git a/Train.h b/Train.h index 02269291..285e084f 100644 --- a/Train.h +++ b/Train.h @@ -84,6 +84,7 @@ class TTrain { std::uint8_t radio_stop; std::uint8_t motor_resistors; std::uint8_t line_breaker; + std::uint8_t ground_relay; std::uint8_t motor_overload; std::uint8_t motor_connectors; std::uint8_t wheelslip; diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 3e32f61b..8489d350 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -663,8 +663,6 @@ debug_panel::update_section_vehicle( std::vector &Output ) { locale::strings[ locale::string::debug_vehicle_devicespower ].c_str(), // devices ( mover.Battery ? 'B' : '.' ), - ( mover.Mains ? 'M' : '.' ), - ( mover.FuseFlag ? '!' : '.' ), ( mover.PantsValve.is_active ? '+' : '.' ), ( mover.Pantographs[ end::rear ].valve.is_active ? 'O' : ( mover.Pantographs[ end::rear ].valve.is_enabled ? 'o' : '.' ) ), ( mover.Pantographs[ end::front ].valve.is_active ? 'P' : ( mover.Pantographs[ end::front ].valve.is_enabled ? 'p' : '.' ) ), @@ -673,10 +671,13 @@ debug_panel::update_section_vehicle( std::vector &Output ) { ( true == mover.WaterHeater.is_damaged ? '!' : ( mover.WaterHeater.is_active ? 'H' : ( false == mover.WaterHeater.breaker ? '-' : ( mover.WaterHeater.is_enabled ? 'h' : '.' ) ) ) ), ( mover.FuelPump.is_active ? 'F' : ( mover.FuelPump.is_enabled ? 'f' : '.' ) ), ( mover.OilPump.is_active ? 'O' : ( mover.OilPump.is_enabled ? 'o' : '.' ) ), + ( mover.Mains ? 'M' : '.' ), + ( mover.FuseFlag ? '!' : '.' ), ( false == mover.ConverterAllowLocal ? '-' : ( mover.ConverterAllow ? ( mover.ConverterFlag ? 'X' : 'x' ) : '.' ) ), ( mover.ConvOvldFlag ? '!' : '.' ), ( mover.CompressorFlag ? 'C' : ( false == mover.CompressorAllowLocal ? '-' : ( ( mover.CompressorAllow || mover.CompressorStart == start_t::automatic ) ? 'c' : '.' ) ) ), ( mover.CompressorGovernorLock ? '!' : '.' ), + ( mover.StLinSwitchOff ? '-' : ( mover.ControlPressureSwitch ? '!' : ( mover.StLinFlag ? '+' : '.' ) ) ), ( mover.Heating ? 'H' : ( mover.HeatingAllow ? 'h' : '.' ) ), std::string( isplayervehicle ? locale::strings[ locale::string::debug_vehicle_radio ] + ( mover.Radio ? std::to_string( m_input.train->RadioChannel() ) : "-" ) : "" ).c_str(), std::string( isdieselenginepowered ? locale::strings[ locale::string::debug_vehicle_oilpressure ] + to_string( mover.OilPump.pressure, 2 ) : "" ).c_str(), diff --git a/translation.cpp b/translation.cpp index f961c7a9..4ee74665 100644 --- a/translation.cpp +++ b/translation.cpp @@ -70,7 +70,7 @@ init() { "Name: %s%s\nLoad: %.0f %s\nStatus: %s%s\nCouplers:\n front: %s\n rear: %s", ", owned by: ", "none", - "Devices: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nPower transfers: %.0f@%.0f%s%s[%.0f]%s%s%.0f@%.0f", + "Devices: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nPower transfers: %.0f@%.0f%s%s[%.0f]%s%s%.0f@%.0f", " radio: ", " oil pressure: ", "Controllers:\n master: %d(%d), secondary: %s\nEngine output: %.1f, current: %.0f\nRevolutions:\n engine: %.0f, motors: %.0f\n engine fans: %.0f, motor fans: %.0f+%.0f, cooling fans: %.0f+%.0f", @@ -271,7 +271,7 @@ init() { "Nazwa: %s%s\nLadunek: %.0f %s\nStatus: %s%s\nSprzegi:\n przedni: %s\n tylny: %s", ", wlasciciel: ", "wolny", - "Urzadzenia: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nTransfer pradow: %.0f@%.0f%s%s[%.0f]%s%s%.0f@%.0f", + "Urzadzenia: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nTransfer pradow: %.0f@%.0f%s%s[%.0f]%s%s%.0f@%.0f", " radio: ", " cisn.oleju: ", "Nastawniki:\n glowny: %d(%d), dodatkowy: %s\nMoc silnika: %.1f, prad silnika: %.0f\nObroty:\n silnik: %.0f, motory: %.0f\n went.silnika: %.0f, went.motorow: %.0f+%.0f, went.chlodnicy: %.0f+%.0f", diff --git a/uart.cpp b/uart.cpp index 3f3c88d2..e9bcbbf2 100644 --- a/uart.cpp +++ b/uart.cpp @@ -370,6 +370,7 @@ void uart_input::poll() (uint8_t)( trainstate.motor_connectors << 0 | trainstate.converter_overload << 2 + | trainstate.ground_relay << 3 | trainstate.motor_overload << 4 | trainstate.line_breaker << 5 | trainstate.compressor_overload << 6), From 17b545e88ab95bc4613c541404eb95c198d024f0 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 21 Apr 2020 16:09:30 +0200 Subject: [PATCH 109/153] electro-pneumatic brake operation ai logic tweak, pantograph compressor valve state commands, automatic material update switch, train lights state readout for python scripts, minor bug fixes --- Driver.cpp | 22 ++++++++- DynObj.cpp | 2 +- Globals.h | 1 + McZapkie/MOVER.h | 7 ++- McZapkie/Mover.cpp | 13 +++-- Train.cpp | 106 ++++++++++++++++++++++++++++------------ Train.h | 2 + command.cpp | 2 + command.h | 2 + driverkeyboardinput.cpp | 2 + driveruipanels.cpp | 1 + opengl33renderer.cpp | 24 ++++----- openglrenderer.cpp | 22 +++++---- 13 files changed, 145 insertions(+), 61 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index b2e0b50f..e71f56b1 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -2961,6 +2961,16 @@ bool TController::IncBrake() OK = IncBrakeEIM(); } } + else if( mvOccupied->Handle->TimeEP == false ) { + auto const initialbrakeposition { mvOccupied->fBrakeCtrlPos }; + auto const AccMax { std::min( fBrake_a0[ 0 ] + 12 * fBrake_a1[ 0 ], mvOccupied->MED_amax ) }; + mvOccupied->BrakeLevelSet( + interpolate( + mvOccupied->Handle->GetPos( bh_EPR ), + mvOccupied->Handle->GetPos( bh_EPB ), + clamp( -AccDesired / AccMax * mvOccupied->AIHintLocalBrakeAccFactor, 0.0, 1.0 ) ) ); + OK = ( mvOccupied->fBrakeCtrlPos != initialbrakeposition ); + } else if( mvOccupied->fBrakeCtrlPos != mvOccupied->Handle->GetPos( bh_EPB ) ) { mvOccupied->BrakeLevelSet( mvOccupied->Handle->GetPos( bh_EPB ) ); if( mvOccupied->Handle->GetPos( bh_EPR ) - mvOccupied->Handle->GetPos( bh_EPN ) < 0.1 ) @@ -3076,6 +3086,16 @@ bool TController::DecBrake() OK = DecBrakeEIM(); } } + else if( mvOccupied->Handle->TimeEP == false ) { + auto const initialbrakeposition { mvOccupied->fBrakeCtrlPos }; + auto const AccMax { std::min(fBrake_a0[ 0 ] + 12 * fBrake_a1[ 0 ], mvOccupied->MED_amax) }; + mvOccupied->BrakeLevelSet( + interpolate( + mvOccupied->Handle->GetPos( bh_EPR ), + mvOccupied->Handle->GetPos( bh_EPB ), + clamp( -AccDesired / AccMax * mvOccupied->AIHintLocalBrakeAccFactor, 0.0, 1.0 ) ) ); + OK = ( mvOccupied->fBrakeCtrlPos != initialbrakeposition ); + } else if (mvOccupied->fBrakeCtrlPos != mvOccupied->Handle->GetPos(bh_EPR)) { mvOccupied->BrakeLevelSet(mvOccupied->Handle->GetPos(bh_EPR)); @@ -3462,7 +3482,7 @@ bool TController::IncSpeedEIM() { bool OK = false; // domyślnie false, aby wyszło z pętli while switch( mvControlling->EIMCtrlType ) { case 0: - OK = mvControlling->IncMainCtrl( std::max( 1, mvOccupied->MainCtrlPosNo / 10 ) ); + OK = mvControlling->IncMainCtrl( 1 ); break; case 1: OK = mvControlling->MainCtrlPos < 6; diff --git a/DynObj.cpp b/DynObj.cpp index 7e40210c..66004f7f 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -1442,7 +1442,7 @@ TDynamicObject::couple( int const Side ) { auto const &coupler { MoverParameters->Couplers[ Side ] }; auto *othervehicle { neighbour.vehicle }; auto *othervehicleparams{ othervehicle->MoverParameters }; - auto const &othercoupler { othervehicleparams->Couplers[ Side ] }; + auto const &othercoupler { othervehicleparams->Couplers[ neighbour.vehicle_end ] }; if( coupler.CouplingFlag == coupling::faux ) { // najpierw hak diff --git a/Globals.h b/Globals.h index 6799d5c7..106820ae 100644 --- a/Globals.h +++ b/Globals.h @@ -57,6 +57,7 @@ struct global_settings { std::string asCurrentDynamicPath; int CurrentMaxTextureSize{ 4096 }; bool GfxFramebufferSRGB { true }; + bool UpdateMaterials { true }; // settings // filesystem bool bLoadTraction{ true }; diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 6d0d63da..2b00cf05 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -345,7 +345,7 @@ struct TLocation double Y; double Z; }; -/*rotacja*/ + struct TRotation { double Rx; @@ -1594,7 +1594,10 @@ public: bool DirectionBackward( void );/*! kierunek ruchu*/ bool EIMDirectionChangeAllow( void ) const; inline double IsVehicleEIMBrakingFactor() { - return eimv[ eimv_Ipoj ] < 0 ? -1.0 : 1.0; } + return ( + ( DynamicBrakeFlag && ResistorsFlag ) ? 0.0 : + eimv[ eimv_Ipoj ] < 0 ? -1.0 : + 1.0 ); } void BrakeLevelSet(double b); bool BrakeLevelAdd(double b); bool IncBrakeLevel(); // wersja na użytek AI diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 3c3acf3f..b4586843 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -4240,8 +4240,12 @@ void TMoverParameters::UpdatePipePressure(double dt) temp = Handle->GetCP(); else temp = 0.0; - if (temp < 0.001) - DynamicBrakeEMUStatus = true; + + DynamicBrakeEMUStatus = ( + temp > 0.001 ? + ConverterFlag : + true ); + double temp1 = temp; if ((DCEMUED_EP_max_Vel > 0.001) && (Vel > DCEMUED_EP_max_Vel) && (DynamicBrakeEMUStatus)) temp1 = 0; @@ -8063,8 +8067,9 @@ TMoverParameters::update_doors( double const Deltatime ) { // revoke permit if... door.open_permit = ( true == door.open_permit ) // ...we already have one... - && ( false == Doors.is_locked ) // ...and the door lock is engaged... - && ( false == door.remote_close );// ...or about to be closed + && ( ( false == Doors.permit_presets.empty() ) // ...there's no preset switch controlling permit state... + || ( ( false == Doors.is_locked ) // ...and the door lock is engaged... + && ( false == door.remote_close ) ) );// ...or the door is about to be closed door.is_open = ( door.position >= Doors.range ) diff --git a/Train.cpp b/Train.cpp index 92130fcf..18f0f44f 100644 --- a/Train.cpp +++ b/Train.cpp @@ -239,6 +239,8 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::batteryenable, &TTrain::OnCommand_batteryenable }, { user_command::batterydisable, &TTrain::OnCommand_batterydisable }, { user_command::pantographcompressorvalvetoggle, &TTrain::OnCommand_pantographcompressorvalvetoggle }, + { user_command::pantographcompressorvalveenable, &TTrain::OnCommand_pantographcompressorvalveenable }, + { user_command::pantographcompressorvalvedisable, &TTrain::OnCommand_pantographcompressorvalvedisable }, { user_command::pantographcompressoractivate, &TTrain::OnCommand_pantographcompressoractivate }, { user_command::pantographtogglefront, &TTrain::OnCommand_pantographtogglefront }, { user_command::pantographtogglerear, &TTrain::OnCommand_pantographtogglerear }, @@ -496,13 +498,20 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) { Global.CurrentMaxTextureSize = Global.iMaxCabTextureSize; - auto const result{ LoadMMediaFile( DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" ) }; + auto const filename{ DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" }; + auto const result { LoadMMediaFile( filename ) }; Global.CurrentMaxTextureSize = Global.iMaxTextureSize; /* if( false == result ) { return false; } */ + InitializeCab( mvOccupied->CabOccupied, filename ); + + if( DynamicObject->Controller == Humandriver ) { + // McZapkie-030303: mozliwosc wyswietlania kabiny, w przyszlosci dac opcje w mmd + DynamicObject->bDisplayCab = true; + } } // Ra: taka proteza - przesłanie kierunku do członów connected @@ -547,6 +556,24 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "lights_front", mvOccupied->iLights[ end::front ] ); dict->insert( "lights_rear", mvOccupied->iLights[ end::rear ] ); dict->insert( "lights_compartments", mvOccupied->CompartmentLights.is_active || mvOccupied->CompartmentLights.is_disabled ); + if( Dynamic()->Mechanik ) { + auto const *controller { Dynamic()->Mechanik }; + auto const cabmodifier { cab_to_end() == end::front ? 1 : -1 }; + auto const traindirection { controller->Direction() * cabmodifier }; + auto const *frontvehicle { controller->Vehicle( traindirection >= 0 ? end::front : end::rear ) }; + auto const *rearvehicle { controller->Vehicle( traindirection >= 0 ? end::rear : end::front ) }; + auto const frontvehicledirection { ( frontvehicle->DirectionGet() == controller->Vehicle()->DirectionGet() ? 1 : -1 ) }; + auto const rearvehicledirection { ( rearvehicle->DirectionGet() == controller->Vehicle()->DirectionGet() ? 1 : -1 ) }; + auto const fronttrainlights { frontvehicle->MoverParameters->iLights[ frontvehicledirection * cabmodifier >= 0 ? end::front : end::rear ] }; + auto const reartrainlights{ rearvehicle->MoverParameters->iLights[ rearvehicledirection * cabmodifier >= 0 ? end::rear : end::front ] }; + dict->insert( "lights_train_front", fronttrainlights ); + dict->insert( "lights_train_rear", reartrainlights ); + } + else { + // fallback, in the unlikely case we lose the controller + dict->insert( "lights_train_front", mvOccupied->iLights[ end::front ] ); + dict->insert( "lights_train_rear", mvOccupied->iLights[ end::rear ] ); + } // reverser dict->insert( "direction", mvOccupied->DirActive ); // throttle @@ -2112,7 +2139,7 @@ void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const auto const &pantograph { Train->mvControlled->Pantographs[ end::front ] }; auto const state { pantograph.valve.is_enabled - | pantograph.is_active }; // fallback for impulse switches + || pantograph.is_active }; // fallback for impulse switches if( state ) { OnCommand_pantographlowerfront( Train, Command ); } @@ -2138,7 +2165,7 @@ void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const & auto const &pantograph { Train->mvControlled->Pantographs[ end::rear ] }; auto const state { pantograph.valve.is_enabled - | pantograph.is_active }; // fallback for impulse switches + || pantograph.is_active }; // fallback for impulse switches if( state ) { OnCommand_pantographlowerrear( Train, Command ); } @@ -2403,31 +2430,58 @@ void TTrain::change_pantograph_selection( int const Change ) { void TTrain::OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_data const &Command ) { + if( Command.action == GLFW_PRESS ) { + // only react to press + if( Train->mvControlled->bPantKurek3 == false ) { + // connect pantographs with primary tank + OnCommand_pantographcompressorvalveenable( Train, Command ); + } + else { + // connect pantograps with pantograph compressor + OnCommand_pantographcompressorvalvedisable( Train, Command ); + } + } +} + +void TTrain::OnCommand_pantographcompressorvalveenable( TTrain *Train, command_data const &Command ) { + auto const valveispresent { ( Train->ggPantCompressorValve.SubModel != nullptr ) || ( ( Train->iCabn == 0 ) && ( Train->mvControlled == Train->mvOccupied ) ) }; - if( false == valveispresent ) - { + if( false == valveispresent ) { // tylko w maszynowym, unless actual device is present return; } if( Command.action == GLFW_PRESS ) { // only react to press - if( Train->mvControlled->bPantKurek3 == false ) { - // connect pantographs with primary tank - Train->mvControlled->bPantKurek3 = true; - // visual feedback: - Train->ggPantCompressorValve.UpdateValue( 0.0 ); - } - else { - // connect pantograps with pantograph compressor - Train->mvControlled->bPantKurek3 = false; - // visual feedback: - Train->ggPantCompressorValve.UpdateValue( 1.0 ); - } + // connect pantographs with primary tank + Train->mvControlled->bPantKurek3 = true; + // visual feedback: + Train->ggPantCompressorValve.UpdateValue( 0.0 ); + } +} + +void TTrain::OnCommand_pantographcompressorvalvedisable( TTrain *Train, command_data const &Command ) { + + auto const valveispresent { + ( Train->ggPantCompressorValve.SubModel != nullptr ) + || ( ( Train->iCabn == 0 ) + && ( Train->mvControlled == Train->mvOccupied ) ) }; + + if( false == valveispresent ) { + // tylko w maszynowym, unless actual device is present + return; + } + + if( Command.action == GLFW_PRESS ) { + // only react to press + // connect pantograps with pantograph compressor + Train->mvControlled->bPantKurek3 = false; + // visual feedback: + Train->ggPantCompressorValve.UpdateValue( 1.0 ); } } @@ -7594,25 +7648,13 @@ bool TTrain::LoadMMediaFile(std::string const &asFileName) } while (token != ""); } +/* else { return false; } // nie znalazl sekcji internal - - if (!InitializeCab(mvOccupied->CabOccupied, asFileName)) - { - // zle zainicjowana kabina - return false; - } - else - { - if (DynamicObject->Controller == Humandriver) - { - // McZapkie-030303: mozliwosc wyswietlania kabiny, w przyszlosci dac opcje w mmd - DynamicObject->bDisplayCab = true; - } - return true; - } +*/ + return true; } bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) diff --git a/Train.h b/Train.h index 285e084f..a9925dc2 100644 --- a/Train.h +++ b/Train.h @@ -262,6 +262,8 @@ class TTrain { static void OnCommand_batteryenable( TTrain *Train, command_data const &Command ); static void OnCommand_batterydisable( TTrain *Train, command_data const &Command ); static void OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_data const &Command ); + static void OnCommand_pantographcompressorvalveenable( TTrain *Train, command_data const &Command ); + static void OnCommand_pantographcompressorvalvedisable( TTrain *Train, command_data const &Command ); static void OnCommand_pantographcompressoractivate( TTrain *Train, command_data const &Command ); static void OnCommand_pantographtogglefront( TTrain *Train, command_data const &Command ); static void OnCommand_pantographtogglerear( TTrain *Train, command_data const &Command ); diff --git a/command.cpp b/command.cpp index 311892d6..95bb068a 100644 --- a/command.cpp +++ b/command.cpp @@ -177,6 +177,8 @@ commanddescription_sequence Commands_descriptions = { { "departureannounce", command_target::vehicle }, { "doorlocktoggle", command_target::vehicle }, { "pantographcompressorvalvetoggle", command_target::vehicle }, + { "pantographcompressorvalveenable", command_target::vehicle }, + { "pantographcompressorvalvedisable", command_target::vehicle }, { "pantographcompressoractivate", command_target::vehicle }, { "pantographtogglefront", command_target::vehicle }, { "pantographtogglerear", command_target::vehicle }, diff --git a/command.h b/command.h index fb28817c..c20a64e0 100644 --- a/command.h +++ b/command.h @@ -168,6 +168,8 @@ enum class user_command { departureannounce, doorlocktoggle, pantographcompressorvalvetoggle, + pantographcompressorvalveenable, + pantographcompressorvalvedisable, pantographcompressoractivate, pantographtogglefront, pantographtogglerear, diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index 9dffa3b1..de9a6242 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -177,6 +177,8 @@ driverkeyboard_input::default_bindings() { { user_command::departureannounce, GLFW_KEY_SLASH }, { user_command::doorlocktoggle, GLFW_KEY_S | keymodifier::control }, { user_command::pantographcompressorvalvetoggle, GLFW_KEY_V | keymodifier::control }, + // pantographcompressorvalveenable, + // pantographcompressorvalvedisable, { user_command::pantographcompressoractivate, GLFW_KEY_V | keymodifier::shift }, { user_command::pantographtogglefront, GLFW_KEY_P }, { user_command::pantographtogglerear, GLFW_KEY_O }, diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 8489d350..5c455d1b 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -625,6 +625,7 @@ debug_panel::render_section_scenario() { GLFW_PRESS, 0 ); } } + ImGui::Checkbox( "Update Item Materials", &Global.UpdateMaterials ); return true; } diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 3350607f..799b4227 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -4034,17 +4034,19 @@ void opengl33_renderer::Update(double const Deltatime) } } - // update resources if there was environmental change - simulation_state simulationstate { - Global.Weather, - Global.Season - }; - std::swap( m_simulationstate, simulationstate ); - if( ( m_simulationstate.season != simulationstate.season ) && ( false == simulationstate.season.empty() ) ) { - m_materials.on_season_change(); - } - if( ( m_simulationstate.weather != simulationstate.weather ) && ( false == simulationstate.weather.empty() ) ) { - m_materials.on_weather_change(); + if( Global.UpdateMaterials ) { + // update resources if there was environmental change + simulation_state simulationstate { + Global.Weather, + Global.Season + }; + std::swap( m_simulationstate, simulationstate ); + if( ( m_simulationstate.season != simulationstate.season ) && ( false == simulationstate.season.empty() ) ) { + m_materials.on_season_change(); + } + if( ( m_simulationstate.weather != simulationstate.weather ) && ( false == simulationstate.weather.empty() ) ) { + m_materials.on_weather_change(); + } } if ((true == Global.ResourceSweep) && (true == simulation::is_ready)) diff --git a/openglrenderer.cpp b/openglrenderer.cpp index fb719c8a..5352bbeb 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -4078,17 +4078,19 @@ opengl_renderer::Update( double const Deltatime ) { } } + if( Global.UpdateMaterials ) { // update resources if there was environmental change - simulation_state simulationstate { - Global.Weather, - Global.Season - }; - std::swap( m_simulationstate, simulationstate ); - if( ( m_simulationstate.season != simulationstate.season ) && ( false == simulationstate.season.empty() ) ) { - m_materials.on_season_change(); - } - if( ( m_simulationstate.weather != simulationstate.weather ) && ( false == simulationstate.weather.empty() ) ) { - m_materials.on_weather_change(); + simulation_state simulationstate{ + Global.Weather, + Global.Season + }; + std::swap( m_simulationstate, simulationstate ); + if( ( m_simulationstate.season != simulationstate.season ) && ( false == simulationstate.season.empty() ) ) { + m_materials.on_season_change(); + } + if( ( m_simulationstate.weather != simulationstate.weather ) && ( false == simulationstate.weather.empty() ) ) { + m_materials.on_weather_change(); + } } if( ( true == Global.ResourceSweep ) From c457ffe05da506b411f051d993195d25e1fc1afa Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 30 Apr 2020 03:08:37 +0200 Subject: [PATCH 110/153] basic power circuits simulation, vehicle device presence definition, automatic coupling tweaks, minor vehicle simulation logic enhancements, minor brake simulation logic fixes, pantograph control enhancements, ai logic enhancements --- Driver.cpp | 224 +++++++------ Driver.h | 129 ++++---- DynObj.cpp | 81 +++-- DynObj.h | 27 +- Globals.cpp | 28 +- McZapkie/MOVER.h | 44 ++- McZapkie/Mover.cpp | 752 ++++++++++++++++++++++++++++--------------- McZapkie/hamulce.cpp | 5 + McZapkie/hamulce.h | 1 + Train.cpp | 293 ++++++++--------- Train.h | 1 + driveruipanels.cpp | 15 +- lightarray.cpp | 4 +- translation.cpp | 4 +- 14 files changed, 946 insertions(+), 662 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index e71f56b1..571fef9c 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -2562,31 +2562,32 @@ bool TController::PrepareEngine() mvControlling->FuelPumpSwitch( true ); } } - if (mvControlling->EnginePowerSource.SourceType == TPowerSource::CurrentCollector) - { // jeśli silnikowy jest pantografującym - if (mvControlling->PantPress < 4.2) { + if( ( mvPantographUnit->EnginePowerSource.SourceType == TPowerSource::CurrentCollector ) + &&( mvPantographUnit->EnginePowerSource.CollectorParameters.CollectorsNo > 0 ) ) { + // if our pantograph unit isn't a pantograph-devoid fallback + if (mvPantographUnit->PantPress < 4.2) { // załączenie małej sprężarki - if( false == mvControlling->PantAutoValve ) { + if( false == mvPantographUnit->PantAutoValve ) { // odłączenie zbiornika głównego, bo z nim nie da rady napompować - mvControlling->bPantKurek3 = false; + mvPantographUnit->bPantKurek3 = false; } - mvControlling->PantCompFlag = true; // załączenie sprężarki pantografów + mvPantographUnit->PantCompFlag = true; // załączenie sprężarki pantografów } else { // jeżeli jest wystarczające ciśnienie w pantografach - if ((!mvControlling->bPantKurek3) - || (mvControlling->PantPress <= mvControlling->ScndPipePress)) // kurek przełączony albo główna już pompuje - mvControlling->PantCompFlag = false; // sprężarkę pantografów można już wyłączyć + if ((!mvPantographUnit->bPantKurek3) + || (mvPantographUnit->PantPress <= mvPantographUnit->ScndPipePress)) // kurek przełączony albo główna już pompuje + mvPantographUnit->PantCompFlag = false; // sprężarkę pantografów można już wyłączyć } if( ( fOverhead2 == -1.0 ) && ( iOverheadDown == 0 ) ) { - mvControlling->OperatePantographsValve( operation_t::enable ); - mvControlling->OperatePantographValve( end::front, operation_t::enable ); - mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + mvOccupied->OperatePantographsValve( operation_t::enable ); + mvOccupied->OperatePantographValve( end::front, operation_t::enable ); + mvOccupied->OperatePantographValve( end::rear, operation_t::enable ); } } } - if ((mvControlling->PantographVoltage != 0.0) || voltfront || voltrear) + if ((mvPantographUnit->PantographVoltage != 0.0) || voltfront || voltrear) { // najpierw ustalamy kierunek, jeśli nie został ustalony if( !iDirection ) { // jeśli nie ma ustalonego kierunku @@ -2594,7 +2595,7 @@ bool TController::PrepareEngine() iDirection = mvOccupied->CabActive; // wg wybranej kabiny if( !iDirection ) { // jeśli nie ma ustalonego kierunku - if( ( mvControlling->PantographVoltage != 0.0 ) || voltfront || voltrear ) { + if( ( mvPantographUnit->PantographVoltage != 0.0 ) || voltfront || voltrear ) { if( mvOccupied->Couplers[ end::rear ].Connected == nullptr ) { // jeśli z tyłu nie ma nic iDirection = -1; // jazda w kierunku sprzęgu 1 @@ -2622,12 +2623,12 @@ bool TController::PrepareEngine() } if (AIControllFlag) // jeśli prowadzi komputer { // część wykonawcza dla sterowania przez komputer - if (mvControlling->ConvOvldFlag) - { // wywalił bezpiecznik nadmiarowy przetwornicy - ZeroSpeed(); - mvControlling->ConvOvldFlag = false; // reset nadmiarowego + if( IsAnyConverterOverloadRelayOpen ) { + // wywalił bezpiecznik nadmiarowy przetwornicy + mvOccupied->ConverterSwitch( false ); + mvOccupied->RelayReset( relay_t::primaryconverteroverload ); // reset nadmiarowego } - else if (false == IsLineBreakerClosed) { + if (IsAnyLineBreakerOpen) { ZeroSpeed(); if( mvOccupied->DirActive == 0 ) { OrderDirectionChange( iDirection, mvOccupied ); @@ -2641,19 +2642,21 @@ bool TController::PrepareEngine() } } if( ( mvControlling->EnginePowerSource.SourceType != TPowerSource::CurrentCollector ) - || ( std::max( mvControlling->GetAnyTrainsetVoltage(), mvControlling->PantographVoltage ) > mvControlling->EnginePowerSource.CollectorParameters.MinV ) ) { - mvControlling->MainSwitch( true ); + || ( std::max( mvControlling->GetTrainsetHighVoltage(), mvControlling->PantographVoltage ) > mvControlling->EnginePowerSource.CollectorParameters.MinV ) ) { + mvOccupied->MainSwitch( true ); } } - else { - mvControlling->ConverterSwitch( true ); - // w EN57 sprężarka w ra jest zasilana z silnikowego - mvControlling->CompressorSwitch( true ); - // enable motor blowers - mvControlling->MotorBlowersSwitchOff( false, end::front ); - mvControlling->MotorBlowersSwitch( true, end::front ); - mvControlling->MotorBlowersSwitchOff( false, end::rear ); - mvControlling->MotorBlowersSwitch( true, end::rear ); + else { + if( false == IsAnyConverterOverloadRelayOpen ) { + mvOccupied->ConverterSwitch( true ); + // w EN57 sprężarka w ra jest zasilana z silnikowego + mvOccupied->CompressorSwitch( true ); + // enable motor blowers + mvOccupied->MotorBlowersSwitchOff( false, end::front ); + mvOccupied->MotorBlowersSwitch( true, end::front ); + mvOccupied->MotorBlowersSwitchOff( false, end::rear ); + mvOccupied->MotorBlowersSwitch( true, end::rear ); + } // enable train brake if it's off if( mvOccupied->fBrakeCtrlPos == mvOccupied->Handle->GetPos( bh_NP ) ) { mvOccupied->BrakeLevelSet( mvOccupied->Handle->GetPos( bh_RP ) ); @@ -2667,7 +2670,8 @@ bool TController::PrepareEngine() if( lookup != brakepositions.end() ) { BrakeLevelSet( lookup->second ); // GBH } - OK = ( VelforDriver == -1 ); + OK = ( false == IsAnyConverterOverloadRelayOpen ) + && ( VelforDriver == -1 ); } } else @@ -2755,13 +2759,12 @@ bool TController::ReleaseEngine() { // heating mvControlling->HeatingAllow = false; // devices - mvControlling->ConverterSwitch( false ); + mvOccupied->ConverterSwitch( false ); // line breaker/engine - OK = mvControlling->MainSwitch( false ); - if( mvControlling->EnginePowerSource.SourceType == TPowerSource::CurrentCollector ) { - mvControlling->OperatePantographValve( end::front, operation_t::disable ); - mvControlling->OperatePantographValve( end::rear, operation_t::disable ); - } + OK = mvOccupied->MainSwitch( false ); + + mvOccupied->OperatePantographValve( end::front, operation_t::disable ); + mvOccupied->OperatePantographValve( end::rear, operation_t::disable ); } else { OK = true; @@ -3200,7 +3203,7 @@ bool TController::IncSpeed() if (iOverheadZero) // jazda bezprądowa z poziomu toru ustawia bity return false; // to nici z ruszania } - if ((!mvControlling->FuseFlag) + if ((!IsAnyMotorOverloadRelayOpen) &&(!mvControlling->ControlPressureSwitch)) { if ((mvControlling->IsMainCtrlNoPowerPos()) || (mvControlling->StLinFlag)) { // youBy polecił dodać 2012-09-08 v367 @@ -3303,7 +3306,7 @@ bool TController::IncSpeed() mvControlling->AutoRelayCheck(); // sprawdzenie logiki sterowania break; case TEngineType::Dumb: - if (!mvControlling->FuseFlag) + if (!IsAnyMotorOverloadRelayOpen) if (Ready || (iDrivigFlags & movePress)) //{(BrakePress<=0.01*MaxBrakePress)} { OK = IncSpeedEIM(); @@ -3314,7 +3317,7 @@ bool TController::IncSpeed() } break; case TEngineType::DieselElectric: - if ((!mvControlling->FuseFlag) + if ((!IsAnyMotorOverloadRelayOpen) &&(!mvControlling->ControlPressureSwitch)) { if ((mvControlling->IsMainCtrlNoPowerPos()) || (mvControlling->StLinFlag)) { // youBy polecił dodać 2012-09-08 v367 @@ -3331,7 +3334,7 @@ bool TController::IncSpeed() } break; case TEngineType::ElectricInductionMotor: - if (!mvControlling->FuseFlag) + if (!IsAnyMotorOverloadRelayOpen) if (Ready || (iDrivigFlags & movePress) || (mvOccupied->ShuntMode)) //{(BrakePress<=0.01*MaxBrakePress)} { OK = IncSpeedEIM(); @@ -3390,9 +3393,9 @@ bool TController::IncSpeed() } if( false == mvControlling->Mains ) { SpeedCntrl(0.0); - mvControlling->MainSwitch( true ); - mvControlling->ConverterSwitch( true ); - mvControlling->CompressorSwitch( true ); + mvOccupied->MainSwitch( true ); + mvOccupied->ConverterSwitch( true ); + mvOccupied->CompressorSwitch( true ); } break; } @@ -4612,7 +4615,7 @@ TController::UpdateSituation(double dt) { if( ( OrderCurrentGet() == Wait_for_orders ) && ( false == AIControllFlag ) && ( false == iEngineActive ) - && ( true == mvControlling->Battery ) ) { + && ( true == mvOccupied->Power24vIsAvailable ) ) { OrderNext( Prepare_engine ); } @@ -4686,10 +4689,6 @@ TController::UpdateSituation(double dt) { // ciężar razy składowa styczna grawitacji fAccGravity -= vehicle->TotalMassxg * dy * ( p->DirectionGet() == iDirection ? 1 : -1 ); } - if( ( vehicle->Power > 0.01 ) // jeśli ma silnik - && ( vehicle->FuseFlag ) ) { // wywalony nadmiarowy - Need_TryAgain = true; // reset jak przy wywaleniu nadmiarowego - } // check door state auto const switchsides { p->DirectionGet() != iDirection }; IsAnyDoorOpen[ side::right ] = @@ -4707,21 +4706,31 @@ TController::UpdateSituation(double dt) { ConsistShade /= iVehicles; // test state of main switch in all powered vehicles under control - IsLineBreakerClosed = ( mvOccupied->Power > 0.01 ? mvOccupied->Mains : true ); + IsAnyConverterOverloadRelayOpen = mvOccupied->ConvOvldFlag; + IsAnyMotorOverloadRelayOpen = mvOccupied->FuseFlag; + IsAnyGroundRelayOpen = !mvOccupied->GroundRelay; + IsAnyLineBreakerOpen = ( mvOccupied->Power > 0.01 ? !mvOccupied->Mains : false ); + IsAnyCompressorEnabled = mvOccupied->CompressorAllow; p = pVehicle; - while( ( true == IsLineBreakerClosed ) - && ( ( p = p->PrevC( coupling::control) ) != nullptr ) ) { + while( ( p = p->PrevC( coupling::control) ) != nullptr ) { auto const *vehicle { p->MoverParameters }; + IsAnyConverterOverloadRelayOpen |= vehicle->ConvOvldFlag; + IsAnyMotorOverloadRelayOpen |= vehicle->FuseFlag; + IsAnyGroundRelayOpen |= !vehicle->GroundRelay; + IsAnyCompressorEnabled |= vehicle->CompressorAllow; if( vehicle->Power > 0.01 ) { - IsLineBreakerClosed = ( IsLineBreakerClosed && vehicle->Mains ); + IsAnyLineBreakerOpen |= !vehicle->Mains; } } p = pVehicle; - while( ( true == IsLineBreakerClosed ) - && ( ( p = p->NextC( coupling::control ) ) != nullptr ) ) { + while( ( p = p->NextC( coupling::control ) ) != nullptr ) { auto const *vehicle { p->MoverParameters }; + IsAnyConverterOverloadRelayOpen |= vehicle->ConvOvldFlag; + IsAnyMotorOverloadRelayOpen |= vehicle->FuseFlag; + IsAnyGroundRelayOpen |= !vehicle->GroundRelay; + IsAnyCompressorEnabled |= vehicle->CompressorAllow; if( vehicle->Power > 0.01 ) { - IsLineBreakerClosed = ( IsLineBreakerClosed && vehicle->Mains ); + IsAnyLineBreakerOpen |= !vehicle->Mains; } } @@ -4795,7 +4804,7 @@ TController::UpdateSituation(double dt) { } // uśrednione napięcie sieci: przy spadku poniżej wartości minimalnej opóźnić rozruch o losowy czas - fVoltage = 0.5 * (fVoltage + std::max( mvControlling->GetAnyTrainsetVoltage(), mvControlling->PantographVoltage ) ); + fVoltage = 0.5 * (fVoltage + std::max( mvControlling->GetTrainsetHighVoltage(), mvControlling->PantographVoltage ) ); if( fVoltage < mvControlling->EnginePowerSource.CollectorParameters.MinV ) { // gdy rozłączenie WS z powodu niskiego napięcia if( fActionTime >= PrepareTime ) { @@ -4840,11 +4849,11 @@ TController::UpdateSituation(double dt) { if( ( fOverhead2 > 0.0 ) || iOverheadDown ) { // jazda z opuszczonymi pantografami - if( mvControlling->Pantographs[ end::front ].is_active ) { - mvControlling->OperatePantographValve( end::front, operation_t::disable ); + if( mvPantographUnit->Pantographs[ end::front ].is_active ) { + mvOccupied->OperatePantographValve( end::front, operation_t::disable ); } - if( mvControlling->Pantographs[ end::rear ].is_active ) { - mvControlling->OperatePantographValve( end::rear, operation_t::disable ); + if( mvPantographUnit->Pantographs[ end::rear ].is_active ) { + mvOccupied->OperatePantographValve( end::rear, operation_t::disable ); } } else { @@ -4854,37 +4863,37 @@ TController::UpdateSituation(double dt) { // jazda na tylnym if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) { // jak jedzie w kierunku sprzęgu 0 - if( ( mvControlling->PantRearVolt == 0.0 ) + if( ( mvPantographUnit->PantRearVolt == 0.0 ) // filter out cases with single _other_ working pantograph so we don't try to raise something we can't - && ( ( mvControlling->PantographVoltage == 0.0 ) - || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { - mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + && ( ( mvPantographUnit->PantographVoltage == 0.0 ) + || ( mvPantographUnit->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { + mvOccupied->OperatePantographValve( end::rear, operation_t::enable ); } } else { // jak jedzie w kierunku sprzęgu 0 - if( ( mvControlling->PantFrontVolt == 0.0 ) + if( ( mvPantographUnit->PantFrontVolt == 0.0 ) // filter out cases with single _other_ working pantograph so we don't try to raise something we can't - && ( ( mvControlling->PantographVoltage == 0.0 ) - || ( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { - mvControlling->OperatePantographValve( end::front, operation_t::enable ); + && ( ( mvPantographUnit->PantographVoltage == 0.0 ) + || ( mvPantographUnit->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) ) ) { + mvOccupied->OperatePantographValve( end::front, operation_t::enable ); } } if( mvOccupied->Vel > 5 ) { // opuszczenie przedniego po rozpędzeniu się o ile jest więcej niż jeden - if( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { + if( mvPantographUnit->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) // jak jedzie w kierunku sprzęgu 0 { // poczekać na podniesienie tylnego - if( ( mvControlling->PantFrontVolt != 0.0 ) - && ( mvControlling->PantRearVolt != 0.0 ) ) { // czy jest napięcie zasilające na tylnym? - mvControlling->OperatePantographValve( end::front, operation_t::disable ); // opuszcza od sprzęgu 0 + if( ( mvPantographUnit->PantFrontVolt != 0.0 ) + && ( mvPantographUnit->PantRearVolt != 0.0 ) ) { // czy jest napięcie zasilające na tylnym? + mvOccupied->OperatePantographValve( end::front, operation_t::disable ); // opuszcza od sprzęgu 0 } } else { // poczekać na podniesienie przedniego - if( ( mvControlling->PantRearVolt != 0.0 ) - && ( mvControlling->PantFrontVolt != 0.0 ) ) { // czy jest napięcie zasilające na przednim? - mvControlling->OperatePantographValve( end::rear, operation_t::disable ); // opuszcza od sprzęgu 1 + if( ( mvPantographUnit->PantRearVolt != 0.0 ) + && ( mvPantographUnit->PantFrontVolt != 0.0 ) ) { // czy jest napięcie zasilające na przednim? + mvOccupied->OperatePantographValve( end::rear, operation_t::disable ); // opuszcza od sprzęgu 1 } } } @@ -4895,12 +4904,12 @@ TController::UpdateSituation(double dt) { // use suggested pantograph setup if( mvOccupied->Vel > 5 ) { auto const pantographsetup{ mvOccupied->AIHintPantstate }; - mvControlling->OperatePantographValve( + mvOccupied->OperatePantographValve( end::front, ( pantographsetup & ( 1 << 0 ) ? operation_t::enable : operation_t::disable ) ); - mvControlling->OperatePantographValve( + mvOccupied->OperatePantographValve( end::rear, ( pantographsetup & ( 1 << 1 ) ? operation_t::enable : @@ -4946,16 +4955,16 @@ TController::UpdateSituation(double dt) { // NOTE: abs(stoptime) covers either at least 15 sec remaining for a scheduled stop, or 15+ secs spent at a basic stop && ( std::abs( fStopTime ) > 15.0 ) ) { // spending a longer at a stop, raise also front pantograph - if( mvControlling->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { + if( mvPantographUnit->EnginePowerSource.CollectorParameters.CollectorsNo > 1 ) { if( ( iDirection >= 0 ) && ( useregularpantographlayout ) ) { // jak jedzie w kierunku sprzęgu 0 - if( mvControlling->PantFrontVolt == 0.0 ) { - mvControlling->OperatePantographValve( end::front, operation_t::enable ); + if( mvPantographUnit->PantFrontVolt == 0.0 ) { + mvOccupied->OperatePantographValve( end::front, operation_t::enable ); } } else { - if( mvControlling->PantRearVolt == 0.0 ) { - mvControlling->OperatePantographValve( end::rear, operation_t::enable ); + if( mvPantographUnit->PantRearVolt == 0.0 ) { + mvOccupied->OperatePantographValve( end::rear, operation_t::enable ); } } } @@ -6237,29 +6246,31 @@ TController::UpdateSituation(double dt) { return; // ...and don't touch any other controls } - if( ( true == mvControlling->ConvOvldFlag ) // wywalił bezpiecznik nadmiarowy przetwornicy - || ( false == IsLineBreakerClosed ) ) { // WS może wywalić z powodu błędu w drutach + if( ( IsAnyConverterOverloadRelayOpen ) // wywalił bezpiecznik nadmiarowy przetwornicy + || ( IsAnyLineBreakerOpen ) ) { // WS może wywalić z powodu błędu w drutach // próba ponownego załączenia PrepareEngine(); } // włączanie bezpiecznika - if ((mvControlling->EngineType == TEngineType::ElectricSeriesMotor) || - (mvControlling->TrainType & dt_EZT) || - (mvControlling->EngineType == TEngineType::DieselElectric)) - if (mvControlling->FuseFlag || Need_TryAgain || (false == mvControlling->GroundRelay)) - { - Need_TryAgain = false; // true, jeśli druga pozycja w elektryku nie załapała - mvControlling->DecScndCtrl(2); // nastawnik bocznikowania na 0 - mvControlling->DecMainCtrl(2); // nastawnik jazdy na 0 - if (mvControlling->FuseOn()) { - ++iDriverFailCount; - if (iDriverFailCount > maxdriverfails) - Psyche = Easyman; - if (iDriverFailCount > maxdriverfails * 2) - SetDriverPsyche(); - } - mvControlling->MainSwitch(true); // Ra: dodałem, bo EN57 stawały po wywaleniu + if( ( mvControlling->EngineType == TEngineType::ElectricSeriesMotor ) + || ( mvControlling->EngineType == TEngineType::DieselElectric ) + || ( mvControlling->TrainType == dt_EZT ) ) { + if( Need_TryAgain ) { + // true, jeśli druga pozycja w elektryku nie załapała + ZeroSpeed(); + Need_TryAgain = false; } + if( IsAnyMotorOverloadRelayOpen || IsAnyGroundRelayOpen ) { + ZeroSpeed(); + mvOccupied->FuseOn(); + mvControlling->MainSwitch( true ); // Ra: dodałem, bo EN57 stawały po wywaleniu + ++iDriverFailCount; + if( iDriverFailCount > maxdriverfails ) + Psyche = Easyman; + if( iDriverFailCount > maxdriverfails * 2 ) + SetDriverPsyche(); + } + } // NOTE: as a stop-gap measure the routine is limited to trains only while car calculations seem off if( mvControlling->CategoryFlag == 1 ) { if( vel < VelDesired ) { @@ -6542,7 +6553,7 @@ TController::UpdateSituation(double dt) { else { // tutaj, gdy pojazd jest wyłączony if (!AIControllFlag) // jeśli sterowanie jest w gestii użytkownika - if (mvOccupied->Battery) // czy użytkownik załączył baterię? + if (mvOccupied->Power24vIsAvailable) // czy użytkownik załączył baterię? if (mvOccupied->DirActive) // czy ustawił kierunek { // jeśli tak, to uruchomienie skanowania CheckVehicles(); // sprawdzić skład @@ -7385,7 +7396,14 @@ void TController::ControllingSet() // dzięki temu będzie wirtualna kabina w silnikowym, działająca w rozrządczym // w plikach FIZ zostały zgubione ujemne maski sprzęgów, stąd problemy z EZT mvOccupied = pVehicle->MoverParameters; // domyślny skrót do obiektu parametrów - mvControlling = pVehicle->ControlledFind()->MoverParameters; // poszukiwanie członu sterowanego + mvControlling = pVehicle->FindPowered()->MoverParameters; // poszukiwanie członu sterowanego + { + auto *lookup { pVehicle->FindPantographCarrier() }; + mvPantographUnit = ( + lookup != nullptr ? + lookup->MoverParameters : + mvControlling ); + } }; std::string TController::TableText( std::size_t const Index ) const diff --git a/Driver.h b/Driver.h index 9d0d0fda..f413aea7 100644 --- a/Driver.h +++ b/Driver.h @@ -193,19 +193,22 @@ public: // ai operations logic // methods public: - void UpdateSituation(double dt); // uruchamiac przynajmniej raz na sekundę - void MoveTo(TDynamicObject *to); - void TakeControl(bool const Aidriver, bool const Forcevehiclecheck = false); + void UpdateSituation( double dt ); // uruchamiac przynajmniej raz na sekundę + void MoveTo( TDynamicObject *to ); + void TakeControl( bool const Aidriver, bool const Forcevehiclecheck = false ); inline - bool primary( bool const Primary ) { + bool primary( bool const Primary ) { SetFlag( iDrivigFlags, ( Primary ? movePrimary : -movePrimary ) ); - return primary(); } + return primary(); + } inline - bool primary() const { - return ( ( iDrivigFlags & movePrimary ) != 0 ); }; + bool primary() const { + return ( ( iDrivigFlags & movePrimary ) != 0 ); + }; inline - TMoverParameters const *Controlling() const { - return mvControlling; } + TMoverParameters const *Controlling() const { + return mvControlling; + } inline TMoverParameters const *Occupied() const { return mvOccupied; @@ -213,14 +216,17 @@ public: void DirectionInitial(); void DirectionChange(); inline - int Direction() const { - return iDirection; } + int Direction() const { + return iDirection; + } inline - TAction & action() { - return eAction; } - inline - TAction const & action() const { - return eAction; } + TAction & action() { + return eAction; + } + inline + TAction const & action() const { + return eAction; + } private: void Activation(); // umieszczenie obsady w odpowiednim członie void ControllingSet(); // znajduje człon do sterowania @@ -229,54 +235,56 @@ private: bool DecBrake(); bool ZeroLocalBrake(); bool IncSpeed(); - bool DecSpeed(bool force = false); + bool DecSpeed( bool force = false ); void ZeroSpeed( bool const Enforce = false ); - bool IncBrakeEIM(); - bool DecBrakeEIM(); - bool IncSpeedEIM(); - bool DecSpeedEIM(); - void BrakeLevelSet(double b); - bool BrakeLevelAdd(double b); + bool IncBrakeEIM(); + bool DecBrakeEIM(); + bool IncSpeedEIM(); + bool DecSpeedEIM(); + void BrakeLevelSet( double b ); + bool BrakeLevelAdd( double b ); void SpeedSet(); - void SpeedCntrl(double DesiredSpeed); - void SetTimeControllers(); /*setting state of time controllers depending of desired action*/ - void CheckTimeControllers(); /*checking state of time controllers to reset them to stable position*/ - double ESMVelocity(bool Main); + void SpeedCntrl( double DesiredSpeed ); + void SetTimeControllers(); /*setting state of time controllers depending of desired action*/ + void CheckTimeControllers(); /*checking state of time controllers to reset them to stable position*/ + double ESMVelocity( bool Main ); bool UpdateHeating(); // uaktualnia informacje o prędkości - void SetVelocity(double NewVel, double NewVelNext, TStopReason r = stopNone); + void SetVelocity( double NewVel, double NewVelNext, TStopReason r = stopNone ); int CheckDirection(); - void WaitingSet(double Seconds); - void DirectionForward(bool forward); + void WaitingSet( double Seconds ); + void DirectionForward( bool forward ); void ZeroDirection(); - int OrderDirectionChange(int newdir, TMoverParameters *Vehicle); + int OrderDirectionChange( int newdir, TMoverParameters *Vehicle ); void sync_consist_reversers(); - void Lights(int head, int rear); + void Lights( int head, int rear ); std::string StopReasonText() const; double BrakeAccFactor() const; // modifies brake distance for low target speeds, to ease braking rate in such situations float braking_distance_multiplier( float const Targetvelocity ) const; inline - int DrivigFlags() const { - return iDrivigFlags; }; + int DrivigFlags() const { + return iDrivigFlags; + }; // members public: bool AIControllFlag = false; // rzeczywisty/wirtualny maszynista int iOverheadZero = 0; // suma bitowa jezdy bezprądowej, bity ustawiane przez pojazdy z podniesionymi pantografami int iOverheadDown = 0; // suma bitowa opuszczenia pantografów, bity ustawiane przez pojazdy z podniesionymi pantografami double BrakeCtrlPosition = 0.0; // intermediate position of main brake controller - int UniversalBrakeButtons = 0.0; // flag of which universal buttons need to be pressed - int DizelPercentage = 0; // oczekiwane procenty jazdy/hamowania szynobusem - int DizelPercentage_Speed = 0; // oczekiwane procenty jazdy/hamowania szynobusem w związku z osiąganiem VelDesired + int UniversalBrakeButtons = 0.0; // flag of which universal buttons need to be pressed + int DizelPercentage = 0; // oczekiwane procenty jazdy/hamowania szynobusem + int DizelPercentage_Speed = 0; // oczekiwane procenty jazdy/hamowania szynobusem w związku z osiąganiem VelDesired private: bool Psyche = false; int HelperState = 0; //stan pomocnika maszynisty TDynamicObject *pVehicle = nullptr; // pojazd w którym siedzi sterujący TMoverParameters *mvControlling = nullptr; // jakim pojazdem steruje (może silnikowym w EZT) TMoverParameters *mvOccupied = nullptr; // jakim pojazdem hamuje + TMoverParameters *mvPantographUnit = nullptr; //pantograph equipped vehicle in the occupied/controlled set std::string VehicleName; - std::array m_lighthints { -1 }; // suggested light patterns + std::array m_lighthints = { -1, -1 }; // suggested light patterns double AccPreferred = 0.0; // preferowane przyspieszenie (wg psychiki kierującego, zmniejszana przy wykryciu kolizji) double AccDesired = AccPreferred; // przyspieszenie, jakie ma utrzymywać (<0:nie przyspieszaj,<-0.1:hamuj) double VelDesired = 0.0; // predkość, z jaką ma jechać, wynikająca z analizy tableki; <=VelSignal @@ -311,7 +319,7 @@ private: double fWarningDuration = 0.0; // ile czasu jeszcze trąbić double WaitingTime = 0.0; // zliczany czas oczekiwania do samoistnego ruszenia double WaitingExpireTime = 31.0; // tyle ma czekać, zanim się ruszy // maksymlany czas oczekiwania do samoistnego ruszenia - double IdleTime {}; // keeps track of time spent at a stop + double IdleTime{}; // keeps track of time spent at a stop double fStopTime = 0.0; // czas postoju przed dalszą jazdą (np. na przystanku) float ExchangeTime{ 0.0 }; // time needed to finish current load exchange double fShuntVelocity = 40.0; // maksymalna prędkość manewrowania, zależy m.in. od składu // domyślna prędkość manewrowa @@ -323,29 +331,29 @@ private: double fDriverDist = 0.0; // dopuszczalna odległość podjechania do przeszkody double fVelMax = -1.0; // maksymalna prędkość składu (sprawdzany każdy pojazd) double fBrakeDist = 0.0; // przybliżona droga hamowania - double fBrakeReaction = 1.0; //opóźnienie zadziałania hamulca - czas w s / (km/h) - double fNominalAccThreshold = 0.0; // nominalny próg opóźnienia dla zadziałania hamulca + double fBrakeReaction = 1.0; //opóźnienie zadziałania hamulca - czas w s / (km/h) + double fNominalAccThreshold = 0.0; // nominalny próg opóźnienia dla zadziałania hamulca double fAccThreshold = 0.0; // aktualny próg opóźnienia dla zadziałania hamulca - double AbsAccS_pub = 0.0; // próg opóźnienia dla zadziałania hamulca + double AbsAccS_pub = 0.0; // próg opóźnienia dla zadziałania hamulca // dla fBrake_aX: // indeks [0] - wartości odpowiednie dla aktualnej prędkości // a potem jest 20 wartości dla różnych prędkości zmieniających się co 5 % Vmax pojazdu obsadzonego - double fBrake_a0[BrakeAccTableSize+1] = { 0.0 }; // opóźnienia hamowania przy ustawieniu zaworu maszynisty w pozycji 1.0 - double fBrake_a1[BrakeAccTableSize+1] = { 0.0 }; // przyrost opóźnienia hamowania po przestawieniu zaworu maszynisty o 0,25 pozycji + double fBrake_a0[ BrakeAccTableSize + 1 ] = { 0.0 }; // opóźnienia hamowania przy ustawieniu zaworu maszynisty w pozycji 1.0 + double fBrake_a1[ BrakeAccTableSize + 1 ] = { 0.0 }; // przyrost opóźnienia hamowania po przestawieniu zaworu maszynisty o 0,25 pozycji double BrakingInitialLevel{ 1.0 }; double BrakingLevelIncrease{ 0.25 }; double ReactionTime = 0.0; // czas reakcji Ra: czego i na co? świadomości AI double fBrakeTime = 0.0; // wpisana wartość jest zmniejszana do 0, gdy ujemna należy zmienić nastawę hamulca - double BrakeChargingCooldown {}; // prevents the ai from trying to charge the train brake too frequently + double BrakeChargingCooldown{}; // prevents the ai from trying to charge the train brake too frequently double LastReactionTime = 0.0; double fActionTime = 0.0; // czas używany przy regulacji prędkości i zamykaniu drzwi double m_radiocontroltime{ 0.0 }; // timer used to control speed of radio operations - TAction eAction { TAction::actUnknown }; // aktualny stan + TAction eAction{ TAction::actUnknown }; // aktualny stan // orders // methods public: - void PutCommand(std::string NewCommand, double NewValue1, double NewValue2, const TLocation &NewLocation, TStopReason reason = stopComm); + void PutCommand( std::string NewCommand, double NewValue1, double NewValue2, const TLocation &NewLocation, TStopReason reason = stopComm ); bool PutCommand( std::string NewCommand, double NewValue1, double NewValue2, glm::dvec3 const *NewLocation, TStopReason reason = stopComm ); // defines assignment data inline auto assignment() -> std::string & { return m_assignment; } @@ -355,15 +363,15 @@ private: void RecognizeCommand(); // odczytuje komende przekazana lokomotywie void JumpToNextOrder(); void JumpToFirstOrder(); - void OrderPush(TOrders NewOrder); - void OrderNext(TOrders NewOrder); + void OrderPush( TOrders NewOrder ); + void OrderNext( TOrders NewOrder ); inline TOrders OrderCurrentGet() const; inline TOrders OrderNextGet() const; void OrderCheck(); - void OrdersInit(double fVel); + void OrdersInit( double fVel ); void OrdersClear(); void OrdersDump(); - std::string Order2Str(TOrders Order) const; + std::string Order2Str( TOrders Order ) const; // members std::string m_assignment; Math3D::vector3 vCommandLocation; // polozenie wskaznika, sygnalizatora lub innego obiektu do ktorego odnosi sie komenda // NOTE: not used @@ -374,9 +382,10 @@ private: // scantable // methods public: - int CrossRoute(TTrack *tr); + int CrossRoute( TTrack *tr ); inline void MoveDistanceAdd( double distance ) { - dMoveLen += distance * iDirection; } //jak jedzie do tyłu to trzeba uwzględniać, że distance jest ujemna + dMoveLen += distance * iDirection; + } //jak jedzie do tyłu to trzeba uwzględniać, że distance jest ujemna private: // Ra: metody obsługujące skanowanie toru std::vector CheckTrackEvent( TTrack *Track, double const fDirection ) const; @@ -404,7 +413,7 @@ private: TTrack *BackwardTraceRoute( double &fDistance, double &fDirection, TTrack *Track, basic_event *&Event ); void SetProximityVelocity( double dist, double vel, glm::dvec3 const *pos ); TCommandType BackwardScan(); - std::string TableText(std::size_t const Index) const; + std::string TableText( std::size_t const Index ) const; /* void RouteSwitch(int d); */ @@ -415,7 +424,7 @@ private: double fLastVel = 0.0; // prędkość na poprzednio sprawdzonym torze TTrack *tLast = nullptr; // ostatni analizowany tor basic_event *eSignSkip = nullptr; // można pominąć ten SBL po zatrzymaniu - std::size_t SemNextIndex{ std::size_t(-1) }; + std::size_t SemNextIndex{ std::size_t( -1 ) }; std::size_t SemNextStopIndex{ std::size_t( -1 ) }; double dMoveLen = 0.0; // odległość przejechana od ostatniego sprawdzenia tabelki basic_event *eSignNext = nullptr; // sygnał zmieniający prędkość, do pokazania na [F2] @@ -442,7 +451,7 @@ private: double fLastStopExpDist = -1.0; // odległość wygasania ostateniego przystanku int iRadioChannel = 1; // numer aktualnego kanału radiowego int iGuardRadio = 0; // numer kanału radiowego kierownika (0, gdy nie używa radia) - sound_source tsGuardSignal { sound_placement::internal }; + sound_source tsGuardSignal{ sound_placement::internal }; // consist // methods @@ -451,7 +460,7 @@ public: private: bool PrepareEngine(); bool ReleaseEngine(); - void Doors(bool const Open, int const Side = 0); + void Doors( bool const Open, int const Side = 0 ); // returns true if any vehicle in the consist has an open door bool doors_open() const; void AutoRewident(); // ustawia hamulce w składzie @@ -465,12 +474,16 @@ private: bool iEngineActive{ false }; // ABu: Czy silnik byl juz zalaczony bool IsCargoTrain{ false }; bool IsHeavyCargoTrain{ false }; - bool IsLineBreakerClosed{ false }; // state of line breaker in all powered vehicles under control double fReady = 0.0; // poziom odhamowania wagonów bool Ready = false; // ABu: stan gotowosci do odjazdu - sprawdzenie odhamowania wagonow double ConsistShade{ 1.0 }; // averaged amount of sunlight received by the consist TDynamicObject *pVehicles[ 2 ]; // skrajne pojazdy w składzie (niekoniecznie bezpośrednio sterowane) bool IsAnyDoorOpen[ 2 ]; // state of door in the consist + bool IsAnyLineBreakerOpen{ false }; // state of line breaker in all powered vehicles under control + bool IsAnyConverterOverloadRelayOpen{ false }; // state of converter overload relays in all vehicles under control + bool IsAnyMotorOverloadRelayOpen{ false }; // state of motor overload relays in all vehicles under control + bool IsAnyGroundRelayOpen{ false }; + bool IsAnyCompressorEnabled{ false }; // logs // methods diff --git a/DynObj.cpp b/DynObj.cpp index 66004f7f..9b686a59 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -956,7 +956,7 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) btnOn = true; } // else btCPass2.TurnOff(); - if (MoverParameters->Battery || MoverParameters->ConverterFlag) + if (MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable) { // sygnaly konca pociagu if (btEndSignals1.Active()) { @@ -1056,7 +1056,7 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) } // vehicle within 400m - if( MoverParameters->Battery || MoverParameters->ConverterFlag ) + if( MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable ) { // sygnały czoła pociagu //Ra: wyświetlamy bez // ograniczeń odległości, by były widoczne z // daleka @@ -2782,8 +2782,10 @@ void TDynamicObject::update_destinations() { if( DestinationSign.sign == nullptr ) { return; } + auto const lowvoltagepower { ( MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable ) }; + DestinationSign.sign->fLight = ( - ( ( DestinationSign.has_light ) && ( MoverParameters->Battery ) ) ? + ( ( DestinationSign.has_light ) && ( lowvoltagepower ) ) ? 2.0 : -1.0 ); @@ -2793,7 +2795,7 @@ void TDynamicObject::update_destinations() { m_materialdata.replacable_skins[ 4 ] = ( ( ( DestinationSign.destination != null_handle ) && ( ( false == DestinationSign.has_light ) // physical destination signs remain up until manually changed - || ( ( true == MoverParameters->Battery ) // lcd signs are off without power + || ( ( lowvoltagepower ) // lcd signs are off without power && ( ctOwner != nullptr ) ) ) ) ? // lcd signs are off for carriages without engine, potentially left on a siding DestinationSign.destination : DestinationSign.destination_off ); @@ -2905,7 +2907,7 @@ bool TDynamicObject::Update(double dt, double dt1) || MoverParameters->Pantographs[end::rear].is_active ) { if( ( MoverParameters->Mains ) - && ( MoverParameters->GetAnyTrainsetVoltage() < 0.1f ) ) { + && ( MoverParameters->GetTrainsetHighVoltage() < 0.1f ) ) { // Ra 15-01: logować tylko, jeśli WS załączony // yB 16-03: i nie jest to asynchron zasilany z daleka // Ra 15-01: bezwzględne współrzędne pantografu nie są dostępne, @@ -3275,8 +3277,7 @@ bool TDynamicObject::Update(double dt, double dt1) // fragment "z EXE Kursa" if( MoverParameters->Mains ) { // nie wchodzić w funkcję bez potrzeby - if( ( false == MoverParameters->Battery ) - && ( false == MoverParameters->ConverterFlag ) // added alternative power source. TODO: more generic power check + if( ( false == ( MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable ) ) /* // NOTE: disabled on account of multi-unit setups, where the unmanned unit wouldn't be affected && ( Controller == Humandriver ) @@ -3607,8 +3608,7 @@ bool TDynamicObject::Update(double dt, double dt1) else { pantspeedfactor = 0.0; } - if( ( false == MoverParameters->Battery ) - && ( false == MoverParameters->ConverterFlag ) ) { + if( false == ( MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable ) ) { pantspeedfactor = 0.0; } pantspeedfactor = std::max( 0.0, pantspeedfactor ); @@ -3952,7 +3952,7 @@ void TDynamicObject::RenderSounds() { // NBMX dzwiek przetwornicy if( MoverParameters->ConverterFlag ) { if( MoverParameters->EngineType == TEngineType::ElectricSeriesMotor ) { - auto const voltage { std::max( MoverParameters->GetAnyTrainsetVoltage(), MoverParameters->PantographVoltage ) }; + auto const voltage { std::max( MoverParameters->GetTrainsetHighVoltage(), MoverParameters->PantographVoltage ) }; if( voltage > 0.0 ) { // NOTE: we do sound modulation here to avoid sudden jump on voltage loss frequency = ( voltage / ( MoverParameters->NominalVoltage * MoverParameters->RList[ MoverParameters->RlistSize ].Mn ) ); @@ -4171,9 +4171,11 @@ void TDynamicObject::RenderSounds() { } // NBMX sygnal odjazdu if( MoverParameters->Doors.has_warning ) { + auto const lowvoltagepower { MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable }; for( auto &departuresignalsound : m_departuresignalsounds ) { // TBD, TODO: per-location door state triggers? if( ( MoverParameters->DepartureSignal ) + && ( lowvoltagepower ) /* || ( ( MoverParameters->DoorCloseCtrl = control::autonomous ) && ( ( ( false == MoverParameters->DoorLeftOpened ) && ( dDoorMoveL > 0.0 ) ) @@ -6209,7 +6211,9 @@ void TDynamicObject::Damage(char flag) if (flag & 4) //blokada przetwornicy { - MoverParameters->ConvOvldFlag = true; + if( MoverParameters->ConverterStart != start_t::disabled ) { + MoverParameters->ConvOvldFlag = true; + } } else { @@ -6522,7 +6526,7 @@ TDynamicObject::find_vehicle( int const Direction, double const Distance ) const return { foundobject, foundcoupler, distance, true }; } -TDynamicObject * TDynamicObject::ControlledFind() +TDynamicObject * TDynamicObject::FindPowered() { // taka proteza: // chcę podłączyć kabinę EN57 bezpośrednio z silnikowym, aby nie robić tego przez ukrotnienie // drugi silnikowy i tak musi być ukrotniony, podobnie jak kolejna jednostka @@ -6533,33 +6537,42 @@ TDynamicObject * TDynamicObject::ControlledFind() // problematyczna może być kwestia wybranej kabiny (w silnikowym...) // jeśli silnikowy będzie zapięty odwrotnie (tzn. -1), to i tak powinno jeździć dobrze // również hamowanie wykonuje się zaworem w członie, a nie w silnikowym... - if( MoverParameters->Power > 1.0 ) { return this; } + auto const coupling { ( + ( MoverParameters->TrainType == dt_EZT ) || ( MoverParameters->TrainType == dt_DMU ) ) ? + coupling::permanent : + coupling::control }; - auto const couplingtype { ( - ( MoverParameters->TrainType == dt_EZT ) - || ( MoverParameters->TrainType == dt_DMU ) ) ? - coupling::permanent : - coupling::control - }; - // try first to look towards the rear - auto *d = this; // zaczynamy od aktualnego + auto *lookup { + find_vehicle( + coupling, + []( TDynamicObject * vehicle ) { + return ( vehicle->MoverParameters->Power > 1.0 ); } ) }; - while( ( d = d->NextC( couplingtype ) ) != nullptr ) { - if( d->MoverParameters->Power > 1.0 ) { - return d; + return( lookup != nullptr ? lookup : this ); // always return valid vehicle for backward compatibility +} + +TDynamicObject * +TDynamicObject::FindPantographCarrier() { + + // try first within a single unit, broaden to all vehicles under our control if first attempt fails + std::array const couplings = { coupling::permanent, coupling::control }; + + for( auto const coupling : couplings ) { + auto *result = + find_vehicle( + coupling, + []( TDynamicObject * vehicle ) { + return ( + ( vehicle->MoverParameters->EnginePowerSource.SourceType == TPowerSource::CurrentCollector ) + && ( vehicle->MoverParameters->EnginePowerSource.CollectorParameters.CollectorsNo > 0 ) ); } ); + if( result != nullptr ) { + return result; } } - // if we didn't yet find a suitable vehicle try in the other direction - d = this; // zaczynamy od aktualnego + // if we're still here, admit failure + return nullptr; +} - while( ( d = d->PrevC( couplingtype ) ) != nullptr ) { - if( d->MoverParameters->Power > 1.0 ) { - return d; - } - } - // if we still don't have a match give up - return this; -}; //--------------------------------------------------------------------------- void TDynamicObject::ParamSet(int what, int into) diff --git a/DynObj.h b/DynObj.h index 22a6339c..ca87c1c2 100644 --- a/DynObj.h +++ b/DynObj.h @@ -679,7 +679,11 @@ private: void update_neighbours(); // locates potential collision source within specified range, scanning its route in specified direction auto find_vehicle( int const Direction, double const Range ) const -> std::tuple; - TDynamicObject * ControlledFind(); + // locates potential vehicle connected with specific coupling type and satisfying supplied predicate + template + auto find_vehicle( coupling const Coupling, Predicate_ const Predicate ) -> TDynamicObject *; + TDynamicObject * FindPowered(); + TDynamicObject * FindPantographCarrier(); void ParamSet(int what, int into); // zapytanie do AI, po którym segmencie skrzyżowania jechać int RouteWish(TTrack *tr); @@ -754,4 +758,25 @@ private: erase_disabled(); }; + +template +auto +TDynamicObject::find_vehicle( coupling const Coupling, Predicate_ const Predicate ) -> TDynamicObject * { + + if( Predicate( this ) ) { + return this; } + // try first to look towards the rear + auto *vehicle { this }; + while( ( vehicle = vehicle->NextC( Coupling ) ) != nullptr ) { + if( Predicate( vehicle ) ) { + return vehicle; } } + // if we didn't yet find a suitable vehicle try in the other direction + vehicle = this; + while( ( vehicle = vehicle->NextC( Coupling ) ) != nullptr ) { + if( Predicate( vehicle ) ) { + return vehicle; } } + // if we still don't have a match give up + return nullptr; +} + //--------------------------------------------------------------------------- diff --git a/Globals.cpp b/Globals.cpp index ec5742b7..0bad551f 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -27,6 +27,12 @@ global_settings Global; void global_settings::LoadIniFile(std::string asFileName) { + // initialize season data in case the main config file doesn't + std::time_t timenow = std::time( 0 ); + std::tm *localtime = std::localtime( &timenow ); + fMoveLight = localtime->tm_yday + 1; // numer bieżącego dnia w roku + simulation::Environment.compute_season( fMoveLight ); + cParser parser(asFileName, cParser::buffer_FILE); ConfigParse(parser); }; @@ -944,26 +950,8 @@ global_settings::ConfigParse(cParser &Parser) { */ if (iPause) iTextMode = GLFW_KEY_F1; // jak pauza, to pokazać zegar - /* this won't execute anymore with the old parser removed - // TBD: remove, or launch depending on passed flag? - if (qp) - { // to poniżej wykonywane tylko raz, jedynie po wczytaniu eu07.ini*/ + #ifdef _WIN32 - Console::ModeSet(iFeedbackMode, iFeedbackPort); // tryb pracy konsoli sterowniczej + Console::ModeSet(iFeedbackMode, iFeedbackPort); // tryb pracy konsoli sterowniczej #endif - /*iFpsRadiusMax = 0.000025 * fFpsRadiusMax * - fFpsRadiusMax; // maksymalny promień renderowania 3000.0 -> 225 - if (iFpsRadiusMax > 400) - iFpsRadiusMax = 400; - if (fDistanceFactor > 1.0) - { // dla 1.0 specjalny tryb bez przeliczania - fDistanceFactor = - iWindowHeight / - fDistanceFactor; // fDistanceFactor>1.0 dla rozdzielczości większych niż bazowa - fDistanceFactor *= - (iMultisampling + 1.0) * - fDistanceFactor; // do kwadratu, bo większość odległości to ich kwadraty - } - } - */ } \ No newline at end of file diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 2b00cf05..a0cdb62a 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -160,7 +160,10 @@ enum coupling { mainhose = 0x20, heating = 0x40, permanent = 0x80, - uic = 0x100 + power24v = 0x100, + power110v = 0x200, + power3x400v = 0x400, +// uic = 0x1000, }; // possible effect ranges for control commands; exclusive enum class range_t { @@ -180,11 +183,13 @@ enum class operation_t { }; // start method for devices; exclusive enum class start_t { + disabled, manual, automatic, manualwithautofallback, converter, - battery + battery, + direction }; // recognized vehicle light locations and types; can be combined enum light { @@ -333,10 +338,10 @@ enum TProblem // lista problemów taboru, które uniemożliwiają jazdę enum TCompressorList // lista parametrów w programatorze sprężarek { // pozycje kolejne - cl_Allow = 0, // zezwolenie na pracę sprężarek - cl_SpeedFactor = 1, // mnożnik wydajności - cl_MinFactor = 2, // mnożnik progu załącznika ciśnieniowego - cl_MaxFactor = 3 // mnożnik progu wyłącznika ciśnieniowego + cl_Allow = 0, // zezwolenie na pracę sprężarek + cl_SpeedFactor = 1, // mnożnik wydajności + cl_MinFactor = 2, // mnożnik progu załącznika ciśnieniowego + cl_MaxFactor = 3 // mnożnik progu wyłącznika ciśnieniowego }; struct TLocation @@ -352,7 +357,7 @@ struct TRotation double Ry; double Rz; }; -/*wymiary*/ + struct TDimension { double W = 0.0; @@ -653,6 +658,7 @@ struct TSecuritySystem int VelocityAllowed; int NextVelocityAllowed; /*predkosc pokazywana przez sygnalizacje kabinowa*/ bool RadioStop; // czy jest RadioStop + bool PoweredUp { false }; // helper, for detection of power state change inline bool is_beeping() const { return TestFlag( Status, s_SHPalarm ); @@ -687,8 +693,10 @@ struct TCoupling { double beta = 0.0; TCouplerType CouplerType = TCouplerType::NoCoupler; /*typ sprzegu*/ int AutomaticCouplingFlag = coupling::coupler; - int AllowedFlag = coupling::coupler | coupling::brakehose; //Ra: maska dostępnych + int AllowedFlag = ( coupling::coupler | coupling::brakehose ); //Ra: maska dostępnych + int PowerFlag = ( coupling::power110v | coupling::power24v ); /*zmienne*/ + bool AutomaticCouplingAllowed { true }; // whether automatic coupling can be currently performed int CouplingFlag = 0; /*0 - wirtualnie, 1 - sprzegi, 2 - pneumatycznie, 4 - sterowanie, 8 - kabel mocy*/ class TMoverParameters *Connected = nullptr; /*co jest podlaczone*/ int ConnectedNr = 0; //Ra: od której strony podłączony do (Connected): 0=przód, 1=tył @@ -702,7 +710,8 @@ struct TCoupling { TCouplerType adapter_type = TCouplerType::NoCoupler; // CouplerType override if other than NoCoupler power_coupling power_high; -// power_coupling power_low; // TODO: implement this + power_coupling power_110v; + power_coupling power_24v; int sounds { 0 }; // sounds emitted by the coupling devices bool Render = false; /*ABu: czy rysowac jak zaczepiony sprzeg*/ @@ -884,6 +893,7 @@ private: bool auto_include_remote { false }; // automatic door closure applies also to remote control bool permit_needed { false }; std::vector permit_presets; // permit presets selectable with preset switch + float voltage { 0.f }; // power type required for door movement // ld inputs bool lock_enabled { true }; bool step_enabled { true }; @@ -1013,6 +1023,7 @@ public: double LightPower = 0.0; /*moc pobierana na ogrzewanie/oswietlenie*/ double BatteryVoltage = 0.0; /*Winger - baterie w elektrykach*/ bool Battery = false; /*Czy sa zalavzone baterie*/ + start_t BatteryStart = start_t::manual; bool EpFuse = true; /*Czy sa zalavzone baterie*/ bool Signalling = false; /*Czy jest zalaczona sygnalizacja hamowania ostatniego wagonu*/ bool Radio = true; /*Czy jest zalaczony radiotelefon*/ @@ -1302,7 +1313,9 @@ public: std::string Name; /*nazwa wlasna*/ TCoupling Couplers[2]; //urzadzenia zderzno-sprzegowe, polaczenia miedzy wagonami std::array Neighbours; // potential collision sources - bool EventFlag = false; /*!o true jesli cos nietypowego sie wydarzy*/ + bool Power110vIsAvailable = false; // cached availability of 110v power + bool Power24vIsAvailable = false; // cached availability of 110v power + bool EventFlag = false; /*!o true jesli cos nietypowego sie wydarzy*/ int SoundFlag = 0; /*!o patrz stale sound_ */ int AIFlag{ 0 }; // HACK: events of interest for consist owner double DistCounter = 0.0; /*! licznik kilometrow */ @@ -1365,6 +1378,8 @@ public: bool ConverterAllow = false; /*zezwolenie na prace przetwornicy NBMX*/ bool ConverterAllowLocal{ true }; // local device state override (most units don't have this fitted so it's set to true not to intefere) bool ConverterFlag = false; /*! czy wlaczona przetwornica NBMX*/ + start_t ConverterOverloadRelayStart { start_t::manual }; // whether overload relay reset responds to dedicated button + bool ConverterOverloadRelayOffWhenMainIsOff { false }; fuel_pump FuelPump; oil_pump OilPump; water_pump WaterPump; @@ -1482,6 +1497,7 @@ public: bool NoVoltRelay{ true }; // switches off if the power level drops below threshold bool OvervoltageRelay{ true }; // switches off if the power level goes above threshold bool s_CAtestebrake = false; //hunter-091012: zmienna dla testu ca + std::array, 4> PowerCircuits; //24v, 110v, 3x400v and 3000v power circuits, voltage from local sources and current draw pairs /*-zmienne dla lokomotywy spalinowej z przekladnia mechaniczna*/ double dizel_fill = 0.0; /*napelnienie*/ @@ -1612,7 +1628,7 @@ public: // Q ******************************************************************************************* double GetTrainsetVoltage( int const Coupling = ( coupling::heating | coupling::highvoltage ) ) const; - double GetAnyTrainsetVoltage() const; + double GetTrainsetHighVoltage() const; bool switch_physics(bool const State); double LocalBrakeRatio(void); double ManualBrakeRatio(void); @@ -1657,7 +1673,7 @@ public: bool SecuritySystemReset(void); void SecuritySystemCheck(double dt); - bool BatterySwitch(bool State); + bool BatterySwitch( bool State, range_t const Notify = range_t::consist ); bool EpFuseSwitch(bool State); bool SpringBrakeActivate(bool State); bool SpringBrakeShutOff(bool State); @@ -1735,7 +1751,7 @@ public: /*-funkcje typowe dla lokomotywy elektrycznej*/ void LowVoltagePowerCheck( double const Deltatime ); void MainsCheck( double const Deltatime ); - void PowerCouplersCheck( double const Deltatime ); + void PowerCouplersCheck( double const Deltatime, coupling const Coupling ); void ConverterCheck( double const Timestep ); // przetwornica void HeatingCheck( double const Timestep ); void WaterPumpCheck( double const Timestep ); @@ -1749,7 +1765,7 @@ public: bool FuseFlagCheck(void) const; // sprawdzanie flagi nadmiarowego void FuseOff(void); // wylaczenie nadmiarowego bool UniversalResetButton( int const Button, range_t const Notify = range_t::consist ); - bool RelayReset( int const Relays ); // resets specified relays + bool RelayReset( int const Relays, range_t const Notify = range_t::consist ); // resets specified relays double ShowCurrent( int AmpN ) const; //pokazuje bezwgl. wartosc pradu na wybranym amperomierzu double ShowCurrentP(int AmpN) const; //pokazuje bezwgl. wartosc pradu w wybranym pojezdzie //Q 20160722 diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index b4586843..30f83112 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -22,7 +22,7 @@ http://mozilla.org/MPL/2.0/. // Jeśli jakieś zmienne nie są używane w mover.pas, też można je przenosić. // Przeniesienie wszystkiego na raz zrobiło by zbyt wielki chaos do ogarnięcia. -const double dEpsilon = 0.025; // 1cm (zależy od typu sprzęgu...) +const double dEpsilon = 0.01; // 1cm (zależy od typu sprzęgu...) const double CouplerTune = 0.1; // skalowanie tlumiennosci int ConversionError = 0; @@ -128,11 +128,11 @@ double TMoverParameters::Current(double n, double U) DynamicBrakeFlag = false; else if ((BrakePress > 0.25) && (Hamulec->GetEDBCP() > 0.25)) DynamicBrakeFlag = true; - DynamicBrakeFlag = (DynamicBrakeFlag && ConverterFlag); + DynamicBrakeFlag = (DynamicBrakeFlag && Power110vIsAvailable); } if ((DynamicBrakeType == dbrake_automatic) && (TrainType == dt_EZT)) { - DynamicBrakeFlag = (ConverterFlag && (TUHEX_Active || (Vadd>TUHEX_MinIw)) && DynamicBrakeEMUStatus); + DynamicBrakeFlag = (Power110vIsAvailable && (TUHEX_Active || (Vadd>TUHEX_MinIw)) && DynamicBrakeEMUStatus); } // wylacznik cisnieniowy yBARC - to jest chyba niepotrzebne tutaj Q: no to usuwam... @@ -173,7 +173,7 @@ double TMoverParameters::Current(double n, double U) } if (DynamicBrakeFlag && (!FuseFlag) && (DynamicBrakeType == dbrake_automatic) && - ConverterFlag && Mains) // hamowanie EP09 //TUHEX + Power110vIsAvailable && Mains) // hamowanie EP09 //TUHEX { // TODO: zrobic bardziej uniwersalne nie tylko dla EP09 MotorCurrent = @@ -538,7 +538,7 @@ bool TMoverParameters::DirectionForward() ++DirActive; DirAbsolute = DirActive * CabActive; if (DirAbsolute) - if (Battery) // jeśli bateria jest już załączona + if (Power24vIsAvailable) // jeśli bateria jest już załączona BatterySwitch(true); // to w ten oto durny sposób aktywuje się CA/SHP SendCtrlToNext("Direction", DirActive, CabActive); return true; @@ -691,10 +691,11 @@ void TMoverParameters::UpdatePantVolume(double dt) { && ( ( PantographCompressorStart == start_t::automatic ) || ( PantographCompressorStart == start_t::manualwithautofallback ) ) ); - auto const lowvoltagepower { Battery || ConverterFlag }; + auto const lowvoltagepower { Power24vIsAvailable || Power110vIsAvailable }; PantCompFlag &= lowvoltagepower; - if (EnginePowerSource.SourceType == TPowerSource::CurrentCollector) // tylko jeśli pantografujący + if( ( EnginePowerSource.SourceType == TPowerSource::CurrentCollector ) // tylko jeśli pantografujący + && ( EnginePowerSource.CollectorParameters.CollectorsNo > 0 ) ) { // Ra 2014-07: zasadniczo, to istnieje zbiornik rozrządu i zbiornik pantografów - na razie mamy razem // Ra 2014-07: kurek trójdrogowy łączy spr.pom. z pantografami i wyłącznikiem ciśnieniowym WS @@ -731,7 +732,7 @@ void TMoverParameters::UpdatePantVolume(double dt) { // opuszczenie pantografów przy niskim ciśnieniu if( TrainType != dt_EZT ) { // pressure switch safety measure -- open the line breaker, unless there's alternate source of traction voltage - if( GetAnyTrainsetVoltage() < EnginePowerSource.CollectorParameters.MinV ) { + if( GetTrainsetHighVoltage() < EnginePowerSource.CollectorParameters.MinV ) { // TODO: check whether line breaker should be open EMU-wide MainSwitch( false, ( TrainType == dt_EZT ? range_t::unit : range_t::local ) ); } @@ -751,8 +752,8 @@ void TMoverParameters::UpdatePantVolume(double dt) { if( PantPress >= 4.6 ) { // NOTE: we require active low power source to prime the pressure switch // this is a work-around for potential isssues caused by the switch activating on otherwise idle vehicles, but should check whether it's accurate - if( ( true == Battery ) - || ( true == ConverterFlag ) ) { + if( ( true == Power24vIsAvailable ) + || ( true == Power110vIsAvailable ) ) { // prime the pressure switch PantPressSwitchActive = true; // turn off the subsystems lock @@ -788,10 +789,8 @@ void TMoverParameters::UpdateBatteryVoltage(double dt) // HACK: allow to draw power also from adjacent converter, applicable for EMUs // TODO: expand power cables system to include low voltage power transfers // HACK: emulate low voltage generator powered directly by the diesel engine - auto const converteractive{ ( - ( ConverterFlag ) - || ( ( ( Couplers[ end::front ].CouplingFlag & coupling::permanent ) != 0 ) && Couplers[ end::front ].Connected->ConverterFlag ) - || ( ( ( Couplers[ end::rear ].CouplingFlag & coupling::permanent ) != 0 ) && Couplers[ end::rear ].Connected->ConverterFlag ) ) + auto const converteractive{ + ( Power110vIsAvailable ) || ( ( EngineType == TEngineType::DieselElectric ) && ( true == Mains ) ) || ( ( EngineType == TEngineType::DieselEngine ) && ( true == Mains ) ) }; @@ -809,8 +808,7 @@ void TMoverParameters::UpdateBatteryVoltage(double dt) sn3 = (dt * 0.05); else sn3 = 0; - if (iLights[0] & 63) // 64=blachy, nie ciągną prądu //rozpisać na poszczególne - // żarówki... + if (iLights[0] & 63) // 64=blachy, nie ciągną prądu //rozpisać na poszczególne żarówki... sn4 = dt * 0.003; else sn4 = 0; @@ -1431,7 +1429,7 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { Compressor = 0; CompressorFlag = false; }; - if( CompressorSpeed > 0.0 ) { + if( VeselVolume > 0.0 ) { // sprężarka musi mieć jakąś niezerową wydajność żeby rozważać jej załączenie i pracę CompressorCheck( Deltatime ); } @@ -1460,13 +1458,16 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { // automatic doors update_doors( Deltatime ); - PowerCouplersCheck( Deltatime ); + PowerCouplersCheck( Deltatime, coupling::highvoltage ); + PowerCouplersCheck( Deltatime, coupling::power110v ); + PowerCouplersCheck( Deltatime, coupling::power24v ); + + Power24vIsAvailable = ( ( PowerCircuits[ 0 ].first > 0 ) || ( GetTrainsetVoltage( coupling::power24v ) > 0 ) ); + Power110vIsAvailable = ( ( PowerCircuits[ 1 ].first > 0 ) || ( GetTrainsetVoltage( coupling::power110v ) > 0 ) ); } void TMoverParameters::MainsCheck( double const Deltatime ) { - // TODO: move other main circuit checks here - if( MainsInitTime == 0.0 ) { return; } // TBD, TODO: move voltage calculation to separate method and use also in power coupler state calculation? @@ -1485,7 +1486,7 @@ void TMoverParameters::MainsCheck( double const Deltatime ) { } auto const maincircuitpowersupply { ( std::abs( localvoltage ) > 0.1 ) - || ( GetAnyTrainsetVoltage() > 0.1 ) }; + || ( GetTrainsetHighVoltage() > 0.1 ) }; if( true == maincircuitpowersupply ) { // all is well @@ -1501,7 +1502,7 @@ void TMoverParameters::MainsCheck( double const Deltatime ) { void TMoverParameters::LowVoltagePowerCheck( double const Deltatime ) { - auto const lowvoltagepower { Battery || ConverterFlag }; + auto const lowvoltagepower { Power24vIsAvailable || Power110vIsAvailable }; switch( EngineType ) { case TEngineType::ElectricSeriesMotor: { @@ -1519,42 +1520,73 @@ void TMoverParameters::LowVoltagePowerCheck( double const Deltatime ) { } } -void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { - // TODO: add support for other power sources +void TMoverParameters::PowerCouplersCheck( double const Deltatime, coupling const Coupling ) { + auto localvoltage { 0.0 }; - // heating power sources - if( Heating ) { - switch( HeatingPowerSource.SourceType ) { - case TPowerSource::Generator: { - localvoltage = HeatingPowerSource.EngineGenerator.voltage - TotalCurrent * 0.02; - break; + + // local power sources + // TODO: make local voltage calculations a separate method, store results in PowerCircuit fields + switch( Coupling ) { + + case coupling::highvoltage: { + // heating power sources + if( Heating ) { + switch( HeatingPowerSource.SourceType ) { + case TPowerSource::Generator: { + localvoltage = HeatingPowerSource.EngineGenerator.voltage - TotalCurrent * 0.02; + break; + } + case TPowerSource::CurrentCollector: { + localvoltage = PantographVoltage; + break; + } + case TPowerSource::Main: { + // HACK: main circuit can be fed through couplers, so we explicitly check pantograph supply here + localvoltage = ( + true == Mains ? + PantographVoltage : + 0.0 ); + break; + } + default: { + break; + } + } } - case TPowerSource::CurrentCollector: { - localvoltage = PantographVoltage; - break; + // high voltage power sources + switch( EnginePowerSource.SourceType ) { + case TPowerSource::CurrentCollector: { + localvoltage = + std::max( + localvoltage, + PantographVoltage ); + break; + } + default: { + break; + } } - case TPowerSource::Main: { - // HACK: main circuit can be fed through couplers, so we explicitly check pantograph supply here - localvoltage = ( - true == Mains ? - PantographVoltage : - 0.0 ); - break; - } - default: { - break; - } - } - } - // high voltage power sources - switch( EnginePowerSource.SourceType ) { - case TPowerSource::CurrentCollector: { - localvoltage = - std::max( - localvoltage, - PantographVoltage ); break; } + + case coupling::power110v: { + if( ConverterFlag ) { + localvoltage = NominalBatteryVoltage; + } + // TBD, TODO: reduce by current draw? + PowerCircuits[ 1 ].first = localvoltage; + break; + } + + case coupling::power24v: { + if( Battery ) { + localvoltage = BatteryVoltage; + } + // TBD, TODO: reduce by current draw? + PowerCircuits[ 0 ].first = localvoltage; + break; + } + default: { break; } @@ -1562,73 +1594,153 @@ void TMoverParameters::PowerCouplersCheck( double const Deltatime ) { auto const abslocalvoltage { std::abs( localvoltage ) }; auto const localpowersource { ( abslocalvoltage > 1.0 ) }; -/* - auto const localpowersource { ( std::abs( PantFrontVolt ) + std::abs( PantRearVolt ) > 1.0 ) }; - auto hvc = std::max( PantFrontVolt, PantRearVolt ); -*/ + // przekazywanie napiec for( auto side = 0; side < 2; ++side ) { auto &coupler { Couplers[ side ] }; // NOTE: in the loop we actually update the state of the coupler on the opposite end of the vehicle auto &oppositecoupler { Couplers[ ( side == end::front ? end::rear : end::front ) ] }; - auto const oppositehighvoltagecoupling { ( oppositecoupler.CouplingFlag & coupling::highvoltage ) != 0 }; - auto const oppositeheatingcoupling { ( oppositecoupler.CouplingFlag & coupling::heating ) != 0 }; + + bool oppositecouplingispresent; + bool localpowerexportisenabled; + + switch( Coupling ) { + + case coupling::highvoltage: { + auto const oppositehighvoltagecoupling{ ( oppositecoupler.CouplingFlag & coupling::highvoltage ) != 0 }; + auto const oppositeheatingcoupling{ ( oppositecoupler.CouplingFlag & coupling::heating ) != 0 }; + + oppositecouplingispresent = ( oppositehighvoltagecoupling || oppositeheatingcoupling ); + localpowerexportisenabled = ( oppositehighvoltagecoupling || ( oppositeheatingcoupling && localpowersource && Heating ) ); + break; + } + + case coupling::power110v: { + oppositecouplingispresent = ( ( oppositecoupler.CouplingFlag & coupling::permanent ) != 0 ) && ( ( oppositecoupler.PowerFlag & coupling::power110v ) != 0 ); + localpowerexportisenabled = ( oppositecouplingispresent ); + break; + } + + case coupling::power24v: { + oppositecouplingispresent = ( ( oppositecoupler.CouplingFlag & coupling::permanent ) != 0 ) && ( ( oppositecoupler.PowerFlag & coupling::power24v ) != 0 ); + localpowerexportisenabled = ( oppositecouplingispresent ); + break; + } + + default: { + break; + } + } + + auto const *coupling = ( + Coupling == coupling::highvoltage ? &coupler.power_high : + Coupling == coupling::power110v ? &coupler.power_110v : + Coupling == coupling::power24v ? &coupler.power_24v : + nullptr ); + auto *oppositecoupling = ( + Coupling == coupling::highvoltage ? &oppositecoupler.power_high : + Coupling == coupling::power110v ? &oppositecoupler.power_110v : + Coupling == coupling::power24v ? &oppositecoupler.power_24v : + nullptr ); // start with base voltage - oppositecoupler.power_high.voltage = abslocalvoltage; - oppositecoupler.power_high.is_live = false; - oppositecoupler.power_high.is_local = localpowersource; // indicate power source + oppositecoupling->voltage = abslocalvoltage; + oppositecoupling->is_live = false; + oppositecoupling->is_local = localpowersource; // indicate power source // draw from external source if( coupler.Connected != nullptr ) { auto const &connectedcoupler { coupler.Connected->Couplers[ coupler.ConnectedNr ] }; + auto const *connectedcoupling = ( + Coupling == coupling::highvoltage ? &connectedcoupler.power_high : + Coupling == coupling::power110v ? &connectedcoupler.power_110v : + Coupling == coupling::power24v ? &connectedcoupler.power_24v : + nullptr ); auto const connectedvoltage { ( - connectedcoupler.power_high.is_live ? - connectedcoupler.power_high.voltage : + connectedcoupling->is_live ? + connectedcoupling->voltage : 0.0 ) }; - oppositecoupler.power_high.voltage = std::max( - oppositecoupler.power_high.voltage, - connectedvoltage - coupler.power_high.current * 0.02 ); - oppositecoupler.power_high.is_live = + oppositecoupling->voltage = std::max( + oppositecoupling->voltage, + connectedvoltage - coupling->current * 0.02 ); + oppositecoupling->is_live = ( connectedvoltage > 0.1 ) - && ( oppositehighvoltagecoupling || oppositeheatingcoupling ); + && ( oppositecouplingispresent ); } // draw from local source if( localpowersource ) { - oppositecoupler.power_high.voltage = std::max( - oppositecoupler.power_high.voltage, - abslocalvoltage - coupler.power_high.current * 0.02 ); - oppositecoupler.power_high.is_live |= + oppositecoupling->voltage = std::max( + oppositecoupling->voltage, + abslocalvoltage - coupling->current * 0.02 ); + oppositecoupling->is_live |= ( abslocalvoltage > 0.1 ) - && ( oppositehighvoltagecoupling || ( oppositeheatingcoupling && localpowersource && Heating ) ); + && ( localpowerexportisenabled ); } } // przekazywanie pradow - auto couplervoltage { Couplers[ end::front ].power_high.voltage + Couplers[ end::rear ].power_high.voltage }; + auto couplervoltage { 0 }; + switch( Coupling ) { + case coupling::highvoltage: { + couplervoltage = Couplers[ end::front ].power_high.voltage + Couplers[ end::rear ].power_high.voltage; + break; + } + case coupling::power110v: { + couplervoltage = Couplers[ end::front ].power_110v.voltage + Couplers[ end::rear ].power_110v.voltage; + break; + } + case coupling::power24v: { + couplervoltage = Couplers[ end::front ].power_24v.voltage + Couplers[ end::rear ].power_24v.voltage; + break; + } + default: { + break; + } + } + + auto *totalcurrent = ( + Coupling == coupling::highvoltage ? &TotalCurrent : + Coupling == coupling::power110v ? &PowerCircuits[ 1 ].second : + Coupling == coupling::power24v ? &PowerCircuits[ 0 ].second : + nullptr ); for( auto side = 0; side < 2; ++side ) { auto &coupler { Couplers[ side ] }; auto const &connectedothercoupler { coupler.Connected->Couplers[ ( coupler.ConnectedNr == end::front ? end::rear : end::front ) ] }; - coupler.power_high.current = 0.0; + auto *coupling = ( + Coupling == coupling::highvoltage ? &coupler.power_high : + Coupling == coupling::power110v ? &coupler.power_110v : + Coupling == coupling::power24v ? &coupler.power_24v : + nullptr ); + auto const *connectedothercoupling = ( + Coupling == coupling::highvoltage ? &connectedothercoupler.power_high : + Coupling == coupling::power110v ? &connectedothercoupler.power_110v : + Coupling == coupling::power24v ? &connectedothercoupler.power_24v : + nullptr ); + auto const extracurrent = ( + Coupling == coupling::highvoltage ? std::abs( Itot ) * IsVehicleEIMBrakingFactor() : + 0.0 ); + + coupling->current = 0.0; if( false == localpowersource ) { // bez napiecia... if( couplervoltage != 0.0 ) { // ...ale jest cos na sprzegach: - coupler.power_high.current = ( std::abs( Itot ) * IsVehicleEIMBrakingFactor() + TotalCurrent ) * coupler.power_high.voltage / couplervoltage; // obciążenie rozkladane stosownie do napiec - if( true == coupler.power_high.is_live ) { - coupler.power_high.current += connectedothercoupler.power_high.current; + coupling->current = ( *totalcurrent + extracurrent ) * coupling->voltage / couplervoltage; // obciążenie rozkladane stosownie do napiec + if( true == coupling->is_live ) { + coupling->current += connectedothercoupling->current; } } } else { - if( true == coupler.power_high.is_live ) { - TotalCurrent += connectedothercoupler.power_high.current; + if( true == coupling->is_live ) { + *totalcurrent += connectedothercoupling->current; } } } + } double TMoverParameters::ShowEngineRotation(int VehN) @@ -1659,15 +1771,35 @@ double TMoverParameters::ShowEngineRotation(int VehN) // sprawdzanie przetwornicy void TMoverParameters::ConverterCheck( double const Timestep ) { // TODO: move other converter checks here, to have it all in one place for potential device object - if( ConverterStart == start_t::automatic ) { - ConverterAllow = Mains; + if( ( ConverterStart != start_t::disabled ) + && ( ConverterOverloadRelayOffWhenMainIsOff ) ) { + ConvOvldFlag |= ( !Mains && Power24vIsAvailable ); + } + + switch( ConverterStart ) { + case start_t::disabled: { + ConverterAllow = false; + // NOTE: if there's no converter in vehicle we can end the check here + return; + } + case start_t::automatic: { + ConverterAllow = Mains; + break; + } + case start_t::direction: { + ConverterAllow = ( DirActive != 0 ); + } + default: { + break; + } } if( ( ConverterAllow ) && ( ConverterAllowLocal ) + && ( false == ConvOvldFlag ) && ( false == PantPressLockActive ) // HACK: allow carriages to operate converter without (missing) fuse prerequisite - && ( ( Power > 1.0 ? Mains : GetAnyTrainsetVoltage() > 0.0 ) ) ) { + && ( ( Power > 1.0 ? Mains : GetTrainsetHighVoltage() > 0.0 ) ) ) { // delay timer can be optionally configured, and is set anew whenever converter goes off if( ConverterStartDelayTimer <= 0.0 ) { ConverterFlag = true; @@ -1680,6 +1812,13 @@ void TMoverParameters::ConverterCheck( double const Timestep ) { ConverterFlag = false; ConverterStartDelayTimer = static_cast( ConverterStartDelay ); } + + if( ( ConverterOverloadRelayStart == start_t::converter ) + && ( false == ( ConverterAllow && ConverterAllowLocal ) ) + && ( false == TestFlag( EngDmgFlag, 4 ) ) ) { + // reset converter overload relay if the converter was switched off, unless it's damaged + ConvOvldFlag = false; + } }; // heating system status check @@ -1738,12 +1877,12 @@ void TMoverParameters::HeatingCheck( double const Timestep ) { case TPowerSource::PowerCable: { if( HeatingPowerSource.PowerType == TPowerType::ElectricPower ) { // TBD, TODO: limit input voltage to heating coupling type? - voltage = GetAnyTrainsetVoltage(); + voltage = GetTrainsetHighVoltage(); } break; } case TPowerSource::Main: { - voltage = ( true == Mains ? std::max( GetAnyTrainsetVoltage(), PantographVoltage ) : 0.0 ); + voltage = ( true == Mains ? std::max( GetTrainsetHighVoltage(), PantographVoltage ) : 0.0 ); break; } default: { @@ -1762,7 +1901,7 @@ void TMoverParameters::HeatingCheck( double const Timestep ) { void TMoverParameters::WaterPumpCheck( double const Timestep ) { // NOTE: breaker override with start type is sm42 specific hack, replace with ability to define the presence of the breaker WaterPump.is_active = ( - ( true == Battery ) + ( true == ( Power24vIsAvailable || Power110vIsAvailable ) ) && ( true == WaterPump.breaker ) && ( false == WaterPump.is_disabled ) && ( ( true == WaterPump.is_active ) @@ -1774,7 +1913,7 @@ void TMoverParameters::WaterHeaterCheck( double const Timestep ) { WaterHeater.is_active = ( ( false == WaterHeater.is_damaged ) - && ( true == Battery ) + && ( true == ( Power24vIsAvailable || Power110vIsAvailable ) ) && ( true == WaterHeater.is_enabled ) && ( true == WaterHeater.breaker ) && ( ( WaterHeater.is_active ) || ( WaterHeater.config.temp_min < 0 ) || ( dizel_heat.temperatura1 < WaterHeater.config.temp_min ) ) ); @@ -1794,7 +1933,7 @@ void TMoverParameters::WaterHeaterCheck( double const Timestep ) { void TMoverParameters::FuelPumpCheck( double const Timestep ) { FuelPump.is_active = ( - ( true == Battery ) + ( true == ( Power24vIsAvailable || Power110vIsAvailable ) ) && ( false == FuelPump.is_disabled ) && ( ( FuelPump.is_active ) || ( FuelPump.start_type == start_t::manual ? ( FuelPump.is_enabled ) : @@ -1807,7 +1946,7 @@ void TMoverParameters::FuelPumpCheck( double const Timestep ) { void TMoverParameters::OilPumpCheck( double const Timestep ) { OilPump.is_active = ( - ( true == Battery ) + ( true == ( Power24vIsAvailable || Power110vIsAvailable ) ) && ( false == Mains ) && ( false == OilPump.is_disabled ) && ( ( OilPump.is_active ) @@ -1852,8 +1991,8 @@ void TMoverParameters::MotorBlowersCheck( double const Timestep ) { blower.is_active = ( // TODO: bind properly power source when ld is in place - ( blower.start_type == start_t::battery ? Battery : - blower.start_type == start_t::converter ? ConverterFlag : + ( blower.start_type == start_t::battery ? Power24vIsAvailable : + blower.start_type == start_t::converter ? Power110vIsAvailable : Mains ) // power source // breaker condition disabled until it's implemented in the class data // && ( true == blower.breaker ) @@ -1889,7 +2028,7 @@ void TMoverParameters::PantographsCheck( double const Timestep ) { { auto &valve { PantsValve }; - auto const lowvoltagepower{ valve.solenoid ? ( Battery || ConverterFlag ) : true }; + auto const lowvoltagepower{ valve.solenoid ? ( Power24vIsAvailable || Power110vIsAvailable ) : true }; auto const autostart{ valve.start_type == start_t::automatic || valve.start_type == start_t::manualwithautofallback }; auto const manualcontrol{ valve.start_type == start_t::manual || valve.start_type == start_t::manualwithautofallback }; @@ -1905,7 +2044,7 @@ void TMoverParameters::PantographsCheck( double const Timestep ) { for( auto &pantograph : Pantographs ) { auto &valve { pantograph.valve }; - auto const lowvoltagepower { valve.solenoid ? ( Battery || ConverterFlag ) : true }; + auto const lowvoltagepower { valve.solenoid ? ( Power24vIsAvailable || Power110vIsAvailable ) : true }; auto const autostart { valve.start_type == start_t::automatic || valve.start_type == start_t::manualwithautofallback }; auto const manualcontrol { valve.start_type == start_t::manual || valve.start_type == start_t::manualwithautofallback }; @@ -1928,16 +2067,11 @@ void TMoverParameters::PantographsCheck( double const Timestep ) { void TMoverParameters::LightsCheck( double const Timestep ) { - auto const converterpower { ( - ( ConverterFlag ) - || ( ( ( Couplers[ end::front ].CouplingFlag & coupling::permanent ) != 0 ) && ( Couplers[ end::front ].Connected->ConverterFlag ) ) - || ( ( ( Couplers[ end::rear ].CouplingFlag & coupling::permanent ) != 0 ) && ( Couplers[ end::rear ].Connected->ConverterFlag ) ) ) }; - auto &light { CompartmentLights }; light.is_active = ( // TODO: bind properly power source when ld is in place - ( Battery || converterpower ) // power source + ( Power24vIsAvailable || Power110vIsAvailable ) // power source && ( false == light.is_disabled ) && ( ( true == light.is_active ) || ( light.start_type == start_t::manual ? @@ -1949,8 +2083,8 @@ void TMoverParameters::LightsCheck( double const Timestep ) { 1.0f : 0.0f ) // TODO: bind properly power source when ld is in place - * ( converterpower ? 1.0f : - Battery ? 0.5f : + * ( Power110vIsAvailable ? 1.0f : + Power24vIsAvailable ? 0.5f : 0.0f ) * light.dimming; } @@ -2686,9 +2820,19 @@ void TMoverParameters::SecuritySystemCheck(double dt) if ((!Radio)) RadiostopSwitch(false); + if( ( TestFlag( SecuritySystem.SystemType, 2 ) + && ( SecuritySystem.Status == s_waiting ) + && ( false == SecuritySystem.PoweredUp ) + && ( Power24vIsAvailable ) ) ) { + // Ra: znowu w kabinie jest coś, co być nie powinno! + SetFlag( SecuritySystem.Status, s_active ); + SetFlag( SecuritySystem.Status, s_SHPalarm ); + } + SecuritySystem.PoweredUp = Power24vIsAvailable; + if ((SecuritySystem.SystemType > 0) && (SecuritySystem.Status != s_off) - && (Battery)) // Ra: EZT ma teraz czuwak w rozrządczym + && (SecuritySystem.PoweredUp)) // Ra: EZT ma teraz czuwak w rozrządczym { // CA if( ( false == ShuntMode ) // TBD, TODO: check if alerter inactivity in shunt mode is general rule or vehicle specific, may need a config flag @@ -2754,7 +2898,7 @@ void TMoverParameters::SecuritySystemCheck(double dt) // (s_CAtestebrake=true) then // EmergencyBrakeFlag:=true; //YB-HN } - else if (!Battery) + else if (!Power24vIsAvailable) { // wyłączenie baterii deaktywuje sprzęt RadiostopSwitch(false); // SecuritySystem.Status = 0; //deaktywacja czuwaka @@ -2765,26 +2909,31 @@ void TMoverParameters::SecuritySystemCheck(double dt) // Q: 20160710 // włączenie / wyłączenie baterii // ************************************************************************************************* -bool TMoverParameters::BatterySwitch(bool State) +bool TMoverParameters::BatterySwitch( bool State, range_t const Notify ) { - bool BS = false; + auto const initialstate { Battery }; + // Ra: ukrotnienie załączania baterii jest jakąś fikcją... - if (Battery != State) - { + if( BatteryStart == start_t::manual ) { Battery = State; } - if (Battery == true) - SendCtrlToNext("BatterySwitch", 1, CabActive); - else - SendCtrlToNext("BatterySwitch", 0, CabActive); - BS = true; - +/* if ((Battery) && (CabOccupied != 0)) SecuritySystem.Status |= s_waiting; // aktywacja czuwaka else SecuritySystem.Status = 0; // wyłączenie czuwaka +*/ + if( Notify != range_t::local ) { + SendCtrlToNext( + "BatterySwitch", + ( State ? 1 : 0 ), + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); + } - return BS; + return ( Battery != initialstate ); } // ************************************************************************************************* @@ -2810,7 +2959,7 @@ bool TMoverParameters::EpFuseSwitch(bool State) // ************************************************************************************************* bool TMoverParameters::SpringBrakeActivate(bool State) { - if (Battery) + if ( Power24vIsAvailable || Power110vIsAvailable ) { SendCtrlToNext("SpringBrakeActivate", int(State), CabActive, SpringBrake.MultiTractionCoupler); @@ -2874,11 +3023,6 @@ bool TMoverParameters::DirectionBackward(void) --CabActive; // else --DirActive; - DirAbsolute = DirActive * CabActive; - // TODO: move shp activation to shp check - if (DirAbsolute != 0) - if (Battery) // jeśli bateria jest już załączona - BatterySwitch(true); // to w ten oto durny sposób aktywuje się CA/SHP SendCtrlToNext("Direction", DirActive, CabActive); return true; } @@ -3304,6 +3448,7 @@ void TMoverParameters::MainSwitch_( bool const State ) { dizel_startup = true; } else { + // additional check, as vehicles without pantographs won't fail relay checks earlier Mains = true; } } @@ -3314,12 +3459,6 @@ void TMoverParameters::MainSwitch_( bool const State ) { FuelPump.is_active &= FuelPump.is_enabled; } - if( ( TrainType == dt_EZT ) - && ( false == State ) ) { - - ConvOvldFlag = true; - } - if( Mains != initialstate ) { LastSwitchingTime = 0; } @@ -3328,10 +3467,32 @@ void TMoverParameters::MainSwitch_( bool const State ) { bool TMoverParameters::MainSwitchCheck() const { + // prevent the switch from working if there's no power + // TODO: consider whether it makes sense for diesel engines and such + bool powerisavailable { true }; + + switch( EngineType ) { + case TEngineType::DieselElectric: + case TEngineType::DieselEngine: + case TEngineType::Dumb: { + powerisavailable = Power24vIsAvailable; + break; + } + case TEngineType::ElectricSeriesMotor: + case TEngineType::ElectricInductionMotor: { + powerisavailable == ( std::max( GetTrainsetHighVoltage(), PantographVoltage ) > 0.5 * EnginePowerSource.MaxVoltage ); + break; + } + default: { + break; + } + } + return ( - ( ( ScndCtrlPos == 0 ) || ( EngineType == TEngineType::ElectricInductionMotor ) ) + ( powerisavailable ) + && ( ( ScndCtrlPos == 0 ) || ( EngineType == TEngineType::ElectricInductionMotor ) ) && ( MainsInitTimeCountdown <= 0.0 ) - && ( ( ConvOvldFlag == false ) || ( TrainType == dt_EZT ) ) + && ( ( ConvOvldFlag == false ) || ( ConverterOverloadRelayOffWhenMainIsOff ) ) && ( true == GroundRelay ) && ( true == NoVoltRelay ) && ( true == OvervoltageRelay ) @@ -3349,7 +3510,9 @@ bool TMoverParameters::ConverterSwitch( bool State, range_t const Notify ) { auto const initialstate { ConverterAllow }; - ConverterAllow = State; + if( ConverterStart == start_t::manual ) { + ConverterAllow = State; + } if( Notify != range_t::local ) { SendCtrlToNext( @@ -3377,7 +3540,10 @@ bool TMoverParameters::CompressorSwitch( bool State, range_t const Notify ) { auto const initialstate { CompressorAllow }; - CompressorAllow = State; + if( ( VeselVolume > 0.0 ) + && ( CompressorSpeed > 0.0 ) ) { + CompressorAllow = State; + } if( Notify != range_t::local ) { SendCtrlToNext( @@ -3664,7 +3830,7 @@ bool TMoverParameters::UniversalBrakeButton(int button, int state) bool OK = true; //false tylko jeśli nie uda się wysłać, GF 20161124 UniversalBrakeButtonActive[button] = state > 0; int flag = 0; - if (Battery) { + if (Power24vIsAvailable || Power110vIsAvailable) { for (int i = 0; i < 3; i++) { flag = flag | (UniversalBrakeButtonActive[i] ? UniversalBrakeButtonFlag[i] : 0); } @@ -3861,7 +4027,10 @@ void TMoverParameters::UpdateBrakePressure(double dt) // ************************************************************************************************* void TMoverParameters::CompressorCheck(double dt) { - if( VeselVolume == 0.0 ) { return; } + if( CompressorSpeed == 0.0 ) { + CompressorAllow = false; + return; + } //EmergencyValve EmergencyValveOpen = (Compressor > (EmergencyValveOpen ? EmergencyValveOff : EmergencyValveOn)); @@ -3899,19 +4068,15 @@ void TMoverParameters::CompressorCheck(double dt) { } } - auto *compressorowner { ( - CompressorPower == 4 ? Couplers[ end::front ].Connected : - CompressorPower == 5 ? Couplers[ end::rear ].Connected : - this ) }; auto const compressorpower { ( CompressorPower == 0 ? Mains : CompressorPower == 3 ? Mains : - ( compressorowner != nullptr ) && ( compressorowner->ConverterFlag ) ) }; + Power110vIsAvailable ) }; // TBD: split CompressorAllow into separate enable/disable flags, inherit compressor from basic_device auto const compressorenable { ( CompressorAllowLocal ) && ( ( CompressorStart == start_t::automatic ) - || ( ( compressorowner != nullptr ) && ( compressorowner->CompressorAllow ) ) ) }; + || ( CompressorAllow ) ) }; auto const compressordisable { false == compressorenable }; auto const pressureistoolow { Compressor < MinCompressorF }; @@ -3997,9 +4162,12 @@ void TMoverParameters::CompressorCheck(double dt) { break; } default: { + // TODO: drain power from 110v circuit +/* if( compressorowner != nullptr ) { compressorowner->TotalCurrent += 0.0015 * compressorowner->PantographVoltage; } +*/ break; } } @@ -4098,7 +4266,7 @@ void TMoverParameters::UpdatePipePressure(double dt) EmergencyValveFlow = 0.0; auto const securitysystempresent { SecuritySystem.RadioStop || ( SecuritySystem.SystemType > 0 ) }; - auto const lowvoltagepower { Battery || ConverterFlag }; + auto const lowvoltagepower { Power24vIsAvailable || Power110vIsAvailable }; if( ( true == RadioStopFlag ) || ( true == AlarmChainFlag ) @@ -4233,7 +4401,7 @@ void TMoverParameters::UpdatePipePressure(double dt) if (((BrakeHandle == TBrakeHandle::FVel6)||(BrakeHandle == TBrakeHandle::FVE408)) && (CabOccupied != 0)) { - if ((Battery) + if ((Power24vIsAvailable) && (DirActive != 0) && (EpFuse)) // tu powinien byc jeszcze bezpiecznik EP i baterie - // temp = (Handle as TFVel6).GetCP @@ -4243,7 +4411,7 @@ void TMoverParameters::UpdatePipePressure(double dt) DynamicBrakeEMUStatus = ( temp > 0.001 ? - ConverterFlag : + Power110vIsAvailable : true ); double temp1 = temp; @@ -4590,7 +4758,7 @@ void TMoverParameters::ComputeTotalForce(double dt) { EngineVoltage = ( Mains ? std::max( - GetAnyTrainsetVoltage(), + GetTrainsetHighVoltage(), PantographVoltage ) : 0.00 ); if( CabActive == 0 ) { @@ -4604,7 +4772,7 @@ void TMoverParameters::ComputeTotalForce(double dt) { EngineVoltage = ( Power > 1.0 ? std::max( - GetAnyTrainsetVoltage(), + GetTrainsetHighVoltage(), PantographVoltage ) : 0.0 ); } @@ -4902,6 +5070,12 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { double CF { 0.0 }; + if( ( coupler.CouplingFlag == coupling::faux ) + && ( initialdistance > 0.05 ) ) { // arbitrary distance + // potentially reset auto coupling lock + coupler.AutomaticCouplingAllowed = true; + } + if( ( coupler.CouplingFlag != coupling::faux ) || ( initialdistance < 0 ) ) { @@ -4970,12 +5144,17 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { if( -newdistance > collisiondistance ) { // zderzenie coupler.CheckCollision = true; + } + if( -newdistance >= std::min( collisiondistance, dEpsilon ) ) { if( ( coupler.type() == TCouplerType::Automatic ) && ( coupler.type() == othercoupler.type() ) - && ( coupler.CouplingFlag == coupling::faux ) ) { + && ( coupler.CouplingFlag == coupling::faux ) + && ( coupler.AutomaticCouplingAllowed && othercoupler.AutomaticCouplingAllowed ) ) { // sprzeganie wagonow z samoczynnymi sprzegami if( Attach( End, otherend, othervehicle, ( coupler.AutomaticCouplingFlag & othercoupler.AutomaticCouplingFlag ) ) ) { SetFlag( AIFlag, sound::attachcoupler ); + coupler.AutomaticCouplingAllowed = false; + othercoupler.AutomaticCouplingAllowed = false; } /* coupler.CouplingFlag = ( coupler.AutomaticCouplingFlag & othercoupler.AutomaticCouplingFlag ); @@ -5190,7 +5369,7 @@ double TMoverParameters::TractionForce( double dt ) { case TEngineType::ElectricSeriesMotor: { // update the state of voltage relays - auto const voltage { std::max( GetAnyTrainsetVoltage(), PantographVoltage ) }; + auto const voltage { std::max( GetTrainsetHighVoltage(), PantographVoltage ) }; NoVoltRelay = ( EnginePowerSource.SourceType != TPowerSource::CurrentCollector ) || ( voltage >= EnginePowerSource.CollectorParameters.MinV ); @@ -5209,8 +5388,8 @@ double TMoverParameters::TractionForce( double dt ) { // TODO: check if we can use instead the code for electricseriesmotor if( ( Mains ) ) { // nie wchodzić w funkcję bez potrzeby - if( ( std::max( GetAnyTrainsetVoltage(), PantographVoltage ) < EnginePowerSource.CollectorParameters.MinV ) - || ( std::max( GetAnyTrainsetVoltage(), PantographVoltage ) > EnginePowerSource.CollectorParameters.MaxV + 200 ) ) { + if( ( std::max( GetTrainsetHighVoltage(), PantographVoltage ) < EnginePowerSource.CollectorParameters.MinV ) + || ( std::max( GetTrainsetHighVoltage(), PantographVoltage ) > EnginePowerSource.CollectorParameters.MaxV + 200 ) ) { MainSwitch( false, ( TrainType == dt_EZT ? range_t::unit : range_t::local ) ); // TODO: check whether we need to send this EMU-wide } } @@ -6067,17 +6246,7 @@ bool TMoverParameters::FuseFlagCheck(void) const // ************************************************************************************************* bool TMoverParameters::FuseOn( range_t const Notify ) { - bool const result { RelayReset( relay_t::maincircuitground | relay_t::tractionnmotoroverload ) }; - - if( Notify != range_t::local ) { - SendCtrlToNext( - "FuseSwitch", - 1, - CabActive, - ( Notify == range_t::unit ? - coupling::control | coupling::permanent : - coupling::control ) ); - } + auto const result { RelayReset( ( relay_t::maincircuitground | relay_t::tractionnmotoroverload ), Notify ) }; return result; } @@ -6099,31 +6268,21 @@ void TMoverParameters::FuseOff(void) // resets relays assigned to specified customizable reset button bool TMoverParameters::UniversalResetButton( int const Button, range_t const Notify ) { - auto const lowvoltagepower { Battery || ConverterFlag }; + auto const lowvoltagepower { Power24vIsAvailable || Power110vIsAvailable }; if( false == lowvoltagepower ) { return false; } auto const relays { UniversalResetButtonFlag[ Button ] }; if( relays == 0 ) { return false; } - auto const result { RelayReset( relays ) }; - - if( Notify != range_t::local ) { - SendCtrlToNext( - "RelayReset", - relays, - CabActive, - ( Notify == range_t::unit ? - coupling::control | coupling::permanent : - coupling::control ) ); - } + auto const result { RelayReset( relays, Notify ) }; return result; } // resets state of specified relays -bool TMoverParameters::RelayReset( int const Relays ) { +bool TMoverParameters::RelayReset( int const Relays, range_t const Notify ) { - auto const lowvoltagepower { Battery || ConverterFlag }; + auto const lowvoltagepower { Power24vIsAvailable || Power110vIsAvailable }; bool reset { false }; if( TestFlag( Relays, relay_t::maincircuitground ) ) { @@ -6154,9 +6313,9 @@ bool TMoverParameters::RelayReset( int const Relays ) { } if( TestFlag( Relays, relay_t::primaryconverteroverload ) ) { - if( ( false == Mains ) - && ( false == ConverterAllow ) - && ( TrainType != dt_EZT ) ) { // for EMUs the relay is reset automatically when converter switches off + if( ( ConverterOverloadRelayStart == start_t::manual ) +// && ( false == Mains ) + && ( false == ConverterAllow ) ) { // NOTE: false means the relay is operational // TODO: cleanup, flip the FuseFlag code to match other relays // TODO: check whether the power is required, TBD, TODO: make it configurable? @@ -6169,6 +6328,16 @@ bool TMoverParameters::RelayReset( int const Relays ) { SetFlag( SoundFlag, sound::relay | sound::loud ); } + if( Notify != range_t::local ) { + SendCtrlToNext( + "RelayReset", + Relays, + CabActive, + ( Notify == range_t::unit ? + coupling::control | coupling::permanent : + coupling::control ) ); + } + return reset; } @@ -6657,18 +6826,22 @@ bool TMoverParameters::MotorConnectorsCheck() { bool TMoverParameters::OperatePantographsValve( operation_t const State, range_t const Notify ) { - auto const lowvoltagepower { PantsValve.solenoid ? ( Battery || ConverterFlag ) : true }; + if( ( EnginePowerSource.SourceType == TPowerSource::CurrentCollector ) + && ( EnginePowerSource.CollectorParameters.CollectorsNo > 0 ) ) { - auto &valve { PantsValve }; + auto const lowvoltagepower { PantsValve.solenoid ? ( Power24vIsAvailable || Power110vIsAvailable ) : true }; - switch( State ) { - case operation_t::none: { valve.is_enabled = false; valve.is_disabled = false; break; } - case operation_t::enable: { valve.is_enabled = true; valve.is_disabled = false; break; } - case operation_t::disable: { valve.is_enabled = false; valve.is_disabled = true; break; } - case operation_t::enable_on: { valve.is_enabled = true; break; } - case operation_t::enable_off: { valve.is_enabled = false; break; } - case operation_t::disable_on: { valve.is_disabled = true; break; } - case operation_t::disable_off: { valve.is_disabled = false; break; } + auto &valve { PantsValve }; + + switch( State ) { + case operation_t::none: { valve.is_enabled = false; valve.is_disabled = false; break; } + case operation_t::enable: { valve.is_enabled = true; valve.is_disabled = false; break; } + case operation_t::disable: { valve.is_enabled = false; valve.is_disabled = true; break; } + case operation_t::enable_on: { valve.is_enabled = true; break; } + case operation_t::enable_off: { valve.is_enabled = false; break; } + case operation_t::disable_on: { valve.is_disabled = true; break; } + case operation_t::disable_off: { valve.is_disabled = false; break; } + } } if( Notify != range_t::local ) { @@ -6686,16 +6859,20 @@ bool TMoverParameters::OperatePantographsValve( operation_t const State, range_t bool TMoverParameters::OperatePantographValve( end const End, operation_t const State, range_t const Notify ) { - auto &valve { Pantographs[ End ].valve }; + if( ( EnginePowerSource.SourceType == TPowerSource::CurrentCollector ) + && ( EnginePowerSource.CollectorParameters.CollectorsNo > 0 ) ) { - switch( State ) { - case operation_t::none: { valve.is_enabled = false; valve.is_disabled = false; break; } - case operation_t::enable: { valve.is_enabled = true; valve.is_disabled = false; break; } - case operation_t::disable: { valve.is_enabled = false; valve.is_disabled = true; break; } - case operation_t::enable_on: { valve.is_enabled = true; break; } - case operation_t::enable_off: { valve.is_enabled = false; break; } - case operation_t::disable_on: { valve.is_disabled = true; break; } - case operation_t::disable_off: { valve.is_disabled = false; break; } + auto &valve { Pantographs[ End ].valve }; + + switch( State ) { + case operation_t::none: { valve.is_enabled = false; valve.is_disabled = false; break; } + case operation_t::enable: { valve.is_enabled = true; valve.is_disabled = false; break; } + case operation_t::disable: { valve.is_enabled = false; valve.is_disabled = true; break; } + case operation_t::enable_on: { valve.is_enabled = true; break; } + case operation_t::enable_off: { valve.is_enabled = false; break; } + case operation_t::disable_on: { valve.is_disabled = true; break; } + case operation_t::disable_off: { valve.is_disabled = false; break; } + } } if( Notify != range_t::local ) { @@ -7947,27 +8124,20 @@ bool TMoverParameters::OperateDoors( side const Door, bool const State, range_t */ bool result { false }; - if( Battery == true ) { - - if( Notify != range_t::local ) { + if( Notify == range_t::local ) { + door.local_open = State; + door.local_close = ( false == State ); + result = true; + } + else { + // remote door operation signals require power to propagate + if( ( Power24vIsAvailable || Power110vIsAvailable ) ) { door.remote_open = State; door.remote_close = ( false == State ); + result = true; } - else { - door.local_open = State; - door.local_close = ( false == State ); - } - - result = true; -/* - // activate or disable the door timer depending on whether door were open or closed - // NOTE: this is a local-only operation but shouldn't be an issue as automatic door are operated locally anyway - door.auto_timer = ( - ( ( State == true ) && ( Notify == range_t::local ) ) ? - Doors.auto_duration : - -1.0 ); -*/ } + if( Notify != range_t::local ) { SendCtrlToNext( @@ -8100,16 +8270,23 @@ TMoverParameters::update_doors( double const Deltatime ) { ( door.remote_close && remoteclosecontrol ) || ( door.local_close && localclosecontrol ) || ( autocloserequest && door.is_open ) }; + + auto const ispowered { ( + Doors.voltage == 0 ? true : + Doors.voltage == 24 ? Power24vIsAvailable : + Doors.voltage == 110 ? Power110vIsAvailable : + false ) }; + door.is_opening = ( false == door.is_open ) - && ( true == Battery ) + && ( true == ispowered ) && ( false == closerequest ) && ( ( true == door.is_opening ) || ( ( true == openrequest ) && ( false == Doors.is_locked ) ) ); door.is_closing = ( false == door.is_closed ) - && ( true == Battery ) + && ( true == ispowered ) && ( false == openrequest ) && ( door.is_closing || closerequest ); door.step_unfolding = ( @@ -8309,6 +8486,47 @@ std::string TMoverParameters::EngineDescription(int what) const // ************************************************************************************************* double TMoverParameters::GetTrainsetVoltage( int const Coupling ) const {//ABu: funkcja zwracajaca napiecie dla calego skladu, przydatna dla EZT + // TBD, TODO: roll into a loop, call once per vehicle update, return cached results? + auto frontvoltage { 0.0 }; + if( Couplers[ end::front ].Connected != nullptr ) { + auto const frontcouplingflag { + Couplers[ end::front ].CouplingFlag + | ( ( Couplers[ end::front ].CouplingFlag & coupling::permanent ) != 0 ? + Couplers[ end::front ].PowerFlag : + 0 ) }; + if( ( frontcouplingflag & Coupling ) != 0 ) { + auto *connectedpowercoupling = ( + ( Coupling & ( coupling::highvoltage | coupling::heating ) ) != 0 ? &Couplers[ end::front ].Connected->Couplers[ Couplers[ end::front ].ConnectedNr ].power_high : + ( Coupling & coupling::power110v ) != 0 ? &Couplers[ end::front ].Connected->Couplers[ Couplers[ end::front ].ConnectedNr ].power_110v : + ( Coupling & coupling::power24v ) != 0 ? &Couplers[ end::front ].Connected->Couplers[ Couplers[ end::front ].ConnectedNr ].power_24v : + nullptr ); + if( ( connectedpowercoupling != nullptr ) + && ( connectedpowercoupling->is_live ) ) { + frontvoltage = connectedpowercoupling->voltage; + } + } + } + auto rearvoltage{ 0.0 }; + if( Couplers[ end::rear ].Connected != nullptr ) { + auto const rearcouplingflag { + Couplers[ end::rear ].CouplingFlag + | ( ( Couplers[ end::rear ].CouplingFlag & coupling::permanent ) != 0 ? + Couplers[ end::rear ].PowerFlag : + 0 ) }; + if( ( rearcouplingflag & Coupling ) != 0 ) { + auto *connectedpowercoupling = ( + ( Coupling & ( coupling::highvoltage | coupling::heating ) ) != 0 ? &Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_high : + ( Coupling & coupling::power110v ) != 0 ? &Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_110v : + ( Coupling & coupling::power24v ) != 0 ? &Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_24v : + nullptr ); + if( ( connectedpowercoupling != nullptr ) + && ( connectedpowercoupling->is_live ) ) { + rearvoltage = connectedpowercoupling->voltage; + } + } + } + return std::max( frontvoltage, rearvoltage ); +/* return std::max( ( ( ( Couplers[end::front].Connected ) && ( Couplers[ end::front ].Connected->Couplers[ Couplers[ end::front ].ConnectedNr ].power_high.is_live ) @@ -8320,9 +8538,10 @@ double TMoverParameters::GetTrainsetVoltage( int const Coupling ) const && ( ( Couplers[ end::rear ].CouplingFlag & Coupling ) != 0 ) ) ? Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_high.voltage : 0.0 ) ); +*/ } -double TMoverParameters::GetAnyTrainsetVoltage() const { +double TMoverParameters::GetTrainsetHighVoltage() const { return std::max( GetTrainsetVoltage( coupling::highvoltage ), @@ -9596,6 +9815,15 @@ void TMoverParameters::LoadFIZ_Doors( std::string const &line ) { extract_value( Doors.has_autowarning, "DoorClosureWarningAuto", line, "" ); extract_value( Doors.has_lock, "DoorBlocked", line, "" ); + { + auto const remotedoorcontrol { + ( Doors.open_control == control_t::driver ) + || ( Doors.open_control == control_t::conductor ) + || ( Doors.open_control == control_t::mixed ) }; + + extract_value( Doors.voltage, "DoorVoltage", line, ( remotedoorcontrol ? "24" : "0" ) ); + } + extract_value( Doors.step_rate, "PlatformSpeed", line, "" ); extract_value( Doors.step_range, "PlatformMaxShift", line, "" ); @@ -9633,11 +9861,10 @@ void TMoverParameters::LoadFIZ_BuffCoupl( std::string const &line, int const Ind extract_value( coupler->beta, "beta", line, "" ); extract_value( coupler->AutomaticCouplingFlag, "AutomaticFlag", line, "" ); extract_value( coupler->AllowedFlag, "AllowedFlag", line, "" ); - if( coupler->AllowedFlag < 0 ) { - - coupler->AllowedFlag = ( ( -coupler->AllowedFlag ) | ctrain_depot ); + coupler->AllowedFlag = ( ( -coupler->AllowedFlag ) | coupling::permanent ); } + extract_value( coupler->PowerFlag, "PowerFlag", line, "" ); if( ( coupler->CouplerType != TCouplerType::NoCoupler ) && ( coupler->CouplerType != TCouplerType::Bare ) @@ -9866,14 +10093,27 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { extract_value( StopBrakeDecc, "SBD", line, "" ); + std::map starts { + { "Disabled", start_t::disabled }, + { "Manual", start_t::manual }, + { "Automatic", start_t::automatic }, + { "Mixed", start_t::manualwithautofallback }, + { "Battery", start_t::battery }, + { "Converter", start_t::converter }, + { "Direction", start_t::direction } }; + // main circuit extract_value( MainsInitTime, "MainInitTime", line, "" ); + // battery + { + auto lookup = starts.find( extract_value( "BatteryStart", line ) ); + BatteryStart = + lookup != starts.end() ? + lookup->second : + start_t::manual; + } // converter { - std::map starts { - { "Manual", start_t::manual }, - { "Automatic", start_t::automatic } - }; auto lookup = starts.find( extract_value( "ConverterStart", line ) ); ConverterStart = lookup != starts.end() ? @@ -9881,14 +10121,7 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { start_t::manual; } extract_value( ConverterStartDelay, "ConverterStartDelay", line, "" ); - - // devices - std::map starts { - { "Manual", start_t::manual }, - { "Automatic", start_t::automatic }, - { "Mixed", start_t::manualwithautofallback }, - { "Battery", start_t::battery }, - { "Converter", start_t::converter } }; + extract_value( ConverterOverloadRelayOffWhenMainIsOff, "ConverterOverloadWhenMainIsOff", line, ( TrainType == dt_EZT ? "yes" : "no" ) ); // compressor { auto lookup = starts.find( extract_value( "CompressorStart", line ) ); @@ -9985,6 +10218,16 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { start_t::automatic : start_t::manual ) ); } + // converter overload relay + { + auto lookup = starts.find( extract_value( "ConverterOverloadRelayStart", line ) ); + ConverterOverloadRelayStart = ( + lookup != starts.end() ? + lookup->second : + ( TrainType == dt_EZT ? + start_t::converter : // relay activates when converter is switched off + start_t::manual ) ); + } } void TMoverParameters::LoadFIZ_Blending(std::string const &line) { @@ -10642,6 +10885,10 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) AutoRelayFlag = (AutoRelayType == 1); + if( NominalBatteryVoltage == 0.0 ) { + BatteryStart = start_t::disabled; + } + Sand = SandCapacity; // NOTE: for diesel-powered vehicles we automatically convert legacy "main" power source to more accurate "engine" @@ -10744,8 +10991,10 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) { WriteLog("XBT EP1"); Hamulec = std::make_shared(MaxBrakePress[3], BrakeCylRadius, BrakeCylDist, BrakeVVolume, BrakeCylNo, BrakeDelays, BrakeMethod, NAxles, NBpA); - Hamulec->SetLP(Mass, MBPM, MaxBrakePress[1]); - break; + Hamulec->SetLP( Mass, MBPM, MaxBrakePress[1] ); + Hamulec->SetRM( RapidMult ); + Hamulec->SetRV( RapidVel ); + break; } case TBrakeValve::CV1: { @@ -10886,7 +11135,7 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) DirAbsolute = DirActive * CabActive; // kierunek jazdy względem sprzęgów LimPipePress = CntrlPipePress; - Battery = true; + Battery = ( BatteryStart != start_t::disabled ); } else { // zahamowany} WriteLog( "Braked" ); @@ -11342,32 +11591,23 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C AutoRelayFlag = false; OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } - else if (Command == "FuseSwitch") + else if (Command == "RelayReset") { - FuseOn( range_t::local ); + RelayReset( CValue1, range_t::local ); OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } else if (Command == "ConverterSwitch") /*NBMX*/ { - if ((CValue1 == 1)) - ConverterAllow = true; - else if ((CValue1 == 0)) - ConverterAllow = false; + if( ConverterStart == start_t::manual ) { + ConverterAllow = ( CValue1 > 0.0 ); + } OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } else if (Command == "BatterySwitch") /*NBMX*/ { - if ((CValue1 == 1)) - Battery = true; - else if ((CValue1 == 0)) - Battery = false; - /* - // TBD: makes no sense to activate alerters in entire consist - if ((Battery) && (CabOccupied != 0) ) - SecuritySystem.Status = SecuritySystem.Status | s_waiting; // aktywacja czuwaka - else - SecuritySystem.Status = 0; // wyłączenie czuwaka - */ + if( BatteryStart == start_t::manual ) { + Battery = ( CValue1 > 0.0 ); + } OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } // else if command='EpFuseSwitch' then {NBMX} @@ -11378,9 +11618,7 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C // end else if (Command == "CompressorSwitch") /*NBMX*/ { - if( CompressorStart == start_t::manual ) { - CompressorAllow = ( CValue1 == 1 ); - } + CompressorSwitch( ( CValue1 == 1 ), range_t::local ); OK = SendCtrlToNext( Command, CValue1, CValue2, Couplertype ); } else if( Command == "CompressorPreset" ) { @@ -11407,7 +11645,7 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C || ( Doors.open_control == control_t::driver ) || ( Doors.open_control == control_t::mixed ) ) { // ignore remote command if the door is only operated locally - if( true == Battery ) { + if( Power24vIsAvailable || Power110vIsAvailable ) { auto const left{ CValue2 > 0 ? 1 : 2 }; auto const right { 3 - left }; @@ -11430,7 +11668,7 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C || ( Doors.close_control == control_t::driver ) || ( Doors.close_control == control_t::mixed ) ) { // ignore remote command if the door is only operated locally - if( true == Battery ) { + if( Power24vIsAvailable || Power110vIsAvailable ) { auto const left{ CValue2 > 0 ? 1 : 2 }; auto const right { 3 - left }; @@ -11541,7 +11779,7 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C } else if (Command == "CabSignal") /*SHP,Indusi*/ { // Ra: to powinno działać tylko w członie obsadzonym - if (/*(TrainType=dt_EZT)or*/ (CabOccupied != 0) && (Battery) && + if (/*(TrainType=dt_EZT)or*/ (CabOccupied != 0) && (Power24vIsAvailable) && TestFlag(SecuritySystem.SystemType, 2)) // jeśli kabina jest obsadzona (silnikowy w EZT?) /*?*/ /* WITH SecuritySystem */ @@ -11607,7 +11845,7 @@ bool TMoverParameters::RunCommand( std::string Command, double CValue1, double C } else if (Command == "SpringBrakeActivate") { - if (Battery) + if (Power24vIsAvailable || Power110vIsAvailable) { SpringBrake.Activate = CValue1 > 0; OK = SendCtrlToNext(Command, CValue1, CValue2, Couplertype); diff --git a/McZapkie/hamulce.cpp b/McZapkie/hamulce.cpp index b973e006..2127d2f5 100644 --- a/McZapkie/hamulce.cpp +++ b/McZapkie/hamulce.cpp @@ -970,6 +970,11 @@ void TEStEP1::EPCalc(double dt) LBP = LBP - dv; } +void TEStEP1::SetEPS( double const nEPS ) +{ + EPS = nEPS; +} + //---EST3-- double TESt3::GetPF( double const PP, double const dt, double const Vel ) diff --git a/McZapkie/hamulce.h b/McZapkie/hamulce.h index b74924e0..58a90a00 100644 --- a/McZapkie/hamulce.h +++ b/McZapkie/hamulce.h @@ -418,6 +418,7 @@ class TEStEP1 : public TEStEP2 { public: void EPCalc(double dt); + void SetEPS( double const nEPS ) override; //stan hamulca EP inline TEStEP1(double i_mbp, double i_bcr, double i_bcd, double i_brc, int i_bcn, int i_BD, int i_mat, int i_ba, int i_nbpa) : TEStEP2(i_mbp, i_bcr, i_bcd, i_brc, i_bcn, i_BD, i_mat, i_ba, i_nbpa) diff --git a/Train.cpp b/Train.cpp index 18f0f44f..3e7faefe 100644 --- a/Train.cpp +++ b/Train.cpp @@ -545,14 +545,14 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "name", DynamicObject->asName ); dict->insert( "cab", mvOccupied->CabOccupied ); // basic systems state data - dict->insert( "battery", mvControlled->Battery ); + dict->insert( "battery", mvOccupied->Power24vIsAvailable ); dict->insert( "linebreaker", mvControlled->Mains ); dict->insert( "main_init", ( mvControlled->MainsInitTimeCountdown < mvControlled->MainsInitTime ) && ( mvControlled->MainsInitTimeCountdown > 0.0 ) ); dict->insert( "main_ready", ( false == mvControlled->Mains ) && ( fHVoltage > 0.0 ) && ( mvControlled->MainsInitTimeCountdown <= 0.0 ) ); - dict->insert( "converter", mvControlled->ConverterFlag ); + dict->insert( "converter", mvOccupied->Power110vIsAvailable ); dict->insert( "converter_overload", mvControlled->ConvOvldFlag ); dict->insert( "compress", mvControlled->CompressorFlag ); - dict->insert( "pant_compressor", mvControlled->PantCompFlag ); + dict->insert( "pant_compressor", mvPantographUnit->PantCompFlag ); dict->insert( "lights_front", mvOccupied->iLights[ end::front ] ); dict->insert( "lights_rear", mvOccupied->iLights[ end::rear ] ); dict->insert( "lights_compartments", mvOccupied->CompartmentLights.is_active || mvOccupied->CompartmentLights.is_disabled ); @@ -606,7 +606,7 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "ca", TestFlag( mvOccupied->SecuritySystem.Status, s_aware ) ); dict->insert( "shp", TestFlag( mvOccupied->SecuritySystem.Status, s_active ) ); dict->insert( "distance_counter", m_distancecounter ); - dict->insert( "pantpress", std::abs( mvControlled->PantPress ) ); + dict->insert( "pantpress", std::abs( mvPantographUnit->PantPress ) ); dict->insert( "universal3", InstrumentLightActive ); dict->insert( "radio_channel", RadioChannel() ); dict->insert( "radio_volume", Global.RadioVolume ); @@ -617,7 +617,7 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "slipping_wheels", mvOccupied->SlippingWheels ); dict->insert( "sanding", mvOccupied->SandDose ); // electric current data - dict->insert( "traction_voltage", std::abs( mvControlled->PantographVoltage ) ); + dict->insert( "traction_voltage", std::abs( mvPantographUnit->PantographVoltage ) ); dict->insert( "voltage", std::abs( mvControlled->EngineVoltage ) ); dict->insert( "im", std::abs( mvControlled->Im ) ); dict->insert( "fuse", mvControlled->FuseFlag ); @@ -745,7 +745,7 @@ bool TTrain::is_eztoer() const { return ( ( mvControlled->TrainType == dt_EZT ) && ( mvOccupied->BrakeSubsystem == TBrakeSubSystem::ss_ESt ) - && ( mvControlled->Battery == true ) + && ( mvControlled->Power24vIsAvailable == true ) && ( mvControlled->EpFuse == true ) && ( mvControlled->DirActive != 0 ) ); // od yB } @@ -2068,7 +2068,7 @@ void TTrain::OnCommand_batterytoggle( TTrain *Train, command_data const &Command if( Command.action != GLFW_REPEAT ) { // keep the switch from flipping back and forth if key is held down - if( false == Train->mvOccupied->Battery ) { + if( false == Train->mvOccupied->Power24vIsAvailable ) { // turn on OnCommand_batteryenable( Train, Command ); } @@ -2086,18 +2086,11 @@ void TTrain::OnCommand_batteryenable( TTrain *Train, command_data const &Command Train->ggBatteryButton.UpdateValue( 1.0f, Train->dsbSwitch ); Train->ggBatteryOnButton.UpdateValue( 1.0f, Train->dsbSwitch ); - if( true == Train->mvOccupied->Battery ) { return; } // already on + Train->mvOccupied->BatterySwitch( true ); - if( Train->mvOccupied->BatterySwitch( true ) ) { - // side-effects - if( Train->mvOccupied->LightsPosNo > 0 ) { - Train->SetLights(); - } - if( TestFlag( Train->mvOccupied->SecuritySystem.SystemType, 2 ) ) { - // Ra: znowu w kabinie jest coś, co być nie powinno! - SetFlag( Train->mvOccupied->SecuritySystem.Status, s_active ); - SetFlag( Train->mvOccupied->SecuritySystem.Status, s_SHPalarm ); - } + // side-effects + if( Train->mvOccupied->LightsPosNo > 0 ) { + Train->SetLights(); } } else if( Command.action == GLFW_RELEASE ) { @@ -2116,8 +2109,6 @@ void TTrain::OnCommand_batterydisable( TTrain *Train, command_data const &Comman Train->ggBatteryButton.UpdateValue( 0.0f, Train->dsbSwitch ); Train->ggBatteryOffButton.UpdateValue( 1.0f, Train->dsbSwitch ); - if( false == Train->mvOccupied->Battery ) { return; } // already off - Train->mvOccupied->BatterySwitch( false ); } else if( Command.action == GLFW_RELEASE ) { @@ -2136,7 +2127,7 @@ void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const &pantograph { Train->mvControlled->Pantographs[ end::front ] }; + auto const &pantograph { Train->mvPantographUnit->Pantographs[ end::front ] }; auto const state { pantograph.valve.is_enabled || pantograph.is_active }; // fallback for impulse switches @@ -2150,7 +2141,7 @@ void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const else if( Command.action == GLFW_RELEASE ) { // impulse switches return automatically to neutral position if( Train->mvOccupied->PantSwitchType == "impulse" ) { - Train->mvControlled->OperatePantographValve( end::front, operation_t::none ); + Train->mvOccupied->OperatePantographValve( end::front, operation_t::none ); } } } @@ -2162,7 +2153,7 @@ void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const &pantograph { Train->mvControlled->Pantographs[ end::rear ] }; + auto const &pantograph { Train->mvPantographUnit->Pantographs[ end::rear ] }; auto const state { pantograph.valve.is_enabled || pantograph.is_active }; // fallback for impulse switches @@ -2176,7 +2167,7 @@ void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const & else if( Command.action == GLFW_RELEASE ) { // impulse switches return automatically to neutral position if( Train->mvOccupied->PantSwitchType == "impulse" ) { - Train->mvControlled->OperatePantographValve( end::rear, operation_t::none ); + Train->mvOccupied->OperatePantographValve( end::rear, operation_t::none ); } } } @@ -2191,7 +2182,7 @@ void TTrain::OnCommand_pantographraisefront( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvControlled->OperatePantographValve( end::front, + Train->mvOccupied->OperatePantographValve( end::front, Train->mvOccupied->PantSwitchType == "impulse" ? operation_t::enable_on : operation_t::enable ); @@ -2212,7 +2203,7 @@ void TTrain::OnCommand_pantographraiserear( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvControlled->OperatePantographValve( end::rear, + Train->mvOccupied->OperatePantographValve( end::rear, Train->mvOccupied->PantSwitchType == "impulse" ? operation_t::enable_on : operation_t::enable ); @@ -2238,7 +2229,7 @@ void TTrain::OnCommand_pantographlowerfront( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvControlled->OperatePantographValve( end::front, + Train->mvOccupied->OperatePantographValve( end::front, Train->mvOccupied->PantSwitchType == "impulse" ? operation_t::disable_on : operation_t::disable ); @@ -2263,7 +2254,7 @@ void TTrain::OnCommand_pantographlowerrear( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvControlled->OperatePantographValve( end::rear, + Train->mvOccupied->OperatePantographValve( end::rear, Train->mvOccupied->PantSwitchType == "impulse" ? operation_t::disable_on : operation_t::disable ); @@ -2289,9 +2280,9 @@ void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Co if( Train->ggPantAllDownButton.type() == TGaugeType::toggle ) { // two-state switch, only cares about press events if( Command.action == GLFW_PRESS ) { - Train->mvControlled->DropAllPantographs( false == Train->mvControlled->PantAllDown ); + Train->mvPantographUnit->DropAllPantographs( false == Train->mvPantographUnit->PantAllDown ); // visual feedback - Train->ggPantAllDownButton.UpdateValue( ( Train->mvControlled->PantAllDown ? 1.0 : 0.0 ), Train->dsbSwitch ); + Train->ggPantAllDownButton.UpdateValue( ( Train->mvPantographUnit->PantAllDown ? 1.0 : 0.0 ), Train->dsbSwitch ); } } else { @@ -2327,8 +2318,8 @@ void TTrain::OnCommand_pantographtoggleselected( TTrain *Train, command_data con if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const state { - Train->mvControlled->PantsValve.is_enabled - | Train->mvControlled->PantsValve.is_active }; // fallback for impulse switches + Train->mvPantographUnit->PantsValve.is_enabled + | Train->mvPantographUnit->PantsValve.is_active }; // fallback for impulse switches if( state ) { OnCommand_pantographlowerselected( Train, Command ); } @@ -2341,12 +2332,12 @@ void TTrain::OnCommand_pantographtoggleselected( TTrain *Train, command_data con if( Train->m_controlmapper.contains( "pantselectedoff_sw:" ) ) { // two buttons setup if( Train->ggPantSelectedButton.type() != TGaugeType::toggle ) { - Train->mvControlled->OperatePantographsValve( operation_t::enable_off ); + Train->mvOccupied->OperatePantographsValve( operation_t::enable_off ); // visual feedback Train->ggPantSelectedButton.UpdateValue( 0.0, Train->dsbSwitch ); } if( Train->ggPantSelectedDownButton.type() != TGaugeType::toggle ) { - Train->mvControlled->OperatePantographsValve( operation_t::disable_off ); + Train->mvOccupied->OperatePantographsValve( operation_t::disable_off ); // visual feedback Train->ggPantSelectedDownButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -2355,7 +2346,7 @@ void TTrain::OnCommand_pantographtoggleselected( TTrain *Train, command_data con if( Train->ggPantSelectedButton.type() != TGaugeType::toggle ) { // special case, just one impulse switch controlling both states // with neutral position mid-way - Train->mvControlled->OperatePantographsValve( operation_t::none ); + Train->mvOccupied->OperatePantographsValve( operation_t::none ); // visual feedback Train->ggPantSelectedButton.UpdateValue( 0.5, Train->dsbSwitch ); } @@ -2369,7 +2360,7 @@ void TTrain::OnCommand_pantographraiseselected( TTrain *Train, command_data cons if( Command.action == GLFW_PRESS ) { // raise selected - Train->mvControlled->OperatePantographsValve( + Train->mvOccupied->OperatePantographsValve( Train->ggPantSelectedButton.type() != TGaugeType::toggle ? operation_t::enable_on : operation_t::enable ); @@ -2388,7 +2379,7 @@ void TTrain::OnCommand_pantographlowerselected( TTrain *Train, command_data cons if( Command.action == GLFW_PRESS ) { // lower selected - Train->mvControlled->OperatePantographsValve( + Train->mvOccupied->OperatePantographsValve( Train->ggPantSelectedDownButton.type() != TGaugeType::toggle ? operation_t::disable_on : operation_t::disable ); @@ -2424,8 +2415,8 @@ void TTrain::change_pantograph_selection( int const Change ) { auto const frontstate{ ( m_pantselection == 2 ) || ( m_pantselection == ( swapends ? 1 : 3 ) ) }; auto const rearstate{ ( m_pantselection == 2 ) || ( m_pantselection == ( swapends ? 3 : 1 ) ) }; // potentially adjust pantograph valves - mvControlled->OperatePantographValve( end::front, ( frontstate ? operation_t::enable : operation_t::disable ) ); - mvControlled->OperatePantographValve( end::rear, ( rearstate ? operation_t::enable : operation_t::disable ) ); + mvOccupied->OperatePantographValve( end::front, ( frontstate ? operation_t::enable : operation_t::disable ) ); + mvOccupied->OperatePantographValve( end::rear, ( rearstate ? operation_t::enable : operation_t::disable ) ); } void TTrain::OnCommand_pantographcompressorvalvetoggle( TTrain *Train, command_data const &Command ) { @@ -2489,7 +2480,7 @@ void TTrain::OnCommand_pantographcompressoractivate( TTrain *Train, command_data if( ( Train->ggPantCompressorValve.SubModel == nullptr ) && ( Train->mvControlled->TrainType == dt_EZT ? - ( Train->mvControlled != Train->mvOccupied ) : + ( Train->mvOccupied == Train->mvPantographUnit ) : ( Train->iCabn != 0 ) ) ) { // tylko w maszynowym return; @@ -2497,17 +2488,17 @@ void TTrain::OnCommand_pantographcompressoractivate( TTrain *Train, command_data if( Command.action != GLFW_RELEASE ) { // press or hold to activate - if( ( Train->mvControlled->PantPress < 4.8 ) - && ( true == Train->mvControlled->Battery ) ) { + if( ( Train->mvPantographUnit->PantPress < 4.8 ) + && ( true == Train->mvPantographUnit->Power24vIsAvailable ) ) { // needs live power source and low enough pressure to work - Train->mvControlled->PantCompFlag = true; + Train->mvPantographUnit->PantCompFlag = true; } // visual feedback Train->ggPantCompressorButton.UpdateValue( 1.0 ); } else { // release to disable - Train->mvControlled->PantCompFlag = false; + Train->mvPantographUnit->PantCompFlag = false; // visual feedback Train->ggPantCompressorButton.UpdateValue( 0.0 ); } @@ -3021,7 +3012,7 @@ void TTrain::OnCommand_convertertoggle( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( false == Train->mvControlled->ConverterAllow ) + if( ( false == Train->mvOccupied->Power110vIsAvailable ) && ( Train->ggConverterButton.GetValue() < 0.5 ) ) { // turn on OnCommand_converterenable( Train, Command ); @@ -3043,30 +3034,16 @@ void TTrain::OnCommand_convertertoggle( TTrain *Train, command_data const &Comma void TTrain::OnCommand_converterenable( TTrain *Train, command_data const &Command ) { - if( Train->mvControlled->ConverterStart == start_t::automatic ) { - // let the automatic thing do its automatic thing... - return; - } - if( Command.action == GLFW_PRESS ) { // visual feedback Train->ggConverterButton.UpdateValue( 1.0, Train->dsbSwitch ); - if( true == Train->mvControlled->ConverterAllow ) { return; } // already enabled - // impulse type switch has no effect if there's no power // NOTE: this is most likely setup wrong, but the whole thing is smoke and mirrors anyway if( ( Train->mvOccupied->ConvSwitchType != "impulse" ) || ( Train->mvControlled->Mains ) ) { - // won't start if the line breaker button is still held - if( true == Train->mvControlled->ConverterSwitch( true ) ) { - // side effects - // control the compressor, if it's paired with the converter - if( Train->mvControlled->CompressorPower == 2 ) { - // hunter-091012: tak jest poprawnie - Train->mvControlled->CompressorSwitch( true ); - } - } + // won't start if the line breaker button is still held + Train->mvOccupied->ConverterSwitch( true ); } } else if( Command.action == GLFW_RELEASE ) { @@ -3077,11 +3054,6 @@ void TTrain::OnCommand_converterenable( TTrain *Train, command_data const &Comma void TTrain::OnCommand_converterdisable( TTrain *Train, command_data const &Command ) { - if( Train->mvControlled->ConverterStart == start_t::automatic ) { - // let the automatic thing do its automatic thing... - return; - } - if( Command.action == GLFW_PRESS ) { // visual feedback Train->ggConverterButton.UpdateValue( 0.0, Train->dsbSwitch ); @@ -3089,20 +3061,7 @@ void TTrain::OnCommand_converterdisable( TTrain *Train, command_data const &Comm Train->ggConverterOffButton.UpdateValue( 1.0, Train->dsbSwitch ); } - if( false == Train->mvControlled->ConverterAllow ) { return; } // already disabled - - if( true == Train->mvControlled->ConverterSwitch( false ) ) { - // side effects - // control the compressor, if it's paired with the converter - if( Train->mvControlled->CompressorPower == 2 ) { - // hunter-091012: tak jest poprawnie - Train->mvControlled->CompressorSwitch( false ); - } - if( ( Train->mvControlled->TrainType == dt_EZT ) - && ( false == TestFlag( Train->mvControlled->EngDmgFlag, 4 ) ) ) { - Train->mvControlled->ConvOvldFlag = false; - } - } + Train->mvOccupied->ConverterSwitch( false ); } else if( Command.action == GLFW_RELEASE ) { // potentially reset impulse switch position, using shared code branch @@ -3190,7 +3149,12 @@ void TTrain::OnCommand_compressortoggle( TTrain *Train, command_data const &Comm if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( false == Train->mvControlled->CompressorAllow ) { + auto const compressorisenabled { ( + Train->Dynamic()->Mechanik ? + Train->Dynamic()->Mechanik->IsAnyCompressorEnabled : + Train->mvOccupied->CompressorAllow ) }; + + if( false == compressorisenabled ) { // turn on OnCommand_compressorenable( Train, Command ); } @@ -3214,22 +3178,16 @@ void TTrain::OnCommand_compressortoggle( TTrain *Train, command_data const &Comm void TTrain::OnCommand_compressorenable( TTrain *Train, command_data const &Command ) { - if( Train->mvControlled->CompressorPower >= 2 ) { - return; - } - if( Command.action == GLFW_PRESS ) { // visual feedback Train->ggCompressorButton.UpdateValue( 1.0, Train->dsbSwitch ); - if( true == Train->mvControlled->CompressorAllow ) { return; } // already enabled - // impulse type switch has no effect if there's no power // NOTE: this is most likely setup wrong, but the whole thing is smoke and mirrors anyway // if( ( Train->mvOccupied->CompSwitchType != "impulse" ) // || ( Train->mvControlled->Mains ) ) { - Train->mvControlled->CompressorSwitch( true ); + Train->mvOccupied->CompressorSwitch( true ); // } } else if( Command.action == GLFW_RELEASE ) { @@ -3251,9 +3209,7 @@ void TTrain::OnCommand_compressordisable( TTrain *Train, command_data const &Com Train->ggCompressorOffButton.UpdateValue( 1.0, Train->dsbSwitch ); } */ - if( false == Train->mvControlled->CompressorAllow ) { return; } // already disabled - - Train->mvControlled->CompressorSwitch( false ); + Train->mvOccupied->CompressorSwitch( false ); } else if( Command.action == GLFW_RELEASE ) { // potentially reset impulse switch position, using shared code branch @@ -5695,7 +5651,7 @@ void TTrain::OnCommand_radiostopsend( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { if( ( true == Train->mvOccupied->Radio ) - && ( Train->mvControlled->Battery || Train->mvControlled->ConverterFlag ) ) { + && ( Train->mvOccupied->Power24vIsAvailable || Train->mvOccupied->Power110vIsAvailable ) ) { simulation::Region->RadioStop( Train->Dynamic()->GetPosition() ); } // visual feedback @@ -5712,7 +5668,7 @@ void TTrain::OnCommand_radiostoptest( TTrain *Train, command_data const &Command if( Command.action == GLFW_PRESS ) { if( ( Train->RadioChannel() == 10 ) && ( true == Train->mvOccupied->Radio ) - && ( Train->mvControlled->Battery || Train->mvControlled->ConverterFlag ) ) { + && ( Train->mvOccupied->Power24vIsAvailable || Train->mvOccupied->Power110vIsAvailable ) ) { Train->Dynamic()->RadioStop(); } // visual feedback @@ -5729,7 +5685,7 @@ void TTrain::OnCommand_radiocall3send( TTrain *Train, command_data const &Comman if( Command.action == GLFW_PRESS ) { if( ( Train->RadioChannel() != 10 ) && ( true == Train->mvOccupied->Radio ) - && ( Train->mvControlled->Battery || Train->mvControlled->ConverterFlag ) ) { + && ( Train->mvOccupied->Power24vIsAvailable || Train->mvOccupied->Power110vIsAvailable) ) { simulation::Events.queue_receivers( radio_message::call3, Train->Dynamic()->GetPosition() ); } // visual feedback @@ -5912,13 +5868,7 @@ bool TTrain::Update( double const Deltatime ) || ( ( ggMainOnButton.SubModel != nullptr ) && ( ggMainOnButton.GetDesiredValue() > 0.95 ) || ( ggIgnitionKey.GetDesiredValue() > 0.95 ) ) ) { // HACK: fallback // keep track of period the line breaker button is held down, to determine when/if circuit closes - if( ( mvControlled->MainSwitchCheck() ) - && ( ( fHVoltage > 0.5 * mvControlled->EnginePowerSource.MaxVoltage ) - || ( ( mvControlled->EngineType != TEngineType::ElectricSeriesMotor ) - && ( mvControlled->EngineType != TEngineType::ElectricInductionMotor ) - && ( true == mvControlled->Battery ) ) ) ) { - // prevent the switch from working if there's no power - // TODO: consider whether it makes sense for diesel engines and such + if( mvControlled->MainSwitchCheck() ) { fMainRelayTimer += Deltatime; } } @@ -6034,7 +5984,7 @@ bool TTrain::Update( double const Deltatime ) && ( mvControlled->EngineType != TEngineType::ElectricInductionMotor ) ) { // Ra 2014-09: czy taki rozdzia? ma sens? fHVoltage = std::max( mvControlled->PantographVoltage, - mvControlled->GetAnyTrainsetVoltage() ); // Winger czy to nie jest zle? + mvControlled->GetTrainsetHighVoltage() ); // Winger czy to nie jest zle? } // *mvControlled->Mains); else { @@ -6253,7 +6203,7 @@ bool TTrain::Update( double const Deltatime ) else fConverterTimer = 0; //------------------ - auto const lowvoltagepower { mvControlled->Battery || mvControlled->ConverterFlag }; + auto const lowvoltagepower { mvOccupied->Power24vIsAvailable || mvOccupied->Power110vIsAvailable }; // youBy - prad w drugim czlonie: galaz lub calosc { @@ -6356,11 +6306,11 @@ bool TTrain::Update( double const Deltatime ) // TODO: implement object-based circuits and power systems model so we can have this working more properly ggLVoltage.UpdateValue( std::max( - ( mvControlled->ConverterFlag ? - mvControlled->NominalBatteryVoltage : + ( mvOccupied->Power110vIsAvailable ? + mvOccupied->NominalBatteryVoltage : 0.0 ), - ( mvControlled->Battery ? - mvControlled->BatteryVoltage : + ( mvOccupied->Power24vIsAvailable ? + mvOccupied->BatteryVoltage : 0.0 ) ) ); ggLVoltage.Update(); } @@ -6468,9 +6418,9 @@ bool TTrain::Update( double const Deltatime ) false : true ) ); - btLampkaPrzetw.Turn( mvControlled->ConverterFlag ); - btLampkaPrzetwOff.Turn( false == mvControlled->ConverterFlag ); - btLampkaNadmPrzetw.Turn( mvControlled->ConvOvldFlag ); + btLampkaPrzetw.Turn( mvOccupied->Power110vIsAvailable ); + btLampkaPrzetwOff.Turn( false == mvOccupied->Power110vIsAvailable ); + btLampkaNadmPrzetw.Turn( Dynamic()->Mechanik ? Dynamic()->Mechanik->IsAnyConverterOverloadRelayOpen : mvControlled->ConvOvldFlag ); btLampkaOpory.Turn( mvControlled->StLinFlag ? @@ -6721,7 +6671,15 @@ bool TTrain::Update( double const Deltatime ) btLampkaStycznB.Turn( true ); // mozna prowadzic rozruch } // hunter-271211: sygnalizacja poslizgu w pierwszym pojezdzie, gdy wystapi w drugim - btLampkaPoslizg.Turn( mover->SlippingWheels ); + if( mover->SlippingWheels ) { + // Ra 2014-12: lokomotywy 181/182 dostają SlippingWheels po zahamowaniu powyżej 2.85 bara i buczały + auto const veldiff { ( DynamicObject->GetVelocity() - fTachoVelocity ) / mvControlled->Vmax }; + if( veldiff < -0.01 ) { + // 1% Vmax rezerwy, żeby 181/182 nie buczały po zahamowaniu, ale to proteza + auto const lightstate { std::abs( mover->Im ) > 10.0 }; + btLampkaPoslizg.Turn( btLampkaPoslizg.GetValue() || lightstate ); + } + } btLampkaSprezarkaB.Turn( mover->CompressorFlag ); // mutopsitka dziala btLampkaSprezarkaBOff.Turn( false == mover->CompressorFlag ); @@ -6931,11 +6889,11 @@ bool TTrain::Update( double const Deltatime ) // lights auto const lightpower { ( - InstrumentLightType == 0 ? mvControlled->Battery || mvControlled->ConverterFlag : + InstrumentLightType == 0 ? mvOccupied->Power24vIsAvailable || mvOccupied->Power110vIsAvailable : InstrumentLightType == 1 ? mvControlled->Mains : - InstrumentLightType == 2 ? mvControlled->ConverterFlag : - InstrumentLightType == 3 ? mvControlled->Battery || mvControlled->ConverterFlag : - InstrumentLightType == 4 ? mvControlled->Battery || mvControlled->ConverterFlag : + InstrumentLightType == 2 ? mvOccupied->Power110vIsAvailable : + InstrumentLightType == 3 ? mvOccupied->Power24vIsAvailable || mvOccupied->Power110vIsAvailable : + InstrumentLightType == 4 ? mvOccupied->Power24vIsAvailable || mvOccupied->Power110vIsAvailable : false ) }; InstrumentLightActive = ( InstrumentLightType == 3 ? true : // TODO: link the light state with the state of the master key @@ -7058,10 +7016,6 @@ bool TTrain::Update( double const Deltatime ) // calculate current level of interior illumination { // TODO: organize it along with rest of train update in a more sensible arrangement - auto const converteractive{ ( - ( mvOccupied->ConverterFlag ) - || ( ( ( mvOccupied->Couplers[ end::front ].CouplingFlag & coupling::permanent ) != 0 ) && mvOccupied->Couplers[ end::front ].Connected->ConverterFlag ) - || ( ( ( mvOccupied->Couplers[ end::rear ].CouplingFlag & coupling::permanent ) != 0 ) && mvOccupied->Couplers[ end::rear ].Connected->ConverterFlag ) ) }; // Ra: uzeleżnic od napięcia w obwodzie sterowania // hunter-091012: uzaleznienie jasnosci od przetwornicy int cabidx { 0 }; @@ -7071,7 +7025,7 @@ bool TTrain::Update( double const Deltatime ) ( ( cab.bLight == false ) ? 0.f : ( cab.bLightDim == true ) ? 0.4f : 1.f ) - * ( converteractive ? 1.f : 0.5f ); + * ( mvOccupied->Power110vIsAvailable ? 1.f : 0.5f ); if( cab.LightLevel != cablightlevel ) { cab.LightLevel = cablightlevel; @@ -7300,37 +7254,6 @@ TTrain::update_sounds( double const Deltatime ) { rsHuntingNoise.stop( true == FreeFlyModeFlag ); } - // McZapkie-141102: SHP i czuwak, TODO: sygnalizacja kabinowa - if (mvOccupied->SecuritySystem.Status != s_off ) { - // hunter-091012: rozdzielenie alarmow - if( TestFlag( mvOccupied->SecuritySystem.Status, s_CAalarm ) - || TestFlag( mvOccupied->SecuritySystem.Status, s_SHPalarm ) ) { - - if( false == dsbBuzzer.is_playing() ) { - dsbBuzzer - .pitch( dsbBuzzer.m_frequencyoffset + dsbBuzzer.m_frequencyfactor ) - .gain( dsbBuzzer.m_amplitudeoffset + dsbBuzzer.m_amplitudefactor ) - .play( sound_flags::looping ); - Console::BitsSet( 1 << 14 ); // ustawienie bitu 16 na PoKeys - } - } - else { - if( true == dsbBuzzer.is_playing() ) { - dsbBuzzer.stop(); - Console::BitsClear( 1 << 14 ); // ustawienie bitu 16 na PoKeys - } - } - } - else { - // wylaczone - if( true == dsbBuzzer.is_playing() ) { - dsbBuzzer.stop(); - Console::BitsClear( 1 << 14 ); // ustawienie bitu 16 na PoKeys - } - } - - update_sounds_radio(); - if( fTachoCount >= 3.f ) { auto const frequency { ( true == dsbHasler.is_combined() ? @@ -7346,7 +7269,28 @@ TTrain::update_sounds( double const Deltatime ) { } // power-reliant sounds - if( mvControlled->Battery || mvControlled->ConverterFlag ) { + if( mvOccupied->Power24vIsAvailable || mvOccupied->Power110vIsAvailable ) { + // McZapkie-141102: SHP i czuwak, TODO: sygnalizacja kabinowa + if( mvOccupied->SecuritySystem.Status != s_off ) { + // hunter-091012: rozdzielenie alarmow + if( TestFlag( mvOccupied->SecuritySystem.Status, s_CAalarm ) + || TestFlag( mvOccupied->SecuritySystem.Status, s_SHPalarm ) ) { + + if( false == dsbBuzzer.is_playing() ) { + dsbBuzzer + .pitch( dsbBuzzer.m_frequencyoffset + dsbBuzzer.m_frequencyfactor ) + .gain( dsbBuzzer.m_amplitudeoffset + dsbBuzzer.m_amplitudefactor ) + .play( sound_flags::looping ); + Console::BitsSet( 1 << 14 ); // ustawienie bitu 16 na PoKeys + } + } + else { + if( true == dsbBuzzer.is_playing() ) { + dsbBuzzer.stop(); + Console::BitsClear( 1 << 14 ); // ustawienie bitu 16 na PoKeys + } + } + } // distance meter alert auto const *owner { ( DynamicObject->ctOwner != nullptr ? @@ -7364,8 +7308,14 @@ TTrain::update_sounds( double const Deltatime ) { } else { // stop power-reliant sounds if power is cut + if( true == dsbBuzzer.is_playing() ) { + dsbBuzzer.stop(); + Console::BitsClear( 1 << 14 ); // ustawienie bitu 16 na PoKeys + } m_distancecounterclear.stop(); } + + update_sounds_radio(); } void TTrain::update_sounds_runningnoise( sound_source &Sound ) { @@ -7434,7 +7384,7 @@ void TTrain::update_sounds_radio() { std::end( m_radiomessages ) ); } // adjust audibility of remaining messages based on current radio conditions - auto const radioenabled { ( true == mvOccupied->Radio ) && ( mvControlled->Battery || mvControlled->ConverterFlag ) }; + auto const radioenabled { ( true == mvOccupied->Radio ) && ( mvOccupied->Power24vIsAvailable || mvOccupied->Power110vIsAvailable ) }; for( auto &message : m_radiomessages ) { auto const volume { ( true == radioenabled ) @@ -7455,7 +7405,7 @@ void TTrain::update_sounds_radio() { void TTrain::add_distance( double const Distance ) { - auto const meterenabled { ( true == ( m_distancecounter >= 0 ) ) && ( mvControlled->Battery || mvControlled->ConverterFlag ) }; + auto const meterenabled { ( m_distancecounter >= 0 ) && ( mvOccupied->Power24vIsAvailable || mvOccupied->Power110vIsAvailable) }; if( true == meterenabled ) { m_distancecounter += Distance * Occupied()->CabOccupied; } else { m_distancecounter = -1.f; } @@ -7467,7 +7417,7 @@ bool TTrain::CabChange(int iDirection) || ( true == DynamicObject->Mechanik->AIControllFlag ) ) { // jeśli prowadzi AI albo jest w innym członie // jak AI prowadzi, to nie można mu mieszać - if (abs(DynamicObject->MoverParameters->CabOccupied + iDirection) > 1) + if (std::abs(DynamicObject->MoverParameters->CabOccupied + iDirection) > 1) return false; // ewentualna zmiana pojazdu DynamicObject->MoverParameters->CabOccupied = DynamicObject->MoverParameters->CabOccupied + iDirection; @@ -8056,7 +8006,7 @@ void TTrain::DynamicSet(TDynamicObject *d) if( DynamicObject == nullptr ) { return; } - mvControlled = DynamicObject->ControlledFind()->MoverParameters; + mvControlled = DynamicObject->FindPowered()->MoverParameters; mvSecond = NULL; // gdyby się nic nie znalazło if (mvOccupied->Power > 1.0) // dwuczłonowe lub ukrotnienia, żeby nie szukać każdorazowo if (mvOccupied->Couplers[1].Connected ? @@ -8077,6 +8027,15 @@ void TTrain::DynamicSet(TDynamicObject *d) mvSecond = (TMoverParameters *)mvOccupied->Couplers[0].Connected; // wskaźnik na drugiego } + // cache nearest unit equipped with pantographs + { + auto *lookup { DynamicObject->FindPantographCarrier() }; + // HACK: set pointer to existing vehicle to avoid error checking all over the place + mvPantographUnit = ( + lookup != nullptr ? + lookup->MoverParameters : + mvControlled ); + } }; void @@ -8216,7 +8175,7 @@ TTrain::radio_message( sound_source *Message, int const Channel ) { std::make_shared( m_radiosound ) ); // assign sound to the template and play it auto &message = *( m_radiomessages.back().second.get() ); - auto const radioenabled { ( true == mvOccupied->Radio ) && ( mvControlled->Battery || mvControlled->ConverterFlag ) }; + auto const radioenabled { ( true == mvOccupied->Radio ) && ( mvOccupied->Power24vIsAvailable || mvOccupied->Power110vIsAvailable ) }; auto const volume { ( true == radioenabled ) && ( Channel == RadioChannel() ) ? @@ -8569,7 +8528,7 @@ void TTrain::set_cab_controls( int const Cab ) { } if( ggPantSelectedButton.type() == TGaugeType::toggle ) { ggPantSelectedButton.PutValue( - ( mvControlled->PantsValve.is_enabled ? + ( mvPantographUnit->PantsValve.is_enabled ? 1.f : 0.f ) ); } @@ -8581,7 +8540,7 @@ void TTrain::set_cab_controls( int const Cab ) { } if( ggPantSelectedDownButton.type() == TGaugeType::toggle ) { ggPantSelectedDownButton.PutValue( - ( mvControlled->PantsValve.is_disabled ? + ( mvPantographUnit->PantsValve.is_disabled ? 1.f : 0.f ) ); } @@ -8591,7 +8550,7 @@ void TTrain::set_cab_controls( int const Cab ) { 0.f : // default setting is pantographs connected with primary tank 1.f ); ggPantCompressorButton.PutValue( - mvControlled->PantCompFlag ? + mvPantographUnit->PantCompFlag ? 1.f : 0.f ); // converter @@ -8934,7 +8893,7 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co { "i-doorpermit_right:", &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit }, { "i-doorstep:", &mvOccupied->Doors.step_enabled }, { "i-mainpipelock:", &mvOccupied->LockPipe }, - { "i-battery:", &mvOccupied->Battery }, + { "i-battery:", &mvOccupied->Power24vIsAvailable }, { "i-cablight:", &Cabine[ iCabn ].bLight }, }; { @@ -9155,10 +9114,10 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "doormode_sw:", &mvOccupied->Doors.remote_only }, { "doorstep_sw:", &mvOccupied->Doors.step_enabled }, { "coolingfans_sw:", &mvControlled->RVentForceOn }, - { "pantfront_sw:", &mvControlled->Pantographs[end::front].valve.is_enabled }, - { "pantrear_sw:", &mvControlled->Pantographs[end::rear].valve.is_enabled }, - { "pantfrontoff_sw:", &mvControlled->Pantographs[end::front].valve.is_disabled }, - { "pantrearoff_sw:", &mvControlled->Pantographs[end::rear].valve.is_disabled }, + { "pantfront_sw:", &mvPantographUnit->Pantographs[end::front].valve.is_enabled }, + { "pantrear_sw:", &mvPantographUnit->Pantographs[end::rear].valve.is_enabled }, + { "pantfrontoff_sw:", &mvPantographUnit->Pantographs[end::front].valve.is_disabled }, + { "pantrearoff_sw:", &mvPantographUnit->Pantographs[end::rear].valve.is_disabled }, { "radio_sw:", &mvOccupied->Radio }, { "cablight_sw:", &Cabine[ iCabn ].bLight }, { "springbraketoggle_bt:", &mvOccupied->SpringBrake.Activate }, @@ -9307,7 +9266,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con // manometr zbiornika kontrolnego/rorzďż˝du auto &gauge = Cabine[Cabindex].Gauge(-1); // pierwsza wolna gałka gauge.Load(Parser, DynamicObject, 0.1); - gauge.AssignDouble(&mvControlled->PantPress); + gauge.AssignDouble(&mvPantographUnit->PantPress); } else if (Label == "springbrakepress:") { @@ -9351,7 +9310,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con // pantograph tank pressure auto &gauge = Cabine[ Cabindex ].Gauge( -1 ); // pierwsza wolna gałka gauge.Load( Parser, DynamicObject, 0.1 ); - gauge.AssignDouble( &mvOccupied->PantPress ); + gauge.AssignDouble( &mvPantographUnit->PantPress ); } // yB - dla drugiej sekcji else if (Label == "hvbcurrent1:") diff --git a/Train.h b/Train.h index a9925dc2..4a7c3bb4 100644 --- a/Train.h +++ b/Train.h @@ -432,6 +432,7 @@ class TTrain { TMoverParameters *mvOccupied { nullptr }; // człon, w którym sterujemy hamulcem TMoverParameters *mvSecond { nullptr }; // drugi człon (ET40, ET41, ET42, ukrotnienia) TMoverParameters *mvThird { nullptr }; // trzeci człon (SN61) + TMoverParameters *mvPantographUnit { nullptr }; // nearest pantograph equipped unit // helper variable, to prevent immediate switch between closing and opening line breaker circuit int m_linebreakerstate { 0 }; // 0: open, 1: closed, 2: freshly closed (and yes this is awful way to go about it) static const commandhandler_map m_commandhandlers; diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 5c455d1b..175e592d 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -676,22 +676,29 @@ debug_panel::update_section_vehicle( std::vector &Output ) { ( mover.FuseFlag ? '!' : '.' ), ( false == mover.ConverterAllowLocal ? '-' : ( mover.ConverterAllow ? ( mover.ConverterFlag ? 'X' : 'x' ) : '.' ) ), ( mover.ConvOvldFlag ? '!' : '.' ), - ( mover.CompressorFlag ? 'C' : ( false == mover.CompressorAllowLocal ? '-' : ( ( mover.CompressorAllow || mover.CompressorStart == start_t::automatic ) ? 'c' : '.' ) ) ), + ( mover.CompressorFlag ? 'C' : ( false == mover.CompressorAllowLocal ? '-' : ( ( mover.CompressorAllow || ( mover.CompressorStart == start_t::automatic && mover.CompressorSpeed > 0.0 ) ) ? 'c' : '.' ) ) ), ( mover.CompressorGovernorLock ? '!' : '.' ), ( mover.StLinSwitchOff ? '-' : ( mover.ControlPressureSwitch ? '!' : ( mover.StLinFlag ? '+' : '.' ) ) ), ( mover.Heating ? 'H' : ( mover.HeatingAllow ? 'h' : '.' ) ), std::string( isplayervehicle ? locale::strings[ locale::string::debug_vehicle_radio ] + ( mover.Radio ? std::to_string( m_input.train->RadioChannel() ) : "-" ) : "" ).c_str(), std::string( isdieselenginepowered ? locale::strings[ locale::string::debug_vehicle_oilpressure ] + to_string( mover.OilPump.pressure, 2 ) : "" ).c_str(), // power transfers + // 3000v mover.Couplers[ end::front ].power_high.voltage, mover.Couplers[ end::front ].power_high.current, std::string( mover.Couplers[ end::front ].power_high.is_local ? ":" : ":=" ).c_str(), - std::string( vehicle.DirectionGet() ? "<<" : ">>" ).c_str(), mover.EngineVoltage, - std::string( vehicle.DirectionGet() ? "<<" : ">>" ).c_str(), std::string( mover.Couplers[ end::rear ].power_high.is_local ? ":" : "=:" ).c_str(), mover.Couplers[ end::rear ].power_high.voltage, - mover.Couplers[ end::rear ].power_high.current ); + mover.Couplers[ end::rear ].power_high.current, + // 110v + mover.Couplers[ end::front ].power_110v.voltage, + mover.Couplers[ end::front ].power_110v.current, + std::string( mover.Couplers[ end::front ].power_110v.is_local ? ":" : ":=" ).c_str(), + mover.PowerCircuits[ 1 ].first, + std::string( mover.Couplers[ end::rear ].power_110v.is_local ? ":" : "=:" ).c_str(), + mover.Couplers[ end::rear ].power_110v.voltage, + mover.Couplers[ end::rear ].power_110v.current ); Output.emplace_back( m_buffer.data(), Global.UITextColor ); diff --git a/lightarray.cpp b/lightarray.cpp index 8391c5e8..32eecf81 100644 --- a/lightarray.cpp +++ b/lightarray.cpp @@ -57,8 +57,8 @@ light_array::update() { light.direction.z = -light.direction.z; } // determine intensity of this light set - if( ( true == light.owner->MoverParameters->Battery ) - || ( true == light.owner->MoverParameters->ConverterFlag ) ) { + if( ( true == light.owner->MoverParameters->Power24vIsAvailable ) + || ( true == light.owner->MoverParameters->Power110vIsAvailable ) ) { // with power on, the intensity depends on the state of activated switches // first we cross-check the list of enabled lights with the lights installed in the vehicle... auto const lights { light.owner->iLights[ light.index ] & light.owner->LightList( static_cast( light.index ) ) }; diff --git a/translation.cpp b/translation.cpp index 4ee74665..c8707690 100644 --- a/translation.cpp +++ b/translation.cpp @@ -70,7 +70,7 @@ init() { "Name: %s%s\nLoad: %.0f %s\nStatus: %s%s\nCouplers:\n front: %s\n rear: %s", ", owned by: ", "none", - "Devices: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nPower transfers: %.0f@%.0f%s%s[%.0f]%s%s%.0f@%.0f", + "Devices: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nPower transfers: %.0f@%.0f%s[%.0f]%s%.0f@%.0f :: %.0f@%.0f%s[%.0f]%s%.0f@%.0f", " radio: ", " oil pressure: ", "Controllers:\n master: %d(%d), secondary: %s\nEngine output: %.1f, current: %.0f\nRevolutions:\n engine: %.0f, motors: %.0f\n engine fans: %.0f, motor fans: %.0f+%.0f, cooling fans: %.0f+%.0f", @@ -271,7 +271,7 @@ init() { "Nazwa: %s%s\nLadunek: %.0f %s\nStatus: %s%s\nSprzegi:\n przedni: %s\n tylny: %s", ", wlasciciel: ", "wolny", - "Urzadzenia: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nTransfer pradow: %.0f@%.0f%s%s[%.0f]%s%s%.0f@%.0f", + "Urzadzenia: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nTransfer pradow: %.0f@%.0f%s[%.0f]%s%.0f@%.0f :: %.0f@%.0f%s[%.0f]%s%.0f@%.0f", " radio: ", " cisn.oleju: ", "Nastawniki:\n glowny: %d(%d), dodatkowy: %s\nMoc silnika: %.1f, prad silnika: %.0f\nObroty:\n silnik: %.0f, motory: %.0f\n went.silnika: %.0f, went.motorow: %.0f+%.0f, went.chlodnicy: %.0f+%.0f", From be37862352da62aa38ba03025718a6f5ebbc8727 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 30 Apr 2020 16:26:31 +0200 Subject: [PATCH 111/153] build 200430. vehicle lookup fix --- DynObj.h | 2 +- version.h | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/DynObj.h b/DynObj.h index ca87c1c2..e3a79476 100644 --- a/DynObj.h +++ b/DynObj.h @@ -772,7 +772,7 @@ TDynamicObject::find_vehicle( coupling const Coupling, Predicate_ const Predicat return vehicle; } } // if we didn't yet find a suitable vehicle try in the other direction vehicle = this; - while( ( vehicle = vehicle->NextC( Coupling ) ) != nullptr ) { + while( ( vehicle = vehicle->PrevC( Coupling ) ) != nullptr ) { if( Predicate( vehicle ) ) { return vehicle; } } // if we still don't have a match give up diff --git a/version.h b/version.h index d75ea4a5..1a169058 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 406 +#define VERSION_MINOR 430 #define VERSION_REVISION 0 From 8aee89ffa9da3c80015fa936cbaf15bee374defd Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 1 May 2020 17:38:26 +0200 Subject: [PATCH 112/153] build 200501. minor bug fixes --- McZapkie/Mover.cpp | 4 +--- Train.cpp | 22 +++++++++++++--------- version.h | 2 +- 3 files changed, 15 insertions(+), 13 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 30f83112..a2cebbcb 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -537,9 +537,6 @@ bool TMoverParameters::DirectionForward() { ++DirActive; DirAbsolute = DirActive * CabActive; - if (DirAbsolute) - if (Power24vIsAvailable) // jeśli bateria jest już załączona - BatterySwitch(true); // to w ten oto durny sposób aktywuje się CA/SHP SendCtrlToNext("Direction", DirActive, CabActive); return true; } @@ -3023,6 +3020,7 @@ bool TMoverParameters::DirectionBackward(void) --CabActive; // else --DirActive; + DirAbsolute = DirActive * CabActive; SendCtrlToNext("Direction", DirActive, CabActive); return true; } diff --git a/Train.cpp b/Train.cpp index 3e7faefe..0f8ae971 100644 --- a/Train.cpp +++ b/Train.cpp @@ -498,16 +498,13 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) { Global.CurrentMaxTextureSize = Global.iMaxCabTextureSize; + auto const filename{ DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" }; - auto const result { LoadMMediaFile( filename ) }; - Global.CurrentMaxTextureSize = Global.iMaxTextureSize; -/* - if( false == result ) { - return false; - } -*/ + LoadMMediaFile( filename ); InitializeCab( mvOccupied->CabOccupied, filename ); + Global.CurrentMaxTextureSize = Global.iMaxTextureSize; + if( DynamicObject->Controller == Humandriver ) { // McZapkie-030303: mozliwosc wyswietlania kabiny, w przyszlosci dac opcje w mmd DynamicObject->bDisplayCab = true; @@ -3012,8 +3009,15 @@ void TTrain::OnCommand_convertertoggle( TTrain *Train, command_data const &Comma if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( false == Train->mvOccupied->Power110vIsAvailable ) - && ( Train->ggConverterButton.GetValue() < 0.5 ) ) { + auto const overloadrelayisopen { ( + Train->Dynamic()->Mechanik != nullptr ? + Train->Dynamic()->Mechanik->IsAnyConverterOverloadRelayOpen : + Train->mvOccupied->ConvOvldFlag ) }; + + if( Train->mvOccupied->ConvSwitchType != "impulse" ? + Train->ggConverterButton.GetValue() < 0.5 : + ( ( false == Train->mvOccupied->Power110vIsAvailable ) + && ( false == overloadrelayisopen ) ) ) { // turn on OnCommand_converterenable( Train, Command ); } diff --git a/version.h b/version.h index 1a169058..e1f17543 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 430 +#define VERSION_MINOR 501 #define VERSION_REVISION 0 From 6112198610db6ad3970cc85f552c7bb9fef6eeae Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 5 May 2020 20:34:41 +0200 Subject: [PATCH 113/153] confgurable destination sign background, minor bug fixes --- Driver.cpp | 7 ++++++ DynObj.cpp | 43 ++++++++++++++++++++++++++++++++--- DynObj.h | 2 ++ Train.cpp | 37 +++--------------------------- Train.h | 1 - simulationstateserializer.cpp | 6 +++-- 6 files changed, 56 insertions(+), 40 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 571fef9c..d349c90d 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1676,11 +1676,13 @@ TController::TController(bool AI, TDynamicObject *NewControll, bool InitPsyche, mvOccupied->TrainType == dt_EZT ? -0.55 : mvOccupied->TrainType == dt_DMU ? -0.45 : -0.2 ); +/* // HACK: emu with induction motors need to start their braking a bit sooner than the ones with series motors if( ( mvOccupied->TrainType == dt_EZT ) && ( mvControlling->EngineType == TEngineType::ElectricInductionMotor ) ) { fAccThreshold += 0.10; } +*/ } // TrainParams=NewTrainParams; // if (TrainParams) @@ -2244,6 +2246,11 @@ bool TController::CheckVehicles(TOrders user) } } + // HACK: ensure vehicle lights are active from the beginning, if it had pre-activated battery + if( mvOccupied->LightsPosNo > 0 ) { + pVehicle->SetLights(); + } + if (AIControllFlag) { // jeśli prowadzi komputer if( true == TestFlag( OrderCurrentGet(), Obey_train ) ) { diff --git a/DynObj.cpp b/DynObj.cpp index 9b686a59..b3889d00 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4618,9 +4618,6 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co mdModel = TModelsManager::GetModel(asModel, true); if (ReplacableSkin != "none") { m_materialdata.assign( ReplacableSkin ); - // potentially set blank destination texture - DestinationSign.destination_off = DestinationFind( "nowhere" ); -// DestinationSet( {}, {} ); } Global.asCurrentTexturePath = szTexturePath; // z powrotem defaultowa sciezka do tekstur do { @@ -6001,6 +5998,10 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co DestinationSign.script = asBaseDir + DestinationSign.script; } } + else if( token == "destinationsignbackground:" ) { + parser.getTokens(); + parser >> DestinationSign.background; + } } while( token != "" ); @@ -6013,6 +6014,11 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co ErrorLog( "Animations tag is missing from the .mmd file \"" + asFileName + "\"" ); } + if( ReplacableSkin != "none" ) { + // potentially set blank destination texture + DestinationSign.destination_off = DestinationFind( ( DestinationSign.background.empty() ? "nowhere" : DestinationSign.background ) ); + } + // assign default samples to sound emitters which weren't included in the config file if( TestFlag( MoverParameters->CategoryFlag, 1 ) ) { // rail vehicles: @@ -6259,6 +6265,37 @@ void TDynamicObject::Damage(char flag) MoverParameters->EngDmgFlag = flag; }; +void TDynamicObject::SetLights() { + + TDynamicObject *p = GetFirstDynamic(MoverParameters->CabOccupied < 0 ? 1 : 0, 4); + bool kier = (DirectionGet() * MoverParameters->CabOccupied > 0); + int xs = (kier ? 0 : 1); + if (kier ? p->NextC(1) : p->PrevC(1)) // jesli jest nastepny, to tylko przod + { + p->RaLightsSet(MoverParameters->Lights[xs][MoverParameters->LightsPos - 1] * (1 - xs), + MoverParameters->Lights[1 - xs][MoverParameters->LightsPos - 1] * xs); + p = (kier ? p->NextC(4) : p->PrevC(4)); + while (p) + { + if (kier ? p->NextC(1) : p->PrevC(1)) + { + p->RaLightsSet(0, 0); + } + else + { + p->RaLightsSet(MoverParameters->Lights[xs][MoverParameters->LightsPos - 1] * xs, + MoverParameters->Lights[1 - xs][MoverParameters->LightsPos - 1] * (1 - xs)); + } + p = (kier ? p->NextC(4) : p->PrevC(4)); + } + } + else // calosc + { + p->RaLightsSet(MoverParameters->Lights[xs][MoverParameters->LightsPos - 1], + MoverParameters->Lights[1 - xs][MoverParameters->LightsPos - 1]); + } +}; + void TDynamicObject::RaLightsSet(int head, int rear) { // zapalenie świateł z przodu i z // tyłu, zależne od kierunku diff --git a/DynObj.h b/DynObj.h index e3a79476..2a23e81f 100644 --- a/DynObj.h +++ b/DynObj.h @@ -214,6 +214,7 @@ public: bool has_light { false }; // the submodel was originally configured with self-illumination attribute material_handle destination { null_handle }; // most recently assigned non-blank destination texture material_handle destination_off { null_handle }; // blank destination sign + std::string background; // potential default background texture override std::string script; // potential python script used to generate texture data int update_rate { 0 }; // -1: per stop, 0: none, >0: fps // TBD, TODO: implement? std::string instancing; // potential method to generate more than one texture per timetable @@ -663,6 +664,7 @@ private: bool remove_coupler_adapter( int const Side ); void RadioStop(); void Damage(char flag); + void SetLights(); void RaLightsSet(int head, int rear); int LightList( end const Side ) const { return iInventory[ Side ]; } void set_cab_lights( int const Cab, float const Level ); diff --git a/Train.cpp b/Train.cpp index 0f8ae971..e084b7ae 100644 --- a/Train.cpp +++ b/Train.cpp @@ -2087,7 +2087,7 @@ void TTrain::OnCommand_batteryenable( TTrain *Train, command_data const &Command // side-effects if( Train->mvOccupied->LightsPosNo > 0 ) { - Train->SetLights(); + Train->Dynamic()->SetLights(); } } else if( Command.action == GLFW_RELEASE ) { @@ -3682,7 +3682,7 @@ void TTrain::OnCommand_lightspresetactivatenext( TTrain *Train, command_data con Train->mvOccupied->LightsPos + 1 : 1 ); // wrap mode - Train->SetLights(); + Train->Dynamic()->SetLights(); // visual feedback if( Train->ggLightsButton.SubModel != nullptr ) { // HACK: skip submodel animation when restarting cycle, since it plays in the 'wrong' direction @@ -3716,7 +3716,7 @@ void TTrain::OnCommand_lightspresetactivateprevious( TTrain *Train, command_data Train->mvOccupied->LightsPos - 1 : Train->mvOccupied->LightsPosNo ); // wrap mode - Train->SetLights(); + Train->Dynamic()->SetLights(); // visual feedback if( Train->ggLightsButton.SubModel != nullptr ) { // HACK: skip submodel animation when restarting cycle, since it plays in the 'wrong' direction @@ -8191,37 +8191,6 @@ TTrain::radio_message( sound_source *Message, int const Channel ) { .play(); } -void TTrain::SetLights() -{ - TDynamicObject *p = DynamicObject->GetFirstDynamic(mvOccupied->CabOccupied < 0 ? 1 : 0, 4); - bool kier = (DynamicObject->DirectionGet() * mvOccupied->CabOccupied > 0); - int xs = (kier ? 0 : 1); - if (kier ? p->NextC(1) : p->PrevC(1)) // jesli jest nastepny, to tylko przod - { - p->RaLightsSet(mvOccupied->Lights[xs][mvOccupied->LightsPos - 1] * (1 - xs), - mvOccupied->Lights[1 - xs][mvOccupied->LightsPos - 1] * xs); - p = (kier ? p->NextC(4) : p->PrevC(4)); - while (p) - { - if (kier ? p->NextC(1) : p->PrevC(1)) - { - p->RaLightsSet(0, 0); - } - else - { - p->RaLightsSet(mvOccupied->Lights[xs][mvOccupied->LightsPos - 1] * xs, - mvOccupied->Lights[1 - xs][mvOccupied->LightsPos - 1] * (1 - xs)); - } - p = (kier ? p->NextC(4) : p->PrevC(4)); - } - } - else // calosc - { - p->RaLightsSet(mvOccupied->Lights[xs][mvOccupied->LightsPos - 1], - mvOccupied->Lights[1 - xs][mvOccupied->LightsPos - 1]); - } -}; - // clears state of all cabin controls void TTrain::clear_cab_controls() { diff --git a/Train.h b/Train.h index 4a7c3bb4..80df06dc 100644 --- a/Train.h +++ b/Train.h @@ -137,7 +137,6 @@ class TTrain { void UpdateCab(); bool Update( double const Deltatime ); void add_distance( double const Distance ); - void SetLights(); // McZapkie-310302: ladowanie parametrow z pliku bool LoadMMediaFile(std::string const &asFileName); dictionary_source *GetTrainState(); diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index af6029ad..50276587 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -47,7 +47,8 @@ state_serializer::deserialize_begin( std::string const &Scenariofile ) { // TODO: check first for presence of serialized binary files // if this fails, fall back on the legacy text format state->scratchpad.name = Scenariofile; - if( Scenariofile != "$.scn" ) { + if( ( true == Global.file_binary_terrain ) + && ( Scenariofile != "$.scn" ) ) { // compilation to binary file isn't supported for rainsted-created overrides // NOTE: we postpone actual loading of the scene until we process time, season and weather data state->scratchpad.binary.terrain = Region->is_scene( Scenariofile ) ; @@ -128,7 +129,8 @@ state_serializer::deserialize_continue(std::shared_ptr state scene::Groups.update_map(); Region->create_map_geometry(); */ - if( ( false == state->scratchpad.binary.terrain ) + if( ( true == Global.file_binary_terrain ) + && ( false == state->scratchpad.binary.terrain ) && ( state->scenariofile != "$.scn" ) ) { // if we didn't find usable binary version of the scenario files, create them now for future use // as long as the scenario file wasn't rainsted-created base file override From 9c3fbf489d3cc4281e3c8c6926d50dc7c3d3d716 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 5 May 2020 20:36:28 +0200 Subject: [PATCH 114/153] vehicle configuration file parsing enhancement --- McZapkie/Mover.cpp | 4 ++-- Train.cpp | 47 ++++++++++++++++++++++++---------------------- 2 files changed, 27 insertions(+), 24 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index a2cebbcb..6ff109e7 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -9049,7 +9049,7 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) startWWLIST = false; startLIGHTSLIST = false; startCOMPRESSORLIST = false; - std::string file = chkpath + TypeName + ".fiz"; + std::string file = TypeName + ".fiz"; WriteLog("LOAD FIZ FROM " + file); /* @@ -9060,7 +9060,7 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) return false; } */ - cParser fizparser( file, cParser::buffer_FILE ); + cParser fizparser( file, cParser::buffer_FILE, chkpath ); if( false == fizparser.ok() ) { WriteLog( "E8 - FIZ FILE NOT EXIST." ); return false; diff --git a/Train.cpp b/Train.cpp index e084b7ae..6c63eca6 100644 --- a/Train.cpp +++ b/Train.cpp @@ -499,9 +499,11 @@ bool TTrain::Init(TDynamicObject *NewDynamicObject, bool e3d) { Global.CurrentMaxTextureSize = Global.iMaxCabTextureSize; - auto const filename{ DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" }; + auto const filename { mvOccupied->TypeName + ".mmd" }; LoadMMediaFile( filename ); - InitializeCab( mvOccupied->CabOccupied, filename ); + InitializeCab( + mvOccupied->CabOccupied, + filename ); Global.CurrentMaxTextureSize = Global.iMaxTextureSize; @@ -5836,18 +5838,18 @@ void TTrain::UpdateCab() { && ( DynamicObject->Mechanik->AIControllFlag ) ) { if( iCabn != ( // numer kabiny (-1: kabina B) - DynamicObject->MoverParameters->CabOccupied == -1 ? + mvOccupied->CabOccupied == -1 ? 2 : - DynamicObject->MoverParameters->CabOccupied ) ) { + mvOccupied->CabOccupied ) ) { InitializeCab( - DynamicObject->MoverParameters->CabOccupied, - DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" ); + mvOccupied->CabOccupied, + mvOccupied->TypeName + ".mmd" ); } } - iCabn = ( DynamicObject->MoverParameters->CabOccupied == -1 ? + iCabn = ( mvOccupied->CabOccupied == -1 ? 2 : - DynamicObject->MoverParameters->CabOccupied ); + mvOccupied->CabOccupied ); } bool TTrain::Update( double const Deltatime ) @@ -7421,26 +7423,23 @@ bool TTrain::CabChange(int iDirection) || ( true == DynamicObject->Mechanik->AIControllFlag ) ) { // jeśli prowadzi AI albo jest w innym członie // jak AI prowadzi, to nie można mu mieszać - if (std::abs(DynamicObject->MoverParameters->CabOccupied + iDirection) > 1) + if (std::abs(mvOccupied->CabOccupied + iDirection) > 1) return false; // ewentualna zmiana pojazdu - DynamicObject->MoverParameters->CabOccupied = - DynamicObject->MoverParameters->CabOccupied + iDirection; + mvOccupied->CabOccupied += iDirection; } else { // jeśli pojazd prowadzony ręcznie albo wcale (wagon) - DynamicObject->MoverParameters->CabDeactivisation(); - if( DynamicObject->MoverParameters->ChangeCab( iDirection ) ) { - if( InitializeCab( - DynamicObject->MoverParameters->CabOccupied, - DynamicObject->asBaseDir + DynamicObject->MoverParameters->TypeName + ".mmd" ) ) { + mvOccupied->CabDeactivisation(); + if( mvOccupied->ChangeCab( iDirection ) ) { + if( InitializeCab( mvOccupied->CabOccupied, mvOccupied->TypeName + ".mmd" ) ) { // zmiana kabiny w ramach tego samego pojazdu - DynamicObject->MoverParameters->CabActivisation(); // załączenie rozrządu (wirtualne kabiny) + mvOccupied->CabActivisation(); // załączenie rozrządu (wirtualne kabiny) DynamicObject->Mechanik->DirectionChange(); return true; // udało się zmienić kabinę } } // aktywizacja poprzedniej, bo jeszcze nie wiadomo, czy jakiś pojazd jest - DynamicObject->MoverParameters->CabActivisation(); + mvOccupied->CabActivisation(); } return false; // ewentualna zmiana pojazdu } @@ -7449,7 +7448,7 @@ bool TTrain::CabChange(int iDirection) // wczytywanie pliku z danymi multimedialnymi (dzwieki, kontrolki, kabiny) bool TTrain::LoadMMediaFile(std::string const &asFileName) { - cParser parser(asFileName, cParser::buffer_FILE); + cParser parser( asFileName, cParser::buffer_FILE, DynamicObject->asBaseDir ); // NOTE: yaml-style comments are disabled until conflict in use of # is resolved // parser.addCommentStyle( "#", "\n" ); @@ -7653,7 +7652,7 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) std::string cabstr("cab" + std::to_string(cabindex) + "definition:"); - cParser parser(asFileName, cParser::buffer_FILE); + cParser parser( asFileName, cParser::buffer_FILE, DynamicObject->asBaseDir ); // NOTE: yaml-style comments are disabled until conflict in use of # is resolved // parser.addCommentStyle( "#", "\n" ); std::string token; @@ -7891,7 +7890,11 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) */ } // btLampkaUnknown.Init("unknown",mdKabina,false); - } while (token != ""); + } while ( ( token != "" ) +// TODO: enable full per-cab deserialization when/if .mmd files get proper per-cab switch configuration +// && ( token != "cab1definition:" ) +// && ( token != "cab2definition:" ) + && ( token != "cab0definition:" ) ); } else { @@ -8129,7 +8132,7 @@ TTrain::MoveToVehicle(TDynamicObject *target) { InitializeCab( Occupied()->CabActive, - Dynamic()->asBaseDir + Occupied()->TypeName + ".mmd" ); + Occupied()->TypeName + ".mmd" ); Dynamic()->ABuSetModelShake( {} ); // zerowanie przesunięcia przed powrotem? From 52167f7955ceee9ec65052ab4bdc1ae1f2f148f0 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 6 May 2020 16:03:03 +0200 Subject: [PATCH 115/153] build 200506. emergency brake warning signal --- DynObj.cpp | 43 ++++++++++++++++++++++++++----------------- McZapkie/MOVER.h | 1 + McZapkie/Mover.cpp | 2 ++ Train.cpp | 12 ++++++------ version.h | 2 +- 5 files changed, 36 insertions(+), 24 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index b3889d00..4e01073d 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4259,23 +4259,32 @@ void TDynamicObject::RenderSounds() { } // horns - if( TestFlag( MoverParameters->WarningSignal, 1 ) ) { - sHorn1.play( sound_flags::exclusive | sound_flags::looping ); - } - else { - sHorn1.stop(); - } - if( TestFlag( MoverParameters->WarningSignal, 2 ) ) { - sHorn2.play( sound_flags::exclusive | sound_flags::looping ); - } - else { - sHorn2.stop(); - } - if( TestFlag( MoverParameters->WarningSignal, 4 ) ) { - sHorn3.play( sound_flags::exclusive | sound_flags::looping ); - } - else { - sHorn3.stop(); + { + // for moving vehicle combine regular horn activation flag with emergency brake horn activation flag, if the brake is active + auto const warningsignal { ( + ( MoverParameters->Vel > 0.5 ) && ( MoverParameters->AlarmChainFlag ) ? + MoverParameters->EmergencyBrakeWarningSignal : + 0 ) + | ( MoverParameters->WarningSignal ) }; + + if( TestFlag( warningsignal, 1 ) ) { + sHorn1.play( sound_flags::exclusive | sound_flags::looping ); + } + else { + sHorn1.stop(); + } + if( TestFlag( warningsignal, 2 ) ) { + sHorn2.play( sound_flags::exclusive | sound_flags::looping ); + } + else { + sHorn2.stop(); + } + if( TestFlag( warningsignal, 4 ) ) { + sHorn3.play( sound_flags::exclusive | sound_flags::looping ); + } + else { + sHorn3.stop(); + } } // szum w czasie jazdy if( ( GetVelocity() > 0.5 ) diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index a0cdb62a..d6d8d400 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1128,6 +1128,7 @@ public: bool MBrake = false; /*Czy jest hamulec reczny*/ double StopBrakeDecc = 0.0; TSecuritySystem SecuritySystem; + int EmergencyBrakeWarningSignal{ 0 }; // combined with basic WarningSignal when manual emergency brake is active TUniversalCtrlTable UniCtrlList; /*lista pozycji uniwersalnego nastawnika*/ int UniCtrlListSize = 0; /*wielkosc listy pozycji uniwersalnego nastawnika*/ bool UniCtrlIntegratedBrakePNCtrl = false; /*zintegrowany nastawnik JH obsluguje hamulec PN*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 6ff109e7..228b01bd 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -10301,6 +10301,8 @@ void TMoverParameters::LoadFIZ_Security( std::string const &line ) { extract_value( SecuritySystem.SoundSignalDelay, "SoundSignalDelay", line, "" ); extract_value( SecuritySystem.EmergencyBrakeDelay, "EmergencyBrakeDelay", line, "" ); extract_value( SecuritySystem.RadioStop, "RadioStop", line, "" ); + + extract_value( EmergencyBrakeWarningSignal, "EmergencyBrakeWarningSignal", line, "" ); } void TMoverParameters::LoadFIZ_Clima( std::string const &line ) { diff --git a/Train.cpp b/Train.cpp index 6c63eca6..fc99f97c 100644 --- a/Train.cpp +++ b/Train.cpp @@ -5744,14 +5744,14 @@ void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Comm movedirection > 0 ? end::front : end::rear ) }; - if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ exitdirection ].CouplingFlag, coupling::gangway ) ) { + if( TestFlag( Train->mvOccupied->Couplers[ exitdirection ].CouplingFlag, coupling::gangway ) ) { // przejscie do nastepnego pojazdu auto *targetvehicle = ( exitdirection == end::front ? Train->DynamicObject->PrevConnected() : Train->DynamicObject->NextConnected() ); targetvehicle->MoverParameters->CabOccupied = ( - Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? + Train->mvOccupied->Neighbours[ exitdirection ].vehicle_end ? -1 : 1 ); Train->MoveToVehicle( targetvehicle ); @@ -5778,14 +5778,14 @@ void TTrain::OnCommand_cabchangebackward( TTrain *Train, command_data const &Com movedirection > 0 ? end::front : end::rear ) }; - if( TestFlag( Train->DynamicObject->MoverParameters->Couplers[ exitdirection ].CouplingFlag, coupling::gangway ) ) { + if( TestFlag( Train->mvOccupied->Couplers[ exitdirection ].CouplingFlag, coupling::gangway ) ) { // przejscie do nastepnego pojazdu auto *targetvehicle = ( exitdirection == end::front ? Train->DynamicObject->PrevConnected() : Train->DynamicObject->NextConnected() ); targetvehicle->MoverParameters->CabOccupied = ( - Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ? + Train->mvOccupied->Neighbours[ exitdirection ].vehicle_end ? -1 : 1 ); Train->MoveToVehicle( targetvehicle ); @@ -7016,8 +7016,8 @@ bool TTrain::Update( double const Deltatime ) ggMotorBlowersAllOffButton.Update(); // wyprowadzenie sygnałów dla haslera na PoKeys (zaznaczanie na taśmie) - btHaslerBrakes.Turn(DynamicObject->MoverParameters->BrakePress > 0.4); // ciśnienie w cylindrach - btHaslerCurrent.Turn(DynamicObject->MoverParameters->Im != 0.0); // prąd na silnikach + btHaslerBrakes.Turn(mvOccupied->BrakePress > 0.4); // ciśnienie w cylindrach + btHaslerCurrent.Turn(mvOccupied->Im != 0.0); // prąd na silnikach // calculate current level of interior illumination { diff --git a/version.h b/version.h index e1f17543..865f23c1 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 501 +#define VERSION_MINOR 506 #define VERSION_REVISION 0 From 10dabd66c359a09b9a026381c2b66f834e5f6076 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 23 May 2020 23:14:54 +0200 Subject: [PATCH 116/153] lpt diagnostics, tempomat configuration enhancements, ai cargo train driving logic tweaks, partial ai support for universal controller in diesel-electric vehicles --- Console/LPT.cpp | 20 ++++-- Driver.cpp | 126 +++++++++++++++++++++++----------- Driver.h | 5 +- DynObj.cpp | 50 ++++++++++++-- DynObj.h | 4 +- McZapkie/MOVER.h | 21 +++--- McZapkie/Mover.cpp | 71 +++++++++++-------- PyInt.cpp | 2 +- simulationstateserializer.cpp | 2 +- version.h | 2 +- 10 files changed, 208 insertions(+), 95 deletions(-) diff --git a/Console/LPT.cpp b/Console/LPT.cpp index 3f6b2752..f9953a88 100644 --- a/Console/LPT.cpp +++ b/Console/LPT.cpp @@ -9,6 +9,7 @@ http://mozilla.org/MPL/2.0/. #include "stdafx.h" #include "LPT.h" +#include "Logs.h" // LPT na USB: // USB\VID_067B&PID_2305&REV_0200 @@ -24,17 +25,21 @@ OutPortType OutPort; bool TLPT::Connect(int port) { + WriteLog( "LPT: trying to access port " + std::to_string(port) ); + // ladowanie dll-ki hDLL = LoadLibrary("inpout32.dll"); if (hDLL) { InPort = (InPortType)GetProcAddress(hDLL, "Inp32"); - OutPort = (OutPortType)GetProcAddress(hDLL, "Out32"); + OutPort = (OutPortType)GetProcAddress(hDLL, "Out32"); } - else - return false; // MessageBox(NULL,"ERROR","Błąd przy ładowaniu pliku",MB_OK); - address = - port; //&0xFFFFFC; //ostatnie 2 bity mają być zerowe -> a niech sobie OUT-ują, gdzie chcą + else + { + WriteLog("LPT: failed to load inpout32"); + return false; + } + address = port; switch (address) // nie dotyczy 0x3BC { case 0x0378: @@ -45,10 +50,13 @@ bool TLPT::Connect(int port) case 0xBD00: OutPort(address + 0x006, 0); // 0xBC06? czysta improwizacja } + + WriteLog("LPT: setup complete"); + return OutPort != 0; }; void TLPT::Out(int x) { // wysłanie bajtu do portu OutPort(address, x); -}; +}; \ No newline at end of file diff --git a/Driver.cpp b/Driver.cpp index d349c90d..3b53ee09 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -153,6 +153,8 @@ const double EasyReactionTime = 0.5; //[s] przebłyski świadomości dla zwykłe const double HardReactionTime = 0.2; const double EasyAcceleration = 0.85; //[m/ss] const double HardAcceleration = 9.81; +const double CargoTrainAcceleration = 0.25; +const double HeavyCargoTrainAcceleration = 0.10; const double PrepareTime = 2.0; //[s] przebłyski świadomości przy odpalaniu bool WriteLogFlag = false; double const deltalog = 0.05; // przyrost czasu @@ -1822,7 +1824,7 @@ void TController::OrdersClear() for (int b = 0; b < maxorders; b++) OrderList[b] = Wait_for_orders; #if LOGORDERS - WriteLog("--> OrdersClear"); + OrdersDump("OrdersClear", false); #endif }; @@ -2052,7 +2054,7 @@ void TController::AutoRewident() } IsCargoTrain = ( mvOccupied->CategoryFlag == 1 ) && ( ( mvOccupied->BrakeDelayFlag & bdelay_G ) != 0 ); - IsHeavyCargoTrain = ( true == IsCargoTrain ) && ( fBrake_a0[ 1 ] > 0.4 ); + IsHeavyCargoTrain = ( true == IsCargoTrain ) && ( fBrake_a0[ 1 ] > 0.4 ) && ( iVehicles - ControlledEnginesCount > 0 ) && ( fMass / iVehicles > 50000 ); BrakingInitialLevel = ( IsHeavyCargoTrain ? 1.25 : @@ -3176,6 +3178,10 @@ bool TController::IncSpeed() // gdy jest nakaz poczekać z jazdą, to nie ruszać return false; } + if( IsAnyCouplerStretched ) { + // train is already stretched past its limits, don't pull even harder + return false; + } bool OK = true; if( ( iDrivigFlags & moveDoorOpened ) && ( VelDesired > 0.0 ) ) { // to prevent door shuffle on stop @@ -3221,8 +3227,8 @@ bool TController::IncSpeed() // if the power station is heavily burdened, // if it generates enough traction force // to build up speed to 30/40 km/h for passenger/cargo train (10 km/h less if going uphill) - auto const sufficienttractionforce { std::abs( mvControlling->Ft ) > ( IsHeavyCargoTrain ? 125 : 100 ) * 1000.0 }; - auto const sufficientacceleration { AbsAccS_pub >= ( IsHeavyCargoTrain ? 0.02 : 0.04 ) }; + auto const sufficienttractionforce { std::abs( mvControlling->Ft ) > ( IsHeavyCargoTrain ? 75 : 50 ) * 1000.0 }; + auto const sufficientacceleration { AbsAccS_pub >= ( IsHeavyCargoTrain ? 0.03 : IsCargoTrain ? 0.06 : 0.09 ) }; auto const seriesmodefieldshunting { ( mvControlling->ScndCtrlPos > 0 ) && ( mvControlling->RList[ mvControlling->MainCtrlPos ].Bn == 1 ) }; auto const parallelmodefieldshunting { ( mvControlling->ScndCtrlPos > 0 ) && ( mvControlling->RList[ mvControlling->MainCtrlPos ].Bn > 1 ) }; auto const useseriesmodevoltage { @@ -3233,9 +3239,9 @@ bool TController::IncSpeed() auto const useseriesmode = ( ( mvControlling->Imax > mvControlling->ImaxLo ) || ( fVoltage < useseriesmodevoltage ) - || ( ( true == sufficienttractionforce ) - && ( true == sufficientacceleration ) - && ( mvOccupied->Vel <= ( IsCargoTrain ? 35 : 25 ) + ( seriesmodefieldshunting ? 5 : 0 ) - ( ( fAccGravity < -0.025 ) ? 10 : 0 ) ) ) ); + || ( ( true == sufficientacceleration ) + && ( true == sufficienttractionforce ) + && ( mvOccupied->Vel <= ( IsCargoTrain ? 40 : 30 ) + ( seriesmodefieldshunting ? 5 : 0 ) - ( ( fAccGravity < -0.025 ) ? 10 : 0 ) ) ) ); // when not in series mode use the first available parallel mode configuration until 50/60 km/h for passenger/cargo train // (if there's only one parallel mode configuration it'll be used regardless of current speed) auto const usefieldshunting = ( @@ -3243,9 +3249,9 @@ bool TController::IncSpeed() && ( mvControlling->RList[ mvControlling->MainCtrlPos ].R < 0.01 ) && ( useseriesmode ? mvControlling->RList[ mvControlling->MainCtrlPos ].Bn == 1 : - ( ( true == sufficienttractionforce ) - && ( true == sufficientacceleration ) - && ( mvOccupied->Vel <= ( IsCargoTrain ? 55 : 45 ) + ( parallelmodefieldshunting ? 5 : 0 ) ) ? + ( ( true == sufficientacceleration ) + && ( true == sufficienttractionforce ) + && ( mvOccupied->Vel <= ( IsCargoTrain ? 60 : 50 ) + ( parallelmodefieldshunting ? 5 : 0 ) ) ? mvControlling->RList[ mvControlling->MainCtrlPos ].Bn > 1 : mvControlling->MainCtrlPos == mvControlling->MainCtrlPosNo ) ) ); @@ -3282,7 +3288,7 @@ bool TController::IncSpeed() mvControlling->RList[ std::min( mvControlling->MainCtrlPos + 1, mvControlling->MainCtrlPosNo ) ].Bn == 1 ? mvControlling->EnginePowerSource.CollectorParameters.MinV : useseriesmodevoltage ) - > ( IsHeavyCargoTrain ? 80.0 : 60.0 ) * ControlledEnginesCount }; + > ( IsHeavyCargoTrain ? 100.0 : 75.0 ) * ControlledEnginesCount }; OK = ( ( sufficientpowermargin && ( false == mvControlling->DelayCtrlFlag ) ) ? @@ -3425,20 +3431,20 @@ bool TController::DecSpeed(bool force) iDrivigFlags &= ~moveIncSpeed; // usunięcie flagi jazdy if (force) // przy aktywacji kabiny jest potrzeba natychmiastowego wyzerowania if (mvControlling->MainCtrlPosNo > 0) // McZapkie-041003: wagon sterowniczy, np. EZT - mvControlling->DecMainCtrl((mvControlling->MainCtrlPowerPos() > 1 ? 2 : 1)); + mvControlling->DecMainCtrl( std::min( mvControlling->MainCtrlPowerPos(), 2 ) ); mvControlling->AutoRelayCheck(); // sprawdzenie logiki sterowania return false; case TEngineType::ElectricSeriesMotor: OK = mvControlling->DecScndCtrl(2); // najpierw bocznik na zero if (!OK) - OK = mvControlling->DecMainCtrl((mvControlling->MainCtrlPowerPos() > 1 ? 2 : 1)); + OK = mvControlling->DecMainCtrl( std::min( mvControlling->MainCtrlPowerPos(), 2 ) ); mvControlling->AutoRelayCheck(); // sprawdzenie logiki sterowania break; case TEngineType::Dumb: case TEngineType::DieselElectric: OK = mvControlling->DecScndCtrl(2); if (!OK) - OK = mvControlling->DecMainCtrl(2 + (mvControlling->MainCtrlPowerPos() / 2)); + OK = mvControlling->DecMainCtrl( std::min( mvControlling->MainCtrlPowerPos(), ( 2 + (mvControlling->MainCtrlPowerPos() / 2) ) ) ); break; case TEngineType::ElectricInductionMotor: OK = DecSpeedEIM(); @@ -3515,13 +3521,13 @@ bool TController::IncSpeedEIM() { return OK; } -bool TController::DecSpeedEIM() +bool TController::DecSpeedEIM( int const Amount ) { // zmniejszenie prędkości (ale nie hamowanie) bool OK = false; // domyślnie false, aby wyszło z pętli while switch (mvControlling->EIMCtrlType) { case 0: - OK = mvControlling->DecMainCtrl(1); + OK = mvControlling->DecMainCtrl( Amount ); break; case 1: OK = mvControlling->MainCtrlPos > 4; @@ -3909,6 +3915,38 @@ void TController::SetTimeControllers() } } } + // 5.5 universal control for diesel electric vehicles + if ((mvControlling->EngineType == TEngineType::DieselElectric) && (mvControlling->EIMCtrlType == 3)) + { + // NOTE: partial implementation for speedinc/dec + // TBD, TODO: implement fully? + if( ( AccDesired >= 0.0 ) + && ( mvControlling->StLinFlag ) ) { + + auto const PosInc { mvControlling->MainCtrlPosNo }; + auto PosKeep { 0 }; + auto PosDec{ 0 }; + for( int i = PosInc; i >= 0; --i ) { + if( mvControlling->UniCtrlList[ i ].SetCtrlVal <= 0 ) { + if( mvControlling->UniCtrlList[ i ].SpeedDown == 0.0 ) { + PosKeep = i; + } + if( mvControlling->UniCtrlList[ i ].SpeedDown > 0.01 ) { + PosDec = i; + break; + } + } + } + + auto const DesiredPos { ( + AccDesired > AbsAccS_pub + 0.05 ? PosInc : + AccDesired < AbsAccS_pub - 0.05 ? PosDec : + PosKeep ) }; + + while( ( mvControlling->MainCtrlPos > DesiredPos ) && mvControlling->DecMainCtrl( 1 ) ) { ; } + while( ( mvControlling->MainCtrlPos < DesiredPos ) && mvControlling->IncMainCtrl( 1 ) ) { ; } + } + } //6. UniversalBrakeButtons //6.1. Checking flags for Over pressure if (std::abs(BrakeCtrlPosition - gbh_FS)<0.5) { @@ -4493,8 +4531,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N OrderPos = 1; } #if LOGORDERS - WriteLog("--> Jump_to_order"); - OrdersDump(); + OrdersDump("Jump_to_order"); #endif } return true; @@ -4658,6 +4695,7 @@ TController::UpdateSituation(double dt) { fAccGravity = 0.0; // przyspieszenie wynikające z pochylenia double dy; // składowa styczna grawitacji, w przedziale <0,1> double AbsAccS = 0; + IsAnyCouplerStretched = false; IsAnyDoorOpen[ side::right ] = IsAnyDoorOpen[ side::left ] = false; ConsistShade = 0.0; TDynamicObject *p = pVehicles[0]; // pojazd na czole składu @@ -4696,6 +4734,11 @@ TController::UpdateSituation(double dt) { // ciężar razy składowa styczna grawitacji fAccGravity -= vehicle->TotalMassxg * dy * ( p->DirectionGet() == iDirection ? 1 : -1 ); } + // check coupler state + IsAnyCouplerStretched = + IsAnyCouplerStretched + || ( vehicle->Couplers[ end::front ].stretch_duration > 0.0 ) + || ( vehicle->Couplers[ end::rear ].stretch_duration > 0.0 ); // check door state auto const switchsides { p->DirectionGet() != iDirection }; IsAnyDoorOpen[ side::right ] = @@ -5385,8 +5428,7 @@ TController::UpdateSituation(double dt) { else ++OrderPos; #if LOGORDERS - WriteLog("--> Jump_to_first_order"); - OrdersDump(); + OrdersDump("Jump_to_first_order"); #endif break; case Wait_for_orders: // jeśli czeka, też ma skanować, żeby odpalić się od semafora @@ -6174,6 +6216,14 @@ TController::UpdateSituation(double dt) { */ } } + // HACK: limit acceleration for cargo trains, to reduce probability of breaking couplers on sudden jolts + // TBD: expand this behaviour to all trains with car(s) exceeding certain weight? + if( IsCargoTrain ) { + AccDesired = std::min( AccDesired, CargoTrainAcceleration ); + } + if( IsHeavyCargoTrain ) { + AccDesired = std::min( AccDesired, HeavyCargoTrainAcceleration ); + } } else { // for cars the older version works better @@ -6283,7 +6333,7 @@ TController::UpdateSituation(double dt) { if( vel < VelDesired ) { // don't adjust acceleration when going above current goal speed if( -AccDesired * BrakeAccFactor() < ( - ( ( fReady > ( ( mvOccupied->Vel > 5.0 ) ? 0.5 : 0.4 ) ) + ( ( fReady > ( IsHeavyCargoTrain ? 0.4 : ( mvOccupied->Vel > 5.0 ) ? 0.45 : 0.4 ) ) || ( VelNext > vel - 40.0 ) ) ? fBrake_a0[ 0 ] * 0.8 : -fAccThreshold ) @@ -6386,6 +6436,7 @@ TController::UpdateSituation(double dt) { ", VelSignal=" + AnsiString(VelSignal) + ", VelNext=" + AnsiString(VelNext)); #endif +/* if( ( vel < 10.0 ) && ( AccDesired > 0.1 ) ) { // Ra 2F1H: jeśli prędkość jest mała, a można przyspieszać, @@ -6393,6 +6444,7 @@ TController::UpdateSituation(double dt) { // przy małych prędkościach może być trudno utrzymać AccDesired = std::max( 0.9, AccDesired ); } +*/ // małe przyspieszenie // Ra 2F1I: wyłączyć kiedyś to uśrednianie i przeanalizować skanowanie, czemu migocze if (AccDesired > -0.05) // hamowania lepeiej nie uśredniać @@ -6454,10 +6506,11 @@ TController::UpdateSituation(double dt) { else if( ( vel > VelDesired + SpeedCtrlMargin) || ( fAccGravity < -0.01 ? AccDesired < 0.0 : - (AbsAccS > AccDesired && AccDesired < 0.75) ) ) { - // jak za bardzo przyspiesza albo prędkość przekroczona - // dodany wyjatek na "pelna w przod" - DecSpeed(); // pojedyncze cofnięcie pozycji, bo na zero to przesada + (AbsAccS > AccDesired + 0.05) ) + || ( IsAnyCouplerStretched ) ) { + // jak za bardzo przyspiesza albo prędkość przekroczona + // dodany wyjatek na "pelna w przod" + DecSpeed(); } } if( mvOccupied->TrainType == dt_EZT ) { @@ -6669,8 +6722,7 @@ void TController::JumpToNextOrder() } OrderCheck(); #if LOGORDERS - WriteLog("--> JumpToNextOrder"); - OrdersDump(); // normalnie nie ma po co tego wypisywać + OrdersDump("JumpToNextOrder"); // normalnie nie ma po co tego wypisywać #endif }; @@ -6681,8 +6733,7 @@ void TController::JumpToFirstOrder() OrderTop = 1; OrderCheck(); #if LOGORDERS - WriteLog("--> JumpToFirstOrder"); - OrdersDump(); // normalnie nie ma po co tego wypisywać + OrdersDump("JumpToFirstOrder"); // normalnie nie ma po co tego wypisywać #endif }; @@ -6733,8 +6784,7 @@ void TController::OrderNext(TOrders NewOrder) } OrderList[OrderTop++] = NewOrder; // dodanie rozkazu jako następnego #if LOGORDERS - WriteLog("--> OrderNext"); - OrdersDump(); // normalnie nie ma po co tego wypisywać + OrdersDump( "OrderNext" ); // normalnie nie ma po co tego wypisywać #endif } @@ -6749,17 +6799,17 @@ void TController::OrderPush(TOrders NewOrder) if (OrderTop >= maxorders) ErrorLog("Commands overflow: The program will now crash"); #if LOGORDERS - WriteLog("--> OrderPush: [" + Order2Str( NewOrder ) + "]"); - OrdersDump(); // normalnie nie ma po co tego wypisywać + OrdersDump( "OrderPush: [" + Order2Str( NewOrder ) + "]" ); // normalnie nie ma po co tego wypisywać #endif } -void TController::OrdersDump() +void TController::OrdersDump( std::string const Neworder, bool const Verbose ) { // wypisanie kolejnych rozkazów do logu - WriteLog("Orders for " + pVehicle->asName + ":"); + WriteLog( "New order for [" + pVehicle->asName + "]: " + Neworder ); + if( false == Verbose ) { return; } for (int b = 0; b < maxorders; ++b) { - WriteLog((std::to_string(b) + ": " + Order2Str(OrderList[b]) + (OrderPos == b ? " <-" : ""))); + WriteLog( ( OrderPos == b ? ">" : " " ) + (std::to_string(b) + ": " + Order2Str(OrderList[b]))); if (b) // z wyjątkiem pierwszej pozycji if (OrderList[b] == Wait_for_orders) // jeśli końcowa komenda break; // dalej nie trzeba @@ -6848,10 +6898,8 @@ void TController::OrdersInit(double fVel) SetVelocity(0, 0, stopSleep); // prędkość w przedziale (0;1) oznacza, że ma stać } #if LOGORDERS - WriteLog("--> OrdersInit"); + OrdersDump( "OrdersInit", DebugModeFlag ); // wypisanie kontrolne tabelki rozkazów #endif - if (DebugModeFlag) // normalnie nie ma po co tego wypisywać - OrdersDump(); // wypisanie kontrolne tabelki rozkazów // McZapkie! - zeby w ogole AI ruszyl to musi wykonac powyzsze rozkazy // Ale mozna by je zapodac ze scenerii }; diff --git a/Driver.h b/Driver.h index f413aea7..dc48b9cb 100644 --- a/Driver.h +++ b/Driver.h @@ -240,7 +240,7 @@ private: bool IncBrakeEIM(); bool DecBrakeEIM(); bool IncSpeedEIM(); - bool DecSpeedEIM(); + bool DecSpeedEIM( int const Amount = 1 ); void BrakeLevelSet( double b ); bool BrakeLevelAdd( double b ); void SpeedSet(); @@ -370,7 +370,7 @@ private: void OrderCheck(); void OrdersInit( double fVel ); void OrdersClear(); - void OrdersDump(); + void OrdersDump( std::string const Neworder, bool const Verbose = true ); std::string Order2Str( TOrders Order ) const; // members std::string m_assignment; @@ -484,6 +484,7 @@ private: bool IsAnyMotorOverloadRelayOpen{ false }; // state of motor overload relays in all vehicles under control bool IsAnyGroundRelayOpen{ false }; bool IsAnyCompressorEnabled{ false }; + bool IsAnyCouplerStretched{ false }; // whether there's a coupler in the consist stretched above limit // logs // methods diff --git a/DynObj.cpp b/DynObj.cpp index 4e01073d..e5e8025c 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -1552,7 +1552,7 @@ TDynamicObject::uncouple( int const Side ) { } bool -TDynamicObject::attach_coupler_adapter( int const Side ) { +TDynamicObject::attach_coupler_adapter( int const Side, bool const Enforce ) { auto &coupler { MoverParameters->Couplers[ Side ] }; // sanity check(s) @@ -1572,7 +1572,8 @@ TDynamicObject::attach_coupler_adapter( int const Side ) { // explicit coupler adapter definition overrides default parameters adapterdata = neighbour->m_coupleradapter; } - if( MoverParameters->Neighbours[ Side ].distance - adapterdata.position.x < 0.5 ) { + if( ( MoverParameters->Neighbours[ Side ].distance - adapterdata.position.x < 0.5 ) + && ( false == Enforce ) ) { // arbitrary amount of free room required to install the adapter // NOTE: this also covers cases with established physical connection return false; @@ -2483,13 +2484,51 @@ void TDynamicObject::Move(double fDistance) } }; -void TDynamicObject::AttachPrev(TDynamicObject *Object, int iType) +void TDynamicObject::AttachNext(TDynamicObject *Object, int iType) { // Ra: doczepia Object na końcu składu (nazwa funkcji może być myląca) // Ra: używane tylko przy wczytywaniu scenerii - MoverParameters->Attach( iDirection, Object->iDirection ^ 1, Object->MoverParameters, iType, true, false ); + auto const vehicleend { iDirection }; + auto const othervehicleend { Object->iDirection ^ 1 }; + + MoverParameters->Attach( vehicleend, othervehicleend, Object->MoverParameters, iType, true, false ); // update neighbour data for both affected vehicles update_neighbours(); Object->update_neighbours(); + + // potentially attach automatic coupler adapter to allow the connection + // HACK: we're doing it after establishin actual connection, as the method needs valid neighbour data + auto &coupler { MoverParameters->Couplers[ vehicleend ] }; + auto &othercoupler { Object->MoverParameters->Couplers[ ( othervehicleend != 2 ? othervehicleend : coupler.ConnectedNr ) ] }; + + if( coupler.type() != othercoupler.type() ) { + if( othercoupler.type() == TCouplerType::Automatic ) { + // try to attach adapter to the vehicle + attach_coupler_adapter( + vehicleend, + true ); + } + else if( coupler.type() == TCouplerType::Automatic ) { + // try to attach adapter to the other vehicle + Object->attach_coupler_adapter( + ( othervehicleend != 2 ? othervehicleend : coupler.ConnectedNr ), + true ); + } + // update distance to neighbours on account of potentially attached adapter + update_neighbours(); + Object->update_neighbours(); + } + // potentially adjust vehicle position to avoid collision at the simulation start + if( MoverParameters->Neighbours[ vehicleend ].distance > -0.001 ) { return; } + + Object->Move( MoverParameters->Neighbours[ vehicleend ].distance * Object->DirectionGet() ); + // HACK: manually update vehicle position as it's used by neighbour distance update we do next + Object->MoverParameters->Loc = { + -Object->vPosition.x, + Object->vPosition.z, + Object->vPosition.y }; + // update neighbour distance data after moving our vehicle + update_neighbours(); + Object->update_neighbours(); } bool TDynamicObject::UpdateForce(double dt) @@ -3063,7 +3102,8 @@ bool TDynamicObject::Update(double dt, double dt1) if (((MoverParameters->ShuntMode) && (Frj < 0.0015 * masa)) || (MoverParameters->V * MoverParameters->DirAbsolute < -0.2)) { - Fzad = std::max(MoverParameters->StopBrakeDecc * masa, Fzad); + auto const sbd { ( ( MoverParameters->SpringBrake.IsActive && MoverParameters->ReleaseParkingBySpringBrake ) ? 0.0 : MoverParameters->StopBrakeDecc ) }; + Fzad = std::max( Fzad, sbd * masa ); } if ((Fzad > 1) && (!MEDLogFile.is_open()) && (MoverParameters->Vel > 1)) { diff --git a/DynObj.h b/DynObj.h index 2a23e81f..63336d75 100644 --- a/DynObj.h +++ b/DynObj.h @@ -564,7 +564,7 @@ private: int init_sections( TModel3d const *Model, std::string const &Nameprefix, bool const Overrideselfillum ); bool init_destination( TModel3d *Model ); void create_controller( std::string const Type, bool const Trainset ); - void AttachPrev(TDynamicObject *Object, int iType = 1); + void AttachNext(TDynamicObject *Object, int iType = 1); bool UpdateForce(double dt); // initiates load change by specified amounts, with a platform on specified side void LoadExchange( int const Disembark, int const Embark, int const Platform ); @@ -660,7 +660,7 @@ private: void couple( int const Side ); int uncouple( int const Side ); - bool attach_coupler_adapter( int const Side ); + bool attach_coupler_adapter( int const Side, bool const Enforce = false ); bool remove_coupler_adapter( int const Side ); void RadioStop(); void Damage(char flag); diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index d6d8d400..5077fa2f 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -121,12 +121,12 @@ static int const dtrain_axle = 64; static int const dtrain_out = 128; /*wykolejenie*/ /*wagi prawdopodobienstwa dla funkcji FuzzyLogic*/ -#define p_elengproblem (1.000000E-02) -#define p_elengdamage (1.000000E-01) -#define p_coupldmg (2.000000E-02) -#define p_derail (1.000000E-03) -#define p_accn (1.000000E-01) -#define p_slippdmg (1.000000E-03) +#define p_elengproblem (1e-02) +#define p_elengdamage (1e-01) +#define p_coupldmg (2e-03) +#define p_derail (1e-03) +#define p_accn (1e-01) +#define p_slippdmg (1e-03) /*typ sprzegu*/ static int const ctrain_virtual = 0; //gdy pojazdy na tym samym torze się widzą wzajemnie @@ -759,6 +759,8 @@ struct speed_control { double FactorIpos = 0.0; double FactorIneg = 0.0; double BrakeInterventionVel = 30.0; + double PowerUpSpeed = 1000; + double PowerDownSpeed = 1000; }; class TMoverParameters @@ -1127,6 +1129,7 @@ public: int ScndInMain{ 0 }; /*zaleznosc bocznika od nastawnika*/ bool MBrake = false; /*Czy jest hamulec reczny*/ double StopBrakeDecc = 0.0; + bool ReleaseParkingBySpringBrake { false }; TSecuritySystem SecuritySystem; int EmergencyBrakeWarningSignal{ 0 }; // combined with basic WarningSignal when manual emergency brake is active TUniversalCtrlTable UniCtrlList; /*lista pozycji uniwersalnego nastawnika*/ @@ -1602,7 +1605,7 @@ public: // obsługa sprzęgów static double CouplerDist( TMoverParameters const *Left, TMoverParameters const *Right ); static double Distance(const TLocation &Loc1, const TLocation &Loc2, const TDimension &Dim1, const TDimension &Dim2); - bool Attach(int ConnectNo, int ConnectToNr, TMoverParameters *ConnectTo, int CouplingType, bool Forced = false, bool Audible = true); + bool Attach(int ConnectNo, int ConnectToNr, TMoverParameters *ConnectTo, int CouplingType, bool Enforce = false, bool Audible = true); int DettachStatus(int ConnectNo); bool Dettach(int ConnectNo); void damage_coupler( int const End ); @@ -1645,8 +1648,8 @@ public: bool RunCommand( std::string Command, double CValue1, double CValue2, int const Couplertype = ctrain_controll ); bool RunInternalCommand(); void PutCommand(std::string NewCommand, double NewValue1, double NewValue2, const TLocation &NewLocation); - bool CabActivisation( bool const Force = false ); - bool CabDeactivisation( bool const Force = false ); + bool CabActivisation( bool const Enforce = false ); + bool CabDeactivisation( bool const Enforce = false ); /*! funkcje zwiekszajace/zmniejszajace nastawniki*/ /*! glowny nastawnik:*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 228b01bd..a68e37d7 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -16,6 +16,7 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "Logs.h" #include "parser.h" +#include "simulation.h" //--------------------------------------------------------------------------- // Ra: tu należy przenosić funcje z mover.pas, które nie są z niego wywoływane. @@ -426,7 +427,7 @@ double TMoverParameters::CouplerDist(TMoverParameters const *Left, TMoverParamet Left->Dim, Right->Dim); // odległość pomiędzy sprzęgami (kula!) }; -bool TMoverParameters::Attach(int ConnectNo, int ConnectToNr, TMoverParameters *ConnectTo, int CouplingType, bool Forced, bool Audible) +bool TMoverParameters::Attach(int ConnectNo, int ConnectToNr, TMoverParameters *ConnectTo, int CouplingType, bool Enforce, bool Audible) { //łączenie do swojego sprzęgu (ConnectNo) pojazdu (ConnectTo) stroną (ConnectToNr) // Ra: zwykle wykonywane dwukrotnie, dla każdego pojazdu oddzielnie // Ra: trzeba by odróżnić wymóg dociśnięcia od uszkodzenia sprzęgu przy podczepianiu AI do składu @@ -441,7 +442,7 @@ bool TMoverParameters::Attach(int ConnectNo, int ConnectToNr, TMoverParameters * auto const distance { CouplerDist( this, ConnectTo ) - ( coupler.adapter_length + othercoupler.adapter_length ) }; auto const couplercheck { - ( Forced ) + ( Enforce ) || ( ( distance <= dEpsilon ) && ( coupler.type() != TCouplerType::NoCoupler ) && ( coupler.type() == othercoupler.type() ) ) }; @@ -1044,31 +1045,34 @@ void TMoverParameters::CollisionDetect(int const End, double const dt) } } - if( ( coupler.Dist < 0 ) + if( ( -coupler.Dist >= coupler.DmaxB ) && ( FuzzyLogic( std::abs( CCF ), 5.0 * ( coupler.FmaxC + 1.0 ), p_coupldmg ) ) ) { // small chance to smash the coupler if it's hit with excessive force damage_coupler( End ); } - auto const safevelocitylimit { 15.0 }; - auto const velocitydifference { - glm::length( - glm::angleAxis( Rot.Rz, glm::dvec3{ 0, 1, 0 } ) * V - - glm::angleAxis( othervehicle->Rot.Rz, glm::dvec3{ 0, 1, 0 } ) * othervehicle->V ) - * 3.6 }; // m/s -> km/h + if( ( coupler.CouplingFlag == coupling::faux + || ( true == TestFlag( othervehicle->DamageFlag, dtrain_out ) ) ) ) { // HACK: limit excessive speed derailment checks to vehicles which aren't part of the same consist + auto const safevelocitylimit { 15.0 }; + auto const velocitydifference { + glm::length( + glm::angleAxis( Rot.Rz, glm::dvec3{ 0, 1, 0 } ) * V + - glm::angleAxis( othervehicle->Rot.Rz, glm::dvec3{ 0, 1, 0 } ) * othervehicle->V ) + * 3.6 }; // m/s -> km/h - if( velocitydifference > safevelocitylimit ) { - // HACK: crude estimation for potential derail, will take place with velocity difference > 15 km/h adjusted for vehicle mass ratio - if( ( false == TestFlag( DamageFlag, dtrain_out ) ) - || ( false == TestFlag( othervehicle->DamageFlag, dtrain_out ) ) ) { - WriteLog( "Bad driving: " + Name + " and " + othervehicle->Name + " collided with velocity " + to_string( velocitydifference, 0 ) + " km/h" ); - } + if( velocitydifference > safevelocitylimit ) { + // HACK: crude estimation for potential derail, will take place with velocity difference > 15 km/h adjusted for vehicle mass ratio + if( ( false == TestFlag( DamageFlag, dtrain_out ) ) + || ( false == TestFlag( othervehicle->DamageFlag, dtrain_out ) ) ) { + WriteLog( "Bad driving: " + Name + " and " + othervehicle->Name + " collided with velocity " + to_string( velocitydifference, 0 ) + " km/h" ); + } - if( velocitydifference > safevelocitylimit * ( TotalMass / othervehicle->TotalMass ) ) { - derail( 5 ); - } - if( velocitydifference > safevelocitylimit * ( othervehicle->TotalMass / TotalMass ) ) { - othervehicle->derail( 5 ); + if( velocitydifference > safevelocitylimit * ( TotalMass / othervehicle->TotalMass ) ) { + derail( 5 ); + } + if( velocitydifference > safevelocitylimit * ( othervehicle->TotalMass / TotalMass ) ) { + othervehicle->derail( 5 ); + } } } @@ -2291,6 +2295,9 @@ bool TMoverParameters::DecMainCtrl(int CtrlSpeed) // nie ma sterowania OK = false; } + else if( CtrlSpeed == 0 ) { + return false; + } else { // TBD, TODO: replace with mainctrlpowerpos() check? @@ -2324,7 +2331,7 @@ bool TMoverParameters::DecMainCtrl(int CtrlSpeed) } } else if (CtrlSpeed > 1) - OK = (DecMainCtrl(1) && DecMainCtrl(2)); // CtrlSpeed-1); + OK = (DecMainCtrl(1) && DecMainCtrl(CtrlSpeed - 1)); // CtrlSpeed-1); break; } @@ -2569,11 +2576,11 @@ bool TMoverParameters::DecScndCtrl(int CtrlSpeed) // Q: 20160710 // załączenie rozrządu // ************************************************************************************************* -bool TMoverParameters::CabActivisation( bool const Force ) +bool TMoverParameters::CabActivisation( bool const Enforce ) { bool OK = false; - OK = Force || (CabActive == 0); // numer kabiny, z której jest sterowanie + OK = Enforce || (CabActive == 0); // numer kabiny, z której jest sterowanie if (OK) { CabActive = CabOccupied; // sterowanie jest z kabiny z obsadą @@ -2588,11 +2595,11 @@ bool TMoverParameters::CabActivisation( bool const Force ) // Q: 20160710 // wyłączenie rozrządu // ************************************************************************************************* -bool TMoverParameters::CabDeactivisation( bool const Force ) +bool TMoverParameters::CabDeactivisation( bool const Enforce ) { bool OK = false; - OK = Force || (CabActive == CabOccupied); // o ile obsada jest w kabinie ze sterowaniem + OK = Enforce || (CabActive == CabOccupied); // o ile obsada jest w kabinie ze sterowaniem if (OK) { CabActive = 0; @@ -7065,6 +7072,7 @@ void TMoverParameters::CheckSpeedCtrl(double dt) } if ((EIMCtrlType >= 3)&&(UniCtrlList[MainCtrlPos].SpeedUp <= 0)) { accfactor = 0.0; + eimicSpeedCtrl = 0; } } if (SpeedCtrlUnit.IsActive) {//speed control @@ -7079,7 +7087,7 @@ void TMoverParameters::CheckSpeedCtrl(double dt) bool retarder_not_work = (EngineType != TEngineType::DieselEngine) || (Vel < SpeedCtrlUnit.BrakeInterventionVel); if (eSCP < -1.0) { - SpeedCtrlUnit.BrakeInterventionBraking = (eSCP < -1.1) && retarder_not_work; + SpeedCtrlUnit.BrakeInterventionBraking = (eSCP < -1.1) && retarder_not_work && (eimicSpeedCtrl < -0.99 * SpeedCtrlUnit.DesiredPower); eSCP = -1.0; } SpeedCtrlUnit.BrakeInterventionUnbraking = (eSCP > 0.0) || (Vel == 0.0); @@ -7092,7 +7100,11 @@ void TMoverParameters::CheckSpeedCtrl(double dt) else { eimicSpeedCtrlIntegral = 0; } - eimicSpeedCtrl = clamp(eimicSpeedCtrlIntegral + eSCP, -SpeedCtrlUnit.DesiredPower, accfactor); + auto const DesiredeimicSpeedCtrl { clamp( eimicSpeedCtrlIntegral + eSCP, -SpeedCtrlUnit.DesiredPower, accfactor ) }; + eimicSpeedCtrl = clamp( + DesiredeimicSpeedCtrl, + eimicSpeedCtrl - SpeedCtrlUnit.PowerDownSpeed * dt, + eimicSpeedCtrl + SpeedCtrlUnit.PowerUpSpeed * dt ); if (Vel < SpeedCtrlUnit.FullPowerVelocity) { eimicSpeedCtrl = std::min(eimicSpeedCtrl, SpeedCtrlUnit.InitialPower); } @@ -10090,6 +10102,7 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { 0; extract_value( StopBrakeDecc, "SBD", line, "" ); + extract_value( ReleaseParkingBySpringBrake, "ReleaseParkingBySpringBrake", line, "" ); std::map starts { { "Disabled", start_t::disabled }, @@ -10368,8 +10381,8 @@ void TMoverParameters::LoadFIZ_SpeedControl(std::string const &Line) { extract_value(SpeedCtrlUnit.FactorIpos, "kIpos", Line, ""); extract_value(SpeedCtrlUnit.FactorIneg, "kIneg", Line, ""); extract_value(SpeedCtrlUnit.BrakeInterventionVel, "BrakeIntMaxVel", Line, ""); - - + extract_value(SpeedCtrlUnit.PowerUpSpeed, "PowerUpSpeed", Line, "" ); + extract_value(SpeedCtrlUnit.PowerDownSpeed, "PowerDownSpeed", Line, "" ); } void TMoverParameters::LoadFIZ_Engine( std::string const &Input ) { diff --git a/PyInt.cpp b/PyInt.cpp index a90e709a..705f28be 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -199,7 +199,7 @@ auto python_taskqueue::init() -> bool { // release the lock, save the state for future use m_mainthread = PyEval_SaveThread(); - WriteLog( "Python Interpreter setup complete" ); + WriteLog( "Python Interpreter: setup complete" ); // init workers for( auto &worker : m_workers ) { diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index 50276587..aa60194f 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -689,7 +689,7 @@ state_serializer::deserialize_endtrainset( cParser &Input, scene::scratch_data & } if( vehicleindex > 0 ) { // from second vehicle on couple it with the previous one - Scratchpad.trainset.vehicles[ vehicleindex - 1 ]->AttachPrev( + Scratchpad.trainset.vehicles[ vehicleindex - 1 ]->AttachNext( vehicle, Scratchpad.trainset.couplings[ vehicleindex - 1 ] ); } diff --git a/version.h b/version.h index 865f23c1..2314d7f9 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 506 +#define VERSION_MINOR 509 #define VERSION_REVISION 0 From 679741f22f9c250d223f81d458bcfb5dcd9e9658 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sat, 23 May 2020 23:19:04 +0200 Subject: [PATCH 117/153] ai direction change logic enhamcement, minor bug fixes --- Driver.cpp | 158 ++++++++++++++++++++++++------------------- Driver.h | 6 +- DynObj.h | 4 +- McZapkie/MOVER.h | 2 +- McZapkie/Mover.cpp | 9 ++- Texture.cpp | 5 +- Texture.h | 3 +- Train.cpp | 22 +++--- driveruipanels.cpp | 1 + material.cpp | 111 +++++++++++++++++++----------- opengl33renderer.cpp | 2 +- openglrenderer.cpp | 28 ++++++-- openglrenderer.h | 1 + 13 files changed, 218 insertions(+), 134 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 3b53ee09..b9c49189 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -967,18 +967,12 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // jeśli jedzie (nie trzeba czekać, aż się drgania wytłumią - drzwi zamykane od 1.0) to będzie zatrzymanie sSpeedTable[ i ].fVelNext = 0; } else if( true == IsAtPassengerStop ) { - // jeśli się zatrzymał przy W4, albo stał w momencie zobaczenia W4 + // jeśli się zatrzymał przy W4, albo stał w momencie zobaczenia W4 if( !AIControllFlag ) { // w razie przełączenia na AI ma nie podciągać do W4, gdy użytkownik zatrzymał za daleko iDrivigFlags &= ~moveStopCloser; } - if( ( iDrivigFlags & moveDoorOpened ) == 0 ) { - // drzwi otwierać jednorazowo - iDrivigFlags |= moveDoorOpened; // nie wykonywać drugi raz - Doors( true, static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10 ); - } - if (TrainParams.UpdateMTable( simulation::Time, asNextStop) ) { // to się wykona tylko raz po zatrzymaniu na W4 if( TrainParams.StationIndex < TrainParams.StationCount ) { @@ -998,6 +992,15 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN m_lastexchangestop = asNextStop; } + if( false == TrainParams.IsMaintenance() ) +// && ( ( iDrivigFlags & moveDoorOpened ) == 0 ) ) + { + // drzwi otwierać jednorazowo + iDrivigFlags |= moveDoorOpened; // nie wykonywać drugi raz + Doors( true, static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10 ); + } + + if (TrainParams.DirectionChange()) { // jeśli "@" w rozkładzie, to wykonanie dalszych komend // wykonanie kolejnej komendy, nie dotyczy ostatniej stacji @@ -1193,13 +1196,22 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN VelSignalLast = v; //!!! to też koniec ograniczenia } else - { // w trybie manewrowym: skanować od niego wstecz, stanąć po wyjechaniu za - // sygnalizator i zmienić kierunek - v = 0.0; // zmiana kierunku może być podanym sygnałem, ale wypadało by - // zmienić światło wcześniej - if (!(iDrivigFlags & moveSwitchFound)) // jeśli nie ma rozjazdu - iDrivigFlags |= moveTrackEnd; // to dalsza jazda trwale ograniczona (W5, - // koniec toru) + { // w trybie manewrowym: skanować od niego wstecz, stanąć po wyjechaniu za sygnalizator i zmienić kierunek + v = 0.0; // zmiana kierunku może być podanym sygnałem, ale wypadało by zmienić światło wcześniej + if( !( iDrivigFlags & moveSwitchFound ) ) { // jeśli nie ma rozjazdu + // check for presence of a signal facing the opposite direction + // if there's one, we'll want to pass it before changing direction + basic_event *foundevent = nullptr; + if( sSpeedTable[ i ].fDist - fMaxProximityDist > 0 ) { + auto scandistance{ sSpeedTable[ i ].fDist + fLength - fMaxProximityDist }; + auto *scanvehicle{ pVehicles[ end::rear ] }; + auto scandirection{ scanvehicle->DirectionGet() * scanvehicle->RaDirectionGet() }; + auto *foundtrack = BackwardTraceRoute( scandistance, scandirection, scanvehicle, foundevent, -1, end::front, false ); + } + if( foundevent == nullptr ) { + iDrivigFlags |= moveTrackEnd; // to dalsza jazda trwale ograniczona (W5, koniec toru) + } + } } } else if (sSpeedTable[i].iFlags & spStopOnSBL) { @@ -3183,7 +3195,7 @@ bool TController::IncSpeed() return false; } bool OK = true; - if( ( iDrivigFlags & moveDoorOpened ) + if( ( doors_open() ) && ( VelDesired > 0.0 ) ) { // to prevent door shuffle on stop // zamykanie drzwi - tutaj wykonuje tylko AI (zmienia fActionTime) Doors( false ); @@ -4073,7 +4085,7 @@ void TController::Doors( bool const Open, int const Side ) { } } - if( ( true == TestFlag( iDrivigFlags, moveDoorOpened ) ) + if( ( true == doors_open() ) && ( ( fActionTime > -0.5 ) || ( false == AIControllFlag ) ) ) { // ai doesn't close the door until it's free to depart, but human driver has free reign to do stupid things @@ -4095,7 +4107,9 @@ void TController::Doors( bool const Open, int const Side ) { auto *vehicle = pVehicles[ 0 ]; // pojazd na czole składu while( vehicle != nullptr ) { // zamykanie drzwi w pojazdach - flaga zezwolenia była by lepsza - if( vehicle->MoverParameters->Doors.auto_velocity < 0.f ) { + if( ( vehicle->MoverParameters->Doors.auto_velocity < 0.f ) + && ( ( vehicle->LoadExchangeTime() == 0.f ) + || ( vehicle->MoverParameters->Vel > 0.1 ) ) ) { vehicle->MoverParameters->OperateDoors( side::right, false, range_t::local ); // w lokomotywie można by nie zamykać... vehicle->MoverParameters->OperateDoors( side::left, false, range_t::local ); } @@ -4172,7 +4186,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N if (NewCommand == "Emergency_brake") // wymuszenie zatrzymania, niezależnie kto prowadzi { // Ra: no nadal nie jest zbyt pięknie - SetVelocity(0, 0, reason); +// SetVelocity(0, 0, reason); mvOccupied->PutCommand("Emergency_brake", 1.0, 1.0, mvOccupied->Loc); return true; // załatwione } @@ -4820,8 +4834,9 @@ TController::UpdateSituation(double dt) { // for human-controlled vehicles with no door control and dynamic brake auto-activating with door open // TODO: check if this situation still happens and the hack is still needed if( ( false == AIControllFlag ) - && ( iDrivigFlags & moveDoorOpened ) - && ( mvOccupied->Doors.close_control != control_t::driver ) ) { +// && ( iDrivigFlags & moveDoorOpened ) +// && ( mvOccupied->Doors.close_control != control_t::driver ) + && ( doors_open() ) ) { // for diesel engines react when engine is put past idle revolutions // for others straightforward master controller check if( ( mvControlling->EngineType == TEngineType::DieselEngine ? @@ -4866,7 +4881,7 @@ TController::UpdateSituation(double dt) { if( mvOccupied->Vel > 1.0 ) { // jeżeli jedzie - if( iDrivigFlags & moveDoorOpened ) { + if( doors_open() ) { // jeśli drzwi otwarte // nie zamykać drzwi przy drganiach, bo zatrzymanie na W4 akceptuje niewielkie prędkości Doors( false ); @@ -5166,7 +5181,8 @@ TController::UpdateSituation(double dt) { } */ Obstacle = neighbour_data(); - auto const lookup { frontvehicle->find_vehicle( routescandirection, routescanrange ) }; + auto const obstaclescanrange { std::max( ( mvOccupied->CategoryFlag == 2 ? 250.0 : 1000.0 ), routescanrange ) }; + auto const lookup { frontvehicle->find_vehicle( routescandirection, obstaclescanrange ) }; if( std::get( lookup ) == true ) { @@ -5560,6 +5576,7 @@ TController::UpdateSituation(double dt) { VelNext = VelDesired; // maksymalna prędkość wynikająca z innych czynników niż trajektoria ruchu ActualProximityDist = routescanrange; // funkcja Update() może pozostawić wartości bez zmian // Ra: odczyt (ActualProximityDist), (VelNext) i (AccPreferred) z tabelki prędkosci + TCommandType comm = TableUpdate(VelDesired, ActualProximityDist, VelNext, AccDesired); switch (comm) { @@ -6218,10 +6235,10 @@ TController::UpdateSituation(double dt) { } // HACK: limit acceleration for cargo trains, to reduce probability of breaking couplers on sudden jolts // TBD: expand this behaviour to all trains with car(s) exceeding certain weight? - if( IsCargoTrain ) { + if( ( IsCargoTrain ) && ( iVehicles - ControlledEnginesCount > 0 ) ) { AccDesired = std::min( AccDesired, CargoTrainAcceleration ); } - if( IsHeavyCargoTrain ) { + if( ( IsHeavyCargoTrain ) && ( iVehicles - ControlledEnginesCount > 0 ) ) { AccDesired = std::min( AccDesired, HeavyCargoTrainAcceleration ); } } @@ -6919,7 +6936,7 @@ std::string TController::StopReasonText() const //- rozpoznają tylko zerową prędkość (jako koniec toru i brak podstaw do dalszego skanowania) //---------------------------------------------------------------------------------------------------------------------- -bool TController::BackwardTrackBusy(TTrack *Track) +bool TController::IsOccupiedByAnotherConsist(TTrack *Track) { // najpierw sprawdzamy, czy na danym torze są pojazdy z innego składu if( false == Track->Dynamics.empty() ) { for( auto dynamic : Track->Dynamics ) { @@ -6932,13 +6949,13 @@ bool TController::BackwardTrackBusy(TTrack *Track) return false; // wolny }; -basic_event * TController::CheckTrackEventBackward(double fDirection, TTrack *Track) +basic_event * TController::CheckTrackEventBackward(double fDirection, TTrack *Track, TDynamicObject *Vehicle, int const Eventdirection, end const End) { // sprawdzanie eventu w torze, czy jest sygnałowym - skanowanie do tyłu // NOTE: this method returns only one event which meets the conditions, due to limitations in the caller // TBD, TODO: clean up the caller and return all suitable events, as in theory things will go awry if the track has more than one signal - auto const dir{ pVehicles[ 0 ]->VectorFront() * pVehicles[ 0 ]->DirectionGet() }; - auto const pos{ pVehicles[ 0 ]->HeadPosition() }; - auto const &eventsequence { ( fDirection > 0 ? Track->m_events2 : Track->m_events1 ) }; + auto const dir{ Vehicle->VectorFront() * Vehicle->DirectionGet() }; + auto const pos{ End == end::front ? Vehicle->RearPosition() : Vehicle->HeadPosition() }; + auto const &eventsequence { ( fDirection * Eventdirection > 0 ? Track->m_events2 : Track->m_events1 ) }; for( auto const &event : eventsequence ) { if( ( event.second != nullptr ) && ( event.second->m_passive ) @@ -6946,7 +6963,8 @@ basic_event * TController::CheckTrackEventBackward(double fDirection, TTrack *Tr // since we're checking for events behind us discard the sources in front of the scanning vehicle auto const sl{ event.second->input_location() }; // położenie komórki pamięci auto const sem{ sl - pos }; // wektor do komórki pamięci od końca składu - if( dir.x * sem.x + dir.z * sem.z < 0 ) { + auto const isahead { dir.x * sem.x + dir.z * sem.z > 0 }; + if( ( End == end::front ? isahead : !isahead ) ) { // iloczyn skalarny jest ujemny, gdy sygnał stoi z tyłu return event.second; } @@ -6955,30 +6973,29 @@ basic_event * TController::CheckTrackEventBackward(double fDirection, TTrack *Tr return nullptr; }; -TTrack * TController::BackwardTraceRoute(double &fDistance, double &fDirection, TTrack *Track, basic_event *&Event) +TTrack * TController::BackwardTraceRoute(double &fDistance, double &fDirection, TDynamicObject *Vehicle, basic_event *&Event, int const Eventdirection, end const End, bool const Untiloccupied ) { // szukanie sygnalizatora w kierunku przeciwnym jazdy (eventu odczytu komórki pamięci) - TTrack *pTrackChVel = Track; // tor ze zmianą prędkości - TTrack *pTrackFrom; // odcinek poprzedni, do znajdywania końca dróg - double fDistChVel = -1; // odległość do toru ze zmianą prędkości - double fCurrentDistance = pVehicle->RaTranslationGet(); // aktualna pozycja na torze - double s = 0; + auto *Track = Vehicle->GetTrack(); + double fCurrentDistance = Vehicle->RaTranslationGet(); // aktualna pozycja na torze if (fDirection > 0) // jeśli w kierunku Point2 toru fCurrentDistance = Track->Length() - fCurrentDistance; - if (BackwardTrackBusy(Track)) - { // jak tor zajęty innym składem, to nie ma po co skanować - fDistance = 0; // to na tym torze stoimy - return NULL; // stop, skanowanie nie dało sensownych rezultatów + double s = 0; + + if( Track->VelocityGet() == 0.0 ) { // jak prędkosć 0 albo uszkadza, to nie ma po co skanować + fDistance = s; // to na tym torze stoimy + return nullptr; // stop, skanowanie nie dało sensownych rezultatów } - if ((Event = CheckTrackEventBackward(fDirection, Track)) != NULL) + if (Untiloccupied && IsOccupiedByAnotherConsist(Track)) + { // jak tor zajęty innym składem, to nie ma po co skanować + fDistance = s; // to na tym torze stoimy + return nullptr; // stop, skanowanie nie dało sensownych rezultatów + } + if ((Event = CheckTrackEventBackward(fDirection, Track, Vehicle, Eventdirection, End)) != nullptr) { // jeśli jest semafor na tym torze - fDistance = 0; // to na tym torze stoimy + fDistance = s; // to na tym torze stoimy return Track; } - if ((Track->VelocityGet() == 0.0) || (Track->iDamageFlag & 128)) - { // jak prędkosć 0 albo uszkadza, to nie ma po co skanować - fDistance = 0; // to na tym torze stoimy - return NULL; // stop, skanowanie nie dało sensownych rezultatów - } + TTrack *pTrackFrom; // odcinek poprzedni, do znajdywania końca dróg while (s < fDistance) { // Track->ScannedFlag=true; //do pokazywania przeskanowanych torów @@ -6997,31 +7014,34 @@ TTrack * TController::BackwardTraceRoute(double &fDistance, double &fDirection, Track = Track->CurrentPrev(); // może być NULL } if (Track == pTrackFrom) - Track = NULL; // koniec, tak jak dla torów - if( ( Track ? - ( ( Track->VelocityGet() == 0.0 ) - || ( Track->iDamageFlag & 128 ) - || ( true == BackwardTrackBusy( Track ) ) ) : - true ) ) - { // gdy dalej toru nie ma albo zerowa prędkość, albo uszkadza pojazd + Track = nullptr; // koniec, tak jak dla torów + + // gdy dalej toru nie ma albo zerowa prędkość, albo uszkadza pojazd + // zwraca NULL, że skanowanie nie dało sensownych rezultatów + if( Track == nullptr ) { fDistance = s; - return NULL; // zwraca NULL, że skanowanie nie dało sensownych rezultatów + return nullptr; + } + if( Track->VelocityGet() == 0.0 ) + { + fDistance = s; + return nullptr; + } + if( Untiloccupied && IsOccupiedByAnotherConsist( Track ) ) { + fDistance = s; + return nullptr; } fCurrentDistance = Track->Length(); - if ((Event = CheckTrackEventBackward(fDirection, Track)) != NULL) + if ((Event = CheckTrackEventBackward(fDirection, Track, Vehicle, Eventdirection, End)) != nullptr) { // znaleziony tor z eventem fDistance = s; return Track; } } - Event = NULL; // jak dojdzie tu, to nie ma semafora - if (fDistChVel < 0) - { // zwraca ostatni sprawdzony tor - fDistance = s; - return Track; - } - fDistance = fDistChVel; // odległość do zmiany prędkości - return pTrackChVel; // i tor na którym się zmienia + Event = nullptr; // jak dojdzie tu, to nie ma semafora + // zwraca ostatni sprawdzony tor + fDistance = s; + return Track; } // sprawdzanie zdarzeń semaforów i ograniczeń szlakowych @@ -7071,8 +7091,8 @@ TCommandType TController::BackwardScan() double scandist = scanmax; // zmodyfikuje na rzeczywiście przeskanowane basic_event *e = NULL; // event potencjalnie od semafora // opcjonalnie może być skanowanie od "wskaźnika" z przodu, np. W5, Tm=Ms1, koniec toru wg drugiej osi w kierunku ruchu - TTrack *scantrack = BackwardTraceRoute(scandist, scandir, pVehicles[0]->GetTrack(), e); - auto const dir = startdir * pVehicles[0]->VectorFront(); // wektor w kierunku jazdy/szukania + TTrack *scantrack = BackwardTraceRoute(scandist, scandir, pVehicles[end::front], e); + auto const dir = startdir * pVehicles[end::front]->VectorFront(); // wektor w kierunku jazdy/szukania if( !scantrack ) { // jeśli wstecz wykryto koniec toru to raczej nic się nie da w takiej sytuacji zrobić return TCommandType::cm_Unknown; @@ -7095,7 +7115,7 @@ TCommandType TController::BackwardScan() if( typeid( *e ) == typeid( getvalues_event ) ) { // przesłać info o zbliżającym się semaforze #if LOGBACKSCAN - edir += "(" + ( e->asNodeName ) + ")"; + edir += "(" + ( e->name() ) + ")"; #endif auto sl = e->input_location(); // położenie komórki pamięci auto sem = sl - pos; // wektor do komórki pamięci od końca składu @@ -7147,7 +7167,7 @@ TCommandType TController::BackwardScan() WriteLog( edir + " - [SetVelocity] [" + to_string( vmechmax, 2 ) + "] [" - + to_string( e->Params[ 9 ].asMemCell->Value2(), 2 ) + "]" ); + + to_string( e->input_value( 2 ), 2 ) + "]" ); #endif return ( vmechmax > 0 ? @@ -7191,7 +7211,7 @@ TCommandType TController::BackwardScan() WriteLog( edir + " - [ShuntVelocity] [" + to_string( vmechmax, 2 ) + "] [" - + to_string( e->value( 2 ), 2 ) + "]" ); + + to_string( e->input_value( 2 ), 2 ) + "]" ); #endif return ( vmechmax > 0 ? diff --git a/Driver.h b/Driver.h index dc48b9cb..e71f50ed 100644 --- a/Driver.h +++ b/Driver.h @@ -408,9 +408,9 @@ private: void TableClear(); int TableDirection() { return iTableDirection; } // Ra: stare funkcje skanujące, używane do szukania sygnalizatora z tyłu - bool BackwardTrackBusy( TTrack *Track ); - basic_event *CheckTrackEventBackward( double fDirection, TTrack *Track ); - TTrack *BackwardTraceRoute( double &fDistance, double &fDirection, TTrack *Track, basic_event *&Event ); + bool IsOccupiedByAnotherConsist( TTrack *Track ); + basic_event *CheckTrackEventBackward( double fDirection, TTrack *Track, TDynamicObject *Vehicle, int const Eventdirection = 1, end const End = end::rear ); + TTrack *BackwardTraceRoute( double &fDistance, double &fDirection, TDynamicObject *Vehicle, basic_event *&Event, int const Eventdirection = 1, end const End = end::rear, bool const Untiloccupied = true ); void SetProximityVelocity( double dist, double vel, glm::dvec3 const *pos ); TCommandType BackwardScan(); std::string TableText( std::size_t const Index ) const; diff --git a/DynObj.h b/DynObj.h index 63336d75..7733c79c 100644 --- a/DynObj.h +++ b/DynObj.h @@ -589,10 +589,10 @@ private: inline Math3D::vector3 GetWorldPosition( Math3D::vector3 const &Location ) const { return vPosition + mMatrix * Location; } // pobranie współrzędnych czoła - inline Math3D::vector3 HeadPosition() { + inline Math3D::vector3 HeadPosition() const { return vCoulpler[iDirection ^ 1]; }; // pobranie współrzędnych tyłu - inline Math3D::vector3 RearPosition() { + inline Math3D::vector3 RearPosition() const { return vCoulpler[iDirection]; }; inline Math3D::vector3 CouplerPosition( end const End ) const { return vCoulpler[ End ]; } diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 5077fa2f..6f5132df 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1545,7 +1545,7 @@ public: double eimv[21]; static std::vector const eimv_labels; double SpeedCtrlTimer = 0; /*zegar dzialania tempomatu z wybieralna predkoscia*/ - double eimicSpeedCtrl = 0; /*pozycja sugerowana przez tempomat*/ + double eimicSpeedCtrl = 1; /*pozycja sugerowana przez tempomat*/ double eimicSpeedCtrlIntegral = 0; /*calkowany blad ustawienia predkosci*/ double NewSpeed = 0; /*nowa predkosc do zadania*/ double MED_EPVC_CurrentTime = 0; /*aktualny czas licznika czasu korekcji siły EP*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index a68e37d7..6ed0f7ad 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1310,8 +1310,7 @@ double TMoverParameters::ComputeMovement(double dt, double dt1, const TTrackShap compute_movement_( dt ); // security system - if (!DebugModeFlag) - SecuritySystemCheck(dt1); + SecuritySystemCheck(dt1); return d; }; @@ -2907,6 +2906,11 @@ void TMoverParameters::SecuritySystemCheck(double dt) RadiostopSwitch(false); // SecuritySystem.Status = 0; //deaktywacja czuwaka } + + // automatic reset in debug mode + if( DebugModeFlag ) { + SSReset(); + } } // ************************************************************************************************* @@ -7132,6 +7136,7 @@ void TMoverParameters::CheckSpeedCtrl(double dt) eimicSpeedCtrl = 1; eimicSpeedCtrlIntegral = 0; SpeedCtrlUnit.Parking = false; + SendCtrlToNext( "SpeedCtrlUnit.Parking", SpeedCtrlUnit.Parking, CabActive ); } } diff --git a/Texture.cpp b/Texture.cpp index f89b9d15..af6c301e 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -787,7 +787,7 @@ opengl_texture::unbind(size_t unit) } bool -opengl_texture::create() { +opengl_texture::create( bool const Static ) { if( data_state != resource_state::good && !is_rendertarget ) { // don't bother until we have useful texture data @@ -934,6 +934,8 @@ opengl_texture::create() { make_request(); } + is_static = Static; + is_ready = true; } @@ -945,6 +947,7 @@ void opengl_texture::release() { if( id == -1 ) { return; } + if( is_static ) { return; } if( true == Global.ResourceMove ) { // if resource move is enabled we don't keep a cpu side copy after upload diff --git a/Texture.h b/Texture.h index a62df204..874c309b 100644 --- a/Texture.h +++ b/Texture.h @@ -31,7 +31,7 @@ struct opengl_texture { static void unbind( size_t unit ); bool - create(); + create( bool const Static = false ); // releases resources allocated on the opengl end, storing local copy if requested void release(); @@ -78,6 +78,7 @@ private: void gles_match_internalformat( GLuint format ); // members + bool is_static = false; // is excluded from garbage collection bool is_rendertarget = false; // is used as postfx rendertarget, without loaded data int samples = 1; int layers = 1; diff --git a/Train.cpp b/Train.cpp index fc99f97c..bd0c96c1 100644 --- a/Train.cpp +++ b/Train.cpp @@ -2437,8 +2437,8 @@ void TTrain::OnCommand_pantographcompressorvalveenable( TTrain *Train, command_d auto const valveispresent { ( Train->ggPantCompressorValve.SubModel != nullptr ) - || ( ( Train->iCabn == 0 ) - && ( Train->mvControlled == Train->mvOccupied ) ) }; + || ( ( Train->mvOccupied == Train->mvPantographUnit ) + && ( Train->iCabn == 0 ) ) }; if( false == valveispresent ) { // tylko w maszynowym, unless actual device is present @@ -2458,8 +2458,8 @@ void TTrain::OnCommand_pantographcompressorvalvedisable( TTrain *Train, command_ auto const valveispresent { ( Train->ggPantCompressorValve.SubModel != nullptr ) - || ( ( Train->iCabn == 0 ) - && ( Train->mvControlled == Train->mvOccupied ) ) }; + || ( ( Train->mvOccupied == Train->mvPantographUnit ) + && ( Train->iCabn == 0 ) ) }; if( false == valveispresent ) { // tylko w maszynowym, unless actual device is present @@ -2477,11 +2477,12 @@ void TTrain::OnCommand_pantographcompressorvalvedisable( TTrain *Train, command_ void TTrain::OnCommand_pantographcompressoractivate( TTrain *Train, command_data const &Command ) { - if( ( Train->ggPantCompressorValve.SubModel == nullptr ) - && ( Train->mvControlled->TrainType == dt_EZT ? - ( Train->mvOccupied == Train->mvPantographUnit ) : - ( Train->iCabn != 0 ) ) ) { - // tylko w maszynowym + // tylko w maszynowym, unless actual device is present + auto const switchispresent { + ( Train->m_controlmapper.contains( "pantcompressor_sw:" ) ) + || ( ( Train->mvOccupied == Train->mvPantographUnit ) + && ( Train->iCabn == 0 ) ) }; + if( false == switchispresent ) { return; } @@ -7869,7 +7870,8 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) tex->make_stub(); } - tex->create(); + tex->create( true ); // make the surface static so it doesn't get destroyed by garbage collector if the user spends long time outside cab + // TBD, TODO: keep texture handles around, so we can undo the static switch when the user changes cabs? auto touch_list = std::make_shared>(); auto rt = std::make_shared(); diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 175e592d..6e1ad90e 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -369,6 +369,7 @@ timetable_panel::update() { ( owner->iStationStart < table.StationIndex ) && ( i < table.StationIndex ) && ( ( tableline->Ah < 0 ) // pass-through, always valid + || ( tableline->is_maintenance ) // maintenance stop, always valid || ( time.wHour * 60 + time.wMinute + time.wSecond * 0.0167 >= tableline->Dh * 60 + tableline->Dm ) ) ) }; auto const loadchangeinprogress { ( ( static_cast( std::ceil( -1.0 * owner->fStopTime ) ) ) > 0 ) }; auto const isatpassengerstop { ( true == owner->IsAtPassengerStop ) && ( vehicle->MoverParameters->Vel < 1.0 ) }; diff --git a/material.cpp b/material.cpp index 21a47309..a2cd1fd3 100644 --- a/material.cpp +++ b/material.cpp @@ -77,6 +77,7 @@ void opengl_material::finalize(bool Loadnow) if (key.size() > 0 && key[0] != '_') { + key.erase( key.find_first_not_of( "-1234567890" ) ); size_t num = std::stoi(key) - 1; if (num < gl::MAX_TEXTURES) { textures[num] = GfxRenderer->Fetch_Texture(value, Loadnow); @@ -99,8 +100,11 @@ void opengl_material::finalize(bool Loadnow) textures[ lookup->second ] = GfxRenderer->Fetch_Texture( value, Loadnow ); } else { - log_error( "unknown texture binding: " + key ); - is_good = false; + // ignore unrecognized texture bindings in legacy render mode, it's most likely data for more advanced shaders + if( Global.GfxRenderer == "default" ) { + log_error( "unknown texture binding: " + key ); + is_good = false; + } } } else { @@ -129,49 +133,65 @@ void opengl_material::finalize(bool Loadnow) } } - if( !shader ) { - is_good = false; - return; - } + // TBD, TODO: move material validation to renderer, to eliminate branching? + if( Global.GfxRenderer == "default" ) { - for (auto it : parse_info->param_mapping) - { - std::string key = it.first; - glm::vec4 value = it.second.data; - - if (key.size() > 1 && key[0] != '_') - { - size_t num = std::stoi(key) - 1; - if (num < gl::MAX_PARAMS) { - params[num] = value; - } - else { - log_error("invalid param binding: " + std::to_string(num)); - is_good = false; - } + if( !shader ) { + is_good = false; + return; } - else if (key.size() > 2) + + for (auto it : parse_info->param_mapping) { - key.erase(0, 1); - key.pop_back(); - if (shader->param_conf.find(key) != shader->param_conf.end()) + std::string key = it.first; + glm::vec4 value = it.second.data; + + if (key.size() > 1 && key[0] != '_') { - gl::shader::param_entry entry = shader->param_conf[key]; - for (size_t i = 0; i < entry.size; i++) - params[entry.location][entry.offset + i] = value[i]; + size_t num = std::stoi(key) - 1; + if (num < gl::MAX_PARAMS) { + params[num] = value; + } + else { + log_error("invalid param binding: " + std::to_string(num)); + is_good = false; + } + } + else if (key.size() > 2) + { + key.erase(0, 1); + key.pop_back(); + if (shader->param_conf.find(key) != shader->param_conf.end()) + { + gl::shader::param_entry entry = shader->param_conf[key]; + for (size_t i = 0; i < entry.size; i++) + params[entry.location][entry.offset + i] = value[i]; + } + else { + log_error("unknown param binding: " + key); + is_good = false; + } } else { - log_error("unknown param binding: " + key); + log_error("unrecognized param binding: " + key); is_good = false; } } - else { - log_error("unrecognized param binding: " + key); + } + parse_info.reset(); + } + + if( Global.GfxRenderer != "default" ) { + // basic texture validation for legacy branch + for( auto texturehandle : textures ) { + if( texturehandle == null_handle ) { + break; + } + if( GfxRenderer->Texture( texturehandle ).id <= 0 ) { is_good = false; } } - - parse_info.reset(); + return; } if( !shader ) { @@ -206,7 +226,10 @@ void opengl_material::finalize(bool Loadnow) { gl::shader::texture_entry &entry = it.second; texture_handle handle = textures[entry.id]; - if (handle) { + // NOTE: texture validation at this stage relies on forced texture load behaviour during its create() call + // TODO: move texture id validation to later stage if/when deferred texture loading is implemented + if( ( handle ) + && ( GfxRenderer->Texture( handle ).id > 0 ) ) { GfxRenderer->Texture(handle).set_components_hint((GLint)entry.components); } else { @@ -476,7 +499,9 @@ material_manager::create( std::string const &Filename, bool const Loadnow ) { if( ( false == isgenerated ) && ( false == locator.first.empty() ) ) { // try to parse located file resource - cParser materialparser( locator.first + locator.second, cParser::buffer_FILE ); + cParser materialparser( + locator.first + locator.second, + cParser::buffer_FILE ); if( true == material.deserialize( materialparser, Loadnow ) ) { material.name = locator.first; } @@ -485,12 +510,11 @@ material_manager::create( std::string const &Filename, bool const Loadnow ) { // if there's no .mat file, this can be either autogenerated texture, // or legacy method of referring just to diffuse texture directly. // wrap basic material around it in either case - material.textures[0] = GfxRenderer->Fetch_Texture( Filename, Loadnow ); - if( material.textures[0] != null_handle ) - { + auto const texturehandle { GfxRenderer->Fetch_Texture( Filename, Loadnow ) }; + if( texturehandle != null_handle ) { // use texture path and name to tell the newly created materials apart - material.name = GfxRenderer->Texture( material.textures[0] ).name; - + material.name = GfxRenderer->Texture( texturehandle ).name; +/* // material would attach default shader anyway, but it would spit to error log try { @@ -501,6 +525,13 @@ material_manager::create( std::string const &Filename, bool const Loadnow ) { ErrorLog("invalid shader: " + std::string(e.what())); } } +*/ + // HACK: create parse info for material finalize() method + cParser materialparser( + "texture1: " + Filename, + cParser::buffer_TEXT ); + material.deserialize( materialparser, Loadnow ); + } } if( false == material.name.empty() ) { diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 799b4227..69f110a3 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -1779,7 +1779,7 @@ void opengl33_renderer::Bind_Material( material_handle const Material, TSubModel { if (Material != null_handle) { - auto &material = m_materials.material(Material); + auto const &material { m_materials.material( Material ) }; if( false == material.is_good ) { // use failure indicator instead diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 5352bbeb..0513bed1 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -115,6 +115,7 @@ opengl_renderer::Init( GLFWwindow *Window ) { m_reflectiontexture = Fetch_Texture( "fx/reflections" ); } m_smoketexture = Fetch_Texture( "fx/smoke" ); + m_invalid_material = Fetch_Material( "fx/invalid" ); #ifdef EU07_USE_PICKING_FRAMEBUFFER // pick buffer resources @@ -1705,11 +1706,30 @@ opengl_renderer::Fetch_Material( std::string const &Filename, bool const Loadnow void opengl_renderer::Bind_Material( material_handle const Material, TSubModel const *sm, lighting_data const *lighting ) { - auto const &material = m_materials.material( Material ); - if( false == Global.BasicRenderer ) { - m_textures.bind( m_normaltextureunit, material.textures[1] ); + if( Material != null_handle ) { + + auto const &material { m_materials.material( Material ) }; + + if( false == material.is_good ) { + // use failure indicator instead + if( Material != m_invalid_material ) { + Bind_Material( m_invalid_material ); + } + return; + } + + if( false == Global.BasicRenderer ) { + m_textures.bind( m_normaltextureunit, material.textures[1] ); + } + m_textures.bind( m_diffusetextureunit, material.textures[0] ); + } + else { + // null material, unbind all textures + if( false == Global.BasicRenderer ) { + m_textures.bind( m_normaltextureunit, null_handle ); + } + m_textures.bind( m_diffusetextureunit, null_handle ); } - m_textures.bind( m_diffusetextureunit, material.textures[0] ); } opengl_material const & diff --git a/openglrenderer.h b/openglrenderer.h index deec0011..5c559064 100644 --- a/openglrenderer.h +++ b/openglrenderer.h @@ -278,6 +278,7 @@ private: texture_handle m_reflectiontexture { -1 }; texture_handle m_smoketexture { -1 }; GLUquadricObj *m_quadric { nullptr }; // helper object for drawing debug mode scene elements + material_handle m_invalid_material; // TODO: refactor framebuffer stuff into an object bool m_framebuffersupport { false }; #ifdef EU07_USE_PICKING_FRAMEBUFFER From 203cefac8d49420e7e39c3e8920bee750da36841 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 2 Jun 2020 00:25:13 +0200 Subject: [PATCH 118/153] build 200525. vehicle control type, coupling logic enhancement, uncoupling cab control, minor bug fixes --- Driver.cpp | 4 +-- DynObj.cpp | 44 +++---------------------------- DynObj.h | 2 -- McZapkie/MOVER.h | 8 +++--- McZapkie/Mover.cpp | 50 +++++++++++++---------------------- Train.cpp | 58 +++++++++++++++++++++++++++++------------ Train.h | 11 +++++--- command.cpp | 9 ++++--- command.h | 9 ++++--- driverkeyboardinput.cpp | 9 ++++--- drivermouseinput.cpp | 5 +++- driveruipanels.cpp | 6 +++-- translation.cpp | 3 +++ translation.h | 1 + version.h | 2 +- 15 files changed, 105 insertions(+), 116 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index b9c49189..ce3d6108 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1855,7 +1855,7 @@ void TController::Activation() ZeroSpeed(); ZeroDirection(); mvOccupied->SpringBrakeActivate( true ); - if (TestFlag(d->MoverParameters->Couplers[iDirectionOrder < 0 ? end::rear : end::front].CouplingFlag, ctrain_controll)) { + if (TestFlag(d->MoverParameters->Couplers[iDirectionOrder < 0 ? end::rear : end::front].CouplingFlag, coupling::control)) { mvControlling->MainSwitch( false ); // dezaktywacja czuwaka, jeśli przejście do innego członu mvOccupied->DecLocalBrakeLevel(LocalBrakePosNo); // zwolnienie hamulca w opuszczanym pojeździe // mvOccupied->BrakeLevelSet((mvOccupied->BrakeHandle==FVel6)?4:-2); //odcięcie na @@ -1866,7 +1866,7 @@ void TController::Activation() mvOccupied->CabOccupied = mvOccupied->CabActive; // użytkownik moze zmienić CabOccupied wychodząc mvOccupied->CabDeactivisation(); // tak jest w Train.cpp // przejście AI na drugą stronę EN57, ET41 itp. - while (TestFlag(d->MoverParameters->Couplers[iDirection < 0 ? end::rear : end::front].CouplingFlag, ctrain_controll)) + while (TestFlag(d->MoverParameters->Couplers[iDirection < 0 ? end::rear : end::front].CouplingFlag, coupling::control)) { // jeśli pojazd z przodu jest ukrotniony, to przechodzimy do niego d = iDirection * d->DirectionGet() < 0 ? d->Next() : d->Prev(); // przechodzimy do następnego członu diff --git a/DynObj.cpp b/DynObj.cpp index e5e8025c..aad37478 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -931,13 +931,13 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) // Winger 160204 - podnoszenie pantografow // przewody sterowania ukrotnionego - if (TestFlag(MoverParameters->Couplers[0].CouplingFlag, ctrain_controll)) + if (TestFlag(MoverParameters->Couplers[0].CouplingFlag, coupling::control)) { btCCtrl1.Turn( true ); btnOn = true; } // else btCCtrl1.TurnOff(); - if (TestFlag(MoverParameters->Couplers[1].CouplingFlag, ctrain_controll)) + if (TestFlag(MoverParameters->Couplers[1].CouplingFlag, coupling::control)) { btCCtrl2.Turn( true ); btnOn = true; @@ -1495,9 +1495,8 @@ TDynamicObject::couple( int const Side ) { } if( false == TestFlag( MoverParameters->Couplers[ Side ].CouplingFlag, coupling::control ) ) { // ukrotnionko - if( ( coupler.AllowedFlag - & othercoupler.AllowedFlag - & coupling::control ) == coupling::control ) { + if( ( ( coupler.AllowedFlag & othercoupler.AllowedFlag & coupling::control ) == coupling::control ) + && ( coupler.control_type == othercoupler.control_type ) ) { if( MoverParameters->Attach( Side, neighbour.vehicle_end, othervehicleparams, @@ -6840,41 +6839,6 @@ void TDynamicObject::move_set(double distance) } } -// returns type of the nearest functional power source present in the trainset -TPowerSource -TDynamicObject::ConnectedEnginePowerSource( TDynamicObject const *Caller ) const { - - // if there's engine in the current vehicle, that's good enough... - if( MoverParameters->EnginePowerSource.SourceType != TPowerSource::NotDefined ) { - return MoverParameters->EnginePowerSource.SourceType; - } - // ...otherwise check rear first... - // NOTE: the order should be reversed in flipped vehicles, but we ignore this out of laziness - if( ( nullptr != NextConnected() ) - && ( NextConnected() != Caller ) - && ( ( MoverParameters->Couplers[1].CouplingFlag & ctrain_controll ) == ctrain_controll ) ) { - - auto source = NextConnected()->ConnectedEnginePowerSource( this ); - if( source != TPowerSource::NotDefined ) { - - return source; - } - } - // ...then rear... - if( ( nullptr != PrevConnected() ) - && ( PrevConnected() != Caller ) - && ( ( MoverParameters->Couplers[ 0 ].CouplingFlag & ctrain_controll ) == ctrain_controll ) ) { - - auto source = PrevConnected()->ConnectedEnginePowerSource( this ); - if( source != TPowerSource::NotDefined ) { - - return source; - } - } - // ...if we're still here, report lack of power source - return MoverParameters->EnginePowerSource.SourceType; -} - void TDynamicObject::update_shake( double const Timedelta ) { // Ra: mechanik powinien być telepany niezależnie od pozycji pojazdu diff --git a/DynObj.h b/DynObj.h index 7733c79c..3492589a 100644 --- a/DynObj.h +++ b/DynObj.h @@ -199,8 +199,6 @@ public: inline int PrevConnectedNo() const { return MoverParameters->Neighbours[ end::front ].vehicle_end; } // double fTrackBlock; // odległość do przeszkody do dalszego ruchu (wykrywanie kolizji z innym pojazdem) - TPowerSource ConnectedEnginePowerSource( TDynamicObject const *Caller ) const; - // modele składowe pojazdu TModel3d *mdModel; // model pudła TModel3d *mdLoad; // model zmiennego ładunku diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 6f5132df..bdf71ce6 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -715,6 +715,7 @@ struct TCoupling { int sounds { 0 }; // sounds emitted by the coupling devices bool Render = false; /*ABu: czy rysowac jak zaczepiony sprzeg*/ + std::string control_type; // abstraction of control coupling interface and communication standard inline bool has_adapter() const { @@ -1641,11 +1642,10 @@ public: double BrakeVP(void) const; /*! przesylanie komend sterujacych*/ - bool SendCtrlBroadcast(std::string CtrlCommand, double ctrlvalue); - bool SendCtrlToNext(std::string const CtrlCommand, double const ctrlvalue, double const dir, int const Couplertype = ctrain_controll); - bool SetInternalCommand( std::string NewCommand, double NewValue1, double NewValue2, int const Couplertype = ctrain_controll ); + bool SendCtrlToNext(std::string const CtrlCommand, double const ctrlvalue, double const dir, int const Couplertype = coupling::control ); + bool SetInternalCommand( std::string NewCommand, double NewValue1, double NewValue2, int const Couplertype = coupling::control ); double GetExternalCommand(std::string &Command); - bool RunCommand( std::string Command, double CValue1, double CValue2, int const Couplertype = ctrain_controll ); + bool RunCommand( std::string Command, double CValue1, double CValue2, int const Couplertype = coupling::control ); bool RunInternalCommand(); void PutCommand(std::string NewCommand, double NewValue1, double NewValue2, const TLocation &NewLocation); bool CabActivisation( bool const Enforce = false ); diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 6ed0f7ad..c9377c06 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1752,15 +1752,15 @@ double TMoverParameters::ShowEngineRotation(int VehN) return std::abs(enrot); case 2: for (b = 0; b <= 1; ++b) - if (TestFlag(Couplers[b].CouplingFlag, ctrain_controll)) + if (TestFlag(Couplers[b].CouplingFlag, coupling::control)) if (Couplers[b].Connected->Power > 0.01) return fabs(Couplers[b].Connected->enrot); break; case 3: // to nie uwzględnia ewentualnego odwrócenia pojazdu w środku for (b = 0; b <= 1; ++b) - if (TestFlag(Couplers[b].CouplingFlag, ctrain_controll)) + if (TestFlag(Couplers[b].CouplingFlag, coupling::control)) if (Couplers[b].Connected->Power > 0.01) - if (TestFlag(Couplers[b].Connected->Couplers[b].CouplingFlag, ctrain_controll)) + if (TestFlag(Couplers[b].Connected->Couplers[b].CouplingFlag, coupling::control)) if (Couplers[b].Connected->Couplers[b].Connected->Power > 0.01) return fabs(Couplers[b].Connected->Couplers[b].Connected->enrot); break; @@ -2318,8 +2318,7 @@ bool TMoverParameters::DecMainCtrl(int CtrlSpeed) case TEngineType::DieselElectric: case TEngineType::ElectricInductionMotor: { - if (((CtrlSpeed == 1) && - /*(ScndCtrlPos==0) and*/ (EngineType != TEngineType::DieselElectric)) || + if (((CtrlSpeed == 1) && (EngineType != TEngineType::DieselElectric)) || ((CtrlSpeed == 1) && (EngineType == TEngineType::DieselElectric))) { MainCtrlPos--; @@ -2723,8 +2722,8 @@ bool TMoverParameters::Sandbox( bool const State, range_t const Notify ) // if requested pass the command on auto const couplingtype = ( Notify == range_t::unit ? - ctrain_controll | ctrain_depot : - ctrain_controll ); + coupling::control | coupling::permanent : + coupling::control ); if( State == true ) { // switch on @@ -3732,7 +3731,7 @@ bool TMoverParameters::DynamicBrakeSwitch(bool Switch) DBS = true; for (int b = 0; b < 2; b++) // with Couplers[b] do - if (TestFlag(Couplers[b].CouplingFlag, ctrain_controll)) + if (TestFlag(Couplers[b].CouplingFlag, coupling::control)) Couplers[b].Connected->DynamicBrakeFlag = Switch; // end; // if (DynamicBrakeType=dbrake_passive) and (TrainType=dt_ET42) then @@ -5160,7 +5159,13 @@ double TMoverParameters::CouplerForce( int const End, double dt ) { && ( coupler.CouplingFlag == coupling::faux ) && ( coupler.AutomaticCouplingAllowed && othercoupler.AutomaticCouplingAllowed ) ) { // sprzeganie wagonow z samoczynnymi sprzegami - if( Attach( End, otherend, othervehicle, ( coupler.AutomaticCouplingFlag & othercoupler.AutomaticCouplingFlag ) ) ) { + auto couplingtype { coupler.AutomaticCouplingFlag & othercoupler.AutomaticCouplingFlag }; + // potentially exclude incompatible control coupling + if( coupler.control_type != othercoupler.control_type ) { + couplingtype &= ~( coupling::control ); + } + + if( Attach( End, otherend, othervehicle, couplingtype ) ) { SetFlag( AIFlag, sound::attachcoupler ); coupler.AutomaticCouplingAllowed = false; othercoupler.AutomaticCouplingAllowed = false; @@ -6242,7 +6247,7 @@ bool TMoverParameters::FuseFlagCheck(void) const FFC = FuseFlag; else // pobor pradu jezeli niema mocy for (int b = 0; b < 2; b++) - if (TestFlag(Couplers[b].CouplingFlag, ctrain_controll)) + if (TestFlag(Couplers[b].CouplingFlag, coupling::control)) if (Couplers[b].Connected->Power > 0.01) FFC = Couplers[b].Connected->FuseFlagCheck(); @@ -6501,7 +6506,7 @@ bool TMoverParameters::ResistorsFlagCheck(void) const else // pobor pradu jezeli niema mocy { for (int b = 0; b < 2; b++) - if (TestFlag(Couplers[b].CouplingFlag, ctrain_controll)) + if (TestFlag(Couplers[b].CouplingFlag, coupling::control)) if (Couplers[b].Connected->Power > 0.01) RFC = Couplers[b].Connected->ResistorsFlagCheck(); } @@ -9880,6 +9885,7 @@ void TMoverParameters::LoadFIZ_BuffCoupl( std::string const &line, int const Ind coupler->AllowedFlag = ( ( -coupler->AllowedFlag ) | coupling::permanent ); } extract_value( coupler->PowerFlag, "PowerFlag", line, "" ); + extract_value( coupler->control_type, "ControlType", line, "" ); if( ( coupler->CouplerType != TCouplerType::NoCoupler ) && ( coupler->CouplerType != TCouplerType::Bare ) @@ -11287,26 +11293,6 @@ double TMoverParameters::GetExternalCommand(std::string &Command) return ValueOut; } -// ************************************************************************************************* -// Q: 20160714 -// GF: 20161117 -// rozsyłanie komend do całego składu -// ************************************************************************************************* -bool TMoverParameters::SendCtrlBroadcast(std::string CtrlCommand, double ctrlvalue) -{ - int b; - bool OK; - - OK = ((CtrlCommand != CommandIn.Command) && (ctrlvalue != CommandIn.Value1)); - if (OK) - for (b = 0; b < 2; b++) - if (TestFlag(Couplers[b].CouplingFlag, ctrain_controll)) - if (Couplers[b].Connected->SetInternalCommand(CtrlCommand, ctrlvalue, DirF(b))) - OK = (Couplers[b].Connected->RunInternalCommand() || OK); - - return OK; -} - // ************************************************************************************************* // Q: 20160714 // Ustawienie komendy wraz z parametrami @@ -11935,7 +11921,7 @@ double TMoverParameters::ShowCurrentP(int AmpN) const int current = 0; for (b = 0; b < 2; b++) // with Couplers[b] do - if (TestFlag(Couplers[b].CouplingFlag, ctrain_controll)) + if (TestFlag(Couplers[b].CouplingFlag, coupling::control)) if (Couplers[b].Connected->Power > 0.01) current = static_cast(Couplers[b].Connected->ShowCurrent(AmpN)); return current; diff --git a/Train.cpp b/Train.cpp index bd0c96c1..30735a8a 100644 --- a/Train.cpp +++ b/Train.cpp @@ -363,10 +363,11 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::doorcloseall, &TTrain::OnCommand_doorcloseall }, { user_command::doorsteptoggle, &TTrain::OnCommand_doorsteptoggle }, { user_command::doormodetoggle, &TTrain::OnCommand_doormodetoggle }, - { user_command::carcouplingincrease, &TTrain::OnCommand_carcouplingincrease }, - { user_command::carcouplingdisconnect, &TTrain::OnCommand_carcouplingdisconnect }, - { user_command::carcoupleradapterattach, &TTrain::OnCommand_carcoupleradapterattach }, - { user_command::carcoupleradapterremove, &TTrain::OnCommand_carcoupleradapterremove }, + { user_command::nearestcarcouplingincrease, &TTrain::OnCommand_nearestcarcouplingincrease }, + { user_command::nearestcarcouplingdisconnect, &TTrain::OnCommand_nearestcarcouplingdisconnect }, + { user_command::nearestcarcoupleradapterattach, &TTrain::OnCommand_nearestcarcoupleradapterattach }, + { user_command::nearestcarcoupleradapterremove, &TTrain::OnCommand_nearestcarcoupleradapterremove }, + { user_command::occupiedcarcouplingdisconnect, &TTrain::OnCommand_occupiedcarcouplingdisconnect }, { user_command::departureannounce, &TTrain::OnCommand_departureannounce }, { user_command::hornlowactivate, &TTrain::OnCommand_hornlowactivate }, { user_command::hornhighactivate, &TTrain::OnCommand_hornhighactivate }, @@ -953,7 +954,7 @@ void TTrain::OnCommand_mastercontrollerincreasefast( TTrain *Train, command_data OnCommand_independentbrakedecreasefast( Train, Command ); } else { - Train->mvControlled->IncMainCtrl( 2 ); + Train->mvControlled->IncMainCtrl( Train->mvControlled->MainCtrlPosNo ); Train->m_mastercontrollerinuse = true; } } @@ -993,7 +994,7 @@ void TTrain::OnCommand_mastercontrollerdecreasefast( TTrain *Train, command_data OnCommand_independentbrakeincreasefast( Train, Command ); } else { - Train->mvControlled->DecMainCtrl( 2 ); + Train->mvControlled->DecMainCtrl( Train->mvControlled->MainCtrlPowerPos() ); Train->m_mastercontrollerinuse = true; } } @@ -5397,7 +5398,7 @@ void TTrain::OnCommand_doormodetoggle( TTrain *Train, command_data const &Comman } } -void TTrain::OnCommand_carcouplingincrease( TTrain *Train, command_data const &Command ) { +void TTrain::OnCommand_nearestcarcouplingincrease( TTrain *Train, command_data const &Command ) { if( ( true == FreeFlyModeFlag ) && ( Command.action == GLFW_PRESS ) ) { @@ -5419,7 +5420,7 @@ void TTrain::OnCommand_carcouplingincrease( TTrain *Train, command_data const &C } } -void TTrain::OnCommand_carcouplingdisconnect( TTrain *Train, command_data const &Command ) { +void TTrain::OnCommand_nearestcarcouplingdisconnect( TTrain *Train, command_data const &Command ) { if( ( true == FreeFlyModeFlag ) && ( Command.action == GLFW_PRESS ) ) { @@ -5441,7 +5442,7 @@ void TTrain::OnCommand_carcouplingdisconnect( TTrain *Train, command_data const } } -void TTrain::OnCommand_carcoupleradapterattach( TTrain *Train, command_data const &Command ) { +void TTrain::OnCommand_nearestcarcoupleradapterattach( TTrain *Train, command_data const &Command ) { if( ( true == FreeFlyModeFlag ) && ( Command.action == GLFW_PRESS ) ) { @@ -5458,7 +5459,7 @@ void TTrain::OnCommand_carcoupleradapterattach( TTrain *Train, command_data cons } } -void TTrain::OnCommand_carcoupleradapterremove( TTrain *Train, command_data const &Command ) { +void TTrain::OnCommand_nearestcarcoupleradapterremove( TTrain *Train, command_data const &Command ) { if( ( true == FreeFlyModeFlag ) && ( Command.action == GLFW_PRESS ) ) { @@ -5475,6 +5476,30 @@ void TTrain::OnCommand_carcoupleradapterremove( TTrain *Train, command_data cons } } +void TTrain::OnCommand_occupiedcarcouplingdisconnect( TTrain *Train, command_data const &Command ) { + +// if( false == Train->m_controlmapper.contains( "couplingdisconnect_sw:" ) ) { return; } + + if( Command.action == GLFW_PRESS ) { + // visual feedback + Train->m_couplingdisconnect = true; + + if( Train->iCabn == 0 ) { return; } + + if( Train->DynamicObject ) { + Train->DynamicObject->uncouple( Train->cab_to_end() ); + } + if( Train->DynamicObject->Mechanik ) { + // aktualizacja flag kierunku w składzie + Train->DynamicObject->Mechanik->CheckVehicles( Disconnect ); + } + } + else if( Command.action == GLFW_RELEASE ) { + // visual feedback + Train->m_couplingdisconnect = false; + } +} + void TTrain::OnCommand_departureannounce( TTrain *Train, command_data const &Command ) { if( Train->ggDepartureSignalButton.SubModel == nullptr ) { @@ -6216,11 +6241,11 @@ bool TTrain::Update( double const Deltatime ) { TDynamicObject *tmp { nullptr }; if (DynamicObject->NextConnected()) - if ((TestFlag(mvControlled->Couplers[end::rear].CouplingFlag, ctrain_controll)) && + if ((TestFlag(mvControlled->Couplers[end::rear].CouplingFlag, coupling::control)) && (mvOccupied->CabOccupied == 1)) tmp = DynamicObject->NextConnected(); if (DynamicObject->PrevConnected()) - if ((TestFlag(mvControlled->Couplers[end::front].CouplingFlag, ctrain_controll)) && + if ((TestFlag(mvControlled->Couplers[end::front].CouplingFlag, coupling::control)) && (mvOccupied->CabOccupied == -1)) tmp = DynamicObject->PrevConnected(); if( tmp ) { @@ -6647,10 +6672,10 @@ bool TTrain::Update( double const Deltatime ) { // yB - wskazniki drugiego czlonu TDynamicObject *tmp { nullptr }; //=mvControlled->mvSecond; //Ra 2014-07: trzeba to jeszcze wyjąć z kabiny... // Ra 2014-07: no nie ma potrzeby szukać tego w każdej klatce - if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, ctrain_controll)) && + if ((TestFlag(mvControlled->Couplers[1].CouplingFlag, coupling::control)) && (mvOccupied->CabOccupied > 0)) tmp = DynamicObject->NextConnected(); - if ((TestFlag(mvControlled->Couplers[0].CouplingFlag, ctrain_controll)) && + if ((TestFlag(mvControlled->Couplers[0].CouplingFlag, coupling::control)) && (mvOccupied->CabOccupied < 0)) tmp = DynamicObject->PrevConnected(); @@ -8019,7 +8044,7 @@ void TTrain::DynamicSet(TDynamicObject *d) mvSecond = NULL; // gdyby się nic nie znalazło if (mvOccupied->Power > 1.0) // dwuczłonowe lub ukrotnienia, żeby nie szukać każdorazowo if (mvOccupied->Couplers[1].Connected ? - mvOccupied->Couplers[1].AllowedFlag & ctrain_controll : + mvOccupied->Couplers[1].AllowedFlag & coupling::control : false) { // gdy jest człon od sprzęgu 1, a sprzęg łączony // warsztatowo (powiedzmy) @@ -8028,7 +8053,7 @@ void TTrain::DynamicSet(TDynamicObject *d) (TMoverParameters *)mvOccupied->Couplers[1].Connected; // wskaźnik na drugiego } else if (mvOccupied->Couplers[0].Connected ? - mvOccupied->Couplers[0].AllowedFlag & ctrain_controll : + mvOccupied->Couplers[0].AllowedFlag & coupling::control : false) { // gdy jest człon od sprzęgu 0, a sprzęg łączony // warsztatowo (powiedzmy) @@ -9099,6 +9124,7 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "radio_sw:", &mvOccupied->Radio }, { "cablight_sw:", &Cabine[ iCabn ].bLight }, { "springbraketoggle_bt:", &mvOccupied->SpringBrake.Activate }, + { "couplingdisconnect_sw:", &m_couplingdisconnect }, }; { auto lookup = autoboolgauges.find( Label ); diff --git a/Train.h b/Train.h index 80df06dc..91307bd8 100644 --- a/Train.h +++ b/Train.h @@ -387,10 +387,11 @@ class TTrain { static void OnCommand_doorcloseall( TTrain *Train, command_data const &Command ); static void OnCommand_doorsteptoggle( TTrain *Train, command_data const &Command ); static void OnCommand_doormodetoggle( TTrain *Train, command_data const &Command ); - static void OnCommand_carcouplingincrease( TTrain *Train, command_data const &Command ); - static void OnCommand_carcouplingdisconnect( TTrain *Train, command_data const &Command ); - static void OnCommand_carcoupleradapterattach( TTrain *Train, command_data const &Command ); - static void OnCommand_carcoupleradapterremove( TTrain *Train, command_data const &Command ); + static void OnCommand_nearestcarcouplingincrease( TTrain *Train, command_data const &Command ); + static void OnCommand_nearestcarcouplingdisconnect( TTrain *Train, command_data const &Command ); + static void OnCommand_nearestcarcoupleradapterattach( TTrain *Train, command_data const &Command ); + static void OnCommand_nearestcarcoupleradapterremove( TTrain *Train, command_data const &Command ); + static void OnCommand_occupiedcarcouplingdisconnect( TTrain *Train, command_data const &Command ); static void OnCommand_departureannounce( TTrain *Train, command_data const &Command ); static void OnCommand_hornlowactivate( TTrain *Train, command_data const &Command ); static void OnCommand_hornhighactivate( TTrain *Train, command_data const &Command ); @@ -786,6 +787,8 @@ private: double m_brakehandlecp{ 0.0 }; int m_pantselection{ 0 }; bool m_doors{ false }; // helper, true if any door is open + // ld substitute + bool m_couplingdisconnect; public: float fPress[20][3]; // cisnienia dla wszystkich czlonow diff --git a/command.cpp b/command.cpp index 95bb068a..6c79b2dc 100644 --- a/command.cpp +++ b/command.cpp @@ -156,10 +156,11 @@ commanddescription_sequence Commands_descriptions = { { "moveup", command_target::entity }, { "movedown", command_target::entity }, // TBD, TODO: make coupling controls entity-centric - { "carcouplingincrease", command_target::vehicle }, - { "carcouplingdisconnect", command_target::vehicle }, - { "carcoupleradapterattach", command_target::vehicle }, - { "carcoupleradapterremove", command_target::vehicle }, + { "nearestcarcouplingincrease", command_target::vehicle }, + { "nearestcarcouplingdisconnect", command_target::vehicle }, + { "nearestcarcoupleradapterattach", command_target::vehicle }, + { "nearestcarcoupleradapterremove", command_target::vehicle }, + { "occupiedcarcouplingdisconnect", command_target::vehicle }, { "doortoggleleft", command_target::vehicle }, { "doortoggleright", command_target::vehicle }, { "doorpermitleft", command_target::vehicle }, diff --git a/command.h b/command.h index c20a64e0..af9e5864 100644 --- a/command.h +++ b/command.h @@ -147,10 +147,11 @@ enum class user_command { moveup, movedown, - carcouplingincrease, - carcouplingdisconnect, - carcoupleradapterattach, - carcoupleradapterremove, + nearestcarcouplingincrease, + nearestcarcouplingdisconnect, + nearestcarcoupleradapterattach, + nearestcarcoupleradapterremove, + occupiedcarcouplingdisconnect, doortoggleleft, doortoggleright, doorpermitleft, diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index de9a6242..55c2b659 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -156,10 +156,11 @@ driverkeyboard_input::default_bindings() { { user_command::moveback, GLFW_KEY_DOWN }, { user_command::moveup, GLFW_KEY_PAGE_UP }, { user_command::movedown, GLFW_KEY_PAGE_DOWN }, - { user_command::carcouplingincrease, GLFW_KEY_INSERT }, - { user_command::carcouplingdisconnect, GLFW_KEY_DELETE }, - { user_command::carcoupleradapterattach, GLFW_KEY_INSERT | keymodifier::control }, - { user_command::carcoupleradapterremove, GLFW_KEY_DELETE | keymodifier::control }, + { user_command::nearestcarcouplingincrease, GLFW_KEY_INSERT }, + { user_command::nearestcarcouplingdisconnect, GLFW_KEY_DELETE }, + { user_command::nearestcarcoupleradapterattach, GLFW_KEY_INSERT | keymodifier::control }, + { user_command::nearestcarcoupleradapterremove, GLFW_KEY_DELETE | keymodifier::control }, + { user_command::occupiedcarcouplingdisconnect, GLFW_KEY_DELETE | keymodifier::shift }, { user_command::doortoggleleft, GLFW_KEY_COMMA }, { user_command::doortoggleright, GLFW_KEY_PERIOD }, { user_command::doorpermitleft, GLFW_KEY_COMMA | keymodifier::shift }, diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index fd87a514..80be91d4 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -864,6 +864,9 @@ drivermouse_input::default_bindings() { { "batteryoff_sw:", { user_command::batterydisable, user_command::none } }, + { "couplingdisconnect_sw:",{ + user_command::occupiedcarcouplingdisconnect, + user_command::none } }, { "universal0:", { user_command::generictoggle0, user_command::none } }, @@ -935,7 +938,7 @@ drivermouse_input::default_bindings() { user_command::none } }, { "speedbutton9:",{ user_command::speedcontrolbutton9, - user_command::none } } + user_command::none } }, }; } diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 6e1ad90e..8b4bb3fd 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -809,6 +809,7 @@ debug_panel::update_vehicle_coupler( int const Side ) { // NOTE: mover and vehicle are guaranteed to be valid by the caller auto const &mover { *( m_input.mover ) }; + std::string const controltype{ ( mover.Couplers[ Side ].control_type.empty() ? "[*]" : "[" + mover.Couplers[ Side ].control_type + "]" ) }; std::string couplerstatus { locale::strings[ locale::string::debug_vehicle_none ] }; std::string const adapterstatus { ( mover.Couplers[ Side ].adapter_type == TCouplerType::NoCoupler ? "" : "[A]" ) }; @@ -816,12 +817,13 @@ debug_panel::update_vehicle_coupler( int const Side ) { if( connected == nullptr ) { - return couplerstatus + " " + adapterstatus; + return controltype + " " + couplerstatus + " " + adapterstatus; } std::snprintf( m_buffer.data(), m_buffer.size(), - "%s %s[%d] (%.1f m)", + "%s %s %s[%d] (%.1f m)", + controltype.c_str(), connected->name().c_str(), adapterstatus.c_str(), mover.Couplers[ Side ].CouplingFlag, diff --git a/translation.cpp b/translation.cpp index c8707690..39a8e207 100644 --- a/translation.cpp +++ b/translation.cpp @@ -211,6 +211,7 @@ init() { "battery", "battery", "battery", + "coupling", "interactive part", "interactive part", "interactive part", @@ -412,6 +413,7 @@ init() { "bateria", "bateria", "bateria", + "sprzeg", "element ruchomy", "element ruchomy", "element ruchomy", @@ -566,6 +568,7 @@ init() { "battery_sw:", "batteryon_sw:", "batteryoff_sw:", + "couplingdisconnect_sw:", "universal0:", "universal1:", "universal2:", diff --git a/translation.h b/translation.h index 7d50fe03..aaa64846 100644 --- a/translation.h +++ b/translation.h @@ -200,6 +200,7 @@ enum string { cab_battery_sw, cab_batteryon_sw, cab_batteryoff_sw, + cab_couplingdisconnect_sw, cab_universal0, cab_universal1, cab_universal2, diff --git a/version.h b/version.h index 2314d7f9..dbf6be39 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 509 +#define VERSION_MINOR 525 #define VERSION_REVISION 0 From ad1a14082c4d659382bc13166c423f4e5c47267b Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 5 Jun 2020 16:43:07 +0200 Subject: [PATCH 119/153] load visualization submodel visibility selection tweak, passenger train acceleration ai logic enhancement, brake code enhancement, cab control label tweak --- Driver.cpp | 6 +++ Driver.h | 1 + DynObj.cpp | 97 ++++++++++++++++++++------------------------ DynObj.h | 10 ++--- McZapkie/Mover.cpp | 3 +- McZapkie/hamulce.cpp | 9 +--- McZapkie/hamulce.h | 7 ++-- translation.cpp | 8 ++-- 8 files changed, 65 insertions(+), 76 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index ce3d6108..c0882d8e 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -153,6 +153,8 @@ const double EasyReactionTime = 0.5; //[s] przebłyski świadomości dla zwykłe const double HardReactionTime = 0.2; const double EasyAcceleration = 0.85; //[m/ss] const double HardAcceleration = 9.81; +const double PassengetTrainAcceleration = 0.40; +const double HeavyPassengetTrainAcceleration = 0.20; const double CargoTrainAcceleration = 0.25; const double HeavyCargoTrainAcceleration = 0.10; const double PrepareTime = 2.0; //[s] przebłyski świadomości przy odpalaniu @@ -2065,6 +2067,7 @@ void TController::AutoRewident() fBrake_a1[i+1] /= (12*fMass); } + IsPassengerTrain = ( mvOccupied->CategoryFlag == 1 ) && ( mvOccupied->TrainType != dt_EZT ) && ( mvOccupied->TrainType != dt_DMU ) && ( ( mvOccupied->BrakeDelayFlag & bdelay_G ) == 0 ); IsCargoTrain = ( mvOccupied->CategoryFlag == 1 ) && ( ( mvOccupied->BrakeDelayFlag & bdelay_G ) != 0 ); IsHeavyCargoTrain = ( true == IsCargoTrain ) && ( fBrake_a0[ 1 ] > 0.4 ) && ( iVehicles - ControlledEnginesCount > 0 ) && ( fMass / iVehicles > 50000 ); @@ -6235,6 +6238,9 @@ TController::UpdateSituation(double dt) { } // HACK: limit acceleration for cargo trains, to reduce probability of breaking couplers on sudden jolts // TBD: expand this behaviour to all trains with car(s) exceeding certain weight? + if( ( IsPassengerTrain ) && ( iVehicles - ControlledEnginesCount > 0 ) ) { + AccDesired = std::min( AccDesired, ( iVehicles - ControlledEnginesCount > 8 ? HeavyPassengetTrainAcceleration : PassengetTrainAcceleration ) ); + } if( ( IsCargoTrain ) && ( iVehicles - ControlledEnginesCount > 0 ) ) { AccDesired = std::min( AccDesired, CargoTrainAcceleration ); } diff --git a/Driver.h b/Driver.h index e71f50ed..e1cab36f 100644 --- a/Driver.h +++ b/Driver.h @@ -472,6 +472,7 @@ private: int iVehicles = 0; // ilość pojazdów w składzie int ControlledEnginesCount{ 0 }; // number of powered vehicles under driver's control bool iEngineActive{ false }; // ABu: Czy silnik byl juz zalaczony + bool IsPassengerTrain{ false }; bool IsCargoTrain{ false }; bool IsHeavyCargoTrain{ false }; double fReady = 0.0; // poziom odhamowania wagonów diff --git a/DynObj.cpp b/DynObj.cpp index aad37478..deb9ece5 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -686,7 +686,7 @@ TDynamicObject::toggle_lights() { ( sectionname.find( "compartment" ) == 0 ) || ( sectionname.find( "przedzial" ) == 0 ) ) { // compartments are lit with 75% probability - section.light_level = ( Random() < 0.75 ? 0.75f : 0.15f ); + section.light_level = ( Random() < 0.75 ? 0.75f : 0.10f ); } } SectionLightsActive = true; @@ -1119,21 +1119,22 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) } } // load chunks visibility - for( auto const §ion : SectionLoadVisibility ) { - section.submodel->iVisible = section.visible; - if( false == section.visible ) { - // if the section root isn't visible we can skip meddling with its children - continue; - } + for( auto const §ion : Sections ) { + // section isn't guaranteed to have load model, so check that first + if( section.load == nullptr ) { continue; } + section.load->iVisible = ( section.load_chunks_visible > 0 ); + // if the section root isn't visible we can skip meddling with its children + if( false == section.load->iVisible ) { continue; } // if the section root is visible set the state of section chunks - auto *sectionchunk { section.submodel->ChildGet() }; - auto visiblechunkcount { section.visible_chunks }; + auto *sectionchunk { section.load->ChildGet() }; + auto visiblechunkcount { section.load_chunks_visible }; while( sectionchunk != nullptr ) { sectionchunk->iVisible = ( visiblechunkcount > 0 ); --visiblechunkcount; sectionchunk = sectionchunk->NextGet(); } } + // driver cabs visibility for( int cabidx = 0; cabidx < LowPolyIntCabs.size(); ++cabidx ) { if( LowPolyIntCabs[ cabidx ] == nullptr ) { continue; } @@ -2136,15 +2137,15 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" // TODO: definition of relevant compartments in the .mmd file TSubModel *submodel { nullptr }; if( ( submodel = mdLowPolyInt->GetFromName( "cab0" ) ) != nullptr ) { - Sections.push_back( { submodel, nullptr, 0.0f } ); + Sections.push_back( { submodel, nullptr, 0, 0.0f } ); LowPolyIntCabs[ 0 ] = submodel; } if( ( submodel = mdLowPolyInt->GetFromName( "cab1" ) ) != nullptr ) { - Sections.push_back( { submodel, nullptr, 0.0f } ); + Sections.push_back( { submodel, nullptr, 0, 0.0f } ); LowPolyIntCabs[ 1 ] = submodel; } if( ( submodel = mdLowPolyInt->GetFromName( "cab2" ) ) != nullptr ) { - Sections.push_back( { submodel, nullptr, 0.0f } ); + Sections.push_back( { submodel, nullptr, 0, 0.0f } ); LowPolyIntCabs[ 2 ] = submodel; } // passenger car compartments @@ -2280,6 +2281,7 @@ TDynamicObject::init_sections( TModel3d const *Model, std::string const &Namepre Sections.push_back( { sectionsubmodel, nullptr, // pointers to load sections are generated afterwards + 0, 0.0f } ); ++sectioncount; } @@ -2723,58 +2725,49 @@ void TDynamicObject::LoadUpdate() { void TDynamicObject::update_load_sections() { - SectionLoadVisibility.clear(); + SectionLoadOrder.clear(); for( auto §ion : Sections ) { section.load = GetSubmodelFromName( mdLoad, section.compartment->pName ); - if( ( section.load != nullptr ) - && ( section.load->count_children() > 0 ) ) { - SectionLoadVisibility.push_back( { section.load, false } ); + if( section.load != nullptr ) { + // create entry for each load model chunk assigned to the section + // TBD, TODO: store also pointer to chunk submodel and control its visibility more directly, instead of per-section visibility flag? + auto loadchunkcount { section.load->count_children() }; + while( loadchunkcount-- ) { + SectionLoadOrder.push_back( §ion ); + } // HACK: disable automatic self-illumination threshold, at least until 3d model update if( MoverParameters->CompartmentLights.start_type == start_t::manual ) { section.load->SetSelfIllum( 2.0f, true, false ); } } } - shuffle_load_sections(); + shuffle_load_order(); } void TDynamicObject::update_load_visibility() { -/* - if( Random() < 0.25 ) { - shuffle_load_sections(); + // start with clean load chunk visibility slate + for( auto §ion : Sections ) { + section.load_chunks_visible = 0; } -*/ - auto loadpercentage { ( + // each entry in load order sequence matches a single chunk of the section it points to + // the length of load order sequence matches total number of load chunks + auto const loadpercentage { ( MoverParameters->MaxLoad == 0.f ? 0.0 : - 100.0 * MoverParameters->LoadAmount / MoverParameters->MaxLoad ) }; - auto const sectionloadpercentage { ( - SectionLoadVisibility.empty() ? - 0.0 : - 100.0 / SectionLoadVisibility.size() ) }; - // set as many sections as we can, given overall load percentage and how much of full percentage is covered by each chunk - std::for_each( - std::begin( SectionLoadVisibility ), std::end( SectionLoadVisibility ), - [&]( section_visibility §ion ) { - section.visible = ( loadpercentage > 0.0 ); - section.visible_chunks = 0; - auto const sectionchunkcount { section.submodel->count_children() }; - auto const sectionchunkloadpercentage{ ( - sectionchunkcount == 0 ? - 0.0 : - sectionloadpercentage / sectionchunkcount ) }; - auto *sectionchunk { section.submodel->ChildGet() }; - while( sectionchunk != nullptr ) { - if( loadpercentage > 0.0 ) { - ++section.visible_chunks; - loadpercentage -= sectionchunkloadpercentage; - } - sectionchunk = sectionchunk->NextGet(); - } } ); + MoverParameters->LoadAmount / MoverParameters->MaxLoad ) }; + auto visiblechunkcount { ( + SectionLoadOrder.empty() ? + 0 : + static_cast( std::ceil( loadpercentage * SectionLoadOrder.size() ) ) ) }; + for( auto *section : SectionLoadOrder ) { + if( visiblechunkcount == 0 ) { break; } + section->load_chunks_visible++; + --visiblechunkcount; + } } void @@ -2791,16 +2784,16 @@ TDynamicObject::update_load_offset() { } void -TDynamicObject::shuffle_load_sections() { +TDynamicObject::shuffle_load_order() { - std::shuffle( std::begin( SectionLoadVisibility ), std::end( SectionLoadVisibility ), Global.random_engine ); + std::shuffle( std::begin( SectionLoadOrder ), std::end( SectionLoadOrder ), Global.random_engine ); // shift chunks assigned to corridors to the end of the list, so they show up last std::stable_partition( - std::begin( SectionLoadVisibility ), std::end( SectionLoadVisibility ), - []( section_visibility const §ion ) { + std::begin( SectionLoadOrder ), std::end( SectionLoadOrder ), + []( vehicle_section const *section ) { return ( - ( section.submodel->pName.find( "compartment" ) == 0 ) - || ( section.submodel->pName.find( "przedzial" ) == 0 ) ); } ); + ( section->compartment->pName.find( "compartment" ) == 0 ) + || ( section->compartment->pName.find( "przedzial" ) == 0 ) ); } ); // NOTE: potentially we're left with a mix of corridor and external section loads // but that's not necessarily a wrong outcome, so we leave it this way for the time being } diff --git a/DynObj.h b/DynObj.h index 3492589a..b3891864 100644 --- a/DynObj.h +++ b/DynObj.h @@ -230,16 +230,12 @@ public: struct vehicle_section { TSubModel *compartment; TSubModel *load; + int load_chunks_visible; float light_level; }; std::vector Sections; // table of recognized vehicle sections bool SectionLightsActive { false }; // flag indicating whether section lights were set. - struct section_visibility { - TSubModel *submodel; - bool visible; - int visible_chunks; - }; - std::vector SectionLoadVisibility; // visibility of specific sections of the load 3d model + std::vector SectionLoadOrder; // helper, activation/deactivation load chunk sequence private: // zmienne i metody do animacji submodeli; Ra: sprzatam animacje w pojeździe @@ -574,7 +570,7 @@ private: void update_load_sections(); void update_load_visibility(); void update_load_offset(); - void shuffle_load_sections(); + void shuffle_load_order(); void update_destinations(); bool Update(double dt, double dt1); bool FastUpdate(double dt); diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index c9377c06..1a2dbf4f 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -10994,7 +10994,6 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) WriteLog( "XBT EStED" ); Hamulec = std::make_shared( MaxBrakePress[ 3 ], BrakeCylRadius, BrakeCylDist, BrakeVVolume, BrakeCylNo, BrakeDelays, BrakeMethod, NAxles, NBpA ); Hamulec->SetRM( RapidMult ); - Hamulec->SetRV( RapidVel ); if( MBPM < 2 ) { //jesli przystawka wazaca Hamulec->SetLP( 0, MaxBrakePress[ 3 ], 0 ); @@ -11017,7 +11016,6 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) Hamulec = std::make_shared(MaxBrakePress[3], BrakeCylRadius, BrakeCylDist, BrakeVVolume, BrakeCylNo, BrakeDelays, BrakeMethod, NAxles, NBpA); Hamulec->SetLP( Mass, MBPM, MaxBrakePress[1] ); Hamulec->SetRM( RapidMult ); - Hamulec->SetRV( RapidVel ); break; } case TBrakeValve::CV1: @@ -11037,6 +11035,7 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) } Hamulec->SetASBP( MaxBrakePress[ 4 ] ); + Hamulec->SetRV( RapidVel ); switch( BrakeHandle ) { case TBrakeHandle::FV4a: diff --git a/McZapkie/hamulce.cpp b/McZapkie/hamulce.cpp index 2127d2f5..2e43eaba 100644 --- a/McZapkie/hamulce.cpp +++ b/McZapkie/hamulce.cpp @@ -1685,11 +1685,6 @@ void TEStED::SetLP( double const TM, double const LM, double const TBP ) TareBP = TBP; } -void TEStED::SetRV(double const RVR) -{ - RV = RVR; -} - //---DAKO CV1--- void TCV1::CheckState( double const BCP, double &dV1 ) @@ -2137,13 +2132,13 @@ double TKE::GetPF( double const PP, double const dt, double const Vel ) if (!((typeid(*FM) == typeid(TDisk1)) || (typeid(*FM) == typeid(TDisk2)))) // jesli zeliwo to schodz RapidStatus = ((BrakeDelayFlag & bdelay_R) == bdelay_R) && - (((Vel > 50) && (RapidStatus)) || (Vel > 70)); + ((RV < 0) || ((Vel > RV) && (RapidStatus)) || (Vel > (RV + 20))); else // jesli tarczowki, to zostan RapidStatus = ((BrakeDelayFlag & bdelay_R) == bdelay_R); // temp:=1.9-0.9*int(RapidStatus); - if ((RM * RM > 0.1)) // jesli jest rapid + if ((RM * RM > 0.001)) // jesli jest rapid if ((RM > 0)) // jesli dodatni (naddatek); temp = 1 - RM * int(RapidStatus); else diff --git a/McZapkie/hamulce.h b/McZapkie/hamulce.h index 58a90a00..17ae713d 100644 --- a/McZapkie/hamulce.h +++ b/McZapkie/hamulce.h @@ -192,8 +192,9 @@ class TBrake { double SizeBC = 0.0; //rozmiar^2 CH (w stosunku do 14") bool DCV = false; //podwojny zawor zwrotny double ASBP = 0.0; //cisnienie hamulca pp - int UniversalFlag = 0; //flaga wcisnietych przyciskow uniwersalnych + double RV = 0.0; // rapid activation vehicle velocity threshold + int UniversalFlag = 0; //flaga wcisnietych przyciskow uniwersalnych int BrakeStatus{ b_off }; //flaga stanu int SoundFlag = 0; @@ -216,7 +217,7 @@ class TBrake { bool Releaser() const; virtual void SetEPS( double const nEPS ); //hamulec EP virtual void SetRM( double const RMR ) {}; //ustalenie przelozenia rapida - virtual void SetRV( double const RVR) {}; //ustalenie przelozenia rapida + virtual void SetRV( double const RVR ) { RV = RVR; }; //ustalenie przelozenia rapida virtual void SetLP(double const TM, double const LM, double const TBP) {}; //parametry przystawki wazacej virtual void SetLBP(double const P) {}; //cisnienie z hamulca pomocniczego virtual void PLC(double const mass) {}; //wspolczynnik cisnienia przystawki wazacej @@ -347,7 +348,6 @@ class TLSt : public TESt4R { protected: double LBP = 0.0; //cisnienie hamulca pomocniczego double RM = 0.0; //przelozenie rapida - double RV = 0.0; double EDFlag = 0.0; //luzowanie hamulca z powodu zalaczonego ED public: @@ -383,7 +383,6 @@ class TEStED : public TLSt { //zawor z EP09 - Est4 z oddzielnym przekladnikiem, double GetEDBCP()/*override*/; //cisnienie tylko z hamulca zasadniczego, uzywane do hamulca ED void PLC(double const mass); //wspolczynnik cisnienia przystawki wazacej void SetLP( double const TM, double const LM, double const TBP ); //parametry przystawki wazacej - void SetRV(double const RVR); //ustalenie predkosci przelaczenia rapida inline TEStED(double i_mbp, double i_bcr, double i_bcd, double i_brc, int i_bcn, int i_BD, int i_mat, int i_ba, int i_nbpa) : TLSt( i_mbp, i_bcr, i_bcd, i_brc, i_bcn, i_BD, i_mat, i_ba, i_nbpa) diff --git a/translation.cpp b/translation.cpp index 39a8e207..4a874618 100644 --- a/translation.cpp +++ b/translation.cpp @@ -166,10 +166,10 @@ init() { "right marker light", "light pattern", "rear upper headlight", - "rear left headlight", "rear right headlight", - "rear left marker light", + "rear left headlight", "rear right marker light", + "rear left marker light", "compressor", "local compressor", "converter", @@ -368,10 +368,10 @@ init() { "sygnal prawy", "programator swiatel", "tylny reflektor gorny", - "tylny reflektor lewy", "tylny reflektor prawy", - "tylny sygnal lewy", + "tylny reflektor lewy", "tylny sygnal prawy", + "tylny sygnal lewy", "sprezarka", "sprezarka lokalna", "przetwornica", From 03561b11d8a54d52aba30758e07051acbc380467 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 5 Jun 2020 16:45:52 +0200 Subject: [PATCH 120/153] build 200604. sound loading logging enhancement, driving aid throttle data enhancement, external camera movement control fix --- Camera.cpp | 4 +++- Driver.cpp | 8 ++++++-- Logs.cpp | 4 ++-- Logs.h | 5 +++-- application.cpp | 2 +- audio.cpp | 2 ++ driveruipanels.cpp | 10 ++++++---- translation.cpp | 8 ++++---- version.h | 2 +- 9 files changed, 28 insertions(+), 17 deletions(-) diff --git a/Camera.cpp b/Camera.cpp index 21350fb0..bfeb103a 100644 --- a/Camera.cpp +++ b/Camera.cpp @@ -14,6 +14,7 @@ http://mozilla.org/MPL/2.0/. #include "utilities.h" #include "Console.h" #include "Timer.h" +#include "Driver.h" #include "DynObj.h" #include "MOVER.h" @@ -188,7 +189,8 @@ void TCamera::Update() // attached movement position update auto movement { Velocity * -2.0 }; movement.y = -movement.y; - if( m_owner->MoverParameters->CabOccupied < 0 ) { + if( ( m_owner->ctOwner ) + && ( m_owner->ctOwner->Vehicle()->MoverParameters->CabOccupied < 0 ) ) { movement *= -1.f; movement.y = -movement.y; } diff --git a/Driver.cpp b/Driver.cpp index c0882d8e..c7a939b5 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -861,7 +861,8 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN double v; // prędkość double d; // droga double d_to_next_sem = 10000.0; //ustaiwamy na pewno dalej niż widzi AI - IsAtPassengerStop = false; + IsAtPassengerStop = false; + auto IsScheduledPassengerStopVisible { false }; TCommandType go = TCommandType::cm_Unknown; eSignNext = NULL; // te flagi są ustawiane tutaj, w razie potrzeby @@ -879,7 +880,9 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // first 19 chars of the command is expected to be "PassengerStopPoint:" so we skip them if ( ToLower(sSpeedTable[i].evEvent->input_text()).compare( 19, sizeof(asNextStop), ToLower(asNextStop)) != 0 ) { // jeśli nazwa nie jest zgodna - if (sSpeedTable[i].fDist < 300.0 && sSpeedTable[i].fDist > 0) // tylko jeśli W4 jest blisko, przy dwóch może zaczać szaleć + if( ( false == IsScheduledPassengerStopVisible ) // check if our next scheduled stop didn't show up earlier in the scan + && ( sSpeedTable[i].fDist < ( 1.15 * fBrakeDist + 300 ) ) + && ( sSpeedTable[i].fDist > 0 ) ) // tylko jeśli W4 jest blisko, przy dwóch może zaczać szaleć { // porównuje do następnej stacji, więc trzeba przewinąć do poprzedniej // nastepnie ustawić następną na aktualną tak żeby prawidłowo ją obsłużył w następnym kroku @@ -896,6 +899,7 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } else if (iDrivigFlags & moveStopPoint) // jeśli pomijanie W4, to nie sprawdza czasu odjazdu { // tylko gdy nazwa zatrzymania się zgadza + IsScheduledPassengerStopVisible = true; // block potential timetable rewind if the next stop shows up later in the scan if (false == TrainParams.IsStop()) { // jeśli nie ma tu postoju sSpeedTable[i].fVelNext = -1; // maksymalna prędkość w tym miejscu diff --git a/Logs.cpp b/Logs.cpp index 612d489f..f37e2eee 100644 --- a/Logs.cpp +++ b/Logs.cpp @@ -51,7 +51,7 @@ std::string filename_scenery() { void WriteLog( const char *str, logtype const Type ) { if( str == nullptr ) { return; } - if( true == TestFlag( Global.DisabledLogTypes, Type ) ) { return; } + if( true == TestFlag( Global.DisabledLogTypes, static_cast( Type ) ) ) { return; } if (Global.iWriteLogEnabled & 1) { if( !output.is_open() ) { @@ -79,7 +79,7 @@ void WriteLog( const char *str, logtype const Type ) { void ErrorLog( const char *str, logtype const Type ) { if( str == nullptr ) { return; } - if( true == TestFlag( Global.DisabledLogTypes, Type ) ) { return; } + if( true == TestFlag( Global.DisabledLogTypes, static_cast( Type ) ) ) { return; } if (!errors.is_open()) { diff --git a/Logs.h b/Logs.h index c4bd93ce..3ea8ccee 100644 --- a/Logs.h +++ b/Logs.h @@ -11,7 +11,7 @@ http://mozilla.org/MPL/2.0/. #include -enum logtype : unsigned int { +enum class logtype : unsigned int { generic = ( 1 << 0 ), file = ( 1 << 1 ), @@ -20,7 +20,8 @@ enum logtype : unsigned int { // lua = ( 1 << 4 ), material = ( 1 << 5 ), shader = ( 1 << 6 ), - net = ( 1 << 7 ) + net = ( 1 << 7 ), + sound = ( 1 << 8 ), }; void WriteLog( const char *str, logtype const Type = logtype::generic ); diff --git a/application.cpp b/application.cpp index 2f89472e..3d026496 100644 --- a/application.cpp +++ b/application.cpp @@ -819,7 +819,7 @@ eu07_application::init_gfx() { // legacy render path GfxRenderer = std::make_unique(); Global.GfxFramebufferSRGB = false; - Global.DisabledLogTypes |= logtype::material; + Global.DisabledLogTypes |= static_cast( logtype::material ); } if( false == GfxRenderer->Init( m_windows.front() ) ) { diff --git a/audio.cpp b/audio.cpp index 558f325e..609bcbf2 100644 --- a/audio.cpp +++ b/audio.cpp @@ -27,6 +27,8 @@ namespace audio { openal_buffer::openal_buffer( std::string const &Filename ) : name( Filename ) { + WriteLog( "Loading sound data from \"" + Filename + "\"", logtype::sound ); + ::alGenBuffers( 1, &id ); // fetch audio data if( Filename.substr( Filename.rfind( '.' ) ) == ".wav" ) { diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 8b4bb3fd..4c8c7b37 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -88,9 +88,9 @@ drivingaid_panel::update() { std::snprintf( m_buffer.data(), m_buffer.size(), locale::strings[ locale::string::driver_aid_throttle ].c_str(), - driver->Controlling()->MainCtrlPos, - driver->Controlling()->ScndCtrlPos, - ( mover->DirActive > 0 ? 'D' : mover->DirActive < 0 ? 'R' : 'N' ), + ( mover->EIMCtrlType > 0 ? std::max( 0, static_cast( 100.4 * mover->eimic_real ) ) : driver->Controlling()->MainCtrlPos ), + ( mover->EIMCtrlType > 0 ? driver->Controlling()->MainCtrlPos : driver->Controlling()->ScndCtrlPos ), + ( mover->SpeedCtrlUnit.IsActive ? 'T' : mover->DirActive > 0 ? 'D' : mover->DirActive < 0 ? 'R' : 'N' ), expandedtext.c_str()); text_lines.emplace_back( m_buffer.data(), Global.UITextColor ); @@ -106,10 +106,12 @@ drivingaid_panel::update() { mover->PipePress * 100 ); expandedtext = m_buffer.data(); } + auto const basicbraking { mover->fBrakeCtrlPos }; + auto const eimicbraking { std::max( 0.0, -100.0 * mover->eimic_real ) }; std::snprintf( m_buffer.data(), m_buffer.size(), locale::strings[ locale::string::driver_aid_brakes ].c_str(), - mover->fBrakeCtrlPos, + ( mover->EIMCtrlType == 0 ? basicbraking : mover->EIMCtrlType == 3 ? ( mover->UniCtrlIntegratedBrakeCtrl ? eimicbraking : basicbraking ) : eimicbraking ), mover->LocalBrakePosA * LocalBrakePosNo, ( mover->SlippingWheels ? '!' : ' ' ), expandedtext.c_str() ); diff --git a/translation.cpp b/translation.cpp index 4a874618..bb3ea160 100644 --- a/translation.cpp +++ b/translation.cpp @@ -27,11 +27,11 @@ init() { { "en", { "Driving Aid", - "Throttle: %2d+%d %c%s", + "Throttle: %3d+%d %c%s", " Speed: %d km/h (limit %d km/h%s)%s", ", new limit: %d km/h in %.1f km", " Grade: %.1f%%%%", - "Brakes: %4.1f+%-2.0f%c%s", + "Brakes: %5.1f+%-2.0f%c%s", " Pressure: %.2f kPa (train pipe: %.2f kPa)", "!ALERTER! ", "!SHP!", @@ -229,11 +229,11 @@ init() { { "pl", { "Pomocnik", - "Nastawnik: %2d+%d %c%s", + "Nastawnik: %3d+%d %c%s", " Predkosc: %d km/h (limit %d km/h%s)%s", ", nowy limit: %d km/h za %.1f km", " Nachylenie: %.1f%%%%", - "Hamulce: %4.1f+%-2.0f%c%s", + "Hamulce: %5.1f+%-2.0f%c%s", " Cisnienie: %.2f kPa (przewod glowny: %.2f kPa)", "!CZUWAK! ", "!SHP!", diff --git a/version.h b/version.h index dbf6be39..a82522d4 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 525 +#define VERSION_MINOR 604 #define VERSION_REVISION 0 From 5ded051edc5e9eeed5da5e29177cd465ffbcb4d6 Mon Sep 17 00:00:00 2001 From: Adrian Kwiatkowski Date: Sat, 6 Jun 2020 12:39:44 +0200 Subject: [PATCH 121/153] =?UTF-8?q?Poprawka=20b=C5=82=C4=99du?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Train.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Train.cpp b/Train.cpp index 30735a8a..6b3bfd70 100644 --- a/Train.cpp +++ b/Train.cpp @@ -336,7 +336,7 @@ TTrain::commandhandler_map const TTrain::m_commandhandlers = { { user_command::headlightsdimdisable, &TTrain::OnCommand_headlightsdimdisable }, { user_command::interiorlighttoggle, &TTrain::OnCommand_interiorlighttoggle }, { user_command::interiorlightenable, &TTrain::OnCommand_interiorlightenable }, - { user_command::interiorlightdimdisable, &TTrain::OnCommand_interiorlightdisable }, + { user_command::interiorlightdisable, &TTrain::OnCommand_interiorlightdisable }, { user_command::interiorlightdimtoggle, &TTrain::OnCommand_interiorlightdimtoggle }, { user_command::interiorlightdimenable, &TTrain::OnCommand_interiorlightdimenable }, { user_command::interiorlightdimdisable, &TTrain::OnCommand_interiorlightdimdisable }, From 8bb5554b2076a16db54a22dfacbd66d35b02dec5 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 8 Jun 2020 16:13:18 +0200 Subject: [PATCH 122/153] build 200608. model texture change event, whois event enhancement, optional track friction modifier, three state headlight visualization, three state coupler visualizaion, vehicle light activation fix --- AirCoupler.h | 29 ++++++- AnimModel.cpp | 5 ++ AnimModel.h | 1 + Driver.cpp | 4 +- DynObj.cpp | 205 ++++++++++++++++++++++++++++--------------------- DynObj.h | 19 +++-- Event.cpp | 129 +++++++++++++++++++++++++++++-- Event.h | 55 ++++++++++++- Track.cpp | 28 +++++++ Track.h | 2 + Train.cpp | 150 +++++++++++++++++++----------------- lightarray.cpp | 2 +- renderer.h | 2 +- version.h | 2 +- 14 files changed, 450 insertions(+), 183 deletions(-) diff --git a/AirCoupler.h b/AirCoupler.h index 454ea7c9..6c710736 100644 --- a/AirCoupler.h +++ b/AirCoupler.h @@ -42,7 +42,34 @@ class TAirCoupler bxOn = true; Update(); }; - // inline bool Active() { if ((pModelOn)||(pModelOff)) return true; return false;}; + // if the xOn model is missing, activate plain On instead + inline void TurnxOnWithOnAsFallback() + { + if( pModelxOn != nullptr ) { + bOn = false; + bxOn = true; + Update(); + } + else { + TurnOn(); + } + }; + // if the xOn model is missing, activate plain Off instead + inline void TurnxOnWithOffAsFallback() + { + if( pModelxOn != nullptr ) { + bOn = false; + bxOn = true; + Update(); + } + else { + TurnOff(); + } + }; + inline bool Active() const + { + return ( ( pModelOn != nullptr ) || ( pModelxOn != nullptr ) ); + }; int GetStatus(); void Init(std::string const &asName, TModel3d *pModel); void Load(cParser *Parser, TModel3d *pModel); diff --git a/AnimModel.cpp b/AnimModel.cpp index 87d901c6..91e9f45d 100644 --- a/AnimModel.cpp +++ b/AnimModel.cpp @@ -861,6 +861,11 @@ void TAnimModel::LightSet(int const n, float const v) lsLights[ n ] = v; }; +void TAnimModel::SkinSet( int const Index, material_handle const Material ) { + + m_materialdata.replacable_skins[ clamp( Index, 1, 4 ) ] = Material; +} + void TAnimModel::AnimUpdate(double dt) { // wykonanie zakolejkowanych animacji, nawet gdy modele nie są aktualnie wyświetlane TAnimContainer *p = TAnimModel::acAnimList; diff --git a/AnimModel.h b/AnimModel.h index 9f8d34c5..12dd5c2f 100644 --- a/AnimModel.h +++ b/AnimModel.h @@ -140,6 +140,7 @@ public: TAnimContainer * AddContainer(std::string const &Name); TAnimContainer * GetContainer(std::string const &Name = ""); void LightSet( int const n, float const v ); + void SkinSet( int const Index, material_handle const Material ); void AnimationVND( void *pData, double a, double b, double c, double d ); int TerrainCount(); TSubModel * TerrainSquare(int n); diff --git a/Driver.cpp b/Driver.cpp index c7a939b5..37f40d88 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -7307,13 +7307,13 @@ void TController::TakeControl( bool const Aidriver, bool const Forcevehiclecheck } else { // jeśli nic nie robi - if( pVehicle->iLights[ ( mvOccupied->CabActive < 0 ? + if( pVehicle->MoverParameters->iLights[ ( mvOccupied->CabActive < 0 ? end::rear : end::front ) ] & ( light::headlight_left | light::headlight_right | light::headlight_upper ) ) // któreś ze świateł zapalone? { // od wersji 357 oczekujemy podania komend dla AI przez scenerię OrderNext( Prepare_engine ); - if( pVehicle->iLights[ mvOccupied->CabActive < 0 ? end::rear : end::front ] & light::headlight_upper ) // górne światło zapalone + if( pVehicle->MoverParameters->iLights[ mvOccupied->CabActive < 0 ? end::rear : end::front ] & light::headlight_upper ) // górne światło zapalone OrderNext( Obey_train ); // jazda pociągowa else OrderNext( Shunt ); // jazda manewrowa diff --git a/DynObj.cpp b/DynObj.cpp index deb9ece5..a637042f 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -748,25 +748,41 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) // ABu011104: liczenie obrotow wozkow ABuBogies(); // Mczapkie-100402: rysowanie lub nie - sprzegow - // ABu-240105: Dodatkowy warunek: if (...).Render, zeby rysowal tylko - // jeden - // z polaczonych sprzegow - if ((false == MoverParameters->Couplers[ end::front ].has_adapter()) && - (TestFlag(MoverParameters->Couplers[end::front].CouplingFlag, ctrain_coupler)) && - (MoverParameters->Couplers[end::front].Render)) - { - btCoupler1.Turn( true ); + // ABu-240105: Dodatkowy warunek: if (...).Render, zeby rysowal tylko jeden z polaczonych sprzegow + // display _on if connected with another vehicle and the coupling owner (render flag) + // display _xon if connected with another vehicle and not the coupling owner + // display _xon if not connected, but equipped with coupling adapter + // display _off if not connected, not equipped with coupling adapter or if _xon model is missing + if( TestFlag( MoverParameters->Couplers[ end::front ].CouplingFlag, coupling::coupler ) ) { + if( MoverParameters->Couplers[ end::front ].Render ) { + btCoupler1.TurnOn(); + } + else { + btCoupler1.TurnxOnWithOffAsFallback(); + } btnOn = true; } - // else btCoupler1.TurnOff(); - if ((false == MoverParameters->Couplers[ end::rear ].has_adapter()) && - (TestFlag(MoverParameters->Couplers[end::rear].CouplingFlag, ctrain_coupler)) && - (MoverParameters->Couplers[end::rear].Render)) - { - btCoupler2.Turn( true ); + else { + if( true == MoverParameters->Couplers[ end::front ].has_adapter() ) { + btCoupler1.TurnxOnWithOffAsFallback(); + btnOn = true; + } + } + if( TestFlag( MoverParameters->Couplers[ end::rear ].CouplingFlag, coupling::coupler ) ) { + if( MoverParameters->Couplers[ end::rear ].Render ) { + btCoupler2.TurnOn(); + } + else { + btCoupler2.TurnxOnWithOffAsFallback(); + } btnOn = true; } - // else btCoupler2.TurnOff(); + else { + if( true == MoverParameters->Couplers[ end::rear ].has_adapter() ) { + btCoupler2.TurnxOnWithOffAsFallback(); + btnOn = true; + } + } //******************************************************************************** // przewody powietrzne j.w., ABu: decyzja czy rysowac tylko na podstawie // 'render' - juz @@ -960,7 +976,7 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) { // sygnaly konca pociagu if (btEndSignals1.Active()) { - if (TestFlag(iLights[0], 2) || TestFlag(iLights[0], 32)) + if (TestFlag(MoverParameters->iLights[0], 2) || TestFlag(MoverParameters->iLights[0], 32)) { btEndSignals1.Turn( true ); btnOn = true; @@ -969,13 +985,13 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) } else { - if (TestFlag(iLights[0], 2)) + if (TestFlag(MoverParameters->iLights[0], 2)) { btEndSignals11.Turn( true ); btnOn = true; } // else btEndSignals11.TurnOff(); - if (TestFlag(iLights[0], 32)) + if (TestFlag(MoverParameters->iLights[0], 32)) { btEndSignals13.Turn( true ); btnOn = true; @@ -984,7 +1000,7 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) } if (btEndSignals2.Active()) { - if (TestFlag(iLights[1], 2) || TestFlag(iLights[1], 32)) + if (TestFlag(MoverParameters->iLights[1], 2) || TestFlag(MoverParameters->iLights[1], 32)) { btEndSignals2.Turn( true ); btnOn = true; @@ -993,13 +1009,13 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) } else { - if (TestFlag(iLights[1], 2)) + if (TestFlag(MoverParameters->iLights[1], 2)) { btEndSignals21.Turn( true ); btnOn = true; } // else btEndSignals21.TurnOff(); - if (TestFlag(iLights[1], 32)) + if (TestFlag(MoverParameters->iLights[1], 32)) { btEndSignals23.Turn( true ); btnOn = true; @@ -1008,13 +1024,13 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) } } // tablice blaszane: - if (TestFlag(iLights[end::front], light::rearendsignals)) + if (TestFlag(MoverParameters->iLights[end::front], light::rearendsignals)) { btEndSignalsTab1.Turn( true ); btnOn = true; } // else btEndSignalsTab1.TurnOff(); - if (TestFlag(iLights[end::rear], light::rearendsignals)) + if (TestFlag(MoverParameters->iLights[end::rear], light::rearendsignals)) { btEndSignalsTab2.Turn( true ); btnOn = true; @@ -1060,42 +1076,67 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) { // sygnały czoła pociagu //Ra: wyświetlamy bez // ograniczeń odległości, by były widoczne z // daleka - if (TestFlag(iLights[0], 1)) + if (TestFlag(MoverParameters->iLights[end::front], light::headlight_left)) { - btHeadSignals11.Turn( true ); + if( DimHeadlights ) { + btHeadSignals11.TurnxOnWithOnAsFallback(); + } + else { + btHeadSignals11.TurnOn(); + } btnOn = true; } - // else btHeadSignals11.TurnOff(); - if (TestFlag(iLights[0], 4)) + if (TestFlag(MoverParameters->iLights[end::front], light::headlight_upper)) { - btHeadSignals12.Turn( true ); + if( DimHeadlights ) { + btHeadSignals12.TurnxOnWithOnAsFallback(); + } + else { + btHeadSignals12.TurnOn(); + } btnOn = true; } - // else btHeadSignals12.TurnOff(); - if (TestFlag(iLights[0], 16)) + if (TestFlag(MoverParameters->iLights[end::front], light::headlight_right)) { - btHeadSignals13.Turn( true ); + if( DimHeadlights ) { + btHeadSignals13.TurnxOnWithOnAsFallback(); + } + else { + btHeadSignals13.TurnOn(); + } btnOn = true; } // else btHeadSignals13.TurnOff(); - if (TestFlag(iLights[1], 1)) + if (TestFlag(MoverParameters->iLights[end::rear], light::headlight_left)) { - btHeadSignals21.Turn( true ); + if( DimHeadlights ) { + btHeadSignals21.TurnxOnWithOnAsFallback(); + } + else { + btHeadSignals21.TurnOn(); + } btnOn = true; } - // else btHeadSignals21.TurnOff(); - if (TestFlag(iLights[1], 4)) + if (TestFlag(MoverParameters->iLights[end::rear], light::headlight_upper)) { - btHeadSignals22.Turn( true ); + if( DimHeadlights ) { + btHeadSignals22.TurnxOnWithOnAsFallback(); + } + else { + btHeadSignals22.TurnOn(); + } btnOn = true; } - // else btHeadSignals22.TurnOff(); - if (TestFlag(iLights[1], 16)) + if (TestFlag(MoverParameters->iLights[end::rear], light::headlight_right)) { - btHeadSignals23.Turn( true ); + if( DimHeadlights ) { + btHeadSignals23.TurnxOnWithOnAsFallback(); + } + else { + btHeadSignals23.TurnOn(); + } btnOn = true; } - // else btHeadSignals23.TurnOff(); } // interior light levels auto sectionlightcolor { glm::vec4( 1.f ) }; @@ -1764,7 +1805,6 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" */ // utworzenie parametrów fizyki MoverParameters = new TMoverParameters(iDirection ? fVel : -fVel, Type_Name, asName, Cab); - iLights = MoverParameters->iLights; // wskaźnik na stan własnych świateł // McZapkie: TypeName musi byc nazwą CHK/MMD pojazdu if (!MoverParameters->LoadFIZ(asBaseDir)) { // jak wczytanie CHK się nie uda, to błąd @@ -2072,8 +2112,8 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" erase_extension( asReplacableSkin ); LoadMMediaFile(Type_Name, asReplacableSkin); // McZapkie-100402: wyszukiwanie submodeli sprzegów - btCoupler1.Init( "coupler1", mdModel, false ); // false - ma być wyłączony - btCoupler2.Init( "coupler2", mdModel, false); + btCoupler1.Init( "coupler1", mdModel ); // false - ma być wyłączony + btCoupler2.Init( "coupler2", mdModel ); // brake hoses btCPneumatic1.Init("cpneumatic1", mdModel); btCPneumatic2.Init("cpneumatic2", mdModel); @@ -2110,12 +2150,12 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" iInventory[ end::rear ] |= btEndSignals2.Active() ? ( light::redmarker_left | light::redmarker_right ) : 0; iInventory[ end::rear ] |= btEndSignalsTab2.Active() ? light::rearendsignals : 0; // ABu Uwaga! tu zmienic w modelu! - btHeadSignals11.Init( "headlamp13", mdModel, false); // lewe - btHeadSignals12.Init( "headlamp11", mdModel, false); // górne - btHeadSignals13.Init( "headlamp12", mdModel, false); // prawe - btHeadSignals21.Init( "headlamp23", mdModel, false); - btHeadSignals22.Init( "headlamp21", mdModel, false); - btHeadSignals23.Init( "headlamp22", mdModel, false); + btHeadSignals11.Init( "headlamp13", mdModel); // lewe + btHeadSignals12.Init( "headlamp11", mdModel); // górne + btHeadSignals13.Init( "headlamp12", mdModel); // prawe + btHeadSignals21.Init( "headlamp23", mdModel); + btHeadSignals22.Init( "headlamp21", mdModel); + btHeadSignals23.Init( "headlamp22", mdModel); iInventory[ end::front ] |= btHeadSignals11.Active() ? light::headlight_left : 0; iInventory[ end::front ] |= btHeadSignals12.Active() ? light::headlight_upper : 0; iInventory[ end::front ] |= btHeadSignals13.Active() ? light::headlight_right : 0; @@ -2877,7 +2917,7 @@ bool TDynamicObject::Update(double dt, double dt1) // TTrackParam tp; tp.Width = MyTrack->fTrackWidth; // McZapkie-250202 - tp.friction = MyTrack->fFriction * Global.fFriction * Global.FrictionWeatherFactor; + tp.friction = MyTrack->Friction() * Global.fFriction * Global.FrictionWeatherFactor; tp.CategoryFlag = MyTrack->iCategoryFlag & 15; tp.DamageFlag = MyTrack->iDamageFlag; tp.QualityFlag = MyTrack->iQualityFlag; @@ -3928,8 +3968,8 @@ void TDynamicObject::TurnOff() { // wyłączenie rysowania submodeli zmiennych dla // egemplarza pojazdu btnOn = false; - btCoupler1.Turn( false ); - btCoupler2.Turn( false ); + btCoupler1.TurnOff(); + btCoupler2.TurnOff(); btCPneumatic1.TurnOff(); btCPneumatic1r.TurnOff(); btCPneumatic2.TurnOff(); @@ -3950,12 +3990,12 @@ void TDynamicObject::TurnOff() btEndSignals2.Turn( false ); btEndSignalsTab1.Turn( false ); btEndSignalsTab2.Turn( false ); - btHeadSignals11.Turn( false ); - btHeadSignals12.Turn( false ); - btHeadSignals13.Turn( false ); - btHeadSignals21.Turn( false ); - btHeadSignals22.Turn( false ); - btHeadSignals23.Turn( false ); + btHeadSignals11.TurnOff(); + btHeadSignals12.TurnOff(); + btHeadSignals13.TurnOff(); + btHeadSignals21.TurnOff(); + btHeadSignals22.TurnOff(); + btHeadSignals23.TurnOff(); btMechanik1.Turn( false ); btMechanik2.Turn( false ); btShutters1.Turn( false ); @@ -6308,32 +6348,21 @@ void TDynamicObject::Damage(char flag) void TDynamicObject::SetLights() { - TDynamicObject *p = GetFirstDynamic(MoverParameters->CabOccupied < 0 ? 1 : 0, 4); - bool kier = (DirectionGet() * MoverParameters->CabOccupied > 0); - int xs = (kier ? 0 : 1); - if (kier ? p->NextC(1) : p->PrevC(1)) // jesli jest nastepny, to tylko przod - { - p->RaLightsSet(MoverParameters->Lights[xs][MoverParameters->LightsPos - 1] * (1 - xs), - MoverParameters->Lights[1 - xs][MoverParameters->LightsPos - 1] * xs); - p = (kier ? p->NextC(4) : p->PrevC(4)); - while (p) - { - if (kier ? p->NextC(1) : p->PrevC(1)) - { - p->RaLightsSet(0, 0); - } - else - { - p->RaLightsSet(MoverParameters->Lights[xs][MoverParameters->LightsPos - 1] * xs, - MoverParameters->Lights[1 - xs][MoverParameters->LightsPos - 1] * (1 - xs)); - } - p = (kier ? p->NextC(4) : p->PrevC(4)); - } - } - else // calosc - { - p->RaLightsSet(MoverParameters->Lights[xs][MoverParameters->LightsPos - 1], - MoverParameters->Lights[1 - xs][MoverParameters->LightsPos - 1]); + auto const isfrontcaboccupied { MoverParameters->CabOccupied * DirectionGet() >= 0 }; + int const front { ( isfrontcaboccupied ? end::front : end::rear ) }; + int const rear { 1 - front }; + auto const lightpos { MoverParameters->LightsPos - 1 }; + auto const frontlights { MoverParameters->Lights[ front ][ lightpos ] }; + auto const rearlights { MoverParameters->Lights[ rear ][ lightpos ] }; + auto *vehicle { GetFirstDynamic( MoverParameters->CabOccupied >= 0 ? end::front : end::rear, coupling::control ) }; + while( vehicle != nullptr ) { + // set lights on given side if there's no coupling with another vehicle, turn them off otherwise + auto const *frontvehicle { ( isfrontcaboccupied ? vehicle->PrevC( coupling::coupler ) : vehicle->NextC( coupling::coupler ) ) }; + auto const *rearvehicle { ( isfrontcaboccupied ? vehicle->NextC( coupling::coupler ) : vehicle->PrevC( coupling::coupler ) ) }; + vehicle->RaLightsSet( + ( frontvehicle == nullptr ? frontlights : 0 ), + ( rearvehicle == nullptr ? rearlights : 0 ) ); + vehicle = ( isfrontcaboccupied ? vehicle->NextC( coupling::control ) : vehicle->PrevC( coupling::control ) ); } }; @@ -6370,16 +6399,16 @@ void TDynamicObject::RaLightsSet(int head, int rear) if (iDirection) // w zależności od kierunku pojazdu w składzie { // jesli pojazd stoi sprzęgiem 0 w stronę czoła if (head >= 0) - iLights[0] = head; + MoverParameters->iLights[0] = head; if (rear >= 0) - iLights[1] = rear; + MoverParameters->iLights[1] = rear; } else { // jak jest odwrócony w składzie (-1), to zapalamy odwrotnie if (head >= 0) - iLights[1] = head; + MoverParameters->iLights[1] = head; if (rear >= 0) - iLights[0] = rear; + MoverParameters->iLights[0] = rear; } }; diff --git a/DynObj.h b/DynObj.h index b3891864..6c851b9e 100644 --- a/DynObj.h +++ b/DynObj.h @@ -394,8 +394,8 @@ private: void update_exchange( double const Deltatime ); // members - TButton btCoupler1; // sprzegi - TButton btCoupler2; + TAirCoupler btCoupler1; // sprzegi + TAirCoupler btCoupler2; std::array m_coupleradapters = { nullptr, nullptr }; TAirCoupler btCPneumatic1; // sprzegi powietrzne //yB - zmienione z Button na AirCoupler - krzyzyki TAirCoupler btCPneumatic2; @@ -420,12 +420,12 @@ private: TButton btEndSignals2; TButton btEndSignalsTab1; // sygnaly konca pociagu (blachy) TButton btEndSignalsTab2; - TButton btHeadSignals11; // oswietlenie czolowe - przod - TButton btHeadSignals12; - TButton btHeadSignals13; - TButton btHeadSignals21; // oswietlenie czolowe - tyl - TButton btHeadSignals22; - TButton btHeadSignals23; + TAirCoupler btHeadSignals11; // oswietlenie czolowe - przod + TAirCoupler btHeadSignals12; + TAirCoupler btHeadSignals13; + TAirCoupler btHeadSignals21; // oswietlenie czolowe - tyl + TAirCoupler btHeadSignals22; + TAirCoupler btHeadSignals23; TButton btMechanik1; TButton btMechanik2; TButton btShutters1; // cooling shutters for primary water circuit @@ -498,7 +498,6 @@ private: void ABuCheckMyTrack(); public: - int *iLights; // wskaźnik na bity zapalonych świateł (własne albo innego członu) bool DimHeadlights{ false }; // status of the headlight dimming toggle. NOTE: single toggle for all lights is a simplification. TODO: separate per-light switches TDynamicObject * PrevAny() const; TDynamicObject * Prev() const; @@ -665,7 +664,7 @@ private: TDynamicObject * FirstFind(int &coupler_nr, int cf = 1); float GetEPP(); // wyliczanie sredniego cisnienia w PG int DirectionSet(int d); // ustawienie kierunku w składzie - // odczyt kierunku w składzie + // odczyt kierunku w składzie; returns 1 if true, -1 otherwise int DirectionGet() const { return iDirection + iDirection - 1; }; int DettachStatus(int dir); diff --git a/Event.cpp b/Event.cpp index e92b7548..da9529a7 100644 --- a/Event.cpp +++ b/Event.cpp @@ -27,6 +27,7 @@ http://mozilla.org/MPL/2.0/. #include "AnimModel.h" #include "DynObj.h" #include "Driver.h" +#include "renderer.h" #include "Timer.h" #include "Logs.h" @@ -234,11 +235,12 @@ basic_event::event_conditions::export_as_text( std::ostream &Output ) const { << probability << ' '; } if( ( flags & ( flags::text | flags::value1 | flags::value2 ) ) != 0 ) { + // NOTE: export doesn't preserve original memcompare condition, these are all upgraded to memcompareex format for simplicity Output - << "memcompare " - << ( ( flags & flags::text ) == 0 ? "*" : memcompare_text ) << ' ' - << ( ( flags & flags::value1 ) == 0 ? "*" : to_string( memcompare_value1 ) ) << ' ' - << ( ( flags & flags::value2 ) == 0 ? "*" : to_string( memcompare_value2 ) ) << ' '; + << "memcompareex " + << ( ( flags & flags::text ) == 0 ? "*" : memcompare_text + ' ' + to_string( memcompare_text_operator ) ) << ' ' + << ( ( flags & flags::value1 ) == 0 ? "*" : to_string( memcompare_value1 ) + ' ' + to_string( memcompare_value1_operator ) ) << ' ' + << ( ( flags & flags::value2 ) == 0 ? "*" : to_string( memcompare_value2 ) + ' ' + to_string( memcompare_value2_operator ) ) << ' '; } } } @@ -937,11 +939,26 @@ whois_event::run_() { auto *targetcell { static_cast( std::get( target ) ) }; if( targetcell == nullptr ) { continue; } // event effect code + // +32: vehicle name // +24: vehicle type, consist brake level, obstacle distance // +16: load type, load amount, max load amount // +8: destination, direction, engine power // +0: train name, station count, stop on next station - if( m_input.flags & flags::load ) { + if( m_input.flags & flags::whois_name ) { + // +32 or +40 + targetcell->UpdateValues( + m_activator->asName, // vehicle name + 0, // unused + 0, // unused + m_input.flags & ( flags::text | flags::value1 | flags::value2 ) ); + + WriteLog( + "Type: WhoIs (" + to_string( m_input.flags ) + ") - " + + "[name: " + m_activator->asName + "], " + + "[X], " + + "[X]" ); + } + else if( m_input.flags & flags::whois_load ) { // +16 or +24 // jeśli pytanie o ładunek if( m_input.flags & flags::mode_alt ) { @@ -1321,6 +1338,105 @@ sound_event::deserialize_targets( std::string const &Input ) { +TMemCell const * +texture_event::input_data::data_cell() const { + + return static_cast( std::get( data_source ) ); +} +TMemCell * +texture_event::input_data::data_cell() { + + return static_cast( std::get( data_source ) ); +} + + + +// prepares event for use +void +texture_event::init() { + // target models + init_targets( simulation::Instances, "model instance" ); + // optional input data memory cell + TMemCell *inputcell { nullptr }; + auto const inputcellname { std::get( m_input.data_source ) }; + if( inputcellname != "none" ) { + inputcell = simulation::Memory.find( inputcellname ); + if( inputcell == nullptr ) { + ErrorLog( "Bad event: \"" + m_name + "\" (type: " + type() + ") can't find memory cell \"" + inputcellname + "\"" ); + } + } + std::get( m_input.data_source ) = inputcell; +} + +// event type string +std::string +texture_event::type() const { + + return "texture"; +} + +// deserialize() subclass details +void +texture_event::deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) { + + Input.getTokens( 3 ); + Input + >> m_skinindex + >> m_skin + >> std::get( m_input.data_source ); + + // validate input + if( m_skinindex < 0 ) { + // intercept potential error, index specified using .t3d format convention + m_skinindex *= -1; + } + m_skinindex = clamp( m_skinindex, 1, 4 ); // TODO: define-based upper bound in case of future extension + + Input.getTokens(); // preload next token +} + +// run() subclass details +void +texture_event::run_() { + + material_handle material { null_handle }; + + if( m_input.data_cell() == nullptr ) { + // straightforward variant without parameters, we can pass expression directly + material = GfxRenderer->Fetch_Material( m_skin ); + } + else { + // variant with memory cell: pass the cell content as parameters and generate filename + cParser expression( + m_skin, cParser::buffer_TEXT, + "", true, + { m_input.data_cell()->Text(), + to_string( m_input.data_cell()->Value1(), 0 ), // memory cell values are passed as ints + to_string( m_input.data_cell()->Value2(), 0 ) } ); + material = GfxRenderer->Fetch_Material( expression.getToken( false, "\n\r" ) ); + } + // assign received material to target models + for( auto &target : m_targets ) { + auto *targetmodel = static_cast( std::get( target ) ); + if( targetmodel == nullptr ) { continue; } + // event effect code + targetmodel->SkinSet( m_skinindex, material ); + } +} + +// export_as_text() subclass details +void +texture_event::export_as_text_( std::ostream &Output ) const { + + // playback mode + Output + << m_skinindex << ' ' + << m_skin << ' ' + << std::get( m_input.data_source ) << ' '; +} + + + // destructor animation_event::~animation_event() { @@ -1947,6 +2063,7 @@ make_event( cParser &Input, scene::scratch_data &Scratchpad ) { else if( type == "switch" ) { event = new switch_event(); } else if( type == "trackvel" ) { event = new track_event(); } else if( type == "sound" ) { event = new sound_event(); } + else if( type == "texture" ) { event = new texture_event(); } else if( type == "animation" ) { event = new animation_event(); } else if( type == "lights" ) { event = new lights_event(); } else if( type == "voltage" ) { event = new voltage_event(); } @@ -1955,7 +2072,7 @@ make_event( cParser &Input, scene::scratch_data &Scratchpad ) { else if( type == "message" ) { event = new message_event(); } if( event == nullptr ) { - WriteLog( "Bad event: unrecognized type \"" + type + "\" specified for event \"" + name + "\"." ); + ErrorLog( "Bad event: unrecognized type \"" + type + "\" specified for event \"" + name + "\"." ); return event; } diff --git a/Event.h b/Event.h index 0bd3a779..a1db76f7 100644 --- a/Event.h +++ b/Event.h @@ -29,7 +29,8 @@ public: mode_add = 1 << 3, // whois mode_alt = 1 << 3, - load = 1 << 4, + whois_load = 1 << 4, + whois_name = 1 << 5, // condition values track_busy = 1 << 3, track_free = 1 << 4, @@ -341,6 +342,8 @@ private: event_conditions m_conditions; }; + + class sound_event : public basic_event { public: @@ -369,6 +372,42 @@ private: int m_soundradiochannel{ 0 }; }; + + +// assigns a texture as specified replacable skin to a list of specified scene model nodes +// skin filename is built dynamically using specified expression and list of parameters from optional specified memory cell +class texture_event : public basic_event { + +public: +// methods + // prepares event for use + void init() override; + +private: +// types + struct input_data { + basic_node data_source { "", nullptr }; + + TMemCell const * data_cell() const; + TMemCell * data_cell(); + }; +// methods + // event type string + std::string type() const override; + // deserialize() subclass details + void deserialize_( cParser &Input, scene::scratch_data &Scratchpad ) override; + // run() subclass details + void run_() override; + // export_as_text() subclass details + void export_as_text_( std::ostream &Output ) const override; +// members + int m_skinindex { 0 }; // index of target replacable skin + std::string m_skin; // expression defining skin filename + input_data m_input; // optional source of expression parameters +}; + + + class animation_event : public basic_event { public: @@ -398,6 +437,8 @@ private: char *m_animationfiledata{ nullptr }; }; + + class lights_event : public basic_event { public: @@ -419,6 +460,8 @@ private: std::vector m_lights; }; + + class switch_event : public basic_event { public: @@ -442,6 +485,8 @@ private: float m_switchmovedelay{ -1.f }; }; + + class track_event : public basic_event { public: @@ -463,6 +508,8 @@ private: float m_velocity{ 0.f }; }; + + class voltage_event : public basic_event { public: @@ -484,6 +531,8 @@ private: float m_voltage{ -1.f }; }; + + class visible_event : public basic_event { public: @@ -505,6 +554,8 @@ private: bool m_visible{ true }; }; + + class friction_event : public basic_event { public: @@ -526,6 +577,8 @@ private: float m_friction{ -1.f }; }; + + class message_event : public basic_event { public: diff --git a/Track.cpp b/Track.cpp index 4dc4e733..4df9554e 100644 --- a/Track.cpp +++ b/Track.cpp @@ -891,6 +891,10 @@ void TTrack::Load(cParser *parser, glm::dvec3 const &pOrigin) m_profile1 = fetch_track_rail_profile( railprofile ); } } + else if( str == "friction" ) { + // memory cell holding friction value modifiers + m_friction.first = parser->getToken(); + } else ErrorLog("Bad track: unknown property: \"" + str + "\" defined for track \"" + m_name + "\""); parser->getTokens(); @@ -2162,6 +2166,9 @@ TTrack::export_as_text_( std::ostream &Output ) const { } Output << "trackbed " << texturefile << ' '; } + if( false == m_friction.first.empty() ) { + Output << "friction " << m_friction.first << ' '; + } // footer Output << "endtrack" @@ -2313,6 +2320,16 @@ double TTrack::VelocityGet() return ((iDamageFlag & 128) ? 0.0 : fVelocity); // tor uszkodzony = prędkość zerowa }; +float TTrack::Friction() const { + + if( m_friction.second == nullptr ) { + return fFriction; + } + else { + return clamp( fFriction * m_friction.second->Value1() + m_friction.second->Value2(), 0.0, 1.0 ); + } +} + void TTrack::ConnectionsLog() { // wypisanie informacji o połączeniach int i; @@ -3298,6 +3315,17 @@ path_table::InitTracks() { // ustawienie flagi portalu track->iCategoryFlag |= 0x100; } + + { + auto const inputcellname { track->m_friction.first }; + + if( false == inputcellname.empty() ) { + track->m_friction.second = simulation::Memory.find( inputcellname ); + if( track->m_friction.second == nullptr ) { + ErrorLog( "Bad track: " + ( trackname.empty() ? "unnamed track" : "\"" + trackname + "\"" ) + " can't find assigned memory cell \"" + inputcellname + "\"" ); + } + } + } } if( Global.CreateSwitchTrackbeds ) { diff --git a/Track.h b/Track.h index 67525d7a..622e61f0 100644 --- a/Track.h +++ b/Track.h @@ -191,6 +191,7 @@ public: m_events1, m_events2; bool m_events { false }; // Ra: flaga informująca o obecności eventów + std::pair m_friction { "", nullptr }; int iNextDirection = 0; // 0:Point1, 1:Point2, 3:do odchylonego na zwrotnicy int iPrevDirection = 0; // domyślnie wirtualne odcinki dołączamy stroną od Point1 @@ -293,6 +294,7 @@ public: void MovedUp1(float const dh); void VelocitySet(float v); double VelocityGet(); + float Friction() const; void ConnectionsLog(); bool DoubleSlip() const; static void fetch_default_profiles(); diff --git a/Train.cpp b/Train.cpp index 30735a8a..6c849d8f 100644 --- a/Train.cpp +++ b/Train.cpp @@ -3740,7 +3740,7 @@ void TTrain::OnCommand_headlighttoggleleft( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { // turn on OnCommand_headlightenableleft( Train, Command ); } @@ -3764,12 +3764,12 @@ void TTrain::OnCommand_headlightenableleft( TTrain *Train, command_data const &C // implementation auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_left; + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { + Train->mvOccupied->iLights[ vehicleend ] ^= light::headlight_left; } // if the light is controlled by 3-way switch, disable marker light if( Train->ggLeftEndLightButton.SubModel == nullptr ) { - Train->DynamicObject->iLights[ vehicleend ] &= ~light::redmarker_left; + Train->mvOccupied->iLights[ vehicleend ] &= ~light::redmarker_left; } } } @@ -3785,9 +3785,9 @@ void TTrain::OnCommand_headlightdisableleft( TTrain *Train, command_data const & // only reacting to press, so the switch doesn't flip back and forth if key is held down int const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { return; } // already disabled + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::headlight_left ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_left; + Train->mvOccupied->iLights[ vehicleend ] ^= light::headlight_left; // visual feedback Train->ggLeftLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3799,7 +3799,7 @@ void TTrain::OnCommand_headlighttoggleright( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { // turn on OnCommand_headlightenableright( Train, Command ); } @@ -3823,12 +3823,12 @@ void TTrain::OnCommand_headlightenableright( TTrain *Train, command_data const & // implementation auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_right; + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { + Train->mvOccupied->iLights[ vehicleend ] ^= light::headlight_right; } // if the light is controlled by 3-way switch, disable marker light if( Train->ggRightEndLightButton.SubModel == nullptr ) { - Train->DynamicObject->iLights[ vehicleend ] &= ~light::redmarker_right; + Train->mvOccupied->iLights[ vehicleend ] &= ~light::redmarker_right; } } } @@ -3844,9 +3844,9 @@ void TTrain::OnCommand_headlightdisableright( TTrain *Train, command_data const // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { return; } // already disabled + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::headlight_right ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_right; + Train->mvOccupied->iLights[ vehicleend ] ^= light::headlight_right; // visual feedback Train->ggRightLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3858,7 +3858,7 @@ void TTrain::OnCommand_headlighttoggleupper( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) == 0 ) { + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::headlight_upper ) == 0 ) { // turn on OnCommand_headlightenableupper( Train, Command ); } @@ -3880,9 +3880,9 @@ void TTrain::OnCommand_headlightenableupper( TTrain *Train, command_data const & // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) != 0 ) { return; } // already enabled + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::headlight_upper ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_upper; + Train->mvOccupied->iLights[ vehicleend ] ^= light::headlight_upper; // visual feedback Train->ggUpperLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } @@ -3899,9 +3899,9 @@ void TTrain::OnCommand_headlightdisableupper( TTrain *Train, command_data const // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) == 0 ) { return; } // already disabled + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::headlight_upper ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::headlight_upper; + Train->mvOccupied->iLights[ vehicleend ] ^= light::headlight_upper; // visual feedback Train->ggUpperLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -3913,7 +3913,7 @@ void TTrain::OnCommand_redmarkertoggleleft( TTrain *Train, command_data const &C // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) == 0 ) { + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::redmarker_left ) == 0 ) { // turn on OnCommand_redmarkerenableleft( Train, Command ); } @@ -3935,9 +3935,9 @@ void TTrain::OnCommand_redmarkerenableleft( TTrain *Train, command_data const &C // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) != 0 ) { return; } // already enabled + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::redmarker_left ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_left; + Train->mvOccupied->iLights[ vehicleend ] ^= light::redmarker_left; // visual feedback if( Train->ggLeftEndLightButton.SubModel != nullptr ) { Train->ggLeftEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); @@ -3947,7 +3947,7 @@ void TTrain::OnCommand_redmarkerenableleft( TTrain *Train, command_data const &C // this is crude, but for now will do Train->ggLeftLightButton.UpdateValue( -1.0, Train->dsbSwitch ); // if the light is controlled by 3-way switch, disable the headlight - Train->DynamicObject->iLights[ vehicleend ] &= ~light::headlight_left; + Train->mvOccupied->iLights[ vehicleend ] &= ~light::headlight_left; } } } @@ -3963,9 +3963,9 @@ void TTrain::OnCommand_redmarkerdisableleft( TTrain *Train, command_data const & // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) == 0 ) { return; } // already disabled + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::redmarker_left ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_left; + Train->mvOccupied->iLights[ vehicleend ] ^= light::redmarker_left; // visual feedback if( Train->ggLeftEndLightButton.SubModel != nullptr ) { Train->ggLeftEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); @@ -3984,7 +3984,7 @@ void TTrain::OnCommand_redmarkertoggleright( TTrain *Train, command_data const & // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) == 0 ) { + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::redmarker_right ) == 0 ) { // turn on OnCommand_redmarkerenableright( Train, Command ); } @@ -4006,9 +4006,9 @@ void TTrain::OnCommand_redmarkerenableright( TTrain *Train, command_data const & // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) != 0 ) { return; } // already enabled + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::redmarker_right ) != 0 ) { return; } // already enabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_right; + Train->mvOccupied->iLights[ vehicleend ] ^= light::redmarker_right; // visual feedback if( Train->ggRightEndLightButton.SubModel != nullptr ) { Train->ggRightEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); @@ -4018,7 +4018,7 @@ void TTrain::OnCommand_redmarkerenableright( TTrain *Train, command_data const & // this is crude, but for now will do Train->ggRightLightButton.UpdateValue( -1.0, Train->dsbSwitch ); // if the light is controlled by 3-way switch, disable the headlight - Train->DynamicObject->iLights[ vehicleend ] &= ~light::headlight_right; + Train->mvOccupied->iLights[ vehicleend ] &= ~light::headlight_right; } } } @@ -4034,9 +4034,9 @@ void TTrain::OnCommand_redmarkerdisableright( TTrain *Train, command_data const // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const vehicleend { Train->cab_to_end() }; - if( ( Train->DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) == 0 ) { return; } // already disabled + if( ( Train->mvOccupied->iLights[ vehicleend ] & light::redmarker_right ) == 0 ) { return; } // already disabled - Train->DynamicObject->iLights[ vehicleend ] ^= light::redmarker_right; + Train->mvOccupied->iLights[ vehicleend ] ^= light::redmarker_right; // visual feedback if( Train->ggRightEndLightButton.SubModel != nullptr ) { Train->ggRightEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); @@ -4063,15 +4063,15 @@ void TTrain::OnCommand_headlighttogglerearleft( TTrain *Train, command_data cons end::rear : end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_right ) == 0 ) { + if( ( Train->mvOccupied->iLights[ vehicleotherend ] & light::headlight_right ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_right; + Train->mvOccupied->iLights[ vehicleotherend ] ^= light::headlight_right; // visual feedback Train->ggRearLeftLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_right; + Train->mvOccupied->iLights[ vehicleotherend ] ^= light::headlight_right; // visual feedback Train->ggRearLeftLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -4092,15 +4092,15 @@ void TTrain::OnCommand_headlighttogglerearright( TTrain *Train, command_data con end::rear : end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_left ) == 0 ) { + if( ( Train->mvOccupied->iLights[ vehicleotherend ] & light::headlight_left ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_left; + Train->mvOccupied->iLights[ vehicleotherend ] ^= light::headlight_left; // visual feedback Train->ggRearRightLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_left; + Train->mvOccupied->iLights[ vehicleotherend ] ^= light::headlight_left; // visual feedback Train->ggRearRightLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -4120,15 +4120,15 @@ void TTrain::OnCommand_headlighttogglerearupper( TTrain *Train, command_data con Train->cab_to_end() == end::front ? end::rear : end::front ) }; - if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::headlight_upper ) == 0 ) { + if( ( Train->mvOccupied->iLights[ vehicleotherend ] & light::headlight_upper ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_upper; + Train->mvOccupied->iLights[ vehicleotherend ] ^= light::headlight_upper; // visual feedback Train->ggRearUpperLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::headlight_upper; + Train->mvOccupied->iLights[ vehicleotherend ] ^= light::headlight_upper; // visual feedback Train->ggRearUpperLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -4149,15 +4149,15 @@ void TTrain::OnCommand_redmarkertogglerearleft( TTrain *Train, command_data cons end::rear : end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::redmarker_right ) == 0 ) { + if( ( Train->mvOccupied->iLights[ vehicleotherend ] & light::redmarker_right ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_right; + Train->mvOccupied->iLights[ vehicleotherend ] ^= light::redmarker_right; // visual feedback Train->ggRearLeftEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_right; + Train->mvOccupied->iLights[ vehicleotherend ] ^= light::redmarker_right; // visual feedback Train->ggRearLeftEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -4178,15 +4178,15 @@ void TTrain::OnCommand_redmarkertogglerearright( TTrain *Train, command_data con end::rear : end::front ) }; // only reacting to press, so the switch doesn't flip back and forth if key is held down - if( ( Train->DynamicObject->iLights[ vehicleotherend ] & light::redmarker_left ) == 0 ) { + if( ( Train->mvOccupied->iLights[ vehicleotherend ] & light::redmarker_left ) == 0 ) { // turn on - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_left; + Train->mvOccupied->iLights[ vehicleotherend ] ^= light::redmarker_left; // visual feedback Train->ggRearRightEndLightButton.UpdateValue( 1.0, Train->dsbSwitch ); } else { //turn off - Train->DynamicObject->iLights[ vehicleotherend ] ^= light::redmarker_left; + Train->mvOccupied->iLights[ vehicleotherend ] ^= light::redmarker_left; // visual feedback Train->ggRearRightEndLightButton.UpdateValue( 0.0, Train->dsbSwitch ); } @@ -4212,10 +4212,10 @@ void TTrain::OnCommand_redmarkerstoggle( TTrain *Train, command_data const &Comm auto const lightset { light::redmarker_left | light::redmarker_right }; - vehicle->iLights[ CouplNr ] = ( - false == TestFlag( vehicle->iLights[ CouplNr ], lightset ) ? - vehicle->iLights[ CouplNr ] |= lightset : // turn signals on - vehicle->iLights[ CouplNr ] ^= lightset ); // turn signals off + vehicle->MoverParameters->iLights[ CouplNr ] = ( + false == TestFlag( vehicle->MoverParameters->iLights[ CouplNr ], lightset ) ? + vehicle->MoverParameters->iLights[ CouplNr ] |= lightset : // turn signals on + vehicle->MoverParameters->iLights[ CouplNr ] ^= lightset ); // turn signals off } } @@ -4238,10 +4238,10 @@ void TTrain::OnCommand_endsignalstoggle( TTrain *Train, command_data const &Comm auto const lightset { light::rearendsignals }; - vehicle->iLights[ CouplNr ] = ( - false == TestFlag( vehicle->iLights[ CouplNr ], lightset ) ? - vehicle->iLights[ CouplNr ] |= lightset : // turn signals on - vehicle->iLights[ CouplNr ] ^= lightset ); // turn signals off + vehicle->MoverParameters->iLights[ CouplNr ] = ( + false == TestFlag( vehicle->MoverParameters->iLights[ CouplNr ], lightset ) ? + vehicle->MoverParameters->iLights[ CouplNr ] |= lightset : // turn signals on + vehicle->MoverParameters->iLights[ CouplNr ] ^= lightset ); // turn signals off } } @@ -5787,6 +5787,10 @@ void TTrain::OnCommand_cabchangeforward( TTrain *Train, command_data const &Comm if( Train->ggDoorPermitPresetButton.SubModel != nullptr ) { Train->mvOccupied->ChangeDoorPermitPreset( 0 ); } + // HACK: update lights state + if( Train->mvOccupied->LightsPosNo > 0 ) { + Train->DynamicObject->SetLights(); + } } } @@ -5821,6 +5825,10 @@ void TTrain::OnCommand_cabchangebackward( TTrain *Train, command_data const &Com if( Train->ggDoorPermitPresetButton.SubModel != nullptr ) { Train->mvOccupied->ChangeDoorPermitPreset( 0 ); } + // HACK: update lights state + if( Train->mvOccupied->LightsPosNo > 0 ) { + Train->DynamicObject->SetLights(); + } } } @@ -7303,24 +7311,22 @@ TTrain::update_sounds( double const Deltatime ) { // power-reliant sounds if( mvOccupied->Power24vIsAvailable || mvOccupied->Power110vIsAvailable ) { // McZapkie-141102: SHP i czuwak, TODO: sygnalizacja kabinowa - if( mvOccupied->SecuritySystem.Status != s_off ) { // hunter-091012: rozdzielenie alarmow - if( TestFlag( mvOccupied->SecuritySystem.Status, s_CAalarm ) - || TestFlag( mvOccupied->SecuritySystem.Status, s_SHPalarm ) ) { + if( TestFlag( mvOccupied->SecuritySystem.Status, s_CAalarm ) + || TestFlag( mvOccupied->SecuritySystem.Status, s_SHPalarm ) ) { - if( false == dsbBuzzer.is_playing() ) { - dsbBuzzer - .pitch( dsbBuzzer.m_frequencyoffset + dsbBuzzer.m_frequencyfactor ) - .gain( dsbBuzzer.m_amplitudeoffset + dsbBuzzer.m_amplitudefactor ) - .play( sound_flags::looping ); - Console::BitsSet( 1 << 14 ); // ustawienie bitu 16 na PoKeys - } + if( false == dsbBuzzer.is_playing() ) { + dsbBuzzer + .pitch( dsbBuzzer.m_frequencyoffset + dsbBuzzer.m_frequencyfactor ) + .gain( dsbBuzzer.m_amplitudeoffset + dsbBuzzer.m_amplitudefactor ) + .play( sound_flags::looping ); + Console::BitsSet( 1 << 14 ); // ustawienie bitu 16 na PoKeys } - else { - if( true == dsbBuzzer.is_playing() ) { - dsbBuzzer.stop(); - Console::BitsClear( 1 << 14 ); // ustawienie bitu 16 na PoKeys - } + } + else { + if( true == dsbBuzzer.is_playing() ) { + dsbBuzzer.stop(); + Console::BitsClear( 1 << 14 ); // ustawienie bitu 16 na PoKeys } } // distance meter alert @@ -8591,16 +8597,16 @@ void TTrain::set_cab_controls( int const Cab ) { auto const vehicleend { cab_to_end( Cab ) }; - if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_left ) != 0 ) { + if( ( mvOccupied->iLights[ vehicleend ] & light::headlight_left ) != 0 ) { ggLeftLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_right ) != 0 ) { + if( ( mvOccupied->iLights[ vehicleend ] & light::headlight_right ) != 0 ) { ggRightLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleend ] & light::headlight_upper ) != 0 ) { + if( ( mvOccupied->iLights[ vehicleend ] & light::headlight_upper ) != 0 ) { ggUpperLightButton.PutValue( 1.f ); } - if( ( DynamicObject->iLights[ vehicleend ] & light::redmarker_left ) != 0 ) { + if( ( mvOccupied->iLights[ vehicleend ] & light::redmarker_left ) != 0 ) { if( ggLeftEndLightButton.SubModel != nullptr ) { ggLeftEndLightButton.PutValue( 1.f ); } @@ -8608,7 +8614,7 @@ void TTrain::set_cab_controls( int const Cab ) { ggLeftLightButton.PutValue( -1.f ); } } - if( ( DynamicObject->iLights[ vehicleend ] & light::redmarker_right ) != 0 ) { + if( ( mvOccupied->iLights[ vehicleend ] & light::redmarker_right ) != 0 ) { if( ggRightEndLightButton.SubModel != nullptr ) { ggRightEndLightButton.PutValue( 1.f ); } diff --git a/lightarray.cpp b/lightarray.cpp index 32eecf81..3819f872 100644 --- a/lightarray.cpp +++ b/lightarray.cpp @@ -61,7 +61,7 @@ light_array::update() { || ( true == light.owner->MoverParameters->Power110vIsAvailable ) ) { // with power on, the intensity depends on the state of activated switches // first we cross-check the list of enabled lights with the lights installed in the vehicle... - auto const lights { light.owner->iLights[ light.index ] & light.owner->LightList( static_cast( light.index ) ) }; + auto const lights { light.owner->MoverParameters->iLights[ light.index ] & light.owner->LightList( static_cast( light.index ) ) }; // ...then check their individual state light.count = 0 + ( ( lights & light::headlight_left ) ? 1 : 0 ) diff --git a/renderer.h b/renderer.h index f8c0c71b..bdc7a628 100644 --- a/renderer.h +++ b/renderer.h @@ -12,7 +12,7 @@ http://mozilla.org/MPL/2.0/. #include "geometrybank.h" #include "material.h" -class lighting_data; +struct lighting_data; class gfx_renderer { diff --git a/version.h b/version.h index a82522d4..b52e8847 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 604 +#define VERSION_MINOR 608 #define VERSION_REVISION 0 From 765cdd58ad82fb260b55bebaff318dd3f3715e18 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 15 Jun 2020 12:51:27 +0200 Subject: [PATCH 123/153] build 200615. brake release sound tweak, low detail interior vehicle screens support --- DynObj.cpp | 15 ++++++++++++--- Train.cpp | 5 ++++- version.h | 2 +- 3 files changed, 17 insertions(+), 5 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index a637042f..33321fb9 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4122,19 +4122,19 @@ void TDynamicObject::RenderSounds() { if( m_lastbrakepressure != -1.f ) { // calculate rate of pressure drop in brake cylinder, once it's been initialized auto const brakepressuredifference{ m_lastbrakepressure - MoverParameters->BrakePress }; - m_brakepressurechange = interpolate( m_brakepressurechange, brakepressuredifference / dt, 0.005f ); + m_brakepressurechange = interpolate( m_brakepressurechange, brakepressuredifference / dt, 0.05f ); } m_lastbrakepressure = MoverParameters->BrakePress; // ensure some basic level of volume and scale it up depending on pressure in the cylinder; scale this by the air release rate volume = 20 * m_brakepressurechange * ( 0.25 + 0.75 * brakepressureratio ); - if( volume > 0.075f ) { + if( ( m_brakepressurechange > 0.05 ) && ( brakepressureratio > 0.05 ) ) { rsUnbrake .gain( volume ) .play( sound_flags::exclusive | sound_flags::looping ); } else { // don't stop the sound too abruptly - volume = std::max( 0.0, rsUnbrake.gain() - 0.2 * dt ); + volume = std::max( 0.0, rsUnbrake.gain() - 0.5 * dt ); rsUnbrake.gain( volume ); if( volume < 0.05 ) { rsUnbrake.stop(); @@ -5011,6 +5011,9 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co if( pants[ i ].smElement[ 2 ] ) { pants[ i ].smElement[ 2 ]->WillBeAnimated(); } + else { + ErrorLog( "Bad model: " + asFileName + " - missed submodel " + asAnimName, logtype::model ); // brak ramienia + } } } } @@ -5026,6 +5029,9 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co if( pants[ i ].smElement[ 3 ] ) { pants[ i ].smElement[ 3 ]->WillBeAnimated(); } + else { + ErrorLog( "Bad model: " + asFileName + " - missed submodel " + asAnimName, logtype::model ); // brak ramienia + } } } } @@ -5044,6 +5050,9 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co pants[ i ].fMaxDist = 300 * 300; // nie podnosić w większej odległości pants[ i ].iNumber = i; } + else { + ErrorLog( "Bad model: " + asFileName + " - missed submodel " + asAnimName, logtype::model ); // brak ramienia + } } } } diff --git a/Train.cpp b/Train.cpp index 6c849d8f..6c1efa39 100644 --- a/Train.cpp +++ b/Train.cpp @@ -7881,7 +7881,10 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) opengl_texture *tex = nullptr; TSubModel *submodel = nullptr; if (submodelname != "none") { - submodel = ( DynamicObject->mdKabina ? DynamicObject->mdKabina->GetFromName( submodelname ) : nullptr ); + submodel = ( + DynamicObject->mdKabina ? DynamicObject->mdKabina->GetFromName( submodelname ) : + DynamicObject->mdLowPolyInt ? DynamicObject->mdLowPolyInt->GetFromName( submodelname ) : + nullptr ); if( submodel == nullptr ) { WriteLog( "Python Screen: submodel " + submodelname + " not found - Ignoring screen" ); continue; diff --git a/version.h b/version.h index b52e8847..296322d2 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 608 +#define VERSION_MINOR 615 #define VERSION_REVISION 0 From 0af9e8445378602b5e35e610d54df404e7dd2221 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 17 Jun 2020 23:45:59 +0200 Subject: [PATCH 124/153] auxiliary vehicle lights, minor bug fixes --- DynObj.cpp | 185 +++++++++++++++++++++++++++++---------------- DynObj.h | 34 +++++---- McZapkie/MOVER.h | 15 ++-- McZapkie/Mover.cpp | 2 +- Train.h | 2 +- maszyna.vcxproj | 4 +- 6 files changed, 149 insertions(+), 93 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index 33321fb9..75a7ac43 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -974,11 +974,11 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) // else btCPass2.TurnOff(); if (MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable) { // sygnaly konca pociagu - if (btEndSignals1.Active()) + if (m_endsignals1.Active()) { if (TestFlag(MoverParameters->iLights[0], 2) || TestFlag(MoverParameters->iLights[0], 32)) { - btEndSignals1.Turn( true ); + m_endsignals1.Turn( true ); btnOn = true; } // else btEndSignals1.TurnOff(); @@ -987,22 +987,22 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) { if (TestFlag(MoverParameters->iLights[0], 2)) { - btEndSignals11.Turn( true ); + m_endsignal13.Turn( true ); btnOn = true; } // else btEndSignals11.TurnOff(); if (TestFlag(MoverParameters->iLights[0], 32)) { - btEndSignals13.Turn( true ); + m_endsignal12.Turn( true ); btnOn = true; } // else btEndSignals13.TurnOff(); } - if (btEndSignals2.Active()) + if (m_endsignals2.Active()) { if (TestFlag(MoverParameters->iLights[1], 2) || TestFlag(MoverParameters->iLights[1], 32)) { - btEndSignals2.Turn( true ); + m_endsignals2.Turn( true ); btnOn = true; } // else btEndSignals2.TurnOff(); @@ -1011,13 +1011,13 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) { if (TestFlag(MoverParameters->iLights[1], 2)) { - btEndSignals21.Turn( true ); + m_endsignal23.Turn( true ); btnOn = true; } // else btEndSignals21.TurnOff(); if (TestFlag(MoverParameters->iLights[1], 32)) { - btEndSignals23.Turn( true ); + m_endsignal22.Turn( true ); btnOn = true; } // else btEndSignals23.TurnOff(); @@ -1026,13 +1026,13 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) // tablice blaszane: if (TestFlag(MoverParameters->iLights[end::front], light::rearendsignals)) { - btEndSignalsTab1.Turn( true ); + m_endtab1.Turn( true ); btnOn = true; } // else btEndSignalsTab1.TurnOff(); if (TestFlag(MoverParameters->iLights[end::rear], light::rearendsignals)) { - btEndSignalsTab2.Turn( true ); + m_endtab2.Turn( true ); btnOn = true; } // destination signs @@ -1079,30 +1079,30 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) if (TestFlag(MoverParameters->iLights[end::front], light::headlight_left)) { if( DimHeadlights ) { - btHeadSignals11.TurnxOnWithOnAsFallback(); + m_headlamp13.TurnxOnWithOnAsFallback(); } else { - btHeadSignals11.TurnOn(); + m_headlamp13.TurnOn(); } btnOn = true; } if (TestFlag(MoverParameters->iLights[end::front], light::headlight_upper)) { if( DimHeadlights ) { - btHeadSignals12.TurnxOnWithOnAsFallback(); + m_headlamp11.TurnxOnWithOnAsFallback(); } else { - btHeadSignals12.TurnOn(); + m_headlamp11.TurnOn(); } btnOn = true; } if (TestFlag(MoverParameters->iLights[end::front], light::headlight_right)) { if( DimHeadlights ) { - btHeadSignals13.TurnxOnWithOnAsFallback(); + m_headlamp12.TurnxOnWithOnAsFallback(); } else { - btHeadSignals13.TurnOn(); + m_headlamp12.TurnOn(); } btnOn = true; } @@ -1110,30 +1110,71 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) if (TestFlag(MoverParameters->iLights[end::rear], light::headlight_left)) { if( DimHeadlights ) { - btHeadSignals21.TurnxOnWithOnAsFallback(); + m_headlamp23.TurnxOnWithOnAsFallback(); } else { - btHeadSignals21.TurnOn(); + m_headlamp23.TurnOn(); } btnOn = true; } if (TestFlag(MoverParameters->iLights[end::rear], light::headlight_upper)) { if( DimHeadlights ) { - btHeadSignals22.TurnxOnWithOnAsFallback(); + m_headlamp21.TurnxOnWithOnAsFallback(); } else { - btHeadSignals22.TurnOn(); + m_headlamp21.TurnOn(); } btnOn = true; } if (TestFlag(MoverParameters->iLights[end::rear], light::headlight_right)) { if( DimHeadlights ) { - btHeadSignals23.TurnxOnWithOnAsFallback(); + m_headlamp22.TurnxOnWithOnAsFallback(); } else { - btHeadSignals23.TurnOn(); + m_headlamp22.TurnOn(); + } + btnOn = true; + } + // auxiliary lights + if (TestFlag(MoverParameters->iLights[end::front], light::auxiliary_left)) + { + if( DimHeadlights ) { + m_headsignal13.TurnxOnWithOnAsFallback(); + } + else { + m_headsignal13.TurnOn(); + } + btnOn = true; + } + if (TestFlag(MoverParameters->iLights[end::front], light::auxiliary_right)) + { + if( DimHeadlights ) { + m_headsignal12.TurnxOnWithOnAsFallback(); + } + else { + m_headsignal12.TurnOn(); + } + btnOn = true; + } + if (TestFlag(MoverParameters->iLights[end::rear], light::auxiliary_left)) + { + if( DimHeadlights ) { + m_headsignal23.TurnxOnWithOnAsFallback(); + } + else { + m_headsignal23.TurnOn(); + } + btnOn = true; + } + if (TestFlag(MoverParameters->iLights[end::rear], light::auxiliary_right)) + { + if( DimHeadlights ) { + m_headlamp22.TurnxOnWithOnAsFallback(); + } + else { + m_headlamp22.TurnOn(); } btnOn = true; } @@ -2131,37 +2172,43 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" btCPass1.Init( "cpass1", mdModel, false); btCPass2.Init( "cpass2", mdModel, false); // sygnaly - // ABu 060205: Zmiany dla koncowek swiecacych: - btEndSignals11.Init( "endsignal13", mdModel, false); - btEndSignals21.Init( "endsignal23", mdModel, false); - btEndSignals13.Init( "endsignal12", mdModel, false); - btEndSignals23.Init( "endsignal22", mdModel, false); - iInventory[ end::front ] |= btEndSignals11.Active() ? light::redmarker_left : 0; // informacja, czy ma poszczególne światła - iInventory[ end::front ] |= btEndSignals13.Active() ? light::redmarker_right : 0; - iInventory[ end::rear ] |= btEndSignals21.Active() ? light::redmarker_left : 0; - iInventory[ end::rear ] |= btEndSignals23.Active() ? light::redmarker_right : 0; - // ABu: to niestety zostawione dla kompatybilnosci modeli: - btEndSignals1.Init( "endsignals1", mdModel, false); - btEndSignals2.Init( "endsignals2", mdModel, false); - btEndSignalsTab1.Init( "endtab1", mdModel, false); - btEndSignalsTab2.Init( "endtab2", mdModel, false); - iInventory[ end::front ] |= btEndSignals1.Active() ? ( light::redmarker_left | light::redmarker_right ) : 0; - iInventory[ end::front ] |= btEndSignalsTab1.Active() ? light::rearendsignals : 0; // tabliczki blaszane - iInventory[ end::rear ] |= btEndSignals2.Active() ? ( light::redmarker_left | light::redmarker_right ) : 0; - iInventory[ end::rear ] |= btEndSignalsTab2.Active() ? light::rearendsignals : 0; - // ABu Uwaga! tu zmienic w modelu! - btHeadSignals11.Init( "headlamp13", mdModel); // lewe - btHeadSignals12.Init( "headlamp11", mdModel); // górne - btHeadSignals13.Init( "headlamp12", mdModel); // prawe - btHeadSignals21.Init( "headlamp23", mdModel); - btHeadSignals22.Init( "headlamp21", mdModel); - btHeadSignals23.Init( "headlamp22", mdModel); - iInventory[ end::front ] |= btHeadSignals11.Active() ? light::headlight_left : 0; - iInventory[ end::front ] |= btHeadSignals12.Active() ? light::headlight_upper : 0; - iInventory[ end::front ] |= btHeadSignals13.Active() ? light::headlight_right : 0; - iInventory[ end::rear ] |= btHeadSignals21.Active() ? light::headlight_left : 0; - iInventory[ end::rear ] |= btHeadSignals22.Active() ? light::headlight_upper : 0; - iInventory[ end::rear ] |= btHeadSignals23.Active() ? light::headlight_right : 0; + m_endsignal12.Init( "endsignal12", mdModel, false ); + m_endsignal13.Init( "endsignal13", mdModel, false ); + m_endsignal22.Init( "endsignal22", mdModel, false ); + m_endsignal23.Init( "endsignal23", mdModel, false ); + m_endsignals1.Init( "endsignals1", mdModel, false ); + m_endsignals2.Init( "endsignals2", mdModel, false ); + m_endtab1.Init( "endtab1", mdModel, false ); + m_endtab2.Init( "endtab2", mdModel, false ); + m_headlamp11.Init( "headlamp11", mdModel ); // górne + m_headlamp12.Init( "headlamp12", mdModel ); // prawe + m_headlamp13.Init( "headlamp13", mdModel ); // lewe + m_headlamp21.Init( "headlamp21", mdModel ); + m_headlamp22.Init( "headlamp22", mdModel ); + m_headlamp23.Init( "headlamp23", mdModel ); + m_headsignal12.Init( "headsignal12", mdModel ); + m_headsignal13.Init( "headsignal13", mdModel ); + m_headsignal22.Init( "headsignal22", mdModel ); + m_headsignal23.Init( "headsignal23", mdModel ); + // informacja, czy ma poszczególne światła + iInventory[ end::front ] |= m_endsignal12.Active() ? light::redmarker_right : 0; + iInventory[ end::front ] |= m_endsignal13.Active() ? light::redmarker_left : 0; + iInventory[ end::rear ] |= m_endsignal22.Active() ? light::redmarker_right : 0; + iInventory[ end::rear ] |= m_endsignal23.Active() ? light::redmarker_left : 0; + iInventory[ end::front ] |= m_endsignals1.Active() ? ( light::redmarker_left | light::redmarker_right ) : 0; + iInventory[ end::rear ] |= m_endsignals2.Active() ? ( light::redmarker_left | light::redmarker_right ) : 0; + iInventory[ end::front ] |= m_endtab1.Active() ? light::rearendsignals : 0; // tabliczki blaszane + iInventory[ end::rear ] |= m_endtab2.Active() ? light::rearendsignals : 0; + iInventory[ end::front ] |= m_headlamp11.Active() ? light::headlight_upper : 0; + iInventory[ end::front ] |= m_headlamp12.Active() ? light::headlight_right : 0; + iInventory[ end::front ] |= m_headlamp13.Active() ? light::headlight_left : 0; + iInventory[ end::rear ] |= m_headlamp21.Active() ? light::headlight_upper : 0; + iInventory[ end::rear ] |= m_headlamp22.Active() ? light::headlight_right : 0; + iInventory[ end::rear ] |= m_headlamp23.Active() ? light::headlight_left : 0; + iInventory[ end::front ] |= m_headsignal12.Active() ? light::auxiliary_right : 0; + iInventory[ end::front ] |= m_headsignal13.Active() ? light::auxiliary_left : 0; + iInventory[ end::rear ] |= m_headsignal22.Active() ? light::auxiliary_right : 0; + iInventory[ end::rear ] |= m_headsignal23.Active() ? light::auxiliary_left : 0; btMechanik1.Init( "mechanik1", mdLowPolyInt, false); btMechanik2.Init( "mechanik2", mdLowPolyInt, false); if( MoverParameters->dizel_heat.water.config.shutters ) { @@ -3982,20 +4029,24 @@ void TDynamicObject::TurnOff() btCCtrl2.Turn( false ); btCPass1.Turn( false ); btCPass2.Turn( false ); - btEndSignals11.Turn( false ); - btEndSignals13.Turn( false ); - btEndSignals21.Turn( false ); - btEndSignals23.Turn( false ); - btEndSignals1.Turn( false ); - btEndSignals2.Turn( false ); - btEndSignalsTab1.Turn( false ); - btEndSignalsTab2.Turn( false ); - btHeadSignals11.TurnOff(); - btHeadSignals12.TurnOff(); - btHeadSignals13.TurnOff(); - btHeadSignals21.TurnOff(); - btHeadSignals22.TurnOff(); - btHeadSignals23.TurnOff(); + m_endsignal12.Turn( false ); + m_endsignal13.Turn( false ); + m_endsignal22.Turn( false ); + m_endsignal23.Turn( false ); + m_endsignals1.Turn( false ); + m_endsignals2.Turn( false ); + m_endtab1.Turn( false ); + m_endtab2.Turn( false ); + m_headlamp11.TurnOff(); + m_headlamp12.TurnOff(); + m_headlamp13.TurnOff(); + m_headlamp21.TurnOff(); + m_headlamp22.TurnOff(); + m_headlamp23.TurnOff(); + m_headsignal12.TurnOff(); + m_headsignal13.TurnOff(); + m_headsignal22.TurnOff(); + m_headsignal23.TurnOff(); btMechanik1.Turn( false ); btMechanik2.Turn( false ); btShutters1.Turn( false ); diff --git a/DynObj.h b/DynObj.h index 6c851b9e..c68d03fe 100644 --- a/DynObj.h +++ b/DynObj.h @@ -412,21 +412,25 @@ private: TButton btCPass2; char cp1, sp1, cp2, sp2; // ustawienia węży - TButton btEndSignals11; // sygnalu konca pociagu - TButton btEndSignals13; - TButton btEndSignals21; - TButton btEndSignals23; - TButton btEndSignals1; // zeby bylo kompatybilne ze starymi modelami... - TButton btEndSignals2; - TButton btEndSignalsTab1; // sygnaly konca pociagu (blachy) - TButton btEndSignalsTab2; - TAirCoupler btHeadSignals11; // oswietlenie czolowe - przod - TAirCoupler btHeadSignals12; - TAirCoupler btHeadSignals13; - TAirCoupler btHeadSignals21; // oswietlenie czolowe - tyl - TAirCoupler btHeadSignals22; - TAirCoupler btHeadSignals23; - TButton btMechanik1; + TButton m_endsignal12; // sygnalu konca pociagu + TButton m_endsignal13; + TButton m_endsignal22; + TButton m_endsignal23; + TButton m_endsignals1; // zeby bylo kompatybilne ze starymi modelami... + TButton m_endsignals2; + TButton m_endtab1; // sygnaly konca pociagu (blachy) + TButton m_endtab2; + TAirCoupler m_headlamp11; // oswietlenie czolowe - przod + TAirCoupler m_headlamp12; + TAirCoupler m_headlamp13; + TAirCoupler m_headlamp21; // oswietlenie czolowe - tyl + TAirCoupler m_headlamp22; + TAirCoupler m_headlamp23; + TAirCoupler m_headsignal12; + TAirCoupler m_headsignal13; + TAirCoupler m_headsignal22; + TAirCoupler m_headsignal23; + TButton btMechanik1; TButton btMechanik2; TButton btShutters1; // cooling shutters for primary water circuit TButton btShutters2; // cooling shutters for auxiliary water circuit diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index bdf71ce6..cc95aa54 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -194,12 +194,15 @@ enum class start_t { // recognized vehicle light locations and types; can be combined enum light { - headlight_left = 0x01, - redmarker_left = 0x02, - headlight_upper = 0x04, - headlight_right = 0x10, - redmarker_right = 0x20, - rearendsignals = 0x40 + headlight_left = ( 1 << 0 ), + redmarker_left = ( 1 << 1 ), + headlight_upper = ( 1 << 2 ), +// TBD, TODO: redmarker_upper support? + headlight_right = ( 1 << 4 ), + redmarker_right = ( 1 << 5 ), + rearendsignals = ( 1 << 6 ), + auxiliary_left = ( 1 << 7 ), + auxiliary_right = ( 1 << 8 ), }; // door operation methods; exclusive diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 1a2dbf4f..d7e973eb 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -11327,7 +11327,7 @@ bool TMoverParameters::SendCtrlToNext( std::string const CtrlCommand, double con // Ra: był problem z propagacją, jeśli w składzie jest pojazd wstawiony odwrotnie // Ra: problem jest również, jeśli AI będzie na końcu składu - OK = ( dir != 0 ); // and Mains; + OK = true; // ( dir != 0 ); // experimentally disabled d = ( 1 + static_cast(Sign( dir )) ) / 2; // dir=-1=>d=0, dir=1=>d=1 - wysyłanie tylko w tył if( OK ) { // musi być wybrana niezerowa kabina diff --git a/Train.h b/Train.h index 91307bd8..f691855f 100644 --- a/Train.h +++ b/Train.h @@ -788,7 +788,7 @@ private: int m_pantselection{ 0 }; bool m_doors{ false }; // helper, true if any door is open // ld substitute - bool m_couplingdisconnect; + bool m_couplingdisconnect { false }; public: float fPress[20][3]; // cisnienia dla wszystkich czlonow diff --git a/maszyna.vcxproj b/maszyna.vcxproj index 612613da..7377c065 100644 --- a/maszyna.vcxproj +++ b/maszyna.vcxproj @@ -119,11 +119,11 @@ stdcpp17 - true $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) Windows + DebugFull @@ -139,7 +139,6 @@ stdcpp17 - true true true $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) @@ -163,7 +162,6 @@ stdcpp17 - true true true $(DXSKD_DIR)lib/$(PlatformShortName);$(SolutionDir)ref/glfw/lib/msvc-$(MSBuildToolsVersion)/$(PlatformShortName);$(SolutionDir)ref/openal/lib/$(PlatformShortName);$(SolutionDir)ref/python/lib/$(PlatformShortName);$(SolutionDir)ref/libserialport/lib/$(PlatformShortName);%(AdditionalLibraryDirectories) From 635d9d68a37df830bfd64489be5fa136c47046de Mon Sep 17 00:00:00 2001 From: stele Date: Mon, 22 Jun 2020 21:39:17 +0200 Subject: [PATCH 125/153] Parametrisation of maximum brake overload pressure and pressure decrease speed after it. --- McZapkie/MOVER.h | 6 ++++-- McZapkie/Mover.cpp | 4 +++- McZapkie/hamulce.cpp | 26 ++++++++++++++++---------- McZapkie/hamulce.h | 14 ++++++++++---- 4 files changed, 33 insertions(+), 17 deletions(-) diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index cc95aa54..ddd3b5ea 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1077,10 +1077,12 @@ public: double P2FTrans = 0.0; double TrackBrakeForce = 0.0; /*sila nacisku hamulca szynowego*/ int BrakeMethod = 0; /*flaga rodzaju hamulca*/ - bool Handle_AutomaticOverload = false; - bool Handle_ManualOverload = false; + bool Handle_AutomaticOverload = false; //automatyczna asymilacja na pozycji napelniania + bool Handle_ManualOverload = false; //reczna asymilacja na guzik double Handle_GenericDoubleParameter1 = 0.0; double Handle_GenericDoubleParameter2 = 0.0; + double Handle_OverloadMaxPressure = 1.0; //maksymalne zwiekszenie cisnienia przy asymilacji + double Handle_OverloadPressureDecrease = 0.002; //predkosc spadku cisnienia przy asymilacji /*max. cisnienie w cyl. ham., stala proporcjonalnosci p-K*/ double HighPipePress = 0.0; double LowPipePress = 0.0; diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index d7e973eb..5bfcf9b3 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -10017,6 +10017,8 @@ void TMoverParameters::LoadFIZ_Cntrl( std::string const &line ) { extract_value( Handle_ManualOverload, "HMO", line, "" ); extract_value( Handle_GenericDoubleParameter1, "HGDP1", line, "" ); extract_value( Handle_GenericDoubleParameter2, "HGDP2", line, "" ); + extract_value( Handle_OverloadMaxPressure, "OMP", line, "" ); + extract_value( Handle_OverloadPressureDecrease, "OPD", line, "" ); // brakelochandle { std::map locbrakehandles{ @@ -11072,7 +11074,7 @@ bool TMoverParameters::CheckLocomotiveParameters(bool ReadyFlag, int Dir) default: Handle = std::make_shared(); } - Handle->SetParams(Handle_AutomaticOverload, Handle_ManualOverload, Handle_GenericDoubleParameter1, Handle_GenericDoubleParameter2); + Handle->SetParams(Handle_AutomaticOverload, Handle_ManualOverload, Handle_GenericDoubleParameter1, Handle_GenericDoubleParameter2, Handle_OverloadMaxPressure, Handle_OverloadPressureDecrease); switch( BrakeLocHandle ) { case TBrakeHandle::FD1: diff --git a/McZapkie/hamulce.cpp b/McZapkie/hamulce.cpp index 2e43eaba..dc7fcfb8 100644 --- a/McZapkie/hamulce.cpp +++ b/McZapkie/hamulce.cpp @@ -2592,7 +2592,7 @@ double TMHZ_EN57::GetPF( double i_bcp, double PP, double HP, double dt, double e if ((TP > 0)&&(CP > 4.9)) { - DP = 0.045; + DP = OverloadPressureDecrease; if (EQ(i_bcp, 0)) TP = TP - DP * dt; Sounds[s_fv4a_t] = DP; @@ -2636,7 +2636,7 @@ double TMHZ_EN57::GetPF( double i_bcp, double PP, double HP, double dt, double e { if ((TP < 5)) TP = TP + dt; // 5/10 - if ((TP < 1)) + if ((TP < OverloadMaxPressure)) TP = TP - 0.5 * dt; // 5/10 } @@ -2711,12 +2711,14 @@ double TMHZ_EN57::LPP_RP(double pos) // cisnienie z zaokraglonej pozycji; return 5.0; } -void TMHZ_EN57::SetParams(bool AO, bool MO, double OverP, double) +void TMHZ_EN57::SetParams(bool AO, bool MO, double OverP, double, double OMP, double OPD) { AutoOvrld = AO; ManualOvrld = MO; UnbrakeOverPressure = std::max(0.0, OverP); Fala = (OverP > 0.01); + OverloadMaxPressure = OMP; + OverloadPressureDecrease = OPD; } @@ -2747,7 +2749,7 @@ double TMHZ_K5P::GetPF(double i_bcp, double PP, double HP, double dt, double ep) if ((TP > 0)&&(CP>4.9)) { - DP = 0.004; + DP = OverloadPressureDecrease; TP = TP - DP * dt; Sounds[s_fv4a_t] = DP; } @@ -2785,7 +2787,7 @@ double TMHZ_K5P::GetPF(double i_bcp, double PP, double HP, double dt, double ep) if ((EQ(i_bcp, -1) && (AutoOvrld)) || ((i_bcp<0.5) && (UniversalFlag & TUniversalBrake::ub_Overload))) { - if ((TP < 1)) + if ((TP < OverloadMaxPressure)) TP = TP + 0.03 * dt; } @@ -2839,13 +2841,15 @@ double TMHZ_K5P::GetCP() return CP; } -void TMHZ_K5P::SetParams(bool AO, bool MO, double OverP, double) +void TMHZ_K5P::SetParams(bool AO, bool MO, double OverP, double, double OMP, double OPD) { AutoOvrld = AO; ManualOvrld = MO; UnbrakeOverPressure = std::max(0.0, OverP); Fala = (OverP > 0.01); - + OverloadMaxPressure = OMP; + OverloadPressureDecrease = OPD; + } bool TMHZ_K5P::EQ(double pos, double i_pos) @@ -2875,7 +2879,7 @@ double TMHZ_6P::GetPF(double i_bcp, double PP, double HP, double dt, double ep) if ((TP > 0)&&(CP>4.9)) { - DP = 0.004; + DP = OverloadPressureDecrease; TP = TP - DP * dt; Sounds[s_fv4a_t] = DP; } @@ -2919,7 +2923,7 @@ double TMHZ_6P::GetPF(double i_bcp, double PP, double HP, double dt, double ep) if ((EQ(i_bcp, -1) && (AutoOvrld)) || ((i_bcp<0.5) && (UniversalFlag & TUniversalBrake::ub_Overload))) { - if ((TP < 1)) + if ((TP < OverloadMaxPressure)) TP = TP + 0.03 * dt; } @@ -2973,12 +2977,14 @@ double TMHZ_6P::GetCP() return CP; } -void TMHZ_6P::SetParams(bool AO, bool MO, double OverP, double) +void TMHZ_6P::SetParams(bool AO, bool MO, double OverP, double, double OMP, double OPD) { AutoOvrld = AO; ManualOvrld = MO; UnbrakeOverPressure = std::max(0.0, OverP); Fala = (OverP > 0.01); + OverloadMaxPressure = OMP; + OverloadPressureDecrease = OPD; } diff --git a/McZapkie/hamulce.h b/McZapkie/hamulce.h index 17ae713d..851c1fb0 100644 --- a/McZapkie/hamulce.h +++ b/McZapkie/hamulce.h @@ -545,7 +545,7 @@ class TDriverHandle { virtual double GetSound(int i); //pobranie glosnosci wybranego dzwieku virtual double GetPos(int i); //pobranie numeru pozycji o zadanym kodzie (funkcji) virtual double GetEP(double pos); //pobranie sily hamulca ep - virtual void SetParams(bool AO, bool MO, double, double) {}; //ustawianie jakichs parametrów dla zaworu + virtual void SetParams(bool AO, bool MO, double, double, double OMP, double OPD) {}; //ustawianie jakichs parametrow dla zaworu virtual void OvrldButton(bool Active); //przycisk recznego przeladowania/asymilacji virtual void SetUniversalFlag(int flag); //przycisk uniwersalny inline TDriverHandle() { memset( Sounds, 0, sizeof( Sounds ) ); } @@ -603,6 +603,8 @@ class TMHZ_EN57 : public TDriverHandle { double RedAdj = 0.0; //dostosowanie reduktora cisnienia (krecenie kapturkiem) bool Fala = false; double UnbrakeOverPressure = 0.0; + double OverloadMaxPressure = 1.0; //maksymalne zwiekszenie cisnienia przy asymilacji + double OverloadPressureDecrease = 0.045; //predkosc spadku cisnienia przy asymilacji static double const pos_table[11]; //= { -2, 10, -1, 0, 0, 2, 9, 10, 0, 0, 0 }; double LPP_RP(double pos); @@ -616,7 +618,7 @@ class TMHZ_EN57 : public TDriverHandle { double GetPos(int i)/*override*/; double GetCP()/*override*/; double GetEP(double pos); - void SetParams(bool AO, bool MO, double OverP, double); + void SetParams(bool AO, bool MO, double OverP, double, double OMP, double OPD); inline TMHZ_EN57(void) : TDriverHandle() {} @@ -631,6 +633,8 @@ private: double RedAdj = 0.0; //dostosowanie reduktora cisnienia (krecenie kapturkiem) bool Fala = false; //czy jest napelnianie uderzeniowe double UnbrakeOverPressure = 0.0; + double OverloadMaxPressure = 1.0; //maksymalne zwiekszenie cisnienia przy asymilacji + double OverloadPressureDecrease = 0.002; //predkosc spadku cisnienia przy asymilacji static double const pos_table[11]; //= { -2, 10, -1, 0, 0, 2, 9, 10, 0, 0, 0 }; bool EQ(double pos, double i_pos); @@ -642,7 +646,7 @@ public: double GetSound(int i)/*override*/; double GetPos(int i)/*override*/; double GetCP()/*override*/; - void SetParams(bool AO, bool MO, double, double); /*ovveride*/ + void SetParams(bool AO, bool MO, double, double, double OMP, double OPD); /*ovveride*/ inline TMHZ_K5P(void) : TDriverHandle() @@ -658,6 +662,8 @@ private: double RedAdj = 0.0; //dostosowanie reduktora cisnienia (krecenie kapturkiem) bool Fala = false; //czy jest napelnianie uderzeniowe double UnbrakeOverPressure = 0.0; //wartosc napelniania uderzeniowego + double OverloadMaxPressure = 1.0; //maksymalne zwiekszenie cisnienia przy asymilacji + double OverloadPressureDecrease = 0.002; //predkosc spadku cisnienia przy asymilacji static double const pos_table[11]; //= { -2, 10, -1, 0, 0, 2, 9, 10, 0, 0, 0 }; bool EQ(double pos, double i_pos); @@ -669,7 +675,7 @@ public: double GetSound(int i)/*override*/; double GetPos(int i)/*override*/; double GetCP()/*override*/; - void SetParams(bool AO, bool MO, double, double); /*ovveride*/ + void SetParams(bool AO, bool MO, double, double, double OMP, double OPD); /*ovveride*/ inline TMHZ_6P(void) : TDriverHandle() From 469c7979667d2c1c1fe2f0d640d2e5a34dbd493a Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 22 Jun 2020 22:55:46 +0200 Subject: [PATCH 126/153] driving aid brake state tweak --- McZapkie/MOVER.h | 1 - McZapkie/Mover.cpp | 2 -- driveruipanels.cpp | 3 ++- 3 files changed, 2 insertions(+), 4 deletions(-) diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index cc95aa54..bd05fead 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1497,7 +1497,6 @@ public: bool StLinSwitchOff{ false }; // state of the button forcing motor connectors open bool ResistorsFlag = false; /*!o jazda rezystorowa*/ double RventRot = 0.0; /*!s obroty wentylatorow rozruchowych*/ - bool UnBrake = false; /*w EZT - nacisniete odhamowywanie*/ double PantographVoltage{ 0.0 }; // voltage supplied to pantographs double PantPress = 0.0; /*Cisnienie w zbiornikach pantografow*/ bool PantPressSwitchActive{ false }; // state of the pantograph pressure switch. gets primed at defined pressure level in pantograph air system diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index d7e973eb..6d621758 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -3650,7 +3650,6 @@ bool TMoverParameters::IncLocalBrakeLevel(float const CtrlSpeed) } else IBL = false; - UnBrake = true; return IBL; } @@ -3669,7 +3668,6 @@ bool TMoverParameters::DecLocalBrakeLevel(float const CtrlSpeed) } else DBL = false; - UnBrake = true; return DBL; } diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 4c8c7b37..bc2d89d2 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -111,7 +111,8 @@ drivingaid_panel::update() { std::snprintf( m_buffer.data(), m_buffer.size(), locale::strings[ locale::string::driver_aid_brakes ].c_str(), - ( mover->EIMCtrlType == 0 ? basicbraking : mover->EIMCtrlType == 3 ? ( mover->UniCtrlIntegratedBrakeCtrl ? eimicbraking : basicbraking ) : eimicbraking ), +// ( mover->EIMCtrlType == 0 ? basicbraking : mover->EIMCtrlType == 3 ? ( mover->UniCtrlIntegratedBrakeCtrl ? eimicbraking : basicbraking ) : eimicbraking ), + ( mover->UniCtrlIntegratedBrakeCtrl ? eimicbraking : basicbraking ), mover->LocalBrakePosA * LocalBrakePosNo, ( mover->SlippingWheels ? '!' : ' ' ), expandedtext.c_str() ); From 065c490bea28602f4e0eac3eaeb4822dcf3f3179 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 29 Jun 2020 15:27:52 +0200 Subject: [PATCH 127/153] basic plc implementation --- Classes.h | 5 + McZapkie/MOVER.h | 3 + McZapkie/Mover.cpp | 2 + ladderlogic.cpp | 394 ++++++++++++++++++++++++++++++++++++++++ ladderlogic.h | 173 ++++++++++++++++++ maszyna.vcxproj | 2 + maszyna.vcxproj.filters | 6 + 7 files changed, 585 insertions(+) create mode 100644 ladderlogic.cpp create mode 100644 ladderlogic.h diff --git a/Classes.h b/Classes.h index f91c5e08..652b8564 100644 --- a/Classes.h +++ b/Classes.h @@ -45,6 +45,11 @@ struct light_array; class particle_manager; struct dictionary_source; +namespace plc { +using element_handle = short; +class basic_controller; +} + namespace scene { struct node_data; class basic_node; diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index cc95aa54..4ea83f92 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/. //Q: 20160805 - odlaczenie pliku fizyki .pas od kompilacji #include #include "hamulce.h" +#include "ladderlogic.h" /* MaSzyna EU07 locomotive simulator Copyright (C) 2001-2004 Maciej Czapkiewicz and others @@ -1600,6 +1601,8 @@ public: int iProblem = 0; // flagi problemów z taborem, aby AI nie musiało porównywać; 0=może jechać int iLights[2]; // bity zapalonych świateł tutaj, żeby dało się liczyć pobór prądu + plc::basic_controller m_plc; + int AIHintPantstate{ 0 }; // suggested pantograph setup bool AIHintPantUpIfIdle{ true }; // whether raise both pantographs if idling for a while double AIHintLocalBrakeAccFactor{ 1.05 }; // suggested acceleration weight for local brake operation diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index d7e973eb..4216ad23 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1458,6 +1458,8 @@ void TMoverParameters::compute_movement_( double const Deltatime ) { // automatic doors update_doors( Deltatime ); + m_plc.update( Deltatime ); + PowerCouplersCheck( Deltatime, coupling::highvoltage ); PowerCouplersCheck( Deltatime, coupling::power110v ); PowerCouplersCheck( Deltatime, coupling::power24v ); diff --git a/ladderlogic.cpp b/ladderlogic.cpp new file mode 100644 index 00000000..8c31567d --- /dev/null +++ b/ladderlogic.cpp @@ -0,0 +1,394 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "ladderlogic.h" + +#include "parser.h" +#include "utilities.h" +#include "Logs.h" + +namespace plc { + +auto +basic_element::input() -> int & { + + switch( type ) { + case basic_element::type_e::variable: { + return data.variable.value; + } + case basic_element::type_e::timer: { + return data.timer.value; + } + case basic_element::type_e::counter: { + return data.counter.value; + } + } +} + +auto +basic_element::output() const -> int const { + + switch( type ) { + case basic_element::type_e::variable: { + return data.variable.value; + } + case basic_element::type_e::timer: { + return ( data.timer.time_elapsed >= data.timer.time_preset ? data.timer.value : 0 ); + } + case basic_element::type_e::counter: { + return ( data.counter.count_value >= data.counter.count_limit ? 1 : 0 ); + } + } +} + +auto +basic_controller::input( element_handle const Element ) -> int & { + + return m_elements[ Element - 1 ].input(); +} + +auto +basic_controller::output( element_handle const Element ) const -> int const { + + return m_elements[ Element - 1 ].output(); +} + +auto +basic_controller::load( std::string const &Filename ) -> bool { + + m_program.clear(); + m_updateaccumulator = 0.0; + + m_programfilename = Filename; + cParser input( m_programfilename, cParser::buffer_FILE ); + bool result { false }; + while( true == deserialize_operation( input ) ) { + result = true; // once would suffice but, eh + } + + return result; +} + +auto +basic_controller::update( double const Timestep ) -> int { + + if( false == m_timerhandles.empty() ) { + // update timers + m_updateaccumulator += Timestep; + auto const updatecount = std::floor( m_updateaccumulator / m_updaterate ); + if( updatecount > 0 ) { + auto const updateamount = static_cast( updatecount * 1000 * m_updaterate ); + for( auto const timerhandle : m_timerhandles ) { + auto &timer{ element( timerhandle ) }; + auto &timerdata{ timer.data.timer }; + if( timer.input() > 0 ) { + timerdata.time_elapsed = + std::min( + timerdata.time_preset, + timerdata.time_elapsed + updateamount ); + } + else { + timerdata.time_elapsed = 0; + } + } + m_updateaccumulator -= m_updaterate * updatecount; + } + } + + return run(); +} + +std::map const basic_controller::m_operationcodemap = { + { "ld", opcode_e::ld }, { "ldi", opcode_e::ldi }, + { "and", opcode_e::and }, { "ani", opcode_e::ani }, { "anb", opcode_e::anb }, + { "or", opcode_e::or }, { "ori", opcode_e::ori }, { "orb", opcode_e::orb }, + { "out", opcode_e::out }, { "set", opcode_e::set }, { "rst", opcode_e::rst }, + { "end", opcode_e::nop } +}; + +auto +basic_controller::deserialize_operation( cParser &Input ) -> bool { + + auto operationdata{ Input.getToken( true, "\n\r" ) }; + if( true == operationdata.empty() ) { return false; } + + operation operation = { opcode_e::nop, 0, 0, 0 }; + + cParser operationparser( operationdata, cParser::buffer_TEXT ); + // HACK: operation potentially contains 1-2 parameters so we try to grab the whole set + operationparser.getTokens( 3, "\t " ); + std::string + operationname, + operationelement, + operationparameter; + operationparser + >> operationname + >> operationelement + >> operationparameter; + + auto const lookup { m_operationcodemap.find( operationname ) }; + operation.code = ( + lookup != m_operationcodemap.end() ? + lookup->second : + opcode_e::nop ); + if( lookup == m_operationcodemap.end() ) { + log_error( "contains unknown command \"" + operationname + "\"", Input.Line() - 1 ); + } + + if( operation.code == opcode_e::nop ) { return true; } + + if( false == operationelement.empty() ) { + operation.element = + find_or_insert( + operationelement, + guess_element_type_from_name( operationelement ) ); + } + + if( false == operationparameter.empty() ) { + auto const parameter{ split_index( operationparameter ) }; + operation.parameter1 = static_cast( parameter.second ); + } + + m_program.emplace_back( operation ); + + return true; +} + +auto +basic_controller::insert( std::string const Name, basic_element Element ) -> element_handle { + + m_elements.push_back( Element ); + m_elementnames.push_back( Name ); + + auto const elementhandle{ static_cast( m_elements.size() ) }; + + // for timers make note of the element in the timer list + if( Element.type == basic_element::type_e::timer ) { + m_timerhandles.push_back( elementhandle ); + } + + return elementhandle; +} + +// runs one cycle of current program +auto +basic_controller::run() -> int { + + m_accumulator.clear(); + m_popstack = false; + auto programline { 1 }; + + for( auto const &operation : m_program ) { + // TBD: replace switch with function table for better readability/maintenance? + switch( operation.code ) { + + case opcode_e::ld: { + if( m_popstack ) { + if( false == m_accumulator.empty() ) { + m_accumulator.pop_back(); + } + m_popstack = false; + } + m_accumulator.emplace_back( output( operation.element ) ); + break; + } + + case opcode_e::ldi: { + if( m_popstack ) { + if( false == m_accumulator.empty() ) { + m_accumulator.pop_back(); + } + m_popstack = false; + } + m_accumulator.emplace_back( inverse( output( operation.element ) ) ); + break; + } + + case opcode_e::and: { + if( m_accumulator.empty() ) { + log_error( "attempted AND with empty accumulator", programline ); + break; + } + m_accumulator.back() &= output( operation.element ); + break; + } + + case opcode_e::ani: { + if( m_accumulator.empty() ) { + log_error( "attempted ANI with empty accumulator", programline ); + break; + } + m_accumulator.back() &= inverse( output( operation.element ) ); + break; + } + + case opcode_e::anb: { + if( m_accumulator.size() < 2 ) { + log_error( "attempted ANB with empty stack", programline ); + break; + } + auto const operand { m_accumulator.back() }; + m_accumulator.pop_back(); + m_accumulator.back() &= operand; + break; + } + + case opcode_e::or: { + if( m_accumulator.empty() ) { + log_error( "attempted OR with empty accumulator", programline ); + break; + } + m_accumulator.back() |= output( operation.element ); + break; + } + + case opcode_e::ori : { + if( m_accumulator.empty() ) { + log_error( "attempted ORI with empty accumulator", programline ); + break; + } + m_accumulator.back() |= inverse( output( operation.element ) ); + break; + } + + case opcode_e::orb: { + if( m_accumulator.size() < 2 ) { + log_error( "attempted ORB with empty stack", programline ); + break; + } + auto const operand{ m_accumulator.back() }; + m_accumulator.pop_back(); + m_accumulator.back() |= operand; + break; + } + + case opcode_e::out: { + if( m_accumulator.empty() ) { + log_error( "attempted OUT with empty accumulator", programline ); + break; + } + auto &target { element( operation.element ) }; + auto const initialstate { target.input() }; + target.input() = m_accumulator.back(); + // additional operations for advanced element types + switch( target.type ) { + case basic_element::type_e::timer: { + target.data.timer.time_preset = operation.parameter1; + break; + } + case basic_element::type_e::counter: { + target.data.counter.count_limit = operation.parameter1; + // increase counter value on input activation + if( ( initialstate == 0 ) && ( target.input() != 0 ) ) { +/* + // TBD: use overflow-prone version instead of safe one? + target.data.counter.count_value += 1; +*/ + target.data.counter.count_value = + std::min( + target.data.counter.count_limit, + target.data.counter.count_value + 1 ); + } + break; + } + } + // accumulator was published at least once, next ld(i) operation will start a new rung + m_popstack = true; + break; + } + + case opcode_e::set: { + if( m_accumulator.empty() ) { + log_error( "attempted SET with empty accumulator", programline ); + break; + } + if( m_accumulator.back() == 0 ) { + break; + } + auto &target { element( operation.element ) }; + auto const initialstate { target.input() }; + target.input() = m_accumulator.back(); + // additional operations for advanced element types + switch( target.type ) { + case basic_element::type_e::counter: { + // NOTE: siemens counter behavior + // TODO: check whether this is true for mitsubishi + target.data.counter.count_limit = target.data.counter.count_value; +/* + if( ( initialstate == 0 ) && ( target.input() != 0 ) ) { + target.data.counter.count_value = + std::min( + target.data.counter.count_limit, + target.data.counter.count_value + 1 ); + } +*/ + break; + } + } + // accumulator was published at least once, next ld(i) operation will start a new rung + m_popstack = true; + break; + } + + case opcode_e::rst: { + if( m_accumulator.empty() ) { + log_error( "attempted RST with empty accumulator", programline ); + break; + } + if( m_accumulator.back() == 0 ) { + break; + } + auto &target{ element( operation.element ) }; + target.input() = 0; + // additional operations for advanced element types + switch( target.type ) { + case basic_element::type_e::counter: { + target.data.counter.count_value = 0; + break; + } + } + // accumulator was published at least once, next ld(i) operation will start a new rung + m_popstack = true; + break; + } + } + ++programline; + } + + return 0; +} + +void +basic_controller::log_error( std::string const &Error, int const Line ) const { + + ErrorLog( + "Bad plc program: \"" + m_programfilename + "\" " + + Error + + ( Line > 0 ? + " (line " + to_string( Line ) + ")" : + "" ) ); +} + +auto +basic_controller::guess_element_type_from_name( std::string const &Name ) const -> basic_element::type_e { + + auto const name { split_index( Name ) }; + + if( ( name.first == "t" ) || ( name.first == "ton" ) || ( name.first.find( "timer." ) == 0 ) ) { + return basic_element::type_e::timer; + } + if( ( name.first == "c" ) || ( name.first.find( "counter." ) == 0 ) ) { + return basic_element::type_e::counter; + } + + return basic_element::type_e::variable; +} + +} // plc diff --git a/ladderlogic.h b/ladderlogic.h new file mode 100644 index 00000000..40e3d7a2 --- /dev/null +++ b/ladderlogic.h @@ -0,0 +1,173 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "Classes.h" + +namespace plc { + +using element_handle = short; + +// basic logic element. +class basic_element { +public: +// types + // rtti + enum class type_e { + variable, + timer, + counter, + }; +// constructors + template + basic_element( basic_element::type_e = basic_element::type_e::variable Type, Args_ ...Args ); +// methods + // data access + auto input() -> int &; + auto output() const -> int const; +private: +// types + // cell content variants + struct variable { + std::int32_t value; + }; + struct timer { + std::int32_t value; + short time_preset; + short time_elapsed; + }; + struct counter { + std::int32_t value; + short count_limit; + short count_value; + }; +// members + type_e type; + union { + variable variable; + timer timer; + counter counter; + } data; +// friends + friend class basic_controller; +}; + +class basic_controller { + +public: +// methods + auto load( std::string const &Filename ) -> bool; + auto update( double const Timestep ) -> int; + // finds element with specified name, potentially creating new element of specified type initialized with provided arguments. returns: handle to the element + template + auto find_or_insert( std::string const &Name, basic_element::type_e Type = basic_element::type_e::variable, Args_ ...Args ) -> element_handle; + // data access + auto input( element_handle const Element ) -> int &; + auto output( element_handle const Element ) const -> int const; + +private: +//types + // plc program instruction + enum class opcode_e : short { + nop, + ld, + ldi, + and, + ani, + anb, + or, + ori, + orb, + out, + set, + rst, + }; + struct operation { + opcode_e code; + short element; + short parameter1; + short parameter2; + }; + // containers + using element_sequence = std::vector; + using name_sequence = std::vector; + using operation_sequence = std::vector; + using handle_sequence = std::vector; +// methods + auto deserialize_operation( cParser &Input ) -> bool; + // adds provided item to the collection. returns: true if there's no duplicate with the same name, false otherwise + auto insert( std::string const Name, basic_element Element ) -> element_handle; + // runs one cycle of current program. returns: error code or 0 if there's no error + auto run() -> int; + void log_error( std::string const &Error, int const Line = -1 ) const; + auto guess_element_type_from_name( std::string const &Name ) const->basic_element::type_e; + inline + auto inverse( int const Value ) const -> int { + return ( Value == 0 ? 1 : 0 ); } + // element access + inline + auto element( element_handle const Element ) const -> basic_element const { + return m_elements[ Element - 1 ]; } + inline + auto element( element_handle const Element ) -> basic_element & { + return m_elements[ Element - 1 ]; } +// members + static std::map const m_operationcodemap; + element_sequence m_elements; // collection of elements accessed by the plc program + name_sequence m_elementnames; + handle_sequence m_timerhandles; // indices of timer elements, timer update optimization helper + std::string m_programfilename; // cached filename of currently loaded program + operation_sequence m_program; // current program for the plc + std::vector m_accumulator; // state accumulator for currently processed program rung + bool m_popstack { false }; // whether ld(i) operation should pop the accumulator stack or just add onto it + double m_updateaccumulator { 0.0 }; // + double m_updaterate { 0.1 }; +}; + +template +basic_element::basic_element( basic_element::type_e Type, Args_ ...Args ) +: type{ Type } +{ + switch( type ) { + case type_e::variable: { + data.variable = variable{ Args ... }; + break; + } + case type_e::timer: { + data.timer = timer{ Args ... }; + break; + } + case type_e::counter: { + data.counter = counter{ Args ... }; + break; + } + default: { + // TBD: log error if we get here? + break; + } + } +} + +template +auto basic_controller::find_or_insert( std::string const &Name, basic_element::type_e Type, Args_ ...Args ) -> element_handle { + // NOTE: because we expect all lookups to be performed only (once) during controller (code) initialization + // we're using simple linear container for names, to allow for easy access to both elements and their names with the same handle + auto index { 1 }; + for( auto const &name : m_elementnames ) { + if( name == Name ) { + return index; + } + ++index; + } + // create and insert a new element if we didn't find existing one + return insert( Name, basic_element( Type, Args ... ) ); +} + +} // plc diff --git a/maszyna.vcxproj b/maszyna.vcxproj index 7377c065..58782cd2 100644 --- a/maszyna.vcxproj +++ b/maszyna.vcxproj @@ -217,6 +217,7 @@ + @@ -396,6 +397,7 @@ + diff --git a/maszyna.vcxproj.filters b/maszyna.vcxproj.filters index 0a713f73..05f37d89 100644 --- a/maszyna.vcxproj.filters +++ b/maszyna.vcxproj.filters @@ -465,6 +465,9 @@ Source Files\application\network\backend + + Source Files + @@ -851,6 +854,9 @@ Header Files + + Header Files + From d942d43f6378b01f79cbfab805db66bdbeba2b37 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 29 Jun 2020 15:32:09 +0200 Subject: [PATCH 128/153] minor bug fixes --- eu07.ico | Bin 2238 -> 16958 bytes material.cpp | 4 ++-- parser.cpp | 16 +++++++++------- 3 files changed, 11 insertions(+), 9 deletions(-) diff --git a/eu07.ico b/eu07.ico index 8103741aeb8877f1e3525a76e80fa21d96511fe0..af04013ca80b4f67c049534882a4c6d137e3d52f 100644 GIT binary patch literal 16958 zcmdU$2Uu3ew)eLpcBS{;d#|Ek1w^r6R|M>WVvoHmBBCN9(nYYK*bCSd6|pP!nix&d zn8d^uV~Y9R^le0hnIHX~WRQ|qB4yc~x=bGA&t#cCAJ)+2DUipSMD z0UOgE*qHUlN!nek5~YsA!Kw?+w%u@b?2WhURD4~M@N$}ptyx!G?1tdsJO)qaadaI8Va*d6Gidg&o3rz6@15NK-t+!fasT+qK?NQt%jV1%vbyUkiq2p~u|6snm}*YI z(Q+70Ceaufw8GIM4o~a(LW39_EIz{DCI>&)EPS1c@pfEq|QFJDoDUm0ok$IhY`y4nH4?^N6@mSbl!6eGQ8+|ASQG|$A-YBlaw z>u|E}iG#Hp_Lf>0>DR)-Ob<^_Z#>*1aJTD-hvO20Jl4^|eFFh*Irux}W1`W8K)X~t z9n-M3=q_@Uh>=zwp+hGrZMFb5@JQkFs((8TUfww%_#X)yl%9$biJfTz4u%tOFdBxP zah%}pgSl=ebT!&yX4z7B8H%=n0fuHK7#Y{4ZX<>I>Iw~{)@t0ahM)S{O=!?Wp>BNz zeS-$r7&@cZ$OxUL_Sl+6(X@$=$jd}R-12DQn2o>H4m`{kU}7*wo^Pz`V|LpRH*@$_ zd2##Dzm*0&Ii>LIstjpX>1aF(EBziA>p0LOiJBqQkE+&T7m|2)%X>5s}i5>dJHkg=Lp{c8jnxck{or64Yin)<18d^=z)iIav zCWH>$N|QRZYx*0%48Cm9YtZ8_HO} zn3x)3YHCRnO>Jrk-?c@aqmx%6#1TA(xVGvm_#2~dXo<0rDTZ2>7@F8(Zs~xzsWGBJ zYA_k<>tSi-OhEH)I5>LCZ+2*EH^4h=G&dE-EYH&1a ztcjM;LPtXbQxh``O!P6;)x*rh9AgtBkx@f*jI6K`{by)kgnGTk)Tz}7rEWuPZM^Yp z))9BFV9|+==xSVQ={CU)?y2+Wj9h=G6t9>qZAz9DO!Z8tqpndi2VLR0rHw7x z+C~@~TVZTrg^9iumgdfwnK?;qFM80PCQbE)zjajtOVhfwWvy$AE^x=x-V;aHKv^61 z80!hWtgX@0HAGL#2y-hN^!4RVeU%c?xQljZ`IY^ll@XErnv>}OT@|5zF~X^OeE0~$KUg24g{8+*)6Y_PWT z!Cv@gZsmZrqc7%$nm7jJ(!Wbb0{kaq<`9Xkqa(iF9r5#OjfI7itZQp59PLH^Wu0pZ zpIx1)Q%AjKyxAk88PqMT=DUG`g{rQWd8y>zKx%WTjfeNxRSzoO3;*+*Wy0^9vet87 z)zVQ2@7N!|pe_|5ZF*!o_=SC%IBG7VCroGTgt>GXJh5gz#^#nZ6uH*X5q)oIMZ-o- zX(;QoaU;>^4Qh+b>(tz*Z#5Zz?^f8ljl;>VbxoV5mNC{ww$yLfklN}EuyS;!aozef zuBVB;L(MuDS#f5_sHwE=5KT}}IN@R4sjF%KFn7gDC#AN@BEL3mEXOSC z&r9^4Ck^U0{oAvud+Ldw^v7pZ-~9vI;N$3mrHQ5Jes2Oio8#i>A%3GbF19sv488mC zsp71c76d2W3;*j+YWS}-vORjezF@I7HYKQ87@oGSI5@Zy;1z_Iy)$+)AMb#UWXj@O zaQ7v>=Pe;(z%hDEI!46c{nT$D&zc%wW?+e#m2C|s8~04?O%)v6BjvhDO`Eq*8w~Xu z;_4K^sAbS8VI5)puP~wVDl^VsX3-<)(rqe^=Gs^o=;QC-mH-zYY;0sMo&or~`KbEo zx&Q1wHBX~VW5HkR&urTNw(ZSlN&FiTDZzVh1g2uv$4LQM-sv|;VUL}amFNa% z+-==)xA9Q*J$&nls-}LHMFArJ?}eYQ_9#DJuT&KEwU_=VhjqowHm=`@#u{d5>*!0& z>W7B-?@bNbVq*Cb(fOy*HtdU$b1yvGufQ=Z2Mh7pti+yai9gUtO~KwR851izocxA~ z{!qm-BJU0L(U<%DnkNuB@)Nv+7Sk+r6LHzs#LmydxAhgmqq<;es9STt%H6B0rb%OU zbxcJzjdW}1IDT>J1Op$_;>7pH|9Fq`=60px>apWer^!PTM7%YYYuU% z!PMMXVx6}(LA|LtmIieM{}|f$Jw`ytGCTt36B<__^qNBRh?7{mYLdPEJl8*kqM{>| zmsQhm{sC*J77vpP*IM7avd7p;du?06|6aZzf}by|WV+iQ%fB4KuXu&ulm<;2 zi9TG`Cyd-US*yL@+F}!lX`^DQ2!qHGO$D8%BqI zX9y0@C$euTz2eI098*s0sL#;Qej78t8}nTq*7q&`HS2m>%I=qoLA{MK-}hYqPY)<3 zHtnf*uH=sR0G;R(RS(-%)x?f@M8X{C-giG!X28Tz(7#PNIg9-;S; 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} - auto const databanklookup { find_in_databank( ToLower( filename ) ) }; + auto const databanklookup { find_in_databank( filename ) }; if( databanklookup != null_handle ) { return databanklookup; } @@ -528,7 +528,7 @@ material_manager::create( std::string const &Filename, bool const Loadnow ) { */ // HACK: create parse info for material finalize() method cParser materialparser( - "texture1: " + Filename, + "texture1: \"" + Filename + "\"", cParser::buffer_TEXT ); material.deserialize( materialparser, Loadnow ); } diff --git a/parser.cpp b/parser.cpp index 1ba87a48..bc7ec1f5 100644 --- a/parser.cpp +++ b/parser.cpp @@ -288,7 +288,7 @@ void cParser::skipComment( std::string const &Endmark ) { // pobieranie znaków ++mLine; } input += c; - if( input.find( Endmark ) != std::string::npos ) // szukanie znacznika końca + if( input == Endmark ) // szukanie znacznika końca break; if( input.size() >= endmarksize ) { // keep the read text short, to avoid pointless string re-allocations on longer comments @@ -300,9 +300,9 @@ void cParser::skipComment( std::string const &Endmark ) { // pobieranie znaków bool cParser::findQuotes( std::string &String ) { - if( String.rfind( '\"' ) != std::string::npos ) { + if( String.back() == '\"' ) { - String.erase( String.rfind( '\"' ), 1 ); + String.pop_back(); String += readQuotes(); return true; } @@ -311,12 +311,14 @@ bool cParser::findQuotes( std::string &String ) { bool cParser::trimComments(std::string &String) { - for (commentmap::iterator cmIt = mComments.begin(); cmIt != mComments.end(); ++cmIt) + for (auto const &comment : mComments) { - if (String.rfind((*cmIt).first) != std::string::npos) + if( String.size() < comment.first.size() ) { continue; } + + if (String.compare( String.size() - comment.first.size(), comment.first.size(), comment.first ) == 0) { - skipComment((*cmIt).second); - String.resize(String.rfind((*cmIt).first)); + skipComment(comment.second); + String.resize(String.rfind(comment.first)); return true; } } From 92379deff5c2fea06abdd98a8e23e6ed53362c28 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 30 Jun 2020 15:57:20 +0200 Subject: [PATCH 129/153] build 200630. parser include support enhancement --- McZapkie/Mover.cpp | 2 +- drivermouseinput.cpp | 2 +- gamepadinput.cpp | 2 +- keyboardinput.cpp | 2 +- parser.cpp | 42 ++++++++++++++++++++++++++++++------------ parser.h | 1 + uart.cpp | 2 +- version.h | 2 +- 8 files changed, 37 insertions(+), 18 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 55e260e0..aefe2fa7 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -9099,7 +9099,7 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) */ while( fizparser.ok() ) { - inputline = fizparser.getToken( false, "\n" ); + inputline = fizparser.getToken( false, "\n\r" ); bool comment = ( ( inputline.find('#') != std::string::npos ) || ( inputline.compare( 0, 2, "//" ) == 0 ) ); diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 80be91d4..2e56342b 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -194,7 +194,7 @@ drivermouse_input::recall_bindings() { } // NOTE: to simplify things we expect one entry per line, and whole entry in one line - while( true == bindingparser.getTokens( 1, true, "\n" ) ) { + while( true == bindingparser.getTokens( 1, true, "\n\r" ) ) { std::string bindingentry; bindingparser >> bindingentry; diff --git a/gamepadinput.cpp b/gamepadinput.cpp index 0ee7e6cf..012bb33e 100644 --- a/gamepadinput.cpp +++ b/gamepadinput.cpp @@ -174,7 +174,7 @@ gamepad_input::recall_bindings() { { "value_invert", input_type::value_invert } }; // NOTE: to simplify things we expect one entry per line, and whole entry in one line - while( true == bindingparser.getTokens( 1, true, "\n" ) ) { + while( true == bindingparser.getTokens( 1, true, "\n\r" ) ) { std::string bindingentry; bindingparser >> bindingentry; diff --git a/keyboardinput.cpp b/keyboardinput.cpp index 4d390d39..dae06ebf 100644 --- a/keyboardinput.cpp +++ b/keyboardinput.cpp @@ -63,7 +63,7 @@ keyboard_input::recall_bindings() { }; // NOTE: to simplify things we expect one entry per line, and whole entry in one line - while( true == bindingparser.getTokens( 1, true, "\n" ) ) { + while( true == bindingparser.getTokens( 1, true, "\n\r" ) ) { std::string bindingentry; bindingparser >> bindingentry; diff --git a/parser.cpp b/parser.cpp index bc7ec1f5..7fc7d7c0 100644 --- a/parser.cpp +++ b/parser.cpp @@ -230,23 +230,14 @@ std::string cParser::readToken( bool ToLower, const char *Break ) { token.insert( pos, "none" ); // zabezpieczenie przed brakiem parametru } } - + // launch child parser if include directive found. + // NOTE: parameter collecting uses default set of token separators. if( token == "include" ) { - // launch child parser if include directive found. - // NOTE: parameter collecting uses default set of token separators. std::string includefile = readToken(ToLower); // nazwa pliku if( ( true == LoadTraction ) || ( ( includefile.find( "tr/" ) == std::string::npos ) && ( includefile.find( "tra/" ) == std::string::npos ) ) ) { - // get parameter list for the child parser - std::vector includeparameters; - std::string parameter = readToken( false ); // w parametrach nie zmniejszamy - while( ( parameter.empty() == false ) - && ( parameter != "end" ) ) { - includeparameters.emplace_back( parameter ); - parameter = readToken( false ); - } - mIncludeParser = std::make_shared( includefile, buffer_FILE, mPath, LoadTraction, includeparameters ); + mIncludeParser = std::make_shared( includefile, buffer_FILE, mPath, LoadTraction, readParameters( *this ) ); mIncludeParser->autoclear( m_autoclear ); if( mIncludeParser->mSize <= 0 ) { ErrorLog( "Bad include: can't open file \"" + includefile + "\"" ); @@ -259,10 +250,37 @@ std::string cParser::readToken( bool ToLower, const char *Break ) { } token = readToken(ToLower, Break); } + else if( ( std::strcmp( Break, "\n\r" ) == 0 ) && ( token.compare( 0, 7, "include" ) == 0 ) ) { + // HACK: if the parser reads full lines we expect this line to contain entire include directive, to make parsing easier + cParser includeparser( token.substr( 7 ) ); + std::string includefile = includeparser.readToken( ToLower ); // nazwa pliku + if( ( true == LoadTraction ) + || ( ( includefile.find( "tr/" ) == std::string::npos ) + && ( includefile.find( "tra/" ) == std::string::npos ) ) ) { + mIncludeParser = std::make_shared( includefile, buffer_FILE, mPath, LoadTraction, readParameters( includeparser ) ); + mIncludeParser->autoclear( m_autoclear ); + if( mIncludeParser->mSize <= 0 ) { + ErrorLog( "Bad include: can't open file \"" + includefile + "\"" ); + } + } + token = readToken( ToLower, Break ); + } // all done return token; } +std::vector cParser::readParameters( cParser &Input ) { + + std::vector includeparameters; + std::string parameter = Input.readToken( false ); // w parametrach nie zmniejszamy + while( ( parameter.empty() == false ) + && ( parameter != "end" ) ) { + includeparameters.emplace_back( parameter ); + parameter = Input.readToken( false ); + } + return includeparameters; +} + std::string cParser::readQuotes(char const Quote) { // read the stream until specified char or stream end std::string token = ""; char c { 0 }; diff --git a/parser.h b/parser.h index fb44f55d..2fb82f48 100644 --- a/parser.h +++ b/parser.h @@ -89,6 +89,7 @@ class cParser //: public std::stringstream private: // methods: std::string readToken(bool ToLower = true, const char *Break = "\n\r\t ;"); + std::vector readParameters( cParser &Input ); std::string readQuotes( char const Quote = '\"' ); void skipComment( std::string const &Endmark ); bool findQuotes( std::string &String ); diff --git a/uart.cpp b/uart.cpp index e9bcbbf2..4be69c0a 100644 --- a/uart.cpp +++ b/uart.cpp @@ -105,7 +105,7 @@ uart_input::recall_bindings() { { "value", input_type_t::value } }; // NOTE: to simplify things we expect one entry per line, and whole entry in one line - while( true == bindingparser.getTokens( 1, true, "\n" ) ) { + while( true == bindingparser.getTokens( 1, true, "\n\r" ) ) { std::string bindingentry; bindingparser >> bindingentry; diff --git a/version.h b/version.h index 296322d2..d995e1a0 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 615 +#define VERSION_MINOR 630 #define VERSION_REVISION 0 From fccb1c6c168dc91e48c2e45bbb6eba6661bbde86 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 2 Jul 2020 20:00:07 +0200 Subject: [PATCH 130/153] build 200701. additional coupler sounds, ep brake state exposed to uart interface, line breaker state cab indicator variant --- DynObj.cpp | 184 +++++++++++++++++++++++++++++++++++++-------- DynObj.h | 15 +++- McZapkie/Mover.cpp | 4 +- Train.cpp | 14 +++- Train.h | 6 +- uart.cpp | 3 +- version.h | 2 +- 7 files changed, 188 insertions(+), 40 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index 75a7ac43..ea1a669e 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4625,25 +4625,38 @@ void TDynamicObject::RenderSounds() { .play( sound_flags::exclusive ); } } - - // TODO: dedicated sound for each connection type - // until then, play legacy placeholders: - if( ( coupler.sounds & ( sound::attachcoupler | sound::attachcontrol | sound::attachgangway ) ) != 0 ) { - m_couplersounds[ couplerindex ].dsbCouplerAttach.play(); + // attach/detach sounds + if( ( coupler.sounds & sound::attachcoupler ) != 0 ) { + couplersounds.attach_coupler.play(); } - if( ( coupler.sounds & ( sound::attachbrakehose | sound::attachmainhose | sound::attachheating ) ) != 0 ) { - m_couplersounds[ couplerindex ].dsbCouplerDetach.play(); + if( ( coupler.sounds & sound::attachbrakehose ) != 0 ) { + couplersounds.attach_brakehose.play(); + } + if( ( coupler.sounds & sound::attachmainhose ) != 0 ) { + couplersounds.attach_mainhose.play(); + } + if( ( coupler.sounds & sound::attachcontrol ) != 0 ) { + couplersounds.attach_control.play(); + } + if( ( coupler.sounds & sound::attachgangway ) != 0 ) { + couplersounds.attach_gangway.play(); + } + if( ( coupler.sounds & sound::attachheating ) != 0 ) { + couplersounds.attach_heating.play(); } if( true == TestFlag( coupler.sounds, sound::detachall ) ) { - // TODO: dedicated disconnect sounds - m_couplersounds[ couplerindex ].dsbCouplerAttach.play(); - m_couplersounds[ couplerindex ].dsbCouplerDetach.play(); + couplersounds.detach_coupler.play(); + couplersounds.detach_brakehose.play(); + couplersounds.detach_mainhose.play(); + couplersounds.detach_control.play(); + couplersounds.detach_gangway.play(); + couplersounds.detach_heating.play(); } if( true == TestFlag( coupler.sounds, sound::attachadapter ) ) { - m_couplersounds[ couplerindex ].dsbAdapterAttach.play(); + couplersounds.dsbAdapterAttach.play(); } if( true == TestFlag( coupler.sounds, sound::removeadapter ) ) { - m_couplersounds[ couplerindex ].dsbAdapterRemove.play(); + couplersounds.dsbAdapterRemove.play(); } ++couplerindex; @@ -5999,21 +6012,110 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } // coupler sounds else if( token == "couplerattach:" ) { - // laczenie: - sound_source couplerattach { sound_placement::external }; - couplerattach.deserialize( parser, sound_type::single ); - couplerattach.owner( this ); + sound_source soundtemplate { sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); for( auto &couplersounds : m_couplersounds ) { - couplersounds.dsbCouplerAttach = couplerattach; + couplersounds.attach_coupler = soundtemplate; + } + } + else if( token == "brakehoseattach:" ) { + // laczenie: + sound_source soundtemplate { sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.attach_brakehose = soundtemplate; + } + } + else if( token == "mainhoseattach:" ) { + // laczenie: + sound_source soundtemplate{ sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.attach_mainhose = soundtemplate; + } + } + else if( token == "controlattach:" ) { + // laczenie: + sound_source soundtemplate{ sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.attach_control = soundtemplate; + } + } + else if( token == "gangwayattach:" ) { + // laczenie: + sound_source soundtemplate{ sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.attach_gangway = soundtemplate; + } + } + else if( token == "heatingattach:" ) { + // laczenie: + sound_source soundtemplate{ sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.attach_heating = soundtemplate; } } else if( token == "couplerdetach:" ) { // rozlaczanie: - sound_source couplerdetach { sound_placement::external }; - couplerdetach.deserialize( parser, sound_type::single ); - couplerdetach.owner( this ); + sound_source soundtemplate { sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); for( auto &couplersounds : m_couplersounds ) { - couplersounds.dsbCouplerDetach = couplerdetach; + couplersounds.detach_coupler = soundtemplate; + } + } + else if( token == "brakehosedetach:" ) { + // rozlaczanie: + sound_source soundtemplate { sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.detach_brakehose = soundtemplate; + } + } + else if( token == "mainhosedetach:" ) { + // rozlaczanie: + sound_source soundtemplate{ sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.detach_mainhose = soundtemplate; + } + } + else if( token == "controldetach:" ) { + // rozlaczanie: + sound_source soundtemplate{ sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.detach_control = soundtemplate; + } + } + else if( token == "gangwaydetach:" ) { + // rozlaczanie: + sound_source soundtemplate{ sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.detach_gangway = soundtemplate; + } + } + else if( token == "heatingdetach:" ) { + // rozlaczanie: + sound_source soundtemplate{ sound_placement::external }; + soundtemplate.deserialize( parser, sound_type::single ); + soundtemplate.owner( this ); + for( auto &couplersounds : m_couplersounds ) { + couplersounds.detach_heating = soundtemplate; } } else if( token == "couplerstretch:" ) { @@ -6182,13 +6284,13 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } // couplers for( auto &couplersounds : m_couplersounds ) { - if( true == couplersounds.dsbCouplerAttach.empty() ) { - couplersounds.dsbCouplerAttach.deserialize( "couplerattach_default", sound_type::single ); - couplersounds.dsbCouplerAttach.owner( this ); + if( true == couplersounds.attach_coupler.empty() ) { + couplersounds.attach_coupler.deserialize( "couplerattach_default", sound_type::single ); + couplersounds.attach_coupler.owner( this ); } - if( true == couplersounds.dsbCouplerDetach.empty() ) { - couplersounds.dsbCouplerDetach.deserialize( "couplerdetach_default", sound_type::single ); - couplersounds.dsbCouplerDetach.owner( this ); + if( true == couplersounds.detach_coupler.empty() ) { + couplersounds.detach_coupler.deserialize( "couplerdetach_default", sound_type::single ); + couplersounds.detach_coupler.owner( this ); } if( true == couplersounds.dsbCouplerStretch.empty() ) { couplersounds.dsbCouplerStretch.deserialize( "couplerstretch_default", sound_type::single ); @@ -6261,8 +6363,18 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } // couplers auto const frontcoupleroffset { glm::vec3{ 0.f, 1.f, MoverParameters->Dim.L * 0.5f } }; - m_couplersounds[ end::front ].dsbCouplerAttach.offset( frontcoupleroffset ); - m_couplersounds[ end::front ].dsbCouplerDetach.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].attach_coupler.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].attach_brakehose.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].attach_mainhose.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].attach_control.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].attach_gangway.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].attach_heating.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].detach_coupler.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].detach_brakehose.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].detach_mainhose.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].detach_control.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].detach_gangway.offset( frontcoupleroffset ); + m_couplersounds[ end::front ].detach_heating.offset( frontcoupleroffset ); m_couplersounds[ end::front ].dsbCouplerStretch.offset( frontcoupleroffset ); m_couplersounds[ end::front ].dsbCouplerStretch_loud.offset( frontcoupleroffset ); m_couplersounds[ end::front ].dsbBufferClamp.offset( frontcoupleroffset ); @@ -6270,8 +6382,18 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co m_couplersounds[ end::front ].dsbAdapterAttach.offset( frontcoupleroffset ); m_couplersounds[ end::front ].dsbAdapterRemove.offset( frontcoupleroffset ); auto const rearcoupleroffset { glm::vec3{ 0.f, 1.f, MoverParameters->Dim.L * -0.5f } }; - m_couplersounds[ end::rear ].dsbCouplerAttach.offset( rearcoupleroffset ); - m_couplersounds[ end::rear ].dsbCouplerDetach.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].attach_coupler.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].attach_brakehose.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].attach_mainhose.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].attach_control.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].attach_gangway.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].attach_heating.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].detach_coupler.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].detach_brakehose.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].detach_mainhose.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].detach_control.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].detach_gangway.offset( rearcoupleroffset ); + m_couplersounds[ end::rear ].detach_heating.offset( rearcoupleroffset ); m_couplersounds[ end::rear ].dsbCouplerStretch.offset( rearcoupleroffset ); m_couplersounds[ end::rear ].dsbCouplerStretch_loud.offset( rearcoupleroffset ); m_couplersounds[ end::rear ].dsbBufferClamp.offset( rearcoupleroffset ); diff --git a/DynObj.h b/DynObj.h index c68d03fe..dfff6ec0 100644 --- a/DynObj.h +++ b/DynObj.h @@ -312,8 +312,19 @@ private: }; struct coupler_sounds { - sound_source dsbCouplerAttach { sound_placement::external }; // moved from cab - sound_source dsbCouplerDetach { sound_placement::external }; // moved from cab + // TBD: change to an array with index-based access for easier initialization? + sound_source attach_coupler { sound_placement::external }; + sound_source attach_brakehose { sound_placement::external }; + sound_source attach_mainhose { sound_placement::external }; + sound_source attach_control { sound_placement::external }; + sound_source attach_gangway { sound_placement::external }; + sound_source attach_heating { sound_placement::external }; + sound_source detach_coupler { sound_placement::external }; + sound_source detach_brakehose { sound_placement::external }; + sound_source detach_mainhose { sound_placement::external }; + sound_source detach_control { sound_placement::external }; + sound_source detach_gangway { sound_placement::external }; + sound_source detach_heating { sound_placement::external }; sound_source dsbCouplerStretch { sound_placement::external }; // moved from cab sound_source dsbCouplerStretch_loud { sound_placement::external }; sound_source dsbBufferClamp { sound_placement::external }; // moved from cab diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index aefe2fa7..b768f79f 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1492,7 +1492,9 @@ void TMoverParameters::MainsCheck( double const Deltatime ) { if( true == maincircuitpowersupply ) { // all is well - if( MainsInitTimeCountdown > 0.0 ) { + if( MainsInitTimeCountdown >= 0.0 ) { + // NOTE: we ensure main circuit readiness meets condition MainsInitTimeCountdown < 0 + // this allows for simpler rejection of cases where MainsInitTime == 0 MainsInitTimeCountdown -= Deltatime; } } diff --git a/Train.cpp b/Train.cpp index 03aa6f75..a50e1d32 100644 --- a/Train.cpp +++ b/Train.cpp @@ -735,8 +735,9 @@ TTrain::get_state() const { { fHCurrent[ ( mvControlled->TrainType & dt_EZT ) ? 0 : 1 ], fHCurrent[ 2 ], fHCurrent[ 3 ] }, ggLVoltage.GetValue(), mvOccupied->DistCounter, - RadioChannel(), - btLampkaSpringBrakeActive.GetValue() + static_cast( RadioChannel() ), + btLampkaSpringBrakeActive.GetValue(), + btLampkaNapNastHam.GetValue(), }; } @@ -6457,6 +6458,12 @@ bool TTrain::Update( double const Deltatime ) || ( true == mvControlled->Mains ) ) ? false : true ) ); + btLampkaMainBreakerBlinkingIfReady.Turn( + ( ( (m_linebreakerstate == 2) + || (true == mvControlled->Mains) + || ( ( mvControlled->MainsInitTimeCountdown < 0.0 ) && ( simulation::Time.data().wMilliseconds > 500 ) ) ) ? + true : + false ) ); btLampkaPrzetw.Turn( mvOccupied->Power110vIsAvailable ); btLampkaPrzetwOff.Turn( false == mvOccupied->Power110vIsAvailable ); @@ -6618,6 +6625,7 @@ bool TTrain::Update( double const Deltatime ) btLampkaWylSzybki.Turn( false ); btLampkaWylSzybkiOff.Turn( false ); btLampkaMainBreakerReady.Turn( false ); + btLampkaMainBreakerBlinkingIfReady.Turn( false ); btLampkaWysRozr.Turn( false ); btLampkaOpory.Turn( false ); btLampkaStyczn.Turn( false ); @@ -8395,6 +8403,7 @@ void TTrain::clear_cab_controls() btLampkaWylSzybkiB.Clear(); btLampkaWylSzybkiBOff.Clear(); btLampkaMainBreakerReady.Clear(); + btLampkaMainBreakerBlinkingIfReady.Clear(); btLampkaBezoporowa.Clear(); btLampkaBezoporowaB.Clear(); btLampkaMaxSila.Clear(); @@ -8821,6 +8830,7 @@ bool TTrain::initialize_button(cParser &Parser, std::string const &Label, int co { "i-mainbreakeroff:", btLampkaWylSzybkiOff }, { "i-mainbreakerboff:", btLampkaWylSzybkiBOff }, { "i-mainbreakerready:", btLampkaMainBreakerReady }, + { "i-mainbreakerblinking:", btLampkaMainBreakerBlinkingIfReady }, { "i-vent_ovld:", btLampkaNadmWent }, { "i-comp_ovld:", btLampkaNadmSpr }, { "i-resistors:", btLampkaOpory }, diff --git a/Train.h b/Train.h index f691855f..8cccf793 100644 --- a/Train.h +++ b/Train.h @@ -107,8 +107,9 @@ class TTrain { std::array hv_current; float lv_voltage; double distance; - int radio_channel; - bool springbrake_active; + std::uint8_t radio_channel; + std::uint8_t springbrake_active; + std::uint8_t epbrake_enabled; }; struct screen_entry { @@ -611,6 +612,7 @@ public: // reszta może by?publiczna TButton btLampkaWylSzybki; TButton btLampkaWylSzybkiOff; TButton btLampkaMainBreakerReady; + TButton btLampkaMainBreakerBlinkingIfReady; TButton btLampkaNadmWent; TButton btLampkaNadmSpr; // TODO: implement // yB: drugie lampki dla EP05 i ET42 diff --git a/uart.cpp b/uart.cpp index 4be69c0a..dd976e74 100644 --- a/uart.cpp +++ b/uart.cpp @@ -354,7 +354,8 @@ void uart_input::poll() SPLIT_INT16(tacho), //byte 2 (uint8_t)( - trainstate.ventilator_overload << 1 + trainstate.epbrake_enabled << 0 + | trainstate.ventilator_overload << 1 | trainstate.motor_overload_threshold << 2), //byte 3 (uint8_t)( diff --git a/version.h b/version.h index d995e1a0..b2ff4274 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 630 +#define VERSION_MINOR 701 #define VERSION_REVISION 0 From a0279e19d33479ca3bfaa60bafff8359d3dc3564 Mon Sep 17 00:00:00 2001 From: stele Date: Thu, 2 Jul 2020 22:57:21 +0200 Subject: [PATCH 131/153] Reverser buttons --- Train.cpp | 73 ++++++++++++++++++++++++++++++++++++-------- Train.h | 6 ++++ drivermouseinput.cpp | 9 ++++++ translation.cpp | 9 ++++++ 4 files changed, 85 insertions(+), 12 deletions(-) diff --git a/Train.cpp b/Train.cpp index a50e1d32..228b993e 100644 --- a/Train.cpp +++ b/Train.cpp @@ -1963,15 +1963,6 @@ void TTrain::OnCommand_reverserdecrease( TTrain *Train, command_data const &Comm void TTrain::OnCommand_reverserforwardhigh( TTrain *Train, command_data const &Command ) { - if( Command.action == GLFW_PRESS ) { - - OnCommand_reverserforward( Train, Command ); - OnCommand_reverserincrease( Train, Command ); - } -} - -void TTrain::OnCommand_reverserforward( TTrain *Train, command_data const &Command ) { - if( Command.action == GLFW_PRESS ) { // HACK: master controller position isn't set in occupied vehicle in E(D)MUs @@ -1994,9 +1985,44 @@ void TTrain::OnCommand_reverserforward( TTrain *Train, command_data const &Comma Train->DynamicObject->Mechanik->DirectionChange(); } } + OnCommand_reverserincrease( Train, Command ); } } +void TTrain::OnCommand_reverserforward( TTrain *Train, command_data const &Command ) { + + if( Command.action == GLFW_PRESS ) { + + // HACK: master controller position isn't set in occupied vehicle in E(D)MUs + // so we do a manual check in relevant vehicle here + if( false == Train->mvControlled->EIMDirectionChangeAllow() ) { return; } + + // HACK: try to move the reverser one position back, in case it's set to "high forward" + //OnCommand_reverserdecrease( Train, Command ); + // visual feedback + Train->ggDirForwardButton.UpdateValue(1.0, Train->dsbSwitch); + + if( Train->mvOccupied->DirActive == 0 ) { + + while( ( Train->mvOccupied->DirActive < 1 ) + && ( true == Train->mvOccupied->DirectionForward() ) ) { + // all work is done in the header + } + // aktualizacja skrajnych pojazdów w składzie + if( ( Train->mvOccupied->DirActive == 1 ) + && ( Train->DynamicObject->Mechanik ) ) { + + Train->DynamicObject->Mechanik->DirectionChange(); + } + } + } + else if (Command.action == GLFW_RELEASE) { + // release + // visual feedback + Train->ggDirForwardButton.UpdateValue(0.0, Train->dsbSwitch); + } +} + void TTrain::OnCommand_reverserneutral( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { @@ -2004,7 +2030,8 @@ void TTrain::OnCommand_reverserneutral( TTrain *Train, command_data const &Comma // HACK: master controller position isn't set in occupied vehicle in E(D)MUs // so we do a manual check in relevant vehicle here if( false == Train->mvControlled->EIMDirectionChangeAllow() ) { return; } - + // visual feedback + Train->ggDirNeutralButton.UpdateValue(1.0, Train->dsbSwitch); while( ( Train->mvOccupied->DirActive < 0 ) && ( true == Train->mvOccupied->DirectionForward() ) ) { // all work is done in the header @@ -2014,6 +2041,11 @@ void TTrain::OnCommand_reverserneutral( TTrain *Train, command_data const &Comma // all work is done in the header } } + else if (Command.action == GLFW_RELEASE) { + // release + // visual feedback + Train->ggDirNeutralButton.UpdateValue(0.0, Train->dsbSwitch); + } } void TTrain::OnCommand_reverserbackward( TTrain *Train, command_data const &Command ) { @@ -2023,8 +2055,8 @@ void TTrain::OnCommand_reverserbackward( TTrain *Train, command_data const &Comm // HACK: master controller position isn't set in occupied vehicle in E(D)MUs // so we do a manual check in relevant vehicle here if( false == Train->mvControlled->EIMDirectionChangeAllow() ) { return; } - - if( Train->mvOccupied->DirActive > -1 ) { + Train->ggDirBackwardButton.UpdateValue(1.0, Train->dsbSwitch); + if( Train->mvOccupied->DirActive == 0 ) { while( ( Train->mvOccupied->DirActive > -1 ) && ( true == Train->mvOccupied->DirectionBackward() ) ) { @@ -2038,6 +2070,11 @@ void TTrain::OnCommand_reverserbackward( TTrain *Train, command_data const &Comm } } } + else if (Command.action == GLFW_RELEASE) { + // release + // visual feedback + Train->ggDirBackwardButton.UpdateValue(0.0, Train->dsbSwitch); + } } void TTrain::OnCommand_alerteracknowledge( TTrain *Train, command_data const &Command ) { @@ -5942,6 +5979,9 @@ bool TTrain::Update( double const Deltatime ) } // helper variables m_doors = ( DynamicObject->Mechanik->IsAnyDoorOpen[ side::right ] || DynamicObject->Mechanik->IsAnyDoorOpen[ side::left ] ); + m_dirforward = ( mvControlled->DirActive > 0 ); + m_dirneutral = ( mvControlled->DirActive == 0 ); + m_dirbackward = ( mvControlled->DirActive <0 ); // check for received user commands // NOTE: this is a temporary arrangement, for the transition period from old command setup to the new one @@ -6901,6 +6941,9 @@ bool TTrain::Update( double const Deltatime ) } ggLocalBrake.Update(); } + ggDirForwardButton.Update(); + ggDirNeutralButton.Update(); + ggDirBackwardButton.Update(); ggAlarmChain.Update(); ggBrakeProfileCtrl.Update(); ggBrakeProfileG.Update(); @@ -8269,6 +8312,9 @@ void TTrain::clear_cab_controls() ggScndCtrlButton.Clear(); ggDistanceCounterButton.Clear(); ggDirKey.Clear(); + ggDirForwardButton.Clear(); + ggDirNeutralButton.Clear(); + ggDirBackwardButton.Clear(); ggBrakeCtrl.Clear(); ggLocalBrake.Clear(); ggAlarmChain.Clear(); @@ -9120,6 +9166,9 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con { "doorleftpermit_sw:", { ggDoorLeftPermitButton, &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::left : side::right ) ].open_permit } }, { "doorrightpermit_sw:", { ggDoorRightPermitButton, &mvOccupied->Doors.instances[ ( cab_to_end() == end::front ? side::right : side::left ) ].open_permit } }, { "dooralloff_sw:", { ggDoorAllOffButton, &m_doors } }, + { "dirforward_bt:", { ggDirForwardButton, &m_dirforward } }, + { "dirneutral_bt:", { ggDirNeutralButton, &m_dirneutral } }, + { "dirbackward_bt:", { ggDirBackwardButton, &m_dirbackward } }, }; { auto const lookup { stategauges.find( Label ) }; diff --git a/Train.h b/Train.h index 8cccf793..cdcab87d 100644 --- a/Train.h +++ b/Train.h @@ -465,6 +465,9 @@ public: // reszta może by?publiczna TGauge ggScndCtrl; TGauge ggScndCtrlButton; TGauge ggDirKey; + TGauge ggDirForwardButton; + TGauge ggDirNeutralButton; + TGauge ggDirBackwardButton; TGauge ggBrakeCtrl; TGauge ggLocalBrake; TGauge ggAlarmChain; @@ -789,6 +792,9 @@ private: double m_brakehandlecp{ 0.0 }; int m_pantselection{ 0 }; bool m_doors{ false }; // helper, true if any door is open + bool m_dirforward{ false }; // helper, true if direction set to forward + bool m_dirneutral{ false }; // helper, true if direction set to neutral + bool m_dirbackward{ false }; // helper, true if direction set to backward // ld substitute bool m_couplingdisconnect { false }; diff --git a/drivermouseinput.cpp b/drivermouseinput.cpp index 2e56342b..eaa61d28 100644 --- a/drivermouseinput.cpp +++ b/drivermouseinput.cpp @@ -530,6 +530,15 @@ drivermouse_input::default_bindings() { { "dirkey:", { user_command::reverserincrease, user_command::reverserdecrease } }, + { "dirforward_bt:", { + user_command::reverserforward, + user_command::none } }, + { "dirneutral_bt:", { + user_command::reverserneutral, + user_command::none } }, + { "dirbackward_bt:", { + user_command::reverserbackward, + user_command::none } }, { "brakectrl:", { user_command::trainbrakeset, user_command::none } }, diff --git a/translation.cpp b/translation.cpp index bb3ea160..32a77a9c 100644 --- a/translation.cpp +++ b/translation.cpp @@ -101,6 +101,9 @@ init() { "tempomat (speed)", "distance counter", "reverser", + "reverser forward", + "reverser neutral", + "reverser backward", "train brake", "independent brake", "manual brake", @@ -303,6 +306,9 @@ init() { "tempomat (predkosc)", "miernik odleglosci", "nastawnik kierunku", + "kierunek naprzod", + "kierunek neutralny", + "kierunek wstecz", "hamulec zespolony", "hamulec pomocniczy", "hamulec reczny", @@ -458,6 +464,9 @@ init() { "speedbutton9:", "distancecounter_sw:", "dirkey:", + "dirforward_bt:", + "dirneutral_bt:", + "dirbackward_bt:", "brakectrl:", "localbrake:", "manualbrake:", From 46bd8c620727bcfcb57c6c8c4d96197aa1a73e17 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 5 Jul 2020 23:16:31 +0200 Subject: [PATCH 132/153] driver aid next speed limit enhancement, texture size check, cab controls tweaks, crash fix --- Driver.cpp | 24 ++++++++++++++-- Driver.h | 2 ++ Texture.cpp | 18 +++++++++--- Train.cpp | 71 ++++++++++++++++++++++++++++++++++------------ driveruipanels.cpp | 19 +++++++++++-- 5 files changed, 107 insertions(+), 27 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 37f40d88..767ac916 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -828,8 +828,7 @@ void TController::TableCheck(double fDistance) typeid( *(sSpeedTable[i].evEvent) ) == typeid( putvalues_event ) ? -fLength : 0)) // jeśli jest z tyłu - if ((mvOccupied->CategoryFlag & 1) ? false : - sSpeedTable[i].fDist < -fLength) + if ((mvOccupied->CategoryFlag == 2) && (sSpeedTable[i].fDist < -0.75)) { // pociąg staje zawsze, a samochód tylko jeśli nie przejedzie całą długością (może być zaskoczony zmianą) // WriteLog("TableCheck: Event is behind. Delete from table: " + sSpeedTable[i].evEvent->asName); sSpeedTable[i].iFlags &= ~spEnabled; // degradacja pozycji dla samochodu; @@ -1137,6 +1136,7 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN if( sSpeedTable[ i ].iFlags & spSwitch ) { // zwrotnice są usuwane z tabelki dopiero po zjechaniu z nich iDrivigFlags |= moveSwitchFound; // rozjazd z przodu/pod ogranicza np. sens skanowania wstecz + SwitchClearDist = sSpeedTable[ i ].fDist + sSpeedTable[ i ].trTrack->Length() + fLength; } else if (sSpeedTable[i].iFlags & spEvent) // W4 może się deaktywować { // jeżeli event, może być potrzeba wysłania komendy, aby ruszył @@ -1453,6 +1453,9 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // ograniczenie aktualnej prędkości aż do wyjechania za ograniczenie fVelDes = v; } + if( v < VelLimitLastDist.first ) { + VelLimitLastDist.second = d + sSpeedTable[ i ].trTrack->Length() + fLength; + } if( false == railwaytrackend ) continue; // i tyle wystarczy } @@ -1483,7 +1486,7 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } } - if ((a < fAcc) && (v == std::min(v, fNext))) { + if ((a < fAcc) && (v == min_speed(v, fNext))) { // mniejsze przyspieszenie to mniejsza możliwość rozpędzenia się albo konieczność hamowania // jeśli droga wolna, to może być a>1.0 i się tu nie załapuje fAcc = a; // zalecane przyspieszenie (nie musi być uwzględniane przez AI) @@ -1495,6 +1498,14 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN fNext = v; // istotna jest prędkość na końcu tego odcinka fDist = d; // dlugość odcinka (kolejne pozycje mogą wydłużać drogę, jeśli prędkość jest stała) } + if( ( v < VelLimitLastDist.first ) /* && ( d < VelLimitLastDist.second ) */ ) { + // if we encounter another speed limit before we can clear current/last registered one, + // update our calculation where we'll be able to resume regular speed + VelLimitLastDist.second = d + fLength; + if( ( sSpeedTable[ i ].iFlags & spTrack ) != 0 ) { + VelLimitLastDist.second += sSpeedTable[ i ].trTrack->Length(); + } + } } // if (v>=0.0) if (fNext >= 0.0) { // jeśli ograniczenie @@ -1513,6 +1524,10 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN && ( true == TestFlag( OrderCurrentGet(), Obey_train ) ) ) { VelSignalLast = -1.0; } + if( ( VelSignalLast >= 0.0 ) && ( SwitchClearDist >= 0.0 ) ) { + // take into account the effect switches have on duration of signal-imposed speed limit, in calculation of speed limit end point + VelLimitLastDist.second = std::max( VelLimitLastDist.second, SwitchClearDist ); + } //analiza spisanych z tabelki ograniczeń i nadpisanie aktualnego if( ( true == IsAtPassengerStop ) && ( mvOccupied->Vel < 0.01 ) ) { @@ -5582,6 +5597,8 @@ TController::UpdateSituation(double dt) { AccDesired = AccPreferred; // AccPreferred wynika z osobowości mechanika VelNext = VelDesired; // maksymalna prędkość wynikająca z innych czynników niż trajektoria ruchu ActualProximityDist = routescanrange; // funkcja Update() może pozostawić wartości bez zmian + VelLimitLastDist = { VelDesired, -1 }; + SwitchClearDist = -1; // Ra: odczyt (ActualProximityDist), (VelNext) i (AccPreferred) z tabelki prędkosci TCommandType comm = TableUpdate(VelDesired, ActualProximityDist, VelNext, AccDesired); @@ -5804,6 +5821,7 @@ TController::UpdateSituation(double dt) { // mamy coś z przodu // prędkość pojazdu z przodu (zakładając, że jedzie w tę samą stronę!!!) auto const k { Obstacle.vehicle->MoverParameters->Vel }; + if( k - vel < 5 ) { // porównanie modułów prędkości [km/h] // zatroszczyć się trzeba, jeśli tamten nie jedzie znacząco szybciej diff --git a/Driver.h b/Driver.h index e1cab36f..710606c2 100644 --- a/Driver.h +++ b/Driver.h @@ -300,6 +300,8 @@ private: double VelRestricted = -1.0; // speed of travel after passing a permissive signal at stop double FirstSemaphorDist = 10000.0; // odległość do pierwszego znalezionego semafora double ActualProximityDist = 1.0; // odległość brana pod uwagę przy wyliczaniu prędkości i przyspieszenia + std::pair VelLimitLastDist { 0.0, 0.0 }; // distance to velocity change point + double SwitchClearDist { 0.0 }; // distance to point after farthest detected switch int iDirection = 0; // kierunek jazdy względem sprzęgów pojazdu, w którym siedzi AI (1=przód,-1=tył) int iDirectionOrder = 0; //żadany kierunek jazdy (służy do zmiany kierunku) int iVehicleCount = -2; // wartość neutralna // ilość pojazdów do odłączenia albo zabrania ze składu (-1=wszystkie) diff --git a/Texture.cpp b/Texture.cpp index af6c301e..cba89010 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -240,7 +240,7 @@ opengl_texture::load() { } else { - WriteLog( "Loading texture data from \"" + name + type + "\"", logtype::texture ); + WriteLog( "Loading texture data from \"" + name + "\"", logtype::texture ); data_state = resource_state::loading; @@ -254,6 +254,16 @@ opengl_texture::load() { // data state will be set by called loader, so we're all done here if( data_state == resource_state::good ) { + // verify texture size + if( ( clamp_power_of_two( data_width ) != data_width ) || ( clamp_power_of_two( data_height ) != data_height ) ) { + if( name != "logo" ) { + WriteLog( "Warning: dimensions of texture \"" + name + "\" aren't powers of 2", logtype::texture ); + } + } + if( ( quantize( data_width, 4 ) != data_width ) || ( quantize( data_height, 4 ) != data_height ) ) { + WriteLog( "Warning: dimensions of texture \"" + name + "\" aren't multiples of 4", logtype::texture ); + } + has_alpha = ( data_components == GL_RGBA ? true : @@ -266,7 +276,7 @@ opengl_texture::load() { fail: data_state = resource_state::failed; - ErrorLog( "Bad texture: failed to load texture \"" + name + type + "\"" ); + ErrorLog( "Bad texture: failed to load texture \"" + name + "\"" ); // NOTE: temporary workaround for texture assignment errors id = 0; return; @@ -275,8 +285,8 @@ fail: void opengl_texture::make_stub() { - data_width = 2; - data_height = 2; + data_width = 4; + data_height = 4; data.resize( data_width * data_height * 3 ); std::fill( std::begin( data ), std::end( data ), static_cast( 0xc0 ) ); data_mapcount = 1; diff --git a/Train.cpp b/Train.cpp index a50e1d32..1b8cb36b 100644 --- a/Train.cpp +++ b/Train.cpp @@ -2142,7 +2142,13 @@ void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const else if( Command.action == GLFW_RELEASE ) { // impulse switches return automatically to neutral position if( Train->mvOccupied->PantSwitchType == "impulse" ) { - Train->mvOccupied->OperatePantographValve( end::front, operation_t::none ); + auto const ismanual { Train->mvOccupied->Pantographs[ end::front ].valve.start_type == start_t::manual }; + Train->mvOccupied->OperatePantographValve( + end::front, + operation_t::none, + ( ismanual ? + range_t::local : + range_t::consist ) ); } } } @@ -2168,7 +2174,13 @@ void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const & else if( Command.action == GLFW_RELEASE ) { // impulse switches return automatically to neutral position if( Train->mvOccupied->PantSwitchType == "impulse" ) { - Train->mvOccupied->OperatePantographValve( end::rear, operation_t::none ); + auto const ismanual { Train->mvOccupied->Pantographs[ end::rear ].valve.start_type == start_t::manual }; + Train->mvOccupied->OperatePantographValve( + end::rear, + operation_t::none, + ( ismanual ? + range_t::local : + range_t::consist ) ); } } } @@ -2183,10 +2195,15 @@ void TTrain::OnCommand_pantographraisefront( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvOccupied->OperatePantographValve( end::front, - Train->mvOccupied->PantSwitchType == "impulse" ? + auto const ismanual { Train->mvOccupied->Pantographs[ end::front ].valve.start_type == start_t::manual }; + Train->mvOccupied->OperatePantographValve( + end::front, + ( Train->mvOccupied->PantSwitchType == "impulse" ? operation_t::enable_on : - operation_t::enable ); + operation_t::enable ), + ( ismanual ? + range_t::local : + range_t::consist ) ); } else if( Command.action == GLFW_RELEASE ) { // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch @@ -2204,10 +2221,15 @@ void TTrain::OnCommand_pantographraiserear( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvOccupied->OperatePantographValve( end::rear, - Train->mvOccupied->PantSwitchType == "impulse" ? + auto const ismanual { Train->mvOccupied->Pantographs[ end::rear ].valve.start_type == start_t::manual }; + Train->mvOccupied->OperatePantographValve( + end::rear, + ( Train->mvOccupied->PantSwitchType == "impulse" ? operation_t::enable_on : - operation_t::enable ); + operation_t::enable ), + ( ismanual ? + range_t::local : + range_t::consist ) ); } else if( Command.action == GLFW_RELEASE ) { // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch @@ -2230,10 +2252,15 @@ void TTrain::OnCommand_pantographlowerfront( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvOccupied->OperatePantographValve( end::front, - Train->mvOccupied->PantSwitchType == "impulse" ? + auto const ismanual { Train->mvOccupied->Pantographs[ end::front ].valve.start_type == start_t::manual }; + Train->mvOccupied->OperatePantographValve( + end::front, + ( Train->mvOccupied->PantSwitchType == "impulse" ? operation_t::disable_on : - operation_t::disable ); + operation_t::disable ), + ( ismanual ? + range_t::local : + range_t::consist ) ); } else if( Command.action == GLFW_RELEASE ) { // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch @@ -2255,10 +2282,15 @@ void TTrain::OnCommand_pantographlowerrear( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - Train->mvOccupied->OperatePantographValve( end::rear, - Train->mvOccupied->PantSwitchType == "impulse" ? + auto const ismanual { Train->mvOccupied->Pantographs[ end::rear ].valve.start_type == start_t::manual }; + Train->mvOccupied->OperatePantographValve( + end::rear, + ( Train->mvOccupied->PantSwitchType == "impulse" ? operation_t::disable_on : - operation_t::disable ); + operation_t::disable ), + ( ismanual ? + range_t::local : + range_t::consist ) ); } else if( Command.action == GLFW_RELEASE ) { // NOTE: bit of a hax here, we're reusing button reset routine so we don't need a copy in every branch @@ -6375,7 +6407,8 @@ bool TTrain::Update( double const Deltatime ) ggMainGearStatus.UpdateValue(0.0); ggMainGearStatus.Update(); } - if (ggIgnitionKey.SubModel) + if( ( ggIgnitionKey.SubModel) + && ( ggIgnitionKey.GetDesiredValue() == 0.0 ) ) { ggIgnitionKey.UpdateValue( ( mvControlled->Mains ) @@ -6383,8 +6416,8 @@ bool TTrain::Update( double const Deltatime ) || ( fMainRelayTimer > 0.f ) || ( ( ggMainButton.SubModel != nullptr ) && ( ggMainButton.GetDesiredValue() > 0.95 ) ) || ( ( ggMainOnButton.SubModel != nullptr ) && ( ggMainOnButton.GetDesiredValue() > 0.95 ) ) ); - ggIgnitionKey.Update(); } + ggIgnitionKey.Update(); } if (mvControlled->SlippingWheels) { @@ -6581,8 +6614,10 @@ bool TTrain::Update( double const Deltatime ) btLampkaRadioStop.Turn( mvOccupied->Radio && mvOccupied->RadioStopFlag ); btLampkaHamulecReczny.Turn(mvOccupied->ManualBrakePos > 0); // NBMX wrzesien 2003 - drzwi oraz sygnał odjazdu - btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::left : side::right ) ] ); - btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::right : side::left ) ] ); + if( DynamicObject->Mechanik != nullptr ) { + btLampkaDoorLeft.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::left : side::right ) ] ); + btLampkaDoorRight.Turn( DynamicObject->Mechanik->IsAnyDoorOpen[ ( cab_to_end() == end::front ? side::right : side::left ) ] ); + } btLampkaBlokadaDrzwi.Turn( mvOccupied->Doors.is_locked ); btLampkaDoorLockOff.Turn( false == mvOccupied->Doors.lock_enabled ); btLampkaDepartureSignal.Turn( mvControlled->DepartureSignal ); diff --git a/driveruipanels.cpp b/driveruipanels.cpp index bc2d89d2..9a53e35d 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -64,14 +64,29 @@ drivingaid_panel::update() { } // next speed limit auto const speedlimit { static_cast( std::floor( owner->VelDesired ) ) }; - auto const nextspeedlimit { static_cast( std::floor( owner->VelNext ) ) }; + auto nextspeedlimit { speedlimit }; + auto nextspeedlimitdistance { 0.0 }; + if( speedlimit != 0 ) { + // if we aren't allowed to move then any next speed limit is irrelevant + if( ( owner->VelLimitLastDist.first > 0.0 ) && ( owner->VelLimitLastDist.second > 0.0 ) ) { + // first take note of any speed change which should occur after passing potential current speed limit + nextspeedlimit = static_cast( std::floor( owner->VelLimitLastDist.first ) ); + nextspeedlimitdistance = owner->VelLimitLastDist.second; + } + auto const speedatproximitydistance{ static_cast( std::floor( owner->VelNext ) ) }; + if( ( speedatproximitydistance != speedlimit ) && ( speedatproximitydistance < nextspeedlimit ) ) { + // if there's speed reduction down the road then it's more important than any potential speedup + nextspeedlimit = speedatproximitydistance; + nextspeedlimitdistance = owner->ActualProximityDist; + } + } std::string nextspeedlimittext; if( nextspeedlimit != speedlimit ) { std::snprintf( m_buffer.data(), m_buffer.size(), locale::strings[ locale::string::driver_aid_nextlimit ].c_str(), nextspeedlimit, - driver->ActualProximityDist * 0.001 ); + nextspeedlimitdistance * 0.001 ); nextspeedlimittext = m_buffer.data(); } // current speed and limit From e9c21b369f9e243122ff9e7bca221c89aaba30eb Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 9 Jul 2020 17:43:15 +0200 Subject: [PATCH 133/153] build 200708. motor param table enhancement, pantograph cab control tweaks --- McZapkie/Mover.cpp | 54 ++++++++++++++++++++++++++++++++-------------- Train.cpp | 18 ++++++++++------ version.h | 2 +- 3 files changed, 50 insertions(+), 24 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index b768f79f..ae1ad954 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -2054,12 +2054,11 @@ void TMoverParameters::PantographsCheck( double const Timestep ) { valve.is_active = ( ( ( valve.spring ? lowvoltagepower : true ) ) // spring actuator needs power to maintain non-default state - && ( ( ( manualcontrol && lowvoltagepower ) ? false == valve.is_disabled : true ) ) // needs power to change state + && ( ( ( manualcontrol && lowvoltagepower ) ? false == valve.is_disabled : true ) ) // needs power to change state, without it just pass through && ( ( ( manualcontrol && lowvoltagepower ) ? false == PantAllDown : true ) ) && ( ( valve.is_active ) - || ( autostart ? lowvoltagepower : - !autostart ? ( lowvoltagepower && valve.is_enabled ) : - false ) ) ); // shouldn't ever get this far but, eh + || ( manualcontrol && lowvoltagepower && valve.is_enabled ) + || ( autostart && lowvoltagepower ) ) ); // shouldn't ever get this far but, eh pantograph.is_active = ( ( valve.is_active ) @@ -7240,9 +7239,16 @@ bool TMoverParameters::dizel_EngageChange(double dt) // ************************************************************************************************* bool TMoverParameters::dizel_AutoGearCheck(void) { - bool OK; + auto OK { false }; + + auto const VelUp { ( MotorParam[ ScndCtrlActualPos ].mfi0 != 0.0 ? + MotorParam[ ScndCtrlActualPos ].mfi0 + ( MotorParam[ ScndCtrlActualPos ].mfi - MotorParam[ ScndCtrlActualPos ].mfi0 ) * std::max( 0.0, eimic_real ) : + MotorParam[ ScndCtrlActualPos ].mfi ) }; + + auto const VelDown { ( ( MotorParam[ ScndCtrlActualPos ].fi0 != 0.0 ) && ( eimic_real <= 0.0 ) ? + MotorParam[ ScndCtrlActualPos ].fi0 : + MotorParam[ ScndCtrlActualPos ].fi ) }; - OK = false; if (MotorParam[ScndCtrlActualPos].AutoSwitch && Mains) { if ((RList[MainCtrlPos].Mn == 0)&&(!hydro_TC)) @@ -7257,14 +7263,14 @@ bool TMoverParameters::dizel_AutoGearCheck(void) if (MotorParam[ScndCtrlActualPos].AutoSwitch && (dizel_automaticgearstatus == 0)) // sprawdz czy zmienic biegi { - if( Vel > MotorParam[ ScndCtrlActualPos ].mfi ) { + if( Vel > VelUp ) { // shift up if( ScndCtrlActualPos < ScndCtrlPosNo ) { dizel_automaticgearstatus = 1; OK = true; } } - else if( Vel < MotorParam[ ScndCtrlActualPos ].fi ) { + else if( Vel < VelDown ) { // shift down if( ScndCtrlActualPos > 0 ) { dizel_automaticgearstatus = -1; @@ -7465,7 +7471,7 @@ double TMoverParameters::dizel_fillcheck(int mcp, double dt) // napelnienie zalezne od MainCtrlPos if (EIMCtrlType > 0) { - realfill = std::max(0.0, eimic_real); + realfill = std::max(0.0, std::min(eimic_real, 1 - MotorParam[ ScndCtrlActualPos ].Isat)); if (eimic_real>0.005 && !hydro_TC_Lockup) { dizel_nreg_min = std::min(dizel_nreg_min + 2.5 * dt, dizel_nmin_hdrive + eimic_real * dizel_nmin_hdrive_factor); @@ -8634,6 +8640,7 @@ int s2NNW(std::string s) // parsowanie Motor Param Table bool TMoverParameters::readMPT0( std::string const &line ) { + // TBD, TODO: split into separate functions similar to readMPT if more varied schemes appear? cParser parser( line ); if( false == parser.getTokens( 7, false ) ) { WriteLog( "Read MPT0: arguments missing in line " + std::to_string( LISTLINE ) ); @@ -8641,13 +8648,28 @@ bool TMoverParameters::readMPT0( std::string const &line ) { } int idx = 0; // numer pozycji parser >> idx; - parser - >> MotorParam[ idx ].mfi - >> MotorParam[ idx ].mIsat - >> MotorParam[ idx ].mfi0 - >> MotorParam[ idx ].fi - >> MotorParam[ idx ].Isat - >> MotorParam[ idx ].fi0; + switch( EngineType ) { + case TEngineType::DieselEngine: { + parser + >> MotorParam[ idx ].mIsat + >> MotorParam[ idx ].fi0 + >> MotorParam[ idx ].fi + >> MotorParam[ idx ].mfi0 + >> MotorParam[ idx ].mfi + >> MotorParam[ idx ].Isat; + break; + } + default: { + parser + >> MotorParam[ idx ].mfi + >> MotorParam[ idx ].mIsat + >> MotorParam[ idx ].mfi0 + >> MotorParam[ idx ].fi + >> MotorParam[ idx ].Isat + >> MotorParam[ idx ].fi0; + break; + } + } if( true == parser.getTokens( 1, false ) ) { int autoswitch; parser >> autoswitch; diff --git a/Train.cpp b/Train.cpp index b469b64a..1478b233 100644 --- a/Train.cpp +++ b/Train.cpp @@ -2179,7 +2179,7 @@ void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const else if( Command.action == GLFW_RELEASE ) { // impulse switches return automatically to neutral position if( Train->mvOccupied->PantSwitchType == "impulse" ) { - auto const ismanual { Train->mvOccupied->Pantographs[ end::front ].valve.start_type == start_t::manual }; + auto const ismanual { Train->iCabn == 0 }; Train->mvOccupied->OperatePantographValve( end::front, operation_t::none, @@ -2211,7 +2211,7 @@ void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const & else if( Command.action == GLFW_RELEASE ) { // impulse switches return automatically to neutral position if( Train->mvOccupied->PantSwitchType == "impulse" ) { - auto const ismanual { Train->mvOccupied->Pantographs[ end::rear ].valve.start_type == start_t::manual }; + auto const ismanual { Train->iCabn == 0 }; Train->mvOccupied->OperatePantographValve( end::rear, operation_t::none, @@ -2232,7 +2232,8 @@ void TTrain::OnCommand_pantographraisefront( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const ismanual { Train->mvOccupied->Pantographs[ end::front ].valve.start_type == start_t::manual }; + // HACK: don't propagate pantograph commands issued from engine compartment, these are presumed to be manually moved levers + auto const ismanual { Train->iCabn == 0 }; Train->mvOccupied->OperatePantographValve( end::front, ( Train->mvOccupied->PantSwitchType == "impulse" ? @@ -2258,7 +2259,8 @@ void TTrain::OnCommand_pantographraiserear( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const ismanual { Train->mvOccupied->Pantographs[ end::rear ].valve.start_type == start_t::manual }; + // HACK: don't propagate pantograph commands issued from engine compartment, these are presumed to be manually moved levers + auto const ismanual { Train->iCabn == 0 }; Train->mvOccupied->OperatePantographValve( end::rear, ( Train->mvOccupied->PantSwitchType == "impulse" ? @@ -2289,7 +2291,8 @@ void TTrain::OnCommand_pantographlowerfront( TTrain *Train, command_data const & if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const ismanual { Train->mvOccupied->Pantographs[ end::front ].valve.start_type == start_t::manual }; + // HACK: don't propagate pantograph commands issued from engine compartment, these are presumed to be manually moved levers + auto const ismanual { Train->iCabn == 0 }; Train->mvOccupied->OperatePantographValve( end::front, ( Train->mvOccupied->PantSwitchType == "impulse" ? @@ -2319,7 +2322,8 @@ void TTrain::OnCommand_pantographlowerrear( TTrain *Train, command_data const &C if( Command.action == GLFW_PRESS ) { // only reacting to press, so the switch doesn't flip back and forth if key is held down - auto const ismanual { Train->mvOccupied->Pantographs[ end::rear ].valve.start_type == start_t::manual }; + // HACK: don't propagate pantograph commands issued from engine compartment, these are presumed to be manually moved levers + auto const ismanual { Train->iCabn == 0 }; Train->mvOccupied->OperatePantographValve( end::rear, ( Train->mvOccupied->PantSwitchType == "impulse" ? @@ -2389,7 +2393,7 @@ void TTrain::OnCommand_pantographtoggleselected( TTrain *Train, command_data con // only reacting to press, so the switch doesn't flip back and forth if key is held down auto const state { Train->mvPantographUnit->PantsValve.is_enabled - | Train->mvPantographUnit->PantsValve.is_active }; // fallback for impulse switches + || Train->mvPantographUnit->PantsValve.is_active }; // fallback for impulse switches if( state ) { OnCommand_pantographlowerselected( Train, Command ); } diff --git a/version.h b/version.h index b2ff4274..b210a3bb 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 701 +#define VERSION_MINOR 708 #define VERSION_REVISION 0 From c4bcb94d794585e311e0b0b86a6fd7904954f382 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Fri, 10 Jul 2020 16:18:12 +0200 Subject: [PATCH 134/153] build 200709. milek7/sim branch scenery editor node bank code import --- AnimModel.cpp | 7 ++- editormode.cpp | 94 +++++++++++++++++++++++++++++++++++ editormode.h | 2 +- editoruilayer.cpp | 16 ++++++ editoruilayer.h | 7 +++ editoruipanels.cpp | 76 ++++++++++++++++++++++++++++ editoruipanels.h | 20 ++++++++ scenenode.cpp | 2 +- scenenodegroups.cpp | 36 +++++++++++++- scenenodegroups.h | 2 +- simulationstateserializer.cpp | 85 ++++++++++++++++++++++++++++++- simulationstateserializer.h | 1 + version.h | 2 +- 13 files changed, 342 insertions(+), 8 deletions(-) diff --git a/AnimModel.cpp b/AnimModel.cpp index 91e9f45d..f18fdc7b 100644 --- a/AnimModel.cpp +++ b/AnimModel.cpp @@ -929,7 +929,12 @@ TAnimModel::export_as_text_( std::ostream &Output ) const { // don't include 'textures/' in the path texturefile.erase( 0, std::string{ szTexturePath }.size() ); } - Output << texturefile << ' '; + if( texturefile.find( ' ' ) == std::string::npos ) { + Output << texturefile << ' '; + } + else { + Output << "\"" << texturefile << "\"" << ' '; + } // light submodels activation configuration if( iNumLights > 0 ) { Output << "lights "; diff --git a/editormode.cpp b/editormode.cpp index 61414899..b23ccc39 100644 --- a/editormode.cpp +++ b/editormode.cpp @@ -19,6 +19,7 @@ http://mozilla.org/MPL/2.0/. #include "Timer.h" #include "Console.h" #include "renderer.h" +#include "AnimModel.h" bool editor_mode::editormode_input::init() { @@ -175,6 +176,22 @@ editor_mode::on_key( int const Key, int const Scancode, int const Action, int co break; } + // TODO: ensure delete method can play nice with history stack + case GLFW_KEY_DELETE: { + TAnimModel *model = dynamic_cast(m_node); + if (!model) + break; + + m_node = nullptr; + m_dragging = false; + Application.set_cursor( GLFW_CURSOR_NORMAL ); + static_cast( m_userinterface.get() )->set_node(nullptr); + + simulation::State.delete_model(model); + + break; + } + default: { break; } @@ -224,6 +241,8 @@ editor_mode::on_cursor_pos( double const Horizontal, double const Vertical ) { } +/* +TODO: re-enable in post-merge cleanup void editor_mode::on_mouse_button( int const Button, int const Action, int const Mods ) { @@ -255,6 +274,81 @@ editor_mode::on_mouse_button( int const Button, int const Action, int const Mods m_input.mouse.button( Button, Action ); } +*/ +void +editor_mode::on_mouse_button( int const Button, int const Action, int const Mods ) { + + // give the ui first shot at the input processing... + if( true == m_userinterface->on_mouse_button( Button, Action, Mods ) ) { return; } + + if( Button == GLFW_MOUSE_BUTTON_LEFT ) { + + if( Action == GLFW_PRESS ) { + // left button press + auto const mode = static_cast( m_userinterface.get() )->mode(); + + m_node = nullptr; + + GfxRenderer->Pick_Node_Callback([this, mode](scene::basic_node *node) + { + editor_ui *ui = static_cast( m_userinterface.get() ); + + if (mode == nodebank_panel::MODIFY) { + if (!m_dragging) + return; + + m_node = node; + if( m_node ) + Application.set_cursor( GLFW_CURSOR_DISABLED ); + else + m_dragging = false; + ui->set_node( m_node ); + } + else if (mode == nodebank_panel::COPY) { + if (node && typeid(*node) == typeid(TAnimModel)) { + std::string as_text; + node->export_as_text(as_text); + + ui->add_node_template(as_text); + } + + m_dragging = false; + } + else if (mode == nodebank_panel::ADD) { + const std::string *src = ui->get_active_node_template(); + std::string name = "editor_" + std::to_string(LocalRandom(0.0, 100000.0)); + + if (!src) + return; + + TAnimModel *cloned = simulation::State.create_model(*src, name, Camera.Pos + GfxRenderer->Mouse_Position()); + + if (!cloned) + return; + + if (!m_dragging) + return; + + m_node = cloned; + Application.set_cursor( GLFW_CURSOR_DISABLED ); + ui->set_node( m_node ); + } + }); + + m_dragging = true; + } + else { + // left button release + if( m_node ) + Application.set_cursor( GLFW_CURSOR_NORMAL ); + m_dragging = false; + // prime history stack for another snapshot + m_takesnapshot = true; + } + } + + m_input.mouse.button( Button, Action ); +} void editor_mode::on_scroll( double const Xoffset, double const Yoffset ) { diff --git a/editormode.h b/editormode.h index ad04fd86..339f21dd 100644 --- a/editormode.h +++ b/editormode.h @@ -89,5 +89,5 @@ private: scene::basic_editor m_editor; scene::basic_node *m_node; // currently selected scene node bool m_takesnapshot { true }; // helper, hints whether snapshot of selected node(s) should be taken before modification - + bool m_dragging = false; }; diff --git a/editoruilayer.cpp b/editoruilayer.cpp index e250635c..b823cd54 100644 --- a/editoruilayer.cpp +++ b/editoruilayer.cpp @@ -19,6 +19,7 @@ editor_ui::editor_ui() { clear_panels(); // bind the panels with ui object. maybe not the best place for this but, eh push_back( &m_itempropertiespanel ); + push_back( &m_nodebankpanel ); } // updates state of UI elements @@ -46,3 +47,18 @@ editor_ui::set_node( scene::basic_node * Node ) { m_node = Node; } + +void +editor_ui::add_node_template(const std::string &desc) { + m_nodebankpanel.add_template(desc); +} + +std::string const * +editor_ui::get_active_node_template() { + return m_nodebankpanel.get_active_template(); +} + +nodebank_panel::edit_mode +editor_ui::mode() { + return m_nodebankpanel.mode; +} diff --git a/editoruilayer.h b/editoruilayer.h index daa050ef..893a03e9 100644 --- a/editoruilayer.h +++ b/editoruilayer.h @@ -29,9 +29,16 @@ public: update() override; void set_node( scene::basic_node * Node ); + void + add_node_template(const std::string &desc); + const std::string * + get_active_node_template(); + nodebank_panel::edit_mode + mode(); private: // members itemproperties_panel m_itempropertiespanel { "Node Properties", true }; + nodebank_panel m_nodebankpanel{ "Node Bank", true }; scene::basic_node * m_node { nullptr }; // currently bound scene node, if any }; diff --git a/editoruipanels.cpp b/editoruipanels.cpp index 1b69e580..03758c51 100644 --- a/editoruipanels.cpp +++ b/editoruipanels.cpp @@ -297,3 +297,79 @@ itemproperties_panel::render_group() { return true; } + + + +nodebank_panel::nodebank_panel( std::string const &Name, bool const Isopen ) : ui_panel( Name, Isopen ) { + size_min = { 100, 50 }; + size_max = { 1000, 1000 }; + + std::ifstream file; + file.open("nodebank.txt", std::ios_base::in | std::ios_base::binary); + + std::string line; + while (std::getline(file, line)) + if (line.size() > 2) + m_nodebank.push_back(std::make_unique(line)); +} + +void +nodebank_panel::render() { + + if( false == is_open ) { return; } + + auto flags = + ImGuiWindowFlags_NoFocusOnAppearing + | ImGuiWindowFlags_NoCollapse + | ( size.x > 0 ? ImGuiWindowFlags_NoResize : 0 ); + + if( size.x > 0 ) { + ImGui::SetNextWindowSize( ImVec2( size.x, size.y ) ); + } + if( size_min.x > 0 ) { + ImGui::SetNextWindowSizeConstraints( ImVec2( size_min.x, size_min.y ), ImVec2( size_max.x, size_max.y ) ); + } + auto const panelname { ( + title.empty() ? + name : + title ) + + "###" + name }; + + if( true == ImGui::Begin( panelname.c_str(), nullptr, flags ) ) { + + ImGui::RadioButton("modify node", (int*)&mode, MODIFY); + ImGui::SameLine(); + ImGui::RadioButton("insert from bank", (int*)&mode, ADD); + ImGui::SameLine(); + ImGui::RadioButton( "copy to bank", (int*)&mode, COPY ); + + ImGui::PushItemWidth(-1); + if (ImGui::ListBoxHeader("##nodebank", ImVec2(-1, -1))) + { + int i = 0; + for (auto const entry : m_nodebank) { + std::string label = *entry + "##" + std::to_string(i); + if (ImGui::Selectable(label.c_str(), entry == m_selectedtemplate)) + m_selectedtemplate = entry; + i++; + } + + ImGui::ListBoxFooter(); + } + } + + ImGui::End(); +} + +void +nodebank_panel::add_template(const std::string &desc) { + std::ofstream file; + file.open("nodebank.txt", std::ios_base::out | std::ios_base::app | std::ios_base::binary); + file << desc; + + m_nodebank.push_back(std::make_unique(desc)); +} + +const std::string *nodebank_panel::get_active_template() { + return m_selectedtemplate.get(); +} diff --git a/editoruipanels.h b/editoruipanels.h index 4ed9a83a..f86a6994 100644 --- a/editoruipanels.h +++ b/editoruipanels.h @@ -47,3 +47,23 @@ private: std::string m_groupprefix; std::vector m_grouplines; }; + +class nodebank_panel : public ui_panel { + std::vector> m_nodebank; + std::shared_ptr m_selectedtemplate; + +public: + enum edit_mode { + MODIFY, + COPY, + ADD + }; + + edit_mode mode = MODIFY; + + nodebank_panel( std::string const &Name, bool const Isopen ); + + void render() override; + void add_template(const std::string &desc); + const std::string* get_active_template(); +}; diff --git a/scenenode.cpp b/scenenode.cpp index 9198af74..dd7c4db3 100644 --- a/scenenode.cpp +++ b/scenenode.cpp @@ -749,7 +749,7 @@ basic_node::export_as_text( std::ostream &Output ) const { << ' ' << ( m_rangesquaredmax < std::numeric_limits::max() ? std::sqrt( m_rangesquaredmax ) : -1 ) << ' ' << std::sqrt( m_rangesquaredmin ) // name - << ' ' << m_name << ' '; + << ' ' << ( m_name.empty() ? "none" : m_name ) << ' '; // template method implementation export_as_text_( Output ); } diff --git a/scenenodegroups.cpp b/scenenodegroups.cpp index cefa040c..c0197034 100644 --- a/scenenodegroups.cpp +++ b/scenenodegroups.cpp @@ -93,8 +93,8 @@ node_groups::insert( scene::group_handle const Group, basic_event *Event ) { // sends basic content of the class in legacy (text) format to provided stream void -node_groups::export_as_text( std::ostream &Output ) const { - +node_groups::export_as_text( std::ostream &Output, bool const Dirty ) const { +/* for( auto const &group : m_groupmap ) { Output << "group\n"; @@ -112,6 +112,38 @@ node_groups::export_as_text( std::ostream &Output ) const { } Output << "endgroup\n"; } +*/ + for( auto const &group : m_groupmap ) { + bool any = false; + for( auto *node : group.second.nodes ) { + if (node->dirty() != Dirty) + continue; + // HACK: auto-generated memory cells aren't exported, so we check for this + // TODO: is_exportable as basic_node method + if( ( typeid( *node ) == typeid( TMemCell ) ) + && ( false == static_cast( node )->is_exportable ) ) { + continue; + } + + if (!any) + Output << "group\n"; + any = true; + + node->export_as_text( Output ); + } + for( auto *event : group.second.events ) { + if (Dirty) + continue; + + if (!any) + Output << "group\n"; + any = true; + + event->export_as_text( Output ); + } + if (any) + Output << "endgroup\n"; + } } // removes specified group from the group list and group information from the group's nodes diff --git a/scenenodegroups.h b/scenenodegroups.h index d0815bae..b7e18d4c 100644 --- a/scenenodegroups.h +++ b/scenenodegroups.h @@ -48,7 +48,7 @@ public: return m_groupmap[ Group ]; } // sends basic content of the class in legacy (text) format to provided stream void - export_as_text( std::ostream &Output ) const; + export_as_text( std::ostream &Output, bool const Dirty ) const; private: // types diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index aa60194f..d94f2f65 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -1012,7 +1012,7 @@ state_serializer::transform( glm::dvec3 Location, scene::scratch_data const &Scr return Location; } - +/* // stores class data in specified file, in legacy (text) format void state_serializer::export_as_text( std::string const &Scenariofile ) const { @@ -1083,6 +1083,89 @@ state_serializer::export_as_text( std::string const &Scenariofile ) const { WriteLog( "Scenery data export done." ); } +*/ +void +state_serializer::export_as_text(std::string const &Scenariofile) const { + + if( Scenariofile == "$.scn" ) { + ErrorLog( "Bad file: scenery export not supported for file \"$.scn\"" ); + } + else { + WriteLog( "Scenery data export in progress..." ); + } + + auto filename { Scenariofile }; + while( filename[ 0 ] == '$' ) { + // trim leading $ char rainsted utility may add to the base name for modified .scn files + filename.erase( 0, 1 ); + } + erase_extension( filename ); + auto absfilename = Global.asCurrentSceneryPath + filename + "_export"; + + std::ofstream scmdirtyfile { absfilename + "_dirty.scm" }; + export_nodes_to_stream(scmdirtyfile, true); + + std::ofstream scmfile { absfilename + ".scm" }; + export_nodes_to_stream(scmfile, false); + + // sounds + // NOTE: sounds currently aren't included in groups + scmfile << "// sounds\n"; + Region->export_as_text( scmfile ); + + scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n"; + + std::ofstream ctrfile { absfilename + ".ctr" }; + // mem cells + ctrfile << "// memory cells\n"; + for( auto const *memorycell : Memory.sequence() ) { + if( ( true == memorycell->is_exportable ) + && ( memorycell->group() == null_handle ) ) { + memorycell->export_as_text( ctrfile ); + } + } + + // events + Events.export_as_text( ctrfile ); + + WriteLog( "Scenery data export done." ); +} + +void +state_serializer::export_nodes_to_stream(std::ostream &scmfile, bool Dirty) const { + // groups + scmfile << "// groups\n"; + scene::Groups.export_as_text( scmfile, Dirty ); + + // tracks + scmfile << "// paths\n"; + for( auto const *path : Paths.sequence() ) { + if( path->dirty() == Dirty && path->group() == null_handle ) { + path->export_as_text( scmfile ); + } + } + // traction + scmfile << "// traction\n"; + for( auto const *traction : Traction.sequence() ) { + if( traction->dirty() == Dirty && traction->group() == null_handle ) { + traction->export_as_text( scmfile ); + } + } + // power grid + scmfile << "// traction power sources\n"; + for( auto const *powersource : Powergrid.sequence() ) { + if( powersource->dirty() == Dirty && powersource->group() == null_handle ) { + powersource->export_as_text( scmfile ); + } + } + // models + scmfile << "// instanced models\n"; + for( auto const *instance : Instances.sequence() ) { + if( instance && instance->dirty() == Dirty && instance->group() == null_handle ) { + instance->export_as_text( scmfile ); + } + } +} TAnimModel *state_serializer::create_model(const std::string &src, const std::string &name, const glm::dvec3 &position) { cParser parser(src); diff --git a/simulationstateserializer.h b/simulationstateserializer.h index 2994d7a9..a9697633 100644 --- a/simulationstateserializer.h +++ b/simulationstateserializer.h @@ -81,6 +81,7 @@ private: void skip_until( cParser &Input, std::string const &Token ); // transforms provided location by specifed rotation and offset glm::dvec3 transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad ); + void export_nodes_to_stream( std::ostream &, bool Dirty ) const; }; } // simulation diff --git a/version.h b/version.h index b210a3bb..3b53185c 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 708 +#define VERSION_MINOR 709 #define VERSION_REVISION 0 From 93c92e5ae91d55738142ee375950e768c34f5420 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 12 Jul 2020 04:46:21 +0200 Subject: [PATCH 135/153] scenery editor node bank search. node label and node group support --- editormode.cpp | 4 +- editoruipanels.cpp | 97 +++++++++++++++++++++++++++++++++++++++------- editoruipanels.h | 10 ++++- uilayer.cpp | 11 ++++++ uilayer.h | 6 +++ 5 files changed, 110 insertions(+), 18 deletions(-) diff --git a/editormode.cpp b/editormode.cpp index b23ccc39..8b92506d 100644 --- a/editormode.cpp +++ b/editormode.cpp @@ -200,7 +200,9 @@ editor_mode::on_key( int const Key, int const Scancode, int const Action, int co void editor_mode::on_char( unsigned int const Char ) { - // TODO: implement + + // give the ui first shot at the input processing... + if( true == m_userinterface->on_char( Char ) ) { return; } } void diff --git a/editoruipanels.cpp b/editoruipanels.cpp index 03758c51..ab20397d 100644 --- a/editoruipanels.cpp +++ b/editoruipanels.cpp @@ -304,13 +304,47 @@ nodebank_panel::nodebank_panel( std::string const &Name, bool const Isopen ) : u size_min = { 100, 50 }; size_max = { 1000, 1000 }; + memset( m_nodesearch, 0, sizeof( m_nodesearch ) ); + std::ifstream file; file.open("nodebank.txt", std::ios_base::in | std::ios_base::binary); std::string line; - while (std::getline(file, line)) - if (line.size() > 2) - m_nodebank.push_back(std::make_unique(line)); + while( std::getline( file, line ) ) { + if( line.size() < 4 ) { + continue; + } + auto const labelend { line.find( "node" ) }; + auto const nodedata { ( + labelend == std::string::npos ? "" : + labelend == 0 ? line : + line.substr( labelend ) ) }; + auto const label { ( + labelend == std::string::npos ? line : + labelend == 0 ? generate_node_label( nodedata ) : + line.substr( 0, labelend ) ) }; + + m_nodebank.push_back( { label, std::make_shared( nodedata ) } ); + } + // sort alphabetically content of each group + auto groupbegin { m_nodebank.begin() }; + auto groupend { groupbegin }; + while( groupbegin != m_nodebank.end() ) { + groupbegin = + std::find_if( + groupend, m_nodebank.end(), + []( auto const &Entry ) { + return ( false == Entry.second->empty() ); } ); + groupend = + std::find_if( + groupbegin, m_nodebank.end(), + []( auto const &Entry ) { + return ( Entry.second->empty() ); } ); + std::sort( + groupbegin, groupend, + []( auto const &Left, auto const &Right ) { + return ( Left.first < Right.first ); } ); + } } void @@ -343,17 +377,32 @@ nodebank_panel::render() { ImGui::SameLine(); ImGui::RadioButton( "copy to bank", (int*)&mode, COPY ); - ImGui::PushItemWidth(-1); - if (ImGui::ListBoxHeader("##nodebank", ImVec2(-1, -1))) + ImGui::PushItemWidth(-1); + ImGui::InputTextWithHint( "Search", "Search node bank", m_nodesearch, IM_ARRAYSIZE( m_nodesearch ) ); + if (ImGui::ListBoxHeader("##nodebank", ImVec2(-1, -1))) { - int i = 0; - for (auto const entry : m_nodebank) { - std::string label = *entry + "##" + std::to_string(i); - if (ImGui::Selectable(label.c_str(), entry == m_selectedtemplate)) - m_selectedtemplate = entry; - i++; + auto idx { 0 }; + auto isvisible { false }; + auto const searchfilter { std::string( m_nodesearch ) }; + for (auto const &entry : m_nodebank) { + if( entry.second->empty() ) { + // special case, header indicator + isvisible = ImGui::CollapsingHeader( entry.first.c_str() ); + } + else { + if( false == isvisible ) { + continue; + } + if( ( false == searchfilter.empty() ) + && ( entry.first.find( searchfilter ) == std::string::npos ) ) { + continue; + } + auto const label { " " + entry.first + "##" + std::to_string( idx ) }; + if( ImGui::Selectable( label.c_str(), entry.second == m_selectedtemplate ) ) + m_selectedtemplate = entry.second; + ++idx; + } } - ImGui::ListBoxFooter(); } } @@ -363,13 +412,31 @@ nodebank_panel::render() { void nodebank_panel::add_template(const std::string &desc) { + + auto const label { generate_node_label( desc ) }; + m_nodebank.push_back( { label, std::make_shared( desc ) } ); + std::ofstream file; file.open("nodebank.txt", std::ios_base::out | std::ios_base::app | std::ios_base::binary); - file << desc; - - m_nodebank.push_back(std::make_unique(desc)); + file << label << " " << desc; } const std::string *nodebank_panel::get_active_template() { return m_selectedtemplate.get(); } + +std::string +nodebank_panel::generate_node_label( std::string Input ) const { + + auto tokenizer{ cParser( Input ) }; + tokenizer.getTokens( 9, false ); // skip leading tokens + auto model{ tokenizer.getToken( false ) }; + auto texture{ tokenizer.getToken( false ) }; + replace_slashes( model ); + erase_extension( model ); + replace_slashes( texture ); + return ( + texture == "none" ? + model : + model + " (" + texture + ")" ); +} diff --git a/editoruipanels.h b/editoruipanels.h index f86a6994..d2bb29d1 100644 --- a/editoruipanels.h +++ b/editoruipanels.h @@ -49,8 +49,6 @@ private: }; class nodebank_panel : public ui_panel { - std::vector> m_nodebank; - std::shared_ptr m_selectedtemplate; public: enum edit_mode { @@ -66,4 +64,12 @@ public: void render() override; void add_template(const std::string &desc); const std::string* get_active_template(); + +private: +// methods: + std::string generate_node_label( std::string Input ) const; +// members: + std::vector>> m_nodebank; + char m_nodesearch[ 128 ]; + std::shared_ptr m_selectedtemplate; }; diff --git a/uilayer.cpp b/uilayer.cpp index 098e43cc..9d4c6502 100644 --- a/uilayer.cpp +++ b/uilayer.cpp @@ -164,6 +164,17 @@ ui_layer::on_key( int const Key, int const Scancode, int const Action, int const return on_key_( Key, Scancode, Action, Mods ); } +bool +ui_layer::on_char( unsigned int const Char ) { + + if( m_imguiio->WantTextInput ) { + m_imguiio->AddInputCharacter( Char ); + return true; + } + + return on_char_( Char ); +} + bool ui_layer::on_cursor_pos( double const Horizontal, double const Vertical ) { diff --git a/uilayer.h b/uilayer.h index 8ce72106..7d0ad6b6 100644 --- a/uilayer.h +++ b/uilayer.h @@ -68,6 +68,9 @@ public: // potentially processes provided input key. returns: true if the input was processed, false otherwise bool on_key( int const Key, int const Scancode, int const Action, int const Mods ); + // potentially processes provided input character. returns: true if the input was processed, false otherwise + bool + on_char( unsigned int const Char ); // potentially processes provided mouse movement. returns: true if the input was processed, false otherwise bool on_cursor_pos( double const Horizontal, double const Vertical ); @@ -137,6 +140,9 @@ private: bool on_key_( int const Key, int const Scancode, int const Action, int const Mods ) { return false; } virtual + bool + on_char_( unsigned int const Char ) { return false; } + virtual bool on_cursor_pos_( double const Horizontal, double const Vertical ) { return false; } virtual From 3ea0d5b0743dc4304d4bba1c84357a4ab704ba44 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 12 Jul 2020 04:47:41 +0200 Subject: [PATCH 136/153] build 200711. vehicle-specific rain sound support --- Train.cpp | 21 +++++++++++++++++++-- Train.h | 1 + simulationenvironment.cpp | 3 ++- version.h | 2 +- 4 files changed, 23 insertions(+), 4 deletions(-) diff --git a/Train.cpp b/Train.cpp index 1478b233..52706d63 100644 --- a/Train.cpp +++ b/Train.cpp @@ -7200,8 +7200,6 @@ bool TTrain::Update( double const Deltatime ) void TTrain::update_sounds( double const Deltatime ) { - if( Deltatime == 0.0 ) { return; } - double volume { 0.0 }; double const brakevolumescale { 0.5 }; @@ -7383,6 +7381,15 @@ TTrain::update_sounds( double const Deltatime ) { // don't play the optional ending sound if the listener switches views rsHuntingNoise.stop( true == FreeFlyModeFlag ); } + // rain sound + if( ( false == FreeFlyModeFlag ) + && ( false == Global.CabWindowOpen ) + && ( Global.Weather == "rain:" ) ) { + m_precipitationsound.play( sound_flags::exclusive | sound_flags::looping ); + } + else { + m_precipitationsound.stop(); + } if( fTachoCount >= 3.f ) { auto const frequency { ( @@ -7720,6 +7727,11 @@ bool TTrain::LoadMMediaFile(std::string const &asFileName) // rsHuntingNoise.m_amplitudefactor /= ( 1 + mvOccupied->Vmax ); rsHuntingNoise.m_frequencyfactor /= ( 1 + mvOccupied->Vmax ); } + else if( token == "rainsound:" ) { + // precipitation sound: + m_precipitationsound.deserialize( parser, sound_type::single ); + m_precipitationsound.owner( DynamicObject ); + } } while (token != ""); } @@ -8030,6 +8042,11 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) if (DynamicObject->mdKabina) { */ + // assign default samples to sound emitters which weren't included in the config file + if( m_precipitationsound.empty() ) { + m_precipitationsound.deserialize( "rainsound_default", sound_type::single ); + m_precipitationsound.owner( DynamicObject ); + } // configure placement of sound emitters which aren't bound with any device model, and weren't placed manually // try first to bind sounds to location of possible devices if( dsbReverserKey.offset() == nullvector ) { diff --git a/Train.h b/Train.h index cdcab87d..fb2a52f3 100644 --- a/Train.h +++ b/Train.h @@ -726,6 +726,7 @@ public: // reszta może by?publiczna sound_source rsFadeSound { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; sound_source rsRunningNoise{ sound_placement::internal, EU07_SOUND_GLOBALRANGE }; sound_source rsHuntingNoise{ sound_placement::internal, EU07_SOUND_GLOBALRANGE }; + sound_source m_precipitationsound { sound_placement::internal, -1 }; sound_source dsbHasler { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; sound_source dsbBuzzer { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; diff --git a/simulationenvironment.cpp b/simulationenvironment.cpp index 5948021a..9ce38353 100644 --- a/simulationenvironment.cpp +++ b/simulationenvironment.cpp @@ -179,7 +179,8 @@ world_environment::update() { "day:" : "night:" ); - if( Global.Weather == "rain:" ) { + if( ( true == ( FreeFlyModeFlag || Global.CabWindowOpen ) ) + && ( Global.Weather == "rain:" ) ) { m_precipitationsound.play( sound_flags::exclusive | sound_flags::looping ); } else { diff --git a/version.h b/version.h index 3b53185c..30aad5ad 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 709 +#define VERSION_MINOR 711 #define VERSION_REVISION 0 From 532d5f8b69e35d437abf7141ff82cf763a102127 Mon Sep 17 00:00:00 2001 From: stele Date: Sun, 12 Jul 2020 16:22:17 +0200 Subject: [PATCH 137/153] Logging of disabled python module. --- PyInt.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/PyInt.cpp b/PyInt.cpp index 705f28be..51a9fe7e 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -198,8 +198,10 @@ auto python_taskqueue::init() -> bool { // release the lock, save the state for future use m_mainthread = PyEval_SaveThread(); - - WriteLog( "Python Interpreter: setup complete" ); + if( Global.python_enabled == true ) + WriteLog( "Python Interpreter: setup complete" ); + else + WriteLog( "Python module disabled" ); // init workers for( auto &worker : m_workers ) { From c4945d3f3239d2857fa0693634d66dca37eeea14 Mon Sep 17 00:00:00 2001 From: stele Date: Thu, 16 Jul 2020 18:05:37 +0200 Subject: [PATCH 138/153] Fixed "param_glossiness" missing from final gloss formula in materials utilising gloss maps. --- shaders/mat_default_specgloss.frag | 2 +- shaders/mat_normalmap_specgloss.frag | 2 +- shaders/mat_parallax_specgloss.frag | 2 +- shaders/mat_reflmap_specgloss.frag | 2 +- shaders/mat_shadowlessnormalmap_specgloss.frag | 2 +- shaders/mat_sunlessnormalmap_specgloss.frag | 2 +- shaders/mat_water_specgloss.frag | 2 +- 7 files changed, 7 insertions(+), 7 deletions(-) diff --git a/shaders/mat_default_specgloss.frag b/shaders/mat_default_specgloss.frag index 6cc35a6e..a72f04d5 100644 --- a/shaders/mat_default_specgloss.frag +++ b/shaders/mat_default_specgloss.frag @@ -42,7 +42,7 @@ void main() vec3 fragnormal = normalize(f_normal); float reflectivity = param[1].z; float specularity = texture(specgloss, f_coord).r; - glossiness = texture(specgloss, f_coord).g * 8; + glossiness = texture(specgloss, f_coord).g * abs(param[1].w); metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); diff --git a/shaders/mat_normalmap_specgloss.frag b/shaders/mat_normalmap_specgloss.frag index e3d6eb55..08059c28 100644 --- a/shaders/mat_normalmap_specgloss.frag +++ b/shaders/mat_normalmap_specgloss.frag @@ -52,7 +52,7 @@ void main() vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); float reflectivity = param[1].z * texture(normalmap, f_coord).a; float specularity = texture(specgloss, f_coord).r; - glossiness = texture(specgloss, f_coord).g * 8; + glossiness = texture(specgloss, f_coord).g * abs(param[1].w); metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); diff --git a/shaders/mat_parallax_specgloss.frag b/shaders/mat_parallax_specgloss.frag index d9ac41bd..74e9e78c 100644 --- a/shaders/mat_parallax_specgloss.frag +++ b/shaders/mat_parallax_specgloss.frag @@ -60,7 +60,7 @@ void main() vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); float reflectivity = param[1].z * texture(normalmap, f_coord_p).a; float specularity = texture(specgloss, f_coord).r; - glossiness = texture(specgloss, f_coord).g * 8; + glossiness = texture(specgloss, f_coord).g * abs(param[1].w); metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); diff --git a/shaders/mat_reflmap_specgloss.frag b/shaders/mat_reflmap_specgloss.frag index a95db18d..60f99add 100644 --- a/shaders/mat_reflmap_specgloss.frag +++ b/shaders/mat_reflmap_specgloss.frag @@ -46,7 +46,7 @@ void main() vec3 fragnormal = normalize(f_normal); float reflectivity = param[1].z * texture(reflmap, f_coord).a; float specularity = texture(specgloss, f_coord).r; - glossiness = texture(specgloss, f_coord).g * 8; + glossiness = texture(specgloss, f_coord).g * abs(param[1].w); metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); diff --git a/shaders/mat_shadowlessnormalmap_specgloss.frag b/shaders/mat_shadowlessnormalmap_specgloss.frag index 1c30b58e..ac0775b4 100644 --- a/shaders/mat_shadowlessnormalmap_specgloss.frag +++ b/shaders/mat_shadowlessnormalmap_specgloss.frag @@ -52,7 +52,7 @@ void main() vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); float reflectivity = param[1].z * texture(normalmap, f_coord).a; float specularity = texture(specgloss, f_coord).r; - glossiness = texture(specgloss, f_coord).g * 8; + glossiness = texture(specgloss, f_coord).g * abs(param[1].w); metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, 1.0); diff --git a/shaders/mat_sunlessnormalmap_specgloss.frag b/shaders/mat_sunlessnormalmap_specgloss.frag index 44d87c63..f3b6af1b 100644 --- a/shaders/mat_sunlessnormalmap_specgloss.frag +++ b/shaders/mat_sunlessnormalmap_specgloss.frag @@ -95,7 +95,7 @@ void main() vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); float reflectivity = param[1].z * texture(normalmap, f_coord).a; float specularity = texture(specgloss, f_coord).r; - glossiness = texture(specgloss, f_coord).g * 8; + glossiness = texture(specgloss, f_coord).g * abs(param[1].w); metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); diff --git a/shaders/mat_water_specgloss.frag b/shaders/mat_water_specgloss.frag index a6d0dbb6..3dc3adcd 100644 --- a/shaders/mat_water_specgloss.frag +++ b/shaders/mat_water_specgloss.frag @@ -63,7 +63,7 @@ void main() vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); float reflectivity = param[1].z * texture(normalmap, texture_coords ).a; float specularity = texture(specgloss, f_coord).r; - glossiness = texture(specgloss, f_coord).g * 8; + glossiness = texture(specgloss, f_coord).g * abs(param[1].w); metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); From 5211e082395743803a6c0a5bc76127292e8a9f74 Mon Sep 17 00:00:00 2001 From: stele Date: Thu, 16 Jul 2020 18:14:34 +0200 Subject: [PATCH 139/153] Revert "Logging of disabled python module." This reverts commit 532d5f8b69e35d437abf7141ff82cf763a102127. --- PyInt.cpp | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/PyInt.cpp b/PyInt.cpp index 51a9fe7e..705f28be 100644 --- a/PyInt.cpp +++ b/PyInt.cpp @@ -198,10 +198,8 @@ auto python_taskqueue::init() -> bool { // release the lock, save the state for future use m_mainthread = PyEval_SaveThread(); - if( Global.python_enabled == true ) - WriteLog( "Python Interpreter: setup complete" ); - else - WriteLog( "Python module disabled" ); + + WriteLog( "Python Interpreter: setup complete" ); // init workers for( auto &worker : m_workers ) { From 0d0e299a2916d6980ed14dc0025afecda8e4dd86 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 16 Jul 2020 21:32:51 +0200 Subject: [PATCH 140/153] engine-powered compressor sound pitch adjustment, model node angles, global settings export and diagnostics, departure permit sound enhancement, radio channel selection ai logic enhancement, door permission ai logic fix --- AnimModel.cpp | 24 ++++- AnimModel.h | 2 + Driver.cpp | 93 +++++++++-------- Driver.h | 2 + DynObj.cpp | 17 ++-- Globals.cpp | 247 ++++++++++++++++++++++++++++++++++++++++++++- Globals.h | 63 ++++++++---- McZapkie/MOVER.h | 3 + McZapkie/Mover.cpp | 56 ++++++---- application.cpp | 9 ++ driveruipanels.cpp | 3 +- mtable.cpp | 22 +++- mtable.h | 3 + particles.cpp | 7 +- sound.h | 1 + 15 files changed, 451 insertions(+), 101 deletions(-) diff --git a/AnimModel.cpp b/AnimModel.cpp index f18fdc7b..f7dc4752 100644 --- a/AnimModel.cpp +++ b/AnimModel.cpp @@ -432,6 +432,15 @@ bool TAnimModel::Init(std::string const &asName, std::string const &asReplacable return ( pModel != nullptr ); } +bool +TAnimModel::is_keyword( std::string const &Token ) const { + + return ( Token == "endmodel" ) + || ( Token == "lights" ) + || ( Token == "lightcolors" ) + || ( Token == "angles" ); +} + bool TAnimModel::Load(cParser *parser, bool ter) { // rozpoznanie wpisu modelu i ustawienie świateł std::string name = parser->getToken(); @@ -485,8 +494,7 @@ bool TAnimModel::Load(cParser *parser, bool ter) if( token == "lights" ) { auto i{ 0 }; while( ( false == ( token = parser->getToken() ).empty() ) - && ( token != "lightcolors" ) - && ( token != "endmodel" ) ) { + && ( false == is_keyword( token ) ) ) { if( i < iNumLights ) { // stan światła jest liczbą z ułamkiem @@ -499,8 +507,7 @@ bool TAnimModel::Load(cParser *parser, bool ter) if( token == "lightcolors" ) { auto i{ 0 }; while( ( false == ( token = parser->getToken() ).empty() ) - && ( token != "lights" ) - && ( token != "endmodel" ) ) { + && ( false == is_keyword( token ) ) ) { if( ( i < iNumLights ) && ( token != "-1" ) ) { // -1 leaves the default color intact @@ -513,6 +520,15 @@ bool TAnimModel::Load(cParser *parser, bool ter) ++i; } } + + if( token == "angles" ) { + parser->getTokens( 3 ); + *parser + >> vAngle[ 0 ] + >> vAngle[ 1 ] + >> vAngle[ 2 ]; + } + } while( ( false == token.empty() ) && ( token != "endmodel" ) ); diff --git a/AnimModel.h b/AnimModel.h index 12dd5c2f..feffdda4 100644 --- a/AnimModel.h +++ b/AnimModel.h @@ -177,6 +177,8 @@ private: void deserialize_( std::istream &Input ); // export() subclass details, sends basic content of the class in legacy (text) format to provided stream void export_as_text_( std::ostream &Output ) const; + // checks whether provided token is a legacy (text) format keyword + bool is_keyword( std::string const &Token ) const; // members TAnimContainer *pRoot { nullptr }; // pojemniki sterujące, tylko dla aniomowanych submodeli diff --git a/Driver.cpp b/Driver.cpp index 767ac916..186ec9fb 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -898,6 +898,21 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } else if (iDrivigFlags & moveStopPoint) // jeśli pomijanie W4, to nie sprawdza czasu odjazdu { // tylko gdy nazwa zatrzymania się zgadza + if( ( OrderCurrentGet() & ( Obey_train | Bank ) ) != 0 ) { + // check whether the station specifies radio channel change + // NOTE: we don't do it in shunt mode, as shunting operations tend to use dedicated radio channel + // NOTE: there's a risk radio channel change was specified by a station which we skipped during timetable rewind + // we ignore this for the time being as it's not a high priority error + auto const radiochannel { TrainParams.radio_channel() }; + if( radiochannel > 0 ) { + if( iGuardRadio != 0 ) { + iGuardRadio = radiochannel; + } + if( AIControllFlag ) { + iRadioChannel = radiochannel; + } + } + } IsScheduledPassengerStopVisible = true; // block potential timetable rewind if the next stop shows up later in the scan if (false == TrainParams.IsStop()) { // jeśli nie ma tu postoju @@ -3217,8 +3232,8 @@ bool TController::IncSpeed() return false; } bool OK = true; - if( ( doors_open() ) - && ( VelDesired > 0.0 ) ) { // to prevent door shuffle on stop + if( ( VelDesired > 0.0 ) // to prevent door shuffle on stop + && ( doors_open() || doors_permit_active() ) ) { // zamykanie drzwi - tutaj wykonuje tylko AI (zmienia fActionTime) Doors( false ); } @@ -4091,14 +4106,14 @@ void TController::Doors( bool const Open, int const Side ) { } else { // zamykanie - if( ( false == pVehicle->MoverParameters->Doors.permit_needed ) + if( ( false == doors_permit_active() ) && ( false == doors_open() ) ) { // the doors are already closed and we don't have to revoke control permit, we can skip all hard work iDrivigFlags &= ~moveDoorOpened; return; } - if( AIControllFlag ) { + if( ( AIControllFlag ) && ( doors_open() ) ) { if( ( true == mvOccupied->Doors.has_warning ) && ( false == mvOccupied->DepartureSignal ) && ( true == TestFlag( iDrivigFlags, moveDoorOpened ) ) ) { @@ -4107,20 +4122,22 @@ void TController::Doors( bool const Open, int const Side ) { } } - if( ( true == doors_open() ) - && ( ( fActionTime > -0.5 ) - || ( false == AIControllFlag ) ) ) { + if( ( false == AIControllFlag ) || ( fActionTime > -0.5 ) ) { // ai doesn't close the door until it's free to depart, but human driver has free reign to do stupid things - if( ( pVehicle->MoverParameters->Doors.close_control == control_t::conductor ) - || ( ( true == AIControllFlag ) ) ) { - // if the door are controlled by the driver, we let the user operate them unless this user is an ai - // the train conductor, if present, handles door operation also for human-driven trains - if( ( pVehicle->MoverParameters->Doors.close_control == control_t::driver ) - || ( pVehicle->MoverParameters->Doors.close_control == control_t::mixed ) ) { - pVehicle->MoverParameters->OperateDoors( side::right, false ); - pVehicle->MoverParameters->OperateDoors( side::left, false ); + if( true == doors_open() ) { + if( ( pVehicle->MoverParameters->Doors.close_control == control_t::conductor ) + || ( ( true == AIControllFlag ) ) ) { + // if the door are controlled by the driver, we let the user operate them unless this user is an ai + // the train conductor, if present, handles door operation also for human-driven trains + if( ( pVehicle->MoverParameters->Doors.close_control == control_t::driver ) + || ( pVehicle->MoverParameters->Doors.close_control == control_t::mixed ) ) { + pVehicle->MoverParameters->OperateDoors( side::right, false ); + pVehicle->MoverParameters->OperateDoors( side::left, false ); + } } - if( pVehicle->MoverParameters->Doors.permit_needed ) { + } + if( true == doors_permit_active() ) { + if( true == AIControllFlag ) { pVehicle->MoverParameters->PermitDoors( side::right, false ); pVehicle->MoverParameters->PermitDoors( side::left, false ); } @@ -4157,19 +4174,14 @@ TController::doors_open() const { return ( IsAnyDoorOpen[ side::right ] || IsAnyDoorOpen[ side::left ] ); -/* - auto *vehicle = pVehicles[ 0 ]; // pojazd na czole składu - while( vehicle != nullptr ) { - if( ( false == vehicle->MoverParameters->Doors.instances[side::right].is_closed ) - || ( false == vehicle->MoverParameters->Doors.instances[side::left].is_closed ) ) { - // any open door is enough - return true; - } - vehicle = vehicle->Next(); - } - // if we're still here there's nothing open - return false; -*/ +} + +bool +TController::doors_permit_active() const { + + return ( + IsAnyDoorPermitActive[ side::right ] + || IsAnyDoorPermitActive[ side::left ] ); } void TController::RecognizeCommand() @@ -4275,7 +4287,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N { ".ogg", ".flac", ".wav" } ); if( false == lookup.first.empty() ) { // wczytanie dźwięku odjazdu w wersji radiowej (słychać tylko w kabinie) - tsGuardSignal = sound_source( sound_placement::internal, 2 * EU07_SOUND_CABCONTROLSCUTOFFRANGE ).deserialize( lookup.first + lookup.second, sound_type::single ); + tsGuardSignal = sound_source( sound_placement::internal, EU07_SOUND_HANDHELDRADIORANGE ).deserialize( lookup.first + lookup.second, sound_type::single ); iGuardRadio = iRadioChannel; } } @@ -4733,6 +4745,7 @@ TController::UpdateSituation(double dt) { double AbsAccS = 0; IsAnyCouplerStretched = false; IsAnyDoorOpen[ side::right ] = IsAnyDoorOpen[ side::left ] = false; + IsAnyDoorPermitActive[ side::right ] = IsAnyDoorPermitActive[ side::left ] = false; ConsistShade = 0.0; TDynamicObject *p = pVehicles[0]; // pojazd na czole składu while (p) @@ -4777,12 +4790,11 @@ TController::UpdateSituation(double dt) { || ( vehicle->Couplers[ end::rear ].stretch_duration > 0.0 ); // check door state auto const switchsides { p->DirectionGet() != iDirection }; - IsAnyDoorOpen[ side::right ] = - IsAnyDoorOpen[ side::right ] - || ( false == vehicle->Doors.instances[ ( switchsides ? side::left : side::right ) ].is_closed ); - IsAnyDoorOpen[ side::left ] = - IsAnyDoorOpen[ side::left ] - || ( false == vehicle->Doors.instances[ ( switchsides ? side::right : side::left ) ].is_closed ); + IsAnyDoorOpen[ side::right ] |= ( false == vehicle->Doors.instances[ ( switchsides ? side::left : side::right ) ].is_closed ); + IsAnyDoorOpen[ side::left ] |= ( false == vehicle->Doors.instances[ ( switchsides ? side::right : side::left ) ].is_closed ); + IsAnyDoorPermitActive[ side::right ] |= ( vehicle->Doors.permit_needed && vehicle->Doors.instances[ ( switchsides ? side::left : side::right ) ].open_permit ); + IsAnyDoorPermitActive[ side::left ] |= ( vehicle->Doors.permit_needed && vehicle->Doors.instances[ ( switchsides ? side::right : side::left ) ].open_permit ); + // measure lighting level // TBD: apply weight (multiplier) to partially lit vehicles? ConsistShade += ( p->fShade > 0.0 ? p->fShade : 1.0 ); @@ -6012,14 +6024,13 @@ TController::UpdateSituation(double dt) { fActionTime = -5.0; // niech trochę potrzyma } else { - // if (iGuardRadio==iRadioChannel) //zgodność kanału - // if (!FreeFlyModeFlag) //obserwator musi być w środku pojazdu - // (albo może mieć radio przenośne) - kierownik mógłby powtarzać przy braku reakcji - // TODO: proper system for sending/receiving radio messages - // place the sound in appropriate cab of the manned vehicle + // radio message tsGuardSignal.owner( pVehicle ); +/* tsGuardSignal.offset( { 0.f, 2.f, pVehicle->MoverParameters->Dim.L * 0.4f * ( pVehicle->MoverParameters->CabOccupied < 0 ? -1 : 1 ) } ); tsGuardSignal.play( sound_flags::exclusive ); +*/ + simulation::radio_message( &tsGuardSignal, iGuardRadio ); // NOTE: we can't rely on is_playing() check as sound playback is based on distance from local camera fActionTime = -5.0; // niech trochę potrzyma } diff --git a/Driver.h b/Driver.h index 710606c2..be3f7afe 100644 --- a/Driver.h +++ b/Driver.h @@ -465,6 +465,7 @@ private: void Doors( bool const Open, int const Side = 0 ); // returns true if any vehicle in the consist has an open door bool doors_open() const; + bool doors_permit_active() const; void AutoRewident(); // ustawia hamulce w składzie void UpdatePantographs(); // members @@ -482,6 +483,7 @@ private: double ConsistShade{ 1.0 }; // averaged amount of sunlight received by the consist TDynamicObject *pVehicles[ 2 ]; // skrajne pojazdy w składzie (niekoniecznie bezpośrednio sterowane) bool IsAnyDoorOpen[ 2 ]; // state of door in the consist + bool IsAnyDoorPermitActive[ 2 ]; // state of door permit in the consist bool IsAnyLineBreakerOpen{ false }; // state of line breaker in all powered vehicles under control bool IsAnyConverterOverloadRelayOpen{ false }; // state of converter overload relays in all vehicles under control bool IsAnyMotorOverloadRelayOpen{ false }; // state of motor overload relays in all vehicles under control diff --git a/DynObj.cpp b/DynObj.cpp index ea1a669e..2f239db0 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4096,6 +4096,15 @@ void TDynamicObject::RenderSounds() { if( MoverParameters->CompressorSpeed > 0.0 ) { // McZapkie! - dzwiek compressor.wav tylko gdy dziala sprezarka if( MoverParameters->CompressorFlag ) { + if( MoverParameters->CompressorPower == 3 ) { + // presume the compressor sound is recorded for idle revolutions + // increase the pitch according to increase of engine revolutions + auto const enginefactor { ( MoverParameters->EngineMaxRPM() / MoverParameters->EngineIdleRPM() ) * MoverParameters->EngineRPMRatio() }; + sCompressor.pitch( + clamp( // try to keep the sound pitch in semi-reasonable range + enginefactor, + 0.5, 2.5 ) ); + } sCompressor.play( sound_flags::exclusive | sound_flags::looping ); } else { @@ -7269,7 +7278,7 @@ TDynamicObject::powertrain_sounds::render( TMoverParameters const &Vehicle, doub engine.m_amplitudeoffset + engine.m_amplitudefactor * ( 0.25 * ( Vehicle.EnginePower / Vehicle.Power ) - + 0.75 * ( Vehicle.enrot * 60 ) / ( Vehicle.DElist[ Vehicle.MainCtrlPosNo ].RPM ) ); + + 0.75 * Vehicle.EngineRPMRatio() ); break; } case TEngineType::DieselEngine: { @@ -7299,11 +7308,7 @@ TDynamicObject::powertrain_sounds::render( TMoverParameters const &Vehicle, doub // calculate potential recent increase of engine revolutions auto const revolutionsperminute { Vehicle.enrot * 60 }; auto const revolutionsdifference { revolutionsperminute - engine_revs_last }; - auto const idlerevolutionsthreshold { 1.01 * ( - Vehicle.EngineType == TEngineType::DieselElectric ? - Vehicle.DElist[ 0 ].RPM : - Vehicle.dizel_nmin * 60 ) }; - + auto const idlerevolutionsthreshold { 1.01 * Vehicle.EngineIdleRPM() }; engine_revs_change = std::max( 0.0, engine_revs_change - 2.5 * Deltatime ); if( ( revolutionsperminute > idlerevolutionsthreshold ) && ( revolutionsdifference > 1.0 * Deltatime ) ) { diff --git a/Globals.cpp b/Globals.cpp index 0bad551f..3ba864ec 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -656,10 +656,11 @@ global_settings::ConfigParse(cParser &Parser) { Parser >> token; auto const priority { token }; PythonScreenUpdateRate = ( + priority == "normal" ? 200 : priority == "lower" ? 500 : priority == "lowest" ? 1000 : priority == "off" ? 0 : - 200 ); + stol_def( priority, 200 ) ); } else if( token == "python.updatetime" ) { @@ -954,4 +955,246 @@ global_settings::ConfigParse(cParser &Parser) { #ifdef _WIN32 Console::ModeSet(iFeedbackMode, iFeedbackPort); // tryb pracy konsoli sterowniczej #endif -} \ No newline at end of file +} + +void +global_settings::export_as_text( std::ostream &Output ) const { + + export_as_text( Output, "sceneryfile", SceneryFile ); + export_as_text( Output, "humanctrlvehicle", local_start_vehicle ); + export_as_text( Output, "fieldofview", FieldOfView ); + export_as_text( Output, "width", iWindowWidth ); + export_as_text( Output, "height", iWindowHeight ); + export_as_text( Output, "heightbase", fDistanceFactor ); + export_as_text( Output, "targetfps", targetfps ); + export_as_text( Output, "basedrawrange", BaseDrawRange ); + export_as_text( Output, "fullscreen", bFullScreen ); + export_as_text( Output, "fullscreenmonitor", fullscreen_monitor ); + export_as_text( Output, "vsync", VSync ); + // NOTE: values are changed dynamically during simulation. cache initial settings and export instead + if( FreeFlyModeFlag ) { + Output + << "freefly yes " + << FreeCameraInit[ 0 ].x << " " + << FreeCameraInit[ 0 ].y << " " + << FreeCameraInit[ 0 ].z << "\n"; + } + else { + export_as_text( Output, "freefly", FreeFlyModeFlag ); + } + export_as_text( Output, "wireframe", bWireFrame ); + export_as_text( Output, "debugmode", DebugModeFlag ); + export_as_text( Output, "soundenabled", bSoundEnabled ); + export_as_text( Output, "sound.openal.renderer", AudioRenderer ); + export_as_text( Output, "sound.volume", AudioVolume ); + export_as_text( Output, "sound.volume.radio", RadioVolume ); + export_as_text( Output, "physicslog", WriteLogFlag ); + export_as_text( Output, "fullphysics", FullPhysics ); + export_as_text( Output, "debuglog", iWriteLogEnabled ); + export_as_text( Output, "multiplelogs", MultipleLogs ); + export_as_text( Output, "logs.filter", DisabledLogTypes ); + Output + << "mousescale " + << fMouseXScale << " " + << fMouseYScale << "\n"; + export_as_text( Output, "mousecontrol", InputMouse ); + export_as_text( Output, "enabletraction", bEnableTraction ); + export_as_text( Output, "loadtraction", bLoadTraction ); + export_as_text( Output, "friction", fFriction ); + export_as_text( Output, "livetraction", bLiveTraction ); + export_as_text( Output, "skyenabled", asSky ); + export_as_text( Output, "defaultext", szDefaultExt ); + export_as_text( Output, "newaircouplers", bnewAirCouplers ); + export_as_text( Output, "anisotropicfiltering", AnisotropicFiltering ); + export_as_text( Output, "usevbo", bUseVBO ); + export_as_text( Output, "feedbackmode", iFeedbackMode ); + export_as_text( Output, "feedbackport", iFeedbackPort ); + export_as_text( Output, "multiplayer", iMultiplayer ); + export_as_text( Output, "maxtexturesize", iMaxTextureSize ); + export_as_text( Output, "maxcabtexturesize", iMaxCabTextureSize ); + export_as_text( Output, "movelight", fMoveLight ); + export_as_text( Output, "dynamiclights", DynamicLightCount ); + if( std::isnormal( ScenarioTimeOverride ) ) { + export_as_text( Output, "scenario.time.override", ScenarioTimeOverride ); + } + export_as_text( Output, "scenario.time.offset", ScenarioTimeOffset ); + export_as_text( Output, "scenario.time.current", ScenarioTimeCurrent ); + export_as_text( Output, "scenario.weather.temperature", AirTemperature ); + export_as_text( Output, "scalespeculars", ScaleSpecularValues ); + export_as_text( Output, "gfxrenderer", GfxRenderer ); + export_as_text( Output, "shadows", RenderShadows ); + Output + << "shadowtune " + << shadowtune.map_size << " " + << 0 << " " + << shadowtune.range << " " + << 0 << "\n"; + export_as_text( Output, "gfx.shadows.cab.range", RenderCabShadowsRange ); + export_as_text( Output, "gfx.smoke", Smoke ); + export_as_text( Output, "gfx.smoke.fidelity", SmokeFidelity ); + export_as_text( Output, "smoothtraction", bSmoothTraction ); + export_as_text( Output, "splinefidelity", SplineFidelity ); + export_as_text( Output, "rendercab", render_cab ); + export_as_text( Output, "createswitchtrackbeds", CreateSwitchTrackbeds ); + export_as_text( Output, "gfx.resource.sweep", ResourceSweep ); + export_as_text( Output, "gfx.resource.move", ResourceMove ); + export_as_text( Output, "gfx.reflections.framerate", 1.0 / ReflectionUpdateInterval ); + export_as_text( Output, "timespeed", fTimeSpeed ); + export_as_text( Output, "multisampling", iMultisampling ); + export_as_text( Output, "latitude", fLatitudeDeg ); + export_as_text( Output, "convertmodels", iConvertModels + ( iConvertModels > 0 ? 128 : 0 ) ); + export_as_text( Output, "file.binary.terrain", file_binary_terrain ); + export_as_text( Output, "inactivepause", bInactivePause ); + export_as_text( Output, "slowmotion", iSlowMotionMask ); + export_as_text( Output, "hideconsole", bHideConsole ); + export_as_text( Output, "rollfix", bRollFix ); + export_as_text( Output, "fpsaverage", fFpsAverage ); + export_as_text( Output, "fpsdeviation", fFpsDeviation ); + for( auto idx = 0; idx < 6; ++idx ) { + Output + << "calibrate5din " + << idx << " " + << fCalibrateIn[ idx ][ 0 ] << " " + << fCalibrateIn[ idx ][ 1 ] << " " + << fCalibrateIn[ idx ][ 2 ] << " " + << fCalibrateIn[ idx ][ 3 ] << " " + << fCalibrateIn[ idx ][ 4 ] << " " + << fCalibrateIn[ idx ][ 5 ] << "\n"; + } + for( auto idx = 0; idx < 6; ++idx ) { + Output + << "calibrate5dout " + << idx << " " + << fCalibrateOut[ idx ][ 0 ] << " " + << fCalibrateOut[ idx ][ 1 ] << " " + << fCalibrateOut[ idx ][ 2 ] << " " + << fCalibrateOut[ idx ][ 3 ] << " " + << fCalibrateOut[ idx ][ 4 ] << " " + << fCalibrateOut[ idx ][ 5 ] << "\n"; + } + Output + << "calibrateoutmaxvalues " + << fCalibrateOutMax[ 0 ] << " " + << fCalibrateOutMax[ 1 ] << " " + << fCalibrateOutMax[ 2 ] << " " + << fCalibrateOutMax[ 3 ] << " " + << fCalibrateOutMax[ 4 ] << " " + << fCalibrateOutMax[ 5 ] << " " + << fCalibrateOutMax[ 6 ] << "\n"; + export_as_text( Output, "calibrateoutdebuginfo", iCalibrateOutDebugInfo ); + for( auto idx = 0; idx < 7; ++idx ) { + Output + << "pwm " + << idx << " " + << iPoKeysPWM[ idx ] << "\n"; + } + export_as_text( Output, "brakestep", fBrakeStep ); + export_as_text( Output, "joinduplicatedevents", bJoinEvents ); + export_as_text( Output, "hiddenevents", iHiddenEvents ); + export_as_text( Output, "pause", ( iPause & 1 ) != 0 ); + export_as_text( Output, "lang", asLang ); + export_as_text( Output, "python.updatetime", PythonScreenUpdateRate ); + Output + << "uitextcolor " + << UITextColor.r * 255 << " " + << UITextColor.g * 255 << " " + << UITextColor.b * 255 << "\n"; + export_as_text( Output, "ui.bg.opacity", UIBgOpacity ); + export_as_text( Output, "input.gamepad", InputGamepad ); +#ifdef WITH_UART + if( uart_conf.enable ) { + Output + << "uart " + << uart_conf.port << " " + << uart_conf.baud << " " + << uart_conf.updatetime << "\n"; + } + Output + << "uarttune " + << uart_conf.mainbrakemin << " " + << uart_conf.mainbrakemax << " " + << uart_conf.localbrakemin << " " + << uart_conf.localbrakemax << " " + << uart_conf.tankmax << " " + << uart_conf.tankuart << " " + << uart_conf.pipemax << " " + << uart_conf.pipeuart << " " + << uart_conf.brakemax << " " + << uart_conf.brakeuart << " " + << uart_conf.hvmax << " " + << uart_conf.hvuart << " " + << uart_conf.currentmax << " " + << uart_conf.currentuart << " " + << uart_conf.lvmax << " " + << uart_conf.lvuart << "\n"; + export_as_text( Output, "uarttachoscale", uart_conf.tachoscale ); + Output + << "uartfeature " + << uart_conf.mainenable << " " + << uart_conf.scndenable << " " + << uart_conf.trainenable << " " + << uart_conf.localenable << "\n"; + export_as_text( Output, "uartdebug", uart_conf.debug ); +#endif +#ifdef USE_EXTCAM_CAMERA + export_as_text( Output, "extcam.cmd", extcam_cmd ); + export_as_text( Output, "extcam.rec", extcam_rec ); + Output + << "extcam.res " + << extcam_res.x << " " + << extcam_res.y << "\n"; +#endif + export_as_text( Output, "compresstex", compress_tex ); + export_as_text( Output, "gfx.framebuffer.width", gfx_framebuffer_width ); + export_as_text( Output, "gfx.framebuffer.height", gfx_framebuffer_height ); + export_as_text( Output, "gfx.framebuffer.fidelity", gfx_framebuffer_fidelity ); + export_as_text( Output, "gfx.shadowmap.enabled", gfx_shadowmap_enabled ); + // TODO: export fpslimit + export_as_text( Output, "randomseed", Global.random_seed ); + export_as_text( Output, "gfx.envmap.enabled", gfx_envmap_enabled ); + export_as_text( Output, "gfx.postfx.motionblur.enabled", gfx_postfx_motionblur_enabled ); + export_as_text( Output, "gfx.postfx.motionblur.shutter", gfx_postfx_motionblur_shutter ); + // TODO: export gfx_postfx_motionblur_format + export_as_text( Output, "gfx.postfx.chromaticaberration.enabled", gfx_postfx_chromaticaberration_enabled ); + // TODO: export gfx_format_color + // TODO: export gfx_format_depth + export_as_text( Output, "gfx.skiprendering", gfx_skiprendering ); + export_as_text( Output, "gfx.skippipeline", gfx_skippipeline ); + export_as_text( Output, "gfx.extraeffects", gfx_extraeffects ); + export_as_text( Output, "python.enabled", python_enabled ); + export_as_text( Output, "python.threadedupload", python_threadedupload ); + export_as_text( Output, "python.uploadmain", python_uploadmain ); + export_as_text( Output, "python.mipmaps", python_mipmaps ); + for( auto const &server : network_servers ) { + Output + << "network.server " + << server.first << " " << server.second << "\n"; + } + if( false == network_client->first.empty() ) { + Output + << "network.client " + << network_client->first << " " << network_client->second << "\n"; + } + export_as_text( Output, "execonexit", exec_on_exit ); +} + +template <> +void +global_settings::export_as_text( std::ostream &Output, std::string const Key, std::string const &Value ) const { + + if( Value.empty() ) { return; } + + if( Value.find( ' ' ) != std::string::npos ) { + Output << Key << " \"" << Value << "\"\n"; + } + else { + Output << Key << " " << Value << "\n"; + } +} + +template <> +void +global_settings::export_as_text( std::ostream &Output, std::string const Key, bool const &Value ) const { + + Output << Key << " " << ( Value ? "yes" : "no" ) << "\n"; +} diff --git a/Globals.h b/Globals.h index 106820ae..d8c33631 100644 --- a/Globals.h +++ b/Globals.h @@ -28,11 +28,11 @@ struct global_settings { bool shiftState{ false }; //m7todo: brzydko bool ctrlState{ false }; bool altState{ false }; - std::mt19937 random_engine; - std::mt19937 local_random_engine; - bool ready_to_load { false }; - std::time_t starting_timestamp = 0; // starting time, in local timezone - uint32_t random_seed = 0; + std::mt19937 random_engine; + std::mt19937 local_random_engine; + bool ready_to_load{ false }; + std::time_t starting_timestamp = 0; // starting time, in local timezone + uint32_t random_seed = 0; TCamera pCamera; // parametry kamery TCamera pDebugCamera; std::array FreeCameraInit; // pozycje kamery @@ -56,12 +56,12 @@ struct global_settings { std::string asCurrentTexturePath{ szTexturePath }; std::string asCurrentDynamicPath; int CurrentMaxTextureSize{ 4096 }; - bool GfxFramebufferSRGB { true }; - bool UpdateMaterials { true }; + bool GfxFramebufferSRGB{ true }; + bool UpdateMaterials{ true }; // settings // filesystem bool bLoadTraction{ true }; - bool CreateSwitchTrackbeds { true }; + bool CreateSwitchTrackbeds{ true }; std::string szTexturesTGA{ ".tga" }; // lista tekstur od TGA std::string szTexturesDDS{ ".dds" }; // lista tekstur od DDS std::string szDefaultExt{ szTexturesDDS }; @@ -77,7 +77,7 @@ struct global_settings { bool RealisticControlMode{ false }; // controls ability to steer the vehicle from outside views bool bEnableTraction{ true }; float fFriction{ 1.f }; // mnożnik tarcia - KURS90 - float FrictionWeatherFactor { 1.f }; + float FrictionWeatherFactor{ 1.f }; bool bLiveTraction{ true }; float Overcast{ 0.1f }; // NOTE: all this weather stuff should be moved elsewhere glm::vec3 FogColor = { 0.6f, 0.7f, 0.8f }; @@ -91,9 +91,9 @@ struct global_settings { bool FakeLight{ false }; // toggle between fixed and dynamic daylight double fTimeSpeed{ 1.0 }; // przyspieszenie czasu, zmienna do testów double fLatitudeDeg{ 52.0 }; // szerokość geograficzna - float ScenarioTimeOverride { std::numeric_limits::quiet_NaN() }; // requested scenario start time - float ScenarioTimeOffset { 0.f }; // time shift (in hours) applied to train timetables - bool ScenarioTimeCurrent { false }; // automatic time shift to match scenario time with local clock + float ScenarioTimeOverride{ std::numeric_limits::quiet_NaN() }; // requested scenario start time + float ScenarioTimeOffset{ 0.f }; // time shift (in hours) applied to train timetables + bool ScenarioTimeCurrent{ false }; // automatic time shift to match scenario time with local clock bool bInactivePause{ true }; // automatyczna pauza, gdy okno nieaktywne int iSlowMotionMask{ -1 }; // maska wyłączanych właściwości bool bHideConsole{ false }; // hunter-271211: ukrywanie konsoli @@ -101,16 +101,16 @@ struct global_settings { bool bJoinEvents{ false }; // czy grupować eventy o tych samych nazwach int iHiddenEvents{ 1 }; // czy łączyć eventy z torami poprzez nazwę toru // ui - int PythonScreenUpdateRate { 200 }; // delay between python-based screen updates, in milliseconds + int PythonScreenUpdateRate{ 200 }; // delay between python-based screen updates, in milliseconds int iTextMode{ 0 }; // tryb pracy wyświetlacza tekstowego - glm::vec4 UITextColor { glm::vec4( 225.f / 255.f, 225.f / 255.f, 225.f / 255.f, 1.f ) }; // base color of UI text - float UIBgOpacity { 0.65f }; // opacity of ui windows + glm::vec4 UITextColor{ glm::vec4( 225.f / 255.f, 225.f / 255.f, 225.f / 255.f, 1.f ) }; // base color of UI text + float UIBgOpacity{ 0.65f }; // opacity of ui windows std::string asLang{ "pl" }; // domyślny język - http://tools.ietf.org/html/bcp47 // gfx int iWindowWidth{ 800 }; int iWindowHeight{ 600 }; float fDistanceFactor{ 1.f }; // baza do przeliczania odległości dla LoD - float targetfps { 0.0f }; + float targetfps{ 0.0f }; bool bFullScreen{ false }; bool VSync{ false }; bool bWireFrame{ false }; @@ -179,7 +179,7 @@ struct global_settings { // wartości maksymalne wyjść dla pulpitu double fCalibrateOutMax[ 7 ] = { 0, 0, 0, 0, 0, 0, 0 }; - int iCalibrateOutDebugInfo { -1 }; // numer wyjścia kalibrowanego dla którego wyświetlać informacje podczas kalibracji + int iCalibrateOutDebugInfo{ -1 }; // numer wyjścia kalibrowanego dla którego wyświetlać informacje podczas kalibracji int iPoKeysPWM[ 7 ] = { 0, 1, 2, 3, 4, 5, 6 }; // numery wejść dla PWM #ifdef WITH_UART uart_input::conf_t uart_conf; @@ -192,14 +192,14 @@ struct global_settings { // TODO: move these to relevant areas bool render_cab = true; - std::chrono::duration minframetime {0.0f}; + std::chrono::duration minframetime{ 0.0f }; std::string fullscreen_monitor; bool python_enabled = true; - bool python_mipmaps = true; - bool python_threadedupload = true; - bool python_uploadmain = true; + bool python_mipmaps = true; + bool python_threadedupload = true; + bool python_uploadmain = true; bool gfx_skiprendering = false; int gfx_framebuffer_width = -1; @@ -227,8 +227,29 @@ struct global_settings { // methods void LoadIniFile( std::string asFileName ); void ConfigParse( cParser &parser ); + // sends basic content of the class in legacy (text) format to provided stream + void + export_as_text( std::ostream &Output ) const; + template + void + export_as_text( std::ostream &Output, std::string const Key, Type_ const &Value ) const; }; +template +void +global_settings::export_as_text( std::ostream &Output, std::string const Key, Type_ const &Value ) const { + + Output << Key << " " << Value << "\n"; +} + +template <> +void +global_settings::export_as_text( std::ostream &Output, std::string const Key, std::string const &Value ) const; + +template <> +void +global_settings::export_as_text( std::ostream &Output, std::string const Key, bool const &Value ) const; + extern global_settings Global; //--------------------------------------------------------------------------- diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index 04b00a28..b3f5e224 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1647,6 +1647,9 @@ public: double PipeRatio(void);/*ile napelniac*/ double RealPipeRatio(void);/*jak szybko*/ double BrakeVP(void) const; + double EngineRPMRatio() const; // returns current engine revolutions as percentage of max engine revolutions, in range 0-1 + double EngineIdleRPM() const; + double EngineMaxRPM() const; /*! przesylanie komend sterujacych*/ bool SendCtrlToNext(std::string const CtrlCommand, double const ctrlvalue, double const dir, int const Couplertype = coupling::control ); diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index ae1ad954..ff50476f 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1000,6 +1000,34 @@ double TMoverParameters::PipeRatio(void) return pr; } +double +TMoverParameters::EngineRPMRatio() const { + + return clamp( ( + EngineType == TEngineType::DieselElectric ? ( ( 60.0 * std::abs( enrot ) ) / DElist[ MainCtrlPosNo ].RPM ) : + EngineType == TEngineType::DieselEngine ? ( std::abs( enrot ) / nmax ) : + 1.0 ), // shouldn't ever get here but, eh + 0.0, 1.0 ); +} + +double +TMoverParameters::EngineIdleRPM() const { + + return ( + EngineType == TEngineType::DieselEngine ? dizel_nmin * 60 : + EngineType == TEngineType::DieselElectric ? DElist[ MainCtrlNoPowerPos() ].RPM : + std::numeric_limits::max() ); // shouldn't ever get here but, eh +} + +double +TMoverParameters::EngineMaxRPM() const { + + return ( + EngineType == TEngineType::DieselEngine ? dizel_nmax * 60 : + EngineType == TEngineType::DieselElectric ? DElist[ MainCtrlPosNo ].RPM : + std::numeric_limits::max() ); // shouldn't ever get here but, eh +} + // ************************************************************************************************* // Q: 20160716 // Wykrywanie kolizji @@ -1959,17 +1987,13 @@ void TMoverParameters::OilPumpCheck( double const Timestep ) { OilPump.start_type == start_t::manualwithautofallback ? ( OilPump.is_enabled || dizel_startup ) : false ) ) ); // shouldn't ever get this far but, eh - auto const maxrevolutions { - EngineType == TEngineType::DieselEngine ? - dizel_nmax : - DElist[ MainCtrlPosNo ].RPM / 60.0 }; auto const minpressure { OilPump.pressure_minimum > 0.f ? OilPump.pressure_minimum : 0.15f }; // arbitrary fallback value OilPump.pressure_target = ( - enrot > 0.1 ? interpolate( minpressure, OilPump.pressure_maximum, static_cast( clamp( enrot / maxrevolutions, 0.0, 1.0 ) ) ) * OilPump.resource_amount : + enrot > 0.1 ? interpolate( minpressure, OilPump.pressure_maximum, static_cast( EngineRPMRatio() ) ) * OilPump.resource_amount : true == OilPump.is_active ? std::min( minpressure + 0.1f, OilPump.pressure_maximum ) : // slight pressure margin to give time to switch off the pump and start the engine 0.f ); @@ -4128,14 +4152,10 @@ void TMoverParameters::CompressorCheck(double dt) { switch( CompressorPower ) { case 3: { // the compressor is coupled with the diesel engine, engine revolutions affect the output - auto const enginefactor { ( - EngineType == TEngineType::DieselElectric ? ( ( 60.0 * std::abs( enrot ) ) / DElist[ MainCtrlPosNo ].RPM ) : - EngineType == TEngineType::DieselEngine ? ( std::abs( enrot ) / nmax ) : - 1.0 ) }; // shouldn't ever get here but, eh CompressedVolume += CompressorSpeedF * ( 2.0 * MaxCompressorF - Compressor ) / MaxCompressorF - * enginefactor + * EngineRPMRatio() * dt * ( CompressorGovernorLock ? 0.0 : 1.0 ); // with the lock active air is vented out break; @@ -5217,7 +5237,7 @@ double TMoverParameters::TractionForce( double dt ) { std::max( tmp, std::min( - DElist[ MainCtrlPosNo ].RPM, + EngineMaxRPM(), EngineHeatingRPM ) / 60.0 ); } @@ -5576,7 +5596,7 @@ double TMoverParameters::TractionForce( double dt ) { if (EIMCtrlType > 0) //sterowanie cyfrowe { auto eimic_positive = std::max(0.0, eimic_real); - auto const rpmratio {60.0 * enrot / DElist[MainCtrlPosNo].RPM}; + auto const rpmratio { EngineRPMRatio() }; tempImax = DElist[MainCtrlPosNo].Imax * eimic_positive; tempUmax = DElist[MainCtrlPosNo].Umax * std::min(eimic_positive, rpmratio); tempPmax = DElist[MainCtrlPosNo].GenPower * std::min(eimic_positive, rpmratio); @@ -5611,8 +5631,7 @@ double TMoverParameters::TractionForce( double dt ) { EngineVoltage = ( SST[ MainCtrlPos ].Umax * AnPos ) + ( SST[ MainCtrlPos ].Umin * ( 1.0 - AnPos ) ); // NOTE: very crude way to approximate power generated at current rpm instead of instant top output // NOTE, TODO: doesn't take into account potentially increased revolutions if heating is on, fix it - auto const rpmratio { 60.0 * enrot / DElist[ MainCtrlPos ].RPM }; - tmp = rpmratio * ( SST[ MainCtrlPos ].Pmax * AnPos ) + ( SST[ MainCtrlPos ].Pmin * ( 1.0 - AnPos ) ); + tmp = EngineRPMRatio() * ( SST[ MainCtrlPos ].Pmax * AnPos ) + ( SST[ MainCtrlPos ].Pmin * ( 1.0 - AnPos ) ); Ft = tmp * 1000.0 / ( abs( tmpV ) + 1.6 ); } else { @@ -6203,8 +6222,7 @@ double TMoverParameters::TractionForce( double dt ) { switch( EngineType ) { case TEngineType::DieselElectric: { // rough approximation of extra effort to overcome friction etc - auto const rpmratio{ 60.0 * enrot / DElist[ MainCtrlPosNo ].RPM }; - EnginePower += rpmratio * 0.15 * DElist[ MainCtrlPosNo ].GenPower; + EnginePower += EngineRPMRatio() * 0.15 * DElist[ MainCtrlPosNo ].GenPower; break; } default: { @@ -7780,11 +7798,7 @@ void TMoverParameters::dizel_Heat( double const dt ) { auto const engineoff { ( Mains ? 0 : 1 ) }; auto const rpm { enrot * 60 }; // TODO: calculate this once and cache for further use, instead of doing it repeatedly all over the place - auto const maxrevolutions { ( - EngineType == TEngineType::DieselEngine ? dizel_nmax * 60 : - EngineType == TEngineType::DieselElectric ? DElist[ MainCtrlPosNo ].RPM : - std::numeric_limits::max() ) }; // shouldn't ever get here but, eh - auto const revolutionsfactor { clamp( rpm / maxrevolutions, 0.0, 1.0 ) }; + auto const revolutionsfactor { EngineRPMRatio() }; auto const waterpump { WaterPump.is_active ? 1 : 0 }; auto const gw = engineon * interpolate( gwmin, gwmax, revolutionsfactor ) + waterpump * 1000 + engineoff * 200; diff --git a/application.cpp b/application.cpp index 3d026496..b2876d79 100644 --- a/application.cpp +++ b/application.cpp @@ -127,6 +127,15 @@ eu07_application::init( int Argc, char *Argv[] ) { WriteLog( "Authors: Marcin_EU, McZapkie, ABu, Winger, Tolaris, nbmx, OLO_EU, Bart, Quark-t, " "ShaXbee, Oli_EU, youBy, KURS90, Ra, hunter, szociu, Stele, Q, firleju and others\n" ); + { + WriteLog( "// settings" ); + std::stringstream settingspipe; + Global.export_as_text( settingspipe ); + WriteLog( settingspipe.str() ); + } + + WriteLog( "// startup" ); + if( ( result = init_glfw() ) != 0 ) { return result; } diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 9a53e35d..2e37fa11 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -659,7 +659,6 @@ debug_panel::update_section_vehicle( std::vector &Output ) { auto const &mover { *m_input.mover }; auto const isowned { /* ( vehicle.Mechanik == nullptr ) && */ ( vehicle.ctOwner != nullptr ) && ( vehicle.ctOwner->Vehicle() != m_input.vehicle ) }; - auto const isplayervehicle { ( m_input.train != nullptr ) && ( m_input.train->Dynamic() == m_input.vehicle ) }; auto const isdieselenginepowered { ( mover.EngineType == TEngineType::DieselElectric ) || ( mover.EngineType == TEngineType::DieselEngine ) }; auto const isdieselinshuntmode { mover.ShuntMode && mover.EngineType == TEngineType::DieselElectric }; @@ -699,7 +698,7 @@ debug_panel::update_section_vehicle( std::vector &Output ) { ( mover.CompressorGovernorLock ? '!' : '.' ), ( mover.StLinSwitchOff ? '-' : ( mover.ControlPressureSwitch ? '!' : ( mover.StLinFlag ? '+' : '.' ) ) ), ( mover.Heating ? 'H' : ( mover.HeatingAllow ? 'h' : '.' ) ), - std::string( isplayervehicle ? locale::strings[ locale::string::debug_vehicle_radio ] + ( mover.Radio ? std::to_string( m_input.train->RadioChannel() ) : "-" ) : "" ).c_str(), + std::string( m_input.mechanik ? locale::strings[ locale::string::debug_vehicle_radio ] + ( mover.Radio ? std::to_string( m_input.mechanik->iRadioChannel ) : "-" ) : "" ).c_str(), std::string( isdieselenginepowered ? locale::strings[ locale::string::debug_vehicle_oilpressure ] + to_string( mover.OilPump.pressure, 2 ) : "" ).c_str(), // power transfers // 3000v diff --git a/mtable.cpp b/mtable.cpp index c0fccfdb..71373ff0 100644 --- a/mtable.cpp +++ b/mtable.cpp @@ -57,6 +57,13 @@ bool TTrainParameters::IsMaintenance() const { return false; } +int TTrainParameters::radio_channel() const { + if( ( StationIndex < StationCount ) ) + return TimeTable[ StationIndex ].radio_channel; + else + return -1; +} + bool TTrainParameters::UpdateMTable( scenario_time const &Time, std::string const &NewName ) { return UpdateMTable( Time.data().wHour, Time.data().wMinute + Time.data().wSecond * 0.0167, NewName ); @@ -406,9 +413,22 @@ bool TTrainParameters::LoadTTfile(std::string scnpath, int iPlus, double vmax) || ( s == "2" ) || fin.bad() ) ) { record->StationWare += s; - record->is_maintenance = ( s.find( "pt" ) != std::string::npos ); fin >> s; } + // cache relevant station data + record->is_maintenance = ( s.find( "pt" ) != std::string::npos ); + { + auto const stationware { Split( record->StationWare, ',' ) }; + for( auto const &entry : stationware ) { + if( entry[ 0 ] == 'R' ) { + auto const entrysplit { split_index( entry ) }; + if( ( entrysplit.first == "R" ) + && ( entrysplit.second <= 10 ) ) { + record->radio_channel = entrysplit.second; + } + } + } + } record->TrackNo = atoi(s.c_str()); fin >> s; if (s != "|") diff --git a/mtable.h b/mtable.h index 1c13772e..8c2fc0e1 100644 --- a/mtable.h +++ b/mtable.h @@ -37,6 +37,7 @@ struct TMTableLine float Dm{ -1.f }; // godz. i min. odjazdu float tm{ 0.f }; // czas jazdy do tej stacji w min. (z kolumny) bool is_maintenance{ false }; + int radio_channel{ -1 }; }; typedef TMTableLine TMTable[MaxTTableSize + 1]; @@ -77,6 +78,8 @@ class TTrainParameters bool DirectionChange(); void StationIndexInc(); void serialize( dictionary_source *Output ) const; + // returns: radio channel associated with current station, or -1 + int radio_channel() const; }; class TMTableTime diff --git a/particles.cpp b/particles.cpp index 44df63de..f2fa5188 100644 --- a/particles.cpp +++ b/particles.cpp @@ -275,9 +275,10 @@ smoke_source::location() const { break; } case owner_type::node: { - // TODO: take into account node rotation - auto const rotation { glm::angleAxis( glm::radians( m_owner.node->Angles().y ), glm::vec3{ 0.f, 1.f, 0.f } ) }; - location = rotation * glm::vec3{ m_offset }; + auto const rotationx { glm::angleAxis( glm::radians( m_owner.node->Angles().x ), glm::vec3{ 1.f, 0.f, 0.f } ) }; + auto const rotationy { glm::angleAxis( glm::radians( m_owner.node->Angles().y ), glm::vec3{ 0.f, 1.f, 0.f } ) }; + auto const rotationz { glm::angleAxis( glm::radians( m_owner.node->Angles().z ), glm::vec3{ 0.f, 0.f, 1.f } ) }; + location = rotationy * rotationx * rotationz * glm::vec3{ m_offset }; location += m_owner.node->location(); break; } diff --git a/sound.h b/sound.h index d810fee0..fc4aad08 100644 --- a/sound.h +++ b/sound.h @@ -17,6 +17,7 @@ float const EU07_SOUND_GLOBALRANGE { -1.f }; float const EU07_SOUND_CABCONTROLSCUTOFFRANGE { 7.5f }; float const EU07_SOUND_BRAKINGCUTOFFRANGE { 100.f }; float const EU07_SOUND_RUNNINGNOISECUTOFFRANGE { 200.f }; +float const EU07_SOUND_HANDHELDRADIORANGE { 750.f }; enum class sound_type { single, From 138b793f5a19435639dedb1ed348bfc2a710cfd5 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 26 Jul 2020 13:49:25 +0200 Subject: [PATCH 141/153] radio channel selection tweak, minor bug fixes --- Driver.cpp | 6 ++++-- Event.cpp | 14 +++++++++++++- Event.h | 2 ++ audio.cpp | 8 ++++---- driveruipanels.cpp | 4 ++-- gamepadinput.cpp | 4 ++-- ladderlogic.cpp | 4 ++-- mtable.cpp | 15 +++++++++++++-- sound.h | 2 +- translation.cpp | 4 ++-- utilities.cpp | 2 +- utilities.h | 2 +- 12 files changed, 47 insertions(+), 20 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 186ec9fb..5bd91336 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -4601,10 +4601,12 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N // wybór kanału radiowego (którego powinien używać AI, ręczny maszynista musi go ustawić sam) if (NewValue1 >= 0) { // wartości ujemne są zarezerwowane, -1 = nie zmieniać kanału - iRadioChannel = NewValue1; + if( AIControllFlag ) { + iRadioChannel = NewValue1; + } if( iGuardRadio ) { // kierownikowi też zmienić - iGuardRadio = iRadioChannel; + iGuardRadio = NewValue1; } } // NewValue2 może zawierać dodatkowo oczekiwany kod odpowiedzi, np. dla W29 "nawiązać diff --git a/Event.cpp b/Event.cpp index da9529a7..f7221d29 100644 --- a/Event.cpp +++ b/Event.cpp @@ -730,7 +730,8 @@ putvalues_event::run_() { m_input.data_value_2, loc ); } - else if( m_activator->ctOwner ) { + else if( ( m_activator->ctOwner ) + && ( is_command_for_owner( m_input ) ) ) { // send the command to consist owner, // we're acting on presumption there's hardly ever need to issue command to unmanned vehicle // and the intended recipient moved between vehicles after the event was queued @@ -765,6 +766,17 @@ putvalues_event::export_as_text_( std::ostream &Output ) const { << m_input.data_value_2 << ' '; } +//determines whether provided input should be passed to consist owner +bool +putvalues_event::is_command_for_owner( input_data const &Input ) const { + + if( Input.data_text.rfind( "Load=", 0 ) == std::string::npos ) { return false; } + if( Input.data_text.rfind( "UnLoad=", 0 ) == std::string::npos ) { return false; } + // TBD, TODO: add other exceptions + + return true; +} + // input data access std::string putvalues_event::input_text() const { diff --git a/Event.h b/Event.h index a1db76f7..40066f10 100644 --- a/Event.h +++ b/Event.h @@ -271,6 +271,8 @@ private: void run_() override; // export_as_text() subclass details void export_as_text_( std::ostream &Output ) const override; + //determines whether provided input should be passed to consist owner + bool is_command_for_owner( input_data const &Input ) const; }; diff --git a/audio.cpp b/audio.cpp index 609bcbf2..24e5b9ad 100644 --- a/audio.cpp +++ b/audio.cpp @@ -48,7 +48,7 @@ openal_buffer::openal_buffer( std::string const &Filename ) : } } else { - ErrorLog( "Bad file: failed do load audio file \"" + Filename + "\"", logtype::file ); + ErrorLog( "Bad file: failed to load audio file \"" + Filename + "\"", logtype::file ); } // we're done with the disk data drwav_close( file ); @@ -70,7 +70,7 @@ openal_buffer::openal_buffer( std::string const &Filename ) : } } else { - ErrorLog( "Bad file: failed do load audio file \"" + Filename + "\"", logtype::file ); + ErrorLog( "Bad file: failed to load audio file \"" + Filename + "\"", logtype::file ); } // we're done with the disk data drflac_close( file ); @@ -92,7 +92,7 @@ openal_buffer::openal_buffer( std::string const &Filename ) : } } else { - ErrorLog( "Bad file: failed do load audio file \"" + Filename + "\"", logtype::file ); + ErrorLog( "Bad file: failed to load audio file \"" + Filename + "\"", logtype::file ); } } @@ -194,7 +194,7 @@ buffer_manager::create( std::string const &Filename ) { return emplace( filelookup ); } // if we still didn't find anything, give up - ErrorLog( "Bad file: failed do locate audio file \"" + Filename + "\"", logtype::file ); + ErrorLog( "Bad file: failed to locate audio file \"" + Filename + "\"", logtype::file ); return null_handle; } diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 2e37fa11..e5756a79 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -383,7 +383,7 @@ timetable_panel::update() { tableline->Dh >= 0 ? to_string( int( 100 + tableline->Dh ) ).substr( 1, 2 ) + ":" + to_minutes_str( tableline->Dm, true, 3 ) : u8" │ " ) }; - auto const candeparture { ( + auto const candepart { ( ( owner->iStationStart < table.StationIndex ) && ( i < table.StationIndex ) && ( ( tableline->Ah < 0 ) // pass-through, always valid @@ -398,7 +398,7 @@ timetable_panel::update() { auto const linecolor { ( ( i != owner->iStationStart ) ? Global.UITextColor : loadchangeinprogress ? loadingcolor : - candeparture ? readycolor : // czas minął i odjazd był, to nazwa stacji będzie na zielono + candepart ? readycolor : // czas minął i odjazd był, to nazwa stacji będzie na zielono isatpassengerstop ? waitcolor : Global.UITextColor ) }; auto const trackcount{ ( tableline->TrackNo == 1 ? u8" ┃ " : u8" ║ " ) }; diff --git a/gamepadinput.cpp b/gamepadinput.cpp index 012bb33e..d520292f 100644 --- a/gamepadinput.cpp +++ b/gamepadinput.cpp @@ -184,7 +184,7 @@ gamepad_input::recall_bindings() { std::string bindingpoint {}; entryparser >> bindingpoint; - auto const splitbindingpoint { split_index( bindingpoint ) }; + auto const splitbindingpoint { split_string_and_number( bindingpoint ) }; if( splitbindingpoint.first == "axis" ) { // one or more sets of: [modeIDX] input type, parameters @@ -204,7 +204,7 @@ gamepad_input::recall_bindings() { std::string key {}; entryparser >> key; // check for potential mode indicator - auto const splitkey { split_index( key ) }; + auto const splitkey { split_string_and_number( key ) }; if( splitkey.first == "mode" ) { // indicate we'll be processing specified mode controlmode = splitkey.second; diff --git a/ladderlogic.cpp b/ladderlogic.cpp index 8c31567d..d2196db5 100644 --- a/ladderlogic.cpp +++ b/ladderlogic.cpp @@ -152,7 +152,7 @@ basic_controller::deserialize_operation( cParser &Input ) -> bool { } if( false == operationparameter.empty() ) { - auto const parameter{ split_index( operationparameter ) }; + auto const parameter{ split_string_and_number( operationparameter ) }; operation.parameter1 = static_cast( parameter.second ); } @@ -379,7 +379,7 @@ basic_controller::log_error( std::string const &Error, int const Line ) const { auto basic_controller::guess_element_type_from_name( std::string const &Name ) const -> basic_element::type_e { - auto const name { split_index( Name ) }; + auto const name { split_string_and_number( Name ) }; if( ( name.first == "t" ) || ( name.first == "ton" ) || ( name.first.find( "timer." ) == 0 ) ) { return basic_element::type_e::timer; diff --git a/mtable.cpp b/mtable.cpp index 71373ff0..9bcecaf5 100644 --- a/mtable.cpp +++ b/mtable.cpp @@ -329,6 +329,7 @@ bool TTrainParameters::LoadTTfile(std::string scnpath, int iPlus, double vmax) { fin >> s; } while (!(s.find("[______________") != std::string::npos || fin.bad())); + auto activeradiochannel{ -1 }; while (!fin.bad() && !EndTable) { ++StationCount; @@ -421,13 +422,23 @@ bool TTrainParameters::LoadTTfile(std::string scnpath, int iPlus, double vmax) auto const stationware { Split( record->StationWare, ',' ) }; for( auto const &entry : stationware ) { if( entry[ 0 ] == 'R' ) { - auto const entrysplit { split_index( entry ) }; + auto const entrysplit { split_string_and_number( entry ) }; if( ( entrysplit.first == "R" ) && ( entrysplit.second <= 10 ) ) { - record->radio_channel = entrysplit.second; + auto const radiochannel { entrysplit.second }; + if( ( record->radio_channel == -1 ) + || ( radiochannel != activeradiochannel ) ) { + // if the station has more than one radiochannel listed, + // it generally means we should switch to the one we weren't using so far + // TODO: reverse this behaviour (keep the channel used so far) once W28 signs are included in the system + record->radio_channel = radiochannel; + } } } } + if( record->radio_channel != -1 ) { + activeradiochannel == record->radio_channel; + } } record->TrackNo = atoi(s.c_str()); fin >> s; diff --git a/sound.h b/sound.h index fc4aad08..0bddacca 100644 --- a/sound.h +++ b/sound.h @@ -17,7 +17,7 @@ float const EU07_SOUND_GLOBALRANGE { -1.f }; float const EU07_SOUND_CABCONTROLSCUTOFFRANGE { 7.5f }; float const EU07_SOUND_BRAKINGCUTOFFRANGE { 100.f }; float const EU07_SOUND_RUNNINGNOISECUTOFFRANGE { 200.f }; -float const EU07_SOUND_HANDHELDRADIORANGE { 750.f }; +float const EU07_SOUND_HANDHELDRADIORANGE { 3500.f }; enum class sound_type { single, diff --git a/translation.cpp b/translation.cpp index 32a77a9c..5eed05d5 100644 --- a/translation.cpp +++ b/translation.cpp @@ -71,7 +71,7 @@ init() { ", owned by: ", "none", "Devices: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nPower transfers: %.0f@%.0f%s[%.0f]%s%.0f@%.0f :: %.0f@%.0f%s[%.0f]%s%.0f@%.0f", - " radio: ", + " R", " oil pressure: ", "Controllers:\n master: %d(%d), secondary: %s\nEngine output: %.1f, current: %.0f\nRevolutions:\n engine: %.0f, motors: %.0f\n engine fans: %.0f, motor fans: %.0f+%.0f, cooling fans: %.0f+%.0f", " (shunt mode)", @@ -276,7 +276,7 @@ init() { ", wlasciciel: ", "wolny", "Urzadzenia: %c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%c%s%s\nTransfer pradow: %.0f@%.0f%s[%.0f]%s%.0f@%.0f :: %.0f@%.0f%s[%.0f]%s%.0f@%.0f", - " radio: ", + " R", " cisn.oleju: ", "Nastawniki:\n glowny: %d(%d), dodatkowy: %s\nMoc silnika: %.1f, prad silnika: %.0f\nObroty:\n silnik: %.0f, motory: %.0f\n went.silnika: %.0f, went.motorow: %.0f+%.0f, went.chlodnicy: %.0f+%.0f", " (tryb manewrowy)", diff --git a/utilities.cpp b/utilities.cpp index 3e62257c..efd100b7 100644 --- a/utilities.cpp +++ b/utilities.cpp @@ -201,7 +201,7 @@ std::vector Split(const std::string &s) } std::pair -split_index( std::string const &Key ) { +split_string_and_number( std::string const &Key ) { auto const indexstart{ Key.find_first_of( "-1234567890" ) }; auto const indexend{ Key.find_first_not_of( "-1234567890", indexstart ) }; diff --git a/utilities.h b/utilities.h index e8fd614e..aab00626 100644 --- a/utilities.h +++ b/utilities.h @@ -110,7 +110,7 @@ std::string ExchangeCharInString( std::string const &Source, char const From, ch std::vector &Split(const std::string &s, char delim, std::vector &elems); std::vector Split(const std::string &s, char delim); //std::vector Split(const std::string &s); -std::pair split_index( std::string const &Key ); +std::pair split_string_and_number( std::string const &Key ); std::string to_string(int Value); std::string to_string(unsigned int Value); From e74a614385f3f31b803449a6e30361008dbe434e Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 29 Jul 2020 03:29:02 +0200 Subject: [PATCH 142/153] build 200728. basic train passenger information system, event condition diagnostics enhancement, ai door control logic fix --- Driver.cpp | 54 +++++++++++++---- Driver.h | 4 ++ DynObj.cpp | 144 ++++++++++++++++++++++++++++++++++++++------- DynObj.h | 21 ++++++- Event.cpp | 37 +++++++++++- McZapkie/Mover.cpp | 2 +- Model3d.cpp | 2 +- Texture.cpp | 2 +- Train.cpp | 4 +- mtable.cpp | 114 +++++++++++++++++++++++++++-------- mtable.h | 9 +++ sound.h | 3 +- utilities.cpp | 8 +++ utilities.h | 3 + version.h | 2 +- 15 files changed, 341 insertions(+), 68 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 5bd91336..855ad07c 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -986,6 +986,12 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN if( mvOccupied->Vel > 0.3 ) { // jeśli jedzie (nie trzeba czekać, aż się drgania wytłumią - drzwi zamykane od 1.0) to będzie zatrzymanie sSpeedTable[ i ].fVelNext = 0; + // potentially announce pending stop + if( ( m_lastannouncement != announcement_t::approaching ) + && ( sSpeedTable[ i ].fDist < 750 ) + && ( sSpeedTable[ i ].fDist > 250 ) ) { + announce( announcement_t::approaching ); + } } else if( true == IsAtPassengerStop ) { // jeśli się zatrzymał przy W4, albo stał w momencie zobaczenia W4 if( !AIControllFlag ) { @@ -1009,18 +1015,12 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN auto const platformside = static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10; auto const exchangetime = simulation::Station.update_load( pVehicles[ 0 ], TrainParams, platformside ); WaitingSet( exchangetime ); + // announce the stop name while at it + announce( announcement_t::current ); m_lastexchangestop = asNextStop; + m_makenextstopannouncement = true; } - if( false == TrainParams.IsMaintenance() ) -// && ( ( iDrivigFlags & moveDoorOpened ) == 0 ) ) - { - // drzwi otwierać jednorazowo - iDrivigFlags |= moveDoorOpened; // nie wykonywać drugi raz - Doors( true, static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10 ); - } - - if (TrainParams.DirectionChange()) { // jeśli "@" w rozkładzie, to wykonanie dalszych komend // wykonanie kolejnej komendy, nie dotyczy ostatniej stacji @@ -1053,6 +1053,13 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } } + if( ( false == TrainParams.IsMaintenance() ) + && ( ( false == TestFlag( iDrivigFlags, moveDoorOpened ) ) + || ( true == DoesAnyDoorNeedOpening ) ) ) { + iDrivigFlags |= moveDoorOpened; // nie wykonywać drugi raz + Doors( true, static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10 ); + } + if (OrderCurrentGet() & ( Shunt | Loose_shunt )) { OrderNext(Obey_train); // uruchomić jazdę pociągową CheckVehicles(); // zmienić światła @@ -4184,6 +4191,23 @@ TController::doors_permit_active() const { || IsAnyDoorPermitActive[ side::left ] ); } +void +TController::announce( announcement_t const Announcement ) { + + m_lastannouncement = Announcement; + + if( IsCargoTrain ) { + // cargo trains aren't likely to have announcement systems, so we can skip the procedure altogether + return; + } + + auto *vehicle { pVehicles[ end::front ] }; + while( vehicle ) { + vehicle->announce( Announcement ); + vehicle = vehicle->Next(); + } +} + void TController::RecognizeCommand() { // odczytuje i wykonuje komendę przekazaną lokomotywie TCommand *c = &mvOccupied->CommandIn; @@ -4268,6 +4292,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N TrainParams.StationIndexInc(); // przejście do następnej iStationStart = TrainParams.StationIndex; asNextStop = TrainParams.NextStop(); + m_lastannouncement = announcement_t::idle; iDrivigFlags |= movePrimary; // skoro dostał rozkład, to jest teraz głównym // NewCommand = Global.asCurrentSceneryPath + NewCommand; auto lookup = @@ -4294,7 +4319,7 @@ bool TController::PutCommand( std::string NewCommand, double NewValue1, double N NewCommand = TrainParams.Relation2; // relacja docelowa z rozkładu } // jeszcze poustawiać tekstury na wyświetlaczach - TDynamicObject *p = pVehicles[0]; + TDynamicObject *p = pVehicles[end::front]; while (p) { p->DestinationSet(NewCommand, TrainParams.TrainName); // relacja docelowa @@ -4726,6 +4751,10 @@ TController::UpdateSituation(double dt) { // zaktualizować wyświetlanie rozkładu iStationStart = TrainParams.StationIndex; fLastStopExpDist = -1.0; // usunąć licznik + if( true == m_makenextstopannouncement ) { + announce( announcement_t::next ); + m_makenextstopannouncement = false; // keep next stop announcements suppressed until another scheduled stop + } } // ABu-160305 testowanie gotowości do jazdy @@ -5960,6 +5989,7 @@ TController::UpdateSituation(double dt) { VelforDriver ); } // recalculate potential load exchange duration + DoesAnyDoorNeedOpening = false; ExchangeTime = 0.f; if( fStopTime < 0 ) { // czas postoju przed dalszą jazdą (np. na przystanku) @@ -5967,7 +5997,9 @@ TController::UpdateSituation(double dt) { // verify progress of load exchange auto *vehicle { pVehicles[ 0 ] }; while( vehicle != nullptr ) { - ExchangeTime = std::max( ExchangeTime, vehicle->LoadExchangeTime() ); + auto const vehicleexchangetime { vehicle->LoadExchangeTime() }; + DoesAnyDoorNeedOpening |= ( ( vehicleexchangetime > 0 ) && ( vehicle->LoadExchangeSpeed() == 0 ) ); + ExchangeTime = std::max( ExchangeTime, vehicleexchangetime ); vehicle = vehicle->Next(); } if( ( ExchangeTime > 0 ) diff --git a/Driver.h b/Driver.h index be3f7afe..9a93cac9 100644 --- a/Driver.h +++ b/Driver.h @@ -454,6 +454,8 @@ private: int iRadioChannel = 1; // numer aktualnego kanału radiowego int iGuardRadio = 0; // numer kanału radiowego kierownika (0, gdy nie używa radia) sound_source tsGuardSignal{ sound_placement::internal }; + announcement_t m_lastannouncement{ announcement_t::idle }; + bool m_makenextstopannouncement{ false }; // consist // methods @@ -468,6 +470,7 @@ private: bool doors_permit_active() const; void AutoRewident(); // ustawia hamulce w składzie void UpdatePantographs(); + void announce( announcement_t const Announcement ); // members double fLength = 0.0; // długość składu (do wyciągania z ograniczeń) double fMass = 0.0; // całkowita masa do liczenia stycznej składowej grawitacji @@ -482,6 +485,7 @@ private: bool Ready = false; // ABu: stan gotowosci do odjazdu - sprawdzenie odhamowania wagonow double ConsistShade{ 1.0 }; // averaged amount of sunlight received by the consist TDynamicObject *pVehicles[ 2 ]; // skrajne pojazdy w składzie (niekoniecznie bezpośrednio sterowane) + bool DoesAnyDoorNeedOpening{ false }; bool IsAnyDoorOpen[ 2 ]; // state of door in the consist bool IsAnyDoorPermitActive[ 2 ]; // state of door permit in the consist bool IsAnyLineBreakerOpen{ false }; // state of line breaker in all powered vehicles under control diff --git a/DynObj.cpp b/DynObj.cpp index 2f239db0..ba3c69b7 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -29,6 +29,7 @@ http://mozilla.org/MPL/2.0/. #include "renderer.h" #include "uitranscripts.h" #include "messaging.h" +#include "Driver.h" // Ra: taki zapis funkcjonuje lepiej, ale może nie jest optymalny #define vWorldFront Math3D::vector3(0, 0, 1) @@ -2022,7 +2023,7 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" } } // koniec hamulce else if( ( ActPar.size() >= 3 ) - && ( ActPar[ 0 ] == 'W' ) ) { + && ( ActPar.front() == 'W' ) ) { // wheel ActPar.erase( 0, 1 ); @@ -2032,7 +2033,7 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" while( false == ActPar.empty() ) { // TODO: convert this whole copy and paste mess to something more elegant one day - switch( ActPar[ 0 ] ) { + switch( ActPar.front() ) { case 'F': { // fixed flat size auto const indexstart { 1 }; @@ -2078,14 +2079,14 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424" } } // wheel else if( ( ActPar.size() >= 2 ) - && ( ActPar[ 0 ] == 'T' ) ) { + && ( ActPar.front() == 'T' ) ) { // temperature ActPar.erase( 0, 1 ); auto setambient { false }; while( false == ActPar.empty() ) { - switch( ActPar[ 0 ] ) { + switch( ActPar.front() ) { case 'A': { // cold start, set all temperatures to ambient level setambient = true; @@ -4304,7 +4305,7 @@ void TDynamicObject::RenderSounds() { // NBMX sygnal odjazdu if( MoverParameters->Doors.has_warning ) { auto const lowvoltagepower { MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable }; - for( auto &departuresignalsound : m_departuresignalsounds ) { + for( auto &speaker : m_speakers ) { // TBD, TODO: per-location door state triggers? if( ( MoverParameters->DepartureSignal ) && ( lowvoltagepower ) @@ -4316,13 +4317,32 @@ void TDynamicObject::RenderSounds() { ) { // for the autonomous doors play the warning automatically whenever a door is closing // MC: pod warunkiem ze jest zdefiniowane w chk - departuresignalsound.play( sound_flags::exclusive | sound_flags::looping ); + speaker.departure_signal.play( sound_flags::exclusive | sound_flags::looping ); } else { - departuresignalsound.stop(); + speaker.departure_signal.stop(); } } } + // announcements + for( auto &speaker : m_speakers ) { + auto const lowvoltagepower { MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable }; + if( lowvoltagepower ) { + // speaker is powered up, can play queued announcements + if( speaker.announcement.is_playing() ) { continue; } + if( speaker.announcement_queue.empty() ) { continue; } + // pull first sound from the queue + speaker.announcement = speaker.announcement_queue.front(); + speaker.announcement.owner( this ); + speaker.announcement.offset( speaker.offset ); + speaker.announcement.play(); + speaker.announcement_queue.pop_front(); + } + else { + speaker.announcement.stop(); + speaker.announcement_queue.clear(); + } + } // NBMX Obsluga drzwi, MC: zuniwersalnione std::array const sides { side::right, side::left }; for( auto const side : sides ) { @@ -4747,15 +4767,13 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co parser.getTokens(); parser >> asModel; replace_slashes( asModel ); - if( asModel[asModel.size() - 1] == '#' ) // Ra 2015-01: nie podoba mi siê to + if( asModel.back() == '#' ) // Ra 2015-01: nie podoba mi siê to { // model wymaga wielu tekstur wymiennych m_materialdata.multi_textures = 1; asModel.erase( asModel.length() - 1 ); } // name can contain leading slash, erase it to avoid creation of double slashes when the name is combined with current directory - if( asModel[ 0 ] == '/' ) { - asModel.erase( 0, 1 ); - } + erase_leading_slashes( asModel ); /* // never really used, may as well get rid of it std::size_t i = asModel.find( ',' ); @@ -4871,7 +4889,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co // value can be optionally set of values enclosed in "[]" in which case one value will be picked randomly while( ( ( token = parser.getToken() ) != "" ) && ( token != "}" ) ) { - if( token[ token.size() - 1 ] == ':' ) { + if( token.back() == ':' ) { auto loadmodel { deserialize_random_set( parser ) }; replace_slashes( loadmodel ); LoadModelOverrides.emplace( token.erase( token.size() - 1 ), loadmodel ); @@ -5694,14 +5712,12 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co else if( token == "departuresignal:" ) { // pliki z sygnalem odjazdu - sound_source soundtemplate { sound_placement::general }; + sound_source soundtemplate { sound_placement::general, 25.f }; soundtemplate.deserialize( parser, sound_type::multipart, sound_parameters::range ); soundtemplate.owner( this ); - for( auto &departuresignalsound : m_departuresignalsounds ) { - // apply configuration to all defined doors, but preserve their individual offsets - auto const soundoffset { departuresignalsound.offset() }; - departuresignalsound = soundtemplate; - departuresignalsound.offset( soundoffset ); + for( auto &speaker : m_speakers ) { + speaker.departure_signal = soundtemplate; + speaker.departure_signal.offset( speaker.offset ); } } @@ -5844,6 +5860,38 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co m_wheelflat.owner( this ); } + else if(token == "announcements:") { + // announcement sounds + // content provided as "key: value" pairs together enclosed in "{}" + // value can be optionally set of values enclosed in "[]" in which case one value will be picked randomly + std::array( announcement_t::end )> announcementsounds; + std::unordered_map const announcements = { + { "near_stop:", announcement_t::approaching }, + { "stop:", announcement_t::current }, + { "next_stop:", announcement_t::next }, + { "destination:", announcement_t::destination } }; + while( ( ( token = parser.getToken() ) != "" ) + && ( token != "}" ) ) { + if( token.back() == ':' ) { + auto const lookup { announcements.find( token ) }; + auto const announcementtype { ( + lookup != announcements.end() ? + lookup->second : + announcement_t::idle ) }; + // NOTE: we retrieve key value for all keys, not just recognized ones + auto announcementsound{ deserialize_random_set( parser ) }; + replace_slashes( announcementsound ); + if( announcementtype == announcement_t::idle ) { + continue; + } + sound_source soundtemplate { sound_placement::general, EU07_SOUND_CABANNOUNCEMENTCUTOFFRANGE }; + soundtemplate.deserialize( announcementsound, sound_type::single ); + soundtemplate.owner( this ); + m_announcements[ static_cast( announcementtype ) ] = soundtemplate; + } + } + } + } while( ( token != "" ) && ( token != "endsounds" ) ); @@ -5891,10 +5939,11 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co door.step_open.offset( location ); m_doorsounds.emplace_back( door ); } - // potential departure sound, one per door (pair) on vehicle centreline - sound_source departuresignalsound { sound_placement::general, 25.f }; - departuresignalsound.offset( glm::vec3{ 0.f, 3.f, offset } ); - m_departuresignalsounds.emplace_back( departuresignalsound ); + m_speakers.emplace_back( + speaker_sounds { + { 0.f, 3.f, offset }, + {}, + {} } ); } } @@ -7009,6 +7058,57 @@ material_handle TDynamicObject::DestinationFind( std::string Destination ) { return destinationhandle; } +void TDynamicObject::announce( announcement_t const Announcement ) { + + if( m_speakers.empty() ) { return; } + + auto const *driver { ( + ctOwner != nullptr ? + ctOwner : + Mechanik ) }; + if( driver == nullptr ) { return; } + + auto const &timetable { driver->TrainTimetable() }; + + if( m_announcements[ static_cast( Announcement ) ].empty() ) { + goto followup; + } + // if the announcement sound was defined queue playback + { + sound_source stopnamesound; + switch( Announcement ) { + case announcement_t::approaching: + case announcement_t::next: { + stopnamesound = timetable.next_stop_sound(); + break; + } + case announcement_t::current: { + stopnamesound = timetable.current_stop_sound(); + break; + } + case announcement_t::destination: { + stopnamesound = timetable.last_stop_sound(); + break; + } + default: { + break; + } + } + if( stopnamesound.empty() ) { + goto followup; + } + for( auto &speaker : m_speakers ) { + speaker.announcement_queue.emplace_back( m_announcements[ static_cast( Announcement ) ] ); + speaker.announcement_queue.emplace_back( stopnamesound ); + } + } +followup: + // potentially follow up with another announcement + if( Announcement == announcement_t::next ) { + announce( announcement_t::destination ); + } +} + void TDynamicObject::OverheadTrack(float o) { // ewentualne wymuszanie jazdy // bezprądowej z powodu informacji diff --git a/DynObj.h b/DynObj.h index dfff6ec0..3d41260d 100644 --- a/DynObj.h +++ b/DynObj.h @@ -150,6 +150,15 @@ public: //--------------------------------------------------------------------------- +enum class announcement_t : int { + idle = 0, + approaching, + current, + next, + destination, + end +}; + // parameters for the material object, as currently used by various simulator models struct material_data { @@ -395,6 +404,13 @@ private: void position( glm::vec3 const Location ); void render( TMoverParameters const &Vehicle, double const Deltatime ); }; + // single source per door (pair) on the centreline + struct speaker_sounds { + glm::vec3 offset; + sound_source departure_signal; + sound_source announcement; + std::deque announcement_queue; // fifo queue + }; // methods void ABuLittleUpdate(double ObjSqrDist); @@ -476,7 +492,6 @@ private: std::array m_couplersounds; // always front and rear std::vector m_pantographsounds; // typically 2 but can be less (or more?) std::vector m_doorsounds; // can expect symmetrical arrangement, but don't count on it - std::vector m_departuresignalsounds; // single source per door (pair) on the centreline bool m_doorlocks { false }; // sound helper, current state of door locks sound_source sHorn1 { sound_placement::external, 5 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; sound_source sHorn2 { sound_placement::external, 5 * EU07_SOUND_RUNNINGNOISECUTOFFRANGE }; @@ -493,6 +508,9 @@ private: exchange_data m_exchange; // state of active load exchange procedure, if any exchange_sounds m_exchangesounds; // sounds associated with the load exchange + std::vector m_speakers; + std::array( announcement_t::end )> m_announcements; + coupleradapter_data m_coupleradapter; bool renderme; // yB - czy renderowac @@ -702,6 +720,7 @@ private: void OverheadTrack(float o); glm::dvec3 get_future_movement() const; void move_set(double distance); + void announce( announcement_t const Announcement ); double MED[9][8]; // lista zmiennych do debugowania hamulca ED static std::string const MED_labels[ 8 ]; diff --git a/Event.cpp b/Event.cpp index f7221d29..47efa8cb 100644 --- a/Event.cpp +++ b/Event.cpp @@ -74,18 +74,51 @@ basic_event::event_conditions::test() const { } } if( flags & flags::track_busy ) { + auto trackbusyresult { true }; + std::string trackbusylog { "Test: Track busy - " }; for( auto *track : tracks ) { if( true == track->IsEmpty() ) { - return false; + trackbusylog += "[" + track->name() + "]"; + trackbusyresult = false; + break; } + else { + auto const &vehicles { track->Dynamics }; + if( trackbusylog.back() == ']' ) { + trackbusylog += ", "; + } + trackbusylog += "[" + vehicles.front()->asName + "] @ [" + track->name() + "]"; + } + } + + WriteLog( + trackbusylog + + " - " + + ( trackbusyresult ? "Pass" : "Fail" ) ); + + if( false == trackbusyresult ) { + return false; } } if( flags & flags::track_free ) { + auto trackfreeresult { true }; + std::string trackfreelog{ "Test: Track free - " }; for( auto *track : tracks ) { if( false == track->IsEmpty() ) { - return false; + auto const &vehicles { track->Dynamics }; + trackfreelog += "[" + vehicles.front()->asName + "] @ [" + track->name() + "] - "; + trackfreeresult = false; + break; } } + + WriteLog( + trackfreelog + + ( trackfreeresult ? "Pass" : "Fail" ) ); + + if( false == trackfreeresult ) { + return false; + } } if( flags & ( flags::text | flags::value1 | flags::value2 ) ) { // porównanie wartości diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index ff50476f..a9034ebe 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -9146,7 +9146,7 @@ bool TMoverParameters::LoadFIZ(std::string chkpath) continue; } - if( inputline[ 0 ] == ' ' ) { + if( !inputline.empty() && inputline.front() == ' ' ) { // guard against malformed config files with leading spaces inputline.erase( 0, inputline.find_first_not_of( ' ' ) ); } diff --git a/Model3d.cpp b/Model3d.cpp index d8e653e9..cc3c7c89 100644 --- a/Model3d.cpp +++ b/Model3d.cpp @@ -511,7 +511,7 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic // zapewni to jakąś zgodność wstecz, bo zamiast liczby będzie ciąg, którego // wartość powinna być uznana jako zerowa // parser.getToken(iNumVerts); - if (token[0] == '*') + if (token.front() == '*') { // jeśli pierwszy znak jest gwiazdką, poszukać // submodelu o nazwie bez tej gwiazdki i wziąć z // niego wierzchołki diff --git a/Texture.cpp b/Texture.cpp index cba89010..410ec98d 100644 --- a/Texture.cpp +++ b/Texture.cpp @@ -1181,7 +1181,7 @@ texture_manager::create( std::string Filename, bool const Loadnow, GLint Formath replace_slashes( Filename ); erase_leading_slashes( Filename ); // temporary code for legacy assets -- textures with names beginning with # are to be sharpened - if( ( Filename[ 0 ] == '#' ) + if( ( Filename.front() == '#' ) || ( Filename.find( "/#" ) != std::string::npos ) ) { traits += '#'; } diff --git a/Train.cpp b/Train.cpp index 52706d63..e214ece2 100644 --- a/Train.cpp +++ b/Train.cpp @@ -7926,9 +7926,7 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) // szukaj kabinę jako oddzielny model // name can contain leading slash, erase it to avoid creation of double slashes when the name is combined with current directory replace_slashes( token ); - if( token[ 0 ] == '/' ) { - token.erase( 0, 1 ); - } + erase_leading_slashes( token ); TModel3d *kabina = TModelsManager::GetModel(DynamicObject->asBaseDir + token, true); // z powrotem defaultowa sciezka do tekstur Global.asCurrentTexturePath = szTexturePath; diff --git a/mtable.cpp b/mtable.cpp index 9bcecaf5..3167006e 100644 --- a/mtable.cpp +++ b/mtable.cpp @@ -42,28 +42,65 @@ std::string TTrainParameters::NextStop() const return "[End of route]"; //że niby koniec } +sound_source +TTrainParameters::next_stop_sound() const { + if( StationIndex > StationCount ) { + return { sound_placement::general }; + } + for( auto stationidx { StationIndex }; stationidx < StationCount + 1; ++stationidx ) { + auto &station{ TimeTable[ stationidx ] }; + if( station.Ah == -1 ) { + continue; + } + // specified arrival time means it's a scheduled stop + return station.name_sound; + } + // shouldn't normally get here, unless the timetable is malformed + return { sound_placement::general }; +} + +sound_source +TTrainParameters::last_stop_sound() const { + + return TimeTable[ StationCount ].name_sound; +} + bool TTrainParameters::IsStop() const { // zapytanie, czy zatrzymywać na następnym punkcie rozkładu - if ((StationIndex < StationCount)) + if ((StationIndex <= StationCount)) return TimeTable[StationIndex].Ah >= 0; //-1 to brak postoju else return true; // na ostatnim się zatrzymać zawsze } +bool TTrainParameters::IsLastStop() const { + + return ( StationIndex >= StationCount ); +} + + bool TTrainParameters::IsMaintenance() const { - if( ( StationIndex < StationCount ) ) + if( ( StationIndex <= StationCount ) ) return TimeTable[ StationIndex ].is_maintenance; else return false; } int TTrainParameters::radio_channel() const { - if( ( StationIndex < StationCount ) ) + if( ( StationIndex <= StationCount ) ) return TimeTable[ StationIndex ].radio_channel; else return -1; } +// returns: sound file associated with current station, or -1 +sound_source TTrainParameters::current_stop_sound() const { + if( ( StationIndex <= StationCount ) ) + return TimeTable[ StationIndex ].name_sound; + else + return { sound_placement::general }; +} + bool TTrainParameters::UpdateMTable( scenario_time const &Time, std::string const &NewName ) { return UpdateMTable( Time.data().wHour, Time.data().wMinute + Time.data().wSecond * 0.0167, NewName ); @@ -421,7 +458,7 @@ bool TTrainParameters::LoadTTfile(std::string scnpath, int iPlus, double vmax) { auto const stationware { Split( record->StationWare, ',' ) }; for( auto const &entry : stationware ) { - if( entry[ 0 ] == 'R' ) { + if( entry.front() == 'R' ) { auto const entrysplit { split_string_and_number( entry ) }; if( ( entrysplit.first == "R" ) && ( entrysplit.second <= 10 ) ) { @@ -507,9 +544,10 @@ bool TTrainParameters::LoadTTfile(std::string scnpath, int iPlus, double vmax) TimeTable[1].Ah = TimeTable[1].Dh; TimeTable[1].Am = TimeTable[1].Dm; } - // NextStationName:=TimeTable[1].StationName; - /* TTVmax:=TimeTable[1].vmax; */ } + // + load_sounds(); + // potentially offset table times auto const timeoffset { static_cast( Global.ScenarioTimeOffset * 60 ) + iPlus }; if( timeoffset != 0 ) // jeżeli jest przesunięcie rozkładu { @@ -534,24 +572,31 @@ bool TTrainParameters::LoadTTfile(std::string scnpath, int iPlus, double vmax) return ConversionError == 0; } -void TMTableTime::UpdateMTableTime(double deltaT) -// dodanie czasu (deltaT) w sekundach, z przeliczeniem godziny -{ - mr += deltaT; // dodawanie sekund - while (mr >= 60.0) // przeliczenie sekund do właściwego przedziału - { - mr -= 60.0; - ++mm; - } - while (mm > 59) // przeliczenie minut do właściwego przedziału - { - mm -= 60; - ++hh; - } - while (hh > 23) // przeliczenie godzin do właściwego przedziału - { - hh -= 24; - ++dd; // zwiększenie numeru dnia +void +TTrainParameters::load_sounds() { + + for( auto stationidx = 1; stationidx < StationCount + 1; ++stationidx ) { + auto &station { TimeTable[ stationidx ] }; + if( station.Ah == -1 ) { + continue; + } + // specified arrival time means it's a scheduled stop + auto const stationname { ( + ends_with( station.StationName, "_po" ) ? + station.StationName.substr( 0, station.StationName.size() - 3 ) : + station.StationName ) }; + + auto const lookup { + FileExists( + { Global.asCurrentSceneryPath + stationname, std::string{ szSoundPath } + "sip/" + stationname }, + { ".ogg", ".flac", ".wav" } ) }; + if( lookup.first.empty() ) { + continue; + } + // wczytanie dźwięku odjazdu w wersji radiowej (słychać tylko w kabinie) + station.name_sound = + sound_source{ sound_placement::general, EU07_SOUND_CABANNOUNCEMENTCUTOFFRANGE } + .deserialize( lookup.first + lookup.second, sound_type::single ); } } @@ -592,3 +637,24 @@ void TTrainParameters::serialize( dictionary_source *Output ) const { } } } + +void TMTableTime::UpdateMTableTime(double deltaT) +// dodanie czasu (deltaT) w sekundach, z przeliczeniem godziny +{ + mr += deltaT; // dodawanie sekund + while (mr >= 60.0) // przeliczenie sekund do właściwego przedziału + { + mr -= 60.0; + ++mm; + } + while (mm > 59) // przeliczenie minut do właściwego przedziału + { + mm -= 60; + ++hh; + } + while (hh > 23) // przeliczenie godzin do właściwego przedziału + { + hh -= 24; + ++dd; // zwiększenie numeru dnia + } +} diff --git a/mtable.h b/mtable.h index 8c2fc0e1..aeb05643 100644 --- a/mtable.h +++ b/mtable.h @@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/. #include #include "Classes.h" +#include "sound.h" namespace Mtable { @@ -38,6 +39,7 @@ struct TMTableLine float tm{ 0.f }; // czas jazdy do tej stacji w min. (z kolumny) bool is_maintenance{ false }; int radio_channel{ -1 }; + sound_source name_sound{ sound_placement::internal }; }; typedef TMTableLine TMTable[MaxTTableSize + 1]; @@ -65,7 +67,10 @@ class TTrainParameters std::string ShowRelation() const; double WatchMTable(double DistCounter); std::string NextStop() const; + sound_source next_stop_sound() const; + sound_source last_stop_sound() const; bool IsStop() const; + bool IsLastStop() const; bool IsMaintenance() const; bool IsTimeToGo(double hh, double mm); bool UpdateMTable(double hh, double mm, std::string const &NewName); @@ -80,6 +85,10 @@ class TTrainParameters void serialize( dictionary_source *Output ) const; // returns: radio channel associated with current station, or -1 int radio_channel() const; + // returns: sound file associated with current station, or -1 + sound_source current_stop_sound() const; +private: + void load_sounds(); }; class TMTableTime diff --git a/sound.h b/sound.h index 0bddacca..69f61f5c 100644 --- a/sound.h +++ b/sound.h @@ -15,6 +15,7 @@ http://mozilla.org/MPL/2.0/. float const EU07_SOUND_GLOBALRANGE { -1.f }; float const EU07_SOUND_CABCONTROLSCUTOFFRANGE { 7.5f }; +float const EU07_SOUND_CABANNOUNCEMENTCUTOFFRANGE{ 30.f }; float const EU07_SOUND_BRAKINGCUTOFFRANGE { 100.f }; float const EU07_SOUND_RUNNINGNOISECUTOFFRANGE { 200.f }; float const EU07_SOUND_HANDHELDRADIORANGE { 3500.f }; @@ -50,7 +51,7 @@ class sound_source { public: // constructors - sound_source( sound_placement const Placement, float const Range = 50.f ); + sound_source( sound_placement const Placement = sound_placement::general, float const Range = 50.f ); // destructor ~sound_source(); diff --git a/utilities.cpp b/utilities.cpp index efd100b7..3c7f329a 100644 --- a/utilities.cpp +++ b/utilities.cpp @@ -459,6 +459,14 @@ len_common_prefix( std::string const &Left, std::string const &Right ) { std::distance( left, std::mismatch( left, left + Left.size(), right ).first ) ); } +// returns true if provided string ends with another provided string +bool +ends_with( std::string const &String, std::string const &Suffix ) { + + return ( String.size() >= Suffix.size() ) + && ( 0 == String.compare( String.size() - Suffix.size(), Suffix.size(), Suffix ) ); +} + // helper, restores content of a 3d vector from provided input stream // TODO: review and clean up the helper routines, there's likely some redundant ones glm::dvec3 LoadPoint( cParser &Input ) { diff --git a/utilities.h b/utilities.h index aab00626..3d871f93 100644 --- a/utilities.h +++ b/utilities.h @@ -216,6 +216,9 @@ std::string substr_path( std::string const &Filename ); // returns common prefix of two provided strings std::ptrdiff_t len_common_prefix( std::string const &Left, std::string const &Right ); +// returns true if provided string ends with another provided string +bool ends_with( std::string const &String, std::string const &Suffix ); + template void SafeDelete( Type_ &Pointer ) { delete Pointer; diff --git a/version.h b/version.h index 30aad5ad..1f91f01b 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 711 +#define VERSION_MINOR 728 #define VERSION_REVISION 0 From f2110ced2597666461edf415e4f318d1d7ff702d Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 2 Aug 2020 18:27:22 +0200 Subject: [PATCH 143/153] build 200731. empty vehicle load visualization support, basic inverter diagnostics, draw range limits bug fixes --- DynObj.cpp | 59 ++++++++++++++++++++-------------------------- Globals.cpp | 8 +------ McZapkie/MOVER.h | 1 + McZapkie/Mover.cpp | 2 ++ driveruipanels.cpp | 1 + version.h | 2 +- 6 files changed, 31 insertions(+), 42 deletions(-) diff --git a/DynObj.cpp b/DynObj.cpp index ba3c69b7..3bf127a7 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2758,7 +2758,7 @@ void TDynamicObject::update_exchange( double const Deltatime ) { if( ( m_exchange.unload_count < 0.01 ) && ( m_exchange.load_count < 0.01 ) ) { - MoverParameters->LoadStatus = 0; + MoverParameters->LoadStatus = 4; // if the exchange is completed (or canceled) close the door, if applicable if( ( MoverParameters->Doors.close_control == control_t::passenger ) || ( MoverParameters->Doors.close_control == control_t::mixed ) ) { @@ -2774,40 +2774,33 @@ void TDynamicObject::update_exchange( double const Deltatime ) { MoverParameters->OperateDoors( side::right, false, range_t::local ); } } + // if the vehicle was emptied potentially switch load visualization model + if( MoverParameters->LoadAmount == 0 ) { + MoverParameters->AssignLoad( "" ); + } } } void TDynamicObject::LoadUpdate() { + + MoverParameters->LoadStatus &= ( 1 | 2 ); // po zakończeniu będzie równe zero // przeładowanie modelu ładunku - // Ra: nie próbujemy wczytywać modeli miliony razy podczas renderowania!!! - if( ( mdLoad == nullptr ) - && ( MoverParameters->LoadAmount > 0 ) ) { - - if( false == MoverParameters->LoadType.name.empty() ) { - // bieżąca ścieżka do tekstur to dynamic/... - Global.asCurrentTexturePath = asBaseDir; - - mdLoad = LoadMMediaFile_mdload( MoverParameters->LoadType.name ); - // TODO: discern from vehicle component which merely uses vehicle directory and has no animations, so it can be initialized outright - // and actual vehicles which get their initialization after their animations are set up - if( mdLoad != nullptr ) { - mdLoad->Init(); - } - // update bindings between lowpoly sections and potential load chunks placed inside them - update_load_sections(); - // z powrotem defaultowa sciezka do tekstur - Global.asCurrentTexturePath = std::string( szTexturePath ); + if( MoverParameters->LoadTypeChange ) { + // whether we succeed or not don't try more than once + MoverParameters->LoadTypeChange = false; + // bieżąca ścieżka do tekstur to dynamic/... + Global.asCurrentTexturePath = asBaseDir; + mdLoad = LoadMMediaFile_mdload( MoverParameters->LoadType.name ); + // TODO: discern from vehicle component which merely uses vehicle directory and has no animations, so it can be initialized outright + // and actual vehicles which get their initialization after their animations are set up + if( mdLoad != nullptr ) { + mdLoad->Init(); } - // Ra: w MMD można by zapisać położenie modelu ładunku (np. węgiel) w zależności od załadowania - } - else if( MoverParameters->LoadAmount == 0 ) { - // nie ma ładunku -// MoverParameters->AssignLoad( "" ); - mdLoad = nullptr; - // erase bindings between lowpoly sections and potential load chunks placed inside them + // update bindings between lowpoly sections and potential load chunks placed inside them update_load_sections(); + // z powrotem defaultowa sciezka do tekstur + Global.asCurrentTexturePath = std::string( szTexturePath ); } - MoverParameters->LoadStatus &= 3; // po zakończeniu będzie równe zero } void @@ -6463,13 +6456,12 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co TModel3d * TDynamicObject::LoadMMediaFile_mdload( std::string const &Name ) const { - if( Name.empty() ) { return nullptr; } - + auto const loadname { ( Name.empty() ? "none" : Name ) }; TModel3d *loadmodel { nullptr }; // check if we don't have model override for this load type { - auto const lookup { LoadModelOverrides.find( Name ) }; + auto const lookup { LoadModelOverrides.find( loadname ) }; if( lookup != LoadModelOverrides.end() ) { loadmodel = TModelsManager::GetModel( asBaseDir + lookup->second, true ); // if the override was succesfully loaded call it a day @@ -6479,13 +6471,13 @@ TDynamicObject::LoadMMediaFile_mdload( std::string const &Name ) const { // regular routine if there's no override or it couldn't be loaded // try first specialized version of the load model, vehiclename_loadname { - auto const specializedloadfilename { asBaseDir + MoverParameters->TypeName + "_" + Name }; + auto const specializedloadfilename { asBaseDir + MoverParameters->TypeName + "_" + loadname }; loadmodel = TModelsManager::GetModel( specializedloadfilename, true, false ); if( loadmodel != nullptr ) { return loadmodel; } } // try generic version of the load model next, loadname { - auto const genericloadfilename { asBaseDir + Name }; + auto const genericloadfilename { asBaseDir + loadname }; loadmodel = TModelsManager::GetModel( genericloadfilename, true, false ); if( loadmodel != nullptr ) { return loadmodel; } } @@ -7622,10 +7614,9 @@ TDynamicObject::powertrain_sounds::render( TMoverParameters const &Vehicle, doub } } } - // inverter sounds if( Vehicle.EngineType == TEngineType::ElectricInductionMotor ) { - if( Vehicle.InverterFrequency > 0.1 ) { + if( Vehicle.InverterFrequency > 0.001 ) { volume = inverter.m_amplitudeoffset + inverter.m_amplitudefactor * std::sqrt( std::abs( Vehicle.eimv_pr) ); diff --git a/Globals.cpp b/Globals.cpp index 3ba864ec..925973eb 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -78,12 +78,6 @@ global_settings::ConfigParse(cParser &Parser) { Parser.getTokens(1, false); Parser >> iWindowHeight; - } - else if (token == "heightbase") - { - Parser.getTokens(1, false); - Parser >> fDistanceFactor; - fDistanceFactor = clamp( fDistanceFactor, 250.f, 10000.f ); // arbitrary limits to keep users from hurting themselves } else if (token == "targetfps") { @@ -94,6 +88,7 @@ global_settings::ConfigParse(cParser &Parser) { { Parser.getTokens(1); Parser >> BaseDrawRange; + BaseDrawRange = clamp( BaseDrawRange, 500.f, 5000.f ); // arbitrary limits to keep users from hurting themselves } else if (token == "fullscreen") { @@ -965,7 +960,6 @@ global_settings::export_as_text( std::ostream &Output ) const { export_as_text( Output, "fieldofview", FieldOfView ); export_as_text( Output, "width", iWindowWidth ); export_as_text( Output, "height", iWindowHeight ); - export_as_text( Output, "heightbase", fDistanceFactor ); export_as_text( Output, "targetfps", targetfps ); export_as_text( Output, "basedrawrange", BaseDrawRange ); export_as_text( Output, "fullscreen", bFullScreen ); diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index b3f5e224..fcac5162 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1569,6 +1569,7 @@ public: load_attributes LoadType; std::string LoadQuantity; // jednostki miary int LoadStatus = 0; //+1=trwa rozladunek,+2=trwa zaladunek,+4=zakończono,0=zaktualizowany model + bool LoadTypeChange{ false }; // indicates load type was changed double LastLoadChangeTime = 0.0; //raz (roz)ładowania #ifdef EU07_USEOLDDOORCODE bool DoorBlocked = false; //Czy jest blokada drzwi diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index a9034ebe..e8387e95 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -7988,6 +7988,7 @@ TMoverParameters::AssignLoad( std::string const &Name, float const Amount ) { if( Name.empty() ) { // empty the vehicle if requested + LoadTypeChange = ( LoadType.name != Name ); LoadType = load_attributes(); LoadAmount = 0.f; return true; @@ -7997,6 +7998,7 @@ TMoverParameters::AssignLoad( std::string const &Name, float const Amount ) { for( auto const &loadattributes : LoadAttributes ) { if( Name == loadattributes.name ) { + LoadTypeChange = ( LoadType.name != Name ); LoadType = loadattributes; LoadAmount = clamp( Amount, 0.f, MaxLoad ) ; ComputeMass(); diff --git a/driveruipanels.cpp b/driveruipanels.cpp index e5756a79..2074d091 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -907,6 +907,7 @@ debug_panel::update_section_engine( std::vector &Output ) { Output.emplace_back( parameters, Global.UITextColor ); } + Output.emplace_back( "Inverter:\n frequency: " + to_string( mover.InverterFrequency, 2 ), Global.UITextColor ); } // diesel engine data if( mover.EngineType == TEngineType::DieselEngine ) { diff --git a/version.h b/version.h index 1f91f01b..ebc36200 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 728 +#define VERSION_MINOR 731 #define VERSION_REVISION 0 From d13221b2703ae5ea0cd37376fcd4ad0f4d3ab58a Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 3 Aug 2020 16:49:01 +0200 Subject: [PATCH 144/153] reflection map fidelity level --- Globals.cpp | 10 +++- Globals.h | 7 ++- Timer.cpp | 6 +++ Timer.h | 1 + driveruipanels.cpp | 5 +- opengl33renderer.cpp | 125 ++++++++++++++++++++++++++++++++++++++----- openglrenderer.cpp | 117 ++++++++++++++++++++++++++++++++++++---- 7 files changed, 244 insertions(+), 27 deletions(-) diff --git a/Globals.cpp b/Globals.cpp index 925973eb..d0380273 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -447,7 +447,12 @@ global_settings::ConfigParse(cParser &Parser) { else if( token == "gfx.reflections.framerate" ) { auto const updatespersecond { std::abs( Parser.getToken() ) }; - ReflectionUpdateInterval = 1.0 / updatespersecond; + reflectiontune.update_interval = 1.0 / updatespersecond; + } + else if( token == "gfx.reflections.fidelity" ) { + Parser.getTokens( 1, false ); + Parser >> reflectiontune.fidelity; + reflectiontune.fidelity = clamp( reflectiontune.fidelity, 0, 2 ); } else if( token == "timespeed" ) { // przyspieszenie czasu, zmienna do testów @@ -1032,7 +1037,8 @@ global_settings::export_as_text( std::ostream &Output ) const { export_as_text( Output, "createswitchtrackbeds", CreateSwitchTrackbeds ); export_as_text( Output, "gfx.resource.sweep", ResourceSweep ); export_as_text( Output, "gfx.resource.move", ResourceMove ); - export_as_text( Output, "gfx.reflections.framerate", 1.0 / ReflectionUpdateInterval ); + export_as_text( Output, "gfx.reflections.framerate", 1.0 / reflectiontune.update_interval ); + export_as_text( Output, "gfx.reflections.fidelity", reflectiontune.fidelity ); export_as_text( Output, "timespeed", fTimeSpeed ); export_as_text( Output, "multisampling", iMultisampling ); export_as_text( Output, "latitude", fLatitudeDeg ); diff --git a/Globals.h b/Globals.h index d8c33631..75803bab 100644 --- a/Globals.h +++ b/Globals.h @@ -127,7 +127,12 @@ struct global_settings { unsigned int map_size{ 2048 }; float range{ 250.f }; } shadowtune; - double ReflectionUpdateInterval{ 300.0 }; + struct reflectiontune_t { + double update_interval{ 300.0 }; + int fidelity{ 0 }; // 0: sections, 1: +static models, 2: +vehicles + float range_instances{ 750.f }; + float range_vehicles{ 250.f }; + } reflectiontune; bool bUseVBO{ true }; // czy jest VBO w karcie graficznej (czy użyć) float AnisotropicFiltering{ 8.f }; // requested level of anisotropic filtering. TODO: move it to renderer object float FieldOfView{ 45.f }; // vertical field of view for the camera. TODO: move it to the renderer diff --git a/Timer.cpp b/Timer.cpp index fcd038a0..e0ed3f17 100644 --- a/Timer.cpp +++ b/Timer.cpp @@ -20,6 +20,7 @@ double fFPS{ 0.0f }; double fLastTime{ 0.0f }; DWORD dwFrames{ 0 }; double fSimulationTime{ 0.0 }; +double fRenderTime{ 0.0 }; double fSoundTimer{ 0.0 }; double fSinceStart{ 0.0 }; double override_delta = -1.0f; @@ -29,6 +30,10 @@ double GetTime() return fSimulationTime; } +double GetRenderTime() { + return fRenderTime; +} + double GetDeltaTime() { // czas symulacji (stoi gdy pauza) if (override_delta != -1.0f) @@ -67,6 +72,7 @@ void UpdateTimers(bool pause) fr = 1000000000; #endif DeltaRenderTime = double(count - oldCount) / double(fr); + fRenderTime += DeltaRenderTime; if (!pause) { DeltaTime = Global.fTimeSpeed * DeltaRenderTime; diff --git a/Timer.h b/Timer.h index b87e473b..b0f1870d 100644 --- a/Timer.h +++ b/Timer.h @@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/. namespace Timer { double GetTime(); +double GetRenderTime(); double GetDeltaTime(); double GetDeltaRenderTime(); diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 2074d091..d9d5e2be 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -572,7 +572,10 @@ debug_panel::render() { ImGui::Checkbox( "Debug Traction", &DebugTractionFlag ); } render_section( "Camera", m_cameralines ); - render_section( "Gfx Renderer", m_rendererlines ); + if( true == render_section( "Gfx Renderer", m_rendererlines ) ) { + // reflection fidelity + ImGui::SliderInt( ( to_string( Global.reflectiontune.fidelity ) + "###reflectionfidelity" ).c_str(), &Global.reflectiontune.fidelity, 0, 2, "Reflection fidelity" ); + } // toggles ImGui::Separator(); ImGui::Checkbox( "Debug Mode", &DebugModeFlag ); diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index 69f110a3..abb7a5d9 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -22,7 +22,8 @@ http://mozilla.org/MPL/2.0/. #include "application.h" #include "AnimModel.h" -int const EU07_PICKBUFFERSIZE{1024}; // size of (square) textures bound with the pick framebuffer +int const EU07_PICKBUFFERSIZE{ 1024 }; // size of (square) textures bound with the pick framebuffer +int const EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction auto const gammacorrection { glm::vec3( 2.2f ) }; @@ -1110,12 +1111,12 @@ bool opengl33_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float c // creates dynamic environment cubemap bool opengl33_renderer::Render_reflections(viewport_config &vp) { - if( Global.ReflectionUpdateInterval == 0 ) { return false; } + if( Global.reflectiontune.update_interval == 0 ) { return false; } - auto const timestamp{ Timer::GetTime() }; - if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdateInterval ) - && ( glm::length( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) { - // run update every 5+ mins of simulation time, or at least 1km from the last location + auto const timestamp{ Timer::GetRenderTime() }; + if( ( timestamp - m_environmentupdatetime < Global.reflectiontune.update_interval ) + && ( glm::length( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) { + // run update every 5+ mins of simulation time, or at least 1km from the last location return false; } m_environmentupdatetime = timestamp; @@ -2044,8 +2045,10 @@ void opengl33_renderer::Render(scene::basic_region *Region) } case rendermode::reflections: { - // for the time being reflections render only terrain geometry Render(std::begin(m_sectionqueue), std::end(m_sectionqueue)); + if( Global.reflectiontune.fidelity >= 1 ) { + Render(std::begin(m_cellqueue), std::end(m_cellqueue)); + } break; } case rendermode::pickcontrols: @@ -2120,6 +2123,7 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc case rendermode::shadows: case rendermode::pickscenery: { + // TBD, TODO: refactor into a method to reuse below? for (auto &cell : section->m_cells) { if ((true == cell.m_active) && (m_renderpass.pass_camera.visible(cell.m_area))) @@ -2131,6 +2135,19 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc break; } case rendermode::reflections: + { + // we can skip filling the cell queue if reflections pass isn't going to use it + if( Global.reflectiontune.fidelity == 0 ) { break; } + for (auto &cell : section->m_cells) + { + if ((true == cell.m_active) && (m_renderpass.pass_camera.visible(cell.m_area))) + { + // store visible cells with content as well as their current distance, for sorting later + m_cellqueue.emplace_back(glm::length2(m_renderpass.pass_camera.position() - cell.m_area.center), &cell); + } + } + break; + } case rendermode::pickcontrols: default: { @@ -2190,6 +2207,23 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite break; } + case rendermode::reflections: + { + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()}; + ::glTranslated(originoffset.x, originoffset.y, originoffset.z); + + // render + // opaque non-instanced shapes + for (auto const &shape : cell->m_shapesopaque) + Render(shape, false); + + // post-render cleanup + ::glPopMatrix(); + + break; + } case rendermode::shadows: { // since all shapes of the section share center point we can optimize out a few calls here @@ -2232,7 +2266,6 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite ::glPopMatrix(); break; } - case rendermode::reflections: case rendermode::pickcontrols: default: { @@ -2251,8 +2284,9 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite switch (m_renderpass.draw_mode) { case rendermode::color: - case rendermode::shadows: + case rendermode::shadows: { + // TBD, TODO: refactor in to a method to reuse in branch below? // opaque parts of instanced models for (auto *instance : cell->m_instancesopaque) { @@ -2268,7 +2302,25 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite } break; } - case rendermode::pickscenery: + case rendermode::reflections: + { + if( Global.reflectiontune.fidelity >= 1 ) { + // opaque parts of instanced models + for( auto *instance : cell->m_instancesopaque ) { + Render( instance ); + } + } + if( Global.reflectiontune.fidelity >= 2 ) { + // opaque parts of vehicles + for( auto *path : cell->m_paths ) { + for( auto *dynamic : path->Dynamics ) { + Render( dynamic ); + } + } + } + break; + } + case rendermode::pickscenery: { // opaque parts of instanced models // same procedure like with regular render, but each node receives custom colour used for picking @@ -2280,7 +2332,6 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite // vehicles aren't included in scenery picking for the time being break; } - case rendermode::reflections: case rendermode::pickcontrols: default: { @@ -2333,6 +2384,19 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; break; } + case rendermode::reflections: + { + // reflection mode draws simplified version of the shapes, by artificially increasing view range + distancesquared = + // TBD, TODO: bind offset value with setting variable? + ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET ) + + glm::length2( ( data.area.center - m_renderpass.pass_camera.position() ) ); +/* + // TBD: take into account distance multipliers? + / Global.fDistanceFactor; +*/ + break; + } default: { distancesquared = glm::length2((data.area.center - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; @@ -2385,6 +2449,20 @@ void opengl33_renderer::Render(TAnimModel *Instance) distancesquared = glm::length2((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; break; } + case rendermode::reflections: + { + // reflection mode draws simplified version of the shapes, by artificially increasing view range + // it also ignores zoom settings and distance multipliers + // TBD: take into account distance multipliers? + distancesquared = glm::length2((Instance->location() - m_renderpass.pass_camera.position())) /* / Global.fDistanceFactor */; + // NOTE: arbitrary draw range limit + if( distancesquared > Global.reflectiontune.range_instances * Global.reflectiontune.range_instances ) { + return; + } + // TBD, TODO: bind offset value with setting variable? + distancesquared += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET ); + break; + } default: { distancesquared = glm::length2((Instance->location() - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; @@ -2460,6 +2538,24 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) } break; } + case rendermode::reflections: + { + // reflection mode draws simplified version of the shapes, by artificially increasing view range + // it also ignores zoom settings and distance multipliers + squaredistance = + std::max( + 100.f * 100.f, + // TBD: take into account distance multipliers? + glm::length2( glm::vec3{ originoffset } ) /* / Global.fDistanceFactor */ ); + // NOTE: arbitrary draw range limit + if( squaredistance > Global.reflectiontune.range_vehicles * Global.reflectiontune.range_vehicles ) { + return false; + } + // TBD, TODO: bind offset value with setting variable? + // NOTE: combined 'squared' distance doesn't equal actual squared (distance + offset) but, eh + squaredistance += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET ); + break; + } default: { squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor); @@ -2467,7 +2563,11 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) break; } } - + // crude way to reject early items too far to affect the output (mostly relevant for shadow and reflection passes) + auto const drawdistancethreshold{ m_renderpass.draw_range + 250 }; + if( squaredistance > drawdistancethreshold * drawdistancethreshold ) { + return false; + } // second stage visibility cull, reject vehicles too far away to be noticeable auto const squareradius{ Dynamic->radius() * Dynamic->radius() }; Dynamic->renderme = ( squareradius * Global.ZoomFactor / squaredistance > 0.003 * 0.003 ); @@ -2493,6 +2593,7 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic) { case rendermode::color: + case rendermode::reflections: { if (Dynamic->fShade > 0.0f) { diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 0513bed1..601ee9a7 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -26,6 +26,7 @@ http://mozilla.org/MPL/2.0/. int const EU07_PICKBUFFERSIZE { 1024 }; // size of (square) textures bound with the pick framebuffer int const EU07_ENVIRONMENTBUFFERSIZE { 256 }; // size of (square) environmental cube map texture +int const EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction float const EU07_OPACITYDEFAULT { 0.5f }; @@ -871,10 +872,10 @@ bool opengl_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float con bool opengl_renderer::Render_reflections() { - if( Global.ReflectionUpdateInterval == 0 ) { return false; } + if( Global.reflectiontune.update_interval == 0 ) { return false; } - auto const timestamp { Timer::GetTime() }; - if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdateInterval ) + auto const timestamp { Timer::GetRenderTime() }; + if( ( timestamp - m_environmentupdatetime < Global.reflectiontune.update_interval ) && ( glm::length( m_renderpass.camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) { // run update every 5+ mins of simulation time, or at least 1km from the last location return false; @@ -1847,8 +1848,10 @@ opengl_renderer::Render( scene::basic_region *Region ) { break; } case rendermode::reflections: { - // for the time being reflections render only terrain geometry Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) ); + if( Global.reflectiontune.fidelity >= 1 ) { + Render(std::begin(m_cellqueue), std::end(m_cellqueue)); + } break; } case rendermode::pickcontrols: @@ -1918,6 +1921,7 @@ opengl_renderer::Render( section_sequence::iterator First, section_sequence::ite case rendermode::shadows: case rendermode::cabshadows: case rendermode::pickscenery: { + // TBD, TODO: refactor into a method to reuse below? for( auto &cell : section->m_cells ) { if( ( true == cell.m_active ) && ( m_renderpass.camera.visible( cell.m_area ) ) ) { @@ -1929,7 +1933,17 @@ opengl_renderer::Render( section_sequence::iterator First, section_sequence::ite } break; } - case rendermode::reflections: + case rendermode::reflections: { + // we can skip filling the cell queue if reflections pass isn't going to use it + if( Global.reflectiontune.fidelity == 0 ) { break; } + for( auto &cell : section->m_cells ) { + if( ( true == cell.m_active ) && ( m_renderpass.camera.visible( cell.m_area ) ) ) { + // store visible cells with content as well as their current distance, for sorting later + m_cellqueue.emplace_back( glm::length2( m_renderpass.camera.position() - cell.m_area.center ), &cell ); + } + } + break; + } case rendermode::pickcontrols: default: { break; @@ -2011,6 +2025,22 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator break; } + case rendermode::reflections: + { + // since all shapes of the section share center point we can optimize out a few calls here + ::glPushMatrix(); + auto const originoffset{ cell->m_area.center - m_renderpass.camera.position() }; + ::glTranslated( originoffset.x, originoffset.y, originoffset.z ); + + // render + // opaque non-instanced shapes + for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } + + // post-render cleanup + ::glPopMatrix(); + + break; + } case rendermode::shadows: { // since all shapes of the section share center point we can optimize out a few calls here ::glPushMatrix(); @@ -2019,7 +2049,9 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator // render // opaque non-instanced shapes - for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } + for( auto const &shape : cell->m_shapesopaque ) { + Render( shape, false ); + } // tracks Render( std::begin( cell->m_paths ), std::end( cell->m_paths ) ); @@ -2036,7 +2068,9 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator // render // opaque non-instanced shapes - for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); } + for( auto const &shape : cell->m_shapesopaque ) { + Render( shape, false ); + } // NOTE: tracks aren't likely to cast shadows into the cab, so we skip them in this pass // post-render cleanup @@ -2066,7 +2100,6 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator break; } - case rendermode::reflections: case rendermode::pickcontrols: default: { break; @@ -2084,8 +2117,11 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator case rendermode::color: case rendermode::shadows: case rendermode::cabshadows: { + // TBD, TODO: refactor in to a method to reuse in branch below? // opaque parts of instanced models - for( auto *instance : cell->m_instancesopaque ) { Render( instance ); } + for( auto *instance : cell->m_instancesopaque ) { + Render( instance ); + } // opaque parts of vehicles for( auto *path : cell->m_paths ) { for( auto *dynamic : path->Dynamics ) { @@ -2105,6 +2141,23 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator } break; } + case rendermode::reflections: { + if( Global.reflectiontune.fidelity >= 1 ) { + // opaque parts of instanced models + for( auto *instance : cell->m_instancesopaque ) { + Render( instance ); + } + } + if( Global.reflectiontune.fidelity >= 2 ) { + // opaque parts of vehicles + for( auto *path : cell->m_paths ) { + for( auto *dynamic : path->Dynamics ) { + Render( dynamic ); + } + } + } + break; + } case rendermode::pickscenery: { // opaque parts of instanced models // same procedure like with regular render, but each node receives custom colour used for picking @@ -2123,7 +2176,6 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator // vehicles aren't included in scenery picking for the time being break; } - case rendermode::reflections: case rendermode::pickcontrols: default: { break; @@ -2180,6 +2232,15 @@ opengl_renderer::Render( scene::shape_node const &Shape, bool const Ignorerange distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor; break; } + case rendermode::reflections: { + // reflection mode draws simplified version of the shapes, by artificially increasing view range + distancesquared = + // TBD, TODO: bind offset value with setting variable? + ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET ) + // TBD: take into account distance multipliers? + + glm::length2( ( data.area.center - m_renderpass.camera.position() ) ) /* / Global.fDistanceFactor */; + break; + } default: { distancesquared = glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; break; @@ -2235,6 +2296,19 @@ opengl_renderer::Render( TAnimModel *Instance ) { distancesquared = glm::length2((Instance->location() - m_renderpass.camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; break; } + case rendermode::reflections: { + // reflection mode draws simplified version of the shapes, by artificially increasing view range + // it also ignores zoom settings and distance multipliers + // TBD: take into account distance multipliers? + distancesquared = glm::length2( ( Instance->location() - m_renderpass.camera.position() ) ) /* / Global.fDistanceFactor */; + // NOTE: arbitrary draw range limit + if( distancesquared > Global.reflectiontune.range_instances * Global.reflectiontune.range_instances ) { + return; + } + // TBD, TODO: bind offset value with setting variable? + distancesquared += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET ); + break; + } default: { distancesquared = glm::length2((Instance->location() - m_renderpass.camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; break; @@ -2308,13 +2382,34 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) { squaredistance = std::max( 100.f * 100.f, squaredistance ); break; } + case rendermode::reflections: { + // reflection mode draws simplified version of the shapes, by artificially increasing view range + // it also ignores zoom settings and distance multipliers + squaredistance = + std::max( + 100.f * 100.f, + // TBD: take into account distance multipliers? + glm::length2( glm::vec3{ originoffset } ) /* / Global.fDistanceFactor */ ); + // NOTE: arbitrary draw range limit + if( squaredistance > Global.reflectiontune.range_vehicles * Global.reflectiontune.range_vehicles ) { + return false; + } + // TBD, TODO: bind offset value with setting variable? + // NOTE: combined 'squared' distance doesn't equal actual squared (distance + offset) but, eh + squaredistance += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET ); + break; + } default: { squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ); // TODO: filter out small details based on fidelity setting break; } } - + // crude way to reject early items too far to affect the output (mostly relevant for shadow and reflection passes) + auto const drawdistancethreshold{ m_renderpass.draw_range + 250 }; + if( squaredistance > drawdistancethreshold * drawdistancethreshold ) { + return false; + } // second stage visibility cull, reject vehicles too far away to be noticeable Dynamic->renderme = ( Dynamic->radius() * Global.ZoomFactor / std::sqrt( squaredistance ) > 0.003 ); if( false == Dynamic->renderme ) { From 3e1f4aa7bf79f95d68edd702dfcfb99a99586ee5 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Mon, 3 Aug 2020 16:49:21 +0200 Subject: [PATCH 145/153] compartment map cab control logic fix --- Train.cpp | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) diff --git a/Train.cpp b/Train.cpp index e214ece2..b5b255a2 100644 --- a/Train.cpp +++ b/Train.cpp @@ -4516,6 +4516,12 @@ void TTrain::OnCommand_compartmentlightsenable( TTrain *Train, command_data cons if( Command.action == GLFW_PRESS ) { Train->mvOccupied->CompartmentLightsSwitch( true ); + if( Train->m_controlmapper.contains( "compartmentlights_sw:" ) ) { + auto const istoggle{ ( static_cast( Train->ggCompartmentLightsButton.type() ) & static_cast( TGaugeType::toggle ) ) != 0 }; + if( istoggle ) { + Train->mvOccupied->CompartmentLightsSwitchOff( false ); + } + } // visual feedback if( Train->m_controlmapper.contains( "compartmentlights_sw:" ) ) { Train->ggCompartmentLightsButton.UpdateValue( 1.0f, Train->dsbSwitch ); @@ -4543,6 +4549,13 @@ void TTrain::OnCommand_compartmentlightsenable( TTrain *Train, command_data cons void TTrain::OnCommand_compartmentlightsdisable( TTrain *Train, command_data const &Command ) { if( Command.action == GLFW_PRESS ) { + Train->mvOccupied->CompartmentLightsSwitchOff( true ); + if( Train->m_controlmapper.contains( "compartmentlights_sw:" ) ) { + auto const istoggle{ ( static_cast( Train->ggCompartmentLightsButton.type() ) & static_cast( TGaugeType::toggle ) ) != 0 }; + if( istoggle ) { + Train->mvOccupied->CompartmentLightsSwitch( false ); + } + } // visual feedback if( Train->m_controlmapper.contains( "compartmentlights_sw:" ) ) { Train->ggCompartmentLightsButton.UpdateValue( 0.0f, Train->dsbSwitch ); @@ -4550,8 +4563,6 @@ void TTrain::OnCommand_compartmentlightsdisable( TTrain *Train, command_data con if( Train->m_controlmapper.contains( "compartmentlightsoff_sw:" ) ) { Train->ggCompartmentLightsOffButton.UpdateValue( 1.0f, Train->dsbSwitch ); } - - Train->mvOccupied->CompartmentLightsSwitchOff( true ); } else if( Command.action == GLFW_RELEASE ) { if( Train->m_controlmapper.contains( "compartmentlights_sw:" ) ) { From 82ebe1ab4ac6870559f7b2e3b8f02bfc4462e5b4 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 11 Aug 2020 17:03:28 +0200 Subject: [PATCH 146/153] build 200806. configurable power transfer coupling type, train passenger information system announcement chime, getvalues event crash fix --- Driver.cpp | 2 +- DynObj.cpp | 17 ++++++++-- DynObj.h | 4 ++- Event.cpp | 4 +++ McZapkie/MOVER.h | 1 + McZapkie/Mover.cpp | 78 ++++++++++++++++------------------------------ version.h | 2 +- 7 files changed, 50 insertions(+), 58 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 855ad07c..236cf6ac 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1013,7 +1013,7 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // TODO: remove the check once the station system is in place if( m_lastexchangestop != asNextStop ) { auto const platformside = static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10; - auto const exchangetime = simulation::Station.update_load( pVehicles[ 0 ], TrainParams, platformside ); + auto const exchangetime = simulation::Station.update_load( pVehicles[ end::front ], TrainParams, platformside ); WaitingSet( exchangetime ); // announce the stop name while at it announce( announcement_t::current ); diff --git a/DynObj.cpp b/DynObj.cpp index 3bf127a7..98e8b5e9 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -5862,7 +5862,8 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co { "near_stop:", announcement_t::approaching }, { "stop:", announcement_t::current }, { "next_stop:", announcement_t::next }, - { "destination:", announcement_t::destination } }; + { "destination:", announcement_t::destination }, + { "chime:", announcement_t::chime } }; while( ( ( token = parser.getToken() ) != "" ) && ( token != "}" ) ) { if( token.back() == ':' ) { @@ -7050,7 +7051,7 @@ material_handle TDynamicObject::DestinationFind( std::string Destination ) { return destinationhandle; } -void TDynamicObject::announce( announcement_t const Announcement ) { +void TDynamicObject::announce( announcement_t const Announcement, bool const Chime ) { if( m_speakers.empty() ) { return; } @@ -7061,6 +7062,7 @@ void TDynamicObject::announce( announcement_t const Announcement ) { if( driver == nullptr ) { return; } auto const &timetable { driver->TrainTimetable() }; + auto playchime { Chime }; if( m_announcements[ static_cast( Announcement ) ].empty() ) { goto followup; @@ -7089,6 +7091,15 @@ void TDynamicObject::announce( announcement_t const Announcement ) { if( stopnamesound.empty() ) { goto followup; } + // potentially precede the announcement with a chime... + if( ( true == playchime ) + && ( false == m_announcements[ static_cast( announcement_t::chime ) ].empty() ) ) { + for( auto &speaker : m_speakers ) { + speaker.announcement_queue.emplace_back( m_announcements[ static_cast( announcement_t::chime ) ] ); + } + playchime = false; + } + // ...then play the announcement itself for( auto &speaker : m_speakers ) { speaker.announcement_queue.emplace_back( m_announcements[ static_cast( Announcement ) ] ); speaker.announcement_queue.emplace_back( stopnamesound ); @@ -7097,7 +7108,7 @@ void TDynamicObject::announce( announcement_t const Announcement ) { followup: // potentially follow up with another announcement if( Announcement == announcement_t::next ) { - announce( announcement_t::destination ); + announce( announcement_t::destination, playchime ); } } diff --git a/DynObj.h b/DynObj.h index 3d41260d..e50944c0 100644 --- a/DynObj.h +++ b/DynObj.h @@ -156,6 +156,7 @@ enum class announcement_t : int { current, next, destination, + chime, end }; @@ -720,7 +721,8 @@ private: void OverheadTrack(float o); glm::dvec3 get_future_movement() const; void move_set(double distance); - void announce( announcement_t const Announcement ); + // playes specified announcement, potentially preceding it with a chime + void announce( announcement_t const Announcement, bool const Chime = true ); double MED[9][8]; // lista zmiennych do debugowania hamulca ED static std::string const MED_labels[ 8 ]; diff --git a/Event.cpp b/Event.cpp index 47efa8cb..98b99963 100644 --- a/Event.cpp +++ b/Event.cpp @@ -567,6 +567,10 @@ getvalues_event::init() { m_passive = true; } } + if( m_targets.empty() ) { + m_ignored = true; + return; + } // NOTE: GetValues retrieves data only from first specified memory cell // TBD, TODO: allow retrieval from more than one cell? m_input.data_source = m_targets.front(); diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index fcac5162..f37b77b6 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -699,6 +699,7 @@ struct TCoupling { int AutomaticCouplingFlag = coupling::coupler; int AllowedFlag = ( coupling::coupler | coupling::brakehose ); //Ra: maska dostępnych int PowerFlag = ( coupling::power110v | coupling::power24v ); + int PowerCoupling = coupling::permanent; // type of coupling required for power transfer /*zmienne*/ bool AutomaticCouplingAllowed { true }; // whether automatic coupling can be currently performed int CouplingFlag = 0; /*0 - wirtualnie, 1 - sprzegi, 2 - pneumatycznie, 4 - sterowanie, 8 - kabel mocy*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index e8387e95..a6519f3f 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -1649,13 +1649,13 @@ void TMoverParameters::PowerCouplersCheck( double const Deltatime, coupling cons } case coupling::power110v: { - oppositecouplingispresent = ( ( oppositecoupler.CouplingFlag & coupling::permanent ) != 0 ) && ( ( oppositecoupler.PowerFlag & coupling::power110v ) != 0 ); + oppositecouplingispresent = ( TestFlag( oppositecoupler.CouplingFlag, oppositecoupler.PowerCoupling ) ) && ( ( oppositecoupler.PowerFlag & coupling::power110v ) != 0 ); localpowerexportisenabled = ( oppositecouplingispresent ); break; } case coupling::power24v: { - oppositecouplingispresent = ( ( oppositecoupler.CouplingFlag & coupling::permanent ) != 0 ) && ( ( oppositecoupler.PowerFlag & coupling::power24v ) != 0 ); + oppositecouplingispresent = ( TestFlag( oppositecoupler.CouplingFlag, oppositecoupler.PowerCoupling ) ) && ( ( oppositecoupler.PowerFlag & coupling::power24v ) != 0 ); localpowerexportisenabled = ( oppositecouplingispresent ); break; } @@ -8530,59 +8530,32 @@ std::string TMoverParameters::EngineDescription(int what) const // ************************************************************************************************* double TMoverParameters::GetTrainsetVoltage( int const Coupling ) const {//ABu: funkcja zwracajaca napiecie dla calego skladu, przydatna dla EZT - // TBD, TODO: roll into a loop, call once per vehicle update, return cached results? - auto frontvoltage { 0.0 }; - if( Couplers[ end::front ].Connected != nullptr ) { - auto const frontcouplingflag { - Couplers[ end::front ].CouplingFlag - | ( ( Couplers[ end::front ].CouplingFlag & coupling::permanent ) != 0 ? - Couplers[ end::front ].PowerFlag : + // TBD, TODO: call once per vehicle update, return cached results? + double voltages[] = { 0.0, 0.0 }; + for( int end = end::front; end <= end::rear; ++end ) { + if( Couplers[ end ].Connected == nullptr ) { + continue; + } + auto const &coupler { Couplers[ end ] }; + auto const fullcoupling { + coupler.CouplingFlag + | ( TestFlag( coupler.CouplingFlag, coupler.PowerCoupling ) ? + coupler.PowerFlag : 0 ) }; - if( ( frontcouplingflag & Coupling ) != 0 ) { - auto *connectedpowercoupling = ( - ( Coupling & ( coupling::highvoltage | coupling::heating ) ) != 0 ? &Couplers[ end::front ].Connected->Couplers[ Couplers[ end::front ].ConnectedNr ].power_high : - ( Coupling & coupling::power110v ) != 0 ? &Couplers[ end::front ].Connected->Couplers[ Couplers[ end::front ].ConnectedNr ].power_110v : - ( Coupling & coupling::power24v ) != 0 ? &Couplers[ end::front ].Connected->Couplers[ Couplers[ end::front ].ConnectedNr ].power_24v : - nullptr ); - if( ( connectedpowercoupling != nullptr ) - && ( connectedpowercoupling->is_live ) ) { - frontvoltage = connectedpowercoupling->voltage; - } + if( ( fullcoupling & Coupling ) == 0 ) { + continue; + } + auto *connectedpowercoupling = ( + ( Coupling & ( coupling::highvoltage | coupling::heating ) ) != 0 ? &coupler.Connected->Couplers[ coupler.ConnectedNr ].power_high : + ( Coupling & coupling::power110v ) != 0 ? &coupler.Connected->Couplers[ coupler.ConnectedNr ].power_110v : + ( Coupling & coupling::power24v ) != 0 ? &coupler.Connected->Couplers[ coupler.ConnectedNr ].power_24v : + nullptr ); + if( ( connectedpowercoupling != nullptr ) + && ( connectedpowercoupling->is_live ) ) { + voltages[ end ] = connectedpowercoupling->voltage; } } - auto rearvoltage{ 0.0 }; - if( Couplers[ end::rear ].Connected != nullptr ) { - auto const rearcouplingflag { - Couplers[ end::rear ].CouplingFlag - | ( ( Couplers[ end::rear ].CouplingFlag & coupling::permanent ) != 0 ? - Couplers[ end::rear ].PowerFlag : - 0 ) }; - if( ( rearcouplingflag & Coupling ) != 0 ) { - auto *connectedpowercoupling = ( - ( Coupling & ( coupling::highvoltage | coupling::heating ) ) != 0 ? &Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_high : - ( Coupling & coupling::power110v ) != 0 ? &Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_110v : - ( Coupling & coupling::power24v ) != 0 ? &Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_24v : - nullptr ); - if( ( connectedpowercoupling != nullptr ) - && ( connectedpowercoupling->is_live ) ) { - rearvoltage = connectedpowercoupling->voltage; - } - } - } - return std::max( frontvoltage, rearvoltage ); -/* - return std::max( - ( ( ( Couplers[end::front].Connected ) - && ( Couplers[ end::front ].Connected->Couplers[ Couplers[ end::front ].ConnectedNr ].power_high.is_live ) - && ( ( Couplers[ end::front ].CouplingFlag & Coupling ) != 0 ) ) ? - Couplers[end::front].Connected->Couplers[ Couplers[end::front].ConnectedNr ].power_high.voltage : - 0.0 ), - ( ( ( Couplers[end::rear].Connected ) - && ( Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_high.is_live ) - && ( ( Couplers[ end::rear ].CouplingFlag & Coupling ) != 0 ) ) ? - Couplers[ end::rear ].Connected->Couplers[ Couplers[ end::rear ].ConnectedNr ].power_high.voltage : - 0.0 ) ); -*/ + return std::max( voltages[ end::front ], voltages[ end::rear ] ); } double TMoverParameters::GetTrainsetHighVoltage() const { @@ -9924,6 +9897,7 @@ void TMoverParameters::LoadFIZ_BuffCoupl( std::string const &line, int const Ind if( coupler->AllowedFlag < 0 ) { coupler->AllowedFlag = ( ( -coupler->AllowedFlag ) | coupling::permanent ); } + extract_value( coupler->PowerCoupling, "PowerCoupling", line, "" ); extract_value( coupler->PowerFlag, "PowerFlag", line, "" ); extract_value( coupler->control_type, "ControlType", line, "" ); diff --git a/version.h b/version.h index ebc36200..b192cd9c 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 731 +#define VERSION_MINOR 806 #define VERSION_REVISION 0 From 54b648fb5ba7134ecb57c92a7750ed794dd6ad7d Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 12 Aug 2020 20:57:57 +0200 Subject: [PATCH 147/153] shader reflection color calculation tweak --- shaders/conversion.glsl | 108 +++++++++ shaders/light_common.glsl | 32 ++- shaders/mat_sunlessnormalmap.frag | 236 ++++++++++--------- shaders/mat_sunlessnormalmap_specgloss.frag | 246 +++++++++++--------- 4 files changed, 386 insertions(+), 236 deletions(-) create mode 100644 shaders/conversion.glsl diff --git a/shaders/conversion.glsl b/shaders/conversion.glsl new file mode 100644 index 00000000..b6b6a3b1 --- /dev/null +++ b/shaders/conversion.glsl @@ -0,0 +1,108 @@ +vec3 rgb2yuv(vec3 input) +{ + return + clamp( + vec3( + (0.257 * input.r) + (0.504 * input.g) + (0.098 * input.b) + 0.0625, + -(0.148 * input.r) - (0.291 * input.g) + (0.439 * input.b) + 0.5, + (0.439 * input.r) - (0.368 * input.g) - (0.071 * input.b) + 0.5 ), + 0.0, 1.0); +} + +vec3 yuv2rgb(vec3 input) +{ + input -= vec3(0.0625, 0.5, 0.5); + return + clamp( + vec3( + (1.164 * input.r) + (1.596 * input.b), + (1.164 * input.r) - (0.391 * input.g) - (0.813 * input.b), + (1.164 * input.r) + (2.018 * input.g) ), + 0.0, 1.0); +} + +vec3 rgb2hsl( vec3 col ) +{ + float red = col.r; + float green = col.g; + float blue = col.b; + + float minc = min( col.r, min( col.g, col.b )); + float maxc = max( col.r, max( col.g, col.b )); + float delta = maxc - minc; + + float lum = (minc + maxc) * 0.5; + float sat = 0.0; + float hue = 0.0; + + if (lum > 0.0 && lum < 1.0) { + float mul = (lum < 0.5) ? (lum) : (1.0-lum); + sat = delta / (mul * 2.0); + } + + vec3 masks = vec3( + (maxc == red && maxc != green) ? 1.0 : 0.0, + (maxc == green && maxc != blue) ? 1.0 : 0.0, + (maxc == blue && maxc != red) ? 1.0 : 0.0 + ); + + vec3 adds = vec3( + ((green - blue ) / delta), + 2.0 + ((blue - red ) / delta), + 4.0 + ((red - green) / delta) + ); + + float deltaGtz = (delta > 0.0) ? 1.0 : 0.0; + + hue += dot( adds, masks ); + hue *= deltaGtz; + hue /= 6.0; + + if (hue < 0.0) + hue += 1.0; + + return vec3( hue, sat, lum ); +} + +vec3 hsl2rgb( vec3 col ) +{ + const float onethird = 1.0 / 3.0; + const float twothird = 2.0 / 3.0; + const float rcpsixth = 6.0; + + float hue = col.x; + float sat = col.y; + float lum = col.z; + + vec3 xt = vec3( + rcpsixth * (hue - twothird), + 0.0, + rcpsixth * (1.0 - hue) + ); + + if (hue < twothird) { + xt.r = 0.0; + xt.g = rcpsixth * (twothird - hue); + xt.b = rcpsixth * (hue - onethird); + } + + if (hue < onethird) { + xt.r = rcpsixth * (onethird - hue); + xt.g = rcpsixth * hue; + xt.b = 0.0; + } + + xt = min( xt, 1.0 ); + + float sat2 = 2.0 * sat; + float satinv = 1.0 - sat; + float luminv = 1.0 - lum; + float lum2m1 = (2.0 * lum) - 1.0; + vec3 ct = (sat2 * xt) + satinv; + + vec3 rgb; + if (lum >= 0.5) { rgb = (luminv * ct) + lum2m1; } + else { rgb = lum * ct; } + + return rgb; +} diff --git a/shaders/light_common.glsl b/shaders/light_common.glsl index 02b27bc2..79b8ce1e 100644 --- a/shaders/light_common.glsl +++ b/shaders/light_common.glsl @@ -5,6 +5,10 @@ uniform sampler2DArrayShadow shadowmap; uniform sampler2D headlightmap; #include +#include + +float glossiness = 1.0; +bool metalic = false; float length2(vec3 v) { @@ -42,9 +46,6 @@ float calc_shadow() #endif } -float glossiness = 1.0; -// [0] - diffuse, [1] - specular -// do magic here vec2 calc_light(vec3 light_dir, vec3 fragnormal) { vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); @@ -107,19 +108,31 @@ vec2 calc_headlights(light_s light, vec3 fragnormal) return part * atten * lightintensity; } - bool metalic = false; - +// [0] - diffuse, [1] - specular +// do magic here vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) { - fragcolor *= param[1].x; - - vec3 emissioncolor = param[0].rgb * emission; + vec3 basecolor = param[0].rgb; + + fragcolor *= basecolor; + + vec3 emissioncolor = basecolor * emission; vec3 envcolor = envmap_color(fragnormal); +// yuv path + vec3 texturecoloryuv = rgb2yuv(texturecolor); + vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb)); +// hsl path +// vec3 texturecolorhsl = rgb2hsl(texturecolor); +// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5)); + + vec3 envyuv = rgb2yuv(envcolor); + texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity); + if(lights_count == 0U) return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; -// fragcolor *= lights[0].intensity; +// fragcolor *= lights[0].intensity; vec2 sunlight = calc_dir_light(lights[0], fragnormal); float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; @@ -153,6 +166,7 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl } fragcolor += emissioncolor; vec3 specularcolor = specularamount * lights[0].color; + if ((param[1].w < 0.0) || (metalic == true)) { fragcolor += specularcolor; diff --git a/shaders/mat_sunlessnormalmap.frag b/shaders/mat_sunlessnormalmap.frag index 361b00db..4f4e3bd8 100644 --- a/shaders/mat_sunlessnormalmap.frag +++ b/shaders/mat_sunlessnormalmap.frag @@ -1,111 +1,125 @@ -in vec3 f_normal; -in vec2 f_coord; -in vec4 f_pos; -in mat3 f_tbn; - -in vec4 f_clip_pos; -in vec4 f_clip_future_pos; - -#include - -layout(location = 0) out vec4 out_color; -#if MOTIONBLUR_ENABLED -layout(location = 1) out vec4 out_motion; -#endif - -#param (color, 0, 0, 4, diffuse) -#param (diffuse, 1, 0, 1, diffuse) -#param (specular, 1, 1, 1, specular) -#param (reflection, 1, 2, 1, zero) -#param (glossiness, 1, 3, 1, glossiness) - -#texture (diffuse, 0, sRGB_A) -uniform sampler2D diffuse; - -#texture (normalmap, 1, RGBA) -uniform sampler2D normalmap; - -#define NORMALMAP -#include -#include -#include - -vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) -{ - vec3 emissioncolor = param[0].rgb * emission; - vec3 envcolor = envmap_color(fragnormal); - - if(lights_count == 0U) - return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; - - vec2 sunlight = calc_dir_light(lights[0], fragnormal); - - float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; - fragcolor += envcolor * reflectivity; - float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity; - glossiness = abs(param[1].w); - - for (uint i = 1U; i < lights_count; i++) - { - light_s light = lights[i]; - vec2 part = vec2(0.0); - -// if (light.type == LIGHT_SPOT) -// part = calc_spot_light(light, fragnormal); -// else if (light.type == LIGHT_POINT) -// part = calc_point_light(light, fragnormal); -// else if (light.type == LIGHT_DIR) -// part = calc_dir_light(light, fragnormal); -// else if (light.type == LIGHT_HEADLIGHTS) - part = calc_headlights(light, fragnormal); - - fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; - } - - if (shadowtone < 1.0) - { - float shadow = calc_shadow(); - specularamount *= clamp(1.0 - shadow, 0.0, 1.0); - fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); - } - fragcolor += emissioncolor; - fragcolor *= texturecolor; - - return fragcolor; -} - -void main() -{ - vec4 tex_color = texture(diffuse, f_coord); - - bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); - if(alphatestfail) - discard; -// if (tex_color.a < opacity) -// discard; - - vec3 fragcolor = ambient; - - vec3 normal; - normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0); - normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); - vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); - float reflectivity = param[1].z * texture(normalmap, f_coord).a; - float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; - - fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); - vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); -#if POSTFX_ENABLED - out_color = color; -#else - out_color = tonemap(color); -#endif -#if MOTIONBLUR_ENABLED - { - vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; - vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; - - out_motion = vec4(a - b, 0.0f, 0.0f); - } -#endif -} +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, zero) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (normalmap, 1, RGBA) +uniform sampler2D normalmap; + +#define NORMALMAP +#include +#include +#include + +vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) +{ + vec3 basecolor = param[0].rgb; + + fragcolor *= basecolor; + + vec3 emissioncolor = basecolor * emission; + vec3 envcolor = envmap_color(fragnormal); + +// yuv path + vec3 texturecoloryuv = rgb2yuv(texturecolor); + vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb)); +// hsl path +// vec3 texturecolorhsl = rgb2hsl(texturecolor); +// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5)); + + vec3 envyuv = rgb2yuv(envcolor); + texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity); + + if(lights_count == 0U) + return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; + + vec2 sunlight = calc_dir_light(lights[0], fragnormal); + + float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; + fragcolor += envcolor * reflectivity; + float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity; + glossiness = abs(param[1].w); + + for (uint i = 1U; i < lights_count; i++) + { + light_s light = lights[i]; + vec2 part = vec2(0.0); + +// if (light.type == LIGHT_SPOT) +// part = calc_spot_light(light, fragnormal); +// else if (light.type == LIGHT_POINT) +// part = calc_point_light(light, fragnormal); +// else if (light.type == LIGHT_DIR) +// part = calc_dir_light(light, fragnormal); +// else if (light.type == LIGHT_HEADLIGHTS) + part = calc_headlights(light, fragnormal); + + fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; + } + + if (shadowtone < 1.0) + { + float shadow = calc_shadow(); + specularamount *= clamp(1.0 - shadow, 0.0, 1.0); + fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); + } + fragcolor += emissioncolor; + fragcolor *= texturecolor; + + return fragcolor; +} + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, f_coord).a; + float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + + fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} diff --git a/shaders/mat_sunlessnormalmap_specgloss.frag b/shaders/mat_sunlessnormalmap_specgloss.frag index f3b6af1b..ca84c346 100644 --- a/shaders/mat_sunlessnormalmap_specgloss.frag +++ b/shaders/mat_sunlessnormalmap_specgloss.frag @@ -1,116 +1,130 @@ -in vec3 f_normal; -in vec2 f_coord; -in vec4 f_pos; -in mat3 f_tbn; - -in vec4 f_clip_pos; -in vec4 f_clip_future_pos; - -#include - -layout(location = 0) out vec4 out_color; -#if MOTIONBLUR_ENABLED -layout(location = 1) out vec4 out_motion; -#endif - -#param (color, 0, 0, 4, diffuse) -#param (diffuse, 1, 0, 1, diffuse) -#param (specular, 1, 1, 1, specular) -#param (reflection, 1, 2, 1, zero) -#param (glossiness, 1, 3, 1, glossiness) - -#texture (diffuse, 0, sRGB_A) -uniform sampler2D diffuse; - -#texture (normalmap, 1, RGBA) -uniform sampler2D normalmap; - -#texture (specgloss, 2, RGBA) -uniform sampler2D specgloss; - - -#define NORMALMAP -#include -#include -#include - -vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) -{ - vec3 emissioncolor = param[0].rgb * emission; - vec3 envcolor = envmap_color(fragnormal); - - if(lights_count == 0U) - return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; - - vec2 sunlight = calc_dir_light(lights[0], fragnormal); - - float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; - fragcolor += envcolor * reflectivity; - float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity; - - for (uint i = 1U; i < lights_count; i++) - { - light_s light = lights[i]; - vec2 part = vec2(0.0); - -// if (light.type == LIGHT_SPOT) -// part = calc_spot_light(light, fragnormal); -// else if (light.type == LIGHT_POINT) -// part = calc_point_light(light, fragnormal); -// else if (light.type == LIGHT_DIR) -// part = calc_dir_light(light, fragnormal); -// else if (light.type == LIGHT_HEADLIGHTS) - part = calc_headlights(light, fragnormal); - - fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; - } - - if (shadowtone < 1.0) - { - float shadow = calc_shadow(); - specularamount *= clamp(1.0 - shadow, 0.0, 1.0); - fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); - } - fragcolor += emissioncolor; - fragcolor *= texturecolor; - - return fragcolor; -} - -void main() -{ - vec4 tex_color = texture(diffuse, f_coord); - - bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); - if(alphatestfail) - discard; -// if (tex_color.a < opacity) -// discard; - - vec3 fragcolor = ambient; - - vec3 normal; - normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0); - normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); - vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); - float reflectivity = param[1].z * texture(normalmap, f_coord).a; - float specularity = texture(specgloss, f_coord).r; - glossiness = texture(specgloss, f_coord).g * abs(param[1].w); - metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; - - fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); - vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); -#if POSTFX_ENABLED - out_color = color; -#else - out_color = tonemap(color); -#endif -#if MOTIONBLUR_ENABLED - { - vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; - vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; - - out_motion = vec4(a - b, 0.0f, 0.0f); - } -#endif -} +in vec3 f_normal; +in vec2 f_coord; +in vec4 f_pos; +in mat3 f_tbn; + +in vec4 f_clip_pos; +in vec4 f_clip_future_pos; + +#include + +layout(location = 0) out vec4 out_color; +#if MOTIONBLUR_ENABLED +layout(location = 1) out vec4 out_motion; +#endif + +#param (color, 0, 0, 4, diffuse) +#param (diffuse, 1, 0, 1, diffuse) +#param (specular, 1, 1, 1, specular) +#param (reflection, 1, 2, 1, zero) +#param (glossiness, 1, 3, 1, glossiness) + +#texture (diffuse, 0, sRGB_A) +uniform sampler2D diffuse; + +#texture (normalmap, 1, RGBA) +uniform sampler2D normalmap; + +#texture (specgloss, 2, RGBA) +uniform sampler2D specgloss; + + +#define NORMALMAP +#include +#include +#include + +vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone) +{ + vec3 basecolor = param[0].rgb; + + fragcolor *= basecolor; + + vec3 emissioncolor = basecolor * emission; + vec3 envcolor = envmap_color(fragnormal); + +// yuv path + vec3 texturecoloryuv = rgb2yuv(texturecolor); + vec3 texturecolorfullv = yuv2rgb(vec3(0.2176, texturecoloryuv.gb)); +// hsl path +// vec3 texturecolorhsl = rgb2hsl(texturecolor); +// vec3 texturecolorfullv = hsl2rgb(vec3(texturecolorhsl.rg, 0.5)); + + vec3 envyuv = rgb2yuv(envcolor); + texturecolor = mix(texturecolor, texturecolorfullv, envyuv.r * reflectivity); + + if(lights_count == 0U) + return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor; + + vec2 sunlight = calc_dir_light(lights[0], fragnormal); + + float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; + fragcolor += envcolor * reflectivity; + float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity; + + for (uint i = 1U; i < lights_count; i++) + { + light_s light = lights[i]; + vec2 part = vec2(0.0); + +// if (light.type == LIGHT_SPOT) +// part = calc_spot_light(light, fragnormal); +// else if (light.type == LIGHT_POINT) +// part = calc_point_light(light, fragnormal); +// else if (light.type == LIGHT_DIR) +// part = calc_dir_light(light, fragnormal); +// else if (light.type == LIGHT_HEADLIGHTS) + part = calc_headlights(light, fragnormal); + + fragcolor += light.color * (part.x * param[1].x + part.y * param[1].y) * light.intensity; + } + + if (shadowtone < 1.0) + { + float shadow = calc_shadow(); + specularamount *= clamp(1.0 - shadow, 0.0, 1.0); + fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); + } + fragcolor += emissioncolor; + fragcolor *= texturecolor; + + return fragcolor; +} + +void main() +{ + vec4 tex_color = texture(diffuse, f_coord); + + bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); + if(alphatestfail) + discard; +// if (tex_color.a < opacity) +// discard; + + vec3 fragcolor = ambient; + + vec3 normal; + normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0); + normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); + vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); + float reflectivity = param[1].z * texture(normalmap, f_coord).a; + float specularity = texture(specgloss, f_coord).r; + glossiness = texture(specgloss, f_coord).g * abs(param[1].w); + metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false; + + fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); +#if POSTFX_ENABLED + out_color = color; +#else + out_color = tonemap(color); +#endif +#if MOTIONBLUR_ENABLED + { + vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; + vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; + + out_motion = vec4(a - b, 0.0f, 0.0f); + } +#endif +} From 8cc11bcd8de5dfebd725208fa0b29444d5acc5b2 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 18 Aug 2020 22:19:58 +0200 Subject: [PATCH 148/153] model lights state transition toggle, ambient sounds support, departure time based event delay, minor bug fixes --- AnimModel.cpp | 32 ++++++++++---- AnimModel.h | 3 +- Camera.cpp | 2 +- Driver.cpp | 24 +++++------ DynObj.cpp | 61 +++++++++++++-------------- DynObj.h | 10 +++-- Event.cpp | 31 ++++++++++++-- Event.h | 1 + Train.cpp | 43 ++++++++----------- audiorenderer.cpp | 11 ++--- mtable.cpp | 17 ++++++-- mtable.h | 4 +- sound.cpp | 105 +++++++++++++++++++++++++++++++++------------- sound.h | 4 +- 14 files changed, 226 insertions(+), 122 deletions(-) diff --git a/AnimModel.cpp b/AnimModel.cpp index f7dc4752..5b184f96 100644 --- a/AnimModel.cpp +++ b/AnimModel.cpp @@ -438,7 +438,8 @@ TAnimModel::is_keyword( std::string const &Token ) const { return ( Token == "endmodel" ) || ( Token == "lights" ) || ( Token == "lightcolors" ) - || ( Token == "angles" ); + || ( Token == "angles" ) + || ( Token == "notransition" ); } bool TAnimModel::Load(cParser *parser, bool ter) @@ -529,6 +530,10 @@ bool TAnimModel::Load(cParser *parser, bool ter) >> vAngle[ 2 ]; } + if( token == "notransition" ) { + m_transition = false; + } + } while( ( false == token.empty() ) && ( token != "endmodel" ) ); @@ -589,6 +594,13 @@ void TAnimModel::RaAnimate( unsigned int const Framestamp ) { auto &timer { m_lighttimers[ idx ] }; if( ( modeintegral < ls_Blink ) && ( modefractional < 0.01f ) ) { // simple flip modes + auto const transitiontime { ( + m_transition ? + std::min( + 1.f, + std::min( fOnTime, fOffTime ) * 0.9f ) : + 0.01f ) }; + switch( mode ) { case ls_Off: { // reduce to zero @@ -597,14 +609,14 @@ void TAnimModel::RaAnimate( unsigned int const Framestamp ) { } case ls_On: { // increase to max value - timer = std::min( fTransitionTime, timer + timedelta ); + timer = std::min( transitiontime, timer + timedelta ); break; } default: { break; } } - opacity = timer / fTransitionTime; + opacity = timer / transitiontime; } else { // blink modes @@ -618,10 +630,12 @@ void TAnimModel::RaAnimate( unsigned int const Framestamp ) { ( mode == ls_Off ) ? ontime : ( mode == ls_On ) ? ( fOnTime + fOffTime ) - ontime : fOffTime ) }; // fallback - auto const transitiontime { - std::min( - 1.f, - std::min( ontime, offtime ) * 0.9f ) }; + auto const transitiontime { ( + m_transition ? + std::min( + 1.f, + std::min( ontime, offtime ) * 0.9f ) : + 0.01f ) }; timer = clamp_circular( timer + timedelta * ( lsLights[ idx ] > 0.f ? 1.f : -1.f ), ontime + offtime ); // set opacity depending on blink stage @@ -958,6 +972,10 @@ TAnimModel::export_as_text_( std::ostream &Output ) const { Output << lsLights[ lightidx ] << ' '; } } + // potential light transition switch + if( false == m_transition ) { + Output << "notransition" << ' '; + } // footer Output << "endmodel" diff --git a/AnimModel.h b/AnimModel.h index feffdda4..e221f3e1 100644 --- a/AnimModel.h +++ b/AnimModel.h @@ -198,7 +198,8 @@ private: std::array m_lightopacities; // {1} in constructor float fOnTime { 1.f / 2 };// { 60.f / 45.f / 2 }; float fOffTime { 1.f / 2 };// { 60.f / 45.f / 2 }; // były stałymi, teraz mogą być zmienne dla każdego egzemplarza - float fTransitionTime { fOnTime * 0.9f }; // time +// float fTransitionTime { fOnTime * 0.9f }; // time + bool m_transition { true }; // smooth transition between light states unsigned int m_framestamp { 0 }; // id of last rendered gfx frame }; diff --git a/Camera.cpp b/Camera.cpp index bfeb103a..c777dad5 100644 --- a/Camera.cpp +++ b/Camera.cpp @@ -190,7 +190,7 @@ void TCamera::Update() auto movement { Velocity * -2.0 }; movement.y = -movement.y; if( ( m_owner->ctOwner ) - && ( m_owner->ctOwner->Vehicle()->MoverParameters->CabOccupied < 0 ) ) { + && ( m_owner->ctOwner->Vehicle()->DirectionGet() != m_owner->DirectionGet() ) ) { movement *= -1.f; movement.y = -movement.y; } diff --git a/Driver.cpp b/Driver.cpp index 236cf6ac..91f4b991 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -1909,24 +1909,24 @@ void TController::Activation() mvOccupied->CabOccupied = mvOccupied->CabActive; // użytkownik moze zmienić CabOccupied wychodząc mvOccupied->CabDeactivisation(); // tak jest w Train.cpp // przejście AI na drugą stronę EN57, ET41 itp. - while (TestFlag(d->MoverParameters->Couplers[iDirection < 0 ? end::rear : end::front].CouplingFlag, coupling::control)) - { // jeśli pojazd z przodu jest ukrotniony, to przechodzimy do niego - d = iDirection * d->DirectionGet() < 0 ? d->Next() : - d->Prev(); // przechodzimy do następnego członu - if (d) - { + { + int movedirection { ( iDirection < 0 ? end::rear : end::front ) }; + d = pVehicle->FirstFind( movedirection, coupling::control ); + if( pVehicle != d ) { drugi = d->Mechanik; // zapamiętanie tego, co ewentualnie tam siedzi, żeby w razie dwóch zamienić miejscami d->Mechanik = this; // na razie bilokacja d->MoverParameters->SetInternalCommand("", 0, 0); // usunięcie ewentualnie zalegającej komendy (Change_direction?) - if (d->DirectionGet() != pVehicle->DirectionGet()) // jeśli są przeciwne do siebie - iDirection = -iDirection; // to będziemy jechać w drugą stronę względem zasiedzianego pojazdu + if( d->DirectionGet() != pVehicle->DirectionGet() ) { + // jeśli są przeciwne do siebie to będziemy jechać w drugą stronę względem zasiedzianego pojazdu + iDirection = -iDirection; + } pVehicle->Mechanik = drugi; // wsadzamy tego, co ewentualnie był (podwójna trakcja) +/* pVehicle->MoverParameters->CabActive = 0; // wyłączanie kabin po drodze pVehicle->MoverParameters->CabOccupied = 0; // i zaznaczenie, że nie ma tam nikogo +*/ pVehicle = d; // a mechu ma nowy pojazd (no, człon) } - else - break; // jak koniec składu, to mechanik dalej nie idzie } if (pVehicle != old) { // jeśli zmieniony został pojazd prowadzony @@ -2371,7 +2371,7 @@ bool TController::CheckVehicles(TOrders user) ( ( mvControlling->EngineType == TEngineType::DieselElectric ) || ( mvControlling->EngineType == TEngineType::DieselEngine ) ) ? ( Global.AirTemperature < 10 ) : true ); - } + } } else { // gdy człowiek i gdy nastąpiło połącznie albo rozłączenie // Ra 2014-02: lepiej tu niż w pętli obsługującej komendy, bo tam się zmieni informacja o składzie @@ -3197,7 +3197,7 @@ bool TController::DecBrakeEIM() { case 0: { if( mvOccupied->MED_amax != 9.81 ) { - auto const brakeposition { clamp( -1.0 * mvOccupied->AIHintLocalBrakeAccFactor * AccDesired / mvOccupied->MED_amax, 0.0, 1.0 ) }; + auto const brakeposition { clamp( -1.0 * mvOccupied->AIHintLocalBrakeAccFactor * std::max( 0.0, AccDesired ) / mvOccupied->MED_amax, 0.0, 1.0 ) }; OK = ( brakeposition != mvOccupied->LocalBrakePosA ); mvOccupied->LocalBrakePosA = brakeposition; } diff --git a/DynObj.cpp b/DynObj.cpp index 98e8b5e9..75ba03ab 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -4298,7 +4298,7 @@ void TDynamicObject::RenderSounds() { // NBMX sygnal odjazdu if( MoverParameters->Doors.has_warning ) { auto const lowvoltagepower { MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable }; - for( auto &speaker : m_speakers ) { + for( auto &doorspeaker : m_doorspeakers ) { // TBD, TODO: per-location door state triggers? if( ( MoverParameters->DepartureSignal ) && ( lowvoltagepower ) @@ -4310,30 +4310,31 @@ void TDynamicObject::RenderSounds() { ) { // for the autonomous doors play the warning automatically whenever a door is closing // MC: pod warunkiem ze jest zdefiniowane w chk - speaker.departure_signal.play( sound_flags::exclusive | sound_flags::looping ); + doorspeaker.departure_signal.play( sound_flags::exclusive | sound_flags::looping ); } else { - speaker.departure_signal.stop(); + doorspeaker.departure_signal.stop(); } } } // announcements - for( auto &speaker : m_speakers ) { + { auto const lowvoltagepower { MoverParameters->Power24vIsAvailable || MoverParameters->Power110vIsAvailable }; if( lowvoltagepower ) { - // speaker is powered up, can play queued announcements - if( speaker.announcement.is_playing() ) { continue; } - if( speaker.announcement_queue.empty() ) { continue; } - // pull first sound from the queue - speaker.announcement = speaker.announcement_queue.front(); - speaker.announcement.owner( this ); - speaker.announcement.offset( speaker.offset ); - speaker.announcement.play(); - speaker.announcement_queue.pop_front(); + // system is powered up, can play queued announcements + if( ( false == m_pasystem.announcement_queue.empty() ) + && ( false == m_pasystem.announcement.is_playing() ) ) { + // pull first sound from the queue + m_pasystem.announcement = m_pasystem.announcement_queue.front(); + m_pasystem.announcement.owner( this ); + m_pasystem.announcement.range( 0.5 * MoverParameters->Dim.L * -1 ); + m_pasystem.announcement.play(); + m_pasystem.announcement_queue.pop_front(); + } } else { - speaker.announcement.stop(); - speaker.announcement_queue.clear(); + m_pasystem.announcement.stop(); + m_pasystem.announcement_queue.clear(); } } // NBMX Obsluga drzwi, MC: zuniwersalnione @@ -5708,7 +5709,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co sound_source soundtemplate { sound_placement::general, 25.f }; soundtemplate.deserialize( parser, sound_type::multipart, sound_parameters::range ); soundtemplate.owner( this ); - for( auto &speaker : m_speakers ) { + for( auto &speaker : m_doorspeakers ) { speaker.departure_signal = soundtemplate; speaker.departure_signal.offset( speaker.offset ); } @@ -5787,11 +5788,13 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co } else if( token == "unloading:" ) { + m_exchangesounds.unloading.range( MoverParameters->Dim.L * 0.5f * -1 ); m_exchangesounds.unloading.deserialize( parser, sound_type::single ); m_exchangesounds.unloading.owner( this ); } else if( token == "loading:" ) { + m_exchangesounds.loading.range( MoverParameters->Dim.L * 0.5f * -1 ); m_exchangesounds.loading.deserialize( parser, sound_type::single ); m_exchangesounds.loading.owner( this ); } @@ -5878,10 +5881,10 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co if( announcementtype == announcement_t::idle ) { continue; } - sound_source soundtemplate { sound_placement::general, EU07_SOUND_CABANNOUNCEMENTCUTOFFRANGE }; + sound_source soundtemplate { sound_placement::engine }; // NOTE: sound range gets filled by pa system soundtemplate.deserialize( announcementsound, sound_type::single ); soundtemplate.owner( this ); - m_announcements[ static_cast( announcementtype ) ] = soundtemplate; + m_pasystem.announcements[ static_cast( announcementtype ) ] = soundtemplate; } } } @@ -5933,10 +5936,9 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co door.step_open.offset( location ); m_doorsounds.emplace_back( door ); } - m_speakers.emplace_back( - speaker_sounds { + m_doorspeakers.emplace_back( + doorspeaker_sounds { { 0.f, 3.f, offset }, - {}, {} } ); } } @@ -7053,7 +7055,7 @@ material_handle TDynamicObject::DestinationFind( std::string Destination ) { void TDynamicObject::announce( announcement_t const Announcement, bool const Chime ) { - if( m_speakers.empty() ) { return; } + if( m_doorspeakers.empty() ) { return; } auto const *driver { ( ctOwner != nullptr ? @@ -7062,9 +7064,10 @@ void TDynamicObject::announce( announcement_t const Announcement, bool const Chi if( driver == nullptr ) { return; } auto const &timetable { driver->TrainTimetable() }; + auto const &announcements { m_pasystem.announcements }; auto playchime { Chime }; - if( m_announcements[ static_cast( Announcement ) ].empty() ) { + if( announcements[ static_cast( Announcement ) ].empty() ) { goto followup; } // if the announcement sound was defined queue playback @@ -7093,17 +7096,13 @@ void TDynamicObject::announce( announcement_t const Announcement, bool const Chi } // potentially precede the announcement with a chime... if( ( true == playchime ) - && ( false == m_announcements[ static_cast( announcement_t::chime ) ].empty() ) ) { - for( auto &speaker : m_speakers ) { - speaker.announcement_queue.emplace_back( m_announcements[ static_cast( announcement_t::chime ) ] ); - } + && ( false == announcements[ static_cast( announcement_t::chime ) ].empty() ) ) { + m_pasystem.announcement_queue.emplace_back( announcements[ static_cast( announcement_t::chime ) ] ); playchime = false; } // ...then play the announcement itself - for( auto &speaker : m_speakers ) { - speaker.announcement_queue.emplace_back( m_announcements[ static_cast( Announcement ) ] ); - speaker.announcement_queue.emplace_back( stopnamesound ); - } + m_pasystem.announcement_queue.emplace_back( announcements[ static_cast( Announcement ) ] ); + m_pasystem.announcement_queue.emplace_back( stopnamesound ); } followup: // potentially follow up with another announcement diff --git a/DynObj.h b/DynObj.h index e50944c0..6ec6b1da 100644 --- a/DynObj.h +++ b/DynObj.h @@ -406,9 +406,13 @@ private: void render( TMoverParameters const &Vehicle, double const Deltatime ); }; // single source per door (pair) on the centreline - struct speaker_sounds { + struct doorspeaker_sounds { glm::vec3 offset; sound_source departure_signal; + }; + // single source per vehicle + struct pasystem_sounds { + std::array( announcement_t::end )> announcements; sound_source announcement; std::deque announcement_queue; // fifo queue }; @@ -509,8 +513,8 @@ private: exchange_data m_exchange; // state of active load exchange procedure, if any exchange_sounds m_exchangesounds; // sounds associated with the load exchange - std::vector m_speakers; - std::array( announcement_t::end )> m_announcements; + std::vector m_doorspeakers; + pasystem_sounds m_pasystem; coupleradapter_data m_coupleradapter; diff --git a/Event.cpp b/Event.cpp index 98b99963..238d6f53 100644 --- a/Event.cpp +++ b/Event.cpp @@ -17,6 +17,7 @@ http://mozilla.org/MPL/2.0/. #include "Event.h" #include "simulation.h" +#include "simulationtime.h" #include "messaging.h" #include "Globals.h" #include "MemCell.h" @@ -307,6 +308,10 @@ basic_event::deserialize( cParser &Input, scene::scratch_data &Scratchpad ) { Input.getTokens(); Input >> m_delayrandom; // Ra 2014-03-11 } + if( token == "departuredelay" ) { // timetable-based delay + Input.getTokens(); + Input >> m_delaydeparture; + } Input.getTokens(); } } @@ -363,6 +368,11 @@ basic_event::export_as_text( std::ostream &Output ) const { << "randomdelay " << m_delayrandom << ' '; } + if( false == std::isnan( m_delayrandom ) ) { + Output + << "departuredelay " + << m_delaydeparture << ' '; + } // footer Output << "endevent" @@ -428,9 +438,10 @@ basic_event::input_location() const { bool basic_event::is_keyword( std::string const &Token ) { - + // TODO: convert to array lookup if keyword list gets longer return ( Token == "endevent" ) - || ( Token == "randomdelay" ); + || ( Token == "randomdelay" ) + || ( Token == "departuredelay" ); } @@ -2289,11 +2300,25 @@ event_manager::AddToQuery( basic_event *Event, TDynamicObject const *Owner ) { // standardowe dodanie do kolejki ++(Event->m_inqueue); // zabezpieczenie przed podwójnym dodaniem do kolejki WriteLog( "EVENT ADDED TO QUEUE" + ( Owner ? ( " by " + Owner->asName ) : "" ) + ": " + Event->m_name ); - Event->m_launchtime = std::abs( Event->m_delay ) + Timer::GetTime(); // czas od uruchomienia scenerii + Event->m_launchtime = Timer::GetTime() + std::abs( Event->m_delay ); // czas od uruchomienia scenerii if( Event->m_delayrandom > 0.0 ) { // doliczenie losowego czasu opóźnienia Event->m_launchtime += Event->m_delayrandom * Random(); } + if( ( Owner != nullptr ) + && ( false == std::isnan( Event->m_delaydeparture ) ) ) { + auto const *timetableowner { ( + ( ( Owner->Mechanik != nullptr ) && ( Owner->Mechanik->primary() ) ) ? + Owner->Mechanik : + Owner->ctOwner ) }; + if( timetableowner != nullptr ) { + auto const &timetable { timetableowner->TrainTimetable() }; + auto const &time { simulation::Time.data() }; + Event->m_launchtime += + timetable.seconds_until_departure( time.wHour, time.wMinute + time.wSecond * 0.0167 ) + + Event->m_delaydeparture; + } + } if( QueryRootEvent != nullptr ) { basic_event *target { QueryRootEvent }; basic_event *previous { nullptr }; diff --git a/Event.h b/Event.h index 40066f10..f33dbb9e 100644 --- a/Event.h +++ b/Event.h @@ -91,6 +91,7 @@ public: double m_launchtime { 0.0 }; double m_delay { 0.0 }; double m_delayrandom { 0.0 }; // zakres dodatkowego opóźnienia // standardowo nie będzie dodatkowego losowego opóźnienia + double m_delaydeparture { std::numeric_limits::quiet_NaN() }; // departure-based event delay protected: // types diff --git a/Train.cpp b/Train.cpp index b5b255a2..222576f1 100644 --- a/Train.cpp +++ b/Train.cpp @@ -6025,7 +6025,9 @@ bool TTrain::Update( double const Deltatime ) } } // helper variables - m_doors = ( DynamicObject->Mechanik->IsAnyDoorOpen[ side::right ] || DynamicObject->Mechanik->IsAnyDoorOpen[ side::left ] ); + if( DynamicObject->Mechanik != nullptr ) { + m_doors = ( DynamicObject->Mechanik->IsAnyDoorOpen[ side::right ] || DynamicObject->Mechanik->IsAnyDoorOpen[ side::left ] ); + } m_dirforward = ( mvControlled->DirActive > 0 ); m_dirneutral = ( mvControlled->DirActive == 0 ); m_dirbackward = ( mvControlled->DirActive <0 ); @@ -6991,9 +6993,9 @@ bool TTrain::Update( double const Deltatime ) } ggLocalBrake.Update(); } - ggDirForwardButton.Update(); - ggDirNeutralButton.Update(); - ggDirBackwardButton.Update(); + ggDirForwardButton.Update( lowvoltagepower ); + ggDirNeutralButton.Update( lowvoltagepower ); + ggDirBackwardButton.Update( lowvoltagepower ); ggAlarmChain.Update(); ggBrakeProfileCtrl.Update(); ggBrakeProfileG.Update(); @@ -7001,8 +7003,8 @@ bool TTrain::Update( double const Deltatime ) ggBrakeOperationModeCtrl.Update(); ggMaxCurrentCtrl.Update(); // NBMX wrzesien 2003 - drzwi - ggDoorLeftPermitButton.Update(); - ggDoorRightPermitButton.Update(); + ggDoorLeftPermitButton.Update( lowvoltagepower ); + ggDoorRightPermitButton.Update( lowvoltagepower ); ggDoorPermitPresetButton.Update(); ggDoorLeftButton.Update(); ggDoorRightButton.Update(); @@ -7011,7 +7013,7 @@ bool TTrain::Update( double const Deltatime ) ggDoorLeftOffButton.Update(); ggDoorRightOffButton.Update(); ggDoorAllOnButton.Update(); - ggDoorAllOffButton.Update(); + ggDoorAllOffButton.Update( lowvoltagepower ); ggDoorSignallingButton.Update(); // NBMX dzwignia sprezarki ggCompressorButton.Update(); @@ -7534,6 +7536,7 @@ void TTrain::update_sounds_radio() { for( auto &message : m_radiomessages ) { auto const volume { ( true == radioenabled ) + && ( Dynamic()->Mechanik != nullptr ) && ( message.first == RadioChannel() ) ? Global.RadioVolume : 0.0 }; @@ -8125,24 +8128,13 @@ bool TTrain::InitializeCab(int NewCabNo, std::string const &asFileName) Math3D::vector3 TTrain::MirrorPosition(bool lewe) { // zwraca współrzędne widoku kamery z lusterka - switch (iCabn) - { - case 2: // tylna (-1) - return DynamicObject->mMatrix * - Math3D::vector3( - mvOccupied->Dim.W * ( lewe ? -0.5 : 0.5 ) + 0.2 * ( lewe ? -1 : 1 ), - 1.5 + Cabine[iCabn].CabPos1.y, - Cabine[iCabn].CabPos1.z); - case 1: // przednia (1) - [[fallthrough]]; - default: - return DynamicObject->mMatrix * - Math3D::vector3( - mvOccupied->Dim.W * ( lewe ? 0.5 : -0.5 ) + 0.2 * ( lewe ? 1 : -1 ), - 1.5 + Cabine[iCabn].CabPos1.y, - Cabine[iCabn].CabPos2.z); - } -// return DynamicObject->GetPosition(); // współrzędne środka pojazdu + auto const shiftdirection { ( lewe ? -1 : 1 ) * ( iCabn == 2 ? 1 : -1 ) }; + + return DynamicObject->mMatrix + * Math3D::vector3( + mvOccupied->Dim.W * ( 0.5 * shiftdirection ) + ( 0.2 * shiftdirection ), + 1.5 + Cabine[iCabn].CabPos1.y, + interpolate( Cabine[ iCabn ].CabPos1.z , Cabine[ iCabn ].CabPos2.z, 0.5 ) ); }; void TTrain::DynamicSet(TDynamicObject *d) @@ -8337,6 +8329,7 @@ TTrain::radio_message( sound_source *Message, int const Channel ) { auto const radioenabled { ( true == mvOccupied->Radio ) && ( mvOccupied->Power24vIsAvailable || mvOccupied->Power110vIsAvailable ) }; auto const volume { ( true == radioenabled ) + && ( Dynamic()->Mechanik != nullptr ) && ( Channel == RadioChannel() ) ? 1.0 : 0.0 }; diff --git a/audiorenderer.cpp b/audiorenderer.cpp index aac97574..e4412b41 100644 --- a/audiorenderer.cpp +++ b/audiorenderer.cpp @@ -135,8 +135,9 @@ openal_source::sync_with( sound_properties const &State ) { // location properties.location = State.location; sound_distance = properties.location - glm::dvec3 { Global.pCamera.Pos }; - if( sound_range > 0 ) { - // range cutoff check + if( sound_range != -1 ) { + // range cutoff check for songs other than 'unlimited' + // NOTE: since we're comparing squared distances we can ignore that sound range can be negative auto const cutoffrange = ( is_multipart ? EU07_SOUND_CUTOFFRANGE : // we keep multi-part sounds around longer, to minimize restarts as the sounds get out and back in range @@ -151,7 +152,7 @@ openal_source::sync_with( sound_properties const &State ) { ::alSourcefv( id, AL_POSITION, glm::value_ptr( sound_distance ) ); } else { - // sounds with 'unlimited' range are positioned on top of the listener + // sounds with 'unlimited' or negative range are positioned on top of the listener ::alSourcefv( id, AL_POSITION, glm::value_ptr( glm::vec3() ) ); } // gain @@ -168,7 +169,7 @@ openal_source::sync_with( sound_properties const &State ) { 5 ) }; // range of -1 means sound of unlimited range, positioned at the listener ::alSourcef( id, AL_REFERENCE_DISTANCE, range * ( 1.f / 16.f ) * properties.soundproofing ); } - if( sound_range > 0 ) { + if( sound_range != -1 ) { auto const rangesquared { sound_range * sound_range }; auto const distancesquared { glm::length2( sound_distance ) }; if( ( distancesquared > rangesquared ) @@ -428,7 +429,7 @@ openal_renderer::fetch_source() { continue; } auto const sourceweight { ( - source->sound_range > 0 ? + source->sound_range != -1 ? ( source->sound_range * source->sound_range ) / ( glm::length2( source->sound_distance ) + 1 ) : std::numeric_limits::max() ) }; if( sourceweight < leastimportantweight ) { diff --git a/mtable.cpp b/mtable.cpp index 3167006e..3e6714f4 100644 --- a/mtable.cpp +++ b/mtable.cpp @@ -45,7 +45,7 @@ std::string TTrainParameters::NextStop() const sound_source TTrainParameters::next_stop_sound() const { if( StationIndex > StationCount ) { - return { sound_placement::general }; + return { sound_placement::engine }; } for( auto stationidx { StationIndex }; stationidx < StationCount + 1; ++stationidx ) { auto &station{ TimeTable[ stationidx ] }; @@ -56,7 +56,7 @@ TTrainParameters::next_stop_sound() const { return station.name_sound; } // shouldn't normally get here, unless the timetable is malformed - return { sound_placement::general }; + return { sound_placement::engine }; } sound_source @@ -98,7 +98,7 @@ sound_source TTrainParameters::current_stop_sound() const { if( ( StationIndex <= StationCount ) ) return TimeTable[ StationIndex ].name_sound; else - return { sound_placement::general }; + return { sound_placement::engine }; } bool TTrainParameters::UpdateMTable( scenario_time const &Time, std::string const &NewName ) { @@ -181,6 +181,15 @@ bool TTrainParameters::IsTimeToGo(double hh, double mm) return false; // dalej nie jechać } +// returns: difference between specified time and scheduled departure from current stop, in seconds +double TTrainParameters::seconds_until_departure( double const Hour, double const Minute ) const { + + if( ( TimeTable[ StationIndex ].Ah < 0 ) ) { // passthrough + return 0; + } + return ( 60.0 * CompareTime( Hour, Minute, TimeTable[ StationIndex ].Dh, TimeTable[ StationIndex ].Dm ) ); +} + std::string TTrainParameters::ShowRelation() const /*zwraca informację o relacji*/ { @@ -595,7 +604,7 @@ TTrainParameters::load_sounds() { } // wczytanie dźwięku odjazdu w wersji radiowej (słychać tylko w kabinie) station.name_sound = - sound_source{ sound_placement::general, EU07_SOUND_CABANNOUNCEMENTCUTOFFRANGE } + sound_source{ sound_placement::engine, EU07_SOUND_CABANNOUNCEMENTCUTOFFRANGE } .deserialize( lookup.first + lookup.second, sound_type::single ); } } diff --git a/mtable.h b/mtable.h index aeb05643..353af85f 100644 --- a/mtable.h +++ b/mtable.h @@ -39,7 +39,7 @@ struct TMTableLine float tm{ 0.f }; // czas jazdy do tej stacji w min. (z kolumny) bool is_maintenance{ false }; int radio_channel{ -1 }; - sound_source name_sound{ sound_placement::internal }; + sound_source name_sound{ sound_placement::engine }; }; typedef TMTableLine TMTable[MaxTTableSize + 1]; @@ -73,6 +73,8 @@ class TTrainParameters bool IsLastStop() const; bool IsMaintenance() const; bool IsTimeToGo(double hh, double mm); + // returns: difference between specified time and scheduled departure from current stop, in seconds + double seconds_until_departure( double const Hour, double const Minute ) const; bool UpdateMTable(double hh, double mm, std::string const &NewName); bool UpdateMTable( scenario_time const &Time, std::string const &NewName ); bool RewindTimeTable( std::string actualStationName ); diff --git a/sound.cpp b/sound.cpp index 67fa09bf..ed2a1b73 100644 --- a/sound.cpp +++ b/sound.cpp @@ -341,8 +341,8 @@ sound_source::play( int const Flags ) { // NOTE: we cache the flags early, even if the sound is out of range, to mark activated event sounds m_flags = Flags; - if( m_range > 0 ) { - auto const cutoffrange { m_range * 5 }; + if( m_range != -1 ) { + auto const cutoffrange { std::abs( m_range * 5 ) }; if( glm::length2( location() - glm::dvec3 { Global.pCamera.Pos } ) > std::min( 2750.f * 2750.f, cutoffrange * cutoffrange ) ) { // while we drop sounds from beyond sensible and/or audible range // we act as if it was activated normally, meaning no need to include the opening bookend in subsequent calls @@ -887,6 +887,12 @@ sound_source::location() const { + m_owner->VectorFront() * m_offset.z }; } +void +sound_source::range( float const Range ) { + + m_range = Range; +} + // returns defined range of the sound float const sound_source::range() const { @@ -920,24 +926,31 @@ sound_source::update_location() { m_properties.location = location(); } -float const EU07_SOUNDPROOFING_STRONG { 0.5f }; // 0.25 after squaring -float const EU07_SOUNDPROOFING_SOME { 0.8f }; // ~0.65 after squaring +float const EU07_SOUNDPROOFING_GLOBAL_VERYSTRONG { 0.01f }; +float const EU07_SOUNDPROOFING_GLOBAL_STRONG { std::sqrtf( 0.025 ) }; +float const EU07_SOUNDPROOFING_GLOBAL_SOME { std::sqrtf( 0.15 ) }; +float const EU07_SOUNDPROOFING_GLOBAL_NONE { std::sqrtf( 0.40 ) }; +float const EU07_SOUNDPROOFING_STRONG { std::sqrtf( 0.20 ) }; +float const EU07_SOUNDPROOFING_SOME { std::sqrtf( 0.65 ) }; float const EU07_SOUNDPROOFING_NONE { 1.f }; bool sound_source::update_soundproofing() { - // NOTE, HACK: current cab id can vary from -1 to +1, and we use another higher priority value for open cab window + // NOTE, HACK: current cab id can vary from -1 to +1, and we use higher priority values for open cab window and external views // we use this as modifier to force re-calculations when moving between compartments or changing window state int const occupiedcab = ( Global.CabWindowOpen ? 2 : - FreeFlyModeFlag ? 0 : + FreeFlyModeFlag ? ( + Global.pCamera.m_owner ? + 3 : + 0 ) : ( simulation::Train ? simulation::Train->Occupied()->CabOccupied : 0 ) ); // location-based gain factor: std::uintptr_t soundproofingstamp = reinterpret_cast( ( FreeFlyModeFlag ? - nullptr : + Global.pCamera.m_owner : ( simulation::Train ? simulation::Train->Dynamic() : nullptr ) ) ) @@ -948,36 +961,72 @@ sound_source::update_soundproofing() { // listener location has changed, calculate new location-based gain factor switch( m_placement ) { case sound_placement::general: { - m_properties.soundproofing = EU07_SOUNDPROOFING_NONE; + m_properties.soundproofing = ( + m_range >= -1 ? + EU07_SOUNDPROOFING_NONE : + EU07_SOUNDPROOFING_GLOBAL_NONE ); break; } case sound_placement::external: { - m_properties.soundproofing = ( - ( ( soundproofingstamp == 0 ) || ( true == Global.CabWindowOpen ) ) ? - EU07_SOUNDPROOFING_NONE : // listener outside or has a window open - EU07_SOUNDPROOFING_STRONG ); // listener in a vehicle with windows shut + if( m_range >= -1 ) { // limited range sound... + m_properties.soundproofing = ( + ( soundproofingstamp == 0 ? EU07_SOUNDPROOFING_NONE : // ...and listener outside + true == Global.CabWindowOpen ? EU07_SOUNDPROOFING_SOME : // ...and window open + EU07_SOUNDPROOFING_STRONG ) ); // ...and window closed + } + else { // global sound... + auto const externalcamera { ( Global.CabWindowOpen ) || ( Global.pCamera.m_owner && FreeFlyModeFlag ) }; + m_properties.soundproofing = ( + ( soundproofingstamp == 0 ? EU07_SOUNDPROOFING_GLOBAL_NONE : // ...and listener outside + externalcamera ? EU07_SOUNDPROOFING_GLOBAL_STRONG : // ...and window open + EU07_SOUNDPROOFING_GLOBAL_VERYSTRONG ) ); // ...and window closed + } break; } case sound_placement::internal: { - m_properties.soundproofing = ( - soundproofingstamp == 0 ? - EU07_SOUNDPROOFING_STRONG : // listener outside HACK: won't be true if active vehicle has open window - ( simulation::Train->Dynamic() != m_owner ? - EU07_SOUNDPROOFING_STRONG : // in another vehicle - ( occupiedcab == 0 ? - EU07_SOUNDPROOFING_STRONG : // listener in the engine compartment - EU07_SOUNDPROOFING_NONE ) ) ); // listener in the cab of the same vehicle + if( m_range >= -1 ) { + m_properties.soundproofing = ( + soundproofingstamp == 0 ? + EU07_SOUNDPROOFING_STRONG : // listener outside HACK: won't be true if active vehicle has open window + ( simulation::Train->Dynamic() != m_owner ? + EU07_SOUNDPROOFING_STRONG : // in another vehicle + ( occupiedcab == 0 ? + EU07_SOUNDPROOFING_STRONG : // listener in the engine compartment + EU07_SOUNDPROOFING_NONE ) ) ); // listener in the cab of the same vehicle + } + else { + m_properties.soundproofing = ( + soundproofingstamp == 0 ? + EU07_SOUNDPROOFING_GLOBAL_STRONG : // listener outside HACK: won't be true if active vehicle has open window + ( simulation::Train->Dynamic() != m_owner ? + EU07_SOUNDPROOFING_GLOBAL_VERYSTRONG : // in another vehicle + ( occupiedcab == 0 ? + EU07_SOUNDPROOFING_GLOBAL_NONE : // listener in the engine compartment + EU07_SOUNDPROOFING_GLOBAL_STRONG ) ) ); // listener in the cab of the same vehicle + } break; } case sound_placement::engine: { - m_properties.soundproofing = ( - ( ( soundproofingstamp == 0 ) || ( true == Global.CabWindowOpen ) ) ? - EU07_SOUNDPROOFING_SOME : // listener outside or has a window open - ( simulation::Train->Dynamic() != m_owner ? - EU07_SOUNDPROOFING_STRONG : // in another vehicle - ( occupiedcab == 0 ? - EU07_SOUNDPROOFING_NONE : // listener in the engine compartment - EU07_SOUNDPROOFING_STRONG ) ) ); // listener in another compartment of the same vehicle + if( m_range >= -1 ) { + m_properties.soundproofing = ( + ( ( soundproofingstamp == 0 ) || ( true == Global.CabWindowOpen ) ) ? + EU07_SOUNDPROOFING_SOME : // listener outside or has a window open + ( simulation::Train->Dynamic() != m_owner ? + EU07_SOUNDPROOFING_STRONG : // in another vehicle + ( occupiedcab == 0 ? + EU07_SOUNDPROOFING_NONE : // listener in the engine compartment + EU07_SOUNDPROOFING_STRONG ) ) ); // listener in another compartment of the same vehicle + } + else { + m_properties.soundproofing = ( + ( ( soundproofingstamp == 0 ) || ( true == Global.CabWindowOpen ) ) ? + EU07_SOUNDPROOFING_GLOBAL_STRONG : // listener outside or has a window open + ( simulation::Train->Dynamic() != m_owner ? + EU07_SOUNDPROOFING_GLOBAL_VERYSTRONG : // in another vehicle + ( occupiedcab == 0 ? + EU07_SOUNDPROOFING_NONE : // listener in the engine compartment + EU07_SOUNDPROOFING_GLOBAL_STRONG ) ) ); // listener in another compartment of the same vehicle + } break; } default: { diff --git a/sound.h b/sound.h index 69f61f5c..c6b5d0da 100644 --- a/sound.h +++ b/sound.h @@ -15,7 +15,7 @@ http://mozilla.org/MPL/2.0/. float const EU07_SOUND_GLOBALRANGE { -1.f }; float const EU07_SOUND_CABCONTROLSCUTOFFRANGE { 7.5f }; -float const EU07_SOUND_CABANNOUNCEMENTCUTOFFRANGE{ 30.f }; +float const EU07_SOUND_CABANNOUNCEMENTCUTOFFRANGE{ -10.f }; float const EU07_SOUND_BRAKINGCUTOFFRANGE { 100.f }; float const EU07_SOUND_RUNNINGNOISECUTOFFRANGE { 200.f }; float const EU07_SOUND_HANDHELDRADIORANGE { 3500.f }; @@ -122,6 +122,8 @@ public: glm::dvec3 const location() const; // returns defined range of the sound + void + range( float const Range ); float const range() const; From c4ef056102110f60123a81ec03e8dfedf870285b Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Wed, 26 Aug 2020 13:43:24 +0200 Subject: [PATCH 149/153] build 200824. emergency_brake getvalues event support, utf bom parsing fix, brake state vehicle debug panel enhancement, ai cab change logic fixes, ai door operation logic fixes, minor ai logic fixes, gfx renderer framerate calculation tweak, minor bug fixes --- Camera.cpp | 11 +++ Classes.h | 3 +- Driver.cpp | 159 +++++++++++++++++++++++++++------------- Driver.h | 4 +- DynObj.cpp | 15 ++-- DynObj.h | 6 +- McZapkie/Mover.cpp | 26 +------ MemCell.cpp | 5 ++ driverkeyboardinput.cpp | 4 +- driveruipanels.cpp | 4 +- mtable.cpp | 27 +++---- opengl33renderer.cpp | 2 +- openglrenderer.cpp | 2 +- parser.cpp | 11 +++ parser.h | 1 + translation.cpp | 4 +- version.h | 2 +- 17 files changed, 180 insertions(+), 106 deletions(-) diff --git a/Camera.cpp b/Camera.cpp index c777dad5..6e033ec2 100644 --- a/Camera.cpp +++ b/Camera.cpp @@ -189,11 +189,22 @@ void TCamera::Update() // attached movement position update auto movement { Velocity * -2.0 }; movement.y = -movement.y; + auto const *owner { ( + m_owner->Mechanik ? + m_owner->Mechanik : + m_owner->ctOwner ) }; + if( ( owner ) + && ( owner->Occupied()->CabOccupied < 0 ) ) { + movement *= -1.f; + movement.y = -movement.y; + } +/* if( ( m_owner->ctOwner ) && ( m_owner->ctOwner->Vehicle()->DirectionGet() != m_owner->DirectionGet() ) ) { movement *= -1.f; movement.y = -movement.y; } +*/ movement.RotateY( Angle.y ); m_owneroffset += movement * deltatime; diff --git a/Classes.h b/Classes.h index 652b8564..9145e739 100644 --- a/Classes.h +++ b/Classes.h @@ -76,7 +76,8 @@ enum class TCommandType cm_ChangeDirection, cm_PassengerStopPoint, cm_OutsideStation, - cm_Shunt, +// cm_Shunt, // unused? + cm_EmergencyBrake, cm_Command // komenda pobierana z komórki }; diff --git a/Driver.cpp b/Driver.cpp index 91f4b991..196d4c6b 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -268,12 +268,18 @@ void TSpeedPos::CommandCheck() fVelNext = -1; iFlags |= spOutsideStation; // W5 break; + case TCommandType::cm_EmergencyBrake: + fVelNext = -1; + break; default: // inna komenda w evencie skanowanym powoduje zatrzymanie i wysłanie tej komendy // nie manewrowa, nie przystanek, nie zatrzymać na SBL iFlags &= ~(spShuntSemaphor | spPassengerStopPoint | spStopOnSBL); // jak nieznana komenda w komórce sygnałowej, to zatrzymujemy - fVelNext = 0.0; + fVelNext = ( + evEvent->is_command() ? + 0.0 : // ask for a stop if we have a command for the vehicle + -1.0 ); // if we don't or it was already passed then don't be a bother } }; @@ -336,10 +342,14 @@ bool TSpeedPos::Update() std::string TSpeedPos::GetName() const { - if (iFlags & spTrack) // jeśli tor + if( iFlags & spTrack ) // jeśli tor return trTrack->name(); else if( iFlags & spEvent ) // jeśli event - return evEvent->m_name; + return + evEvent->m_name + + " [" + to_string( static_cast( evEvent->input_value( 1 ) ) ) + + ", " + to_string( static_cast( evEvent->input_value( 2 ) ) ) + + "]"; else return ""; } @@ -877,7 +887,7 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // stop points are irrelevant when not in one of the basic modes if( ( OrderCurrentGet() & ( Shunt | Loose_shunt | Obey_train | Bank ) ) == 0 ) { continue; } // first 19 chars of the command is expected to be "PassengerStopPoint:" so we skip them - if ( ToLower(sSpeedTable[i].evEvent->input_text()).compare( 19, sizeof(asNextStop), ToLower(asNextStop)) != 0 ) + if( ToLower( sSpeedTable[ i ].evEvent->input_text() ).compare( 19, sizeof( asNextStop ), ToLower( asNextStop ) ) != 0 ) { // jeśli nazwa nie jest zgodna if( ( false == IsScheduledPassengerStopVisible ) // check if our next scheduled stop didn't show up earlier in the scan && ( sSpeedTable[i].fDist < ( 1.15 * fBrakeDist + 300 ) ) @@ -998,7 +1008,6 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // w razie przełączenia na AI ma nie podciągać do W4, gdy użytkownik zatrzymał za daleko iDrivigFlags &= ~moveStopCloser; } - if (TrainParams.UpdateMTable( simulation::Time, asNextStop) ) { // to się wykona tylko raz po zatrzymaniu na W4 if( TrainParams.StationIndex < TrainParams.StationCount ) { @@ -1012,12 +1021,13 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN // HACK: manual check if we didn't already do load exchange at this stop // TODO: remove the check once the station system is in place if( m_lastexchangestop != asNextStop ) { - auto const platformside = static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10; - auto const exchangetime = simulation::Station.update_load( pVehicles[ end::front ], TrainParams, platformside ); + m_lastexchangestop = asNextStop; + m_lastexchangedirection = pVehicle->DirectionGet(); + m_lastexchangeplatforms = static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10; + auto const exchangetime { simulation::Station.update_load( pVehicles[ end::front ], TrainParams, m_lastexchangeplatforms ) }; WaitingSet( exchangetime ); // announce the stop name while at it announce( announcement_t::current ); - m_lastexchangestop = asNextStop; m_makenextstopannouncement = true; } @@ -1053,11 +1063,21 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } } + if( pVehicle->DirectionGet() != m_lastexchangedirection ) { + // generally means the ai driver moved to the opposite end of the consist + // TODO: investigate whether user playing with the reverser can mess this up + auto const left { ( m_lastexchangedirection > 0 ) ? 1 : 2 }; + auto const right { 3 - left }; + m_lastexchangeplatforms = + ( ( m_lastexchangeplatforms & left ) != 0 ? right : 0 ) + + ( ( m_lastexchangeplatforms & right ) != 0 ? left : 0 ); + m_lastexchangedirection = pVehicle->DirectionGet(); + } if( ( false == TrainParams.IsMaintenance() ) && ( ( false == TestFlag( iDrivigFlags, moveDoorOpened ) ) || ( true == DoesAnyDoorNeedOpening ) ) ) { iDrivigFlags |= moveDoorOpened; // nie wykonywać drugi raz - Doors( true, static_cast( std::floor( std::abs( sSpeedTable[ i ].evEvent->input_value( 2 ) ) ) ) % 10 ); + Doors( true, m_lastexchangeplatforms ); } if (OrderCurrentGet() & ( Shunt | Loose_shunt )) { @@ -1181,6 +1201,15 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } SemNextStopIndex = -1; // jeśli minęliśmy semafor od ograniczenia to go kasujemy ze zmiennej sprawdzającej dla skanowania w przód } + switch( sSpeedTable[ i ].evEvent->input_command() ) { + case TCommandType::cm_EmergencyBrake: { + pVehicle->RadioStop(); + sSpeedTable[ i ].iFlags = 0; // signal reveived, deactivate + } + default: { + break; + } + } } if( sSpeedTable[ i ].fDist > 0.0 ) { // check signals ahead @@ -1333,8 +1362,8 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN //sprawdzenie eventów pasywnych przed nami if( ( mvOccupied->CategoryFlag & 1 ) - && ( sSpeedTable[ i ].fDist > Obstacle.distance - 20 ) ) { - // jak sygnał jest dalej niż zawalidroga + && ( sSpeedTable[ i ].fDist > Obstacle.distance - 20 ) ) { + // jak sygnał jest dalej niż zawalidroga v = 0.0; // to może być podany dla tamtego: jechać tak, jakby tam stop był } else @@ -1378,8 +1407,8 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN if( go == TCommandType::cm_Unknown ) { // jeśli nie było komendy wcześniej - pierwsza się liczy - ustawianie VelSignal if( ( v < 0.0 ) - || ( v >= 1.0 ) ) { - // bo wartość 0.1 służy do hamowania tylko + || ( v >= 1.0 ) ) { + // bo wartość 0.1 służy do hamowania tylko go = TCommandType::cm_SetVelocity; // może odjechać // Ra 2014-06: (VelSignal) nie może być tu ustawiane, bo semafor może być daleko // VelSignal=v; //nie do końca tak, to jest druga prędkość; -1 nie wpisywać... @@ -1888,52 +1917,68 @@ void TController::Activation() iDirection = iDirectionOrder; // kierunek (względem sprzęgów pojazdu z AI) właśnie został ustalony (zmieniony) if (iDirection) { // jeśli jest ustalony kierunek - TDynamicObject *old = pVehicle, *d = pVehicle; // w tym siedzi AI - TController *drugi; // jakby były dwa, to zamienić miejscami, a nie robić wycieku pamięci poprzez nadpisanie - auto const localbrakelevel { mvOccupied->LocalBrakePosA }; + auto *initialvehicle { pVehicle }; +/* + auto const initiallocalbrakelevel { mvOccupied->LocalBrakePosA }; +*/ + auto const initialspringbrakestate { mvOccupied->SpringBrake.Activate }; // switch off tempomat SpeedCntrl( 0.0 ); mvControlling->DecScndCtrl( 2 ); // reset controls ZeroSpeed(); ZeroDirection(); - mvOccupied->SpringBrakeActivate( true ); - if (TestFlag(d->MoverParameters->Couplers[iDirectionOrder < 0 ? end::rear : end::front].CouplingFlag, coupling::control)) { - mvControlling->MainSwitch( false ); // dezaktywacja czuwaka, jeśli przejście do innego członu - mvOccupied->DecLocalBrakeLevel(LocalBrakePosNo); // zwolnienie hamulca w opuszczanym pojeździe - // mvOccupied->BrakeLevelSet((mvOccupied->BrakeHandle==FVel6)?4:-2); //odcięcie na - // zaworze maszynisty, FVel6 po drugiej stronie nie luzuje - mvOccupied->BrakeLevelSet( mvOccupied->Handle->GetPos(bh_NP) ); // odcięcie na zaworze maszynisty - BrakeLevelSet( gbh_NP ); //ustawienie zmiennej GBH - } mvOccupied->CabOccupied = mvOccupied->CabActive; // użytkownik moze zmienić CabOccupied wychodząc mvOccupied->CabDeactivisation(); // tak jest w Train.cpp + if (TestFlag(pVehicle->MoverParameters->Couplers[iDirectionOrder < 0 ? end::rear : end::front].CouplingFlag, coupling::control)) { + ZeroLocalBrake(); + if( initialspringbrakestate ) { + mvOccupied->SpringBrakeActivate( false ); + } + // odcięcie na zaworze maszynisty, FVel6 po drugiej stronie nie luzuje + mvOccupied->BrakeLevelSet( mvOccupied->Handle->GetPos(bh_NP) ); // odcięcie na zaworze maszynisty + BrakeLevelSet( mvOccupied->BrakeCtrlPos ); //ustawienie zmiennej GBH + } // przejście AI na drugą stronę EN57, ET41 itp. + // TODO: clean this up, there's lot of redundancy with TMoverParameters::ChangeCab() and TTrain::MoveToVehicle() { int movedirection { ( iDirection < 0 ? end::rear : end::front ) }; - d = pVehicle->FirstFind( movedirection, coupling::control ); - if( pVehicle != d ) { - drugi = d->Mechanik; // zapamiętanie tego, co ewentualnie tam siedzi, żeby w razie dwóch zamienić miejscami - d->Mechanik = this; // na razie bilokacja - d->MoverParameters->SetInternalCommand("", 0, 0); // usunięcie ewentualnie zalegającej komendy (Change_direction?) - if( d->DirectionGet() != pVehicle->DirectionGet() ) { + auto *targetvehicle { pVehicle->FirstFind( movedirection, coupling::control ) }; + if( pVehicle != targetvehicle ) { + auto *targetvehicledriver { targetvehicle->Mechanik }; // zapamiętanie tego, co ewentualnie tam siedzi, żeby w razie dwóch zamienić miejscami + // move to the new vehicle + targetvehicle->Mechanik = this; // na razie bilokacja + targetvehicle->MoverParameters->SetInternalCommand("", 0, 0); // usunięcie ewentualnie zalegającej komendy (Change_direction?) + if( targetvehicle->DirectionGet() != pVehicle->DirectionGet() ) { // jeśli są przeciwne do siebie to będziemy jechać w drugą stronę względem zasiedzianego pojazdu iDirection = -iDirection; } - pVehicle->Mechanik = drugi; // wsadzamy tego, co ewentualnie był (podwójna trakcja) -/* - pVehicle->MoverParameters->CabActive = 0; // wyłączanie kabin po drodze - pVehicle->MoverParameters->CabOccupied = 0; // i zaznaczenie, że nie ma tam nikogo -*/ - pVehicle = d; // a mechu ma nowy pojazd (no, człon) + // move the other driver to our old vehicle + pVehicle->Mechanik = targetvehicledriver; // wsadzamy tego, co ewentualnie był (podwójna trakcja) + // NOTE: having caboccupied != 0 (by swapping in the driver from the target vehicle) may lead to dysfunctional brake + // TODO: investigate and resolve if necessary + pVehicle->MoverParameters->CabOccupied = targetvehicle->MoverParameters->CabOccupied; + if( pVehicle->Mechanik ) { // not guaranteed, as target vehicle can be empty + pVehicle->Mechanik->BrakeLevelSet( pVehicle->MoverParameters->BrakeCtrlPos ); + } + // finish driver swap + pVehicle = targetvehicle; } } - if (pVehicle != old) + if (pVehicle != initialvehicle) { // jeśli zmieniony został pojazd prowadzony - TTrain *train = simulation::Trains.find(old->name()); - if (train) - train->MoveToVehicle(pVehicle); + auto *train { simulation::Trains.find( initialvehicle->name() ) }; + if( train ) { + train->MoveToVehicle( pVehicle ); + } ControllingSet(); // utworzenie połączenia do sterowanego pojazdu (może się zmienić) - silnikowy dla EZT + if( ( mvOccupied->BrakeCtrlPosNo > 0 ) + && ( ( mvOccupied->BrakeSystem == TBrakeSystem::Pneumatic ) + || ( mvOccupied->BrakeSystem == TBrakeSystem::ElectroPneumatic ) ) ) { + mvOccupied->LimPipePress = mvOccupied->PipePress; + mvOccupied->ActFlowSpeed = 0; + } + BrakeLevelSet( mvOccupied->BrakeCtrlPos ); } if( mvControlling->EngineType == TEngineType::DieselEngine ) { // dla 2Ls150 - przed ustawieniem kierunku - można zmienić tryb pracy @@ -1945,12 +1990,17 @@ void TController::Activation() } // Ra: to przełączanie poniżej jest tu bez sensu mvOccupied->CabOccupied = iDirection; // aktywacja kabiny w prowadzonym pojeżdzie (silnikowy może być odwrotnie?) - // mvOccupied->CabActive=iDirection; - // mvOccupied->DirActive=0; //żeby sam ustawił kierunek mvOccupied->CabActivisation(); // uruchomienie kabin w członach DirectionForward(true); // nawrotnik do przodu - if (localbrakelevel > 0.0) // hamowanie tylko jeśli był wcześniej zahamowany (bo możliwe, że jedzie!) - mvOccupied->LocalBrakePosA = localbrakelevel; // zahamuj jak wcześniej +/* + // NOTE: this won't restore local brake if the vehicle has integrated local brake control + // TBD, TODO: fix or let the ai activate the brake again as part of its standard logic? + if (initiallocalbrakelevel > 0.0) // hamowanie tylko jeśli był wcześniej zahamowany (bo możliwe, że jedzie!) + mvOccupied->LocalBrakePosA = initiallocalbrakelevel; // zahamuj jak wcześniej +*/ + if( initialspringbrakestate ) { + mvOccupied->SpringBrakeActivate( initialspringbrakestate ); + } CheckVehicles(); // sprawdzenie składu, AI zapali światła TableClear(); // resetowanie tabelki skanowania torów } @@ -3180,13 +3230,15 @@ bool TController::DecBrake() return OK; }; -bool TController::ZeroLocalBrake() { +void TController::ZeroLocalBrake() { if( mvOccupied->UniCtrlIntegratedLocalBrakeCtrl ) { - return DecBrakeEIM(); + while( DecBrakeEIM() ) { + ; + } } else { - return mvOccupied->DecLocalBrakeLevel( 2 ); + mvOccupied->DecLocalBrakeLevel( LocalBrakePosNo ); } } @@ -3197,7 +3249,8 @@ bool TController::DecBrakeEIM() { case 0: { if( mvOccupied->MED_amax != 9.81 ) { - auto const brakeposition { clamp( -1.0 * mvOccupied->AIHintLocalBrakeAccFactor * std::max( 0.0, AccDesired ) / mvOccupied->MED_amax, 0.0, 1.0 ) }; + auto const desiredacceleration { ( mvOccupied->Vel > 0.01 ? AccDesired : std::max( 0.0, AccDesired ) ) }; + auto const brakeposition { clamp( -1.0 * mvOccupied->AIHintLocalBrakeAccFactor * desiredacceleration / mvOccupied->MED_amax, 0.0, 1.0 ) }; OK = ( brakeposition != mvOccupied->LocalBrakePosA ); mvOccupied->LocalBrakePosA = brakeposition; } @@ -3244,7 +3297,7 @@ bool TController::IncSpeed() // zamykanie drzwi - tutaj wykonuje tylko AI (zmienia fActionTime) Doors( false ); } - if (mvOccupied->SpringBrake.IsActive && mvOccupied->SpringBrake.Activate) { + if (mvOccupied->SpringBrake.Activate) { mvOccupied->SpringBrakeActivate(false); } // Doors() call can potentially adjust fActionTime @@ -6482,6 +6535,7 @@ TController::UpdateSituation(double dt) { if( ( mvOccupied->EqvtPipePress < 4.5 ) && ( fReady > 0.35 ) + && ( mvOccupied->Compressor >= 7.5 ) // don't charge without sufficient pressure in the tank && ( BrakeChargingCooldown >= 0.0 ) && ( ( ActualProximityDist > 100.0 ) // don't charge if we're about to be braking soon || ( min_speed( mvOccupied->Vel, VelNext ) == mvOccupied->Vel ) ) ) { @@ -6504,8 +6558,9 @@ TController::UpdateSituation(double dt) { */ } - if( ( /*GBH mvOccupied->BrakeCtrlPos*/BrakeCtrlPosition < 0 ) - && ( mvOccupied->EqvtPipePress > ( fReady < 0.25 ? 5.1 : 5.2 ) ) ) { + if( ( mvOccupied->Compressor < 5.0 ) + || ( ( /*GBH mvOccupied->BrakeCtrlPos*/BrakeCtrlPosition < 0 ) + && ( mvOccupied->EqvtPipePress > ( fReady < 0.25 ? 5.1 : 5.2 ) ) ) ) { /* GBH mvOccupied->BrakeLevelSet( mvOccupied->Handle->GetPos( bh_RP ) ); */ BrakeLevelSet( gbh_RP ); } diff --git a/Driver.h b/Driver.h index 9a93cac9..72ed1f51 100644 --- a/Driver.h +++ b/Driver.h @@ -233,7 +233,7 @@ private: void SetDriverPsyche(); bool IncBrake(); bool DecBrake(); - bool ZeroLocalBrake(); + void ZeroLocalBrake(); bool IncSpeed(); bool DecSpeed( bool force = false ); void ZeroSpeed( bool const Enforce = false ); @@ -450,6 +450,8 @@ private: std::string asNextStop; // nazwa następnego punktu zatrzymania wg rozkładu int iStationStart = 0; // numer pierwszej stacji pokazywanej na podglądzie rozkładu std::string m_lastexchangestop; // HACK: safeguard to prevent multiple load exchanges per station + int m_lastexchangeplatforms { 0 }; // cached station platforms for last exchange + int m_lastexchangedirection { 0 }; // double fLastStopExpDist = -1.0; // odległość wygasania ostateniego przystanku int iRadioChannel = 1; // numer aktualnego kanału radiowego int iGuardRadio = 0; // numer kanału radiowego kierownika (0, gdy nie używa radia) diff --git a/DynObj.cpp b/DynObj.cpp index 75ba03ab..e1d1fc9e 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -2632,7 +2632,7 @@ bool TDynamicObject::UpdateForce(double dt) } // initiates load change by specified amounts, with a platform on specified side -void TDynamicObject::LoadExchange( int const Disembark, int const Embark, int const Platform ) { +void TDynamicObject::LoadExchange( int const Disembark, int const Embark, int const Platforms ) { /* if( ( MoverParameters->Doors.open_control == control_t::passenger ) || ( MoverParameters->Doors.open_control == control_t::mixed ) ) { @@ -2647,15 +2647,21 @@ void TDynamicObject::LoadExchange( int const Disembark, int const Embark, int co } } */ - if( Platform == 0 ) { return; } // edge case, if there's no accessible platforms discard the request + if( Platforms == 0 ) { return; } // edge case, if there's no accessible platforms discard the request m_exchange.unload_count += Disembark; m_exchange.load_count += Embark; - m_exchange.platforms = Platform; + m_exchange.platforms = Platforms; m_exchange.time = 0.0; } // calculates time needed to complete current load change +float TDynamicObject::LoadExchangeTime( int const Platforms ) { + + m_exchange.platforms = Platforms; + return LoadExchangeTime(); +} + float TDynamicObject::LoadExchangeTime() const { if( ( m_exchange.unload_count < 0.01 ) && ( m_exchange.load_count < 0.01 ) ) { return 0.f; } @@ -4754,8 +4760,7 @@ void TDynamicObject::LoadMMediaFile( std::string const &TypeName, std::string co token = ""; parser.getTokens(); parser >> token; - if( ( token == "models:" ) - || ( token == "\xef\xbb\xbfmodels:" ) ) { // crude way to handle utf8 bom potentially appearing before the first token + if( token == "models:" ) { // modele i podmodele m_materialdata.multi_textures = 0; // czy jest wiele tekstur wymiennych? parser.getTokens(); diff --git a/DynObj.h b/DynObj.h index 6ec6b1da..ef92fa25 100644 --- a/DynObj.h +++ b/DynObj.h @@ -598,8 +598,10 @@ private: void AttachNext(TDynamicObject *Object, int iType = 1); bool UpdateForce(double dt); // initiates load change by specified amounts, with a platform on specified side - void LoadExchange( int const Disembark, int const Embark, int const Platform ); - // calculates time needed to complete current load change + void LoadExchange( int const Disembark, int const Embark, int const Platforms ); + // calculates time needed to complete current load change, using specified platforms + float LoadExchangeTime( int const Platforms ); + // calculates time needed to complete current load change, using previously specified platforms float LoadExchangeTime() const; // calculates current load exchange factor, where 1 = nominal rate, higher = faster float LoadExchangeSpeed() const; // TODO: make private when cleaning up diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index a6519f3f..a0c9a6d8 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -609,42 +609,20 @@ bool TMoverParameters::DecBrakeLevel() bool TMoverParameters::ChangeCab(int direction) { // zmiana kabiny i resetowanie ustawien - if (abs(CabOccupied + direction) < 2) + if (std::abs(CabOccupied + direction) < 2) { - // if (CabOccupied+direction=0) then LastCab:=CabOccupied; CabOccupied = CabOccupied + direction; if( ( BrakeCtrlPosNo > 0 ) && ( ( BrakeSystem == TBrakeSystem::Pneumatic ) || ( BrakeSystem == TBrakeSystem::ElectroPneumatic ) ) ) { - // if (BrakeHandle==FV4a) //!!!POBIERAĆ WARTOŚĆ Z KLASY ZAWORU!!! - // BrakeLevelSet(-2); //BrakeCtrlPos=-2; - // else if ((BrakeHandle==FVel6)||(BrakeHandle==St113)) - // BrakeLevelSet(2); - // else - // BrakeLevelSet(1); BrakeLevelSet(Handle->GetPos(bh_NP)); LimPipePress = PipePress; ActFlowSpeed = 0; } else - // if (TrainType=dt_EZT) and (BrakeCtrlPosNo>0) then - // BrakeCtrlPos:=5; //z Megapacka - // else - // BrakeLevelSet(0); //BrakeCtrlPos=0; BrakeLevelSet(Handle->GetPos(bh_NP)); - // if not TestFlag(BrakeStatus,b_dmg) then - // BrakeStatus:=b_off; //z Megapacka MainCtrlPos = MainCtrlNoPowerPos(); ScndCtrlPos = 0; - // Ra: to poniżej jest bez sensu - można przejść nie wyłączając - // if ((EngineType!=DieselEngine)&&(EngineType!=DieselElectric)) - //{ - // Mains=false; - // CompressorAllow=false; - // ConverterAllow=false; - //} - // DirActive=0; - // DirAbsolute=0; return true; } return false; @@ -6170,7 +6148,7 @@ double TMoverParameters::TractionForce( double dt ) { if( ( RlistSize > 0 ) && ( ( std::abs( eimv[ eimv_If ] ) > 1.0 ) - && ( tmpV > 0.1 ) ) ) { + && ( tmpV > 0.0001 ) ) ) { int i = 0; while( ( i < RlistSize - 1 ) diff --git a/MemCell.cpp b/MemCell.cpp index c8dca3e7..d8690a84 100644 --- a/MemCell.cpp +++ b/MemCell.cpp @@ -81,6 +81,11 @@ TCommandType TMemCell::CommandCheck() eCommand = TCommandType::cm_SetProximityVelocity; bCommand = false; // ta komenda nie jest wysyłana } + else if( szText == "Emergency_brake" ) + { + eCommand = TCommandType::cm_EmergencyBrake; + bCommand = false; + } else { eCommand = TCommandType::cm_Unknown; // ciąg nierozpoznany (nie jest komendą) diff --git a/driverkeyboardinput.cpp b/driverkeyboardinput.cpp index 55c2b659..008f6806 100644 --- a/driverkeyboardinput.cpp +++ b/driverkeyboardinput.cpp @@ -136,8 +136,8 @@ driverkeyboard_input::default_bindings() { { user_command::hornhighactivate, GLFW_KEY_S }, { user_command::whistleactivate, GLFW_KEY_Z }, { user_command::radiotoggle, GLFW_KEY_R | keymodifier::control }, - { user_command::radiochannelincrease, GLFW_KEY_R | keymodifier::shift }, - { user_command::radiochanneldecrease, GLFW_KEY_R }, + { user_command::radiochannelincrease, GLFW_KEY_EQUAL }, + { user_command::radiochanneldecrease, GLFW_KEY_MINUS }, { user_command::radiostopsend, GLFW_KEY_PAUSE | keymodifier::shift | keymodifier::control }, { user_command::radiostoptest, GLFW_KEY_R | keymodifier::shift | keymodifier::control }, { user_command::radiocall3send, GLFW_KEY_BACKSPACE }, diff --git a/driveruipanels.cpp b/driveruipanels.cpp index d9d5e2be..c535bbba 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -763,10 +763,12 @@ debug_panel::update_section_vehicle( std::vector &Output ) { locale::strings[ locale::string::debug_vehicle_brakespressures ].c_str(), // brakes mover.fBrakeCtrlPos, - mover.LocalBrakePosA, mover.BrakeOpModeFlag, update_vehicle_brake().c_str(), mover.LoadFlag, + mover.LocalBrakePosA, + ( mover.ManualBrakePos / ManualBrakePosNo ), + ( mover.SpringBrake.Activate ? 1.f : 0.f ), // cylinders mover.BrakePress, mover.LocBrakePress, diff --git a/mtable.cpp b/mtable.cpp index 3e6714f4..2fce8841 100644 --- a/mtable.cpp +++ b/mtable.cpp @@ -467,23 +467,24 @@ bool TTrainParameters::LoadTTfile(std::string scnpath, int iPlus, double vmax) { auto const stationware { Split( record->StationWare, ',' ) }; for( auto const &entry : stationware ) { - if( entry.front() == 'R' ) { - auto const entrysplit { split_string_and_number( entry ) }; - if( ( entrysplit.first == "R" ) - && ( entrysplit.second <= 10 ) ) { - auto const radiochannel { entrysplit.second }; - if( ( record->radio_channel == -1 ) - || ( radiochannel != activeradiochannel ) ) { - // if the station has more than one radiochannel listed, - // it generally means we should switch to the one we weren't using so far - // TODO: reverse this behaviour (keep the channel used so far) once W28 signs are included in the system - record->radio_channel = radiochannel; - } + if( entry.front() != 'R' ) { + continue; + } + auto const entrysplit { split_string_and_number( entry ) }; + if( ( entrysplit.first == "R" ) + && ( entrysplit.second <= 10 ) ) { + auto const radiochannel { entrysplit.second }; + if( ( record->radio_channel == -1 ) + || ( radiochannel != activeradiochannel ) ) { + // if the station has more than one radiochannel listed, + // it generally means we should switch to the one we weren't using so far + // TODO: reverse this behaviour (keep the channel used so far) once W28 signs are included in the system + record->radio_channel = radiochannel; } } } if( record->radio_channel != -1 ) { - activeradiochannel == record->radio_channel; + activeradiochannel = record->radio_channel; } } record->TrackNo = atoi(s.c_str()); diff --git a/opengl33renderer.cpp b/opengl33renderer.cpp index abb7a5d9..8c7e7465 100644 --- a/opengl33renderer.cpp +++ b/opengl33renderer.cpp @@ -4112,7 +4112,7 @@ void opengl33_renderer::Update(double const Deltatime) // TODO: it doesn't make much sense with vsync if( Global.targetfps == 0.0f ) { // automatic adjustment - auto const framerate = interpolate( 1000.f / Timer::subsystem.gfx_color.average(), m_framerate, 0.25f ); + auto const framerate = interpolate( 1000.f / Timer::subsystem.gfx_color.average(), m_framerate, 0.75f ); float targetfactor; if( framerate > 120.0 ) { targetfactor = 3.00f; } else if( framerate > 90.0 ) { targetfactor = 1.50f; } diff --git a/openglrenderer.cpp b/openglrenderer.cpp index 601ee9a7..c1568d4d 100644 --- a/openglrenderer.cpp +++ b/openglrenderer.cpp @@ -4170,7 +4170,7 @@ opengl_renderer::Update( double const Deltatime ) { // adjust draw ranges etc, based on recent performance if( Global.targetfps == 0.0f ) { // automatic adjustment - auto const framerate = 0.5f * ( m_framerate + 1000.f / Timer::subsystem.gfx_color.average() ); + auto const framerate = interpolate( 1000.f / Timer::subsystem.gfx_color.average(), m_framerate, 0.75f ); float targetfactor; if( framerate > 120.0 ) { targetfactor = 3.00f; } else if( framerate > 90.0 ) { targetfactor = 1.50f; } diff --git a/parser.cpp b/parser.cpp index 7fc7d7c0..9d1dd943 100644 --- a/parser.cpp +++ b/parser.cpp @@ -211,6 +211,17 @@ std::string cParser::readToken( bool ToLower, const char *Break ) { } } while( token == "" && mStream->peek() != EOF ); // double check in case of consecutive separators } + // check the first token for potential presence of utf bom + if( mFirstToken ) { + mFirstToken = false; + if( token.rfind( "\xef\xbb\xbf", 0 ) == 0 ) { + token.erase( 0, 3 ); + } + if( true == token.empty() ) { + // potentially possible if our first token was standalone utf bom + token = readToken( ToLower, Break ); + } + } if( false == parameters.empty() ) { // if there's parameter list, check the token for potential parameters to replace diff --git a/parser.h b/parser.h index 2fb82f48..c3b00e9f 100644 --- a/parser.h +++ b/parser.h @@ -104,6 +104,7 @@ class cParser //: public std::stringstream std::streamoff mSize { 0 }; // size of open stream, for progress report. std::size_t mLine { 0 }; // currently processed line bool mIncFile { false }; // the parser is processing an *.inc file + bool mFirstToken { true }; // processing first token in the current file; helper used when checking for utf bom typedef std::map commentmap; commentmap mComments { commentmap::value_type( "/*", "*/" ), diff --git a/translation.cpp b/translation.cpp index 5eed05d5..ee79678b 100644 --- a/translation.cpp +++ b/translation.cpp @@ -76,7 +76,7 @@ init() { "Controllers:\n master: %d(%d), secondary: %s\nEngine output: %.1f, current: %.0f\nRevolutions:\n engine: %.0f, motors: %.0f\n engine fans: %.0f, motor fans: %.0f+%.0f, cooling fans: %.0f+%.0f", " (shunt mode)", "\nTemperatures:\n engine: %.2f, oil: %.2f, water: %.2f%c%.2f", - "Brakes:\n train: %.2f, independent: %.2f, mode: %d, delay: %s, load flag: %d\nBrake cylinder pressures:\n train: %.2f, independent: %.2f, status: 0x%.2x\nPipe pressures:\n brake: %.2f (hat: %.2f), main: %.2f, control: %.2f\nTank pressures:\n auxiliary: %.2f, main: %.2f, control: %.2f", + "Brakes:\n train: %.2f (mode: %d, delay: %s, load flag: %d)\n independent: %.2f, manual: %.2f, spring: %.2f\nBrake cylinder pressures:\n train: %.2f, independent: %.2f, status: 0x%.2x\nPipe pressures:\n brake: %.2f (hat: %.2f), main: %.2f, control: %.2f\nTank pressures:\n auxiliary: %.2f, main: %.2f, control: %.2f", " pantograph: %.2f%cMT", "Forces:\n tractive: %.1f, brake: %.1f, friction: %.2f%s\nAcceleration:\n tangential: %.2f, normal: %.2f (path radius: %s)\nVelocity: %.2f, distance traveled: %.2f\nPosition: [%.2f, %.2f, %.2f]", @@ -281,7 +281,7 @@ init() { "Nastawniki:\n glowny: %d(%d), dodatkowy: %s\nMoc silnika: %.1f, prad silnika: %.0f\nObroty:\n silnik: %.0f, motory: %.0f\n went.silnika: %.0f, went.motorow: %.0f+%.0f, went.chlodnicy: %.0f+%.0f", " (tryb manewrowy)", "\nTemperatury:\n silnik: %.2f, olej: %.2f, woda: %.2f%c%.2f", - "Hamulce:\n zespolony: %.2f, pomocniczy: %.2f, tryb: %d, nastawa: %s, ladunek: %d\nCisnienie w cylindrach:\n zespolony: %.2f, pomocniczy: %.2f, status: 0x%.2x\nCisnienia w przewodach:\n glowny: %.2f (kapturek: %.2f), zasilajacy: %.2f, kontrolny: %.2f\nCisnienia w zbiornikach:\n pomocniczy: %.2f, glowny: %.2f, sterujacy: %.2f", + "Hamulce:\n zespolony: %.2f (tryb: %d, nastawa: %s, ladunek: %d)\n pomocniczy: %.2f, postojowy: %.2f, sprezynowy: %.2f\nCisnienie w cylindrach:\n zespolony: %.2f, pomocniczy: %.2f, status: 0x%.2x\nCisnienia w przewodach:\n glowny: %.2f (kapturek: %.2f), zasilajacy: %.2f, kontrolny: %.2f\nCisnienia w zbiornikach:\n pomocniczy: %.2f, glowny: %.2f, sterujacy: %.2f", " pantograf: %.2f%cZG", "Sily:\n napedna: %.1f, hamowania: %.1f, tarcie: %.2f%s\nPrzyspieszenia:\n styczne: %.2f, normalne: %.2f (promien: %s)\nPredkosc: %.2f, pokonana odleglosc: %.2f\nPozycja: [%.2f, %.2f, %.2f]", diff --git a/version.h b/version.h index b192cd9c..c9dce266 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 806 +#define VERSION_MINOR 824 #define VERSION_REVISION 0 From 5247e6c2249ea085eb281205c1c1cc731993c3b0 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Thu, 3 Sep 2020 13:24:06 +0200 Subject: [PATCH 150/153] configurable releaser lock, minor bug fixes --- Driver.cpp | 21 ++++++++++++++------- DynObj.cpp | 12 ++++++++++-- McZapkie/MOVER.h | 3 ++- McZapkie/Mover.cpp | 8 ++++++-- Train.cpp | 2 +- 5 files changed, 33 insertions(+), 13 deletions(-) diff --git a/Driver.cpp b/Driver.cpp index 196d4c6b..b4831bf3 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -4871,14 +4871,21 @@ TController::UpdateSituation(double dt) { IsAnyCouplerStretched = IsAnyCouplerStretched || ( vehicle->Couplers[ end::front ].stretch_duration > 0.0 ) - || ( vehicle->Couplers[ end::rear ].stretch_duration > 0.0 ); + || ( vehicle->Couplers[ end::rear ].stretch_duration > 0.0 ); // check door state - auto const switchsides { p->DirectionGet() != iDirection }; - IsAnyDoorOpen[ side::right ] |= ( false == vehicle->Doors.instances[ ( switchsides ? side::left : side::right ) ].is_closed ); - IsAnyDoorOpen[ side::left ] |= ( false == vehicle->Doors.instances[ ( switchsides ? side::right : side::left ) ].is_closed ); - IsAnyDoorPermitActive[ side::right ] |= ( vehicle->Doors.permit_needed && vehicle->Doors.instances[ ( switchsides ? side::left : side::right ) ].open_permit ); - IsAnyDoorPermitActive[ side::left ] |= ( vehicle->Doors.permit_needed && vehicle->Doors.instances[ ( switchsides ? side::right : side::left ) ].open_permit ); - + { + auto const switchsides { p->DirectionGet() != iDirection }; + auto const &rightdoor { vehicle->Doors.instances[ ( switchsides ? side::left : side::right ) ] }; + auto const &leftdoor { vehicle->Doors.instances[ ( switchsides ? side::right : side::left ) ] }; + if( vehicle->Doors.close_control != control_t::autonomous ) { + IsAnyDoorOpen[ side::right ] |= ( false == rightdoor.is_closed ); + IsAnyDoorOpen[ side::left ] |= ( false == leftdoor.is_closed ); + } + if( vehicle->Doors.permit_needed ) { + IsAnyDoorPermitActive[ side::right ] |= rightdoor.open_permit; + IsAnyDoorPermitActive[ side::left ] |= leftdoor.open_permit; + } + } // measure lighting level // TBD: apply weight (multiplier) to partially lit vehicles? ConsistShade += ( p->fShade > 0.0 ? p->fShade : 1.0 ); diff --git a/DynObj.cpp b/DynObj.cpp index e1d1fc9e..22a6c261 100644 --- a/DynObj.cpp +++ b/DynObj.cpp @@ -1172,10 +1172,10 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist) if (TestFlag(MoverParameters->iLights[end::rear], light::auxiliary_right)) { if( DimHeadlights ) { - m_headlamp22.TurnxOnWithOnAsFallback(); + m_headsignal22.TurnxOnWithOnAsFallback(); } else { - m_headlamp22.TurnOn(); + m_headsignal22.TurnOn(); } btnOn = true; } @@ -4139,6 +4139,14 @@ void TDynamicObject::RenderSounds() { // brake cylinder piston auto const brakepressureratio { std::max( 0.0, MoverParameters->BrakePress ) / std::max( 1.0, MoverParameters->MaxBrakePress[ 3 ] ) }; if( m_lastbrakepressure != -1.f ) { + // HACK: potentially reset playback of opening bookend sounds + if( false == m_brakecylinderpistonadvance.is_playing() ) { + m_brakecylinderpistonadvance.stop(); + } + if( false == m_brakecylinderpistonrecede.is_playing() ) { + m_brakecylinderpistonrecede.stop(); + } + // actual sound playback auto const quantizedratio { static_cast( 15 * brakepressureratio ) }; auto const lastbrakepressureratio { std::max( 0.f, m_lastbrakepressure ) / std::max( 1.0, MoverParameters->MaxBrakePress[ 3 ] ) }; auto const quantizedratiochange { quantizedratio - static_cast( 15 * lastbrakepressureratio ) }; diff --git a/McZapkie/MOVER.h b/McZapkie/MOVER.h index f37b77b6..0933f8d8 100644 --- a/McZapkie/MOVER.h +++ b/McZapkie/MOVER.h @@ -1450,9 +1450,10 @@ public: bool Mains = false; /*polozenie glownego wylacznika*/ double MainsInitTime{ 0.0 }; // config, initialization time (in seconds) of the main circuit after it receives power, before it can be closed double MainsInitTimeCountdown{ 0.0 }; // current state of main circuit initialization, remaining time (in seconds) until it's ready - bool LineBreakerClosesAtNoPowerPosOnly{ false }; + bool LineBreakerClosesOnlyAtNoPowerPos{ false }; bool ControlPressureSwitch{ false }; // activates if the main pipe and/or brake cylinder pressure aren't within operational levels bool HasControlPressureSwitch{ true }; + bool ReleaserEnabledOnlyAtNoPowerPos{ false }; int MainCtrlPos = 0; /*polozenie glownego nastawnika*/ int ScndCtrlPos = 0; /*polozenie dodatkowego nastawnika*/ int LightsPos = 0; /*polozenie przelacznika wielopozycyjnego swiatel*/ diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index a0c9a6d8..1c677697 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -3510,7 +3510,7 @@ bool TMoverParameters::MainSwitchCheck() const { && ( true == NoVoltRelay ) && ( true == OvervoltageRelay ) && ( LastSwitchingTime > CtrlDelay ) - && ( HasCamshaft ? IsMainCtrlActualNoPowerPos() : ( LineBreakerClosesAtNoPowerPosOnly ? IsMainCtrlNoPowerPos() : true ) ) + && ( HasCamshaft ? IsMainCtrlActualNoPowerPos() : ( LineBreakerClosesOnlyAtNoPowerPos ? IsMainCtrlNoPowerPos() : true ) ) && ( false == TestFlag( DamageFlag, dtrain_out ) ) && ( false == TestFlag( EngDmgFlag, 1 ) ) ); } @@ -3820,7 +3820,7 @@ bool TMoverParameters::BrakeReleaser(int state) bool OK = true; //false tylko jeśli nie uda się wysłać, GF 20161124 if( state != 0 ) { // additional limitations imposed by pressure switch - if( ( false == ControlPressureSwitch ) || ( true == IsMainCtrlNoPowerPos() ) ) { + if( ( false == ControlPressureSwitch ) || ( false == ReleaserEnabledOnlyAtNoPowerPos ) || ( true == IsMainCtrlNoPowerPos() ) ) { Hamulec->Releaser( state ); } } @@ -9751,6 +9751,10 @@ void TMoverParameters::LoadFIZ_Brake( std::string const &line ) { // the parameter is provided in form of a multiplier, where 1.0 means the default rate of 0.01 AirLeakRate *= 0.01; } + + extract_value( + ReleaserEnabledOnlyAtNoPowerPos, "ReleaserPowerPosLock", line, + ( ( EngineType == TEngineType::DieselEngine ) || ( EngineType == TEngineType::DieselElectric ) ) ? "yes" : "no" ); } void TMoverParameters::LoadFIZ_Doors( std::string const &line ) { diff --git a/Train.cpp b/Train.cpp index 222576f1..a87d2390 100644 --- a/Train.cpp +++ b/Train.cpp @@ -588,7 +588,7 @@ dictionary_source *TTrain::GetTrainState() { dict->insert( "speedctrlstandby", mvOccupied->SpeedCtrlUnit.Standby ); // brakes dict->insert( "manual_brake", ( mvOccupied->ManualBrakePos > 0 ) ); - bool const bEP = ( mvControlled->LocHandle->GetCP() > 0.2 ) || ( fEIMParams[ 0 ][ 2 ] > 0.01 ); + bool const bEP = ( mvControlled->LocHandle->GetCP() > 0.2 ) || ( fEIMParams[ 0 ][ 5 ] > 0.01 ); dict->insert( "dir_brake", bEP ); bool bPN; if( ( typeid( *mvOccupied->Hamulec ) == typeid( TLSt ) ) From 1ac0e8a16ac9e9dd99f8851c0d72e2c1a1636e98 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Tue, 8 Sep 2020 22:50:38 +0200 Subject: [PATCH 151/153] build 200908. minor bug fixes --- McZapkie/Mover.cpp | 9 +++++---- driveruipanels.cpp | 3 ++- sound.cpp | 26 +++++++++++++------------- translation.cpp | 4 ++-- version.h | 2 +- 5 files changed, 23 insertions(+), 21 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 1c677697..4c604f93 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -5969,16 +5969,17 @@ double TMoverParameters::TractionForce( double dt ) { SpeedCtrlUnit.IsActive = ( SpeedCtrlValue > 0 ); } double edBCP = Hamulec->GetEDBCP(); + auto const localbrakeactive { ( CabOccupied != 0 ) && ( LocHandle->GetCP() > 0.25 ) }; if( ( false == Doors.instances[ side::left ].is_closed ) || ( false == Doors.instances[ side::right ].is_closed ) || ( Doors.permit_needed && ( Doors.instances[ side::left ].open_permit || Doors.instances[ side::right ].open_permit ) ) ) { DynamicBrakeFlag = true; } - else if (((edBCP < 0.25) && (LocHandle->GetCP() < 0.25) && (AnPos < 0.01)) || - ((edBCP < 0.25) && (ShuntModeAllow) && (LocalBrakePosA < 0.01))) + else if (((edBCP < 0.25) && (false == localbrakeactive) && (AnPos < 0.01)) + || ((edBCP < 0.25) && (ShuntModeAllow) && (LocalBrakePosA < 0.01))) DynamicBrakeFlag = false; - else if ((((BrakePress > 0.25) && (edBCP > 0.25) || (LocHandle->GetCP() > 0.25))) || - (AnPos > 0.02)) + else if ((((BrakePress > 0.25) && (edBCP > 0.25) || localbrakeactive)) + || (AnPos > 0.02)) DynamicBrakeFlag = true; edBCP = Hamulec->GetEDBCP() * eimc[eimc_p_abed]; // stala napedu if ((DynamicBrakeFlag)) diff --git a/driveruipanels.cpp b/driveruipanels.cpp index c535bbba..5522ea35 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -767,7 +767,8 @@ debug_panel::update_section_vehicle( std::vector &Output ) { update_vehicle_brake().c_str(), mover.LoadFlag, mover.LocalBrakePosA, - ( mover.ManualBrakePos / ManualBrakePosNo ), + mover.LocalBrakePosAEIM, + ( mover.ManualBrakePos / static_cast( ManualBrakePosNo ) ), ( mover.SpringBrake.Activate ? 1.f : 0.f ), // cylinders mover.BrakePress, diff --git a/sound.cpp b/sound.cpp index ed2a1b73..d00e59a4 100644 --- a/sound.cpp +++ b/sound.cpp @@ -959,6 +959,7 @@ sound_source::update_soundproofing() { if( soundproofingstamp == m_properties.soundproofing_stamp ) { return false; } // listener location has changed, calculate new location-based gain factor + auto const externalcamera { ( Global.CabWindowOpen ) || ( Global.pCamera.m_owner && FreeFlyModeFlag ) }; switch( m_placement ) { case sound_placement::general: { m_properties.soundproofing = ( @@ -970,21 +971,20 @@ sound_source::update_soundproofing() { case sound_placement::external: { if( m_range >= -1 ) { // limited range sound... m_properties.soundproofing = ( - ( soundproofingstamp == 0 ? EU07_SOUNDPROOFING_NONE : // ...and listener outside - true == Global.CabWindowOpen ? EU07_SOUNDPROOFING_SOME : // ...and window open - EU07_SOUNDPROOFING_STRONG ) ); // ...and window closed + soundproofingstamp == 0 ? EU07_SOUNDPROOFING_NONE : // ...with listener outside + externalcamera ? EU07_SOUNDPROOFING_SOME : // ...with listener inside and window open + EU07_SOUNDPROOFING_STRONG ); // ...with listener inside and window closed } else { // global sound... - auto const externalcamera { ( Global.CabWindowOpen ) || ( Global.pCamera.m_owner && FreeFlyModeFlag ) }; m_properties.soundproofing = ( - ( soundproofingstamp == 0 ? EU07_SOUNDPROOFING_GLOBAL_NONE : // ...and listener outside - externalcamera ? EU07_SOUNDPROOFING_GLOBAL_STRONG : // ...and window open - EU07_SOUNDPROOFING_GLOBAL_VERYSTRONG ) ); // ...and window closed + soundproofingstamp == 0 ? EU07_SOUNDPROOFING_GLOBAL_NONE : // ...with listener outside + externalcamera ? EU07_SOUNDPROOFING_GLOBAL_STRONG : // ...with listener inside and window open + EU07_SOUNDPROOFING_GLOBAL_VERYSTRONG ); // ...with listener inside and window closed } break; } case sound_placement::internal: { - if( m_range >= -1 ) { + if( m_range >= -1 ) { // limited range sound m_properties.soundproofing = ( soundproofingstamp == 0 ? EU07_SOUNDPROOFING_STRONG : // listener outside HACK: won't be true if active vehicle has open window @@ -994,7 +994,7 @@ sound_source::update_soundproofing() { EU07_SOUNDPROOFING_STRONG : // listener in the engine compartment EU07_SOUNDPROOFING_NONE ) ) ); // listener in the cab of the same vehicle } - else { + else { // global sound m_properties.soundproofing = ( soundproofingstamp == 0 ? EU07_SOUNDPROOFING_GLOBAL_STRONG : // listener outside HACK: won't be true if active vehicle has open window @@ -1007,9 +1007,9 @@ sound_source::update_soundproofing() { break; } case sound_placement::engine: { - if( m_range >= -1 ) { + if( m_range >= -1 ) { // limited range sound m_properties.soundproofing = ( - ( ( soundproofingstamp == 0 ) || ( true == Global.CabWindowOpen ) ) ? + externalcamera ? EU07_SOUNDPROOFING_SOME : // listener outside or has a window open ( simulation::Train->Dynamic() != m_owner ? EU07_SOUNDPROOFING_STRONG : // in another vehicle @@ -1017,9 +1017,9 @@ sound_source::update_soundproofing() { EU07_SOUNDPROOFING_NONE : // listener in the engine compartment EU07_SOUNDPROOFING_STRONG ) ) ); // listener in another compartment of the same vehicle } - else { + else { // global sound m_properties.soundproofing = ( - ( ( soundproofingstamp == 0 ) || ( true == Global.CabWindowOpen ) ) ? + ( externalcamera ) ? EU07_SOUNDPROOFING_GLOBAL_STRONG : // listener outside or has a window open ( simulation::Train->Dynamic() != m_owner ? EU07_SOUNDPROOFING_GLOBAL_VERYSTRONG : // in another vehicle diff --git a/translation.cpp b/translation.cpp index ee79678b..a3eed3b4 100644 --- a/translation.cpp +++ b/translation.cpp @@ -76,7 +76,7 @@ init() { "Controllers:\n master: %d(%d), secondary: %s\nEngine output: %.1f, current: %.0f\nRevolutions:\n engine: %.0f, motors: %.0f\n engine fans: %.0f, motor fans: %.0f+%.0f, cooling fans: %.0f+%.0f", " (shunt mode)", "\nTemperatures:\n engine: %.2f, oil: %.2f, water: %.2f%c%.2f", - "Brakes:\n train: %.2f (mode: %d, delay: %s, load flag: %d)\n independent: %.2f, manual: %.2f, spring: %.2f\nBrake cylinder pressures:\n train: %.2f, independent: %.2f, status: 0x%.2x\nPipe pressures:\n brake: %.2f (hat: %.2f), main: %.2f, control: %.2f\nTank pressures:\n auxiliary: %.2f, main: %.2f, control: %.2f", + "Brakes:\n train: %.2f (mode: %d, delay: %s, load flag: %d)\n independent: %.2f (%.2f), manual: %.2f, spring: %.2f\nBrake cylinder pressures:\n train: %.2f, independent: %.2f, status: 0x%.2x\nPipe pressures:\n brake: %.2f (hat: %.2f), main: %.2f, control: %.2f\nTank pressures:\n auxiliary: %.2f, main: %.2f, control: %.2f", " pantograph: %.2f%cMT", "Forces:\n tractive: %.1f, brake: %.1f, friction: %.2f%s\nAcceleration:\n tangential: %.2f, normal: %.2f (path radius: %s)\nVelocity: %.2f, distance traveled: %.2f\nPosition: [%.2f, %.2f, %.2f]", @@ -281,7 +281,7 @@ init() { "Nastawniki:\n glowny: %d(%d), dodatkowy: %s\nMoc silnika: %.1f, prad silnika: %.0f\nObroty:\n silnik: %.0f, motory: %.0f\n went.silnika: %.0f, went.motorow: %.0f+%.0f, went.chlodnicy: %.0f+%.0f", " (tryb manewrowy)", "\nTemperatury:\n silnik: %.2f, olej: %.2f, woda: %.2f%c%.2f", - "Hamulce:\n zespolony: %.2f (tryb: %d, nastawa: %s, ladunek: %d)\n pomocniczy: %.2f, postojowy: %.2f, sprezynowy: %.2f\nCisnienie w cylindrach:\n zespolony: %.2f, pomocniczy: %.2f, status: 0x%.2x\nCisnienia w przewodach:\n glowny: %.2f (kapturek: %.2f), zasilajacy: %.2f, kontrolny: %.2f\nCisnienia w zbiornikach:\n pomocniczy: %.2f, glowny: %.2f, sterujacy: %.2f", + "Hamulce:\n zespolony: %.2f (tryb: %d, nastawa: %s, ladunek: %d)\n pomocniczy: %.2f (%.2f), postojowy: %.2f, sprezynowy: %.2f\nCisnienie w cylindrach:\n zespolony: %.2f, pomocniczy: %.2f, status: 0x%.2x\nCisnienia w przewodach:\n glowny: %.2f (kapturek: %.2f), zasilajacy: %.2f, kontrolny: %.2f\nCisnienia w zbiornikach:\n pomocniczy: %.2f, glowny: %.2f, sterujacy: %.2f", " pantograf: %.2f%cZG", "Sily:\n napedna: %.1f, hamowania: %.1f, tarcie: %.2f%s\nPrzyspieszenia:\n styczne: %.2f, normalne: %.2f (promien: %s)\nPredkosc: %.2f, pokonana odleglosc: %.2f\nPozycja: [%.2f, %.2f, %.2f]", diff --git a/version.h b/version.h index c9dce266..2a344570 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 824 +#define VERSION_MINOR 908 #define VERSION_REVISION 0 From ac1253826f069c46a02149db51a57d56ab5820aa Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 13 Sep 2020 18:20:06 +0200 Subject: [PATCH 152/153] build 200913. sound category volume modifiers, debug panel settings section, minor bug fixes --- Globals.cpp | 21 +++++++++++++++++++++ Globals.h | 3 +++ McZapkie/Mover.cpp | 2 +- audiorenderer.cpp | 42 ++++++++++++++++++++---------------------- audiorenderer.h | 11 ++++++++++- driveruipanels.cpp | 36 ++++++++++++++++++++++++++++++++---- driveruipanels.h | 1 + eu07.ico | Bin 16958 -> 165404 bytes sound.cpp | 15 +++++++++++---- version.h | 2 +- 10 files changed, 100 insertions(+), 33 deletions(-) diff --git a/Globals.cpp b/Globals.cpp index d0380273..862353b7 100644 --- a/Globals.cpp +++ b/Globals.cpp @@ -151,6 +151,24 @@ global_settings::ConfigParse(cParser &Parser) { Parser >> RadioVolume; RadioVolume = clamp( RadioVolume, 0.f, 1.f ); } + else if( token == "sound.volume.vehicle" ) { + // selected device for audio renderer + Parser.getTokens(); + Parser >> VehicleVolume; + VehicleVolume = clamp( VehicleVolume, 0.f, 1.f ); + } + else if( token == "sound.volume.positional" ) { + // selected device for audio renderer + Parser.getTokens(); + Parser >> EnvironmentPositionalVolume; + EnvironmentPositionalVolume = clamp( EnvironmentPositionalVolume, 0.f, 1.f ); + } + else if( token == "sound.volume.ambient" ) { + // selected device for audio renderer + Parser.getTokens(); + Parser >> EnvironmentAmbientVolume; + EnvironmentAmbientVolume = clamp( EnvironmentAmbientVolume, 0.f, 1.f ); + } // else if (str==AnsiString("renderalpha")) //McZapkie-1312302 - dwuprzebiegowe renderowanie // bRenderAlpha=(GetNextSymbol().LowerCase()==AnsiString("yes")); else if (token == "physicslog") @@ -987,6 +1005,9 @@ global_settings::export_as_text( std::ostream &Output ) const { export_as_text( Output, "sound.openal.renderer", AudioRenderer ); export_as_text( Output, "sound.volume", AudioVolume ); export_as_text( Output, "sound.volume.radio", RadioVolume ); + export_as_text( Output, "sound.volume.vehicle", VehicleVolume ); + export_as_text( Output, "sound.volume.positional", EnvironmentPositionalVolume ); + export_as_text( Output, "sound.volume.ambient", EnvironmentAmbientVolume ); export_as_text( Output, "physicslog", WriteLogFlag ); export_as_text( Output, "fullphysics", FullPhysics ); export_as_text( Output, "debuglog", iWriteLogEnabled ); diff --git a/Globals.h b/Globals.h index 75803bab..c3aae2cd 100644 --- a/Globals.h +++ b/Globals.h @@ -155,6 +155,9 @@ struct global_settings { bool bSoundEnabled{ true }; float AudioVolume{ 1.f }; float RadioVolume{ 0.75f }; + float VehicleVolume{ 1.0f }; + float EnvironmentPositionalVolume{ 1.0f }; + float EnvironmentAmbientVolume{ 1.0f }; std::string AudioRenderer; // input float fMouseXScale{ 1.5f }; diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 4c604f93..2fc246db 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -8296,7 +8296,7 @@ TMoverParameters::update_doors( double const Deltatime ) { auto const ispowered { ( Doors.voltage == 0 ? true : - Doors.voltage == 24 ? Power24vIsAvailable : + Doors.voltage == 24 ? ( Power24vIsAvailable || Power110vIsAvailable ) : Doors.voltage == 110 ? Power110vIsAvailable : false ) }; diff --git a/audiorenderer.cpp b/audiorenderer.cpp index e4412b41..4366e80f 100644 --- a/audiorenderer.cpp +++ b/audiorenderer.cpp @@ -21,6 +21,7 @@ http://mozilla.org/MPL/2.0/. namespace audio { openal_renderer renderer; +bool event_volume_change { false }; float const EU07_SOUND_CUTOFFRANGE { 3000.f }; // 2750 m = max expected emitter spawn range, plus safety margin float const EU07_SOUND_VELOCITYLIMIT { 250 / 3.6f }; // 343 m/sec ~= speed of sound; arbitrary limit of 250 km/h @@ -133,8 +134,7 @@ openal_source::sync_with( sound_properties const &State ) { // NOTE: velocity at this point can be either listener velocity for global sounds, actual sound velocity, or 0 if sound position is yet unknown ::alSourcefv( id, AL_VELOCITY, glm::value_ptr( sound_velocity ) ); // location - properties.location = State.location; - sound_distance = properties.location - glm::dvec3 { Global.pCamera.Pos }; + sound_distance = State.location - glm::dvec3 { Global.pCamera.Pos }; if( sound_range != -1 ) { // range cutoff check for songs other than 'unlimited' // NOTE: since we're comparing squared distances we can ignore that sound range can be negative @@ -156,18 +156,23 @@ openal_source::sync_with( sound_properties const &State ) { ::alSourcefv( id, AL_POSITION, glm::value_ptr( glm::vec3() ) ); } // gain + auto const gain { + State.gain + * State.soundproofing + * ( State.category == sound_category::vehicle ? Global.VehicleVolume : + State.category == sound_category::local ? Global.EnvironmentPositionalVolume : + State.category == sound_category::ambient ? Global.EnvironmentAmbientVolume : + 1.f ) }; if( ( State.gain != properties.gain ) - || ( State.soundproofing_stamp != properties.soundproofing_stamp ) ) { + || ( State.soundproofing_stamp != properties.soundproofing_stamp ) + || ( audio::event_volume_change ) ) { // gain value has changed - properties.gain = State.gain; - properties.soundproofing = State.soundproofing; - properties.soundproofing_stamp = State.soundproofing_stamp; - ::alSourcef( id, AL_GAIN, properties.gain * properties.soundproofing ); + ::alSourcef( id, AL_GAIN, gain ); auto const range { ( sound_range >= 0 ? sound_range : 5 ) }; // range of -1 means sound of unlimited range, positioned at the listener - ::alSourcef( id, AL_REFERENCE_DISTANCE, range * ( 1.f / 16.f ) * properties.soundproofing ); + ::alSourcef( id, AL_REFERENCE_DISTANCE, range * ( 1.f / 16.f ) * State.soundproofing ); } if( sound_range != -1 ) { auto const rangesquared { sound_range * sound_range }; @@ -183,17 +188,17 @@ openal_source::sync_with( sound_properties const &State ) { clamp( ( distancesquared - rangesquared ) / ( fadedistance * fadedistance ), 0.f, 1.f ) ) }; - ::alSourcef( id, AL_GAIN, properties.gain * properties.soundproofing * rangefactor ); + ::alSourcef( id, AL_GAIN, gain * rangefactor ); } is_in_range = ( distancesquared <= rangesquared ); } // pitch if( State.pitch != properties.pitch ) { // pitch value has changed - properties.pitch = State.pitch; - - ::alSourcef( id, AL_PITCH, clamp( properties.pitch * pitch_variation, 0.1f, 10.f ) ); + ::alSourcef( id, AL_PITCH, clamp( State.pitch * pitch_variation, 0.1f, 10.f ) ); } + // all synced up + properties = State; sync = sync_state::good; } @@ -341,16 +346,7 @@ openal_renderer::update( double const Deltatime ) { ::alListenerfv( AL_ORIENTATION, reinterpret_cast( orientation ) ); // velocity if( Deltatime > 0 ) { -/* - glm::dvec3 const listenerposition { Global.pCamera.Pos }; - glm::dvec3 const listenermovement { listenerposition - m_listenerposition }; - m_listenerposition = listenerposition; - m_listenervelocity = ( - glm::length( listenermovement ) < 1000.0 ? // large jumps are typically camera changes - limit_velocity( listenermovement / Deltatime ) : - glm::vec3() ); -*/ - auto cameramove{ glm::dvec3{ Global.pCamera.Pos - m_camerapos} }; + auto cameramove { glm::dvec3{ Global.pCamera.Pos - m_camerapos} }; m_camerapos = Global.pCamera.Pos; // intercept sudden user-induced camera jumps... // ...from free fly mode change @@ -396,6 +392,8 @@ openal_renderer::update( double const Deltatime ) { ++source; } } + // reset potentially used volume change flag + audio::event_volume_change = false; } // returns an instance of implementation-side part of the sound emitter diff --git a/audiorenderer.h b/audiorenderer.h index 84543c15..036ee7d3 100644 --- a/audiorenderer.h +++ b/audiorenderer.h @@ -20,13 +20,21 @@ class sound_source; using uint32_sequence = std::vector; +enum class sound_category : unsigned int { + unknown = 0, // source gain is unaltered + vehicle, // source gain is altered by vehicle sound volume modifier + local, // source gain is altered by positional environment sound volume modifier + ambient, // source gain is altered by ambient environment sound volume modifier +}; + // sound emitter state sync item struct sound_properties { glm::dvec3 location; + float pitch { 1.f }; + sound_category category { sound_category::unknown }; float gain { 1.f }; float soundproofing { 1.f }; std::uintptr_t soundproofing_stamp { ~( std::uintptr_t{ 0 } ) }; - float pitch { 1.f }; }; enum class sync_state { @@ -165,6 +173,7 @@ private: }; extern openal_renderer renderer; +extern bool event_volume_change; diff --git a/driveruipanels.cpp b/driveruipanels.cpp index 5522ea35..556b4b7f 100644 --- a/driveruipanels.cpp +++ b/driveruipanels.cpp @@ -572,10 +572,8 @@ debug_panel::render() { ImGui::Checkbox( "Debug Traction", &DebugTractionFlag ); } render_section( "Camera", m_cameralines ); - if( true == render_section( "Gfx Renderer", m_rendererlines ) ) { - // reflection fidelity - ImGui::SliderInt( ( to_string( Global.reflectiontune.fidelity ) + "###reflectionfidelity" ).c_str(), &Global.reflectiontune.fidelity, 0, 2, "Reflection fidelity" ); - } + render_section( "Gfx Renderer", m_rendererlines ); + render_section_settings(); // toggles ImGui::Separator(); ImGui::Checkbox( "Debug Mode", &DebugModeFlag ); @@ -1266,6 +1264,36 @@ debug_panel::render_section( std::string const &Header, std::vector c return true; } +bool +debug_panel::render_section_settings() { + + if( false == ImGui::CollapsingHeader( "Settings" ) ) { return false; } + + ImGui::PushStyleColor( ImGuiCol_Text, { Global.UITextColor.r, Global.UITextColor.g, Global.UITextColor.b, Global.UITextColor.a } ); + ImGui::TextUnformatted( "Graphics" ); + ImGui::PopStyleColor(); + // reflection fidelity + ImGui::SliderInt( ( to_string( Global.reflectiontune.fidelity ) + "###reflectionfidelity" ).c_str(), &Global.reflectiontune.fidelity, 0, 2, "Reflection fidelity" ); + + ImGui::PushStyleColor( ImGuiCol_Text, { Global.UITextColor.r, Global.UITextColor.g, Global.UITextColor.b, Global.UITextColor.a } ); + ImGui::TextUnformatted( "Sound" ); + ImGui::PopStyleColor(); + // audio volume sliders + ImGui::SliderFloat( ( to_string( static_cast( Global.AudioVolume * 100 ) ) + "%###volumemain" ).c_str(), &Global.AudioVolume, 0.0f, 2.0f, "Main audio volume" ); + if( ImGui::SliderFloat( ( to_string( static_cast( Global.VehicleVolume * 100 ) ) + "%###volumevehicle" ).c_str(), &Global.VehicleVolume, 0.0f, 1.0f, "Vehicle sounds" ) ) { + audio::event_volume_change = true; + } + if( ImGui::SliderFloat( ( to_string( static_cast( Global.EnvironmentPositionalVolume * 100 ) ) + "%###volumepositional" ).c_str(), &Global.EnvironmentPositionalVolume, 0.0f, 1.0f, "Positional sounds" ) ) { + audio::event_volume_change = true; + } + if( ImGui::SliderFloat( ( to_string( static_cast( Global.EnvironmentAmbientVolume * 100 ) ) + "%###volumeambient" ).c_str(), &Global.EnvironmentAmbientVolume, 0.0f, 1.0f, "Ambient sounds" ) ) { + audio::event_volume_change = true; + } + ImGui::PushStyleColor( ImGuiCol_Text, { Global.UITextColor.r, Global.UITextColor.g, Global.UITextColor.b, Global.UITextColor.a } ); + + return true; +} + void transcripts_panel::update() { diff --git a/driveruipanels.h b/driveruipanels.h index d6bb5225..f9e78575 100644 --- a/driveruipanels.h +++ b/driveruipanels.h @@ -96,6 +96,7 @@ private: // renders provided lines, under specified collapsing header bool render_section( std::string const &Header, std::vector const &Lines ); bool render_section_scenario(); + bool render_section_settings(); // members std::array m_buffer; input_data m_input; diff --git a/eu07.ico b/eu07.ico index af04013ca80b4f67c049534882a4c6d137e3d52f..08173184ac46a90c6ae9d5b2cc2cc871214e7b4a 100644 GIT binary patch literal 165404 zcmXtfV|XP`uy>r@*g3Jev2B|h+t$XmZF6JW&IvZo#^#Bw4d49leeZml>Y1l|x~9}s 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m_properties.category = ( + m_owner ? sound_category::vehicle : + m_range < 0 ? sound_category::ambient : + sound_category::local ); + if( sound( sound_id::main ).buffer != null_handle ) { // basic variant: single main sound, with optional bookends play_basic(); @@ -986,7 +993,7 @@ sound_source::update_soundproofing() { case sound_placement::internal: { if( m_range >= -1 ) { // limited range sound m_properties.soundproofing = ( - soundproofingstamp == 0 ? + ( FreeFlyModeFlag || externalcamera ) ? EU07_SOUNDPROOFING_STRONG : // listener outside HACK: won't be true if active vehicle has open window ( simulation::Train->Dynamic() != m_owner ? EU07_SOUNDPROOFING_STRONG : // in another vehicle @@ -996,7 +1003,7 @@ sound_source::update_soundproofing() { } else { // global sound m_properties.soundproofing = ( - soundproofingstamp == 0 ? + ( FreeFlyModeFlag || externalcamera ) ? EU07_SOUNDPROOFING_GLOBAL_STRONG : // listener outside HACK: won't be true if active vehicle has open window ( simulation::Train->Dynamic() != m_owner ? EU07_SOUNDPROOFING_GLOBAL_VERYSTRONG : // in another vehicle @@ -1009,7 +1016,7 @@ sound_source::update_soundproofing() { case sound_placement::engine: { if( m_range >= -1 ) { // limited range sound m_properties.soundproofing = ( - externalcamera ? + ( FreeFlyModeFlag || externalcamera ) ? EU07_SOUNDPROOFING_SOME : // listener outside or has a window open ( simulation::Train->Dynamic() != m_owner ? EU07_SOUNDPROOFING_STRONG : // in another vehicle @@ -1019,7 +1026,7 @@ sound_source::update_soundproofing() { } else { // global sound m_properties.soundproofing = ( - ( externalcamera ) ? + ( FreeFlyModeFlag || externalcamera ) ? EU07_SOUNDPROOFING_GLOBAL_STRONG : // listener outside or has a window open ( simulation::Train->Dynamic() != m_owner ? EU07_SOUNDPROOFING_GLOBAL_VERYSTRONG : // in another vehicle diff --git a/version.h b/version.h index 2a344570..ded5d8e9 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 908 +#define VERSION_MINOR 913 #define VERSION_REVISION 0 From 4da87e98d984cab622cee84d1dbb1ca1f9f7bc20 Mon Sep 17 00:00:00 2001 From: tmj-fstate Date: Sun, 20 Sep 2020 17:22:04 +0200 Subject: [PATCH 153/153] build 200914. articulated coupler parameters change, driver aid logic tweak, sound overrides support, combined rain sound support --- Driver.cpp | 31 +++++++++++++++++++++++++++---- Event.cpp | 1 + McZapkie/Mover.cpp | 10 +++++++++- application.cpp | 2 ++ maszyna.vcxproj | 2 ++ maszyna.vcxproj.filters | 6 ++++++ simulation.cpp | 1 - simulation.h | 1 - simulationenvironment.cpp | 17 ++++++++++++++--- simulationenvironment.h | 2 +- simulationsounds.cpp | 22 ++++++++++++++++++++++ simulationsounds.h | 23 +++++++++++++++++++++++ simulationstateserializer.cpp | 1 + utilities.h | 13 +++++++++++++ version.h | 2 +- 15 files changed, 122 insertions(+), 12 deletions(-) create mode 100644 simulationsounds.cpp create mode 100644 simulationsounds.h diff --git a/Driver.cpp b/Driver.cpp index b4831bf3..11a954d3 100644 --- a/Driver.cpp +++ b/Driver.cpp @@ -976,6 +976,18 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN sSpeedTable[i].iFlags = 0; } } + // for human-driven vehicles discard the stop point if they leave it far enough behind + if( ( false == AIControllFlag ) + && ( sSpeedTable[ i ].fDist < -1 * std::max( fLength + 100, 250.0 ) ) ) { + sSpeedTable[ i ].iFlags = 0; // nie liczy się już zupełnie (nie wyśle SetVelocity) + sSpeedTable[ i ].fVelNext = -1; // można jechać za W4 + if( ( sSpeedTable[ i ].fDist <= 0.0 ) && ( eSignNext == sSpeedTable[ i ].evEvent ) ) { + // sanity check, if we're held by this stop point, let us go + VelSignalLast = -1; + } + continue; + } + IsAtPassengerStop = ( ( sSpeedTable[ i ].fDist <= passengerstopmaxdistance ) // Ra 2F1I: odległość plus długość pociągu musi być mniejsza od długości @@ -1234,8 +1246,8 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } } if( ( SemNextStopIndex == -1 ) - || ( ( sSpeedTable[ SemNextStopIndex ].fVelNext != 0 ) - && ( sSpeedTable[ i ].fVelNext == 0 ) ) ) { + || ( ( sSpeedTable[ SemNextStopIndex ].fVelNext != 0 ) + && ( sSpeedTable[ i ].fVelNext == 0 ) ) ) { SemNextStopIndex = i; } } @@ -1296,8 +1308,19 @@ TCommandType TController::TableUpdate(double &fVelDes, double &fDist, double &fN } else if (sSpeedTable[i].IsProperSemaphor(OrderCurrentGet())) { // to semaphor - if (sSpeedTable[i].fDist < 0) - VelSignalLast = sSpeedTable[i].fVelNext; //minięty daje prędkość obowiązującą + if( sSpeedTable[ i ].fDist < 0 ) { + if( ( false == AIControllFlag ) + && ( sSpeedTable[ i ].fDist < -1 * std::max( fLength + 100, 250.0 ) ) ) { + // for human-driven vehicles ignore the signal if it was passed by sufficient distance + sSpeedTable[ i ].iFlags &= ~spEnabled; + VelSignal = -1.0; + continue; + } + else { + // for ai-driven vehicles always play by the rules + VelSignalLast = sSpeedTable[ i ].fVelNext; //minięty daje prędkość obowiązującą + } + } else { iDrivigFlags |= moveSemaphorFound; //jeśli z przodu to dajemy falgę, że jest diff --git a/Event.cpp b/Event.cpp index 238d6f53..0f7e5fb2 100644 --- a/Event.cpp +++ b/Event.cpp @@ -18,6 +18,7 @@ http://mozilla.org/MPL/2.0/. #include "simulation.h" #include "simulationtime.h" +#include "simulationsounds.h" #include "messaging.h" #include "Globals.h" #include "MemCell.h" diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 2fc246db..40631815 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -9904,7 +9904,7 @@ void TMoverParameters::LoadFIZ_BuffCoupl( std::string const &line, int const Ind coupler->beta = 0.3; } else if( coupler->CouplerType == TCouplerType::Articulated ) { - +/* coupler->SpringKC = 60.0 * Mass + 1000; coupler->DmaxC = 0.05; coupler->FmaxC = 20000000.0 + 2.0 * Ftmax; @@ -9912,6 +9912,14 @@ void TMoverParameters::LoadFIZ_BuffCoupl( std::string const &line, int const Ind coupler->DmaxB = 0.05; coupler->FmaxB = 4000000.0 + 2.0 * Ftmax; coupler->beta = 0.55; +*/ + coupler->SpringKC = 4500 * 1000; + coupler->DmaxC = 0.05; + coupler->FmaxC = 850 * 1000; + coupler->SpringKB = 9200 * 1000; + coupler->DmaxB = 0.05; + coupler->FmaxB = 320 * 1000; + coupler->beta = 0.55; } if( Index == 0 ) { diff --git a/application.cpp b/application.cpp index b2876d79..657aabbc 100644 --- a/application.cpp +++ b/application.cpp @@ -15,6 +15,7 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "simulation.h" +#include "simulationsounds.h" #include "Train.h" #include "dictionary.h" #include "sceneeditor.h" @@ -868,6 +869,7 @@ eu07_application::init_data() { weightpair.first.erase( weightpair.first.end() - 1 ); // trim trailing ':' from the key simulation::Weights.emplace( weightpair.first, weightpair.second ); } + deserialize_map( simulation::Sound_overrides, cParser( "data/sound_overrides.txt", cParser::buffer_FILE ) ); return 0; } diff --git a/maszyna.vcxproj b/maszyna.vcxproj index 58782cd2..e4316457 100644 --- a/maszyna.vcxproj +++ b/maszyna.vcxproj @@ -309,6 +309,7 @@ + @@ -444,6 +445,7 @@ + diff --git a/maszyna.vcxproj.filters b/maszyna.vcxproj.filters index 05f37d89..6f8a6903 100644 --- a/maszyna.vcxproj.filters +++ b/maszyna.vcxproj.filters @@ -468,6 +468,9 @@ Source Files + + Source Files + @@ -857,6 +860,9 @@ Header Files + + Header Files + diff --git a/simulation.cpp b/simulation.cpp index 5d8d79ee..b5e13531 100644 --- a/simulation.cpp +++ b/simulation.cpp @@ -36,7 +36,6 @@ memory_table Memory; path_table Paths; traction_table Traction; powergridsource_table Powergrid; -sound_table Sounds; instance_table Instances; vehicle_table Vehicles; train_table Trains; diff --git a/simulation.h b/simulation.h index e3c0521d..27e9f166 100644 --- a/simulation.h +++ b/simulation.h @@ -69,7 +69,6 @@ extern memory_table Memory; extern path_table Paths; extern traction_table Traction; extern powergridsource_table Powergrid; -extern sound_table Sounds; extern instance_table Instances; extern vehicle_table Vehicles; extern train_table Trains; diff --git a/simulationenvironment.cpp b/simulationenvironment.cpp index 9ce38353..5593138e 100644 --- a/simulationenvironment.cpp +++ b/simulationenvironment.cpp @@ -10,6 +10,7 @@ http://mozilla.org/MPL/2.0/. #include "stdafx.h" #include "simulationenvironment.h" +#include "simulationsounds.h" #include "Globals.h" #include "Timer.h" @@ -78,7 +79,14 @@ world_environment::init() { m_stars.init(); m_clouds.Init(); m_precipitation.init(); - m_precipitationsound.deserialize( "rain-sound-loop", sound_type::single ); + { + auto const rainsoundoverride { simulation::Sound_overrides.find( "weather.rainsound:" ) }; + m_rainsound.deserialize( + ( rainsoundoverride != simulation::Sound_overrides.end() ? + rainsoundoverride->second : + "rain-sound-loop" ), + sound_type::single ); + } m_wind = basic_wind{ static_cast( Random( 0, 360 ) ), static_cast( Random( -5, 5 ) ), @@ -181,10 +189,13 @@ world_environment::update() { if( ( true == ( FreeFlyModeFlag || Global.CabWindowOpen ) ) && ( Global.Weather == "rain:" ) ) { - m_precipitationsound.play( sound_flags::exclusive | sound_flags::looping ); + if( m_rainsound.is_combined() ) { + m_rainsound.pitch( Global.Overcast - 1.0 ); + } + m_rainsound.play( sound_flags::exclusive | sound_flags::looping ); } else { - m_precipitationsound.stop(); + m_rainsound.stop(); } update_wind(); diff --git a/simulationenvironment.h b/simulationenvironment.h index 3c03c01e..d916594f 100644 --- a/simulationenvironment.h +++ b/simulationenvironment.h @@ -83,7 +83,7 @@ private: float m_lightintensity { 1.f }; TSky m_clouds; basic_precipitation m_precipitation; - sound_source m_precipitationsound { sound_placement::external, -1 }; + sound_source m_rainsound { sound_placement::external, -1 }; basic_wind m_wind; }; diff --git a/simulationsounds.cpp b/simulationsounds.cpp new file mode 100644 index 00000000..16703726 --- /dev/null +++ b/simulationsounds.cpp @@ -0,0 +1,22 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#include "stdafx.h" +#include "simulationsounds.h" + +#include "utilities.h" + +namespace simulation { + +sound_overridemap Sound_overrides; +sound_table Sounds; + +} // simulation + +//--------------------------------------------------------------------------- diff --git a/simulationsounds.h b/simulationsounds.h new file mode 100644 index 00000000..f3c2717f --- /dev/null +++ b/simulationsounds.h @@ -0,0 +1,23 @@ +/* +This Source Code Form is subject to the +terms of the Mozilla Public License, v. +2.0. If a copy of the MPL was not +distributed with this file, You can +obtain one at +http://mozilla.org/MPL/2.0/. +*/ + +#pragma once + +#include "sound.h" + +namespace simulation { + +using sound_overridemap = std::unordered_map; + +extern sound_overridemap Sound_overrides; +extern sound_table Sounds; + +} // simulation + +//--------------------------------------------------------------------------- diff --git a/simulationstateserializer.cpp b/simulationstateserializer.cpp index d94f2f65..eec2a2f7 100644 --- a/simulationstateserializer.cpp +++ b/simulationstateserializer.cpp @@ -15,6 +15,7 @@ http://mozilla.org/MPL/2.0/. #include "Globals.h" #include "simulation.h" #include "simulationtime.h" +#include "simulationsounds.h" #include "simulationenvironment.h" #include "scenenodegroups.h" #include "particles.h" diff --git a/utilities.h b/utilities.h index 3d871f93..fa8c1fea 100644 --- a/utilities.h +++ b/utilities.h @@ -353,6 +353,19 @@ deserialize_random_set( cParser &Input, char const *Break = "\n\r\t ;" ); int count_trailing_zeros( uint32_t val ); +// extracts a group of pairs from provided data stream +// NOTE: expects no more than single pair per line +template +void +deserialize_map( MapType_ &Map, cParser &Input ) { + + while( Input.ok() && !Input.eof() ) { + auto const key { Input.getToken( false ) }; + auto const value { Input.getToken( false, "\n" ) }; + Map.emplace( key, value ); + } +} + namespace threading { // simple POD pairing of a data item and a mutex diff --git a/version.h b/version.h index ded5d8e9..d7dfd424 100644 --- a/version.h +++ b/version.h @@ -1,5 +1,5 @@ #pragma once #define VERSION_MAJOR 20 -#define VERSION_MINOR 913 +#define VERSION_MINOR 914 #define VERSION_REVISION 0

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